the cutting room mirror

Sprite Differences

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This is a sub-page of Proto:Wolfenstein 3D (DOS).

To do:
Edit images to make them match (cropping, transparency).

March 12th, 1992 prototype

March 14th, 1992 prototype

April 13th, 1992 prototype

Final

We're better lookin', baby!

The title screen was in the process of being converted from EGA to VGA. B.J.'s eyes were slightly redrawn to make him more focused on the guard, and less focused on the pretty bunnies. The guard has a slightly different pose and was redone to look less awkward. Finally, the shading was changed dramatically.

March 14th, 1992 prototype

April 13th, 1992 prototype

Final

Don't screw off the team, Tipper Gore
Don't let your kids play it!

In the March 14th prototype, the PG-13 screen was added. The March 14th PG-13 image was revised in the April prototype, most notably removing the angry message. It was finalized by changing the text to PC-13, rounding out the corners, and removing the white bar.

March 12th

March 14th

Final

The demo graphic has also undergone a complete makeover to match the heading text in the final version.

Proto

Final

I'm only a little bit psyched.
Now I'm really psyched!

The "Get Psyched!" message is much smaller than the final version, probably because of the size of the loading bar.

Proto

Final

The "Options" banner was slightly redrawn.

Proto

Final

The high score graphics were shrunk down in the final version.

March 12th, 1992 prototype

April 13th, 1992 prototype

Final

Why'd we cut out Jim?

The credits screen had a bit of reformatting between the prototype and the final. Also, Kevin Cloud and Jay Wilbur are not credited in the prototype.

Treasures#

Proto

Final

Instead of being in a treasure chest, the jewels are laying out in the open. What a mess.

Proto

Final

The final version of the crown adds some shading and shifts the shadow over to the right a bit.

Proto

Final

The ammo clip's bullets have significantly less detail and are brighter.

Proto

Final

The 1-Up item had its shading reversed and had B.J.'s face redrawn to be less detailed, oddly enough.

Proto

Final

The early vase had much more elaborate detailing.

Proto

Final

The shoulder and top of the armor's helmet were given a little more shading detail in the final, and the blade of the axe was given noticeably more detail.

Proto

Final

Nyfe Peeztowl Ryfhel Chayne Gawn

Knifes with anti-aliasing are dull Anti-aliasing pistols makes the bullets faster Not much anti-alias It's like BFG9000 except it's not

In the HUD, the weapons were given some anti-aliasing in the final version to make them look nicer. The knife was moved to be more centered vertically, and the pistol was redrawn to be smaller. The pistol was also moved more toward the bottom, oddly enough.

Proto

Final

Are you sure it isn't just an illusion?
Oh hey, it's real.

The machine gun pickup picks up a shadow itself in the final.

Proto

Final

The chaingun also does not see its shadow in the proto, but sees it in the final, bumping the game up to six more episodes of gameplay.

Proto

Final

Weird shading... Hmm... ...

Flip Horizontal! Bevel! Emboss?

The shading on the keys was changed so that it would be shining on the left instead of on the right.

Decorations#

Proto

Final

The pillar is completely different compared to the final version. The prototype's pillar is made out of brick, whereas the final has it built from stone.

It seems as if the pillar was just starting to get a makeover treatment, as one of the bricks in the pillar has started being converted over to a more detailed version.

Proto

Final

Oh god, it's so light...

Exceedingly nitpicky, but the metallic hanging part just above the green lamp part itself was darkened in the final.

Proto

Final

The green lampshade part of the floor lamp is more round-looking and shaded better in the final.

Proto

Final

The shading on the bottom of the puddle was shifted down a bit to decrease contrast.

Proto

Final

Two pixels were removed from the edges of the second row of the green barrel in the final. Why they did is unknown, the barrel looks fine regardless.

Proto

Final

The shading underneath the leaves has been changed drastically in the final, and the shadow has changed to boot.

Proto

Final

And down! C'mon, work those glutes!

The skeleton's legs are shifted up one pixel higher in the proto version. The final lowers them and does the necessary shading corrections.

Characters#

Proto

Final

Adrian at the gates again, howling my name...can't greet you today. I have a war to win.

The player face on the HUD has a different expression in the final version.

Proto

Final

You have no balls! You are no threat for me!

Sorry... my mistake... But I also got a Chaingun now!

The black outline between the brown guard's legs was mistakenly left out in the proto.

Proto

Final

I Can't Take This Stuff Anymore Ahhh Whyyyy

He Got The Same Threatment Like Blue Walls

The proto version of the SS Guard has the same incomplete shading as the walls. Someone at id really didn't like blue.

Proto

Final

Don't You Dare Replace W In Walls With

B If You Do I Will Kill You

The lack of proper shading even continues on the animations in the moving sprites. Also, teeth were added to some of the sprites in the final version.

Proto

Final

Oh god Recolor Tool

This is the reason why Recolor tool was made

More different shading! Schutzstaffel! Rat-a-tat-tat! Mein Leben!

Proto Sprite 1

Proto Sprite 2

Only four sprites make up Hans Grosse in the proto. Most of the slots are filled up by the sprite on the left. Obviously, he's extremely unfinished at this point, since normally he doesn't stand there like that.

Proto

Final

w3d_hansgrosse3.png w3d_hansgrosse4.png

w3d_hansgrossefinal1.png w3d_hansgrossefinal2.png w3d_hansgrossefinal3.png

The firing sprites are a bit different in the final too. The shadow is missing from the proto, as well as a second frame of gun-blazing animation.

March 12th Proto

Final

Hey, where'd his body go???

Hans Grosse gains a body in his final death animation, whereas previously his breastplate and skull would slowly fall to the ground.