Unique Catching Mechanics
Unlike traditional battles, Pokémon in the Safari Zone do not attack you. Instead, they have a chance to flee at the end of each turn, making encounters unpredictable.
Limited Resources
Players are given 30 Safari Balls upon entry, which are the only balls allowed for catching Pokémon. This limitation adds to the challenge and strategy.
Environmental Factors
Each Pokémon has a catch factor, which is equivalent to its usual catch rate divided by 12.75. Bait and rocks can modify this factor: bait reduces the catch chance but makes the Pokémon less likely to flee, while rocks increase the catch chance but make the Pokémon more likely to flee.
Area Encounters
The Safari Zone is divided into four areas, each with varying encounter rates and Pokémon types. Players can explore these areas to encounter different Pokémon.
Time Limit
Players have a 500-step counter or can run out of Safari Balls to exit the Safari Zone, adding an element of time pressure to their encounters.
Strategic Depth
The use of bait and rocks requires strategic thinking, as players must balance the need to catch Pokémon with the risk of them fleeing. This adds a layer of complexity and engagement to the gameplay.