Pokémon is the brainchild of Satoshi Tajiri. Born in Tokyo in 1965, he began collecting insects as a child, and wanted to become an entomologist. However, this ambition gave way to his other passion: video gaming. For Tajiri, it all began with Space Invaders, and he spent his teenage years fascinated with the medium. At the age of 16, he won a contest for an idea sponsored by Sega, and at 17, he began a fanzine called Game Freak, costing ¥300. The best-selling issue of the handwritten magazine turned over some 10,000 copies through doujinshi stores (which sell self-published tomes). At the age of 16, he won a contest for an idea sponsored by Sega, and at 17, he began a fanzine called Game Freak, costing ¥300. The best-selling issue of the handwritten magazine turned over some 10,000 copies through doujinshi stores (which sell self-published tomes).
Nintendo 64
You've no doubt fond memories of the Nintendo 64 (N64), and might try out Nintendo 64 emulators to get that nostalgic fix.
Fighting Games
Considering battle is one of the touchstones of Pokémon, it comes as no surprise that a few spin-offs center on this aspect.
400k User
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You know the story. A youngster is determined to become a fully-fledged Pokémon Trainer, catch 'em all, and collect gym badges. He or she heads off to collect a starter monster, and while doing so, finds a rival Trainer. The pair go forth to achieve their destinies, and further encounter a team of ne'er-do-wells intent on world domination. Such a description, of course, ignores the natural charm and intrigue of playing Pokémon: a tried-and-tested formula that never really gets old. The Pokédex has expanded to include over 800 Pokémon across seven generations of games.
Pokémon's popularity means that the series isn't confined to one video game series. The first, however, now seems ridiculous: Pokémon Trading Card Game was a Game Boy Color simulation of the real-life trading cards. It was released between 1998 and 2000, and proved a huge hit -- perhaps owing to the fact it included the majority of cards from the first three sets. It was a one-off cost, eliminated the need to scout out spares, and yet remained addictive, so sold over 1.5 million copies in North America in a year. A follow-up was soon unveiled, Pokémon Card GB2: Here Comes Team GR!, although only in Japan. The number of spin-off media for Pokémon far outweighs those of the main series. So we won't waste time recounting the thrills of Learn with Pokémon: Typing Adventure, Pokémon Picross, or Pokémon Trozei!/Link!. Instead, we'll focus on the ones you care about.
Generation I
The player had to voyage across the Kanto region to collect Pokémon. Their ultimate goal was to compete against Gym Leaders to earn badges, and subsequently challenge the Elite Four. You also took on Team Rocket, and generally had fun.
Generation II
From the inclusion of unknown creatures in the anime, it was clear that Pokémon wasn not going to stop at the first generation of titles. More specifically, at the end of the first episode, screened in 1997, Ho-Oh was seen flying in the sky.
Generation III
Pokémon had reached a peak, and interest was beginning to wane. Nonetheless, Pokémon Ruby and Sapphire proved commercially and critically successful. They were released on the Game Boy Advance (GBA) in Japan in 2002, and in other territories the following year.
Generation IV
Pokémon Ruby and Sapphire, plus FireRed and LeafGreen, had sold respectfully. But their DS successors, Pokémon Diamond and Pearl, exceeded expectations.
Generation V
Pokémon Black and White took players to Unova. For the first time, the game world inspiration was taken away from Japan. Whereas previous regions had been modeled on Hokkaido, Kansai, and Kyushu, Unova was based on New York City.
Generation VI
Just a year after Pokémon Black 2 and White 2, the franchise was back and fresher than ever. It would be fair to say that Pokémon X and Y were something of a revolution in the brand history. Not only did they add 72 more Pokémon to the Pokédex.