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Sonic Colors (Wii)
Sonic Colors is the game where Sonic Team finally gets 3D right.
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.
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!"
Sonic: "You can't beat quality with quantity!"
Sonic: "Sorry, I got bored and broke your robot!"
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."
Sonic: "Done and done."
Sonic: "That should put a stop to this wisp-draining insanity!"
Sonic: "That takes care of this place."
Sonic: "Thanks for the laid-back spacewalk, Eggman!"
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!"
Unused Sonic Simulator Levels
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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_parts01 - evn_o_tb1_parts03
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.
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.
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.
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.
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.
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 entirely new, but the two appear to share the same skeleton structure and most animations besides those for running. However, their presence indicates that these moves were initially planned.