Development:Pokémon Red and Blue/Sprites
This is a sub-page of Development:Pokémon Red and Blue.
Various sprites, from early overworld graphics to cut characters. They can be found primarily in the DATA folder of the leaked files, with some coming from the EFFDATA folder.
Contents
Early Game Logos
"Cover" Sprite | Original Sprite
TITLCAP2.DAT |
Final Sprite
TITLE03.DAT |
---|---|---|
The original game logo, from back when Pokémon was still known as Capsule Monsters, with an appropriately kaiju-like "C", and an "O" shaped like a "Monster Capsule". A similar logo could be seen on the cover of the Capsule Monsters design documents, and while both are explicitly dated 1990, this sprite is much more refined.
"Zukan" Sprite | Later Sprite
PMTIT.DAT |
Final Sprite
TITLE03.DAT |
---|---|---|
Another version of the game logo, this one from quite later, dating back from around early/mid 1994 to early 1995. A similar sprite could be seen on the cover of the booklet titled "PM (Pocket Monsters) Kaiju Zukan" that was presented in an episode of Game Center CX. Namely, the face, tail, ears, and left hand were redrawn, the dark part of the underbelly was extended, the horn was touched-up, and the black parts of the "P" and "M" were removed. As for the cracks on the "M", they were either added later, or made more noticeable. Bizarrely, while a blank row above the "POCKET MONSTERS" subtitle was present on the booklet cover, and is present in the final logo, it is absent from the version found in the leaked files. Additionally, while said subtitle is clearly written in a different font, the alignment of the characters remains roughly the same to the final.
Early SGB Borders
Original Border
PICT_F.DAT / SGB_PF.CGX |
Final Border
PF_RED2.CGX / PF_GREEN2.CGX |
---|---|
Very early versions of the Super Game Boy borders. The left one can be seen in Game Freak's December 1995 book New Game Design.
Alternate Colour Palette
SGB_PF.COL |
---|
An alternate color palette for this border, which is probably older than the other palette, seeing how that one is embedded in the border's map file.
Later Border
PF_RED.CGX / PF_GREEN.CGX |
Final Border
PF_RED2.CGX / PF_GREEN2.CGX |
---|---|
A later iteration of the borders could also be found within the leaked data. Differences include the lack of a version subtitle, the different card arrangement, and a larger, more elaborate logo which is written in Japanese. The Red border lacks the Kangaskhan card, and the Pidgey one has a different palette assigned to it. The Green border, meanwhile, is missing the Rhydon card.
Early Title Screen Graphics
Original Sprite
TITLE04.DAT |
Final Sprite
TITLE_JI.DAT |
---|---|
A sprite which was used in an earlier version of the title screen. Compared to the final sprite, Red has a differently-colored jacket, and his left arm is slightly raised rather than being lowered completely. As for Nidorino, it actually uses an earlier version of its regular battle sprite with a completely different shading style. Funnily enough, a shrunken down version of this early sprite would go on to be used in the final games iconic introductory battle. Interestingly, Red and Nidorino are part of the same sprite, while in the final games Red is a separate sprite, allowing the Pokémon to slide in independently of him.
Original Sprite
MARUSHI.DAT |
Final Sprite
MARUSI_N.DAT |
---|---|
Tiles for a rather early copyright screen, as Ape no longer existed by the time of the release of Red and Green in 1996. The final games instead credits Creatures Inc., the successor company of Ape. Compared to the final sprite, this early one is also split into two separate files. Interestingly, the lowercase "inc." would later return in the updated copyright screen for the international versions of the game.
Original Sprite
EFFDATA\DEMO_TIT.DAT |
Final Sprite
DATA\DEMO_TIT.DAT |
---|---|
The original "Game Freak Presents" text, which is written in italics and lacks the serif and logo seen in the final games. Compared to the final text, the early font is also much more reserved, using fewer tiles overall.
Early Player Character Sprites
Original Sprite
YUUICHI.DAT |
Final Sprite
HERO.DAT |
---|---|
The original player sprite, which depicts him as a rather rough-looking teenager wielding a whip and whose eyes are covered by the brim of his cap. The final games would opt to give the player character a much more fitting design, reworking him into a disinterested-looking young boy.
Original Sprite | Early Animation | Final Animation |
---|---|---|
A later version of the original player character design. Interestingly, this sprite is listed as the first frame of the shrinking animation which concludes Professor Oak's introductory lecture, as KASYA1.DAT. The final games simply use the normal player sprite as the "full-sized" sprite, though the remaining frames still bear the original silhouette.
Original Sprite
JIKI.DAT |
Final Sprite
MY_BACK.DAT |
---|---|
An earlier, much more simplistic version of the player's back sprite.
Early Trainer Sprites
Sprites for the various Pokémon Trainers (referred to as "dealers" internally, as that's what they were called in the original Capsule Monsters pitch) were found included in the source code leak, including graphics for unused classes:
DEALER00.DAT
A rather rough sprite depicting a gleeful young girl. Would have likely been an early-game Trainer, much like the Youngster class. In the final games, the concept was reworked into the Lass class, while the pose seen in this early sprite appears to have been reworked for the female Cooltrainer class. Like Rhydon, this Trainer seems to have occupied slot 0 at some point of development, a spot which goes completely unused in the final games.
DEALER13.DAT
A rather interesting-looking character known as "シんじゅくジャッく" (Shinjuku Jack) in the Trainer class name file, DEALERNM.DAT, albeit commented-out. This Trainer sprite depicts them with a rather inorganic look, with oddly rigid shapes and jointed limbs. Appears to be based on the polygonal fighters from SEGA's Virtua Fighter, a game contemporary with the development of Red and Green. The name of this class itselfs is evidently a reference to Takayuki Haneda (also co-writer of the Virtua Fighter Maniax guide book), who mained Jacky Bryant under the pseudonym "Shinjuku Jacky". Shinjuku Jacky also plays as Jacky Bryant in a promotional 1997 SEGA DVD for Virtua Fighter 3, and was just one of the geographically named players.
It's then possible that members of this class were intended to be brawlers, which may explain why they were cut as Blackbelts already serve as Fighting type specialists. This class' name and sprite were replaced by a duplicate of the Juggler class, which, in turn, also went unused. In Pokémon Gold and Silver, "ジャック" ("Jack") appears in an unused Trainer class list carried-over from Generation I. This matches the internal name for this class, as seen in DEALER.DEF.
DEALER19.DAT
A firefighter, internally named "Fire", who would have likely used Water-type Pokémon. Was overwritten by the Psychic class in the final games, likely to add more type diversity, as Swimmers, Fishermen, and Sailors already specialize in Water-types. Accordingly, the internal name was changed to "Esp".
DEALER44.DAT
A sprite depicting a kind-looking young boy, referred to as "Junior" in DEALER.DEF. Considering visual similarities with Blue's sprite, it's possible that this character originally was Blue's little brother. Moreover, COMMON.DEF contains two mentions of a function to assert the length of "JUNIOR_NAME", showing that you were able to rename him. In parallel, the DEBUG.DMG file lists a few early default names that would be set in debug mode. There, the player would be named "Ore" (a masculine first-person pronoun which has connotations of confidence or toughness), the rival "Take", and Junior "Umezou" (this one commented out, its routine called "kouhai_name"). The last two names are interesting, as they appear to reference a ranking system occasionally used in Japan, with "Ume" (plum) being the lowest rank, and "Take" (bamboo) being above it. The best of all three, "Matsu" (pine), is a symbol of longetivity, and thus may have been represented by Professor Oak, who originally looked much more like an elder.
Back to Junior, it's then possible that you would have had to deal with two rivals early on, though the idea was later shelved, with the concept of Blue having a more level-headed sibling being reworked into his sister, Daisy. Was overwritten by Lorelei in the final game, with the internal name being changed to "Kanna" accordingly.
Early Gym Leader Sprites
"Yujirou"
Original Sprite
DEALER33.DAT |
Later Sprite
NUSI_01.DAT |
Giovanni Sprite
DEALER29.DAT |
---|---|---|
As revealed in early conceptual sketches, there were plans early in development to have a Gym Leader before Brock, with DATA\DEALER.DEF, the file that defines the internal names of Trainer classes, revealing his name to be "Yujirou". Two versions of this character were found in the data. The first one resembles a Youngster, and appears to date back to the Capsule Monsters era, as denoted by the "C" on the shirt. The revised version features an updated design, which, curiously enough, shows the character with a similar pose and facial expression to Giovanni. This is interesting, as in the final games Giovanni has a gym located in the town before Brock's, though he is fought last as to give the plot some much-needed twist.
As Giovanni existed since early in development, it is not likely that Yujirou was an early version of Giovanni. There is evidence that suggests that Giovanni was not initially planned to be a Gym Leader: Giovanni is grouped with standard trainers, labeled "DEALER29". The franchise would later introduce the idea of Giovanni having a son, leaving Yujirou's status in question.
In the Pokémon Blue source code, given how Yujirou's second sprite is known as "NUSI_01" (literally "LEADER_01"), this then shifts every subsequent gym leader in a way which matches the concept art, with Brock being "LEADER_02", and Sabrina being "LEADER_08". In the final games, "DEALER33" was overwritten by Bruno.
Brock
Original Sprite
DEALER34.DAT |
Final Sprite
NUSI_02.DAT |
---|---|
An earlier sprite for Brock, depicting him as a kid lacking his final counterpart's trademark athletic physique and squinted eyes. The internal name for this Trainer class was "Ichitarou" (likely a pun on "ichi", the Japanese word for the number 1). As mentioned above, the final sprite for Brock is found in "NUSI_02.DAT" (literally "LEADER_02").
Blaine
Found in "NUSI_07.DAT" (literally "LEADER_07") is Blaine's original sprite, which depict him as a balding military man, as seen in early conceptual sketches, as well as early artwork shown in the games' manual. Given how Lt. Surge already has an army motif, this may have been what prompted Blaine's rather late design change. This sprite is assigned to Blaine's Trainer class, but is commented out. This sprite would continue to go on being unused in the Pokémon Gold and Silver Spaceworld 1999 prototype, there being used as a placeholder for the female Rocket Executive.
What's fascinating, however, is that Blaine's final sprite is also found within the leaked data, here known as "DEALER27.DAT", assigned not only to Blaine's Trainer class, but also assigned to the unused "Chief" trainer class, revealing that Blaine's final design was repurposed from the one originally used by the Silph Co. Chief. Blaine still ended up using this design in the anime with his in-game design being used as a disguise. Despite this, Blaine still uses the "middle-aged man" overworld sprite even in the final games, though this sprite was later changed to the one used by the Silph Co. President and the Name Rater.
Early Overworld Sprites
Original Sprites | Final Sprites |
---|---|
A later iteration of the first overworld NPC spriteset seen in the project pitch, here found in CHARA.DAT. Differences include:
- Earlier sprites for the Player, namely having a rougher side sprite, as seen with the cap.
- Sprites of a cat, overwritten by the rival's sprites in the final spriteset. While roaming Pokémon can be seen throughout Kanto in the final games, they are based off the Pokémon menu sprites, none of them resembling this cat. May have been intended for Meowth and Persian, or at the very least mammalian Pokémon, as seen with an overworld/menu sprite later introduced in Gold and Silver.
- The Super Nerd sprite, which was moved to spriteset 2.
- The stationary sprites of the player's mother are identical to the ones found in Gold and Silver.
- Walking sprites for the little boy NPC, as well as the player's mother. These are nowhere to be found in the final games, though interestingly enough, redrawn versions of these sprites were later used in Gold and Silver, with the little boy sprites being assigned to the Bug Catcher Trainer class.
- Sprites of a bearded, balding old man. A later iteration of this sprite reveals that this is the earliest known design of Professor Oak.
- Earlier designs for the "Fisherman" and "Girl" sprites.
- The "monster" and "mysterious masked character" sprites are arranged in a different format when compared to all the other sprites.
- An odd sprite resembling a star or crosshair. Likely some sort of scale reference used by the artists during the creation of the other sprites, given how it fills an entire 8x8 tile.
Original Sprites
OBJ_01.DAT through OBJ_06.DAT |
---|
Final Sprites
OBJ01.DAT through OBJ06.DAT |
A later, far more complete iteration of the early overworld NPC spritesets. The index in these files much more closely resembles that of the final, in turn lining up with the final internal sprite names located in MAPHEAD.DEF and OBJSET.DMG. Differences worth noting include:
- The bicycle sprites for the player have been moved into their own file, CHARI.DAT, as is the case in the final.
- Professor Oak lost his beard and gained some hair back, though he still has a completely different design.
- The Youngster sprite has differently colored hair and shoes, as well as a slightly larger shirt.
- The ponytail on the female Cooltrainer's sprite is much more pronounced, especially on the front sprite.
- The sprite for avian Pokémon is completely different. Design-wise, it looks more like a kakapo than a Pidgeotto/Pidgeot. Animation-wise, it is animated in constant flight.
- The sprite for the "Gambler" old man is completely different, here based off the early Professor Oak sprites.
- The female NPC with a white dress has a completely different design, having different clothes and let-down hair.
- Sprites for a cut alternate design for the little girl with pigtails. These were later touched-up and reused in Generation II for the Twins trainer class. This slot would ultimately be overwritten by the "burly man" sprites.
- Walking sprites for the Bike Shop owner. These are nowhere to be found in the final games, as this slot was used for Daisy in the final version.
- The Biker class has a completely different design, here based off the Bike Shop owner sprites. Moreover, it is incorrectly stored Front>Side>Back, instead of Front>Back>Side like all the other sprites.
- Sprites for an old bearded man clad in all black, looking similar to the S.S. Anne captain. Ultimately overwritten by the Bike Shop owner.
- The middle-aged woman originally had a proper sprite for walking left and right, whereas in the final games this sprite was mistakenly overwritten by the static side sprite of the ponytail girl NPC. This oversight was corrected in Pokémon Yellow, though the sprite used there differs from the one seen here.
- In Lance's spot sits a completely different NPC type, known internally as Judge.
- Right before the Scientist spriteset is a cut male character modeled after them, which is internally known as "Otousan" (Father). This is particularly interesting because virtually all player characters in the Pokémon series lack a father. An earlier version can be found later in another spriteset, that lacks shading and is much more clearly an edited Scientist sprite. The first one was dummied out in the final games, becoming a duplicate of the Scientist sprite, while the second was overwritten by the graphics for the player's mother. Evidence within the code reveal that the Silph Co. Scientist who hands you Lapras was originally your father.
- The Scientist is missing the temples of his glasses in the original version of his static profile sprite. This was fixed in the final games, though the earlier revision was mistakenly carried to the Generation II games.
- The Gym coach has a completely different design which, as the internal name shows, is based off Danpei, the coach from the manga Ashita no Joe. Funnily enough, the Gym coach from Pokémon X and Y still uses "Danpei" as his internal name. This would eventually come full circle, with the Gym coach being named Dan (Danpei in the Japanese versions) in Pokémon Sword and Shield. An individual version of this character's spriteset can be found under DANPEI.DAT.
- The Pokémon Center nurse's dress is slightly more frayed, and she has a back sprite, which was ultimately overwritten by her bowing sprite. The nurse from Yellow, meanwhile, was eventually given a back sprite.
- The Fisherman class has a completely different design.
- Koga isn't wearing any shoes, and has a backpack. He also lacks any walking sprites. Interestingly, the internal name for this sprite is "Kakutou", which seems to suggest that this sprite was meant for the Blackbelt class, who in the final games instead use the "burly man" set. While the final games did update this sprite, Blackbelts would later use this sprite in Gold and Silver, with additional walking sprites.
- Sprites for an old man only known internally as "Sennin" (Hermit). Ultimately dummied out in the final, becoming a duplicate of the gate guards.
- Sprites for a female equivalent of the Game Boy kid. Dummied out in the final game, leaving gamer boys all that remain.
- Sprites for a cut variant of the Game Boy kid, here playing a Virtual Boy. Given this console's reception, it's no wonder this NPC is nowhere to be found in the final games. Overwritten by the "round" Pokémon sprite used by Clefairy in the final game.
- Sprites for some sort of whirlpool, likely an early iteration of the warp tiles. Nowhere to be found in the final games, and overwritten with Agatha's sprite.
- Daisy, the burly NPC, Lorelei, Bruno, Agatha, Clefairy, and Seel are missing here.
Original Sprite | Final Sprite | Early Animation | Final Animation |
---|---|---|---|
An earlier version of the surfing sprite can be found in RAPLUS.DAT. The face on the front sprite was touched up in the final, and was moved in with the rest of the NPC spritesets.
Found in JUMPDAI.DAT is a very odd overworld sprite depicting some sort of machine. Even the way the tiles are laid out in the original file is unique.
Early Tilesets
Early Blocksets
Overworld
The blockset linked to the original tileset for the Kanto overworld can be found in TOWNCELL.DAT. Several signs can be seen here, such as one with a Poké Ball on it (seemingly intended for important places), one with the letters "CVS" (likely "Convenience Store", in reference to Poké Marts), and both an "Inn" and "PMC" sign. The latter two are interesting, as if "PMC" stands for "Pocket Monster Center", then it's rather odd why it would coexist with inns. It's then possible there was once a split between the two, similar to how inns and churches are split in the Dragon Quest series.
Player House
Early Blockset
ROOMCELL.DAT |
Final Blockset
ROOM2F.CEL |
---|---|
The blockset linked to the original tileset for the player's house. Fairly close to final, through with some different furniture. This blockset (and even tileset) appears to have been designed with mainly the base floor in mind, as the original player's room ends up feeling quite empty.
Poké Mart
Early Blockset
SHOPCELL.DAT |
Final Blockset
MISEYADO.CEL |
---|---|
The blockset linked to the original tileset for the Poké Marts, back when they and the Pokémon Centers didn't share their tileset and blockset.
Trashed House
Early Blockset
ARASARE.CEL |
Final Blockset
MINKA_A.CEL |
---|---|
All blocks seen here are used on the corresponding early map. The final blockset is shared with the Pokémon School.
Residence
Blockset | Mock-Up |
---|---|
A blockset that shares its name with the file name for the Viridian Forest gatehouses, SEKISHO.CEL. Despite containing blocks which make up a room that look extremely close to it, this blockset does not fit the map. It's possible then that, at one point, the houses there were used as a basis of the design of the gatehouses, in a similar way that some houses have their interior based after the S.S. Anne cabins. There is even an extra decorative block in the form of a painting hung on the wall.
School
The blockset linked to the original tileset for Professor Oak's lab and the Gyms is found in SCHOOL.CEL.
Hotel
Early Blockset (V2 Tileset) | Early Blockset (Final Tileset) | Final Blockset |
---|---|---|
HOTEL.CEL is the blockset linked to the original tileset for the Pokémon Centers, back when they and the Poké Marts didn't share tilesets and blocksets. While appearing rather broken at first, applying the final's tileset graphics reveals a much closer iteration of the blockset.
Gatehouse
Early Blockset
GATE.CEL |
Final Blockset
GATEHAKU.CEL |
---|---|
The blockset linked to the original tileset for the gatehouses, back when they and the Pewter City museum didn't share their tileset. The early blockset present here is pretty much identical to the beginning of the final one, with only three blocks being overwritten.
Pokémon Tower
Early Blockset
TOWER.CEL |
Final Blockset
NTOWER.CEL |
---|---|
A blockset for the Pokémon Tower that's almost identical to the final version. The blockset itself was edited from the "Building" blockset. Differences include some removed stairs and overwritten blocks.
Cave
Early Blockset
MDUN_4.CEL |
Final Blockset
DGN02.CEL |
---|---|
An earlier version of the cave dungeon blockset. Compared to the final blockset, some of the entrance mats are offset. Its name ties it to Seafoam Islands specifically, and it appears in some unused maps, such as FIRE_DUN.MAP.
Silph Chief Lab
Blockset | Mock-Up |
---|---|
SCLCELL.DAT is the blockset linked to the original tileset for the Cinnabar Island Pokémon Lab. Looks nothing like a lab, as aside from the machine it only contains blocks which make up a room with a little interior court, complete with seats and some greenery.
Champ Cup
Known only as CHAMPCUP.CEL. All the blocks here are used on the corresponding map. The only exception, aside from the garbage first and last block, is the one featuring a table.
Miscellaneous Graphics
Red and Green Sprite | Early Blue Sprite | Final Blue Sprite |
---|---|---|
Two versions of Victreebel's Pokémon Blue sprite exist in the source: one labeled "PM2F_TES" (likely standing for "Pocket Monsters 2 Front Test"), and the other "PM2F_071". The former is overall less refined than "PM2F_071", and so one would assume that it was just an earlier draft that was kept around. However, it turns out that it's "PM2F_071" that goes unused, with "PM2F_TES" being the sprite that was included in the retail version of Blue.
Red and Green Sprite | Early Blue Sprite | Final Blue Sprite |
---|---|---|
Labeled as "PM2F_MYU" (likely standing for "Pocket Monsters 2 Front Myu") is this early version of Mew's Pokémon Blue sprite, with the final sprite instead known as "PM2F_151". It is pretty much halfway between its Red and Green sprite and the final Blue one.
Early Graphics
ALPHABET.DAT |
Final Graphics
SERIFU.DAT |
---|---|
While this bold font, still exists within the final game's data, a good chunk of it ended up overwritten by miscellaneous graphics, such as the text box frame tiles. Here we see that it originally contained the entire uppercase alphabet, as well as a version of the copyright symbol which lacks detailing. This font set is very similar to one used in Yoshi no Tamago, a game Game Freak developed, suggesting that this is a very early placeholder. Interestingly, the characters appear to have been shortened one pixel in height, which is visible when comparing it to the Yoshi font or when looking at the letter "X". A similar (albeit more complete) font can be found in Pokémon Gold and Silver, though it goes completely unused.
Japanese Font
FONT.DAT |
Early US Font
font_us.DAT |
Final US Font
font_us.DAT |
---|---|---|
An early version of the font intended for localized releases, found alongside its finalized equivalent. Many of the characters were touched up, including the uppercase A, D, G, I, J, O, U, Y, and Z, and all of the lowercase characters, which are wider than the finals set. The "[]" graphic appears to be broken as it's rendered as "]]", and additionally, the r in "'r" was shifted to the right by a pixel.
Early Graphics
N_GAUGE.DAT |
Final Graphics
GAUGE.DAT |
---|---|
An early battle interface tileset can be found in N_GAUGE.DAT, with it being identical to final aside from having a blander window frame design.
Early Graphics
BADGE.DAT |
Final Graphics
STATUS1.DAT |
---|---|
An older version of the Trainer Card's badge case tileset, featuring a handful of differences:
- An older design for the Rainbow badge can be seen.
- Blaine's original design is used here.
- Lt.Surge and Sabrina face in a different direction.
- Misty's hand is visible above her head.
- Giovanni's silhouette has extra detailing on its upper half.
Unused | Used |
---|---|
Found commented-out in WORLDMAP.DMG is an alternate version of the Pokédex's nest icon, stored in the .2bpp (two bits per pixel) format as opposed to the .1bpp one. Given how simple this sprite is, only using two colors, the devs likely figured that there was no issue with scaling it down to .1bpp. That way no details would be lost, and 8 extra bytes would be freed up.
A small sprite of the player's head, found in MAP_JIKI.DAT. Given the filename, it may have been displayed on the town map, with the final games instead showing the player's regular overworld sprite.
A tiny ribbon, found alongside the Poké Ball sprite in OKI01.DAT. It's unknown where this would have been used.