It was a year after Nintendo released thevideo games for the Game Boy in the US, introducing a wild, strange world where kids could befriend and battle the mysterious creatures. In 1999, Nintendo took the premise further. For the Nintendo 64 console, it released, in which pocket monsters wandered the wild—their first 3D incarnation—and players took pictures of them, luring them out with apples. Professor Oak judged the photos’ quality by Pokémon rarity and stylistic sophistication.
Going on a Pokémon safari piqued the imagination. Suddenly, Pokémon had their own lives off-camera. As a visitor, you could briefly appreciate them at their most authentic, not in captivity. Scrolling through digitalphotos was like browsing a collection of signed baseballs, caught after a moment of greatness. But they were digital; at the time, widely considered less real than collectables you could hold.
publisher Jason Ganos, 35. In 1999, Ganos was about the same age as Ash Ketchum, the protagonist of theanime, when he started his Pokémon trainer journey. He’d beg his mom and dad to go to the local Blockbuster and march up to the front counter, where the cashier had boxes of pastel, Pokémon-covered “smart cards” on sale for $3. They worked like international phone cards, loaded up with credits.
'Bygone Era?' I've got socks older than these
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