This is a sub-page of Proto:Pokémon Gold and Silver/Spaceworld 1997 Demo.
While most of the overworld exists and is relatively easy to access, NPC dialogue and any kind of story content are sadly limited to the first few areas of the game. What text is present, though, reveals quite a different story, complete with unused characters and different character dynamics.
Demo Mode Strings#
Strings exclusive to demo mode, which is how this build was presented to attendees of Spaceworld '97.
Opening Text#
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The Player's name in demo mode.
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The Rival's name in demo mode.
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Professor Oak's intro dialogue seen in demo mode. Note that the "Bag" option was known as "Pack" (りュック) in Generation II.
Oak's Lab#
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A string shared with both Aides in demo mode. Normally goes unseen unless the player uses debug mode to access Oak's Lab.
Story Mode Strings#
For strings which only appear in story mode. This is how the game was likely intended to play out outside of the realm of the demo.
Opening Lecture#
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Professor Oak's intro dialogue seen in story mode. Worth noting is that the Player and Rival namesets are swapped between versions, with both of them being called Gold and Silver respectively in Gold, and vice-versa in Silver.
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Seen when choosing to give a character an original name.
Player's House#
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The dialogue of Ken, the Player's brother who is missing entirely in demo mode. Trying to leave without first checking the PC will cause the last string to repeat. The Trainer Gear (トレーナーギア) was renamed to Pokémon Gear (ポケモンギア) in the final games.
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Seen when interacting with the PC. A Yes/No choice pops up at the end.
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Seen when refusing to read your emails.
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Seen when using the PC the first time.
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Seen when using the PC a second time. The Pokémon being referenced is Skarmory, only using an earlier name. Note that the new type described here, "Metal" (メタル), was renamed to "Steel" (はがね) in the final games.
Silent Hill#
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Here you have the option to choose your Mother's name, a functionality which still exists in the final games, albeit unused.
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Seen when choosing to give your mother an original name.
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The Rival's dialogue from when you first exit your house. Missing entirely in demo mode.
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Blue's dialogue from when you first try exiting Silent Hill. Missing entirely in demo mode.
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Seen when trying to access Professor Oak's lab. Always seen in demo mode, but only appears after defeating the Rival in the lab in story mode.
Rival's House#
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Seen when interacting with the PC. A Yes/No choice pops up at the end.
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Seen when refusing to read the email. Accepting will bring the same message as the one from the Player's PC. Interacting with it a second time brings up the "POKéTIMES Homepage" like how it does with the Player's PC.
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Seen after defeating the Rival in Professor Oak's lab.
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Seen after interacting with Ken a second time.
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Seen after interacting with Ken a third time.
Oak's Lab#
First Room
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Seen when interacting with either of the Pokédex on the desk.
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Seen when interacting with the Rival before trying to leave town.
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The dialogue for when Blue walks you to the Lab to meet Professor Oak.
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The player is then given a Yes-No choice.
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Answering "No" leads to this response from Oak, and selecting "No" again only repeats the sequence.
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Of note is that Oak only mentions "150 species", likely in hope to keep Mew a relative secret to the fans... even though Mew was distributed to players at Space World '97.
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The Player and Rival are then directed to the back room, where the starter selection happens.
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Spoken by Professor Oak after the Starter Pokémon has been selected.
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Spoken by Blue after the Starter Pokémon has been selected.
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Spoken by the Rival after the Starter Pokémon has been selected.
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Seen before the first battle with the Rival.
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Seen in-battle after losing against the Rival. Interestingly, that line managed to remain all the way up to the final releases, albeit going unused.
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Seen in-battle after winning against the Rival. Interestingly, that line managed to remain all the way up to the final releases, albeit going unused.
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Seen in the overworld after defeating the Rival.
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Spoken by Daisy when trying to exit the Lab for the first time.
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Daisy's dialogue after her monologue.
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A string shared with both AIDEs in story mode. Oddly enough, they only appear after the Starter has been selected.
Back Room
The starter room. Here, quite the amount of dialogue is recycled from Generation I.
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The interaction which plays as soon as you enter the room?
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Seen when interacting with the Poké Ball on the left.
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Seen when interacting with the Poké Ball in the middle.
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Seen when interacting with the Poké Ball on the right.
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Seen when ultimately picking a different starter.
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Seen when finally deciding on which starter you want.
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Seen when the nickname prompt pops up.
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Seen when nicknaming your starter.
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Seen after the Rival picks a starter of his own.
System Text#
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Seen when trying to access your pack without having any items.
Shared Strings#
For strings which appear in both demo and story mode.
Title Screen#
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Seen during the running Pikachu minigame.
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Seen when going past the title screen. The third option only appears after pressing Down + B + A on the title screen.
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Seen in the time adjuster menu.
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The Settings panel which here is more akin to its Generation I equivalent, though with the addition of the Sound and Frame settings.
System Text#
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The options from the game's main debug menu.
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Seen in the Battle Tester. The encounter type is either "フイルドモンスー" (Wild Monster) or "ディーラー" (Dealer). The "NAME" in the second string is either that of a Pokémon or a Trainer class, depending on the selected encounter type.
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The song labels seen in the Sound Test.
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The minigame names from the Sub-Games menu.
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The PokéGear options from the Name menu.
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The Player name in the Field debug mode.
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The Rival name in the Field debug mode.
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The options from the Field Debug Menu.
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The options from the Warp Debug Menu.
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Seen when warping to a destination from the Warp Debug Menu.
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The options from the Chara Debug Menu.
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The options from the Transportation Menu.
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The messages triggered by the Transportation menu. The first two appear respectively when riding or getting off either the Bike (じてんしゃ), the Skateboard (スケボー), or the Lapras (ラプラス). The last one, meanwhile, appears when trying to ride Lapras on anything but water.
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The options from the Toolgear Menu.
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Seen when using a PC in Field Debug, or by using the PC debug submenu.
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Seen when using the Shop submenu.
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Seen when using the Recover debug option.
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Seen when using the Game submenu.
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Seen when using the Mapper submenu.
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Seen when using the Event submenu.
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Seen when using the Telepo! debug option.
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Seen in the Follow submenu.
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Seen in the Map submenu.
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Seen in the Reset submenu. A Yes/No question is linked to this string.
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Seen in the Frames submenu.
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Seen in the Animation submenu.
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The options from the Take Me submenu.
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Seen in the Automatic submenu.
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Seen in the Movement submenu.
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The main menu options.
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Seen when checking your party.
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Seen when checking your trainer card.
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Seen in Field Debug mode when trying to Save the game.
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Seen in the overworld after losing a Pokémon battle. Will then return you to the title screen.
Overworld#
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Seen in the Pokédex UI.
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Seen in the Pokédex UI. The final games instead use a sprite to display this feature, and Start is instead used to bring up the Search function (Select being relegated to the options).
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Seen in the Pokédex UI in the type search option.
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The various Pokémon types used in the game. Seen either in the Status menu or in the Typefinder option of the Pokédex (though strangely enough the Dark and Metal types are nowhere to be seen in the latter).
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Seen in the pack menu in anything but field debug mode, where the "Item Bag" (ふつうの どうぐ) string is instead used.
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Seen when selecting an item in the pack.
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Seen when using an item in battle.
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Seen when using an item outside of battle.
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Seen when using an item in a given context, such as a Potion on a Pokémon with full health.
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Seen when trying to use some items at the wrong time or place.
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Seen when tossing away items.
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Seen when attempting to toss a Key item.
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Seen when registering the correct type of item, such as the bike.
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Seen when trying to register the wrong type of item.
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Seen when using a TM/HM.
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Seen when using any sort of "Vitamin" (Protein, Carbos, etc.) on a Pokémon. The "STAT" portion corresponds to one of the entries in the second message.
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Seen when using any item which heals PPs.
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Seen when using any item which raises PPs.
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Seen when Cut is used in the overworld. The last string is shared with Fly, Dig, and Teleport when they also cannot be performed in the overworld.
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Seen when Surf is used in the overworld.
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Seen when Teleport is used in the overworld.
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Seen when the fishing rod is used. Taken straight from Red and Green.
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Seen when the coin case is used. Taken straight from Red and Green.
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The text linked to the two encounter types, namely fighting a trainer and a wild Pokémon respectively.
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Seen when catching Pokémon. In order, the messages correspond to failing at zero ball shakes, one shake, two shakes, three shakes, and then finally succeeding. Identical to final.
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Seen after catching a Pokémon you hadn't already caught previously. Identical to final.
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The nickname prompt seen after catching a Pokémon. Slightly different wording when compared to both Red and Blue, and Gold and Silver.
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Seen after trying to catch a trainer's Pokémon. Identical to final.
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Seen after catching a Pokémon with a full party, with the first message being displayed if you still have space left in your current PC box, and the second one being shown if you don't. The first string is actually a leftover from Generation I, where it was displayed prior to meeting Bill at his villa on Route 25. Afterwards, both this message and the corresponding PC prompt would change to "BILL's PC". It's then likely Gold and Silver were meant to work the same way, with the string would update after meeting Bill in Old City. The final games, however, would end up only using the "BILL's PC" version, even at the very start of the game, and while the "someone's PC" one remains, it goes completely unused.
Indoors#
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Seen when interacting with bookshelves.
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Seen when interacting with a TV. This appears to be referencing the episode "Primeape Goes Bananas", which aired in Japan around two months prior to this demo's debut at Space World 1997.
Player's House#
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Seen when interacting with the radio.
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Seen when interacting with the Player's plushie.
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Seen when interacting with the Player's game console.
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Seen when interacting with the stove. The final equivalent for this line instead brings up how Cinnabar Volcano Burgers are your Mother's specialty.
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Seen when interacting with the sink. The final equivalent for this line is similar, though replaces the second half of it with a mention of how your mother likes cleaning the sink.
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Seen when interacting with the fridge. The final equivalent for this line instead has the fridge stocked with Fresh Water and Lemonade.
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The dialogue of the Player's Mother. Available from the start in demo mode, but only accessible after the Rival has been defeated in Oak's Lab in story mode.
Silent Hill#
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Seen when interacting with the sign beside the Player's house.
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Seen when interacting with the sign beside the Rival's house.
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Seen when interacting with the sign beside Professor Oak's lab.
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Seen when interacting with the sign beside the Pokémon Center. "Silent Hill" (しずかな おか) was ultimately renamed "Budding-Green Town" (ワカバタウン) in the final games.
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Seen when interacting with the Pokémon Center sign. Identical to final.
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The dialogue of the female NPC.
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The dialogue of the male NPC.
Rival's House#
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Seen when interacting with the Rival's sister. Likely a reference to the shiny coloration that was introduced with Gen II and already exists in this build, albeit in a rudimentary form.
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Seen when interacting with the window. The final equivalent for this line instead has the Player cockily stating that his reflection looks good.
Oak's Lab#
First Room
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Seen when interacting with the back wall scroll. Taken straight from Red and Green.
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Seen when trying to open the door to the back room.
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Seen when interacting with the PC.
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Seen when interacting with Professor Oak. Goes unseen in both versions unless the Player uses debug mode or cheats to access the lab.
Back Room
All the lines here appear in both versions, but normally go unseen in demo mode unless debug mode is used to access Professor Oak's lab.
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The Rival's dialogue after you both chose a starter.
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Professor Oak's dialogue after you and your Rival chose a starter.
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Seen when trying to interact with one of the Poké Balls on the desk.
Pokémon Center#
Sadly, most of the features normally found in Pokémon Centers are unavailable due to the demo's limitations.
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The dialogue of the Pokémon Center Lady.
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The dialogue of the standard male NPC.
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The dialogue of the Gentleman NPC. This message was streamlined and eventually reused in Cherrygrove City in the final games, with it still being assigned to a Gentleman NPC.
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Seen when trying to use the PC.
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The dialogue of the slick-haired male NPC. Interestingly, while he mentions Houndoom as being of a "brand new type" (the Dark type), it is a pure Fire type in this build (as opposed to the final's Dark/Fire).
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Seen when interacting with Houndoom.
Route 1#
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Seen when interacting with the sign closest to Silent Hill.
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Seen when interacting with the sign closest to the forest entrance. Interestingly, both this area and the starting town go by "Silent Hill", although the former uses "しずかなおか" and the latter goes by "サイレントヒル". The debug menu simply refers to the town as Silent.
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Spoken by the NPC near the sign on Route 1.
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Spoken by the NPC near the grass patch on Route 1.
Route 2#
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Seen when interacting with the sign closest to Old City. Note that the sign mistakenly refers to the map as Route 1, but the source code reveals that it is actually Route 2.
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Spoken by the Kimono Girl by the bridge. The first string is used in Gold, and the second in Silver. Pre-battle dialogue.
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Spoken by the Kimono Girl by the bridge. The first string is used in Gold, and the second in Silver. Post-battle dialogue.
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The dialogue spoken by the Rival, which prompts a return to the title screen once his monologue finishes. Oddly enough, his name is always set to be Gary, and yours, Ash, regardless of what you had actually inputted.
Silent Hills#
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Seen when interacting with the sign near the forest entrance.
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Seen when interacting with the NPC near the forest entrance.
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Spoken by the first Bug Catcher you encounter. The first string is used in Gold, and the second in Silver. Pre-battle dialogue.
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Spoken by the first Bug Catcher you encounter. The first string is used in Gold, and the second in Silver. Post-battle dialogue.
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Spoken by the Beauty exclusive to Gold. Pre-battle dialogue.
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Spoken by the Beauty exclusive to Gold. Post-battle dialogue.
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Spoken by the Lass exclusive to Silver. Pre-battle dialogue.
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Spoken by the Lass exclusive to Silver. Post-battle dialogue.
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Spoken by the Firebreather exclusive to Gold. Pre-battle dialogue.
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Spoken by the Firebreather exclusive to Gold. Post-battle dialogue.
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Spoken by the Fisherman exclusive to Silver. Pre-battle dialogue.
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Spoken by the Fisherman exclusive to Silver. Post-battle dialogue.
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Spoken by the second Bug Catcher you encounter. The first string is used in Gold, and the second in Silver. Pre-battle dialogue.
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Spoken by the second Bug Catcher you encounter. The first string is used in Gold, and the second in Silver. Post-battle dialogue.
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Spoken by the Schoolboy exclusive to Gold. Pre-battle dialogue.
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Spoken by the Schoolboy exclusive to Gold. Post-battle dialogue.
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Spoken by the Sportsman exclusive to Silver. Pre-battle dialogue.
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Spoken by the Sportsman exclusive to Silver. Post-battle dialogue.
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Seen when interacting with the sign near the forest exit.
Old City Gate#
Only accessible by using debug mode, as trying to enter the gate house normally will have the Rival return you to the title screen.
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Spoken by the female NPC on the base floor.
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Spoken by the male NPC on the base floor.
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Spoken by the Lass NPC on the first floor.
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Spoken by the little girl NPC on the first floor.
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Seen when interacting with the telescope on the left.
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Seen when interacting with the telescope on the right.
Old City#
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Spoken by the old man on the first floor of the Pokémon Center.
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Spoken by both Link Cable Nurses, as well as the one found inside the "Time Machine". Taken straight from Red and Green.
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Spoken by the Nurse by the Time Machine (タイムマシン), which in the final games was renamed to Time Capsule (タイムカプセル). The second string only appears if your party is entirely composed of Generation I Pokémon. The third one, meanwhile, shows up if you have a Generation II Pokémon in your team.
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Used by the Player NPC in the Link Cable rooms.
Unused Strings#
Player's House#
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An ad for the PokéGear (or, as it's called here, the Trainer Gear) that would have logically been displayed on a PC. In the source file, HERO0~00.MAP, the tag that displays this message is labelled as "bros pc", so it appears that the player's brother had his own PC in the room at one point. Cards, such as the Map Card, were originally called cartridges.
Oak's Lab#
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Taken straight from Red and Green, but goes completely unused as it is not assigned to any scroll.
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Seen when interacting with the back wall scroll in the back room. Goes unused in both versions, as the lab is inaccessible in demo mode without the debug menu activated, and in story mode Professor Oak blocks the access to this corner of the room. Interestingly, this line appears to also be some sort of error handler, as interacting with some NPC outside of the demo's boundaries and then entering a new area will cause it to appear on-screen. Interestingly, that line still remains in the final games, just as unused as it does here.
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An interaction that is never seen at any point of any version, and the Lab is locked up as soon the player exits it the first time.
Trainer Dialogue#
The dialogue that would have normally appeared upon defeating a trainer. Is skipped in all modes.
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Linked to the Route 2 Kimono Girl. The first string is exclusive to Gold, and the second to Silver.
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Linked to the first Bug Catcher. The first string is exclusive to Gold, and the second to Silver.
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Linked to the Beauty exclusive to Gold.
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Linked to the Lass exclusive to Silver.
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Linked to the Firebreather exclusive to Gold.
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Linked to the Fisherman exclusive to Silver.
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Linked to the second Bug Catcher. The first string is exclusive to Gold, and the second to Silver.
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Linked to the Schoolboy exclusive to Gold.
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Linked to the Sportsman exclusive to Silver.
Daycare Text#
The breeding system is still (ironically enough) very early in its infancy, and while things like Pokémon eggs are not even remotely implemented, there does exist quite a handful of text related to a primitive Daycare system.
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The initial starting dialogue. The owner of the Daycare was originally described as a "こずくりやさん", which translates to "Breeder"... although it is an admittedly literal way of putting their occupation. Meanwhile, only by Generation III would the Trainer class "ブリーダー" (Breeder) be properly introduced. As for the final games, the introduction text instead labels the character as the "DAY-CARE MAN/LADY", and the options are instead a Yes/No choice regarding whether or not the Player wants to have a Pokémon taken in.
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It appears that the Daycare originally worked the same as it went on to do in future generations, with only one Daycare owner, who took care of both Pokémon. In comparison, the final versions of Gold and Silver have a daycare couple, where the husband and wife each look after one Pokémon. There is also no option to "check on them" (likely see how many levels the Pokémon had gained), only the option to get them back, and that for a fee. The third string was likely intended for trying to withdraw a Pokémon where you hadn't deposited one prior, and the fourth string was thus logically for actually withdrawing a Pokémon.
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A rather... cheeky line, which likely would have being shown after depositing two Pokémon.
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The original compatibility messages regarding the two Pokémon you deposited, with them corresponding to "Medium Compatible", "Low Compatible", and "Incompatible" (can't breed). These lines' wording is once again closer to their Generation III equivalents, where the Daycare owner remarks that your Pokémon seem to "get along very well" (High Compatible), "get along" (Medium Compatible), "not to like each other much" (Low Compatible), and "prefer to ignore each other" (Incompatible). Meanwhile, in comparison, Generation II works quite a differently.
Namely, you get insight as to the Pokémon's compatibility by talking with the Pokémon themselves, with the first half of the message stating how it's "
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The final two Daycare strings, which each correspond to "no egg laid" and "egg laid". The final games have no equivalent for the "no egg laid" string, and the other string was padded out a bit, explaining how the couple was shocked to find an egg one morning, and how they have no idea where it came from, which fits with the final games' idea of Pokémon eggs seemingly being a very recent discovery.
Overworld Text#
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A miscellaneous line which relates to the PC being full. Goes unused as another similar string is used instead. It's interestingly grouped alongside the Daycare strings, though it doesn't appear to fit anywhere there, meaning that its placement was perhaps accidental.
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An unused line leftover from Red and Green, where it was used in the Pokémon Tower after trying to catch any of the Ghosts roaming the place. This line still remains in the final games, albeit going unused as no such scenario exists there either.
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Another unused Red and Green leftover, this time the message which popped up when a wild Pokémon broke free from a Poké Ball after zero shakes. The final games, as well as this build, use a different message entirely for this string, though for some reason it was kept around, still ending unused even in the final releases.
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A carryover from Generation I, in that this line actually gets used in the final games. This build, however, only uses the "someone's PC." version of this line, leaving this one unused.
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Another leftover from Generation I. This build, and the final games for that matter, instead use a slightly different string, which mentions the number of item tossed.
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The message shown after trying to use Oak's Parcel in Generation I. This item doesn't exist in the final games, or even this build.
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Two leftovers, once again. The first appeared when trying to ride a bike indoors, and the second when trying to surf on land. Newer, different messages are used in their place.
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Messages relating to the Poké Flute, an item which doesn't exist in the final games, and is completely non-functional in this build.
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A line leftover from a now deleted map, all other data related to that map besides a text pointer to this string and the string itself were dummied out.
System Text#
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The unused options from the Field Menu.
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The unused entries from the Warp Debug Menu.
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Would have logically been seen in the Pokédex UI. A similar option exists in the final games though not only is a sprite used there to display this feature, but the Select button is the one being used.
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An unused type strings leftover from Generation I.
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An odd string only seen when trying to return to the bag when in the Key Item pocket of the debug "Items" menu.
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Three unused PC-related strings, which still remain in the final games, still as unused as it does here. These lines are spoken with a strong Osaka accent typical of Bill, which is fitting as he's the one who programmed the PC system in-universe.
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Two extra unused PC-related strings. The first may have been intended for options not yet implemented, or for ones you would not have had access to at first. The second one actually still remains in the final games, still going unused, as it is displayed when the Player attempts to use the PC while not having any Pokémon, something impossible during normal gameplay. Interestingly, it would have logically been seen in this build of the games had the PCs being functional, as the starting town featured a Pokémon Center.
(Source: Documentation by Team Spaceworld, Zumilsawhat, and FrenchOrange. Translation by Team Spaceworld and Fiolsvinn)