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Sonic and the Black Knight

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Title Screen

Sonic and the Black Knight

Also known as: Sonic et le Chevalier Noir (FR), Sonic und der Schwarze Ritter (DE), Sonic y el Caballero Negro (ES), Sonic e il Cavaliere Nero (IT)
Developer: Sonic Team
Publisher: Sega
Platform: Wii
Released in JP: March 12, 2009
Released in US: March 3, 2009
Released in EU: March 13, 2009
Released in AU: March 12, 2009


DevTextIcon.png This game has hidden development-related text.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.


Hmmm...
To do:
A preview build of the game has been released a while back. Find the surviving download links for it and document it.
Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!

The second game in the Sonic Storybook Series, this time taking place in the Arthurian Legends with Sonic wielding a talking sword to slay evil from the underworld. Are you worthy?

Sub-Page

DevTextIcon.png
Developer Comments

Unused Audio

Hmmm...
To do:
  • Document remaining unused audio.
  • Include Japanese clips.

Gale Drive

Sonic's gameplay voice clip directory includes two unused clips. The first indicates an attack is ready, while the other is Sonic calling out some sort of "Gale Drive" move.

String Name English Audio Japanese Audio Transcript
B3E_SN_VSNE26_ACT01_E24_SN
Ready anytime!
B3E_SN_VSNE30_ACT01_E28a_ok_SN
Gale Drive!
(Source: Unknowni123)

"Blitz" Quotes

The four main playable characters (Sonic, Lancelot, Gawain, and Percival) all have unused voice lines referring to elemental "Blitz" attacks. There are six total: Fire Blitz, Thunder Blitz, Ice Blitz, Venom Blitz, Panic Blitz, and Stone Blitz. Each attack's effects are described, sounding like some sort of special enemy or boss would make use of them. Some voice files seem incomplete, reusing previous clips as placeholders or including the voice actors breathing between takes.

Sonic

String Name English Audio Transcript
ALL04_H08_SN
Whoa, fireball!
ALL04_H09_SN
Lightning strike!
ALL04_H10_SN
Some kind of freeze attack? I bet that'd stop me in my tracks!
ALL04_H10N_SN
Defrost by shaking the Wii Remote!
ALL04_H11_SN
A poison attack? I'll slowly lose all the rings I've gathered!
ALL04_H12_SN
Confusion attack? Getting hit will throw off my moves for sure!
ALL04_H13_SN
A petrification attack? I won't stand a chance against one of those!

Sir Lancelot

String Name English Audio Transcript
ALL04_H08_SD
Fire Blitz, hm?
ALL04_H09_SD
Thunder Blitz!
ALL04_H10_SD
Ice Blitz will freeze me where I stand. I must be careful.
ALL04_H10N_SD
Ice Blitz will freeze me where I stand. I must be careful.
ALL04_H11_SD
Venom Blitz: it will poison all its strikes and will cause the loss of rings.
ALL04_H12_SD
Panic Blitz, hm? It is said to cause one's mind to play tricks on them.
ALL04_H13_SD
Stone Blitz! I'll be but a memory it it petrifies me.

Sir Gawain

String Name English Audio Transcript
ALL04_H08_KN
Fire Blitz flying this way!
ALL04_H09_KN
I must watch out for that Thunder Blitz.
ALL04_H10_KN
I'll be frozen solid if the Ice Blitz hits me; taking damage could mean my demise.
ALL04_H10N_KN
I'll thaw out with a few shakes of the Wii Remote.
ALL04_H11_KN
Venom Blitz? Poison is pretty underhanded; I can't let it hit me.
ALL04_H12_KN
Panic Blitz! I can't let it strike me, lest illusions deceive me and I lose all control!
ALL04_H13_KN
Stone Blitz! Its strike will turn me to stone and spell my doom.

Sir Percival

String Name English Audio Transcript
ALL04_H08_BZ
A Fire Blitz comes.
ALL04_H09_BZ
Here comes a Thunder Blitz.
ALL04_H10_BZ
A strike by Ice Blitz will freeze me, and the next hit might spell my doom.
ALL04_H10N_BZ
A strike by Ice Blitz will freeze me, and the next hit might spell my doom.
ALL04_H11_BZ
A strike by Venom Blitz will cause a continual loss of rings.
ALL04_H12_BZ
Panic Blitz! Any contact with that, and the battle will go against me.
ALL04_H13_BZ
Stone Blitz? Its petrification effect is fatal.
(Source: Unknowni123)

Secret Rings Leftovers

Sand Oasis leftovers

A stg010.one archive present on the game disc contains the terrain for Sand Oasis, the first main stage from Sonic and the Secret Rings, although no other leftovers appear to exist outside of a few references to the stage in the various actstg text files.

#####stg01##################################################
stage stg010 {
	mission 1 {
		player_start_pos -2628.0 -418.0 -2575.0
		player_start_ang_y 0x2E70
		player_goal_pose 2  # 0..何もなし 1...その場ポーズ 2...走り去る 3...すぐにフェード
	}
}
#set_stage_name stg010
#
#	file_land stg010
#	file_object stg010
#	file_path stg010
#	file_enemy stg010
#
#	set_type 2
#	set_loop_end 1
#}

Interestingly, the values used in actstgmission.txt do not appear to match up with any of the stage's missions in Secret Rings itself.

Gallery Leftovers

While spb_zm01.one is used for Sonic and the Black Knight's concept art, there's 14 other archives with images in them leftover from Secret Rings' gallery. Strangely though, spb_zm09.one is empty.

Early Cutscene Movie(s)

The game's movie folder contains two byte-for-byte identical movie files with different names: e0018.sfd and e0210.sfd. They contain no audio and appear to be a very slightly earlier version of the sixth cutscene in the game, with most of the differences being in colors and closeup details, as well as an uncropped frame (all the "storybook"-style cutscenes in the final game are cropped by 20 pixels at the sides).

Oddly enough, the Japanese subtitles that are part of the movies also refer to Merlina as "Merlin", probably due to a typo. The final game's cutscenes don't bake in the subtitles.

Test Stages

Hmmm...
To do:
  • Find a way to properly boot into these stages rather than redirecting stg001's first mission to them. This might make the SET files load properly?
  • Lower the deadline values to see if more of the stages are walkable.

Various test stages still exist in the game's files. With proper spawn point and references to scene parameter entries present, although the actual scene parameters are no longer present.

stg901

A closed circuit with a small puddle of water and a tunnel, as well as some floating terrain off to the side that might have been used to test wall scaling and wall shimmying.

stg902

A map seemingly using assets from Sand Oasis from Secret Rings, the mission entry for this stage has two spawn positions, one of which is commented out. The uncommented one results in Sonic dying upon spawn, whereas the unused one has him follow a seemingly bumpy path, before falling and dying. As it turns out, this is actually a full copy of Sand Oasis. Unlike stg010, the blk file (which controls visibility) was converted to the slightly updated Black Knight format, so the stage does render properly and the original path can be followed if the spawn coordinates from Secret Rings are copied over.

stg903

Presumably a way to test light fields and how they affect Sonic.

stg904

A closed loop with some spiral towers, drifts and wallruns.

stg905

Seemingly some sort of measurement reference.

stg906

All that remains of stg906 is a few text references, mapping its scene parameters onto Misty Lake's, as well as spawning Sonic at the world's origin point.

Unused GUI Elements

Hmmm...
To do:
  • Find out how to load the accompanying .GNCP file
  • See if this is a leftover from Secret Rings

sst_gui_signal.txd contains unused textures that would look more at home in Sonic Heroes or Sonic the Hedgehog (2006) than the Sonic Storybook Series.

SST GUI SIGNAL00.GVR

This would have shown at the start of level, however no such thing appears in the final game, and Sonic simply pulls his sword out of the ground and goes.

SatBK-SST GUI SIGNAL00.png

SST GUI SIGNAL01.GVR

This would have shown at the end of the level, but the final goal screen uses a banner stating "Mission Cleared". The font used looks like it came straight from Sonic the Hedgehog (2006)

SatBK-SST GUI SIGNAL01.png

SST GUI SIGNAL02.GVR

This would've appeared if the player spent too long in a level, however this is not a feature in the final game.

SatBK-SST GUI SIGNAL02.png

SST GUI SIGNAL03.GVR

This text would have appeared if you lost all your lives, but there are no lives in the final game.

SatBK-SST GUI SIGNAL03.png

Unused Test Models

Hmmm...
To do:
Export the models - The NO Importer script for 3DS Max fails to load them, seems to be an endianness issue.

The archive primModels.one contains simple geometric objects, likely used for debugging purposes. Shadow the Hedgehog has a similar archive.

Model Names
PRIM_ARROWZ
PRIM_CAMERA
PRIM_CONE
PRIM_CUBE
PRIM_CYLINDER
PRIM_HALFSPHERE
PRIM_JIKU
PRIM_PLANEXY
PRIM_PLANEXZ
PRIM_SPHERE
PRIM_TORUS