25 Years Ago, Pokémon Gold and Silver Proved the Series Was Here to Stay
It’s somewhat hard to imagine now, especially for those born after the craze began, but there was a time when Pokémon’s monster-collection mania was brand new. Sure, the idea of capturing and training critters in a turn-based RPG format had been done before GameFreak’s series debuted; Shin Megami Tensei and its demon wrangling is generally cited as the first example of this style of game, while Dragon Quest V furthered this trend in a way that would later be iterated on in the Dragon Quest Monster spin-offs. The catch is that these and other monster collection games were still Japan-exclusive releases in the mid-’90s, meaning large swathes of players had never been exposed to these ideas yet.
Of course, that changed when Pocket Monsters Red/Green (in Japan) and Pokémon Red/Blue (worldwide) blew the doors open on this sub-genre to become one of the best-selling games of all time, wrapping these monster collection mechanics within family-friendly packaging that felt tailor-made for the Game Boy. Soon, there was a TV show, a trading card game, and you couldn’t pass through a mall without seeing a Pikachu plush in a store window.
However, perhaps more impressive than its short-term success is that this popularity never went away: every new game in the series still sells a bajillion copies, the trading card game is perhaps more popular than ever due to the recent mobile game, and the anime keeps chugging along hundreds of episodes later, even if Ash finally retired with a Pokémon World Championship under his belt. Despite being a phenomenon many expected to burn brightly before fading just as fast, Pokémon has held onto every bit of its cultural cache. And while there have been plenty of games that helped or hurt this legacy over that span, one of the main reasons the series is still around today is because its first sequels, Pokémon Gold and Silver, picked up right where the originals left off in the best way possible.
Released more than three years after Pocket Monsters Red and Green, Pokémon Gold and Silver came out 25 years ago in Japan on November 21, 1999. While the wait for this follow-up was unusually long for a release of its time, the general cultural blitz alongside the release of Pokémon Yellow helped maintain the hype, teeing up Gold and Silver to eventually sell over 20 million copies. It remained the second-highest-selling pair of installments for roughly 20 years.
The most straightforward reason for the Gold and Silver’s positive reception is that it not only maintained but further honed the existing creature-capturing formula, making lots of small changes that added up. For starters, in classic sequel fashion, there was more of it. It added 100 Pokémon with the new Johto region, an area inspired by Japan’s Kansai district. All things considered, Gen II was a fairly good additional batch of ‘mons, and while there are some long-forgotten guys in there, like Sunflora, it also introduced plenty of longstanding fan favorites. There were lovable weirdos like Quagsire, Wobuffet, Shuckle, and Smeargle, competitive staples like Scizor, Tyranitar, and Skarmory, and a memorable batch of legendaries with Lugia, Ho-Oh, the Legendary Dogs, and Celebii.
Meanwhile, it was also one of the only sequels to introduce additional elemental types beyond the original 15 from Red and Blue. Steel and Dark types were incorporated, with Dark acting as an important countermeasure to Psychic, which previously only had one weakness, while Steel generally introduced bulky fighters that were tough to take down. Other advantages were tweaked to make things more balanced or less weird, like making Ghost attacks Super Effective against Psychic instead of dealing no damage. The addition of the new types combined with the infusion of around 100 new Pokémon and more than 80 extra moves made it so there was much more going on for team building and battling.
For the more competitive side of things, they tinkered with many of the previous games’ questionable elements. For one, they separated the “Special” stat into two separate ones, Special Attack and Special Defense. Basically, in Gen I, the Special stat was both Special Attack and Special Defense, meaning high Special Pokémon like Alakazam dealt impressive damage with non-physical attacks like Psychic while also being strangely bulky against these same kinds of moves. Another big change is that they made it so that Critical Hit percentage no longer scaled with Speed. Before, fast Pokémon like Jolteon would not only strike first most of the time due to their 130-base Speed, but they would also deal Crits far more often, which do double damage, making them extremely strong. While these mechanical adjustments probably did not register for kids facing off on the playground who didn’t understand how Crit calculations worked, these alterations helped balance competitive play going forward.
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