Pokémon Red and Blue/Unseen Graphics
This is a sub-page of Pokémon Red and Blue.
These are graphics never seen in gameplay, including leftover graphics from Red and Green.
Super Game Boy Border Tiles
Pokémon Red | Pokémon Blue |
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Oddly enough, Red and Blue still have all the tiles for the original Japanese "Pocket Monsters!" Super Game Boy border logo. Said tiles were removed entirely in subsequent localized versions.
Game Freak Tiles
While these tiles are used in the Japanese versions during the "Game Freak" portion of the intro, they never show up in the localized versions despite still being found in the VRAM. These tiles are also used in the Japanese version of Yellow, and also end up unused in its localized versions.
Title Screen Version Tiles
The English version of Red has title screen tile data which contains the subtitle used in the Japanese-only Green version. Unsurprisingly, this is never used at any point during normal gameplay, and the English Blue as well as all other localized versions lacks the "GREEN" subtitle tiles entirely.
Unused Font Characters
The font set which contains the unique "V" and "S" characters used in Link Battles actually contains a good chunk of the alphabet, which obviously never gets used.
Unused Reaction
Three kinds of "reactions" used by some characters in the overworld exist. The first is an exclamation mark seen when a trainer spots you, the second one is a smiling face for when the player gambles in the Game Corner, and the third, unused kind, simply consists of a question mark. It was likely supposed to show up in interactions which led to someone being puzzled or confused. Namely, this sprite was later used in Yellow, which expanded the reaction system, and assigned the question mark emote to a small event where Pikachu is intrigued by Bill's transporter mishap.
Fishing Hook Sprite
Found among the overworld spriteset for the fishing rod is this unused sprite resembling a lure. It still exists in the data of Generation II games, just as unused as before.
Unused Overworld Sprites
Daisy
Unused Frames | Animated Sprites |
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The rival's sister, Daisy, only moves up and down, leaving her side walking sprites to go unused. Interestingly, this spriteset was originally used as a placeholder for the Link Cable nurses in the Spaceworld 1999 demo of Gold and Silver, thus making her side walking sprites used, even if just for a short while.
Middle-Aged Woman
The middle-aged woman NPC only moves up and down, and never left to right. This spriteset actually lacks a proper sideways walking sprite, instead reusing the static side sprite of the generic ponytail girl NPC. This oversight was corrected in Yellow, though the animation remains unused and unseen even there.
Middle-Aged Man
Unused Frames | Animated Sprites |
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The middle-aged man NPC only moves left and right, leaving his front and back walking sprites to go unused. These sprites were later used in Gold and Silver, as this spriteset was assigned to the newly introduced Pokéfan class.
Giovanni
Unused Frames | Animated Sprites |
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Giovanni has sprites for him walking up, as well as left and right, though they are never used in the final game. In his few appearances in-game, Giovanni disappears with a black screen transition once he is defeated. If he were to ever have been seen running away then the aforementioned unused sprites would logically be used during his escape from the Silph Co. building.
Mr. Fuji
Unused Frames | Animated Sprites |
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Mr. Fuji has a full set of walking sprites, though he never walks at any point during the game. While in Generation II this character does not have a unique appearance, instead looking like every other old man, in Crystal this spriteset was ultimately assigned to the Dragon Shrine elders. Not only that, but one even moves during a cutscene, meaning all but the walk north animation are used in that game.
Koga
Unused Frames | Animated Sprites |
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Not only does Koga have a unique overworld sprite, he also has a full set of walking sprites which goes completely unused, since he never walks at any point during the game. The internal names for the overworld sprites reveal that this spriteset was intended for the Blackbelt trainer class, which for some reason was assigned the "burly man" set in the final games. Blackbelts were later re-assigned this spriteset in Gold and Silver, finally putting it to good use.
Elite Four
Unused Frames | Animated Sprites |
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All members of the Elite Four have a full set of walking sprites, which go completely unused since these characters all stand in one spot and never walk. Lance's walking sprites were later used in Gold and Silver during the raid on Mahogany Town's secret Rocket Hideout.
Unused Tiles
Tileset 01
The tileset shared between the player and Copycat's houses has two unused tiles that form a white rectangle. An earlier iteration of the blockset for the player's house reveals that this rectangle was once used for the top of a closet or bookshelves. These tiles are not referenced in any block.
Tileset | Unused Tiles |
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Tileset 02
The NPC house tileset, a modified version of tileset 01, has a few tiles from the latter which aren't used here: the PC, both types of stairs, and the white rectangle. The PC is the only one referenced in a block, this is a leftover from blockset 01.
Tileset | Unused Tiles | Related Block |
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Tileset 04
Within Vermillion City's Harbor set are a few unseen tiles: Red and Green styled signs, a bollard, and an odd water tile with a black outline on the right side. The outlined water looks like it should be used with the docked S.S. Anne, but doesn't fit, hinting it was meant for an earlier design.
The bollards and sign are present within the metaltiles, and a mockup using them can be seen below.
Tileset | Unused Tiles | Related Block |
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Original | Mockup |
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Tileset 06
Route 23's tileset was built upon of tileset 00, with a few leftovers from that set: the upper-floor house tiles, and two instances of the checkered roof tile, which is only found in the Red and Green version of tileset 00.
An edited version of the rock formation set exists here, too. It may have been intended for Victory Road Cave, which, in the final, looks man made and not at all a natural formation.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 07
The lab, Gym, and Elite 4 room tileset contains a few unused tiles: a piece of a wall, a part of a desk, and a pier tile found in tileset 00. The early Gym blockset made use of these tiles, meaning these three are leftover from an early version of this tileset. These tiles are not referenced in any block.
Tileset | Unused Tiles |
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This tileset features an alternate flower design which resembles one that was seen in Red and Green's version of tileset 00, sans outline. The game always overwrites this with the animated flower, rendering this one unused. It's a leftover from Red and Green's development, and can be seen in pre-release screenshots.
Original | Mockup |
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Tileset 08
A tileset shared between both Pokémon Centers and Marts. It has an unused couch tile, which doesn't fit anywhere. An earlier version of this tileset reveals this was part of a set of tiles for left-facing couches. It's not referenced in any block.
Tileset | Unused Tiles |
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Tileset 09
The shared Pewter City Museum and Gate House tileset has an unused version of the Gate House window frame. This tile is not referenced in any block.
Tileset | Unused Tiles |
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Tileset 0A
The shared Viridian Forest and Safari Zone tileset has a water-resting variant of the rock pile tile, as well up and down ladder tiles that are never used in either area. These were once used in an early version of Cerulean Cave, when it still used tileset 0A.
There's also the unused Pokémon Center sign. It's present in appropriate metatiles, alongside the rocks and ladders.
Tileset | Unused Tiles | Related Block |
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Original | Mockup |
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Tileset 0B
A tileset primarily used for both Silph Co. and Cinnabar Mansion. It has a few unused tiles, like sideways entrance carpets, carpeted floor or grass, a hole in the floor, and a floor switch that was replaced by the Rhydon statues.
The last two tiles form a destroyed wall, appropriate for an old, decrepit building. Most tiles are referenced in blocks, and the water ones are interesting as early encounter data for Cinnabar Mansion indicates wild Pokémon were meant to be caught here.
Tileset | Unused Tiles | Related Block |
---|---|---|
Original | Mockup |
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Tileset 0C
The tileset used for the Pokémon Tower was built on top of tileset 0B, with a few unused tiles as a result. These include an unfinished version of the vertical closed door, the edge of a floor hole, and a dark tiled floor. The metatiles reveal that the darker tiled floor would have been a shadow tile, something which is seen in an earlier iteration of the Pokémon Tower.
A light source block is also in the metatiles, this one likely related to the lighthouse that was planned early in development.
Tileset | Unused Tiles | Related Block |
---|---|---|
Original | Mockup |
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Tileset 0D
The cave tileset has a few unused tiles, like a small rock, an icy rock formation, and a decorative boulder that resembles the Strength boulders. These tiles are not referenced in any block.
Tileset | Unused Tiles |
---|---|
Original | Mockup |
---|---|
Tileset 0E
The Celadon Department Store tileset has two unused tiles: A left table leg, and a dark checkered tile. These are not referenced in any block.
Tileset | Unused Tiles |
---|---|
Tileset 10
A shared tileset for the Bike Shop and Cable Club. It contains tiles for a PC with a stool in front of it, and two, ill-matching sign halves. The sign isn't in the metatiles, but the PC is, though it uses standard checkered tiles, not the white floor typically used for the Cable Club.
A mockup showing how it would've looked in the Trade Center or Colosseum is included below.
Tileset | Unused Tiles | Related Block |
---|---|---|
Original | Mockup |
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Tileset 11
The Pokémon Lab tileset has two tiles that make up some pole fencing. Referenced in a few blocks, with some arranging these in front of a wall.
Tileset | Unused Tiles | Related Block |
---|---|---|
Tileset 12
The Underground Path tileset has a few unused tiles, like checkered tile, corner wall tiles, and end caps for the lighting fixtures. All but the checkered tile were used in a scrapped underground path that would have connected Route 5 and 7.
Tileset | Unused Tiles | Related Block |
---|---|---|
Original | Mockup |
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Unused Blocks
Tileset 00
Red and Green | Red and Blue |
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- Bollards on water (04, 16 and 17).
- Sandy ledges (46 and 4A).
- Bollards on grass (53).
- Water edges bottleneck (66). Originally used in an earlier iteration of Pallet Town.
Tileset 01
Original | Mockup |
---|---|
- Naked wall (03). Only the wall with a window (05) ever gets used.
- Standalone SNES (06). Perhaps there once was a block for the TV, and one for the console. In the final games both are on the same block (ID 0D).
- Standalone chair (0E). May have been used in Red's bedroom by the table, to act as a desk chair.
Tileset 02
- Back wall (03). Only the wall with a window (05) ever gets used.
- Wall with window duplicate (08) (used is 05).
- PC with table (10 and 11). Leftovers from Blockset 01, same ID. Might have possibly been used in your rival's house.
Tileset 03
- Naked wall (05). Intended for the Celadon Condominiums. The back wall for the rooms are never bare.
- Wall with a table (2E). Doesn't fit anywhere, and lacks the other end for it.
- Raised floor variations (30, 34 and 35).
- Wall counter (31, 39, 3A) (31 has a duplicate at ID 38).
- Naked wall (32). May have been used in the back staircase in the Celadon Condominiums.
- Raised floor with two bottom shelves (37). Doesn't fit anywhere.
- Roof condo connector variation (3C). Lacks part of the border (used is 21).
Tileset 04
- Full floor duplicate (00) (used is 0C).
- Floor with bollards (02).
- Floor with a sign (14).
Tileset 05
- Bottom wall duplicate (1B) (used is 26).
- Wall formations (1C, 1F, 29, 2B, 2C, 2D, 2F and 30).
Tileset 06
- Rock formations (03, 05 to 07, 09, 0B to 0D, 2D to 30, and 39). An earlier iteration of Route 23 originally made use of some of these blocks.
- Sign on sandy ground (08). Ditto.
- Sandy ground (0E). Ditto.
- Tree formations (0F, 19, 20, 23, 24, 33 and 34) (23 and 24 have duplicates at 31 and 32). Ditto for some of these.
- Water border corners (10 and 11). Again, ditto.
- Rhydon statues on dirt floor (25 and 26). Only the statues on tiled floor (42 and 43) are used.
Tileset 07
- Right side wall duplicate (4F) (used is 4C).
- Left side wall (71). Only the right side equivalent (53) is used.
Tileset 08
Original | Mockup |
---|---|
- Full floor duplicate (03) (used is 0F).
- Counter with shadow (06) (used is 07). Intended for Pokémon Center, in front of the second healing machine.
- Floor with shadow (11) (used is 19). Intended for the Pokémon Marts. Almost identical to block ID 19, aside from having one less shadow tile, making it align with the counter.
- PC with counter no pad (1C) (used is 23). Intended for the Celadon Hotel, which once featured a PC.
Tileset 09
- Bottom left counter duplicate (12) (used is 47).
- Bottom right counter (13).
- Top left counter duplicate (1A) (used is 61).
- Corner counter (20, 22, and 24).
- Floor with two chairs (4E).
- Top middle counter duplicate (25) (used is 51).
- Right corner counter (55).
- Back wall with two doors (5D). Intended for the Viridian Forest gate houses, though only the one door variant (73) gets used.
Tileset 10
- Full ground duplicate (00) (used is 1B).
- Stumps with tall grass (08 to 0F).
- Bushes with tall grass (10 to 13).
- Cabin with Poké sign (1A) (used is 1C). Intended for the Safari Zone, whose rest houses once served as Pokémon Centers.
- Half ground half stump duplicates (1E and 17) (used is 35 and 39).
- Tall grass and flowers duplicate (2F) (used is 01).
- Curve bottom water tall grass (30 to 32).
- Ground with stumps (34, 36, 38 and 3A).
- Rock formation with sign (4E and 61) (used is 3E and 43).
- Water border formations (5F, 60, 68 to 6B, 6E and 73).
- Boulder (62).
- Ladder set (64 to 67). Originally used in an earlier iteration of Cerulean Cave.
- Boulder formations (63, 6C, 6D, 6F to 72). Ditto.
- Rock water formations (74 to 7B). Ditto.
Tileset 11
- Rug blocks (04, 05 and 08).
- Sliding floor blocks (14 and 4D).
- Stair blocks (21 and 32).
- Table with floor (25).
- Wall with machines (28).
- Carpet blocks (30 and 4C).
- Incorrect destroyed wall (4B).
- Rhydon statue machine base (5E). Doesn't really fit anywhere.
- Wall block (72).
- Water borders (75 and 76).
- Floor switch (78).
Tileset 12
- Left corner void block duplicate (14) (used is 04).
- Shadow tiles (0F, 18 to 1A). Originally used in an earlier iteration of the Pokémon Tower.
- Stair blocks (1B, 21 and 32). Ditto.
- Shadow counter (22 to 24). Ditto.
- Corner block (1F).
- Back wall blocks (26 to 2B, 2E and 2F). Ditto, again.
- Light source (2C).
- Doors (2D and 3B). Ditto.
- Bottom block duplicates (37 and 38) (used is 1D).
- Shadow block (34).
- Void blocks (3C to 3E).
- Walls with shadow (40 to 44 and 46 to 4A).
- Left side Rhydon statue (45). Only the right side statue (4B) is used.
- Double beds (43).
- Blocks and graves formations (59, 5C, 62 to 64).
- Blocks and graves formations shadow (6B).
Tileset 13
- Slab blocks (34 to 36, 3A, 3B and 43).
- Corner wall (46).
- Rocks and floor (50).
- Rock formations (55, 56, 59, 5A, 5C, 5D, 64, 73, 7B and 7E).
- Bottom left hole (68)
- Ground with rocks (6E). Used in Cerulean Cave B1F, though only in the Red and Green and Yellow layouts.
- Rock floor with boulder (12). Interesting in that it is only used in Cerulean Cave B1F's Red and Blue layout.
Tileset 14
Original | Mockup |
---|---|
- Full floor duplicate (13) (used is 0B).
- Top shelf display (22) (used is 0E). Intended for the top of the shelves either on Celadon Mart 1F or 3F.
- Bottom shelves on checkered floor (23) Intended for Celadon Mart roof. Lacks a corresponding top block.
- Elevator on checkered floor (35). Intended for Celadon Mart Roof.
- Full grey block. Intended for Celadon Mart Roof.
- Naked elevator wall (45). Intended for the Rocket Hideout elevator.
- Elevator wall gap (4E). Intended for the Rocket Hideout elevator, makes up some sort of corridor turn.
Tileset 15
- Floor with stool (08). Was originally used in a scrapped variation of the S.S.Anne cabins.
- Corner bed with door (3C) (used is 38). Ditto.
Tileset 16
- PCs on tiled floor (0C and 0D).
- Half floor half void (0F). May have possibly been used at the bottom of the rooms if they were to be one block taller.
- Floor pattern. Doesn't fit with any piece of floor markings.
Tileset 17
- Grey corner blocks (1A to 1C). Appears to be some sort of table. Doesn't fit anywhere.
- Poles (1F and 23). Doesn't really fit anywhere.
- Blank blocks (21, 22, 2A, and 2B). Likely simple padding.
- Walls with poles (24 to 27). Appears to have been intended for the Fuchsia City Safari meeting room, but once again doesn't really fit.
- Desktop duplicate (28) (used is 08).
- Cage display leftover (2C to 33). Was originally used in an early iteration of the Safari Zone Pokémon displays.
Tileset 18
- Light fixtures (06 and 07). Was originally used in an early iteration of the Underground Path.
- Corner walls (0A and 0B). Ditto.
- Corner shadow (08 and 10).
Unseen Areas
Route 2
Pre-Viridian Forest | Post-Viridian Forest |
---|---|
Route 2 has some unseen map details past the fenced areas near the entrance and exit gates to Viridian Forest. These two areas feature an unreachable cuttable tree and two patches of tall grass respectively, both fully functional. While it's not unusual to have some areas partially mapped-out before a loading zone gate, what's peculiar here is that the entry gate has map details for the area in front of the exit gate, and the exit gate map details for the area before the entry gate, as if Viridian Forest didn't exist and the player was intended to enter and exit only one gate.
Moreover, the normally unseen area behind the exit gate has slightly different mapping when compared to the area before the entry gate, with the flower patch instead being a tall-grass patch. It's unknown whether this is a remnant of a slightly earlier design for this specific bit of Route 2, or if it was just accidentally replaced when the area around the exit gate was being mapped in.
Underground Path
The Underground Path connecting Route 5 to Route 6 has an unseen, seemingly out-of-place bit of map right at the bottom of the map. An earlier iteration of this map reveals that it once had a staircase in the middle, which instead of being blanked saw its entire block line being removed. Despite this, the map's height was not adjusted after this change, leading to the oversight.
Vermilion City Harbor
Despite normally being completely unseen by players, the Vermilion City Harbor is entirely mapped out, with there even being crates and a truck never seen anywhere else in the game. As it turns out, it is possible to use Surf on the water surrounding the docks, though Surf is unavailable in that part of the game, so the area can't be explored under normal circumstances.
That said, it is possible to explore the harbor by using a number of tricks:
Method 1:
- Position yourself one block above and one block to the left of the ship's ticket salesman.
- Walk one tile to the right and press Start immediately after you come to a stop.
- Save and restart your game. When you reload, you should now be facing right.
- Use Surf and you will surf onto the ticket salesman. Press Down to bypass him.
Method 2:
- Acquire a Pokémon who knows Cut via a trade. Now you can skip getting the HM on the S.S. Anne, which normally causes the ship to leave.
- Progress through the game and return to the harbor once you can use Surf.
Method 3:
- Acquire Cut on the S.S. Anne, then lose to a Pokémon battle on the ship. This will send you back to a Pokémon Center and prevent the ship from leaving.
- Progress through the game and return to the harbor once you can use Surf.
Despite popular playground rumors, the fabled truck parked in the harbor is only used for decorative purposes, and as such doesn't have anything hidden under it, save for a Lava Cookie in FireRed and LeafGreen.
Indigo Plateau
This area features quite a lot of detailing on the League building and the walls in front of it, that is never seen during normal gameplay. Given how two of the statues have inaccessible text assigned to them, it's possible that this area was originally intended to be more open, only to be streamlined for the final game. The Indigo Plateau also features different border block data than Route 23, with the former using 0E (sandy ground), and the latter 0F (tree cluster). However, it's impossible to see the former anyway, given how restrictive the map is with player movement.
Lance's Room
The map of Lance's room features a small unused room in the upper-right-most corner. This map is actually the exact same as the one where the final rival/champion battle takes place, although this one is set on its own map and the one here lacks warp tiles entirely. It appears that the developers originally intended for this map to be present as a room in the much larger map for Lance's room.
It's then rather puzzling as to why the "Champion Room" was set as its own map, especially given how the passenger cabins in the S.S. Anne actually use this trick, all being set on the same map as an optimization technique.