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Nintendo Research & Development 1

Nintendo Research & Development No. 1 Department,[a] (commonly abbreviated as Nintendo R&D1 and formerly known as Nintendo Research & Development Department[b] before splitting in 1978) was a division of Nintendo, and is its oldest development team.[2] Its creation coincided with Nintendo's entry into the video game industry, and the original R&D1 was headed by Gunpei Yokoi.[3] The developer has created several notable Nintendo series such as Metroid, Mario Bros. and Donkey Kong.[4]

Nintendo Research & Development No. 1 Department
Nintendo logo, used during R&D1's existence
Exterior of the former Nintendo headquarters in Kyoto, Japan, which housed the department
Native name
任天堂開発第一部
Nintendō Kaihatsu Daiichi Bu
FormerlyNintendo Research & Development
Company typeDepartment
IndustryVideo games
Genre
Founded1970; 54 years ago (1970)
FounderHiroshi Yamauchi
Defunct2004; 20 years ago (2004)
Fate
SuccessorNintendo Software Planning & Development
Headquarters
Kyoto
,
Japan
Key people
OwnerNintendo
Number of employees
100+
ParentNintendo Manufacturing Division
Footnotes / references
[1]

R&D1 developed the hugely successful Game Boy line, which was released in 1989.[5][6] They developed some of the line's most popular games, such as Super Mario Land, and created the character of Wario.

Team Shikamaru was a small club within Nintendo R&D1 that was composed of Makoto Kano, Yoshio Sakamoto, and Toru Osawa. The group was responsible for designing characters and coming up with scripts for several games including Metroid, Kid Icarus, Famicom Detective Club, Trade & Battle: Card Hero, and several others.

After Yokoi's resignation in 1997, this group was led by Takehiro Izushi.[7] In 2004, Satoru Iwata restructured the Nintendo R&D1 team. Many of the staff members were later reassigned to the Nintendo SPD team, which in turn merged with Nintendo EAD in 2015 to form Nintendo Entertainment Planning & Development.[8]

History edit

Background edit

In 1965, Nintendo, still primarily a hanafuda card manufacturer, hired Gunpei Yokoi, a newly graduated electronics engineer. Yokoi was assigned to the manufacturing division to work on the assembly line machines used to manufacture its cards.[9] In the following year, Hiroshi Yamauchi, president of Nintendo at the time, during a visit to the factory Yokoi was working at, took notice of a toy, an extending arm, that Yokoi had made for his own amusement during his spare time. As Yamauchi was looking to diversify the company's business far beyond its primary card business, Yokoi was ordered to develop the toy into a proper mass-market product for the 1966 holiday rush. The toy was launched as Ultra Hand and it was a huge success selling over 1.2 million units during its lifetime.[10] Following that, Yokoi was assigned to work on other toys including the Ten Billion Barrel puzzle, a miniature remote-controlled vacuum cleaner called the Chiritori, a baseball throwing machine called the Ultra Machine, and a "Love Tester."[11]

1970s-1978: Creation and first electronic games edit

Sometime before 1972, Nintendo created its first electronics development team, the Research & Development department from Nintendo's manufacturing division, assigning Gunpei Yokoi as its general manager. By 1972 the department had approximately 20 developers. In 1978, the manufacturing division split its single research & development department into two, renaming it to Research & Development No. 1 (R&D1) and creating the Nintendo Research & Development No. 2 (R&D2) department. After the split, Yokoi remained general manager of R&D1.[12][13]

1979-1988: Game & Watch edit

In the late 1970s, Yokoi saw a bored Japanese salaryman playing with a calculator on the Shinkansen high-speed train. This was the inspiration for the creation of the Game & Watch series, a line of handheld electronic games, with each system featuring a single game to be played on an LCD screen in addition to a clock, an alarm, or both.[14] Regardless, it was confirmed that Yokoi was inspired by calculators to develop the line, even using calculator integrated circuits in the systems and button cells to power them.[13] Although Nintendo competitors Mattel and Tomy had already produced portable games, they were mostly bulky systems with low-resolution LED displays and uninspiring gameplay. Yokoi exploited the cheapness of LCDs, producing cheap and light systems, starting in 1980. He would later call this principle Lateral Thinking of Withered Technology: using seasoned technology in radical ways; a principle that echoed throughout Nintendo until the present day.[14]

In 1980, Game & Watch: Ball was the first release of the Game & Watch Silver series, called after its metallic face-plate. Sales weren't reportedly "astonishing", but they were enough to persuade Nintendo to continue developing new titles.[14] The series saw a total of 5 systems, all released during that year. In 1981, Game & Watch: Manhole debuted the Gold series, which was fundamentally the same system with a golden face-plate. It saw only 3 titles which were also released during the same year. In mid-1981, Game & Watch: Parachute was released, debuting the Wide Screen series, sporting a 30% larger display. The series saw a total of 10 titles released until early 1982.

The limitations of the LCD display prompted Yokoi and his team to introduce the Multi Screen series with the release of Game & Watch: Oil Panic in mid 1982, adding another screen to potentially double the amount of gameplay each title could offer. The next title of the series was Game & Watch: Donkey Kong a port of the hugely successful Donkey Kong arcade game. Unable to use a joystick like the original game, as it would reduce the system's portability, Yokoi began researching for solutions. Early Game & Watch systems had a button for each action such as moving left and right or jumping. However, for the new system the team introduced the "cross" directional pad (D-pad): a flat, four-way directional control with one button on each point.[14] The design was patented and later earned a Technology & Engineering Emmy Award in 2008.[15][16] From then on, all major video game consoles since have had a D-pad of some shape on their controllers, until the Nintendo Switch in 2017.

1989-1990: Game Boy edit

 
Game Boy, the highly-successful handheld video game console

When the department started working on a successor to the Game & Watch series, Yokoi envisioned a simple and cheap system with interchangeable game cartridges. Development of the system, however, suffered from disagreements in direction, with assistant director Satoru Okada arguing for a more powerful system with third-party development and long-term support from Nintendo, emulating the successful business model that Nintendo R&D2 had achieved with the Nintendo Entertainment System, while Yokoi planned for a much cheaper, less powerful device with a shorter life-span, similar to its predecessor. During an interview, Okada compared the initial project to the Microvision. Eventually, Yokoi agreed to Okada's plan and the project would be known as the Game Boy.[17]

1991-1994: Virtual Boy edit

 
The Virtual Boy, developed by R&D1, emulates 3-D visuals by use of individual red monochrome displays for each eye. It was considered a commercial failure.

In 1991, Nintendo partnered with Massachusetts-based Reflection Technology, Inc. who had developed a 3D stereoscopic head-tracking prototype called the Private Eye.[18][19] Gunpei Yokoi saw this as a unique technology that competitors would find difficult to emulate. Additionally, the resulting game console was intended to enhance Nintendo's reputation as an innovator[19][20] and to "encourage more creativity" in games.[21]: 514  Code-naming the project "VR32",[19] Nintendo entered into an exclusive agreement with Reflection Technology to license the technology for its displays.[18]

Spending four years in development and eventually building a dedicated manufacturing plant in China,[19] Nintendo worked to turn its VR32 vision into an affordable and health-conscious console design.[20] Yokoi retained RTI's choice of red LED because it was the cheapest,[20] and because unlike a totally backlit LCD, its perfect blackness could achieve a more immersive sense of infinite depth.[19] RTI and Nintendo said a color LCD system would have been prohibitively expensive,[19][22] retailing for more than US$500.[21]: 514  A color LCD system was also said to have caused "jumpy images in tests".[22] With ongoing concerns about motion sickness, the risk of developing lazy eye conditions in young children, and Japan's new Product Liability Act of 1995, Nintendo eliminated the head tracking functionality and converted its headmounted goggle design into a stationary, heavy, precision steel-shielded, tabletop form factor conformant to the recommendation of the Schepens Eye Research Institute.[19][21]: 514 

According to David Sheff's book Game Over, the increasingly reticent Yokoi never actually intended for the increasingly downscaled console to be released in its final form. However, Nintendo pushed the Virtual Boy to market so that it could focus development resources on the Nintendo 64.[23]

1995: Game Boy successor edit

In 1995, the department started developing a successor to the Game Boy, under the code-name Atlantis. Despite its predecessors having a monochrome display, the R&D1 team had already experimented with color displays from as early as 1992. The Atlantis prototype consisted of an handheld with a 32-bit ARM7 CPU, a larger color display, and four face buttons. It was reported that the system was supposed to release in late 1996.[24]

Meanwhile, the department was also working on a revision of the Game Boy. The system would require fewer batteries, providing approximately 10 hours of gameplay, and was also equipped with a DC connector which could be used to power the system.[25] The screen was also changed to a true black-and-white display, rather than the green-tinted monochrome display of the original Game Boy, and had an improved pixel response-time, mostly eliminating the ghosting effect. It finally released as the Game Boy Pocket on July 21, 1996, in Japan, on September 3 in North America, and in Europe during the following year.[26] Although it had no power LED initially, it was soon added to later editions due public demand.[27]

Following the commercial success of the Game Boy Pocket, the Atlantis system was delayed by a year to late 1997. Nonetheless, the system was eventually cancelled due to concerns of it being too big, having a drastically decreased battery life (to approximately 1 hour, as LCD color displays required a back-light at the time), and being too expensive to manufacture.[28][29][30][31] Although it was shelved, the project would later considerably speed up the development of the Game Boy Color in 1997 by the Nintendo Research & Engineering department.[31]

1996-2003: Gunpei Yokoi's departure and hardware team spin-off edit

On August 15, 1996, long-time department general manager, Gunpei Yokoi, left Nintendo to form his own company, Koto Laboratory. Despite speculation that he had left Nintendo due to the commercial failure of the Virtual Boy a year prior, Yokoi clarified that he'd long wished to become independent. Yokoi and his new company eventually worked on the WonderSwan handheld for Bandai before his tragic death in 1997 in a traffic accident.[32] In order to fill Yokoi's vacancy, long-time Nintendo engineer Takehiro Izushi was appointed as the new general manager of the department.[33] Additionally, the department's hardware team was spun-off into a new development department, called Nintendo Research & Engineering and led by Satoru Okada.[34] The software development team, however, remained at R&D1. This new department would be responsible for continuing the Game Boy's legacy becoming the source of every major Nintendo handheld game console until its closure in 2012.[35]

Following Yokoi's departure, and no longer having a dedicated hardware development team, the department focused instead on developing games for other Nintendo-developed consoles. It was responsible for the re-releases of its Game & Watch classics in the Game & Watch Gallery series for both the Game Boy and Game Boy Color, starting in 1997. It also developed sequels to its Wario Land classic in the form of Wario Land II, released in 1998, and Wario Land 3, in 2000, both for the Game Boy Color, and Wario Land 4 for the Game Boy Advance, released a year later. The department was also responsible for creating the Wario spin-off series with WarioWare, Inc.: Mega Microgames!, released in 2003 for the Game Boy Advance. After an 8-year hiatus, R&D1 introduced a new installment in its Metroid series, Metroid Fusion, released in 2002. In 2004, R&D1's last project was launched, Metroid: Zero Mission a remake of the original game.

2004: Absorbed into Nintendo Software Planning & Development edit

In 2004, the department, along with Nintendo Research & Development 2, was absorbed into the newly created Nintendo Software Planning & Development division.[36] Then-Nintendo president Satoru Iwata created and appointed himself as general manager of the new division to focus on co-producing and supervising second-party development, thus relieving the Entertainment Analysis & Development division (EAD) and its general manager Shigeru Miyamoto to focus on first-party projects. Although that was the division's primary focus, it went on to develop some video games titles internally.[37][38]

In 2018, former general manager of the R&D1 department Takehiro Izushi retired from Nintendo after 43 years in the company.[39]

Products developed edit

Electronic games edit

List of electronic games developed by the Nintendo Research & Development No. 1 department
Year Title Genre(s) Platform(s) Series Ref.
1978 Computer Othello Arcade
1979 Head On N Arcade [40]
1979 Monkey Magic Arcade [40]
1979 Sheriff Arcade
1980 Radar Scope Arcade
1980 Heli Fire Fixed shooter Arcade [40]
1981 Donkey Kong Platform Arcade
1981 Sky Skipper Arcade [40]
1982 Donkey Kong Jr. Platform Arcade
1983 Mario Bros. Platform Arcade
1983 Donkey Kong 3 Shooter Arcade
1983 Popeye Arcade
1985 Vs. Ice Climber Platform Arcade
SF-Hisplitter Arcade
Sheriff 2 Arcade
Space Fever Arcade
Space Firebird Arcade
Space Launcher Arcade
1980 Game & Watch: Ball Game & Watch Silver [41][42]
Game & Watch: Flagman Game & Watch Silver [43][42]
Game & Watch: Vermin Game & Watch Silver [44][42]
Game & Watch: Fire Game & Watch Silver [45][42]
Game & Watch: Judge Game & Watch Silver [46][47][42]
1981 Game & Watch: Manhole Game & Watch Gold [48][42]
Game & Watch: Helmet Game & Watch Gold [49][42]
Game & Watch: Lion Game & Watch Gold [50][42]
Game & Watch: Parachute Game & Watch Wide Screen [51][42]
Game & Watch: Octopus Game & Watch Wide Screen [52]
Game & Watch: Popeye Game & Watch Wide Screen [53]
Game & Watch: Chef Game & Watch Wide Screen [54]
Game & Watch: Mickey Mouse Game & Watch Wide Screen [55]
Game & Watch: Egg Game & Watch Wide Screen [56]
Game & Watch: Fire Game & Watch Wide Screen [57]
1982 Game & Watch: Turtle Bridge Game & Watch Wide Screen [58]
Game & Watch: Fire Attack Game & Watch Wide Screen [59]
Game & Watch: Snoopy Tennis Game & Watch Wide Screen [60]
Game & Watch: Oil Panic Game & Watch Multi Screen [61]
Game & Watch: Donkey Kong Game & Watch Multi Screen [62]
Game & Watch: Donkey Kong Jr. Game & Watch New Wide Screen
Game & Watch: Mickey & Donald Game & Watch Multi Screen
Game & Watch: Green House Game & Watch Multi Screen
1983 Game & Watch: Donkey Kong II Game & Watch Multi Screen
Game & Watch: Mario Bros. Game & Watch Multi Screen
Game & Watch: Donkey Kong Jr. Game & Watch Table Top
Game & Watch: Mario's Cement Factory Game & Watch Table Top
Game & Watch: Mario's Cement Factory Game & Watch New Wide Screen
Game & Watch: Snoopy Game & Watch Table Top
Game & Watch: Rain Shower Game & Watch Multi Screen
Game & Watch: Popeye Game & Watch Table Top
Game & Watch: Manhole Game & Watch New Wide Screen
Game & Watch: Popeye Game & Watch Panorama
Game & Watch: Snoopy Game & Watch Panorama
Game & Watch: Donkey Kong Jr. Game & Watch Panorama
Game & Watch: Lifeboat Game & Watch Multi Screen
Game & Watch: Mario's Bombs Away Game & Watch Panorama
Game & Watch: Pinball Game & Watch Multi Screen
1984 Game & Watch: Spitball Sparky Game & Watch Super Color
Game & Watch: Crab Grab Game & Watch Super Color
Game & Watch: Mickey Mouse Game & Watch Panorama
Game & Watch: Boxing Game & Watch Micro Vs. System
Game & Watch: Donkey Kong 3 Game & Watch Micro Vs. System
Game & Watch: Donkey Kong Circus Game & Watch Panorama
Game & Watch: Donkey Kong Hockey Game & Watch Micro Vs. System
1985 Game & Watch: Black Jack Game & Watch Multi Screen
Game & Watch: Tropical Fish Game & Watch New Wide Screen

Video game consoles edit

List of video game consoles developed by the Nintendo Research & Development No. 1 department
Year Name Ref.
1989 Game Boy
1995 Game Boy Play-It-Loud!
Virtual Boy
1996 Game Boy Pocket

Video games edit

List of video games developed by the Nintendo Research & Development No. 1 department
Year Title Genre(s) Platform(s) Ref.
1983 Mario Bros. Platform Nintendo Entertainment System
Baseball Sports Nintendo Entertainment System
1984 Pinball Pinball Nintendo Entertainment System
Duck Hunt Shooter Nintendo Entertainment System
Hogan's Alley Shooter Nintendo Entertainment System
Donkey Kong 3 Shooter Nintendo Entertainment System
Devil World Maze Nintendo Entertainment System
Urban Champion Fighting Nintendo Entertainment System
Clu Clu Land Puzzle Nintendo Entertainment System
Excitebike Racing Nintendo Entertainment System
1985 Balloon Fight Action Nintendo Entertainment System
Ice Climber Platform Nintendo Entertainment System
Wrecking Crew Action, puzzle Nintendo Entertainment System
1986 Baseball Sports Family Computer Disk System
Gumshoe Shooter Nintendo Entertainment System
Metroid Action-Adventure Family Computer Disk System
Kid Icarus Action, platform Family Computer Disk System
1987 Kid Icarus Action, platform Nintendo Entertainment System
Metroid Action-Adventure Nintendo Entertainment System
Nakayama Miho no Tokimeki High School Dating sim Family Computer Disk System
1988 Famicom Detective Club: The Missing Heir Adventure Family Computer Disk System
1989 Baseball Sports Game Boy
Alleyway Puzzle Game Boy
Famicom Detective Club: The Girl Who Stands Behind Adventure Family Computer Disk System
Tetris Puzzle Game Boy
Tetris Puzzle Nintendo Entertainment System
Super Mario Land Platform Game Boy
1990 Dr. Mario Puzzle Nintendo Entertainment System, Game Boy
Solar Striker Shooter Game Boy
Barker Bill's Trick Shooting Shooter Nintendo Entertainment System
1991 Kid Icarus: Of Myths and Monsters Action, platform Game Boy
Metroid II: Return of Samus Action-Adventure Game Boy
1992 Clu Clu Land: Welcome to New Clu Clu Land Puzzle Family Computer Disk System
Super Mario Land 2: 6 Golden Coins Platform Game Boy
1993 Joy Mech Fight Fighting Family Computer
1994 Wario Land: Super Mario Land 3 Platform Game Boy
Super Metroid Action-Adventure Super Nintendo Entertainment System
1995 Mario's Tennis Sports Virtual Boy
Teleroboxer Fighting Virtual Boy
Mario Clash Action Virtual Boy
Virtual Boy Wario Land Platform Virtual Boy
Kirby's Block Ball Action Game Boy
1997 Game & Watch Gallery Minigame compilation Game Boy
BS Tantei Club: Yuki ni Kieta Kako Adventure Satellaview
1998 Wario Land II Platform Game Boy
Wario Land II Platform Game Boy Color
2000 Trade & Battle: Card Hero RPG Game Boy Color
Wario Land 3 Platform Game Boy Color
Sin and Punishment Shooter Nintendo 64
2001 Wario Land 4 Platform Game Boy Advance
2002 Metroid Fusion Action-Adventure Game Boy Advance
2003 WarioWare, Inc.: Mega Microgames! Minigame compilation Game Boy Advance
WarioWare, Inc.: Mega Party Games! Minigame compilation GameCube
2004 Metroid: Zero Mission Action-Adventure Game Boy Advance

Notes edit

  1. ^ Japanese: 任天堂開発第一部, Hepburn: Nintendō Kaihatsu Daiichi Bu
  2. ^ Japanese: 任天堂開発部, Hepburn: Nintendō Kaihatsu Bu

References edit

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External links edit

nintendo, research, development, nintendo, research, development, department, commonly, abbreviated, nintendo, formerly, known, nintendo, research, development, department, before, splitting, 1978, division, nintendo, oldest, development, team, creation, coinc. Nintendo Research amp Development No 1 Department a commonly abbreviated as Nintendo R amp D1 and formerly known as Nintendo Research amp Development Department b before splitting in 1978 was a division of Nintendo and is its oldest development team 2 Its creation coincided with Nintendo s entry into the video game industry and the original R amp D1 was headed by Gunpei Yokoi 3 The developer has created several notable Nintendo series such as Metroid Mario Bros and Donkey Kong 4 Nintendo Research amp Development No 1 DepartmentNintendo logo used during R amp D1 s existenceExterior of the former Nintendo headquarters in Kyoto Japan which housed the departmentNative name任天堂開発第一部Romanized nameNintendō Kaihatsu Daiichi BuFormerlyNintendo Research amp DevelopmentCompany typeDepartmentIndustryVideo gamesGenreElectronic game developmentHandheld game console developmentVideo game developmentVideo game console developmentFounded1970 54 years ago 1970 FounderHiroshi YamauchiDefunct2004 20 years ago 2004 Fate1996 Spun off to Nintendo Research amp Engineering2004 Merged with Nintendo R amp D2SuccessorNintendo Software Planning amp DevelopmentHeadquartersKyoto JapanKey peopleGunpei Yokoi former general manager Takehiro Izushi general manager Yoshio Sakamoto director Hirofumi MatsuokaOwnerNintendoNumber of employees100 ParentNintendo Manufacturing DivisionFootnotes references 1 R amp D1 developed the hugely successful Game Boy line which was released in 1989 5 6 They developed some of the line s most popular games such as Super Mario Land and created the character of Wario Team Shikamaru was a small club within Nintendo R amp D1 that was composed of Makoto Kano Yoshio Sakamoto and Toru Osawa The group was responsible for designing characters and coming up with scripts for several games including Metroid Kid Icarus Famicom Detective Club Trade amp Battle Card Hero and several others After Yokoi s resignation in 1997 this group was led by Takehiro Izushi 7 In 2004 Satoru Iwata restructured the Nintendo R amp D1 team Many of the staff members were later reassigned to the Nintendo SPD team which in turn merged with Nintendo EAD in 2015 to form Nintendo Entertainment Planning amp Development 8 Contents 1 History 1 1 Background 1 2 1970s 1978 Creation and first electronic games 1 3 1979 1988 Game amp Watch 1 4 1989 1990 Game Boy 1 5 1991 1994 Virtual Boy 1 6 1995 Game Boy successor 1 7 1996 2003 Gunpei Yokoi s departure and hardware team spin off 1 8 2004 Absorbed into Nintendo Software Planning amp Development 2 Products developed 2 1 Electronic games 2 2 Video game consoles 2 3 Video games 3 Notes 4 References 5 External linksHistory editBackground edit In 1965 Nintendo still primarily a hanafuda card manufacturer hired Gunpei Yokoi a newly graduated electronics engineer Yokoi was assigned to the manufacturing division to work on the assembly line machines used to manufacture its cards 9 In the following year Hiroshi Yamauchi president of Nintendo at the time during a visit to the factory Yokoi was working at took notice of a toy an extending arm that Yokoi had made for his own amusement during his spare time As Yamauchi was looking to diversify the company s business far beyond its primary card business Yokoi was ordered to develop the toy into a proper mass market product for the 1966 holiday rush The toy was launched as Ultra Hand and it was a huge success selling over 1 2 million units during its lifetime 10 Following that Yokoi was assigned to work on other toys including the Ten Billion Barrel puzzle a miniature remote controlled vacuum cleaner called the Chiritori a baseball throwing machine called the Ultra Machine and a Love Tester 11 1970s 1978 Creation and first electronic games edit Sometime before 1972 Nintendo created its first electronics development team the Research amp Development department from Nintendo s manufacturing division assigning Gunpei Yokoi as its general manager By 1972 the department had approximately 20 developers In 1978 the manufacturing division split its single research amp development department into two renaming it to Research amp Development No 1 R amp D1 and creating the Nintendo Research amp Development No 2 R amp D2 department After the split Yokoi remained general manager of R amp D1 12 13 1979 1988 Game amp Watch edit See also History of Game amp Watch In the late 1970s Yokoi saw a bored Japanese salaryman playing with a calculator on the Shinkansen high speed train This was the inspiration for the creation of the Game amp Watch series a line of handheld electronic games with each system featuring a single game to be played on an LCD screen in addition to a clock an alarm or both 14 Regardless it was confirmed that Yokoi was inspired by calculators to develop the line even using calculator integrated circuits in the systems and button cells to power them 13 Although Nintendo competitors Mattel and Tomy had already produced portable games they were mostly bulky systems with low resolution LED displays and uninspiring gameplay Yokoi exploited the cheapness of LCDs producing cheap and light systems starting in 1980 He would later call this principle Lateral Thinking of Withered Technology using seasoned technology in radical ways a principle that echoed throughout Nintendo until the present day 14 In 1980 Game amp Watch Ball was the first release of the Game amp Watch Silver series called after its metallic face plate Sales weren t reportedly astonishing but they were enough to persuade Nintendo to continue developing new titles 14 The series saw a total of 5 systems all released during that year In 1981 Game amp Watch Manhole debuted the Gold series which was fundamentally the same system with a golden face plate It saw only 3 titles which were also released during the same year In mid 1981 Game amp Watch Parachute was released debuting the Wide Screen series sporting a 30 larger display The series saw a total of 10 titles released until early 1982 The limitations of the LCD display prompted Yokoi and his team to introduce the Multi Screen series with the release of Game amp Watch Oil Panic in mid 1982 adding another screen to potentially double the amount of gameplay each title could offer The next title of the series was Game amp Watch Donkey Kong a port of the hugely successful Donkey Kong arcade game Unable to use a joystick like the original game as it would reduce the system s portability Yokoi began researching for solutions Early Game amp Watch systems had a button for each action such as moving left and right or jumping However for the new system the team introduced the cross directional pad D pad a flat four way directional control with one button on each point 14 The design was patented and later earned a Technology amp Engineering Emmy Award in 2008 15 16 From then on all major video game consoles since have had a D pad of some shape on their controllers until the Nintendo Switch in 2017 1989 1990 Game Boy edit See also History of Game Boy nbsp Game Boy the highly successful handheld video game consoleWhen the department started working on a successor to the Game amp Watch series Yokoi envisioned a simple and cheap system with interchangeable game cartridges Development of the system however suffered from disagreements in direction with assistant director Satoru Okada arguing for a more powerful system with third party development and long term support from Nintendo emulating the successful business model that Nintendo R amp D2 had achieved with the Nintendo Entertainment System while Yokoi planned for a much cheaper less powerful device with a shorter life span similar to its predecessor During an interview Okada compared the initial project to the Microvision Eventually Yokoi agreed to Okada s plan and the project would be known as the Game Boy 17 1991 1994 Virtual Boy edit See also History of Virtual Boy nbsp The Virtual Boy developed by R amp D1 emulates 3 D visuals by use of individual red monochrome displays for each eye It was considered a commercial failure In 1991 Nintendo partnered with Massachusetts based Reflection Technology Inc who had developed a 3D stereoscopic head tracking prototype called the Private Eye 18 19 Gunpei Yokoi saw this as a unique technology that competitors would find difficult to emulate Additionally the resulting game console was intended to enhance Nintendo s reputation as an innovator 19 20 and to encourage more creativity in games 21 514 Code naming the project VR32 19 Nintendo entered into an exclusive agreement with Reflection Technology to license the technology for its displays 18 Spending four years in development and eventually building a dedicated manufacturing plant in China 19 Nintendo worked to turn its VR32 vision into an affordable and health conscious console design 20 Yokoi retained RTI s choice of red LED because it was the cheapest 20 and because unlike a totally backlit LCD its perfect blackness could achieve a more immersive sense of infinite depth 19 RTI and Nintendo said a color LCD system would have been prohibitively expensive 19 22 retailing for more than US 500 21 514 A color LCD system was also said to have caused jumpy images in tests 22 With ongoing concerns about motion sickness the risk of developing lazy eye conditions in young children and Japan s new Product Liability Act of 1995 Nintendo eliminated the head tracking functionality and converted its headmounted goggle design into a stationary heavy precision steel shielded tabletop form factor conformant to the recommendation of the Schepens Eye Research Institute 19 21 514 According to David Sheff s book Game Over the increasingly reticent Yokoi never actually intended for the increasingly downscaled console to be released in its final form However Nintendo pushed the Virtual Boy to market so that it could focus development resources on the Nintendo 64 23 1995 Game Boy successor edit See also History of Game Boy Color In 1995 the department started developing a successor to the Game Boy under the code name Atlantis Despite its predecessors having a monochrome display the R amp D1 team had already experimented with color displays from as early as 1992 The Atlantis prototype consisted of an handheld with a 32 bit ARM7 CPU a larger color display and four face buttons It was reported that the system was supposed to release in late 1996 24 Meanwhile the department was also working on a revision of the Game Boy The system would require fewer batteries providing approximately 10 hours of gameplay and was also equipped with a DC connector which could be used to power the system 25 The screen was also changed to a true black and white display rather than the green tinted monochrome display of the original Game Boy and had an improved pixel response time mostly eliminating the ghosting effect It finally released as the Game Boy Pocket on July 21 1996 in Japan on September 3 in North America and in Europe during the following year 26 Although it had no power LED initially it was soon added to later editions due public demand 27 Following the commercial success of the Game Boy Pocket the Atlantis system was delayed by a year to late 1997 Nonetheless the system was eventually cancelled due to concerns of it being too big having a drastically decreased battery life to approximately 1 hour as LCD color displays required a back light at the time and being too expensive to manufacture 28 29 30 31 Although it was shelved the project would later considerably speed up the development of the Game Boy Color in 1997 by the Nintendo Research amp Engineering department 31 1996 2003 Gunpei Yokoi s departure and hardware team spin off edit On August 15 1996 long time department general manager Gunpei Yokoi left Nintendo to form his own company Koto Laboratory Despite speculation that he had left Nintendo due to the commercial failure of the Virtual Boy a year prior Yokoi clarified that he d long wished to become independent Yokoi and his new company eventually worked on the WonderSwan handheld for Bandai before his tragic death in 1997 in a traffic accident 32 In order to fill Yokoi s vacancy long time Nintendo engineer Takehiro Izushi was appointed as the new general manager of the department 33 Additionally the department s hardware team was spun off into a new development department called Nintendo Research amp Engineering and led by Satoru Okada 34 The software development team however remained at R amp D1 This new department would be responsible for continuing the Game Boy s legacy becoming the source of every major Nintendo handheld game console until its closure in 2012 35 Following Yokoi s departure and no longer having a dedicated hardware development team the department focused instead on developing games for other Nintendo developed consoles It was responsible for the re releases of its Game amp Watch classics in the Game amp Watch Gallery series for both the Game Boy and Game Boy Color starting in 1997 It also developed sequels to its Wario Land classic in the form of Wario Land II released in 1998 and Wario Land 3 in 2000 both for the Game Boy Color and Wario Land 4 for the Game Boy Advance released a year later The department was also responsible for creating the Wario spin off series with WarioWare Inc Mega Microgames released in 2003 for the Game Boy Advance After an 8 year hiatus R amp D1 introduced a new installment in its Metroid series Metroid Fusion released in 2002 In 2004 R amp D1 s last project was launched Metroid Zero Mission a remake of the original game 2004 Absorbed into Nintendo Software Planning amp Development edit In 2004 the department along with Nintendo Research amp Development 2 was absorbed into the newly created Nintendo Software Planning amp Development division 36 Then Nintendo president Satoru Iwata created and appointed himself as general manager of the new division to focus on co producing and supervising second party development thus relieving the Entertainment Analysis amp Development division EAD and its general manager Shigeru Miyamoto to focus on first party projects Although that was the division s primary focus it went on to develop some video games titles internally 37 38 In 2018 former general manager of the R amp D1 department Takehiro Izushi retired from Nintendo after 43 years in the company 39 Products developed editElectronic games edit List of electronic games developed by the Nintendo Research amp Development No 1 department Year Title Genre s Platform s Series Ref 1978 Computer Othello Arcade1979 Head On N Arcade 40 1979 Monkey Magic Arcade 40 1979 Sheriff Arcade1980 Radar Scope Arcade1980 Heli Fire Fixed shooter Arcade 40 1981 Donkey Kong Platform Arcade1981 Sky Skipper Arcade 40 1982 Donkey Kong Jr Platform Arcade1983 Mario Bros Platform Arcade1983 Donkey Kong 3 Shooter Arcade1983 Popeye Arcade1985 Vs Ice Climber Platform ArcadeSF Hisplitter ArcadeSheriff 2 ArcadeSpace Fever ArcadeSpace Firebird ArcadeSpace Launcher Arcade1980 Game amp Watch Ball Game amp Watch Silver 41 42 Game amp Watch Flagman Game amp Watch Silver 43 42 Game amp Watch Vermin Game amp Watch Silver 44 42 Game amp Watch Fire Game amp Watch Silver 45 42 Game amp Watch Judge Game amp Watch Silver 46 47 42 1981 Game amp Watch Manhole Game amp Watch Gold 48 42 Game amp Watch Helmet Game amp Watch Gold 49 42 Game amp Watch Lion Game amp Watch Gold 50 42 Game amp Watch Parachute Game amp Watch Wide Screen 51 42 Game amp Watch Octopus Game amp Watch Wide Screen 52 Game amp Watch Popeye Game amp Watch Wide Screen 53 Game amp Watch Chef Game amp Watch Wide Screen 54 Game amp Watch Mickey Mouse Game amp Watch Wide Screen 55 Game amp Watch Egg Game amp Watch Wide Screen 56 Game amp Watch Fire Game amp Watch Wide Screen 57 1982 Game amp Watch Turtle Bridge Game amp Watch Wide Screen 58 Game amp Watch Fire Attack Game amp Watch Wide Screen 59 Game amp Watch Snoopy Tennis Game amp Watch Wide Screen 60 Game amp Watch Oil Panic Game amp Watch Multi Screen 61 Game amp Watch Donkey Kong Game amp Watch Multi Screen 62 Game amp Watch Donkey Kong Jr Game amp Watch New Wide ScreenGame amp Watch Mickey amp Donald Game amp Watch Multi ScreenGame amp Watch Green House Game amp Watch Multi Screen1983 Game amp Watch Donkey Kong II Game amp Watch Multi ScreenGame amp Watch Mario Bros Game amp Watch Multi ScreenGame amp Watch Donkey Kong Jr Game amp Watch Table TopGame amp Watch Mario s Cement Factory Game amp Watch Table TopGame amp Watch Mario s Cement Factory Game amp Watch New Wide ScreenGame amp Watch Snoopy Game amp Watch Table TopGame amp Watch Rain Shower Game amp Watch Multi ScreenGame amp Watch Popeye Game amp Watch Table TopGame amp Watch Manhole Game amp Watch New Wide ScreenGame amp Watch Popeye Game amp Watch PanoramaGame amp Watch Snoopy Game amp Watch PanoramaGame amp Watch Donkey Kong Jr Game amp Watch PanoramaGame amp Watch Lifeboat Game amp Watch Multi ScreenGame amp Watch Mario s Bombs Away Game amp Watch PanoramaGame amp Watch Pinball Game amp Watch Multi Screen1984 Game amp Watch Spitball Sparky Game amp Watch Super ColorGame amp Watch Crab Grab Game amp Watch Super ColorGame amp Watch Mickey Mouse Game amp Watch PanoramaGame amp Watch Boxing Game amp Watch Micro Vs SystemGame amp Watch Donkey Kong 3 Game amp Watch Micro Vs SystemGame amp Watch Donkey Kong Circus Game amp Watch PanoramaGame amp Watch Donkey Kong Hockey Game amp Watch Micro Vs System1985 Game amp Watch Black Jack Game amp Watch Multi ScreenGame amp Watch Tropical Fish Game amp Watch New Wide ScreenVideo game consoles edit List of video game consoles developed by the Nintendo Research amp Development No 1 department Year Name Ref 1989 Game Boy1995 Game Boy Play It Loud Virtual Boy1996 Game Boy PocketVideo games edit List of video games developed by the Nintendo Research amp Development No 1 department Year Title Genre s Platform s Ref 1983 Mario Bros Platform Nintendo Entertainment SystemBaseball Sports Nintendo Entertainment System1984 Pinball Pinball Nintendo Entertainment SystemDuck Hunt Shooter Nintendo Entertainment SystemHogan s Alley Shooter Nintendo Entertainment SystemDonkey Kong 3 Shooter Nintendo Entertainment SystemDevil World Maze Nintendo Entertainment SystemUrban Champion Fighting Nintendo Entertainment SystemClu Clu Land Puzzle Nintendo Entertainment SystemExcitebike Racing Nintendo Entertainment System1985 Balloon Fight Action Nintendo Entertainment SystemIce Climber Platform Nintendo Entertainment SystemWrecking Crew Action puzzle Nintendo Entertainment System1986 Baseball Sports Family Computer Disk SystemGumshoe Shooter Nintendo Entertainment SystemMetroid Action Adventure Family Computer Disk SystemKid Icarus Action platform Family Computer Disk System1987 Kid Icarus Action platform Nintendo Entertainment SystemMetroid Action Adventure Nintendo Entertainment SystemNakayama Miho no Tokimeki High School Dating sim Family Computer Disk System1988 Famicom Detective Club The Missing Heir Adventure Family Computer Disk System1989 Baseball Sports Game BoyAlleyway Puzzle Game BoyFamicom Detective Club The Girl Who Stands Behind Adventure Family Computer Disk SystemTetris Puzzle Game BoyTetris Puzzle Nintendo Entertainment SystemSuper Mario Land Platform Game Boy1990 Dr Mario Puzzle Nintendo Entertainment System Game BoySolar Striker Shooter Game BoyBarker Bill s Trick Shooting Shooter Nintendo Entertainment System1991 Kid Icarus Of Myths and Monsters Action platform Game BoyMetroid II Return of Samus Action Adventure Game Boy1992 Clu Clu Land Welcome to New Clu Clu Land Puzzle Family Computer Disk SystemSuper Mario Land 2 6 Golden Coins Platform Game Boy1993 Joy Mech Fight Fighting Family Computer1994 Wario Land Super Mario Land 3 Platform Game BoySuper Metroid Action Adventure Super Nintendo Entertainment System1995 Mario s Tennis Sports Virtual BoyTeleroboxer Fighting Virtual BoyMario Clash Action Virtual BoyVirtual Boy Wario Land Platform Virtual BoyKirby s Block Ball Action Game Boy1997 Game amp Watch Gallery Minigame compilation Game BoyBS Tantei Club Yuki ni Kieta Kako Adventure Satellaview1998 Wario Land II Platform Game BoyWario Land II Platform Game Boy Color2000 Trade amp Battle Card Hero RPG Game Boy ColorWario Land 3 Platform Game Boy ColorSin and Punishment Shooter Nintendo 642001 Wario Land 4 Platform Game Boy Advance2002 Metroid Fusion Action Adventure Game Boy Advance2003 WarioWare Inc Mega Microgames Minigame compilation Game Boy AdvanceWarioWare Inc Mega Party Games Minigame compilation GameCube2004 Metroid Zero Mission Action Adventure Game Boy AdvanceNotes edit Japanese 任天堂開発第一部 Hepburn Nintendō Kaihatsu Daiichi Bu Japanese 任天堂開発部 Hepburn Nintendō Kaihatsu BuReferences edit IGN IGNCube s Nintendo Revolution FAQ IGN Retrieved 2007 03 23 IGN Staff 10 January 2001 Developer Profile Intelligent Systems Retrieved 9 March 2018 Stuart Keith 21 April 2014 Nintendo Game Boy 25 facts for its 25th anniversary the Guardian Retrieved 9 March 2018 GameSpy Nintendo R amp D1 www gamespy com Retrieved 9 March 2018 Sheff David 2 November 2011 Game Over How Nintendo Conquered The World Knopf Doubleday Publishing Group ISBN 9780307800749 Retrieved 9 March 2018 via Google Books McFerran Damien 13 March 2010 Feature The Making of the Nintendo Game Boy Retrieved 9 March 2018 Takehiro Izushi Retires After Four Legendary Decades at Nintendo 12 February 2018 Nintendo Reveals Restructuring Plans IGN Forgotten Giant The Brilliant Life and Tragic Death of Gunpei Yokoi Game Informer Vol 12 no 105 January 2002 p 116 Voskuil Geplaatst door Erik Nintendo Ultra Hand ウルトラ ハンド 1966 Retrieved 2019 01 25 Buchanan Levi 2009 09 10 From Janitor to Superstar IGN Retrieved 2019 01 25 Iwata Asks Game amp Watch 1 When Developers Did Everything Nintendo of Europe GmbH Retrieved 2019 01 23 a b Iwata Asks Game amp Watch 2 Using a Calculator Chip Nintendo of Europe GmbH Retrieved 2019 01 23 a b c d Feature The History of the Nintendo Game amp Watch Nintendo Life 2010 02 24 Retrieved 2019 01 26 Nintendo Wins Emmy For DS And Wii Engineering Technology Sky News News sky com 2008 01 09 Archived from the original on 2012 07 11 Retrieved 2010 08 30 Magrino Tom 2008 01 08 CES 08 Nintendo wins second Emmy News at GameSpot Gamespot com Retrieved 2016 04 28 Barder Ollie New Interview With Satoru Okada Delves Into The Hidden History Behind Nintendo s Gaming Handhelds Forbes Retrieved 2019 01 25 a b April Brings Virtual Boy GamePro No 67 IDG February 1995 p 162 a b c d e f g Edwards Benj August 21 2015 Unraveling The Enigma Of Nintendo s Virtual Boy 20 Years Later Fast Company Retrieved December 21 2015 a b c Boyer Steven A Virtual Failure Evaluating the Success of Nintendos Virtual Boy Velvet Light Trap 64 2009 23 33 ProQuest Research Library Web May 24 2012 a b c Kent Steven L 2002 The Ultimate History of Video Games The Story Behind the Craze that Touched our Lives and Changed the World New York Random House International pp 513 515 518 519 523 524 ISBN 978 0 7615 3643 7 OCLC 59416169 Archived from the original on July 9 2017 Retrieved October 20 2016 a b Rafferty Kevin Super Mario Takes Leap into Three Dimensional Space The Guardian 1959 2003 2 ProQuest Historical Newspapers The Guardian 1821 2003 and The Observer 1791 2003 November 16 1994 Web May 24 2012 Sheff David Eddy Andy 1999 Game Over How Nintendo Zapped an American Industry Captured Your Dollars and Enslaved Your Children GamePress ISBN 978 0 9669617 0 6 OCLC 26214063 Nintendo s New Color Handheld Next Generation No 18 Imagine Media June 1996 p 20 The Incredible Shrinking Game Boy Pocket Electronic Gaming Monthly No 84 Ziff Davis July 1996 p 16 Game Boy Nintendo of Europe GmbH Retrieved 2019 01 25 In 1997 Nintendo went one better shrinking the Game Boy s dimensions to create the even smaller Game Boy Pocket series Game Boy Relaunched Next Generation No 20 Imagine Media August 1996 p 26 GDC09 DSi architect reveals unreleased Nintendo handhelds Engadget Retrieved 2019 01 15 Kohler Chris 2009 03 25 GDC Nintendo s Unreleased Portable Prototypes Wired ISSN 1059 1028 Retrieved 2019 01 15 A look into Nintendo s unreleased Game Boy successor Nintendo Everything nintendoeverything com 17 April 2016 Retrieved 2019 01 15 a b Satoru Okada Interview Nintendo Archived from the original on October 26 2022 Retrieved January 15 2019 Ashcraft Brian Game Boy Creator Said He Didn t Leave Nintendo Because Of The Virtual Boy Kotaku Retrieved 2019 01 23 Takehiro Izushi Retires After Four Legendary Decades at Nintendo GameRevolution 2018 02 12 Retrieved 2019 01 23 Barder Ollie New Interview With Satoru Okada Delves Into The Hidden History Behind Nintendo s Gaming Handhelds Forbes Retrieved 2019 01 14 O Brien Lucy 2013 01 15 Report Nintendo to Restructure Hardware Divisions IGN Retrieved 2019 01 24 Iwata Asks New Super Mario Bros Wii Nintendo of Europe GmbH Retrieved 2019 01 23 R amp D2 would later be merged into the Software Planning and Development Division Iwata Satoru February 17 2015 Third Quarter Financial Results Briefing for Fiscal Year Ending March 2015 Q amp A Nintendo In 2004 we established the Software Planning amp Development Division to relieve Mr Miyamoto from handling the games co developed with second parties to enable him to concentrate on internal development After that I was in charge of the Software Planning amp Development Division Iwata Asks Pandora s Tower for Wii Nintendo of Europe GmbH Retrieved 2019 01 20 In 2004 the Software Planning and Development department had only just been created Reseigh Lincoln Dom 2018 02 12 Legendary Nintendo Developer Takehiro Izushi Has Officially Retired Nintendo Life Retrieved 2019 01 24 a b c d Parish Jeremy 2014 07 25 Forgottendo 10 Nintendo Games You ve Probably Never Heard Of USgamer Archived from the original on 2018 09 02 Retrieved 2019 01 23 Ball AC 01 1st Game www gameandwatch ch Retrieved 2019 01 24 a b c d e f g h i Game amp Watch Console Variations The Database for all console colors and variations Retrieved 2019 01 24 Flagman FL 02 2nd Game www gameandwatch ch Retrieved 2019 01 24 Vermin MT 03 3rd Game www gameandwatch ch Retrieved 2019 01 24 Fire RC 04 4th Game www gameandwatch ch Retrieved 2019 01 24 Judge Green IP 05 5th Game www gameandwatch ch Retrieved 2019 01 24 Judge Purple IP 05 5th Game www gameandwatch ch Retrieved 2019 01 24 Manhole MH 06 6th Game www gameandwatch ch Retrieved 2019 01 24 Helmet CN 07 7th Game www gameandwatch ch Retrieved 2019 01 24 Lion LN 08 8th Game www gameandwatch ch Retrieved 2019 01 24 Parachute PR 21 9th Game www gameandwatch ch Retrieved 2019 01 24 Octopus OC 22 10th Game www gameandwatch ch Retrieved 2019 01 25 Popeye PP 23 11th Game www gameandwatch ch Retrieved 2019 01 25 Chef FP 24 12th Game www gameandwatch ch Retrieved 2019 01 25 Mickey Mouse MC 25 13rd Game www gameandwatch ch Retrieved 2019 01 25 Egg EG 26 14th Game www gameandwatch ch Retrieved 2019 01 25 Fire FR 27 15th Game www gameandwatch ch Retrieved 2019 01 25 Turtle Bridge TL 28 16th Game www gameandwatch ch Retrieved 2019 01 25 Fire Attack ID 29 17th Game www gameandwatch ch Retrieved 2019 01 25 Snoopy Tennis SP 30 18th Game www gameandwatch ch Retrieved 2019 01 25 Oil Panic OP 51 19th Game www gameandwatch ch Retrieved 2019 01 25 Donkey Kong DK 52 20th Game www gameandwatch ch Retrieved 2019 01 25 External links editIGN listing for R amp D1 N Sider The Rise and Fall of R amp D1 Archived 2013 01 27 at the Wayback Machine Retrieved from https en wikipedia org w index php title Nintendo Research 26 Development 1 amp oldid 1209044237, wikipedia, wiki, book, books, library,

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