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Sonic Robo Blast 2/Leftovers

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

Leftover Music

File Name Sound Notes
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.
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.
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
Most likely would've been used for a Zone in the SRB1 Remake from 2.0-2.1, but due to the removal of SRB1 Remake, this went unused. It is still possible that SRB1 Remake could come back (as the official wiki states), so this music could as well.

Red Volcano Alt. is the digital version of Red Volcano Zone 2's old theme, it is not used anywhere in the game nor appears on the sound test

Leftover Graphics

Credits Sequence

Minus 2.1 Sprite

In the Tutorial folder, there is a sprite of the old design of the Minus enemy.

GROUNDER.png

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

Brak Eggman 2.2 Sprites

Hmmm...
To do:
What does this even mean?

When 2.2 came out the brak eggman sprites were the same as 2.1 with different palettes

BRAKA2.gif

Old GFZROCK

Camouflage-style

The first version of the main Greenflower Zone wall texture before it was changed to the chess-style texture.

Goal Screens

Sonic completed act whatever

INTERSCW.png

In previous versions, this was the screen that the end-of-zone results would appear on after completing a level. The current version has results appear without a screen.

Character Hazards

These were originally used in Egg Rock Zone Act 1 to indicate which paths characters could use.

Leftover 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 2.2.

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 2.2.

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 2.2.

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.

Thing 756 (Light Source)

In older versions, this thing would generate light in OpenGL mode. However, they are no longer in any of the used levels.

Final Fight Zone Leftovers

This zone's current status is unknown, though it seems likely to be scrapped. Like Doomship, its level header is still in the MAINCFG.

#Level 25
#Levelname = FINAL FIGHT
#Act = 0
#MusicSlot = 25
#NextLevel = 1102
#TypeOfLevel = 4097
#Weather = 0
#NoPerfectBonus = 1
#SkyNum = 25
#LevelSelect = 1

The music played is, oddly enough, the Match Test Zone theme, and the SkyNum points to a sky background that isn't even in the game.

Leftover Enemies

Yellow Spring Shell

SSHLI1.gif

This enemy was only used in Techno Hill Zone Act 2 in Version 2.1. It behaves the same as the used version of this enemy, only it is faster and its spring launches you up higher.

2.1 Deep Sea Mine

Hmmm...
To do:
Get a picture of this.

The 2.1 version of the mines found in Deep Sea ZOne.