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Wikipedia

Pokémon

Pokémon[a] is a Japanese media franchise consisting of video games, animated series and films, a trading card game, and other related media. The franchise takes place in a shared universe in which humans co-exist with creatures known as Pokémon, a large variety of species endowed with special powers. The franchise's target audience is children aged 5 to 12,[1] but is known to attract people all ages.[2][3][4][5]

Pokémon
International franchise logo
Created by
Original workPocket Monsters Red and Pocket Monsters Green (1996)
OwnerNintendo
Creatures
Game Freak
Years1996–present
Print publications
ComicsSee list of Pokémon manga
Films and television
Film(s)See list of Pokémon films
Animated seriesPokémon (1997–present)
Games
TraditionalPokémon Trading Card Game
Video game(s)Pokémon video game series
Official website
Official hub

The franchise originated as a pair of role-playing games developed by Game Freak, following an original concept by its founder, Satoshi Tajiri. Released on the Game Boy on February 27, 1996, the games became sleeper hits and were followed by manga series, a trading card game, and anime series and films. From 1998 to 2000, Pokémon was exported to the rest of the world, creating an unprecedented global phenomenon dubbed "Pokémania". By 2002, the craze had ended, after which the brand became a fixture in popular culture, with new products being released to this day. In the summer of 2016, the franchise spawned a second craze with the release of Pokémon Go, an augmented reality game developed by Niantic. Pokémon has since been estimated to be the world's highest-grossing media franchise and one of the best-selling video game franchises.

Pokémon has an uncommon ownership structure. While most IPs are owned by a single company, Pokémon is jointly owned by three: Nintendo, Game Freak, and Creatures.[6][7] Game Freak develops the core series role-playing games, which are published by Nintendo exclusively for their consoles, while Creatures manages the trading card game and related merchandise, occasionally developing spin-off titles. The three companies established The Pokémon Company (TPC) in 1998 to manage the Pokémon property within Asia. The Pokémon anime series and films are co-owned by Shogakukan. Since 2009, The Pokémon Company International (TPCi) subsidiary of TPC has managed the franchise in all regions outside of Asia.[8]

Name

The contracted term Pokémon derives from a syllabic abbreviation of the franchise's full name, Pocket Monsters (ポケットモンスター, Poketto Monsutā). When the franchise began to be released internationally, the short form of the title was used, with an acute accent (´) for pronunciation.[9]

Pokémon refers both to the franchise itself and the creatures within its fictional universe. As a noun, it is identical in both the singular and plural, as is every individual species name;[10] it is grammatically correct to say "one Pokémon" and "many Pokémon", as well as "one Pikachu" and "many Pikachu". In English, Pokémon may be pronounced either /'powkɛmon/ (poe-keh-mon) or /'powkɪmon/ (poe-key-mon).[11]

General concept

The Pokémon franchise is set in a world in which humans coexist with creatures known as Pokémon. Pokémon Red and Blue introduced 151 Pokémon species, with new Pokémon being introduced in subsequent games; as of February 2023, 1,015 Pokémon species have been introduced.[b] Many Pokémon are designed to resemble real-world animals; for example, Pikachu is a yellow mouse-like Pokémon with a lightning bolt-shaped tail, and possesses electrical abilities.

The player character takes the role of a Pokémon Trainer. The Trainer's three primary goals are to explore the Pokémon world, complete their Pokédex―an electronic handheld encyclopedia―by obtaining all available Pokémon, and to train a team of up to six Pokémon at a time and engage them in battle. To obtain most Pokémon, the Trainer uses a spherical device known as a Poké Ball. Once the opposing Pokémon is sufficiently weakened, the Trainer throws the Poké Ball against it, and it is then transformed into a form of energy to be transported into the device. Once the Pokémon is successfully caught, it is under the Trainer's command from then on. If the Poké Ball is thrown again, the Pokémon re-materializes into its original state. The Trainer's Pokémon can engage in battles against opposing Pokémon, including those in the wild or owned by other Trainers. Because the franchise is aimed at children, these battles are never presented as overtly violent and contain no blood or gore.[12][13][14][15] Pokémon never die in battle, instead fainting upon being defeated.[16][17][18]

After a Pokémon wins a battle, it gains experience and becomes stronger. After gaining a certain amount of experience points, its level increases, as well as one or more of its statistics. As its level increases, the Pokémon can learn new offensive and defensive moves to use in battle. Many species of Pokémon can evolve into a different species, with increased stats compared to its pre-evolved form. Most species will evolve at a certain level, while others evolve through different means, such as exposure to an evolution stone.

History

Origins

The main idea behind Pokémon was conceived by Satoshi Tajiri. Tajiri grew up in Machida, a suburb of Tokyo. In his youth, he enjoyed discovering and catching insects and other small creatures in the various ponds and fields that surrounded his town.[19][20] As Japan's economic miracle occurred, many cities, including Machida, were significantly expanded. As a consequence, Machida's nature was largely destroyed. In his second year of junior high school,[21][22] an arcade hall opened in Tajiri's neighborhood, introducing him to video games. While studying electrical engineering at Tokyo College of Technology [ja], Tajiri began publishing a doujinshi magazine titled Game Freak.[23] The title was inspired by the 1932 film Freaks, which Tajiri was fascinated with at the time.[24] He self-published the first issue of the magazine in March 1983, at the age of 17.[25] [26] At the time, magazines specializing in video games did not yet exist in Japan, allowing Game Freak to fill a gap in the market.[27][28] Concurrently, Tajiri was contacted by aspiring manga artist Ken Sugimori, who became Game Freak's illustrator.[29] Game Freak folded in the late 1980s,[25] by which point Tajiri had become a respected game journalist in Japan's fledgling video game industry.[30]

Tajiri's knowledge of video games brought him into contact with Tsunekazu Ishihara. Ishihara had studied Arts and Science at Tsukuba University, and was trained in CGI. After working in advertisement for two years, Ishihara joined a company named Sedic in 1983, which created video graphics and software,[31] including one video game, Otocky (1987).[32][33] As video games grew in popularity, Sedic also produced a number of game-related television shows for Fuji Television's late-night slot.[31] In his job as a TV producer, Ishihara befriended Tajiri, as well as Shigesato Itoi, who would later become CEO of Ape, Inc.[34][35] Ishihara was also the general director of the world's first gaming encyclopedia: TV Games: Encyclopedia of Video Games (テレビゲーム―電視遊戯大全, Terebigēmu ― Denshi Yūgi Taizen).[36][37] Hatakeyama & Kubo (2000) wrote that, at the time, Ishihara was probably the most well-connected man in the industry,[38] with a knowledge of games "beyond comparison".[39] Ishihara was also interested in playing cards,[40][41] and contributed to the development of at least three simple card games designed by Itoi for Ape.[c]

In 1986, Tajiri, Sugimori, and a few other enthusiasts started an informal development team called Game Freak, named after the magazine it grew out of. Over the next few years, they independently developed the puzzle game Quinty, working on it alongside school or their regular jobs.[48] However, no one within the group knew how to make the game's music. After consulting all his contacts, Tajiri got in touch with Junichi Masuda, who became the group's composer.[49] Quinty was finished in 1989, and published by Namco.[50] Tajiri officially incorporated Game Freak Co., Ltd. on April 26, 1989.[51]

1989 – 1995: Development of Red & Green

 
Two original Game Boys connected with a Game Link Cable.

Tajiri started to think of what was to become Pokemon while completing Quinty, and before he officially founded Game Freak. Around this time, Nintendo announced the upcoming release of the Game Boy, a handheld console that would revolutionize the gaming industry. Tajiri learned that the device would have a link port, and with the corresponding Game Link Cable, two Game Boys could be linked together.[52] Sometime later, Tajiri remembered an incident while playing Dragon Quest II (1987), a role-playing game (RPG) for the Famicom (NES). The game features randomly appearing items of varying rarity, including an extremely rare item called Mysterious Hat.[d] Tajiri did not encounter any, while Ken Sugimori, who was also playing the game, encountered two. Upon recalling this experience, Tajiri realized that the cable now made it possible to transfer things from one cartridge to another.[53][54][55][56] He noted that, until then, the Game Link Cable was only used for competing, but not for something else.[57] Combining this inspiration with his memories of catching insects and other small species, Tajiri's idea would eventually evolve into a virtual recreation of his boyhood experiences,[58] and an attempt to "regain the world that he had lost".[59] He would later state that the game represents "the story of a boy's summer day".[60]

 
Gashapon capsules have been cited as an inspiration for Pokemon.

Tajiri and the Game Freak staff began pondering over a game centered on capturing creatures of differing rarity. Since the Game Boy is a portable device, these creatures could then be exchanged with other players in real life. Once the player has caught a creature, it was to be stored in miniaturized form in a special capsule. This facet of the game was inspired by Ultraseven, a tokusatsu show that Tajiri had enjoyed as a child.[61] The series' titular character owns a number of capsules containing miniaturized kaiju (monsters), which come out and return to their original sizes when the capsule is thrown into mid-air. Kaiju media in general were an important influence on Pokemon, as many Game Freak staff members had grown up with them.[54][62] Other cited influences include: gashapon, capsules with toy figures in them that can be drawn from vending machines;[63][64] collectible cards, such as baseball cards, Ultraman cards and menko;[65][66][67][68] The Final Fantasy Legend (1989), the first RPG for the Game Boy;[69] and petting in Japan, with Tajiri noting that having Pokemon is similar to having pets.[70] Tajiri initially named his project Capsule Monsters, which GF's staff commonly shortened to Capumon.[71] However, it later turned out that the term Capsule Monsters could not be trademarked, and it was subsequently decided to call the game Pocket Monsters, which became Pokemon. According to Tomisawa (2000), the phrase "Capsule Monsters" was already registered.[71] According to Hatakeyama & Kubo (2000), the word "capsule" could not be used in the trademark.[72] Tomisawa (2000) states that the Game Freak staff then came up with several alternatives, before someone within the team suggested "Pocket Monsters".[71]

In March 1989, Nintendo co-founded Ape, Inc. with Itoi. Ape's principal work was Mother (1989), a role-playing game written by Itoi, but it was also founded with the intent to give outside talent a chance to pitch new, innovative games.[40][35] At the time, Ape was housed in the same Kanda-Sudachō office building as Nintendo, located in Tokyo.[73] Ishihara, a friend of both Itoi and Tajiri, was involved with Ape's management (and would become its vice-president in 1991).[35][38] Tajiri's relationship with Ishihara prompted Tajiri to present his idea for Pokemon at Ape's office.[74][75] Present during Tajiri's pitch was Takashi Kawaguchi, who worked at Nintendo's General Affairs Department and was also a manager at Ape.[40][76] Kawaguchi brought the idea to Nintendo president Hiroshi Yamauchi, who reportedly said: "This is it. This is the idea I've been waiting for."[77] By pure coincidence, Ishihara had come up with an idea for a game similar to that of Tajiri, and around the same time was discussing it with Ape. This game, Toto, involved "using the Game Boy as an insect cage". GF and Ape subsequently agreed to merge their projects together.[78] According to Tajiri, the two teams initially collaborated on the project, but the work proved difficult, one of the reasons being that Ape was busy developing EarthBound.[79][80] Tajiri eventually figured that "rather than working with Ape, we had to do something on our own, or the project would never get finished".[79] Ape, Inc. is not credited on the final product.

The development contract was signed at the beginning of 1990, with a planned delivery of the game in October.[81] Tajiri directed the project, working under Ishihara.[82] Ishihara was the producer – he managed the budget, staff, and work schedule, monitored the game's overall progress, and served as a liaison between Game Freak and Nintendo.[78][83] Ishihara also contributed ideas to the development,[41] and helped with debugging.[84][85] Sugimori was in charge of the graphics and character design.[86] Masuda created all music and sound effects, and did part of the programming.[87] The budget that Nintendo granted to Game Freak was low.[81] Thus, Pocket Monsters was initially planned as a small, compact game, based primarily around Tajiri's core idea of exchanging.[69][88] However, as development progressed, GF's ideas and ambitions for Pokemon grew.[69] They soon realized that the game they were beginning to envision would not be easy to make. Sugimori admitted that, at the time, no one at GF had much knowledge of RPGs. "We thought we could handle it, but as we began working, we realized it was going to be tough", he acknowledged.[89] Pokemon was suspended indefinitely. While developing their second game, Smart Ball (1991), GF was commissioned by Nintendo to create Yoshi (1991), a simple puzzle game. The idea for it was suggested by Ishihara.[90] Yoshi sold over three million copies worldwide,[91] and both Tajiri[92] and Masuda[41] said that this success allowed Game Freak to survive. Over the next three years, GF developed four more games: Magical Tarurūto-kun (1992), Mario & Wario (1993), Nontan to Issho: KuruKuru Puzzle, and Pulseman (both 1994).

It is commonly stated that development of the first Pokemon game took six years.[10][93][94][95][96] However, this is in fact the total time passed from planning to finish: GF did not work on the game for six years straight.[97] After the initial development phase in 1990 and '91,[98] the staff "tinkered with it from time to time", as Sugimori put it.[99] For instance, by October 1992, a large number of Pokemon had been designed, and a poll was held that month among all staff members to gauge the popularity of the different species. Several more such votes followed to determine collectively which Pokemon should be included.[100] Still, development had mostly come to a halt until the summer of 1994, after the release of Pulseman, upon which Tajiri decided it was time to make a serious effort towards finishing Pokemon.[101] By this point, Game Freak's experience had grown considerably. Over the years, a number of new staff members had been added to the company. One of them was Atsuko Nishida, a graphic designer who created Pikachu, among others.[102][103][104] Ishihara used his knowledge of card games to add more depth to the battle system, and among other things suggested Pokemon types. Ishihara also came up with the idea of the Pokedex, a portable encyclopedic device which players can use to keep track of the Pokemon they caught.[41] Throughout the years, Tajiri had several conversations with Shigeru Miyamoto,[105] Nintendo's top game designer who Tajiri described as a mentor figure.[61] However, in a 2018 retrospect, Miyamoto downplayed his role in advising Tajiri, and stated that his contributions to Pokemon were in fact limited.[106]

Both Tajiri and Ishihara sought to 'individualize' the player's experience, to make each game slightly different so that every playthrough would be unique.[107] At an early stage, Tajiri had the idea of having the software generate a random number when first booted, ranging from 00001 to 65535 (the highest possible value of an unsigned 16-bit integer).[108][109] When a player then catches a Pokemon, it is assigned both the game's ID and the player's name, which stick with the creature even after it is traded.[110] Furthermore, based on the unique ID, GF wanted the game to render slightly different landscapes and present the player with different Pokemon.[96][109][111] This idea proved infeasible, however.[e] When Tajiri discussed his thoughts of individualization and the ID system with Miyamoto, the latter noted that it was a bit difficult to understand. Miyamoto then suggested using different colored cartridges, which would make the differences between versions more visually clear.[112] According to Tajiri, "five or seven colors" were considered,[113] but they eventually settled on two: a Red version and a Green version. Both games were identical, but each had Pokemon not found in the other, encouraging players to socialize and trade to complete their collection.[107]

Ishihara aspired to create games of his own.[114] As Pocket Monsters Red and Green were nearing completion, Ishihara founded Creatures, Inc. on November 8, 1995. Upon founding, the company was housed in the same Kanda-Sudachō office building as Nintendo, located in Tokyo.[115] Co-ownership of the Pokemon property, which Ishihara helped create, was subsequently assigned to Creatures. This resulted in Pokemon having three legal owners: Game Freak, the main developer; Creatures, representing producer Ishihara; and Nintendo, the publisher. Anne Allison (2006) wrote that Nintendo also bought Pokemon after it was finished.[116] Hatakeyama & Kubo (2000) noted that the ownership structure of Pokemon is uncommon.[117] They wrote that "Pokemon is probably the only property in the world today for which the original rights are not concentrated in a single company", like The Walt Disney Company does with their IPs.[117] Tajiri and Ishihara did consider merging Game Freak and Creatures at one point. However, Tajiri decided against it because he feared it would erase what he had built up since he was a teenager. "I felt threatened by the idea of changing how Game Freak was operating, and starting back over with Mr. Ishihara", he said. "It was an identity problem. If Game Freak ceased to exist, then so would I". Tajiri noted that, since Game Freak and Creatures both focus on Pokemon, it sometimes felt more like different departments than different companies.[74]

Pocket Monsters Red and Green were finally finished in December 1995.[118] A release date of December 21, 1995 was announced,[119] but missed. After sufficient cartridges, manuals and packages had been manufactured, the pair of games ended up being published on February 27, 1996. However, the property was copyrighted in 1995, and "© 1995" is shown on the title screens[120] and cartridges.[121] This year is since used on the copyright notice[6] seen on many Pokemon products, even though no actual Pokemon product was released in 1995.

1996 – 1998: Rise in Japan

Release of Red & Green

Nintendo had no high expectations of Pocket Monsters Red and Green, and media largely ignored the game(s).[122] By 1996, the seven-years old Game Boy console was considered yesterday's news and near the end of its lifecycle.[93][123][124] On the other hand, new Game Boys continued to be manufactured and sold.[125] The console was widespread and, due to its age, affordable to children.[93][126] Also, the Game Boy had experienced a small revival in Japan in 1995 due to the success of Mario's Picross. Coincidentally, this game was directed by Ishihara, and co-developed by Ape. The popularity of Mario's Picross inspired Nintendo to develop the Game Boy Pocket,[127] a slimmer and improved version of the Game Boy, released in Japan on July 21, 1996.[128] Because of the timing, some were under the impression that the Game Boy Pocket was made to promote Pocket Monsters, but this was in fact a coincidence that would end up benefiting both.[129]

CoroCoro manga, Mew lottery

Two media channels that would play important roles in the Pokemon franchise were the CoroCoro Comic, released monthly, and its sister magazine Bessatsu CoroCoro Comic, released bi-monthly. Both manga magazines are published by Shogakukan, a long-time business partner of Nintendo, and have featured manga based on Nintendo properties (e.g. Super Mario-kun, Kirby of the Stars, Donkey Kong). At the time of Pokemon's release, the main CoroCoro magazine was read by one in four elementary school students.[130] CoroCoro's deputy editor-in-chief was Masakazu Kubo [ja]. On Ishihara's suggestion,[131] Kubo commissioned the creation of a Pocket Monsters manga. Written and drawn by Kosaku Anakubo [ja], its first chapter was featured in the March/April issue of Bessatsu CoroCoro Comic, released on February 28, 1996, one day after the release of Red and Green.[132] Shogakukan, which frequently surveys their target groups, determined that the Pocket Monsters manga was well received.[133]

To further promote Red and Green, the May issue of CoroCoro, released on April 15, 1996, announced the "Legendary Pokemon Offer", centered around a mysterious, secret Pokemon called Mew.[134][135] Mew was a last-minute addition to Red & Green. It is unobtainable in the game(s) through usual means, and was intended to be used at a later point in some post-launch activity.[136] To participate in the promotion, CoroCoro readers had to send in a postcard, and from the entrants, 20 were selected at random. The winners then had to send in their cartridge so that Mew could be uploaded onto it.[136] The lottery was a success and increased word-of-mouth.[93][136] By September, sales of Red and Green had surpassed 1 million units.[137]

Pokemon Blue

After the release of Pokemon Red and Green, Game Freak continued to grow, and a number of new employees were hired. For training purposes, they were ordered to study and make bug fixes to the source code of Red & Green, and to create new sprites for it.[138] The upgraded version was dubbed Pokemon Blue. It was originally not meant to be sold. Only a small number of handmade copies were made, intended as a special gift to "20 to 100 people".[139] After Kubo learned of it, he encouraged Tajiri and Ishihara to allow an official release of Blue. President Hiroshi Yamauchi initially rejected this, fearing it would confuse people into believing it was an entirely new Pokemon game. Kawaguchi then suggested an alternative, which Yamauchi agreed with: Blue would not receive a normal retail release, but would be made available only through mail order for a limited time as a special offer.[140] It was announced in the November issue of CoroCoro, which explicitly stated that Blue was not a new game, but rather a special, limited edition to celebrate the sale of 1 million copies of Red and Green.[135] The offer was a surprisingly big success: 300,000 units were expected to be sold, but over 600,000 were ordered.[141][142]

Trading card game launched

The Pokemon Trading Card Game was one of the first collectible card games (CCGs) developed in Japan. Its creation was influenced by Magic: The Gathering, the first CCG in history.[143][144][145] Indeed, the Pokemon Trading Card Game can be considered a simplified version of Magic.[146][147] First released in the United States in 1993, Magic had gained popularity not just in North America and Europe, but also in Asia.[148] Ishihara was fond of playing cards,[41] and had contributed to the development of at least three simple card games designed by Shigesato Itoi and released through Ape, Inc.[c] At the time, Ishihara was particularly interested in Magic: The Gathering.[143] While developing the Pokemon RPG, he realized that the concept behind it could be adapted into a Magic-like CCG.[40] The Pokemon Card Game was designed by Ishihara,[149] Akihiko Miura, Kōichi Ōyama, and Takumi Akabane.[150] All were former staff members of Ape and had previously worked on EarthBound (1994): Miura was the game's main designer, Ōyama was its art director, and Akabane was one of its chief debuggers.[151]

While card games have a long history in Japan, a collectible card game was a relatively new concept there, and at the time not widely known.[152] Because of this, Ishihara had difficulties finding distributors. Sometime in 1995, Ishihara pitched the card game to Nintendo. They agreed to have the cards manufactured, subcontracting an unidentified printing company. However, Nintendo did not want the hassle of having to develop a distribution system from the ground up, i.e. finding retailers willing to sell a CCG.[153] Ishihara was then contacted by Satoshi Kayama, director of a small firm called Media Factory. Like Ishihara, Kayama was a fan of card games. He felt that CCGs would soon rise to prominence in Japan, and had been gathering information on the possibility of developing such a game in some form. When Kayama heard that Creatures had developed a CCG, he contacted Ishihara and offered to distribute it, signing the contract near the end of 1995.[154]

CoroCoro again proved a valuable information channel. The Pokemon card game was first announced in the November issue, the same one that announced Pokemon Blue.[155] The issue came bundled with two promo cards: one of Purin (Jigglypuff) and one of Pikachu. Surveys showed that they were respectively the most and second-most popular Pokemon at the time.[156] On October 20, 1996, the first card set was released.[157] Booster packs were launched the same day, containing 10 randomly inserted cards.[158] In the West, the booster packs contained 11 cards.[f] The original set of the Pokemon card game would be titled the Base Set in English. Many more sets would follow. Despite being ignored by the media, except for the CoroCoro,[159] the cards became an instant success upon release. 87 million Pokemon cards were shipped by the end of March 1997, six months after its launch, and one month before the debut of the next big installment of the franchise: the Pokemon anime series. The success of the TV series would cause the cards' sales figure to explode: by March 1998, a total of 499 million cards had been produced in Japan.[160]

Anime production launched

By August 1996, Kubo had become convinced of Pokemon's potential, and believed Shogakukan should create a Pokemon anime.[161] Nintendo was hesitant, realizing that if the anime would flop, it would negatively affect the popularity of the game.[162] Ishihara initially opposed the idea, because he thought it would overly hasten the 'consumption' of the property: he feared that if the series would end, people would assume that Pokemon has ended, and move on to the next thing.[163] At the time, Creatures and Game Freak were planning the sequel(s) to Red and Green, Pokemon Gold and Silver, and Ishihara did not want the anime to end before they could release their new game(s).[164][165] Kubo was ultimately able to resolve the concerns of all parties involved. An important aspect of Kubo's bargaining power was the then-ongoing Mini 4WD craze and its accompanying hit series Bakusō Kyōdai Let's & Go!!. Kubo had an important role in the creation of both, which impressed the stakeholders.[166] To appease Ishihara, Kubo promised him that Pokemon would last for at least one and a half year. This was unusually long for a debuting anime, and required a big investment.[164][167] Kubo's proposal for Pokemon was officially approved on September 26, 1996.[168] For Nintendo of Japan, it was the first time they licensed a TV series.[169] Kubo assigned independent producer Choji Yoshikawa [ja] to lead the project.[170]

Shogakukan Productions, commonly called ShoPro, was Shogakukan's production company. The animation company they commissioned was OLM, Inc. (Oriental Light and Magic), on Kubo's suggestion.[171] Pokemon's director became Kunihiko Yuyama, one of OLM's founding members. ShoPro assembled a team of five writers, plus two supporting writers.[172] All key people involved with the production of Pokemon were well-experienced and had proven track records within Japan's anime industry. Yoshikawa felt that the team got lucky. "The probability of so many great people coming together at the same time is very low", he said.[173] Per Tajiri's explicit condition,[174] every anime team member had to play the game extensively, including the illustrators and voice actors.[173] The anime staff "unanimously agreed that the game was interesting"[175] and "felt connected with each other through the world of Pokemon",[173] feeling positively challenged to make an anime that would match the game's quality.[176]

A production council was formed to produce the Pokemon anime. Different people appeared at different meetings, but four individuals usually present were Ishihara of Creatures, Sugimori of Game Freak, Yuyama of OLM, and independent producer Yoshikawa. Yoshikawa had the final say. The council decided on the anime's worldview, characters, general storyline, and various important details. The early meetings, which were also attended by Tajiri, usually started with a Q&A session in which Tajiri and Ishihara were asked about the Pokemon universe.[177] The council was careful to have the anime be in concordance with the video game. Inevitably, there had to be differences between the two, but all agreed that the overall worldview as envisioned by Tajiri should not be disturbed.[178] At the start of the video game, the player has to choose one of three starter Pokemon: Fushigidane, Hitokage, or Zenigame (Bulbasaur, Charmander, or Squirtle). The council didn't want to unfairly popularize any of them, and wanted the protagonist to start out with a different Pokemon.[179][180] Hatakeyama & Kubo (2000) wrote that, by coincidence, three people independently suggested to the council that a Pikachu should be a main character in the anime: Kubo, Yuyama, and Keisuke Iwata of TV Tokyo's Film Department.[181] In the end, all council members agreed that Pikachu should be one of Pokemon's central icons. They expected Pikachu to appeal to both boys and girls, as well as their mothers. This would expand Pokemon's audience, which was considered a core objective of the anime.[182][183]

During the council's very first meeting, Yoshikawa brought up the issue on whether the Pokemon in the anime could speak, and if not, how they could communicate. In the video games, each Pokemon has a specific cry. In Anakubo's CoroCoro manga, most Pokemon could speak. At first, the council believed there should be a mixture of Pokemon that could talk and Pokemon that could not. However, this idea was eventually discarded: the Pokemon had to make a specific cry. The council agreed that Pokemon were like animals, and while the humans and the Pokemon should be able to understand each other in the series, they should not speak each other's language.[184] It was decided that Pikachu would repeatedly say its own name in various intonations. The role of Pikachu was given to Ikue Otani. During try-outs, Yuyama had Otani voice Pikachu in normal Japanese, as well as in 'Pikachu talk', in which it only said the syllables of its name. Yuyama realized that, even in the latter style of limited communication, Otani was experienced enough to still convey the messages and emotions needed.[185]

ShoPro paid half of the production cost of Pokemon. TV Tokyo paid the other half and was granted co-ownership of the anime.[186] The ads during Pokemon's commercial breaks were managed by advertisement agency JR Kikaku [ja], which was in turn paid by sponsors buying advertisement space.[187] In negotiating with TV Tokyo, Kubo managed to secure the 19:00 – 19:30 timeslot on Tuesdays.[188] Pocket Monsters premiered on April 1, 1997. By November, it had become the highest-rated program on TV Tokyo.[189] The anime succeeded in its goal of widening Pokemon's audience. Although the video games and the cards remained mostly of interest to boys, the anime also got more girls interested in the franchise, and girls' purchases of Pokemon products increased.[190] This has been partly credited to Pikachu, who gained widespread popularity among children.[191] The success of this character would later lead to the game Pokemon Pikachu, released in Japan on September 12, 1998 (it would be released in the West as Pokémon Yellow).[192][193] An adaptation of Pokemon Blue, this 'Pikachu version' was made to resemble the TV series more.[194]

Copyright counsel formed, merchandising expands

In the early months of the franchise, Nintendo was the contractual representative for Pokemon, and thus the central contact point for all Pokemon-related licensing (the approval of branded products).[195] Around the time that planning of the Pokemon anime begun, licensing requests for Pokemon started to increase, which Nintendo had difficulties handling due to a lack of (experienced) staff.[196] Nintendo consequently granted ShoPro exclusive licensor rights. This was the first time that NoJ (Nintendo of Japan) granted licensor rights to another company, aside from its overseas subsidiaries NoA (Nintendo of America) and NoE (Nintendo of Europe).[197]

A copyright council was formed, headed by Ishihara. Beginning in April 1997, the council met every Tuesday, in the conference room of Creatures' office, at the Nintendo Kanda Building in Sudachō, Tokyo.[115][198][199] Attendees usually included Ishihara and his secretary, representatives of Nintendo, Game Freak, ShoPro, TV Tokyo, and JR Kikaku, as well as head of the anime Yoshikawa.[200] Broadly put, every meeting had three types of agenda items: discussing Pokemon-related events and basic policies in Japan, discussing Shogakukan publication plans, and considering merchandise proposals.[201] For merchandising, the council set the bar high. Fiercely protective of Pokemon's brand equity, Ishihara was unwilling to greenlit an item just because it had a picture of a Pokemon printed on it. To avoid the market being flooded with low-quality goods, Ishihara put very specific demands on the products he evaluated.[164][202] Furthermore, in most cases, the council opted to contract one company for each product category.[203] Because of this, most merchandise proposals were rejected: of the approximately 7,500 applications submitted in 1997, only about 5% was approved.[204]

By March 1998, 35 companies offered licensed Pokemon goods, and there were approximately 700 Pokemon products.[128][205] Tomy manufactured Pokemon toy figures and plush dolls.[206] Bandai made Pokemon gashapon, dolls and ramune-flavored candy in a plastic box in the shape of a Game Boy.[207] Meiji Seika produced Pokemon chocolate snacks and pudding.[128][208] The lucrative franchise provided a much-needed boost to Japan's economy, which was stagnating in what would later be called the Lost Decade.[209][210] An example of a firm that benefited greatly from Pokemon was food manufacturer Nagatanien [jp]. From May 1997, the company began selling Pokemon-branded curry, furikake, and baking mixes.[128][211] In December 1997, Nagatanien was hit hard by the collapse of one of its biggest sales channels, Toshoku, in what was then the third-largest bankruptcy in Japan's postwar history.[212][213] Nonetheless, due to their Pokemon-licensed products, Nagatanien reported net profits in fiscal years 1997—98, despite having forecasted losses.[211][212][214]

"Dennō Senshi Porygon" incident

In the evening of December 16, 1997, the Pokemon franchise was hit by a crisis related to the broadcast of the anime's 38th episode, "Dennō Senshi Porygon" (Computer Warrior Porygon). It was watched by approximately 4.6 million households.[215] In the episode, Satoshi (Ash Ketchum) and his friends are transported into a virtual world, accompanied by a Porygon, a digital, human-made Pokemon. While flying through cyberspace, they are at one point attacked by an anti-virus program which mistakes them for viruses, shooting "vaccine missiles" at the group resulting in explosions of bright, rapidly swapping red and blue flashes.

The intense stimuli brought about by the episode triggered a variety of adverse health effects in more than 10,000 viewers,[216] primarily irritated eyes, headaches, dizziness, and nausea.[217] A small part suffered a photosensitive epileptic seizure, manifested in loss of conscious and/or convulsions.[217][218] Hundreds[g] of children were brought to hospitals, although a part of them had recovered enough upon arrival that they did not need to be hospitalized. No one died. Broadcasting of Pokemon was halted. New guidelines were drawn up to help prevent similar events from happening.[224] With the show on hiatus, ShoPro and OLM worked on a feature Pokemon film. By the time the incident occurred, its script was already written, and the movie was in the storyboard stage. In mid-January, the staff resumed creating new episodes.[225] The Pokemon anime series returned on April 16, 1998.[226] The film, titled Pocket Monsters the Movie: Mewtwo Strikes Back, premiered on July 18, 1998 (it would be released in the West as Pokémon: The First Movie). It became that year's second-highest grossing domestic film, and fourth-highest grossing film overall.[227][228]

Ultimately, the incident did not damage the Pokemon franchise – it in fact grew further during and after the anime's hiatus. While video rental tapes were removed from shelves,[229][230] all other Pokemon products continued to be sold as usual, and customer demand for them remained high.[231][232] Helping matters was a general understanding among businesses that the Pokemon anime was not canceled, but rather suspended, and many executives (correctly) expected the show to be resumed after precautions had been taken. Supermarkets and other distribution outlets responded calmly to the crisis, and did not remove the Pokemon products from their sales floors.[233]

1998 – 2000: International expansion

North America

"When we started this project in Japan, one of the first things I was told was that this kind of thing would never appeal to American audiences. They said, 'Because the characters are in a very Japanese style, you cannot sell them to Americans'. So from the very beginning, I never thought there would be an English version. Now, it's just as popular in the United States [as in Japan], and I realized that we shouldn't always believe the opinions of conservative marketers."

Shigeru Miyamoto, August 1999[234]

Possibly the first person to show interest in a North American launch of Pokemon was Minoru Arakawa, founder and then-president of Nintendo of America (NoA). Arakawa visited Japan to participate in Shoshinkai 1996, held November 22-24. It was around this time when he first played one of the three Pokemon titles. He thought the games were promising, but Nintendo of Japan (NoJ) had no plans at the time to release them elsewhere. He returned to America with a few cartridges and tested the game on his employees – they did not believe it would work in the US.[235] At the time, role-playing games (RPGs) were not very popular outside Japan,[236] and NoA executives believed that American children did not have the attention span for such a complex game.[237] Americans were said to be more interested in sport- and action-oriented games, preferably with realistic graphics.[238][10] Japanese people, by contrast, were alleged to care more about characters and plot.[239] Up to that point, few Japanese properties had been successfully mainstreamed in the US, and if they were, it was alleged to be on account of having been properly Americanized: Mighty Morphin Power Rangers was considered a prime example of this.[240] Visually, Pokemon was believed to be too kawaii, or cute. It was assumed that Pokemon could not succeed on cute alone – it must also be cool.[241][242] In an effort to enhance the franchise's coolness, NoA considered a graphical redesign and contracted a few external artists to create some test-designs for the American market.[237][242] The mockups they proposed included 'graffiti style' drawings,[242] 'beefed-up' and more muscular looking Pokemon,[243] and a new Pikachu that looked like "a tiger with huge breasts".[241] Arakawa concluded that it "didn't work",[242] and by that time, the anime had begun its production in Japan, leading NoA to conclude it was too late for a graphical revamp anyway.[237]

Of pivotal importance to Pokemon's global expansion was Alfred R. Kahn, CEO of US-based 4Kids Entertainment, NoA's licensing agent since 1987.[244][245] Convinced of Pokemon's potential, Kahn agreed to invest an undisclosed sum in return for both the anime and licensing rights.[236] Pokemon became one of the first Japanese media franchises in which both the localization of the anime and the licensing of merchandise was handled by a single company, as well as a non-Japanese company.[246] Kahn suggested the name "Pokémon", adding an acute accent to the e to assist with pronunciation and to "give it a little flair".[9] NoJ president Hiroshi Yamauchi officially approved the project in late November,[247] and subsequently announced it at Space World 1997.[248] However, three weeks later, the "Dennō Senshi Porygon" incident happened, which Kubo felt made even more people resistant to the idea of an overseas introduction.[249]

Market research turned back negative: American kids reportedly did not like Pokémon.[250] Arakawa ignored the study and, convinced of the franchise's potential, allocated an enormous budget to Pokémon's launch. The exact amount was not disclosed, but was reportedly equal to or more than $50 million (roughly $89.77 million in 2022), approximately the same amount as the launch budget of the Nintendo Entertainment System in 1985. Arakawa admitted that it was "quite a bit of money", but NoA "had been doing well for several years, so we had a lot of money to spare". He opined that if Pokémon would be as successful in the US as it had been in Japan, "an investment of 1 would turn into 100."[251] NoA and 4Kids thus devised a strategy on how to localize Pokémon for the United States.[237] Arakawa appointed Gail Tilden to lead the project, prompting her to leave her position at Nintendo Power magazine.[252] Tilden said that they "decided to make an all-out effort to repeat the phenomenon in the Western world".[93] In two press releases, NoA self-described Pokémon's marketing campaign as "aggressive".[253][254]

The localization of the Pokémon anime was done by 4Kids, and directed by Norman J. Grossfeld. Grossfeld strongly believed that the anime should be Americanized.[255] At NATPE 1998, he asked ShoPro for a "kind of carte blanche, to let me change the show as I think would work for this market," to which ShoPro agreed.[256] However, no national TV station was interested in buying the anime or financing its localization.[236][9] Kahn then decided to self-finance Pokémon's production costs, despite realizing this "could very well bring down 4Kids" if the show would fail.[256] According to Kahn, they "spend a fortune" on the localization.[15] To have it broadcast in syndication, 4Kids offered the show for free to local TV stations across the country, in exchange for a portion of the advertising revenue.[236][9] NoA assisted, persuading dozens of stations to carry the series by offering to buy some of their advertisement space, spending a total of $5 million (c. $8.98 million in 2022).[238][256] Despite all this, most broadcasters were still reluctant to carry Pokémon, with Grossfeld experiencing difficulties getting through their "preconceived notions or their snobbery for Western-produced animation over something from Asia".[256] At the time, anime had not yet found mainstream popularity in the West. Contemporary news reports cited Sailor Moon[3][238][257][258] as an example of an anime that had failed to catch on with American youth.[h] Still, with NoA's help, 4Kids ultimately succeeded in contracting 112 broadcasters for Pokémon,[262] reaching "about 85 to 90 percent"[263] of television households. However, many broadcasters gave it off-peak time slots, with starting times like 06:00 or 06:30.[238][9] Prior to the late 1990s, this was the case for many anime in the US.[246]

Grossfield created the advertising slogan "Gotta catch 'em all!" as the English equivalent to the Japanese Pokemon GET daze~! (ポケモンゲットだぜー!, Get (the) Pokémon!).[264][265] The phrase "miraculously managed to gain approval" by the Federal Communications Commission (FCC), which normally prohibits the use of injunctions in ads directed at children (e.g. "You must buy this!"). While the tagline does sound commanding, the FCC reasoned that the act of catching is at the core of Pokémon's play. Therefore, the phrase was allowed.[266] The series' theme song was written by John Loeffler and John Siegler.[267] In commissioning the track, Grossfeld specifically requested the song's chorus to be written around the "Gotta catch 'em all" phrase, firmly embedding the slogan into the theme.[265]

While NoA and 4Kids were allowed a fair degree of liberty in their localization of Pokémon, the Japanese copyright counsel, headed by Ishihara, had the last say over it. All decisions regarding adjustments and promotion had to gain final approval of the Japan side.[268] This included all of the merchandise, for which a 'two-step system' was created. All (aspiring) licensees in North America were to send their merchandise proposals to 4Kids.[236] Staff of both 4Kids and NoA then made a pre-selection and send the approved proposals to Japan, where the council made the final decision. Many submissions were bounced at the US stage, and thus never got sent to Japan. Tilden noted that processing all license applications, and mailing all approved prototypes and their documentation to Japan, was a lot of work. Arakawa did consider streamlining the process by moving someone from Japan to the US, but no person could be found who was as competent as Ishihara.[269]

The Pokémon anime was first broadcast on September 7, 1998.[270][271] Pokémon Red Version and Blue Version were released three weeks later, on September 28, 1998.[272] To localize the card game, Nintendo contracted Wizards of the Coast, the creator of Magic: The Gathering.[273] The Pokémon Trading Card Game was officially launched nationwide on January 9, 1999, although pre-sold in select stores in December.[274] Coinciding with the North American launch of Pokémon was the release of the Game Boy Color on 23 November 1998.[275]

Other regions

The American version of the Pokémon anime started broadcasting in Australia and New Zealand on September 28, 1998. Red and Blue were subsequently released there on October 23. Various territories in Asia followed: the anime series debuted in Hong Kong on November 16, in Taiwan on November 23, in Shanghai on November 24, in Beijing on January 10, 1999, and in South Korea on July 14, 1999.[276]

Outside North America, 4Kids distributed the anime in cooperation with Brian Lacey of Lacey Entertainment.[277][278] The series was presented at MIP TV, in Cannes, France, from April 3–8, 1998.[279] Broadcasters were initially not interested due to its Japanese origins, and preferred to wait and see how the anime would succeed in the US. After the anime's success, Lacey received inquiries about the series throughout 1999 from multiple international broadcasters.[277][280] Lacey noted that, in Europe, this was a stark contrast compared to previous years: "I was trying to sell this sort of stuff for years and buyers would tell me they were moving away from Japanese animation shows", he said.[280] In October 1999, the franchise was launched in the European key markets of Germany, the United Kingdom, France, and Spain.[281] The anime started broadcasting in Denmark, Norway, and Sweden in December 1999.[280] In 2000, broadcasting rights for the first season were secured by TV stations in South Africa, Russia, Iceland, and Finland.[282] In Israel, the anime debuted in February 2000. For unclear reasons, Red and Blue were not officially released there. Thriving only on the strength of the TV series, The First Movie, the cards, and imported video games, the Israeli Pokémon still became a success.[283][284]

By the end of 2000, Pokémon games had been released in 70 countries, the anime was broadcast in 51 countries, the films were released in 33 countries, and the cards had been translated into 11 languages.[285]

1999 – 2000: Pokémania

In North America, the success of the debuting Pokémon franchise was almost immediate. Red and Blue sold 200,000 copies in its first month. By December, the Pokémon anime had become the highest-rated syndicated children's show during the weekdays.[277] This attracted the attention of two media companies: Warner Bros., co-owner of The WB channel; and Saban Entertainment/Fox Family Worldwide, owners of the Fox Kids channel. A bidding war ensued between the parties, which was won by Warner Bros.[286] On February 13, 1999,[287] Pokémon debuted on The WB's Kids' WB block, where it was broadcast exclusively from then on.[236] The debut episode became the most watched premiere in Kids' WB's history.[287] In European countries, the anime received similar levels of success. For example, in Germany, "a highly competitive kids market", Pokémon was purchased by RTL 2. The show's popularity bolstered the entire program block, more than tripling its viewers. Andrea Lang, RTL 2's editor of cartoons and children's programs, said: "We were speechless. We've never had a comparable success".[280] By March 1998, half a year before Pokémon's overseas launch, 499 million Pokémon cards had been produced. By March 1999, the total number of cards shipped reached 764 million. By March 2000, this figure would grow further to 4.255 billion cards, manufactured in both Japanese and American factories.[160]

By April 1999, there was a general consensus in the US that Pokémon had become a phenomenon and the newest children's fad.[3][288][289][290] By some, the fad was referred to as "Pokémania",[291][292][293][294] including journalists of Time[93] and USA Today.[295] In the US, severe scarcity occurred of Pokémon goods,[14] especially Pokémon cards,[296] causing companies to miss profits.[297] A Milwaukee Journal Sentinel article, published on August 3, 1999, cited a Toys "R" Us manager as saying that a supply of 600 booster packs would last 24 hours. The CEO of one card distributor stated that they were "thousands of boxes behind" on orders. In the same article, a Wizards spokeswoman stated that more employees and printers had been hired to increase card production.[298] However, near the end of the month, a different Wizards spokeswoman told The Washington Post that they had "exhausted most of the card-printing capacity of the United States".[10] Similarly, USA Today reported in November 1999 that factories making Hasbro's Pokémon toys had expanded production by 20 times, but demand still exceeded supply.[299] In Europe, scarcity of Pokémon merchandise also occurred.[280]

In part due to the Pokémon craze, Nintendo saw a 250% increase in profits in 1999 compared to the previous year,[10] reaching a six-year high.[300] The Pokémon franchise accounted for over 30% of Nintendo's revenue that year.[301] Pokémon's popularity also caused a sharp increase in sales of the Game Boy line.[237][302][303] The financial windfalls came at a time when Nintendo lost dominance in the home console market, with the Nintendo 64 being outsold by Sony's PlayStation.[304][305][306] The global success of Pokémon compensated this loss somewhat.[307][308][309][310] Buckingham & Sefton-Green went even further, writing in 2004: "while Nintendo is now among Japan's most profitable corporations, it could be argued that the company would have struggled to survive without Pokémon".[311]

4Kids, initially a little-known firm,[236][244] expanded thirty times in revenues,[312] and was named the fastest-growing company in America in the September 4, 2000 issue of Fortune magazine.[245][313][314] Many businesses that timely obtained a Pokémon license reaped considerable profits.[312][315] In the summer of 1999, a massive run on stocks of publicly traded Pokémon licensees caused their value to increase dramatically. However, by November, most investors were shorting their shares. Knowing that the Pokémon fad would peak and fall at some point, investors were bearish about its prospects.[316]

Pokémon: The First Movie premiered in North America on November 12, 1999, and in Europe the following year. Despite being negatively received by many Western critics, it became one of the most successful Japanese animated films of all time.[317] In the United States, November 1999 was estimated to have been the peak of Pokémania.[318][319][320][321] Supporting the American release of The First Movie was a promotional action with Burger King, one of the largest in the history of the fast-food industry.[322][323][324] The success of the promotion resulted in supply issues; restaurants often ran out of Pokémon toys to include with their meals.[324][325][326][327] On December 27,[328] Burger King recalled its Poké Ball toy after a 13-month-old girl died suffocating on one.[329][330]

On October 15, 2000, Pokémon Gold and Silver were released in North America. Within a week, the pair had become the fastest selling game of all time, an accomplishment it kept for two years until Grand Theft Auto: Vice City.[331] In Europe, Gold and Silver were released on April 6, 2001.[332]

The Pokémon Company and Pokémon USA established

On April 23, 1998, Pokemon Center Co. Ltd. was founded as a joint venture by Nintendo, Creatures, and Game Freak.[333] It was initially formed for the management of specialized merchandise stores called Pokemon Centers, of which the first location opened in Nihonbashi, Tokyo, on July 18, 1998.[334][335] Throughout the years, multiple Japanese Pokémon Centers would open and close. As of May 2023, a total of 22 Pokémon merchandise shops exist in Japan.[336] An American Pokémon Center also existed in New York City from 2001[337] to 2005.[338] It then reopened as Nintendo World,[339] later renamed Nintendo New York.[340]

After the release of Gold and Silver, Tsunekazu Ishihara began setting out a number of long-term goals for the Pokémon franchise, which included releasing a movie every year (a condition which Shogakukan mostly kept). As part of Ishihara's plan, the Pokemon Center Co. Ltd. was reformatted into The Pokémon Company (TPC), which was officially established in October 2000.[334][341] The goal of TPC is to centralize and streamline the global management of Pokémon.[342] Satoru Iwata, who had joined Nintendo of Japan in June, was involved with the company's creation, which was one of his first jobs at Nintendo.[341]

In February 2001, Pokémon USA (PUSA) was established, an affiliated firm of The Pokémon Company.[334] The company's first president was Tatsumi Kimishima (who would later become president of NoA, and subsequently president of NoJ). In 2002, Kimishima was succeeded by Akira Chiba.

2001 – 2006: End of the craze, business reforms

In North America, Pokémania peaked in 1999. Throughout the next year, it showed signs of slowing down.[343] On April 29, 2000, the anime was bumped off Kids' WB's #1 spot after holding it for 54 weeks. Around the same time, Pokémon was surpassed at Fox Kids by its rival Digimon.[344] In late 2000, Wizards of the Coast laid off 100 employees, owing in part to the weakening demand for Pokémon cards.[345] Its parent company Hasbro reported a loss over 2000 and the first half of 2001,[346][347] partly due to an overly optimistic forecast regarding the demand for Pokémon cards and toys.[348][349][350] In Europe, the craze peaked in 2000, which offset some of Hasbro's losses.[351][352] On January 20, 2001, The New York Times reported that Pokémon's trading card market had collapsed in the US.[353] A June 2001 survey in the United Kingdom confirmed that Pokémon's popularity was waning there.[354] Tobin (2004) wrote: "By the summer of 2001, Pokémon's shelf space in Japanese and U.S. toy stores was but a fraction of what it enjoyed in the fall of 1999".[355] By the end of 2001, Pokémania was fading globally, and by 2002, the fad was largely over.[356]

From 2000 to 2002, Game Freak developed Pokémon Ruby and Sapphire, the successors to Gold and Silver, for the newly released Game Boy Advance. Masuda was promoted to director, succeeding Tajiri, who appointed himself executive director.[357] Masuda was concerned that the end of Pokémania indicated the end of Pokémon as a whole: "After Gold and Silver came out, it was a huge hit around the world, but shortly after everyone was saying, 'That's it. The Pokémon fad is over! It's dead!'."[358] Determined to keep the franchise going, GF not only wanted to "prove people wrong" with Ruby and Sapphire, but already started planning their sequels: Diamond and Pearl (2006). They also began planning remakes of older installments, starting with FireRed and LeafGreen (2004), recreations of the original Red and Green.[358]

Ruby and Sapphire were released in Japan on November 21, 2002, and in the rest of the world the next year. The games introduced 135 new Pokémon, bringing the total amount to 386. Because of this, Golin Harris, NoA's ad agency,[237] advised them to move away from the "Gotta catch 'em all!" slogan. They reasoned that if new, younger players were drawn into the franchise with Ruby/Sapphire, they would find the concept of "catching them all" to be a daunting if not impossible task if they didn't also have Red/Blue/Yellow and Gold/Silver/Crystal.[359] Dockery (2022) noted that "from both a marketing perspective and, really, a legal perspective, it would not be to the company's advantage to keep pushing that slogan. The phrase was referenced and used sparingly from time to time in the coming years, but never again was it at the forefront of Pokémon's marketing".[359] However, the slogan did occasionally resurface in a prominent manner, including in the English theme songs of season 17 (which was a remake of the first theme song)[360] and season 19.[361]

By 2002, the relationship between PUSA and Wizards of the Coast had deteriorated. That year, at least seven high-profile employees were poached from Wizards by PUSA: Wizard's former art director, senior graphic designer, business manager, events marketing director, project management director, and two vice presidents. All employees had signed NDAs.[345][362] In March 2003, PUSA told Wizards that their contract would not be renewed, and that Wizards would not be distributing the new Ruby & Sapphire card set.[363] Later, Wizards was also prohibited from releasing the sets Jamboree and Legendary Collection II.[364] Notably, Jamboree was the first set containing cards designed by Wizards themselves. As considerable time and money was invested into creating them, Wizards was upset when they were barred from putting them out. On October 1, 2003, the day after their agreement expired, Wizards filed suit against Pokémon USA, alleging that the defendant had seized their intellectual property and trade secrets, and illegally tried to gain advantage over them in the competitive trading card market.[345][362] The case was settled out of court.[365] Jamboree and Legendary Collection II have remained unreleased.

In October 2001, 4Kids Entertainment signed a new contract with PUSA, continuing to serve as Pokémon's exclusive licensing agent and anime localizer.[342] On December 23, 2005, it was announced that the agreement would not be renewed and would expire on December 31, with PUSA moving all licensing in-house.[366][367] The localization of the anime would be done by PUSA in cooperation with TAJ Productions. PUSA proceeded to replace almost all of the original English voice actors, who were still under contract with 4Kids.[368] This decision "raised the ire of fans and the actors themselves".[369] According to Stuart Zagnit, who voiced Professor Oak, the recasting was done to cut back on costs.[368]

In March 2003, Pokémon UK was established in London as a British representative of The Pokémon Company.[334]

2006 – 2015: Generation 4 – 6, TPCi established

In Japan, Pokémon Diamond and Pearl were released for the Nintendo DS on September 28, 2006. On the same day, season 10 of the anime started, which is the first season of the Diamond and Pearl series (S10 – S13). The Diamond and Pearl video games were released in the West in 2007.

In 2009, Pokémon USA and Pokémon UK merged to form The Pokémon Company International (TPCi).[8] This subsidiary of The Pokémon Company (TPC) has since managed the Pokémon franchise outside of Asia.

In Japan, Pokémon Black and White were released on September 18, 2010, again for the Nintendo DS. In the West, the games were released the next year. The anime followed suit with season 14, the first season of the Black and White series (S14 – S16).

Pokémon X and Y were released worldwide for the Nintendo 3DS on October 12, 2013. It was followed by Pokémon Sun and Moon, for the same console, on November 18, 2016.

2016: Pokémon Go

 
Players during the Pokémon Go Fest in Chicago in 2017

In 2016, the Pokémon franchise spawned a second worldwide fad with the release of Pokémon Go, a mobile augmented reality game. The app originated as a Google April Fools's Day joke in 2014: the "Google Maps Pokémon Challenge". The prank was conceived by Tsunekazu Ishihara and Satoru Iwata.[370] On Ishihara's initiation,[371] the hoax was turned into an actual video game developed by Niantic. Ishihara was a fan of Niantic's previous transreality game, Ingress, and saw the game's concept as a perfect match for Pokémon.[371]

Through in-game purchases, the game generated more than $160 million by the end of July 2016,[372] with App Annie reporting that Pokémon Go had generated around $10 million in revenue every day that month.[373] The same month, Sensor Tower reported that the game had passed more than $200 million in worldwide revenue, beating every existing record set by Clash of Clans and Candy Crush by a wide margin.[374] The average daily usage of the app on Android devices in July 2016 exceeded that of Snapchat, Tinder, Twitter, Instagram, and Facebook.[375] By September 2, 2016, Pokémon Go had generated more than $440 million in worldwide revenue, according to Sensor Tower.[376] By September 30, it had received 500 million downloads and grossed $470 million in 80 days, according to market research firm Newzoo.[377] Pokémon Go reached the milestone of $600 million in revenue after only 90 days on the market, becoming the fastest mobile game ever to do so.[378]

2017 – present: Generation 7 – 9

Pokémon Let's Go, Pikachu! and Let's Go, Eevee! were released worldwide for the Nintendo Switch on November 16, 2018. The games are remakes of Pokémon Yellow.

Pokémon Sword and Shield were released on November 15, 2019 for the Switch. Its follow-up, Pokémon Legends: Arceus, followed on January 28, 2022, again for the Switch.

The most recent installments of the franchise's video game series are Pokémon Scarlet and Violet, released for the Switch on November 18, 2022.

Media

Video games and other software

Pokémon video games have been released in a wide variety of genres. As of June 2023, a total of 122 Pokémon games have been published. According to Pokémon's official website, as of March 2023, over 480 million Pokémon game units have been sold worldwide.[379]

Core series

The core series role-playing games are the central installments of the franchise, and are commonly classified in generations. For example, Pokémon director Junichi Masuda referred to Diamond and Pearl (2006) as the fourth generation,[380] and X and Y (2013) as the sixth generation.[381]

The first generation, and the franchise as a whole, began with Pocket Monsters Red and Green (1996), released outside Japan as Pokémon Red and Blue (1998). A special 'Pikachu version', Pokémon Yellow (1998), followed. The second generation began with Pokémon Gold and Silver (1999). A special edition, Pokémon Crystal (2000), was released later. This pattern was repeated in the third and fourth generations: Pokémon Ruby and Sapphire (2002) were followed by Pokémon Emerald (2004); and Pokémon Diamond and Pearl (2006) were followed by Pokémon Platinum (2008).

The fifth generation includes Pokémon Black and White (2010) and Pokémon Black 2 and White 2 (2012) for the Nintendo DS. The sixth generation began with Pokémon X and Y (2013) for the Nintendo 3DS. Pokémon Sun and Moon (2016) and Pokémon Ultra Sun and Ultra Moon (2017), also released for the Nintendo 3DS, comprise the seventh generation. With the launch of the Nintendo Switch came the eighth generation games Pokémon Sword and Shield (2019) and Pokémon Legends: Arceus (2022). The most recent core Pokémon RPGs are Pokémon Scarlet and Violet (2022), comprising the ninth generation, for the Switch.

Throughout the years, a number of remakes of previous core series games have been released: FireRed and LeafGreen (2004), HeartGold and SoulSilver (2009), Omega Ruby and Alpha Sapphire (2014), Brilliant Diamond and Shining Pearl (2021), and Let's Go, Pikachu! and Let's Go, Eevee! (2018). The latter pair of games are remakes of Pokémon Yellow.

Side series

Pokemon Stadium (1998) is considered the first Pokémon side game. In Japan, it was followed by Pokemon Stadium 2 (1999), which was later released internationally as Pokémon Stadium (2000). The original Pokemon Stadium has never been released outside Japan. It was followed by Pokemon Stadium Gold & Silver (2000), which was released outside Japan as Pokémon Stadium 2 (2001). The games allow players to use a Transfer Pak to load their Pokémon from their Game Boy cartridge onto their Nintendo 64 memory card and into the game. None of the Stadium titles feature a storyline like the RPGs, focusing mainly on Pokémon battles.

Pokémon Colosseum (2003) and Pokémon XD: Gale of Darkness (2005) are RPGs for the GameCube, developed by Genius Sonority. Pokémon Battle Revolution (2006), released for the Wii, was also developed by Genius Sonority. Unlike Colosseum and XD, Battle Revolution has no storyline, focusing on battles. Via WiFi, the game can connect with the Nintendo DS and transfer Pokémon between Battle Revolution and Pokémon DS games.

Spin-offs

Pokémon spin-off games have been created since the early days of the franchise. Hey You, Pikachu! (1998) is a virtual pet simulator in which the player can communicate with the titular character through a microphone bundled with the game. In Pokémon Snap (1999), the objective is not to catch Pokémon, but to photograph them. Pokémon Puzzle League (2000) and Pokémon Puzzle Challenge (2000) are based on Tetris Attack. Other early spin-offs include Pokémon Trading Card Game (1998) and Pokémon Pinball (1999). Pokémon Channel (2003) combines elements of the adventure, virtual pet, and simulation genres and is a spiritual successor to Hey You, Pikachu!.

The Pokémon Mystery Dungeon series are roguelike RPGs in which the player controls various Pokémon instead of a human trainer. The series is notable for featuring randomly generated dungeons, making every playthrough unique. The Pokémon Ranger series are action RPGs. It consists of three titles, all released for the Nintendo DS. In the games, the player catches Pokémon by drawing circles around them on the DS's touchscreen, using the stylus. After catching, the Pokémon befriends the player and follows them around, aiding them in catching other Pokémon and solving puzzles. Befriended Pokémon will leave after a while and return to their habitat.

The Pokémon Rumble series consists of beat 'em up games featuring melee battles. PokéPark Wii: Pikachu's Adventure (2009) and its sequel PokéPark 2: Wonders Beyond (2011) are action-adventure games. The player controls Pikachu and travels through the titular park, engaging in battles, completing minigames, and making friends with the various Pokémon that live there. Detective Pikachu (2018) is an adventure game for the Nintendo 3DS in which Tim Goodman and his Pikachu friend solve various mysteries. The game was adapted into a live-action film that premiered in 2019.

Three crossover games with Pokémon have been released. Pokémon Conquest (2012) is a tactical RPG crossover with Nobunaga's Ambition. Pokkén Tournament (2016) and the enhanced version Pokkén Tournament DX (2017) are fighting game crossovers with Tekken.

The Pokémon Company first entered the mobile phone game market in 2011 with Pokémon Say Tap?, a Japan-only, rhythm-based game for iOS and Android. Since then, a large number of Pokémon mobile games have been released, most notably Pokémon Go (2016), an augmented reality game developed by Niantic that became a worldwide fad in the summer of 2016. Pokémon Duel (2016) is a discontinued digital tabletop game based on the Pokémon Trading Figure Game. Pokémon Quest (2018) is an action-adventure game with a Minecraft-inspired graphical design. Pokémon Café Mix (2020), later renamed Pokémon Café ReMix, is a puzzle game in which players need to swipe and match various icons within a time limit. Pokémon Unite (2021) is a multiplayer online battle arena game.

Other software

A number of 'transfer programs' have been released to move Pokémon in between games and other storages: Pokémon Box: Ruby and Sapphire (2003) for the GameCube; My Pokémon Ranch (2008), a discontinued WiiWare app; and Pokémon Bank (2014), a discontinued Nintendo eShop app for the 3DS. The most recent transfer program is Pokémon HOME (2020) for iOS, Android, and the Nintendo Switch. HOME allows transferring Pokémon to and from Sword/Shield, Scarlet/Violet, the Let's Go games, and Pokémon Go.

Pokémon Sleep is a sleep-tracking app that rewards the user with Pokémon depending on the quality of their sleep.

Trading card game

 
Palkia, a card from the Diamond and Pearl Base Set

The Pokémon Trading Card Game (PTCG) was one of the first collectable card games (CCGs) in Japan. It was inspired by Magic: The Gathering.[143][144][145] As with all CCGs, it is played with a deck – in this case, a stack of 60 cards. Players can build their own deck or use a pre-constructed one. There are various types of cards, including Basic Pokémon, evolved Pokémon, Energy cards, and Trainer cards. The player who wins a coin toss begins by drawing seven cards from their shuffled deck. From the cards in their hand, the player has to put one Basic Pokémon (i.e. an unevolved Pokémon) on the field. This is the Active Pokémon, which the player will attack with. If the player did not draw a Basic Pokémon, they will need to reshuffle their deck and try again ("taking a mulligan").[382] Aside from placing a Basic Pokémon on the field, players can also place dormant Basic Pokémon on the Bench. When the Active Pokémon is Knocked Out, the player must put that Pokémon in the discard pile and move a new Pokémon from their Bench to the Active Spot. For each subsequent turn, the player draws one card from their deck. The player who Knocks Out the opponent's Active Pokémon normally takes one Prize card; different Pokémon variants reward variable amounts of Prize cards. A match ends when either player claims all of their Prize cards.[383]

To attack, players must place Energy cards from their hand to their Active or Benched Pokémon (putting them underneath them, with the top part sticking out). All attacks require a certain amount of Energy cards, some of specific types. One of the main difficulties of the game is that players need to strategize which Energy cards they should give to which Pokémon. With each turn, the player can evolve one Pokémon if they have an Evolution card in their hand. Evolved Pokémon are stronger: they have more Hit Points (HP) and their attacks deal greater damage. However, they also require more Energy cards. Damage is indicated using damage counters (small plastic cards placed on top or right next to the card). Trainer cards have various effects. They include healing items, items to be held by Pokémon, and cards that allow the player to draw more cards from their deck.[383]

The Pokémon Trading Card Game was designed by Creatures, which continues to develop new cards and card sets to this day. According to the official website of The Pokémon Company, 43.2 billion cards have been produced as of March 2022.[379] As of June 2023, the fan site Bulbapedia documents 96 main card sets, 13 special editions, and 36 promotional sets.[384]

Anime

As of 2023, the anime consists of over 1,200 episodes across 26 seasons, with the latest, Pokémon Horizons: The Series, premiering in April 2023. The anime originally focused on Ash Ketchum and his travels across the Pokémon world with his partner, Pikachu. They were retired as protagonists after the 25th season,[385] and Pokémon Horizons introduced two new protagonists, Liko and Roy.[386]

A total of 23 anime films have been released, the most recent being Pokémon the Movie: Secrets of the Jungle (2020).

Spin-off series from the anime have also been produced. The first of these, the Weekly Pokémon Broadcasting Station (週刊ポケモン放送局, Shūkan Pokemon Hōsōkyoku) aired on TV Tokyo from 2002 to 2004. The variety show featured anime episodes focusing on various characters featured in the series. Episodes from this series were aired in English as part of Pokémon Chronicles. Three television specials were also released: Pokémon: Mewtwo Returns, The Legend of Thunder!, and Pokémon: The Mastermind of Mirage Pokémon. Several short films focusing on Pikachu and other Pokémon have been released, primarily preceding the films.

Pokémon Mystery Dungeon (2007), Pokémon Ranger: Guardian Signs (2010), Pokémon Origins (2013), Hoopa's Surprise Ring Adventures (2015), Pokémon Generations (2016), The Two Professors (2018), Pokémon: Twilight Wings (2020), Pokétoon (2020), Pokémon Evolutions (2021), Pokémon: Hisuian Snow (2022), Cube-Shaped Pokémon on Cubie Island?! (2023) and Pokémon: Path to the Peak (2023) are separate animated mini-series. Two new mini-series Pokémon: Paldean Winds and Pokémon Concierge are scheduled to air in September 2023 and December 2023 respectively.[387]

Live-action

Films

A live-action film Detective Pikachu, based on the video game of the same name, was released in 2019. In February 2023, a representative from Legendary Entertainment said that a sequel is "in active development".[388][389]

Television drama

A live-action television drama produced by The Pokémon Company and TV Tokyo titled Pocket ni Boken o Tsumekonde is set to premiere on TV Tokyo on October 20, 2023.[390]

Reception

1999–2000

 
November 1, 1999 cover of The New Yorker, which depicts a Pikachu carrying away a bag overflowing with money as a few trick-or-treaters stand and watch.

In 1999 and 2000, Pokémon was an unprecedented, ubiquitous fad in the Western world. Time magazine described it as "a multimedia and interactive barrage like no other before it".[93] The franchise, which is primarily aimed at children, elicited mixed responses from parents and teachers, some of them critical. Yano (2004) even claimed that the reactions at one point constituted a moral panic.[391]

The bulk of the criticism on Pokémon was directed at the trading cards,[392] in particular the booster packs, sealed packages of 11[f] randomly inserted cards that were sold separately from the main sets. The cards are of varying scarcity, the most valuable being the "holofoil cards" (also called "holographic" or "foil cards"), in which the illustrations of the Pokémon have a shiny overlay effect. The rare cards can only be found in booster packs, and the rarest ones are very infrequently included. Tobin (2004) notes that rarity in this case is "artificially created", and "effectively a form of gambling" in which children need to repeatedly purchase booster packs to get more rare cards.[393] Brougère (2004) described a cynicism among adults that corporations could apparently, "out of thin air", ascribe value to cards which they saw as valueless, thereby "deceiving vulnerable young consumers and garnering excessive profits".[392]

As the franchise's popularity grew, children began taking their Pokémon cards to school for trading and playing. Soon, the cards were alleged to be "disrupting learning, poisoning playground friendships and causing such distraction that some children forget their homework, tune out in class and even miss school buses as they scramble to acquire one more card".[394] The fad "turn[ed] the playground into a black market",[395] with card swaps sometimes inciting conflicts. Certain children engaged in "aggressive trading",[396] tricking other (often younger) kids into unfair deals, forcing teachers to arbitrate.[397][398][399][400] Some parents expressed their concerns about the craze, but feared that their children would be ostracized if they were to deny them Pokémon products.[401][402][403] In the US, the Pokémon cards ended up "almost universally banned" from school grounds.[404] Similar bans occurred in Canada,[405][406] Australia,[407] New Zealand,[408] and European countries.[403][409][410] In September 1999, US-based law firm Milberg filed a class-action lawsuit against Nintendo of America, Wizards of the Coast, and 4Kids. The suit claimed that the booster packs constitute a form of lottery and promote gambling in kids.[411][412] Susan Estrich noted that similar lawsuits had been filed against trading-card makers in the US, without success.[413] The Pokémon card suit is not known to have gone to court, and is believed to have been settled.[i]

The Pokémon anime series was criticized by some as "cheap Japanese animation"[415] that is "violent"[16][416][417] and has "little educational value".[418] Michelle Orecklin of Time dismissed the TV series as "less a cartoon than a half-hour exercise in Pokémon product placement".[419] Allison (2006) wrote that even those within Pokémon's US marketing team agreed that the anime's visuals were "not especially sophisticated" compared to Disney cartoons.[415] Pokémon: The First Movie premiered in the United States on November 12, 1999, and in European countries in February 2000. While it was a huge box-office success, the film was received negatively by several Western film critics.[420][421] The Guardian decried it as a "contemptuously cheap animated cash-in on the monster kids' craze".[422] The American adult animated series South Park satirized Pokémon in the episode "Chinpokomon", aired on November 3, 1999. In the episode, a franchise titled "Chinpokomon" is portrayed as a low-quality line of products that is part of an evil plan by the Japanese government to invade the US. South Park co-creator Matt Stone commented that, at the time, Pokémon was "scary huge".[423]

Kohler (2016) wrote that at the time Pokémon was considered "ruthlessly commercial", and that it "program[med] children to be consumers of anything and everything Pokémon".[424] CNN quoted child psychiatrist John Lochridge as worrying that "Pokémon's creators and marketers deliberately set out to create a fantasy world so compelling that children would quickly become obsessed". He believed that kids were being "brainwashed", and said: "I have had parents tell me that they cannot get their kids to do anything except Pokémon, so this stuff seems to really capture their minds, in a way".[4] These concerns were countered by psychologist William Damon, who told Newsweek that obsessing is in fact a normal part of a child's neurological development. It should concern parents only when the obsession gets dangerous or excessive.[425] An op-ed in the New Zealander newspaper The Dominion Post claimed that the anti-Pokémon sentiment was particularly American: "The backlash, which seems largely confined to the United States, may be no more than the sound of the world's leading cultural imperialist gagging on a taste of its own medicine".[426]

As Pokémania built, Western media started reporting on several crimes associated with Pokémon. These included violence[407][427] (including two reported stabbings),[428][429] burglaries,[430][431] robberies[427][432] (some at knifepoint),[433][434] and shoplifting.[435][436] Almost all these incidents were connected to the Pokémon cards, and the individuals involved were almost always underage. In the US, these incidents peaked in November 1999.[318] In England, Pokémon-related delinquency reached a head in April 2000.[433][437] High prices on the grey market were a motive behind some of the crimes, "posing a great temptation for older kids and bullies to take advantage of weaker children".[438] At specialty shops and online auctions, rare Pokémon cards could be bought and sold for prices of $50 or more (c. $88 in 2022).[439]

Aside from the negative reactions, many media also cited alleged beneficial effects of Pokémon.[440][441][442] It was noted that the video games and the cards require children to read, memorize, calculate, and plan out a strategy.[3][160][443] Both encourage socialization, and trading Pokémon requires negotiating skills.[4][10][12] Stephanie Strom wrote in The New York Times that the Pokémon anime taught children "traditional Japanese values -- responsibility, empathy, cooperation, obedience, respect for elders, humility".[444] Anne Allison interviewed various American parents during Pokémania. She found that while most of them were "utterly mystified" about Pokémon, few were overly worried about it, instead meeting the craze with "befuddled acceptance". Allison also notes that the Columbine High School massacre coincided with the fad, causing violent television, music, and games to be scrutinized. Compared to these media, she notes, Pokémon is in fact rather tame.[445]

In contrast, Pokémon received far less criticism in its native country of Japan. Yano (2004) attributes this to cultural differences, which includes: 1) greater acceptance of exuberant consumerism – to buy is to be a good citizen; 2) less focus on media influence – instead, Japan's educational system, bullying, and dysfunctional families are more often the target of attention; 3) less separation between child- and adulthood – what is suitable for adults is not necessarily considered unsuitable for kids; 4) Pokémon being permeated with kawaisa (cuteness), a hallmark of Japanese culture; 5) Japan's core religions, Buddhism and Shinto, are less moralizing in nature.[446] However, Oliver Burkeman wrote in The Guardian that the Pokémon cards were also banned from some Japanese schools.[18]

Legacy and influences

 
Two Pokémon Jets of All Nippon Airways

After World War II, Japan experienced a period of unprecedented growth and became well-known in the Western world for its consumer products, such as radios (e.g. Panasonic, Toshiba), cars (e.g. Toyota, Mitsubishi), and Sony's Walkman.[447] From 1991 onwards, its economy stagnated, causing the country to lose its status as an economic superpower. However, during the 1990s and 2000s, Japan re-emerged as a source of 'cool' cultural goods, embraced by a growing international audience interested in Japanese culture.[448][449][450][451] Nintendo, Sega, and Sony launched several popular video game consoles and franchises.[239][452][453] In terms of children's properties, the success of Mighty Morphin Power Rangers changed perceptions on the viability of such Japanese imports in the West.[454][455][456] The Tamagotchi fad (1997–98),[457] centered around a portable digital pet device, was said to have "paved the way for Pokémon".[238]

Anne Allison (2006) wrote that, before the 1990s, Japan figured little in the face of the worldwide hegemony of Euro-American cultural industries, in particular that of the US. "Hollywood has been hostile to imports", she wrote, "and foreignness has largely been, and been seen as, an impediment to mass popularization in the United States".[458] The surprise success of Pokémon was "an undeniable breakthrough in the homeland of Disney" that "changed preexisting assumptions about the US marketplace at the same time that it was constantly resisted for deviating from them".[459] Pokémon was a welcomed boon to Japan's faltering economy,[209] and positively influenced the country's soft power.[460][461] Kamo (2000) interviewed various American children and found that kids who thought Pokémon was cool, were more likely to believe that Japan was a cool nation.[462] Allison (2003) gave a similar finding: all the children she interviewed knew where Pokémon originated, and "many said that, as a result of Pokémon and other 'cool' Japanese goods, they had developed an interest in Japan. A number said that they now wanted to study Japanese and travel there one day".[463] Kohler (2016) wrote: "Japanese are proud of Pokémon, the most successful export of Japanese popular culture ever".[464] Although, Iwabuchi (2004) questioned to what extent Pokémon really is 'Japanese', and to what extent it is simply a good property with universal appeal. He noted that Japanese nationalist commentators celebrated Pokémon's global success and retrospectively attributed this to its "Japanese cultural power",[465] while ignoring the localization of Pokémon overseas,[466] as well as decades of increasing cooperation and cultural exchange between countries (globalization).[467]

In the 20th century, anime found niche popularity in North America and Europe in series such as Astro Boy, Kimba the White Lion, and Speed Racer; and films such as Akira and Ghost in the Shell.[258][263][468][469] The Pokémon anime series and films marked a breakthrough for anime, contributing to its growing worldwide success at the turn of the 21st century.[15][17][470][471] For some children, Pokémon was their introduction to 'Japanimation',[472] serving as a "gateway" to other anime, manga, and Japanese culture in general.[473][474] Pokémon: The First Movie became one of the most successful Japanese animated films in history.[317] After Princess Mononoke, Pokémon: The First Movie became the second anime film to open at mainstream cinemas in the West, as opposed to the usual art house venues.[475] Pioneering anime importer John Ledford noted that Pokémon "underscored the commercial potential of anime", thus making it interesting from a business perspective.[476]

The success of Pokémon encouraged companies to look for other popular Japanese properties that might be localized for Western markets.[246][477][478] The importing of at least three similar franchises were confirmed by business executives to have been (partly) inspired by Pokémon: Yu-Gi-Oh!,[479] Digimon,[480] and Monster Rancher.[481] The import of Cardcaptor Sakura (as Cardcaptors) might also have been prompted by Pokémon.[482][483]

Footnotes

  1. ^ Japanese: ポケモン, Hepburn: Pokemon
  2. ^ This count excludes Mega Evolutions, Dynamax, Gigantamax, regional variants, and many other different forms. These forms are not considered separate species of Pokémon, but variations of existing ones.
  3. ^ a b Four[42] original card games are known to have been designed by Itoi: Slot Brothers,[43] Edoka,[44] Hanamaru,[45] and Rameka.[46] The 1998 book The Secrets of Pokemon states that the last three games were contributed to by Ishihara.[47]
  4. ^ In Dragon Quest II, the item is called ふしぎなぼうし, Fushigina Bōshi, i.e. Mysterious Hat. The Japanese Pokemon RPGs feature an item called ふしぎなアメ, Fushigina Ame, i.e. Mysterious Candy. This item raises the level of a Pokemon by one. In the English games, it is called Rare Candy.
  5. ^ Randomly-generated layouts would later be used in the Pokémon Mystery Dungeon series of spin-off games, beginning with Blue and Red Rescue Team (2005).
  6. ^ a b From the original Base Set to the Neo Destiny sets, the booster packs contained 11 cards. After that and throughout the third generation 'EX' sets, the booster packs contained 9 cards. From the fourth generation Diamond and Pearl sets onwards, the packs contained 10 cards. Since the seventh generation Sun and Moon sets, the packs have again contained 11 cards.
  7. ^ A definitive number could not be established. The Fire and Disaster Management Agency announced that, as of 17:00, December 17, a total of 685 people had been taken to hospitals in direct relationship to the Pokemon episode. Of these, 208 people were actually hospitalized.[219] However, different figures have been stated by different sources.[220][221] According to Hatakeyama & Kubo (2000), "approximately 750 children" were taken to hospitals, of which 135 were hospitalized.[222] It has been reported that, due to the incident catching the country off-guard, different methods of surveying were used throughout Japan, and these methods were not always accurate.[223]
  8. ^ However, Sailor Moon did gain a cult following at the time.[259] After being pulled from syndication in spring 1996 due to low ratings,[260] it was broadcast again on USA Network fromJune 1997 to March 1998.[261] The anime subsequently had a successful run on Cartoon Network's Toonami block from June 1, 1998 to July 5, 2002.[259][261]
  9. ^ In her 2006 book Millennial Monsters, Anne Allison mentions the card suit and writes, within parentheses, that it "was eventually settled out of court".[414] However, she does not cite a source for this. The full sentence does contain an inline citation to a New York Times piece, but this article doesn't state that the case was settled.

References

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pokémon, this, article, about, media, franchise, whole, video, game, series, video, game, series, anime, television, series, series, other, uses, disambiguation, japanese, media, franchise, consisting, video, games, animated, series, films, trading, card, game. This article is about the media franchise as a whole For the video game series see Pokemon video game series For the anime television series see Pokemon TV series For other uses see Pokemon disambiguation Pokemon a is a Japanese media franchise consisting of video games animated series and films a trading card game and other related media The franchise takes place in a shared universe in which humans co exist with creatures known as Pokemon a large variety of species endowed with special powers The franchise s target audience is children aged 5 to 12 1 but is known to attract people all ages 2 3 4 5 PokemonInternational franchise logoCreated bySatoshi TajiriOriginal workPocket Monsters Red and Pocket Monsters Green 1996 OwnerNintendoCreaturesGame FreakYears1996 presentPrint publicationsComicsSee list of Pokemon mangaFilms and televisionFilm s See list of Pokemon filmsAnimated seriesPokemon 1997 present GamesTraditionalPokemon Trading Card GameVideo game s Pokemon video game seriesOfficial websiteOfficial hubThe franchise originated as a pair of role playing games developed by Game Freak following an original concept by its founder Satoshi Tajiri Released on the Game Boy on February 27 1996 the games became sleeper hits and were followed by manga series a trading card game and anime series and films From 1998 to 2000 Pokemon was exported to the rest of the world creating an unprecedented global phenomenon dubbed Pokemania By 2002 the craze had ended after which the brand became a fixture in popular culture with new products being released to this day In the summer of 2016 the franchise spawned a second craze with the release of Pokemon Go an augmented reality game developed by Niantic Pokemon has since been estimated to be the world s highest grossing media franchise and one of the best selling video game franchises Pokemon has an uncommon ownership structure While most IPs are owned by a single company Pokemon is jointly owned by three Nintendo Game Freak and Creatures 6 7 Game Freak develops the core series role playing games which are published by Nintendo exclusively for their consoles while Creatures manages the trading card game and related merchandise occasionally developing spin off titles The three companies established The Pokemon Company TPC in 1998 to manage the Pokemon property within Asia The Pokemon anime series and films are co owned by Shogakukan Since 2009 The Pokemon Company International TPCi subsidiary of TPC has managed the franchise in all regions outside of Asia 8 Contents 1 Name 2 General concept 3 History 3 1 Origins 3 2 1989 1995 Development of Red amp Green 3 3 1996 1998 Rise in Japan 3 3 1 Release of Red amp Green 3 3 2 CoroCoro manga Mew lottery 3 3 3 Pokemon Blue 3 3 4 Trading card game launched 3 3 5 Anime production launched 3 3 6 Copyright counsel formed merchandising expands 3 3 7 Dennō Senshi Porygon incident 3 4 1998 2000 International expansion 3 4 1 North America 3 4 2 Other regions 3 5 1999 2000 Pokemania 3 5 1 The Pokemon Company and Pokemon USA established 3 6 2001 2006 End of the craze business reforms 3 7 2006 2015 Generation 4 6 TPCi established 3 8 2016 Pokemon Go 3 9 2017 present Generation 7 9 4 Media 4 1 Video games and other software 4 1 1 Core series 4 1 2 Side series 4 1 3 Spin offs 4 1 4 Other software 4 2 Trading card game 4 3 Anime 4 4 Live action 4 4 1 Films 4 4 2 Television drama 5 Reception 5 1 1999 2000 6 Legacy and influences 7 Footnotes 8 References 9 External linksNameThe contracted term Pokemon derives from a syllabic abbreviation of the franchise s full name Pocket Monsters ポケットモンスター Poketto Monsuta When the franchise began to be released internationally the short form of the title was used with an acute accent for pronunciation 9 Pokemon refers both to the franchise itself and the creatures within its fictional universe As a noun it is identical in both the singular and plural as is every individual species name 10 it is grammatically correct to say one Pokemon and many Pokemon as well as one Pikachu and many Pikachu In English Pokemon may be pronounced either powkɛmon poe keh mon or powkɪmon poe key mon 11 General conceptMain articles Pokemon universe and Gameplay of Pokemon The Pokemon franchise is set in a world in which humans coexist with creatures known as Pokemon Pokemon Red and Blue introduced 151 Pokemon species with new Pokemon being introduced in subsequent games as of February 2023 1 015 Pokemon species have been introduced b Many Pokemon are designed to resemble real world animals for example Pikachu is a yellow mouse like Pokemon with a lightning bolt shaped tail and possesses electrical abilities The player character takes the role of a Pokemon Trainer The Trainer s three primary goals are to explore the Pokemon world complete their Pokedex an electronic handheld encyclopedia by obtaining all available Pokemon and to train a team of up to six Pokemon at a time and engage them in battle To obtain most Pokemon the Trainer uses a spherical device known as a Poke Ball Once the opposing Pokemon is sufficiently weakened the Trainer throws the Poke Ball against it and it is then transformed into a form of energy to be transported into the device Once the Pokemon is successfully caught it is under the Trainer s command from then on If the Poke Ball is thrown again the Pokemon re materializes into its original state The Trainer s Pokemon can engage in battles against opposing Pokemon including those in the wild or owned by other Trainers Because the franchise is aimed at children these battles are never presented as overtly violent and contain no blood or gore 12 13 14 15 Pokemon never die in battle instead fainting upon being defeated 16 17 18 After a Pokemon wins a battle it gains experience and becomes stronger After gaining a certain amount of experience points its level increases as well as one or more of its statistics As its level increases the Pokemon can learn new offensive and defensive moves to use in battle Many species of Pokemon can evolve into a different species with increased stats compared to its pre evolved form Most species will evolve at a certain level while others evolve through different means such as exposure to an evolution stone HistoryFor a chronological guide see Timeline of Pokemon Origins The main idea behind Pokemon was conceived by Satoshi Tajiri Tajiri grew up in Machida a suburb of Tokyo In his youth he enjoyed discovering and catching insects and other small creatures in the various ponds and fields that surrounded his town 19 20 As Japan s economic miracle occurred many cities including Machida were significantly expanded As a consequence Machida s nature was largely destroyed In his second year of junior high school 21 22 an arcade hall opened in Tajiri s neighborhood introducing him to video games While studying electrical engineering at Tokyo College of Technology ja Tajiri began publishing a doujinshi magazine titled Game Freak 23 The title was inspired by the 1932 film Freaks which Tajiri was fascinated with at the time 24 He self published the first issue of the magazine in March 1983 at the age of 17 25 26 At the time magazines specializing in video games did not yet exist in Japan allowing Game Freak to fill a gap in the market 27 28 Concurrently Tajiri was contacted by aspiring manga artist Ken Sugimori who became Game Freak s illustrator 29 Game Freak folded in the late 1980s 25 by which point Tajiri had become a respected game journalist in Japan s fledgling video game industry 30 Tajiri s knowledge of video games brought him into contact with Tsunekazu Ishihara Ishihara had studied Arts and Science at Tsukuba University and was trained in CGI After working in advertisement for two years Ishihara joined a company named Sedic in 1983 which created video graphics and software 31 including one video game Otocky 1987 32 33 As video games grew in popularity Sedic also produced a number of game related television shows for Fuji Television s late night slot 31 In his job as a TV producer Ishihara befriended Tajiri as well as Shigesato Itoi who would later become CEO of Ape Inc 34 35 Ishihara was also the general director of the world s first gaming encyclopedia TV Games Encyclopedia of Video Games テレビゲーム 電視遊戯大全 Terebigemu Denshi Yugi Taizen 36 37 Hatakeyama amp Kubo 2000 wrote that at the time Ishihara was probably the most well connected man in the industry 38 with a knowledge of games beyond comparison 39 Ishihara was also interested in playing cards 40 41 and contributed to the development of at least three simple card games designed by Itoi for Ape c In 1986 Tajiri Sugimori and a few other enthusiasts started an informal development team called Game Freak named after the magazine it grew out of Over the next few years they independently developed the puzzle game Quinty working on it alongside school or their regular jobs 48 However no one within the group knew how to make the game s music After consulting all his contacts Tajiri got in touch with Junichi Masuda who became the group s composer 49 Quinty was finished in 1989 and published by Namco 50 Tajiri officially incorporated Game Freak Co Ltd on April 26 1989 51 1989 1995 Development of Red amp Green Further information Pokemon Red and Blue Development nbsp Two original Game Boys connected with a Game Link Cable Tajiri started to think of what was to become Pokemon while completing Quinty and before he officially founded Game Freak Around this time Nintendo announced the upcoming release of the Game Boy a handheld console that would revolutionize the gaming industry Tajiri learned that the device would have a link port and with the corresponding Game Link Cable two Game Boys could be linked together 52 Sometime later Tajiri remembered an incident while playing Dragon Quest II 1987 a role playing game RPG for the Famicom NES The game features randomly appearing items of varying rarity including an extremely rare item called Mysterious Hat d Tajiri did not encounter any while Ken Sugimori who was also playing the game encountered two Upon recalling this experience Tajiri realized that the cable now made it possible to transfer things from one cartridge to another 53 54 55 56 He noted that until then the Game Link Cable was only used for competing but not for something else 57 Combining this inspiration with his memories of catching insects and other small species Tajiri s idea would eventually evolve into a virtual recreation of his boyhood experiences 58 and an attempt to regain the world that he had lost 59 He would later state that the game represents the story of a boy s summer day 60 nbsp Gashapon capsules have been cited as an inspiration for Pokemon Tajiri and the Game Freak staff began pondering over a game centered on capturing creatures of differing rarity Since the Game Boy is a portable device these creatures could then be exchanged with other players in real life Once the player has caught a creature it was to be stored in miniaturized form in a special capsule This facet of the game was inspired by Ultraseven a tokusatsu show that Tajiri had enjoyed as a child 61 The series titular character owns a number of capsules containing miniaturized kaiju monsters which come out and return to their original sizes when the capsule is thrown into mid air Kaiju media in general were an important influence on Pokemon as many Game Freak staff members had grown up with them 54 62 Other cited influences include gashapon capsules with toy figures in them that can be drawn from vending machines 63 64 collectible cards such as baseball cards Ultraman cards and menko 65 66 67 68 The Final Fantasy Legend 1989 the first RPG for the Game Boy 69 and petting in Japan with Tajiri noting that having Pokemon is similar to having pets 70 Tajiri initially named his project Capsule Monsters which GF s staff commonly shortened to Capumon 71 However it later turned out that the term Capsule Monsters could not be trademarked and it was subsequently decided to call the game Pocket Monsters which became Pokemon According to Tomisawa 2000 the phrase Capsule Monsters was already registered 71 According to Hatakeyama amp Kubo 2000 the word capsule could not be used in the trademark 72 Tomisawa 2000 states that the Game Freak staff then came up with several alternatives before someone within the team suggested Pocket Monsters 71 In March 1989 Nintendo co founded Ape Inc with Itoi Ape s principal work was Mother 1989 a role playing game written by Itoi but it was also founded with the intent to give outside talent a chance to pitch new innovative games 40 35 At the time Ape was housed in the same Kanda Sudachō office building as Nintendo located in Tokyo 73 Ishihara a friend of both Itoi and Tajiri was involved with Ape s management and would become its vice president in 1991 35 38 Tajiri s relationship with Ishihara prompted Tajiri to present his idea for Pokemon at Ape s office 74 75 Present during Tajiri s pitch was Takashi Kawaguchi who worked at Nintendo s General Affairs Department and was also a manager at Ape 40 76 Kawaguchi brought the idea to Nintendo president Hiroshi Yamauchi who reportedly said This is it This is the idea I ve been waiting for 77 By pure coincidence Ishihara had come up with an idea for a game similar to that of Tajiri and around the same time was discussing it with Ape This game Toto involved using the Game Boy as an insect cage GF and Ape subsequently agreed to merge their projects together 78 According to Tajiri the two teams initially collaborated on the project but the work proved difficult one of the reasons being that Ape was busy developing EarthBound 79 80 Tajiri eventually figured that rather than working with Ape we had to do something on our own or the project would never get finished 79 Ape Inc is not credited on the final product The development contract was signed at the beginning of 1990 with a planned delivery of the game in October 81 Tajiri directed the project working under Ishihara 82 Ishihara was the producer he managed the budget staff and work schedule monitored the game s overall progress and served as a liaison between Game Freak and Nintendo 78 83 Ishihara also contributed ideas to the development 41 and helped with debugging 84 85 Sugimori was in charge of the graphics and character design 86 Masuda created all music and sound effects and did part of the programming 87 The budget that Nintendo granted to Game Freak was low 81 Thus Pocket Monsters was initially planned as a small compact game based primarily around Tajiri s core idea of exchanging 69 88 However as development progressed GF s ideas and ambitions for Pokemon grew 69 They soon realized that the game they were beginning to envision would not be easy to make Sugimori admitted that at the time no one at GF had much knowledge of RPGs We thought we could handle it but as we began working we realized it was going to be tough he acknowledged 89 Pokemon was suspended indefinitely While developing their second game Smart Ball 1991 GF was commissioned by Nintendo to create Yoshi 1991 a simple puzzle game The idea for it was suggested by Ishihara 90 Yoshi sold over three million copies worldwide 91 and both Tajiri 92 and Masuda 41 said that this success allowed Game Freak to survive Over the next three years GF developed four more games Magical Taruruto kun 1992 Mario amp Wario 1993 Nontan to Issho KuruKuru Puzzle and Pulseman both 1994 It is commonly stated that development of the first Pokemon game took six years 10 93 94 95 96 However this is in fact the total time passed from planning to finish GF did not work on the game for six years straight 97 After the initial development phase in 1990 and 91 98 the staff tinkered with it from time to time as Sugimori put it 99 For instance by October 1992 a large number of Pokemon had been designed and a poll was held that month among all staff members to gauge the popularity of the different species Several more such votes followed to determine collectively which Pokemon should be included 100 Still development had mostly come to a halt until the summer of 1994 after the release of Pulseman upon which Tajiri decided it was time to make a serious effort towards finishing Pokemon 101 By this point Game Freak s experience had grown considerably Over the years a number of new staff members had been added to the company One of them was Atsuko Nishida a graphic designer who created Pikachu among others 102 103 104 Ishihara used his knowledge of card games to add more depth to the battle system and among other things suggested Pokemon types Ishihara also came up with the idea of the Pokedex a portable encyclopedic device which players can use to keep track of the Pokemon they caught 41 Throughout the years Tajiri had several conversations with Shigeru Miyamoto 105 Nintendo s top game designer who Tajiri described as a mentor figure 61 However in a 2018 retrospect Miyamoto downplayed his role in advising Tajiri and stated that his contributions to Pokemon were in fact limited 106 Both Tajiri and Ishihara sought to individualize the player s experience to make each game slightly different so that every playthrough would be unique 107 At an early stage Tajiri had the idea of having the software generate a random number when first booted ranging from 00001 to 65535 the highest possible value of an unsigned 16 bit integer 108 109 When a player then catches a Pokemon it is assigned both the game s ID and the player s name which stick with the creature even after it is traded 110 Furthermore based on the unique ID GF wanted the game to render slightly different landscapes and present the player with different Pokemon 96 109 111 This idea proved infeasible however e When Tajiri discussed his thoughts of individualization and the ID system with Miyamoto the latter noted that it was a bit difficult to understand Miyamoto then suggested using different colored cartridges which would make the differences between versions more visually clear 112 According to Tajiri five or seven colors were considered 113 but they eventually settled on two a Red version and a Green version Both games were identical but each had Pokemon not found in the other encouraging players to socialize and trade to complete their collection 107 Ishihara aspired to create games of his own 114 As Pocket Monsters Red and Green were nearing completion Ishihara founded Creatures Inc on November 8 1995 Upon founding the company was housed in the same Kanda Sudachō office building as Nintendo located in Tokyo 115 Co ownership of the Pokemon property which Ishihara helped create was subsequently assigned to Creatures This resulted in Pokemon having three legal owners Game Freak the main developer Creatures representing producer Ishihara and Nintendo the publisher Anne Allison 2006 wrote that Nintendo also bought Pokemon after it was finished 116 Hatakeyama amp Kubo 2000 noted that the ownership structure of Pokemon is uncommon 117 They wrote that Pokemon is probably the only property in the world today for which the original rights are not concentrated in a single company like The Walt Disney Company does with their IPs 117 Tajiri and Ishihara did consider merging Game Freak and Creatures at one point However Tajiri decided against it because he feared it would erase what he had built up since he was a teenager I felt threatened by the idea of changing how Game Freak was operating and starting back over with Mr Ishihara he said It was an identity problem If Game Freak ceased to exist then so would I Tajiri noted that since Game Freak and Creatures both focus on Pokemon it sometimes felt more like different departments than different companies 74 Pocket Monsters Red and Green were finally finished in December 1995 118 A release date of December 21 1995 was announced 119 but missed After sufficient cartridges manuals and packages had been manufactured the pair of games ended up being published on February 27 1996 However the property was copyrighted in 1995 and c 1995 is shown on the title screens 120 and cartridges 121 This year is since used on the copyright notice 6 seen on many Pokemon products even though no actual Pokemon product was released in 1995 1996 1998 Rise in Japan Release of Red amp Green Nintendo had no high expectations of Pocket Monsters Red and Green and media largely ignored the game s 122 By 1996 the seven years old Game Boy console was considered yesterday s news and near the end of its lifecycle 93 123 124 On the other hand new Game Boys continued to be manufactured and sold 125 The console was widespread and due to its age affordable to children 93 126 Also the Game Boy had experienced a small revival in Japan in 1995 due to the success of Mario s Picross Coincidentally this game was directed by Ishihara and co developed by Ape The popularity of Mario s Picross inspired Nintendo to develop the Game Boy Pocket 127 a slimmer and improved version of the Game Boy released in Japan on July 21 1996 128 Because of the timing some were under the impression that the Game Boy Pocket was made to promote Pocket Monsters but this was in fact a coincidence that would end up benefiting both 129 CoroCoro manga Mew lottery Two media channels that would play important roles in the Pokemon franchise were the CoroCoro Comic released monthly and its sister magazine Bessatsu CoroCoro Comic released bi monthly Both manga magazines are published by Shogakukan a long time business partner of Nintendo and have featured manga based on Nintendo properties e g Super Mario kun Kirby of the Stars Donkey Kong At the time of Pokemon s release the main CoroCoro magazine was read by one in four elementary school students 130 CoroCoro s deputy editor in chief was Masakazu Kubo ja On Ishihara s suggestion 131 Kubo commissioned the creation of a Pocket Monsters manga Written and drawn by Kosaku Anakubo ja its first chapter was featured in the March April issue of Bessatsu CoroCoro Comic released on February 28 1996 one day after the release of Red and Green 132 Shogakukan which frequently surveys their target groups determined that the Pocket Monsters manga was well received 133 To further promote Red and Green the May issue of CoroCoro released on April 15 1996 announced the Legendary Pokemon Offer centered around a mysterious secret Pokemon called Mew 134 135 Mew was a last minute addition to Red amp Green It is unobtainable in the game s through usual means and was intended to be used at a later point in some post launch activity 136 To participate in the promotion CoroCoro readers had to send in a postcard and from the entrants 20 were selected at random The winners then had to send in their cartridge so that Mew could be uploaded onto it 136 The lottery was a success and increased word of mouth 93 136 By September sales of Red and Green had surpassed 1 million units 137 Pokemon Blue After the release of Pokemon Red and Green Game Freak continued to grow and a number of new employees were hired For training purposes they were ordered to study and make bug fixes to the source code of Red amp Green and to create new sprites for it 138 The upgraded version was dubbed Pokemon Blue It was originally not meant to be sold Only a small number of handmade copies were made intended as a special gift to 20 to 100 people 139 After Kubo learned of it he encouraged Tajiri and Ishihara to allow an official release of Blue President Hiroshi Yamauchi initially rejected this fearing it would confuse people into believing it was an entirely new Pokemon game Kawaguchi then suggested an alternative which Yamauchi agreed with Blue would not receive a normal retail release but would be made available only through mail order for a limited time as a special offer 140 It was announced in the November issue of CoroCoro which explicitly stated that Blue was not a new game but rather a special limited edition to celebrate the sale of 1 million copies of Red and Green 135 The offer was a surprisingly big success 300 000 units were expected to be sold but over 600 000 were ordered 141 142 Trading card game launched The Pokemon Trading Card Game was one of the first collectible card games CCGs developed in Japan Its creation was influenced by Magic The Gathering the first CCG in history 143 144 145 Indeed the Pokemon Trading Card Game can be considered a simplified version of Magic 146 147 First released in the United States in 1993 Magic had gained popularity not just in North America and Europe but also in Asia 148 Ishihara was fond of playing cards 41 and had contributed to the development of at least three simple card games designed by Shigesato Itoi and released through Ape Inc c At the time Ishihara was particularly interested in Magic The Gathering 143 While developing the Pokemon RPG he realized that the concept behind it could be adapted into a Magic like CCG 40 The Pokemon Card Game was designed by Ishihara 149 Akihiko Miura Kōichi Ōyama and Takumi Akabane 150 All were former staff members of Ape and had previously worked on EarthBound 1994 Miura was the game s main designer Ōyama was its art director and Akabane was one of its chief debuggers 151 While card games have a long history in Japan a collectible card game was a relatively new concept there and at the time not widely known 152 Because of this Ishihara had difficulties finding distributors Sometime in 1995 Ishihara pitched the card game to Nintendo They agreed to have the cards manufactured subcontracting an unidentified printing company However Nintendo did not want the hassle of having to develop a distribution system from the ground up i e finding retailers willing to sell a CCG 153 Ishihara was then contacted by Satoshi Kayama director of a small firm called Media Factory Like Ishihara Kayama was a fan of card games He felt that CCGs would soon rise to prominence in Japan and had been gathering information on the possibility of developing such a game in some form When Kayama heard that Creatures had developed a CCG he contacted Ishihara and offered to distribute it signing the contract near the end of 1995 154 CoroCoro again proved a valuable information channel The Pokemon card game was first announced in the November issue the same one that announced Pokemon Blue 155 The issue came bundled with two promo cards one of Purin Jigglypuff and one of Pikachu Surveys showed that they were respectively the most and second most popular Pokemon at the time 156 On October 20 1996 the first card set was released 157 Booster packs were launched the same day containing 10 randomly inserted cards 158 In the West the booster packs contained 11 cards f The original set of the Pokemon card game would be titled the Base Set in English Many more sets would follow Despite being ignored by the media except for the CoroCoro 159 the cards became an instant success upon release 87 million Pokemon cards were shipped by the end of March 1997 six months after its launch and one month before the debut of the next big installment of the franchise the Pokemon anime series The success of the TV series would cause the cards sales figure to explode by March 1998 a total of 499 million cards had been produced in Japan 160 Anime production launched By August 1996 Kubo had become convinced of Pokemon s potential and believed Shogakukan should create a Pokemon anime 161 Nintendo was hesitant realizing that if the anime would flop it would negatively affect the popularity of the game 162 Ishihara initially opposed the idea because he thought it would overly hasten the consumption of the property he feared that if the series would end people would assume that Pokemon has ended and move on to the next thing 163 At the time Creatures and Game Freak were planning the sequel s to Red and Green Pokemon Gold and Silver and Ishihara did not want the anime to end before they could release their new game s 164 165 Kubo was ultimately able to resolve the concerns of all parties involved An important aspect of Kubo s bargaining power was the then ongoing Mini 4WD craze and its accompanying hit series Bakusō Kyōdai Let s amp Go Kubo had an important role in the creation of both which impressed the stakeholders 166 To appease Ishihara Kubo promised him that Pokemon would last for at least one and a half year This was unusually long for a debuting anime and required a big investment 164 167 Kubo s proposal for Pokemon was officially approved on September 26 1996 168 For Nintendo of Japan it was the first time they licensed a TV series 169 Kubo assigned independent producer Choji Yoshikawa ja to lead the project 170 Shogakukan Productions commonly called ShoPro was Shogakukan s production company The animation company they commissioned was OLM Inc Oriental Light and Magic on Kubo s suggestion 171 Pokemon s director became Kunihiko Yuyama one of OLM s founding members ShoPro assembled a team of five writers plus two supporting writers 172 All key people involved with the production of Pokemon were well experienced and had proven track records within Japan s anime industry Yoshikawa felt that the team got lucky The probability of so many great people coming together at the same time is very low he said 173 Per Tajiri s explicit condition 174 every anime team member had to play the game extensively including the illustrators and voice actors 173 The anime staff unanimously agreed that the game was interesting 175 and felt connected with each other through the world of Pokemon 173 feeling positively challenged to make an anime that would match the game s quality 176 A production council was formed to produce the Pokemon anime Different people appeared at different meetings but four individuals usually present were Ishihara of Creatures Sugimori of Game Freak Yuyama of OLM and independent producer Yoshikawa Yoshikawa had the final say The council decided on the anime s worldview characters general storyline and various important details The early meetings which were also attended by Tajiri usually started with a Q amp A session in which Tajiri and Ishihara were asked about the Pokemon universe 177 The council was careful to have the anime be in concordance with the video game Inevitably there had to be differences between the two but all agreed that the overall worldview as envisioned by Tajiri should not be disturbed 178 At the start of the video game the player has to choose one of three starter Pokemon Fushigidane Hitokage or Zenigame Bulbasaur Charmander or Squirtle The council didn t want to unfairly popularize any of them and wanted the protagonist to start out with a different Pokemon 179 180 Hatakeyama amp Kubo 2000 wrote that by coincidence three people independently suggested to the council that a Pikachu should be a main character in the anime Kubo Yuyama and Keisuke Iwata of TV Tokyo s Film Department 181 In the end all council members agreed that Pikachu should be one of Pokemon s central icons They expected Pikachu to appeal to both boys and girls as well as their mothers This would expand Pokemon s audience which was considered a core objective of the anime 182 183 During the council s very first meeting Yoshikawa brought up the issue on whether the Pokemon in the anime could speak and if not how they could communicate In the video games each Pokemon has a specific cry In Anakubo s CoroCoro manga most Pokemon could speak At first the council believed there should be a mixture of Pokemon that could talk and Pokemon that could not However this idea was eventually discarded the Pokemon had to make a specific cry The council agreed that Pokemon were like animals and while the humans and the Pokemon should be able to understand each other in the series they should not speak each other s language 184 It was decided that Pikachu would repeatedly say its own name in various intonations The role of Pikachu was given to Ikue Otani During try outs Yuyama had Otani voice Pikachu in normal Japanese as well as in Pikachu talk in which it only said the syllables of its name Yuyama realized that even in the latter style of limited communication Otani was experienced enough to still convey the messages and emotions needed 185 ShoPro paid half of the production cost of Pokemon TV Tokyo paid the other half and was granted co ownership of the anime 186 The ads during Pokemon s commercial breaks were managed by advertisement agency JR Kikaku ja which was in turn paid by sponsors buying advertisement space 187 In negotiating with TV Tokyo Kubo managed to secure the 19 00 19 30 timeslot on Tuesdays 188 Pocket Monsters premiered on April 1 1997 By November it had become the highest rated program on TV Tokyo 189 The anime succeeded in its goal of widening Pokemon s audience Although the video games and the cards remained mostly of interest to boys the anime also got more girls interested in the franchise and girls purchases of Pokemon products increased 190 This has been partly credited to Pikachu who gained widespread popularity among children 191 The success of this character would later lead to the game Pokemon Pikachu released in Japan on September 12 1998 it would be released in the West as Pokemon Yellow 192 193 An adaptation of Pokemon Blue this Pikachu version was made to resemble the TV series more 194 Copyright counsel formed merchandising expands In the early months of the franchise Nintendo was the contractual representative for Pokemon and thus the central contact point for all Pokemon related licensing the approval of branded products 195 Around the time that planning of the Pokemon anime begun licensing requests for Pokemon started to increase which Nintendo had difficulties handling due to a lack of experienced staff 196 Nintendo consequently granted ShoPro exclusive licensor rights This was the first time that NoJ Nintendo of Japan granted licensor rights to another company aside from its overseas subsidiaries NoA Nintendo of America and NoE Nintendo of Europe 197 A copyright council was formed headed by Ishihara Beginning in April 1997 the council met every Tuesday in the conference room of Creatures office at the Nintendo Kanda Building in Sudachō Tokyo 115 198 199 Attendees usually included Ishihara and his secretary representatives of Nintendo Game Freak ShoPro TV Tokyo and JR Kikaku as well as head of the anime Yoshikawa 200 Broadly put every meeting had three types of agenda items discussing Pokemon related events and basic policies in Japan discussing Shogakukan publication plans and considering merchandise proposals 201 For merchandising the council set the bar high Fiercely protective of Pokemon s brand equity Ishihara was unwilling to greenlit an item just because it had a picture of a Pokemon printed on it To avoid the market being flooded with low quality goods Ishihara put very specific demands on the products he evaluated 164 202 Furthermore in most cases the council opted to contract one company for each product category 203 Because of this most merchandise proposals were rejected of the approximately 7 500 applications submitted in 1997 only about 5 was approved 204 By March 1998 35 companies offered licensed Pokemon goods and there were approximately 700 Pokemon products 128 205 Tomy manufactured Pokemon toy figures and plush dolls 206 Bandai made Pokemon gashapon dolls and ramune flavored candy in a plastic box in the shape of a Game Boy 207 Meiji Seika produced Pokemon chocolate snacks and pudding 128 208 The lucrative franchise provided a much needed boost to Japan s economy which was stagnating in what would later be called the Lost Decade 209 210 An example of a firm that benefited greatly from Pokemon was food manufacturer Nagatanien jp From May 1997 the company began selling Pokemon branded curry furikake and baking mixes 128 211 In December 1997 Nagatanien was hit hard by the collapse of one of its biggest sales channels Toshoku in what was then the third largest bankruptcy in Japan s postwar history 212 213 Nonetheless due to their Pokemon licensed products Nagatanien reported net profits in fiscal years 1997 98 despite having forecasted losses 211 212 214 Dennō Senshi Porygon incident See also Pokemon episodes removed from rotation In the evening of December 16 1997 the Pokemon franchise was hit by a crisis related to the broadcast of the anime s 38th episode Dennō Senshi Porygon Computer Warrior Porygon It was watched by approximately 4 6 million households 215 In the episode Satoshi Ash Ketchum and his friends are transported into a virtual world accompanied by a Porygon a digital human made Pokemon While flying through cyberspace they are at one point attacked by an anti virus program which mistakes them for viruses shooting vaccine missiles at the group resulting in explosions of bright rapidly swapping red and blue flashes The intense stimuli brought about by the episode triggered a variety of adverse health effects in more than 10 000 viewers 216 primarily irritated eyes headaches dizziness and nausea 217 A small part suffered a photosensitive epileptic seizure manifested in loss of conscious and or convulsions 217 218 Hundreds g of children were brought to hospitals although a part of them had recovered enough upon arrival that they did not need to be hospitalized No one died Broadcasting of Pokemon was halted New guidelines were drawn up to help prevent similar events from happening 224 With the show on hiatus ShoPro and OLM worked on a feature Pokemon film By the time the incident occurred its script was already written and the movie was in the storyboard stage In mid January the staff resumed creating new episodes 225 The Pokemon anime series returned on April 16 1998 226 The film titled Pocket Monsters the Movie Mewtwo Strikes Back premiered on July 18 1998 it would be released in the West as Pokemon The First Movie It became that year s second highest grossing domestic film and fourth highest grossing film overall 227 228 Ultimately the incident did not damage the Pokemon franchise it in fact grew further during and after the anime s hiatus While video rental tapes were removed from shelves 229 230 all other Pokemon products continued to be sold as usual and customer demand for them remained high 231 232 Helping matters was a general understanding among businesses that the Pokemon anime was not canceled but rather suspended and many executives correctly expected the show to be resumed after precautions had been taken Supermarkets and other distribution outlets responded calmly to the crisis and did not remove the Pokemon products from their sales floors 233 1998 2000 International expansion North America When we started this project in Japan one of the first things I was told was that this kind of thing would never appeal to American audiences They said Because the characters are in a very Japanese style you cannot sell them to Americans So from the very beginning I never thought there would be an English version Now it s just as popular in the United States as in Japan and I realized that we shouldn t always believe the opinions of conservative marketers Shigeru Miyamoto August 1999 234 Possibly the first person to show interest in a North American launch of Pokemon was Minoru Arakawa founder and then president of Nintendo of America NoA Arakawa visited Japan to participate in Shoshinkai 1996 held November 22 24 It was around this time when he first played one of the three Pokemon titles He thought the games were promising but Nintendo of Japan NoJ had no plans at the time to release them elsewhere He returned to America with a few cartridges and tested the game on his employees they did not believe it would work in the US 235 At the time role playing games RPGs were not very popular outside Japan 236 and NoA executives believed that American children did not have the attention span for such a complex game 237 Americans were said to be more interested in sport and action oriented games preferably with realistic graphics 238 10 Japanese people by contrast were alleged to care more about characters and plot 239 Up to that point few Japanese properties had been successfully mainstreamed in the US and if they were it was alleged to be on account of having been properly Americanized Mighty Morphin Power Rangers was considered a prime example of this 240 Visually Pokemon was believed to be too kawaii or cute It was assumed that Pokemon could not succeed on cute alone it must also be cool 241 242 In an effort to enhance the franchise s coolness NoA considered a graphical redesign and contracted a few external artists to create some test designs for the American market 237 242 The mockups they proposed included graffiti style drawings 242 beefed up and more muscular looking Pokemon 243 and a new Pikachu that looked like a tiger with huge breasts 241 Arakawa concluded that it didn t work 242 and by that time the anime had begun its production in Japan leading NoA to conclude it was too late for a graphical revamp anyway 237 Of pivotal importance to Pokemon s global expansion was Alfred R Kahn CEO of US based 4Kids Entertainment NoA s licensing agent since 1987 244 245 Convinced of Pokemon s potential Kahn agreed to invest an undisclosed sum in return for both the anime and licensing rights 236 Pokemon became one of the first Japanese media franchises in which both the localization of the anime and the licensing of merchandise was handled by a single company as well as a non Japanese company 246 Kahn suggested the name Pokemon adding an acute accent to the e to assist with pronunciation and to give it a little flair 9 NoJ president Hiroshi Yamauchi officially approved the project in late November 247 and subsequently announced it at Space World 1997 248 However three weeks later the Dennō Senshi Porygon incident happened which Kubo felt made even more people resistant to the idea of an overseas introduction 249 Market research turned back negative American kids reportedly did not like Pokemon 250 Arakawa ignored the study and convinced of the franchise s potential allocated an enormous budget to Pokemon s launch The exact amount was not disclosed but was reportedly equal to or more than 50 million roughly 89 77 million in 2022 approximately the same amount as the launch budget of the Nintendo Entertainment System in 1985 Arakawa admitted that it was quite a bit of money but NoA had been doing well for several years so we had a lot of money to spare He opined that if Pokemon would be as successful in the US as it had been in Japan an investment of 1 would turn into 100 251 NoA and 4Kids thus devised a strategy on how to localize Pokemon for the United States 237 Arakawa appointed Gail Tilden to lead the project prompting her to leave her position at Nintendo Power magazine 252 Tilden said that they decided to make an all out effort to repeat the phenomenon in the Western world 93 In two press releases NoA self described Pokemon s marketing campaign as aggressive 253 254 The localization of the Pokemon anime was done by 4Kids and directed by Norman J Grossfeld Grossfeld strongly believed that the anime should be Americanized 255 At NATPE 1998 he asked ShoPro for a kind of carte blanche to let me change the show as I think would work for this market to which ShoPro agreed 256 However no national TV station was interested in buying the anime or financing its localization 236 9 Kahn then decided to self finance Pokemon s production costs despite realizing this could very well bring down 4Kids if the show would fail 256 According to Kahn they spend a fortune on the localization 15 To have it broadcast in syndication 4Kids offered the show for free to local TV stations across the country in exchange for a portion of the advertising revenue 236 9 NoA assisted persuading dozens of stations to carry the series by offering to buy some of their advertisement space spending a total of 5 million c 8 98 million in 2022 238 256 Despite all this most broadcasters were still reluctant to carry Pokemon with Grossfeld experiencing difficulties getting through their preconceived notions or their snobbery for Western produced animation over something from Asia 256 At the time anime had not yet found mainstream popularity in the West Contemporary news reports cited Sailor Moon 3 238 257 258 as an example of an anime that had failed to catch on with American youth h Still with NoA s help 4Kids ultimately succeeded in contracting 112 broadcasters for Pokemon 262 reaching about 85 to 90 percent 263 of television households However many broadcasters gave it off peak time slots with starting times like 06 00 or 06 30 238 9 Prior to the late 1990s this was the case for many anime in the US 246 Grossfield created the advertising slogan Gotta catch em all as the English equivalent to the Japanese Pokemon GET daze ポケモンゲットだぜー Get the Pokemon 264 265 The phrase miraculously managed to gain approval by the Federal Communications Commission FCC which normally prohibits the use of injunctions in ads directed at children e g You must buy this While the tagline does sound commanding the FCC reasoned that the act of catching is at the core of Pokemon s play Therefore the phrase was allowed 266 The series theme song was written by John Loeffler and John Siegler 267 In commissioning the track Grossfeld specifically requested the song s chorus to be written around the Gotta catch em all phrase firmly embedding the slogan into the theme 265 While NoA and 4Kids were allowed a fair degree of liberty in their localization of Pokemon the Japanese copyright counsel headed by Ishihara had the last say over it All decisions regarding adjustments and promotion had to gain final approval of the Japan side 268 This included all of the merchandise for which a two step system was created All aspiring licensees in North America were to send their merchandise proposals to 4Kids 236 Staff of both 4Kids and NoA then made a pre selection and send the approved proposals to Japan where the council made the final decision Many submissions were bounced at the US stage and thus never got sent to Japan Tilden noted that processing all license applications and mailing all approved prototypes and their documentation to Japan was a lot of work Arakawa did consider streamlining the process by moving someone from Japan to the US but no person could be found who was as competent as Ishihara 269 The Pokemon anime was first broadcast on September 7 1998 270 271 Pokemon Red Version and Blue Version were released three weeks later on September 28 1998 272 To localize the card game Nintendo contracted Wizards of the Coast the creator of Magic The Gathering 273 The Pokemon Trading Card Game was officially launched nationwide on January 9 1999 although pre sold in select stores in December 274 Coinciding with the North American launch of Pokemon was the release of the Game Boy Color on 23 November 1998 275 Other regions The American version of the Pokemon anime started broadcasting in Australia and New Zealand on September 28 1998 Red and Blue were subsequently released there on October 23 Various territories in Asia followed the anime series debuted in Hong Kong on November 16 in Taiwan on November 23 in Shanghai on November 24 in Beijing on January 10 1999 and in South Korea on July 14 1999 276 Outside North America 4Kids distributed the anime in cooperation with Brian Lacey of Lacey Entertainment 277 278 The series was presented at MIP TV in Cannes France from April 3 8 1998 279 Broadcasters were initially not interested due to its Japanese origins and preferred to wait and see how the anime would succeed in the US After the anime s success Lacey received inquiries about the series throughout 1999 from multiple international broadcasters 277 280 Lacey noted that in Europe this was a stark contrast compared to previous years I was trying to sell this sort of stuff for years and buyers would tell me they were moving away from Japanese animation shows he said 280 In October 1999 the franchise was launched in the European key markets of Germany the United Kingdom France and Spain 281 The anime started broadcasting in Denmark Norway and Sweden in December 1999 280 In 2000 broadcasting rights for the first season were secured by TV stations in South Africa Russia Iceland and Finland 282 In Israel the anime debuted in February 2000 For unclear reasons Red and Blue were not officially released there Thriving only on the strength of the TV series The First Movie the cards and imported video games the Israeli Pokemon still became a success 283 284 By the end of 2000 Pokemon games had been released in 70 countries the anime was broadcast in 51 countries the films were released in 33 countries and the cards had been translated into 11 languages 285 1999 2000 Pokemania In North America the success of the debuting Pokemon franchise was almost immediate Red and Blue sold 200 000 copies in its first month By December the Pokemon anime had become the highest rated syndicated children s show during the weekdays 277 This attracted the attention of two media companies Warner Bros co owner of The WB channel and Saban Entertainment Fox Family Worldwide owners of the Fox Kids channel A bidding war ensued between the parties which was won by Warner Bros 286 On February 13 1999 287 Pokemon debuted on The WB s Kids WB block where it was broadcast exclusively from then on 236 The debut episode became the most watched premiere in Kids WB s history 287 In European countries the anime received similar levels of success For example in Germany a highly competitive kids market Pokemon was purchased by RTL 2 The show s popularity bolstered the entire program block more than tripling its viewers Andrea Lang RTL 2 s editor of cartoons and children s programs said We were speechless We ve never had a comparable success 280 By March 1998 half a year before Pokemon s overseas launch 499 million Pokemon cards had been produced By March 1999 the total number of cards shipped reached 764 million By March 2000 this figure would grow further to 4 255 billion cards manufactured in both Japanese and American factories 160 By April 1999 there was a general consensus in the US that Pokemon had become a phenomenon and the newest children s fad 3 288 289 290 By some the fad was referred to as Pokemania 291 292 293 294 including journalists of Time 93 and USA Today 295 In the US severe scarcity occurred of Pokemon goods 14 especially Pokemon cards 296 causing companies to miss profits 297 A Milwaukee Journal Sentinel article published on August 3 1999 cited a Toys R Us manager as saying that a supply of 600 booster packs would last 24 hours The CEO of one card distributor stated that they were thousands of boxes behind on orders In the same article a Wizards spokeswoman stated that more employees and printers had been hired to increase card production 298 However near the end of the month a different Wizards spokeswoman told The Washington Post that they had exhausted most of the card printing capacity of the United States 10 Similarly USA Today reported in November 1999 that factories making Hasbro s Pokemon toys had expanded production by 20 times but demand still exceeded supply 299 In Europe scarcity of Pokemon merchandise also occurred 280 In part due to the Pokemon craze Nintendo saw a 250 increase in profits in 1999 compared to the previous year 10 reaching a six year high 300 The Pokemon franchise accounted for over 30 of Nintendo s revenue that year 301 Pokemon s popularity also caused a sharp increase in sales of the Game Boy line 237 302 303 The financial windfalls came at a time when Nintendo lost dominance in the home console market with the Nintendo 64 being outsold by Sony s PlayStation 304 305 306 The global success of Pokemon compensated this loss somewhat 307 308 309 310 Buckingham amp Sefton Green went even further writing in 2004 while Nintendo is now among Japan s most profitable corporations it could be argued that the company would have struggled to survive without Pokemon 311 4Kids initially a little known firm 236 244 expanded thirty times in revenues 312 and was named the fastest growing company in America in the September 4 2000 issue of Fortune magazine 245 313 314 Many businesses that timely obtained a Pokemon license reaped considerable profits 312 315 In the summer of 1999 a massive run on stocks of publicly traded Pokemon licensees caused their value to increase dramatically However by November most investors were shorting their shares Knowing that the Pokemon fad would peak and fall at some point investors were bearish about its prospects 316 Pokemon The First Movie premiered in North America on November 12 1999 and in Europe the following year Despite being negatively received by many Western critics it became one of the most successful Japanese animated films of all time 317 In the United States November 1999 was estimated to have been the peak of Pokemania 318 319 320 321 Supporting the American release of The First Movie was a promotional action with Burger King one of the largest in the history of the fast food industry 322 323 324 The success of the promotion resulted in supply issues restaurants often ran out of Pokemon toys to include with their meals 324 325 326 327 On December 27 328 Burger King recalled its Poke Ball toy after a 13 month old girl died suffocating on one 329 330 On October 15 2000 Pokemon Gold and Silver were released in North America Within a week the pair had become the fastest selling game of all time an accomplishment it kept for two years until Grand Theft Auto Vice City 331 In Europe Gold and Silver were released on April 6 2001 332 The Pokemon Company and Pokemon USA established On April 23 1998 Pokemon Center Co Ltd was founded as a joint venture by Nintendo Creatures and Game Freak 333 It was initially formed for the management of specialized merchandise stores called Pokemon Centers of which the first location opened in Nihonbashi Tokyo on July 18 1998 334 335 Throughout the years multiple Japanese Pokemon Centers would open and close As of May 2023 update a total of 22 Pokemon merchandise shops exist in Japan 336 An American Pokemon Center also existed in New York City from 2001 337 to 2005 338 It then reopened as Nintendo World 339 later renamed Nintendo New York 340 After the release of Gold and Silver Tsunekazu Ishihara began setting out a number of long term goals for the Pokemon franchise which included releasing a movie every year a condition which Shogakukan mostly kept As part of Ishihara s plan the Pokemon Center Co Ltd was reformatted into The Pokemon Company TPC which was officially established in October 2000 334 341 The goal of TPC is to centralize and streamline the global management of Pokemon 342 Satoru Iwata who had joined Nintendo of Japan in June was involved with the company s creation which was one of his first jobs at Nintendo 341 In February 2001 Pokemon USA PUSA was established an affiliated firm of The Pokemon Company 334 The company s first president was Tatsumi Kimishima who would later become president of NoA and subsequently president of NoJ In 2002 Kimishima was succeeded by Akira Chiba 2001 2006 End of the craze business reforms In North America Pokemania peaked in 1999 Throughout the next year it showed signs of slowing down 343 On April 29 2000 the anime was bumped off Kids WB s 1 spot after holding it for 54 weeks Around the same time Pokemon was surpassed at Fox Kids by its rival Digimon 344 In late 2000 Wizards of the Coast laid off 100 employees owing in part to the weakening demand for Pokemon cards 345 Its parent company Hasbro reported a loss over 2000 and the first half of 2001 346 347 partly due to an overly optimistic forecast regarding the demand for Pokemon cards and toys 348 349 350 In Europe the craze peaked in 2000 which offset some of Hasbro s losses 351 352 On January 20 2001 The New York Times reported that Pokemon s trading card market had collapsed in the US 353 A June 2001 survey in the United Kingdom confirmed that Pokemon s popularity was waning there 354 Tobin 2004 wrote By the summer of 2001 Pokemon s shelf space in Japanese and U S toy stores was but a fraction of what it enjoyed in the fall of 1999 355 By the end of 2001 Pokemania was fading globally and by 2002 the fad was largely over 356 From 2000 to 2002 Game Freak developed Pokemon Ruby and Sapphire the successors to Gold and Silver for the newly released Game Boy Advance Masuda was promoted to director succeeding Tajiri who appointed himself executive director 357 Masuda was concerned that the end of Pokemania indicated the end of Pokemon as a whole After Gold and Silver came out it was a huge hit around the world but shortly after everyone was saying That s it The Pokemon fad is over It s dead 358 Determined to keep the franchise going GF not only wanted to prove people wrong with Ruby and Sapphire but already started planning their sequels Diamond and Pearl 2006 They also began planning remakes of older installments starting with FireRed and LeafGreen 2004 recreations of the original Red and Green 358 Ruby and Sapphire were released in Japan on November 21 2002 and in the rest of the world the next year The games introduced 135 new Pokemon bringing the total amount to 386 Because of this Golin Harris NoA s ad agency 237 advised them to move away from the Gotta catch em all slogan They reasoned that if new younger players were drawn into the franchise with Ruby Sapphire they would find the concept of catching them all to be a daunting if not impossible task if they didn t also have Red Blue Yellow and Gold Silver Crystal 359 Dockery 2022 noted that from both a marketing perspective and really a legal perspective it would not be to the company s advantage to keep pushing that slogan The phrase was referenced and used sparingly from time to time in the coming years but never again was it at the forefront of Pokemon s marketing 359 However the slogan did occasionally resurface in a prominent manner including in the English theme songs of season 17 which was a remake of the first theme song 360 and season 19 361 By 2002 the relationship between PUSA and Wizards of the Coast had deteriorated That year at least seven high profile employees were poached from Wizards by PUSA Wizard s former art director senior graphic designer business manager events marketing director project management director and two vice presidents All employees had signed NDAs 345 362 In March 2003 PUSA told Wizards that their contract would not be renewed and that Wizards would not be distributing the new Ruby amp Sapphire card set 363 Later Wizards was also prohibited from releasing the sets Jamboree and Legendary Collection II 364 Notably Jamboree was the first set containing cards designed by Wizards themselves As considerable time and money was invested into creating them Wizards was upset when they were barred from putting them out On October 1 2003 the day after their agreement expired Wizards filed suit against Pokemon USA alleging that the defendant had seized their intellectual property and trade secrets and illegally tried to gain advantage over them in the competitive trading card market 345 362 The case was settled out of court 365 Jamboree and Legendary Collection II have remained unreleased In October 2001 4Kids Entertainment signed a new contract with PUSA continuing to serve as Pokemon s exclusive licensing agent and anime localizer 342 On December 23 2005 it was announced that the agreement would not be renewed and would expire on December 31 with PUSA moving all licensing in house 366 367 The localization of the anime would be done by PUSA in cooperation with TAJ Productions PUSA proceeded to replace almost all of the original English voice actors who were still under contract with 4Kids 368 This decision raised the ire of fans and the actors themselves 369 According to Stuart Zagnit who voiced Professor Oak the recasting was done to cut back on costs 368 In March 2003 Pokemon UK was established in London as a British representative of The Pokemon Company 334 2006 2015 Generation 4 6 TPCi established In Japan Pokemon Diamond and Pearl were released for the Nintendo DS on September 28 2006 On the same day season 10 of the anime started which is the first season of the Diamond and Pearl series S10 S13 The Diamond and Pearl video games were released in the West in 2007 In 2009 Pokemon USA and Pokemon UK merged to form The Pokemon Company International TPCi 8 This subsidiary of The Pokemon Company TPC has since managed the Pokemon franchise outside of Asia In Japan Pokemon Black and White were released on September 18 2010 again for the Nintendo DS In the West the games were released the next year The anime followed suit with season 14 the first season of the Black and White series S14 S16 Pokemon X and Y were released worldwide for the Nintendo 3DS on October 12 2013 It was followed by Pokemon Sun and Moon for the same console on November 18 2016 2016 Pokemon Go nbsp Players during the Pokemon Go Fest in Chicago in 2017In 2016 the Pokemon franchise spawned a second worldwide fad with the release of Pokemon Go a mobile augmented reality game The app originated as a Google April Fools s Day joke in 2014 the Google Maps Pokemon Challenge The prank was conceived by Tsunekazu Ishihara and Satoru Iwata 370 On Ishihara s initiation 371 the hoax was turned into an actual video game developed by Niantic Ishihara was a fan of Niantic s previous transreality game Ingress and saw the game s concept as a perfect match for Pokemon 371 Through in game purchases the game generated more than 160 million by the end of July 2016 372 with App Annie reporting that Pokemon Go had generated around 10 million in revenue every day that month 373 The same month Sensor Tower reported that the game had passed more than 200 million in worldwide revenue beating every existing record set by Clash of Clans and Candy Crush by a wide margin 374 The average daily usage of the app on Android devices in July 2016 exceeded that of Snapchat Tinder Twitter Instagram and Facebook 375 By September 2 2016 Pokemon Go had generated more than 440 million in worldwide revenue according to Sensor Tower 376 By September 30 it had received 500 million downloads and grossed 470 million in 80 days according to market research firm Newzoo 377 Pokemon Go reached the milestone of 600 million in revenue after only 90 days on the market becoming the fastest mobile game ever to do so 378 2017 present Generation 7 9 Pokemon Let s Go Pikachu and Let s Go Eevee were released worldwide for the Nintendo Switch on November 16 2018 The games are remakes of Pokemon Yellow Pokemon Sword and Shield were released on November 15 2019 for the Switch Its follow up Pokemon Legends Arceus followed on January 28 2022 again for the Switch The most recent installments of the franchise s video game series are Pokemon Scarlet and Violet released for the Switch on November 18 2022 MediaVideo games and other software Main articles Pokemon video game series and List of Pokemon video games Pokemon video games have been released in a wide variety of genres As of June 2023 update a total of 122 Pokemon games have been published According to Pokemon s official website as of March 2023 update over 480 million Pokemon game units have been sold worldwide 379 Core series The core series role playing games are the central installments of the franchise and are commonly classified in generations For example Pokemon director Junichi Masuda referred to Diamond and Pearl 2006 as the fourth generation 380 and X and Y 2013 as the sixth generation 381 The first generation and the franchise as a whole began with Pocket Monsters Red and Green 1996 released outside Japan as Pokemon Red and Blue 1998 A special Pikachu version Pokemon Yellow 1998 followed The second generation began with Pokemon Gold and Silver 1999 A special edition Pokemon Crystal 2000 was released later This pattern was repeated in the third and fourth generations Pokemon Ruby and Sapphire 2002 were followed by Pokemon Emerald 2004 and Pokemon Diamond and Pearl 2006 were followed by Pokemon Platinum 2008 The fifth generation includes Pokemon Black and White 2010 and Pokemon Black 2 and White 2 2012 for the Nintendo DS The sixth generation began with Pokemon X and Y 2013 for the Nintendo 3DS Pokemon Sun and Moon 2016 and Pokemon Ultra Sun and Ultra Moon 2017 also released for the Nintendo 3DS comprise the seventh generation With the launch of the Nintendo Switch came the eighth generation games Pokemon Sword and Shield 2019 and Pokemon Legends Arceus 2022 The most recent core Pokemon RPGs are Pokemon Scarlet and Violet 2022 comprising the ninth generation for the Switch Throughout the years a number of remakes of previous core series games have been released FireRed and LeafGreen 2004 HeartGold and SoulSilver 2009 Omega Ruby and Alpha Sapphire 2014 Brilliant Diamond and Shining Pearl 2021 and Let s Go Pikachu and Let s Go Eevee 2018 The latter pair of games are remakes of Pokemon Yellow Side series Pokemon Stadium 1998 is considered the first Pokemon side game In Japan it was followed by Pokemon Stadium 2 1999 which was later released internationally as Pokemon Stadium 2000 The original Pokemon Stadium has never been released outside Japan It was followed by Pokemon Stadium Gold amp Silver 2000 which was released outside Japan as Pokemon Stadium 2 2001 The games allow players to use a Transfer Pak to load their Pokemon from their Game Boy cartridge onto their Nintendo 64 memory card and into the game None of the Stadium titles feature a storyline like the RPGs focusing mainly on Pokemon battles Pokemon Colosseum 2003 and Pokemon XD Gale of Darkness 2005 are RPGs for the GameCube developed by Genius Sonority Pokemon Battle Revolution 2006 released for the Wii was also developed by Genius Sonority Unlike Colosseum and XD Battle Revolution has no storyline focusing on battles Via WiFi the game can connect with the Nintendo DS and transfer Pokemon between Battle Revolution and Pokemon DS games Spin offs Pokemon spin off games have been created since the early days of the franchise Hey You Pikachu 1998 is a virtual pet simulator in which the player can communicate with the titular character through a microphone bundled with the game In Pokemon Snap 1999 the objective is not to catch Pokemon but to photograph them Pokemon Puzzle League 2000 and Pokemon Puzzle Challenge 2000 are based on Tetris Attack Other early spin offs include Pokemon Trading Card Game 1998 and Pokemon Pinball 1999 Pokemon Channel 2003 combines elements of the adventure virtual pet and simulation genres and is a spiritual successor to Hey You Pikachu The Pokemon Mystery Dungeon series are roguelike RPGs in which the player controls various Pokemon instead of a human trainer The series is notable for featuring randomly generated dungeons making every playthrough unique The Pokemon Ranger series are action RPGs It consists of three titles all released for the Nintendo DS In the games the player catches Pokemon by drawing circles around them on the DS s touchscreen using the stylus After catching the Pokemon befriends the player and follows them around aiding them in catching other Pokemon and solving puzzles Befriended Pokemon will leave after a while and return to their habitat The Pokemon Rumble series consists of beat em up games featuring melee battles PokePark Wii Pikachu s Adventure 2009 and its sequel PokePark 2 Wonders Beyond 2011 are action adventure games The player controls Pikachu and travels through the titular park engaging in battles completing minigames and making friends with the various Pokemon that live there Detective Pikachu 2018 is an adventure game for the Nintendo 3DS in which Tim Goodman and his Pikachu friend solve various mysteries The game was adapted into a live action film that premiered in 2019 Three crossover games with Pokemon have been released Pokemon Conquest 2012 is a tactical RPG crossover with Nobunaga s Ambition Pokken Tournament 2016 and the enhanced version Pokken Tournament DX 2017 are fighting game crossovers with Tekken The Pokemon Company first entered the mobile phone game market in 2011 with Pokemon Say Tap a Japan only rhythm based game for iOS and Android Since then a large number of Pokemon mobile games have been released most notably Pokemon Go 2016 an augmented reality game developed by Niantic that became a worldwide fad in the summer of 2016 Pokemon Duel 2016 is a discontinued digital tabletop game based on the Pokemon Trading Figure Game Pokemon Quest 2018 is an action adventure game with a Minecraft inspired graphical design Pokemon Cafe Mix 2020 later renamed Pokemon Cafe ReMix is a puzzle game in which players need to swipe and match various icons within a time limit Pokemon Unite 2021 is a multiplayer online battle arena game Other software A number of transfer programs have been released to move Pokemon in between games and other storages Pokemon Box Ruby and Sapphire 2003 for the GameCube My Pokemon Ranch 2008 a discontinued WiiWare app and Pokemon Bank 2014 a discontinued Nintendo eShop app for the 3DS The most recent transfer program is Pokemon HOME 2020 for iOS Android and the Nintendo Switch HOME allows transferring Pokemon to and from Sword Shield Scarlet Violet the Let s Go games and Pokemon Go Pokemon Sleep is a sleep tracking app that rewards the user with Pokemon depending on the quality of their sleep Trading card game Main articles Pokemon Trading Card Game and List of Pokemon Trading Card Game sets nbsp Palkia a card from the Diamond and Pearl Base SetThe Pokemon Trading Card Game PTCG was one of the first collectable card games CCGs in Japan It was inspired by Magic The Gathering 143 144 145 As with all CCGs it is played with a deck in this case a stack of 60 cards Players can build their own deck or use a pre constructed one There are various types of cards including Basic Pokemon evolved Pokemon Energy cards and Trainer cards The player who wins a coin toss begins by drawing seven cards from their shuffled deck From the cards in their hand the player has to put one Basic Pokemon i e an unevolved Pokemon on the field This is the Active Pokemon which the player will attack with If the player did not draw a Basic Pokemon they will need to reshuffle their deck and try again taking a mulligan 382 Aside from placing a Basic Pokemon on the field players can also place dormant Basic Pokemon on the Bench When the Active Pokemon is Knocked Out the player must put that Pokemon in the discard pile and move a new Pokemon from their Bench to the Active Spot For each subsequent turn the player draws one card from their deck The player who Knocks Out the opponent s Active Pokemon normally takes one Prize card different Pokemon variants reward variable amounts of Prize cards A match ends when either player claims all of their Prize cards 383 To attack players must place Energy cards from their hand to their Active or Benched Pokemon putting them underneath them with the top part sticking out All attacks require a certain amount of Energy cards some of specific types One of the main difficulties of the game is that players need to strategize which Energy cards they should give to which Pokemon With each turn the player can evolve one Pokemon if they have an Evolution card in their hand Evolved Pokemon are stronger they have more Hit Points HP and their attacks deal greater damage However they also require more Energy cards Damage is indicated using damage counters small plastic cards placed on top or right next to the card Trainer cards have various effects They include healing items items to be held by Pokemon and cards that allow the player to draw more cards from their deck 383 The Pokemon Trading Card Game was designed by Creatures which continues to develop new cards and card sets to this day According to the official website of The Pokemon Company 43 2 billion cards have been produced as of March 2022 379 As of June 2023 update the fan site Bulbapedia documents 96 main card sets 13 special editions and 36 promotional sets 384 Anime Main articles Pokemon TV series List of Pokemon films and List of Pokemon special episodes As of 2023 update the anime consists of over 1 200 episodes across 26 seasons with the latest Pokemon Horizons The Series premiering in April 2023 The anime originally focused on Ash Ketchum and his travels across the Pokemon world with his partner Pikachu They were retired as protagonists after the 25th season 385 and Pokemon Horizons introduced two new protagonists Liko and Roy 386 A total of 23 anime films have been released the most recent being Pokemon the Movie Secrets of the Jungle 2020 Spin off series from the anime have also been produced The first of these the Weekly Pokemon Broadcasting Station 週刊ポケモン放送局 Shukan Pokemon Hōsōkyoku aired on TV Tokyo from 2002 to 2004 The variety show featured anime episodes focusing on various characters featured in the series Episodes from this series were aired in English as part of Pokemon Chronicles Three television specials were also released Pokemon Mewtwo Returns The Legend of Thunder and Pokemon The Mastermind of Mirage Pokemon Several short films focusing on Pikachu and other Pokemon have been released primarily preceding the films Pokemon Mystery Dungeon 2007 Pokemon Ranger Guardian Signs 2010 Pokemon Origins 2013 Hoopa s Surprise Ring Adventures 2015 Pokemon Generations 2016 The Two Professors 2018 Pokemon Twilight Wings 2020 Poketoon 2020 Pokemon Evolutions 2021 Pokemon Hisuian Snow 2022 Cube Shaped Pokemon on Cubie Island 2023 and Pokemon Path to the Peak 2023 are separate animated mini series Two new mini series Pokemon Paldean Winds and Pokemon Concierge are scheduled to air in September 2023 and December 2023 respectively 387 Live action Films A live action film Detective Pikachu based on the video game of the same name was released in 2019 In February 2023 a representative from Legendary Entertainment said that a sequel is in active development 388 389 Television drama A live action television drama produced by The Pokemon Company and TV Tokyo titled Pocket ni Boken o Tsumekonde is set to premiere on TV Tokyo on October 20 2023 390 Reception1999 2000 nbsp November 1 1999 cover of The New Yorker which depicts a Pikachu carrying away a bag overflowing with money as a few trick or treaters stand and watch In 1999 and 2000 Pokemon was an unprecedented ubiquitous fad in the Western world Time magazine described it as a multimedia and interactive barrage like no other before it 93 The franchise which is primarily aimed at children elicited mixed responses from parents and teachers some of them critical Yano 2004 even claimed that the reactions at one point constituted a moral panic 391 The bulk of the criticism on Pokemon was directed at the trading cards 392 in particular the booster packs sealed packages of 11 f randomly inserted cards that were sold separately from the main sets The cards are of varying scarcity the most valuable being the holofoil cards also called holographic or foil cards in which the illustrations of the Pokemon have a shiny overlay effect The rare cards can only be found in booster packs and the rarest ones are very infrequently included Tobin 2004 notes that rarity in this case is artificially created and effectively a form of gambling in which children need to repeatedly purchase booster packs to get more rare cards 393 Brougere 2004 described a cynicism among adults that corporations could apparently out of thin air ascribe value to cards which they saw as valueless thereby deceiving vulnerable young consumers and garnering excessive profits 392 As the franchise s popularity grew children began taking their Pokemon cards to school for trading and playing Soon the cards were alleged to be disrupting learning poisoning playground friendships and causing such distraction that some children forget their homework tune out in class and even miss school buses as they scramble to acquire one more card 394 The fad turn ed the playground into a black market 395 with card swaps sometimes inciting conflicts Certain children engaged in aggressive trading 396 tricking other often younger kids into unfair deals forcing teachers to arbitrate 397 398 399 400 Some parents expressed their concerns about the craze but feared that their children would be ostracized if they were to deny them Pokemon products 401 402 403 In the US the Pokemon cards ended up almost universally banned from school grounds 404 Similar bans occurred in Canada 405 406 Australia 407 New Zealand 408 and European countries 403 409 410 In September 1999 US based law firm Milberg filed a class action lawsuit against Nintendo of America Wizards of the Coast and 4Kids The suit claimed that the booster packs constitute a form of lottery and promote gambling in kids 411 412 Susan Estrich noted that similar lawsuits had been filed against trading card makers in the US without success 413 The Pokemon card suit is not known to have gone to court and is believed to have been settled i The Pokemon anime series was criticized by some as cheap Japanese animation 415 that is violent 16 416 417 and has little educational value 418 Michelle Orecklin of Time dismissed the TV series as less a cartoon than a half hour exercise in Pokemon product placement 419 Allison 2006 wrote that even those within Pokemon s US marketing team agreed that the anime s visuals were not especially sophisticated compared to Disney cartoons 415 Pokemon The First Movie premiered in the United States on November 12 1999 and in European countries in February 2000 While it was a huge box office success the film was received negatively by several Western film critics 420 421 The Guardian decried it as a contemptuously cheap animated cash in on the monster kids craze 422 The American adult animated series South Park satirized Pokemon in the episode Chinpokomon aired on November 3 1999 In the episode a franchise titled Chinpokomon is portrayed as a low quality line of products that is part of an evil plan by the Japanese government to invade the US South Park co creator Matt Stone commented that at the time Pokemon was scary huge 423 Kohler 2016 wrote that at the time Pokemon was considered ruthlessly commercial and that it program med children to be consumers of anything and everything Pokemon 424 CNN quoted child psychiatrist John Lochridge as worrying that Pokemon s creators and marketers deliberately set out to create a fantasy world so compelling that children would quickly become obsessed He believed that kids were being brainwashed and said I have had parents tell me that they cannot get their kids to do anything except Pokemon so this stuff seems to really capture their minds in a way 4 These concerns were countered by psychologist William Damon who told Newsweek that obsessing is in fact a normal part of a child s neurological development It should concern parents only when the obsession gets dangerous or excessive 425 An op ed in the New Zealander newspaper The Dominion Post claimed that the anti Pokemon sentiment was particularly American The backlash which seems largely confined to the United States may be no more than the sound of the world s leading cultural imperialist gagging on a taste of its own medicine 426 As Pokemania built Western media started reporting on several crimes associated with Pokemon These included violence 407 427 including two reported stabbings 428 429 burglaries 430 431 robberies 427 432 some at knifepoint 433 434 and shoplifting 435 436 Almost all these incidents were connected to the Pokemon cards and the individuals involved were almost always underage In the US these incidents peaked in November 1999 318 In England Pokemon related delinquency reached a head in April 2000 433 437 High prices on the grey market were a motive behind some of the crimes posing a great temptation for older kids and bullies to take advantage of weaker children 438 At specialty shops and online auctions rare Pokemon cards could be bought and sold for prices of 50 or more c 88 in 2022 439 Aside from the negative reactions many media also cited alleged beneficial effects of Pokemon 440 441 442 It was noted that the video games and the cards require children to read memorize calculate and plan out a strategy 3 160 443 Both encourage socialization and trading Pokemon requires negotiating skills 4 10 12 Stephanie Strom wrote in The New York Times that the Pokemon anime taught children traditional Japanese values responsibility empathy cooperation obedience respect for elders humility 444 Anne Allison interviewed various American parents during Pokemania She found that while most of them were utterly mystified about Pokemon few were overly worried about it instead meeting the craze with befuddled acceptance Allison also notes that the Columbine High School massacre coincided with the fad causing violent television music and games to be scrutinized Compared to these media she notes Pokemon is in fact rather tame 445 In contrast Pokemon received far less criticism in its native country of Japan Yano 2004 attributes this to cultural differences which includes 1 greater acceptance of exuberant consumerism to buy is to be a good citizen 2 less focus on media influence instead Japan s educational system bullying and dysfunctional families are more often the target of attention 3 less separation between child and adulthood what is suitable for adults is not necessarily considered unsuitable for kids 4 Pokemon being permeated with kawaisa cuteness a hallmark of Japanese culture 5 Japan s core religions Buddhism and Shinto are less moralizing in nature 446 However Oliver Burkeman wrote in The Guardian that the Pokemon cards were also banned from some Japanese schools 18 Legacy and influences nbsp Two Pokemon Jets of All Nippon AirwaysSee also Cool Japan and Anime and manga fandom After World War II Japan experienced a period of unprecedented growth and became well known in the Western world for its consumer products such as radios e g Panasonic Toshiba cars e g Toyota Mitsubishi and Sony s Walkman 447 From 1991 onwards its economy stagnated causing the country to lose its status as an economic superpower However during the 1990s and 2000s Japan re emerged as a source of cool cultural goods embraced by a growing international audience interested in Japanese culture 448 449 450 451 Nintendo Sega and Sony launched several popular video game consoles and franchises 239 452 453 In terms of children s properties the success of Mighty Morphin Power Rangers changed perceptions on the viability of such Japanese imports in the West 454 455 456 The Tamagotchi fad 1997 98 457 centered around a portable digital pet device was said to have paved the way for Pokemon 238 Anne Allison 2006 wrote that before the 1990s Japan figured little in the face of the worldwide hegemony of Euro American cultural industries in particular that of the US Hollywood has been hostile to imports she wrote and foreignness has largely been and been seen as an impediment to mass popularization in the United States 458 The surprise success of Pokemon was an undeniable breakthrough in the homeland of Disney that changed preexisting assumptions about the US marketplace at the same time that it was constantly resisted for deviating from them 459 Pokemon was a welcomed boon to Japan s faltering economy 209 and positively influenced the country s soft power 460 461 Kamo 2000 interviewed various American children and found that kids who thought Pokemon was cool were more likely to believe that Japan was a cool nation 462 Allison 2003 gave a similar finding all the children she interviewed knew where Pokemon originated and many said that as a result of Pokemon and other cool Japanese goods they had developed an interest in Japan A number said that they now wanted to study Japanese and travel there one day 463 Kohler 2016 wrote Japanese are proud of Pokemon the most successful export of Japanese popular culture ever 464 Although Iwabuchi 2004 questioned to what extent Pokemon really is Japanese and to what extent it is simply a good property with universal appeal He noted that Japanese nationalist commentators celebrated Pokemon s global success and retrospectively attributed this to its Japanese cultural power 465 while ignoring the localization of Pokemon overseas 466 as well as decades of increasing cooperation and cultural exchange between countries globalization 467 In the 20th century anime found niche popularity in North America and Europe in series such as Astro Boy Kimba the White Lion and Speed Racer and films such as Akira and Ghost in the Shell 258 263 468 469 The Pokemon anime series and films marked a breakthrough for anime contributing to its growing worldwide success at the turn of the 21st century 15 17 470 471 For some children Pokemon was their introduction to Japanimation 472 serving as a gateway to other anime manga and Japanese culture in general 473 474 Pokemon The First Movie became one of the most successful Japanese animated films in history 317 After Princess Mononoke Pokemon The First Movie became the second anime film to open at mainstream cinemas in the West as opposed to the usual art house venues 475 Pioneering anime importer John Ledford noted that Pokemon underscored the commercial potential of anime thus making it interesting from a business perspective 476 The success of Pokemon encouraged companies to look for other popular Japanese properties that might be localized for Western markets 246 477 478 The importing of at least three similar franchises were confirmed by business executives to have been partly inspired by Pokemon Yu Gi Oh 479 Digimon 480 and Monster Rancher 481 The import of Cardcaptor Sakura as Cardcaptors might also have been prompted by Pokemon 482 483 Footnotes Japanese ポケモン Hepburn Pokemon This count excludes Mega Evolutions Dynamax Gigantamax regional variants and many other different forms These forms are not considered separate species of Pokemon but variations of existing ones a b Four 42 original card games are known to have been designed by Itoi Slot Brothers 43 Edoka 44 Hanamaru 45 and Rameka 46 The 1998 book The Secrets of Pokemon states that the last three games were contributed to by Ishihara 47 In Dragon Quest II the item is called ふしぎなぼうし Fushigina Bōshi i e Mysterious Hat The Japanese Pokemon RPGs feature an item called ふしぎなアメ Fushigina Ame i e Mysterious Candy This item raises the level of a Pokemon by one In the English games it is called Rare Candy Randomly generated layouts would later be used in the Pokemon Mystery Dungeon series of spin off games beginning with Blue and Red Rescue Team 2005 a b From the original Base Set to the Neo Destiny sets the booster packs contained 11 cards After that and throughout the third generation EX sets the booster packs contained 9 cards From the fourth generation Diamond and Pearl sets onwards the packs contained 10 cards Since the seventh generation Sun and Moon sets the packs have again contained 11 cards A definitive number could not be established The Fire and Disaster Management Agency announced that as of 17 00 December 17 a total of 685 people had been taken to hospitals in direct relationship to the Pokemon episode Of these 208 people were actually hospitalized 219 However different figures have been stated by different sources 220 221 According to Hatakeyama amp Kubo 2000 approximately 750 children were taken to hospitals of which 135 were hospitalized 222 It has been reported that due to the incident catching the country off guard different methods of surveying were used throughout Japan and these methods were not always accurate 223 However Sailor Moon did gain a cult following at the time 259 After being pulled from syndication in spring 1996 due to low ratings 260 it was broadcast again on USA Network fromJune 1997 to March 1998 261 The anime subsequently had a successful run on Cartoon Network s Toonami block from June 1 1998 to July 5 2002 259 261 In her 2006 book Millennial Monsters Anne Allison mentions the card suit and writes within parentheses that it was eventually settled out of court 414 However she does not cite a source for this The full sentence does contain an inline citation to a New York Times piece but this article doesn t state that the case was settled References Kimura Makoto February 27 2006 ポケットモンスター 1996 1998 Pocket Monsters 1996 1998 PDF 2nd version Waseda University archived from the original PDF on January 6 2018 ポケモンの主要顧客層は 5 12 歳の少年少女である Pokemon s main customer base is boys and girls aged 5 to 12 Tomisawa Akihito September 1 2000 ゲームフリーク 遊びの世界標準を塗り替えるクリエイティブ集団 Game Freak A Creative Group That Redefines the Global Standard for Gaming Media Factory pp 138 139 ISBN 978 4840101189 やがて どうせ子供向けのゲー厶だろう と見向きもしなかつた大人たちまでが手を出しはじめた Soon the game was even picked up by adults who initially didn t pay attention to it as they considered a children s game a b c d Mcfarland Melanie Parvaz D H April 11 1999 Are Your Children Nuts About Little Cartoon Creatures From Japan Don t Know Why The Diagnosis Is Simple Pokemon Fever The Seattle Times Archived from the original on May 8 2023 And yes there are plenty of adult fans as well a b c Lockridge Rick October 14 1999 Pokemon mania sweeps United States CNN Archived from the original on February 5 2002 Some grown ups admit they enjoy the game themselves Sahdev Ishaan December 1 2014 Pokemon s Audience Is Growing Older Siliconera Archived from the original on January 20 2020 a b Legal Information pokemon com Hatakeyama Kenji Kubo Masakazu December 10 2000 ポケモン ストーリー Pokemon Story Nikkei BP pp 474 475 ISBN 978 4822241995 こうした合議制に近いシステムは 実は有名キャラクターではそれほど一般的なシステムではありません いま 世界的キャラクターの中で 原作権が1大 もしくは1社に集約されていないキャラクタ は ポケモンただ一つでしょう Such a council like system is actually not that common among well known properties Pokemon is probably the only character in the world today whose original rights are not consolidated in the hands of a single major copyright holder or a single company a b Daswani Mansha April 9 2009 Pokemon Merges North American European Operations WorldScreen com Archived from the original on April 13 2009 a b c d e Tsukayama Hayley August 4 2016 Meet the man who made Pokemon an international phenomenon The Washington Post Archived from the original on August 4 2016 a b c d e f Baylis Jamie August 29 1999 Invasion Of Pokemon The Washington Post p H01 Archived from the original on June 27 2023 Pokemon is at once plural and singular Pokemon Dictionary com Unabridged Online n d a b Liu Caitlin May 10 1999 Pokemon Is One Powerful Drawing Card Los Angeles Times Archived from the original on February 28 2021 Parents said that although some Pokemon charters sic are violent the depiction of blood and gore that comes into family rooms every night is far worse Graeber Laurel August 29 1999 Masters of the Universe Youth Division The New York Times p 4 Archived from the original on February 20 2023 But on the other hand I don t worry about it as much as say Beast Wars Batman or X Men all animated series that she said emphasized violence a b Thomas Lester Avis December 13 1999 For Parents It s No Game Pokemon Plays Hard to Get The Washington Post p B1 Archived from the original on February 27 2023 Parents find them less violent than some other recent toy phenomena such as the Teenage Mutant Ninja Turtles a b c Mallory Michael October 12 2001 Kids Anime Hits Critical Mass Los Angeles Times p F18 Archived from the original on March 22 2023 The anime managed to crack a perennial kids TV nut how to present action without violence It s the stylized whimsical little monsters that do all the fighting not the humans a b Plotz David November 12 1999 Pokemon Little Yellow Different Better Slate Archived from the original on March 16 2003 Pokemon softens its violence with sweetness Like Ninja Turtles and Power Rangers Pokemon is packed with battle scenes But it is far gentler Pokemon never die they only faint a b Howe Rupert March 5 2000 Made in Japan Chasing the Dragon Pokemon Was Nicknamed Kiddie Crack But a New Wave of Japanese Monsters Threatens to Be Even More Addictive The Independent pp 20 23 But Pokemon was different Pokemon monsters famously do not die they simply suffer a cute fainting fit And it s this emphasis on non violent problem solving and group action which also informs the new shows a b Burkeman Oliver April 20 2000 Pokemon power The Guardian p A2 Archived from the original on June 5 2023 It s certainly hard to make charges of violence stick Pokemon fights are ceremonial and impeccably polite in a uniquely Japanese way and the monsters never die anyway they just faint before rejuvenating themselves at special Pokemon hospitals スペシャル対談 田尻智さん ゲームフリーク VS 石原恒和さん クリーチャーズ 対談 4ページ目 Interview Satoshi Tajiri Game Freak vs Tsunekazu Ishihara Creatures Page 4 Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on February 5 2003 Translation Parkin Simon October 11 2013 Pokemon from bugs to blockbuster The Guardian Archived from the original on October 11 2016 Satoshi Tajiri was obsessed with catching insects in his youth Hatakeyama amp Kubo 2000 p 133 Sato Tetsurō March 30 1998 ポケモン 誕生物語 The Birth of Pokemon In Ohtsuki Takahiro ed ポケモンの魔力 The Magic of Pokemon Mainichi Newspapers p 131 ISBN 978 4620312187 Sato Tetsurō The Birth of Pokemon In Ohtsuki 1998 p 132 133 Sato Tetsurō The Birth of Pokemon In Ohtsuki 1998 p 133 a b Miya Shoutarou Tajiri Satoshi March 12 2004 Satoshi Tajiri A Man Who Created Pokemon Ohta Publishing pp 55 57 ISBN 978 4872338331 Interview with Satoshi Tajiri GameCenter CX Season 1 Episode SP Japan Fuji TV May 30 2004 Event occurs at 10 40 11 46 Tomisawa 2000 p 168 当時は 現在のようなゲー厶情報が掲載された専門の雑誌はまだ存在していなかった Sato Tetsurō The Birth of Pokemon In Ohtsuki 1998 p 133 当時はTVゲームの攻略法を解説した雑誌など皆無だった Miya amp Tajiri 2004 p 146 148 Tomisawa 2000 p 198 200 a b Hatakeyama amp Kubo 2000 p 82 Otocky at MobyGames Sedic at MobyGames Hatakeyama amp Kubo 2000 p 82 83 a b c Tomisawa 2000 p 30 Hatakeyama amp Kubo 2000 p 83 Encyclopedia of Video Games ASIN 4946432310 a b Hatakeyama amp Kubo 2000 p 97 98 Hatakeyama amp Kubo 2000 p 80 a b c d ポケモン誕生秘話大公開 川口孝司さん 任天堂 インタビュー The secret story of Pokemon s birth is revealed Interview with Takashi Kawaguchi Nintendo Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on December 16 2002 a b c d e 増田氏が語る ゲームフリークが世界で通じる会社になるまで Game Freak s Path to Worldwide Fame As Told By Masuda Shukan Famitsu May 23 2019 p 82 86 Ishihara in particular was fond of card games and used that insight to advise on how to add more depth to the battle system To be honest things like the Pokemon types the link cable battles and the Pokedex were all added later in development based on his suggestions Ishihara also gave us some pointers on the story and setting デザイナー別 ゲームリスト 糸井 重里 Game list by designer Shigesato Itoi gamers jp com Archived from the original on May 14 2023 APE 糸井重里 スロットブラザーズ APE Shigesato Itoi Slot Brothers Mandarake Archived from the original on May 14 2023 エイプ 糸井重里 痛快カード時代劇 エドカ Ape Shigesato Itoi Edka card game Mandarake Archived from the original on May 14 2023 はなまる作文ゲーム Hanamaru composition game Mercari Archived from the original on June 22 2022 ラメカ 糸井重里 Rameka Shigesato Itoi Mercari Archived from the original on June 23 2022 Pokemon Business Study Group June 1 1998 ポケモンの秘密 The Secrets of Pokemon Shogakukan p 113 Tomisawa 2000 p 226 Tomisawa 2000 p 225 Tomisawa 2000 p 248 254 Company Profile gamefreak co jp Archived from the original on August 19 2017 Hatakeyama amp Kubo 2000 p 484 Tajiri Satoshi December 1 1995 新ゲームデザイン New Game Design Enix p 156 Translation a b Pocket Monsters Encyclopedia Aspect April 5 1996 p 140 ISBN 978 4893664945 Translation Tomisawa 2000 p 20 21 Interview with Satoshi Tajiri 2004 Event occurs at 28 04 29 54 Pokemon Business Study Group 1998 p 35 Tomisawa 2000 p 23 Hatakeyama amp Kubo 2000 p 133 135 つまり ゲームを知った日を境界線として 田尻のゲームを知るまでの世界は永遠に失われたわけですが その失われた世界を ゲームを知った後の田尻はもう一度取り戻そうとして ポケモンを作り出したのでした In other words the world Tajiri knew up to the day he learned about games was lost forever But after that Tajiri tried to regain the world that he had lost by creating Pokemon Hatakeyama amp Kubo 2000 p 316 a b Larimer Tim Yokota Takashi November 22 1999 The Ultimate Game Freak online exclusive Time Archived from the original on April 21 2017 Ultraman with his capsule monsters they all became ingredients for the game Shida Hidekuni Matsui Tomoo May 1 2001 ゲーム マエストロ VOL 4 デザイナー イラストレーター編 Game Maestro Volume 4 Designers Illustrators Mainichi Communications ISBN 978 4839903879 Translation Miya amp Tajiri 2004 p 130 Translation Hatakeyama amp Kubo 2000 p 75 76 Tajiri 1995 p 154 155 開発スタッフインタビュー ゲーム内容が決まるまで Interview with development staff Making the Game Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on December 15 2002 Translation Pokemon Business Study Group 1998 p 112 Hatakeyama amp Kubo 2000 p 43 136 a b c スペシャル対談 田尻智さん ゲームフリーク VS 石原恒和さん クリーチャーズ 対談 2ページ目 Interview Satoshi Tajiri Game Freak vs Tsunekazu Ishihara Creatures Page 2 Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on April 10 2003 Translation Tomisawa 2000 p 70 a b c Tomisawa 2000 p 65 66 Hatakeyama amp Kubo 2000 p 99 101 Hatakeyama amp Kubo 2000 p 77 78 a b スペシャル対談 後編1 田尻さんと石原さんの6年 Special Conversation page 1 Six years of Mr Tajiri and Mr Ishihara Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on February 5 2003 Translation Hatakeyama amp Kubo 2000 p 97 99 Hatakeyama amp Kubo 2000 p 15 96 Hatakeyama amp Kubo 2000 p 97 a b Tomisawa 2000 p 31 32 a b Miya amp Tajiri 2004 p 104 Hatakeyama amp Kubo 2000 p 487 a b Tomisawa 2000 p 32 33 Hatakeyama amp Kubo 2000 p 102 Pokemon Business Study Group 1998 p 43 Secrets of Pokemon How A Game Captured The World s Kids abcnews go com ABC News February 8 2000 Archived from the original on August 17 2000 Exeggutor is my favorite That s because I was always using this character while I was debugging the program Mochizuki Takashi September 21 2016 How Pokemon Became a Monster Hit The Wall Street Journal Online Archived from the original on October 4 2016 Mr Ishihara said that Exeggutor became his friend while he checked the programming of the game and together they explored many places within it and captured characters Hatakeyama amp Kubo 2000 p 105 106 Tomisawa 2000 p 74 76 77 Hatakeyama amp Kubo 2000 p 488 Hatakeyama amp Kubo 2000 p 108 Hatakeyama amp Kubo 2000 p 112 113 Hatakeyama amp Kubo 2000 p 114 発売されると同時に火がつき 多くの関係者の予想を覆して国内累計販売本数100万本という大ヒットになりました 翌92年にはNOAからアメリカ版として Yoshi が NOE 欧州任天堂 からもヨーロッパ版として Mario amp Yoshi が発売され どちらもそれぞれ100万本の売り上げを記録しました As soon as it was released the game caught fire and became a huge hit selling a total of 1 million units in Japan defying the expectations of many people involved The following year in 1992 NOA released the game as Yoshi in the US and NOE released it as Mario amp Yoshi in the European markets both of which sold 1 million copies each Hatakeyama amp Kubo 2000 p 114 このゲームには 会社の経営の面で とても助けられましたね これでゲームフリークは存続できたわけです This game helped us a lot in terms of running the company It allowed Game Freak to survive a b c d e f g Chua Eoan Howard Larimer Tim November 22 1999 Beware of the Poke Mania Time Vol 154 no 21 p 80 86 Archived from the original on June 8 2023 What s the Deal with Pokemon Electronic Gaming Monthly No 124 November 1999 p 168 170 During the six years it took to develop the project p168 It took six years for the creators to complete the game p170 Hilliard Kyle December 25 2016 Pokemon Red amp Blue A Look Back At The 20 Year Journey To Catch Em All Game Informer No 276 Archived from the original on August 30 2019 a b Pokemon Originally Had 65 535 Versions Exclusive DidYouKnowGaming June 11 2022 Event occurs at 3 42 via YouTube Pokemon Business Study Group 1998 p 39 40 もちろん 途中中断した時期も含まれているので6年丸々ひとつのソフト制作にかかっていたわけではない Of course this includes a period of interruption the company did not spent six years developing a single piece of software Kawaguchi interview 2000 最初の1年半くらいは田尻くんが試作などを持ってきていたんですが そのうちパッタリととだえてしまった For the first year and a half Tajiri kun brought in prototypes but then he stopped working on it Hatakeyama amp Kubo 2000 p 118 Tomisawa 2000 p 106 107 Hatakeyama amp Kubo 2000 p 131 Atsuko Nishida interview gamefreak co jp 1997 Archived from the original on January 21 1998 Creator Profile The Creators of Pikachu pokemon com July 26 2018 Archived from the original on August 25 2020 Sato May 3 2018 Pikachu Originally Had A Second Evolution Called Gorochu With Large Fangs And Two Horns Siliconera Archived from the original on November 22 2019 Tomisawa 2000 p 35 Miyamoto Shigeru May 16 2018 Retrospect by Shigeru Miyamoto In Kikuta Hiroyuki ed Satoshi Tajiri A Man Who Created Pokemon Shogakukan p 150 156 ISBN 978 4092701304 Translation a b Hatakeyama amp Kubo 2000 p 153 154 Miya amp Tajiri 2004 p 125 a b Pocket Monsters Encyclopedia 1996 p 142 Hatakeyama amp Kubo 2000 p 151 152 Yuuki Nae November 1997 Interview with Tajiri Famimaga 64 pp 8 13 Translation Hatakeyama amp Kubo 2000 p 152 Hatakeyama amp Kubo 2000 p 503 Hatakeyama amp Kubo 2000 p 231 232 a b COMPANY 株式会社クリーチャーズ creatures co jp Archived from the original on July 4 2017 株式会社クリーチャーズ設立 千代田区神田須田町 Establishment of Creatures Co Ltd Kanda Sudachō Chiyoda Allison Anne June 30 2006 Millennial Monsters Japanese Toys and the Global Imagination University of California Press pp 197 198 239 ISBN 978 0520245655 a b Hatakeyama amp Kubo 2000 p 476 Hatakeyama amp Kubo 2000 p 157 Pre release flyer Pokemon Green Lavender Town not an emulator BlueOctopede February 23 2011 via YouTube Cartridges of Red and Green MobyGames Hatakeyama amp Kubo 2000 p 166 174 Tomisawa 2000 p 17 Frank Allegra September 28 2018 Pokemon veteran Junichi Masuda reflects on the series early days Polygon Archived from the original on December 30 2018 Even when we were talking to our friends in the industry and saying that Oh we re working on a Game Boy game they were like Really You re working on a Game Boy game That s not going to sell very well don t you think That s kind of what the atmosphere was like in Japan at the time Hatakeyama amp Kubo 2000 p 169 Hatakeyama amp Kubo 2000 p 178 Hatakeyama amp Kubo 2000 p 170 a b c d Sato Tetsurō Pokemon course for fathers In Ohtsuki 1998 p 118 Hatakeyama amp Kubo 2000 p 171 Pokemon Business Study Group 1998 p 73 Pokemon Business Study Group 1998 p 75 76 Pokemon Business Study Group 1998 p 74 Hatakeyama amp Kubo 2000 p 195 Hatakeyama amp Kubo 2000 p 204 a b ポケットモンスター 赤 緑 100 万本突破記念 青バージョン新発売 To commemorate the sales of over 1 million copies of Pokemon Red and Green a new Blue version has been released CoroCoro Comic April 15 1996 pp 59 60 Translation a b c Just Making The Last Train Interview Iwata Asks Interviewed by Iwata Satoru Archived from the original on March 28 2023 Hatakeyama amp Kubo 2000 p 532 Tomisawa 2000 p 14 Hatakeyama amp Kubo 2000 p 210 Hatakeyama amp Kubo 2000 p 212 213 Tomisawa 2000 p 16 Pokemon Business Study Group 1998 p 88 89 a b c Hatakeyama amp Kubo 2000 p 153 a b Pokemon Business Study Group 1998 p 112 117 a b Kimura 2006 香山は続けて岩崎に 米国 WOC 社製 マジック ザ ギャザリング というトレーディングカードゲームが米国で大人気であること 石原たちが開発した ポケットモンスター カードゲーム は マジック ザ ギャザリング をヒントにしているが 純国産のオリジナルトレーディングカードゲームであることを教えた そして今の所 声をかけた 幾つかの大手卸問屋から取り組みを拒否されていることも岩崎に伝えた Kayama went on to tell Iwasaki that a trading card game called Magic the Gathering made by WOC Wizards of the Coast was very popular in the United States and that the Pokemon Card Game developed by Ishihara and his colleagues was inspired by Magic the Gathering However it was a completely original trading card game made in Japan He also told Iwasaki that so far several major wholesalers he had approached had rejected the project Brougere Gilles February 5 2004 Pokemon in France In Tobin Joseph ed Pikachu s Global Adventure The Rise and Fall of Pokemon Duke University Press p 197 ISBN 978 0822332879 Pyramid Review Pokemon Trading Card Game Pyramid SJGames com January 29 1999 Archived from the original on October 21 2020 Pokemon Business Study Group 1998 p 113 Pokemon20 The Pokemon Company s Tsunekazu Ishihara The Official Pokemon YouTube channel Event occurs at 00 56 via YouTube I was working really hard on its development at the time That really takes me back Pokemon Trading Card Game Credits MobyGames EarthBound credits MobyGames Hatakeyama amp Kubo 2000 p 226 Hatakeyama amp Kubo 2000 p 233 234 Pokemon Business Study Group 1998 p 118 119 Kimura 2006 ポケモンカードゲームの全容は 10 月 15 日発売の月刊コロコロコミック 11 月号で初めて誌上公開された この号は 青バージョンの誌上通販を開始したのと同じ号であった The Pokemon card game was first revealed in the November issue of the monthly CoroCoro Comic released on October 15 This issue was the same one that announced the magazine s mail order of the Blue version Hatakeyama amp Kubo 2000 p 239 Hatakeyama amp Kubo 2000 p 225 カードリスト ポケットモンスターカードゲーム 拡張パック第1弾 Card List Pokemon Card Game Expansion Pack Vol 1 nazonobasho com Archived from the original on May 21 2022 Hatakeyama amp Kubo 2000 p 225 226 239 a b c Hatakeyama amp Kubo 2000 p 246 247 Hatakeyama amp Kubo 2000 p 256 Hatakeyama amp Kubo 2000 p 258 Pokemon Business Study Group 1998 p 146 148 a b c The King Of Portable Toys Interview Iwata Asks Interviewed by Iwata Satoru Archived from the original on March 28 2023 Hatakeyama amp Kubo 2000 p 259 Hatakeyama amp Kubo 2000 p 182 183 275 Pokemon Business Study Group 1998 p 151 153 Hatakeyama amp Kubo 2000 p 250 283 287 288 Hatakeyama amp Kubo 2000 p 279 Hatakeyama amp Kubo 2000 p 310 Hatakeyama amp Kubo 2000 p 318 Pokemon Business Study Group 1998 p 169 a b c Hatakeyama amp Kubo 2000 p 340 Hatakeyama amp Kubo 2000 p 260 261 282 Pokemon Business Study Group 1998 p 156 Hatakeyama amp Kubo 2000 p 324 326 Hatakeyama amp Kubo 2000 p 308 309 Hatakeyama amp Kubo 2000 p 309 332 Pokemon Business Study Group 1998 p 164 165 Yoshida Toshifumi Flanagan Bill July 1999 Animerica interview Takemoto Mori Animerica Vol 7 pp 28 30 The main point is not to alienate any of the kids For example if we had the main character choose Zenigame Squirtle then some of the kids would say Hey I chose Hitokage Charmander and that would lead to the kid saying Who needs this show Hatakeyama amp Kubo 2000 p 334 Allison 2006 p 226 244 Pokemon Business Study Group 1998 p 165 196 Hatakeyama amp Kubo 2000 p 323 324 Pokemon Business Study Group 1998 p 166 167 Hatakeyama amp Kubo 2000 p 327 328 Hatakeyama amp Kubo 2000 p 290 299 300 329 331 Pokemon Business Study Group 1998 p 153 154 Phillips George March 27 2007 10th Anniversary of Pokemon in Japan Anime News Network Archived from the original on May 12 2008 Pokemon Business Study Group 1998 p 98 Pokemon Business Study Group 1998 p 167 172 198 199 ポケットモンスター ピカチュウ nintendo co jp Archived from the original on May 3 2013 ポケットモンスター ピカチュウ ポケットモンスターオフィシャルサイト pokemon co jp Archived from the original on February 6 2013 Pokemon Business Study Group 1998 p 251 Hatakeyama amp Kubo 2000 p 250 306 Hatakeyama amp Kubo 2000 p 294 295 Hatakeyama amp Kubo 2000 p 293 Hatakeyama amp Kubo 2000 p 391 Pokemon Business Study Group 1998 p 55 Pokemon Business Study Group 1998 p 55 157 Hatakeyama amp Kubo 2000 p 392 393 Tomisawa 2000 p 272 274 Hatakeyama amp Kubo 2000 p 306 Hatakeyama amp Kubo 2000 p 384 Sato Tetsurō The Birth of Pokemon In Ohtsuki 1998 p 142 Hatakeyama amp Kubo 2000 p 384 385 Hatakeyama amp Kubo 2000 p 302 Hatakeyama amp Kubo 2000 p 300 a b Allison 2006 p 194 236 Allison Anne 2009 The Cool Brand Affective Activism and Japanese Youth Theory Culture Society 26 2 3 97 doi 10 1177 0263276409103118 S2CID 145599508 a b Untitled article Chunichi Shimbun morning edition December 18 1997 Included in Ohtsuki 1998 p 61 a b Pokemon Business Study Group 1998 p 266 Mitchell Martin December 20 1997 Big Firm s Failure Rattles Japan Asian Tremors Spread International Herald Tribune Archived from the original on October 23 2022 Hatakeyama amp Kubo 2000 p 385 An Interim Report from the Study Group on Broadcasting and Audio Visual Sensory Perception Ministry of Posts and Telecommunications April 1998 Archived from the original on October 23 2008 ポケモン パニック Pokemon Panic Tokyo Yomiuri Shimbun morning edition December 18 1997 Included in Ohtsuki 1998 p 38 a b 光感受性発作に関する臨床研究 Clinical research on photosensitive seizures Ministry of Health and Welfare April 1998 Archived from the original on October 31 2020 ポケモン被害百三十人以上が入院救急搬送六百五十一人 More than 130 Pokemon victims hospitalized and 651 people transported to emergency rooms Sankei Shimbun evening edition December 17 1997 Included in Ohtsuki 1998 p 16 17 被害状況 Damage situation Mainichi Shimbun morning edition December 18 1997 Included in Ohtsuki 1998 p 38 Pocket Monsters TV Cartoon Show Seizures News Coverage Page 1 virtualpet com Archived from the original on April 21 1999 Pocket Monsters TV Cartoon Show Seizures News Coverage Page 2 virtualpet com Archived from the original on April 21 1999 Hatakeyama amp Kubo 2000 p 358 359 正確な患者数つかめず Exact number of patients could not be determined Shizuoka Shimbun morning edition December 21 1997 Included in Ohtsuki 1998 p 80 Hatakeyama amp Kubo 2000 p 380 Hatakeyama amp Kubo 2000 p 389 390 WORLD DATELINES Houston Chronicle April 1 1998 Archived from the original on May 20 2023 Pokemon as the series is called in Japan back April 16 follows investigations by the network and the National Association of Commercial Broadcasters 過去配給収入上位作品 配給収入10億円以上番組 1998年 1月 12月 Top films with past distribution revenues films with distribution revenues of 1 billion yen or more 1998 January to December eiren org Motion Pictures Producers Association of Japan Archived from the original on June 13 2010 Wolf Michael Pokemon Movie Frenzy Daily Radar Archived from the original on June 13 2000 The movie became the fourth highest grossing film of the year ビデオ貸し控えも Video Rentals Suspended Hokkaido Shimbun morning edition South Hokkaido December 19 1997 Included in Ohtsuki 1998 p 70 アニメ ポケモン 問題でレンタルビデオの自粛相次ぐ Due to the Pokemon anime issue multiple video rental companies have suspended rentals Minami Nihon Shimbun morning edition December 19 1997 Included in Ohtsuki 1998 p 70 クリスマスのプレゼントは What are your Christmas presents Asahi Shimbun morning edition December 24 1997 Included in Ohtsuki 1998 p 83 Hatakeyama amp Kubo 2000 p 380 381 Pokemon Business Study Group 1998 p 207 Johnston Chris August 28 1999 Miyamoto Talks Dolphin at Space World GameSpot Archived from the original on January 20 2014 Hatakeyama amp Kubo 2000 p 406 407 a b c d e f g Lippman John August 16 1999 Creating the Craze for Pokemon Licensing Agent Bet on U S Kids The Wall Street Journal p B1 Archived from the original on June 15 2018 a b c d e f Moss Richard April 19 2019 How Nintendo introduced the Game Boy Tetris and Pokemon to the West Polygon Archived from the original on April 19 2019 a b c d e Gellene Denise December 10 1998 What s Pokemon Just Ask Any Kid Los Angeles Times p 1 Archived from the original on February 28 2020 a b Eisenberg Bart September 1998 Japan s Quirky Video Games Making Inroads in the U S Software Design Gijutsu Hyohron Archived from the original on December 12 2006 Allison 2006 p 243 298 a b スペシャル対談 田尻智さん ゲームフリーク VS 石原恒和さん クリーチャーズ 対談 3ページ目 Interview Satoshi Tajiri Game Freak vs Tsunekazu Ishihara Creatures Page 3 Nintendo Online Magazine nintendo co jp July 2000 Archived from the original on February 5 2003 Translation a b c d Hatakeyama amp Kubo 2000 p 407 408 Ashcraft Brian May 19 2009 Pokemon Could Have Been Muscular Monsters Kotaku Archived from the original on April 8 2023 a b Pederson Jay P ed 4Kids Entertainment Inc International directory of company histories Vol 59 St James Press Archived from the original on June 18 2018 a b Rogers Brett October 2000 Give Us Your Money 4Kids Entertainment Attains Poke Momentum Animation World Magazine Vol 5 no 7 Archived from the original on September 18 2020 a b c Stewart Lianne March 1 2004 Anime hunting growing pains Players face new roadblocks in the Japan mining game Kidscreen Archived from the original on March 25 2023 Hatakeyama amp Kubo 2000 p 533 What s The Deal With Pokemon Electronic Gaming Monthly No 124 p 171 President Hiroshi Yamauchi told a crowd at the company s Space World 97 exhibition I want people all over the world to play Pokemon Hatakeyama amp Kubo 2000 p 412 The 25 Top Managers of the Year Minuro Arakawa Pokemon Patriarch BusinessWeek Online January 10 2000 Archived from the original on May 31 2000 Full issue Introduction Hatakeyama amp Kubo 2000 p 409 Kohler Chris October 21 2016 Power Up How Japanese Video Games Gave the World an Extra Life Revised ed Dover Publications p 230 ISBN 978 0486801490 link Nintendo partners with four brand leaders to launch aggressive marketing and promotional campaigns Press release Nintendo May 27 1998 Archived from the original on May 30 1998 1998 the year of Nintendo Press release Nintendo May 27 1998 Archived from the original on June 10 1998 Oehlkers Peter 1999 Pokemon Case Study Archived from the original on May 3 2006 We looked at Pokemon and said let s make this an American show for American kids a b c d Dockery Daniel October 5 2022 Monster Kids How Pokemon Taught a Generation to Catch Them All Running Press pp 43 44 ISBN 978 0762479504 Keveney Bill February 18 1998 Japan s latest export to U S Pokemon Viewers won t see cartoon episode that was blamed for making kids sick Milwaukee 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2022 a b Yano Christine R Panic Attacks Anti Pokemon Voices in Global Markets In Tobin 2004 p 121 November 1999 seemed to be a peak month for Pokemon related crime and violence Pokemon Sensation At Its Peak Movie Has Pushed Craze Out Of Control NewsNet5 November 16 1999 Archived from the original on September 15 2000 Kids send Pokemon to top of box office list The Morning Sun November 15 1999 Archived from the original on November 29 2003 Pokemon couldn t be hotter than it is right now Breen Peter January 2000 Monster Marketing Pokemon is white hot now But will it be evergreen PROMO Magazine Archived from the original on June 18 2004 Pokemon began fully living up to its hype in November when the release of Pokemon the First Movie and a corresponding Burger King promotion sent sales of licensed merchandise and alleged incidents of criminal behavior soaring Pokemon products built up the buzz before the movie release opened the floodgates Cebrzynski Gregg October 18 1999 Burger King 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their kids have anything whatsoever to do with Pokemon because the message is violence Brougere Gilles How Much Is a Pokemon Worth Pokemon in France In Tobin 2004 p 190 Orecklin Michele May 10 1999 Pokemon The Cutest Obsession Time Vol 153 no 18 p 42 Archived from the original on April 7 2000 The First Movie at Rotten Tomatoes The First Movie at Metacritic Buckingham David Sefton Green Julian Structure Agency and Pedagogy in Children s Media Culture In Tobin 2004 p 27 South Park Season 3 Commentary by Trey Parker amp Matt Stone CommentaryCentral Event occurs at 36 48 via YouTube Kohler 2016 p 228 Wingert Pat October 17 1999 The Age Of Obsession Newsweek Archived from the original on June 4 2023 Yano Christine R Panic Attacks Anti Pokemon Voices in Global Markets In Tobin 2004 p 119 120 a b Cox Meki December 11 1999 Pokemon Creates Crime Wave AP News Associated Press Archived from the original on December 28 2020 Peritz Ingrid October 28 1999 Pokemon craze leads to schoolyard stabbing The Globe and Mail p A1 Gearty Robert Hutchinson Bill November 11 1999 Boy stabbed over Pokemon New York Daily News p 7 Fennell Edward C December 1 1999 Teen arrested in Pokemon card theft The Post and Courier p 4 Pokemon card crime BBC May 9 2000 Archived from the original on June 19 2009 Montgomery David April 25 2000 Crimes lead to Pokemon curb calls The Scotsman a b link, wikipedia, wiki, book, books, library,

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