Generation I: Difference between revisions

(→‎Discussion of Generation I: even the section title is bad)
(→‎Balancing issues: Proofreading)
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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 {{gen|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 {{gen|II}} (and are thus exclusive to Generation I) were:


* {{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 {{type|Poison}} and therefore weak to Psychic-types. [[Ghost (type)|Ghots-type]] moves are also completely ineffective to Psychic types instead of being super-effective, due to 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.
* Two Pokémon types in the game were matchless:
* 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 40 HP of damage, 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, [[Dragonite]] was the only Dragon-type with a weakness, as it was also part {{type|Flying}}.
** {{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 {{type|Poison}} and therefore weak to Psychic-types. [[Ghost (type)|Ghots-type]] moves are also completely ineffective to Psychic types instead of being super-effective, due to 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 40 HP of damage, 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, [[Dragonite]] was the only Dragon-type with a weakness, as it was also part {{type|Flying}}.
* 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.
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** [[One-Hit KO]] moves were also based off of speed, making them useless if the user was slower than the target.
** [[One-Hit KO]] moves 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 [[Dire Hit]]s ''cut'' the user's critical hit ratio by 75%, instead of doubling it.
* 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 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 than 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. 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.
* 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.
* 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.
* [[Frozen]] Pokémon are only able to thaw out from [[Ice Heal]] or by being inflicted with {{type|Fire}} moves or {{m|Haze}}.
* [[Frozen]] Pokémon are only able to thaw out from [[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 [[Swift]], every attack had at least a 1/256 chance of missing.
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