All about those chilli dogs!
This week at Miketendo64, we have cooked up something extra special and its all thanks to a gentleman named Ian Flynn. As a long time writer and creative consultant, Ian Flynn’s extensive career has been an impressive story in itself and we recently had the chance to talk about with him at great length. So, strap yourselves in for a five part interview series as we go over Ian Flynn’s elaborate career, covering his involvement in the cancelled ARMS graphic novels, his extensive work with Sonic the Hedgehog and so much more.
While Part 1 covered Ian Flynn’s extensive career, today Part 2 is dedicated to all things Sonic the Hedgehog:
Got to be Ian it to Flynn it:
Miketendo64: Before we dive right into the probing questions, we always like to begin by asking a couple of easier questions first. Therefore, would you be so kind as to introduce yourself to our readers and tell us a bit about yourself and your background?
Ian Flynn: I’m Ian Flynn, a freelance writer and creative consultant. I’ve worked in comics, television, streaming media, video games and other published media. Done a fair bit of ad copy too. I’m best known for my nearly twenty-year stint on Sonic the Hedgehog related media and my 55-issue run on Mega Man. I grew up in Charlotte, NC and later settled in Toronto, ON. I’ve had a variety of odd jobs over the years, but my career and passion has always been in creative writing.
Miketendo64: Having been involved in the likes of ARMS graphic novels that never came to full fruition, and a couple of Nintendo IP related books, if you had the chance to be as involved with a Nintendo IP as much as you have been involved with Sonic the Hedgehog, what would be your dream IP?
Ian Flynn: StarFox. No question, no hesitation. I would love to do a robust retelling of the story that began in StarFox 64, follow that thread through StarFox Command, and then follow Marcus’s tenure as the third McCloud. I know exactly what I’d do. I have the vision.
The True Sonic Superstar:
Miketendo64: While not everyone might be aware of this but as far as you and Sonic the Hedgehog is concerned, you have been a major driving force behind the Sonic narrative over the last two decades. Your portfolio is beyond impressive, so for our readers sake, can you highlight some of the many Sonic comics, games and graphic novels you’ve been involved with for the last 15 years?
Ian Flynn: I was lead writer for Archie Comic’s series starting with issue #160 almost all the way to #300. The series was ended in the 290s, sadly. Likewise, I was lead writer on the companion title, Sonic Universe, for nearly one hundred issues. I also did a smattering of short stories in the digests, and wrote the entirety of the comic’s encyclopedia.
Once IDW Publishing picked up the license, I was lead writer for the first thirty-two issues and have contributed extensively to the mini-series spin-offs and Classic Era specials.
I wrote the Encyclo-Speed-ia with Dark Horse, covering the history of the games. I wrote the in-character flavor text for Insight Editions’ official Sonic cook book. I wrote a couple of episodes for Sonic Boom, and some comics that were featured in the game disk/cartridge for Sonic & the Secret Rings and Sonic Boom: Shattered Crystal.
I wrote the tie-in comic and animation for Sonic Frontiers, as well as the English script for the game itself. I’m part of the Lore Team with SEGA as a creative and narrative consultant and been one of the primary writers for the “Tails Tube” feature. I’ve written a bunch of ad material over the years (like the announcement trailer for Sonic x Shadow Generations). I’m sure there’s more, but I can only remember so much.
Miketendo64: Were you a fan of Sonic yourself growing and what was your favourite show, if any?
Ian Flynn: Absolutely. Our first real family console was the Genesis, which of course came with Sonic the Hedgehog 2. (I’m not counting our Atari. We only had Space Invaders, and rarely had it hooked up) I was also a big fan of the Saturday morning cartoon. You know the one. The good one. With the kick-ass intro.
Miketendo64: How did you first get into writing for Sonic?
Ian Flynn: I applied to Archie Comics to write specifically for Sonic the Hedgehog all through college. There was a change in editors, and he was looking for new talent, so I got my shot.
Miketendo64: What has been your most favourite Sonic storyline that you’ve ever been able to work on?
Ian Flynn: There’s a few stand-outs over the years. “Thicker Than Water” in Sonic the Hedgehog, “Living Weapons” in Sonic Universe, “Seasons of Chaos” for IDW, “Sonic Frontiers: Divergence” the animation – just to highlight a few.
Miketendo64: You’ve previously stated you have worked on over 250 issues of Sonic the Hedgehog comic books. Now that we’re in 2024, how many issues would you say you have worked on now?
Ian Flynn: Oh I’m sure we’re safely in the 300-range by now, not counting reprints or other printed material.
Miketendo64: Looking back at the appeal Sonic had when you first got involved with the IP to now, how much has demand and acceptance for Sonic the Hedgehog become from your own viewpoint of modern audiences and this current market?
Ian Flynn: I think Sonic is “cool” again to the majority of folks, especially in the general market. Jokes about his “rough transition to 3D” are met with tired impatience these days.
Miketendo64: What is your ultimate goal that you wish to achieve with Sonic the Hedgehog?
Ian Flynn: I’ve achieved more than I dared dream twenty years ago. I wrote the English script for Sonic Frontiers, so I guess the next step would be lead scenario writer for a game. (SEGA? Please? I’ll be your friend) I’d also like to contribute to the movie-inspired universe, if just to have that feather in my cap.
Miketendo64: As the creator to Og the Froglydite from Sonic Boom, how did it feel to finally be able to create a new Sonic character of your own and see them become a regular occurring character?
Ian Flynn: There’s always a swell of pride to see something I created live on beyond me.
Miketendo64: Where did the original idea for Og come from?
Ian Flynn: In the original Froglydite episode, “Og” is called for a few times, but he’s always off-screen. I built off that to have someone who didn’t vibe with the whole totalitarian evil horde thing, maaaaaan.

Miketendo64: Of course, you are also credited with co-creating Tangle and Whisper. How much of their creation was down to you and how much came from your co-creator?
Ian Flynn: With Tangle, I’d say I was fifty-fifty with artist Tyson Hesse. I wanted a fun-loving scrapper inspired by the early rabbit concepts. She would box with her ears as well as her fists. SEGA wanted a different animal, and Tyson went through a few options and landed on lemur. With Whisper, I’d give the lion’s share of credit to artist Evan Stanely. I knew I wanted a quiet, reserved character – someone who stood out starkly against the bombastic, colourful cast. Evan managed to get that to work.
Miketendo64: When penning each new Sonic comic, what are story components you seek out the most to utilise?
Ian Flynn: I like to either bring something to a close or explore something that hasn’t been touched on yet. What corner of the world haven’t we explored yet, or left alone for a while? Who haven’t we seen recently, or what kind of challenge have we not explored yet? How can we do something new in a fun way? Also – how can I shoehorn in lyrics from one of the vocal tracks?
Miketendo64: How did you go from writing Sonic comics to being involved with the games?
Ian Flynn: There were a few instances where SEGA had asked for Archie Comics to assist with some promotional work, like the on-disc comic for Sonic & the Secret Rings, but that was mostly coordination between companies and I happened to be the guy on tap. When IDW Publishing got the license, there was a different kind of relationship with SEGA and their oversight. My work was noticed, and I was offered the opportunity to work on Sonic Frontiers.
Miketendo64: Compared to other titles that have come before it, Sonic Frontiers feels like a huge departure in terms of both story and gameplay. Was this narrative shift done purposefully?
Ian Flynn: Yes. Producer Takashi Iizuka and director Morio Kishimoto wanted something darker and more mature. They presented me with the core premise and backstory, and I built from there.
Miketendo64: While not every Sonic game has had a comic tie-in, many of the recent releases have done. When working on the story for each Sonic game, do you start planning the comic out the same time as the game or are they planned as an afterthought?
Ian Flynn: The lead-time for game development is so much longer than comics there isn’t a need to do them concurrently. So much can change during development it’s also unwise to do tie-in content too early for risk of highlighting an aspect that gets cut.

Miketendo64: Of course, it’s not just written prologues you’ve been involved with but also short videos in the form of preludes such as Sonic Frontiers: Divergence and Sonic Superstars: Trio of Trouble. When working on these animated shorts, how much do they differ compared working on a game or comic?
Ian Flynn: They’re often more challenging since they have to fit within the narrative of the game without spoiling anything, but also be exciting and engaging in their own right. Obviously comics are a static medium, so their pacing and how they tell stories differs from something with motion and sound. And when something is traditionally animated, you’re not limited to what the in-game engine and models can do.
The core of constructing a story remains universal: where do we start, where do we go, and how do we get there? It’s more a question of what tools do you have at your disposal.
Miketendo64: Given your current history with Sonic, can we still expect to see more of the collaboration continue in future comics, animated shorts and video games?
Ian Flynn: #KnowingSmile
Miketendo64: As someone who has helped drive the narrative of the Sonic series to the extent that you have, what is your professional take on the Sonic the Hedgehog movies?
Ian Flynn: I find them really fun and refreshing. They hit on the key aspects of Sonic but in a new way. After all this time, it’s fun to consume Sonic media as just a fan again.
Miketendo64: In your professional opinion, who is Sonic in your mind? What makes him tick? What makes him run? What is it that drives your ideal version Sonic to become the one we have all fell in love with?
Ian Flynn: Sonic is effortlessly cool. He always has the witty remark and the right moves at the right time. He uses that immense wit and power to help the little guy for no other reason that it’s the right thing to do. He’s perfectly comfortable with who he is and what he does, and that casual self-confidence is enviable.
Miketendo64: Who is your favourite character from the Sonic the Hedgehog series?
Ian Flynn: Knuckles. Dr. Eggman is always a blast to write, Bean has been my obscure favorite for ages, but my all-time favorite is Knuckles.
Miketendo64: What are your favourite Sonic games to play?
Ian Flynn: Out of the Classic Era: Sonic 3 & Knuckles and Sonic Mania Plus. In the Modern Era, Sonic Generations and Sonic Colors.
Miketendo64: Since working on Sonic, what has been your biggest Sonic experience that has ever happened to you?
Ian Flynn: Sitting down and pitching the new IDW series to Iizuka-san in person was a thrill. I also got to see a live stream of the con panel where it was announced I’d be writing the series. The room of one hundred-plus people erupted into screams of joy. How am I supposed to lead a normal life after that?

Miketendo64: TailsTube was easily one of the best projects we’ve seen and we enjoyed its run from 2022 – 2023. What are some of your favourite memories working on this animated series?
Ian Flynn: Personally, it’s getting into the weeds of some of the niche Sonic lore in a way that’s fun and accessible. Having Knuckles reference Knuckles’s Chaotix by talking about “me and the boys” puts a big, dumb smile on my face. Also, that holiday episode was a monstrous undertaking and came out phenomenally.
Miketendo64: Will TailsTube return in 2024?
Ian Flynn: Of course! But I can say no more.
Miketendo64: Having served as Story Consultant on Netflix’s Sonic Prime, what kind of feedback and notes did you have to give on the production?
Ian Flynn: I gave suggestions on visual and audio easter eggs, along with characterization and lore concerns.
Miketendo64: Having joined the Sonic Series lore initiative back in 2021, can you tell us more about the purpose and focus of the Sonic Series lore initiative?
Ian Flynn: Sorry, can’t talk about that right now.
Miketendo64: Since Sonic is not the only IP you have ever worked on in terms of other video games, can you tell our readers about the following titles you have also worked on and what was the full extent of your involvement with them?
Ian Flynn:
- Love Pretend (2022) – I was part of the localization team for a romance visual novel.
- Dungeons of Aether (2022) – I was the writer for the game’s script, and as Aether Studios’ narrative director, helped determine its placement and grander application to the ever-growing lore.
- INDIVISIBLE (2019) – I was part of the writing team early in production. Our material was later given to an in-house writer to revise and homogenise. Hilariously, most of what I wrote for was cut during production.
- DC Unchained (2018) – I was the script localizer, taking the raw Korean-to-English script and bring it more in line with the recognizable characterizations.
- VAY (2008) – I voiced a couple of the characters in the few, brief cutscenes.
While we have reached the end of today’s interview, our time with Ian Flynn is still far from over as three more await and tomorrow, we’re discussing the various Encyclopedias Ian Flynn has worked on.




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