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Proto:Pokémon Gold and Silver
This page details one or more prototype versions of 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. |
| To do: Documentation of this prototype is an ongoing process, and work on an English translation is ongoing. You can view the current progress at this Google spreadsheet, which includes data on all Pokémon and many other things, as well as this repository. |
On November 15th, 1997, a playable demo of Pokémon Gold and Silver debuted at Space World '97 for the public. On May 31st, 2018, an anonymous user dumped a ROM of the elusive demo, twenty years since it was last playable by the public. May Game Freak have mercy on our souls.
There are 4 separate ROMs: two Gold and two Silver, two Debug and two NonDebug.
| Download Pokémon Gold - Spaceworld 1997 Demo (Debug) |
| Download Pokémon Gold - Spaceworld 1997 Demo (NonDebug) |
| Download Pokémon Silver - Spaceworld 1997 Demo (Debug) |
| Download Pokémon Silver - Spaceworld 1997 Demo (NonDebug) |
Each archive contains two ROMs; the original ROM, and a version with a fixed header that allows it to run on normal Game Boy hardware and most emulators.
To fix a ROM yourself, open the ROM in a hex editor (such as HxD on Windows), and edit the following:
- For all versions, set the byte at 0x0147 to 0x10
- For Debug Gold, set the bytes at 0x014D to 0xC7 0x7B 0xA2
- For NonDebug Gold, set the bytes at 0x014D to 0xC7 0xA2 0x84
- For Debug Silver, set the bytes at 0x014D to 0x18 0x54 0xEF
- For NonDebug Silver, set the bytes at 0x014D to 0x18 0x2C 0x58
Contents
- 1 Subpages
- 2 Main Differences
- 3 Demo Lockouts
- 4 Visual Comparisons
- 5 Version Differences
- 6 Battle Mechanics
- 7 Trainers
- 8 Unused Graphics
- 8.1 Aerodactyl in Intro
- 8.2 Overworld Poliwhirl
- 8.3 Overworld Snorlax
- 8.4 Chansey
- 8.5 Surfing
- 8.6 Skateboard
- 8.7 Giovanni
- 8.8 Mother
- 8.9 Girl in Rival's house
- 8.10 Imposter Oak
- 8.11 Agatha
- 8.12 Falkner
- 8.13 Bugsy
- 8.14 Cape Guy
- 8.15 Jasmine
- 8.16 Generic Girl
- 8.17 Dark Nurse
- 8.18 Nun
- 8.19 Delinquent
- 8.20 Biker
- 8.21 Hole
- 8.22 Corrupted graphics
Subpages
| Debug Menu You've got the power right in your hands. |
| Pokémon You won't believe your eyes. |
| Maps Kanto looks a lot smaller than I remembered. |
| Minigames Pokémon Picross is alive and kicking. |
| Items Ice Bikini joke goes here. |
Main Differences
- The intro lacks music.
- Songs from Pokémon Red & Green are used entirely for the demo.
- The music from Viridian City, Saffron City and Pewter City is used for Silent Hill.
- The music used on the first route is Route 1.
- Though, both the Wild and Trainer battle use the Gym leader battle music.
- Several more tracks from Red & Green remain in this version's data, including jingles for inaccessible events (like healing at the Pokémon Centers).
- Pokémon descriptions from Gen 1 are carried over here. New Pokémon have a placeholder entry "はっけんされた ばかりの ポケモン げんざい ちょうさちゅう。" (Currently investigating this recently discovered Pokémon.)
Demo Lockouts
Because this demo is meant for Spaceworld 1997, there are several restrictions in place that can't be surpassed without using the debug menu or hacking.
- The only options on the main menu normally available are "ポケモンを あそぶ" (Play Pokémon) and "せっていを かえる" (Change Settings).
- The player also can't save their game.
- Can't use the PC or the healing center without the debug menu. The player is given healing potions instead.
- Can't rename your player character. It chooses one of the default names randomly.
- The starter Pokémon, and those available to catch, have had their evolutions removed.
- To speed up the demo, losing dialogue from the NPCs is removed.
- The player can only visit the starting town and the route to the left.
- When all Pokémon have fainted, the player is booted back to the title screen.
Visual Comparisons
While the demos do contain unique borders as seen here, the final games' borders can also be brought up if the game is saved in debug mode and restarted.
Intro
The intro is mainly similar between the two, though the actual art is noticeably different between the two versions.
| SpaceWorld 1997 Demo | Final Game |
|---|---|
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Omanyte can be seen in the intro instead of Shellder. The detail of the ocean floor was also simplified.
| SpaceWorld 1997 Demo | Final Game |
|---|---|
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Magikarp were redrawn to be on-model.
| SpaceWorld 1997 Demo | Final Game |
|---|---|
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The Lapras in the intro was also redrawn to be more on-model, with the most notable differences being the head and shell. It also was given more animation in the final, with less of a "bob" as it paddles in the water.
| SpaceWorld 1997 Demo | Final Game |
|---|---|
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Details on the trees and bushes were removed. Shading is removed from Pikachu and Jigglypuff. Pikachu attacking Jigglypuff does not use unique frames like the final game.
In place of the Johto starters, the final part of the intro uses Blastoise and Venusaur instead.
| SpaceWorld 1997 Demo | Final Game |
|---|---|
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Finally, the Charizard sprites at the very end were redrawn for the final game.
Interface
Battle
| Generation I | SpaceWorld 1997 Demo | Final Game (JP) |
|---|---|---|
| Gen1Battle.png | SpaceWorldBattle.png | Gen2Battle.png |
The battle HUD is almost exactly the same, expect for the lack of color on the HP bar.
Inventory
Trainer Card
Pokédex
Version Differences
- In the demo, Hoppip is found in Gold, and Marill is found in Silver. Both are found in the same locations and at the same levels.
Battle Mechanics
Type Matchups
- Poison does 0.5x damage to Steel-types rather than being completely ineffective.
Move Differences
- Scary Face lowers Defense instead of Speed.
- Belly Drum does not inflict any damage on the user.
- ボーンラッシュ Bone Rush was originally named ホネホネロック Bonebone Rock, using ほね instead of the katakana ボーン to refer to Cubone and Marowak's bone clubs.
Type Changes
Several moves had their type changed between Generation I and II, but these changes had not been implemented yet in this prototype. Additionally, many new moves were in an unfinished state, and seem to default to Normal-type.
| Name | Type (Demo) | Type (Final) |
|---|---|---|
| Bite | Normal | Dark |
| Sand-Attack | Normal | Ground |
| Karate Chop | Normal | Fighting |
| Rain Dance | Normal | Water |
| Sunny Day | Normal | Fire |
| Crunch | Normal | Dark |
| Spikes | Normal | Ground |
| Mud-Slap | Normal | Ground |
Removed Moves
| To do: Check how each move behaves. |
| Hex | Name (JP) | Translation | Type | Base Power | PP | Description | Notes |
|---|---|---|---|---|---|---|---|
| C4 | シンクロ | Synchronize | Psychic | -- | 10 | The enemy takes the same damage as the user. | The described behavior has not been implemented in the game yet for some reason; instead, it acts like Conversion. This move's name was used for an ability in Generation III. |
| D4 | ストーカー | Stalker | Psychic | -- | 10 | Prevents fleeing or switching. | This move is identical to Mean Look, and even takes up the same slot, but its name was changed; its type was also changed to Normal-type for the final game. |
| E8 | いしあたま | Rock Head | Rock | 90 | 10 | The enemy is hit with the user's hard head. It may cause flinching. | This move's name was used for an ability in Generation III. A similar move, Iron Head, was introduced in Generation IV. |
| F5 | ひっこぬく | Uproot | Normal | 30 | 10 | The user flings the enemy for massive damage. | Is assigned as the move taught by HM01 (Cut). |
| F6 | かぜにのる | Wind Ride | Flying | 40 | 10 | The user rides the wind and rams into the enemy. This move has a high critical-hit ratio. | Is assigned as the move taught by HM02 (Fly). May have gone on to become Aeroblast. |
| F7 | みずあそび | Water Sport | Water | 30 | 10 | Comment under construction | Is assigned as the move taught by HM03 (Surf). This move's name was used for an unrelated move in Generation III. |
| F8 | てつわん | Strong Arm | Steel | 30 | 10 | Attacks using a burly arm. May raise the user's attack. | Is assigned as the move taught by HM04 (Strength). May have gone on to become Meteor Mash. |
| F9 | ひかりゴケ | Bright Moss | Grass | -- | 10 | Raises the accuracy of moves by lighting up the surroundings. | Is assigned as the move taught by HM05 (Flash). This move's name was used for a held item in Generation VI. |
| FB | とびはねる | Bounce | Water | 0 | 10 | No effect whatsoever. | Is assigned as the move taught by HM07 (Waterfall). This move's name was used for a unrelated move in Generation III. |
Oddities
- Poison-types can get poisoned, which does not happen in Generation I or II altogether.
- Aurora Beam is supposed to occasionally lower the opponent's Attack, but if it is used on a Pokémon with Substitute active and it breaks the substitute, the game will replay the Aurora Beam animation and state that the Pokémon's "9999" fell.
- Sketch has an oversight; if your Pokémon Sketches Sketch, the dialog will say that it learned "ヌ" (Nu) instead (most likely reading garbage data), and your Pokémon will run out of moves and use Struggle.
Trainers
Unused Graphics
| To do: Are there more? |
Aerodactyl in Intro
The graphics are loaded in the first part of the intro but it doesn't appear at all, this was meant go along with the segment where Lapras is swimming on the ocean.
Overworld Poliwhirl
Sprites of Poliwhirl are present in the overworld sprites, but were removed in the final game.
Overworld Snorlax
A very tiny Snorlax. Reused sprite from Red and Blue.
Chansey
| To do: compare to see if they are any differences between the two |
Animations of Chansey walking and jumping, along with an egg are found in the slot machine minigame, but don't seem to appear. A Chansey with what appears to be a slightly different pallet and throwing animation does appear in the slot machines in the final as one of the random Pokémon that screws up or helps the player when they're close to getting a 777. It throws eggs at the slot machine moving the last reel a few times.[1]
Surfing
A surfing sprite which more closely resembles the ones in Red and Blue, rather than a red Lapras in the final game. There are additional water ripples around the Pokémon. Despite this sprite existing in the data, Lapras is used for Surfing in this prototype.
Skateboard
The skateboarding player, a cut transportation mode.
Giovanni
Giovanni, found in the Radio Tower with his Rockets.
Mother
A different design for the player's mother. Notably has a more traditional Japanese look to her.
Girl in Rival's house
Silver's family member.
Imposter Oak
A plotline banished to the trading card game.
Agatha
Chilling in a house in the snow town. A generic girl runs the ghost gym nearby.
Falkner
A different design for Falkner, with a headband.
Bugsy
In the prototype, Bugsy is a tall, well-dressed man. He was changed to the champion of the Bug Catchers in the final game.
Cape Guy
Most likely one of the cut gym leaders Okera or Gama.
Jasmine
A radically different, more delicate design than final.
Generic Girl
A girl who was possibly changed because she's too similar to Rival.
Dark Nurse
An alternate design for the nurse. Used inside the time capsule Pokemon Center.
Nun
Found in the traditional tower with the monks.
Delinquent
Resembles a stereotypical Japanese high school delinquent, complete with pompadour and school uniform.
Biker
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The biker trainer class in the ROM looks nothing like this overworld sprite.
Hole
Looks to be a hole in the ground. Passable; when stepped on, the player walks left one block. Found on the route west of High-Tech, and in Blue Forest. These holes aren't used in the final versions, but the top half of the graphic (right) remains in the following tilesets: Johto overworld, cave, and Ilex Forest as two separate blocks. Unused in the overworld for whatever reason, but are used in caves as the inner corner of two mountain tiles.
Corrupted graphics
The ROM contains corrupted data, some of which is leftover from Generation I.
From 0xC3E40 (these graphics are corrupted beyond recognition in the Silver demo):
What can be made out here seem to be the sprites of one of the male Silph Co. workers. If there were any other sprites from other NPC's here, however, they've been corrupted to the point they can't be made out anymore.
From 0xC6640:
The NPC's shown here in order: The female Silph Co. Worker, the middle aged woman NPC, Lass, Lance, another generic female NPC, another Silph Co. NPC, Bug Catcher, Clefairy, Agatha (which strangely is actually used in the prototype, albeit under a different offset), Bruno, Lorelei, the surfing sprite, and the first Generation Protagonist's bike sprites.
Three fourths of the S.S. Anne graphics are located at 0x4E900.

















