This is a sub-page of Proto:Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!/May 12, 2018.
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Please elaborate. |
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 |
Damage |
Accuracy |
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Proto |
Final |
Proto |
Final |
Zippy Zap |
50 |
50 |
100% |
Bouncy Bubble |
60 |
90 |
100% |
Buzzy Buzz |
60 |
90 |
100% |
Sizzly Slide |
60 |
90 |
100% |
Glitzy Glow |
80 |
90 |
95% |
Baddy Bad |
80 |
90 |
95% |
Sappy Seed |
100 |
90 |
90% |
Freezy Frost |
100 |
90 |
90% |
Sparkly Swirl |
120 |
90 |
85% |
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#
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This needs some investigation.
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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#
- Candy is not picked up whenever a Pokémon is caught, unlike in the final. You can only get candy through sending your Pokémon to Professor Oak.
- All Species Candy seems to be unobtainable. Sending Pokémon to Professor Oak only yields stat-boosting candy.
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 |
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 ______. |
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 ______. |



