Pokémon Ruby Version and Sapphire Version
Pokémon Ruby Version and Sapphire Version
Pokémon Ruby Version and Sapphire Version
, "Pocket Monsters: Ruby & Sapphire") are the third installments of t he Pokmon series of role-playing video games, developed by Game Freak and publish ed by Nintendo for the Game Boy Advance. The games were first released in Japan in late 2002 and internationally in 2003. Pokmon Emerald, a special edition versi on, was released two years later in each region. These three games (Pokmon Ruby, Sapphire, and Emerald) are part of the third generation of the Pokmon video game series, also known as the "advanced generation". The gameplay is mostly unchanged from the previous games; the player controls th e main character from an overhead perspective, and the controls are largely the same as those of previous games. As with previous games, the main objectives are to catch all of the Pokmon in the games and defeat the Elite Four (a group of Po kmon trainers); also like their predecessors, the games' main subplot involves th e main character defeating a criminal organization that attempts to take over th e region. New features, such as double battles and Pokmon abilities, have been ad ded. As the Game Boy Advance is more powerful than its predecessors, four player s may be connected at a time instead of the previous limit of two. Additionally, the games can be connected to an e-Reader or other advanced generation Pokmon ga mes. Ruby and Sapphire received mostly positive reviews, though critics were divided in their assessment of the games, especially on the gameplay and graphics. Most of the complaints focused on the fact that the gameplay had not changed much sin ce previous generations. With the popularity of Pokmon on the decline and the ris ing popularity of Yu-Gi-Oh! at the time, the games sold less than previous gener ations. However, they were still commercial successes; with around 16 million co pies sold according to IGN, they are the best-selling games for the Game Boy Adv ance. Gameplay Main article: Gameplay of Pokmon The basic mechanics of Ruby and Sapphire are largely the same as their predecess ors'. As with all Pokmon games for hand-held consoles, gameplay is in third-perso n, overhead perspective and consists of three basic screens: a field map, in whi ch the player navigates the main character; a battle screen; and the menu, in wh ich the player configures his party, items, or gameplay settings. The player beg ins the game with one Pokmon, and can capture more using Pok Balls. The player can also use his/her Pokmon to battle other Pokmon. When the player encounters a wild Pokmon or is challenged by a trainer to a battle, the screen switches to a turnbased battle screen where the Pokmon fight.[2] During battle, the player may figh t, use an item, switch his/her active Pokmon, or flee (the last not an option in battles against trainers). All Pokmon have hit points (HP); when a Pokmon's HP is reduced to zero, it faints and cannot battle until it is revived. If the player' s Pokmon defeats the opposing Pokmon (causes it to faint), it receives experience points. After accumulating enough experience points, it may level up; most Pokmon evolve into a new species of Pokmon when they reach a certain level.[3] Apart from battling, capturing Pokmon is the most essential element of Pokmon game play. During battle with a wild Pokmon (other trainers' Pokmon cannot be captured) , the player may use a Pok Ball on the wild Pokmon. If successful, the Pokmon will be added to the player's active party (or stored if the player already has the m aximum six Pokmon in his/her party).[4] Factors in the success rate of capture in clude the HP of the target Pokmon and the strength of the Pok Ball used: the lower the target's HP and the stronger the Pok Ball, the higher the success rate of ca pture is.[5] New gameplay features The most prominent change in the battle mechanics is the introduction of double
battles, in which the opposing parties each use two Pokmon at the same time. Cons equently, certain Pokmon moves can affect multiple combatants at once.[6] Also ne w to the games are innate abilities and natures; the former is shared by every P okmon of a certain species, while the latter may vary among a particular species. Abilities grant their holders certain powers in battle, such as immunity agains t certain types of moves or strengthening a certain type of move. Natures, like innate abilities, affect the strength of Pokmon in battle; however, they affect t he stats of the Pokmon rather than directly affecting the strength of the moves.[ 7] Another stat introduced in Pokmon Ruby and Sapphire is Condition, an important factor in Pokmon Contests, mini-games in which participants perform moves before a judge. Both Pokmon and their moves have a Condition, which is increased by usi ng Pokblocks (candies made from berries).[8] Like Pokmon Gold, Silver, and Crystal, Ruby and Sapphire keep track of real-life time; this influences events like tides and berry plant growth. However, unlike their predecessors, Ruby and Sapphire do not differentiate between day and night . Also, due to the differences in the technical specifications of Game Boy link cables and Game Boy Advance link cables, Ruby and Sapphire cannot be linked with Pokmon games of previous generations; one cannot battle with or trade to the pre vious generations.[9] Connectivity with other devices Ruby and Sapphire have limited e-Reader support. Nintendo released Battle-e Card s, a set of e-Reader cards that contained trainer battles in which the player co uld see previously-hidden Pokmon.[10] A special e-Reader card called the Eon Tick et was also released; obtained through the Mystery Gift function, the Ticket all ows the player to reach a place called Southern Island. There, the player faces either Latios or Latias, depending on which version the player is using.[11] Ruby and Sapphire are also able to connect to the GameCube games Pokmon Colosseum , Pokmon XD: Gale of Darkness and Pokmon Box. In the former two, once players reac h a certain point in the game, they are able to transfer Pokmon between Colosseum /XD and Ruby/Sapphire.[12] Additionally, those who pre-ordered Colosseum were ab le to access the Pokmon Jirachi and see a preview of the movie Pokmon: Jirachi Wis h Maker. Box, a so-called Pokmon "Microsoft Office", allows players to store and organize their Pokmon on the GameCube.[13] Also, in the European version of Pokmon Channel, players could receive a Jirachi at a certain point in the game, which they could then transfer over to Ruby/Sapphire. Setting Pokmon Ruby and Sapphire take place in the Hoenn region, located some distance fr om the Kanto and Johto regions featured in previous games. The design of Hoenn w as based on the Japanese island and region of Kyushu; however Hoenn is rotated 9 0 relative to Kyushu, as Junichi Masuda felt that it would provide a better gamep lay balance.[14] Like Kyushu, Hoenn possesses many smaller islands, and part of the region is dominated by sea routes, several of which contain areas where the player can dive underwater. Story Like other Pokmon games, Ruby and Sapphire's gameplay is linear; the main events occur in a fixed order.[15] The protagonist of Pokmon Ruby and Sapphire is a chil d who has recently moved to Littleroot Town. In this game, the protagonist's fat her is the Gym Leader of the nearby town, the first time the protagonist's fathe r is present in the Pokmon series and one of only two times in total. At the begi nning of the games, the player chooses either Treecko, Torchic, or Mudkip as his or her starter Pokmon from Professor Birch. His or her friend, the protagonist's rival, is also a Pokmon Trainer and occasionally battles the player.[16] The gam es' two main goals are defeating the eight Gym Leaders, proving oneself worthy o f challenging the Elite Four and Champion to become the new Champion and complet
ing the Pokdex by capturing, evolving, and trading to obtain all 202 Pokmon (It is possible to obtain all 386 Pokmon, but this requires trading with Pokmon FireRed and LeafGreen).[17] In addition to the main quest of defeating the Gym Leaders, there are side quest s in which the player can aid NPCs by fulfilling tasks (usually obtaining items) ; other side quests involve catching legendary Pokmon. The most prominent subplot involves Teams Aqua and Team Magma, crime syndicates who want to use Pokmon to a lter the climate of Hoenn. In Ruby, the villains, Team Magma, want to use the le gendary Pokmon Groudon to dry up the oceans of Hoenn and increase the region's la ndmass; in Sapphire, the Team Aqua are the villains and they try to use Groudon' s counterpart, Kyogre, to increase the region's water levels.[18] The player's f ather also introduces the player to Wally, a sickly young boy who the player hel ps capture a Pokmon to be his companion as he moves away from the big city. Wally eventually overcomes his illness and becomes a successful Pokmon trainer, ultima tely becoming the final challenger the player must face before the Elite Four. Shortly before approaching the town of the first Gym Leader, the protagonist fir st encounters the Team Magma/Aqua in the Petalburg Woods, where he or she rescue s a worker from Devon (a company that manufactures Pokballs) and recovers Devon m erchandise.[19] Upon arriving in Fallarbor Town (after defeating the third Gym L eader), the protagonist discovers that Professor Cozmo, an astronomer, has been kidnapped by Magma/Aqua. The protagonist traces them to a cave, Meteor Falls, bu t is too late to stop them from escaping to Mt. Chimney with a meteorite. The pr otagonist follows Magma/Aqua to Mt. Chimney where they are preparing to use the meteorite to alter the climate of the region. The protagonist defeats the Team's leader, however, and returns the meteorite to Professor Cozmo.[20] Shortly afte r the protagonist defeats the fifth Gym Leader (the protagonist's father, the fi rst time such a character appears), Magma/Aqua again attempts to change the regi on's climate by stealing a Castform, a Pokmon with the ability to change the weat her, from the Weather Institute.[21] After the protagonist defeats the sixth Gym Leader, Magma/Aqua steals an orb with the ability to control a legendary Pokmon (Groudon in Ruby, Kyogre in Sapphire). Magma/Aqua then steals a submarine from C aptain Stern in Slateport City; the protagonist, however, infiltrates the team's hideout, but fails to prevent the submarine from being used. Magma/Aqua, then t ravel with the orb to the Seafloor Cavern, where Groudon or Kyogre resides; the team then uses the orb to awaken the legendary Pokmon, but they have chosen the w rong one and have instead enraged the Pokmon instead of putting it under their th rall. Once awakened, the Pokmon travels to the Cave of Origin and causes a region -wide drought (Ruby) or severe rainstorms (Sapphire). When the protagonist defea ts (or captures) the Pokmon, the region's weather returns to normal.[22] Pokmon Ruby and Sapphire were developed by Game Freak and Nintendo under the dire ction of Junichi Masuda. As with its predecessors, Ken Sugimori was the art dire ctor, although these were the first games in which he did not single-handedly pr oduce all of the art.[23] When asked where his design team came up with the idea s for all of the new Pokmon, Sugimori stated that they got their ideas from past experiences in their childhood involving nature, animals, and the media and then base them on insects. Even looking at the world in a different perspective some times provided inspiration for the creatures. "First we select an insect and aft er that we add essential elements to the insects to make it more like Pokemon, s uch as adding some hard shape to it, to be more like steel," Sugimori said, desc ribing the process of creating a Pokmon.[24] As the Game Boy Advance was able to handle newer, enhanced graphics, Ruby and Sa pphire were the first games in the series that allowed up to four people to shar e information at one time, as opposed to the previous limit of two. However, the development team used a more basic graphics engine in order to keep the game si mple and not overly confusing. The team wanted the games to appeal to a large au dience, so the software was designed to be easy enough for younger generations o
f children to play, but new features were added to bring the veteran gamers back .[24] Masuda stated that the basic philosophy of all Pokmon games is communication; in the Pokmon series, this is manifested in trading and battling with other people. When asked about the new concept of double battles, the developers noted that th ey tried to focus more on the original one-on-one battles as the main type of co mpetition and only added the double battles as a "new challenge". They stated th at if they receive positive feedback about the double battles, the feature may a ppear more in future generations.[24] The games were the first in the series that did not contain all of the Pokmon fro m previous generations. Sugimori stated that the team tried to include all the n ew Pokmon as well as some from previous generations. When asked about any feature s that could not be included due to technical restrictions, Masuda noted that he wanted each individual Pokmon to make up to three different cries depending on i ts mood.[24] Nintendo did not promote Ruby and Sapphire at the 2002 E3 convention;[25] howeve r, it launched a USD $7 million promotional campaign that lasted from March to M ay 2003.[26] In addition to rewarding pre-orders of the games with merchandise, Nintendo held a contest in which participants submitted videos of themselves sin ging the Pokmon theme song with their own re-written lyrics; the grand prize for that event was a Lugia PT Cruiser.[27][28] Later that year, Nintendo launched th e EON Ticket Summer Tour, in which 125 Toys 'R' Us stores across the United Stat es offered the Eon Ticket e-Card in stores from July 19 to September 1.[11][29] Nintendo aired two television advertisements, "Faces" and "Names", on prime-time network, cable, and syndication. "Faces" featured Pokmon juxtaposed with human l ook-alikes; "Names" featured people shouting out the names of Pokmon and emphasiz ed the fact that the games introduced 100 new Pokmon.[26] Additionally, Nintendo collaborated with United Kingdom beverage brand Vimto to promote the games.[30] Audio The audio of Ruby and Sapphire consists entirely of game music; all dialogue is on-screen. The music, composed by Junichi Masuda, Go Ichinose and Morikazu Aoki, is completely instrumental except for two tracks with vocals, "Trick Master" an d "Slateport City". The soundtrack of the game was released under the Mediafacto ry label in Japan on April 26, 2003; the album reached #297 on the Oricon charts and charted for one week.[31] Junichi Masuda wrote only battle tunes, Go Ichino se wrote most of the town, route, fanfare & 'Spotted' tunes, whereas Morichi Aok i did the remainder. Critical response The games met with mostly positive reviews. IGN gave them an "Amazing" 9.5 out o f 10 rating and awarded them the Editor's Choice Award; in 2007, the games were collectively named the tenth best Game Boy Advance game of all time in an IGN ar ticle.[43] GameZone also gave the games a 9.5 out of 10 rating and gave the game s an Outstanding Award.[36] GamePro gave the games 5 out of 5 stars and named th em Editor's Choices.[44] ComputerAndVideoGames.com gave the games a 9 of 10, and GameSpot gave the games 8.1 out of 10.[33] Eurogamer and 1UP.com were less enth usiastic about the games, however; Eurogamer gave the games 7 out of 10, and 1UP gave the games a B-.[32][34] Reviewers were divided in their critiques of the games, especially concerning th e gameplay and graphics. IGN praised the "deep design" and noted that the additi on of features such as double battles greatly increased the strategic aspect of the games. GamePro also thought that the addition of double battles "add[ed] cha llenge" and "made the harder battles far more strategic than before the way the ga me should be".[44] Likewise, ComputerAndVideoGames.com called the gameplay "incr
edibly compelling and addictive".[33] GameZone noted that the gameplay was more refined and challenging than that of previous titles.[36] However, GameSpot call ed the games "a cakewalk from start to finish" and claimed that Ruby and Sapphir e "don't offer much of a challenge".[37] Eurogamer also felt that the mechanics "[get] very tired, very fast".[34] 1UP.com also felt that the games were formula ic and that double battles were underused.[32] ComputerAndVideoGames.com was enthusiastic over the graphics, calling them "gorg eous".[33] Other reviewers were less enthusiastic, however. GamePro felt that th e graphics were only "a fair bit prettier" than those of the Game Boy color game s;[44] GameZone said that the games "still [use] the simple animations and basic character designs that were created for the original, color-less Game Boy".[36] IGN and 1UP.com noted that the graphics had received only a minor upgrade,[32][ 45] and Eurogamer felt that the graphics had been upgraded to a "functional leve l at best".[34] The audio was generally well-received: GameZone and GameSpot bot h felt the audio was catchy; GameZone gave the audio an 8 out of 10 score, sayin g that while the music "was annoying at times, [...] it's also very good. [...] I found myself humming the music when I wasn't playing". Other complaints includ ed the removal of the time system of Gold and Silver and the inability to import Pokmon from the games of previous generations.[45] Sales Pokmon Ruby and Sapphire were highly anticipated.[46][47] In Japan, they sold 1.2 5 million units within the first four days of release and were the best-selling games of the 2002 holiday season;[48] sales totaled around 4.4 million within si x weeks of release.[49] They also became the first games to sell 2 million copie s in Japan since 2001's Final Fantasy X and the first games for a hand-held cons ole to do so since 2000's Yu-Gi-Oh! Duel Monsters 4.[50][note 1] In North Americ a, Nintendo sold 2.2 million units by April 2003 (within one month of the games' North American release) in the region alone.[49] Ruby and Sapphire were the sec ond and third best-selling games, respectively, of 2003.[51] The games enjoyed s uccess in Europe as well. They were the second best-selling games of the holiday season in 2002;[52] even before release, European retailers imported cartridges from the United States to meet the high demand for the games.[53] With around 1 6 million units sold worldwide, the games are the best-selling titles ever for t he Game Boy Advance.[54] However, analysts noted that with "young kids...gravita ting toward Yu-Gi-Oh!" at the time, Pokmon's popularity was waning.[55] This was reflected in the games' sales compared to those of previous generations: Red and Blue sold nearly 27 million units worldwide,[56] and Gold and Silver sold a lit tle over 14 million units.