Why the Sonic the Hedgehog First Design Was Actually a Terrifying Rabbit

Why the Sonic the Hedgehog First Design Was Actually a Terrifying Rabbit

Naoto Ohshima was sitting in Central Park. It was the early nineties. He had a sketchbook, a pen, and a massive problem. Sega needed a mascot. Not just any mascot, but a character capable of going toe-to-toe with Mario, who was basically the king of the world at that point. Most people think the Sonic the Hedgehog first design was just a slightly taller version of the blue blur we know today, but that is totally wrong. Before he was a hedgehog, he was a rabbit. An aggressive, long-eared rabbit that picked things up with its ears to throw them.

It sounds weird because it is.

Sega was internally known for its "cool" factor, or at least they wanted to be. Alex Kidd wasn't cutting it anymore. He was a bit too soft, a bit too "kiddie." The team at Sega AM8—which would eventually become Sonic Team—threw every single idea at the wall. We almost got an armadillo. We almost got a dog. We even almost got a portly guy in pajamas who looked suspiciously like Theodore Roosevelt. That guy actually stuck around, but they turned him into the villain, Dr. Eggman. But the rabbit? The rabbit was the frontrunner for a long time.

The Rabbit with the Prehensile Ears

The Sonic the Hedgehog first design wasn't built around speed. It was built around mechanics. Ohshima and the team were obsessed with the idea of a character who could interact with the environment in a tactile way. This rabbit was designed to use its oversized ears to grab enemies, lift them over its head, and toss them. It’s a classic platformer trope. You see it in games like Klonoa years later. But there was a massive technical hurdle: the Sega Genesis was fast, and the team wanted to show off that processing power.

Yuji Naka, the lead programmer, realized that stopping to pick things up killed the flow. He wanted something fast. Something that could roll into a ball and keep moving without losing momentum. The "loop-the-loop" concept was already being toyed with in the engine, and a rabbit stopping to heave a badnik just didn't feel right.

They pivoted.

The move from a rabbit to a hedgehog changed gaming history. If they’d stuck with the ears, the game would have been a slow-paced puzzle platformer. Instead, they focused on "rolling." A hedgehog can roll. A hedgehog has spines that make it a natural weapon while moving. It was a perfect marriage of character design and hardware capability.

What the Original Sonic Really Looked Like

When the Sonic the Hedgehog first design finally settled on being a hedgehog, he still didn't look like the 1991 box art. He was pointier. He was darker. He had a human girlfriend named Madonna who looked like she walked off a hair-metal music video set. He had fangs. He was in a rock band with a monkey and a crocodile. It was incredibly "90s edgy," and honestly, it was a bit much.

When the design landed on the desk of Sega of America’s Madeline Schroeder, she basically told the Japanese team that it wouldn't work for a Western audience. She’s often called the "Mother of Sonic" because she fought to soften those edges. She knew that if Sonic was going to be a global icon, he needed to be "cool" but accessible. The fangs went away. The rock band was cut. Madonna was deleted entirely.

What remained was the blue hedgehog with the red shoes. Why red? Because of Santa Claus. No, really. Ohshima liked the contrast of Santa's red against green environments, and he mixed that with Michael Jackson’s boots from the "Bad" era. It was a weird, eclectic soup of pop culture influences that somehow resulted in the most recognizable silhouette in gaming.

The 2019 Movie Disaster: A Different Kind of First Design

You can't talk about the Sonic the Hedgehog first design without mentioning the 2019 "Movie Sonic." This is the modern version of the same struggle. When the first trailer for the live-action movie dropped, the internet collectively lost its mind. This wasn't the Sonic people knew. He had human teeth. Small, terrifying human eyes. He lacked the signature "monobrow" eye shape. He looked like a child in a very expensive, very sweaty fur suit.

It was a total failure of understanding what makes the character work.

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The director, Jeff Fowler, did something almost unheard of in Hollywood. He apologized. The studio delayed the movie and spent millions of dollars to redesign the character to look more like his Sega Genesis roots. It worked. The movie became a hit. But that "First Movie Design" now lives in infamy as "Ugly Sonic," even making a self-deprecating cameo in the Chip 'n Dale: Rescue Rangers movie. It’s a reminder that Sonic’s design is a delicate balance. If you lean too far into realism, you lose the "cool." If you lean too far into the abstract, he becomes a generic cartoon.

Why the Hedgehog Won

The transition from the rabbit to the hedgehog was about more than just aesthetics. It was about the "Blast Processing" marketing war. Sega needed a game that felt like it was breaking the speed limit. The hedgehog design allowed for a "rolling attack," which meant the player never had to stop. This flow-state gameplay is what separated Sega from Nintendo. Mario was about precision jumping; Sonic was about momentum.

If you look at the early sketches, you can see the DNA of other characters. The "Roosevelt" guy became Robotnik. The rabbit’s grabbing mechanic eventually found a home in a later Sega game called Ristar. Nothing was wasted. But the Sonic the Hedgehog first design being a hedgehog was the pivot that allowed the Sega Genesis to actually compete in the 90s console wars.

The design has evolved, sure. He got taller in Sonic Adventure. He got green eyes, which caused a weirdly large amount of drama in the fan community. He got "Starlight Zone" inspired sneakers. But the core—the blue fur, the attitude, the speed—has remained remarkably consistent since that final shift away from the rabbit ears.

Actionable Insights for Character Design

If you’re a creator, developer, or just a fan of design history, the story of Sonic’s origin offers a few real-world lessons that still apply today.

  • Mechanics should dictate form. Don't give a character a feature (like ears) if the gameplay (high speed) makes that feature a burden.
  • Cultural translation matters. What works in Tokyo might not work in New York. The softening of Sonic's "edge" by Sega of America made him a global brand rather than a niche Japanese export.
  • Simplicity is the ultimate "cool." Sonic’s silhouette is three circles and some spikes. You can draw it in three seconds. That’s why it’s iconic.
  • Listen to the backlash. Whether it was Madeline Schroeder in 1990 or the internet in 2019, the "first design" is rarely the best one. Be willing to kill your darlings to save the project.

The next time you play a Sonic game, just imagine him stopping every five seconds to pick up a rock with his ears. It would have been a completely different world. Probably a much quieter one.