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[Reusable] Sonic Robo Blast 2 Labyrinth

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Mystic Akito

What should I put here...
Sonic is a fast hedgehog, which is one of the main reason why SRB2's levels are so big and explorative. But what if we made him slow? Introducing, Sonic Robo Blast 2 Labyrinth, which makes Sonic slow, just like in Sonic Labyrinth!

Walking won't get you anywhere (fast), So you have to use your spindash! Be careful though, it could be dangerous if you use it the wrong way.

Since you cannot jump in the game, you can use springs to jump! Just press (or hold) the jump button to spawn a spring under your feet to jump! You can chain it up with a spindash in order to keep speed! You can also recurl by pressing spin in the air!

Sonic's thok has been down/upgraded to the Momentum Breaking Thok! Recurl and then press jump in order to stop all of your momentum and just fall staight onto the ground.

If you're feeling stuck, you can use the command labyrinth_stuck to turn super and move normally. It can only be used once per stage.

Well, I think that's it for what it can do. Why don't you give it a try?
 

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D00D64

Probably Responsible
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Judge
Welcome to releases! It's an interesting concept, but it's not quite like Labyrinth in a few areas; while there is a way to cut your momentum, it feels odd not being able to uncurl on the ground and pump the breaks like you can in Labyrinth. There's also no way to not get out of an overcharged spindash situation without using the air braking thok, where as Labyrinth would increase and then decrease your charge as you held it.

Still, I suppose maybe these arern't such a big deal after all, since you still have more control then you ever did in labyrinth, so its probably fine as is. Haven't played a whole campaign to know. Still neat though!
 

Pc-98 Fan

they stole my waifu, but not my husbando! >:)
omg i was hoping for this to be made!
now this is a real challenge i can do
 
Last edited:
Welcome to releases! It's an interesting concept, but it's not quite like Labyrinth in a few areas; while there is a way to cut your momentum, it feels odd not being able to uncurl on the ground and pump the breaks like you can in Labyrinth. There's also no way to not get out of an overcharged spindash situation without using the air braking thok, where as Labyrinth would increase and then decrease your charge as you held it.

Still, I suppose maybe these arern't such a big deal after all, since you still have more control then you ever did in labyrinth, so its probably fine as is. Haven't played a whole campaign to know. Still neat though!
I agree. It's a small thing, but I feel like these additions would be really handy, not to mention a visual indicator of how much the spindash is charged (like in Sonic Labyrinth)
 

Mystic Akito

What should I put here...
Ah, I see! I will try to take this criticism and try to add these in the next update! It will be hard though, since it would be my first time using sprites and drawing things onto the screen though.
 

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