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Sonic Colors | Nintendo Wii

Sonic Colors | Nintendo Wii

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State of Item
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Brand New/Sealed
Brand new, unopened, factory sealed.
Complete in Box
Pre-owned game, original manual, and original box or case. Other inserts may be missing. A damaged or missing case may be replaced.
Game & Case
Pre-owned game with a case and original artwork. A damaged or missing case may be replaced. A manual is not included.
Custom Case with Game
Original game with a new replacement case and professionally reprinted cover art.
Game Disc Only
Game disc or cartridge only. No case or manual.

Review the listing for any copy-specific notes, artwork variations, and included extras.

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Sonic Colors

Wii

Sonic Colors

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

Sonic turns an amusement park into a speed course

Sonic Colors sends Sonic and Tails to Dr. Eggman’s enormous amusement park in space. Eggman presents the attraction as a cheerful change of heart, but its planet-sized rides are powered by Wisps, an alien species he has captured for a new weapon. Sonic sets out to free them while Tails works to understand their language and Eggman’s plan. The setup gives every area a theme-park personality: tropical tracks, mechanical factories, neon attractions, underwater routes and other spectacle-driven spaces can sit beside one another without needing to resemble a single planet. The story stays playful and direct, leaving most of the running time to platforming rather than long side-character campaigns.

Blend 3D speed with precise side-view platforming

The Wii game alternates between behind-the-back sprints and side-view sections. In open 3D stretches, Sonic follows broad curves, sidesteps hazards, drifts through turns and uses boost energy to maintain speed. The perspective can then swing to a more traditional platform layout where jump timing, moving platforms, springs, wall movement and enemy placement become easier to read. Rings provide protection, the homing attack links airborne targets, and a stomp quickly returns Sonic to the ground. Good play is about knowing when to hold speed and when to slow down long enough to see a route. The game often places safer paths near the obvious line and harder shortcuts above, below or behind Wisp-specific obstacles.

Color Powers reshape routes

Wisps temporarily give Sonic specialized Color Powers. Cyan Laser ricochets along marked lines and through targets; Yellow Drill burrows through soft ground or water; Orange Rocket launches vertically; Pink Spikes clings to walls and ceilings; Green Hover floats while following ring paths; Blue Cube changes selected blocks and platforms; Purple Frenzy chews through obstacles and grows as it consumes objects; White Boost replenishes high-speed energy. These powers are not simply attacks. Their real value is route manipulation: a Wisp can reveal a shortcut, reach a Red Star Ring, bypass a barrier or create a safer line through a stage. Early acts teach the basic use, while later layouts combine timing, speed and power selection.

Replay stages for Red Star Rings and better runs

The first clear opens the next part of the amusement park, but completion is designed around revisiting acts. Red Star Rings sit away from the easiest route and frequently require a Wisp learned in another stage. Returning with better route knowledge turns a straightforward clear into a search for hidden entrances and faster lines. Scores reward quick finishes, collected rings and efficient action, so the same act can support both exploration and time-focused play. Boss encounters punctuate the worlds with larger patterns to learn, and the final campaign sequence tests the movement vocabulary built across the park. This replay structure is why an act that initially feels brief can remain useful after the story marker has moved forward.

Unlock the Sonic Simulator

Collected Red Star Rings also open stages in Eggman’s Sonic Simulator. These challenge rooms remix familiar mechanics into compact courses and can be played alone or with a second local player. Cooperative play asks two characters to move through the same course together, while competitive possibilities arise naturally from racing for position and score. Clearing the simulator advances an additional collection objective connected to the Chaos Emeralds. It is a separate local mode rather than a second player joining Sonic’s story campaign. The distinction matters for this Wii edition: the main adventure is built for one player, and the two-player support belongs to the simulator challenges.

Choose a supported Wii controller setup

The standard configuration uses a Wii Remote and Nunchuk, but the Wii release also supports Classic Controller and GameCube Controller input. The control choice changes the physical layout, not the stage rules or content. Extra controllers are necessary for two-player Simulator sessions. The game supports progressive-scan 480p output and Dolby Pro Logic II audio on compatible systems, while PAL display modes in the broader source record apply to regional PAL copies rather than redefining this North American listing. The accepted media type is Wii optical disc, and the original physical release can also run in Wii mode on compatible Wii U hardware; it is not the later Sonic Colors: Ultimate remaster.

Bright spectacle with a focused cast

The presentation keeps Sonic in the spotlight while Tails, Eggman, Orbot, Cubot and the Wisps carry the comedy around him. Attractions use saturated colors, long sightlines and rapid transitions to sell the sense of a dangerous theme park operating at impossible scale. Cutscenes use animated character performances and a lighter script, while stage music ranges from electronic momentum to orchestral textures and pop-rock themes. The combination supports both sides of the design: sweeping 3D views communicate speed, and clean visual contrast helps the player read platforms when the camera shifts sideways. Because each attraction has its own musical and visual identity, moving to a new area feels more substantial than changing only the background.

Exact Wii release and current access

This listing is the North American Wii optical-disc version released November 16, 2010, developed by Sonic Team and published by SEGA of America. The live UPC is 010086650426. ESRB rates Sonic Colors E for Cartoon Violence. Main-story play is offline and designed for one player; the Sonic Simulator supports one or two players locally. The original Wii game and the later remaster are different products, so features, cosmetics and changes created for Ultimate should not be assumed here. No current online service is required for the campaign or local Simulator. Nintendo’s legacy Wi-Fi Connection for Wii software was discontinued in 2014, so any historical connectivity label does not establish a currently operating online feature.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Sonic Colors | Nintendo Wii.

Release and technical facts

Fact Value Release / platform Source
Published by SEGA Europe Ltd. Australia MobyGames
Developed by Sonic Team Australia MobyGames
Distributed by Sega Australia Pty Ltd Australia MobyGames
Localized by Inbound Australia MobyGames
Published by SEGA Europe Ltd. Belgium, The Netherlands MobyGames
Developed by Sonic Team Belgium, The Netherlands MobyGames
Published by SEGA Europe Ltd. France MobyGames
Developed by Sonic Team France MobyGames
Distributed by Sega France S.A.S. France MobyGames
Published by SEGA Europe Ltd. United Kingdom MobyGames
Developed by Sonic Team United Kingdom MobyGames
Localized by Inbound United Kingdom MobyGames
Published by SEGA Europe Ltd. Germany MobyGames
Developed by Sonic Team Germany MobyGames
Distributed by SEGA GmbH Germany MobyGames
Published by SEGA of America, Inc. United States MobyGames
Developed by Sonic Team United States MobyGames
Localized by Inbound United States MobyGames
Published by SEGA Corporation Japan MobyGames
Developed by Sonic Team Japan MobyGames
Published by ak tronic Software & Services GmbH Germany; Software Pyramide budget release MobyGames
Developed by Sonic Team Germany; Software Pyramide budget release MobyGames
Media Type Wii Optical Disc Wii MobyGames
Video Modes Supported Progressive Scan (480p) Wii MobyGames
Video Modes Supported PAL 50Hz Wii MobyGames
Video Modes Supported PAL 60Hz Wii MobyGames
Sound Capabilities Dolby Pro Logic II Wii MobyGames
Input Devices Supported/Optional Classic Controller Wii MobyGames
Input Devices Supported/Optional Nunchuk Wii MobyGames
Input Devices Supported/Optional Wii Remote Wii MobyGames
Gamepads Supported GameCube Controller Wii MobyGames
Multiplayer Game Modes Co-Op Wii MobyGames
Multiplayer Game Modes Free-for-all / One-on-one (VS) Wii MobyGames
Number of Offline Players 1-2 Players Wii MobyGames
Miscellaneous Attributes Mii Support Wii MobyGames
Miscellaneous Attributes Wi-Fi Connection Wii MobyGames
Original game disc count 1 North America MobyGames
Genre Platformer North America PriceCharting
Also compatible on Wii U North America PriceCharting
Disc count (PriceCharting) 1 game disc North America PriceCharting
ESRB rating Everyone North America PriceCharting
Player count 1 player North America PriceCharting
Publisher Sega North America PriceCharting
Disc count (PriceCharting) 1 game disc Japan PriceCharting
Genre Platformer Japan PriceCharting
Player count 1 player Japan PriceCharting

Regional releases

Release date Region / edition Source
2010-11-11 Australia MobyGames
2010-11-12 Belgium, The Netherlands MobyGames
2010-11-12 France MobyGames
2010-11-12 United Kingdom MobyGames
2010-11-12 Germany MobyGames
2010-11-16 United States MobyGames
2010-11-18 Japan MobyGames
2012-03-15 Germany; Software Pyramide budget release MobyGames
2010-11-18 Japan PriceCharting
2010-11-16 North America PriceCharting
November 16, 2010 North America PriceCharting
November 18, 2010 Japan PriceCharting

Catalog identifiers by release

Identifier Code Region / edition Source
EAN-13 5055277008674 Australia MobyGames
Nintendo Media PN RVL-SNCP-EUR-B0 Australia MobyGames
Nintendo Media PN RVL-SNCP-EUR-B0 Belgium, The Netherlands MobyGames
EAN-13 5055277008698 Belgium, The Netherlands MobyGames
EAN-13 5055277008636 France MobyGames
Nintendo Media PN RVL-SNCP-EUR-B0 United Kingdom MobyGames
EAN-13 5055277008629 United Kingdom MobyGames
eBay Product ID 1600419617 United Kingdom MobyGames
Nintendo Media PN RVL-SNCE-USA-B0 United States MobyGames
UPC-A 010086650426 United States MobyGames
eBay Product ID 92913995 United States MobyGames
Nintendo Media PN RVL-SNCJ-JPN-B0 Japan MobyGames
EAN-13 4974365142353 Japan MobyGames
eBay Product ID 1200377142 Japan MobyGames
upc 010086650426 North America PriceCharting
asin B002I0IIPY North America PriceCharting
epid 92913995 North America PriceCharting

Data by MobyGames.com · Catalog data: PriceCharting

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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