Damien McFerran 15:26, Wednesday 6th May 2009

Long before the NES, Mario and Zelda there was the Game & Watch...

When you look back on the history of videogames it’s not uncommon to discover amusing anecdotes regarding defining moments in the industry. For example, rumour has it that Namco’s Pac-Man was conceived when the game’s creator Toru Iwatani glanced at a pizza with one slice missing, and there’s an equally famous tale that suggests that Nintendo’s renowned Mario was named after the landlord of the company’s American offices, who happened to bear an uncanny resemblance to the Italian plumber.

Whether or not these stories are actually true is a moot point but it’s impossible to deny that they lend our hobby a sense of wonderment and it’s remarkable to think that these toweringly popular ideas can be born from such humble beginnings.

“Long before the NES, Mario, and Zelda there was the Game & Watch...”

The genesis of Nintendo’s Game & Watch series is recounted in an equally whimsical tale. According to legend, Nintendo engineer Gunpei Yokoi came up with the concept after observing a bored Japanese salary man absent-mindedly fingering his pocket calculator while travelling to work. If the story is true then this seemingly innocuous encounter ultimately gave birth to portable videogaming as we know it today. Yokoi was tragically killed in a roadside incident in 1997 and although he would gain worldwide fame and adoration as the creator of the Game Boy, many view his earlier LCD legacy with the most fondness.

Yokoi started working at Nintendo in 1965, assuming the modest role of an assembly line engineer. The Nintendo of that era was a very different beast to the one that we know today; the main focus of its business was ‘Hanafuda’ playing cards. According to yet another of those irresistible yarns, Yokoi created an extendable arm in order to amuse himself during the long working hours and this device happened to catch the eye of company president Hiroshi Yamauchi, who was inspecting the factory at the time. Yamauchi was on the lookout for a product that could turn around Nintendo’s fortunes; the playing card market had slumped badly in the mid-Sixties and the president had tried all manner of different tactics to turn a profit.

Yamauchi was instantly intrigued and tasked the young Yokoi with turning his extendable arm into a bestselling product. It was a risky move that was by no means guaranteed to succeed, but the re-christened ‘Ultrahand’ proved to be a runaway success, shifting more than 1.2 million units worldwide and would prove to be the first in a long line of popular toys to spring from the mind of Nintendo’s new star employee. These novel creations would eventually earn Yokoi his very own department within the company, known as Research and Development 1 Group.

Towards the end of the Seventies, Nintendo started to disregard toys in favour of videogames and it was during this time that Yokoi had his aforementioned chance meeting with the bored businessman and his calculator. It was ideal timing; LCD technology was cheap and videogames were big business. However, up to this point quality gaming was restricted to either the arcade or the home.

Several companies had already produced portable games, but they were usually rudimentary LED-based units with uninspiring gameplay and were too bulky to be deemed truly mobile. Yokoi watched the efforts of companies like Mattel and Tomy with interest; he had his own ideas for the portable gaming industry.

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Damien McFerran

Damien McFerran

Raised on the games machines of the late '80s, Damien progressed to the 16-bit Mega Drive and...

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