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Monitors (or item boxes) are special Objects that commonly appear in levels in SRB2. As in the classic Sonic games, these Objects resemble computer monitors or televisions – the designs of the monitors in SRB2 are based on those from Knuckles' Chaotix. If a player breaks a monitor open, they will receive a power-up or bonus (or sometimes a negative effect) from it. However, monitors can only be broken if a player directly interacts with them: by spinning or jumping into them as any character that can spin, gliding into them as Knuckles, hammering them as Amy, or tail bouncing or shooting them as Fang. Projectiles other than Fang's corks will have no effect on monitors, and neither do Armageddon Shield blasts. If the player jumped onto a monitor to break it, they will bounce back upwards off them, allowing the player to break further monitors or enemies afterwards before landing on the ground again (this is known as "Monitor bouncing").
The icon displayed on a monitor usually identifies what effect will be given when it is broken (except in the case of Random Monitors, where the effect is randomised). When the monitor is broken, a secondary "monitor icon" Object will be created that displays this icon and rises into the air to a certain extent – after a short interval, the monitor's power-up or bonus (or otherwise) is awarded to the player via this Object, and the Object itself then disappears.
Most monitors in SRB2 also have gold variations, only a few of which are used in-game. Unlike regular monitors, gold monitors are not destroyed when popped. After the player is given a gold monitor's effect, the monitor's screen will go blank for three seconds, then the icon will reappear and the monitor can be popped again. Gold monitors are typically used in sections where the monitor's ability is required to progress, so if the player loses the monitor's ability, they can go back and refill it. Monitors that give numerical bonuses (extra lives, rings, or points) do not have gold versions.
Monitors in SRB2 are solid Objects, which means it is possible for players to stand and walk on top of monitors if they did not jump or spin to get there. However, if a monitor falls onto a player from above, the player will be crushed and die – in competitive gametypes such as Match and CTF, a player is awarded points if they manage to pop the monitor before it falls on another player.
It is possible to make a monitor trigger a linedef executor when it is popped. This can be done by setting the Extra flag on the monitor Thing, and setting its Angle value to the tag of the trigger linedef that should be called, plus 16384. For example, to trigger a linedef executor with tag 1, the angle of the monitor Thing should be 16385.
Monitors in SRB2
- Thing type 400: Super Ring Monitor (10 Rings)
- Thing type 401: Pity Shield Monitor*
- Thing type 402: Attraction Shield Monitor
- Thing type 403: Force Shield Monitor
- Thing type 404: Armageddon Shield Monitor
- Thing type 405: Whirlwind Shield Monitor
- Thing type 406: Elemental Shield Monitor
- Thing type 407: Super Sneakers Monitor
- Thing type 408: Invincibility Monitor
- Thing type 409: Extra Life Monitor
- Thing type 410: Eggman Monitor – A type of monitor used as a hazard; it damages the player who destroyed it.
- Thing type 411: Teleporter Monitor*
- Thing type 413: Gravity Boots Monitor*
- Thing type 414: CTF Team Ring Monitor (Red) – A version of the Super Ring Monitor that can only be destroyed by members of the red team in Team Match and CTF.
- Thing type 415: CTF Team Ring Monitor (Blue) – A version of the Super Ring Monitor that can only be destroyed by members of the blue team in Team Match and CTF.
- Thing type 416: Recycler Monitor*
- Thing type 418: Score Monitor (1,000 Points)*
- Thing type 419: Score Monitor (10,000 Points)*
- Thing type 420: Flame Shield Monitor
- Thing type 421: Bubble Shield Monitor
- Thing type 422: Lightning Shield Monitor
* SRB2 does not use these monitor types directly in maps; most appear as special replacements for other monitor types depending on the game mode or gametype being played, while Pity Shield and Gravity Boots Monitors never appear at all in normal gameplay. However, all of these are still available for custom maps to use.
- Thing type 431: Pity Shield Monitor (Respawn)*
- Thing type 432: Attraction Shield Monitor (Respawn)*
- Thing type 433: Force Shield Monitor (Respawn)*
- Thing type 434: Armageddon Shield Monitor (Respawn)*
- Thing type 435: Whirlwind Shield Monitor (Respawn)
- Thing type 436: Elemental Shield Monitor (Respawn)
- Thing type 437: Super Sneakers Monitor (Respawn)
- Thing type 438: Invincibility Monitor (Respawn)
- Thing type 440: Eggman Monitor (Respawn)
- Thing type 443: Gravity Boots Monitor (Respawn)*
- Thing type 450: Flame Shield Monitor (Respawn)*
- Thing type 451: Bubble Shield Monitor (Respawn)*
- Thing type 452: Lightning Shield Monitor (Respawn)*
* These monitors do not appear in any SRB2 levels, but are still available for custom maps.
When a normal monitor is broken by a player in Single Player/Co-op, it will remain broken for the duration of the level (or until the player respawns, if in Single Player). Outside these gametypes, monitors can have the ability to automatically respawn after a limited time: the console variable
respawnitem toggles this feature on/off, while
respawnitemtime determines how long it takes for a monitor to respawn after being broken. Golden monitors are not broken when popped, and will respawn the item they hold after three seconds.
Alternatively (outside of Single Player/Co-op), all monitors in a level can be replaced by a single type of monitor or made to not spawn at all: in Competition this is determined by
competitionboxes; in other gametypes this is determined by
Weighted random monitors
In Match and Capture the Flag, a special randomized respawning mechanism is used to ensure a fair distribution of items in the map: Most monitor types in SRB2 can be given the Special or Ambush flag to turn them into weighted random monitors. A weighted random monitor will spawn normally when the map initially loaded, but when it respawns, the monitor type it will respawn as will be picked randomly from a predetermined table, where each monitor type has a fixed respawning probability. There are two types of weighted random monitors: the Strong Random Monitor (or SRM) and the Weak Random Monitor (or WRM).
The Special flag will turn a monitor into a Strong Random Monitor. When a SRM respawns, it will choose one of the following monitors to respawn as:
|Monitor||Icon||Probability (fraction)||Probability (percentage)|
|Extra Life Monitor||1/16||6.25%|
The Ambush flag will turn a monitor into a Weak Random Monitor. When a WRM respawns, it will choose one of the following monitors to respawn as:
|Monitor||Icon||Probability (fraction)||Probability (percentage)|
|Extra Life Monitor||1/32||3.13%|
The following types of monitors, none of which can respawn from an SRM or WRM, cannot be turned into weighted random monitors with the Special or Ambush flag:
- Eggman Monitor
- Random Monitor
- Gravity Boots Monitor
- CTF Team Ring Monitor (Red)
- CTF Team Ring Monitor (Blue)
- Score Monitor (1,000 Points)
- Score Monitor (10,000 Points)
Special and Ambush will also have no effect for all custom monitor types and for respawning monitors.
Add a mini-tutorial on setting up a set of states/Object types for a typical monitor
It is possible to make custom monitors for SRB2 with the use of SOCs. To make an Object behave like and be recognised as a monitor, it needs to be given the
MF_MONITOR flag. However,
MF_SHOOTABLE is also needed to allow the Object to be destroyed by a player.
MF_SOLID is generally also given to monitors so that they can be stood on when the player is not spinning/jumping onto them.
The following Object properties control the monitor's behavior:
DeathState: When a monitor is popped by a player, it will go to this state to trigger the monitor's death sequence; ideally this state should use
A_MonitorPopfor the standard effects for a monitor.
DeathSound: Used by
A_MonitorPopfor the monitor's "pop" sound.
Speed: Used by
A_MonitorPopto determine the Object type of the monitor remains spawned; usually this is set to
Massproperty of this Object type in turn determines the Object type of the explosion graphic also spawned (for
MT_EXPLODE, for example).
Damage: Used by
A_MonitorPopto spawn the Object type to use as the monitor's "icon" – this object is typically expected to have the
MF_BOXICONflag so it can rise up into the air until it reaches a set height above the ground, and ultimately run the monitor's respective action. The icon Object's
Damageproperties determine the vertical speed and maximum height of the icon's rising respectively.
|General||Enemy • Boss • Pushable • Spring • Monitor • NiGHTS power-up • Projectile • Ambient sound effect|
|Special||Player • Shields • Flickies • Overlay|
|Related links||List of Object types|