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Pokémon Battrio

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==System==
Pokémon Battrio operates on a {{wp|List of Sega arcade system boards#Triforce|Triforce}} arcade system and uses cel-shaded graphics. The machine costs ¥100 to operate for each player; a random puck is also dispensed from the machine per coin inserted. The console itself has only two buttons for each player; an orange button that is used to cycle through options in the game, and a larger yellow button used to confirm commands and interact with certain gameplay mechanics. Above these are 4x4 grids that the pucks are placed on and manipulated, as their positioning directly influences the positioning of the Pokémon on the in-game battlefield. Between these grids in the center of the console is the infrared scanner used for scanning in pucks.<br>
 
New mechanics are often introduced to keep the game alive, and as such, the system itself is upgraded to accommodate these new changes, as well as cosmetic changes to the interface.
*'''Pokémon Battrio''' was the launch version and proving ground for the games appeal.
====Statistics====
[[File:Snivy v01 040.png|thumb|A typical Battrio puck, as of the Battrio V upgrade.]]
The stats displayed on the lower segment of each puck give a general indication as to how powerful a Pokémon is. The '''Attack''' (colored red) and '''Defense''' (colored blue) are displayed in blocks ranging from 1-5; 5 being more powerful than 1. This is only a rough indication, as each stat is a numerical value. Attack and Defense provide the base for all damage calculation in battles. The '''HP''' value in the center of these (above Defense prior to Battrio 0) shows how much a particular Pokémon will contribute to the overall HP of the team.<br>
In Battrio 0, the upper segment also displays the Pokémon's '''Speed''' (colored light blue). The principle remains the same as Attack and Defense, though Speed determines how quickly a Pokémon can attack, and in Battrio 0, whether it attacks first or second.<br>
ThereIn areBattrio also0, athe numberupper ofsegment statsalso notdisplays displayed on pucks that eachthe Pokémon possesses.'s '''CostSpeed''' is(colored alight valueblue). ratedThe byprinciple stars and is proportionately linked toremains the puck rarity. Pokémon with higher costs are often more powerful and will therefore suffer moresame as a result of '''Exhaustion'''. Exhaustion is a graded numerical value based on the cost rating and determines how much Attack and Defense, athough Pokémon will lose once it has launched an attack. It may take several turns for the Pokémon to fully recover. The '''Critical Hit Ratio''' is also proportionately linked to puck rarity. Rarer more powerful Pokémon will have a lower Critical Hit Ratio compared to that of weaker ones. Successfully landing a Critical Hit will have 120% effectiveness. '''Movement'''Speed determines how quickly a Pokémon will move on-screen when pucks are moved. Pokémon can either be slowattack, normal,and orin fast.Battrio Some Pokémon may also have a '''Secret Power'''0, whichwhether givesit aattacks small Attackfirst or Defense bonus depending on their position of the fieldsecond.<br>
 
There are also a number of stats not displayed on pucks that each Pokémon possesses. '''Cost''' is a value rated by stars and is proportionately linked to the puck rarity. Pokémon with higher costs are often more powerful and will therefore suffer more as a result of '''Exhaustion'''. Exhaustion is a graded numerical value based on the cost rating and determines how much Attack and Defense a Pokémon will lose once it has launched an attack. It may take several turns for the Pokémon to fully recover. The '''Critical Hit Ratio''' is also proportionately linked to puck rarity. Rarer more powerful Pokémon will have a lower Critical Hit Ratio compared to that of weaker ones. Successfully landing a Critical Hit will have 120% effectiveness. '''Movement''' determines how quickly a Pokémon will move on-screen when pucks are moved. Pokémon can either be slow, normal, or fast. Some Pokémon may also have a '''Secret Power''', which gives a small Attack or Defense bonus depending on their position of the field.
 
With the Battrio V upgrade, all stats are now displayed on the reverse of the puck - only '''Level''' is displayed on the front, which gives a rough indication as to Pokémon's strength. Attack and Defense remain colored red and blue respectively, but Speed is recolored green and is more akin to the original Movement stat than Attack speed. Stats are now displayed in blocks ranging from 1-10, as opposed to 5. By reaching a certain level of type proficiency through battling, players with Memory Keys can take advantage of the new Level mechanic and "over-level" their Pokémon to increase their stats, as indicated by the yellow blocks on the reverse of the puck. All pucks also have an additional '''Feature''', which usually involves the use of other pucks to activate bonuses. Hidden stats Cost, Critical Hit Ratio, and Secret Power are no longer included on pucks from the Battrio V upgrade. Exhaustion is still present, but it is unknown how this is now calculated. New hidden stats include '''Berry Gauge''', which is graded from 1-5 and determines how many berries a Pokémon requires to attack, and '''Team Gauge''', which is graded from 1-6 and determines how easily collecting berries will fill up the Team Gauge; 6 requiring more to fill compared to 1.
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====Types and moves====
{{BattrioTypes}}
A Pokémon's type is indicated by the symbol to the left of the puck name on the upper segment. Its type determines what move types it will be weak against or resistant to in battle. The 17 types featured in Pokémon Battrio are the same as those found in the main series Pokémon games, as well as their individual strengths and weaknesses. Notable type additions include the Full-Plate and Eleven-Plate, both of which are used exclusively on {{p|Arceus}} pucks, in relation to the [[plate]]s that can be attached to it in the main series.<br>
Each Pokémon has only one move, as opposed to four in the main series. From the ''{{Battrio|Darkrai Invasion}}'' expansion onwards, the move is displayed to the right of the puck name on the upper segment. Prior to Battrio 0, moves were always of the same type as the Pokémon, but from the upgrade onwards, moves could be of types other than the Pokémon's type, allowing for more interesting battle tactics. The ''{{Battrio|Great Gathering of Legendary & Mirage Pokémon! Explosive Double Moves}}'' expansion enhanced this further by introducing Pokémon that could be one of up to two types with two different moves.<br>
SomeEach pucksPokémon mayhas alsoonly haveone amove, as opposed to four in the main series. From the '''Bonus'{{Battrio|Darkrai Invasion}}'', whichexpansion hasonwards, athe move oris [[ability]] attributeddisplayed to it.the Theseright areof notthe displayedpuck name on pucksthe likeupper thesegment. normalPrior moveto andBattrio have0, amoves smallwere effectalways onof statsthe (eithersame ontype as the Pokémon, usingbut it orfrom the targetupgrade onwards, moves could be of types other than the Pokémon)'s duringtype, damageallowing calculationfor more interesting battle tactics. BonusThe was''{{Battrio|Great noGathering longerof includedLegendary with& pucksMirage fromPokémon! theExplosive BattrioDouble VMoves}}'' upgradeexpansion enhanced this further by introducing Pokémon that could be one of up to two types with two different moves.
 
Some pucks may also have a '''Bonus''', which has a move or [[Ability]] attributed to it. These are not displayed on pucks like the normal move and have a small effect on stats (either on the Pokémon using it or the target Pokémon) during damage calculation. Bonus was no longer included with pucks from the Battrio V upgrade.
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====Rarity====
As with most games that have a collection element, the pucks in Pokémon Battrio have several levels of rarity across each expansion, as more powerful Pokémon are inherently rarer than weaker ones. Rarity in Battrio is displayed by featuring the designs of different [[Poké Ball]]s on the reverse of pucks, and their primary color schemes on the outer circumference on both sides. Each expansion features four core rarities: Normal, Super, Hyper, and Master, represented by a Poké Ball, Great Ball, Ultra Ball and Master Ball respectively. As the development of Battrio has continued, other Poké Ball designs have been used on special promotional pucks, or on secret pucks included in main expansions. Typically, all Hyper and Master pucks have holographic illustration. Some pucks, particularly in later Battrio 0 expansions had additional aesthetic enhancements such as translucent circumferences and glitter-treated circumferences.<br>
 
With the Battrio V upgrade, rarity is indicated by stars on the front and reverse of the pucks. Single rarity pucks have no additional features; Double rarity pucks have translucent spin colors and a holographic illustration; Triple rarity pucks have glitter-treated circumferences and a holographic illustration; Fourth rarity pucks have glitter-treated circumferences and a lenticular image illustration, giving a 3D effect; V rarity pucks also have glitter-treated circumferences and a lenticular image, but with a 'moving' attack. The table below lists the current rarities in Battrio.
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===Setup===
[[File:BattrioPuckScan.jpg|thumb|220px|Scanning pucks. Here the player has scanned in a {{p|Ho-Oh}} puck as their second Pokémon.]]
Upon starting a battle, the player has 60 seconds to scan in up to three Battrio pucks using the infrared scanner in the center of the console. The data is then transferred and each respective Pokémon will appear on screen. If the player has only one or two pucks, the game will assign random Pokémon to make the deficit. Players can scan two pucks portraying the same Pokémon as long as they are different in terms of stats or abilities. One could have a {{OBP|Turtwig|01-016}} from ''{{Battrio|Dialga and Palkia Clash}}'' and a {{OBP|Turtwig|02-022}} from ''{{Battrio|Darkrai Invasion}}'', but not two Turtwig from ''Dialga and Palkia Clash'' for example.<br>
After scanning each puck, the player must then move them onto the 4x4 grid. When the player has finished scanning their pucks, the battle is ready to begin.<br>
After scanning each puck, the player must then move them onto the 4x4 grid. When the player has finished scanning their pucks, the battle is ready to begin.
 
From the ''{{Battrio|Fierce Gale - Thundering Thunderclaps}}'' expansion onwards, grouping pucks by their base and spin color will allow players to scan in a fourth puck. This is called the [[Spin Attack (Battrio)#Special scan|special scan]]. Unlike the initial three Pokémon which appear on the field, the fourth Pokémon can be summoned at specific points during the course of a battle for an extra attack.
 
===Puck positioning===
====Prior to Battrio 0====
Before the actual battle phase, there is a pre-battle period indicated by a time bar in which players can arrange the positions of their Pokémon on the field. From the Battrio S upgrade onwards, berries will also drop randomly on each side of the field that players can move their Pokémon over to collect and increase their '''Fervor Gauge''' (see Battling).<br>
 
When individual pucks are positioned in the various "arrangements" detailed below, those Pokémon will gain a small Attack or Defense increase that may give them an edge in battle. Specific groups of Pokémon together on the field can also activate [[Battrio combos|combo bonuses]], typically those of an [[Evolution|evolutionary line]] or related [[Legendary Pokémon]].
 
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===Battling===
Unlike Pokémon battles in the core games, the HP displayed on each puck is used to create one overall HP bar, as opposed to belonging to individual Pokémon. The way in which battles are conducted depends on the version of Pokémon Battrio the console is running, but will end once either the HP of one player is depleted or if time is up. In the instance of battles reaching the allotted time, the winner is decided by the player with the most HP remaining. Winning in battles earns the player money to spend in-game on various items and increases type experience, relative to the types of the Pokémon used in the battle.<br>
 
During battle there is no limit as to how many times a particular Pokémon in each team can be used, but after participating in one round, it will suffer as a result of exhaustion. Pokémon affected by exhaustion are identified by sweat droplets by their name and receive a reduction in stats, therefore it is generally advisable to use the remaining team members before resorting to use Pokémon that have already participated.
 
====In Battrio 0====
[[File:BattrioDamage.jpg|thumb|220px|An {{p|Infernape}} attacks a {{p|Torterra}}.]]
Instead of players attacking in alternate rounds, both players attack per round with two consecutive battles. In previous versions the player simply selected one of their Pokémon on the field to attack with, now the stats for each Pokémon are displayed for both players and each player must select one of their Pokémon within the 9 second time limit. This method puts more emphasis on anticipating your opponent to try and gain an advantage.<br>
The order of the attacks in each round is determined by the Pokémon with the highest Speed stat. As with previous versions, Attack/Defense bonuses, type advantages and Special Ability bonuses come into effect when calculating damage. A new feature in Battrio 0 is a slider that appears under the type icon of each Pokémon. The valid hit area of the slider depends on the type advantage/disadvantage of the attacking Pokémon, though the principle for each player remains the same: the closer to the center of the bar the marker is when the player hits the confirm button, the better the Attack or Defense bonus they will gain. Hitting the white line exactly in the center (called '''Great Success''') gives a maximum boost. Once all of the calculations have been completed, the difference in damage is taken from the HP of the loser of that battle. The process then repeats for the slower of the two Pokémon.<br>
AnotherThe order of the attacks in each round is determined by the Pokémon with the highest Speed stat. As with previous versions, Attack/Defense bonuses, type advantages and Special Ability bonuses come into effect when calculating damage. A new feature toin Battrio 0 is '''[[Adventa (Battrio)|Advent]]''',slider whichthat actsappears asunder athe 'finishingtype move'icon of sortseach Pokémon. IfThe avalid playerhit isarea leadingof bythe aslider considerabledepends marginon the type advantage/disadvantage of the attacking Pokémon, theythough canthe chooseprinciple tofor activateeach Adventplayer whenremains the symbolsame: appearsthe belowcloser theirto HPthe bar,center triggeringof athe shortbar animationthe inmarker whichis theywhen havethe toplayer presshits the confirm button, justthe asbetter the twoAttack halvesor ofDefense thebonus Adventthey symbolwill mergegain. SuccessfullyHitting triggeringthe Adventwhite willline summonexactly in the center (called '''Great Success''') gives a randommaximum Pokémonboost. toOnce inflictall extraof the calculations have been completed, the difference in damage tois taken from the opponentHP of the loser of that battle. The process then repeats for the slower of the two Pokémon.<br>
 
Another new feature to Battrio 0 is '''{{Battrio|Advent}}''', which acts as a 'finishing move' of sorts. If a player is leading by a considerable margin, they can choose to activate Advent when the symbol appears below their HP bar, triggering a short animation in which they have to press the confirm button just as the two halves of the Advent symbol merge. Successfully triggering Advent will summon a random Pokémon to inflict extra damage to the opponent.
 
After a round of battles has been completed, there then follows another pre-battle period in which players can switch the positions of their Pokémon, followed by the next round.
 
====In Battrio V====
[[File:BattrioVAttack.jpg|thumb|220px|A {{p|Samurott}} prepares to attack the opponent Pokémon.]]
A Pokémon that fills its Berry Gauge will initiate a battle. Instead of choosing an opponent, the attacking Pokémon goes up against all three opponent Pokémon. This phase is called the '''Type Battle'''. During this phase, three slider bars similar to the one introduced in Battrio 0 will appear displaying the types of the participating Pokémon. The player then has to hit the confirm button for each of these bars to determine if they will create a '''Danger Zone''' for their opponent to avoid. Hitting outside of the green area will not generate a Danger Zone; anywhere inside will generate a normal size Danger Zone. Hitting the red area (Great Success) will generate a larger than normal Danger Zone. The opponent then has just under three seconds to maneuver their pucks to avoid any Danger Zones before the attack commences (if all Danger Zones are strayed into, the timer is bypassed). Danger Zones appear as circles with a red 'X', but change to red pointed circles with 'キケン' ''danger'', when Pokémon stray into their path. The attack then commences, and damage is dealt to all three opposing Pokémon. Differences in Attack, Defense, type advantages/disadvantages and potential extra damage for Pokémon straying into Danger Zones is all taken into effect, but is not displayed as explicitly as previous Battrio versions. The total damage for all three Pokémon is displayed in the bottom corner of the screen and is the overall damage dealt to the opponent's HP bar. The process then continues until another Pokémon has filled its Berry Gauge.<br>
Collecting berries will also fill up the '''Team Gauge'''. For teams of Pokémon that have the same spin colors, filling the Team Gauge up to the point indicated by a colored puck will allow the player to perform a '''{{Battrio|Spin Attack}}'''. For teams of Pokémon that have the same base puck colors, filling the Team Gauge up to the point indicated by the '''Advent''' symbol will summon one of a selection of powerful Pokémon depending on the base color.<br>
Collecting berries will also fill up the '''Team Gauge'''. For teams of Pokémon that have the same spin colors, filling the Team Gauge up to the point indicated by a colored puck will allow the player to perform a '''{{Battrio|Spin Attack}}'''. For teams of Pokémon that have the same base puck colors, filling the Team Gauge up to the point indicated by the '''Advent''' symbol will summon one of a selection of powerful Pokémon depending on the base color.
 
Upon winning a certain amount of matches, players may also gain the ability to activate '''V Power''' in their next battle. V Power increases the rate at which berries are dropped on the player's side of the field, allowing them to fill up their Berry Gauges and Team Gauge faster.
 
===Memory Keys===
[[File:Battrio Memory Key.png|thumb|right|A Battrio Memory Key, from the Battrio 0 upgrade. Note the cover absent from previous designs.]]
'''Memory Keys''' (Japanese: '''メモリーキー''' ''Memory Key'') are memory-saving devices that are inserted into the arcade console. Sold at a retail price of about ¥600, while they are not necessary in order to play the game, they become essential for progressing through some modes.<br>
 
Memory Keys allow players to select an avatar from a number of Trainer designs and name it, becoming their profile for all battles undertaken whilst the Memory Key is plugged in the console. The Memory Key keeps track of wins/losses, money earned, items obtained, experience levels of types, and progress in game modes. It also has an LCD screen that players can view several of their stats on without having to plug it into the console. The screen can display the current experience level of each type by scrolling along the symbols on the screen, the player's current money total, medals earned in game modes, and their current floor in Battrio Tower.
[[File:Memory Key Pachirisu color.png|thumb|left|A "{{p|Pachirisu}}-color" Memory Key from the Battrio S upgrade]]