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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.
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.
BonusIcon.png This game has hidden bonus content.


<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. (yes it does)

Unused Areas

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

Jade Valley's leftover platforms

SRB2-ZBJadeValleyFOFs.png

On Jade Valley Zone, there are two unused FOFs with Linedef Type 170 (Crumbling, Respawn), one at a height of 664 FRACUNITs, tagged 9, and another at a height of 698 FRACUNITs, tagged 11. They are not tagged to any sector in the map, however...

Version 1.09 Version 2.1 (Recreation)
SRB2-v109-JadeValley.png SRB2-v21-JadeValley.png

Both of those platforms exist in the Version 1.09 of the map; and by spawning them in Version 2.1 of the map, they have matching heights, confirming that they are leftovers!

Egg Rock 3's Unused Room

Right behind where the player starts, there is an unused room, containing a translucent FOF on the floor.

SRB2-MAP24Room.png SRB2-ZBMAP24.png

Arid Canyon's Hidden Road

If you fiddle around with noclip in Arid Canyon Zone 1, like in the GIF to the right, you'll come across an unfinished room. It only contains a black asphalt road leading into a tunnel.

SRB2-Arid Canyon Hidden Road.gif
SRB2-AridCanyonHiddenRoad.png

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.

Leftover Version 2.0 Map

The srb2.srb IWAD has the entirety of Green Flower Zone 1 from Version 2.0. It's replaced by the Version 2.1 variant after the zones.dta PWAD is added at game startup.

SRB2 OldGFZMap.png

Leftover Unused Cutscene

Also located in the srb2.srb IWAD (specifically, in the MAINCFG SOC lump) is a leftover secret Cutscene from Version 1.09.4, only activated if the date of the player's machine was on April 1st. Date-activated secrets were however removed as of Version 2.0, but not this Cutscene block.

The Cutscene itself is a recreation of the intro found in a earlier version of the game dating back to 1998, before making the move to the Doom Legacy engine. The graphics for it do not exist in the IWAD anymore, only its music, which is another unused asset.

CUTSCENE 127
NUMSCENES 21
SCENE 1
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT35
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 140
SCENETEXT =               
                     #
SCENE 2
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
MUSICSLOT = 1035
PIC1NAME = OLDCUT01
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =               
                     #
SCENE 3
NUMBEROFPICS = 1
TEXTXPOS = 84
TEXTYPOS = 144
PIC1NAME = OLDCUT02
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT = The planet Mobius...
#
SCENE 4
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT03
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =         
                     #
SCENE 5
NUMBEROFPICS = 1
TEXTXPOS = 96
TEXTYPOS = 144
PIC1NAME = OLDCUT04
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 126
SCENETEXT = Over the past two
 months has been
       peaceful.#
SCENE 6
NUMBEROFPICS = 8
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT05
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
PIC2NAME = OLDCUT06
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT07
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT08
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT09
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT10
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT11
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT12
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 105
SCENETEXT =    Until the Black
     Asteroid was
heading for Mobius...#
SCENE 7
NUMBEROFPICS = 1
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT13
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 105
SCENETEXT =    ..but why is it
heading for Mobius?#
SCENE 8
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 136
PIC1NAME = OLDCUT14
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 9
NUMBEROFPICS = 1
TEXTXPOS = 80
TEXTYPOS = 136
PIC1NAME = OLDCUT15
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 84
SCENETEXT = The answer is inside...
#
SCENE 10
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT16
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT = The answer is
Dr. Robotnik!#
SCENE 11
NUMBEROFPICS = 1
TEXTXPOS = 94
TEXTYPOS = 136
PIC1NAME = OLDCUT17
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 175
SCENETEXT =    Only one person
on Mobius can save
    the world from
 being destroyed.#
SCENE 12
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT18
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 280
SCENETEXT = One hedgehog,
   namely...               
                     #
SCENE 13
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT36
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 14
NUMBEROFPICS = 8
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT19
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
PIC2NAME = OLDCUT20
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT21
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT22
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT23
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT24
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT25
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT26
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 5
SCENETEXT =                
                     #
SCENE 15
NUMBEROFPICS = 6
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT27
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
PIC2NAME = OLDCUT28
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 7
PIC3NAME = OLDCUT27
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 7
PIC4NAME = OLDCUT28
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 7
PIC5NAME = OLDCUT27
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 7
PIC6NAME = OLDCUT29
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 35
SCENETEXT =                
                     #
SCENE 16
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT30
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =                
                     #
SCENE 17
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT31
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #
SCENE 18
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT32
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =                
                     #
SCENE 19
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
SCENETEXT =                
                     #
SCENE 20
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT34
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =                
                     #
SCENE 21
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =                
                     #

Unused Linedef Types

Type 2 (Custom Exit)

This Linedef type can be tagged to a sector with with special type 8192 (Exit/Special Stage Pit/Return Flag) to specify the next level after the tally screen. This is not found in any level in Version 2.1.

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. This is not found in any level in Version 2.1.

Type 5 (Camera Scanner)

This temporarily changes the values of the camera distance, height and rotation as long as the player is in the sector with the effect. This is not found in any level in Version 2.1.

Type 65 (Bridge Thinker)

Does a great amount of 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.

Types 386 to 396 (Old Slope Linedef types)

Those were linedef types present in maps used for slope debugging, still present in the game as of Version 2.1.20. Trying to use those will print a warning in the console, while loading the map:

WARNING: This level uses old slope specials. A conversion will be needed before 2.2's release.

Types 700 to 715 (Slope Linedef types)

The supported slope specials as of Version 2.1.20. Those are not used in any vanilla maps and are available for modding.

Unused Graphics

Hmmm...
To do:
Textures

Super Sonic Pain Frames

SRB2-SuperHit.gif

Pain frames exist for Super Sonic. Even in Ringslinger gametypes when Super Sonic players can receive damage, this frame is overridden by the floating frame before the player even gets to see it.

Options Menu

SRB2-M CDVOL.png
SRB2-M MIDVOL.png
SRB2-M SFXVOL.png
SRB2-M LGTTL.png
SRB2-M SGTTL.png
SRB2-M NGAME.png

Options graphics that have gone unused after the menus or features belonging to them were changed or removed.

SRB2-M THERML.png SRB2-M THERMM.png SRB2-M THERMO.png SRB2-M THERMR.png

Also from the Options Menu, leftover older graphics for the sliders.

How the sliders look in Demo 4.35.

Screen and Message Box Borders

SRB2-BRDR T.png SRB2-BRDR B.png SRB2-BRDR L.png SRB2-BRDR R.png SRB2-BRDR TL.png SRB2-BRDR TR.png SRB2-BRDR BL.png SRB2-BRDR BR.png SRB2-BRDR MT.png SRB2-BRDR MM.png

Used in message boxes for versions earlier than Version 2.1. Those were also as borders for the small viewport feature, removed in Version 2.0.

The shrunken viewport feature in question

Credits Sequence

Given their lump names, and their black background, those might have meant to be used on the credits.

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 removed multiplayer map Zero Ring Zone.

ALL YOUR RINGS ARE BELONG TO US

YOU HAVE NO CHANCE TO SURVIVE (MY RAIL.) TAKE YOUR TIME.

Also from Zero Ring Zone, referencing this Internet meme.

Old GFZROCK

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 Version 2.0. They all became unused in Version 2.1.

Crawla Commander

SRB2-CrawlaCommander.gif

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. This was the only Enemy in the game that took two hits.

Pointy

SRB2-Pointy.gif

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-RedCrawla.gif

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 Version 2.1, where they were all replaced by the Spring Shell enemy.

Unused Boss

Brak Eggman (Version 2.0)

The Level picture of Egg Rock Zone 3, in Version 2.0.

Thing Type 206 is the final boss from Version 2.0. 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. 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 Version 2.0 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 Music

A lot, many of which are leftovers from previous versions. Tracks that are likely to be in Version 2.2 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 Version 2.1, 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 called 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.

Unused Player Abilities

Those are all available for modding, but 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_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.

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 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 reccomended.) 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.