Pokemon Gold and Silver Demo

dhelmise

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I would like to give a HUGE thanks to the team behind this. Go check out everything they've done here.

Gen 1 Stats

For those who don't know, the data for the Pokemon Gold Demo was leaked. With that data, the preliminary stat changes for changing a Pokemon's Special stat into Special Attack and Special Defense stats was leaked.


The above spreadsheet shows a Pokemon's preliminary Special Attack and Special Defense stats, their finalized Special Attack and Special Defense stats, and the net gain or loss from the demo to the final release (if any). Thanks Crystal_ for collecting this.

Here are some notable stat changes. Anything in red is considered a nerf, and green a benefit. The format goes as demo stat -> final stat (net gain/loss):
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Snorlax
SpD: 100 -> 110 (+10)
091.png
Cloyster
SpD: 70 -> 45 (-25)
134.png
Vaporeon
SpA: 70 -> 110 (+40)
SpD: 110 -> 95 (-15)
103.png
Exeggutor
SpD: 65 -> 75 (+10)
034.png
Nidoking
SpA: 55 -> 85 (+30)
112.png
Rhydon
SpD: 70 -> 45 (-25)
135.png
Jolteon
SpA: 70 -> 110 (+40)
SpD: 110 -> 95 (-15)
124.png
Jynx
SpA: 95 -> 115 (+20)
SpD: 80 -> 95 (+15)
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Golem
SpD: 80 -> 65 (-15)
065.png
Alakazam
SpD: 85 -> 95 (+10)
031.png
Nidoqueen
SpA: 55 -> 75 (+20)
SpD: 75 -> 85 (+10)

Early Gen 2 Pokemon information
  • Magnemite
    • Pure Electric typing
  • Magneton
    • Pure Electric typing
  • Grass starter's original names were Leef, Blossomole, and Blossomite
  • Fire starter's original names were Flambear, Volbear, and Dynabear
  • Water starter's original names were Cruz, Aqua, and Aquaria
    • Believed to have influenced Popplio's evolution line
  • Hoothoot
    • Located at dex #161
    • Pure Flying typing
    • Pre-evolution of Hoohoo (Alleged), evolution data missing
  • Hoohoo
    • Located at dex #162
    • Pure Flying typing
    • Early Noctowl
  • Baaspark
    • Located at dex #163
    • Pure Electric typing
    • Early Mareep
  • Trifox
    • Located at dex #166
    • Pure Fire typing
    • Pre-evolution of Vulpix, evolves at level 13
  • Tangel
    • Located at dex #167
    • Pure Grass typing
    • Pre-evolution of Tangela, evolves at level 22
  • Tangela
    • Pre-evolution of Gelanla, evolves at level 44
  • Gelanla
    • Located at dex #168
    • Pure Grass typing
    • Early Tangrowth
  • Rayleep
    • Located at dex #169
    • Water / Flying typing
    • Early Mantine
  • Babul
    • Located at dex #170
    • Pure Water typing
    • Pre-evolution of Numpuff, evolves at level 18
    • Early Qwilfish
  • Numpuff
    • Located at dex #171
    • Pure Water typing
  • Lanceffish
    • Located at dex #175
    • Pure Water typing
    • Early Quagsire
  • Golppy
    • Located at dex #178
    • Pure Water typing
    • Pre-evolution of Goldeen, evolves at level 16
  • Natu
    • Evolves into Xatu via Heart Stone
  • Sunmola1
    • Located at dex #180
    • Pure Water typing
    • Pre-evolution of Anchorage, evolves at level 19
  • Anchorage
    • Located at dex #181
    • Water / Steel typing
    • Pre-evolution of Grotess, evolves at level 38
    • Believed to have influenced Huntail or Sharpedo
  • Grotess
    • Located at dex #182
    • Water / Steel typing
    • Believed to have influenced Gorebyss, Huntail, or Lanturn
  • Golbat
    • Pre-evolution of Ecksing, evolves at level 44
  • Ecksing
    • Located at dex #183
    • Poison / Flying typing
    • Early Crobat
  • Para
    • Located at dex #184
    • Pure Bug typing
    • Pre-evolution of Paras, evolves at level 12
  • Spidette
    • Located at dex #185
    • Bug / Poison typing
    • Pre-evolution of Tuhedd, evolves at level 23
    • Early Spinarak
  • Tuhedd
    • Located at dex #186
    • Bug / Poison typing
    • Name is similar to Zweilous's Japanese name (Dihead)
    • Early Ariados
  • Armorawk
    • Located at dex #187
    • Flying / Steel typing (Same types, just flipped)
    • Original sprite almost identical to final
    • Early Skarmory
  • Ditto
    • Pre-evolution of Animon, evolves via Metal Coat
  • Animon
    • Located at dex #188
    • Pure Normal typing
    • Evolved form of Ditto
    • Potentially influenced the creation of Metal Powder
  • Chiks
    • Located at dex #189
    • Normal / Flying typing
    • Pre-evolution of Douo, evolves at level 16
  • Sunnee
    • Located at dex #190
    • Grass / Psychic typing
    • Early Sunflora
  • Trunpet
    • Located at dex #191
    • Pure Ground typing
    • Pre-evolution of Donphan, evolves at level 33
    • Early Phanpy
  • Twinz
    • Located at dex #193
    • Dark / Normal typing
    • Pre-evolution of Girafarig, evolves at level 29
  • Girafarig
    • Dark / Normal typing
  • Paintern
    • Located at dex #195
    • Early Smeargle
  • Meowsy
    • Located at dex #196
    • Pure Normal typing
    • Pre-evolution of Meowth, evolves at level 14
  • Rinring
    • Located at dex #197
    • Pure Dark typing
    • Female only
    • Pre-evolution of Bellboyant, evolves at level 28
  • Bellboyant
    • Located at dex #198
    • Pure Dark typing
  • Politoed
    • Located at dex #199
    • Evolves from Poliwhirl via Heart Stone
  • Unown
    • Located at dex #201
    • Pure Normal typing
  • Tripstar
    • Located at dex #203
    • Early Ledian
  • Minicorn
    • Located at dex #204
    • Pure Normal typing
    • Pre-evolution of Ponyta, evolves at level 20
  • Eevee
    • Pre-evolution of Espeon, evolves via Heart Stone
    • Pre-evolution of Umbreon, evolves via Poison Stone
    • Pre-evolution of Leafeo, evolves via Leaf Stone
  • Umbreon
    • Located at dex #206
    • Pure Poison typing
  • Turbann
    • Located at dex #207
    • Pure Water typing
    • Slowking's shell/crown, no correlation to Shellder or Slowpoke lines
  • Grimey
    • Located at dex #208
    • Pure Poison typing
    • Pre-evolution of Grimer, evolves at level 19
  • Remoraid
    • Located at dex #209
    • Pre-evolution of Octillery, evolves at level 34
  • Gohng
    • Located at dex #211
    • Pre-evolution of Hitmonchan, Hitmonlee, and Hitmontop, evolves at level 15
    • Early Tyrogue
  • Puddi
    • Located at dex #213
    • Pre-evolution of Growlithe, evolves at level 13
  • Lefmew
    • Located at dex #214
    • Pre-evolution of Skiploom, evolution data missing
    • Early Hoppip
  • Dandemew
    • Located at dex #215
    • Pre-evolution of Jumpluff, evolves at level 40
    • Early Skiploom
  • Cottomew
    • Located at dex #216
    • Early Jumpluff
  • Ballerine
    • Located at dex #217
    • Pure Normal typing
    • Pre-evolution of Mr. Mime, evolves at level 15
    • Early Mime Jr.
  • Lipp
    • Located at dex #218
    • Pre-evolution of Jynx, evolves at level 15
    • Early Smoochum
  • Elebabee
    • Located at dex #219
    • Pre-evolution of Electabuzz, evolves at level 15
    • Early Elekid
  • Magby
    • Located at dex #220
    • Pre-evolution of Magmar, evolves at level 15
  • Gloom
    • Pre-evolution of Belossom, evolves via Poison Stone
  • Belossom
    • Located at dex #221
    • Grass / Poison typing
  • Weepinbell
    • Pre-evolution of Bellmit, evolves via Poison Stone
  • Bellmitt
    • Located at dex #222
    • Grass / Poison typing
  • Bomseel
    • Located at dex #224
    • Water / Fire typing
  • Ghift
    • Located at dex #225
    • Water / Ice typing
    • Early Delibird
  • Tigrette
    • Located at dex #226
    • Pure Electric typing
    • Pre-evolution of Electiger, evolves at level 35
  • Electiger
    • Located at dex #227
    • Pure Electric typing
    • Similar cry to Dragonair's
  • Farfetch'd
    • Pre-evolution of Madame, evolves at level 24
  • Madame
    • Located at dex #228
    • Normal / Flying typing
  • Kurstraw
    • Located at dex #229
    • Pure Ghost typing
    • Pre-evolution of Pangshi, evolves at level 1
  • Pangshi
    • Located at dex #230
    • Pure Ghost typing
  • Chansey
    • Pre-evolution of Happi, evolves at level 45
  • Happi
    • Located at dex #232
    • Pure Normal typing
    • Early Blissey
  • Scyther
    • Pre-evolution of Scizors, evolves at level 31
  • Scizors
    • Located at dex #233
    • Bug / Flying typing
    • Early Scizor
  • Pinsir
    • Pre-evolution of Plucks, evolves at level 42
  • Plucks
    • Located at dex #234
    • Pure Bug typing
  • Devull
    • Located at dex #235
    • Pure Fire typing
    • Pre-evolution of Houndoom, evolves at level 35
    • Early Houndour
  • Houndoom
    • Located at dex #236
    • Pure Fire typing
  • Wolfman
    • Located at dex #237
    • Pure Ice typing
    • Pre-evolution of Warwolf, evolves at level 25
    • Potentially early Snover or Swinub
  • Warwolf
    • Located at dex #238
    • Pure Ice typing
    • Potentially early Abomasnow or Piloswine
  • Lickitung
    • Pre-evolution of Likk, evolves at level 32
  • Likk
    • Located at dex #240
    • Pure Normal typing
    • Early Lickilicky
  • Onix
    • Pre-evolution of Steelix, evolves at level 38
  • Rai
    • Located at dex #243
    • Early Raikou
  • En
    • Located at dex #244
    • Early Entei
  • Sui
    • Located at dex #245
    • Early Suicune
  • Sneasel
    • Located at dex #246
    • Pure Dark typing
  • Ho-Oh
    • Located at dex #247
    • Pure Flying typing
  • Togepi
    • Located at dex #248
    • No Evolution
  • Snubbull
    • Located at dex #249
    • Pure Psychic typing
    • No evolution
    • Female only
  • Tael
    • Located at dex #250
    • Early Aipom
  • Leafeo
    • Located at dex #251
    • Pure Grass typing
    • Early Leafeon
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Bulbasaur
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Ivysaur
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Venusaur
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Charmander
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Charmeleon
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Charizard
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Squirtle
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Wartortle
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Blastoise
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Caterpie
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Metapod
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Butterfree
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Weedle
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Kakuna
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Beedrill
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Pidgey
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Pidgeotto
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Pidgeot
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Rattata
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Raticate
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Spearow
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Fearow
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Ekans
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Arbok
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Pikachu
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Raichu
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Sandshrew
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Sandslash
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Nidoran♀
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Nidorina
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Nidoqueen
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Nidoran♂
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Nidorino
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Nidoking
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Clefairy
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Clefable
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Vulpix
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Ninetales
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Jigglypuff
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Wigglytuff
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Zubat
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Golbat
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Oddish
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Gloom
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Vileplume
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Paras
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Parasect
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Venonat
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Venomoth
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Diglett
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Dugtrio
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Meowth
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Persian
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Psyduck
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Golduck
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Mankey
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Primeape
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Growlithe
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Arcanine
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Poliwag
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Poliwhirl
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Poliwrath
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Abra
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Kadabra
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Alakazam
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Machop
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Machoke
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Machamp
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Bellsprout
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Weepinbell
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Victreebel
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Tentacool
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Tentacruel
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Geodude
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Graveler
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Golem
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Ponyta
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Rapidash
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Slowpoke
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Slowbro
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Magnemite
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Magneton
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Farfetch'd
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Doduo
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Dodrio
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Seel
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Dewgong
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Grimer
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Muk
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Shellder
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Cloyster
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Gastly
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Haunter
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Gengar
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Onix
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Drowzee
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Hypno
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Krabby
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Kingler
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Voltorb
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Electrode
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Exeggcute
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Exeggutor
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Cubone
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Marowak
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Hitmonlee
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Hitmonchan
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Lickitung
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Koffing
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Weezing
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Rhyhorn
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Rhydon
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Chansey
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Tangela
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Kangaskhan
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Horsea
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Seadra
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Goldeen
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Seaking
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Staryu
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Starmie
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Mr. Mime
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Scyther
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Jynx
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Electabuzz
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Magmar
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Pinsir
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Tauros
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Magikarp
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Gyarados
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Lapras
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Ditto
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Eevee
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Vaporeon
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Jolteon
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Flareon
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Porygon
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Omanyte
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Omastar
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Kabuto
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Kabutops
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Aerodactyl
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Snorlax
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Articuno
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Zapdos
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Moltres
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Dratini
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Dragonair
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Dragonite
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Mewtwo
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Mew
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Leef
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Blossomole
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Blossomite
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Flambear
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Volbear
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Dynabear
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Cruz
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Aqua
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Aquaria
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Hoothoot
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Hoohoo (Noctowl)
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Baaspark (Mareep)
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Flaaffy
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Ampharos
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Trifox
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Tangel
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Gelanla (Tangrowth)
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Rayleep (Mantine)
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Babul (Qwilfish)
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Numpuff
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Pichu
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Cleffa
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Igglybuff
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Lanceffish (Quagsire)
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Natu
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Xatu
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Golppy
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Marill
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Sunmola1
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Anchorage
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Grotess
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Ecksing (Crobat)
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Para
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Spidette (Spinarak)
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Tuhedd (Ariados)
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Armorawk (Skarmory)
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Animon
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Chiks
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Sunnee (Sunflora)
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Trunpet (Phanpy)
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Donphan
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Twinz
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Girafarig
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Paintern (Smeargle)
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Meowsy
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Rinring
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Bellboyant
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Politoed
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Slowking
Unown
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Ledyba
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Tripstar (Ledian)
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Minicorn
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Espeon
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Umbreon
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Turbann
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Grimey
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Remoraid
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Octillery
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Gohng (Tyrogue)
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Hitmontop
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Puddi
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Lefmew (Hoppip)
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Dandemew (Skiploom)
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Cottomew (Jumpluff)
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Ballerine (Mime Jr.)
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Lipp (Smoochum)
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Elebabee (Elekid)
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Magby
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Bellossom
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Belmitt
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Miltank
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Bomseel
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Ghift (Delibird)
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Tigrette
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Electiger
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Madame
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Kurstraw
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Pangshi
KHtSOgi.png
Murkrow
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Happi (Blissey)
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Scizors (Scizor)
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Plux
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Devull (Houndour)
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Houndoom
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Wolfman
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Warwolf
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Porygon2
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Likk (Lickilicky)
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Steelix
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Kingdra
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Rai (Raikou)
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En (Entei)
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Sui (Suicune)
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Sneasel
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Ho-Oh
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Togepi
LcZtkZT.png
Snubbull
e5ccEGX.png
Tael (Aipom)
Szu3ERD.png
Leafeo (Leafeon)
 
Last edited:
Something to note is that sadly, most of the scrapped Pokemon (of which there are plenty, holy shit the demo's Pokedex is almost ENTIRELY different than the final games o_O) seem to have placeholder spreads of 50 in every stat. Kris Do you know which of the few gen 2 mons in that list have actual stat spreads?
 
Disassembly has a bunch of interesting things beyond just stats.

Most interesting thing to me is definitely the TM list.

https://github.com/pret/pokegold-spaceworld/blob/master/data/moves/tmhm_moves.asm

TM01 Sketch? Either it's absolutely useless and is only compatible with Smeargle (and Mew), or it'd mean some Pokemon would have had access to every move in the game. Sacred Fire and Milk Drink are other interesting TMs. On the other hand the HM list seems to be exactly the same as in the final game, same numbers and all.
 
Something to note is that sadly, most of the scrapped Pokemon (of which there are plenty, holy shit the demo's Pokedex is almost ENTIRELY different than the final games o_O) seem to have placeholder spreads of 50 in every stat. Kris Do you know which of the few gen 2 mons in that list have actual stat spreads?
Just went through the whole thing because I've been enamoured by this and I've got a free night.

The only ones of any note are the Legendary Beasts, Slowking, and Politoed. The rest have what are clearly placeholder stats with only one or two exceptions like Miltank randomly having 110 HP.

Of these, they're not exactly exciting.
Politoed's stats are identical to (Pre-Gen 6) Poliwrath, with the exception of Special Defence being 50.
Slowking's stats, likewise, are identical to Slowbro -- or, rather, Demo Slowbro as shown in the OP's doc. With, once again, the curious exception of Special Defence being 50.

That leaves us with the Legendary Beasts.

nepxSeH.png


And... they're all fairly similar. That said, these are rather exact; and it's interesting to see that they vaguely have the same roles as their final builds -- Raikou is the fastest, Suicune is the bulkiest and Entei has the highest physical attack. Albeit this is accomplished by very small base stat differences, and one is left a little curious by that Special Defence scaling. It also, weirdly, forces a BST difference between them. Hm.

Still, interesting. Shame there's not as many as I thought.
 
Damn this is some huge stuff out of nowhere. Seems like new information just keeps coming too.

I agree with the comment in that "TM list", all of them being new moves make it seem like it was an easy way to test stuff out at the time.

https://github.com/pret/pokegold-spaceworld/blob/master/data/types/type_matchups.asm

I think the changed type matchups are interesting too, the games really could have been different very easily. There could be some finds in the evoltuions/attacks list too, though with Gen 2's learnsets there might not be that much to find. Still, a lot is slightly rearranged when comparing to the final.

https://github.com/pret/pokegold-spaceworld/blob/master/data/pokemon/evos_attacks.asm

EDIT: Seems like just about every mon was supposed to have held items in the wild, while the final game is notably lacking compared to the beta in that regard. It looks as if they were making held items specifically for certain Pokemon before the key items and stuff, and there was going to be a lot more of them to find in the wild.

EDIT 2: Seems like the TM learnsets here are just ripped from Gen 1.
 
Last edited:
Looking at the above chart here's a summary of type matchup changes in the beta:

Steel-type was originally known as Metal-Type.

Metal-type matchups:
-Weaknesses: Water, Electric
-Resistances: Poison (not immune!), Fighting (lol), Rock
-Immunities: Itself (Metal was immune to Metal...)

Offensively it only hit Rock SE, was resisted by Water and Electric, and was immune to itself.

My opinion of Metal-type is that it is pretty garbage and the final version of Steel-type is much better. It lacks almost all of Steel's resistances and is arguably worse offensively due to resisting itself, and the vulnerability to Water and Electric just made already strong types even better. After seeing this I think I appreciate the modern Steel-type even more. I'm also personally salty proto Steel wasn;t weak to Fire, that weakness combined with modern Steel's otherwise impressive resistance array contributed a lot to Fire improving offensively.

Dark matchups:
-Weaknesses: Normal (interesting), Dark (also interesting), Bug
-Resistances: Psychic, Ghost
-Immunities: None (beta Dark-type only resisted Psychic it seems)

Offensively it hits Psychic, Ghost, and itself SE and is resisted only by Normal.

Normal finally hits something SE! The lack of Fighting weakness is also pretty funny. Seems like they realized how awful Fighting-types were and changed these two types to both be weak to it...

Other misc. changes:

-Electric resisted Water
-Ghost was neutral to itself
-Bug was legitimately weak to Poison
-Fire resisted Ice (notable only because that wasn't the case in RBY)

The most notable thing here to me is Electric resisting Water (rip Growth Vaporeon). While Electric is already a strong type in GSC, I think it would have been pretty excellent in future generations if Electric had a resistance to Water due to it becoming much more powerful offensively through the generations.

The other thing that stood out to me was some of the planned hold items uncovered from the original datasheets. The descriptions reveal some interesting effects:

  • Seems there was a hold item that weakened a damage type for every item that boosted a damage type. For example, Dragon Fang made Dragon-type moves stronger while Dragon Scale seems originally intended to have weakened opposing Dragon-type moves when held.
  • Leftovers healed a flat 30 HP per turn instead of 6.25%. For Pokemon with <480 HP this would have healed more than the modern Leftovers, which would have been a benefit to...everything except Snorlax and Blissey, more or less.
  • A few hold items conferred flat stat bonuses of 5 or 10. Some raised one stat while a few raised all stats in this manner. The most relevant one would probably be Speed to win Speed-ties before Choice Scarf was invented, I don't see this being too impactful otherwise in Level 100 meta.
  • There were some hold items that gave a Pokemon outright immunity to a single status condition, including Poison, Paralysis, Sleep, Freeze, Burn, and confusion. These effects were implemented in the final version of the game but left unused. I can think of a fair number of applications where a CM + Refresh sweeper in future gens could save a moveslot by making themselves immune to Poison...
  • An item called Strange Power was described as "Rendering all type effects ineffective." Not sure what that means. Maybe a prototype Ring Target?
  • An item called Counter Cuff was described as inflicting 1/4th of all damage taken back to the opponent. Give this to a Blissey and laugh.
  • An item called Flee Feather was described as "switch Pokemon without using up a turn." Perhaps it was future inspiration for or a prototypical version of Eject Button, although as written this seems like it could have been stupidly overpowered.
  • An item called Long Tongue that increases catch rate. Not relevant to competitive play, but fun for ingame stuff. In that same vein, Lucky Egg was originally going to double EXP gain - modern Lucky Egg is 1.5x.
  • An item called Invisible Wall that "halves Special Attack damage." As written this is probably stupidly overpowered - imagine Skarmory with permanent Light Screen. I wonder if this inspired Assault Vest though...
  • Metal Coat's original effect was to "halve Normal Attack damage." I am unsure if this is a physical equivalent of Invisible Wall or if it grants resistance to Normal-type moves specifically. If the latter, perhaps it was absorbed into giving Steel-types natural resistance to Normal.
 
The only ones of any note are the Legendary Beasts, Slowking, and Politoed. The rest have what are clearly placeholder stats with only one or two exceptions like Miltank randomly having 110 HP.

Interestingly, Anchorage (the shark thing) seems to have non placeholder stats too, with its spread being 90/110/50/55/50/110 according to the data linked in the OP. Which is quite weird because despite how high its attack and speed are, it's apparently not even fully evolved, evolving into Grotess at level 38, which despite being higher on the evolution chain has extremely an extremely different, much lower stat spread of 60/65/60/80/50/30.
 
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Interestingly, Anchorage (the shark thing) seems to have non placeholder stats too, with its spread being 90/110/50/55/50/110 according to the data linked in the OP. Which is quite weird because despite how high its attack and speed are, it's apparently not even fully evolved, evolving into Grotess at level 38, which despite being higher on the evolution chain has extremely an extremely different, much lower stat spread of 60/65/60/80/50/30.
Yeah, I was gonna note that but for that reason I decided not to. Just didn't seem feasible unless it's a Scyther situation.
It's a shame really; it could have been really cool to at least see all these mons' base stats to have a starting point for implementing them in rom hacks or weird metas or whatever.
 
Did some more testing with cheats and items. Unfortunately most of the more interesting effects don't seem to work and only exist as descriptions, but I did find that holding an X item will automatically consume and use the boost on a Pokemon. It still has its in battle usage too. Mail also had some programming implemented.

D264 = movement type (walk/cycle/surf)

From 4chan:
01059ED1
01209FD1
0163A0D1
01FFA1D1 is the cheat to activate bag + have 99 rare candies to make the rival fight winnable with the new game patch.
01xx9FD1 is the cheat for items where you sub xx with the item's hex code from the spreadsheet.

This means D19F is the first item index number and D1A0 is the amount of items.


D6B4 seems to be the address of the first party mon's move out of battle. D6C9 seems to be the address for first party mon's move PP outside of battle and CA0A in battle/as the active mon.

for First Party mon
(for multiple bytes you just put them next to each other)
D6AB = first party mon Species byte 1 (What it shows up as)
D6B2 = first party mon Species byte 2 (Palette)
D6B3 = first party mon hold item - I think we've found where the mon data starts at
D6B4 = move #1
D6B5 = move 2
D6B6 = move 3
D6B7 = move 4
D6B8 = ID number byte 1
D6B9 = id number byte 2
D6BA = EXP byte 1
D6BB = EXP byte 2
D6BC = EXP byte 3
D6BD = HP stat exp byte 1
D6BE = HP stat exp byte 2
D6BF = atk stat exp byte 1
D6C0 = atk stat exp byte 2
D6C1 = def stat exp byte 1
D6C2 = def stat exp byte 2
D6C3 = spe stat exp byte 1
D6C4 = spe stat exp byte 2
D6C5 = special stat exp byte 1
D6C6 = special stat exp byte 2
D6C7 = (Attack IV, Defence IV)
D6C8 = (Speed IV, Special IV)
D6C9 = move 1 PP
D6CA = move 2 PP
D6CB = move 3 PP
D6CC = move 4 PP

D6CD = Happiness location in final. Seems to always be 46 here, maybe nothing affects it yet.

D6CE = Pokerus in final. Not sure what this does.

D6CF = Caught data byte 1 in final. Seems to always be 00.
D6D0 = Caught data byte 2 in final. Seems to always be 00.

D6D1 = Level
D6D2 = Status byte 1 in final. Unlike all the other ones you change this byte for the status mainly. I remember this being a bitmap in gen 1.
(01-07 = sleep (decrements each turn - 00 = wakeup), 08 = poison, 09 = bad poison?, 10 = burn, 11 = more sleep?, 20 = frozen?, 40 = paralysis)
D6D3 = Status byte 2 in final.


D6D4-D6D5 = HP stat
D6D6 - D6D7 = max hp
D6D8 - D6D9 = atk stat
D6DA - D6DB = def stat
D6DC - D6DD = speed stat
D6DE-D6DF = mon 1 Special attack
D6E0-D6E1 = mon 1 Special defence


D6A3 might be the current tileset. Could use this to find encounters in other locations.


CC32 cycles rapidly.

CDF7 = Enemy wild Type 1
CDF8 = Enemy wild type 2

from Aurum:

Unfortunately, the debugging functions for the Spaceworld 1997 prototype do not include giving or battling specific Pokémon during normal gameplay. Using the following code, you can modify the species and level, respectively: 01XXD7CD with XX ranging from 0 to 251 (0 to FB) 01YYE6CD with YY between 0 to 63 (0 to 99)
A lot of these addresses are actually the same as in vanilla but offset. https://datacrystal.romhacking.net/wiki/Pokémon_Gold_and_Silver:RAM_map

Sandstorm is more of an attacking effect than weather, it targets the opponent and does about 12.5% damage to them even after 5 turns, like a trapping move that never ends. Even if you switch they're still affected by it.

Blizzard has 30% freeze from Japanese Gen 1.

Protect does not fail.

DynamicPunch has 100 BP/100 accuracy but no effect.

Milk Drink has no field effect yet. Softboiled still has its effect from Gen 1.

Hi Jump Kick still inflicts 1 HP recoil (from Gen 1).

Triple Kick has 60 base power and 100% accuracy!

Mimic has its final Gen 2 effect where it copies the last move used by the target, not the Gen 1 effect where you could select a move. Mimicked moves do not have 5 PP.

Some moves like Sandstorm, Spikes, and Nightmare have defined base powers despite being status moves. SonicBoom and Dragon Rage have 20 and 40 BP respectively.

Fury Cutter has a 20% effect proc rate.

Hidden Power is ??? type.

Twister had 60 BP.

Giga Drain had 10 PP.

Rollout had 79% accuracy? Not sure what -1 is supposed to mean in the spreadsheet.

Bite, Karate Chop, and Sand-Attack were Normal type. Gust was Flying type and still in Pidgey's learnset.

All Gen 1>2 move power changes are present (Dig, explosions, Wing Attack) except for Double-Edge still being at 100 base power.

Sleep doesn't seem to do anything? I thought Stun Spore was Sleep Powder

Status effects can be replaced (example: you can paralyze a sleeping or poisoned Pokemon)

Present glitch is not present, or functions differently than vanilla Gen 2 if it is. (a low level delibird wasnt doing much damage with it)

Mud-Slap is normal type.

Metronome can call new moves.

Hyper Beam lets you act after KOing a mon with it. (Gen 1)

Disable disables the last move used by the opponent. (Gen 2)

Struggle has 0 PP. In Final Gen 2 it has 1 PP and in Gen 1 it has 10 PP.

DragonBreath is 40 BP, 10 PP, and has no effect.

Fire Spin (and probably all trapping moves) do not let the enemy move. The enemy can attack on the same turn Fire Spin ends (if the user is going first). It does not stop fleeing.

Thunder has a 10% chance of paralysis (Gen 1)

Sunny Day does not accelerate SolarBeam charge. Rain Dance does not give Thunder perfect accuracy.

HP recovery glitch is present

Counter has Gen 2 mechanics (was able to counter Flying type Gust but not Absorb)

Seismic Toss hits ghosts (Gen 1)

Dual type effectivity messages do not mislead like in gen 1

Uproot, Wind Ride, and Water Sport share the same generic screen shake animation

Gen 1 HMs do not have field move effects. Softboiled, Teleport, and Dig are still present. The new HMs do (they are also the last moves in the move order). Uproot has a slightly different error message than the rest of the new HMs (not enough badge?). Uproot's error message is shared with Dig. Teleport has a different error message depending on outside (unique - no Teleport location set?) or inside a forest/dungeon/cave (shared with outside Dig and Uproot)

Overworld poison damage is not in.

Amulet coin works. Amulet Coin does boost Pay Day.

Pokedoll allows you to have 100% flee when held just like final Smoke Ball and the Smokescreen item in the demo. No effect on use

NPCs talk to you automatically after battle.

Can you thaw out of freeze naturally?

Does weather (sun/rain) have all its effects?

In general moves from Gen 1 that changed in Gen 2. (Haze, Disable, Hyper Beam)
 
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TM01 Sketch? Either it's absolutely useless and is only compatible with Smeargle (and Mew), or it'd mean some Pokemon would have had access to every move in the game. Sacred Fire and Milk Drink are other interesting TMs. On the other hand the HM list seems to be exactly the same as in the final game, same numbers and all.

Other interesting TMs are Mach Punch (regular-behaving priority moves have never been TMs), Outrage (meaning there was a precedent for the Move Tutor that appeared in Platinum), Octazooka (it wasn't a signature move at first - and indeed not; Kingdra learns it by level-up here), Spikes, Present (another move that wasn't meant to be signature) and Spider Web (a trapping move for a TM? Neat)

About the Sketch TM, it seems to have fairly decent availability. Fine, I only checked Umbreon and Caterpie, but they could learn Sketch.

TM/HM compatibility is in the base stats files: https://github.com/pret/pokegold-spaceworld/tree/master/data/pokemon/base_stats
 
Other interesting TMs are Mach Punch (regular-behaving priority moves have never been TMs), Outrage (meaning there was a precedent for the Move Tutor that appeared in Platinum), Octazooka (it wasn't a signature move at first - and indeed not; Kingdra learns it by level-up here), Spikes, Present (another move that wasn't meant to be signature) and Spider Web (a trapping move for a TM? Neat)

About the Sketch TM, it seems to have fairly decent availability. Fine, I only checked Umbreon and Caterpie, but they could learn Sketch.

TM/HM compatibility is in the base stats files: https://github.com/pret/pokegold-spaceworld/tree/master/data/pokemon/base_stats


TM/HM compatability for most mons are ripped straight out of Gen 1, and the new mons usually all have the same placeholder TM learnset. I would say these TMs were more for testing new moves than actual usage. Interestingly you spawn with a full TM holder with the debug option and the 4 mons I spawned with seemed to be able to learn every TM despite what the learnsets claimed.

Also I noticed that no mon learns Fissure or Softboiled or Egg Bomb by level like in Gen 1, so maybe they were still basing learnsets off of Gen 1 TMs. Speaking of learnsets and Gen 1 moves, Kadabra learns Kinesis at Level 16. I guess they meant for it to be learned on evolution, which they did do 5 generations later in SM.

EDIT: I've been doing some more testing and found that Spore/Sleep Powder/Stun Spore fail against Hoppip and Caterpie but not Rattata. Rattata is immune to Confuse Ray as well with some kind of unique fail message, different from immune moves or the aforementioned Spore fails. Could this have been some kind of status move type resistance? Growl on Gastly worked but Stun Spore didn't.

EDIT 2: To get the trainer sprite test, simply press SELECT when you're in the Pokemon sprite test

EDIT 3: Some guy on reddit managed to get link battles working in this. www.reddit.com/r/pokemon/comments/8nuf4i/update_gold_spaceworld_97_link_cable_club/

EDIT 4:

Confirmed this interesting major change: Major status ailments can't be inflicted (via status move?) onto a Pokemon that would normally resist the move's type (Spore vs Hoppip, Thunder Wave vs grass, PoisonPowder vs rock). Confusion doesn't seem to follow these rules and instead fails on normal immunities (Confuse Ray vs Rattata fails.) This mechanic would probably be pretty game changing if it made it into future gens, but not as much as some of these planned held items.

EDIT 5: Sleep still lasts 0-6 turns (you can wake up the same turn you get put to sleep) but you can also move on wakeup.

On trapping moves:

You still can't attack while you're being trapped by a trapping move unless you choose Rapid Spin (does not remove Leech Seed or Spikes). You can still switch though. Rapid Spin doesn't actually remove the trapping effect, just let you hit.

You do have access to the Fight menu (choose a move) when being trapped by a binding move. You can act on the turn you get untrapped. I suppose they were trying to keep the power, but toned it down a bit.
 
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Did some more testing with cheats and items. Unfortunately most of the more interesting effects don't seem to work and only exist as descriptions, but I did find that holding an X item will automatically consume and use the boost on a Pokemon. It still has its in battle usage too. Mail also had some programming implemented.

D264 = movement type (walk/cycle/surf)

From 4chan:

01xx9FD1 is the cheat for items where you sub xx with the item's hex code from the spreadsheet.

This means D19F is the first item index number and D1A0 is the amount of items.


D6B4 seems to be the address of the first party mon's move out of battle. D6C9 seems to be the address for first party mon's move PP outside of battle and CA0A in battle/as the active mon.

for First Party mon
(for multiple bytes you just put them next to each other)
D6AB = first party mon Species byte 1 (What it shows up as)
D6B2 = first party mon Species byte 2 (Palette)
D6B3 = first party mon hold item - I think we've found where the mon data starts at
D6B4 = move #1
D6B5 = move 2
D6B6 = move 3
D6B7 = move 4
D6B8 = ID number byte 1
D6B9 = id number byte 2
D6BA = EXP byte 1
D6BB = EXP byte 2
D6BC = EXP byte 3
D6BD = HP stat exp byte 1
D6BE = HP stat exp byte 2
D6BF = atk stat exp byte 1
D6C0 = atk stat exp byte 2
D6C1 = def stat exp byte 1
D6C2 = def stat exp byte 2
D6C3 = spe stat exp byte 1
D6C4 = spe stat exp byte 2
D6C5 = special stat exp byte 1
D6C6 = special stat exp byte 2
D6C7 = (Attack IV, Defence IV)
D6C8 = (Speed IV, Special IV)
D6C9 = move 1 PP
D6CA = move 2 PP
D6CB = move 3 PP
D6CC = move 4 PP

D6CD = Happiness location in final. Seems to always be 46 here, maybe nothing affects it yet.

D6CE = Pokerus in final. Not sure what this does.

D6CF = Caught data byte 1 in final. Seems to always be 00.
D6D0 = Caught data byte 2 in final. Seems to always be 00.

D6D1 = Level
D6D2 = Status byte 1 in final. Unlike all the other ones you change this byte for the status mainly. I remember this being a bitmap in gen 1.
(01-07 = sleep (decrements each turn - 00 = wakeup), 08 = poison, 09 = bad poison?, 10 = burn, 11 = more sleep?, 20 = frozen?, 40 = paralysis)
D6D3 = Status byte 2 in final.


D6D4-D6D5 = HP stat
D6D6 - D6D7 = max hp
D6D8 - D6D9 = atk stat
D6DA - D6DB = def stat
D6DC - D6DD = speed stat
D6DE-D6DF = mon 1 Special attack
D6E0-D6E1 = mon 1 Special defence


D6A3 might be the current tileset. Could use this to find encounters in other locations.


CC32 cycles rapidly.

CDF7 = Enemy wild Type 1
CDF8 = Enemy wild type 2

from Aurum:


A lot of these addresses are actually the same as in vanilla but offset. https://datacrystal.romhacking.net/wiki/Pokémon_Gold_and_Silver:RAM_map

Sandstorm is more of an attacking effect than weather, it targets the opponent and does about 12.5% damage to them even after 5 turns, like a trapping move that never ends. Even if you switch they're still affected by it.

Blizzard has 30% freeze from Japanese Gen 1.

Protect does not fail.

DynamicPunch has 100 BP/100 accuracy but no effect.

Milk Drink has no field effect yet. Softboiled still has its effect from Gen 1.

Hi Jump Kick still inflicts 1 HP recoil (from Gen 1).

Triple Kick has 60 base power and 100% accuracy!

Mimic has its final Gen 2 effect where it copies the last move used by the target, not the Gen 1 effect where you could select a move. Mimicked moves do not have 5 PP.

Some moves like Sandstorm, Spikes, and Nightmare have defined base powers despite being status moves. SonicBoom and Dragon Rage have 20 and 40 BP respectively.

Fury Cutter has a 20% effect proc rate.

Hidden Power is ??? type.

Twister had 60 BP.

Giga Drain had 10 PP.

Rollout had 79% accuracy? Not sure what -1 is supposed to mean in the spreadsheet.

Bite, Karate Chop, and Sand-Attack were Normal type. Gust was Flying type and still in Pidgey's learnset.

All Gen 1>2 move power changes are present (Dig, explosions, Wing Attack) except for Double-Edge still being at 100 base power.

Sleep doesn't seem to do anything? I thought Stun Spore was Sleep Powder

Status effects can be replaced (example: you can paralyze a sleeping or poisoned Pokemon)

Present glitch is not present, or functions differently than vanilla Gen 2 if it is. (a low level delibird wasnt doing much damage with it)

Mud-Slap is normal type.

Metronome can call new moves.

Hyper Beam lets you act after KOing a mon with it. (Gen 1)

Disable disables the last move used by the opponent. (Gen 2)

Struggle has 0 PP. In Final Gen 2 it has 1 PP and in Gen 1 it has 10 PP.

DragonBreath is 40 BP, 10 PP, and has no effect.

Fire Spin (and probably all trapping moves) do not let the enemy move. The enemy can attack on the same turn Fire Spin ends (if the user is going first). It does not stop fleeing.

Thunder has a 10% chance of paralysis (Gen 1)

Sunny Day does not accelerate SolarBeam charge. Rain Dance does not give Thunder perfect accuracy.

HP recovery glitch is present

Counter has Gen 2 mechanics (was able to counter Flying type Gust but not Absorb)

Seismic Toss hits ghosts (Gen 1)

Dual type effectivity messages do not mislead like in gen 1

Uproot, Wind Ride, and Water Sport share the same generic screen shake animation

Gen 1 HMs do not have field move effects. Softboiled, Teleport, and Dig are still present. The new HMs do (they are also the last moves in the move order). Uproot has a slightly different error message than the rest of the new HMs (not enough badge?). Uproot's error message is shared with Dig. Teleport has a different error message depending on outside (unique - no Teleport location set?) or inside a forest/dungeon/cave (shared with outside Dig and Uproot)

Overworld poison damage is not in.

Amulet coin works. Amulet Coin does boost Pay Day.

Pokedoll allows you to have 100% flee when held just like final Smoke Ball and the Smokescreen item in the demo. No effect on use

NPCs talk to you automatically after battle.

Can you thaw out of freeze naturally?

Does weather (sun/rain) have all its effects?

In general moves from Gen 1 that changed in Gen 2. (Haze, Disable, Hyper Beam)

How exactly did you expect you would maybe be able to counter absorb? It was never physical nor ever interacted with it.
Anyway, Counter hits Pokémon even if they are using Fly or Dig. This also means that Damage values are not updated correctly. I was able to hit a pokémon on the first turn while it was digging with what was probably the last damage from the previous fight.

On the same note, swift hits pokémon underground or flying, but you cannot hit flying pokémon with Gust and Pokémon underground with EQ etc.

Having the semi-invulnerable turn of Fly be interrupted by confusion or paralysis will still leave you in that state until you use that move again.

Sandstorm damages Ground, Rock, and Steel Pokémon.

Status Problem debuffs are not still cleared correctly when you get rid of them with Rest. The Paralysis slowdown and the burn attack halving still sticks to you.

Leech Seed works on Grass Pokémon.

Using Hyper Beam or Explosion on a substitute will result in the charging turn or knocks out your Pokémon. Absorb and similiar moves still work on substitutes.

And not really meta relevant but a transformed Pokémon is treated as Ditto if catched.
 
It would be wonderful if Game Freak and Nintendo officialized these beta PKMN in the continuation of Let's Go Pikachu and Eevee that would happen in Johto (thoughts).

Also, we could kick start creating these PKMN for the Pokémon Showdown including the RBY beta, I can contribute if you want.

EDIT: I followed the advice of colleagues and created an official topic here; Contribute please: https://www.smogon.com/forums/threads/pokÉmon-gold-beta-metagame-under-construction.3643262/

Kris ,
help me to create the BST of every missing Beta Pokémon and everyone else on the topic as well; I will be updating the topic in the link above with the ideas that appear here.

Below are the ones I've already gotten ahead of, take a look and make suggestions and criticisms:

This evolutionary line will be the first of my project; Dyanbear's BST is very low (390) and logically was not complete for the final version, so I decided to first put a goal of 534BST (Charizard BST) and split equally between the six stats, which would give 89 for each, from there I decided to work on top of the Dynabear body and prioritized the Attack to the proportional detriment of the Speed (+ 40 / -40).
The pre-evolutions I reduced each stats as it happens with the other pre-evolutions of the other starters:

4NDUKC1.png

Flambear (Fire)

HP: 50

Attack: 97

Defense: 54

Sp. Atk: 40

Sp. Def: 54

Speed: 14


eTp01oR.png

Volbear (Fire)

HP: 69

Attack: 109

Defense: 69

Sp. Atk: 60

Sp. Def: 69

Speed: 29


ykhKX26.png

Dynabear (Fire)

HP: 89

Attack: 129

Defense: 89

Sp. Atk: 89

Sp. Def: 89

Speed: 49

The second evolutionary line to be worked will be that of the initial water whose final form (Aquaria) has a low BST (380), and the goal is to achieve a BST of 534.
Aquaria has a brutal form, seems to be strong in Attack and Sp. Atk, I will base myself on it

deSPzlz.png

Cruz (Water)

HP: 65

Attack: 78

Defense: 35

Sp. Atk: 61

Sp. Def: 35

Speed: 35

eR5EGhN.png

Aqua (Water)

HP: 84

Attack: 90

Defense: 50

Sp. Atk: 81

Sp. Def: 50

Speed: 50


KMaAoQQ.png

Aquaria (Water)

HP: 104

Attack: 110

Defense: 70

Sp. Atk: 110

Sp. Def: 70

Speed: 70

Numpuff is the evolution of Qwilfish; I would add more points to each Qwilfish stat, but Numpuff seems slower, which I will compensate proportionately in Attack

30UjYI1.png

Numpuff (Water/Poison)

HP: 85

Attack: 135

Defense: 95

Sp. Atk: 75

Sp. Def: 75

Speed: 65

Golppy looks like a generic fish, 390BST is enough, but I will compensate in the speed, never seen in the final version of GSC.

aAP9sjL.png

Golppy (Water)

HP: 30

Attack: 30

Defense: 50

Sp. Atk: 60

Sp. Def: 50

Speed: 170

Tangel and Gelanla are a pre-evolution and evolution of Tangela respectively; Tangel is easy, I will reduce the stats proportionally to what increases when Tangela evolves to Tangrowth, while Gelanla I will redistribute the stats of Tangrowth for more speed, because Gelanla seems agile, but less bulky than Tangwowth.

Idea: All Gelanla must be female to evolve this way, otherwise it will be a Tangrowth.

YL6HNqu.png

Tangel (Grass)

HP: 30

Attack: 10

Defense: 105

Sp. Atk: 90

Sp. Def: 30

Speed: 70

NYt1JWc.png

Gelanla (Grass)

HP: 90

Attack: 90

Defense: 115

Sp. Atk: 100

Sp. Def: 50

Speed: 90

From what I could gather, its name Madame sounds like Japanese for "not enough." This seems to imply that even this evolved form isn't considered strong enough yet, that's why most of your sttas are only slightly larger than Farfetch'd (in the case of Attack, I'm considering the recent boost that Farfetch'd got in SM), but okay, Madame seems to be skilled, so I've invested well in speed.

Idea: Madame still receives the benefits of Stick as Farfetch'd, that is, critical hit ratio is always at stage 2. (25% crit rate)

TRjXeX5.png

Madame (Normal/Flying)

HP: 57

Attack: 95

Defense: 60

Sp. Atk: 63

Sp. Def: 67

Speed: 110

Animon in the database is of the Normal Type, but it evolves of Ditto through the exchange equipped with Metal Powder; I believe that the idea was not fully developed, because the most correct would be to make Animon be Metal Type (Steel Type if it was commercially released) in the same way that Onix turns Steelix for example.
Well, your stats are based on Ditto, but possessing twice as much Defense and Sp. Def.

Idea: Animon may still have the benefits of Metal Powder.

LT2ymYF.png

Animon (Metal Type)

HP: 48

Attack: 48

Defense: 96

Sp. Atk: 48

Sp. Def: 96

Speed: 48

Even though I was not a ghost, I decided to base the Twinz BST just like Haunter's (he remembers me a bit) and split equally between stats, but in doing so, I got the number of 67.5, which is impossible, so I rounded all up to 68 for development begins.
First: Twinz looks fast, I removed 8 of each stats (leaving everything in 60) and put them in the Speed.
Second: Each twin is responsible for two stats; a twin for the physical part (Attack and Defense) and the other twin for the special part (Sp. Atk and Sp. Def), the front twin being the oldest / strong, and the same one who takes care of the physical part, so Attack and Defense increase (60 to 70) and the special part decreases proportionally (60 to 50).

pQ1q0xT.png

Twinz (Dark/Normal)

HP: 60

Attack: 70

Defense: 70

Sp. Atk: 50

Sp. Def: 50

Speed: 108

Sunmola, Anchorage and Grotess are one of the very few Beta Pokémon that already have the full and logical BST, which makes my job easier, it is worth remembering that Sunmola evolves to Anchorage OR Grotess (I do not know what the requirements for Sunmola to turn one or the other), but the Beta Gold database information that says Anchorage evolves into Grotess is obviously wrong (the game was far from complete yet).

g4ZaEFe.png

Sunmola (Water)

HP: 50

Attack: 50

Defense: 50

Sp. Atk: 50

Sp. Def: 50

Speed: 30

iGY9koo.png

Anchorage (Water/Metal)

HP: 90

Attack: 110

Defense: 50

Sp. Atk: 55

Sp. Def: 50

Speed: 110

d6qCcEx.png

Grotess (Water/Metal)

HP: 60

Attack: 65

Defense: 60

Sp. Atk: 80

Sp. Def: 50

Speed: 30

Bellmitt is a Pokémon that makes perfect sense, because Gloom has gained an alternate evolution (Bellossom) and Weepinbell does not, but now it has, and I will increase Weepinbell stats in the same way that they increase from Gloom to Bellossom, of exchanging both Attack for Defense and Sp. Atk for Sp. Def (the difference between Vileplume and Bellossom is only between Sp. Atk and Sp. Def); this change of stats changes more radically if it is because the types of Victreebel and Bellmitt are the same, whereas Bellossom loses one of the types of Vileplume.

7QtWM7L.png

Belmitt (Grass/Poison)

HP: 80

Attack: 65

Defense: 105

Sp. Atk: 60

Sp. Def: 100

Speed: 70

Scizors seems to be what would be the natural evolution of Scyther (note the letter S at the end of the name not to be confused with Scizor), and being a straightforward evolution, I just increased Scyther's stats by 15 each (with the exception of HP), no more than that.

OzCF47W.png

Scizors (Bug/Flying)

HP: 70

Attack: 125

Defense: 95

Sp. Atk: 70

Sp. Def: 95

Speed: 120

The evolution of Pinsir, being a direct evolution, I increased the attributes of Pinsir at 15 each (with the exception of Speed), no more than that.

3HwvzeX.png

Plux (Bug)

HP: 80

Attack: 140

Defense: 115

Sp. Atk: 70

Sp. Def: 85

Speed: 85
 
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Interestingly, Anchorage (the shark thing) seems to have non placeholder stats too, with its spread being 90/110/50/55/50/110 according to the data linked in the OP. Which is quite weird because despite how high its attack and speed are, it's apparently not even fully evolved, evolving into Grotess at level 38, which despite being higher on the evolution chain has extremely an extremely different, much lower stat spread of 60/65/60/80/50/30.

Look at this image I found, this may solve the mystery:

EVOS BETA.png



g4ZaEFe.png

Sunmola (Water)

HP: 50

Attack: 50

Defense: 50

Sp. Atk: 50

Sp. Def: 50

Speed: 30

iGY9koo.png

Anchorage (Water/Metal)

HP: 90

Attack: 110

Defense: 50

Sp. Atk: 55

Sp. Def: 50

Speed: 110

d6qCcEx.png

Grotess (Water/Metal)

HP: 60

Attack: 65

Defense: 60

Sp. Atk: 80

Sp. Def: 50

Speed: 30
 
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It would be wonderful if Game Freak and Nintendo officialized these beta PKMN in the continuation of Let's Go Pikachu and Eevee that would happen in Johto (thoughts).

Also, we could kick start creating these PKMN for the Pokémon Showdown including the RBY beta, I can contribute if you want.

EDIT: I followed the advice of colleagues and created an official topic here; Contribute please: https://www.smogon.com/forums/threads/pokÉmon-gold-beta-metagame-under-construction.3643262/

Kris ,
help me to create the BST of every missing Beta Pokémon and everyone else on the topic as well; I will be updating the topic in the link above with the ideas that appear here.

Below are the ones I've already gotten ahead of, take a look and make suggestions and criticisms:

This evolutionary line will be the first of my project; Dyanbear's BST is very low (390) and logically was not complete for the final version, so I decided to first put a goal of 534BST (Charizard BST) and split equally between the six stats, which would give 89 for each, from there I decided to work on top of the Dynabear body and prioritized the Attack to the proportional detriment of the Speed (+ 40 / -40).
The pre-evolutions I reduced each stats as it happens with the other pre-evolutions of the other starters:

4NDUKC1.png

Flambear (Fire)

HP: 50

Attack: 97

Defense: 54

Sp. Atk: 40

Sp. Def: 54

Speed: 14


eTp01oR.png

Volbear (Fire)

HP: 69

Attack: 109

Defense: 69

Sp. Atk: 60

Sp. Def: 69

Speed: 29


ykhKX26.png

Dynabear (Fire)

HP: 89

Attack: 129

Defense: 89

Sp. Atk: 89

Sp. Def: 89

Speed: 49

The second evolutionary line to be worked will be that of the initial water whose final form (Aquaria) has a low BST (380), and the goal is to achieve a BST of 534.
Aquaria has a brutal form, seems to be strong in Attack and Sp. Atk, I will base myself on it

deSPzlz.png

Cruz (Water)

HP: 65

Attack: 78

Defense: 35

Sp. Atk: 61

Sp. Def: 35

Speed: 35

eR5EGhN.png

Aqua (Water)

HP: 84

Attack: 90

Defense: 50

Sp. Atk: 81

Sp. Def: 50

Speed: 50


KMaAoQQ.png

Aquaria (Water)

HP: 104

Attack: 110

Defense: 70

Sp. Atk: 110

Sp. Def: 70

Speed: 70

Numpuff is the evolution of Qwilfish; I would add more points to each Qwilfish stat, but Numpuff seems slower, which I will compensate proportionately in Attack

30UjYI1.png

Numpuff (Water/Poison)

HP: 85

Attack: 135

Defense: 95

Sp. Atk: 75

Sp. Def: 75

Speed: 65

Golppy looks like a generic fish, 390BST is enough, but I will compensate in the speed, never seen in the final version of GSC.

aAP9sjL.png

Golppy (Water)

HP: 30

Attack: 30

Defense: 50

Sp. Atk: 60

Sp. Def: 50

Speed: 170

Tangel and Gelanla are a pre-evolution and evolution of Tangela respectively; Tangel is easy, I will reduce the stats proportionally to what increases when Tangela evolves to Tangrowth, while Gelanla I will redistribute the stats of Tangrowth for more speed, because Gelanla seems agile, but less bulky than Tangwowth.

Idea: All Gelanla must be female to evolve this way, otherwise it will be a Tangrowth.

YL6HNqu.png

Tangel (Grass)

HP: 30

Attack: 10

Defense: 105

Sp. Atk: 90

Sp. Def: 30

Speed: 70

NYt1JWc.png

Gelanla (Grass)

HP: 90

Attack: 90

Defense: 115

Sp. Atk: 100

Sp. Def: 50

Speed: 90

From what I could gather, its name Madame sounds like Japanese for "not enough." This seems to imply that even this evolved form isn't considered strong enough yet, that's why most of your sttas are only slightly larger than Farfetch'd (in the case of Attack, I'm considering the recent boost that Farfetch'd got in SM), but okay, Madame seems to be skilled, so I've invested well in speed.

Idea: Madame still receives the benefits of Stick as Farfetch'd, that is, critical hit ratio is always at stage 2. (25% crit rate)

TRjXeX5.png

Madame (Normal/Flying)

HP: 57

Attack: 95

Defense: 60

Sp. Atk: 63

Sp. Def: 67

Speed: 110

Animon in the database is of the Normal Type, but it evolves of Ditto through the exchange equipped with Metal Powder; I believe that the idea was not fully developed, because the most correct would be to make Animon be Metal Type (Steel Type if it was commercially released) in the same way that Onix turns Steelix for example.
Well, your stats are based on Ditto, but possessing twice as much Defense and Sp. Def.

Idea: Animon may still have the benefits of Metal Powder.

LT2ymYF.png

Animon (Metal Type)

HP: 48

Attack: 48

Defense: 96

Sp. Atk: 48

Sp. Def: 96

Speed: 48

Even though I was not a ghost, I decided to base the Twinz BST just like Haunter's (he remembers me a bit) and split equally between stats, but in doing so, I got the number of 67.5, which is impossible, so I rounded all up to 68 for development begins.
First: Twinz looks fast, I removed 8 of each stats (leaving everything in 60) and put them in the Speed.
Second: Each twin is responsible for two stats; a twin for the physical part (Attack and Defense) and the other twin for the special part (Sp. Atk and Sp. Def), the front twin being the oldest / strong, and the same one who takes care of the physical part, so Attack and Defense increase (60 to 70) and the special part decreases proportionally (60 to 50).

pQ1q0xT.png

Twinz (Dark/Normal)

HP: 60

Attack: 70

Defense: 70

Sp. Atk: 50

Sp. Def: 50

Speed: 108

Sunmola, Anchorage and Grotess are one of the very few Beta Pokémon that already have the full and logical BST, which makes my job easier, it is worth remembering that Sunmola evolves to Anchorage OR Grotess (I do not know what the requirements for Sunmola to turn one or the other), but the Beta Gold database information that says Anchorage evolves into Grotess is obviously wrong (the game was far from complete yet).

g4ZaEFe.png

Sunmola (Water)

HP: 50

Attack: 50

Defense: 50

Sp. Atk: 50

Sp. Def: 50

Speed: 30

iGY9koo.png

Anchorage (Water/Metal)

HP: 90

Attack: 110

Defense: 50

Sp. Atk: 55

Sp. Def: 50

Speed: 110

d6qCcEx.png

Grotess (Water/Metal)

HP: 60

Attack: 65

Defense: 60

Sp. Atk: 80

Sp. Def: 50

Speed: 30

Bellmitt is a Pokémon that makes perfect sense, because Gloom has gained an alternate evolution (Bellossom) and Weepinbell does not, but now it has, and I will increase Weepinbell stats in the same way that they increase from Gloom to Bellossom, of exchanging both Attack for Defense and Sp. Atk for Sp. Def (the difference between Vileplume and Bellossom is only between Sp. Atk and Sp. Def); this change of stats changes more radically if it is because the types of Victreebel and Bellmitt are the same, whereas Bellossom loses one of the types of Vileplume.

7QtWM7L.png

Belmitt (Grass/Poison)

HP: 80

Attack: 65

Defense: 105

Sp. Atk: 60

Sp. Def: 100

Speed: 70

Scizors seems to be what would be the natural evolution of Scyther (note the letter S at the end of the name not to be confused with Scizor), and being a straightforward evolution, I just increased Scyther's stats by 15 each (with the exception of HP), no more than that.

OzCF47W.png

Scizors (Bug/Flying)

HP: 70

Attack: 125

Defense: 95

Sp. Atk: 70

Sp. Def: 95

Speed: 120

The evolution of Pinsir, being a direct evolution, I increased the attributes of Pinsir at 15 each (with the exception of Speed), no more than that.

3HwvzeX.png

Plux (Bug)

HP: 80

Attack: 140

Defense: 115

Sp. Atk: 70

Sp. Def: 85

Speed: 85
It will be 2 years since I tried to give this idea a life, but a lot of work and lack of time took my excitement out of it, but I would be happy if someone continues this idea which I believe has great potential for Pokemon Showdown.
 
It will be 2 years since I tried to give this idea a life, but a lot of work and lack of time took my excitement out of it, but I would be happy if someone continues this idea which I believe has great potential for Pokemon Showdown.
I did actually do a similar thing at one point, kind of finishing the Pokemon in the demo. I used their learnsets and placeholder stats as guides, keeping to the concept as closely as possible. If you're curious, it's here. Overall it's done, and I considered making a PS mod, but importing sprites is fairly difficult due to me being awful at programming lol. Then there's the fact minis would be needed for reveals...
 
I did actually do a similar thing at one point, kind of finishing the Pokemon in the demo. I used their learnsets and placeholder stats as guides, keeping to the concept as closely as possible. If you're curious, it's here. Overall it's done, and I considered making a PS mod, but importing sprites is fairly difficult due to me being awful at programming lol. Then there's the fact minis would be needed for reveals...
Great !!!
 
I decided that since I have a lot of time on my hands right now, I'll see if I can make a proper Showdown Mod myself. So far, moves are done, using the info here and on a spreadsheet mirror I've maintained the past year. I think the hold items are super interesting, it looks as though that area would have been much more diverse on a competitive level...and Leftovers would be banned in LC.

I think I may take a few liberties, such as "finishing" items like the Mystic Petal. Some have no effects, but based on how Pokemon generally handles things, you can make educated decisions as to how they would work. Like for the type damage-reducing items, you could say they're permanent versions of the berries from later games.

Things to research;
  • How much damage does the Confuse Claw item deal, how does it work in Link Battles? Is it 1/8 or something? Is it consumed on use? The effect is programmed in, from what I can see. Effect ID 78.
  • How does the Strange Thread actually work? It says to raise evasion of the foe's attacks. Is that accuracy or evasion against the attacks?
    • It shares the description with the Detect Orb, which uses the "X_EVASION" effect, ID 37...so it may be against attacks.
    • However, this has its own effect, ID 77.
  • How does the Flee Feather work in Link Battles?
 
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Re: Sketch being a TM: I can't seem to find it again, so maybe I'm misremembering, but I do recall when this demo first leaked that I read somewhere that Sketch works differently in the demo than in "regular" Pokémon games. Specifically, it works in reverse: it causes the opponent to learn the last move that you used. Though, given the name of the move is "Sketch", and given that Smeargle is an artist who creates things... I think this is more likely to be a bug than anything else.
 
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