A quick introduction

Pokémon: trading creatures, sharing a world

Pokémon began with video games in 1996 and grew into a franchise of cards, animation, films and character products. The name also refers to the creatures within its fictional world. Encounters, training, battles and trading connect players to those creatures, while different media build their own activities and stories from the shared setting.

Pokémon Red and Green launched in Japan on February 27, 1996.

Collecting, raising, battling and trading link the core game series.

Physical cards, animated stories and location-based games use distinct systems.

01

What players do with Pokémon

Travel brings people and Pokémon together

The player travels as a Trainer with Pokémon partners. The company’s introduction describes creatures living in grasslands, caves and seas, as well as alongside people. Individuals of the same species can have different natures, and some kinds change appearance with region, season or weather.

Battling and raising form connected activities

The video games combine collecting, battling, gaining levels and trading. Type relationships guide choices: the official overview uses water’s advantage over fire as an example. A team’s composition matters because creatures bring different forms and abilities to an encounter.

Two versions make another player useful

Red and Green differ in encounter rates and in Pokémon found only in one version. Trading with someone who owns the other version can fill gaps in a collection. On the original Game Boy, a communication cable linked the machines, making exchange a practical part of play.

  1. RedIts encounter selection
  2. TradeExchange with another player
  3. GreenThe other version’s selection
02

The games established a world that could expand

Development preceded the 1996 launch

In Nintendo’s 2009 interview, Tsunekazu Ishihara recalls the project beginning in 1990. The original concept credited to Game Freak’s Satoshi Tajiri developed through work by producers, programmers and other contributors. Nintendo published Red and Green in Japan for Game Boy on February 27, 1996.

Japanese Red and Green packaging from the 1996 launch, with a cover for each version.

Gold and Silver add relationships as well as species

The 1999 games start the journey in Johto. They introduce new Pokémon while also adding earlier forms or different evolutionary relationships for some existing ones. Expansion changes how old and new creatures connect, as well as the number of encounters available.

A rerelease changed how players connected

The 2016 Nintendo 3DS Virtual Console versions replaced the Game Boy link cable with local wireless communication for trading and battles. This preserves an earlier activity through a different technology, within the capabilities described for that particular rerelease.

The 2016 Virtual Console exchange illustration combines development game screens with a retrospective Game Boy cable diagram; the rerelease itself uses local 3DS wireless.
03

Different media give the setting different forms

Cards, television and films followed separate launches

The official history records the Japanese trading card game in 1996, television animation in 1997 and the first theatrical film in 1998. The creatures and human characters could now appear in playable software, physical card battles and screen stories.

The official timeline’s 1996 Japanese physical-card packaging and sample cards.
  1. 1996Physical TCG launches in Japan
  2. 1997Television anime begins
  3. 1998First theatrical film

The card game builds battles from a deck

Players take alternating turns using decks containing Pokémon, Energy, Trainer and other cards. Energy is attached to Pokémon so that they can use attacks. Knocking out an opponent’s Pokémon can let a player take their own Prize cards; taking them all is one basic route to victory. This physical card system has its own actions and rules.

A physical-card rules example attaches a basic Fighting Energy from the hand to a Pokémon on the field.

The anime follows protagonists of its own

The television series began with Ash and Pikachu’s journey in 1997. The company explains that it respects the original games’ setting while telling its own story. Liko and Roy became protagonists of a new series in 2023, a change in television storytelling within the wider franchise.

The key visual used for the 1997 television-anime milestone places Ash and Pikachu in front.

The anime also influenced a game

In the 1998 Pikachu version, known in English as Pokémon Yellow, the partner Pikachu follows the player character and uses its anime voice. The official 2016 rerelease page describes these features retrospectively. Ideas can therefore travel from animation back into software.

Other games change the player’s task

Detective Pikachu pairs a talking Pikachu with Tim to investigate incidents. New Pokémon Snap asks players to observe creatures and produce a photographic Pokédex. A common world can support solving mysteries or ecological photography as well as battles.

04

Names, territories and physical products

International launches happened in stages

The official timeline separates the US arrival of Red and Blue and the anime in 1998 from the trading card game’s US launch in 1999. It later records X and Y’s simultaneous worldwide release in 2013. Different media and products therefore have distinct distribution histories.

Localization can give a species different names

The company describes translators working with developers to understand the games’ world and intentions. Pikachu retains one name worldwide, while other Pokémon can receive names adapted for different languages. Those names identify corresponding species across local versions.

Licensing carries characters into everyday objects

The Pokémon Company develops licensed products with partner businesses. Its example of Pokémon Bread, introduced by First Baking in 1998, includes collectible character stickers linked to the anime. Packaging and stickers carry the characters in a form distinct from software or a complete card-game rules system.

05

Later games reshape where exploration happens

Pokémon GO uses real-world location

An official 2016 announcement describes Pokémon GO as a mobile game using location information and the real world as a setting for collecting Pokémon. It links fictional creatures with physical places, unlike a journey restricted to a core game’s invented region.

Core-game region
Travel locations within a fictional world
Locations in GO
Uses real-world location information

Scarlet and Violet open up route choices

The 2022 games use an open world in which the official description gives no fixed order to the stories. Encountering, partnering with, battling, raising and trading Pokémon remain. What changes is how players move through the setting and choose a path through its stories.

Check your understanding

Why does Pokémon name both a franchise and creatures?

The media franchise grew from games whose fictional world is inhabited by creatures called Pokémon.

Why trade between Red and Green?

Their encounter rates and version-exclusive Pokémon differ, so the other version can help fill collection gaps.

What does Energy do in the physical card game?

Attached Energy supplies requirements for Pokémon’s attacks and other actions.

How does Yellow show the anime influencing a game?

Its partner Pikachu follows the player and uses its anime voice.

How do GO and Scarlet and Violet change exploration differently?

GO uses real-world location; Scarlet and Violet let players choose routes within an open fictional world.

Sources and images