1 00:00:00,120 --> 00:00:06,920 Speaker 1: This Day in History Class is a production of iHeartRadio. 2 00:00:07,200 --> 00:00:10,920 Speaker 1: Hello and welcome to This Day in History Class, a 3 00:00:11,039 --> 00:00:13,920 Speaker 1: show that believes there's no time like the present to 4 00:00:14,000 --> 00:00:18,920 Speaker 1: learn about the past. I'm Gabeluesier, and today we're celebrating 5 00:00:18,920 --> 00:00:22,600 Speaker 1: the birthday of the game Boy, an underpowered video game 6 00:00:22,680 --> 00:00:26,520 Speaker 1: console that succeeded not in spite of its limitations, but 7 00:00:26,640 --> 00:00:36,599 Speaker 1: because of them. The day was April twenty first, nineteen 8 00:00:36,760 --> 00:00:40,960 Speaker 1: eighty nine. Nintendo released the original game Boy in Japan. 9 00:00:41,600 --> 00:00:46,000 Speaker 1: The portable gaming console was developed by Gunpei Yukoi, one 10 00:00:46,000 --> 00:00:50,559 Speaker 1: of Nintendo's first video game designers. The chunky gray device, 11 00:00:50,720 --> 00:00:53,239 Speaker 1: which he dubbed the game Boy, was designed to be 12 00:00:53,280 --> 00:00:57,240 Speaker 1: as accessible and inexpensive as possible. It didn't feature the 13 00:00:57,320 --> 00:01:00,720 Speaker 1: latest and greatest technology like full color gras or a 14 00:01:00,760 --> 00:01:03,440 Speaker 1: backlit screen, but it more than made up for those 15 00:01:03,480 --> 00:01:08,240 Speaker 1: technical limitations by being durable, practical, and most importantly, a 16 00:01:08,280 --> 00:01:11,560 Speaker 1: lot of fun to play. The consumer friendly approach of 17 00:01:11,680 --> 00:01:14,600 Speaker 1: Yokoye and his team more than paid off in the 18 00:01:14,640 --> 00:01:17,360 Speaker 1: long run. The game Boy went on to become one 19 00:01:17,360 --> 00:01:21,280 Speaker 1: of the most influential and successful video game consoles ever made. 20 00:01:21,760 --> 00:01:25,760 Speaker 1: It sold well over one hundred million units. Worldwide, and 21 00:01:25,840 --> 00:01:28,399 Speaker 1: by the end of its lengthy run on store shelves, 22 00:01:28,520 --> 00:01:32,360 Speaker 1: it had spawned a family of successor systems. In that way, 23 00:01:32,600 --> 00:01:35,440 Speaker 1: the Humble game Boy changed the shape of the entire 24 00:01:35,600 --> 00:01:39,640 Speaker 1: video game industry and cemented Nintendo's place as the undisputed 25 00:01:39,720 --> 00:01:44,520 Speaker 1: king of handheld gaming. Contrary to popular belief, the game 26 00:01:44,600 --> 00:01:48,240 Speaker 1: Boy was in Nintendo's first crack at portable video games. 27 00:01:48,560 --> 00:01:51,720 Speaker 1: About a decade earlier, the company had introduced a series 28 00:01:51,760 --> 00:01:56,360 Speaker 1: of handheld devices called game and Watch. Gunpei Yukoi came 29 00:01:56,480 --> 00:01:58,920 Speaker 1: up with the idea while riding a commuter train to 30 00:01:58,960 --> 00:02:02,360 Speaker 1: work one day. He noticed a fellow businessman playing around 31 00:02:02,360 --> 00:02:04,680 Speaker 1: with a calculator just to pass the time, and he 32 00:02:04,760 --> 00:02:07,840 Speaker 1: began to wonder if the same LCD screen and display 33 00:02:07,920 --> 00:02:11,040 Speaker 1: technology of a calculator could be used to make handheld 34 00:02:11,160 --> 00:02:15,640 Speaker 1: video games. The concept developed rapidly from there. Instead of 35 00:02:15,720 --> 00:02:19,160 Speaker 1: just numbers and symbols, the graphics processor would be used 36 00:02:19,160 --> 00:02:22,160 Speaker 1: to create characters and objects that could then be set 37 00:02:22,200 --> 00:02:26,360 Speaker 1: against a pre printed background scene. Built in controller buttons 38 00:02:26,400 --> 00:02:28,400 Speaker 1: on either side of the screen would then allow the 39 00:02:28,400 --> 00:02:31,720 Speaker 1: player to move around a character to complete basic tasks. 40 00:02:32,120 --> 00:02:35,120 Speaker 1: For example, one of the earliest game and watch devices 41 00:02:35,280 --> 00:02:38,280 Speaker 1: challenged the player to guide a deep sea diver across 42 00:02:38,280 --> 00:02:41,560 Speaker 1: the screen to a sunken treasure chest, all while avoiding 43 00:02:41,600 --> 00:02:45,680 Speaker 1: the moving tentacles of a giant grabby octopus. As for 44 00:02:45,760 --> 00:02:48,480 Speaker 1: the watch, in the name game and Watch, that came 45 00:02:48,480 --> 00:02:52,120 Speaker 1: from the device's timekeeping feature, although really maybe game and 46 00:02:52,240 --> 00:02:55,680 Speaker 1: clock would have been more appropriate. The graphics and gameplay 47 00:02:55,800 --> 00:02:57,960 Speaker 1: of the game and Watch were about as simple as 48 00:02:57,960 --> 00:03:01,079 Speaker 1: it gets, but they were still more engaged than aimlessly 49 00:03:01,120 --> 00:03:04,280 Speaker 1: pressing buttons on a calculator. Plus, as the Game and 50 00:03:04,320 --> 00:03:07,960 Speaker 1: Watch series continued into the early nineteen eighties, the systems 51 00:03:08,000 --> 00:03:11,560 Speaker 1: and their controls got a bit more complex. For example, 52 00:03:11,720 --> 00:03:14,239 Speaker 1: the Donkey Kong game and watch system was the very 53 00:03:14,240 --> 00:03:17,200 Speaker 1: first piece of video game hardware to use the now 54 00:03:17,480 --> 00:03:22,679 Speaker 1: iconic cross shaped directional pad or dpad. That feature was 55 00:03:22,720 --> 00:03:26,000 Speaker 1: another little master stroke from Yukoi, who had run into 56 00:03:26,040 --> 00:03:29,760 Speaker 1: trouble while trying to adapt Nintendo's successful Donkey Kong arcade 57 00:03:29,800 --> 00:03:33,120 Speaker 1: game for the handheld market. Most portable games of the 58 00:03:33,160 --> 00:03:36,400 Speaker 1: era only had the player move left and right, but 59 00:03:36,480 --> 00:03:40,360 Speaker 1: Donkey Kong required movement along both the X and Y axis. 60 00:03:40,880 --> 00:03:44,840 Speaker 1: Yukoi experimented with different ways to achieve that wider range 61 00:03:44,880 --> 00:03:48,480 Speaker 1: of movement, including a tiny joystick, which he found uncomfortable, 62 00:03:48,640 --> 00:03:51,480 Speaker 1: as well as four separate buttons arranged in the shape 63 00:03:51,480 --> 00:03:54,720 Speaker 1: of a cross. That setup proved awkward as well as 64 00:03:54,760 --> 00:03:56,880 Speaker 1: it caused the player to look away from the screen 65 00:03:57,000 --> 00:03:59,800 Speaker 1: to make sure they were hitting the right button. Yukoy's 66 00:04:00,000 --> 00:04:04,080 Speaker 1: poll was the Dpad, a single cross shaped pad placed 67 00:04:04,120 --> 00:04:06,400 Speaker 1: on top of a ball, which could then be pressed 68 00:04:06,400 --> 00:04:09,440 Speaker 1: in any direction with just a slight adjustment of the finger. 69 00:04:09,800 --> 00:04:13,160 Speaker 1: It was an elegant solution and a literal game changer. 70 00:04:13,640 --> 00:04:16,280 Speaker 1: One year after the release of Donkey Kong on the 71 00:04:16,320 --> 00:04:19,880 Speaker 1: Game and Watch, Nintendo released a home video game console 72 00:04:20,000 --> 00:04:23,880 Speaker 1: called the Famicom or Family Computer, and although the system 73 00:04:23,960 --> 00:04:26,640 Speaker 1: was connected to a TV set and played on a 74 00:04:26,680 --> 00:04:30,359 Speaker 1: larger screen, the included controllers took design cues from the 75 00:04:30,400 --> 00:04:35,840 Speaker 1: handheld systems, including Ukoy's innovative dpad. In nineteen eighty four, 76 00:04:36,080 --> 00:04:39,880 Speaker 1: the popular Famicom was redesigned for the Western market and 77 00:04:39,960 --> 00:04:44,560 Speaker 1: released as the Nintendo Entertainment System or the NES for short. 78 00:04:44,960 --> 00:04:49,720 Speaker 1: The console single handedly revived the flagging American video game market, 79 00:04:49,800 --> 00:04:52,599 Speaker 1: and by nineteen eighty nine it had sold nearly thirty 80 00:04:52,640 --> 00:04:57,719 Speaker 1: million units. Worldwide. The system's success made Nintendo's synonymous with 81 00:04:57,839 --> 00:05:00,760 Speaker 1: video games, but after more than half a decade on 82 00:05:00,800 --> 00:05:03,719 Speaker 1: the market, its flagship product was beginning to look a 83 00:05:03,760 --> 00:05:06,760 Speaker 1: bit dated. The company had been hard at work behind 84 00:05:06,800 --> 00:05:10,359 Speaker 1: the scenes on its next home console, the Super famycom 85 00:05:10,760 --> 00:05:14,160 Speaker 1: or Super Nintendo, but in nineteen eighty nine, it wasn't 86 00:05:14,200 --> 00:05:17,440 Speaker 1: quite ready yet. In the meantime, Nintendo needed a hot 87 00:05:17,520 --> 00:05:20,440 Speaker 1: new product to keep its momentum going, something that would 88 00:05:20,520 --> 00:05:24,800 Speaker 1: satisfy its existing customers while also attracting a brand new audience. 89 00:05:25,360 --> 00:05:29,159 Speaker 1: Once again, the task fell to Gunpei Ukoi, and once 90 00:05:29,240 --> 00:05:33,520 Speaker 1: again he delivered. Ukoy's game Boy, combined elements of both 91 00:05:33,520 --> 00:05:35,880 Speaker 1: the Game and Watch and the NAS and to a 92 00:05:35,920 --> 00:05:40,159 Speaker 1: proper handheld console. The biggest shakeup was enabling the system 93 00:05:40,200 --> 00:05:43,279 Speaker 1: to play all kinds of different software titles. For the 94 00:05:43,279 --> 00:05:46,360 Speaker 1: Game and Watch series, each system came preloaded with a 95 00:05:46,400 --> 00:05:49,200 Speaker 1: single game, so if you wanted to play a different title, 96 00:05:49,360 --> 00:05:52,160 Speaker 1: he had to buy a whole new system. The game Boy, 97 00:05:52,240 --> 00:05:54,600 Speaker 1: on the other hand, borrowed a page from the NAS 98 00:05:54,960 --> 00:05:59,080 Speaker 1: by allowing users to play games on interchangeable cartridges. The 99 00:05:59,120 --> 00:06:02,520 Speaker 1: game Boy also included a comparable button layout to NES 100 00:06:02,600 --> 00:06:06,920 Speaker 1: controllers featuring a B, select and start buttons, as well 101 00:06:06,960 --> 00:06:09,919 Speaker 1: as a dpad embedded right below the systems. Built in 102 00:06:10,040 --> 00:06:13,760 Speaker 1: screen portability wasn't the only thing the game Boy had 103 00:06:13,760 --> 00:06:17,000 Speaker 1: in common with the Game and Watch series. For both products, 104 00:06:17,080 --> 00:06:21,760 Speaker 1: Gunpei Yukoy relied on a design philosophy called lateral thinking 105 00:06:22,000 --> 00:06:26,200 Speaker 1: with withered technology. Instead of building his devices with state 106 00:06:26,240 --> 00:06:30,160 Speaker 1: of the art components, he used older, more established technologies 107 00:06:30,200 --> 00:06:33,359 Speaker 1: in clever new ways, like using the graphics processor of 108 00:06:33,400 --> 00:06:36,800 Speaker 1: a calculator to program a video game. The more mature 109 00:06:36,920 --> 00:06:40,279 Speaker 1: tech Yukoy used was not only cheaper than the cutting 110 00:06:40,360 --> 00:06:43,320 Speaker 1: edge electronics of the day, it was also easier to 111 00:06:43,440 --> 00:06:48,920 Speaker 1: source and better understood. For example, Nintendo's chief competition, Sega 112 00:06:49,000 --> 00:06:52,599 Speaker 1: and Atari, each released their own handheld systems within one 113 00:06:52,680 --> 00:06:56,720 Speaker 1: year the game Boy. Both of those boasted stronger processors 114 00:06:56,800 --> 00:06:59,960 Speaker 1: and full color, backlit screens that could be easily seen 115 00:07:00,120 --> 00:07:03,360 Speaker 1: in the dark, clear advantages over the Nintendo game Boy. 116 00:07:03,760 --> 00:07:07,000 Speaker 1: On the flip side, though, that advanced technology came with 117 00:07:07,040 --> 00:07:11,880 Speaker 1: a heftier price tag and significantly shorter battery life. Sega 118 00:07:11,920 --> 00:07:14,920 Speaker 1: and Atari systems each provided three to five hours of 119 00:07:14,920 --> 00:07:18,560 Speaker 1: gameplay off of six double a batteries and costs between 120 00:07:18,560 --> 00:07:21,160 Speaker 1: one hundred and fifty and one hundred and eighty dollars each. 121 00:07:21,640 --> 00:07:24,000 Speaker 1: The game Boy, on the other hand, could last up 122 00:07:24,040 --> 00:07:27,240 Speaker 1: to fifteen hours running off of four double A batteries, 123 00:07:27,480 --> 00:07:30,760 Speaker 1: and it was significantly cheaper too, releasing in Japan for 124 00:07:30,880 --> 00:07:35,320 Speaker 1: around twelve five hundred yen or roughly one hundred US dollars. 125 00:07:35,800 --> 00:07:39,280 Speaker 1: You might think that embracing withered technology was a way 126 00:07:39,280 --> 00:07:42,120 Speaker 1: to cut corners, but in Nintendo's case, it was just 127 00:07:42,160 --> 00:07:45,520 Speaker 1: the opposite. The company understood that a console is only 128 00:07:45,560 --> 00:07:47,920 Speaker 1: as good as the games it plays, and game Boy 129 00:07:47,960 --> 00:07:52,200 Speaker 1: developers worked hard to produce great, noteworthy games regardless of 130 00:07:52,240 --> 00:07:56,200 Speaker 1: the hardware's limitations. They couldn't rely on flashy visuals to 131 00:07:56,200 --> 00:07:59,720 Speaker 1: make their games appealing, so instead they focused on the gameplay, 132 00:08:00,240 --> 00:08:03,440 Speaker 1: pairing simple stories and fun mechanics that would hold a 133 00:08:03,480 --> 00:08:06,520 Speaker 1: player's interest and keep them coming back for more. In 134 00:08:06,560 --> 00:08:09,320 Speaker 1: the hands of Yukoi and his team, the game Boy's 135 00:08:09,400 --> 00:08:13,120 Speaker 1: weaknesses became its greatest strengths. It didn't matter that it 136 00:08:13,160 --> 00:08:16,400 Speaker 1: had a small, colorless screen or a low power processor. 137 00:08:16,680 --> 00:08:20,360 Speaker 1: The system's affordable price point, longer battery life, and simple 138 00:08:20,440 --> 00:08:23,600 Speaker 1: yet robust design made it the clear choice for gamers 139 00:08:23,640 --> 00:08:27,280 Speaker 1: on the go. In fact, Nintendo's entire stock some three 140 00:08:27,360 --> 00:08:30,720 Speaker 1: hundred thousand units sold out within the first two weeks 141 00:08:30,720 --> 00:08:33,600 Speaker 1: of release in Japan, and when the game Boy made 142 00:08:33,600 --> 00:08:36,360 Speaker 1: its way to the US three months later, sales were 143 00:08:36,520 --> 00:08:39,920 Speaker 1: just as brisk, if not more so. The system launched 144 00:08:39,920 --> 00:08:45,000 Speaker 1: in Japan with four games to choose from, Super Mario, Land, Baseball, Alleyway, 145 00:08:45,160 --> 00:08:49,080 Speaker 1: and Yakuman. Alleyway played similar to the game Breakout and 146 00:08:49,160 --> 00:08:52,480 Speaker 1: task players with chipping away at brick walls using a bat. 147 00:08:52,880 --> 00:08:57,040 Speaker 1: Yakuman was a puzzle game similar to Majong, Baseball was 148 00:08:57,080 --> 00:08:59,840 Speaker 1: a stripped down version of the sport, and Super Mario 149 00:09:00,480 --> 00:09:04,320 Speaker 1: was a side scrolling platformer game similar to the NES title, 150 00:09:04,440 --> 00:09:07,520 Speaker 1: but designed with the game Boy's limitations in mind. A 151 00:09:07,600 --> 00:09:10,760 Speaker 1: portable video game system was an easy sell in Japan's 152 00:09:10,800 --> 00:09:13,959 Speaker 1: fast paced society, where it appealed not only to children 153 00:09:14,080 --> 00:09:17,160 Speaker 1: but to adult commuters as well, but no one knew 154 00:09:17,200 --> 00:09:20,160 Speaker 1: how the game Boy would fare outside of Japan. To 155 00:09:20,240 --> 00:09:23,920 Speaker 1: help insure its success, Nintendo of America decided to sweeten 156 00:09:24,000 --> 00:09:27,200 Speaker 1: the deal for Western buyers. In Japan, the game Boy 157 00:09:27,280 --> 00:09:30,960 Speaker 1: came packaged with headphones and batteries, while the games themselves 158 00:09:31,000 --> 00:09:34,360 Speaker 1: were sold individually for around twenty six hundred yen or 159 00:09:34,400 --> 00:09:38,840 Speaker 1: roughly twenty dollars. However, for the system's North American release, 160 00:09:39,040 --> 00:09:42,760 Speaker 1: Nintendo decided to bundle each system with a free game. 161 00:09:43,200 --> 00:09:46,440 Speaker 1: The initial plan was to include Super Mario Land, since 162 00:09:46,559 --> 00:09:50,840 Speaker 1: Mario was the company's best selling franchise, but Bulletproof Software 163 00:09:50,840 --> 00:09:54,520 Speaker 1: founder Henk Rogers had a different idea. He thought Nintendo 164 00:09:54,559 --> 00:09:57,360 Speaker 1: would be better off bundling one of his titles, a 165 00:09:57,440 --> 00:10:01,480 Speaker 1: popular Soviet puzzle game called Tetris. Shortly before the game 166 00:10:01,480 --> 00:10:04,920 Speaker 1: Boy's release, Rogers had a life changing meeting with Nintendo 167 00:10:05,000 --> 00:10:09,560 Speaker 1: of America president Minoru Arakawa. He later recounted it during 168 00:10:09,600 --> 00:10:13,720 Speaker 1: an interview, saying quote, I remember this conversation very clearly. 169 00:10:13,960 --> 00:10:17,040 Speaker 1: Mister Arakawa, I think you should include Tetris with the 170 00:10:17,080 --> 00:10:19,680 Speaker 1: Game Boy. And he said to me, why should I 171 00:10:19,720 --> 00:10:23,640 Speaker 1: include Tetris? I have Mario. I said, well, if you 172 00:10:23,679 --> 00:10:26,680 Speaker 1: want little boys to buy your Game Boy, then include Mario. 173 00:10:26,960 --> 00:10:29,440 Speaker 1: But if you want everyone to buy your Game Boy, 174 00:10:29,640 --> 00:10:33,800 Speaker 1: then include Tetris. You can still sell Mario afterwards. In 175 00:10:33,840 --> 00:10:37,199 Speaker 1: the end, Arakawa agreed, and when the Game Boy hit 176 00:10:37,320 --> 00:10:40,280 Speaker 1: North American shores. In the fall of eighty nine, every 177 00:10:40,400 --> 00:10:45,000 Speaker 1: system sold came with a copy of Tetris. Nintendo produced 178 00:10:45,080 --> 00:10:48,120 Speaker 1: one million game Boys for the US that year and 179 00:10:48,200 --> 00:10:52,080 Speaker 1: sold every single one of them. Remarkably, the game Boy's design, 180 00:10:52,480 --> 00:10:56,199 Speaker 1: arguably outdated at the time of its release, went unchanged 181 00:10:56,240 --> 00:10:59,640 Speaker 1: for nearly a decade. In nineteen ninety six, a slimmer 182 00:10:59,720 --> 00:11:02,680 Speaker 1: sleep version of the same system was released as the 183 00:11:02,720 --> 00:11:05,960 Speaker 1: game Boy Pocket. Then, in late nineteen ninety eight, the 184 00:11:06,000 --> 00:11:10,040 Speaker 1: game Boy Color hit store shelves, providing modest graphical updates 185 00:11:10,080 --> 00:11:14,160 Speaker 1: over its predecessor, including most notably a color display. By 186 00:11:14,200 --> 00:11:17,000 Speaker 1: the time of the Game Boy Colors release, the original 187 00:11:17,000 --> 00:11:21,200 Speaker 1: model had surpassed sixty four million sales worldwide, and the 188 00:11:21,240 --> 00:11:24,600 Speaker 1: combined sales of both systems now amounts to nearly one 189 00:11:24,679 --> 00:11:28,320 Speaker 1: hundred and twenty million units and half a billion games. 190 00:11:28,800 --> 00:11:33,120 Speaker 1: Nintendo finally discontinued both game Boy models in two thousand 191 00:11:33,120 --> 00:11:35,839 Speaker 1: and three, two years after the release of a new 192 00:11:36,000 --> 00:11:39,520 Speaker 1: thirty two bit handheld system called the game Boy Advance. 193 00:11:39,920 --> 00:11:43,360 Speaker 1: In the two decades since then, Nintendo continued to avoid 194 00:11:43,400 --> 00:11:47,199 Speaker 1: the graphical arms race in favor of releasing handheld systems 195 00:11:47,240 --> 00:11:51,040 Speaker 1: centered on clever uses of well worn technology such as 196 00:11:51,120 --> 00:11:56,000 Speaker 1: touchscreens and stereoscopic three D. Then, in twenty seventeen, the 197 00:11:56,040 --> 00:11:59,960 Speaker 1: company made the unprecedented move of combining a home console 198 00:12:00,200 --> 00:12:03,880 Speaker 1: with a handheld one. The resulting hybrid system, the Nintendo 199 00:12:04,000 --> 00:12:06,480 Speaker 1: Switch has also gone on to become one of the 200 00:12:06,520 --> 00:12:10,040 Speaker 1: top selling consoles of all time, even surpassing the Game 201 00:12:10,080 --> 00:12:13,520 Speaker 1: Boy in early twenty twenty three. That said, you shouldn't 202 00:12:13,559 --> 00:12:16,320 Speaker 1: feel too bad for the old Gray Brick. Many of 203 00:12:16,360 --> 00:12:19,480 Speaker 1: its most famous titles are still playable in their original 204 00:12:19,520 --> 00:12:23,000 Speaker 1: form as part of the Switch's virtual console. They're just 205 00:12:23,040 --> 00:12:25,880 Speaker 1: as charming, fun and in demand now as they were 206 00:12:25,920 --> 00:12:28,960 Speaker 1: thirty years ago, which isn't bad for a piece of 207 00:12:29,040 --> 00:12:34,360 Speaker 1: withered tech. I'm Gabe Bluesier and hopefully you now know 208 00:12:34,400 --> 00:12:37,640 Speaker 1: a little more about history today than you did yesterday. 209 00:12:37,960 --> 00:12:40,679 Speaker 1: You can learn even more about history by following us 210 00:12:40,720 --> 00:12:45,360 Speaker 1: on Twitter, Facebook, and Instagram at TDI HC Show, and 211 00:12:45,400 --> 00:12:47,880 Speaker 1: if you have any commons or suggestions, you can always 212 00:12:47,920 --> 00:12:50,520 Speaker 1: send them my way by writing to this day at 213 00:12:50,520 --> 00:12:54,560 Speaker 1: iHeartMedia dot com. Thanks to Chandler Mays and Ben Hackett 214 00:12:54,559 --> 00:12:57,079 Speaker 1: for producing the show, and thanks to you for listening. 215 00:12:57,280 --> 00:13:00,160 Speaker 1: I'll see you back here again soon. For another day. 216 00:13:00,360 --> 00:13:01,400 Speaker 1: In history class,