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20 Years Later: ‘Pokémon Yellow’ Was the Last Hurrah For the Original Game Boy

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Pokémon Yellow released for the Game Boy in North America on October 19, 1999, and would be marked as the final sendoff to a handheld’s legacy that started over a decade prior. The Game Boy defeated the Atari Lynx, it defended itself from the swarm of portable Tiger Electronics, and it even managed to collapse its largest competitor — the Sega Game Gear — under its feet despite having weaker hardware and a monochromatic screen that was considered dated by most manufacturers. Its long-deserved history was all thanks to a successful promise of having console-styled games on the go, and Yellow became the last official Game Boy game to be released outside of Japan.

The fifth generation of Nintendo handheld systems was soon to embrace the Americas with the Game Boy Color, made to stem the tide as Nintendo worked tirelessly to create a next-generation handheld codenamed “Atlantis.” It was inevitable that the final game to ever be released for the system would eventually hit store shelves, but no one could have predicted that the world’s latest creature catching phenomenon would have been the one to end it all.

Pokemon yellow Game Boy
‘Pokemon Yellow’ Special Edition GameBoy Color released just a month after the launch of the standalone cartridge.

What instantly set its place in a trinity for what is arguably the most nostalgic game series (especially for any 90s kid with no backlight) became the perfect way to end a history of on the go innovation from Nintendo. Pokémon Yellow secretly kickstarted the next movement of portable devices with one final finishing blow.

Although Yellow was compatible with the original Game Boy, the game possessed a special feature for both new adopters and returning customers planning on purchasing the next generation of the system in just under a month: the ability to see your favorite digital pocket monsters in color for the first time on Game Boy Color.

A Super Effective Strategy

Pokémon Yellow was developed as an enhanced version of Pokémon Red, Green, and Blue, but whereas those games were the first entries in the franchise, Yellow held a massive game-changing card under its sleeve — almost literally. The Pokémon anime and card game were taking the phenomenon to greater heights, establishing a unique look and public consensus for the franchise that general audiences quickly became accustomed to.

‘Surfing Pikachu’ appeared in the introduction scene of the game and several television advertisements across the globe.

In order to create arguably the definitive interpretation of the Kanto region that could please all audiences at the same time, Game Freak’s small studio took it upon themselves to completely rework all of the dull green-and-black sprite artwork in the original games. In doing so, they adapted them to be closer to not only Ken Sugimori’s original concept art, but also to Ash’s adventures in the highly popular Saturday morning anime.

In the end, Yellow‘s upgrades helped make the series reach the top charts again and become an instant best-seller across not only Nintendo’s fall and winter catalog, but the entire entertainment industry in general. The game’s release was strategically positioned to coincide with the debut of Pokémon: The First Movie in various territories, including the United States.

According to multiple Nintendo spokespeople, the success of Pokémon Yellow attributed to the skyrocketing Game Boy Color sales during the 1999 holiday season, while the standalone game itself sold a grand total of over 14 million copies throughout its lifespan — a little under half the total sales of Red, Blue, and Japan’s exclusive Green combined. However, the largest-selling point for most buyers of the game was not its promised enhancements, but rather the presence of one’s very own Pikachu partner as a companion that travels alongside the player on their journey to complete the Pokédex.

Pokemon Yellow sprites
A complete graph of the sprites that appeared on the GameBoy Color in Yellow.

Following In The Footsteps of Ash

Fun Fact: Nintendo partnered with Volkswagon in order to promote The First Movie and Yellow with a line of Pikachu themed Beetle 1999 cars.

Pokémon Yellow differs from its various other counterparts by the inclusion of several aspects of the anime. Besides an interactive Pikachu who follows players around and yells out his iconic cry when being released in battle, characters such as Team Rocket’s Jessie and James are encountered on multiple occasions, and players can even obtain all three of the original starters along their journey — just as Ash had done in the show.

Pikachu — there is no denying that the adorable yellow electrified mouse is the most iconic Pokémon of them all. He is the face of the anime, has probably more card variants than any other Pokémon, is a Macy’s Day Parade Thanksgiving float, and sells merchandise in amounts that Mickey Mouse and Mario would be jealous of. Every kid growing up in the 90s — and even those watching today — wanted to be Ash Ketchum, the leading protagonist of the Pokémon anime. They wanted to go on an adventure to discover 151 pocket monsters, defeat eight separate gym leaders, and conquer the elite four of the region.

Aside from its own exclusive list of unobtainable pokémon who can be caught in the pairing versions, the only other feature notably absent from the other entries was a hidden ‘Surfing Pikachu’ mini-game called Pikachu’s Beach (based off anime episode ‘The Pi-Kahuna’). This short Excitebike inspired game could only be accessed with a copy of Pokémon Stadium for the Nintendo 64. Bringing a transferable Pikachu who knows the HM move Surf to the summer beach house on Route 19 would allow you to play the hidden game to your heart’s content.

Gotta Catch ‘Em All

Pokemon Yellow 2DS
Pokémon Yellow 2DS Limited Edition bundle in Europe made for the virtual console release.

Today, Pokémon Yellow is seen as a Game Boy classic and part of the beginning of one of the most influential game series of all time. It was intended to be a celebration of the original 151 pocket monsters as Game Freak was closing off on a troubled development cycle in Japan with the upcoming sequels Pokémon Gold and Silver. Soon the world of Pokémon was going to be expanding and the overseas market had no idea just how much bigger the pop culture phenomenon was about to get next year as the 21st century began.

Yellow set the video game franchise onto the path it currently resides on by opening the door to a larger audience thanks to the cover presence of Pikachu. It’s not often that a video game system gets to leave its legacy on such a high note, with a game owned and created by the manufacturer of the system — let alone Nintendo who is notably known for allowing third parties to publish software on their systems way past their own development studios.

Most recently, Pokémon Yellow reemerged through not only a special re-release on the Nintendo 3DS virtual console for the franchise’s 25th anniversary but as a full-fledged reimagining known as Pokémon: Let’s Go Pikachu & Eevee for the Nintendo Switch. The Let’s Go games fix the tedious aspects of Yellow by eliminating the need for HMs and the PC, but the game also uses a different catching system that has become a diverse mechanic throughout the community. Let’s Go‘s overall positive reception, however, still shows that the original framework generation one proposed 20 years ago still holds up for the majority when compared to today’s modern Pokémon entries.

Pokémon Let’s Go Pikachu Artwork (Left)
Pokémon Yellow Artwork (Right)

If you are interested in playing the original version of Pokémon Yellow today, it can be purchased digitally right here for the 3DS family of systems. For Nintendo Switch owners, check out our review of Pokémon Let’s Go Pikachu and Eevee if you still have not yet played the latest nostalgic throwback entry in the series.

Journalist major and part-time film writer. I have always held high interests in the fields of professional writing and communications. You can find me with my head deep in the espionage genre, on a collectathon, or in a kayak upstream. I’ll always be first in line for the next Hideo Kojima or Masahiro Sakurai game.

1 Comment

1 Comment

  1. April Jefferson

    November 27, 2019 at 11:04 am

    except actually no, you can play pokémon gold and silver on your game boy and those came out here in 2000.

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10 Years Later: ‘Mass Effect 2’ is An All-Time Sci-fi Classic

Mass Effect 2 didn’t just nail the formula for a successful sequel, it tied together one of the greatest science fiction tales ever.

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Mass Effect 2

Mass Effect launched in 2007 as the boldest science fiction project ever conceived for consoles. The complex mythology, history and the many alien races, each with their own political/religious beliefs offered a depth rarely seen in the medium. Only a game as ambitious as Mass Effect 2 could not only match the pedigree of such a massive project, but surpass it in every single way imaginable.

Released 3 years after the original, a full decade ago, Mass Effect 2 set the benchmark for not just sequels but for science fiction gaming as well. Few sequels are able to overcome the weaknesses of their predecessors with such perfect accuracy while also doubling down on what made them good in the first place.

The first task that fell to Bioware was to refine the combat. The original game had more of a strategic angle to it but that strategy meant the game was constantly stopping and starting, stuttering the action and ruining the flow of the game. By streamlining the combat into more of an action RPG experience (emphasis on action), Mass Effect 2 created a much better sense of tension in battle sequences. Aiming, using techniques and issuing orders also flowed more smoothly with these changes.

Mass Effect 2

Another major change was the removal of the Mako, an exploratory rover the player drove around alien planets with. While a novel idea, the Mako often lead to aimless wandering as the player sought out resources on the many planets of Mass Effect. Instead of driving to their destination, players were now warped directly to the area they would be exploring. Resource collection was overhauled as a result.

While few players will talk about the thrill of spinning a globe around and aiming a reticle in order to collect resources in Mass Effect 2, the simple speed by which this process was streamlined offered a hefty margin of improvement over the original game. Resources that might have taken a half hour to collect in the first game could now be found in 1/10 of that time. Resource collection, while a vital part of the game, was never meant to be the time sink it was in the original Mass Effect, and by speeding up this process, Mass Effect 2 allowed players to get back to the meat of the game: doing missions and exploring the galaxy.

Of course, these aren’t necessarily the most significant changes that players will recall from their time with Mass Effect 2. The story and character roster were also expanded considerably from the first game, and these are without a doubt the biggest improvements that this sequel is able to mount.

Mass Effect 2

While Mass Effect had seven playable characters, Mass Effect 2 expanded that to twelve. Not only was the amount of characters an improvement, though, the quality of the characters on offer was also much stronger this time around. A full nine new characters were introduced for players to utilize in combat, strategize with and get to know throughout the game. Among them were badass assassin Thane Krios, dangerous convict Jack, morally dubious Miranda Lawson, and hivemind robot Legion.

In fact, the cast of Mass Effect 2 is so good that it has rightfully become a benchmark for the creation of a compelling cast of characters in RPGs, and video games, in general. The sheer diversity on display in the looks, personalities and movesets allowed for the cast is awe-inspiring, and this is without even considering the trump card that Mass Effect 2 flashed throughout the experience of playing the game.

The monumental suicide mission to raid the Collectors’ base and save humanity is the impetus for the entire plot of Mass Effect 2, and the reason for which the player is recruiting the baddest mother fuckers from all over the galaxy in hopes of success. It isn’t just a suicide mission in name either, many, or even all, of the cast can die during the completion of this mission, adding a layer of suspense and finality to the final stage of Mass Effect 2 that few other games can match.

Mass Effect 2

To this end, players were encouraged to get to know their crew through loyalty missions specific to each cast member. By undertaking these optional missions and completing them in a way that would impress or endear themselves to the character in question, players were able to ascertain the unquestioned respect and loyalty of that character, ensuring they wouldn’t go rogue during the final mission.

Still, even passing these prerequisites with flying colors wasn’t a guarantee for success. Players also had to pay attention to the strengths and weaknesses of the characters when assigning tasks and making split second decisions. Who you would leave to recon an area, repair a piece of equipment, or lock down a path, could make the difference as to who was going to survive the mission. Further complicating things, the characters you wanted to take with you to final branches of the mission might be the very people best suited for these earlier tasks.

Getting everyone out alive is a truly Machiavellian task, requiring either a guide or multiple playthroughs in order to get it precisely right. To that end, my feeling is that it’s better to go at it honestly the first time around, dealing with the requisite losses that this experience entails. After all, it isn’t really a suicide mission without a couple of casualties right? Even with all of my preparations and foresight, I lost Tali and Legion in the final mission, but for the fate of the human race, these losses were an acceptable cost.

Mass Effect 2

Even outside the strength of this fantastic cast and the monumental undertaking of planning and executing this final mission, there were other key characters and elements introduced as well. The Illusive Man, voiced by the great Martin Sheen, emerged as a necessary evil, saving Commander Shepard from death but asking morally complex decisions to be made as the cost of doing business. The relationship with, and the choices the player makes, in regard to The Illusive Man have far reaching consequences for the remainder of the series, and as he emerged to become a primary antagonist in the final game of the trilogy, the considerations to be made were vast and insidious by their very definition.

With so many factors working in its favor, Mass Effect 2 is the rare game that is so perfectly designed that both its predecessor and sequel suffer by comparison as a result. While the improvements of ME2 make it hard to go back to the original game, the scope and ambition of an entire cast that could be alive or dead at the end of the journey also neutered the third game, causing many of the best characters in the trilogy to be excised from the final leg of the trip.

Truly, Mass Effect 2 isn’t just one of the greatest science fiction games of all time, but one of the best science fiction experiences in any medium, full stop. Like The Empire Strikes Back before it, Mass Effect 2 is the best exemplar of its universe and what makes it compelling and worthwhile in general.

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PAX South 2020 Hands On: ‘Speaking Simulator,’ ‘Iron Danger,’ and ‘Wildermyth’

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Iron Danger

PAX South brought an extremely diverse lineup of games to San Antonio, and in this next roundup, it’s time to look at another diverse assortment of titles. These include Speaking Simulator, the surrealist take on the art of speaking, Wildermyth, a beautiful new RPG based on D&D, and Iron Danger, a surprisingly player-friendly take on roleplaying.

PAX South

Speaking Simulator

When asked why he was inspired to develop Speaking Simulator, the developer promptly responded, “I don’t know!” That was exactly what I felt while playing its demo at PAX. It left me mystified, amazed that it exists, overwhelmed by its complexity, and delighted with its absurdity. Speaking Simulator follows a highly advanced android tasked with assimilating into human society in order to gain world domination – and to do that, he’ll need to learn how to speak first. Players are thus tasked with controlling every aspect of this android’s face and guiding it through increasingly difficult social situations.

Speaking is an awkward art for many people (including myself), and Speaking Simulator is just that: awkward. You can control nearly every aspect of the android’s face. You can move its tongue with the left stick and its jaw with the right, while manipulating its facial expression, eyebrows, and more with other buttons. This leads to a delicate balancing act where complete control feels just barely out of reach so that you must always be alert and able to sufficiently direct your mechanical face.

PAX

During each conversation, you’ll have so many different moving parts to consider. You’ll have to follow prompts about where to move your tongue, how to adjust your mouth, how your face should look, and so on. The more complex the conversation, the trickier it is to speak. Scenarios during my demo included a date, a job interview, and the most normal social situation of all, speaking to a man while he’s using the toilet. And of course, if you don’t perform adequately in these conversations, then your face will start to explode – which is only natural for awkward conversations, after all.

Speaking Simulator is the definition of controlled chaos. It shows just how difficult it really is to be a human – controlling the face alone was far more than I could handle, as my frequent face explosions during my demo showed me. Playing Speaking Simulator was an equally hilarious and surreal experience, one that I can’t wait to experience in full when it releases on Switch and PC at the end of January.

PAX

Iron Danger

Iron Danger was one of my biggest surprises at PAX South. When I arrived at the Daedalic Entertainment booth for my appointment with Iron Danger, I didn’t expect to enjoy it half as much as I did. As a western-styled, point and click RPG, Iron Danger was outside my comfort zone. Yet the game is explicitly designed for players like me, who can feel intimidated by the immense amount of strategies and decisions that the genre requires. This is thanks to its core mechanic: time reversal. Perhaps this mechanic isn’t entirely unheard of in RPGs (Fire Emblem: Three Houses comes to mind as a recent example), but the way it’s implemented in Iron Danger makes all the difference.

It begins simply enough for an RPG. Your village is under attack, and as you attempt to escape to safety, you have the misfortune of dying. But death is only the beginning: just as you fall, a mysterious being blesses you with the ability to rewind time at any moment you’d like. That means that if you ever make a wrong move during combat, then you can reverse that decision and try something else. Time is divided up into “heartbeats,” which are measured in a bar at the bottom of the screen.  If you want to go back in time, simply click on a previous heartbeat. There’s no limit on how often you can use this ability: battles become a process of trial and error, of slowly rewinding and progressing as you discover what works. If you end up walking into an enemy trap, simply click back to the heartbeat before the ambush, and try a different strategy.

Iron Danger takes the stress out of roleplaying. RPGs are all about making decisions, and typically, making the wrong decision comes at a high price. But thanks to the time-reversal mechanic, Iron Dungeon gives you the room to experiment without consequence. As the developers at the booth explained to me, the ability to undo your actions turns Iron Danger into more of a puzzle game than an RPG. It’s all about evaluating your situation, the abilities at your disposal, the locations and actions of different enemies, and so on. And if everything goes wrong, then there’s nothing to worry about.

That doesn’t mean that Iron Danger will be too easy, however. Current indications point to the opposite. After I played through the tutorial, the developers took over and showed me an advanced, extremely complex level from later in the game, filled with deadly enemies and dynamic environments to consider, with fields that can catch on fire and explosive barrels to throw at enemies. You’ll have to constantly skip forward and backward in time only to survive. This combination of player-friendly mechanics and hardcore roleplaying combat is an exciting mix, extremely appealing for someone like myself who loves RPGs but doesn’t enjoy the stress that often comes with them.

Wildermyth

Wildermyth

In addition to video games, PAX South also had a substantial portion of the exhibit hall devoted to tabletop games – including, of course, Dungeons and Dragons. But if you wanted to experience D&D-style action without leaving the video game section of the expo, then Wildermyth perfectly fit the bill.

This new RPG is a hybrid between DnD storytelling and worldbuilding with XCOM-esque combat. Like D&D, it allows players to forge their own adventures and stories. Decisions during story events can impact everything from the way the larger story plays out to the weapons your character can use in each battle. Story sequences play out randomly, with events occurring differently depending on which enemies you’ve faced, which characters are in your party, which regions you’ve explored, and so on. It’s an extremely variable story, but with such adaptable writing, each story sequence feels natural, despite its apparent randomness. Instead, it should encourage replayability, to experience every possible story beat there is.

Wildermyth

Combat plays out in a grid-based strategy style, similar to games like XCOM. Each character is decked out with unique abilities of their own, and can interact with their environment dynamically. My favorite ability to experiment with was with the mage character, who can imbue environmental objects with magical abilities, such as attacking enemies who get close or inhibiting nearby enemies with status debuffs. I loved exploiting my surroundings and constructing the best strategies during my demo, and cleverly using special abilities like these will likely be key to strategically mastering combat later in the full game.

Like so many other games at PAX, Wildermyth also boasts of a visually distinct art style. The entire game is framed as a storybook; narrative sequences play out in comic book-like illustrations, and environments and characters consist of flat paper cut-outs in 3D surroundings. Pair this with a muted color palette and a simple, hand-drawn style, and Wildermyth has a quaint, comfortable art style that really supports the fairytale feel of the whole game. Currently available on Steam Early Access, the full game is set to release later this year.

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Indie Games Spotlight – Pastels, Parenting, and Pedestrians

Check out five of the most creative and compelling upcoming indies in the second Indie Games Spotlight of 2020.

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Indie Games Spotlight

Indie Games Spotlight is Goomba Stomp’s bi-weekly column that shines a light on some of the most promising new and upcoming independent titles. Though 2020 is already scheduled to have several of the most anticipated indie releases of the last few years, this time we’re going to focus on games coming out in the immediate future. From vibrant brawlers to daughter raising simulators, you’re bound to find something that tickles your fancy in the coming weeks.

Super Crush KO; Indie Games Spotlight

Be John Wick for a Day in Super Crush KO

The neon-tinged shoot ’em up Graceful Explosion Machine quickly became one of the best indies on the Switch in 2017. Almost three years later, the same crew at Vortex Pop is back again with Super Crush KO, a fast-paced brawler set in a vibrant, near-future city. Despite the change in genre, however, it’s clear that Vortex Pop haven’t lost their design sensibilities in the slightest.

Super Crush KO plops players into a pastel world full of evil robots and cat-stealing aliens. Such is the situation of protagonist Karen when she’s rudely awoken to find her fluffy, white-furred pal catnapped. Thus, she embarks on a mission to punch, kick, juggle, and shoot anyone trying to keep her from her feline friend. Just like with Graceful Explosion Machine, the goal here is to clear levels with style, rack up high scores, and climb the leaderboards to compete with players around the world. Super Crush KO is out now for Switch and PC.

LUNA: The Shadow Dust Rekindles Lost Memories

Luna: The Shadow Dust is an absolutely stunning, hand-drawn adventure that follows the quest of a young boy who must restore light and balance to an eerie, enchanted world. This lovingly crafted point-and-click puzzle game originally began as a Kickstarter and is finally seeing the light of day after four long years of development.

Beyond its frame-by-frame character animation and appealing aesthetics, LUNA also promises to offer all manner of environmental puzzles to keep players engaged. Control will be split between the boy and his mysterious companion as the two gradually forge a bond and try to uncover the boy’s lost memories. With emphasis placed on emergent storytelling and atmospheric mastery, LUNA should be well worth investigating when it releases on February 13th for PC. Don’t miss trying out the free demo either!

Georifters – An Earth-Shattering Party Game

Genuinely entertaining party games are shockingly hard to come by in a post-Wii world. Georifters looks to fill that gap by offering a multiplayer-centric platformer centered around spontaneous terrain deformation. Players will be able to push, flip, twist or turn the terrain to overcome challenges and battle competitors in hundreds of stages in single-player, co-op and four-player multiplayer modes.

Of course, multiplayer will be where most of the fun is had here. Each character boasts a unique terrain-altering ability to help them attain the coveted crystal in every match. This makes character selection a serious consideration when planning a winning strategy against friends. To drive this point home even further, there will even be dozens of unique themed skins for players to customize their favorites with. Just like the original Mario Party titles, get ready to ruin friendships the old fashioned way when Georifters launches on all platforms February 20th.

Ciel Fledge; Indie Games Spotlight

Master Parenting in Ciel Fledge: A Daughter Raising Simulator

To say the simulation genre is ripe with creativity would be a massive understatement. Ciel Fledge: A Daughter Raising Simulator takes the Football Manager approach of letting players manage and schedule nearly every aspect of their daughter’s life; classes, hobbies, time spent with friends, you name it. The week then flies by and players get to see how their decisions play out over the weeks, months and years that follow. To keep things engaging, extracurricular activities and school tests are taken via a fascinating blend of match-three puzzles and card-based gameplay.

Just like in Fire Emblem: Three Houses, it’s easy to imagine the strong bonds that’ll form after investing so much time and energy into Ciel’s growth into an adult. Better yet, Ciel Fledge is filled out by what Sudio Namaapa calls “a cast of lovable characters” for Ciel to befriend, learn from, and grow up with. Prepare to raise the daughter you always wanted when Ciel Fledge: A Daughter Raising Simulator releases on February 21st for Switch and PC.

The Pedestrian; Indie Games Spotlight

The Pedestrian – Forge Your Own Path

The Pedestrian puts players in the shoes of the ever-recognizable stick figure plastered on public signs the world over. From within the world of the public sign system, players will have to use nodes to rearrange and connect signs to progress through buildings and the world at large.

The Pedestrian is a 2.5D side scrolling puzzle platformer, but the real draw here is the puzzle aspect. The core platforming mechanics are on the simpler side; players can jump and interact with different moving platforms, ladders, and the occasional bouncy surface. The possibilities of where this novel concept can go will all depend on how inventive the types of signs players can navigate will be. The character is also surprisingly charming; it’s inherently fun to guide the little pedestrian man through buildings and environments he wouldn’t normally find himself in.

Whether you’re a puzzle fan or simply appreciate the aesthetics, be sure to look out for the full journey when The Pedestrian launches on PC January 29th. Get an idea of what to expect by trying out the free demo too!

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