Great Marsh: Difference between revisions

158 bytes removed ,  30 April 2011
→‎Capturing Pokémon: hm ... maybe we can shorten some of this paragraph?
(→‎Capturing Pokémon: hm ... maybe we can shorten some of this paragraph?)
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===Capturing Pokémon===
===Capturing Pokémon===
[[File:Greatmarsh2.png|left|thumb|200px|Getting off the rail]]
[[File:Greatmarsh2.png|left|thumb|200px|Getting off the rail]]
Much like other Pokémon preserves in [[Kanto]] and [[Hoenn]], the Great Marsh features a Safari Game in which {{pkmn|Trainer}}s pay {{PDollar}}500 for 30 [[Poké Ball#Generation I Poké Balls|Safari Balls]] and a limited number of steps (500) to catch all the Pokémon they can. With a large area to cover, Trainers must plan out their destination so as to arrive in time to capture all the Pokémon they want. The mechanics are not too different from other Safari Zones.  
Much like other Pokémon preserves in [[Kanto]] and [[Hoenn]], the Great Marsh features a Safari Game in which {{pkmn|Trainer}}s pay {{PDollar}}500 for 30 [[Poké Ball#Generation I Poké Balls|Safari Balls]] and a limited number of steps (500) to catch all the Pokémon they can. With a large area to cover, Trainers must plan out their destination so as to arrive in time to capture the Pokémon they want.


The most important of their specific mechanics, however, is that trainers do not initiate [[Pokémon battle]]s with the wild Pokémon, but instead must catch them without harming them.  The wild Pokémon within Safari Zones are capable of fleeing at any given time, which can cause certain levels of frustration among players who encounter particularly rare species, or even [[shiny Pokémon]]. When a wild Pokémon appears, no Pokémon may be sent out to {{pkmn|battle}} it: catching Pokémon here, as in all [[Safari Zone]]s, requires sheer luck. There are four options in the battle screen:  
The mechanics are similar to other Safari Zones:  When a wild Pokémon appears, the player may not send out any Pokémon to {{pkmn|battle}} it, but must instead try to catch the Pokémon without harming it.  The wild Pokémon may choose to flee the battle at any time (which can cause certain levels of frustration if it was a particularly rare species, or even a [[shiny Pokémon]]), thus, catching a Pokémon in the Great Marsh requires sheer luck.
 
There are four options shown in the battle screen:


*'''Throw a [[Poké Ball#Generation I Poké Balls|Safari Ball]]''' - Throws a Safari Ball in possibility of capture. It is much the same as throwing a [[Poké Ball]] in an average Pokémon battle.
*'''Throw a [[Poké Ball#Generation I Poké Balls|Safari Ball]]''' - Throws a Safari Ball in possibility of capture. It is much the same as throwing a [[Poké Ball]] in an average Pokémon battle.
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