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(Acts - Planet Wisp)
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====Act 1====
 
====Act 1====
 
Sonic begins in a field of grass which in the breeze, and as he runs forward through the various rock outcroppings, very quickly the scenery becomes an agglomeration of Eggman's characteristic architecture and the originally pure Planet Wisp landscape. Sonic must drift around corners, grind rails suspended above poisonous waters. A 3d to 2d transition sends Sonic into one of the first of many of Eggman's main structures, where he can either blast through glass ceilings with the Rocket Wisp, or utilize the new power found in the level, the Spike Wisp. With the Spike Wisp, Sonic transforms into an invincible spike ball that can stick to any surface, thereby allowing him to find red rings, and discover new paths. In addition to this power, Sonic can use a charge move reminiscent of the spin dash to quickly speed through. With the Spike Wisp, much like with other Wisps found in the game, Sonic can destroy black crates. A quick step section is also included within the level. After jumping across platforms and using the Spike Wisp, Sonic reaches the goal.
 
Sonic begins in a field of grass which in the breeze, and as he runs forward through the various rock outcroppings, very quickly the scenery becomes an agglomeration of Eggman's characteristic architecture and the originally pure Planet Wisp landscape. Sonic must drift around corners, grind rails suspended above poisonous waters. A 3d to 2d transition sends Sonic into one of the first of many of Eggman's main structures, where he can either blast through glass ceilings with the Rocket Wisp, or utilize the new power found in the level, the Spike Wisp. With the Spike Wisp, Sonic transforms into an invincible spike ball that can stick to any surface, thereby allowing him to find red rings, and discover new paths. In addition to this power, Sonic can use a charge move reminiscent of the spin dash to quickly speed through. With the Spike Wisp, much like with other Wisps found in the game, Sonic can destroy black crates. A quick step section is also included within the level. After jumping across platforms and using the Spike Wisp, Sonic reaches the goal.
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[[Category:Sonic Colours Levels]]
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====Act 6====
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As he grinds through a piece of Eggman's facility, Sonic heads out to the generator far away from his reach. After defeating two enemies and reaching the next grind bar (or heading down below to the red ring,) he grinds his way to another architectural area, avoiding the poisonous water down below. If possible, you can use the Hover wisp to hover around and collect the rings and don't travel through the little elevator lift. After using the pink wisp and reaching the area, similar to Act 5, you continue Sonic's adventure to the final piece of Eggman's industrial build-up to his amusement park collection. As you travel upward, the place is entirely 2D and isn't easy unless you use the Hover wisp and the rings take you to the far side of the tower-like piece. Using the Spike wisp, you travel upward to find the fifth red ring and drop down to the goal ring.
 
{{ColoursOmni}}
 
{{ColoursOmni}}
 
[[Category:Sonic Colours Levels]]
 
[[Category:Sonic Colours Levels]]

Revision as of 15:00, 13 March 2011

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"Planet Wisp" redirects here. For the DS version of the stage, see Planet Wisp (DS).


Planet Wisp Wii.jpg
Planet Wisp (Wii)
Fourth level, Sonic Colours
Number of Acts: 6
Level themes: jungle, industrial

Planet Wisp is the fourth stage of Sonic Colours.

This planet is actually the home world of the Wisps. It is an industrial level built into a mountainside, leaving plenty of room for jumps through twisting metallic structures. Eggman captured the Wisps in order to fuel his interstellar theme park.

This is the home of the Wisps, a host to a variety of fauna and mysterious vegetation.

— Description on the US Sonic Colours site

Story

Back at Eggman's laboratory, Orbot tries to install the correct voice chip for Cubot, but ends up giving him an annoying pirate voice instead. After giving Orbot a piece of his mind, Eggman plans to use his mind control beam on Sonic's home planet to add it to his collection, thereby completing his amusement park. Meanwhile, Sonic and Tails arrive on Planet Wisp and notice something very "Eggmanish" about it, as it is currently under construction to become part of his theme park. The Wisps are terrified about the state of their planet and notify Sonic and Tails of the tractor beam generator.

Acts - Planet Wisp

Act 1

Sonic begins in a field of grass which in the breeze, and as he runs forward through the various rock outcroppings, very quickly the scenery becomes an agglomeration of Eggman's characteristic architecture and the originally pure Planet Wisp landscape. Sonic must drift around corners, grind rails suspended above poisonous waters. A 3d to 2d transition sends Sonic into one of the first of many of Eggman's main structures, where he can either blast through glass ceilings with the Rocket Wisp, or utilize the new power found in the level, the Spike Wisp. With the Spike Wisp, Sonic transforms into an invincible spike ball that can stick to any surface, thereby allowing him to find red rings, and discover new paths. In addition to this power, Sonic can use a charge move reminiscent of the spin dash to quickly speed through. With the Spike Wisp, much like with other Wisps found in the game, Sonic can destroy black crates. A quick step section is also included within the level. After jumping across platforms and using the Spike Wisp, Sonic reaches the goal.

Sonic Colours (Wii) / Sonic Colours: Ultimate
SonicColours Wii EU Title.png

Main page (Ultimate)
Comparisons (Ultimate)
Maps
Credits


Manuals
Promotional material (Ultimate)
Magazine articles
Reception
Merchandise


Development (Ultimate)
Hidden content (Ultimate)
Bugs (Ultimate)
Hacking guide
Wisps

Act 6

As he grinds through a piece of Eggman's facility, Sonic heads out to the generator far away from his reach. After defeating two enemies and reaching the next grind bar (or heading down below to the red ring,) he grinds his way to another architectural area, avoiding the poisonous water down below. If possible, you can use the Hover wisp to hover around and collect the rings and don't travel through the little elevator lift. After using the pink wisp and reaching the area, similar to Act 5, you continue Sonic's adventure to the final piece of Eggman's industrial build-up to his amusement park collection. As you travel upward, the place is entirely 2D and isn't easy unless you use the Hover wisp and the rings take you to the far side of the tower-like piece. Using the Spike wisp, you travel upward to find the fifth red ring and drop down to the goal ring.

Sonic Colours (Wii) / Sonic Colours: Ultimate
SonicColours Wii EU Title.png

Main page (Ultimate)
Comparisons (Ultimate)
Maps
Credits


Manuals
Promotional material (Ultimate)
Magazine articles
Reception
Merchandise


Development (Ultimate)
Hidden content (Ultimate)
Bugs (Ultimate)
Hacking guide
Wisps