the cutting room mirror

HYPER PlayStation Re-mix Demo

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This is a sub-page of Proto:Clock Tower (PlayStation).

This demo lets the player explore the Barrows Castle from the game's final scenario, with a time limit of 10 minutes (though being idle for too long will end the demo by darkening the screen and returning to the title screen). Several rooms are inaccessible, meaning the end is impossible to reach without cheats, and the disc only has the asset archive for Jennifer's final scenario.

Sub-Pages#

General Graphical Differences#

  • Jennifer and Scissorman are the only characters using textures. The others resort to vertex coloring for the time being.
  • The character shadows are not transparent.

Demo

Final

Jennifer has a yellow skin tone in this build. It was made more pink in the final. They also adjusted the hairline, eye positions and the hair shadow on the back. The model itself also has white clothing under Jennifer's coat in this version, visible during some events.

Demo

Final

Aside from the background being switched out, the animation of the letters is completely different. They appear at their designed positions and simply expand horizontally to their full size. The Japanese title is scaled in the same way but vertically. Finally, "PRESS START BUTTON" starts flashing quite rapidly.

Demo

Final

Final (Pamphlet)

The "DEAD END" screen was completely redone. The background in this version is pretty much the same as the one used in the final game's pamphlet, just resized and darkened.

Demo

Final

These HUD textures were updated for the final release. The cursor was made a bit darker, the ladder key and star plate had their icons changed, and all item name boxes were remade. "Candle" was rewritten in Hiragana instead of Kanji and the "foreign note" and "door spell" were simply called "note: before deciphering" and "note: after deciphering" respectively.

Unused Graphics#

Even though they are never shown in the demo, the city and scenario start images are present. Most are identical to the final version, but others aren't.

Demo

Final

A very barren landscape. The inclusion of a cursor in the same file, as in later versions, hints at this being a placeholder image for the city seen during intermissions in the final game.

Demo

Final

The scenario 1 images use the concept art seen in the final game's gallery instead of 3D renders.

Demo

Final

The plane in the airport image was replaced with a completely different model. The view is also shifted a bit to the side, showing more of the information sign in the final version.

Demo

Final

An early version of the image used when the group is driving towards the castle. The map of Europe from the screen before is missing in this version.

Demo

Final

The scenario 3 start image. Not very obvious, considering the lack of a castle altogether.

Demo

Final

Unused textures for Victor, who does not appear in scenario 3, are also included. They were resized and recolored a bit for the final version.

Demo

Final

The background used for various sections of the inaccessible/nonexistent main menu exist in this version. The frame is darker than in the final and the whole image takes up about twice as much space in VRAM compared to the final since it doesn't make use of flipping here.

This unused text is stored in the same file. The final version of this file has lots of text in this style for the scenario start screens and the save menu among others.

ClockTower2_Dammy.png ClockTower2_Damii.png ClockTower2_LibraryLobby_D8.png

Some dummy textures. All remain in the final game.

Audio Differences#

  • Aside from some short clips for Jennifer, this version has no voice acting.
  • Jennifer will always scream when fighting against Scissorman. In the final version, this only happens when you lose the fight.