Clock Tower (SNES)/Jennifer Unused Graphics
This is a sub-page of Clock Tower (SNES).
Jennifer obviously has the most animations in the game. Among those are quite a few unused ones.
Nothing too interesting here. Many animations were made for walking to and from different parts of the rooms and these ones just weren't needed in the end.
These ones, however, would let the player run through all kinds of places in the game. This would add some realism when being chased around.
You could even run up and down the stairs if these animations had been implemented. Instead, you'll often find yourself staring at the screen as Jennifer's slowly walking to the desired floor.
These animations are for the end of the staircase sequences. Jennifer will always walk to the right at that point, so they go unused.
Various Other Animations
Some of these are early drafts that were later split, combined or otherwise touched up to make the final animations. Others were just not implemented, leaving Jennifer idle and having only the text tell you what is happening.
|Looks like Jennifer jumping over the hole in the hallway with the statues, but from an idle state this time.|
|Jennifer panting after some demanding action.|
|This one would go well when the stamina runs out after the insecticide can has been thrown. It was probably replaced to make sure Jennifer doesn't walk into any furniture to the left.|
|Looks like drafts of the similiar animations seen in the first storage room.|
|Might be for the beverage cupboard in the phone room.|
|This is for when you use the lantern by the hole in the library wall. It gets used in later ports of the game.|
|These are used in the later versions of the game when you look out the window after hearing a scream.|
|Jennifer running from something, right into some other danger.|
|This is probably for when the floor breaks in the hallway with the courtyard door. That only happens when you run to the right, but the problem is that you can come from the right side and turn around instead to trigger this further to the right than what was intended, so this was replaced by an animation where you fall straight down instead.|
|Jennifer getting out of some hiding place.|
|This is Jennifer getting out of the box in the shed. See the main page for more details.|
|Jennifer fighting against Bobby in the middle of a room. You can only do that in the front or back of rooms, but this would have been seen if the weapons like the shovel hadn't been left useless.|
|Jennifer blocking the scissors right away in the back of the room. In the game another animation will be used where she backs away first.|
|Once again, this is for the weapons that should have been usable to fend off Bobby.|
|Animations for the phone room closet.|
|This is Jennifer using the green dagger, which of course isn't possible in this version of the game.|
|These can be seen if you hack your way into the machine room to walk around freely. The upwards climbing animation is different from the one used in the ending.|
|Pieces of the parrot struggle animation.|
|Could be for the unused draft of the plank attack.|
Single Frame Animations
These are using unique sprite IDs not found in any other animations. It could still be possible that the sprites themselves are duplicates of used ones, however.
These sprites aren't even part of any animation.
Two "NOT USE" signs are found among Jennifer's graphics. The second one has a transparent background. The purpose of these tiles is to fill sprite slots where the sprite that previously occupied it was removed. One example is a discarded frame in one of the running animations, where one of these signs would remind the developer that this sprite should not be included in the animation.