Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Shadow the Hedgehog

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

Shadow the Hedgehog

Developer: Sonic Team
Publisher: Sega
Platforms: GameCube, PlayStation 2, Xbox
Released in JP: December 15, 2005
Released in US: November 15, 2005
Released in EU: November 18, 2005


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
SoundIcon.png This game has unused sounds.


SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: This page has been on the "todo" list for half a decade now. Seriously.

Shadow the Hedgehog loads up and goes grimdark!

Sub-pages

Blank.png
Configuration Files
Left in the game files in the GameCube and Xbox versions.

Debug Font

Shadow-gindows.png

The font from the "Gindows" debug environment used in some Sega games, located on the root of the disc, with a name of gindows.png.

(Source: Sonic Retro)

Unused Textures

InfoWindow.txd

Shadow-the-Hedgehog-GC-Numbers.png

A numerical font, similar to the font in Sonic Heroes, the only difference being the coloring of the font.

Shadow-the-Hedgehog-GC-PS2-Icons.png Shadow-the-Hedgehog Early HUD.jpg

Early icons, some of which use PlayStation 2 button icons, which can also be seen in this early screenshot.

Unfinished CG Cutscene Video

An early VFX pass on the cutscene of the Eclipse Cannon's firing shot. It features unfiltered audio of Black Doom's voice in both English and Japanese on separate channels. It can only be found in the Xbox version of the game as E5022.sfd.

Unused Multiplayer Audio

Sonic was clearly removed from multiplayer early on, as the only things that remain of him are the Japanese voice clips.

Clip Text
"Let's go! / Let's do it!"
"Let's do it!"
"Come on, Let's get started!"
"Just let me have some fun for a bit!"
"This time I'm going for real!"
"I won't lose to anybody if it comes to running!"
"What's wrong? Is that all?"
"Come on, the fight is just getting started!"
"See you! I'll hang with you again!"

Test Stages

Hmmm...
To do:
Document further, using this resource here. Also, go into more detail with Stage 9900 here.

This test level is made of a flat surface with various areas to test physics including several paths that twist around. it also includes assets from the "Glyphic Canyon" stage.

The full map.

Use this Action Replay (GameCube) code and enter the second neutral level, "Glyphic Canyon":

MV02-1EH2-D6K41
BJD3-MCMF-XYHE7
JPWZ-WADQ-BMFZN
KFW9-BPHY-K1X18
UPGK-X5M1-0WQ24
HX7F-CHJG-UEUB9
YD3N-JYH1-92VPD
3PBG-XWEK-J3ACJ
G2YT-AA8Y-UMU0F
ER5K-02Y1-R7YXT
GBFY-BJUF-QMYKU
8X36-1F86-D5G5G
Y2ZY-HWFF-9DM3J
ZJKC-87VW-97Z49
6PRB-51FX-DGPP8
DV91-HE8E-HHVFZ
329N-6FBD-6FYR3
(Source: Sonic Retro)

Stage 9900

Stage 9900 is found only in the GameCube version. The video contains information on this stage starting at 8:57.


(Source: sewer56lol)

Build Dates

A build date can be found in the game's executable.

All of the different region Xbox .xbe have different headers; however build date and time is identical.

Regions and dates below were verified on 02/16/2019.

Still missing: PlayStation 2 (JP)

Version Hex Address Build Date
GameCube (US) 0x4CE220
Oct 10 2005 23:48:24
PlayStation 2 (US) 0x6E87B8
Oct 12 2005 14:56:41
PlayStation 2 (EU) 0x6EA758
Oct 16 2005 12:09:34
GameCube (JP) 0x4CE898
Oct 16 2005 15:45:51
Xbox (US / EU / JP) 0x435180
Oct 16 2005 15:49:12
GameCube (EU) 0x4CF2D0
Oct 20 2005 11:17:41
(Source: Ferrox & dreamsyntax)

Build Differences

Pre-Oct 16 builds, the US version of PS2 and GC only, have what is known as Chaos Control Glitch (CCG) in the speedrunning community.

In the affected builds, there are 1-3 frames of input available when activating a checkpoint, allowing to execute another action in these frames.

The EU GC version has some functions shifted around compared to the JP GC build, but in-game differences have not been noticed/documented yet.


(Source: dreamsyntax)