Pokémon Gold and Silver/Unused Graphics/pl
This is a sub-page of Pokémon Gold and Silver/Unused Graphics.
Contents
- 1 Intro Graphics
- 2 Miscellaneous Graphics
- 3 Unused Overworld Sprites
- 4 Unused Tiles
- 4.1 Tileset 01
- 4.2 Tileset 02
- 4.3 Tileset 03
- 4.4 Tileset 04
- 4.5 Tileset 05
- 4.6 Tileset 06
- 4.7 Tileset 07
- 4.8 Tileset 08
- 4.9 Tileset 09
- 4.10 Tileset 0A
- 4.11 Tileset 0C
- 4.12 Tileset 0E
- 4.13 Tileset 0F
- 4.14 Tileset 10
- 4.15 Tileset 11
- 4.16 Tileset 15 & 1B
- 4.17 Tileset 16
- 4.18 Tileset 17
- 4.19 Tileset 19
- 4.20 Tileset 1A
- 4.21 Tileset 1C
- 5 Unused Blocks
- 5.1 Tileset 01
- 5.2 Tileset 02
- 5.3 Tileset 03
- 5.4 Tileset 04
- 5.5 Tileset 05
- 5.6 Tileset 06
- 5.7 Tileset 07
- 5.8 Tileset 08
- 5.9 Tileset 09
- 5.10 Tileset 0A
- 5.11 Tileset 0C
- 5.12 Tileset 0D
- 5.13 Tileset 0F
- 5.14 Tileset 10
- 5.15 Tileset 11
- 5.16 Tileset 12
- 5.17 Tileset 14
- 5.18 Tileset 15 & 1B
- 5.19 Tileset 16
- 5.20 Tileset 17
- 5.21 Tileset 18
- 5.22 Tileset 19
- 5.23 Tileset 1A
Intro Graphics
Unseen Title Screen Palette
Late 1996 | Space World 1997 | Early 1999 | Final | Palette Glitch |
---|---|---|---|---|
Full Sprite | In-Game Sprite |
---|---|
The Ho-Oh sprite on the title screen of Gold actually uses three colors, suggesting that it was originally intended to appear in all its brilliance in stead of as a mere silhouette. Various changes to Ho-Oh's presentation on the title screen were made during development, with it appearing as a silhouette in the '97 demo, then in muted colors in prerelease materials from 1999. In the final game, the palette assigned to Ho-Oh renders all three of these colors as black, so its illustrious hues are not normally seen.
You can witness the non-silhouetted sprite by exploiting a glitch that causes the game to reset in mono Game Boy mode on the Game Boy Color, preventing the correct palettes from being loaded. The most reliable way to perform this is by listening to Machop's cry in the Pokédex, then attempting to use the Coin Case. The used palette comes from the male player sprite and not a dummied-out palette, despite looking remarkably accurate.
Contrary to Ho-Oh, in Silver Lugia uses only the two colors visible in-game. Due to how palettes are assigned, using the glitch will only change the eye color of Lugia and use a slightly brighter shade of black. This shows that the decision to render the Legendary Pokémon as a silhouette was set in stone priot to Lugia's title screen sprite being created. In comparison, both Pokémon are displayed in color on the title screens of the remakes.
Unseen Seafloor Layout
Full Layout | Visible Layout |
---|---|
The tilemap for the ocean depths seen in the intro extends past the screen's boundaries. This was also the case in the Space World 1997 demo, and it remains unchanged here.
Obscured Lapras Intro Sprite
While used, the bottom half of this sprite goes completely unseen during regular gameplay.
Unused Intro Starter Sprites
These two sprites were once used in the Space World 1997 demo's intro, and still remain unused in the final games' data.
Unused Charizard Blast Frame
This frame would have been used in the intro sequence, in-between the second and final frames.
Miscellaneous Graphics
Unused Font Characters
A font set exists for the full roman alphabet, both uppercase and lowercase, with even an interrogation mark thrown in as a gift. It's unknown where it would have been used, and this set feels rather redundant, as its only particularity is that the characters are bolded.
This tile was originally used in Generation I as the naming screen's "confirm" prompt. It was actually supposed to make a comeback in Gen II, as seen in the Space World '97 demo. On the topic of Gen I leftovers, the VS fontset also returns in Gold and Silver, with once again only the letters "V" and "S" getting used.
As seen in the Space World '97 demo, the Pokégear was originally supposed to display the day of the week via unique kanji characters, the final games instead writing them in katakana using the standard font. The lightning bolt tile was also once part of the original Pokégear interface.
Unused Reactions
All the various speech bubble "emotes" that were introduced up to the release of Yellow are accounted for in Gold and Silver… Though only the iconic exclamation mark emote, as well as the heart one, ever get used. The happy one was originally used when the player gambles at the Game Corner, and the remaining four emotes were added in Yellow, and are related to given Pikachu interactions.
Unused Fishing Sprites
The Generation I sideways fishing rod sprite still exists in the data of Gen II games, but goes unused as a new fishing spriteset was created for Gold and Silver. The Gen I fishing spriteset was used as late as the Space World '99 demo. The unused lure sprite from Gen I also still exist, again going completely unused.
Unused Move Animations
A small handful of unused sprites exist, relating to Pokémon moves:
- A slice of cake. Grouped alongside other "objects" (the Curse nail, Sketch pencil, Encore hands, etc.) It is assigned a red palette in-game, but otherwise isn't used anywhere.
- A megaphone. Group alongside other "miscellaneous" items (the Kinesis spoons, Metronome Hands, Heal Bell, etc.) Might have been intended for "vocal" moves, like Roar.
- Waves. Grouped in their own section. Might have been intended for Psychic moves, like Hypnosis.
- Poison drop. Grouped alongside the Poison type move graphics. Originally used in Generation I, namely with Acid, but oddly enough only the Gen I "poison splat" is used here.
Unused Footprint Sprites
While not occupied by any valid Pokémon, spots #252 to #256 use dummy footprint graphics which are comprised of a generic paw print with their numeral internal index spot. As seen in late prerelease material, this style of footprints was originally used as a placeholder while the graphics were still waiting to be drawn.
Unused Minigame Sprites
Found among the icons for the Game Corner' slot machines is an unused sprite of Bulbasaur. It doesn't have any payout amount assigned, and in the final games Squirtle is the only member of the Kanto starter trio to be featured on the revamped board. Not only that, but there also exist animated versions of all the slot icons, alongside a rather odd sprite of what looks like a puff of smoke.
The animated icons might have been used for when the player manages to get a win, with the final games only having the slots blinking for a split second. As for the smoke, it's possible it might have been intended for the elusive Chansey egg throw, which lacks any visuals for when the egg makes impact with the slots.
Unused Ruin Puzzle Tile
This ground tile, normally seen in the overworld, is found alongside the graphics for the Ruins of Alph puzzle. Only a rock border is used in the final games.
Unused Overworld Sprites
Old Link Receptionist
The Gen I Link receptionist still exists, but never gets used as Gen II uses a brand new nurse sprite instead. Oddly enough, only her front-facing sprite was carried over. Its ID is 58.
Paper Sheet
Yet another leftover from Gen I, where it was used for letters. Instead, Gen II only ever uses the book ("Pokédex") sprite to represent readable material. Its ID is 56.
Mr. Fuji
Oddly enough, Mr. Fuji's spriteset was carried over to Gen II, but instead of using it, the games instead reused the standard bearded old man NPC spriteset. Even if the original set was used, he remains stationary, and thus his walking frames would once again remain unused. Its ID is 09.
Captain
The Captain of the S.S.Anne (now the S.S.Aqua) makes a return in Generation II, although his back sprite is never seen as he always stands with his back against his chair.
Monster
Unused Frames | Animated Sprites |
---|---|
The overworld sprite used for monstrous Pokémon was also carried over from Gen I, though here the sideways walking frames never get used.
Dragon
Unused Frames | Animated Sprites |
---|---|
The newly created overworld spriteset for Lance's Dragonite is only ever seen from the side, though its front sprite is technically used, as it is taken from its animated menu sprite.
Male Clerk
Unused Frames | Animated Sprites |
---|---|
The Poké Mart clerks have full directional movement, but never move. The devs likely included walking frames for this character type just in case they were ever needed.
Female Clerk
Unused Frames | Animated Sprites |
---|---|
The Department Store clerks also have unused walking frames, just like their male counterpart.
Old Woman
Unused Frames | Animated Sprites |
---|---|
This spriteset is shared between the old woman NPC and Mediums, and neither ever walk south.
Fancy Woman
Unused Frames | Animated Sprites |
---|---|
This spriteset is shared between Beauties and Skiers, and neither ever walk north.
Kimono Girl
Unused Frames | Animated Sprites |
---|---|
Kimono Girls were once standard trainers, which might be why they have walking frames. The devs might have also included those just in case.
Red's Mother
Unused Frames | Animated Sprites |
---|---|
Red's mother never moves, and thus her walking frames go unused.
Daisy Oak
Unused Frames | Animated Sprites |
---|---|
While she moved up and down in Gen I, Daisy is completely stationary here. Interestingly, this spriteset was originally used as a placeholder for the Link Cable nurses.
Important Trainers
Unused Frames | Animated Sprites |
---|---|
Besides Jasmine and Misty, all Gym Leaders have sprites which never get used. Most of them are walking frames, though in a handful of cases even their back sprite never even ends up seen due to them standing right against a wall. This also expands not only to Red, but also to Elite Four members Bruno and Koga, with Bruno's being reused from Generation I, and Koga's being newly created for Gold and Silver. It's also worth noting that neither Will nor Karen have walking sprites, due to their spritesets being late additions.
Unused Early Player
Early Spriteset | Final Spriteset |
---|---|
The original player spriteset, found at ID is 44, and originally used in the Space World '97 demo. It is rather close the final one (ID 01), only being less refined in some spots, not carrying a backpack, and having a spikier tuft of hair poking out of the cap. This early design was used for a surprisingly long time, as it can be seen in early 1999 promotional material, and even by the time of the Space World '99 demo the cycling sprites still hadn't been updated.
Unused Old Man
This last spriteset, at ID 3F, is never assigned to any NPC, and the source code simply calls him "Western-style old man" (ようふうじいさん). This distinguishes him from the other old man spriteset (ID 2F), which is labeled as "Japanese-style old man" (わふうじいさん). This character looks rather similar to Pryce, which might be why he was ultimately shelved.
Unused Tiles
Tileset 01
The tileset used for the Johto overworld has some leftover tiles which were originally used in an earlier design for the pagodas. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 02
The tileset used for "modern" Johto contains the pier post tile, but never uses it anywhere. This tile appears in the unused block 43, with it being also found (and actually used) in the standard Johto blockset, at the same ID.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 03
The Kanto tileset has an extra ground tile which never gets used. It was used in Generation I for right-facing ledges, and can actually be found on Route 25 in the Space World 1999 demo. Unused blocks 47 and 4B (which are lifted from the Gen I Kanto blockset) make use of this tile.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 04
The standard NPC house tileset contains unused tiles which make up a chalkboard. This is due to tileset 04 being built off of Generation I's tileset 02, where these tiles were namely used in the Viridian City Trainer School. This generation's Trainer School (here in Violet City) uses tileset 09, which has a completely redrawn set of tiles for its chalkboard.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 05
The tileset for the Player's house contains a handful of unused tiles, some of which date back to the Space World 1997 demo. These include a dark floor tile, carpet, a radio, a Virtual Boy, and two miscellaneous nondescript tiles. The first two were originally used in the player's bedroom, prior to it getting its own separate tileset. The Virtual Boy, meanwhile, was originally a Nintendo 64, and ultimately became redundant because while a VB can be obtained as a decoration, it is an object.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 06
This tileset is used by Pokémon Centers, and it contains tiles and corresponding blocks which mimic elements of the original Generation I layout. In the Space World '97 demo, these were used as part of a unique interior for the Time Capsule, based on the original Pokémon Center design. As the final game's Time Capsule uses the Trade Center interior, the graphics intended for this layout remain unused. Below is a mockup of what the demo's layout would look like using the final version's tileset:
Tileset | Unused Tiles | Related Block |
---|---|---|
Generation I | Space World '97 demo | Final (unused tiles, mockup) |
---|---|---|
Tileset 07
The gate house tileset contains both ascending and descending staircases, which were once used in the Space World '97 demo. Also going unused are a dark floor tile, and a chunk of window, both of which also leftovers from the '97 demo.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 08
The harbor tileset contains shore and reef tiles, as well as corresponding blocks which really have no business being here, as only bollards are ever used. Also found here is an odd water tile which doesn't really fit anywhere.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 09
In the laboratory tileset are graphics for an ascending staircase, with a corresponding block at ID 19 making use of it. This is rather interesting, as while the placeholder Trainer Schools do have an upper floor in the '97 demo, the floor type used here is specifically the lab one. It's then possible that Professor Elm's family originally lived upstairs from his lab, much like how they do in the games' remake.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 0A
The facility tileset has tiles which make up the bottom half of a door. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 0C
The tilset used for the Celadon Mansion contains a handful of unused tiles for its wall formations, one of which having an incorrect palette, being gray instead of blue. Also found here are an unused light blue tile, as well as unused portions of the potted plant.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 0E
The tileset for the Elite Four rooms contains an unused gray tile, as well as ones for the side of carpets. These tiles do not appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 0F
The tileset used for the traditional Ecruteak interiors has a singly unused tile, which was originally originally used for the underside of tables. However, it was ultimately touched-up, and thus doesn't fit anywhere anymore, in addition to being replaced by a different tile altogether. This tile doesn't appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 10
The Magnet Train station tileset contains an unused alternate version of the upper fence tile which has extra shading, as well as corresponding darker floor tile. This tile doesn't appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 11
In the tileset partially used by the Olivine Gym, the upper portion of the large boulder graphic never gets used as none can be found. This tile doesn't appear in any block.
Tileset | Unused Tiles |
---|---|
Tileset 15 & 1B
The tileset used by caves contains unused tiles such as tall grass, a duplicate of the light rock tile, the original boulder top graphic, as well as two tiles which may have been used to decorate back-facing cave entrance. Most interesting however are a set of railroad tracks, a buffer stop, and a minecart, none of which ever get used in the final games. an unused mine cart and corresponding tracks that are never used in the final game. As it turns out, all of these tiles date back to the '97 demo, where were used in a group of maps aptly labeled as "はいこう" (Abandoned Mine). With the exception of the tall grass, none of these tiles appear in any blocks.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 16
The National Park tileset contains a handful of tiles which go unused, such as a fence post, three different flavors of ground tiles, and a small fountain/bird bath. The latter was ultimately redrawn and used in Crystal. The beaten ground tile is used in block ID 02, which would have appeared in the cut Safari Zone map.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 17
The tileset for the ruins of Alph contains quite a handful of unused graphics. Namely, we have wall tiles, brick flooring, as well as tiles which make up a locked door. These were used in a predecessor to the Ruins of Alph, aptly labeled as "いせき" (Ruins), from the Space World '97 demo. New to the final games are the Unown glyphs, of which the B and Y never go used, but are assigned to unused blocks 0C and 25 respectively. Last thing worth noting is a copy of the floor panels used in the Hall of Fame, which in the final games was moved to 1A, shared with the Ice Path instead. This suggests that tiles were shifted from one tileset to another during development.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 19
The tileset for the Rocket Hideout contains a handful of tiles which never get used, from table chunks, to bits of walls, to some miscellaneous ones. Also interesting to note are a version of the ascending staircase with the Gen I slanted tiled floor, with a corresponding floor tile.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 1A
The tileset for the Ice Path contains the tiles necessary for a front-facing cave entrance. These tiles appear in the unused block 13, with it being also found (and actually used) in the standard cave blockset, at the same ID. Also found here are the unused entrance tiles from the cave tileset (though here with a yellow palette instead of a brown one), as well as two different water tiles, one of which being pulled from Generation I.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 1C
The tileset used by Ilex Forest contains a few unused tiles, such as the one used for beaten paths, and ones which would have made up a boulder. Also found here are two sets of signpost tiles, one duplicate and one unused. The sign tiles are a remnant from the Space World '99 demo, where the Ilex Forest tileset didn't exist yet, instead using tileset 01. Seing how the unused sign is from 01, it's possible the standard sign was used as a placeholder while the custom one was still being made. These tiles don't appear in any block.
Tileset | Unused Tiles |
---|---|
Unused Blocks
Possible blanked block arrangements are highlighted in red.
Tileset 01
- Single-story house block (12). Would have allowed to make inaccessible decorative houses, like the ones in Goldenrod City.
- Traditional house block (2B). Would have allowed for longer houses in Ecruteak City.
- Halfway gate (33). Ditto.
- Full gate roof (37). Ditto.
- Roof (7B). Would have allowed for longer roofs. Used in the cut SIZUOKA map.
- Walls (7C and 7D). Would have allowed for taller buildings.
Tileset 02
- Odd grass blocks (20 and 24). Weirdly enough, block ID 20 has wall collision in the bottom right corner, and ID 24 in the upper right one.
- Corner house (2B). Only the block with windows 10 is used.
- Reef formations (30 - 34 and 38- 3A). Taken from the standard Johto blockset (same ID).
- Headbutt trees (37 and 3F). Unused decorative block.
- Gates (43). Taken from the standard Johto blockset (same ID).
- Ledges formations (4C, 4D, 4F, 50, 51, 53, 74 and 75). Ditto.
- Shores (54, 58 and 79). Ditto.
- Ground with fence (5F).
- Blank floor block (66).
- Mountain corner (6F). Ditto.
- Gate roof (7B). Ditto.
- Walls (7C and 7D). Ditto.
Tileset 03
- Ledges formations (47 and 4B). Leftover from Gen I. Originally used on Route 25.
Tileset 04
- Wall with window duplicate (08) (used is 05). Leftover from Gen I, where it also went unused.
- Rightside bookshelf (09). Leftover from Gen I.
- PC with table (10 and 11). Leftover from Gen I, where it also went unused.
- Chalkboard (12 and 13). Leftover from Gen I, where it was used in the Viridian City Trainer School.
Tileset 05
- Table leg (0E). Duplicate of 19.
- Walls (14 and 15).
- Floor with N64 (17). Originally used in the Space World '97 version of the player's room.
- Radio with PC (18). Ditto.
- Radio (1A). Unused decorative block.
- Bed with carpet (1C). Originally used in the Space World '97 version of the player's room.
- Floor with carpet (1D). Unused decorative block.
- Virtual Boy (1E). Unused decorative block.
- PC with radio (1F). Originally used in the Space World '97 version of the player's room.
- Blank floor block (21). Ditto.
- Staircase (24). Only the right facing version (0B) is used.
Tileset 06
- Wall blocks (09 and 0D). Used in the cut PC_3 map.
- Generation I blocks (1D - 26). Blocks which mimics the Gen I Pokémon Center layout (leftover from the Space World '97 demo).
- Corner counter block (30). Features a miscolored tile.
Tileset 07
- Blank floor blocks (03 and 05 - 07). Originally used in the '97 demo.
- Counter. Identical to (13), except with one less shadow tile.
- Staircases (11 and 12). Only doors are ever used.
- Potted plants (15). Lacks beginning and end blocks.
Tileset 08
- Reef formations (02, 03, 22 - 25).
- Shores (10, 12, 15 and 16).
- Docks (28 and 2C). Intended for the Cerulean Gym.
- Tiled floor (30). Intended for the Cerulean Gym.
- Blank floor block (21).
Tileset 09
- Ascending staircase (19).
Tileset 0A
- Potted plants against wall (09 and 10). Leftover from Gen I. Used in the cut LABO2 map.
- Bottom left wall end (2A). Only the version of this block with metal floor (2C) is used.
- Wall end segment (2B). Only the version of this block with metal floor (1C) is used.
- Left-facing wall (2F). Only the right-facing version of this block (33) is used.
- Left table chunk (38). No right facing version of this block exists.
Tileset 0C
- Unused wall formations (07, 33 - 3E).
- Blank wall block (2A). Intended for the Gen I "Celadon Chief house". Used in the cut SLOTJIM map.
- Potted plants (2C and 2F). Ditto.
- Tables (2D, 2E, 31 and 32). Ditto.
- Bookshelves (2B). Also used in the cut SLOTJIM map.
- Staircases (3F). Used in the cut ANNEX map.
Tileset 0D
- Counter end (0A). Never used as the counters all use corner blocks.
- Blank floor block (03). Originally a descending staircase block.
- Blank floor block (1A). Originally an ascending staircase block.
Tileset 0F
- Standard table (09 and 0D). Block 09 is a duplicate of 0F.
- Table with seats (0A, 0B and 16). The bottom right block was overwritten by the Mahogany Hideout stairs.
- Thin table (16). Only the left facing version of this block, 0C, is used.
- Table corner (34). Duplicate of 33.
Tileset 10
- Concrete block (05). Intended for the loading dock
- Floor (18). Duplicate of block 03.
- Potted plant (0E). Only the left facing version of this block, 0C, is used.
- Wall (30). Doesn't fit anywhere really.
- "N&B" block formations (0D, 17, 2A, 2B, 2E, 34, and 35). Intended for the Viridian gym.
Tileset 11
- Bike shop decorative block (09).
- Blank floor blocks (14, 15, and 17). Likely blanked versions of the rock formations used in Olivine's gym.
- Blank floor blocks (28 and 29). Perhaps blanked versions of the striped barriers in Olivine's gym.
- Blank floor blocks (2C - 30).
Tileset 12
- Bed on stone floor (18). Likely intended for the summit of the Olivine Lighthouse, which in the final games uses the S.S.Aqua bed (1D).
- Wall with floor (1D). Doesn't fit anywhere really. Closest fit is the back wall in the corridor leading to the Captain's cabin.
- Locked cabin (3B). A duplicate of block 19 but with its staircase collision replaced with a wall one.
Tileset 14
- Upper carpet (27). There's never any need for that block.
Tileset 15 & 1B
Tileset 15 | Tileset 1B |
---|---|
- Tall grass (03). Redundant as caves have a unique random encounter type. Used in the cut KYUHOU_3 map.
- Cave wall warp (16). Used in the cut CAVE_TES and ID0_01 maps.
- Corner Cave entrance (17). Used in the cut ID0_01 map.
- Blank floor block (30).
Tileset 16
- Sandy ground (02). Used in the cut Safari Zone map.
- Flowers (05). Used in the cut Safari Zone map.
- Large flower arrangement (1C - 1E, 20 - 22, and 24 - 26).
- Bird bath (2F). Used in the cut Safari Zone map. Later used in the Crystal version of this map.
- Blank warps (33 and 3F). Used in the cut Safari Zone map.
Tileset 17
- Wall formations (09 and 0C). Duplicates of 14 and 17, but with different Unown patterns.
- Wall formations (15 - 16 and 22 - 23). Duplicates of 10 and 11.
- Wall formation (21). Doesn't really fit anywhere.
- Wall formations (24 and 25). Intended for the inner chamber.
Tileset 18
- Counter blocks (06, 10, 17, 1B, 21 and 25).
- Radio booth blocks (18, 1A and 1E).
- Desk drawers (13).
- Office desk (16).
Tileset 19
- Trapped floor (07). Doesn't fit anywhere really.
- Wall formations (14, 15, 17, 21, 23, 31, 33, and 35).
- Sideways carpet (27 and 28). There's never any need for those blocks.
- Statue (37). Only the left facing version of this block, 36, is used.
- Table formations (38 - 3C).
- Floor with chair (3E).
Tileset 1A
- Blank blocks (0B and 0F). Assigned the "Ice Ladder" collision data. Both possible layouts are shown here.
- Cave entrance (13). Taken from the regular cave blockset (same ID).
- Ledge (26 - 28). Also taken from the cave blockset (3A to 3C).