Proto:Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
This page details one or more prototype versions of Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
On December 24, 2020, an early prototype build of Let's Go, Eevee! was unexpectedly dumped online by an anonymous user, using its prototype name of "beluga". It contains a wealth of work-in-progress content, cut material, and a variety of gameplay differences from the final release. The build has a git commit hash of ec44740ec89ca37d0be7d0fb40a76c603d074887 and constantly depicts a mouse on screen for debugging purposes.
The date of this build is May 12, 2018, over six months before the game's release.
| Trainer Teams|
A wealth of trainer teams both big and small were changed for the final release.
| Wild Encounter Tables|
Wild Pokemon were originally very different across the game.
| Music & Sound|
Features music that was cut, unused or outright missing in the final.
| Early Maps|
Kanto in its purest form. Locations, items, and NPCs that were cut from or changed for the final.
| Script Changes|
Various major changes to the story and script can be found in this prototype that don't match with the final.
| Mechanic Differences|
Catch Combos and attacks, among other things, worked a bit differently at this point.
| Pokemon Learnsets|
Don't be surprised if your Partner Pokemon is a little weaker in this build.
| Debug Tables|
Debug 'em if you can!
Title Screen and Intro
The title screen and logo are completely different. This version doesn't check for your Eevee's custom outfit, and instead uses a generic looping image. The individual frames for this image can be found in the files for this build. Interestingly, you can still access the final title screen through the debug mode on boot up. Press Select on Title --> DEMO PLAYER --> sd9010_title
Additionally, the language select text box has slight differences to its punctuation and text box color. There is no pre-rendered animation preceding the language select with Pikachu or Eevee like there is in the final game. Strangely enough, what follows is a tiled version of Ultra Sun & Ultra Moon's opening that often crashes the game.
Oak's intro is very different. You are never "woken up" by Pikachu or Eevee, and Oak sends them out in a Pokéball to introduce you to the world of Pokémon instead. In the final, he sends out a Cubone that follows him for a short while.
Interestingly, Oak mentions that you have been friends and rivals with Trace since you were babies, whereas in the final he simply mentions how you grew up next door to each other. It should be noted that character names ("TRACE", "OAK", etc.) are formatted in all-caps, which was the case for all games in the series prior to Black & White.
The appearance selection is noticeably unfinished, with it using recolored edits of the protagonists' concept art instead of their in-game 3D models as the previews.
Pallet Town and Opening
Get a video or GIF of this?
The opening to the game is radically different. The prototype depicts the player as if they're waking up from a dream cuddling a Poké Doll, whereas in the final the player appears in their body in front of their Nintendo Switch. Interestingly, the map in the background of the cutscene is replaced by the window in both the final build and after the cutscene ends in the prototype.
Replace with graphic?
This map heavily references Kanto's appearance in Red & Blue official art before its redesign for Let's Go. This map is seen in other places throughout the game, such as under Trace's Pokémon Journal in his house - which also happens to be gone in the final:
|Proto||Red & Blue Art||Final LGPE Art|
Before he enters your room, your rival is known as "???" in the final, which isn't the case here. He asks "Did you have a weird dream or something?" which ties into the major difference in the intro. In the final, he suggests you check an email he sent which goes over the basic controls, whereas in the prototype he only teaches the player how to save.
The cutscene of stepping out into Pallet Town for the first time is missing.
Strangely, the game spawns Pokémon on Route 21 when you're in Pallet Town, even though you can't access them.
The Save Select screen has some minor changes, including your trainer holding an Eevee that isn't there. This is fixed when they're able to ride on your head.
Text box graphics are also different in various areas throughout the game.
Your Starter Pokémon
When catching your starter Pokémon, the background skybox depicts a cityscape, which isn't the case in the final. An unused battle transition is also present.
The tutorial screens are obvious placeholders and have a strange orange tint to them in-game.
|Proto (LGE)||Final (LGP)|
The cutscene featuring your starter is also largely broken.
After leaving Oak's Lab, your mother comes over to give you Sports Wear, but in the final you're given a Town Map.
Unused Loading Animation
A very finished-looking loading animation is used whenever you load an existing save file from the title screen.
Sprite, Model, and Graphical Differences
Mega Evolutions use the same unique sprites that were in the 3DS games, as opposed to the Mega Stone ones in the final.
In this build, the color on the outside of Chansey's mouth texture doesn't match up properly with the rest of its body. Certainly an oversight.
|Proto Texture||Proto In-Game|
The summary screen for a Pokemon feature a vast amount of visual differences to the final. Noticably, every instance of showing a Pokemon's typing throughout the game (as can be seen in the bottom right) remains in Japanese.
Strangely, the Poke-Marts have their Potions positioned at a different angle in the final.
|Proto (LGE)||Final (LGP)|