This is a sub-page of Proto:Billy Hatcher and the Giant Egg (GameCube).
Unused Objects#
General Objects#
Metal Crate
Metal crates are similar to the final Geo Obj, but seem to not collide with eggs when you move them/perform the Egg Driver, but do when it's alone or kicked. This can lead to Billy being offset terribly from the egg, and even warp suddenly if the distance is large enough.
Eggs#
For ID 47 (the Small Butterfly item in final), there's a unique Egg pattern not in the final game. Hatching it does nothing.
Egg Animals#
Cipher
Cipher is fully functional, only missing audio for its animal cry. Its idle animation doesn't have it wiggle its horn like in final
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Final |
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For its fireball attack, the fireballs use simple round particles instead of modeled aura like final, then ends with a flare using this texture.
Recky
Recky is notably fully functional, only missing audio for its animal cry.
Runny
Runny has some minor AI following quirks where it'll be in its walk animation despite not moving much. Its attack notably is missing particles and effects compared to final, it doesn't grow for the first two front flips in its attack, and it doesn't damage enemies until its final flip.
Peliwan
Peliwan is oddly absent for the egg summons despite having the model and param file in the rom. Hatching the green eggs does nothing.
However...
Object 28675#
This object spawns the Egg Animal without needing to hatch an egg. The animal type is determined by Int1 in object settings. Similar to final, a max of 2 animals can be in the level at once.
Peliwan can be spawned in with this method.
Notably its spinning attack is very slow, and is missing effects compared to final.
Egg Hoops#

While the prototype already has Object 45 for Egg Hoops like final in its object ID list, Obj 22 seems to be even earlier versions that would be nulled in final for functionality. The Pink one is technically in the Proto Night Mission hidden away, same for Mint in the Day Mission.
Despite similarities, the way the objects are set up differs to the final Obj 45 Egg Hoops, some unused in this Proto.
Obj 22 in Proto;
Int1: Hoop Type;
0-2: Orange. 0 moves vertically (World Y axis), 1 moves horizontally (World X axis), 2 moves horizontally (World Z axis). Require Int 2 to be 0 to move, and when Billy is in the hoop it moves slower for type 0.
3: Hot Pink. Stationary. Particle effects are notably using Green's for launching...
4: Mint. Spins when Billy lands in it, then player can release.
5: Green. Takes into account of existing vertical speed, similar to a spring. Final Obj 45 restricts this heavily so launch speed is mostly the same.
6. Blue. Oddly launches in the opposite direction compared to other types, and if interrupted by collision, stops functioning.
7. Blue, but uses travel distance vertically. Oddly launches in the opposite direction compared to other types, faster than orange with the same speed setting.
8. Blue, but super buggy. Makes Billy stuck in the hoop for all Blue hoop types in the level.
Int2: Movement Enabled?;
0: Yes
1: No
Int3: Hoop Travel Distance;
* If 0, it defaults to 5 units (half a meter).
Float1: Hoop Travel Speed (Or Rotation speed for Type 4)
Float2: Hoop Launch Speed
Float3: Hoop Travel Speed (overrides Float1)
As Obj 45 is unused in the Proto, there are some differences visually. Otherwise for functionality it matches final.

Obj 45/Final;
Int1; Hoop Type
0 - Orange. Can use floats to move on all 3 axis, can move with or without player depending on if Int 3 is set.
1: Green (Yellow in final), otherwise functions the same as Obj 22's Mint/Final's .
2: Green. Most spring restitution is removed for player physics like final, visually however it bounces similar to Obj 22's, despite desync to player movement.
3: Blue. Now facing direction correctly.
4. Cyan. Is the rocking tilt connected to a long handle. Slow speed, relies on player prior speed
5. Magenta. Rocking tilt connected to long handle, is its own set speed.
Int2; Hoop Power for Launching. (or rotation speed for type 1, 4, and 5)
Int3; Moving with or without Player (only applies to orange)
0: Moves even without
1: Requires Player to move
Float1: Hoop Release Speed (redundant to Int2 if using types 0-3, otherwise it's handle length for types 4-5)
Float2: Hoop Travel (X World Axis)
Float3: Hoop Travel (Z World Axis)
Float4: Hoop Travel (-Y World Axis)
Bolted Boulder#
A Bolted Boulder. Already here they can be destroyed by certain Egg Animal attacks like in final, though they play the event sound here when that happens.
- Note, final never sizes them this big, this user set the size to 3x scale for visibility.
Grab Rung#
Functions the same as the one used in final for other stages.
Rescue Bomb#
The bomb used for rescue missions is here. The rope physics seem more sensitive compared to final. If one tries to do an Egg Driver with it, it softlocks and summons a mass of particles.
Rescue Player#

The object for the player to save in the bomb rescue missions is here, though corrupts the model (in this case since its char ID setting is 0, Billy's). Like final, if the event file and model data is missing, it'll default to a red wireframe sphere.
Light Gate#
Object 34 is a light version of the Dark Gate. Unlike the Dark Gate, this doesn't do anything in the proto. While the object was scrapped in final and had the ID nulled, its model would be reused for the circle of Light Gates in Sand Ruin Mission 3.
Dark Gate#
The Dark Gate used for warping to bosses is here, though lacking the aura. Touching it slowly fades the screen to white, and fades you to the "Coming This Fall" screen.
Goal Race Flag#
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Proto |
Final |
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The Goal Flag used for races is here, though notably has the crest for the texture yellow and orange instead of red like final
Dash/Jump Ramp#
A dash/jump ramp brightly colored for Object 7. It seems to have a trigger size too big by default, so setting Float4 to 0.3 is preferred. It also spawns incorrect particles upon contact. Only affects Billy when he has no egg, though if an egg is placed on the ramp it won't launch even if Billy is alone. In final Object 7 is nulled regardless of the mesh in the archive.
Cannon/Pirate Flags#

Cannons are fully functional like in final, same for Flags.
Minigame Leader#




The Minigame Leader interestingly is an object established here, though functions like the chick NPC objects. The camera focus and button icon are both a bit low, getting claustrophobic if interacted with from the right angle. Notably Billy doesn't need to be facing to talk to him.
Note: The Coin models associated for his missions are already in the rom.
Rescue Chicken#
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Proto |
Final Chicken 6 |
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The object for the Chickens to rescue for the Save 8 missions is already here, though lack of event data means they simply idle. Notably they have a different design closer to the Elder Rooster, and only 1 texture to choose. Final has 8 designs, number 6 being the closest to the pirate theme the proto has.
Bowling Ball Shooter#
Similar to the final version, these unused set of objects require one to move the bowling ball to around where the marker is, then it summons a set of pins to destroy as you need to time the rotation event.
If one tries to do an Egg Driver with it, it softlocks and summons a mass of particles.
Geo Obj Platform#
A platform stylized around Pirate Island's theme. Unused here and in final Pirate Island.
Flag#
Similar to final, this solid white sheet is non-interactive.
Small Fence A and B#

Two types of small size fences like other stages in the Final game exist for Pirate Island here (Geo Obj ID 18 and 19). In final these models are removed with the objects unused, replaced with a triangle.
Bent Pole with Rope#
This is treated as a destructible, with level Geo Obj ID 29. In final this model is removed with the object unused, replaced with a triangle.
Lantern Pole#
A very tall dimmed pole with a lamp on its side, level Geo Obj ID 32. The dimness implies this was an object only meant for the night or dark areas. Has issues with colliding with held eggs outside doing an egg bounce. In final this model is removed with the object unused, replaced with a triangle.
Turbine/Axel#
A turbine, level Geo Obj ID 33. In final this model is removed with the object unused, replaced with a triangle.
The model theoretically can have the axle part of it spin given the bone.
Wooden Mast#
An upright destructible mast, with level Geo Obj ID 34. In final this model is removed with the object unused, replaced with a triangle.
Unused Models#
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Barrels#

These barrels notably use the same texture as crates. The purple one implies some bomb mechanic was planned.
Minigame Coins#

Since the minigame event can't be triggered, these coins are unused even if the object is loaded. Otherwise they match final's.
Fan Object#

A trapdoor with the wind symbol and fan underneath. The shiny grey parts potentially are meant to light up like contact egg switches do.
Key Dice#
A purple dice block with a key face. Potentially summons a key.
Palm Tree Pieces#

It seems the developers initially planned to have Palm Trees in Pirate Island destructible like most of the Geo Objs.
Vase#
A vase.
Low Poly Fish#
Some low poly fish using vertex color. Could've potentially been placeholder for decorative fish objects in Pirate Island, but final only has the sharks.
Unused Graphics#
Pause Menu#
In the pause menu texture is an icon of an egg that doesn't appear anywhere in the prototype or the final. The fact that it's in the pause menu indicates that it could have been a cursor of some sort, as there's no cursor for the pause menu in any version of the game.
Also found in the demo's pause menu is a graphic for a menu option called "Exit". Both the demo and the final versions display the "End Game" option for quitting out of the game, thus rendering this unused. This graphic was removed from the pause menu texture in the final.
Other Graphics#
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In the same texture for the "LET'S GO!" phrase shown at the start of the level are graphics for the "A" and "R" letters, which go unused.
Contained in the texture for the "PIRATES ISLAND" level title text is an icon for an egg. This is never displayed in-game and isn't in the final.


