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Sonic News Network
Sonic News Network

This article contains a list of glitches from Sonic Colors. Unless otherwise noted, all glitch names are conjectural. Many of them have not been confirmed by Sega.

List of glitches

In Aquarium Park Act 3, the player should grab an Orange Wisp close to the area where Sonic will find a Purple Wisp. They should then grab the Purple Wisp, then the Orange Wisp again (which will have been dropped). When the player reaches the bottom, they must boost forward, Stomp, and then use the Orange Wisp before Sonic hits the ground. If done correctly, the player should shoot up into the ceiling. Finally, they need to go back into the water (this should give the player underwater physics everywhere), then jump and boost until Sonic goes past the Goal Ring. From there, the player needs to quickly boost ahead, as they will only have a short amount of time left before Sonic "drowns". The player must jump into the water, then out again to get oxygen. Sonic can then continue to the next Goal Ring.

  • Ripple in time:
  • Right before the section with the half-pipe in Act 6 of Aquarium Park, the red house above the surface is affected by the water's rippling effect.
  • The hedgehog has landed:

In Asteroid Coaster Act 1, Sonic encounters a number of loops while riding the roller coaster. On the second loop, the player should jump sideways halfway through the loop and Sonic will fall onto an asteroid below. Sonic can walk around on the asteroid until he falls off.

  • Cutting in line:

In Asteroid Coaster Act 1, there are many fences that seem to be made of a string of rings. It is impossible to pass them. However, if Sonic double-jumps and boosts (in the air) towards the fence (if he can face it), he can then cross to the other side of the fence. This glitch will not work if he cannot face the fence.

  • Behind the opening glitch:

In the very beginning of Asteroid Coaster Act 5, when Sonic goes to dive down into the platforms, there are two Egg Pawns beside one. If the player manages to jump up and defeat two of the Egg Pawns while very close to the side of the platform the robots were at, Sonic can jump to the vertical-like hall to enter a beta area of some sort. While there is nothing there, the area is only accessible upon performing this glitch.

  • Tropical Resort 3D in 2D:

An example on how the glitch plays out if successfully performed.

This glitch involves the player using a Laser Wisp to clear the first ramp without interacting with it and thus reach the 2D section ahead in an unintended way. They have to double jump onto the ramp at a slight angle and just before they land on it, they need to activate the Cyan Laser by pressing either the Z button on a GameCube controller or by shaking the Wii remote. The player should be able to aim the Cyan Laser over the ramp. Next they need to aim the beam over to the left and then release the controls.

Once they shoot forwards, they will go through a wall and they need to immediately boost in the air and aim to land on a platform below. By using the Cyan Wisp, Sonic skips an activation trigger from a 3D running section to a 2D platforming section. This now means Sonic has 3D movement in all directions in an area that is only designed for 2D movement.

An easier way of performing the glitch is jumping at the right side of the ramp. There is an invisible wall that would usually stop the player but they are able to jump over the ramp completely if they jump from the correct distance and to the right. After this, they can boost around the 2D trigger and end up on the other side in 3D.

  • Tropical Resort 2D in 3D:


Skipping the 3D in 2D triggers and vice-versa is a common glitch and most of these glitches are made possible by Wisps. The player must grab a Laser Wisp and head to the first major rail-grinding section in Tropical Resort Act 1. They need to time a jump so that Sonic goes through the final Rainbow Ring where the rails meet. As Sonic goes through the ring, they should tap the jump button and then activate the Laser Wisp. The animation that Sonic performs when going through Rainbow Rings allow him to jump and then use Wisps on rails, which is something that the player should not be able to do. The player will now be able to aim the laser upwards by holding down on the control stick and the releasing. This will skip a 3D trigger and now the game still thinks Sonic is still in a 2D section, which will also glitch the camera. Once the player goes through the huge loop and arrive in the next section, the game still thinks they are in 2D and so Sonic's movement is limited to just forwards and backwards. This will also affect how the Homing Attack acts on balloons as Sonic will just spin in place and then fall. The glitch will carry on until the end of the stage.

  • Beyond Tropical Resort Act 5:

Sonic Colors (Wii)- Tropical Resort - Act 5 - Beyond the End

In Act 5, the player can pull off a really simple out-of-bounds glitch. They need to use Cyan Laser to reach the Goal Ring, but as they emerge from the laser tunnel, they need to quickly boost and stomp to end up on the other side of a block wall and in the final section of Act 3. While nothing is loaded in this area, it is possible to make it to where to Goal Ring in Act 3 would be using jumps and boosting. Once the player reaches there however, both sides are blocked by invisible walls, so the only way to get out is to restart the Act.

  • Super Speed Glitch:

In Sweet Mountain Act 6, on the grind rail before the end of the Act, if the player jumps on the turning point, stomps and boosts while holding down left on the control stick, the game will try to pull Sonic between two varying 2D paths, one in the foreground and one in the background. The result is a massive amount of speed that sends Sonic flying upwards in the opposite direction that the player holds the control stick. Down-right sends Sonic to left and down-left sends Sonic flying up to the right. They player will then fall quite a way through the air until they hit the kill plain below the stage. Another outcome is that it is possible to land on an invisible platform behind the Goal Ring, and below this is an empty area of the stage that the player will be stuck in.

  • Starlight Carnival Skip:

Sonic Colors- Starlight Carnival 1 (Sonic) Speed Run - 2-33.97

At the beginning of Starlight Carnival Act 1, there is a section where they player has to use the Homing Attack to reach the other side where some Dash Rings place the player on an automated holographic path where they have no control. However, when the player destroys the first block, they can directly hold up on the control stick and then boost for a short period of time. They can then land on the path without going through the Dash Rings. This now gives the player control over Sonic, which is not intended, and opens up the ability to jump on the path. They can then use it to their advantage to skip an entire 2D section of the stage and save around thirty seconds. They simply can speed through the section without holding any direction on the control stick until they are about to reach the ramp where they then need to time a jump to avoid being sent into the starship. The player needs press and hold jump while holding up into the right of the control stick. When they reach the full height of the jump, they need to boost and they may be able to reach the holographic pathway that they were supposed to land on once they left the 2D section. Sometimes in doing this, the game will not have enough time to load the path correctly and it will be invisible.

  • Starlight Carnival Cube Glitch:

For this glitch, the player will need to grab a Blue Wisp and then go through the Act as normal until they reach the long Quick Step section with the Moto Bugs. Normally, the player is not supposed to be able to use the Wisps in this section, but if they jump, stomp and immediately activate Blue Cube, the game will let them use Blue Cube normally. This can then be used to mess with a scripted event where the starship teleports into view. To do this, the player must simply keep using Blue Cube. Sonic will then start running in the opposite direction which is not supposed to happen at all. Sonic will run back the entire way from where he came before then falling off the edge and losing a life.

  • Rocket Wisp Oversight Glitch:

In Planet Wisp, when the player activates Orange Rocket on the underside edges of a platform, the Wisp will leave Sonic and continue to float in the air for about twelve seconds enabling them to grab it once again. Knowing this, the player can get the Wisp to leave Sonic and float around in high places and then grab that same Wisp whilst already in another Orange Rocket form. Usually the Orange Rocket power meter drains very quickly so the player is unable to go any higher than the game allows them to. However, if they collect that floating Orange Wisp while already in Orange Rocket form, the power meter is refilled, meaning it will allow the player to fly higher than intended. When Sonic begins falling back towards the ground, the player can now hold the control stick left or right to get Sonic to fall out of bounds. None of the background is solid and eventually the player will lose a life from falling under the stage.

This glitch can also be performed in Act 1 once the player reaches the 2D section. The player must use the use Pink Spikes to go up the walls, grabbing a Orange Wisp on the way. They should then activate Orange Rocket at the underside edge on the top platform. They have to drop back down and grab another Orange Wisp and then activate it. On the way up into the air, the player should be able to grab the Orange Wisp that is just floating around. The power meter will fill up once again and will go much higher into the air. Once it is over, Sonic will begin falling and it is possible to head back towards the beginning of Planet Wisp Act 1. The player will only have forward and backwards movement as the game still thinks they are in 2D.

  • Behind The Nega-Wisp Armour Arena:

If the player repeatedly jumps and stomps while the Nega-Wisp Armor is powering up (sucking in Wisps), they can lose ground and exit the range of where attacks can reach them, as they despawn before the attacks can reach them (with the exception of the Spikes attack). It is recommended to hold backwards, to lose ground faster. As soon as the Nega-Wisp Armour begins attacking again, Sonic will begin gaining ground, albeit slowly, but will not be able to be attacked until they re-enter the arena.

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