Gate: Difference between revisions

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adding locations
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{{incomplete|article|Add the exterior and interior maps of vertical gates for all generations (including Generation VI) and the Vermilion Port, Kanto Safari Zone/Pal Park, Bellchime Trail, Olivine Port, Amity Square and Fight Area gates as well as of the Pokémon League Reception Gate and (Johto) Safari Zone Gate}}
{{incomplete|article|Add the exterior and interior maps of vertical gates for all generations (including Generation VI) and the Vermilion Port, Kanto Safari Zone/Pal Park, Bellchime Trail, Olivine Port, Amity Square and Fight Area gates as well as of the Pokémon League Reception Gate and (Johto) Safari Zone Gate}}
'''Gates''' (Japanese: '''{{tt|ゲート|gēto}}''' ''gate'') are prominent features of [[route]]s in the [[Pokémon world]]. They are located at junctions between different routes, or placed between a route and a [[city]].
'''Gates''' (Japanese: '''{{tt|ゲート|gēto}}''' ''gate'') are prominent locations found within the [[Pokémon world]]. They are locations in which two other locations (typically [[route]]s or civilizations such as [[List of cities and towns|towns and cities]]) are connected, acting as a check point. Usually gates have no wild Pokémon, but wild Pokémon and Trainer battles may appear in scripted events. Gates are normally on land, but may also be used for travel around an existing region. Such locations include ferry terminals, train stations and airports. Starting with {{g|Legends: Arceus}}, gates have been absent from the core series, although similar functionality is found at [[Jubilife Village]], [[Mesagoza]] and the [[Naranja Academy|Naranja]] and [[Uva Academy|Uva Academies]].


==In the games==
==In the games==
{{incomplete|section|needs=Alola Ferry Terminals, Galar Stations}}
=== Practical use ===
Gates have a practical use within the games' programming. As a {{player}} moves from a [[route]] to a town or city, the map's textures (tilesets in the first three [[generation]]s) must be loaded for each. While this is easy when a city connects to relatively few routes, where all can use the same tileset/texture, areas like [[Saffron City]] and [[Hearthome City]], which connect to many different areas, would need to load multiple tilesets/textures, which would end up crashing the game due to the system not having enough RAM to hold multiple tilesets/textures. The programmers broke up the overworld with these gates to assure crash-free gameplay, and to properly display the routes, towns and cities, all while keeping the illusion of the overworld being a single continuous map.
In the [[Generation IV]] games, a player can use a "walk through walls" cheat to go from location to location without going through the gates. By doing this, the map textures may fail to load properly and many of them may appear as blank white tiles. Some buildings may appear to be invisible as well. The cheat can also be used in the [[Generation V]] games; however, the texture problem is very limited, if not completely absent.
After the first four generations, the need for using gates to justify unloading and reloading graphics lessened as games from [[Generation V]] onward no longer attempt to present the overworld as a single map, and visible map transitions now occur between routes, towns and cities (or, in certain cases, several streets of a single city).
In [[Generation VI|Generations VI]], [[Generation VII|VII]], and [[Generation VIII|VIII]] gates are mainly to cover up load zones, or function to traverse between two different locations instead.
===Generation I===
===Generation I===
In [[Generation I]], gates serve to separate two areas and to guard the corresponding [[route]], which is why a gatekeeper usually resides inside. Upon speaking to the gatekeeper, they may offer words of advice or information about the route or city that the gate guards.
In [[Generation I]], gates serve to separate two areas and to guard the corresponding [[route]], which is why a gatekeeper usually resides inside. Upon speaking to the gatekeeper, they may offer words of advice or information about the route or city that the gate guards.
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|}
|}


====Underground Path====
{| style="margin:auto; text-align:center; font-size:80%; {{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color}}; color:#fff"
|-
|style="{{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color light}}; width:80px"|
[[File:Gate 10 outside GSC.png]]
|style="{{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color light}}; width:80px"|
[[File:Underground Path 5-6 1F GSC.png]]
|style="{{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color light}}; width:80px"|
[[File:Underground Path 5-6 GSC.png|64px]]
|style="{{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color light}}; width:80px"|[[File:Underground Path 7-8 exterior 1 GSC.png]]
|style="{{roundy|20px}} border: 2px solid #{{kanto color dark}}; background: #{{kanto color light}}; width:80px"|
[[File:Underground Path 7-8 exterior 2 GSC.png]]
|-
| The exterior of {{colorlink|Kanto Route 5|FFFFFF|Routes 5}}-{{colorlink|Kanto Route 6|FFFFFF|6}} {{colorlink|Underground Path (Kanto Routes 5–6)|FFFFFF|Underground Path}} in {{colorlink|Generation II|FFFFFF}}
| The 1F of {{colorlink|Kanto Route 5|FFFFFF|Routes 5}}-{{colorlink|Kanto Route 6|FFFFFF|6}} {{colorlink|Underground Path (Kanto Routes 5–6)|FFFFFF|Underground Path}} in {{colorlink|Generation II|FFFFFF}}
| The B1F of {{colorlink|Kanto Route 5|FFFFFF|Routes 5}}-{{colorlink|Kanto Route 6|FFFFFF|6}} {{colorlink|Underground Path (Kanto Routes 5–6)|FFFFFF|Underground Path}} in {{colorlink|Generation II|FFFFFF}}
| The {{colorlink|Kanto Route 7|FFFFFF|Route 7's}} exterior of {{colorlink|Underground Path (Kanto Routes 7–8)|FFFFFF|Underground Path}} in {{colorlink|Generation II|FFFFFF}}
| <span style="color:#FFF">The {{colorlink|Kanto Route 8|FFFFFF|Route 8's}} exterior of {{colorlink|Underground Path (Kanto Routes 7–8)|FFFFFF|Underground Path}} in {{colorlink|Generation II|FFFFFF}}
|}
{{-}}
{{-}}


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|}
|}
{{-}}
{{-}}
==Practical use==
The gates also have a practical use within the games' programming. As a {{player}} moves from a [[route]] to a town or city, the map's textures (tilesets in the first three [[generation]]s) must be loaded for each. While this is easy when a city connects to relatively few routes, where all can use the same tileset/texture, areas like [[Saffron City]] and [[Hearthome City]], which connect to many different areas, would need to load multiple tilesets/textures, which would end up crashing the game due to the system not having enough RAM to hold multiple tilesets/textures. The programmers broke up the overworld with these gates to assure crash-free gameplay, and to properly display the routes, towns and cities, all while keeping the illusion of the overworld being a single continuous map.
In the [[Generation IV]] games, a player can use a "walk through walls" cheat to go from location to location without going through the gates. By doing this, the map textures may fail to load properly and many of them may appear as blank white tiles. Some buildings may appear to be invisible as well. The cheat can also be used in the [[Generation V]] games; however, the texture problem is very limited, if not completely absent.
After the first four generations, the need for using gates to justify unloading and reloading graphics lessened as games from [[Generation V]] onwards no longer attempt to present the overworld as a single map, and visible map transitions now occur between routes, towns and cities (or, in certain cases, several streets of a single city) .


==List of gates==
==List of gates==
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|- style="background:#fff"
|- style="background:#fff"
| [[Fuchsia City]]
| [[Fuchsia City]]
| {{safari|Kanto}}{{sup/1|RGB}}{{sup/1|RB}}{{sup/1|Y}}{{sup/3|FRLG}}<br/>[[Pal Park]]{{sup/4|HGSS}}
| {{safari|Kanto}}{{sup/1|RGB}}{{sup/1|RB}}{{sup/1|Y}}{{sup/3|FRLG}}<br/>[[Pal Park]]{{sup/4|HGSS}}<br>[[GO Park]]{{sup/7|PE}}
| First gate within a town.<br/>This gate is closed in [[Generation II]], although it remains in code, where it leads players to [[Pokémon Gold and Silver beta#Safari Zone|the unused and incomplete Safari Zone]].
| First gate within a town.<br/>This gate is closed in [[Generation II]], although it remains in code, where it leads players to [[Pokémon Gold and Silver beta#Safari Zone|the unused and incomplete Safari Zone]].
|-
|-
| style="background:#fff; {{roundybl|5px}}" | {{rt|22|Kanto}} (south){{sup/1|RGB}}{{sup/1|RB}}{{sup/1|Y}}{{sup/3|FRLG}}<br/>{{rt|22|Kanto}} (east){{sup/2|GSC}}{{sup/4|HGSS}}<br/>{{rt|26|Kanto}} (south){{sup/2|GSC}}{{sup/4|HGSS}}<br/>{{rt|28|Kanto}} (west){{sup/2|GSC}}{{sup/4|HGSS}}
| style="background:#fff; {{roundybl|5px}}" | {{rt|22|Kanto}} (south){{sup/1|RGB}}{{sup/1|RBY}}{{sup/3|FRLG}}<br/>{{rt|22|Kanto}} (east){{sup/2|GSC}}{{sup/4|HGSS}}<br/>{{rt|26|Kanto}} (south){{sup/2|GSC}}{{sup/4|HGSS}}<br/>{{rt|28|Kanto}} (west){{sup/2|GSC}}{{sup/4|HGSS}}
| style="background:#fff" | {{rt|23|Kanto}} (north){{sup/1|RGB}}{{sup/1|RB}}{{sup/1|Y}}{{sup/3|FRLG}}<br/>{{ka|Victory Road}}{{sup/2|GSC}}{{sup/4|HGSS}}
| style="background:#fff" | {{rt|23|Kanto}} (north){{sup/1|RGB}}{{sup/1|RB}}{{sup/1|Y}}{{sup/3|FRLG}}<br/>{{ka|Victory Road}}{{sup/2|GSC}}{{sup/4|HGSS}}
| style="background:#fff; {{roundybr|5px}}" | This gate is known as the '''Pokémon League Front Gate''' in [[Generation I]] and {{2v2|FireRed|LeafGreen}} and as '''[[Pokémon League Reception Gate]]''' in [[Generation II]] and {{2v2|HeartGold|SoulSilver}}.<br/>In Generation I and FireRed and LeafGreen, it contains the {{badge|Boulder}} checkpoint, which can only be passed if the gatekeeper recognizes the {{player}} as being in possession of the Badge.<br/>In Generation II and HeartGold and SoulSilver, this gate is a four-way intersection, being the only one so far in the [[core series]] games that is not located in a populated area.
| style="background:#fff; {{roundybr|5px}}" | This gate is known as the '''Pokémon League Front Gate''' in [[Generation I]] and {{2v2|FireRed|LeafGreen}} and as '''[[Pokémon League Reception Gate]]''' in [[Generation II]] and {{2v2|HeartGold|SoulSilver}}.<br/>In Generation I and FireRed and LeafGreen, it contains the {{badge|Boulder}} checkpoint, which can only be passed if the gatekeeper recognizes the {{player}} as being in possession of the Badge.<br/>In Generation II and HeartGold and SoulSilver, this gate is a four-way intersection, being the only one so far in the [[core series]] games that is not located in a populated area.
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| style="background:#fff" | {{rt|110|Hoenn}} (south)
| style="background:#fff" | {{rt|110|Hoenn}} (south)
| style="background:#fff; {{roundybr|5px}}" | Entrance to [[Seaside Cycling Road]].
| style="background:#fff; {{roundybr|5px}}" | Entrance to [[Seaside Cycling Road]].
|- style="background:#fff"
| {{rt|121|Hoenn}}
| [[Hoenn Safari Zone|Safari Zone]]
|
|}{{-}}
|}{{-}}


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| {{rt|213|Sinnoh}}
| {{rt|213|Sinnoh}}
| [[Pastoria City]]
| [[Pastoria City]]
|
|- style="background:#fff"
| [[Pastoria City]]
| [[Great Marsh]]
|
|
|- style="background:#fff"
|- style="background:#fff"
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| style="background:#fff" | ポケモンリーグゲート ''Pokémon League Gate''
| style="background:#fff" | ポケモンリーグゲート ''Pokémon League Gate''
| style="background:#fff; {{roundybr|5px}}" |
| style="background:#fff; {{roundybr|5px}}" |
|}{{-}}
|}
 
===[[Alola]]===
{{incomplete|section|needs=japanese translations}}
All of Alola's gates are ferry terminals, which can not only be traversed between one another, but also with [[Seafolk Village]]. Alola also contains numerous trial gates that block off progress until the player can complete the trial found at certain trial sites, these gates are not their own locations and work differently from the usual gate type.
{| class="roundy" style="margin:auto; background: #{{alola color}}; border: 3px solid #{{alola color dark}}"
|-
! style="background:#{{alola color light}}; {{roundytl|5px}}" colspan="2" | Connecting areas
! style="background:#{{alola color light}}" | English name
! style="background:#{{alola color light}}" | Japanese name
! style="background:#{{alola color light}}; {{roundytr|5px}}" | Notes
|- style="background:#fff"
| [[Melemele Island]] ([[Hau'oli City]])
| [[Akala Island]] ([[Heahea City]])<br>[[Ula'ula Island]] ([[Malie City]])<br>[[Poni Island]] ([[Seafolk Village]])<br>[[Aether Paradise]]
| Melemele Ferry Terminal
|
|
|- style="background:#fff"
| [[Akala Island]] ([[Heahea City]])
| [[Melemele Island]] ([[Hau'oli City]])<br>[[Ula'ula Island]] ([[Malie City]])<br>[[Poni Island]] ([[Seafolk Village]])<br>[[Aether Paradise]]
| Akala Ferry Terminal
|
|
|- style="background:#fff"
| [[Ula'ula Island]] ([[Malie City]])
| [[Melemele Island]] ([[Hau'oli City]])<br>[[Akala Island]] ([[Heahea City]])<br>[[Poni Island]] ([[Seafolk Village]])<br>[[Aether Paradise]]
| Ula'ula Ferry Terminal
|
|
|- style="background:#fff"
| [[Aether Paradise]]
| [[Melemele Island]] ([[Hau'oli City]])<br>[[Akala Island]] ([[Heahea City]])<br>[[Ula'ula Island]] ([[Malie City]])<br>[[Poni Island]] ([[Seafolk Village]])
| [[Aether Paradise]] (B1F: Docks)
|
|
|}
 
===[[Galar]]===
{{incomplete|section|needs=japanese translations}}
Like Alola's ferry terminals, Galar's stations can be used to travel to one another. However the locations can only connect to other stations. Lore wise, going from one of these stations to the Armor Station will also be accompnied by the [[Flying Taxi]] due to the [[Isle of Armor]] being on a separate island than the rest of Galar, however this is only a visual and the player character can still use any station to get to the Armor Station.
{| class="roundy" style="margin:auto; background: #{{galar color}}; border: 3px solid #{{galar color dark}}"
|-
! style="background:#{{galar color light}}; {{roundytl|5px}}"| Station name
! style="background:#{{galar color light}}" | Japanese name
! style="background:#{{galar color light}}" | Location
! style="background:#{{galar color light}}; {{roundytr|5px}}" | Notes
|- style="background:#fff"
| [[Wedgehurst]] Station
|
| [[Wedgehurst]]
| A wild {{rf|Galarian}} {{p|Slowpoke}} is found here from Version 1.1.0 onward, regardless if the player has bought the [[Pokémon Sword and Shield Expansion Pass|Sword and Shield Expansion Pass]]
|- style="background:#fff"
| [[Wild Area]] Station
|
| [[Meetup Spot]] ([[Wild Area]])
|
|- style="background:#fff"
| [[Motostoke]] Station
|
| [[Motostoke]]
|
|- style="background:#fff"
| [[Hulbury]] Station
|
| [[Hulbury]]
|
|- style="background:#fff"
| [[Hammerlocke]] Station
|
| [[Hammerlocke]]
|
|- style="background:#fff"
| White Hill Station
|
| {{rt|10|Galar}}
|
|- style="background:#fff"
| [[Wyndon]] Station
|
| [[Wyndon]]
|
|- style="background:#fff"
| Armor Station
|
| [[Fields of Honor]] ([[Isle of Armor]])
| Requires the [[Armor Pass]] from the [[Pokémon Sword and Shield Expansion Pass|Sword and Shield Expansion Pass]]
|- style="background:#fff"
| Crown Tundra Station
|
| [[Slippery Slope]] ([[Crown Tundra]])
| Requires the [[Crown Pass]] from the [[Pokémon Sword and Shield Expansion Pass|Sword and Shield Expansion Pass]]
|}
{{-}}


==In the manga==
==In the manga==
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