Generation I: Difference between revisions

828 bytes removed ,  24 April 2014
→‎Discussion of Generation I: Tense agreement (Gen I is no longer current, so present tense is not adequate) and other cleanup.
m (→‎Balancing issues: Please do not blindly copy-paste after an edit conflict... Most of the list are not "balance" issues)
(→‎Discussion of Generation I: Tense agreement (Gen I is no longer current, so present tense is not adequate) and other cleanup.)
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* 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 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.
** 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 {{t|Flying}}.
** Pure {{type|Dragon}} Pokémon were only weak to Dragon-type moves. However, since {{m|Dragon Rage|the only damage-dealing Dragon-type move}} always did a fixed damage of 40HP, no moves could deal super-effective damage against pure Dragon types.
* 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).
* 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 speed, allowing fast Pokémon such as {{p|Jolteon}} or {{p|Zapdos}} deal large amounts of critical hits.
* [[Critical hit]] ratios were based on a Pokémon's speed, allowing faster Pokémon to deal more critical hits.
** [[One-hit knockout move|One-hit KO moves]]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.


===Other issues===
===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]] 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.
* 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.
* {{m|Leech Seed}} and {{m|Toxic}} used 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.
* Bad {{status|poison}}ing 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 {{DL|Battle item|Dire Hit}}s ''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.
* Critical hits would ignore stat-ups from both parties rather than just the target.
* Critical hits would ignore stat increases from both parties rather than just the target.
* 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 stat.
* {{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}} 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 trapped Pokémon switched out, it would still be considered trapped during that turn.
* If {{m|Hyper Beam}} KOs a Pokémon, the user doesn't need to recharge on the succeeding turn.
* If {{m|Hyper Beam}} knocked out a Pokémon, the user would not need to recharge on the succeeding turn.
* 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.
* Although {{m|Rest}} acted as a {{DL|Potion|Full Restore}} with the side effect of {{status|Sleep|falling asleep}}, it did not alleviate the status impairments caused by burns or paralysis.
* {{m|Struggle}} is programmed with {{type|Normal}} offensive properties instead of being programmed to ignore them, making it ineffective against {{t|Ghost}} types.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
* When hit 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 a Pokémon was hit by a move that did not deal neutral damage, the message that displayed would reflect only the matchup against the target's secondary type.
* Overusing stat-ups would eventually cause the boosted stats to roll over into low numbers.
* Overusing stat-ups would eventually cause the boosted stats to roll over into low numbers.
* Waking up from sleep takes a full turn.
* Waking up from sleep took a full turn.
* {{m|Substitute}}s 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.
* {{m|Substitute}}s did not defend against status impairments. Hyper Beam also didn't require a recharge if it destroyed the Substitute, and {{m|Self-Destruct|Selfdestruct}} and {{m|Explosion}} did not make the user faint if it destroyed 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 would knock out 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 1PP, and if it misses, its accuracy drops to 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 it missed, its accuracy dropped to 1/256.
* If a {{m|Bide}} user is hit with a status move before its second turn, the damage dealt will equal that of the last attack used against it.
* If a {{m|Bide}} user was hit with a status move before its second turn, the damage dealt would equal that of the last attack used against it.
* If a Pokémon's HP is 255 or 511HP below its maximum, then {{m|Recover}} and {{m|Soft-Boiled|Softboiled}} will fail.
* If a Pokémon's HP was 255 or 511 below its maximum, then {{m|Recover}} and {{m|Soft-Boiled|Softboiled}} would 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 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.


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