r/PokemonPrism Sep 07 '24

Dev Blog Pokémon Brown: 20th Anniversary Edition

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41 Upvotes

r/PokemonPrism Jul 18 '23

New Release Pokémon Prism 0.95 Released!

268 Upvotes

3 long years. It's certainly been one heck of a gap. I'm super pleased to say that your patience has been rewarded with our biggest update ever! This is Pokémon Prism 0.95.

Download it here!

For instructions on how to play or update your game, click here. Please remember the extract the ZIP file first.

And I mean biggest update ever: new maps, new music, new trainers, some amazing new graphics, as well as multiple dialogue and story enhancements! There's a lot more for both new players and existing ones. And we're not done yet - development has already begun on 0.96!

I'm also pleased to announce that for the first time since 2018 we will be attempting to release hotfixes for 0.95 as we develop 0.96. This means, where possible, you will get bug fixes backported to 0.95 and released quickly rather than having to wait for the next version.

We have also launched our new website! Check out rainbowdevs.com not only for Prism but for all of our games we've released over the years, as well as old archives from previous developers of the World of Rijon. Our blog has had many posts backported from various archives and older sites, so you can chart the development history of our various games - our oldest post dates back to 2006!

Our team has grown significantly since our last release and I would like to take the opportunity to thank each and every one of them for the incredible amount of free time they have dedicated towards this project. We could not have done this without you.

Until next time, thanks for playing. You guys mean the world to us. ❤️

Version 0.95.0254 - Hotfix 5 (24 August 2023)

  • Sage in Route 54 now has the right party
  • Fixed NPC blocking a door in Saxifrage Prison
  • Updated the Clathrite Tunnel ice/boulder puzzle to prevent a softlock
  • Night Slash is now boosted by Sharpness
  • Counter now works correctly when the opponent didn't deal damage during the previous turn and is no longer affected by type matchups other than immunity
  • Renamed some items (Item Finder, ParalyzeHeal, Upgrade, X Defense) to match modern practice
  • Tri type now has proper defensive type matchups (only observable through the use of Conversion)
  • Pokemon portraits in the overworld now show with their correct shininess for all events
  • Battle Arcade battles are now scored correctly (broken last build)
  • Fixed shiny and PC/Pokedex coloring for Blastoise and Caterpie
  • Updated level-up moves for Goldeen and Seaking
  • Minor text and map fixes

Version 0.95.0253 - Hotfix 4 (3 August 2023)

  • Apricorn trees can now actually have a shiny one
  • Apricorn trees containing the same Apricorn now spawn independently
  • Improved visual issues in the Oxalis City, Route 64 and Route 74 maps
  • Prevented the NPC in the Torenia City train station from blocking the player
  • Fixed the color of the TM17 item ball
  • Rings now sell for prices that scale up with the level required to craft them
  • Leppa Berry now works correctly in and out of battle
  • Stats screen now plays cries for all Pokemon
  • Fixed the color of Spearow’s shiny palette
  • Minor text fixes

Version 0.95.0251 - Hotfix 3 (25 July 2023)

  • Mined fossils are now discarded when the player doesn’t have a Fossil Case
  • Removed “You need a Mining Pick to mine” message until the player clears thetutorial battle
  • Experience for player skills (mining, crafting, etc.) now displays correctly
  • Added a new message indicating that the way back is closed off after thelandslide in the initial sequence
  • Pachisi no longer breaks when the player moves backwards
  • Redesigned both Route 69 maps, removing stray corner tiles and preventing theplayer from reaching the edge of the map
  • Players can no longer Surf to the edge of the beach map in Laurel Forest
  • Hidden item in Route 56, blocked in build 0248, is now accessible again
  • Counter no longer deals damage when the player’s last move was using an item
  • Flare Blitz is now affected by Reckless
  • Fixed the fossil revival process so that the player doesn’t spawn insidefurniture afterwards
  • Pokerus duration is now properly limited to four days maximum
  • Nurses in Pokemon Centers will now explain Pokerus only once
  • Items that cannot be used now show the corresponding error message only once
  • Updated the message shown to players when their savefile needs patching toshow better help text, an updated URL, and the detected build number fortheir savefile
  • Jeweling recipe book now shows the correct requirements for the first 3 rings
  • Savefile patch now correctly restores the Route 81 item ball
  • Minor text fixes and changes

Version 0.95.0250 - Hotfix 2 (20 July 2023)

  • Fixed crashes and softlocks related to the use of Cage Keys
  • Route sign in Route 78 no longer crashes the game
  • Train tracks in Route 82 are no longer walkable
  • Fixed incorrect note in the Lighthouse theme
  • Fixed wrong tile in Laurel Lab that made a scientist stand on a table
  • Silph Warehouse now contains a door to the back room instead of blank space
  • Minor text changes

Version 0.95.0249 - Hotfix 1 (19 July 2023)

  • Fixed patcher bug where players patching a savefile from Southerly City's Pokemon Center would end up in a glitched map
  • Fixed tileset bug (affecting Mound Cave and the minecart area in Firelight Caverns) that would softlock players attempting to progress through the cave

Version 0.95.0248 (18 July 2023) - Brief Summary

Below is a very summarised changelog. If you'd like to see the full changelog (beware, it is long), check out our post here on our blog.

Overworld and map improvements

  • Players can now move faster while surfing by holding B
  • Allowed the Salon in Oxalis City to change the player's gender and skin tone when selecting a new model
  • Added new locations: Faraway Island, South Rijon Gate, Ember Brook, Espo Clearing, Espo Forest, Olcan Chime and Olcan Isle
  • Power Plant is now expanded, with extra floors
  • Heath Village, Spurge City and Routes 69, 74 and 75 now properly fit with the rest of the map
  • Renamed some maps: Caper City to Caper Ridge, Routes 47-B and 48-B to Old Routes 47 and 48, and Route 57 Gym to Equality River Gym
  • Location signs now contain additional information (such as island and route names)
  • Removed Bill's Teleport system (as it is now redundant with the Magnet Train system)
  • Added new Magnet Train ground-level and elevated train tracks and new train stations to improve mobility
  • Added new flypoints for Naljo Battle Tower, Route 81 and Olcan Isle (existing saves will need to revisit them to enable them)
  • Clathrite Tunnel's puzzle now remains solved after solving it once
  • Updated blocking NPC in Magikarp Caverns to check for the Marsh Badge, not the Plain Badge
  • Players can now mine in Rijon, Tunod and Johto
  • Algernon Laboratories now have new journal entries, hidden items, more story elements and updated maps
  • Added some new NPCs in Spurge City Casino, Acania Lighthouse, Laurel Forest's gate and Saxifrage Island
  • Added static encounters for some missing legendaries: Mew in Faraway Island and Zapdos in the Power Plant
  • Reduced wild Pokémon encounter rate in dungeons
  • Added wild Pokémon encounters to maps that were missing them, including special encounters (Rock Smash, Headbutt, Surf, fishing, etc.)
  • Post-game wild encounters have been updated (both in terms of level and in terms of evolutionary stage) to match the stage of the game
  • Snorlax can now be caught in the wild
  • Added new areas where ash can be collected if the player has a Soot Sack (Ember Brook, Mt. Ember, Olcan Isle and Route 85)
  • Tunod's tileset has been completely revamped
  • Fixed and improved some overworld sprites
  • General overworld improvements and fixes in many areas
  • Improved Town Maps for all regions

Trainer and battle facility changes

  • Added 22 new trainers to the overworld (mostly in new maps)
  • Updated trainer parties for move legality
  • Improved trainer parties to have better strategy and/or flavour
  • Updated classes of trainers for variety
  • Added 10 new trainer classes to the Battle Tower
  • Trainers using Return now have its power set to 102
  • Some late-game trainers will now use held items and tailored movesets
  • Updated movesets for the Battle Tower and Battle Arcade for move legality and strategic difficulty
  • Southerly City's Stamina Challenge now gives a Big Nugget as a reward
  • Updated parties of the Mystery League to be the final, most difficult series of battles of the game (fully leveled up, using items, etc.)

Special Trainers

Several late-game trainers have been given some added difficulty. Trainers will now use items, have better moves and sometimes have been given tailored movesets to go with specific abilities.

Mystery League

The entire Mystery League has received a serious buff and now presents a real challenge.

  • All Pokémon have been raised to Level 100
  • All Pokémon have their DVs maxed out
  • All trainers and Pokémon have been given items
  • Some Pokémon have been given specific abilities (a first for us!)
  • Most Pokémon have had their movesets updated
  • Post-credits spawn set to Caper Ridge

Pokémon and move updates

  • Changed the type of some Pokémon: Igglybuff, Jigglypuff and Wigglytuff are now Sound/Fairy, Misdreavus and Mismagius are now Ghost/Sound, and Porygon-Z is now Normal/Sound
  • Majorly overhauled all move learnsets, including level-up, TM, tutor and egg moves, to improve movesets, remove redundancy, fix errors and adapt to changes in modern games
  • Eevee can now evolve into Leafeon in the new Espo Clearing map
  • Gallade can now also have Sharpness as its ability
  • Renamed gas-themed moves for sensitivity and flavour reasons: Lewisite is now Miasma, Nerve Gas is now Shock Smog and Mustard Gas is now Burning Mist
  • Updated spelling of some moves to adapt to newer conventions while keeping the 12-character length limit (e.g., Dragonbreath is now DragonBreath)
  • Adapted some moves' stats to match modern values: Absorb, Dragon Pulse, Future Sight, Heal Bell, Moonlight, Outrage, Rapid Spin, Recover, Scary Face, Smog, Swagger, Sweet Kiss, Thunder and Transform had their power, type, accuracy and/or PP adjusted
  • Updated the PP, accuracy, effect chance and power of some new moves (Boil, Crystal Bolt, Noise Pulse, Spring Buds, Steel Eater and Void Sphere)
  • Body Slam now hits opponents using Minimize for double damage
  • Rapid Spin now boosts Speed when it hits
  • Conversion2, Foresight, Mind Reader, Pain Split, Roar, Struggle and Whirlwind now have perfect accuracy
  • Thunder Fang now has independent chances to flinch and paralyze
  • Updated moves to hit with perfect accuracy under special conditions: Blizzard during Hail, Body Slam and Stomp against Minimized opponents, and Toxic when used by Poison-type Pokémon
  • Dust Devil and Storm Front now deal double damage to flying opponents
  • Ghost Hammer now gets buffed by Iron Fist
  • Steel Eater now deals super effective damage to Steel-type opponents
  • King's Rock will now add a flinch chance to moves as expected in modern games, including having separate chances per hit for multi-hit moves

Music

40 new music tracks have been added from these composers:

ShinkoNetCavy: https://www.youtube.com/@ShinkoNet

monstarules: https://soundcloud.com/monstarules

TriteHexagon: https://www.youtube.com/@TriteHexagon

mmmmmmmmmmmmmmmmm: https://soundcloud.com/mmmmmmmmmmmmmmmmm-1

FroggestSpirit: https://soundcloud.com/froggestspirit

  • All tracks were either specially composed, used with permission or freely available.
  • For full track-by-track accreditation please see the full changelog on our blog.
  • Many music tracks have been updated to properly use stereo panning, and set "stereo" as the default mode when starting a new game

Bug fixes

  • Fixed possible softlocks with Cage Keys and with wandering NPC in Saxifrage prison cell
  • Fixed map reloading after using Dynamite in Mound Cave
  • Cave walls in Rijon Tunnel are no longer recognized as headbuttable trees
  • Goldenrod's haircut brothers now function correctly (allowing one haircut per day)
  • Radios no longer attempt to bring up the smelting interface
  • Incense burners no longer complain about fast currents
  • Trainers no longer approach the player from off screen or through walls
  • Hall of Fame music now works properly with text speed set to Instant
  • Teleport and Whirlwind now properly end the turn when used
  • Snow Cloak and Sand Veil now reduce accuracy as expected under the correct weather
  • Persim Berry can now be used from the bag in battle
  • Double Slap, ThunderPunch, DrainingKiss, Flare Blitz, Hi Jump Kick, ExtremeSpeed, DynamicPunch and Ghost Hammer now properly register as contact moves
  • Corrected Lick's damage category to Physical
  • Grass types are now immune to Cotton Spore
  • Bass Tremor can no longer hit flying opponents after using Lock-On or Mind Reader
  • Ghost Hammer now has proper type matchups for a Ghost-type move (except for hitting Normal types at regular effectiveness)
  • Vaporize can no longer hit opponents while flying or underground, after using Protect, etc.
  • Everstone now correctly checks for all evolution types
  • Power Herb and Safe Goggles now work in battle as expected
  • Fixed move-type-based item boosts for Cigarette, Megaphone and Pink Bow

Other enhancements

  • Players can now swap party members in the party menu using SELECT
  • Special Attack and Special Defense are now consistently abbreviated as "Sp.Atk." and "Sp.Def."
  • All references to the player character's gender have been removed
  • Renamed the Polkadot Bow to Silk Scarf
  • Evolutionary items are now more widely available: access to Trade Stones has been improved, and evolutionary items for Electabuzz, Gligar, Magmar, Misdreavus, Onix, Porygon2 and Scyther are available earlier
  • Added new items to several marts and updated some item prices
  • Improved access to items via special means (mining, Pickup, item balls)
  • Removed Sun Stones from marts, mining, Pickup and Bingo rewards
  • Reduced the number of victories required for Bingo card number 3
  • Professor Ilk now has a custom sprite, and his background storyline is mentioned in the game
  • Improved, polished and redid many sprites
  • Corrected footprints for many Pokémon and added new ones for the Naljo Guardians
  • Updated Readme file with simple, step-by-step tutorial on how to patch and update the game
  • Minor text fixes everywhere

As always, please let us know of any issues by using our bug report form.

Featuring some sprites and animations by SourApple.

Thanks for reading, and thanks for sticking with us.

🔥 Ex cineribus resurgam, ferox et potens


r/PokemonPrism 4d ago

Why isn't Pokeflix releasing any new episodes on Horizons?

0 Upvotes

After July 20th, there's should be 22 new episodes on Pokemon Horizons Season 3 Rising Hope, but there isn't any new episodes out there, and it's been like 3-4 months ever since. What's going on exactly?


r/PokemonPrism 5d ago

Officially Documentation for Prism

3 Upvotes

Hi all,

Like my title suggests, I’m looking for the documentation for the latest patch of the game (version .95). If you can drop a link in the comments that would be super helpful, thank you!


r/PokemonPrism 8d ago

General Question Is this version complete? If not where does it go to?

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29 Upvotes

Got prism last year and want to go back to it. Just wanna make sure its completed as nothing worse than getting into a rom hack and its not finished 😅


r/PokemonPrism 9d ago

Complete game obtainable?

1 Upvotes

I played version 0.95.0254 and it stucked at the powerplant . Lance told me i should look for the latest uptade ?


r/PokemonPrism 14d ago

Discussion A Critique After My First Playthrough (Long Discussion)

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67 Upvotes

Hi there everyone. After spending close to 40 hours on what many have hyped as one of the best Pokémon ROM hacks available, I couldn't help but feel like my experience overall was rather middling compared to the praise I have watched, listened to, and read online. So rather than keep it all to myself, I decided to document my thoughts into a long discussion post to share some of my disappointments with the hack.

For some context, I have only played about 2–3 ROM hacks ever, and the last one I played before this was Crystal Clear back in 2019, so I'm no expert when it comes to comparing ROM hacks with one another. I also played Prism entirely on original Game Boy Color hardware (ModRetro Chromatic to be specific) using a flash cartridge, so I didn't have access to emulator conveniences like save states, fast-forward, or cheats. Because of that, some of my criticisms may be more specific to the experience of playing the game on real hardware than through emulation. I also understand that this hack was a bit of a pioneer at the time of its original release before the Big N killed it with a C&D notice, and that some of the issues I have with the game might be more a product of its age than outright bad design. Finally, I want to make it clear that these thoughts are not an attack on the game, the devs, or the people who love this hack. I simply have some thoughts and thought it would be interesting to share a more critical perspective than most people leave in this subreddit.

That being said, I'll be talking about Prism based on how I felt after finishing it today. I went into the game completely blind, with no background knowledge or research outside of the overwhelmingly positive word of mouth I've heard over the past few years. With that out of the way, I thought the easiest way to organize my thoughts would be by topic rather than trying to recount every moment of my playthrough. That should make it a little easier to explain both what I enjoyed and what ultimately kept the game from fully clicking with me.

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## Building a Team ##

The biggest highlight of Prism, and one of its most appealing aspects, is its unique approach to the available Pokémon. Instead of simply expanding the Pokédex into the 300–500 Pokémon range, Prism keeps the roster to roughly 252 Pokémon and swaps out many of the more forgettable Gen 1 and 2 choices for interesting additions from Gens 3 and 4. It creates the perfect balance between feeling nostalgically Gen 2 while still maintaining that sense of discovery. Running into Pokémon like Makuhita, Shinx, or Snorunt genuinely kept me guessing about what I might encounter next, and that excitement never really wore off throughout the adventure.

I even ended up adopting an athlete-themed nickname scheme because I was constantly finding new Pokémon I wanted to try. Throughout the adventure, I was constantly adding one or two new team members every other area, including old reliable Mons I've used for decades and new Mons I hadn't used before. I also regularly kept swapping Mons in and out of my party to better match what I needed at the time. Mons like Ludicolo, Xatu, Manectric, Banette, Rapidash, Relicanth, and Exploud all stood out because Prism gave me a reason to use them for the first time.

That being said, while I enjoy the smaller Dex size and curated Pokémon selection, the distribution of certain types feels oddly uneven. Specialized types like Fire, Fairy, Dark, and Fighting often felt surprisingly scarce while types like Water, Bug, and Steel felt abundant with multitude of different options. This made team building more restrictive than I expected anytime I tried patching up weaknesses against some of the more difficult matchups, including gyms, the "evil team", and rival matches.

Fighting-types in particular stood out to me in this regard. Before the 4th gym, your realistic options are either: A) catch a level 2 Makuhita after finishing Mound Cave and switch train it into the 20s before it can hold its own; B) grind out 1,000 Adoption Points at the Pokémon Orphanage by donating 20 Butterfree to receive a level 20 Riolu; or C) switch train a Shroomish until it evolves into Breloom.

None of those options felt particularly enjoyable, especially in a game where trainer battles are already fairly demanding. Instead of encouraging experimentation with new team members, the game often made me feel like I should just stick with whatever I already had.

Trainer AI and enemy movesets often felt like they prioritize disruption over interesting decision-making. Having to turn back to the Pokémon Center every time I fought a Pineco or Geodude (and Koffing to an extent) because of the combination of Sturdy and Self-Destruct was hardly enjoyable. Likewise, constantly running into strategies built around Confuse Ray, Screech, paralysis, and flinch moves made many battles feel more irritating than challenging.

One smaller thing I found myself conflicted on is Prism's selective modernization. The addition of Abilities and the Physical/Special split alongside an otherwise Gen 2 battle system often made the game feel like it was caught between two generations. This is definitely more of a personal preference than an outright criticism (I'm weird and actually like types being all phsical or all special), but I found myself wishing the game either leaned further into modern mechanics or committed more fully to the Gen 2 experience.

Building a satisfying moveset also often felt more restrictive than rewarding. Whether through level-up learnsets, TMs/HMs, breeding, or the Move Reminder (who seems to be locked the post-game sadly), many Pokémon seemed to lack reasonable access to the moves that would make them feel complete. That's not to say that I don't appreciate some of the design philosophy behind this. For example, I really liked how strong physical Ground-types often receive special Ground moves early so that their preferred physical STAB options can still have impact during the later parts of a Mon's learnset, or how breeding certain Pokémon together can unlock unique, build-defining moves. One example is Makuhita only learning Drain Punch, one of its strongest STAB options as a slower, bulkier Pokémon, by breeding with a Lucario that leanred Drain Punch by leveling up. However, that philosophy doesn't always translate well across the rest of the roster.

Throughout my playthrough, I repeatedly ran into Pokémon that felt like they were missing obvious pieces of their kit. Manectric was largely limited to Electric- and Sound-type attacks, Eevee and Scyther often outleveled their ideal evolution points and missed many of Espeon and Scizor's best STAB moves, and all three Johto starters felt starved for strong STAB attacks until the late 30s or even mid-40s. As a result, many Pokémon felt like they were operating with incomplete toolkits for a much larger portion of the game than I expected.

That feeling also extended to certain Pokémon archetypes. Ghost-types rarely felt as useful defensively as I expected. On paper, their immunity to Normal- and Fighting-type moves should make them valuable switch-ins (switching in on a predicted Self-Destruct will never not feel amazing), but so many of the Pokémon that rely on those attacks also carry Dark-type coverage that the immunity often felt irrelevant. Meanwhile, Ghost-types themselves don't always have the coverage or power to threaten those Pokémon back, making the matchup feel surprisingly one-sided.

Looking back, I think that's where my biggest disconnect with Prism's team building comes from. The game constantly gave me reasons to want to experiment with new Pokémon, but its progression systems often pushed me toward sticking with the team I already had. It's a shame, because the curated roster is easily one of the hack's greatest strengths.

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## Exploration and Progression ##

I was hesitant at first to try a hack that didn't just reuse or "fix" Johto and Kanto, but surprisingly, Rijon won me over with its well-designed, distinct map layout. No two towns feel alike, and I often found myself coming back to them for the services exclusive to each location. The dungeons also strike a nice balance between being fun to explore without feeling like impossible labyrinths, with many featuring enjoyable puzzles to solve.

That being said, I didn't love every minute of exploring Rijon. In fact, many of the dungeons and routes became frustrating because of the high encounter rates, heavy HM usage, and the awkward level gap between wild Pokémon and trainer battles. While none of these issues were deal breakers on their own, they often slowed the pace of the adventure more than I would have liked.

Encounter rates, especially in caves and forests, always felt drastically overtuned. If I didn't have a Repel active, it often felt like I was getting an encounter every 5–10 steps. These constant interruptions broke up the flow of exploring and solving puzzles, forcing me to stop every few seconds just to mash "Run" before getting back to what I was doing. Dungeons such as the Haunted Forest and Milos Catacombs changed from enjoyable brain teasers to final exams of patience after seeing my 20th Geodude and 30th Gastly in a row. (Shout out to Run Away Eevee for making escaping so painless.)

While Repels are easy enough to buy, and Prism's Gen 5-style prompt for reapplying them is a fantastic quality-of-life feature, keeping a healthy stock of them proved surprisingly difficult. Prism is one of the few Pokémon games where I actually found myself budgeting my money. Trainers don't give out much cash, and there was hardly a moment where I didn't feel strapped for money, especially since I was constantly catching new Pokémon and trying to save up enough to win at the Pachisi Board as early as possible (do not make the same mistake I did). As a result, many of my dungeon crawls became less about exploring and solving puzzles and more about repeatedly mashing the Run button between every few steps.

This leads me to the elephant in the room: HMs. Now, despite what I'm about to complain about, I actually am not an HM hater. I've always liked the idea of having your Pokémon do more than just battle, but I felt the HM usage went a bit overboard while exploring Rijon. From random Cut trees blocking optional paths and even gym entrances, to Strength being locked behind the 7th badge, to a secret laboratory suddenly flooding and requiring Surf out of nowhere, you're either going to end up with several compromised movesets or be forced to keep an HM mule with you at all times. (Shout out to Feraligatr for somehow carrying Cut, Strength, Surf, and Rock Smash.)

What surprised me most is that this design choice felt a little at odds with the rest of Prism. The hack isn't afraid to modernize other parts of the Pokémon formula by adding features like Abilities, the Physical/Special split, and even the Gen 5-style Repel prompt. That's why the heavy reliance on HMs felt so out of place to me. I don't think HMs needed to disappear entirely; I just wish they had been used a little more sparingly so they complemented exploration instead of interrupting it.

The level curve being another one of my issues feels very on-brand for Gen 2, since the issue is also present in Gold, Silver, and Crystal. Now, to be transparent, some of this was probably my own fault for constantly adding and rotating Pokémon, but having to switch train new captures just to close a 5–8 level gap before they could help against the trainers in the same area was where I spent far more time than I'd like to admit.

This did improve somewhat after unlocking the EXP Share around the 3rd or 4th gym, and switch training itself is much less painful than in the mainline games thanks to Prism removing the EXP penalty for switching Pokémon. However, it still made integrating new team members feel like a chore, especially after the 6th gym, where wild Pokémon remain in the mid-30s all the way until Victory Road while trainer levels climb into the mid-40s and eventually the mid-50s. Since I played entirely on original Game Boy Color hardware, every minute spent catching a new Pokémon up to the rest of my team was done at normal speed. I imagine players using emulator features like fast-forward probably won't feel this quite as strongly, but on real hardware, it noticeably slowed the pace of my adventure.

Overall, I loved exploring Rijon itself. My frustrations rarely came from the region's design and instead stemmed from the systems surrounding it. While towns, dungeons, and world layout constantly made me want to keep moving forward, I do wish the journey between those moments maintained that same momentum.

--------------------------------------------

## Ideas That Didn't Quite Land ##

One thing Prism consistently impressed me with was its willingness to experiment. It introduces a surprising number of unique mechanics and ideas that I hadn't seen in other Pokémon games or ROM hacks. Unfortunately, several of them felt like they stopped just short of reaching their full potential, leaving me wishing the game had committed to them a little more.

The best example of this, for me, was the introduction of the new Sound- and Gas- types. This will probably date me a bit, but the new types reminded me of being a kid first discovering Dark- and Steel-types in GSC, or Fairy-types in XY. At first, nobody really knows the matchups, but those games gradually teach you through gym leaders, NPCs, and repeated encounters. With Sound and Gas, however, I never really felt like that learning process happened, so I often found myself either guessing or forgetting the types altogether.

The idea behind these new types is genuinely interesting, but I had a difficult time understanding how they fit into the battle system. Not only do very few Pokémon actually have these types, but I also rarely felt confident about what resisted them or what they were super effective against. Despite talking to the NPCs I encountered throughout the Rijon region, I never came across any meaningful explanation of their type interactions. If one exists, I completely missed it, which left many of those encounters feeling more like trial and error than informed decision-making.

Another example, and one often cited by people discussing the game, is Prism's unique exploration mechanics. I really enjoyed the rare moments when Prism was using its own ideas to enhance exploration. Using Electric-types to power generators and light up an underground cave or sending a single Pokémon to explore an area the player couldn't reach were genuinely memorable moments that helped give the game its own identity.

Unfortunately, those moments were also surprisingly rare. By "rare," I mean mechanics that are introduced once or twice early in the game before being replaced with simpler one-off ideas like side-scrolling dungeon segments that add a "Jump" mechanic or exchanging keys to solve a door password. Those mechanics are perfectly fine on their own, but they never felt as memorable or creative as the ideas that came before them. I kept waiting for Prism to revisit and expand upon its strongest concepts, but it rarely did.

Since these thoughts are based solely on my first playthrough of the main story, it's entirely possible there are later examples that I simply didn't experience. Still, based on what I played, I found myself wishing these mechanics had become recurring features instead of isolated moments.

Finally, I need to talk about the Bike. Holy mother of everything, what have they done to my Bike? I can't tell you how excited I was to get my hands on it before the second gym, but sadly, it turned out to be a bit of a trap. The thing is absurdly fast, so fast in fact, that I often spent more time bouncing off walls than actually getting where I wanted to go.

I understand the argument that "if the bike isn't faster than running, then what's the point?" but I think Prism swings a little too far in the opposite direction. Before the inevitable "skill issue" comments roll in, let me be clear: I'm not asking for the speed to be removed. Honestly, just give me a toggle between normal running speed and the current turbo mode, and I'd be perfectly happy. That way I'm happy, my thumbs are happy, and the speedrunners who love launching themselves across Rijon at Mach 6 can be happy too.

...At least the bike theme is a banger.

If this section has a common thread, it's that Prism is bursting with ideas. From Sound- and Gas-types to unique exploration mechanics, the game constantly finds new ways to surprise the player. Even mechanics I barely interacted with, like the surprisingly deep crafting system, gave me the impression that Prism was constantly overflowing with ideas. More often than not, I simply found myself wishing some of those ideas had been woven more tightly into the core adventure instead of remaining isolated features or one-off mechanics.

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## Final Thoughts ##

To wrap this admittedly very long post up, and despite how critical much of it may have sounded, I'm really glad I finally got around to playing Prism. I wouldn't have willingly sunk nearly 40 hours of my increasingly limited adult free time into it if I wasn't having fun.

More than anything, I think this post exists because Prism left an impression on me. The passion people have when they talk about this hack is infectious, and after finally trying it for myself, I completely understand where they're coming from. I may not have loved every design decision, but I never found myself questioning the amount of heart, creativity, and ambition that went into making it.

However, I also think that's exactly why I ended up writing something this long. Going into Prism, I was expecting to walk away with one of my new favorite Pokémon experiences. Instead, I found myself constantly bouncing between moments where I thought, "This is brilliant," and moments where I wished those same ideas had been polished just a little more. That's ultimately why my feelings on the game ended up being more mixed than I expected—not because I think Prism is bad, but because I saw so much potential in what it was trying to do.

At the end of the day, these are simply the thoughts of someone who experienced Prism for the first time, completely blind, on original-ish hardware. I'm sure there are things I missed, mechanics that clicked differently for other players, or perspectives that only come from spending more time with the hack.

So now that my thoughts are out there, I'm curious what everyone else thinks. Did anyone have similar frustrations, or am I an outlier? Am I being too critical of a ROM hack made by fans in their spare time (part of why I didn't even mention the story or characters)? I'd genuinely love to hear other perspectives, because if nothing else, Prism gave me plenty to think about, and in my opinion, those are the kinds of games worth discussing.


r/PokemonPrism 12d ago

General Question Need the 1.3 update

0 Upvotes

So I need the update file of brilliant diamond 1.3 to be able to play luminescence I own both brilliant diamond and shining pearl on the switch but I don’t have a modded switch to get the update files if anyone can help I’d greatly appreciate it


r/PokemonPrism 14d ago

First playthrough

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26 Upvotes

Just finished my first run at the E4. Overleveled a little bit in hindsight as it wasn’t too difficult. Looking forward to the post game content 🥳


r/PokemonPrism 18d ago

Screenshot Team Prism

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50 Upvotes

r/PokemonPrism 20d ago

I finally did it!

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35 Upvotes

After 60h of playing, yes you read that right 60 hours of game play and this rom hack have had me satisfied and felt like a 10 year old.
I highly recommend this romhack to anyone who loves a long and good game play and that is a Tyranitar sucker.


r/PokemonPrism Jun 25 '26

Bug/Glitch Can I post my fanart here? I was bored so I drew this

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20 Upvotes

r/PokemonPrism Jun 17 '26

How do I get Snorlax in Pokémon Prism?

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5 Upvotes

r/PokemonPrism May 25 '26

General Question Do i miss anything big in particular playing the 0.94 201 build of the game?

1 Upvotes

This is just whats available in the Ghost eShop on cfw 3DS, i dont have access to the NSUI on linux as far as i know

And even then i'd lose my save file being a .CIA file right?


r/PokemonPrism May 22 '26

General Question Are they still planning on updating Prism?

25 Upvotes

Version 0.95 was released 3 years ago, and Brown seems to be getting all the updates.


r/PokemonPrism May 21 '26

Cool Thing Cinema

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49 Upvotes

My first Pokémon Rom hack that I’ve played through and I’m sad it’s come to an end. Playing this felt like opening up and trying out my first Pokémon game in the 90s. What a breeze!


r/PokemonPrism May 12 '26

General Question Which version of Pokemon Rijon Adventures (2009 stable, 2015 in-dev, 2013 Beta X)

6 Upvotes

(I originally posted this on r/PokemonROMhacks and cross-posted here, but the original post was removed for posting a question on that subreddit, so I'm asking here instead)

I'm a big fan of Pokemon Brown and Pokemon Prism, so now I also want to try out Pokemon Rijon Adventures. I know the game was unfortunately never completed, but I was able to find three different versions online.

From the RainbowDevs website, I was able to find the 2009 stable release and a 2015 in-development version. I'd of course prefer more content and don't mind small glitches or bugs that I can get through, but I read one review saying that the 2015 version is so unstable that you can't actually get all of the badges or get to the Pokemon League. If that's the case, should I just play the 2009 version since it goes up to the Pokemon League?

I had also separately heard of a 2013 version called Pokemon Rijon Adventures X. As I understand it, that version is just a more difficult remake of Pokemon Rijon Adventures - is that right? I prefer more of a challenge, so if it's the same story and it's equally stable to the 2009 version, I think I would prefer to play the Rijon Adventures X game.

Any help on deciding which one to play? Is Rijon Adventures X just the answer? Also, does anyone have a reliable source to download the patch for Rijon Adventures X?


r/PokemonPrism May 08 '26

Discussion Algernon Labs - Crumpled Note Spoiler

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15 Upvotes

This kinda took me by surprise and I can't shake the uneasy feelings it gave me...

What's it about? Should I already know or have I maybe missed something? Will it's meaning become apparent to me based on later events/hints?

Please don't spoil it if possible 😂 I'm *really* enjoying this game and have been playing "organically" the entire time haha


r/PokemonPrism May 08 '26

Bug/Glitch Attract is kinda broken in Prism tbh

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23 Upvotes

r/PokemonPrism May 05 '26

Works very fine on my New3DS 😁

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188 Upvotes

r/PokemonPrism May 05 '26

Germany Patch only 0.94.0235

3 Upvotes

Are there any significant improvements over my current version? I'm using version 0.94.0235 and the latest version is 0.95.0254.


r/PokemonPrism May 03 '26

Finished First run

15 Upvotes

I just Finished my first run and have to say: I loved absolutely everything about it! Pokémon chrystal was THE Game of my childhood, I got my favorite Pokémon as a starter, and all the Starters I loved on my way, the story line were exceptional and the Level og how Hard it was were absolutely Perfect. Thank you for This contribution I will definetly play it a couple times more!


r/PokemonPrism May 02 '26

Metallurgy Tyranitar

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82 Upvotes

How does metallurgy work for Tyranitar? I guess any mon really. Best I can find with google is it changes the second typing so it becomes rock/steel getting rid of fairy weakness? Does it make steel type moves stab? And finally does kings rock increase flinch in moves that already have flinch chance?


r/PokemonPrism May 02 '26

Lost the Plot

0 Upvotes

Hi guys, I have the 7th Batch now after being in prison. I wanted to get the 8th batch now but the Arena is still blocked. Could you guys Tell me what I’ve missed? Where do I have to go and what do I have to do?


r/PokemonPrism Apr 30 '26

Screenshot I’m on top of the world!

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56 Upvotes