Generation I: Difference between revisions

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===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 {{gen|II}} (and are thus exclusive to Generation I) were:
===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:


* Two Pokémon types in the game were matchless:
* Two Pokémon types in the game were matchless:
** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted by no types other than itself 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 types. {{type|Ghost}} moves are also completely ineffective to Psychic types instead of being super-effective, due to what may be a programming bug. This made it easy for the player to catch a {{p|Drowzee}} or {{p|Abra}} relatively early into the game, evolve it, and teach it the powerful move {{m|Psychic}}, allowing it to easily defeat most opponents.
** {{type|Psychic}} Pokémon had virtually no match because their moves were resisted by no types other than itself 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 types. {{type|Ghost}} moves are also completely ineffective to Psychic types instead of being super-effective, due to what may be a programming bug. This made it easy for the player to catch a {{p|Drowzee}} or {{p|Abra}} relatively early into the game, evolve it, and teach it the powerful move {{m|Psychic}}, allowing it to easily defeat most opponents.
** Pure {{type|Dragon}} Pokémon had literally no weaknesses, as it was only weak to itself. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, there were no moves that were super-effective against pure Dragon types. Since the {{p|Dratini}} evolutionary line was the only series of Dragon-type Pokémon, {{p|Dragonite}} was the only Dragon type with a weakness, as it is also part {{type|Flying}}.
** Pure {{type|Dragon}} Pokémon had literally no weaknesses, as it was only weak to itself. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, there were no moves that were super-effective against pure Dragon types. Since the {{p|Dratini}} evolutionary line was the only series of Dragon-type Pokémon, {{p|Dragonite}} was the only Dragon type with a weakness, as it is also part {{type|Flying}}.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had a decisive 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 (except for {{t|Flying}} and {{type|Bug}}s).
* [[Critical hit]] ratios were based off of a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
** [[One-Hit KO]] moves were also based off of speed, making them useless if the user was slower than the target.
===Other issues===
* The [[Bag]] only had 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 [[Bag]] only had 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.
* Except for the Elite Four, there were no Trainers who could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
* Except for the Elite Four, there were no Trainers who could be rebattled, meaning that, barring winning expensive TMs at the Game Corner and selling them or using {{m|Pay Day}} many times, the amount of money that a player could earn before reaching [[Indigo Plateau]] was limited.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, meaning that a Pokémon with a high Special stat had a decisive 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 (except for {{t|Flying}} and {{t|Bug}} types).
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* {{m|Leech Seed}} and {{m|Toxic}} went off the same damage calculator when they were stacked alongside each other, allowing Leech Seed to drain twice as much damage.
* [[Poison (status condition)|Critical Poisoning]] would revert to standard poisoning if an inflicted Pokémon was switched out.
* Bad {{status|Poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
* Due to a glitch, {{m|Focus Energy}} and [[Dire Hit]]s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* [[Critical hit]] ratios were based off of a Pokémon's speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
* Critical hits would ignore stat-ups from both parties rather than just the target. 3 {{m|Swords Dance}}s would allow the user to do more damage normally than a critical hit from a target, allowing for a wide amount of luck-based victories in battles.
** [[One-hit knockout move|One-hit KO moves]]s were also based off of speed, making them useless if the user was slower than the target.
* Using {{m|Agility}} or Swords Dance while [[Paralysis|paralyzed]] or [[Burn|burned]] (respectively) would negate the status impairments from those effects, then double the enhanced status.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}}s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* {{status|Freeze|Frozen}} Pokémon are only able to thaw out from [[Ice Heal]] or by being inflicted with {{type|Fire}} moves or {{m|Haze}}.
* Critical hits would ignore stat-ups from both parties rather than just the target. Three {{m|Swords Dance}}s would allow the user to do more damage normally than a critical hit from a target, allowing for a wide amount of luck-based victories in battles.
* Using {{m|Agility}} or Swords Dance while {{status|Paralysis|paralyzed}} or {{status|burn}}ed (respectively) would negate the status impairments from those effects, then double the enhanced status.
* {{status|Freeze|Frozen}} Pokémon are only able to thaw out from {{DL|Status condition healing item|Ice Heal}} or by being inflicted with {{type|Fire}} moves or {{m|Haze}}.
* {{m|Counter}} can 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}} can 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}}.
* Switching boxes required [[Save|saving]].
* Switching boxes required [[Save|saving]].
* With the exception of [[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 2-5 turns as a side-effect. If a trapped Pokémon switched out, it'd ''still'' be considered trapped during that turn.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2-5 turns as a side-effect. If a trapped Pokémon switched out, it'd ''still'' be considered trapped during that turn.
* {{m|Whirlwind}} and {{m|Roar}} did absolutely nothing in trainer battles.
* {{m|Whirlwind}} and {{m|Roar}} did absolutely nothing in trainer battles.
* If {{m|Hyper Beam}} KO's a Pokémon, the user doesn't need to recharge on the succeeding turn.
* If {{m|Hyper Beam}} KOs a Pokémon, the user doesn't need to recharge on the succeeding turn.
* Although [[Rest]] acts as a [[Full Restore]] with the side-effect of [[Sleep|drowsiness]], it does not alleviate the status impairments caused by burns or paralysis.
* Although {{m|Rest}} acts as a {{DL|Potion|Full Restore}} with the side-effect of {{status|Sleep|falling asleep}}, it does not alleviate the status impairments caused by burns or paralysis.
* {{m|Struggle}} is programmed with {{t|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* {{m|Struggle}} is programmed with {{type|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* When his with a super-effective move, the message that displays only reflects whether or not the move was super-effective against the target's ''second'' type.
* When his with a super-effective move, the message that displays only reflects whether or not the move was super-effective against the target's ''second'' type.
* Overusing stat-ups would eventually cause the boosted stats to roll over into absurdly low numbers.
* Overusing stat-ups would eventually cause the boosted stats to roll over into absurdly low numbers.
* Waking up from sleep takes an entire turn all on its own.
* Waking up from sleep takes an entire turn all on its own.
* Substitutes do not defend against status impairments. Hyper Beam also doesn't require a recharge if it destroys the Substitute, and {{m|Self-Destruct}}ing and {{m|Explosion|Exploding}} does not make the user faint if it destroys the Substitute.
* Substitutes do not defend against status impairments. Hyper Beam also doesn't require a recharge if it destroys the Substitute, and {{m|Self-Destruct|Selfdestruct}}ing and {{m|Explosion|Exploding}} does not make the user faint if it destroys the Substitute.
* Using Substitute while having exactly 25% of one's maximum HP left inadvertently KO's the user.
* Using Substitute while having 25% or less of one's maximum HP left inadvertently KOs the user.
* As soon as {{m|Rage}} connects, the user will become disobedient and will be unable to use any other move until it faints. When Rage is used, it only loses the initial 1 PP, and if it misses, its accuracy drops to 1/256.
* As soon as {{m|Rage}} connects, the user will become disobedient and will be unable to use any other move until it faints. When Rage is used, it only loses the initial 1 PP, and if it misses, its accuracy drops to 1/256.
* {{m|Mimic}} randomly mimics an enemy's move, allowing the user to duplicate the enemy's moveset.
* {{m|Mimic}} randomly mimics an enemy's move, allowing the user to duplicate the enemy's moveset.
* {{m|Disable}} randomly disables an enemy's move, and also builds the enemy's rage should it be in effect.
* {{m|Disable}} randomly disables an enemy's move, and also builds the enemy's rage should it be in effect.
* If a {{m|Bide}} user is hit with a non-attacking move before its second turn, the damage dealt will equal that of the last attack used against it.
* If a {{m|Bide}} user is it with a non-attacking move before its second turn, the damage dealt will equal that of the last attack used against it.
* {{m|Blizzard}} has an absurd accuracy of 90%.
* {{m|Blizzard}} has an absurd accuracy of 90%.
* If a Pokémon's HP is 255 or 511 HP below its maximum, then {{m|recover}}y {{m|Soft-Boiled|moves}} will fail.
* If a Pokémon's HP is 255 or 511 HP below its maximum, then {{m|recover}}y {{m|Soft-Boiled|moves}} will fail.
* Multi-hit moves (i.e. {{m|Fury Attack}} or {{m|Fury Swipes}}) deal the same amount of damage for each attack, meaning that if the first move is a critical hit, the next 1-4 turns will be critical hits as well.
* Multi-hit moves (e.g. {{m|Fury Attack}} or {{m|Fury Swipes}}) deal the same amount of damage for each attack, meaning that if the first move is a critical hit, the next 1-4 turns will be critical hits as well.


===Kanto thematic motif===
===Kanto thematic motif===
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