Generation I: Difference between revisions

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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:
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 were also completely ineffective against Psychic types instead of being super-effective, due to what may be a programming bug.
* {{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 officially meant to be super-effective, were completely ineffective against Psychic types due to what may be a programming bug. Additionally, the only Ghost type move {{m|Lick}} was very weak.
* The only damaging {{type|Dragon}} move was the set-damage {{m|Dragon Rage}}. On one hand, this meant that Dragon-type Pokémon could never take advantage of [[Same Type Attack Bonus|STAB]], but also 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}}. On one hand, this meant that Dragon-type Pokémon could never take advantage of [[Same Type Attack Bonus|STAB]], but also 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.
* [[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 more critical hits.
** [[One-hit knockout move]]s were also based on speed, making them useless if the user was slower than the target.
** [[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.
* In-game opponents had infinite PP, so that they could use powerful moves with 5 PP without limit.


===Other issues===
===Other issues===
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* 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 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 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.


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