Pokemon arrives late in the Game Boy's life and revives it
Game Freak's Pokemon Red and Green reached Japanese stores on February 27, 1996, roughly seven years into the Game Boy's run. Collecting creatures and trading them over a link cable turned an aging handheld into a phenomenon.
Japanese release of Red and Green; a Blue version followed in Japan later that year, and Western markets received Red and Blue in 1998
Entry 89 of 164 in the record
What happened
Satoshi Tajiri spent years pitching a game about catching and swapping small creatures, and Nintendo funded it long past the point where a monochrome handheld looked like a sensible place to spend money. The design leaned on hardware almost nobody else was using. Two versions shipped with different creatures in each, and completing the roster required finding another child with the opposite cartridge and a link cable. What had been sold as a two-player accessory for competitive play became the engine of a cooperative hobby conducted in schoolyards.
Sales started slowly and then climbed for months, which almost never happens in a business built on opening weekends. A comic serial, a trading card line and a television series followed within about a year and a half, each feeding the others. Nintendo had expected the Game Boy to wind down quietly; instead the system found its largest audience at the very end of its life, and the company kept manufacturing it while planning a color successor built around the same basic architecture.
The structure underneath proved unusually durable. Every entry since has kept the paired versions, the link between players and the incomplete roster that only trading can finish, and the franchise expanded into films, merchandise and, much later, a location-based phone game that briefly filled public parks. Few properties born on a handheld have travelled that far. Fewer still have kept the same central instruction, which is to go outside and find someone else who is playing the other half of it.
The world at the time
By early 1996 the Game Boy was old technology sold cheaply against backlit color rivals, and the industry's attention had moved to 32-bit discs and polygons. Japanese publishers were putting their budgets into the new consoles. A monochrome role-playing game about insects and lizards, developed slowly by a small studio, was not where anyone expected the decade's biggest new property to come from.
Historical significance
A hardware generation that looked finished was extended by several years on the strength of one design, and that design worked by making other players necessary rather than optional. It also showed that a game could seed a franchise across television, print and merchandise rather than the other way around.
What it changed
Nintendo's handheld line stayed commercially dominant for another two decades, carried by successive versions of the same idea. The trading mechanic showed publishers that exchange between players could sell hardware, an argument later repeated by local wireless play, friend codes and phone games. When the franchise reached North America in 1998 it arrived with a television series already running, and repeated the pattern at larger scale.
Sources consulted
- Replay: The History of Video Games
- Consolidated financial statements and hardware shipment data
- Pokemon
Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.
Last reviewed September 2, 2026. Report a correction