POCKETDEX.COM GAME BOY COVERAGE
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REVIEW
9.3
OVERALL
User Score:
9.1 (4,892)

The year is 1998. A cardboard box arrives in the mail. Inside it is a gray plastic cartridge the size of a business card. You slide it into your Game Boy, flip the power switch on, and hear eight notes of chip-tune music that will be lodged somewhere in the back of your brain until the end of time. This is Pokemon Red Version, and it is about to make you very, very late for dinner.

Developed by Game Freak and published by Nintendo, Pokemon Red (and its counterpart, Pokemon Blue) launched in North America on September 28, 1998, after more than two years of Japanese dominance. The hype in schoolyards was genuinely astronomical. Did it live up to it? Yes. Emphatically yes. And then some.

GAMEPLAY

You are a ten-year-old from Pallet Town, a dot on the map of a region called Kanto. Professor Oak — the local Pokemon researcher and grandfather of your insufferable rival — hands you one of three starting Pokemon: the fire-lizard Charmander, the water-turtle Squirtle, or the grass-dinosaur Bulbasaur. Then he sends you out into a world of tall grass, caves, waterways, and eight increasingly difficult Gym Leaders standing between you and the Pokemon League Championship.

Battles are turn-based: you pick a move, your opponent picks a move, damage is dealt simultaneously based on stats and type matchups. Fire beats Grass, Water beats Fire, Electric beats Water — and then there are fourteen more types beyond that, each with their own chart of strengths and immunities. The system sounds simple in print but reveals surprising depth in practice. Predicting what your opponent will throw at you, conserving PP (Power Points, which limit how many times each move can be used), and knowing when to swap Pokemon becomes a genuine puzzle by the time you reach the Elite Four.

Six Pokemon can travel with you at once, with your PC acting as storage for the rest. The game smartly limits your options at any given moment without restricting your overall collection. Managing your party — which Pokemon to train, which moves to teach them via the TM system, which veteran to bench in favor of a promising newcomer — is endlessly engaging.

WORLD & STORY

The central story is thin by JRPG standards: beat eight Gym Leaders, dismantle the criminal organization Team Rocket, reach the Pokemon League. But Kanto itself is the real achievement. Its towns feel genuinely distinct in a way that's rare for the hardware: the port city of Vermilion with its naval Gym; Lavender Town, fog-shrouded and home to a Pokemon graveyard; Celadon City, with a department store, a game corner full of slot machines, and a Gym Leader who doesn't like men. Exploring the region, searching unremarkable-looking floor tiles for hidden items, and discovering that the wall you've been staring at for twenty minutes is actually a secret passage — this is the game at its absolute best.

Your rival appears at regular intervals throughout the journey and functions as a difficulty calibration checkpoint far better than any artificial scaling could manage. By the time you face his final team at the League, the confrontation carries genuine emotional weight. That's an impressive feat for a game communicating almost entirely through eleven-character name strings and pixelated sprites.

PRESENTATION

The hardware is pushed harder than you'd expect. Graphics are monochrome — or rather, four shades of gray — and the overworld art is functional at best. But the Pokemon sprite work is clean and expressive; you can reliably identify Pikachu from Raichu, Gastly from Haunter, Clefairy from Jigglypuff at a glance. Dungeon design in places like Mt. Moon and the Silph Co. skyscraper shows real spatial intelligence.

The soundtrack by Junichi Masuda is the star. Working with hardware capable of exactly four simultaneous audio channels — three tone generators and a noise channel — Masuda produced a score that does everything you could ask of a game's music. The Gym Leader battle theme has the right amount of urgency. Pallet Town's opening melody carries a warmth that feels genuinely earned by the time you hear it. And Lavender Town, with its unsettling minor-key loop, does more atmospheric work than graphics ten times as detailed ever could.

MULTIPLAYER

Here is the catch, and it is a real one: you cannot catch all 151 Pokemon in a single cartridge. A handful of species — including Vulpix, Meowth, and Scyther — are exclusive to Pokemon Blue. Trading over the Game Boy Link Cable is required to complete your Pokedex, which means the completion goal assumes you own two Game Boys, two copies of the game, and a willing trading partner. For 1998, that was a significant ask.

Link Cable battles, when you can get them going, are enormously more engaging than anything the single-player AI can manage. Playing against a human opponent who is making real decisions strips away the formula feel of scripted trainers and reveals just how much depth the type system actually has. This is the game at its most strategic. Whether it justifies the hardware and software cost of entry is a decision only your wallet can make.

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PocketDex Score
Pokemon Red Version  •  Nintendo Game Boy
Presentation
7.5
/ 10
Sound
8.5
/ 10
Gameplay
9.5
/ 10
Lasting Appeal
10
/ 10
OVERALL SCORE
OUTSTANDING — Cream of the crop
9.3
Closing Comments:

Pokemon Red is one of those games that creates a new genre almost by accident. The "Gotta Catch 'Em All" tagline is marketing copy, but it turns out to be an eerily precise description of the psychological experience of playing it. The combat has enough depth to reward strategic thinking without demanding a strategy guide; the world has enough secrets to reward exploration; and the 151 Pokemon designs have enough personality to make the collection goal compelling rather than rote. Twenty years from now, people will still be explaining to their children why Lavender Town music made them check over their shoulder. If you own a Game Boy, there is no reasonable excuse not to own this cartridge.

— Marcus Webb

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