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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 a highly-acclaimed Sonic game that places a higher emphasis on 2D platforming and accessibility, and is filled to the brim with unique stages. Although being a step down from its predecessor in terms of gameplay and story, this one makes its mark with its spectacular presentation and light-hearted story.

Unused Voice Acting

There are unused tracks in the game's audio files 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?
ソニック:最初の威勢はどこにいったんだが
General
Sonic: That was pretty fun!
ソニック:なかなか楽しかったぜ
Sonic: That beats riding a slowpoke ferris wheel any day!
ソニック:のんびりできない観覧車なんてジョウダンじゃないぜ!
Rotatatron
Sonic: A little rough, but that was my kind of ride!
ソニック:こんなアトラクションも嫌いじゃないぜ
Sonic: Now it's a shipWRECK adventure ride!
ソニック:悪いな!沈没船にしちまって
Captain Jelly
Sonic: You can't beat quality with quantity!
ソニック:何人集まってもザコはザコさ
Sonic: Sorry, I got bored and broke your robot!
ソニック:悪いね、タイクツだったんで壊しちゃったぜ
Frigate Orcan
Sonic: Did I go a little too far this time?
ソニック:さすがにやりすぎちゃったか?
Sonic: And somehow, it always ends like this.
ソニック:やれやれ、結局こうなるワケだ
Refreshinator
Sonic: And I was really hoping for some decent rides in this place.
ソニック:もっとマシなアトラクションを用意しておいてくれよな
Sonic: What, it's over? That was fast.
ソニック:これで終わり?あっけないね
Admiral Jelly
Sonic: Done and done.
ソニック:いっちょあがりってね
Sonic: That should put a stop to this wisp-draining insanity!
ソニック:ウィスプ改造なんてバカなマネもこれでおしまいだな
Frigate Skullian
Sonic: That takes care of this place.
ソニック:これでこの施設もおしまいだ
Sonic: Thanks for the laid-back spacewalk, Eggman!
ソニック:宇宙さんぽにはちょうどよかったぜ、エッグマン
Nega-Wisp Armor
Sonic: Your little party with other people's planets is over!
ソニック:よそ様の星を巻き込んだパーティーもこれでおわりだ
Eggman: That's not... but they're even more powerful than the Chaos Emeralds! No!
エッグマン:バカな!カオスエメラルドをも上回るというのに!バカなああああ!!
Eggman: But... but how? This should be just a fraction of the Nega Wisp power!
エッグマン:な、なぜじゃ!?ダークウィップの力はこんなものではないはずじゃ!
Sonic: Maybe the Nega Wisps don't like you either, Eggman! Looks like I win this round!
ソニック:そのダークウィップにすら嫌われたんだろ?今度という今度はオレの勝ちだな!
Sonic: Sorry Eggman, it looks like the Wisps have sided with me on this one!
ソニック:残念だったな。ウィスプたちはオレに力をかしてくれたみたいだぜ
Eggman: But that's... my Nega Wisp was to be perfect! GRAAAH!
エッグマン:バカな!ワシのダークウィップは完璧なはずじゃああああ!!

Unused Sonic Simulator Levels

Hmmm...
To do:
Get videos of these up.

There is data for 6 unused Sonic Simulator levels, in varying degrees of completeness. (NTSC-U, unsure about other releases)

  • 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 which 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.


Leftover Cutscene Room

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

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.

Early Textures

An unused model pack 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 pack. 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.

E3 leftovers

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

Ferris Wheel Missiles

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 which 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 backwards, it is likely that Motobugs would used these weapons while driving ahead of Sonic.

Terminal Velocity Egg Pawn

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.

Unfinished Texture

rso_x_in1_shadow

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

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

Unleashed Animations

...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 more unique 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.