Editing 2220: Imagine Going Back in Time

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However, it turns out that Cueball somehow actually does ''have'' the time-travel technology required to pull this off, and so he takes Megan's suggestion literally and goes back in time 20 years to do exactly what she suggested: he repeats the statement to his younger self to see what his reaction will be.
 
However, it turns out that Cueball somehow actually does ''have'' the time-travel technology required to pull this off, and so he takes Megan's suggestion literally and goes back in time 20 years to do exactly what she suggested: he repeats the statement to his younger self to see what his reaction will be.
  
Unfortunately, past Cueball (in the year 1999) chooses to focus on a completely different aspect of the statement: the fact that ''Pokémon'' - a game that past Cueball sees as a children's game - will still somehow be popular in 20 years, and that his adult self is still playing it. These observations make Cueball feel uncomfortable, as they highlight the fact that he is spending time on pursuits that his younger self sees as frivolous or childish. He gets defensive and starts to argue with his younger self.
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Unfortunately, past Cueball (in the year 1999) chooses to focus on a completely different aspect of the statement: the fact that ''Pokémon'' - a game that past Cueball sees as a children's game - will still somehow be popular in 20 years, and that his adult self is still playing it. These observations make Cueball feel uncomfortable, as they highlight the fact that he is spending time on pursuits that his younger self sees as frivolous or childish. He gets defensive and starts to argue with his younger self. When his younger self begins to call the a cautionary tale, it dawns on present Cueball that he may just have changed how his former self will behave, thus he may never even begin playing Pokémon Go, and thus present Cueball, may disappear and a new version will replace him 20 years later.
 
 
When his younger self begins to call it a sobering and cautionary tale, it may dawn upon present Cueball that he may just have changed how his former self will behave. (Could he, in the new iteration, never even begin playing Pokémon Go, and thus present Cueball may disappear and a different version of himself will exist 20 years later? Or could he have seeded encouragement for himself being more readily connected to all things Pokémon in the intervening years, putting himself further ahead of the resurgence in its popularity?) Or else future-Cueball is just frustrated at how past-Cueball is failing to notice his intended revelation — and in turn is failing to appreciate past-Cueball's own naive but still insightful interpretation.
 
  
 
{{w|Pokémon}} is a media franchise that debuted in 1996 in Japan as both a video game and a trading card game. It was originally designed for and marketed to younger children (the tie-in cartoon series constantly emphasizes its main characters are ten years old), with a design, aesthetic and gameplay that were optimized for a younger audience. Since then, and up to 2019, there have been a total of eight generations of video games on consoles. As the franchise continued to thrive and evolve, it's gone through multiple generations, including ''Pokémon Go'', an augmented reality game for smartphones. These latest versions, in particular, have become popular with (and marketed to) adults, some of whom grew up playing the earlier generations.  
 
{{w|Pokémon}} is a media franchise that debuted in 1996 in Japan as both a video game and a trading card game. It was originally designed for and marketed to younger children (the tie-in cartoon series constantly emphasizes its main characters are ten years old), with a design, aesthetic and gameplay that were optimized for a younger audience. Since then, and up to 2019, there have been a total of eight generations of video games on consoles. As the franchise continued to thrive and evolve, it's gone through multiple generations, including ''Pokémon Go'', an augmented reality game for smartphones. These latest versions, in particular, have become popular with (and marketed to) adults, some of whom grew up playing the earlier generations.  

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