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Proto:Pokémon Gold and Silver/Spaceworld 1999 Demo/Graphic Differences

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This page contains changes which are not marked for translation.

This is a sub-page of Proto:Pokémon Gold and Silver/Spaceworld 1999 Demo.

Miscellaneous Differences

Pokémon GS SW99 Unused Red.png Pokémon GS SW99 Unused Link Receptionist.png

  • In this build, Red uses the player's spriteset, while the Link Receptionist uses Daisy Oak's. However, both of their character sprites already exist here, but go completely unused.


Pokémon GS SW99 Unused Agatha.png Pokémon GS SW99 Unused Lorelei.png

  • Elite Four members Will and Karen both use the male and female Cooltrainer sprites as a placeholder. Interestingly, the ID spot occupied by Will's overworld sprite here is assigned Agatha's spriteset. As for Karen's ID spot, it is occupied by Lorelei's spriteset. Both are reused from Generation I, and are nowhere to be seen in the final games, as they ended up overwritten by Will and Karen's spritesets.


Proto Final
Pokemon GS SW99 Player Bike.png Pokemon GS Final Player Bike.png
  • The player's biking spriteset is reused from the Spaceworld '97 demo.


Proto Final
Pokemon GS SW99 Player Fish.png Pokemon GS Final Player Fish.png
  • The player's fishing spriteset is a slightly edited version of the one from Generation I. The fishing rod graphics are also lifted from Gen I.


Proto Final
Pokemon GS SW99 Intro Pikachu Tileset.png Pokemon GS Final Intro Pikachu Tileset.png
Pokemon GS SW99 Intro Pikachu In-Game.png Pokemon GS Final Intro Pikachu In-Game.png
  • The tail of the Pikachu seen in the intro cutscene is unrefined here. Namely, one tile of it isn't actually rendered in-game.


Proto Final
Pokemon GS SW99 Menu Animation.gif Pokemon GS Final Menu Animation.gif
  • Menus sprites hop much higher, and the Egg menu sprite also animates like the other menu icons, while in the final it does so much slowly.


Proto Final
Pokemon GS SW99 Egg Sprite.png Pokemon GS Final Egg Sprite.png
  • The egg sprite is reused from the Spaceworld 1997 demo, with a gray palette applied.


Proto Final
Pokemon GS SW99 Egg Hatch Animation.gif Pokemon GS Final Egg Hatch Animation.gif
  • The egg hatch animation is also slightly different, lacking the egg shell fragments flying off.


Proto Final
Pokemon GS SW99 New Pokémon Registered.png Pokemon GS Final New Pokémon Registered.png
  • Interestingly, while the Pokédex's layout and design are already finalized, upon catching a new Pokémon the entry screen will instead use a different interface. Here, the text and background colors are swapped, and the Pokémon's footprint isn't loaded. This screen is actually based on the Space World '97 demo's Pokédex.


Proto Final
Pokemon GS SW99 The End Credits.png Pokemon GS Final The End Credits.png
  • The credits' animations are much faster, which goes for both the Pokémon and the borders. The credits themselves lack the "The End" graphic, with it instead being displayed via text, as "おしまい" ("The End"). The text itself managed to stay in the final builds, albeit going completely unused.


Proto Final
Pokemon GS SW99 Diploma Screen.png Pokemon GS Final Diploma Screen.png
Pokemon GS SW99 Printed Diploma Screen.png Pokemon GS Final Printed Diploma Screen.png
  • Instead of having a unique design, the Pokédex Diploma lifts both its message and graphics from the Pokémon Yellow diploma, albeit with no Mew in sight. Interestingly enough, the graphics seem to actually predate Yellow, with the horizontal frame lacking detailing, and Pikachu's tiles having some mistakes not accounted for in Yellow.


Proto Final
Pokemon GS SW99 Pokédex Print Error.png Pokemon GS Final Pokédex Print Error.png
Pokemon GS SW99 Printed Pokédex Screen.png Pokemon GS Final Printed Pokédex Screen.png
  • When trying to print out a Pokédex entry, here the message window will simply be overlaid on top of the screen, whereas the final games blank out the area around the window. As for the printed entry itself, it uses the standard font, instead of the odd vertically squished one from the final games. The same also applies to the numbers, the demo matching the usual in-game font, but the final releases offsetting them one pixel upward.


Proto Final
Pokemon GS SW99 Mystery Gift Screen.png Pokemon GS Final Mystery Gift Screen.png
  • The Mystery Gift screen has an incredibly bare design, technically lacking any design to begin with.


Proto Final
Pokémon GS SW99 Pillar Animation.gif Pokémon GS Final Pillar Animation.gif
  • The pillar animation in the Tower tileset is less refined here.


Proto Final
Pokémon GS SW99 Harbor Animation.gif Pokémon GS Final Harbor Animation.gif
  • The Harbor tileset has water graphics and animations taken straight from the Gen I games.


Proto Proto (Mock-Up) Final
Pokémon GS SW99 Magnet Train Tracks.png Pokémon GS SW99 Magnet Train Tracks Mock Up.png Pokémon GS Final Magnet Train Tracks.png
  • The animation that plays when taking the Magnet Train has a good amount of differences. Namely, the track area is way more barren, and the trees are assigned a different palette, while loading the wrong tiles. Indeed, this section was designed with an earlier iteration of the train station tileset, identified in the source code as LINEAR2.CGX. The train window, meanwhile, draws the same tile as the final games, though here it appears blanked. This was definitely an error on the devs' part, as not only is this tile already present in LINEAR2.CGX, but even here in this build the player sprite is loaded and animated like in the final games, but goes unseen due to the incorrect tiling. Lastly, this sequence is set to use the indoor palette, which was ultimately changed to the overworld one, allowing for dynamic palette changes between morning, day, and night.


Proto Final
Pokémon GS SW99 Hall of Fame Animation.gif Pokémon GS Final Hall of Fame Animation.gif
  • The Hall of Fame computer doesn’t animate in this build.


  • In the demo, when landing after using Fly, there will be a short delay as the game transitions from the bird sprite to the player sprite. Meanwhile, in the final games this wait time doesn't exist, making it so that your sprite doesn't disappear.

Trainer Sprites

While the trainer roster is pretty much finalized, some interesting differences can still be found.

Trainer Class/Name Proto Sprite Final Sprite Notes
Will GS Spaceworld99 011.png PokemonGS-WillFinal.png Uses an updated version of Giovanni's sprite as a placeholder. Giovanni himself doesn't appear in the final games, although he does show up in a special event in the games' remake, Pokémon HeartGold and SoulSilver. Replaced by Will in the final games.
Karen GS Spaceworld99 014.png PokemonGS-KarenFinal.png Uses a brand new sprite of Lorelei, an Elite Four member from Generation I, as a placeholder. Replaced by Karen in the final games, whose sprite was built from this Lorelei sprite.
Koga GS Spaceworld99 015.png PokemonGS-KogaFinal.png Uses a brand new sprite of Agatha, an Elite Four member from Generation I, as a placeholder. Replaced by Koga in the final games.
Scientist GS Spaceworld99 020.png PokemonGS-ScientistFinal.png 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 games are instead Supernerds.
Janine GS Spaceworld99 026.png PokemonGS-JanineFinal.png Uses a completely different pose from the final, this one mimicking Koga's pose from the Generation I games.
Skier GS Spaceworld99 033.png PokemonGS-SkierFinal.png 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 games are instead female Swimmers.
Rival GS Spaceworld99 042.png PokemonGS-Rival2Final.png Uses the Engineer's sprite as a placeholder. This trainer class isn't actually used in this build, and Silver in Mt. Moon uses his regular sprite instead of the unique one seen in the final games.
Rocket Executive♂ GS Spaceworld99 051.png PokemonGS-RocketExecutiveMFinal.png 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 male Rocket Executives in the final games are instead male Rocket Grunts.
Rocket Executive♀ GS Spaceworld99 055.png PokemonGS-RocketExecutiveFFinal.png 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 female Rocket Executives in the final games are instead female Rocket Grunts.
Boarder GS Spaceworld99 058.png PokemonGS-BoarderFinal.png Uses the Soldier's sprite as a placeholder. This trainer class isn't actually used in this build, and the trainers which are Skiers in the final games are instead male Swimmers.


Move Animations

During a move's animation, the status bar on the user's side isn't hidden, which was already the case in the Spaceworld '97 demo, as well as the Generation I games. This was likely changed due to it looking a bit clunky with some moves, like Minimize or Return.

Proto Final
PokemonGSCurseIconP.png PokemonGSCurseIconF.png

The graphic used for the moves Curse, Lovely Kiss, Nightmare, and Spite was changed from a Grim Reaper to a small chibi imp.

Proto Final
PokemonGSSweetKissIconP.png PokemonGSSweetKissIconF.png

Similarly, the graphic for Sweet Kiss (known in Japan as "Angel's Kiss") was also changed, going from a female angel to a pudgy cherub.

Proto Final
PokemonGSSafeguardIconP.png PokemonGSSafeguardIconF.png

Knowing Nintendo's policies, It should be obvious why Safeguard's icon was changed.

Proto Final
PokemonGSHealBellIconP.png PokemonGSHealBellIconF.png

The bell in Heal Bell's animation is a sleigh bell at this point, which dates back to when it was a signature move of the the cut Pokémon family Rinrin and Berurun.

Proto Final
PokemonGSPainSplitP.png PokemonGSPainSplitF.png

The move Pain Split, meanwhile, is noteworthy too, as it is the only move to have its actual animation changed between this build and the final games. Indeed, it originally produced impact stars when it hit both Pokémon.


Mail

Proto Final
PokemonGSMail00S.png PokemonGSMail00F.png

Flower Mail uses different graphics for the border and signature line, and the large and small flowers had their colors swapped.

Proto Final
PokemonGSMail01S.png PokemonGSMail01F.png

The Surf Mail's signature line is black and goes all the way to the right border in the prototype, while in the final games it's orange and cuts off just before Lapras. One of the orange squares was changed to a yellow circle.

Proto Final
PokemonGSMail02S.png PokemonGSMail02F.png

The Litebluemail's signature line was redesigned, the small yellow triangles and squares were repainted blue, and once again, one of the squares changed to a circle.

Proto Final
PokemonGSMail03S.png PokemonGSMail03F.png

The Pokémon on the Portraitmail is using the wrong palette in the demo. The final mail design adds smaller Poké Balls to take up space, changes the larger Poké Balls from red to orange, and redoes the signature line.

Proto Final
PokemonGSMail05S.png PokemonGSMail05F.png

Both the Eon Mail's border and signature line graphics were changed, and the small and large Poké Balls were changed to simple circles.

Proto Final
PokemonGSMail07S.png PokemonGSMail07F.png

The Bluesky Mail started out as the completely different Mobile Mail, and had a much less interesting design to boot.

Proto Final
PokemonGSMail08S.png PokemonGSMail08F.png

The ugly brown background color of the Music Mail was thankfully changed to a bright green, more notes were added to the top, and the signature line was redesigned to better fit the musical theme.

Proto Final
PokemonGSMail09S.png PokemonGSMail09F.png

While the older palette may fit the idea of the Mirage Mail better, it's a little hard on the eyes, so it was changed to blue and green. The plain left, right, and top borders were redone to match the grass design of the bottom border. Mew was redrawn larger and in a slightly different pose.


Tilesets

Hex Proto Final Notes
0x04 PokémonSW99-Tileset0x04.png PokémonGSFinal-Tileset0x04.png 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 this build.
0x06 PokémonSW99-Tileset0x06.png PokémonGSFinal-Tileset0x06.png The sprite for the PC doesn’t have its unique design yet, instead reusing the one used in tilesets 0x04 and 0x07. The 16×8 tile below it was also redrawn.
0x07 PokémonSW99-Tileset0x07.png PokémonGSFinal-Tileset0x07.png The shading on the green corner tiles is darker than in the final games.
0x08 PokémonSW99-Tileset0x08.png PokémonGSFinal-Tileset0x08.png 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. Aqua (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 PokémonSW99-Tileset0x0A.png PokémonGSFinal-Tileset0x0A.png The horizontal cables are brown in the prototype, but pink in the final games.
0x0B PokémonSW99-Tileset0x0B.png PokémonGSFinal-Tileset0x0B.png The tileset for the Poké Marts also features some interesting differences, with cash registers facing the opposite way and the tiles for the shelves having either different shading or a slightly different design.
0x0C PokémonSW99-Tileset0x0C.png PokémonGSFinal-Tileset0x0C.png 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 PokémonSW99-Tileset0x0D.png PokémonGSFinal-Tileset0x0D.png The tileset for the Game Corners and the Olivine Café/Celadon Restaurant features a different design for the floor pattern, slot machines, tables, and plates. Interestingly, the early tileset also features tiles, and blocks, for ascending and 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 games, Celadon City's Team Rocket Hideout doesn't exist, and the stair tiles were overwritten with extra object graphics, with their corresponding blocks blanked out entirely.
0x0E PokémonSW99-Tileset0x0E.png PokémonGSFinal-Tileset0x0E.png The tileset for the Gyms and Elite Four rooms features quite a few missing tiles, while a few others, such as the one used for the back wall in Goldenrod's Gym, were overwritten with different ones in the final games.
0x0F PokémonSW99-Tileset0x0F.png PokémonGSFinal-Tileset0x0F.png The two halves of the fence sprite are assigned a gray palette in the prototype, while in the final games they are assigned a brown one.
0x10 PokémonSW99-Tileset0x10.png PokémonGSFinal-Tileset0x10.png 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 games (the pillars with the green "N&B Blocks", for example).
0x11 PokémonSW99-Tileset0x11.png PokémonGSFinal-Tileset0x11.png The tileset for the Goldenrod Bike Shop shows some very minor shading differences on the bikes, as well as the back wall being green instead of gray.
0x12 PokémonSW99-Tileset0x12.png PokémonGSFinal-Tileset0x12.png 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 games, while the bed tiles were redrawn.
0x14 PokémonSW99-Tileset0x14.png PokémonGSFinal-Tileset0x14.png The tiles for the floor and Bellsprout statues were improved in the final version, and so are the ascending stairs as well as how the fence sprites are handled. An error on the left side of the rug sprite was fixed in the final games.
0x19 PokémonSW99-Tileset0x19.png PokémonGSFinal-Tileset0x19.png The Persian statues are brown in the prototype, but yellow in the final games.
0x1A PokémonSW99-Tileset0x20.png PokémonGSFinal-Tileset0x20.png 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 games. The corner sides of the machine were also touched up slightly, and so is the back wall, which uses a rather odd-looking green tile. In the final games, 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 PKMN Gold Silver TS1C PB4 NIGHT.PNG This tileset, which is used for Ilex Forest in the final games, 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 are also present in the 0x1C one, albeit unused.