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Aquarium Park (Wii)

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"Aquarium Park" redirects here. For the DS version of the stage, see Aquarium Park (DS).


AquariumPark.jpg
Aquarium Park (Wii)
Fifth level, Sonic Colours
Number of Acts: 6
Level themes: underwater, ancient ruins

Aquarium Park is the fifth stage of Sonic Colours. As the name implies, it is a massive water park in Dr. Eggman's Amazing Interstellar Amusement Park with an oriental theme, hearkening back to the Dragon Road stage from Sonic Unleashed. Sonic runs from the glowing eastern vista on the surface into a tunnel that leads to the underwater portion of the stage, which he can access using the Yellow Drill Color Power. Crabmeats and samurai-themed Egg Pawns make their appearance here, as well as a giant robot that chases Sonic through the tunnel. The stage also features the Blue Wisp, which allows Sonic to turn blue rings into platforms and vice-versa. This stage also marks the 2nd 3D Sonic title after Sonic Adventure to allow water exploration for Sonic without killing you upon breaking the water's surface.

Aquarium Park is an underwater playground surrounded by blue seas. With many different hidden/secret path areas, there is always something new to find. In fact, every experience here will almost feel like a different one every time!

— Description on the US Sonic Colours site

Acts - Aquarium Park


Act 1

Sonic begins flying down a tube, heading down to pipes that lead to one of the main pieces of the aquarium playground, which relates exactly to a fish aquarium. Racing inside a building, he encounters a group of Eggman's mech, who look like they're ready for a samurai show. After the very first checkpoint, the camera angle is set in 2D and areas of water appear, similar to the 2D-games of Sonic the Hedgehog. The only wisp, perfect for breathing underwater, is the yellow Drill wisp. Roaming around, Sonic eventuatlly heads into another tube that leads to the next aquarium dome, where the goal ring is, located underwater with a group of rare, brightly-colored jellyfish.

Act 2

He starts racing around the "bridge of death" to a group of springs and the camera automatically changes to 2D. The main challenge is the red rings if you attempt to collect all before you reach the goal. Just keep Sonic on the blue blocks and spinning platforms and you'll be fine.

Act 3

Sonic stands at a point, you may remember from Act 1. Take Sonic underwater and use the Orange Wisp to blast off, nearly, to the roof of the dome. As you fly downward, avoiding the spike-balls, he should continue through a loop and step on a switch that drops a platform and allows you to continue. If you do go underwater, you have to use Rocket again to get out and collect the red rings in a narrow, little trap. After the first checkpoint, you should be able to use Frenzy (unless you haven't completed the first act of Asteroid Coaster) and destroy the black crates and get the Rings and the red ring. After that, if you have any energy from the White Wisp to boost, use the remaining energy to destroy the robots, "guarding the Goal Ring."

Act 5

The main key of this act is to follow the yellow triple-spring and bonuce your way to a group of rainbow rings that send Sonic flying downward and through another piece, from Act 3. The final part is going upward. Follow the springs upward, and you should be at the Goal Ring when they stop.

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