- Dummied Out: Telefang has quite a few of these:
- The Human World, the place at the very beginning of the game, is larger than what you can normally see. It has plenty of unused buildings (albeit locked), including two large ones with unique graphics not seen elsewhere. 
- Unused Super Game Boy features, including unused borders (the border depends on the version played), and some unused color palettes (although one is a glitchy completely white one). Even if the Super Game Boy functionality is enabled by hacking the game, there are still many unused color palettes that the game could have used. 
- Some unused moves, although many of them are either identical to existing ones or are glitchy. This is also true in the sequel to an extent.
- An unused shop, which presumably would have been near the cave in Ion Island, and two unused houses, which presumably would have been in Panses Village.
- Dialogue which suggests an even worse end for the entire Kakuza party.
- Several T-Fangers had unique post-defeat quotes planned for them, as opposed to the usual default.
- Fan Translation: Following the disastrous bootleg English translations, some fans have taken it upon themselves to create a much better translation, in the form of Telefang: Mobile Monsters. Development is still active as of the time of this writing.
- Market-Based Title: The Fan Translation (as noted above) is known as Telefang: Mobile Monsters.
- No Export for You: This was what nipped the franchise in the bud. None of the Telefang games were ever sold outside of Japan, meaning it wasn't able to compete with the Pokémon series in the global market.
- Unintentional Period Piece: As researcher Rachel Briggs pointed out in an interview, this game was very much the product of the early years of "keitai culture" in Japan. They started with the premise of the cell phone being as big a craze in-universe as it was in real life and more or less wrote the story proper around it.
- The Wiki Rule: Wikifang
Trivia / Telefang