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
| To do: Confirm if its possible to actually play as the pink and blue frogs in this build. |
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.
TRIGGERPOINT1 - TRIGGERPOINT5
FOR, SKY, DES, CAV, MUL1, and OPT
Milestone 3 |
Sony Presentation Build |
Final
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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.
BONUS_TIME (FOR, DES, CAV, MUL1)
BONUS_SCORE (DES, CAV, MUL1)
BONUS_LIFE (DES, CAV, MUL1)
Swamp(SWP_)
OIL_DRUM
Milestone 3 |
Final
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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)
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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
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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)
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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
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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
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
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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
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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
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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)
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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
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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)
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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)
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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
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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
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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)
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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
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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)
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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
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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
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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
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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
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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.
Milestone 3 |
Final (Unused)
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STAT_PIPE_HOLE
Milestone 3 |
Final (Unused)
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STAT_PIPE_CURVED
Milestone 3 |
Final (Unused)
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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)
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STAT_PIPE_BG_CURVED
ST_PIPE_BIG_CURVE in the final.
Milestone 3 |
Final (Unused)
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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 model itself is identical to later versions.
STAT_PIPE_SMALL_STR
Milestone 3 |
Final (Unused)
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STAT_PIPE_SMALL_CUR
Milestone 3 |
Final (Unused)
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PIPE_MESH
Model |
In-game
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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STAT_TREESTUMP2
Milestone 3 |
Final
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STAT_TREESTUMP3
Milestone 3 |
Final
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STAT_BIGTREE
Milestone 3 |
Final
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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
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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
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STAT_SAFEBRANCH2
Milestone 3 |
Final
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STAT_BREAKINGBRANCH
Milestone 3 |
Final
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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
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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
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STAT_SMALLTREE2
Milestone 3 |
Final
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STAT_SMALLTREE3
Milestone 3 |
Final
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STAT_MUSHROOM
Milestone 3 |
Final
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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
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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)
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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
HELICOPTER
BIRD1
BIRD2
BIRD3
BIRD4
LITTLE_BIRD
POPPING_BIRD
RUBBER_BALLOON1
RUBBER_BALLOON2
HELIUM_BALLOON3
BIPLANE_BANNER1
Clouds
CLOUD1
CLOUD2
CLOUD3
HAWK
BIRDHAWK
"Tornado" Objects
Desert(DES_)
VULTURE
Milestone 3 |
Final
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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
STAT_BALLCACTUS
Milestone 3 |
Final
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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
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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
TUMBLEWEED
Milestone 3 |
Final
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FALLING_ROCK
HOLE1
HOLE2
BEETLE
BISON
THERMALS
STAT_ROCKFORM
Milestone 3 |
Final
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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
BISONCLOUD
SALAMANDER
STAT_CLIFFBRANCH
Milestone 3 |
Final |
STAT_CLIFFBRANCH2
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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
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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
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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
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300px |
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FIREFLY
SPIDER
SALAMANDER
Identical to DES_SALAMANDER.
BAT
OIL
Identical to SWP_OIL.
ROCKFALLFLOOR
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
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
STAT_COBWEB
VAMP_BAT
STAT_STONEBRIDGE
STAT_CRYSTALS
BAT_FLOCK
SNAIL
SLIME
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_)
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.