This page details development materials of Cotton 2: Magical Night Dreams.
Early Title and Opening Assets#
Early assets for the opening and title, they were spread out between TITLE, Title(old), TITLEBG, and ガラクタ.
Opening#






Title#











Scrapped Cutscene?#
Files paired with the opening images in TITLE, possibly meant for a cutscene that would have gone where the story introduction is in the final game.
Playable Characters and Companions#
Sprites for the main cast of characters, found in GAM and PLAYER.
Cotton#
CTN_BOTU#
Located in \Cg\GAME_G\GAM. Early sprites for the punching attack that would later be used for Cotton Boomerang, alongside unused sprites for Cotton quickly turning around on her broom. Unused sprites for getting electrocuted and frozen are also included.
MOTO#
Located in \Cg\GAME_G\GAM. A set of sprites that look very primitive, most likely being prototype sprites.
PL_CTN00#
Located in \Cg\GAME_G\GAM. Early version of Cotton's main sprites.
CTN#
Located in \Cg\GAME_G\PLAYER. Similar to PL_CTN00, but includes placeholders and older sprites for the death animation.
T_T#
Located in \Cg\GAME_G\GAM. Cotton with a comically large hand, likely an early version of the grab move.
Silk#
FAIRY00#
Located in \Cg\GAME_G\GAM. Silk's early sprites, which are much more reminiscent to how she acts in the original Cotton: Fantasic Night Dreams than in the final game.
SILK#
Located in \Cg\GAME_G\PLAYER. Same as above, but with slightly altered boxes for some frames.
Appli#
AP_EF#
Located in \Cg\GAME_G\GAM and \Cg\GAME_G\PLAYER. Sprites for what seems to be a unique special attack.
APL_BOTU#
Located in \Cg\GAME_G\GAM.
Similar status effects previously seen in CTN_BOTU, alongside sprites of Appli falling headfirst off her broom. The sprites with her falling could potentially be part of an earlier design, given that she has a ponytail not seen anywhere else.
PL_APL00#
Located in \Cg\GAME_G\GAM. Early version of Appli's main sprites.
APL#
Located in \Cg\GAME_G\PLAYER. Similar to PL_APL00, but includes placeholders and older sprites for the death animation.
PL_APL01#
Located in \Cg\GAME_G\GAM. Includes punching and turn around sprites for Appli, alongside what seems to be a dynamic pose with a different palette, could potentially correlate to AP_EF.
AP_COMBO#
Located in \Cg\GAME_G\PLAYER. Same as above, but with a slightly altered box for one frame.
Needle#
NEEDLE#
Located in \Cg\GAME_G\GAM and \Cg\GAME_G\PLAYER. Early sprites for Needle with a variety of unused attacks.
Broomsticks#
The brooms used by our main heroines.
HOUKI#
Located in \Cg\GAME_G\GAM and \Cg\GAME_G\PLAYER. A set of broomsticks in a variety of different positions, alongside electrocuted sprites meant for the status effect seen in CTN_BOTU''' and APL_BOTU.
BROOM#
Located in \Cg\GAME_G\PLAYER. Same as above, but without spaced-out rows.
KAITEN#
Located in \Cg\GAME_G\GAM and \Cg\GAME_G\PLAYER. Sprites for Cotton and Appli revolving around the screen, along with the appropriate brooms.
Ranking Screen#
Early assets for the ranking screen, found in Ranking and ガラクタ.
Silk Background#
Early iterations of the background with Silk.
Silk11- |
RNK_SILK |
RNK_BG-1 |
RNKBG00X |
!RNKTES0 |
Final |
|---|---|---|---|---|---|
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Details from left to right:
- Silk11- - Located in \Cg\XXX\ガラクタ. Earliest rendition of Silk, notably small and lacks various details.
- RNK_SILK - Located in \Cg\GAME_G\Ranking. Early version of Silk that was essentially redrawn in the final game.
- RNK_BG-1 - Located in \Cg\GAME_G\Ranking. Version that includes the rest of the background alongside other alterations.
- RNKBG00X - Located in \Cg\GAME_G\Ranking. Same as above, but with better compression.
- !RNKTES0 - Located in \Cg\GAME_G\Ranking. A mockup of what the ranking screen would look like.
Other Assets#
RNK_OBJ#
Located in \Cg\GAME_G\Ranking. The main font used for entering in the player's initials, alongside character icons and other assets.
RNK_PTS#
Located in \Cg\GAME_G\Ranking. Duplicate sprites from RNK_OBJ, alongside the title font and a placement mockup.
HUD#
All the sprites that would have been used for the HUD and UI. Spread between ETC, GAM, Ranking, and ガラクタ.
General Assets#
ACE_OBJ#
Located in \Cg\GAME_G\ETC. Assets for the HUD alongside pop-up text, also includes uncropped versions of the HUD icons and unused ones.
ITEM00#
Located in \Cg\GAME_G\ETC. Graphics for a bomb icon shaped like a heart, amongst other things.
STVFONT#
Located in \Cg\GAME_G\ETC. The main fonts used for the game.
ACS_OBJ#
Located in \Cg\GAME_G\GAM. Duplicates of the HUD icons from ACS_OBJ with minor differences, alongside the old HUD bar that could be seen in pre-release screenshots.
FACE#
Located in \Cg\GAME_G\GAM. Likely early renditions of the HUD icons for Cotton and Appli.
GG55#
Located in \Cg\GAME_G\GAM. An example of the old HUD bar.
Silk#
The Silk image used in the results screen.
BG_SILK |
Silk10 |
Silktes |
BNS_SILK |
Final |
|---|---|---|---|---|
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Details from left to right:
- BG_SILK - Located in \Cg\XXX\ガラクタ. Early version of the image, uses a different drawing of Silk.
- Silk10 - Located in \Cg\XXX\ガラクタ. Uses a green background, pupils are also slightly larger.
- Silktes - Located in \Cg\XXX\ガラクタ. Uses the drawing that would appear in the final game, but much larger and facing left, like the previous iterations.
- BNS_SILK - Located in \Cg\GAME_G\Ranking. Shrunken and flipped horizontally, very similar to the final version with minuscule differences.
シルク#
Located in \Cg\XXX\ガラクタ. Similar to BG_SILK, most likely an earlier version of it or a scrapped variant.
Continue Screen Tips#
Tips that would have been given by Silk and Needle at the continue screen. Located in \Cg\GAME_G\Visual\MESSAGE under corresponding directories for the stages they were used in, filenames with the letter "B" were most likely meant for boss fights.
Directory |
Silk |
Needle |
|---|---|---|
STAGE1 |
ST01SLK |
ST01NDL |
STAGE2 |
ST02SLK |
ST02NDL |
STAGE3 |
ST03SLK |
ST03NDL |
STAGE4 |
ST04SLK |
ST04NDL |
STAGE5 |
ST05SLK |
ST05NDL |
STAGE6 |
ST06SLK |
ST06NDL |
STAGE7 |
ST07BSLK |
ST07BNDL |
Effects#
Effects used throughout the game, such as special attacks and bullets, all residing in Cg\GAME_G\EFECT.
BGOBJ#
Bubbles.
BOM02#
Likely early versions of the bomb.
SHOT00#
Various explosions, fires, bullets, and other effects along with a more final bomb sprite.
SHOT01#
Bullets and enemy encasements.
SHOT02#
Special Attacks and bullets.
SHOT03#
Grabbing effect along with bullets.







