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Proto:Pokémon Gold and Silver

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This page contains changes which are not marked for translation.


This page details one or more prototype versions of Pokémon Gold and Silver.
This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
Documentation of this prototype is an ongoing process, and work on an English translation is ongoing. You can view the current progress at this Google spreadsheet, which includes data on all Pokémon and many other things, as well as this repository.

On November 15th, 1997, an early playable demo of Pokémon Gold and Silver was shown at Space World '97. While considered to be a lost treasure, on May 26th, 2018, an anonymous user unexpectedly dumped a ROM of the elusive demo online, twenty years since it was last playable by the public. May Game Freak have mercy on our souls.

There are 4 separate ROMs: two Gold and two Silver, two Debug and two NonDebug.

Download.png Download Pokémon Gold - Spaceworld 1997 Demo (Debug)
File: Pokémon Gold - Spaceworld 1997 Demo (Debug).7z (info)
Current version: ‎November ‎15, ‎1997
Download.png Download Pokémon Gold - Spaceworld 1997 Demo (NonDebug)
File: Pokémon Gold - Spaceworld 1997 Demo (NonDebug).7z (info)
Current version: November 15, 1997
Download.png Download Pokémon Silver - Spaceworld 1997 Demo (Debug)
File: Pokémon Silver - Spaceworld 1997 Demo (Debug).7z (info)
Current version: November 15, 1997
Download.png Download Pokémon Silver - Spaceworld 1997 Demo (NonDebug)
File: Pokémon Silver - Spaceworld 1997 Demo (NonDebug).7z (info)
Current version: November 15, 1997

Each archive contains two ROMs; the original ROM, and a version with a fixed header that allows it to run on normal Game Boy hardware and most emulators.

To fix a ROM yourself, open the ROM in a hex editor (such as HxD on Windows), and edit the following:

  • For all versions, set the byte at 0x0147 to 0x10
  • For Debug Gold, set the bytes at 0x014D to 0xC7 0x7B 0xA2
  • For NonDebug Gold, set the bytes at 0x014D to 0xC7 0xA2 0x84
  • For Debug Silver, set the bytes at 0x014D to 0x18 0x54 0xEF
  • For NonDebug Silver, set the bytes at 0x014D to 0x18 0x2C 0x58

Subpages

PKMNGoldSpaceworld-TitleDebug.png
Debug Menu
You've got the power right in your hands.
PokeGoldDemo-front 172.png
Pokémon
You won't believe your eyes.
PKMN GS Prototype Town Map.PNG
Maps
Kanto looks a lot smaller than I remembered.
GS Demo Picross 1.png
Minigames
Pokémon Picross is alive and kicking.
Blank.png
Items
Ice Bikini joke goes here.
Blank.png
Text
It's a rather different story after all.

Main Gameplay Differences

  • The intro lacks music entirely.
  • Songs from Pokémon Red & Green are used almost entirely for the demo, and any new songs are either inaccessible or nonexistent, even in the sound test.
    • The music from Viridian City, Saffron City and Pewter City is used for all towns and cities.
    • The music used on routes is that of Route 1.
    • Both the Wild and Trainer battles use Red and Green's Gym Leader battle music.
    • Several more tracks from Red & Green remain in this version's data, including jingles for inaccessible events (like healing at the Pokémon Centers).
  • Pokémon descriptions from Gen 1 are carried over here. New Pokémon have a placeholder entry "はっけんされた ばかりの ポケモン げんざい ちょうさちゅう。" (Currently investigating this recently discovered Pokémon.) This text is taken directly from the generic Pokédex entry in JP Blue, which can be seen when capturing Missingno.
  • It is possible to be ambushed twice in a row on a single grass tile.

Demo Lockouts

Because this is a demo, there are several restrictions in place that can't be surpassed without using the debug menu or the use of hacks/cheats.

  • The only options on the main menu normally available are "ポケモンを あそぶ" (Play Pokémon) and "せっていを かえる" (Change Settings).
  • The player cannot save their game.
  • To fast-track the demo, you are immediately given a random level 8 starter upon starting the game.
  • You can't use the PC or the healing center without the debug menu. The player is given Potions instead. Both options complain about being "under repair" or "being adjusted".
  • You can't rename your player character or rival. It chooses one of the default names randomly.
  • You cannot enter Professor Oak's lab. If the player is forced into the lab and/or its back room using debug functions while the demo mode is still active, Professor Oak says some generic lines that don't reveal anything important about the plot.
  • Ken, the older brother of the main character, is not visible in your room during demo mode.
  • The starter Pokémon, and most of those available to catch, have had their evolutions removed to prevent players from discovering them. Despite this, Caterpie and Metapod can still evolve as usual.
  • To speed up the demo, losing dialogue from the NPCs is removed.
  • The player can only visit the starting town and earliest routes, up to the route after the forest.
  • When all Pokémon have fainted, the player is booted back to the title screen, regardless of whether the game is in demo mode or story mode.

Story Mode

Although not completed yet and normally inaccessible, tidbits of a story mode do exist within the ROM. These can be accessed in the Gold debug ROM by changing 0x5585 from 0x8D to 0xB9. The data change will also cause serious issues with movement in some emulators, usually resulting in a crash.

  • Only the introduction up to the meet-up with the rival appear to be fully coded and playable.
  • Your rival is given a higher-level Pokémon when you first battle him after receiving your starters due to his party seemingly not being programmed yet, making progressing past this point difficult under normal circumstances.

Visual Comparisons

Hmmm...
To do:
Add screenshots of the final game in Super Game Boy mode for comparison.

At this point in development, Pokémon Gold and Silver was still being developed for the original, monochrome Game Boy handhelds, with support for the Super Nintendo's Super Game Boy accessory for colorization; it was moved onto the Game Boy Color in the middle of 1998. A lot of the background layouts were already seemingly finished (as judged by the planned release dates) while some had different palettes, some of which match up with the final game when played in Super Game Boy mode.

Borders

Pokémon Gold - Spaceworld 1997 Demo-title.PNG Pokémon Silver - Spaceworld 1997 Demo-title.PNG

While the demos do contain unique borders as seen here, the final games' borders can also be brought up if the game is saved in debug mode and restarted. While the game will load these borders upon recognizing the existence of save data, the main menu will not change nor recognize said existence of save data.

Intro

The intro is mainly similar between the two, though the actual art is noticeably different between the two versions.

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
PokemonGold SpaceWorldIntro 1.png PokemonGold FinalIntro 1 SGB.png PokemonGold FinalIntro 1.png

Omanyte can be seen in the intro instead of Shellder. The detail of the ocean floor was also simplified.

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
PokemonGold SpaceWorldIntro 2.png PokemonGold FinalIntro 2 SGB.png PokemonGold FinalIntro 2.png

Magikarp were redrawn to be on-model.

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
PokemonGold SpaceWorldIntro 3.png PokemonGold FinalIntro 3 SGB.png PokemonGold FinalIntro 3.png

The Lapras sprite in the intro was also redone, with the most notable differences being the head and shell. It also was given more animation in the final, with less of a "bob" as it paddles in the water.

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
Such a deceptive smile.
PokemonGold SpaceWorldIntro 5.png
PokemonGold FinalIntro 4 SGB.png
Surprise, Jigglypuff!
PokemonGold FinalIntro 4.png
Surprise, Jigglypuff!

Details on the trees and bushes were removed. Shading is removed from Pikachu and Jigglypuff. Pikachu attacking Jigglypuff does not use unique frames like the final game.

Spaceworld 1997 Demo Final Game (SGB) Final Game (GBC)
PkmnGSProto-Intro-1.png PkmnGS-Intro-1 SGB.png PkmnGS-Intro-1.png
PkmnGSProto-Intro-2.png PkmnGS-Intro-2 SGB.png PkmnGS-Intro-2.png
N/A
PkmnGS-Intro-3 SGB.png PkmnGS-Intro-3.png
PkmnGSProto-Intro-3.png PkmnGS-Intro-4 SGB.png PkmnGS-Intro-4.png

In place of the Johto starters, the final part of the intro uses Blastoise and Venusaur instead. Charizard's silhouette is also a bit different.

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
PKMNGold-SW-Chari1.png
PKMNGold-SW-Chari2.png
PKMNGold-SW-Chari3.png
PKMNGold-Chari1 SGB.png
PKMNGold-Chari2 SGB.png
PKMNGold-Chari3 SGB.png
PKMNGold-Chari1.png
PKMNGold-Chari2.png
PKMNGold-Chari3.png

Finally, like the silhouette, the Charizard sprites at the very end were redrawn for the final game.

Time of Day

Hmmm...
To do:
Is the unused "Late Night" time present in this build?

Time mechanics are in this build, and the lighting effects are obviously different due to it being built on Super Game Boy hardware at that time.

Morning

Spaceworld 1997 Demo Final Game (SGB) Final Game (GBC)
PKMNGS-MorningSpaceWorld97.png PKMNGS-MorningFINAL-SGB.png PKMNGS-MorningFINAL.png

In comparison with daytime, the colors seem to be slightly darker than lighter, giving it more of a feeling that it was very early in the morning.

Daytime

Spaceworld 1997 Demo Final Game (SGB) Final Game (GBC)
PKMNGS-DaytimeSpaceWorld97.png PKMNGS-DaytimeFINAL-SGB.png PKMNGS-DaytimeFINAL.png

Night

Spaceworld 1997 Demo Final Game (SGB) Final Game (GBC)
PKMNGS-EveningSpaceWorld97.png PKMNGS-EveningFINAL-SGB.png PKMNGS-EveningFINAL.png

Interface

Battle

Generation I SpaceWorld 1997 Demo April 1998 Corocoro Issue Final Game (JP)
PKMN RB Battle.png PKMN GS SpaceWorld Battle.png PKMN GS rpgamer 1999-11-08 screenshot 7.gif PKMN GS Final Battle.png

The battle HUD is almost exactly the same, except for the lack of color since it used original Gameboy hardware. When using a Super Game Boy, color tinting is added just like in the original Red, Green and Blue versions.

Party

Generation I SpaceWorld 1997 Demo 1999 Promotional Video Final Game (JP)
PKMN RB Party.png PKMN GS SpaceWorld Party.png PKMN GS videogames.com screenshot 3.jpg PKMN GS videogames.com screenshot 3 FINAL.png

While the party menu seems very similar to the Generation I games, the HP bar was changed and remained that way for the final game. In the 1999 promotional video, the text box on the bottom removed one line to fill the "Back" menu underneath the Pokémon party, very close to the final game. In the end, the HP bar and the HP numbers were swapped.

Inventory

Generation I SpaceWorld 1997 Video SpaceWorld 1997 Demo Mid-to-Late 1998 Final Game (JP) (SGB) Final Game (JP) (GBC)
Pokemon-GenIBag.png PkmnGS-Folders.jpg Poke Gold (Demo) - Bag.png PKMN GS rpgamer 1999-11-08 screenshot 14.gif Poke Gold (Final) - Bag SGB.png Poke Gold (Final) - Bag.png

The inventory was in the middle of a redesign during the demo, even though the promotional video seems to show a much earlier (and buggier) version of the menu. It was one of the interfaces that got changed most near the end of development.

Pokémon's Summary

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-SummaryScreen.png Pokemon-GS-SpaceWorld1997-SummaryScreen.png Pokemon-GS-SummaryScreen-SGB.png Kin Pokemon summary.png

The summary screen for the Pokémon in the prototype didn't get much of a redesign at all, and stayed almost exactly the same if not for a few menu button arrangements. Oddly enough, the English version of the summary screen takes the base from the Generation I games, due to text spacing.

Pokémon Storage System

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-Storage.png Pokemon-GS-SpaceWorld1997-Storage.png Pokemon-GS-Storage-SGB.png Pokemon-GS-Storage-GBC.png

Much like the Inventory shown in the 1997 SpaceWorld promotional video, the Pokémon Storage System was in the middle of being reworked. Pokémon were arranged in a list via species, name, level and gender. It would later be revamped in the final release, complete with the image of the caught Pokémon shown at the side, and the named Pokemon replacing the species.

Trainer Card

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
Poke Gold (Demo) - Trainer Card 1.png
Poke Gold (Demo) - Trainer Card 2.png
Poke Gold (Final) - Trainer Card 1 SGB.png
Poke Gold (Final) - Trainer Card 2 SGB.png
Poke Gold (Final) - Trainer Card 1.png
Poke Gold (Final) - Trainer Card 2.png

The Trainer card is mostly the same, except the play time isn't tracked and the Gym Leaders were moved to another "page". The Gym Badges also had completely different designs, and were most likely placeholder. Strangely, the border colors are exactly the same when the game is played on the Super Game Boy in the final version.

Pokédex

SpaceWorld 1997 Demo Final Game (SGB) Final Game (GBC)
Poke Gold (Demo) - Pokedex 1.png Poke Gold (Final) - Pokedex 1 SGB.png Poke Gold (Final) - Pokedex 1.png

The Pokédex was in the middle of being redesigned, as the National one is enabled by default (in debug mode at least).

Pokédex Entry

Generation I SpaceWorld 1997 Demo Mid-to-Late 1998 Final Game (JP) (SGB) Final Game (JP) (GBC)
Pokemon-GenIPokeDexEntry.png PkmnSpaceWorld-PokeDexEntry.png PKMN GS rpgamer 1999-11-08 screenshot 11.gif PKMN GS rpgamer 1999-11-08 screenshot 11 FINAL SGB.png PKMN GS rpgamer 1999-11-08 screenshot 11 FINAL.png

The layout of a Pokédex entry in this build looked a lot more closer to the ones reminiscent of Generation I.

PokéGear Radio

SpaceWorld 1997 Demo 1999 Promotional Video Final Game (JP) (SGB) Final Game (JP) (GBC)
PKMN GS Radio Demo.png PKMN GS videogames.com screenshot 2.jpg PKMN GS videogames.com screenshot 2 FINAL SGB.png PKMN GS videogames.com screenshot 2 FINAL.png

Even though the PokéGear isn't fully working, even via debug mode, the foundation for it was all laid down.

Options

SpaceWorld 1997 Demo Final Game
Poke Gold (Demo) - Options.png Poke Gold (Final) - Options.png

Nothing big here, other than the removal of the border and re-arrangement of options.

Trade Screen

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-TradingScreen.png Pokemon-GS-SpaceWorld1997-TradingScreen.png Pokemon-GS-Final-TradingScreen-SGB.png Pokemon-GS-Final-TradingScreen-GBC.png

Other than the color changes, the background was touched up a bit in the final.

Battle Vs. Screen

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-BattleVS-Screen.png Pokemon-GS-SpaceWorld1997-BattleVS-Screen.png Pokemon-GS-Final-BattleVS-Screen-SGB.png Pokemon-GS-Final-BattleVS-Screen-GBC.png

As usual, the Pokéballs present on the borders were removed in the prototype build. While virtually nothing was changed, the blanks slots for Pokémon were added in the final release.

HM Moves

Hmmm...
To do:
A lot of these gifs need to be replaced

The normally-unobtainable HM Moves in the demo actually have unique animations!

HM01 (Cut)

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-HM01-Cut.gif File:Pokemon-GS-SpaceWorld1997-HM01-Cut.gif File:Pokemon-GS-SGB-HM01-Cut.gif File:Pokemon-GS-GBC-HM01-Cut.gif

HM02 (Fly)

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
Pokemon-GenI-HM02-Fly.gif File:Pokemon-GS-SpaceWorld1997-HM02-Fly.gif File:Pokemon-GS-SGB-HM02-Fly.gif File:Pokemon-GS-GBC-HM02-Fly.gif

HM03 (Surf)

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
File:Pokemon-GenI-HM03-Surf.gif File:Pokemon-GS-SpaceWorld1997-HM03-Surf.gif File:Pokemon-GS-SGB-HM03-Surf.gif File:Pokemon-GS-GBC-HM03-Surf.gif

HM04 (Strength)

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
File:Pokemon-GenI-HM04-Strength.gif File:Pokemon-GS-SpaceWorld1997-HM04-Strength.gif File:Pokemon-GS-SGB-HM04-Strength.gif File:Pokemon-GS-GBC-HM04-Strength.gif

HM05 (Flash)

Generation I (JP) SpaceWorld 1997 Final (SGB) Final (GBC)
File:Pokemon-GenI-HM05-Flash.gif File:Pokemon-GS-SpaceWorld1997-HM05-Flash.gif File:Pokemon-GS-SGB-HM05-Flash.gif File:Pokemon-GS-GBC-HM05-Flash.gif

HM06 (Whirlpool)

SpaceWorld 1997 Final (SGB) Final (GBC)
File:Pokemon-GS-SpaceWorld1997-HM06-Whirlpool.gif File:Pokemon-GS-SGB-HM06-Whirlpool.gif File:Pokemon-GS-GBC-HM06-Whirlpool.gif

HM07 (Waterfall)

SpaceWorld 1997 Final (SGB) Final (GBC)
File:Pokemon-GS-SpaceWorld1997-HM07-Waterfall.gif File:Pokemon-GS-SGB-HM07-Waterfall.gif File:Pokemon-GS-GBC-HM07-Waterfall.gif

Version Differences

  • In the demo, Hoppip is found in Gold, and Marill is found in Silver. Both are found in the same locations and at the same levels.

Battle Mechanics

Type Matchups

  • Poison does 0.5x damage to Steel-types rather than being completely ineffective.

Move Differences

  • Scary Face lowers Defense instead of Speed.
  • Belly Drum does not inflict any damage on the user.
  • ボーンラッシュ Bone Rush was originally named ホネホネロック Bonebone Rock, using ほね instead of the katakana ボーン to refer to Cubone and Marowak's bone clubs.

Type Changes

Several moves had their type changed between Generation I and II, but these changes had not been implemented yet in this prototype. Additionally, many new moves were in an unfinished state, and seem to default to Normal-type.

Name Type (Demo) Type (Final)
Bite Normal Dark
Sand-Attack Normal Ground
Karate Chop Normal Fighting
Rain Dance Normal Water
Sunny Day Normal Fire
Crunch Normal Dark
Spikes Normal Ground
Mud-Slap Normal Ground

Removed Moves

Hmmm...
To do:
Check how each move behaves.
Hex Name (JP) Translation Type Base Power PP Description Notes
AE クギをうつ Nail Down Ghost -- 10 By attacking itself, the user damages the foe every turn. This move was the original Curse, but lowered the enemies HP regardless of typing and had its name changed; Norowara is the only Pokémon that could learn this move by level up.
C4 シンクロ Synchronize Psychic -- 10 The enemy takes the same damage as the user. The described behavior has not been implemented in the game yet for some reason; instead, it acts like Conversion. This move's name was used for an ability in Generation III.
D4 ストーカー Stalker Psychic -- 10 Prevents fleeing or switching. This move is identical to Mean Look, and even takes up the same slot, but its name was changed; its type was also changed to Normal-type for the final game.
E8 いしあたま Rock Head Rock 90 10 The enemy is hit with the user's hard head. It may cause flinching. This move's name was used for an ability in Generation III. A similar move, Iron Head, was introduced in Generation IV.
F5 ひっこぬく Uproot Normal 30 10 The user flings the enemy for massive damage. Is assigned as the move taught by HM01 (Cut).
F6 かぜにのる Wind Ride Flying 40 10 The user rides the wind and rams into the enemy. This move has a high critical-hit ratio. Is assigned as the move taught by HM02 (Fly). May have gone on to become Aeroblast.
F7 みずあそび Water Sport Water 30 10 Comment under construction Is assigned as the move taught by HM03 (Surf). This move's name was used for an unrelated move in Generation III.
F8 てつわん Strong Arm Steel 30 10 Attacks using a burly arm. May raise the user's attack. Is assigned as the move taught by HM04 (Strength). May have gone on to become Meteor Mash.
F9 ひかりゴケ Bright Moss Grass -- 10 Raises the accuracy of moves by lighting up the surroundings. Is assigned as the move taught by HM05 (Flash). This move's name was used for a held item in Generation VI. It can be compared to the move "Gravity" introduced in Generation 4, given that it raises the accuracy of moves other Pokemon use by 5/3 (66%).
FB とびはねる Bounce Water 0 10 No effect whatsoever. Is assigned as the move taught by HM07 (Waterfall). This move's name was used for a unrelated move in Generation III.

Oddities

  • Poison-types can get poisoned, which does not happen in Generation I or II altogether.
  • Aurora Beam is supposed to occasionally lower the opponent's Attack, but if it is used on a Pokémon with Substitute active and it breaks the substitute, the game will replay the Aurora Beam animation and state that the Pokémon's "9999" fell.
  • Sketch has an oversight; if your Pokémon Sketches Sketch, the dialog will say that it learned "ヌ" (Nu) instead (most likely reading garbage data), and your Pokémon will run out of moves and use Struggle.
  • Warp debug menu names may be linked to incorrect maps, as they don't seem to line up.
  • Skateboard movement is completely broken unless holding B, and bypasses map boundaries.
  • Pokemon don't have to wait until gaining a level to evolve if they're past their evolution level, gaining experience sometimes starts the evolution.
  • Bicycle moves at walking speed.
  • Held item allows Pokemon to use Dig outside of battle.
  • Multiple held items share their effect with another.
  • Include a "darkness" implementation by only showing the immediate area surrounding the player, as seen in future gens.

Trainers

In the demo, most if not all Trainers were unfinished in one way or the other, either using a different design from the final game, using the sprite of other Trainers as placeholders until their designs were completed and implemented, or ending up as a Trainer class which never made its way into the final game and thus is unique to this demo.

Among one of those unused designs is a unique sprite of Kurt based on his GS artwork, which is used as placeholder sprite for most of the Elite Four members and two unused classes being listed as the "Trio" and "Geruge Member ♂" class (which for some reason has a duplicate listed as hex value 3E and uses the Twins sprite, while the original uses hex value 11 and uses a duplicate Kurt sprite.)
It is also worth noting that many Trainer designs have elements reminiscent of the one they respectively had in Generation 1, not to forget the presence of some Trainer classes exclusive to Generation one (namely the Engineer and Guitarist class).

In-battle sprites

Hmmm...
To do:
  • Check if "overwritten" is the appropriate term
  • The claim that Giovanni/Misty were supposed to be Elite Four members is still in debate
Trainer# (Hex) Demo Name Final Name Demo Sprite Final Sprite Notes
01 ハヤト
Hayato
ジムりーダー
Gym Leader
PokemonGS-FalknerProto.png PokemonGS-FalknerFinal.png Falkner.
02 アカネ
Akane
ジムりーダー
Gym Leader
PokemonGS-BugCatcherProto.png PokemonGS-WhitneyFinal.png Whitney.
Number differs (replaces Bugsy). Uses the Gen 1 Bug Catcher sprite as a placeholder.
03 ツクシ
Tsukushi
ジムりーダー
Gym Leader
PokemonGS-BugsyProto.png PokemonGS-BugsyFinal.png Bugsy.
Number differs (replaces Whitney).
04 エノキ
Enoki
ジムりーダー
Gym Leader
PokemonGS-EnokiProto.png PokemonGS-MortyFinal.png Ken Sugimori's early sketches reveals that Morty used to be known as Enoki (エノキ). Enokitake is a type of mushroom, implying that maybe Morty used to be a Grass or Poison type Gym Leader.
05 オケラ
Okera
ジムりーダー
Gym Leader
PokemonGS-Jr.TrainerMProto.png N/A No equivalent in the final version.
Uses the Gen 1 Jr. Trainer♂ sprite as a placeholder. Okera was most likely a Dark Leader due to the name origins (Shōkera, a yokai) and that Birdon's League features pitfalls.
06 ミカン
Mikan
ジムりーダー
Gym Leader
PokemonGS-JasmineProto.png PokemonGS-JasmineFinal.png Jasmine.
07 ブルー
Blue
ジムりーダー
Gym Leader
PokemonGS-PokéManiacProto.png N/A No equivalent in the final version.
Uses the Gen 1 PokéManiac as a placeholder. May possibly be Red, using the default name from Blue JP, seeing how the overworld sprite of this Gym Leader in the Kanto Gym is Red's. The Gen 1 rival is officially known as Green there.
08 ガマ
Gama
ジムりーダー
Gym Leader
PokemonGS-SuperNerdProto.png N/A No equivalent in the final version.
Uses the Gen 1 Supernerd sprite as a placeholder. Gama refers to cattail reeds, of the genus Typha. Typha is named after Typhon, "a monstrous serpentine giant and the most deadly creature in Greek mythology." We can then assume that this character is an early Claire, which is also supported by the fact that her japanese name is also that of a plant.
09 ライバル
Rival
ライバル
Rival
PokemonGS-RivalProto.png PokemonGS-RivalFinal.png His name is special cased in code, meaning that he does not use his Trainer class when battling, just his name.
010 (0A) ポケモンはかせ
Pokémon Prof.
オーキドはかせ
Professor Oak
PokemonGS-OakProto.png PokemonGS-OakFinal.png Name differs from final.
Has a different value from Red and Green, which would indicate that the devs intended for you to fight him in Pokémon 2, much like how it was planned since Generation 1
011 (0B) サカキ
Sakaki
してんのう
Elite Four
PokemonGS-ProtagonistProto.png N/A Giovanni.
Uses the Protagonist's Trainer sprite as a placeholder. This character is absent from Gen II games. Number differs (replaces Will).
012 (0C) ゴールド (initially blank)
Gold
ポケモントレーナー
PKMN Trainer
PokemonGS-ProtagonistProto.png PokemonGS-ProtagonistFinal.png Unknown what the function of this value is, possibly a placeholder for Link battles. His name is special cased in code, meaning that he do not use his Trainer class when battling, just his name.
013 (0D) シバ
Shiba
してんのう
Elite Four
PokemonGS-KurtProto.png PokemonGS-BrunoFinal.png Bruno.
Number differs (replaces Koga). Uses Kurt's unused sprite as a placeholder.
014 (0E) カスミ
Kasumi
してんのう
Elite Four
PokemonGS-KurtProto.png PokemonGS-MistyFinal.png Misty.
Uses Kurt's unused sprite as a placeholder. Number differs (replaces Bruno).
015 (0F) カンナ
Kanna
してんのう
Elite Four
PokemonGS-KurtProto.png N/A Lorelei.
Number differs (replaces Karen). This character is absent from Gen II games. Uses Kurt's unused sprite as a placeholder.
016 (10) ワタル
Wataru
チャンピオン
Champion
PokemonGS-KurtProto.png PokemonGS-LanceFinal.png Lance.
Uses Kurt's unused sprite as a placeholder.
017 (11) ゲルゲだんいん♂
Geruge Member♂
N/A PokemonGS-KurtProto.png N/A Unknown, unused Trainer class. Uses Kurt sprite as a placeholder. References a popular nightly Japanese radio show, which hosts various celebrities throughout Japan. Has a duplicate at Hex value 3E.
018-020 (hex 12-14) さんにんしゅう
Trio
N/A PokemonGS-KurtProto.png N/A Unknown, unused Trainer class. Uses Kurt sprite as a placeholder. Has three entries, implying that you'd have to fight all three of them instead of them being a single Trainer class. In the final game, the first two members were overwritten by the Gym Leader class and the third member by the Scientist class.
021 (15) ロケットだんいん♀
Rocket♀
ジムりーダー
Gym Leader
PokemonGS-YoungsterProto.png PokemonGS-RocketFFinal.png Uses the Proto's Youngster sprite as a placeholder. Name differs from final, as this Trainer Class is known as Rocket Grunt (ロケットだんいんのしたっぱ) with no mention of the Trainer's gender. In the final game, this Trainer class was overwritten by the Gym Leader class.
022 (16) たんパンこぞう
Youngster
たんパンこぞう
Youngster
PokemonGS-YoungsterProto.png PokemonGS-YoungsterFinal.png
023 (17) じゅくがえり
Schoolboy
じゅくがえり
Schoolboy
PokemonGS-SchoolkidProto.png PokemonGS-SchoolkidFinal.png
024 (18) ひよっこ
Fledgling
とりつかい
Bird Keeper
PokemonGS-FledglingProto.png N/A Unknown, unused Trainer class. May have had some ties with the Bird Keeper Trainer class (like a younger version of them, the same way a Lass is cannonically said to grow up into a Beauty or a Schoolboy into a Super Nerd for example.)
025 (19) ミニスカート
Lass
ミニスカート
Lass
PokemonGS-LassProto.png PokemonGS-LassFinal.png Sprite similar to final, but the outfit resembles that of the Gen 1 Lass.
026 (1A) てんさい
Prodigy
ジムりーダー
Gym Leader
PokemonGS-CooltrainerMaleProto.png N/A Unknown, unused Trainer class. Judging from its name, may have been a class of very skilled young Trainers and as such may have inspired the Rising Star Trainer Class in later games. Uses the Proto's "Professional♂" sprite as a placeholder. In the final game, this Trainer class was overwritten by the Gym Leader class.
027 (1B) プロフェッショナル♂
Professional♂
エりートトレーナー
Cooltrainer
PokemonGS-CooltrainerMaleProto.png PokemonGS-CooltrainerMFinal.png Name differs from final, may have had some ties with the Jr. Trainer♂ Trainer class (like an adult version of them.)
028 (1C) プロフェッショナル♀
Professional♀
エりートトレーナー
Cooltrainer
PokemonGS-CooltrainerFemaleProto.png PokemonGS-CooltrainerFFinal.png Name differs from final, may have had some ties with the Jr. Trainer♀ Trainer class (like an adult version of them.) Sprite similar to final, but with a whip and an outfit resembling that of the Gen 1 Cooltrainer.
029 (1D) おとなのおねえさん
Beauty
おとなのおねえさん
Beauty
PokemonGS-BeautyProto.png Pokemon Gold and Silver (J) Beauty.png Pose is similar to final, while the design itself is closer to that of the Gen 1 Beauty.
030 (1E) かいじゅうマニア
PokéManiac
かいじゅうマニア
PokéManiac
PokemonGS-PokemaniacProto.png PokemonGS-PokéManiacFinal.png Sprite similar to final, but with wearing a lab coat like that of the Gen 1 PokéManiac.
031 (1F) ロケットだんいん♂
Rocket♂
ロケットだんいん
Rocket
PokemonGS-RocketProto.png PokemonGS-RocketMFinal.png Name differs from final, as this Trainer Class is known as Rocket Grunt (ロケットだんいんのしたっぱ) with no mention of the Trainer's gender. Sprite similar to final, but with elements from the Gen 1 Rocket.
032 (20) ジェントルマン
Gentleman
ジェントルマン
Gentleman
PokemonGS-TeacherMProto.png PokemonGS-GentlemanFinal.png Uses the Proto's "Teacher♂" as a placeholder.
033 (21) せんせい♂
Teacher♂
スキーヤー
Skier
PokemonGS-TeacherMProto.png N/A Unused Trainer class, only female teacher are part of the Teacher Trainer class. In the final game, this Trainer class was overwritten by the Skier class.
034 (22) せんせい♀
Teacher♀
せんせい
Teacher
PokemonGS-TeacherFProto.png PokemonGS-TeacherFinal.png Name differs from final, as this Trainer Class is female-only.
035 (23) とっちゃんぼうや
Manchild
ジムりーダー
Gym Leader
PokemonGS-BugCatcher2Proto.png N/A Unknown, unused Trainer class. Uses the Gen 2 Bug Catcher sprite as a placeholder.
036 (24) むしとりしょうねん
Bug Catcher Boy
むしとり
Bug Catcher
PokemonGS-BugCatcher2Proto.png PokemonGS-Bug CatcherFinal.png Name differs from final.
037 (25) つりびと
Fisher
つりびと
Fisher
PokemonGS-FisherProto.png Pokemon Gold and Silver (J) Fisher.png
038 (26) かいパンやろう
Swimmer♂
かいパンやろう
Swimmer♂
PokemonGS-SwimmerMaleProto.png PokemonGS-SwimmerMFinal.png Sprite similar to final, but with a white swim cap and transparent swimming goggles similar to that of the Gen 1 Swimmer.
039 (27) ビキニのおねえさん
Swimmer♀
ビキニのおねえさん
Swimmer♀
PokemonGS-SwimmerFemaleProto.png Pokemon Gold and Silver (J) Swimmer F.png
040 (28) ふなのり
Sailor
ふなのり
Sailor
PokemonGS-SuperNerd2Proto.png PokemonGS-SailorFinal.png Uses the Proto's SuperNerd sprite as a placeholder.
041 (29) りかけいのおとこ
Super Nerd
りかけいのおとこ
Super Nerd
PokemonGS-SuperNerd2Proto.png PokemonGS-Super NerdFinal.png
042 (2A) でんきやのオヤジ
Engineer
ライバル
Rival
PokemonGS-EngineerProto.png N/A This Trainer Class is only present in Gen 1 games. In the final game, this Trainer class was overwritten by the Rival class.
043 (2B) でんきグループ
Rocker
ギタりスト
Guitarist
PokemonGS-GreenProto.png N/A This Trainer Class is only present in Gen 1 games. In the final game, this Trainer class was overwritten by the Guitarist class.
044 (2C) やまおとこ
Hiker
やまおとこ
Hiker
PokemonGS-BikerProto.png PokemonGS-HikerFinal.png Uses the Proto's Biker sprite as a placeholder.
045 (2D) ぼうそうぞく
Biker
ぼうそうぞく
Biker
PokemonGS-BikerProto.png PokemonGS-BikerFinal.png
046 (2E) ロッククライマー
Rock Climber
ジムりーダー
Gym Leader
PokemonGS-BurglarProto.png N/A Unknown, unused Trainer class. Uses the Proto's Burglar sprite as a placeholder. May have had some ties with the Hiker Trainer class (like a counterpart to them.) In the final game, this Trainer class was overwritten by the Gym Leader class.
047 (2F) かじばドロボウ
Burglar
かじばドロボウ
Burglar
PokemonGS-BurglarProto.png PokemonGS-BurglarFinal.png Sprite similar to final, except he has an outfit resembling that of the Gen 1 Burglar.
048 (30) ひふきやろう
Firebreather
ひふきやろう
Firebreather
PokemonGS-FirebreatherProto.png PokemonGS-FirebreatherFinal.png
049 (31) ジプシージャグラー
Juggler
ジプシージャグラー
Juggler
PokemonGS-JugglerProto.png PokemonGS-JugglerFinal.png
050 (32) からておう
Blackbelt
からておう
Blackbelt
PokemonGS-BlackbeltProto.png PokemonGS-Black BeltFinal.png
051 (33) スポーツマン
Sportsman
ロケットだんいん
Rocket
PokemonGS-SportsmanProto.png N/A Unknown, unused Trainer class. Appears to be a Marathonian, and as such may have inspired the Jogger or the Running Triathlete Trainer class. In the final game, this Trainer class was overwritten by the Rocket class.
052 (34) ちょうのうりょくしゃ
Psychic
サイキッカー
Psychic
PokemonGS-MediumProto.png PokemonGS-PsychicFinal.png Name differs from final. Uses the Proto's Medium sprite as a placeholder.
053 (35) カンフーマスター
Kung Fu Master
ピクニックガール
Picnicker
PokemonGS-MediumProto.png PokemonGS-PicnickerFinal.png Unknown, unused Trainer class. May have had some ties with the Black Belt Trainer class (like a stronger version of them) or could have been related to the Karate King character, who can be found in Mt. Mortar in the Final Game. Uses the Proto's Medium sprite as a placeholder. In the final game, this Trainer class was overwritten by the Picnicker class.
054 (36) うらないし
Fortune Teller
キャンプボーイ
Camper
PokemonGS-MediumProto.png PokemonGS-CamperFinal.png Unknown, unused Trainer class. Uses the Proto's Medium sprite as a placeholder. In the final game, this Trainer class was overwritten by the Camper class.
055 (37) ふりょう
Hooligan
ロケットだんいん
Rocket
PokemonGS-MediumProto.png N/A Unknown, unused Trainer class, may have inspired the Punk Trainer class. Uses the Proto's Medium sprite as a placeholder. In the final game, this Trainer class was overwritten by the Rocket class.
056 (38) ぼうず
Sage
ぼうず
Sage
PokemonGS-MediumProto.png Pokemon Gold and Silver (J) Sage.png Uses the Proto's Medium sprite as a placeholder.
057 (39) イタコ
Medium
イタコ
Medium
PokemonGS-MediumProto.png Pokemon Gold and Silver (J) Medium.png
058 (3A) へいし
Soldier
ボーダー
Boarder
PokemonGS-SoldierProto.png N/A Unused Trainer class. In the final game, this Trainer class was overwritten by the Boarder class.
059 (3B) ゲルゲだんいん♀
Geruge Member♀
だいすきクラブ
PokéFan
PokemonGS-Kimono GirlProto.png N/A Unknown, unused Trainer class. Uses the proto's Kimono Girl sprite as a placeholder. References a popular nightly japanese radio show which hosts various celebrities. In the final game, this Trainer class was overwritten by the Pokéfan class.
060 (3C) まいこはん
Kimono Girl
まいこはん
Kimono Girl
PokemonGS-Kimono GirlProto.png PokemonGS-Kimono GirlFinal.png
061 (3D) ふたごちゃん
Twins
ふたごちゃん
Twins
PokemonGS-TwinsProto.png PokemonGS-TwinsFinal.png
062 (3E) ゲルゲだんいん♂
Geruge Member♂
だいすきクラブ
PokéFan
PokemonGS-TwinsProto.png N/A Uses the Proto's Twin sprite as a placeholder. A Duplicate of Geruge Member♂. In the final game, this Trainer class was overwritten by the Pokéfan class.
063 (3F) してんのう♂
Elite Four♂
ポケモントレーナー
PKMN Trainer
PokemonGS-TwinsProto.png N/A Uses the proto's Twin sprite as a placeholder. A strange variant of the regular Elite Four (してんのう), seeing how this Trainer Class normally never mentions the Trainer's gender. In the final game, this Trainer class was overwritten by the PKMN Trainer class.
064 (40) してんのう♀
Elite Four♀
ジムりーダー
Gym Leader
PokemonGS-TwinsProto.png N/A Uses the Proto's Twin sprite as a placeholder. A strange variant of the regular Elite Four (してんのう), seeing how this Trainer Class normally never mentions the Trainer's gender. In the final game, this Trainer class was overwritten by the Gym Leader class.
065 (41) N/A おまわりさん
Officer
N/A PokemonGS-OfficerFinal.png Absent from the Proto.
066 (42) N/A ロケットだんいん
Rocket
N/A PokemonGS-RocketMFinal.png
PokemonGS-RocketFFinal.png
Absent from the Proto.

Unused Graphics

Hmmm...
To do:
  • Some of these are used in the proto itself. Suggest splitting the section into two sub-sections - graphics used in this build which aren't present in the final game, and graphics which are completely unused.
  • Add more details in the descriptions when needed.
  • Are there more?

Intro Aerodactyl

Aerodactyl-PokemonGS-SpaceWorld.png

The graphics are loaded in the first part of the intro but it doesn't appear at all, this was meant go along with the segment where Lapras is swimming on the ocean.

Overworld Poliwhirl

PKMNGold Spaceworld PoliwhirlOverworld Front.gif PKMNGold Spaceworld PoliwhirlOverworld Side.gif PKMNGold Spaceworld PoliwhirlOverworld Back.gif

Overworld sprites of Poliwhirl, which were removed in the final game. They can be seen in-game, as a Poliwhirl is found walking around on the 5th floor of West City's Shop.

Overworld Snorlax

PKMNGold Spaceworld SnorlaxOverworld.png

A very tiny Snorlax. Reused sprite from Red and Blue.

Surfing

PKMNGold Spaceworld Surf Front.gif PKMNGold Spaceworld Surf Side.gif PKMNGold Spaceworld Surf Back.gif

A surfing sprite which resembles the ones in Red and Blue, aside from additional water ripples around the Pokémon. Despite this sprite existing in the data, a Lapras is used for Surfing in this prototype, just like how it is in the final game.

Skateboard

Protogold-1-skateboard.png

The player using the skateboard, a cut transportation mode.

Giovanni

Protogold-2-giovanni.png

A sprite of Giovanni, who can be found in the Radio Tower with his Rockets.

Mother

Protogold-3-mother.png

A different design for the player's mother. Notably has a more traditional Japanese look to her.

Woman in Rival's house

Protogold-4-silvergirl.png

One of Silver's family member.

Imposter Oak

Protogold-5-imposteroak.png

A character posing as Professor Oak, a plot element which was scrapped at some point during the game's development. In spite of this, the Imposter Oak character still made several appearances in the official Pokémon Trading Card Game.

Agatha

Protogold-6-agatha.png

Chilling in a small house that is near a cave located in Blue Forest. A generic girl runs the Ghost Gym nearby.

Falkner

Protogold-7-falkner.png

A different design for Falkner, with him wearing a headband.

Bugsy

Protogold-8-bugsy.png

In the prototype, Bugsy is a tall, well-dressed man. In the final game he is a young kid with a different, simpler outfit.

Cape Guy

Protogold-9-capeguy.png

A sprite of one of the cut Gym Leaders, most likely Gama.

Jasmine

Protogold-10-jasmine.png

A radically different sprite of Jasmine, which matches the more delicate design she has in the prototype.

Generic Girl

Protogold-11-genericgirl.png

A generic girl, whose design was possibly changed because she looks too similar to the Rival.

Dark Nurse

Protogold-12-darknursejoy.png

An alternate design for the nurse. Used inside the time capsule Pokemon Center.

Elderly Priestess

Protogold-13-nun.png

Found in the traditional tower with the monks. Resembles the Medium Trainer class.

Delinquent

Protogold-14-notlance.png

Resembles a stereotypical Japanese high school delinquent, complete with pompadour and school uniform. Might be linked to the unused Hooligan Trainer class.

Biker

Protogold-15-powerranger.png
The in-battle sprite for the Biker Trainer class found in the ROM looks nothing like this overworld sprite.

Hole

PKMN Gold Unused Hole 1.png PKMN Gold Unused Hole 2.png

Appears to be a hole in the ground. Passable; when stepped on, the player walks left one tile. Found on the route west of High-Tech, and in Blue Forest. These holes aren't used in the final versions, but the top-right half of the graphic remains in the tilesets "Johto overworld", "cave", and "Ilex Forest" as two separate tiles. Unused in the overworld for whatever reason, but used in caves as the inner corner of two mountain tiles.

Corrupted graphics

The ROM contains corrupted data, some of which being leftover from Generation I.

From 0xC3E40 (these graphics are corrupted beyond recognition in the Silver demo):

Pokémon Gold 97 Demo - Corrupted sprite1.png

What can be made out here seem to be the sprites of one of the male Silph Co. workers. If there were any other sprites from other NPC's here, however, they've been corrupted beyond recognition.

From 0xC6640:

SpaceWorld 1997 Demo Recreation
Pokémon Gold 97 Demo - Corrupted sprite2.png
PokemonGS-CorruptedSpritesRestoration.png

The NPC's shown here in order: The female Silph Co. Worker, the middle aged woman NPC, Lass, Lance, Red's Mother, another Silph Co. NPC, Bug Catcher, Gameboy Child, Clefairy, Agatha (which strangely is actually used in the prototype, albeit under a different offset), Bruno, Lorelei, the surfing sprite, and the first Generation Protagonist's bike sprites.

Three fourths of the S.S. Anne graphics are located at 0x4E900.

Send-Out Animations

Pikachu and Sunflora are hardcoded to use send-out type 1, which is the shiny effect. Hoothoot is hardcoded to use send-out animation type 2, which is a fade-in effect. This effect in question is present in the final game but goes unused. Send-out animation type 3, a wave effect, is used in neither the prototype nor the final game.