Can we catch ‘em all?: Generation I: Difference between revisions

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Twenty years ago, many players first encountered a video game through its advertisement campaign. Nintendo, in particular, was notorious for tightly controlling advertisement through censorship of unwelcome critiques in Japanese gaming magazines. This control went even farther in the United States, where the company-run {{bp|Nintendo Power|’’Nintendo Power’’}} essentially functioned as a subscription advertising campaign. As a result, marketing controlled how players understood their games. Nowhere is this more obvious than in {{bp|Generation I|Generation I core series titles}}.
Twenty years ago, many players first encountered a video game through its advertisement campaign. Nintendo, in particular, was notorious for tightly controlling advertisement through censorship of unwelcome critiques in Japanese gaming magazines. This control went even farther in the United States, where the company-run {{bp|Nintendo Power|’’Nintendo Power’’}} essentially functioned as a subscription advertising campaign. As a result, marketing controlled how players understood their games. Nowhere is this more obvious than in {{bp|Generation I|Generation I core series titles}}.


Before applying media archaeology methodologies to these versions, it is helpful to look at Nintendo’s advertised descriptions of versions.
Before applying media archaeology methodologies to these versions, it is helpful to look at Nintendo’s advertised descriptions of versions as described in Nintendo Power.


[[File:GenIOfficialVersionTreeV2.png|Generation 1 Official Version Tree]]
[[File:GenIOfficialVersionTreeV2.png|Generation 1 Official Version Tree]]