Deltarune & FNF BF & GF and MLP & FNAF – Friday Night Funkin' – Funky Night Song



Deltarune & FNF BF & GF and MLP & FNAF – Friday Night Funkin’ – Funky Night Song and the end LAN TRINH FD#Shots
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2 thoughts on “Deltarune & FNF BF & GF and MLP & FNAF – Friday Night Funkin' – Funky Night Song”

  1. Sonic the Hedgehog[a] is a Japanese video game series and media franchise created by Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main Sonic the Hedgehog games are platformers mostly developed by Sonic Team; other games, developed by various studios, include spin-offs in the racing, fighting, party and sports genres. The franchise also incorporates printed media, animations, feature films, and merchandise.

    Naka, Ohshima, and Yasuhara developed the first Sonic game, released in 1991 for the Sega Genesis, to provide Sega with a mascot to compete with Nintendo's Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three Sonic games, plus the spin-off Sonic Spinball (1993). A number of Sonic games were also developed for Sega's 8-bit consoles, the Master System and Game Gear. After a hiatus during the unsuccessful Saturn era, the first major 3D Sonic game, Sonic Adventure, was released in 1998 for the Dreamcast. Sega exited the console market and shifted to third-party development in 2001, continuing the series on Nintendo, Xbox, and PlayStation systems.

    While Sonic games often have unique game mechanics and stories, they feature recurring elements such as the ring-based health system, level locales, and fast-paced gameplay. Games typically feature Sonic setting out to stop Eggman's schemes for world domination, and the player navigates levels that include springs, slopes, bottomless pits, and vertical loops. Later games added a large cast of characters; some, such as Miles "Tails" Prower, Knuckles the Echidna, and Shadow the Hedgehog, have starred in spin-offs. The franchise has crossed over with other video game franchises in games such as Mario & Sonic, Sega All-Stars, and Super Smash Bros.

    Sonic the Hedgehog is Sega's flagship franchise and one of the bestselling video game franchises, selling over 140 million units by 2016 and grossing over $5 billion as of 2014. Series sales and free-to-play mobile game downloads totaled 1.5 billion as of 2022. The Genesis Sonic games have been described as representative of the culture of the 1990s and listed among the greatest of all time. Although later games, notably the 2006 series reboot, received poorer reviews, Sonic is influential in the video game industry and is frequently referenced in popular culture. The franchise is known for its fandom that produces unofficial media, such as fan art and fangames.

    History
    See also: List of Sonic the Hedgehog video games and Sonic Team
    1990–1991: Conception and first game
    Main article: Sonic the Hedgehog (1991 video game)
    A middle-aged Japanese man with glasses, a black suit, and a red tie.
    A middle-aged Japanese man with glasses, a white button-up, and a black coat
    Sonic the Hedgehog co-creators: programmer Yuji Naka (left) and artist Naoto Ohshima (right)
    By 1990, the Japanese video game company Sega wanted a foothold in the video game console market with its 16-bit console, the Sega Genesis. Sega's efforts had been stymied by the dominance of Nintendo;[1] the Genesis did not have a large install base and Nintendo did not take Sega seriously as a competitor.[2]: 414  Sega of America CEO Michael Katz attempted to challenge Nintendo with the "Genesis does what Nintendon't" marketing campaign and by collaborating with athletes and celebrities to create games.[2]: 405–406  These efforts did not break Nintendo's dominance, and Katz was replaced by Tom Kalinske, formerly of Mattel.[2]: 423–424 

    Sega president Hayao Nakayama decided Sega needed a flagship series and mascot to compete with Nintendo's Mario franchise. Nintendo had recently released Super Mario Bros. 3, at the time the bestselling video game ever. Sega's strategy had been based on porting its successful arcade games to the Genesis; however, Nakayama recognized that Sega needed a star character in a game that could demonstrate the power of the Genesis's hardware.[1] An internal contest was held to determine a flagship game,[3][4] with a focus on the American audience.[5] Among the teams working on proposals were artist Naoto Ohshima and programmer Yuji Naka.[6]: 20–33, 96–101  The gameplay of Sonic the Hedgehog (1991) originated with a tech demo created by Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka's prototype was a platform game that involved a fast-moving character rolling in a ball through a long winding tube.[7] Sega management accepted the duo's project and they were joined by designer Hirokazu Yasuhara.[6]: 20–33, 96–101 [8]

    An edition of the original model of the Sega Genesis. It is a black system that resembles an audio player, with a slot on top to insert game cartridges.
    The original Sonic the Hedgehog was released on June 23, 1991, for the Sega Genesis,[9] boosting Genesis sales dramatically.
    After Yasuhara joined Naka and Ohshima, their focus shifted to the protagonist, who Sega hoped could become its mascot.[6]: 20–33, 96–101  The protagonist was initially a rabbit able to grasp objects with prehensile ears, but the concept proved too complex for the hardware. The team moved on to animals that could roll into a ball, and eventually settled on Sonic, a teal hedgehog created by Ohshima.[1][3] Naka's prototype was expanded with Ohshima's character design and levels conceived by Yasuhara.[7] Sonic's color was chosen to match Sega's cobalt blue logo, and his red and white shoes were inspired by the cover of Michael Jackson's 1987 album Bad.[10] His personality was based on Bill Clinton's "can-do" attitude.[11][12][13] The antagonist, Doctor Eggman, was another character Ohshima had designed for the contest. The team thought the abandoned design was excellent and redesigned it as a villain.[14] The team took the name Sonic Team for the game's release.[15]

    Sonic's first appearance came in Sega AM3's racing game Rad Mobile (1991) five months before the release of Sonic the Hedgehog, as an ornament hanging from the driver's rearview mirror. The Sonic developers let AM3 use Sonic because they were interested in making him visible to the public.[16] According to Mark Cerny, who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt that Sonic had no appeal.[17] Although Katz was certain that Sonic would not be popular with American children,[18][19] Kalinske arranged to place Sonic the Hedgehog as the pack-in game with the Genesis.[18][20] Featuring speedy gameplay, Sonic the Hedgehog received critical acclaim.[21][22] It greatly increased the popularity of the Sega Genesis in North America,[23] credited with helping Sega gain 65% of the market share against Nintendo.[11]

    1991–1995: Genesis sequels
    Naka was dissatisfied with his treatment at Sega and felt he received little credit for his involvement in the success. He quit but was hired by Cerny to work at the US-based Sega Technical Institute (STI), with a higher salary and more creative freedom. Yasuhara also decided to move to STI.[24][23] STI began work on Sonic the Hedgehog 2 (1992) in November 1991.[24] Level artist Yasushi Yamaguchi designed Sonic's new sidekick, Tails, a flying two-tailed fox inspired by the mythological kitsune.[3] Like its predecessor, Sonic the Hedgehog 2 was a major success, but its development suffered from the language barrier and cultural differences between the Japanese and American developers.[25] While STI developed Sonic 2, Ohshima led a team in Japan to create Sonic CD for the Genesis's CD-ROM accessory, the Sega CD;[26] it was conceived as an enhanced port of Sonic 2, but evolved into a separate project.[27]

    Once development on Sonic 2 concluded, Cerny departed and was replaced by Roger Hector. STI divided into two teams: the Japanese developers led by Naka, and the American developers.[25] The Japanese began work on Sonic the Hedgehog 3.[28] It was initially developed as an isometric game using the Sega Virtua Processor chip, but was restarted as a more conventional side-scrolling game after the chip was delayed.[5] It introduced Sonic's rival Knuckles, created by artist Takashi Thomas Yuda.[6]: 51, 233  Due to an impending promotion with McDonald's and cartridges size constraints, the project was split in two: the first half, Sonic 3, was released in February 1994, and the second, Sonic & Knuckles, a few months later.[29] The Sonic & Knuckles cartridge contains an adapter tha

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