| Fast Facts on Sonic Colours (Wii) | ||||||||||||||||||||
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Publisher: Sega Developer: Sonic Team Producer: Takashi Iizuka Director: Morio Kishimoto System(s): Wii Genre: 2D Platform
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Sonic Colours, called Sonic Colors (ソニック カラーズ) in the USA and Japan, is a Sonic game released for the Wii in late 2010.
In a similar manner to the Sonic the Hedgehog games' début in 1991, which saw both a Master System / Game Gear 8-bit release and a Mega Drive 16-bit release concurrently, Sonic Colours was released both as a Wii game and a DS game on the Nintendo DS. Both games share the major plot element in that Sonic has to save an alien race from an intergalactic amusement park run by Eggman. However, they differ significantly as well, in terms of both gameplay and story. The Wii version gameplay borrows a few elements from Sonic Unleashed, but focuses more on slower and more segmented 2D areas that have more in common with early platformers such as the Super Mario Bros. titles, while the DS gameplay is more like Sonic Rush and Sonic Rush Adventure, but trades the trick system for the moves introduced in Sonic Unleashed, such as the Slide, Stomp, Wall Jump, and Air Boost.
Eggman claims to have developed a sense of remorse after his lack of judgement in the past and decides to build his next massive amusement park, Dr. Eggman's Amazing Interstellar Amusement Park, in space, using the power of small alien creatures known as Wisps to power the interplanetary monstrosity. While Sonic instantly suspects Eggman's evil intentions, Tails believes he has genuinely had a change of heart.
Sonic, the only playable character, retains all of his abilities from the game's predecessor, Sonic Unleashed. However, stricter limitations have been set on the Sonic Boost, Quick Step, and Speed Drift abilities. The ring energy system has been removed, the boost gauge has been shortened considerably, and meter refills are now found in the form of White Wisp capsules, which will fill a portion of the gauge. Quick Stepping can now only be executed in special "Quick Step" sections that will display an icon indicating that tapping left or right on the control stick will initiate a Quick Step in that direction. Similarly, there are special "Drift Sections" in which an icon will appear indicating that the player can execute a Speed Drift by holding the
button and leaning the control stick in that direction. Boosting is disabled in these sections. Level designs have been modified to fit these restrictions, and as such, these moves are no longer used as cooperatively.
Because of the increased focus on slow 2D platforming, Sonic has also been equipped with a Double Jump to prevent players from moving too fast while in midair and overshooting small platforms. Unlike most other 2D Sonic games, gameplay focuses less on rolling hills, curved slopes, springs, and ramps, relying instead on more rectangular structures and 90-degree angles that impede Sonic's progress rather than allowing him to go faster. Because of the increased focus on exploration, the levels tend to span more vertically than they do horizontally. Many of these stages also tend to play more like short puzzles.
When released from captivity, the alien creatures give Sonic unique abilities to help him traverse new areas. The game's signature nuance is the appearance of Wisps; small, color-coded, floating alien creatures that each contain a different ability that Sonic can harness by collecting them. When a Wisp is collected, the gauge on the bottom-left corner of the screen will display which Wisp is currently active. There are 10 available Wisps across the DS and Wii versions, with some version exclusive. The Wisps available on the Wii version are:
In some 2D acts, a set of yellow springs will hover beneath Sonic while slowly moving forward. Executing a Stomp will cause Sonic to bounce higher off of these springs, allowing him to reach more elevated platforms. Because these springs move relatively slowly and are often located above pits, going too fast may cause Sonic to fall off.
Many of the 2D sections in the game feature blocks and crates that Sonic can interact with. These blocks are also sometimes used as obstacles, platforms, and parts of the level layout that Sonic must navigate around.
By collecting Red Rings in the normal stages, you unlock levels in Game Land. By earning enough rings, you can unlock 3 Acts in Game Land per real level. At the end of the 3rd Acts in Game Land, instead of a Goal Ring, there is a Chaos Emerald. By completing Game Land entirely, you can gather all 7 Chaos Emeralds and earn a mode to play as Super Sonic in the main game's levels, the first time for a 3D Sonic title. Sonic Adventure and Sonic 06 have data when hacked suggesting they were going to have Super Sonic playable in the main game as well, but they were never finished. Super Sonic can be used in all levels but not in boss battles, including the final boss.
In one of the closing scenes of Sonic Colors, Tails' Miles Electric computer displays three lines of hexadecimal data. These lines are encoded using Shift-JIS, and translate to the following text: [1]
Some postings of this easter egg incorrectly indicated that the last one had a typo. Specifically, the word "you’re" is shown as "you'fre". This is caused by incorrectly handling the original data as ASCII instead of as Shift-JIS. (The Shift-JIS data 81 66 translates to the Unicode character U+2019, 'RIGHT SINGLE QUOTATION MARK'.)
As a gift for pre-ordering the game at GameStop, Colors included a hat shaped like Sonic's head. A "Special Edition" of the game released in Europe, which came with a Sonic figurine as well as three wisp figurines (white, cyan and orange for the Wii version and yellow, red and blue for the DS version). The Special Edition was released in Spain, Italy, France and Germany. In France and Spain it was sold in Carrefour retail stores, naming the pack the "Carrefour Edition". Unlike Europe, Australia received the figurines and a blue Classic Controller.
This game is notable for being the first widely played Sonic game to take place after the major North American cast change in 2010 (Sonic Free Riders was released slightly earlier, but its exclusivity to the new Xbox360 Kinect limited its dissemination). All of the 4Kids actors (besides Mike Pollock) have been replaced with a new cast from this game forward. The Japanese cast, as usual, remains largely the same since the first Sonic Adventure game.
| Role | English Voice Actor | Japanese Voice Actor |
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| Sonic the Hedgehog | Roger Craig Smith | Junichi Kanemaru |
| Miles "Tails" Prower | Kate Higgins | Ryo Hirohashi |
| Doctor Eggman | Mike Pollock | Chikao Otsuka |
| Orbot | Kirk Thornton | Mitsuo Iwata |
| Cubot | Wally Wingert | Wataru Takagi |
| Wisp Power Announcer | Roger Craig Smith | Fumihiko Tachiki |
The Wii version has both voice language tracks included in the game disc and, in all its regional variations, features an option to switch between both English and Japanese voice language, together with a multi-lingual text language option. For some reason, these options can only be accessed after having started a new game and completed the first two acts of Tropical Resort.
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The trailer contains a portion of the game's vocal theme "Reach for the Stars", which features Jean Paul Makhlouf of the band Cash Cash.
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| Sonic Colours | |
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Main Article (Wii, DS) |
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| Sonic games for the Nintendo Wii |
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| Sonic and the Secret Rings (2007) | Mario & Sonic at the Olympic Games (2007) | Sonic Riders: Zero Gravity (2008) | Sonic Unleashed (2008) | Sonic and the Black Knight (2009) | Mario & Sonic at the Olympic Winter Games (2009) | Sega Fun Pack: Sonic and the Secret Rings & Super Monkey Ball Banana Blitz (2009) | Sonic & Sega All-Stars Racing (2010) | Sonic Colours (2010) | Mario & Sonic at the London 2012 Olympic Games (2011) |
| Demo Sonic games for the Nintendo Wii |
| Sonic and the Secret Rings: Trial Version |