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Sonic Colors: Ultimate/Unused Assets

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This is a sub-page of Sonic Colors: Ultimate.

Hmmm...
To do:

E3 Assets

Wii E3 Title Screen Leftovers

Interestingly, ui_title_show.arc isn't present in the Wii version of the game, and is only found in Ultimate. The file includes Title Screen assets from the E3 version of the Wii game.

The logo is the same as the final, except for the addition of the "E3 DEMO" text.

The options here are the same as the final, just placed in different positions.

Hmmm...
To do:
  • Translate the text into English.

The background used on the title screen.

The effect used for the logo on the title screen.

The start button for the title, the text is closer to the button and is also has a bit less height.

You can see the title screen in action, here

(Source: Original TCRF research)

Ultimate 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)

Achievements

Unused 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)

Cutscene Leftovers

Hmmm...
To do:
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.

(Source: Lester LJSTAR)

Early Screenshots

Sweet Mountain

Hmmm...
To do:
Surely it makes more sense to compare it with 1.0.0?
TEST_RR_areaMap-bg.tga Final (Switch v1.0.3)
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 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.

(Source: Original TCRF research)

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)

Wii Leftovers

Button Prompts

Leftover Wii Remote, Nunchuk, and Classic Controller graphics from the Wii version. 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)

Fan Renders

Super Sonic

A render of Super Sonic by Nibroc-Rock, possibly intended for the Super Sonic menu in the Options Satellite.

Classic Tails

A render of Classic Tails by Mike9711, possibly another placeholder for Tails Save since Classic Tails never appears in this game.

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 silhouette appears to be based on art from the Archie Comics Sonic the Hedgehog series, the "idle" silhouette is based on one of the main renders used for Sonic Unleashed promotional material, while the one of Sonic running is based on a render from Sonic the Hedgehog 4: Episode I. The Metal Sonic icon is once again by Nibroc-Rock.

Sonic and the Black Knight Menu Leftovers

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, which isn't the first time the red and green penguin has ended up in a Sonic game.

Test Shadow Sign

A texture likely used for testing shadow draw distance.

(Source: Original TCRF research)

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.

Unused Textures

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)

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.

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: PTKickass)

Tails Save

Tails holding a floppy disk, using promotional art from Sonic X. Curiously, the file name suggests this would've been used as the diffuse texture for an object.

(Source: Original TCRF research)