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Topic: Pokemon Red, Blue and Yellow

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nf_2

Problem now is, how do you decide which ones to buy? Pokemon Blue was my first video game ever, but Pokemon Yellow is arguably the better version thanks to the story/Pokemon selection changes... I'll most likely end up buying both (maybe all 3) but this is actually a difficult decision.

nf_2

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Eel

If the original duo don't come with a color option (blue looks blue, red looks red), then Yellow is an easy choice for the people who only want one.

Edited on by Eel

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Hendesu

So...........which version is better?

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Eel

Morpheel wrote:

If the original duo don't come with a color option (blue looks blue, red looks red), then Yellow is an easy choice for the people who only want one.

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nf_2

@Hendesu: As the others already mentioned, Yellow is best for a lot of reasons - the story is longer and more involved, the Pokemon selection is better, and otherwise just has a little more charm.

R/B are options basically if you want to experience/relive the originals. I'm getting Blue because it's my first video game ever, but I'll likely end up playing through Yellow more.

I only wonder if Missigno will still be in the games. Yellow fixed that glitch (and others) as I recall, so if they really did leave them untouched then that still gives R/B some added benefit (I guess).

nf_2

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Eel

No game fully fixed all the glitches.

I wonder if they'll tamper more with the code besides adding wireless. It would be nice to play them as they were intended to and not as the glitches made them be.

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nf_2

Yellow did fix the Missigno glitch, which to me is the most relevant one. I was pretty young when these games came out so I don't really know all of the glitches, but I think Yellow addressed the significant glitches without adding anything.

I'm not 100% sure I know what you mean by that, but I don't recall any glitch in particular being a game breaker or really altering the game in any demonstrable way. If anything I feel like they add more than they take away.

nf_2

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Eel

Well, (talking about the original two) some of the notable ones include:

Ghost being weak to psychic, enemy AI always going for whatever it thinks might be super effective, regardless of second types or if the move does damage at all, some text glitches with move effectiveness where they don't take second types into account, and those other minor glitches like missigno and the mew glitch. Etc.

I do believe yellow had it's own missigno, too.

Edited on by Eel

Bloop.

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IceClimbers

To be fair, isn't the western Red & Blue based off the Japanese Blue, which fixed a lot of the bugs in the original Red & Green and gave them updated sprites?

I'll be getting Yellow first.

Also, Japan is getting all four releases: original Red & Green, Blue, and Yellow. They're getting boxed versions too, which I assume include download codes. Boxed VC games. Amazing.

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Socar

I am shocked that they can actually manage to port these games and emulate them as how they are suppose to play........BUT THEY CAN"T DO GBA ON 3DS ?!?!?!?!?!?!?! X(

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Eel

@IceClimbers: Yeah, but as I said, they never really fixed the games completely.

Not saying that they were bad glitchy games though, we all loved them the way they were.

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LaserdiscGal

Artwark wrote:

I am shocked that they can actually manage to port these games and emulate them as how they are suppose to play........BUT THEY CAN"T DO GBA ON 3DS ?!?!?!?!?!?!?! X(

It's not a technical issue as the 3DS GBA Ambassador games exist.

LaserdiscGal

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nf_2

@Morpheel: Ah. The AI thing I definitely remember now that you point it out. That's not really a game breaking glitch, but I agree that addressing that would make that game better. Was Ghost actually weak to Psychic though? The only Ghost types (the Gengar line) were also Poison type, which is weak to Psychic.

And a quick google search confirmed that Yellow does have Missigno. I'm guessing I didn't know about it because the method to get it is different than in RB.

I don't mind the Mew glitch seeing as there was basically no way to acquire it otherwise. The original Mew events were incredibly limited. There's something to be said for actually obtaining it legally, but with these re-releases, there's presumably no other way to obtain a Mew.

nf_2

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Eel

I checked the bulbapedia, and it isn't that psychic is strong agaisnt ghost, it's actually immune to it O.o

Retrofitting a few moves would also help with some of the balancing issues. But I guess that would be too much.

Edited on by Eel

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nf_2

@Morpheel: Which I guess would matter if there were any Ghost attacks outside of Lick, Shade, or Confuse Ray. Psychic being as overpowered as it is kinda keeps true to the original, but man, it's almost embarrassing how poorly balanced the generation is.

nf_2

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LaserdiscGal

Don't forget the fact that there are ZERO bug type moves that do damage!

LaserdiscGal

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Eel

Maybe just adding shadow ball and xscissor to the games would be nice? :3

It would also be awesome to play them with the separated special stats and physical/special move classifications... But that would also be asking too much.

@santa: twineedle and that useless leeching move do a bit of damage.

Edited on by Eel

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LaserdiscGal

Morpheel wrote:

Maybe just adding shadow ball and xscissor to the games would be nice? :3

It would also be awesome to play them with the separated special stats and physical/special move classifications... But that would also be asking too much.

@santa: twineedle and that useless leeching move do a bit of damage.

I stand corrected, my bad. Here's a section copied from Bulbapedia on the balancing issues.

"Psychic-type Pokémon had virtually no match because their moves were resisted only by other Psychic types and their only weakness was to the Bug type, of which there were only three damaging moves: Leech Life, Pin Missile, and Twineedle. Additionally, most of the Pokémon that learned these moves were part Poison and therefore weak to Psychic moves. Ghost-type moves were also completely ineffective against Psychic types instead of being super-effective, due to what may be a programming bug.
The Special stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had an edge in battle. For example, Venusaur had a base Special stat of 100, used Grass-type (considered "Special") moves, and was weak to mostly Special types.
Critical hit ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal more critical hits.
One-hit knockout moves were also based on speed, making them useless if the user was slower than the target."

LaserdiscGal

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nf_2

Twinneedle (and/or Pinmissle?) were both ok bug attacks. Multi-hit moves in Gen 1 ate up your opponents turn over multiple turns so they actually weren't that bad back then. Leech Life was absolutely worthless (as was String Shot).

Adding in some of the newer moves would be helpful for balancing, but that's not a make-or-break issue for me. We're not playing these competitively so balancing issues don't really matter. I don't really like the idea of changing stats, etc. though. I have no idea what the "Special" stat was about, but I'd rather leave all that stuff alone. If this was a 3D Classics remake then I'm fine with them adding in stuff, but these are advertised as faithful VC releases. I'd say keep them that way.

nf_2

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Eel

About the special stat, modern games have both special attack and special defense, meaning that pokemon can be strong attacking but weak defending, etc. Back in gen 1, both were one and the same (just "special"), so pokemon with a high special stat had an obvious advantage, they were both strong with and resistant agaisnt special moves.

From the same page, other glitches and issues:

In-battle bugs
Leech Seed and Toxic used the same damage counter, allowing Leech Seed to drain twice as much damage when a Pokémon was affected by both at the same time.
Due to a glitch, Focus Energy and Dire Hits cut the user's critical hit ratio by 75% instead of doubling it.
Using Agility or Swords Dance while paralyzed or burned, respectively, would negate the status impairments from those effects and then double the enhanced stat.
If Hyper Beam knocked out a Pokémon or destroyed a Substitute, the user would not need to recharge on the succeeding turn.
Selfdestruct and Explosion did not make the user faint if they destroyed a Substitute.
Although Rest removed status conditions, it would not alleviate the stat debuffs caused by a burn or paralysis.
Overusing stat increases would eventually cause the boosted stats to roll over to maximally decreased stats.
If a Bide user was hit with a status move before its attacking turn, the damage dealt would equal that of the last attack used against it.
If a Pokémon's HP was 255 or 511 (or any number multiple of 256) points below its maximum, HP recovery moves like Recover and Softboiled would fail. This is because the game only checks the low byte of the 16-bit value.

Other in-battle issues
Critical hits would ignore stat increases from both parties rather than just the target.
Counter could be used in response to Guillotine or Horn Drill to instantly defeat an enemy Pokémon, even if the move hit the user's Substitute.
With the exception of Swift, every attack had at least a 1/256 chance of missing.
Wrap, Bind, Fire Spin, and Clamp immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
Struggle was programmed with Normal-type offensive properties instead of being programmed to ignore type matchups, making it ineffective against Ghost types.
When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against one of the target's types.
Waking up from sleep took a full turn.
Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
As soon as Rage connected, the user would become disobedient and would be unable to use any other move until it fainted. When Rage was used, it only lost the initial 1PP, and if it missed, its accuracy dropped to 1/256.
Multi-hit moves dealt the same amount of damage for each hit in a turn, meaning that if the first hit was a critical hit, the other hits would be critical hits as well.

Edited on by Eel

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