Over the past few months I have also spent a lot (a lot) of time rebuilding the tiles, cells, and maps of the older versions (V1 and V2) from scratch in the hopes I could fix the small errors present in V1 and all of the errors caused by the lack of the correct tiles and cells present in V2. Mapping Out the ProgressionĮven without the asset leak, there were plenty of changes between Red, Green, Blue, and Yellow’s overworld tiles over the course of Generation 1. V3 – An Indigo Plateau map that was made somewhere between V2 and final. V2 – The second known iteration of the maps. V1 – The first known iteration of the maps. Map – An individual section of the world map, including dungeons, roads, towns, and house interiors. A cellset can have a maximum of 128 cells. Very useful post-release for determining what maps use what tilesets.Ĭellset – The set of cells that a tileset uses. Tileset – A group of tiles that are chosen for a certain map, usually to reflect different locations such as cities or caves.Ĭell / Block – A group of four tiles that is defined by the tileset, used to make building maps easier. Tile – An individual 8×8 pixel image, a tile is the smallest part of the map graphics. The overwhelming majority of the map analysis was worked on and written by one person (hence the prolific use of “I”), and every map in the game – both past and present – is now seared into the back of their eyeballs. The maps not only provide insight on how the games’ aesthetics developed over time, but also clues as to how the story had once played out.
#Prototype save game location full
Today, we can finally bring you a full and proper analysis on the biggest and most detailed section of the assets: the map of Kanto and its numerous iterations. It has been five months since the Gen 1 prototype assets were released.