it's so cool to see how these games work from a development standpoint! looking back 10+ years, i never would have imagined this is what black/white was before it became its final product.
Considering that Pokemon also put Lady Gaga of all things in Beta builds of Pokemon XY (though I'm not sure if it was ever used), hearing the Prodigy isn't that farfetched to me.
@@Hijiri_MIRACHION Oh I didn't know that, nice! For me it's the fact that the Prodigy's my all time favourite band so hearing them in my favourite Pokemon game is just WILD to me
My.theory with the dungeon test and 3D modelled charizard: They were testing to see how well a truly 3d pokemon environment would work. Especially considering that the next gen was on the 3ds with fully rendered 3d models for everything.
I assume the 3D Charizards weren’t actually intended to be in the game, but were rather to test the 3D models of the legendaries seen in the title screen and story cutscenes. Likewise I assume the ‘dungeon’ build is probably related to a Non-Pokémon project.
I had thought the same initially. Inside the source code, one of the bridges are called "Charizard Bridge", and in late 2009 builds you can see a 3D model of a proto design for Reshiram and Zekrom standing on top of Skyarrow Bridge.
@@MDTravisYT Would that bridge not be the Driftveil Drawbridge as per the lore? Though, early builds have a totally different Route 5/Driftveil City layout with no bridge yet.
Dungeon was just left in the source code, and can be compiled in revisions for October 2008 and before if you simply compile just the "multiboot" folder. I'd assume the same can be done for the Yoshi tech demo. Also that alternate wild battle theme was intended for gym battles. You can see their names in later builds.
Yeah, it's worth a read for sure! One relevant post of his in 2007, just before BW really started development, he talks about walking the span of the Brooklyn Bridge while he was in New York City and being in awe of it. Kinda adds to how prominent Skyarrow Bridge is in all these builds and the spectacle of it in the final version.
It'd more likely use HGSS's sounds. Before a unique soundtrack was implemented, the game reused music from a prototype of HGSS, which was also developed at the same time as BW.
obviously more going on in the celestic town sample, but the sheer amount of stuff on screen makes me wonder if it was a test for what would essentially become castelia city, with all the npcs walking past you at the same time
Yeah, that's my understanding of it too. Thought I'd wrote that on the slide but I guess not lol. My guess is potentially an early idea was to have the larger cities be more bustling with random NPCs on the move to make them feel more busy, but that got relegated to the side streets of Castelia.
i think the theme at 17:48 is probably actually SEQ_BGM_VS_GYMLEADER. this is because the Retail theme for strong encounters is named SEQ_BGM_VS_TSUYOPOKE. but the pre-alpha roms afaik dont have that Sequence present in the SDAT but you can check by opening the rom in a nds rom editor and extract wb_sound_data.sdat opening it in nitro studio 2 or something edit: i just noticed someone else already commented about this before i did.
Yeah, it was already brought up but still appreciated. It was just a hasty assumption on my end, so that's on me; I know the final track names but didn't actually check these since I just assumed as the two tracks were basically duplicated, one was to be for the dark grass encounters. My bad, lol. I'll add the correction to the chapter title.
Indeed, but the same can be applied to a lot of these early route layouts; a lot of them are needlessly complex with regards to path layout and grass density. They look good from an overhead point of view, sure, but man would they suck to navigate and no doubt slow things down from a gameplay point of a view.
i first thought PLANNERTEST was like icirrus city or mistralton city but it could just be a completely different map entirely or it was redesigned in later builds/final game
Yeah, that's what I first thought, but it's most likely a duplicate of early Route 2 upon further inspection. Warping specifically to Route 2 in builds around early May 2009 (instead of just walking there) shows Route 2 with similar geometry. PLANNERTEST in other builds seems to warp to Nimbasa (though it's just a flat map) with connections to early Route 5 and Route 4.
With the sound test I see that some parts of the track don't have a pink colour. Does that mean that part of the track isn't playing or is the mixer just for show?
Yeah, it's how many active tracks are in the selected song. Pressing Select to swap the screens lets you mute each track (which are multi-voice, e.g. one track can output to three channels) by pressing the pink squares, while the sliders controls channel/voice volume. Later versions allow you to apply effects to a track but I believe it's just reverb and sustain.
Hardly, it didn't stay in the development cycle long and was likely just a quick sprite draft to experiment with the sprite animations. I do think if it were to have stuck around it would've been replaced by Patrat anyway, and thus that's just how I referred to it as just for brevity.
We don't know what it really is. It was removed quickly when the first Unova Pokemon were implemented. I think its design more closely resembles Oshawott.
Game Sync. It's a deprecated feature that allowed you to link saves with the Pokémon Global Link and send Pokémon to the Dream World. Couldn't tell you more about it because it's been over ten years.
it's so cool to see how these games work from a development standpoint! looking back 10+ years, i never would have imagined this is what black/white was before it became its final product.
31:52 First Gaga now the prodigy 😳
I'm sorry I'm still trying to come to terms with the fact that they put the fucking Prodigy in a Pokemon game
Considering that Pokemon also put Lady Gaga of all things in Beta builds of Pokemon XY (though I'm not sure if it was ever used), hearing the Prodigy isn't that farfetched to me.
@@Hijiri_MIRACHION Oh I didn't know that, nice! For me it's the fact that the Prodigy's my all time favourite band so hearing them in my favourite Pokemon game is just WILD to me
@@Hijiri_MIRACHION I haven't gotten around to messing with the X builds properly yet, but that'll be something I have to keep an eye out for lmao
"No one is going to find it"
-GameFreak Devs, probably
My.theory with the dungeon test and 3D modelled charizard:
They were testing to see how well a truly 3d pokemon environment would work. Especially considering that the next gen was on the 3ds with fully rendered 3d models for everything.
we got dungeon crawler and firestarter in pokemon bw. what a world we live in
Baby wake up, Krow is back
Ye
I assume the 3D Charizards weren’t actually intended to be in the game, but were rather to test the 3D models of the legendaries seen in the title screen and story cutscenes.
Likewise I assume the ‘dungeon’ build is probably related to a Non-Pokémon project.
I had thought the same initially. Inside the source code, one of the bridges are called "Charizard Bridge", and in late 2009 builds you can see a 3D model of a proto design for Reshiram and Zekrom standing on top of Skyarrow Bridge.
@@MDTravisYT Would that bridge not be the Driftveil Drawbridge as per the lore? Though, early builds have a totally different Route 5/Driftveil City layout with no bridge yet.
Dungeon was just left in the source code, and can be compiled in revisions for October 2008 and before if you simply compile just the "multiboot" folder. I'd assume the same can be done for the Yoshi tech demo.
Also that alternate wild battle theme was intended for gym battles. You can see their names in later builds.
DUNGEON??!?!?
ALSO WHY THAT MODEL???
Thank you so much for going so in-depth! I learned a lot! I love it!
32:25 so cool.... been meaning to read his blog, really liked his post about n's theme (Even though i'm not musically inclined)
Yeah, it's worth a read for sure! One relevant post of his in 2007, just before BW really started development, he talks about walking the span of the Brooklyn Bridge while he was in New York City and being in awe of it. Kinda adds to how prominent Skyarrow Bridge is in all these builds and the spectacle of it in the final version.
Route 2 theme (DPPt soundfont)
There actually is a video out there from Terrymann who did many other soundfont swaps and remixes!
It'd more likely use HGSS's sounds. Before a unique soundtrack was implemented, the game reused music from a prototype of HGSS, which was also developed at the same time as BW.
そうなんですね。私はポケモンのゲームを幼い頃にやっただけで、あまり詳しくないんです。
教えてくださったお二方に感謝申し上げます!
obviously more going on in the celestic town sample, but the sheer amount of stuff on screen makes me wonder if it was a test for what would essentially become castelia city, with all the npcs walking past you at the same time
Yeah, that's my understanding of it too. Thought I'd wrote that on the slide but I guess not lol.
My guess is potentially an early idea was to have the larger cities be more bustling with random NPCs on the move to make them feel more busy, but that got relegated to the side streets of Castelia.
i think the theme at 17:48 is probably actually SEQ_BGM_VS_GYMLEADER. this is because the Retail theme for strong encounters is named SEQ_BGM_VS_TSUYOPOKE. but the pre-alpha roms afaik dont have that Sequence present in the SDAT but you can check by opening the rom in a nds rom editor and extract wb_sound_data.sdat opening it in nitro studio 2 or something
edit:
i just noticed someone else already commented about this before i did.
Yeah, it was already brought up but still appreciated. It was just a hasty assumption on my end, so that's on me; I know the final track names but didn't actually check these since I just assumed as the two tracks were basically duplicated, one was to be for the dark grass encounters. My bad, lol.
I'll add the correction to the chapter title.
11:30 oh my god my child's PATRAT??????
Nothing's really confirmed about what it is. It's name is Awanezumi.
fire started before being born this way
The basic camera control test reminds me of that one Minecraft alpha with the Steve clones walking around
gigamax charizard 3 generations prior? who knows maybe they did think of putting giant giants in gen 5 since their lore comes with gen 4
that gen 5 charizard is cool
Hold on, was Route 1 used in Pokemon Black 2 and White 2? I have seen it before
We are the fire starter!!!
Early Route 2 from this build looks to me like it was meant to be a Mid / Endgame Route as it’s path are too complex for a Route in the early game
Indeed, but the same can be applied to a lot of these early route layouts; a lot of them are needlessly complex with regards to path layout and grass density. They look good from an overhead point of view, sure, but man would they suck to navigate and no doubt slow things down from a gameplay point of a view.
i first thought PLANNERTEST was like icirrus city or mistralton city but it could just be a completely different map entirely or it was redesigned in later builds/final game
Yeah, that's what I first thought, but it's most likely a duplicate of early Route 2 upon further inspection. Warping specifically to Route 2 in builds around early May 2009 (instead of just walking there) shows Route 2 with similar geometry. PLANNERTEST in other builds seems to warp to Nimbasa (though it's just a flat map) with connections to early Route 5 and Route 4.
Seems to be an easy warp to areas they were working on at the time. Soon that got depricated and removed.
With the sound test I see that some parts of the track don't have a pink colour. Does that mean that part of the track isn't playing or is the mixer just for show?
Yeah, it's how many active tracks are in the selected song. Pressing Select to swap the screens lets you mute each track (which are multi-voice, e.g. one track can output to three channels) by pressing the pink squares, while the sliders controls channel/voice volume. Later versions allow you to apply effects to a track but I believe it's just reverb and sustain.
The ones that don't have pink just indicate that there is no track data for that channel.
Awanezumi an early Patrat??? Idk man...
Probably an early Victini since a similar looking Pokémon shows up in a later prototypes intro sequence with N.
Hardly, it didn't stay in the development cycle long and was likely just a quick sprite draft to experiment with the sprite animations. I do think if it were to have stuck around it would've been replaced by Patrat anyway, and thus that's just how I referred to it as just for brevity.
@@ZakaryShindle1-933Some people inferred that the one cut from the intro was replaced with Emolga, from the Pikachu cheeks
We don't know what it really is. It was removed quickly when the first Unova Pokemon were implemented. I think its design more closely resembles Oshawott.
Tem o link?
Is there an easy way to download these roms now?
Drop the link
g-sync ? on the ds ?
Game Sync. It's a deprecated feature that allowed you to link saves with the Pokémon Global Link and send Pokémon to the Dream World. Couldn't tell you more about it because it's been over ten years.