This is a sub-page of Development:Super Mario World 2: Yoshi's Island.
Tilesets
Tilesets present in the final game, or in the prototypes. The file paths and dates given are based on the first usage, though in many cases it can be found across multiple files.
Global Tileset#
Iteration 01 |
Iteration 02 |
Iteration 03 |
Iteration 04 |
Iteration 05 |
Iteration 06 |
Iteration 07 |
|---|---|---|---|---|---|---|
hino/yoshi/CHR-stock/kusa-real.CGX |
hino/yoshi/BAK-chr/V-SORA.CGX |
hino/yoshi/BAK-chr/V-SOAP-B.CGX |
hino/yoshi/BAK-chr/V-YUKI.CGX |
hino/yoshi/BAK-chr/V-SOAP.CGX |
hino/yoshi/V-KUSA-pas1-mask.CGX |
hino/yoshi/V-KUSA-sample-test.CGX |
07 November 1993 21:58 |
06 June 1994 19:20 |
06 June 1994 19:20 |
06 June 1994 19:20 |
06 June 1994 19:20 |
14 April 1994 00:36 |
24 May 1994 02:17 |
Iteration 08 |
Iteration 09 |
Iteration 10 |
Iteration 11 |
Iteration 12 |
Iteration 13 |
Iteration 14 |
nogami/yoshi/v-kusa.cgx |
hino/yoshi/CHR-stock/V-KUSA-FUTOSEN.CGX |
hino/yoshi/V-KABE-BAK.CGX |
hino/yoshi/V-KUSA.CGX |
hino/yoshi/-NOTE----YUKI.CGX |
ys_romX_0 Prototype |
Final |
05 July 1994 19:10 |
10 July 1994 20:52 |
31 August 1994 21:27 |
28 October 1994 21:19 |
31 October 1994 21:10 |
05 August 1995 |
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The global tileset, used in every normal stage, naturally saw many changes.
- Iteration 1
- The first iteration contains a single door that's drastically different in style to the ones seen in the final game, in which doors are sprites.
- Iteration 2
- The second iteration adds a transparent block. Possibly an early ice block, though the final game's ice blocks are 2×2 tiles large.
- Iteration 3
- The third iteration adds a much rougher cloud platform. While the previous block was removed, in its place are two new ones: a wooden one and a cement one.
- Iteration 4
- The fourth iteration refines the cloud platform to be closer to the final design. The wooden block has become a ? Block in the meantime, and a coin has also been added.
- Iteration 5
- The fifth adds some new platform types, such as the castella blocks and some others not seen in the final. This is also the first version to include the Bandit House, albeit with much simpler shading.
- Iteration 6
- The sixth adds graphics for the early goal which can be seen in other files, as well as the first version of the goal platform. Like with the Bandit House before it, it lacks the pastel shading seen in the final.
- Iteration 7
- The seventh replaces the ? Block with an Egg Block, as in the final. This Egg Block has more detailed shading than the final, however. Some more new block types have also been added, possibly predecessors to the horizontally and vertically expanding checkered blocks. This iteration also sees the first version of the red stairs/platform, which aside from being quite a bit thinner, is brown.
- Iteration 8
- The eighth changes the stairs/platform to be red, as in the final. It also introduces the arrow signpost, which is surrounded by a white trim, unlike the final ones.
- Iteration 9
- The ninth is the first to add the pastel shading, including the early goal, which would be scrapped soon afterwards.
- Iteration 10
- Not before the tenth iteration, which adds Donut Lifts.
- General Notes
- The progression of the cement block isn't exactly consistent, as while both of the previous two iterations had the graphics used in the final, the next couple more closely resemble the cement blocks in the prototypes. In other weirdness, the signpost is darker than in any other file. Donut Lift graphics have been finalized, and the old goal graphics have begun to be overwritten by the Yoshi House ones. This is also the first to add the horizontal platforms, which are merely recolored Flatbed Ferries in this iteration.
ROOM#
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To do: |
KUSA (Grass)#
hino/yoshi/CHR-stock/kusa-real.CGX |
hino/yoshi/CHR-stock/new-bg.cgx |
hino/yoshi/V-KUSA-pas1-mask.CGX |
hino/yoshi/V-KUSA-sample.CGX |
hino/yoshi/V-KUSA-YUKA.CGX |
|---|---|---|---|---|
07 November 1993 21:58 |
08 September 1993 19:20 |
14 April 1994 00:36 |
24 May 1994 05:55 |
10 May 1994 03:54 |
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hino/yoshi/BAK-chr/V-KUSA-pas2.CGX |
hino/yoshi/V-KUSA-IWAYAMA.CGX |
hino/yoshi/CHR-stock/V-KUSA-FUTOSEN.CGX |
Final |
|
06 June 1994 19:20 |
25 July 1994 19:10 |
10 July 1994 20:52 |
05 August 1995 |
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kusa-real.CGX is a rather interesting file. It contains a grass tileset that is completely different to the one used in the final game. It also has a radically different art style.
Besides the second-earliest iteration being much rougher than the final tileset, the associated palette is also quite different, with blue-green grass instead of the final's olive green. It appears that Little Mouser nests were once part of the tileset itself, rather than a sprite object. A larger variant seems to have also been scrapped.
Scratchpad#
Much of hino/yoshi/CHR-stock/new-bg.cgx is used as a scratchpad for this tileset. Contains some unshaded wooden posts and smaller flower decorations.
hino/yoshi/CHR-stock/new-bg.cgx |
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09 September 1993 |
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Sample Tilemaps#
hino/yoshi/B1-KUSA-sanple-3.SCR lays out the tiles for cross-sections. It also contains the scrapped large nests, which appear incorrect when supplied the final graphics.
hino/yoshi/B1-KUSA-sanple-3.SCR |
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22 May 1994 23:48 |
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hino/yoshi/B1-KUSA-sanple-No1.SCR lays out the ground and dirt blocks. It also seems to contain some background tiles for some reason.
hino/yoshi/B1-KUSA-sanple-No1.SCR |
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25 May 1994 05:29 |
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hino/yoshi/B1-KUSA-sanple-6.SCR lays out some of the dirt block arrangements from B1-KUSA-sanple-4, but also contains train tracks.
hino/yoshi/B1-KUSA-sanple-6.SCR |
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12 July 1994 02:15 |
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hino/yoshi/B1-KUSA-sanple-2.SCR lays out a sample level, though it still has a hint of the previous tilemap at the bottom.
hino/yoshi/B1-KUSA-sanple-2.SCR |
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02 March 1995 00:33 |
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hino/yoshi/B1-KUSA-sanple-7.SCR lays out some cross sections, as well as a tree. The glitched graphics, once again, belong to the larger nests.
hino/yoshi/B1-KUSA-sanple-7.SCR |
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31 March 1995 01:27 |
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A backup exists for this file, dated 07 September 1994 03:24. The only difference is that it lacks the tree.
hino/yoshi/B1-KUSA-sanple-4.SCR lays out dirt blocks in various arrangements.
hino/yoshi/B1-KUSA-sanple-4.SCR |
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31 March 1995 01:18 |
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hino/yoshi/B1-KUSA-sanple-5.SCR lays out the background hills seen in stages like Lakitu's Wall, and includes some tiles which go unused in the final game.
hino/yoshi/B1-KUSA-sanple-5.SCR |
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31 March 1995 01:18 |
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hino/yoshi/B1-KUSA-sanple.SCR lays out much of the tileset, including top solid wooden platforms, wooden posts, and cross-sections.
hino/yoshi/B1-KUSA-sanple.SCR |
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25 May 1995 00:49 |
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The broken graphics are for the larger Little Mouser nest, and appear correct when supplied with older graphic files. There also exists a backup from 31 March 1995 01:21, which lacks the dirt blocks, but is otherwise identical.
MIZU (Water)#
Another early tileset that's scarcely used in the final game. The restored tileset was created to work with bg1-2-mizu.SCR, mentioned below, a tilemap that was too old to work with the tilesets that remain in the art files.
Restored Tileset |
hino/yoshi/BAK-chr/V-MIZU.CGX |
hino/yoshi/NEW-color/VV-MIZU.CGX |
Final |
|---|---|---|---|
[Date Unknown] |
05 June 1994 21:01 |
06 June 1994 19:20 |
05 August 1995 |
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Sample Tilemaps#
This early tilemap doesn't work with anything but the restored tileset covered in the section above.
日本_Ver0/scr_file/bg1-2-mizu.SCR |
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[Date Unknown] |
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This tilemap lays out many things this tileset offers.
hino/yoshi/MIZU.MAP |
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10 November 1993 01:55 |
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The tilemap below features a later sample level using this tileset. The same tilemap data, albeit in .MAP form, also exists under the name hino/yoshi/MIZU-1.MAP.
hino/yoshi/B1-MIZU.SCR |
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18 December 1994 23:27 |
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YOGAN (Lava)#
hino/hati-toru/kinkei/b1-w6-00.cgx |
hino/hati-toru/kinkei/b1-w6-01.cgx |
hino/hati-toru/kinkei/b1-w6-02.cgx |
hino/hati-toru/kinkei/b1-w6-03.cgx |
hino/hati-toru/kinkei/ki-kabe7.cgx |
Final |
|---|---|---|---|---|---|
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The unique version of the forest tileset used in World 6. The first iteration has a much more lush design compared to the final, though the wooden posts were topped with skulls. Retains a lot more of the decorations from the normal version in comparison to the final.
The second looks closer to the final tileset, albeit much more porous. Still lacks the unique decoration found in the final tileset.
The third updates the background hills, and the fourth is the first to contain this variant's unique bone decorations.
Scratchpads#
b1-w6-00.cgx contains a scratchpad of early, unshaded ground, and a more traditional wooden post.
b1-w6-01.cgx builds on the previous scratchpad, updating most of the ground and replacing the wooden posts with bones.
b1-w6-02.cgx cleans out some of the scratchpad, and only features minimal changes.
b1-w6-03.cgx contains the bone decorations unique to this tileset.
Sample Tilemaps#
hino/hati-toru/kinkei/b1w6-0.scr is an edit of B1-KUSA-sanple, adding spiked pillars to it.
hino/hati-toru/kinkei/b1w6-smp.scr lays out some ground and bone decorations.
YUKI (Snow)#
hino/yoshi/BAK-chr/V-YUKI.CGX 06 June 1994 19:20 |
hino/hati-toru/enkei/yuki.cgx 27 June 1995 02:11 |
hino/yoshi/V-YUKI.CGX 13 October 1994 00:39 |
hino/yoshi/-NOTE----YUKI.CGX 31 October 1994 21:10 |
Final |
|---|---|---|---|---|
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As per usual, the earliest iterations of this tileset had thinner outlines compared to the final. The only major additions were the decorative trees and rocks, and the ice. Interestingly, the ski lifts were given thicker outlines along with the rest of the tileset, but were reverted back in the final game, possibly to make it more clear that they aren't solid. They're absent in the second iteration, being replaced with the background graphics for Mini Battles for some reason.
hino/yoshi/CHR-stock/yuki-real.CGX, much like kusa-real.CGX, doesn't resemble the final snow tileset at all. It does appear to have been edited from the aforementioned file, however.
07 November 1993 23:20
Scratchpad#
hino/yoshi/-NOTE----YUKI.CGX contains a scratchpad which lays out some ice and water.
Sample Tilemaps#
hino/yoshi/B1-YUKI-sanple.SCR lays out the ground and ski lifts in the tileset.
13 July 1994 06:59
hino/yoshi/B1-YUKI-sanple-2.SCR lays out the trees and rocks found in the tileset.
29 October 1994 06:42
SOAP#
hino/yoshi/BAK-chr/V-SOAP-B.CGX 06 June 1994 19:20 |
hino/yoshi/V-SOAP-BETA.CGX 07 September 1994 21:34 |
|---|---|
A tileset that was slated to be used at one point in time, but was entirely replaced in the final! Is based on soap bubbles, and was replaced by the Jungle tileset in the final game.
This tileset even has a sample tilemap, hino/yoshi/B1-SORP-sanple.SCR, which lays out some things that would have been featured in this tileset!
27 April 1994 00:30
KABE (Wall)#
hino/yoshi/BAK-chr/V-KABE.CGX 06 June 1994 19:20 |
hino/yoshi/V-KABE-TEST.CGX 22 July 1994 20:54 |
nogami/yoshi/V-KABE.CGX.BAK 03 August 1994 05:54 |
hino/yoshi/V-KABE-BAK.CGX 31 August 1994 21:27 |
ys_romX_0 Proto |
Final |
|---|---|---|---|---|---|
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Saw many changes over development. The earliest iteration has a much more chiseled-stone appearance to it, but is more monotonous than the final game's striped bricks.
The next iteration bizarrely resembles the bricks used in the Mini Battles more than it does the final bricks, with the following iteration looking even more similar.
It isn't until the fourth iteration that the bricks finally match the final design. The unused 32×32 fixture also saw most of the same changes with them.
The top-solid ledges also saw many changes, going from a flat look, to a more stony look, then to the more rugged appearance seen in the proto, before reaching the final peg-like design.
Scratchpads#
hino/yoshi/CHR-stock/yuka.CGX features some early concepts for this tileset. Besides the early train track graphics, the bricks could be said to resemble quite a few things, such as the bricks in the Pond tileset, the striped goal platforms, and so on.
04 October 1993 04:39
V-KABE-TEST.CGX (the second iteration above), contains a scratchpad of more finalized backwall, early pillar designs, and brick designs closer in line with the final game's art style.
V-KABE-BAK.CGX (the third iteration above), contains another scratchpad of brick designs, finally reaching the striped design seen in the final. It also contains the unused fixture.
Sample Tilemaps#
hino/yoshi/B1-KABE-sanple-1.SCR lays out the brickwork, windows, dirt, and lava. It also showcases the intended use of the unused 32×32 decoration found in the final game. A duplicate of this file also appears under hino/hati-toru/kinkei/kabe-1.scr.
25 May 1995 03:11
hino/yoshi/B1-KABE-sanple-2.SCR lays out pipes, spikes, and the colored bricks.
17 March 1995 06:44
hino/yoshi/B1-KABE-sanple-3.SCR lays out more background wall, and includes the shaded bricks which wound up unused in the final game. A duplicate of this file appears under hino/hati-toru/kinkei/kabe-3.scr.
15 May 1995 02:09
hino/yoshi/B1-KABE-sanple-4.SCR lays out the sponge blocks seen in 5-4. A duplicate of this file appears under hino/hati-toru/kinkei/kabe-4.scr.
17 March 1995 06:49
CHIKA (Cave)#
hino\yoshi\NEW-color\VV-CHIKA.CGX 06 June 1994 21:32 |
ys_romX_0 Proto |
Final |
|---|---|---|
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A version of the first cave tileset that predates the version used in the ys_romX_0 prototype or the final game. The ground is a bit more colorful than in the final.
Sample Tilemaps#
hino/yoshi/B1-CHIKA-sanple.SCR is largely identical to B1-KUSA-sanple.SCR, but lacks the pipe of the latter.
09 May 1995 19:31
With VV-CHIKA.CGX |
With Final Graphics |
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{| class="wikitable" |- ! hino/yoshi/B1-CHIKA-sanple-2.SCR.BAK 09 May 1995 20:03 ! hino/yoshi/B1-CHIKA-sanple-2.SCR 25 May 1995 00:16 |- |
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|}
B1-CHIKA-sanple-2.SCR lays out various decorations in the tileset, such as the waterfalls
HANA (Flower)#
hino/yoshi/V-KUSA-sample-test.CGX 24 May 1994 02:17 |
hino/yoshi/V-KUSA-MIZU.CGX 22 May 1994 23:59 |
hino/yoshi/NEW-color/VV-HANA.CGX 03 June 1994 02:52 |
hino/yoshi/V-HANA-NIGHT.CGX 01 August 1994 23:39 |
hino/yoshi/V-HANA.CGX 13 October 1994 00:39 |
Final |
|---|---|---|---|---|---|
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Earlier iterations lack the thicker outlines, as per usual. The earlier iterations have notably different shading on the grass itself.
Scratchpad#
A potential scratchpad can be found in hino/yoshi/CHR-stock/V-KUSA-2.CGX. It seems that this tileset was built directly off of the forest tileset. This scratchpad also contains an earlier attempt, which crudely recolors the dirt green.
18 May 1994 00:43
Sample Tilemaps#
hino/yoshi/B1-HANA-1.SCR lays out most of the tileset. Interestingly, it also lays out the Yoshi Houses usually seen at the end of levels, without the usual accompanying goal platform.
18 February 1995 05:09
hino/yoshi/B1-HANA-2.SCR lays out ground and cross-sections.
23 June 1995 04:55
There also exists a backup of this file, dated 23 July 1994 01:35. The only difference is the lack of the decorative flowerbeds.
hino/yoshi/B1-HANA-3.SCR lays out the grassy wall ledges.
23 July 1994 01:55
The top of hino/yoshi/B1-HANA-4.SCR is identical to the first tilemap, but the bottom has some different ground cross-sections.
23 July 1994 02:03
hino/yoshi/B1-HANA-5.SCR lays out dirt blocks in various arrangements.
23 July 1994 02:07
SOAP-No1-JUNGLE (Jungle)#
hino/yoshi/V-RAM/V-SOAP-No1-JUNGLE-BAK.CGX 26 November 1994 01:21 |
hino/yoshi/V-RAM/V-MIZU-No2-JUNGLE.CGX 24 November 1994 09:56 |
ys_romX_0 Proto |
Final |
|---|---|---|---|
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The jungle tileset saw a drastic overhaul, with many elements being moved around and/or redrawn.
The palette used here is actually much more greener than the version used in the prototypes, though it doesn't line up with either of the palettes paired with this tileset in the final.
Scratchpads#
hino/yoshi/-NOTE-----AMAZON-TEST-0.CGX 20 November 1994 03:10 |
hino/yoshi/-NOTE-----AMAZON-TEST-1.CGX 21 November 1994 21:22 |
hino/yoshi/-NOTE-----AMAZON-TEST-2.CGX 28 November 1994 20:30 |
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Several scratchpads dedicated to working out this tileset.
Sample Tilemap#
hino/yoshi/B1-JUNGLE-sample-0.SCR contains just about everything in the tileset: grass, dirt, blocks, vines, and even water!
30 November 1994 07:51
CHIKA-No2 (Cave 2)#
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2-KINOKO-TEST.CGX 30 October 1994 23:11 |
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2-KINOKO.CGX.BAK 31 October 1994 05:49 |
hino/yoshi/V-RAM/V-CHIKA-No2.CGX 27 February 1995 01:50 |
nogami/yoshi/KINKEI-VRAM/V-CHIKA-No2.CGX.BAK 02 November 1994 01:42 |
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ys_romX_0 Proto |
nogami/yoshi/ENKEI-VRAM/V-B2CHIKA-NEW.CGX 30 May 1995 20:33 |
Final |
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Despite the first iteration being labelled a test, only slight modifications were made to it before the final. Most of what changes can be observed happened between the prototypes and the final.
Scratchpad#
In addition to the tiled graphics shown above, V-CHIKA-No2-KINOKO-TEST.CGX also contains a scratchpad of various elements, such as the mushroom platforms and crystals.
KUSA-No2 (Grass 2)#
hino/yoshi/CHR-stock/kusa-2-FILE.CGX 24 February 1994 20:16 |
hino/yoshi/V-KUSA-en-kin.CGX.BAK 19 May 1994 05:31 |
Final |
|---|---|---|
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As usual, the earlier iterations have thinner outlines than the final.
Scratchpad#
hino/yoshi/CHR-stock/V-KUSA-MIZU.CGX is a rather odd file that could be a scratchpad for this tileset, as it has the trees unique to it. As the file name suggests, this file contains a sample of a pond area with translucent water. In the final game, the only tileset to have translucent water is the Pond tileset, which is scarcely used.
01 August 1994 00:08
Sample Tilemap#
hino/yoshi/B1-KUSA-No2-sample.SCR lays out the trees and plants unique to this version of the tileset.
27 October 1994 07:04
YUKI-No2-FLOWER (Flower Garden)#
ys_romX_0 Proto |
hino/yoshi/V-RAM/V-YUKI-No2-FLOWER-OLD.CGX 03 April 1995 01:09 |
hino/yoshi/V-RAM/V-YUKI-No2-FLOWER.CGX 03 April 1995 21:06 |
Final |
|---|---|---|---|
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A few iterations of this tileset between the ones used in the prototypes and the final.
Sample Tilemaps#
hino/yoshi/B1-FLOWER-sample-0.SCR lays out a flat field of flowers. A duplicate of this file exists as hino/hati-toru/enkei/b1flower.scr.
10 November 1994 21:35
hino/yoshi/B1-FLOWER-sample-1.SCR lays out the jagged rocks and a gap.
03 April 1995 05:51
nogami/yoshi/TEST/B1-FLOWER-TEST.SCR, judging by the file name, was a test for using this tileset.
09 March 1995 23:32
SOAP-No2-SORA (Sky)#
hino/yoshi/V-SOAP-No2-SORA.CGX.BAK 20 October 1994 23:19 |
ys_romX_0 Proto |
Final |
|---|---|---|
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A version of this tileset, predating the one used in the prototypes. It features very scratchy-looking rocky cliffs that aren't topped with snow, and log platforms with the centers holed out.
hino/yoshi/BAK-chr/V-SORA.CGX is a rather interesting file containing a completely different sky tileset. This one also features the ski lifts from yuki-real.
Scratchpad#
hino/yoshi/CHR-stock/SORA.CGX is a scratchpad of the scratchy-looking rocky cliffs seen in V-SOAP-No2-SORA.CGX.BAK.
14 September 1994 06:03
Sample Tilemaps#
hino/yoshi/B1-SORA-0.SCR lays out a single cloud platform. The multicolored hatch marks are likely just for marking the solid parts.
14 October 1994 06:37
hino/yoshi/B1-SORA-1.SCR lays out more clouds, as well as the bridges and cliffsides.
18 December 1994 20:03
KABE-No2 (Stone Castle)#
ys_romX_0 Proto |
nogami/yoshi/KINKEI-VRAM/V-KABE-No.2.CGX.BAK 26 December 1994 02:12 |
nogami/yoshi/KINKEI-VRAM/V-KABE-No2.CGX.BAK 26 December 1994 05:34 |
nogami/yoshi/KINKEI-VRAM/V-KABE-No2.CGX 28 December 1994 06:10 |
Final |
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Had a much different look in the earliest iterations. V-KABE-No.2.CGX.BAK is interesting in that it contains two different iterations of the tileset in the same file. This iteration looks much closer to the final design, but still features faces on the brickwork. The second iteration updated the graphics for Relay Heiho.
The iteration after that is almost finalized, with the pillars gaining coloration being the only thing to be changed in the final.
Scratchpad#
A scratchpad for the prototype version of this tileset can be found in nogami/yoshi/akasaga.CGX.BAK, containing some alternate pillar designs
12 July 1994 22:05
MIZU-No3-SHIRO3 (Wood Castle)#
hino/hati-toru/kinkei/ki-kabe1.cgx |
hino/hati-toru/kinkei/ki-kabe2.cgx |
hino/hati-toru/kinkei/ki-kabe4.cgx |
Final |
|---|---|---|---|
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The first iteration of this tileset sticks much closer to the marble castle tileset, still containing the darkened pillar object, and much brighter than the final tileset.
The darkened pillar was quick to be dummied out, as it is already gone by the second iteration. On the topic of the pillar, it is now more detailed, but it is clearly just a rotation of the horizontal blocks here. The unique design for the unused 32×32 window has been implemented, though! The background wall has a cross-hatched pattern in this iteration. A duplicate of this iteration also exists as ki-kabe3.cgx.
The third iteration finally adopts the darker palette used in the final. The wooden bricks have the same circle patterns as the horizontal blocks in this iteration. Despite said horizontal block getting redrawn, the pillars are still just a simple rotation of this block.
Scratchpads#
Each iteration of this tileset has accompanying scratchpads. ki-kabe1.cgx contains the least of the three, only containing some duplicated graphics, and the unused fixture.
ki-kabe2.cgx adds the new backwall and unused gear fixtures. The pillars are an even more blatant edit here, as they aren't even recolored. The shading on the unused fixture was updated, and the unused gear variation lacks blending with the rest of the brickwork here.
ki-kabe4.cgx overwrites the scratchpad with the redesigned horizontal bricks, backwall, and pillars.
While the main graphic space of ki-kabe5.cgx is identical to the final tileset, it also contains one final scratchpad for the pillars and the unused gear fixtures.
NAMI-No2-DOKAN (Sewer)#
nogami/yoshi/TEST/DOKAN-ROOM.CGX 26 October 1994 19:52 |
nogami/yoshi/V-NAMI-No2-DOKAN.CGX.BAK 17 October 1994 23:30 |
Final |
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Despite being one of the more complex tilesets in the game, this tileset didn't see many changes. The rocks became slightly brighter, and more background elements were added, but that's about it.
Scratchpads#
nogami/yoshi/V-DOKAN.CGX.BAK contains a very early scratchpad for this tileset, along with some early attempts of tiling it. It doesn't appear to work well with the final palette for this tileset.
07 September 1994 01:45
DOKAN-ROOM.CGX also contains some sample room layouts using early graphics.
Sample Tilemaps#
Likely due to its complexity, this tileset has significantly more sample tilemaps than others.
















The first set of tilemaps all appear broken, requiring some work to appear correct. These mostly lay out the pipe structures in this tileset.








The second set features much of the same features as in the first set, but in more natural settings. This set also features some proper sample layouts.



The third set lays out some rooms and the rock wall background.
nogami/yoshi/TEST/DOKAN-BOSS.SCR lays out the layout for a boss using this tileset. This could be related to the Naval Piranha fight, or it could have been something completely unrelated.
07 October 1994 01:42
HANA-No2 (Grass 2)#
hino/yoshi/V-HANA-IWAYAMA.CGX 30 June 1994 23:13 |
hino/yoshi/V-HANA-No2-BAK.CGX 14 August 1994 01:27 |
ys_romX_0 Proto |
hino/yoshi/V-RAM/V-HANA-No2.CGX.BAK 09 June 1995 23:45 |
Final |
|---|---|---|---|---|
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The first iteration is based on an earlier version of the grass tileset. However, it has been modified to add collision lines. Incidentally, there are no line guides or trees yet.
The second iteration adds the trees, albeit much rougher looking than in the final.
The next iteration is the one used in the ys_romX_0 prototype.
The fourth is just about finalized. However, the line guides are monocolored; the same as in previous Mario games. In the final, they were made dotted for visibility.
Scratchpads#
hino/yoshi/CHR-stock/BG-1-BLOCK.CGX contains a scratchpad of the falling rock platforms.
29 June 1994 23:46
BG-1-BLOCK-2.CGX contains some thinner platforms.
14 July 1994 01:05
hino/yoshi/CHR-stock/BG-0.CGX contains some scrapped background graphics, as well as a scratchpad for the Raven platforms.
03 September 1994 02:04
Sample Tilemaps#
hino/yoshi/B1-HANA-No2-0.SCR is an edited version of B1-KUSA-sanple-2, with the cross-sections removed, and in their place, trees!
17 August 1994 19:37
hino/yoshi/B1-HANA-No2-1.SCR lays out donut lifts, stone blocks, and Raven platforms.
07 September 1994 02:35
hino/yoshi/B1-HANA-No2-2-SEN.SCR lays out line guides.
09 June 1995 23:48
NAMI (Wave)#
hino/yoshi/BAK-chr/V-NAMI.CGX 06 June 1994 19:20 |
hino/hati-toru/enkei/v-nami.cgx 27 June 1995 02:11 |
nogami/yoshi/KINKEI-VRAM/V-NAMI-STOMACH.CGX 31 January 1995 20:43 |
Final |
|---|---|---|---|
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Another tileset that didn't see many changes during development. The only major additions include pipes and Prince Froggy's stomach.
hino/yoshi/V-RAM/V-NAMI-No1-SHIRO-BAK.CGX 14 February 1995 00:37 |
Final |
|---|---|
A rougher version of the blocks seen in the room of the Hookbill the Koopa boss.
This file also contains a scratchpad with some other early designs of these blocks.
Sample Tilemaps#
hino/yoshi/B1-NAMI-sample-0.SCR lays out most of the tileset, including lava, blocks, pipes, and even the unused spike tiles.
18 November 1994 23:41
hino/yoshi/B1-NAMI-sample-1-meiro.SCR lays out a sample level making use of the pipe blocked by a cork, found in 6-4.
18 November 1994 23:41
hino/yoshi/B1-NAMI-SHIRO-0.SCR lays out the blocks used before the Hookbill the Koopa boss.
14 February 1995 00:10
Tileset Palette Comparisons#
File Name |
Final Palette ID |
Palette |
|
|---|---|---|---|
地下 (Underground) |
|||
hino/yoshi/BAK-color/CHIKA.COL |
00 |
||
hino/yoshi/NEW-color/VV-CHIKA.COL |
|||
hino/yoshi/V-RAM/CHIKA-B.COL.BAK |
11 |
||
hino/yoshi/V-RAM/CHIKA-C.COL.BAK |
12 |
||
草 (Grass) |
|||
hino/yoshi/CHR-stock/new-bg.COL |
01 |
||
hino/yoshi/KUSA-pas1-mask.COL |
|||
hino/yoshi/KUSA-en-kin.COL.BAK |
|||
hino/yoshi/BAK-color/KUSA-MIZU.COL |
|||
hino/yoshi/KUSA-IWAYAMA.COL |
|||
hino/yoshi/KUSA-MIZU.COL |
|||
溶岩 (Lava) |
|||
hino/yoshi/BAK-color/NAMI.COL |
03 |
||
雪 (Snow) |
|||
hino/yoshi/BAK-color/YUKI.COL |
04 |
||
hino/yoshi/NEW-color/VV-YUKI.COL |
|||
バブル (Bubble) |
|||
hino/yoshi/V-RAM/MIZU-No2-JUNGLE.COL.BAK |
05 (Proto) |
||
カベ (Wall) |
|||
hino/yoshi/CHR-stock/yuka.COL |
06 (Proto) |
||
hino/yoshi/BAK-color/KABE.COL |
|||
hino/yoshi/NEW-color/VV-KABE.COL |
|||
nogami/yoshi/KABE.COL.BAK |
|||
花 (Flower), [Name Unknown], [Name Unknown] |
|||
hino/yoshi/NEW-color/VV-HANA.COL |
07 |
||
hino/yoshi/HANA-IWAYAMA.COL |
|||
hino/yoshi/HANA-NIGHT.COL |
N/A |
N/A |
|
[Name Unknown] - Wood Castle |
|||
hino/hati-toru/kinkei/ki-kabe1.col |
0E |
||
hino/hati-toru/kinkei/ki-kabe2.col |
|||
hino/hati-toru/kinkei/ki-kabe4.col |
|||
[Name Unknown], [Name Unknown] - Flower |
|||
nogami/yoshi/ENKEI-VRAM/B2-TAKOYAKI.COL.BAK |
09 |
||
hino/yoshi/V-RAM/YUKI-No2-FLOWER-TAKO.COL.BAK |
|||
[Name Unknown] - Pipe |
|||
nogami/yoshi/DOKAN.COL.BAK |
0B |
||
Sky/Clouds |
|||
hino/yoshi/BAK-color/SKY.COL |
0D |
||
hino/yoshi/SKY.COL |
|||
hino/yoshi/V-RAM/YUKI-No2-FLOWER-GREEN.COL.BAK |
0F |
||
hino/yoshi/V-RAM/HANA-B.COL.BAK |
15 |
||
hino/yoshi/V-RAM/HANA-C.COL.BAK |
16 |
||
Wasteland/Volcano |
|||
hino/hati-toru/kinkei/b1-w6-00.col |
10 |
||
hino/hati-toru/kinkei/b1-w6-01.col |
|||
hino/hati-toru/kinkei/b1-w6-02.col |
|||
BG2 Backgrounds
Early and unused iterations of backgrounds.
BG2 KUSA (Grass)#
hino/yoshi/V-KUSA-YUKA.CGX 10 May 1994 03:57 |
hino/yoshi/B2-YUKA-BAK.SCR 09 September 1994 07:47 |
|---|---|
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An earlier, flatter version of this background, with the top being notably barren.
BG2 YUKI (Snow)#
hino/hati-toru/enkei/yuki
|
Graphics |
Tilemap |
|---|---|
|
|
|
A rather basic background meant for snowy levels, like those seen in World 5. Presumably would have had multiple layers of parallax scrolling.
BG2 SOAP#
While hino/yoshi/B2-SOAP.SCR was technically used in the prototypes, it didn't use the correct palette there.
10 November 1993 02:16
BG2 CHIKA (Underground)#
hino/yoshi/CHR-stock/chika-fukan.CGX contains graphics for some sort of tunnel background. It's not entirely clear whether this was supposed to be terrain or just background elements. The palette used is FUKANBG.COL.
07 November 1993 21:56
Graphics for an unknown cavern background can be found in hino/yoshi/CHR-stock/18-1F.CGX, and a palette for it can be found in hino/yoshi/BAK-color/COL-5.COL. These graphics would be replaced by the castle wall background in the final.
07 June 1994 19:20
hino/yoshi/NEW-color/VV-CHIKA.CGX 06 June 1994 21:32 |
hino/yoshi/B2-CHIKA-BAK.SCR 23 February 1994 02:32 |
|---|---|
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A very scratchy, hard to make out cavern background. This background was likely replaced by the water/lava falls one in the final.
BG2 MORI (Forest)#
nogami/yoshi/TEST/KINOKO-MORI-TEST.CGX.BAK 16 March 1995 01:25 |
nogami/yoshi/TEST/KINOKO-MORI-TEST.CGX 20 March 1995 06:39 |
|---|---|
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Two test scratchpads for this background. The backup uses far simpler shading, and as the file name suggests, also contains mushrooms. The second adds the pastel shading seen in the final, and the leaves of the trees.
nogami/yoshi/ENKEI-VRAM/V-KUSA-KINOKOMORI.CGX is more-or-less finalized, with the removal of the mushrooms from the background.
V-KUSA-KINOKOMORI.CGX.BAK 22 March 1995 01:56 |
V-KUSA-KINOKOMORI.CGX 22 March 1995 08:07 |
|---|---|
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BG2 ENKIN (Jungle Mountains)#
kinkin-kei.CGX 01 February 1994 02:22 |
kinkin-kei-1.CGX 02 February 1994 03:16 |
|---|---|
|
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Scratchpads for an earlier, leafier design of this background can be found in hino/yoshi/CHR-stock. It features the trees that were left unused in the final game. The second iteration contains some rougher mountains seen in the final background.
A duplicate of the first scratchpad also exists, as kinkin-kei-0.CGX, dated 01 February 1994 03:31.
hino/yoshi/kinkin-kei.SCR gives a rough idea of what this earlier design might have looked like in-game.
01 February 1994 21:40
BG2 KAZAN (Volcano)#
nogami/yoshi/B2-KAZAN.CGX contains an alternate attempt of a volcano background. Evidently didn't make it very far, as no tilemap exists for it.
01 March 1995 23:05
The following tilemaps can be found in hino/hati-toru/enkei.
b2kazan1
|
Graphics |
Tilemap |
|---|---|
|
|
|
This background once had a much friendlier tone to it. The graphics file notably contains foreground graphics for the flower garden tileset, rather than the unique tileset used in World 6 in the final.
This iteration of the background in particular is very rough, with the tile borders of otherwise empty tiles being marked. Regardless, this iteration is the first to contain the funnel shaped mountains seen in the final, rather than the previously rounded ones.
b2kazan2
|
Graphics |
Tilemap |
|---|---|
|
|
|
Adds more details to the previous iteration, particularly in the treetops. The palette is also a bit less garish. It also includes some baked-in gradients, which, when combined with the HDMA gradient backgrounds used by the game, probably would not have looked very good.
b2kazan3
|
Graphics |
Tilemap |
|---|---|
|
|
|
The faces on the volcanoes was lowered, and changed from a smiley to a frown. The "tile boxes" have been removed, however, the right side of the tilemap is clearly less complete than the left side. The gradient was redrawn, but it has been removed from the tilemap.
b2kazan4
|
Graphics |
Tilemap |
|---|---|
|
|
|
And now they're smiling again. The background has also been moved down to allow for a more detailed cloud line, which have also resulted in the removal of the gradient from the graphics file.
b2kazan5
|
Graphics |
Tilemap |
|---|---|
|
|
|
Outlines have been removed, and the volcanoes have been moved around some. There's still some garbage tiles that haven't been updated since the previous iteration.
b2kazan6
|
Graphics |
Tilemap |
|---|---|
|
|
|
Mostly just a cleaner version of the previous iteration. The graphics file is arranged for the clouds to be animated, which can be seen in hino/hati-toru/enkei/kazan6.obj.


b2kazan7
|
Graphics |
Tilemap |
|---|---|
|
|
|
The graphics file adds palm trees to make the bottom treetops less plain, but the tilemap doesn't really seem to have been updated to make use of them.
b2kazan8
|
Graphics |
Tilemap |
|---|---|
|
|
|
The graphics file is mostly the same as the previous iteration, just compressed. The tilemap has been updated to use different clouds, and to make proper use of the palm tree graphics.
b2kazanb.scr is an alternate tilemap, repositioning the volcanos, and removing their faces.
|
b2kazanb.scr |
Final |
|---|---|
|
|
BG2 NIGHT#
hino/yoshi/CHR-stock/V-NIGHT.CGX shows the transition of this background from Super Donkey. As a result, some portions only appear correct with the palette used in Super Donkey, and others use the newer NIGHT.COL.
01 August 1994 01:09
|
Super Donkey Palette |
hino/yoshi/CHR-stock/NIGHT.COL |
|---|---|
|
|
BG2 HACHI-PASTEL (Stage 8 Pastels)#
The following tilemaps can be found in hino/hati-toru/enkei.
pasteru
The earliest iteration of this background: a scratchpad of multicolored smiling mountains and palm trees. Fundamentally the same as the final background, but much rougher.
paster1a
|
Graphics |
Tilemap |
|---|---|
|
|
The graphics are mostly untouched from the previous iteration, just tiled. Clouds are also added, which is interesting as the final background has the clouds on Layer 3 instead.
The earliest tilemap for this background. Already features some variation in the mountains, though it doesn't look very good due to the tiling. This background also seems to have overwritten the Layer 3 background, as paster1b.scr is a duplicate of this tilemap, whereas the accompanying graphic file paster1b.cgx is unique.
|
paster2a.cgx |
paster2b.scr |
|---|---|
|
|
More refinements to the graphics, nearly matching the final, but with thinner outlines. The tilemap has seen much improvement, though there is still some oddities in the treetops on the right side, and the mountain variation is gone.
b2pasold
|
Graphics |
Tilemap |
|---|---|
|
|
|
Minor tweaks made to the graphics, such as making the stems of the palm trees thinner. The tilemap has been cleaned up as well, and some of the palm trees are now mirrored to add more variety to the background.
b2paste2
|
Graphics |
Tilemap |
|---|---|
|
|
|
The tilemap is mostly untouched, asides from extending the grass out to the bottom of the tilemap. The graphics also take a palette closer to the final one. The only major change here is adding more definition to the outlines.
b2pastel
|
Graphics |
Tilemap |
|---|---|
|
|
Nearly finalized graphics now, but the palm trees are still much larger here. The tilemap is nearly finalized too, with the return of the variation in the mountains.
hino/hati-toru/enkei/pastel1.obj showcases that this background was originally going to be fully animated, with the palm trees swaying and the mountains blinking. In the final game, they became static, and the clouds were animated instead.
BG2 SUGI (Cedars)#
nogami/yoshi/TEST/B2-YOZORA.CGX are a scratchpad for an earlier version of this background. Features more diagonal trees than the final background.
B2-YOZORA.CGX.BAK 19 October 1994 01:13 |
B2-YOZORA.CGX 25 October 1994 04:33 |
|---|---|
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BG2 KOOPA-ROOM (Bowser's Room)#
nogami/yoshi/TEST/KOOPA-ROOM-TEST.CGX is a scratchpad for the background used in Baby Bowser's room. Do note that the palette used here was taken from the final game, and was not present in the files.
10 April 1995 19:36
BG2 HATI-TUKI (Stage 8 Moon)#
The following tilemaps can be found in hino/hati-toru/enkei.
b2tuki2b
|
Graphics |
Tilemap |
|---|---|
|
|
Tilemap is very rough, including tiles for a reference gradient in it.
It also contains a small scratchpad:
b2tuki2a
|
Graphics |
Tilemap |
|---|---|
|
|
Graphics are mostly unchanged from the previous iteration, but the tilemap has been shifted down to make use of more vertical space. The tree stumps, which were slightly redrawn, were moved over slightly.
The scratchpad space is identical to b2tuki2b.
b2tuki2
|
Graphics |
Tilemap |
|---|---|
|
|
The tiling on the trees has been improved, as have the tree stumps. The scratchpad was also updated, but only has minor shading differences. It seems there was some kind of attempt to make the treetops, but it really doesn't look that great.
The graphics for the tree stumps is also more detailed in this version, which is interesting because...
b2tuki3
|
Graphics |
Tilemap |
|---|---|
|
|
...the graphics here seem to regress to the simpler design featured in the previous two iterations. It would be reasonable to assume that this iteration came first, but the scratchpads being identical suggests otherwise.
The trees were also rather hastily redrawn, although this didn't stick.
b2tuki2c
|
Graphics |
Tilemap |
|---|---|
|
|
Trees now match the final background, with the scratchpad being updated as well. Stumps have been redesigned, and now flow much better with the rest of the tileset.
hino/yoshi/V-B2-HATI-TUKI.CGX 01 February 1995 23:42 |
hino/yoshi/B2-HATI-TUKI.SCR 22 June 1995 00:16 |
|---|---|
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The shading on the tree stumps was improved once more...only to be scrapped in the final background.
BG2 RED-WOODS#
hino/yoshi/CHR-stock/V-FLOWER-B2-TEST.CGX and V-FLOWER-B2-TEST-1.CGX contain earlier iterations of this background, which wound up unused in the final game.
V-FLOWER-B2-TEST.CGX 04 May 1995 19:40 |
V-FLOWER-B2-TEST-1.CGX 08 May 1995 21:45 |
|---|---|
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The first iteration is interesting, as it contains cherry blossoms instead of pine trees. The second one is closer to the final background, but has more bubbly clouds than it.
BG2 HATI-TAKI (Stage 8 Waterfalls)#
The following tilemaps can be found in hino/hati-toru/enkei.
b2taki00
|
Graphics |
Tilemap |
|---|---|
|
|
Structurally similar to the final background, but with a much different style. The graphics file includes multiple different styles of rock, with not all of them being used in the tilemap.
b2taki01
|
Graphics |
Tilemap |
|---|---|
|
|
Style shift, but to the final perspective used for this background. The graphics lack definition on the lower rocks, and the waterfall hasn't been set up to use a cycling palette yet. The tilemap is very basic, simply duplicating the graphics twice with no variation.
b2taki02.cgx lacks a tilemap. Contains some leftovers from the previous iteration, but also adds some much needed detail to the lower rocks and waterfall.
b2taki03
|
Graphics |
Tilemap |
|---|---|
|
|
First tilemap featuring an animated waterfall, which looks more or less identical to the final. There's a second layer of bushes that was removed in the final background.
b2taki04
|
Graphics |
Tilemap |
|---|---|
|
|
There's some graphics in the scratchpad for a rippling effect at the bottom of the waterfalls that ultimately got scrapped. This animation can be seen in taki04.obj.
BG2 WOOD-KABE (Wooden Walls)#
nogami/yoshi/B2-WOOD-KABE-BAK.SCR contains an earlier tilemap for this background. Some of the windows would be repositioned in the final.
16 May 1995 06:56
|
B2-WOOD-KABE-BAK |
Final |
|---|---|
|
|
BG2 HANA (Flower)#
hino/hati-toru/enkei/hana4-1.cgx is a scratchpad containing stylized grassy hills. These graphics would be condensed in hanabata.cgx, and given a tilemap.
|
Graphics |
Tilemap |
|---|---|
|
|
|
It's likely that this background was scrapped because of being a bit of an eye sore.
hino/hati-toru/enkei/hanabat2 is a background of trees on some mountain ranges. It might have inspired the final waterfall background, which it resembles slightly, or this may just be a coincidence.
|
Graphics |
Tilemap |
|---|---|
|
|
|
Two more graphic files, containing more concepts similar to the previous one. These ones do not have associated tilemaps.
|
hanabat3.cgx |
hanabat4.cgx |
|---|---|
|
|
|
BG2 IWA (Rock)#
hino/hati-toru/enkei/iwa may have been a predecessor to the final Castle Wall background.
|
Graphics |
Tilemap |
|---|---|
|
|
hino/hati-toru/enkei/iwa-bg2.scr is a variant which lacks the vegetation of the other tilemap. It seems like it would have been paired with a Layer 3 overlay instead.
BG2 IWA-2 (Rock 2)#
nogami/yoshi/B8-BF.CGX.BAK contains earlier graphics for this background with some minor tweaks made to the crystals.
25 June 1995 23:48
|
B8-BF.CGX.BAK |
Final |
|---|---|
|
|
BG2 KAREKI (Dead Trees)#
hino/hati-toru/enkei/kareki
|
Graphics |
Tilemap |
|---|---|
|
|
The first in a series of backgrounds which was likely replaced with the woods background seen in the final World 6. If so, it has an appropriately foreboding appearance, with dead trees in the background.
The tilemap seems notably incomplete, with tiling errors on the ground on the right side.
This version may not be using the correct palette, as hino/hati-toru/enkei/kareki.col doesn't seem to line up with this background. As a result, the palette from the following iteration was used instead.
hino/hati-toru/enkei/kareki2
|
Graphics |
Tilemap |
|---|---|
|
|
|
This version seems to be a refined version of the first iteration. More detail has been added to the ground, and the strange distant trees have been removed. In their place are new clouds.
The tilemap likewise is mostly the same as the previous one, but more refined.
hino/hati-toru/enkei/kareki4.cgx seems to be a bit of an outlier, featuring much more simplistic graphics than either hino/hati-toru/enkei/kareki3 or hino/hati-toru/enkei/kareki5. It also lacks a tilemap. Despite its simplicity, a style-shift is clear.
hino/hati-toru/enkei/kareki3
|
Graphics |
Tilemap |
|---|---|
|
|
A completely different style compared to the previous two iterations. As a result of the color palette, this iteration looks much more like an autumnal forest, and even adds flowers.
The tilemap strangely has white squares where the flowers would seemingly go for whatever reason.
hino/hati-toru/enkei/kareki3a
|
Graphics |
Tilemap |
|---|---|
|
|
|
Similar to the previous iteration. The graphics are mostly just condensed from the previous iteration with only minor changes, such as the removal of the flowers. Meanwhile, the tilemap has been mostly redone, with all of the trees being re-positioned.
hino/hati-toru/enkei/kareki4c.cgx, hino/hati-toru/enkei/kareki6b.cgx, and hino/hati-toru/enkei/kareki7b.cgx all seem to be scratchpads for this background. hino/hati-toru/enkei/kareki7b even tries to add some leaves to the trees!
hino/hati-toru/enkei/kareki4c.cgx |
hino/hati-toru/enkei/kareki6b.cgx |
hino/hati-toru/enkei/kareki7b.cgx |
|---|---|---|
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kareki4b
|
Graphics |
Tilemap |
|---|---|
|
|
|
This version trims down the background to just the front trees, similar to the final woods background.
A newer version of this background can also be found in hino/yoshi.
hino/yoshi/V-B2-KAREKI.CGX 20 December 1994 01:55 |
hino/yoshi/B2-KAREKI.SCR 20 December 1994 01:54 |
|---|---|
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BG2 BOSSKABE (Boss Wall)#
nogami/yoshi/BOSSKABE.CGX.BAK 24 August 1994 23:20 |
hino/yoshi/B2-KAREKI.SCR 20 December 1994 01:54 |
|---|---|
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Two scratchpads for a background that was presumably meant for boss rooms. While there is a tilemap file for this background, nogami/yoshi/B2-BOSSKABE.SCR, it doesn't appear to work with these graphics. Interestingly, these graphics were tiled and are present in the final game, but go completely unused.
nogami/yoshi/BOSSKABE.CGX 26 October 1994 19:50 |
nogami/yoshi/BOSSKABE-2.CGX 26 October 1994 19:51 |
nogami/yoshi/BOSSKABE-3.CGX 26 October 1994 19:51 |
|---|---|---|
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More scratchpads of the rock wall background. The third one is the most complete, showing some of how it could be tiled.
BG2 Art Tests#
nogami/yoshi/B2-MONET.CGX contains a scratchpad of backgrounds styled after Claude Monet. Doesn't even remotely resemble anything in the final game.
27 September 1994 05:05
nogami/yoshi/B2-MONET-2.CGX contains more stylized art, which begins to resemble the Starry Night background seen in the final.
27 September 1994 05:06
nogami/yoshi/B2-MONET-3.CGX iterates on the previous file, containing fingerprint-like patterns.
28 September 1994 00:55
nogami/yoshi/B2-OIL-FLOWER.CGX contains some rather realistic flowers.
07 March 1995 06:51
nogami/yoshi/B2-PENCILE.CGX contains a rather nice looking pencil sketch of a tree.
06 March 1995 02:53
BG2 Palette Comparisons#
The ID reflects the number assigned to the palette in the final game.
File Name |
ID |
Palette |
|
|---|---|---|---|
ハチ城 (Stage 8 Castle) |
|||
hino/hati-toru/enkei/siro-1.col |
00 (Proto) |
||
hino/hati-toru/enkei/siro-smp.col |
00 |
||
草 (Grass) |
|||
hino/hati-toru/enkei/tuki2b.col |
01 |
||
hino/hati-toru/enkei/tuki2.col |
|||
hino/hati-toru/enkei/tuki3.col |
|||
hino/hati-toru/enkei/tuki2c.col |
|||
hino/yoshi/HATI-TUKI.COL |
|||
雪 (Snow) |
|||
hino/yoshi/CHR-stock/yuki-real.COL |
04 |
||
森 (Forest) |
|||
nogami/yoshi/ENKEI-VRAM/B2-KINOKOMORI.COL |
08 |
||
遠近両用 (Dual Perspective), [Name Unknown] |
|||
hino/yoshi/CHR-stock/kinkin-kei.COL |
09, 10 |
||
ハチ滝 (Stage 8 Falls), [Name Unknown] |
|||
hino/hati-toru/enkei/taki00.col |
0A |
||
hino/hati-toru/enkei/taki01.col |
|||
hino/hati-toru/enkei/taki02.col |
![]() |
||
hino/hati-toru/enkei/taki03.col |
![]() |
||
hino/hati-toru/enkei/taki04.col |
![]() |
||
hino\hati-toru\enkei\taki-yu2.col |
30 |
![]() |
|
ワンワンドスン (Chain Chomp Thwomp) |
|||
hino/yoshi/KUSA-YUKA.COL |
0B |
||
フジ山 (Mt. Fuji) |
|||
hino/hati-toru/enkei/kazan1.col |
0F |
||
hino/hati-toru/enkei/kazan2.col |
|||
hino/hati-toru/enkei/kazan3.col |
| |
||
hino/hati-toru/enkei/kazan4.col |
| |
||
hino/hati-toru/enkei/kazan5.col |
|||
hino/hati-toru/enkei/kazan6.col |
|||
hino/hati-toru/enkei/kazan7.col |
|||
hino/hati-toru/enkei/kazan8.col |
| |
||
地下いわ (Underground Rocks) |
|||
nogami/yoshi/ENKEI-VRAM/CHIKA-No2-IWA-2.COL.BAK |
13 |
||
ハチパステル (Stage 8 Pastels) |
|||
hino/hati-toru/enkei/pasteru.col |
1A |
||
hino/hati-toru/enkei/pasteru1.col |
|||
hino/hati-toru/enkei/pasteru2.col |
|||
hino/hati-toru/enkei/pasold.col |
|||
hino/hati-toru/enkei/pastel2.col |
|||
たこやき山 (Takoyaki Mountains) |
|||
nogami/yoshi/ENKEI-VRAM/B2-TAKOYAKI.COL |
1B |
||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI.COL |
|||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-2.COL.BAK |
|||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-2.COL |
|||
nogami/yoshi/ENKEI-VRAM/FLOWER-TAKOYAKI-PSYCHE.COL |
|||
杉林 (Cedars) |
|||
nogami/yoshi/ENKEI-VRAM/B2-SUGI.COL |
1D |
| |
|
BG3 Backgrounds
Early and unused iterations of layer 3 backgrounds.
BG3 SOAP#
hino/yoshi/V-B3SOAP.CGX contains graphics for another bubble background, however unlike the Layer 2 background, no tilemap remains for this background.
09 November 1993 23:37
BG3 FLOWER#
|
hino/hati-toru/enkei/b3flower.cgx |
Final |
|---|---|
|
|
|
An intermediary version between the version of this background used in the prototypes and the final game. Some cross-hatching has been added, but is still incomplete here.
BG3 CHIKA-IWA (Underground Rock)#
nogami/yoshi/V-B3CHIKA.CGX.BAK contains a scratchpad for this background, containing some slight differences when compared to the final background.
28 August 1994 20:27
BG3 HATI-TUKI (Stage 8 Moon)#
The following tilemaps can be found in hino/hati-toru/enkei.
b3tuki3
|
Graphics |
Tilemap |
|---|---|
|
|
|
A rough version of this background, with notably early graphics. Features square stars and a pillow-shaded moon!
The moon was definitely not final, as the graphics file shows that the more detailed moon was already in the process of being drawn.
b3tuki2
|
Graphics |
Tilemap |
|---|---|
|
|
|
A much more complete version of the background, with a lot more stars than the final one. As with the previous tilemap, the moon is off-center here.
Duplicates of the tilemap can be found under b3tuki2a.scr and b3tuki2b.scr.
b3tuki2c
While the tilemap is identical to the centered variant of this background seen in the final game, the graphics file contains some unique clouds which aren't.
BG3 HACHI-PASTEL (Stage 8 Pastels)#
The following tilemaps can be found in hino/hati-toru/enkei.
paster1b
The earliest version of this background features a single, scratchy palm tree. If it ever existed, the tilemap for this background has been overwritten by a duplicate of the Layer 2 background.
paster2b
paster2b.cgx |
paster2a.scr |
|---|---|
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Confusing file naming, huh? Regardless, the clouds begin to resemble the final ones in this iteration.
paster3a
Uses the same graphics as the previous iteration. Getting closer to the final design, though the palm trees were moved to the Layer 2 background in the final.
b3pasold
|
Graphics |
Tilemap |
|---|---|
|
|
Mostly minor tweaks from here out. The graphics file is notable for having some clouds with alternate shading.
BG3 HATI-TAKI (Stage 8 Falls)#
|
Graphics |
Tilemap |
|---|---|
|
|
hino/hati-toru/enkei/b3taki03.cgx and b3taki03.scr are for an earlier version of this background. Interestingly, it seems that this background was built off of the one seen in the Sluggy the Unshaven boss fight. The tilemap is rather unfinished, with multiple different cloud styles present.
b3taki04.scr iterates on this background, updating the bottom cloud layer, and refining the top layer.
BG3 HATI-YUHI (Stage 8 Sunset)#
The following tilemaps are also found in hino/hati-toru/enkei.
b3yuhi01
|
Graphics |
Tilemap |
|---|---|
|
|
An earlier version of this background. The tilemap isn't nearly as finalized as the graphics are. The top of the trees is missing in this version.
b3yuhi02
|
Graphics |
Tilemap |
|---|---|
|
|
Even closer to the final version. This one just has far less space for the clouds compared to the final version.
BG3 BOSSROOM#
nogami/yoshi/ENKEI-VRAM/V-B3BOSSROOM.CGX.BAK 17 March 1995 01:34 |
nogami/yoshi/B3-BOSSROOM.SCR.BAK 17 March 1995 01:12 |
|---|---|
![]() |
An earlier version of the boss room background. Despite being almost entirely redrawn in the final, is largely the same as the final background. Goes for patch tiles as decoration, whereas the final uses brick.
The backup also contains a scratchpad for this background, featuring a different window design.
The way the tiles are arranged in the top right suggest that the torches were once going to be fully animated. In the final game, only the palette of the torches is animated, while the torch graphics are static. What it might have looked like animated:
BG3 IWA (Rock)#
|
hino/hati-toru/enkei/iwa-2bit.cgx |
hino/hati-toru/enkei/iwa-bg3.scr |
|---|---|
|
|
The Layer 3 background intended to be paired with the unused stone wall background. The tilemap is very rough, suggesting that not a lot of work was put into it prior to being scrapped.
BG3 KAREKI (Dead Trees)#
The following files are found in hino/hati-toru/enkei/.
kareki4a
|
Graphics |
Tilemap |
|---|---|
|
|
|
A background that was meant to accompany the dead trees background. A newer version with proper dates can be found in hino/yoshi. It also adds clouds to decorate the top of the background.
hino/yoshi/24-27-OLD-ROGO.CGX 20 December 1994 23:12 |
hino/yoshi/B3-KAREKI.SCR 20 December 1994 01:59 |
|---|---|
![]() |
BG3 Art Tests#
nogami/yoshi/V-B3YOZORA.CGX.BAK 17 October 1994 08:02 |
nogami/yoshi/B3-YOZORA.SCR.BAK 17 October 1994 20:53 |
nogami/yoshi/B3-YOZORA.SCR 17 October 1994 21:13 |
|---|---|---|
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![]() |
Earlier graphics for this background, lacking the hill present in the final background. The backup of the tilemap contains some alternate arrangements of this background.
A scratchpad for this early iteration can also be found in nogami/yoshi/TEST/B3-YOZORA.CGX, containing crescent moons in differing sizes.
17 October 1994 08:02
hino/yoshi/CHR-stock/B3-MONE.CGX 28 September 1994 02:22 |
hino/yoshi/B3-MONE-TEST.SCR 05 October 1994 05:43 |
|---|---|
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Another Monet-inspired background of clouds.
BG3 Palette Comparisons#
The ID reflects the number assigned to the palette in the final game.
File Name |
ID |
Palette |
|
|---|---|---|---|
雪山 (Snowy Mountain) |
|||
hino/yoshi/CHR-stock/yuki-real.COL |
00 |
||
草トンネルマスク (Grass Tunnel Mask) |
|||
hino/yoshi/BAK-color/KUSA-MASK.COL |
01 |
||
水中 (Underwater) |
|||
hino/yoshi/NEW-color/VV-MIZU.COL |
02 |
||
スライム (Slime) |
|||
hino/yoshi/KUSA-TASTUMAKI.COL |
03 |
||
カベ,万次郎のカベ,胃壁 (Wall, Manjiro Wall, Stomach Lining) |
|||
hino/yoshi/NEW-color/VV-KABE.COL |
04 |
||
nogami/yoshi/KABE.COL.BAK |
|||
nogami/yoshi/KABE-2.COL |
|||
バブル泡 (Bubbles) |
|||
hino/yoshi/NEW-color/VV-SOAP.COL |
05 |
||
パステル (Pastels) |
|||
hino/yoshi/BAK-color/KUSA-pas2.COL |
06 |
||
NIGHT,ハチ城 (Stage 8 Castle) |
|||
hino/yoshi/HANA-NIGHT.COL |
0B |
||
地下 (Underground) |
|||
nogami/yoshi/CHIKA.COL.BAK |
0D |
||
ハチ城 (Stage 8 Castle) |
|||
hino/hati-toru/enkei/siro-1.col |
11 |
||
hino/hati-toru/enkei/siro-smp.col |
![]() |
||
hino/hati-toru/enkei/siro-smp.col |
17 |
![]() |
|
hino/hati-toru/enkei/siro-smp.col |
N/A |
![]() |
N/A |
FLOWER |
|||
hino/yoshi/V-RAM/YUKI-No2-FLOWER.COL |
13 |
||
枯れ木 (Dead Trees) |
|||
hino/hati-toru/enkei/kareki.col |
18 |
||
hino/hati-toru/enkei/kareki4.col |
|||
hino/hati-toru/enkei/tuki2b.col |
|||
hino/hati-toru/enkei/tuki3.col |
|||
hino/hati-toru/enkei/tuki2c.col |
|||
hino/hati-toru/enkei/tuki2d.col |
|||
ハチパステル (Stage 8 Pastels) |
|||
hino/hati_toru/enkei/pasteru1.col |
19 |
||
hino/hati-toru/enkei/pasteru2.col |
|||
hino/hati-toru/enkei/pasold.col |
|||
hino/hati-toru/enkei/pastel.col |
|||
hino/hati-toru/enkei/pastel2.col |
|||
雲その2 (Clouds II), ハチ滝 (Stage 8 Falls) |
|||
hino/hati-toru/enkei/taki03.col |
0A |
||
hino/hati-toru/enkei/taki-a.col |
1B |
||
ハチ夕日 (Stage 8 Sunset) |
|||
hino/hati-toru/enkei/yuhi01.col |
1C |
||
hino/hati-toru/enkei/yuhi02.col |
|||
ゴッホ星空 (Gogh's Starry Night) |
|||
nogami/yoshi/TEST/YOZORA.COL |
1E |
||
Miscellaneous
Mode 7 Tests#
A map that, based on its filenames, was meant to rotate with Mode 7. Notably, the entrance and exit are marked with Kirby/Wario Land-style doors.
None of these graphics appear to be used in the final game.
V-M7-TEST.cgx |
M7-kaiten.scr |
|---|---|
10 November 1993 13:29 |
06 July 1993 11:53 |
![]() |
![]() |
Nearly a year later, another Mode 7 test was whipped up.
hino/yoshi/M7-BATOL-1.SCR |
|---|
06 July 1994 |
|
hino/yoshi/M7-BATOL-2.SCR |
06 July 1994 |
|
hino/yoshi/M7-BATOL-3.SCR |
07 July 1994 |
|
Gradation Sample#
Looks to be a gradient test by the artists. The col file is located in hino/yoshi/GRADASION-SANPLE.COL.
Notably, the SCR file does not make use of all the tiles/colors from the CGX.
Graphics hino/yoshi/CHR-stock/GRADASION-SANPLE.CGX 15 April 1994 17:17 |
Tilemap hino/yoshi/GRADASION-SANPLE.SCR 15 April 1994 17:17 |
|---|---|











































































































