Tropical Resort


 * You may be looking for Tropical Coast. For its remake in Sonic Generations, see Tropical Resort (Sonic Generations).

"Next stop, the Tropical Resort. There, you'll find breathtaking views from our giant Ferris wheel, amazing deals in the shopping mall, and constant risk of bodily harm."

- Dr. Eggman

Tropical Resort (トロピカルリゾート) is the first Area in Sonic Colors. It serves as the hotel element of Dr. Eggman's Incredible Interstellar Amusement Park as well as Sonic and Tails' starting point. It uses beautiful scenery to captivate the player, being right in the middle of a breath-taking view of planet Earth, the stars, and space. While the player blazes through the theme park at high speeds, it is also a great place to get some interstellar shopping done.

Tutorial (DS)
The Tutorial Stage in the DS version of the game takes place at Tropical Resort. Tails walks the player through basic functions such as running, jumping, sliding, stomping, the Spin Dash and the Wall Jump.

Wii
Before any opening cinematic or even asking for player data, the game throws the player straight into Tropical Resort Act One. This introduces the player to the basic controls of the game, such as jumping, grinding, the Homing Attack and the Sonic Boost. Despite being an introductory stage, there are many areas in this act for the player to explore once he or she unlocks the Cyan and Yellow Wisps later in the game.

Nintendo DS
Tropical Resort Act One on the DS is where Sonic and Tails first run into Yacker and the White Wisps, chasing away Orbot and Cubot, who are looking to capture them. The level itself fairly straightforward and encourages the player to use the basic moves from the tutorial. Near the end of the act, there is a 3D hang gliding sequence in which the player can move around to avoid obstacles and collect rings while gliding. There are more areas to explore here after unlocking the White and Red Wisps.

Wii
Tropical Resort Act Two is an extension of the previous act, this time focusing primarily on 2D sections and introducing the player to slower platforming and objects such as fans that will propel Sonic vertically to reach rings, platforms, and Wisp Capsules. Right before the end of the stage, there is a hill lined with Egg Pawns scattered in a zigzag pattern along with mirrors that Sonic can ricochet off of using the Cyan Wisp to knock all of them out in succession. The act ends with a giant Wisp Capsule for Sonic to break open.

Nintendo DS
The Act starts out with Sonic boosting and smashes past a barrier, releasing a ferris wheel that will roll after Sonic. Sonic must remain boosting in order to keep ahead of the ferris wheel to avoid being crushed by it. The rest of the stage is much like Act 1 mainly filled with straightforward fast-paced sections. There are more routes accessible once the player can use the Red Burst.

Act Three (Wii Only)
Tropical Resort Act Three introduces the player to the Quick Step and the Cyan Laser. In the latter part of the act, there is an area full of boxes that Sonic can break through using the Stomp attack. This act has two goals at the end of the stage.

Act Four (Wii Only)
Tropical Resort Act Four is a short 2D act. Despite its size, collecting all of the Red Rings in this act requires a bit of exploration, and two of them can only be reached by using the Purple Wisp, which isn't unlocked until much later in the game.

Act Five (Wii Only)
Tropical Resort Act Five makes use of the Cyan Wisp, focusing on diamonds that Sonic can ricochet from and targets that he can break to earn more points. Some of these targets are hidden beneath boxes that can only be reached using the Pink Wisp and the Cyan Wisp. Some diamonds can only be reached by jumping up and pointing the laser down.

Act Six (Wii Only)
Tropical Resort Act Six is a short 2D act, similar to the previous two acts. This act introduces rotating platforms and platforms activated by switches. There is also a sealed-off section near the end of the Act that requires the Pink Wisp to access. This is one of the few stages that Super Sonic cannot be played in due to lack of enough Rings in the upper section.

Mission One (Nintendo DS Only)
Orbot and Cubot are hassling Cream and Cheese, having mistaken the Chao for a Wisp and attempting to kidnap him. To clear Mission One, Sonic must collect 30 White Wisps within one minute by defeating Badniks or destroying Wisp capsules.

After the mission, Cream explains that she mistook the space elevator for a ride and traveled up to the park with Cheese.

Mission Two (Nintendo DS Only)
Orbot and Cubot have kidnapped a Chao and won't release it unless Sonic wins a game. Mission Two is a Time Trial in which checkpoints will increase Sonic's remaining time. To clear this mission, the player must reach the goal before time runs out.

Mission Three (Nintendo DS Only)
After Cheese and the other Chao have been rescued, Cubot returns, complaining that his previous failures meant Eggman sent them to bed without dinner. To clear this mission, Sonic must collect 250 rings within a minute and a half. After completing the mission, Cream worries about the robots going without food again although Sonic tries to explain that machines don't quite work that way.

Wii
This area's boss is a one-eyed robot named Rotatatron (called "Big Boy" by Eggman). The arena consists of a ferris wheel-like look that extends all the way around the rest of the level and platforms that orbit the center and spin occasionally. To attack the boss, you have to either Homing Attack the eye or use Cyan Laser on any part of the boss (hitting the eye or arms is most effective). The boss attacks by grabbing at you if you are on the frame or shooting spinning shuriken-like bombs at you if you are on the platforms. The boss is defeated after 2-4 hits.

Nintendo DS
The Tropical Resort boss takes place in a circular arena versus Globotron. Having cleared the Tropical Resort level, Sonic finally catches up with Eggman, who's demanding that Orbot and Cubot pick up the pace in capturing Wisps. None too happy at the interruption, Eggman orders his henchmen to deal with the hedgehog; the two robots release this massive, floating globe. As with most bosses from Sonic Rush, Sonic Rush Adventure, and Sonic Colors, the boss is fought on a 3D rotunda. The boss periodically lashes down with its arms; if the player boosts into an attackable part of Globotron's limbs, they are rewarded with a Red Wisp, which can be used to attack the boss floating in the air.

After the boss explodes, Orbot and Cubot are shown gathering up the wreckage, though they end up short by one arm. This innocuous bit of robotic miscounting proves to have profound ramifications later in the game.

Eggman's Quotes
At various points during the stage, Eggman's voice is heard in the background over a loudspeaker. He says the following phrases:
 * "Please refrain from throwing coins, trash or small children into the reflecting pools."
 * "Would Sonic the Hedgehog please report to the security office? Sonic the Hedgehog, please report to the security office. We found your... uh... YOUR KEYS! Yes, that's it, we found your keys. No need to be ready for a trap, since we only want to return your keys!"
 * "The unfiltered starlight from the lovely constellations above is full of deadly radiation! Help yourself to our complimentary SPF 3000 starblock. And by complimentary, I mean quite expensive."
 * "Would the owner of a white hovercar shaped like an egg please report to the front desk? Your car has been broken into. Repeat, would the owner of a white hovercar shaped like an egg please report to the front desk? Your car has been broken in-- Wait a minute, what the heck?!"
 * "Notice the lovely planet floating in the sky above you, soon to be the property of Eggman Enterprises."
 * "Please refrain from foiling evil schemes, plots or plans while inside the park. Foiling is strictly prohibited."
 * "Enjoy every moment in the luxurious grounds as they might be your last, especially if you're a meddlesome hedgehog, or his fawning sidekick."
 * "No aliens were harmed in the creation of this park. They were all harmed AFTER the park was created."
 * "Please do not be concerned if you encounter any screaming aliens. The screams are how they communicate. Really! I promise."
 * "He just thinks he's SO cool, doesn't he?"
 * "Please refrain from teasing the robots, as they are very sensitive, and require expensive maintenance."
 * "We here at Eggman's Incredible Interstellar Amusement Park consider ourselves the universe's first fully green amusement park; although the green is from all the nausea and vomiting, but still, green is green."
 * "Please feel free to fill out a brief survey after your visit. Your opinions matter to us. ...Unless you didn't have fun, then we don't care."
 * "The foliage you see was pilfered from various environmentally fragile planets. Please enjoy them, as they are the last of their kind."
 * "The following rides are closed for repairs, the "Free Money Ride", "It's An All You Can Eat World", and "Pick A Car, Any Car"."
 * "Please feel free to leave all valuables in your vehicle during your stay here at Eggman's Incredible Interstellar Amusement Park, as they will be perfectly safe. In no way will roaming bands of robots break into your vehicle."
 * (during cutscene) Welcome to Eggman's Incredible Interstellar Amusement Park, where you can enjoy five planets for the price of one!
 * (during cutscene) Hello, happy people! Buckle up as Eggman's Ultra-Accelerating Space Elevator whisks you to an interplanetary wonderland of fun!
 * (during cutscene) This amusement park has been constructed entirely out of a sense of remorse for my past transgressions and is in no way associated with any sort of evil plot or premeditated misdeeds.

Trivia

 * With hacks or glitching, Players can see that Acts of Tropical Resort are actually loaded as part of one single map. Depending on which of Act the player chooses to play first (For example, Act 1) any gimmicks such as ramps, rings, Wisp capsules,  springs and enemies are not loaded for any other Acts/Segments of the map.
 * The above also applies for almost all other levels and Acts in the game with the exceptions of all three Terminal Velocity Acts and Game Land Acts.
 * Although the Hub World and cutscenes show that Tropical Resort is anchored by a space elevator towards the planet, game-play in Acts does not display this, and neither appears in the skybox even though the Planet it is suppose to be anchored to is.