The Let's Play Archive

Pokemon Crystal

by Crosspeice

Part 83: Side Note #04: Pokegear, In-Game Trades, Escaping and Updated Type Chart

Side Notes 04: Pokegear, In-game Trades, Escaping and Updated Type Chart

So let's go over a few new additions since they're small enough to roll into one Side Notes. Let's go into the newest feature: the Pokegear. As mentioned, there's 32 numbers in these games and 73 in the remakes, due to expansive distribution of numbers in Kanto, along with all the Gym Leaders. While there's only 8 slots, annoyingly, it's relatively easy to switch them around. Having numbers comes with quite a few benefits, so let's go over them.

Firstly, there's a chance they'll call you every now and again. I've noticed this every time I changed the time using ~magic~ that I immediately got a call. And since there's only 8 numbers that have a chance to call you, it shouldn't happen too often. There are some cases where they'll offer a rematch. This doesn't apply to every trainer, they'll tell you how you could benefit from having their number. The number of rematch teams also vary: Joey has four teams, though he only sticks with one Pokemon that increases in level up to 37, whereas other trainers only have two or three rematch teams. This feature was expanded upon in the remakes, where you can only rematch trainers after the seventh badge and while it is random, you can call trainers at specific times to arrange a rematch no matter what. And later teams feature Pokemon from other regions, so it can be worth it, especially since they can get up there in levels. Joey, for instance, can be called Monday afternoon. 44 trainers can be rematched in this way, though one has a random time.

Another feature introduced in Crystal, is trainers given items on occasion, especially after rematches. This is a great way to get evolutionary stones (along with Shiny stones in the remakes), or rare items you couldn't otherwise get. Joey, for example, gives out HP Ups, while Wade hands out random berries and can even call if it's the day of the Bug Catching Contest. Then, finally, we have some trainers that call during swarms. Normally, you can find these Pokemon with a 1% encounter rate, but during a swarm, the area has a unique encounter table. This applies to Dunsparce, Qwilfish, Yanma, Tauros, Snubbull, Marill and Remoraid (In GS). Now let's move onto something else. We did an in-game trade last update. So let's go over them.



Firstly, we have the trades in Gold and Silver. There's not too many differences between Crystal, but let's see what's new in comparison to the Gen 1 trades. It's definitely interesting, with the options available, since all six offered Pokemon aren't easily obtainable, though some of the wanted Pokemon are pretty hard to find, such as a female Dragonair and a Chansey. I also believe it's the only trade that requires a Pokemon with a certain gender. Thankfully they never tried something like that again (I think). All Pokemon come with their own held item and have specific DVs, which aren't too amazing, since it goes HP/ATK/DEF/SPD/SPC. I'd love that Machop with a 3DV in Attack.



Then we have the trades in Crystal, with a few differences, such as requiring an Abra for a Machop instead of the easier to find Drowzee. Or a completely new trade at the Power Plant. The DVs have also been changed around slightly, but they're still not amazing. The note is about how the Haunter will evolve even if you give it an Everstone, so, uh, sure, whatever. Otherwise, these trades are okay, but nothing spectacular. Moving on.

In every Pokemon game, you have the ability to run away from every wild Pokemon. This has its own unique formula:



Where A is the Speed stat of your Pokemon, B is the Speed of the opposing Pokemon divided by 4 mod 256 and C is the number of times you've tried to escape from battle, including the current attempt. If your Pokemon attacks, this is reset to 0. If the resulting calculation is more than 255, you automatically escape, otherwise the game generates a number between 0 and 255 and if that is lower than F, then you escape. Otherwise, you don't escape and you lose your turn. Also, if B is 0, then you automatically escape instead of the game self imploding.

In this gen alone, some Pokemon have a base chance to flee every turn, no matter what, unless prevented by status or moves. They're divided into three groups: Grimer, Magnemite, Tangela, Mr. Mime, Eevee, Porygon, Dratini, Dragonair, Togetic, Unown, Umbreon, Snubbull and Heracross have a 10% chance to flee, while Cubone, Articuno, Zapdos, Moltres, Quagsire, Delibird, Teddiursa and Phanpy have a 50% chance to flee. Finally, the three legendary dogs are guaranteed to flee every turn, though Suicune has a 0% chance to flee in Crystal. Some of these Pokemon cannot be encountered normally, so their chance to flee is meaningless. The Fast Ball was meant to work on all of these Pokemon, but is bugged to only affect the first three of the first table, making it 88% less effective in catching Pokemon. Grrrrrrrreat.

Finally, I figured that since I went over the type chart in the last LP, I should at least put in some changes. Firstly, we have two brand new types! Dark and Steel are alright types, they'll get a lot better later, but right now Dark has some alright attacking options, though being Special doesn't help much. And there aren't many available Dark types around to really use, but they are usable at least. While Steel is pretty good defensively, it doesn't have many good attacking options and having a Steel move doesn't offer much in terms of coverage. But they do contribute to the very slow and defensive metagame of Gen 2.

A few of the bugs have been fixed, so Ghost is now super effective against Psychic. The two new types do much to reduce how terrifying Psychic are, since they can't make effective use of the type coverage to get around them, though they are still plenty powerful. They're no longer the be all, end all of the type chart. There's also be a couple of tweaks, such as Fire now resisting Ice, Bug getting screwed over by now being resisted by Poison, but at least Poison is normal effectiveness against Bug, instead of both being super effective against each other. Gust is now Flyng, Sand Attack is now Ground, Karate Chop is now Fighting and Bite is now Dark, instead of all being Normal. Finally, Magnemite and Magneton are now Electric/Steel. Woo.