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Stanford STS 145 - Pokémon - The Games Behind the Phenomenon and Phenomenon Behind the Games

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Pokémon: The Games Behind the Phenomenon and Phenomenon Behind the Games Walter Shen Pokémon. Perhaps the most widely recognized word in the industrialized world in the late 1990’s and early 2000’s. For some people, hearing that word reminds them of a worldwide phenomenon that they love. For others, it engenders a feeling of extreme dislike. But regardless of how people feel about it, one thing is for certain, almost everybody has heard about it. What is Pokémon? It’s hard to say. It’s a phenomenon. It’s a card game, a stuffed toy line, a fruit snack, a collector’s card set, a monthly comic book, a candy, a role-playing game, a bunch of plastic figures, a collection of posters on the wall, a cartoon, and a newspaper comic strip. It’s also the best thing to ever happen and the worst thing to ever happen, a way to educate children and a distraction in schools, and a demonic game for heathens and a game blessed by the Pope. Pokémon is many things, but at its heart, it’s just a good, solid video game. The basic premise of Pokémon (as delineated in the video games for Nintendo’s Game Boy: Pokémon Red, Pokémon Blue, Pokémon Yellow, Pokémon Silver, and Pokémon Gold) is that the world is full of Pokémon (note that Pokémon is both the singular and plural form), or “Pocket Monsters,” that each has special skills. The world is also full of Pokémon trainers that go around capturing and then training the Pokémon for various reasons: ranging anywhere from personal gain to love of Pokémon. To train them, trainers have their Pokémon battle other trainers’ Pokémon. The first set of video games (Pokémon Red/Blue/Yellow) sets the player up as a beginning trainer named Ash (Satoshi in the Japanese version). In Pokémon Red and Pokémon Blue, Ash gets to choose one Pokémon to start with: Bulbasaur (a dinosaurish Pokémon with a bulb-like plant growing out of its back), Charmander (another dinosaurish Pokémon with a flaming tail), or Squirtle (a water Pokémon that resembles a turtle). In Pokémon Yellow, Ash starts off with the ever-popular Pikachu (an electric mouse). From there, he travels the continent searching for more Pokémon and trying to become a Pokémon Master. As he trains the Pokémon, they grow stronger and sometimes evolve into new Pokémon. In his quest to become a full-fledged Pokémon Master, he has to deal with opposition from several sources such as his archrival Gary (Shigeru in Japanese) and a group known as Team Rocket. To further his collection, the player can trade Pokémon with other players by using the link cable that enables two Game Boys to connect. Although it seems that the story of Pokémon began when it burst onto the public scene in the latter half of the 1990’s, it actually goes back much further to the 1970’s. It was then that Pokémon creator Satoshi Tajiri (whom the main character in Pokémon is named after) spent his childhood years in a suburb of Tokyo. He spent much of his time roaming through the fields and forests collecting tiny animals and insects. However, as time went on, the natural habitats where he had previously gone to hunt for these specimens were slowly destroyed by the arrival of urbanization and the highways, shopping centers, and buildings that it brings. Although he lost some of his old stomping grounds with the new buildings, he gained a new one: the arcade. Tajiri spent long hours there playing video games such as “Space Invaders” and grew to love these games. This led him and some friends to start a gaming magazine called “Game Freak” in 1982. Game Freak then slowly evolved into a video game developer. In 1991, Tajiri saw for the first time the Game Boy and its link cable. In these two items, he saw a way to bring the activity he loved as a child (bug and animal collecting) through a medium he adored (video games) to all the children who no longer had the opportunity to partake in that activity because of urbanization. That way was Pokémon (Chua-Eoan 84).Tajiri pitched his idea to Nintendo. Although they were confused by the idea, Nintendo signed a contract with Tajiri anyway because they had liked his previous programming efforts. What followed in the next six years was the classic tale of a person (and his company) always teetering on the edge of bankruptcy, but so dedicated to his ideas and so full of belief in himself and his companions that he would not give up. Several people left Game Freak because of the financial situation. However, some people did stay, including Ken Sugimori, the artist who eventually drew all the Pokémon (Chua-Eoan 85-86). Tajiri and his people at Game Freak took the basic ideas he had set up for Pokémon and ironed them out into a full-fledged game, developing a smorgasbord of Pokémon (“ABC”). Along the way, a few important people came along. Shigeru Miyamoto, famed creator of the Mario and Zelda series, mentored Tajiri throughout the development process. (Note how Tajiri ended up paying homage to his mentor: by naming Ash’s archrival after Miyamoto.) (Chua-Eoan 86) Tsunekazu Ishihara, president of Creatures, Inc., who initially was charged with supporting development of the game and is now in charge of all Pokémon merchandising, also met Tajiri during this time (“Pokémon’s”). When Tajiri and Game Freak finally finished programming Pokémon in 1996, the Game Boy had already become somewhat obsolete. Given the probable lack of interest by the public, Tajiri believed that Nintendo would reject the game. But to his surprise, they picked it up anyway (Chua-Eoan 86) and Takashi Kawaguchi, a manager in Nintendo’s advertising department, joined Tajiri’s team to head up marketing (“ABC”). Masakazu Kubo, executive producer of Shogakukan Inc., had faith in Pokémon and signed on to print a line of Pokémon comic books and trading cards (Chua-Eoan 86). Nintendo published Pokémon Red and Pokémon Green in Japan in February of 1996 (PokeAbode) with its 150 official Pokémon (Chua-Eoan 86). Without flashy graphics or a high-powered console to run on, not much was expected of Pokémon. But Pokémon’s saving grace was that it was relatively affordable compared to those more high-powered games (Chua-Eoan 86). The first weeks of sales were not that great, but sales picked up a bit after that and by the end of March, 350,000 units had been sold (Kangaskhan). This was not a good sign


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Stanford STS 145 - Pokémon - The Games Behind the Phenomenon and Phenomenon Behind the Games

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