Proto:Pokémon Gold and Silver/Spaceworld 1999 Demo
This is a sub-page of Proto:Pokémon Gold and Silver.
|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.
Compiled on August 17, 1999, this prototype was shown at Spaceworld 1999. Compared to its 1997 counterpart, the general structure behind this prototype is almost identical to the final game, although there's still plenty of differences to observe.
These are almost like the Pokémon we ended up getting.
| Map Differences|
Ilex Forest sure looks a lot more generic.
| Trainer Rosters|
Red and Blue were slacking off.
|Download Pokémon Gold (Spaceworld 1999 Demo)
File: Pokémon Gold - Spaceworld 1999 Demo.7z (info)
|Download Pokémon Silver (Spaceworld 1999 Demo)
File: Pokémon Silver - Spaceworld 1999 Demo.7z (info)
There is a total of two separate ROMs which consists of one Gold and one Silver. To bypass the NPCs blocking some areas you can use the Walk Though Walls code from the final game.
Main Gameplay Differences
Does the rival appear at the Pokémon League on weekends?
- Some NPCs are placed in the overworld to prevent progressing too far into the game, such as the entrance to Violet City.
- Sentret and Furret cannot learn Cut.
- When landing after using Fly, your sprite will disappear for a moment before changing to the player's sprite, unlike the final game, where your sprite doesn't disappear.
- Kanto badges don't add to the badge counter on the Continue screen.
- Certain event flags have been moved around or the associated events don't exist.
- Some trainers have different rosters, the most notable is Falkner having Pidgey, Pidgeotto and Pidgeot all at level 10 in this build.
- The Scientist, Team Rocket Executive, Skier, and Boarder classes don't exist yet, and trainers with those instead use the Super Nerd, Rocket Grunt, Swimmer♀, and Swimmer♂️ classes respectively. Moreover, the second Rival class, which is used by Silver for his fight in Mt. Moon and gives him a different sprite, also goes missing here, and Silver instead uses his standard class/sprite during this fight.
- The wild Snorlax is at level 60 instead of level 50 and doesn't carry Leftovers.
- In the Team Rocket HQ, if the player triggers a wild battle by stepping on a booby-trapped tile and runs away, then another battle will immediately start. In the final version, players can't run away from wild Pokémon encountered on booby-trapped tiles.
- Beating Red only makes him respond with periods before vanishing, rather than showing the credits.
- The map for Kanto's Underground Path doesn't have its own entry, and is instead inexplicably grouped with the New Bark Town maps.
- In the final game the maps are ordered as Ice Path>Blackthorn City>Dragon's Den. However, here it goes Blackthorn City>Dragon's Den>Ice Path.
|0x04||The small flowerpot and lower-left side of the tombstone have their assigned palette swapped around, which can be seen in the Soul House in the prototype.|
|0x06||The sprite for the PC doesn’t have its unique design yet, instead reusing the one used in tileset 0x04 and 0x07. Moreover, the 16x8 tile below it was also redrawn.|
|0x07||The shading on the green corner tiles is darker than in the final game.|
|0x08||The tileset for the ports showcases quite a few differences. Indeed, the shading on the stairs and tiled floor is different, and parts of the S.S. Anne (as well as the walkway leading to it) were also touched up. The water tile and "pillars" are more akin to the ones used in Generation I. Moreover, some of the placeholder tiles were also replaced in the final version.|
|0x0A||The horizontal cables are brown in the prototype, but pink in the final game.|
|0x0B||The tileset for the Poké Marts also features some interesting differences, with cash registers facing the opposite way and the tiles for the shelves have either different shading or a slightly different design.|
|0x0C||The tileset for the Celadon Condominiums shows a few differences here and there, namely with the shading being different in a few spots and the door tiles being more akin to the ones used on the S.S. Anne. Worth noting is that the early tileset lacks the tile used for the floor pattern, instead using one resembling the tile used to denote sand/beaten paths in the overworld. Interestingly, both Generation I and the Spaceworld '97 demo used a similar floor tile, suggesting that this change happened rather late in development.|
|0x0D||The tileset for the Game Corners and the Olivine Café/Celadon Restaurant features a different design for the floor pattern, the slot machines, the tables, and the plates. Interestingly, the early tileset also features tiles for descending stairs, which may imply that the Team Rocket Hideout could have been planned to make a return, as in Generation I a set of descending stairs leading to the Hideout spawns after defeating the Rocket Grunt defending the poster. In the final game, Celadon City's Team Rocket Hideout doesn't exist, and the descending stairs tiles were overwritten with extra object graphics. Strangely enough, some tiles for the ascending stairs can also be found in the early tileset despite there being no reason for them to be here, and regardless of the reason they were also overwritten in the final game.|
|0x0E||The tileset for the gyms and Elite 4 rooms features quite a few missing tiles, while a few others, such as the one used used for the back wall in Goldenrod's Gym, were overwritten with different ones in the final game.|
|0x0F||The two halves of the fence sprite are assigned a grey palette in the prototype, while in the final game they are assigned a brown one.|
|0x10||The tile for the train's lit up window is missing in the prototype, meanwhile a lot of other tiles (seats, flowerpots, machine parts, floor, etc.) have a different design or were replaced with totally different ones in the final game (the pillars with the green "N&B Blocks" for example).|
|0x11||The tileset for the Goldenrod Bike Shop shows some very minor shading differences on the bikes, as well as having the back wall being green instead of grey.|
|0x12||The tileset mainly used for the S.S. Aqua features a few tiles with missing shading (shelves) or a different palette (PC and stone walls). Some of the placeholder tiles were also replaced in the final game, while the bed tiles were redrawn.|
|0x14||The tiles for the floor and Bellsprout statues were improved in the final version, and so did the ascending stairs as well as how the fence sprites are handled. Moreover, an error on the left side of the rug sprite was fixed in the final game.|
|0x19||The Persian statues are brown in the prototype, but yellow in the final game.|
|0x1A||The TV screen of the Hall of Fame machine is brown in the prototype, but blue like the rest of the machine in the final game. The corner sides of the machine were also touched up slightly, and so did the back wall, which uses a rather odd-looking green tile. In the final game, two of the placeholder tiles were replaced by the tiles used for the final wall design, and while the green wall tile one was removed the placeholder tile in its spot still uses its green palette.|
|0x1C||N/A||This tileset, which is used for Ilex Forest in the final game, is missing entirely in the prototype. As such, Ilex Forest instead uses the standard tileset 0x00, which in turn causes the map to look much more bland (due to it lacking the special large tree). Interestingly, the sign tiles used in the 0x00 tileset is also present in the 0x1C one, albeit unused.|
Cover more of the prototype music.
- A handful of places still play Gen 1 music as placeholders. Notably Prof. Oak, Gyms, some trainer encounter themes, Viridian/Pewter/Saffron City, or the wild/trainer battle themes in Kanto.
- The Elite Four, Kanto Gym Leaders and Pokémon Trainer Red don't use custom battle themes.
- Changing the sound setting does not reset the music as in the final version, with the changes only taking effect after a new track starts to play. The stereo separation is also different in a number of songs, with the Title theme in particular being more centered during its main melody.
The New Game/Continue screen's music is slightly higher pitched.
The Goldenrod Radio Tower, National Park, and the Bug-Catching Contest use an earlier version of the Bicycle theme, weirdly enough the final version is already implemented and used when actually riding the Bicycle.
|Cherrygrove/Mahogany (Spaceworld 1999)||Cherrygrove/Mahogany (Final)|
|Azalea/Blackthorn (Spaceworld 1999)||Azalea/Blackthorn (Final)|
Many tracks in Johto use slightly different instruments or have other, noticeable differences. Examples include Cherrygrove City/Mahogany Town and Azalea Town/Blackthorn City.
Lavender Town uses a slightly different phrasing.
Prof. Oak's Pokémon Talk/Oak's Lab sound pretty barebones in terms of instrumentation.
While the trainer roster is pretty much finalized, some interesting differences can still be found.
|Trainer Class/Name||Demo Sprite||Final Sprite||Notes|
|Giovanni||N/A||Reuses the sprite from the Generation 1 games, albeit slightly touched up. Does not appear in the final game, although he does appear in a special event in the game's remakes, Pokémon HeartGold and SoulSilver. Replaced by Will in the final game.|
|Lorelei||N/A||Lorelei, an Elite Four member from Generation I who does not appear at all in the final game. Uses a completely new sprite. Replaced by Karen in the final game.|
|Agatha||N/A||Agatha, an Elite Four member from Generation I who does not appear at all in the final game. Uses a completely new sprite. Replaced by Koga in the final game.|
|Scientist||Uses an updated version of Kurt's sprite as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Scientists in the final game are instead Super Nerds here.|
|Janine||Uses completely different pose from the final, this one mimicking Koga's pose from the Generation I games.|
|Skier||Uses an updated version of the male teacher's sprite as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Skiers in the final game are instead Swimmers♀️ here.|
|Rival||Uses the Engineer's sprite as a placeholder. This trainer class isn't actually used in this build, and during the encounter with Silver in Mt.Moon he uses his regular sprite instead of the unique one seen in the final game.|
|Rocket Executive♂️||Uses an updated version of the Sportsman's sprite as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Rocket Executives in the final game are instead Rocket Grunt here.|
|Rocket Executive♀️||Uses a sprite of Blaine's unused design from Generation I as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Rocket Executives in the final game are instead Rocket Grunt here.|
|Boarder||Uses the Soldier' sprite as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Skiers in the final game are instead Swimmers♂️ here.|