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Pokémon Puzzle Challenge

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This page contains changes which are not marked for translation.
Other languages:
English • ‎polski • ‎한국어

Title Screen

Pokémon Puzzle Challenge

Also known as: Pokémon de Panepon (JP)
Developer: Intelligent Systems[1]
Publisher: Nintendo[1]
Platform: Game Boy Color
Released in JP: September 21, 2000[1]
Released in US: December 4, 2000[1]
Released in EU: June 15, 2001[1]
Released in AU: June 15, 2001[1]


ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

Question: What do you get when you combine Pokémon and Tetris Attack? Answer: Pokémon Puzzle Challenge, yet another of Nintendo's attempts at increasing the marketability of Panel de Pon by rebranding it (on both sides of the Pacific this time).

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Panel de Pon GB Mode

Characters from Panel de Pon can be found in the ROM, suggesting that Pokémon Puzzle Challenge was originally meant to be a Panel de Pon entry but got re-branded partway through.

That said, Panel de Pon GB does exist in a very early and generally unpolished state, as the characters and music are all there. The game can even be accessed on a regular Game Boy or Super Game Boy. Interestingly, the game's CGB Bootstrap ROM palette is remarkably similar to Tetris Attack for Game Boy and its Japanese version, Yoshi no Panepon, except that it is more yellow than green.

Pokemon Puzzle Challenge GBC Panel de Pon Game.png

If using a non-GBC Game Boy, Panel de Pon GB can accessed from the GBC-only screen by pressing A (×24), B (×24) (you will hear a chime after pressing each button the required amount of times). If on a Game Boy Color or a newer handheld, the GBC-only screen can be triggered from the title screen by pressing Up (×2), Right (×4), Down, Left (×10), Up (×4), Right, Down (×6), B. Once the screen is displayed, pressing A (×24), B (×24) will launch Panel de Pon GB.

Alternatively, it can be accessed by using Game Genie code 1F0-23B-80E which will start Panel de Pon in GBC mode, or 1F0-3AB-91E in any other GB mode.

Japan US Europe
Pokemon de Panepon J Panel de Pon GBC Menu.png Pokemon Puzzle Challenge GBC Panel de Pon Select.png Pokemon Puzzle Challenge E GBC Panel de Pon Menu.png

The European version of this hidden mode renames the "FIREWORKS" option to "SCROLL".
All options save for the last two correspond to options or secrets available in the main game. Their functions are as follows:

GAME MENU Gamemode settings.
GAME MODE Swaps between Marathon and Garbage mode.
GAME LVL Difficulty level. Effects differ between gamemodes.
SPEED LVL (Marathon mode only) Affects speed of the stack's automatic rise.
GRBG LVL (Garbage mode only) Affects size of falling garbage blocks.
START!! Launches a game.
OPTIONS General settings.
SEMI-SIGN Toggles pseudo-transparency of the signs that pop up for combos/chains.
SCORE LIM Whether the score maxes out at 5 or 6 digits.
CRY Swaps between two sets of combo/chain sounds.
SPEED LIM Whether speed levels above 50 keep increasing stack speed or not.
STOP Toggles stop timer given when doing combos or chains.
SCROLL Allows the player to raise the stack while panels are popping.
MUSIC Toggles music playback.
SOUNDS Toggles sound effects playback.
DANCING Toggles panel animations.
RESET Sets all OPTIONs to their default state.

Character Cries

The sound that plays when the player does a combo or chain in this mode changes depending on the RAM address for player character (JP:C0CE US/EU:CEA3). If the "CRY" options is set to "VOICE", the game will play approximations of the voice lines from Panel de Pon. "SOUNDS" mode, meanwhile, will usually play all-new sound effects.

Character Voice Sound
00: Lip (Default)
01: Windy
02: Sherbet
03: Thiana
04: Ruby
05: Elias
06: Flare
07: Neris
08: Seren
09: Phoenix
0A: Dragon
0B: Thanatos
0C: Cordelia

When the stack is near the top of the screen, a different sound will play to signal a longer stop timer. This sound is the same for all characters, but still has a SOUNDS and VOICE variant, unlike the main game which always plays your Pokémon's cry when "PKMN Cry" is enabled.

"STOP" Voice "STOP" Sound

! Panel

Pokemon Puzzle League Panel de Pon Unused In Game.png Pokemon Puzzle League Panel de Pon Unused exclamation Panel Normal.png Pokemon Puzzle League Panel de Pon Unused exclamation Panel Unused State.png Pokemon Puzzle League Panel de Pon Unused exclamation Panel Unsettled.png

! Panels seem fully functional, but none of the playable modes use them. They also lack "dancing" graphics.

You can inject ! Panels in the RAM's playfield data (which starts around address D100) by overwriting panels with 070701070000 for the regular version, and 074102000000 for the "queued" version.


(Source: Mezmorize, nensondubois)

VS. Mode Assets

Pokemon Puzzle Challenge PdP-Mode VS-Assets.png Pokemon Puzzle Challenge PdP-Mode S-Hard.png Pokemon Puzzle Challenge PdP-Mode V-Hard.png

The ROM bank with Panel de Pon GB mode's graphics contains assets for a game mode with garbage blocks, a vertical bar animation, a "stage" label, and a second portrait. Difficulty labels for Super-Hard and Violence-Hard can also be found.

While forcing the game in VS. Com mode does load the first image's graphics, its rules and HUD seem to just be a broken version of Garbage mode which doesn't even spawn garbage blocks. Garbage mode itself also loads these graphics before overwriting parts of them with its own, as it would otherwise lack "gray garbage" graphics.

Time Zone

Time Zone works, albeit with some broken assets. To access it, set RAM address CEBE (JP) or CEA1 (US/EU) to 01. Keep in mind that the game hangs when the cursor is on GAME MODE or after ending a game if this value isn't 00 or 04.

This is the only game mode that can trigger a "winning" Game Over.

Incomplete Characters/Stages

The game is built to support stage themes beyond Lip's, but while changing the stage RAM value can change the background color, the sidebar only loads a broken layout.

The player character value is likewise supposed to change the player portrait and garbage block theme. The former works to an extent (with Phoenix replacing Lip's friends), but the latter just loads "try again" graphics, overwriting other assets in the process.

The background music also changes based on these values, but all the corresponding song IDs point to silence.

Other Panel de Pon GB Leftovers

Hmmm...
To do:
This game has a lot of compressed graphics; documentation and decompressor on Jul.

In addition to the above, very barebones version of Panel de Pon GB still buried inside the game, there are many leftover graphics from a more complete version which likely would've had features similar to the final Pokémon Puzzle Challenge.

The graphics from the middle image are loaded into VRAM on all stage select screens besides Challenge mode's, but any mugshot that would appear in that mode is then replaced with the corresponding Pokémon, Gym Leader, or Professor Oak's head.

Besides the uncompressed mugshots, there are many blocks of compressed graphics still left over from Panel de Pon, including the title screen, which reconfirms that the game was supposed to be called Panel de Pon GB before the Pokémon rebranding. (All offsets are for the Japanese version.)

To restore the PDP Title Screen, use this xdelta patch and apply it to the Japanese ROM:

Download.png Download Panel de Pon GB Title Screen Patch
File: PPC_PdPGB_Title_Screen.zip (info)


A restoration is in the works here.

(Source: Jul)

Character Artwork

Game Genie code 160-23B-80E will boot the game in a mode that displays redrawn "character bio" artwork from Panel de Pon. Different artwork will be loaded depending on the value at RAM address CDA1 (JP) or CDC1 (US/EU).

Unused Stage Graphics

Setting the RAM address for the current stage graphics (JP:CEBF US/EU:CEA2) to values above 0D will load themes left over from Panel de Pon GB.

0F, 11, and 13 use the same borders as the Flying, Grass, and Water Pokémon themes respectively. Only the background animation differs.

1B and over load the same palette and border as 1A (with a broken "incoming garbage" area). 1C onward use the background from training mode, which lacks vertically offset animations, so the last loaded background is reverted to as the stack scrolls.

Unused Scenes

Artworks showing unused scenes from Panel de Pon GB can be seen on the map in VS. COM mode by setting RAM Address DF1F (US: DF07; EU:DF04) to 01, CF09 (US/EU:CEEC) to the desired scene's id, and CF08 (US/EU:CEEB) to 2C or 38 to load the scene with a black or white transition respectively. Also set CE25 (US/EU:CE45) to 01 to align the background to the sprite layer.

Unused PCM Samples

Four PCM samples exist in the ROM which go completely unused in the final game. Curiously, the game code has two references to the PCM playback function at ROM address 18EB(JP), but they're not called by the game at any point. They are at 1D227(JP) and BA6AC(JP), which is the options config screen and one of the banks pertaining to VS Com mode, respectively.

"Nintendo!"
ID: 00
"Congratulations!"
ID: 01
"Here we go!"
ID: 02
"Hooray!"
ID: 03

These can be heard in-game by playing the Options menu's first SOUND with the following Game Genie codes (where "??" is the sample's ID).

Japan US Europe
022-4DA-E6E
??2-4EA-5D2
021-FEA-E6E
??1-FFA-5D2
021-16A-E6E
??1-17A-5D2

Unseen Tile Layout

PPC PdP Congratulations Lip.png

One of the congratulatory screens has a tile layout that can only be seen by disabling the Window layer. Normally it appears as a jumbled mess, but replacing the pointer at ROM offset 7EE77 with 19 54 2A reveals an image of Lip. The intended palette no longer seems to exist in the ROM, and the graphics seen in the image are only present in the Japanese version.

Unused Text

Hmmm...
To do:
Unused Japanese text for Panel de Pon GB character bios and easy mode ending has been found.

Unused PPL Title Screen

PPC Unused PPL Screen.png

The game was going to be titled Pokémon Puzzle League at one point, matching the N64 game. Using these Game Genie codes for the Japanese version will load this screen in place of the Puzzle Challenge title screen.

27B-C5D-E6F
4AB-C4D-E63
4BB-C3D-D57
27B-C2D-E6F
4AB-C1D-E63
32B-C0D-6E2
27B-BFD-E6F
48B-BED-E6B
D2B-BDD-E6A

This screen is actually a simple reskin of the Panel de Pon GB title screen. Lip's sprites were just replaced with transparency, and music tracks 21 and 22 are played despite being silent.

Debug Menu

Pokemon Puzzle Challenge GBC Screen Debug.png Pokemon Puzzle Challenge GBC Pokemon Test 1.png Pokemon Puzzle Challenge GBC Pokemon Test 2.png Pokemon Puzzle Challenge GBC Garbage Test.png

Game Genie code 220-23B-80E will start Pokémon Puzzle Challenge in a screen setting viewer/CHR set viewer. Soft resetting from the main game after enabling the code is recommended for more stable results (especially on the European version, since many screens rely on a language being selected).

You can view all stage backdrop sets, special events, and boss introductions. Pressing Left, Right, Select, Select+Up, or Select+Down depending on the screen allows testing of various functions such as listening to Pokémon cries, scrolling the screen, setting the menu cursor, and other specific functions.

Entry Description
0000-0003 Save, resume, congratulations, and game over screens. Left, Right, and Select move the game over screen's cursor.
0004-000B LineClear introduction screens.
000C-002E Character and Pokémon portraits.
002F-0048 Battle portraits. Shows all frames and their corresponding animations. Left and Right play the Pokémon's cry.
0049-007C Garbage block sets for every Pokémon. Can be scrolled in all directions.
007D-0085 Overworld "islands" for Challenge mode.
0086 Scrolling Pokémon League hallway. Can be manually scrolled in all directions.
0087-008E LineClear "ROUND CLEAR!!" screens.
008F-010E Stage graphics and layouts. Some of these combinations are normally inaccessible.
010F-0116 Puzzle mode completion screens.
0117-0128 Ending screens for the various modes. Select+Up decreases credits scroll speed, Select+Down increases it.
0129-012C Pokémon egg portraits.
012D-0146 PKMN Data screens. Select+Up/Down scroll "Face Select" cursor, Left/Right change selected Pokémon without updating the screen.
0147-0155 Boss battle introductions and defeat cuscenes. 0155 depicts an unused event, as beating Lance always triggers the ending on the spot.
0156-0157 Stop timer animations.
0158-0159 Pikachu splash screen.
(Source: Mezmorize, nensondubois)

Unused Music

There are three unused music tracks in the game's data. GameShark code 01??80C8 (JP) or 01??A0C8 (US/EU) ("??" being the song ID) will force the corresponding track to play in most game modes. Song ID 54 is a duplicate main menu track used in the gallery, ID 4F and 50 are duplicates of the Game Over music which get picked at random on the suspend screen, and the Panel de Pon track ID values are 1E, 1F, and 20.

Unused Song 1
ID: 01
Unused Song 2
ID: 04
Unused Song 3
ID: 1C

Unmapped Tracks

There are a lot more unused songs and jingles, from when the game was going to be Panel de Pon GB, that are unmapped and need to be patched in to be heard. The music pointer table is located at 8190E, and nearly every pointer after 8196E is set to play no music.

Track ROM Offset
Title Screen Intro
088000
Title Screen/VS Com Map
0951B7
Windy's Theme
08C9B6
Windy Danger
08C746
Sherbet's Theme
0884DD
Sherbet Danger
08CE95
Thiana's Theme
088DDE
Thiana Danger
08FD47
Ruby's Theme
180575 (JP/US)
08A513 (EU)
Ruby Danger
08F7A4
Elias' Theme
08D0EF
Elias Danger
0934F0
Flare's Theme
092943
Flare Danger
090ACE
Neris' Theme
088104
Neris Danger
08FA49
Seren's Theme
08C000
Seren Danger
08C631
Phoenix and Dragon Theme
08D4E1
Phoenix and Dragon Danger
08E451
Thanatos' Theme
08E5F6
Thanatos Danger
09076C
Cordelia's Theme
08DB2C
Cordelia Danger
0908AC
Death Mt.
0919FE
Enemy Encounter
09165F
Cordelia Encounter
09721C
Game Over (Lip)
096875
Game Over (Windy)
090F57
Game Over (Elias)
092263
Stage Clear
0910A0
99999pts Clear
09652D
Credits (Endless Mode)
09489B
Credits (Endless 99999pts)
094000
Credits (Puzzle Mode)
091B23
Credits (Stage Clear Mode)
095E8F
Credits (VS Com Mode)
095539
Spell Lifted
089640
08EBD2 (+ VS Com Map)
World Spell Lifted
09B10F
08EFFF (+ VS Com Map)
NPC VS COM Easy Ending
097724
NPC Zilba Theme
09B21D
Unknown
089323
0893C6
08F494
0923DE
09397A
096ECE
09740D
09838C
098CD8
0996A9
09AFDE (1st Half)
096BA8 (Delayed 1st Half)
096CDF (2nd Half)
09AB2F
098000 (Delayed)
09AE93
0894ED (Delayed)
09B65F
09BB64
09C000 (JP/US)
0896EA (EU)
18197B (JP/US)
08B91B (EU)

Unused Pokémon Mugshots

Pokemon Puzzle Challenge MenuFace Primeape.png Pokemon Puzzle Challenge MenuFace Jynx.png Pokemon Puzzle Challenge MenuFace Hitmontop.png

Primeape, Jynx, and Hitmontop have unique menu portraits that never normally appear. The rest of the non-playable Pokémon's unused icons are just cropped from their battle portraits.

GBC-Only Screen

Pokemon Puzzle Challenge GBC Only Palette GBC.png

There is a black-and-white GBC palette programmed for the GBC-only message screen, likely added for the aforementioned Easter-egg game mode Panel de Pon GB. Game Genie code 1D0-23B-80E will start the game on this screen in GBC mode.

(Source: Mezmorize, nensondubois)

This screen might have leftover code from Tetris Attack's title screen, as a connected copy of the main game or Tetris Attack will mistakenly treat being on this screen as being "multiplayer ready".

Leftover Japanese Language

Setting RAM address CF2B to 00 while on the European version's language select screen will highlight an otherwise inaccessible Japanese option, complete with its own flag sprite.

Pokemon Puzzle Challenge Eur Lang00 Select.png

While the game does retain some Japanese text and assets, a good amount of content is still replaced with its English counterpart when playing on this setting. Interestingly however, the Japanese Link Error screen was kept, but modified to remove a mention of Panel de Pon GB.

Japanese Link Error European Japanese Link Error
Pokemon Puzzle Challenge LinkError JP.png Pokemon Puzzle Challenge LinkError EU-JP.png

References