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Pokémon Super Rising Thunder Alpha 2.0


Welcome to a world with no Pokémon Centers...and no Pokéballs. Once busy roads are cracked and overgrown with weeds, and cities - bustling once upon a time - lay in moldering ruins, home only to scavenging beasts and forgotten history. The residents of your little village whisper about a story - passed down to them through untold generations - detailing a series of devastating, terrible Flashes that had destroyed what was once, it is said, was Eden. The Flashes came from nowhere, the villagers say, and vaporized everything in their paths, leaving terrible sickness in their wake. Nothing that lived anywhere near the Flashes survived - including a mysterious race of creatures who were said to possess great magic.

This is the world you and your sister were born into - small, helpless, and innocent; and warned from your youngest days to never take a step from the secluded forest village where your small band of survivors huddled. You listened - after all, you were a timid child, and not willing to tempt fate - but something ached within you, all the same. Was the Earth ever really an Eden? What of the magic-wielding creatures - did they still exist? Had they ever existed? The answers the villagers gave to these questions contradicted each other - what was the truth? And was there such thing as a better life?

After a horrible tragedy, you fall into a deep sleep and have a mysterious dream - a great Lord, who dwarfs you in size and in majesty, appears before you and gives you dire news...and a miraculous gift. A terrible evil that could destroy all that remains of the world is lurking in the far frozen North - and although you are young, and although you are small, the Lord trusts in your great strength of soul to vanquish the evil - and perhaps pave the way for Eden to begin anew.

The power of "Super Rising Thunder," and the inner strength of a timid young soul - is it enough to save your crumbling world? But as brave as you are deep inside, there is one catch...

You're a Pichu.

-Traditional RPG styled action. As you travel across the ravaged land, you will encounter others who will join your party and provide their own unique skills. There are wild pokémon known as "Flash-born" - half-mad descendants of those pokémon near blast range who managed to survive and reproduce - but none of them can be caught.
-A post-apocalyptic setting. Nuclear bombs from eons past have turned human settlements into crumbling wastelands, and patches of land dead and barren of any life. The surviving forests, grasslands and plains have grown as well as they could wild and unrestrained by the hand of man
-A new storyline. Super Rising Thunder! is driven by its plot - which can get very dark - and its characters. Along your journey, you will encounter a variety of pokémon, both recruitable and NPCs - from a mad Absol who delivers prophecies in gibberish and a Stantler obsessed with collecting human trash; to a strange one-eyed Pikachu with wildly messy fur who cannot speak or understand what you say but is clearly not one of the Flash-born and an Alakazam whom knows much more than he lets on; to a blind, crippled Minun and the little girl Rattata he looks after and a Shiny Flygon who's been trapped in a pokéball for generations and has to come to the realization that his Trainer is the world itself, filled with untold mysteries, waiting for you to explore it and uncover just what lead to its current state...
-New Map layouts. Towns have a focus on "natural" mapping, rather than the square Nintendo-style maps. Routes, caves, and other related areas have been replaced with what's best described as a hybrid of a PMD style dungeon and a Zelda-style temple - they have the layout of a PMD dungeon, but (most) include puzzles beyond being simply a maze that will require you to use your head to get through them. "Mini-dungeons" - small areas on the overworld map (yes, this game has one you can walk about on ) - have no puzzles beyond a maze, and are simply there for you to fight stuff and collect items.
-No Trainers in the traditional sense. Dungeons, as well as mini-dungeons, have "trap squares," one kind of which triggers a "Flash-born swarm" - a group of random Pokemon that you must fight in order to progress. Some of these traps are avoidable, while others are right in the path of where you need to go and must be tripped in order to advance. Other than these swarms, there are also "Boss" Pokémon which are somewhat like Gym Leaders, in that they need to be defeated to progress, and unlock access to using HMs in dungeons. There are also Pokemon that are not Flash-born that you can battle, which use Trainer Battle scripts and have customized movesets and things like that, but you generally find them during storyline progression, and not randomly waiting around for you to pass ^^'
-No HMs or TMs, and few man-made items (not counting human trash that appears onscreen but isn't an "item";). There are no Marts - the way to get items is to find them in dungeons, or to rely on a team member's Pickup ability. This doesn't mean that there's nothing but Berries, however - items that are man-made in the original games have been renamed into organic objects and can be picked up. Besides the very occasional "inn," there is no other way to heal or restore PP, so it behooves you to explore dungeons and mini-dungeons thoroughly in order to find as many items as you can. You'll need them!
-Naturally learned HMs. HMs are naturally learned by various recruitable party members - in fact, every party member that has an HM in their moveset will already know it when they're recruited. Since HMs are a required part of the moveset (you'd be an SOL if you were to somehow forget an HM move, after all! XD ), they have been changed a bit to make them actual worthwhile moves you'd WANT to keep on your team.
-Stat/moveset adjustment. Party member stats have been changed quite a lot from the stats a Pokémon of that species would normally have (they don't evolve, so it was needed!). For example, the player character has very high special attack and high speed, but average defenses and below average HP and Attack. Another member is well rounded, while one is more of a tank, while one is a glass cannon, while one is a speedy but frail "white mage," and so on. Team members can learn moves that are not part of normal level up - for example, the player character learns "SuperThunder," a powerful Electric attack that draws from Raikou's power reserve as well as your own. Most of the moves learned by party members are legitimate in some way, though others have been added to the moveset to allow them to fit within a role better (for example - the speedy "white mage" doesn't naturally learn moves like Heal Bell in normal Pokémon gameplay, but because it fits with her character, she can learn it here XD ).
-Greater difficulty curve. You and your team-mates might have high stats - but this still shouldn't be a cakewalk. Wild Pokémon have gotten a little tougher, too - and the Bosses are just as tough as you, if not tougher Pokemon Centers don't exist (not counting a few Murkorw who hang around particularly dangerous areas and offer to "protect you and let you rest" in return for lots of glittery rocks), meaning items are very important indeed.
-New scripts. Of course! XD
-New palettes and tilesets.
-New music. The game uses a lot of music from early Final Fantasy games (FFII in particualr because it's my favorite XD ), becasue the MIDIs are plentiful and it seems to fit with the game's "mood." Battle music at the moment is still Pokemon themed, but I may change this. I don't know yet ^^'
-New sprites. Lots of PMD overworlds! Also, the vast majority of Pokémon battle sprites have been replaced with revamps from previous generations, Fire Red/Leaf Green/Emerald sprites (it's probably about 85% Emerald sprites). Recruitable Pokemon and major NPCs have unique sprites, both in battle and on the overworld - for example, you're different from all other Pichu in that you wear a scarf upon your ear.

You. Mjolnir. Violet. Vann. Fortune. Perri. Guinevere. Russa. Sorro. Freya. Tek.
Electric Type. Electric Type. Normal Type. Electric Type. Ground/Dragon Type. Electric Type. Water/Ground Type. Grass type. Water Type. Normal/Flying Type. Normal Type.
Eleven souls, eleven lives bonded together...

Aspen. Ozymandias. Chronos. Ouroboros.
Electric Type. Psychic Type. Normal Type. Dark Type.
The First. The Linking. The Last. The Circle Unbroken...

Argo. Cragclaw. Hufsa. Kif. And others like them...
Bosses, the lot of em!

Change log (Alpha 2.0):
Alpha 2:Finally, after a bit of a delay, the Super Rising Thunder! Alpha release is here!

What's in the Alpha?

-Everything you saw in the Pre-Alpha!
-A complete Golden Trail, a new Mini-Dungeon, and a second full dungeon, Blackriver! (all that's missing is the tail end of a cutscene).
-Previously unrevealed dialogue and the full scripts all those screenshots came from
-Less bugs!
-Multi-stone Sokoban! (I figured out how to script it in the least cheater-friendly way possible)
-No more Jersey Quest cameos in the intro. In fact, the intro is gone entirely.

*Bug Fixes/Additions from the Pre-Alpha:
-You can choose Picture Two now and not appear as a Leaf recolor. Hurrah!
-When you die, you spawn where you're supposed to, not in glitchy areas on the outsides of the maps. This was the most difficult part to do as it required hex editing and repointing the flight table and all that sort of lovely fun stuff.
-Selecting the Long Stick from the bag while on the overworld no longer glitches the game.
-You are no longer able to get "stuck" in the hidden room within Golden Trail.
-A few small movement permission/tile errors have been found and corrected.
-The Tangle Thicket puzzle gives you a hint to make it easier to try and solve.
-The "bushes" which worked like the PC storage system are now for item-storage only. You will never have more than five team members at a time (plus you, the Hero), as they join and leave your company as the plot goes on.
-There are a few more items, although in keeping with the spirit of the game they're (mostly) still invisible and you have to hunt for them. Food is scare and requires effort, young Pichu!
-Mini Dungeons now contain visible healing squares as a sort of "freebie" (but not larger dungeons). They can still only be used once, however.
-Flash-born (wild pokemon) levels have been raised to be more challenging.

Well, what about the bugs?

-There are still a few small issues with warps as of Alpha 2. Sometimes, when you warp to another map, a dialogue box pops up for a split second, or your character may randomly take a step. I don't know why this happens, but it does. It does not break the game in any way.
-Pansy the Beautifly's mugshot is still prone to glitching.
-Some minor dialogue boxes may not have been changed yet (I caught all the ones I could, but a few may have slipped past!) If you notice any relics from Jersey Quest or the original Ruby ROM, please tell me.

The ROM is locked for fairly obvious reasons - one puzzle is already easily exploitable with savestate cheating (Though I hope you won't do that. Sucks the fun out ^^' ); and I don't want people going in to Advance Map to see where all the items and traps and healing spots are, and to simply cheat their way through. Cheating will severely diminish the fun

Anyway, there you have it! This is a .UPS file, so if you do not know how to patch one of these, read this: , and download the UPS Patcher here: . You need a Ruby (AXVE) ROM.

May your holidays be merry and bright, and I hope you enjoy FINALLY having a proper Alpha! Please point out any and all bugs or tile errors I may have missed, and to leave general concrit and/or praise. You guys are why I ROM hack still after all, despite how busy I can get!
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