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What Pokémon Classic changes

How the game plays differently from Pokémon Emerald, then every stat, type and ability it alters next to what the official games do.

How the game plays

Pokémon Classic is a remake of Pokémon Yellow built on the Pokémon Emerald engine, started by danenders (LazyDev) and carried to this version by DaniRainbow. The shape of the game is the Kanto you remember: Pallet Town, eight badges in the old order, a partner Pikachu that follows you everywhere and never evolves, and a rival whose Eevee becomes Jolteon, Flareon or Vaporeon depending on how the two of you play. What the newer engine buys is everything underneath. Moves are physical or special on their own terms rather than by type, Fairy exists, and every one of the 151 has a modern three-slot ability line and a rewritten level-up list. Mega Evolution is real and arrives in the post-game with a Mega Ring and fifteen stones hidden around Kanto. Trade evolutions are gone: Kadabra, Machoke, Graveler and Haunter take a Power Stone instead, so a solo playthrough can finish the Pokédex. A DexNav points you at hidden Pokémon in the grass and out on the water, day and night change what walks the routes, and the post-game piles on Cerulean Cave, Faraway Island, gym leader rematches, Title Matches at the Indigo Plateau and a daily hunt for Team Rocket fugitives. There is no level cap. Every table on these pages is read from the creator's own published source at v1.5.1, with the item, tutor and story order from their player help guide.

Mega Evolution

Beat the Champion a second time and you are given a Mega Ring; after that the Mega Stones start appearing around Kanto — a Venusaurite in Cerulean City, a Beedrillite in Viridian Forest, a Gengarite on the sixth floor of the Pokémon Tower, the two Mewtwonites in Cerulean Cave, and so on. The Pokémon holds its stone as its battle item. When you pick a move, a grey Mega symbol appears; press Start to turn it rainbow and the Pokémon Mega Evolves before the move goes off. It stays Mega until it faints or the battle ends, and you get one Mega Evolution per battle. The fifteen Mega forms have their own pages here, with their own stats, types and abilities.

The Power Stone replaces trading

Every Pokémon that used to need a plain trade can evolve without one. Kadabra, Machoke, Graveler and Haunter each keep the trade option and gain a second one: use a Power Stone on them. Each of those four species' pages lists both routes up. The six evolutions that need a trade as well as a held item are a different matter — Poliwhirl with a King's Rock, Slowpoke with a King's Rock, Onix and Scyther with a Metal Coat, Seadra with a Dragon Scale and Porygon with an Up-Grade are all still in the game's evolution table, but the Pokémon they turn into are from Johto and are not part of this Kanto game, so they only happen if you trade with another Generation III game.

The DexNav

Bill gives you the DexNav at his cottage on Route 25 once you have Misty's badge. It searches for Pokémon you have already seen, shows what is around at the current hour, and rates a Pokémon's best stats as zero to three stars. It also finds Pokémon that are not in the ordinary wild tables at all: when one appears you get a magnifying glass on screen and a marker where it is hiding. Walk towards it slowly with A held or it runs. In a cave or on the water it moves three times and the third spot is the one you can reach. This guide lists those hidden tables as their own methods, separately from the grass and surf tables they sit alongside.

Day and night

The game reads your console clock. Day runs from 8am to 8pm and night from 8pm to 8am, and 36 routes and towns carry a separate wild table for each. Every other map uses the same table at any hour. A table on these pages is only labelled "(day)" or "(night)" where the game's own two tables actually differ — an unlabelled table is what you meet whenever you walk there.

HMs without teaching the move

You can use an HM straight from the bag once you have the badge that goes with it, so no party slot is spent on Cut or Flash. Dig works the same way from its TM, and Teleport from any psychic Pokémon. The badges are the gate: Flash needs Brock's, Cut Misty's, Fly Lt. Surge's, Strength Erika's, Surf Koga's, Rock Smash Sabrina's.

Daily events

After the Champion, Team Rocket fugitives turn up in fixed spots around Kanto once a day and can be hunted down for a fight. Berry trees regrow, the gate guards want a fresh cup of tea, and Professor Oak's aide Cedar moves around the map handing out Flash, the Everstone, the Itemfinder, the Amulet Coin, the Exp. Share and the Catching, Oval and Shiny Charms.

The post-game

Beating the Champion opens Cerulean Cave and Mewtwo, Faraway Island, and a rematch ladder: every gym leader has a second team and then a post-game team, the Elite Four have post-game teams of their own, and Title Matches at the Indigo Plateau pay Battle Points. The Battle Tower itself no longer runs battles — it is a shop for spending those points. All of those fights are on these pages, each one labelled in its title, and none of them counts towards the badge-by-badge level table.

No level cap

The game has no level-cap system: nothing stops a Pokémon gaining experience, obeying you or evolving at any point in the story. The level table on this site is only a record of the highest level a boss actually brings by each badge, which is useful for judging how far ahead you are, not a rule the game enforces.

From the creator's player help guide and the game's own published source at v1.5.1.

The main changes

  • Pokémon Yellow's Kanto rebuilt on the Emerald engine: the original 151, the eight badges in the old order, and a partner Pikachu that follows you and cannot evolve
  • Modern battle rules on Generation III data: the physical/special split, the Fairy type, three ability slots per Pokémon and rewritten level-up lists
  • Mega Evolution for fifteen forms, unlocked with a Mega Ring after a second run at the Champion, with the stones hidden around Kanto
  • No trading needed: Kadabra, Machoke, Graveler and Haunter evolve with a Power Stone as well as by trade
  • A DexNav that tracks hidden Pokémon in grass and on the water, shows what is about at this hour, and stars a Pokémon's best stats
  • A day/night clock that changes the wild tables on 36 routes and towns
  • HMs you can use from the bag with the right badge, plus Dig from the TM and Teleport from any psychic Pokémon
  • A handful of challenge trainers hiding on ordinary routes with post-game teams, well above anything else around them
  • A daily hunt for Team Rocket fugitives, berry trees, breeding and a roaming aide who hands out the Catching, Oval and Shiny Charms
  • A long post-game: Cerulean Cave, Faraway Island, gym leader and trainer rematches, Battle Point Title Matches at the Indigo Plateau, and a Battle Tower turned into a shop
  • No level cap — the game never stops a Pokémon gaining experience

How the Pokémon change

Measured from the guide's own data, so it can't drift from the pages it links to.

Compared against present-day official data. The Fairy type and hidden abilities arrived after Pokémon Emerald, so a difference here can belong to the series rather than to this hack.

Evolution methods for all 87 species →

Base stat changes (2)

PokémonWhat changedTotal
ArbokArbokAttack 95→85, Sp. Atk 65→95448→468
WigglytuffWigglytuffSp. Atk 85→75435→425

Ability changes (2)

PokémonGainsLoses
KoffingKoffing—Neutralizing Gas
WeezingWeezing—Neutralizing Gas