Sonic Colours out for Wii/DS

Discussion in 'General Sonic Discussion' started by TimmiT, May 26, 2010.

  1. Ritz

    Ritz

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    I give up, spoil it.
     
  2. <!--quoteo(post=541727:date=Dec 27 2010, 03:30 PM:name=Amistat)--><div class='quotetop'>QUOTE (Amistat @ Dec 27 2010, 03:30 PM) <a href="index.php?act=findpost&pid=541727">[​IMG]</a></div><div class='quotemain'><!--quotec-->Okay, a bit late to this whole thing but I got the DS version for Christmas and finished it up pretty quick.

    Thought I'd post a few thoughts I guess...

    Damn, it was so close this time.

    The wisps can get lost frankly, replace them with Sonic's elemental shields to hark back to his prime and I'm sold, they're a pretty good progression of the idea and it would have really worked well;
    Fire shield - burn crap and double jump with explosions
    Earth shield - spin through earth
    Lightning shield - zap off at mega speed, rebounding off surfaces etc etc.
    Get rid of the one use on the powers, allow you to use the shields power if your gauge has some energy and make you loose them if you're hit. It would be glorious.

    Or they should have gone the other route.
    The entire game I'm looking at recurring imagery of flashing rainbow colours, everything it about colours. Bright flashing, cycling colours. Then they mention the wisps contain something called Hyper-go energy....HYPER-go energy. Surrounded by flashing colours....

    Hyper.

    Flashing colours.

    HYPER.

    FLASHING. COLOURS.

    WHERE THE FUCK IS MY HYPER SONIC?!

    Having effectively abolished the Super Emeralds, bringing Hyper back as a Super + all wisp power up would have actually made the finale memorable. I don't know if it was any better on the wii but the DS final battle was bland and basically a bit crap. :(

    So near, and yet so far Sega. They seem to be able to release games with various awesome elements...but never get them all into one title.
    Some classic looking areas would be nice too. The sweets stage can bugger off.

    Overall I liked it though.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The Wii version had a much better ending in my opinion. Also yes, bringing back Hyper for this game would have been amazing, but we should be happy we got to play as Super Sonic in stages again after all this time...

    Oh wait...the DS version doesn't have that bonus... :/

    <!--quoteo(post=541900:date=Dec 28 2010, 12:38 AM:name=Ritz)--><div class='quotetop'>QUOTE (Ritz @ Dec 28 2010, 12:38 AM) <a href="index.php?act=findpost&pid=541900">[​IMG]</a></div><div class='quotemain'><!--quotec-->I give up, spoil it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Spoil WHAT exactly? The game? The secrets?
     
  3. corneliab

    corneliab

    Isn't it about time you played some VIDEOGAMES? Member
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    Hey, check out this awesome exploit courtesy of DarkspinesSonic:

    <!--id1--><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/kTBYMMa4860&"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/kTBYMMa4860&" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><!--id2-->

    From the looks of this, the stage was planned to have a little bit more to it. I can see why they ultimately chose to end the stage sooner though- it would've cheapened Act 4 a bit.

    Or maybe they were originally planning to have Act 4 begin at this second goal ring? Just a thought.
     
  4. GeneHF

    GeneHF

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    Well, it's no secret that the levels in Colors are usually giant maps divided up into smaller pieces. Still, it's interesting to see that some acts may have been shortened for the interest of others. Were more acts added to add more stages to the game at some point in development?

    Also, I kinda wish they had designed extended length stages that incorporated the whole level, putting them at about Unleashed length as a sort of Act 8/EX Act thing.

    Edit: <strike>Actually... with regards to that video, I wonder if it's possible to pick up a Drill wisp while broken out of bounds then using it in the water pit before the second goal ring. I believe the water pipe dumps out AFTER the goal ring's location.</strike>

    Disregard. It dumps right into the ring too. Crafty.
     
  5. corneliab

    corneliab

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    <!--quoteo(post=541933:date=Dec 28 2010, 03:45 AM:name=GeneHF)--><div class='quotetop'>QUOTE (GeneHF @ Dec 28 2010, 03:45 AM) <a href="index.php?act=findpost&pid=541933">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, it's no secret that the levels in Colors are usually giant maps divided up into smaller pieces.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Of course, but what's interesting here is that the part following where the stage normally ends has some unique item/enemy placement that isn't seen elsewhere. The only other stage that "officially" shares the quick-step hallway and the room immediately after is Act 1, and that level does not have enemies present during the quick step part or a ramp below the rising platform in the next room. Compare that with the likes of Sweet Mountain 2 and Asteroid Coaster 2, which apparently do not have any objects or transitions when reached from Act 1.

    EDIT: I know you crossed it out and everything, but I guess I should mention that Act 3 only has rocket and frenzy wisps.
     
  6. Dark Sonic

    Dark Sonic

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    <!--quoteo(post=541933:date=Dec 28 2010, 03:45 AM:name=GeneHF)--><div class='quotetop'>QUOTE (GeneHF @ Dec 28 2010, 03:45 AM) <a href="index.php?act=findpost&pid=541933">[​IMG]</a></div><div class='quotemain'><!--quotec-->Also, I kinda wish they had designed extended length stages that incorporated the whole level, putting them at about Unleashed length as a sort of Act 8/EX Act thing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That should have been what Challenge mode was. The whole area could have been divided into 2 acts and a boss. Now that would be awesome IMO
     
  7. MegaDash

    MegaDash

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    <!--quoteo(post=541899:date=Dec 28 2010, 12:35 AM:name=ancara)--><div class='quotetop'>QUOTE (ancara @ Dec 28 2010, 12:35 AM) <a href="index.php?act=findpost&pid=541899">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, I got through playing the game, and by god I almost spit out my drink during one of the acts of Aquarium Park.

    You see, when you exit the water in one part, the bit of land to the left of the little pool of water with the 10-ring in it that you jump over to reach a dash ramp thingy.......

    There are 2 pots there. Take a good guess at what they look like....<!--QuoteEnd--></div><!--QuoteEEnd-->

    Still haven't gotten an answer for that.

    Looking at that video, it makes me wish the game allowed you to freely turn around and have the camera point along with you.
     
  8. I remember a few pages ago someone mentioned an exploit to get from the end of Asteroid Coaster Act 1 to the beginning of Act 2, which I managed to do as Super Sonic.

    I'm gonna have start devoting some of my free time to screwing around with this game.
     
  9. Namo

    Namo

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    <!--quoteo(post=541899:date=Dec 28 2010, 12:35 AM:name=ancara)--><div class='quotetop'>QUOTE (ancara @ Dec 28 2010, 12:35 AM) <a href="index.php?act=findpost&pid=541899">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, I got through playing the game, and by god I almost spit out my drink during one of the acts of Aquarium Park.

    You see, when you exit the water in one part, the bit of land to the left of the little pool of water with the 10-ring in it that you jump over to reach a dash ramp thingy.......

    There are 2 pots there. Take a good guess at what they look like....<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm gonna guess.

    Seeing as how this game threw some old badniks at us like Motobug and such, I'm guessing old fashioned monitors? I'd go and look for myself instead of guessing, but you didn't specify the act and Aquarium Park is by far my least favorite of all the planets and I want no reason to have to go back there ever.
     
  10. phoenixwright7

    phoenixwright7

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    So... Finally got the game on Christmas and beat it last night.

    Pretty good... The writing was great, the graphics, as usual, was great, and the platforming was pretty fun... I did have a few problems with the game:

    How Sonic controlled. Now, I played through the entire game with the Wiimote + Nunchuck so I dunno if that made any kind of a difference (I can't imagine that it did since the controls themselves seemed to work fine ), but Sonic either felt slippery or felt like you lacked control over him throughout the game. Usually he felt slippery in the 2d sections and felt like you lacked control in the 3d ones. While this by no means made the game unplayable, it did hamper the game a bit.

    6 acts. Like many others, I would have greatly preferred it had they just added more zones and made each zone only have 2-3 acts a piece.

    Quick Step/Drifting. Maybe this is just 'cause I'm so used to how drifting feels in Mario Kart, but Drifting in Sonic Colors and the Wii version of Unleashed just never felt right to me. Quick Step events are just annoying and unfun if you ask me and while giving you the ability to use the quick step all of the time might fix this to some degree, I dunno... While both seem like natural abilities for Sonic to have, I'd rather them not be in the game. Wall Jump can stay, though, just fix how it works a bit.


    Use the Special stage from the DS version of Sonic Colors to get emeralds and unlock Super Sonic. It was a shame that the DS version didn't allow you to use Super Sonic in the levels, especially since with how things currently work, it'll be awhile before I unlock him in the wii version of Sonic colors <_<

    I think that's more or less it, really. At least, I can't really think of any other problem that I had with the game right now...
     
  11. Sparks

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    I played the whole game with the Gamecube controller. When I tried it with the Wiimote, it did feel harder to control.
     
  12. phoenixwright7

    phoenixwright7

    Cry, and my whip will accommodate! Member
    <!--quoteo(post=542360:date=Dec 29 2010, 08:05 PM:name=Sparks)--><div class='quotetop'>QUOTE (Sparks @ Dec 29 2010, 08:05 PM) <a href="index.php?act=findpost&pid=542360">[​IMG]</a></div><div class='quotemain'><!--quotec-->I played the whole game with the Gamecube controller. When I tried it with the Wiimote, it did feel harder to control.<!--QuoteEnd--></div><!--QuoteEEnd-->

    .... Maybe I should give the game another try with the Gamecube controller a little later?

    I can't imagine that it'll make much of a difference, but, eh... I could be wrong.
     
  13. synchronizer

    synchronizer

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    I know exactly what you are talking about- no the Gamecube controller doesn't really change anything. They really need to make jumping and movement more precise and less slippery. Sonic shouldn't need a double jump.
     
  14. snow toilet

    snow toilet

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    The double jump is a nice saver though. I think the best use is in one of the last acts in Asteroid Coaster, the one with the pushy walls. Another good use is during the Tropical Resort and Whisp Planet bosses for a quick win.
     
  15. Diablohead

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    We bought the DS version for my little nephew this christmas and I sat and played it a bit, for someone who hates rush a lot due to level design I have to say I love colours so far, if you do make a mistake you just take another route, as it should be most of the time.

    I also love the wii music and the theme has grown on me, especially the boss theme and challenge loops, so good.

    If what was said about maybe the ps360 getting ports in the future is true I'll be there day 1.
     
  16. Skyler

    Skyler

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    <!--quoteo(post=541899:date=Dec 28 2010, 12:35 AM:name=ancara)--><div class='quotetop'>QUOTE (ancara @ Dec 28 2010, 12:35 AM) <a href="index.php?act=findpost&pid=541899">[​IMG]</a></div><div class='quotemain'><!--quotec-->Well, I got through playing the game, and by god I almost spit out my drink during one of the acts of Aquarium Park.

    You see, when you exit the water in one part, the bit of land to the left of the little pool of water with the 10-ring in it that you jump over to reach a dash ramp thingy.......

    There are 2 pots there. Take a good guess at what they look like....<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have my attention...
     
  17. I think I just bumped into the first Colors bug I have seen.

    I was in Planet Wisp Act 1 at the wall side-stepping part, and got hit, but I quickly boosted and miraculously landed on a rail and continued.

    However, there was an issue. The sidestepping warning never went away! I could tell this wasn't normal because other warnings later on over-layed on top of the other warning!

    I must have skipped the trigger to shut the warning off, because they stuck around till the next side-stepping part, where it finally went away.

    EDIT: Also I have a question. What are the best Levels/Acts to go Super Sonic in?
     
  18. JaxTH

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    <!--quoteo(post=542660:date=Dec 30 2010, 06:59 PM:name=RGamer2009)--><div class='quotetop'>QUOTE (RGamer2009 @ Dec 30 2010, 06:59 PM) <a href="index.php?act=findpost&pid=542660">[​IMG]</a></div><div class='quotemain'><!--quotec-->What are the best Levels/Acts to go Super Sonic in?<!--QuoteEnd--></div><!--QuoteEEnd-->
    All of them.
     
  19. <!--quoteo(post=542711:date=Dec 31 2010, 02:36 AM:name=JaxTH)--><div class='quotetop'>QUOTE (JaxTH @ Dec 31 2010, 02:36 AM) <a href="index.php?act=findpost&pid=542711">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=542660:date=Dec 30 2010, 06:59 PM:name=RGamer2009)--><div class='quotetop'>QUOTE (RGamer2009 @ Dec 30 2010, 06:59 PM) <a href="index.php?act=findpost&pid=542660">[​IMG]</a></div><div class='quotemain'><!--quotec-->What are the best Levels/Acts to go Super Sonic in?<!--QuoteEnd--></div><!--QuoteEEnd-->
    All of them.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, I disagree.

    Some acts are simply too short, or don't have enough rings to even get him at all.
     
  20. MainMemory

    MainMemory

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