Tajiri discovered his desire for video gaming in his teenagers. The young man specifically loved playing arcades, despite the fact that his parents regarded as the hobby rather useless. Over the years, so developed the idea of their own video game, initially without concrete programs, but at least the eyesight was right. His interest led to his later on disassembling his Famicom (the Japanese edition of the NES) to observe how it actually worked. SEGA, at the time probably the most influential video game developers in the world, tajiri participated – and gained.
In 1981, Tajiri started producing his own gaming magazine at only 17, ” the name his gaming company was afterwards to wear. He developed, wrote, which specialized in self-produced and frequently amateurish publications. Ken Sugimori, who saw Game Freak in another of the stores, was impressed and considered Tajiri to become part of the magazine. Over the years, the two editors pointed out that the quality of the video games they themselves reported continued to decline. At the time, the big video game crisis had simply been overcome, that was expressed by immense amounts of new titles, due to the newly discovered and intensely lucrative market. The solution? Even develop games which were better. In 1989, Game Freak was transformed into a video game company focused on developing new titles.
Tajiri got to know the Famicom BASIC bundle, which should give players the chance to develop games themselves. Satoshi was capable to better understand the idea of the Famicoms and bought a advancement kit for the console, to bring shortly after the Bandai Namco released Quinty on the marketplace. With the discharge of the Video game Boy in the same year and his ability to communicate with one another with a link cable that enabled multiplayer matches on the go, Tajiri got his idea of the later pokemon feuerrot rom my boy again. He was of the opinion that with the hyperlink cable not only against each other, but also with each other (keyword: swap!) Should be able to enjoy. Players should see the Pokemon as friends, as beings with whom one could recognize with individual nicknames. The control of the creatures should under no circumstances become marked with brutality, a cause why there is essentially no blood, no loss of life in the series. Pokemon can get hurt and unconscious, but also healed – just die, at least they can not really do that in entrance of the participant. Useless violence is not everything, relating to its motto. Tajiri chose the Video game Boy would be the best platform for the series and proved helpful with Sugimori on the concept. But the advancement of the series switched out to be even more difficult than hoped.
Few paid any attention to Pokemon on February 27, 1996, the state release in Japan, and nearly completely ignored the game because of the misconception that the overall game Boy had met his focus on and was no longer relevant. Nevertheless, the two titles sold quickly – also because of the two different editions that were bought by many simultaneously – and quickly progressed into success in Japan. Just a few months later, in addition to Pokemon Crimson and Green, the Blue Edition was published, which was sent as a special edition just by mail.
Shigeki Morimoto, a developer at GAME FREAK, came up with an idea during the final stages of the task on Pokemon Crimson and Green, which later caused many rumors. that was implemented by the end of the task on Pokemon crimson and green at brief see. He added Mew to the overall game as a tale among the developers after the debug features were removed, freeing up a little of space to include only a single Pokemon. Just the developers ought to know about Mew and get it, but the secret did not last long.