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Pokémon Gold and Silver/Unused Maps

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This page contains changes which are not marked for translation.
Other languages:
English • ‎日本語 • ‎한국어


This is a sub-page of Pokémon Gold and Silver.

Buried in Pokémon Gold & Silver are several unused maps, as well as earlier versions of used maps. This map data also exists in Crystal.

Prototype Maps With Event Data

Three of the unused maps have event data associated with them, such as Pokémon encounters and NPC dialogue.

Olivine House

Description

Pokegold-olivinehouse.png

This map, a regular house, contains a female NPC and her Rhydon. Both can be interacted with.

PGS-PharmacyRhydon.gif

The Rhydon was mistakenly assigned the two-frame sprite seen in the party menu, instead of the the four-directional overworld sprite normally used. As a result, when in motion, its graphic flickers between the menu's Rhydon and Clefairy sprites.

Rather than totally removing the exit to this map, the developers opted to place its warp tile in an inaccessible area at the upper‐left corner of Olivine City.

Dialogue

The female NPC's dialogue reflects an earlier stage of development: she claims that the pharmacy is located in Ecruteak City. In the final game, it's found in Cianwood. This is likely a remnant from when Cianwood City didn't exist yet.

Language Woman's Dialogue Rhydon's Dialogue
Japanese
あたしの ポケモンが
びょうきに なったときは
エンジュの クスリやさんに
クスリを つくって もらったの
サイドン『ぐごーおお!
Korean
내 포켓몬이
병이 났을 때는
인주시티의 약국에서
약을 조제해서 받았단다
코뿌리『쿠오오!
English
When my POKéMON
got sick, the
PHARMACIST in
ECRUTEAK made some
medicine for me.
RHYDON: Gugooh!
German
Als mein POKéMON
krank war, hat der
APOTHEKER in TEAK
CITY eine Medizin
zubereitet.
RIZEROS: Gugooh!
French
Lorsque mes POKé-
MON sont malades,
le PHARMACIEN de
ROSALIA me fait
des médicaments.
RHINOFEROS: Feros!
Spanish
Cuando mis POKéMON
enfermaron, el
FARMACÉUTICO de
CIUDAD IRIS me
dio una medicina.
RHYDON: ¡Rhydo!
Italian
Quando s'ammalò
il mio POKéMON
il FARMACISTA
di AMARANTOPOLI mi
fece una medicina.
RHYDON: Riii, Riii

Access

The map can be accessed by using the two GameShark codes below:

Wall-Disabling Code

Gold/Silver (Japan) Gold/Silver (West) Gold/Silver (South Korea) Crystal (Japan) Crystal (West)

010097CE
010098CE
010099CE
01009ACE

0100A3CE
0100A4CE
0100A5CE
0100A6CE

010078CE
010079CE
01007ACE
01007BCE

01003ED1
01003FD1
010040D1
010041D1

0100FAC2
0100FBC2
0100FCC2
0100FDC2‏

Warp Tile Behaviour Code

This codes make warp tiles behave like hole tiles, allowing the player to warp even when there's no door.

Gold/Silver (Japan) Gold/Silver (West) Gold/Silver (South Korea) Crystal (Japan) Crystal (West)

0160FED1

01600BD2

0160C0D2‏

0160D7D4

0160E4D4

Safari Zone

These unused maps are particularly interesting, as they indicate that Kanto's Safari Zone was originally intended to make an appearance in Gold & Silver.

Gate House

Description

PGSC-SafariEntrance.png

The first unused Safari Zone map is the gate house. Alas, it's empty of NPCs.

Access

PKMNGnS-Sfopen.png

An exit to the gate house still exists in Fuchsia City. It can be accessed in one of two ways:

  1. Writing 0x3A to ROM address 2A:660E in any version of Gold, Silver, and Crystal.
  2. Using the Game Genie code 3A6-0E9-19F.

Zone 1

The second unused Safari Zone map is the first zone. This area has no exits, meaning anyone who saves inside is doomed forever.

Like in Red, Green, Blue, and Yellow, this map uses the Evolution music.

No wild Pokémon can be found in the tall grass or on the water's surface, but Krabby, Kingler, Staryu, and Corsola can be caught via fishing.

The map is missing an exit back to the gatehouse. However, it does feature some unique water fountains that use the water palette and its palette animation. The funny-looking patches of ground in this area are deleted tiles that have been replaced with 0xFF, a tile that's normally reserved for sprite and text graphics. This can be seen by pausing the game.

The water is animated too, but I'm too lazy to capture it.

Prototype Maps Without Event Data

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

The remaining unused maps don't have entries in the global map table, and seem to lack event data entirely.

Hmmm...
To do:
Describe the differences between the early and the final versions of these locations, and post comparison screenshots.

Early City Designs

These maps provide a glimpse at the changes Johto's cities went through during development.

New Bark Town

Map 2A:7AFB is an early version of New Bark Town. It is one of the only unused maps that seems to have recognisably developed from a segment of the original overworld seen in the Space World '97 demo – in this case, the early map bears a strong resemblance to the original starting town, Silent Hills. It is labelled as SIZUOKA (Shizuoka) in the leaked source code.

  • The early New Bark Town map has a similar overall layout to the Silent Hills map and features the same four building types: two two-storey houses to the left of the map, a laboratory positioned bottom-right and a Pokémon Center top-right. The final New Bark Town significantly rearranges the layout of the buildings, replaces the Pokémon Center with another house, and reduces two of the houses down to single-storey buildings.
  • Both maps also feature water to the south of the town and fences bordering the town, both of which the final New Bark Town map lacks.
  • The western route exit is fenced in both Silent Hills and the early New Bark Town. This has been removed in the final version, though the position of this exit remains consistent between all three versions.
  • The eastern exit is more similar to the final map with a shoreline leading to a surfing route, though the body of water was reduced in size for the final version. This exit also remains consistent in position between all three versions, though its size varies in each version. Although it's blocked by a rock in the Silent Hills map, the full world map shows it was intended to connect to a route, so the rock may simply have been placed there to restrict the player's access in the demo version of the game.
  • The pattern of trees on the top row of the map is very similar to the arrangement present in Silent Hills, though the four trees to the left have all been replaced with smaller variations in the early New Bark Town. The open area at the top of the map – implied to be another exit from the World Map, though impassable in the demo – is also still present, though in the early New Bark Town it's simply decorative as access is blocked off by a couple of trees placed between the buildings. The final map rearranges the layout significantly to close off the top of the map, and fills in the remaining space with trees.
Space World '97 Early Final
PokeGoldDemo-SilentHills.png PKMN GS Map2A 7AFB TS20.PNG PokemonGSC-New Bark Town.png

Cherrygrove City

Map 2A:76C3 is an early version of Cherrygrove City. Like several other early maps, it is bordered exclusively by small "headbutt" trees. It is labelled as NAGOYA in the leaked source code.

  • The map is significantly larger than the final version, looking far more like an actual city than the final version's hamlet of five buildings.
  • There is a gate at the western edge of town. In the final version, this is a direct exit to Route 29.
  • There are two larger buildings on either edge of the city. One is blocked off by a cuttable tree, and the other would evidently require the player to head north and loop back around from Route 30
  • Both versions of the map have a secret area only accessible by Surf, although in the early version this is part of the same landmass as the rest of the map, while the final version changes it to a small rocky island.
Early Final
PKMN GS Map2A 76C3 TS20.PNG PokemonGSC-Cherrygrove City.png

Violet City

Map 2A:5659 is an early version of Violet City. The traditional-style buildings in the unused version are less short and squat, and have angular tiled roofs. This includes Sprout Tower, which was originally in the center of the city. It is labelled as NARA in the leaked source code.

  • The Pokémon Center, Poké Mart, and Gym are conveniently next door to each other.
  • The small portion of the Ruins of Alph in the lower left corner lacks the researchers' house, and the cave has a visible entrance.
Early Final
PKMN GS Map2A 5659 TS1F.PNG PokemonGSC-Violet City.png

Unused Town

Map 2A:680D is a town that was completely removed from the final game! In earlier versions of Pokémon Gold & Silver, the southern portion of Johto, based on Wakayama Prefecture, had two cities in it, presumably either with a route or the Ilex Forest in-between. They were merged into Azalea Town for the final game. It is labelled as SINGUU (Shingu in Wakayama Prefecture) in the leaked source code.

PKMN GS Map2A 680D TS1F.PNG

Azalea Town

Map 2A:69F3 is the other half of what would eventually become Azalea Town. Overall, it bears a heavy resemblance to the final version of Cherrygrove City. It is labelled as ARITA (Arida in Wakayama Prefecture) in the leaked source code.

  • The town's exits have significantly changed, with two direct exits leading north and east; this would be changed to a direct exit to the east and a gate to the west.
  • The town is on the seaside edge of the map.
  • The map lacks the Slowpoke Well. Since this map had yet to be merged with the above town, it lacks a Gym.
  • One of the houses (possibly Kurt's) bears a more traditional design.
Early Final
PKMN GS Map2A 69F3 TS1F.PNG PokemonGSC-Azalea Town.png

Goldenrod City

Map 2A:5D07 is an early version of Goldenrod City. It was developed from West, taking the tower and the radio station, It is also labelled as OSAKA in the leaked source code.

  • The radio tower's tiles are entirely broken and taken up by different blocks, implying that it once had a different design. There are additional broken tile blocks above the southern gate.
  • There is a gate on the ocean side next to the radio tower. Going by early maps, it would have led to a couple of sea routes (Routes 41 and 40) connecting to Olivine City.
  • There are no mountains on the border of the right side.
  • The brick path only runs horizontally through the center of the town, rather than the vertical path spreading out from the center. As tileset 20 has only one type of shaded brick tile, the tiles on the brick buildings and the paths both use the same palette, instead of yellow and pink respectively. The mocked up tileset renders these in yellow.
  • For more variety, smaller 4-tile-sized buildings were added to the design in the final version.
  • The department store is missing, with a regular Poké Mart being found in its place.
  • The Underground Path doesn't seem to exist in the early version.
Space World '97 Early Final
PokeGoldDemo-West.png PKMN GS Map2A 5D07 TS20.PNG PokemonGSC-Goldenrod City.png

Ecruteak City

Map 2A:688B is an early version of Ecruteak City. It is labelled as KYOTO in the leaked source code.

  • There's a train station unlike in the final, suggesting that the Magnet Train would originally have traveled between Goldenrod City and Ecruteak City—much like the actual shinkansen connects Osaka and Kyoto. This is consistent with early Saffron City maps, in which the train station from the final is absent.
  • In a similar fashion to many cities in Generation I, you need Cut to be able to access the gym as well as the Tin Tower.
  • The houses in the older map are not arranged in a square pattern... but the grass is, for some reason.
Spaceworld '97 Early Final
Old City SWGS.png PKMN GS Map2A 688B TS1F.PNG PokemonGSC-Ecruteak City.png

Olivine City

Map 2A:7993 is an early version of Olivine City. It is labelled as KOUBE (Kobe) in the leaked source code.

  • The lighthouse seems to have used a different set of tiles, and is on the left instead of the right. You can only access it with Surf.
  • There is no western exit; at the time this map was being developed, Cianwood City didn't exist yet. In the final, the west exit leads to the beach where you can surf to Cianwood.
  • Apart from the broken lighthouse, the city is completely barren of trees.
  • Going by early maps, the gate at the south would have led to a couple of sea routes (Routes 40 and 41) connecting with Goldenrod City.
Early Final
PKMN GS Map2A 7993 TS20.PNG PokemonGSC-Olivine City.png

Mahogany Town

Map 2A:71AF is an early (but fairly unchanged) version of Mahogany Town. It is labelled as IGA in the leaked source code.

  • The gym and the Pokémon Center switched places.
  • There are no cliffs, only trees.
Early Final
PKMN GS Map2A 71AF TS1F.PNG PokemonGSC-Mahogany Town.png

Lake of Rage

Map 2B:4180 is an early version of the Lake of Rage. It was a city earlier in development, which is probably the reason why it can be flown to in the final version. Notably, this early Lake of Rage map has a gym; it can be assumed that after Cianwood City was added to the game, the Lake of Rage's gym was moved there, and the town around the lake was cut as a result. It is labelled as BIWAKO (Lake Biwa) in the leaked source code.

Early Final
PKMN GS Map2B 4180 TS1F.PNG PokemonGSC-Lake of Rage.png

Blackthorn City

Map 2A:4C34 is an early version of Blackthorn City. It is labelled as YAMANASI (Yamanashi) in the leaked source code.

  • The layout is radically different. There is a tower similar to those in Violet City and Ecruteak City, possibly an early incarnation of the Dragon's Den.
  • The cave entrances to Ice Path —which was added late in development— and Dragon's Den are missing.
Early Final
PKMN GS Map2A 4C34 TS1F.PNG PokemonGSC-Blackthorn City.png

Early Interior Designs

Some of the interior locations in Gold & Silver evidently went through a redesign.

Player's Bedroom

Map 2A:4546 is an earlier alternate version of the player's bedroom. It is labelled as HERO_2 in the leaked source code. It largely resembles the final version, with only a few minor changes:

  • The table is placed next to the north wall, in the same position the PC and radio occupy in the final.
  • The PC and radio are placed to the left of the table, directly above the bed.
  • The Town Map is missing entirely.
  • The bookshelf and staircase are brown, rather than grey as in the final game.
  • The TV stand and bookshelf use different tiles in some areas - notably, the tile arrangement used by the bookshelf matches the ones seen in the Space World '97 demo version of this map.
Space World '97 Early Final
PKMNGS-SpaceWorld97-PlayerHouse-2F.png PKMN GS Map2A 4546 TS05 PB3.PNG PKMNGS-Final-PlayerHouse-2F.png

Pokémon Center

Main Floor

Map 2A:5FD7 is an early version of the Pokémon Center's main floor. It is more similar in size and layout to the version from the Space World '97 demo than the final version. It is labelled as PC_3 in the leaked source code. Compared to the demo's map, the partition wall to the west of the PC and the staircase leading up to the Cable Club have been removed. The staircase was restored in the final version of the map.

Space World '97 Early Final
PKMNGS-SpaceWorld97-PokemonCenter-1F.png PKMN GS Map2A 5FD7 TS06.PNG PKMNGS-Final-PokemonCenter-1F.png

Elevator

Map 2B:5F76 is an early version of the elevator. It's bigger than the one in the final game. It is labelled as HYAKA_EV in the leaked source code.

Early Final
PKMN GS Map2B 5F76 TS0B.PNG Pokémon GS-Elevator.png

Lab

Map 2B:4A01 is a leftover map from the Space World '97 demo that uses the Pokémon Center tileset. It appears to be some kind of lab. It is labelled as KOSODATE in the leaked source code.

Space World '97 Final
StandLab-PKMNGS-SpaceWorld97.png PKMN GS Map2B 4A01 TS06.PNG

Unused Interior Maps

These location interiors go entirely unused.

Pewter City Museum of Science

Evidence left in the ROM points to tileset 0x09 from Red, Green, Blue, and Yellow not only getting a palette but also being used at one point during development. While no block data remains, the actual map data is still there and fits the Pewter Museum of Science perfectly. Without further ado, this is what they would have looked like in Gold, Silver, and Crystal, using the individual blocks and tileset graphics of the original games with the associated colors from Gold and Silver:

Floor 1

Map 2B:42FC is the first floor of the unused Pewter Museum of Science. It is labelled as HAKUBU1F in the leaked source code.

PKMN GS Map2B 42FC TS21 PB3.PNG

Floor 2

Map 2B:4324 is the second floor of the unused Pewter Museum of Science. It is labelled as HAKUBU2F in the leaked source code.

PKMN GS Map2B 4324 TS21 PB3.PNG

Cinnabar Island Pokémon Lab

The maps of the Pokémon Lab on Cinnabar Island were found completely intact in Gold, Silver, and Crystal.

Hallway

Map 2B:4360 is the hallway of the unused Cinnabar Island Pokémon Lab. It is labelled as LABO2_01 in the leaked source code.

Gen I Gen II
PKMN RBGY CinnabarIsland Hallway.png PKMN GS Map2B 4360 TS0A.PNG

Room 1

Map 2B:4384 is the first room in the unused Cinnabar Island Pokémon Lab. It is labelled as LABO2_02 in the leaked source code.

Gen I Gen II
PKMN RBGY CinnabarIsland Room1.png PKMN GS Map2B 4384 TS0A.PNG

Room 2

Map 2B:4394 is the second room in the unused Cinnabar Island Pokémon Lab. It is labelled as LABO2_03 in the leaked source code.

Gen I Gen II
PKMN RBGY CinnabarIsland Room2.png PKMN GS Map2B 4394 TS0A.PNG

Room 3

Map 2B:43A4 is the third room in the unused Cinnabar Island Pokémon Lab. It is labeled as LABO2_04 in the leaked source code.

Gen I Gen II
PKMN RBGY CinnabarIsland Room3.png PKMN GS Map2B 43a4 TS0A.PNG

Unknown House 1

Hmmm...
To do:
At least it looks like that house. Confirm it.

Map 2B:44C8 is the first of two unused house interiors that lack event data. It resembles a house in Celedon City that was accessible in Gen I. It is labeled as SLOTJIM in the leaked source code.

Gen I Gen II
PKMN RBGY House.png PKMN GS Map2B 44C8 TS0C PB3.PNG

Unknown House 2

PKMN GS Map37 4CE2 TS0A.PNG

Map 37:4CE2 is the second of two unused house interiors that lack event data. The tileset must have been altered since this map was created. It is labeled as OTANA in the leaked source code.

Unknown Office

PKMN GS Map37 4D0E TS0C PB3.PNG

Map 37:4D0E is an unused office interior. It's possible that it was located in the Silph Co. building, or in Celadon Mansion. It is labeled as ANNEX in the leaked source code.

Early Route Designs

Route 23

Map 2B:7A2A is an early version of Route 23. It is labelled as ROAD23 in a leaked Crystal development file. Interestingly, the Pokémon League building's layout matches its indoor layout from Generation I.

Early Final
PKMN GS Map2B 7A2A TS03 MB10.PNG Pokémon GS-Route 23.png

Early Dungeon Designs

Rocket Hideout

Either the Team Rocket hideout in Mahogany Town was supposed to be somewhat different or there was another hideout planned for Goldenrod City.

Floor 1

Map 2B:744D an early version of Rocket Hideout's first floor. It is labelled as YASHI_1 in a leaked Crystal development file.

Rocket Hideout - 1F
PKMN GS Map2B 744D TS19.PNG

Floor 2

Map 2B:755B is an early version of Rocket Hideout's second floor. It is labelled as YASHI_2 in a leaked Crystal development file.

Rocket Hideout - 2F
PKMN GS Map2B 755B TS19.PNG

Floor 3

Map 2B:7669 is an early version of Rocket Hideout's third floor. While this is the only tileset that fits the map data, it seems somewhat wrong. The original tileset was likely deleted after this was scrapped, the only things that identified it as the third floor was a leaked Crystal development file and its placement next to the other floors. It is labelled as YASHI_3 in a leaked Crystal development file.

Rocket Hideout - 3F
PKMN GS Map2B 7669 TS14.PNG

Basement

Map 2B:7777 is an early version of Rocket Hideout's basement. It is labelled as YASHI_B1 in a leaked Crystal development file.

Rocket Hideout - B1
PKMN GS Map2B 7777 TS19.PNG

Sprout Tower

The Sprout Tower used to be much bigger than its current form. Notice the different statues as well as there being no entrance carpet. Floor number 4 is missing from the unused maps, but it is present among the development files for the game.

Floor 1

Map 2A:4940 is an early version of Sprout Tower's first floor. It is labelled as TOWER_F1 in a leaked Crystal development file.

Map 2A:4940: Sprout Tower - 1F
PKMN GS Map2A 4940 TS14 PB7.PNG

Floor 2

Map 2A:5B9F is an early version of Sprout Tower's second floor. It is labelled as TOWER_F2 in a leaked Crystal development file.

Sprout Tower - 2F
PKMN GS Map2A 5B9F TS14 PB7.PNG

Floor 3

Map 2A:6C0F is an early version of Sprout Tower's third floor. It is labelled as TOWER_F3 in a leaked Crystal development file.

Sprout Tower - 3F
PKMN GS Map2A 6C0F TS14 PB7.PNG

Floor 5

Map 2A:4A4E is an early version of Sprout Tower's fifth floor. It is labelled as TOWER_F5 in a leaked Crystal development file.

Sprout Tower - 5F
PKMN GS Map2A 4A4E TS14 PB7.PNG

Floor 6

Map 2A:5F7D is an early version of Sprout Tower's sixth floor. It is labelled as TOWER_F6 in a leaked Crystal development file.

Sprout Tower - 6F
PKMN GS Map2A 5F7D TS14 PB7.PNG

Floor 7

Map 2A:6F93 is an early version of Sprout Tower's seventh floor. It is labelled as TOWER_F7 in a leaked Crystal development file.

Sprout Tower - 7F
PKMN GS Map2A 6F93 TS14 PB7.PNG

Floor 8

Map 2A:40B4 is an early version of Sprout Tower's eighth floor. It is labelled as TOWER_F8 in a leaked Crystal development file.

Sprout Tower - 8F
PKMN GS Map2B 40B4 TS14 PB7.PNG

Floor 9

Map 2A:4B5C is an early version of Sprout Tower's ninth floor. It is labelled as TOWER_F9 in a leaked Crystal development file.

Sprout Tower - 9F
PKMN GS Map2A 4B5C TS14 PB7.PNG

Mt. Silver

Map 2A:5A37 is an early Mt. Silver. Notice how it used to be entered from below instead of via a gate. The cave entrance, Pokémon Center and a leaked Crystal development file identify it as an early Mt. Silver. It is labelled as FUJI in a leaked Crystal development file. Its layout bears a stronger resemblance to the Mt. Fuji map from the Space World '97 demo, only greatly expanded and much more complete.

Spaceworld '97 Early Final
Mt Fuji SWGS.png PKMN GS Map2A 5A37 TS1F.PNG Mt. Silver Exterior GSC.png

Unused Dungeon Maps

Ruins of Alph - Second Puzzle Room

Map 2B:4B3F is an unused second Ruins of Alph chamber. It may have been used by a programmer to get the coordinates for the blocks that are set via script in the used rooms that have the solved riddle as default map layout. It is labelled as ISEKI_02 in a leaked Crystal development file.

Burned Tower Floor 3

Map 2B:63C7 is an unused third floor of the Burned Tower, featuring geography that seems to resemble English letters. The map seems to be effectively split into four sections, none of which can be accessed directly from any of the others and each of which contains exactly one round stone. It is also curiously missing ladders. It is labelled as KYUHOU_3 in a leaked Crystal development file.

Burned Tower Floor 3
PKMN GS Map2B 63c7 TS15 PB4 NIGHT.PNG


Other

Test Cave

Map 2B:455F is an unused test cave. It is labelled as CAVE_TES in the leaked source code meaning that it was just a test.

Test Cave
PKMN GS Map2B 455F TS15 PB4 NIGHT.PNG

Unused Cave

Map 37:4000 is an unused and currently unknown cave. It is labeled as ID0_01 in the leaked source code.

Unknown Cave
PKMN GS Map37 4000 TS15 PB4 NIGHT.PNG


Cut-Outs

Most of the maps were cut out from sheets of several maps. In some cases, the last row of the map wasn't assigned to be a part of the in-game room, but since most of the unseen tiles are border blocks anyway, there is no visual difference.

  • 2B:4C43 - Sprout Tower cut-out
  • 2B:4C9D - Sprout Tower cut-out
  • 2B:4CF7 - Sprout Tower cut-out
  • 37:4700 - S.S. Aqua's interior cut-out

Undumped Gym Floor

Hmmm...
To do:
Check the tilesets from the Gen 2 leak.

Map 2B:7CA3 is an unused map that has yet to be dumped because no tileset fits it. Even though unused tile palette assignment data matching tileset 0x09 from Red, Green, Blue, and Yellow have been found inside Gold, Silver, and Crystal, the former games' tileset 0x09's block data as well as the matched-up data from above, do not fit this map either. It is labelled as GYM_06_2 in a leaked Crystal development file which means that the Olivine City Gym would have had two floors.

The tileset and/or blockdata this map uses was probably merged with some other tileset's or altered beyond recognition. This map is likely 5×4 blocks. The general layout is as follows:

15 15 15 15 15
16 28 16 16 16
16 16 16 16 16
16 16 1A 02 02

All values are in hexadecimal. 0x02 seem to be plants, 0x15 is a row of bookshelves or a plain wall, 0x16 is floor, 0x1A is an entrance carpet, and 0x28 might be just about anything, maybe a table or a chair.