Card Pop!: Difference between revisions

Corrected some information and trivia. Added information and new features from the second game TCG2. For the mechanics of the second game, the current disassembly is still in development, so I made my own disassembly revisiting the Card Pop! mechanism and its rules. I don't mind sharing my findings, but all in all the game is very similar to the first one.
mNo edit summary
(Corrected some information and trivia. Added information and new features from the second game TCG2. For the mechanics of the second game, the current disassembly is still in development, so I made my own disassembly revisiting the Card Pop! mechanism and its rules. I don't mind sharing my findings, but all in all the game is very similar to the first one.)
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===Pairing restrictions===
===Pairing restrictions===
{{incomplete|section|needs=Does the one-way Card Pop! oversight apply to Pokémon Trading Card Game 2: The Invasion of Team GR!?}}
A player cannot Card Pop! with the same partner again until that player's ID is overwritten in their Card Pop! history. Only 16 players can be stored in the history at a time, so after both players have performed Card Pop! with 16 other players, they can perform Card Pop! with each other again. If the save file is deleted, all Card Pop! data is deleted and the player's ID number is reset, so the Card Pop! history of previous save files on the same cartridge has no impact on which players the new save file can perform Card Pop! with.
A player cannot Card Pop! with the same partner again until that player's ID is overwritten in their Card Pop! history. Only 15 players can be stored in the history at a time, so after both players have performed Card Pop! with 15 other players, they can perform Card Pop! with each other again. If the save file is deleted, all Card Pop! data is deleted and the player's ID number is reset, so the Card Pop! history of previous save files on the same cartridge has no impact on which players the new save file can perform Card Pop! with.


Card Pop! partners are identified by their player name and a secret ID number. The secret ID number is ranges from 0 to 65535, and is created at random when a new save file is created. This system is similar to the [[Trainer ID number|Trainer ID]] system in the [[core series]] games, although the ID number is not visible to the player. This means that even if two different players have the same in-game name, they will likely have distinct ID numbers and not be recognized as the same player by Card Pop!
Card Pop! partners are identified by their player name and a secret ID number. The secret ID number ranges from 0 to 65535, and is created at random when a new save file is created. This system is similar to the [[Trainer ID number|Trainer ID]] system in the [[core series]] games, although the ID number is not visible to the player. This means that even if two different players have the same in-game name, they will likely have distinct ID numbers and not be recognized as the same player by Card Pop!.


In Pokémon Trading Card Game, if one player is allowed to Card Pop! but the other is not (i.e. the players have performed Card Pop! together before, and one player has overwritten the other from their history, but the other has not), then if they try to Card Pop!, the first player will actually receive a card, whereas the other will get Card Pop! denied. This happens due to a small programming bug when checking the name on each player's list of current partners.
In Pokémon Trading Card Game, if one player is allowed to Card Pop! but the other is not (i.e. the players have performed Card Pop! together before, and one player has overwritten the other from their history, but the other has not), then if they try to Card Pop!, the first player will actually receive a card, whereas the other will get Card Pop! denied. This happens due to a small programming bug when checking the name on each player's list of current partners. This oversight was fixed on Pokémon Trading Card Game 2: The Invasion of Team GR!.


===Rewards===
===Rewards===
The cards received are determined by the names and secret ID numbers of both players. If both players perform Card Pop! with enough other players to overwrite each other in their respective Card Pop! histories, performing it again will give the exact same rewards as the first time.
The cards received are determined by the names and secret ID numbers of both players. If both players perform Card Pop! with enough other players to overwrite each other in their respective Card Pop! histories, performing it again will give the exact same rewards as the first time.


When a player performs Card Pop! with another, first the rarity of the rewarded card is determined. Assuming two random IDs, the probability of each category is given in the table below.
When a player performs Card Pop! with another, first the rarity of the rewarded card is determined separately. Assuming two random IDs, the probability of each category is given in the table below.


{| class="roundtable" style="background: #{{colorschemelight|Kanto}}; margin-left: 5px; border: 3px solid #{{colorschemedark|Kanto}}"
{| class="roundtable" style="background: #{{colorschemelight|Kanto}}; margin-left: 5px; border: 3px solid #{{colorschemedark|Kanto}}"
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Once the rarity of the card is determined, each player receives a card of the selected rarity. For Common, Uncommon, and Rare, the card is selected from the list of all cards in the game of that rarity, except {{TCG|Energy card|Energy}} and {{OBP|Promotional Card|TCG GB1|Promotional}} cards. For Phantom Cards, the player receives one of the two Phantom Cards. Each player's game determines which specific card they receive separately, so they will usually receive different cards, but of the same rarity.
Once the rarity of the card is determined, the player receives a card of the selected rarity. For Common, Uncommon, and Rare, the card is selected from the list of all cards in the game of that rarity, except {{tt|Energy|Basic Energy for Pokémon Trading Card Game 2: The Invasion of Team GR!}} and {{OBP|Promotional Card|TCG GB1|Promotional}} cards. For Phantom Cards, the player receives one of the two Phantom Cards. Each player's game determines which rarity and specific card they receive separately, so they will usually receive different cards, and even of different rarity.


The selection of the card is effectively random, but based on a combination of the two players' names and secret IDs, so the cards received will not change if the same pair of players perform Card Pop! again (after overwriting each other from their Card Pop! history). However, in Pokémon Trading Card Game, due to an oversight, only one of the two Phantom Cards is obtainable — {{TCG ID|Promotional Card|Mew|PXX}} is the only obtainable Phantom Card, while {{TCG ID|Wizards Promo|Venusaur|13}} is unobtainable. This oversight was fixed in Pokémon Trading Card Game 2: The Invasion of Team GR!, so both of that game's Phantom Cards are obtainable.
The selection of the card is effectively random, but based on a combination of the two players' names and secret IDs, so the cards received will not change if the same pair of players perform Card Pop! again (after overwriting each other from their Card Pop! history). However, in Pokémon Trading Card Game, due to an oversight, only one of the two Phantom Cards is obtainable — {{TCG ID|Promotional Card|Mew|PXX}} is the only obtainable Phantom Card, while {{TCG ID|Wizards Promo|Venusaur|13}} is unobtainable. This oversight was fixed in Pokémon Trading Card Game 2: The Invasion of Team GR!, so both of that game's Phantom Cards are obtainable.
===New features from Pokémon Trading Card Game 2: The Invasion of Team GR!===
* In Pokémon Trading Card Game 2: The Invasion of Team GR!, once the player defeats {{TCG GB|Biruritchi}} for the first time, a variant of Card Pop! named '''Rare Card Pop!''' (Japanese: '''レアカードポン!''' ''Rare Card Pon!'') will be enabled. Its only difference with regular Card Pop! is that only rare cards are rewarded (255/256 probability), while retaining the Phantom Card chance of 1/256. Rare Card Pop! can only be used with another player using Rare Card Pop!.
* The game also includes a Card Pop! record list of the last 99 Card Pop! and Rare Card Pop! partners names, along with both rewarded cards and current statistics from the partner (number of [[Event Coin|Event Coins]] earned, cards collected and battles fought). However, only the most recent 16 entries are checked for repeated Card Pop!. Rare Card Pop! entries are also highlighted with a star icon.
* Finally, {{TCG GB|Ronald}} and [[Tomoaki Imakuni|Imakuni?]] also perform an in-game Card Pop! with the player.


==Compatibility==
==Compatibility==
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==Gallery==
==Gallery==
===Pokémon Trading Card Game===
<gallery>
<gallery>
Card Pop position gbc.png|"Position the Game Boy Colors and press the A Button."
Card Pop position gbc.png|"Position the Game Boy Colors and press the A Button."
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Card_Pop_on_DMG_JP.png|Card Pop! working on an original Game Boy (Japanese version)
Card_Pop_on_DMG_JP.png|Card Pop! working on an original Game Boy (Japanese version)
Card_Pop_Error_NoSuperGameBoyJP.png|Card Pop! is not allowed on a Super Game Boy (Japanese version)
Card_Pop_Error_NoSuperGameBoyJP.png|Card Pop! is not allowed on a Super Game Boy (Japanese version)
</gallery>
===Pokémon Trading Card Game 2: The Invasion of Team GR!===
<gallery>
Card_Pop_2_Screen.png|Card Pop! Screen
Card_Pop_2_Rare_Screen.png|Rare Card Pop! Screen
Card_Pop_2_Record.png|Record of a recent Card Pop!
</gallery>
</gallery>


==Trivia==
==Trivia==
* In practice, the Card Pop! outcome is one out of 65536 possible results at random, but not all cards have the same chances of being selected. Although the Phantom Card {{TCG ID|Promotional Card|Mew|PXX}} is only obtainable via Card Pop! with a 1/256 chance, it is not the rarest card to obtain by this method. In fact, {{TCG ID|Base Set|Pokémon Breeder|76}} is the least frequent of all possible Card Pop! cards, with a 64/65536 (1/1024) chance. The most probable card to receive through Card Pop! is {{TCG ID|Base Set|Squirtle|63}}, with a 522/65536 chance. Of course the rarity category probabilities do play an effect, but these differences also have to do with how the pseudo-random number generator works and how it affects the card shuffling mechanism. <!-- this is only verified on the American version-->
* In practice, the Card Pop! outcome is one out of 32768 possible results at random, but not all cards have the same chances of being selected. In Pokémon Trading Card Game, although the Phantom Card {{TCG ID|Promotional Card|Mew|PXX}} is only obtainable via Card Pop! with a 1/256 chance, it is not the rarest card to obtain by this method. In fact, {{TCG ID|Base Set|Super Energy Removal|79}} is the least frequent of all possible Card Pop! cards, with a 3/34768  chance. The most probable card to receive through Card Pop! is {{TCG ID|Fossil|Arbok|31}}, with a 315/32768 chance. Of course the rarity category probabilities do play an effect, but these differences also have to do with how the pseudo-random number generator works and how it affects the card shuffling mechanism. <!-- this is only verified on the American version via a simulation. Although the card lists and Card Pop random generation are exactly the same for all versions. Only the infrared communication is different.--> In Pokémon Trading Card Game 2: The Invasion of Team GR!, as there is near twice as many cards, many of the elegible cards are virtually unobtainable via Card Pop!.


==In other languages==
==In other languages==
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