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==Differences between games== | ==Differences between games== | ||
{{Incomplete|section|needs=Images from XY and Let's Go}} | {{Incomplete|section|needs=Images from XY and Let's Go}} | ||
In [[Generation I]], all spin tiles lead to stop tiles<!-- there are 2 places in FRLG's Rocket Warehouse where the player hits a wall and nowhere else-->, and the arrows on the tiles move while the player is spinning. In {{game|Yellow}}, | In [[Generation I]], all spin tiles lead to stop tiles<!-- there are 2 places in FRLG's Rocket Warehouse where the player hits a wall and nowhere else-->, and the arrows on the tiles move while the player is spinning. In {{game|Yellow}}, {{OBP|Pikachu|Yellow}} spins with the player. In {{game5|Ruby|Sapphire|Emerald|FireRed|LeafGreen}}, the arrows no longer move while the player is spinning; there are no stop tiles in Pokémon Ruby, Sapphire, or Emerald. In {{game2|Diamond|Pearl|Platinum}}, there are no stop tiles; instead, the player spins until colliding with a wall. In {{game|HeartGold and SoulSilver|s}}, stop tiles return and spin tiles are colored based on the direction in which they send the player. | ||
Additionally, the spin tiles in {{game|Ruby and Sapphire|s}} behave differently than in other games. The player does not spin, and when pushed onto a normal tile, stops on it. Spin tiles in {{game|Emerald}} act as normal tiles that don't push the player at all; they only spin around other tiles at the press of a button, while pushing objects and NPCs on it. | Additionally, the spin tiles in {{game|Ruby and Sapphire|s}} behave differently than in other games. The player does not spin, and when pushed onto a normal tile, stops on it. Spin tiles in {{game|Emerald}} act as normal tiles that don't push the player at all; they only spin around other tiles at the press of a button, while pushing objects and NPCs on it. |