Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!/Mechanic Differences

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of 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.
To do:
Need all Catch Combo mechanics clarified.

Given that the game is incomplete, many mechanics function differently than in the final game.

Catch Combos

Catch Combos function very differently than in the final build of the game.

To do:
  • Does the Catch Combo cap out at 31 still?
  • Which Pokemon spawn more frequently when there's multiple in a Catch Combo? Is that mechanic even implemented?
  • Does it still influence rare spawns?
  • Do Catch Combos give Max IVs depending on the chain?
  • Are Catch Combo bonuses still stackable with Lures?
  • What are the increased Shiny Chances in this build, if any?
  • Unlike in the final, they persist through capturing different species of Pokemon.
  • Running away from a Pokemon completely ends the combo, which isn't the case in the final build.

Candies & The Pokemon Box

Candy Mechanics


  • Poke-Marts do not sell Premiere Balls in bulk. Buying 10+ Poke Balls will always yield a single bonus Premiere Ball, as opposed to getting one-for-every-ten Poke Balls that you'd get in the final.
  • Trainers that rewarded the player with free Poke Balls after winning a battle in the final game do not in any circumstance throughout this build.

Pokemon Box

  • You can't select multiple Pokemon to send to Oak with the A button like you can in the final. Strangely, the Y button is used instead, which can be seen below.


  • Instead of hitting "Check Summary" to see a Pokemon's statistics like in the final, the player must choose "Check it out".
  • Also, "Nickname" was changed to "Change Nickname" in the final build.


Wild Pokemon

  • All Overworld Encounters (Symbol Encounters) are reset after a battle or Wild Encounter, which isn't the case in the final.
  • Many Pokemon often clip through walls and other inaccessible terrain that the player cannot access as a result of a bug. In the final release, this doesn't happen.

Other Differences

  • The Exp. Share is referenced when your party gains experience for a trainer battle, despite not being an item. Clearly a leftover from previous games, even if it's functionally identical to the final.