|Pokémon Crystal Version|
Also known as: Pokémon Version Cristal (FR), Pokémon Kristall-Edition (DE), Pokémon Edición Cristal (ES), Pokémon Versione Cristallo (IT), Pokémon Versão Crystal (BR), Pocket Monsters Crystal Version (JP)
This game has unused code.
This game has a notes page
This game has a prototype article
This game has a prerelease article
Pokémon Crystal is the update to Pokémon Gold and Silver with a focus on Suicune and mobile phone stuff, the latter of which being exclusive to the Japanese version. Pokémon Crystal was notable for being the first Pokémon game where you could play as a female character.
- 1 Sub-Pages
- 2 Unused Files
- 3 Leftover Content
- 4 Inaccessible Shiny Variants
- 5 Version Differences
- 5.1 Japanese Versus Export Versions
- 5.2 Updated English Version
- 5.3 Spanish Version
- 5.4 Australian Version
- 5.5 Virtual Console Versions
| Debugging Material|
The Japanese version has a boatload of debugging functions!
This rearrangement of the Pokémon Center music is used once the player successfully connects to the Pokémon Mobile System GB service for the first time, and is then never heard in the international versions. Its music ID is 0x66.
The following theme is used when accessing the Mobile Center, and is then never heard in the international versions. Its music ID is 0x5E.
The following theme is used in the Japanese version on the mobile connection screen, and is then never heard in the international versions. Its music ID is 0x5F.
This unused variant of the victory theme (dating back to the Generation I days) is not used anywhere in the game. However, the fanfare is assigned its own text command (0x12), and can be heard after defeating the glitched trainer of "Glitch City". Its SFX ID is 0x2D.
This other unused fanfare (also dating back to the Generation I days) is also not used anywhere in the game. Unlike the previous sound, it is not assigned a text command, so it cannot be heard through defeating a glitch trainer. Its SFX ID is 0x92.
This is the unused Game Freak logo sound effect from Generation 1 (Pokemon Red, Blue, Green, Yellow). Its SFX ID is 0x69.
Data for an unused base cry can be found in the ROM at 0xF35D3. This is a leftover from Pokémon Red and Blue, and just like in those games here it isn't referenced by any pointer table, therefore there is no ID associated with this base cry. A cry using this base can be played using the following Game Genie codes, replacing Marill's cry:
- XXB-D09-E6E (upper length value)
- XXB-CF9-6EA (lower length value)
- XXB-CE9-E6E (echo value)
- XXB-CD9-806 (pitch value)
Examples: 0x00 in every code in the bottom group of codes, except for 0xFF as the lower length value, gives a cry like in the sound clip embedded above.
Confirm that they were left untouched, as Crystal made both major and minor changes to many maps.
All of the unused maps from Gold and Silver remain in the ROM of Crystal, with the Game Genie code to restore the Safari Zone gate's door even being the same.
Like the non-Japanese versions of Gold and Silver, the international releases of Crystal contains a feature to reset the clock that was later added to the Korean versions of Gold and Silver. However, the process to activate the screen was made more complex:
- Hold ↓ + SELECT + B
- Release ↓ + B, leaving SELECT still pressed
- Hold ← + ↑
- Let go of SELECT
Alternatively, the GameShark code 010464CF can be used.
To use any password, change the value of address 13:5461 from 37 to C9 or use Game Genie code C94-61A-3B6.
Gold and Silver Intro
The music from the opening sequences of Gold and Silver also remains in the ROM, despite not being used in Crystal.
The unused Opening Demo track from Gold and Silver. Its ID is 52.
The unused Opening Demo 2 track from Gold and Silver. Its ID is 53.
There is an unused title screen in the data that does not reboot the game after the music ends, unlike the final title screen. Part of the title is constituted by sprites, which partially cover the logo. It is programmed at the beginning of bank 43 (address 0x10C000) and is complete with tilesets, palettes and loading functions. To reinstate it, the bytes in the following offsets should be altered in order to load it and disable the regular title screen's animation:
- English version: change 0x67 in 0x6277 to 0x00 and 0x6D in 0x6278 to 0x40; replace the five bytes in addresses 0x6226-0x622A with F0 A2 A7 28 FB.
- Japanese version: change 0x67 in 0x63EF to 0x00 and 0x6D in 0x63F0 to 0x40; replace the five bytes in addresses 0x63A0-0x63A4 with F0 A2 A7 28 FB.
Alternatively, the following Game Genie codes may be used:
Super Game Boy Features
Even though Pokémon Crystal is not compatible with the original Game Boy models or the Super Game Boy, it has an unused Super Game Boy border programmed into the game. It can be enabled by setting the flag at offset 146 to 03. It is a leftover from the Japanese Gold version in all releases; being that the border does not fit well with Crystal, it was likely that it was never intended to be used at all. To enable the Super Game Boy features on real hardware or on an emulator, use the Game Genie code 031-46F-E6A (note that because the Super Game Boy checks for the bit after booting, you must first power it up with any game that has Super Game Boy enhancements inserted into the Game Genie, then insert the Pokémon Crystal cartridge with the Game Genie to see the hidden features). It is worth noting that music was planned to play on the error message screen that appears as load functions are present.
There are several other unused palettes that may be leftovers from Gold and Silver. Game Genie codes ??9-A8B-91B + ?69-A7B-B31 will load any of these unused palettes. ATTR_BLK settings are not actual palettes but rather attribute settings and they appear black, so they won't be documented.
In Gold, the default name for the player's rival when a blank name is provided is SILVER in English and シルバー in Japanese. This remains true in Crystal, which further suggests that it was developed from Gold rather than Silver.
In contrast, the default name in Silver is GOLD in English and ゴールド in Japanese.
Inaccessible Shiny Variants
Every Pokémon in the game has a Shiny variant, but some of these aren't obtainable via legitimate means.
|Front Sprite||Back Sprite|
The only legitimate way to obtain Mew was to receive one from an official distribution event in the previous games and transfer it over. However, all Mew distributed to Generation I games have a fixed set of DVs that prevents them from becoming Shiny when traded to Generation II games, leaving its Shiny form unobtainable without cheating or glitches. The Long-Range Trainer Glitch used in conjunction with the Ditto Glitch or going against 'Slowpoke Kid', for example, would produce a Mew with random DVs.
While there was a 0.5% chance of obtaining a Shiny Mew at the Pokemon Center New York during the Celebi distribution campaign held in late November 2002, it's most likely not many people were lucky enough to obtain it.Shiny Mew would later be available in Emerald as a normal Shiny chance for the wild Mew encounter at Faraway Island via the Japanese Old Sea Map distribution.
All 26 forms of Unown have Shiny variants, but ironically enough only "I" and "V" are accessible due to how both Forms and shininess are dependent on IV values.
Japanese Versus Export Versions
The product code for the Japanese version of the game is CGB-BXTJ-JPN, with the "J" and "JPN" parts referring to that region.
The export versions differ in not only those region-specific parts of the product code, but also in the first three characters identifying the title (being CGB-BYT?-??? instead): this abnormal change was deliberate, and intended to mean the removal of online features (as documented hereafter).
The sprite changes in the localizations of Gold and Silver also apply to the localizations of Crystal. Except for Jynx, the changes in the Pokémon sprites were also taken into account for the Japanese Crystal.
The other changes in the layouts and graphics of the games also apply tor Crystal.
In the Japanese version, the primary differences between the Crystal and Gold and Silver is that the Pokémon Center in Goldenrod City is replaced with the Pokémon Communication Center (or PokéCom Center for short) to allow access to the Pokémon Mobile System GB. Japanese players could connect their Game Boy Color or Game Boy Advance to their mobile phones using a special link cable and access the wireless network, which was shut down in December 2002. This feature is very similar to the Global Terminal featured in HeartGold and SoulSilver, which may explain why the Global Terminal in those games was placed in Goldenrod.
This is what the PCC looks like from the outside, the sign in front of it saying "For mobile tips! POKéCOM CENTER".
This is what the ground floor of the PCC looks like. The left-most desk continues to operate as a Pokémon healing service, while the center desk acts as the mobile trade center, and the area to the far right is the Pokémon News Machine where players could read about each other's Pokémon adventures. The stairs go to the typical second floor Pokémon Center layout with the regular link cable rooms. The pink door in the upper left corner leads to the Administration Office.
The Administration Office, which can be accessed from the aforementioned door at the top-left of the map.
In the international releases, there's an unused warp right above the stairs on the ground floor of the regular Pokémon Center that leads here. Without hacking the ROM or using glitches, it can be accessed with GameShark code 0160E4D4, which alters the behavior of the warp tile so that it behaves like a hole tile.
The Japanese version actually has a bug related to the PCC. As soon as you enter it, the game tries to execute the script ID found at SRAM address A800, which is normally expected to be zero. However, if playing on a fresh cartridge with clear SRAM (i.e. never having saved the game), this address can contain any value due to the arbitrary state of SRAM; the game then tries to execute an invalid script ID, usually resulting in a game freeze. Even though the PCC is not used in the localized versions, the programmers still added a check to see if A800 is zero before attempting to execute the script.
Because of the added online functionality, the second floor of every Pokémon Center in the Japanese version has two more doors. These rooms can also be accessed in an international version by using the Walk through Walls and every Warp Tile is a Hole codes and stepping on the tile right next to the door.
GS Ball Event
In the Japanese version, the GS Ball, which enables the Ilex Forest event where you can catch Celebi, was distributed as an event item via the Pokemon Mobile System GB during certain timeslots to Japanese players who had beaten the game and could successfully complete a minigame and a trivia quiz. For the localized versions, which don't have the Pokemon Mobile System GB, the GS Ball event got reprogrammed and adapted to the regular Pokémon Center, however no such event was ever held overseas. This event can be activated by setting the byte at 0xBE3C in an English save file to 0x0B. Interesting enough, the event was fully translated, despite being not accessable through normal gameplay.
In the Virtual Console release, the event was restored in International versions (and altered in Japan due to the loss of the Mobile System GB), allowing all players to receive Celebi, including its Shiny variant, and transfer it to the Generation VII games using Pokémon Bank. The Virtual Console emulator sets the needed flags in the save file when the player enters the Hall of Fame; the ROM of the game is not modified.
The Japanese version's Mobile Center feature was disabled internationally, causing some graphics and music to become unused. Its translation is incomplete as various text remains untranslated and displayed as gibberish since most of the Japanese characters are no longer present. The Mobile Center (shown as MOBILE in-game) can be accessed on a save file with GameShark code 010576CF in all non-Japanese versions.
The English localization made the most progress, followed by German and Spanish. The profile entry screen defaults completely blank except in English.
This screen, which is only used in the Japanese version on the mobile connection screen, even comes with its own tune (see #Sound Effects).
In the Japanese version, this feature can be used to send data of timed mobile battles to the Japanese Pokémon Stadium 2 via the Transfer Pak, which is then converted into a battle video. The Vs. Recorder item in recent Pokémon games provides similar functionality.
Like the Mobile Center, the Mobile Stadium feature was disabled internationally, and it suffers from the same incomplete translation issues. It can be accessed with the aforementioned GameShark code 010576CF in all non-Japanese versions. Interestingly, in the English versions, its entry on the menu is misspelled as MOBILE STUDIUM.
Curiously German and Spanish, like English, translated the intro text, while it was left blank in Italian and French. In addition English revision 1.1 and the European languages have a glitched background due to an unintentional LF→CRLF/CR→CRLF conversion.
Ruins of Alph Dialogue
In the Japanese version, a scientist studying the Ruins of Alph suggests that the Pokémon Communication Center in Goldenrod City affects the behavior of the Unown. This was understandably cut from the localizations but the translated text remains in the data.
According to my research... Those mysterious patterns appeared when the POKéCOM CENTER was built. It must mean that radio waves have some sort of a link...
Add more info on how it works in the Japanese version.
Another major difference in the localizations of Crystal is the Battle Tower. Unlike in the Japanese release, it does not rely on the Pokémon Mobile System GB so it's open to everyone. This also means that access to the tower in the Japanese version after the shutdown of the mobile service is impossible; however, the GameShark code 0160D7D4, which alters the behavior of the warp tile so that it behaves like a hole tile, can be used to enter it (the "walk through walls" GameShark code is required: 01003ED1 01003FD1 010040D1 010041D1).
In the Japanese version of the Battle Tower, players competed with each other over the Mobile System GB to become Room Leaders, earning their spot on an Honor Roll that could be viewed from the main lobby. In the international versions, the multiplayer functionality, Room Leaders, and the Honor Roll were removed; players instead fight a series of seven generic AI trainers, and are rewarded for defeating all of them with a set of five stat-increasing vitamins.
Despite the change, all of the dialogue relating to the Mobile System GB functionality was translated and remains in the ROM alongside the rewritten text.
Much like with the game's predecessors, Jynx's sprites were modified due to Jynx's controversial appearance in the Japanese versions:
|Front Sprite (J/K)||Front sprite (U)||Back sprite (J/K)||Back sprite (U)|
While the Odd Egg, a special, Crystal-exclusive egg that can hatch into any baby Pokémon, is obtainable in all versions, there are a few differences in how it's handled in each version. Namely, to obtain it in the Japanese version, the player needs to use the Mobile System GB to obtain an Egg Ticket from the Day Care Man, then take it to the Pokémon Communication Center, where it can be given to the trade corner attendant in exchange for the egg. Since the Mobile System GB was never released outside of Japan, the method of obtaining the Odd Egg was changed to simply talking to the Day Care Man, who will give it to the player.
Moreover, the chance that the Pokémon contained in the egg will be shiny upon hatching is 50% in the Japanese version and 14% in the international versions. In the international versions, the odds differ depending on species and shininess, as follows:
|Species||Odds Regular||Odds Shiny|
|North American Version||European Version|
On Route 40, there's a male NPC who mentions the Battle Tower if you talk to him. In the Japanese version he only appears after enabling the Pokémon Mobile System GB, while he is always present in the overseas releases. Interestingly, the North American version inexplicably moved this NPC four tiles to the right of his original position. This NPC was moved back to its original spot in the European version.
Updated English Version
Version 1.1 of the game (on which the initial version of some other translations, such as the Australian one, are built) features a number of minor changes:
- As documented above, the background of the unused Mobile Stadium/Studium feature was accidentally altered.
- The Pokédex page number in memory was originally controlled by bit 0x0 of CF65 (the whole address is also modified on the second page of the Trainer Card). In Version 1.1, it is controlled by bit 0x0 of C7E5 instead (the whole address is also modified while walking around).
- A bug in Battle Tower Trainer text, as detailed here in the Pokémon Crystal disassembly project:
; Instead of loading the Trainer Class, this routine ; loads the 6th character in the Trainer's name, then ; uses it to get the gender of the trainer. ; As a consequence, the enemy trainer's dialog will ; always be sampled from the female array.
Unused Name Correction Feature
The unused trainer name correction, intended for online multiplayer, renames players with invalid characters in their name as Kurisu in the Japanese versions and Chris in the English ones, but they're left completely undefined in other languages; "Chris" had been added to the German version only, too.
Reversed Trainer Name Order
In the Spanish localisation of the game, the trainers' names order is reversed in order to sound more natural in Spanish. It is the only game in the franchise to make this change.
Despite no functionality being removed, unlike in better-known future examples, the Australian version of the game marks the first attempt to censor the theme of gambling in a Pokémon game, resulting in some laughably generic lines (possibly to avoid portraying gambling as exciting).
|This machine looks the same as the others.||I always play this slot machine. It pays out more than others, I think.|
|These machines seem different from the ones at CELADON CITY!||I just love this new slot machine. It's more of a challenge than the ones in CELADON.|
|Nothing is certain in this area.||Life is a gamble. I'm going to flip cards till I drop!|
|Card flip… Different from the other machines.||Card flip… I prefer it over the slots because it's easier to figure the odds. But the payout is much lower.|
|COIN CASE? I threw it away in the UNDERGROUND.||I couldn't win at the slots, and I blew it on card flipping… I got so furious, I tossed out my COIN CASE in the UNDERGROUND.|
|(Buena, over the phone) I'm thinking of going to the GAME CORNER tomorrow. It's been a while. Some machines pays out a lot. [sic]||I'm thinking of going to the GAME CORNER tomorrow. It's been a while. You see, I have my favorite machine… It pays out a lot, I kid you not!|
|I lost at the machines.||I lost at the slot machines again… We girls also play the slots now. You should check them out too.|
|The Game Area for Grown-ups--CELADON GAME CORNER||The Playground for Everybody--CELADON GAME CORNER|
|I don't want to lose my coins.||Whew… I've got to stay calm and cool… I can't lose my cool, or I'll lose all my money…|
|The weather outside is very nice.||It's this machine I want. It cleaned me out yesterday, so it should pay out today.|
|This machine looks the same as the others.||I think this slot machine will pay out… The odds vary among machines.|
|Whoa! What? You want to play this machine? Here, take my coins.||Gahahaha! The coins just keep popping out! Hm? What, kid? You want to play? I'll share my luck with you!|
|Your COIN CASE is full.||Hey, your COIN CASE is full, kid. You must be riding a winning streak too.|
|Hey! CHAMP in making! Are you playing too? I'm trying to get enough coins for a prize POKéMON. But I don't have enough coins yet…||Hey! CHAMP in making! Are you playing the slots too? I'm trying to get enough coins for a prize POKéMON. But I don't have enough coins yet…|
|Is there any difference between these lines?||Hmmm… The odds are surely better for PIKACHU's line, but… What to do?|
There's also an undocumented difference in the Mobile Stadium feature.
Virtual Console Versions
When brought over to the Virtual Console, Crystal received a few changes, which consist of:
- When initiating a link, the Cable Club attendant's dialogue is replaced by the Virtual Console's menu on the touch screen.
- The Game Boy Printer's features are disabled, although the corresponding option still appears in the Pokédex and the PC menu. When selected, the game will act as if the printing is in progress, even though internally nothing is happening.
- In addition, due to the Pokémon Mobile System GB not being present, Japanese players are unable to access the Egg Ticket, Battle Tower, or any of the features in the Pokémon Communication Center.
- Some Pokémon moves had their animations changed slightly to tone down the flashing by dimming the screen.
- In the Japanese versions, Jynx's sprites were changed to that of the international ones.
- The event allowing the player to obtain the GS Ball and capture Celebi will be activated after entering the Hall of Fame and then entering the PokéCom Center (in the Japanese release) or Goldenrod City's Pokémon Center (in international releases).