When I was 11, it was my dream to compete in the Pokémon World Championships, held in Sydney in 2000. I'd come across it in a magazine, and then earnestly set about training teams of creatures, transferring them between my Pokémon Red Game Boy cartridge and the 3D arenas of Pokémon Stadium on the Nintendo 64. But the series' early days were marked by moral panic, with Christian pastors declaring Pikachu to be a demon.
The late 1990s saw Pokémon go from being viewed as a suspect phenomenon among adults to becoming a global cultural touchstone. The first generation of Pokémon fans had grown up and started families of their own, and now they saw the series in a new light. It was no longer just a game for kids but an imaginative world that rewarded every hour spent playing it.
Pokémon's success wasn't overnight, though. Slow-burning sales over years led to its eventual astronomical success, becoming one of the highest-grossing entertainment franchises of all time - with more than $100 billion in revenue. It was created by Satoshi Tajiri, a Japanese boy who collected bugs and started a monthly zine called Game Freak.
The idea for Pokémon took six long years to transform from a simple concept to the world we know today. With different versions available, players could trade and battle with each other to complete their collection of virtual creatures. The game became a social phenomenon that brought people together, even in its early days when all it required was for friends to link up their Game Boys using cables.
However, there was also an alarming amount of xenophobia surrounding Pokémon's popularity. Christian pastors declared Pikachu to be a demon, and some people wanted the TV show banned from airing due to their fears about Japanese culture influencing children. This scaremongering seems ridiculous now that we know how much love and affection the series has gained over time.
Satoshi Tajiri has since stepped back into the spotlight but remains involved in creating new Pokémon games. His creation is not just a game but an imaginative world that rewards every hour spent playing it, teaching valuable lessons about trust, friendship, hard work, and connection between people.
The late 1990s saw Pokémon go from being viewed as a suspect phenomenon among adults to becoming a global cultural touchstone. The first generation of Pokémon fans had grown up and started families of their own, and now they saw the series in a new light. It was no longer just a game for kids but an imaginative world that rewarded every hour spent playing it.
Pokémon's success wasn't overnight, though. Slow-burning sales over years led to its eventual astronomical success, becoming one of the highest-grossing entertainment franchises of all time - with more than $100 billion in revenue. It was created by Satoshi Tajiri, a Japanese boy who collected bugs and started a monthly zine called Game Freak.
The idea for Pokémon took six long years to transform from a simple concept to the world we know today. With different versions available, players could trade and battle with each other to complete their collection of virtual creatures. The game became a social phenomenon that brought people together, even in its early days when all it required was for friends to link up their Game Boys using cables.
However, there was also an alarming amount of xenophobia surrounding Pokémon's popularity. Christian pastors declared Pikachu to be a demon, and some people wanted the TV show banned from airing due to their fears about Japanese culture influencing children. This scaremongering seems ridiculous now that we know how much love and affection the series has gained over time.
Satoshi Tajiri has since stepped back into the spotlight but remains involved in creating new Pokémon games. His creation is not just a game but an imaginative world that rewards every hour spent playing it, teaching valuable lessons about trust, friendship, hard work, and connection between people.