Generation I: Difference between revisions

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|debuten=September 28, 1998
|debuten=September 28, 1998
|debutjp=February 27, 1996
|debutjp=February 27, 1996
|battlearena=[[Pokémon Stadium (English)|Stadium]]
|battlearena=[[Pokémon Stadium (Japanese)|Stadium (Japanese)]], [[Pokémon Stadium (English)|Stadium (International)]]
<!--|storage=[[Pokémon Bank]]{{tt|*|Virtual Console releases only}}-->
|enden=October 15, 2000
|enden=October 15, 2000
|endjp=November 21, 1999
|endjp=November 21, 1999
}}
}}
The '''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.


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 [[trading]] system between two [[Game Boy]]s being thought of when he imagined a caterpillar crawling across the [[link cable]] between two systems.
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.


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. Despite this, the simultaneous release of the games and {{pkmn|anime}} led to an almost-overnight surge in popularity that raised [[Pokémon controversy|some parental concern]], often dubious, and cemented 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}}.
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 [[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}}.


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}}.
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** 165 unique [[move]]s, restricted to four per Pokémon, each with its own type, [[accuracy]], and base [[power]].
** 165 unique [[move]]s, restricted to four per Pokémon, each with its own type, [[accuracy]], and base [[power]].
* The [[Pokémon League]] challenge, consisting of [[Kanto]]'s eight [[Gym|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]].
* The [[Pokémon League]] challenge, consisting of [[Kanto]]'s eight [[Gym|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 [[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==
==Regions==
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====Gym Leaders====
====Gym Leaders====
The eight Kanto [[Gym Leader]]s each specialize in a different type of Pokémon. Each gives out a [[Badge]] and a [[TM]] on their defeat.
The eight Kanto [[Gym Leader]]s each specialize in a different type of Pokémon. Each gives the player a [[Badge]] and a [[TM]] after their defeat.


{| class="roundy" style="margin:auto; text-align:center; background: #{{kanto color}}; border: 4px solid #{{kanto color}};" colspan=4 cellspacing="1" cellpadding="2"
{| class="roundy" style="margin:auto; text-align:center; background: #{{kanto color}}; border: 4px solid #{{kanto color}};" colspan=4 cellspacing="1" cellpadding="2"
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==Discussion of Generation I==
==Discussion of Generation I==
{{cleanup|section}}
{{cleanup|section}}
When the games were first released, despite their inferior graphics and sound compared to other games of the time, they were revolutionary, firmly rooting the Pokémon series as one of [[Nintendo]]'s mainstays alongside Mario and The Legend of Zelda.
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.
 
Throughout the six generations so far, Pokémon has continued to build on the successes of Generation I's system, while addressing the drawbacks and errors made in the development of the games. Many of the Pokémon world's standards were set in the first generation, including the first five [[HM]]s, all of which, with the exception of {{m|Flash}}, remain tools required for the game's completion in [[Generation V]].


Not only were gameplay aspects of the world set in Generation I, but also the storyline aspects. Each region since Kanto has had a local [[Pokémon Professor]] named after a tree who gives the player a [[starter Pokémon]], an [[villainous teams|evil team]] whose goal is to rule the world, and many other things that are now integral to being a [[core series]] game.
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.


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 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.


===Balancing issues===
===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:
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:
* {{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 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.
* 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.
** 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}}.
* [[Critical hit]] ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal more critical hits.
* 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.
** [[One-hit knockout move]]s were also based on speed, making them useless if the user was slower than the target.
* 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).
===Other issues===
* {{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.
* 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.
* Bad {{status|Poison}}ing would revert to standard poisoning if an inflicted Pokémon was switched out.
====In-battle bugs====
* [[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.
* {{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.
** [[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.
* Due to a glitch, {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} cut the user's [[critical hit]] ratio by 75% instead of doubling it.
* 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.
* 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.
* 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.
* If {{m|Hyper Beam}} knocked out a Pokémon or destroyed a {{m|Substitute}}, the user would not need to recharge on the succeeding turn.
* 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.
* {{m|Self-Destruct|Selfdestruct}} and {{m|Explosion}} did not make the user faint if they destroyed a Substitute.
* {{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}}.
* Although {{m|Rest}} removed status conditions, it would not alleviate the stat debuffs caused by a burn or paralysis.
* {{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}}.
* Overusing stat increases would eventually cause the boosted stats to roll over to maximally decreased stats.
* Switching boxes required [[Save|saving]].
* 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.
 
====Other in-battle issues====
* 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}}.
* 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 2-5 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 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|Whirlwind}} and {{m|Roar}} did absolutely nothing in trainer battles.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
* If {{m|Hyper Beam}} KOs a Pokémon, the user doesn't need to recharge on the succeeding turn.
* 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.
* 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.
* Waking up from sleep took a full turn.
* {{m|Struggle}} is programmed with {{type|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
* 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.
* 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 it missed, its accuracy dropped to 1/256.
* Overusing stat-ups would eventually cause the boosted stats to roll over into absurdly low numbers.
* [[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.
* 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|Selfdestruct}}ing and {{m|Explosion|Exploding}} does not make the user faint if it destroys the Substitute.
* 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.
* {{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.
* 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%.
* 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 (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===
The first generation of Pokémon games were more directed towards 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 of 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}}. It remains the only legendary Pokémon, apart from {{p|Genesect}}, created through artificial means. 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. 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.
 
[[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==
===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}}"
|-
| style="background: #{{red color light}}; {{roundytl|5px}}" | {{color2|{{red color dark}}|Pokémon Red and Blue Versions|Pokémon Red}}
| style="background: #{{blue color light}};" | {{color2|{{blue color dark}}|Pokémon Red and Blue Versions|Pokémon Blue}}
| style="background: #{{yellow color light}}; {{roundytr|5px}}" | {{color2|{{yellow color dark}}|Pokémon Yellow Version|Pokémon Yellow}}
|-
| width="14px" style="background: #{{red color}};" | [[File:RedTitle GBC.png]]
| width="14px" style="background: #{{blue color}};" | [[File:BlueTitle GBC.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:YellowTitle.png]]
|}


[[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 as well. With this generation the very foundation of the Pokémon franchise, most successors have only expanded upon Kanto's basics such as trading, leveling-up and stone evolution.
===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}}"
|-
| style="background: #{{red color light}}; {{roundytl|5px}}" | {{color2|{{red color dark}}|Pokémon Red and Blue Versions|Pokémon Red}}
| style="background: #{{blue color light}};" | {{color2|{{blue color dark}}|Pokémon Red and Blue Versions|Pokémon Blue}}
| style="background: #{{yellow color light}}; {{roundytr|5px}}" | {{color2|{{yellow color dark}}|Pokémon Yellow Version|Pokémon Yellow}}
|-
| width="14px" style="background: #{{red color}};" | [[File:RedTitle SGB.png]]
| width="14px" style="background: #{{blue color}};" | [[File:BlueTitle SGB.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:YellowTitle SGB.png]]
|}


==Japanese title screens==
==Japanese title screens==
===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}}"
|-
| style="background: #{{red color light}}; {{roundytl|5px}}" | {{color2|{{red color dark}}|Pokémon Red and Green Versions|Pokémon Red}}
| style="background: #{{green color light}};" | {{color2|{{green color dark}}|Pokémon Red and Green Versions|Pokémon Green}}
| style="background: #{{blue color light}}" | {{color2|{{blue color dark}}|Pokémon Blue Version (Japanese)|Pokémon Blue}}
| 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 GBC.png]]
| width="14px" style="background: #{{green color}};" | [[File:Japanese GreenTitle GBC.png]]
| width="14px" style="background: #{{blue color}};" | [[File:Japanese BlueTitle GBC.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:Japanese YellowTitle GBC.png]]
|}
===Super Game Boy===
<!-- Green is already included above !-->
<!-- 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}}"
|-  
|-  
| style="background: #{{red color light}}; {{roundytl|5px}}" | {{color2|{{red color dark}}|Pokémon Red and Green Versions|Pokémon Red}}
| style="background: #{{red color light}}; {{roundytl|5px}}" | {{color2|{{red color dark}}|Pokémon Red and Green Versions|Pokémon Red}}
| style="background: #{{green color light}};" | {{color2|{{green color dark}}|Pokémon Red and Green Versions|Pokémon Green}}
| style="background: #{{blue color light}}" | {{color2|{{blue color dark}}|Pokémon Blue Version (Japanese)|Pokémon Blue}}
| style="background: #{{blue color light}}" | {{color2|{{blue color dark}}|Pokémon Blue Version (Japanese)|Pokémon Blue}}
| 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.png]]
| width="14px" style="background: #{{red color}};" | [[File:Japanese RedTitle SGB.png]]
| width="14px" style="background: #{{blue color}};" | [[File:Japanese BlueTitle.png]]
| width="14px" style="background: #{{green color}};" | [[File:Japanese GreenTitle SGB.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:Japanese YellowTitle.png]]
| width="14px" style="background: #{{blue color}};" | [[File:Japanese BlueTitle SGB.png]]
| width="14px" style="background: #{{yellow color}};" | [[File:Japanese YellowTitle SGB.png]]
|}
|}


==Trivia==
==Trivia==
* Generation I introduced the most moves to the series, with 165.
* Of all the generations, Generation I introduced the most moves to the series, with 165.
* Excluding FireRed and LeafGreen (as they are remakes), Generation I is the only generation so far whose [[Version mascot|mascots]] are non-[[legendary Pokémon]].
* Excluding Generation III's FireRed and LeafGreen (as they are remakes), Generation I is the only generation so far whose [[Game mascot|mascots]] are non-[[legendary 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.  
* 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.
* 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 screen, but instead includes the first evolution stage of two starter 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 without a playable female character, although evidence of an intended female player character has been discovered.
* Generation I is the only generation without a playable female character, although evidence of an intended female player character has been discovered.
* 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.
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[[de:Erste Spielgeneration]]
[[de:Erste Spielgeneration]]
[[es:Generación I]]
[[fr:Première génération]]
[[fr:Première génération]]
[[it:Prima generazione]]
[[it:Prima generazione]]
[[ja:第一世代]]
[[ja:第一世代]]
[[pl:Generacja I]]
[[pl:Generacja I]]
[[pt:Geração RBY]]
[[zh:第一世代]]
[[zh:第一世代]]