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Sonic Colors (Wii)

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Title Screen

Sonic Colors

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

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.
SoundIcon.png This game has unused sounds.

Sonic Colors is the game that ended the so-called "Sonic cycle" by actually being decent, taking the daytime gameplay of Sonic Unleashed and placing a higher emphasis on 2D platforming and accessibility. The result is a brisk, colorful romp filled to the brim with unique stages.

Unused Voice Clips

To do:
include them into the article

in both se_voice_sonic_action_e.csb,se_voice_sonic_action_j.csb and se_voice_sonic_areamap_e.csb,se_voice_sonic_areamap_j.csb contain loads of unused voice clips for sonic including unused variants of used clips or completely original and unused clips entirely

There are unused tracks in the game's Synth folder of Sonic taunting bosses in both English and Japanese, as well as banter between Sonic and Dr. Eggman during the final boss. However, in the actual fights, Sonic is silent, and Eggman only has one line in the final battle.

English Audio Japanese Audio Transcript Boss
Sonic: Aww, couldn't keep up?
Sonic: That was pretty fun!
Sonic: That beats riding a slowpoke ferris wheel any day!
Sonic: A little rough, but that was my kind of ride!
Sonic: Now it's a shipWRECK adventure ride!
Captain Jelly
Sonic: You can't beat quality with quantity!
Sonic: Sorry, I got bored and broke your robot!
Frigate Orcan
Sonic: Did I go a little too far this time?
Sonic: And somehow, it always ends like this.
Sonic: And I was really hoping for some decent rides in this place.
Sonic: What, it's over? That was fast.
Admiral Jelly
Sonic: Done and done.
Sonic: That should put a stop to this wisp-draining insanity!
Frigate Skullian
Sonic: That takes care of this place.
Sonic: Thanks for the laid-back spacewalk, Eggman!
Nega-Wisp Armor
Sonic: Your little party with other people's planets is over!
Eggman: That's not... but they're even more powerful than the Chaos Emeralds! No!
Eggman: But... but how? This should be just a fraction of the Nega Wisp power!
Sonic: Maybe the Nega Wisps don't like you either, Eggman! Looks like I win this round!
Sonic: Sorry Eggman, it looks like the Wisps have sided with me on this one!
Eggman: But that's... my Nega Wisp was to be perfect! GRAAAH!

Early Levels

Internal Level Structure

The game's files, specifically actstgmission.lua, reveal 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 and the latter's files indicate that an Act 3 was cut. Additionally, although the Acts were split, the geometry for what would have remained of the levels (excluding objects and enemies) is still loaded in and can be accessed through glitches or hacking. It's unclear why these changes were made, though it is presumed they were done to pad out the game's length.

(Source: SKmaric)

Unused Sonic Simulator Levels

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 6 unused Sonic Simulator levels, in varying degrees of completeness.

  • stgA20 is probably the most complete of the group, with only one small camera bug remaining. This stage makes use of the Spikes powerup inside a large maze-like structure.
  • stgC20 seems more like a rough draft, having obvious misalignments and lacking smooth camera triggers. This stage provides the Drill powerup to speed through some dirt.
  • stgC30 is an easier stage, with one small Spikes powerup climb section.
  • stgE10 contains a rail section, Rocket powerup sections, and a quick step section.
  • stgF10 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.
  • stgF20 is probably the largest of the group, but improper camera triggering in water makes it nearly impossible to complete. The laser robot chase exists as the final section.

Unused Graphics

Early Textures

An unused archive called obj_drill has copies of many of the regular objects found in common_object, with a few differences and a handful of textures. The most interesting piece is an early design of the Yellow Wisp, in image form. It is named cmn_obj_pixy_spn_SD and uses three textures, two of which are not in the archive. The textures are cmn_obj_pixyspn_dif_SD, cmn_obj_pixyspn_halo_dif_SD, and cmn_obj_pixyspn_strp_dif_SD. An earlier design for metal boxes can be found as well, with metal corners instead of the glowing corners used in the final design. There is also an unused version of the ramp object named cmn_obj_trickpanel30L_SD. It is 217% the size of the standard ramp.

Coming soon

Stored in the archives of the game over screen are graphics from the E3 Demo and the PAX Demo

Unfinished Texture


An unused shadow map file for the boss act of Tropical Resort. The image is divided up into "Area B" and "Area D".

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

To do:
Screenshots or videos showing it.

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

Ferris Wheel Missiles

To do:
GIFs of the animations.

The infamous Ferris wheel boss Rotatatron and his upgrade, Refreshinator, 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.

Unused Animations

Terminal Velocity Egg Pawn

To do:
Add GIFs showing the animations.

Despite only being seen flailing around in space, this fancy version of the normal Egg Pawn has a set of standard animations, including a unique "found you" animation. Unlike the other Egg Pawn models, it does not rely on the default version for its animations and body, though nearly half of its animations are copied from the regular version.

Unleashed Animations

To do:
The "same Model" part is straight up isnt true. But the rigging might be shared. Need to fact check this.

...did anyone actually use this feature, though? Wonder if this move is actually here...

The crawl and foot sweep moves from Sonic Unleashed. These are likely straight ports from that game; the Sonic model used in Sonic Colors is the same but modified so they still share the same skeleton structure, textures, Uvs and most animations besides those for running. However, their presence indicates that these moves were initially planned.


'Wisp Use' Sound

The sound when using Wisps are actually two separate clips that play together in-game, this possibly indicates that they were planned to alter when they were played.

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