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Pokémon Gold and Silver/Unused Maps

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

Buried in Gold and Silver are several unused maps, ranging from earlier versions of used maps, to ones which were scrapped entirely. This map data was left untouched in Crystal.

Prototype Maps With Event Data

Only the following few maps have event data associated with them, such as warps and NPC dialogue.

Olivine House

Overview

Pokegold-olivinehouse.png

Found at coordinates X:00 - Y:00 in Olivine is a warp to a removed location, which internally is found in-between Tim's house and the house of the father who gives lore about the Whirl Islands. As to not throw off the warp sequence of the whole city, the devs opted to place its warp tile in an inaccessible area at the upper‐left corner of town, rather than totally removing it. The map itself is a standard NPC house, complete with a female NPC and a roaming Rhydon. Both can be interacted with. When talking to the female NPC, she will talk about a pharmacy which makes Pokémon medicine. This isn't too surprising, what is however is that she states how it is found in Ecruteak City, instead of Cianwood City. Her dialogue reflects an earlier stage of development, as Cianwood was only added late into development.

PGS-PharmacyRhydon.gif

The Rhydon in itself is interesting, in that it was mistakenly assigned the two-frame party menu sprite, instead of the normally used four-directional overworld sprite. As a result, when in motion, its sprite flickers between the Rhydon and Clefairy menu sprites.

Access

This map can be accessed using the two GameShark codes below, with the second one making warp tiles behave like hole tiles, letting the player warp even when there's no door:

Wall-Disabling Code

Gold/Silver (JPN) Gold/Silver (INT) Gold/Silver (KO) Crystal (JPN) Crystal (INT)

010097CE
010098CE
010099CE
01009ACE

0100A3CE
0100A4CE
0100A5CE
0100A6CE

010078CE
010079CE
01007ACE
01007BCE

01003ED1
01003FD1
010040D1
010041D1

0100FAC2
0100FBC2
0100FCC2
0100FDC2‏

Warp Tile Behaviour Code

Gold/Silver (JPN) Gold/Silver (INT) Gold/Silver (KO) Crystal (JPN) Crystal (INT)

0160FED1

01600BD2

0160C0D2‏

0160D7D4

0160E4D4

Safari Zone Gate

Overview

PGSC-SafariEntrance.png

The two following maps are particularly interesting, as they reveal that Kanto's Safari Zone was originally intended to make a return in Gold and Silver. These two maps are however both pretty barebones, and as such it's pretty clear that the idea of bringing back the Safari Zone was only worked on for a bit, with the National Park instead serving as its spiritual successor. The first unused map is the gate house, with its corresponding warp coordinates in Fuchsia City being X:12 - Y:03, which is exactly where a door would be found on the main entrance building. Alas, it's empty of NPCs, with the event data only having warps back to Fuchsia and forward into the Safari Zone.

Access

PKMNGnS-Sfopen.png

The warp to the gate house can be accessed in one of two ways:

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

Safari Zone

Overview

The other unused map is, unsurprisingly, the Safari Zone itself. Both it and its gate house are grouped with the other "dungeon" maps, and are assigned the FUCHSIA_CITY landmark flag. Just like in Generation I, this area uses the Evolution music. No wild Pokémon can be found in the tall grass or on the water's surface, due to a lack of encounter data. However, due to being assigned the FISHGROUP_SHORE flag, Krabby, Kingler, Staryu, and Corsola can be caught via fishing in the little pond found in the upper half of the area.

This map cannot be exited once entered, as while it does feature exits at X:09 - Y:17 and X:0A - Y:17, there are not placed on a warp tile, and thus can't work. The funny-looking patches of ground, meanwhile, are blocks that were blanked with FF, a tile that's normally reserved for the game's font, as seen by pausing the game. It's then clear that the actual blockset in itself was clearly changed when compared to the time this map was first created, as seen by the messed-up layout at the bottom. As such, both the original map, as well as a "restored" version of it will be provided below, complete with evidence based on internal hints.

Mockups

The main sources of information comes from leaked internal material, here in the form of archived earlier iterations of the game's tilesets. Namely, the file PM2F PARK CH is the corresponding early version of the National Park tileset, and it reveals a few things:

  • Carpets weren't originally part of the tileset, as confirmed by early promotional material.
  • The bird bath/small fountain was also a late addition, and in its place sits the Gen I flat roof tiles.
  • The fence corner tile worked differently, as seen in the Space World '99 promo trailer.


As for the blocks themselves:

  • Block 0F is a trashcan in the final games, but it was a late addition, as seen by the fact it is missing from early screenshots. Given its placement, it was definitely a version of block 14 but with a warp collision. Likely later overwritten as to add some decorations to the National Park.
  • Block 3F was blanked in the final games. However it still retains its collision data, its left side being all wall, its upper right side being floor, and lower right being warp. Interestingly, it is placed on the right side of the entrance, and thus it's likely that a couple blocks were shuffled around.
  • Blocks 1F, 23, 27 and 2B were overwritten by the fence corners, and were clearly intended to be part of some sort of entrance building. Given how the Kanto roof graphics exist in the early tileset, this would suggest that were once was a unique set of gate blocks, which would have been used on this map.
  • Block 2F was overwritten by the small fountain, and was clearly intended to be a version of block 29, but with different roof tiles.
  • Block 33 was also blanked, but it also would have been part of the gate blocks, likely another variant of a used block, here block 2D.


Mockup Blockset Final Blockset
PokémonGS Park Blockset Mockup.png
PokémonGS Park Blockset Final.png


Original Map Corrected Map
Pokémon GS Safari Zone.png
Pokémon GS Safari Zone Corrected.png

Prototype Maps Without Event Data

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

Early Overworld

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

Overview

These early maps were built using an older version of blockset 01, which in the final games is used for every route and city in Johto, with the exception of Routes 33 and 34, Azalea Town, and Goldenrod City. As such, these maps will look broken when loaded with the final blockset. Thankfully, the corresponding original block and metatile data still remains in the final games, albeit going unused, thus letting the maps being dumped properly. Meanwhile, while the original tileset and palette data doesn't exist anymore, it can easily be restored by changing a few aspects of the final one, using the leaked PM2F PARK CH tileset as a base.

The first thing worth noting is how the roof tiles were originally shared between the traditional houses, and the modern ones. This indicates that originally, town didn't have unique roof colors, and were collectively brown. Secondly, for some reason blocks 68 to 73 (mountain formations) use the grass tile (05) instead of the rock tile (6E). However, since the boulder block does use the correct rock tile, it's then likely that it was just an odd artistic direction that the devs ultimately ended up scrapping. It's also interesting to note how blocks 6A and 6B use a grass tile in their upper corners (which can be seen in a prerelease screenshot of Route 45), and while the final blockset did replace it with the rock tile, blockset 02 wasn't updated and still has the grass one intact.


However, not every map loads up correctly, even with the early blockset and reconstructed tileset. Namely, Olivine City and Goldenrod City feature a good amount of incorrect blocks, revealing that the blockset was modified some when compared to when these maps where first created. Switching Goldenrod to blockset 02 (the one it uses in the final games) does fix a couple things, such as the Radio Tower, but other things break in response. It's then clear that blockset 02 contains some blocks which were changed from 01, and vice versa. As such, blockset 02 will have to be changed slightly, with the changes being:

  • Blocks 7E and 7F (slanted gate roofs) will be swapped with 08 and 09 (rails).
  • Block 17 (Poké Mart building corner) from blockset 01 will be carried over.
  • Block 35 (Dept. store wall) was originally used for the Radio Tower. It was likely a version of block 34 with an extra antenna.

As for blockset 01, the following changes will have to be done:

  • Blocks 0C and 0D (bottom carpet) from blockset 02 will be carried over.
  • Blocks 7C and 7D (brick walls) from blockset 02 will be carried over.


By now, the layout issues should all be fixed, but there is still a tiny bit of extra work required. Indeed, blocks 24 and 25 have incorrect tiling, with them using tiles 40 and 45 respectively, which for some reason are duplicates of tiles 11 and 48. As it turns out, 40 and 45 are used in blocks 7B, 7E, and 7F, which are the slanted roof blocks. In the final games, the gate houses use a custom roof design, and thus it's likely that the devs simply copy-pasted the corresponding tiles they wanted to edit later. This then explains the duplicates, as whoever overwrote tiles 40 and 45 didn't bother to fix blocks 24 and 25. As for the sake of this article, the slanted roof blocks will have their metatiles changed to use 11 and 48, and two new custom tiles will be used to replace 40 and 45.


New Bark Town

Map 2A:7AFB is an early version of New Bark Town. It still bears a very strong resemblance to its Space World '97 equivalent, Silent Hills. It is labeled as SIZUOKA (Shizuoka) in the leaked source code.

Space World '97 Early Final
PokeGoldDemo-SilentHills.png PKMN GS Map2A 7AFB TS20.PNG PokemonGSC-New Bark Town.png

Cherrygrove City

Map 2A:76C3 is an early version of Cherrygrove City. Like a few other early maps, it is bordered exclusively by small "headbutt" trees, as opposed to the full-size ones one would normally expect. It is labeled as NAGOYA in the source code.

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

Violet City

Map 2A:5659 is an early version of Violet City. It is labeled as NARA in the source code.

  • The Pokémon Center, Poké Mart, and Gym are conveniently next door to each other.
  • The traditional-style buildings are less short and squat, and have angular tiled roofs.
  • One of the NPC houses is missing, and instead the city features two extra large buildings up north.
  • The Sprout Tower was originally in the center of the city, and the northern body of water is smaller.
  • The visible portion of the Ruins of Alph in the lower left corner lacks the researchers' house, and has a visible cave entrance.
Early Final
PKMN GS Map2A 5659 TS1F.PNG PokemonGSC-Violet City.png

Azalea Town

Map 2A:680D is a town that was completely removed from the final games, with it labeled as labeled as SINGUU (Shingu) in the source code. Going by early maps, the southern portion of Johto, based on Wakayama Prefecture, originally had two cities, with no Ilex Forest in sight. This town was ultimately were merged into Azalea Town for the final games, with it inheriting its gym, the only real thing this town had going for it (aside from its sloppy layout, which would have let the player access the open sea).

PKMN GS Map2A 680D TS1F.PNG


Map 2A:69F3 is the other half of what would eventually become Azalea Town. It is labeled as ARITA (Arida) in the source code.

  • Overall, this early layout bears a heavy resemblance to the final version of Cherrygrove City.
  • The town's western exits has significantly changed, with it changed from a northern exit, to a gate to the west.
  • The town is found by the sea, instead of a forest. However, early maps reveal that its eastern side was already mountainous.
  • The map lacks the Slowpoke Well. Since this map had yet to be merged with the above town, it lacks a Gym.
  • One of the houses, which is likely Kurt's, bears a more traditional design.
Early Final
PKMN GS Map2A 69F3 TS1F.PNG PokemonGSC-Azalea Town.png

Goldenrod City

Map 2A:5D07 is an early version of Goldenrod City. It looks a fair bit closer to West, its equivalent in the '97 demo. It is also labeled as OSAKA in the source code.

  • There is a gate on the ocean side next to the radio tower. Going by early maps, it would have led to a couple of sea routes (Routes 41 and 40) connecting to Olivine City.
  • There are no mountains on the right side of the city.
  • For more variety, smaller block-sized buildings were added in the final games.
  • The gym is on the left side of the city, instead of the right one.
  • The department store is missing, with a regular Poké Mart being found in its place.
  • The Underground Path doesn't seem to exist, and neither does the Happiness Rater's house.
  • Either Bill's house or the Bike shop is missing entirely.
Space World '97 Early Final
PokeGoldDemo-West.png PKMN GS Map2A 5D07 TS20.PNG PokemonGSC-Goldenrod City.png

Ecruteak City

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

  • The city's layout is rather different, with gym and the Burned Tower being in each other's spot. The Tin Tower, meanwhile, is seen in its entirety here.
  • There is one less NPC house and one less decorative house. The Barrier station's second building is also missing, as a cuttable tree was once all that prevented access to it.
  • There city originally sported a train station, which suggests that the Magnet Train would have traveled between Goldenrod and Ecruteak, much like how the real-life Shinkansen connects Osaka and Kyoto. This is consistent with early Saffron City maps, in which the train station is absent. This was likely changed due to being redundant, as Goldenrod is really close to Ecruteak, only being two and a half routes away from one another.
Spaceworld '97 Early Final
Old City SWGS.png PKMN GS Map2A 688B TS1F.PNG PokemonGSC-Ecruteak City.png

Olivine City

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

  • The gate south of town originally led to a couple of sea routes, connecting it to Goldenrod City. In the final games, meanwhile, this gate leads to the harbor.
  • There is no western exit, as by the time this map was made, Cianwood City didn't exist yet. In the final games, the west exit leads to a set of sea routes leading to Cianwood.
  • The city is completely barren of trees, instead seemingly being found in the middle of a flower field.
  • The Gym is found south of town, instead of north. The Pokémon Center also swapped place with the Poké Mart, and the former was repositioned slightly.
  • The lighthouse is on the left side of town, instead of the right one. You would only have been able to access it with Surf.
  • There is an extra house here, which is likely where the scrapped Olivine NPC house would have gone.
Early Final
PKMN GS Map2A 7993 TS20.PNG PokemonGSC-Olivine City.png

Mahogany Town

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

  • The town is surrounded by trees, instead of being found in a mountainous area.
  • The gym and the Pokémon Center switched places with one another.
  • In the final games, the Poké Mart was removed in favor of the Souvenir Shop.
Early Final
PKMN GS Map2A 71AF TS1F.PNG PokemonGSC-Mahogany Town.png

Lake of Rage

Map 2B:4180 is an early version of the Lake of Rage. Rather shockingly, it turns out that instead of a mere landmark, it was originally a city in and of itself, which is probably the reason why it can be flown to in the final games. Notably, this town had a gym, which is not too weird when one considers that Cianwood City was only added late in development. It is labeled as BIWAKO (Lake Biwa) in the source code.

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

Blackthorn City

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

  • The city is much more green, only featuring tree up north instead of being encased in them.
  • Moreover, the layout in itself is radically different, namely lacking the Ice Path, which was only added late in development.
  • In lieu of the body of water is a natural maze not unlike the one sported by Solaceon Town in Generation IV.
  • The Dragon's Den itself is missing entirely, and in its place is a tower which likely hosted the original incarnation to Clair's challenge.
Early Final
PKMN GS Map2A 4C34 TS1F.PNG PokemonGSC-Blackthorn City.png

Mt. Silver Exterior

Map 2A:5A37 is an early exterior for Mt. Silver. It is labeled as FUJI in a leaked Crystal development file. This early iteration bears some resemblance to the Mt. Fuji map from the Space World '97 demo, only greatly expanded and much more complete. Meanwhile, it also used to be entered from the south, instead of from the east. It appears that the devs originally planned for this area to be its own mini-dungeon, taking the shape of a natural maze in the woods. This map was likely reworked from the ground up given its inspiration, as the devs must have thought that having an area based on the Aokigahara forest might have been rather insensitive.

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

Early Route 23

Map 2B:7A2A is an early version of Route 23. It is labeled as ROAD23 in a leaked Crystal development file. Interestingly, the Pokémon League building's layout matches its indoor layout from Generation I. Also reminiscing of Gen I is how you exit out of Victory Road from a building, instead of the rock formation one would expect.

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

Early Interiors

These map provide a look at earlier iterations of some of the games' interior locations.

Player's Bedroom

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

  • This map uses blockset 05 (Player's House) instead of 13 (Player's Room). The final games ended up creating a new blockset for the newly introduced room decoration system.
  • The table is placed next to the north wall, in the same position the PC and radio occupy in the final.
  • The PC and radio are placed to the left of the table, directly above the bed. The Town Map, meanwhile, is missing entirely.
  • The bookshelf and staircase are brown, rather than grey as in the final game.
  • The TV stand and bookshelf use different tiles. Notably, the bookshelf's tile arrangement matches the one from the '97 demo.
Space World '97 Early Final
PKMNGS-SpaceWorld97-PlayerHouse-2F.png PKMN GS Map2A 4546 TS05 PB3.PNG PKMNGS-Final-PlayerHouse-2F.png

Pokémon Center

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

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

Elevator

Map 2B:5F76 is an early version of the elevator. It is identical to final in terms of layout, only having a lot more empty space. It is labeled as HYAKA_EV in the source code.

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

Leftover Lab

Map 2B:4A01 is a leftover map from the Space World '97 demo that uses the Pokémon Center blockset. It is labeled as KOSODATE in the source code. While it appears to be some kind of lab, its filename literally translates to "raising children", suggesting that it may have been the original iteration of what later became the Pokémon Daycare.

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

Pewter City Museum

Evidence left in the ROM points to tileset 0x09 from Generation I not only getting a palette but also being used at one point of development. While no blockset remains, the actual map data is still there and fits the Pewter Museum perfectly. Included below are mock-ups created using the metatile and block data from Gen I, and the new palette data from Gen II:

Internal
Name
Map ID Floor Map
2B:42FC HAKUBU1F Floor 1 PKMN GS Map2B 42FC TS21 PB3.PNG
2B:4324 HAKUBU2F Floor 2 PKMN GS Map2B 4324 TS21 PB3.PNG

Cinnabar Pokémon Lab

The maps of the Pokémon Lab on Cinnabar Island were carried over to Gold and Silver, but didn't end up making the cut, with it in-universe being destroyed prior to the games' event. While its blockset was brought over to Generation II, some of its blocks were partially overwritten.

Internal
Name
Map ID Floor Map (Gen I) Map (Gen II)
2B:4360 LABO2_01 Hallway PKMN RBGY CinnabarIsland Hallway.png PKMN GS Map2B 4360 TS0A.PNG
2B:4384 LABO2_02 Room 1 PKMN RBGY CinnabarIsland Room1.png PKMN GS Map2B 4384 TS0A.PNG
2B:4394 LABO2_03 Room 2 PKMN RBGY CinnabarIsland Room2.png PKMN GS Map2B 4394 TS0A.PNG
2B:43A4 LABO2_04 Room 3 PKMN RBGY CinnabarIsland Room3.png PKMN GS Map2B 43a4 TS0A.PNG

Celadon House

Map 2B:44C8 matches the layout of the "Chief" house in Celadon City, an NPC house which was present in Gen I, but is noticeably missing in Gen II. Its blockset was partially overwritten, hence the messed-up bookshelves. It is labeled as SLOTJIM in the source code.

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

Unknown House

Map 37:4CE2 is yet another unused house interior, this one labeled as OTANA in the source code. It's unclear as to what this area was for, with the only thing known for sure is that it would have been a basement of sorts. This map's blockset was altered a fair bit since its creation, but it's relatively easy to reconstruct it. Blocks 2C and 39 are likely the lower half of a table, with block 19 being a set of chairs against a wall. Meanwhile, if this assumption is correct, then block 1A would be a version of 19, but with the chair on the opposite side.

Original Map Corrected Map
PKMN GS Map37 4CE2 TS0A.PNG
PKMN GS Map37 4CE2 TS0A Corrected.png

Unknown Office

PKMN GS Map37 4D0E TS0C PB3.PNG

Map 37:4D0E is an unused office interior. It's possible that it would have been used as the second floor to the Silph Co. Building, which in-game can't be accessed by any means. It is labeled as ANNEX in the source code.

Olivine Gym 2F

Pokémon GS Olivine Gym 2F Mock Up.png

Map 2B:7CA3 is a rather infamous unused map, as for the longest time it remained undumped, due to no vanilla blockset suiting it. It is labeled as GYM_06_2 in a leaked Crystal development file, revealing that the Olivine Gym once had two floors. In the final games, this gym is pretty empty to begin with, lacking trainers altogether, and only the Blackthorn Gym would end up getting a second floor. However, a corresponding event script can be found within the leak, revealing that not only was Jasmine once found there (using the Lass' overworld sprite as a placeholder no less), but there also was a trainer in this room (with him being a Camper, whose party ID was 7).

The blockdata this map uses was definitely merged with some other tileset, or altered beyond recognition, and thus what is presented here is a mock-up, using a tileset contemporary with this map. The block layout is as follows:

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

Block 0x02 seems to be a different floor type than 0x16, 0x15 would be a plain wall, 0x1A a wall structure, and finally 0x28 the stairs leading to the first floor.

Early Dungeons

Haunted House

A scrapped location which would have been found on an earlier iteration of route 26, with a location header for it still remaining in the Japanese versions. Very little work was ever done on this location, as it lacked any sort of trainer, item or Pokémon encounter data. The internal names come from a leaked Crystal development file.

Internal
Name
Map ID Floor Map
2B:744D YASHI_1 Floor 1 PKMN GS Map2B 744D TS19.PNG
2B:755B YASHI_2 Floor 2 PKMN GS Map2B 755B TS19.PNG
2B:7669 YASHI_3 Attic PKMN GS Map2B 7669 TS14.PNG
2B:7777 YASHI_B1 Basement PKMN GS Map2B 7777 TS19.PNG

Tin Tower

A rather rough early iteration of the Tin Tower, lacking its entrance carpet and featuring a more maze-like interior. The fourth floor was commented out for unknown reasons, but it is present among the leaked development files for the games.

Internal
Name
Map ID Floor Map
2A:4940 TOWER_F1 Floor 1 PKMN GS Map2A 4940 TS14 PB7.PNG
2A:5B9F TOWER_F2 Floor 2 PKMN GS Map2A 5B9F TS14 PB7.PNG
2A:6C0F TOWER_F3 Floor 3 PKMN GS Map2A 6C0F TS14 PB7.PNG
2A:4A4E TOWER_F5 Floor 5 PKMN GS Map2A 4A4E TS14 PB7.PNG
2A:5F7D TOWER_F6 Floor 6 PKMN GS Map2A 5F7D TS14 PB7.PNG
2A:6F93 TOWER_F7 Floor 7 PKMN GS Map2A 6F93 TS14 PB7.PNG
2A:40B4 TOWER_F8 Floor 8 PKMN GS Map2B 40B4 TS14 PB7.PNG
2A:4B5C TOWER_F9 Floor 9 PKMN GS Map2A 4B5C TS14 PB7.PNG

Burned Tower

Map 2B:63C7 is a second basement to the Burned Tower, featuring rock formations which seem to resemble English letters. The map seems to be effectively split into four sections, none of which can be accessed directly from any of the others and each of which contains exactly one round stone. It is also curiously missing ladders, and also makes use of two inaccessible tall grass patches. It is labeled as KYUHOU_3 in a leaked Crystal development file.

Burned Tower B2F
PKMN GS Map2B 63c7 TS15 PB4 NIGHT.PNG

Miscellaneous Maps

Test Cave

Map 2B:455F is an unused barren test cave, appropriately labeled as CAVE_TES in the source code. The most interesting thing to note about this map is that it uses a unique cave entrance block, block 16 instead of 23.

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

Unused Cave

Map 37:4000 is an unused cave, labeled as ID0_01 in the source code. Its barebones name may indicate that this is yet another test cave.

Unused Cave
PKMN GS Map37 4000 TS15 PB4 NIGHT.PNG

Ruins of Alph

Map 2B:4B3F is an unused duplicate of the unsolved Ruins of Alph puzzle room. It is labeled as ISEKI_02 in a leaked Crystal development file.

Pokémon Center

Oddly enough, all Pokémon Centers in Kanto have a placeholder script file for their respective second floor. This script doesn't load any NPCs or setups, and only contains warp data back to the corresponding first floor. This is particularly odd, as no Johto location shares this trait, and in the final games every Pokémon Center first floor redirects to the same second floor map and map script at 2A:4DF6, as a way to save on resources.

  • 5F:4E17 - Viridian City
  • 5A:4845 - Pewter City
  • 54:431A - Cerulean City
  • 5D:41EC - Lavender Town
  • 61:4B06 - Saffron City
  • 5E:54AF - Celadon City
  • 59:4331 - Vermilion City
  • 5C:48D8 - Fuchsia City
  • 53:5059 - Cinnabar Island
  • 54:4D04 - Route 10

Cut-Outs

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

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