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ShufflarB2 is a source code modification for Version 1.09.4 made by Shuffle, showcasing new graphical features, improvements to several gametypes and other miscellaneous gameplay features. It also includes a custom gametype, new actions, new Thing types and custom maps. Several of its features have since been added to SRB2 itself from Version 2.0 onwards.

Current release information


While ShufflarB2 primarily focused on new engine features, it also included several custom maps: Hidden Palace is a Single Player map in 2D mode, designed to showcase ShufflarB2's 2D mode improvements. Various community members contributed Match and Circuit maps, some of which had previously been entered in the Official Level Design Contest, and Shuffle himself contributed two Match maps as well.

Six stages for the new gametype Ring Collect were also included in ShufflarB2. All of these are clones of Capture the Flag stages from 1.09.4, but modified to work with the gametype.


Ring Collect

Ring Collect is a gametype similar to CTF in which teams try to return as many Rings as they can to their own bases, depositing them to the pair of "Ring Magnets" placed on their bases. Each Ring deposited represents one point, and the team with the most points wins. This gametype can be used in custom maps by setting the TypeOfLevel variable in the level header to 8192.

Rings, as well as seconds remaining for weapon Rings, are deposited by standing on the Magnets' platform. While it is possible to deposit Rings to the other team's Magnets (giving them points), the rate at which they are deposited is much slower. It is also possible to shoot the opposing team's Magnets, forcing at most twenty Rings out of the Magnets and disallowing players to deposit Rings into the Magnets.

After two and a half minutes, many Rings in different colors and sizes will drop from the sky into the middle of the stage. The larger Rings are worth more, with the smallest Ring being gray and worth ten Rings, while the largest Ring is red and worth one hundred Rings.

Level type enhancements

In addition to the new gametype, a number of existing level types have additional features in ShufflarB2:

2D mode

  • Maximum speed has been reduced, and it is impossible to thok.
  • The camera is more dynamic and will tilt behind the player if they are moving.
  • The camera will immediately zoom out if the player is climbing a wall.

Mario mode

Mario Mode has been revamped extensively to resemble the gameplay of the original Super Mario Bros. games more closely.

  • Maximum speed has been reduced, and players cannot use any special abilities, including the spin dash.
  • Players can jump higher by running before pressing the Jump button.
  • Coins do not work as health protection and are not lost upon being hit.
  • The player starts out small and any hit will kill them. By collecting a Mushroom, they can reach their full size, which allows them to break blocks. Getting hit while big will shrink the player back to small size.
  • The Mushroom, the 1UP Mushroom and the Invincibility Star have been added, all of which are functionally identical to the official Mario games. If used in 2D mode, all three items will move back and forth, and Invincibility Stars will bounce.
  • The HUD is replaced by one based on the HUD seen in Super Mario Bros. This also means that the player's number of lives is not displayed.


  • Obstacle collision in NiGHTS is less bouncy.

Graphical features

Emerald Park Zone at night.
  • The Software renderer includes an underwater ripple effect.*
  • In Software, the score tally screen in Single Player displays the last screenshot of the map in the background.*
  • In OpenGL, sprite shadows can be displayed if the console variable shadow is set to "on".*
  • Most maps have a time-of-day cycle; the brightness and outside sky will change depending on the time your computer is set at. In OpenGL rendering, the color of the sky will change as well.
  • Other features have been imported from PrettySRB2 (discussion thread), an older source code modification containing OpenGL fixes from SRB2JTE.

* This feature was added to SRB2 in Version 2.0.

Editing features

Thing types

  • Thing type 6970 - Flamethrower Wall
  • Thing type 6971 - Flamethrower Ceiling/Floor
  • Thing type 6980 - Metal Flower 1
  • Thing type 6981 - Metal Flower 2
  • Thing type 6990 - Mushroom
  • Thing type 6991 - 1UP Mushroom
  • Thing type 6992 - Invincibility Star



Main article: A_RemoteAction

Performs an action on an object other than the one that called A_RemoteAction. var1 becomes the actor's target, the action (var2) is called on var1. actor's target is restored.

  • var1 = remote object
  • var2 = state reference for calling an action


Main article: A_ZThrust

Pushes the player up or down.

  • var1 = amount of force
  • var2 = If 1, momentum is lost. If 0, momentum is kept.


Shoots an object like a rail ring. Works for players and mobjs.

  • var1 = shot object
  • var2 = trail


Teleport to the mobj's current target.

  • var1 = If 0, teleports target to this object; otherwise, this object teleports to target.
  • var2 = If true, object keeps its momentum; otherwise, it loses it.
  • Tip: Use A_Look or A_FindTarget to look for a target if the mobj doesn't have one.

Level header elements

See also: Level header


To create a Ring Collect map, set TypeOfLevel to 8192. This value can be combined with other gametypes.


If specified, "BY: <value>" will appear under the level title. This can be used to give credits for a map. It was briefly added to SRB2 in Version 2.0, but removed in 2.0.5.


If set to 1, the map brightness and sky graphics change based on what time it is on your computer. Two of ShufflarB2's own levels showcased this feature: Emerald Park Zone and Fort Eltsac.


See also: Console


Deletes the last PWAD added to the game. Cannot be used in-game.

removehud <boolean>

See also: Console/Variables > showhud

Toggles whether the heads-up display is shown or not.

shadow <boolean>

See also: Console/Variables > shadow

When enabled, sprite shadows are displayed in OpenGL.

Other features

  • Semicolons (;) are not permitted in names anymore and will cause instant consistency failure for the person who attempted to do so.
  • Taking a screenshot will not display the "SCREENSHOT SAVED IN <DIRECTORY>" message if the console is closed.
  • The maximum time limit without disabling it is 30 minutes.
  • If you get close to a player, their name will appear on the bottom of the screen.
  • If a player breaks a Super Sneakers Monitor in any level, the music will speed up and have a higher pitch until the effect of the monitor wears off. If MIDI music was being played before the power-up was obtained however, the normal Super Sneakers jingle music will play instead. This feature was later implemented for SRB2 itself in Version 2.0 as an optional feature for individual levels, set using the level header parameter SpeedMusic.


  • CTF spectators still have a countdown underwater.
  • Dedicated servers crash the game on startup.
  • If any Software user is experiencing the water ripple effect in a netgame, all other Software users will experience the ripple effect.
  • If the player has a Whirlwind Shield, pressing Jump, then Spin, then Jump repeatedly will cause the player to lift themselves off the ground indefinitely until the player stops pressing Jump. The same thing happens when a player hits a spring and presses Jump more times fast. In addition, the same thing happens if a player touches an air bubble, they can press Jump, and the shield will make them jump until they reach the sky.
  • When a player breaks a monitor and stands on the place where the monitor is broken, it will kill the player on respawn.
  • If skin <invalid value> is typed into the console, the player will have Sonic sprites but maintain the abilities of the previous skin.