the cutting room mirror

Unused Objects

This is a sub-page of Frogger (1997).

To do:

  • Document all entities/models not used in the final game. This includes: - Entities with leftover code, along with models/animations if present
    - Copies of entities or models made for zones they aren't used in (SUB_HEDGEHOG, FOR_SWAN, etc.)
    - Decorative entities that do not appear in any capacity within the final release
  • Create a subpage discussing static map decorations, which may not necessarily appear in entity form (SUB_STAT_DAISY, etc.)

Frogger has a wide variety of models and mechanically varied objects spread across its 9 zones, so it was inevitable that things would get left behind in development (especially with the very short development time that this game had).
A majority of the models shown here can only be found in the final PSX release of the game. For the PC release, nearly all models that go unused were wiped from the game completely, along with many of their textures.
While the lists of entities and entity types appear to be the same on the PC release, determining whether or not the unused entity code still exists would require a better understanding of that version's inner-workings.

To do:
Do more research into the following entities:

  • CAV_RACESNAIL
  • CAV_ROCKFALLFLOOR
  • DES_THERMAL
  • FOR_SWAYINGBRANCH
  • FOR_FALLINGLEAVES

These entities have lots of unused code associated with them. Research more about how they work/if they can be restored in-game
Additional note, much of this code comes from the code backup/decomp, which is actually based on Build 49, so it might be worth mentioning on a different page instead.

Cave Zone (CAV)

Glow worm#

Entity Name: CAV_GLOWWORM
Model Name: CAV_SPIDER.XAR
Entity Type: STATIC
Entity Scripts: None
The first entity in the cave zone list, left abandoned after the game was re-coded. This was an alternate version of the firefly, an entity which did survive into the final game. It is configured to use the spider model, the first model on the list, a remnant of when its own model used to fill that spot. The model did not survive into the final release.

Bat#

Entity Name: CAV_BAT
Model Name: CAV_BAT.XMR
Entity Type: MOVING
Entity Scripts: SCRIPT_CAV_BAT → SCRIPT_CAV_BAT_SFX
Frogger_1997_CAV_BAT.gif
A small, texture-less gray bat, not to be confused with the purple CAV_VAMP_BAT which does get used. Comes with 1 looping flight animation. This entity uses a unique set of scripts that play an otherwise unused alternate bat call noise, but is otherwise a fairly bog-standard path runner. It is used both as a hazard and as a ridable platform across various prototypes.

Falling floor tile#

Entity Name: CAV_ROCKFALLFLOOR
Model Name: CAV_ROCKFALLFLOOR.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_CAV_ROCKFALLFLOOR_WAITING → SCRIPT_CAV_ROCKFALLFLOOR_FALLING
Frogger_1997_CAV_ROCKFALLFLOOR.pngFrogger_1997_CAV_ROCKFALLFLOOR_WIRE.pngFrogger_1997_cav_crumble.png
A flat square roughly the size of a normal grid tile. Comes with 2 scripts:

  • SCRIPT_CAV_ROCKFALLFLOOR_WAITING, which activates once a frog lands on the tile, triggering the second script...
  • ...SCRIPT_CAV_ROCKFALLFLOOR_FALLING. This script prepares a register (value that gets manually set by the map designer), which is linked to a timer value. This timer value designates how long it takes for the tile to begin falling, which also triggers a unique sound effect to play. For some reason, this script contains a loop command, resulting in the tile repeating its falling sequence infinitely. The tile also falls much further and faster than other similar objects, which may be due to the script lacking the "Matrix" entity type definition which many other dynamic objects use.

This object was seen functioning in the Milestone 3 build of the game, and still sports the texture that better matches that version's visual style. The model's cracked appearance suggests that it was intended to physically break apart when it falls, but it has no animations for doing so.

Old cave rock walls#

To do:
Add images of the Suburbia rocks

Entity Names: CAV_ROCKBLOCK and CAV_STAT_ROCKBLOCK2
Model Names: CAV_ROCKBLOCK.XMR and CAV_ROCKBLOCK2.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_ROCKBLOCK.pngFrogger_1997_CAV_ROCKBLOCK2.png
A pair of objects resembling rock slides meant to act as walls, leftover from the game's earliest prototypes. As with other models from that era of development, the texture these use does not mesh with the final game's visual style. The second iteration of the model appears to just be 3 squashed and stretched out versions of the first model roughly stitched together. Interestingly, the untextured rocks littering these models resemble the 2 clusters of rocks from the final game's Suburbia zone, with both similar shapes and colors.

Stone bridge#

Entity Name: CAV_STAT_STONEBRIDGE
Model Name: CAV_STAT_STONEBRIDGE.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_STAT_STONEBRIDGE.png
A large chunk of... wait for it... stone, meant to be used as... you guessed it, a bridge (How do they think of these things???). This is another leftover from the early days, with its only known use being to diagonally bridge a gap. It spans roughly a 5x2x2 area, and uses the same old rock texture used by the rock wall objects.

Rope bridge#

Entity Name: CAV_ROPEBRIDGE
Model Name: CAV_ROPEBRIDGE.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_ROPEBRIDGE.png
A bridge constructed out of wooden planks with support ropes. The bridge spans 8 in-game grid tiles, 1 tile for each plank on the bridge. Similar looking bridges appear in the final game's Jungle zone, though those bridges are set up to break apart, where this one is not. While it has no animations nor is it configured to do anything final game, it was shown to swing back and forth in the Milestone 3 prototype. 2 sound effects named after it survived into the final game, presumably meant to accompany this behavior.

Webs#

To do:
Go into more detail about cobweb's prototype functions, and what remains in the final release.

Entity Names: CAV_STAT_COBWEB and CAV_STAT_WEBWALL
Model Names: CAV_STAT_COBWEB.XMR and CAV_STAT_WEBWALL.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_STAT_COBWEB.gifFrogger_1997_CAV_STAT_WEBWALL.png
2 tall, double-sided rectangles made to represent webs. "Cobweb" has an animated texture much like the final game's webs, though the textures used here are not the same. "Webwall" would function similarly to the webs seen in Webs Cavern, bouncing the player off on contact. The web walls seen in the final game are part of the map geometry, and use the map's collision grid to achieve a similar effect. Cobweb is enveloped by an invisible collision region (or "collprim"), and was meant to trap the player in place on contact.

Crystal cluster#

Entity Name: CAV_STAT_CRYSTALS
Model Name: CAV_STAT_CRYSTALS.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_STAT_CRYSTALS.pngFrogger_1997_CAV_PURPLE_CRYSTALS.png
A pale yellow cluster of decorative crystals. While this yellow version is never used in entity form or as part of any map geometry, an animated purple version can be found scattered throughout Dark Dark Cavern's model.

Bat flock#

Entity Name: CAV_BAT_FLOCK
Model Name: CAV_BAT_FLOCK.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_BAT_FLOCK.gif
A group of animated gray bats, appearing as smaller versions of the unused CAV_BAT shown above. Unlike that object, this one is not configured as a path entity, nor does it use either of the 2 scripts for bat sound effects.

Lava drop#

Entity Name: CAV_LAVADROP
Model Name: CAV_SPIDER.XAR
Entity Type: STATIC
Entity Scripts: None
Another entity with no associated data that uses the spider model as a default. This one, however, DOES have some sound effects made for it. Based on the names of the sounds, CAV_LAVADROP_BUBBLE and CAV_LAVADROP_FLOORHIT, it can possibly be inferred that this entity would behave similarly to the falling acid drops used in the final game's Slime Sliding level. This is only speculation, as no code exists referring to any such behavior, nor are these sounds actually used anywhere within the game.

Snail#

Entity Name: CAV_SNAIL
Model Name: CAV_SNAIL.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_Snail_Animation_0.gif
A rather bizarre case, this one. 2 of these blue and purple snails are placed on paths within Frogger Goes Skiing, but due to a mismatch with their entity typing (being listed as STATIC entities rather than MOVING ones), they never appear during gameplay. Quite a shame, considering the cave zone's already quite tiny roster of enemies (only 2!). Correcting this mismatch will cause them to appear and function as standard path runners, though with a bit of wonky collision. They come with a looping animation, and also have 2 sound effects named after them, though no scripts to actually use them. As a result of being technically used within the game, the model did not get trimmed out of the PC release.

Slime trail#

Entity Name: CAV_SLIME
Model Name: CAV_SLIME.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_CAV_SLIME.png
A flat trail of yellow-ish slime. Despite how it appears, the model and texture are full squares. In the Milestone 3 prototype, snails could leave these behind as they travelled, but no remnant of this behavior carried over into the final game. There does exist 1 sound effect named after it.

Racer snail#

To do:

  • Research the code behind the CAVE_RACE_SNAIL entity type to better understand what this thing was meant to do. Get a video.
  • Detail how to get the special entity behaviors to function, as I believe they are disabled by default.
  • Update the gif

Entity Name: CAV_RACESNAIL
Model Name: CAV_RACESNAIL.XAR
Entity Type: MOVING
Entity Scripts: None
Frogger_1997_CAV_RACESNAIL.gif
A large blue and pink snail with racing stripes on its shell. These were presumably meant for a cut "Snail Racing" level that never made it to completion. While in the final game they are configured as a basic path runner, there actually does exist a special entity typing for them, named "CAVE_RACE_SNAIL". Applying this type gives them a unique behavior where their speed will fluctuate, increasing rapidly before slowing back down again.

Desert Zone (DES)

Earthquake#

Entity Name: DES_EARTHQUAKE
Model Name: DES_VULTURE.XAR
Entity Type: DES_EARTH_QUAKE
Entity Scripts: None
Another empty object that is assigned a default model (for this zone, it's the vulture). Like the previously mentioned lava drop, this has a sound effect named for it, though unlike other empty objects, this one also has a unique type definition! Unfortunately, all that remains of this entity type are a few unused variables called Starting, Waiting, Shaking, Ramping Down, and Stopped, as well as a define for the amount of entities that can be linked to it (10). It has none of the essential functions needed to define an entity type, which means a position can't even be defined for it if it were to be placed in a level.
Based on the Milestone 3 prototype (and some leftover code files from that phase of development), as well as some remaining comments from the devs, we know that this entity was originally used as a proximity activator for bouncing boulders, which would only move once an earthquake was triggered. In later versions of the game, boulders were recoded to bounce around independently, so the devs likely saw no reason to carry the rest of this object's code into future builds.

Holes#

Entity Names: DES_HOLE1 and DES_HOLE2
Model Names: DES_HOLE1.XMR and DES_HOLE2.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_DES_HOLE1.png
Frogger_1997_DES_HOLE2.pngFrogger_1997_DES_HOLE.gif
2 flat, ground colored panels that cover roughly 2 grid tiles. Despite appearing to be just rectangles at a glance, they are comprised of multiple small polygons, giving them a cracked appearance. Hole 2 has a very similar polygon layout to Hole 1, but with a few extra polygons overlaid with the rest. They have no remaining code or scripts of any kind, though they do each have a sound effect named after them (DES_HOLE01 and DES_HOLE02). Their name, appearance, and sounds suggest that they were made to function similarly to the DES_CRACK entities (the crumbling floor tiles from Tumbling Valley). Further supporting this is the fact that DES_CRACK actually calls the Hole 1 sound effect along with its own when it drops, though its difficult to notice as the sounds play simultaneously.

Thermal#

To do:

  • Uncomment those setup functions. Frogger also has a user mode specially made with this entity in mind. Figure out if what remains is functional in any capacity. Once this have been done, write up a better description.

Entity Name: DES_THERMAL
Model Name: DES_THERMAL.XMR
Entity Type: DES_THERMAL
Entity Scripts: None
Frogger_1997_DES_THERMAL.png
A large column of rising air. This object has a parameter for setting its rotation speed, but nearly everything else relating to setting up this object was commented out of the final release. The notes for one of the setup functions states that Frogger could ride the top of this entity, and also that the entity could toss Frogger if jumped into from the sides.

Bison cloud#

Entity Name: DES_BISONCLOUD
Model Name: DES_BISONCLOUD.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_DES_BISONCLOUD.png
A large square with a texture of a dust cloud on it. No code, scripts, or sound effects appear to be associated with this object. As the final game's bison leave clouds behind them using particles, this may be a remnant of an early concept for that effect.

Salamander#

SFX objects#

To do:
Check if these objects were functional at some point during development

Entity Names: DES_BISONNOISE and DES_LIZARD_NOISE
Entity Type: STATIC
Entity Scripts: None
2 objects meant for playing ambient sound effects, much like the road and water noise objects used in other zones. Or, at least, that's presumably what they were for, as they don't have any scripts to actually play sound effects at all.
The entry on the form list for "Lizard Noise" contains a comment where the entity's script would normally be defined, referring to a script named SCRIPT_DES_LIZARD_NOISE. No script of this name remains in the final game's files.

Crow#

Forest Zone (FOR)

Woodpecker#

Falling leaf#

Swaying branch#

Bee swarm#

Bracket fungi#

Safe branch#

Treestumps#

Bushes and small trees#

Dead branch#

Fallen tree#

Swan#

Orchid#

Blue daisy#

Leaf#

Treestump 1#

Jungle Zone (JUN)

Birds#

Dragonfly#

Flamingo#

Parrot 3#

Tree variants#

Small flowers#

Turtle#

Crack#

Banana tree#

Pineapple#

Overhang#

Floating Tree#

Small rope bridge#

Palm Tree#

Outro statue#

Original/Retro Zone (ORG)

Alternate vehicle colors#

Entity Names: ORG_TRUCK_GREEN and ORG_CAR_ORANGE
Model Names: ORG_TRUCK_GREEN.XMR and ORG_CAR_ORANGE.XMR
Entity Type: MOVING
Entity Scripts: SCRIPT_ORG_TRUCK → SCRIPT_ORG_TRUCK_SFX and SCRIPT_ORG_CAR_PURPLE → SCRIPT_ORG_CAR_PURPLE_SFX
Frogger_1997_ORG_TRUCK_GREEN.pngFrogger_1997_ORG_CAR_ORANGE.png
Frogger_1997_im_org_green_grill.png
2 unused color variants of trucks and cars. The models are properly configured with collision boxes and particle generators, and the entities are configured to use the same scripts for sound effects as the red trucks and purple cars, respectively. Aside from their palettes, these appear nearly identical to other used vehicles in both Retro and Suburbia, with the sole exception of the lack of a front grill and lights on the green truck. A texture for these does exist, like for the red trucks, however it can only be found in the texture bank for Retro Racers, the multiplayer Retro level. The green truck is not found in that level's model bank, nor does it appear to have ever been used in that level at any point during development, so why the texture can only be found there is a mystery.

Single turtle#

Nettles#

Entity Name: ORG_STAT_NETTLES
Model Name: ORG_STAT_NETTLES.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_ORG_STAT_NETTLES.pngFrogger_1997_ORG_STAT_NETTLES_wire.pngFrogger_1997_ORG_STAT_NETTLES_lit.png
A model of a spiky plant, meant to be used to mark hazardous areas at the back end of the Retro levels. This model is quite high-poly for its intended use case (sitting in the top 10% of models across the whole game in terms of overall polycount), a fact noted by the developers themselves in a To-Do document:

BS - org_stat_nettles - 72 polys! should be one or two semi-transparent polys there are many of these on the maps, generating hundreds of polys

Ultimately, this model was abandoned in favor of a scattering of white triangles acting as spikes, which only appear as level geometry and do not have a model listed.

Home frog#

Entity Name: ORG_HOME_FROG
Model Name: ORG_CROCODILE.XAR
Entity Type: STATIC
Entity Scripts: None
Another empty leftover from the pre-recode version of the game. It appears that these entities were meant to mark completed objectives in the Retro levels, similarly to the frogs that would appear for this purpose in the original arcade game. Due to their model no longer being present, they use the crocodile model as a placeholder.

Ruins Zone (ARN)

In the early stages of the game, there was a 10th zone referred to as a "Ruins" or "Ruined City" zone. This zone ultimately did not survive, though some assets in the final game can be attributed to it by their use of the zone's acronym, "ARN" (perhaps standing for "Ancient Ruins"?). Many of the assets intended for the zone, such as the entities here, were merged into the "Jungle" theme set in the final game.

Scorpion#

Entity Name: ARN_SCORPION
Model Name: JUN_SCORPION.XAR
Entity Type: MOVING
Entity Scripts: None
A copy of the scorpion meant for the Ruins zone. While is shares its model with the used scorpions, early builds of the game show that it once possessed a unique model. This scorpion is not configured to use the script that would allow it to make a walking sound, and it also uses the generic moving entity type, rather than the unique type that JUN_SCORPION uses (though said unique type has no special code written for it, so that hardly matters).

Dog statues#

Entity Names: ARN_STAT_DOG and ARN_STAT_DOG2
Model Name: JUN_STAT_DOG.XMR and JUN_STAT_DOG.XMR2
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_JUN_STAT_DOG.pngFrogger_1997_JUN_STAT_DOG2.png
2 untextured stone statues of the dog from the Suburbia levels perched on a pedestal. Both depict the dog in a sitting position (similar to the pose it strikes when it trips), though on the second statue the head has fallen off. The "STAT" in their names implies they were purely meant for decoration.

Frog statue#

Entity Names: ARN_STAT_FROG
Model Name: JUN_STAT_FROG.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_JUN_STAT_FROG.pngFrogger_1997_JUN_STAT_FROG_compare.png
A large stone statue of a frog, complete with stone pillars and a platform which the frog sits on. This frog appears to be a modified version of the frog found on the Milestone 3 prototype's boot-up screen, retaining the modelled pupils and tongue, as well as the slightly more rounded head, though with some other parts of the geometry simplified, most noticeable with its feet. A further modified version of this figure does appear as part of the temple at the end of Tropical Trouble, lacking the tongue as well as much of its back end, and having a more pointed head that better resembles Frogger's final design. The pillars of the fixture were also redesigned to be square. Interestingly, some parts of this model are the same color as the blue dev cubes usually used as markers for invisible death barriers, suggesting that model was used as a building block to make this one.

Dummied static models#

7 additional entities exist with the ARN prefix. These include:

  • ARN_FALLING_TREE
  • ARN_STAT_BOULDER
  • ARN_STAT_FALLTREESTUMP
  • ARN_STAT_ROCK
  • ARN_STAT_ROCKS
  • ARN_STAT_ROCKS2
  • ARN_STAT_STUMP

All of these entities are registered as STATIC entities and have no scripts assigned. As their models were removed, they are all configured to use the scorpion model, as it is the first non-outro related model on the list.

Swamp/Sewer Zone (SWP)

Box#

Mound#

To do:
Find out if this entity existed in pre-recode Frogger

Entity Name: SWP_STAT_MOUND
Entity Type: STATIC
Entity Scripts: None
A completely blank slate of an entity. It has no model, textures, sounds, or code leftover, nor does it appear to have ever had anything made for it at any point. The only mention of a "Mound" within the entire game is this object's entry in the form library. The most notable thing about it otherwise is that the developers went out of their way to add the "No Model" flag to it.

Sunken truck#

Torn newspaper#

Flume#

Entity Name: SWP_STAT_FLUME
Entity Type: STATIC
Entity Scripts: None
Another blank entity much like SWP_STAT_MOUND. Unlike that object though, this one does have some leftovers that can be attributed to it. In the Milestone 3 prototype, this object had a model resembling a dirty water stream. While the model did not survive into the final game, the texture used for it did, though it also goes unused. This object also has a sound named after it, which was repurposed to be played by the SWP_WATER_NOISE entity.

Log#

Pallet#

Oil#

Waste barrel#

Marsh#

Chemical barrel#

Decorative pipes#

The sewer zone contains a multitude of static pipe entities meant for level construction and decoration. With the exception of the pipe mesh, they all come with scripts for playing sound effects.

Small pipes#

Sewer pipe

Entity Name: SWP_STAT_PIPE
Model Name: SWP_STAT_PIPE.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_SWP_STAT_PIPE → SCRIPT_CB_SWP_STAT_PIPE
Frogger_1997_SWP_STAT_PIPE.pngFrogger_1997_SWP_STAT_PIPE_culled.pngFrogger_1997_SWP_STAT_PIPE_comp.png
A small section of hollow sewer pipe, roughly 2 grid tiles in length, with one of the ends having a modelled rim around it. The normals of this model are configured so that they all face upwards, perfect for a top-down view, meaning this model was likely designed to be laid flat across the ground. While it is modelled with the appearance of an 8-sided cylinder, the faces on the model's top half are split down the middle, making 12 "sides" overall. While no pipes in the final game directly resemble this one, it could be possible that it was used as the basis for the pipes in Bang Bang Barrel and Boom Boom Barrel, as they are the only pipes with flared tops (though they are not hollow). It is configured with a script named after itself, which causes it to play SWP_HOLLOW_THUD on contact with Frogger (if it is configured with a collision form to do so), the same behavior exhibited by oil drums.

Industrial pipes

Entity Name: SWP_STAT_PIPE_SMALL_STR and SWP_STAT_PIPE_SMALL_CUR
Model Name: SWP_STAT_PIPE_SMALL_STR.XMR and SWP_STAT_PIPE_SMALL_CUR.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_SWP_STAT_PIPE → SCRIPT_CB_SWP_STAT_PIPE
Frogger_1997_SWP_STAT_PIPE_SMALL_STR.pngFrogger_1997_SWP_STAT_PIPE_SMALL_CUR.pngFrogger_1997_SWP_STAT_PIPE_SMALL_CUR_ingame.png
A pair of pipes nearly identical in size and shape to those found in the final game. Both have straight sections 6 grid tiles in length, with the "curved" pipe having a small 90 degree section loosely tacked onto one end. Most notably, these pipes are not textured like other pipes found in the sewer levels, instead resembling those seen within the final game's Industrial/Volcano zone levels (which have no pipe props in their model banks despite featuring prominently in all 3 single player levels). A miniature, slightly distorted version of the curved piece, with an extra curve on its opposite end, can be seen used as decoration in Scorching Switches. They use the same script for sounds as the small sewer pipe.

Large pipes#

Pipe segments

Entity Name: SWP_STAT_PIPE_STR and SWP_STAT_PIPE_CURVED
Model Name: SWP_STAT_PIPE_STRAIGHT.XMR and SWP_STAT_PIPE_CURVED.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_SWP_STAT_PIPE → SCRIPT_CB_SWP_STAT_PIPE
Frogger_1997_SWP_STAT_PIPE_STRAIGHT.pngFrogger_1997_SWP_STAT_PIPE_STRAIGHT_culled.png
Frogger_1997_SWP_STAT_PIPE_CURVED.pngFrogger_1997_SWP_STAT_PIPE_CURVED_culled.png
A pair of larger pipes with a diameter of roughly 3 1/2 tiles, textured with the final game's sewer pipe texture. Each one has a single open end, and a blocked off end with a defined ridge around it. Curiously, these 2 pipes have surface normals that face inwards instead of outwards, resulting in a sort of X-Ray effect. This was not the case in the Milestone 3 prototype, and as that's the only time they were seen in use, it's difficult to say if this was an intentional change or not. They are configured with the same sound scripts used by the smaller pipes.

Pipe hole

To do:
Test if the sound plays correctly if the code is uncommented.

Entity Name: SWP_STAT_PIPE_HOLE
Model Name: SWP_STAT_PIPE_HOLE.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_SWP_STAT_PIPE_HOLE
Frogger_1997_SWP_STAT_PIPE_HOLE.pngFrogger_1997_SWP_STAT_PIPE_HOLE_culled.png
Another large sewer pipe. This piece is similar to the previous straight segment, though it is about half as long, the end with the ridge around it is unblocked, and its opposite end is covered by a black square. Unlike the other 2 large pieces, the surface normals are faced outwards. Also unlike the other pipes, this one has a unique script named after itself... that has nothing substantial in it. Looking in the code files for the game reveals a commented out line for playing a looping sound effect:

MR_LONG     script_swp_stat_pipe_hole[] = 
    {
    //ENTSCR_PLAY_MOVING_SOUND,     SFX_SWP_STAT_PIPE_HOLE,
    ENTSCR_STOP,
    };

The sound effect mentioned does exist unused in the final game, sounding like water running down a drain, which is consistent with how it was seen used in the Milestone 3 prototype. Why this was commented out is unclear.

Oversized pipes#

Entity Name: SWP_ST_PIPE_BIG_STR and SWP_ST_PIPE_BIG_CURVE
Model Name: SWP_ST_PIPE_BIG_STR.XMR and SWP_ST_PIPE_BIG_CURVE.XMR
Entity Type: STATIC
Entity Scripts: SCRIPT_SWP_STAT_PIPE_BIG_STR → SCRIPT_CB_SWP_STAT_PIPE_BIG_STR
Frogger_1997_SWP_ST_PIPE_BIG_STR.pngFrogger_1997_SWP_ST_PIPE_BIG_CURVE.pngFrogger_1997_SWP_ST_PIPE_BIG_CURVE_culled.png
A pair of huge pipes consisting of a straight piece and a 90 degree corner. These 2 pieces are so large that only the top portions were actually modelled, to give them the appearance of being embedded into a surface if placed appropriately. The curved piece has a single face on one end that appears to have its surface normal inverted. The pipe openings measure in at 8 grid squares, covering areas of 12x8 and 11x11 respectively (using the bounding box for the curved piece), dwarfing a large majority of the game's models (though not all of them), and even rivalling a couple of smaller levels. These once again play the oil drum sound on contact, but for reasons unknown they have a separate set of identical scripts made for them.

Pipe mesh#

Entity Name: SWP_PIPE_MESH
Model Name: SWP_PIPE_MESH.XMR
Entity Type: STATIC
Entity Scripts: None
Frogger_1997_SWP_PIPE_MESH.png(Frog sold separately)
A massive cluster of pipes, leftover from the Milestone 3 prototype where it was used as a climbable setpiece. It's the largest non-level model in the game in both total area and polycount (and it's NOT close), even dwarfing some smaller levels with a polycount of 1080. It is composed of many different pipe pieces resembling the "large" sewer pipes, with a few segments matching up 1:1 with those models. Unlike those, however, this model is untextured. As mentioned above, it also does not have any scripts or sound effects associated with it.

Sky Zone (SKY)

Gray jet#

Entity Name: SKY_JET1
Model Name: SKY_JET1.XMR
Entity Type: MOVING
Entity Scripts: SKY_JET1
Frogger_1997_SKY_JET1.pngFrogger_1997_SKY_JET3.png
A large gray jet, roughly 1.5x the size of the red jets which do get used in the final game. This entity is scripted to play a looping sound named after itself, which is different from the one that the smaller jets use (and fittingly much louder). The jet flame at its rear end is yellow rather than blue, and does not animate, as it lacks textures. It is also a flat polygon, rather than a polygonal cone like on the used jets.
This jet is labelled as "Jet 1", where the used model is "Jet 3". There are no remnants of a "Jet 2" in any known builds of the game.

Biplanes#

Popping bird#

Cloud platform 1#

Trail clouds#

Bird hawk#

Tornado object(s)#

Small bird#

Suburbia Zone (SUB)

Flower patches#

Jetty#

Hedgehog#

Fence post#

Car#

Lorry#

Peddleboat#

Stop sign#

Traffic light#

Lawnmower SFX#

Small bullrush#

Weeds#

Snake#

Crocodile#

Small bird#

Longer log#

Volcano/Industrial Zone (VOL)

Volcano leftovers#

Switch#