(banner courtesy of Nintendo's own PokéMD2: Explorers useless site)
*Note: Disclaimer highlighted at the bottom*
**Note: Use the find function and look for ** (double asteriks) to find any updates I made.
Pokémanz - Explorers of Time/Darkness official not-as-useless-anymore site:
http://www.pokemon-games.com/pokemonmd/
Boxes and users:
Explorers of Darkness box:
Explorers of Time box:
Friend Code thread from Online Forum:
Clicky
Story:
Who cares. You're a human who woke up one day and found out you turned into a Pokémanz and now you have to find out how this happened. In the meantime, you do missions until you reach to the game's conclusion (ie the game's halfway point).
Start:
- Pokémanz, let me play as you.
- Its now a top to bottom made for DS sequel instead of a GBA port 'em up with nothing else as the original Red/Blue Rescue Team has shown.
The monster you turn into depends on how you answer a personality questionaire not unlike Ogre Battle/Tactics Ogre and Dragon Quest 3 GBC. Your potential character monster can either be any of the three starters from the main games (you know them all) in addition to Pikachu, Meowth, Skitty and Munchlax. You then choose a partner for yourself from the list of remaining monsters; you will not be able to choose a monster the same type as you. While the story in the original PokéMD was decent enough and was well written all things considered, it was still wholly forgettable.
Random Screenshots:
Resized 1up shot because their original resolution was stupidly large and ugly:
Basic gameplay:
*Note: this is assuming that PMD2's basic setup is exactly like PMD1, which the Nintendo Power seems to state.
- Take the world of Pokémanz, change its turnbased gameplay to make it more like Mysterious Dungeon games while retain all the things that made Pokémanz games so endearing. Now switch the emphasis of some things around, tone down the difficulty (until you get to the post game stuff), tweak the balance and that's pretty much what you get with the Pokémanz license of Mystetrious Dungeon games. ps, its better than it sounds.
- All movement is grid-based. You move in single steps in any of the 8 directions. You can cut corners over areas you can't walk over like lava or water but not thru walls.
- You can only carry a limited number of items in your bag (20) and each monster can only carry one item at a time, including the leader. Depending on the 'IQ' of that monster, they can also use items automatically; only seeds and thrown items tho.
- While hunger (indicated by your Belly) effects all monsters, only the leader will get hungry from actions. This means you can move all you want and your allies will not go hungry at all; they remain at 100 if theyre never switched to Leader status. However if your partners Belly drops to 0, they stop moving and any attacks they do, no matter how strong, only does 1 point of damage.
Pokémanz Dungeon additions:
- Missions, like the first game, are what drives things in Time/Darkness. They still comprise of a client, goal, grade level of difficulty, prize for finishing and a password (which I assume is to share missions with those with the game, tho I never used them). Grades range from E being easiest, up to A, then S, and finally * (asterick). In order to collect your prize, you have to finish the dungeon properly. They are all found on the Town/Hub's bulletin board.
- When a monster gets wiped out, the penalty depends on what role the fainted monster plays, tho it would always involve that monster dropping its held item.
--If it is a monster that has joined and hasn't became a permanent part of your team (you're still in the middle of the dungeon), they disappear forever.
--If a monster joined and is part of your permanent team, they drop their held item and return to town until the next mission.
--If it is a mission based guest monster, who btw are always level1 no matter what monster evolution they are (like a level 1 Salamance), when they get wiped out, you lose the mission whether it is your fault or not (due to stupid nonexistant NPC AI) and end up back at your base.
--Finally if your leader gets wiped out, your entire party gets kicked out.
If the latter two events happen, you lose all of your loot and all your cash (unless you have someone save you via password or wifi (new to Time/Darkness).
- Unlike other Mysterious Dungeon games, the game doesn't automatically reset your level back to 1 whenever you die. Even if you get wiped out, you retain your accumulated levels and any new moves you may have learned. The game is only painfully easy until you get to the latter half of the game, ie where the real game begins.
- All monster types and abilities from the mainline games play a big part in the game. Examples include, all monster types that can fly (Flying and Ghost) or have an ability to allow them to fly, can fly over unwalkable terrain; ghost types can pass thru walls; fire types or monsters that can withstand burns and fly over lava can safely walk over lava; monsters with Pick-up will have a chance of finding items at the start of every new floor; etc.
- Items play a big role in the game. They include:
-- Seeds that effect monster condition or status when eaten
-- Scarfs that have long term effects when held
-- Orbs which causes alternate effects when used
-- Fruit or other food to prevent starvation or raise IQ when consumed
-- TM/HMs to teach new moves
-- Projectiles that inflict damage when thrown (very useful when you need to snipe or if you somehow get an empty belly)
All items are important especially the all important last resort 'Escape Orb' item. There are other items which serve other purposes but I'm too arsed to list them all.
- Like the mainline games, you only get 4 moves per monster and all moves have different number of uses from the regular games. In addition, you also get a basic non-attribute attack (A button attack) that does weak damage but can use an unlimited number of times. This is not like Struggle since you dont receive recoil damage from using it, tho Struggle is still in the game. ** Also by using moves against enemy monsters, you get double exp for using a single move. The move has to effect the opponent monster in some way, so something like Howl won't effect bonus exp. However the move doesn't have to be the attack that KOs the monster but it just has to be used against the opponent monster.
- Moves are handled just like the mainline games; most of them are gotten from leveling up monsters while the rest are gotten from TM/HMs. However there is no breeding in the first PMD but you can get eggs in PMD2. In addition, movesets for each monster is the same as those from the mainline games, so you can reuse that Pokédex if you feel the need. Tho one difference is, while HMs can be used an unlimted number of times, unlike the mainline games, they can get overwritten by another move without having to go to a move deleter (these guys dont exist in the game). Also TMs when used turn to 'Blank TMs' and can be recovered with the 'Recycle' move (Mr. Mime and Porygon series know this).
- Moves can be linked together, up to 4, to activate multiple moves in one single turn; tho all effected moves will still lose PP. When a move drops to 0, that move is delinked, tho it can be relinked either by an item or by the town member who links moves for you for a price. This same character also acts as your move tutor to remember moves. Move tutor rules from mainline games still apply. Also, the item that links moves for you (you'll know it when you see it) allows you to link and delink a single monster's moves as much as you like. ** In addition, linking moves can increase bonus exp as well. If you link 2 moves and use that move against an enemy, you get triple the exp you usually get from KOing the opponent monster. 3 linked moves give you four times the exp and 4 moves in one gives you five times the exp.
PokéPals:
- Unlike the mainline games, you only get to use 4 monsters; you, the leader plus up to 3 partners. However, all 4 monsters will be on the map all at the same time.
- When you defeat an enemy, even if they join you, all ally monsters gain exp.
- Your partners are all idiots, period. No matter how you set them, they will do the stupidest thing possible and screw you over. Even the limited AI options the game gives you wont prevent that. So just take advantage of what you can (ie, always bring a Ghost with you, doesn't matter which is and leave them behind a wall. Other than other ghosts and a few moves, they are invincible).
- To catch monsters and have them join you, you simply knock them out and hope that they return during their fade to oblivion. If successful, you say yes or no, give them a nick if yes, and you have to successfully leave the dungeon without having your new partner or yourself faint. In PMD1 you also had to have a grazing area for them unlocked to even get a chance to have them ask you that special question. Fortunately, thats not the case in PMD2.
IQ:
Raise the IQ of monsters by feeding them a food object called 'Gummies'. There are 17 kinds of gummies, each representing a monster type in the game. In addition to filling up a monster's belly for every gummy eaten, gummies also add to a hidden stat for that every monster partner has, 'IQ'. The higher the IQ, the more partner IQ options and passive skills they unlock. How the monster and gummy attribute relation goes is just like how a Pokémanz move acts in relation to the receiving Pokémanz, or something like this:
Attack Move:receiving Pokémanz / Pokémanz:Gummy
So if the consuming Pokémanz type is super effective again a gummy type (ex Piplup eats a fire gummy), it gets a higher IQ gain than the same monster eating a gummy type that is strong against it (ex Piplup eating an elec gummy). And of course matching types of Pokémanz and gummy nets the highest IQ gain.
Dungeons:
- You can have up to 3 partners (4 party members total, duh). Each of them have limited AI options tho they'll be retarded no matter how you set them (as mentioned before).
- Every action you take, whether it is moving, attacking, using a move/item or youre sleeping/paralyzed/other effect, everything else on the map takes a turn to move, attack, use a move/item, or sleep/paralyze/other effect as well. Always keep this in mind.
- Dungeons are unlocked as you play them. In the post game, some dungeons are inaccessible unless you're carrying an HM (which you can get more than 1) or have a monster that knows that HM move.
- Like with all Mysterious Dungeon games, all dungeon floors are randomised and fair. Maximum floors a dungeon can have is 99.
- Not all dungeons have boss battles and you can only fight them once except in the post game.
In town:
- While you can find any item in dungeons, the town/hub has a shoppe that sells random items. Items are generated every time you finish a dungeon, succeed or fail. While you can find both TMs and HMs in dungeons, shoppes will only sell you TMs. In addition, there are instances where there will be a shoppe in a dungeon as well AND you can steal their items, tho you'll get penalized (Ive never tried or bothered so I dont know what the penalty is).
- A bank and item storage are available for you to keep cash and items which you want to keep for later use. The following Kangaskhan takes care of item storage:
The following Duskull takes care of ur banking:
- Other places include the area that displays all your missions, move related queries, evolution etc. These aren't really as important.
- Speaking of evolution, monsters dont evolve thru level ups now, tho reaching a certain level is still the main indicator of evolution. The other methods of evolution like trading and held items are done merely by having them on hand (trade evolve is just an item now, Link Cable). To actually evolve, you first have to beat the game then unlock the location in town to beef up your monster.
Take note, if evolving is like the first game, it doesnt effect stats at all and only moves, types and abilities.
- Dunno if it was brought over from PokéMD1, but theres a fighting Dojo that does something. I never bothered with it so I have no idea what it does other than give you trophies.
New stuffs:
(courtesy of Nintendo Power)
- Top screen is no longer worthless. No longer is your map relegated as being overlaid over the gameplay screen, cluttering up viewing area, though that is still an option if you like. The top screen can show the map of the current floor you're on, but will still show basic info about your party. The top screen can also be toggled to show more detailed stats for your party and the map be overlaid over the gaming screen as it is the first game.
- Pokéggs make an appearance in the game. They are prizes from missions and they hatch into base monsters with random moves.
- Originated in the first PokéMD and expanded in Shiren the Wanderer DS, you can have others rescue you via Nintendo Wifi if you get wiped out and don't want to lose progress or l00t. No longer are you limited to passwords, tho you can get help from that method as well.
- Another Wifi feature is you play against other players in teams battle (as an unlockable).
- Possible downloadable missions.
- Improved graphics (slightly).
** From the not-as-useless-anymore Nintendo Pokémanz website:
- Pokemanz personality test:
http://www.pokemon.com/dungeon2/personality_test/
You can trade Items via local wireless (no wifi). Items can also be sent one way as well.
According the faq, teams from other carts can be sent over to fight in the Dojo. However, it doesn't mention anything about adding monsters to your roster.
When you send SOS Mail, if you have any registered emails, your SOS Mail gets sent to your friends' mobile, PC or Wii.
Time/Darkness Differences:
Unlike the first game, Time/Darkness features actual version differences, just like the mainline games! By exchanging passwords, you can unlock version exclusive monsters. When you unlock version exclusives, you'll then have to catch them yourselves. There is no trading in the game.
Exclusives info courtesy of serebii.net.
Exclusive to Darkness
Mewtwo
Burmy (other forms are in Time)
Buneary
Lopunny
Rotom
Burmy (other forms are in Time)
Buneary
Lopunny
Rotom
Exclusive to Time
Celebi
Combee (Vespiqueen is in Darkness)
Pachirisu
Riolu
Lucario
Combee (Vespiqueen is in Darkness)
Pachirisu
Riolu
Lucario
Other impressions here:
Courtesy of Echoes.
Other wackiness:
*Hint, click on the pic to read their news on the game*
** For those who get Nintendo's newsletter, this is what happens when you hover your mouse over it:
Comparason with the other DS dungeon crawler you all should buy if you haven't by now:
Judging from my time with PMD1 (which is 60 hours and still going strong) and from the little I played of Shiren and from talking about the game with others, they're both worthy additions to any dedicated gamer's library. However that is the case for PMD (referring to the first one here) only after you beat the main game (which is only about 15 hours even with a few extra missions on the side) because the dungeon crawling doesn't start until the difficulty ramps up and the game stops holding your hand.
Conclusion:
While I realise that there is already a thread asking for impressions which got turned into an official thread, the severe lack of information is disappointing and needed to be rectified. Also, I had the go-ahead from admin-ship to post mine. Apologies for that thread's OP.
Also, as of writing, I don't have my copy in yet, but it is coming to me by mail. Although I am still in the middle of the first PokéMD tho considering I still have around 10 dungeons to unlock and even more to beat for the first time, I have a feeling I'll be able to go from one to another without much problems since, as mentioned in that giant wall of text up there, Pokémanz Mysterious Dungeon 2 is more of the same of the first Pokémanz Mysterious Dungeon.