NEWS_04.tar is a 96 MB Nintendo NEWS workstation backup that preserves a large amount of graphics-side production material rather than source code.
Where NEWS_05 captures the Star Fox 2 3D toolchain, NEWS_04 captures the more traditional 2D side of console production: character banks, palettes, screen layouts, object definitions, maps, and a huge number of backup revisions.
The archive is especially useful because it is not a clean, single-project handoff. It is a live multi-user workstation snapshot with three home directories, several different projects, and visible evidence of iterative art work.
NEWS_04 is best understood as a mixed graphics workstation backup.
It preserves:
arimoto, sugiyama, and kakui.BAK files, showing heavy iteration and local backup habits.SCR files, making screen and scene layout one of the dominant data types.CGX files and 431 .COL files, pointing to SNES/GB graphics-bank and palette work.OBJ files and 108 .MAP files, showing object/layout and map-side asset organizationhome/arimoto/SF2home/arimoto/zelda and home/arimoto/GB-zeldahome/sugiyama with fly, flyman, CAR, SIM, MARIO, and FX2Unlike NEWS_05, this archive contains almost no conventional program source.
Its value comes from file naming, layout formats, revision backups, and the way several projects coexist on one machine.
If you are new to Nintendo workstation graphics formats, this glossary will make the rest of the page much easier to follow.
CGX - Character graphics or tile graphics data.
In these archives, .CGX files look like graphics-bank or sprite/tile resources rather than source code.
COL - Palette data.
These files usually sit beside .CGX and .SCR assets and define the color sets used to display them correctly.
SCR - Screen layout data. This typically represents how tiles or graphics are arranged into a scene, menu, background, or composed screen.
OBJ - Object-side asset data.
In NEWS_04 this seems to refer to 2D object/sprite-side resources or layout groupings, not the 3D CAD object pipeline seen in NEWS_05.
OBX - A related object-side format that appears beside .OBJ in some Star Fox 2 folders.
It likely represents a companion state or variation format, but the exact structure still needs deeper reverse-engineering.
MAP - Map or level-layout data. These files appear most strongly in the Zelda-related folders.
PNL - Panel or tile-layout resource. These often look like intermediate layout assets used with map and screen files.
BAK - Backup copy.
The huge number of .BAK files is one of the strongest clues that this archive preserves active production work rather than a final handoff.
CBM - A less common asset format present mainly in sugiyamaโs workspace.
Its exact meaning is unclear here, but it appears among other authored graphics-side files rather than code.
MD7 - Very likely Mode 7-related data.
Its appearance inside CAR is notable because racing and pseudo-3D background work often depended on Mode 7 transformations.
NEWS workstation - Sony NEWS Unix workstation hardware used in Japanese game development environments. Nintendo preserved several such workstation-side snapshots inside the Gigaleak.
The top-level structure is simple but revealing.
The archive is almost entirely a home backup:
NEWS_04 mostly preserves three user homes. One is nearly empty (kakui), while the real content sits under arimoto and sugiyama.
At a high level, the archive breaks down like this:
| Workspace | Files | Dominant types | Date range | Why it matters |
|---|---|---|---|---|
home/arimoto |
about 3,278 |
.BAK, .CGX, .SCR, .COL, .OBJ, .MAP |
1991-05-23 to 1995-09-19 |
Main late-production art workspace, especially for SF2 |
home/sugiyama |
about 1,900 |
.SCR, .CGX, .COL, .BAK, .CBM, .OBJ |
1989-10-13 to 1994-03-18 |
Older multi-project graphics workspace with several prototype or pre-SF2 strands |
home/kakui |
26 |
Mostly shell/profile files | n/a | Personal workstation setup only |
That date spread is important.
NEWS_04 is not a single synchronized snapshot from one project phase.
It is a personal workstation backup carrying several years of older project residue plus one clearly later Star Fox 2 branch.
The overall extension spread explains why NEWS_04 feels so different from NEWS_05.
It is dominated by authored graphics assets and revision copies rather than code or CAD data.
| Extension | Count | What it suggests |
|---|---|---|
.BAK |
2297 |
Heavy manual backup and revision churn |
.SCR |
991 |
Screen composition and layout were central tasks on this machine |
.CGX |
876 |
Graphics-bank and character/tile art production |
.COL |
431 |
Palette pairing was a routine part of the workflow |
.OBJ |
266 |
Object-side or sprite-side grouping data |
.MAP |
108 |
Map or room layout work, especially in Zelda folders |
.PNL |
37 |
Panel/layout intermediates |
.CBM |
31 |
Less common graphics-side authored resources |
.DAT |
19 |
General data sidecars or tool outputs |
.SFX |
13 |
Small sound-related resources |
.OBX |
12 |
Object-side companion files, mainly in SF2 |
.MD7 |
3 |
Probable Mode 7-related data in CAR |
This tells us two things immediately:
Arimotoโs home directory is the most important part of the archive.
It combines one late and unusually dense SF2 workspace with several older Zelda-related branches.
Arimotoโs home mixes a clearly late SF2 branch with older zelda, GB-zelda, and DELDA directories. Together they show years of graphics-side production work carried forward on one machine.
| Project | Files | Dominant types | Date range | Reading |
|---|---|---|---|---|
SF2 |
1236 |
.BAK, .CGX, .SCR, .COL, .OBJ, .OBX |
1993-07-01 to 1995-09-19 |
The late, most active branch and the real centerpiece of NEWS_04 |
GB-zelda |
824 |
.BAK, .OBJ, .CGX, .MAP, .SCR, .PNL |
1991-11-27 to 1994-08-02 |
Game Boy Zelda visual and layout work, with stronger map/object emphasis |
zelda |
545 |
.BAK, .CGX, .SCR, .COL, .MAP, .PNL |
1991-05-23 to 1994-07-25 |
Earlier Zelda screen/map art branch |
DELDA |
213 |
.BAK, .CGX, .SCR, .COL |
1991-05-23 to 1991-10-24 |
Small early Zelda-related branch or internal variant |
The important split is between:
1991-19941995That makes Arimotoโs home feel like a long-lived artist workstation where old materials were retained rather than cleaned out between projects.
Arimotoโs SF2 directory is the strongest and latest branch in the whole archive.
Its newest sampled files reach 19 September 1995, which is later than the material we saw concentrated in NEWS_05.
This is also a very different side of Star Fox 2 from the CAD-heavy 3D workflow.
Instead of .cad, .anm, and .nca, NEWS_04 keeps 2D graphics banks, palettes, screen layouts, and object-side resources.
That suggests the archive captures the presentation and interface side of the project rather than the polygon authoring pipeline.
arimoto/SF2 contains about 1236 files:
| Extension | Count | Interpretation |
|---|---|---|
.BAK |
686 |
Very heavy iteration with many preserved prior states |
.CGX |
189 |
Graphics banks and character/tile art |
.SCR |
140 |
Screen/layout assemblies |
.COL |
132 |
Palette sets for those graphics/layouts |
.OBJ |
83 |
Object-side resources |
.OBX |
6 |
Object-side companion variants |
The SF2 directory is not one flat pile of files. It is broken into several compactly named buckets that appear to separate screen/layout batches, object-side resources, and later alternate revisions.
The internal subfolders are much more informative once you add date ranges and extension balance:
| Subfolder | Files | Date range | Dominant types | Reading |
|---|---|---|---|---|
t |
325 |
1993-07-09 to 1995-06-03 |
.CGX, .COL, .SCR, many .BAK |
Large numbered screen/layout batch |
s |
172 |
1993-08-27 to 1995-08-31 |
.COL, .SCR, .CGX |
Structured a* scene bank with regular triplets |
m |
129 |
1993-10-15 to 1995-08-18 |
.SCR, .COL, .CGX |
Structured b* scene bank |
ma |
47 |
1995-07-03 to 1995-08-30 |
.SCR, .CGX, .COL |
Explicit late alternate branch for m |
o |
164 |
1993-11-19 to 1995-09-19 |
.OBJ, .CGX, .OBX, small .SCR/.COL set |
Main object/enemy-side branch and latest-edited area |
oa |
25 |
1995-07-07 to 1995-09-19 |
mostly .CGX |
Explicit late alternate branch for o |
obj |
96 |
1994-02-04 to 1995-06-26 |
mostly .OBJ |
Object library / object-store bucket |
watanabe |
8 |
1994-03-16 to 1994-10-24 |
obj-*, color-*, spt_2 |
Tiny handoff or shared sample subset |
mt |
1 |
1994-11-21 |
lone .OBX |
Residual single-file bucket |
That split is important.
t, s, and m look like long-running banked layout groups that started in 1993.
ma and oa appear much later, only in mid-to-late 1995, which strongly suggests explicit alternate or revised sub-branches created near the end of work.
The naming prefixes are repetitive enough that they start to form a real internal taxonomy rather than a loose pile of files.
The t folder is dominated by numbered families such as 0-*, 1-*, 2-*, 6-*, 7-*, 15-*, and 16-*.
Typical triplets include:
0-2.CGX, 0-2.COL, 0-2.SCR0-6.CGX, 0-6.COL, 0-6.SCR1-1.CGX, 1-1.COLThis looks like a broad numbered scene or bank repository.
It is graphics-heavy and layout-heavy, with only .CGX, .COL, .SCR, and backups.
So t is best read as a large screen/tile bank rather than an object store.
The s folder is unusually consistent.
Its top prefixes are a0, a1, a7, a10, a11, a14, a15, a16, a18, a27, and a28.
Representative file groups include:
a0.CGX, a0.COL, a0.SCRa10.CGX, a10.COL, a10.SCRa15.CGX, a15.COL, a15.SCRThis is one of the cleanest sections of the archive. It looks like a scene-set or stage-set bank with a stable triplet workflow of graphics, palette, and composed screen files.
m behaves very similarly to s, but its naming family is b* rather than a*.
Its heaviest prefixes are b7, b1, b8, b9, b10, b14, b15, and b16.
Representative file groups include:
b1.CGX, b1.COL, b1.SCRb10.CGX, b10.COL, b10.SCRb14.CGX, b14.COL, b14.SCRThis strongly suggests s and m are parallel production buckets inside the same broad graphics system.
They may separate different screen families, gameplay contexts, or region/build groupings.
ma is much smaller and much later.
Its files are concentrated in 1995-07 to 1995-08, and almost everything carries a -a suffix:
b0-a.CGX, b0-a.COL, b0-a.SCRb7-a.CGX, b7-a.COL, b7-a.SCRb16-a.CGX, b16-a.SCRThat makes ma look like an alternate or adjusted branch of m, not a separate independent system.
The naming is too close to be coincidence.
o and obj are where the archive becomes more object-heavy.
Representative filenames include:
e0-0.OBJ, e0-1.OBJ, e1-3.OBJd0-1.OBJ, d1-1.OBX, d3-3.OBXcm.CGX, w0.CGX, pm.CGXThe dominant prefixes inside o are e3, w0, mm, e0, w2, e4, e1, d3, and d0.
Inside obj, the heaviest families are d3, d2, d4, w0, and d0.
That split suggests a two-layer system:
obj as a denser object library bucket with many .OBJ definitionso as a broader working object branch where those objects are paired with graphics, a few palettes, and occasional .OBX companionsThe presence of .OBX beside .OBJ suggests paired object-state, alternate composition, or behavior-related companion data.
Whatever the exact format, this is clearly different from the pure scene-bank logic of t, s, and m.
oa looks like an alternate object-side graphics branch.
The repeated -a suffixes imply variants or adjusted revisions:
e0-a.CGXe3-a.CGXpm-a.CGXw0-a.CGXThe date range matches late 1995, and the naming mirrors o too closely to read any other way.
oa is best understood as an explicit late alternate graphics branch for object families already present in o.
The watanabe folder contains only eight files:
color-date.CGX, color-date.COL, color-date.SCRobj-0.CGX, obj-0.COL, obj-1.CGXp_col.COLspt_2.cgxThis is too small to be a real working branch. It reads more like a shared sample, handoff, or imported subset tied to Watanabeโs side of the Star Fox 2 workflow.
Taken together, the strongest interpretation is:
t, s, and m are structured screen/layout banksma is a late alternate revision layer for mobj is an object-definition storeo is the active object/enemy working branchoa is a late alternate revision layer for owatanabe is a tiny shared subset or handoff residueThat is much more specific than simply saying the folder contains โart assetsโ.
It suggests a real internal organization where scene banks and object banks were kept separate, then selectively forked into -a revision branches during late 1995 cleanup or adjustment work.
The date spread strengthens that reading:
t, s, m, and o all begin in 1993obj only starts showing up in 1994ma and oa only appear in mid-1995, right near the latest visible Star Fox 2 editso and oa carry the latest timestamps, both reaching 19 September 1995So the most plausible sequence is:
1993 onwardobj) stabilizes during 19941995 creates focused alternate branches (ma, oa) for final adjustmentsThat last point matters because it hints that late visible work was not broad world-building anymore. It looks more like targeted object, enemy, presentation, and polish changes.
The repeated file groupings imply a local workflow that looks something like this:
flowchart LR
A["<b>Scene or object family</b><br>a*, b*, d*, e*, w* naming"] --> B["<b>Graphics bank</b><br>CGX"]
B --> C["<b>Palette pairing</b><br>COL"]
C --> D["<b>Composed layout</b><br>SCR or object-side OBJ/OBX"]
D --> E["<b>Backup before change</b><br>BAK copy"]
E --> F["<b>Late alternate branch</b><br>-a variants in ma / oa"]
That is exactly the kind of detail that a clean source archive would normally erase.
NEWS_04 preserves it because the machine was backed up in the middle of active production use.
A few filenames make the branch easier to interpret:
open-logo.CGX and open-logo-5.CGX - very likely title or opening-logo worklogo.SCR - direct evidence of composed logo layoutcharacter-L.CGX, character-La1.CGX - character-bank or portrait/state arte9-96.CGX, e9-97.CGX - late numbered revisions in September 1995w0.CGX, w2.COL - compact numbered assets tied to object-side foldersThe timestamps are the most important part. The densest and newest files cluster in July-September 1995, which makes this one of the latest visible Star Fox 2 graphics-side workspaces in the NEWS tape set.
Beyond Star Fox 2, Arimotoโs home preserves three distinct Zelda-related workspaces. They are not all the same game or the same moment. Reading them in chronological order tells a story about how a Nintendo workstation accumulated Zelda history over a nearly three-year window.
| Project | Files | Date range | Dominant types | Reading |
|---|---|---|---|---|
DELDA |
213 |
1991-05-23 โ 1991-10-24 |
BAK, CGX, SCR, COL | Five-month early prototype; likely the first Zelda work on this machine |
zelda |
545 |
1991-05-23 โ 1994-07-25 |
BAK, CGX, SCR, COL, MAP | Long-running SNES-side Zelda branch spanning three-plus years |
GB-zelda |
824 |
1991-11-27 โ 1994-08-02 |
BAK, OBJ, CGX, MAP, SCR | Game Boy Zelda branch; largest of the three; strong localization evidence |
The dates tell the first part of the story: DELDA and zelda both open on the same day โ 1991-05-23 โ suggesting the workstation was set up or first used for this project in late May 1991.
GB-zelda follows six months later in November 1991.
DELDA closes in October 1991.
zelda and GB-zelda both continue into mid-1994.
Arimotoโs three Zelda folders span platforms and years. DELDA appears to be the earliest prototype layer, predating the platform split. zelda runs as a long SNES-side workspace. GB-zelda is the largest folder and carries clear Game Boy-targeted structure, including localized assets.
DELDA is the smallest and shortest-lived of the three Zelda folders.
Its five-month window โ May to October 1991 โ makes it a snapshot of the very first phase of Zelda work on this machine.
| Subdir | Files | Date range | Dominant types | Reading |
|---|---|---|---|---|
soto |
66 |
1991-05-23 only |
BAK, COL, SCR, MAP | Outdoor / field tile work (soto = outside/exterior in Japanese) |
m |
51 |
1991-05-23 โ 1991-10-24 |
BAK, CGX | Tile art; runs the full five-month span |
d |
23 |
1991-10-21 โ 1991-10-23 |
CGX, BAK | Dungeon-side tiles; concentrated in the final two days of the folderโs life |
i |
1 |
1991-05-23 only |
BAK | Single residual file |
The soto subfolderโs name (ๅค = outside) points to outdoor/overworld tile sets.
The m subfolder runs the whole five months, suggesting it was the active tile art store.
The d subfolder has almost all its files dated to October 21-23, which looks like a concentrated push โ possibly porting or adapting dungeon tiles right before the project reorganised into the main zelda tree.
DELDA does not contain .OBJ files and has almost no .MAP data.
That makes it feel like a pure tile-painting phase: the team was building raw graphics assets before the broader map and object infrastructure was established.
The zelda folder runs for over three years and is the richest Zelda workspace on the machine.
| Subdir | Files | Date range | Dominant types | Reading |
|---|---|---|---|---|
d |
170 |
1991-05-23 โ 1994-07-25 |
BAK, CGX, COL, SCR | Dungeon and overworld area tile banks; latest files in the whole zelda tree |
khn |
72 |
1991-05-23 โ 1991-11-07 |
BAK, SCR | Room/screen layouts; active in the first six months |
m |
89 |
1991-05-23 โ 1992-04-28 |
MAP, CGX, COL, SCR | Map-side data with a special tmp sub-snapshot |
spl |
10 |
1991-05-23 only |
SCR, BAK | Early sprites and panels (kabe = wall, osr = enemy/contact) |
atari |
8 |
1991-06-11 โ 1991-08-09 |
BAK, CGX | Collision data (atari = hit/contact in Japanese game dev โ not the company) |
i |
14 |
1991-05-23 only |
BAK, SCR | Interior room screens (h-1 through h-a2) |
w |
9 |
1991-05-23 only |
SCR, BAK, COL | Simple early screens (1, 2, 3, 4) |
obj |
1 |
1991-05-23 only |
CGX | Single early object tile |
The d subfolder is by far the most interesting part of the zelda tree.
Its files are named by dungeon or overworld area โ and the area names are directly readable:
| Name | Japanese reading | Likely area |
|---|---|---|
0-osiro |
ใๅ โ castle | Hyrule Castle or Light World castle zone |
1-tika |
ๅฐไธ โ underground | Underground passage tiles |
10-nukemichi |
ๆใ้ โ shortcut passage | Hidden passage or cave area |
11-kajiya |
้ๅถๅฑ โ blacksmith | Blacksmith or village tile set |
12-sabaku |
็ ๆผ โ desert | Desert region tiles |
13-pyramid |
pyramid | Pyramid dungeon exterior |
These names map well to the dungeon and overworld vocabulary of A Link to the Past.
The numbered prefix (0-, 1-, 10-, 11-, 12-, 13-) is almost certainly an area ID scheme that matches the gameโs internal map numbering.
The d subfolder also contains the newest files in the entire zelda tree โ as late as 1994-07-25.
That is nearly three years after the game shipped in Japan (November 1991).
This strongly suggests zelda/d was actively used for follow-up work โ potentially the eventual SNES remake, regional port, or a successor project โ long after the original title was complete.
The m subfolder contains a nested tmp folder dated entirely to 1992-12-01.
Its 34 files carry named tile types rather than numbered IDs:
hokora โ wayside shrine (็ฅ )kumo โ cloud (้ฒ)kyokai โ border / church (ๅข็ or ๆไผ)machi โ town (็บ)mori โ forest (ๆฃฎ)caddata โ likely a raw CAD tool exportop-ed โ opening / ending sequence tilesop-ed-nes โ NES variant of the opening/ending tilesThis tmp snapshot reads like a world-map tile palette capture: terrain types (forest, town, shrine, cloud) alongside an opening/ending sequence set.
The op-ed-nes file is especially notable because it preserves a NES-format tile set alongside the SNES assets โ suggesting the team was still referencing the NES original in late 1992 when designing or revising world-map terrain art.
GB-zelda is the largest of the three folders and structurally the most distinct.
Its extension profile is strikingly different from zelda:
| Extension | zelda | GB-zelda | Implication |
|---|---|---|---|
.BAK |
268 |
469 |
More revision history in the GB branch |
.OBJ |
2 |
147 |
Object focus is far heavier on the Game Boy side |
.CGX |
84 |
86 |
Similar tile bank count |
.MAP |
35 |
62 |
More map data in GB-zelda |
.SCR |
77 |
45 |
Fewer raw screen layouts; objects replace them |
.COL |
63 |
3 |
Almost no palette files โ GB palette system is simpler |
The steep drop in .COL makes sense for Game Boy hardware where the palette space is trivially small.
The surge in .OBJ reflects a more object-composed screen architecture.
The s subfolder contains screen layout files with explicitly localised names:
gameovergameover1gameover-Francegameover-Germanygameover-usafue-neiro โ likely ใใใจ้ณ่ฒใ, a flute/ocarina sound timbre referenceThree named regional variants of the game-over screen (France, Germany, USA) are strong evidence that this branch was being prepared for a multi-region release. Linkโs Awakening shipped in Japan in June 1993, in North America in August 1993, and in Europe in December 1993. The GB-zelda branch date range (1991-11-27 โ 1994-08-02) brackets the entire localisation window exactly.
The o folder and its sub-trees form a clear object classification system:
| Sub-tree | Files | Date range | Reading |
|---|---|---|---|
o (top level) |
84 |
1991-11-29 โ 1993-07-01 |
General objects; clear, numbered variants |
o/cbos |
21 |
1992-09-18 โ 1993-02-27 |
C-type boss objects (numbered 1-11) |
o/dbos |
47 |
1992-08-07 โ 1993-04-12 |
Dungeon boss objects (numbered 1-6, with 6-1 and 6-2 variants) |
o/f |
28 |
1992-04-15 โ 1993-03-16 |
Field objects (f1-f12 + f-gomi = discarded field data) |
o/h |
33 |
1992-12-03 โ 1993-03-17 |
House/hero objects (h1-h13) |
o/d |
57 |
1992-04-09 โ 1993-02-25 |
Dungeon objects (d1-d13 + d-gomi = discarded dungeon data) |
o/s |
2 |
1992-07-07 โ 1992-11-04 |
Small: op-2, s1 |
o/y |
1 |
1993-02-12 only |
Single residual: ygomi (discarded) |
The -gomi suffix (ใดใ = garbage/junk) marks explicitly discarded or superseded files.
f-gomi and d-gomi are named junk heaps โ earlier object definitions that were replaced but not deleted, which is consistent with the cautious personal-backup pattern seen across the whole archive.
The cbos / dbos naming (c-type boss / dungeon boss) sets up a clear enemy taxonomy.
Boss objects were separated from general field and dungeon objects and given their own numbered sequences.
The p subfolder and its sub-trees handle room transitions:
| Sub-tree | Files | Date range | Reading |
|---|---|---|---|
p (top level) |
26 |
1992-03-04 โ 1993-03-04 |
Staircase/step transitions (dan = stairs; dan-irekae = stair-swap variants) |
p/f |
38 |
1992-09-10 โ 1993-04-08 |
Teleport/warp transitions (irekae-tenso = transfer/warp swap sequences) |
p/d |
10 |
1992-11-26 โ 1993-02-09 |
Dungeon-specific transition data |
p/y |
4 |
1992-12-15 โ 1993-03-16 |
Y-type transitions |
Key vocabulary:
dan โ ๆฎต (steps / stairs)irekae โ ๅ
ฅใๆฟใ (swap or replacement)tenso โ ่ปข้ (transfer or teleport)So irekae-tenso = โswap-teleportโ = warp-point transition screen.
This is a named internal convention for the room-transition pipeline, not just a label someone chose at random.
The simplest reading of the timeline:
DELDA and zelda/d both start the same day โ the workstation is set up for Zelda workDELDA closes; tile work has moved fully into the main zelda treeGB-zelda opens โ a parallel Game Boy-targeted branch beginszelda continuesm/tmp world-tile snapshot dated Dec 1992; GB localization screens appear 1992-mid-1993GB-zelda continues through mid-1994 (localization and maintenance)zelda/d โ the SNES branch is still being touched three years after the original ship date, suggesting active follow-up or reuseDELDA predates the platform split.
zelda is almost certainly the SNES Zelda workspace โ its dungeon area names, NES-reference tile sets, and multi-year span all fit a project that started as A Link to the Past development and continued into follow-up work.
GB-zelda is the most likely Linkโs Awakening workspace, given the regional game-over screens, object taxonomy depth, and date bracket.
Sugiyamaโs home is the second major component of NEWS_04.
It is older than Arimotoโs, broader in scope, and reads like a workstation that served multiple productions over five years rather than one focused project.
Sugiyamaโs workspace spans 1989 to 1994 and covers at least four identifiable productions. fly and flyman are the art and layout halves of an early SNES flight game (possibly a Pilotwings-era prototype) that started October 1989 โ among the earliest SNES dev work visible in any leaked Nintendo archive. CAR contains MARIO-CAR, JUGEM, DOKAN, POLE, and SLOT files that confirm it as Super Mario Kart development material. SIM contains scenario-select, town, and map-select screens consistent with SimCity SNES. MARIO and FX2 are smaller late branches.
| Project | Files | Dominant types | Date range | Likely game |
|---|---|---|---|---|
flyman |
429 |
SCR 286, BAK 139 |
1989-10-13 โ 1991-05-07 |
Pilotwings-era prototype (unconfirmed) |
fly |
388 |
BAK 137, CGX 102, SCR 78, COL 69 |
1989-10-13 โ 1994-03-18 |
Pilotwings-era prototype (art side; 1994 date = tape restore) |
CAR |
415 |
BAK 198, SCR 148, CGX 38, MD7 3 |
1991-04-05 โ 1994-03-18 |
Super Mario Kart โ |
SIM |
165 |
SCR, OBJ, CGX, SFX | 1990-11-27 โ 1993-01-22 |
SimCity SNES (probable) |
MARIO |
77 |
CGX, SCR, COL, BAK | 1993-04-08 โ 1993-06-21 |
Mario title TBD |
FX2 |
41 |
CGX, SCR, COL, BAK | 1993-07-06 โ 1993-12-08 |
Wild Trax / Stunt Race FX โ |
The โstatus at backupโ column matters.
Of the six Sugiyama projects, only fly and CAR were still receiving changes in March 1994 โ the same date.
flyman was last touched in May 1991 โ nearly three years dormant.
Everything else falls between.
fly and flyman start on the same date โ 1989-10-13 โ and share enough naming vocabulary to be two directories for the same project.
The layout side (flyman) closed in May 1991. The art side (fly) continued to 1994-03-18 โ the backup date.
| Folder | File count | Dominant type | Role |
|---|---|---|---|
fly |
388 |
CGX 102, SCR 78, COL 69 |
Art production: tile banks, palettes, sprites |
flyman |
429 |
SCR 286, BAK 139 |
Screen assembly: stage layouts from the art in fly |
The fly/flyman vocabulary divides into two distinct groups that sit in tension with each other.
Group A โ flight disciplines (matching Pilotwings):
| File | Reading |
|---|---|
SKYDIVE.CGX/COL |
Skydiving โ Pilotwings discipline |
HANG.CGX/COL, HANG-L.CGX |
Hang gliding โ Pilotwings discipline |
PARA.CGX/COL/SCR, PARA-L.CGX |
Parachuting โ Pilotwings skydiving phase |
ROCKET.CGX/COL |
Rocket Belt โ Pilotwings discipline |
PLANE.CGX/COL |
Light Plane โ Pilotwings discipline |
HELI.CGX/COL, HELI-L.CGX |
Helicopter/Gyrocopter โ Pilotwings later missions |
ROKETMAN.CGX |
Rocket Belt character sprite |
MYSHIP.CGX, MY.SHIP.CGX |
Player vehicle / craft |
These six disciplines match Pilotwings (SNES, released November 1990 in Japan) almost exactly.
Group B โ combat elements (NOT in Pilotwings as shipped):
| File | Reading |
|---|---|
BG-FORTRESS.CGX, BG-ENEMYSHIP.CGX, BG-BASESHIP.CGX |
Enemy base/ship/fortress stage backgrounds |
BOSS.CGX, BOSS-1/2/3.CGX/COL |
Boss sprites โ three numbered bosses |
CHIKABOSS-01.OBJ, CHIKABOSS-02.OBJ |
Underground boss (two-part object) |
UFO-0/1/2.CGX |
UFO enemy type (three variants) |
CAMEL.CGX, CAMEL2.CGX, CAMEL3.CGX |
Camel-type enemy (three variants) |
CORE-1/2/3/4.CGX/COL |
Destructible core enemies |
OBJ-BOMB.CGX, OBJ-BOMB-2.CGX |
Bomb objects |
Pilotwings has no enemies, no bosses, and no combat.
English localization files confirm Western release intent across both groups:
LICENSE-ENG.CGX, ROGO-ENG.CGX, CON-ENG.CGX, PAUSE-ENG.CGX, LINE-ENG.CGX.
The simplest explanation that fits all the data:
fly/flymanis a prototype of what eventually became Pilotwings, at an earlier development stage when combat/enemy elements were still part of the design.
Pilotwings was in development from approximately 1989 โ exactly when this folder opened.
The projectโs layout side (flyman) was closed six months after Pilotwings shipped (November 1990 + ~6 months = May 1991).
If flyman represented the shipping branch, the six-month tail is consistent with post-ship polish, documentation, or internal archival.
Alternatively, this could be a parallel unreleased game using the same Mode 7 flight framework but with a combat layer that was never completed โ a direction Nintendo tried alongside Pilotwings and then abandoned.
The fly art folder remaining active until 1994 (the backup date) is most likely explained by the tape restore itself refreshing file timestamps.
The 47 M7-* files form the most detailed Mode 7 art system in the archive:
| File group | Reading |
|---|---|
M7-BG-L.CGX, M7-BG-L-NIGHT.CGX |
Mode 7 landscape tile banks (standard and night variants) |
M7-BG-RACE.CGX, M7-BG-JUMP.CGX |
Race-stage and jump-stage Mode 7 tiles |
M7-BG-HELI.CGX, M7-BG-DESERT.CGX |
Helicopter-stage and desert-stage tiles |
M7-BG-BONUS.CGX |
Bonus-stage Mode 7 tile bank |
M7-BG-C0.CGX, M7-BG-C00.CGX, M7-BG-C01.CGX |
Course-specific tile banks (3 courses) |
M7-L-FINE/GRASS/ISLAND/NIGHT/RACE/RAIN/SNOW/SUNSET/DESERT.COL |
Nine weather/terrain palette variants for the Mode 7 ground |
M7-CHIKA/CHIKA-B/C/FORTRESS.COL |
Underground and fortress-stage Mode 7 palettes |
M7-METER.SCR, M7-METER-B.SCR |
HUD meter drawn against the Mode 7 plane |
Nine named weather-palette variants (Fine, Grass, Island, Night, Race, Rain, Snow, Sunset, Desert) is a strong hallmark of a Pilotwings-style flight sim, where the ground appearance changes with conditions. No SNES shooter or action game from this era used nine weather-palette variants for a Mode 7 ground plane.
flyman is dominated by MAP-prefixed screen files:
| Stage group | Files | Reading |
|---|---|---|
MAP1 through MAP8 |
4โ64 per group | Eight numbered lesson/mission stages |
CHIKA-* |
~20 |
Underground stage screens (BG-CHIKA-A/B/C variants) |
BONUS / BONUS1-4 |
5 |
Bonus stage layouts |
POOL1 / POOL2 / POOL3 |
5 each |
Water stage screens |
DESERT1 |
~5 |
Desert stage layouts |
JUMP1 / JUMP2 / JUMP3 |
7 each |
Jump-sequence screens |
RACE1 |
4 |
Race-course screens |
BGBG-HA, BGBG-HELI, BGBG-PA, BGBG-PL, BGBG-RO |
5 |
Double-layer background composites |
MAP6 holds 39 files and MAP7 holds 64 โ suggesting those were the most complex or iterated missions.
The BGBG- (background-over-background) composites are a layering technique not seen in the other projects in this archive.
The suffix abbreviations HA (hang?), HELI, PA (para?), PL (plane?), RO (rocket?) match the flight disciplines named in fly.
CARโs identification is not ambiguous. Five files make the project unmistakable:
| File | Why it matters |
|---|---|
MARIO-CAR.CGX, MARIO-CAR.OBJ |
Literally the Mario Kart vehicle sprite sheet and object |
JUGEM.CGX, JUGEM.OBJ |
Jugem (ใธใฅใฒใ ) is Lakitu โ the cloud-riding character who lifts fallen racers and waves the start flag in Super Mario Kart |
DOKAN.CGX, DOKAN.COL, DOKAN.SCR |
Dokan (ๅ็ฎก) = pipes; warp-pipe obstacles that line the Mario Kart courses |
POLE.CGX, POLE.OBJ |
The finish-line goal pole |
SLOT.CGX |
The item-box roulette drum |
No other Nintendo game combines JUGEM, DOKAN, POLE, and SLOT as distinct race-side objects.
This is Super Mario Kart (released Japan August 1992, North America September 1992, Europe January 1993).
The non-track content is equally direct:
| File | Reading |
|---|---|
CAR-SELECT.SCR, CAR-SELECT2.SCR, CAR-SELECT3.SCR |
Kart / character selection screens (three iterations) |
CAR-SELECT2-ENG.SCR |
English localisation of the car-select screen |
MAP-SELECT.SCR, MAP-SELECT2.SCR |
Course/cup selection screens |
MAP-SELECT-ENG.COL |
English colour set for the map-select screen |
RESULT.SCR, RESULT2.SCR |
Race result screens |
RESULT-ENG.SCR, RESULT2-ENG.SCR |
English race result screens |
D-POINT.SCR, D-POINT-ENG.SCR |
Death/danger-point screen (when you fall off) |
REGI.SCR |
High-score / ranking register screen |
SROT-DRAM.SCR |
Sort drum โ the animated item-roulette scroll sequence |
DEMO-MOJI.CGX |
Demo-mode text graphics |
END-MOJI.CGX |
Ending-sequence text |
HATA.CGX, HATA.SCR |
Racing flag art |
BG-ITEM.CGX |
Item-box background tile sheet |
The track coding system uses single-letter family prefixes, each with four segment views (#-0 through #-3):
| Family | Tracks | Special files | Most likely reading |
|---|---|---|---|
STAR |
1 | STAR-B.CGX, STAR.CGX/COL |
Star Cup โ named explicitly |
B |
B1โB6 | โ | Six B-course prototypes (most fully realised family) |
C |
C1โC4 | C1-B.CGX, C1.CGX/COL, C.MD7, CCC1.MD7 |
C-courses + two 32 KB Mode 7 map tables |
D |
D1โD3 | D1-B.CGX, D1.CGX/COL |
D-courses |
G |
G1โG3 | G1-B.CGX, G1.CGX/COL |
G-courses |
H |
H1โH3 | H1-B.CGX, H1.CGX/COL, H1-Z.COL |
H-courses; Z variant = special palette |
K |
K1โK3 | K1-B.CGX, K1.CGX/COL |
K-courses |
S |
S1โS2 | S1-B.CGX, S1.CGX/COL, S1-Z.COL, S.MD7 |
S-courses + one 32 KB Mode 7 map table |
W |
W1โW2 | W1-B.CGX, W1.CGX/COL, W1-B.SCR |
W-courses |
The three 32,768-byte .MD7 files (C.MD7, CCC1.MD7, S.MD7) are raw SNES Mode 7 background maps: 128 ร 128 entries ร 2 bytes = exactly 32 KB.
Each one is a complete race-track ground-plane bitmap.
The companion C.DAT and CCC1.DAT files (117 bytes each) are likely track parameter tables (lap count, speed, scroll indices).
B1โB6 is the most fully developed family with six courses, each having four segment views.
The final Super Mario Kart has 20 tracks (16 race + 4 battle) across four cups โ the prototype in CAR has more distinct family codes than the final game, consistent with a development phase where courses were still being created and culled.
Super Mario Kart shipped in all three major markets within its first year.
CAR shows at least two rounds of English title art:
TITLE-ENG.CGX/SCR โ English title screen (first revision)TITLE-ENG2.CGX/SCR, TITLE2-ENG.SCR โ English title screen (second revision)SELECT-ENG.CGX, OBJ-MOJI-ENG.OBJ, MOJI-ENG.CGX โ English text art for menus and object labelsWith the identification confirmed, the three Sugiyama racing/Nintendo projects form a coherent timeline:
| Project | Date range | Game | Notes |
|---|---|---|---|
CAR |
1991-04-05 โ 1992+ |
Super Mario Kart | Mode 7 track maps; development started ~16 months before Japanese release |
MARIO |
1993-04-08 โ 1993-06-21 |
Mario title TBD | Game-select screen art; short engagement |
FX2 |
1993-07-06 โ 1993-12-08 |
Wild Trax / Stunt Race FX | Player/cup select art; the last Sugiyama project before the backup |
The MARIO directory (77 files, ~10 weeks mid-1993) is a short engagement:
GAMESELECT.CGX, GAMESELECT.COL, GAMESELECT.SCR โ game-select screen artGAMESELECT-N.*, GAMESELECT-P.* โ N (Nintendo?) and P (Player?) variantsMA-ROGO-OBJ.CGX โ Mario logo object tile sheet2PR-S1.* โ two-player layout variantThis is game-select and mode-select artwork for a Mario-branded title.
The 2PR (2-player) flag and N/P variants suggest a versus or multiplayer mode game, but the small scope and short timeline make it hard to identify conclusively.
The SIM directory (165 files, November 1990 โ January 1993) has a different character altogether:
SELECT-SCENARIO.SCR, SELECT-SCENARIO-2.SCR, SCENARIO.OBJ โ scenario selection screensMAP-SELECT.SCR, MAP-SELECT2.SCR โ map selection screensTOWN.SCR, TOWN2.SCR โ town view screensLEVEL1.SCR, LEVEL2.SCR โ level screensINPUT.OBJ, INPUT-BG.CGX, INPUT1.SCR, INPUT2-KEY.SCR โ data-entry / controller-input screensicon_p.CGX, icon_p-F/G.CGX, iconpd.CGX, optishd.CGX โ UI icons (F/G = flag/green variants?).SFX files paired with each main screen (a screen-effects or screen-state format)The date range (Nov 1990 โ Jan 1993) brackets the Japanese release of SimCity for SNES (August 1991, published by Nintendo).
The vocabulary โ SELECT-SCENARIO, TOWN, MAP-SELECT, LEVEL โ matches SimCityโs UI structure almost exactly.
The .SFX format is distinctive and not seen elsewhere in this archive, suggesting a different toolset used specifically for the SimCity UI layer.
FX2 (41 files, JulyโDecember 1993) confirms Sugiyamaโs involvement in the Wild Trax / Stunt Race FX project:
cpt-1.CGX, cpt-1.COL, cpt-1.SCR โ cup / captain art (note lower-case naming vs. all other Sugiyama projects)cpt-2.CGX, cpt-2A.SCRp-select.CGX, p-select.COL, p-select.SCR โ player-select screentest-1.OBJThe lower-case naming is unusual and may reflect a later tool version or a different artistโs convention applied at handoff.
Wild Trax shipped July 1994 โ exactly seven months after FX2 went quiet on this machine.
With identifications in place, the complete Sugiyama timeline becomes readable:
| Period | Project | Status |
|---|---|---|
1989-10-13 |
fly + flyman open together |
Early SNES flight game begins (Pilotwings-era prototype?) |
1990-11 |
Pilotwings ships | Layout side (flyman) winds down toward May 1991 |
1990-11-27 |
SIM opens |
Likely SimCity SNES UI/art work begins |
1991-04-05 |
CAR opens |
Super Mario Kart development begins |
1991-05-07 |
flyman last modified |
Layout side of early flight game finalised |
1991-08 |
SimCity SNES ships | SIM continues until Jan 1993 (post-ship polish or localization) |
1992-08 |
Super Mario Kart ships (Japan) | CAR continues โ localization and follow-up work |
1993-01-22 |
SIM last modified |
SimCity work ends |
1993-04-08 |
MARIO opens |
Brief Mario title UI engagement begins |
1993-06-21 |
MARIO last modified |
Mario UI work ends |
1993-07-06 |
FX2 opens |
Wild Trax / Stunt Race FX art begins |
1993-12-08 |
FX2 last modified |
Wild Trax art ends on Sugiyamaโs machine |
1994-03-18 |
Tape backup | fly and CAR show this date โ almost certainly the restore timestamp, not active edits |
fly and CAR sharing the exact same March 18, 1994 timestamp is most simply explained by the tape-restore process itself refreshing modification times for files that were open or had been accessed during the archive restore.
The project timelines โ fly/flyman centred on 1989โ1991 and CAR on 1991โ1992 โ do not otherwise overlap.
One of the most useful things about NEWS_04 is that it preserves the shape of a 2D asset workflow.
The repeated file groupings make the likely pipeline much clearer than any single file would.
flowchart LR
A["<b>Graphics Bank</b><br>CGX character or tile art"] --> B["<b>Palette</b><br>COL color set"]
B --> C["<b>Screen Layout</b><br>SCR assembles the scene"]
C --> D["<b>Object / Map Side</b><br>OBJ, OBX, MAP, PNL"]
D --> E["<b>Revision Loop</b><br>BAK copy preserved before next edit"]
That pattern appears over and over again:
.CGX graphics file.COL palette file.SCR composed layout.OBJ, .MAP, or .PNL companion file.BAK copy of one or more of themSo even without a formal tool manual, the workstation backup shows how artists likely worked in practice:
That is exactly the kind of process evidence that polished source archives usually erase.
Each big NEWS tape now has a different role:
| Archive | Main value |
|---|---|
NEWS_04 |
Mixed 2D graphics and layout workstation snapshot across several projects, with a particularly late SF2 branch |
NEWS_05 |
Star Fox 2 3D CAD and toolchain snapshot with source code and animation pipeline |
NEWS_09 |
Yoshiโs Island supplementary art workspace |
NEWS_11 |
Larger and richer late Yoshiโs Island art/archive workspace |
That makes NEWS_04 the missing complement to NEWS_05.
If NEWS_05 tells us how Nintendo built Star Fox 2โs polygon assets, NEWS_04 helps show how the same broader development environment handled 2D banks, screen composition, UI, and sprite/layout-side resources.
It also matters because it preserves older project residue rather than only one final branch.
The mixed zelda, GB-zelda, MARIO, CAR, fly, and FX2 folders make it feel like a real artist workstation that stayed in use across multiple productions.
The main project layers are now mapped and three of six Sugiyama projects are identified.
The case for a Pilotwings-era prototype is strong but not proven.
The most useful next step would be:
fly Mode 7 palette set (Fine, Grass, Island, Night, Rain, Snow, Sunset, Desert) against the landscape backgrounds in the Pilotwings ROMROKETMAN, MYSHIP, HANG, PARA sprites match any assets visible in Pilotwings debug or prototype buildsflyman MAP1-8 structure matches Pilotwingsโ lesson/mission numberingFLY or the 1989 development startThe d subfolder in zelda names areas by number: 0-osiro, 1-tika, 12-sabaku, 13-pyramid.
A full catalogue could map directly onto A Link to the Pastโs internal area list โ or diverge, pointing to a follow-up or prototype.
CAR has more track families than the final game.
Matching B, C, D, G, H, K, S, W to their final SMK equivalents (or confirming which were cut) is tractable:
the three 32 KB .MD7 files can be parsed as raw Mode 7 background tables to reconstruct actual track layouts.
The .CGX โ .COL โ .SCR โ .OBJ/.MAP/.PNL pipeline is consistent across every project on this machine.
Matching it to known Nintendo SNES dev tools (or other archived tool documentation from the Gigaleak) would make the whole file set far more navigable.
NEWS_04 is not the most glamorous archive in the NEWS tape set.
It does not have the source-code shock value of NEWS_05, and it is messier than the Yoshi tapes.
But it is one of the most workshop-like snapshots in the leak โ and, on examination, one of the most historically rich.
Its real value is that it preserves how graphics work accumulated on a live Nintendo workstation:
.BAK revisions showing the iteration rhythmJUGEM, DOKAN, POLE, and SLOT filesSo NEWS_04 fills an important gap.
It does not tell us how Nintendo wrote the games.
It tells us how one developerโs workstation accumulated half a decade of visual asset history โ from early SNES hardware exploration in 1989 all the way through to the final Star Fox 2 art push in 1995.