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Quiz about InGame Pokemon Generation 2 GSC 3
Quiz about InGame Pokemon Generation 2 GSC 3

In-Game "Pokemon" Generation 2 (G/S/C) [3] Quiz


How much do you know about the "Gold"/"Silver"/"Crystal" "Pokemon" games? This quiz features various in-game mechanics of these Game Boy Color games. Even more obscure questions than in Part 2!

A multiple-choice quiz by Crystal_. Estimated time: 5 mins.
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Author
Crystal_
Time
5 mins
Type
Multiple Choice
Quiz #
356,791
Updated
Dec 03 21
# Qns
10
Difficulty
Tough
Avg Score
6 / 10
Plays
199
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Question 1 of 10
1. If the accuracy of a Pokemon is lowered five stages, how many times should we expect it to hit with a 100% accurate attack such as Flamethrower? Hint


Question 2 of 10
2. If you catch a wild Pokemon, what will its happiness value be? Hint


Question 3 of 10
3. Frustration and Return reach their maximum base power when the user has a happiness value of 0 and 255 respectively. What is their minimum possible base power under totally unfavorable conditions? Hint


Question 4 of 10
4. Pokemon will grow slower or faster depending on the experience group they belong to. With the amount of experience points required to raise sixteen Pokemon of the slow experience group to level 100, how many Pokemon of the fast experience group could I have raised to the same level? Hint


Question 5 of 10
5. In the bug catching contest, the players are awarded points depending of the Pokemon caught. Apart from the DVs and stats of the Pokemon, which of the following has effect of the score given? Hint


Question 6 of 10
6. When Headbutt is used on a tree, a Pokemon will not always fall out. To calculate the probability of getting a Pokemon, the game creates a formula that depends on which values? Hint


Question 7 of 10
7. If the player has no badges, what is the chance that a level 13 traded Pokemon becomes disobedient when attempting to move? Hint


Question 8 of 10
8. In any given cave or in any given route with tall grass, which is the maximum possible number of different species of Pokemon that can be found (assuming the time of the day stays the same)? Hint


Question 9 of 10
9. Which of the following Unown forms can be shiny? Hint


Question 10 of 10
10. Each trainer has set DVs for his/her Pokemon depending on which trainer class it belongs to (Youngster, Lass, Leader Falkner, Leader Bugsy, Elite Four Will, Rival...). Which are the DVs of male Rocket Grunt's Pokemon?
(This is sorted as Attack/Defense/Speed/Special.)
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Quiz Answer Key and Fun Facts
1. If the accuracy of a Pokemon is lowered five stages, how many times should we expect it to hit with a 100% accurate attack such as Flamethrower?

Answer: 3/8 (37.5%)

Both the accuracy and the evasion of a Pokemon are affected by this way (evasion is boosted and accuracy is lowered):

0 = 100%
1 = 75% (3/4)
2 = 60% (3/5)
3 = 50% (3/6 = 1/2)
4 = ~43% (3/7)
5 = 37.5% (3/8)
6 = 33% (3/9 = 1/3)

An attack will hit if H > 1 in the following formula:
H = Attack's accuracy * Accuracy / Evasion
2. If you catch a wild Pokemon, what will its happiness value be?

Answer: 70

Pokemon caught without a Friend Ball always starts with a base happiness of 70.

Happiness can vary between 0 and 255. Actions such as leveling up the Pokemon or giving it vitamins will affect happiness positively, while letting the Pokemon faint, for instance, will affect it negatively. Some Pokemon such as Eevee and Chansey can evolve when 220 happiness is reached.
3. Frustration and Return reach their maximum base power when the user has a happiness value of 0 and 255 respectively. What is their minimum possible base power under totally unfavorable conditions?

Answer: 1

Frustration and Return can go as low as 1 base power. The formulas used to calculate their base power is:
Frustration's base power = (255 - Happiness) / 2.5
Return's base power = Happiness / 2.5

The base power is set to 1 if the formula outputs 0, so the minimum possible value is 1.
4. Pokemon will grow slower or faster depending on the experience group they belong to. With the amount of experience points required to raise sixteen Pokemon of the slow experience group to level 100, how many Pokemon of the fast experience group could I have raised to the same level?

Answer: Twenty-five

1,250,000 experience points are required to raise to level 100 a Pokemon of the slow experience group, whereas 800.000 points are required if the Pokemon belongs to the fast group.

An interesting glitch regarding the experience rates is the experience underflow glitch. Pokemon of the medium slow group use a complicated formula and are calculated to have -54 experience points at level 1 (level 1 Pokemon are unobtainable through regular gameplay). If a level 1 Pokemon of this group gains less than 63 experience points, so that there aren't enough points to reach level 3 or more, the Pokemon gets automatically to level 100. This happens because the game reads the unsigned integer equivalent of -54, this is, 16777162, which are more than enough experience points to reach level 100.
5. In the bug catching contest, the players are awarded points depending of the Pokemon caught. Apart from the DVs and stats of the Pokemon, which of the following has effect of the score given?

Answer: Whether the Pokemon is holding an item

The formula used to calculate the total score is:

(Maximum HP * 4) + Attack + Defense + Speed + Sp.Attack + Sp.Defense + A + int(Current HP/8) + B + 1
(int means that Current HP/8 is rounded down)

A starts with 0:
If half the Defense DV, rounded down, is odd, add 16 to A.
If half the Attack DV, rounded down, is odd, add 8 to A.
If half the Special DV, rounded down, is odd, add 4 to A.
If half the Speed DV, rounded down, is odd, add 1 to A.

If the Pokémon is holding an item, B is 1; otherwise B is 0.

This means that the maximum possible score is 387 points if the perfect Scyther is caught.
6. When Headbutt is used on a tree, a Pokemon will not always fall out. To calculate the probability of getting a Pokemon, the game creates a formula that depends on which values?

Answer: Location of the tree within the map and player's ID number

The probability depends on the trainer's ID number and the X and Y coordinates of the tree, and various calculations are done with these numbers. This means that each given tree has a set probability of giving a Pokemon until the player starts a new game (because the ID number changes).
One out of ten trees will produce a Pokemon 80% of the times, while other trees will produce a Pokemon either 10% or 50% of the times.
7. If the player has no badges, what is the chance that a level 13 traded Pokemon becomes disobedient when attempting to move?

Answer: 13/23 (~56.52%)

A traded Pokemon won't always obey you if you don't have enough badges. If you have no badges, only Pokemon up to level 10 will always obey you if the Pokemon was traded. Otherwise, the game generates a random number between 0 and 10 + L - 1, where L is the level of the Pokemon. If the number is equal or greater than 10, the Pokemon won't obey.

A disobedient Pokemon will randomly go to sleep, use another attack, or do nothing, for example.
8. In any given cave or in any given route with tall grass, which is the maximum possible number of different species of Pokemon that can be found (assuming the time of the day stays the same)?

Answer: Seven

For each time of the day and for each route with tall grass or cave, the game uses a total 28 bytes for wild Pokemon data (but uses less space for surfing Pokemon).

2 bytes are required to define each Pokemon; likewise, 2 bytes are used for the level of each Pokemon. This leaves us with space for seven different Pokemon, although in practise, in most cases, there can only be found less than seven species of Pokemon, to allow including the same Pokemon with different levels, or just to increase the encounter rate of any given Pokemon.
9. Which of the following Unown forms can be shiny?

Answer: Unown "V"

We saw in Part 2 which are the requirements for a Pokemon to be shiny, let's now see what determines the form of an Unown:

Unown letter = ((A+B+C+D)/10)+1

If Attack DV is 0,1,8,9 -> A = 0
If Attack DV is 2,3,10,11 -> A = 64
If Attack DV is 4,5,12,13 -> A = 128
If Attack DV is 6,7,14,15 -> A = 192

For B,C,D apply the same logic, but using the Defense, Speed, and Special DVs instead respectively. Not only that, but also divide the value by 4 progressively (so that: B can be 64/4=16, 128/4=32, 64; C can be 16/4=4, 8, 12; D can be 1, 2, 3).

The result is the position in the alphabet of the Unown form (for example "C" if the result is 3).

This means that only the shiny "I" and "V" forms exist.
10. Each trainer has set DVs for his/her Pokemon depending on which trainer class it belongs to (Youngster, Lass, Leader Falkner, Leader Bugsy, Elite Four Will, Rival...). Which are the DVs of male Rocket Grunt's Pokemon? (This is sorted as Attack/Defense/Speed/Special.)

Answer: 13/8/10/8

The DVs of male Rocket Grunt's Pokemon are:

Attack: 13
Defense: 8
Speed: 10
Special: 8

Thus, the HP DV is 8.

Generally, DVs are low for the most common trainers (like Youngsters, Lasses and Fishers for example) and very high for Gym leaders, some Rocket executives, Elite Four and Champion. Male trainers usually have Pokemon with a good Attack DV while female trainers often have Pokemon with a better Defense DV instead.
Source: Author Crystal_

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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