Sonic Colors: Ultimate
|Sonic Colors: Ultimate|
Also known as: Sonic Colours: Ultimate (EU/UK/AU)
This game has unused animations.
This game has a bugs page
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Sonic Colors: Ultimate is a remaster of the Wii version of Sonic Colors, released for Sonic's 30th anniversary. It includes a few new features such as races against Metal Sonic, the Jade Wisp from Team Sonic Racing, and customization options, as well as enhanced graphics and remixed music. However, it was released in a bit of a rough state, with far more glitches present than in the original game. It also contained a metric ton of development leftovers, including original dev tools from the Wii version.
This page lists unused content exclusive to the Ultimate version. For content that appeared in the original version, see Sonic Colors (Wii).
|This page or section needs more audio. |
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Unused boss lines leftover from the Wii version, including the dubbed versions in other languages.
- 1 Sub-Pages
- 2 Unused Assets
- 2.1 Achievements
- 2.2 Steam Achievements
- 2.3 Locked Achievement
- 2.4 Floppy Disk Saving Icon
- 2.5 E3 Demo Leftovers
- 2.6 Early Screenshot
- 2.7 Yellow Wisp Test Screenshot
- 2.8 Cutscene Leftovers
- 2.9 Comparison Screenshot Template
- 2.10 Tails Save
- 2.11 Controller Diagrams
- 2.12 Test Shadow Sign
- 2.13 Wii Leftovers
- 2.14 Dolby Pro Logic II
- 2.15 Super Sonic Fan Render
- 2.16 Classic Tails Fan Render
- 2.17 Sonic Silhouettes
- 2.18 Early Blind Squirrel Engine Logo
- 2.19 Sonic and the Black Knight Menu Textures
- 2.20 Test Textures
- 2.21 Placeholder Textures
- 3 Internal Project Name
- 4 Version Differences
- 5 Oddities
| Changes from the Wii Version|
Who turned off the lights in Tropical Resort?
| Development Leftovers|
Metadata, headers, cache logs, project files, you name it.
The sprite sheet for achievements that appear in-game have three scrapped achievements for slots 22, 34, and 37. These additionally have unused text entries in sonic6.pck\sonic2010\text\new_dynamic_text\achievement_dynamic_text.xml.
|22||Who Ya Gonna Race?||Beat the Time of Any Ghost Racer|
|34||So... Metal||Beat All Metal Sonic's Rival Challenges|
|37||Ghost in the Machine||Upload a Ghost|
A collection of placeholder achievements for a Steam version of the game. They count all the way up to 50 with the same temporary design.
A locked achievement icon; the game itself just shows a dim version of the achievement's icon if it's locked. This could be a leftover from Steam, as games need a locked achievement icon.
Floppy Disk Saving Icon
The saving icon that appears before loading screens has a hidden floppy disk icon.
E3 Demo Leftovers
A welcome and "thanks for playing" screen for an E3 version of the game. The game was never shown there, however.
|TEST_RR_areaMap-bg.tga||Final (Switch v1.0.3)|
An early screenshot of Sweet Mountain's area map with some differences compared to the final game:
- The button icons are the same size as 1.0.0 before they made them larger in later patches.
- The Tails Save icon has a white outline.
- The Park Token icon is missing its alpha channel.
- The blue backgrounds for Tails Save and Park Tokens are shorter.
- The font used for the area name and completion is incorrect.
- The lines that connect the stages are very dark.
- The Egg Pawn closest to Sonic is missing a whisk.
- There's a "My Records" option that is missing from the final game - your records can be found in the Options Satellite.
- All acts are unlocked at 12% progress.
- Rival Rush is available, despite only having two red rings. It requires 15 red rings to unlock.
Yellow Wisp Test Screenshot
A screenshot of a Yellow Wisp drilling in action, referenced in a test folder. Amusingly, the breakable boxes are edited into the screenshot.
It might be possible that this was done as a mockup to demonstrate the yellow glow on the Chroma Cubes (breakable boxes), as it's a new feature present in Ultimate - possibly even to hint that players can destroy said Cubes using the Yellow Drill.
Add images of the models and videos of the cutscene animations.
All the models and animations used in the in-game pre-rendered cutscenes are present in the game's files, which is particularly odd seeing as they were pre-rendered even in the original game.
Comparison Screenshot Template
A template used by Blind Squirrel Games for comparing original and remastered assets.
Tails holding a floppy disk. Curiously, the file name suggests this would've been used as the diffuse texture for an object.
A collection of controller diagrams and a seemingly temporary one. The final game allows you to customise the inputs, so these were likely used before you could do that.
Test Shadow Sign
A texture likely used for testing shadow draw distance.
Leftover Wii Remote, Nunchuk, and Classic Controller graphics from the Wii version. Curiously, they repurpose the first texture seemingly for an Xbox button prompt.
Dolby Pro Logic II
Leftover Dolby logo from the Wii version. Dolby Pro Logic II isn't used by this remaster.
Super Sonic Fan Render
A render of Super Sonic by Nibroc-Rock, possibly intended for the Super Sonic menu in the Options Satellite.
Classic Tails Fan Render
A render of Classic Tails by Mike9711, possibly another placeholder for Tails Save since Classic Tails never appears in this game.
Some silhouettes of Sonic, Super Sonic, and Metal Sonic - they're referenced in the Options Satellite, but can't be seen.
Curiously, the Super silhouette appears to be based on art from the Archie Comics Sonic the Hedgehog series, while the "idle" silhouette is based on one of the main renders used for Sonic Unleashed promotional material. The Metal Sonic icon is once again by Nibroc-Rock.
Early Blind Squirrel Engine Logo
An early version of the Blind Squirrel Engine logo, presumably before they changed the name of it from "Xerus". The final version of the logo also uses the same file name, but was originally in the TGA format.
Sonic and the Black Knight Menu Textures
The textures used by Sonic and the Black Knight for the file select, Wi-Fi ranking and keyboard screens are present.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: These textures could be in the Wii version too, as the word "grass" in test_grass.png is written in Furigana (likely a leftover from Sonic Team). Investigate and move to that page if this is the case.
Various textures used for testing with unknown purposes, some of which have blatantly been thrown through an AI upscaler. Test.png and test_grass1.png could be for testing lighting.
A few placeholder textures with crudely-drawn text and art.
The third texture could be a placeholder for Sonic_running.tga in the unused silhouettes of Sonic.
Internal Project Name
According to the leftover development tools, the working title was Rainbow.
Released on September 14, 2021, with the following changes:
- Godot is now credited.
- The development tools that were accidentally left in the game are removed.
- Fixes the epileptic lights that would occur when exiting a level and entering another (also known as "Unlimited Colors") in the Nintendo Switch version.
- Sonic Colors: Ultimate uses a mix of Godot 3 and the original game's coding/Hedgehog Engine, but originally there was no mention of Godot anywhere (the game supposedly runs on the "Blind Squirrel Engine", which may or may not be a violation of Godot's license agreement). Blind Squirrel acknowledged this and added Godot into the credits with the release of the v1.0.4 patch.