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Sonic Robo Blast 2
Sonic Robo Blast 2 |
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Based on: Doom Legacy (Final Doom) This game has unused code. This game has a development article This game has a prototype article This game has a prerelease article |
This article is about a fan-made game project. Articles about fan games require explicit permission from administrators. This page was given permission by CounterDiving. |
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! |
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. |
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.
Contents
- 1 Sub-Pages
- 2 Changes from Version 2.1
- 3 Unused Graphics
- 4 Enemy Infighting
- 5 Unused Enemies
- 6 Unused Title Screen
- 7 Ultimate Mode
- 8 Differences In Level Design
- 9 Secret Slopes In Egg Rock Act 2
- 10 Old Tutorial Zone
- 11 Original Sonic Team Jr. Intro
- 12 Easter Eggs
- 13 Unused Areas
- 14 Unused Player Abilities
- 15 Development Mode
Sub-Pages
Development Info |
Prototype Info |
Prerelease Info |
Archived Versions 24 years of development. |
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.
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.
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 |
---|---|---|
Unused Graphics
Amy T-Posing
As of Update 2.2.0, this sprite of Amy T-posing can be seen in the player sprite files.
SRB1 Sprite
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
A frame of Sonic on the title screen found in the tutorial folder.
SSNTails Easter Egg
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.
Early 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 |
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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.
Unused Points
There are graphics of 10 points being received, which is impossible since the enemies always give between 100 and 8000 points.
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
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.
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
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
This enemy acts like a Crushstacean, except a blue spring replaces its claw.
Unused Title Screen
An old title screen graphic that was used during the development of 2.2.
Unused | 2.2 |
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Ultimate Mode
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.
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 the games 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.
Old Tutorial Zone
When 2.2.10 was released, the tutorial was remade to fit the modern 2.2 standards.
The changes are listed previously in this page.
2.2.0-2.2.9 | 2.2.10 |
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Original Sonic Team Jr. Intro
The 2.1 version of the 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 until the release of 2.2.6, where it was replaced with a much less humorous intro that gets straight to the point.
2.1-2.2.5 | 2.2.6 |
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Easter Eggs
Killingdead Mode
If you open the console and type killingdead
, you will activate a mode that is a reference to a glitch from the original Sonic Robo Blast and the TGF
(The Games Factory) versions of SRB2, in which due to hitbox errors, killing an enemy will sometimes be able to be hurt you, and even kill you if you don't have any rings.
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.
Cashrida
Typing cashrida
in the console on the title screen will make a ring sound effect play.
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.
Deep Sea Act 1 Secret Rooms
Black Eggman Posters
To do:
|
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, the first slime pit will have metal bars that block off a cave. If you use the NOCLIP
cheat to go behind this cave, you can see a poster of Black Eggman.
Techno Hill Act 2
When you fall after the start, there will be a closed door on the right. If you use the NOCLIP
cheat to go behind the door, there is not only a poster of Black Eggman, but a single Eggman monitor as well.
Deep Sea Act 1
Alternate Ending
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
In the part where the floor collapses, there are some bars that block access to the second area.
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.
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.
Arid Canyon Act 2
There is a full section for Knuckles that leads to the section to the right.
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.
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.
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. |
- Pages missing developer references
- Games developed by Sonic Team Junior
- Pages missing publisher references
- Games published by Sonic Team Junior
- Windows games
- Pages missing date references
- Games released in 2000
- Games released in November
- Games with unused code
- Games with unused enemies
- Games with unused graphics
- Games with unused cinematics
- Games with unused abilities
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with revisional differences
- Games with hidden bonus content
- Fan games
- Fan games approved by CounterDiving
- Games in development
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Fan games
Games > Fan games > Fan games approved by CounterDiving
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden bonus content
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Sonic Team Junior
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Sonic Team Junior
Games > Games by release date > Games released in 2000
Games > Games by release date > Games released in November
Games > Games in development