This is a sub-page of Proto:Pokémon Gold and Silver/Spaceworld 1999 Demo.
While the overworld is pretty much finalized, differences in terms of layout and blocksets still exist.
Blockset Differences
For difference regarding the tilesets themselves, go here.
Blockset 04
There are graphical errors on all three gravestone blocks, which can be seen in the Soul House in the prototype.
Proto
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Final
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Blockset 06
The shelves are arranged differently, and the blockset is missing three blocks. Two of them were added for the upper floor PC, and the other one is a piece of counter which ultimately goes unused.
Proto
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Final
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Blockset 08
This early blockset lacks four blocks overall. They were all added for the Cerulean City gym pool when it received proper perspective.
Proto
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Final
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Blockset 0B
A cash register was removed, while another swapped places.
Proto
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Final
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Blockset 0D
Game Corner's and Olivine Café/Celadon Restaurant's blockset has less refined slot machines, floors, and tables, and the stair blocks were removed in the final game.
Proto
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Final
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Blockset 0E
The blockset for the Gyms and Elite Four rooms lack three blocks, which were added when the latter were redesigned, and two blocks were changed completely. The first is the Goldenrod City gym's back wall, which was changed into the Elite Four rooms' stairs, while the other is a decorative block used in Karen's room that was changed into the ice in Will's room. Two potted plants received flowers, and the then-only ice block received correct tiling.
Proto
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Final
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Blockset 0F
The stage found in Ecruteak City is thinner than in the final game.
Proto
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Final
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Blockset 10
The blockset changed quite a bit, as the Viridian City gym columns were replaced with the final games' green "N&B Blocks."
Proto
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Final
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Blockset 12
The shelves are arranged differently, and the blockset lacks the double window block for the lighthouse.
Proto
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Final
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Blockset 13
The two small potted plants are placed one tile lower.
Proto
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Final
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Blockset 17
The Ruins of Alph blockset had one of the symbols being changed from a B Unown to a P Unown.
Proto
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Final
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Blockset 19
The two potted plants are placed a tile lower.
Proto
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Final
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Blockset 1A
All the blocks used for the back wall of the Hall of Fame originally used a green rounded tile, compared to the two metallic gray tiles used in the final games.
Proto
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Final
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Blockset 1C
Like its corresponding tileset, the Ilex Forest blockset is missing entirely in the prototype. Ilex Forest uses the standard overworld blockset instead.
Proto
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Final
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N/A
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Miscellaneous
Poké Mart
Proto |
Final |
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- The cash register is flipped, and is facing the wrong way.
- The large shelves lack shading and use less colors.
Pokémon Center
Proto |
Final |
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- The PC uses a different design, is centered, and the counter it normally rests on is missing entirely, instead resting flat against the wall.
Department Store
The Department Store in Goldenrod City and Celadon City both share the same maps, and the same differences.
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Final |
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- On the base floor, a cash register was added in the final game.
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Final |
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- On the first floor, the cash register was removed in the final game.
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Final |
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- On the second floor, the cash register is on the wrong side of the counter.
Proto |
Final |
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- On the third floor, the cash register was removed in the final game.
Goldenrod Bike Shop
Proto |
Final |
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- The back wall is a different color.
- There are minor shading differences on the bicycles and toolboxes.
Goldenrod Game Corner
Proto |
Final |
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- The Game Corner's tileset is slightly different, with the floor tiles using more saturated colors and unpolished art on the slot machines.
- Two female NPCs use different palettes.
Olivine Cafe
Proto |
Final |
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- Like in the Goldenrod Game Corner, the floor tiles are somewhat different.
- The table is blue and has a more visible base.
- White horizontal lines were added to the counter.
Olivine Port
Proto |
Final |
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- The bollards are white and don't rest directly in the water.
- The water uses Generation 1-style tiles.
- The bricks on the walkways use a less detailed design.
- The walkway to the S.S. Aqua uses segmented wood planks.
- The S.S. Aqua's shading was refined for the final game, but the prototype has better transparency on the water tiles.
Vermilion Port
Proto |
Final |
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- Shares the same differences as Olivine Port, namely the bollards, water, brick walkways and S.S. Aqua walkway.
Goldenrod Train Station
Proto |
Final |
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- The train platform uses a white-grey gradient on the sides opposite and nearest the player. The final game uses the grey and white striped tile on both sides, and the platform has depth.
- The back wall is half a block longer.
- The train's interior lights are off.
- The machines to the side are longer.
- The seats are the same color as the floor.
- The flowerpots have more detailed shading.
Goldenrod Underground
Proto |
Final |
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- The final game features an alternating flower-bush design for the northern entrance to the Goldenrod Underground.
Proto |
Final |
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- In the southern entrance to the Goldenrod Underground, one additional flowerpot replaced a bush in the final game.
National Park
Proto |
Final |
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- A single sign in the Northern part of the Park was added for the final.
Ecruteak Dance Theater
Proto |
Final |
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- The stage where the Kimono Sisters can be found is thinner than in the final game.
Port Entrance
Proto |
Final |
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This room, which precedes the tunnel leading to the docks in both Olivine and Vermilion City, had its pots sitting closer to the stairs than in the final game.
Saffron Train Station
Proto |
Final |
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- Two small flowerpots were replaced by a single medium-sized flowerpot in the final game.
- Other changes made for Goldenrod's Station apply here.
Celadon Restaurant
Proto |
Final |
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- Differences to Olivine Café apply here.
- The tables are also bigger than in the final, featuring two plates instead of one each.
Soul House
Proto |
Final |
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- The gravestones use incorrect tiling.
- The palette colors for the bottom-right corner of the graves and flowers are swapped in error.
Captain's Cabin
Proto |
Final |
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- The base of the bookshelf changed to a set of drawers in the final game.
Towns and Cities
Olivine City
Proto |
Final |
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- The final game adds a series of windows the to the top of the lighthouse, reflecting the changes to the map inside.
Pewter City
Proto |
Final |
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- In the final game, the northeastern corner swaps some bollards for trees, but loses a flower patch.
Fuchsia City
Proto |
Final |
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- Eight small trees in the northwest were replaced by a tree containing a Burnt Berry in the final version.
Saffron City
Proto |
Final |
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- A fence was added next to the Magnet Train station, in the northwest, for the final version.
- The Magnet Station's sign was moved from the left to the right of the door in the final game, while the line of bollards near it was extended by one block.
Routes
Route 37
Proto |
Final |
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- The final game added a flower patch, removed two trees, and moved the patch of grass down on the eastern path.
Route 39
Proto |
Final |
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- The bottom half of the tall grass was moved to the right for the final game, with trees replacing the removed portion.
- The southern sign moved right two tiles for the final version.
Route 1
Proto |
Final |
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- A patch of flowers moved from below a ledge to above it for the final game.
Route 2
Proto |
Final |
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- The final added more grass near Diglett's Cave.
- A cluster of four small trees in the shrunken Viridian Forest was replaced by a tree containing a PSNCureBerry in the final version.
Route 4
Proto |
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Final |
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- The northeasternmost part of the Route is inaccessible, as the ledge lacks a gap.
Route 8
Proto |
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Final |
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- A line of bollards in the east was replaced by trees in the final game.
- The flower patch near the aforementioned bollards was expanded for the final.
- A tree containing a PRZCureBerry was added in the final version.
Route 10
Proto |
Final |
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- The patch of tall grass near the Power Plant is missing. This leaves this area's wild encounter data to go unused.
Route 25
Proto |
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Final |
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- The northwestern hill is blank, and taken directly from Generation 1's Route 24, complete with a tiling error.
- The final version removes two trees from the maze.
Route 26
Proto |
Final |
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- There's a small lake in the northwest area of the map, which has been replaced by ledges in the final game.
Dungeons
Sprout Tower
Proto |
Final |
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- The tileset is less polished, with the floor tiles being shifted up, the upwards stair tile using a different design, the fence being half cylinder shaped instead of rounded, and the Bellsprout statue being polished for the final game.
- The fence near the rightmost set of stairs cuts off instead of turning left, and an additional fence block is present.
- The vertical fence near the northeastern stairs has a section rotated horizontally, and removes the lower portion of the fence, for the final game.
Ruins of Alph
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Final |
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- Rocks and trees are shifted down to cover the space next to the pond for the final game.
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Final |
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Final |
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- For some reason, the B Unown on the murals were replaced by P Unown in the final game.
Union Cave 1F
Proto |
Final |
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- The final game fills in a pool of water on the center-right of the map, and the rockface above it juts out more
- An additional rock is added to the left-center side in the final, and a small gap with it.
- An alcove containing an item at the end of the cave is missing in the prototype.
Union Cave B1F
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Final |
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- In the prototype, the tunnel to the left of the first ladder is smaller, allowing you to see and get the item right away.
- The ladder platform is also wider in the prototype; the final moves the lake's entrance to the right, and the rockface to the right is altered.
Union Cave B2F
Proto |
Final |
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- A set of three small rocks changed to one large rock.
Ilex Forest
Proto |
Final |
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- The tileset lacks the large tree tile, so only small trees are used in the prototype.
- The exit gates are smaller, and the one leading to Azela has a rock formation and fencing to the northeast of it in the prototype.
- The exit leading to Route 34 also has fence and carpet to the north in the prototype.
- The shrine is completely missing, and so is the small tree clearing where it's found in the final game.
Tin Tower
Proto |
Final |
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- The stair on the seventh floor was moved in the final game; it now lines up correctly with the stairs leading up to it from the sixth floor.
Glitter Lighthouse
Proto |
Final |
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- The windows are clustered together in the final, a difference reflected on the outside of the lighthouse.
- The walls were changed from blue to grey in the final.
- The tap half of the bed features better shading and perspective in the final.
Whirl Island
Proto |
Final |
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- The final game removes a rock from the first underground level's northeastern map.
Proto |
Final |
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- The southeastern first underground floor map has different rock formations.
- The final game adds three rock formations above the platform on the southeastern floor of the previous level.
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Final |
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- The final game rearranges many small rock formations, and a few platforms with it.
Proto |
Final |
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- There's an extra rock in this section of the first underground level's map.
Mt. Mortar
Proto |
Final |
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- The first floor replaces a ledge, on the southeastern side, with a group of rocks for the final game.
Mahogany Hideout
Proto |
Final |
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- The statues use a color that matches the crates and bookshelves.
- The two potted plants are moved away from the wall in the final.
Ice Path 1F
Proto |
Final |
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- A rock was moved down and then added to make a sideways L shape in the final game.
- Another rock east of that was removed.
Ice Path B2F
Proto |
Final |
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- One small rock was added in the final version, simplifying the ice puzzle's solution.
Victory Road
Proto |
Final |
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- Several clusters of four small rocks have been replaced by a large rock each.
Mt. Silver Exterior
Proto |
Final |
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- A small tree was replaced by a patch of grass.
Rock Tunnel
Proto |
Final |
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- In the first underground area, two rocks were removed near the top of the map.
Gyms
Violet Gym
Proto |
Final |
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- The final adds a brick pattern to the edges of the bottomless pit, and gives them blue shading instead of gray.
Goldenrod Gym
Proto |
Final |
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- The backwall has a unique design, which was replaced by alternating bush-flowerpots in the final game.
- The final game adds, replaces, and rearranges various bushes and flowers.
Cianwood Gym
Proto |
Final |
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- The gym entrance has vertical fencing in the prototype, but horizontal fencing in the final game.
Mahogany Gym
Proto |
Final |
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- The backwall has a different design.
Blackthorn Gym
Proto |
Final |
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- Like in Violet Gym, the pits have a different design and color.
- The pit edges have changes that reflect the changes found in Violet Gym.
Viridian Gym
Proto |
Final |
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- Grey columns are used here instead of the final game's green "N&B Blocks."
- Overall the layout is different, but is similar to the final game.
Cerulean Gym
Proto |
Final |
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- The pool tiles are brown and appear reversed in the prototype
- The pool tiles ontop lack an edge, making the water appear level with the tiles.
- The water uses Generation 1 style tiles.
- The bricks on the walkways have a different, less polished design in the prototype.
Pokémon League
The Elite Four was clearly in the middle of being retooled into the final's lineup. Almost all rooms use completely different designs, and the members themselves use battle sprites from an earlier iteration of the roster. The room layouts and trainer class sprites hint that the Elite Four roster was going to be much closer to the one used in Generation 1.
Pokémon Center
Proto |
Final |
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- The final game uses three gray shelves, and one brown shelf on the bottom. The prototype goes for a half gray half brown design.
Will's Room
Proto |
Final |
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- The design is completely different, suggesting the first Elite Four member would have originally been Ice-type, presumably Lorelei. Interestingly, Will's room in the final game still features an ice theme, as seen with the frozen water.
- The design is completely different, using an ice design that suggests a similarly themed trainer and reflecting Lorelei's theme from Generation 1.
- The Elite Four Member in this room uses Giovanni's battle sprite as a placeholder.
Koga's Room
Proto |
Final |
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- Bears resemblance to Bruno's room, suggesting he was meant to be the second Elite Four member.
- The Elite Four Member in this room uses Agatha's new battle sprite as a placeholder.
- The platform edges here use the brick design seen on the Violet Gym pit's edges.
Bruno's Room
Proto |
Final |
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- The room is plain in the prototype.
- The lava from the prototype's second room is used for the final's design, but uses a green, four dot patterned floor.
Karen's Room
Proto |
Final |
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- Uses a design reminiscent of Goldenrod's Gym. May have been used for Koga earlier in development.
- Karen uses a brand new Lorelei battle sprite as a placeholder.
Champion's Room
Proto |
Final |
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- This room is several blocks shorter than the final game's Champion's Room.
Hall of Fame
Proto |
Final |
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- The back wall uses a totally different, green design.