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Pokémon Red/Blue Review

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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

Introduction

      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.

Storyline

      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

Controls

      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.

Game Play And Mechanics

      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. 

Move Mechanics

      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.

Types Normal Fire Water Electric Grass Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon
Normal                         R T  
Fire   R R   W W           W     R
Water   W R   R       W       W   R
Electric     W R R       T W         R
Grass   R W   R     R W R   R W   R
Ice     R   W R     W W         W
Fighting W         W   R   R R W W T  
Poison         W     R R     W R R  
Ground   W   W R     W   T   R W    
Flying       R W   W         W R    
Psychic             W W     R        
Bug   R     W     W   R W     R  
Rock   W       W R   R W   W      
Ghost T                     W      
Dragon                             W

      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.

Experience Points and Level Growth

      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.

Multiplayer Activity

      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%.

Definitions

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

Glitches

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.

Closing

      Yahooed-Joe! and a bottle of Strawberry flavored Kool-AidI 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!!!