Development:The Legend of Zelda: Link's Awakening (Game Boy)/Graphics from Link's Awakening
This is a sub-page of Development:The Legend of Zelda: Link's Awakening (Game Boy).
To do:
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Note: the way some graphics are laid out makes it hard to make out objects, so I've made separate images showing the "Corrected" versions of these sheets.
Contents
- 1 NEWS_04: GB-zelda
- 1.1 1.CGX.BAK
- 1.2 2.CGX.BAK
- 1.3 3.CGX.BAK
- 1.4 hino.CGX.BAK
- 1.5 hino2.CGX.BAK
- 1.6 hino3.CGX.BAK
- 1.7 hino4.CGX.BAK
- 1.8 hino5.CGX.BAK
- 1.9 hino6.CGX.BAK
- 1.10 hino7.CGX.BAK
- 1.11 hino8.CGX.BAK
- 1.12 hino9.CGX.BAK
- 1.13 Map1.CGX.BAK
- 1.14 Map2.CGX.BAK
- 1.15 moji.CGX
- 1.16 moji.CGX.BAK
- 1.17 mori1.CGX.BAK
- 1.18 Opening1.CGX.BAK
- 1.19 Opening2.CGX.BAK
- 2 NEWS_04: GB-zelda\d
- 3 NEWS_04: GB-zelda\m
- 4 NEWS_04: GB-zelda\o
- 4.1 1.CGX.BAK
- 4.2 d1.CGX.BAK
- 4.3 f1.CGX.BAK
- 4.4 gomi.CGX.BAK
- 4.5 gomi0.CGX
- 4.6 gomi1.CGX
- 4.7 gomi1.CGX.BAK
- 4.8 gomi2.CGX
- 4.9 gomi2.CGX.BAK
- 4.10 gomi3.CGX
- 4.11 gomi3.CGX.BAK
- 4.12 gomi5.CGX
- 4.13 gomi5.CGX.BAK
- 4.14 gomi6.CGX
- 4.15 gomi6.CGX.BAK
- 4.16 gomi7.CGX
- 4.17 gomi8.CGX
- 4.18 human.CGX.BAK
- 4.19 human1.CGX.BAK
- 4.20 human2.CGX.BAK
- 4.21 human3.CGX.BAK
- 4.22 human4.CGX.BAK
- 4.23 item.CGX.BAK
- 4.24 o1.CGX.BAK
- 4.25 player.CGX
- 4.26 player.CGX.BAK
- 4.27 player2.CGX.BAK
- 4.28 player3.CGX.BAK
- 4.29 player-gomi.CGX.BAK
- 4.30 v-ram1.CGX.BAK
- 4.31 z0.CGX.BAK
- 4.32 z-1.CGX
- 4.33 z-1.CGX.BAK
- 4.34 z-2.CGX
- 4.35 z-2.CGX.BAK
- 4.36 z-3.CGX
- 4.37 z-3.CGX.BAK
- 4.38 z-4.CGX
- 4.39 z-4.CGX.BAK
- 4.40 z-5.CGX
- 4.41 z-5.CGX.BAK
- 4.42 z-6.CGX
- 4.43 z-6.CGX.BAK
- 5 NEWS_04: GB-zelda\o\cbos
- 6 NEWS_04: GB-zelda\o\d
- 7 NEWS_04: GB-zelda\o\dbos
- 8 NEWS_04: GB-zelda\o\f
- 9 NEWS_04: GB-zelda\o\s
- 10 NEWS_04: GB-zelda\o\y
- 11 NEWS_04: GB-zelda\s
- 11.1 end.CGX
- 11.2 end.CGX.BAK
- 11.3 fue-neiro.CGX.BAK
- 11.4 gameover.CGX
- 11.5 gameover.CGX.BAK
- 11.6 gameover1.CGX.BAK
- 11.7 gameover2.CGX.BAK
- 11.8 gameover-France.CGX
- 11.9 gameover-France.CGX.BAK
- 11.10 gameover-Germany.CGX
- 11.11 gameover-Germany.CGX.BAK
- 11.12 gameover-usa.CGX
- 11.13 gameover-usa.CGX.BAK
- 11.14 itm-gomi.CGX.BAK
- 11.15 mame.CGX.BAK
- 11.16 mame1.CGX
- 11.17 mame1.CGX.BAK
- 11.18 mame2.CGX.BAK
- 11.19 mame3.CGX.BAK
- 11.20 mame-France.CGX
- 11.21 mame-France.CGX.BAK
- 11.22 mame-France1.CGX.BAK
- 11.23 mame-Germany.CGX
- 11.24 mame-Germany.CGX.BAK
- 11.25 mame-usa.CGX
- 11.26 mame-usa.CGX.BAK
- 11.27 o-e.CGX.BAK
- 11.28 op.CGX.BAK
- 11.29 op1.CGX
- 11.30 op1.CGX.BAK
- 11.31 op-1.CGX.BAK
- 11.32 op2.CGX.BAK
- 11.33 op-2.CGX.BAK
- 11.34 op3.CGX.BAK
- 11.35 r-map-d.CGX.BAK
- 11.36 r-map-f.CGX.BAK
- 11.37 r-map-f1.CGX.BAK
- 11.38 r-map-f-old.CGX.BAK
- 11.39 s1.CGX.BAK
- 11.40 title.CGX.BAK
- 11.41 title-jpn.CGX
- 11.42 title-jpn.CGX.BAK
- 11.43 title-jpn2.CGX
- 11.44 title-nes.CGX
- 11.45 title-nes.CGX.BAK
- 12 NEWS_04: GB-zelda\s\b-scl
- 13 NEWS_04: GB-zelda\y
- 14 NEWS_04: GB-zelda\z
- 14.1 1.CGX
- 14.2 1.CGX.BAK
- 14.3 1-1.CGX.BAK
- 14.4 1-16.CGX.BAK
- 14.5 1old.CGX.BAK
- 14.6 2.CGX
- 14.7 2.CGX.BAK
- 14.8 2-1.CGX.BAK
- 14.9 2-2.CGX.BAK
- 14.10 2old.CGX.BAK
- 14.11 3.CGX
- 14.12 3.CGX.BAK
- 14.13 4.CGX
- 14.14 4.CGX.BAK
- 14.15 4-1.CGX.BAK
- 14.16 5.CGX
- 14.17 5.CGX.BAK
- 14.18 6.CGX
- 14.19 6.CGX.BAK
- 14.20 7.CGX
- 14.21 7.CGX.BAK
- 14.22 8.CGX
- 14.23 8.CGX.BAK
- 14.24 9.CGX
- 14.25 9.CGX.BAK
- 14.26 11.CGX
- 14.27 11.CGX.BAK
- 14.28 11old.CGX.BAK
- 14.29 12.CGX
- 14.30 12.CGX.BAK
- 14.31 13.CGX
- 14.32 13.CGX.BAK
- 14.33 14.CGX
- 14.34 14.CGX.BAK
- 14.35 15.CGX
- 14.36 15.CGX.BAK
- 14.37 16.CGX
- 14.38 16.CGX.BAK
- 14.39 17.CGX
- 14.40 17.CGX.BAK
- 14.41 17-32.CGX.BAK
- 14.42 18.CGX
- 14.43 18.CGX.BAK
- 14.44 19.CGX
- 14.45 19.CGX.BAK
- 14.46 21.CGX
- 14.47 21.CGX.BAK
- 14.48 22.CGX
- 14.49 23.CGX
- 14.50 24.CGX
- 14.51 24.CGX.BAK
- 14.52 25.CGX
- 14.53 25.CGX.BAK
- 14.54 26.CGX
- 14.55 27.CGX
- 14.56 27.CGX.BAK
- 14.57 28.CGX
- 14.58 28.CGX.BAK
- 14.59 31.CGX
- 14.60 31.CGX.BAK
- 14.61 32.CGX
- 14.62 33.CGX
- 14.63 33-48.CGX.BAK
- 14.64 34.CGX
- 14.65 34.CGX.BAK
- 14.66 35.CGX
- 14.67 35.CGX.BAK
- 14.68 36.CGX
- 14.69 37.CGX
- 14.70 37.CGX.BAK
- 14.71 38.CGX
- 14.72 38.CGX.BAK
- 14.73 41.CGX
- 14.74 41.CGX.BAK
- 14.75 42.CGX
- 14.76 43.CGX
- 14.77 44.CGX
- 14.78 45.CGX
- 14.79 46.CGX
- 14.80 47.CGX
- 14.81 48.CGX
- 14.82 49-64.CGX.BAK
- 14.83 a.CGX.BAK
- 14.84 b.CGX.BAK
- 14.85 c.CGX.BAK
- 14.86 d.CGX.BAK
- 15 NEWS_11: z-dmg-zelda
- 15.1 bromide.CGX
- 15.2 CLR.CGX
- 15.3 end-demo.CGX
- 15.4 end-demo-2.CGX
- 15.5 end-demo-3.CGX
- 15.6 end-demo-4.CGX
- 15.7 end-demo-A.CGX
- 15.8 end-demo-B.CGX
- 15.9 end-demo-B-2.CGX
- 15.10 end-demo-B-test.CGX
- 15.11 end-demo-C.CGX
- 15.12 end-demo-D.CGX
- 15.13 end-demo-E.CGX
- 15.14 end-demo-F-bak.CGX
- 15.15 end-demo-F-H.CGX
- 15.16 end-demo-G.CGX
- 15.17 hana-e.CGX
- 15.18 kabe.CGX
- 15.19 kabe-3.CGX
- 15.20 ROM.CGX
- 15.21 ROM-2.CGX
- 15.22 ROM-bak.CGX
- 15.23 tapestly.CGX
- 15.24 wak.CGX
NEWS_04: GB-zelda
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda.
1.CGX.BAK
Has sidescrolling tileset.
2.CGX.BAK
Original | Corrected |
---|---|
Has scrambled graphics of characters and objects.
3.CGX.BAK
Original | Corrected |
---|---|
Same as above.
hino.CGX.BAK
Has ending graphics.
hino2.CGX.BAK
Has a totally legit picture of Princess Peach that definitely wasn't sent by a goat. The Japanese text says "クリスティーヌ" (Christine).
hino3.CGX.BAK
More ending graphics.
hino4.CGX.BAK
Has graphics that spell out タペストリー (Tapestry) RAM, as well as graphics for the Wind Fish Mural.
hino5.CGX.BAK
Has リ (arrow pointing up), RoM 2 graphics, and graphics for the credits.
hino6.CGX.BAK
Original | Corrected |
---|---|
Seems to have alternate graphics for when Link looks at Schule Donavitch's painting. The graphics presented above have been reoriented to preserve the original intention of the graphics when put together. The Corrected image was made by: Tailikku.
hino7.CGX.BAK
Has ending graphics.
hino8.CGX.BAK
Has ending graphics.
hino9.CGX.BAK
Has ending graphics.
Map1.CGX.BAK
Has early graphics for the Submap.
Map2.CGX.BAK
Has final graphics for the Submap.
moji.CGX
Has font graphics.
moji.CGX.BAK
Has font and text icon graphics.
mori1.CGX.BAK
Has graphics from the Super Mario All-Stars version of Super Mario Bros. 2, for some reason. It's possible that these graphics were used as a reference for Wart's graphics in the game.
Opening1.CGX.BAK
Original | Corrected |
---|---|
Has early sprites for Marin, Link, and several early English logos. It appears that at some point, the game was to use a direct translation of the Japanese subtitle, 夢をみる島 (Dreaming Island). Note: a different palette from GBZelda\s\op1.COL is being used for more correct-looking graphics.
Opening2.CGX.BAK
Has early graphics for Link on the ship in the opening cutscene.
NEWS_04: GB-zelda\d
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\d.
d1.CGX
Has early graphics for a Block Switch, some sawblade-looking thing, fish drawing, and more from back when it was a conversion of A Link to the Past.
d1.CGX.BAK
Has similar graphics to 1.CGX, only with early staircase tiles.
d1-gomi.CGX.BAK
Seems to have early wall designs, but I'm not sure.
d2.CGX.BAK
Has an early Eyegore Statue and some floor designs.
d3.CGX
Has tilesets separated by the location they're used in. The graphics appear to be from the final game.
タマゴ: Egg
オシロ: Castle
ユメ: Dream
どうくつ: Cave
みんか: House
d3.CGX.BAK
Appears to be the same as above.
dA.CGX.BAK
Has final graphics.
d-a.CGX.BAK
Has the Block Switch from earlier, along with more unused graphics.
dB.CGX.BAK
Has final graphics.
dC.CGX.BAK
Has early graphics for the witch in the witch's hut.
dD.CGX.BAK
Has final graphics?
dplayer.CGX.BAK
Has an early dungeon tileset along with early graphics for Link, enemies, and items from back when it was a conversion of A Link to the Past. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
fue-neiro.CGX.BAK
Has early item icon graphics, song graphics, and the word "Sale" written on a dungeon wall.
ルピ: Rupee
ルヒ: Ruhee
10ルピー: 10 Rupees
NEWS_04: GB-zelda\m
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\m.
1.CGX.BAK
Has really early graphics of trees, cliffs, houses, signs, rocks, and more from back when it was a conversion of A Link to the Past. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
hyoji.CGX.BAK
Has early item icons and HUD graphics, with a fairy graphic from A Link to the Past.
hyoji1.CGX.BAK
Has early graphics for item icons and HUD icons from back when it was a conversion of A Link to the Past.
モテルモン: Held Item(s)
hyoji-f.CGX.BAK
Has early item icons and early Instruments, with other icons being more finalized.
m1.CGX
Has an early Boomerang icon graphic.
アタリ: Collision
m1.CGX.BAK
Seems to be the same as above, but there's a few different tiles (needs research).
m1old.CGX.BAK
Has early item icons and tiles for the Desert Palace dungeon from A Link to the Past, a Mario statue, and mountain tiles.
m2.CGX.BAK
Has early graphics for dungeon keys, the Yoshi Doll, and a mirror (Magnifying Lens would replace it).
m3.CGX.BAK
Has the early graphics mentioned for m2.CGX.BAK.
m11.CGX.BAK
Has early item icons and a Mario head graphic.
mapyousi.CGX.BAK
Has early Stalfos enemy graphics, as well as what appears to be some sort of measuring tool graphics for making maps.
エリアナンバー: Area Number
m-gomi.CGX
Has early tree graphics, a complete lion statue, and a tall eagle statue which may have served as the Eagle Keyhole at one point. Other graphics to note include an early variant of the Tail Cave scorpion statue and key, alternate Wind Fish's Egg designs, and alternate graphics for Angler's Tunnel. There's also early item icon graphics back from when it was a conversion of A Link to the Past along with graphics of trumpets, a harmonica, and castanets mixed in with them as well.
m-gomi.CGX.BAK
Is an older version of m-gomi.CGX with some more early sprites.
m-irekae.CGX.BAK
Has a Mario head statue for some reason.
NEWS_04: GB-zelda\o
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o.
1.CGX.BAK
Has early Link graphics, fairy sprites, item icons, Heart Piece, Bow, and enemies from when the game was a conversion of A Link to the Past'.
d1.CGX.BAK
Has football helmet-wearing enemies, diagonal sprites for Darknut, early Flaming Keese enemy, a few variants of the Darknut enemy too, a couple variants of the Iron Mask enemies with different shading, a variant of the Ball and Chain Soldier guardian, a variant of the torches with eyes that can attack you, early Anti-Faeries, early Sparks, and Vire's appearance based on the first Zelda game.
f1.CGX.BAK
Has some Japanese text, early Zora enemy sprites, stop watch, magic potion, item icons, explosions, arrows, hookshot, etc. Note: Some palette corrections were made in Paint.NET.
- ブーメラン: Boomerang
gomi.CGX.BAK
Has early Stalfos, Zol with slightly different shading, Flaming Keese, key, skull head, some other misc. graphics, and Link with the shield from the first Zelda game. Early HUD based off of A Link to the Past too. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
gomi0.CGX
Has several unused/early NPCs. The first one is an old man with a large beard (like Rauru's from Ocarina of Time) along with other variants. There's a variant of the witch from the Witch's Hut. Sprites of the raccoon falling down and facing the screen. A mockup of Link's sprite when he's sleeping in bed but not covered by bed sheets. Link wiping sleep out of his eyes. The Dwarf Smiths from A Link to the Past. A bunch of different sprites for Marin that aren't in the final. A bunch of different sprites for Papahl's wife without her baby, along with Papahl himself that aren't in the final. A variant of the Horse head puzzle with a weird black head thingy. A princess (possibly Zelda), a bunch of random little girl NPCs, an oxen, Mr. Write and Papahl writing letters, variants of the Great Fairy with one of them being a smaller version, variants of Crazy Tracy.
gomi1.CGX
Has early graphics for several NPCs. The first one is the Bear without his chef attire, there's a cut anteater, early sprites for the Cucco Man, some unused goat NPCs, an early Hippo with clothes, lion head sprites, an alligator on all fours, a weird-looking bird, a seal, a different hippo that's on all fours, bear cub, an angry-looking elephant, Wart facing the screen, variants of the goat writing a letter, early frog sprites, some other misc. effect sprites that are unused/early.
gomi1.CGX.BAK
is even older than gomi1.CGX, but seems to be the same only missing the graphics of the flamethrower and fireballs located next to Vire.
gomi2.CGX
Has a lot of early graphics and concepts. There's some kind of skull-headed monster statue for the Mad Batter's bowl, open and closed treasure chest graphics for the Seashell Mansion, some early trade item icons, variants of the Spiked Thwomps with funny faces and a thinner one, really early sprites of King Moblin charging at Link, variants of the Koholint Sword appearing, Schule Donavitch's painting has a scrapped NPC's head on it, and a fish that resembles Yoshi. These fish graphics are missing from
gomi2.CGX.BAK
Appears to be the same.
gomi3.CGX
Has variants of Giant Bubble, early King Moblin sprites with one still being a sketch, a variant of the Flying Rooster that looks like a regular Cucco, and books in the library being open.
gomi3.CGX.BAK
An earlier version of gomi3.CGX with the only notable difference being no bookshelf graphic.
gomi5.CGX
Has Shadow Nightmare graphics.
gomi5.CGX.BAK
There might be some slightly different graphics for Shadow Nightmares. this file is an earlier version of gomi5.CGX, missing the graphics of DethI and Aganihm's fireballs in the middle.
gomi6.CGX
Early boulder graphics, angry elephant, a single banana, Wart facing the screen, and some misc. effect graphics that aren't in the final.
gomi6.CGX.BAK
Seems to be an exact duplicate of gomi6.CGX.
gomi7.CGX
Has early/scrapped enemy graphics. Early Dodongo Snake heads, Grim Creeper, a sharp-beaked bird and a ninja (likely early Pairodd designs), a big head with a large grin (possibly Hot Head), a Gel, some sort of ball with eyes, Darknut with two knives, some sort of Thwomp-like enemy that rises from the ground, a Bullet Bill, a Darknut with a shield and knife, and the Ball and Chain Soldier with no ball and chain. Variants of Rope, Like Like, some sort of shell thing, a Flying Tile, a bearded enemy resembling the Fisherman, variants of the Boo Buddies, Dodongos, early Yoshi Doll, Wizzrobe's diagonal/arms on chest sprites, Vire based off his appearance in the first Zelda game. Iron Masks with different shading, On-Off blocks, Anti-Kirby without a face, Fighter Fly from Mario Bros. and a variant of it, a variant of the Water Tektite, a moai statue of some sort, a sprite of the Star enemy, misaligned Hardhat Beetle sprite, and the ball you carry in Eagle's Tower falling down a pit/disintegrating.
gomi8.CGX
Early Zora, diagonal Bow-Wow sprites, alternate bush Spiny Beetle, alternate Turtle Rock, an apple, some sort of weird stretched blob with a face, a Zazak from A Link to the Past, and other misc. enemy sprites.
human.CGX.BAK
Seems to be an exact duplicate of gomi0.CGX.
human1.CGX.BAK
Seems to be an exact duplicate of gomi1.CGX.
human2.CGX.BAK
Seems to be a duplicate of gomi2.CGX although, not exact.
human3.CGX.BAK
Has bigger sprites of characters from the final game. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
human4.CGX.BAK
Seems to be an exact duplicate of human3.CGX.BAK.
item.CGX.BAK
Has early/unused item concepts from when it was a conversion of A Link to the Past. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
o1.CGX.BAK
Seems to be an exact duplicate of 1.CGX.BAK.
player.CGX
Link has outlines around his sprites, and also has sprites from when it was a conversion of A Link to the Past like swimming and other early graphics, variants of the raft, a shorter sword, and a telephone receiver with an owl-shaped design.
player.CGX.BAK
Is a backup of player.CGX with no notable differences.
player2.CGX.BAK
Has the early Link sprites from player.CGX, and some others like Diagonal sword sprites, along with a mixture of old and new item icons, the Yoshi fish sprite is here along with a fish resembling a Blurp from Super Mario World.
player3.CGX.BAK
Has early item icons, including what seems to be an A Link to the Past-style crystal, along with Link sprites when it was a conversion of A Link to the Past.
player-gomi.CGX.BAK
Has the same sprites from player3.CGX.BAK plus some strange sprites of Link doing something. Possibly an animation for the Quake Medallion?
v-ram1.CGX.BAK
Has early item graphics, Link graphics, enemy graphics back when it was a conversion to A Link to the Past. Note: a different palette from GBZelda\1.COL is being used for more correct-looking graphics.
z0.CGX.BAK
Has even bigger sprites of characters from the final game. Note: Some palette corrections were made in Paint.NET.
z-1.CGX
Has NPCs from the final Game.
z-1.CGX.BAK
Same as above.
z-2.CGX
Has enemies from the final game, except for the bottom sprites of Darknut, Shrouded Stalfos, and Moblin which use the Inventory sprite for the sword rather than using the same sprite as when Link uses his sword.
z-2.CGX.BAK
Seems the same.
z-3.CGX
Has larger enemies and minibosses from the final game.
z-3.CGX.BAK
Seems to be an exact duplicate of z-3.CGX.
z-4.CGX
Has bosses from the final game. Note: Some palette corrections were made in Paint.NET.
z-4.CGX.BAK
Seems to be an exact duplicate of z-4.CGX.
z-5.CGX
Has final graphics for Shadow Nightmare.
z-5.CGX.BAK
Has scrambled boss graphics.
z-6.CGX
Has Items from the final game. A different palette was used.
z-6.CGX.BAK
Same as above, but with some overworld tiles mixed in.
NEWS_04: GB-zelda\o\cbos
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\cbos.
1.CGX
Has alternate graphics for sub-bosses. Some variants of the Armos Knight, a maskless/tailless variant of Smasher, variants of Cueball with different shading, a variant of Master Stalfos, and some odd sprites for Dodongo Snakes. Lastly there is a what appears to be a miniboss version of the Hiploop enemies with long pincers and face armor, as well as what appear to be phases of it with its pincers destroyed, and then its face armor destroyed. 1.CGX.BAK is a backup of 1.CGX being only an hour apart.
1.CGX.BAK
Same.
2.CGX
Has early graphics for some sub-bosses. Grim Creeper with some different poses, different sword slashes for Master Stalfos and himself. Along with some odd graphics mixed in with Dodongo Snake.
2.CGX.BAK
Is a backup of 2.CGX being only 18 minutes apart.
3.CGX
Has graphics from 1.CGX and 2.CGX along with a maskless variant of Blaino.
3.CGX.BAK
Is a backup of 3.CGX being only a day apart.
NEWS_04: GB-zelda\o\d
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\d.
d.CGX.BAK
Has early enemy graphics, and Desert Palace dungeon from A Link to the Past.
d1.CGX.BAK
Has early enemy graphics, and early item icons.
dbos.CGX.BAK
Has some Japanese writing along with a variant of the lamp the Genie boss is in.
- 敵: Enemy
- ボス: Boss
dbos2.CGX.BAK
Has early graphics for the Slime Eye boss along with the Yoshi fish.
d-gomi.CGX.BAK
Seems to be an exact duplicate of gomi7.CGX in GBzelda\o.
NEWS_04: GB-zelda\o\dbos
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\dbos.
1.CGX
Has early graphics for the Genie boss, Evil Eagle boss, Hot Head boss, and a Starman?
1.CGX.BAK
Is the same as 1.CGX except it has a duplicate of the top Evil Eagle sprite below the Hot Head boss.
2.CGX
There's alternate sprites for Evil Eagle, and what is either a bird-like Battle Bat or Evil Eagle flying towards the screen from the distance.
2.CGX.BAK
Is a backup of 2.CGX and is less than an hour apart.
3.CGX
Has two alternate versions of the Angler Fish boss.
3.CGX.BAK
Has alternate designs for the Angler Fish boss.
4.CGX
Has some early Shadow Nightmares graphics.
4.CGX.BAK
Seems to be the same as 1.CGX in \other\NEWSテープリストア\NEWS_04\home\arimoto\GB-zelda\o\cbos.
5.CGX
Has an unused phase of the Shadow Nightmares boss: A Nightmare resembling Dark Link. It's possible that Dark Link was to act as a mouthpiece for the Shadow Nightmares adding a bit of boss banter with the player, an idea carried over to Ataru Cagiva's manga where the Shadow Nightmares speak directly to Link during the fight.
5.CGX.BAK
Has the same graphics as 5.CGX, except for Dark Link. Bummer.
NEWS_04: GB-zelda\o\f
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\f.
f.CGX.BAK
Has graphics for a couple of enemies.
f1.CGX.BAK
Has early Turtle Rock head mini-boss graphics and maybe early Trendy Crane Game man's front sprite along with some early item icon graphics.
f-gomi.CGX.BAK
Seems to be an exact duplicate of gomi8.CGX in GBzelda\o.
NEWS_04: GB-zelda\o\s
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\s.
s1.CGX.BAK
Has early item icons and that unused Yoshi fish again.
NEWS_04: GB-zelda\o\y
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\o\y.
ygomi.CGX.BAK
Has an early song icon graphic, an early version of the Stone Elevator that resembles a Clown Car from the Mario Series.
NEWS_04: GB-zelda\s
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\s.
end.CGX
Has overworld tiles.
end.CGX.BAK
Seems to be an exact duplicate of end.CGX.
fue-neiro.CGX.BAK
Seems to be an exact duplicate of fue-neiro.CGX.BAK in GBZ/o.
gameover.CGX
Has graphics for the Game Over screen and some Japanese writing.
- セーブしてつづける: Save and Continue
- セーブしないでつづける: Continue Without Saving
- セーブしておわる: Save and Quit
- ウラ地上(予): Dark Overworld (Reserved)
gameover.CGX.BAK
Has graphics for the Game Over screen and more Japanese writing.
- セーブしてつづける: Save and Continue
- セーブしないでつづける: Continue Without Saving
- セーブしておわる: Save and Quit
- ここにアルファベット?: Put the alphabet here?
- ウラ地上(予): Dark Overworld (Reserved)
gameover1.CGX.BAK
Has early dungeon key graphics, a variant of PUSH START, and some Japanese writing.
- セーブしてつづける: Save and Continue
- セーブしないでつづける: Continue Without Saving
- セーブしておわる: Save and Quit
- だれでする?: Play as who?
- 名前をきめよう: Decide on a name.
- ウラ地上(予): Dark Overworld (Reserved)
gameover2.CGX.BAK
Has the same icons as gameover1.CGX.BAK.
gameover-France.CGX
Has graphics for the Game Over screen in French.
gameover-France.CGX.BAK
Seems to be an exact duplicate of gameover-France.CGX.
gameover-Germany.CGX
Has graphics for the Game Over screen in German.
gameover-Germany.CGX.BAK
Same as above.
gameover-usa.CGX
Has graphics for the Game Over screen in English.
gameover-usa.CGX.BAK
Same as above.
itm-gomi.CGX.BAK
Has a single banana, and some variants of trade item icons used in the font.
mame.CGX.BAK
Has an early version of the File Select screen where you name your character.
- 名前をきめよう: Decide on a name.
- はかほん: A silly way of writing バカボン, which means "idiot".
- もうひとつのハイラル: Another Hyrule
- A play on the name of the game Marvelous: Mou Hitotsu no Takarajima, meaning "Marvelous: Another Treasure Island". Marvelous was in development at this time, despite not being released until 1996.
- ゼルダの伝説: The Legend of Zelda
mame1.CGX
Some early sprites, a giant X, and Japanese writing.
mame1.CGX.BAK
Is a backup of mame1.CGX from a day prior.
mame2.CGX.BAK
Has another early File Select screen when naming your character along with early title screen graphics.
mame3.CGX.BAK
It seems similar to mame2.CGX.BAK, but with slight differences that need looking into.
mame-France.CGX
Has graphics for the file select screen in French.
mame-France.CGX.BAK
Same as above.
mame-France1.CGX.BAK
Same as above.
mame-Germany.CGX
Has graphics for the file select screen in German.
mame-Germany.CGX.BAK
Same as above.
mame-usa.CGX
Has graphics for the file select screen in English.
mame-usa.CGX.BAK
Same as above.
o-e.CGX.BAK
Has early item icon graphics along with an early title screen.
op.CGX.BAK
Has early Marin and Link graphics and possibly early intro graphics.
op1.CGX
Has the same early Marin and Link graphics from op.CGX.BAK.
op1.CGX.BAK
Is a backup of op1.CGX about a day apart.
op-1.CGX.BAK
Seems the same as op1.CGX.BAK, but one of the Link sprites is a bit different.
op2.CGX.BAK
Has graphics of Link on the ship in the opening cutscene.
op-2.CGX.BAK
Same as above.
op3.CGX.BAK
Same as above.
r-map-d.CGX.BAK
Has early item graphics like o-e.CGX.BAK.
r-map-f.CGX.BAK
Has graphics for the Submap.
r-map-f1.CGX.BAK
Has early item icons and early map tiles.
r-map-f-old.CGX.BAK
Has really old map tiles that were previously only seen in pre-release material.
s1.CGX.BAK
Has a Fire Flower (?) tile and fireball sprite. There's also early rock graphics and other tiles meant for an early title screen.
title.CGX.BAK
Has placeholder graphics for a mockup title screen for "The Legend of Zelda: A Shara to the Past" along with some early item icons.
title-jpn.CGX
Has title screen graphics, including alternate takes on the final Japanese subtitle, i.e. 夢をみる島 or Yume o Miru Shima, plus the alternative phrasings 夢みる島 and ゆめみるしま, both reading Yume Miru Shima. Also present is the completely unused subtitle of 風のさかなの島, or Kaze no Sakana no Shima, which translates to Island of the Wind Fish.
title-jpn.CGX.BAK
Seems to be an exact duplicate of title-jpn.CGX.
title-jpn2.CGX
Has title screen graphics.
title-nes.CGX
Has title screen graphics.
title-nes.CGX.BAK
Same as above.
NEWS_04: GB-zelda\s\b-scl
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\s\b-sc1.
1.CGX.BAK
Has some placeholder tiles and possibly early graphics for the Evil Eagle boss.
2.CGX.BAK
Has before and after sprites for Link battling Moldorm boss along with some textureless Flying Tiles.
NEWS_04: GB-zelda\y
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\y.
demo.CGX
Has graphics for the Link and Marin beach scene.
demo.CGX.BAK
Seems to have an early sprite for the big palm trees when talking to Marin on the beach and placeholder tiles that spell out 51 32.
demo2.CGX
Has tiles meant for an early title screen.
y1.CGX
Seems to be an exact duplicate of 1.CGX.BAK in GBzelda.
y1.CGX.BAK
Is an earlier version of y1.CGX but it has this early Thwomp (?) graphic along with a moai statue. Tiles for early title screen again.
y2.CGX.BAK
Has some placeholder tiles.
y-gomi.CGX.BAK
Has early/unused tiles along with tiles meant for an early title screen.
y-gomi2.CGX.BAK
Fishing pond area with tiles for the early title screen again.
NEWS_04: GB-zelda\z
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\z.
This directory is at the point in development where it's near final and is actually using Game Boy palettes instead of SNES.
1.CGX
Has overworld tileset.
1.CGX.BAK
Has overworld tileset.
1-1.CGX.BAK
Has early item icons, Desert Palace dungeon tiles, and a Mario statue tile.
1-16.CGX.BAK
Has early item graphics with numbers 4-8, and 10-16.
1old.CGX.BAK
Has early item icon graphics and tiles for cut Desert Palace.
2.CGX
Has dungeon tileset.
2.CGX.BAK
Has dungeon tileset.
2-1.CGX.BAK
Has placeholder tiles with Japanese writing and has early map tiles.
2-2.CGX.BAK
Has dungeon tileset
2old.CGX.BAK
Is similar to 2-1.CGX.BAK.
3.CGX
Has scrambled sprites.
3.CGX.BAK
Has this weird human Anti-Kirby hybrid that was replaced by a Goriya in the final.
4.CGX
Has title screen graphics and overworld tileset.
4.CGX.BAK
Has title screen graphics and overworld tileset.
4-1.CGX.BAK
Has title screen graphics and overworld tileset.
5.CGX
Has graphics for various scenes.
5.CGX.BAK
Seems to be an exact duplicate of hino9.CGX.BAK in GBzelda.
6.CGX
Has scrambled sprites.
6.CGX.BAK
Has scrambled sprites.
7.CGX
Has scrambled sprites.
7.CGX.BAK
Has scrambled sprites.
8.CGX
Has ending graphics.
8.CGX.BAK
Has ending graphics.
9.CGX
Seems to have chest graphics meant for sideways mode and some placeholder tile with Japanese writing.
9.CGX.BAK
Is an older backup of 9.CGX with no notable differences.
11.CGX
Has overworld tileset.
11.CGX.BAK
Has overworld tileset.
11old.CGX.BAK
Has early item icons along with an early variant of the Tail Key and an early Triangle Instrument graphic.
12.CGX
Seems to be an exact duplicate of 2.CGX.
12.CGX.BAK
Seems to be an exact duplicate of 2.CGX.BAK.
13.CGX
Seems to be an exact duplicate of 3.CGX.
13.CGX.BAK
Seems to be an exact duplicate of 3.CGX.BAK.
14.CGX
Has title screen graphics and overworld tileset.
14.CGX.BAK
Has title screen graphics and overworld tileset.
15.CGX
Has graphics for various scenes.
15.CGX.BAK
Seems to be an exact duplicate of 5.CGX.
16.CGX
Seems to be an exact duplicate of 6.CGX.
16.CGX.BAK
Seems to be an exact duplicate of 6.CGX.BAK.
17.CGX
Has scrambled sprites.
17.CGX.BAK
Has scrambled sprites.
17-32.CGX.BAK
Has tiles for the numbers 17-32, how surprising.
18.CGX
Seems to be an exact duplicate of 8.CGX.
18.CGX.BAK
Seems to be an exact duplicate of 8.CGX.BAK.
19.CGX
Seems to be an exact duplicate of 9.CGX.
19.CGX.BAK
Seems to be an exact duplicate of 9.CGX.BAK.
21.CGX
Has overworld tileset.
21.CGX.BAK
Has overworld tileset.
22.CGX
Seems to be an exact duplicate of 2.CGX.
23.CGX
Seems to be an exact duplicate of 3.CGX.
24.CGX
Has title screen graphics.
24.CGX.BAK
Has title screen graphics.
25.CGX
Has graphics for various scenes.
25.CGX.BAK
Has graphics for various scenes.
26.CGX
Seems to be an exact duplicate of 6.CGX.
27.CGX
Has scrambled sprites.
27.CGX.BAK
Seems to be an exact duplicate of 27.CGX.
28.CGX
Has ending graphics.
28.CGX.BAK
Has ending graphics.
31.CGX
Has overworld tileset.
31.CGX.BAK
Has overworld tileset.
32.CGX
Seems to be an exact duplicate of 2.CGX.
33.CGX
Seems to be an exact duplicate of 3.CGX.
33-48.CGX.BAK
Has tiles for the numbers 33-48, so invigorating!
34.CGX
Has title screen graphics.
34.CGX.BAK
Has title screen graphics.
35.CGX
Has graphics for various scenes.
35.CGX.BAK
Seems to be an exact duplicate of 35.CGX.
36.CGX
Seems to be an exact duplicate of 6.CGX.
37.CGX
Has scrambled sprites.
37.CGX.BAK
Has scrambled sprites.
38.CGX
Has ending graphics.
38.CGX.BAK
Has ending graphics.
41.CGX
Has overworld tileset.
41.CGX.BAK
Seems to be an exact duplicate of 31.CGX.
42.CGX
Seems to be an exact duplicate of 2.CGX.
43.CGX
Seems to be an exact duplicate of 3.CGX.
44.CGX
Has title screen graphics.
45.CGX
Seems to be an exact duplicate of 35.CGX.
46.CGX
Seems to be an exact duplicate of 6.CGX.
47.CGX
Has scrambled sprites.
48.CGX
Seems to be an exact duplicate of 38.CGX.
49-64.CGX.BAK
Has tiles for the numbers 49-64.
a.CGX.BAK
Is similar to 1-16.CGX.BAK.
b.CGX.BAK
Seems to be an exact duplicate of 17-32.CGX.BAK.
c.CGX.BAK
Has empty boxes meant for numbers.
d.CGX.BAK
Seems to be an exact duplicate of c.CGX.BAK.
NEWS_11: z-dmg-zelda
The full filepath for this folder is \other\NEWS\テープリストア\NEWS_11\hino\z-dmg-zelda.
bromide.CGX
Has the Princess Peach Picture.
CLR.CGX
Appears to be completely blank so no image is needed.
end-demo.CGX
Has alternate/early Wind Fish designs.
end-demo-2.CGX
Has ending graphics.
end-demo-3.CGX
Has ending graphics.
end-demo-4.CGX
Has storyboard graphics.
end-demo-A.CGX
Has ending graphics.
end-demo-B.CGX
Has storyboard graphics.
end-demo-B-2.CGX
Has storyboard graphics.
end-demo-B-test.CGX
Has ending graphics.
end-demo-C.CGX
Has a C & B signature at the bottom.
end-demo-D.CGX
Has ending graphics.
end-demo-E.CGX
Has graphics of Link standing and waving which isn't in the final.
end-demo-F-bak.CGX
Has graphics of Link standing and waving which isn't in the final.
end-demo-F-H.CGX
Has ending graphics.
end-demo-G.CGX
Has graphics of Link standing and waving which isn't in the final.
hana-e.CGX
Seems to be an exact duplicate of hino6.CGX.BAK in NEWS04/GBzelda.
kabe.CGX
Has what might be a sketch of the Wind Fish Mural.
kabe-3.CGX
Has graphics for the Wind Fish Mural.
ROM.CGX
Has ending graphics.
ROM-2.CGX
Has graphics for ROM 2 and リ with an arrow next to it.
ROM-bak.CGX
Seems to be an exact duplicate of hino3.CGX.BAK in NEWS04\GBzelda.
tapestly.CGX
Has some Japanese writing and RAM.
wak.CGX
Seems to be for Super Game Boy border?