This is a sub-page of Sonic Robo Blast 2/Archived Versions.
SRB2 2.0 was released in July of 2009. It was the first release after the "Final Demo" line, and therefore ended the situation where each new release was supposed to be the last one before the final version of the game. This version was huge for single player, as it added nine new stages to the campaign. This removed things like difficulty (Easy,Medium,Hard) and such, but also made all the mods for previous versions incompatible.
The first act of Arid Canyon Zone and Red Volcano Zone were there, but the second and third acts of those zones weren't finished yet. Deep Sea Zone and Egg Rock Zone were added too. Castle Eggman Zone got a remake here, this time taking place in a forest.
Changes from Final Demo 1.09.4#
This version of SRB2 was released in July of 2009. It was the first release after the "Final Demo" line, and therefore ended the situation where each new release was supposed to be the last one before the final version of the game.
This version was huge for singleplayer, as it added 9 new stages to the campaign.
This version also removed difficulty options (Aside from Ultimate Mode, still accessible via cheat code), and due to the vast scope of changes made all mods for previous versions were rendered incompatible, with a special utility being needed to convert them to work with the new version.
The first act of Arid Canyon and Red Volcano were present, but the second acts of those zones weren't finished yet. Deep Sea Zone and Egg Rock were added too. Castle Eggman got a remake here, this time it takes place in a forest.
Castle Eggman |
|---|
Special stages were reordered, and the weapon system for match mode was reworked, and everyone had a super form.
It added the hide and seek mode with respective stages.
This version changed the SRB2 palette completely for a more colorful one, and also finished Knuckles's sprites.
Unused Graphics#
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.
Options Menu#
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.
Black Chaos Emerald#
The eighth Chaos Emerald; it was used back in Version 1.09.4 as part of an Easter egg that has since been removed.
Doom Leftovers#
Although most of the original Doom graphics have been removed at this point, the A_DMG1/2/3 graphics are still in there, albeit with a messy palette.
Unused Level Headers#
Doomship Zone was meant to be a one-act zone to connect Dark City and Egg Rock. Due to conflicts with Deep Sea Zone (both zones abbreviate as DSZ), along with being a low priority for the team during the lead up to the July 2009 deadline, the level was scrapped (although it may return in future versions as Grand Eggship Zone). Sandwiched between the level headers for Dark City Act 2 and Egg Rock Act 1 is Doomship's level header.
#Level 14
#Levelname = ARID CANYON
#Act = 2
#MusicSlot = 14
#NextLevel = 15
#TypeOfLevel = 4099
#Weather = 0
#SkyNum = 13
#TimeAttack = 1
#LevelSelect = 1
#Level 15
#Levelname = ARID CANYON
#Act = 3
#MusicSlot = 3
#NextLevel = 16
#TypeOfLevel = 4097
#Weather = 0
#SkyNum = 13
#NoPerfectBonus = 1
#TimeAttack = 1
#LevelSelect = 1
#Level 18
#Levelname = RED VOLCANO
#Act = 3
#MusicSlot = 3
#NextLevel = 19
#TypeOfLevel = 4097
#Weather = 0
#SkyNum = 1
#NoPerfectBonus = 1
#TimeAttack = 1
#LevelSelect = 1
#Level 19
#Levelname = DARK CITY
#Act = 1
#MusicSlot = 19
#NextLevel = 20
#TypeOfLevel = 4097
#Weather = 0
#SkyNum = 19
#TimeAttack = 1
#LevelSelect = 1
#Level 20
#Levelname = DARK CITY
#Act = 2
#MusicSlot = 20
#NextLevel = 21
#TypeOfLevel = 4097
#Weather = 0
#SkyNum = 19
#NoPerfectBonus = 1
#TimeAttack = 1
#LevelSelect = 1
#Level 21
#Levelname = DOOM SHIP
#Act = 1
#MusicSlot = 21
#NextLevel = 22
#TypeOfLevel = 4099
#Weather = 0
#SkyNum = 21
#TimeAttack = 1
#LevelSelect = 1
Unused Boss#
Brak Eggman (Old Version 2.0)#
When 2.0 came out the final boss was different, the character was smaller and the textures were too. The arena originally featured collapsing platforms surrounding the arena, which were removed in 2.0.5. The falling lava and the walls which Knuckles can grab on did not exist in 2.0.0, as well as the skybox.
Unused Music#
There are a lot of unused music tracks in this game, many of which are left over from previous versions.
|
|
To do: |
File Name |
Sound |
Notes |
|---|---|---|
6 - Greenflower Zone Act 1 (Alternate) |
This is almost identical to the used song, but with GFZ2's drums. |
|
9 - Deep Sea Zone Act 2 (Remix) |
Rock remix of DSZ2's theme. |
|
12 - Boss Remix |
Rock remix of the boss theme. |
|
15 - Arid Canyon Remix |
Remix of ACZ's theme. There is a rather long fade-in. |
|
17 - Rocky Mountain Zone Act 1 |
Theme for the level that became Arid Canyon, with this theme later being remixed for the tutorial in 2.2. |
|
20 - Old Space Countdown |
Terrifying ambiance. This track was intended for the outer space segments in Egg Rock Zone, but was later scrapped and left unused. This sound actually originates from MDK2. |
|
21 - Doomship Zone |
Scrapped level theme. |
|
24 - Metal Sonic Battle |
...Hey, wait a minute...Metal Sonic's not here yetǃ This was later used for the Metal Sonic race in 2.1. |
|
25 - Virtual Sonic - Metal Sonic |
Originally used in the Match Test demo. |
|
27 - Egg Rock Zone Act 1 Premix (No Guitar) |
A mix of Egg Rock Zone without its lead guitar riff. |
|
28 - Final Fight Zone |
Old final boss music. The final boss present in 2.0 plays track 26 instead. This track would later be used in 2.1 for Egg Rock Core Zone. |
|
51 - Old Special Stage |
||
87 - Old Egg Rock |
Later re-used in 2.1 for the multiplayer map Orbital Hangar Zone. |
|
88 - Old Arid Canyon Zone Act 1 |
This theme and its second act mix were rejected for sounding too traditionally desert-y. |
|
89 - Old Arid Canyon Zone Act 2 |
||
94 - Zero Ring Zone |
All your base ar—no. |
|
96 - Mine Maze Zone Act 1 |
The other level 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 |
||
99 - Deep Sea Zone Act 1 Remix |
||
AK - Space Chase/The Final Countdown |
Most likely would've been used for Space Chase Zone in the SRB1 Remake included from 2.0-2.1, however Space Chase Zone was never made. In SRB1, Space Chase Zone was a stage where Sonic controlled a spaceship chasing after Dr. Eggman as he fled to the Ring Satellite. The complexity of this stage was likely why it was never used, but this song still lingers in the files regardless. |
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 an 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 Levels#
MAP17 (Blue Mountain Zone,Red Volcano Act 2)#
Blue Mountain Zone Act 2 was added in version 2.0 as a concept of a second act for Red Volcano zone. It was very short and incomplete. The idea was scrapped in favor of a normal volcano level for Red Volcano Zone Act 2. When version 2.1 came out, this level was deleted.
MAP57 (Secret Special Stage)#
A secret Special Stage. It is almost identical to the used Special Stage 7, but the textures are somewhat different (black crystals and light gray sky instead of gray crystals and black sky) and there are some platforms missing, making it slightly harder. As it is right now, it is unbeatable as the starting platform causes you to end the stage upon walking, although it won't grant you any emeralds anyways, not even the unused black emerald (see above).
Unused Things#
Thing 750 (Chaos Enemy Spawn Point)#
In Chaos mode, these things would generate enemies. Since Chaos was disabled, they don't do anything anymore.
Secret Sounds#
|
|
To do:
|
It's Over#
Hidden in the game until you 100% complete it (Collect all Emblems, then defeat the final boss with all Emeralds) is this humourous dialogue between SSNTails and Sonikku, the lead developers of the game. This ending speech is a reference to MDK2.
SSNTails: Yeah, well uhh.... *ahem* I'm glad it's over.
Sonikku: Yes, if there's one thing it is, it's over!
SSNTails: Yes, it's all over.
Sonikku: Yes, Eggman thwarted... over.
SSNTails: It certainly is, as they say... over.
Sonikku: SSN, what is it?
SSNTails: Over!
Sonikku: That's right! It! Is! Truly! Over.
SSNTails: You know, I can't help but think Sonikku that, I think the large adventure we just had is now... over.
Sonikku: Yes, you've just spent countless hours on a video game that was started... a long time ago. Fool! Sucker!
SSNTails: This message brought to you by Sonic Team Junior.
File Name |
Sound |
Notes |
|---|---|---|
DSPLASMA |
A megaman X Sound (Shooting) |
|
DSFIRXPL |
Another megaman X Sound |
|