Sonic: Rise of the Hedgehog finished!

After about eleven months, today is the day I finish my arcade game, Sonic: Rise of the Hedgehog. I started the project to make the first danish arcade machine. The scope of the project went way above what I had in mind. I have spent countless hours sitting in front the computer making the game. The cabinet(or hardware) side of things was a lot easier, but both put together was, in hindsight, way too much for a one-man project. But I did it.

I will give an overview of the process below. It will be with the oldest lowest and the newest at the top. Looking back, everything is a blur. A blue blur(!).


Video of the attract mode:

– August 22 2014

Made a small digital flyer for the game:


– Late August 2014

Sent off the hi-rez front art for printing. Turned out great!


– Late July 2014

The poster on the right went up when the project began. The sun is a harsh mistress.


– Late July 2014

Control Panel all done. The colours might change later. I also almost finish the game’s RUSH MODE.


– Early July 2014

I finish the ULTRA-UPDATE video:
– Late June 2014

Testing the game on a normal TV with a XBOX controller.


– Late May 2014

Finishing the artwork for the marquee, getting it printed. Also started on Zone 2, which is space-themed.

– Mid May 2014

First draft of the indicator for the control panel:

– Early May 2014 mention the progress with the game again.


– Late April 2014

I finish the I/O interface. This will take inputs from the control panel to the PC and it will drive the lamp on the control panel. This is for when Sonic is close to a secret in the game.

Also, testing gfx that end up not being used.


– Late April 2014

This is the event horizon point. This is where there is progress in strides. Now I have invested so much time into this project that I have to finish it.

I set the title to Sonic: Rise of the Hedgehog. I release the GIGA-UPDATE, a video that covers progress on the game:


– Late March 2014

After fixing the monitor in the cabinet I was ready for the first test, running the early draft of the game on the cabinet. At this point the game is running at 480p 60fps.

– Early March 2014

I get the donor cabinet. Working with wood is another of my shortcomings.
You can see the classic Sonic poster on the wall. This is what I call method-coding

– Early February 2014 runs the news of ROTH being developed:


– Late December 2013

Finished the first intro screen with controllers for coin inputs and start.

– Late November 2013

Working title is set to Sonic: Ring Master/Untitled. Also, I make the game to run with several layers of parallax scrolling.

– Mid November 2013

I decide that my game has to be 60fps at a resolution of 640x480p 31kHz. Since I wanted to the game to be FAST and PRECISE I needed peak performance for the twitch gameplay.

I also make my first test joystick, using a NES Advantage:


– Early November 2013

Working on platforms. You cannot have a platforming game without moving platforms, right? So, I start making platforms that move up and down. Making games really amazes me with the amount of different ways to do stuff.


– Late October 2013

I begin coding the game. Since sprite drawing and artwork is not within my capabilities, I ‘borrowed’ Sega’s graphics, hook, line & sinker. My original plan was to make a high-res game where the camera is placed far from the action. This can be seen on the below screenshot. I have always loved a pulled-back view, but both my wife and a couple of early followers of the project frowned at this. Also, opting to use an arcade monitor forced me closer to the action. This is the first compromise.


Share this post / like / follow

Leave a Reply