Sonic Robo Blast 2

Sonic Robo Blast 2 is a fan-made Sonic the Hedgehog game based on a modified version of the Doom Legacy engine.

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

Chaos: The Lost Gametype
Originally, Sonic Robo Blast 2 had a Chaos game mode where you would acquire points by killing enemies spawned from certain points. The gametype was removed in v1.09 due to poor reception, although compiling the source code with the CHAOSISNOTDEADYET symbol defined will reactivate it to some extent.

MAP17 (Blue Mountain Zone, Act 2)


Apparently, Red Volcano Zone's second act was to be an ice level on the outside of the volcano. However, the developers changed their minds and decided to keep the lava theme for Act 2.

This level is in a very early state of development, and is very short. There are three rings, an Extra Life monitor, and no enemies.

MAP57 (Secret Special Stage)
A secret Special Stage. It is almost identical to the used Special Stage 7, but the textures are somewhat different (black crystals and light gray sky instead of gray crystals and black sky) and there are some platforms missing, making it slightly harder.

As it is right now, it is unbeatable as the starting platform causes you to end the stage upon walking, although it won't grant you any Emeralds anyway, not even the unused black Emerald (see below).

Arid Canyon's Hidden Road
If you fiddle around with NOCLIP in ACZ1, you'll come across a secret, unused room. There is a black asphalt road leading into a tunnel, with some missing textures for good measure.

Thing 756 (Light Source)
In older versions, this thing would generate light in OpenGL mode. However, they are no longer in any of the used levels.

Thing 750 (Chaos Enemy Spawn Point)


In Chaos mode, these things would generate enemies. Since Chaos was disabled, they don't do anything anymore.

Things 1808 and 1809 (Short and Tall Mario Trees)


Trees from Super Mario Bros., likely intended for the unlockable Mario Koopa Blast Act 1.

Unused Music
A lot, many of which are leftovers from previous versions. Tracks that are likely to be in v2.1 are not listed.

Type 4 (Speed Pad)
Turns the floor of the tagged sector into a speed pad which boosts the player's speed. This goes along with the similarly-unused sector types 1280 and 1536.

Type 65 (Bridge Thinker)
Does nothing. The original purpose for this was to make pieces of a bridge move downwards when stood on (like in the Genesis Sonic games), but it didn't work properly when multiple players stood on it at once.

Goal Screen


In previous versions, this was the screen that the end-of-Zone results would appear on after completing a level. The current version has results appear without such a screen.

Doom Leftovers
Although most of the original Doom graphics have been removed at this point, the A_DMG1/2/3 graphics are still in there, albeit with a messy palette.

Black Chaos Emerald


The eighth Chaos Emerald; it was used back in v1.09.4 as part of an Easter egg that has since been removed.

Brak Eggman Banner


Some rather mediocre textures depicting Brak Eggman, the final boss.

Old Rock


This splotchy texture was originally used in Greenflower Zone before being replaced with the current checkerboard-style texture.

Doomship Zone Leftovers
Doomship was meant to be a one-act zone to connect Dark City and Egg Rock. Due to conflicts with Deep Sea Zone (both abbreviate as DSZ), the level was scrapped, although it may return as Grand Eggship Zone. Sandwiched between the level headers for Dark City Act 2 and Egg Rock Act 1 is Doomship's level header:


 * 1) Level 21
 * 2) Levelname = DOOM SHIP
 * 3) Act = 1
 * 4) MusicSlot = 21
 * 5) NextLevel = 22
 * 6) TypeOfLevel = 4099
 * 7) Weather = 0
 * 8) SkyNum = 21
 * 9) TimeAttack = 1
 * 10) LevelSelect = 1

Likewise, there are also several unused textures and flats that were meant for Doomship.

Final Fight Zone Leftovers
This zone's current status is unknown, though it seems likely to be scrapped. Like Doomship, its level header is still in the MAINCFG:
 * 1) Level 25
 * 2) Levelname = FINAL FIGHT
 * 3) Act = 0
 * 4) MusicSlot = 25
 * 5) NextLevel = 1102
 * 6) TypeOfLevel = 4097
 * 7) Weather = 0
 * 8) NoPerfectBonus = 1
 * 9) SkyNum = 25
 * 10) LevelSelect = 1

The music played is, oddly enough, the Match Test Zone theme, and the SkyNum points to a sky background that isn't even in the game.