Pokémon Gold Version

Pokémon Gold Version

released on Nov 21, 1999

Pokémon Gold Version

released on Nov 21, 1999

Pokémon Gold, along with Pokémon Silver, are the sequels to Pokémon Red and Blue. They offer 100 new Pokémon to capture and train, 8 more Gyms to take on and a new Pokémon League challenge. Featuring an expanded post-game, Pokémon Gold and Silver additionally offer extra content from the previous entries in the series.


Also in series

Pokémon Sapphire Version
Pokémon Sapphire Version
Pokémon Puzzle League
Pokémon Puzzle League
Pokémon Silver Version
Pokémon Silver Version
Pokémon Pinball
Pokémon Pinball
Pokémon Snap
Pokémon Snap

Released on

Genres


More Info on IGDB


Reviews View More

começo massante do caralho, mas o decorrer é mtoo bom

Kadabra + Psybeam still immediately hoses 99% of Pokemon you will ever have to fight, and for everything else there is the series MVP Ampharos, but this is basically where the franchise peaked.

Where Pokémon started to feel too samey for me, which is probably a bad sign when it's the first sequel in a series. The reveal after you "beat" the game is cool, but it's the only real surprise it has.

Played as part of the Pokéathlon I'm doing with a few other really cool Backloggd members @Memoats @Dalf @LunaCan2 and @Ptcremisi. As always I highly really checking out their reviews of this game and any further games in the series as well, they're very cool.

3 years after launching their wildly successful games and franchise Game Freak and the Pokemon Company were riding high and decided that it was time to do it again, and what they delivered this time, is in my opinion just an improvement in every way. Pokemon Gold/Silver despite being only the second games in the series do so much right that still makes them some of the most memorable to me. I think the first thing that pops out at me is just how good these games look, being on the Gameboy Color they are now, you guessed it, in color and it just makes the game look more detailed and appealing to me. Apart from just better visuals this game boasts solutions to several of the problems I had with Gen 1's game design, the battle system is more balanced, navigating the UI feels natural now and doesn't slow down gameplay all that much, and the game just feel much faster overall both in battles and in the overworld. The developers really took most of the problems they saw in Red/Blue and fixed them here and that's both really commendable of them and makes me enjoy this game a lot more.

Regardless of how much I do enjoy this game though there were a few problems that came up while playing it that hindered my experience a bit. The first and what's probably my biggest problem with the game is just how limited and unfun team building feels in this game. While not as many as the 151 in the first game, there are plenty of new Pokemon introduced in this game that are specific to the Johto region and some of them have some really cool designs, unfortunately though most of these Pokemon are inaccessible to the player as they're playing through the game. Instead, the game insists on giving you a handful of these new Pokemon as well as bringing back almost every Kanto Pokemon for you to use to make up for the fact you can't easily catch all the new ones right off the bat. This is extremely frustrating when building teams as all the new Pokemon are backloaded into the later routes in the game and the beginning routes of the game are packed with a bunch of Kanto Pokemon that you probably already used in Red/Blue. Team building becomes very scarce because of this and frankly just kinda unenjoyable, and while I still managed to make a team I was proud of I couldn't help but feel that it could've been better. The other major problem with the game is its abysmal level scaling and how much it slows down your Pokémons' progress when it comes to leveling up. After beating the fourth gym the game turns you over to beat the next three gyms in whatever order you want, allowing the player a bit of freedom in which direction they go and what major story events they take part in from that point, unfortunately as cool as this is it's also a double-edged sword. Because of this freedom the game doesn't scale opponent Pokémon in a clear way that shows you what level your own Pokémon should be at and when you finally get past this section of the game the levels in the last portions of the game spike dramatically making things exponentially harder for the player due to no fault of their own. The levels of the final gym leader as well as in victory road and especially in the Elite Four are exponentially higher than what your Pokemon are going to be at and I found myself having to leave these areas and grind on wild Pokémon for a while to even stand a chance against these opponents which was a bit frustrating to say the least.

Apart from these flaws Pokemon Gold/Silver are a really fun time, the world is still packed with that old Gameboy Pokemon game charm and is just really fun to play through because of it. I should also mention that as a post-game you get to go back and explore the whole Kanto region and fight all the gym leaders there, as well as have a really intense and tough fight against the protagonist from Red/Blue which is really cool, I however did not do this post-game this time seeing as I'm going to be replaying through Kanto enough throughout the course of this marathon. Although the region-design and level scaling is fundamentally flawed and team building is it's own challenge, I still enoyed ever minute of this replay of Pokemon Gold and am amazed by just how much was improved over the original games in just one direct sequel.

Final Team/Naming Theme: Dead Meme Icons (idk I just thought it'd be funny)

AMOGUS the Typhlosion (beacuse Typhlosion is red and the funny imposter is red)
Rick Astly the Ampharos (because I'm never gonna give this Pokemon up on any of my Johto teams)
Pepe the Parasect (Parasect just seemed like a good Pepe the Frog stand-in)
Shrek the Nidoking (Nidoking just has this ogreish vibe about him to me, I can't explain it)
Chungus the Azumarill (Azumarill is a rabbit of the larger variety, this one should be obvious)
Illuminati the Xatu (It's a mysterious flying thing with eyes as a pivotal part of its design, it fits perfectly)


This review is part of the Pokéathlon, a Pokémon Marathon I'm running alongside @Dalf, @LunaCan2, @VSLazer, and @Ptcremisi! I'm really glad that people are willing to ride this Pokéathlon out with me, so please give them your full support!

So, Pokemon Gold, huh? Talk about a damn good follow-up to the original games! This game basically improves almost everything that was annoying in RBY. The bag system is much more organized, the world feels much more organic with a day/night cycle, the Johto map feels WAY nicer to explore than Kanto where it feels like you have to pull out a guide sometimes, and in general, the game just feels much comfier than RBY thanks to it's super relaxed atmosphere. This definitely felt like a much more laid-back adventure than Kanto, and I think it was a great decision.

That said, Johto's flaws are much more readily apparent than Kanto's. For one, why on earth do we need THREE water HMs? This either kills your water mon's coverage or forces you to double up on water types on your team, which just sucks in general. The fact that a ton of stuff is locked in Kanto also sucks too considering you need to beat the Champion in order to access a ton of useful items and TMs. For example, if you want a Water Stone, that's locked to Kanto UNLESS you register this random fisherman's number on your Pokégear and hope he gives you one.

Speaking of the Pokégear, I think it's a pretty ambitious concept, but I don't think it was implemented all too well in this game. I only registered Youngster Joey from Route 30 and his calls got kind of annoying after a while because of how monotonous the calls are, so I can't imagine what it must be like to register everyone who you meet.

Well, back on the positives, the level curve feels much better this time! No sudden 15-20 level spike like in Kanto's E4, so things felt a lot fairer this time around. The only time it was really ever an issue was around Clair, where she was around level 40 and the surrounding Pokemon were level 25, which made grinding kind of a pain for her fight, but I guess her being a difficulty spike was intentional and also a way to encourage you to go do trainer rematches for EXP.

In general, Pokemon Gold feels like a great step forward with a few mini steps back that hold it back in some ways. Still a great game though! I'm glad I played it at the very least, and I enjoyed my time.

Alright, time to show the Pokemon Hall of Famers!
- Onibi the Typhlosion
Typhlosion was my first ever starter, so I wanted to give him a shot in this game. While there weren't a ton of great uses for him once the midgame hit, he definitely shined in the lategame with both Fire Punch and Thunder Punch at the ready. Such a badass Pokemon, gotta love Onibi.
- Tsuchinoko the Dunsparce
Going into this game, I KNEW I wanted to use Dunsparce. Dunsparce is probably my favorite Gen 2 pokemon just because of how goofy they are, it's definitely one of the most underrated Pokemon out there. So, how did Dunsparce do? Well, if you're using Dunsparce as a "spam physical moves and pray for the best" mon like Snorlax, you would be disappointed with it's performance. You see, Dunsparce is much more of a cheese mon than an offensive mon. Using Dunsparce is much like cooking a meal if other easy use mons were microwave meals. You have to prepare your opponent if you want to use Dunsparce, you have to butter them up with Glare to paralyze them, then you can use Attract or whatever else you have up your sleeve, and only then can you begin to ram your head against the opponent by Headbutting them to death with the power of Paraflinch strats. Tsuchinoko, you will be forever loved.
- Ittanmomen the Jumpluff
Jumpluff! One of the standout Gen 2 mons, this adorable guy was unfortunately screwed over by the abysmal learnset of Gen 2, learning MEGA DRAIN comically late and having Giga Drain be locked away to Kanto, Ittanmomen was unfortunately not given much time to shine, though the Leech Seed support was very nice.
- Kotobuki the Ampharos
I don't have much to say on Ampharos, they were nice to have around to deal with Water and Flying types, but otherwise were kind of filler.
- Suiko the Vaporeon
Mostly an HM slave; I thankfully got lucky that the Fisher gave me the Water Stone I needed, but there wasn't anything memorable I did with Suiko.
- Yamajiijii the Unown
This one's a pretty unexpected pick, I know. Who in their right mind uses Unown? Well, I don't know if I'm in the "right mind", but I know I certainly used Unown. Originally I had planned to scrap Unown in favor of a Natu, but at the time I didn't really have a good answer into Rock and Electric types, and this Unown in particular had Hidden Power Ground, so Unown kind of stuck around and by the time I reached a point where I COULD have swapped it out, I was too attached and decided to take this guy to Lance. And you know what? He absolutely rocked Lance! Just don't ask how he was able to hit Lance.


Colorblindness Rating: A
No issues here! Color's not a big deal unless you're looking for a shiny or whatevz, but they get a pretty distinctive animation to show it so it's hard to miss.