What is Sonic Robo Blast 2, and why is the name so dumb?
Sonic Robo Blast 2 is a 3D Sonic fangame that's been in development since March 1998. It predates the release of Sonic Adventure, so it represents a stark divergent point in the way 3D Sonic gameplay should be handled. No homing attack here!
If its graphical style seems familiar, it's because it started life as a mod for the original Doom—although it's been so heavily modified over the decades that calling it a "Doom mod" is about as accurate as calling every game made with UE4 an "Unreal mod".
The name is so dumb because it's ostensibly a sequel to Sonic Robo Blast, a game made by a kid in the 90's and one of the earliest Sonic fangames.
...While in terms of official games, the greatest jump in sequel quality is obviously Street Fighter to Street Fighter II, I think this game takes the cake if it counts.
Why should I care?
Because it's a genuinely good game! It's my favorite platformer of all time. SRB2 is the only 3D platformer I've played that feels a 2D platformer. It's difficult to explain unless you already know what I'm talking about, but consider the difference between 2D Mario and 3D Mario.
But then there's SRB2. For better or for worse, it ignores many of the lessons of 3D platformer game design and instead controls like a 2D game in 3D. On one hand, this can be awful because SRB2 has one of the highest learning curves I've seen for such a simple game. But once you get used to it, you realize that the controls are amazing and it actually has the one of the most fun basic movement systems of any 3D platformer.
I understand why no other game plays like this, but I love it and I'm disappointed that it's the only game that does. I definitely think a huge reason for this game's enduring popularity for over 20 years is because of its controls and movement. If you like this style of gameplay, you literally cannot find it anywhere else.
Consider that the last person on the original team to work on this game moved on in 2009. The reason this game has been in development for so long is because it produced fans passionate enough to carry the torch long after its creators had left.
Anything I should know before playing?
This game started as a simple Doom mod, and it still feels Doom-y in a lot of ways. Thus, it's recommended that you play with keyboard+mouse controls (I play with keyboard-only because I prefer it, and other people like playing with a gamepad, but you should start with keyboard+mouse because that's what most people prefer).
Sonic can be very hard to control. In this game, momentum carries over to everything you do. Combined with Sonic's rapid acceleration, you'll quickly find yourself flailing all over the place completely out of control. It feels good to play once you master it, but that can take a while.I usually recommend Knuckles for new players. Play as the Sonic & Tails Duo (the default) and use Tails to fly over parts you find too challenging.
However, new to this update is "Auto Brake", an accessibility feature (enabled by default) that slows down and stops your character if you let go of the controls—which is actually how every other 3D platformer works. It should help out a lot. If you've ever played SRB2 before and had difficulty with the controls, now is the best time to try again.
What if I don't like 3D platformers?
Then you should try out SRB2 Kart, the popular kart racing spin-off.
I've played SRB2 before. What's new in this version?
Everything. It's the biggest update yet. Here's the changelog:
Where do I download it?
On the official website here!
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Screenshots by @Is SRB2 2.2 Out Yet? on Twitter, who has been posting "no" every day for years.
Sonic Robo Blast 2 is a 3D Sonic fangame that's been in development since March 1998. It predates the release of Sonic Adventure, so it represents a stark divergent point in the way 3D Sonic gameplay should be handled. No homing attack here!
If its graphical style seems familiar, it's because it started life as a mod for the original Doom—although it's been so heavily modified over the decades that calling it a "Doom mod" is about as accurate as calling every game made with UE4 an "Unreal mod".
The name is so dumb because it's ostensibly a sequel to Sonic Robo Blast, a game made by a kid in the 90's and one of the earliest Sonic fangames.
...While in terms of official games, the greatest jump in sequel quality is obviously Street Fighter to Street Fighter II, I think this game takes the cake if it counts.
Why should I care?
Because it's a genuinely good game! It's my favorite platformer of all time. SRB2 is the only 3D platformer I've played that feels a 2D platformer. It's difficult to explain unless you already know what I'm talking about, but consider the difference between 2D Mario and 3D Mario.
- In 2D Mario, you run fast, you jump high, and your momentum carries over to everything you do.
- In 3D Mario, you run slow, you jump low, and many actions that you take reset your momentum.
But then there's SRB2. For better or for worse, it ignores many of the lessons of 3D platformer game design and instead controls like a 2D game in 3D. On one hand, this can be awful because SRB2 has one of the highest learning curves I've seen for such a simple game. But once you get used to it, you realize that the controls are amazing and it actually has the one of the most fun basic movement systems of any 3D platformer.
I understand why no other game plays like this, but I love it and I'm disappointed that it's the only game that does. I definitely think a huge reason for this game's enduring popularity for over 20 years is because of its controls and movement. If you like this style of gameplay, you literally cannot find it anywhere else.
Consider that the last person on the original team to work on this game moved on in 2009. The reason this game has been in development for so long is because it produced fans passionate enough to carry the torch long after its creators had left.
Anything I should know before playing?
This game started as a simple Doom mod, and it still feels Doom-y in a lot of ways. Thus, it's recommended that you play with keyboard+mouse controls (I play with keyboard-only because I prefer it, and other people like playing with a gamepad, but you should start with keyboard+mouse because that's what most people prefer).
Sonic can be very hard to control. In this game, momentum carries over to everything you do. Combined with Sonic's rapid acceleration, you'll quickly find yourself flailing all over the place completely out of control. It feels good to play once you master it, but that can take a while.
However, new to this update is "Auto Brake", an accessibility feature (enabled by default) that slows down and stops your character if you let go of the controls—which is actually how every other 3D platformer works. It should help out a lot. If you've ever played SRB2 before and had difficulty with the controls, now is the best time to try again.
What if I don't like 3D platformers?
Then you should try out SRB2 Kart, the popular kart racing spin-off.
I've played SRB2 before. What's new in this version?
Everything. It's the biggest update yet. Here's the changelog:
SRB2.org said:SRB2 Version 2.2 Released!
Hey all. 5 years. It's been a wild ride for us, but we're finally done. 2.2 is available on the Downloads page (currently torrent-only). If you aren't familiar with torrents, there are instructions there for you.
I'm not going to bore you with an incredibly long post, so I'll keep it super brief. I want to give a heartfelt thank you to all of you who stuck with us over the past 5 years, and to all of you who helped contribute along the way. This release is a major milestone for all of us. We've been hyping up that 2.2 is a massive upgrade in virtually all respects, and I hope that you won't be disappointed. On behalf od the development team, enjoy!
General
Levels
- Slopes have been implemented into almost the entire campaign, including support for launching off of quarterpipes. No, before you ask, loops still aren't possible.
- An enormous number of graphics and textures have been updated or redone. Highlights include the title screen, Sonic and Tails, with separate sprites of Tails's tails for optimum mofumofu.
- Practically the entire soundtrack has been redone.
- Character sprites now face the direction the player's control inputs point instead of in the direction the camera is facing.
- Automatic braking, a new assist feature, has been added. While enabled, releasing the controls will cause the player's character to attempt to stop instead of coasting forward.
- Tails's AI has been significantly improved in Sonic & Tails mode, including allowing him to be commanded to fly you without using player 2's controls.
- The attraction, elemental, and force shields now have a jump-spin ability like whirlwind and armageddon already did.
- Continuing the game after getting a game over now starts the player with more lives for each continue used.
- The intro cutscene has been revamped with brand-new art, and the game now has a short ending sequence.
Interface
- Arid Canyon Zone Acts 2 and 3 now exist.
- Almost the entire rest of the campaign has been remade from scratch or significantly updated.
- Several bosses have had their arena and behavior updated.
- The final battles have been adjusted to make losing not kick the player all the way back to the beginning of Eggrock.
- A short, optional tutorial stage has been added.
- Two stages previously from the OLDC have been included as unlockables.
- Cooperative mode now uses the old 2.0 special stages, which have been slightly updated to be more multiplayer-friendly.
Engine/Editing
- The menus have been massively revamped to both look better and be easier to understand.
- Controls, menus, and various other things have been renamed to make them easier to understand.
- Record attack now has HUD elements to display the buttons being pressed both during gameplay and while watching replays.
- Multiple accessibility features have been added, including closed-captioning and the ability to adjust the palette at runtime to add contrast to aid colorblind players.
- The palette has changed again to provide slightly more diverse color options
- Music no longer restarts from the beginning after an interruption, such as getting an extra life.
- Plugging in a controller during gameplay will allow that controller to be used instead of requiring the game to be restarted to recognize it.
- Added support for paper sprites, which allow the sprite to be rendered as if it's on an upright piece of paper, becoming thinner when viewed at an angle and disappearing entirely when viewed from the side. Think Paper Mario.
- Textures can now be used as flats (but not vice-versa).
- Skybox rendering has been significantly optimized.
- PNG images can now be used as graphics, at any resolution (but not too high or you'll run out of memory).
- Sprite rotation is now supported.
- libopenmpt support
- Added support for the MD3 model format.
- So many Lua changes we couldn't possibly hope to list them all here.
Where do I download it?
On the official website here!
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Screenshots by @Is SRB2 2.2 Out Yet? on Twitter, who has been posting "no" every day for years.
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