Donkey Kong arcade game by Nintendo

Donkey Kong arcade game, 1981

Donkey Kong & Nintendo - Let There Be Mario

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Nintendo 1981

A Short(ish) History of Nintendo: Success Is in the Cards

Arcade video game Donkey Kong, starring Mario, by Shigeru Miyamoto and Nintendo

1889 is a very important year in videogame history. Yes, that’s 1889. It is this year when Fusajiro Yamauchi founds Nintendo (任天堂) Koppai on September 23 in Kyoto, Japan. To attempt a translation of the name: nin(任) translates to “entrust to” or “heavy responsibility”, ten(天) equates to “heaven”, and dou(堂) translates to meaning a shrine or other such building or hall of importance. Put together, it roughly translates to a statement that while they will work hard, this is a company whose fortunes are to be left to the mercies of heaven.

The company’s products are carefully hand-crafted hanafuda playing cards, made from the bark of mulberry trees. The term “hanafuda” means “flower cards”, named for the depiction of flowers found on them, which changes depending on the region they’re sold in. Hanafuda games constitute a popular pastime in Japan, and Yamauchi’s cards are adopted by the Yakuza, the Japanese Mafia, as their cards of choice when gambling. Their penchant for fresh cards every hand keeps demand high. After expanding into Western style playing cards in 1907, the company becomes the largest playing card manufacturer in Japan. In 1933 they move into a proper HQ and become Yamauchi Nintendo & Company. Under the auspices of third president, Hiroshi Yamauchi, the company becomes Nintendo Karuta (Playing Cards) in 1951. A breakthrough comes in 1959 with a contract with Walt Disney Co. to produce cards featuring the world-famous Disney cartoon characters, with the series going on to sell 600,000 packs that year. By the 80’s, Nintendo will be manufacturing 80 percent of the playing cards made in Japan.

Original Nintendo HQ

The first real HQ for Nintendo in 1933, now a boutique hotel in 2022

Image of hanafuda cards, Nintendo's first products

Hanafuda cards

Heading into the 60’s, Yamauchi renames the company again, to Nintendo Co, Ltd., signalling his desire to expand the company’s focus from simply being a producer of playing cards. Along with numerous diversions such as a taxi company and a chain of “love” hotels that rent rooms by the hour, Yamauchi creates a division within the company that will drive it in a new direction. Headed by accounting manager Hiroshi Imanishi, the department has a simple name that belies what Yamauchi feels is the future of Nintendo:  Games.  Yamauchi will soon find exactly the right man to help lead this department and drive the modernization of the company, right under his nose.

Gunpei Yokoi of Nintendo: The Toy Man

Gunpei Yokoi is hired as an electrical engineer at Nintendo in 1965, to maintain the electrical equipment that keeps Nintendo’s playing card production machines running.  A known tinkerer of home-made devices and gadgets, Yokoi uses company tools and material in order to craft playful toy distractions on the side. Yamauchi, touring the factory floor one day, spots one of Yokoi’s creations.  It is a mechanical arm made from wooden lattice, which stretches out several times its length when the handles on one end are pushed together, along with grippers at the other end that close, allowing the user to grab things from a distance.

This penchant for utilizing older technology in new ways instead of always chasing the latest thing forms the core of Yokoi’s design philosophy. It is an attitude that eventually filters down into the very marrow of Nintendo, where developed technology often shows up in practical use even 20 years after the fact.

Video game designer gunpei Yokoi of Nintendo, 1990s

Video game designer Gunpei Yokoi of Nintendo, 1990s

The maintenance man is told to bring both the toy arm and himself to the Chairman’s office. Rather than the reprimand Yokoi is expecting for goofing off on company time, he is instead told to refine his toy into a product Nintendo can sell.  When the device is released to market as the Ultra Hand in 1967, the toy is a big hit, selling 1.4 million units. Yokoi is quickly kicked upstairs by Yamauchi and put under the auspices of Imanishi as the lead in a new engineering department within Games. Yokoi’s division constitutes the first research and development (R&D) department within Nintendo. A number of these R&D teams would eventually be created, each with a different head and each competing to win the approval of Yamauchi and have their ideas moved into production. Yokoi’s original department is tasked to develop new, exciting entertainment products for the Japanese market. A line of other Ultra toys made by Gunpei follows, including an indoor pitching machine in 1967 that uses light plastic baseballs, called Ultra Machine, as well as the toy periscope Ultra Scope in 1971. The R&D team also produces the Love Tester in 1968, Nintendo’s first foray into the use of electronics, where two people would each hold a sensor attached to a small handheld meter, and then hold hands to complete the circuit. The meter would then display their “love score”. This unusual device is a big hit in Japan, most likely due to being purchased as a reason for young men and women to hold hands in a culture where this is still a risqué thing to do.

Ultra Hand, a toy made by Gunpei Yokoi at Nintendo, 1967

Ultra Hand, designed by Gunpei Yokoi

JUMP: Japanese commercial for the Love Tester

Nintendo Toys: Lighting it Up

After meeting a representative from Sharp named Masayuki Uemura who is trying to interest Nintendo in finding uses for Sharp’s solar-cell technology, Yokoi oversees development a series of light-gun games called Kousenjuu or Ray Gun SP, selling in stores beginning in 1970. 

These consist of lines like the Custom series of toys, designed by Takehiro Izushi and released by Nintendo in 1976. Izushi, a long-time engineer with the company, would also work on the later Pong knock-off Color-TV Game series for Nintendo. Featuring Custom Gunman and Custom Lion, the figures are sold separately or with a weapon, or the gun separately. Play consists of wielding toy pistols that project a beam of light, which when aimed correctly, are registered by Sharp solar cells inside the target figures that react by falling over. After a moment of repose, the figures right themselves to stoically face another onslaught. Other types of SP games by Nintendo include targets that light up or fall apart when shot at. This style of toy tech would be utilized by various other manufacturers over the years, including in the Marshal BraveStarr line by Mattel in 1986.

TV ad for Mattel’s BraveStarr, using same concept as Nintendo’s light gun toys, 1986

Gunpei lures Uemura over to Nintendo in 1971, where he eventually heads up the second Nintendo research and development department, R&D2.  The Ray Gun series of toys are adapted to a large scale version, developed in 1973 and installed in former bowling alleys left empty after the 60’s bowling craze in Japan had passed. Against a wide mural of a painted wilderness, the Laser Clay Shooting System has people paying to take shots at clay targets projected on the wall with another version of Yokoi’s light rifle, with a positive hit showing the targets exploding.

Photo of the Laser Clay Shooting System, developed by Gunpei Yokoi at Nintendo 1973

The Laser Clay Shooting System, installed in defunct bowling alleys around Japan, 1973

This venture is another big hit for Nintendo, that is until the OPEC-driven oil crisis starting in 1973 causes a wave of belt-tightening in Japan, resulting in a rash of canceled contracts. Having expanded into multiple locations costing ¥4 to ¥4.5 million per set-up, Nintendo ends up saddled with billions of yen in debt. Only their favourable placement on the Japanese stock market and the continuing confidence of shareholders keep the company out of bankruptcy. To further help keep the company afloat, the technology of the Laser Clay Shooting System is shrunk down to a smaller footprint for arcades, called Mini Laser Clay. Further compacting things for the consumer market, the entire concept would be shrunk down to a mini projector that fits into a box, along with a light-gun rifle, making up the 1976 Nintendo shooting gallery game Duck Hunt for the home. This, some 8 years before Duck Hunt the video game comes shipped with the NES video game console. Speaking of NES Duck Hunt, Atari has their own arcade version of a duck shooting-gallery game with Qwak!, where hunters use a light-gun rifle to shoot ducks flying up from a wilderness setting, with a successful hit causing a dog to enter the screen to grab the duck and walk off. Qwak! hits arcades in 1974, two years before Nintendo’s mechanical home version of Duck Hunt and over a decade before the NES version, very similar to Atari’s game, is released in 1985.

It is also adapted for use as a single-player coin-operated arcade machine in 1974, as part of Nintendo’s Simulation System. In Gun Fight, players stand at a console and strap on a holster holding a mock pistol that is tethered to the unit by a cable. Installed unseen under the console are two 16-mm film projectors.  Would-be gunslingers watch real actors approach as desperadoes on the screen, and when they see a flash in the eyes of the bad guys they have to draw and shoot faster than their opponent. If they succeed, the other projector kicks in and shows the enemy shot and killed. If they miss, the first projector continues and it’s a lost life for them. The shooting game makes its Amusement Trades Exposition debut, renamed as Wild Gunman, in London, England in January of 1975. While the simulation is scaled down from the bowling alley-sized laser clay shooting gallery, Wild Gunman will still shoot $14,000 out of the hands of arcade operators. A nice revision in the international version does include a hood around the screen to make the proceedings less vulnerable to being washed out by surrounding light. Also produced is Shooting Trainer, with the same mechanics and body, only players shoot rather less interesting glass bottles as targets. Both games are released in North America by SEGA of America in April of 1976. These are followed by versions of the concept shrunk down into cabinet size with only one film projector inside. This is possible by way of an ingenious scheme of using rotating mirrors to show separate parts of a split strip of film at the appropriate time. These other projection games include Sky Hawk (1976), Battle Shark (1977) and the final entry, Test Driver (1978).

Another coin-op game of this era is the EVR series designed by Genyo Takeda. Players gather around the machine and place bets on the outcome of either a horse race, car race or the results of a baseball player at bat. Once all the bets are made, a randomized video of the outcome is played on a TV screen. The EVR in the title refers to Electronic Video Recording,a sort of film/videotape hybrid with visible image sequences etched right onto strips stored inside round cartridges. These strips are run at speed and converted into a moving video signal by the EVR playback machines inside the arcade cabinets. With EVR Race, either a horse race or car race can be wagered on, depending on what EVR cartridge the operator uses. Different versions of cabinets could accommodate a various number of players, from a single-player upright all the way to gargantuan 20-player setups! Because of the new video technology employed, EVR Race and EVR Baseball, first released in 1975, could be considered the first video games ever made by Nintendo. Their temperamental nature, however, keeps Nintendo busy trying to maintain the systems for operators.

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