Sonic Generations - Planet Wisp Act 1
Planet Wisp
Classic
Main Stage
Since I hadn't thought to explain the plot of each respective Sonic game when I put up Act 2, I suppose I'll put it up here: Sonic Colors begins with Sonic and Tails sneaking into Dr. Eggman's newly opened amusement park to see what's going on. After all, he's chained 3 planets, a fleet of ships, and an asteroid cluster to Earth, most of which are inhabited. As it seems Eggman was indeed up to no good, using the life force of the Wisps, whose power is stronger than even those of the Chaos Emeralds, to power a mind-control beam that can enslave an entire planet at once. Eggman uses the full power of the Wisps at his disposal, but Sonic and the Wisps he's freed manage to overpower Eggman and send him flying into deep space. (Needless to say, he'll be back.)
Planet Wisp Classic is the longest main stage in the game, and personally, harder than Planet Wisp Modern. I don't know why guys at SEGA tell you that Classic Sonic tends to be easier. It's not. The stage design is often brutal, particularly in the Modern Era. In fact, the time required to beat to get an S-Rank (assuming Sonic doesn't die) is 8 minutes for this stage. It's no Eggmanland, but it's still quite daunting for little Classic here. It's a good thing this game doesn't just kill Sonic if his timer hits 10 minutes.
As you may have seen, Modern Sonic gets the Orange Rocket ability from Wisps. Classic Sonic, instead, gets the Pink Spikes. The Orange Rocket is simply a quick vertical boost of speed; the Pink Spikes, on the other hand, temporarily changes the game mechanics and allows Sonic to scale walls, ceilings, and any combination thereof. It's not as useful for finding shortcuts as you might think though, since this stage is designed around the Pink Spikes. It's more a requirement.
In addition to the wall missiles and carts (the latter of which aren't seen here), the Pink Spikes also plays into a beneficial stage gimmick: Gears. You'll see them all over the Classic Planet Wisp stage, and when Sonic reaches the top of one using Pink Spikes, he can roll the gear to move it along its track. This is also the only way to flip gear switches, whose effects can be anything but are usually changing the orientation of nearby platforms.
As you may have noticed, the Pink Spikes aren't really very fast. The best routes I can find are the ones that make as little use of them as possible, though I did notice some routes above where I played that seems to have almost no Wisps at all. (I know it's not exactly helpful for the Wisps' cause to free as few of them as possible, but let the Sonic of 2010 deal with it.) I finished in a bit under 6 minutes here, but I saw leaderboard times as low as 2 minutes 31 seconds. I have since been able to get under 5 minutes (and am at about 240th overall), but I know I can still do better than that.
Roger Craig Smith is the one yelling "Rocket!" and "Spikes!," who also voices Sonic. He plays a separate announcer in Sonic Colors, if you had the impression Sonic has been yelling stuff before using Wisp powers.
Requested by arngrybirdsLPS
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