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

Move Animations#

Prototype

Final

The graphic used for Curse and Spite was changed from a Grim Reaper to a less defined demon/ghost-looking creature.

Prototype

Final

Sweet Kiss (known as Angel's Kiss in the Japanese versions) uses an image of a female angel in the Spaceworld 99 demo. This was later changed to a cherub.

Prototype

Final

It should be obvious why Safeguard's icon was changed.

Prototype

Final

The bell in Heal Bell's animation is a tama in the Spaceworld 99 demo, which dates back to when it was a signature move of the cut Pokémon family Rinrin and Berurun.

Prototype

Final

In the Spaceworld 99 demo, Pain Split produced impact stars when it hit both Pokémon.

Mail#

Prototype

Final

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

Prototype

Final

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

Prototype

Final

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.

Prototype

Final

The Pokémon on the Portraitmail is using the wrong palette in the Spaceworld 1999 demo. The final mail design adds smaller Pokéballs to take up space, changes the larger Pokéballs from red to orange, and redoes the signature line.

Prototype

Final

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

Prototype

Final

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

Prototype

Final

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.

Prototype

Final

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 border 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

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 tilesets 0x04 and 0x07. The 16×8 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 having 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, 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 game, 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

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 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 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 are 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 is 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 are also present in the 0x1C one, albeit unused.

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

Giovanni

N/A

Reuses the sprite from the Generation I games, albeit slightly touched up. Does not appear in the final game, although he does appear in a special event in the game's remake, 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 (whose sprite has a similar pose).

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 a 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 Swimmer♀s 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 Grunts 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 Grunts here.

Boarder

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 game are instead Swimmer♂s here.