Pal Park: Difference between revisions

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The games will permanently treat the Pokémon's current name as a nickname if it does not match the expected name for that language. As a result, using Pal Park in Korean will always trigger the aforementioned flag, since the GBA versions do not even have the expected charset in them.
The games will permanently treat the Pokémon's current name as a nickname if it does not match the expected name for that language. As a result, using Pal Park in Korean will always trigger the aforementioned flag, since the GBA versions do not even have the expected charset in them.
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{{left clear}}
===Manipulation===
===Manipulation===nsfe
Despite the game having settings in place to restrict the amount of Pokémon migrated in a single day, these restrictions can be avoided and an unlimited number of Pokémon transferred into Generation IV. If, once a Catching Show has been completed, the player turns off the game system and changes the date on the Nintendo DS to show one day later, and inserts a second Generation III game, they will be instructed to reset the time on the DS. This will prevent migration from the second game, but allow the original game—that has already had six Pokémon transferred—to send Pokémon into the Generation IV game. Also, the Nintendo DS's clock can be set to the time displayed in the GBA cartridge before choosing Pal Park option to avoid the 24 hour period of waiting before transferring their Pokémon.
Despite the game having settings in place to restrict the amount of Pokémon migrated in a single day, these restrictions can be avoided and an unlimited number of Pokémon transferred into Generation IV. If, once a Catching Show has been completed, the player turns off the game system and changes the date on the Nintendo DS to show one day later, and inserts a second Generation III game, they will be instructed to reset the time on the DS. This will prevent migration from the second game, but allow the original game—that has already had six Pokémon transferred—to send Pokémon into the Generation IV game. Also, the Nintendo DS's clock can be set to the time displayed in the GBA cartridge before choosing Pal Park option to avoid the 24 hour period of waiting before transferring their Pokémon. Another workaround to avoid the 24 hour period of waiting before transferring their Pokémon is by restarting the Generation III file they already transferred from. Assuming the player has at least 6 in the PC they will be able to do another transfer without waiting 24 hours after the previous one.


Despite these workarounds, no further migrations can be made until all six Pokémon transferred have been caught, and changing the [[Nintendo DS]] clock or playing the game on another Nintendo DS system will delay Pal Park migration for 24 hours.
Despite these workarounds, no further migrations can be made until all six Pokémon transferred have been caught, and changing the [[Nintendo DS]] clock or playing the game on another Nintendo DS system will delay Pal Park migration for 24 hours.

Revision as of 03:07, 5 April 2020

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Missing complete interior lobby layout image

Pal Park パルパーク
Pal Park
"A Place for New Beginnings"
Pal Park HGSS.png
Map description: This used to be the location of the Safari Zone, but is now the Pal Park.HGSS
Location: Route 221, Fuchsia City
Region: Sinnoh and Kanto
Generations: IV
Sinnoh Pal Park Map.png
Location of Pal Park in Sinnoh.
Pokémon world locations
Pal Park in Kanto

Pal Park (Japanese: パルパーク Pal Park) is a special Pokémon preserve present in the five Generation IV core series games, located at the east end of Route 221 in Sinnoh and in Fuchsia City in place of the Safari Zone in Kanto. In Kanto, after the warden closed the Safari Zone, his son opened Pal Park in its place.

According to Professor Oak, Pal Park attracts Pokémon from other regions.

Accessing Pal Park

In Diamond, Pearl, and Platinum, Pal Park does not open until the player has obtained the National Pokédex. Once they have it, Professor Oak will meet the player on Route 221 and invite the player inside the Pal Park building, where he briefly explains how the park works. Once the player has access to Pal Park, the "Migrate from <game>" option will appear on the main menu screen when the game is loaded, provided a GBA game is in the Nintendo DS's second slot.

In Pokémon HeartGold and SoulSilver, since Pal Park is located in Kanto, which the player must have the National Pokédex to visit properly, the player must have the National Pokédex to access Pal Park. After the player visits Fuchsia City for the first time, the migrate option will appear on the menu screen whenever the player has a GBA game in the Nintendo DS's GBA slot, regardless of whether they have visited Pal Park.

Migration

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Does starting a new save file on either game affect the 24 hour limit?
Transferring Pokémon over to Generation IV

Pal Park allows the player to permanently transfer Pokémon from a Generation III core series game to a Generation IV core series game. Once a Pokémon is migrated to a Generation IV game, it can never return to a Generation III game.

First, Pokémon must be migrated from the Generation III game. If a Generation III Game Pak is inserted in the GBA slot of the same Nintendo DS or Nintendo DS Lite system as the Generation IV game and the player has visited Pal Park, an option will appear on the main menu labelled "Migrate from <game>". When selecting this option, the player is presenting with a stripped-down view of the Generation III game's PC on the Nintendo DS's touch screen (the player cannot view the Pokémon's statuses, other than their minisprite, species, nickname, level, markings, and held item). Pokémon that know a move that is an HM in the origin game (called "hidden moves" by the game) cannot be migrated. After selecting exactly 6 Pokémon, the game will confirm with the player that they want to send those 6 Pokémon. If the player has any migrated Pokémon that have not yet been caught, no additional Pokémon can be migrated.

In Pokémon Diamond, Pearl, and Platinum, it is only possible to migrate 6 Pokémon to that game from a specific Generation III game once per 24 hour period (excluding manipulations); in Pokémon HeartGold and SoulSilver, this restriction was lifted, allowing an unlimited number of migrations from a single game in a 24 hour period.

Pokémon can only be migrated if the Generation III game and Generation IV game are the same language, unless the Generation IV game is Korean, in which case any language Generation III game can be used (due to the Generation III games not being released in Korean). However, it is possible to trade between languages in Generation III, so it is possible to migrate, for example, a Pokémon originally met in a Japanese game from a Spanish Generation III game to a Spanish Generation IV game.

The games will permanently treat the Pokémon's current name as a nickname if it does not match the expected name for that language. As a result, using Pal Park in Korean will always trigger the aforementioned flag, since the GBA versions do not even have the expected charset in them.
===Manipulation===nsfe Despite the game having settings in place to restrict the amount of Pokémon migrated in a single day, these restrictions can be avoided and an unlimited number of Pokémon transferred into Generation IV. If, once a Catching Show has been completed, the player turns off the game system and changes the date on the Nintendo DS to show one day later, and inserts a second Generation III game, they will be instructed to reset the time on the DS. This will prevent migration from the second game, but allow the original game—that has already had six Pokémon transferred—to send Pokémon into the Generation IV game. Also, the Nintendo DS's clock can be set to the time displayed in the GBA cartridge before choosing Pal Park option to avoid the 24 hour period of waiting before transferring their Pokémon. Another workaround to avoid the 24 hour period of waiting before transferring their Pokémon is by restarting the Generation III file they already transferred from. Assuming the player has at least 6 in the PC they will be able to do another transfer without waiting 24 hours after the previous one.

Despite these workarounds, no further migrations can be made until all six Pokémon transferred have been caught, and changing the Nintendo DS clock or playing the game on another Nintendo DS system will delay Pal Park migration for 24 hours.

Catching Show

After the Pokémon have migrated to the Generation IV game, the Generation III game is no longer required. The migrated Pokémon can be obtained in the Generation IV game by catching all six in Pal Park's Catching Show.

During the Catching Show, the player has to encounter and catch all six migrated Pokémon. At the start of the Catching Show, the player is given six Park Balls, a special type of Poké Ball that can only be used during the Catching Show which never fails.

The park is divided into five distinct areas, with migrated Pokémon appearing in one of the five based on their species. Two of the areas are water areas, and require Surf to encounter Pokémon. During an encounter with a migrated Pokémon, there are only two commands: Throw Ball and Run. Even if the player runs, they can still encounter the Pokémon again at a later time to catch it. The player can leave the park at any time, but if they do they must then re-capture all migrated Pokémon on a subsequent visit.

After the player catches all six Pokémon, the player can choose either to place all six caught Pokémon in their boxes, or to keep the Pokémon in the park for a future Catching Show. The player does not gain ownership of any Pokémon caught in the Catching Show until they choose to place the Pokémon in their boxes.

Score

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Specific details of scoring (such as the points awarded for each species of Pokémon)

In addition to transferring Pokémon from Generation III, Pal Park also has a score system that will offer rewards depending on the player's score. The score will be given at the end of the Catching Show by the Park Ranger. The score is worked out by how fast the captures are completed and what Pokémon are transferred over. If a rarer or a legendary Pokémon is migrated, such as Mewtwo, a higher score will be given, as opposed to more common Pokémon such as Rattata, which will be given a lower score. Timing will also alter the score: if it takes longer to complete the challenge the score will be decreased; however, if it takes a shorter amount of time to complete the challenge, the score will be increased. When Pal Park is first visited, a default high score of 2000 will be set by the player's rival (either Barry in the Sinnoh games or Silver in the Johto games). The Park Ranger always gives the player a Berry as a reward; the higher the score, the rarer the Berry.

Rewards

0-3000 3001-3299 3300-3499 3500-4000
Aspear Berry Aspear Berry Aguav Berry Aguav Berry Bluk Berry Bluk Berry Grepa Berry Grepa Berry
Cheri Berry Cheri Berry Figy Berry Figy Berry Nanab Berry III Nanab Berry Hondew Berry Hondew Berry
Chesto Berry Chesto Berry Iapapa Berry Iapapa Berry Lum Berry Lum Berry Kelpsy Berry Kelpsy Berry
Leppa Berry Leppa Berry Mago Berry Mago Berry Pinap Berry Pinap Berry Pomeg Berry Pomeg Berry
Oran Berry Oran Berry Wiki Berry Wiki Berry Razz Berry III Razz Berry Qualot Berry Qualot Berry
Pecha Berry Pecha Berry Sitrus Berry Sitrus Berry Tamato Berry Tamato Berry
Persim Berry Persim Berry Wepear Berry Wepear Berry
Rawst Berry Rawst Berry


Modifications to transported Pokémon

Despite the player in the Generation IV game catching the Pokémon again, its OT, ID number, and Poké Ball remain the same. Migrated Pokémon retain their held items. Their friendship is reset to 70.

Many Pokémon obtained in Generation III gained an Ability in Generation IV. Due to Ability being dependent on personality value in the Generation III and IV games, this means that some migrated Pokémon have an Ability that does not match their personality value (since the Ability is not changed upon migration). However, because Abilities are recalculated upon evolution in Generation IV and V, if that Pokémon evolves in games of these generations its Ability will change to match its personality value.

While non-English and non-Japanese characters cannot normally be used in the Generation III games, they do occur in some in-game trades and preset player names. If a Pokémon has a nickname or original Trainer that has one of these characters, it will be turned into a kana character in the Western Generation IV games due to encoding issues.

Pal Park only reads the data of the game the Pokémon was originally generated in, rather than its in-game met location. This sets any Pokémon created in FireRed or LeafGreen to Kanto; Ruby, Sapphire, or Emerald to Hoenn (even if it was caught on Navel Rock or Birth Island, which are located in Kanto); and Colosseum or XD to "distant land". (Pokémon obtained from Wonder Cards are treated as being created in the game they were received in.) A Pokémon whose Egg is created in a game based in one region and traded to another region before it was hatched will display the name of the region it was generated in, rather than the one it was hatched in; this means that a Pokémon generated in Emerald but hatched in FireRed will have the OT and ID of the FireRed player but list that it was met in Hoenn.

In addition, the level obtained at is changed to the level arrived at. Due to the lack of a met date in the Generation III games, the date obtained becomes the date it was caught in the Catching Show.

Geography

Lobby

Inside of Pal Park lobby

Pal Park is a large area consisting of a large park and a small entry building. Entering the building will take the player into the lobby, where they can accept to take part in the Daily Catching Show by talking to the Park Ranger. There are two floors in the lobby. The first is where registration for the show takes place. One woman on the left side of the building will tell the player their highest score achieved in the Catching Show, another will give the player two Pokétch apps, the Kitchen Timer and Color Changer by showing her a Snorlax and a Kecleon respectively. The second floor is accessible using the stairs on the right. Many people come up here to see all of the shows, as there are glass windows from which the entire park can be seen. In total, there are seven people within the lobby.

In HeartGold and SoulSilver, Pal Park is located in Fuchsia City, replacing the Safari Zone from Generations I and III. It holds almost exactly the same function as Sinnoh's Pal Park. It is available as soon as the player arrives in Fuchsia City, as the player already has the National Pokédex by then.

Park

The five different areas in Pal Park
Main article: List of Pokémon by Pal Park location

Pal Park itself is a huge park, with different terrains to suit all sorts of different Pokémon. Upon entering, the player will begin in the field area of Pal Park. This contains a large open space with large patches of tall grass, inhabited by field Pokémon. There are two patches of grass within the area, a small patch on the east, and a larger patch on the west. There are 123 Pokémon that can appear in this area. There are three different paths the player can take in order to get to another area of the park; the northwestern stairway will take the player to the forest area, the northeastern stairway will take the player through a pathway to the mountain area, and traveling east will take the player to the sea area by jumping off a ledge.

By following the path up the far northwestern side of the park, the player will reach the forest area of Pal Park, where forest-dwelling Pokémon live. There are 74 Pokémon that can appear in this area. It is a long, narrow strip of pathway following up the far western side of the park, then it takes a right turn up in the corner of the park, and travels east until the player reaches the pond area. The path is a long, narrow, dark pathway covered by tall trees, with the ground covered all the way by tall grass. The only other way to get to and from the forest area is by traveling through the pond area.

When the player reaches the pond area via the forest area, the player must travel a short distance east to reach the pond, a pool of water, able to be surfed across, where all the wild Pokémon inhabit. There are 37 Pokémon that can appear in this area. If the player travels south while getting there, they will find a ledge going down into the mountain area. Once entering the square pond to find Pokémon, they can go south to reach dry land, where they can also climb up and down stairs on the steep mountainside to reach the sea area. Alternatively, the player can enter from the sea area by traveling north through part of the mountain area to reach the southern part of the waterside, where the player can surf across the light water to the other side. There is no other way of getting to the pond in the northeastern corner.

The mountain area is located in the middle of a mountainside, in the center of Pal Park. It can be accessed by jumping a ledge in the pond area just north of there, or going through a little forest pathway from the field area. The mountain area has a small patch of grass, where the player can find wild Pokémon. There are 105 Pokémon that can appear in this area. Most of this area is covered with grass, while only a small part of it isn't. There is also a ledge the player can jump down to reach the sea area. This is the only way to leave the area apart from turning back to the field area.

The final area in the park, known as the sea area, is found in the southeastern corner of the park. It can be accessed by going east from the field area, or south from the mountain area, by jumping down the ledge and going down the mountainside. The sea area makes up a large section of the park, with a large area of sea coming in from the west. When the player enters from the mountain or pond area, there is a large ledge to a sandy beach where the sea meets the land. The area also has rocky terrain, with many rocks on the beach and in the water blocking the way, so that the player cannot travel any further east past the mountain side. By surfing across the deep blue water, the player can encounter many different types of wild sea Pokémon. In total, there are 47 Pokémon that can appear in this area. If the player goes west past another set of ledges, they will end up back on the eastern side of the field area where they began, making a big loop.

Although it is a West Sinnoh location in Diamond, Pearl, and Platinum, it uses East Sinnoh trees. Similarly, it is a Kanto location in HeartGold and SoulSilver but it uses Johto trees and rocks.

Items

Item Location Games
None Trainer Counter Given by Professor Oak upon entering Pal Park  D  P  Pt 
Park Ball IV Park Ball ×6 Given by the Park Ranger to capture the six Pokémon in the Catching Show; cannot be kept afterwards  D  P  Pt  HG  SS 
None Kitchen Timer Given by a woman in the lobby after showing her a Snorlax  D  P  Pt 
None Color Changer Given by a woman in the lobby after showing her a Kecleon  D  P  Pt 
None Crown Given by a girl in the lobby if Pokémon FireRed is in the GBA slot  D  P  Pt  HG  SS 
None Tiara Given by a girl in the lobby if Pokémon LeafGreen is in the GBA slot  D  P  Pt  HG  SS 
Fashion Case Underground Given by a girl in the lobby if Pokémon Ruby is in the GBA slot  D  P  Pt  HG  SS 
Fashion Case Seafloor Given by a girl in the lobby if Pokémon Sapphire is in the GBA slot  D  P  Pt  HG  SS 
Fashion Case Sky Given by a girl in the lobby if Pokémon Emerald is in the GBA slot  D  P  Pt  HG  SS 

Appearance

Outside

Diamond Pearl Platinum HeartGold SoulSilver
Pal Park outside DP.png Pal Park outside Pt.png Pal Park outside HGSS.png
 

Park

Diamond Pearl Platinum HeartGold SoulSilver
Pal Park DP.png Pal Park Pt.png Pal Park HGSS.png
 

Music

The Pal Park shares its background music with the resident Safari Zones in the games it appears in, using that of Johto's in HeartGold and SoulSilver, and using that of the Great Marsh in Diamond, Pearl, and Platinum. This is somewhat fitting considering it replaces the Kanto Safari Zone in HeartGold and SoulSilver, though the Kanto Safari Zone theme is the same as the trading and evolution theme.

Trivia

Name origin

The English and Japanese names are based on the word "pal", an affectionate term for a friend. Other language versions use a similar naming style, although the German- and French-language versions are less colloquial and translate to Park of (the) Friends.

In other languages

Language Title
Chinese Cantonese 夥伴公園 Fóbuhn Gūngyùhn
Mandarin 夥伴公園 / 伙伴公园 Huǒbàn Gōngyuán
French Canada Flag.png Canada Pal Park*
France Flag.png Europe Parc des Amis
Germany Flag.png German Park der Freunde
Italy Flag.png Italian Parco Amici
South Korea Flag.png Korean 팔파크 Pal Park
Portugal Flag.png Portuguese Parque de Amigos*
Spain Flag.png Spanish Parque Compi

See also


Inter-generational transfer
Gen I Time CapsulePoké TransporterBank
Gen II
Gen III Dual-slot modePal Park
Gen IV Dual-slot modePal ParkPoké TransferRelocator
Gen V Poké TransferRelocatorPoké TransporterBank
Gen VI Poké TransporterBank
Gen VII Poké TransporterBankGO ParkHOME
Gen VIII BankHOMEGO Transporter
Gen IX


Sinnoh
Coal Badge.png Forest Badge.png Cobble Badge.png Fen Badge.png Relic Badge.png Mine Badge.png Icicle Badge.png Beacon Badge.png
Settlements
Twinleaf TownSandgem TownJubilife CityOreburgh CityFloaroma TownEterna CityHearthome City
Solaceon TownVeilstone CityPastoria CityCelestic TownCanalave CitySnowpoint CitySunyshore City
Pokémon LeagueFight AreaSurvival AreaResort Area
Routes
201202203204205206207208209210211212213214215
216217218219220221222223224225226227228229230
Landmarks
Lake Verity (Lakefront) • Oreburgh GateOreburgh MineOreburgh Mining MuseumGlobal Terminal/Global Wonder Station
Ravaged PathFloaroma MeadowValley WindworksEterna ForestOld ChateauUnderground/Grand Underground
Wayward CaveMount CoronetAmity SquareLost TowerHallowed TowerSolaceon RuinsManiac TunnelLake Valor (Lakefront)
Great MarshPokémon MansionTrophy GardenFuego IronworksIron IslandLake Acuity (Lakefront) • Spear PillarVictory Road
Pal Park/Ramanas ParkContest HallBattle ZoneBattle ParkBattle Tower/Battle FrontierStark MountainSnowpoint Temple
Spring PathSendoff SpringTurnback CaveFullmoon IslandNewmoon IslandSeabreak PathFlower ParadiseHall of Origin
Access to
Distortion World
See also
Hisui


Kanto
Boulder Badge.png Cascade Badge.png Thunder Badge.png Rainbow Badge.png Soul Badge.png Marsh Badge.png Volcano Badge.png Earth Badge.png
Settlements
Pallet TownViridian CityPewter CityCerulean CityVermilion CityLavender Town
Celadon CitySaffron CityFuchsia CityCinnabar IslandIndigo Plateau
Routes
12345678910111213141516171819202122232425262728
Landmarks
Professor Oak's LaboratoryViridian ForestDiglett's CavePewter Museum of ScienceMt. Moon (Square) • Cerulean Cave
Underground Path (Kanto Routes 5–6)Underground Path (Kanto Routes 7–8)S.S. AnneS.S. AquaSea CottageRock Tunnel
Power PlantCycling Road/Pokémon RoadTeam Rocket HideoutSilph Co.Magnet TrainPokémon TowerSafari Zone/Pal Park
GO ParkSeafoam IslandsPokémon MansionCinnabar LabPokémon League Reception GateVictory RoadTohjo Falls
Access to
Sevii IslandsJohto


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