Cave Story/Unused Graphics
This is a sub-page of Cave Story.
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Contents
- 1 Tilesets
- 2 NPCs
- 2.1 NpcCemet (First Cave & Cemetery/Graveyard)
- 2.2 NpcEggs1 (Egg Corridor)
- 2.3 NpcEggs2 (Egg Corridor?)
- 2.4 NpcWeed (Grasstown/Bushlands)
- 2.5 NpcSand (Sand Zone)
- 2.6 NpcCurly (Curly Brace Boss Fight)
- 2.7 NpcOmg (Omega)
- 2.8 NpcMaze (Labyrinth)
- 2.9 NpcCent (Plantation)
- 2.10 NpcRed (Last Cave)
- 2.11 NpcMiza (Misery and Sue bosses)
- 2.12 NpcRegu (NPCs)
- 2.13 NpcGuest (Minor NPCs)
- 3 Other
Tilesets
PrtMimi (Mimiga Village)
Image | Notes | Revamped for rereleases? |
---|---|---|
Various statues (or maybe gravestones) that could've been used in the Graveyard. | Yes | |
A random blue rectangle found next to the water tiles. Has no tile attribute set. | No | |
A random blue square with water around it, found... right in the middle of the water tiles. Has no tile attribute set. | No, removed completely from the 2x sprites in the Switch release. |
PrtPens (Arthur's House)
Image | Notes | Revamped for rereleases? |
---|---|---|
Another random blue rectangle. Has tile attribute 01 - Background. | No |
PrtEggs (Egg Corridor)
PrtWeed (Grasstown/Bushlands)
Image | Notes | Revamped for rereleases? |
---|---|---|
Marked as a downwards air current. | Yes | |
A solid tile placed behind and obscured by all the fans, which is odd, as the fans themselves are also solid. Maybe at one point they weren't? | No |
PrtGard (Sand Zone Storehouse/Warehouse)
Image | Notes | Revamped for rereleases? |
---|---|---|
Very similar to both another block in the tileset as well as the blocks Rabid Toroko throws. Marked as a background tile, which is the default assignment (00). Perhaps Rabid Toroko's block projectiles were originally meant to draw from the tileset rather than her boss spritesheet? | Yes |
PrtRiver (Waterway)
Image | Notes | Revamped for rereleases? |
---|---|---|
These arrows are used in the map, but are replaced by the flowing river currents in-game, so they are not seen. | Yes | |
This tile blocks the player in the Ironhead boss fight, but they are offscreen. | No |
PrtOside (Outer Wall)
Image | Notes | Revamped for rereleases? |
---|---|---|
This holey block is marked as shootable in the tileset attributes, but shootable blocks are replaced with the star block tile in NpcSym in-game.
Notably, the tileset attributes (Oside.pxa) were last modified on December 16, 2001, six months before development reset. A very similar sprite was also used for breakable blocks in development footage with a different color palette, which likely means this tile is a remnant from a version before all breakable blocks used the same sprite. |
Yes | |
A statue of a Mimiga. Appears in the Sand Zone of all places in pre-release footage, and were eventually used in the Nemesis Challenge placed at the starting point. | Yes |
PrtCent (Plantation)
Image | Notes | Revamped for rereleases? |
---|---|---|
Totem poles, with a destroyed variant. | Yes |
PrtHell (Sacred Grounds/Blood-Stained Sanctuary)
Image | Notes | Revamped for rereleases? |
---|---|---|
Similar to the marked block in the Labyrinth, where Professor Booster falls. Technically, these are used to mark the position of the Deleet enemies... but these tiles are drawn behind them, and are destroyed once they explode, so these blocks can never be seen in normal gameplay. | Yes | |
A recoloured fence tile from the Mimiga Village tileset. The remastered graphics show the red bits as tentacles. | Yes |
NPCs
NpcCemet (First Cave & Cemetery/Graveyard)
Image | Notes | Revamped for rereleases? |
---|---|---|
Perched and lunging sprites for the bats found in First Cave. These go unused due to the bat type from that area simply not having either of those abilities in its behaviour. | Yes |
NpcEggs1 (Egg Corridor)
Image | Notes | Revamped for rereleases? |
---|---|---|
Some kind of owl. The eyes are mistakenly transparent in-game, as they have the color #000000. It's worth noting that Grasstown/the Bushlands heavily feature blocks with an engraving of an owl that bears a striking resemblance to this one. | No | |
A white puff. Bears resemblance to the Counter/Time Bomb in the destroyed Egg Corridor. | Yes | |
Sprites for what seems to be an "enrage" mechanic for the beetles, like what exists for the Behemoth. | Yes |
NpcEggs2 (Egg Corridor?)
Image | Notes | Revamped for rereleases? |
---|---|---|
Upside down critters, situated where their flying animation is stored in spritesheets for critter types with that ability. | Yes |
NpcWeed (Grasstown/Bushlands)
Image | Notes | Revamped for rereleases? |
---|---|---|
A frog wielding a sword, similar to the Gravekeeper which appears in the final game. Appears in the art for OrgView, versions 9 and 12 (OrgV09/OrgV12.exe), two of the music players released by Pixel during Cave Story's development. | No | |
White-colored bullets, as opposed to red, for the Mannans. | Yes | |
Sprites for Malco walking, or possibly jumping. In the final game, he stays put while the player is around. | Yes |
NpcSand (Sand Zone)
Image | Notes | Revamped for rereleases? |
---|---|---|
It's a puppy... with wings... | Yes | |
A Polish with spikes instead of blades, which looks similar to the engravings found on the Sun Stones.
Technically, this is used, but it's impossible to see it without hacks, as the first thing this enemy does when spawning in is switch to its second animation frame, rendering this one unused. |
Yes | |
Unused for the same reason as above. | Yes | |
A Skullhead or Skullstep with blue, half-open eyes, with no sprites for an open mouth. | Yes (poorly) | |
These birds don't fly horizontally in the final game, which is good, considering how scary they would be if they did. | Yes | |
This enemy draws its sprites from the top right corner of Sand Zone's spritesheet, however, these sprites can be found in the lower right corner. | Yes |
NpcCurly (Curly Brace Boss Fight)
Image | Notes | Revamped for rereleases? |
---|---|---|
Isolated sprites for what appears to be an earlier version of the Machine Gun. In the final game, the Machine Gun is baked into the Curly boss object's sprites. | Yes (replaced with final sprites) |
NpcOmg (Omega)
Image | Notes | Revamped for rereleases? |
---|---|---|
Gigantic, red circles. May have been used as guidelines for designing Omega's head. | Yes (for whatever reason) |
NpcMaze (Labyrinth)
Image | Notes | Revamped for rereleases? |
---|---|---|
Gaudi, the main enemy of the Labyrinth, flying horizontally. These sprites were revamped and used in the Wind Fortress challenge in Cave Story+, and may have been used in the original game had the Wind Fortress not been cut. | Yes | |
What appears to be a Gaudi firing a projectile whilst standing on the ground. Normally, only the flying Gaudi can shoot. | Yes | |
Crouching Gaudi with their wings outspread. | Yes |
NpcCent (Plantation)
Image | Notes | Revamped for rereleases? |
---|---|---|
Someone resembling a Droll. It only has sprites for jumping and standing. This may have been the original design for the Droll guarding the teleporter, since it uses the same amount of frames that are present here.
Note that while the original sprite was unedited in the original revamped spritesheet, it technically was upscaled and repurposed for the Droll graphics in Cave Story+'s Halloween event. |
No | |
Sprites for a perched bat. Goes unused for the same reason as the unused bat sprites in NpcCemet/Red. | Yes |
NpcRed (Last Cave)
Image | Notes | Revamped for rereleases? |
---|---|---|
Perched and lunging sprites for the bat enemies. Once again, these go unused due to the bat type in the Last Cave not using them in its AI. | Yes |
NpcMiza (Misery and Sue bosses)
Image | Notes | Revamped for rereleases? |
---|---|---|
Curiously among these sprites is a greenish, early Quote. | Yes | |
Even more curious are these early human Sue sprites. Maybe she was to turn back to normal after defeating her? | No | |
A projectile, probably to be used in the boss fight. | Yes | |
Misery standing up before flying. Only a left facing version of this exists in the file. | Yes | |
Misery in misery. Right facing version does not exist. | Yes | |
Misery and Sue possibly charging up energy attacks. Note that Sue's eyes are orange, instead of red. | Yes |
NpcRegu (NPCs)
Image | Notes | Revamped for rereleases? |
---|---|---|
It's Curly Brace, except she's red. | Yes | |
A cat NPC that was used to tell Pixel's debuggers/beta testers that they had reached the end of the content that had been developed so far and to thank them.
He still has a fully-functional entity, and can be found buried inside the blocks near the door from Outer Wall to Storehouse, but cannot be reached or interacted with in normal gameplay. |
Yes |
NpcGuest (Minor NPCs)
Image | Notes | Revamped for rereleases? |
---|---|---|
Either a Mimiga medic or soldier. | Yes | |
The plantation workers looking up... but they never do this in the game. | Yes | |
A strange alligator sprite from within the game. Some early screenshots show the game with reptile-like enemies. | Yes | |
A Mimiga sitting down, eating, while watching a TV or computer. This sprite was later used on Cave Story 3D's boot screen. | Yes | |
Itoh, wearing what looks like a blue sweater vest. | Yes | |
A campfire. | Yes | |
The man listed as BA2 in the credits. The sprite that isn't giving you a thumbs-up/is pointing to you is used. In the revamped version, it's more clear that he's just holding his cigarette instead. | Yes | |
Stars that resemble the Whimsical Star projectiles. | Yes |
Other
NpcSym (Misc Objects)
Casts (Credit Roll)
Image | Notes | Revamped for rereleases? |
---|---|---|
One of the friendly robots you meet. | Yes | |
Kazuma's Sk- er, Flying Dragon. | Yes | |
Possessed Misery. While the Undead Core appears in the credits roll, Misery and Sue's possessed forms don't - maybe they were going to, at some point? | Yes | |
See above. | Yes | |
Sprites for the flying and sword-wielding Bute enemies. The archer type is what's used in the credits roll, so it's possible all three types were added either as part of a scrapped idea to list all of them, or Pixel just couldn't decide which type to use at first. | Yes | |
One of the red-tinted Butes from Ballos' final phase. | Yes | |
A skull, used in the slam attack from Ballos' first phase. | Yes | |
A pot with a cheerful looking smiley face. Given its position, it was probably intended for the 'special thanks' section. | Yes | |
A slightly less cheerful refill terminal. Like the pot, it was probably intended for the 'special thanks' section. | Yes | |
Presumably Pixel bowing - the one used in-game has a blue suit, while this variant goes unused. | Yes |
Bullet
Image | Notes | Revamped for rereleases? |
---|---|---|
A slightly green version of one of King's walking sprites. | Yes | |
Blade sprites. Maybe it was going to be visible when held? | Yes | |
Green hashy things. | Yes | |
Small lightning bolts. Similar to the ones used for the Lvl 3 Bubbler, only they face at a slight angle. | Yes |
Caret (Misc Effects)
Image | Notes | Revamped for rereleases? |
---|---|---|
Blood drops. Used in the development versions for organic enemies' deaths. | Yes | |
Used in the development versions as an on-hit effect. | Yes | |
A recoloured duplicate of the effects used for the Booster. Found just underneath the actual Booster graphics. | Yes | |
Some kind of red bubble effect? | Yes | |
A recolour of the water splash sprites, probably meant for the red stuff in the Last Cave. | Yes | |
A large dissipation effect. | Yes | |
A bubble effect. Possibly for Quote's splash animation or an effect whilst underwater? | Yes | |
You're never told at any point during the game to jump. Quick time event or tutorial? | No |
Title
Image | Notes | Revamped for rereleases? |
---|---|---|
An alternate romanization of the game's Japanese title, Doukutsu Montogari. Appears under the actual title logo in the spritesheet. | No | |
The first is 'Doukutsu' in hiragana, followed by kanji of 'Monogatari', and the second is kanji of 'Doukutsu' followed by hiragana of 'Monogatari'. | No |
Face (Dialogue Portraits)
Present among the dialogue portraits is a picture of Sue as a human. This is never used, as the only time Sue is seen as a human is during the credits, in a small animation.
It appears to be the base for Quote's portrait in the WiiWare port's Curly Story mode. It was further edited in the European version and later updated in the North American version.
TextBox
Found next to the "Lv" graphic. Could have belonged somewhere on the HUD?
Located next to the hand used in Yes/No prompts (left) is a shadowy hand (right) that ended up getting the axe. This was used in earlier versions when swapping items in the inventory.
Fade
A circle fade effect. Used in the development versions, before it was changed to a diamond shape. It's an inverted version of Ikachan's fade.
MyChar
Quote with what's possibly the Booster, found between his back turned/inspect and laying down sprites. The bottom two are grouped with his Mimiga mask sprites and are, oddly enough, edited to have the mask on in the Nicalis versions in both sets of graphics.
Misc
A cursor that looks like Ikachan, which can be found by editing the main executable with a resource hacker. There is no code left in the executable that would use this.
These represent the shootable block star tiles in-game. In order, they are: PrtCave, PrtWeed, PrtSand, two duplicates in PrtStore (Gaudi shop and Plantation jail), PrtMaze, PrtCent, PrtWhite, and PrtHell. These were not revamped.
According to leftover debug symbols in the Linux port, 'SN' is short for 'Snack'.