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Sonic Colors: Ultimate

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Title Screen

Sonic Colors: Ultimate

Also known as: Sonic Colours: Ultimate (EU/UK/AU)
Developers: Blind Squirrel Games, Sonic Team
Publisher: Sega
Platforms: Windows, Xbox One, PlayStation 4, Nintendo Switch
Released internationally: September 3, 2021 (Digital Deluxe/Early Access), September 7, 2021


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.


BugsIcon.png This game has a bugs page

Sonic Colors: Ultimate is a remaster of the Wii version of Sonic Colors for PC and eighth-generation consoles, released for Sonic's 30th anniversary in 2021. It includes a few new features, such as races against Metal Sonic, the Jade Wisp from Team Sonic Racing, and customization options. Also, it contains a metric ton of development leftovers, including original development tools from the Wii version. The remaster was made using Godot 3, featuring enhanced graphics and remixed music. However, it's a rather sloppy port as well, with far more glitches present than the original game.

This page lists unused content exclusive to the Ultimate version. For content that appeared in the original version, see Sonic Colors (Wii).

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
  • Create a Regional Differences section in the same way was done with the Wii version, with actual research about that thing in the various versions of this game.
  • Specify what platform(s) are being looked at.
  • Similar to Sonic Adventure DX: Director's Cut, create a list detailing the key differences (lighting, object placement, new paths) between the original Wii version and the remaster.
  • Xbox's storefront mentions a cut mode called "Ghost Racer", and there's text in sonic6.pck/sonic2010/text that explains it.
  • sonic6.pck/sonic2010/text also contains text referring to a Metal Sonic skin for Super Sonic, a scrapped "Really Easy Difficulty", needing Park Tokens to use Sonic Simulator and Challenge Mode, unused Tails lines, and scrapped achievements.
  • All languages have dubbed the unused boss lines from the Wii version but remain unused, should upload the files

Sub-Pages

Read about notable bugs and errors in this game.
Bugs
SCU-JadeGhostIcon.png
Changes from the Wii Version
Who turned off the lights in Tropical Resort?
SCU-CpkFileBuilderIcon.png
Development Leftovers
Metadata, headers, cache logs, project files, you name it

Unused Assets

Hmmm...
To do:

Achievements

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:

Slot Name Description
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
(Source: Original TCRF research)

Steam Achievements

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.

Locked Achievement

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.

(Source: Original TCRF research)

Floppy Disk Saving Icon

Default Floppy Disk ui_save_icon.tga
SCU-SavingIcon.gif SCU-SavingIconFloppy.gif
SCU-ui save icon.png

The saving icon that appears before loading screens has a hidden floppy disk icon.

(Source: Original TCRF research)

E3 Demo Leftovers

A welcome and "thanks for playing" screen for an E3 version of the game. The game was never shown there, however.

(Source: PTKickass)

Early Screenshot

TEST_RR_areaMap-bg.tga Nintendo Switch - Patch 1.0.3
SCU-TEST RR areaMap-bg.png
SCU-TEST RR areaMap-bg-comparison.png

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.
(Source: Original TCRF research)

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.

(Source: Original TCRF research)

It might be possible that this was done as a mock-up to demonstrate the yellow glow on the Chroma Cubes (breakable boxes), as it's a new feature present in Ultimate. (Possibly to hint at players that they can destroy said Cubes using the Yellow Drill)

(Source: Original TCRF research)

Cutscene Leftovers

Hmmm...
To do:
Add images of the models and videos of the cutscene animations.

All the models and animations used within 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.

(Source: Lester LJSTAR)

Comparison Screenshot Template

Screenshot_Template.tga Godot Scene
SCU-Screenshot Template.png
SCU-Screenshot Template comparison.png

A template used by Blind Squirrel Games for comparing original and remastered assets.

(Source: Original TCRF research)

Tails Save

An unused graphic featuring Tails holding a floppy disk. Curiously, the file name suggests this would've been used as the diffuse texture for an object.

(Source: Original TCRF research)

Controller Diagrams

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.

(Source: Original TCRF research)

Test Shadow Sign

A texture likely used for testing shadow draw distance.

(Source: Original TCRF research)

Wii Leftovers

Leftover Wii Remote, Nunchuk and Classic Controller graphics from the Wii version of the game. Curiously, they repurpose the first texture seemingly for an Xbox button prompt.

(Source: Original TCRF research)

Dolby Pro Logic II

Leftover Dolby logo from the Wii version - Dolby Pro Logic II isn't used by this remaster.

(Source: Original TCRF research)

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, as Classic Tails never appears in this game.

Sonic Silhouettes

Some silhouettes of Sonic, Super Sonic, and Metal Sonic - they're referenced in the Options Satellite, but can't be seen. Curiously, the Super Sonic silhouette appears to be based on art from the Archie Comics Sonic the Hedgehog series, and the "idle" Sonic silhouette is based on one of the main renders used for Sonic Unleashed's promotional material.

xerus_engine_final.png xerus_engine_final.tga (used)
SCU-xerus engine final.png
SCU-xerus engine final but actually final.png

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.

Test Textures

Elementary, my dear Cactus.
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.

Curiously, the first two textures are sprites from Pengo. Though this wouldn't be the first time that lovable red and green penguin ended up in a Sonic game.

Placeholder Textures

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.

Version Differences

Version 1.04

Released on September 14, 2021, with the following changes:

  • Godot is now credited.
  • The development tools that were accidentally left in the game were removed.

Version 1.05 (Switch)

A Switch-exclusive version of the update released on September 14, 2021; this version fixes the epileptic lights that would occur when exiting a level and entering another (also known as "Unlimited Colors").

Oddities

  • 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 1.0.4 patch.