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