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Can we catch ‘em all?: Generation II

719 bytes added, 20:58, 11 November 2014
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Examining the code hidden within the games initially implies that Generation II is built upon, and therefore sequels of, {{bp|Generation I}}. Unused maps such as a Safari Zone and Pokémon Lab on Cinnibar Island, as well as other unused tilesets, are almost completely intact from {{bp|Generation I}}. The only difference is the addition of color. Smaller pieces of code also exist, such as unused text and {{bp|Teru-sama}}, or dummy items.<ref> http://tcrf.net/Pokémon_Gold_and_Silver </ref> However, none of these items are altered or adapted.
 
It is possible to narrow the point of origin to a specific game rather than the entirety of {{bp|Generation I}}. Many in-game {{bp|Glitch|glitches}} were neutralized during the creation of {{bp|Pokémon Yellow Version|Pocket Monsters: Pikachu}} and a handful were further removed from the international localization to {{bp|Pokémon Yellow Version|Pokémon Yellow: Special Pikachu Edition}}. This would suggest that the basis of {{bp|Generation II}} titles is one of the many version of this final {{bp|Generation I}} titles. Still, it is most likely that the North American version is the basis as it, like {{bp|Generation II}}, was programmed for the {{bp|Game Boy Color}}.<ref>http://tcrf.net/Pokémon_Yellow</ref>
To engage these games from a deeper media archaeological perspective, it is necessary to dig into the processes or mechanics of the games. This requires an examination of Pokémon data structures, the byte structure that contains all data regarding a Pokémon’s {{bp|ability|abilities}} and current {{bp|status condition|status}}.<ref> http://www.smogon.com/smog/issue27/glitch </ref> Metaphorically, the byte structure is the media archaeological explanation for a Pokémon’s personality and battle properties.