Version 1.08

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Version 1.08 (also known as Final Demo 1.08) is an outdated version of SRB2, released on January 1st, 2004. It was originally intended to be the "definitive" patch for Final Demo 1.01, but it eventually grew to include a number of new features of its own.

As the follow-up release, v1.09, was delayed, v1.08 remained current for almost two years, an unusually long time at this point in development. Several critical bugs in v1.08 would remain unfixed during this period, most notably a bug that caused the game to crash if a player left a netgame while being targeted by a Homing Ring.

Beginning with this version, the source code for SRB2 was included with the installation, which allowed for the first notable source code modifications to be produced. SRB2's source code continued to be included with the installation for all public releases of SRB2 up to v2.0.


Single Player

  • In GFZ1, the cave where the token was located was now hidden behind a bustable wall (a new type of FOF), which the player had to spin into in order to break it.
  • Special Stage Tokens now gave 50 rings if the player had already collected all Chaos Emeralds.
  • The Special Stage maps were moved again to the MAP5x slots, where they remain to this day. A Special Stage Damage sector type that removed 10 rings on touch was added for custom Special Stages to use, but was unused by SRB2 itself until v1.09.
  • A checklist that listed the unlockables and their requirements was added to the Secrets menu.


The multiplayer roster was changed heavily and new stages were added in an attempt to get 10 stages for each gametype, although CTF had only 8.

In the Match rotation, Storm Valley Zone and Christmas Match Zone were removed and replaced with Techno Isle Zone (a returning stage from Demo 3) and two new stages: Sapphire Falls Zone and Chaos Space Zone. Sky Temple Zone was renamed to Airborne Temple Zone.

In the CTF rotation, Storm Valley Zone was removed and four new stages were added: Twin Hills Zone, Cloud Palace Zone, Nimbus Ruins Zone, and Iron Warehouse Zone. Of these four stages, Cloud Palace Zone and Nimbus Ruins Zone went on to be featured in the CTF rotations of nearly all future versions since their debut, while Twin Hills Zone and Iron Warehouse Zone were removed in the following version, v1.09, and were never used again.

In the Chaos rotation, Submerged Temple Zone was removed, while three Match stages from previous versions returned and were reworked for the Chaos gametype: Submerged Sanctum Zone (a renamed Seafloor Sanctum Zone) and Conveyor Chaos Zone from SRB2 2k3, and Tag Valley Zone from Demo 3. A new stage, Crystal Void Zone, was also added, mirroring Chaos Space Zone from the Match rotation. In some Chaos stages, more enemy spawn points were added. In other Chaos stages, more weapon rings were added in an attempt to make them more suitable for Match. Ultimately, the Chaos gametype and its levels would be removed in v1.09.

Ice Hockey Zone was added as a gimmick stage to test out a variation of CTF. It was designed to be played by two opposing teams who must try to push a snowman onto the opposing team's goal. However, a bug in v1.08 rendered the stage unplayable, as once a single goal was scored, the snowman would not be movable on respawn. Ice Hockey Zone and the experimental gametype itself would both be removed in v1.09.

Other changes:

  • In Match and related gametypes, hitting a player equipped with a shield now gave you the full 50 points instead of 25 points. Additionally, a 50 point penalty for dying in Match was introduced.
  • The option to play Match and derived gametypes by point limit rather than time limit was added.


  • The scripting language SOC, derived from the Doom scripting language DeHackEd, was added. It allowed users to customize parts of the game that were not customizable before, such as map Objects, cutscenes and unlockables. One of the first notable examples of this feature in use was SA-SRB2.
  • Custom characters could now be made available in Single Player's Character select screen using SOC. Previously, custom characters were only available in multiplayer, except with cheats[confirm? – discuss].
  • Level headers could now be created using SOC. MAPxxD lumps were introduced for defining level headers in this format; there was still support for the old MAPxxN lumps, but this would later be dropped in v1.09.
  • The extended map number system was introduced, increasing the total number of available map slots from 99 to 1035. For example, the included Ice Hockey Zone uses the extended map number A0, which corresponds with the integer 100.


  • Sonic's ability to thok was restricted to once per jump; previously he had been able to thok an unlimited number of times per jump.
  • Progress on Knuckles's proper sprites (which would replace the placeholder sprites from Demo 4.1) had been started; v1.08 included the first finished set of these, Knuckles's standing sprites.
  • The music that played when a player was awarded invincibility was replaced with a new theme; the original music for invincibility was now used by the Speed Sneakers power-up instead.
  • New power-ups were added for NiGHTS mode levels, for when the player is Super Sonic. Only Super Paraloop, Drill Refill and Nightopian Helper existed at this point; more power-ups for NiGHTS would be added later in v2.1. A proper HUD for NiGHTS mode was also added.
  • A "golf" gametype was added as a variation on Single Player/Coop. This gametype prevented the player from jumping or walking, limiting the player to charging up and releasing a spindash; each spindash the player uses counted as a "putt", the total of which was counted in the "Rings" portion of the HUD. A golf stage's par was determined using the Special Stage ring/time requirements sector special. When a golf stage was finished, the results screen would show a black screen displaying the par requirement, the player's total putts and the score bonus awarded. However, this gametype was not widely known of at the time, and was later removed in v1.09. An unlockable named Sonic Golf was originally planned to use this gametype, which was to be unlocked by completing the game in Ultimate mode, but it was removed last-minute before v1.08's release. All traces of this unlockable were also removed in v1.09.
  • Sonic's light dash ability for Adventure mode now had its own control key, instead of being activated by Ring Throw.
  • Two new skin colors were added: Black and Yellow.
  • Super Sonic's ability to gain more height by pressing the jump button repeatedly was removed and replaced with a regular thok. Additionally, he could now float by pressing the spin button in mid-air.
  • In the Host Game menu, maps that supported Chaos mode now displayed the letter A instead of S. This was most likely done to reflect the new format for addon filenames introduced on the SRB2 homepage's now-defunct addons page in December 2003, which used the same letters for supported gametypes as v1.04 with the exception of "sp" for Single Player[confirm? – discuss] and "a" for Chaos.
  • The console variables KILLINGDEAD and TIMEATTACKED were added as cheats. TIMEATTACKED was a cheat that, when enabled, altered gameplay to be similar to Sonic: Time Attacked – a link counter like in NiGHTS mode was added, but it counted up for each enemy destroyed as well as each ring collected, and nearby rings were also attracted to the player like in NiGHTS mode. TIMEATTACKED was later removed in v2.0.


Single Player levels

Secret levels

Special Stages

  • MAP50–MAP56: Special Stages

Chaos stages

Capture the Flag stages

Match stages


External links

Archived Versions – – Information and download – Source code download, for Final Demo V1.08

  Versions [view]
Pre-demo SRB2 TGFSRB2 HalloweenSRB2 Christmas
Demo Demo 1Demo 2Demo 3Demo 4Demo 4.32–4.35SRB2 2k3
Final Demo Final Demo 1.01–1.04Final Demo 1.08Final Demo 1.09–1.09.2Final Demo 1.09.3–1.09.4
Post-demo Match betaVersion 2.0Version 2.1Version 2.2In development