This is a sub-page of Proto:Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!/May 12, 2018.
| This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
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| To do: Need all Catch Combo mechanics clarified. |
Given that the game is incomplete, many mechanics function differently than in the final game.
Move Changes
Some Pokémon moves operate differently or have slightly different descriptions when compared to the final.
Move Name
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Damage
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Accuracy
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Description
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Proto
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Final
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Proto
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Final
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Proto
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Final
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Zippy Zap
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50
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50
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100%
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100%
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The user attacks the target with bursts of electricity at high speed. This move boosts the user’s evasion and always goes first.
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The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit.
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Bouncy Bubble
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60
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90
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100%
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100%
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The user attacks by shooting water bubbles at the target. The user absorbs water and restores its HP by the same amount as the damage taken by the target.
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The user attacks by shooting water bubbles at the target. It then absorbs water and restores its HP by half the damage taken by the target.
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Buzzy Buzz
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60
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90
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100%
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100%
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Identical Description.
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Sizzly Slide
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60
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90
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100%
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100%
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Identical Description.
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Glitzy Glow
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80
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90
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95%
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100%
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Identical Description.
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Baddy Bad
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80
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90
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95%
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100%
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Identical Description.
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Sappy Seed
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100
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90
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90%
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100%
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Identical Description.
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Freezy Frost
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100
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90
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90%
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100%
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Identical Description.
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Sparkly Swirl
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120
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90
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85%
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100%
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Identical Description.
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Secret Techniques
Light Up
- In this build, a kid in the house where you obtain "Light Up" refers to it as "Shine", whereas in the final this is not the case. This implies that the prototype name for this Secret Technique was originally Shine, which seems appropriate given that this move served the same purpose as Flash did in the original Pokemon Yellow. In every other instance within this build, this technique is still referred to as "Light Up".
Proto
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Catch Combos
| To do:
- Does the Catch Combo cap out at 31 still?
- Which Pokémon spawn more frequently when there's multiple in a Catch Combo? Is that mechanic even implemented?
- Does it still influence rare spawns?
- Do Catch Combos give Max IVs depending on the chain?
- Are Catch Combo bonuses still stackable with Lures?
- What are the increased Shiny Chances in this build, if any?
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Catch Combos function very differently than in the final build of the game.
- Unlike in the final, they persist through capturing different species of Pokémon.
- Running away from a Pokémon completely ends the combo, which isn't the case in the final.
Candies and the Pokémon Box
Candy Mechanics
Pokéballs
- Poké-Marts do not sell Premiere Balls in bulk. Buying 10+ Poké Balls will always yield a single bonus Premiere Ball, as opposed to getting one-for-every-ten Poké Balls that you'd get in the final.
- Trainers that reward the player with free Poké Balls after winning a battle in the final game do not in any circumstance throughout this build.
Pokémon Box
- You can't select multiple Pokémon to send to Oak with A like you can in the final. Strangely, Y is used instead, which can be seen below.
"Send to Prof."
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- Instead of hitting "Check Summary" to see a Pokémon's statistics like in the final, the player must choose "Check it out".
- "Nickname" was changed to "Change Nickname" in the final build.
"PC Box"
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Wild Pokémon
- All Overworld Encounters (Symbol Encounters) are reset after a battle or Wild Encounter, which isn't the case in the final.
- Many Pokémon often clip through walls and other inaccessible terrain that the player cannot access as a result of a bug. In the final release, this doesn't happen.
Other Differences
- The Exp. Share is referenced when your party gains experience for a trainer battle, despite not being an item. Clearly a leftover from previous games, even if it's functionally identical to the final.
"Exp. Share"
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- Many Trainers often give the player double the amount of money when compared to the final game.
- Sea Skim's dialogue describes your Pokémon like they "prefer the water" as opposed to the Sea Skim prompt you get in the final.
GO Park
- Text found in the game's script mentions how you can hold 100 Pokémon in each GO Park within the GO Park Complex (known simply as "GO Park" in this build), as opposed to the 50 in the final game.
Proto
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Final
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Uh oh! There are already 100 Pokémon in ______! You can’t put more than 100 Pokémon in a park. Either select a different park to transfer your Pokémon to or move some Pokémon from ______.
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Uh-oh! This transfer can’t be completed because you can’t have more than 50 Pokémon in ______! Either select a different GO Park to transfer your Pokémon into or move some Pokémon from ______.
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