If the glitch is performed wrong and the game has not finished saving, the saved data will be corrupted. In the Generation I games, this glitch is potentially very hazardous to the save file, because in the period of time between sending and receiving a Pokémon (or vice versa) the game saves the player's party. The interruption can be either accidental-because of dirty connectors or damaged Game Link Cables-or on purpose-by disconnecting the Game Link Cable or turning the Game Boy off. Interrupting the trade after one Pokémon was sent and the other wasn't causes the first Pokémon to be present on both games and the second one not present on either, essentially making two of the same Pokémon while making the other disappear. ![]() ![]() As Game Link Cables for the Game Boy are unable to send and receive data simultaneously, one game cartridge first sends its traded Pokémon's data while the other receives it, and then vice versa for the second traded Pokémon. The cloning glitch most popular in Generation I involves the interruption of the trading process. Even though both are possible in all of the handheld games of these two generations, the trading method is mostly associated with Generation I, and the storage system method with Generation II. ![]() There are two different methods for cloning Pokémon in the games from Generations I and II, one involving a Pokémon trade, and the other the use of the Storage System.
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