BETA Build E333B5A2 · 17 Oct 2026

Pokémon Red,
on a grid.

An unofficial fan hack of Pokémon Red that turns every battle into a 3‑vs‑3 tactics fight on a 10×5 field: you walk, aim and position, and your moves have range, areas and knockback. Smart opponents, team moves, hazards, gym leader rematches and a post-game title defense are in too.

Zip, 131 KB. Contains the patch only, no game data.
YOUR SIDEFOES10 × 5 FIELD · 3 VS 3

Download

We distribute a patch file, not the game.

We can't give you the ROM. Pokémon Red is copyrighted by Nintendo, Game Freak and Creatures, and sharing the game file isn't allowed. What we hand out is a .bps patch: a list of differences that turns your own copy of Pokémon Red into this hack. The patch contains our changes only and is useless without the original game.

To play, you need your own dump of the cartridge you own. Please don't ask for ROMs or links to them here.

What's in the zip

pokered_tactics.bps (the patch, 194 KB) and a short READ_ME_FIRST.txt listing the checksums below.

Base game required

Pokémon Red, English (USA/Europe), the original 1998 Game Boy release. Other languages, Blue, Yellow and Virtual Console re-releases won't match.

Start a new game

Save files from the original game, or from earlier builds of this hack, aren't supported.

How to patch

Patching your own copy is generally fine: the patch only changes a file you already have. Laws on making backups of your own games differ between countries, so check what applies where you live. (This page isn't legal advice.)

  1. Get a dump of your own cartridge

    Read the ROM from a Pokémon Red cartridge you own, using a cartridge reader/dumper such as a GBxCart RW or an Epilogue GB Operator. The dump should be a 1 MB .gb file.

  2. Check it's the right version

    Patches only work on the exact file they were made for. Your dump should match:

    Title
    Pokémon Red Version (USA, Europe)
    Size
    1,048,576 bytes
    CRC32
    9F7FDD53
    SHA‑1
    ea9bcae617fdf159b045185467ae58b2e4a48b9a
    MD5
    3d45c1ee9abd5738df46d2bdda8b57dc
  3. Apply the .bps patch

    Open a BPS patcher, choose your ROM as the source and pokered_tactics.bps as the patch, and save the output as pokered_tactics.gbc.

    Rom Patcher JSWeb, any device. Runs locally in the browser.
    Floating IPS (Flips)Windows / Linux desktop.
    UniPatcherAndroid, from the Play Store.
    MultiPatchmacOS.

    If you're asked, the patched file should have CRC32 E333B5A2. A BPS patcher refuses a wrong base ROM rather than producing a broken game.

  4. Play it in an emulator

    Any accurate Game Boy / Game Boy Color emulator works: mGBA, SameBoy, Gambatte, BGB, or RetroArch with one of those cores. On phones, Delta (iOS) and Pizza Boy or Lemuroid (Android). You can also flash it to a Game Boy flash cart to play on real hardware.

The battle system

The world, story, catching and levelling are Pokémon Red as you know it. Battles are the big change: each one is fought on a grid with up to three Pokémon a side.

A 10×5 field

Every Pokémon on the field takes one turn per round, fastest first. On its turn it walks, then acts. Obstacles block both walking and shots. Each gym, Elite Four room and dungeon has its own arena; routes and caves roll random obstacle layouts.

Speed is movement

Base Speed decides how far a Pokémon walks, from 2 tiles up to 5. Winged Pokémon get +1, Agility adds up to +3, and in surfing battles Water types gain a tile while land-bound Pokémon lose one.

Moves have range and shape

Every move has a range. Some are lines, cones, bursts or splash areas, dashes leap next to their target, and Strength or Hydro Pump push foes back. Most ranged shots need line of sight. Mind, sound and lobbed moves don't.

Gen 1 damage, kept

The original damage formula, type chart, STAB, accuracy and critical hits all still apply. Status conditions work as before. Stat boosts now wear off a stage at a time, so you can't stack Swords Dance forever.

Teamwork

About 35 team moves from later generations, such as Follow Me, Helping Hand, Heal Pulse, Tailwind, Trick Room, Wide Guard, Spikes, Stealth Rock and Aqua Ring. Reflect, Light Screen and Smokescreen create zones on the field.

Opponents that think

Trainers come in three AI tiers. Smarter ones focus fire, stay out of your reach, hold back instead of charging in alone, and rush to help a teammate you're picking on. Their IVs rise with their tier, and their EVs with your badge count.

Walking range by base Speed
Base SpeedTiles
40 or less2 (1 for Metapod, Kakuna, Slowpoke, Geodude, Grimer)
41–602
61–803
81–1004
101+5
  • Wings, +1 tile (max 5): Charizard, Butterfree, Beedrill, the Pidgey and Spearow lines, Zubat, Golbat, Venomoth, Farfetch'd, Scyther, Aerodactyl, the legendary birds, Dragonite.
  • Surfing battles: Water types +1 (max 6); anything that can't fly or float −1 (min 1). No obstacles on water.
Your turn, step by step
  • Walk: reachable tiles are shaded. Put the cursor on a foe to see everything it could hit next turn, or hold START to see every foe's reach at once.
  • Act: the move menu shows each move's range (R) and PP. Pick a target inside the highlighted area; the tiles an area move will hit are shaded while you aim.
  • Break away: walking out from next to a foe needs a roll (about 50%, adjusted by size and speed). The odds show as "BREAK 49%" before you commit. A failed roll costs the whole turn. Fly, Dig, Teleport, U-turn and Ally Switch escape for free.
  • Back out: B undoes the walk if you haven't moved yet, or ends the turn.
Move shapes and effects
  • Lines (Flamethrower, Bubblebeam, Solar Beam…) pierce Pokémon and stop at obstacles.
  • Cones (Gust, Razor Leaf, Screech…) widen 1 → 3 → 5 tiles. Surf hits a 3‑wide, 2‑deep block.
  • Bursts around the user (Earthquake, Blizzard, Explosion…) need no aim. Some hit allies too.
  • Splash moves (Fire Blast, Rock Slide, Thunder Wave, powders) hit the target and its neighbours.
  • Dashes (Jump Kick, Drill Peck, Quick Attack, Mach Punch) leap next to a foe 2 tiles away.
  • Fly, Dig, Sky Attack: the user vanishes, then lands next to a foe on its next turn.
  • Knockback and pulls: Strength, Mega Punch/Kick, Whirlwind and Hydro Pump push (with collision damage for the last two). Constrict, Grass Knot, Follow Me and Sweet Scent pull foes closer.
  • Zones: Reflect, Light Screen, Smokescreen and Safeguard cover a 2‑tile radius for 5 rounds. Smokescreen and Mist also block critical hits, and Safeguard keeps your side in it free of status conditions and confusion.
  • Defense Curl halves all damage until the user's next turn. Withdraw works like Protect.
Team moves and hazards
  • Support: Heal Pulse, Life Dew, Refresh, Heal Bell, Helping Hand, Coaching, Cheer Up, Howl, Lucky Chant, Healing Wish, Aqua Ring.
  • Positioning and tempo: Ally Switch, Baton Pass, U-turn, After You, Instruct, Tailwind, Trick Room.
  • Protection and pressure: Follow Me (a foe that starts its turn within 3 tiles must aim every move it uses on your side at the user, attack or status, area moves included, wherever it walks), Taunt (no status moves, and its attacks must target the user), Wide Guard, Quick Guard, Pursuit, Feint.
  • Hazards: invisible Stealth Rock (one 50‑power hit), Spikes, Toxic Spikes and a floating Will‑O‑Wisp. Each side gets one of each out at a time. Rapid Spin and Whirlwind clear them.
  • Weather: Sandstorm chips everything but Rock and Ground types and toughens Rock types against special attacks.
Trainer, wild and Safari battles
  • Trainers: with more than 3 healthy Pokémon, you pick 3 before the match. Most trainers field their 3 strongest. No switching, no running.
  • Full-party battles: gym leaders, the Elite Four, Giovanni, Team Rocket and your rival send in reinforcements as Pokémon faint, and so can you, up to 3 on the field.
  • Soft losses: if your 3 go down but you still have healthy Pokémon, you pay the prize and can try again on the spot. You only black out if your whole party is down.
  • Wild groups: encounters can bring 1–3 wild Pokémon. Throw balls from the move menu; running always works.
  • Legendaries: wild Articuno, Zapdos, Moltres and Mewtwo act three times per turn, and Snorlax twice.
  • Safari Zone: place your team, then throw Safari Balls (weaker at distance), Bait and Rocks. Wild Pokémon wander, spook and flee for the edges, and Tauros and Rhyhorn charge.
Level cap, AI tiers, rematches and title defense
  • Level cap by badges: 10 → 20 → 25 → 30 → 35 → 40 → 45 → 50 → 55. Beating the Elite Four removes it.
  • AI tiers: Wild random moves; Junior picks good matchups; Competent stays out of your reach, focus fires and supports teammates; Boss also plans around its reserves and targets your biggest threat.
  • Trainer stats: IVs 9/8/8/8 (junior), 13 (competent), 15/15/15/14 (boss). EVs scale with your badge count.
  • Rematches: after the 8th badge, the seven other gym leaders each accept one rematch with their title-challenger team at levels 50–55. Beat all seven, and each will battle you once more with the same team, this time with a TM as the prize.
  • Defend the title: after your first Hall of Fame entry, the Elite Four door leads straight to the Champion's room, and you're the Champion. Challengers come one at a time with new level 55–65 teams, and fight at boss level in full-party battles.
  • Win streaks: challengers gain 1 level for every 2 wins in your streak (up to +15). After each win you can heal and face the next one, or walk out and keep your streak for next time. The Cooltrainer by the door keeps the record.
  • Losing the title: the challenger who beats you becomes Champion. Fight through the Elite Four again and beat them at the end to take it back and start a new streak.

Pokédex & Movedex

Everything in the current build, straight from the game's data.

FAQ & known issues

Common questions, plus what isn't finished yet.

Can you just send me the patched game?

No. Sharing the ROM, patched or not, means sharing Nintendo's copyrighted game. Only the patch is distributed.

The patcher says my ROM is wrong.

Check your file with the checker above. Common causes: a Blue or Yellow ROM, a non-English version, a Virtual Console (3DS) extract, or a file that's still zipped.

Does it work on real hardware?

It's a standard 1 MB MBC3 Game Boy ROM, so it should run from a flash cart. Development and testing were done in emulators.

Can I trade or link battle?

Link battles still use the original engine and haven't been converted yet.

Known issues

Mimic, Conversion and Bide do nothing yet. The Old Man's tutorial and the unseen Pokémon Tower ghosts use the old battle engine. Six Pokémon in one row can make sprites flicker (a Game Boy limit). The first time a species shows in the info panel, its sprite takes about a second to load.