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* The Silph Scope is required in order to see and identify the ghost Pokémon in Pokémon Tower so you can progress with the plot. Without it, Marowak's ghost effectively blocks you from reaching the final room, as your Pokemon will be too scared to attack it [[note]]Which makes very little sense, as you have to fight a bunch of ghost Pokemon to get there in the first place[[/note]]. This concept was immediately dropped in the next generation.

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* The Silph Scope is required in order to see and identify the Marowak's ghost Pokémon in Pokémon Tower so you can progress with the plot. Without it, Marowak's ghost effectively blocks you from reaching the final room, as your Pokemon will be too scared to attack it [[note]]Which makes very little sense, as you have to fight a bunch of ghost Pokemon to get there in the first place[[/note]]. This concept was immediately dropped in the next generation.
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* [[DesperationAttack Struggle]] is treated as a Normal-type move, so Ghosts are immune to it.

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* [[DesperationAttack Struggle]] is treated as a Normal-type move, so Ghosts are immune to it. This can potentially make a 2-player battle UnwinnableByMistake if both players' last Pokemon is a Ghost with no PP left.
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Removing redundancies.


* In Generation I, even moves with 100% accuracy would miss 1 time out of every 256 because of a programming error. Only Swift wasn't affected, since it didn't check for accuracy at all (causing it to also ignore the invulnerability granted from Dig and Fly).
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Removing redundancies.


* Frozen Pokémon will never thaw by themselves. They can only be thawed in battle via the use of items such as an Ice Heal, getting hit by a damaging Fire-type move that can inflict burn (i.e. any Fire-type move except Fire Spin), or the opponent using the move Haze.



* These are the only games to have only one item pouch, and to not feature the ability to assign key items to buttons.

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Removing some redundancies


* Every stat can be maxed out using the StatGrinding system. ''VideoGame/PokemonRubyAndSapphire'' onwards restricts it so that only two stats can be maxed out.



* There's an odd open-endedness for a good part of the game, while later titles would make you take on the Gyms and events in a very set order. While you still need to foil Team Rocket plots in order [[note]]You run into them in Mt. Moon first, then a few Grunts around Cerulean City, then their hideout in Celadon, which you need to beat in order to obtain the Silph Scope, which you need to beat them at Pokemon Tower, which THEN grants you access to their takeover of Silph Co., and that has to be dealt with to be able to enter the Saffron City Gym, which needs to be dealt with so you can settle the team for good in Viridian once you have all seven of the other badges, and this encounter has to be completed to enter the Pokemon League and finish the game.[[/note]], you may do so at your own pace and once you beat Misty, you are free to challenge the next four Gyms (Lt. Surge, Erika, Koga, Sabrina) in whatever order you deem fit. And if you choose to do Koga next, then you can even battle Blaine before the other three.
* You can go catch Zapdos and Articuno as soon as you beat Koga, the fifth Gym Leader, as you can then Surf to their locations where they are just sitting there without any story or prerequisites, and being at level 50, they'll be more than strong enough for the Elite Four at base, so you can stomp the rest of the game with them easily if you can catch them. You can even go trek to Fuchsia to beat Koga and get Surf as soon as you beat Misty and get Cut if you really wanted to trivialize most of the game with Zapdos. In future Gens, you generally won't be able to obtain any of the game's legendary Mons outside of events until after at least sixth gym leader, and with other story requirements attached on top of that. In the case of the Gen 2 games, you ''could'' technically catch its legendary trio before beating the fourth gym... but they require [[LuckBasedMission so much luck to even encounter]] and then are [[GodDamnedBoss so absurdly hard to catch when you do find them]] that no player is realistically going to catch them until late into the game, if at all. FRLG actually kept Zapdos' and Articuno's locations without adding any story prerequisites, so you can still get legendaries rather early without any fanfare there.
* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the [[SignatureMove exclusive-to-Chansey]] Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash line).

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* There's an odd open-endedness for a good part of the game, while later titles would make you take on the Gyms and events in a very set order. While you still need to foil Team Rocket plots in order [[note]]You run into them in Mt. Moon first, then a few Grunts around Cerulean City, then their hideout in Celadon, which you need to beat in order to obtain the Silph Scope, which you need to beat them at Pokemon Tower, which THEN grants you access to their takeover of Silph Co., and that has to be dealt with to be able to enter the Saffron City Gym, which needs to be dealt with so you can settle the team for good in Viridian once you have all seven of the other badges, and this encounter has to be completed to enter the Pokemon League and finish the game.[[/note]], you may do so at your own pace and once you beat Misty, you are free to challenge the next four five Gyms (Lt. Surge, Erika, Koga, Sabrina) Sabrina, Blaine) in whatever order you deem fit. And if you choose to do fit, except that Koga next, then you can even battle Blaine must be beaten before the other three.
Blaine.
* You can go catch Zapdos and Articuno as soon as you beat Koga, the fifth Gym Leader, as you can then Surf to their locations where they are just sitting there without any story or prerequisites, and being at level 50, they'll be more than strong enough for the Elite Four at base, so you can stomp the rest of the game with them easily if you can catch them. You As mentioned above, you can even go trek to Fuchsia to beat Koga and get Surf as soon as you beat Misty and get Cut if you really wanted to trivialize most of the game with Zapdos. In future Gens, you generally won't be able to obtain any of the game's legendary Mons outside of events until after at least the sixth gym leader, gym, and with other story requirements attached on top of that. In the case of the Gen 2 games, you ''could'' technically catch its legendary trio before beating the fourth gym... but they require [[LuckBasedMission so much luck to even encounter]] and then are [[GodDamnedBoss so absurdly hard to catch when you do find them]] that no player is realistically going to catch them until late into the game, if at all. FRLG actually kept Zapdos' and Articuno's locations without adding any story prerequisites, so you can still get legendaries rather early without any fanfare there.
* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the [[SignatureMove exclusive-to-Chansey]] Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash Ponyta line).



** ''Water Gun'', of all moves, was a TM. Other unorthodox TM moves included Whirlwind, which was [[UselessUsefulSpell nigh-useless in Gen I]], Pay Day, which was retconned into the Meowth line's SecretArt shortly afterwards, and Soft-Boiled, which could be learned by a grand total of ''two'' Pokémon: Chansey and Mew, and the latter only got it due to being compatible with every TM ever made.

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** ''Water Gun'', of all moves, was a TM. Other unorthodox TM moves included Whirlwind, which was [[UselessUsefulSpell nigh-useless in Gen I]], Pay Day, which was retconned into the Meowth line's SecretArt shortly afterwards, and Soft-Boiled, which could be learned by a grand total of ''two'' Pokémon: Chansey and Mew, and the latter only got it due to being compatible with every TM ever made.TM.



* Wonder why Charizard and Gyarados aren't Dragon-types? Well, it's because the ElementalTiers worked differently back in Generation I. Nowadays all the elemental types are meant to keep checks on each other, with a wide selection of Pokémon to choose from each type, but this was not always the case. In addition to several ordinary elemental types like Fire, Water, and Flying, Generation I had two (intended) exotic InfinityPlusOneElement types each exclusive only to a certain species: Dragon, which had no resistors and was unique to the Dragonite line, and Ghost, which had no weaknesses besides itself and was unique to the Gengar line.[[note]]In theory; see the Gen I entries under the Game Mechanics tab.[[/note]] Generation II tried to undo this by introducing new Pokémon with these types, as well as Steel and Dark types to resist them. While they succeeded with Ghost, it wasn't until the Fairy type was introduced in Gen VI that Dragon was on equal footing with the others. No elemental type has been designated a unique Infinity Plus One ever since. And Gyarados still has not been [[RetroactiveContinuity retconned]] into a Dragon, though its Mega Evolution did gain the Dark type, which is weak to Fairy as well.
* Gen I had the starter Pokémon (Charizard, Venusaur, Blastoise, and Pikachu) as the version mascots. From Gen II onward, legendary Pokémon are the version mascots and play a bigger role in the story.

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* Wonder why Charizard and Gyarados aren't Dragon-types? Well, it's because the ElementalTiers worked differently back in Generation I. Nowadays all the elemental types are meant to keep checks on each other, with a wide selection of Pokémon to choose from each type, but this was not always the case. In addition to several ordinary elemental types like Fire, Water, and Flying, Generation I had two (intended) exotic InfinityPlusOneElement types each exclusive only to a certain species: Dragon, which had no resistors was unresisted and was unique to the Dragonite Dratini line, and Ghost, which had no weaknesses besides itself and was unique to the Gengar Gastly line.[[note]]In theory; see the Gen I entries under the Game Mechanics tab.[[/note]] Generation II tried to undo this by introducing new Pokémon with these types, as well as Steel and Dark types to resist them. While they succeeded with Ghost, it wasn't until the Fairy type was introduced in Gen VI that Dragon was on equal footing with the others. No elemental type has been designated a unique Infinity Plus One ever since. And Gyarados still has not been [[RetroactiveContinuity retconned]] into a Dragon, though its Mega Evolution did gain the Dark type, which is weak to Fairy as well.
* Gen I had the starter Pokémon (Charizard, Venusaur, Blastoise, and Pikachu) as the version mascots. From Gen II onward, legendary Pokémon are the version mascots and play a bigger role in the story.
well.



* Gen I is the only generation with no female protagonist. Gen II started off the same, however Kris was added in ''Crystal'' and Lyra was added to the remakes. Early official art implies that a female protagonist was planned for ''Red'' and ''Green'' however she was ultimately scrapped (likely due to no space being left on the cartridge for her). Her design was later reused in the remakes as Leaf and in ''Let's Go Pikachu and Let's Go Eevee'' for Green.

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* Gen I is the only generation with no female protagonist. Gen II started off the same, however Kris was added in ''Crystal'' and Lyra was added to the remakes. Early official art implies that a female protagonist was planned for ''Red'' and ''Green'' ''Blue'' however she was ultimately scrapped (likely due to no space being left on the cartridge for her). Her design was later reused in the remakes as Leaf and in ''Let's Go Pikachu and Let's Go Eevee'' Go'' for Green.



* ''VideoGame/PokemonSnap'' is very odd in that it is an anime tie-in. It stars anime-only character Todd, features the anime version of Professor Oak, has a MythologyGag to the anime's Jigglypuff, and uses the anime's art-style and voices. Aside from ''[[VideoGame/PanelDePon Pokémon Puzzle League]]'' (a DolledUpInstallment also released for the UsefulNotes/Nintendo64) and ''Pokémon Yellow'' (and its [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]]), the games try their hardest to avoid referencing the anime outside of minor {{Mythology Gag}}s and DLC.

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* ''VideoGame/PokemonSnap'' is very odd in that it is an anime tie-in. It stars anime-only character Todd, features the anime version of Professor Oak, has a MythologyGag to the anime's Jigglypuff, and uses the anime's art-style and voices. Aside from ''[[VideoGame/PanelDePon Pokémon Puzzle League]]'' (a DolledUpInstallment also released for the UsefulNotes/Nintendo64) and ''Pokémon Yellow'' ''Yellow'' (and its [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]]), the games try their hardest to avoid referencing the anime outside of minor {{Mythology Gag}}s and DLC.



* Generation I was the only generation to have more than two fossil Pokemon introduced at a time. In every later generation they have always come strictly in pairs.

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* Generation I was the only generation until VIII to have more than two fossil Pokemon Pokémon introduced at a time. In every later generation generations, they have always come strictly in pairs.pairs, with two pairs in VIII; Aerodactyl remains the only standalone fossil.
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* Some weirdness from Generation I, such as the Pokémon League apparently being a new thing[[note]]most players interpreted Lance's dialogue to mean that [[TheRival your rival]] was the first Trainer to ever beat the Elite Four, though he never ''[[ExactWords directly]]'' says this, with ''Let's Go Pikachu/Eevee'' explicitly having him say that while your rival wasn't the first to beat the Elite Four, this is the first time fighting the previous Champion is mandatory[[/note]], and all the crazy stuff that happens in the Pokémon Tower (namely, Pokémon, even non-Ghost-types like Cubone, disguising themselves as [[NighInvulnerable utterly untouchable ghosts]] and the player fighting the ghost of a dead Marowak) which are [[BigLippedAlligatorMoment never mentioned again]] and subsequently forgotten (in later games, one can encounter Ghost-types in the wild and they do not disguise themselves). Also, on a basic programming level, glitches are far more common, spectacular, and just plain ''weird'' in the earlier games, particularly the ones that require more effort to set up.

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* Some weirdness from Generation I, such as the Pokémon League apparently being a new thing[[note]]most players interpreted Lance's dialogue to mean that [[TheRival your rival]] was the first Trainer to ever beat the Elite Four, though he never ''[[ExactWords directly]]'' says this, with ''Let's Go Pikachu/Eevee'' explicitly having him say that while your rival wasn't the first to beat the Elite Four, this is the first time fighting the previous Champion is mandatory[[/note]], and all the crazy stuff that happens in the Pokémon Tower (namely, Pokémon, even non-Ghost-types like Cubone, disguising themselves as [[NighInvulnerable utterly untouchable ghosts]] and the player fighting the ghost of a dead Marowak) Marowak, which disguises itself as an untouchable ghost) which are [[BigLippedAlligatorMoment never mentioned again]] and subsequently forgotten (in later games, one can encounter Ghost-types in the wild and they do not disguise themselves). Also, on a basic programming level, glitches are far more common, spectacular, and just plain ''weird'' in the earlier games, particularly the ones that require more effort to set up.
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* Most of the Pokémon have very sparse level-up movesets compared to later generations, making [=TMs=] a neccessity for most Pokémon to have remotely decent movesets (while good [=TMs=] are also sparse and very few can be obtained more than once). Many also lacked moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick), and some don't even learn any STAB moves naturally (such as the Rhydon line, leading to Giovanni and champion Blue using Rhydons with just weak Normal attacking moves in what are supposed to be climatic endgame battles).

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* Most of the Pokémon have very sparse level-up movesets compared to later generations, making [=TMs=] a neccessity for most Pokémon to have remotely decent movesets (while good [=TMs=] are also sparse and very few can be obtained more than once). Many also lacked moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick), and some don't even learn any STAB moves naturally (such as the Rhydon line, leading to Giovanni and champion Blue using Rhydons with just weak Normal attacking moves in what are supposed to be climatic climactic endgame battles).
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Moved Gen 1 examples from WhatCouldHaveBeen.Pokemon

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* In Generation I, even moves with 100% accuracy would miss 1 time out of every 256 because of a programming error. Only Swift wasn't affected, since it didn't check for accuracy at all (causing it to also ignore the invulnerability granted from Dig and Fly).
* CriticalHit mechanics were very different in Generation I, being based on the Pokémon's base Speed stat, meaning faster Pokémon crit more than slower ones. ([[CriticalHitClass The fastest Pokémon tend to have base critical rates of 20% or more.]]) High critical hit ratio moves were practically guaranteed a CriticalHit. Criticals also ignore ''all'' stat modifiers, positive or negative, meaning that if you use, say, Swords Dance twice and then get a critical hit you'll actually do ''less'' damage that you would have done without one. Later generations would make critical hits a fixed 6% chance for all Pokémon, and they only ignore stat modifiers that would negatively affect their damage.
* The backpack in Generation I had no way of sorting or organizing your items (apart from moving them up or down in the list), making it tedious to scroll through your big list of items just to find the new item you acquired. It also only had room for 20 items. You could have more that 99 of a single item but that would result in multiple stacks of the same item. Generation II fixed this by giving the backpack separate pockets for different items; one pocket stored your medicines, berries, and other consumables, another pocket for [=TMs=] and [=HMs=], a pocket dedicated for your Poké Balls, and another pocket to store key items. Generation III then added another pocket specifically for your berries, as the berry "system" was completely overhauled. The changes made sorting items much easier. As of Generation IV, now the bag is effectively bottomless[[note]]There are enough slots for every item type available in the game, but having two stack of the same item could potentially result in the bag being too full for a new item.[[/note]] and you will never need to use the PC item storage system again in those games, while later generations completely removed the item storage system.\\
On that note, the PC Storage System in Gens I-III was limited too: each was {{Cap}}ped at having 50 inventory slots. The categorization in Gens II and III made this limit irrelevant. In Gen I? That TM of a DiscOneNuke that's TooAwesomeToUse? Yeah...
* The lack of a Held Item mechanic in Gen I made it impossible to transfer items to another Generation I cartridge without owning one of the ''VideoGame/PokemonStadium'' games.[[note]]Which allowed transfer between the [=PCs=] ''directly'', sequence breaking be damned.[[/note]]
* Several other exclusive early weird mechanics from Generation I.
** Using Rage meant that you were locked into using the move until the end of the battle. From Gen II onward, this was changed to allow for the player to have control again on the next turn.
** Using trapping moves (Wrap, Bind, Fire Spin, Clamp) completely immobilized the target until the attack wore off after 2-5 turns. This was changed from Gen II onward to allow for the opponent to have control, and became an effect that just deals extra damage after every turn and prevents switching out until the move wears off.
** Pokémon had to waste an extra turn just to wake up from the Sleep effect. As a result, it was possible to chain-sleep if the sleeping-move was timed correctly.
** The Freeze effect was particularly nasty, giving the victim no way to thaw out naturally. The only ways to fix it during a battle were to use status healing item[[note]]Ice Heal, Full Heal, or Full Restore (which will be your primary healing item once the store that sells it becomes available)[[/note]] or to hope that the opponent would foolish and/or gracious enough to do the deed themselves by using Haze or any Fire move that could inflict a Burn (at the time, any of them other than Fire Spin). Oh, and just like Sleep, Frozen Pokémon couldn't act on the turn that they thawed out. Fortunately, the only moves that could inflict Freeze had a mere 10% chance to do so, keeping it from being a reliable tactic.
** Using X Accuracy gave Pokémon 100% accuracy for ''all'' moves, including OHKO moves.
** ''Water Gun'', of all moves, was a TM. Other unorthodox TM moves included Whirlwind, which was [[UselessUsefulSpell nigh-useless in Gen I]], Pay Day, which was retconned into the Meowth line's SecretArt shortly afterwards, and Soft-Boiled, which could be learned by a grand total of ''two'' Pokémon: Chansey and Mew, and the latter only got it due to being compatible with every TM ever made.
* Some weirdness from Generation I, such as the Pokémon League apparently being a new thing[[note]]most players interpreted Lance's dialogue to mean that [[TheRival your rival]] was the first Trainer to ever beat the Elite Four, though he never ''[[ExactWords directly]]'' says this, with ''Let's Go Pikachu/Eevee'' explicitly having him say that while your rival wasn't the first to beat the Elite Four, this is the first time fighting the previous Champion is mandatory[[/note]], and all the crazy stuff that happens in the Pokémon Tower (namely, Pokémon, even non-Ghost-types like Cubone, disguising themselves as [[NighInvulnerable utterly untouchable ghosts]] and the player fighting the ghost of a dead Marowak) which are [[BigLippedAlligatorMoment never mentioned again]] and subsequently forgotten (in later games, one can encounter Ghost-types in the wild and they do not disguise themselves). Also, on a basic programming level, glitches are far more common, spectacular, and just plain ''weird'' in the earlier games, particularly the ones that require more effort to set up.
* The first-generation games have [[OlympusMons Legendary Pokémon]] completely detached from the game's plot and are there solely as extras. The second generation was the first to actually incorporate them into the story, and even then they weren't the main focus. From the third generation on, Legendary Pokémon usually became the driving force behind the antagonists' motives, with Generation VII having it as part of the ''protagonist's'' motives. This can even be seen in the number of them introduced each generation, with the first having five, and the fourth and fifth having ''thirteen''. '''''Each.''''' (The sixth only has six, but the two mascots are still central to the plot, and the overall lower number of new Pokémon means those six represent a proportionately-similar amount of the new species.)
** The Generation I Legendary Pokémon just hung around in places associated with their types (Articuno and Zapdos) or in locations that have nothing to do with themselves (Moltres and Mewtwo). It wasn't until Generation II that Legendary Pokémon were given designated places to be or, if the legends fit, would roam about. ''[=FireRed=]'' and ''[=LeafGreen=]'' moved Moltres to Mt. Ember, a volcano, giving it a more fitting location, similarly to the other members of its trio.
** Even when Legendary Pokémon were promoted to mascot status, there was some weirdness. Lugia and Ho-Oh were a true duo, and lacked a "secret" third Pokémon that formed a trio in an UpdatedRerelease or sequels, as Rayquaza, Giratina, Kyurem, Zygarde, and Necrozma were. Instead, ''Crystal'' used Suicune -- a "lesser-tier" legendary with a small connection to Ho-Oh -- for its mascot.
* The very earliest Pokémon programmed into the game tended to look more like generic fantasy monsters than any real-life animal, often with a somewhat saurian or kaiju-esque bent. Rhydon, the first ever, bears little resemblance to a rhino aside from having a horn, Kangaskhan is pretty similar but with a pouch, and the Nido family's only obvious animal inspiration is maybe Baragon. Pokémon designed later on, or appearing in the following games, tended to be more clearly based on real animals or have obvious mythological origins (and even the latter is mostly reserved to Legendaries and Pseudo-Legendaries), with the generic monsters falling by the wayside.
* With ''VideoGame/PokemonRedAndBlue'', this interestingly also manifests in a couple of Pokémon names, both in English and Japanese:
** On the English side, the names "Mr. Mime" and "Geodude" as particular standout examples feel very out of place these days (especially since genders were introduced in the next generation, and yes, [[SweetPollyOliver both of them can be female]]), and it seems the only reason Mr. Mime's pre-evolved and evolved forms, Mime Jr. and Mr. Rime, are called such was to keep up the pattern, no matter how strange it feels.
** A few Gen I Pokémon are named after specific celebrities: For example, Hitmonlee's English name is based on Creator/BruceLee and its Japanese name (Sawamular) is named after Tadashi Sawamura, a famous Japanese kickboxer. Hitmonchan's English name is derived from Creator/JackieChan and its Japanese name (Ebiwalar) comes from World Champion Boxer Hiroyuki Ebihara. It was probably the legal debacle involving Kadabra and Uri Geller (Kadabra's Japanese name, Yungerer, and its spoon-bending shtick was based on him and he promptly sued for defamation) and the general EarthDrift that took place early on that led to this naming convention no longer being practiced.
** On the Japanese side, one gets the feeling they weren't even trying with some of the Generation I names (such as the legendary birds being called "Freezer,"[[note]]Articuno[[/note]] "Thunder,"[[note]]Zapdos[[/note]] and "Fire"[[note]]Moltres[[/note]]) and it was only from Gen II onward that this changed and effort consistently happened. Though the English translators changed those names, that didn't stop the translators from coming up with new names that were just [[MyNaymeIs creatively spelled]] variations of common English words, and sometimes not even that, such as "Persian", "Abra", "Kadabra", "Alakazam", "Golem", "Slowpoke", "Krabby", "Electrode", "Koffing", "Weezing", and "Ditto", in addition to some names which were just two words put together without making a {{portmanteau}} out of them, such as "Beedrill", "Sandshrew", "Sandslash", "Vileplume", "Bellsprout", "Geodude", "Voltorb", "Marowak",[[note]]"marrow" and "whack"[[/note]] "Seaking", and "Magikarp".[[note]]"magic" and "carp"[[/note]] Later generations avoided using regular or misspelled English words, though with a few exceptions.[[note]]Gen 5 has a few, such as Timburr (timber), and Klink, which are deliberate call-backs to Gen I.[[/note]] Portmanteau names seem to have become the norm.
* Referring to all Pokémon as "it", rather than only referring to genderless Pokémon as "it", is likely an [[TheArtifact artifact]] from Generation I lacking genders, though (in translations at least) [=NPCs=] did refer to their Pokémon by gendered pronouns even in the original games. Also, up until ''VideoGame/PokemonDiamondAndPearl'', Pokémon didn't have gender differences. With the exception of Unown and Deoxys (the latter as of ''[=FireRed=]'' and ''[=LeafGreen=]''), both of which are genderless, all Pokémon had one design no matter their sex until Generation IV, with "shininess" being the only exterior distinction between Pokémon.
* In Generation I, there was only one obviously young Gym Leader, Misty,[[note]]Brock was interpreted as young in the anime, albeit significantly older than Ash & Misty, but in the games his age was [[VagueAge pretty ambiguous]],[[/note]] and the Gym Leaders tended to act less nice, while later generations usually include many young Gym Leaders and it's rare for them to act especially nasty. There's also the fact that one of the Gym Leaders from Generation I was the BigBad, while many Gym Leaders in Generation V fight against the {{Big Bad}}s.
* ''Pokémon Blue'' doesn't have that many changes from the Japanese ''Red'' and ''Green''; most are simply aesthetic and the occasional glitch-fixing. ''Yellow'', and to an even greater extent ''Crystal'', began the trend of the revised version of the generation's main games having plot differences from the original, as well as the introduction of major features.
** The exclusive Pokémon of Japanese ''Red'' were featured in overseas ''Red'', likewise for ''Green'' and overseas ''Blue''. Both of those overseas games used the updated sprites of Japanese ''Blue''. This type of overhaul was never seen again for future installments. Even though Japan's ''Green'' and overseas ''Blue'' weren't exactly the same from a programming standpoint, they have the same basis and it's anyone's guess as to why ''Green'' was changed to ''Blue'' during localization. Each of the paired and solitary main series games since Gen II's ''Gold'' and ''Silver'' would keep the version naming theme from the original Japanese games.
** As a remake, ''[=LeafGreen=]'' can be this for several western fans not familiar with the localization process stated above. They're likely thinking "Shouldn't this game be ''[=WaterBlue=]''?"
** For that matter, ''Pokémon Yellow'' is unique among Pokémon games for several reasons: First, it's a version of Gen 1 that was created after a third version[[note]]Japanese ''Blue''[[/note]] was already produced. No other Generation has this distinction. Secondly, its biggest design differences is based on the anime, meaning that the game serves as an advertisement for the anime (and not the other way around) which doesn't usually happen much nowadays (the closest in more recent games is the inclusion of Ash-Greninja). Thirdly, it's the only main series game that doesn't give you a choice of starter. Other side games put similar restrictions but ''Yellow'' is the only main game to do this until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', which are remakes of this title.
* Pokémon lay eggs... except that one of the [[ApocalypticLog journal entries]] found in the Pokémon Mansion says "Mew gave birth. We named the newborn Mewtwo." This was unchanged in the remakes, which feature breeding. To be fair, this isn't the only way in which Mew's not exactly your standard Pokémon.
* Wonder why Charizard and Gyarados aren't Dragon-types? Well, it's because the ElementalTiers worked differently back in Generation I. Nowadays all the elemental types are meant to keep checks on each other, with a wide selection of Pokémon to choose from each type, but this was not always the case. In addition to several ordinary elemental types like Fire, Water, and Flying, Generation I had two (intended) exotic InfinityPlusOneElement types each exclusive only to a certain species: Dragon, which had no resistors and was unique to the Dragonite line, and Ghost, which had no weaknesses besides itself and was unique to the Gengar line.[[note]]In theory; see the Gen I entries under the Game Mechanics tab.[[/note]] Generation II tried to undo this by introducing new Pokémon with these types, as well as Steel and Dark types to resist them. While they succeeded with Ghost, it wasn't until the Fairy type was introduced in Gen VI that Dragon was on equal footing with the others. No elemental type has been designated a unique Infinity Plus One ever since. And Gyarados still has not been [[RetroactiveContinuity retconned]] into a Dragon, though its Mega Evolution did gain the Dark type, which is weak to Fairy as well.
* Gen I had the starter Pokémon (Charizard, Venusaur, Blastoise, and Pikachu) as the version mascots. From Gen II onward, legendary Pokémon are the version mascots and play a bigger role in the story.
* In ''Red'' and ''Blue'', Caterpie and Weedle couldn't learn Harden upon evolving into Metapod and Kakuna, despite Harden being the iconic ability of both cocoon Pokémon. Additionally, wild Metapod and Kakuna didn't have any attacks ''but'' Harden. Both of these were changed as early as ''Yellow''.
* Gen I had a handful of Pokémon, such as Voltorb, Sandshrew, Butterfree, and even Charizard, that did not learn any attacks of their own type in their level up move pools. [=TMs=] were able to provide for some, but the lack of variety left certain Pokémon with no way to get any moves of their own type. Kabuto and Omanyte could not learn any Rock moves, nor could Pinsir and Scyther learn any Bug moves. Gen II began to expand move pools and offer more varied [=TMs=], and it is now generally unheard of for a Pokémon not to naturally learn at least one move of its own typing.
* The first generation had a lot of humanoid Pokémon. The Machop and Abra lines are the most obvious, but there are several others, including Hitmonchan and Hitmonlee, the boxer and kick-boxer. Mr. Mime, Jynx, Electabuzz, and Magmar are all close together in the Pokédex and resemble a team of superheroes with goofy costumes. Later generations still had these kinds of designs but used more animal or alien-looking designs, although some like Gen V's Conkeldurr and Gothetelle are throwbacks to the Gen I era of humanoid designs.
* Gen I is the only generation with no female protagonist. Gen II started off the same, however Kris was added in ''Crystal'' and Lyra was added to the remakes. Early official art implies that a female protagonist was planned for ''Red'' and ''Green'' however she was ultimately scrapped (likely due to no space being left on the cartridge for her). Her design was later reused in the remakes as Leaf and in ''Let's Go Pikachu and Let's Go Eevee'' for Green.
* Kanto is the only FantasyCounterpartCulture region to share a name with its real-world inspiration. The region's name is only mentioned once during the Gen I era, and it was removed in the translation. The name gets more frequently referenced ever since Generation II allows players to return to Kanto.
* The human characters in Generation 1 are noticeably muted compared to future generations. Most [=NPCs=] have relatively realistic Japanese designs with hair colours in either brown, black, or colours that are stylized versions of those colours and their designs aren't that "out there"[[note]]With the wildest designs being [[WalkingSwimsuitScene Misty]] [[FieryRedhead and]] [[BadassCape Lance]], who still fall in the "relatively believable, if a bit gaudy" range[[/note]]. It wasn't until ''Gold and Silver'' that the games fully embraced AnimeHair, YouGottaHaveBlueHair, and more flamboyant clothes.
* ''VideoGame/PokemonSnap'' is very odd in that it is an anime tie-in. It stars anime-only character Todd, features the anime version of Professor Oak, has a MythologyGag to the anime's Jigglypuff, and uses the anime's art-style and voices. Aside from ''[[VideoGame/PanelDePon Pokémon Puzzle League]]'' (a DolledUpInstallment also released for the UsefulNotes/Nintendo64) and ''Pokémon Yellow'' (and its [[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee remakes]]), the games try their hardest to avoid referencing the anime outside of minor {{Mythology Gag}}s and DLC.
* In the Japanese version, the Coffee Man was passed out drunk. Since Gen 1, the games have avoided alcohol references.
* The sapience of Pokémon was dubious in the first generation. Several Pokémon, such as Lapras, are specifically noted for being able to understand humans, signifying this is uncommon for Pokémon. Trainers using whips (even pacifistic ones like Sabrina) also implies that Pokémon are treated more like animals. Over time, Pokémon as a whole have become more anthropomorphic in intelligence as well as in personality.
* In the Kanto games, Lt. Surge mentions a GreatOffscreenWar that happened that he was involved with. The war has never been clarified upon since. Considering the original games were much more Earth-like, he's likely discussing a real world war (likely UsefulNotes/GulfWar, the most recent war involving the US at the time).
* The Kanto league has the unusual title of "Indigo League" because Kanto wasn't commonly referred as such until ''Gold and Silver'', possibly because it is also the only league that serves two regions. All other leagues are named after their region (Hoenn League, Sinnoh League, etc).
* The Generation I Pokémon Aerodactyl is the only extinct Pokémon to be revived from something other than a fossil--Old Amber, in Aerodactyl's case--and the only extinct Pokémon to not have a two-stage evolution line until Generation 8.
* Generation I was the only generation to have more than two fossil Pokemon introduced at a time. In every later generation they have always come strictly in pairs.
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* Instead of Effort Values, this game has the Stat Experience system, which works similarly but has some key differences. When it comes to accumulating Stat EXP, instead of each pokemon giving 1-3 [=EVs=] in certain stats upon being knocked out, you gain Stat EXP in each stat equivalent to the knocked out pokemon's base stats, and while [=EVs=] caps at 255 per stat, Stat EXP caps at ''65535'' per stat. Then when it comes to converting them into the actual stat boost, [=EVs=] are simply divided by 4 to determine the additional stat gain at level 100 (and divided farther by the pokemon's level if under level 100), while Stat EXP works similarly but is instead squared and then has the result divided by 4. This works out to both systems boosting a stat by up to 63 points at level 100 when maxed out, but for one final and vital distinction, with the EV system a pokemon has an overall EV cap of 510, meaning pokemon essentially have an available 129 stat points that must be distributed among each stat and with none getting more than 63, but with the Stat EXP system there is no overall cap, so you can cap out and raise all of your pokemon's stats by 63 points. Functionally, in competitive play this removes the need to specialize and makes pokemon relatively much more durable, while in the singleplayer game it gives the player's pokemon a huge statistical advantage over the ingame trainers (whose pokemon always have no Stat EXP), especially by the end of the game. Gen 2 would keep the Stat EXP system intact, but Gen 3 would replace it with the EV system that has remained in the series for all future Generations since.

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* Instead of Effort Values, Values like the more modern Pokemon games have, this game has the Stat Experience system, which works similarly but has some key differences. When it comes to accumulating Stat EXP, instead of each pokemon giving 1-3 [=EVs=] in certain stats upon being knocked out, you gain Stat EXP in each stat equivalent to the knocked out pokemon's base stats, and while [=EVs=] caps at 255 per stat, Stat EXP caps at ''65535'' per stat. Then when it comes to converting them into the actual stat boost, [=EVs=] are simply divided by 4 to determine the additional stat gain at level 100 (and divided farther by the pokemon's level if under level 100), while Stat EXP works similarly but is instead squared and then has the result divided by 4. This works out to both systems boosting a stat by up to 63 points at level 100 when maxed out, but for one final and vital distinction, with the EV system a pokemon has an overall EV cap of 510, meaning pokemon essentially have an available 129 stat points that must be distributed among each stat and with none getting more than 63, but with the Stat EXP system there is no overall cap, so you can cap out and raise all of your pokemon's stats by 63 points. Functionally, in competitive play this removes the need to specialize have your pokemon specialize, gives how each player builds their pokemon a lot less variance, and makes pokemon relatively much more durable, while in the singleplayer game it gives the player's pokemon a huge statistical advantage over the ingame trainers (whose pokemon always have no Stat EXP), especially by the end of the game.game where the player's pokemon will have naturally accumulated a lot of Stat EXP. Gen 2 would keep the Stat EXP system intact, but Gen 3 would replace it with the EV system that has remained in the series for all future Generations since.
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* Instead of Effort Values, this game has the Stat Experience system, which works similarly but has some key differences. When it comes to accumulating Stat EXP, instead of each pokemon giving 1-3 [=EVs=] in certain stats upon being knocked out, you gain Stat EXP in each stat equivalent to the knocked out pokemon's base stats, and while [=EVs=] caps at 255 per stat, Stat EXP caps at ''65535'' per stat. Then when it comes to converting them into the actual stat boost, [=EVs=] are simply divided by 4 to determine the additional stat gain at level 100 (and divided farther by the pokemon's level if under level 100), while Stat EXP works similarly but is instead squared and then has the result divided by 4. This works out to both systems boosting a stat by up to 63 points at level 100 when maxed out, but for one final and vital distinction, with the EV system a pokemon has an overall EV cap of 510, meaning pokemon essentially have an available 129 stat points that must be distributed among each stat and with none getting more than 63, but with the Stat EXP system there is no overall cap, so you can cap out and raise all of your pokemon's stats by 63 points. Functionally, in competitive play this removes the need to specialize and makes pokemon relatively much more durable, while in the singleplayer game it gives the player's pokemon a huge statistical advantage over the ingame trainers (whose pokemon always have no Stat EXP), especially by the end of the game. Gen 2 would keep the Stat EXP system intact, but Gen 3 would replace it with the EV system that has remained in the series for all future Generations since.
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* Frozen Pokémon will never thaw by themselves.

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* Frozen Pokémon will never thaw by themselves. They can only be thawed in battle via the use of items such as an Ice Heal, getting hit by a damaging Fire-type move that can inflict burn (i.e. any Fire-type move except Fire Spin), or the opponent using the move Haze.



* There's an odd open-endedness for a good part of the game, while later titles would make you take on the Gyms and events in a very set order. While you still need to foil Team Rocket plots in order [[note]]You run into them in Mt. Moon first, then a few Grunts around Cerulean City, then their hideout in Celadon, which you need to beat in order to obtain the Silph Scope, which you need to beat them at Pokemon Tower, which THEN grants you access to their takeover of Silph Co., and that has to be dealt with to be able to enter the Saffron City Gym, which needs to be dealt with so you can settle the team for good in Viridian once you have all seven of the other badges, and this encounter has to be completed to enter the Pokemon League and finish the game.[[/note]], you may do so at your own pace and once you beat Misty, you are free to challenge the next four Gyms (Lt. Surge, Erika, Koga, Sabrina) in whatever order you deem fit.
* You can go catch Zapdos and Articuno as soon as you beat Koga, the fifth Gym Leader, as you can then Surf to their locations where they are just sitting there without any story or prerequisites, and being at level 50, they'll be more than strong enough for the Elite Four at base, so you can stomp the rest of the game with them easily if you can catch them. You can even go trek to Fuchsia to beat Koga and get Surf as soon as you beat Misty and get Cut if you really wanted to trivialize most of the game with Zapdos. In future Gens you generally won't be able to obtain any of the game's legendary pokemon outside of Events until after the seventh or at least sixth gym leader, and with other story requirements attached on top of that. Or in the case of the Gen 2 games, you could technically catch its legendary trio before beating the fourth gym, but they require [[LuckBasedMission so much luck to even encounter]] and then are [[GodDamnedBoss so absurdly hard to catch when you do find them]] that no player is realistically going to catch them until late into the game if at all. FRLG actually kept Zapdos' and Articuno's locations without adding any story prerequisites, so you can still get legendaries rather early without any fanfare there.
* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive-to-Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash line).
* The [=TMs=] you get from beating Gym Leaders are also very weird. Future Gens would have Gym Leader [=TMs=] be moves with neat effects, unique status moves, and really solid moves in general. Here you get a nigh-useless move that has nothing to do with the Gym Leader's type (Brock giving Bide), a decent midgame move with a Speed-lowering secondary effect (Misty giving Bubblebeam), a very weak move even by midgame (Erika giving Mega Drain), an RNG [[FixedDamageAttack set damage move]] that will often deal crap damage (Sabrina giving Psywave), and even an OHKO move of all things (Giovanni giving Fissure). But then you also got Lt. Surge just handing you Thunderbolt, one of the best moves in the game, before the halfway point of the game, and Blaine giving you just a really strong attack in Fire Blast. Additionally none of the Gym Leaders' [=TMs=] are learned naturally by any pokemon (with the exception of Pikachu learning Thunderbolt in Yellow), which really hurts Electric and Fire pokemon as Thunderbolt and Fire Blast are really desired moves for them and you just get one TM per file. Needless to say the Gen 3 remakes really changed up the Gym Leader [=TMs=] to stuff more generally useful and interesting (or in the case of Surge something more appropriate for midgame), with only Koga giving Toxic and Blaine giving Fire Blast being kept the same in FRLG.
* HM moves also have to be done manually, meaning that you have to access your [=Pokémon=] from the menu and select whatever HM they learned. From Generation 2 onwards, you'll be asked if you want to use the HM required when in front of either a boulder (Strength), tree (Cut), or body of water (Surf). The sole exception is Fly, which has to be selected manually regardless.

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* There's an odd open-endedness for a good part of the game, while later titles would make you take on the Gyms and events in a very set order. While you still need to foil Team Rocket plots in order [[note]]You run into them in Mt. Moon first, then a few Grunts around Cerulean City, then their hideout in Celadon, which you need to beat in order to obtain the Silph Scope, which you need to beat them at Pokemon Tower, which THEN grants you access to their takeover of Silph Co., and that has to be dealt with to be able to enter the Saffron City Gym, which needs to be dealt with so you can settle the team for good in Viridian once you have all seven of the other badges, and this encounter has to be completed to enter the Pokemon League and finish the game.[[/note]], you may do so at your own pace and once you beat Misty, you are free to challenge the next four Gyms (Lt. Surge, Erika, Koga, Sabrina) in whatever order you deem fit.
fit. And if you choose to do Koga next, then you can even battle Blaine before the other three.
* You can go catch Zapdos and Articuno as soon as you beat Koga, the fifth Gym Leader, as you can then Surf to their locations where they are just sitting there without any story or prerequisites, and being at level 50, they'll be more than strong enough for the Elite Four at base, so you can stomp the rest of the game with them easily if you can catch them. You can even go trek to Fuchsia to beat Koga and get Surf as soon as you beat Misty and get Cut if you really wanted to trivialize most of the game with Zapdos. In future Gens Gens, you generally won't be able to obtain any of the game's legendary pokemon Mons outside of Events events until after the seventh or at least sixth gym leader, and with other story requirements attached on top of that. Or in In the case of the Gen 2 games, you could ''could'' technically catch its legendary trio before beating the fourth gym, gym... but they require [[LuckBasedMission so much luck to even encounter]] and then are [[GodDamnedBoss so absurdly hard to catch when you do find them]] that no player is realistically going to catch them until late into the game game, if at all. FRLG actually kept Zapdos' and Articuno's locations without adding any story prerequisites, so you can still get legendaries rather early without any fanfare there.
* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive-to-Chansey [[SignatureMove exclusive-to-Chansey]] Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash line).
* The [=TMs=] you get from beating Gym Leaders are also very weird. Future Gens would have Gym Leader [=TMs=] be moves with neat effects, unique status moves, and really solid moves in general. Here you get a nigh-useless move that has nothing to do with the Gym Leader's type (Brock giving Bide), a decent midgame move with a Speed-lowering secondary effect (Misty giving Bubblebeam), a very weak move even by midgame (Erika giving Mega Drain), an RNG [[FixedDamageAttack set damage move]] that will often deal crap damage (Sabrina giving Psywave), and even an OHKO move of all things (Giovanni giving Fissure). But then you also got Lt. Surge just handing you Thunderbolt, one of the best moves in the game, before the halfway point of the game, and Blaine giving you just a really strong attack in Fire Blast. Additionally Additionally, none of the Gym Leaders' [=TMs=] are learned naturally by any pokemon (with the exception of Pikachu learning Thunderbolt in Yellow), which really hurts Electric and Fire pokemon as Thunderbolt and Fire Blast are really desired moves for them and you just get one TM per file. Needless to say say, the Gen 3 remakes really changed up the Gym Leader [=TMs=] to stuff more generally useful and interesting (or in the case of Surge something more appropriate for midgame), with only Koga giving Toxic and Blaine giving Fire Blast being kept the same in FRLG.
* HM moves also have to be done manually, meaning that you have to access your [=Pokémon=] from the menu and select whatever HM they learned. From Generation 2 onwards, you'll be asked if you want to use the HM required when in front of either a boulder (Strength), tree (Cut), or body of water (Surf). The sole exception is Fly, which has to be selected manually regardless.



* References to RealLife locations, which seem weird due to the EarthDrift that the series underwent in later installments.
** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as New York City's FantasyCounterpartCulture and ''VideoGame/PokemonSunAndMoon'' introducing the Alola region as Hawaii's FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is kept in all of Lt. Surge's later appearances until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', which are remakes of ''Yellow''; his title in those two games is changed from Lightning American to Lightning Lieutenant.
** A few other [=NPCs=] as well as some Pokédex entries also make reference to real life places. Raichu's 'dex entry mentions an Indian elephant, Mew is said to have been found in Guyana, South America, and a Silph Co. employee complains that he's being reassigned to the Tiksi branch, calling it "Russian no-man's land", and Arcanine's Pokédex entry in ''Yellow'' says it's legendary in China. References to real life locations are present in ''[=FireRed=]'' and ''[=LeafGreen=]'', but were removed in ''Let's Go'' (for example, Arcanine's Pokédex entry says it's legendary in the East instead of specifically mentioning China).

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* References There are regular references to RealLife locations, locations which seem weird now seems odd due to the EarthDrift that the series underwent in later installments.
installments:
** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as New York City's FantasyCounterpartCulture and ''VideoGame/PokemonSunAndMoon'' introducing the Alola region as Hawaii's FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is kept in all of Lt. Surge's later appearances until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', which are remakes of ''Yellow''; his title in those two games is changed from Lightning American to Lightning Lieutenant.
** A few other [=NPCs=] as well as some Pokédex entries also make reference to real life places. Raichu's 'dex entry mentions an Indian elephant, Mew is said to have been found in Guyana, South America, and a Silph Co. employee complains that he's being reassigned to the Tiksi branch, calling it "Russian no-man's land", and Arcanine's Pokédex entry in ''Yellow'' says it's legendary in China. References to real life real-life locations are remain present in ''[=FireRed=]'' and ''[=LeafGreen=]'', but were removed in ''Let's Go'' (for example, Arcanine's Pokédex entry says it's legendary in the East instead of specifically mentioning China).
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* The ElementalRockPaperScissors has a number of oddities. Due to a bug, Psychic-types are immune to Ghost attacks[[note]]though since the only damaging Ghost-type attack at the time (Lick) was extremely weak, the immunity bug was just insult to injury[[/note]] which are played up by [=NPCs=] and the anime as their primary weakness. Intentionally, Ice does neutral damage to Fire-types instead of being resisted, and Bug and Poison are both super effective against each other. Dragon-types are already programmed to be super-effective against themselves, but they might as well not be since the only damage-dealing Dragon-type move is a FixedDamageAttack. The Psychic-type is overpowered because (in addition to an immunity to Ghost-type moves and a scarcity of damage-dealing Ghost- and Bug-type moves) neither the Dark-type nor the Steel-type exist yet.

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* The ElementalRockPaperScissors has a number of oddities. Due to a bug, Psychic-types are immune to Ghost attacks[[note]]though since the only damaging Ghost-type attack at dependent on the time type chart (Lick) was extremely weak, the immunity bug was just insult to injury[[/note]] which are played up by [=NPCs=] and the anime as their primary weakness. Intentionally, Ice does neutral damage to Fire-types instead of being resisted, and Bug and Poison are both super effective against each other. Dragon-types are already programmed to be super-effective against themselves, but they might as well not be since the only damage-dealing Dragon-type move is a FixedDamageAttack. The Psychic-type is overpowered because (in addition to an immunity to Ghost-type moves and a scarcity of damage-dealing Ghost- and Bug-type moves) neither the Dark-type nor the Steel-type exist yet.



* Certain Badges upon being obtained will grant a permanent 12.5% boost to a corresponding stat to your pokemon in battle (the Boulder Badge increases Attack, the Thunder Badge increases Defense, the Soul Badge increases Speed, and the Volcano Badge increases Special), so throughout the game your pokemon will have a significant edge on all the opposing trainers, and by the end of the game all your pokemon's non-HP stats will have a 12.5% boost in battle. This, combined with trainer pokemon not having [=EVs=], means the drastic level jump at the end from Giovanni to the Elite Four isn't actually anywhere as severe as it looks, as at these end game levels you can have the same pokemon ten or so levels lower and still have better stats than the opponent's equivalent. The mechanic of Badges granting a permanent stat boost would be kept in Gens 2 and 3 (albeit slightly nerfed in the latter to a 10% boost), but then ditched completely in all games after Gen 3.

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* Certain Badges upon being obtained will grant a permanent 12.5% boost to a corresponding stat to your pokemon in battle (the Boulder Badge increases Attack, the Thunder Badge increases Defense, the Soul Badge increases Speed, and the Volcano Badge increases Special), so throughout the game your pokemon will have a significant edge on all the opposing trainers, and by the end of the game all your pokemon's non-HP stats will have a 12.5% boost in battle. This, combined with trainer pokemon not having [=EVs=], means the drastic level jump at the end from Giovanni to the Elite Four isn't actually anywhere as severe as it looks, as at these end game levels you can have the same pokemon ten or so levels lower and still have better stats than the opponent's equivalent. The mechanic of Badges granting a permanent stat boost would be kept in Gens 2 and 3 (albeit slightly nerfed in the latter to a 10% boost), but then ditched completely dropped in all games after Gen 3.4 onward.



* Substitute has a lot of oddities in this Gen that were fixed in PokemonStadium and later Gens.

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* Substitute has a lot of oddities in this Gen that were fixed in PokemonStadium ''VideoGame/PokemonStadium'' and later Gens.



* It's purely cosmetic in function, but when trying to catch Legendaries or [=Pokémon=] in the Safari Zone, expect to see "You missed the [=POKéMON!=]" instead of the standard "Oh, the [=POKéMON=] broke free!".[[note]]Unlike later games, using [=POKé=] Balls has four different failure messages instead of three. The first and worst failure message has the 'mon [[NoSell dodge the ball entirely]].[[/note]]

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* It's purely cosmetic in function, but when trying to catch Legendaries or [=Pokémon=] in the Safari Zone, expect to see "You missed the [=POKéMON!=]" instead of the standard "Oh, the [=POKéMON=] broke free!".[[note]]Unlike later games, using [=POKé=] Poké Balls has four different failure messages instead of three. The first and worst failure message has the 'mon [[NoSell dodge the ball entirely]]. Also, the number of times the ball shakes on a failed capture is always the same, loosely based on an approximation of the catch rate formula.[[/note]]



* Normal NPC Trainers do not have their names given; you're just told what their Trainer class is. All other games, including all remakes (''[=FireRed=]'', ''[=LeafGreen=]'', and ''Let's Go'') give the Trainers names.

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* Normal NPC Trainers do not have their names given; you're just told what their Trainer class is. All other games, including all remakes (''[=FireRed=]'', ''[=LeafGreen=]'', and ''Let's Go'') this game's remakes, give the Trainers names.



* Unlike future installments, the league Champion is not established as the leader of the Elite Four. It's also the only generation where the league Champion ''is'' TheRival.

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* Unlike future installments, the league Pokémon League Champion is not established as the leader of the Elite Four. It's also the only generation where the league Champion ''is'' TheRival. [[note]]Though Hau takes the place of the Champion battle in ''VideoGame/PokemonUltraSunAndUltraMoon'', he wasn't actually the League Champion.[[/note]]



* Most of the Pokémon have very sparse level-up movesets compared to later generations, making [=TMs=] a neccessity for most pokemon to have remotely decent movesets (while good [=TMs=] are also sparse and very few can be obtained more than once). Many also lacked moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick), and some don't even learn any STAB moves naturally (such as the Rhydon line, leading to Giovanni and champion Blue using Rhydons with just weak Normal attacking moves in what are supposed to be climatic endgame battles).

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* Most of the Pokémon have very sparse level-up movesets compared to later generations, making [=TMs=] a neccessity for most pokemon Pokémon to have remotely decent movesets (while good [=TMs=] are also sparse and very few can be obtained more than once). Many also lacked moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick), and some don't even learn any STAB moves naturally (such as the Rhydon line, leading to Giovanni and champion Blue using Rhydons with just weak Normal attacking moves in what are supposed to be climatic endgame battles).
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this one is actually a translation issue


* The region the games take place in is only called "the Pokémon World", and has no specific name otherwise. ''Gold'' and ''Silver'' would retroactively name it "Kanto" after the real Japanese region it's based on.

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* Due to how infliction for status effects work, damaging moves that inflict the Paralysis, Burn, and Freeze status effect cannot inflict their status on pokemon of the same type as the move. So Normal-types, Ghost-types, and Electric-types cannot be paralyzed by Body Slam, Lick, and damaging Electric moves respectively. This does not apply to pure status moves, so Thunder Wave can still paralyze Electric-types. This additionally does not apply to the Poison status, so Twineedle, a Bug move that can inflict the Poison status, can still poison Bug pokemon, while it cannot bypass a Poison-type's poison immunity to poison them. Starting in Gen 2 this mechanic would be removed, however Fire-types and Ice-types would become immune to the Burn and Freeze status respectively, and starting in Gen 6 the Electric-type would become immune to Paralysis.

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* Due to how infliction for status effects work, damaging moves that inflict the Paralysis, Burn, and Freeze status effect cannot inflict their status on pokemon of the same type as the move. So Normal-types, Ghost-types, and Electric-types cannot be paralyzed by Body Slam, Lick, and damaging Electric moves respectively. This does not apply to pure status moves, so Thunder Wave can still paralyze Electric-types. This additionally does not apply to the Poison status, so Twineedle, a Bug move that can inflict the Poison status, can still poison Bug pokemon, while it cannot bypass a Poison-type's poison immunity to poison them. Starting in Gen 2 this mechanic would be removed, however removed with the Paralysis status, then in Gen 3 the Fire-types and Ice-types would become immune to the Burn and Freeze status respectively, respectively and starting in Gen 6 the Electric-type would become immune to Paralysis.


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* From Gen 2 onward, each "uber legendary" would have a [[SecretArt signature move or ability]] that only it could have (for example Ho-oh and Lugia got the exclusive move Sacred Fire and Aeroblast respectively, the Hoenn trio Groudon, Kyogre, and Rayquaza got the then-exclusive abilities Drought, Drizzle, and Air Lock respectively, and so on), but Mewtwo had no such exclusive moves, it was just a ridiculously strong pokemon. It wouldn't be until Gen 5 that Mewtwo would be given a signature move (with Mewtwo exclusively gaining Psystrike in Gen 5).
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* You can go catch Zapdos and Articuno as soon as you beat Koga, the fifth Gym Leader, as you can then Surf to their locations where they are just sitting there without any story or prerequisites, and being at level 50, they'll be more than strong enough for the Elite Four at base, so you can stomp the rest of the game with them easily if you can catch them. You can even go trek to Fuchsia to beat Koga and get Surf as soon as you beat Misty and get Cut if you really wanted to trivialize most of the game with Zapdos. In future Gens you generally won't be able to obtain any of the game's legendary pokemon outside of Events until after the seventh or at least sixth gym leader, and with other story requirements attached on top of that. Or in the case of the Gen 2 games, you could technically catch its legendary trio before beating the fourth gym, but they require [[LuckBasedMission so much luck to even encounter]] and then are [[GodDamnedBoss so absurdly hard to catch when you do find them]] that no player is realistically going to catch them until late into the game if at all. FRLG actually kept Zapdos' and Articuno's locations without adding any story prerequisites, so you can still get legendaries rather early without any fanfare there.

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* CriticalHit ratios are calculated based on a Mon's Speed stat instead of having a universal rate, while being much higher in general (in future games the universal critical hit rate is 6.25% or a 1/16 chance, while in Gen 1 the fastest pokemon, Electrode, has a 27.45% chance or a slightly over 1/4 chance), and will ignore [[StatusBuff stat boosts]] the user may have. Also, moves that have a higher crit chance will ''always'' do so if the user has a certain Speed (about as high as Flareon's or higher).

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* CriticalHit ratios are calculated based on a Mon's Speed stat instead of having a universal rate, while being much higher in general (in future games the universal critical hit rate is 6.25% or a 1/16 chance, while in Gen 1 the fastest pokemon, Electrode, has a 27.45% chance or a slightly over 1/4 chance), and will ignore [[StatusBuff stat boosts]] the user may have. Also, moves that have with the effect of a higher crit chance will increase the crit rate ''massively'' by eightfold instead of just doubling the rate like in later Gens, and in effect any pokemon with a base Speed of 64 or faster (which considering that even slow pokemon like Flareon reaches that mark, means the vast majority of fully-evolved pokemon) will essentially ''always'' do so if get a crit with such moves (there is still a 1/256 glitch that can make the user has a certain Speed (about crit not hit, but it still might as high as Flareon's or higher).well be guaranteed).



* Due to how infliction for status effects work, Normal-types and Ghost-types cannot be paralyzed by Body Slam and Lick, respectively.
* Many moves, have different power, accuracy and, in the cases of moves like Gust and Karate Chop, type from later games.
* Reflect and Light Screen will remain active as long as the user is on the field and end immediately when they faint or switch out, instead of petering out after a set number of turns like in later titles. They also double the user's appropriate defensive stat instead of lowering the attacker's offensive stat during the damage calculation.

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* Due to how infliction for status effects work, Normal-types damaging moves that inflict the Paralysis, Burn, and Ghost-types Freeze status effect cannot inflict their status on pokemon of the same type as the move. So Normal-types, Ghost-types, and Electric-types cannot be paralyzed by Body Slam and Slam, Lick, respectively.
and damaging Electric moves respectively. This does not apply to pure status moves, so Thunder Wave can still paralyze Electric-types. This additionally does not apply to the Poison status, so Twineedle, a Bug move that can inflict the Poison status, can still poison Bug pokemon, while it cannot bypass a Poison-type's poison immunity to poison them. Starting in Gen 2 this mechanic would be removed, however Fire-types and Ice-types would become immune to the Burn and Freeze status respectively, and starting in Gen 6 the Electric-type would become immune to Paralysis.
* Many moves, moves have different power, accuracy, and even typing from later games. Some of the most notable examples include Dig being a 100 power move (instead of the 60 power it would have in Gens 2/3 and 80 power post Gen 3), Blizzard having 90% accuracy and, in (instead of the cases of moves like 70% it would have in all future Gens), and Gust and Karate Chop, Chop being Normal type from later games.
(instead of Flying and Fighting type respectively like in all future Gens).
* Reflect and Light Screen will remain active as long as the user is on the field and end immediately when they faint or switch out, instead of petering remaining active when the user switches out and going away after a set number of turns like in later titles. They also double the user's appropriate defensive stat instead of lowering the attacker's offensive stat during the damage calculation.



* Substitute has a lot of oddities in this Gen that were fixed in PokemonStadium and later Gens.
** It does not block Paralysis and Sleep infliced from status moves, but does block status from secondary effects of damaging moves like Paralysis from Body Slam. Additionally it blocks the Confusion status from status moves, but does not block it from secondary effects of damaging moves like Psybeam if the Substitute isn't broken by the attack. This was fixed in Stadium.
** If a pokemon with exactly 1/4 of its HP attempts to make a Substitute, it will succeed and then promptly faint. This was fixed in Stadium, where it will fail as usual when trying to make a Substitute with too low of health.
** If a pokemon uses Selfdestruct or Explosion on an opponent's Substitute and breaks it, the exploding pokemon will not faint nor take any self-inflicated damage at all (though its sprite will still disappear). Similarly if a pokemon breaks an opponent's Substitute with Hyper Beam they will not have to recharge the next turn. Both of these issues were fixed in Stadium.
** If a multi-hit move breaks an opponent's Substitute before it ends, breaking the Substitute will instantly end the move and not continue on to damage the opponent.
** Super Fang and the trapping moves will bypass Substitute and hit the user as usual.
** Leech Seed will bypass a Substitute and latch onto the opponent as usual, and a pokemon behind a Substitute can be flinched from its Substitute being hit by flinching moves.
** If a confused pokemon is behind a Substitute and tries hitting itself in confusion, it will instead hit the ''opponent's Substitute'' if they too have one up, if the opponent doesn't then the confused pokemon does not hit itself nor its Substitute.



* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive to Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash line).

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* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive to Chansey exclusive-to-Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types stuck with just the weak Ember for most of the game as Flamethrower is learned so late by them or never at all in the case of the Rapidash line).line).
* The [=TMs=] you get from beating Gym Leaders are also very weird. Future Gens would have Gym Leader [=TMs=] be moves with neat effects, unique status moves, and really solid moves in general. Here you get a nigh-useless move that has nothing to do with the Gym Leader's type (Brock giving Bide), a decent midgame move with a Speed-lowering secondary effect (Misty giving Bubblebeam), a very weak move even by midgame (Erika giving Mega Drain), an RNG [[FixedDamageAttack set damage move]] that will often deal crap damage (Sabrina giving Psywave), and even an OHKO move of all things (Giovanni giving Fissure). But then you also got Lt. Surge just handing you Thunderbolt, one of the best moves in the game, before the halfway point of the game, and Blaine giving you just a really strong attack in Fire Blast. Additionally none of the Gym Leaders' [=TMs=] are learned naturally by any pokemon (with the exception of Pikachu learning Thunderbolt in Yellow), which really hurts Electric and Fire pokemon as Thunderbolt and Fire Blast are really desired moves for them and you just get one TM per file. Needless to say the Gen 3 remakes really changed up the Gym Leader [=TMs=] to stuff more generally useful and interesting (or in the case of Surge something more appropriate for midgame), with only Koga giving Toxic and Blaine giving Fire Blast being kept the same in FRLG.



* Most of the Pokémon have very sparse level-up moves compared to later generations, with many also lacking moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick).

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* Most of the Pokémon have very sparse level-up moves movesets compared to later generations, with many making [=TMs=] a neccessity for most pokemon to have remotely decent movesets (while good [=TMs=] are also lacking sparse and very few can be obtained more than once). Many also lacked moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick).Lick), and some don't even learn any STAB moves naturally (such as the Rhydon line, leading to Giovanni and champion Blue using Rhydons with just weak Normal attacking moves in what are supposed to be climatic endgame battles).



* If an NPC Trainer switches Pokémon, the experience distribution can become flaky. For example, you send out Pokémon A while your opponent sends out Pokémon X. You immediately switch to Pokémon B, while your opponent switches to Pokémon Y. Pokémon B defeats Pokémon Y. The NPC trainer then sends Pokémon X back out. Pokémon B defeats Pokémon X. In all future games, Pokémon A will still get a share of experience after the defeat of Pokémon X. Here, however, Pokémon B will get 100% of the experience. As very few NPC trainers are programmed for switching, you may never run into this, but it is weird nonetheless.

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* If an NPC Trainer switches Pokémon, the experience distribution can become flaky. For example, you send out Pokémon A while your opponent sends out Pokémon X. You immediately switch to Pokémon B, while your opponent switches to Pokémon Y. Pokémon B defeats Pokémon Y. The NPC trainer then sends Pokémon X back out. Pokémon B defeats Pokémon X. In all future games, Pokémon A will still get a share of experience after the defeat of Pokémon X. Here, however, Pokémon B will get 100% of the experience. As very few NPC trainers are programmed for switching, switching and those few that can will do it randomly for no rhyme or reason at that, you may will probably never run into this, but it is weird nonetheless.
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* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive to Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types sorely for strong STAB throughout most of the game as Flamethrower is learned so late by them).

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* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure, and even the exclusive to Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types sorely stuck with just the weak Ember for strong STAB throughout most of the game as Flamethrower is learned so late by them).them or never at all in the case of the Rapidash line).

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* CriticalHit ratios are calculated based on a Mon's Speed stat instead of having a universal rate, and will ignore [[StatusBuff stat boosts]] the user may have. Also, moves that have a higher crit chance will ''always'' do so if the user has a certain Speed (about as high as Flareon's or higher).

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* CriticalHit ratios are calculated based on a Mon's Speed stat instead of having a universal rate, while being much higher in general (in future games the universal critical hit rate is 6.25% or a 1/16 chance, while in Gen 1 the fastest pokemon, Electrode, has a 27.45% chance or a slightly over 1/4 chance), and will ignore [[StatusBuff stat boosts]] the user may have. Also, moves that have a higher crit chance will ''always'' do so if the user has a certain Speed (about as high as Flareon's or higher).higher).
* Certain Badges upon being obtained will grant a permanent 12.5% boost to a corresponding stat to your pokemon in battle (the Boulder Badge increases Attack, the Thunder Badge increases Defense, the Soul Badge increases Speed, and the Volcano Badge increases Special), so throughout the game your pokemon will have a significant edge on all the opposing trainers, and by the end of the game all your pokemon's non-HP stats will have a 12.5% boost in battle. This, combined with trainer pokemon not having [=EVs=], means the drastic level jump at the end from Giovanni to the Elite Four isn't actually anywhere as severe as it looks, as at these end game levels you can have the same pokemon ten or so levels lower and still have better stats than the opponent's equivalent. The mechanic of Badges granting a permanent stat boost would be kept in Gens 2 and 3 (albeit slightly nerfed in the latter to a 10% boost), but then ditched completely in all games after Gen 3.



* Held items, Abilities, and Natures do not exist yet. [=IVs=] also only go up to 15, and the HP IV is dependent on those of the other four stats.

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* Held items, Abilities, and Natures do not exist yet. [=IVs=] also only go up to 15, 15 (but are doubled in their effect), and the HP IV is dependent on those of the other four stats.



* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure.

to:

* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure.Fissure, and even the exclusive to Chansey Softboiled. There's additionally the oddity of Fire Blast being the only Fire TM, with not even Flamethrower being a TM like it would be in all the post Gen 2 games (and since Fire Blast is only gotten from beating Blaine, this leaves Fire types sorely for strong STAB throughout most of the game as Flamethrower is learned so late by them).
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* Almost every trainer's Pokemon lineup is of uniform level, e.g., if one of a trainer's Pokemon is Lv. 20, they will ''all'' be Lv. 20. The only trainers with Pokemon of varying level are Gym Leaders, the Elite Four, your rival, and Giovanni. In all future generations, any trainer's lineup may have level variance.
* Trainers generally have more Pokemon than those of later generations. Three Pokemon is the most common number, and four and even five-Pokemon lineups are pretty widespread. Single-Pokemon trainers are much rarer than in later games (where they're practically standard.)
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** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is removed in ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee''; his title is changed from Lightning American to Lightning Lieutenant.
** A few other [=NPCs=] as well as some Pokédex entries also make reference to real life places. Raichu's 'dex entry mentions an Indian elephant, Mew is said to have been found in Guyana, South America, and a Silph Co. employee complains that he's being reassigned to the Tiksi branch, calling it "Russian no-man's land".

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** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its New York City's FantasyCounterpartCulture and ''VideoGame/PokemonSunAndMoon'' introducing the Alola region as Hawaii's FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is removed kept in ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee''; all of Lt. Surge's later appearances until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', which are remakes of ''Yellow''; his title in those two games is changed from Lightning American to Lightning Lieutenant.
** A few other [=NPCs=] as well as some Pokédex entries also make reference to real life places. Raichu's 'dex entry mentions an Indian elephant, Mew is said to have been found in Guyana, South America, and a Silph Co. employee complains that he's being reassigned to the Tiksi branch, calling it "Russian no-man's land". land", and Arcanine's Pokédex entry in ''Yellow'' says it's legendary in China. References to real life locations are present in ''[=FireRed=]'' and ''[=LeafGreen=]'', but were removed in ''Let's Go'' (for example, Arcanine's Pokédex entry says it's legendary in the East instead of specifically mentioning China).
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* {{Fixed Damage Attack}}s can hit mons that would normally be immune to their type. While ignoring ElementalRockPaperScissors was mostly kept, it's only in this generation that they bypass full immunities. This is also the only generation that introduced any of these attacks at all; they're kept in due to the GrandfatherClause (no move has ever been fully removed from ''Pokémon''), but you almost get the feeling they're OldShame.

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* {{Fixed Damage Attack}}s can hit mons that would normally be immune to their type. While ignoring ElementalRockPaperScissors was mostly kept, it's only in this generation that they bypass full immunities. This is also the only generation that introduced any of these attacks at all; they're kept in due to the GrandfatherClause (no move has ever been fully removed from ''Pokémon''), ''Pokémon'' until VideoGame/PokemonSwordAndShield in Gen 8), but you almost get the feeling they're OldShame.
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* Normal NPC trainers do not have their names given, you're just told what their trainer class is. All other games give the trainers names.

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* Normal NPC trainers Trainers do not have their names given, given; you're just told what their trainer Trainer class is. All other games games, including all remakes (''[=FireRed=]'', ''[=LeafGreen=]'', and ''Let's Go'') give the trainers Trainers names.
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* Unlike in all future generations, it is possible in Gen 1 for moves to do zero damage. Whenever this occurs, the game will display it as a miss, regardless of whether the move actually hit or not. This can be most easily demonstrated by catching a Weedle and attempting to use Poison Sting against Brock's Pokemon; unless you've done some serious grinding, it will miss every time, despite being a 100% accurate move. In subsequent games, even the weakest moves are rounded up to 1 HP of damage.

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* Unlike In Gen 1, unlike in all future generations, it is possible in Gen 1 for offensive moves to do zero damage. Whenever this occurs, the game will display it as a miss, regardless of whether the move actually hit or not. This can be most easily demonstrated by catching a Weedle and attempting to use Poison Sting against Brock's Pokemon; unless you've done some serious grinding, it will miss every time, despite being a 100% accurate move. In subsequent games, even the weakest moves are rounded up to 1 HP of damage.
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* Unlike in all future generations, it is possible in Gen 1 for moves to do zero damage. Whenever this occurs, the game will display it as a miss, regardless of whether the move actually hit or not. This can be most easily demonstrated by catching a Weedle and attempting to use Poison Sting against Brock's Pokemon; unless you've done some serious grinding, it will miss every time, despite being a 100% accurate move. In subsequent games, even the weakest moves are rounded up to 1 HP of damage.
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* When the Bike is in use, the music is always playing on the overworld, even when moving to a new area.

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* When In ''Red'' and ''Blue'', when the Bike is in use, the music is always playing on the overworld, even when moving to a new area.area. ''Yellow'' changed this so this music doesn't play on Route 23 or in Victory Road, but its usage is otherwise the same in that game.
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Fixed a typo, since Surge isn't an electrician.


** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is removed in ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee''; his title is changed from Lightning American to Lighting Lieutenant.

to:

** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is removed in ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee''; his title is changed from Lightning American to Lighting Lightning Lieutenant.
Is there an issue? Send a MessageReason:
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** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova.

to:

** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova. The reference to the United States is removed in ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee''; his title is changed from Lightning American to Lighting Lieutenant.

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That's already been brought up here.


* Speaking of the Elite Four, they all have the regular trainer battle theme when you fight them. The only exception is Lance, who has the gym battle theme. Barring Generation II and ''[=FireRed=] and [=LeafGreen=]'' [[note]]which all follow the same rule as Lance in this specific generation[[/note]], all future generations have their own unique Elite Four battle themes.

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* Speaking of the Elite Four, they all have the regular trainer battle theme when you fight them. The only exception is Lance, who has the gym battle theme. Barring Generation II and ''[=FireRed=] and [=LeafGreen=]'' [[note]]which all follow the same rule as Lance in this specific generation[[/note]], remakes [[note]]though unlike the original, the remake has the gym leader theme for ''all'' members of the Elite Four, rather than just Lance.[[/note]], all future generations have their own unique Elite Four battle themes.



* The box art themselves are also different compared to the later entries. Nearly every game in the main series will always show off a legendary Pokemon. Here, the starter Pokemon that you can pick from are shown on the box; Charizard for ''Red/Fire Red'', Blastoise for ''Blue'', and Venusaur for ''Green/Leaf Green''. Pikachu would go on to represent ''Yellow''.
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Being the very first installment in the ''Pokémon'' franchise, the game plays out a lot differently than what fans of the later generations would be more familiar with.

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Being the very first installment in the ''Pokémon'' franchise, the game plays out game's features are a lot differently ''lot'' different than what fans of the later generations would be more familiar with.establish and turn into series staples.
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Being the very first installment in the ''Pokémon'' franchise, the game plays out a lot differently than what fans of the later generations would be more familiar with.
----
* There's only one Special stat, covering the job that both Special Attack and Special Defense have in later games.
* The ElementalRockPaperScissors has a number of oddities. Due to a bug, Psychic-types are immune to Ghost attacks[[note]]though since the only damaging Ghost-type attack at the time (Lick) was extremely weak, the immunity bug was just insult to injury[[/note]] which are played up by [=NPCs=] and the anime as their primary weakness. Intentionally, Ice does neutral damage to Fire-types instead of being resisted, and Bug and Poison are both super effective against each other. Dragon-types are already programmed to be super-effective against themselves, but they might as well not be since the only damage-dealing Dragon-type move is a FixedDamageAttack. The Psychic-type is overpowered because (in addition to an immunity to Ghost-type moves and a scarcity of damage-dealing Ghost- and Bug-type moves) neither the Dark-type nor the Steel-type exist yet.
* [[DesperationAttack Struggle]] is treated as a Normal-type move, so Ghosts are immune to it.
* Moves with a 100% hit/crit chance will still fail 1/256 (0.4%) of the time; in the Japanese version, this even applies to Swift, which is also susceptible to accuracy-modifying moves like Sand-Attack.
* CriticalHit ratios are calculated based on a Mon's Speed stat instead of having a universal rate, and will ignore [[StatusBuff stat boosts]] the user may have. Also, moves that have a higher crit chance will ''always'' do so if the user has a certain Speed (about as high as Flareon's or higher).
* Multi-hit moves like Pin Missile use one check for crits instead of doing each hit separately. This means if the first one crits, every hit will.
* Paralysis and Burn cut speed and attack respectively, as intended and carried on into all future games, but the stat change is stacked into the normal stat modifier instead of being its own thing. Because of this, Rest does not remove the stat drop when it cures the status.
* Sleep lasts several turns longer, you cannot attack the turn you wake up, and it's possible to wake up on the turn it is inflicted.
* Due to how infliction for status effects work, Normal-types and Ghost-types cannot be paralyzed by Body Slam and Lick, respectively.
* Many moves, have different power, accuracy and, in the cases of moves like Gust and Karate Chop, type from later games.
* Reflect and Light Screen will remain active as long as the user is on the field and end immediately when they faint or switch out, instead of petering out after a set number of turns like in later titles. They also double the user's appropriate defensive stat instead of lowering the attacker's offensive stat during the damage calculation.
* Disable will affect one of the opponent's moves at random, instead of the last one they used, like in all later generations. Because of this, it can work on the very first turn (in later generations it will fail if used before the opponent has had a chance to attack).
* Instead of copying the last move the opponent used, Mimic instead allows you to copy ''any'' move they know by opening a separate menu that allows you to pick one of them. This also has the side effect of instantly allowing you to see what moves the opponent knows.
* OneHitKill attacks will fail if the user is slower than the target, whereas from Generation 2 onwards, such attacks will fail if the user is at a lower Level than the target. The user also does not get an accuracy bonus based off the difference between the user's and target's Level like in later games.
* Speaking of which, X Accuracies give your Pokémon ''100%'' accuracy, including the aforementioned OneHitKill moves. Such an aspect was severely nerfed in future games.
* Counter has a lot of quirks. It only works from being hit by a Normal or Fighting attack (including opposing Counters, Bide, and Seismic Toss unlike later games), can hit Ghosts, works with damage dealt to the user's Substitute and can be used multiple times off of one hit.
* [[http://bulbapedia.bulbagarden.net/wiki/Bide_%28move%29 Bide]] ignores accuracy and evasion, can hit foes during the invulnerable period of Dig or Fly, hits Ghost-types, will last either 2 or 3 turns instead of a set 3, and has a couple other complicated quirks involving how damage is stored.
* Trapping moves like Wrap and Clamp prevent the target from taking any action until they end, but oddly do not prevent switching out. The user also cannot switch moves during the duration similar to Thrash.
* Frozen Pokémon will never thaw by themselves.
* Held items, Abilities, and Natures do not exist yet. [=IVs=] also only go up to 15, and the HP IV is dependent on those of the other four stats.
* No Pokémon except for Nidoran have a defined gender.
* Every stat can be maxed out using the StatGrinding system. ''VideoGame/PokemonRubyAndSapphire'' onwards restricts it so that only two stats can be maxed out.
* There are no CirclingBirdies to signify when a Pokémon is Confused.
* There is no visible ExperienceMeter during battle.
* There's an odd open-endedness for a good part of the game, while later titles would make you take on the Gyms and events in a very set order. While you still need to foil Team Rocket plots in order [[note]]You run into them in Mt. Moon first, then a few Grunts around Cerulean City, then their hideout in Celadon, which you need to beat in order to obtain the Silph Scope, which you need to beat them at Pokemon Tower, which THEN grants you access to their takeover of Silph Co., and that has to be dealt with to be able to enter the Saffron City Gym, which needs to be dealt with so you can settle the team for good in Viridian once you have all seven of the other badges, and this encounter has to be completed to enter the Pokemon League and finish the game.[[/note]], you may do so at your own pace and once you beat Misty, you are free to challenge the next four Gyms (Lt. Surge, Erika, Koga, Sabrina) in whatever order you deem fit.
* The TM list is ''weird'', ranging from moves as basic as Rage, Bide and Water Gun to the likes of Bubblebeam, Swords Dance[[note]]which regains its TM status from Gen IV onwards, possibly due to PowerCreep[[/note]] and Fissure.
* HM moves also have to be done manually, meaning that you have to access your [=Pokémon=] from the menu and select whatever HM they learned. From Generation 2 onwards, you'll be asked if you want to use the HM required when in front of either a boulder (Strength), tree (Cut), or body of water (Surf). The sole exception is Fly, which has to be selected manually regardless.
* It's purely cosmetic in function, but when trying to catch Legendaries or [=Pokémon=] in the Safari Zone, expect to see "You missed the [=POKéMON!=]" instead of the standard "Oh, the [=POKéMON=] broke free!".[[note]]Unlike later games, using [=POKé=] Balls has four different failure messages instead of three. The first and worst failure message has the 'mon [[NoSell dodge the ball entirely]].[[/note]]
* Your team is not automatically healed when entering a PlayerVersusPlayer battle, nor are they healed after beating the Elite Four. Neither are they automatically healed when you take them out from the box.
* Normal NPC trainers do not have their names given, you're just told what their trainer class is. All other games give the trainers names.
* These games remain the only installment in the series in which it is possible to migrate Pokémon ''back'' from their sequels, thanks to ''Gold'', ''Silver'', and ''Crystal'' versions all being released for the same system. Because of the changes in platforms and system overhauls in between generations, any ability to transfer Pokémon forward to the next generation is a one-way trip.
* The wild battle theme of this game and its remake are the only one to be constantly frantic instead of being at least partly joyous. Even the later incarnations of the song, whether the [[Anime/{{Pokemon}} anime]] incarnation, the ''VideoGame/SuperSmashBros'' incarnation or even later games in the series, all rearrange the song in such a way so that it has parts that give out vibes of it being joyous.
* References to RealLife locations, which seem weird due to the EarthDrift that the series underwent in later installments.
** Lt. Surge's official backstory describes him as being a former officer and pilot in the American army, one of the few times a RealLife location is directly referenced in the series. Later games would imply that America doesn't exist, with ''VideoGame/PokemonBlackAndWhite'' introducing the Unova region as its FantasyCounterpartCulture. An NPC even [[LampshadeHanging Lampshades]] this in ''VideoGame/PokemonBlack2AndWhite2'', wondering if Lt. Surge is actually from Unova.
** A few other [=NPCs=] as well as some Pokédex entries also make reference to real life places. Raichu's 'dex entry mentions an Indian elephant, Mew is said to have been found in Guyana, South America, and a Silph Co. employee complains that he's being reassigned to the Tiksi branch, calling it "Russian no-man's land".
* These games internally handle whether or not a Pokémon successfully gets captured significantly different than later games in the series, the most obvious being that it's possible for the player to miss the Pokémon (changed to the Pokéball not shaking at all from ''VideoGame/PokemonGoldAndSilver'' onwards). Probably the most ''bizarre'' is that Great Balls (the mid-tier ball in all future games) have special handling that doesn't apply to any other ball, and sometimes makes them a more effective option than the top-tier Ultra Balls.
* These are the only games to have only one item pouch, and to not feature the ability to assign key items to buttons.
* Numerous trainers are depicted as carrying whips (Cooltrainers, Tamers, Rocket Grunts, Cue Balls, Sabrina); both the remakes and all future games removed them (except for the Tamers, who still have whips in the remakes).
* {{Fixed Damage Attack}}s can hit mons that would normally be immune to their type. While ignoring ElementalRockPaperScissors was mostly kept, it's only in this generation that they bypass full immunities. This is also the only generation that introduced any of these attacks at all; they're kept in due to the GrandfatherClause (no move has ever been fully removed from ''Pokémon''), but you almost get the feeling they're OldShame.
* The covers don't show the game's resident legendary, but one of the possible starter's final evolution. In fact, the legendary Pokémon are completely disconnected from the plot (even in the remakes), and there's no legendary duo akin to those in later games (though Mewtwo can unofficially be considered this gen's main legendary; having more backstory than the birds and being banned from battle facilities like other [[MascotMook mascot legendaries]]).
* When the Bike is in use, the music is always playing on the overworld, even when moving to a new area.
* Unlike future installments, the league Champion is not established as the leader of the Elite Four. It's also the only generation where the league Champion ''is'' TheRival.
* Pokémon given by [=NPCs=] (such as Lapras) will be automatically sent to the PC if your party is full. Later games require having an empty slot in your party before you can receive them, save for ''VideoGame/PokemonSunAndMoon'' (which are quite inconsistent in this regard).
* There's a "badge check" route before the Elite Four that has never in any following game (minus ''[=FireRed=] and [=LeafGreen=]'', which are remakes). In later games, the "badge check" usually happens right before taking on the Elite Four or going to Victory Road.
* Speaking of the Elite Four, they all have the regular trainer battle theme when you fight them. The only exception is Lance, who has the gym battle theme. Barring Generation II and ''[=FireRed=] and [=LeafGreen=]'' [[note]]which all follow the same rule as Lance in this specific generation[[/note]], all future generations have their own unique Elite Four battle themes.
* The Silph Scope is required in order to see and identify the ghost Pokémon in Pokémon Tower so you can progress with the plot. Without it, Marowak's ghost effectively blocks you from reaching the final room, as your Pokemon will be too scared to attack it [[note]]Which makes very little sense, as you have to fight a bunch of ghost Pokemon to get there in the first place[[/note]]. This concept was immediately dropped in the next generation.
* Most of the Pokémon have very sparse level-up moves compared to later generations, with many also lacking moves that by all logic they should learn (Lickitung the "Licking Pokemon" for instance does not learn Lick).
* When you trade a Pokémon, the background music still plays, when later generations has the evolution theme play in its place.
* Speaking of trading, you can trade Pokémon that know HM moves. With the exception of generation II, all other games make it a requirement that Pokémon cannot know any HM moves in order to be traded.
* The box art themselves are also different compared to the later entries. Nearly every game in the main series will always show off a legendary Pokemon. Here, the starter Pokemon that you can pick from are shown on the box; Charizard for ''Red/Fire Red'', Blastoise for ''Blue'', and Venusaur for ''Green/Leaf Green''. Pikachu would go on to represent ''Yellow''.
* If an NPC Trainer switches Pokémon, the experience distribution can become flaky. For example, you send out Pokémon A while your opponent sends out Pokémon X. You immediately switch to Pokémon B, while your opponent switches to Pokémon Y. Pokémon B defeats Pokémon Y. The NPC trainer then sends Pokémon X back out. Pokémon B defeats Pokémon X. In all future games, Pokémon A will still get a share of experience after the defeat of Pokémon X. Here, however, Pokémon B will get 100% of the experience. As very few NPC trainers are programmed for switching, you may never run into this, but it is weird nonetheless.
* Some key items can only be obtained by registering a certain number of Pokémon as caught in the Pokédex and then speaking to one of Professor Oak's aides, who are scattered around Kanto: the HM for Flash requires 10 Pokémon, the Itemfinder requires 30, and the Exp. All requires 50. Starting with Generation II, [=HM=]s and key items are generally received either automatically during the main story or simply by talking to an NPC, and later generations began to make them ''all'' obtainable through unmissable [=NPC=] and other plot events. The only games to bring back the "must own a certain amount of Pokémon to receive item" mechanic were the remakes and the ''[[VideoGame/PokemonLetsGoPikachuAndLetsGoEevee Let's Go]]'' games, the latter of which placed much greater emphasis on catching lots of Pokémon anyway.
* The region the games take place in is only called "the Pokémon World", and has no specific name otherwise. ''Gold'' and ''Silver'' would retroactively name it "Kanto" after the real Japanese region it's based on.
* The notion that "Red" and "Blue" are the canonical names for the player character and his rival was not established until ''Gold'' and ''Silver''. Early official materials, such as Nintendo's official strategy guide, tend to use the names "Ash" and "Gary", like the anime.
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