If you’ve ever wondered what it would take to get Sonic the Hedgehog running on a classic Amiga computer, you’re in for a treat. A dedicated retro developer has taken on the ambitious task of porting the original Mega Drive version of Sonic to both the A1200 and the older A500 models — and he’s giving us a behind-the-scenes look at just how tricky it really is.
YouTuber reassembler68k has previously ported the arcade version of OutRun to the Amiga, which was already a technical marvel (although some form of hardware acceleration is required on original machines). But Sonic is a whole different beast. Unlike a simple remake or a fan version, this project aims to use the original Sonic code and assets, which means it has to handle all the quirks and limitations of the Mega Drive hardware while translating them to the Amiga’s architecture.
Amiga vs. Mega Drive: Not as similar as you may think
In a fascinating video, reassembler68k explores some of the basics, kicking off with a look at the SEGA logo splash and everything that entails its recreation on the Amiga. It’s tougher than you might expect, with tiles, layers, palette cycling, and transparency all requiring different approaches compared with the Mega Drive.
On paper, the Mega Drive and Amiga A500 seem similar: comparable processor speeds and modest memory. But appearances can be deceiving:
- Memory Differences: Sonic fits in just over half a megabyte of data on the Mega Drive, stored in a ROM that the processor can access instantly. On an Amiga, that same data needs to be loaded and managed differently.
- Graphics Differences: The Amiga’s blitter chip is flexible and powerful, allowing many custom operations. The Mega Drive, on the other hand, is rigid but extremely fast, with two tile layers and a sprite layer. Translating Sonic’s graphics routines to a system that doesn’t natively understand them is a major challenge.
- Color and Palette Challenges: The Mega Drive can display up to 64 colours at once using clever palette tricks, while the A500 is limited to 32 colours. Even the A1200, which supports 64 colours, requires careful mapping.
We don’t yet know how this project will turn out, but I wouldn’t be surprised to see the A1200 version (which is going to be the lead version) be far superior to the A500 port.
Coding challenges and tools
Unlike modern games, Sonic the Hedgehog’s original code is written directly for the memory addresses of a specific device: the Mega Drive. That means a direct compile on the Amiga would either crash or behave unpredictably. The developer has to go line by line through tens of thousands of assembly instructions to make the code work.
To tackle these challenges, reassembler68k created a suite of tools, to aid with translating Mega Drive palettes, analyse graphics, and manage compression.
These tools are essential because the goal isn’t speed at this stage — it’s accuracy.
One to watch
But the big question is: can Sonic the Hedgehog be ported to an Amiga?
Well, as a lover of the Amiga, I’m pretty sure it can be. I’ve subscribed to reassembler68k‘s channel, and if you’re interested to see how this project develops, so should you.
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Christian Cawley is the founder and editor of GamingRetro.co.uk, a website dedicated to classic and retro gaming. With over 20 years of experience writing for technology and gaming publications, he brings considerable expertise and a lifelong passion for interactive entertainment, particularly games from the 8-bit and 16-bit eras.
Christian has written for leading outlets including TechRadar, Computer Weekly, Linux Format, and MakeUseOf, where he also served as Deputy Editor.
When he’s not exploring vintage consoles or retro PCs, Christian enjoys building with LEGO, playing cigar box guitar, and experimenting in the kitchen.





