this was like 200000 years ago but why was I tagged LOL I thought my position as #1 johto irrational hater was known. I don't think I'd bring much of worth to the discussion
What really surprised me about these games was the realization that almost every single route has something interesting on it and most of them do not require venturing into tall grass. You have locations such as Dark Cave, Ruins of Alph, Daycare, National Park, Momoo Farm and Mt. Mortar right near/on the roads and you can dash to them without the need of repels. Even towns have lots of interesting areas to explore. Violet has Bellsprout Tower. Azalea has Slowpoke Well. Goldenrod has its underground. Ecruteak has two towers. Olivine has its lighthouse. Blackthorn has Dragon's Den. GSC also started the trend of making each town more unique by changing architecture in every settlement.Go on! Share your thoughts, experiences, and stories of playing GSC.
Interesting finds! I fought Youngster Joey multiple times but never got anything from him (though in fairness I didn't fight him on the fourth and IIRC final rematch, maybe I should try that). Kinda lame you need to wait that long, but oh well. I'll have to do some research.
IIRC, Beverly phones you to give you a Nugget. Interesting to hear about the other trainers - didn't know they existed!
The Red Gyarados in the Lake of Rage is always male. It has a pre-defined set of DVs, and gender in Gen 2 is also defined by DVs (the Attack DV, specifically).You know what? I also like the Johto games despite their heavily flawed downsides, and while I'm much more experienced with the remakes overall, there's all sorts of GSC mechanics and features that I absolutely love that I wish we could see again in future Pokémon games.
- Shiny Mechanics: Here's a controversial take for you guys. I think Shiny Pokémon are generally ruined by the transitions in mechanics introduced in every generation from Ruby & Sapphire onwards. It's gotten to the point where boosted odds and overworld Shinies significantly decreases the amount of sentimental value that the memories of finding a Shiny in the wild can bring to the table. I'm not saying that I don't support the existence of Shiny hunting methods, however, and that's because GSC in particular has a method that no other generation has. Shiny Pokémon being based off of IVs/DVs in this generation creates a very interesting mechanic involving Pokémon breeding that not only boosts your Shiny odds significantly, but helps provide an in-universe explanation of how Shiny Pokémon genetics works. The game was even nice enough to add a sort of "tutorial Shiny" in the form of the Red Gyarados, which can be used for breeding trees for this method if it is male.
I knew about the other DVs outside of Attack, but I actually didn't know it was hard-coded this way. I guess even Game Freak had the foresight to allow the tutorial Shiny to be used for the breeding method... otherwise the only one you could get would be a bunch of Magikarp. :)The Red Gyarados in the Lake of Rage is always male. It has a pre-defined set of DVs, and gender in Gen 2 is also defined by DVs (the Attack DV, specifically).
Good luck with the playthrough. I respect going back to see the start of it all, as I feel like it's the edge of an era that newer fans are less inclined to go back to. I'm kind of in the opposite boat to you where I started off with the Game Boy games on emulator as a kid, and then eventually got to play HGSS as my first physical game after the fact, so I experienced things like Cyndaquil learning Ember slightly earlier and Togepi having Extrasensory that still stick out to me, mostly because I would keep getting stuck and replaying the first parts of the game, but I think I at least hit the Elite Four at some point and did get around to finishing the game when I knew more about mons.I've been recently getting back into my first proper playthrough of Pokémon Crystal on 3DS VC, something I had been putting off for a long time since I grew up with the remakes and generally never had much of a reason to try out the Gen 2 games not counting, say, Past Gens on Pokémon Showdown or whatnot. What I'm finding more and more is that it's less about the fact I grew up with the DS remakes, and more of the fact that I just find sometjing about the Johto games incredibly charming. Poor level curves? Sure. Whack Pokémon distribution? Maybe, but it's really not that bad. Playing Johto in a game with no random Natures and the lack of an EV limit is something I particularly enjoy, too. The region itself though just has this sense of simplicity that I miss from a lot of the other regions.
1 :怪獣 2 :水棲動物 3 :虫 |
4 :鳥 5 :動物 6 :妖精 |
7 :植物 8 :人型 9 :甲殻類 |
10:無機物 11:不定形 12:魚 |
13:メタモン 14:ドラゴン 15:無生殖 |
On a personal note, I don't really agree with the theory that commonly gets brought up that shinies in Gen 2 were automatically generated by an algorithm or palette swap, for reasons like shiny palettes are defined completely separately in the game, and thus you can find mons with the same normal palette but a different shiny palette like Squirtle and Wartortle.
This. I can explain why this happens. 8-bit colored sprites are limited to a four-color palette (apparently that's how you spell this word), but two of those colors are set automatically to black and white. In practice, what this means is that the two leftover color slots that can be adjusted are the ones that get adjusted when Shininess is applied to any of these GSC sprites. The issue here is that subsequent handheld platforms had increased capabilities of displaying color over time, but each of those extra colors would, theoretically speaking, be closer relative to each other on a dedicated computer color map. That's a more complicated way of saying that two shades of your favorite color stand out a lot more compared to each other in an 8-bit RGB color display than, say, a 16-bit color display. The DS games would further add to this conundrum with an 18-bit RGB color display over the previous 16-bit, with the 3DS and Switch games implementing 24 bits and the obvious transition to dedicated 3D models.Sidenote, I know people complain about 3d models ruining certain shinies but tbh I think gen 3 was the original shiny destroyer. It improved some shinies but also a lot of shinies were built with the limited color pallete in mind, and once they could add a bunch of colors they ruined the look a lot of them had imo. A lot of greens were more subtle, lighter and looked really good! So did a lot of the golds, which became more mustard yellow. There are still plenty of changes that didn't affect the mons now and even some improvements, but the new colors meant newer games would slowly lose the original effect and emphatized this new gen 3 retcon.
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My least favorite change was scyther
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The shiny was built with the fact the second color was both the exposed skin but also the lines on the wings and arms, creating this subtle but nice red effect. But gen 3 comes around and those red effects are lost, and the sprite themselves are more proportional, leaving the red accent to be uninpressive.
A lot of shinies were built using the lineart and shading to create strong effects, but as gen 3 standartized the lineart and shading colors, they didn't recreate this effect or did so poorly.
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Raichu is a big loser in this standartization, losing its metallic colors which gets swapped by a sunburn red.
Of course, there were some big winners with the brighter, striking colors, but there's something about the og shinies and how they were colored that's been lost in the series imo. Then again, I think the shiny designing philosophy changed a lot once designers were in charge of shinies, so you'd have to analyise each artists' preferences and what they think a shiny should be like.
This. I can explain why this happens. 8-bit colored sprites are limited to a four-color palette (apparently that's how you spell this word), but two of those colors are set automatically to black and white. In practice, what this means is that the two leftover color slots that can be adjusted are the ones that get adjusted when Shininess is applied to any of these GSC sprites. The issue here is that subsequent handheld platforms had increased capabilities of displaying color over time, but each of those extra colors would, theoretically speaking, be closer relative to each other on a dedicated computer color map. That's a more complicated way of saying that two shades of your favorite color stand out a lot more compared to each other in an 8-bit RGB color display than, say, a 16-bit color display. The DS games would further add to this conundrum with an 18-bit RGB color display over the previous 16-bit, with the 3DS and Switch games implementing 24 bits and the obvious transition to dedicated 3D models.
My best guess as someone who doesn't know too much about coding is that some of these extra color bits were actually being applied to saturation values rather than specific color index values during the shift to 3D models. The shift from 8 bits to 16 bits, rather, would be a direct upgrade of one byte and give the developers more creative liberty with actually changing their Shinies up as they please. Case in point, this picture from a Twitter/X post I found:
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I didn't think the picture would be that large when I copy-pasted it, but my point still stands.