The gameplay of the Pokémon series of role-playing video games[foot 1] involves the capture and training of a variety of fictional creatures and using them to fight other trainers. Each successive generation of games builds upon this simple concept by introducing new Pokémon, items, and gameplay concepts, attracting new players as well as entertaining the players from the start. 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.
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Each of the games in the 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 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, Teams Magma and Aqua, and Team Galactic.
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. The number of Pokémon increases with each game generation, starting from 151 in the first series to 493 in the latest series.
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 Water-type, a Fire-type, or a Grass-type,[1] all of which are supposedly indigenous to that region, yet otherwise unattainable except through trading with another game. Afterward, the player's rival will always select the Pokémon whose type is "super effective" against the player’s Starter Pokémon.
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.[2] The rival trainer receives an Eevee, a Normal-type Pokémon.
Starter Pokémon | |||
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Pokémon Red, Blue, FireRed, and LeafGreen | Bulbasaur | Charmander | Squirtle |
Pokémon Yellow | Pikachu (player) | Eevee (rival) | |
Pokémon Gold, Silver and Crystal | Chikorita | Cyndaquil | Totodile |
Pokémon Ruby, Sapphire and Emerald | Treecko | Torchic | Mudkip |
Pokémon Diamond, Pearl and Platinum | Turtwig | Chimchar | Piplup |
Pokémon Gyms 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, a formidable Trainer that acts as a boss.
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 TM and usually the ability to use an HM move outside of battle, opening up new areas of the world. 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 Viridian City Gym Leader). 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.
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 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 (a measure of health) 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 may use another Pokémon or flee; if the player has no usable Pokémon left in his party (i.e., if they have all fainted), he loses the battle, returns to the last Pokémon Center he visited, and loses half of his money.[3]
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.
There are seventeen Pokémon types, two of which 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 is either one or two of the different types; dual-typed Pokémon combine the strengths and weaknesses of both their types. Almost every single Pokémon move is also of one of these types. 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.
Like the characters in many RPGs, 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 one of the 17 Pokémon types (except for Curse, which has a mechanic of its own). 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 "Super effective" (damage is at least doubled), "Not very effective" (damage is at least halved), and "No effect." In cases where a move type is the same as the user's type, the total damage inflicted is increased by 50 percent.[4] 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 also affects which stats are used to calculate damage, but starting in Diamond and Pearl, each damaging move is individually classified as Physical or Special.
The Power of a move determines how many hit 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. 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. 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. Typically, the Pokémon that AI controlled opponents use also have this limitation. However, in the first generation games, this rule did not apply to AI controlled Pokémon, enabling their trainers to use powerful moves an abnormal amount 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, a paralyzed Pokémon's Speed is drastically reduced, and there is a chance it will be unable to attack during its turn, or if the move Thunderbolt is used, there is also a chance that the target will be paralyzed. While there are many moves that cause status conditions as a secondary effect, many others don't cause any damage but are solely used for this purpose.
Pokémon abilities are special attributes which were introduced in Pokémon Ruby and Sapphire. Each Pokémon has one or two abilities according to its species.
Most Pokémon use their abilities in battle. Abilities can strengthen a Pokémon’s own statistics or weaken a foe’s, 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. A Lunatone’s ability to Levitate will prevent Ground-type attacks from striking it, and Spinda’s Own Tempo ability prevents it from being affected by the Confuse status effect. A Pokémon with the LightningRod ability, such as Marowak or Elekid, will keep its partner safe from Electric-type attacks in a double battle by drawing the electricity away from it.[5]
Not all abilities are helpful. Slaking has the Truant ability, which allows it to attack only every other turn. Some abilities are double-edged that they may hurt in some circumstances and help in others,[6] such as Buneary's Klutz, preventing both Buneary and the opponent from using held items.
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 LightningRod ability will cause the player character to receive more phone calls, and a Pokémon with the ability to Intimidate will cause the player to encounter lower-level wild Pokémon less often.[7]
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.
There are also two other statistics, Accuracy and Evasiveness, which are not affected when Pokémon level up. In battle, no Pokémon has innately higher Accuracy or Evasiveness than any other. 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 attacks 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 is what provides an individual Pokémon with its own unique stats.
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 (EVs), introduced in Pokémon Ruby and Sapphire, 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 Pokémon battle and defeat an opponent, they gain experience points, 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. They can be seen as the "opposite" of vitamins, one type of berry for each statistic. There is a limit on the number of EVs Pokémon can have, which prevents stats from increasing in a never-ending manner.
Pokémon natures were first introduced in Ruby and Sapphire, the third generation of games. 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 (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.
Throughout the games, players will collect many different types of items. The vast majority of these are stored in the player's inventory.
The majority of items received in the game are used to heal Pokémon in or 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), and Full Heals (which heal all status conditions). PP-recovery items include Ethers and Elixirs; unlike other recovery items, these cannot be bought at shops.Others may be found while exploring.
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 can only be used once. HMs are very rare, but can be used as many times as desired, and 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.
Key Items are very rare 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, and keys which open locked doors leading to important areas. These items cannot be thrown away or sold.
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, most commonly by trading to another player. 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.
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 Balls are spherical devices used to capture Pokémon. They come in a wide variety of types, such as Great Balls, which are stronger versions of regular Poké Balls; Safari Balls, used only in the Safari Zone; and Nest Balls, which are more effective on lower-level Pokémon. The most powerful Poké Ball, the Master Ball, will capture any Pokémon without fail, but there is usually only one available per game. In the second generation games, an NPC makes unique Poké Balls from Apricorns.
The Pokédex is a fictional electronic device that serves as a database of Pokémon. In the games, whenever a Pokémon is first captured, its data will be added to a player’s Pokédex, but in the anime or manga, the Pokédex is a comprehensive electronic reference encyclopedia, usually referred to in order to deliver exposition of the Pokémon world.
A Pokémon Trainer is issued a blank Pokédex at the start of their journey. A trainer must then attempt to fill the Pokédex by encountering and at least briefly obtaining (by capture, trading, or evolution) a member of each of the different species of Pokémon. The first time a player encounters a Pokémon, its name, image and common location are added to the Pokédex. More detailed information is available after the player obtains a member of the species. This information includes height, weight, species type, and a short description of the Pokémon.
"Pokédex" is also used to refer to a list of Pokémon, initially a list of Pokémon by number, but other listings are available in later generations of games.
Evolution (進化 shinka?) is a sudden change in form of a Pokémon, usually accompanied by an increase in stat values. Evolution can occur in Pokémon for several different reasons. The player can choose to halt evolution at any time before the animation is finished.
There are many other factors that can determine if, when, and into what, different Pokémon will evolve. For example, some evolutions will only occur if the Pokémon is holding a certain item; at a certain time of day; if the Pokémon's happiness toward the trainer is high enough; or if the Pokémon is a certain gender.
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.
Loyalty, sometimes referred to as "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 a fundamental aspect for advancing through the game. 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 Eevee has a very high Loyalty, it will evolve after the next time it levels up. A player can gauge a Pokémon’s general happiness level by taking it to certain NPCs, or using Pokémon Stadium 2 or Pokémon Box to monitor the strength of its friendship with the trainer. To further exploit this mechanic, two moves base their Power upon the amount the Pokémon either likes or dislikes its trainer. In addition, there are several cheap restorative items that "have a bitter taste" and will lower the Pokémon's Loyalty.
Legendary Pokémon is a term of art; a Legendary is not simply an individual Pokémon about which legends are written, but a special Pokémon, differing from regular Pokémon in key ways. Such Pokémon are unique individuals, appearing only once per game. They are also exceptionally powerful, very difficult to catch, and unable to breed. 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. Other Legendary Pokémon are not even found in normal game progression, and can only be obtained through Nintendo events, a glitch, or cheating.
In Pokémon Red, Blue, and Yellow, there were five Legendary Pokémon: Articuno, Zapdos, Moltres, Mewtwo, and the event Pokémon Mew.
In Pokémon Gold, Silver, and Crystal, six Legendary Pokémon were introduced: Raikou, Entei, Suicune, and the event Pokémon Lugia, Ho-Oh, Celebi.
Pokémon Ruby, Sapphire, and Emerald introduced ten new Legendary Pokémon, including Regirock, Regice, Registeel, Kyogre, Groudon, and Rayquaza. These games introduced the first legendary Pokémon with genders: Latias, who is always female, and Latios, who is always male. The two event Pokémon are Jirachi and Deoxys.
Pokémon Diamond and Pearl introduced fourteen new Legendary Pokémon, including Uxie, Mesprit, Azelf, Palkia, Dialga, Cresselia, Giratina, Heatran, Regigigas, and the event Pokémon Darkrai, Shaymin, and Arceus. Diamond and Pearl also introduced the first legendary capable of breeding, Manaphy. Manaphy will lay an egg containing Phione, but a Phione will not evolve into a Manaphy.
A Shiny Pokémon is an alternately colored variant of a Pokémon. They can be caught in any Pokémon RPG from Gold and Silver onwards, though the probability of catching or finding one is 1 in 8,192. The one major exception to this rule is the shiny Red Gyarados present in the Lake of Rage in the Pokémon Gold, Silver, and Crystal games. 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. Also, in Crystal, the Egg given to players by the Day-Care people has a 50% chance of hatching a shiny Pokémon. In Diamond and Pearl, the Poké Radar can be used to "chain" Pokémon of the same type, 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 effectively stronger than any other Pokémon in battle. Most fans consider shiny Pokémon to be collectors' items since they are so rare.
The term "shiny" is not explicitly stated in the games, and it is in fact a term invented by the Pokémon fan community due to the flash of stars appearing as the Pokémon enters a battle, unintentionally implying a sheen or crystalline property to the colors of the Pokémon. This minor animation was originally intended so that one could identify a Pokémon was shiny even if playing Gold and Silver on a monochrome Game Boy. 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" is not officially acknowledged in English media, although it seems to be a widely-used slang term in Japan; Ken Sugimori uses it in the title of a piece of artwork featuring a shiny Charizard. "Alt. Color" does appear among the options the player can choose filling out forms in the third generation of games.
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 Gengar, 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, which starting from the second generation games evolves into Steelix by holding the Metal Coat and being traded.
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 did not (and still 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.[8] 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.[9]
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. 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.[10]
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.[11]
Pokémon Diamond and Pearl expand 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 been implemented only in Pokémon Platinum.[12]
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).[13]
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 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. Although some legendary Pokémon (such as Heatran) have genders, they still cannot breed. An unusual circumstance regarding legendary Pokémon breeding involves the relation of Manaphy and Phione.
Pokémon hatched from eggs can inherit stat growth boosts from their parents. A hatched Pokémon will inherit the positive stat modifier from one parent's nature, and not the negative modifier, allowing players to "breed in" Pokémon with specific stat boosts. The Pokémon inherits from the opposite-gender parent, except when one of the parents is a Ditto; in this case, the stat increases are inherited from the Ditto regardless of gender.[14]
Moves can also be inherited through breeding. Moves that a newly hatched Pokémon begins with are divided into the following three categories: Learned Moves, Inherited Moves, and Hereditary 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. 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.[14][15]
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 also appear in Emerald, Diamond, and Pearl.
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.[16]
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 to fit the theme of the contest.[17]
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.[18]
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.[19] After appeals are concluded, the results are shown, and the Pokémon with the most total points wins a ribbon.[20]
Pokéblocks, introduced in Ruby and Sapphire, are a PEZ-like candy 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, a type of baked good, 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.
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