• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Legends: Z-A protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Completed] The First Journey & Red's Journey West v.10

Are there only the gen 1 and 2 pokemon? Is there any pokemon missing from gen 1 and 2? And how can I get the gen 1 starters?

[PokeCommunity.com] The First Journey & Red's Journey West v.10

And for some reason this is happening in the opening screen. Would you mind helping.I deleted and Installed several times but it's not going away.
Thanks for responding 😊
 
Last edited:
Are there only the gen 1 and 2 pokemon? Is there any pokemon missing from gen 1 and 2? And how can I get the gen 1 starters?

View attachment 104396

And for some reason this is happening in the opening screen. Would you mind helping.I deleted and Installed several times but it's not going away.
Thanks for responding 😊

Further details on the generations available are included in the text files provided with the game, but to sum it up, some gen 1 mons do not exist yet (naturally), some types as well. For instance, the fighting type.
This applies to Oak's journey. In Reds Journey, some evolutions may go up to gen 9. (annihilape isnt included) but most kanto mons aren't available there.

The kanto starters can be found in the wild in appropriate locations (charmander line in a volcano, bulbasaur in dense forests etc) as well as the endgame route, in johto the johto starters have similar placements.

To resolve the issue on joiplay, remove the "border" picture from the Pictures folder inside the Graphics folder, and it should go away. If you run into any problems hit me up anytime.
 
I completed Red Journey to West (v9.4). Overall was a good game. Compared with predecessor, it was a worse story, but a better gameplay. My impression was that this game was more focused on comedy.

GOOD POINTS

The story was very good! But not so groundbreaking like The First Journey.

The music remixes are very good! My favorites are the Stadium/XD remixes, E4 remix and final battle themes! Beta trading theme remixed on gate houses was a good detail!

The comedy is, generally, very good! The parts with Blue (at first half) and Green were funny, but my favourite part was everyone making fun of Red!

The gameplay was some good moments/twists. Dunsparce, I was looking at you. The last battle was, mostly (see below), great! It was way better than The First Journey last battles.


POINTS TO IMPROVE

Early game hell! The first 2 bosses are too hard/requires a certain amount of grind. At first city I can get 5 Rare Candies, but even if I instantly use these items, I need to grind some more levels to stand a chance. And the grind was versus low level pokémon, that was time consuming. I probably tried to beat Chuck at least 8 times (stoping and grinding sometimes). I only won because Heracross miss 3-4 Dynamic Punches in a row. For the second battle, the Steelix was very strong, and requires even more grinding with low level pokémon. And, during a time, I need to grind in the grass while I avoid a trainer (Pokéfan I guess) who defeat me if this trainer saw me. I suggest you to raise Shuckle initial level, raise wild pokémon levels and/or decrease boss strength (decreasing levels or giving weaker pokémon).

Game gives you too many rare candies. If I stash all, I have 160 at game end (stash may be a pretty common behaviour, since I never know when I would really need these candies)! I didn't like this way of increase level since it encourages to boosts a level of a single pokémon (even with new Exp formula and Exp Share this makes the party more unbalanced). I see no issue around the last two badges because of base level. If you really want to the player level grow quickly, is better to raise the exp gain formula (and even remove some trainers if you use this). In Gen 8, a Key Item called Exp Charm gives 50% more Exp.

The lack of general pokémon features, especially Pokédex (and areas for searching pokémon). I didn't like having only one PC box. At least on first half I can't stash heal items to use between battles, so I need to keep going into Pokémon Center more times. I can't even see my money using the menus. And there several other small stuff missing, like having no Day-Care.

About minigames, some are fun and some are boring:
  • Waiter minigame is fun, but on second try the time disappears. I suggest you to make this minigame always open, store the best record and give player reward when it have a certain score.
  • Dance minigame is nice, but a bit confusing. Maybe score counter helps (maybe works better if you break the score in groups/waves)
  • The pipe puzzle is nice, but a bit confusing (in the tiles who haven't pipes).
  • Washing minigame is boring. But was a great use of Stadium BGM!
  • Milking minigame is also boring.
Besides end-game and some exceptions, all wild pokémon have very low levels, that requires more grinding/time with Exp Share to new party members catch up.

I suggest a save before the last part of Ethan battle. Losing and trying all again is annoying.

Before double battles (mainly Pryce) the trainer should talks about the double battle and say something "talk to me again when your ready", so I can select my second pokémon. I didn't have the right second pokémon and the Double battle started.

Evil Team was good moments, but battle versus several grunts are a little tiresome. A bad point imported for official games. Maybe if there less grunt and more important team members rather than two.

I didn't like Blue behaviour on the game mid-end part, feels a bit forced, but the finale was ok.

Sidequests for getting Red's Party back would be nice! I know that pokémon like Venusaur can be found at wild, but you can change this (ignoring Espeon case).

The move tutors don't work very well. Magnezone can't learn Thunderbolt. I also suggest combining more NPCs into one, this make easier for move search.

Your battle animations for gen 6+ pokémon was a neat trick, but some ones don't look very well, like Mega Heracross.

I didn't like some trainer battle sprite choices, like Morty who doesn't look at player.

I aren't sure, but some portraits looks better than others, like Daisy's portrait looking better than Blue's portrait. Side detail: Red looks cross-eyed in the ending portrait.

For some reason, some trainers doesn't use their aces. Morty doesn't use a Gengar (despite having only pokémon of his family on GSC) and Lance doesn't use a Dragonite (despite having 3 on GSC).

Wes uses a pokémon and a battle theme for XD, both will fit better on Michael (I prefer Wes anyway).

Mentioned Key Items like Clean Water aren't in the bag.

I suggest you to mention at some place (thread and/or readme) about second games having type changes. Even in the game, NPC mentions about Dunsparce, but I guessed that was a special case, and surprises me when my pokémon change type upon evolving. I didn't found a good reason to Slowbro not being a Psychic type (aside for being the same game as The First Journey)

Besides being hard since it start, I didn't see a good reason to the Red's game be in the same executable as Oak's game, since they have a different tone and characters. I was waiting for I get my part at some point or someone use my party, but there nothing about this. I guess that making both as different games may be more effective for spreading this second game.


BUGS
  1. I started the game from version 4.4 into a new one and border messed the screen. I need to turn border off on options and restart the game.
  2. If I skips dialogs before a boss battle, the battle will have no BGM. Sometimes happens even if I press the C button too fast. I guess that this was some relation with the trainer intro.
  3. Daisy and Green battles on Goldenrod have no BGM.
  4. Bicycle isn't working here, Red just says "..."
  5. I can't use fast forward after I first talked to Lyra. This was restored later
  6. I can't use fast forward after I talk with team hair member blocking my path. It returns after healing pokémon
  7. Some pokémom have no cry. I noticed Poliwag, Poliwhirl, Pancham, Froakie, Frogadier, Greninja, Carvanha, Skitty, Delcatty, Snorlax, Clefable, Wigglytuff, Whimsicott, Farigiraf, Overqwil, Kleavor, Ursaluna.
  8. Some front sprites, like Blastoise, Kangaskhan, Ambipom, Rhyperior, Tangrowth, and Lugia are messed (have a small blur and a small line on the right border)
  9. Game crashes when I go down a stair and move into borders when Daisy was following.
  10. Is a bit odd that readme file is on MOBILE & OLD PC INSTRUCTIONS folder.
  11. I don't know if this is a bug, but there are 2 cool trainers on route 26 (one is called Jake, I didn't take note of other one) with the same party.
  12. I don't know if this is a bug, but looks strange a Bird Keeper having a 55-70 Farfecth'd party while all other trainers in routes 26-27 have pokémon around level 40
  13. When red catches a new pokémon already having six, he says about putting the pokémon on bag when it goes to PC.
  14. If I save and load at epilogue city, there is a charset (arms) below my sprite.
  15. Ilex Forest was a dark/night battle background, but the forest is sunny/day.
  16. For some reason, Drowzee has Hitmonlee icon and Hypno has Hitmonchan icon.
  17. Route 27 sign isn't working.
  18. Images:
Spoiler:


My final party, with almost 32 hours of playtime (counting The First Journey time):
[PokeCommunity.com] The First Journey & Red's Journey West v.10


Yes. I didn't really account for that since all level-up, non-final stage mons that reach lvl100 can't evolve anymore (so it's like a franchise standard).

Bulbapedia said:
Starting in Generation VIII, if a Rare Candy is used on a level 100 Pokémon that evolves by leveling up and currently meets its evolution requirements, it will evolve (without gaining a level).
I suggesting making the Battle Frontier Guy giving a Rare Candy on every lost, so this may solve if someone uses all rare candies

Version 9.5- a Masterball will be now given by Jasmine to help early game catching, instead of a Greatball.
I probably will grind instead of wasting a Master Ball on a weak wild pokémon.
 
Hey man, thanks a lot for the feedback!

I completed Red Journey to West (v9.4). Overall was a good game. Compared with predecessor, it was a worse story, but a better gameplay. My impression was that this game was more focused on comedy.

The first 2 bosses are too hard
Whoops, yeah, this was worse on 9.4, 9.5 and 9.6 reduced Boss 1 levels. As for Boss 2, I figured the fishing rod given by the fisherman would be a hint that getting a water mon would make Boss 2 easy.

In Gen 8, a Key Item called Exp Charm gives 50% more Exp.

I didn't know about that Gen8 item, sounds like a good addition. But I find it weird how more rare candies would end up being bad! Many players benefitted from using them because of team changes for some battles, etc. I think I understand where you are coming from, but it doesn't seem like this being an option would hinder gameplay.

I didn't like having only one PC box

Yeah, the box limit carried over from TFJ, I forgot to remove it, but it's the first time someone mentioned it! I never expected people would attempt to catch more than 30 mons in this game. Also I guess my own playstyle (never care about mon details and just go at it as it comes) might have interfered with adding the other features you mentioned. These might need time to add so I probably won't include them.

Besides end-game and some exceptions, all wild pokémon have very low levels,

Oh, I'll raise early and mid wild levels then. Though most people used the lucky eggs and the exp share to get wild mons up to big levels fast.

Maybe if there less grunt and more important team members rather than two.

Grunts are there to help with grinding balance. Most people who tested the game said that by battling every trainer (no wild grinding) they got their team at to 100s. So I guess this depends on how much you invest in your grinding, and your personal playstyle.

I didn't like Blue behaviour on the game mid-end part, feels a bit forced, but the finale was ok.

Oh, hm I guess you mean the kinda abrupt change in her character? I wish I had time to give her some more spotlight or a slight arc.

The move tutors don't work very well.

Yeah I probably should have used the parser you suggested but I didnt want to bother you, you already did enough to help xD But they are mostly done now, only some changes left.

Sidequests for getting Red's Party back would be nice!.

I never intended for Red to get his team back, so I probably wont include this, sorry...

Your battle animations for gen 6+ pokémon was a neat trick, but some ones don't look very well, like Mega Heracross.

Yeah, sprite animations (more like a simple movement of the mon) I just added so that there were no static sprites (only up to gen5 are publically available usually)

For some reason, some trainers doesn't use their aces.

I wanted to keep it mostly Johto-only, and I always wondered why would a local Gym Leader have Kanto mons as aces, so I was like "okay". Dragonite Lance spam is also a bit overused IMO, and there are many mons that can be considered dragons like the games themselves have done many times! His Stadium team is kinda overused too

Wes uses a pokémon and a battle theme for XD, both will fit better on Michael (I prefer Wes anyway).

I actually used Michael at first. But there are some story details that I figured would be better suited for them to have swapped roles. These might be featured in the sequel and future games, so I won't expand on that now. But that aside, indeed, everybody prefers Wes over Mike xD

Mentioned Key Items like Clean Water aren't in the bag.

I was just too lazy to make item entries, graphics, and then event commands just for one-time key items that the player would never look at

I suggest a save before the last part of Ethan battle..

Yeah this topic has been brought up before but I dont know what to do about it yet. For story purposes, I'll keep it as is for now

I suggest you to mention at some place (thread and/or readme) about second games having type changes.

This too might stem from my own playstyle as I am much more interested in finding out about mon changes on the spot, and not planning for a team. Adding NPCs that reference some is a good idea though. Slowpoke is a bug because it uses TFJs slowpoke when psychic types did not exist yet

I didn't see a good reason to the Red's game be in the same executable as Oak's game.

The reason for this is that you'll likely not understand anything about the story if you havent played TFJ first. Some things will also feel extremely weird. In fact people who havent played TFJ just use the savegame to go straight to Red's story and are still confused despite the game being TFJ xD. And I wanted to make it as a postgame from the start, despite it being a big game


Wow, most of these are MKXP related and arent encounterable in RGSS :X

I suggesting making the Battle Frontier Guy giving a Rare Candy on every lost, so this may solve if someone uses all rare candies.

That's a cool idea!

I probably will grind instead of wasting a Master Ball on a weak wild pokémon..

I guess some people might do that if they don't know that every ball will turn into a master ball after Cherrygrove. But I can't see any other way around it right now.


Thanks so much again for your amazingly detailed feedback! I'll get most of these as fast as I can, probably after the jam period! Glad you liked the soundtrack too I had a blast remastering it! The very final battle theme is an original piece that is also used in the main game (sequel). Can't wait for you to play it when you have the time, and witness the Ace Attorney moments, haha. But it's a bit too unconventional of a game, so you should play it with non-pokemon expectations, for the most part.
 
Last edited:
Whoops, yeah, this was worse on 9.4, 9.5 and 9.6 reduced Boss 1 levels. As for Boss 2, I figured the fishing rod given by the fisherman would be a hint that getting a water mon would make Boss 2 easy.
This is something that a player should figures only after the battle. If player use the ball on another pokémon before know that boss will use (or before receiving the rod), the battle still be hard.

being an option would hinder gameplay.
This isn't, just encourage less to balance a team. For example: I can get around 30 rare candies if I hoard all right after I got Surf and explore Surf places. If I use all on one pokémon, I may have a single boss killer pokémon level 90-100.

However, this isn't a big cons anyway. This game was a better gameplay than The First Journey, only early game hell was a real issue for me.

Oh, I'll raise early and mid wild levels then. Though most people used the lucky eggs and the exp share to get wild mons up to big levels fast.
I use both, still takes more than expected to level up a recently caught wild pokémon to catch up the rest of my party. Also, this make grind harder after I battle with all trainers (but this was almost unnecessary for me after the early game).

Grunts are there to help with grinding balance. Most people who tested the game said that by battling every trainer (no wild grinding) they got their team at to 100s. So I guess this depends on how much you invest in your grinding, and your personal playstyle.
The grunts helps me to gain levels, similar to official games. But I mean, a better gimmick to raise level (Exp Charm, starting on bigger level, amoung other) rather than battling versus a lot of grunts in a row or even more interesting stuff, maybe more mid bosses, maybe other evil team/group or just remove the grunts.

Oh, hm I guess you mean the kinda abrupt change in her character? I wish I had time to give her some more spotlight or a slight arc.
Yeah, I missed this.

Yeah I probably should have used the parser you suggested but I didnt want to bother you, you already did enough to help xD But they are mostly done now, only some changes left.
Sorry, I should have posted the method before. You don't know that I can do a simple one easily. This took me around 5 minutes to do, more 5 to test, and more 5 to fix a bug. So, the v18 code (to use at another v18 project):
Spoiler:


I never intended for Red to get his team back, so I probably wont include this, sorry...
No problem. I guess that this was a good material for 5 optional quests, but your view is understandable.

This too might stem from my own playstyle as I am much more interested in finding out about mon changes on the spot, and not planning for a team.
I'm not talking about saying which pokémon changed, just that there are changes. Some people like type changes, some won't, some may like to avoid having 3 pokémon of same type in party. This also helps with fangames info tables.

The reason for this is that you'll likely not understand anything about the story if you havent played TFJ first. Some things will also feel extremely weird. In fact people who havent played TFJ just use the savegame to go straight to Red's story and are still confused despite the game being TFJ xD.
This is only happens on late game IMO. If wasn't the things on final part I gonna suggest to make some dialogs less spoilerific/explicit about the prequel, so you can publicize this game like a standalode game on Post-Scriptum series, but the final part would be messed if you made this, so I guess that, at you place, I probably make it to work as a sequel.

In fact people who havent played TFJ just use the savegame to go straight to Red's story and are still confused despite the game being TFJ xD.
Interesting, but sounds like a slightly different issue, since the The First Journey, after the last boss, show to player a lot of things.

I guess some people might do that if they don't know that every ball will turn into a master ball after Cherrygrove. But I can't see any other way around it right now.
At your place, I probably (reluctantly) do one of these two things:

Put a check who checks player bag and PC to see if he was only one pokémon and no ball (checking also Shuckle's hold item). In this case a NPC will give you a new ball.
OR
Remove the 1 pokémon caught limit, allowing player to get more balls after battling a NPC (maybe more than one for a Pokéball, to make it harder)/playing some minigame/Or just put Kurt temporary on this city.

The very final battle theme is an original piece that is also used in the main game (sequel).
I noticed a "FE" in BGM filename (Fated Epistle) since I went into game audio folder for playing this BGM many times. Maybe I play this game on the future.
 
Is there going to be a sequel to this game? It's got a brilliant story to it.

Thank you!

The sequel is already out, it's the first link on my signature (currently it's on episode 2). However, both the sequel and TFJ are getting a significant update in the coming days. I am doing my best to get em out quickly, TFJ will be updated within the next couple of weeks, and its sequel, around late June. So I suggest you wait.
 
Hello everybody!

I am really struggling with Ethans 2nd Team.. Is there any possibilities to get any revives anywhere since all the shopworkers don't want to work properly? :D
 
Hello everybody!

I am really struggling with Ethans 2nd Team.. Is there any possibilities to get any revives anywhere since all the shopworkers don't want to work properly? :D

No, those vendors who are available don't sell any either.
Spoiler:
 
i've downloaded but when i click game.exe it says no script and i deleted and renamed other file to game.exe but nothing happend, first time fan game player and was really intrigued by story line
 
i've downloaded but when i click game.exe it says no script and i deleted and renamed other file to game.exe but nothing happend, first time fan game player and was really intrigued by story line

It's likely your download is corrupt, redownload, extract the game's folder (dont run it from inside the zipped folder) and try again.
That said, a big update will be releasing in a few weeks, so perhaps you should wait a bit.
 
So I'm not sure if anyone else encountered this but for Daisy's goldenrod battle you can get softlocked when her Articuno is out, at least for me it did. For more context I'm playing on Set Mode and my opening pokemon was Meganium. She switches to Articuno after her I knock out her first mon and then it just spams Sheer Cold. I'm pretty sure what happened was that it ran out of Sheer Cold and then I got this error.

Spoiler:


From then on it wouldn't let me choose a move so I ultimately had to restart. The solution for me was to just not use Meganium as my opening mon and switch to something like Magnezone (which baits out Tauros next turn instead) or just switch to something that can one shot it before it wastes Sheer Colds PP. Not something major for me but I figured I'd put it here if anyone else that happens to encounter this Sheer Cold loop.
 
So I'm not sure if anyone else encountered this but for Daisy's goldenrod battle you can get softlocked when her Articuno is out, at least for me it did. For more context I'm playing on Set Mode and my opening pokemon was Meganium. She switches to Articuno after her I knock out her first mon and then it just spams Sheer Cold. I'm pretty sure what happened was that it ran out of Sheer Cold and then I got this error.

Spoiler:


From then on it wouldn't let me choose a move so I ultimately had to restart. The solution for me was to just not use Meganium as my opening mon and switch to something like Magnezone (which baits out Tauros next turn instead) or just switch to something that can one shot it before it wastes Sheer Colds PP. Not something major for me but I figured I'd put it here if anyone else that happens to encounter this Sheer Cold loop.

Thank you for the bug report. This is an issue with the old engine battle scripts. It should be resolved in later versions of the engine - I'll look into attempting to retrofit them, but it's not high on the priority list for now.



Announcement Reminder: The game is undergoing a huge update, that I hope to have dropped by early July. If you are interested in playing, I would highly recommend that you wait!
 
Back
Top