Pokéwalker: Difference between revisions

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==Gameplay==
==Gameplay==
Pokéwalker gameplay boils down to simply walking around with the device so as to charge up watts, then utilizing the watts to purchase use of the [[Poké Radar]] and [[Dowsing MCHN]]. Up to three caught Pokémon and up to three found items may be stored at once: any more than that, and the player will have to decide which to get rid of. The step counter resets at midnight each day.
Pokéwalker gameplay boils down to simply walking around with the device so as to charge up watts, then utilizing the watts to purchase use of the [[Poké Radar]] and [[Dowsing MCHN]]. Up to three caught Pokémon and up to three found items may be stored at once: any more than that, and the player will have to decide which to get rid of. The step counter resets at midnight each day. The Pokéwalker's clock is synchronized with the game's clock every time the Pokéwalker connects to the game. Although the clock can be veiwed on the Pokéwalker under the "Trainer Card" menu option, it can not be directly altered on the Pokéwalker device. The Pokéwalker's clock is set in military time and can not be changed to 12-hour style.


From time to time, the Pokémon stored in the Pokéwalker may react to something, displaying a musical note, an exclamation mark or a face over the background of the route it's taking a stroll on. When that happens, it may find items or watts. If there is no Pokémon stored in the Pokéwalker, the player might see a similar notice on the screen. If the middle button is pressed, a wild Pokémon might befriend the Trainer, which means it is instantly captured.
From time to time, typically during the Pokéwalker's hibernation, the Pokémon stored in the Pokéwalker may react to something, displaying a face, a musical note, a heart, or an exclamation mark above the background of the route it's taking a stroll on. When that happens, the player must press the center button. Upon doing so, the player will receive either 10 watts (if it is a face), 20 watts (if it is a musical note), 50 watts (if it is a heart), or a random item from that route (if it is an exclamation mark). If there is no Pokémon stored in the Pokéwalker, the player might see a similar notice on the screen. If the middle button is pressed, a wild Pokémon might befriend the Trainer, which means it is instantly captured.


===Poké Radar===
===Poké Radar===
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The battle system of the Pokéwalker is quite primitive, even compared to the [[Generation I]] games; each Pokémon utilizes their in-game menusprite in the battle, while each has only 4 HP. Only three choices are offered: Attack, Evade, or Catch. Attacking will cause the player's Pokémon to perform a basic tackle on the opponent (note that this is not the {{m|Tackle|move itself}}, and that type advantages and disadvantages play no role), while evading may cause the opponent's attack to miss. Evading successfully will result in attacking the opponent for one damage without receiving any. If the player's Pokémon evades but the opponent does not choose to attack, it will result in a "Stare down" between the two Pokémon. If multiple stare-downs occur in succession, it is likely the opponent will flee, though this is not always the case. The catch option will throw a Poké Ball at the wild Pokémon, which, if it is sufficiently weak enough, may be caught. Critical hits sometimes occur: these will take away 2 HP rather than the standard 1. If a Poké Ball is not successful in capturing the opponent Pokémon, it will flee, and the player's 10 watts will have been in vain. The same is true if the player's Pokémon defeats its opponent, while if the opponent defeats the player's Pokémon, a certain amount of watts will be lost (much as money is in the main series games after the defeat of the player's Pokémon).
The battle system of the Pokéwalker is quite primitive, even compared to the [[Generation I]] games; each Pokémon utilizes their in-game menusprite in the battle, while each has only 4 HP. Only three choices are offered: Attack, Evade, or Catch. Attacking will cause the player's Pokémon to perform a basic tackle on the opponent (note that this is not the {{m|Tackle|move itself}}, and that type advantages and disadvantages play no role), while evading may cause the opponent's attack to miss. Evading successfully will result in attacking the opponent for one damage without receiving any. If the player's Pokémon evades but the opponent does not choose to attack, it will result in a "Stare down" between the two Pokémon. If multiple stare-downs occur in succession, it is likely the opponent will flee, though this is not always the case. The catch option will throw a Poké Ball at the wild Pokémon, which, if it is sufficiently weak enough, may be caught. Critical hits sometimes occur: these will take away 2 HP rather than the standard 1. If a Poké Ball is not successful in capturing the opponent Pokémon, it will flee, and the player's 10 watts will have been in vain. The same is true if the player's Pokémon defeats its opponent, while if the opponent defeats the player's Pokémon, up to ten watts will be lost (much as money is in the main series games after the defeat of the player's Pokémon).


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