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Enemies and Bosses

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This is a sub-page of Proto:Shadow the Hedgehog/E3 2005 prototype.

This page documents enemy and boss differences in the E3 2005 prototype of Shadow the Hedgehog.

General Differences#

  • Enemies have a red/pinkish blood effect when hit rather than green as in the final.
  • Health bars are fixed length, even if enemies have more than regular max health.

Enemy Differences#

BkWingSmall (Black Arms Flyer)#

Significantly larger compared to final. Also has double-resolution textures.

Black Oak (00 8C)#

Walks in place. Has a lot of health. No sword; doesn't attack. Inaccurate hitbox.

GUN Beetle#

The GUN Beetle type that fires a machine gun instead drops bombs - many bombs. This leads to a game crash if not killed quickly due to overload.

Eggpawn#

Present and functional.

Big Foot (00 66)#

  • Has an amount of health close to final (health bar is misleading).
  • Keeps replaying the spawn animation over and over again.
  • Dealing damage causes it to vertically rise.
  • Soldier is untextured.

Missing Enemies#

  • BkNinja (Black Arms Assassin) - Missing entirely.
  • Black Volt - Does not exist yet (no model/texture variants).

Bosses#

Black Bull#

Functional in the City stage (STG0210). Part of this demo.

  • Collision is odd; you can get stuck on its head if you take damage above it.
  • Has a titlecard; in final versions, bosses don't have these.
  • Game runs for approximately 2 frames before triggering the introduction cutscene.

The Ruins variant (STG0412) has completely different arena geometry unlike anything in the final game, but the boss does not spawn.

Object 00 69#

Present in SetId, but crashes when spawned.

Missing Bosses#

  • Diablon (GUN Boss) - Missing entirely.
  • Egg Breaker - Arena exists in multiple stages but boss does not spawn.
  • Egg Dealer - Only music exists (early version used in Black Bull Ruins stage).
  • Black Doom
  • Heavy Dog
  • Blue Falcon
  • Devil Doom