Main Debug Menu(I'll just put some of the interesting stuff from ye olde debug menu, not all of it.)
Field (フィールド)Sends you to the beginning of the game with the in-game debug menu enabled.
- Press B+Start to view the debug menu, which loads on the left side of the screen.
- Hold B to walk through walls. This also allows you to enter locked or inaccessible doors. Unlike what most Gameshark codes will do, the player is unable to walk out of the map's boundaries and bounces off them when attempting to go past, preventing crashes. As a result, this can be used to bypass Silver at the end of the demo to see the rest of the prototype Johto.
When dropped off into the game, the player will be named コウジ (Kouji) after game/map/parameter designer, Kouji Nishino. Additionally, the game's Pokédex will be completely filled and the bag will be contain items at 99 quantity. Also, the Save option will be enabled. Field Debug MenuYou can hold B to run faster. This also has the side-effect of allowing you to clip through walls. This no-clipping feature has limited use in this demo, since many areas past the ones limited by the Spaceworld Demo area are set to have no collision via exits anyway (that is to say that the maps themselves often DO have collision, but it is disabled internally when you exit to said maps). It's likely that exits for the older areas are still pointing to the older collision map.
Page 1- つぎ⊳ (Next⊳) will take you to the next page. You can also just press left or right; in fact, this is the only way to access Page 3. For some reason, pressing "A" will only access the first two pages.
- とじる (Close) will close the menu.
Character Viewerキャラ (Chara) allows you to look at all the overworld sprites. All of them are listed in order, but are named かいはつちゅう, "currently in development". Pressing any directional button while viewing a sprite will cause it to animate. Pressing A on some sprites brings up a prompt "これをせんたくしますか?" (Would you like to do this?) Choosing the first option causes the overworld sprite to spawn and follow you around in the overworld. Some sprites without animation frames, such as the Pokémon Center nurses, will display incorrect tiles when animated, while others, like the overworld Poké Ball/item icon, will not change at all.

Transportationのりもの "Transportation" lets you choose between four movement types: walking, biking, skateboarding, and Lapras (same as Surfing.). Skateboarding isn't fully functional, and will only move properly with B held. It ignores collision data, making it very easy to crash the game as a result.
PCパソコン "PC" will let you access the PC from anywhere. This is necessary to reach the storage systems, because PCs in Pokémon Centers do not function. The player always has 3 random Pokémon in their PC storage at level 5.
Come Alongつれてけ "Follow/come with" has two options: はじまる "Start" will cause you to follow a NPC with glitched graphics around in a circle for a little bit. You will hop around as well. Be careful where you activate this, as you may be unwillingly taken out of the map's boundaries, causing a game crash. You can open the debug menu while following; selecting おわる "End" will stop the following sequence. After this, if you try to start again, you may instead get the message "ポケモンを つれているときは だめです", meaning "You can't do this when you have a Pokémon." This may imply that it was used for a time when you do not have a Pokémon yet, such as in the beginning of the game.
Oddities Starting the game with a save file existing on the cartridge will change the Super Game Boy border to one identical to the final, instead of the one used for the demo. This border is always seen in early magazine photos of the game.
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Bonus Segment: Story ModeAlthough not completed yet and normally inaccessible, tidbits of a story mode do exist within the ROM. These can be accessed in the Gold debug ROM by changing 0x5585 from 0x8D to 0xB9. The data change will also cause serious issues with movement in some emulators, usually resulting in a crash.
Only the introduction up to the meet-up with the rival appear to be fully coded and playable.
Your rival is given a higher-level Pokémon when you first battle him after receiving your starters due to his party seemingly not being programmed yet, making progressing past this point difficult under normal circumstances.
Even More Oddities Poison-types can get poisoned, which does not happen in Generation I or II altogether.
Aurora Beam is supposed to occasionally lower the opponent's Attack, but if it is used on a Pokémon with Substitute active and it breaks the substitute, the game will replay the Aurora Beam animation and state that the Pokémon's "9999" fell.
Sketch has an oversight; if your Pokémon Sketches Sketch, the dialog will say that it learned "ヌ" (Nu) instead (most likely reading garbage data), and your Pokémon will run out of moves and use Struggle.
Warp debug menu names may be linked to incorrect maps, as they don't seem to line up.
Skateboard movement is completely broken unless holding B, and bypasses map boundaries.
Pokemon don't have to wait until gaining a level to evolve if they're past their evolution level, gaining experience sometimes starts the evolution.
Bicycle moves at walking speed.
Held item allows Pokemon to use Dig outside of battle.
Multiple held items share their effect with another.
Include a "darkness" implementation by only showing the immediate area surrounding the player, as seen in future gens.