Sonic the Hedgehog and all the images you see in this recap are owned by Archie Comics and Sega of America
We’re back with more comics about our favorite Mickey Mouse knockoff!! We’re still very much in the early days before this comic really got a sense of what it was going to be other than a funny book companion to the video games, but even if it’s just a fluff series, it can still be enjoyable if they know how to tell good jokes and come up with interesting one shot ideas. Do they manage to pull that off in these two issues? Let’s find out!!
Issue 6 (January 1994)
This issue, at least for the first half, a tie in to Sonic Spinball which I’m pretty sure is the only Sonic game that takes place in the Sat AM universe. Well, I DO have my suspicions about that Sonic Generations 2 game or whatever it is coming out in 2017 (the tagline is Join the Resistance) but until that’s confirmed, this is the only Sat AM tie in game. Unfortunately, that ALSO means that nothing of particular consequence is going to happen here as trying to tie any great continuity (that’s only barely getting established in the first place) to a pinball game is probably not the best idea long term. But since we might as well get into it, the issue begins with the Freedom Fighters storming one of Robotnik’s factories to take him out once and for all (you KNOW they’re serious because Boomer brought a hammer), but the find it completely deserted and with a letter pinned to the front door informing them that Robotnik’s base of operations is now inside of volcano. Probably not the WORST idea as far supervillain lairs go, but the addition of rails to get people easily through the facility may have been something he should have decided against.