Generation I: Difference between revisions

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Some aspects introduced in this generation have been revised since:
Some aspects introduced in this generation have been revised since:


* In Generations I-[[Generation IV|IV]], [[TM]]s are single-use while [[HM]]s can be used an unlimited number of times. Starting in [[Generation V]], TMs have unlimited uses as well (outside of {{g|Brilliant Diamond and Shining Pearl}}).
* In Generation I, the [[Bag]] had only 20 slots, and each item or stack of items occupied one slot. This forced the player to constantly store obsolete [[List of Key Items (Generation I)|Key Items]], [[TM]]s, and [[HM]]s in the {{DL|PC|Item Storage System}} in order to obtain new items. Later games would expand the Bag's storage space and provide additional Bag pockets to organize items. Starting in [[Generation IV]], the Bag's storage is effectively limitless and can store all obtained items, obviating the need for the Item Storage System.
* In Generations I and [[Generation II|II]], the player was unable to capture any more Pokémon if the current box in the [[Pokémon Storage System]] was full. Starting in [[Generation III]], the player could use [[Poké Ball]]s while the current box was full. If a wild Pokémon was captured in this circumstance, the next box would become the current box, and the captured Pokémon would be sent there.
* In Generations I-IV, TMs are single-use while HMs can be used an unlimited number of times. Starting in [[Generation V]], TMs have unlimited uses as well (outside of {{g|Brilliant Diamond and Shining Pearl}}).
* In the Generation I, the HMs {{m|Cut}}, {{m|Surf}}, and {{m|Strength}} are required for completion of the games. They may also be used to access optional areas. All [[Generation II]]–[[Generation VI|VI]] games also require some HMs for completion. Starting in [[Generation VII]], HMs are not present at all, being replaced by the [[Poké Ride]]{{sup/7|SMUSUM}}/[[Secret Technique]]s{{sup/7|PE}}. In Pokémon Sword and Shield, there is nothing akin to HMs, except for the Galar [[Flying Taxi]], a service where a cab flown by a Corviknight can bring the player anywhere with an open roof. In Pokémon Brilliant Diamond and Shining Pearl, HMs can be accessed through the [[Pokétch]].
* In the Generation I, the HMs {{m|Cut}}, {{m|Surf}}, and {{m|Strength}} are required for completion of the games. They may also be used to access optional areas. All [[Generation II]]–[[Generation VI|VI]] games also require some HMs for completion. Starting in [[Generation VII]], HMs are not present at all, being replaced by the [[Poké Ride]]{{sup/7|SMUSUM}}/[[Secret Technique]]s{{sup/7|PE}}. In Pokémon Sword and Shield, there is nothing akin to HMs, except for the Galar [[Flying Taxi]], a service where a cab flown by a Corviknight can bring the player anywhere with an open roof. In Pokémon Brilliant Diamond and Shining Pearl, HMs can be accessed through the [[Pokétch]].
* In Generations I-III, [[Physical move|physical]] and [[special move]]s are determined by the move type. For instance, all {{t|Fire}} moves are special. Starting in [[Generation IV]], physical and special moves are determined by the move itself, rather than their type.
* In Generations I-III, [[Physical move|physical]] and [[special move]]s are determined by the move type. For instance, all {{t|Fire}} moves are special. Starting in [[Generation IV]], physical and special moves are determined by the move itself, rather than their type.
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===In-battle issues===
===In-battle issues===
* 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.
* Critical hits would ignore all stat changes, 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}}, preventing a Pokémon from fainting after using {{m|Explosion}} to 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.
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* Waking up from sleep took a full turn.
* Waking up from sleep took a full turn.
* Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
* Using Substitute while having 25% or less of one's maximum HP left would cause the user to faint.
* 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 unable to use any other move until it fainted. Subsequent uses of Rage would not consume PP, and if the user misses a subsequent Rage due to accuracy reduction or the target's increased evasion, the move's accuracy would become 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, meaning they could use moves without limit.
* In-game opponents had infinite PP, meaning they could use moves without limit.
* 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.
* 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===
* 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.


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