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Sonic Robo Blast 2/Archived Versions/v2.1

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This is a sub-page of Sonic Robo Blast 2/Archived Versions.

Changes from 2.0

This version was initially released on March 15th, 2014 and frequently patched over the following years; the final patch, v2.1.25, was released on August 17th, 2019.

One of the largest updates in the history of SRB2, v2.1 brought significant changes to the game in many areas.

This version added a Record Attack mode (previously known as Time Attack), redesigned Special Stages, and the old Special Stages were moved to multiplayer.

To expand modding further than SOC, SRB2 was given Lua compatibility.

Zones were redesigned and reskinned to be more distinct to each other, such as Techno Hill Zone.

Red Volcano Zone received a lot of tweaks in the level design, and Egg Rock received a new boss battle against Metal Sonic as well as the final boss being moved to a different zone called "Egg Rock Core".

The unlockables this time were:

  • Pipe Towers (replacing Mario Koopa Blast)
  • Azure Temple
  • Aerial Garden
  • Black Hole

Techno Hill 2 got completely redesigned due to the overhauled goop in the level.

Multiplayer stages were redesigned and some replaced with levels from the official level design contest. Competition mode was added for splitscreen gameplay. Knuckles gliding has been reworked significantly. SRB2's collision detection was improved and can now handle much faster speeds. As a result, the previous upper limit on object movement speeds (60 fracunits per tic) was removed. Support for MD2 models was expanded, and now is compatible with PK3 files for a better organization on the internal game files and mods too. The addons menu got reworked.

Unused Music

Tons of alternate versions of songs.

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.
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.
97 - Arid Canyon Zone Act 2 Premix (No Lead)
The guitar version is also unused, but not for long!
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 Things

Thing 203 (Eggscalibur)

Placeholder for the Castle Eggman Zone boss. Using the Egg Mobile graphics, the boss sits there and does nothing. When damaged, the invincibility frame never wears off, so he cannot be beaten.

Things 1808 and 1809 (Short and Tall Mario Trees)

It's-a me? Sorry, wrong game

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

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

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

Unused Areas

Egg Rock 3's Unused Rooms

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

SRB2-MAP24Room.png SRB2-ZBMAP24.png

In the part of the checkpoint there is a fof which on top of it there is a signpost, although it does not have the sector to finish the level.

Srb20048.gif The signpost in Zone Builder

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.

Egg Rock Act 2 Hidden Rooms

During development, they made a concept of the bailer at the end of the level. Although they redid it, the concept is still there and it works a bit. Since you can't move when you finish, you get stuck.

ERZ2 Concept room

Best view of the room

Secctor 2.png



In 2.0 it opened thanks to an activated sector which took out enemies and locked the player, in 2.1 it was eliminated as this is no longer activated.

ERZ2 2.0 Leftover.gif

The unused part in Zone Builder


This room is behind a wall near the first secret room. Doesn't contain much besides being dark and having a view into space.

Srb20042.gif

The dark room in Zone Builder.

Sector 3.png

Floral Cove Inaccessible Part

In Floral Cove (Special Stage 1) there is a normally inaccessible part that brings decoration and some structures, in 2.2 they improved this and it brings more decoration.

SpecialStage.png

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!

Unused Enemies

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. Note: This enemy is only unused in 2.1, and is present in 2.2.


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. Note: This enemy is only unused in 2.1.

Unused Graphics

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. The sprite is colored green because that's the default player color in the original Doom.

Blue Spheres

100% all natural blue flavor!

For a little while, if you shot someone with a ring in one of the Special Stages, these blue spheres would spill out. That strange feature was removed, but the sphere graphics weren't.

Unused Emblems

Egg Rock Act 3

SRB2-ERZ3UnusedEmblem1.png
Hint [PH] Hiding at the end of the first hallway.
Location X: 848, Y: -3584, Z: 592

Located on the ceiling near the end of the starting hallway. Can only be obtained with Tails or Knuckles.

Emblem 2

SRB2-ERZ3UnusedEmblem2.png
Hint Directions are meaningless.
Location X: -10368, Y: -2816, Z: 144

Found behind the big red arrow sign pointing right after going through the spike hallway.

Emblem 3

SRB2-ERZ3UnusedEmblem3.png
Hint [PH] In the ceiling of the conveyor belt + laser hallway.
Location X: -8160, Y: -5952, Z: 560

This emblem is located near the end of the conveyor belt, on the second-to-last light's ceiling.

Although it may not seem like it, you can get this emblem with Sonic by thokking towards the hallway while going through the gravity flip platform.

Emblem 4

SRB2-ERZ3UnusedEmblem4.png
Hint [PH] On top of the platform with rows of spikes in reverse gravity.
Location X: -13728, Y: -13728, Z: 1552

Right before the entrance to the last gravity flip platform, the emblem is situated underneath the bridge with spikes and electrical barriers, near the end of it.

Emblem 5

SRB2-ERZ3UnusedEmblem5.png
Hint Follow the leader.
Location X: -14944, Y: 768, Z: 1232

This emblem is located right before the zoom tube to the Metal Sonic fight, where it passes through a ceiling to enter the battlefield; however, this area is unreachable due to

Brak Eggman (Old 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.