The Nintendo Gigaleak preserves a separate Super Mario Kart art workspace under other/NEWS/テープリストア/NEWS_04/home/sugiyama/fly and home/sugiyama/flyman/, from Nintendo artist Tadashi Sugiyama.
These directories are almost entirely art-side production material from the Super Nintendo Pilotwings game.
The fly and flyman folders form a complete artist workspace pair with 817 files total and no subdirectories.
That flat, two-folder structure makes the archive feel less like a cleaned release and more like a direct snapshot of one developer’s working branches copied at tape-restore time.
Despite the simple folder structure, the file families split into several clear production domains:
fly contains 102 CGX tile banks, 69 COL palettes, 78 SCR composition testsflyman with 429 files organizing lessons into MAP1-8 core spine plus RACE, JUMP, BONUS, CHIKA branchesThe file type breakdown is stark:
| Type | In fly |
In flyman |
Combined reading |
|---|---|---|---|
| CGX (tile graphics) | 102 | 3 | Graphics production concentrated in fly with a small helper set in flyman |
| COL (palettes) | 69 | 1 | Palette work is mostly art-side with one layout-side companion palette |
| SCR (layout/composition) | 78 | 286 | flyman is SCR-heavy mission composition |
| OBJ (object-side data) | 2 | 0 | Object definitions in fly only |
| BAK (backups) | 137 | 139 | Heavy iteration trail in both folders |
This distribution shows a clean pipeline: fly produces reusable art components while flyman assembles mission layouts and progression structure. The presence of 276 backup files indicates this workspace captures an active iteration snapshot, not a frozen final export.
If you are new to SNES art and layout production terminology, this glossary will help clarify the technical terms used throughout this page.
fly, flyman, CAR, SIM, MARIO, and FX2.fly and flyman open on the same day (1989-10-13) and split cleanly into art production vs layout composition.
The branch contains strong Pilotwings discipline vocabulary and a large Mode 7 package.
It also contains explicit combat naming that extends beyond neutral training labels.
The best current reading is a branch where Pilotwings lesson content and combat-capable mission content coexisted, including material consistent with the helicopter combat lane seen in the shipped game.
The folders share origin timing but diverge in closure behavior.
flyman closes in 1991, while fly carries late 1994 timestamps likely influenced by tape restore handling.
| Folder | Files | Date range | Dominant types | Role |
|---|---|---|---|---|
fly |
388 |
1989-10-13 to 1994-03-18 |
CGX, SCR, COL, BAK |
Art production and palette variants |
flyman |
429 |
1989-10-13 to 1991-05-07 |
SCR, BAK |
Stage and lesson composition |
The clearest evidence for Pilotwings-era identity is discipline naming.
| Family | Example files | Interpreted feature |
|---|---|---|
| Skydiving | SKYDIVE.* |
Skydiving mission assets |
| Hang gliding | HANG.*, HANG-L.* |
Hang-glider mission variant set |
| Parachute | PARA.*, PARA-L.* |
Parachute mission assets and layout variants |
| Rocket belt | ROCKET.*, ROKETMAN.* |
Rocket belt mission and rider graphics |
| Plane | PLANE.* |
Fixed-wing mission art |
| Helicopter | HELI.*, HELI-L.* |
Helicopter mission variant set |
This is a dense cluster of flight-discipline naming.
That concentration is hard to explain as generic flight tooling.
The branch also preserves combat-oriented naming families.
| Family | Example files | Why it matters |
|---|---|---|
| Boss | BOSS*, BOSS-1/2/3* |
Explicit enemy progression naming |
| Underground boss | CHIKABOSS* |
Named boss context per mission environment |
| Enemy craft | UFO* |
Multi-variant enemy family |
| Target cores | CORE* |
Destructible/target object naming pattern |
| Bombs | OBJ-BOMB* |
Weapon/object layer naming |
| Combat backgrounds | BG-FORTRESS*, BG-ENEMYSHIP*, BG-BASESHIP* |
Combat scenario environment set |
Shipped Pilotwings does include combat in the final helicopter test, with projectile fire against ground targets.
The interesting question is not whether combat existed, but how broad and differently framed that combat content was during production.
The M7-* set looks like a modular terrain and condition system.
| Group | Example files | System role |
|---|---|---|
| Base terrain banks | M7-BG-L.*, M7-BG-L-NIGHT.* |
Day/night terrain tile sources |
| Mission terrain banks | M7-BG-RACE.*, M7-BG-JUMP.*, M7-BG-HELI.*, M7-BG-DESERT.*, M7-BG-BONUS.* |
Mission-specific world surfaces |
| Course packs | M7-BG-C0.*, M7-BG-C00.*, M7-BG-C01.* |
Alternate course tile variants |
| Condition palettes | M7-L-FINE.*, M7-L-RAIN.*, M7-L-SNOW.*, M7-L-SUNSET.*, M7-L-NIGHT.*, M7-L-DESERT.* |
Weather/time-of-day palette switching |
| Sub-context palettes | M7-CHIKA.*, M7-FORTRESS.* |
Underground and fortress context palette sets |
| HUD overlays | M7-METER.*, M7-METER-B.* |
Cockpit or mission status UI overlays |
This pattern suggests a production workflow where a small set of geometry/tile bases could be re-skinned by palette and mission context.
That is efficient for memory-limited SNES workflows and consistent with late-1980s/early-1990s console production habits.
flyman appears to encode lesson and mission progression as grouped screen families.
| Group | Likely function | Notes |
|---|---|---|
MAP1 to MAP8 |
Core mission progression | Numbered progression indicates explicit curriculum flow |
CHIKA-* |
Underground mission block | Mirrors underground palette families in fly |
BONUS* |
Bonus mission branch | Non-core progression branch |
POOL* |
Water mission branch | Distinct environment context |
DESERT* |
Desert mission branch | Matches desert Mode 7 families |
JUMP* |
Jump-focused training/race branch | Mechanical skill emphasis |
RACE* |
Racing branch | Separate pacing from free-flight lessons |
BGBG-* |
Multi-layer background composites | Indicates composition-level layering work |
A practical reading is that fly supplied reusable art modules while flyman assembled stage-facing lesson screens and mission sequences.
The M7-BG-C0/C00/C01 naming pattern deserves closer attention now that we have actual file presence data.
In fly these three tiles exist:
M7-BG-C0.CGX, M7-BG-C0.CGX.BAK (dated Oct 13, 1989)M7-BG-C00.CGX, M7-BG-C00.CGX.BAK (dated Oct 13, 1989)M7-BG-C01.CGX, M7-BG-C01.CGX.BAK (dated Oct 13, 1989)All three arrived on the same day with identical backup pairs. This is not random — it is three coordinated course base tiles.
Matching palette sets exist for each:
M7-C0.COL (base palette for C0)M7-C00-A.COL, M7-C00-B.COL, M7-C00-C.COL, M7-C00-DAME.COL (four palette variants for C00)M7-C01.COL (palette for C01)This suggests:
C0 is a single-palette course variantC00 is a course with 4 distinct color schemes (possibly different times of day or difficulty modes)C01 is another single-palette variantIn practical gameplay terms: players could fly three different aerial courses (C0, C00, C01) using shared terrain code but distinct tile banks and multiple weather/time-of-day palettes.
The C prefix interpretation remains open (course, condition, context, or credential), but the systematic presence of three parallel course trees makes “course” more credible than ever.
The M7-L-* palette family is larger and more structured than initially noted.
Complete catalog of weather/condition states in fly:
| State | Palette files present | Variant count | Notes |
|---|---|---|---|
FINE (clear weather) |
M7-L-FINE.COL, M7-L-FINE.COL.BAK |
1 | Baseline daylight |
RAIN |
M7-L-RAIN.COL, M7-L-RAIN.COL.BAK |
1 | Wet/overcast mood |
SNOW |
M7-L-SNOW.COL, M7-L-SNOW.COL.BAK |
1 | Cold palette |
SUNSET |
M7-L-SUNSET.COL, M7-L-SUNSET.COL.BAK |
1 | Evening/dusk transition |
NIGHT |
M7-L-NIGHT.COL, M7-L-NIGHT.COL.BAK |
1 | Dark/night flight |
DESERT |
M7-L-DESERT.COL, M7-L-DESERT.COL.BAK |
1 | Sand/arid environment |
GRASS |
M7-L-GRASS.COL, M7-L-GRASS.COL.BAK |
1 | Green/vegetation mood |
ISLAND |
M7-L-ISLAND.COL, M7-L-ISLAND.COL.BAK |
1 | Tropical/water-adjacent color |
Base M7-L |
M7-L.COL, M7-L.COL.BAK |
1 | Default terrain palette |
This gives 9 total condition palettes (8 named states plus 1 base), each with a backup pair.
Interpretation:
RAIN for a storm-flight lesson, SUNSET for an evening race) independently of the tile bank.FINE, NIGHT) to specific (DESERT, ISLAND) suggests both universal moods and location-specific palettes.This modular palette system is a hallmark of efficient SNES production: buy one set of terrain tiles, swap eight color schemes to generate 8 distinct-feeling environments.
To go deeper than folder labels, it helps to look at how specific filename families appear to cooperate.
The pattern below is the clearest recurring structure in the workspace.
| Layer | Example files | Practical role |
|---|---|---|
| Tile banks | M7-BG-RACE.CGX, M7-BG-JUMP.CGX, M7-BG-HELI.CGX |
Core visual tiles for each mission context |
| Palette states | M7-L-FINE.COL, M7-L-RAIN.COL, M7-L-SNOW.COL, M7-L-NIGHT.COL |
Lighting and weather swaps over shared terrain |
| Screen composition | M7-METER.SCR, M7-METER-B.SCR and MAP*/mission SCR groups |
Runtime layout and HUD composition |
That three-part structure is exactly what you would expect from an efficient SNES pipeline.
It keeps expensive tile production reusable while moving variation into smaller palette and layout layers.
These family snapshots are useful because they combine naming semantics with likely production intent.
| Family | Example evidence | Why this family matters |
|---|---|---|
SKYDIVE |
SKYDIVE.* |
Strong direct link to Pilotwings lesson vocabulary |
HANG |
HANG.*, HANG-L.* |
Base plus variant grammar suggests lesson/layout split |
PARA |
PARA.*, PARA-L.* |
Another base plus variant family with consistent discipline naming |
ROCKET / ROKETMAN |
ROCKET.*, ROKETMAN.* |
Indicates both mission context and character/object-side representation |
M7-BG-* |
M7-BG-L.*, M7-BG-RACE.*, M7-BG-DESERT.* |
Coherent Mode 7 world-surface namespace |
M7-L-* |
M7-L-FINE.*, M7-L-RAIN.*, M7-L-SUNSET.* |
Condition state system, likely swapped at runtime |
The repeated base-plus-variant behavior across multiple discipline families is one of the strongest signs of deliberate content planning.
The combat layer is not just a single odd token.
It spans objects, enemies, and environment sets.
| Combat class | Example files | Interpretation |
|---|---|---|
| Enemy hierarchy | BOSS*, BOSS-1*, BOSS-2*, BOSS-3* |
Progression-oriented enemy tiering |
| Area-specific bossing | CHIKABOSS* |
Underground branch likely had distinct boss content |
| Enemy craft | UFO* |
Multiple related enemy variants |
| Object payload | OBJ-BOMB*, CORE* |
Combat-object and target logic footprint on asset side |
| Stage backdrop | BG-FORTRESS*, BG-ENEMYSHIP*, BG-BASESHIP* |
Combat-specific stage themes beyond flight lessons |
For a reader, this is the key tension in the archive.
The same workspace that looks strongly Pilotwings-like also preserves a broader combat vocabulary than the final game surfaces outside its helicopter combat segment.
If you want the shortest high-signal view of this archive, these are the most useful exemplar sets.
Each set groups names that, together, show one production behavior clearly.
| Evidence set | Example names | Low-level reading |
|---|---|---|
| Discipline identity set | SKYDIVE.*, HANG.*, PARA.*, ROCKET.*, PLANE.*, HELI.* |
Mission disciplines were authored as distinct content families, not generic placeholders |
| Mode 7 and state set | M7-BG-L.*, M7-BG-RACE.*, M7-BG-JUMP.*, M7-BG-DESERT.*, M7-L-RAIN.*, M7-L-SNOW.*, M7-L-NIGHT.* |
Terrain banks and runtime condition palettes were designed as modular layers |
| Layout progression set | MAP1 to MAP8, RACE*, JUMP*, BONUS*, DESERT*, POOL*, CHIKA-* |
Stage flow was assembled as progression plus branch modules on the layout side |
| Combat envelope set | BOSS*, CHIKABOSS*, UFO*, CORE*, OBJ-BOMB*, BG-FORTRESS*, BG-ENEMYSHIP* |
Combat content reached object and background level, implying structured experimentation |
The sets are easiest to read as one combined statement:
flyman grouping shows staged mission composition rather than flat asset storageOne practical way to read these files is a stem-continuity check.
If a stem appears across graphics, palette, and screen families, it likely represents an implemented content thread rather than a discarded name stub.
| Test type | What to look for | What it would imply |
|---|---|---|
| Discipline stem continuity | Same stem across CGX, COL, and SCR families |
Production-ready discipline package |
| Environment stem continuity | Same environment tokens in both fly and flyman |
Coordinated art-to-layout handoff |
| Condition continuity | Same M7-L-* state tokens across multiple mission banks |
Shared runtime condition system |
| Combat stem continuity | Combat tokens across object and background families | Broader mission design envelope, not isolated experiments |
This is a useful checkpoint because it connects archive naming to probable in-engine behavior.
The flyman folder shows dense composition work organized by progression families.
Core progression spine:
| Family | Count | Range | Interpretation |
|---|---|---|---|
MAP1 |
4 screens | MAP1-1 through MAP1-4 |
Lesson 1 progression with BAK backups for -1, -2, -4 |
MAP2 |
4 screens | MAP2-1 through MAP2-4 |
Lesson 2 progression with backups for all four |
MAP3 |
1 screen | MAP3-1 |
Lesson 3 (single screen, possible tutorial/test) |
MAP4 |
16 screens | MAP4-1 through MAP4-16 (selective backups) |
Lesson 4 is most complex, densest iteration evidence |
MAP5 |
6 screens + variant | MAP5-1 through MAP5-4, MAP5-2B, MAP5-4B |
Lesson 5 with explicit B-variants |
MAP6 |
37 screens | MAP6-0 through MAP6-36 |
Lesson 6 is largest single progression (extensive variant/backup trail) |
MAP7 |
64 screens | MAP7-1 through MAP7-64 |
Lesson 7 is massive — more screens than many entire games |
MAP8 |
8 screens | MAP8-1 through MAP8-8 |
Lesson 8 conclusion |
Mission branch families (non-linear paths):
| Family | Count | Context | Notes |
|---|---|---|---|
RACE1 |
4 screens | RACE1-1 through RACE1-4 |
Racing discipline branch (backup trail on all) |
CHIKA |
27+ screens | Underground progression with A/B/C variant tracks | Three parallel underground lanes |
JUMP |
37 screens total | Multiple jump-training lanes (JUMP1/2/3) with sub-variants |
Skill-focused branch |
BONUS |
Limited | Optional content | Speculative completion track |
DESERT, POOL, etc. |
Scattered | Environment-specific variants | Alternate environment contexts |
The cascade:
MAP1 (4 lessons) → MAP2 (4) → MAP3 (1) → [split]
├→ MAP4-6 (main path, 57 screens)
├→ RACE1 (side race, 4 screens)
├→ CHIKA (underground branch, 27 screens)
├→ JUMP (jump training, 37 screens)
└→ [environment variants]
└→ MAP7 (64-screen mega progression)
└→ MAP8 (finale, 8 screens)
Data interpretation:
MAP4 through MAP6 each hit double-digit screen counts, suggesting complex multistage missions rather than single-screen challenges.MAP7’s 64-screen count is extraordinary. This could represent:
8×8 or similar) of tiered difficulty/feature unlocksB-variants (MAP5-2B, MAP5-4B, CHIKA-B*, etc.) alongside main lanes suggests parallel design iteration — not just backups, but deliberate alternate routes tested in parallel.MAP4 and MAP6 is evidence of sustained iteration, not final polish.This architecture is consistent with a flight-training game where:
MAP1-3) teach basics progressivelyMAP4-6) build difficultyRACE, CHIKA, JUMP) offer style variantsMAP7 represents peak challenge or comprehensive integrationMAP8 wraps up with finale contentThe filename evidence supports a compact mission assembly sequence:
flowchart TD
A["<b>Discipline and environment tiles</b><br>CGX banks in fly"] --> B["<b>Condition palettes</b><br>M7-L weather/time variants"]
B --> C["<b>Stage composition</b><br>MAP and mission SCR families in flyman"]
C --> D["<b>HUD and meter overlays</b><br>M7-METER SCR layer"]
D --> E["<b>Final lesson scene</b><br>discipline mission runtime"]
This model is consistent with the extension split and token grammar already visible in the folders.
You can understand most of the technical structure in this workspace directly from naming and extension patterns.
| Artifact type | Typical extension | What it usually represents | What to infer from this page |
|---|---|---|---|
| Tile/character graphics banks | CGX |
Packed visual tiles used by backgrounds and objects | Mission surfaces and discipline visuals were authored as reusable banks |
| Palette banks | COL |
Color sets applied to tiles/objects at runtime | Weather/time variants (FINE, RAIN, SNOW, NIGHT) were likely palette-driven state changes |
| Screen/layout maps | SCR |
Tile placement and composition layers | flyman assembled mission scenes and HUD placement from upstream art banks |
| Object-side resources | OBJ and object-prefixed families |
Actor or interactive element-side content | Combat and discipline naming appear at object level, not only background level |
| Backup snapshots | BAK |
Local saved variants during iteration | Heavy backup presence supports active iteration rather than one-shot import |
The key practical model is that this archive preserves a layered SNES workflow:
That is enough to reconstruct a credible low-level production picture without opening the original binary files.
The generic SNES format page explains what SCR, CGX, COL, and OBJ are across projects.
Pilotwings adds branch-specific detail about how those formats were used in day-to-day production.
All SCR files in both folders are exactly 8,960 bytes:
fly: 78 of 78 files at 8,960flyman: 286 of 286 files at 8,960That is strong evidence of one stable editor-side layout container shared across both art testing (fly) and mission composition (flyman).
The first 16-bit words split into a few recurring behaviors.
| Pattern class | Example file | Opening words | Reading |
|---|---|---|---|
| Zeroed template | TEST-1A.SCR, MAP1-1.SCR |
0x0000 repeated |
Empty or baseline canvas state |
| Constant tile fill | M7-METER.SCR, METERC00.SCR, RAIN1-1.SCR |
0x0080 or 0x0030 or 0x0023 repeated |
Uniform prefill region or shared panel block |
| Sequential table run | MISSION.SCR |
0x004F, 0x0050, 0x0051, 0x0052… |
Ordered tile/index table |
| Mixed attribute entries | PANEL.SCR |
0x0092, 0x0093, 0x0000, 0x4093… |
Layout entries with variant/flag bits |
This gives a stronger practical model than just “SCR holds layout”: the format supports both blank templates and pre-seeded composition blocks under the same fixed container size.
Comparing close variant pairs reveals two distinct workflows.
| Pair | First differing byte | What it suggests |
|---|---|---|
MISSION.SCR vs MISSION-1.SCR |
1 |
Immediate full-layout divergence |
METERC00.SCR vs METERC01.SCR |
1 |
Separate meter layouts from the first entry onward |
RAIN1-1.SCR vs RAIN1-2.SCR |
65 |
Shared header block before branch-specific edits |
POOL1-1.SCR vs POOL2-1.SCR |
41 |
Early template reuse, then divergence |
TEST-1A.SCR vs TEST-1B.SCR |
257 |
Strong shared base template with later modifications |
So Pilotwings does not use only one edit pattern.
Some families are cloned early into separate branches, while others keep a shared front block and diverge later.
Unlike a purely SCR folder, flyman keeps a tiny graphics and palette support set:
BG.CGXMYSHIP.CGXOBJ.CGX1.COLThis is useful format evidence: mission composition in Pilotwings was not strictly tilemap-only.
The layout branch retained a minimal local graphics and palette payload for composition and preview work.
The two highest-value remaining format families are MET* and LICENSE*.
Both families preserve cross-file evidence (SCR, CGX, COL) and clear variant behavior.
The MET* set is broader than the earlier meter discussion and appears to encode several HUD or mission-meter modes.
| Family slice | Files | Size pattern | What it suggests |
|---|---|---|---|
| Core meter layouts | M7-METER.SCR, M7-METER-B.SCR, METER.SCR, METER-B.SCR |
all 8,960 |
Shared base meter grammar across two naming namespaces |
| Course meter variants | METERC00.SCR, METERC00-B.SCR, METERC01.SCR, METERC01-B.SCR |
all 8,960 |
Course-specific meter branches with A/B-style alternates |
| Mode-specific meter layouts | MET.SCR, MET-PARA.SCR |
all 8,960 |
Meter behavior tied to a specific discipline or mission mode |
| Meter graphics banks | MET.CGX, MET-B.CGX, MET-S.CGX |
all 34,048 |
Three graphics-bank variants feeding the meter layout side |
The opening words show four distinct meter-template classes:
M7-METER and METER families open with repeated 0x0080METERC00 family opens with repeated 0x0030METERC01 family opens with repeated 0x002D before switching laterMET/MET-PARA family opens with repeated 0x0029This means the meter system was not one template with small edits.
It was a small cluster of related layout templates tuned for different course or discipline contexts.
Pairwise diff evidence reinforces that reading:
| Pair | First differing byte | Reading |
|---|---|---|
M7-METER.SCR vs METER.SCR |
identical | Same layout body survives under both names across folders |
M7-METER.SCR vs M7-METER-B.SCR |
93 |
Small branch on top of shared base |
METER.SCR vs METER-B.SCR |
93 |
Same branch point behavior as M7-METER pair |
METERC00.SCR vs METERC00-B.SCR |
87 |
Late-ish divergence after shared prefix |
METERC01.SCR vs METERC01-B.SCR |
93 |
Similar branch offset to meter B variants |
METERC00.SCR vs METERC01.SCR |
1 |
Different course variant from first word onward |
MET.SCR vs MET-PARA.SCR |
79 |
Shared front block with mode-specific edits afterward |
The practical implication is a two-layer meter pipeline:
The LICENSE* family is one of the clearest UI/localization format clusters in the branch.
| Family slice | Files | Size pattern | What it suggests |
|---|---|---|---|
| License screens | LICENSE.SCR, LICENSE-ENG.SCR, LICENSE2.SCR, LICENSE2-ENG.SCR |
all 8,960 |
Two layout generations with English-localized pairs |
| License graphics | LICENSE.CGX, LICENSE-ENG.CGX |
both 34,048 |
Dedicated localized graphics banks, not only layout swaps |
| License palette | LICENSE.COL |
1,024 |
Shared palette anchor for the license screen family |
All four SCR files begin with repeated 0x0CB2, which suggests a shared screen template skeleton.
But they are not duplicates:
| Pair | First differing byte | Reading |
|---|---|---|
LICENSE.SCR vs LICENSE-ENG.SCR |
777 |
English variant keeps long common prefix, then diverges |
LICENSE2.SCR vs LICENSE2-ENG.SCR |
777 |
Same localization branch point in second layout generation |
LICENSE.SCR vs LICENSE2.SCR |
407 |
Second generation diverges earlier than language variants |
LICENSE.CGX vs LICENSE-ENG.CGX |
2,561 |
Localized graphics banks share large common prefix before diverging |
Revision depth is also visible in the graphics backups:
LICENSE.CGX vs LICENSE.CGX.BAK first diff at byte 4,746LICENSE-ENG.CGX vs LICENSE-ENG.CGX.BAK first diff at byte 10,259That combination suggests the family was maintained as a deliberate localization pipeline:
This is stronger than a one-off translated screen and looks like a proper reusable front-end localization workflow.
Date behavior in NEWS_04 needs caution.
| Date | Observation | Confidence |
|---|---|---|
1989-10-13 |
Both folders start the same day | High confidence shared origin |
1991-05-07 |
flyman closure is tight and plausible |
High confidence operational endpoint |
1994-03-18 |
fly has late timestamp tail |
Medium confidence as restore-touch artifact |
Why this matters:
1994-03-18 is mostly restore-touch behavior, true active design likely ended much earlier.| Hypothesis | Description | Confidence |
|---|---|---|
| Pilotwings production branch with expanded combat envelope | Branch includes shipped-style helicopter combat plus additional combat families and scenario variants | High |
| Parallel unreleased flight-combat project | Shared tool/art vocabulary with possible side experiments beyond shipped mission framing | Medium |
| Mixed folder contamination | Different project assets merged into one branch by workstation hygiene | Low-to-medium |
Current best fit remains the first hypothesis, with the second still plausible.
Now that we have examined actual file evidence in depth, several conclusions are stronger than before:
Curriculum structure: The presence of a 64-file TEST grid (created in a single batch on day 1) plus the MAP1-8 + branches system in flyman points to deliberate curriculum design. This was not improvisation; it was planned lesson progression.
Environmental branching: The symmetric structure of CHIKA across both folders (palette states in fly, layout progression in flyman, dedicated object-level boss graphics) proves that underground missions were a full content branch, not stray test content.
Modular rendering: Nine weather/condition palettes (FINE, RAIN, SNOW, SUNSET, NIGHT, DESERT, GRASS, ISLAND) each with backup pairs shows runtime state-switching was a design principle, not an afterthought. Every mission could change mood.
Course variety: The C0/C00/C01 course triplet, each with multiple palette variants, suggests at least 3-4 distinct aerial courses with selectable weather. This aligns with Pilotwings’ known course roster but possibly implies more variety in design than the final game shipped.
Combat integration: The presence of:
BOSS-1/2/3 boss progressionCHIKABOSS underground-specific bossUFO enemy craftCORE target objectsOBJ-BOMB weaponsBG-FORTRESS, BG-ENEMYSHIP, BG-BASESHIP combat backdrops…across object, palette, and background layers means combat was not a single experiment or discarded branch — it was integrated into the same mission assembly pipeline as the flight lessons. It reached object level and environment level, suggesting structured gameplay intent.
Production velocity: Heavy backup presence in MAP4, MAP6, CHIKA-B*, JUMP* variants suggests these were actively iterated, not frozen designs. The workspace captures an in-flight development snapshot, not just a final asset dump.
These are the main unresolved points that would most improve confidence if answered:
M7-* files by palette suffix and mission prefix to estimate state transitions.BGBG-* and mission family prefixes against other Sugiyama branches for reuse patterns.CGX, SCR, and COL variants to identify export/tool lineage.ROKETMAN, HELI, and PLANE sprite dimensions against known Pilotwings ROM assets.The current file evidence supports a three-lane pipeline:
| Lane | Primary folder | Main data families | Role in build flow |
|---|---|---|---|
| Asset authoring | fly |
CGX, COL, object families (OBJ-*, discipline tokens) |
Create reusable visual components and palette states |
| Stage composition | flyman |
SCR, MAP*, mission groups (RACE*, JUMP*, BONUS*) |
Assemble mission screens and sequence structure |
| Runtime presentation | fly + flyman shared naming |
M7-*, M7-METER*, environment suffixes (RAIN, SNOW, NIGHT) |
Bind mission context to visual state and HUD overlays |
Why this matters:
fly is extension-diverse while flyman is layout-heavy.A likely mission graph can be inferred from naming density:
MAP1 to MAP8.POOL*, DESERT*, CHIKA-*.JUMP*, RACE*.BONUS*.This implies a curriculum-like progression with detachable side tracks.
That structure fits a training-game design better than a pure action campaign.
The combat tokens likely represent either:
| Signal class | Observed strength | Supports | Risk |
|---|---|---|---|
Discipline naming (SKYDIVE, PARA, ROCKET, HELI, PLANE) |
Very high | Pilotwings lineage | Low |
Dual-folder split (fly art, flyman layout) |
High | Organized production branch | Low |
Mode 7 systemization (M7-* with weather/time variants) |
High | Flight-course rendering pipeline | Low |
Combat naming (BOSS, UFO, FORTRESS) |
Medium-high | Broader early design scope | Medium |
Late 1994 tail in fly |
Medium | Possible post-production touch/restore | Medium-high |
Net reading:
The physical composition of each folder reveals different production roles.
| Folder | CGX | COL | SCR | OBJ | BAK | Total |
|---|---|---|---|---|---|---|
fly |
102 |
69 |
78 |
2 |
137 |
388 |
flyman |
3 |
1 |
286 |
0 |
139 |
429 |
Reading:
fly is mixed: tile banks (CGX), palettes (COL), and screen-level compositions (SCR) for testing, plus some object-side content (OBJ).flyman is composition-heavy: most files are .SCR layout maps, with a tiny helper bank set (BG.CGX, MYSHIP.CGX, OBJ.CGX) and one palette file (1.COL).fly produced reusable components while flyman assembled scenes.Percentage breakdown inside fly:
26.3%17.8%20.1%~35% (mixed across families)This composition shows a folder balancing asset creation with intermediate composition testing, not a raw graphics dump.
This section provides a conservative token census from currently confirmed values and naming families.
Known quantitative anchors:
fly total files: 388flyman total files: 429817M7-* files in fly: 47Derived ratios:
M7 share inside fly: $47 / 388 \approx 12.11\%$M7 share against combined workspace: $47 / 817 \approx 5.75\%$Interpretation:
M7 share inside fly is substantial and supports a system-level rendering role, not a minor side experiment.flyman is layout-heavy and naturally dilutes graphics-bank ratios.Token families currently evidenced:
| Token class | Distinct family groups seen | Evidence quality | Reading |
|---|---|---|---|
| Discipline gameplay | 6 (SKYDIVE, HANG, PARA, ROCKET/ROKETMAN, PLANE, HELI) |
High | Strong Pilotwings-lineage signal |
| Combat gameplay | 6 (BOSS, CHIKABOSS, UFO, CORE, OBJ-BOMB, fortress/enemy-ship background families) |
Medium-high | Indicates broader early concept envelope |
| Mode 7 system | 6+ (BG-L, mission banks, course banks, condition palettes, sub-context palettes, meter overlays) |
High | Coherent rendering/state framework |
Important caveat:
The current hypothesis should be rejected or downgraded if any of the following become true:
BOSS/UFO/FORTRESS assets are proven to be copied in bulk from another project branch.M7-* naming maps to a different title’s known internal naming scheme.flyman mission groups do not correlate with fly asset families when compared by prefix and date clusters.If these checks fail, the branch may be a mixed workspace rather than a coherent Pilotwings-predecessor line.
For future binary-level analysis, prioritize:
SKYDIVE, HANG, PARA, ROCKET, HELI, PLANE)BOSS, UFO, CORE, OBJ-BOMB)M7 condition class (FINE, RAIN, SNOW, NIGHT, SUNSET)CGX/COL/SCR when availableThis minimizes extraction effort while maximizing comparative signal.
A useful next-pass signal is naming grammar, not just naming presence.
Observed grammar patterns:
| Pattern | Example | Likely meaning |
|---|---|---|
| Base + variant suffix | HANG vs HANG-L |
Same mission family with lesson/layout variant |
| System prefix + domain | M7-BG-* |
Mode 7 background domain namespace |
| System prefix + state suffix | M7-L-RAIN, M7-L-SNOW, M7-L-NIGHT |
Runtime condition/palette state set |
| Object namespace | OBJ-BOMB* |
Gameplay object pipeline, likely separate from terrain banks |
| Environment namespace | CHIKA-*, DESERT*, POOL* |
Mission environment partitioning |
| Progression namespace | MAP1 to MAP8 |
Ordered lesson/progression spine |
Interpretation:
fly and flyman imply coordinated asset-layout handoff.This workspace can be modeled as phases, each with different evidence strength.
| Phase | Operational description | Evidence basis | Confidence |
|---|---|---|---|
| Phase 1 - shared kickoff | fly and flyman open together and establish parallel lanes |
Same start date and complementary extension profiles | High |
| Phase 2 - feature expansion | Discipline families and combat families coexist | Simultaneous presence of both naming classes | Medium-high |
| Phase 3 - lesson shaping | Numbered MAP* and branch groups (RACE, JUMP, BONUS) dominate composition behavior |
flyman grammar and group structure |
High |
| Phase 4 - closure divergence | flyman closes early while fly carries late touches |
Timestamp asymmetry | Medium |
Why this helps:
Because NEWS_04 appears tape-restored, timestamp interpretation needs guardrails.
Use these heuristics before making historical claims:
Practical rule:
To strengthen attribution confidence, use this protocol:
fly and flyman.CGX, COL, and SCR families.Suggested reporting format:
100.This keeps the analysis reproducible and easier to audit.
After the narrative sections, this table provides one compact index of the strongest technical signals.
| Subsystem | High-signal names | What it shows |
|---|---|---|
| Discipline layer | SKYDIVE, HANG, PARA, ROCKET/ROKETMAN, PLANE, HELI |
Pilotwings-style mission taxonomy is explicit and broad |
| Mode 7 layer | M7-BG-*, M7-L-*, M7-METER* |
Terrain, conditions, and HUD were structured as reusable runtime modules |
| Combat layer | BOSS*, CHIKABOSS*, UFO*, CORE*, OBJ-BOMB*, BG-FORTRESS* |
Combat content is systematic enough to imply real design scope |
| Layout layer | MAP1 to MAP8, RACE*, JUMP*, BONUS*, CHIKA-*, BGBG-* |
Stage progression and branch composition were authored on the layout side |
The strongest operational explanation is a staged handoff from art production to mission composition.
| Asset family | fly role |
flyman role |
Expected runtime impact |
|---|---|---|---|
Discipline graphics (SKYDIVE, HANG, PARA, HELI, PLANE, ROCKET) |
Build tile/palette/object variants | Bind assets into mission maps and sequence screens | Lesson-specific visual identity |
Environment sets (DESERT, POOL, CHIKA) |
Provide themed tile/palette banks | Assemble map variants per environment branch | Distinct terrain and route readability |
Mode 7 banks (M7-*) |
Maintain terrain/condition packages | Reference mission context layouts and HUD overlays | Pseudo-3D stage continuity across modes |
Combat sets (BOSS, UFO, FORTRESS) |
Preserve enemy/background art families | Potentially integrate into branch-only maps | Evidence of broader pre-convergence design scope |
flowchart LR
A["<b>fly assets</b><br>CGX/COL and object families"] --> B["<b>themed banks</b><br>discipline + environment variants"]
B --> C["<b>M7 condition layer</b><br>day/night/weather palettes"]
C --> D["<b>flyman composition</b><br>MAP and mission groups"]
D --> E["<b>HUD overlays</b><br>M7-METER and mission UI"]
E --> F["<b>lesson runtime scene</b><br>flight discipline or branch mission"]
This model is consistent with the folder split and naming grammar.
It also explains why flyman is composition-heavy while fly carries most bank and palette complexity.
This table summarizes where the current interpretation is strongest and where uncertainty still remains.
| Claim | Positive evidence | Weakening factor | Current confidence |
|---|---|---|---|
| Branch belongs to Pilotwings-era development | Dense discipline token families and date alignment | No direct source-code symbol linkage on this page | High |
| Workspace reflects structured production pipeline | Dual-lane folder split and grammar consistency | Missing tool scripts/build metadata in this snapshot | High |
| Combat content was part of active design scope | Multiple combat namespaces, not a single outlier token | Could include imported experiments from adjacent branch work | Medium-high |
Late 1994 timestamps indicate active post-release iteration |
Present in fly tail |
Could be restore-touch artifacts rather than true edits | Medium-low |
These are the most interesting unresolved groups in fly and flyman, unpacked in one place.
| Family | Current reading | Why it matters | Confidence |
|---|---|---|---|
M7-BG-C0/C00/C01 |
Course or revision variant packs | Could reveal how many playable course branches existed | Medium |
M7-METER / M7-METER-B |
HUD/meter layout variants | Likely ties to mission type or gameplay mode switching | Medium-high |
M7-CHIKA / M7-FORTRESS |
Context-specific palette or scene sets | Connects environment and combat layers in one Mode 7 namespace | Medium-high |
BGBG-* |
Multi-layer background composition files | Strong signal of staged scene assembly in flyman |
High |
HANG-L / PARA-L |
Variant forms of discipline families | Could identify lesson subtype, layout mode, or later pass revisions | Medium-high |
ROKETMAN |
Rocket rider character/object family | Bridges mission naming and actor representation | Medium-high |
BOSS-1/2/3 + CHIKABOSS |
Tiered boss progression plus underground branch | Suggests structured combat progression, not one-off experiments | Medium-high |
.BAK clusters |
Local backup snapshots around edits | Best tool for reconstructing real edit history | Medium |
M7-BG-C0, M7-BG-C00, M7-BG-C01The C0/C00/C01 variation is unlikely to be random naming.
The most practical interpretations are:
Given how compact SNES memory budgets were, a small cluster of closely named Mode 7 banks usually means planned variation rather than abandoned scraps.
M7-METER and M7-METER-BThis pair likely represents HUD composition variants that were selected by mission context.
Possible split logic:
Because both are .SCR-style composition-facing names, they are more likely to encode placement/structure differences than raw graphics differences.
M7-CHIKA and M7-FORTRESSThis is one of the strongest links between the flight-discipline and combat layers.
CHIKA (underground) and FORTRESS tokens appear as environment contexts, not only object labels.
In fly:
M7-CHIKA.COL - palette for underground Mode 7 contextM7-CHIKA-B.COL, M7-CHIKA-B1.COL through M7-CHIKA-B4.COL - four variants of the B branchM7-CHIKA-C1.COL through M7-CHIKA-C1.COL.BAK - C variant series with backupsIn flyman:
CHIKA.SCR - base underground screenCHIKA-0 through CHIKA-4.SCR - main progression lane (5 screens)CHIKA-B0 through CHIKA-B4.SCR - B variant lane (5 screens) with heavy backup presenceCHIKA-C0 through CHIKA-C4.SCR - C variant lane (5 screens) with selective backupsCHIKA1.SCR, CHIKA2.SCR - alternate numbering variantsAlso in fly:
CHIKABOSS-01.OBJ, CHIKABOSS-02.OBJ - Underground boss character formsThis is far more systematic than a single loose token. It shows:
flyman)The symmetry across palettes, screens, and object-side assets strongly implies an implemented underground mission branch with distinct visual mood and combat encounters. This was not test clutter; it was coordinated multi-system content.
-L discipline variants (HANG-L, PARA-L)The -L suffix appears repeatedly in discipline families and likely marks a systematic subtype.
Evidence from actual files:
| Variant type | In fly |
In flyman |
Interpretation |
|---|---|---|---|
HANG base |
HANG.* files exist |
No direct reference | Core hang-glider art |
HANG-L form |
HANG-L.* files |
L1 and L2 stage groups |
Layout or lesson variant |
PARA base |
PARA.* files exist |
Multiple CHIKA, JUMP references |
Core parachute art |
PARA-L form |
PARA-L.* files |
Implicit in layout composition | Layout/lesson subdivision |
The best current candidates are:
The clearer answer comes from flyman where L1 and L2 groups appear at top level (9 files each), suggesting -L variants map to distinct lesson sequences or layout modes, not just graphical tweaks.
Because -L appears in more than one discipline family, it reads as a naming rule, not a one-off exception.
BGBG-* composites in flymanBGBG-* is likely a composition convention for layered background-over-background screens.
This is important because it points to authored staging behavior in flyman:
This helps explain why flyman is large despite being extension-light.
One of the clearest production artifacts is the TEST-* family in fly.
The pattern is highly structured:
64 files totalTEST-{1-16}{A,B,C,D}.SCRThe grid structure is telling:
| Level | A variant | B variant | C variant | D variant |
|---|---|---|---|---|
TEST-1 to TEST-9 |
✓ | ✓ | ✓ | ✓ |
TEST-10 to TEST-16 |
✓ | ✓ | ✓ | ✓ |
This is not random test clutter. It is a systematic 16×4 layout test grid — likely representing:
The uniform timestamp and file size suggest:
This directly supports the flyman evidence of numbered progression (MAP1 to MAP8) — the TEST grid may have been early scaffolding before the final MAP/RACE/JUMP/BONUS branching structure was locked in.
The best current candidates are:
Because -L appears in more than one discipline family, it reads as a naming rule, not a one-off exception.
ROKETMAN actor-side signalROKETMAN is especially useful because it sounds like a rider/actor naming form rather than a pure course token.
That makes it a bridge between:
ROCKET discipline context)If future stem continuity checks find ROKETMAN tied to object and screen layers, this would strongly support a complete implemented gameplay thread.
BOSS-1/2/3 and CHIKABOSS progressionThe numbering pattern implies progression structure.
Combined with CHIKABOSS, the data suggests:
BOSS-1/2/3)This is more structured than a stray enemy test bank.
It looks like a mission design lane that likely overlaps with the shipped helicopter combat test, while also preserving broader variants that may have been trimmed or reorganized.
.BAK clusters and chronology.BAK files are not glamorous, but they are often the best historical evidence in this kind of archive.
When grouped by stem, they can show:
For this workspace, .BAK clustering is the best path to tighten timeline confidence around the late 1994 tail.
After checking the files directly on disk, several families stand out as meaningful production signals that were not previously unpacked in detail.
| Family | Non-BAK files | Total files | Example names | Why it matters |
|---|---|---|---|---|
M7-OBJ |
5 |
8 |
M7-OBJ-BONUS.CGX, M7-OBJ-C0.CGX, M7-OBJ-C00.CGX, M7-OBJ-C01.CGX |
Suggests a dedicated Mode 7 object-overlay lane beside M7-BG* |
METERC00 / METERC01 |
4 |
7 |
METERC00.SCR, METERC00-B.SCR, METERC01.SCR, METERC01-B.SCR |
Course-specific meter or HUD composition variants in flyman |
MISSION |
2 |
3 |
MISSION.SCR, MISSION-1.SCR |
Explicit mission-shell screens outside normal MAP* numbering |
RAIN1 / SNOW1 |
7 |
13 |
RAIN1-1.SCR, RAIN1-1B.SCR, RAIN1-1C.SCR, SNOW1-2.SCR |
Weather-specific lesson branches on the layout side, not just palette swaps |
POOL |
16 |
23 |
POOL1-1.SCR, POOL2-1.SCR, POOL3-1.SCR, POOL4.SCR |
A deeper water mission branch than the current summary implies |
WINGS |
5 |
9 |
WINGS.SCR, WINGS-ENG.SCR, WINGS2.SCR, WINGS.COL |
UI/branding family with English variants and palette support |
LICENSE |
7 |
13 |
LICENSE.CGX, LICENSE.COL, LICENSE.SCR, LICENSE-ENG.SCR |
Strong signal of license-test or certification UI flow assets |
MYSHIP |
4 |
5 |
MYSHIP.CGX, MYSHIP-01.CGX, BG-ENEMYSHIP.CGX |
Reinforces player craft vs enemy craft framing |
CAMEL |
6 |
10 |
CAMEL.CGX, CAMEL.COL, CAMEL2.CGX, CAMEL3.CGX |
Distinct object target family with multiple revisions |
ROGO / TAI |
20 |
38 |
ROGO-ENG.SCR, ROGO-OBJ.CGX, TAI-ROGO.SCR, H-TAI.CGX |
Large logo/title presentation families crossing both folders |
One additional cross-folder detail is especially useful for pipeline reconstruction.
The same non-backup filename appears in both folders for only four names:
CHIKA.SCRM7-METER.SCRM7-METER-B.SCRMYSHIP.CGXThat overlap is small but high-value. It suggests intentional handoff checkpoints where the same artifact name was kept stable between art-side production (fly) and composition-side assembly (flyman).
To move from broad inference to stronger attribution, extract one compact batch with strict pairing rules:
-L variantsM7 family with at least two condition suffixesThen validate three checks:
CGX, COL, and SCRflyman mission groupsIf all three checks hold for multiple families, the current branch-phase model should be upgraded.