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Sonic Robo Blast 2

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Title Screen

Sonic Robo Blast 2

Developer: Sonic Team Junior
Publisher: Sonic Team Junior
Platform: Windows


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


<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 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.

Hmmm...
To do:
  • Maybe document certain development versions, like the Christmas demos.
  • Egg Rock Zone has unused areas in one or both Acts; not sure.
  • v2.1 is out; should update the content here.

Unused Areas

Hmmm...
To do:
All of these should be accompanied by pictures from a map editor, plus screenshots from the game if possible.

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.

SRB2-AridCanyonHiddenRoad.png
A GIF explaining how to reach the hidden room

SRB2-ACZ1-UnusedRoadRoomEditor.png

Red Volcano's Second Lava Wave

Near the end of the act is a wave of lava that you must go through to reach the goal. South of this area, outside of the map, is a shorter, completely straight and featureless version of the lava wave. This was used while the map was in development, to easily extend the lava wave by copying and pasting, and was never removed. SRB2-RedVolcanoUnusedArea.png SRB2-RVZUnusedRoomMapEditor.png

Flooded Cove's Hidden Room

SRB2-SS3 hiddenroom1.png SRB2-SS3 hiddenroom2.png

Off to the side of the room with the breakable 128x128 cubes is a rather large inaccessible area with a tunnel. This tunnel leads to a hidden room with four 1-up Monitors and a big monolith with the BRAKCAT1 and BRAKCAT2 textures pasted on it. This was added as an Easter egg when the level was being decorated.

Flooded Cove also has a lot of springs scattered all over the place. Although NiGHTS levels support freeroaming when not in flight mode, touching the floor in any of the special stages just boots the player to the results screen, so they cannot be fully explored.

Unused Linedef Types

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.

Unused Textures

Hmmm...
To do:
There's a couple more oddball textures to document.

Brak Eggman Banner

BWEHEHE SOME OTHER SOUND RIPPED FROM THE SONIC OVA

Some rather mediocre textures depicting Brak Eggman, the final boss. These were used in the scrapped multiplayer map Zero Ring Zone.

Old Rock

Camouflage-style

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

Unused Enemies

All of these enemies were used in the game at some point, even as recently as v2.0. They all became unused in v2.1.

Crawla Commander

SRB2-CCOMA1.png

It attempts to charge into the player when close enough, and it also zooms backwards to dodge the player's counterattacks. Upon taking damage, it changes its attack pattern and pogo-jumps after the player.

Pointy

SRB2-PNTYA1.png

It is surrounded by spikeballs 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.

Red Crawla

SRB2-SPOSA1.png

The red Crawla is slightly faster than the blue Crawla, but still not much of a threat to players. These were the dominant species of Techno Hill Zone prior to v2.1, where they were all replaced by Spring-Shells.

Unused Boss

Brak Eggman (Old)

Thing type 206 is the final boss from v2.0, preserved for compatibility with user-made content. This boss runs on a set pattern, cycling through three attacks: a steady stream of cannonballs, a sticky glue attack and a spread of missiles, and then he jumps to a random boss waypoint. The missiles he fires can be grabbed onto and redirected back into him to damage him, a scenario inspired by the Sonic OVA that only made sense for those who watched the movie. The boss can also be damaged by jumping onto his head and then back off as he tries to swat the player away, causing him to damage himself. After five hits, the boss calls a trigger linedef event with tag 4200, originally used to destroy the central platform in the original arena.

This boss isn't actually that much bigger than the current Brak Eggman boss; his impressive stature in v2.0 was the result of a level header setting that halves the size of all objects that aren't the boss.

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 unused Crawla Commander.

Unused Player Abilities

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_SWIM Swimming Similar to the flying ability, except this ability will work only underwater; attempting to use this ability outside of water will do nothing. Also unlike flight however, the ability can be used indefinitely while underwater. Characters with this ability will also be given the ability to run on water.
CA_DOUBLEJUMP Double jump Pressing jump a second time in mid-air will make the player do a second jump.
CA_FLOAT Floating Pressing jump a second time in mid-air and holding the button down will allow the player to hold their vertical position mid-air continuously, similarly to Super Sonic's own floating ability but without the limitation of needing to move while doing so.
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.

Unused Music

A lot, many of which are leftovers from previous versions. Tracks that are likely to be in v2.2 are not listed.

File Name Sound Notes
6 - Greenflower Zone Act 1 (Alternate)
Almost identical to the used song, but seems to combine backing instrumentation from Greenflower

Zone Act 2.

9 - Deep Sea Zone Act 2 (Remix)
Rock remix of the DSZ2 theme.
12 - Boss Remix
Rock remix of the boss theme.
15 - Arid Canyon Remix
Remix of Arid Canyon's theme, with a rather long fade-in.
20 - MDK2 - Outer Space
Ominous space ambiance. This was originally intended for the space countdown rooms in Egg Rock.
21 - Doomship Zone
Scrapped level theme. A revival of this concept under the name Grand Eggship may eventually see the

light of day; whether it will use this song or not is unknown.

27 - Egg Rock Zone Act 1 Premix (No Guitar)
Early version of ERZ1's theme which most notably lacks the cool guitar solo. Overall, this makes the

song sound much closer to the original MIDI from which it was based on.

50 - Old/2.0 Era Special Stage
Used until v2.1, which replaced the old Special Stage maps with NiGHTS-style ones.
51 - Demo 4 Special Stage 1
This dates back to an even older version of the Special Stages. Note that the other Special Stage songs

from this point of development have long since been removed. Why this one remains is a mystery.

94 - Zero Ring Zone
This Zero Wing-inspired song was used for a multiplayer map that lasted until v1.09.
96 - Mine Maze Zone Act 1
One of two early level concepts that became Arid Canyon.
97 - Arid Canyon Zone Act 2 Premix (No Lead)
The guitar version is also unused, but not for long!
98 - Old Aerial Garden Zone
A preliminary candidate for Aerial Garden's theme back when it was still part of the old level pack

Mystic Realm. It sounds more than a bit like Sky Sanctuary.

AK - The Final Countdown
Apparently will be used in a Zone for SRB1 Remake that currently isn't in the game yet.

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 turn all development modes on, 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 x/y/z momentum, scale and ceiling/floor z heights.
4 0x04 Randomizer Displays information for random 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. 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. This includes messages relating to actions.
256 0x100 Netplay Prints netplay-related debugging messages into the console.
512 0x200 Memory Prints memory-related debugging messages into the console. Also displays the heap used on the HUD.
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.