Generation I: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
(22 intermediate revisions by 8 users not shown)
Line 22: Line 22:


Two battle arena games were released in this generation: the mostly-incomplete [[Pokémon Stadium (Japanese)]], which went unreleased outside of Japan and only allowed use of 42 Pokémon, and the improved {{eng|Pokémon Stadium}}, which featured several special battle modes and a [[Gym Leader Castle]] where players could take their fully-trained teams for matches against the Kanto [[Gym Leader]]s, [[Elite Four]], and {{pkmn|Champion}}.
Two battle arena games were released in this generation: the mostly-incomplete [[Pokémon Stadium (Japanese)]], which went unreleased outside of Japan and only allowed use of 42 Pokémon, and the improved {{eng|Pokémon Stadium}}, which featured several special battle modes and a [[Gym Leader Castle]] where players could take their fully-trained teams for matches against the Kanto [[Gym Leader]]s, [[Elite Four]], and {{pkmn|Champion}}.
The games proved popular enough that, eight years after their original release, they received [[remake]]s in the form of {{game|FireRed and LeafGreen|s}}, as the original versions are incompatible with [[Generation III]] and onward.


The storyline of the [[Kanto]] region is contemporaneous with the [[Hoenn]] story of [[Generation III]], as revealed by details in both the Hoenn-based games as well as the {{game|FireRed and LeafGreen|s|later remakes}} of Generation I. The storylines of the [[Generation II]] and [[Generation IV]] games occur three years after this generation, with details about this link explicitly noted throughout the [[Johto]]-based games.
The storyline of the [[Kanto]] region is contemporaneous with the [[Hoenn]] story of [[Generation III]], as revealed by details in both the Hoenn-based games as well as the {{game|FireRed and LeafGreen|s|later remakes}} of Generation I. The storylines of the [[Generation II]] and [[Generation IV]] games occur three years after this generation, with details about this link explicitly noted throughout the [[Johto]]-based games.
Line 38: Line 40:
* A [[Game Link Cable|linked]] [[trade]] and battle system between two [[Game Boy]] systems, allowing players to exchange Pokémon they caught for a Pokémon owned by another person or to battle against each other to test their skills. Some Pokémon have to be traded so that they can evolve.
* A [[Game Link Cable|linked]] [[trade]] and battle system between two [[Game Boy]] systems, allowing players to exchange Pokémon they caught for a Pokémon owned by another person or to battle against each other to test their skills. Some Pokémon have to be traded so that they can evolve.


==Regions==
==Region==
===Kanto===
===Kanto===
[[File:RBY Kanto.png|thumb|250px|Kanto]]
[[File:RBY Kanto.png|thumb|250px|Kanto]]
Line 50: Line 52:


The choice of a starter can make the beginning few [[Gym]]s change in difficulty, but it does not affect much in the long run aside from the rival's party. Bulbasaur is known by many to be the easiest to start with, as its Grass-type weakens the first two Gyms and resists the attacks of the third. Squirtle is known as the second easiest, as Water types also weaken the first Gym; however, it can prove difficult mid-game if the player has not caught a Pokémon that can resist the later Gyms. Charmander is widely regarded as the hardest of the trio, as Fire-type moves do little damage against the first two Gyms' Pokémon, and there are few opportunities to capture a Pokémon that can counterbalance its weaknesses against the first several Gyms.
The choice of a starter can make the beginning few [[Gym]]s change in difficulty, but it does not affect much in the long run aside from the rival's party. Bulbasaur is known by many to be the easiest to start with, as its Grass-type weakens the first two Gyms and resists the attacks of the third. Squirtle is known as the second easiest, as Water types also weaken the first Gym; however, it can prove difficult mid-game if the player has not caught a Pokémon that can resist the later Gyms. Charmander is widely regarded as the hardest of the trio, as Fire-type moves do little damage against the first two Gyms' Pokémon, and there are few opportunities to capture a Pokémon that can counterbalance its weaknesses against the first several Gyms.


{| style="margin:auto; width:auto; background:#{{kanto color dark}}; text-align:center; font-size:85%; {{roundy}}; border:5px solid #{{kanto color}}"
{| style="margin:auto; width:auto; background:#{{kanto color dark}}; text-align:center; font-size:85%; {{roundy}}; border:5px solid #{{kanto color}}"
|-
|-
! style="width:80px; background:#{{kanto color light}}; {{roundytl|5px}}" colspan="2" | [[File:001Bulbasaur.png|96px]]<br>'''{{pcolor|Bulbasaur|{{kanto color dark}}}}'''<br>
! style="width:80px; background:#{{kanto color light}}; {{roundytl|5px}}" colspan="2" | [[File:001Bulbasaur RG.png|x96px]]<br>'''{{pcolor|Bulbasaur|{{kanto color dark}}}}'''<br>
! style="width:80px; background:#{{kanto color light}}" colspan="4" | [[File:004Charmander.png|96px]]<br>'''{{pcolor|Charmander|{{kanto color dark}}}}'''<br>
! style="width:80px; background:#{{kanto color light}}" colspan="4" | [[File:004Charmander RG.png|x96px]]<br>'''{{pcolor|Charmander|{{kanto color dark}}}}'''<br>
! style="width:80px; background:#{{kanto color light}}; {{roundytr|5px}}" colspan="2" | [[File:007Squirtle.png|96px]]<br>'''{{pcolor|Squirtle|{{kanto color dark}}}}'''
! style="width:80px; background:#{{kanto color light}}; {{roundytr|5px}}" colspan="2" | [[File:007Squirtle RG.png|x96px]]<br>'''{{pcolor|Squirtle|{{kanto color dark}}}}'''
|-
|-
{{typetable|Grass}}
{{typetable|Grass}}
Line 91: Line 92:


In {{game|Yellow}}, instead of the normal trio found in Red, Green, and Blue, players can only start with the {{type|Electric}} Pikachu, which likewise has difficulty with the first Gym. The rival will take Oak's {{p|Eevee}} and evolve it into one of its three [[Evolutionary stone|stone]]-based evolutions depending on the results of the player's battles against him.
In {{game|Yellow}}, instead of the normal trio found in Red, Green, and Blue, players can only start with the {{type|Electric}} Pikachu, which likewise has difficulty with the first Gym. The rival will take Oak's {{p|Eevee}} and evolve it into one of its three [[Evolutionary stone|stone]]-based evolutions depending on the results of the player's battles against him.
{| style="margin:auto; width:auto; text-align:center; background:#{{kanto color dark}}; font-size:85%; {{roundy}}; border:5px solid #{{kanto color}}"
|-
! style="width:80px; background:#{{kanto color light}}; {{roundytop|5px}}" | [[File:025Pikachu Y.png|x96px]]<br>'''{{color2|{{kanto color dark}}|Red's Pikachu (game)|Pikachu}}'''
|-
| style="background:#{{electric color}}; {{roundybottom|5px}}" | {{tcolor|Electric|FFF}}
|}


====Gym Leaders====
====Gym Leaders====
Line 114: Line 122:
{{-}}
{{-}}


==Discussion of Generation I==
{{cleanup|section}}
When the games were first released, they were very popular, firmly rooting the Pokémon series as one of [[Nintendo]]'s mainstays alongside Mario and The Legend of Zelda.


Generation I can be considered the template for every generation since. Many mainstays of the main series games were introduced in Generation I, such as the first five [[HM]]s (excluding {{m|Flash}}) being required for the completion of the game and choosing between three starters that have fire, water, and grass as their primary types. Many storyline aspects harken back to Generation I as well. Each region since Kanto has had a local [[Pokémon Professor]] named after a tree who gives the player a [[starter Pokémon]], and an [[villainous teams|evil team]] whose goal is to rule the world, among other devices that are now integral to being a [[core series]] game.
==Comparison==
Generation I can be considered the template for every generation since. Many mainstays of the main series games were introduced in Generation I.
 
Some aspects introduced in this generation are found in every generation since, unless otherwise stated:
 
* The choice between three [[starter Pokémon]] that have {{t|Grass}}, {{t|Fire}}, and {{t|Water}} as their primary types.
* A [[Pokémon Professor]] named after a tree who gives the starter Pokémon and a [[Pokédex]] to the player.
* A [[villainous team]] serving as the main antagonists of the game.
* A [[rival]] who starts their journey at the same time as the player, and is found multiple times throughout the game. Some later games include more than one rival.
* The player challenges eight [[Gym Leader]]s, as well as the [[Elite Four]] and [[Pokémon Champion]].
** This is not the case in {{g|Sun and Moon}}, and {{g|Ultra Sun and Ultra Moon}}, where Gym Leaders are replaced by the [[island challenge]]. There is also no current champion in these games, so the player battles [[Professor Kukui]]{{sup/7|SM}}/[[Hau]]{{sup/7|USUM}} instead.
* The player is able to have six Pokémon with him at most, while additional Pokémon can be kept in the [[Pokémon Storage System]].
* The ability to [[battle]] and [[trade]] between games.
* [[Evolution]] via [[level|leveling up]], trade, and [[evolutionary stone]]s. Other [[methods of evolution]] were introduced in later generations.
* {{cat|Generation I Pokémon|151 species of Pokémon}}. Other species were introduced in later generations.
* 15 [[type]]s. Other types were introduced in later generations.
* [[:Category:Generation I moves|165 moves]]. Other moves were introduced in later generations.
* A prototype of the [[friendship]] system was introduced in {{game|Yellow}}, which only worked on the {{ga|Red's Pikachu|Pikachu}} the {{player}} {{pkmn2|starter|started with}} (or any Pikachu with the same [[original Trainer]] and original Trainer ID as the player). In [[Generation II]], the friendship system was expanded to cover all Pokémon.
 
Some aspects introduced in this generation have been revised since:
 
* In Generations I-[[Generation IV|IV]], [[TM]]s are single-use while [[HM]]s can be used an unlimited number of times. Starting in [[Generation V]], TMs are unlimited as well.
* In the Generation I, the HMs {{m|Cut}}, {{m|Surf}}, are {{m|Strength}} are required for the completion of the game.
** They are also required in the [[Generation II]]–[[Generation IV|IV]] games and [[Pokémon Omega Ruby and Alpha Sapphire]]. They also require {{m|Waterfall}}, while some also require {{m|Rock Smash}}.
** [[Generation V]]–[[Generation VI|VI]] games may not require some of these HMs for completion, although these HMs can still be used outside of battle.
** In the [[Generation VII]], HMs are not present at all, being replaced by the [[Poké Ride]]{{sup/7|SMUSUM}}/[[Secret Technique]]s{{sup/7|PE}}.
* In Generations I-III, [[Physical move|physical]] and [[special move]]s are determined by the move type. For instance, all {{t|Fire}} moves are special. Starting in [[Generation IV]], physical and special moves are determined by the move itself, rather than their type.
* [[Statistic#Special|Special]] is a stat that existed only in this generation. In [[Generation II]], Special was split into Special Attack and Special Defense.


The games proved popular enough that, eight years after their original release, they received [[remake]]s in the form of {{game|FireRed and LeafGreen|s}}, as the original versions are incompatible with [[Generation III]] and onward.
==Issues and bugs==
The original first-generation games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Those that were eventually fixed in [[Generation II]] (and are thus exclusive to Generation I) are listed below.


===Balancing issues===
===Balancing issues===
The original first-generation games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Those that were eventually fixed in [[Generation II]] (and are thus exclusive to Generation I) were:
* {{type|Psychic}} Pokémon had virtually no match because their moves were resisted only by other Psychic types and their only weakness was to the {{t|Bug}} type, of which there were only three damaging moves: {{m|Leech Life}}, {{m|Pin Missile}}, and {{m|Twineedle}}. Additionally, most of the Pokémon that learned these moves were part {{t|Poison}} and therefore weak to Psychic moves. {{type|Ghost}} moves, while meant to be super-effective, were completely ineffective against Psychic types due to what may be a programming bug. Even if this were to be disregarded, the only super-effective Ghost-type move would be {{m|Lick}} whose [[power]] was only 20 at the time, and the only Ghost-type Pokémon that existed at the time were also part Poison-type.
 
* {{type|Psychic}} Pokémon had virtually no match because their moves were resisted only by other Psychic types and their only weakness was to the {{t|Bug}} type, of which there were only three damaging moves: {{m|Leech Life}}, {{m|Pin Missile}}, and {{m|Twineedle}}. Additionally, most of the Pokémon that learned these moves were part {{t|Poison}} and therefore weak to Psychic moves. {{type|Ghost}} moves, while meant to be super-effective, were completely ineffective against Psychic types due to what may be a programming bug. Even if this were to be disregarded, the only super-effective Ghost-type move would be {{m|Lick}} which was very weak, and the only Ghost-type Pokémon that existed at the time were also part Poison-type.
* The only damaging {{type|Dragon}} move was the set-damage {{m|Dragon Rage}}. This meant that Dragon-type Pokémon could never take advantage of [[Same Type Attack Bonus|STAB]], and that the only moves that could hit them with super-effective damage were {{type|Ice}} moves.
* The only damaging {{type|Dragon}} move was the set-damage {{m|Dragon Rage}}. This meant that Dragon-type Pokémon could never take advantage of [[Same Type Attack Bonus|STAB]], and that the only moves that could hit them with super-effective damage were {{type|Ice}} moves.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had an edge in battle. For example, {{p|Venusaur}} had a [[base stats|base]] Special stat of 100, used {{type|Grass}} (considered "[[Special move|Special]]") moves, and was weak to mostly Special types.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had an edge in battle. For example, {{p|Venusaur}} had a [[base stats|base]] Special stat of 100, used {{type|Grass}} (considered "[[Special move|Special]]") moves, and was weak to mostly Special types.
Line 131: Line 162:
** [[One-hit knockout move]]s were also based on speed, making them useless if the user was slower than the target and overpowered if the user was very fast.
** [[One-hit knockout move]]s were also based on speed, making them useless if the user was slower than the target and overpowered if the user was very fast.


===Other issues===
===In-battle bugs===
* The [[Bag]] had only 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones.
====In-battle bugs====
* {{m|Leech Seed}} and {{m|Toxic}} used the same damage counter, allowing Leech Seed to drain twice as much damage when a Pokémon was affected by both at the same time.
* {{m|Leech Seed}} and {{m|Toxic}} used the same damage counter, allowing Leech Seed to drain twice as much damage when a Pokémon was affected by both at the same time.
* {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} divided the user's [[critical hit]] rate by 4 instead of multiplying it by 4.
* {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} divided the user's [[critical hit]] rate by 4 instead of multiplying it by 4.
Line 141: Line 170:
* Although {{m|Rest}} removed status conditions, it would not alleviate the stat debuffs caused by a burn or paralysis.
* Although {{m|Rest}} removed status conditions, it would not alleviate the stat debuffs caused by a burn or paralysis.
* If a {{m|Bide}} user was hit with a status move before its attacking turn, the damage dealt would equal that of the last attack used against it.
* If a {{m|Bide}} user was hit with a status move before its attacking turn, the damage dealt would equal that of the last attack used against it.
* If a Pokémon's HP was 255 or 511 (or any number multiple of 256) points below its maximum, HP recovery moves like {{m|Recover}} and {{m|Soft-Boiled|Softboiled}} {{DL|List of glitches in Generation I|HP recovery move failure|would fail}}. This is because the game only checks the low byte of the 16-bit value.
* If a Pokémon's HP was 255 or 511 (or any number that leaves a remainder of 255 when divided by 256) points below its maximum, HP recovery moves like {{m|Recover}} and {{m|Soft-Boiled|Softboiled}} {{DL|List of glitches in Generation I|HP recovery move failure|would fail}}. This is because the game only checks the low byte of the 16-bit value.
* When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against one of the target's types.


====Other in-battle issues====
===In-battle issues===
* Critical hits would ignore stat increases from both parties rather than just the target.
* Critical hits would ignore stat increases from both parties rather than just the target.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
Line 149: Line 179:
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
* When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against one of the target's types.
* Waking up from sleep took a full turn.
* Waking up from sleep took a full turn.
* Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
* Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
Line 156: Line 185:
* In-game opponents had infinite PP, so that they could use powerful moves with 5 PP without limit.
* In-game opponents had infinite PP, so that they could use powerful moves with 5 PP without limit.


===Kanto thematic motif===
===Other issues===
The first generation of Pokémon games dealt with genetics and engineering. The three starters, {{p|Bulbasaur}} (dinosaur-plant hybrid), {{p|Charmander}} (salamander), and {{p|Squirtle}} (turtle), are all reptilian in nature, and take some elements from the dinosaurs. Dinosaurs are reptiles, and were one of the most successful groups of animals to exist. Bulbasaur, the most similar to dinosaurs of the three, is the first listed in the [[Pokédex]]. Other Pokémon in the generation continue this theme. {{p|Eevee}} is capable of evolving into multiple forms due to its unstable DNA; {{p|Voltorb}} is the result of a Poké Ball experiment gone awry; {{p|Porygon}} is a virtual reality Pokémon. These games also introduce three Fossils, the most introduced in any generation, which can be resurrected into prehistoric Pokémon: {{p|Aerodactyl}}, {{p|Kabuto}} and {{p|Omanyte}}. Finally, out of the four legendaries that appeared, the most powerful was man-made through genetic engineering: {{p|Mewtwo}}. The uncatchable [[mythical Pokémon]], {{p|Mew}}, also has the DNA of every Pokémon in existence.  
* The [[Bag]] had only 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones.
* The player was unable to capture any more Pokémon if the current box in the [[Pokémon Storage System]] was full.
 
==Kanto thematic motif==
The first generation of Pokémon games dealt with genetics and engineering. The three starters, {{p|Bulbasaur}} (dinosaur-plant hybrid), {{p|Charmander}} (salamander), and {{p|Squirtle}} (turtle), are all reptilian in nature, and take some elements from the dinosaurs. Dinosaurs are reptiles, and were one of the most successful groups of animals to exist. Bulbasaur, the most similar to dinosaurs of the three, is the first listed in the [[Pokédex]]. Other Pokémon in the generation continue this theme. {{p|Eevee}} is capable of evolving into multiple forms due to its unstable DNA; {{p|Voltorb}} is the result of a Poké Ball experiment gone awry; {{p|Porygon}} is a virtual reality Pokémon. These games also introduce three Fossils, the most introduced in any generation, which can be resurrected into prehistoric Pokémon: {{p|Aerodactyl}}, {{p|Kabuto}} and {{p|Omanyte}}. Finally, out of the four legendaries that appeared, the most powerful was man-made through genetic engineering: {{p|Mewtwo}}. The uncatchable [[Mythical Pokémon]], {{p|Mew}}, also has the DNA of every Pokémon in existence.  


[[Bill]] himself invented the sophisticated PC used in most regions and accidentally turned himself into a Pokémon. {{p|Ditto}} could also mimic the abilities and structure of any Pokémon it encountered, making it capable of breeding with most Pokémon from Generation II and onwards. The [[Master Ball]] is the most powerful Poké Ball in the franchise, and was first engineered by Kanto scientists. With this generation being the very foundation of the Pokémon franchise, most successors have only expanded upon Kanto's basics.
[[Bill]] himself invented the sophisticated PC used in most regions and accidentally turned himself into a Pokémon. {{p|Ditto}} could also mimic the abilities and structure of any Pokémon it encountered, making it capable of breeding with most Pokémon from Generation II and onwards. The [[Master Ball]] is the most powerful Poké Ball in the franchise, and was first engineered by Kanto scientists. With this generation being the very foundation of the Pokémon franchise, most successors have only expanded upon Kanto's basics.


==English title screens==
==Title screens==
===Game Boy Color===
===English title screens===
<!-- Green is already included above !-->
====Game Boy Color====
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
|-  
|-  
Line 175: Line 208:
|}
|}


===Super Game Boy===
====Super Game Boy====
<!-- Green is already included above !-->
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
|-  
|-  
Line 188: Line 220:
|}
|}


==Japanese title screens==
===Japanese title screens===
===Game Boy Color===
====Game Boy Color====
<!-- Green is already included above !-->
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
|-  
|-  
Line 204: Line 235:
|}
|}


===Super Game Boy===
====Super Game Boy====
<!-- Green is already included above !-->
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
{| class="roundy" style="margin:auto; text-align:center;  background: #{{kanto color dark}}; border: 5px solid #{{kanto color}}"
|-  
|-  
Line 230: Line 260:
* Generation I is the only generation that [[List of Pokémon by index number (Generation I)|indexes]] its Pokémon in order of creation instead of by Pokédex number.
* Generation I is the only generation that [[List of Pokémon by index number (Generation I)|indexes]] its Pokémon in order of creation instead of by Pokédex number.
* The Japanese releases of the Generation I games mark the only generation where two solitary core titles were released ([[Pokémon Blue Version (Japanese)|Pokémon Blue]] and [[Pokémon Yellow Version|Pokémon Yellow]]).
* The Japanese releases of the Generation I games mark the only generation where two solitary core titles were released ([[Pokémon Blue Version (Japanese)|Pokémon Blue]] and [[Pokémon Yellow Version|Pokémon Yellow]]).
* Generation I is the first generation that has been [[remake|remade]] twice.
* Generation I is the first generation in which the [[Kanto|introduced region]] has been [[remake|remade]] twice.
** Additionally, it is the only generation where all of its core games have been remade, with Red, Green, and Blue being remade into {{2v|FireRed|LeafGreen}} and Yellow being remade into [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]].


{{Core series}}
{{Core series}}

Revision as of 14:17, 24 May 2019

Get it? Because the name is unknown. The subject of this article has no official name.
The name currently in use is a fan designator; see below for more information.
Generation I
Pokémon Red Version
Title screen of Pokémon Red Version
Debut EN September 28, 1998
JA February 27, 1996
Pokémon 151
Main games Red, Green, Blue, and Yellow (Japan)
Red, Blue, and Yellow (International)
Region(s) introduced Kanto
Battle arena games Stadium (Japanese), Stadium (International)
End EN October 15, 2000 (748 days)
JA November 21, 1999 (1363 days)

The first generation (Japanese: 第一世代 first generation) of Pokémon games, known among older fans as the color generation or the chromatic generation due to the names of the versions released, is the initial set of four Pokémon games released.

Beginning with Pokémon Red and Green, and later joined by third version Blue and special edition Yellow in Japan, the Generation I games were developed beginning as early as 1990 from an idea that Satoshi Tajiri had thought of and pitched to Nintendo with the help of Shigeru Miyamoto. The inspiration for many of the key mechanics introduced in this generation came from Tajiri's childhood interest in bug collecting, with the trading system between two Game Boys being thought of when he imagined a caterpillar crawling across the Game Link Cable between two systems.

This generation was localized into English, with initial attempts to keep the Pocket Monsters name for international use blocked due to the Monster in My Pocket franchise leading to the release as "Pokémon". Further alterations made in the localization included the combination of Red, Green, and Blue into the English versions of Pokémon Red and Blue, using Red and Green's wild Pokémon encounter lists but Blue's slightly improved graphics. The simultaneous release of the games and anime led to an almost-overnight surge in popularity, cementing the Pokémon franchise firmly as a Nintendo mainstay alongside Super Mario and The Legend of Zelda.

Two battle arena games were released in this generation: the mostly-incomplete Pokémon Stadium (Japanese), which went unreleased outside of Japan and only allowed use of 42 Pokémon, and the improved Pokémon Stadium, which featured several special battle modes and a Gym Leader Castle where players could take their fully-trained teams for matches against the Kanto Gym Leaders, Elite Four, and Champion.

The games proved popular enough that, eight years after their original release, they received remakes in the form of Pokémon FireRed and LeafGreen, as the original versions are incompatible with Generation III and onward.

The storyline of the Kanto region is contemporaneous with the Hoenn story of Generation III, as revealed by details in both the Hoenn-based games as well as the later remakes of Generation I. The storylines of the Generation II and Generation IV games occur three years after this generation, with details about this link explicitly noted throughout the Johto-based games.

Gameplay

Generation I introduced the key Pokémon gameplay elements which have remained to this day, as well as a system of game releases now considered by fans to be the "standard formula". While many of the features enjoyed in the more recent generations are later additions to the series, the following have their origins in Generation I:

  • The player has a party of up to six Pokémon with them, which can be used in battle against opponent Pokémon Trainers or wild Pokémon.
  • A PC-based Pokémon Storage System, made up of 12 boxes of 20 Pokémon each and developed by Bill, a Pokémaniac, is available to store reserve Pokémon not in the party (up to 240 total).
  • 151 species of Pokémon, with many related to each other by way of evolution.
  • A complex battle system, including:
    • Five stats—HP, Attack, Defense, Speed, and Special—which each Pokémon has. Different Pokémon have different stats, even among the same species.
    • 15 different types, which each Pokémon species has inherent to itself.
    • 165 unique moves, restricted to four per Pokémon, each with its own type, accuracy, and base power.
  • The Pokémon League challenge, consisting of Kanto's eight Pokémon Gyms, scattered across the region with each specializing in a different type, and the Elite Four and Pokémon Champion, awaiting challengers at Indigo Plateau.
  • A linked trade and battle system between two Game Boy systems, allowing players to exchange Pokémon they caught for a Pokémon owned by another person or to battle against each other to test their skills. Some Pokémon have to be traded so that they can evolve.

Region

Kanto

Kanto
Main article: Kanto

Generation I introduced the first region to the Pokémon series, which, though unnamed in the original English games, is named in Japanese as Kanto, after the region of Japan it is based on. The name has since passed into English, first being used in Super Smash Bros., and subsequently being noted in all games since.

Starter Pokémon

At the outset of the player's journey, he will have no Pokémon on hand, and venturing outside of Pallet Town is impossible, as Professor Oak will stop him and bring him back to his lab, where three Pokémon await both the player and his rival.

The starters of the Kanto region began the recurring three-type trio of Grass, Fire, and Water, with the player's choice being between Bulbasaur, Charmander, and Squirtle. Much as in later generations as well, the rival will choose whichever of the three has the type that is super effective against that of the player.

The choice of a starter can make the beginning few Gyms change in difficulty, but it does not affect much in the long run aside from the rival's party. Bulbasaur is known by many to be the easiest to start with, as its Grass-type weakens the first two Gyms and resists the attacks of the third. Squirtle is known as the second easiest, as Water types also weaken the first Gym; however, it can prove difficult mid-game if the player has not caught a Pokémon that can resist the later Gyms. Charmander is widely regarded as the hardest of the trio, as Fire-type moves do little damage against the first two Gyms' Pokémon, and there are few opportunities to capture a Pokémon that can counterbalance its weaknesses against the first several Gyms.

001Bulbasaur RG.png
Bulbasaur
004Charmander RG.png
Charmander
007Squirtle RG.png
Squirtle
Grass Poison Fire Water
Ivysaur Ivysaur Charmeleon Charmeleon Wartortle Wartortle
Grass Poison Fire Water
Venusaur Venusaur Charizard Charizard Blastoise Blastoise
Grass Poison Fire Flying Water

In Pokémon Yellow, instead of the normal trio found in Red, Green, and Blue, players can only start with the Electric-type Pikachu, which likewise has difficulty with the first Gym. The rival will take Oak's Eevee and evolve it into one of its three stone-based evolutions depending on the results of the player's battles against him.

025Pikachu Y.png
Pikachu
Electric

Gym Leaders

The eight Kanto Gym Leaders each specialize in a different type of Pokémon. Each gives the player a Badge and a TM after their defeat.

Indigo League
Gym Leader
Japanese
Location
Japanese
Type Badge
{{{size}}}
Brock
タケシ Takeshi
Pewter City
ニビシティ
Nibi City
Rock Boulder Badge.png
Boulder Badge
{{{size}}}
Misty
カスミ Kasumi
Cerulean City
ハナダシティ
Hanada City
Water Cascade Badge.png
Cascade Badge
{{{size}}}
Lt. Surge
マチス Matis
Vermilion City
クチバシティ
Kuchiba City
Electric Thunder Badge.png
Thunder Badge
{{{size}}}
Erika
エリカ Erika
Celadon City
タマムシシティ
Tamamushi City
Grass Rainbow Badge.png
Rainbow Badge
{{{size}}}
Koga
キョウ Kyō
Fuchsia City
セキチクシティ
Sekichiku City
Poison Soul Badge.png
Soul Badge
{{{size}}}
Sabrina
ナツメ Natsume
Saffron City
ヤマブキシティ
Yamabuki City
Psychic Marsh Badge.png
Marsh Badge
{{{size}}}
Blaine
カツラ Katsura
Cinnabar Island
グレンじま
Guren Island
Fire Volcano Badge.png
Volcano Badge
{{{size}}}
Giovanni
サカキ Sakaki
Viridian City
トキワシティ
Tokiwa City
Ground Earth Badge.png
Earth Badge



Comparison

Generation I can be considered the template for every generation since. Many mainstays of the main series games were introduced in Generation I.

Some aspects introduced in this generation are found in every generation since, unless otherwise stated:

Some aspects introduced in this generation have been revised since:

Issues and bugs

The original first-generation games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Those that were eventually fixed in Generation II (and are thus exclusive to Generation I) are listed below.

Balancing issues

  • Psychic-type Pokémon had virtually no match because their moves were resisted only by other Psychic types and their only weakness was to the Bug type, of which there were only three damaging moves: Leech Life, Pin Missile, and Twineedle. Additionally, most of the Pokémon that learned these moves were part Poison and therefore weak to Psychic moves. Ghost-type moves, while meant to be super-effective, were completely ineffective against Psychic types due to what may be a programming bug. Even if this were to be disregarded, the only super-effective Ghost-type move would be Lick whose power was only 20 at the time, and the only Ghost-type Pokémon that existed at the time were also part Poison-type.
  • The only damaging Dragon-type move was the set-damage Dragon Rage. This meant that Dragon-type Pokémon could never take advantage of STAB, and that the only moves that could hit them with super-effective damage were Ice-type moves.
  • The Special stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had an edge in battle. For example, Venusaur had a base Special stat of 100, used Grass-type (considered "Special") moves, and was weak to mostly Special types.
  • Critical hit ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal more critical hits.
    • One-hit knockout moves were also based on speed, making them useless if the user was slower than the target and overpowered if the user was very fast.

In-battle bugs

  • Leech Seed and Toxic used the same damage counter, allowing Leech Seed to drain twice as much damage when a Pokémon was affected by both at the same time.
  • Focus Energy and Dire Hit divided the user's critical hit rate by 4 instead of multiplying it by 4.
  • Using Agility or Swords Dance while paralyzed or burned, respectively, would negate the status impairments from those effects and then double the enhanced stat.
  • If Hyper Beam knocked out a Pokémon or destroyed a Substitute, the user would not need to recharge on the succeeding turn.
  • Selfdestruct and Explosion did not make the user faint if they destroyed a Substitute.
  • Although Rest removed status conditions, it would not alleviate the stat debuffs caused by a burn or paralysis.
  • If a Bide user was hit with a status move before its attacking turn, the damage dealt would equal that of the last attack used against it.
  • If a Pokémon's HP was 255 or 511 (or any number that leaves a remainder of 255 when divided by 256) points below its maximum, HP recovery moves like Recover and Softboiled would fail. This is because the game only checks the low byte of the 16-bit value.
  • When a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against one of the target's types.

In-battle issues

  • Critical hits would ignore stat increases from both parties rather than just the target.
  • Counter could be used in response to Guillotine or Horn Drill to instantly defeat an enemy Pokémon, even if the move hit the user's Substitute.
  • With the exception of Swift, every attack had at least a 1/256 chance of missing.
  • Wrap, Bind, Fire Spin, and Clamp immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
  • Struggle was programmed with Normal-type offensive properties instead of being programmed to ignore type matchups, making it ineffective against Ghost types.
  • Waking up from sleep took a full turn.
  • Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
  • As soon as Rage connected, the user would become disobedient and would be unable to use any other move until it fainted. When Rage was used, it only lost the initial 1PP, and if the user is inflicted with an accuracy-reducing move right before or while using Rage, its accuracy would drop by 1/256 for each succeeding turn of Rage before eventually capping out at 1/256.
  • Multi-hit moves dealt the same amount of damage for each hit in a turn, meaning that if the first hit was a critical hit, the other hits would be critical hits as well.
  • In-game opponents had infinite PP, so that they could use powerful moves with 5 PP without limit.

Other issues

  • The Bag had only 20 slots, and each stack of items (including key items) occupied one slot. This forced the player to constantly store obsolete key items, TMs, and HMs into the PC in order to make space for new ones.
  • The player was unable to capture any more Pokémon if the current box in the Pokémon Storage System was full.

Kanto thematic motif

The first generation of Pokémon games dealt with genetics and engineering. The three starters, Bulbasaur (dinosaur-plant hybrid), Charmander (salamander), and Squirtle (turtle), are all reptilian in nature, and take some elements from the dinosaurs. Dinosaurs are reptiles, and were one of the most successful groups of animals to exist. Bulbasaur, the most similar to dinosaurs of the three, is the first listed in the Pokédex. Other Pokémon in the generation continue this theme. Eevee is capable of evolving into multiple forms due to its unstable DNA; Voltorb is the result of a Poké Ball experiment gone awry; Porygon is a virtual reality Pokémon. These games also introduce three Fossils, the most introduced in any generation, which can be resurrected into prehistoric Pokémon: Aerodactyl, Kabuto and Omanyte. Finally, out of the four legendaries that appeared, the most powerful was man-made through genetic engineering: Mewtwo. The uncatchable Mythical Pokémon, Mew, also has the DNA of every Pokémon in existence.

Bill himself invented the sophisticated PC used in most regions and accidentally turned himself into a Pokémon. Ditto could also mimic the abilities and structure of any Pokémon it encountered, making it capable of breeding with most Pokémon from Generation II and onwards. The Master Ball is the most powerful Poké Ball in the franchise, and was first engineered by Kanto scientists. With this generation being the very foundation of the Pokémon franchise, most successors have only expanded upon Kanto's basics.

Title screens

English title screens

Game Boy Color

Pokémon Red Pokémon Blue Pokémon Yellow
RedTitle GBC.png BlueTitle GBC.png YellowTitle.png

Super Game Boy

Pokémon Red Pokémon Blue Pokémon Yellow
RedTitle SGB.png BlueTitle SGB.png YellowTitle SGB.png

Japanese title screens

Game Boy Color

Pokémon Red Pokémon Green Pokémon Blue Pokémon Yellow
Japanese RedTitle GBC.png Japanese GreenTitle GBC.png Japanese BlueTitle GBC.png Japanese YellowTitle GBC.png

Super Game Boy

Pokémon Red Pokémon Green Pokémon Blue Pokémon Yellow
Japanese RedTitle SGB.png Japanese GreenTitle SGB.png Japanese BlueTitle SGB.png Japanese YellowTitle SGB.png

Trivia

  • Of all the generations, Generation I introduced the most moves to the series, with 165.
  • As far as release dates go, Generation I is the shortest generation in North America, partly due to the fact that Red and Blue were not released until 1998, while in Japan, they were released in 1996, and their successors, Gold and Silver, were released closer together, in 1999 in Japan and 2000 in North America. As the rest of the world's releases are more similar to the North American releases than the Japanese releases, it is also the shortest generation worldwide.
  • Due to being the first and least advanced generation, Generation I has the highest number of glitch Pokémon which are known to be obtainable without the use of an external device.
  • Prior to Generation VI, Generation I had the most extra space in the Pokémon Storage System if the player captures one of each Pokémon, with 240 spots available for 151 Pokémon, leaving 89 extra spots.
  • Generation I is the only generation not to feature the paired versions' mascots on the title screens, but instead includes the first evolutionary stages of two starter Pokémon.
  • Generation I is the only generation without:
  • Generation I is the only generation that indexes its Pokémon in order of creation instead of by Pokédex number.
  • The Japanese releases of the Generation I games mark the only generation where two solitary core titles were released (Pokémon Blue and Pokémon Yellow).
  • Generation I is the first generation in which the introduced region has been remade twice.


Generation I: Red & GreenBlue (JP)Red & BlueYellow
Generation II: Gold & SilverCrystal
Generation III: Ruby & SapphireFireRed & LeafGreenEmerald
Generation IV: Diamond & PearlPlatinumHeartGold & SoulSilver
Generation V: Black & WhiteBlack 2 & White 2
Generation VI: X & YOmega Ruby & Alpha Sapphire
Generation VII: Sun & MoonUltra Sun & Ultra Moon
Let's Go, Pikachu! & Let's Go, Eevee!‎
Generation VIII: Sword & Shield (The Isle of Armor / The Crown Tundra)
Brilliant Diamond & Shining PearlLegends: Arceus
Generation IX: Scarlet & Violet (The Teal Mask / The Indigo Disk)
Legends: Z-A
Pokémon game templates


Project Games logo.png This game-related article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.