the cutting room mirror

Unused Maps

This is a sub-page of Pokémon Platinum.

To do:
Record Corner.

In Pokémon Platinum, a lot of unused maps exist, ranging from empty and unfinished maps to leftovers from Pokémon Diamond and Pearl. However, we can also find more interesting ones in here as well, including maps that were ultimately scrapped. All NPC dialogue noted is unique to these maps (and thus unused in the final game) unless otherwise noted.

Removed Overworld#

A lot of overworld locations have been removed from the final game, including early, scrapped routes and dungeon exteriors. All of these maps lack proper models, text, scripts, and events, except where noted.

ID

Name

Daytime music

Nighttime music

Location

Flags

Description

0

EVERYWHERE

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

113

The famous Mystery Zone. This map is not completely unused, serving as a placeholder for invalid areas outside of the Sinnoh overworld.

1

NOTHING

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

1

Same as above, though this one isn't used at all.

C5

D01

SEQ_D_01

SEQ_D_01

Oreburgh Mine

116

Removed Oreburgh Mine exterior. Same model as 1F.

CE

D05

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

52

Removed Mt. Coronet exterior.

DE

D06

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

52

Removed Safari Zone exterior.

E0

D07

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

52

Removed Solaceon Ruins exterior.

F3

D09

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

52

Removed Victory Road exterior.

FA

D10

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

116

Removed Pal Park exterior. Same model as final map.

FC

D11

SEQ_D_01

SEQ_D_01

Mystery Zone

52

Removed Amity Square exterior.

FF

D13

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

116

Removed Floaroma Meadow exterior. Same model as final map.

10A

D17

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

52

Unknown exterior map; this could be an early version of Spring Path, as the D17 label is also used for the Sendoff Spring and Turnback Cave maps.

114

D19A

SEQ_D_01

SEQ_D_01

Mystery Zone

52

Unknown.

115

D19B

SEQ_D_01

SEQ_D_01

Mystery Zone

52

Unknown.

198

R230

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

49

An earlier version of Route 230. The internal name implies it was not a water route in earlier versions; the final game uses W230.

199

R232

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

49

A removed route.

191

R226A

SEQ_ROAD_D_D

SEQ_ROAD_D_N

Mystery Zone

49

Apparently, Route 226 was originally split into two different sections, just like Route 205 and Route 212.

192

R226B

SEQ_ROAD_D_D

SEQ_ROAD_D_N

Mystery Zone

49

The second half of the previous map.

194

R227A

SEQ_ROAD_D_D

SEQ_ROAD_D_N

Mystery Zone

49

The same as R226A, this time for Route 227.

195

R227B

SEQ_ROAD_D_D

SEQ_ROAD_D_N

Mystery Zone

49

The same as R226B, this time for Route 227.

1D6

W229

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

49

Route 229, which was originally a water route...?

1D7

W233

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

49

A scrapped water route.

Jubilife City#

C01GYM0101 (5)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_GYM

SEQ_GYM

Jubilife City

Sea

Default

2D

3

The map's internal name and background music reveal that Jubilife City was originally intended to house a Pokémon Gym. It appears this was scrapped very early in the game's development, as it just loads a generic house model. The map's script file contains a simple message script, and the text file has one empty string. There is a misplaced warp point that exits to the front of the right door of the Pokétch Company building in Jubilife City. This map normally crashes the game due to invalid tileset references.

C01R0303 (15)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY01_D

SEQ_CITY01_N

Jubilife City

Sea

Default

2D

3

This is the original third floor for the southern condominiums. The staircase exits to the second floor, and there is a warp to an unused fourth floor as well. The NPC says a generic message:

When I give my Pokémon nicknames,
it’s like they’re my very own.

It gives me a warm and fuzzy feeling!

C01R0304 (16)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY01_D

SEQ_CITY01_N

Jubilife City

Sea

Default

2D

3

An unused fourth floor for the southern condominiums. The staircase leads to the previous map. This floor does not contain any scripts, texts, or NPCs.

C01R0401 (17)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Jubilife City

Sea

Default

2D

3

Normally, this map crashes the game because it attempts to load an invalid tileset. A generic NPC script and an empty text string can be found in the files. Nevertheless, this map's purpose remains a mystery.

C01R0503 (1A)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY01_D

SEQ_CITY01_N

Jubilife City

Sea

Default

2D

3

The unused third floor from the eastern condominiums. It contains two generic NPCs, and connects the second floor to the unused fourth floor. The girl's text:

The world you can reach with
Nintendo WFC...
I can’t tell if it’s huge or small.

The man's dialogue:

I can trade Pokémon around the world
using Nintendo WFC...

Just hearing that name gets my heart
racing!

C01R0504 (1B)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_GYM

SEQ_GYM

Jubilife City

Sea

Default

2D

3

This is a strange map... It's the fourth floor of the eastern condomniums, but it plays the gym music for some reason. This and the woman's dialogue imply that the condomniums originally served as some kind of training ground before being repurposed as a generic building. She gives the player one Focus Band:

You managed to come out here?
That takes focus!

For someone like you, this
Focus Band might be perfect.

Let a Pokémon hold it, yah?

Revisiting her again, she says the following:

There are items that are useful only
when they’re held by Pokémon.

Try finding other items like that
and spice up your adventure!

C01R0901 (1F)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Jubilife City

Sea

Default

2D

3

This map crashes the game because it loads an invalid tileset. It has two simple message scripts, two empty text strings, and a warp point that exits to warp 11 (in the top-left corner of Jubilife City).

C01R1001 (20)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Jubilife City

Sea

Default

2D

3

Similar to the map above, but this one has only one unused message script and text string. It exits to warp 12.

Oreburgh City#

C03R0103 (34)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY03_D

SEQ_CITY03_N

Oreburgh City

Sea

Default

2D

3

Do you make your Pokémon hold items?

If you’d like, let one hold this
Hard Stone.
That Hard Stone intensifies the
power of Rock-type moves.

Unfortunately, none of my Pokémon
can use Rock-type moves, so...
PSYDUCK: Duuuck?

The used second floor of this building has a Psyduck NPC nicknamed Yellow whose dialogue matches this unused Psyduck's aside from the difference in name tag.

C03R0104 (35)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY03_D

SEQ_CITY03_N

Oreburgh City

Sea

Default

2D

3

Hahaha!
I’m gonna swipe your Flag!
I set some nasty Traps!
Catch me if you can!
Thanks to the Gym Leader, we can
play underground.

C03R0203 (38)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY03_D

SEQ_CITY03_N

Oreburgh City

Sea

Default

2D

3

During the daytime, everyone goes off
to the mine.

At night, everyone’s at home
getting some well-deserved rest.
We’ll keep digging coal.
The world needs energy!
Everyone, including lots of Pokémon,
dug the big underground maze!

C03R0204 (39)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY03_D

SEQ_CITY03_N

Oreburgh City

Sea

Default

2D

3

C03R0603 (3F)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY03_D

SEQ_CITY03_N

Oreburgh City

Sea

Default

2D

3

The last of the five unused areas in Oreburgh City. This one has two guys with normal dialogue strings.

The coal mine here’s fully automated.

Coal mining was brutally hard in the
old days, but not anymore!
You remind me so much of the time
I got my first Pokémon.

The second string is a duplicate of a used Oreburgh NPC's line.

Eterna City#

C04GYM0102 (44)#

Watch on YouTubePKMNPlatinum-Map44Fix.png

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_GYM

SEQ_GYM

Eterna City

Sea

Default

EternaGym

3

In Diamond and Pearl, Eterna City's gym was split into two rooms, whereas it was redesigned into one room for this game. Looking into the files reveals that this is the original second area, as all the text and collision data for it are still retained from the previous games! However, the model itself is an earlier, unfinished version of the redesigned gym. Unfortunately, no tileset appears to fit the map...

C04R0304 (4F)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY04_D

SEQ_CITY04_N

Eterna City

Sea

Default

2D

3

The unused fourth floor of the Eterna Condominiums. It appears to be an earlier version of the third floor, since the old woman's dialogue is shared with a used NPC there. Strangely, the text refers to TM67 Recycle, but the player actually receives TM04 Calm Mind instead.

I’ve had this TM Recycle for such
a long time now.

It’s not anything that I have much
use for these days.

I do hope you’ll put it to good
use, young Trainer.

After obtaining the TM, she says:

Folks like me have a long history
we can look back on.

Young people like you have only the
future to look forward to.

C04R0901 (55)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Eterna City

Sea

Default

2D

3

A generic house interior that fails to load due to invalid tileset pointers. It was dummied out early in development, as there are no scripts, events, or text.

Hearthome City#

Similarly to Eterna City's gym, the gym was fully redesigned and as such, uses less maps. Maps of the original layout partially remain, however. Unfortunately - unlike Eterna's, collision has been overwritten alongside the map models.

Unless noted otherwise, all trainers are still fully functional and using the same teams and text as in Diamond and Pearl.

C05GYM0105 (5C)#

This's the room on 3F where you would be ambushed by Camper Drew. While the trainer won't notice you due to the map's collision being overwritten with one of the new Hearthome Gym's rooms, talking to him from the side starts the battle.

C05GYM0106 (5D)#

The room with the lift going from 3F to 4F. Walking on the red tile starts the lift, crashing the game due to its model no longer being present.

C05GYM0107 (5E)#

The room with Picknicker Cheyenne. Similarly to C05GYM0105 the battle is intact, but the trainer can't see you due to collision blocking her view.

C05GYM0108 (5F)#

The room with the lift going from 4F to 5F. Walking on the red tile starts the lift, also crashing the game.

C05GYM0109 (60)#

The room with School Kid Chance. Since he's been repurposed for the new layout - his text and team were updated.

C05GYM0110 (61)#

The room with School Kid Mackenzie, uses her updated team and text from Platinum.

C05GYM0111 (62)#

The room with Ace Trainer Allen. Also with his updated text/roster.

C05GYM0112 (63)#

The room with Ace Trainer Catherine. Same deal as Allen.

C05GYM0113 (64)#

Fantina's old room. While impossible to see due to the updated map model, Fantina is still present and interactable (from the non-functional entrance mat, walk 5 steps to the right and 7 steps up). Defeating her here still grants the Relic Badge.

Sunyshore City#

C08R0501 (A1)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY08_D

SEQ_CITY08_N

Sunyshore City

Sea

Default

2D

3

One of Sunyshore City's unused houses. This one has two guys with no proper scripts. Interestingly, the text file contains text for the Bug Catcher who's looking for all Burmy forms in Diamond and Pearl. Thus, it's likely the Macho Brace was meant to be obtained in Sunyshore City rather than in Pastoria City.

Hmmm... The Pokémon BURMY is an
interesting example...

It hints at how the environment can
shape people’s personalities.
You know that Pokémon BURMY, and how
it comes in different forms?

Do you have all the forms of that
BURMY?
Aww, you don’t even have a single
BURMY?

What, you don’t like them?
They’re all mooshy and cute!
Hmm...

It’d be cool if you had all the
different-looking BURMY.
Cool! That’s all the different kinds
of BURMY! I feel giddy!

Since I feel so giddy, take this!
Go ahead, take it!
Whoops, your Bag is crammed full!
I’ll give this to you later.
You’re good!
You’d make an awesome Bug Maniac!

C08R0601 (A2)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_CITY08_D

SEQ_CITY08_N

Sunyshore City

Sea

Default

2D

3

Another unused Sunyshore City house. A girl and a sailor reside here. The map has no proper scripts, but contains eight empty text strings for some reason.

Fight Area, Battle Park & Battle Frontier#

C11R0101 (C0)#

The building which connects the old Battle Tower exterior with the Fight Area exists within the game code, but it was never removed from the final game. The original model and collision have been replaced. While the NPCs still exist, none of them can be interacted with. The cutscene giving you the Point Card doesn't trigger either.

C11R0501 (C4)#

This house, like all houses in the Fight Area, resembles the house placeholder. Though it doesn't have any events or scripts, it does have proper settings like music, camera, and flags. And unlike the house interiors, it doesn't crash the game!

D31 (142)#

The old Battle Park map from Pokémon Diamond and Pearl exists within the game code, but it was never removed from the final game. Notably, this version uses the older grass textures from Diamond and Pearl, and the Battle Tower building has no shadow because it's been replaced with a newer one. The NPCs and events work, too! The south exit leads to map C11R0101, while the Battle Tower cannot be entered.

D31R0101 (143)#

The Exchange Service Corner interior map from Pokémon Diamond and Pearl exists within the game code, but it was never removed from the final game. It's identical to the one from the previous games. It can be entered from the old Battle Park map (D31) as normal.

D31R0102 (144)#

An unfinished map that was ultimately scrapped. Its header data hasn't been finalized, so it uses Mystery Zone's music and name, and the map has undefined flags. The internal Diamond & Pearl debug menu lists its warp as fac-02-00-00. This may suggest that it was intended for the Battle Tower.

D31R0103 (145)#

The same as above, but a little bit larger.

D32R0201 (231)#

An empty map using a placeholder model that was meant to appear in the Battle Frontier. It has proper header data, but there aren't any events, scripts, or text. This map does not exist in Diamond and Pearl.

Hall of Origin#

D05R0116 (1FE)#

The Hall of Origin from the scrapped Azure Flute event.

D05R0116 (1FF)#

The same as above, but without any events. For some reason, the Spear Pillar theme is used in this map.

Other#

D06R0101 (DF)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Pastoria City

Sea

Default

3D

3

An early version of the Great Marsh that's labeled as Pastoria City. There is no data for encounters, events, scripts, or text.

D18R0101 (113)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

Sea

Default

3D

4

The internal name suggests it was intended as an area of the Flower Paradise, though what it is was for remains a mystery. It seems to use a generic house interior in the final build, but for some reason it is the only one besides C11R0501 to not crash the game, indicating that this may have been an actual house and not a placeholder.

D25R1001 (130)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

Sea

Default

3D

4

A placeholder map using the vertical gate interior's model from Diamond and Pearl. Judging by its name it's likely a scrapped room in the Old Chateau. Entering this map will normally crash the game.

L01R0101 (14F)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_ROAD_A_D

SEQ_ROAD_A_N

Verity Lakefront

Sea

Default

3D

3

An empty house interior for Verity Lakefront, which is just the generic house placeholder described previously; as expected, it crashes due to invalid pointers. It contains a simple dialogue script and an empty text string. Like other early interiors, it uses a 3D camera.

R206R0201 (160)#

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_DUMMY

SEQ_DUMMY

Mystery Zone

Sea

Default

3D

3

An earlier version of the gate connecting Route 206 and Eterna City. Apparently, Route 206 did not require the player to ride the bike, as it looks like any other gate interior in Diamond and Pearl. Furthermore, its flags prohibit riding the bike. It has proper warp points connecting to the aforementioned locations. The data also contains empty text strings. This map normally crashes due to invalid tileset pointers.

T07FS0101 (1CA)#

Watch on YouTube

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_FS

SEQ_FS

Resort Area

Town

Default

2D

3

The Resort Area is one of the very few locations where there is no Pokémon Mart building. However, an actual map for an unused shop is present in the game's data. The map is properly set up, but the exit leads to Solaceon Town for some reason.

D33R0101 (23A)#

Watch on YouTubePKMNPlatinum-Map23AFix.png

Daytime music

Nighttime music

Location

Frame

Weather

Camera

Flags

SEQ_PL_D_GIRATINA

SEQ_PL_D_GIRATINA

Distortion World

Cave

Default

2D

8

This map is presumed to be a testing area for the Distortion World. It loads a black background, and a 2D indoor camera, as well as the Distortion World music and graphics by default; however, after fixing the header values, it is revealed to be a grassy platform with trees on it. What makes this map interesting is that the map is copied and pasted four times—once on the bottom, once on the left and right sides, and once on the top, all facing towards the center. There are no events or platform/camera changes on the map, and there are no events associated with the text.

To the east and south of the map, are three placeholder squares from D32R0201.