List of states

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This is a full list of states that are available in SRB2. There are 1963 states, as well as 2048 freeslots that are not occupied in an unmodified game.

State number State name Description
Miscellaneous
0 S_NULL Empty state, automatically removes the Object that uses it from existence
1 S_UNKNOWN Used as a fallback when a state cannot be found, displays a warning graphic
2 S_INVISIBLE Generic state with indeterminate duration for invisible Objects
3 S_SPAWNSTATE Auxiliary state, automatically redirects the Object that uses it to its SpawnState
4 S_SEESTATE Automatically redirects the Object that uses it to its SeeState
5 S_MELEESTATE Automatically redirects the Object that uses it to its MeleeState
6 S_MISSILESTATE Automatically redirects the Object that uses it to its MissileState
7 S_DEATHSTATE Automatically redirects the Object that uses it to its DeathState
8 S_XDEATHSTATE Automatically redirects the Object that uses it to its XDeathState
9 S_RAISESTATE Automatically redirects the Object that uses it to its RaiseState
10 S_THOK Thok trail
Player
11 S_PLAY_STND Standing
12–13 S_PLAY_TAP1–S_PLAY_TAP2 Boredom
14–21 S_PLAY_RUN1–S_PLAY_RUN8 Walking
22–25 S_PLAY_SPD1–S_PLAY_SPD4 Running
26–29 S_PLAY_ATK1–S_PLAY_ATK4 Jumping/spinning
30 S_PLAY_SPRING Bouncing off a spring
31–32 S_PLAY_FALL1–S_PLAY_FALL2 Falling
33–34 S_PLAY_ABL1–S_PLAY_ABL2 Double-jump ability (thok/fly/glide etc.)
35–38 S_PLAY_SPC1–S_PLAY_SPC4 Additional abilities
39–43 S_PLAY_CLIMB1–S_PLAY_CLIMB5 Climbing
44 S_PLAY_GASP Gasping for air
45 S_PLAY_PAIN Hurt
46 S_PLAY_DIE Dying
47–48 S_PLAY_TEETER1–S_PLAY_TEETER2 Teetering on an edge
49 S_PLAY_CARRY Being carried
50 S_PLAY_SUPERSTAND Super form standing
51–52 S_PLAY_SUPERWALK1–S_PLAY_SUPERWALK2 Super form walking
53–54 S_PLAY_SUPERFLY1–S_PLAY_SUPERFLY2 Super form running
55 S_PLAY_SUPERTEETER Super form teetering on an edge
56 S_PLAY_SUPERHIT Super form hurt
57–65 S_PLAY_SUPERTRANS1–S_PLAY_SUPERTRANS9 Super form transformation
66 S_OBJPLACE_DUMMY Dummy state for Object placement mode
67–68 S_PLAY_BOX1–S_PLAY_BOX2 Face for Extra Life Monitor
69–71 S_PLAY_ICON1–S_PLAY_ICON3 Face for Extra Life Monitor icon
72 S_PLAY_SIGN Face for Level End Sign
Enemies
73 S_POSS_STND Blue Crawla standing
74–79 S_POSS_RUN1–S_POSS_RUN6 Blue Crawla movement
80 S_SPOS_STND Red Crawla standing
81–86 S_SPOS_RUN1–S_SPOS_RUN6 Red Crawla movement
87–90 S_FISH1–S_FISH4 SDURF jumping
91–92 S_BUZZLOOK1–S_BUZZLOOK2 Golden Buzz idle
93–94 S_BUZZFLY1–S_BUZZFLY2 Golden Buzz movement
95–96 S_RBUZZLOOK1–S_RBUZZLOOK2 Red Buzz idle
97–98 S_RBUZZFLY1–S_RBUZZFLY2 Red Buzz movement
99–100 S_BBUZZFLY1–S_BBUZZFLY2 AquaBuzz movement
101–102 S_JETBLOOK1–S_JETBLOOK2 Jetty-Syn Bomber idle
103–104 S_JETBZOOM1–S_JETBZOOM2 Jetty-Syn Bomber movement
105–106 S_JETGLOOK1–S_JETGLOOK2 Jetty-Syn Gunner idle
107–108 S_JETGZOOM1–S_JETGZOOM2 Jetty-Syn Gunner movement
109–110 S_JETGSHOOT1–S_JETGSHOOT2 Jetty-Syn Gunner shooting
111–112 S_CCOMMAND1–S_CCOMMAND2 Crawla Commander movement
113–114 S_CCOMMAND3–S_CCOMMAND4 Crawla Commander bouncing
115 S_DETON1 Deton idle
116–129 S_DETON2–S_DETON15 Deton movement
130 S_DETON16 Deton death
131–132 S_SKIM1–S_SKIM2 Skim movement
133–134 S_SKIM3–S_SKIM4 Skim dropping mine
135 S_TURRET Turret charging
136 S_TURRETFIRE Turret firing
137–145 S_TURRETSHOCK1–S_TURRETSHOCK9 Turret death
146 S_TURRETLOOK Pop-up Turret idle
147 S_TURRETSEE Pop-up Turret spotting a player
148–155 S_TURRETPOPUP1–S_TURRETPOPUP8 Pop-up Turret popping up
156 S_TURRETSHOOT Pop-up Turret shooting
157–164 S_TURRETPOPDOWN1–S_TURRETPOPDOWN8 Pop-up Turret popping down
165 S_SHARP_ROAM1 Sharp standing
166 S_SHARP_ROAM2 Sharp movement
167–170 S_SHARP_AIM1–S_SHARP_AIM4 Sharp changing color
171 S_SHARP_SPIN Sharp spinning
172–179 S_JETJAW_ROAM1–S_JETJAW_ROAM8 Jet Jaw roaming
180–195 S_JETJAW_CHOMP1–S_JETJAW_CHOMP16 Jet Jaw chomping
196 S_SNAILER1 Snailer movement
197 S_VULTURE_STND BASH idle
198–201 S_VULTURE_VTOL1–S_VULTURE_VTOL4 BASH aiming
202–206 S_VULTURE_ZOOM1–S_VULTURE_ZOOM5 BASH attacking
207 S_POINTY1 Pointy movement
208 S_POINTYBALL1 Pointy spikeball
209 S_ROBOHOOD_LOOK Robo-Hood idle
210 S_ROBOHOOD_STND Robo-Hood checking target proximity
211 S_ROBOHOOD_SHOOT Robo-Hood shooting
212–213 S_ROBOHOOD_JUMP–S_ROBOHOOD_JUMP2 Robo-Hood jumping
214 S_ROBOHOOD_FALL Robo-Hood falling
215–220 S_FACESTABBER_STND1–S_FACESTABBER_STND6 CastleBot FaceStabber movement
221–224 S_FACESTABBER_CHARGE1–S_FACESTABBER_CHARGE4 CastleBot FaceStabber attacking
225 S_EGGGUARD_STND Egg Guard standing
226–229 S_EGGGUARD_WALK1–S_EGGGUARD_WALK4 Egg Guard walking
230–232 S_EGGGUARD_MAD1–S_EGGGUARD_MAD3 Egg Guard losing shield
233–236 S_EGGGUARD_RUN1–S_EGGGUARD_RUN4 Egg Guard running
237 S_EGGSHIELD Egg Guard shield
238 S_GSNAPPER_STND Green Snapper standing
239–242 S_GSNAPPER1–S_GSNAPPER4 Green Snapper movement
243 S_MINUS_STND Minus idle
244 S_MINUS_DIGGING Minus digging
245 S_MINUS_POPUP Minus popping up
246–253 S_MINUS_UPWARD1–S_MINUS_UPWARD1 Minus ascending
254–261 S_MINUS_DOWNWARD1–S_MINUS_DOWNWARD8 Minus descending
262 S_SSHELL_STND Green Spring Shell idle
263–266 S_SSHELL_RUN1–S_SSHELL_RUN4 Green Spring Shell movement
267–270 S_SSHELL_SPRING1–S_SSHELL_SPRING4 Green Spring Shell being bounced off
271 S_YSHELL_STND Yellow Spring Shell idle
272–275 S_YSHELL_RUN1–S_YSHELL_RUN4 Yellow Spring Shell movement
276–279 S_YSHELL_SPRING1–S_YSHELL_SPRING4 Yellow Spring Shell being bounced off
280 S_UNIDUS_STND Unidus idle
281 S_UNIDUS_RUN Unidus movement
282 S_UNIDUS_BALL Unidus spikeball
Bosses
283–289 S_BPLD1–S_BPLD7 Boss explosion
290–295 S_SONIC3KBOSSEXPLOSION1–S_SONIC3KBOSSEXPLOSION6 S3&K boss explosion
296–297 S_JETFUME1–S_JETFUME2 Jet fume
298 S_EGGMOBILE_STND Egg Mobile idle
299–308 S_EGGMOBILE_LATK1–S_EGGMOBILE_LATK10 Egg Mobile laser attack from left side
309–318 S_EGGMOBILE_RATK1–S_EGGMOBILE_RATK10 Egg Mobile laser attack from right side
319–328 S_EGGMOBILE_PANIC1–S_EGGMOBILE_PANIC10 Egg Mobile dashing away from the player
329–330 S_EGGMOBILE_PAIN–S_EGGMOBILE_PAIN2 Egg Mobile hurt
331–344 S_EGGMOBILE_DIE1–S_EGGMOBILE_DIE14 Egg Mobile dying
345–346 S_EGGMOBILE_FLEE1–S_EGGMOBILE_FLEE2 Egg Mobile fleeing
347 S_EGGMOBILE_BALL Egg Mobile spikeball
348 S_EGGMOBILE_TARGET Egg Mobile target helper
349 S_EGGMOBILE2_STND Egg Slimer movement
350–356 S_EGGMOBILE2_POGO1–S_EGGMOBILE2_POGO7 Egg Slimer bouncing
357–358 S_EGGMOBILE2_PAIN–S_EGGMOBILE2_PAIN2 Egg Slimer hurt
360–372 S_EGGMOBILE2_DIE1–S_EGGMOBILE2_DIE14 Egg Slimer dying
373–374 S_EGGMOBILE2_FLEE1–S_EGGMOBILE2_FLEE2 Egg Slimer fleeing
375 S_BOSSTANK1 Egg Slimer tank 1
376 S_BOSSTANK2 Egg Slimer tank 2
377 S_BOSSSPIGOT Egg Slimer spigot
378–380 S_GOOP1–S_GOOP3 Egg Slimer goop
381 S_EGGMOBILE3_STND Sea Egg movement
382–389 S_EGGMOBILE3_ATK1–S_EGGMOBILE3_ATK3A–S_EGGMOBILE3_ATK3D–S_EGGMOBILE3_ATK5 Sea Egg firing torpedos
390–409 S_EGGMOBILE3_LAUGH1–S_EGGMOBILE3_LAUGH20 Sea Egg laughing
410–411 S_EGGMOBILE3_PAIN–S_EGGMOBILE3_PAIN2 Sea Egg hurt
412–425 S_EGGMOBILE3_DIE1–S_EGGMOBILE3_DIE14 Sea Egg dying
426–427 S_EGGMOBILE3_FLEE1–S_EGGMOBILE3_FLEE2 Sea Egg fleeing
428–434 S_PROPELLER1–S_PROPELLER7 Sea Egg propeller
435 S_FAKEMOBILE_INIT Sea Egg decoy initialization
436 S_FAKEMOBILE Sea Egg decoy movement
437–444 S_FAKEMOBILE_ATK1–S_FAKEMOBILE_ATK3A–S_FAKEMOBILE_ATK3D–S_FAKEMOBILE_ATK5 Sea Egg decoy firing torpedos
445 S_EGGMOBILE4_STND Eggscalibur idle
446–451 S_EGGMOBILE4_LATK1–S_EGGMOBILE4_LATK6 Eggscalibur attack from left side
452–457 S_EGGMOBILE4_RATK1–S_EGGMOBILE4_RATK6 Eggscalibur attack from right side
458–467 S_EGGMOBILE4_RAISE1–S_EGGMOBILE4_RAISE10 Eggscalibur raising cage
468 S_EGGMOBILE4_PAIN Eggscalibur hurt
469–482 S_EGGMOBILE4_DIE1–S_EGGMOBILE4_DIE14 Eggscalibur dying
483–484 S_EGGMOBILE4_FLEE1–S_EGGMOBILE4_FLEE2 Eggscalibur fleeing
485 S_EGGMOBILE4_MACE Eggscalibur mace
486–487 S_JETFLAME1–S_JETFLAME2 Eggscalibur jet flame
488–489 S_BLACKEGG_STND–S_BLACKEGG_STND2 Brak Eggman (Old) standing
490–495 S_BLACKEGG_WALK1–S_BLACKEGG_WALK6 Brak Eggman (Old) walking
496–497 S_BLACKEGG_SHOOT1–S_BLACKEGG_SHOOT2 Brak Eggman (Old) firing goop
498–532 S_BLACKEGG_PAIN1–S_BLACKEGG_PAIN35 Brak Eggman (Old) hurt
534–536 S_BLACKEGG_HITFACE1–S_BLACKEGG_HITFACE4 Brak Eggman (Old) hitting his head
537–541 S_BLACKEGG_DIE1–S_BLACKEGG_DIE5 Brak Eggman (Old) dying
542–544 S_BLACKEGG_MISSILE1–S_BLACKEGG_MISSILE3 Brak Eggman (Old) firing missiles
545 S_BLACKEGG_GOOP Brak Eggman (Old) firing cannonballs
546–547 S_BLACKEGG_JUMP1–S_BLACKEGG_JUMP2 Brak Eggman (Old) jumping
548–550 S_BLACKEGG_DESTROYPLAT1–S_BLACKEGG_DESTROYPLAT3 Brak Eggman (Old) destroying the middle platform
551 S_BLACKEGG_HELPER Brak Eggman (Old) collision helper
552–558 S_BLACKEGG_GOOP1–S_BLACKEGG_GOOP7 Brak Eggman (Old) goop
559 S_BLACKEGG_MISSILE Brak Eggman (Old) missile
560 S_CYBRAKDEMON_IDLE Brak Eggman idle
561–566 S_CYBRAKDEMON_WALK1–S_CYBRAKDEMON_WALK6 Brak Eggman walking
567 S_CYBRAKDEMON_CHOOSE_ATTACK1 Brak Eggman choosing between missile and flamethrower attack
568–573 S_CYBRAKDEMON_MISSILE_ATTACK1–S_CYBRAKDEMON_MISSILE_ATTACK6 Brak Eggman missile attack
574–577 S_CYBRAKDEMON_FLAME_ATTACK1–S_CYBRAKDEMON_FLAME_ATTACK4 Brak Eggman flamethrower attack
578 S_CYBRAKDEMON_CHOOSE_ATTACK2 Brak Eggman choosing between line-of-sight and napalm attack
579–584 S_CYBRAKDEMON_VILE_ATTACK1–S_CYBRAKDEMON_VILE_ATTACK6 Brak Eggman line-of-sight attack
585–587 S_CYBRAKDEMON_NAPALM_ATTACK1–S_CYBRAKDEMON_NAPALM_ATTACK3 Brak Eggman napalm attack
588–589 S_CYBRAKDEMON_FINISH_ATTACK1–S_CYBRAKDEMON_FINISH_ATTACK2 Brak Eggman finishing an attack (remove MF2_FRET if just hit and force a delay before next attack)
590–592 S_CYBRAKDEMON_PAIN1–S_CYBRAKDEMON_PAIN3 Brak Eggman hurt
593–600 S_CYBRAKDEMON_DIE1–S_CYBRAKDEMON_DIE8 Brak Eggman dying
601 S_CYBRAKDEMON_DEINVINCIBLERIZE Brak Eggman making itself vulnerable
602 S_CYBRAKDEMON_INVINCIBLERIZE Brak Eggman making itself invulnerable
603 S_CYBRAKDEMONMISSILE Brak Eggman rocket
604–606 S_CYBRAKDEMONMISSILE_EXPLODE1–S_CYBRAKDEMONMISSILE_EXPLODE3 Brak Eggman rocket exploding
607–609 S_CYBRAKDEMONFLAMESHOT_FLY1–S_CYBRAKDEMONFLAMESHOT_FLY3 Brak Eggman flame flying through the air
610 S_CYBRAKDEMONFLAMESHOT_DIE Brak Eggman flame hitting an object/wall/floor
611 S_CYBRAKDEMONFLAMEREST Brak Eggman flame resting on the ground
612–613 S_CYBRAKDEMONELECTRICBARRIER_INIT1–S_CYBRAKDEMONELECTRICBARRIER_INIT2 Brak Eggman electric barrier initialization
614 S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND Brak Eggman electric barrier playing sound
615–638 S_CYBRAKDEMONELECTRICBARRIER1–S_CYBRAKDEMONELECTRICBARRIER24 Brak Eggman electric barrier animation
639–641 S_CYBRAKDEMONELECTRICBARRIER_DIE1–S_CYBRAKDEMONELECTRICBARRIER_DIE3 Brak Eggman electric barrier shorting out
642 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHECK Brak Eggman electric barrier determining whether to spark
643 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMSUCCESS Brak Eggman electric barrier deciding to spark
644 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMCHOOSE Brak Eggman electric barrier choosing frame to display
645–656 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM1–S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOM12 Brak Eggman electric barrier sparking
657 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMFAIL Brak Eggman electric barrier deciding not to spark
658 S_CYBRAKDEMONELECTRICBARRIER_SPARK_RANDOMLOOP Brak Eggman electric barrier loop state
659–661 S_CYBRAKDEMONELECTRICBARRIER_REVIVE1–S_CYBRAKDEMONELECTRICBARRIER_REVIVE3 Brak Eggman electric barrier respawning
662–675 S_CYBRAKDEMONTARGETRETICULE1–S_CYBRAKDEMONTARGETRETICULE14 Brak Eggman target reticule animation
676 S_CYBRAKDEMONTARGETDOT Brak Eggman target dot
677–680 S_CYBRAKDEMONNAPALMBOMBLARGE_FLY1–S_CYBRAKDEMONNAPALMBOMBLARGE_FLY4 Brak Eggman napalm bomb flying through the air
681–684 S_CYBRAKDEMONNAPALMBOMBLARGE_DIE1–S_CYBRAKDEMONNAPALMBOMBLARGE_DIE4 Brak Eggman napalm bomb hitting an object
685 S_CYBRAKDEMONNAPALMBOMBSMALL Brak Eggman napalm bomb (small) flying through the air
686–690 S_CYBRAKDEMONNAPALMBOMBSMALL_DIE1–S_CYBRAKDEMONNAPALMBOMBSMALL_DIE5 Brak Eggman napalm bomb (small) hitting an object/wall/floor
691–696 S_CYBRAKDEMONNAPALMFLAME_FLY1–S_CYBRAKDEMONNAPALMFLAME_FLY6 Brak Eggman napalm bomb flame flying through the air
697 S_CYBRAKDEMONNAPALMFLAME_DIE Brak Eggman napalm bomb flame hitting an object/wall/floor
698–700 S_CYBRAKDEMONVILEEXPLOSION1–S_CYBRAKDEMONVILEEXPLOSION3 Brak Eggman line-of-sight attack explosion
701 S_METALSONIC_STAND Metal Sonic (Race) standing
702–703 S_METALSONIC_WAIT1–S_METALSONIC_WAIT2 Metal Sonic (Race) waiting
704–711 S_METALSONIC_WALK1–S_METALSONIC_WALK8 Metal Sonic (Race) walking
712–715 S_METALSONIC_RUN1–S_METALSONIC_RUN4 Metal Sonic (Race) running
716 S_METALSONIC_FLOAT Metal Sonic (Battle) hovering
717 S_METALSONIC_VECTOR Metal Sonic (Battle) dodging an attack
718 S_METALSONIC_STUN Metal Sonic (Battle) stunned after dodging an attack
719 S_METALSONIC_BLOCK Metal Sonic (Battle) blocking (unused?)
720 S_METALSONIC_RAISE Metal Sonic (Battle) raising into the air to charge an attack
721 S_METALSONIC_GATHER Metal Sonic (Battle) gathering energy for an attack
722 S_METALSONIC_DASH Metal Sonic (Battle) dashing attack
723 S_METALSONIC_BOUNCE Metal Sonic (Battle) bouncing off walls during dashing attack
724 S_METALSONIC_SHOOT Metal Sonic (Battle) shooting energy balls
725 S_METALSONIC_PAIN Metal Sonic (Battle) hurt
726 S_METALSONIC_DEATH Metal Sonic (Battle) dying
727–730 S_METALSONIC_FLEE1–S_METALSONIC_FLEE4 Metal Sonic (Battle) fleeing
731–742 S_MSSHIELD_F1–S_MSSHIELD_F12 Metal Sonic shield
Collectibles
743 S_RING Ring
744 S_BLUEBALL Blue sphere (for Special Stages)
745 S_BLUEBALLSPARK Blue sphere pickup spark
746–748 S_GRAVWELLGREEN–S_GRAVWELLGREEN3 Green gravity well (unused)
749–751 S_GRAVWELLRED–S_GRAVWELLRED3 Red gravity well (unused)
752 S_TEAMRING CTF Team Ring (red and blue)
753 S_EMMY Special Stage Token
754 S_TOKEN Special Stage Token (non-collectible part), static version
755 S_MOVINGTOKEN Special Stage Token (non-collectible part), movable version
756 S_REDFLAG CTF Red Flag
757 S_BLUEFLAG CTF Blue Flag
758–783 S_EMBLEM1–S_EMBLEM26 Emblem
784 S_CEMG1 Chaos Emerald 1 (Green)
785 S_CEMG2 Chaos Emerald 2 (Purple)
786 S_CEMG3 Chaos Emerald 3 (Blue)
787 S_CEMG4 Chaos Emerald 4 (Light Blue)
788 S_CEMG5 Chaos Emerald 5 (Orange)
789 S_CEMG6 Chaos Emerald 6 (Red)
790 S_CEMG7 Chaos Emerald 7 (Gray)
791 S_EMER1 Emerald Hunt Location
Interactive Objects
792–796 S_FAN–S_FAN5 Fan
797–798 S_BUBBLES1–S_BUBBLES2 Air Bubble Patch
799–849 S_SIGN1–S_SIGN51 Level End Sign spinning
850 S_SIGN52 Eggman Level End Sign
851 S_SIGN53 "CLEAR!" Level End Sign
852–859 S_STEAM1–S_STEAM8 Gas Jet
860–867 S_SPIKEBALL1–S_SPIKEBALL8 Spikeball
868–873 S_SPINFIRE1–S_SPINFIRE6 Elemental Shield fire trail
874–879 S_SPIKE1–S_SPIKE6 Spike
880–881 S_SPIKED1–S_SPIKED2 Spike fragments (when destroyed by Metal Sonic (Race))
882 S_STARPOST_IDLE Star Post idle
883 S_STARPOST_FLASH Star Post flashing
884 S_STARPOST_SPIN Star Post spinning
885–892 S_BIGMINE1–S_BIGMINE8 Big Floating Mine and Big Floating Mine (Air)
893–895 S_CANNONLAUNCHER1–S_CANNONLAUNCHER3 Cannonball Launcher
Monitors
896 S_SUPERRINGBOX Super Ring Monitor (10 Rings) displaying icon
897 S_SUPERRINGBOX1 Super Ring Monitor (10 Rings) displaying static
898–902 S_SUPERRINGBOX2–S_SUPERRINGBOX6 Super Ring Monitor (10 Rings) icon floating
903 S_REDRINGBOX CTF Team Ring Box (Red) displaying icon
904 S_REDRINGBOX1 CTF Team Ring Box (Red) displaying static
905 S_BLUERINGBOX CTF Team Ring Box (Blue) displaying icon
906 S_BLUERINGBOX1 CTF Team Ring Box (Blue) displaying static
907 S_SHTV Super Sneakers Monitor displaying icon
908 S_SHTV1 Super Sneakers Monitor displaying static
909–913 S_SHTV2–S_SHTV6 Super Sneakers Monitor icon floating
914 S_PINV Invincibility Monitor displaying icon
915 S_PINV1 Invincibility Monitor displaying static
916–920 S_PINV2–S_PINV6 Invincibility Monitor icon floating
921 S_PRUP Extra Life Monitor displaying icon
922 S_PRUP1 Extra Life Monitor displaying static
923–927 S_PRUP2–S_PRUP6 Extra Life Monitor icon floating
928 S_YLTV Attraction Shield Monitor displaying icon
929 S_YLTV1 Attraction Shield Monitor displaying static
930–934 S_YLTV2–S_YLTV6 Attraction Shield Monitor icon floating
935 S_BLTV1 Force Shield Monitor displaying icon
936 S_BLTV2 Force Shield Monitor displaying static
937–941 S_BLTV3–S_BLTV7 Force Shield Monitor icon floating
942 S_BKTV1 Armageddon Shield Monitor displaying icon
943 S_BKTV2 Armageddon Shield Monitor displaying static
944–948 S_BKTV3–S_BKTV7 Armageddon Shield Monitor icon floating
949 S_WHTV1 Whirlwind Shield Monitor displaying icon
950 S_WHTV2 Whirlwind Shield Monitor displaying static
951–955 S_WHTV3–S_WHTV7 Whirlwind Shield Monitor icon floating
956 S_GRTV Elemental Shield Monitor displaying icon
957 S_GRTV1 Elemental Shield Monitor displaying static
958–962 S_GRTV2–S_GRTV6 Elemental Shield Monitor icon floating
963 S_PITV1 Pity Shield Monitor displaying icon
964 S_PITV2 Pity Shield Monitor displaying static
965–969 S_PITV3–S_PITV7 Pity Shield Monitor icon floating
970 S_EGGTV1 Eggman Monitor displaying icon
971 S_EGGTV2 Eggman Monitor displaying static
972–976 S_EGGTV3–S_EGGTV7 Eggman Monitor icon floating
977 S_MIXUPBOX1 Teleporter Monitor displaying icon
978 S_MIXUPBOX2 Teleporter Monitor displaying static
979–983 S_MIXUPBOX3–S_MIXUPBOX7 Teleporter Monitor icon floating
984 S_RECYCLETV1 Recycler Monitor displaying icon
985 S_RECYCLETV2 Recycler Monitor displaying static
986–990 S_RECYCLETV3–S_RECYCLETV7 Recycler Monitor icon floating
991 S_RANDOMBOX1 Random Monitor displaying icon
992 S_RANDOMBOX2 Random Monitor displaying static
993 S_RANDOMBOX3 Random Monitor choosing a powerup
994 S_GBTV1 Gravity Boots Monitor displaying icon
995 S_GBTV2 Gravity Boots Monitor displaying static
996–1000 S_GBTV3–S_GBTV7 Gravity Boots Monitor icon floating
1001 S_SCORETVA1 Score Monitor (1,000 Points) displaying icon
1002 S_SCORETVA2 Score Monitor (1,000 Points) displaying static
1003–1007 S_SCORETVA3–S_SCORETVA7 Score Monitor (1,000 Points) icon floating
1008 S_SCORETVB1 Score Monitor (10,000 Points) displaying icon
1009 S_SCORETVB2 Score Monitor (10,000 Points) displaying static
1010–1014 S_SCORETVB3–S_SCORETVB7 Score Monitor (10,000 Points) icon floating
1015–1016 S_MONITOREXPLOSION1–S_MONITOREXPLOSION2 Monitor explosion
1017–1018 S_REDMONITOREXPLOSION1–S_REDMONITOREXPLOSION2 CTF Team Ring Box (Red) explosion
1019–1020 S_BLUEMONITOREXPLOSION1–S_BLUEMONITOREXPLOSION2 CTF Team Ring Box (Blue) explosion
Projectiles
1021 S_ROCKET Snailer Rocket
1022 S_LASER Egg Mobile Laser
1023 S_TORPEDO Sea Egg Torpedo
1024–1025 S_ENERGYBALL1–S_ENERGYBALL2 Metal Sonic (Battle) Energy ball
1026 S_MINE1 Jetty-Syn Bomber/Skim Mine falling
1027–1030 S_MINE_BOOM1–S_MINE_BOOM4 Jetty-Syn Bomber/Skim Mine exploding
1031–1032 S_JETBULLET1–S_JETBULLET2 Jetty-Syn Gunner Bullet
1033 S_TURRETLASER Turret Laser
1034–1035 S_TURRETLASEREXPLODE1–S_TURRETLASEREXPLODE2 Turret Laser exploding
1036 S_CANNONBALL1 Launched/Decorative Cannonball
1037 S_ARROW Robo-Hood Arrow
1038 S_ARROWUP Robo-Hood Arrow pointing upwards
1039 S_ARROWDOWN Robo-Hood Arrow pointing downwards
1040–1045 S_DEMONFIRE1–S_DEMONFIRE6 Trapgoyle Fireball
Greenflower Zone scenery
1046–1047 S_GFZFLOWERA–S_GFZFLOWERA2 GFZ Flower
1048–1049 S_GFZFLOWERB1–S_GFZFLOWERB2 Sunflower
1050 S_GFZFLOWERC1 Budding Flower
1051 S_BERRYBUSH Berry Bush
1052 S_BUSH Bush
Techno Hill Zone scenery
1053–1056 S_THZPLANT1–S_THZPLANT4 THZ Flower
1057 S_ALARM1 Alarm
Deep Sea Zone scenery
1058 S_GARGOYLE Gargoyle
1059 S_SEAWEED1 Seaweed
1060–1064 S_SEAWEED2–S_SEAWEED6 Seaweed animation (unused)
1065–1068 S_DRIPA1–S_DRIPA4 Dripping Water Source
1069 S_DRIPB1 Dripping Water falling
1070–1071 S_DRIPC1–S_DRIPC2 Dripping Water disappearing
1072 S_CORAL1 Coral (Green)
1073 S_CORAL2 Coral (Red)
1074 S_CORAL3 Coral (Orange)
1075 S_BLUECRYSTAL1 Blue Crystal
Castle Eggman Zone scenery
1076 S_CEZCHAIN Chain
1077–1080 S_FLAME1–S_FLAME4 Torch
1081 S_EGGSTATUE1 Eggman Statue
1082–1083 S_SLING1–S_SLING2 Hidden Sling
1084 S_SMALLMACECHAIN Small Mace Chain
1085 S_BIGMACECHAIN Big Mace Chain
1086 S_SMALLMACE Small Mace
1087 S_BIGMACE Big Mace
1088 S_CEZFLOWER1 CEZ Flower
Arid Canyon Zone scenery
1089 S_BIGTUMBLEWEED Tumbleweed (Big) idle
1090–1097 S_BIGTUMBLEWEED_ROLL1–S_BIGTUMBLEWEED_ROLL8 Tumbleweed (Big) bouncing
1098 S_LITTLETUMBLEWEED Tumbleweed (Small) idle
1099–1106 S_LITTLETUMBLEWEED_ROLL1–S_LITTLETUMBLEWEED_ROLL8 Tumbleweed (Small) bouncing
1107 S_CACTI1 Cactus with Brown Flower
1108 S_CACTI2 Cactus with Brown Flower (Tall)
1109 S_CACTI3 Cactus with Blue Flower
1110 S_CACTI4 Cactus with Blue Flower (Tall)
Red Volcano Zone scenery
1111 S_FLAMEJETSTND Flame Jet idle
1112 S_FLAMEJETSTART Flame Jet turning on
1113 S_FLAMEJETSTOP Flame Jet turning off
1114–1116 S_FLAMEJETFLAME1–S_FLAMEJETFLAME3 Flame Jet Flame
1117–1125 S_FJSPINAXISA1–S_FJSPINAXISA9 Spinning Flame Jet (Counter-Clockwise)
1126–1128 S_FJSPINHELPERA1–S_FJSPINHELPERA3 Spinning Flame Jet (Counter-Clockwise) helper
1129–1137 S_FJSPINAXISB1–S_FJSPINAXISB9 Spinning Flame Jet (Clockwise)
1138–1140 S_FJSPINHELPERB1–S_FJSPINHELPERB3 Spinning Flame Jet (Clockwise) helper
1141–1146 S_FLAMEJETFLAMEB1–S_FLAMEJETFLAMEB6 Spinning Flame Jet Flame
Azure Temple Zone scenery
1147 S_TRAPGOYLE Trapgoyle
1148 S_TRAPGOYLE_CHECK Trapgoyle preparing to shoot
1149–1151 S_TRAPGOYLE_FIRE1–S_TRAPGOYLE_FIRE3 Trapgoyle shooting fireballs
1152 S_TRAPGOYLEUP Trapgoyle (Up)
1153 S_TRAPGOYLEUP_CHECK Trapgoyle (Up) preparing to shoot
1154–1156 S_TRAPGOYLEUP_FIRE1–S_TRAPGOYLEUP_FIRE3 Trapgoyle (Up) shooting fireballs
1157 S_TRAPGOYLEDOWN Trapgoyle (Down)
1158 S_TRAPGOYLEDOWN_CHECK Trapgoyle (Down) preparing to shoot
1159–1161 S_TRAPGOYLEDOWN_FIRE1–S_TRAPGOYLEDOWN_FIRE3 Trapgoyle (Down) shooting fireballs
1162 S_TRAPGOYLELONG Trapgoyle (Long)
1163 S_TRAPGOYLELONG_CHECK Trapgoyle (Long) preparing to shoot
1164–1168 S_TRAPGOYLELONG_FIRE1–S_TRAPGOYLELONG_FIRE5 Trapgoyle (Long) shooting fireballs
1169 S_TARGET_IDLE ATZ Target idle
1170–1171 S_TARGET_HIT1–S_TARGET_HIT2 ATZ Target lit up by projectile
1172 S_TARGET_RESPAWN ATZ Target respawning
1173 S_TARGET_ALLDONE ATZ Target lit up when all targets have been triggered
Stalagmites
1174 S_STG0 Brown Stalagmite (Tall)
1175 S_STG1 Brown Stalagmite
1176 S_STG2 Orange Stalagmite (Tall)
1177 S_STG3 Orange Stalagmite
1178 S_STG4 Red Stalagmite (Tall)
1179 S_STG5 Red Stalagmite
1180 S_STG6 Gray Stalagmite (Tall)
1181 S_STG7 Gray Stalagmite
1182 S_STG8 Blue Stalagmite (Tall)
1183 S_STG9 Blue Stalagmite
Christmas scenery
1184 S_XMASPOLE Christmas Pole
1185 S_CANDYCANE Candy Cane
1186 S_SNOWMAN Snowman
Botanic Serenity scenery
1187 S_BSZTALLFLOWER_RED Tall Flower (Red)
1188 S_BSZTALLFLOWER_PURPLE Tall Flower (Purple)
1189 S_BSZTALLFLOWER_BLUE Tall Flower (Blue)
1190 S_BSZTALLFLOWER_CYAN Tall Flower (Cyan)
1191 S_BSZTALLFLOWER_YELLOW Tall Flower (Yellow)
1192 S_BSZTALLFLOWER_ORANGE Tall Flower (Orange)
1193 S_BSZFLOWER_RED Medium Flower (Red)
1194 S_BSZFLOWER_PURPLE Medium Flower (Purple)
1195 S_BSZFLOWER_BLUE Medium Flower (Blue)
1196 S_BSZFLOWER_CYAN Medium Flower (Cyan)
1197 S_BSZFLOWER_YELLOW Medium Flower (Yellow)
1198 S_BSZFLOWER_ORANGE Medium Flower (Orange)
1199 S_BSZSHORTFLOWER_RED Short Flower (Red)
1200 S_BSZSHORTFLOWER_PURPLE Short Flower (Purple)
1201 S_BSZSHORTFLOWER_BLUE Short Flower (Blue)
1202 S_BSZSHORTFLOWER_CYAN Short Flower (Cyan)
1203 S_BSZSHORTFLOWER_YELLOW Short Flower (Yellow)
1204 S_BSZSHORTFLOWER_ORANGE Short Flower (Orange)
1205 S_BSZTULIP_RED Tulip (Red)
1206 S_BSZTULIP_PURPLE Tulip (Purple)
1207 S_BSZTULIP_BLUE Tulip (Blue)
1208 S_BSZTULIP_CYAN Tulip (Cyan)
1209 S_BSZTULIP_YELLOW Tulip (Yellow)
1210 S_BSZTULIP_ORANGE Tulip (Orange)
1211 S_BSZCLUSTER_RED Cluster (Red)
1212 S_BSZCLUSTER_PURPLE Cluster (Purple)
1213 S_BSZCLUSTER_BLUE Cluster (Blue)
1214 S_BSZCLUSTER_CYAN Cluster (Cyan)
1215 S_BSZCLUSTER_YELLOW Cluster (Yellow)
1216 S_BSZCLUSTER_ORANGE Cluster (Orange)
1217 S_BSZBUSH_RED Bush (Red)
1218 S_BSZBUSH_PURPLE Bush (Purple)
1219 S_BSZBUSH_BLUE Bush (Blue)
1220 S_BSZBUSH_CYAN Bush (Cyan)
1221 S_BSZBUSH_YELLOW Bush (Yellow)
1222 S_BSZBUSH_ORANGE Bush (Orange)
1223 S_BSZVINE_RED Vine (Red)
1224 S_BSZVINE_PURPLE Vine (Purple)
1225 S_BSZVINE_BLUE Vine (Blue)
1226 S_BSZVINE_CYAN Vine (Cyan)
1227 S_BSZVINE_YELLOW Vine (Yellow)
1228 S_BSZVINE_ORANGE Vine (Orange)
1229 S_BSZSHRUB BSZ Shrub
1230 S_BSZCLOVER BSZ Clover
1231 S_BSZFISH BSZ Fish
1232 S_BSZSUNFLOWER BSZ Sunflower
Disco scenery
1233–1238 S_DBALL1–S_DBALL6 Disco Ball
1239 S_EGGSTATUE2 Eggman Disco Statue
Power-up indicators
1240–1255 S_ARMA1–S_ARMA16 Armageddon Shield Orb middle layer
1256–1271 S_ARMF1–S_ARMF16 Armageddon Shield Orb front layer
1272–1287 S_ARMB1–S_ARMB16 Armageddon Shield Orb back layer
1288–1295 S_WIND1–S_WIND8 Whirlwind Shield Orb
1296–1307 S_MAGN1–S_MAGN12 Attraction Shield Orb
1308–1317 S_FORC1–S_FORC10 Force Shield Orb
1318–1327 S_FORC11–S_FORC20 Force Shield Orb 1 HP left
1328–1339 S_ELEM1–S_ELEM12 Elemental Shield Orb main
1340–1347 S_ELEMF1–S_ELEMF8 Elemental Shield Orb flame
1348–1357 S_PITY1–S_PITY10 Pity Shield Orb
1358 S_IVSP Invincibility Sparkles
1359–1363 S_SSPK1–S_SSPK5 Super Sonic Spark
Freed animals
1364 S_BIRD1 Freed bird idle
1365–1366 S_BIRD2–S_BIRD3 Freed bird flying
1367–1368 S_BUNNY1–S_BUNNY2 Freed bunny idle
1369–1376 S_BUNNY3–S_BUNNY10 Freed bunny hopping
1377–1378 S_MOUSE1–S_MOUSE2 Freed mouse
1379 S_CHICKEN1 Freed chicken idle
1380 S_CHICKENHOP Freed chicken hopping
1381–1382 S_CHICKENFLY1–S_CHICKENFLY2 Freed chicken falling
1383–1386 S_COW1–S_COW4 Freed cow
1387 S_RBIRD1 Freed red bird idle
1388–1389 S_RBIRD2–S_RBIRD3 Freed red bird flying
Springs
1390 S_YELLOWSPRING Yellow Spring idle
1391–1394 S_YELLOWSPRING2–S_YELLOWSPRING5 Yellow Spring launching
1395 S_REDSPRING Red Spring idle
1396–1399 S_REDSPRING2–S_REDSPRING5 Red Spring launching
1400 S_BLUESPRING Blue Spring idle
1401–1404 S_BLUESPRING2–S_BLUESPRING5 Blue Spring launching
1405 S_YDIAG1 Diagonal Yellow Spring Idle
1406–1412 S_YDIAG2–S_YDIAG8 Diagonal Yellow Spring launching
1413 S_RDIAG1 Diagonal Red Spring Idle
1414–1420 S_RDIAG2–S_RDIAG8 Diagonal Red Spring launching
Environmental effects
1421–1422 S_RAIN1–S_RAINRETURN Precipitation falling
1423 S_SNOW1 Snowflake 1
1424 S_SNOW2 Snowflake 2
1425 S_SNOW3 Snowflake 3
1426–1434 S_SPLISH1–S_SPLISH9 Water splish
1435–1437 S_SPLASH1–S_SPLASH3 Precipitation water splash
1438–1442 S_SMOKE1–S_SMOKE5 Smoke
1443–1444 S_SMALLBUBBLE–S_SMALLBUBBLE1 Small Bubble
1445–1446 S_MEDIUMBUBBLE–S_MEDIUMBUBBLE1 Medium Bubble
1447 S_LARGEBUBBLE Large Bubble
1448 S_EXTRALARGEBUBBLE Extra Large (breathable) Bubble
1449 S_POP1 Extra Large Bubble popping
1450–1463 S_FOG1–S_FOG14 Chaos mode enemy entrance fog
1464 S_SEED Sonic CD mode seed
1465 S_PARTICLE Fan Particle
1466 S_PARTICLEGEN Fan Particle Generator
Game indicators
1467 S_SCRA 100 point marker
1468 S_SCRB 200 point marker
1469 S_SCRC 500 point marker
1470 S_SCRD 1000 point marker
1471 S_SCRE 10000 point marker
1472 S_SCRF Mario 400 point marker
1473 S_SCRG Mario 800 point marker
1474 S_SCRH Mario 2000 point marker
1475 S_SCRI Mario 4000 point marker
1476 S_SCRJ Mario 8000 point marker
1477 S_SCRK Mario 1-up point marker
1478 S_ZERO1 Drowning Countdown "0"
1479 S_ONE1 Drowning Countdown "1"
1480 S_TWO1 Drowning Countdown "2"
1481 S_THREE1 Drowning Countdown "3"
1482 S_FOUR1 Drowning Countdown "4"
1483 S_FIVE1 Drowning Countdown "5"
1484 S_TTAG1 Tag "IT" sign
1485–1486 S_GOTFLAG1–S_GOTFLAG2 CTF "GOT FLAG!" sign (Red)
1487–1488 S_GOTFLAG3–S_GOTFLAG4 CTF "GOT FLAG!" sign (Blue)
Weapon rings
1489–1495 S_RRNG1–S_RRNG7 Thrown Red Ring
1496 S_BOUNCERINGAMMO Bounce Ring ammo pickup
1497 S_RAILRINGAMMO Rail Ring ammo pickup
1498 S_INFINITYRINGAMMO Infinity Ring ammo pickup
1499 S_AUTOMATICRINGAMMO Automatic Ring ammo pickup
1500 S_EXPLOSIONRINGAMMO Explosion Ring ammo pickup
1501 S_SCATTERRINGAMMO Scatter Ring ammo pickup
1502 S_GRENADERINGAMMO Grenade Ring ammo pickup
1503 S_BOUNCEPICKUP Bounce Ring Panel
1504–1511 S_BOUNCEPICKUPFADE1–S_BOUNCEPICKUPFADE8 Bounce Ring Panel fading
1512 S_RAILPICKUP Rail Ring Panel
1513–1520 S_RAILPICKUPFADE1–S_RAILPICKUPFADE8 Rail Ring Panel fading
1521 S_AUTOPICKUP Automatic Ring Panel
1522–1529 S_AUTOPICKUPFADE1–S_AUTOPICKUPFADE8 Automatic Ring Panel fading
1530 S_EXPLODEPICKUP Explosion Ring Panel
1531–1538 S_EXPLODEPICKUPFADE1–S_EXPLODEPICKUPFADE8 Explosion Ring Panel fading
1539 S_SCATTERPICKUP Scatter Ring Panel
1540–1547 S_SCATTERPICKUPFADE1–S_SCATTERPICKUPFADE8 Scatter Ring Panel fading
1548 S_GRENADEPICKUP Grenade Ring Panel
1549–1556 S_GRENADEPICKUPFADE1–S_GRENADEPICKUPFADE8 Grenade Ring Panel fading
1557–1563 S_THROWNBOUNCE1–S_THROWNBOUNCE7 Thrown Bounce Ring
1564–1570 S_THROWNINFINITY1–S_THROWNINFINITY7 Thrown Infinity Ring
1571–1577 S_THROWNAUTOMATIC1–S_THROWNAUTOMATIC7 Thrown Automatic Ring
1578–1584 S_THROWNEXPLOSION1–S_THROWNEXPLOSION7 Thrown Explosion Ring
1585–1602 S_THROWNGRENADE1–S_THROWNGRENADE18 Thrown Grenade Ring
1603 S_THROWNSCATTER Thrown Scatter Ring
1604 S_RINGEXPLODE Thrown Explosion Ring exploding
Mario
1605–1607 S_COIN1–S_COIN3 Coin
1608–1611 S_COINSPARKLE1–S_COINSPARKLE4 Coin pickup spark
1612–1613 S_GOOMBA1–S_GOOMBA1B Goomba idle
1614–1621 S_GOOMBA2–S_GOOMBA9 Goomba movement
1622 S_GOOMBA_DEAD Goomba death
1623–1624 S_BLUEGOOMBA1–S_BLUEGOOMBA1B Goomba (Blue) idle
1625–1632 S_BLUEGOOMBA2–S_BLUEGOOMBA9 Goomba (Blue) movement
1633 S_BLUEGOOMBA_DEAD Goomba (Blue) death
1634–1637 S_FIREFLOWER1–S_FIREFLOWER4 Fire Flower
1638–1641 S_FIREBALL1–S_FIREBALL4 Fire Flower Fireball
1642–1644 S_FIREBALLEXP1–S_FIREBALLEXP3 Fire Flower Fireball disappearing
1645 S_SHELL Koopa Shell idle
1646–1649 S_SHELL1–S_SHELL4 Koopa Shell bouncing
1650–1655 S_PUMA1–S_PUMA6 Puma
1656–1659 S_HAMMER1–S_HAMMER4 King Bowser's hammer
1660–1661 S_KOOPA1–S_KOOPA2 King Bowser
1662–1664 S_KOOPAFLAME1–S_KOOPAFLAME3 King Bowser's flame
1665–1667 S_AXE1–S_AXE3 Axe
1668 S_MARIOBUSH1 Mario Bush (Short)
1669 S_MARIOBUSH2 Mario Bush (Tall)
1670 S_TOAD Toad
NiGHTS
1671–1672 S_NIGHTSDRONE1–S_NIGHTSDRONE2 Ideya Drone
1673–1688 S_NIGHTSDRONE_SPARKLING1–S_NIGHTSDRONE_SPARKLING16 Ideya Drone sparkling
1689–1692 S_NIGHTSGOAL1–S_NIGHTSGOAL4 NiGHTS Goal sign
1693–1694 S_NIGHTSFLY1A–S_NIGHTSFLY1B NiGHTS Super Sonic flying (facing directly sideways)
1695–1698 S_NIGHTSDRILL1A–S_NIGHTSDRILL1D NiGHTS Super Sonic drilling (facing directly sideways)
1699–1700 S_NIGHTSFLY2A–S_NIGHTSFLY2B NiGHTS Super Sonic flying (facing 22.5° upwards)
1701–1704 S_NIGHTSDRILL2A–S_NIGHTSDRILL2D NiGHTS Super Sonic drilling (facing 22.5° upwards)
1705–1706 S_NIGHTSFLY3A–S_NIGHTSFLY3B NiGHTS Super Sonic flying (facing 45° upwards)
1707–1710 S_NIGHTSDRILL3A–S_NIGHTSDRILL3D NiGHTS Super Sonic drilling (facing 45° upwards)
1711–1712 S_NIGHTSFLY4A–S_NIGHTSFLY4B NiGHTS Super Sonic flying (facing 67.5° upwards)
1713–1716 S_NIGHTSDRILL4A–S_NIGHTSDRILL4D NiGHTS Super Sonic drilling (facing 67.5° upwards)
1717–1718 S_NIGHTSFLY5A–S_NIGHTSFLY5B NiGHTS Super Sonic flying (facing directly upwards)
1719–1722 S_NIGHTSDRILL5A–S_NIGHTSDRILL5D NiGHTS Super Sonic drilling (facing directly upwards)
1723–1724 S_NIGHTSFLY6A–S_NIGHTSFLY6B NiGHTS Super Sonic flying (facing 22.5° downwards)
1725–1728 S_NIGHTSDRILL6A–S_NIGHTSDRILL6D NiGHTS Super Sonic drilling (facing 22.5° downwards)
1729–1730 S_NIGHTSFLY7A–S_NIGHTSFLY7B NiGHTS Super Sonic flying (facing 45° downwards)
1731–1734 S_NIGHTSDRILL7A–S_NIGHTSDRILL7D NiGHTS Super Sonic drilling (facing 45° downwards)
1735–1736 S_NIGHTSFLY8A–S_NIGHTSFLY8B NiGHTS Super Sonic flying (facing 67.5° downwards)
1737–1740 S_NIGHTSDRILL8A–S_NIGHTSDRILL8D NiGHTS Super Sonic drilling (facing 67.5° downwards)
1741–1742 S_NIGHTSFLY9A–S_NIGHTSFLY9B NiGHTS Super Sonic flying (facing directly downwards)
1743–1746 S_NIGHTSDRILL9A–S_NIGHTSDRILL9D NiGHTS Super Sonic drilling (facing directly downwards)
1747–1778 S_NIGHTSHURT1–S_NIGHTSHURT32 NiGHTS Super Sonic hurt
1779–1782 S_NIGHTSPARKLE1–S_NIGHTSPARKLE4 NiGHTS Sparkle
1783–1786 S_NIGHTSPARKLESUPER1–S_NIGHTSPARKLESUPER4 NiGHTS Sparkle (Super Paraloop)
1787 S_NIGHTSLOOPHELPER NiGHTS paraloop helper
1788–1799 S_NIGHTSBUMPER1–S_NIGHTSBUMPER12 NiGHTS Bumper
1800 S_HOOP Hoop
1801 S_HOOP_XMASA Hoop (Xmas NiGHTS – type 1)
1802 S_HOOP_XMASB Hoop (Xmas NiGHTS – type 2)
1803 S_NIGHTSCORE10 NiGHTS 10 point marker
1804 S_NIGHTSCORE20 NiGHTS 20 point marker
1805 S_NIGHTSCORE30 NiGHTS 30 point marker
1806 S_NIGHTSCORE40 NiGHTS 40 point marker
1807 S_NIGHTSCORE50 NiGHTS 50 point marker
1808 S_NIGHTSCORE60 NiGHTS 60 point marker
1809 S_NIGHTSCORE70 NiGHTS 70 point marker
1810 S_NIGHTSCORE80 NiGHTS 80 point marker
1811 S_NIGHTSCORE90 NiGHTS 90 point marker
1812 S_NIGHTSCORE100 NiGHTS 100 point marker
1813 S_NIGHTSCORE10_2 NiGHTS 10×2 point marker
1814 S_NIGHTSCORE20_2 NiGHTS 20×2 point marker
1815 S_NIGHTSCORE30_2 NiGHTS 30×2 point marker
1816 S_NIGHTSCORE40_2 NiGHTS 40×2 point marker
1817 S_NIGHTSCORE50_2 NiGHTS 50×2 point marker
1818 S_NIGHTSCORE60_2 NiGHTS 60×2 point marker
1819 S_NIGHTSCORE70_2 NiGHTS 70×2 point marker
1820 S_NIGHTSCORE80_2 NiGHTS 80×2 point marker
1821 S_NIGHTSCORE90_2 NiGHTS 90×2 point marker
1822 S_NIGHTSCORE100_2 NiGHTS 100×2 point marker
1823 S_NIGHTSWING Wing Logo
1824 S_NIGHTSWING_XMAS Wing Logo (Xmas NiGHTS)
1825–1826 S_NIGHTSPOWERUP1–S_NIGHTSPOWERUP2 Super Paraloop power-up
1827–1828 S_NIGHTSPOWERUP3–S_NIGHTSPOWERUP4 Drill Refill power-up
1829–1830 S_NIGHTSPOWERUP5–S_NIGHTSPOWERUP6 Nightopian Helper power-up
1831–1832 S_NIGHTSPOWERUP7–S_NIGHTSPOWERUP8 Extra Time power-up
1833–1834 S_NIGHTSPOWERUP9–S_NIGHTSPOWERUP10 Link Freeze power-up
1835 S_EGGCAPSULE Ideya Capture
1836–1851 S_ORBITEM1–S_ORBITEM16 Orbiting Chaos Emeralds
1852–1859 S_NIGHTOPIANHELPER1–S_NIGHTOPIANHELPER8 Nightopian Helper Flicky
Debris / Miscellaneous
1860–1861 S_CRUMBLE1–S_CRUMBLE2 Sound generator for crumbling platforms
1862–1870 S_SUPERTRANS1–S_SUPERTRANS9 NiGHTS Super Sonic transformation
1871–1886 S_SPRK1–S_SPRK16 Pickup spark
1887–1890 S_XPLD1–S_XPLD4 Robot Explosion
1891–1896 S_WPLD1–S_WPLD6 Underwater Explosion
1897 S_ROCKSPAWN Rock Spawner
1898 S_ROCKCRUMBLEA Bustable Block Sprite Parameter (ROIA)
1899 S_ROCKCRUMBLEB Bustable Block Sprite Parameter (ROIB)
1900 S_ROCKCRUMBLEC Bustable Block Sprite Parameter (ROIC)
1901 S_ROCKCRUMBLED Bustable Block Sprite Parameter (ROID)
1902 S_ROCKCRUMBLEE Bustable Block Sprite Parameter (ROIE)
1903 S_ROCKCRUMBLEF Bustable Block Sprite Parameter (ROIF)
1904 S_ROCKCRUMBLEG Bustable Block Sprite Parameter (ROIG)
1905 S_ROCKCRUMBLEH Bustable Block Sprite Parameter (ROIH)
1906 S_ROCKCRUMBLEI Bustable Block Sprite Parameter (ROII)
1907 S_ROCKCRUMBLEJ Bustable Block Sprite Parameter (ROIJ)
1908 S_ROCKCRUMBLEK Bustable Block Sprite Parameter (ROIK)
1909 S_ROCKCRUMBLEL Bustable Block Sprite Parameter (ROIL)
1910 S_ROCKCRUMBLEM Bustable Block Sprite Parameter (ROIM)
1911 S_ROCKCRUMBLEN Bustable Block Sprite Parameter (ROIN)
1912 S_ROCKCRUMBLEO Bustable Block Sprite Parameter (ROIO)
1913 S_ROCKCRUMBLEP Bustable Block Sprite Parameter (ROIP)
SRB1
1914 S_SRB1_CRAWLA1 SRB1 Crawla standing
1915–1917 S_SRB1_CRAWLA2–S_SRB1_CRAWLA4 SRB1 Crawla movement
1918–1919 S_SRB1_BAT1–S_SRB1_BAT2 GuardRobo idle
1920–1921 S_SRB1_BAT3–S_SRB1_BAT4 GuardRobo movement
1922 S_SRB1_ROBOFISH1 Pyrin idle
1923–1924 S_SRB1_ROBOFISH2–S_SRB1_ROBOFISH3 Pyrin movement
1925 S_SRB1_VOLCANOGUY1 HotRobo idle
1926 S_SRB1_VOLCANOGUY2 HotRobo movement
1927–1928 S_SRB1_HOPPY1–S_SRB1_HOPPY2 Pogminz bouncing
1929–1930 S_SRB1_HOPPYWATER1–S_SRB1_HOPPYWATER2 Pogminz (Water) bouncing
1931 S_SRB1_HOPPYSKYLAB1 Pog-GX2 bouncing
1932–1936 S_SRB1_MMZFLYING1–S_SRB1_MMZFLYING5 Pyrex movement
1937–1938 S_SRB1_UFO1–S_SRB1_UFO2 SRB1 Turret movement
1939–1944 S_SRB1_GRAYBOT1–S_SRB1_GRAYBOT6 SWAT Bot movement
1945–1946 S_SRB1_ROBOTOPOLIS1–S_SRB1_ROBOTOPOLIS2 SpyBot 2000 movement
1947–1948 S_SRB1_RBZBUZZ1–S_SRB1_RBZBUZZ2 Buzz Bomber movement
1949 S_SRB1_RBZSPIKES1 RBZ Spike ascending
1950 S_SRB1_RBZSPIKES2 RBZ Spike descending
1951–1953 S_SRB1_METALSONIC1–S_SRB1_METALSONIC3 Dumb Metal Sonic animation
1954–1959 S_SRB1_GOLDBOT1–S_SRB1_GOLDBOT6 Super SWAT Bot movement
1960 S_SRB1_GENREX1 Genrex idle
1961 S_SRB1_GENREX2 Genrex movement
Miscellaneous
1962 S_NAMECHECK Seenames helper
1963–4010 n/a Freeslots