
The Wisps using Hyper-go-on to restrain a black hole, from the Wii version of Sonic Colors.
Hyper-go-on[1] is a force that appears in the Sonic the Hedgehog series. It is the life source and energy of the Wisps.
Contents
Description
Hyper-go-on is a very strong energy that serves as the life force of Wisps, and can be utilized for several other purposes. It is able to grant the use of Color Powers, convert itself to Boost energy, possess machinery, convert Nega-Wisps back to their normal selves, and even teleport entire planets.
Hyper-go-on appears to be incompatible with the power of the Chaos Emeralds; during the Wisp incident, Sonic could not tap into any Hyper-go-on energy if he had the Chaos Emeralds on him, and during the Lost Hex incident, activating a Color Power would automatically shut off the Chaos Emeralds' power.
Color Powers
By harnessing the Hyper-go-on energy from a Wisp, users are able to use its Color Power, transforming into a different form that grants special abilities such as new attacks or environmental advantages. The appearance of the transformation and the abilities obtained depends on the type of Wisp and its Hyper-go-on energy.
History
Sonic Colors
In Sonic Colors and Sonic Colors: Ultimate, Dr. Eggman's scheme to conquer Sonic's world involved stealing the Hyper-go-on energy obtained from Wisps and converting it to negative energy to power a massive Mind Control Ray. To accomplish this, Eggman rounded up the planets inhabited by Wisps and connected them to Dr. Eggman's Incredible Interstellar Amusement Park. Eggman and his forces then began capturing the local Wisps and bringing them to Asteroid Coaster where the Hyper-go-on was drained from the Wisps and converted into a negative energy, a process of which turned the unfortunate Wisps into Nega-Wisps. The negative Hyper-go-on was then stored inside giant tanks in the mind control cannon in Tropical Resort.
During a battle between Sonic and the Rotatatron, the Hyper-go-ons' tanks were punctured by one of Rotatatron's arms. As such, when Eggman tried firing the mind control cannon, the cannon malfunctioned and backfired. This triggered a chain reaction that sent the accumulated negative Hyper-go-on energy flying in every direction. One burst of energy impacted the moon, coating it in a purple smoke. The uncontrolled energy then began to form a massive black hole that began consuming Dr. Eggman's Incredible Interstellar Amusement Park. Fortunately, the Wisps saved by Sonic used their Hyper-go-on to not only save Sonic from the black hole, but also neutralize the black hole, restore the Nega-Wisps to normal, and return their planets to their rightful places in the universe.
Sonic Runners
In Sonic Runners, Dr. Eggman once began hunting down White Wisps on Sonic's world in order to steal their Hyper-go-on energy. However, his plan was ruined when Team Sonic drove him off.
Sonic Lost World
In Sonic Lost World, Sonic would once again make use of the Wisps' Hyper-go-on energy to aid him while exploring the Lost Hex and taking on the Deadly Six.
Sonic Forces
In Sonic Forces, the Avatar made use of a variety of Wispons, handheld weapons designed to harness the Hyper-go-on powers of any one species of Wisp without inducing a transformation.
Team Sonic Racing
In Team Sonic Racing, Sonic and the gang utilized the Wisps' Hyper-go-on energy for more recreational purposes: to attack each other's vehicles while partaking in Dodon Pa's Grand Prix.
Trivia
- An unused Dr. Eggman voice clip suggests that Hyper-go-ons are more powerful than the Chaos Emeralds.
- In Sonic Colors, whenever Eggman robs Wisps of their Hyper-go-on energy, they turn into Nega-Wisps. Despite this, when Sonic uses the Hyper-go-on energy to transform into a Color Power, the Wisps appear to be fine. This could be because Eggman completely drains the Wisps, whereas Sonic only uses some of their power.
References
- ↑ Sonic Team (16 November 2010). Sonic Colors. Wii. Sega. Area/Level: Sweet Mountain. Cutscene: Movie No. 7.