Pokmon[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 Pokmon, a large variety of species endowed with special powers. The franchise's target audience is children aged 5 to 12,[2] but it is known to attract people of all ages.[3][4][5][6]

The franchise originated as a pair of role-playing games developed by Game Freak, from 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, Pokmon was exported to the rest of the world, creating an unprecedented global phenomenon dubbed "Pokmania". By 2002, the craze had ended, after which Pokmon 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 Pokmon Go, an augmented reality game developed by Niantic. Pokmon has since been estimated to be the world's highest-grossing media franchise and one of the best-selling video game franchises.


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Pokmon has an uncommon ownership structure.[7] Unlike most IPs, which are owned by one company, Pokmon is jointly owned by three: Nintendo, Game Freak, and Creatures.[1] 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 Pokmon Company (TPC) in 1998 to manage the Pokmon property within Asia. The Pokmon anime series and films are co-owned by Shogakukan. Since 2009, The Pokmon Company International (TPCi) subsidiary of TPC has managed the franchise in all regions outside of Asia.[8]

Pokmon refers to both 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 Pokmon" and "many Pokmon", as well as "one Pikachu" and "many Pikachu". In English, Pokmon may be pronounced either /'powkmon/ (poe-keh-mon) or /'powkmon/ (poe-key-mon).[11]

The Pokmon franchise is set in a world in which humans coexist with creatures known as Pokmon. Pokmon Red and Blue contain 151 Pokmon species, with new ones being added in subsequent games; as of January 2024, 1,025 Pokmon species have been introduced.[b] Most Pokmon are inspired by real-world animals;[12] for example, Pikachu are a yellow mouse-like species[13] with lightning bolt-shaped tails[14] that possess electrical abilities.[15]

The player character takes the role of a Pokmon Trainer. The Trainer has three primary goals: travel and explore the Pokmon world; discover and catch each Pokmon species in order to complete their Pokdex; and train a team of up to six Pokmon at a time and have them engage in battles. Most Pokmon can be caught with spherical devices known as Pok Balls. Once the opposing Pokmon is sufficiently weakened, the Trainer throws the Pok Ball against the Pokmon, which is then transformed into a form of energy and transported into the device. Once the catch is successful, the Pokmon is tamed and is under the Trainer's command from then on. If the Pok Ball is thrown again, the Pokmon re-materializes into its original state. The Trainer's Pokmon can engage in battles against opposing Pokmon, 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.[I] Pokmon never die in battle, instead fainting upon being defeated.[20][21][22]

After a Pokmon wins a battle, it gains experience points.[23] After gaining a certain amount of it, the Pokmon levels up, and its statistics rise. As its level increases, the Pokmon learns new offensive and defensive moves to use in battle.[24][25] Furthermore, many species can undergo a form of spontaneous metamorphosis called Pokmon evolution, and transform into stronger forms.[26] Most Pokmon will evolve at a certain level, while others evolve through different means, such as exposure to a certain item.[27]

The main idea behind Pokmon was conceived by Satoshi Tajiri. Tajiri was born on August 28, 1965,[28] and grew up in Machida, a suburb of Tokyo.[29] As a child, he enjoyed discovering and catching insects and other small creatures in the various ponds and fields that surrounded his town.[30][31] During Japan's economic miracle, many cities, including Machida, were significantly expanded. As a consequence, Machida's nature was largely destroyed. In his second year of junior high school,[32][33] 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.[34] The title was inspired by the 1932 film Freaks, which Tajiri was fascinated with at the time.[35] He self-published the first issue of the magazine in March 1983, at the age of 17.[36][37] At the time, magazines specializing in video games did not yet exist in Japan, allowing Game Freak to fill a gap in the market.[38][39] Concurrently, Tajiri was contacted by aspiring manga artist Ken Sugimori, who became Game Freak's illustrator.[40] Game Freak folded in the late 1980s,[36] by which point Tajiri had become a respected game journalist in Japan's fledgling video game industry.[41]

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.[59] 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.[60] Quinty was finished in 1989, and published by Namco.[61] Tajiri officially incorporated Game Freak Co., Ltd. on April 26, 1989.[62]

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.[63] 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.[II] He noted that, until then, the Game Link Cable was only used for competing, but not for something else.[68] 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,[69] and an attempt to "regain the world that he had lost".[70] He would later state that the game represents "the story of a boy's summer day".[71]

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.[13] 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.[65][72] Other influences that have been cited by Tajiri include: gashapon, capsules with toy figures in them that can be drawn from vending machines;[73][74] collectible cards, such as baseball cards, Ultraman cards and menko;[III] The Final Fantasy Legend (1989), the first RPG for the Game Boy;[79] and petting in Japan, with Tajiri noting that having Pokemon is similar to having pets.[80] Tajiri initially named his project Capsule Monsters, which GF's staff commonly shortened to Capumon.[81] 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.[81] According to Hatakeyama & Kubo (2000), the word "capsule" could not be used in the trademark.[82] Tomisawa (2000) states that the Game Freak staff then came up with several alternatives, before someone within the team suggested "Pocket Monsters".[81]

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.[46][51] At the time, Ape was housed in the same Kanda-Sudach office building as Nintendo, located in Tokyo.[83] Ishihara, a friend of both Itoi and Tajiri, was involved with Ape's management (and would become its vice-president in 1991).[46][49] Tajiri's relationship with Ishihara prompted Tajiri to present his idea for Pokemon at Ape's office.[84][85] Present during Tajiri's pitch was Takashi Kawaguchi, who worked at Nintendo's General Affairs Department and was also a manager at Ape.[51][86] Kawaguchi brought the idea to Nintendo president Hiroshi Yamauchi, who reportedly said: "This is it. This is the idea I've been waiting for."[87] 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.[88] 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.[89][90] Tajiri eventually figured that "rather than working with Ape, we had to do something on our own, or the project would never get finished".[89] Ape, Inc. is not credited on the final product. 152ee80cbc

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