Download page for Sonic Colors (U). It's a very good Sonic game, the quick-fire nature means it's perfect for its hand-held platform, and if you're only going to pick up one Sonic for your DS, Sonic Colors is definitely your best bet. Wii - Sonic Colors - The #1 source for video game models on the internet! Sonic generations online no download game.
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Sonic Colors is a highly-acclaimed Sonic game that places a higher emphasis on 2D platforming and accessibility, and is filled to the brim with unique stages. Although being a step down from its predecessor in terms of gameplay and story, this one makes its mark with its spectacular presentation and light-hearted story.
Unused Voice Acting
There are unused tracks in the game's audio files of Sonic taunting bosses in both English and Japanese, as well as banter between Sonic and Dr. Eggman during the final boss. However, in the actual fights, Sonic is silent, and Eggman only has one line in the final battle.
OdditiesThe 'Wisp Use' Sound
The sound was two separate ones and played together in game indicating that they possibly were planned to alter when they were played every time.
Unused Sonic Simulator Levels
There is data for 6 unused Sonic Simulator levels, in varying degrees of completeness. (NTSC-U, unsure about other releases)
Leftover Cutscene Room
An early version of The room created to render the cutscene before the Planet Wisp boss still remains on the disc, in the stg490 directory. It uses the filename stg490_02 and references textures that weren't put on the disc (listed below). The textures have the letter code 'evn' (likely for 'event') and were used to texture the generator platform and the tractor beam chain.
some meshes have their normals swappedthe generator is unfinished because the skull pattern is not modelled as is in the final and the top is not slanted at the front.Additionally, a copy of part of Tropical Resort's boss ring (of which the Planet Wisp boss is a copy) exists in the same folder, with the name stg490_04.
Early Textures
An unused archive called obj_drill has copies of many of the regular objects found in common_object, with a few differences and a handful of textures. The most interesting piece is an early design of the Yellow Wisp, in image form. It is named cmn_obj_pixy_spn_SD and uses three textures, two of which are not in the archive. The textures are cmn_obj_pixyspn_dif_SD, cmn_obj_pixyspn_halo_dif_SD, and cmn_obj_pixyspn_strp_dif_SD. An earlier design for metal boxes can be found as well, with metal corners instead of the glowing corners used in the final design. There is also an unused version of the ramp object named cmn_obj_trickpanel30L_SD. It is 217% the size of the standard ramp.
E3 leftovers
Stored in the archives of the game over screen are graphics from the E3 Demo
Ferris Wheel Missiles
The infamous ferris wheel boss Rotatatron and his upgrade, Refreshinator, both have an unused missile attack. Both bosses have a unique missile model loaded with them, which each have their own unique textures. Unlike most models in the game, these textures have the shadows baked into the texture. Both bosses have an animation of moving the cylinders on their back, referred to as shot_loop which would have been used to launch the missiles. (Ever wonder what those tube things were for? Now you know.) Refreshinator never uses this animation, but Rotatatron uses it when launching the glowing pink ninja stars from his face.
Motobug Cannon
Inside the common Motobug enemy model is a pair of tube-shaped weapons which match up with the top-most spots on the body. Each tube has a glowing spot on the front and a square hole on the back. They are rigged to bones called PartsL and PartsR, aligned in such a way that the cylinders can easily move out from the position of the spot. Each one also has a bone named WeaponSpot aligned with the glowing spot on each cylinder. The larger Motobug enemy has the same bones, but does not have the hidden weapons. None of the model's animations use any of the weapons' bones.
This feature appears in the game's concept art, which depicts a spherical object of some kind being ejected from the hole on the back of the tube. Since the holes face backwards, it is likely that Motobugs would used these weapons while driving ahead of Sonic.
Terminal Velocity Egg Pawn
Despite only being seen flailing around in space, this fancy version of the normal Egg Pawn has a set of standard animations, including a unique 'found you' animation. Unlike the other Egg Pawn models, it does not rely on the default version for its animations and body, though nearly half of its animations are copied from the regular version.
Unfinished Texture
rso_x_in1_shadow
An unused shadow map file for the boss act of Tropical Resort. The image is divided up into 'Area B' and 'Area D'.
Terminal Velocity Texture Design
At some point, this texture was changed. However, they forgot to swap out the modified specular map for it. As a result, lighting effects on this texture will look odd. None of the other textures resemble this modified design.
elv_o_ty1_mecha01
Unleashed Animations
The crawl and foot sweep moves from Sonic Unleashed. These are likely straight ports from that game; the Sonic model used in Sonic Colors is more unique so they still share the same skeleton structure,textures,Uvs and most animations besides those for running. However, their presence indicates that these moves were initially planned.
Retrieved from 'https://tcrf.net/index.php?title=Sonic_Colors_(Wii)&oldid=691476'
Sonic Colours 2010 | pal Wii | 3.95 GB
Sonic Colors[5][6][7] (ソニック カラーズ Sonikku Karāzu?, titled Sonic Colours in European and Australian markets[Note 1]) is a 2010 platforming game in the Sonic the Hedgehog series. It was first announced on May 26, 2010, in a press release by Sega for Italy, and it included a teaser trailer. The game was released for theWii and Nintendo DS on November 11, 2010, in Australia; November 12, 2010, in Europe;[2] November 16, 2010, in North America;[3] and November 18, 2010, in Japan.[4]
The game is centered around the protagonist Sonic the Hedgehog and his fight against the main antagonist of the Sonic series, Dr. Eggman, who has taken an alien race hostage and is using them for his evil purposes. During the game, the camera perspective switches occasionally from third person to side-scrolling. During development, Sega explained that they were delisting sub-standard games in the Sonic series and developing new titles in order to increase the value of the brand. Development included the interchanging perspective, the idea for the game to be set at an amusement park, and a unique music score. Sega revealed that they were developing the game for a wide demographic, which included both older and younger consumers. The game reintroduces power-ups, which the player can use to increase attack power and reach places they cannot otherwise.
Sonic Colors Iso Dolphin
Sonic Colors received mostly positive reviews. Critics praised the presentation, citing excellent graphics and music, interchanging perspective in gameplay and advantages granted by the in-game power-ups. Criticism included unresponsive controls and flaws in the level design that led to an inconsistent difficulty.
Sonic Colors is similar in gameplay to the 2008 game Sonic Unleashed. The Wii version of Sonic Colors uses a both side-scrolling and third-person perspectives, akin to some of the stages in Unleashed. On the other hand, the Nintendo DS version is largely a side-scroller that takes advantage of the dual screens of the handheld, similar to the Sonic Rush DS games.[8] The Wii version can be played with the Wii Remote(either with or without the Nunchuk), the Classic Controller, or a GameCube controller; the DS version uses the button controls, with touchscreen control during Special Stages. During the game, the player can use the colored energy obtained from different types of Wisps as power-ups that enhance Sonic’s ability to traverse the environments and explore new areas. There are a total of eight Wisps in the Wii version and six in the DS version; some Wisps are exclusive to each version.
The Wii version features a ‘Sonic Simulator’ mode in which players control Sonic-modeled robots through a series of challenges, or with competitive or co-operative multiplayer, with two robots (or, once unlocked, Miis) [9] that are able to combine Wisp powers.[10] These levels are accessed by collecting Special Rings hidden throughout each act. Collecting items called “Chaos Emeralds” allows Sonic to transform into Super Sonic after collecting 50 rings during any level (excluding bosses, Challenge Stages in the Egg Shuttle, and the Sonic Simulator).[11] It also features a Challenge mode in which players can play all levels continuously and upload their total score to online leaderboards. The DS version features Special Stages, similar to Sonic Rush, that require the players collect spheres of a specific color. Collecting all the emeralds in this version unlocks an extra stage exclusive to the DS version. The DS version also features missions, time limit challenges and competitive multiplayer modes, as well as various concept art unlocked by collecting special Rings. Collecting all the special Rings unlocks Infinite Boost in the Options Menu for the story mode only. Both versions of the game feature online leaderboards.[12]
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