The gameplay of the Pokémon series of role-playing
video games involves the capture and training of a variety of fictional
creatures called "Pokémon" and using them to battle other trainers.
Each successive generation of games builds upon this concept by introducing new
Pokémon, items, and gameplay concepts. Some of the general concepts were
featured elsewhere before being introduced in the games; double battles
appeared in the anime long before appearing in the games, and Pokémon abilities
are similar to the Pokémon Powers introduced in the Pokémon Trading Card Game.
Game structure
Each of the games in the handheld Pokémon RPG
series, from the first games to the latest ones, takes place in a particular
fictional region of the Pokémon world, and begins with the player receiving a
Starter Pokémon from that region's local Pokémon Professor. By traveling around
the world, capturing and evolving Pokémon, and defeating other trainers in
battle, the player increases the breadth and strength of his/her Pokémon
collection. A major subplot of each game is to defeat a criminal organization
trying to take over the world through the misuse of Pokémon. These
organizations include Team Rocket, Team Magma and Team Aqua, Team Galactic, and
Team Plasma.
Among the facilities found throughout the Pokémon
world are Pokémon Centers, PokéMarts, and Gyms. Pokémon Centers will heal a
player's Pokémon for free, and house PCs where players can organize their
collection of Pokémon. Here, players can also link up with other cartridges to
battle or trade. PokéMarts are shops where players can buy items with the money
they win during battles; certain cities may have specialized shops, like a
pharmacy or a department store. Periodically, a town will contain a Pokémon
Gym, which houses a powerful trainer known as a Gym Leader. Victory grants the
player a Gym Badge and typically advances the plot. After collecting eight Gym
Badges, the player may challenge the region's Elite Four and Champion;
defeating the Champion finishes the main story.
Completing the main storyline opens up other
features in the games; this is primarily done by allowing passage into
otherwise inaccessible places. Afterward, the game remains virtually
open-ended, with the ultimate goal of the player being to obtain at least one
member of each of the different species of Pokémon, thus completing the
Pokédex. With the exception of the first generation, once all species of
regional Pokémon are captured, the player may then update his Pokédex to the
National Pokédex, with the new mission of capturing all Pokémon from the
previous series (that is, from Bulbasaur to the last Pokémon in that
generation's Regional Pokédex). The number of Pokémon increases with each game
generation, starting from 151 in the first series to 648 in the latest series.
Starter Pokémon
Starter Pokémon | |||
---|---|---|---|
Pokémon Red, Blue, FireRed, and LeafGreen | Bulbasaur | Charmander | Squirtle |
Pokémon Yellow | Pikachu | ||
Pokémon Gold, Silver, Crystal, HeartGold, and SoulSilver | Chikorita | Cyndaquil | Totodile |
Pokémon Ruby, Sapphire, and Emerald | Treecko | Torchic | Mudkip |
Pokémon Diamond, Pearl, and Platinum | Turtwig | Chimchar | Piplup |
Pokémon Black and White | Snivy | Tepig | Oshawott |
One of the somewhat consistent aspects of the Pokémon series of role-playing games is the choice of one of three different Pokémon at the start of the player's adventures; these three are
often
labeled Starter Pokémon. Players have the option to choose one of three
different types of Pokémon: a Grass-type, Fire-type, and Water-type,
(Bulbasaur, however, is a dual Grass/Poison type, and many starter Pokémon
evolve to be dual-typed Pokémon), all of which are supposedly indigenous to
that region, yet otherwise unattainable except through trading with another
game (leading to their rarity). Afterward, the player's rival will always
select the Pokémon whose type is "super effective" against the
player's Starter Pokémon. In the Black and White Versions where the player has
two rival characters, both of the alternate Pokémon are chosen.
The
exception to this concept is Pokémon Yellow, where players are given a Pikachu,
the Electric-type mouse Pokémon famous for being the mascot of the Pokémon
media franchise, who walks along behind them.The rival trainer receives an
Eevee, a Normal-type Pokémon. The Eevee will evolve into one of its (then)
three different evolved states depending on how the player fares in his battles
with the rival in the beginning of the game.
Pokémon Gyms
Pokémon
Gyms (ポケモンジム, Pokemon
Jimu?) are buildings situated throughout the Pokémon world, where Pokémon
Trainers can train or compete to qualify for Pokémon League competitions.
Although the internal organizations of Pokémon Gyms may vary, all specialize in
one certain type of Pokémon, and all are manned by a Gym Leader (ジムリーダー, Jimu Rīdā?), a formidable
Trainer that acts as a boss. Pokémon Gyms can be found in some towns and cities
in the Pokémon world.
When an
official Gym Leader is defeated, the challenger wins a Badge, which serves as
proof of a Trainer's skill and is a key part of advancing the plot. Victory
also earns the challenger a unique Technical Machine that allows the player to
teach his or her Pokémon a unique move from the Gym. It also usually enables
the player to utilize the overworld effects of one of the various Hidden
Machines such as the ability to cross bodies of water with the Surf move or the
ability to remove some trees from paths by means of the Cut move.also beating a
gym leader allows the player to use traded Pokemon at a higher level for
example you beat firsts gym leader and traded Pokemon up to level 20 obey you.
In order to qualify for the Pokémon League, a Trainer must collect eight
badges. In the video games, a region only has eight Gyms, although the anime
asserts the existence of others (such as Gary Oak having acquired ten badges,
but had not defeated the Saffron City and Viridian City Gym Leaders). It is
said that Pokémon are more likely to follow the advice of Trainers with more
badges; some badges also allow the Trainer to use higher-level traded Pokémon.
After a
player defeats the eight Gym Leaders, he or she can travel to the location of
the games' Pokémon league and take on the Elite Four and the region's Pokémon
League Champion, and ultimately win the game.
Pokémon battles
Battles between Pokémon are the central game mechanic of the Pokémon video game series. They are used to train Pokémon to become stronger, as competition and to reach certain objectives within the game. Battling can also be done between human players via a link cable or wireless technology.
Pokémon
uses a turn-based system. When the player challenges a trainer or encounters a
wild Pokémon, the screen changes to a battle scene with the opposing Pokémon,
their respective HP bars, and an option menu. At any time, the player may carry
up to six Pokémon (ordered by the player) in his active party; the top Pokémon
in the lineup is automatically sent into battle. At the start of each turn,
both sides can choose to attack, use an item, switch the Pokémon for another,
or flee from battle (the last not an option in battles against other trainers).
If both sides attack, the one who goes first is determined by Speed, although
some moves, items, and effects can override this. If either side chooses any
other option, that action is performed before the attacks.
Each
Pokémon uses moves to reduce the respective opponent's HP to zero, at which
point the Pokémon faints. If the player's Pokémon wins, it receives experience
points; when enough have accumulated, the Pokémon's level increases. If the
player's Pokémon faints, he/she may use another Pokémon or flee; (the latter
being only possible in wild Pokémon battles) if the player has no usable
Pokémon left in his or her party (i.e., if they have all fainted), he/she loses
the battle, returns to the last Pokémon Center he/she visited, and loses half
of his/her money.
Pokémon
Ruby and Sapphire introduced double battles, in which the opposing teams battle
with two Pokémon at a time. Though the basic mechanics remain the same, moves
may have multiple targets; some affect the ally as well as the opponents.
Additionally, some abilities work only in double battles. The third generation
games only included double battles against other trainers, but Diamond and
Pearl introduced double battles with wild Pokémon if the player is accompanied
by an NPC. Black and White got rid of this limitation and introduced a special
type of tall grass where wild Pokémon appear in pairs.
Black and
White also introduced Triple Battlesand Rotation Battles. In Triple Battles,
both teams send out three Pokémon at once. Pokémon on the left side can attack
all Pokémon on the field except those on the right side, and vice versa. In
Rotation Battles, both sides send out three Pokémon at once, but only use one
at a time. The Pokémon which is battling can be switched out with the other two
without using up a turn.
Pokémon types
There are seventeen Pokémon types, two of which (Dark and
Steel) were introduced in Pokémon Gold and Silver. Each type is an attribute
determining the strengths and weaknesses of each species, offsetting each other
in rock-paper-scissors relationships. Every Pokémon has either one or two of
the different types; dual-typed Pokémon combine the strengths and weaknesses of
both their types. Every Pokémon move is also of one of these types. The only
exception (prior to Pokémon Black and White) was the move Curse, which had a
type of "???" and a different effect when used by Ghost-type Pokémon;
in Black and White, Curse's ???-typing is changed to Ghost. The
rock-paper-scissors mechanic determines the effectiveness of a Pokémon move in
battle: for example, Fire-type Pokémon take doubled damage from Water-type
moves, while Electric-type moves have no effect on Ground-type Pokémon. Dual
type Pokémon can also suffer from double weaknesses. For example, since
Fire-type attacks are super effective against both Grass-types and Bug-types,
Parasect, a Bug- and Grass-type Pokémon, would take quadruple damage from a
fire-type attack. Likewise, the reverse is true; Pokémon can be
quadruple-resistant to attacks as well. A Pokémon's ability can also change
effectiveness of certain move types. The aforementioned Parasect can have an
ability that makes it immune to Water-type attacks; however, Fire-type attacks
become quintuple (5x) effective on it.
Pokémon moves
Like the
characters in many role-playing video games, Pokémon are able to learn a wide
variety of moves. These moves may inflict damage, induce status problems,
restore health, or perform actions that in some way affect the overall battle.
All moves have a Type, Power, Accuracy, and amount of Power Points. The moves
that one Pokémon may learn are different from another depending on the species
of Pokémon; even those that evolve from others do not necessarily learn all the
same moves that their predecessors learn. Each Pokémon may only know a total of
four moves at any one time. Moves may be learned through leveling up, using TMs
and HMs, breeding, and move tutors (NPCs that teach moves).
Each
Pokémon move is classified as one of the 17 Pokémon types. The effectiveness of
a move is dependent on how susceptible the target Pokémon's type is to the
move's type. Common phrases associated with this aspect are "It's super
effective!" (damage is at least doubled), "It's not very
effective..." (damage is at least halved), and "It doesn't affect
[defending Pokémon]!" In cases where a move type is the same as the user's
type, the total damage inflicted is increased by 50 percent.This is commonly
called Same Type Attack Bonus (STAB) when used in jargon describing strategies.
In the first three generations of games, the move's type determines whether it
is a Physical or Special attack; but starting in Diamond and Pearl, each
attacking move is classified as Physical or Special based on how it appears,
and not strictly to its type. A long time exception to the move type rules is
the move "Curse", which was not classified until the fifth generation
games; prior to this, it was categorized as a "???" type move.
The Power
of a move determines how many health points are taken away from the target
Pokémon. Other factors that affect damage include the attacker's Attack and the
defender's Defense statistics, the types of both the defending Pokémon and the
move used, and items held by either Pokémon. Some moves do not have Power, as
they do not directly deal damage but rather perform an effect, such as
inflicting a status condition or healing a Pokémon.
The
Accuracy of a move determines the chance of hitting the target Pokémon, in
tandem with the user's accuracy and the target's evasiveness. Often, a very
powerful move is offset by having a very low Accuracy. "One-Hit Knock-Out
Moves" instantly defeat the target Pokémon if they successfully hit, but
have a very low accuracy (30%). Some moves always succeed, different from moves
that have a listing of 100 under Accuracy, because these moves are unaffected
by changes in the target's evasiveness or the user's accuracy.
The Power
Points (PP) of a move indicate how many times a Pokémon may use that move. As
with Accuracy, a powerful move is often offset by having a low amount of PP.
Once a Pokémon uses up all the PP for a certain move, it can no longer use that
move. If a Pokémon expends all the PP for all of its moves, it then resorts to
a move called Struggle. However, in the first generation games, the game does
not reduce the PP of Pokémon controlled by non-player trainers, enabling those
trainers to use powerful moves an abnormal number of times.
Most moves
are coupled with some sort of effect beyond inflicting damage. Many of these
secondary effects include a chance that the move will induce a certain status
effect, which negatively affects how the afflicted Pokémon performs in battle;
For example, the move Thunderbolt has a small chance to inflict paralysis—a
condition that drastically reduces the target's Speed and may cause it to be
unable to attack during its turn. While there are many moves that cause status
conditions as a secondary effect, many others do not cause any damage but are
solely used for this purpose.
Pokémon abilities
Pokémon
abilities are special attributes which were introduced in Pokémon Ruby and
Sapphire. Specific species of Pokémon can have one or two abilities with
individual Pokémon exhibiting one ability.
Most
Pokémon use their abilities in battle. Abilities can strengthen a Pokémon's own
statistics or weaken a foe, inflict status effects such as paralysis or
poisoning, or perform one of many other effects. For instance, a Bulbasaur uses
its Overgrow ability to power up its Grass-type attacks when it is weak, and
when Arbok is sent into battle, it will use its Intimidate ability to lower the
opposing Pokémon's Attack statistic. Other abilities render some Pokémon
impervious to certain types of attacks. Some abilities also grant immunities or
resistances, such as Lapras' Water Absorb restoring its own HP when hit by
Water-type attacks or Arcanine's Flash Fire negating Fire-type attacks and
boosting the power of its own attacks once hit. A Pokémon with the Lightning
Rod ability, such as Marowak, will keep its partner safe from Electric-type
attacks in a double battle by drawing the electricity away from it. Not all
abilities are helpful and may be implemented to hinder a Pokémon that would
otherwise be extremely powerful. Slaking, which would otherwise be
extraordinarily powerful, has the Truant ability, which allows it to attack
only every other turn.
Some
abilities come into effect outside of Pokémon battles. For example, Pokémon
with the Pickup ability, like Meowth, will sometimes retrieve items off of the
ground. Also, starting from Pokémon Emerald, a handful of abilities that were
once only used in battle have effects outside of battle as well. For example, a
Pokémon with the ability Intimidate will cause the player to encounter
lower-level wild Pokémon less often.
Stats
All Pokémon have six statistics (colloquially called “stats”) which affect their performance in battle. These are HP, Attack, Defense, Special Attack, Special Defense, and Speed. In the first generation games, Special Attack and Special Defense were combined into one statistic called Special.
- HP (short for Health Points): A Pokémon faints when its HP reaches zero, and it cannot be used in battle again until it is revived at a Pokémon Center, or with a special item. In the Pokémon universe, Pokémon never die as a result of battling.
- Attack: Determines the strength of a Pokémon's physical attacks. The definition of what constitutes a physical attack has changed throughout the game's history. Up until Diamond and Pearl, physical attacks were of those Pokémon types logically associated with physical damage, which include Normal, Fighting, Ground, Steel, and others. However, in Diamond and Pearl, each damaging attack is individually classified as Physical or Special. This means that certain moves like the Fire-type move Fire Punch, which was previously a Special attack, are now affected by the Attack statistic.
- Defense: Determines the Pokémon's defense against physical attacks.
- Special Attack: Similar to Attack, determines the power of a Pokémon's special attacks.
- Special Defense: Similar to Defense, determines the Pokémon's defensive power against special attacks.
- Speed: After battle commands are entered, the Speed statistics of the participating Pokémon are compared. With some exceptions, the Pokémon make their moves in the order of fastest to slowest.
There are also two other statistics, Accuracy and Evasiveness, which are not affected when Pokémon level up. No Pokémon has innately higher Accuracy or Evasiveness than any other, but these statistics can be modified by abilities, items, or moves. Increasing Accuracy makes a move more likely to hit, while increasing Evasiveness makes the opponent's move more likely to miss. A Pokémon's Accuracy, the opponent's Evasiveness, and the Accuracy value of a given move affect whether or not that move will hit.
Not only do these statistics affect the battle, but the battle can affect the statistics. Many Pokémon moves and items exist which can temporarily, or even permanently, raise and lower each one.
When Pokémon level up, their statistics increase, as determined by the Pokémon's base stat values, effort values, Pokémon nature, and individual values. These variables working in tandem provide each individual Pokémon with its own unique stats.
Base stat values
Base stat values
determine the natural statistical strengths of the various Pokémon species.
Every Pokémon is assigned a number in each stat; the higher the number, the
higher the stat can potentially be. While these values may greatly vary between
species, they are the same for each member of that species. It is the
difference among species which explains why all Aerodactyl will have a higher
Speed than any Snorlax of the same level; however, it is the combination of
other factors that causes some Snorlax to be faster than others. Adding up all
the base stat values for a certain species generates the Base Stat Total, which
players use to determine approximately how strong that Pokémon is.
Effort values
Effort values (EVs) are hidden values that affect the strengths of a Pokémon in particular statistical areas. Differing effort value levels between two Pokémon can create a significant difference in the two Pokémon's statistical strengths. When a Pokémon battles and defeats an opponent, they gain experience points, also known as EXP, and also receive a number and type of EVs according to the defeated Pokémon's species. Every defeated Pokémon gives at least one EV to each of the Pokémon that fought it. Certain factors, like holding the Macho Brace item, can increase the rate at which EVs are gained in battle. In addition, consuming vitamins will give Pokémon EVs; however, Pokémon will refuse vitamins after reaching a certain value threshold. Certain berries also exist which increase a Pokémon's Loyalty, but in turn decrease EVs. There is a limit on the number of EVs Pokémon can have, both for each individual stats and combined across all stats, which prevents stats from increasing in a never-ending manner. The total limit allows for maximum Effort Values in two stats simultaneously.
In the first (Red, Blue, Yellow) and second (Gold, Silver, Crystal) generation games, a similar system usually referred to as Stat Exp. was used. As with Effort Values, there is a limit to how much Stat Exp. a Pokémon can have in each stat; however, unlike Effort Values, there is no limit to the total Stat Exp. a Pokémon can have across all stats, meaning that a Pokémon can have maximum Stat Exp. in every stat. Also of note is that, in order for Pokémon from the first generation (where there was only one Special stat) and the second generation (where there are both Special Attack and Special Defense stats) to be forward and backward compatible for trading, Stat Exp. was not tracked separately for Special Attack and Special Defense in the second generation games. Instead, the Special Stat Exp. value was used to calculate both separated Special stats.
Pokémon natures
Pokémon natures were first introduced in Pokémon Ruby and Sapphire. Each Pokémon has a nature, randomly assigned when it is generated, which cannot be changed. A Pokémon's nature affects the rate at which some of its stats increase: out of the twenty-five possible natures, twenty will increase one stat's growth rate but decrease another's. The other five modify the same stat in both increases and decreases, and thus the Pokémon's overall growth is unaffected. Natures also determine which flavor of PokéBlocks/Poffins that Pokémon likes and dislikes.
Individual values
Individual values (IVs) are essentially a range in power for each statistic, which determine a Pokémon's maximum potential. These values are randomly generated along with each Pokémon when it is encountered or bred, and set in stone for the rest of the game. These hidden values are why even Pokémon that seem identical and have been raised the same way still may have different stats.
Items
Throughout the games, players will collect many different types of items. The vast majority of these are stored in the player's inventory or PC.
Recovery items
Many items received in the game are used to heal Pokémon in and out of battle, much like a Pokémon Center does. HP-recovery items include an array of potions. Status recovery items include Antidotes (to cure poisoning), Awakenings (to wake Pokémon up), Paralyz Heals (to cure paralysis), Ice Heals (to defrost a frozen solid Pokémon), Burn Heals (to cure a burn), and Full Heals (which heal all status conditions). Revives restore a Pokémon's HP to half of the maximum, but only if it is currently fainted. The more powerful Max Revive fully restores a fainted Pokémon's HP. The Sacred Ash is a rare item that fully revives all fainted Pokémon in the player's party. PP-recovery items include Ethers and Elixirs; unlike other recovery items, these cannot be bought at shops. They may be found while exploring, or with the ability Pickup.
Technical and Hidden Machines
Technical Machines (TMs) and Hidden Machines (HMs) can be used to teach moves to Pokémon. TMs are commonly found in the wild and in shops, but up until the fifth generation could only be used once. HMs are very rare and can be used outside of battle when a certain Gym Leader's badge has been acquired, but can be used as many times as desired. HMs are often vital to game progression as they have important overworld effects. For example, Pokémon who learn the HM move "Surf" can transport the protagonist over the sea, which is necessary to reach island cities. When a Pokémon learns an HM move the move cannot be deleted or replaced, unless taken to a specific NPC, who deletes moves, called a Move Deleter.
Key Items
Key Items are rarer than regular items and are usually given to the player rather than found. These include fishing rods which are used to find water-dwelling Pokémon, a bicycle which allows the protagonist to move around faster, a dowsing machine, and keys which open locked doors leading to important areas. These items cannot be thrown away, sold, or given to a Pokémon.
Holding items
Starting with Pokémon Gold and Silver, each Pokémon is able
to hold a single item. Items carried by Pokémon can do a range of things;
berries can be consumed by the Pokémon during battle to restore health or boost
stats, while other held items can enhance the offensive or defensive power of a
Pokémon. Some items will cause a Pokémon to evolve, and also holding an item
while trading to another player can make the Pokémon evolve with the items help
or evolve in general trading. Pokémon Diamond and Pearl introduced items that
cause evolution if another condition is met. However, most items have no effect
at all when held, and some items, such as Hidden Machines and Key Items, cannot
be held.
Catching Pokémon
Because each player begins the game with only one starter Pokémon, capturing is one of the most fundamental aspects of Pokémon, and the primary method of recruiting new Pokémon to the player's party.
In a
battle against a wild Pokémon, the player may, instead of defeating it, choose
to capture it by using (“throwing”) one of many different types of Poké Balls. The
odds of success vary, but are increased if the target Pokémon's HP is low, if
the target is affected by a status-altering effect like sleep or paralysis, and
if a stronger or specially-suited Poké Ball is used.
If the
capture is successful, the captured Pokémon's data is added to the Pokédex, the
player may give the Pokémon a nickname, and the Pokémon is added to the
player's party. However, if the player's party is filled to its maximum of six
Pokémon, the captured Pokémon is instead sent to one of many boxes accessible
via PC. In the first and second generation games, if the current PC box is
full, the player will be unable to capture any new Pokémon until he or she
accesses a PC and switches to a different box. In all other versions, new
Pokémon are transferred to the next available box.
Poké Ball
"Monster
Ball" redirects here. Not to be confused with Monster's Ball, or The
Monster Ball Tour.
The Poké
Ball (Monster Ball (モンスターボール, Monsutābōru?) in original Japanese language
versions) is a spherical device used by Pokémon Trainers to capture wild Pokémon
and store them when not active. Upon contact, the balls convert a Pokémon into
energy, draw it inside, and close automatically. Wild Pokémon are able to
resist and break free; however, weakened Pokémon and Pokémon with status
conditions are less able to struggle and therefore more easily captured.
Legendary Pokémon will resist being caught much easier, and will often require
many Poké Balls or more powerful Poké Balls in order to catch them. If the
player attempts to capture a non-player character's Pokémon, the opponent will
block the Ball to prevent its theft.
As
depicted in the anime and manga series, the Poké Ball, when not in use, is the
size of a golf ball and, with a press of the central button, enlarges to the
size of a baseball. The Pokémon is released for battle by throwing the ball;
when retrieving a Pokémon, a beam of red light converts the Pokémon into energy
to reclaim it. The Pokémon Voltorb, Electrode, Foongus, and Amoonguss are often
mistaken for Poké Balls, due to their shape and color schemes which highly
resemble Poké Balls.
Various
types of Poké Balls exist. Introduced in Pokémon Red and Blue, are, in order of
progressing strength, the Poké Ball, Great Ball (Super Ball (スーパーボール, Sūpā Bōru?) in Japan), Ultra
Ball (Hyper Ball (ハイパーボール, Haipā Bōru?) in Japan), and the Master Ball (マスターボール, Masutā Bōru?), which has a 100%
success rate against any Pokémon that can be captured. In Pokémon Gold, Silver,
Crystal, HeartGold and SoulSilver, there are fruits called Apricorns, which,
when given to a certain character, make one of seven special types of Poké
Balls, depending on the Apricorn's color. The seven kinds of Poké Ball (and
apricorn) are Level (Red), Moon (Yellow), Lure (Blue), Friend (Green), Love
(Pink), Fast (White), and Heavy (Black). Beginning in Pokémon Ruby, Sapphire,
and Emerald, other specialized balls appear, including the Timer Ball, which
becomes more effective as the battle progresses, the Net Ball, which has a
better chance of catching Water- and Bug-type Pokémon, and the Dusk Ball, which
is most effective at night or inside caves, among others.
In the
Nintendo GameCube RPGs, Pokémon Colosseum and Pokémon XD: Gale of Darkness, the
player is able to capture non-player character Pokémon through the use of the
Snag Machine which turns Poké Balls into Snag Balls. Snag Balls are capable of
capturing any Pokémon (with the same strength limitations as the standard Poké,
Great, Ultra, and Master Balls), and they are developed by the antagonists to
steal Pokémon where they are not common in the wild. Snag Balls can also be
used by the player to capture the specific Shadow Pokémon who have been tainted
by the antagonist group and that the player is required to purify for game completion.
UGO.com
listed the Poké Ball eighteenth on their list of "Our 50 Favorite Video
Game Power-ups" citing how everybody runs to get it in the Super Smash
Bros. series.
Pokédex
The
Pokédex (ポケモン図鑑, Pokemon
Zukan?, lit. "Pokémon Encyclopedia") is an electronic device designed
to catalog and provide information regarding the various species of Pokémon.
The name Pokédex is a portmanteau of Pokémon and index.[9] In the video games,
whenever a Pokémon is first captured, its height, weight, species type, and a
short description will be added to a player's Pokédex. Each region has its own
Pokédex, which differ in looks, species of Pokémon catalogued, and capabilities
such as the ability to sort the list of Pokémon based on alphabetical order, or
display the Pokémon's height compared to the player character. The
"National Dex" allows all Pokémon from other regions to be
catalogued.
In the
anime, the Pokédex acts as a portable reference tool, able to give information
about a certain species of Pokémon even if a trainer has not seen or caught it
before. It can also give detailed descriptions of various trainer tools, and it
acts as a form of identification. The Kanto and Johto versions of the Pokédex
are nicknamed Dexter and voiced by Shinichiro Miki in Japan, Eric Stuart in the
4Kids English dub, and Bill Rogers in the Pokémon USA English dub. The Hoenn
and Sinnoh versions are named Dextette and voiced by Megumi Hayashibara (Hoenn)
and Tomoko Kawakami (Sinnoh) in Japan, Rachael Lillis in the 4Kids English dub,
and Michelle Knotz in the Pokémon USA English dub.
Pokémon evolution
Evolution
(進化,
shinka?) is a sudden change in form of a Pokémon, more akin to a metamorphosis
than actual evolution, and is usually accompanied by an increase in stat
values. The player can choose to halt evolution at any time before the
animation is finished (only by level up), simply by pressing the B button,
unless the evolution was purposely initiated using an evolutionary stone.
Evolution can occur in Pokémon for several different reasons, the most common
of which is gaining enough battle experience. There are many other factors that
can determine if, when, and into what, different Pokémon will evolve. The
original alternate methods were the use of an item called an Evolution Stone or
by trading the Pokémon to another player. Later methods of evolution put into
the games include dependence on the Pokémon's Happiness, the time of day in the
game, carrying a unique item while being traded, the gender, the area in the
game where the Pokémon levels up, having a separate specific Pokémon in the
player's party, or trading for a specific Pokémon.
The
Pokémon Trading Card Game introduced the idea of numerical stages for referring
to different points in a Pokémon's evolution. This has translated into colloquial
usage among fans of the games. All Pokémon can be placed at one of four
evolutionary stages (though no existing Pokémon line includes more than three
out of the four stages): Basic Pokémon, Stage 1 Pokémon which evolve from Basic
Pokémon, Stage 2 Pokémon which evolve from Stage 1 Pokémon, and Baby Pokémon
which are acquired by breeding certain Basic or Stage 1 Pokémon and hatching
their eggs. A Pokémon higher up on this evolutionary scale is called an evolved
form of the previous stages; a Pokémon lower down on the scale is said to be a
pre-evolved form of later Pokémon in the chain. In general, the lower the
evolutionary stage that the Pokémon is, the faster it will learn moves.
Happiness
Happiness is an attribute that can rise or fall based upon
several conditions and events. This aspect, introduced in Pokémon Yellow, was
what determined Pikachu's stat growth and affected the outcome of certain NPC
events (such as receiving Bulbasaur in Cerulean City). In Pokémon Gold and
Silver it is a means to evolve several Pokémon with the focus on taking care of
the Pokémon, rather than merely worrying about it leveling up. When a Pokémon
like Chansey or Golbat has a very high Happiness, it will evolve after the next
time it levels up. Also, most baby Pokémon (itself a mechanic introduced in
Gold and Silver) evolve by leveling up with a certain Happiness rating. To
further exploit this mechanic, two moves base their Power upon the amount the
Pokémon either likes or dislikes its trainer—Return and Frustration. In
addition, there are several cheap restorative items that "have a bitter
taste" and will lower the Pokémon's Happiness, as well as several berries
that lower a stat but raise Happiness.
Rare Pokémon
Legendary Pokémon
"Legendary Pokémon" (伝説のポケモン Densetsu no Pokemon ) is a term of art; a Legendary is not simply an individual Pokémon about which legends are written, but differs from regular Pokémon in key ways. Currently the group is distinguished by being the only one member of its given species which can be captured per game. Since the Gold and Silver versions of the games (with the exception of FireRed and LeafGreen), the main series' game package features one Legendary, usually the Pokémon which involved most in main storyline in that game. Legendaries are also exceptionally powerful, extremely difficult to capture, and unable to reproduce through breeding. Certain Legendary Pokémon colloquially termed "Runners" or "Roaming Pokémon" randomly move around the world map and flee from battle, making them even harder to obtain.
"Illusory Pokémon" (幻のポケモン Maboroshi no Pokemon ) are a subset of Legendary Pokémon that consist of Pokémon that cannot be obtained through standard gameplay without the intervention of an external mechanic. These Pokémon are usually placed at the end of their respective games' Pokédex and can only be obtained through events set up by Nintendo. The first of these Illusory Pokémon was Mew, who was programmed into the Red and Green games as a secret character by one of the programmers without any knowledge of the other members of the development team, and was not announced until several months after the games' release in a special promotion. Since then, the games have continued to feature Pokémon that cannot be obtained through standard gameplay, but the programming that allow their capture within the games can be activated by special items (or other Pokémon) given out by Nintendo. The first of these such items was the GS Ball in Crystal, which was distributed to players in Japan through the mobile phone connector, allowing them to encounter Celebi.
Shiny Pokémon
Palette
swapped Pokémon, initially referred to by players as "shiny" Pokémon,
were first introduced in Gold and Silver as a way to demonstrate the new
color-capabilities of the Game Boy Color system. Encountering a shiny Pokémon
is extremely rare; the probability of encountering one is 1 in 8,192. The one
major exception to this rule is the Red Gyarados present in the Lake of Rage in
Pokémon Gold, Silver, Crystal, HeartGold, and SoulSilver. Also, in Crystal, an
Egg given to players by the Day-Care people has a 50% chance of hatching a
shiny Pokémon in the Japanese version, and 12.5% in other languages. There are
various other ways of increasing the chance of getting a shiny Pokémon. In
second-generation games, breeding a shiny Pokémon with a regular Pokémon has a
higher chance (1 in 64) of producing a shiny Pokémon. In Diamond, Pearl, and
Platinum, the Poké Radar can be used to "chain" Pokémon of the same
species, improving the odds of a shiny Pokémon with each link (up to 40 links,
when the odds are 1 in 200).
Shiny
Pokémon are not necessarily better than regular Pokémon, although in Gold,
Silver, and Crystal, they have better-than-average individual values. In the
third generation, however, "shininess" is determined by another
value, and shiny Pokémon are not stronger than any other Pokémon in battle.
Most fans consider shiny Pokémon to be collectors' items since they are so
rare.
The term
"shiny" was initially a term invented by the Pokémon fan community
due to the flash of stars appearing as the Pokémon enters a battle, implying a
sheen or crystalline property to the colors of the Pokémon. Since
first-generation games do not recognize shiny Pokémon, there is no distinction
unless the Pokémon is traded to a later version. The term "shiny Pokémon"
was not officially acknowledged in English games until two lines of NPC
dialogue in Pokémon Black and White, but it has been used in the anime and in a
few strategy guides before this. It also was a widely-used slang term in Japan,
existing as the word hikaru (光る?, shining); Ken Sugimori uses hikaru in the title of a piece of artwork
featuring a shiny Charizard. The alternate term "Alt. Color" (色違い, Iro Chigai?) appears among the
options the player can choose when filling out forms in the third generation of
games.
Shiny
Pokémon have also appeared in the anime, such as the aforementioned red
Gyarados, a Swellow, a Noctowl (which protagonist Ash Ketchum has captured),
and a Magneton. A pink-colored Butterfree was also featured in an episode of
the first season of the anime, but this alternate coloration is not what
appears in the subsequent games where the shiny feature has been implemented.
Connectivity
Pokémon trades
Trading
is an important aspect to the Pokémon games, being the crux upon which much of
the franchise is based. This is because the slogan, and consequently the goal,
“Gotta Catch ‘Em All,” is logistically impossible without trading. Each game
released in a generation has certain Pokémon that are exclusive to that version.
For example, in Pokémon Red players can catch the Pokémon Arbok, while it is
absent in the wild in both Pokémon Blue and Pokémon Yellow. Other Pokémon are
only available when offered up as a choice. The most obvious example is the
choice between three starter Pokémon at the beginning of the game. The only way
to get the other two is by trading. Another aspect of trading, in-game trades
with NPCs, allows players to acquire Pokémon otherwise unavailable. For
example, the only way to get a Jynx in Pokémon Red and Blue (other than trading
with another cartridge) is through an in-game trade. The other way that trading
is made instrumental in gameplay is that many Pokémon, like Haunter and
Machoke, cannot evolve into their final forms without being traded. Gold and
Silver built upon this idea with the advent of holding items; some Pokémon only
evolve when given certain items to be held and then trading them. Pokémon that
previously did not evolve could now become more powerful, like Onix and
Scyther, which starting from the second generation games evolves into Steelix
and Scizor (respectively) by holding the Metal Coat and being traded. Black and
White introduced a new mechanic where two Pokémon (Karrablast and Shelmet) can
only evolve (into Escavalier and Accelgor respectively) when one is traded for
the other.
Before
the concept of breeding was introduced, players would sometimes have to settle
for merely trading Pokémon back and forth between cartridges. This was because
certain Pokémon a player owned (e.g. the starters) were often the only one they
had. The game's Pokédex does not monitor whether a player still owned a
specific Pokémon, only whether they had ever owned it.
Trading
between games on the Game Boy and related systems is accomplished through a
Game Link cable that attaches to ports found on all Game Boy incarnations. The
size of the ports varies between consoles, so several hybrid cables have been
created that allow, for example, linking between the original Game Boy and the
Game Boy Color. Pokémon FireRed and LeafGreen include a special wireless dongle
which plugs into the game link port for local wireless communication. On the
Nintendo DS, DS Wireless Communications is used instead.[10] Diamond and Pearl
also introduced the Global Trade Station (or GTS), a place where people all
around the world may trade Pokémon using the Nintendo Wi-Fi Connection. In the
GTS hall, the player can input their own location and pinpoint the locations of
other players they have interacted with. The Nintendo WFC records this data
when they trade successfully with someone over the GTS or in their Pal Pad.
Mystery Gift
Mystery
Gift, a means by which players can receive items from other people, was
introduced in Pokémon Gold and Silver and has appeared in every handheld
Pokémon game since. To use Mystery Gift, the feature must first be activated in
a specific way.
In Gold,
Silver, and Crystal, if two players line up the infrared ports on their Game
Boy Color units and activate Mystery Gift from the intro menu, each will
receive an item. This process also sends a record of each player's party
Pokémon to the other player's game for a daily event in Viridan City in which
they can battle the other player's Pokémon (controlled by the computer).
Players can use Mystery Gift an unlimited number of times, but only once per
day with each person. In addition, a player of Pokémon Stadium 2 with a Gold,
Silver, or Crystal cartridge plugged into the Transfer Pak can use Mystery Gift
with a girl in White City. A Mystery Gift can also be received by connecting
with a Pocket Pikachu 2 GS.
In Ruby
and Sapphire, Mystery Gift is replaced with Mystery Event. This feature
utilizes the now defunct e-reader accessory. Using special e-cards the player
could obtain special items such as rare berries or the Eon Ticket. In FireRed,
LeafGreen, and Emerald, Mystery Gift is a means to obtain special items at
Nintendo's promotional events (through the use of the Wireless Adapter), which
allow the player to catch otherwise unobtainable Pokémon, such as Mew and
Deoxys. As of Friday October 29, 2010, the most recent of these Mystery Gifts
is Mew.
Pokémon
Diamond and Pearl expanded Mystery Gift to include a variety of transferring
options. After enabling Mystery Gift, players may obtain items via wireless or
Nintendo Wi-Fi Connection, and may also transfer them to friends. Wireless
connection also allows the player to transfer items from Pokémon Battle
Revolution. Currently, Mystery Gift via Nintendo WFC has only been implemented
in Pokémon Platinum and Pokémon HeartGold and SoulSilver. However, this was
changed when the shiny Pichu was distributed to all version games via WFC.
Also, with the creation of the Pokéwalker, in Pokémon HeartGold and SoulSilver,
came another way to Mystery Gift. By pressing the connect button on two
Pokéwalkers and pointing them at each other, both Pokéwalkers will receive an
item, which the player will receive upon connecting with his or her game.
Pokémon breeding
Pokémon
breeding was introduced in Pokémon Gold and Silver. Pokémon can be bred in-game
at a Daycare Center. These are businesses generally run by an elderly person or
couple (NPCs), which raise Pokémon Trainers' Pokémon for a fee. If two
compatible Pokémon are left there, they will eventually produce a Pokémon egg,
which the trainer can pick up for free. After being carried by the trainer for
some distance, the egg will hatch into a young Pokémon, usually of the lowest
stage in its mother's evolutionary line.
Some
Pokémon have pre-evolutions that are hatched from an egg. These eggs are
normally obtained by breeding Pokémon caught in the wild, but sometimes are
given as gifts to the player character by NPCs. Known as "Baby Pokémon",
these Pokémon are unable to breed but have evolutions that can breed baby
Pokémon. For new Baby Pokémon introduced after Gold and Silver, the parent can
only produce these Pokémon when holding a certain item.
Compatibility
Compatibility
is usually restricted to one male and one female. In addition, Pokémon species
are assigned to Egg Groups, which determines their breeding compatibility with
other species. Pokémon may belong to up to two Egg Groups; in order to breed,
they must share at least one Egg Group. How fast two compatible Pokémon breed
depends on how well they get along (a hidden calculation based on various
factors). If a Pokémon species is all-male or entirely genderless, the only way
to breed it and get an egg with that Pokémon is with Ditto, which can also
breed with any other Pokémon capable of breeding. The egg produced will yield a
hatchling from the non-Ditto Pokémon's evolutionary line.
A select
group of species cannot breed at all, which includes most legendary Pokémon and
all Baby Pokémon (Though sometimes breeding is possible by using a Ditto). This
is called the "Undefined" egg group. Although some legendary Pokémon
(such as Heatran and Cresselia) have genders, they still refuse to breed. An
unusual circumstance involves the relation of Manaphy and Phione: Manaphy can
breed with Ditto to create an egg hatching into Phione, yet Phione does not
evolve into Manaphy. Manaphy itself is obtained from an egg from Pokémon Ranger
games but will never breed to produce a Manaphy egg in Pokémon Diamond, Pearl,
and Platinum.
Inheritance
Pokémon hatched from eggs can inherit stats from their parents. The Pokémon inherits the quality ("Individual Value" or "IV") of a random number of stats (maximum of 3) from each parent, with the hatched Pokémon's other stats being random.
Moves can also be inherited through breeding. Moves that a newly hatched Pokémon begins with are divided into three categories: Learned Moves, Inherited Moves, and Hereditary Moves or "Egg Moves". Learned Moves are moves that the Pokémon would have naturally at its starting level; Inherited Moves are those that the Pokémon would be able to learn at later levels or through TMs; and Hereditary Moves, inherited from the father, are those that the Pokémon would not be able to learn normally. The Pokémon can learn the move on this occasion as it receives the move from a parent of a different species. Upon birth, the young Pokémon's move slots are filled with Learned Moves. However, if there are any Inherited or Hereditary Moves available for the Pokémon to learn, they replace the Learned Moves.
Battle facilities
"Battle
Frontier" redirects here. For the season of the Pokémon anime, see List of
Pokémon: Battle Frontier episodes. For battle ship in Macross Frontier, see
List of Macross Frontier terminology#Ships.
In
addition to the Pokémon Gyms, other locations have been included in the Pokémon
games that allow the player to compete in battles.
First
introduced in Pokémon Crystal, the Battle Tower (バトルタワー, Batoru Tawā?) is a game feature
accessible outside of the main storyline where the player faces several
trainers in succession with a limited set of their Pokémon and receive prizes
in the form of otherwise rare items. The Japanese version of Crystal which had
a mobile phone adapter allowed for players to challenge other players to Battle
Tower fights. The next Battle Towers appear in Ruby and Sapphire, which is
similar to the Crystal Battle Tower, and in Diamond and Pearl, which has a boss
character and a point system similar to the Battle Frontiers.
The
Battle Frontier (バトルフロンティア, Batoru Furontia?) gets introduced in Pokémon
Emerald, replacing the Battle Tower as found in the Ruby and Sapphire games. In
addition to having its own Battle Tower with the same rules as the previous
ones, the Battle Frontier adds several other game mechanics that make battles
unique in the end game. Examples include the Battle Palace's prohibition on
choosing what moves the Pokémon uses and the Battle Factory's random rental
Pokémon. Instead of prizes, the player is awarded Battle Points (BP) which can
be traded for rare items or TMs. The Diamond and Pearl Battle Tower uses this
same system, and it is replaced by a Battle Frontier in the Pokémon Platinum
game. The HeartGold and SoulSilver games also have a Battle Frontier, identical
to that of the Platinum version, where the Battle Tower was found in Crystal.
After a series of battles in each venue, players encounter Frontier Brains (フロンティアブレーン, Furontia
Burēn?) who are challenged in the same fashion as all other battles, and the
player will either earn a Symbol (シンボル, Shinboru?, Emerald) or a
Commemorative Print (きねんプリント, Kinen Purinto?, Platinum, HeartGold, SoulSilver) for winning. The
Frontier Brains can be challenged a second time to more advanced versions of
the Symbols or Prints (advancing from Silver to Gold).
Emerald
also features Battle Tents (バトルテント, Batoru Tento?), which allow the player to encounter some of the unique
battle mechanics of three of the Battle Frontier venues. Rather than Battle
Points, the player is awarded with an item that is rare or expensive.
The
Battle Subway (バトルサブウェイ, Batoru Sabuwei?) is unique to the Black and White
games and serves as the games' Battle Tower, taking on the form of a subway to
match the games' New York City-styled setting. In the same vein as the Battle
Tower in Diamond and Pearl and the various Battle Frontiers, players earn BP
and after a certain number of battles they challenge one or both of the two
Subway Bosses (Subway Masters (サブウェイマスター, Sabuwei Masutā?) in Japan), depending on what
type of battles (Single, Double, or Multi) the player was competing in.
Pokémon Contests
Pokémon Contests (ポケモンコンテスト, Pokemon Kontesuto?) are
competitions of skill among Pokémon Trainers and their Pokémon partners.
Pokémon Contests are different from Pokémon battles, testing talent rather than
power. They were introduced in Pokémon Ruby and Sapphire and later appeared in
Emerald, Diamond, Pearl, and Platinum (in the Diamond, Pearl, and Platinum
games they are called "Super Contests").
There are five categories that a Pokémon can be entered into: Beauty, Cute, Cool, Tough, and Smart. In addition, there are four ranks of contests: Normal, Super, Hyper, and Master Rank. To enter, a trainer must go to the contest hall that holds contests of the appropriate rank, and in ranks higher than Normal, the participating Pokémon must have won the contest of the selected category in the previous rank. In Diamond and Pearl, Contests are renamed Super Contests, and the four ranks are named Normal, Great, Ultra, and Master.
In the first round (called Visual Competition in Diamond and Pearl) the Pokémon is shown to the audience, who then vote on their favourite. Pokémon will gain more points here if they have good condition in the selected category, which can be increased by using Pokéblocks. In Diamond and Pearl, Pokéblocks are replaced by Poffins, and the player can also use the stylus to dress up their Pokémon in certain Accessories (アクセサリー Akusesarī ) to fit the theme of the contest.
The second round, called Dance Competition, was introduced in Diamond and Pearl. The participating Pokémon join in a dance routine. The leading Pokémon gets rated based on following the rhythm, and the rest of the Pokémon have to mimic the leader's steps. All four participants take turns to be the leader.
The final round (Acting Competition) comprises a few rounds, and the Pokémon are ordered in sequence based on their performance in the previous round. Each round, the player chooses one Pokémon move to perform before the judge, and in Diamond and Pearl players also choose which of three judges to appeal to. Each move has a category, appeal value, and effect. Using a good combination will gain the Pokémon more appeal points, but using the same attack twice will generally lose the Pokémon points. Moves can have many effects, such as "jamming" previous Pokémon to reduce their appeal, or randomizing the order of appeals in the next round.After appeals are concluded, the results are shown, and the Pokémon with the most total points wins a ribbon.
Pokéblocks and Poffins
Pokéblocks
(Polock (ポロック,
Porokku?)), introduced in Ruby and Sapphire, are candy-like treats used to
increase the contest condition and Loyalty of Pokémon. Pokéblocks are created
from berries in the "Berry Blender" minigame, which can be played by
two to four human or computer-controlled players. The types of berries blended
by all participants affect the category and effectiveness of the resulting
Pokéblock.
Poffins (ポフィン, Pofin?), a type of baked goods,
were introduced in Pokémon Diamond and Pearl as replacements for Pokéblocks.
Poffins are made by adding a berry to some batter in a pot, and stirring it
with a stylus using the Nintendo DS's touch screen. Poffins can be mixed only
with human partners and can be done solo or with two to four players
wirelessly.
Pokéathlon
In
Pokémon HeartGold and SoulSilver, the contest minigame is replaced with an
athletic competition called the Pokéathlon (ポケスロン, Pokesuron?). The competitions
range from track and field events such as hurdling or a relay race to a
snowball fight and a game resembling pachinko.
A
Pokémon's stats may be increased by consuming "Aprijuice" ("Bon
Drink" (ボンドリンク, Bon
Dorinku?)) made from fruits known as Apricorns that the player can find
throughout the world. By putting a number of Apricorns in a blender and making
the player character run a certain number of steps, the Apricorns are mixed
into a milkshake-like blend. The process can be repeated multiple times, each
time adding more Apricorns to the mixture and running to blend them. The number
of times this is done, along with the variety of Apricorns used, affects the
type and effectiveness of the resulting Aprijuice. Aprijuice will increase one
of five additional statistics that only exist for the Pokéathlon which consist
of Speed (unique from the standard Speed statistic), Power, Skill, Jump, and
Stamina.
Pokémon Musicals
In Pokémon Black and White, the contest minigame is replaced by the Pokémon Musicals (ポケモンミュージカル Pokemon Myūjikaru ) game. Rather than grooming Pokémon with Pokéblocks, Poffins, or Aprijuice, the player's Pokémon is only dressed in Accessories which can be waved around on stage when the Pokémon dances to various pieces of music; the player does not control the Pokémon during this time, other than Appealing with special props. If the audience likes the performance, they give more props to the player in person post-performance.
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