Vermilion Gym: Difference between revisions

see talk; no idea whether it (or some of it) is more than trivia!?
(→‎Pokémon Stadium 2: Matching the in-game order.)
(see talk; no idea whether it (or some of it) is more than trivia!?)
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In all games it appears in, either {{m|Cut}} or {{m|Surf}} is required to access the Vermilion Gym.
In all games it appears in, either {{m|Cut}} or {{m|Surf}} is required to access the Vermilion Gym.


Vermilion Gym appears in all games set in the Kanto region, appearing much the same in each: the main room is filled with 15 trash cans, and Trainers are scattered about this room. Beyond this room is another, guarded by electric doors in [[Generation I]], and an electric fence in [[Generation III]] and [[Generation IV]]. The only way to get in the final room, where Lt. Surge is located, is to find two hidden switches underneath the trash cans. If the first switch is found, but the player incorrectly guesses the second one, the traps reset. The second switch is always located next to the first. In [[Generation II]], these traps are not turned on.
Vermilion Gym appears in all games set in the Kanto region, appearing much the same in each: the main room is filled with 15 trash cans, and Trainers are scattered about this room. Beyond this room is another, guarded by electric doors in [[Generation I]], and an electric fence in [[Generation III]] and [[Generation IV]]. The only way to get in the final room, where Lt. Surge is located, is to find two hidden switches underneath the trash cans. If the first switch is found, but the player incorrectly guesses the second one, the traps reset. In Generations III and IV, the second switch is always located next to the first. In [[Generation II]], these traps are not turned on.


A field based on the Gym also appears in {{eng|Pokémon Stadium}}'s [[Gym Leader Castle]] and {{pkmn|Stadium 2}}'s Kanto Gym Leader Castle.
A field based on the Gym also appears in {{eng|Pokémon Stadium}}'s [[Gym Leader Castle]] and {{pkmn|Stadium 2}}'s Kanto Gym Leader Castle.
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* In {{game|HeartGold and SoulSilver|s}}, the [[Gym guide]] tells the player that the Gym's traps were temporarily out of order, but were recently repaired. This is a [[List of cross-generational references|cross-generational reference]] to {{game2|Gold|Silver|Crystal}}, where this was true.
* In {{game|HeartGold and SoulSilver|s}}, the [[Gym guide]] tells the player that the Gym's traps were temporarily out of order, but were recently repaired. This is a [[List of cross-generational references|cross-generational reference]] to {{game2|Gold|Silver|Crystal}}, where this was true.
* In the English versions of {{game|FireRed and LeafGreen|s}}, the [[Gym guide]] mistakenly refers to the {{t|Flying}} type as the {{t|Bird}} type. This is likely an oversight derived from his dialogue in the English versions of the [[Generation I]] games, where he instead refers to Flying-type {{OBP|Pokémon|species}} by describing them as "bird Pokémon"; in the Japanese versions of the Generation I games and FireRed and LeafGreen, he clearly mentions types and correctly identifies the Flying type as ひこうタイプ (the Bird type is とりタイプ in Japanese).
* In the English versions of {{game|FireRed and LeafGreen|s}}, the [[Gym guide]] mistakenly refers to the {{t|Flying}} type as the {{t|Bird}} type. This is likely an oversight derived from his dialogue in the English versions of the [[Generation I]] games, where he instead refers to Flying-type {{OBP|Pokémon|species}} by describing them as "bird Pokémon"; in the Japanese versions of the Generation I games and FireRed and LeafGreen, he clearly mentions types and correctly identifies the Flying type as ひこうタイプ (the Bird type is とりタイプ in Japanese).
* In Generation I, there is a [[glitch]] that may cause the second switch to appear in a completely random trash can, instead of in one right next to the first switch.<!--In {{game|Yellow}}, the second switch may fail to appear at all. (Needs to be confirmed)-->
* As indicated by a Trainer's dialog, the second switch was apparently intended to always appear next to the first switch in Generation I as well. However, several bugs cause unintended behavior.
** In {{2v2|Red|Blue}}:
*** Seven of the fifteen cans cannot contain the first switch
*** The top-left can has a chance to contain the second switch, regardless of where the first switch was (a 50% chance if the can with the first switch has two or four neighboring cans, and a 25% chance if it has three)
*** If the can with the first switch has two or four neighboring cans, all but one of its neighbors can never contain the second switch
*** Except for the top-left can, no switch that can contain a first switch can contain a second switch, and vice versa
*** The can in the middle of the left row cannot contain any switch
** In {{v2|Yellow}}:
*** Seven of the fifteen cans cannot contain the first switch
*** Upon finding the first switch, any of the neighboring cans may contain the second switch (but not necessarily)
*** If the first switch was in the middle row, there is a >70% chance that the second switch is in the top-left can, and a ~2% chance that there is no second switch at all
*** If the first switch was not in the middle row, the second switch is either in one of the neighboring cans, or in two neighboring cans at a time
 
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{{Gym Leaders of Kanto}}<br>
{{Gym Leaders of Kanto}}<br>