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Sonic Robo Blast 2

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Title Screen

Sonic Robo Blast 2

Based on: Doom Legacy (Final Doom)
Developer: Sonic Team Junior
Publisher: Sonic Team Junior
Platform: Windows
Released internationally: November 2000


CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.
BonusIcon.png This game has hidden bonus content.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

'Cactus the Shrew', my all-original OC! (Do not steal!)
This article is about a fan-made game project.
Articles about fan games require explicit permission from the administration.
<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

Sonic Robo Blast 2 is a fan-made Sonic the Hedgehog game based on a hypermodified version of the Doom Legacy engine. It's been in development since 1998, starting out on the VERY primitive game making software, The Games Factory, although wouldn't be released publicly till around 2000.

Keep in mind that some of this content is in the game for modders to use. However, it's not used in the main game, so it's included here.

Hmmm...
To do:
Replace all the GIFs of gameplay with MP4 video (since for small sections of footage at these resolutions, it's more efficient data-usage wise) if they are found to be necessary over a picture demonstrating the same thing.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
PrereleaseIcon.png
Archived Versions
24 years of development.
SRB2-ACRED07.png
Leftovers
It's the final countdown!


Changes from Version 2.1

Being the biggest update yet, and originally launching in December 7th 2019, this version revamps almost every graphic in the game and every level up to Red Volcano Zone.
Most notably, this update added slopes, making the levels much more dynamic and less DOOM-like. This update also added the majority of the game's gimmicks and enemies. Atop of all of that, the soundtrack was redone entirely.
The visual appearance of every level got overhauled in this update, revamping many of the graphics. Most notably, Castle Eggman was remade from scratch, just like Arid Canyon Zone's first act.

Castle Eggman Zone v2.2


Arid Canyon also had its second and third acts completed, while Red Volcano Zone Act 1 went through major changes, but is still yet to be finished.

Special Stages got this treatment too, becoming much more advanced and lively in some cases.

The secrets this time are:

  • Aerial Garden Zone (Simplified in this version).
  • Azure Temple Zone (With new and harder sections).
  • Frozen Hillside Zone, Haunted Heights Zone and Pipe Towers Zone from the Official Level Design Contest got added with tweaks.
  • Forest Fortress Zone (A development version of Castle Eggman Zone Act 1).
  • Techno Legacy Zone, the old layout of Techno Hill Zone Act 2 from before version 2.1.
  • Black Hole (With a new design).
  • Playable Amy Rose, unlocked after completing Frozen Hillside.
  • Playable Fang the Sniper, unlocked after defeating him in Arid Canyon Zone Act 3.
  • Playable Metal Sonic, after defeating Black Eggman.
  • v2.2 now includes a libopenmpt library that is based on the OpenMPT project, allowing for more accurate playback of tracked music files.
  • The game now includes a tutorial, being revamped in 2.2.10.
  • All of the SRB2 shields gained new abilities.
  • All of the shields from the first 3 Sonic games were added.
  • Respawning Monitors were added.
  • An unlockable emblem radar was added to make emblem hunting easier.
  • Every zone now has a set of Flickies, akin to the first 3 Sonic games.
  • The game palette has been reworked, to make space for new ranges of colors.
  • Support for MD3 models has been added, meaning that any enemy, or object is able to get a 3D model.
  • Support for PNG graphics in any resolution and with any palette has been added.
  • As of update 2.2.7, 3D Models are included with the game.
  • Every object now casts a shadow.

Srb2-title.png

Splitscreen got majorly overhauled, with a brand new splitscreen options menu. This update reworked the camera system from scratch which was the main problem of Sonic Robo Blast 2 in the past.
Three different camera modes are now included: Standard, Simple and Strafe (the camera system present in versions prior to 2.2).

For the multiplayer section of the game, no maps were added, but three were removed.

Sonic, Tails and Knuckles got new, redone sprites.


Sonic Tails Knuckles

Srb2 sonic 2.2.gif

Srb2 tails 2.2.gif

Srb2 knux 2.2.gif

Unused Graphics

Amy T-Posing

Amy TPOSE SRB2.gif

As of Update 2.2.0, this sprite of Amy T-posing can be seen in the player sprite files.

SRB1 Sprite

SONIC

A remake of Sonic's head from Sonic the Hedgehog Robo-blast! (similar to the OMAKE pictures from Sonic CD), it is stored in the graphics folder of the SRB2.pk3 file.

STJr Baby

STJR

A frame of Sonic on the title screen found in the tutorial folder.

SSNTails Easter Egg

SSN

The same as the previous sprite but with Tails. SSNTails was the Programmer, Director and Artist of SRB2 up until Version 2.0's release.


Unused Loading Screen

Although it was used in the first versions of 2.2, the screen was replaced by one that says "This game should not be sold" in 2.2.6.

2.2.0-2.2.5 2.2.6-today
SRB2 CONSBACK 2.2.0.png SRB2 STARTUP 2.2.6.png

Tutorial Monitors

Present in the folder containing Tutorial assets is an unused monitor with an image of a dialog box.
This would presumably be used to display tutorial dialog in development versions of the tutorial.

SRB2 TutorialMonitor.png SRB2 TutorialMonitorGold.png

Unused Points

There are graphics of 10 points being received, which is impossible since the enemies always give between 100 and 8000 points.

SRB2 Score 10Points.png

Unused Emblem Graphics

Various emblem graphics found in the Graphics/Emblems/ folder.


8th Emerald Graphics

In the files is a gray box that would be used for an eighth emerald. (This may be the eighth emerald from the Final Demo versions?)


Unused Bonuses

SRB1 Textures

SRB1 text srb2.png

When Version 2.2 came out, the SRB1 Remake was removed from the game, but its textures are still on the files for modding purposes.

Unused gfz srb2.png

In 2.2, almost every level got new textures, even though some levels like Green Flower have a sub-directory labeled as "OLD" with all of the old textures for the level.

In the internal files, there are textures for stages such as "Star Light", "Hidden Palace", etc. These are not documented here as they are for modding purposes and are often used in that way.

Enemy Infighting

Doom's monster infighting behavior is still functional here and enemies will attempt to fight back if damaged by another enemy's attack. However, there are no instances where this can be observed without object spawning commands; there are no enemies fought alongside bosses, and the only regular enemy that can survive a hit is the Crawla Commander.

Unused Enemies

Pointy

SRB2-Pointy.gif

It is surrounded by spiked balls and cannot be defeated by normal means, so it must be either avoided or attacked while invincible. When the player moves, it mirrors their forward and backwards movement, and stops when the player stops.

Banpyura

SRB2 Banpyura Walk.gif

This enemy acts like a Crushstacean, except a blue spring replaces its claw.

Unused Title Screen

An old intro of the game that was used during the development of v2.2.

Unused 2.2
SRB2 2.2 Old tittle Screen.gif .SRB2 2.2 tittle Screen.gif

Ultimate Mode

Srb2 2.2 Ultimatewarning.png

In Version 2.2.2, if the user types ultimate on the title screen (not as a command), One of four sound effects of Eggman laughing can be heard as an indication that the player has toggled Ultimate Mode. The No File option in the "Select Game" menu will now be replaced with new graphics and the Don't Save! text now says Ultimate. in red. Ultimate Mode can also be found as an option in the Marathon Mode.

Pressing Enter on the No File option will give you a warning before going to the character select.

No save data with Ultimate Mode activated.

During Ultimate Mode:

  • The player is given one life and no continues.
  • All rings and ring monitors are removed.
  • All shield monitors are removed.
  • Extra life monitors will not give extra lives despite still being present in the game. When popped, they will instead play an error sound to indicate that they do nothing.
  • Both types of Jetty-Syns (and any other Objects using A_JetChase) will have doubled speed and will fly higher above the target player.
  • Both types of Buzzers (and any other objects using A_BuzzFly) will be 1.25 times faster.
  • All Objects using the actions A_LobShot, A_FireShot, A_SuperFireShot, A_JetgShoot, A_MultiShot and A_BrakFireSho] will have half the usual reaction time set afterwards.

Although this can only be accessed using cheats, a command line prompt, or Marathon Mode, Ultimate Mode can be used as custom unlockable conditions for modding purposes.

Differences In Level Design

During the various 2.2 updates, things have been added or removed to the campaign levels.

Tutorial

  • The tutorial in 2.2.10 was redone, updating it to 2.2 standards.
  • Decorations such as vegetation and arrows have been added.
  • A skybox was added.

Techno Hill Act 2

  • In the secondary route, more windows with slime have been added.
  • The breakable floor for Amy and Fang at the end of the side path was made more apparent to the player.
  • Some of Eggman's gray boxes have been reoriented, making them more natural.
  • The Diamond emblem's position is changed, now being in a hole.

Castle Eggman Act 1

  • The alternate exit became inaccessible since version 2.2.5, causing the bridge to no longer be destroyed.
  • Added darkness to pits to make them more dangerous.

Castle Eggman Act 2

  • In 2.2.1, many unfinished routes were removed to improve game performance. In 2.2.6, the texture of a removed path changed.

Egg Rock Act 1

  • In 2.2.11, Egg Rock Zone was updated to allow bigger characters to get through the level.

Secret Slopes In Egg Rock Act 2

Near the end of Egg Rock Act 2, in the windows of the last elevator, there are some test slopes.

Sonic Robo Blast 2 ERZ22Slopes.png

Old Tutorial Zone

When 2.2.10 came out the Tutorial was remade with the modern v2.2 standards, and with a skybox added.

2.2.0 2.2.10
x200px x200px


Original Sonic Team Jr Intro

The 2.1 version of Sonic Team Jr. Presents intro has a small segment of Dr. Eggman about to eat pure fat from a truck.

This intro was present in 2.2 as well until 2.2.6, where it was removed for a much less humorous "Sonic Team Jr. Presents" intro that gets straight to the point.


2.1-2.2.5 2.2.6
SRB2 StartUp 2.2.0.gif SRB2 StartUp 2.2.6.gif


Easter Eggs

Killingdead mode

Hmmm...
To do:
  • Add proof, Plus this could be fake.

If you open the console and write "killingdead" in it, you will activate a mode that refers to your previous game and the first versions of SRB2, in which due to hitbox errors when killing an enemy you would be able to be hurt or even be killed.

Cirno

In Deep Sea Act 1, There's an easter egg blocked by a door, behind it there is a crude animated image of Cirno (from the Touhou Project), which is on the right side of the level.

SRB2-Cirno-EasterEgg.png

Cashrida

Typing cashrida at the title screen will sound a sparkle.

Greenflower Act 1 House

When you 100% complete the game, on one of the houses in Greenflower Zone Act 1, a small note appears on the door, thanking the player for playing the game.

SRB2 GFZ1 House.png

Deep Sea Act 1 Secret Rooms

Black Eggman Posters

Hmmm...
To do:
  • Add the posters from Castle Eggman Zone.
  • Specify the locations of the posters with better grammar.

As of 2.2, the unused poster of Black Eggman can be found if you use the noclip cheat to make it through the walls of the levels.

Techno Hill Act 1

In the start of the level, in the first slime pit will be a closed cave, behind of this cave will be the Poster.

SRB2 THZ1 Brak.png

Techno Hill Act 2

When you fall after the start, will be in the right a almost closed door, behind will be have another poster.

SRB2 THZ2 Brak.png

Deep Sea Act 1

Alternate Ending

Hmmm...
To do:
Replace the youtube upload with proper video embeds.

After defeating Brak Eggman in Black Core Act 3, typing soundtest 413 into the console before entering the escape pod will alter the ending cutscene to resemble a Flash page from the webcomic Homestuck. This is possibly a reference to how Malcolm Brown, the composer for the Mystic Realm level pack, also did significant work on Homestuck's soundtrack.

Unused Areas

Many of these areas were cut due to a lack of time, although they could be added back in, or expanded upon in a future update..

Castle Eggman Act 2

CEZ2 #1 Inacessible area

In the part where the floor collapses, there are some bars that block access to the second area.

CEZ #2 Inaccesible area with red srpings

Another unused part. In the same part where the floor collapses, there is a place where only Tails can go. There are lives and enemies, although it is blocked by bars. If you use the NOCLIP cheat and go through the gates, you will find an almost complete section of the level.


SRB2 CEZ2 Unused part 3.gif

SRB2 CEZ2 Unused Part 3.1.gif

This room has no decoration or details, there is a layout here. Although it is inaccessible without the NOCLIP cheat, you can see a part of the place from the level itself thanks to the windows.

SRB2 CEZ2 Unused part 4.gif

Arid Canyon Act 2

There is a full section for Knuckles that leads to the section to the right.

SRB2 ACZ2 UnusedSection 1.gif SRB2 ACZ2 UnusedSection 2.gif

An unused part that seems to be there for no reason, although in development videos of this level it looks like it was connected to the map.

SRB2 ACZ2 UnusedSection 3.gif

An alternate level ending seems to have been made for characters that could get there, like Tails or Knuckles. A part of it can be seen at the end of the original level.

Interesing alternative exit level

Very far from the map, there is an area where minecarts were tested.

Unused Player Abilities

These are all available for modding, but go unused in the vanilla game.

Value Ability Description
CA_HOMINGTHOK Homing attack. A weakened version of the speed thok ability, but with the addition of a homing attack feature similar to that of Sonic Adventure and beyond – if an enemy, spring, or monitor is close enough to the player when triggering the ability, the player will home in towards the target object until they touch/destroy it. If the character fails to reach the object within 3 seconds, the homing attack is automatically cancelled.
CA_DOUBLEJUMP Double jump. Pressing jump a second time in mid-air will make the player do a second jump.
CA_SLOWFALL Floating with slow descent. Pressing jump a second time in mid-air and holding the button down will cause the player to fall at a fixed rate downwards, slowing down the rate the character falls down. This is similar to E-102 Gamma's booster powerup from Sonic Adventure.
CA_TELEKINESIS Telekinesis Pressing the jump button in mid-air will push enemies and players within a set radius around the player away; pressing spin in midair will pull them closer instead.
CA_FALLSWITCH Fall switch Reverses the player's vertical momentum when pressing jump in mid-air, thrusting them in the opposite direction instead.
CA_JUMPBOOST Jump boost The faster the player moves about, the higher the player's jump speed will be. Pressing the jump button in mid-air has no effect otherwise.
CA_AIRDRILL Air drill Pressing jump a second time in mid-air will initiate an air drill, thrusting the player forward at the angle they're facing. The player will fly in an arc, eventually finishing the drill when the player is falling down to the ground. Holding the spin button while drilling will cause the player to descend more swiftly.
CA_JUMPTHOK Jump-thok A hybrid between the thok and the double jump. Gives the player a burst of speed and an extra jump with each use.

Development Mode

Development mode itself has twelve different modes, each displaying different information, multiple of which can be displayed at once by combining the values of them together. Either the decimal or hexadecimal values can be used with the devmode command – e.g. devmode 4095 (or devmode 0xfff) will activate all development modes, and devmode 0 will turn all of them off.

Decimal Hexadecimal Mode name Description
1 0x01 Basic Displays basic information on the HUD, such as the player's map coordinates and angle.
2 0x02 Detailed Displays more detailed information on the HUD, such as the player's XYZ momentum, scale, and ceiling/floor heights, etc.
4 0x04 Randomizer Displays information for PRNG seeds on the HUD.
8 0x08 Render Prints rendering-related debugging messages into the console.
16 0x10 NiGHTS Basic Displays basic information for NiGHTS mode on the HUD, such as timers for powerups, links and bumpers, amount left in the drill meter, and displaying milliseconds as well as seconds for the time left as NiGHTS. Also prints messages into the console signalling when the Ideya Drone displays the GOAL sign or not.
32 0x20 NiGHTS When playing as NiGHTS Super Sonic, axis transfers are displayed in-game as a rail ring sparkle trail stretching outwards from the point of the axis transfer and at the height of the player. (Such trail actually hurts you though, so the god cheat is recommended.) When the player is transferred to another axis, "TRANSFER!" is displayed in the center of the screen. Also prints information on mares, axes and axis transfers into the console.
64 0x40 PolyObj Prints PolyObject-related debugging messages into the console.
128 0x80 Gamelogic Prints miscellaneous gamelogic debugging messages into the console.
256 0x100 Netplay Prints multiplayer-related debugging messages into the console.
512 0x200 Memory Prints memory-related debugging messages into the console, and displays the memory heap used.
1024 0x400 Setup Prints setup/initiation-related debugging messages into the console. This includes information for level-loading, loading files into the game, loading ghosts for Record Attack, MD5 computing, etc.
2048 0x800 Lua Prints Lua-related debugging messages into the console.