This is a sub-page of Meteos (Nintendo DS).
Gameplay#
Unused Soul and Time Textures#
In the final game, the Rare Meteos Soul and Time use the same texture between all planets. However, each tileset has its own textures for these types of Meteos, revealing that it wasn't always the case. These textures are programmed to be used, however, in the Kiosk Demo.
Filename |
Planets |
Blocks |
|---|---|---|
bl_com_anim_inseki00_15.bnm |
Starrii |
|
bl_com_anim_inseki08_15.bnm |
Grannest |
|
bl_com_anim_inseki09_15.bnm |
Firim |
|
bl_com_cellanim_inseki02_15.bnm |
Jeljel |
|
bl_com_cellanim_inseki03_15.bnm |
Boggob |
|
bl_com_cellanim_inseki12_15.bnm |
Gigagush |
|
bl_com_cellanim_inseki13_15.bnm |
Meteo |
|
bl_com_inseki05_15.bnm |
Anasaze |
|
bl_com_inseki06_15.bnm |
Oleana |
|
bl_com_inseki10_15.bnm |
Globin |
|
bl_com_inseki11_15.bnm |
Layazero |
|
bl_com_inseki14_15.bnm |
Mekks |
|
bl_com_inseki15_15.bnm |
Bavoom |
|
bl_com_inseki17_15.bnm |
Geolyte |
|
bl_com_inseki18_15.bnm |
Freaze |
|
bl_com_inseki19_15.bnm |
Forte |
|
bl_com_inseki20_15.bnm |
Megadom |
|
bl_com_inseki21_15.bnm |
Cavious |
|
bl_com_inseki22_8.bnm |
Credits |
(Source: Just A Dataminer, tikal.)
Tilesets#
In addition to the unused Soul and Time textures, several completely unused tilesets can also be found within the game's data. Most of them use an early color scheme for the blocks.
File Name |
Tileset |
|---|---|
bl_com_anim_inseki02_15.bnm |
|
bl_com_inseki00_15.bnm |
|
bl_com_inseki.bnm |
|
bl_com_inseki01_15.bnm |
|
bl_com_inseki02_15.bnm |
|
bl_com_inseki03_15.bnm |
|
bl_com_inseki04_15.bnm |
|
bl_com_inseki07_15.bnm |
|
bl_com_inseki09_15.bnm |
|
bl_com_inseki12_15.bnm |
|
bl_com_inseki16_15.bnm |
(Source: Just A Dataminer, tikal.)
Other#
A special case only happens to bl_com_inseki22_8.bnm, used in the credits sequence: its Air, Fire, and H2O Meteos go unused by normal means, due to the parameter files associated with this sequence not containing rates for these types.
(Source: tikal.)
"Bottom" Border Parts#
Among the planets' gameplay sprites, stored in obj_p_(ID).bnm, "bottom" sections for the border images can be found, which were displayed in early builds prior to the Nintendo World Touch! DS event. These unused parts are labeled as obj_p_(ID)_waku_s_m and obj_p_(ID)_waku_t_m, whereas the former is a larger part, displayed in the center. Note that most of them don't have proper palettes.
ID |
Planet |
waku_s |
waku_t |
|---|---|---|---|
anasazi |
Anasaze |
||
arnima |
Globin |
||
bubitt |
Brabbit |
||
byuboom |
Bavoom |
||
cavious |
Cavious |
||
dawnous |
Dawndus |
||
faulte |
Forte |
||
firem |
Firim |
||
florias |
Florias |
||
freezam |
Freaze |
||
gelgel |
Jeljel |
||
geolite |
Geolyte |
||
gigantgash |
Gigagush |
||
grannest |
Grannest |
||
gravion |
Gravitas |
||
heatheads |
Hotted |
||
heavensdoor |
Hevendor |
||
hugy |
Yooj |
||
jagombo |
Boggob |
||
layerzero |
Layazero |
||
lunaluna |
Luna=Luna |
||
masterarc |
Suburbion |
||
megadome |
Megadom |
||
meks |
Mekks |
||
meteos |
Meteo |
||
meteos_a |
Star Trip Meteo |
||
meteos_b |
Star Trip Meteo |
||
meteos_c |
Star Trip Meteo |
||
oreana |
Oleana |
||
rustal |
Lastar |
||
sabon |
Vubble |
||
staff |
Credits |
||
starlia |
Starrii |
||
thirdnova |
Thirnova |
||
udo |
Wuud |
||
wirem |
Wiral |
(Source: tikal.)
Early and Unused Items#
bl_ic_item.bnm#
Contains early renditions for the game's items. Some of them don't have counterparts in the final game, and the names for these items were unknown until the Kiosk Demo, which has unused Fusion Room graphics for them, was released. From top to bottom, they are:
- Capsule / Bomb / Cross Bomb / Drill Bomb / Fury Hammer / Heavy Weight
- Eraser / Fake Meteo / Freezer / Rocket / Rocket Fuel / Semi-Gravity Zone
- Super-Gravity Zone / Polarization Zone / Smoke Screen / Click Lock / ??? / ???
bl_item.bnm#
A perhaps even earlier set of items, showing what seems to be the Row Bomb, the Heavy Weight, an unknown item that could possibly be an early version of the Eraser, and the Rocket Fuel, which does not appear in the final game.
cmn_engine.bnm#
The Rocket block's file has two unused variants inside it, both of which depict an earlier design for it. The smaller variant, obj_enjin_h, wouldn't look out of place in pre-Nintendo World builds, and the larger larger, labeled as obj_enjin_h_22, was meant for a scrapped playfield with larger blocks, data of which can be found in the Kiosk Demo.
(Source: tikal., Just A Dataminer)
Highlighting Borders#
cmn_gameobj.bnm contains highlighting borders meant to be displayed alongside the pre-Nintendo World playfield.
(Source: Just A Dataminer)
Upper Screen Elements#
In early builds from after the Nintendo World Touch! DS event, the time marker was at the very top of the upper screen, alongside the score counter; some of the small numbers reuse elements from used, larger numbers, likely to save space. A star element is also present, probably used to display the enemy planets' remaining novas. These can be found in pv_bg.bnm.
(Source: tikal.)
Minimap Images#
Minimap graphics for planets with 5 or 6 columns, found in subliverep_bg15.bnm. As the lowest amount of columns a planet can have under normal circumstances is 7, these graphics go unused.
(Source: tikal.)
Minimap Icons#
Stored within the minimap icons, present at subliverep_bl.bnm, are these six unused sprites. The "G" and the blocky swirl graphics were likely meant to represent scrapped items.
(Source: tikal.)
Nintendo World Demo Leftovers#
Assets from the Nintendo World build of the game remain unused in the game's files, including menu and gameplay elements.
Loading Screen#
Background and sprites used in a loading screen, displayed before the game started, can be found in commenu_bg.bnm and commenu_obj.yicg.
(Source: Just A Dataminer, tikal.)
Earlier HUD#
Graphics for an early HUD can be found in bg_com_cons_00.bnm. To the right, is a mockup of what the full graphic could have looked like, based on pre-release screenshots.
File Name |
Image |
Description |
|---|---|---|
bg_com_00_m |
A timer and score indicator. |
|
bg_com_01_m |
The base image for the Meteos Sent counter. |
|
bg_com_03_m |
A box. Inside it, the player planet's alien would appear. |
|
bg_com_04_00_m |
An earlier, simpler speeder graphic. |
|
bg_com_05_00_m |
The first frame of a scrolling bar graphic. |
|
obj_com_04_m |
The box where the scrolling bar appears. |
|
tgt_burank_m |
The base graphic for the planet target selection. |
|
tgt_randam_m |
The base graphic of a "random target" selection. |
|
tgt_waku01_h |
A box to highlight which planet to target. |
(Source: tikal.)
Highlighting Borders#
In tgt_waku.bnm, more highlighting borders for the planet target and random target functions can be found. It is unknown if the red palette was used or not.
(Source: tikal.)
Animated Element#
The fully animated version of the aforementioned Random Target graphic, found in bg_com_random.bnm.
(Source: tikal.)
Scrolling Bar#
The fully animated version of the aforementioned scrolling bar, found in bg_com_fallgauge.bnm. Its function was probably related to indicating the falling interval of the Meteos.
(Source: tikal.)
Planet Boxes#
Boxes that displayed the available planets in the build can be found in tgt_name.bnm. Early designs for the planets Thirnova (top) and Geolyte (top-center) are noticeable.
(Source: tikal.)
Upper Screen Element#
com_denchi_waku_h is an upper screen element that would display battery and connection levels. It is a lot simpler than the final variant.
(Source: tikal.)
Menus#
Fusion Room#
The planets Geolyte, Firim, Oleana and Anasaze, as well as Geolyte's Sound Set, and the items Bomb, Rocket and Mini Weight have Fusion Room graphics, but go unused due to them already being available by default.
File |
Japan |
US |
Europe |
|---|---|---|---|
labo_star_name_00.bnm |
|||
labo_star_name_02.bnm |
|||
labo_star_name_04.bnm |
|||
labo_star_name_06.bnm |
labo_sound_name_00.bnm |
|---|
Japanese |
French |
Spanish |
labo_item_name_00.bnm |
|---|
Japanese |
German |
labo_item_name_06.bnm |
Japanese |
German |
labo_item_name_12.bnm |
Japanese |
German |
(Source: tikal.)
Extras#
Among the graphics present in oma_menu_h.bnm is a button graphic. It would supposedly play the game's opening cutscene once clicked, as seen in the original Japanese graphic, which translates to "Opening Movie". Funnily enough, in the English translations, the text is replaced with gibberish. The other European languages remove the text.
Japan |
English |
Europe |
|---|---|---|
Shadow Graphic |
||
(Source: Just A Dataminer, tikal.)
Planet Selection#
opt_bosei_menu_h.bnm contains the graphics used for the planet selection menu. Within it, graphics for Soul and Time counters can be found, which are never displayed under normal circumstances. In most late prerelease builds and in the Kiosk Demo, these counters can appear, since the rate data that is displayed is always random.
(Source: tikal.)
Unused Colors#
While the sprites of the Dawndusian only use colors which range from black to red, there are two shades of cyan at the end of their color palette. This can easily be seen when browsing the contents of csa_ch_u17.bnm and sws_ch_u17.bnm. Whether this is a leftover for an earlier concept for the alien or simply added in by mistake/as padding is not known.
(Source: tikal.)
Unused Error#
backup_error3.bnm is a placeholder error screen.
(Source: Just A Dataminer, tikal.)
Placeholder Graphics#
Stored in th_sample.bnm are three placeholder graphics. The red graphic's text, when translated, reads "Main screen", and the blue graphic, "Sabu-chan screen", which refers to both the subscreen and to the nickname of enka singer Saburo Kitajima. The third graphic appears to be a crosshair of sorts.
(Source: tikal., JOHNSON)
Partially Unused#
The background image of the planet selection box, found in opt_bosei_menu_h.bnm. As there are already four planets available by default, the full image cannot be seen by normal means.
(Source: tikal.)