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_Hero_Levels_ Dark_Levels_ Bosses_ Extras_ Credits
   


Extras

Whew, Tony here once again! That was an interesting ride. But we're -still not done-! On this page, we have a few extra special things to talk about, but first, let's take care of those last two stages on our list...

Cannon's Core

Cannon's core... The first part, you begin in Tails' portion. And... that's it. You're -stuck-.

Status:  Unbeatable

This stage is impossible to proceed in. The moment you arrive, there's no way out. Without a mech, Eggman can't shoot the dynamite packs. So, unless you enjoy running in circles, this definitely isn't the stage for you.


Green Hill

Eggman moves in to try yet another death-defying feat. Bah! Fitting shouldn't be a problem at all. 

Ah yes, the extra stage that you would have been awarded upon gaining all of the game's emblems. For you folks out there, this one is a -real- treat. Minimal moonjump usage, and running all the way! This is one of Eggman's smoother stages, and it makes for great fun. I favor this one among the others as well. Definitely worth running around as the Doctor. Now, not only has Sonic raced around on the rendition of his first-ever stage, but so has Eggman! We should feel proud, and note the slight irony in the air.

Status: Beatabe

Run! Run! Keep on running! The goal ring awaits just ahead of you! Don't stop for anything!

Yoink! Time for a sharp turn of the EGGMAN style! There it is! RIGHT there!

That covers the rest of the stages. On another note, if you select anyone in the Chao World character select, you'll find that it will always end up being Eggman. This actually doesn't glitch anything up, considering he was mainly supposed to be for Chao World in the first place. But, of course, I felt the need to mention it.

 

Now, on to the other goodies!

--Mechless Eggman; Almost Officially Playable?--

 
Now, from what we've seen so far, putting Eggman in place of all the other characters (without the
Walker) has spawned some interesting results. We find that he's capable of high speeds, able to run up walls, pull off loop-de-loops, and attack. Some might think this isn't all too significant. However, keep in mind that unless a programmer puts the code in for it, it can't happen. So, somewhere along the line, Eggman was given the programming that enabled him to punch and kick robots, and effectively destroy them this way. Eggman was given the programming to, for whatever reason, run loops and along walls. Now tell me; The fact that he is actually able to do these things... Doesn't that strike you as odd?

 
Could this mean that, at some point, Eggman may have been considered for a playable role outside of the confines of his
Walker? There almost seems to be little evidence to support this, aside from what I've already mentioned. -However-, there are two key points that tell us that Eggman may have been considered for playability ourside the Walker. Here is the first one; a voice sample that you can make Eggman say only outside the Chao World. Walk to a ledge, and he'll stop, and say, "Ooh..! That was a close one...!"

 
Listen here:  EggmanCloseOne.mp3

 
Also, whenever Eggman takes damage, he not only has his own pose for losing rings, but he also has a death pose, in which he falls to his knees, and then flat on his face. Why make such things if you're not going to use them? Yes, my friends, I believe that this tells us that, something similar to SA1's Adventure stages, you would have been able to use the Doctor elsewhere. Maybe even his own stage! But, what could he have done, exactly? Well, I'll leave you folks to work with your own imaginations on that one, but this is a pretty nifty thing to think about. Personally, I feel that, at one point, SonicTeam may have considered following a similar formula to Action and Adventure stages in SA2, and that after they had coded in a few things for Eggman, they eventually dropped the idea and resorted to only the stages themselves.

 
It's a thought, isn't it?

--Glitches and Oddities!--

 Oh boy. This is going to be fun. You didn't expect a playable Walker-less Eggman to roam around without running into tiny little snags, did you? Well, listen up, folks, because there's a ton of little odd quirks that you can find while roaming about as the dear Doctor in territories that he shouldn't even be allowed in. Take a look!

 
---

 
#1: Animals; The Miracle-Workers

Whenever you're playing as Walker-less Eggman in an actual stage, one of the things that always remains consistant is what occurs whenever he picks up one of the many 'hidden' animals. The counter that usually indicates how many you've found in the stage will only remain a red pulsating 0, and as a result, will end up giving you a free life. Lucky, yes? But, indeed, odd.

 

#2: "I Can't... Hold On...!"

This is a tiny oddity. Unlike stuff like bars and vines, the handles that one would grab to be hoisted into the air don't freeze the game. Instead, Eggman just sorta gets glued to it for a second, before 'letting' go as the handle flies upward into the air. Sorry, Eggman! No free rides, here.

 

#3: Painful Rocket Science

Now, if you'll note, I never mentioned that using the rockets would freeze your game, because truth be told, they don't. However, using them with Eggman comes at a price. A short flight means all of your rings. Any longer, and it also means your -life-. Yes, for whatever reason, when Eggman 'grabs' a rocket, and it takes off, sometimes he'll immediately lose all of his rings as if he had just gotten hit. If the ride is too long, then the moment Eggman releases the rocket, he'll croak. I think that it's safer just to moonjump.

 

#4: "Powerup--! ARGH, MY BACK!"

This glitch occurs whenever you pick up a new weapon for either Speed or Hunter characters. Now, I'm not so sure about the others, but when I picked up Ancient Light for Shadow, Eggman immediately threw his left arm up and over in some weird 'C' shape, and his left leg bent backwards doing the same thing, his foot out in front of him. His right arm was bunched up close to his side like he was carrying a plate, and his right foot was position behind him. The entire time, he did this weird little dance, and did not change at all. Now, the reason for this is that when Eggman's model takes the new item, it immediately forces itself to pull off as best as it can its own interpretation of the model that the item is -supposed- the be for. Of course, this comes up with some rather humorous results. If you really want to have fun, find all the powerups you can, and see what funky dance you get next! (Note: If you pick up an upgrade for a mech character, Tails or Eggman, the game just freezes.)


#5: Eggman the Firefly?

In the Mech stages where the lighting is horrendously dark, or otherwise dim, if you pay attention to Eggman's backside, you'll note how it's a lot brighter than the textures on the rest of him. I think this is because Eggman with his mech is supposed to have a 'light' on whilst exploring such dark regions. So, without said mech, the light just shines somewhat dimly behind Eggman.

 

#6: "So... Very... -Angry-..."

Whenever you play a stage that's exclusive to a mech only, you'll note something is strange about the doctor... Smoke is pouring from the top of his head, and his neck lets out the occaisional burst of sparks! Whenever he stands still, moves very slowly, or moonjumps, his head will leave a dark smoke trail, and will occaisionally spark. He acts like a damaged mech! I find this glitch to be somewhat amusing.

 

#7: Does Not Compute

Whenever you explore the Hunter stages as Eggman, try to get some advice about what to do next from the many floating computer monitors in the area. What do you see? You'll find that because Eggman is detected in the stage as a non-Hunter, there will not only be no emerald shards, but there won't be any hints to give out on the matter, either. Upon using the monitor to gain words of wisdom, they'll only reveal to you this tidbit of information; 'NoText'. Yes, that -is- plenty helpful, isn't it?

 

#8: Hidden Rings

There are a few stages in which I've discovered there to be rings that are completely out of reach, which, to me, also suggests that if you play as the required person for that stage, you'll never be able to get a perfect ring score, as doing so would be impossible. Here are places I've realized have held rings hidden out of view.

 - Green Hill Zone: Your starting point below the stage itself allows you to collect a ring that Sonic would never be able to retrieve.

 - Mad Space: Your starting point below the line of death enables you to immediately collect a ring that Rouge would never be able to get.

 - Pyramid Cave: At some point, as Sonic, you'd grind a rail, and this rail would take you high in the air. As you grind at breakneck speeds, you'll notice that you pass by a large metal fence that allows you to see the outside of the base for a brief moment. As Eggman, moonjump to that fence, and take a look around. Behind the fence at some point is a single, lone ring. It hangs there, taunting you. If you backtrack a bit and moonjump to move around the invisible barrier, you can get this ring as well. Without the code, however, there's no means of which to gain it.

 Now, I'm aware that these aren't glitches that you'd find if you were just Eggman, but I did find these -as- Eggman, and I felt it'd be key to note it anyway. It is pretty interesting how it really -was- impossible to gain all rings from the start.

 

#9: Blind?

Whenever you reach one of the many mystical ruins that are dotted throughout the many stages, the only option you'll be given to interact with it is the command 'Look'. However, when you press B to look, it doesn't actually do anything.

 

#10: Senile Eggman

Eggman's probably getting up in his years. Why do I say as much? Simple. If you let him stand in a stage for a particular amount of time, he'll reach up to rub his head, and utter "Uggh... I'm really getting tired of operating this machine..." Of course, he's not in a machine at all, so it's a little funny to hear him say something like that. Ah well.

 

#11: The Vanishing Egg

This comes as a standard to all of the stages. Whenever you complete a stage as Walker-less Eggman, he vanishes along with the goal ring. Obviously, this is because he was never programmed with a victory dance without his Walker. So, thusly, you don't see it, and the results get shown without him.

 

#12: Standing in the Loop

 In Green Hill Zone, Eggman can actually use the tubes that Sonic normally would near the end of the stage. However, he's stiff as a board when he does it, and performs the entire thing standing up. It's really weird, but it doesn't freeze the game, thankfully.

 

#13: Crazy Legs

There are some places where, while going through a loop of some kind, Eggman's legs will just seem to go in different directions than what's intended. A -great- example of this is the corkscrew loop in Radical Highway. It gets so bad that Eggman can't even finish running the thing. Geez.

 

#14: The Blob

In Crazy Gadget, if you let Eggman get hit by the blue 'blob' missle from the GUN robots, he'll be stuck. However, the blob will stretch out to the far left and right, constrict back to normal, and then stretch out again, continuing the process until Eggman is free, or gets hit by a shot from the robots.

 

#15: Like a Ton of Bricks

In the stages that take place in space, Eggman cannot float like the other characters normally can. This is because his Walker-less model was never programmed to operate like such in Zero-G. So, his jumping isn't improved in the slightest.

Strangely enough, it -does- react correctly whenever he's underwater in Knuckles' stages. It even slows him down immensely. How odd.

 

#16: Lighter Than Air

Whenever you're playing Eggman through a mech stage, and he hits a spring, be prepared to fly much farther than intended. Apparently, the character models of the mechs were programmed to be heavier, and thusly could only be sent so far by a spring. Without his mech, Eggman can be propelled -much- farther. Without that extra machinery, it gives the effect that he is much lighter, and can go a further distance. I've noticed a similar effect occurring with the blue zipping ramp in Sand Ocean.

---

Now, these are probably not the only things that occur whenever you play as Eggman, and I'm fairly certain that I've forgotten one or two. If you -do- find anything, though, please tell us!

Well, that about wraps things up here. I want to thank Chris for getting me informed about the code, and for helping out immensely with this article, as well as for providing the banners. Also, a -huge- thank you goes out to those who found this amazing AR code, as well as the capture of all those screenshots. You've all been a big help. I would also like to thank -you-, fellow EEers, for reading this huge bulk of an article. Now that you know this much more about the playable Eggman in SA2, why not get out those discs and give it a try yourselves?

Happy Gaming!

-Tony























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