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GBC · Pokémon Crystal · v2.3.1 · by seatree

Pokémon Peridot Version

145areas253Pokémon125bosses518trainers
What makes it different

Crystal rebuilt as a new region, stocked with the Pokémon that Gold and Silver left on the cutting-room floor.

More about the game

Pokémon Peridot Version is seatree's rebuild of Pokémon Crystal, written from the game's own disassembled code. The map is a region of its own — Elkhorn to Orchid, twelve towns, twenty-four routes and seven sea routes with nothing of Johto left in them — and the dex is stocked with designs from Gold and Silver's development that never shipped, drawn as the creator's own sprites and named by the creator. Three difficulties are picked before the first Pokémon is handed over. The region is only loosely ordered: the gyms sit on a route you can walk in more than one way, and four of the leaders answer that by bringing a bigger team once you have been further. Each gym is a gauntlet — its trainers first, the leader at the end. The Fairy type is here, and Ghost and Dark have swapped sides of the physical/special line, so Crunch is a physical move and Shadow Ball a special one. This guide is generated from the creator's own source tree at version 2.3.1.

What's different, point by point

  • A region of its own: 12 towns, 24 routes, 7 sea routes and 145 places with wild Pokémon
  • 253 Pokémon, 19 of them designs from Gold and Silver's development, with the creator's own sprites
  • Three difficulties — Normal, Relaxed or Expert — chosen before the game starts
  • Gyms run as gauntlets: the gym's trainers first, then the leader
  • Four leaders bring a bigger team the further across the region you have been; Cecil has five
  • The Fairy type, on 7 moves and 10 Pokémon
  • Ghost and Dark swapped across the physical/special line — Dark is physical, Ghost is special
  • 32 moves from later generations brought back to the Game Boy Color, plus two of the creator's own
  • 61 TMs, one HM, and 12 tutor moves — 11 of them taught somewhere in the region
  • A post-game: five rematch teams for every leader, the Elite Four and the champion, a Battle Subway that runs from level 10 to 100, a battle simulator and a trip into the region's past
How it plays and everything it changes →
Made by

seatree

This guide is built from seatree's own documentation. The game, the ideas and the work are theirs — the site just makes the numbers searchable. Play it from the official page, and send them the feedback and the thanks.

What this guide covers

Every guide here is built from the game's own documentation. Where a ROM hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.

SectionSource
Wild Pokémon by areaFrom the game itselfEvery wild table in the game: grass by time of day, surfing, both rods, headbutt trees, smashed rocks, and the one-off and gift Pokémon the map scripts place.
Encounter ratesFrom the game itselfFrom the game's own probability tables and each map's own encounter rate. A one-off or gift Pokémon has no rate, so those rows are blank on purpose.
Wild levelsFrom the game itselfEvery level is the game's own. Surfing and smashed rocks say in their notes how the game rolls on top of it.
Stats, abilities and movesetsFrom the game itselfBase stats, types, learnsets, evolutions, egg moves, TM, HM and tutor compatibility, catch rate, base experience, growth rate and egg groups for all 253 species.
TM and HM compatibilityFrom the game itselfAll 61 TMs, the one HM and 12 tutor moves, with per-species compatibility. Eleven of the twelve tutor moves have someone in the region who teaches them; nobody teaches Runic Power, so it has no place on the tutor page.
Where TMs are foundFrom the game itselfRead from the map scripts that give or place each machine, and from the shops that sell them. All 62 are located.
Trainer and boss teamsFrom the game itselfAll 518 parties in the trainer file, with levels, held items and moves where the file records them, and the map each fight is scripted on.

Credits

Reading the tables

SourceEvery table on this site is read from the creator's own source tree at version 2.3.1: base stats, types, learnsets, evolutions, egg moves, move data, wild tables with their rates and levels, TM and HM compatibility, every trainer party, and the map scripts for where trainers stand, where items and machines sit, which shops sell what, and which team each gym leader brings.

DifficultyThe difficulty you pick changes how the game treats you — see the mechanics box — but it never changes a party, a wild table or a level. Nothing on this site is split by difficulty because the game's data is not.

CategoriesCategory is decided by type here, as it is in Crystal, except that Dark is physical and Ghost is special. The move list says so on every Ghost and Dark move that does damage.

AccuracyA move with no accuracy shown is one the game never rolls accuracy for: everything that only affects the user, and the handful of moves written to always hit.

AbilitiesThere is no ability system in this game, so every Pokémon page has an empty ability line and the comparison block does not try to say what was gained or lost.

StagesThe region is only loosely ordered, so a checkpoint here means the earliest point you could be somewhere, not a lock on the door. Where the game does gate something — Surf, the rods, the machine part for the time machine — the requirement is named.

LeadersA gym leader appears once per team the gym's own script can pick, with the condition on the title. The first-visit teams are chosen by which towns you have reached; the rematch teams, at levels 60 to 100, only open after the Elite Four.

RivalsYour rival takes the starter that beats yours: Chikorita if you chose Squirtle, Cyndaquil if you chose Bulbasaur, Totodile if you chose Charmander. Each of his fights is listed three times, once per answer.

SubwayThe Battle Subway's boss is Perry or Jade depending on which trainer you play as; both use the same ten teams, one for each level tier from 10 to 100, so they are listed once.

LinkThree teams in the trainer file belong to the trainer the link cable stands in for. They are listed and labelled, but nobody in the game fights them.

RatesSlot percentages are the game's own probability tables — 30/30/20/10/5/4/1 for the seven grass slots and 50/20/15/10/5 for surfing. The “N% of steps” figure is that map's own encounter rate. * marks 5% or less.

TimesGrass tables are split morning, day and night. Where two or three of them are the same, the row is listed once and says which times it covers.

FishingThere is no Old Rod in this game. The Good Rod is in the house on Route 5 and the Super Rod is on the S.S. Mako's lower deck; each map fishes from the group its own header assigns.

PastFive maps in the region's past have a headbutt table the game's own lookup can never reach, so no headbutt rows are published for them.

ItemsThe item list is item balls, hidden items, gifts and shop stock read from the map scripts and the shop tables, including the bargain shop, the department store's roof sale and the Battle Subway's two counters. Game Corner prizes, Buena's prizes and mystery gifts are not in it.