This page details one or more prototype versions of Skullgirls.
The earliest public prototype of Skullgirls is dated September 16, 2005, over six years before the game's release. Nearly everything in these prototypes except for character design was discarded in the final iteration of Skullgirls.
|This page sucks.|
If you could make it suck less, that would be awesome.
Specifically: Better documentation then just throwing some images on a page.
UI, Character Sprites, Movesets
|Skullgirls r26 Prototype (2006)||Skullgirls Zinac Prototype (2008?)||Final|
Skullgirls restarted development twice during its history; once after original programmer Ryan Tharp was replaced by Zinac, and once more after Zinac was replaced by Mike Zaimont (the programmer/designer for the final release). Each time, almost all of the art, programming, and game design were overhauled. The massive amount of changes between these releases make direct comparisons very difficult, as the prototypes share little in common with the final game.
Several different logos were used for the Skullgirls prototypes' main menus.
None of the stages created in the pre-Reverge Labs prototypes made it into the final game. Courtyard, despite appearing in prototype builds of modern-day Skullgirls, was never completed or released.
Earlier character select menu designs only displayed a single character at a time, requiring you to scroll through all available characters. Later designs realized that was a little silly.
Main menu theme.
Character select (r15-17).