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YMMV / Sonic Colors

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  • 8.8:
    • IGN's score on Colors is 8.5. Complaints rose, of course, mainly due to the fact the major flaw cited was certain difficult spikes, and difficulty is mostly a subjective concept. On the other hand, considering the scores IGN has handed out to other 3D Sonic games, 8.5 is amazing.
    • Then there's Gametrailers' 6.4 score for the Wii version.
    • Destructoid's Jim Sterling gave the Wii version a 4.5 out of 10. Sega of America had some fun with that.
  • Accidental Innuendo:
    • In the DS version, Shadow wants to make sure Sonic hasn't "gone soft" since he's last seen him.
    • Eggman's line before he summons the first boss to fight Sonic, thanks to said robot's name being easily mistaken for a Double Entendre.
    Eggman: "Release the Big Boy!"
  • Alternative Character Interpretation: Are the Violet and Purple Wisps still good-natured Wisps, trying to use their new powers to aid Sonic; or did Eggman's tinkerings cause a Face–Heel Turn and they're simply using Sonic to get back at Eggman?
  • Awesome Music: This is Sonic the Hedgehog. What did you expect?
    • "Reach for the Stars", the game's theme song performed by Cash Cash frontman Jean Paul Makhlouf. Not only does it rock, but it's incredibly uplifting.
    • Tropical Resort is fun, upbeat, and gets you pumped for the adventure ahead.
    • Sweet Mountain has jazzy, Totally Radical surfer music.
    • Starlight Carnival is very festive and exciting.
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    • Planet Wisp is peaceful and exotic.
    • Aquariam Park is relaxing, appropriate for the design.
    • Asteroid Coaster is pure Hard Rock, and makes you want to grab a guitar and start head-banging. It's reminiscent of Sky Deck from Sonic Adventure.
  • Best Boss Ever: The Nega-Wisp Armor, if a bit easy (once you know what you're doing, that is). Also counts as a Best Boss Beating Ever.
  • Best Level Ever:
    • Starlight Carnival (mostly for visuals), Tropical Resort (for its music and great way of establishing the tone of this game) and Planet Wisp (mostly for gameplay and music). The latter was chosen as the game's representative in Sonic Generations.
    • Aquarium Park is a water level that actually manages to be fun. This is thanks to Sonic being given a few tools to improve his originally abysmal underwater mobility, namely the boost gauge, the Yellow drill and the ability to swim by spamming the jump button.
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    • When it comes to individual levels, Act 1 of Asteroid Coaster is beloved for having the longest 3D segments in the game, coupled with the introduction of the awesome Purple Wisp and the memorable rollercoaster sequence in the beginning.
  • Breather Level:
    • Asteroid Coaster Act 4 is very short and linear. It's the easiest level to reach S rank on by far.
    • Terminal Velocity Act 2 is just Sonic running for 30 seconds. There are floor gaps to avoid, but there are no enemies.
  • Broken Base:
    • The game's writing. Fans are very split on whether the script is genuinely funny, and a step in the right direction for the series, or annoying, overdone and immature.
    • In the years since its release, the Broken Base has increased due to a bit of Hype Backlash factor. Now fans can't stop arguing whether Unleashed or Colors was the game that saved the series' reputation, or which one is much better designed.
    • The ranking system in this game, which focuses on getting a good score rather than just speeding through the stage. Some welcome it, as it encourages stylish runs and collecting lots of rings. Others dislike it because getting S ranks on some stages turns into Try Everything and Guide Dang It!, and point out that a hit in this game, unlike other recent games, wipes out the player's entire ring count instead of taking away only a fraction of it.
    • Nowadays while part of the fanbase still see the game as a true return to form for Sonic, some groups of fans are panning Colors' gameplay as being boring, disjointed and unbalanced. Comments in favor of the game point to the solidly built gameplay engine, unique zone concepts, art design and the tweaked gameplay mechanics and Wisp power-ups putting more emphasis on platforming like the Classic games while those critical of the game point out that the platforming is incredibly cubic and inorganic across the entire game, the Wisps (especially the Pink Spike and Blue Cube) being pace-breaking and annoying to use and Sonic's control in general being too finicky and touchy for the narrow platforms and tricky navigation the game asks of him.
    • Contention is also brought up over the imbalance of 2D gameplay to 3D gameplay with those who enjoy 3D more than 2D feeling insulted by the progressively smaller amounts of progressively less complex 3D gameplay in the later zones while those who enjoy 2D more feel that it's gameplay being so polished makes up for the sub-par 3D gameplay. There's also a third party who doesn't care either way and just takes the game for what it is and then there's a FOURTH party who thinks that both gameplay styles can work fine on their own, but that the in-level 2D/3D swapping aspect is a Scrappy Mechanic that should have been dropped and brings both gameplay styles down because it wasn't.
    • The third voice actor switch. Starting with this game (and Sonic Free Riders), the entire cast, barring Mike Pollock as Eggmannote , were replaced with all new voice actors. On one hand, many felt that the 4Kids cast had their run and that it was time for the series to move on. Others felt that the 4Kids cast were not good at voicing the characters and were hoping that the new voice actors would be better. On the other hand, many were upset that the entire main cast was replaced again and had grown accustomed to the 4Kids cast. The fact that they had been able to marginally improve since their debut (Jason Griffith in particular managed to greatly improve as both Sonic and Shadow after Sonic 06) and that none of the cast had been told of the change beforehand just like with the first voice actor change led many to feel bad for them.
  • Cant Un Hear It: Why Mike Pollock was the only New York based voice actor was left in the English localization. Sega couldn't find a voice they felt worked as well as Mike's, choosing to renew his contract instead of replacing him. In fairness, Pollock was one of the few New York based actors who was generally accepted with little complaints.
  • Contested Sequel: While considered to be wholesale better than Sonic Unleashed, fans are somewhat broken on whether Unleashed's daytime levels or Colors' levels are better. Colors' levels are either incredibly fun platforming and not as automated as Unleashed, or Unleashed is much more fun because of greater speed and more 3D and Colors' slower, boring levels.
  • Character Rerailment:
  • Crosses the Line Twice: Eggman's PA announcements.
    Eggman: In case of emergency, would everyone please make their way to the escape pods. For anyone not named Eggman, your pods are back down on the planet being constructed in a factory.
  • Ensemble Dark Horse:
    • Orbot and Cubot became really popular with the fans. Their popularity lead to them being used as Eggman's go-to lackeys in most future installments of pretty much every Sonic related media. It helps that they were inspired by similar duos from the franchise's past (without the annoying quirks that most of them had). Though Orbot debuted in the previous game, Colors gives him his name, red color scheme, and personality which would stick with him for the rest of the series.
    • Of the Wisps, The Cyan one is the most popular amongst fans.
  • Epic Riff: Just about every song in the game has these, but most notably Planet Wisp and its Piano line.
  • Franchise Original Sin: The Color Power mechanic in this game was met with praise, as the levels were designed specifically to accommodate it, and the Wisps themselves were both cute and important to the main plot. However, following games would bring the gimmick back with less than stellar results. The Wisps in Sonic Lost World were considered clunky to control and disruptive to the main gameplay, while the Wisp-ons from Sonic Forces were criticized for coming out of nowhere and being so overpowered they remove any semblance of difficulty the game could offer.
  • Fridge Brilliance:
    • Eggman turning planets into Amusement Parks of Doom might seem a little bit random, but remembering Sonic Unleashed's Eggmanland, it makes perfect sense as an extension of his goals.
    • Also, SA-55 Orbot (the robot nicknamed "Ergo" by fans), in the final cutscene that had Eggman in Sonic Unleashed, suggested that Eggman simply begin his plans anew. Bringing planets together is basically the opposite of what Eggman did in Sonic Unleashed by cracking the Earth into pieces, so maybe Eggman decided to use the same plan but backwards... and in space?
    • Some people are calling bull on Sonic not being able to outrun the black hole in Terminal Velocity Act 2. However, it should be noted that nothing — not even light — escapes a black hole when sucked in. Thus, not even the fastest thing alive, who can only break the sound barrier, would be able to resist its pull.
    • A lot of people might think that the disclaimer "Now with FISH!" referring to a sushi restaurant was a joke about Eggman's terrible restaurant planning. But "sushi" actually refers to a type of vinegared rice, which is SOMETIMES served with raw fish among other ingredients. So a sushi restaurant without fish actually makes perfect sense.
  • Good Bad Bugs: If used in very specific places, the Laser Wisp can either make Sonic go through walls or grant the player 3D movement during 2D sections. Both glitches are heavily abused by speedrunners.
  • Heartwarming in Hindsight:
  • Hilarious in Hindsight:
    • We already got a Shout-Out to Kamen Rider Double in the Japanese version, but then, about a year later, we get the new series, Kamen Rider Fourze. One of the themes of that series is space, and two of the Astro Switches he starts out with, which he also uses for his primary Finishing Move, are Rocket and Drill. They even have the same colors.
    • Six years or so later, Satan, another Sega villain, decided to give the whole space amusement scheme a try in a Puyo Puyo light novel. It's the aptly named "Satan's Space Amusement Park."
    • The comparisons to Super Mario Galaxy were vindicated by the release of Sonic Lost World, which exploited the gravity mechanics and platforming elements present in Mario's game in a much more pronounced way than the entirety of Colors.
    • The main villain enslaving a race of cute creatures from another world and harnessing their powers to build an giant Amusement Park of Doom that the heroes need to stop? Seems Bowser's been talking to Eggman and would try the same scheme himself years later.
  • It's Short, So It Sucks!: Well, not that it sucks, but Nintendo Power gave the DS version a lower score simply because it's over too fast. They did say that it was great while it lasted, though.
  • Memetic Mutation: The Final Color Blaster often gets coupled with the already-memetic line of "TASTE THE RAINBOW, MOTHERFUCKER!"
    • "No copyright law in the universe is going to stop me!" note 
  • Most Wonderful Sound:
    • The stock bowling pin sound with "SLAM!".
    • The sound of the goal ring in the more platformy acts, indicating you're nearly at the end of the level.
  • Narm Charm:
    • The cutscenes and dialogue are pretty juvenile and Saturday-morning cheesy, but that may be exactly why so many players find them entertaining.
    • As expected from a Sonic song, the lyrics to "Reach for the Stars" are cheesy as hell, which is why fans love it so much.
    "The sky with stars so briiiight, the colors feel so riiiight!"
  • Nightmare Fuel:
    • The Purple and Violet Wisps transform Sonic into a beast with razor-sharp teeth and a grinning black hole, respectively. They look surprisingly intimidating when compared to the rest of the game's cartoonish visuals.
    • The Purple and Violet Wisps themselves. They were once regular Wisps, but they were abducted by Eggman, forced to do his bidding, and transformed into violent, Slasher Smile-wearing, eyeless creatures that look like this and this.
    • The orchestrated drowning music, albeit a bit less scary in the "Whoa, I'm scared" sense, and more scary in the "I'm gonna lose a life here and have to start this section over" sense. Even scarier: making Sonic stand still when the countdown begins will actually show him struggling for air this time. You can see it here.
  • Scrappy Mechanic:
    • The Blue Cube for being the only wisp power to not transform Sonic, functioning instead as a glorified P Switch during puzzle platforming sections. Also a case of Powerup Letdown because, while it does destroy everything on screen, using it takes a while and causes Sonic to stop dead in his tracks.
    • Swinging on lollipops in Sweet Mountain, as it can be hard to tell when it's a good time to jump off and get to the next platform.
    • The overabundance of 2D is another big criticism, particularly because the 2D sections are rather slow and blocky compared to the 3D sections.
    • The Gameplay Grading in this game. It goes off of score rather than time like in some previous games and in Generations, the idea being that a good performance involves finding secrets and performing advanced techniques, not just speedrunning the Act. However, a large percentage of your points will often come from Rings, and in this game you lose all of your Rings if you get hit, unlike many other modern Sonic games where you only lose a fraction of them. Get hit once, especially at the end of a Marathon Level, and you can kiss your S grade goodbye.
  • So Bad, It's Good: Some of the more jokey cutscenes in the game. "Baldy McNosehair" in particular has been mocked to the point of becoming a meme for the fanbase.
  • Surprisingly Improved Sequel: The previous few Sonic games, barring Sonic Unleashed, were not very well-received. This one, however, got nearly universally good, if not great, scores and was generally well-received in the long run.
  • Suspiciously Similar Song:
  • That One Level:
    • Planet Wisp, Act 3. Seems simple enough, but it is far too easy to just barely miss those tiny platforms that you have to cross and plummet to your death... The Cube power-up also has an annoying tendency to run out when you're standing on the blue blocks, which revert to rings, and — you guessed it — cause you to plummet to your death.
    • The levels with the yellow moving springs can also give grief, as you have to both keep up with the spring and not overpace it, as well as having to stomp on it to gain more height, which is very finicky and sometimes likes to not bounce you high enough to reach platforms. Best not let it tempt you to your death with its hard to reach rings. Asteroid Coaster Act 3 makes it even harder with pushy things that instantly kill you if you don't stomp on the spring at just the right moment.
  • That One Side Quest:
    • The DS version brings us Mission 2 in Sweet Mountain. Now, normally, rescuing the 25 Wisps isn't so hard if all you're trying to do is simply pass it or collect the mission's red rings; however, it becomes a total nightmare when trying to S rank the mission, mostly due to the fact that when you get to the robot that tosses you up into the air and you have to float down while trying to dodge bomb balloons and land on the hot dog it's holding and then go into its mouth, the problem is that you move at a very sluggish pace when floating down and have no way to land on the hot dog and into the robot's mouth faster, so that section of the mission winds up wasting a lot of your time, and since it's a rescue the Wisps mission, that means there are no extra time capsules to pick up to give you extra time on the mission's countdown timer. By the time you're past the giant robot with the hot dog part, you probably won't have enough time left to earn an S rank for the mission.
    • Even worse is Mission 3 in Asteroid Coaster. Merely completing this level is utterly hellish, as you have to complete the entirety of Asteroid Coaster Act 2 — by far the most difficult level in the game — in a single life under a very unforgiving time limit. Getting an S rank for this mission requires absolute perfection. Do not attempt unless you have a lot of time to waste and a very tight grip on your sanity.
  • They Copied It, So It Sucks!: When the game was initially revealed, some people, going by just a couple short CG trailers, compared it to Super Mario Galaxy. Ironic, considering there's a level in Sonic Adventure 2, a game from 2001, that is very reminiscent of Super Mario Galaxy and gravity gimmicks as such were already present in Genesis-era Sonic games. As more information was revealed, the comparison was further extended by the presence of the Luma-like Wisps, Sweet Mountain Zone and the drill power.
  • They Wasted a Perfectly Good Plot:
    • A mind-controlled Tails would have made an awesome boss for this game, especially considering that Tails had been becoming a Non-Action Guy lately. Unfortunately, Eggman's mind-control ray ran out of power.
    • For the final boss battle, Eggman weaponizes the Wisps so that he can use their powers against you. Unfortunately, the potential of this interesting twist is not fully explored from a gameplay perspective, as Eggman only attacks with Cube, Spikes and Laser. Boost is employed to put some distance between the robot and Sonic between hits, but Rocket, Drill, Hover and Frenzy go entirely unused.
  • What Do You Mean, It Wasn't Made on Drugs?: Not only do levels include a tropical resort IN SPACE, an underwater oriental city, and a whole planet made out of food, Sonic gets power-ups by fusing with magic squids. The latter gets lampshaded when Sonic explains to Tails how he can use the Wisps' powers.
  • Win Back the Crowd: Sonic finally broke through the Polygon Ceiling with this game, and to say his fans were ecstatic is an understatement!

Dr. Eggman: "Critical system failure! Repeat, critical system failure! All wiki access is temporarily suspended. Please evacuate the wiki via the Home Page ahead. THIS IS ALL YOUR FAULT."


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