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Proto:Pokémon Gold and Silver/Spaceworld 1997 Demo/Maps
This is a sub-page of Proto:Pokémon Gold and Silver/Spaceworld 1997 Demo.
To do: Document the unused interiors (the power plant, hideout, and caves, for example). |
Contents
- 1 Region Map
- 2 City Comparisons
- 3 Interior Comparisons
- 4 Dungeons
- 5 Possible Sinnoh Cities
- 6 Overworld Object Sprite Lists
- 7 Wild Encounter List
- 8 Leftover Older Collision Format
Region Map
PokéGear Map | In-Game Map |
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The region seen in the prototype is incredibly different from the final Johto region. It seems to be based on the entirety of Japan, with Kanto having been compressed into a single map found in the area of the real-life Kanto region. Most of the region is mapped out, with seemingly only a couple of routes from the map missing from the prototype. However, some of these maps are closed off and do not connect anywhere as well, even if accessed through Debug Mode.
Most of the maps are missing scripts for NPCs and most trainers are missing scripts for trainer battles, with only the first few areas having working trainers. Also, the collision data for most maps doesn't work properly and so the player is able to walk through most tiles if these maps are accessed. Due to this, much of the wild grass also does not function as the collision data means it cannot be walked upon, but every area does contain encounter data and if loaded in the tileset used in the demo area, these grass patches can function.
The Town Map can be accessed by using the PokéGear option in Debug Mode.
Comparing the full overworld with the Town Map shows a few discrepancies between the two:
- Although the Town Map shows routes between West and High-Tech and between High-Tech and Font, maps for these routes do not actually exist in the game's overworld. Their depiction on the map suggests they would have been at least partially water-based.
- The overworld maps for West and High-Tech include a western and southern exit respectively, which does suggest a connecting route between the two. However, this still differs from the Town Map's layout, which instead shows the route connecting from West's north side to High-Tech's east side.
- The overworld maps for High-Tech and Font include a northern and southern exit respectively. Unlike above, these do match up with the intended route as shown on the Town Map.
- The route north from West to Birdon exists only on the overworld, and is not marked on the Town Map. Combined with the discrepancy noted above regarding the location of the intended route from West to High-Tech, it's possible that this area of the overworld was undergoing redevelopment at the time the demo was compiled, and that the Town Map reflects an earlier plan for the overworld's layout.
- The overworld maps for the route from Silent Hill to Prince and Mt. Fuji do not appear to connect properly, and appear to have possibly been blocked off for the purposes of the demo version. Interestingly, the map matching Mt. Fuji's location on the Town Map strongly resembles an empty version of the Prince map, missing both the waterfall and all of the town's buildings. Exactly what this map was intended for, or how the maps on this route were intended to link together, is currently unknown.
- Although the eastern side of Silent Hill is blocked off by a small rock structure, both the Town Map and overworld layout suggest it was supposed to directly connect to the route leading east to Kanto. It's possible this may have been blocked off specifically for the demo, to confine the player to the areas specifically used for the demo itself.
- According to the map, the "forest dungeon" on Route 15 was originally been intended for Route 13. Also, the map has dots placed over routes 6 and 21, indicating those routes had dungeons, but on the actual in-game overworld, these areas do not exist.
Real-World Analogues
The prototype overworld is a direct reflection of real-life Japan. These are the most likely mappings of locations in the game to real locations.
Name | Translation | Real Location | Rationale | Relation to Final |
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サイレント | Silent | Shizuoka | The first kanji for Shizuoka (静) can have the meaning of silent, matching the name of this in-game location, Silent Hill. | Retooled without the Pokémon Center as New Bark Town. An intermediate map of this town, with some differences to the demo version, still exists in the final ROM. |
オールド | Old | Kyoto | Kyoto was for centuries the capital of Japan, and holds a great deal of its history. | This concept was split across Violet City and Ecruteak City, which both feature historical wooden towers. |
ウエスト | West | Osaka | Osaka is a major city whose port faces west. | The urban theme was reworked into Goldenrod City, which retains the department store, radio tower, and train station of West, while the map itself lost the urban theme and eventually became Azalea Town. |
ハイテク | High-Tech | Kochi | Kochi is a city on the island of Shikoku whose name means high knowledge (高知). | No direct match; may have been an influence for Olivine City and Cianwood City. |
フォント | Font | Izumo | Initially this city was identified with Hiroshima; however, the nearby historical city of Izumo strongly resembles the Japanese word 泉 izumi, meaning a spring or fountain. Izumo is also notable for its tombs, which may be the inspiration for the Ruins of Alph. | The Ruins of Alph were moved to their own, non-town zone. |
バードン | Birdon | Tottori | Tottori contains tori, which means bird in Japanese. Birdon is a desert town, and Tottori is known for its sand dunes. Additionally, the "-don" suffix seems to come from Slowpoke's Japanese name, Yadon (ヤドン). | The Slowpoke Well concept was reused for Azalea Town, but the desert town was not. |
ニュータイプ | Newtype | Niigata | 新潟 Niigata is literally "New Lagoon", but -gata is also a possible reading of 型, meaning type. Niigata has a famous bridge, and Newtype is a city of bridges. | Has a functional relation to Mahogany Town. May have been the inspiration for the Lake of Rage, whose early version was a town with a lake in the middle. |
シュガー | Sugar | Sado | Sado is an island off the coast of Niigata, in the same relation as Sugar to Newtype. | No clear correspondence, but has a functional relation to the Lake of Rage, the body of water north of Mahogany Town. The Lake of Rage is a Flyable destination in the final for no clear reason; Sugar is a town. |
ブルーフォレスト | Blue Forest | Aomori | The kanji for 青森 Aomori literally translate to blue and forest. Blue Forest is at the very tip of the main island. | A snow town; see "North". |
スタンド | Stand | Sendai | Sendai is a major city between Tokyo and Aomori. | Contains a zoo like Fuchsia City, and a gate on the west possibly leading to its own Safari Zone. May have been deemed redundant when Fuchsia was restored (initially with intentions to include the Safari Zone, which ultimately was cut). |
カントー | Kanto | Tokyo | Unlike the leafy portrayal of Generation I, the Tokyo-Yokohama conurbation occupies most of the real-world Kanto region. | "Kanto" in the prototype is shrunk down to one map and clearly not quite finished either. It ended up being replaced with most of the original Kanto from Generation I. |
サウス | South | Kyushu | Kyushu in southern Japan is known for its volcanoes. | The tropical island idea was scrapped. May have been an influence for Cinnabar Island to be destroyed in the final. Generation III would use Kyushu as the basis for Hoenn. |
ノース | North | Hokkaido | Hokkaido is the northernmost island. | The snowy overworld concept was scrapped, but an unusual ice cave is found in the final product. Generation IV would use Hokkaido as the basis for Sinnoh. |
プりンス | Prince | Fuji | The current kanji for 富士 Fuji mean wealth and man of status, which matches the definition of a prince. The city of Fuji is northeast of Shizuoka and below Mt. Fuji. In-game, Prince is located directly north of Silent Hill and is similarly located right below Mt. Fuji. | The Pokémon League is located at Indigo Plateau, adjacent to Mt. Silver, which is Mt. Fuji's in-game counterpart. |
フジヤマ | Mt. Fuji | Mt. Fuji | The real-world basis for this map is obvious, as it's literally labelled Mt. Fuji. | Ultimately retooled as Mt. Silver. |
City Comparisons
Silent Hill/New Bark Town
SpaceWorld '97 | Early | Final |
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An earlier map of New Bark Town is present in the final game, which resembles that of Silent Hill as found in the demo.
Pallet Town
Generation I | SpaceWorld '97 | Final |
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The demo's representation of the Kanto region has been heavily scaled down into a single large map, with most towns and cities represented by only one or two buildings. The area of the map representing Pallet Town is the only one which retains the town's full layout from Generation I, albeit slightly compressed in size compared to the original. For ease of comparison, only the relevant section of the demo's map is shown here.
There are many small differences between the demo map's Pallet Town compared to both the Generation I map and the final game - the signs are placed on opposite sides of the houses, an extra row of fencing has been added to the south, and trees are present behind the fencing to the north (which is also the case in the later remakes, FireRed and LeafGreen). The roofs of the buildings have some noticeable differences in detailing and shading, especially Professor Oak's laboratory which has its roof split into three separate panels. Although the demo's laboratory retains the sloped roof of the Generation I games, the laboratory was given a flat roof in the final game.
One difference not immediately apparent from looking at the map itself is that Red and Blue's houses appear to have swapped places in the demo. In Generation I and the final game, Red's house is to the west and Blue's is to the east; however, the demo's map appears to link the westmost house to the interior for Blue's house and the eastmost house to the interiors for Red's house. Unfortunately, without the intended events and scripts for the area, it's impossible to know whether this was an error on the development team's part or an intentional change.
Interior Comparisons
While most of the interiors are completely different from the final game, some of them bear similarities to either the final version or their equivalents in the Generation I games.
Global Maps
Pokémon Center
1F
Generation I | SpaceWorld '97 | Early | Final |
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The Pokémon Center's lower floor is larger than even the Generation I version, though its overall layout and aesthetics are already more similar to the final version of the map. The demo's version features no chairs for NPCs to sit on, a second healing machine to the west of the first, and a small partition separating the PC from the rest of the room. The monitor connected to the healing machine has a slightly different design, sporting a squared-off top in the demo rather than the rounded top seen in the final. The demo's flooring pattern is more complex, alternating between blank diamonds and diamonds containing a square; the final version simplifies this to just the blank diamonds. None of the counters or walls cast shadows in the demo.
Interestingly, an unused early version of the Pokémon Center's map also exists in the final game. This version is almost identical to the demo's, save for the removal of the partition wall to the west of the PC and the staircase leading up to the Cable Club.
2F - Cable Club
SpaceWorld '97 | Final |
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The Cable Club is much closer to the final product, though it retains the same aesthetic differences as the lower floor. The PC to the left is standalone in the demo, and was moved and integrated into a new section of the counter in the final version. The demo's Trade Center and Colosseum signs are free-standing and placed to the west of each room's attendant - in the final map, the signs have been redesigned and moved to the wall behind each counter, with a short new section of counter replacing their original positions. The pillar between the Trade Center and Colosseum counters is blank in the demo - in the final, an extra sign is positioned here. While the southern portion of the room is completely empty in the demo, the final version adds two rows of seating to fill the space.
Finally, the Time Capsule has a different design in the demo, with more glass areas and less visible machinery than the final version.
Trade Center
Generation I | SpaceWorld '97 | Final |
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The overall design of the room more closely resembles the Generation I games than the final version. The table has been redrawn but retains a near-identical design, and the accompanying chairs still use their Generation I graphics. The flooring has also been redrawn - the dark floor tiles are now a solid color rather than dithered, the dark and light tiles have swapped places, and the broken areas of the pattern towards the north of the room have been cleaned up. The large pattern in the center of the floor more closely resembles the final game - unlike in Generation I, the same hexagonal-shaped pattern seen in the Colosseum is used, and an icon depicting two linked Game Boys has been added to the north of the table. The north wall in the demo resembles neither the earlier games nor the final, using a design which gives the impression of a row of windows.
Colosseum
Generation I | SpaceWorld '97 | Final |
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The Colosseum exhibits most of the same aesthetic differences as the Trade Center, though unlike the Trade Center's table the Colosseum's machines still use their Generation I graphics. The only additional difference of note is that unlike the Generation I games or the final version, the demo's version of the room displays a "VS." symbol to the north of the table in the same spot as the Trade Center's icon of two linked Game Boys. While this would have maintained greater consistency between the two rooms, the icon becomes difficult to read when viewed with the Super Game Boy palette assigned to this room. The final game's version simply drops the icon entirely.
Time Capsule
Generation I Pokémon Center | SpaceWorld '97 | Final (unused tiles, mockup) | Final |
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The demo boasts a unique interior for the Pokémon Center's Time Capsule, based on the Gen I version of the Pokémon Center interior. Compared to the original, the map is slightly larger but a lot emptier, lacking the entrance mat, potted plants, and seating present in the original. The demo's healing machines use the updated designs seen in the demo and the final game, as opposed to the Gen I design. The floor pattern looks the same as the Gen I games, though the pattern's horizontal position is shifted by 8 pixels compared to the original.
In the final game, the Time Capsule interior is the same as the normal Trade Center. However, the tiles used to construct the map still exist within the final game's Pokémon Center tileset, so it's possible to mock up how the room may have looked had it survived into the final version.
Poké Mart
Generation I | SpaceWorld '97 (correct width) | SpaceWorld '97 (incorrect width) | Final |
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The Poké Mart looks quite different in this build, with elements such as the freezer cabinets and shelving more closely resembling the Gen I games' design, though they have almost all been redrawn. The flooring pattern differs from both the Gen I games and the final version, instead sporting a checkerboard pattern with some simple detailing. As with the Pokémon Center's lower floor, the demo's Poké Mart map is larger than either the Gen I games or the final version, though the overall layout does resemble a larger-scale interpretation of the layout seen in the final version.
Some of the Poké Mart maps in this build have too small a width defined, resulting in the map data displaying incorrectly (such as in Old and High-Tech), while others have the correct width defined and display properly (such as in Font and Birdon), which suggests the map may have been recently redesigned at the time this demo was built. Interestingly, the incorrect width matches the width of the final game's Poké Mart map.
Vertical Gate
SpaceWorld '97 | Final (SGB) | Final (CGB) |
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While visually very different to the final, the vertical gates were mostly kept the same in the final.
Silent Hill
As with its exterior, some of the interiors in Silent Hill closely resemble those found in the final's New Bark Town.
Player's House
1F
SpaceWorld '97 | Final |
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The ground floor of the player's house is identical to the version found in the final game's New Bark Town.
2F
SpaceWorld '97 | Early | Final |
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The upper floor of the player's house has many differences compared to the final version. The demo's map is larger, matching the size of the lower floor. There are multiple beds positioned to the north of the room - the single bed present in the final version is positioned in the southwest corner instead. Multiple bookshelves line the top wall, with a PC and radio between them and a TV to the east. All but one of the shelves have been removed in the final version, and the PC, Radio, and TV have been rearranged and grouped together. The Nintendo 64 in front of the TV is also removed in the final - this instead became an optional feature using the room decoration system present in the final game, and could also be swapped for a number of other Nintendo consoles. The final version also adds a Town Map and a table, neither of which are present in the demo - these added features also make use of the final game's decoration system, allowing players to place Pokémon dolls on the table and to swap the Town Map for a variety of Pokémon posters.
An unused early version of the map also exists in the final game, showing an interim state between the demo and final versions. Though the early version is largely similar to the final, as with the demo's version it lacks the Town Map on the north wall. The bookshelves and radio also use tile arrangements more similar to those from the demo than the ones seen in the final. The table has been added, but it's positioned along the north wall rather than in the southeast corner of the room, meaning the shelves and other items to the north are positioned differently to accommmodate it.
House
SpaceWorld '97 | Final |
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The rival's house in Silent Hill closely resembles Prof. Elm's house from the final New Bark Town. The demo's map is slightly larger, and includes a kitchen area in the additional space to the east, mirroring the player's house. The final version removes the kitchen area and the space it occupied, and replaces the now-redundant partition wall with a couple of bookshelves instead. The size and shape of the window on the north wall also changes between the two versions, with a large square window present in the demo and a small rectangular one present in the final. Finally, in the demo version the entrance mat is centered horizontally, while the final map moves it slightly off-center to the west.
Silent Hill/New Bark Town Laboratory
Generation I | SpaceWorld '97 | Final |
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Silent Hill's laboratory is much larger than New Bark Town's laboratory. Although the entrance is similar in design to Generation I's Pallet Town laboratory, the map is much more expansive. The starter Pokémon selection area is split off into a separate back room area, which is accessed through a door on the north wall of the map. The demo maps use a diagonal brick-patterned floor, as opposed to the floorboards seen in Generation I, and feature completely-redrawn tables and bookshelves.
Interestingly, the final version's equivalent more closely resembles the Pallet Town laboratory from Generation I, featuring an almost identical layout and even reverting to the Generation I graphics for most elements. The only major differences between the two are the addition of a trash can to the right of the starter Pokémon table, the addition of a Generation II-styled healing machine in the northwest corner, and the two wall scrolls being swapped for one closed window and one open window - the latter to aid the final game's narrative, as it allows the player's rival to have logically stolen a starter Pokémon without having to walk past the laboratory's occupants.
Unused Map 13
The 13th map of the Silent Hill map group is usually not used. There is an absurd number of 202 NPCs located here, which is obviously the result of the game reading garbage data. Additionally, there are two garbled blocks that are completely unique to this area.
The map's filename in the leaked source files is "OOKIDO03", meaning it was definitely related to Prof. Oak; but to what end is unknown.
Old
Traditional House
Spaceworld '97 | Final |
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The traditional-styled houses, seen in Old and Sugar in the demo, and Violet and Ecruteak City in the final. The carpet was rolled up a bit, the PC was replaced with another bookshelf, and the TV was swapped for a radio.
Kurt's House
Spaceworld '97 | Final |
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Fundamentally the same as the final, but with Kurt's workstation on the left side rather than the right.
Schoolhouse
Spaceworld '97 | Final |
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The school in Old lines up with Earl's Academy in Violet City. Lacks any chairs for the students to sit in.
Kanto
Red's House
As noted in the City Comparisons section, what appear to be the interiors for Red's house are linked to the eastmost building in Pallet Town, which is Blue's house in Generation I and the final game. Without the events and scripts for the area, there's no way of knowing if this was an error or an intentional change. For simplicity's sake, the tables below compare these maps with Red's house from Generation I and the final game.
1F
Generation I | SpaceWorld '97 | Final |
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The ground floor of Red's house is largely the same as the final version, even housing the same NPC used as Red's mother placed in the same position as in the final game. Both the demo and final version use a wooden floor design, rather than the diagonal brick pattern seen in Generation I. Compared to the demo's map, the final version adds a window to the north wall, shifts the TV over slightly to the west, and adds an adjacent chest of drawers. Other than these minor changes, the two maps are identical.
2F
Generation I | SpaceWorld '97 | Final |
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The upper floor exhibits a few more differences. The demo's version lacks the table present in Generation I, the bookshelves are placed in the northwest corner and the PC is shifted over to accommodate their presence. A window is present on the north wall, reminiscent of the shuttered windows present in the original Generation I map. Finally, the TV and Nintendo 64 are placed off-center to the east.
The final version makes some changes which bring the room a little closer to the Gen I version. The table missing from the demo's version is restored, albeit in a slightly different position to the original, and the TV and Nintendo 64 are shifted back over to the center of the room. The bookshelves from the demo's version are kept but relocated to just west of the staircase, covering the area where the demo's window was located.
Blue's House
As with Red's house above, what appears to be the interior for Blue's house is also housed in the opposite building compared to Gen I and the final game. Again, for simplicity's sake the table below compares the map with Blue's house from Gen I and the final game.
1F
Generation I | SpaceWorld '97 | Final |
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Blue's house in the demo is very different from both Generation I and the final game. As with Red's house, the demo's map uses a wooden floor rather than the diagonal brick pattern seen in Generation I – unlike Red's house, however, this was changed again to a carpeted floor for the final game. The demo map is more sparsely decorated overall, lacking the potted plants, bookshelves and Town Map seen in the original, though it does add a TV positioned against the north wall. The final version keeps the TV (shifting its position slightly to the west), restores the missing plants, the map, and the two bookshelves in the northwest corner from the Generation I version, and also adds a radio in the northeast corner of the room.
The demo's map is also larger than either the Generation I map or the final version, sporting an entirely new kitchen area on the west side of the room. This area largely matches the kitchen area seen in the player's own house - albeit omitting the fridge-freezer seen in that version - and features some interesting tile placement, with a second TV connected to a Nintendo 64 seemingly placed in the middle of the kitchen floor! Interestingly, the Nintendo 64 uses different tiles to the one seen elsewhere, and appears to be sitting on some sort of small mat. The final version removes this extra area entirely, reverting the map back to the size of the Generation I version.
Pallet Town Laboratory
Generation I | SpaceWorld '97 | Final |
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The demo's Pallet Town laboratory differs greatly from both Generation I and the final game. While the map retains a roughly similar layout, it's compressed to fit within a much smaller map size, and the general aesthetic looks quite different with a brick-patterned floor instead of the original's wooden floorboards. The two rows of four bookshelves present in the original have been reduced to two rows of two bookshelves in the demo - even with the map's reduced width, this still leaves the gap between them much wider than in Generation I's map. The table and bookshelves in the northeast corner of Generation I's map are completely missing from the demo. The wall scrolls on the north wall remain, though are spaced further apart in the demo. Finally, the demo's map replaces the unique PC in the northwest corner with the standard model used elsewhere, and removes the second table east of the PC.
The final layout seems to scrap the demo's map entirely, reverting the layout and most of the graphics to match Generation I with a few minor changes. As with the final New Bark Town laboratory, a trash can has been added to the right of the table which housed the player's starter Pokémon in the Generation I map. The table to the right of the PC has been removed, and two closed windows have been added to the wall north of where it was located. The final version's bookshelves use a different design to the Generation I, though tiles for the Generation I-style shelves not only exist but are actually used in the aforementioned New Bark Town laboratory. Other than these minor differences, the rest of the map is identical to Generation I.
Celadon Game Corner
Main Building
Generation I | SpaceWorld '97 | Final |
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The demo's version of the Celadon Game Corner appears to have been built from scratch rather than using the original Generation I map as a base - while the layout is similar in concept, the scale and positioning of the various elements all differ. The demo's counter is closed off on both the eastern and western sides, though the latter is somewhat unecessary given that it connects directly to the western wall of the room. The demo's version also features less slot machines overall, with only five seats present per row of machines. The demo's entrance mat has been moved to be horizontally central, and is double the normal width. Finally, the decorative elements such as the bookshelves and poster are completely absent from the demo's map.
In contrast, the final version's layout has been completely reworked to ensure greater accuracy to the Generation I version, with the scale and position of elements matching exactly in most instances. Compared to the Generation I version, a cash register has been added to the counter, and the eastern side of the counter has been closed off in a manner similar to the demo's version. Four of the bookshelves have also been replaced with potted plants, adding some more visual variety, and a second poster has been added on the north wall to the east of the one present in the original.
Both the demo and the final version omit the secret staircase to Team Rocket's hideout - in the Generation I games, this was hidden until the player interacted with the poster on the north wall.
Prize Building
Generation I | SpaceWorld '97 | Final |
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As with the Game Corner, the demo's Prize Building also differs greatly from the original. Although the map's size matches the Generation I version, the demo's map features a manned counter in front of rows of well-stocked shelving as opposed to the original's nondescript holes in the wall.
The final version returns to the original concept but significantly scales down the map's size, leaving only two holes in the wall and removing the decorative bookshelves. However, FireRed and LeafGreen's Prize Building resembles the demo's Prize Building.
Celadon Department Store/West Department Store
The tileset used for these maps has several differences, including a different floor pattern, different-styled shelving, and differently-shaded stairways. Even at this early stage, in spite of the aesthetic differences the layout of these maps are very close to their final form already - and as a result bear little resemblance to their Generation I equivalents. The Department Store in West shares these maps, just as the Goldenrod Department Store does in the final.
1F
Generation I | SpaceWorld '97 | Final |
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The demo's layout is largely the same as the final, though it at least attempts to echo the Generation I original a little closer. The entrance is placed roughly matching the position of the original east entrance, and the counter is placed slightly off-center to the west. The final version moves the entrance to the center and the counter to the far east of the map, and adds a cash register to the easternmost counter.
2F
Generation I | SpaceWorld '97 | Final |
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The demo's layout positions some shelving south of the counter and a cash register on top of the counter, both of which are removed in the final version. Other than that, their layouts are identical.
3F
Generation I | SpaceWorld '97 | Final |
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The demo's layout has a cash register positioned on the westernmost counter; in the final game, it's moved to the easternmost counter. Other than that, the layouts are identical.
4F
Generation I | SpaceWorld '97 | Final |
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The demo's layout has a cash register positioned atop the counter; the final's layout removes this. Other than that, the layouts are identical.
5F
Generation I | SpaceWorld '97 | Final |
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This map's layout is identical to the final game's layout-wise, with only the aforementioned tileset differences distinguishing the two.
Celadon Condominiums
1F
Generation I | SpaceWorld '97 | Final |
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2F
Generation I | SpaceWorld '97 | Final |
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3F
Generation I | SpaceWorld '97 | Final |
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Rooftop
Generation I | SpaceWorld '97 | Final |
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Rooftop Condo
Generation I | SpaceWorld '97 | Final |
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The demo's rooftop condo differs greatly from both its Generation I equivalent and the final version. The demo's map retains the brick-patterned floor from Generation I, though tileset differences mean the design is mirrored. The table is slightly larger in size, and is shifted northwest from its original position. Most other decorations from the Generation I version have been omitted, including the book, potted plants, chair, window and blackboard - only the bookshelf in the northeast corner remains, though the demo adds three more bookshelves to accompany it. The entrance mat is placed horizontally central rather than slightly to the west as in the original.
The final map bears little resemblance to the demo's map, instead using the generic house interior map. This brings some elements - such as the potted plants, entrance mat, and table - back in line with their positions in the Generation I map, though the remainder of the room is entirely different.
Silph Co.
Generation I | SpaceWorld '97 | Final |
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The interior of Silph Co. remains very similar to the building's ground floor from the Generation I games, retaining all of its major features unlike the version seen in the final game. The overall map size is slightly smaller than the original (likely to save space), but is still significantly larger than the final version. As in the final game, the upper floors cannot be accessed and there is no elevator present.
Stand
SpaceWorld '97 | Final |
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Some sort of laboratory using the Pokémon Center tileset, and occupied by a Nurse, can be found in Stand. This map can actually still be found in the final games, going unused, though this actually still brings some light as to its purpose. Indeed, leaked source code shows the map's filename is "KOSODATE", which literally translates to "raising children", suggesting that this building may have been the original iteration of what later became the Pokémon Day Care.
Dungeons
Found in the last map group are a series of early dungeon maps. These maps lack any event data, meaning all warps are non-functional.
Power Plant
Map | Notes |
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はつでんしょ1 - Entrance |
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はつでんしょ2 - Hallway |
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はつでんしょ3 - Main Room 1F |
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はつでんしょ4 - Main Room 2F |
An indoor Power Plant dungeon, similar to the one featured in the first generation, but much larger. Uses a tileset not seen in the final, though clearly based on the building tileset found in the final game.
Ruins of Alph
Puzzle Chamber
SpaceWorld '97 | Final (SGB) | Final (CGB) |
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An early version of the puzzle chambers found in the Ruins of Alph. Uses an earlier version of the final tileset, with less descernable Unown glyphs on the walls. Is also quite a bit more spacious than the final ones, with quite a bit of empty space. Interestingly, in the remakes, an entrance was added to the Inner Chamber, which resembles this demo map much more closely.
Inner Chamber
A far more elaborate inner chamber than what the final game offers, featuring walled off sections, and more runes with different graphics.
Mineshaft
A series of underground maps that make use of an early version of the underground tileset. Notably, it uses the minecart graphics that go unused in the final tileset.
Hideout
Map | Notes |
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アジト 1 |
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アジト 2 |
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アジト 3 |
An early hideout map, presumably meant for Team Rocket. Uses an earlier version of the building tileset, which contains the angled tables seen in the third room.
Slowpoke Well
Map | Notes |
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ヤドンの いど1 - 1F |
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ヤドンの いど2 - B1F |
An early version of Slowpoke Well that doesn't resemble either of the final maps in any way. Showcases another element of the early underground tileset: rope ladders!
Possible Sinnoh Cities
There are three cities that bear a resemblance to ones found in Diamond, Pearl, and Platinum. In the Gold/Silver prototype ROM, they go by "New Type", "North", and "Blue Forest". New Type seemingly features a port (given the presence of sailors and a captain) and bears a very similar layout to Canalave City. North and Blue Forest are both covered in snow, and may have served as inspiration for Snowpoint City. Additionally, the route connecting the two snowy cities is comparable to Route 223, which connects Sunyshore City and the Pokémon League.
Overworld Object Sprite Lists
The prototype has a table that contains ten byte entries that correlate to the sprites of the NPCs that can appear in each "zone" in the overworld (not inside buildings). The table is used to load unique sprite data into memory for certain zones in the overworld for where those sprites may be used (like loading Silver in Silent Hill for his events in story mode). The table covers both towns and routes, but not indoor areas. The last two bytes of every entry in the table are always the Poké Ball (for items) and the Pokedex, for some reason. Blue Forest's and North's entries are the same, so they utilize the same NPCs.
As you play some of the later inaccessible areas in the demo, you may notice that you can find copies of your sprite in several towns in the overworld. This is because the sprite data for that NPC hasn't been loaded by the game and instead falls back on the default sprite (which happens to be Gold's). This is because almost every area after West is using an older object layout that uses sprites not loaded by the table for that given area. As such, the overworld object sprite table consists of the NPCs for events that were planned by Game Freak at a relatively late stage of development.
Several observations can be noted with this data. For instance, Silver (your rival) was meant to appear in High-Tech, New Type, South, and North or its routes. Giovanni was meant to make an appearance on the overworld in Stand. Professor Oak was meant to make an appearance in Prince, which doesn't have any objects on the map in the prototype.
Below is a representation of the data in the tables:
Silent Hill
Old City
West
High-Tech
Font
Birdon
New Type
Sugar
Stand
Kanto
Prince
South
Fuji
Oddly enough, there are no objects used at all in the overworld for this map and the surrounding maps.
Blue Forest/North
Both areas share the same table.
Wild Encounter List
The route numbers come from the leaked source code.
Standard Encounters
Location | Time | Pokémon | Levels | Notes |
---|---|---|---|---|
Route 1 | Morning | Pikachu Pidgey |
5 5 |
Used on the route west of Silent Hill. |
Day | Rattata Girafarig Pidgey |
4, 8 4, 6 4 | ||
Night | Rattata Pikachu |
5, 7 5 | ||
Route 2 | Morning | Sunflora Pikachu Ekans Rattata |
6 5 4 5 |
Used on the route south of Old. |
Day | Pidgey Skarmory Rattata |
4 - 5 7 5, 7 | ||
Night | Rattata Ekans Pikachu |
8 6 - 7 5 | ||
Route 3 | Morning | Caterpie Metapod Pidgey |
7 - 9 7, 9 10 |
Used on the route west of Old. |
Day | Caterpie Pidgey Rattata |
8 9 9 - 11 | ||
Night | Rattata Hoothoot Oddish |
9 10, 12 11, 13 | ||
Route 4 | Morning | Ditto Fearow Metapod |
17 - 19 20 - 21 17 |
Used on the route between West and Birdon. |
Day | Spearow Doduo Ditto |
17 - 18 19 - 21 18 | ||
Night | Drowzee | 19 - 23 | ||
Route 6 | Morning | Exeggcute Venonat Spearow |
10 - 12 10, 12 13 |
Used on the route west of High-Tech. |
Day | Spearow Geodude Exeggcute |
11 - 12 12 - 14 11 | ||
Night | Ekans | 12 - 16 | ||
Route 11 | Morning | Machop Spearow |
14 - 16 17 |
Used on the route east of Font. This encounter table is also used in the water due to a lack of a corresponding sea table. |
Day | Spearow Rattata |
15 - 16 16 - 18 | ||
Night | Drowzee | 16 - 20 | ||
Route 12 | Morning | Spearow Doduo |
15 - 17 18 |
Used on the route north of Birdon. This encounter table is also used in the water due to a lack of a corresponding sea table. |
Day | Doduo Donphan Sandshrew |
16 17 17 - 19 | ||
Night | Doduo Snubbull |
17 - 20 21 | ||
Route 13 | Morning | Spearow Fearow |
19, 21 19, 20, 22 |
Unused. Would have likely been used on the route directly east of Birdon, which lacks tall grass entirely. |
Day | Doduo Sandslash Donphan |
20 21 - 23 21 | ||
Night | Doduo Snubbull |
21 - 24 25 | ||
Route 14 | Morning | Hoppip Skiploom Sandshrew |
21 - 23 23, 25 24 |
Used on the route north of Route 15. |
Day | Sandshrew Sandslash Vulpix Mikon Hoppip |
22 23 23, 25 21 22 | ||
Night | Hoothoot Snubbull |
23 - 26 27 | ||
Route 15 | Morning | Hoppip Skiploom |
22 - 24 22, 24-25 |
Used on the route directly west of Newtype. |
Day | Pidgey Pidgeotto Vulpix Hoppip |
23 24 24 - 26 23 | ||
Night | Hoothoot Drowzee Hypno |
24 - 25 26 - 27 28 | ||
Route 17 | Morning | Hoppip Skiploom |
27 - 28 27 - 28, 30 |
Used on the route east of Newtype. |
Day | Pidgey Pidgeotto Vulpix Hoppip |
28 29 29 - 31 28 | ||
Night | Hoothoot Drowzee Hypno |
29, 31 32 - 33 34 | ||
Route 18 | Morning | Ledyba Mankey Pidgey |
27 - 28 28, 31 28 |
Used on the route east of Route 17. |
Day | Mankey Pidgeotto Vulpix Wolfman Ledyba |
29 30 32 30 - 31 29 | ||
Night | Wolfman Drowzee Hypno |
30, 33, 35, 36 34 36 | ||
Route 19 | Morning | Ledyba Miltank Mankey |
28 - 29 29 32 |
Used on the route west of Blue Forest. This encounter table is also used in the water due to a lack of a corresponding sea table. |
Day | Mankey Primeape Poliwag Poliwhirl Ledyba |
30 31 32 - 33 31 30 | ||
Night | Wolfman | 31, 34 - 37 | ||
Route 20 | Morning | Miltank Primeape Ledyba |
31 - 32 35 32 |
Used on the route between Blue Forest and Stand. |
Day | Mankey Primeape Poliwag Poliwhirl Ledyba |
33 34 36 34 - 35 33 | ||
Night | Wolfman Warwolf |
37 - 39 40 | ||
Route 21 | Morning | Cubone Marowak Rhyhorn |
28 - 29 29 32 |
Used on the route directly south of Stand. |
Day | Rhyhorn Skarmory Cubone |
30 - 31 31 - 33 30 | ||
Night | Ekans Arbok |
31, 34, 37 35 -37 | ||
Route 22 | Morning | Pichu Pikachu Oddish Gloom |
28 27 -28 28 31 |
Unused. Would have likely been used on the route directly east of Kanto, which lacks tall grass entirely. |
Day | Oddish Smeargle Meowth 32 Raticate |
29 30 31 - 32 32 | ||
Night | Raticate Ekans Arbok |
31 33, 36 34 -36 | ||
Route 23 | Morning | Pichu Pikachu Oddish Gloom |
29 27 - 28 29 32 |
Used on the route east of Silent Hill. This encounter table is also used in the water due to a lack of a corresponding sea table. |
Day | Oddish Smeargle Meowth Raticate |
28 29 30, 32 32 | ||
Night | Raticate Hoothoot Ekans Arbok |
30 32, 34, 35 33 35 | ||
Silent Hills | Morning | Ledyba Metapod Pikachu Pidgey |
7 5 5 5, 7 |
Used in the dungeon that primarily makes up the demo. |
Day | Pidgey Caterpie Ledyba |
6 4 - 6 6, 8 | ||
Night | Rattata Metapod Ledyba Pikachu |
6 4 - 5 6 5 | ||
Water Encounter Table (1) | Morning | Tentacool Mantine |
15, 20, 25 35 |
Used on the sea routes between Font and South (all four of them, Routes 9-10 and 24-25), as well as the water portion of the route between South and High-Tech (Route 7). Interestingly, the route directly connecting Font and South uses water encounters even in the tall grass. |
Day | Tentacool Tentacruel |
20, 25, 30 35 | ||
Night | Tentacool Mantine |
25, 30, 35, 40, 45 35 | ||
Water Encounter Table (2) | Morning | Tentacool Ikari |
15, 20, 25 35 |
Used on the sea route between Newtype and Sugar (Route 16). |
Day | Tentacool Tentacruel |
20, 25, 30 35 | ||
Night | Tentacool Ikari |
25, 30, 35, 40, 45 35 | ||
Water Encounter Table (3) | Morning | Tentacool Tentacruel |
15, 20, 25 35 |
Used on the sea route north of Blue Forest (Route 26). |
Day | Tentacool Tentacruel |
20, 25, 30 35 | ||
Night | Tentacool Tentacruel |
25, 30, 35, 40, 45 35 |
Exclusive Encounters
Interestingly enough, version exclusive encounters already exist at this stage of development, though they are limited to the areas normally accessible in demo mode, with those here being the first two routes and their forest dungeon:
Location | Time | Games | Pokémon | Levels | Note |
---|---|---|---|---|---|
Route 1 | Morning | G | Sunflora | 3, 5, 7 | Used on the route closest to Silent Hill. |
S | Pidgey | 7 - 8 | |||
Day | G | Hoppip | 4 | ||
S | Marill | 4 | |||
Night | G | Rattata | 7 - 8 | ||
S | Hoothoot | 3, 5 | |||
Route 2 | Morning | G | Sunflora | 6 | Used on the route closest to Old. |
S | Pidgey | 6 - 8 | |||
Day | G | Hoppip | 8 | ||
S | Marill | 8 | |||
Night | G | Rattata | 6 | ||
S | Hoothoot | 6 | |||
Silent Hills | Day | G | Hoppip | 6 | The morning rates lack any sort of version exclusivity. |
S | Marill | 6 | |||
Night | G | Caterpie | 6 | ||
S | Hoothoot | 5 |
Leftover Older Collision Format
To do: Investigate whether tile assignments for whirlpools, pits, and ladders exist in the collision mapping format the demo actually uses. |
All of the tilesets other than those used in the maps intended to be accessible in the demo use an alternate collision mapping that is mostly incompatible with the demo's near-final implementation.
Tile type | Earlier mapping | Proto mapping |
---|---|---|
floor | 0 | 0 |
solid | 1 | 7 |
ledge | 11 | 7 (beside the tile you hop from, like A3) |
water | 21,2C | 21,29 |
whirlpool | 44 | ? |
waterfall | 48 | 22 |
pit | 57 | ? |
caverock/minetrack | 59 | 60 |
warp | 60, 61 | 71 |
ladder | 62 | ? |
sign | 70, 71 | 95 |
cut tree | 80 | 12 |
grass | 82,8C | 18 |
tree | FF | 05 |