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Stunt Race FX 2D Art Workspace (FX2)

Edit on Github | Updated: 30th March 2026

Archive Source

This page is based on Gigaleak NEWS_04 home/sugiyama/FX2/ (41 files), from Tadashi Sugiyama’s workspace.


Glossary

  • FX2 - Wild Trax / Stunt Race FX UI-art folder.

  • cpt - Cup/captain selection asset prefix.

  • p-select - Player-select screen asset prefix.

  • CGX - Graphics tile bank data.

  • SCR - Screen layout composition data.

  • COL - Palette data.

  • OBJ - Object-side definition data.

  • Wild Trax - Internal/development naming for Stunt Race FX.

  • Stunt Race FX - Released SNES title with late-cycle UI and race presentation systems.

  • Tadashi Sugiyama - Nintendo developer with multi-project NEWS_04 workspace branches.

Overview

FX2 is a compact late-phase UI/art folder (1993-07 to 1993-12) containing player/cup selection assets and test objects.

The lower-case naming style (cpt, p-select) differs from Sugiyama’s other uppercase-heavy folders, which may indicate a different toolchain or handoff stage.

With release in July 1994, this folder likely represents final UI lock before ship.


Folder Snapshot

fx2

FX2 is a small, tightly scoped branch with selection-screen families and minimal collateral, suggesting a focused pre-ship UI pass.

    📁 sugiyama/FX2
    41 files, 1993-07-06 to 1993-12-08, compact UI/select asset branch
    📁 key prefixes
    cpt, p-select, test
    📁 core formats
    CGX, SCR, COL, OBJ
Signal Evidence Reading
Compact branch size 41 files Focused UI polish pass, not full production archive
Selection-centric naming cpt-*, p-select-* Menu and roster front-end work
Date window 1993-07 to 1993-12 Late production pass before 1994 release window

Asset taxonomy

Group Example files Interpretation
Cup/captain screens cpt-1.CGX, cpt-1.COL, cpt-1.SCR, cpt-2.CGX, cpt-2A.SCR Cup or roster-stage selection UI
Player-select screens p-select.CGX, p-select.COL, p-select.SCR Character/player front-end selection panel
Test object test-1.OBJ Tool/test artifact or prototype object reference

The branch is internally consistent.

It reads as one focused UI pipeline rather than mixed mission or stage authoring.


Lower-case naming as a workflow clue

One of the strongest forensic hints in FX2 is naming style.

Nearby Sugiyama branches are mostly uppercase-heavy (MARIO-CAR, MAP-SELECT, GAMESELECT, SKYDIVE).

FX2 shifts to lower-case prefixed naming (cpt, p-select, test).

Possible readings:

  • a different authoring tool that normalized names to lower-case
  • a handoff from an earlier art branch into a late UI integration branch
  • contributor overlap with another team using different naming conventions

This is not proof of team change by itself, but it is a persistent marker of branch identity.


Timeline interpretation

Date Event Reading
1993-07-06 FX2 branch opens Late-stage UI work begins
1993-12-08 FX2 last modified UI branch closes
1994-07 Stunt Race FX release window ~7 month gap for integration, QA, and ship prep

The short, clean branch duration plus release proximity makes FX2 one of the clearest late-lock UI slices in NEWS_04.


Relationship to CAR and SIM

FX2 is useful when compared directly against other Sugiyama branches:

  • CAR is much larger and includes extensive track-side and localization iteration.
  • SIM is menu-heavy but long-tail, with broader UI families and .SFX side data.
  • FX2 is the smallest and most focused, likely representing final-cycle selection UI work.

Working hypothesis

Current best reading:

  • Primary - final-cycle selection and roster UI assets for Wild Trax / Stunt Race FX.
  • Secondary - a narrow handoff branch where naming/tool conventions diverged from earlier Sugiyama folders.

The branch is consistent with late production stabilization rather than concept exploration.


Open questions

  • Does cpt resolve to cup naming or captain naming in any surviving source/UI text tables?
  • Is test-1.OBJ referenced by any build manifest in the Wild Trax source tree?
  • Are lower-case naming conventions visible in any adjacent Wild Trax production directories?
  • Can release candidate UI states be mapped to the cpt-1 and cpt-2 variant sequence?