Generation I: Difference between revisions

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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:
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* 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.
* 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.
* 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}}.
* {{status|Freeze|Frozen}} Pokémon are only able to thaw out from an {{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]].
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* 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.
* 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.
* 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 1PP, 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 it 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 511HP 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.
* 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.


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