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The game was designed around exploration, four-player co-op, and a story about the origins of Sonic and Dr. Eggman's rivalry. Over time, Sega repeatedly changed the project's direction, including its story, character writing and designs, and adherence to established Sonic lore so that the game could tie in with the upcoming "Sonic Boom" TV series, with changes being made months before release. The game was part of Sega's deal with Nintendo for Wii U-exclusive Sonic the Hedgehog titles, despite originally being developed for more powerful hardware using Crytek's CryEngine 3. The platform change created technical problems, not helped by Sega refusing to delay the game's release, forcing the team to work with Crytek to optimize it for the Wii U. As a result, Big Red Button had to cut or simplify major features, reduce the co-op to two players, downgrade the graphics, and revamp their levels to be more linear. Upwards of 50 employees left or were dismissed by the time the game was complete.
Sega did not send advance copies of the game to reviewers before launch, but the game's numerous glitches, simplistic gameplay, poor visuals and story quickly became apparent. Its commercial and critical failure crippled Big Red Button and contributed to broader criticism of Sega's management; former Sega employee Steven Frost in particular blamed the game's poor reception on Sega's "over-ambition":
"The biggest mistake in Boom was trying to cram too much into the game... Not only were we trying to make just a really good Sonic game, we were trying to add more to it. We overextended our grasp in some ways. We're trying to add in a bungee mechanic, and we're adding combat, and we're adding puzzles, vehicles, hopefully a more compelling story and a bunch of different environments. And it's just a lot, you know? If there's any lesson for me, it's that being too ambitious can be bad."
Sonic Paradise article (in Spanish):
https://web.archive.org/web/20170714215944/http://www.sonicparadise.net/2017/07/de-project-apollo-sonic-boom-su.html
https://web.archive.org/web/20200531201117/http://www.tssznews.com/2017/07/11/tons-of-new-info-on-sonic-boom-rise-of-lyric-development-found/
IGN article:
http://www.ign.com/articles/2015/03/19/sega-discusses-issues-with-sonic-boom-development
https://www.ign.com/articles/2014/11/11/where-are-igns-sonic-boom-rise-of-lyric-and-shattered-crystal-reviews
Polygon article:
https://www.polygon.com/features/2016/2/9/10939924/big-red-button-sonic-boom-rise-of-lyric/
The Super Sonic Zone News article:
https://web.archive.org/web/20141118182332/http://www.tssznews.com/2014/11/15/reports-suggest-brb-exodus-ahead-of-sonic-boom-launch/
Game Developer article:
https://www.gamedeveloper.com/business/what-goes-into-rebooting-i-sonic-the-hedgehog-i-
GameSpot article:
https://www.gamespot.com/articles/sega-explains-sonic-and-knuckles-new-look/1100-6418328/
Unseen64 video:
https://www.youtube.com/watch?v=2Mo7esa1Tfk
NintendoLife article:
https://www.nintendolife.com/news/2015/04/sonic_boom_was_originally_called_sonic_synergy_alternative_character_designs_emerge
The Wall Street Journal article:
https://web.archive.org/web/20131105011821/http://online.wsj.com/article/PR-CO-20130517-909120.html
My Nintendo News article:
https://mynintendonews.com/2015/05/22/taking-a-look-at-what-went-wrong-with-sonic-boom-rise-of-lyric-development/
Official Nintendo Magazine UK article:
https://web.archive.org/web/20140420185633/http://www.officialnintendomagazine.co.uk/57651/previews/sonic-boom-preview/?page=2
Computer and Video Games article:
https://web.archive.org/web/20141204194447/http://www.computerandvideogames.com/448618/sonic-boom-interview-sega-and-big-red-button-on-reinventing-sonic/
Time Extension article:
https://www.timeextension.com/news/2026/03/this-is-going-to-be-the-slowest-sonic-game-ever-inside-the-tortured-development-of-sonic-boom
Sonic Stadium article:
https://old.sonicstadium.org/2015/04/sonic-boom-was-once-called-sonic-synergy/
https://web.archive.org/web/20170714215944/http://www.sonicparadise.net/2017/07/de-project-apollo-sonic-boom-su.html
https://web.archive.org/web/20200531201117/http://www.tssznews.com/2017/07/11/tons-of-new-info-on-sonic-boom-rise-of-lyric-development-found/
IGN article:
http://www.ign.com/articles/2015/03/19/sega-discusses-issues-with-sonic-boom-development
https://www.ign.com/articles/2014/11/11/where-are-igns-sonic-boom-rise-of-lyric-and-shattered-crystal-reviews
Polygon article:
https://www.polygon.com/features/2016/2/9/10939924/big-red-button-sonic-boom-rise-of-lyric/
The Super Sonic Zone News article:
https://web.archive.org/web/20141118182332/http://www.tssznews.com/2014/11/15/reports-suggest-brb-exodus-ahead-of-sonic-boom-launch/
Game Developer article:
https://www.gamedeveloper.com/business/what-goes-into-rebooting-i-sonic-the-hedgehog-i-
GameSpot article:
https://www.gamespot.com/articles/sega-explains-sonic-and-knuckles-new-look/1100-6418328/
Unseen64 video:
https://www.youtube.com/watch?v=2Mo7esa1Tfk
NintendoLife article:
https://www.nintendolife.com/news/2015/04/sonic_boom_was_originally_called_sonic_synergy_alternative_character_designs_emerge
The Wall Street Journal article:
https://web.archive.org/web/20131105011821/http://online.wsj.com/article/PR-CO-20130517-909120.html
My Nintendo News article:
https://mynintendonews.com/2015/05/22/taking-a-look-at-what-went-wrong-with-sonic-boom-rise-of-lyric-development/
Official Nintendo Magazine UK article:
https://web.archive.org/web/20140420185633/http://www.officialnintendomagazine.co.uk/57651/previews/sonic-boom-preview/?page=2
Computer and Video Games article:
https://web.archive.org/web/20141204194447/http://www.computerandvideogames.com/448618/sonic-boom-interview-sega-and-big-red-button-on-reinventing-sonic/
Time Extension article:
https://www.timeextension.com/news/2026/03/this-is-going-to-be-the-slowest-sonic-game-ever-inside-the-tortured-development-of-sonic-boom
Sonic Stadium article:
https://old.sonicstadium.org/2015/04/sonic-boom-was-once-called-sonic-synergy/
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There is an early version of a cutscene still present on the disk, showing Sonic using a crystal shard.
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Within the game's data are two unused voice clips of Amy saying "You go girl!" and "Way to go Perci". This may suggest that Perci was intended to be playable at one point during development.
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At release a glitch could be exploited to give Knuckles infinite jumps in midair, allowing the game to be finished in less than an hour. This glitch was fixed in the January 2015 update.
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According to an interview with Bob Rafei, CEO of Big Red Button Entertainment, the idea for the Enerbeam Tether came from Knuckles' Chaotix.
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