Pokémon Platinum/Unused Maps
This is a sub-page of Pokémon Platinum.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
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.
Contents
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?
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.
Eterna City
C04GYM0102 (44)
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 another NPC. 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
C05GYM0105 (5C)
A room meant for Hearthome's gym.
C05GYM0106 (5D)
A room meant for Hearthome's gym. Walking on the red field starts a nonexistent lift.
C05GYM0107 (5E)
A room meant for Hearthome's gym.
C05GYM0108 (5F)
A room meant for Hearthome's gym. Walking on the red field starts a nonexistent lift.
C05GYM0109 (60)
A room meant for Hearthome's gym.
C05GYM0110 (61)
A room meant for Hearthome's gym.
C05GYM0111 (62)
A room meant for Hearthome's gym.
C05GYM0112 (63)
A room meant for Hearthome's gym.
C05GYM0113 (64)
An empty room meant for Hearthome's gym.
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 has been replaced. The event data still exists, but the people don't have dialogue strings anymore.
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.
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.
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 Tower. It has proper header data, but there aren't any events, scripts, or text.
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 |
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)
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)
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.