This is a sub-page of Proto:Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!/February 26, 2018.
Various areas lack NPCs, have early visuals, sport different items, and some locations were cut from the game entirely. If a location isn't listed here, that means it's the same in the final.
Test Map#
- The Potion in the flowers can already be picked up, and isn't duplicated like in the later build.
- The test map copy of early Pallet Town has the same layout as the one in the May build, but the character scripts appear to be unfinished; while the NPC by the player's house will still crash the game when spoken to, the NPC by the lab cannot be interacted with, and speaking to the rival and woman in the center of town will both activate a brief, textless cutscene wherein the player character will walk towards the woman, then control is returned to the player. Talking to the out-of-bounds shop NPC will trigger a glitched cutscene that varies depending on the initial map as well as story progression.
- Walking anywhere near the town itself appears to cause lag.
- Collision for the ledges and most of Route 1 is spotty and overall incomplete.
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Pallet Town#
Outside#
- The player's house lacks an NPC next to it in both prototype builds.
- The background assets surrounding Pallet Town are placed differently when compared to the final, such as the trees around the edges being replaced.
- Oak's Lab lacks some flower decorations outside. Its door also appears to be displaced and rotated incorrectly, as the doorknob can be seen clipping through the eastern wall.
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- A different design for the sign in Pallet Town is present in the prototype. It cannot be interacted with.
- The player's house also lacks flower decoration around the front side.
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Player's House Upstairs#
The player's room is furnished completely differently than the final. The back wall, desk section, and TV stand have been entirely redone. These were all changed in following builds.
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- A TV table and a cushion in front of the TV were added in the May build.
- The windows in the February build lack curtains, and the north-facing window is above the stairs rather than in the center of the wall replacing the map. The wainscoting on the wall also continues straight rather than moving down diagonally with the stairs.
- The desk lamp has not been added yet.
- The computer tower is more basic, and there is a yellow desk chair rather than a wooden chair with a green cushion.
- Interestingly, the map on the wall references Kanto's appearance in Red & Blue official art, which differs massively when compared to the one from LGPE:
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Player's House Downstairs#
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- The trash can is at a different angle, Mom's TV is turned off, the cutlery in the back cabinet lack any detailed textures, a potted plant is missing and the kitchen sink area lacks some general assets.
- The shadows on the walls are too far down from their sources, causing a 'stripe' around the top of the room.
Rival's House#
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- Your rival's house uses a completely different color scheme on both the inside and out. This was changed as early as the May 2018 build, but only on the outside. This could possibly be a reference to the original rival's house in Generation 1, who was usually known as Green.
- A different map is shown on the wall, more similar to the one in the player's house.
- The Kanto map on the table beneath the book in the May 2018 build has not been added yet. It would be removed in the final build.
- The camera angle in the house is also different.
Oak's Lab Inside#
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- The NPC placement is different, as are the top of the bookshelves in the middle with the boxes being gone in the final. The contents of those bookshelves are also significantly unfinished in this build.
- The researcher NPC who is usually sitting in a chair is standing in this build.
- As with many areas in this build of the game, the lighting is also rather unfinished.
- The room also has a different floor texture, with the floorboards facing the opposite direction as the final. The window lights are missing, as well.
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- Further to the back of the lab, the assets are very unfinished. The wall and desk are completely different, and you can't walk up to the blue tank in this early build via a ramp.
- Despite Pikachu being caught and appearing in cutscenes, the model will become Eevee once it starts following you.
- After receiving your Pokédex, the rival will immediately vanish upon ending Oak's monologue.
Route 1#
Route 1 has a very unfinished battle background when compared to the final.
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- Additionally, Route 1 also uses a much larger model for its tall grass tiles - note the three-wide entrance as opposed to the four-wide in the final.
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Viridian City#
- Attempting to enter any building will automatically crash the game.
- Walking to much of the eastern part of the city will cause the game to crash.
- The differences in Viridian's lacking background assets are very noticeable in this build, such as the trees and outer rocks.
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- Viridian Lacks many NPCs that would normally be present in the final.
- The bushes here also lack any sort of collision with this build.
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- Interestingly, the lamp-post used is slightly different in the prototype, and a different sign can also be seen when compared to the final.
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- The wall found on the western side of the city is far darker in the final.
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- Instead of a fence next to the Poke Mart, there's a tree present instead. This is notable for being a difference first spotted in the game's reveal trailer, but not the May 2018 build nor the final game.
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Viridian Forest#
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- When in Viridian Forest, certain Pokémon will appear with a strange glow around them, that isn't present in the final.
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- Viridian Forest sports several different camera angles, trainer placement, and background assets when compared to the final.
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- In some areas, the Wild Grass placement is also different in this version.
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Route 2#
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- Route 2 features significantly different background and foreground assets when compared to the final.
- It also has a completely different camera angle in this build.
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- Strangely, Route 2 sports pink placeholder icons, typically in the place of where the flowers would be in the final.
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- The house where the player receives Light Up has a different camera angle.
- Background elements such as the kitchen top and cabinet top are also different to the final.
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- The house is also missing assets on the outside when compared to the final.
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- Diglett's Cave has grass on top of the entrance in this build.
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- Just before Pewter City, a significantly different camera angle can be seen when compared to the final.
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- The right Gate leading up to Diglett's Cave has a different camera angle, and is devoid of any NPCs.
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- The exit graphic here is also different.
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- The exit Gate between Viridian Forest and Pewter lacks NPCs and features a different camera angle.
- Accessing Viridian Forest from the entrance gate on Route 2 will result in a crash.
- Strangely, the carpet texture in this gate is different to the final.
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Route 21#
- Route 21 lacks grass and includes an additional trainer just below Pallet Town that doesn't appear in the final. By the time of the May 2018 prototype, this was changed.
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Route 22#
- There's a visible seam between Viridian City and Route 22's ground textures.
- Route 22 lacks detail in it's background assets. Many of the trees are likewise unfinished and use low-poly models.
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- The Route 22 Gate has an NPC that can't be interacted with, completely different early models, and a different camera angle.
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Route 23#
- Route 23 has a different camera angle, unfinished foreground and background assets, as well as strange NPC placement changes.
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- Further on in the Route, the statue and grass placement also differs when compared to the final.
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Victory Road#
- Victory Road has an unfinished battle background when compared to the final.
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1F#
- The torches throughout the whole map have different models from the final.
- Generally, the map is darker, and lacks many final foreground and background assets.
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- The Strong Push puzzle is mostly missing in this version.
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- The remaining Strong Push pillars use the model for the Gym Statues.
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- The gate that is here in the original disappears into the floor when activated, and it's collision returns whenever a battle is entered.
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- Features different trainer placement to the final.
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===2F===
3F#
Indigo Plateau#
Champion's Room#
Hall of Fame#The Hall of Fame room is basic and completely untextured, and has no cutscenes implemented.
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