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Sonic Colors (Wii)

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Title Screen

Sonic Colors

Also known as: Sonic Colours (EU/AU)
Developer: Sonic Team[1]
Publisher: Sega[1]
Platform: Wii
Released in JP: November 18, 2010[1]
Released in US: November 16, 2010[1]
Released in EU: November 12, 2010[1]
Released in AU: November 11, 2010[1]


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Sonic Colors is a game where Eggman has another go at the whole "chaining up planets" thing, this time to run an interstellar amusement park. It's up to Sonic and Tails to free the planets and their inhabitants, the power-granting Wisps (and probably ruin some vacation bookings by proxy).

In contrast to the series' poorly received 2000s entries, Colors continues the direction established by Sonic Unleashed (albeit without the Werehog levels), featuring a small cast, a lighthearted atmosphere, and a greater focus on platforming and 2D sections. This led to the game initially being highly praised as a streamlined Unleashed and a return to form for the franchise. In recent years, Colors has become divisive for its approach to level design and style of writing, both of which would get amplified by later 2010s installments.

This game would also receive a Nintendo DS tie-in and a 2021 remaster.

Hmmm...
To do:
  • Check files related to the Wisps, they seem to have early names for each of them. (Phantoms?) In "actstgmission.lua" each world seems to use a placeholder name.
  • Ultimate has leftover code revealing early stage names, which wouldn't be worth noting here if it wasn't for the fact that two of them (Welcome Resort and Exotic Aquarium) appear on a decoration and in the PA announcements, respectively. Make note of this in some way.
  • Some of the unused content in Ultimate may also be present in the Wii version.
  • Implement the unused objects found by DeaThProj on Twitter [1]

Sub-Pages

Resources

UnusedAudioFix.png
Unused Audio
Cut tracks and voice clips.
UnusedObjects.png
Unused Objects
Objects from Sonic Unleashed and more.
UnusedAnimations.png
Unused Animations
Now you're in quickstep mode.
PlaceholderSubPage.png
Unused Graphics
E3 and unseen menus

Early Levels

actstgmission.lua

This file contains developer notes to identify each level layout.

Tropical Resort

Act Identifier Translation
ACT01 旧ACT1の前半部分 First Half of Old Act 1
ACT02 旧ACT1の後半部分 Second Half of Old Act 1
ACT03 旧ACT2 Old ACT2
ACT04 ジュゲム Lakitu
ACT05 レーザー+マト Lasers + Targets
ACT06 回転足場+スパイク Rotating Platforms + Spikes

Sweet Mountain

Act Identifier Translation
ACT01 旧ACT1の前半部分 First Half of Old Act 1
ACT02 旧ACT1の後半部分 Second Half of Old Act 1
ACT03 旧ACT2の前半部分 First Half of Old Act 2
ACT04 ファイアバー Fire Bars
ACT05 旧ACT2の後半部分 Second Half of Old Act 2
ACT06 再生ブロック Reforming Blocks

Starlight Carnival

Act Identifier Translation
ACT01 ACT1 Act 1
ACT02 パズル+爆弾ブロック Puzzle + Bomb Blocks
ACT03 移動3連バネ Moving Triple Springs
ACT04 プラズマ砲台 Plasma Turrets
ACT05 旧ACT2 Old Act 2
ACT06 アストロノーツ+マト+ファイアバー Astronauts + Targets + Fire Bars

Planet Wisp

Act Identifier Translation
ACT01 旧ACT1の前半部分 First Half of Old Act 1
ACT02 足場+ジュゲム Platforms + Lakitu
ACT03 チェイサー Chaser
ACT04 旧ACT1の後半部分 Second Half of Old Act 1
ACT05 再生ブロック Reforming Blocks
ACT06 旧ACT2 Old Act 2

Aquarium Park

Act Identifier Translation
ACT01 旧ACT1の前半部分 First Half of Old Act 1
ACT02 回転足場 Rotating Platforms
ACT03 スクリュー Propeller
ACT04 旧ACT1の後半部分 Second Half of Old Act 1
ACT05 移動3連バネ Moving Triple Springs
ACT06 旧ACT2 Old Act 2

Asteroid Coaster

Act Identifier Translation
ACT01 旧ACT1の前半部分 First Half of Old Act 1
ACT02 旧ACT1の後半部分 Second Half of Old Act 1
ACT03 回転足場+重力反転 Rotating Platforms + Gravity Inversion
ACT04 土星サーキット+ロデオ Saturn Circuit + Rodeo
ACT05 ファイアバー Fire Bars
ACT06 旧ACT2 Old Act 2

Game Land

Act Identifier Translation Level Origin
1-1 MD1 Mega Drive 1 Green Hill Zone Act 1 (Sonic the Hedgehog)
1-2 リゾート面ACT1後半 Resort Level Act 1 Second Half Tropical Resort Act 2 (Old Act 1) (Sonic Colors)
1-3 MD4アレンジ Mega Drive 4 Arrangement Labyrinth Zone Act 1 (Sonic the Hedgehog)
2-1 MD2 Mega Drive 2 Marble Zone Act 1 (Sonic the Hedgehog)
2-2 リゾート面ACT2 Resort Level Act 2 Tropical Resort Act 3 (Old Act 2) (Sonic Colors)
2-3 水族館面ACT2 Aquarium Level Act 2 Aquarium Park Act 6 (Old Act 2) (Sonic Colors)
3-1 SWA・アフリカ Sonic World Adventure: Africa Savannah Citadel (Day) Act 1 (Sonic Unleashed)
3-2 MD6:スクラップブレイン Mega Drive 6: Scrap Brain Scrap Brain Zone Act 1 (Sonic the Hedgehog)
3-3 プロトタイプ Prototype Unknown
4-1 MD3:スプリングヤード Mega Drive 3: Spring Yard Spring Yard Zone Act 1 (Sonic the Hedgehog)
4-2 SWA・NYチェイサー Sonic World Adventure: New York Chasers Skyscraper Scamper (Day) Act 1 (Sonic Unleashed)
4-3 ウィスプ面ACT2前半アレンジ2 Wisp Level Act 2 First Half: Arrangement 2 Planet Wisp Act 6 (Old Act 2) (Sonic Colors)
5-1 MD4:ラビリンス Mega Drive 4: Labyrinth Labyrinth Zone Act 1 (Sonic the Hedgehog)
5-2 リゾート面ACT1前半 Resort Level Act 1 First Half Tropical Resort Act 1 (Sonic Colors)
5-3 ウィスプ面ACT2前半アレンジ Wisp Level Act 2 First Half Arrangement Planet Wisp Act 6 (Old Act 2) (Sonic Colors)
6-1 SWA・NYサイドビュー Sonic World Adventure: New York Side View Skyscraper Scamper (Day) Act 1 (Sonic Unleashed)
6-2 MDII9:スカイチェイス Mega Drive II 9: Sky Chase Sky Chase Zone (Sonic the Hedgehog 2)
6-3 MDII9:スカイチェイス改造 Mega Drive II 9: Sky Chase Edit Sky Chase Zone (Sonic the Hedgehog 2)
7-1 MD5:スターライト Mega Drive 5: Star Light Star Light Zone Act 1 (Sonic the Hedgehog)
7-2 ウィスプ面ACT2前半 Wisp Level Act 2 First Half Planet Wisp Act 6 (Old Act 2) (Sonic Colors)
7-3 お菓子面ACT1前半 Snack Level Act 1 First Half Sweet Mountain Act 1 (Sonic Colors)

This reveals that almost all of Game Land's Acts are based on levels from Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic Unleashed, and the main game. The only Act whose source is unknown is 3-3; the basis is listed as "Prototype".

Thanks to Windii for translation help.

Internal Level Structure

The previous file reveals that Sonic Colors was originally going to follow the same level structure as previous Sonic games like Sonic the Hedgehog CD, Sonic Advance 2, and Sonic Unleashed: two main Acts followed by a boss. The other Acts would have been optional side-missions, which explains why they all reuse level geometry from other levels. In most cases, the two main Acts were split into separate Acts. The original act format was, as follows:

  • Tropical Resort Act 1 was split into Acts 1 and 2, while Act 2 became Act 3.
  • Sweet Mountain Act 1 was split into Acts 1 and 2. Act 2 was split into Acts 3 and 5.
  • Planet Wisp Act 1 was split into Acts 1 and 4, while Act 2 became Act 6.
  • Aquarium Park Act 1 was split into Acts 1 and 4, while Act 2 became Act 6.
  • Asteroid Coaster Act 1 was split into Acts 1 and 2, while Act 2 became Act 6.

Starlight Carnival and Terminal Velocity did not see any Acts split, though the former's Act 2 became Act 5. It's unclear why these changes were made, though it is presumed they were done to pad out the game's length.

Note that the DS version of Sonic Colors is structured almost identically to this; every area has 2 acts, a boss, and 3 side missions.

Hmmm...
To do:
Add images showing the splits.

The splits seem to have been made fairly late in development, as the geometry for what would have remained of the levels (excluding objects and enemies) is still present and can be accessed through glitches or hacking. With the exception of Tropical Resort Act 1, they're all fairly easy to spot in-game:

  • What became Tropical Resort Act 2 exists behind the ending room of Act 1, but it can't be glimpsed in-game without glitches due to the wall obscuring it. This makes it the only split that can't be seen via normal means. The wall texture behind the Wisp Prison depicts a door; it's possible that the player would have run through the door to access the part that was split.
  • Sweet Mountain Act 1 ends directly where what became Act 2 begins. The beginning of Act 2 can easily be seen in Act 1.
  • Likewise, Sweet Mountain Act 3 ends directly where what became Act 5 begins, and the beginning of Act 5 is clearly visible in Act 3.
  • The beginning of what became Planet Wisp Act 4 can be spotted in the background of Act 1's final 2D section, though it's not clear how the two sections would have been connected originally.
  • Aquarium Park Act 1 ends right before what became Act 4 begins. At the start of Act 4, the player can backtrack into Act 1's final 2D section, with a different object layout, to find a shortcut.
  • What became Asteroid Coaster Act 2 is visible at the end of Act 1; it's likely that the player would have used homing-attackable asteroids to continue to it. It's actually possible to reach it with a well-timed jump and boost, although you won't get far due to the lack of objects.
(Source: SKmaric)

Unused Sonic Simulator Levels

Hmmm...
To do:
  • Get videos of these up.
  • These screenshots are from the US version of the game, are they any different in other releases?

There is data for six unused Sonic Simulator levels, in varying degrees of completeness. actstgmission.lua reveals that these levels were all based on stages in the main game.

  • stgA20, themed for area 4, is probably the most complete of the group, with only one small camera bug remaining. This stage uses the Spike Wisp inside a large maze-like structure. This stage is based on Sweet Mountain Act 5 (the second half of the old Act 2).
  • stgC20, themed for area 2, seems more like a rough draft, having obvious misalignments and lacking smooth camera triggers. This stage provides the Drill Wisp to speed through some dirt. This stage is based on Sweet Mountain Act 1.
  • stgC30, themed for area 2, is an easier stage, with one small Spike Wisp climbing section. This stage is based on Sweet Mountain Act 3 (the first half of the old Act 2).
  • stgE10, themed for area 4, contains a rail section, Rocket Wisp sections, and a quick step section. This stage is based on Planet Wisp Act 1.
  • stgF10, themed for area 6, starts with a bare quick step road, then transitions to a water area. The largest water zone contains a bug that doesn't allow the player to use the Drill Wisp. This stage is based on Aquarium Park Act 1.
  • stgF20, themed for area 6, is probably the largest of the group, but improper camera triggering in water makes it nearly impossible to complete. The final section features a Big Chaser sequence. This stage is based on Aquarium Park Act 4 (the second half of the old Act 1).

Cutscene leftovers

Level Entries

In actstgmisson.lua there are unused entries referencing cutscenes

   -- ev(イベント専用ステージ)
   {
	  missions = {

		 -- ev110,130,410,450(リゾート面Act2ゴール周辺)
		 {
			name		= "stg010",
			data		= "stg010",
			player_pos	= { 16850.0, -1931.77, -9420.0 },
			player_dir	= 90.0,
		 },

		 -- ev140,170(リゾート面Act1後半建物エリア周辺)
		 {
			name		= "stg011",
			data		= "stg010",
			player_pos	= { -2300.0, -259.25, 0.0 },
			player_dir	= 90.0,
		 },

		 -- ev310(ウィスプ面Act2ゴールエリア周辺)
		 {
			name		= "stg041",
			data		= "stg041",
			player_pos	= { -1100.0, 3500.0, -10400.0 },
			player_dir	= 180.0,
		 },

	  },
   },

}

Leftover Cutscene Room

An early version of the room created to render the cutscene before the Planet Wisp boss still remains on the disc, in the stg490 directory. It uses the filename stg490_02 and references textures that weren't put on the disc (listed below). The textures have the letter code "evn" (likely for "event") and were used to texture the generator platform and the tractor beam chain.

  • evn_o_tb1_bcs01 - evn_o_tb1_bcs07
  • evn_o_tb1_black
  • evn_o_tb1_parts01 - evn_o_tb1_parts03
  • evn_o_tb1_stairs
  • evn_p_tb1_ant

Some meshes have their normals swapped. The generator is unfinished because the skull pattern is not modeled as is in the final and the top is not slanted at the front. Additionally, a copy of part of Tropical Resort's boss ring (of which the Planet Wisp boss is a copy) exists in the same folder, with the name stg490_04.

Unused Models

Rotatatron and Refreshinator Missiles

Rotatatron (the Tropical Resort boss) and his upgrade Refreshinator (the Planet Wisp boss) both have an unused missile attack. Both bosses have a unique missile model loaded with them, which each have their own unique textures. Unlike most models in the game, these textures have the shadows baked into the texture. Both bosses have an animation of moving the cylinders on their back, referred to as shot_loop which would have been used to launch the missiles. (Ever wonder what those tube things were for? Now you know.) Refreshinator never uses this animation, but Rotatatron uses it when launching the glowing pink ninja stars from his face.

Motobug Cannon

Spot guns!

Inside the common Motobug enemy model is a pair of tube-shaped weapons that match up with the top-most spots on the body. Each tube has a glowing spot on the front and a square hole on the back. They are rigged to bones called PartsL and PartsR, aligned in such a way that the cylinders can easily move out from the position of the spot. Each one also has a bone named WeaponSpot aligned with the glowing spot on each cylinder. The larger Motobug enemy has the same bones but does not have the hidden weapons. None of the model's animations use any of the weapons' bones.

This feature appears in the game's concept art, which depicts a spherical object of some kind being ejected from the hole on the back of the tube. Since the holes face backward, it is likely that Motobugs would use these weapons while driving ahead of Sonic.

Internal Project Name

The game's internal project name is Sonic2010, according to paths in the executable, source paths in Sonic Lost World (which was built on the Colors codebase), and the development leftovers in Sonic Colors: Ultimate.

Oddities

Filename Extension

Many, MANY models and textures have _SD at the end of their filenames. This could be a leftover from the canceled Wii port of Sonic Generations, as that game uses _HD at the end of the filenames. That'd also explain the number of shared Badniks and the unused animations from Unleashed.

"Wisp Use" Sound

The sound when using Wisps is actually two separate clips that play together. This might indicate that they were planned to alternate when they were played. Subsequent games use a combined sound clip.

Actual Audio In-game and later games

Terminal Velocity Texture Design

At some point, this texture was changed. However, they forgot to swap out the modified specular map for it. As a result, lighting effects on this texture will look odd. None of the other textures resemble this modified design.

elv_o_ty1_mecha01 elv_o_ty1_mecha01_spc
ColorsTVmecha01.png ColorsTVmecha01spc.png

Regional Differences

Hmmm...
To do:
The SEGA logo color difference should probably be documented.

The game is known as Sonic Colours for the European release (also used in Australia in this case), as the word "color" is spelt with a "u" in those regions. Canada also uses the "u" spelling, but as per usual, it shares a version with the United States, so that isn't reflected here. There is an ESRB notice above the copyright notice ("©SEGA") in the North American version.

Japanese USA European
SonicColorsJPTitle.png Sonic Colors (Wii)-title.png SonicColorsEUTitle.png

Same applies to the "Project Sonic Colors/ Colours" logo.

USA European
Ui staff pjsc us rgb5a3.png Ui staff pjsc uk rgb5a3.png

References