In previous generations, Pokémon moves were classified as "physical" or "special" based on their type; for example, all Fire-type moves were special and all Ground-type moves were physical.
In Diamond and Pearl, however, moves are categorized into three groups.
Each species has a capture rate of its own as well.
As with other generations of Pokémon games, Diamond and Pearl retained the basic gameplay of their predecessors while introducing additional new features.
Reviewers were divided on the graphics, however, and the audio was criticized as being primitive.
The games enjoyed more commercial success than their Game Boy Advance predecessors: with around 18 million units sold worldwide, Diamond and Pearl have sold over 2 million more units than Ruby and Sapphire and almost 6 million more units than Fire Red and Leaf Green, while outselling their successors, Black and White, by over 2 million copies.
The games are independent of each other but feature largely the same plot and while both can be played separately, it is necessary to trade between them in order to complete the games' Pokédexes.
Increased from three times of day in Gold and Silver, there are five time periods in Diamond and Pearl: morning, day, afternoon, evening, and night.
Diamond and Pearl introduced several changes to battle mechanics.
Whenever the player encounters a wild Pokémon or is challenged by a trainer to a battle, the screen switches to a turn-based battle screen where the Pokémon fight.
During battle, the player may fight, use an item, switch the active Pokémon, or flee (the last not an option in battles against trainers).