Sonic Robo Blast 2 - The Cutting Room Floor (2024)

Sonic Robo Blast 2

Based on: Doom Legacy (Final Doom)
Developer: Sonic Team Junior
Publisher: Sonic Team Junior
Platform: Windows
Released internationally: November 2000

This game has unused code.
This game has unused enemies.
This game has unused graphics.
This game has unused cinematics.
This game has unused abilities.
This game has unused music.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has revisional differences.
This game has hidden bonus content.

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 the administration.

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 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.

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.

Contents

  • 1 Sub-Pages
  • 2 Changes from Version 2.1
  • 3 Unused Graphics
    • 3.1 Amy T-Posing
    • 3.2 SRB1 Sprite
    • 3.3 STJr Baby
    • 3.4 SSNTails Easter Egg
    • 3.5 Unused Loading Screen
    • 3.6 Tutorial Monitors
    • 3.7 Unused Points
    • 3.8 Unused Emblem Graphics
    • 3.9 8th Emerald Graphics
    • 3.10 Unused Bonuses
    • 3.11 SRB1 Textures
  • 4 Enemy Infighting
  • 5 Unused Enemies
    • 5.1 Pointy
    • 5.2 Banpyura
  • 6 Unused Title Screen
  • 7 Ultimate Mode
  • 8 Differences In Level Design
    • 8.1 Tutorial
    • 8.2 Techno Hill Act 2
    • 8.3 Castle Eggman Act 1
    • 8.4 Castle Eggman Act 2
    • 8.5 Egg Rock Act 1
  • 9 Secret Slopes In Egg Rock Act 2
  • 10 Old Tutorial Zone
  • 11 Original Sonic Team Jr Intro
  • 12 Easter Eggs
    • 12.1 Killingdead mode
    • 12.2 Cirno
    • 12.3 Cashrida
    • 12.4 Greenflower Act 1 House
    • 12.5 Deep Sea Act 1 Secret Rooms
    • 12.6 Black Eggman Posters
    • 12.7 Techno Hill Act 1
    • 12.8 Techno Hill Act 2
    • 12.9 Deep Sea Act 1
    • 12.10 Alternate Ending
  • 13 Unused Areas
    • 13.1 Castle Eggman Act 2
    • 13.2 Arid Canyon Act 2
  • 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.

Castle Eggman Zone v2.2


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.

SonicTailsKnuckles

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.

Unused 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-today

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 intro of the game that was used during the development of v2.2.

Unused 2.2

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.

No save data with Ultimate Mode activated.

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 game 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 came out the Tutorial was remade with the modern v2.2 standards, and with a skybox added.

2.2.0 2.2.10
x200px x200px

Original Sonic Team Jr Intro

The 2.1 version of 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 as well until 2.2.6, where it was removed for a much less humorous "Sonic Team Jr. Presents" intro that gets straight to the point.

2.1-2.2.5 2.2.6

Easter Eggs

Killingdead mode

To do:
  • Add proof, Plus this could be fake.

If you open the console and write "killingdead" in it, you will activate a mode that refers to your previous game and the first versions of SRB2, in which due to hitbox errors when killing an enemy you would be able to be hurt or even be killed.

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 at the title screen will sound a sparkle.

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:
  • Add the posters from Castle Eggman Zone.
  • Specify the locations of the posters with better grammar.

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, in the first slime pit will be a closed cave, behind of this cave will be the Poster.

Techno Hill Act 2

When you fall after the start, will be in the right a almost closed door, behind will be have another poster.

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.

ValueAbilityDescription
CA_HOMINGTHOKHoming 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_DOUBLEJUMPDouble jump.Pressing jump a second time in mid-air will make the player do a second jump.
CA_SLOWFALLFloating 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_TELEKINESISTelekinesisPressing 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_FALLSWITCHFall switchReverses the player's vertical momentum when pressing jump in mid-air, thrusting them in the opposite direction instead.
CA_JUMPBOOSTJump boostThe 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_AIRDRILLAir drillPressing 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_JUMPTHOKJump-thokA 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.

DecimalHexadecimalMode nameDescription
10x01BasicDisplays basic information on the HUD, such as the player's map coordinates and angle.
20x02DetailedDisplays more detailed information on the HUD, such as the player's XYZ momentum, scale, and ceiling/floor heights, etc.
40x04RandomizerDisplays information for PRNG seeds on the HUD.
80x08RenderPrints rendering-related debugging messages into the console.
160x10NiGHTS BasicDisplays 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.
320x20NiGHTSWhen 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.
640x40PolyObjPrints PolyObject-related debugging messages into the console.
1280x80GamelogicPrints miscellaneous gamelogic debugging messages into the console.
2560x100NetplayPrints multiplayer-related debugging messages into the console.
5120x200MemoryPrints memory-related debugging messages into the console, and displays the memory heap used.
10240x400SetupPrints 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.
20480x800LuaPrints Lua-related debugging messages into the console.
Sonic Robo Blast 2 - The Cutting Room Floor (2024)

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