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Version 1.04 (also known as Final Demo 1.04) is an outdated version of SRB2, released on June 19th, 2003. It was originally released as Version 1.01 and patched three times on the same day, culminating in v1.04. It was a huge release for SRB2, adding Techno Hill Zone Act 2 and Act 3 to the game, as well as majorly revamping a lot of the earlier content, refining the concepts and tweaks included in SRB2 2k3. v1.04 was also the last version of SRB2 coded solely by SSNTails.
Among other changes to the presentation, SRB2's intro and credits cutscenes would also be introduced in this version – the intro depicts the original story from SRB2 TGF behind the events leading to SRB2, but updated to match the rest of the game at the time of v1.01's release. This intro would remain in all future versions to this day.
A manual began to be included with the SRB2 installation starting with v1.01, giving details on the various items in SRB2 as well as special moves, gameplay, environments, console commands and SRB2's system requirements. However, since v2.0 this manual is no longer included with SRB2 installations.
History of the "Final Demo" series
At the time of its release, v1.01 was intended to be the last demo before the full version (known as "Version 1.1") of the game was released, hence the name "Final Demo". However, further releases continued to be made that were originally intended as patches to this "Final Demo" but grew in scope as they were being developed until they were generally considered new demos. This led to a situation where every release from 2003 to 2006 was supposed to be the final demo, only to then be superseded by another demo. Characteristic of this series of demos is a cutscene following the newly added credits, depicting Sonic suggesting to the player what they could do while waiting for the supposed final version.
The next release after the "Final Demo" series, v2.0, was not the full game as originally anticipated, but it nevertheless added enough new content to be considered more than a mere demo. From this version onwards, releases were made without a fixed plan of which release would be the full game.
A completed Techno Hill Zone Act 2, as well as a new act 3 featuring the Egg Slimer, was added as part of the Single Player demo level lineup, so that Techno Hill Zone was now complete in this version. Additionally, all three acts of Castle Eggman Zone (now with its own characteristic texture set) ceased to be secret levels, and were also added onto the end of the demo's Single Player level lineup, upping the total acts to nine. Beating CEZ3 would also now show the newly added credits and end the game, instead of warping back to GFZ1 as in previous versions. The Single Player level lineup would remain this way until the release of v2.0.
Further mechanics taken from the original Sonic games were introduced in this version:
- Continues were added, which allow the player to restart the current level after receiving a Game Over. Each time a continue is used, the lives counter resets to the default of the chosen skill level. When all continues are used up and the player receives a Game Over, the level cannot be restarted and the player will have to start from the beginning of the game again. At this point, there was no way to earn continues yet, so the number of available continues depended solely on the chosen skill level.
- Star Posts would now allow the player to have their progress mid-level saved, so that if they died further on they would now respawn at the last Star Post reached in the current level.
- All boss levels now ended with the player breaking open an Egg Capsule to free the animals trapped inside; the capsule would rise out of the ground once the boss itself had been defeated. This would be a standard feature for all boss levels in future, with exception to final bosses.
The skill levels were revamped: Cakewalk mode was removed. Easy mode gave the player 5 lives and 2 continues. Normal, Hard and Very Hard mode all gave the player three lives and one continue. The difference between Normal and Hard mode was solely in the item placement, with more enemies and fewer monitors on Hard mode. On Very Hard mode, lost rings were not spilled. The previous Very Hard mode (which removed all rings and shields and gave the player one life and no continues) was re-dubbed Ultimate and now had to be unlocked by beating the game in the new Very Hard mode.
Many of the cheats from previous versions of SRB2 had been changed or removed in this version, to prevent the player from cheating through the game. The character select screen from Demo 4.35 had now been fleshed out, and characters chosen at this screen would now be fixed for the entire game session.
All Special Stages from Demo 4.35 except the first, second and fifth stages were scrapped and replaced. New textures and music were introduced for these, both which would continue to be used for all following versions until v2.1's changes to Special Stage format. Spikeballs were introduced to the Special Stages as a common hazard, removing 10 rings from the player when touched. These would later be removed from Special Stages in v1.09, but the hazard would remain in the game for custom modifications to use.
Emblems and unlockables
Emblems were introduced as a method of obtaining unlockables, inspired by Sonic Adventure – in every non-boss level of the game in Single Player there would be an emblem hidden for each of the three characters specifically to find and collect. The emblems' locations would remain the same until v2.0. Many unlockables were also introduced here, including several bonus levels:
- Mario Koopa Blast Zone (formerly Mario Goomba Blast Zone Act 1) from Demo 4, which had now been extended to a full three-act zone and was no longer a date-activated secret.
- Spring Hill Zone, a finished version of NiGHTS from SRB2 2k3.
- Christmas Hunt Zone, also from Demo 4, which now had the player hunt for emeralds instead of Santa's clothes and no longer required Christmas mode to be activated to access.
- Adventure Example Zone, which showcased the newly added "Adventure mode" – this was a mode also inspired by Sonic Adventure, featuring analog controls by default, Sonic being given the homing attack and lightdash abilities, Tails obtaining a Sonic-Adventure style flight, and other minor features such as a sound for landing on the floor. This mode would later be removed in v2.0 due to poor reception and limited usage.
Continuing how Castle Eggman Zone was implemented in Demo 4 originally, attempting to load any of the listed unlockable levels when not unlocked yet would automatically crash the game, displaying an error message stating it needs to be unlocked first.
The Secrets menu was also added in this version, providing access to the unlockables listed above when each are unlocked. At this time, it was known as "???" in the main menu when revealed; this would be renamed to "Secrets" in later versions of SRB2.
- A simpler, more abstract score tally screen background appeared when a level was completed in Single Player, replacing the pictures of Sonic, Tails or Knuckles that were used in previous versions.
- Pressing and holding the Tab key in Single Player now displayed the Chaos Emeralds collected so far by the player during the current game session on the HUD, as well as the total number of emblems collected so far in SRB2 overall, allowing the player to more easily keep track of their progress in SRB2.
- Easter eggs were added as a new Easter-themed date-activated secret. During the month of April, these would be activated allowing the player to hunt and collect Easter eggs hidden and scattered throughout all non-boss levels – unlike with emblems, these could be collected by any character. If all Easter eggs in all levels had been collected, the player would be awarded with some of the original concept art for SRB2's enemies. Easter eggs would feature in all releases until they were removed in v2.0 along with all other date-activated secrets.
- The then-existing shields were given proper names to reflect their abilities, instead of being referred to by their color: the blue shield was called the Basic Shield, the yellow shield was called the Attraction Shield 1, the green shield was called the Liquid Shield 1 and the black shield was called the Armageddon Shield. A new red shield, known as the Inferno Shield, was added in this version; this shield protected the player from fire damage, and left a trail of flames behind the player when spinning on the ground (outside of water).
- Tails now had the ability to carry other players around with him while flying in multiplayer, just like in Sonic 3. Previously, all players were solid to each other and could block each other from moving/jumping (this behavior can be re-enabled by typing
TAILSPICKUP OFFin the console); now players would phase through each other so that a player can jump into a flying Tails player's range and grab on. A new frame was subsequently added for all characters for latching onto Tails, but only Sonic's was completed at this stage – Tails and Knuckles both reused falling sprites as a placeholder for this version.
- Invader Zim from the animated TV series of the same name was included as an additional, though incomplete, playable character. In SRB2, Zim was most notable as a character that used taunts, a newly-added feature for custom characters at the time – Zim's own taunts consist of voice clips of the character himself from the TV series. Unlike with Demo 3's additional characters however, Zim was exclusive to multiplayer and would be featured in all following "Final Demo" releases until v1.09.4, when he was removed from the game. Also included was Zim's Base Zone, a Match level also inspired by the TV series.
- The level header feature, which had been added in SRB2 2k3, was further expanded. Aside from the level name, mappers could now specify other settings such as the sky texture, weather, and the next level. Furthermore, title cards were now generated and displayed for levels with a level header, allowing title cards to appear for all levels in SRB2 except for Special Stages. With these additions, serious modifications for SRB2 became feasible.
- Updates to sprites for various items such as the Level End Sign, the Egg Mobile and the monitors. However, some of these were included in SRB2 2k3 beforehand.
1 The manual referred to the yellow and green shields as Magnetic Shield and Elemental Shield respectively, and would continue to do so until v1.09, when the manual was updated to match the in-game names.
Single Player levels
- MAP01: Greenflower Zone Act 1
- MAP02: Greenflower Zone Act 2
- MAP03: Greenflower Zone Act 3
- MAP04: Techno Hill Zone Act 1
- MAP05: Techno Hill Zone Act 2
- MAP06: Techno Hill Zone Act 3
- MAP07: Castle Eggman Zone Act 1
- MAP08: Castle Eggman Zone Act 2
- MAP09: Castle Eggman Zone Act 3
- MAP30: Mario Koopa Blast Zone Act 1
- MAP31: Mario Koopa Blast Zone Act 2
- MAP32: Mario Koopa Blast Zone Act 3
- MAP40: Christmas Hunt Zone
- MAP42: Adventure Example Zone
- MAP50: Spring Hill Zone
- MAP60-MAP66: Special Stages
- MAP70: Flying Shrine Zone
- MAP71: Woodland Panic Zone
- MAP72: Ring Lake Zone
- MAP73: Block Factory Zone
- MAP74: Slime Canyon Zone
- MAP75: Submerged Temple Zone
- MAP76: Air Haven Zone
Capture the Flag stages
- MAP80: Lime Forest Zone
- MAP81: Dual Fortress Zone
- MAP82: Vine Cavern Zone
- MAP83: Iron Turret Zone
- MAP84: Storm Valley Zone
- MAP90: Sky Temple Zone (Later renamed to Airborne Temple Zone)
- MAP91: Meadow Match Zone
- MAP92: Starlit Warehouse Zone
- MAP93: Green Upheaval Zone
- MAP94: Midnight Abyss Zone
- MAP95: Storm Valley Zone
- MAP96: Zero Ring Zone
- MAP97: Zim's Base Zone
- MAP98: Christmas Match Zone
Archived Versions - srb2.org - Information and download
|Pre-demo||SRB2 TGF • SRB2 Halloween • SRB2 Christmas|
|Demo||Demo 1 • Demo 2 • Demo 3 • Demo 4 • Demo 4.32-4.35 • SRB2 2k3|
|Final Demo||Final Demo 1.01-1.04 • Final Demo 1.08 • Final Demo 1.09-1.09.2 • Final Demo 1.09.3-1.09.4|
|Post-demo||Match beta • Version 2.0 • Version 2.1 • In development|