 In designing the game mechanics , <unk> was inspired by Shigeru Miyamoto , whose games he had enjoyed playing years earlier . <unk> the simplicity of Miyamoto 's mechanics in complex environments , <unk> decided that Sonic would be controlled with only a directional pad for movement and a single button for jumping . He also wanted his creation to be more action @-@ oriented than the Mario series ; while playing Super Mario Bros. , he had wondered why the levels could not be cleared more quickly . Due to the need to demonstrate the Genesis ' technological prowess , the developing game underwent extensive testing and redesign , a process taking over six months . The developers ' efforts were rewarded ; according to <unk> <unk> , the game had the fastest @-@ ever character speed in a video game and a rotation effect in the special stages that was considered impossible on the console . The team intended to add a two @-@ player mode displayed via split @-@ screen , but <unk> 's programming knowledge was insufficient to implement this feature . However , such a mode would later appear in sequel Sonic the Hedgehog 2 ( 1992 ) , where the second player would control Sonic 's best friend Miles " <unk> " <unk> . <unk> , <unk> , and <unk> worked 19 hours a day on the project for several months . 
