This page contains which are not marked for translation.

Pokémon Gold and Silver is one of the most extensive Pokémon games, featuring 100 new Pokémon (a 66% increase!), new game mechanics like hold items and two new types, and allowing the player to return to Kanto, featured in Red and Blue, as part of the storyline to work his way up to beat the ultimate trainer, Red. So ambitious was this game that Game Freak intended it to be the last in the series; however, they mysteriously decided to walk back on this idea after a lengthy discussion with an anonymous source in the shape of a gargantuan profit.

Subpages

Debug Menus

Swap your own palettes.

Unused Maps

Lake of Rage had a Gym?

Changed Graphics

Details of the graphical changes between releases.

Version Differences

Change we can all believe in.

Clock Reset Function

Most releases of the games contain a clock reset function (it is omitted from the commercial Japanese versions).

Western Version Access

In the western releases, the function can be accessed in two ways:

Press Down + Select + B on the title screen. (No codes required.) Enable GameShark code 010464CE , then press Start or A.

In order to reset the clock, the player first needs to input a password. The password varies from game to game, because it is calculated from various game state information. There are a couple options for passwords, as well:

You can use PsyPokes' online tool to calculate the correct password for your current game. Alternatively, you can change the values at address $23:$4225 (or offset 0x08C225 ) from $37 to $C9 in order to make even incorrect passwords function. If you don't want to do this manually, enable Game Genie code C92-25B-3B6 to achieve the same effect.

If your game's save battery is no longer functional, it's impossible to enter a correct password. Trying to do so causes the game to crash.

Korean Version Access

In the Korean releases, the access method has been updated to match the clock reset function in Crystal. Perform the following steps at the title screen:

Press and hold Down + Select + B. While continuing to hold Select: Release Down + B .

. Press and hold Left + Up. Let go of Select.

You can also enable GameShark code 010402D0 to achieve the same effect. To make even incorrect passwords function, change the values at address 0x004226 from $37 to $C9 , or just enable Game Genie code C92-26B-3B6 .

Unused Data

Gen I Mimic Menu

In Gen I, Mimic allowed the player to choose which of the opponent's moves they wanted their Pokémon to copy. In Gen II, the function of this move was altered, and a Pokémon using Mimic simply copies the last move used by the opponent. (Exceptions are made if the opponent didn't use a move on the previous turn, or if its last move was Sketch, Struggle, Metronome, or a move that the Pokémon using Mimic already knows.) Despite the change, the old Mimic menu still exists in the code.

The menu is most intact in the Japanese versions of the games, which still retain the associated text "どのわざを ものまねする?" (Mimic which move?). See for yourself by enabling one of the codes below, then selecting the FIGHT command during a battle:

Gold & Silver (J) - 010111D1

(J) - Crystal (J) - 010166D2



These codes don't always function perfectly. There are times when the Mimic menu that pops up lists the user's moves, rather than the opponent's. Attempting to mimic a move sometimes causes the Pokémon to use Struggle. It's unknown whether these issues are caused by the player-made codes, or if the menu itself is buggy. Even when the access method works as intended, it's not possible to back out of the Mimic menu. The leftover menu also works a little differently in the English releases. Once again, it can be accessed by enabling one of the codes below, then selecting the FIGHT command during a battle:

Gold & Silver (U) - 01011FD1

(U) - Crystal (U) - 010135D2



These codes disable the ability to back out of the menu. They also hide the type and PP box, but don't otherwise change the appearance of the FIGHT menu or bring up a list of moves. In Crystal, at least, the game attempts to print text from offset 0x03E61C , but the only thing there is $50 , a control character, so no text is displayed. The coordinates that determine where the text at this offset would have appeared on the screen are x=0B, y=0E in BGB, which are identical to the coordinates of the Japanese "どのわざを ものまねする?" (Mimic which move?) message. This suggests that the equivalent English text was removed.

Used Menu (Gen I) Unused Menu (Gen II) Japanese Japanese English Korean

Mother Naming Function

A fully-functional unused feature allows you to name the player's mother. This feature was used in the Spaceworld demo's dummied-out story mode, where Silver offers you a choice between おかあさん (母上 Mother), ママ (Mama), かあちゃん (母さん Mommy), or choosing your own name. The name itself can be displayed in text via byte 49 . It should have 11 tiles reserved in the message box to safeguard against the text overflowing. The mother's name is initialized to MOM when RAM is initialized at boot.

Curiously, during the DUDE's Pokémon-catching tutorial, the player's name is copied over to the same location in RAM where the mother's name is stored. This suggests that by the time the tutorial was created, the naming mechanism was either already unused or deferred until the tutorial was no longer accessible.

Indices $08-0A and $19 in the Pokégear's phone directory are unused contacts named "----------" (the same string has no entry). They are located within the range of valid phone indices ($01-$24), much like how the MissingNo. from Gen I are located within the range of valid Pokémon.

It is not known whether it is possible to have a conversation with any of these unused contacts, as the game may simply bring up the message that they are out of the area. GameShark code 01xxC6D9 will replace the first contact in the directory for English Gold and Silver.

Unused Pokémon Flight Probability

Some of the Pokémon species in Gen II have the ability to flee from encounters. These Pokémon are grouped into three tables according to how likely it is that they will attempt to escape. While all three tables are used, the first two contain a few species that cannot be encountered in the wild, with the last one only consisting of Raikou, Entei, and Suicune, who try to escape 100% of the time.

Table 1

There's a 10% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:

Eevee

Porygon

Togetic

Umbreon





Table 2

There's a 50% probability that Pokémon in this table will attempt to escape. However, the species below are never found in the wild:

Articuno

Zapdos

Moltres

Unused Battle Types

RAM address D119 determines what type of battle is taking place. Several battle types cannot be experienced during normal gameplay.

Battle Without Pokémon

Battle type $02 causes the player to enter battle without sending out a Pokémon. Choosing "FIGHT" or "PKMN" ends the battle instantly, while the "PACK" and "RUN" options function as they normally would. Unlike the DUDE's demonstration, this battle does not change the player's sprite, automatically throw a Poké Ball once the pack is closed, or copy the player's name over to the location in RAM where the mother's name is stored.

Battle Female Pokémon Only

Battle type $05 causes every Pokémon battled by the player to have DVs matching those of a female Pokémon, when possible. Oddly, there doesn't seem to be a corresponding battle type for male Pokémon.

Battle Ends Automatically

Battle type $06 ends the battle instantly as soon as the player sends out their first Pokémon. Though it's inaccessible during normal gameplay, this battle type is still set to trigger if the player attempts to battle a Trainer despite not possessing any usable Pokémon. You can see this behavior by using the Bad Clone Glitch to obtain a ????? ( FF ), letting the Pokémon beneath it faint, and then whiting out.)

Similarly, if the player triggers a wild Pokémon encounter despite not possessing any usable Pokémon, another function unrelated to this battle type causes the battle to end before it starts.

Unused “Send Out” Animations

Two unused animations exist, in addition to the existing variants 00 (send out Pokémon) and 01 (send out shiny Pokémon), showing alternate methods of a Pokémon entering the battle from a Poké Ball.

Variant 02 causes the Pokémon to fade into battle after being let out from its Poké Ball. Although unused and buggy in the final game, in the Spaceworld 1997 prototype the feature appears to be complete and is used by Hoothoot.

causes the Pokémon to fade into battle after being let out from its Poké Ball. Although unused and buggy in the final game, in the Spaceworld 1997 prototype the feature appears to be complete and is used by Hoothoot. Variant 03 causes the Pokémon to appear slowly with a wave effect.

Unused Experience Groups

To do:

The Level 100 experiences don't follow those formulas. Check whether +30 and +70 is supposed to be -30/-70.

How quickly a Pokémon levels up is determined by what experience group its species falls into. The used groups are "Slow", "Medium-Slow", "Medium-Fast", and "Fast". Two additional groups go unused. Pokémon in these groups would have gained experience at a rate similar to those in Medium-Slow, but their maximum EXP would bottom out at a value lower than Medium-Slow's 1,059,860.

Unused Group 1:

Growth Rate:

Maximum EXP: 849,970

Unused Group 2:

Growth Rate:

Maximum EXP: 949,930

(Source: DevZ)

Unused Field Moves

The list of field moves contains two unused entries:

PAY DAY ( 00 ): Apparently, this move could once be used outside of battle. Attempting to use it causes the game to crash, as it was removed from the ability pointer table.

( ): Apparently, this move could once be used outside of battle. Attempting to use it causes the game to crash, as it was removed from the ability pointer table. ERROR! ( 15 ): The final entry in the list. No other tables have an entry like this, suggesting that it's another deleted field move. As with Pay Day, it was removed from the ability pointer table. Attempting to use it has no effect, but it doesn't crash the game. The reason for this is explained down below.



To view these entries for yourself, enter the following GameShark codes and select a Pokémon who knows at least one HM:

0100D5D0 - Pay Day

- Pay Day 0115D6D0 - Error!



The ability pointer table has some interesting quirks:

The table is a map comprised of unordered ID -> pointer pairs, rather than an array. The reason for this is unclear.

The game checks for a terminating entry, pointer 0000 . If it encounters this entry before it finds the ID it's seeking, it returns without doing anything further. However, the list doesn't actually contain a terminating entry. As a result, it reads past the end of the list when searching for removed entries Pay Day and Error!, eventually locating an invalid pointer for Pay Day and a terminating entry in the unrelated data that follows the pointer table. This explains why Error! doesn't cause the game to crash.

. If it encounters this entry before it finds the ID it's seeking, it returns without doing anything further. However, the list doesn't actually contain a terminating entry. As a result, it reads past the end of the list when searching for removed entries Pay Day and Error!, eventually locating an invalid pointer for Pay Day and a terminating entry in the unrelated data that follows the pointer table. This explains why Error! doesn't cause the game to crash. The fact that the keys are out of order suggests that the field move Waterfall was added later on in development. It appears near the end of the list, rather than being grouped with the other HM moves.

Unused Skating Movement Type

Movement types are managed by a byte located at D682 in the English releases of Gold and Silver. The movement type names are taken from the source code. Four out of five movement types are used in game:

00 : Walking (MODE_WALK)

: Walking (MODE_WALK) 01 : Cycling (MODE_BICYCLE)

: Cycling (MODE_BICYCLE) 04 : Surfing (MODE_RAPLUS)

: Surfing (MODE_RAPLUS) 08 : Surfing Pikachu (MODE_PIKA)

This leaves 02 inaccessible. This was the movement type for the skateboard ability found in the Spaceworld demo, accessible via that game's debug menu. It is labeled as MODE_SKATE in the source code. The skate data is also found commented out next to the bicycle data.

Unused Venomoth Contest Encounter

The games use a special table to generate Pokémon that are encountered during the Bug Catching Contest. The table determines the likelihood that each species of Pokémon will be encountered, as well as their potential level range. The data is identical across Gold, Silver, and Crystal. The final entry, Venomoth, goes unused, as the percentages add up to 100% before that entry is reached.

Hexadecimal data Encounter

Rate Species Level

(Min.) Level

(Max.) 140A0712 20% Caterpie 7 18 140D0712 20% Weedle 7 18 0A0B0912 10% Metapod 9 18 0A0E0912 10% Kakuna 9 18 050C0C0F 5% Butterfree 12 15 050F0C0F 5% Beedrill 12 15 0A300A10 10% Venonat 10 16 0A2E0A11 10% Paras 10 17 057B0D0E 5% Scyther 13 14 057F0D0E 5% Pinsir 13 14 FF311E28 -1% Venomoth 30 40

Unused Trainer Rosters

Pokémon Trainer Cal, found in Viridian City's Trainer House, is normally only accessible late in the game. Provided that the player didn't use Mystery Gift, he battles the player using Meganium, Typhlosion, and Feraligatr, all at Level 50. However, there are two Video additional rosters associated with this trainer, both of which go unused:

Alternate Roster 1:

L:10 Chikorita

L:10 Cyndaquil

L:10 Totodile

Alternate Roster 2:

L:30 Bayleef

L:30 Quilava

L:30 Croconaw

Unobtainable Shiny Pokémon

Every Pokémon in the game has a Shiny variant, but some of these aren't obtainable via legitimate means.

Mew

Shiny Mew (Gold) Shiny Mew (Silver) Back sprite

The only legitimate way to obtain elusive Pokémon #151 in Gold, Silver, and Crystal was to transfer over a Mew that had been uploaded to a Gen I cartridge at a Nintendo-sponsored distribution event. Unfortunately, every distributed Mew came with a fixed set of DVs that prevented it from becoming Shiny when traded to Gen II. However, there was a 0.5% chance of obtaining a Shiny Mew at the Pokemon Center New York during the Celebi distribution campaign held the week of 22 - 28 November 2002, though most likely not many people were lucky enough to obtain it.

Shiny Mew later became available in Emerald. Japanese players were able to obtain an item called the Old Sea Map at one of Nintendo's distribution events, which enabled them to encouter a wild Mew at Faraway Island. This Mew had a regular probability of being Shiny.

Unown

All 26 forms of Unown have Shiny variants, but ironically only "I" and "V" are accessible due to how both Forms and Shininess are dependent on IV values.

A

B

C

D

E

F

G

H

J

K

L

M

N

O

P

Q

R

S

T

U

W

X

Y

Z

A

B

C

D

E

F

G

H

J

K

L

M

N

O

P

Q

R

S

T

U

W

X

Y

Z

Unused Graphics

To do:

Maybe there's more to it?

Early Player Sprite

Early Sprite Final Sprite

An older version of the player's overworld sprite, which shows him having no backpack, and hair poking out the hole of his hat. This sprite was seen in the Spaceworld '97 demo and early screenshots. Its ID is 44 .

Unused NPC Sprite

Sprite ID $3F is not assigned to any NPC and resembles an old man. This character appears to have no walking animation, suggesting he may be a character who was never intended to move. The source code calls him ようふうじいさん Western-style old man (as distinct from the other old man sprite, which is わふうじいさん Japanese-style old man).

In order to see this character in-game, the player may enable the Game Genie code 3F4-52A-08A , which will replace the left-most Pokémon Center receptionist in a Pokémon Center's second floor with this NPC. The sprite remains in Crystal, where it can be seen using the code 013F54D1 . Note: For unknown reasons the second code may not work on a real console, but works on v1.5.2 of the BGB emulator.

(Source: Pokémon Crystal disassembly project)

(Source: Torchickens (Game Genie code, GameShark code, video))

Title Screen Palette Oddities

1996 Space World '97 Oct/Nov 1999 Final (J) Palette Glitch (J)

The Ho-Oh sprite on the title screen of Pokémon Gold actually uses three colors, suggesting that it was originally intended to appear in all its brilliance instead of as a silhouette. Various changes to Ho-Oh's presentation on the title screen were made during development, with it appearing as two-color silhouette in the Space World demo, then in full color in prerelease materials from 1999. In the final game, the palette assigned to Ho-Oh renders all three of these colors as black, so its illustrious hues are not normally seen.

You can catch a glimpse of its non-silhouetted appearance by exploiting a glitch that causes the game to reset in mono Game Boy mode on the Game Boy Color, preventing the correct palettes from being loaded. The most reliable way to perform this is by listening to Machop's cry in the Pokédex, then attempting to use the Coin Case. Despite this, the used palette comes from the player and not a dummied out palette.

Contrary to Ho-Oh, Silver's Lugia uses only the two colors visible in-game. Due to how palettes are assigned, using the glitch will only change the eye color of Lugia and use a slightly brighter shade of black. This suggests that the decision to render the Legendary Pokémon in silhouette was made before Lugia's title screen sprite was created. Both Pokémon are displayed in color on the title screens of the remakes.

Unused Collision Data

Following the collision data for Ilex Forest (tileset $1C ), located at $37:$7E33 in (J) 1.0, there are $60 unused bytes that would allow for $18 more blocks than the final tileset contains. The Ilex Forest block data does not have room for an extra $18 blocks, which means that it's not entirely clear whether the additional blocks were intended to be part of the collision data for this area. However, since the contents of these extra blocks are static, it suggests that they were. They would have used the following layout, in which each cell corresponds to one fourth of a block, the size of an in-game person:

Solid Walkable Solid Walkable

Unused Tiles

Tileset $06

This tileset is used by Pokémon Centers, and it contains blocks which mimic elements of the original Pokémon Center from Generation I. Interestingly, even though most areas in Kanto use tilesets directly ported from Red and Green, this tileset has been drawn almost completely from scratch barring the floor tiles, and even those have been rearranged to tile more smoothly. In the Spaceworld '97 demo, these blocks were used as part of a unique interior for the Time Capsule, based on the original Pokémon Center design; as the final game's Time Capsule uses the Trade Center interior, the blocks intended for this layout remain unused.

In the final version of the tileset, some elements have been redrawn compared to the demo's version. Below, you can see a mockup of what the demo's room layout would look like using the final version's tileset, along with the comparison images of the demo's map and the original Gen I Pokémon Center.

Generation I Space World '97 demo Final (unused tiles, mockup)



The tileset also contains an unused block whose tile has the wrong palette associated with it. As a result, it's red instead of blue.

Tileset $15

This tileset is used by caves, and it contains an unused mine cart and corresponding tracks that are never used in the final game. As it turns out, these tiles are used in the Spaceworld '97 demo in a group of maps aptly labeled as "はいこう" (Abandoned Mine).

Tilesets $17 & $1A

Tileset $17 , used by the Ruins of Alph, and tileset $1A , used by the Hall of Fame, share a 2×2 ground tile. This suggests that tiles may have been shifted from one tileset to another during development. Also worth noting is that in the Hall of Fame tileset, the green placeholder tile actually represents a dummied-out tile that had a proper graphic and was used in the the Spaceworld '99 demo as a rather out of place green wall tile.

Tileset $17 Tileset $1A

Tileset $1C

Tileset $1C is used by Ilex Forest, and it contains two sets of tiles for the signpost, one duplicate and one unused. This is a remnant from the Spaceworld '99 demo, where $1C didn't exist yet and Ilex Forest instead used tileset $00 . Seing how the sign unused in $1C is also found in $00 , it's possible the standard sign was used as a placeholder while the custom one found in $1C while still being made. It's also possible it was included so as to allow the developers to reverse back at any moment.

Additionally, the tile used to denote sand/beaten paths is also present in this tileset, despite it not being used in any known iteration of the map.

Unused Tilesets

The mock-ups were modeled after this magazine scan.

The games contain unused block and collision data that was used to dump the unused city maps that were leftover from an earlier period of development. The unused block data can be found at 06:6BA0 in (J) 1.0, while the unused collision data is at 06:73A0 . They are located after the block data of tileset $02 , used by the final version of Goldenrod City. The tileset itself is a mockup based on development leftovers in tileset 01 , used by the game's cities, which still contains pagoda parts found at positions identical to the early block data. Only six tiles were added by fans to produce the mockup tileset.

It seems that the block data was altered after the early city maps were created, copied over to newly-created tileset $02 , then split to tileset $01 and subsequently forgotten about. This is particularly evident in the early Olivine City map, whose lighthouse is now comprised of mountain tiles instead of tower parts. Additionally, block $0D seems to have been removed, causing it to be rendered as a black square in the earlier versions of both Goldenrod City and Olivine.

Tilesets $1F & $20

Tileset $01 seems to have evolved from unused tilesets $1F and $20 , the latter of which seems to be an intermediary stage of progression:

Tileset $1F Tileset $20

Tileset $1F correctly displays pagodas, while $20 correctly displays route house roofs. The original graphics were apparently removed, so these mock-ups were created. For an explanation of map and tileset naming schemes, see the Notes page.

Unused Tile Palette Assignment Data

Found at $02:$4547 in (J) 1.0 are $30 bytes that were once used to assign a palette to each tile of a now-removed tileset. The layout has been recreated below, using the second color of each palette to represent its overall appearance:

This palette data seems like it may have been intended to fit tileset $09 from Gen I. It's then possible the tileset was ported to Gen II before being removed. Worth noting is how the carpet featured in tiles $37 and $38 is blue instead of the usual red.

Unused Items

Dummied-Out Items

Introduction

Many of the item slots in Gold, Silver, and Crystal are dummied out, replaced by identical placeholder names and descriptions. The placeholder name varies by region, but the description is always "?".

In the Japanese version, the dummied-out items are called "カビチュウ" (Kabichuu). This nonsensical name may be a combination of the "kabi" in カビゴン (Kabigon), the Japanese name for Snorlax, and the "chuu" in ピカチュウ (Pikachuu), the Japanese name for a Pokémon you've probably never heard of.





In the Western localizations, the dummied-out items are called "Teru-sama". The Japanese attach "-sama" to the end of people's names to indicate high formality and respect. "Teru" may be a reference to developer Teruki Murakawa, who is credited as a programmer in the western releases and as a coordinator in the Korean release.

In Korea, the dummied-out items are known as "？"; a full-width question mark.

These items can be bought and sold at Poké Marts. They cost a whopping 39,321 and sell for 19,660, roughly half that amount. The price seems less unusual when you consider that 39,321 is 9999 in binary-coded decimal. Binary-coded decimal is the format used by the Gen I games for monetary values, while the Gen II games utilize the plain binary integers format instead. The fact that this placeholder price is in the older format suggests that it's a holdover from an earlier point in development when Gen II used binary-coded decimal as well.

Notable Item Values

Most of the placeholder items are useless, meaning that if you hack one into your inventory, the only options available to you will be "GIVE", "TOSS", and "QUIT". You can force the "USE" option via additional trickery, but the only result is Professor Oak's cautionary "This isn't the time to use that!" That being said, there are three placeholder items with unique effects:

Two of these items are functional holdovers from Gen I:

06 : This item is found between the Poké Ball and the Bicycle. It works similarly to the Town Map from the original games.

: This item is found between the Poké Ball and the Bicycle. It works similarly to the Town Map from the original games. 38 : This item is found between the Itemfinder and the Exp.Share, and functions as a Poké Flute. It can be used to wake up sleeping party Pokémon both in and out of battle, but the "USE" option must be hacked back in. It only triggers the Poké Flute melody when used in the overworld with a sleeping Pokémon in the party. The melody does not play when used in battle, or if the player does not possess a sleeping Pokémon.

The other outlier is BE . Unfortunately, it has an invalid pointer, so it's unlikely that it was ever intended to have a "USE" option.

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: Are there additional usable placeholder items in other versions?

Crystal-Exclusive Items

Pokémon Crystal introduced several new event items. These overwrote several slots in the item list that had previously contained dummied-out items Gold and Silver.

46 : This slot is filled by the Clear Bell in Crystal .

: This slot is filled by the Clear Bell in . 73 : This slot is filled by the GS Ball.

: This slot is filled by the GS Ball. 74 : This slot is filled by the Blue Card.

: This slot is filled by the Blue Card. 81 : This slot is filled by the Egg Ticket.

Gold & Silver were released in Korea much later than the rest of the world, on April 24, 2002. By this time, Crystal had already been out in Japan for nearly a year and a half. It seems that developers working on the Korean versions took Crystal's existence into account when localizing the games' item text, as they replaced the placeholder names of dummied-out items 46 , 73 , and 74 with their Crystal equivalents. (For some reason, however, they neglected to rename item 81 to Egg Ticket.) The reason behind their efforts is unclear, however, as the items are still inaccessible in Gold and Silver, and their (lack of) function remains unaltered.

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: Were the placeholder descriptions updated too?

Other Values

There are a total of 33 dummied-out item values in Gold & Silver, including 26 not mentioned above. See the Notes page for a full list.

Unused Item Effects

There are six unused item effects that, if they were assigned to items which could be held by Pokémon, would have prevented the holder from being afflicted by various status effects. They aren't consumed after use, allowing them to be used indefinitely.

There are seven unused item effects that, if they were assigned to items held by a Pokémon, will raise one of the eight "stats" of a Pokémon, similar to the X-Items. Each item is used up after the effect is applied to the Pokémon and is only in effect as long as the Pokémon stays in battle.

There are five unused item effects that, when assigned to a held item, will be consumed upon use but trigger no effect

# Effect 02 Item is consumed upon use, but no effect is triggered. 05 Item is consumed upon use, but no effect is triggered. 14 Prevents the holder from being poisoned, similar to the Immunity ability. 15 Prevents the holder from being burned, similar to the Water Veil ability. 16 Prevents the holder from being frozen, similar to the Magma Armor ability. 17 Prevents the holder from being put to sleep, similar to the Insomnia and Vital Spirit abilities. 18 Prevents the holder from being paralyzed, similar to the Limber ability. 19 Prevents the holder from being confused, similar to the Own Tempo ability. 1E Item is consumed upon use, but no effect is triggered. 1F Increase your Attack by 1 stage, similar to X Attack (Battle Item) 20 Increase your Defense by 1 stage, similar to X Defense (Battle Item) 21 Increase your Speed by 1 stage, similar to X Speed (Battle Item) 22 Increase your Special Defense by 1 stage, similar to X Special Attack (Battle Item) 23 Increase your Special Defense by 1 stage, similar to X Special Defense (Battle Item) 24 Increase your Accuracy by 1 stage, similar to X Accuracy (Battle Item) 25 Increase your Evasion by 1 stage, similar to Double Team 26 Item is consumed upon use, but no effect is triggered. 46 Increase the Catch Rate when the item is held by a Pokémon 47 Item is consumed upon use, but no effect is triggered.

When activated, 14 , 17 , 18 , and 19 bestow their effect and trigger the text "[Pokémon]'s protected by [Item]!", while 15 and 16 merely bestow their effect without displaying a message. The effects of 1F , 20 , 21 , 22 , 23 , 24 , 25 are only triggered if your Pokémon is attacked, this means, receiving actual damage. Poison or recoil will not activate this effects. After you receive damage, the held item is removed from your Pokémon.

The effects of 02 , 05 , 1E , 26 , 47 will only trigger the consumed effect when not assigned to a berry or other consumable item. 46 is unique as it doesn't work properly and only shows up as an "used" hold item effect in the disassembly. All item effects above 4F will do nothing.

In the Spaveworld '97 demo, 47 was used by Flee Feather (にげあしのハネ) which allowed you to switch Pokémon without using up a turn, 14 was used by Snakeskin (へビのぬけがら) and Pretty Tail (きれいなシッポ) 15 was used by Water Tail (みずのシッポ), 16 was used by Fire Tail (ほのおのシッポ) 17 , was used by Stimulus Orb (しげきだま) 18 was used by Earth (アース), and 19 was used by Calm Berry (おちつきのみ). 02 and 05 were used for Full Restore and Revive in the demo, respectively.

Unused Held Items

In Generation II, Pokémon can have held items in the following ways:

A Pokémon traded from Generation I via the Time Capsule will always have a held item, determined by the Pokémon's catch rate in Gen I (which is saved for every Pokémon individually at the time it is caught - i.e. later evolutions don't have an effect on the catch rate and thus don't change the held item either).

- i.e. later evolutions don't have an effect on the catch rate and thus don't change the held item either). Some Pokémon in Generation II have a low chance to have a held item if encountered in the wild.

However, the following Pokémon cannot be encountered in the wild, so their held items go unused:

# Pokémon Held Item Notes 149 Dragonite Dragon Scale Dragonite never occur in the wild in either Generation, so this goes completely unused. 150 Mewtwo Berserk Gene Mewtwo can only be obtained legitimately in Generation II either by trading one from Generation I (where it will hold a BrightPowder instead) or by event, but never in the wild. 151 Mew MiracleBerry Similarly to Mewtwo, Mew can only be obtained legitimately in Generation II from event distributions. Event Mew from Generation I transferred via the Time Capsule will hold a Bitter Berry instead. 172 Pichu Berry (rare) The only way to obtain this Pokémon is through breeding; it never appears in wild battles. 173 Cleffa MysteryBerry (common)

Moon Stone (rare) The only way to obtain this Pokémon is through breeding; it never appears in wild battles. 238 Smoochum Ice Berry The only way to obtain this Pokémon is through breeding; it never appears in wild battles. 240 Magby Burnt Berry The only way to obtain this Pokémon is through breeding; it never appears in wild battles.

It seems that at one point, Lugia was meant to hold an item just like Ho-Oh, who holds a Sacred Ash. Encounters can have a flag that forces a Pokémon to hold its held item; this flag is set for both the Ho-Oh and Lugia fights, but Lugia has no held item defined so this does nothing.

Unused Audio

Unused Sound Effects

This unused variant of the victory theme (dating back to the Generation I days) is not used anywhere in the game. Its SFX ID is 0x2D .





This other unused fanfare (also dating back to the Generation I days) is also not used anywhere in the game. Its SFX ID is 0x92 .





This is the unused Game Freak logo sound effect from Generation 1 (Pokemon Red, Blue, Green, Yellow). Its SFX ID is 0x69 .

Minigames

Unused Memory Game

There are two kinds of machines in the Game Corner of Gold, Silver, and Crystal: a slot machine and a card flipping table. However, other types of minigames were planned, but were ultimately cut from the game. The memory game from the Space World '97 demo is all that remains of these in the final game. The game can still be hacked back into a functional state; accessing it requires coins and a Coin Case. The object of the game is to find matching pairs of cards. If the flipped cards match, they are removed and displayed at the top of the screen. If they don't, both will be flipped back over. The player is given five chances to find matching pairs, after which the cards are dealt anew.

The game has three difficulty levels, determined by the values at CF14 . These range from 01 to 03 , and likely correspond to a bet of one, two, or three coins. The difficulty levels have an affect on the random placement of the individual card faces.

Many of the routines associated with this game are missing from the code, including the functions that would have allowed players to choose a difficulty level, earn prizes, or even exit the interface. That means that there's no way to win or stop playing, outside of resetting the game entirely. Additionally, the graphical data for the cursor was commented out, which causes the game to display garbage. (The video on the right uses the Pokégear indicator as a substitute.)

A fully commented disassembly of the memory game is available on the Notes page.

Controls:

D-Pad Move the cursor.

Move the cursor. A Button: Flip the selected card face-up.

Translation:

Japanese Translation Notes とったもの Cards Acquired Indicates card pairs collected. あと[#]かい [#] Turns Remaining Indicates the remaining number of attempts. ＣＡＲＤ いただき！ Card obtained! Displayed when you get a match. ざんねん... Too bad... Displayed when you fail to get a match.

Unused Slot Machine Symbol

Identifier 18 is an unused entry in the list of slot machine symbols that references the Bulbasaur doll sprite. There is no defined payout for successfully matching this entry, but you can force the game into trying to give you the three-Bulbasaur payout by enabling the GameShark codes below:

011809C6

01180DC6

011817C6

Moves

Unused and Redundant Egg Moves

Background Information

Gen II was the first generation to allow Pokémon breeding. In these games, players could drop off a pair of compatible Pokémon at the daycare, then come back after some time had passed to receive an egg.

Whether or not Pokémon were compatible was determined by two factors:

Gender - Only Pokémon of the opposite sex were able to breed with each other. The only exception was the genderless Ditto, who could be partnered with any Pokémon, gendered or not, to produce an egg. Egg Group - Pokémon were organized by the developers into rough groups according to their physical characteristics. Pokémon who shared an egg group were determined to be physiologically similar enough to successfully breed.

Once the player received an egg, they would have to walk a certain number of steps before the egg would hatch. The resulting offspring shared the species of its mother, and the moveset of its father.

List of Moves

Several Pokémon in Gen II have unused egg moves, which are abilities that can be passed down to a newly-bred Pokémon by its father.

# Pokémon Move Notes 120 Staryu Aurora Beam Staryu is genderless, meaning that it can only be bred with Ditto and can't inherit a parent's moves. Early versions of the game, specifically the Spaceworld 1999 demo, actually had Staryu and Starmie with genders, making these possible early leftovers from that time. These egg moves were removed from Crystal onward. Barrier Supersonic 238 Smoochum Lovely Kiss The only Pokémon that can learn Lovely Kiss naturally is Jynx, which is a female-only species. Females couldn't pass down egg moves until Gen VI, and the male Pokémon that were gifted this move via events didn't share an egg group with Jynx. As a result, there is no way for Smoochum to inherit this move via legitimate means. This egg move was removed from Gen III onward. 043 Oddish Charm Charm is an unused egg move on Oddish as there are no legitimate fathers in the Grass egg-group who can learn Charm. 143 Snorlax Charm Same case as with Oddish, there are no legitimate fathers in the Monster egg group who can learn Charm. The only Pokémon in the Monster egg group that can learn Charm, Nidoran♀, is a female-only species. As a side note, Cubone and Marowak were able to learn Charm in the Spaceworld 1997 demo but lost access to it in the final, so if the two kept it they could have theoretically passed the move down. It's possible this was a leftover of that time. 001 Bulbasaur Charm Same as above, there are no legitimate fathers in either the Grass or Monster egg groups who can learn Charm. It's also another possible leftover from when Cubone and Marowak could learn it.

(Source: IIMarckus, 伝説のスターブロブ2, Bulbapedia)

Additionally, Sweet Scent and Steel Wing are programmed as egg moves despite those two moves being TM moves. This makes the data redundant as TM/HM moves are already passed down by the father (in this case TM12 and TM47).

Unused Move Effects

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: Further research is needed, as this list is likely not exhaustive. Check whether items such as the Poké Doll derive their effects from this list as well. (There are effects that raise accuracy and chance of escape.)

Like their predecessors, Gold, Silver, and Crystal have a number of unused move effects, though none of them seem to deal any damage.

You can test out different effects by modifying the effect of Pound: replace the values at 0x041AFF in Gold or 0x041AFC in Crystal with a value from the list below.

# Effect 0C Raises user's Speed by 1 stage. 0E Raises user's Special Defense by 1 stage. 15 Lowers enemy's Special Attack by 1 stage. 16 Lowers enemy's Special Defense by 1 stage. 35 Raises user's Special Attack by 2 stages. 37 Raises user's Accuracy by 2 stages. 38 Raises user's evasion by 2 stages. 3D Lowers opponent's Special Attack by 2 stages. 3E Lowers opponent's Special Defense by 2 stages. 3F Lowers opponent's Accuracy by 2 stages. 40 Lowers opponent's evasion by 2 stages. 8D Causes the opponent to flinch if user is faster, but deals no damage. Always misses if the user is slower, even when Mind Reader was used on the previous turn. Video demonstration can be seen here.



