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Keitai Denjuu Telefang

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Title Screen

Keitai Denjuu Telefang Power and Speed Versions

Developer: Natsume
Publisher: Smilesoft
Platforms: Game Boy, Game Boy Color
Released in JP: November 3, 2000


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

Keitai Denjuu Telefang ("Mobile Phone Monster Telefang") is an obscure Japanese monster-collecting game where monsters (called Denjuu) are called via a cell phone. Unfortunately infamous for being pirated as Pokémon Diamond and Pokémon Jade.

Unused graphics

Unused T-Fangers

Hmmm...
To do:
Rip the other unused T-Fangers.

In the ROM, from 0x1F8000 to 0x1FFFFF, there are some unused sprites of T-Fangers.

Telefang T-Fanger Girl.png Telefang T-Fanger Nerikara.png


(Source: Wikifang)

D-Shots

There are at least three D-Shots that are unused, complete with unique, unused graphics and their own color palettes. The D-Shot used can be modified by modifying RAM address $CDB5. The D-Shots used in Power Version have hex identifiers 00, 01, and 02. The D-Shots used in Speed Version have hex identifiers 03, 04, and 05. The unused ones have hex identifiers 06, 07, and 08.

Unused blue D-Shot, model D-64i Unused red D-Shot, model D-65i Unused yellow D-Shot, model D-66i

Interestingly enough, the borders for the menu options are used on Smilesoft's official Telefang website, on the side bar.

These unused D-Shots could hint that a third version of Telefang was planned, but this is just speculation. Another possibility is that there could have been alternate phones that you could buy in the game (possibly in the unused Human World), which is the case in Telefang 2.

Unused High Color Art

The following full-screen high color art has been found in the game. All three images went completely unused. They're colored with hblank tricks and rely on the Game Boy Color double speed mode, which is why they may have been specifically disabled. The graphics are located at 0x180140. The code for the cutscene opcode begins at f:4b46.

Telefang cutscenehack1.pngTelefang cutscenehack2.pngTelefang cutscenehack3.png

The person on the first screen is Sanaeba and the Denjuu is Yarrow. The next image contains Shigeki facing the screen. The last image has shots of Shigeki and Doomsday, probably to be shown before the final boss battle.

Unused Cutscene

Telefang Unused Cutscene.png

This one is actually accessible! It's completely unused and the creatures don't even resemble Denjuu... However, the Antenna tree in the background solidifies that it's indeed from Telefang. It is unknown where it could've been used. Please note that the text is taken from another cutscene, thus the original strings are probably gone.

To trigger it, set 0x150963 to 05 and play through the intro up to the first cutscene.

Unused Claw Sprite

Telefang-Claw.png

This sprite of a claw is sitting right after other compressed intro sprites, but isn't used anywhere. It might fit Fungus, but is in both Power and Speed. Since it's a sprite, it may have been intended to move.

Super Game Boy Features

Hmmm...
To do:
There are many SGB attribute files (i.e. color maps), starting at ROM offset 0xEED8. A couple are used if SGB features are enabled, but most aren't -- rip them here.
Blank.png
SGB Colors
A list of of unused Super Game Boy palettes.

A border for the Super Game Boy was programmed and fully functional in the game, but unused. Power Version and Speed Version each have different borders: Power Version's border has Crypto and Angios, and a D-Shot phone in the center, with the Telefang logo on bottom. Speed Version's border is similar, but with different colors and with Fungus and Gymnos instead. These borders can be activated by enabling the SGB flag in the game's header, setting 146 offset to 03.

Screenshots of the borders are below. Please note that the color palettes, while programmed in the game, were unused and hacked in because the normal palette was entirely white making the screen blank.

Power Version Speed Version
Telefang Power SGB.png Telefang Speed SGB.png

When the SGB features are enabled, there are also some palettes in the different screens in the intro, plus a glitchy, completely white palette from the title screen onward. There are also dozens of other unused palettes, which remain so even when the SGB features are enabled. Most of these palettes are similar to the default palettes on the Super Game Boy itself.

Patches for both Power and Speed Versions are available here, which restore the borders and fix the glitchy, completely white palette by replacing it with a different unused palette.


(Source: Discovered by RacieB.)

Unused Origin Info

Hmmm...
To do:
Change the mockup
Telefang-shusshin-mockup.png

The text しゅっしん (origin) and eight blank tiles are loaded into the memory on the Denjuu status screen, however remain unused. It is likely that the space was used for the place where the Denjuu resides, as this is a gameplay element in the final. A less likely alternative is that it was meant to be used for the original owner of a Denjuu, perhaps after trading. This information isn't kept in the game, however. The screenshot to the right is a mock-up; the location of the name is certain as the blank tiles are actually displayed, but the しゅっしん label is guessed.

Hexadecimal Tiles

Telefang 1 hex tiles.png

Unused hexadecimal tiles exist in the ROM, at 0xE0BB8. These tiles were likely used for debugging.

Unused full-screen link text

There are unused colormap entries 0x73 to 0x77 spelling out VS, VS with text over with, ERR, TRADE, and D-ME. Presumably, these were used in an early version of link features.

VS

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 1 5 1 1 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 1 5 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 1 5 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 5 1 1 1 5 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 5 1 1 1 5 1 1 1 1 5 5 5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 5 1 1 1 5 1 1 1 1 1 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 5 1 5 1 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 5 1 5 1 1 1 1 5 1 1 1 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 5 1 1 1 1 1 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0

VS with text

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 0 1 1 1 1 1 0 1 1 0 1 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 0 1 1 1 0 1 1 1 1 0 0 0 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 0 1 1 1 0 1 1 1 1 1 1 1 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 0 0 0 0 0 0 0 0 0 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 0 1 0 1 1 1 1 0 1 1 1 1 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 0 1 1 1 1 1 1 0 0 0 0 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0


ERR

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 5 5 5 1 5 5 5 5 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 5 5 5 1 5 5 5 5 1 5 5 5 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 5 5 1 1 1 5 5 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 5 1 5 1 1 5 1 5 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 1 1 1 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 5 5 5 5 1 5 1 1 5 1 5 1 1 5 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0

TRADE

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 5 5 5 1 5 5 5 1 1 5 1 1 5 5 1 1 5 5 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 1 1 5 1 5 1 5 1 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 1 1 5 5 5 1 5 1 5 1 5 1 5 1 5 5 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 1 1 5 5 1 1 5 5 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 1 1 5 1 5 1 5 1 5 1 5 1 5 1 5 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 1 1 5 1 5 1 5 1 5 1 5 5 1 1 5 5 1 1 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0

D-ME

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 5 5 5 1 1 1 1 1 5 1 1 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 5 1 1 5 1 1 1 1 5 5 1 5 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 5 1 1 5 1 5 5 1 5 1 5 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 5 1 1 5 1 1 1 1 5 1 5 1 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 5 1 1 5 1 1 1 1 5 1 1 1 5 1 5 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 5 5 5 1 1 1 1 1 5 1 1 1 5 1 5 5 5 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0
5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0


Debugging Features

Map Selection

Telefang map debug.png

To activate the debug map selection, set the RAM address $C3E1 to 08 while in the overworld. A pair of numbers (which at times will be glitched up) will appear in the bottom left corner. The bank can be changed with left/right and the acre with up/down. Press A to teleport to the selected map.

String Test

A text string test can be activated by changing $C3E1 to 35 . The screen is then cleared and two numbers (that is, if the tiles were there) are displayed in the top of the screen. Much like the map debug, one can select the bank and id, and then press A to see the string.

VRAM Test

Telefang vram debug.png

By setting the RAM addresses $C3E0 to 0A and $C3E1 to 00, you can trigger the VRAM test. The tiles are displayed in three parts, which are scrolled through by pressing A. After pressing A twice, the game will restart.

Unused Areas

Non-Visitable Screens

Hmmm...
To do:
Find out when are they marked as visited on the map
TelefangGSC screen1.png TelefangGSC screen2.png TelefangGSC screen3.png

On the overworld map, there are four screens that cannot be accessed by any means – one between Pepperi Mountain and Cactos Ruins, two behind the Antenna Tree and the building in Paparuna Lake, and one behind the Antenna Tree in Palm Sea.

Human World

Telefang GB Human Town.png.png

The Human World has seven unused acres, two of which have unused graphics for unused buildings. It is possible to access these either by hacking warp data, or using the GameShark codes 012C04C9 and 010106C9, and either entering a warp or saving the game with these codes activated.

Unfortunately all the doors are locked, making it impossible to go inside any of the buildings.


(Source: Discovered by Blaziken257)

Orchid Nakanoshima 4F

There is an unused location string at ROM offset 0xAAB75 in the Japanese version. The text reads オーキッドなかのしま4さい. The pointer to this string is at 0xAAB15. In the bootleg version, the offset is instead at 0xAAAEC, the text reads "Orchid Island", and the text pointer is at 0xAAA8B.

This is a reference to a real life building called Orchid Nakanoshima, located in Osaka, Japan. Natsume probably had an office here, as evidenced by the contact information at the bottom of this page.

Replicas of Golaking's room

Teletel / Dendel Room (0x2E) Unused Potzal Room (0x2F) Denjuu Cave (0x30) Palm Sea Switch Cave (0x31) Used Golaking Room (0x19)
Telefang GBC-unused GolaDendel.png Telefang GBC-unused GolaPotzal.png Telefang GBC-unused GolaDenjuu.png Telefang GBC-unused GolaSwitch.png Telefang GBC-unused GolaUsed.png

There are four unused replicas of Golaking's room, although in three of these four maps there are a couple of acres that actually are used. One map is unused altogether, with a Sorghum (or one of its evolutions) that does not talk at all, and exiting it leads right outside the cave where the Potzal boss is at. It appears that Golaking's room was used as a placeholder for a few maps in the game.

Tripa Antenna Tree Cave

Telefang GBC-unused treeroom.png

In Tripa Antenna Tree Cave, there is an unused acre on the final floor. It is just north of where you fight Dipsacus. It consists of a pit in the middle which takes you to the floor below.

Unused Mart

Telefang GBC-unused shop.png

There is an unused mart that can be accessed by modifying RAM address $C903 to 62, $C904 to 0B, and $C906 to 04. When exited, it leads to the entrance of Sanaeba Research Center.


(Source: Tulunk Village)

Unused Data

Unused Wild Denjuu

Every acre in the game has data for four Denjuu, and the levels that it can appear at. However, in some acres in the overworld, some Denjuu only appear in grass or water, and in some of these types of acres, there isn't any water or grass at all; thus no Denjuu appear and the data for it is unused. Some examples of this include certain parts of Freesia and Flaura Village.

Power Version

Denjuu group Found in Denjuu 1 (40%) Denjuu 2 (30%) Denjuu 3 (20%) Denjuu 4 (10%) Levels
0D Freesia #051 Godetia #028 Pampas #014 Telopea #013 Byakubu 19-21
20 Flaura Village #067 Cortos #080 Potzal #074 Scorpil #087 Raigaleon 36-38
21 Flaura Village #080 Potzal #067 Cortos #074 Scorpil #087 Raigaleon 36-38
22 Flaura Village #074 Scorpil #080 Potzal #067 Cortos #087 Raigaleon 36-38

Speed Version

Denjuu group Found in Denjuu 1 (40%) Denjuu 2 (30%) Denjuu 3 (20%) Denjuu 4 (10%) Levels
0D Freesia #051 Godetia #028 Pampas #014 Telopea #026 Eryngo 19-21
20 Flaura Village #067 Cortos #080 Potzal #074 Scorpil #087 Raigaleon 36-38
21 Flaura Village #080 Potzal #067 Cortos #074 Scorpil #087 Raigaleon 36-38
22 Flaura Village #074 Scorpil #080 Potzal #067 Cortos #087 Raigaleon 36-38

Also, no Denjuu ever appear in any antenna trees, even when there is grass or water, but typically this unused data uses Denjuu group 00, which is the "placeholder" group for some unused data.

Unused Moves

There are some moves in the game that are not learned by any Denjuu, although many of them are similar to other, used moves.

Hmmm...
To do:
Figure out unknown effects of moves. Also possibly take screenshots of move animations.
Hex Japanese English translation Effect
00 ダミー0 Dummy 0 No animation, no known added effect, deals unusually large amounts of damage
59 パラメータダウン Parameter Down Does damage, no known added effect
5A ステータスもどる Status Reset Does damage, no known added effect
71 ふんばる Brace Increases Attack, similar to ふんき (Invigorate)
72 ダミー1 Dummy 1 Increases Denma Attack, similar to じゅうでん (Charge)
74 リピアー Repair Heals partner of choice, similar to かいふく (Restore)
75 ダミー2 Dummy 2 Unknown effect to partner of choice (large hearts appear, text reads "[Denjuu]の たいりょくがかいふくした")
78 ダミー3 Dummy 3 Raises Defense, similar to てっぺき (Iron Wall)
7C ダミー4 Dummy 4 Inflicts curse on opposing Denjuu, similar to のろいのうた (Curse Song)
7D ダミー5 Dummy 5 Puts opponent to sleep, similar to こもりうた (Lullaby)
7F ダミー6 Dummy 6 Puts opponent to sleep, similar to ねむりガス (Sleep Gas)
80 ダミー7 Dummy 7 Launches smoke at opponent (reducing accuracy), similar to えんまく (Smokescreen)
81 ダミー8 Dummy 8 Poisons opponent, similar to どくガス (Poison Gas)
82 ダミー9 Dummy 9 Leaps in air, temporarily invulnerable to attacks, similar to ジャンプ (Jump)
83 ダミー10 Dummy 10 Flies up high, temporarily invulnerable to attacks, similar to ひこう (Flight)
87 まふうじ Denma Seal Prevents Denma attacks from being used, similar to けっかい (Force Field)

Note: Dummy 0 actually shows up in some Denjuu's move lists internally, particularly most unevolved Denjuu, but they learn this "move" at level 100, which is higher than the maximum possible of 99, so they never truly learn it.

Experience Items

As any person who plays Telefang knows, there are items that can be used to evolve certain Denjuu or give them lots of experience. For some Denjuu, the key (an item normally used to unlock doors) was programmed to be one of the items to increase their experience, however, this ends up unused as the key is not a selectable item on the test evolution screen (or else the game could become unwinnable, as you wouldn't be able to progress if you're missing a key that you need). Below is a list of Denjuu that are capable of taking experience from the key (taken from this list).

No. Denjuu
#003 Oshe
#007 Fungus
#010 Gumi
#015 Mantea
#018 Lychnis
#020 Bubaria
#021 Angios
#026 Eryngo
#034 Uikyou
#136 Angilance

Another item that every Denjuu is capable of receiving experience from is the Plush Doll given by the boss Cortos in the cave in Freesia. However, there is only one of this item in the game, so like the key, the item does not appear on the test evolution screen.

Experience growth rates

Each Denjuu habitat type has a table of experience needed to gain to the next level. However, all six of these tables are identical for each habitat type, making the feature of distinguishing experience based on habitat type unused.

T-Fanger battle

There is an unused entry in the T-Fanger party data table (located at 0x9ce9d) which suggests the player was meant to be able to battle Miyo at one point. The party consists of a level 8 Suguri and level 7 Pampas, both with an origin location of Toronko Village. In the final game, Miyo's Suguri is battled on its own, and Miyo later instructs the player to recruit a Lampgera friend of hers named Noisy (which could be the evolution of the unused party's Pampas.)

There is no corresponding T-Fanger battle sprite for Miyo, but there is unused data for a T-Fanger named "Girl", whose sprite is a duplicate of another T-Fanger named Miki. This data may have been initially intended as a placeholder used for Miyo. This is plausible since both Nerikara and Dr. Craft have names and battle sprites listed in T-Fanger data, but are not fought at any point.

Unused text

Victory phrases

In Telefang, each Denjuu has an unique phrase for arriving to the battle and beginning their round. After both lists, another one follows which consists of a phrase of "Huh? It's over already?" repeated for every Denjuu. Presumably, Denjuu were meant to have victory phrases as well.

Unused nicknames

This list contains nicknames for story-related and secret Denjuu. However, with the exception of Noisy the Lampgera, who may or may not use the name from this table, the game just uses the species name instead.

This also shows that Tessen and Curcuma were probably meant to be secret Denjuu at some point.

# Japanese English / Romaji Denjuu
01 クリプト Crypto / Kuriputo Crypto
02 ファンガ Funga / Fanga Fungus
03 ネタロ Netaro Netaro
04 ネジロ Nejiro Nejiro
05 リリッペ Liripe / Ririppe Liriope
06 ノイジー Noisy / Noijii Lampgera
07 ムサ Musa Musa
08 ヒユ Hiyu Hiyu
09 ゼア Zea Zea
10 カヤ Kaya Kaya
11 ビーバー Beever / Biibaa Beebalm
12 ルスカス Ruscus / Rusukasu Ruscus
13 エニーダ Eniida Enishida
14 テリアル Therial / Teriaru Gaultheria
15 マノッキ Manokki Hagumanoki
16 サラリン Sala-rin / Sararin Salal
17 ガムカム Gam-kam / Gamukamu Gamuru
18 テッチン Tecchin Tessen?
19 クルック Crook / Kurukku Curcuma?
20 ファレル Pharel / Fareru Denfare
21 カノン Kanon Kanzou
22 オルニー Orny / Orunii Ornithogalum
(Source: Kimbles)

Partially Unused Title Music

The game displays the screen title for eight seconds before playing the intro cutscene, leaving the rest of the music track unused.

The full music can be heard in the sound test as music #36.