Sonic Robo Blast 2
|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.
- 1 Unused Areas
- 2 Leftover Version 2.0 Map
- 3 Leftover Unused Cutscene
- 4 Unused Linedef Types
- 5 Unused Graphics
- 6 Unused Enemies
- 7 Unused Boss
- 8 Enemy Infighting
- 9 Unused Music
- 10 Unused Player Abilities
- 11 Development Mode
All of these should be accompanied by pictures from a map editor, plus screenshots from the game if possible.
Jade Valley's leftover platforms
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)|
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.
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.
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.
Flooded Cove's Hidden Room
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
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.
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.
Super Sonic Pain Frames
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 graphics that have gone unused after the menus or features belonging to them were changed or removed.
Also from the Options Menu, leftover older graphics for the sliders.
Screen and Message Box Borders
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.
Given their lump names, and their black background, those might have meant to be used on the credits.
Brak Eggman Banner
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
Also from Zero Ring Zone, referencing this Internet meme.
This splotchy texture was originally used in Greenflower Zone before being replaced with the current checkerboard-style texture.
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.
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.
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.
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.
Brak Eggman (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.
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.
A lot, many of which are leftovers from previous versions. Tracks that are likely to be in Version 2.2 are not listed.
|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.|
|EF - Evilflower Zone||A frequency-reversed version of an earlier arrangement of Greenflower Zone Act 1, hidden in srb2.srb unlike the rest of the game's music. No such zone existed and this track was most likely left for modders to use.|
Unused Player Abilities
Those are all available for modding, but unused in the vanilla game.
||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.|
||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.|
||Double jump||Pressing jump a second time in mid-air will make the player do a second jump.|
||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.|
||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.|
||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.|
||Fall switch||Reverses the player's vertical momentum when pressing jump in mid-air, thrusting them in the opposite direction instead.|
||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.|
||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.|
||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 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.
||Basic||Displays basic information on the HUD, such as the player's map coordinates and angle.|
||Detailed||Displays more detailed information on the HUD, such as the player's XYZ momentum, scale, and ceiling/floor heights, etc.|
||Randomizer||Displays information for PRNG seeds on the HUD.|
||Render||Prints rendering-related debugging messages into the console.|
||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.|
||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 |
||PolyObj||Prints PolyObject-related debugging messages into the console.|
||Gamelogic||Prints miscellaneous gamelogic debugging messages into the console.|
||Netplay||Prints multiplayer-related debugging messages into the console.|
||Memory||Prints memory-related debugging messages into the console, and displays the memory heap used.|
||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.|
||Lua||Prints Lua-related debugging messages into the console.|