Card Pop!: Difference between revisions

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(Added detailed mechanics of how Card Pop! works on the first game. Compatibilities were all verified on all hardware and versions. Added screenshots. Source: https://github.com/pret/poketcg/blob/b70b3425852a97b64e2d0316cd9d13d1047197af/src/engine/link/card_pop.asm)
m (→‎Trivia: Typo)
 
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==Hardware==
==Hardware==
[[File:Pokemon TCG Japanese cartridge PCB.jpg|thumb|150px|{{wp|Printed circuit board}} from the Japanese cartridge of {{vg|Pokémon Trading Card Game}}]]
[[File:Pokemon TCG Japanese cartridge PCB.jpg|thumb|150px|{{wp|Printed circuit board}} from the Japanese cartridge of {{vg|Pokémon Trading Card Game}}. The receiver and transmitter are the black and purple components, respectively, towards the top left and top right.]]
In the American and European versions of this game, as well as in the [[Pokémon Trading Card Game 2: The Invasion of Team GR!]] (only released in Japan), this feature uses the infrared communications port of the [[Game Boy Color]].


In the Japanese version of [[Pokémon Trading Card Game (video game)|the first game]], the Card Pop! feature uses the built-in infrared receiver and transmitter included in the cartridge itself (the black and purple components, respectively, towards the top left and top right of the printed circuit board). This makes it possible to use Card Pop! on an original [[Game Boy]] or Game Boy Pocket. The game does not allow to Card Pop! on the [[Super Game Boy]] or [[Super Game Boy 2]] for the [[Super Nintendo Entertainment System|SNES]], nor the [[Game Boy Tower]] from [[Pokémon Stadium series]] (as it virtually behaves as a Super Gameboy 2). [[Game Boy Advance]] runs in Game Boy Color mode, so it is possible to Card Pop! on that console. The [[Game Boy Player]] for [[Nintendo GameCube|GameCube]] essentially has a Game Boy Advance hardware so it is compatible as well.  
In the Japanese version of Pokémon Trading Card Game, the Card Pop! feature uses an infrared receiver and transmitter built into the cartridge itself. This means that, unlike the international version, it can be performed on an original [[Game Boy]], [[Game Boy Pocket]], or [[Game Boy Advance]]. It can also be used on a [[Game Boy Player]] for [[Nintendo GameCube|GameCube]]. However, it cannot be used on the [[Super Game Boy]] or [[Super Game Boy 2]] for the [[Super Nintendo Entertainment System|SNES]], nor the [[Game Boy Tower]] from [[Pokémon Stadium series]], with the game specifically telling the player that they cannot use Card Pop! on a Super Game Boy.


In the American and European versions of this game, as well as in the [[Pokémon Trading Card Game 2: The Invasion of Team GR!|second game]] (only released in Japan), the infrared communications port of the [[Game Boy Color]] is used instead for this feature.
In the [[Nintendo 3DS]] [[Virtual Console]] release of Pokémon Trading Card Game, Card Pop! is disabled (like all multiple features). In the [[Nintendo Switch Online]] version, Card Pop! is emulated and can be performed.


==Overview==
==Mechanics==
When two games are connected via infrared, each player will receive a random card. A player cannot Card Pop! with the same partner save file again until both players have used the feature with fifteen others, causing their partner's ID is overwritten in both save files. If the save file is deleted, all Card Pop! data is deleted, so whether a new save file can Card Pop! with another game's save file is unaffected by the players the previous save file performed Card Pop! with.
When two games are connected via infrared, each player will receive a random card. This process can theoretically only be performed once with each partner.


Card Pop! is the only way to obtain certain [[Phantom Cards]] ({{TCG ID|Promotional Card|Mew|PXX}} in Pokémon Trading Card Game; {{TCG ID|Pokémon Card GB2|Lugia|promo}} and {{TCG ID|Team Rocket|Here Comes Team Rocket!|15}} in Pokémon Card GB2). While {{TCG ID|Wizards Promo|Venusaur|13}} is intended to be obtainable as well, a programming error makes it unobtainable.
Card Pop! is the only way to obtain the [[Phantom Cards]]: {{TCG ID|Promotional Card|Mew|PXX}} in Pokémon Trading Card Game, and {{TCG ID|Pokémon Card GB2|Lugia|promo}} and {{TCG ID|Team Rocket|Here Comes Team Rocket!|15}} in Pokémon Trading Card Game 2: The Invasion of Team GR!. While there were intended to be two Phantom Cards obtainable via Card Pop! in Pokémon Trading Card Game — Mew and {{TCG ID|Wizards Promo|Venusaur|13}} — due to an oversight in the code, Venusaur cannot be obtained this way (rendering it entirely unobtainable).


Like all multiplayer features, Card Pop! is disabled in the [[Nintendo 3DS]] [[Virtual Console]] release of Pokémon Trading Card Game.
===Pairing restrictions===
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.


==Mechanics==
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!.
The save file ID is the player's name characters (converted to numbers), and a secret number (from 0 to 65535) created at random within a new save file, unknown to the player. This means that connecting to two different partners, even with both the same name, most likely will still be connecting to two different ID's, yielding different Card Pop! rewards. This ensures that the card received is always apparently random from the player's perspective, and to allow Card Pop! with other players that share the same name.
 
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!.


On the other hand, if both connecting players' ID's are fully known (including the secret numbers), then both rewards can be exactly determined. In other words, the Card Pop! rewards are exclusively determined by both save file IDs. This implies that if two players are able to Card Pop! a second time, they both will receive the same exact card they received the first time, respectively, which can be verified by overwriting the partners ID list as mentioned above.  
===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.


When a player Card Pop! with another, first the rarity of the rewarded card is determined. Assuming two random ID's, the probability of each category is given at the table below. {{TCG|Energy card|Energy}} and {{OBP|Promotional Card|TCG GB1|Promotional}} cards are not included in any category (the only special exception being Phantom Cards).  
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="roundy" style="background: #{{colorschemelight|Kanto}}; margin-left: 10px; margin-bottom: 10px; border: 3px solid #{{colorschemedark|Kanto}}"
{| class="roundtable" style="background: #{{colorschemelight|Kanto}}; margin-left: 5px; border: 3px solid #{{colorschemedark|Kanto}}"
! style="background: #{{colorschemelight|Kanto}}; {{roundytl|10px}}"| Rarity
! style="background: #{{colorschemelight|Kanto}};" | Rarity
! style="background: #{{colorschemelight|Kanto}}; {{roundytr|10px}}"| Probability
! style="background: #{{colorschemelight|Kanto}};" | Probability
|- style="background: #fff"
|-
| Common
| Common
| 101/256 (39.5 %)
| 102/256 (39.8%)
|- style="background: #fff"
|-
| Uncommon
| Uncommon
| 90/256 (35.2 %)
| 90/256 (35.2%)
|- style="background: #fff"
|-
| Rare
| Rare
| 63/256 (24.6 %)
| 63/256 (24.6%)
|- style="background: #fff"
|-
| Phantom Card
| Phantom Card
| 1/256 (0.4 %)
| 1/256 (0.4%)
<!--|-
| style="background: #fff; {{roundybl|10px}}" |
| style="background: #fff" |
| style="background: #fff; {{roundybr|10px}}" | -->
|}
|}


Once the rarity category is selected, the list of all cards of that rarity are "shuffled" as if it was a deck, then the resulting top card will be the rewarded card. The Phantom Card category is handled separately, where it was intended to reward {{TCG ID|Wizards Promo|Venusaur|13}} or {{TCG ID|Promotional Card|Mew|PXX}} with a 50% chance each, but due to a programming bug, it always results in Mew, making Venusaur unobtainable.
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.
 
===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==
{{incomplete|section|needs=Does the Nintendo Switch Online version allow American and European games to communicate?}}
Card Pop! cannot be performed between Pokémon Trading Card Game and Pokémon Trading Card Game 2: The Invasion of Team GR!. Attempting to do so can result in [[glitch]]es such as a [[game freeze]] or a loss of save data in Pokémon Trading Card Game.<!--even the Japanese version-->
Card Pop! cannot be performed between Pokémon Trading Card Game and Pokémon Trading Card Game 2: The Invasion of Team GR!. Attempting to do so can result in [[glitch]]es such as a [[game freeze]] or a loss of save data in Pokémon Trading Card Game.<!--even the Japanese version-->


The Japanese version of the first game cannot Card Pop! with a non-Japanese version of the same game. Not only the infrared LEDs are misaligned between cartridge and Game Boy Color, but their infrared communication protocols are different as well; so even if signals were to be sent and received, the games end up not understanding each other and nothing happens.
The Japanese version of Pokémon Trading Card Game cannot Card Pop! with a non-Japanese version. The infrared LEDs are misaligned between cartridge and Game Boy Color, physically preventing the two games from communicating. Additionally, their infrared communication protocols are different, so even if the games could receive each others' infrared signals, the games would not be able to understand each other.


On the other hand, American and both European versions of the first game are compatible and can Card Pop! between each other.
Conversely, the American and both European versions of Pokémon Trading Card Game can Card Pop! with each other.


==Gallery==
==Gallery==
===Pokémon Trading Card Game===
<gallery>
<gallery>
Card Pop position gbc.png|"Position the Game Boy Colors and press the A Button." screen
Card Pop position gbc.png|"Position the Game Boy Colors and press the A Button."
Card_Pop_Received.png|"Received <card> through Card Pop!" screen
Card_Pop_Received.png|"Received <card> through Card Pop!"
Card_Pop_Previous.png|"You cannot Card Pop! with a friend you previously Popped! with." screen
Card_Pop_Previous.png|"You cannot Card Pop! with a friend you previously Popped! with."
Card_Pop_LinkError.png|"The Pop wasn't successful. Please try again." screen
Card_Pop_LinkError.png|"The Pop wasn't successful. Please try again."
Card_Pop_Error_onlyGBC.png|Message when not using a Game Boy Color
Card_Pop_Error_onlyGBC.png|Message when not using a Game Boy Color
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 32,768 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 3/32,768  chance. The most probable card to receive through Card Pop! is {{TCG ID|Fossil|Arbok|31}}, with a 315/32,768 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!.
* If a player is allowed to Card Pop! with another, but the other is not (i.e. the partners ID list of the first one has been overwritten, but their ID is still registered on the second's), 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 other languages==
==In other languages==

Latest revision as of 22:52, 10 September 2024

The Card Pop! screen

Card Pop! (Japanese: カードポン! Card Pon!) is a multiplayer feature in the video games Pokémon Trading Card Game and Pokémon Trading Card Game 2: The Invasion of Team GR!. This can be used to briefly connect two games through infrared, causing each game to receive a random card.

Hardware

Printed circuit board from the Japanese cartridge of Pokémon Trading Card Game. The receiver and transmitter are the black and purple components, respectively, towards the top left and top right.

In the American and European versions of this game, as well as in the Pokémon Trading Card Game 2: The Invasion of Team GR! (only released in Japan), this feature uses the infrared communications port of the Game Boy Color.

In the Japanese version of Pokémon Trading Card Game, the Card Pop! feature uses an infrared receiver and transmitter built into the cartridge itself. This means that, unlike the international version, it can be performed on an original Game Boy, Game Boy Pocket, or Game Boy Advance. It can also be used on a Game Boy Player for GameCube. However, it cannot be used on the Super Game Boy or Super Game Boy 2 for the SNES, nor the Game Boy Tower from Pokémon Stadium series, with the game specifically telling the player that they cannot use Card Pop! on a Super Game Boy.

In the Nintendo 3DS Virtual Console release of Pokémon Trading Card Game, Card Pop! is disabled (like all multiple features). In the Nintendo Switch Online version, Card Pop! is emulated and can be performed.

Mechanics

When two games are connected via infrared, each player will receive a random card. This process can theoretically only be performed once with each partner.

Card Pop! is the only way to obtain the Phantom Cards: Mew in Pokémon Trading Card Game, and Lugia and Here Comes Team Rocket! in Pokémon Trading Card Game 2: The Invasion of Team GR!. While there were intended to be two Phantom Cards obtainable via Card Pop! in Pokémon Trading Card Game — Mew and Venusaur — due to an oversight in the code, Venusaur cannot be obtained this way (rendering it entirely unobtainable).

Pairing restrictions

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.

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 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. This oversight was fixed on Pokémon Trading Card Game 2: The Invasion of Team GR!.

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.

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.

Rarity Probability
Common 102/256 (39.8%)
Uncommon 90/256 (35.2%)
Rare 63/256 (24.6%)
Phantom Card 1/256 (0.4%)

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 Energy and 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 — Mew is the only obtainable Phantom Card, while Venusaur 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 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 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, Ronald and Imakuni? also perform an in-game Card Pop! with the player.

Compatibility

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Does the Nintendo Switch Online version allow American and European games to communicate?

Card Pop! cannot be performed between Pokémon Trading Card Game and Pokémon Trading Card Game 2: The Invasion of Team GR!. Attempting to do so can result in glitches such as a game freeze or a loss of save data in Pokémon Trading Card Game.

The Japanese version of Pokémon Trading Card Game cannot Card Pop! with a non-Japanese version. The infrared LEDs are misaligned between cartridge and Game Boy Color, physically preventing the two games from communicating. Additionally, their infrared communication protocols are different, so even if the games could receive each others' infrared signals, the games would not be able to understand each other.

Conversely, the American and both European versions of Pokémon Trading Card Game can Card Pop! with each other.

Gallery

Pokémon Trading Card Game

Pokémon Trading Card Game 2: The Invasion of Team GR!

Trivia

  • In practice, the Card Pop! outcome is one out of 32,768 possible results at random, but not all cards have the same chances of being selected. In Pokémon Trading Card Game, although the Phantom Card Mew is only obtainable via Card Pop! with a 1/256 chance, it is not the rarest card to obtain by this method. In fact, Super Energy Removal is the least frequent of all possible Card Pop! cards, with a 3/32,768 chance. The most probable card to receive through Card Pop! is Arbok, with a 315/32,768 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. 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

Language Title
France Flag.png French Card Pop!
Germany Flag.png German Card Pop!
Italy Flag.png Italian Card Pop!
Spain Flag.png Spanish ¡Card Pop!


Project Sidegames logo.png This article is part of both Project Sidegames and Project TCG, Bulbapedia projects that, together, aim to write comprehensive articles on the Pokémon Sidegames and TCG, respectively. Project TCG logo.png