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'''[[Pokémon Gold and Silver]]''' (Japanese: '''ポケットモンスター {{tt|金|きん}}{{tt||ぎん}}''' ''Pocket Monsters Gold and Silver'') were the first [[Generation II]] games to be released — November 21, 1999 in Japan and October 11, 2000 in the US. However, they had been in development for at least 2 years before then.
{{move|Development leftovers of Pokémon Gold and Silver}}
{{incomplete|article|Add missing information and media, like that found on other sites, such as [http://tcrf.net/Pok%C3%A9mon_Gold_and_Silver The Cutting Room Floor] wiki; expand some information and add missing references to reliable sources, when applicable}}
<!--Do NOT add the GS leak Pokémon to this page. The staff will decide how to go about adding them to the mainspace. If anyone tries to add the GS leak to this article, it'll be protected for another month-->
[[File:1997 Pokemon2 Logo.png|right|thumb|The original logo of ''Pocket Monsters 2'']]
The development cycle of {{game|Gold and Silver|s}}, released in 1999 in Japan and 2000 elsewhere, is probably the most discussed and researched of all releases in the [[core series]] games during the history of the franchise. A relatively broad amount of official material in combination with later investigations reveal a lot of details about incomplete and unreleased elements. Several aspects from the development stages are proof of the over two-year period in which [[Game Freak]] undertook with the sequels to the [[Generation I]] games.


= 1997: First mention of Pocket Monsters 2 Gold & Silver =
==Pre-release==
In 1997, Nintendo put the first details and screenshots of their next Pocket Monsters game online. It was initially named "Pocket Monsters 2 Gold & Silver", and was developed for Game Boy and Super Game Boy and was planned for release at the end of the same year.
===First mention of ''Pocket Monsters 2''===
In 1997, [[Nintendo]] announced the first details about the then-next [[generation]] of [[core series|Pocket Monsters]] games, to be titled '''''Pocket Monsters 2: Gold & Silver''''' (Japanese: '''ポケットモンスター2 金・銀'''). The games were intended to be released at the end of the year for the original [[Game Boy]], while supporting the [[Super Game Boy]] enhancements that the [[Generation I]] games have.


One of the main points posted was the addition of a skateboard as a secondary transportation method besides the bicycle from the previous games. It was said that the skateboard would allow the player to go to unusual places. Also mentioned in the releases were the integrated RTC (Real Time Clock), additional evolutions for Red/Green/Blue Pokémon, [[Pokémon breeding|breeding]] and [[Pokémon egg]]s, 100 new Pokémon boosting the total amount to 251, new technical and hidden machines, new attacks, and better in-battle graphics. The game's communication abilities were also improved, adding trading and fighting between each version and backwards compatibility with R/G/B.
One of the many notable additions promised was a skateboard that could be used in addition to the [[Bicycle]] of the previous games, and which would allow the {{player}} to travel to "unusual places". Though this never appeared in the released game, other things announced, such as the [[time]] system with its {{wp|real-time clock}}, as well as {{cat|Generation II Pokémon|100 new Pokémon}}, including [[List of cross-generational evolutionary lines|new Evolutions of old Pokémon]], and new [[TM]]s and [[HM]]s containing new [[move]]s, were included. The communication abilities of the games were also to be improved, and [[Time Capsule|backwards compatibility]] with the Generation I games was also announced.


==First media release pictures==
An April 1997 issue of ''MicroGroup Game Review'' showcased some [[List of unused Pokémon and character designs|Pokémon-esque designs of monsters and characters]] that Ken Sugimori made specifically for that issue. It also conducted an interview with him for the magazine: he described the cover art as a Pokémon-like, but non-Pokémon, separate world; he implicitly forbore shaping the destiny of those designs, however, by adding that his creativity would often arise from the revisits of his own works.<ref>[https://web.archive.org/web/20160308190849/http://www.hairyticksofdune.net/dropbox/sugimori.html The transcripts of the interview with English translations]</ref><ref>[https://imgur.com/FFLW01B The scan of the interview page with English translations newly annotated]; [https://plaguevonkarmabeta.weebly.com/blog/microgroup-game-review-vol14-sugimori-retranslated the scanner's notes]</ref>


[[Image:1997_pkm2-logo.gif|center]]
Sprites of {{p|Donphan}}, {{p|Ampharos}}, {{p|Slowking}}, and {{p|Ho-Oh}} were also released, using the [[Super Game Boy]] palettes.


The initial logo of Pokémon 2, differing significantly from the final design.
<gallery>
File:MicroGroup Game Review Volume 14.jpg|The aforementioned April 1997 issue of ''MicroGroup Game Review''.
File:1997 GS Pokemon.png|Four of the "new" {{OBP|Pokémon|species}} that would be included in ''Pocket Monsters 2''.
</gallery>
 
===New Pokémon in the anime===
The {{pkmn|anime}} also provided early peeks at the new {{OBP|Pokémon|species}}. {{p|Ho-Oh}}, the eventual [[game mascot]] of {{game3|Gold and Silver|Pokémon Gold|s}}, appeared in the [[EP001|first episode]]. Later, {{TP|Misty|Togepi}} hatched from an {{pkmn|Egg}} {{Ash}} himself found, and [[Misty]] became the first main character to own a [[Generation II]] Pokémon. {{p|Snubbull}} and {{p|Marill}} made their first appearances in ''[[PK01|Pikachu's Vacation]]'', and {{p|Donphan}} appeared at the start of ''[[M01|Mewtwo Strikes Back]]''. During [[S02|the second season]] of the English dub, Ash and Misty also encountered {{Tracey}}, who owned a {{TP|Tracey|Marill}}; {{OBP|Lugia|M02}}, the game mascot of {{game3|Gold and Silver|Pokémon Silver|s}}, was the focus of [[M02|the second movie]], in which {{p|Slowking}} also appeared. {{p|Bellossom}}, {{p|Ledyba}}, {{p|Hoothoot}}, and {{p|Elekid}} also made an appearance in ''[[PK04|Pikachu's Rescue Adventure]]''.
 
===First screenshots===
The color scheme in these screenshots corresponds to the [[Super Game Boy]] palettes, as the games hadn't been developed with the [[Game Boy Color]] in mind yet. It also sported the palette-swapping functionality that is also present in the [[Generation I]] games.
 
At this time, the initial game screenshots released didn't look all that much different from the Generation I games. The pictures clearly show the games' engine being in a more developed, but still early, stage. The lack of {{pkmn|battle}} screenshots would seem to indicate that a redone battle system had not been implemented yet.
 
As can be seen on one of the screenshots, {{m|Whirlpool|whirlpools}} were originally randomly interspersed across [[Route|sea routes]] to serve as obstacles.
 
On some other screenshots of different stages of development, part of a city resembling [[Ecruteak City]] is seen. Whether it was an actual prototype of Ecruteak City, or a completely distinct location, is not known.
 
A screenshot depicting an earlier design for the [[Pokémon Center]] also shows an {{p|Unown}} ruin on the upper-right corner, which was possibly related to the [[Ruins of Alph]], or an equivalent location at that point in development.


[[Image:1997_newpkmn.gif|center]]
A [[gate]] at the end of a route is also shown.


Four early release Pokémon.  From left to right: Donfan ({{p|Donphan}}), Denryu ({{p|Ampharos}}), Yadoking ({{p|Slowking}}) and Houou ({{p|Ho-oh}}).
Another screenshot also depicts possible prototypes of [[Goldenrod Radio Tower]], as well as of a gate—possibly the gate that leads to Route 35, or rather, the [[Magnet Train]] station in [[Goldenrod City]].


These images were possibly released a little later after the game changed format to the Game Boy Color due to the presence of colour on the sprites shown on this image.
<gallery perrow=4>
File:1997 GS Building.png|Coming out of a building.
File:1997 GS Silent Hills.png|'''Silent Hills''' (サイレントヒルズ), the originally planned starting town
File:1997 GS Violet City.png|A possible prototype of [[Ecruteak City]], or a completely scrapped location.
File:1997 GS Violet City 2.png|The same location on a different stage of development.
File:1997 GS Surfing.png|Prototype {{m|Whirlpool|whirlpools}}
File:1997 GS Ruins.png|Prototype [[Pokémon Center]] and [[Ruins of Alph]]
File:1997 GS Route 35.png|Prototype route and [[gate]]
File:1997 GS Goldenrod City.png|Possible prototypes of [[Goldenrod Radio Tower]] and a gate.
</gallery>


==New Pokémon unveiling in the anime==
===Spaceworld '97 demo===
{{main|Pokémon Gold and Silver Spaceworld '97 demo}}
{{incomplete|section}}


The anime also provided early looks at the new Pokémon. Ho-oh had already appeared in the first episode in the anime as an unidentified creature. Later, during the first Kanto season. {{p|Togepi}} was the first Gold and Silver and [[baby Pokémon]] to be revealed. The first movie and the Orange Islands season also introduced {{p|Donphan}}, {{p|Marill}} and {{p|Snubbull}}.
===Delayed release===
[[File:1998 Pokemon GS Logo.png|right|thumb|The second logo of ''Pocket Monsters: Gold & Silver'', with the number 2 being dropped from the title]]
The end of 1997 passed without a release for ''Pocket Monsters 2: Gold & Silver''. The potential release date was removed, and things generally stayed quiet until March 1998, where it was officially announced that the release would be delayed.


==First screenshots==
It was at this time that the games were re-announced as '''''Pocket Monsters: Gold & Silver'''''. Though the number 2 was dropped, the games remained as sequels to the [[Generation I]] games. Much of the year was quiet with regard to information about the games, as {{game3|Yellow|''Pocket Monsters: Pikachu''}} was on its way out in Japan, and {{game|Red and Blue|s}} and the {{pkmn|anime|Pokémon anime}} were on their way to the United States.


[[Image:1997_GS_01.gif|left]]
Video showing a few seconds of how the game looked like:
The color scheme was not as varied as the one provided by the Game Boy Color; this town was also ultimately either changed into [[Violet City]] (Perhaps with [[Sprout Tower]] at left) or removed altogether.
{{Youtubevid|4de7uwhoOyY|channel/UCzF1JNxVw4vd1gK7nNTxKqg|name=Escape, Cyberia i inne|Gold|Silver}}
<br clear="both" />
{{-}}


[[Image:1997_GS_04.gif|left]]
===More information revealed and additional delay===
This screenshot displays an area which, with little modification, made it into the game's final cut.  Replace the water with trees and fences and open a path to the right, and a simplified version of [[Route 35]] and the [[National Park]]'s southern entrance materialize.
[[File:1999 Pokemon Gold Logo.png|right|thumb|The final logo for {{game3|Gold and Silver|''Pocket Monsters: Gold''|s}}]]
<br clear="both" />
[[File:1999 Pokemon Silver Logo.png|right|thumb|The final logo for {{game3|Gold and Silver|''Pocket Monsters: Silver''|s}}]]
Following nearly a year without press releases, the [[Nintendo]] of Japan website was finally updated with new information on {{game3|Gold and Silver|''Pocket Monsters: Gold & Silver''|s}}. A revised release date of June 1999 was given and it was announced the games would be compatible with the then soon-to-be-released [[Game Boy Color]]. The final release date was later pushed back to November 21, 1999.


[[Image:1997_GS_05.gif.jpg|left]]
Along with the projected release date, [[Ken Sugimori]]'s artwork for {{p|Slowking}}, {{p|Marill}}, {{p|Bellossom}}, and {{p|Hoothoot}} was also released, as were several screenshots of the new {{pkmn|battle}} system, featuring fully-colored sprites.
What is probably an early design for the [[Johto Radio Tower]] is in the right-hand side of the screen.
<br clear="both" />


Early game screenshots of Pokémon Gold and Silver generally didn't look all that much different from  Red, Blue and Green at this point. The pictures clearly show the games' engine being in a more developed but still early stage. The lack of battle images would seem to indicate that a redone battle system had not been implemented yet.
The battle screens are very similar to the final ones, but the absence of [[gender]] notation is apparent. {{OBP|Pokémon|species}} gender was a previously announced feature, and the graphical indicator of the gender during battle was likely added later as a convenience to {{player}}s.


=1998: Pokémon Gold & Silver announced=
The [[move]] [[stats]] screen, which, in the final release, shows players the remaining and total amount of [[PP]] for each move, as well as its [[type]], was apparently not fully completed at this point in development.


Pocket Monsters 2 was not released in the end of 1997 as originally stated. The expected release date was removed. The title was changed to ''Pocket Monsters Gold & Silver'', dropping the 2.  
The battle system, nearly complete, was demonstrated, including [[wild Pokémon]] encounters. The new [[Pokédex]], while close to completion, was still missing several features, such as the [[footprint]] and [[National Pokédex]] number of the Pokémon. The location, [[cry]], and printing functions were also missing.


[[Image:1998_pkmgs-logo.gif|center]]
The screenshots released look very similar to the actual footage of the final release. The locations shown do not appear to be part of the final map, though they look similar.


=1999 - New information=
The Pokédex Entries for the 'new' Pokémon ({{p|Marill}}, {{p|Girafarig}}, {{p|Hoppip}}, {{p|Sunflora}}, and {{p|Ledyba}}) had 'Now investigating this newly discovered Pokémon' as their entries. This was the same as the Spaceworld '97 Demo.
<gallery>
<gallery perrow=6>
Image:1999-GS_beta_title_screen.jpg
File:1999 Slowking Artwork.png|Artwork of {{p|Slowking}}
Image:1999_trailer_titlescr.png
File:1999 Marill Artwork.png|Artwork of {{p|Marill}}
File:1999 Bellossom Artwork.png|Artwork of {{p|Bellossom}}
File:1999 Hoothoot Artwork.png|Artwork of {{p|Hoothoot}}
File:1999 shot p1.png|{{p|Snubbull}} vs. {{p|Marill}}
File:1999 shot p2.png|{{p|Butterfree}} vs. {{p|Venusaur}}
File:1999 shot p3.png|[[Player character|Player]] vs. {{tc|Picnicker|Picnic Girl}} Kanami
File:1999 shot p4.png|{{p|Charizard}} vs. {{p|Donphan}}
File:1999 trailer titlescr.png|Title screen of {{game3|Gold and Silver|''Pocket Monsters: Gold''|s}}.
File:1999 trailer battle2.png|"Ah! A {{pkmn2|wild}} {{p|Togepi}} appeared!"
File:1999 Slowking Pokédex entry.png|"{{p|Slowking}}'s Beta Pokédex Entry -Now investigating this newly discovered {{OBP|Pokémon|species}}."
</gallery>
</gallery>


Following nearly a year without press releases, the Nintendo site was updated with new information on Pokémon Gold and Silver. It gave information on the revised release date (June 1999) and stated that it was to be compatable with the as-yet-unreleased Game Boy Color.
==Post-release==
Since {{game|Gold and Silver|s}} were released, other things have been uncovered that reveal interesting details about their development.


[[Image:1999_gold-logo.gif|center]]
===Unused intro graphics===
[[Image:1999_silver-logo.gif|center]]
{{p|Blastoise}} and {{p|Venusaur}} sprites are found in the intro graphics of Pokémon Gold and Silver.


<br clear="both" />
Artwork for Yadoking ({{p|Slowking}}), Maril ({{p|Marill}}), Kireihana ({{p|Bellossom}}) and Hoho ({{p|Hoothoot}}) were released.
<gallery>
<gallery>
Image:1999 art yado1.gif
GS intro Blastoise.png|Blastoise
Image:1999 art cara 1.gif
GS intro Venusaur.png|Venusaur
Image:1999 art cara 2.gif
Image:1999 art cara 3.gif
</gallery>
</gallery>


The first screenshots of the Pokémon G/S battle system, most prominently featuring several Pokémon in their new full color GBC graphics, were also released.
===Locations===
<gallery>
The final releases have a large number of incomplete maps that detail what most [[Johto]] towns looked like during the development stages. Some data pertaining to [[Kanto]] locations that are not available is also present.
Image:1999 shot p1.gif|Lv.18 Bulu ({{p|Snubbull}}) vs. Lv.16 Maril ({{p|Marill}})
 
====Ecruteak Pharmacy====
[[File:Olivine beta house.png|thumb|right|Inside the unused house in Olivine City]]
Another complete map is a house in [[Olivine City]], where a woman refers to a pharmacy in [[Ecruteak City]] instead of [[Cianwood City]] on both Japanese and English releases. This possibly suggests that the pharmacy was originally planned for Ecruteak City. Oddly enough, she has a {{p|Rhydon}} inside her house, which uses a bugged overworld sprite that intermittently changes between its own and the one resembling a {{p|Clefairy}}. The warp data is complete and is in the top left corner of Olivine City in the middle of trees (meaning that the player cannot normally walk there)<!--coordinates 0,0?-->, however, there is no door and walking into the warp tile alone will not activate the warp. Additional hacking must be done to activate it, such as making all warps act like holes. Additionally, the trees should be removed if this is to be accessed without "walk through walls".
 
The following text is from the woman's speech:
 
;Japanese
<blockquote>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</blockquote>
 
;English
<blockquote>When my <sc>Pok</sc>é<sc>mon</sc> got sick, the <sc>Pharmacist</sc> in <sc>Ecruteak</sc> made some medicine for me.</blockquote>
 
Interacting with the {{OBP|Pokémon|species}}'s overworld sprite will yield:
 
;Japanese
<blockquote>サイドン『ぐごーおお!</blockquote>
 
;English
<blockquote><sc>Rhydon</sc>: Gugooh!</blockquote>
 
====Special (location)====
[[File:Pokemon Center 2F Special GS SGB JP WST.png|thumb|Special in non-Korean Gold and Silver on Super Game Boy mode]]
The second floor of every Pokémon Center is actually the same map, regardless of which Pokémon Center the player is at. This is because when the player goes up the stairs, they are redirected to a map internally labeled as '''SPECIAL''' (Japanese: '''スペシャル''' ''Special''). In Korean Gold and Silver, it is instead labeled as '''???'''.
 
It is likely that [[Game Freak]] created Special in order to save storage space in the ROM of the games; however, there is unused map data for copies of Special in every [[Kanto]] location with a Pokémon Center, suggesting that Game Freak also tested multiple copies of the second floor in every Pokémon Center, an idea they later used in the [[Generation III]] games. These unused copies all have but a single warp programmed in, which leads the player back to the respective ground floor, and use the map header of the location in which they were supposed to be found.
 
===Safari Zone===
There is an unused and incomplete map for the [[Kanto Safari Zone]], along with a disabled warp for the Safari Zone [[gate]].
 
In {{game|HeartGold and SoulSilver|s}}, it is replaced by the [[Pal Park]], and an actual {{safari|Johto}} was newly added to the north of {{rt|48|Johto}}.
 
====Pokémon====
No wild Pokémon exist within the grass of the unused Safari Zone; however, a few Pokémon can be found by [[fishing]] (the usual set of Pokémon found by fishing in many places in the game).  
 
{{Catch/header|water|yes}}
{{Catch/div|water|Fishing}}
{{Catch/entry2|129|Magikarp|yes|yes|yes|Fish Old|10|all=85%|type1=Water}}
{{Catch/entry2|098|Krabby|yes|yes|yes|Fish Old|10|all=15%|type1=Water}}
{{Catch/entry2|098|Krabby|yes|yes|yes|Fish Good|20|all=55%|type1=Water}}
{{Catch/entry2|129|Magikarp|yes|yes|yes|Fish Good|20|all=35%|type1=Water}}
{{Catch/entry2|222|Corsola|yes|yes|yes|Fish Good|20|10%|10%|0%|type1=Water|type2=Rock}}
{{Catch/entry2|120|Staryu|yes|yes|yes|Fish Good|20|0%|0%|10%|type1=Water}}
{{Catch/entry2|098|Krabby|yes|yes|yes|Fish Super|40|all=60%|type1=Water}}
{{Catch/entry2|222|Corsola|yes|yes|yes|Fish Super|40|30%|30%|0%|type1=Water|type2=Rock}}
{{Catch/entry2|120|Staryu|yes|yes|yes|Fish Super|40|0%|0%|30%|type1=Water}}
{{Catch/entry2|099|Kingler|yes|yes|yes|Fish Super|40|all=10%|type1=Water}}
{{Catch/footer|water}}


Image:1999 shot p2.gif|Lv.42 {{p|Butterfree}} vs. Lv.38 Fushigibana ({{p|Venusaur}})
====Area====
The map data of the [[gate]] still exists, with an exit warp back to Fuchsia City and an entrance warp into the unused Safari Zone. The Safari Zone area itself is rather small, with several tiles of long grass, a small pond, and other features. Oddly, the water tiles have no outline surrounding them, unlike other pools of water in the game. There are no regular exit warps from within the Safari Zone area, but two normally inaccessible warps to the gate exist at the two positions that the player initially appears at after entering the Safari Zone from the gate's left or right door.<ref>[http://forums.glitchcity.info/index.php/topic,7051.0.html Gold/Silver/Crystal - how to easily access unused warps - Glitch City Laboratories]</ref>


Image:1999 shot p3.gif|Player vs. Girl Scout Kanami
===Pokémon Lab===
Full maps without events programmed in exist for the [[Cinnabar Lab|Pokémon Lab]] in [[Cinnabar Island]], indicating that Cinnabar Island was originally planned to make an appearance without the erupted volcano, or at least that the Lab was going to remain.


Image:1999 shot p4.gif|Lv.37 Lizardon ({{p|Charizard}}) vs. Lv.40 Donfan ({{p|Donphan}})
====Prototype maps====
The prototype maps are left over in the Pokémon Gold, Silver and Crystal ROMs. They don't fit with any tileset in the final game.
<gallery perrow=6>
File:New Bark Town beta GS.png|Prototype [[New Bark Town]]
File:Cherrygrove City beta.png|Prototype [[Cherrygrove City]]
File:Violet City beta.png|Prototype [[Violet City]]
File:Azalea City beta.png|Possible prototype [[Azalea Town]]
File:Goldenrod City beta GS.png|Prototype [[Goldenrod City]]
File:Ecruteak City beta GS.png|Prototype [[Ecruteak City]]
File:Olivine City beta GS.png|Prototype [[Olivine City]]
File:Mahogany Town beta GS.png|Prototype [[Mahogany Town]]
File:Beta Lake of Rage.png|The prototype [[Lake of Rage]]
File:Blackthorn City beta GS.png|Possible prototype [[Blackthorn City]]
File:Kanto Safari Zone unused GSC.png|Prototype {{safari|Kanto}} in [[Fuchsia City]]
File:Route 23 beta.png|Prototype of {{rt|23|Kanto}}
</gallery>
</gallery>


The battle screens are very similar to the final ones; however, the absence of gender notation is apparent. Pokémon gender was a previously announced feature, and the display of gender was likely added later as a convenience to players.
===Graphics===
The attack stats window, which in the final version tells you the remaining and total PP of each attack and its type was not fully completed at this point in development.
A mine cart image was discovered on the cave tilesets. The player character's early sprites, which depict {{ga|Ethan|him}} without his [[Bag]], are still present in the games' code as well.


[[Image:1999 trailer battle2.png|frame|center|Ah! A wild Togepi appeared!]]
====Changed Graphics====
<br clear="both" />
Several Trainer and Pokémon sprites and in battle images were changed between the Japanese / South Korean and international releases. Many of the Pokémon sprite changes were made to make them more accurate to their TCG card graphics. Interestingly, an early CoroCoro scan depicted the Fisher trainer class smoking even before the release of the game. The {{tc|Sage}} and {{tc|Medium}}'s sprites were changed due to Nintendo's policy on religious references that was effective at the time.<!--http://www.zoidsland.com/1rebyu-/koro97-12.html-->


A screen cap from a video of Gold and Silvers battle mode has the player battling a wild Togepi, something that was impossible to do in the final without cheating, though it could be a possiblity that Togepi was enabled as a wild character just for show in the video.  
=====Trainers=====
{| style="margin:auto; text-align:center; font-size:80%; {{roundy|20px}} border: 2px solid #{{gold color dark}}; background: #{{gold color}}"
|-
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Beauty JP.png]]
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Beauty.png]]
|-
| {{color2|Beauty -  Japan / South Korea Sprite
| {{color2|International - Longer shorts, no longer winks
|-
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Sage JP.png]]
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Sage.png]]
|-
| {{color2|Sage - Japan / South Korea Sprite
| {{color2|International - No longer prays
|-
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Medium JP.png]]
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Medium.png]]
|-
| {{color2|Medium - Japan / South Korea Sprite
| {{color2|International - No longer carries beads
|-
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Swimmer F JP.png]]
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Swimmer F.png]]
|-
| {{color2|Swimmer♀ - Japan / South Korea Sprite
| {{color2|International - No longer winks
|-
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Fisher JP.png]]
|style="{{roundy|20px}} border: 2px solid #{{silver color dark}}; background: #{{silver color light}}; width:80px"|
[[File:Spr GS Fisher.png]]
|-
| {{color2|Fisher - Japan / South Korea Sprite
| {{color2|International - No longer smokes
|-
|}


[[Image:1999 shot yado2.gif|frame|center|Now investigating this newly discovered Pokémon.]]
===Unobtainable Shiny Pokémon===
<br clear ="both" />
The coding of Pokémon Gold, Silver, and Crystal have Shiny sprites for Mew and all Unown. However, as neither were obtainable normally in Generation II, they are never seen during normal gameplay:
The new Pokédex is still missing a few features from the final edition; the Pokémon's number is not displayed beneath its picture and the footprint in the top right corner is missing, as are the three options near the bottom of the screen - location, cry and print.
<br clear="both" />


<gallery>
* Mew was distributed only to Generation I games, and all Mew distributed in this way had [[Individual values|DVs]] of 15 each. Because Shininess is determined by DVs, Mew cannot be Shiny when traded over the [[Time Capsule]].
Image:1999-unk ign1.jpg 
** A Pokémon could be Shiny only if its Defense, Speed and Special DVs were all 10, and its Attack DV was 2, 3, 6, 7, 10, 11, 14 or 15. Because the HP DV was determined by the other four, a Shiny Pokémon could only have an HP DV of 0 (if the Attack DV is even) or 8 (if the Attack DV is odd).
Image:1999-unk_ign2.jpg
* Unown's letter and Shininess are both determined by DVs. Because of this, only I and V Unown could be Shiny at the time.
</gallery>
 
<!-- =====Pokémon=====
Placeholder text, will be adding a table showing sprite changes for all affected Pokémon soon, even the Pokémon introduced in the 1999 Spaceworld Demo.-->
 
===Egg Moves===
Several Pokémon have Egg moves programmed to them, but there is no way of legitimately obtaining it (without using glitches). This happens when a Pokémon has an Egg Move that no Pokémon in their Egg Group can learn except as an Egg Move and there are no valid chain breeding pathways, or when the only Pokémon in their Egg Group that can learn the move cannot pass it to the Pokémon. This cannot occur for Pokémon in the {{egg3|Field}}, due to male {{p|Smeargle}} being able to pass down any Egg Move.
 
The following is a full list of all unobtainable Egg Moves in Gold and Silver. These were removed from their list of Egg Moves in Crystal.
 
{| class="roundtable sortable" style="background:#{{normal color}}; border:3px solid #{{normal color light}}"
|- style="white-space: nowrap"
! #
! colspan="2" | Pokémon
! Egg Move
! colspan="2" class="unsortable" | Parent Egg Groups
! class="unsortable" | Notes
|-
| 001
| {{MSP/6|001|Bulbasaur}} || {{p|Bulbasaur}}
| {{m|Charm}}
| style="text-align:center; background:#{{Monster egg color}}" | {{color2|FFF|Monster (Egg Group)|Monster}}
| style="text-align:center; background:#{{Grass color}}" | {{color2|FFF|Grass (Egg Group)|Grass}}
| Regained as an Egg Move in [[Generation III]], when it can be inherited from {{p|Shroomish}} by chain breeding. From [[Generation V]] onward, it can inherit the move directly from {{p|Cottonee}}.
 
Bulbasaur no longer has Charm as an Egg Move in [[Generation VIII]] due to it being taught by [[TM29]].
|-
| 043
| {{MSP/6|043|Oddish}} || {{p|Oddish}}
| {{m|Charm}}
| colspan="2" style="text-align:center; background:#{{Grass color}}" | {{color2|FFF|Grass (Egg Group)|Grass}}
| Regained as an Egg Move in [[Generation III]], when it can be inherited from {{p|Shroomish}} by chain breeding. From [[Generation V]] onward, it can inherit the move directly from {{p|Cottonee}}.
 
Oddish no longer has Charm as an Egg Move in [[Generation VIII]] due to it being taught by [[TM29]].
|-
| rowspan="3" | 120
| rowspan="3" | {{MSP/6|120|Staryu}} || rowspan="3" | {{p|Staryu}}
| {{m|Aurora Beam}}
| rowspan="3" colspan="2" style="text-align:center; background:#{{Water 3 egg color}}" | {{color2|FFF|Water 3 (Egg Group)|Water 3}}
| rowspan="3" | Staryu is [[gender unknown]], so can only breed with {{p|Ditto}} and thus cannot inherit any Egg Moves.
|-
| {{m|Barrier}}
|-
| {{m|Supersonic}}
|-
| 143
| {{MSP/6|143|Snorlax}} || {{p|Snorlax}}
| {{m|Charm}}
| colspan="2" style="text-align:center; background:#{{Monster egg color}}" | {{color2|FFF|Monster (Egg Group)|Monster}}
| Regained as an Egg Move in [[Generation III]], when it can be inherited from {{p|Bulbasaur}} by chain breeding. From [[Generation VI]] onward, it can inherit the move directly from the {{p|Tyrunt}} evolutionary line.
 
Snorlax no longer has Charm as an Egg Move in [[Generation VIII]] due to it being taught by [[TM29]].
|-
| 238
| {{MSP/6|238|Smoochum}} || {{p|Smoochum}}
| {{m|Lovely Kiss}}
| colspan="2" style="text-align:center; background:#{{Human-Like egg color}}" | {{color2|FFF|Human-Like (Egg Group)|Human-Like}}
| Its evolved form, {{p|Jynx}}, can learn the move, but cannot pass the move down due to being female-only. While female Pokémon can pass down Egg Moves from Generation VI onward, making this Egg Move possible, Smoochum no longer has Lovely Kiss as an Egg Move.
|}
 
===Events===
An unused event script, complete with text, was discovered.<ref>[https://iimarckus.org/i/entei-event/ Entei Event]</ref> In it, a different event for a level 40 {{p|Entei}}, analogous to the birds in [[Generation I]], was planned. The script consists of three events: output text on-screen, play Entei's [[cry]] and initiate a {{pkmn|battle}} with a [[wild Pokémon|wild]] [[level]] 40 Entei. The output text is: "''<sc>Entei</sc>: Bufuu!''"
 
This unused event was removed from {{game|Crystal}}.
 
There are also unused text strings for an event related to the [[Burned Tower]], where someone's daughter was missing.<ref>[https://iimarckus.org/i/ecruteak-daughter/ Ecruteak Daughter]</ref> It is possible that this event made its final debut as the missing granddaughter in the [[S.S. Aqua]].
 
<blockquote>Oh, no. Oh, no&hellip;<br>My daughter is missing.<br/><br>No&hellip; She couldn't have gone to the <sc>Burned Tower</sc>. I told her not to go near it&hellip; People seem to disappear there&hellip;<br/><br>Oh, what should I do&hellip;?<br/></blockquote>
 
===Sweet Honey===
Several text strings refer to <sc>Sweet Honey</sc>, suggesting that [[Honey]] was originally planned for the [[Generation II]] games. It eventually made its debut in {{game|Diamond and Pearl|s}}.
 
<blockquote>My <sc>Pok</sc>é<sc>mon</sc> is an expert at collecting <sc>Sweet Honey</sc>.</blockquote>
 
If the unidentified [[Non-player character|NPC]] were to give Sweet Honey to the {{player}}:
 
<blockquote>I'll share some with you.</blockquote>
 
If the player did not have enough room in {{ga|Ethan|his}} [[Bag]]:
 
<blockquote>I want to give you some <sc>Sweet Honey</sc>, but you have no room for it.</blockquote>
 
If the player had room in the Bag:
 
<blockquote>Here you go! Have some <sc>Sweet Honey</sc>!<br><br/><br><br/>{Player} received <sc>Sweet Honey</sc>.</blockquote>
 
Other text related to Sweet Honey includes:
 
<blockquote>My little brother takes <sc>Sweet Honey</sc> and goes somewhere with it.<br>I wonder what he's up to?<br/><br><br/><br>Did you put <sc>Sweet Honey</sc> on a tree? What happened to it?<br/><br><br/><br>Did you put <sc>Sweet Honey</sc> on a tree? It takes about a day for <sc>Pok</sc>é<sc>mon</sc> to be drawn to it.<br/><br><br/><br><sc>Butterfree</sc>: Freeh!<br/></blockquote>
 
===Naming the mother===
One of the different types of name entry screens is unused and has the player naming their mother, complete with {{jo|Mom}}'s sprite and the text "MOTHER's NAME?" (Japanese:ははおや の なまえは?). Additionally, the hex:49 control character will display text starting from the memory address D1AE, but it is seemingly unused; changing the data at D1AE will not change Mom's name in the Pokégear's list of contacts.<ref>[https://iimarckus.org/i/naming-mother Naming Your Mother - iimarck.us]</ref>
 
The text at D1AE initialized as "MOM" from a New Game, implying that the hex:49 control character may have been intended to display the mother's name, but D1AE is actually used for a different purpose in the final game. The data at D1AE is written to with the player's name if the player watches the [[Dude]]'s catching demonstration, so that the game can copy this data back into the player's name (as the player name is temporarily replaced with "DUDE"). This mechanic is similar to how watching the [[old man]]'s demonstration in Generation I temporarily stores the player's name in wild encounter data.
 
===Red and Green===
Space is reserved in {{wp|Random-access memory|RAM}} for two names, <sc>Red</sc> and <sc>Green</sc>&mdash;the {{ga|Red|protagonist}} and his {{ga|Blue|rival}} from the [[Generation I]] games, but there is seemingly no menu for the player to name them, unlike how there is an unused menu for naming the mother.
 
===Bird type===
The {{t|Bird}} type from the [[Generation I]] games remains in the internal data. This is presumed to be a carryover from the Generation I games' engine, as {{game|Gold and Silver|s}} were developed on an upgraded version of it.
 
===Items===
The [[Town Map]] and [[Poké Flute]] from the [[Generation I]] games are also present. Both are named [[Teru-sama]] (Japanese: '''カビチュウ''' ''Kabichū'') and are otherwise unusable. However, if their data is modified so that the <sc>Use</sc> option in the [[Bag]] appears, the Poké Flute will still function, and the Town Map will attempt to, but fail, as the data it would access was relocated or removed altogether.
 
===Cal===
There is unused {{pkmn|battle}} data for {{ga|Cal}}, the default opponent at the [[Trainer House]]. There are two parties&mdash;one with the initial [[evolution]]ary stages of the [[Johto]] first partner Pokémon and one with their second evolutionary stages. As [[Viridian City]] and its Trainer House cannot be legitimately accessed until much later in the {{player}}'s adventure, it is unknown what purpose these parties would have served.
 
===Game Corner===
A second card-flipping [[Goldenrod Game Corner|Game Corner]] game exists in the game code. It exists in both the Japanese and English versions, but some text strings for it were not translated for the English versions; resulting in {{wp|mojibake}}.
 
{{youtubevid|XJsWw2LlKto|IIMarckus}}
 
===Status prevention hold item effects===
In the game code there are six unused types of hold item effects that prevent the Pokémon holding it from being inflicted with a status ailment.
 
Four of the effects bring up the text "<Pokémon>'s protected by <item>!", but the ones that prevent the Burn and Freeze ailments, while functionable, do not bring up this message. Hold items with these attributes are not consumed after use, like Leftovers.
 
It is unknown why these are unused.
 
===Leftover Mimic Menu===
During the Generation I games, the move {{m|Mimic}} allowed the player to decide what move they wanted to copy. How this move functioned was changed in Generation II to copy the last used move. However, there is still data leftover in the game for the original use of Mimic. It can be added back in using the Gameshark codes '''010111D1''' (Japanese Release) and '''01011FD1''' (US Release). The move is glitchy though, sometimes it brings up the enemy's moves, the player Pokémon's moves, or in some cases; the Pokémon will use {{m|Struggle}} instead. Once the Mimic menu has been opened, it cannot be closed; the player must choose what move to copy. This menu is still present in the Crystal release as well.<ref>[https://tcrf.net/Pok%C3%A9mon_Gold_and_Silver Pokémon Gold and Silver - TCRF]</ref>
 
===Unused Pokémon Flee Encounters===
Some Pokémon are able to [[Escape|flee]] but are never encountered in the wild. The flee encounters are separated into three tables, (the third table being 100% flee probability is used by the [[Legendary beasts]]). The first table is a 10% chance to flee and the second table is a 50% chance to flee, however; the Pokémon below are never found anywhere.


Images of game looking closer to the final. The locations don't seem to be that of the final map, though are close. The colors seem more washed out than they do in the final.
====Table 1 (10%)====
* {{p|Eevee}}
* {{p|Porygon}}
* {{p|Togetic}}
* {{p|Umbreon}}


=Present day: Beta leftovers and early characters=
====Table 2 (50%)====
* {{p|Articuno}}
* {{p|Zapdos}}
* {{p|Moltres}}


Since Pokémon Gold and Silver were released, other things have been uncovered that reveal interesting details about the games' development. The final games have full beta maps of every single Johto town remaining in their ROM, most of which are significantly different from their final counterparts. One particular beta map found in the ROM seems to be detailing the Safari Zone, which didn't make it into the final game itself, possibly due to the risks of [[Glitch City]]. [http://glitchcity.info/docs/gscsafarizone] Apart from maps, other beta discoveries include a mine cart image, strange text and evidence of another GameCorner game. [http://www.serebiiforums.com/showthread.php?t=105571]
===Unused Battle Types===
The RAM Address '''D119''' determines what type of battle the player character will encounter, there are several battle types that go unused or cannot be experienced through normal gameplay.


[[Unreleased Pokémon|Images]] have also since been found of various early ideas for the new Pokémon, including early prototypes of {{p|Qwilfish}}, {{p|Chikorita}} and {{p|Marill}}.
==References==
<references/>


=References=
==External links==
* [http://www.geocities.com/worldofpkmn/gs_pre/gs_pre.htm Pokémon GS Pre-Release Images]
* [http://web.archive.org/web/20090529070931/http://glitchcity.info/docs/gscsafarizone Glitch City Safari Zone]
* [http://web.archive.org/web/20071202131509/http://www.geocities.com/worldofpkmn/gs_pre/gs_pre.htm Pokémon GS Pre-Release Images] (Wayback archive)
* [http://gameboy.ign.com/ IGN Pocket]
* [http://gameboy.ign.com/ IGN Pocket]
* [http://www.pkmn.co.uk/?pageid=g,01,09&lang= Pkmn.co.uk Pokémon GS Beta Information]
* [http://pkmn.net/?action=content&page=viewpage&id=109&parentsection=1 Pokémon GS prototype Information]
* [http://www.pkmn.co.uk/?pageid=g,01,12  Pkmn.co.uk Lost Pokémon!]
* [http://pkmn.net/?action=content&page=viewpage&id=112&parentsection=1 Pkmn.co.uk Lost Pokémon!]
* [http://pkmn.net/?gallery=display&gname=games_gs_betamaps Pkmn.co.uk GS Beta Maps] (Requires registration)
* [http://pkmn.net/?action=gallery&page=viewgall&id=19 Pkmn.co.uk GS prototype Maps]
* [http://tohjofalls.atspace.com/poke/casino-gsc.html Tohjo Falls Gold Beta Game Corner]
* [http://www.freewebs.com/tohjofalls/crysdump.txt Tohjo Falls Crystal Text Dump]
* [http://www.freewebs.com/tohjofalls/crysdump.txt Tohjo Falls Crystal Text Dump]
* [http://depot.tigrisoft.com/layout2.php?page=general/lost Pokémon Depot Lost Stuff]
* [http://web.archive.org/web/20041021125709/pokefor.greenchu.de/meowth346/gbc/alpha/ Pokefor.tk Pokémon GS Pre-Release] (Wayback archive)
* [http://web.archive.org/web/20041021125709/pokefor.greenchu.de/meowth346/gbc/alpha/ Pokefor.tk Pokémon GS Pre-Release (Wayback)]
* [http://web.archive.org/web/20101115173729/http://web.me.com/celebi23/Spaceworld_97_Pokemon/Main.html Pocket Monsters 2 Alpha Release Information] (Wayback archive)
* Different archived versions of Nintendo of Japan's and IGN's GameBoy website.
* [http://mltreq.alwaysdata.net/i/beta-song Beta Song]
* [http://mltreq.alwaysdata.net/i/ecruteak-daughter Ecruteak Daughter]
 
{{beta|gold|silver}}
{{Project Games notice}}


[[de:Pokémon Gold & Silber (Beta)]]
[[de:Pokémon Gold und Silber (Vorabversion)]]
[[Category:Pokémon meta]] [[Category:Games]]
[[it:Pokémon Oro e Argento beta]]
[[ja:ポケットモンスター 金・銀のベータ版]]
[[zh:宝可梦 金/银 体验版]]

Latest revision as of 06:00, 20 July 2024

018Pidgeot.png It has been suggested that this article be moved to Development leftovers of Pokémon Gold and Silver.
Please discuss whether or not to move it on its talk page.

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Add missing information and media, like that found on other sites, such as The Cutting Room Floor wiki; expand some information and add missing references to reliable sources, when applicable

The original logo of Pocket Monsters 2

The development cycle of Pokémon Gold and Silver, released in 1999 in Japan and 2000 elsewhere, is probably the most discussed and researched of all releases in the core series games during the history of the franchise. A relatively broad amount of official material in combination with later investigations reveal a lot of details about incomplete and unreleased elements. Several aspects from the development stages are proof of the over two-year period in which Game Freak undertook with the sequels to the Generation I games.

Pre-release

First mention of Pocket Monsters 2

In 1997, Nintendo announced the first details about the then-next generation of Pocket Monsters games, to be titled Pocket Monsters 2: Gold & Silver (Japanese: ポケットモンスター2 金・銀). The games were intended to be released at the end of the year for the original Game Boy, while supporting the Super Game Boy enhancements that the Generation I games have.

One of the many notable additions promised was a skateboard that could be used in addition to the Bicycle of the previous games, and which would allow the player to travel to "unusual places". Though this never appeared in the released game, other things announced, such as the time system with its real-time clock, as well as 100 new Pokémon, including new Evolutions of old Pokémon, and new TMs and HMs containing new moves, were included. The communication abilities of the games were also to be improved, and backwards compatibility with the Generation I games was also announced.

An April 1997 issue of MicroGroup Game Review showcased some Pokémon-esque designs of monsters and characters that Ken Sugimori made specifically for that issue. It also conducted an interview with him for the magazine: he described the cover art as a Pokémon-like, but non-Pokémon, separate world; he implicitly forbore shaping the destiny of those designs, however, by adding that his creativity would often arise from the revisits of his own works.[1][2]

Sprites of Donphan, Ampharos, Slowking, and Ho-Oh were also released, using the Super Game Boy palettes.

New Pokémon in the anime

The anime also provided early peeks at the new Pokémon. Ho-Oh, the eventual game mascot of Pokémon Gold, appeared in the first episode. Later, Togepi hatched from an Egg Ash himself found, and Misty became the first main character to own a Generation II Pokémon. Snubbull and Marill made their first appearances in Pikachu's Vacation, and Donphan appeared at the start of Mewtwo Strikes Back. During the second season of the English dub, Ash and Misty also encountered Tracey, who owned a Marill; Lugia, the game mascot of Pokémon Silver, was the focus of the second movie, in which Slowking also appeared. Bellossom, Ledyba, Hoothoot, and Elekid also made an appearance in Pikachu's Rescue Adventure.

First screenshots

The color scheme in these screenshots corresponds to the Super Game Boy palettes, as the games hadn't been developed with the Game Boy Color in mind yet. It also sported the palette-swapping functionality that is also present in the Generation I games.

At this time, the initial game screenshots released didn't look all that much different from the Generation I games. The pictures clearly show the games' engine being in a more developed, but still early, stage. The lack of battle screenshots would seem to indicate that a redone battle system had not been implemented yet.

As can be seen on one of the screenshots, whirlpools were originally randomly interspersed across sea routes to serve as obstacles.

On some other screenshots of different stages of development, part of a city resembling Ecruteak City is seen. Whether it was an actual prototype of Ecruteak City, or a completely distinct location, is not known.

A screenshot depicting an earlier design for the Pokémon Center also shows an Unown ruin on the upper-right corner, which was possibly related to the Ruins of Alph, or an equivalent location at that point in development.

A gate at the end of a route is also shown.

Another screenshot also depicts possible prototypes of Goldenrod Radio Tower, as well as of a gate—possibly the gate that leads to Route 35, or rather, the Magnet Train station in Goldenrod City.

Spaceworld '97 demo

Main article: Pokémon Gold and Silver Spaceworld '97 demo
050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

Delayed release

The second logo of Pocket Monsters: Gold & Silver, with the number 2 being dropped from the title

The end of 1997 passed without a release for Pocket Monsters 2: Gold & Silver. The potential release date was removed, and things generally stayed quiet until March 1998, where it was officially announced that the release would be delayed.

It was at this time that the games were re-announced as Pocket Monsters: Gold & Silver. Though the number 2 was dropped, the games remained as sequels to the Generation I games. Much of the year was quiet with regard to information about the games, as Pocket Monsters: Pikachu was on its way out in Japan, and Pokémon Red and Blue and the Pokémon anime were on their way to the United States.

Video showing a few seconds of how the game looked like:

By Escape, Cyberia i inne
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.



More information revealed and additional delay

The final logo for Pocket Monsters: Gold
The final logo for Pocket Monsters: Silver

Following nearly a year without press releases, the Nintendo of Japan website was finally updated with new information on Pocket Monsters: Gold & Silver. A revised release date of June 1999 was given and it was announced the games would be compatible with the then soon-to-be-released Game Boy Color. The final release date was later pushed back to November 21, 1999.

Along with the projected release date, Ken Sugimori's artwork for Slowking, Marill, Bellossom, and Hoothoot was also released, as were several screenshots of the new battle system, featuring fully-colored sprites.

The battle screens are very similar to the final ones, but the absence of gender notation is apparent. Pokémon gender was a previously announced feature, and the graphical indicator of the gender during battle was likely added later as a convenience to players.

The move stats screen, which, in the final release, shows players the remaining and total amount of PP for each move, as well as its type, was apparently not fully completed at this point in development.

The battle system, nearly complete, was demonstrated, including wild Pokémon encounters. The new Pokédex, while close to completion, was still missing several features, such as the footprint and National Pokédex number of the Pokémon. The location, cry, and printing functions were also missing.

The screenshots released look very similar to the actual footage of the final release. The locations shown do not appear to be part of the final map, though they look similar.

The Pokédex Entries for the 'new' Pokémon (Marill, Girafarig, Hoppip, Sunflora, and Ledyba) had 'Now investigating this newly discovered Pokémon' as their entries. This was the same as the Spaceworld '97 Demo.

Post-release

Since Pokémon Gold and Silver were released, other things have been uncovered that reveal interesting details about their development.

Unused intro graphics

Blastoise and Venusaur sprites are found in the intro graphics of Pokémon Gold and Silver.

Locations

The final releases have a large number of incomplete maps that detail what most Johto towns looked like during the development stages. Some data pertaining to Kanto locations that are not available is also present.

Ecruteak Pharmacy

Inside the unused house in Olivine City

Another complete map is a house in Olivine City, where a woman refers to a pharmacy in Ecruteak City instead of Cianwood City on both Japanese and English releases. This possibly suggests that the pharmacy was originally planned for Ecruteak City. Oddly enough, she has a Rhydon inside her house, which uses a bugged overworld sprite that intermittently changes between its own and the one resembling a Clefairy. The warp data is complete and is in the top left corner of Olivine City in the middle of trees (meaning that the player cannot normally walk there), however, there is no door and walking into the warp tile alone will not activate the warp. Additional hacking must be done to activate it, such as making all warps act like holes. Additionally, the trees should be removed if this is to be accessed without "walk through walls".

The following text is from the woman's speech:

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

English

When my Pokémon got sick, the Pharmacist in Ecruteak made some medicine for me.

Interacting with the Pokémon's overworld sprite will yield:

Japanese

サイドン『ぐごーおお!

English

Rhydon: Gugooh!

Special (location)

Special in non-Korean Gold and Silver on Super Game Boy mode

The second floor of every Pokémon Center is actually the same map, regardless of which Pokémon Center the player is at. This is because when the player goes up the stairs, they are redirected to a map internally labeled as SPECIAL (Japanese: スペシャル Special). In Korean Gold and Silver, it is instead labeled as ???.

It is likely that Game Freak created Special in order to save storage space in the ROM of the games; however, there is unused map data for copies of Special in every Kanto location with a Pokémon Center, suggesting that Game Freak also tested multiple copies of the second floor in every Pokémon Center, an idea they later used in the Generation III games. These unused copies all have but a single warp programmed in, which leads the player back to the respective ground floor, and use the map header of the location in which they were supposed to be found.

Safari Zone

There is an unused and incomplete map for the Kanto Safari Zone, along with a disabled warp for the Safari Zone gate.

In Pokémon HeartGold and SoulSilver, it is replaced by the Pal Park, and an actual Safari Zone was newly added to the north of Route 48.

Pokémon

No wild Pokémon exist within the grass of the unused Safari Zone; however, a few Pokémon can be found by fishing (the usual set of Pokémon found by fishing in many places in the game).

Pokémon Games Location Levels Rate
Morning Day Night
Fishing
Magikarp Magikarp
G S C
Old Rod Fishing
Old Rod
10 85%
Krabby Krabby
G S C
Old Rod Fishing
Old Rod
10 15%
Krabby Krabby
G S C
Good Rod Fishing
Good Rod
20 55%
Magikarp Magikarp
G S C
Good Rod Fishing
Good Rod
20 35%
Corsola Corsola
G S C
Good Rod Fishing
Good Rod
20 10% 10% 0%
Staryu Staryu
G S C
Good Rod Fishing
Good Rod
20 0% 0% 10%
Krabby Krabby
G S C
Super Rod Fishing
Super Rod
40 60%
Corsola Corsola
G S C
Super Rod Fishing
Super Rod
40 30% 30% 0%
Staryu Staryu
G S C
Super Rod Fishing
Super Rod
40 0% 0% 30%
Kingler Kingler
G S C
Super Rod Fishing
Super Rod
40 10%
A colored background means that the Pokémon can be found in this location in the specified game. A white background with a colored letter means that the Pokémon cannot be found here.


Area

The map data of the gate still exists, with an exit warp back to Fuchsia City and an entrance warp into the unused Safari Zone. The Safari Zone area itself is rather small, with several tiles of long grass, a small pond, and other features. Oddly, the water tiles have no outline surrounding them, unlike other pools of water in the game. There are no regular exit warps from within the Safari Zone area, but two normally inaccessible warps to the gate exist at the two positions that the player initially appears at after entering the Safari Zone from the gate's left or right door.[3]

Pokémon Lab

Full maps without events programmed in exist for the Pokémon Lab in Cinnabar Island, indicating that Cinnabar Island was originally planned to make an appearance without the erupted volcano, or at least that the Lab was going to remain.

Prototype maps

The prototype maps are left over in the Pokémon Gold, Silver and Crystal ROMs. They don't fit with any tileset in the final game.

Graphics

A mine cart image was discovered on the cave tilesets. The player character's early sprites, which depict him without his Bag, are still present in the games' code as well.

Changed Graphics

Several Trainer and Pokémon sprites and in battle images were changed between the Japanese / South Korean and international releases. Many of the Pokémon sprite changes were made to make them more accurate to their TCG card graphics. Interestingly, an early CoroCoro scan depicted the Fisher trainer class smoking even before the release of the game. The Sage and Medium's sprites were changed due to Nintendo's policy on religious references that was effective at the time.

Trainers

Spr GS Beauty JP.png

Spr GS Beauty.png

Beauty - Japan / South Korea Sprite International - Longer shorts, no longer winks

Spr GS Sage JP.png

Spr GS Sage.png

Sage - Japan / South Korea Sprite International - No longer prays

Spr GS Medium JP.png

Spr GS Medium.png

Medium - Japan / South Korea Sprite International - No longer carries beads

Spr GS Swimmer F JP.png

Spr GS Swimmer F.png

Swimmer♀ - Japan / South Korea Sprite International - No longer winks

Spr GS Fisher JP.png

Spr GS Fisher.png

Fisher - Japan / South Korea Sprite International - No longer smokes

Unobtainable Shiny Pokémon

The coding of Pokémon Gold, Silver, and Crystal have Shiny sprites for Mew and all Unown. However, as neither were obtainable normally in Generation II, they are never seen during normal gameplay:

  • Mew was distributed only to Generation I games, and all Mew distributed in this way had DVs of 15 each. Because Shininess is determined by DVs, Mew cannot be Shiny when traded over the Time Capsule.
    • A Pokémon could be Shiny only if its Defense, Speed and Special DVs were all 10, and its Attack DV was 2, 3, 6, 7, 10, 11, 14 or 15. Because the HP DV was determined by the other four, a Shiny Pokémon could only have an HP DV of 0 (if the Attack DV is even) or 8 (if the Attack DV is odd).
  • Unown's letter and Shininess are both determined by DVs. Because of this, only I and V Unown could be Shiny at the time.


Egg Moves

Several Pokémon have Egg moves programmed to them, but there is no way of legitimately obtaining it (without using glitches). This happens when a Pokémon has an Egg Move that no Pokémon in their Egg Group can learn except as an Egg Move and there are no valid chain breeding pathways, or when the only Pokémon in their Egg Group that can learn the move cannot pass it to the Pokémon. This cannot occur for Pokémon in the Field Egg Group, due to male Smeargle being able to pass down any Egg Move.

The following is a full list of all unobtainable Egg Moves in Gold and Silver. These were removed from their list of Egg Moves in Crystal.

# Pokémon Egg Move Parent Egg Groups Notes
001 Bulbasaur Bulbasaur Charm Monster Grass Regained as an Egg Move in Generation III, when it can be inherited from Shroomish by chain breeding. From Generation V onward, it can inherit the move directly from Cottonee.

Bulbasaur no longer has Charm as an Egg Move in Generation VIII due to it being taught by TM29.

043 Oddish Oddish Charm Grass Regained as an Egg Move in Generation III, when it can be inherited from Shroomish by chain breeding. From Generation V onward, it can inherit the move directly from Cottonee.

Oddish no longer has Charm as an Egg Move in Generation VIII due to it being taught by TM29.

120 Staryu Staryu Aurora Beam Water 3 Staryu is gender unknown, so can only breed with Ditto and thus cannot inherit any Egg Moves.
Barrier
Supersonic
143 Snorlax Snorlax Charm Monster Regained as an Egg Move in Generation III, when it can be inherited from Bulbasaur by chain breeding. From Generation VI onward, it can inherit the move directly from the Tyrunt evolutionary line.

Snorlax no longer has Charm as an Egg Move in Generation VIII due to it being taught by TM29.

238 Smoochum Smoochum Lovely Kiss Human-Like Its evolved form, Jynx, can learn the move, but cannot pass the move down due to being female-only. While female Pokémon can pass down Egg Moves from Generation VI onward, making this Egg Move possible, Smoochum no longer has Lovely Kiss as an Egg Move.

Events

An unused event script, complete with text, was discovered.[4] In it, a different event for a level 40 Entei, analogous to the birds in Generation I, was planned. The script consists of three events: output text on-screen, play Entei's cry and initiate a battle with a wild level 40 Entei. The output text is: "Entei: Bufuu!"

This unused event was removed from Pokémon Crystal.

There are also unused text strings for an event related to the Burned Tower, where someone's daughter was missing.[5] It is possible that this event made its final debut as the missing granddaughter in the S.S. Aqua.

Oh, no. Oh, no…
My daughter is missing.

No… She couldn't have gone to the Burned Tower. I told her not to go near it… People seem to disappear there…

Oh, what should I do…?

Sweet Honey

Several text strings refer to Sweet Honey, suggesting that Honey was originally planned for the Generation II games. It eventually made its debut in Pokémon Diamond and Pearl.

My Pokémon is an expert at collecting Sweet Honey.

If the unidentified NPC were to give Sweet Honey to the player:

I'll share some with you.

If the player did not have enough room in his Bag:

I want to give you some Sweet Honey, but you have no room for it.

If the player had room in the Bag:

Here you go! Have some Sweet Honey!



{Player} received Sweet Honey.

Other text related to Sweet Honey includes:

My little brother takes Sweet Honey and goes somewhere with it.
I wonder what he's up to?



Did you put Sweet Honey on a tree? What happened to it?



Did you put Sweet Honey on a tree? It takes about a day for Pokémon to be drawn to it.



Butterfree: Freeh!

Naming the mother

One of the different types of name entry screens is unused and has the player naming their mother, complete with Mom's sprite and the text "MOTHER's NAME?" (Japanese:ははおや の なまえは?). Additionally, the hex:49 control character will display text starting from the memory address D1AE, but it is seemingly unused; changing the data at D1AE will not change Mom's name in the Pokégear's list of contacts.[6]

The text at D1AE initialized as "MOM" from a New Game, implying that the hex:49 control character may have been intended to display the mother's name, but D1AE is actually used for a different purpose in the final game. The data at D1AE is written to with the player's name if the player watches the Dude's catching demonstration, so that the game can copy this data back into the player's name (as the player name is temporarily replaced with "DUDE"). This mechanic is similar to how watching the old man's demonstration in Generation I temporarily stores the player's name in wild encounter data.

Red and Green

Space is reserved in RAM for two names, Red and Green—the protagonist and his rival from the Generation I games, but there is seemingly no menu for the player to name them, unlike how there is an unused menu for naming the mother.

Bird type

The Bird type from the Generation I games remains in the internal data. This is presumed to be a carryover from the Generation I games' engine, as Pokémon Gold and Silver were developed on an upgraded version of it.

Items

The Town Map and Poké Flute from the Generation I games are also present. Both are named Teru-sama (Japanese: カビチュウ Kabichū) and are otherwise unusable. However, if their data is modified so that the Use option in the Bag appears, the Poké Flute will still function, and the Town Map will attempt to, but fail, as the data it would access was relocated or removed altogether.

Cal

There is unused battle data for Cal, the default opponent at the Trainer House. There are two parties—one with the initial evolutionary stages of the Johto first partner Pokémon and one with their second evolutionary stages. As Viridian City and its Trainer House cannot be legitimately accessed until much later in the player's adventure, it is unknown what purpose these parties would have served.

Game Corner

A second card-flipping Game Corner game exists in the game code. It exists in both the Japanese and English versions, but some text strings for it were not translated for the English versions; resulting in mojibake.

By IIMarckus
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


Status prevention hold item effects

In the game code there are six unused types of hold item effects that prevent the Pokémon holding it from being inflicted with a status ailment.

Four of the effects bring up the text "<Pokémon>'s protected by <item>!", but the ones that prevent the Burn and Freeze ailments, while functionable, do not bring up this message. Hold items with these attributes are not consumed after use, like Leftovers.

It is unknown why these are unused.

Leftover Mimic Menu

During the Generation I games, the move Mimic allowed the player to decide what move they wanted to copy. How this move functioned was changed in Generation II to copy the last used move. However, there is still data leftover in the game for the original use of Mimic. It can be added back in using the Gameshark codes 010111D1 (Japanese Release) and 01011FD1 (US Release). The move is glitchy though, sometimes it brings up the enemy's moves, the player Pokémon's moves, or in some cases; the Pokémon will use Struggle instead. Once the Mimic menu has been opened, it cannot be closed; the player must choose what move to copy. This menu is still present in the Crystal release as well.[7]

Unused Pokémon Flee Encounters

Some Pokémon are able to flee but are never encountered in the wild. The flee encounters are separated into three tables, (the third table being 100% flee probability is used by the Legendary beasts). The first table is a 10% chance to flee and the second table is a 50% chance to flee, however; the Pokémon below are never found anywhere.

Table 1 (10%)

Table 2 (50%)

Unused Battle Types

The RAM Address D119 determines what type of battle the player character will encounter, there are several battle types that go unused or cannot be experienced through normal gameplay.

References

External links

Beta versions of Pokémon games
Generation I
Red and GreenYellow
Generation II
Gold and Silver (Spaceworld '97 demo) • Crystal
Generation III
Ruby and SapphireFireRed and LeafGreenEmeraldColosseumXD
Generation IV
Diamond and PearlPlatinumHeartGold and SoulSilver
Generation V
Black and WhiteBlack 2 and White 2
Generation VI
X and YOmega Ruby and Alpha Sapphire
Generation VII
Sun and MoonUltra Sun and Ultra Moon
Generation VIII
Sword and Shield
Unreleased
Pokémon Picross
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