Generation I: Difference between revisions

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==Issues and bugs==
==Issues and bugs==
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) are listed below.
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 fixed in either the [[Pokémon Stadium]] games or in [[Generation II]] are listed below.


===Balancing issues===
===Balancing issues===
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* {{type|Normal}} Pokémon were strong, as their only weakness was to the {{t|Fighting}} type. Most Fighting-type Pokémon couldn't learn many [[Same Type Attack Bonus|STAB]] moves other than {{m|Submission}}, which was inaccurate and dealt recoil damage, and they were difficult to use due to the presence of strong Psychic-type Pokémon. Normal-type Pokémon learn many moves of other types and could often use moves such as {{m|Earthquake}} or {{m|Blizzard}} to defeat Ghost-types and {{type|Rock}}s that resisted their Normal-type moves.
* {{type|Normal}} Pokémon were strong, as their only weakness was to the {{t|Fighting}} type. Most Fighting-type Pokémon couldn't learn many [[Same Type Attack Bonus|STAB]] moves other than {{m|Submission}}, which was inaccurate and dealt recoil damage, and they were difficult to use due to the presence of strong Psychic-type Pokémon. Normal-type Pokémon learn many moves of other types and could often use moves such as {{m|Earthquake}} or {{m|Blizzard}} to defeat Ghost-types and {{type|Rock}}s that resisted their Normal-type moves.
* The only damaging {{type|Dragon}} move was the set-damage {{m|Dragon Rage}}. This meant that Dragon-type Pokémon could never take advantage of STAB, and 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}}. This meant that Dragon-type Pokémon could never take advantage of STAB, and that the only moves that could hit them with super-effective damage were {{type|Ice}} moves.
* The strongest {{type|Poison}} move was {{m|Sludge}}, which only had a base power of 65 and can only be learned by a few {{type|Poison}} type Pokémon.
* The strongest {{type|Poison}} move was {{m|Sludge}}, which only had a base power of 65 and can only be learned by a few {{type|Poison}} Pokémon.
* The {{stat|Special}} stat represented both Special Attack and Special Defense, giving Pokémon with a high Special stat 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, giving Pokémon with a high Special stat 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 critical hits more frequently.
* [[Critical hit]] ratios were based on a Pokémon's base speed, allowing faster Pokémon to deal critical hits more frequently.
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===In-battle issues===
===In-battle issues===
* Critical hits would ignore stat increases from both parties rather than just the target.
* Critical hits would ignore all stat increases, including increases to the attacking Pokémon's Attack or Special and decreases to the target's Defense or Special. This can result in a critical hit dealing less damage than an attack that does not land a critical hit.
* {{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}}.
* {{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}}.
* Moves lost their additional effect after they broke a {{m|Substitute}}, meaning a Pokémon will not even faint from {{m|Explosion}} if they break a substitute.
* Moves lost their additional effect after they broke a {{m|Substitute}}, preventing a Pokémon from fainting after using {{m|Explosion}} to break a 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 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|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.
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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.
* In-game opponents had infinite PP, meaning they could use moves without limit.
* In-game opponents will always use the type of a move that is super effective, even if it is a status move.
* In-game opponents with certain AI patterns will always use moves typed to be super effective against the target, even when those moves do not deal damage directly.


===Other issues===
===Other issues===
* 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.
* 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.
* The player was unable to capture any more Pokémon if the current box in the [[Pokémon Storage System]] was full.


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