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Introduction
Storyline
Game Controls
Game Play and Mechanics
Move Mechanics
Type Effectivity Chart
Experience Points and
Level Growth
Multiplayer Activity
Definitions
Glitches
Closing, Including Final Ranking
Pokémon Red and Pokémon Blue were the first experience
American gamers ever had with the pokémon phenomenon. The games were immediate
hits, partly due to the enormous marketing campaign led by Nintendo, but largely because
of the wonderful play and replay value of the games themselves. Pokémon Red and
Blue provided gamers with a world of nearly endless possibilities. (And besides
that, most people thought that Charizard looked cool.)
The game (and I refer to the two as one game, for there
are few differences) is a colorless RPG with poor sound and graphics, even for the Game
Boy Pocket system. The entire program only takes up approximately one megabyte of
memory. So what made it such a hit? The absolutely brilliant game concept.
In Pokémon Red/Blue, the first thing a new player will
see is a image of a learned scholar who introduces himself as Professor Oak. The
professor explains that the world he lives in is inhabited by many creatures called
pokémon. Some people use them as pets, some, such as Professor Oak, study them, but
some... train them for battles. With this knowledge you start your pokémon journey.
In Pallet Town, where the player starts our, the good
professor makes a gift of the player's first pokémon to him/her. His son, Gary
Oak (the name can be set to whatever the player wishes), who has been the player's friend
since he/she was young, is also given a pokémon. He immediately challenges the
player to a battle, setting himself at odds with him/her, and making himself the player's
rival. Later, Professor Oak tells both that he wishes them to fulfill his dream for
him by completing a "Pokédex," a digital pokémon encyclopedia. To do
this, the player must travel the world and catch all the species of pokémon alive.
Thus, the main goal is set.
To accomplish this task, the player must travel the world and
capture all of the strange creatures using devices called Pokéballs. But no sooner
does the player embark on this quest, than he/she is again challenged by Gary, who tells
him/her of a nearby pokémon organization that he wasn't allowed to join and is in a huff
about. In this way, the player learns of a competition called the Indigo Plateau
League that determines who the greatest pokémon trainer in the world is! To compete
in the competition, however, a trainer must earn eight "badges" by defeating
eight League-sanctioned gym leaders in pokémon combat! This gives the player a
double goal.
However, if the player tries to enter the first gym
he/she finds, the gym in Viridian City, he/she will notice that the gym is oddly locked.
So the player will continue looking for other gyms. Going through a forest, a
player is likely to catch several pokémon in addition to the one he/she started off with,
while battling other trainers along the way to give his/her pokémon experience, making
them stronger. Exiting the forest, the player enters Pewter City, where he/she can
challenge the local gym leader, Brock, to a battle. The player also discovers that
Gary, his/her rival, has already defeated the gym leader, and is a step ahead. By
succeeding to defeat Brock, the player earns his/her first badge, the Boulderbadge.
Before he leaves the city, however, the player may visit a museum and see fossils,
collected from Mt. Moon, of prehistoric pokémon.
The player leaves Pewter City and approaches Mt. Moon.
Right before he/she enters the mountain through a dark cave, the player learns that
"Team Rocket," whatever that is, has been "in the news again,"
stirring up trouble. The undaunted player can then enter the cave, where he/she will
run into that very band of pokémon thieves, who attack the player, trying to steal
his/her pokémon. Traveling onwards through the mountain, and defeating many Team
Rocket members along the way, the player eventually finds two fossils near the exit of the
cave. Another trainer has beaten the player to the fossils, but agrees (after a
battle) to let the player have one. After making a selection, he/she exits the cave.
The player then arrives in Cerulean City, where he/she
can challenge a second gym leader, Misty Waterflower, for a chance at another badge.
Again, the player finds that his/her rival has beaten him/her to the victory.
Soon afterwards, the player will meet up with and battle Gary himself! After
defeating him (and gaining some self-esteem), the player proceeds to actually be asked by
Team Rocket to join their criminal band. Of course, he/she refuses. Then,
he/she has to help a researcher, and friend of Professor Oak named Bill the Pokémaniac,
escape from an interesting predicament in which he has managed to turn himself into a
talking pokémon. Bill rewards the player by giving him/her a ticket to a party, the
attendees of which are exclusively high-class pokémon trainers. The player is by
this point moving up in the world!
Trying to exit the city, the player yet again encounters
Team Rocket, who has robbed someone's house and stolen a valuable Technical Machine, a
device which teaches a new skill to a pokémon. After dealing justice and recovering
the TM (the original owner of which want accept it), the player continues on his/her
journey and arrives in Vermillion City, after a thirsty guard refuses to let him/her into
Saffron City. Here, the player is given a coupon that can be cashed back in Cerulean
for a free Bicycle, that allows him/her to travel at twice his/her normal speed.
While still in Vermillion, the player enters a cruise-ship, named the S. S. Anne, on which
the party for which he/she received a ticket just ended. It's rotten luck that
he/she missed the fun, but the player still boards the ship and once again encounters
his/her rival, who has already collected over forty species of pokémon! Following
another pokémon battle, and another victory, the player helps a sea-sick ship captain and
is thanked by being given an HM, which is a Technical Machine that can be reused, that
allows the player to enter many new areas. Trying to exit Vermillion City, the
player may encounter a gargantuan sleeping bear-like pokémon who completely blocks the
only path out of the town. Fortunately, using the TM, the player can revisit his/her
old haunts instead. There, he/she will gain another HM and be requested by a
scientist at the Pewter Museum to take a piece of Old Amber he has to a pokémon lab
somewhere on Cinnabar Island where he believes an extinct pokémon can be resurrected from
it's DNA!
Returning to Vermillion, the player can challenge the
local gym leader, Lt. Surge (who has already been beaten by Gary), for a third badge.
The player then backtracks a little, and discovers an entrance to a dark cave named
Rock Tunnel. However, using the second HM he/she received, the player is able to
light the tunnel up, and pass through to Lavender Town. There, he/she learns that
Team Rocket has again been up to their dirty tricks again, but this time they've actually
murdered, killing a mother Marowak, a type of pokémon. Also, Mr. Fuji, a
knowledgeable and well-loved pokémon trainer has disappeared! Many people in the
small town have gone into Pokémon Tower, a many-story graveyard, to grieve for the killed
Marowak, as well as other dead pokémon. As the player tries to explore the Tower,
however, Gary again appears and challenges him/her to a battle. Though he may score
a victory against his/her conceited opponent, he/she will be unable to reach all of the
levels of the tower due to attacks of mysterious ghosts who refuse to allow admittance.
Leaving Lavender, and going west the player again
encounters another thirsty guard who won't let him/her into Saffron City. Instead,
the player enters Celadon City, a commercial establishment that boasts one of the largest
pokémarts (stores that sell pokémon goods) in the world. However, there's also a
profitable gambling business in the city - profitable for the owners, that is. One
of the people who lost at the slots resolves to give the player his Coin Case, which is
necessarily equipment for transporting slot coins, so that the temptation will be out of
his sight. Meanwhile, the player also overhears several shady looking men, who seem
mysteriously like Team Rocket members, talking about a gambling scam. Investigating
in the casino, the player discovers a secret entrance to an of-limits underground portion
of the casino. Storming through, and defeating many Team Rocket members that try to
stop him/her, the player at last reaches a man named Giovanni, the boss of Team Rocket.
He attacks you, expecting an easy victory, but is put to shame by the player's more
powerful pokémon and better skills, and is forced to flee. While making his escape,
however, he drops an object on the ground. Investigating it, the player realizes
that the item is a Silph Scope, a device stolen from the major manufacturers, Silph Co.,
used for seeing things through haze.
As Giovanni gets away, the player turns his mind toward
matters of more immediate urgency. He/she discovers that there's is a gym in
Celadon! Defeating the gym leader, Erica, he/she wins another badge, his fourth!
Just as he/she is celebrating over being halfway qualified for the Indigo Plateau
League, the player learns that Gary has already beaten the gym and is well on his way to
Lavender Town to search for Mr. Fuji!
Having stopped Team Rocket's schemes (though the casino
is allowed to remain in operation) and beaten the resident gym leader, the player tries to
exit Celadon on the west side, but is blocked by another sleeping bear pokémon.
He/she tries once more to enter Saffron instead, but is rejected by yet another thirsty
guard, so he/she returns to Lavender Town, to again look into the ghostly mystery and
intriguing connection between the disappearance of Mr. Fuji, the murder of a Marowak, and
the arrival of strange spirit forms in Pokémon Tower. Silph Scope in hand, the
player enters the tower and makes a startling discovery. When viewed through the
Silph Scope, the fearsome spirits can be seen to not be specters at all, but ghostlike
pokémon! However, some of these now identified monsters have been up to mischief.
They have used their powers to take control of the caretakers of Pokémon Tower!
Battling those creatures to free the victims and ascending through the towering
building, the player at last reaches the staircase to the top floor. However, the
same assailant that attacked the player earlier appears again. At first glance, even
with the Silph Scope, the attacker appears to be a spirit. But looking closely, the
player realizes that the ghost is really a Marowak! Defeating the creature, the
player experiences not the usual feeling of triumph, but an odd peace. He/she feels
that they have released the Marowak from torment.
Ascending the final staircase, the player reaches the
top floor of Pokémon Tower, where he/she is astonished to see a band of Team Rocket
members holding Mr. Fuji captive because he had spoken out to the members of the band
against their crimes. Defeating the criminals, the player attempts to rescue Mr.
Fuji. But to the player's surprise, Mr. Fuji denies that he was ever held prisoner
and that he had been in the Tower by his own will the whole time! The true story is
never revealed, as Mr. Fuji is too kind a man to cast blame on Team Rocket. However,
as the player went through much trouble to "rescue" Mr. Fuji, he rewards him/her
by giving him/her a Pokéflute, a device used for awakening sleeping pokémon.
The player returns to Celadon and visits the
pokémarts there to restock supplies. Thirsty from his/her long journeys, the player purchases
some (overpriced, as always) bottled Fresh Water from a vending machine there. The
player then proceeds to approach the sleeping beast. By playing the Pokéflute, the
player breaks the poke Mon's slumber, but the plan backfires! Without a moments
warning, the player finds himself in a fight with a half-ton bear! Defeating,
escaping from, or capturing the monster, the player continues west, where he encounters a
biker gang. They're bad dudes, but he/she is badder and proves by beating every one
of them in pokémon battles. Traveling south on his/her bicycle down a long, steep
hill, the player eventually reaches Fuchsia Town. He/she immediately enters the gym
he/she finds there, but is hindered by a maze of invisible walls with ninjas lurking at
every turn. However, using his/her pokémon's superior strength, agility, and skill,
the player defeats the ninjas and solves the maze. Waiting at the end is Koga, the
head ninja and local gym leader. The battle is difficult, but the player defeats
Koga and gains a fifth badge. But yet again, he/she finds that Gary has beaten
him/her to the mark.
Also in Fuchsia City is a huge wildlife reserve called
the Safari Zone, owned by a warden who has great difficulty in speaking (i.e.. e. No one has
had a clue what he's said for over a week). For a fee, a trainer can spend time in
the zone and catch all the pokémon he/she wishes, but with a handicap: The trainer
may not attack the target before attempting to capture it and may only use special
pokéballs called Safari Balls. Nevertheless, the player manages to capture many
rare species and found a pair of, of all things, Gold Teeth lying in the grass. By
this time, his/her Pokédex is becoming quite filled with information. Also in the
Safari Zone, the player learns of a hidden house. The first person to find the house
would be given a prize! Losing not a moment, he/she explores the whole Zone and
finally finds a building hidden in the farthest recesses of the area. Upon entering,
a man rewards the player with an HM that allows the player to teach his/her pokémon how
to swim and Surf waves. The player instantaneously makes the connection that he/she
will be able to travel to Cinnabar Island to visit the pokémon lab there!
But as he/she also realizes that traveling
to Cinnabar
would mean covering great distance, he/she decides to finally take care of some
unfinished business on land first. He/she uses common sense and realizes that the teeth he/she
found belong to the Safari Zone warden, and returns them to him. Finally able to
talk, he generously rewards him/her by giving him/her an HM. The player discovers
that by using this HM, he/she can teach some of his/her pokémon to use incredible
Strength, he/she finally decides that he/she should try to outmuscle some very thirsty
people who had been blocking his/her way. Marching up to the guard to the north of
Fuchsia Town, preparing to fight to be let through to Saffron City, the player is baffled
when the guard eagerly requests a drink of Fresh Water before the player can say a word.
Frozen by confusion, he/she automatically hands the guard the bottle.
Drinking part of the beverage, the guard talkatively tells the player that he/she is free
to enter Saffron. He then runs off to share his drink with the other thirsty guards.
Still a little confused, the player walks into the city.
But then he/she realizes that something is drastically
wrong. Team Rocket has taken control of the city and barred entrance to most of the
buildings! Most notably, the local gym was blocked off. Trying to free the
city, the player enters the huge Silph Co. complex. The whole building is swarming
with Team Rocket members who have no scruples about attacking the player. All of the
Silph Co. staff is either being held hostage or has become members of Team Rocket!
Storming through the building, the player reaches the top floor, where Giovanni awaits
him/her and the president of Silph is being held hostage. Giovanni attacks the
player, again confident of an easy victory, but is defeated again! With the downfall
of its leader in its most major attack of all time, Team Rocket seems finished. All
members in the city flee. The president rewards the player for having rescued to the
company by giving him/her a secret prototype pokéball, the Masterball, guaranteed to
capture any pokémon with one hundred percent accuracy.
Leaving the Silph Co., the player arrives at the Saffron
Gym. All of the members there seem to have special psychic powers, but their
abilities are no match for the player's pokémon. He/she defeats them all, including
the gym leader, Sabrina, and nets a sixth badge. However, he of course learns that
Gary has already earned the badge before him. Leaving the city, the player returns
to Vermillion where he/she had seen the huge bear pokémon he/she now knows as Snorlax.
Defeating it, he/she is free to travel the road it had blocked. Many trainers
are defeated, and the player's pokémon grow even more powerful. But one trainer
says something interesting to the player. He mentions what he called "rare
birds." Intrigued, the player relates this new information to an article
written by Professor Oak that he/she had recently read. A power plant near Rock
Tunnel had been invaded by a powerful electric bird. Putting two and two together,
he/she decides to go visit the plant.
As a result of the invasion of the bird, all roads to
the power plant have been closed off, but the player improvises by using the HM he/she won
in the Safari Zone to let his pokémon ferry him/her across a waterway that runs near the
power plant. He/she arrives at the plant to find it completely abandoned. The
entire place is overrun by electric pokémon. Working through the dangerous plant,
made hazardous by hanging high voltage electric cables and constant attacks from electric
pokémon, the player eventually reaches a small room in which a large yellow bird slumbers
on the floor. He/she is tempted to use the Masterball, but decides against it and
attacks the bird. After a fierce battle, the pokémon is captured. The player
later learns that he has caught a pokémon so powerful and rare that it is considered
legendary. The player has truly arrived as a trainer.
The player hears rumors of a second legendary bird on
the Seafoam Islands, and sets off from the coast of Fuchsia City to investigate the
claims. Reaching the islands after a long and difficult swim (long and difficult for
the pokémon who carried him/her as he/she sunbathed!), he/she enters a dark, dank cave on
the island. Going deeper and deeper into the tunnels, the player eventually reaches
an island hundreds of feet underground in an underground lake. Trying to swim in the
icy waters and explore, he/she realizes that the current is much too strong, so he/she
uses his/her pokémon and their tremendous Strength to block the current with boulders.
Swimming in the now calm waters, the player discovers a smaller island to one side
of the underground chamber. Cold and wet, he/she rests on the isle. But while
he/she is there, he/she notes that there is a mysterious chill hanging over that small
island that isn't present in the rest of the cave. Investigating, he/she discovers a
large white bird with magnificent plumage resting on the island. After an icy
battle, the player manages to capture his/her second legendary pokémon, Articuno!
Leaving the island, the player arrives at long last on
Cinnabar. Remembering what the Pewter scientist said, he/she enters a research lab
on the island and gives a scientist there his/her Old Amber and his fossil. The
scientist promises to actually resurrect extinct pokémon from the DNA in the fossils!
But he says it will take time, so the player decides to challenge to local gym
leader while he waits, but the door to the gym is locked! Frustrated, as he was in
Viridian so long ago, he/she decides to explore a burned out mansion on the island while
he/she waits for the gym to open. When he/she enters, though, he/she realizes that
the mansion is swarming with thieves! They're not Team Rocket, but the player still
decides to purge the establishment of the lawbreakers. In his/her search for the
criminal's the player notices a golden key lying on the ground, as if dropped
by one of
the robbers. Without thinking he/she pockets it. Growing tired, the layer
exits the burned building and again tries to enter the gym. Finding it still locked,
the player thrusts his/her hand into his/her pockets in consternation. He feels the
key he/she had placed there earlier and notices that it seems that it would fit the lock.
Experimenting, he/she found that it was so, and entered the gym. Battling
many gym members on his way to the gym leader, he overhears one trainer saying that
Blaire, the gym leader, had been inspired to begin training when a fiery bird pokémon had
guided him down from a mountain on which he had been lost and freezing. The player
makes a mental note and moves on to challenge the gym leader. Defeating Blaire and
earning his/her seventh badge, the hero decides that nothing can stop him/her from
becoming the world's greatest trainer. This is (predictably) when he/she overhears
two gym members talking about Gary Oak having already defeated Blaire. The player
starts to become sincerely annoyed at always being a step behind his rival.
But the player has a problem. He/she has seven
badges and needs one more to make eight and enter the Indigo Plateau League.
However, he/she can think of no gyms that he/she hasn't already visited. Reaching
no answer, he/she decides to return to Viridian City where is the entrance to the Indigo
Plateau and see if the League will let him/her enter with only seven badges. When
he arrives in the city, however, he finds the whole town in a buzz. The word is that
the Viridian Gym has finally reopened! The player joyously races to the gym to
challenge the gym leader as if afraid that it will close before he reaches it.
Battling with the gym members through some of toughest challenges of his training, the
trainer finally qualifies to challenge the gym leader. He sees the leader's face and
gasps. The player and Giovanni enter their third battle.
Defeating a Dugtrio, a Nidoking, a Nidoqueen, and
lastly a titanically powerful Rhydon in what was clearly the most difficult battle of his
life, the player defeats the leader of Team Rocket. Giovanni cries out in despair,
and raves about having been defeated thrice by a young child, laments the ruin of Team
Rocket, and pretty much just throws a fit. Nearly an hour later, Giovanni reaches
his resolution. Handing the player his/her eighth badge, Giovanni bows to his
superior and vows to spend the rest of his life studying pokémon for the good of the
world. Feeling exuberant triumph for having won his eighth badge, rampart joy for
having converted the leader of the sinister Team Rocket to good, and somehow a sweet
sadness as he/she realizes that his/her journey for gym badges is over, the player begins
to walk out of the gym at peace with the world and in a state of utopian bliss he/she has
never before experienced. As he/she exits the gym, Giovanni cries,
"Goodbye! Thank you! Thank you
so!" The player turns to give his/her welcome but is cut off as the changed
leader says,
"You've changed me so much! I can even
forgive Gary Oak for having humiliating me in front of all my former following right when
I opened my gym."
Gary Oak. The name grinds through the
player's head the chalk screeching on black board. Gary Oak. The
title blisters the player's mind like an Indian sunburn administered by a professional
wrestler. And I, the narrator, could go on and on describing how the player feels
when he/she hears that his/her once best friend and now greatest rival has beaten him/her
in almost every respect of all the hard work he/she has put in to pokémon training, but
I'll sum it up in a few simple words: The player goes ballistic.
Later, after a few hours and a few good Aspirin tablets,
the player is still fuming over being second best, when he/she runs into Gary himself on
his/her way to the Indigo Plateau. He/she tries to remain calm, but as Gary
continually taunts him/her, he/she finally breaks and abruptly challenges Gary to a
battle. Gary is massacred.
Feeling better, the player travels on, as Gary races
ahead. Reaching the Indigo Plateau League guards, the player shows them his/her
eight badges and is told that he/she has one last challenge to overcome before he/she can
join the competition for being crowned world's greatest trainer. He/she must travel
through Victory Road, an underground cave filled exclusively with trainers who have earned
eight or more badges. The going is difficult. None of the trainers are as
difficult to defeat as Giovanni, but the player fights some hard battles. As
he/she's traveling through the cave, he/she begins to wonder why the trainers are only
milling about. Asking around, he/she finds that no one can find the exit to the
cave, but no one wants to give up and return to the entrance. So all of the trainers
continue to walk about aimlessly. - Well, there is the rumor that an especially good
trainer had gone through the cave jut recently in a matter of hours, but the player
ignores that. The player finally finds the key to exiting the cave. His
pokémon use their great Strength to move boulders onto switches to hold obstacles out of
the way of the exit. However, he/she still gets lost, and after moving many rocks,
ends up in a side area of the cave. Confused, he/she stumbles around. Seeing a
light, he/she moves toward it thinking that it's another trainer but instead finds that
he/she has stumbled upon a large fiery bird. Remembering Zapdos and Articuno, he
attacks the bird and captures, still saving his Master Ball. His/her Pokédex
identifies the bird as Moltres, a legendary bird.
Moving on, he/she finally finds the exit to the cave.
After a navigating through a short and surprisingly easy statue maze he/she arrives
at a huge building. Entering, he/she finds a pokémon treatment center (called a
pokécenter) and a pokémart in one. Buying supplies, and having his/her pokémon
treated for injuries from the long, hard battles in Victory Road, he/she decides to at
last enter the competition. The player is told that he/she will have to defeat the
Elite Four, the world's four greatest trainers, consecutively without being defeated to be
proclaimed the world's greatest pokémon trainers. He accepts the challenge.
After an icy battle with Lorelei, a rock-splintering clash with Bruno, and a terrifying
encounter with Agatha, the player finally reaches Lance the Dragon-Tamer, the world's
greatest trainer. A huge Gyarodos goes down. Two Dragonairs, considered at
this time to be the world's rarest pokémon, follow. Then, and the player gasps, a
vicious resurrected Aerodactyl. It too is defeated. Taking a deep breath,
Lance throws out his last pokéball. The player's Pokédex dings,
"Dragonite. A purely mythical pokémon.
No additional information."
The pokémon standing before the player now seems that
it could effortlessly snap steel. But he/she is used to facing daunting foes.
With forced calmness, he/she orders his/her pokémon to attack. The Dragonite goes
down. Lance is aghast at losing. He stands silent for a moment, takes a deep
breath, and congratulates the player,
"You are the greatest pokémon trainer in the
world!" The player jumps for joy at hearing this. He/she has finally done
it completely conquered the world of pokémon! In the midst of this exuberant
jubilation, Lance adds something that falls on the player like a blow to the heart,
"Well, you would have been. But you have one
more trainer to face. His name is... um... er... Gary Oak!"
The player's reaction is quite similar to the fit he
threw after defeating Giovanni. But calming him/herself, the player walks through a
door that Lance motions to face his/her final challenge. With conceit and pride,
Gary greets the player, saying that he was sure his rival would at least give him a good
workout. The fight begins - and ends, with the player as victor! He/she
has become the number one pokémon trainer in the world! Professor Oak enters upon
the scene and gives Gary a sever telling out for losing so quickly. Oak says that
Gary had lost only because he had never trusted and loved his pokémon. Oak
congratulates the player, and the credits role.
But that's not the end! As the newly proclaimed
worldwide pokémaster, the player gains access to a Hidden Dungeon near Cerulean City.
Entering the cave, the player encounters fearsome beasts and solves a
complex maze
as he travels to the bottom floor of the dungeon. There he/she sees it. The
most powerful pokémon of all, Mewtwo, sleeping. Feeling the Masterball in his/her
hand, the player throws it with all his/her might at the creature. The ball snaps
open, the Mewtwo is converted into a ball of red energy and sucked into the ball as it
snaps shut. The ball rocks on the cave floor, struggling with all of its power to
contain the enraged inside. Finally, the Masterball dings and stops rocking.
Mewtwo has been captured.
Now having one-hundred and fifty pokémon types, Pr. Oak
concedes to the player that he/she is the greatest pokémon expert alive. Oak's
dream of a complete pokédex is fulfilled, Team Rocket is finished, Gary is defeated, and
the player is proclaimed the greatest pokémaster in the world. Pokémon has been
conquered.
But there are other players who have also fulfilled
these goals, and only one can stand as number one...
End of Storyline
The controls in Pokémon Red/Blue are very
simple. Using the control pad, a gamer can move his character in one of the cardinal
directions one square at a time. It is impossible to move diagonally. To read,
talk to, or activate a person or object, all a player must do is stand on an
adjacent square facing the object or person and press the A button. That about sums up all
the controls for the world map.
During a dialogue, the gamer can cause the
next set of text to appear by pressing the A or B button. A list of options to
choose from frequently appears. To select an option, a player must simply press up
or down on the control pad until the option desired is highlighted then press the A button
to select. When selecting yes or no from an options list, pressing the B button is
equivalent to selecting no. In other lists, the B button either will have no effect
or will cancel whatever command was given to access the list, effectually closing the menu
without making a choice. When buying or selling items, the player is generally asked
how many of a particular item he would like to buy/sell after selecting the item from a
list. Each time up is pressed, the number of items to be bought or sold is increased
by one. Pressing down has the opposite effect. If the player tries to specify
fewer than one item, the number of items is automatically set to ninety-nine. The
same results occur in reverse order if the gamer tries to specify more than ninety-nine
items. After selecting the desired number, pressing the A button completes the
transaction.
To access the main menu, press start from the
main map. All options found on this list can be navigated similarly to other options
lists, with A always standing for "select" or "yes," and B being
"no," "go back," or "cancel." The main menu can be
exited by pressing the B button or by selecting the Exit command.
Battle commands work in the same way as
other options lists. Press B to exit a subdirectory (such as "Fight") and
return to the main battle menu.
That sums up the controls.
Pokémon Red/Blue is a standard RPG
centered on collecting and using items, solving puzzles, earning money, and winning
battles. However, unlike normal RPG's, the number of battling characters is 151
times 16 to the fifth power. That's, er... a whole googly-moogly of
characters! The game includes 151 different types of pokémon (only 150 of which can
be caught in the game), each pokémon having five different stat areas that determine that
pokémon's power. There is a range for each stat for each type of pokémon, the
limits of which are set by an unexceedable maximum value and a rock-bottom minimum level
for each stat. These ranges vary from level to level, with both the maximum and the
minimum possible values steadily increasing as the level increases (possible levels range
from level 0 to level 100, but no pokémon can ever be obtained whose level is less than
2). However, for each stat, each individual pokémon - not type of pokémon, but each
individual pokémon itself - has what is known as a diversification factor (abbreviated
DV) for each stat. The diversification factor varies from 0-15. When a
pokémon is a caught, its DV for each stat is randomly generated by the cartridge.
Once set, DV's cannot be changed. A pokémon that has a DV of 15 for a stat can
reach the highest possible value for that stat that is possible for its type (or species)
of pokémon. If a pokémon's stat's DV is less than 15, then that stat's value can
never be made to increase past a certain limit. At level 100, the total possible
value for each stat for each type of pokémon normally varies by 30 points; a pokémon
with a stat DV of fifteen can therefore raise that stat value 30 points higher than
another pokémon of the same species with a DV of 0 for that same stat. The
different stat areas are Hit Points (abbreviated HP), Attack, Defense, Speed, and Special.
The maximum values for each of these stat areas often varies from the maximum value
of each other stat area within a single species of pokémon. If you remember that I
mentioned that the total number of battling characters was 151 times 16 to the fifth power
(which totals out to 158,334,976, or a whole googly-moogly), then you may wonder how
I arrived at that number. There are 151 different species of pokémon (that's the
151 part); each has five stat areas (that's the fifth power part), and each stat area for
each pokémon can have 16 different DV's (that's the 16 part). Put them together and
what have you got? Bippity, boppity, bippity, boppity, bippity, boppi - oops.
I meant to say a whole googly-moogly. In addition, up to 246 of those 158 million
battling characters can be had at the same time, including possible duplicates.
There. I've made my point: There's a whole lotta' pokémon!
During most of the game, the main character
walks around on the world map, able to move in only the cardinal directions, square by
square. On the world map, the character talks to people, finds items, explores
areas, and starts battles. Battles can be started by speaking to a visible pokémon
trainer or pokémon, or randomly started by walking in certain areas. Once a battle
is started, one of the pokémon from the gamer's team of six (246 can be owned at once,
but only six can be in the gamer's party simultaneously) is automatically sent out to
fight against an opposing pokémon. The gamer can then choose from the commands,
Fight, pkmn, Item, or Run. If fight is chosen, a list of up to four moves appears.
Choosing one of the moves causes the gamer's active pokémon to use that ability in
turn-based combat. Most moves decrease the opponents HP (when it reaches zero, the
opponent pokémon faints), but some have additional effects, or don't deal damage at all.
If the gamer chooses pkmn, then the gamer's turn will be spent changing the active
pokémon to one of his other five, effectually giving the opponent a free attack. If
the gamer chooses Item, then he can select an item to use from a list of all of the items
he currently has with him (not all items can be used in a battle). Using an item
ends the gamer's turn. Choosing Run cancels a randomly generated battle (abbreviate
RGB) or a battle initiated by speaking to a visible pokémon (in which case the pokémon
cannot be battled again). Run cannot be chosen during trainer battles. To win
a battle, the gamer must succeed in causing all of the enemy pokémon to faint by
decreasing their HP's to zero. In RGB's and battles initiated by speaking to a
visible pokémon, only one enemy pokémon is present and once made to faint, the battle is
over. However, trainer's usually have more than one pokémon in their arsenal (but
never have more than six). If one pokémon is KO'd, then another pokémon will
replace the KO'd pokémon as the trainer's active pokémon and the battle will continue.
This process of succession continues until the trainer has no pokémon remaining with HP's over 0.
In trainer battles, the enemy trainer may choose to Attack, use an Item, or change his
active pokémon (if he has any other non-KO'd pokémon remaining), but can never run.
As each enemy pokémon is defeated in any type of battle, all of the gamer's
pokémon that participated in defeating that pokémon and were not subsequently KO'd
receive a certain amount of Experience Points (abbreviated Expt.) and Special Experience
Points (abbreviated Spt.). Besides KOing all enemy pokémon and Running, a battle
can also be ended if all of the gamer's pokémon are simultaneously KO'd, or by catching all of
the enemy pokémon by using the items Pokéball, Great Ball, Ultra Ball, Safari Ball,
and Master Ball. Other trainers' pokémon cannot be caught. Attempting to capture
a pokémon in a trainer battle will result in losing a turn and wasting a pokéball
(pokéball is the general term for all five types of balls.).
As stated earlier, to be victorious in a
battle, a gamer must KO all enemy pokémon. To do so, he must use skills listed
under the Fight command of the Main Battle Menu. Each pokémon can have up to four
skills (called moves) memorized at one time. Skills are sometimes learned when a
pokémon's level is increased, but can also be taught to a pokémon by using
a TM or HM
item. Each species of pokémon only naturally learns specific moves at specific
levels; similarly, only certain moves can be taught to each species of pokémon through
TM's and HM's. As only four moves can be memorized by a single pokémon at one time,
new skills cannot be taught to a pokémon that has already reached this limit unless one
of the old skills is deleted. In a battle, only the four moves that a pokémon has
memorized at the time of the battle can be used. Each move has a maximum and
remaining PP value. The remaining PP value dictates how many more times a move can be
used in a battle. Each time a certain skill is used, its remaining PP decreases by
one. When it reaches zero, the pokémon becomes too tired to use that move and must
use other skills or not Fight. If all four of a pokémon's remaining PP values are
decreased to zero, but the gamer still gives the Fight command, the pokémon will
automatically use the move Struggle and will be unable to use any other move until a
remaining PP value is increased by use of items or other means. The maximum PP value
determines the highest value that the remaining PP value of a move can reach. Each
skill has its own usual maximum PP value - varying from 5 to 40 -, and while this value
can be increased to up to 160% of what it originally was, the remaining PP value can never
exceed whatever the maximum PP value is at any given moment.
When used in a battle, every move has a chance of failing or missing and not doing anything.
This chance is usually between .4% and 70.6% (each move having its own percent
value) but can be changed within a battle (this chance cannot be changed for
the move Swift). However, a move's accuracy can never be
permanently changed as a change in accuracy is discounted after a battle. Methods of
causing an opponent's move to be more likely to miss or fail include decreasing the
opponent's accuracy, increasing the gamer's active pokémon's Evade, or using a move such
as Dig or Fly that guarantees a miss or failure by the opponent (with Swift
again as the
exception). However, the accuracy of moves that do not directly affect the gamer's pokémon
will not be changed. Furthermore, for moves that affect both the gamer's pokémon
and the enemy pokémon, only the accuracy of the effect that affects the gamer's pokémon
will be changed. In addition, certain types of moves do not affect certain types of
pokémon at all. This will be expounded upon later. Also, some moves will always fail
in some situations for other reasons. Examples include Dream Eater, which will
always fail if the opponent is
not asleep, Recover and Rest, which fail if the pokémon using the move is at full health
(or if the pokémon using the move's remaining HP value is a multiple of 256 - Note:
This is a glitch.), Light Screen and Reflect, which will fail if used after having
been used if the effects of the previous usage have not been erased, moves that cause a status
ailment, which fail if the opponent already has a status ailment, and moves that change
the stats of pokémon, which cannot succeed in raising a stat to more than four times what
it normally is or lower a stat to less than a fourth of what it normally is (this does not
apply to remaining HP). These are not the only exceptions.
If a move succeeds (i.e. doesn't miss or
fail), then it will cause one to several of a number of things to happen, depending on which
move was used. The most common result of using a move is the damaging of the
opponent, decreasing its remaining HP. Most moves reduce the opponent's HP. Each move
that does so has a certain non-changing value called it's "base value." A
moves base value can be anywhere from 5 (Wrap) to 340 (Explosion). However,
almost all are equal to or under 120. A move's base value is the most important
factor in determining the amount of damage with which that move will inflict its target. The higher
the base value, the more HP loss. In general, moves with greater base values have
lower PP's andor accuracy ratings. However, a base value is only one of the factors
that determine how much damage a move will deal. There are three basic types of
damaging moves: physical, special, and set. The damage dealt by physical damage
moves is partially determined by the Attack stat of the attacker and the Defense stat of
the target. The higher the Attack/Defense ratio is, the more damage will be dealt by
such a move. The pokémon with the highest and lowest Attack stats are Dragonite and
Chansey, respectively. The pokémon with the highest and lowest Defense stats are
Cloyster and Chansey, respectively. The HP loss inflicted by special damage moves is
determined by the ratio of the attacker's Special stat over the target's Special stat
(Special/Special). The greater the ratio, the more damage. The pokémon with
the highest and lowest specials are Mewtwo and Weedle, respectively. In addition to
base values and stat ratios, several other factors affect the amount of damage done by
physical and special damage moves. These include the level of the attacking
pokémon, critical hits, move elemental types (in relation to the type of the attacking
pokémon and the weaknesses and resistances of the target), and individual move effects.
The higher the level of the attacking pokémon is, the more damage is dealt.
Therefore, a level 100 pokémon with an attack of 108 would do more damage than a level 30
pokémon with an attack of 108. The level of the defending pokémon is not taken
into consideration. (Note: The exact relationship between level and damage has
not been confirmed. In other words, take those three sentences with a grain of
salt.) Each time a physical or special damage dealing move succeeds (doesn't miss or
fail), there is a chance that that move will get a critical hit. In such a case, the
damage dealt will be twice what the damage dealt would normally be if the stats of neither
pokémon had been affected by stat altering moves. The percent chances of moves
getting a critical hit varies per the moves, but each move's chance remains constant and
cannot be altered. (This does not apply to Stadium, but this is a Red/Blue
guide!) Certain moves have individual move effects which cause the amount of damage
dealt to vary. For special and physical damage moves, this category only includes
moves that "hit" a certain number of times per successful usage. For
example, the moves Pin Missile and Fire Spin each "hit" anywhere from 2 to 5
times at each successful usage. The amount of damage inflicted by these skills will
therefore be anywhere from 2 to 5 times what the HP loss would be if the move only hit
once. This applies to critical hits. Either all hits of such a move
will be critical hits, or none will. The same amount of damage will be
inflicted by each hit.
And finally, move elemental types.
This one's a little more extensive, so I gave it its own paragraph. There are
fifteen different elemental types included in the Red/Blue version of pokémon. Each
species of pokémon has one to two different element types that always apply to that type
of pokémon. A Lapras is always a Water/Ice type. Every Mewtwo is
a Psychic type. A pokémon's elemental type(s) affect(s) it in several ways. If a
pokémon uses a physical or special damage-dealing move of that pokémon's type
(each move has a
single elemental type that always applies to that move), then the amount of damage dealt
will be 150% of the amount of damage that would normally be dealt after all other factors
were taken
into consideration. Also, most elemental types have resistances and weaknesses to
other types. This means that when a pokémon that is of a type, that is resistant to the
type of a physical or special damage-dealing move, is hit by such a move, only half of the
normal amount of HP loss will occur. However, a pokémon weak to a move will
suffer twice the usual amount of damage. If a dual type pokémon is both weak and
resistant to a physical or special damage-dealing move (i.e. Dragonite, which is a
Flying/Dragon type, has the type Flying, which is weak to Electric type moves, but also has
the type Dragon, which is resistant to Electric type moves), then it will suffer only normal
damage from that move. A pokémon doubly resistant to a move (ex. a Water/Rock type
to Fire) will receive only 1/4 normal damage whereas a pokémon doubly weak (Electric to
Flying/Water) will receive four times normal damage. Finally, a pokémon may be
completely impervious to certain elemental types. In this case, the damage dealt by
such a move will be zero - i.e. nothing, nil, and zill. Even if the pokémon has a
second elemental type that is weak to that type of move, no damage will be done.
With the exception of Thunder Wave, this effect applies only to physical and special
damage-dealing moves. The chart below lists each elemental types resistances,
weaknesses, and total resistances. (A total resistance means that no
damage is inflicted.) Choose the type of the defending pokémon from the top row and match it with
the move type on the left. W stands for weakness, meaning that the move type
will deal double damage, R for resistance, and T for total resistance.
The absence of a letter symbolizes that normal damage will be inflicted.
You may have noticed that I have pointedly
left out information about set damage moves. This is because element type, stat
ratios, levels, and critical hits don't affect the amount of damage done by these moves.
A set move does an amount of damage determined by either the level of the attacking
pokémon or merely a set value. Night Shade, which always deals damage
exactly equal to the
attacking pokémon's level (unless it misses), is an excellent example of the former.
Night Shade does the same amount of damage even to Normal type pokémon, which
aren't affected by Ghost type moves in other cases. Dragon Rage, however, always does exactly 40
damage, regardless of the level and type of either pokémon. The only exception
to the general rule that set damage
moves deal a set amount of damage is Psywave, which randomly deals damage equal to anywhere
from 0 to 1.5 times the attacking pokémon's level.
Additionally, there are three types of
damage-dealing moves which do not fit into any of the above categories. Percent
damage moves reduce the amount of HP the target has remaining by a certain
percentage.
The only move in this category is Super Fang. The second type is One-hit KO moves,
which always completely deplete the target of all HP. These can be considered a
subcategory of percent damage moves, always dealing one-hundred percent damage.
However, there is evidence that so-called One-hit KOers may be nothing more than physical
damage dealing moves with insanely high base values. OHKO moves do are
subjective to total resistances. The last type includes only one
move, Counter, which deals exactly two times the amount of damage that the
user of Counter received from its opponent's last attack. Counter only has an
effect when the attacker was last attacked with a physical damage-dealing move of the
elemental type Fighting or Normal.
Another common effect of a move is
the giving of a status ailment to the opponent . Status ailments include Paralyzation, Sleep, Burns,
Poison, Freezing, and Fainting. (Note: These status ailments last until cured, even
after a battle ends.) A Paralyzed pokémon's speed is decreased by 75% (this
decrease does not restrict moves that lower speed from succeeding) and has a 25%
chance each turn of being "fully paralyzed" and unable to attack
if it tries to Fight. Sleeping pokémon suffer no stat changes but are unable to
Fight until they wake up. A pokémon may Sleep anywhere from one to eight
turns; the number of turns is randomly generated when the pokémon is put to
sleep. It is no more or less likely that a pokémon will Sleep one or two turns than that it will Sleep seven or eight (or, of course 3-6) turns. On the last turn
of a pokémon's Sleeping term, it wakes up and can Fight normally on its next turn.
If a pokémon is taken out of battle while still asleep (via the ending of a battle or
the Switching of the active pokémon), the number of turns remaining in its Sleeping term is redetermined
when it again becomes the active pokémon and is randomly set somewhere from 1-8. Burns is the rarest
status ailment, being caused
by only a handful of moves. A Burned pokémon loses an amount of its remaining HP,
equal to 6.25% of its maximum HP value, at the end of each turn. Also, a Burned
pokémon's Attack and Defense stats decrease by fifty percent at the end of each turn
(This does not occur indefinitely.). A
Poisoned pokémon loses an amount of remaining HP, equal to 6.25% of its maximum HP value,
at the end of each turn. If a pokémon becomes
Poisoned by the move, Toxic, then the amount of HP loss cumulatively increases by 6.25% of the maximum
HP value each turn. Thus, the first turn a pokémon was poisoned by the move Toxic,
it would lose 6.25% percent HP. The next turn, 12.5% (6.25+6.25=12.5). Then
18.75%, then 25%, then 31.25%, etc. However, if a pokémon is removed from being the active
pokémon after it was affected by Toxic, then again becomes the active
pokémon while it is still
Poisoned, it will only suffer the effects of normal (non-Toxic) Poison.
Burned and Poisoned pokémon do not suffer damage at the end of turns that
they do not end as the active pokémon. Being Frozen
is feared second only to being Knocked Out. A frozen pokémon can
simply not Fight. Freezing is similar to an eternal Sleeping term. Except through use of
items, Freezing cannot be removed unless the Frozen pokémon is KO'd or is hit by a
Fire-type, damage-dealing move. Lastly, a pokémon whose status is "Faint"
has been KO'd. A KO'd pokémon cannot be used as the active pokémon. When a
pokémon is caused to Faint while it is the active pokémon, then its trainer must
immediately switch to another pokémon that is not KO'd. Fainting is caused by
reducing a pokémon's remaining HP to zero through damage dealing moves, by
use of Poison or Burns, by use of the moves Explosion or Self-Destruct, or by
use of a
One-hit KO move (such as Horn Drill). When HP is reduced to zero,
Faint overrides all other status ailments. If Faint is subsequently
removed, no previous status ailments reappear. If all of the pokémon in a trainers party
Faint, then that trainer loses to its opponent.
I earlier mentioned that some moves reduce
an opponent's stats or raise the attacking pokémon's stats. Sometimes a stat change
is the only effect of a move, but sometimes a damage-dealing move has a chance of also
causing a stat change. For example, the move Rage both deals damage
and causes a the user's Attack to increase each
time it suffers HP loss. In any case, there are limits to how much of an effect
a stat-altering move can have. No stat can be boosted above four times its original
value or above 999. No stat can fall below one fourth its normal value or below 1.
A stat-altering move works by adding a fraction of the stat it affects's normal
value to that stat or by subtracting a fraction of a stat's normal value
from that stat. If a stat-altering move
would normally cause a stat to be set at a value less than 1 or greater than
999, then it
will automatically set the stat to, but not above or below, 1 or 999,
respectively. If a
stat-altering move attempts to increase a stat that is already at its maximum limit or
decrease a stat that is already at its minimum limit, then the move will fail and have no
effect. (In this case, moves that are stat-altering only as a secondary effect will
merely have their percent chance of affecting a stat set to zero.
Other effects will still occur.) If a pokémon's stats
are altered through status ailments, then the "four to one fourth" limit will be
changed to four to one fourth of the value of a stat that the status ailment would set it
to, though the 1-999 limit would remain unchanged. (With Paralyzation,
the Speed decrement is actually merely discarded when the Speed undergoes
additional modifications. Thus, a String Shot will actually speed up
a Paralyzed pokémon.) Any time an active pokémon leaves
its position as active pokémon, all stat changes (with the exception of the
speed decrement caused by Paralyzation) affecting that pokémon are erased.
A special area of stat-altering moves concerns
accuracy- and evade-altering moves. All pokémon normally have the same accuracy
rating, though evade may vary. A move that alters a pokémon's accuracy causes that
pokémon's likelihood of hitting its target with a Fight command to decrease. A move that affects evade
causes a pokémon to have a lesser likelihood of being hit by any opponent's move.
In either case, there is a certain limit of stat change that cannot be exceeded.
The same 4 to 1/4 limit applies. Also, evade and accuracy are
separate. Thus, if pokémon A increases its evade to 4 times the
original value, and the accuracy of pokémon B is decreased to 1/4 of its
original value, then pokémon B's chances of hitting pokémon A are 16
times smaller than they would be if no stat modification had occured.
Several moves induce a state of confusion
in the target. Each time a confused pokémon tries to Fight, there is a fifty
percent chance that it will not be able to attack its opponent and will instead attack
itself with a physical damage-dealing type-less (i.e. a move which no pokémon has
weaknesses or resistances to) move with a base value of 45. When attacking itself,
the Attack/Defense ratio is constituted by the same pokémon's stats. A confused
pokémon may become no longer confused at the end of each of its turn. If a
pokémon is removed from being the active pokémon while confused, the confusion
disappears. A pokémon already in a state of confusion cannot again be caused to be
confused by a confusion inducing move until its fit of confusion has ended.
There are many other individual affects of
moves. Some cause the active pokémon to attack first or last, cause the
"seeded" effect, create a duplicate, remove all stat changes, or even do
absolutely nothing. These are not the only examples.
When caught in the wild, each pokémon is
originally at a certain level and has a certain amount of experience points (exp.).
To grow to a higher level, that pokémon must accumulate a certain amount of additional
experience points, which can be gained by defeating other pokémon in battle. As
the level of a pokémon increases, so do its stats. Stats may also increase by
gaining Special experience points (Spt.).
The number of experience points needed to
grow a level increases as the level of the pokémon in question increases. Thus, a
pokémon growing from level 99 to level 100 needs many, many more experience than does a
pokémon growing from 2 to 3. The number of needed points increases exponentially.
This means that the difference in the numbers of points needed to grow from 11 to
12 and from 12 to 13 is greater than the difference in the numbers of points needed to
grow from 9 to 10 and from 10 to 11. Different types of pokémon often require
different numbers of experience points to grow to the same levels. A Mewtwo grows
fairly slowly whereas a Ditto grows rapidly. Similarly, different types of pokémon
cause the pokémon that defeated them to earn different amounts of exp. The higher a
pokémon's level is, the greater the amount of exp. earned when it is defeated.
There is a direct relationship: defeating a level 40 pokémon yields the attacker exactly
twice the number of experience points that defeating a level 20 member of the same species would
yield. Pokémon that are not in the gamepak in which they were
originally caught gain 1.5 times the number of exp. (but not Spt.) that they would
otherwise. Also, 1.5 times the number of exp. that would be earned for defeating a
wild pokémon is earned for defeating another trainer's pokémon.
No pokémon may grow above level 100.
A complicated formula is involved in
determining the value of certain stats at certain levels if no Spt. have been accumulated.
However, as I don't feel like getting into that, I'll just give a brief overview.
Each type of pokémon has a certain base stat value for each stat. These
values for each stat do not vary within a species. To determine a pokémon's stat
value at any level, the corresponding base value is multiplied by that level. That
stat's DV multiplied by a certain value is then factored in. The product is divided
by another value and five is added. Simple enough.
The effects of Spt. are more complicated.
When caught in the wild, a pokémon has no accumulated Spt., regardless of its
level. Each time it defeats an enemy pokémon, it gains Spt. for each stat equal
to the base stat value of the species of the defeated pokémon for that
stat. (If two or more pokémon are active during the time that an enemy
pokémon is last active and both of the first mentioned pokémon survive, the Spt.
gained will be equally divided among them.) The Spt. for each of the five stat areas
is kept separate. If an individual pokémon's Spt. value for a certain stat area
increases above a certain amount, then that pokémon will gain one additional point in the
stat area the next time it increases in level. The value needed for a stat to increase in
this way starts off low but grows larger exponentially. Spt. gained after 65,025 is
ignored.
Certain items can be found or purchased in
the game that seem to increase a pokémon's stats. These items include HP Ups,
Proteins, Irons, Carbos, and Calciums. These items are known as vitamins. A
vitamin works by increasing the amount of Spt. a pokémon has for a certain stat area and
immediately causing that pokémon's stats to be redetermined. However, a vitamin
cannot cause a stat area's current amount of Spt. to increase above a certain value, equal
to about half of 65,025 points. The vitamins will become unusable on an
individual
pokémon's stat area that has increased to or above this value.
Put in very simple terms, that is level
mechanics.
The most important element of the Pokémon
Red/Blue game is the ability of a player to pit his team against a human opponent's
team through link cable. When a battle is initiated, all of the pokémon one player
has in his party begin a battle against the other players' party of pokémon.
This battle proceeds normally with the exceptions that no exp. or Spt. is gained,
no money is earned, no items may be used, and all pokémon immediately revert to their
pre-battle status as soon as the battle ends. As the combat is turn-based, no action
will occur during each turn until both players have entered commands.
A player may also trade pokémon with
another player. Pokémon are traded on a one for one basis. Once traded, a
pokémon becomes owned and entirely usable by its new trainer. However, if all of
the gym badges have not been collected, a traded pokémon sometimes will disobey commands.
Traded pokémon gain exp. at a rate accelerated by 50%.
Maxed out: having reached its full stat potential; i.e., a level 100
pokémon that has gained 62,025 Spt. in all areas and has fully realized the effects of
those Spt.
KO: Knock Out; a reduction of a pokémon's remaining HP to zero; an
induction of a Fainting
Moveset: a set of four moves that can be taught to a pokémon, generally
for the purpose of carrying out a strategy
CH: Critical Hit
Exp.: Experience Points
Spt.: Special Experience Points
RGB: Randomly Generated Battle; in-game battle against a
single wild pokémon, initiated by walking or riding a Bike in tall grass,
by walking or riding a Bike in caves, by Surfing in certain areas, or by
using a Rod
Box trick: By depositing a pokémon in Bill's PC and withdrawing it, a
trainer can cause a pokémon's stats to be reconfigurated immediately. This is
useful for taking advantage of stat points yielded through Spt. after the pokémon has
reached level 100. This glitch can be taken full advantage of without affecting
discreditation by the general public.
Missigno trick: By talking to the man in Pallet Town who offers to teach
the trainer how to catch pokémon, and pressing and holding the down button throughout the entire
performance, a player can activate the Missigno glitch. By then surfing up and down
the eastern coastline of Cinnabar Island, a player can catch random pokémon at levels
above level 100. Also, a glitch pokémon with very disproportionate stats,
called Missigno (Missing Number), sometimes appears. Warning! Catching, or in some cases even
seeing Missigno can occasionally cause drastic memory loss to your gamepak. In other
words, everything might get deleted. Also, the use of this trick to gain
pokémon above level 100,
directly or indirectly, that are to be used in multiplayer battles is considered to be
cheating by most advanced trainers. Using such pokémon in a multiplayer can also
jeopardize the pack of your opponent. Consider yourself strongly advised to only use
this trick in packs that you don't intend to ever use in multiplayer contact with another
gamepak.
Item trick: Each time Missigno if fought against, the number of
items in your thirteenth slot of your backpack increases by some insane amount, far over
the normal 99 limit. Using this trick is considered to be cheating.
Duplication code: During a trading process, if the Game Boy
receiving an unwanted pokémon is shut off in between the "Please Wait" and
"Trade Complete!" messages, that pokémon will be deleted and each
pack involved
in the trade will instead have a copy of the other pokémon involved in the trade.
Before using this code, you are advised to test it with unwanted pokémon before you risk
your level 100's. It is considered cheating to use this code to get pokémon to be
used in multiplayer battles or to be traded to another player to get a pokémon to used in
multiplayer battles in return. (Or to get a pokémon to be traded to get such a
pokémon, etc.) It is considered cheating to use a duplicate that is traded to you
in any of the above ways. It is considered cheating to use a duplicate pokémon to
catch a wild pokémon to be used in any of the above ways or to "beat" a part of
the game that you previously couldn't. However, duplicates of valuable pokémon can
and probably should be stored (as in via another pack or Pokémon Stadium) for backpack
purposes in case of pack deletion. But in this case, if the original pokémon is
traded to another trainer, then the duplicate should either be released or also traded to
that trainer. When trading duplicates, it is always necessary to inform the person
you trade with of the duplicate nature of the pokémon you will be trading before he
agrees to trade with you.
Yahooed-Joe! and a bottle of Strawberry flavored Kool-Aid! I finally finished typing it all! *Bows...
Pants... Collapses on floor experiencing spasms
from hurting and abused hands that have been typing for hours and hours.*
Actually, for my closing statement, I'd
like to give a rating of 9.0 (Zelda: Ocarina of Time makes the same score). Before
all the Zelda fans attack me, let me explain. The reason I give the game such a
score is based largely upon its replay value and compatibility with Pokémon Stadium.
The game can be played over and over and over and over and - well, you get the
picture - if a trainer has proper, intelligent competition and is himself a strategizing
trainer. The graphics of Stadium make the game particularly worthwhile.
The
End!!!