Sonic colors hd

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Join Sonic in the high-speed adventure of a lifetime! The evil Dr. Eggman has built a gigantic interstellar amusement park bursting with incredible rides and colorful attractions – but he’s powering it with a captured alien race called “Wisps.” Use Sonic’s lightning speed to free the Wisps and learn the secrets of their amazing powers as you explore six unique colorful worlds, each filled with dangerous enemies and hurdles to overcome. Now with stunning upscaled visuals, additional features, a new game mode and enhanced gameplay- it's the Ultimate Sonic Colors experience. Sonic will be tested on this exciting journey to free the Wisps - but with their help, and yours, it's a test he'll pass with flying Colors!

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Sonic Speed and Non-Stop Action

Accelerate to adrenaline-pumping super speed, zoom across challenging worlds, and maneuver through hazardous obstacles. Time your attacks perfectly to charge your boost and reach Super Sonic speeds.

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Interstellar Amusement Park

Explore and adventure through immersive environments, like a Sweet Mountain filled with delightful sweets or an Aquarium Park filled with sea life and countless pools - all centered around a mysterious astro-amusement park.

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Wisp Power-ups

Transform Sonic by harnessing the magnificent alien power of Wisps to defeat enemies and discover the secrets of the interstellar amusement park. Pass through solid objects and discover alternate paths using the new Jade Ghost Wisp.

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Better Than Ever

Available on all platforms and now more colorful than ever with enhanced visuals and graphics (4K on PlayStation and Xbox), refined controls, and many more gameplay upgrades.

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'Rival Rush' Mode

Put your skills to the test and go head to head with Metal Sonic. Outrun Metal Sonic to unlock rewards!

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Sonic Speed and Non-Stop Action

Accelerate to adrenaline-pumping super speed, zoom across challenging worlds, and maneuver through hazardous obstacles. Time your attacks perfectly to charge your boost and reach Super Sonic speeds.

screen shot

Interstellar Amusement Park

Explore and adventure through immersive environments, like a Sweet Mountain filled with delightful sweets or an Aquarium Park filled with sea life and countless pools - all centered around a mysterious astro-amusement park.

screen shot

Wisp Power-ups

Transform Sonic by harnessing the magnificent alien power of Wisps to defeat enemies and discover the secrets of the interstellar amusement park. Pass through solid objects and discover alternate paths using the new Jade Ghost Wisp.

screen shot

Better Than Ever

Available on all platforms and now more colorful than ever with enhanced visuals and graphics (4K on PlayStation and Xbox), refined controls, and many more gameplay upgrades.

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‘Rival Rush’ Mode

Put your skills to the test and go head to head with Metal Sonic. Outrun Metal Sonic to unlock rewards!

❯❯❯Features


White Wisps


The most common type of Wisps, the White Wisps are very friendly and love to talk. They do not have the power to transform, but they can give Sonic a Boost.

Character Image

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Sonic Colors

Test Entries Revision OS Version CPU GPU Result Tester r3661Windows XP Intel NVIDIA GeForce 7100 Around 15FPS. r3661Windows 7 AMD Phenom X4 @ 3GHz NVIDIA GeForce 9800 GT Around 30FPS, lags in some places. r6423Windows 7 Intel Core 2 Quad Q8300 ATI Radeon HD 4650 Around 20FPS r6423Windows 7 Intel Core 2 Quad Q8200 NVIDIA GeForce 9600 GT Around 20FPS, some minor glitches, black screen on Act II r6473Windows 7 AMD Phenom X4 ATI Radeon HD 4850 Around 20FPS, black screen when using pink wisp r6603Windows 7 Intel Core i5-750 @ 4GHz ATI Radeon HD 5870 Around 43+ FPS (unlimited, normal is 30). Only Some graphic problems, but barely noticeable. r6790Windows 7 AMD Athlon II X2 240 @ 2.81GHz NVIDIA GeForce GT 240 OpenGL: 15-20FPS, no graphic or sound problems at all. r7027Windows 7 Intel Core 2 Duo @ 2.93GHz ATI Radeon HD 4550 20-28FPS (75%-98%), Perfect game play. With No Problem r7045Windows 7 Intel Core 2 Quad Q6600 NVIDIA GeForce 9800 GT DirectX11: 15-20FPS r7128Windows XP AMD Phenom II X2 @ 3.50GHz ATI Radeon HD 4650 25-30FPS (80%-100%), Perfect game play. r7259Windows 7 Intel Core i5-760 @ 2.8GHz NVIDIA GeForce GTX 470 DirectX9: Locked at 30FPS, perfect game play & sound. (1920x1080) Louie82Yr7259Windows 7 AMD FX @ 4.5GHz AMD Radeon R9 295X2 DirectX11: Super Perfect Gameplay, use this emulator for sonic colors(1920x1080) Angel Xr7332Windows 7 AMD Phenom II X4 965 @ 3.4GHz NVIDIA GeForce GTX 460 DirectX9: Locked at 30FPS, sometimes drops to 26-28FPS during small scale explosions, perfect game play & sound. (1920x1080) Grounderr7436Windows 7 AMD Phenom II X6 1055T @ 3.5GHz NVIDIA GeForce GTS 450 Perfect: 60FPS Menu etc 30FPS in game With DX9 Plugin, Dual Core Enabled, 16x Anisotropic Filtering enabled, Scale 3x, 1920x1080, RDilusr7473Windows 7 AMD Phenom II X4 955 @ 3.2GHz ATI Radeon HD 5750 Perfect: Menu: 60FPS, Game: 30FPS (sometimes drops 25~28), with DX11 Plugin, Dual Core Enabled, 16x Anisotropic Filtering enabled, Scale 3x, 1680x1050, EFB Copy: Texture, OpenCL enabled, 64 bits mode. Juliannbr7564Windows 7 AMD Phenom X4 9350e @ 2.01GHz NVIDIA GeForce 9600 GT Black screen after SEGA logo with Direct3D9; crashes at start up with OpenGL. UPDATE: Perfect with Direct3D9. I've disabled Progressive Scan, so black screen... never again! r7612Windows 7 Intel Quad Core @ 3.33GHz NVIDIA GeForce 9600 GT Around 25-30FPS (75-100%), no graphic & sound problem Sonic1993r7670Windows 7 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Works totally fine. Slight random slowdowns during intense action. MegaJumpr7671Windows 7 Intel Core i7-860 @ 2.8GHz ATI Radeon HD 4850 60FPS in menus and 30FPS in levels with DirectX11 16x Anisotropic Filtering, Scale 4x and Resolution 2560x1440. Deactivate V-Sync, Audio Throttle and uncheck RAM in EFB Copies TimeWalkerr7719Windows 7 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 Perfect. 30FPS in DX11 with AA Samples 4 (quality 16), AF x16, and Internal Resolution x4 (2560x2112), at 1920x1080. 3.0-363Windows 7 Intel Core i5-750 AMD Radeon HD 6950 30FPS in DX9 (AF16x, AA 9XSSAA) , random slowdowns but average is 30FPS,Lock threads to core and OpenMP. MinorOS3.0-421Windows 7 AMD Phenom II X4 @ 3.825GHz NVIDIA GeForce GTX 560 Ti FPS varies between 20-30FPS, no matter what settings or plugin I use. "Skip EFB Access from CPU" seems to help. Guess I need a better processor. The game plays perfectly however. AgainstYourThought3.0-458Mac OS X 10.7.4 Intel Core i7 @ 2.6GHz NVIDIA GeForce GT 650M Almost rock solid 30FPS, perfect on almost all menus, so much better than I could have dreamed for. For some reason, the only place that lags in the game is... map screen for Tropical Resort. For some reason there the emulator thinks it's running at full speed. Also for some reason loading times are drastically improved compared to the actual console experience. The boost effect glitch occurs if I use fullscreen. UPDATE: I replaced my computer with an identical model (older model developed issues)... and it does NOT work nearly as well as above. Very choppy and at times laggy. Odd and worrying to say the least. Ac3.0-715Windows 7 Intel Core i7-950 @ 4GHz NVIDIA GeForce GTX 570 Rock solid 30FPS. It never drops at all and no glitches or anything. DX9, 4x Native, 16x AF, 0x AA, Skip EFB from CPU, Texture EFB Copy, Fast Texture Cache, OpenCL, OpenMP. Turning on AA destroys the performance. Zharay3.0-776Windows 7 AMD Athlon II X4 645 @ 3.1GHz NVIDIA GeForce GTX 560 Ti DirectX9: Works bad and slow. (15FPS) DirectX11: Some graphical glitches, often lags. (20-30FPS), OpenGL: Works great and mostly fast, sometimes little lags (25-30FPS)(1920x1080) SlaSh (L.V.)3.0-787Windows 7 Intel Core i5-2430m @ 2.4GHz Intel HD Graphics 3000 Playable at 19-25FPS, no HUD, and slow gameplay. Ace121823.5Windows 7 AMD FX-6350 @ 3.9GHz AMD Radeon HD 7770 Completely playable. Slight to moderate slowdown in some areas. 25-30FPS. OpenGL, 2x Native, HLE Audio. Randompc13.5-367Windows 7 AMD Phenom II x6 1090T @ 4.5GHz ATI Radeon HD 5850 Perfect, 60/29-30FPS, DX11, 1920x1080, Scaled EFB copy, pixel lighting, 16x AF, OpenMP texture decoder. Only one of the cutscenes had minor sound issues. ekp3.5-607Windows 7 Intel Core i7-2630QM @ 2.9GHz NVIDIA GeForce GTX 560m Seems to lag with all graphics cores and settings. I can only get around 60-70% speed (and 21-25FPS). performance is even worse with LLE. Very odd indeed, seeing as other people have it working near perfect, at least on older dolphin releases. Vgf894.0Windows 8.1 Intel Core i3-4130 @ 3.4GHz Intel HD Graphics 4400 Playable, 30FPS in-game and stage select, 60FPS in others menu. The game HUD does not appear without Custom projection hack marked zNear (Nothing typed in the box) MMU unmarked. 1x native resolution. Texture EFB copy. DirectX 9. Narvy4.0-135Windows 7 Intel Core i7 @ 2.6GHz NVIDIA GeForce GT 650M Runs well at solid 30FPS at 1440x900 with no glitches. For the most part, it can handle the 60FPS patch, but certain sections lag badly and Asteroid Coaster suffers from the FIFO overflow bug described above. Ac4.0-1546Windows 7 AMD FX-4130 @ 3.8GHz AMD Radeon HD 7850 Near perfect. 30FPS (no EFB, 30FPS framelimit) with occasional slowdown. Running at 1080p with 4x aa, 16x af and FXAA filter. Everything is emulated perfectly except for two minor graphical bugs: some glow effect are less subtle than on the Wii, letters on the credits are invisible (but still intractable). RedstoneForge4.0-4760Windows 7 Intel Core i5-540M @ 2.53GHz NVIDIA NVS 5100M Playable, 30-60FPS during stages. Menus at 60FPS. HUD visible. Running at 1x IR, no AF or AA. 4.0-5899Windows 7 Intel Pentium G3258 @ 3.8GHz NVIDIA GeForce GT 630 30/60FPS All the time with these settings: DirectX 11, 4x Anti-alising, 16x AF, 1366x768 Internal Resolution Quote5.0-rc-5Windows 10 Intel Core i5-2500k @ 3.3GHz NVIDIA GeForce GTX 650 Ti Emulação Perfeita 30FPS Full Speed com OpenGL, 1080p e 3X Resolução Interna e 4x AA, 16x AF

Sonic Colors - Dolphin Perfeito 30 FPS - FULL SPEED

Willjay_014.0-7005Windows 8.1 Intel Core i5-4590 AMD R9 280 30FPS with OpenGL and 3X internal resolution Mors5.0Windows 10 Intel Xeon X5450 @ 3GHz NVIDIA GeForce 730 While DirectX12 turned on with 3x native resolution at a window resolution of 1280x720 around 25-30FPS, but when it locks to 30FPS it feels way more than what it shows. ĐeäTh5.0Windows 10 Intel Core 2 Quad Q9505 @ 2.83GHz NVIDIA GeForce GTX 650 Playable 30FPS most of the time, with some stuttering on first minutes of gameplay. FPS dropped to 22 on certain parts of Sweet Mountain. Using DirectX 11, 3x native resolution. jonasbantunes5.0-200Windows 10 Intel Core i7-5820K @ 3.3GHz NVIDIA GeForce GTX 960 Runs at 4k 30FPS no problems runs at 2k 60FPS(With code) but needs to turn the CPU clock speed up a lot. Brimaster20005.0-13424Windows 10 AMD Ryzen 5 3600 @ 3.6GHz NVIDIA GeForce GT 1030 The game runs at 4k30fps fine, and at 1080p60fps fine at 165% clock speed fine. The game is fully beatable with no discernible issues, though I'd actually recommend playing in native resolution. The bloom is broken above internal resolution with scaled EFB copy on, as is the depth of field, and turning off scaled EFB copy makes the game present at 480p frame anyways. Luig5.0-14519macOS 11.4 Apple M1 @ 3.2GHz Apple M1 7-Core Near-perfect 30FPS (or 60FPS with patch) at 3x native resolution. Some stuttering seemingly at random, but otherwise no issues. Far better than my last attempt nearly a decade ago. Ac
Sours: https://wiki.dolphin-emu.org/index.php?title=Sonic_Colors
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Sonic Colors™

The diabolical Dr. Eggman has hatched another plan for world domination!

He has built an amazing interstellar amusement park, floating in space around Sonic’s home planet, bursting with incredible rides and attractions.

However, all is not as it seems as Dr. Eggman has abducted an alien race and is harnessing their colorful energy to fuel a sinister plot. Before Dr. Eggman completes his evil plans though, Sonic discovers his mysterious theme park in space. 

When he arrives, Sonic finds he is also able to use these alien powers and is ready to help. Sonic will need all his speed and skill as he faces this test, but, empowered by the alien energy, it’s a test he’ll pass with flying colors.

Game features:

• Non-stop high-speed action 

• Collect and engage new ‘color power’ from alien Wisps to perform new moves!

• Unique Color Power for the Wii™ and Nintendo DS™

• Perfect blend of 3D and classic 2D perspectives on the Wii and solid 2D dual-screen gameplay on Nintendo DS!

Sours: https://www.sega.com/games/sonic-colors

Sonic Colors: Ultimate HD Supports 60FPS And 4K Resolution

By Cristina Alexander

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A new Sonic Colors: Ultimate trailer shows the new graphics and game modes.

Sega has released a spotlight trailer for Sonic Colors: Ultimate, showcasing the high-definition updates you can expect to see in the re-vamped version of the 2010 original game.

In the first of a series of spotlight trailers, the game takes you back to Dr. Eggman's Interstellar Amusement Park where you can run through the whole theme park at 60 fps, see bright lights and colors all around — in other words, the lighting is has increased the amount of color bloom in many areas — and the game will run on 4K resolution and improved graphics. You can see the difference in the trailer below.

Related: Roger Craig Smith Dismisses Rumour That His Return To Sonic Is "One Last Job"

In addition to a faster frame rate and HD graphics galore, Sonic Colors: Ultimate will bring a new battle mode called Rival Rush, where you compete in a race against Metal Sonic and unlock some colorful rewards. You will also get Park Tokens to use in the store and buy unique boosts, auras, shoes and gloves for Sonic. That may explain the yellow gloves in the initial screenshots and trailers back in May.

Joining the Wisp power-up arsenal is a new hyper-go-on called the Jade Ghost, which allows Sonic to transform and fly through walls and other solid barriers to reach hidden areas for Red Rings and switches. There's also the 100 Count Ring that'll give you a temporary boost of speed and invincibility, and increase your overall score after each level.

Need someone to rescue you from falling into the bottomless pit of space? Leave it to Tails! All you need to do is find a Tails Save spot and he'll swoop in and fly you back to where you fell off. If you want some smooth gameplay, you will be able to customize the controls to find the control mechanics that are compatible with your play style. Plus, the game's soundtrack is remixed from the original track so you can jam out while bringing Eggman's intergalactic theme park down to Earth.

Sonic Colors: Ultimate is heading to PS4, Xbox One, Nintendo Switch, and PC via the Epic Games Store on Sep. 7.

NEXT: Fans Show Off What A Need For Speed Underground 2 Remaster Could Look Like

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Sony Doesn't Know Which Way Up The PS5 Should Be, According To New Ad

Social media is full of confusion, as Sony accidentally has the PS5 upside down in a new ad.

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About The Author
Cristina Alexander (106 Articles Published)

Cristina Alexander is a writer who can transform her pen into a Keyblade and has been head over heels for Sonic the Hedgehog from the age of 9. Her work was previously seen on Mega Visions (formerly SEGA Nerds), KeenGamer, and Twinfinite. Find her on Twitter @SonicPrincess15.

More From Cristina Alexander
Sours: https://www.thegamer.com/sonic-colors-ultimate-hd-supports-60fps-4k-resolution/

Hd sonic colors

Sonic Colors

2010 video game

2010 video game

Sonic Colors
Sonic Colors box artwork.png

North American cover art

Developer(s)Sonic Team[a]
Publisher(s)Sega
Director(s)
  • Morio Kishimoto (Wii)
  • Takao Hirabayashi (DS)
Producer(s)Takashi Iizuka
Designer(s)
  • Morio Kishimoto (Wii)
  • Takayuki Okada (Wii)
  • Yuka Kobayashi (DS)
Programmer(s)
  • Yoshitaka Kawabata (Wii)
  • Takashi Yamatani (DS)
Artist(s)Sachiko Kawamura
Writer(s)
Composer(s)Tomoya Ohtani
SeriesSonic the Hedgehog
EngineGodot(Ultimate)[1]
Platform(s)
ReleaseNintendo DS, Wii
  • EU: November 11, 2010
  • NA: November 16, 2010
  • JP: November 18, 2010
Sonic Colors: Ultimate
Windows, Switch, PS4
  • WW: September 7, 2021
  • JP/AS: September 9, 2021
Xbox One
Genre(s)Platform, action-adventure
Mode(s)Single-player, multiplayer

Sonic Colors[b] (known as Sonic Colours in the PAL region) is a 2010 platform game published by Sega. It follows Sonic's quest to stop his nemesis Doctor Eggman from enslaving an alien race and taking over the world. The gameplay is similar to prior Sonic games, with players collecting rings and defeating enemies; the camera perspective often switches from third-person to side-scrolling perspectives. The game also introduces Wisps, power-ups the player can use to increase attack power and reach new areas.

Development of Sonic Colors began in 2008, following the completion of Sonic Unleashed. Examining criticisms of past games, the developers made Sonic the only playable character and worked to balance speed and platforming; the Wisps were introduced to diversify the gameplay without slowing it down. Two versions of the game were developed: one for the Wii by Sonic Team, and one for the Nintendo DS by Dimps. The game was designed for a wider demographic than previous games, specifically children and fans of the Super Mario series. In anticipation of the game's release, Sega delisted several Sonic games with sub-average Metacritic scores to increase the value of the brand.

Sonic Colors received positive reviews. Critics praised its graphics, audio, soundtrack, gameplay and replay value, with many considering it a return to form for the series. However, some criticized its difficulty and multiplayer mode. It was a commercial success, selling over two million copies. The Wisp power-ups introduced in Sonic Colors became a staple of the Sonic series.

A remastered edition of the Wii version, Sonic Colors: Ultimate,[c] was released on September 7, 2021 for Windows, Nintendo Switch, PlayStation 4, and Xbox One as part of the Sonic series' 30th anniversary.

Gameplay[edit]

Premise and setting[edit]

Gameplay screenshot of Sonic Colors, showing Sonic in one of the game's levels

Sonic Colors is a platform game set in outer space. Players control Sonic the Hedgehog, whose goal is to save the Wisps, an alien race that has been enslaved by Doctor Eggman.[2] The game's main hub is Doctor Eggman's Incredible Interstellar Amusement Park, an interplanetary amusement park that consists of five small planets chained to each other.[3] Sonic must be guided through these planets to destroy the power source at their center.[4]

Each planet is split into seven parts: six main levels called acts and a boss level.[3] In each act, players must guide Sonic to the goal, whilst defeating enemies and dodging obstacles. In boss levels, players face one of Eggman's large robots, and must defeat it. Gameplay seamlessly shifts between side-scrolling and third-person perspectives.[3][5] Upon completion of a level, players are given a grade dependent on their performance, with an "S" being the best and a "D" being the worst.[6] As the player progresses through the game, more planets become available to select. Once each planet has been completed, a bonus seventh, which concludes the story, is unlocked.[7]

Players control Sonic using the Wii Remote (with or without the Nunchuck),[2] the Classic Controller, or the Nintendo GameCube Controller. Sonic retains most of his abilities from Sonic Unleashed:[8] he can perform a "Sonic Boost" which greatly increases his speed and allows him to smash through various objects;[9] a homing attack that allows him to destroy enemies from long distances;[10] and a stomp that enables him to quickly destroy objects below him. In certain levels, players are sent at high speeds and must perform a quick step maneuver to dodge walls and other hazards;[11] others see Sonic using a drift mechanic in order to make sharp turns. Sonic is also given a double-jump ability, which allows him to perform an additional jump in mid-air.[10]

Sonic uses the Orange Rocket, one of the eight Wisps in Sonic Colors

A major aspect of Sonic Colors is the ability to activate Wisp power-ups.[12] There are eight different types of Wisps, each with their own unique advantage dependent on their color.[2] Normal white-colored Wisps allow the player to get a speed boost at any time.[9] The "Cyan Laser" turns Sonic into a laser that can bounce off solid surfaces to change the laser's path and to travel through power lines,[12] while the "Yellow Drill" allows Sonic to drill through soft ground and water.[12] The "Orange Rocket" allows Sonic to blast upward to tremendous heights;[13] the "Pink Spikes" allows Sonic to bond to walls and ceilings and to perform a spin dash to gain velocity and to destroy objects;[12] the "Green Hover" enables Sonic to hover and to perform dashes across lines of rings;[3] the "Blue Cube" gives Sonic the ability to turn blue blocks into blue rings and vice versa;[6] and the "Purple Frenzy" turns Sonic into a berserker that chomps through anything in its path, increasing in size as it continues to eat.[3]

Like previous games, Sonic collects golden rings,[3] which protect him from a single hit by an enemy or obstacle, though they will scatter and blink before disappearing. Sonic starts the game with a limited number of lives; if he is hit with no rings in his possession, he will lose a life.[2] If a player exhausts their lives, they will receive a game over.[7]

Multiplayer[edit]

Sonic Colors features a co-operativetwo-player mode, Eggman's Sonic Simulator, in which players control Sonic-modeled robots or their Mii characters through a series of levels.[4] These levels can be unlocked by collecting special Red Star Rings hidden throughout each act.[3] Completing Sonic Simulator levels rewards the player Chaos Emeralds, and once all seven are collected, Sonic can transform into Super Sonic after collecting 50 rings in normal levels. As Super Sonic, players are invincible and can boost infinitely, though they cannot use Wisps and lose one ring per second, de-transforming when the ring counter hits zero.[7] The game also features online leaderboards, allowing players to upload their scores via Nintendo Wi-Fi Connection.[14]

Nintendo DS[edit]

Unlike the Wii version, the Nintendo DS version of Sonic Colors is a side-scroller reminiscent of the original Sega Genesis games (similar to the style of Sonic Rush and Rush Adventure) that takes advantage of the system's dual-screen.[13][15] Exclusive to the DS version are touchscreen-controlled special stages similar to the ones seen in Sonic the Hedgehog 2,[13] missions featuring various characters from throughout the franchise, a competitive multiplayer mode,[15] and an extra final boss.[7] The game features two additional Wisp types: "Red Burst", which allows Sonic to burst in midair and can activate certain objects such as a hot air balloon, Ferris wheel, and popcorn cannons;[7] and "Violet Void", which gives Sonic the ability to float and to suck up nearby objects, growing bigger in the process.[13] Unlockable concept art is also included.[13]

Plot[edit]

In both versions, Doctor Eggman opens an amusement park in space called Dr. Eggman's Incredible Interstellar Amusement Park, allegedly turning over a new leaf and making up for past transgressions. The park is made up of several planet-sized attractions. Suspicious, Sonic the Hedgehog and his best friend Tails investigate. They meet Yacker, who comes from a species of aliens known as Wisps. After Tails invents a translator to communicate with him, they learn that other Wisps have been enslaved by Eggman, who plans to harness their energy for a mind-control laser that will allow him to take over Earth.

Sonic proceeds to visit the planets, liberating the Wisps and shutting down the generators linked to the amusement park. He meets many of his friends along the way, who are also exploring the park in an attempt to disrupt Eggman's plans.[d] After Sonic frees the Wisps, Eggman tries to fire the cannon at the world, but a piece of wreckage causes it to malfunction. As the amusement park begins to explode, Sonic confronts Eggman. Eggman uses the Nega-Wisps to power his final contraption, a robot that uses the powers of all the Wisps that Sonic has met against him. As the machine gets weaker, the Wisps escape and help Sonic defeat Eggman, sending him hurtling off into space. The Wisps carry Sonic out of the exploding amusement park. Returning safely to Earth, Yacker thanks Sonic and Tails.

In the DS version, however, Sonic and Tails soon learn that the leading Mother Wisp had been infected by the negative energy and transformed into the Nega-Mother Wisp. Using the power of the Chaos Emeralds, Sonic transforms into Super Sonic and fights her. Following her defeat, the Mother Wisp returns to normal and the Wisps part ways with the two heroes.[d]

In a post-credits scene, Eggman is seen stranded in space with his henchmen Orbot and Cubot.

Development[edit]

From a general game design perspective, in recent years we've been able to introduce Sonic to new fans, a lot of the Nintendo/Mario fans, and because of that, we've made changes to the design, and we've designed things in Sonic Colors that we think will really appeal to people who are unfamiliar with the Sonic brand and the Sonic gameplay.

Takashi Iizuka, on why Sonic Colors was designed to appeal to a wider demographic.[16]

Development of Sonic Colors began in 2008, following the completion of Sonic Unleashed.[17] While they kept most of Unleashed's core gameplay elements,[8] developers Sonic Team and Dimps decided to create an equal balance between speed and platforming similar to that of the games released for the Sega Genesis, in comparison to the straightforward gameplay of Unleashed.[18] Following requests by fans, the team also made the decision to make Sonic the only playable character, and to omit "gimmick" themes such as the swordplay mechanic used in the 2009 spin-offSonic and the Black Knight.[19] The team chose to develop Sonic Colors on Nintendo's Wii and DS consoles, hoping to expand upon the audience attracted by the successful Mario & Sonic at the Olympic Gamescrossover games.[18]

One of the first ideas was the setting should be an amusement park; Sonic Team then realized that "any sort of terrestrial amusement park would be too small to contain Sonic's adventures." From this came the idea of an interplanetary park, which would allow for more creativity and variance in the game.[19] The developers used Disneyland as visual inspiration for the levels.[18] Sonic Team also desired something that would diversify the gameplay, but did not slow it down. Thus, the Wisps were added to the game to expand and strengthen the gameplay without forcing the player to switch to other playable characters.[20] Another goal was to encourage players to revisit completed levels; Sonic Team accomplished this by adding segments requiring certain types of Wisps to levels preceding their first appearances.[21] The Wii version makes use of the PhysXphysics engine,[22] previously used with 2007's Sonic and the Secret Rings,[23] while the DS version uses the same engine used in the 2005 entry Sonic Rush and its sequel.[8]

According to producer Takashi Iizuka, Sonic Colors was designed to appeal to a casual audience, particularly children and fans of the Super Mario series.[16][18][24] Iizuka's statement that it was impossible to please all Sonic fans initially alienated those who had enjoyed prior entries such as Unleashed and Sonic the Hedgehog 4: Episode I,[25] though Sega brand manager Judy Gilbertson later clarified that "we’re also looking to create a game that is accessible to younger gamers as well as our ‘core’ fans."[24] The script was written by MadWorld and Happy Tree Friends contributors Ken Pontac and Warren Graff.[26]Sonic Colors is also one of the first games in the series not to use the English voice cast from the Sonic X anime series following a major re-casting of the franchise in 2010, with Roger Craig Smith assuming the role of Sonic.[2][27]

Sega first announced Sonic Colors in a blog post on May 26, 2010.[28] Demo versions of the game were playable at the Electronic Entertainment Expo 2010,[29]Gamescom,[30] the Penny Arcade Expo,[31] and the Tokyo Game Show.[32] On November 4, 2010, Sega held a Sonic Colors-themed ice-skating event at Bryant Park in New York City.[33]BradyGames also published an official strategy guide, which launched alongside the game.[7] In anticipation of the game's release, Sega delisted multiple Sonic games with sub-average Metacritic scores to increase the value of the brand.[34]Sonic Colors was first released in PAL regions on November 11, 2010, followed by a North American release on November 16, 2010 and in Japan on November 18, 2010.[35][36][37] People who pre-ordered the Japanese version of the game received a special card compatible with the arcade game Rekishi Taisen Gettenka, allowing Sonic to appear in the game.[38] Those who pre-ordered the game through GameStop in North America received a Sonic shaped hat.[39] A special edition was also sold in Europe, featuring figurines of Sonic and the Wisps.[40]

Music[edit]

The game's score was composed by Tomoya Ohtani, Kenichi Tokoi, Fumie Kumatani, Hideaki Kobayashi, Mariko Nanba, and Naofumi Hataya, and was written to be more energetic than previous entries' scores.[19] The in-game music is performed by the Amsterdam Session Orchestra. Jean Paul Makhlouf from the American electronic band Cash Cash performed the game's opening song, "Reach for the Stars" (remixed as "Reach for the Stars (Re-Colors)"), and his brother Alex joined him in singing the ending song, "Speak With Your Heart" (remixed as "Speak With Your Heart (Rainbow Mix)"). A three-CD soundtrack, Sonic Colors Original Soundtrack: Vivid Sounds × Hybrid Colors, featuring music from the game was released on CD in Japan on December 22, 2010,[41] with a digital version released via iTunes in January 2011.[42]

Reception[edit]

Reception

Both versions of Sonic Colors received "generally favorable" reviews, according to review aggregator Metacritic.[43][44] The game was also successful commercially; as of March 2011, it has sold 2.18 million copies.[49]

The game's presentation was well received. Pedro Hernandez of Nintendo World Report described the graphics and animations as "beautiful" and "gorgeous".[4] Arthur Gies of IGN considered them to be among the best available on the Wii, praising the lighting, detail, and variety they offered.[2] Both Hernandez and Jane Douglas of GameSpot both praised the audio for incorporating familiar aspects of past Sonic games, and Douglas admired the "jazzy, high-energy" soundtrack as fitting for all levels.[4][3] The new voice casting was also appreciated; Gies elaborated that the cast was "much less annoying" than the previous voice actors, and Hernandez considered their voices to be fitting for the characters.[2][4]

The gameplay was praised, particularly for the Wisps and its replay value. Al Bickham of Eurogamer considered the game's intertwining of platforming and speed to be successful, and also praised its use of the Wii Remote.[10] Gies, Douglas, and John Meyer of Wired praised the shift from third-person to side-scrolling, which Meyer described as "elegant and cohesive".[5] Matthew Keast of GamesRadar called the Wisps the game's best feature, describing the element of backtracking to previously completed levels after unlocking more types as clever.[12] Tim Turi of Game Informer praised the Wisps for adding "an interesting new gameplay mechanic without succumbing to Werehog-itis",[13] and Gies compared the Wisps to power-ups from the Super Mario franchise, though he felt that Colors still felt distinctive and fresh.[2] Douglas, however, preferred basic platforming over using the Wisps.[3]

Some aspects of the game were criticized, however. Writing for Destructoid, Jim Sterling described Sonic Colors as "terribly designed". They criticized the controls and physics, and felt the developers had not addressed problems present in previous games and concluded that the game was poor.[11] Gies, Hernandez, Meyer, Turi, and Keast criticized the game's high difficulty level,[2][4][5][12][47] with Keast going as far to describe it as "hardcore".[12] Both Gies and Douglas spoke negatively of the co-op Eggman's Sonic Simulator; Gies described it as not fun,[2] and Douglas called it "ugly" and ultimately concluded that the multiplayer was weak. Douglas also made note of the boss fights as being repetitive.[3]

Regarding the game as a whole, critics felt that Sonic Colors was one of the best entries in the Sonic series.[2][5]IGN declared it one of the best games available for the Wii,[50] and awarded it their "Quick Fix" award of 2010.[51] Douglas concluded that "Wii owners shouldn't miss an opportunity to play with Sonic at his best".[3]Empire considered Colors a return to form for the series,[46] whose popularity had declined in recent years following a number of poorly received games such as the 2006 reboot.[51]

Legacy[edit]

Sonic Colors introduced the Wisp power-ups, which would go on to become a staple of the Sonic franchise.[52] Games featuring the Wisps include Sonic Generations (2011),[53]Sonic Lost World (2013),[54] and Sonic Forces (2017).[55] The story of Sonic Colors was adapted in Archie Comics' Sonic the Hedgehog comic book series.[56]

Sonic Generations was released in commemoration of the series' twentieth anniversary, and remade various aspects from past entries. The version of the game released for the Xbox 360, PlayStation 3, and Microsoft Windows features a reimagined version of Sonic Colors's Planet Wisp level.[57] The version of the game released for the Nintendo 3DS contains a remake of the Tropical Resort level.[58]

Sonic Colors: Ultimate[edit]

In May 2021, a remastered version, Sonic Colors: Ultimate,[e] was announced for release on PlayStation 4, Xbox One, Nintendo Switch, and Windows (via the Epic Games Store).[59] Developed by Blind Squirrel Games as part of the Sonic series' 30th anniversary, it was released worldwide on September 7, 2021 and in Japan and East Asia on September 9 of that year,[60] Sega said they chose to remaster Colors due to the increase of younger fans since the release of the Sonic games Mania,Forces and Team Sonic Racing alongside the 2020 Sonic film.[61]

Along with enhanced visuals, an improved frame rate, and a newly recorded soundtrack, the remaster, which is based on the Wii version, features new additions including the "Jade Ghost" Wisp power-up from Team Sonic Racing, which lets Sonic pass through solid objects and access new routes; a Rival Rush mode in which players race against Metal Sonic; unlockable cosmetic options, including some based on the 2020 film; new voice lines from Kate Higgins, who reprises her role as the voice of Tails from the original game; and voiceovers in French, German, Italian and Spanish.[62] To coincide with the release of the game, a two-episode animated miniseries, Sonic Colors: Rise of the Wisps, was released in August 2021.[62]

Controversy[edit]

Shortly after its early access on September 3, several Twitter users started reporting several bugs and glitches not present in the original,[63] with the Switch version in particular being derided due to having far more technical issues than the other releases, such as significantly longer load times and flashing lights that could induce a potential photosensitive epileptic seizure.[64] In addition, people data mining through the PC version found that it had used Godot Engine without proper credit, which Blind Squirrel stated would be addressed in a patch.[63]

Notes[edit]

  1. ^Nintendo DS version developed by Dimps. Sonic Colors Ultimate developed by Blind Squirrel Games in collaboration with Sonic Team
  2. ^Japanese: ソニックカラーズ, Hepburn: Sonikku Karāzu
  3. ^Japanese: ソニックカラーズ アルティメット, Hepburn: Sonikku Karāzu Arutimetto
  4. ^ abOnly in the Nintendo DS version.
  5. ^Japanese: ソニックカラーズ アルティメット, Hepburn: Sonikku Karāzu Arutimetto, known as Sonic Colours: Ultimate in English PAL regions

References[edit]

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External links[edit]

Sours: https://en.wikipedia.org/wiki/Sonic_Colors
Sonic Colors: Ultimate Review

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UPDATE: Thanks to Ali Ahmed in the comments, we now know of another source that’s leaked info. French online game retailer Sogamely has Sonic Colors listed for Switch, PS4 and Xbox One for €35 each. Given how game prices tend to work that’d translate to $35 USD. The games are called “Sonic Colors Ultimate – Limited Edition.” If accurate, this would appear to suggest that the remaster would getting some sort of physical release as well.

Unfortunately, linking to it directly doesn’t seem to work, but you can find it yourself by going to the Sogamely link we provided and searching “Sonic Colors.”

Original Article:

German dubbing studio iksample has potentially leaked a Sonic game: a remaster of Sonic Colors. The company lists it among their upcoming projects (albeit with a Sonic Boom graphic). This would be a pretty odd thing to list by mistake, but as always: this isn’t a confirmed project, so treat it as such.

If true, this suggests the game is getting a German dub, something the original game didn’t have. A “remaster” can mean a variety of things in today’s game industry, but the creation of a new dub suggests something a bit better than “Sonic Colors but in HD.” Though it hardly points towards a completely remade game either.

If this is real, we’ll likely be hearing about it soon. Stay tuned for further updates!

via iksample

Post Views:9,865

Sours: https://www.sonicstadium.org/2021/04/rumor-sonic-colors-remaster-incoming/

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