Pokémon Red and Blue
|Pokémon Red Version and Blue Version|
Also known as: Pocket Monsters: Red & Green (JP), Pocket Monsters: Blue (JP)
This game has unused areas.
This game has a development article
This game has a prototype article
This game has a prerelease article
This game has a notes page
This game has a bugs page
If you wanna be the very best, like no one ever was, then these might be the games for you.
Much like the early entries in the Final Fantasy series, these games have a messy history when it comes to localization. As a result, this page covers the initial Japanese versions, titled Red and Green, the updated Blue revision, and the subsequent international localizations (dubbed Red and Blue) that drew from the latter.
| Debug Functions|
Nintendo and Sony: friends, rivals, and Pokémon trainers.
| Miscellaneous Data|
The famous invisible computer.
| Unseen Graphics|
Everyone knows that cats like to hide under vehicles.
| Unobtainable Items|
No Safari Balls for you.
| Unused Maps|
The town with no name.
| Unused Move Data|
Ground rose up somewhere!
| Unused Trainers|
PROF.OAK wants to fight!
| Unused Text|
A wizard has turned you into a Wailmer. Is this awesome? YES / NO
| Internal Index Number|
1, 2, Pikachu... 3, 4, Exeggutor...
I'm sorry, I think you've got the wrong number.
| Translation Errors|
Errors from when the games were translated from one language to another.
| Version Differences|
Differences in versions, as well as localization changes.
Red and Blue contain a short unused song with no defined pointers. The song appears to be incomplete, and while it only has two channels whose octaves are set too high, it does have a defined song tempo, being relatively quick. The two channels are located in the ROM at offsets 0xA913 and 0xA9CF, and the tune can be patched into Pallet Town by using a Game Genie code or manually patching a set of offsets, both displayed below.
|Game Genie Code||Offsets to Patch|
|132-2FB-F7D||0x822F to 13|
|692-30B-7F7||0x8230 to 69|
|CF2-32B-917||0x8232 to CF|
|692-33B-4CB||0x8233 to 69|
The full two-channel song was later found in the English source code leak, there known as Koukan, which translated to "Trade". Based on the commented out headers and the channel data itself, the track's channels were meant to be split between both Game Boys with one channel playing on one Game Boy and the other playing on the other. A similar behavior was ultimately used in Pokémon Ruby and Sapphire for multiplayer Pokémon Contests. Additionally, this song was also found in the Pokémon Gold and Silver source code leak as EFFDATA/M_TRADE.DAT, which plays the source version.
Unused Cry Base
An unused cry base. This is not referenced by pointer table, therefore there is no ID associated with this cry base. This would later find its way into Pokémon Crystal, where it's still unused and unreferenced.
Found in both Generation I and Generation II games is an unused type known as "Bird". This type, which lacks any weaknesses or resistances, is only assigned to MissingNo. and is believed to have been either an earlier or alternate version of the Flying type.
Unused Celadon Warp
An unused warp to the fifth floor of the Celadon Department Store (map 136) exists in Celadon City, located on the building to the right of the Prize Corner where a door would normally be found. Exit location data also exists for the map, with the exit point index number being 08.
Given how it wouldn't make sense to end up on the fifth floor of somewhere from Celadon City and not the first floor, it shows that map 136 was altered at some point in the game's development. Further proof of this theory comes in the fact that the other Celadon Department Store floors (in order) have index numbers 122-125 respectively. The fifth floor, which has index number 136, does not follow this pattern.
You can create a door to access the warp with the GameShark code 017C72C8. You can appear where the warp is by using the GameShark codes 0108B5D3 0108B1D3, entering a certain map in Celadon City (such as the Pokémon Center) and exiting.
Unused Scripted SFX
There exists three unused scripted events in which a sound effect would have been played using a text command. For example, the Dewgong cry would have played if the player interacted with an "NPC" version of this Pokémon. However, in that specific case it never gets used as no Dewgong exists in that form in the final games, with only a member of the Pokémon Fan Club owning a Seel.
TX_SOUND_POKEDEX_RATING, SFX_POKEDEX_RATING TX_SOUND_GET_ITEM_1_DUPLICATE, SFX_GET_ITEM_1 TX_SOUND_CRY_DEWGONG, DEWGONG