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Development:Pokémon Red and Blue/Unused Maps

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This page contains changes which are not marked for translation.


This is a sub-page of Development:Pokémon Red and Blue.

A large amount of maps were archived in the source code, albeit with a lot of them being subject to what was either corruption or incorrect parameters. Despite this, these maps give us an incredibly informative glimpse regarding how the region of Kanto evolved over time.

Contents

"Version 1"

Overview

The earliest known iteration of Kanto, which appears to date back to around 1992. While the overworld layout had already been established, many of the routes at this point are just blank roads, and several cities have practically nothing interesting in them. The tileset used is also much simpler and cruder than in later iterations, with perspective namely being amiss and the art style being radically different.

Though in surprisingly good shape, this version of Kanto does however contain instances where a map uses the wrong blocks. The first one is a wall portion with a "CVS" sign on it, and, as seen by its placement, it appears to have once been a duplicate four-block block that was ultimately overwritten. The other incorrect block is a garbled mess of sign corners, which as seen in the respective blockset, was used as padding near the end of the list. As such, it's clear that there are actually different instances of this block where a certain one should be used. As such, the reconstructions that will be provided will use educated guesses when it comes to what goes where.

Incorrect Block Proper Block
PokeRG V1 Incorrect Block 1.png
PokeRG V1 Proper Block 1.png
PokeRG V1 Incorrect Block 2.png
PokeRG V1 Proper Block 2.png
PokeRG V1 Incorrect Block 2.png
PokeRG V1 Proper Block 3.png
PokeRG V1 Incorrect Block 2.png
PokeRG V1 Proper Block 4.png

Exteriors

Pallet Town

Early Map

TOWN01.DAT

Final Map

NTOWN_01.MAP

PokeRG Pallet Town CapMon.png
PokeRG Pallet Town Final.png

Only contains two small buildings, meaning that Professor Oak's lab is absent, with him either living with his family or having his lab in another city. The map is also surrounded by water on all sides, instead of just having a beach to the south. Trees also encircle the town, as opposed to the final games' bollards. Tall grass is also found inside the town, as well as a few other cities throughout Kanto, though whether this was standard tall grass or purely decorative weeds is unknown.

Route 1

Early Map

ROAD01.DAT

Final Map

NROAD_01.MAP

PokeRG Route 1 CapMon.png
PokeRG Route 1 Final.png

Is more densely wooded, features less tall grass, and has a more natural curvy path. Also worth noting is that across this iteration of Kanto are a series of numbered signs, with them likely intended to display the current route's number. However, they all state "15", likely because the other number tiles had not been implemented yet. Numbered route signs wouldn't reappear until years later in Pokémon X and Y, but have appeared in every game since.

Viridian City

Early Map

TOWN02.DAT

Final Map

NTOWN_02.MAP

PokeRG Viridian City CapMon.png
PokeRG Viridian City Final.png

The overall layout is the same, though the body of water is missing, and the way to Route 22 is blocked off by fences. As for the wooded area, it is found in the upper-right corner of town as opposed to the upper-left one, and its shape seems to indicate it had originally been designed to hold items.

Interestingly, the roads exiting town are paved, while Route 1 and 2 are completely grassy. This is perhaps a leftover from an even earlier iteration of Kanto, where Route 1 and 2 were still placeholder paved roads.

Route 2

Early Map

ROAD02.DAT

Final Map

NROAD_02.MAP

PokeRG Route 2 CapMon.png
PokeRG Route 2 Final.png

The lower half of this route is the most different, featuring more tall grass as well as a river and bridge which are nowhere to be seen in the final games. A clearing sits where Viridian Forest normally lies, and the entrance to Diglett's Cave is quite larger. No houses nor gates are present in this iteration.

Pewter City

Early Map

TOWN03.DAT

Final Map

NTOWN_03.MAP

PokeRG Pewter City CapMon.png
PokeRG Pewter City Final.png

While the layout is somewhat similar, this area is nonetheless very different. Namely, where the Gym normally lies is a large C-shaped building, and the two bodies of water swapped with an enclosed flower patch. The paved road oddity from Viridian City also carries on here. Interestingly, there are mountains to the north of the city, as there would later be in HeartGold and SoulSilver.

Route 3

Early Map

ROAD03.DAT

PokeRG Route 3 CapMon.png
Final Map

NROAD_03.MAP

PokeRG Route 3 Final.png

The first of the placeholder routes. Indeed, virtually all routes in this iteration of Kanto are wide empty roads, the latter ones styled as highways, with the corresponding route number written out of tall grass, though Route 3 notably lacks the latter aspect.

Route 4

Early Map

ROAD04.DAT

PokeRG Route 4 CapMon.png
Final Map

NROAD_04.MAP

PokeRG Route 4 Final.png

A stand-in for Route 4, whose latter half lacks pavement let alone Mt. Moon.

Cerulean City

Early Map (Original)

TOWN04.DAT

PokeRG Cerulean City CapMon.png
Early Map (Corrected)
PokeRG Cerulean City Capmon Corrected.png
Final Map

NTOWN_04.MAP

PokeRG Cerulean City Final.png

Has a completely different layout, and only shares the fact that it is a city surrounded by water. Namely lacks the entrance to Cerulean Cave, instead having an odd empty island in the top right, and features a rather odd looking pretzel-shaped Inn.

Route 24

Early Map

ROAD24.DAT

Final Map

NROAD_24.MAP

PokeRG Route 24 CapMon.png
PokeRG Route 24 Final.png

A stand-in for Route 24.

Route 25

Early Map

ROAD25.DAT

PokeRG Route 25 CapMon.png
Final Map

NROAD_25.MAP

PokeRG Route 25 Final.png

A stand-in for Route 25, appropriately ending in a dead-end in this iteration.

Route 9

Early Map

ROAD09.DAT

PokeRG Route 9 CapMon.png
Final Map

NROAD_09.MAP

PokeRG Route 9 Final.png

A stand-in for Route 9.

Route 10

Early Map

ROAD10.DAT

Final Map

NROAD_10.MAP

PokeRG Route 10 CapMon.png
PokeRG Route 10 Final.png

A stand-in for Route 10, with Rock Tunnel nowhere to be seen.

Lavender Town

Early Map (Original)

TOWN05.DAT

Early Map (Corrected) Final Map

NTOWN_05.MAP

PokeRG Lavender Town CapMon.png PokeRG Lavender Town CapMon Corrected.png PokeRG Lavender Town Final.png

Has a completely different layout, lacking the iconic Pokémon Tower and a lot of the houses. Looks more like a typical drive-by town, with very few houses, a minuscule convenience store, and an overgrown hotel. Appears to have once been close to the water to the east, while in the final games, the closest source of water is south.

Route 5

Early Map

ROAD05.DAT

Final Map

NROAD_05.MAP

PokeRG Route 5 CapMon.png
PokeRG Route 5 Final.png

A stand-in for Route 5.

Route 6

Early Map

ROAD06.DAT

Final Map

NROAD_06.MAP

PokeRG Route 6 CapMon.png
PokeRG Route 6 Final.png

A stand-in for Route 6.

Vermilion City

Early Map (Original)

TOWN06.DAT

Early Map (Corrected) Final Map

NTOWN_06.MAP

PokeRG Vermillion City CapMon.png PokeRG Vermillion City CapMon Corrected.png PokeRG Vermillion City Final.png

Has a completely different layout, lacking the iconic harbor and featuring quite a lot of tall grass. Appears to have been conceptually switched with Celadon City, as here the town is seen sporting what is likely a department store, as well as Game Freak's building (as seen by the GF logo near the entrance of town).

This map is also essentially proof that the garbled block is actually at least two different kinds of walls. One of them was likely making use of the Poké Ball sign, though the other one may have just been a blank wall for all we know.

Route 8

Early Map

ROAD08.DAT

PokeRG Route 8 CapMon.png
Final Map

NROAD_08.MAP

PokeRG Route 8 Final.png

A stand-in for Route 8.

Route 7

Early Map

ROAD07.DAT

Final Map

NROAD_07.MAP

PokeRG Route 7 CapMon.png PokeRG Route 7 Final.png

A stand-in for Route 7.

Celadon City

Early Map (Original)

TOWN07.DAT

Early Map (Corrected) Final Map

NTOWN_07.MAP

PokeRG Celadon City CapMon.png PokeRG Celadon City CapMon Corrected.png PokeRG Celadon City Final.png

Has a completely different layout, lacking the iconic department store and a lot of the houses. Appears to have been conceptually switched with Vermilion City, as here the town is seen sporting what is likely a harbor, that and it is also surrounded by water, while the final city is completely landlocked.

Another case of odd unknown blocks, as there are way too many affected buildings for them all to have had a purpose/sign.

Route 11

Early Map

ROAD11.DAT

PokeRG Route 11 CapMon.png
Final Map

NROAD_11.MAP

PokeRG Route 11 Final.png

A stand-in for Route 11, with Diglett's Cave being nowhere to be seen.

Route 12

Early Map

ROAD12.DAT

Final Map

NROAD_12.MAP

PokeRG Route 12 CapMon.png
PokeRG Route 12 Final.png

A stand-in for Route 12.

Route 13

Early Map

ROAD13.DAT

PokeRG Route 13 CapMon.png
Final Map

NROAD_13.MAP

PokeRG Route 13 Final.png

A stand-in for Route 13.

Route 14

Early Map

ROAD14.DAT

Final Map

NROAD_14.MAP

PokeRG Route 14 CapMon.png
PokeRG Route 14 Final.png

A stand-in for Route 14, with the road containing striped lanes.

Route 15

Early Map

ROAD15.DAT

PokeRG Route 15 CapMon.png
Final Map

NROAD_15.MAP

PokeRG Route 15 Final.png

A stand-in for Route 15.

Route 16

Early Map

ROAD16.DAT

PokeRG Route 16 CapMon.png
Final Map

NROAD_16.MAP

PokeRG Route 16 Final.png

The first of the highway-themed placeholder routes. This one having a rather crude "6".

Route 17

Early Map

ROAD17.DAT

Final Map

NROAD_17.MAP

PokeRG Route 17 CapMon.png PokeRG Route 17 Final.png

The second highway stand-in route. Compared to most of the routes, this one didn't change much in the final games. Lacks the usual tall grass route number.

Route 18

Early Map

ROAD18.DAT

PokeRG Route 18 CapMon.png
Final Map

NROAD_18.MAP

PokeRG Route 18 Final.png

The last highway stand-in route.

Fuchsia City

Early Map (Original)

TOWN08.DAT

Early Map (Corrected) Final Map

NTOWN_08.MAP

PokeRG Fuchsia City CapMon.png PokeRG Fuchsia City CapMon Corrected.png PokeRG Fuchsia City Final.png

Completely vacant aside from two buildings. While it lacks any hint of a Safari Zone, the northern half of town is oddly opened-up, which would made sense as a previous Kanto layout had a route north of town.

Route 19

Early Map

ROAD19.DAT

Final Map

NROAD_19.MAP

PokeRG Route 19 CapMon.png PokeRG Route 19 Final.png

An early version of Route 19. Is entirely made out of land, whereas the final version is a sea route which only features a very small northern shore. Also features two buildings, and while the final games has none here, Yellow would later add the Summer Beach House on this route.

Route 20

Early Map

ROAD20.DAT

PokeRG Route 20 CapMon.png
Final Map

NROAD_20.MAP

PokeRG Route 20 Final.png

An early version of Route 20. Only features a tiny isle in lieu of the Seafoam Island. Interestingly lacks bollards restricting the player's path.

Cinnabar Island

Early Map

TOWN09.DAT

Final Map

NTOWN_09.MAP

PokeRG Cinnabar Island CapMon.png PokeRG Cinnabar Island Final.png

A stand-in for Cinnabar Island, using the number 9, its corresponding number as seen in the Capsule Monster design documents, in addition to it being the ninth Fly landmark.

Route 21

Early Map

ROAD21.DAT

Final Map

NROAD_21.MAP

PokeRG Route 21 CapMon.png PokeRG Route 21 Final.png

An early version of Route 21, with it featuring a lot of small isles instead of a few piers, as well as once again lacking bollards restricting the player's path. Interestingly, starting with FireRed and LeafGreen, this route would ultimately end up containing a series of small islands.

Route 22

Early Map

ROAD22.DAT

PokeRG Route 22 CapMon.png
Final Map

NROAD_22.MAP

PokeRG Route 22 Final.png

A stand-in for Route 22, with the Route 23 side being more overgrown with grass than the Viridian City side.

Route 23

Early Map

ROAD23.DAT

Final Map

NROAD_23.MAP

PokeRG Route 23 CapMon.png PokeRG Route 23 Final.png

A completely different earlier iteration of Route 23, with it appearing as a winding mountain path (which would explain the final area it leads to being called a "plateau") which lacks any sort of water, man-made structures, or even Victory Road. The concept of the final boss of the game being at the end of a mountain climb would be used in Generation 2.

Indigo Plateau

Early Map

TOWN10.DAT

Final Map

POKECEN.MAP

PokeRG Indigo Plateau CapMon.png PokeRG Indigo Plateau Final.png

Another wildly different design, with an imposing cave standing where the League sits in the final games. The League had definitely not been conceived yet, and if anything the dungeon that would have been found here is closer to what the Victory Road would end up being. A small hole can also be seen in the upper-right corner, perhaps originally intended for the player to access an otherwise inaccessible portion of the cave system below.

Saffron City

Early Map

TOWN11.DAT

Final Map

NTOWN_11.MAP

PokeRG Saffron City CapMon.png
PokeRG Saffron City Final.png

Completely vacant, being little more than a partially blocked-off crossroad.

Scrapped Town

PokeRG Town C CapMon.png

TOWN12.DAT is a town that was scrapped early in development, and likely corresponds to the area referred to as "C" in the design documents. What was seemingly alluded to as a city the size of Saffron City turns out to be a town the size of Pallet Town, with the purpose of this area still as unclear as it was before. Worth noting is that this map is the only place in this iteration of Kanto where a truck is found. The exact same graphic would make its way into final game, found offscreen in the Vermilion City harbor.

Interiors

Poké Mart (Standard)

Early Map Final Map
PokeRG Mart CapMon.png
PokeRG Mart Final.png

An early Poké Mart which features way less shelves, as well as a counter that is in front of the entrance, as opposed to beside it.

Poké Mart (Large)

Early Map Final Map
PokeRG Large Mart CapMon.png
PokeRG Dpt Store Final.png

A larger version of the Poké Mart seemingly intended for the two-story building in Vermillion City. Ultimately reworked into the upper floors of the Celadon City department store.

Champ Cup

PokeRG Champ Cup.png

The predecessor to Pokémon Gyms. Supported by numerous details found in the leak files, such as internal names for the overworld sprites revealing that Lance's spot was originally occupied by an NPC type known as "Judge", whose role would have likely been that of the anime's battle judges, or how the internal name for the Gym tileset is "CHAMPCUP_TYPE".

"Version 2"

Overview

In comparison to the "V1" overworld, this iteration of it didn't come with any exterior blocksets or tilesets, and using the ones from the final games rends most areas as almost completely undecipherable. This isn't helped by the fact that some blocks appear to have been mistakenly placed when the maps were being made, or that some buildings were clearly still placeholders. Moreover, a handful of maps are partially missing, sometimes even completely (in the case of Viridian, Pewter, and Route 18), which was perhaps due to memory corruption or incorrect parameters. As such, red bollards will be used to denote missing map portions. Despite all this, with a little bit of work to restore these maps, a number of interesting differences can be noted. Appears to date back to around 1994.

Because of the lack of a tileset, the final Red and Green tileset will be used instead. As for the blockset, a possible reconstruction of the early one used by these maps will be provided below.

Early Blockset Final Blockset
PokeRG Blockset V2.png
PokeRG Blockset Final.png

In most cases, the file names are identical to the final maps, but with a different file extension. As a result, only the exceptions will have their file name shown.

Exteriors

Pallet Town

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Pallet Town V2.png PokeRG Palette Town V2 Corrected.png PokeRG Pallet Town Final.png

Is still surrounded by trees, has tall grass, and lacks the bollards blocking the path to Route 21. Otherwise pretty much identical to final.

Route 1

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 1 V2.png PokeRG Route 1 V2 Corrected.png PokeRG Route 1 Final.png

Has one less wild grass patch when compared to V1, and thanks to the tileset, has an even more natural look as well. Still wildly different from the final layout.

Route 2

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 2 V2.png PokeRG Route 2 V2 Corrected.png PokeRG Route 2 Final.png

Now features cuttable trees, though cutting them only reveals separate areas instead of the straight shortcut seen in the final games. Viridian Forest is also completely missing, and the entrance to Diglett's Cave is a house, despite being a cave in V1. Interestingly, as seen here and all throughout this version of Kanto, gate houses appear to have not been implemented yet. As such, the extra houses were likely used as makeshift gate houses. Still wildly different from the final layout.

Route 3

Early Map
PokeRG Route 3 V2.png
Corrected Early Map
PokeRG Route 3 V2 Corrected.png
Final Map
PokeRG Route 3 Final.png

The first of the partially missing maps. Also has what appears to be unintentionally shuffled tiles on the rightmost side. The visible layout, however, does appear almost identical to final, though with fewer ledges, a paved road, and more tall grass.

Route 4

Early Map
PokeRG Route 4 V2.png
Corrected Early Map
PokeRG Route 4 V2 Corrected.png
Final Map
PokeRG Route 4 Final.png

Has a less hilly landscape, while the entrance and exit to Mt. Moon are farther apart. Speaking of Mt. Moon, it was seemingly originally an optional dungeon, ala Mt. Mortar in Pokémon Gold and Silver, before ultimately being made required in the final games.

Cerulean City

Early Map
PokeRG Cerulean City V2.png
Corrected Early Map
PokeRG Cerulean City V2 Corrected.png
Final Map
PokeRG Cerulean City Final.png

While almost entirely missing, the remaining portion of the map shows a similar layout, though namely lacking the exit to the Route 25 shortcut, which as seen on Route 24 and 25 had not been conceived yet.

Route 24

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 24 V2.png PokeRG Route 24 V2 Corrected.png PokeRG Route 24 Final.png

Is entirely surrounded by water, the stretch of tall grass starts higher up and is longer, and as mentioned above, the shortcut is missing entirely.

Route 25

Early Map
PokeRG Route 25 V2.png
Corrected Early Map
PokeRG Route 25 V2 Corrected.png
Final Map
PokeRG Route 25 Final.png

Has a much simpler layout, lacks the tree maze and pond, and is once again entirely surrounded by water. Bill's Cottage is present, though due to the blockset used, it lacks a "garden" above it.

Route 9

Early Map
PokeRG Route 9 V2.png
Corrected Early Map
PokeRG Route 9 V2 Corrected.png
Final Map
PokeRG Route 9 Final.png

Has a much simpler layout, being a rather straight paved road instead of a winding mountainous path. Also features more water, and appears to lack any obstacle near its entrance, perhaps meaning you were able to go all the way to the Rock Tunnel. This was likely changed so that the player would not get lost trying to navigate the cave in the dark. This route also features a little area blocked by cuttable trees, likely once the place where an item resided.

Route 10

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 10 V2.png PokeRG Route 10 V2 Corrected.png PokeRG Route 10 Final.png

Surprisingly close to final, with only a cave entrance sitting where the Power Plant should be. The Pokémon Center also appears to just be an ordinary house, possibly no more than a rest house. The Pokémon Tower also extends much farther up into this map.

Lavender Town

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Lavender Town V2.png PokeRG Lavender Town V2 Corrected.png PokeRG Lavender Town Final.png

Now much closer to the final version, though with way more signs, a trait shared with a few other areas. It's then possible that these signs acted as in-game sticky notes, which would have contained basic story details and other things to remember. The Pokémon Tower is here made out of Gym building, and is slimmer than what is seen on Route 10, perhaps meaning that the latter was made later down the line. Also seems to have a little path with cuttable trees, but it doesn't amount to much.

Route 5

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 5 V2.png PokeRG Route 5 V2 Corrected.png PokeRG Route 5 Final.png

Another partially missing map, though this one at least comes with an interesting alternate placeholder design for the gate building. Features an extra house, possibly the entrance to the unused Route 5--7 Underground Path. This map, in addition to Route 9, seem to suggest that Cerulean City had a lot more water along its southern border than it does in the final game.

Route 6

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 6 V2.png PokeRG Route 6 V2 Corrected.png PokeRG Route 6 Final.png

A simple straight paved road. Features a somewhat redundant alternate path which leads directly to Vermillion City's Pokémon Center, but there is blocked by a cuttable tree.

Vermilion City

Early Map Corrected Early Map Final Map
PokeRG Vermillion City V2.png PokeRG Vermillion City V2 Corrected.png PokeRG Vermillion City Final.png

Still a bit barebones, lacking the Fishing Guru's house, and featuring less water overall. Interestingly, the Gym isn't blocked by anything, and the large mass of bollards at the bottom seems to have been the harbor, which in the final games is found on a separate map. Funnily enough, the "Machop plot" is already present.

Route 8

Early Map (Original)
PokeRG Route 8 V2.png
Early Map (Corrected)
PokeRG Route 8 V2 Corrected.png
Final Map
PokeRG Route 8 Final.png

Has a somewhat similar layout, but lacks the ledges and enclosed patch of tall grass. Instead features little ponds not seen anywhere on the final map.

Route 7

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 7 V2.png PokeRG Route 7 V2 Corrected.png PokeRG Route 7 Final.png

Pretty much identical to final, though lacking the tall grass and featuring an extra house, possibly the entrance to the unused Route 5--7 Underground Path.

Celadon City

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Celadon City V2.png PokeRG Celadon City V2 Corrected.png PokeRG Celadon City Final.png

Has a somewhat similar layout, though lacking a lot of houses. While the grass along the border of the city is present, it's inaccessible in this iteration, as there are no cuttable trees.

Route 11

Early Map
PokeRG Route 11 V2.png
Corrected Early Map
PokeRG Route 11 V2 Corrected.png
Final Map
PokeRG Route 11 Final.png

Lacks the winding grass path, and features two likely accidentally placed plank tiles. The exit to Diglet's Cave's is once again represented by a house.

Route 12

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 12 V2.png PokeRG Route 12 V2 Corrected.png PokeRG Route 12 Final.png

Lacks the mountainous part at the top, and is a simple paved road instead of the series of piers, though it is interesting for featuring four rock formations at the crossroad. While the gaps between them is too wide for Snorlax to fill them it's possible that it wasn't originally intended to serve as a progression blocker. The bottom of the road, meanwhile, has some rather interesting looking cliffsides which are nowhere to be seen in the final games, giving the area a more scenic look.

Route 13

Early Map (Original)
PokeRG Route 13 V2.png
Early Map (Corrected)
PokeRG Route 13 V2 Corrected.png
Final Map
PokeRG Route 13 Final.png

Largely similar to V1, still lacking the pole maze and the patch of grass. But it has been given a cliffside at least!

Route 14

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 14 V2.png PokeRG Route 14 V2 Corrected.png PokeRG Route 14 Final.png

Another map that was almost entirely wiped by corruption. Not much seems to have been lost however, as it looks more-or-less similar to V1.

Route 15

Early Map (Original)
PokeRG Route 15 V2.png
Early Map (Corrected)
PokeRG Route 15 V2 Corrected.png
Final Map
PokeRG Route 15 Final.png

Is surrounded by water, and features no tall grass or split path.

Route 16

Early Map (Original) Left
Early Map (Corrected)
PokeRG Route 16 V2 Corrected.png
Final Map
PokeRG Route 16 Final.png

Basically identical to final, though namely having a much, much wider eastern route, supporting the idea that Snorlax wasn't originally intended to block parts of the overworld.

Route 17/18?

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 17 V2.png PokeRG Route 17 V2 Corrected.png PokeRG Route 17 Final.png

Interestingly features an opening on the right side which lines up pretty close with the scrapped alternate "road 9-3" from the concept pitch. This may reveal that this route was originally mistakenly built using outdated reference material, before being hastily corrected.

Bizarrely, in this iteration of Kanto, Route 18's map has seemingly been overwritten by a duplicate of Route 17's map. It's likely that this was a mistake, as even in V1, Route 18 was the same size as it is in the final games.

Fuchsia City

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Fuchsia City V2.png PokeRG Fuchsia City V2 Corrected.png PokeRG Fuchsia City Final.png

Is surrounded by water and lacks a lot of houses, in addition to the Gym, though what are likely the Warden's house and Bill's relative's house are already there. The exhibits are nowhere to be seen, and the Safari Zone building appears to have once been entered from the left as opposed to from the front.

Route 19

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 19 V2.png PokeRG Route 19 V2 Corrected.png PokeRG Route 19 Final.png

V2 is not that different from V1 from what can be seen, though the pier and cliff wall could be seen as an improvement over the water in V1.

Route 20

Early Map (Original)
PokeRG Route 20 V2.png
Early Map (Corrected)
PokeRG Route 20 V2 Corrected.png
Final Map
PokeRG Route 20 Final.png

The bollard formations are much more varied, Cinnabar Island's coastline properly extends into the map with an actual beach and a pier, and in lieu of the Seafoam Islands, stands what appears to be a lighthouse. The latter aspect could be supported by the Pokémon Tower tileset featuring what resembles a light fixture, and by Gold and Silver later reworking the idea of a lighthouse dungeon.

Cinnabar Island

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Cinnabar Island V2.png PokeRG Cinnabar Island V2 Corrected.png PokeRG Cinnabar Island Final.png

The general layout is there, but features more houses, more signs, and more land overall. The entrance to what is likely the Pokémon Mansion is also blocked by cuttable trees, which would be fitting seeing how it is an abandoned building, but likely changed as when the player exits the mansion, they would be standing on top of one of the trees.

Route 21

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 21 V2.png PokeRG Route 21 V2 Corrected.png PokeRG Route 21 Final.png

Features a beach, as well as a house on a small island, both elements that are nowhere to be seen on the final map. The tall grass patch near Pallet Town is also missing.

Route 22

Early Map (Original)
PokeRG Route 22 V2.png
Early Map (Corrected)
PokeRG Route 22 V2 Corrected.png
Final Map
PokeRG Route 22 Final.png

The general layout is there, but the pond is larger, and there is less tall grass.

Route 23

Early Map (Original) Early Map (Corrected) Final Map
PokeRG Route 23 V2.png PokeRG Route 23 V2 Corrected.png PokeRG Route 23 Final.png

Is a rather boring straight road, only featuring a central pond with two islands on it, and once again lacking Victory Road in any shape or form. The idea of decorative walls is already present, albeit in a rather crude form. This map and Indigo Plateau would be given an unique tileset to allow for a lot more freedom with the decor.

Indigo Plateau

Early Map (Original)

NTOWN_10.DAT

Early Map (Corrected) Final Map

POKECEN.MAP

PokeRG Indigo Plateau V2.png PokeRG Indigo Plateau V2 Corrected.png PokeRG Indigo Plateau Final.png

Resembles its Gold and Silver counterpart more than its original Red and Green one. Features an additional house on the side that is not present in the final games, perhaps the entrance to Victory Road, as it was absent from Route 23.

Saffron City

Early Map Corrected Early Map Final Map
PokeRG Saffron City V2.png PokeRG Saffron City V2 Corrected.png PokeRG Saffron City Final.png

Quite a different layout. Namely, what is clearly Silph Co. is represented as a large pile of bollards, which as seen in other places was used to represent incomplete structures. The "building" is way larger than the final one, and is surrounded by a moat, which in the ends causes quite the imbalance with the rest of the area. The final version of the town ended up going with a less grandiose Silph Co., but filled up the newly available space with more buildings, giving the area the feeling of a large populated city.

Interiors

Prof. Oak's Lab

Early Map

SCHOOL.MAP

Final Map

OHKIDO.MAP

PokeRG Oak Lab.png PokeRG Oak Lab Final.png

Visually identical to final aside from the tileset difference. Interestingly, while the internal tileset name and map name don't specify who the school belongs to, many of the script files contain a common function to handle blacking out after a lost battle. A comment in this function reads "to okido school(losing)". While this may seem odd at first, considering that the unused Prof. Oak Trainer class refers to him as a teacher in the Japanese script, it makes much more sense.

Burglarized Home

Early Map

ARASARE.MAP

Final Map

MINKA_C.MAP

PokeRG Trashed House.png PokeRG Trashed House Final.png

The burglarized house in Cerulean City is identical to final, aside from lacking one of its potted plants, its entrance mat, windows, and having differently arranged debris. For whatever reason, the map width and height are both one block larger than the final version, but the extra space isn't used for anything.

Underground Path 5--6

Early Map Final Map
PokeRG Underground Path 5-6.png
PokeRG Underground Path 5-6 Final.png

Identical to final, aside from featuring a staircase in the middle, which may have led to the extra house on Route 7. The block line which featured the stairs was removed entirely in the final games, causing a graphical issue at the bottom of the map in the final games due to not enough map being there to fill the newly available space.

Underground Path 5--7

PokeRG Underground Path 5-7.png

NUKE5_6.MAP is a scrapped secondary Underground Path which would have connected Route 5 to Route 7, both entrances possibly visible in the V2 iterations of each map. The final games ultimately replaced this area with a secondary underground path connecting Routes 7 and 8.

Fighting Dojo

Early Map

DOJO.MAP

Early NPC Data

T0TR0201.SXY

Final Map

DONATA.MAP

Final NPC Data

T11R0201.SXY

PokeRG Fighting Dojo.png
PokeRG Fighting Dojo NPC.png
PokeRG Fighting Dojo Final.png
PokeRG Fighting Dojo Final NPC.png

Is shorter, features a Buddha statue, stained floor planks. Also has some incorrect tiling. The Poké Balls are missing entirely, and the NPC arrangement is also wildly different here, featuring only one trainer, likely the Karate Master. The sprite used for this NPC also essentially proves that what is Koga's exclusive sprite set in the final games was originally used for the Blackbelt Trainer class.

Rocket Hideout

AZITO_R1.MAP, AZITO_R2.MAP, and AZITO_R3.MAP make up three rooms which would have been non-basement floors of the Team Rocket Hideout in Celadon City. Appears pretty barebones and incredibly small, perhaps meaning that the Hideout was originally a series of small rooms rather than an open series of floors. The remnants of these maps remain in the final game.

Pokémon Tower

Early Map (Original)

TOWER1F.MAP through TOWER7F.MAP

Early Map (Corrected) Final Map

NT_1F.MAP through NT_7F.MAP

1F
PokeRG Pokemon Tower 1F V1.png
Pokemon Tower 1F V1 Corrected.png
PokeRG Pokémon Tower 1F Final.png
2F
PokeRG Pokemon Tower 2F V1.png
Pokemon Tower 2F V1 Corrected.png
PokeRG Pokémon Tower 2F Final.png
3F
PokeRG Pokemon Tower 3F V1.png
Pokemon Tower 3F V1 Corrected.png
PokeRG Pokémon Tower 3F Final.png
4F
PokeRG Pokemon Tower 4F V1.png
Pokemon Tower 4F V1 Corrected.png
PokeRG Pokémon Tower 4F Final.png
5F
PokeRG Pokemon Tower 5F V1.png
Pokemon Tower 5F V1 Corrected.png
PokeRG Pokémon Tower 5F Final.png
6F
PokeRG Pokemon Tower 6F V1.png
Pokemon Tower 6F V1 Corrected.png
PokeRG Pokémon Tower 6F Final.png
7F
PokeRG Pokemon Tower 7F V1.png
PokeRG Pokémon Tower 7F V1 Corrected.png
PokeRG Pokémon Tower 7F Final.png

The Pokémon Tower here features much larger maps, and uses an earlier version of the blockset. Floors 3 and 4, interestingly enough, are copies of floor 2, which causes some inconsistencies when it comes to the ascending and descending stairs.

PokeRG Pokémon Tower Elevator.png

As seen on the other early Pokémon Tower maps, an elevator was once present in the building. NT_EL.MAP represents a midpoint in design: it shows that the elevator stuck around even after the layout of the tower was redesigned, and was even given its own map file, which it didn't have in the earlier iteration. It even has its own event file, T05R0208.SXY, with the exit containing warps to the base floor, warp ID's 4 and 5. Was ultimately scrapped, and Mr. Fuji simply warps you to the Pokémon House once you rescue him.

Seafoam Islands

PokeRG Seafoam Island B5F.png

MDUN_6.MAP, a scrapped floor for the Seafoam Islands, which makes it "B5F". Likely the original map containing Articuno, before being placed in B4F instead. Though it is likely a mere coincidence, the layout of this map slightly resembles B1F of Cerulean Cave in Yellow, with an island in the bottom right corner.


Mock-Up Final Map
PokeRG Seafoam Island B4F Mock Up.png
PokeRG Seafoam Island B4F Final.png

Interestingly, the position of the ladder leading to this scrapped area matches with the fourth basement's lone island, which in the final games is where Articuno was ultimately moved.

Cerulean Cave

Early Map

TORI_1F.MAP, TORI_B1.MAP, TORI_B2.MAP

Final Map

END01.MAP through END03.MAP

2F
PokeRG Cerulean Cave 1F.png
PokeRG Cerulean Dungeon 2F Final.png
1F
PokeRG Cerulean Cave B1F.png
PokeRG Cerulean Dungeon 1F Final.png
B1F
PokeRG Cerulean Cave B2F.png
PokeRG Cerulean Dungeon B1F Final.png

Cerulean Cave, also known as the "Unknown Dungeon", once sported a radically different design which made use of what later became the Safari Zone tileset. Moreover, not only is each floor's layout completely different, but the ordering is too, with the floors going from 1F to B2F as opposed to 2F to B1F.

It may seem like a far stretch to make, but the proof can be found in the leak files. In the map header of the script files for every floor of Cerulean Cave, the name of the "Map data address" is identical to these early maps. The most intriguing fact can be found in the script file for Cerulean Cave 1F/early B2F, T04R0701.DMG. In this file, there is an additional comment reading "Thunder Live Dungeon". "Thunder" is the Japanese name for Zapdos, which likely meant it was meant to reside in Cerulean Cave, rather than in the Power Plant as in the final.

Victory Road

Early Map

DGN02.MAP

Final Map

IWA_2F.MAP

PokeRG Victory Road 3F.png PokeRG Victory Road 3F Final.png

An earlier version of the third floor of the Victory Road. Much of the rubble was removed, a switch was moved across the room, the two holes were removed, blocks where Strength boulders could be pushed were marked, an ascending ladder was added, and so was a pressure switch. Incidentally, the Gold and Silver version of this map actually included a hole in just about the same area as seen in this early version.

Moltres Dungeon

PokeRG Moltres Dungeon.png

A scrapped map only referred to as "FIRE_DUN.MAP" internally. Likely a placeholder map thrown together prior to Moltres being moved to Victory Road. In the final games, Moltres lacks its own room. This map also uses an unused cave blockset, which allows for the nicer looking entrance seen here.

Pokémon Gyms

Map
PokeRG Gym 1.png
PokeRG Gym 2.png
PokeRG Gym 3.png
PokeRG Gym 4.png
Gym 1 Gym 2 Gym 3 Gym 4
PokeRG Gym 5.png
PokeRG Gym 6.png
PokeRG Gym 7.png
PokeRG Gym 8.png
Gym 5 Gym 6 Gym 7 Gym 8

Incredibly early iterations for the different Gyms. The Viridian and Pewter Gyms have identical maps, which appear to have served as something of a template design. Interestingly, Fuchsia's and Cinnabar's appear to have been swapped around (with the doors going to Blaine, and Koga instead getting the invisible walls).

PokeRG Gym Placeholder NPC.png

NPC arrangement and warp data exist which seem to fit this map in T08R0901.SXY, with the layout consisting of a Game Boy kid, four Cooltrainers, the Gym Coach, a Youngster and his Pokémon serving as the Gym Leader, as well as two NPC's who are assigned the "Judge" sprite. They would have likely opened the door to let you confront the Leader once all the other Trainers had been defeated. They were likely scrapped due to them being redundant. When paired with the final sprites, this map looks odd, as the "Judge" NPC was overwritten by Lance.

Despite undoubtedly being a Gym, none of the NPC's here are actually set to behave as Trainers. As with most interior maps in Generation 1, the exit warp takes you to the previous outdoor map: warp 9 to be specific.

A nearly identical NPC arrangement exists for Saffron City in T0TR0301.SXY. While largely the same as Fuchsia's, proper door sprites were added, as well as the exit leading to warp 2, the same as in the final Saffron Gym.

PokeRG Boss Gym.png

To finish with the Gyms, another map included in the leak, this one known simply as "BOSSDOJO.MAP". The internal name for Giovanni's map sprite is "Boss", so this was definitely intended for him, meaning that while the latter was likely not a Gym Leader, he still had his own unofficial Gym/lair.

Silph 2

Map
FilePokeRG Silph 2 1F.png
FilePokeRG Silph 2 2F.png
FilePokeRG Silph 2 3F.png
FilePokeRG Silph 2 4F.png
Floor 1 Floor 2 Floor 3 Floor 4

It appears that Silph Co. was so great Game Freak just couldn't resist making a second one! This secondary area would have been accessible as an option on the elevator, and consisted of a gauntlet where the player would have to defeat Trainers as they ascend. All of the Trainers here use the first roster of their Trainer class, likely meant to be temporary, as it creates some serious whiplash in difficulty progression as-is. NPC data exists in D10R0201.SXY through D10R0204.SXY for the first four floors. The Trainers are, in order from left to right:

Floor 1: Bug Catcher, Youngster, Lass, Misty, Super Nerd, Brock, Jr. Trainer ♂, Jr. Trainer ♀.

Floor 2: Channeler, Gambler, Erika, Gentleman, Hiker, Lt. Surge, Sailor, Fisherman.

Floor 3: Pokémaniac, Engineer, Rocket, Silph Chief, Biker, Koga, Scientist, Jack.

Floor 4: Beauty, Rocker, Blaine, Swimmer, Cue Ball, Sabrina, Burglar, Bird Keeper.

Some interesting things to note about the Trainers:

  • Brock uses the Youngster sprite, instead of the Super Nerd sprite, possibly reflecting his earlier design.
  • The Jr. Trainers have their sprites mixed up.
  • The Channeler, Engineer, Burglar, and Scientist all use otherwise unused rosters for their respective Trainer classes.
  • The Hiker doesn't use the "burly man" sprite, but rather uses the sprite that would be given to them in Generation 2.
  • Koga uses the Cooltrainer ♂ sprite, rather than his unique final sprite.
  • Blaine uses the "Gambler" old man sprite, rather than his final sprite.
  • While the Cue Ball on floor 4 was given a different sprite to fit being indoors, the Biker on floor 3 was not.

The first floor's elevator warp is set to take you to T11R0611 (T11R0601 is Silph Co. 1F), the Silph Co. elevator, which doesn't exist, instead of the actual Silph Co. elevator map, D10R0111. While no data for a fifth floor is known to exist, the fourth floor's warps refer to it, so it would have likely consisted of the remaining trainer classes, as such the Blackbelt, Juggler, Psychic, Giovanni, Tamer, Cooltrainer ♂, Cooltrainer ♀, and either the Rival or Professor Oak. The sixth floor, meanwhile, has wild encounter data which includes none other than Mewtwo, meaning that this is where it would have originally been found before it was ultimately moved to Cerulean Cave. Remnants of all six maps remain in the final game.

Pokémon League HQ

Map File Name Notes
This map is forest-themed because its border block is trees! SILF_B1.MAP

D14R0101.SXY

The first floor has the rates of Viridian Forest, but is visually closer to the Safari Zone. The entrance comes in from the final League lobby. The first Trainer is unused Cooltrainer♂ roster 4. The second Trainer is unused Cooltrainer♀ roster 4. The item ball contains TM17 Submission.
PokeRG Silph League 2F.png SILF_B2.MAP

D14R0102.SXY

The second floor is based after Mt. Moon, with matching rates. The item ball contains a Max Potion.
PokeRG Silph League 3F.png

PokeRG Silph League B3F Cabin Type B.png PokeRG Silph League B3F Cabin Type A.png

SILF_B3.MAP

SILF_B3A.MAP

SILF_B3B.MAP

D14R0103.SXY

D14R0110.SXY

D14R0111.SXY

D14R0112.SXY

D14R0113.SXY

The third floor is clearly based after the S.S. Anne, with four cabins. The item ball outside merely contains TM43 Sky Attack, meaning that to progress the player would have to find the right door or likely risk fighting a Trainer. These Trainers include unused Cooltrainer♂ roster 8, unused Gentleman roster 4, and unused Cooltrainer♀ roster 8. Regardless of the choice, each room contained an item ball. Full Heal, Protein, Guard Spec., and a Hyper Potion. Only the fourth and farthest door would lead to progress. As the S.S Anne normally does not have any encounters, the encounters on the main floor are completely original.
/ SILF_B4.MAP

D14R0104.SXY

The original map for this floor is lost as it was overwritten by Victory Road 1F. All that can be gleamed about this early version is that it had at least two warps: an entrance and an exit. Unused hidden item data found in the final games also seem to indicate this area contained a hidden Max Elixer at coordinates (14,11). The wild encounters suggest this floor was likely based after the Rock Tunnel.
PokeRG Silph League 5F.png SILF_B5.MAP

D14R0105.SXY

The fifth floor is based on Pokémon Tower. No NPC's here, just two item balls containing a Full Restore and TM10 Double-Edge on either side.
PokeRG Silph League 6F.png SILF_B6.MAP

D14R0106.SXY

The sixth floor is clearly based on the Rocket Hideout, with a spinning tile puzzle. Two item balls here: a Max Potion near the top, and a Revive near the bottom.
PokeRG Silph League 7F.png SILF_B7.MAP

D14R0107.SXY

The seventh floor is based on the Safari Zone, featuring a lot of statues. The Trainer here has a behavior not seen anywhere in the final Generation 1 games: turning around. They wouldn't appear until Gold and Silver. This Trainer in question is unused Tamer roster 6. The item ball contains an Escape Rope, which indicates that there was nothing locking you out from using one.
PokeRG Silph League 8F.png SILF_B8.MAP

D14R0108.SXY

The eighth looks to be based on the Pokémon Mansion, but the wild encounters containing purely Psychic and Fighting-type Pokémon suggest it being based on Silph Co. instead. The female Trainer is unused Cooltrainer♀ roster 7, and likewise the male Trainer is unused Cooltrainer♂ roster 7. The item ball near the table contains a Max Revive, and the other one contains an HP Up.
PokeRG Silph League 9F.png LASTBOSS.MAP

D14R1414.SXY

The ninth and final map is identical to Lance's room in the final games, the area even coming with NPC data revealing that the player would have battle the Elite Four members back to back before facing the Champion (who in the final was moved to a separate map), who here always uses roster 1, regardless of the starter Pokémon chosen. The NPC data being preserved here seems to have been entirely accidental, as it doesn't follow the typical naming conventions. Additionally, the script file suggests the map file name was changed. It used to follow the naming scheme of the previous floors, "SILF_B9.

The Pokémon League is shown as having a dungeon consisting of several basement floors which, as denoted by their designs and wild encounter data, are based after dungeons found earlier in the game. Bizarrely, most of the maps have file names that suggest they were basement floors of Silph Co., but the map table file has them in a section clearly meant for the League HQ building, and Silph's maps completely separate. All of these maps have remnants in the final game.

Garden

PokeRG Garden.png

A scrapped map only referred to as "NIWA.MAP". Likely a test map of sorts to see how decorative maps could be built.

Cage

Map

ORI.MAP

NPC Data

T08R1201.SXY

PokeRG Fuchsia Cage.png PokeRG Fuchsia Cage NPC.png

A map which would have been found in Fuchsia City, likely meaning that the Pokémon displays were to be inside of buildings instead of out in the open. We know that a standard male NPC would have been found there, likely observing the Pokémon found behind the glass. We also know that the player could inspect the glass for some long lost flavor text. The exit warp leads to the previous exterior map, likely Fuchsia in this case, warp 12. This map was overwritten by the the Fishing Guru's house in Vermilion City.

Old Man

PokeRG Gambler.png

A cut map interior which is only known internally as "JISAN.MAP", literally "Old Man". With such a vague name, its true purpose is a mystery.

House Type 4

PokeRG Room Type 4.png

House types 1 through 3 are used, leaving MINKA_D.MAP a scrapped room which simply consists of a table with a row of bookshelves. Nothing more, nothing less.

Broken Room

Map (Original) Map (Corrected)
PokeRG Test Map.png
PokeRG Test Map Corrected.png

A rather odd elongated map which makes uses of the overworld tileset. Likely suffered from incorrect parameters, as removing the last few blocks (which are 00) reveals that this map perfectly fits the standard 4x4 room dimension. This map may actually be the original Inn/Pokémon Center interior, as using the corrected V2 Inn blockset actually matches pretty well with the layout seen here. However, it appears that some of the blocks were shifted around, and as such reconstructions of the original layout (using the pointers from the final blockset for clarity's sake) will be provided below:

Layout V2 Blockset (V2 Tileset) V2 Blockset (Final Tileset)
Original Arrangement

03 00 01 02
07 04 05 06
08 08 08 08
08 09 0A 08

PokeRG Test Map V2 Original Arrangement.png
PokeRG Test Map Final Original Arrangement.png
Possible Arrangement

0E 10 01 02
07 04 05 06
03 03 03 03
03 0A 0B 03

PokeRG Test Map V2 Possible Arrangement.png
PokeRG Test Map Final Possible Arrangement.png

Rest House Type 2

PokemonRG UnusedSafariZoneRestHouse.png

SKOYA_2.MAP is a scrapped room type with a counter and some chairs. SKOYA_1.MAP is the map for the Safari Zone rest houses, so this was likely a scrapped second variant.

Miscellaneous

A handful of maps made some time between V2 and release.

Indigo Plateau

Early Map (Original)

NTOWN_10.MAP

Early Map (Corrected) Final Map

POKECEN.MAP

PokeRG Indigo Plateau V3.png PokeRG Indigo Plateau V3 Corrected.png PokeRG Indigo Plateau Final.png

A later iteration of the early Indigo Plateau map, still using the tower design and lacking its exclusive tileset. While the blockset is visibly closer to final, it still features the block issue on the top of the ponds.

Gatehouse

Early

T09R0601.SXY

Final

R02R0501.SXY

PokeRG Gatehouse NPC.png
PokeRG Gatehouse NPC Final.png

A surprisingly interesting map, as it is listed as being linked to Cinnabar Island. It's then possible that at one point the houses there were to use the design of the gatehouses, in a similar way that some houses have their interior based after the S.S. Anne cabins, though only the bottom warp mat is functional here, taking you to warp 6 of the previous exterior map. The door however, lacks the needed warp to function, so it is possible that they were not present when this map was made.

Burglarized House

Early Final
PokeRG Trashed House NPC.png
PokeRG Trashed House NPC Final.png

The burglarized house in Cerulean City is identical to final, though lacking the two owners and with the Rocket Grunt being inside of the home instead of hiding in the back garden.

Fuchsia City Office

Early

T08R1001.SXY

Final

T08R0701.SXY

PokeRG Fuchsia Office NPC.png PokeRG Fuchsia Office NPC Final.png

The Safari Zone Office from Fuchsia City. Identical to final aside from the Warden ultimately being moved to a different map, being replaced with another park employee, and the exit warp being changed from warp 10 to warp 7.

S.S. Anne Cabins

Early Final
First Set
PokeRG Cabins Set 1 NPC.png
PokeRG Cabins Set 1 NPC Final.png
Second Set
PokeRG Cabins Set 2 NPC.png
PokeRG Cabins Set 2 NPC Final.png
Third Set
PokeRG Cabins Set 3 NPC.png
PokeRG Cabins Set 3 NPC Final.png

While being grouped together by groups of six on two maps in the final games, it appears that originally each of the S.S. Anne cabins had individual maps (though for simplicity's sake here they will be presented in a similar fashion to the final one). The main entrance of the ship only featuring three cabins instead of six, with repositioned NPCs, and with the little girl having a monstrous Pokémon as opposed to a cute one. The ship's upper floor is also mainly identical, with the NPCs once again repositioned and with an old man added. The ship's lower floor, meanwhile, is completely different, and while the last cabin wasn't present in the leaks it's very likely because even back then it wasn't being used. The grouping of the maps in the final game was likely done to save space, as at one point, the S.S. Anne had a whopping 24 maps dedicated to it.

Victory Road

2F

Iteration 1 PokeRG Victory Road 2F NPC V1.png
Iteration 2

R23R0201.SXY

PokeRG Victory Road 2F NPC V2.png
Iteration 3

D23R0101.SXY

PokeRG Victory Road 2F NPC V3.png
Final Map PokeRG Victory Road 2F NPC Final.png

No less than three different early iterations of the object layout of the Victory Road's second floor. The first version here has a rather different layout, namely lacking Moltres, with the second one only changing which way the male Trainer and Blackbelt face. Both are noteworthy, as they further prove Koga's unique sprites were intended for the Blackbelt Trainer class, and a few of the Trainers are set to turn around: something none of the Trainers in the final Generation 1 games do. The border blocks also differ from the final map, using block 02 instead of block 7D. There are also several extra warps that were removed in the final. Their placement seem to suggest they were either once necessary for the falling holes to function, or just to mark where the player should land after dropping down one. As with the Silph 2 maps, the Trainers in these iterations use the first roster for their Trainer class.

The third version likely only exists as a result of a typo, as absolutely nothing else even hints to the existence of a "D23". Basically identical to final now, aside from the Blackbelt and Juggler being in different spots. The item ball containing TM17 Submission contains a Hyper Potion in all of these early iterations.

3F

Early

D08R0201.SXY

Final

D08R0101.SXY

PokemonRG VictoryRoad3FEarly.png PokemonRG VictoryRoad3FFinal.png

Early NPC event data exists for the third floor of Victory Road as well. Bizarrely, the warps take you to the final map, with the warp numbers being identical to the final map. Aside from the contents of one of the item balls changing from a Rare Candy to a Max Revive, and the positions of the Trainers, it's more-or-less finalized.


Saffron City

Early

TOWN11NO.SXY

Final

TOWN11.SXY

PokeRG Saffron City NPC.png PokeRG Saffron City NPC Final.png

An unusual alternate version of Saffron City. All the NPC's are there, but not necessarily in their final spots. Interestingly, the Scientist and Rocket are clearly placed on a building, suggesting that this NPC layout is from a slightly earlier iteration of the map. Compared to the final map, this one has two extra warps to Silph Co. 1F, but the placements seem arbitrary. Likewise, while some of the signpost events are in the same places as the final, others are not, but all of them are present.

Copycat's House

An early version possibly exists in T0TR0101.SXY. Is devoid of any NPC's, and only has exit warps, lacking a second floor entirely.

Saffron Poké Mart

Early

T0TR0501.SXY

Final

T11R0501.SXY

PokeRG Saffron Mart NPC.png
PokeRG Saffron Mart NPC Final.png

The Saffron City Poké Mart, which in the final games swapped the young man and the old man. Funnily enough, the latter also ended up becoming a Lass in the final games.

Silph Co. 1F

An early version of Silph Co. 1F's NPC event data exists in T0TR0601.SXY. The main differences lie within the warp data. Two extra entrance warps are present, suggesting that Silph Co. once had entrances on both sides of the building, not unlike the Celadon Dept. Store. In this iteration, a warp is present by the 2F stairs that would take you to Silph 2 1F that was obviously removed.

Saffron Pokémon Center

Early

T0TR0701.SXY

Final

T11R0701.SXY

PokeRG Saffron Center NPC.png PokeRG Saffron Center NPC Final.png

An earlier version of Saffron City's Pokémon Center, which in the final games shifted the Gentleman to the left and added back in the usual Cable Club attendant to block access.


(Source: HelixChamber - Main Research, FrenchOrange - Additional research.)