Generation I: Difference between revisions

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{{Unknown name}}
{{move|First generation}}
{{GenInfo
{{GenInfo
|titlescreen={{#switch: {{#expr: {{#time: U}} mod 4}}|0=Red|1=Green|2=Blue|3=Yellow}}
|titlescreen={{#switch: {{#expr: {{#time: U}} mod 4}}|0=Red|1=Green|2=Blue|3=Yellow}}
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|secondary=Green
|secondary=Green
|maingames={{4v2|Red|Green|Blue|Yellow}} <small>(Japan)</small><br>{{3v2|Red|Blue|Yellow}} <small>(International)</small>  
|maingames={{4v2|Red|Green|Blue|Yellow}} <small>(Japan)</small><br>{{3v2|Red|Blue|Yellow}} <small>(International)</small>  
|region=Kanto
|region=[[Kanto]]
|ndex=151
|ndex=151
|debuten=September 28, 1998
|debuten=September 28, 1998
|debutjp=February 27, 1996
|debutjp=February 27, 1996
|battlearena=[[Pokémon Stadium (Japanese)|Stadium (Japanese)]], [[Pokémon Stadium (English)|Stadium (International)]]
|battlearena=[[Pokémon Stadium (Japanese)|Stadium (Japanese)]], [[Pokémon Stadium (English)|Stadium (International)]]
<!--|storage=[[Pokémon Bank]]{{tt|*|Virtual Console releases only}}-->
|sidegames={{vg|Pokémon Trading Card Game|Trading Card Game}}, {{pkmn|Pinball}}, {{pkmn|Snap}}, {{pkmn|Puzzle League}}
|enden=October 15, 2000
|enden=October 15, 2000
|endjp=November 21, 1999
|endjp=November 21, 1999
}}
}}


The '''first generation''' (Japanese: '''{{j|{{tt|第一世代|だいいちせだい}}}}''' ''first generation'') of Pokémon games, known among older fans as the '''color generation''' or the '''chromatic generation''' due to the names of the [[core series|version]]s released, is the initial set of four Pokémon games released.
The '''first generation''' (Japanese: '''{{j|{{tt|第一世代|だいいちせだい}}}}''' ''first generation''; '''ポケットモンスター赤・緑シリーズ''' ''Pocket Monsters Red and Green Series'') of [[Pokémon games]], commonly referred to by fans as '''Generation I''' (Japanese: '''{{j|{{tt|世代|いちせだい}}I}}''' ''Generation I''), is the initial set of Pokémon games released.


Beginning with {{game|Red and Green|s}}, and later joined by third version {{v2|Blue| (Japanese)}} and special edition {{v2|Yellow}} in Japan, the Generation I games were developed beginning as early as 1990 from [[Capsule Monsters|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 [[trade|trading]] system between two [[Game Boy]]s being thought of when he imagined a caterpillar crawling across the [[Game Link Cable]] between two systems.
This generation started with the Japanese games {{game|Red and Green|s}}, later joined by {{v2|Blue| (Japanese)}}. These three games were combined into the international {{game|Red and Blue|s}}. The special edition {{v2|Yellow}} was later released as well. Two [[side series|side games]] were also released: the {{jpn|Pokémon Stadium|Japan-only Pokémon Stadium}} and its sequel, released internationally as {{eng|Pokémon Stadium}}.
 
==Terminology==
The Japanese name 「'''ポケットモンスター赤・緑シリーズ'''」 (''Pocket Monsters Red and Green Series'') has been used in the pokemon.co.jp website, referring to the games [[Pokémon Red and Green Versions|Pokémon Red, Green]], [[Pokémon Blue Version (Japanese)|Blue]], [[Pokémon Yellow Version|Yellow]], {{pkmn|Stadium (Japanese)}}, and {{pkmn|Stadium (English)}}.<ref>[https://web.archive.org/web/20021119091227/http://www.pokemon.co.jp/game/akamidori/index.html Pocket Monsters Red and Green Series - Pokemon.co.jp]</ref><ref>[https://web.archive.org/web/20021208103715/http://www.pokemon.co.jp/game/index.html Games - Pokemon.co.jp]</ref><ref>[https://web.archive.org/web/20030203084135/http://www.pokemon.co.jp/game/list/index.html Game List - Pokemon.co.jp]</ref>
 
Although the term "Generation I" is usually considered {{appendix|fan terminology}}, it was used in the cast commentary for {{DetPikMov}}, and the subtitles give the Roman-numeral form.
 
==History==
The Generation I games were developed beginning as early as 1990 from [[Capsule Monsters|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 [[trade|trading]] system between two [[Game Boy]]s 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 {{wp|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 {{game|Red and Blue|s}}, using Red and Green's wild Pokémon encounter lists but Blue's slightly improved graphics. The simultaneous release of the games and {{pkmn|anime}} led to an almost-overnight surge in popularity, cementing the Pokémon franchise firmly as a Nintendo mainstay alongside {{smw|Mario (series)|Super Mario}} and {{zw|The Legend of Zelda (Series)|The Legend of Zelda}}.
This generation was localized into English, with initial attempts to keep the Pocket Monsters name for international use blocked due to the {{wp|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 {{game|Red and Blue|s}}, using Red and Green's wild Pokémon encounter lists but Blue's slightly improved graphics. The simultaneous release of the games and {{pkmn|anime}} led to an almost-overnight surge in popularity, cementing the Pokémon franchise firmly as a Nintendo mainstay alongside {{smw|Mario (series)|Super Mario}} and {{zw|The Legend of Zelda (Series)|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 {{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 40 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. Pokémon Yellow received a remake twenty years after its original release in the form of [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]].


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.
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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:
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 {{OBP|Pokémon|species}} with them, which can be used in {{pkmn|battle}} against opponent [[Pokémon Trainer]]s or [[wild Pokémon]].
* The {{player}} has a [[party]] of up to six {{OBP|Pokémon|species}} with them, which can be used in {{pkmn|battle}} against opponent [[Pokémon Trainer]]s 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).
* A [[PC]]-based [[Pokémon Storage System]], made up of 12 boxes of 20 Pokémon each and developed by [[Bill]], a Pokémon fanatic, is available to store reserve Pokémon not in the party (up to 240 total).
* {{cat|Generation I Pokémon|151 species of Pokémon}}, with many related to each other by way of [[evolution]].
* {{cat|Generation I Pokémon|151 species of Pokémon}}, with many related to each other by way of [[evolution]].
* A complex {{pkmn|battle}} system, including:
* A complex {{pkmn|battle}} system, including:
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* 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]]
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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 {{wp|Kanto|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.
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 {{wp|Kanto|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====
====First partner 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 [[Professor Oak's Laboratory|his lab]], where three Pokémon await both the player and his rival.
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 [[Professor Oak's Laboratory|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 {{t|Grass}}, {{t|Fire}}, and {{t|Water}}, with the player's choice being between {{p|Bulbasaur}}, {{p|Charmander}}, and {{p|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 first partner Pokémon of the Kanto region began the recurring three-type trio of {{t|Grass}}, {{t|Fire}}, and {{t|Water}}, with the player's choice being between {{p|Bulbasaur}}, {{p|Charmander}}, and {{p|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 first partner Pokémon 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="width:80px; background:#{{kanto color light}}; {{roundytl|5px}}" colspan="2" | [[File:001Bulbasaur RB.png|x96px]]<br>{{pcolor|Bulbasaur|{{kanto color dark}}}}<br>
! style="width:80px; background:#{{kanto color light}}" colspan="4" | [[File:004Charmander RB.png|x96px]]<br>{{pcolor|Charmander|{{kanto color dark}}}}<br>
! style="width:80px; background:#{{kanto color light}}; {{roundytr|5px}}" colspan="2" | [[File:007Squirtle RB.png|x96px]]<br>{{pcolor|Squirtle|{{kanto color dark}}}}
|-
{{typetable|Grass}}
{{typetable|Poison}}
| colspan="4" style="background:#{{fire color}}" | {{tcolor|Fire|FFF}}
{{typetable2|Water}}
|- style="background:#{{kanto color light}}"
| {{MSP/3|002|Ivysaur}}
| {{pcolor|Ivysaur|{{kanto color dark}}}}
| colspan=2 | {{MSP/3|005|Charmeleon}}
| colspan=2 | {{pcolor|Charmeleon|{{kanto color dark}}}}
| {{MSP/3|008|Wartortle}}
| {{pcolor|Wartortle|{{kanto color dark}}}}
|-
{{typetable|Grass}}
{{typetable|Poison}}
| colspan="4" style="background:#{{fire color}}" | {{tcolor|Fire|FFF}}
{{typetable2|Water}}
|- style="background:#{{kanto color light}}"
| {{MSP/3|003|Venusaur}}
| {{pcolor|Venusaur|{{kanto color dark}}}}
| colspan=2 | {{MSP/3|006|Charizard}}
| colspan=2 | {{pcolor|Charizard|{{kanto color dark}}}}
| {{MSP/3|009|Blastoise}}
| {{pcolor|Blastoise|{{kanto color dark}}}}
|-
| style="background:#{{grass color}}" | {{tcolor|Grass|FFF}}
{{typetable|Poison}}
{{typetable2|Fire}}
{{typetable2|Flying}}
| colspan="2" style="background:#{{water color}}" | {{tcolor|Water|FFF}}
|- style="background:#{{kanto color light}}"
|}


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.
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 [[Evolution 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====
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{{gldr|type=Rock|pic=Spr Y Brock.png|ldr=Brock|djap=タケシ|drm=Takeshi|loc=Pewter City|cjap=ニビシティ|crm=Nibi City|bdge=Boulder}}
{{gldr|type=Rock|pic=Spr Y Brock.png|ldr=Brock|djap=タケシ|drm=Takeshi|loc=Pewter City|cjap=ニビシティ|crm=Nibi City|bdge=Boulder}}
{{gldr|type=Water|pic=Spr Y Misty.png|ldr=Misty|djap=カスミ|drm=Kasumi|loc=Cerulean City|cjap=ハナダシティ|crm=Hanada City|bdg=Cascade}}
{{gldr|type=Water|pic=Spr Y Misty.png|ldr=Misty|djap=カスミ|drm=Kasumi|loc=Cerulean City|cjap=ハナダシティ|crm=Hanada City|bdg=Cascade}}
{{gldr|type=Electric|pic=Spr Y Lt Surge.png|ldr=Lt. Surge|djap=マチス|drm=Matis|loc=Vermilion City|cjap=クチバシティ|crm=Kuchiba City|bdg=Thunder}}
{{gldr|type=Electric|pic=Spr Y Lt Surge.png|ldr=Lt. Surge|djap=マチス|drm=Matisse|loc=Vermilion City|cjap=クチバシティ|crm=Kuchiba City|bdg=Thunder}}
{{gldr|type=Grass|pic=Spr Y Erika.png|ldr=Erika|djap=エリカ|drm=Erika|loc=Celadon City|cjap=タマムシシティ|crm=Tamamushi City|bdg=Rainbow}}
{{gldr|type=Grass|pic=Spr Y Erika.png|ldr=Erika|djap=エリカ|drm=Erika|loc=Celadon City|cjap=タマムシシティ|crm=Tamamushi City|bdg=Rainbow}}
{{gldr|type=Poison|pic=Spr Y Koga.png|ldr=Koga|djap=キョウ|drm=Kyō|loc=Fuchsia City|cjap=セキチクシティ|crm=Sekichiku City|bdg=Soul}}
{{gldr|type=Poison|pic=Spr Y Koga.png|ldr=Koga|djap=キョウ|drm=Kyou|loc=Fuchsia City|cjap=セキチクシティ|crm=Sekichiku City|bdg=Soul}}
{{gldr|type=Psychic|pic=Spr Y Sabrina.png|ldr=Sabrina|djap=ナツメ|drm=Natsume|loc=Saffron City|cjap=ヤマブキシティ|crm=Yamabuki City|bdg=Marsh}}
{{gldr|type=Psychic|pic=Spr Y Sabrina.png|ldr=Sabrina|djap=ナツメ|drm=Natsume|loc=Saffron City|cjap=ヤマブキシティ|crm=Yamabuki City|bdg=Marsh}}
{{gldr|type=Fire|pic=Spr Y Blaine.png|ldr=Blaine|djap=カツラ|drm=Katsura|loc=Cinnabar Island|cjap=グレンじま|crm=Guren Island|bdg=Volcano}}
{{gldr|type=Fire|pic=Spr Y Blaine.png|ldr=Blaine|djap=カツラ|drm=Katsura|loc=Cinnabar Island|cjap=グレンじま|crm=Guren Island|bdg=Volcano}}
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{{-}}
{{-}}


==Discussion of Generation I==
==Comparison==
{{cleanup|section}}
Generation I can be considered the template for every generation since. Many mainstays of the main series games were introduced in Generation I.
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.
 
Some aspects introduced in this generation are found in every generation since, unless otherwise stated:
 
* The choice between three [[first partner Pokémon]] that have {{t|Grass}}, {{t|Fire}}, and {{t|Water}} as their primary types.
* A [[Pokémon Professor]] named after a tree who gives the first partner 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 fought 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.
** This is not the case in {{g|Sword and Shield}}, where the [[Elite Four]] is replaced by the [[Champion Cup]].
* The player is able to have six Pokémon with them at most, while additional Pokémon can be kept in the [[Pokémon Storage System]].
* The ability to {{pkmn|battle}} and [[trade]] between games.
* [[Evolution]] via [[level|leveling up]], trade, and [[Evolution 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 player's {{ga|Red's Pikachu|initial Pikachu}} (specifically, any Pikachu with the same [[Original Trainer]] and Trainer ID as the Yellow player). In [[Generation II]], the friendship system was expanded to cover all Pokémon.


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.
Some aspects introduced in this generation have been revised since:


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.
* In Generation I, the [[Bag]] had only 20 slots, and each item or stack of items occupied one slot. This forced the player to constantly store obsolete [[List of Key Items (Generation I)|Key Items]], [[TM]]s, and [[HM]]s in the {{DL|PC|Item Storage System}} in order to obtain new items. Later games would expand the Bag's storage space and provide additional Bag pockets to organize items. Starting in [[Generation IV]], the Bag's storage is effectively limitless and can store all obtained items, obviating the need for the Item Storage System.
* In Generations I and [[Generation II|II]], the player was unable to capture any more Pokémon if the current box in the [[Pokémon Storage System]] was full. Starting in [[Generation III]], the player could use [[Poké Ball]]s while the current box was full. If a wild Pokémon was captured in this circumstance, the next box would become the current box, and the captured Pokémon would be sent there.
* In Generations I-IV, TMs are single-use while HMs can be used an unlimited number of times. Starting in [[Generation V]], TMs have unlimited uses as well (outside of {{g|Brilliant Diamond and Shining Pearl}}).
* In the Generation I, the HMs {{m|Cut}}, {{m|Surf}}, and {{m|Strength}} are required for completion of the games. They may also be used to access optional areas. All [[Generation II]]–[[Generation VI|VI]] games also require some HMs for completion. Starting in [[Generation VII]], HMs are not present at all, being replaced by the [[Poké Ride]]{{sup/7|SMUSUM}}/[[Secret Technique]]s{{sup/7|PE}}. In Pokémon Sword and Shield, there is nothing akin to HMs, except for the Galar [[Flying Taxi]], a service where a cab flown by a Corviknight can bring the player anywhere with an open roof. In Pokémon Brilliant Diamond and Shining Pearl, HMs can be accessed through the [[Pokétch]].
* 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.
 
==Battle system flaws==
The battle system of the original games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Additionally, the behavior of multiple mechanics was inconsistent with their implementations in later games. Issues and mechanics that were fixed or altered in either the [[Pokémon Stadium series]] or in [[Generation II]] 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 were strong 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|Normal}} Pokémon were strong, as their only weakness was to the {{t|Fighting}} type. Most Fighting-type Pokémon couldn't learn many [[Same Type Attack Bonus|STAB]] moves other than {{m|Submission}}, which was inaccurate and dealt recoil damage, and they were difficult to use due to the presence of strong Psychic-type Pokémon. Normal-type Pokémon learn many moves of other types and could often use moves such as {{m|Earthquake}} or {{m|Blizzard}} to defeat Ghost-types and {{type|Rock}}s that resisted their Normal-type moves.
* {{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 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 strongest {{type|Poison}} move was {{m|Sludge}}, which only had a base power of 65 and can only be learned by a few {{type|Poison}} Pokémon.
* 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, giving Pokémon with a high Special stat 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.
* [[Critical hit]] ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal more critical hits.
* [[Critical hit]] ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal critical hits more frequently.
** [[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.


===Other issues===
===Battle glitches===
* 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.
{{main|List of battle glitches (Generation I)}}
====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 [[Dire Hit]] divided the user's [[critical hit]] rate by 4 instead of multiplying it by 4.
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed, respectively, would negate the status impairments from those effects and then double the enhanced stat.
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed, respectively, would negate the status impairments from those effects and then double the enhanced stat.
* If {{m|Hyper Beam}} knocked out a Pokémon or destroyed a {{m|Substitute}}, the user would not need to recharge on the succeeding turn.
* If {{m|Hyper Beam}} knocked out a Pokémon or destroyed a {{OBP|substitute|doll}}, the user would not need to recharge on the succeeding turn.
* {{m|Self-Destruct|Selfdestruct}} and {{m|Explosion}} did not make the user faint if they destroyed a Substitute.
* {{m|Self-Destruct|Selfdestruct}} and {{m|Explosion}} did not make the user faint if they destroyed a Substitute.
* 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 (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====
===Mechanical issues===
* Critical hits would ignore stat increases from both parties rather than just the target.
* Critical hits would ignore all stat changes, including increases to the attacking Pokémon's Attack or Special and decreases to the target's Defense or Special. This can result in a critical hit dealing less damage than an attack that does not land a critical hit.
* {{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}}.
* Moves lost their additional effect after they broke a {{OBP|substitute|doll}}, preventing a Pokémon from fainting after using {{m|Explosion}} to break a substitute.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing.
* {{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.
* As soon as {{m|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.
* As soon as {{m|Rage}} connected, the user would become unable to use any other move until it fainted. Subsequent uses of Rage would not consume PP, and if the user misses a subsequent Rage due to accuracy reduction or the target's increased evasion, the move's accuracy would become 1/256.
* [[Multi-hit move]]s 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.
* [[Multi-hit move]]s 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.
* In-game opponents had infinite PP, meaning they could use moves without limit.
* In-game opponents with certain AI patterns will always use moves typed to be super effective against the target, even when those moves do not deal damage directly.


===Kanto thematic motif===
==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 five legendaries that appeared, the most powerful was man-made through genetic engineering: {{p|Mewtwo}}. The uncatchable legendary, {{p|Mew}}, also has the DNA of every Pokémon in existence.  
The first generation of Pokémon games dealt with genetics and engineering. Several Pokémon in this generation revolve around 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; and {{p|Porygon}} is a virtual reality Pokémon. These games also introduce three [[Fossil]]s 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]] 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 136: Line 216:
|}
|}


===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 149: Line 228:
|}
|}


==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 165: Line 243:
|}
|}


===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 174: Line 251:
| style="background: #{{yellow color light}}; {{roundytr|5px}}" | {{color2|{{yellow color dark}}|Pokémon Yellow Version|Pokémon Yellow}}
| style="background: #{{yellow color light}}; {{roundytr|5px}}" | {{color2|{{yellow color dark}}|Pokémon Yellow Version|Pokémon Yellow}}
|-
|-
| width="14px" style="background: #{{red color}};" | [[File:Japanese RedTitle SGB.png]]
| width="5px" style="background: #{{red color}};" | [[File:Japanese RedTitle SGB.png]]
| width="14px" style="background: #{{green color}};" | [[File:Japanese GreenTitle SGB.png]]
| width="5px" style="background: #{{green color}};" | [[File:Japanese GreenTitle SGB.png]]
| width="14px" style="background: #{{blue color}};" | [[File:Japanese BlueTitle SGB.png]]
| width="5px" style="background: #{{blue color}};" | [[File:Japanese BlueTitle SGB.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:Japanese YellowTitle SGB.png]]
| width="5px" style="background: #{{yellow color}};" | [[File:Japanese YellowTitle SGB.png]]
|}
|}


==Trivia==
==Trivia==
* Of all the generations, Generation I introduced the most moves to the series, with 165.
* Of all the [[generation]]s, Generation I introduced the most [[move]]s to the [[core series]], with 165.
** Generation I is the only generation in which the total number of moves is greater than the total number of Pokémon.
* 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<!--but don't take my word for it; do the calculations yourself!-->.
* 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<!--but don't take my word for it; do the calculations yourself!-->.
* 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, therefore leaving 89 extra spots.
* 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.
* Prior to [[Generation VIII]], Generation I was the only generation not to feature the paired versions' mascots on the title screens, but instead included the first evolutionary stages of two first partner Pokémon.
* 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 in which:
* Generation I is the only generation without:  
** The player character cannot be female, although [[Pokémon Red and Green beta#Female player character|evidence suggests plans]] for an intended female player character.
** A playable female character, although [[Pokémon Red and Green beta#Female player character|evidence suggests plans]] for an intended female player character.
** None of the [[game mascot]]s are [[Legendary Pokémon]].
** More than one {{t|Dragon}}-type move.
** Pokémon by [[List of Pokémon by index number (Generation I)|index number order]] are 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.
** {{t|Water}} was not the most common [[type]], as a plurality of Pokémon are {{type|Poison}}.
* 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 remade twice.  
* Generation I is the only generation to have multiple pairs of [[remake]]s of its core series games.
** 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!]].
 
* Generation I is the only game to not have game exclusive Legendary Pokémon.
===Character names===
* {{ga|Red}}, {{ga|Blue}}, [[Daisy Oak|Daisy]], [[Baoba]], and [[Reina]] were introduced as unnamed characters in this generation.
** Red, Blue, and Daisy had their names introduced in [[Generation II]]. Daisy was previously named May in [[The Electric Tale of Pikachu]] manga before she received her definitive name in the games.
** Baoba had his name introduced in [[Generation IV]].
** Reina remained unnamed in the games, but was named in [[Pokémon Origins]].
* The members of the [[Team Rocket]] were simply referred to as "Rocket", with no mention of the word "Grunt" in this generation.
** In [[Generation II]], the designation "Rocket Grunt" was introduced. In [[Generation III]], this was  expanded to "{{tc|Team Rocket Grunt}}".
* [[Jessie]] and [[James]] appear as unnamed characters in {{game|Yellow}}, although their names were already known from the {{pkmn|anime}}.
** In the [[core series]], Jessie and James were first named in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]].
* In this generation, the individuals from each [[Trainer class]] such as {{tc|Youngster}}, {{tc|Lass}}, etc. are not named.
* In the Japanese games of this generation, there is a shorter name for most Trainer classes that is seen when the respective Trainer is defeated in battle. For instance, the Youngster (たんパンこぞう ''Shorts Youngster'') and Lass (ミニスカート ''Miniskirt'') are abbreviated as たんパン ''Shorts'' and ミニスカ ''Miniski'', respectively.
 
==References==
{{reflist}}
 
{{Core series}}
{{Core series}}
{{Project Games notice}}
{{Project Games notice}}



Revision as of 19:15, 2 May 2024

018Pidgeot.png It has been suggested that this article be moved to First generation.
Please discuss whether or not to move it on its talk page.

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)
Side games Trading Card Game, Pinball, Snap, Puzzle League
End EN October 15, 2000 (748 days)
JA November 21, 1999 (1363 days)

The first generation (Japanese: 第一世代 first generation; ポケットモンスター赤・緑シリーズ Pocket Monsters Red and Green Series) of Pokémon games, commonly referred to by fans as Generation I (Japanese: 世代 Generation I), is the initial set of Pokémon games released.

This generation started with the Japanese games Pokémon Red and Green, later joined by Blue. These three games were combined into the international Pokémon Red and Blue. The special edition Yellow was later released as well. Two side games were also released: the Japan-only Pokémon Stadium and its sequel, released internationally as Pokémon Stadium.

Terminology

The Japanese name 「ポケットモンスター赤・緑シリーズ」 (Pocket Monsters Red and Green Series) has been used in the pokemon.co.jp website, referring to the games Pokémon Red, Green, Blue, Yellow, Stadium (Japanese), and Stadium (English).[1][2][3]

Although the term "Generation I" is usually considered fan terminology, it was used in the cast commentary for POKÉMON Detective Pikachu, and the subtitles give the Roman-numeral form.

History

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 40 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. Pokémon Yellow received a remake twenty years after its original release in the form of Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!.

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 Pokémon fanatic, 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.

First partner 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 first partner Pokémon 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 first partner Pokémon 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 RB.png
Bulbasaur
004Charmander RB.png
Charmander
007Squirtle RB.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 Matisse
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 Kyou
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:

  • In Generation I, the Bag had only 20 slots, and each item or stack of items occupied one slot. This forced the player to constantly store obsolete Key Items, TMs, and HMs in the Item Storage System in order to obtain new items. Later games would expand the Bag's storage space and provide additional Bag pockets to organize items. Starting in Generation IV, the Bag's storage is effectively limitless and can store all obtained items, obviating the need for the Item Storage System.
  • In Generations I and II, the player was unable to capture any more Pokémon if the current box in the Pokémon Storage System was full. Starting in Generation III, the player could use Poké Balls while the current box was full. If a wild Pokémon was captured in this circumstance, the next box would become the current box, and the captured Pokémon would be sent there.
  • In Generations I-IV, TMs are single-use while HMs can be used an unlimited number of times. Starting in Generation V, TMs have unlimited uses as well (outside of Pokémon Brilliant Diamond and Shining Pearl).
  • In the Generation I, the HMs Cut, Surf, and Strength are required for completion of the games. They may also be used to access optional areas. All Generation IIVI games also require some HMs for completion. Starting in Generation VII, HMs are not present at all, being replaced by the Poké RideSMUSUM/Secret TechniquesPE. In Pokémon Sword and Shield, there is nothing akin to HMs, except for the Galar Flying Taxi, a service where a cab flown by a Corviknight can bring the player anywhere with an open roof. In Pokémon Brilliant Diamond and Shining Pearl, HMs can be accessed through the Pokétch.
  • In Generations I-III, physical and special moves are determined by the move type. For instance, all Fire moves are special. Starting in Generation IV, physical and special moves are determined by the move itself, rather than their type.
  • Special is a stat that existed only in this generation. In Generation II, Special was split into Special Attack and Special Defense.

Battle system flaws

The battle system of the original games had some game balance issues, mainly due to the limited variety of Pokémon type combinations and movesets. Additionally, the behavior of multiple mechanics was inconsistent with their implementations in later games. Issues and mechanics that were fixed or altered in either the Pokémon Stadium series or in Generation II are listed below.

Balancing issues

  • Psychic-type Pokémon were strong 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.
  • Normal-type Pokémon were strong, as their only weakness was to the Fighting type. Most Fighting-type Pokémon couldn't learn many STAB moves other than Submission, which was inaccurate and dealt recoil damage, and they were difficult to use due to the presence of strong Psychic-type Pokémon. Normal-type Pokémon learn many moves of other types and could often use moves such as Earthquake or Blizzard to defeat Ghost-types and Rock-types that resisted their Normal-type moves.
  • 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 strongest Poison-type move was Sludge, which only had a base power of 65 and can only be learned by a few Poison-type Pokémon.
  • The Special stat represented both Special Attack and Special Defense, giving Pokémon with a high Special stat 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 critical hits more frequently.

Battle glitches

Main article: List of battle glitches (Generation I)
  • 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.

Mechanical issues

  • Critical hits would ignore all stat changes, including increases to the attacking Pokémon's Attack or Special and decreases to the target's Defense or Special. This can result in a critical hit dealing less damage than an attack that does not land a critical hit.
  • 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.
  • Moves lost their additional effect after they broke a substitute, preventing a Pokémon from fainting after using Explosion to break a 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 unable to use any other move until it fainted. Subsequent uses of Rage would not consume PP, and if the user misses a subsequent Rage due to accuracy reduction or the target's increased evasion, the move's accuracy would become 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, meaning they could use moves without limit.
  • In-game opponents with certain AI patterns will always use moves typed to be super effective against the target, even when those moves do not deal damage directly.

Kanto thematic motif

The first generation of Pokémon games dealt with genetics and engineering. Several Pokémon in this generation revolve around 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; and Porygon is a virtual reality Pokémon. These games also introduce three Fossils 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 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 core series, with 165.
    • Generation I is the only generation in which the total number of moves is greater than the total number of Pokémon.
  • 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.
  • 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, therefore leaving 89 extra spots.
  • Prior to Generation VIII, Generation I was the only generation not to feature the paired versions' mascots on the title screens, but instead included the first evolutionary stages of two first partner Pokémon.
  • Generation I is the only generation in which:
  • 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 only generation to have multiple pairs of remakes of its core series games.

Character names

  • Red, Blue, Daisy, Baoba, and Reina were introduced as unnamed characters in this generation.
  • The members of the Team Rocket were simply referred to as "Rocket", with no mention of the word "Grunt" in this generation.
  • Jessie and James appear as unnamed characters in Pokémon Yellow, although their names were already known from the anime.
  • In this generation, the individuals from each Trainer class such as Youngster, Lass, etc. are not named.
  • In the Japanese games of this generation, there is a shorter name for most Trainer classes that is seen when the respective Trainer is defeated in battle. For instance, the Youngster (たんパンこぞう Shorts Youngster) and Lass (ミニスカート Miniskirt) are abbreviated as たんパン Shorts and ミニスカ Miniski, respectively.

References


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.