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Can we catch ‘em all?: Generation I

15 bytes removed, 01:55, 6 November 2014
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{{CategorizeIn|Columns|11|14}}
 
'''“Tajiri"Tajiri had a novel idea: to utilize the tsushin keburu [Game Boy Link Cable] for ‘communication’ instead – for exchanges between players in which the objective would be to barter with, rather than eliminate, an opponent by training monsters.”'''
- Anne Allison, ''Millennial Monsters: Japanese Toys and the Global Imagination''
 
[[File:GenIUnofficialVersionTreeV2.png|Generation I Unofficial Version Tree]]
 
The diagram to the rightabove demonstrates the actual connections between versions from a media specific, code-based examination. Media archaeology is critical to make sense of the differences between this diagram and the previous, official diagram of versions taken from Nintendo advertisements.
 
{{bp|Satoshi Tajiri}} released a superior set of games with the original Pocket Monsters titles, but he hand-coded those games over a period of six years. This limitation of resources resulted in well-known {{bp|glitch|glitches}}. The purpose of {{bp|Pokémon Blue Version (Japanese)|''Pocket Monsters: Blue''}} was not a minor aesthetic revision but instead a much-needed overhaul of problematic source code, neutralizing {{bp|glitch|glitches}}. What is so impressive about this version is that such an overhaul had to be invisible; more precisely, these structural changes appear minimal to players but radically altered the structure of the game’s code underneath the surface.