Period 3b OverviewPeriod 3b is the most coherent section of the Korean Index. Every design in this section is an evolutionary relative of a Generation I Pokemon (maybe excepting Taaban). It seems as though the development team thought the games didn’t have enough connections to the original games and used this section to create more. They did this by brainstorming new evolutionary forms for old Pokemon families. This could have been an idea that stemmed from the successes of Period 1d, which had featured multiple new evolutionary forms for Generation I (Politoed, Slowking, and Crobat in particular). These could have proven popular enough with the development team that decided to create more new and branching evolutions to existing ‘mons. Whatever the team's motivation, the next twenty Pokemon designs are tightly focused around this theme: none of them fall outside this pattern at all. We’re also finally done with unused designs: everything in the Korean Index from this point forward appeared in Spaceworld ’97. This is probably because this section was being completed only a few months earlier than the Spaceworld ’97 build, and all these last Pokemon were recent enough that they hadn't been overwritten but something else. Spaceworld ’97 was finished in November 1997; these designs were probably, at earliest, from April 1997 (six months earlier) and more likely even closer to the build date (potentially as close as two or three months earlier). That’s probably the reason many of their evolutionary methods were not yet programmed in in Spaceworld ’97: the team just had time to dump these Pokemon designs into the game and get them movesets before creating the SW’97 build. Things that would require more programming, like new evolutionary methods, were probably off the table at the time. ID 318: Taaban (Turban) ID 318, Taaban –whose name is clearly a Japanese transliteration of the word “Turban”—is one that we’ve talked about before, way back when we were discussing Slowking. I’m going to cover some of the same ground in this entry, but I encourage you to go back to that entry as well if you want to know more about this guy and read into some more detail about the theories I discuss here. Taaban’s quite a mystery. What purpose does it serve in the Spaceworld ’97 builds? It clearly looks like the Shellder attached to Slowbro and Slowking, but it doesn’t have any attributes connected to the Slowpoke family, and it doesn’t have any evolution data. It also has barely any excuse for a moveset, and nothing else for us to go by. Why did it get created? What purpose was it created for? What connection was it supposed to have with Slowbro and Slowking? First of all, Taaban was named after a Turban, but it was also named after the "Horned Turban" seashell, a type of shell that is conical jsut like Turban. This seashell has mythology around it of a horrible creature that lives inside the shell called a "Sazae Oni"; this creature looks a lot more frightening than Slowbro, but was probably the initial inspiration for the design. My guess is that Taaban was created, in part, to solve a continuity problem that had been created during the long, jumbled development of Generation I. One thing that just about every kid notices when they first evolve a Slowbro in Pokemon Red is that, even though the Pokedex calls the creature on its tail a “Shellder,” it looks nothing like a Shellder. Even an eight year old knows that a Shellder looks like a clam; whatever this thing that was on Slowbro’s tail was, it was conical and looked more like the shell that a hermit crab lives in than a clam. The anime did show the Shellder that grabbed a Slowpoke’s tail evolve into this form when the Slowpoke evolved with it, but the anime wasn’t fooling anyone. That wasn’t a Shellder on Slowbro’s tail, it was something else entirely. With the information we now know about Generation I’s development, we now know why this strange discontinuity happened in the first place. Shellder (originally looking like Cloyster) and Slowbro were some of the first monsters created for the original “Capumon” idea. Originally, these were mostly Kaiju like beasts on two legs that looked like something out of Ultraman or Godzilla; Slowbro was initially created as one of these Kaiju like beasts. In this form, having a shell on its back was just part of its design, and Shellder was a completely different, unrelated, Pokemon. Left: Shellder in the first Capumon Pitch Documents. Center: Shellder in Spaceworld '97. Right: Taaban in Spaceworld '97. It was only much later—When Slowbro was created the team didn’t even have a concept of evolution—that the team created Slowpoke as an earlier version of Slowbro. In creating Slowpoke, the team decided that the creature on Slowbro’s back was actually another creature, and that Slowpoke only evolved because it entered into a parasitic relationship with the clam on its back. And since Shellder was the only mollusk sort of Pokemon in Generation I, Game Freak decided to call Slowbro's mollusk friend a Shellder. And that's even though Shellder was created as a completely different creature and had a completely different design. So when Generation II began development, one of the designers might have been as concerned about this discontinuity as I was when I was a kid, and set out to create a solution. Taaban was probably made to retroactively explain why the Shellder on Slowbro (and now Slowking’s) tail looked so different from your regular average Shellder. It turns out, it was a different species altogether. Given that Taaban is found in Era III, it was probably also created as part of an initiative to create more Pokemon that evolve from or into Generation I Pokemon, to increase the links between the original games and their sequels. Which means that the design team was probably scanning through Generation I Pokemon that they could link to, found Slowbro, and realized they could kill two birds with one stone. Or even three birds, given that Slowking had already been created, and Taaban could be a link to him too. But how, exactly, would Taaban connect to these Pokemon? That seems to have been the question, and ultimately why Taaban was dropped. Notably, it’s not completely certain that Taaban was ever supposed to have a direct connection to the Slowpoke line, and given that nothing connecting it to them is programmed into SW ’97, the simplest possibility is that this wasn’t an accident. There are a lot of other possible scenarios where Taaban was just related to them through flavor, and not gameplay. The most obvious idea (which I somehow missed until a commenter pointed out this possibility) is that Taaban wasn't related to the Slowpokes at all, but was intended to be a branching evolution to Shellder. I buy this for a couple of reasons. First, a lot of stone evolutions didn't work in Spaceworld '97, and so if Taaban was meant to be a branching stone evolution, it might have been in the same boat as all of those and simply not programmed in. Secondly, this would explain Taaban's tiny moveset: it doesn't learn any moves because stone evolutions rarely learned moves in Generation I. In fact, Starmie, which is to some degree a close comparison, only learns Harden, Tackle, and Water Gun, all at level one. This is almost the exact same moveset that Taaban learns (Taaban gets Body Slam instead of Tackle)! There's definitely some evidence in favor of this idea. Honestly, I'm convincing myself writing about this idea, but there are two points that make me still doubt it. First, Taaban doesn't really look like a final-form Pokemon. Compared to Cloyster, which is much larger and more imposing than Shellder, Taaban is...about the same. It would feel very weird for Taaban to somehow be a upgrade to Shellder. Secondly, I can't get over how much Taaban resembles the shell the Slowpokes use. That feels too intentional. I've heard some other, more outlandish, ideas about how Taaban might have functioned separately from the Slowpoke lines. For instance, someone (I believe RacieBeep) suggested to me that Taaban might not have been intended to be directly related to Slowking, but instead an example of what happens when the Shellder on its tail was disconnected. She suggested that maybe Taaban was originally part of the Slowpoke tail subplot that appears in the final version of Gold and Silver. In that story, it’s revealed that Slowpoke tails are a local delicacy in Johto because they're so delicious; Team Rocket’s newest scheme turns out to be a plot to factory-farm Slowpokes and cut off their tails, so they can sell the tails on the open market. The Slowpoke tail is even an item, though all you can use it for is to sell it for a tidy sum; the story is already getting close to the uncomfortable question of whether people cook and eat Pokemon, and giving the tail an effect would have brought Slowpoke-cooking too close to the surface. RacieBeep (I believe) suggested that maybe the player could get a Taaban by somehow getting a Shellder to bite onto a severed Slowpoke Tail, which would then become its own independent Pokemon, free from the prison of a Slowking’s head (or a Slowbro’s butt, I guess). I could also imagine another possibilityt: maybe Taaban was just an early experiment in a regional form for Shellder, long before the idea of regional forms appeared in Gen VII. The Slowpoke Tail item appears in the SW ’97 build of Gold and Silver, so it is certainly plausible that Taaban was designed to go along with that sideplot. And it's clear that even in Spaceworld '97, Game Freak had wanted to spotlight Slowpoke in some way. There's no real evidence for this idea though, it's just fun speculation. Another idea suggested to me was that maybe Taaban was the result of a Slowbro's Shellder becoming unattached from its tail; the Slowbro would devolve back into a Slowpoke, but the Shellder might stay conical. However, given the other aspects of Taaban’s design, I think it’s far more likely that Taaban was designed to be involved in Slowking’s evolution, somehow. First of all, Taaban is clearly supposed to be the shell on Slowking’s head. It has the same ruby Slowking’s has on its backsprite and Slowking’s early backsprite has teeth from its shell driving straight into its head (making it look more independently alive). It also shares a general body plan and size with Slowbro's Shellder. To have it have no direct connection with the Slowpoke family would feel like one of the weirdest gaming teases in history! Secondly, even Taaban’s name suggests a connection with Slowking. Slowking is, after all, wearing its shell as a Turban, and so to name Taaban after its hat-like practically begs for players to make that connection. Thirdly, consider how sparse and uncreative Taaban’s moveset is. Taaban only learns three moves, all at level one: Harden, Body Slam, and Water Gun. None of these moves are particularly exciting. While this could be a placeholder moveset for an unfinished Pokemon, it seems unlikely: only Twinz and Girafarig had unfinished movesets in Spaceworld ’97, and otherwise the team had finalized movesets by the time of Spaceworld ’97. So this is probably the moveset the team wanted to go with. What this moveset suggests to me is that Taaban was designed as a gimmick Pokemon, like Unown, that didn’t serve a purpose in battle. The obvious gimmick is that it would assist Slowking (and maybe Slowbro) in evolving: the question is how? Taaban had nothing to do with the original intentions behind Slowking. As I mentioned in the Slowking article, Taaban hadn’t been created yet when Slowking was first designed, and Slowking was designed right around Politoed and Crobat, two other Pokemon created to be a new third-form evolution for a Generation I Pokemon. Slowking could have initially been designed as simple third form for Slowbro, in the same vein as Crobat, or it could have been designed to experiment with the idea of branching evolutions, like Politoed before it. Our evidence is contradictory on this point. On the one hand, early writing about Slowking from the writers of the Official Handbook (an early preview document released in 1996 which may have had information from the design team) indicated that he was supposed to evolve from Slowpoke: “Secret Data on Slowking: Slowpoke, a very stupid Pokémon, was out fishing for bait when a Shellder clamped onto on its tail, causing it to evolve into Slowbro. However, it is said that, in 1 instance out of 10,000, a Shellder will clamp down on a Slowpoke's head instead of its tail. As the Shellder bites down, its essence penetrates the Slowpoke's listless brain cells, bestowing upon it extreme motivation. Slowking has quickly become a hot topic among Pokémon collectors. How its evolution takes place is still unspecified, but it has been established that it evolves from Slowpoke!” On the other hand, in Spaceworld ’97, Slowking evolves from Slowbro, not Slowking. This could be an error, or it could be a temporary evolution method until the team figured out exactly how Slowking would branch from Slowpoke. Or, more simply, it could just be the way Slowking was intended to evolve at the time, before the team changed their mind and later made it into a branching evolution later in development. There are two likely possibilities concerning how Taaban fit into this scheme. First, it could simply be the case that the team hadn’t figured out what to do with Taaban yet. Taaban’s so late in the Korean Index that no Pokemon past this point are unused in Spaceworld ’97, so there’s the possibility that everything from this point forward was put into Spaceworld ’97 whether or not they had been completely figured out. Taaban could be an undercooked design that made it into SW’97 simply by being created so late. And if that was the case, the team may just have not yet thought through exactly how Taaban interacted with Slowking. Or it could even be the case that they weren’t even planning on any interaction and simply added in Taaban without planning to use it long term; Taaban could potentially be a placeholder. The second option is that Taaban had some as-yet-unprogrammed purpose in the evolution into Slowking. It’s possible that Slowking was programmed to evolve from Slowbro as a placeholder until they programmed in Taaban’s interaction with it. My guess, if this was what had happened, was that Taaban was involved in a trade evolution. Maybe, for instance, the designers planned that if a Slowpoke was traded to another player who was carrying a Taaban, both of them would merge together when the trade ended and give that player a Slowking. Another possibility is that Taaban was just supposed to facilitate an evolution of Slowpoke once it reached a certain level: say, at level twenty, if there was a Taaban in the party, then Slowpoke would start evolving (maybe Taaban would have survived the evolution, or maybe it would have been consumed as part of the process). Either way would work, though my bet’s on the trading mechanic. In the very next Generation of games, the team play around with this very concept: infamously, when Nincada evolves, it evolves into Ninjask and also leaves behind a Shedinja; Taaban might have been meant to be this idea but in reverse. Likewise, Mantyke was introduced in Generation IV, and functions almost exactly as I described above: it evolves into Mantine if there is a Remoraid in the party. So it's very clear that ideas such as these were floating around in the minds of the developers. If any of these ideas were the plan, however, it's very likely that they would have been difficult to implement. Not only would the programming to make these evolutions happen be complicated and unique, but there were probably a number of corner cases to work out. What happened to any item that Taaban was holding? Or maybe a player wouldn’t want to permanently lose their Taaban; there’s no easy way to indicate to the player that Taaban will be lost when the evolution starts, and it might feel bad for a player to allow the evolution to happen without knowing what will happen to their beloved shell-dude. Thirdly—and this is more a flavor problem—why does Taaban just evolve a Slowpoke into a Slowking and not Slowbro? After all, they have the same shell. They couldn’t retcon Slowbro’s evolution, since it was already established in the first game, so the reasoning for why you got a Slowking would have been confusing. It's likely that the messiness of these evolutionary methods was the reason Taaban was dropped after the Spaceworld ’97 build. Taaban’s slot was replaced with Piloswine in the next set of data we have, and Taaban was forgotten. There’s a slight possibility that Magcargo was loosely inspired by the idea of a living shell, but there’s no real evidence in favor of that idea. Taaban disappeared, regardless, and to this day Slowbro’s strange shell is still an odd continuity error. Art for this sad shell-dude by @Raciebeep! ID 319: Madame ID 319 is Madame, a masquerade mask wearing, Spring-Onion wielding, bank robbing, mysterious hero from the stars evolution to Farfetch’d. Madame is actually a fascinating Pokemon for two completely different reasons. First, we almost got Madame. Out of all of the unused Pokemon in Spaceworld ’97 Madame is part of a small group that not only survived into Spaceworld ’99, but also were very close to inclusion in the final game. Secondly, Madame is interesting because there’s a possibility it might in fact be a very old design. While we don’t know for sure, Madame might have been originally designed for Generation I, only to be culled from that game even earlier than the unused designs we have evidence of. Before delving into that second mystery, however, let’s discuss Madame’s history in Generation II. Madame is an evolution for Farfetch’d, and a cool looking one at that. She still has the signature green onion that Farfetch’d has, but it’s much larger, and Madame holds the onion like a baton, or maybe even like a samurai sword. She also now sports a mask over her eyes that brings to mind a masquerade ball. Its name, Madaamu or “Madame,” is also a connection to a masquerade, in that “Madame” is an upper-class way of talking about a lady that has heavy connotations of French Aristocracy. Essentially, Madame would be exactly the social class to attend a masquerade ball. I’m not sure how this would work with gender, since Farfetch’d is equally available in male and female forms, but that might have been something for the English localization team to work out as they came up with an English name. The sum total of this design is to present the audience with a classy, aristocratic art thief type character, in the vein of the "Gentlemen Thief" trope that you find in Japanese media like the anime Lupin III or the classy robber character that Catwoman exemplifies. You see this "mysterious gentlemen" character in a few other places. Most notably, Sailor Moon's Tuxedo Mask combines the mysterious, elegant nature of the character with a domino mask like Madame's; Speed Racer's Racer X or Mega Man's mysterious older brother Blues are the same sort of character, without the visual clues. Or, for a more recent example, Persona 5's main characters are all thieves, and the player character "Joker" and their partner Haru best resemble the "gentlemen thief" archetype that Madame was drawing on. Farfetch’d was originally designed around an old Japanese phrase “kamo ga negi o shottekuru” that translates to "a duck comes bearing spring onions.” The idea of the phrase is that this is incredibly lucky, since ducks are delicious when cooked with green onions; essentially, the duck drops in your lap the ingredients you need to cook it. The phrase means “easy target” or “lucky opportunity,” because of how fortuitous this is; it’s vaguely equivalent to the English phrase “shooting fish in a barrel.” Farfetch’d’s name in Japanese is actually just a contraction of this phrase, and it's suggested in the anime that Farfetch'd have been hunted close to extinction because of how delicious they are. It kind of feels like the Pokemon team went all in on this joke. In fact, I’ve seen people suggest before that in the final games, Farfetch’d is kind of a joke Pokemon in another way. Strangely, Farfetch’d is almost completely absent from Pokemon Red and Green. A few Bird Trainers use one while battling (strangely, a lot more trainers used them in earlier builds, like Team Rocket members and Gamblers), but there’s nowhere to catch a Farfetch’d; you can only trade a Spearow for a Farfetch’d named “DUX” in Vermillion City if you want one. But why would you? Its stats are terrible, and it’s not really an interesting or unique Pokemon, except for learning the overpowered move Sword’s Dance. The joke might be that you make a trade for a mysterious Pokemon someone is offering you in the game, and they give you a lemon; the joke's on you! Yellow version makes them catchable, but doesn’t change how unimpressive Farfetch’d is in battle. The thought process behind Madame probably sprung from this characteristic of Farfetch’d. It was okay that Farfetch’d was kind of awful in Red and Green, because it wasn’t a major part of that game, just a punchline more or less. But if the team wanted to feature Farfetch’d more in Gold and Silver, it would have to have more to it. And given that the final games have an entire section where the player chases after a mischievous Farfetch’d--and given that the team made Farfetch’d much more available for catching in Gold and Silver—Farfetch’d was already much more prominent. So Madame was probably an attempt to make Farfetch’d more useful, by giving it an evolution that could keep up in the later parts of the game. And Madame does exactly that: is has 40 more base attack, 20 more base HP and Defense, and more minor upgrades to Special Attack, Defense and Speed. Chasing a Farfetch'd Madame was also a good opportunity to create a link to Generation I, like the rest of Era III was trying to do, because the single-stage, low stat Farfetch’d was such an obvious candidate for an evolution. It also fit into Gold and Silver in basically the same way that Crobat did: both of them were an evolution that gave needed stats to an underpowered Generation I Pokemon, but otherwise didn’t add much to that Pokemon other than stats. Probably because it fit such an clean niche in the design, Madame was a mainstay in the Gold and Silver roster up until the very last minute. In fact, data connected to Madame still existed in the game until just about a month before the game was released! It's true! In fact, Madame not only survived past Spaceworld ’97—many Pokemon designs, of course, did not—but the designers touched up and redrew parts of its sprite, shaded it differently, gave it egg moves, TM moves, stats to go along with it, and even gave Madame a Pokedex entry. It’s a pretty boring Pokedex entry, mind you, and its vagueness suggests to me that it was still a placeholder, but it’s there: “A rare species that is seldom seen. Recent studies have discovered that the object it holds is a spring onion flower.” The team even changed the method that Farfetch’d evolved into Madame as late as July 21st, less than one month before Spaceworld ’99, indicating they still intended to use Madame that late into development. That July, they decided that rather than have Farfetch’d evolve at level 24, it would evolve with High Friendship, just like its counterpart Golbat. This was probably also a change to make sure that Farfetch’d evolved in a way that it couldn’t have in Generation I, to give the illusion that this evolution always existed in the previous games but the player couldn't activate it. This was a small detail that the team was very careful to preserve on all their new evolutions, and one that I've always very much liked. By Spaceworld ’99, however, something’s wrong. Madame is still Normal/Flying, still has all the same stats and moveset, but her frontsprites have been replaced by an extremely sketchy (and pretty goofy looking) first try at Wooper. The fact that all of Madame’s characteristics except her front sprites are still preserved suggests that this change must have happened pretty quickly, maybe just a few weeks before the build date of Spaceworld ’99 (August 1999). The creation of Wooper seems to have been a last minute decision, probably spawned from the need to have Quagsire or something with similar typing appear in low level areas. To give birth to Wooper, a sacrifice needed to be made. Not Madame In the last couple months of development, the team fully removed Madame to make room for Wooper, and Madame was cast into the dust bin of history. It was such a quick switch that Wooper even kept Madame's palette! Even stranger, in the final games, Wooper has a strange footprint, shaped like a duck foot. The team fixed this in later games, but now we know the truth: Wooper's footprint was one last final clue of the Madame that almost made it to the final games. For comparison, here's a picture of what Wooper's footprint looked like in Gold and Silver, and what it looked like in Crystal. It would take another twenty years for Farfetch’d to get the evolution he deserved, and even then, Sirfetch’d is a pale reflection of the majesty and grace of Madame. So what happened? Madame could have been removed because, at the end of the day, it’s pretty boring: Madame doesn’t add anything but stats to Farfetch’d, while something else in that slot could add a new Pokemon with new typing, or something that could diversify what the player could find in the wild. Admittedly, Crobat faces the same problem (being an evolution that only improves stats), as does Porygon 2 and a number of the other added evolutions from Era III. Not to mention that Wooper doesn’t add a lot more than Madame, given that it’s just a smaller Quagsire. Instead, I don’t think Madame was removed because there was anything inherently wrong with her; I think she was just removed to make way for Wooper. Quagsire is caught at a really low level in Spaceworld ’99, and he might have looked just a bit too imposing and chunky to be encountered at level 6, or fought at level 9 in a trainer battle. The team could have decided a smaller and cuter version of Quagsire made more sense, and so they looked for Pokemon to cut. Given that Farfetch’d was never the most popular Pokemon, and given that Wooper would be far more visible in the final game than an evolved Farfetch’d (after all, Madame would probably not appear in the wild or be wielded by trainers), it seems an easy decision to trade one for the other. This puts Madame in the company of two other Era III Pokemon that were deleted only at the very end of development: Tsubomitto and Plux. Tsubomitto, a split evolution of Weepinbell, was redesigned as late as June 1999 and still has some data surviving into Spaceworld ’99, but was ultimately removed by the final game and replaced with Lanturn. Plux was an evolution to Pinsir, meant to be a mirror to Scizor. It met the same fate as Madame: though its stats, name, and typing was intact by Spaceworld ’99, its frontsprites were replaced by goofy sketches of Forretress, which ultimately replaced it. Unlike Tsubomitto and Madame, it was replaced by a bug with its same typing, but otherwise, the pattern was clear: each of these three was replaced by an evolution of a new Pokemon from Generation II. The Almost-Were's This also suggests that the team may have felt that had gone too far in the direction of making Generation II an extension of Generation I, and that by the end of development the team wanted more diversity in their new designs. After all, by June 1999, the new roster was chock full of new evolutions for old Pokemon. Not only were Slowking, Politoed, and Crobat still part of the roster, but the roster still had Plux, Tsubomitto, and Madame alongside multiple other Era III designs like Blissey, Steelix, Kingdra, Scizor, Belossom, and Porygon2. That was probably just too many. Steelix and Kingdra probably had to stay because of their prominent place in the teams of two of the Gym leaders, but otherwise, I think all of these were on the chopping block to be replaced with evolutionary relatives of Gen II Pokemon. Tsubomitto and Plux probably got cut because their counterparts—Scizor evolves from Scyther, Bellossom from Gloom—had better designs, but Madame could’ve just been a random cut. We could just as easily be talking about whatever happened to Porygon2 or Blissey. There’s another important mystery pertaining to Madame, but it’ll take a bit of explaining. You’re probably familiar with the development of Pokemon Red and Green because you’re reading this (if you’re not, Helix Chamber does an amazing job summing this idea up here and here), but if you’re not, here’s a quick run down to get you up to speed. Essentially, there were originally 190 slots for Pokemon designs in Pokemon Red, which were filled haphazardly in the order that the Pokemon designs were created, much like the Korean Index. Basically, every time the designers came up with a new Pokemon, they programmed it into the next slot of the “Internal Index,” of Red and Green, which is still used in the final game to determine some of the features of any Pokemon the player catches. However, this “Internal Index” numbering system is not visible in the final game. Instead, the final games use the Pokedex ordering, which reordered Pokemon to be in a more logical order, putting evolutionary relatives together, legendary Pokemon at the end, and generally ordering Pokemon by how early in the game they’d be encountered. Of course, the final games only have 151 Pokemon. Before the games were finalized, this original Index was culled of around 39 designs that the team simply didn’t have space for. In their place, the final games have garbage data, which you can access if you use a variety of glitches; if you manage to access one of these unused Index slots, the game returns it as a “Missingno.”, a placeholder Pokemon whose stats and graphics are drawn from random data on the cartridge. For many years we just thought these unused Internal Index numbers were just a quirk of the programming of the game, but after the Gigaleak, we received backsprites and other data that proved that most of these were actually filled with discarded Pokemon designs at an earlier point of development. Anyway, Helix Chamber closely analyzed the patterns of the Internal Index and discovered that the Index revealed the logic behind the development of Pokemon Red and Green: you could see through the Index how the team came up with new ideas as development continued. Their work became the inspiration for what I’m doing in the Cryptodex, and in many ways what I’m doing here mirrors their method for Generation I. But interestingly, because their methods showed patterns in the Index, those patterns have helped suggest what these deleted Pokemon were like, and helped them guess what Pokemon would be in the deleted slots even before the leak revealed these backsprites. Again, you can read all of their analysis of the Internal Index here, but I've also abbreviated most of their findings in a poster I made that organized their analysis into sections (again, mirroring the sections of the Korean Index that I have delineated in the Cryptodex): Here's a zoomed in closeup of the two sections of the Internal Index that interest us today: Period 2b is from an era of Red and Green's development before evolution existed as a concept; it seems the designers had recently come up with the idea of different types and were experimenting with designs that exemplified the identities of these different types. For instance, as a poisonous land mine, Koffing represents what the Poison Type would look like, while Magneton demonstrates what a pure Electric type might look like. This section of the Internal Index was also concerned with creating regular animals that could populate the Pokemon world: Deer, Mankey, Diglett, Tauros, and Farfetch'd are all regular creatures given a Pokemon twist. Period 4a, on the other hand, is much later in development, after the designers had come up with the idea of evolution as a concept. As you can see, all of the Pokemon in this section are evolutions of Pokemon; in particular, they're all evolutions of Pokemon from Period 2b, which suggests that this section of the Index was about going back to designs created before the concept of evolution, and seeing if they could make those Pokemon into multi-stage families. This section is very tightly themed: everything in Period 4a relates directly back to Period 2b. But there's something strange in Period 4a. Notice the slots 115 and 121: those didn’t have a backsprite in the Gigaleak, which means that we had no data of what Pokemon used to fill those slots. They’re a mystery. They probably don’t have a backsprite in the leak because they were culled from the list earlier than the others; still, we have other evidence that they had, at one time, something in those slots. But the interesting thing about 115 and 121 is that, due to the fact that Period 4a has such a close relationship with Period 2b, we can make pretty educated conjectures about what they might have been. If everything in Period 4a of the Internal Index are evolutions of Pokémon found in Period 2b, 115 and 121 almost certainly were too. #115 and #121 thus have to be evolutions of Pokémon in that range. But what were they evolutions of? The candidates, interestingly, aren’t that numerous. There are 19 Pokemon in Period 2b which could have had an evolutionary relative in 115 or 121, and most of those we can cross off our list. Eight of the Pokemon in that range—Doduo, Koffing, baby Zubat, Mankey Diglett, Venonat, Seel, and the unknown Squid—already have evolutions in Period 4a, so we can discount them. That gives us eleven left. Poliwag has an evolution in Period 3b, so we're down to ten. As I’ve argued previously, Deer probably became Stantler in Gen II. There’s no discarded evolution for Stantler in the Korean Index, which means it’s unlikely that Deer originally had one (or else, why not also import it into the Korean Index?). Same with the #61 (The elephant that became ID 309 in the Korean Index), and Jagg (The shark which probably became #304, Ikari, in the Korean Index). And Magneton is unlikely because Magnemite appears later in the Index, and something related to the Magnet family is in slot 140; I doubt there was another Magneton evolution hiding elsewhere. So we’re down to six possibilities: Tauros, Crocky, Dragonite, Cactus, Farfetch’d and Jynx. I’m skeptical that Jynx or Dragonite ever had an evolution. Dragonite looks formidable as is, and later got two pre-evolutions, so I doubt it somehow became an even bigger dragon at one point. And though Jynx may not have been part of the Magmar/Electabuzz trio at that part of development, my guess is that association was already assumed by the time the team was development Period 4a. Thus, I think it's safe to say that 115 and 121 have to have been an evolution of one these last four candidates: Farfetch’d, Tauros, Crocky, and Cactus. And while those Internal Index slots could conceivably have held any of these Pokemon, a Farfetch’d evolution is by far the least...farfetched. In part, this is because I suspect Crocky and Cactus were on the chopping block for a long time, and in part because we found a design for a Farfetch'd evolution in the Korean Index, while we didn't find one for Tauros. This is by no means 100% certain. However I believe with a high probability that Madame, or something that was redesigned into Madame, held at least one of these slots. Helixchamber, independently and earlier than me, also came to the same conclusion and included Madame in their Gen I hack that included their interpretations of the unused Gen I mons. Helix Chamber's speculative Madame sprites, made by @catstorm (Orange) and @Raciebeep (Green) This is really cool, when you think about it! We may not have a backsprite, but we’ve solved the mystery of another of the slots of the Internal Index! My guess is that Madame didn’t make it into Generation I because of how peripheral Farfetch’d was in the games. If you think about it, Farfetch’d was probably surplus for requirements in Generation I: it was a Normal/Flying type in a game that also had Pidgey, Spearow, and Doduo. What more could Farfetch’d add? Farfetch’d probably just barely squeezed by the final cut of 151 Pokemon, and only because the team thought it was a funny joke: even then, it was included almost as a cameo. Since Farfetch’d was so unnecessary, Madame was probably deleted much earlier, and that’s why it doesn’t appear at all in the data we have. My guess is that the other Index number in Period 4a—whichever of 115 or 121 Madame didn’t occupy—was probably held by an evolution of Cactus or Crocky, and it got deleted for the same reason. The only difference was that Farfetch’d just barely made the cut, and Crocky or Cactus did not. So there you have it: Madame, a Pokemon which probably dated all the way to 1995 almost made its way into Gold and Silver, only to be replaced by Wooper at the last second. Poor Madame, and poor Farfetch’d: constantly being slighted, never truly being allowed to shine. (Madame art by @Raciebeep, as usual!) ID 320: SteelixAfter the complicated and convoluted Taaban and Madame, it’s nice to arrive at the simple, stable, rock-solid design of Steelix. Steelix is one of those Pokemon the team got right the first time. It had a great sprite in Spaceworld ’97, and a solid concept, and so it basically stayed identical the entire way through development. Still, there’s some interesting things that we can dig up about what it demonstrates about development around Era III. First of all, let’s be really clear: Steelix was 100% a Ken Sugimori design. The sprite has a lot of his signature shading and proportions, but even beyond that, Steelix matches the patterns we’ve seen with other Sugimori designs in the Korean Index. Most Sugimori designs stayed the same or were only minorly changed over the course of development: See Slowking, Crobat, or Girafarig for an example of this. Steelix, likewise, was unchanged from start to finish; it doesn’t even have any slight variations on its sprites in the Scratchpads, and its Silver sprite only has the tiniest variations to shading from SW99 to the final. Even the Crystal Sprite didn’t change at all. These characteristics, along with how generally well done the sprite is, convince me that no one but Sugimori could have made Steelix. Steelix fit an obvious niche, in retrospect. Since Generation II introduced the Dark and Steel types, one of the best ways to extend those innovations was to create an evolution of a Generation I Pokemon that had one of those new types. In the final Magnemite and Magneton are also Steel types, but that took awhile: Magneton and Magnemite were only changed to Steel type on July 30th, 1999, just a few weeks before Spaceworld ’99, while Steelix was a Steel-type from the beginning. And even when they became Steel-type, it just isn’t the same thing as having an entirely new evolution share that type. There were a lot of possible Pokemon without a third evolution which could have conceivably evolved into a Dark type: Fearow, Arbok, Golbat, Muk, maybe Persian all had the right flavor (and eventually the team decided that Umbreon would fill the role of a Gen I Dark-type relative). But there are far less opportunities in the original roster for Pokemon that could evolve into a Steel type. Conceivably Magneton could have evolved into a Steel type, before the team just decided to make the whole family Steel. Maybe Sandslash, Rhydon, or Cloyster could have evolved into a Steel type. But Onix, being a one-stage Rock Pokemon that already had a “strong defense” flavor made the most sense. Soon after creating Steelix, we’ll also see that the team decided that some of the bug Pokemon could also evolve into Steel Types, probably to buff their weak typing with something more defensive. Thus, Plux and Scizor were also created as ID 424 and ID 426 (which we’ll cover in the next article). Initially, Steelix was a simple upgrade to Onix: when Onix evolved, Steelix added twenty points to all of Onix’s stats and replaced its Rock type with its Steel type. All in all, that made it a pretty good evolution, but it was also fast: adding 20 to Onix’s speed gave Steelix a base speed of 90, on par with Pikachu, Golbat, Ponyta, and a lot of other speedy guys that Steelix has no business competing with. Eventually, the stats were revised to give Steelix a base speed of 30, which is actually 30 lower than Onix. That’s actually quite interesting to me: true, it makes sense that when Onix’s rock body is replaced with metal, it’d get weighed down even more. I like that flavor a lot. But that also means that there are niche situations where an Onix would be preferable to Steelix due to how fast it is. To my knowledge, no other evolution loses stats this drastically when it evolves, but I don’t know for sure; let me know in the comments. (Update: Many commenters have pointed out how common this is, especially since Generation VII! I guess I should've checked into this a little more!) I will say, I like this change to Steelix overall. It gives Steelix much more of its own identity. It’s now much more of a formidable beast than Onix is, but at the very least it’s a slow moving monster, weighed down by its own defensive armor. The main place most people remember Steelix from is that the fourth gym leader, Jasmine, who has an absolutely terrifying Steelix as her ace Pokemon. It’s one of the most powerful Pokemon the player’s faced up until that point in the game, and unless they have a strong Fire type Pokemon, it’s likely to be a roadblock for many players. That got me thinking: why does Jasmine have a new Generation II Pokemon like Steelix when so many of the other gym leaders only use old Kanto Pokemon? Faulkner, Bugsy, Morty, and Chuck all use only Generation I Pokemon, even though there were obvious new Pokemon for them to choose from. Faulker, the Flying Gym Leader, could have used a Hoothoot (it’s even on the route before you fight him), Bugsy, the Bug Gym Leader, a Scizor instead of his Scyther, Morty, who used Ghosts, could have used a Misdreavus, and the Fighting Gym Leader Chuck surely could have had a Hitmontop on his team. As for the other four, they still mostly only use Kanto Pokemon, with only one new Pokemon on each team: Steelix, Miltank, Piloswine, and Kingdra. This has always been a mystery: if the designers wanted to show off all the new designs they had created, why do the gym leaders so rarely show off these new Pokemon? It could be the case that the gym leaders’ lineups were developed earlier than the roster was completed and Game Freak only wanted to use Pokemon they knew weren’t liable to be cut. Miltank and Steelix, as Sugimori designs which more or less stayed identical throughout development, were probably always considered to be essential to the roster and thus safe to include in the Gym leaders’ teams. Kingdra and Piloswine, however, I have less of an explanation for. Kingdra was not a Sugimori design and it was redrawn at least once in development; in many ways, it strikes me as likely to make it to the final as Madame was. Piloswine, as well, doesn’t appear in the Pokedex until development restarted in 1999, but there are a lot of reasons to think that the team heavily invested in Piloswine being part of the final roster as soon as they developed it. It's inconclusive, but my guess is that all four of these Pokemon were ones the developers were pretty sure weren't going to get cut or drastically revised. This could be in part for balance reasons: if the Pokemon wasn’t completely finalized in terms of moves or stats, they probably didn’t want to accidentally make a Gym leader too challenging by changing how that Pokemon worked. Kingdra, as a stronger version of Seadra, might have been enough of a known quantity that the designers felt they could balance Clair even if Kingdra's stats changed a bit; maybe Piloswine was just too tempting to use for Pryce in a world without many good choices of Ice Pokemon. This theory also makes some sense of Chuck and Morty’s teams, for instance. We know that Hitmontop went through a lot of design changes and was completely revised only a few months before the game was complete, so they may not to have wanted to take a chance on putting Hitmontop in Chuck’s team in case he changed too drastically. Hitmontop’s also the only new Fighting type available, so if they didn’t want to use it, then Chuck would have to rely only on Kanto Pokemon. Likewise, as we’ve seen, Norowara and Misdreavus were in flux until the very last few months of development, so Morty probably couldn’t have used those on his team. But the theory fumbles with Bugsy, since Scizor is a Sugimori design, basically finalized even in Spaceworld ’97, and designed around the same time as Steelix. Maybe the team was just less sure that they’d need a Scyther evolution? Or maybe Bugsy didn’t use it for balance reasons, since his Scyther is already very difficult to beat in the final games. Likewise, I have no explanation for why Faulkner didn’t use a Hoothoot (or a Natu for that matter). The Elite Four and the Kanto gym leaders use a bit more of the new Pokemon, which makes sense, because they were designed and finalized much later and thus Game Freak would have had a better idea of which Pokemon were going to be on the final roster. On the other hand, the Rival uses a Sneasel even in the SW’99 build of the game, despite Sneasel being one of the most reworked Pokemon in the Pokedex. Maybe the decision to make Sneasel the Rival’s signature Pokemon was one of the reasons the development team was so persistent in revising Sneasel’s design? I really wish we had earlier versions of the Gym leader rosters from the time of SW’97; that would really help clear up some of what was going on here. Unfortunately, with what we have, all we can do is make conjectures like the above. I think the Gym leaders’ team selection has a lot to do with which Pokemon were the most finalized, but I can’t say that for sure. There are just too many outliers and strange situations. Anyway, this conversation has strayed away from Steelix. Steelix is cool. It’s a good design, and exactly the sort of exciting and attention grabbing design that a sequel should have. It was an inspired choice to give Jasmine a Steelix to really cement just how scary the new Steel type was, and I wish the designers had done this with more of the Gym Leaders. Given how rushed and manic the development of Gold and Silver were, I guess we’re lucky to have gotten Jasmine’s Steelix at all. ID 421 Blissey (Happiness) And we’re finally onto Blissey. Another evolution of an overlooked Generation I Pokemon, there honestly isn’t much to say about Blissey. Though it went through a few strange design concepts, in the end Blissey ended up just being a direct and obvious extension of Chansey’s aesthetic. Out of everything found in Period 3b, Blissey is probably the archetypical example of what this section of the Korean Index was about: extending the ideas of Generation I into new, cooler, evolutionary forms. In many ways, Blissey is in pretty much the same position as Madame. Both Chansey and Farfetch’d were rare and nearly unused in Generation I. At least Chansey appeared a little more frequently than Farfetch’d, showing up as a rare (and incredibly frustrating) encounter in the Safari Zone which will always run from you no matter what you do, and in the post-game Cerulean Cave. Still, to my knowledge no trainers in Generation I use Chansey, and given how hard it is to capture, Chansey was probably unused by the vast majority of players. Chansey’s a little bit easier to catch in Gold and Silver, though Chansey is limited to three routes in Kanto, making it, and Blissey, purely post-game Pokemon, another strange oddity in Gold and Silver. Still, Chansey was a one-stage Pokemon design basically begging to be expanded, and if Chansey was easier to catch in Gold and Silver, it was already going to be more prominent than in Red and Green. Why not give it an evolution that would service to reward players that went out of their way to raise Chansey? But what would an evolved Chansey even look like? The designers don’t seem to be sure. The SW’97 design is much stouter than Chansey, covered with extra feathery bits, and what looks like two eggs. It also has a heart on its head, which some people have commented looks a bit…rude. None of this strikes me as a good evolution for Chansey. It’s sprite gives the impression that it's shorter (or at least the same size) than Chansey, Blissey doesn’t look much like Chansey at all, the heart on top doesn’t have any analogue in Chansey’s design, and holding two eggs seems just about the most unimaginative way you could expand on Chansey. This strikes me as a real first draft, one the team thankfully moved away from. In June 1999, Blissey was redesigned again, this time to look a lot more like Chansey. Again, however, this redesign doesn’t work. First of all, it’s bright orange. I have no idea why the team decided that Blissey should be orange, and obviously they could easily change the palette, but I also think the color doesn’t match Chansey at all. The other problem is that this Blissey doesn’t look all that much like an evolution of Chansey. It basically looks the same, except it has an apron. That's rather fitting, as both Nurse Joy and the player's mother (Gen I and Gen 2) have one. It makes Chansey look more caring and motherly, but it's hardly visually striking.
That version of Blissey was then again reworked (probably by Nishida) through extensive edits to this sprite. The new designer seemed to like the color contrast this design got with the bright white apron, so they kept the idea of Blissey having a white bottom and a (thankfully) pink upper body. They also kept the curls of the June 1999 design, but redrew them a bit to look more natural on Blissey’s head, and gave it a cheerier expression (it’s name in Japanese, after all, is Happiness!). Most important, the new design philosophy seems to be “Chansey but make it look cooler.” So Nishida dialed Chansey’s girlieness up to eleven. Not only was Blissey cute and happy like Chansey, but now it has feathery frills and ruffles all over its body. It's honestly adorable: I know some people who think it’s too blunt a design after the more nuanced Chansey, but I personally think it fits well as exactly what I would expect from an evolved Chansey. Blissey’s stats are nothing special: it just gets an upgrade to the extremely high HP stat, and a bit to its Special Attack and Special Defense. But Blissey—and Chansey, since they share a moveset—do have a couple of interesting changes to their movesets from Generation I. In Spaceworld ’97, the designers gave Blissey and Chansey the move Pain Split, albeit learned at an extremely high level (73 for Chansey and 82 for Blissey!). In SW’97, the designers gave this move to three families: Norowara got it, because it was more or less the perfect move for a living voodoo doll that hurts itself to hurt its enemy, but the loveable and cute Jigglypuff and Chansey also got it, presumably because they had such a high HP they could use it effectively and not because it made any sense flavorwise. Thankfully, the team realized how out of character this move was, and by the final, it was only the signature move of Misdreavus. The other major change to their movelist was to make it so Chansey and Blissey learned Softboiled naturally, without a TM. Softboiled, if you don’t remember, was more or less a signature more of Chansey in Generation I, even if it didn’t it naturally: it either healed half of Chansey’s health in battle, or Chansey could siphon some of her life off and give it to another Pokemon outside of battle. Softboiled was one of the strangest moves in Generation I, because it was only learnable through TM 41, but the only Pokemon which was compatible with TM 41 (besides Mew, which could learn every TM) was Chansey. Why even bother? There’s probably some strange development reason why Softboiled was the way it was. It’s even odder because it’s one of only three non-HM moves that could be used outside of battle, the others being Dig and Teleport. Both of those moves did the same thing and brought you back to the last Pokecenter you visited; Softboiled had a unique effect which probably took a lot of programming despite being so obscure. Anyway, it’s another weird oddity from Generation I, and it makes far more sense to just let Chansey and Blissey learn the move. My guess, given how many times Blissey was redesigned and how it evolved from such an obscure Pokemon, is that Blissey was just as likely to be removed from the final roster as Madame, and only luck got us one and not the other. Blissey and Chansey only play a minor role in Gold and Silver, which makes Blissey feel yet again like another wasted design, sequestered to the post-game of Gold and Silver. At least the player would have been able to use Madame to defeat the Elite Four; Blissey is more or less an easter egg. I love Blissey and it's a Pokemon I've used a lot in later Generations, but personally, I think Wooper should've replaced this gal rather than Madame. And for all we know, it almost did. Imagine that in an alternate world, Chansey had to wait twenty years to get it’s evolution: the chivalrous Sir Bliss, wielding an egg shaped mace.
15 Comments
Trip
3/19/2023 03:56:54 am
That's incredibly fascinating about Wooper's footprint. What's interesting is that it tickled something in the back of my head. I went digging for the footprint and realized that I remembered seeing that footprint, probably back when I was first playing Pokemon Silver when I was 12 years old or so, and it struck me as odd, and then I promptly forgot about it.
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Asmorano
4/3/2023 06:55:15 pm
I didn't notice the Teddiursa footprint thing, in large part because I kind of overlook footprints. I almost left that part about Wooper's footprint out of this article because I wasn't sure it mattered very much, but I'm very glad I left it in!
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Shytende
3/19/2023 11:04:53 am
There actually are a lot of Pokemon that loves Speed while leveling up (Even back in Gen 1), but one of the closer example would be Incineroar, losing 30 point of Speed from Torracat, becoming even slower than Litten.
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Turban is really a mess...It would have been interesting to solve that mystery but I can understand why it was removed, they didn't want to make much changes to Slowbro's biology.
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Asmorano
4/3/2023 07:00:39 pm
Because all my articles are about each individual Pokemon, I often time save larger discussions of other gameplay elements, such as the Gym Leader, for entries that I know won't end up being all that long. So this Steelix entry was my foray into discussing the oddities of the Gym leaders.
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ScorpioTHK
4/3/2023 11:40:59 pm
IMO if they ever bring back Madame they ought to give K-Farfetch'd some convoluted evolution method (akin to G-Yamask, or perhaps more so) to continue the joke, and maybe give it some payoff.
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Pat
3/22/2023 03:38:38 pm
RacieBeep’s theory about Taaban possibly being conceived as a new evolution of Shellder that evolves when exposed to a Slowpoke Tail is super interesting! It could make sense that Game Freak were trying to explain why Slowbro’s “Shellder” doesn’t look anything like a Shellder by explaining that the Shellder evolves when it bites a Slowpoke. That could explain why the Slowpoke Tail was implemented in the games as an obtainable item that ended up without much purpose - it might’ve been planned as an evolution-inducing item for Shellder! If that theory is accurate, it also helps to explain why they eventually abandoned the idea - by leaning harder into the idea that Slowpoke evolves when bitten by a Shellder, they’d kinda be forcing themselves to rework the mechanics of evolving Slowpoke into Slowbro to somehow require a Shellder, which would stray from how it evolved in Gen 1. Given that you’ve called out how hard they tried to keep new Gen 2 evolutions logically consistent with Gen 1 (ie. it was always possible for this Pokémon to evolve, the player just didn’t have access to the mechanics to activate it in Gen 1), it makes sense that they wouldn’t want to introduce any inconsistencies here.
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Asmorano
4/3/2023 07:01:10 pm
Thanks so much for the kind words! I'm really glad people enjoy this silly analysis I do!
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Tthunderperfectmind
3/23/2023 11:27:44 am
I always noticed how much Madame resembles Lugia, the face mask and "wing hands" are both fairly distinctive features shared by both, even though both of them exist in the same build. Could it be that Madame may have been inspiration for Shudo's Lugia, or at the very least Lugia could have given the team more reason to cut Madame (over other designs) as it shared design space? Probably just a coincidence, but it's worth acknowledging. (There's also early Sugimori art of Lugia with proportions that, at least to me, resemble Madame's https://pbs.twimg.com/media/EtaA1aUXUAgEVyz?format=jpg&name=medium)
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Asmorano
4/3/2023 06:57:56 pm
I hadn't thought at all about the connection between Madame and Lugia. I don't think there's a direct connection, but I absolutely buy that maybe Lugia looked similar enough to Madame that it gave them more reason to push Madame out. Thanks for the food for thought there, definitely wouldn't have noticed that similarity without your note.
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DUX Defence Force
6/20/2023 11:52:13 pm
I've been reading for some time and never commented but this injustice cannot stand! Farfetch'd is NOT a lemon in R/G/B and I suspect anyone who thinks that has never given it a serious chance. Yes, its base stats are low but they're better than the spearow you give away and long-term the outsider experience bonus will more than make up for the lack of evolution. I had to force myself to stop using DUX because it was getting so far ahead in levels. You mentioned swords dance but more important is STAB slash with near-perfect crit rate! When you combine that with agility, and maybe double team from TM, a normal playthrough farfetch'd with no grinding can even sweep Lance.
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Asmorano
6/21/2023 02:18:24 pm
I am certainly happy for the Farfetch'd stanning! These are all good points! I'm sorry to have defamed Farfetch'd!
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J
1/10/2024 12:24:31 am
Speaking as a viewer who consumed a LOT of Japanese media in the 80s and 90s I have to clarify something here. Madame IS NOT A THIEF. The motif, a swan with a switch or whip, was used in various gag anime and manga during that period to denote someone was an over-the-top dominatrix. That's not a cane, it's a spanking implement. The mask is to disguise her identity as a sex worker. It's a whole . . . thing that happened in borderline harem/eiichi manga during that period. Unfortunately, anytime I've tried to find concrete screenshots of this, all I get is . . . well, not anime for teens but the trope is extremely recognizable to me. In particular, I remember a fighting game where one of the "good girl's" finishing moves was to temporarily turn into basically Madame. The association of dominatrices with swans in Japan apparently was derived from the popularity of Odile from Swan Lake in Japan at the time. Anyways, with this in mind I think you can figure why "Madame" was cut from Gold and Silver and later replaced with Sirfetch'd.
J
1/10/2024 12:49:17 am
To go along with my other post, I found one of the examples I was thinking of, Julia from Power Stone:
Kzinssie
9/28/2023 09:44:34 am
Chansey wasn't completely forgettable in Gen 1: it was one of the strongest Pokemon in the game competitively, even at the time! It dominated official Nintendo-run tournaments the developers would certainly have been aware of, so Blissey might have survived a bit longer than its fellow doomed evolutions because of that connection. Players who bothered training Chansey despite its obscurity, taking advantage of its hidden strength, would be rewarded with an even stronger evolution when they traded it to the new games!
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AuthorMy name's Aaron George; I'm a Historian, and interested in Pokemon's development as a hobby. Contact me at @asmoranomardicodais Archives
July 2023
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