This is a sub-page of Proto:Shadow the Hedgehog/E3 2005 prototype.
This page documents object differences in the E3 2005 prototype of Shadow the Hedgehog.
Weapons#
Guns#
Machine Gun#
Unused; requires hacking to access.
Heavy Machine Gun#
Unused; requires hacking to access.
Gatling Gun#
Unused; requires hacking to access.
Egg Gun#
Present and functional.
Flash Shot#
Has 100 bullets instead of 40. Fixed firing rate; you cannot mash to fire faster. Fires very slowly.
Ring Shot#
Unused; requires hacking to access. Very slow to fire. Projectile may look slightly different.
Heavy Shot#
Doesn't spawn, but is in setid.bin.
Explosive Weapons#
Grenade Launcher#
Present and functional.


GUN Bazooka#
Has 16 rounds of ammo (more than final).
Tank Cannon#
Unused in final, but present here.
Black Barrel#
This projectile has gravity, which is interesting.
Big Barrel#
Flies faster than Black Barrel, so it descends less.
Egg Bazooka#
Seems the same as final.
Lock-On Weapons#
RPG#
There is no confirmation reticle to indicate lock-on target. Does make lock-on sound. Jumping cancels the shot (not present in final).
Four Shot#
There is no confirmation reticle to indicate lock-on target. Does make lock-on sound. Jumping cancels the shot (not present in final).
Eight Shot#
There is no confirmation reticle to indicate lock-on target. Does make lock-on sound. Jumping cancels the shot (not present in final).
Energy Weapons#
Laser Rifle#
Shoots extremely thin, white projectiles. They don't collide with enemies (ignore them).


Refractor#
Model in game files, but not implemented in-game.
Melee Weapons#
Egg Lance#
Similar to final, but only has 4 swings.
Samurai Sword#
Crashes the game. Normally unused weapons just don't run any code or don't render.
Environmental Weapons#
Environmental weapons (Stick, Speed Limit Sign, Tree, etc.) are not present. Destroying torches in Glyphic Canyon does not drop a Stick.
Vehicles#
Most vehicles don't work; models for most exist in setid.bin, but they just don't function in-game.
Jeep (00 3A)#
Requires hex editing; existing modding tools can't spawn this object.
- Has collisions with all objects (e.g., you can park on rings, even drive on killplanes).
- Does not break objects.
- Cannot drive off ledges; has problems with slopes.
- Has a habit of clipping through walls.
- To go backwards, hold back on the stick. Pressing X does not go backwards.
- Pressing Y (or B) dismounts the vehicle.





Sports Car (00 3B), Armored Car (00 3C), Motorcycle (00 3D), Jump Mech (00 3E)#
Copies of Jeep behavior.
Air Saucer (00 40)#
Spawns inside the floor rather than hovering on top. Model is the same or similar to final.
- Can hover on killplanes.
- Bounces on landing if user performed double jump.
- Often can't jump when moving up slopes.
- Has health but no health bar.
- Saucer angle can increase beyond regular limits when travelling fast (no cap).
- Can't interact with springs, but can with barricades, etc.
GUN Turret#
Fires at roughly the speed of an SMG (much faster than final).
Tank (Unused in Final)#
Crashes the game, but the model exists.
Items#
Hero/Dark Core#
These exist but go unused in this release.
Heal Unit#
A much thinner capsule. Player moves slower while holding. Item disappears on being thrown.
Item Capsules#
- Shield Capsule: Does nothing; icon exists but collecting is a no-op.
- Fire Capsule: Does nothing; icon exists but collecting is a no-op.
- Magnet Capsule: Does nothing; icon exists but collecting is a no-op.
Stage Objects#
Weight (00 19)#
Does not render, but has damage collision on unsupported stages. Constantly spams sound of impact on the floor.
On supported stages (e.g., Iron Jungle), it works as normal.
Locked Case (00 07)#
Invisible, small collision, cannot be broken.
Object 00 53#
Likely the lost "Orange Frame" object. The model is labeled COLITECH.DFF, with the associated BIN being TECHNIQUECOLLISION.BIN. The .CCL is missing, so there is no actual collision for this object.
Proximity Door#
Present and functional.
Digital Circuit Objects#
ElecCircuit (Rideable Circuit)#
Faster than final. Crashes on dismount. Can do 180 and go the wrong direction.
Rising Laser Fence#
It's red, and Shadow doesn't latch onto it well.
Core Program#
Receives damage. Stage doesn't complete when destroyed. No sign of damage until destroyed. Hurts player on contact.
Panels and Poles#
They look a bit different when activated.
Cryptic Castle Objects#
Small Lantern#
Always hurts player, even if not lit.
Cream#
Leg stretches when hit. Otherwise behaves as normal.