the cutting room mirror

Models

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This is a sub-page of Proto:Frogger (1997)/Milestone 3.

Many of the models seen here are present in later builds, both used and unused. Models in this build do not animate in any way, due to the animation data not being present. The game prints error messages about the animations being missing. The WAD files for Suburbia, Volcano, River, Ruined City, and Jungle only contain a single placeholder model, taken from one of the other zones.

All model names in Frogger are prefixed with abbreviations of the zone/category they belong to. These abbreviations are listed at the start of each category, and any mention of a model's name will not include them.

General#

Unlike later versions, there are no "GEN" files in this build. Instead, objects used throughout multiple zones have copies in each zone (with the exception of the player frogs).

Player Frogs#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Confirm if its possible to actually play as the pink and blue frogs in this build.

Frogger1997-march19psx-GEN_FROG.png
The frogs that are controlled by players. These frogs are a bit smaller than the final game's frogs, and they way they are posed gives them a resemblance to the original arcade frog sprites. Though these frogs have noticeably different patterns on their backs, their color schemes are nearly identical to their later counterparts. The yellow/black frog is notably absent, with a copy of the green Player 1 frog taking its place, though its texture is present alongside the others.
Notably, a sprite of the green frog was used as the icon for the final PC version's executable. Frogger1997-icon-pc-final.png

TRIGGERPOINT1 - TRIGGERPOINT5#

FOR, SKY, DES, CAV, MUL1, and OPT

Milestone 3

Sony Presentation Build

Final

5 brightly colored flags used to mark the objectives in levels. The numbered circles at their bases are fully modelled. The flags are much larger in this build than in any of the later builds, and do not have a baby frog at their base, as they do in the Sony Presentation build. This is the only appearance of any kind of main objective that has a white coloration. Strangely, the blue flag is missing in the next build, replaced by a copy of the green flag, though it does make a brief appearance in the German trailer. In later builds, the role of these flags was taken over by baby frogs(Checkpoints), though flags do still appear as objectives in the multiplayer stages, referred to as "Multipoints", and featuring a modified design.

Early Pickups#

This version of the game uses models for various bonus pickups that award time, score, or extra lives. These pickups were effectively replaced by the final game's flies. The models were removed briefly before being re-added in the PC Alpha build, where they remained up until PSX Build 29, which permanently removed them from the game. The spots they occupied persist and remain empty in all builds following, as well as their listings in the entity library, though no code seems to remain for them.

BONUS_TIME (FOR, DES, CAV, MUL1)#

A small stopwatch that awards time when collected. The textures used by this model appear frequently in later prototypes as placeholder textures, but appear to have been removed later on along with the model.
Frogger1997-march19psx-FOR_BONUS_TIME.png

BONUS_SCORE (DES, CAV, MUL1)#

A small yellow star shaped object that awards points. This model was replaced with a flat model of a fly from the PC Alpha onwards.

Unlit

Lit

Windows Alpha

BONUS_LIFE (DES, CAV, MUL1)#

A small yellow frog that awards an extra life. The mesh used for this frog appears to be 1:1 with the player frogs in this build, just shrunken down significantly.

Unlit

Lit

Swamp(SWP_)#

OIL_DRUM#

Milestone 3

Final

A ridable oil drum. Sports a reddish, somewhat realistic looking texture, with no visible oil label. The geometry of the model is identical to the final game, minus the water ripples.

BOX#

Milestone 3

Final (Unused)

A wooden box used as a ridable platform. The texture in this build is much grimier, and the model lacks water ripples.

RAT#

Milestone 3

Final

A brown rat that serves as a hazard. This rat is much thinner compared to the rats in the final game.

STAT_SUNKCAR#

Milestone 3

Final (Unused)

A green truck with shading for being partially submerged in water, likely meant solely for adding detail to levels. The shading on the window is ever so slightly darker in the final game.

NEWSPAPER#

Milestone 3

Final

A ridable newspaper. The texture used in this build has dirt smudges, as well as no legible text, and the model appears to be slightly crumpled. A "tearing" version of the model does not exist, likely due to animations not being possible yet.

FLUME#

Frogger1997-march19psx-SWP_FLUME.png
A small, dirty stream of water or some other liquid. This model is notable for being one of the only models to not be carried over into the post-recode builds in any capacity. Despite this, the texture it uses managed to make it into the files of the final game, and a sound effect named STAT_FLUME can be found in later builds as well.

RACCOON#

Milestone 3

Final

A raccoon, used in this build as a hazard. This raccoon has significantly different proportions from the raccoons in the final game, with a smaller head and much larger body. The structure of the model shares similarities with the later model, meaning the new model was likely formed by adjusting the proportions of this one.

STAT_DEADTREE#

Milestone 3

Wireframe Comparison

A small dead twig of a tree, used for adding detail into levels. The structure of this model is mostly identical to the final game, though the diagonals of the polygons have been flipped, giving it a different wireframe.

STAT_DEADTREE1#

Milestone 3

Final

A much larger dead tree for detailing. The model in this build is higher-poly than the one seen later, and has less noticeable bends in its branches and trunk. It is also not missing any polygons, unlike the later model.

STAT_LOG#

Milestone 3

Final (Unused)

A small piece of decorative debris. Uses what appears to be a rusty metal texture, rather than anything resembling wood or a log. In later builds it uses the standard swamp pipe texture

STAT_LITTER & STAT_LITTER2#

Milestone 3

Final

2 decorative models consisting of small pieces of floating debris. These models are completely flat besides the small can present on the second model. These use the same rusty texture as STAT_LOG, as well as a less rusty version for some of the debris, notably the can. These textures appear to be less compressed versions of the textures present in the final release, and also have a small amount of transparency. These versions have wireframe differences from the final versions, similar to STAT_DEADTREE.

PALLET#

Milestone 3

Final (Unused)

A wooden pallet used as a ridable platform. Uses the same texture as SWP_BOX, and its geometry is identical to the final version.

OIL#

Milestone 3

Final (Unused)

A flat square tile with a shiny oil texture, noticeably different from oil textures seen used in the final game. This version's texture is less compressed, but lacks transparency around its edges.

WASTE_BARREL#

Milestone 3

Final (Unused)

Size Comparison

Another barrel model used as a rotating obstacle. Sports a jet black color scheme in this build. This barrel is notably quite large in comparison to any of the other barrel types.

NUCLEAR_BARREL#

Milestone 3

Final

A barrel that launches players on contact. In this build, the barrel is yellow with a standard nuclear symbol on top of it, rather than gray with a more cartoony explosion symbol. This version is also missing water ripples, but is NOT missing the polygons on its underside, unlike the final model.

STAT_MARSH#

Milestone 3

Final (Unused)

Another square tile model, this time with a texture of some sort of vine-like plant. In later builds, this flat tile is replaced with a fully modelled cluster of grass and/or leaves.

CRUSHER#

Milestone 3

Final

A huge brown block with spikes on the end, designed to move in a piston-like fashion. The crushers in this build sport a darker brown, grittier texture, and are a bit longer than their final counterparts. The sides of the block are composed of only a single face as opposed to 3, and this model has a polygon at its back end, unlike the final model. Both versions of the model share their brown texture with pipes seen in their respective builds.

WEIR#

Milestone 3

Milestone 3 (Highlighted)

Final

Final (Highlighted)

A large wooden waterwheel, used as a hazard at the end of river-like areas. In this build, the model is much lower-poly, lacking a center rod entirely, with the rings at the ends being formed using a texture. The final model is fully modelled with no textures at all.

SQUIRT#

Milestone 3

Final

An untextured yellow droplet of an indeterminate substance that drops from above. The model in this build is a bit larger and more angular, as well as perfectly symmetrical. The final model has a few extra polys to help it look more rounded.

SLUG#

Milestone 3

Final

An oversized slug that is commonly seen crawling around pipes. The slugs seen in this build are a tad bit larger than their final counterparts, and are almost completely black. This slug model also has no polygons on its underside.

MUTANTFISH#

MUTANT_FISH in the final.

Milestone 3

Final

A hazardous fish skeleton. The model in the build is much smaller and simpler, with a flat texture for a body, a smaller tail fin, and a blocky, wedge-shaped head with a rather creepy(and fittingly dead looking) facial expression.

CHEMICAL_BARREL#

Milestone 3

Final

A floating barrel that bobs up and down in the water. Similarly to the oil drum, this version of the barrel has no visible label, instead sporting a more realistic plain grayish-white barrel texture. The barrel appears to be smudged with some sort of dirt or waste, but is not easily visible due to most of it being on the underside of the model.

Pipes#

Rather large brown pipes used as decoration for floating objects to go into or come out of. These pipes use a dark brown, rusty looking texture, compared to the more flat orange-brown texture seen on pipes in later versions. Like with some other static models, the wireframes of the straight and curved pieces are flipped compared to their final versions.

STAT_PIPE#

STAT_PIPE_STRAIGHT in the final. STAT_PIPE is still on the model list, but ordered differently and represented by a different model.

Milestone 3

Final (Unused)

STAT_PIPE_HOLE#

Milestone 3

Final (Unused)

STAT_PIPE_CURVED#

Milestone 3

Final (Unused)

Big Pipes#

A pair of larger pipes, so large that only the top sections of them are modelled, as they are only ever seen embedded into the ground. Both of these models were made slightly higher poly later on, though the actual shapes of the models hardly changed at all. The curved piece inexplicably uses the trash texture instead of the standard pipe texture, though in later builds its texture is uniform with the other pipes.

STAT_PIPE_BIG#

ST_PIPE_BIG_STR in the final.

Milestone 3

Final (Unused)

STAT_PIPE_BG_CURVED#

ST_PIPE_BIG_CURVE in the final.

Milestone 3

Final (Unused)

Small Pipes#

Two sections of much smaller pipes, closer in size to pipes commonly found in the final game. Notably, these pipes use the pipe texture seen in the final game's Volcano zone, rather than anything used for other Swamp zone pipes in either this build or the final game. The texture is aligned differently in this version, but the models themselves are identical to later versions.

STAT_PIPE_SMALL_STR#

Milestone 3

Final (Unused)

STAT_PIPE_SMALL_CUR#

Milestone 3

Final (Unused)

PIPE_MESH#

Model

In-game

One of the largest non-map models in the whole game, this massive cluster of pipes was used as a traversable setpiece, populated with multiple hazards. The size of the pipes making up the model closely match the mid-sized group of pipes. Unlike all the other pipes, this model is completely untextured. This model remains in the final game, but is only ever known to have been used in this single build, and received no changes.

Forest(FOR_)#

HEDGEHOG#

Milestone 3

Final

A small brown hedgehog that walks and rolls about as an obstacle. This hedgehog does not have any distinct coloration on its head and nose like the final model, and its feet have extra polygons.

WOODPECKER#

Milestone 3

Final

A woodpecker with a green red and a red body. Compared to the later model, the head is lower-poly and untextured, and this model has visible feet. More notably, this is the only known build where the model doesn't look severely broken, as in later builds the head would become detached from the body.

JAY#

Milestone 3

Final

A hazardous pink bird. The only notable difference between this model and the final one is the redone textures on the wings and tail feathers.

SWAYINGBRANCH#

Milestone 3

Final

A ridable branch that swings back and forth. The only notable difference here is the much darker wood texture, used by this as well as many of the other tree-based models in this build. The model itself is unchanged.

SQUIRREL#

Milestone 3

Final

An orange squirrel. The model seen here is almost nothing like the model seen in the final game, being much smaller, having a different shape, as well as being completely untextured.

OWL#

Milestone 3

Final

A ridable owl. The owls in this build are quite a bit smaller, and a bit lower poly, especially around the head. The texture on their wings was redone for the final game, and their overall coloration in this build is noticeably more gray.

SWARM#

Milestone 3

Final

A swarm of bees release by hives. The model itself is only a flat tile, as it is meant to be displayed as a sprite that always faces the camera (though in this build it very noticeably does NOT do that). The texture used for the bees in this build is much lower quality than in the final game.

HIVE#

Milestone 3

Final

A beehive. The texture used for this beehive is a more dull orange-yellow, and the opening in positioned a bit higher up. The model itself is identical otherwise.

STAT_BRACHTFUNGI#

Milestone 3

Final

A large fungus that can be stepped on. The name seems to be a corruption of "bracket fungi", a name commonly given to fungi of this type. The model in this build is identical to the final model, with the only visible difference being the slightly less compressed texture on it. Fungi of other colors and shapes appear in later builds.

Treestumps#

This build contains 3 models of what appears to be the same treestump, each of increasing size. These each use the standard tree bark texture used in this build, and the exposed top is a lighter color than the later stumps. While the trunk appears to be identical to later builds, the roots coming off the stumps are less detailed and more flat. The first stump was removed and replaced by a single polygon, and is used for the entity that blocks visibility of bee swarms.

STAT_TREESTUMP#

Milestone 3

Final

STAT_TREESTUMP2#

Milestone 3

Final

STAT_TREESTUMP3#

Milestone 3

Final

STAT_BIGTREE#

Milestone 3

Final

A large, standing tree. The version in this build is approximately half the size of the one in the final game, and is sloped outwards at its base.

BREAKINGBRANCH#

Milestone 3

Final

A fragile branch that will snap after being stood on. The only difference in this build is the texture.

Safe Branches#

2 branches meant to be used as playable ground hanging off the side of trees. Both of the branches in this build are longer than those seen in the final game. The first branch has a smaller branch hanging off of its side, which is absent in the final game. The cluster of leaves on the first branch is also a bit smaller than in the final game.

STAT_SAFEBRANCH#

Milestone 3

Final

STAT_SAFEBRANCH2#

Milestone 3

Final

STAT_BREAKINGBRANCH#

Milestone 3

Final

A small nub of a branch, left behind after a breaking branch falls. Identical to the final aside from texturing.

STAT_BUSH#

Milestone 3

Final

A cluster of flat, textured leaf tiles of various sizes, meant to appear as a small bush when viewed from a top-down angle. The only change is in the quality of the texture used.

Small Trees#

Similarly to STAT_BUSH, these are groups of leaf tiles meant to appear as trees when viewed from above, with the primary difference being that these models are a bit taller. There are 3 variants, each with a different texture applied, though the model itself appears to be the same for each. The only changes these models received were to their textures, with the first tree appearing to be the least changed, while the textures for 2 and 3 appear to have either been heavily modified or replaced entirely.

STAT_SMALLTREE#

Milestone 3

Final

STAT_SMALLTREE2#

Milestone 3

Final

STAT_SMALLTREE3#

Milestone 3

Final

STAT_MUSHROOM#

Milestone 3

Final

A small cluster of decorative beige mushrooms. The model in this build is smaller, but otherwise identical to the final game.

STAT_FALLENTREE#

Milestone 3

Final

A large tipped over tree that has a couple branches sticking out of it. Unlike other trees and branches, this model is untextured, though in later builds it was given a bark texture.

Sky(SKY_)#

JET1#

Milestone 3

Final (Unused)

A large gray jet that leaves cloud trails. The only difference with this model is the slightly darker color of the flame in the back. This is the only build where this model is ever seen in use.

JET3#

Milestone 3

Final

A smaller red jet that also leaves cloud trails. The earlier jet features a yellow, untextured flame, as opposed to the animated blue flame seen in the final release. The wings on this earlier model still have faces on their undersides. The rest of the model is otherwise identical to the final one.

HELICOPTER#

Milestone 3

Final

Milestone 3 Highlighted

Final Highlighted

A helicopter with deadly rotor blades. The early helicopter has a transparent texture that appears to represent its rotors in motion, rather than having physically spinning rotors like the final model. The aforementioned texture has been applied to the entire model though, not just the blades. Viewing the model untextured shows that the rest of the mesh is nearly identical, though some polygons on the model's underside were removed in later iterations.

BIRD1#

Milestone 3

Final

A ridable pelican. This version of the model has a much simpler wing texture, no texture for its tail feathers, and no eye texture. The shading on the textured regions is also significantly darker. Unlike in the final game, the pelican only appears in the Sky level.

BIRD2#

Milestone 3

Final

A black bird, presumably a crow/raven of some kind. This version of the model has less of a blue tint on its body, and a much simpler wing texture with no white markings on it. This version's tail feathers are also untextured, and lack a single extra triangle that exists on the final model.

BIRD3#

Milestone 3

Final

A small white bird resembling a seagull. This early version does not feature any textures at all, but is otherwise entirely identical to the final model, even having the exact same default pose.

BIRD4#

Milestone 3

Final

A small bird strongly resembling a Canada goose. This model is largely the same as its final iteration, with the only noteworthy difference being the darker shading.

LITTLE_BIRD#

Milestone 3

Final

A small bird somewhat resembling a mallard duck. This has the same darker shading seen on other textured models, with the untextured portions being unchanged. The model is otherwise identical.

POPPING_BIRD#

Milestone 3

Final (Unused)

A larger, skinny bird, likely intended to have some interaction with balloons based on its name. Has simpler feather textures, and notably has a textured beak that consists of that same feather texture tinted yellow. Its legs are also black as opposed to yellow, here. The mesh itself appears to be unchanged.

Rubber Balloons#

2 balloons that are identical besides their color. The balloons here sport a different texture for their "reflections", and their "strings" are also textured with it. The colors of the 2 balloons are also swapped in this build. The balloons seen in the final game's icon for Looney Balloons appear to use the early textures seen here.

RUBBER_BALLOON1#

Milestone 3

Final

RUBBER_BALLOON2#

Milestone 3

Final

HELIUM_BALLOON3#

Milestone 3

Final

A floatier balloon. This balloon has a very different shape and texture from the previous two, with more of a heart shape and a rather strange looking texture that appears to be more reflective. These balloons were later made green (visible in the aforementioned icon as well as the game's credits), before eventually being replaced with a palette-swapped rubber balloon for the final game.

BIPLANE_BANNER1#

Milestone 3

Final (Unused)

A red and white biplane meant to drag a banner behind it as it flies. Much like the helicopter, this model uses a texture for its spinning propeller blades, but the rest of the model is largely the same as its final iteration. Despite being numbered, it is the only biplane present in this build, being joined by (and dropped in favor of) other biplanes without banners in later versions.

Clouds#

Template:Needimages A trio of blocky pink clouds of small, medium, and large sizes. These are used for the cloud trails left behind by jets in this build. Cloud 1 was replaced later on by an enlarged pink balloon, seen in the level Time Flies as a ridable object. The original model can be seen being used for the same purpose in the final game's credits. The other 2 models remained unchanged and unused through the rest of development.

CLOUD1#

Milestone 3

Final

CLOUD2#

Frogger1997-finalpsx-SKY_CLOUD2.png

CLOUD3#

Frogger1997-finalpsx-SKY_CLOUD3.png

HAWK#

Milestone 3

Final

A brown hawk that chases the player. The hawk in this build has a slightly darker color scheme and simpler textures, and its body has a very slight dip in the back near the tail end. The model is otherwise rather similar to its final iteration.

BIRDHAWK#

Milestone 3

Final (Unused)

An alternate variation of the hawk. In this build, these look quite different from the normal hawks, being overall smaller, having shorter wings, and being entirely textured with the same texture seen on the pelican model's beak. Later builds would replace this model with an alternate color variant of the hawk model.

"Tornado" Objects#

Frogger1997-march19psx-SKY_TRUCK.pngFrogger1997-march19psx-SKY_CAR.pngFrogger1997-march19psx-SKY_LOG.png
Frogger1997-march19psx-SKY_PEDDLEBOAT.pngFrogger1997-march19psx-SKY_BULL_DOZER.pngFrogger1997-march19psx-SKY_CAR_BLUE.png
Frogger1997-march19psx-SKY_OIL_DRUM.pngFrogger1997-march19psx-SKY_BIRD1_T.png*Frogger1997-march19psx-SKY_JET3_T.png*
A collection of 9 models used to form a "tornado" in the sky level. These objects travel along paths and wildly spin about, a behavior seen only in this build.

7 of these models are pulled from other zones, being identical copies of:

  • MUL1_TRUCK
  • MUL1_CAR
  • MUL1_PEDDLEBOAT
  • ORG_BULL_DOZER
  • ORG_CAR_BLUE
  • SWP_OIL_DRUM
  • MUL1_LOG

Models taken from other zones have their respective prefixes replaced with the SKY prefix. SKY_BIRD1 and SKY_JET3 are also used for this purpose, but did not have their models copied.

Desert(DES_)#

VULTURE#

Milestone 3

Final

A vulture that swoops down to attack the player. The model in this has a different coloration, with a mostly gray body and a pink head, and untextured wings. Its beak is also a bit smaller compared to the final model.

LIZARD#

Milestone 3

Final

Frogger1997-march19psx-DES LIZARD.png Frogger1997-finalpsx-DES LIZARD.png

STAT_BALLCACTUS#

Milestone 3

Final

A small, round cactus. The model in this build is rounder due to being higher poly, and its spikes are smaller and much more numerous compared to the final model. The flower on top also has more petals, and its colors are flipped.

STAT_CACTUS#

Milestone 3

Final

Cactus Point

A tall green Saguaro cactus. This model has a similar shape to the one seen in the final game, but has a higher poly count. This cactus design actually makes a brief cameo appearance in the final game, appearing in the level icon for Cactus Point, along with some other older models. The model can also be seen in the German trailer, present in both Cactus Point and Boulder Alley, however there are currently no available post-recode builds that feature it.

SNAKE#

Milestone 3

Final

Frogger1997-finalpsx-DES SNAKE.png

TUMBLEWEED#

Milestone 3

Final

FALLING_ROCK#

Milestone 3

Final

Frogger1997-march19psx-DES FALLING ROCK.png Frogger1997-finalpsx-DES FALLING ROCK.png

HOLE1#

Milestone 3

Final

Frogger1997-march19psx-DES HOLE1.png Frogger1997-finalpsx-DES HOLE1.png

HOLE2#

Milestone 3

Final

Frogger1997-march19psx-DES HOLE2.png Frogger1997-finalpsx-DES HOLE2.png

BEETLE#

Milestone 3

Final

Frogger1997-march19psx-DES BEETLE.png Frogger1997-finalpsx-DES BEETLE.png

BISON#

Milestone 3

Final

Frogger1997-march19psx-DES BISON.png Frogger1997-finalpsx-DES BISON.png

THERMALS#

Milestone 3

Final

Frogger1997-march19psx-DES THERMALS.png Frogger1997-finalpsx-DES THERMALS.png

STAT_ROCKFORM#

Milestone 3

Final

A large rock pillar. The only change made was to its color, to match the general color palette of the desert stages seen after this build.

STAT_ARCH#

Milestone 3

Final

Frogger1997-march19psx-DES STAT ARCH.png Frogger1997-finalpsx-DES STAT ARCH.png

BISONCLOUD#

Milestone 3

Final

Frogger1997-march19psx-DES BISONCLOUD.png Frogger1997-finalpsx-DES BISONCLOUD.png

SALAMANDER#

Milestone 3

Final

Frogger1997-finalpsx-DES SALAMANDER.png

STAT_CLIFFBRANCH#

Milestone 3

Final

STAT_CLIFFBRANCH2

A dead branch that sticks out of the sides of cliffs as decoration. This version of the model has a slightly different shape, and more little branches sticking out of the larger branch. Despite this model being changed, the final game also has a model named STAT_CLIFFBRANCH2, which is a slightly recolored version of this original model.

STAT_COWSKULL#

Milestone 3

Final

A small skull of a cow used for decoration. The model here is identical to the final model, outside of sporting a rather strange looking holey texture all over it.

STAT_BALLCACTUS2#

Milestone 3

Final

Another small cactus, though with a taller, thinner stature. The early version of this model is higher poly, has 2 flowers instead of one, and has many more spikes than the final model. These spikes, unlike the previous model and unlike all later cactus models, are textured with the same texture that the main body uses. This model is also a fair bit smaller than the later model, resulting in this version not actually being much taller than the first ball cactus.

Caves(CAV_)#

HEDGEHOG#

Identical to FOR_HEDGEHOG. The final game's cave zone does not contain hedgehogs in any capacity.

LIZARD#

Identical to DES_LIZARD.

SNAKE#

Identical to DES_SNAKE.

BEETLE#

Identical to DES_BEETLE.

GLOWWORM#

Milestone 3

PSX Alpha

Frogger1997-march19psx-CAV GLOWWORM.png

FIREFLY#

Milestone 3

Final

Frogger1997-march19psx-CAV FIREFLY.png Frogger1997-finalpsx-CAV FIREFLY.png

SPIDER#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

SALAMANDER#

Identical to DES_SALAMANDER.

BAT#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

OIL#

Identical to SWP_OIL.

ROCKFALLFLOOR#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

A flat rock tile that is segmented into multiple small parts, likely intended to break apart when stood on. The only differences on this model are the texture being less compressed and shifted slightly.

ROCKBLOCK#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

A wall of untextured rocks on a steep, textured slope, likely intended for blocking off areas. Like the previous model, this one only received minor texture changes.

ROPEBRIDGE#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

STAT_COBWEB#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

VAMP_BAT#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

STAT_STONEBRIDGE#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

STAT_CRYSTALS#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

BAT_FLOCK#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

SNAIL#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

SLIME#

Milestone 3

Final

Frogger1997-march19psx-CAV .png Frogger1997-finalpsx-CAV .png

Multiplayer 1 (MUL1_)#

Suburbia does not have a proper model bank in this build. However, as this model set has many similarities with the Suburbia sets seen in later builds (even having the models listed in a similar order), these models will be directly compared with those.

Multiplayer 2-4 (MUL2_, MUL3_, MUL4_)#

Original (ORG_)#

Front 0(OPT_)#

Options(OPT_)#

Frogs(GEN_)#

Logos(OPT_)#

Frogger1997-march19psx-OPT_FROG.png
The only model found in LOGOS.WAD. A very large and rather creepy model of a frog, and the first thing the player sees upon booting up this build.
This model seems to have served as the basis for the playable frog model seen in later builds(and by extension, the lower poly frogs derived from it), as evidenced by the very similar topology. Notable differences include the fully modelled tongue and pupils(which are still present on the Jungle zone's Frogger statue), the lack of a throat sack, and the undersides of the frog's feet being rounded instead of flat, as well as lacking a unique coloration.