Nintendo Research & Development 1
| Company type | Division |
|---|---|
| Industry | Video games |
| Predecessor | Nintendo Research & Development Department |
| Founded | 1978 |
| Founder | Gunpei Yokoi |
| Fate | Merged into Nintendo Software Planning & Development (2004) |
| Headquarters | Kyoto , Japan |
Key people | Gunpei Yokoi, Takehiro Izushi, Satoru Iwata |
| Products | Donkey Kong, Mario, Metroid, Game Boy series, Super Mario Land, Wario, Game & Watch series, Virtual Boy |
| Parent | Nintendo |
(commonly known as Nintendo R&D1 and previously called Nintendo Research & Development Department before its division in 1978) represented Nintendo's longest-standing video game development team. Established concurrently with Nintendo's venture into the gaming industry, it was headed by Gunpei Yokoi. This division was responsible for creating some of Nintendo's most iconic franchises such as Donkey Kong, Mario, and Metroid.
R&D1 was instrumental in developing the highly successful Game Boy series, which debuted in 1989, and produced well-known titles like Super Mario Land, while also introducing the character Wario.
Within R&D1, Team Shikamaru—consisting of Makoto Kano, Yoshio Sakamoto, and Toru Osawa—specialized in designing characters and scripting for games including Metroid, Kid Icarus, Famicom Detective Club, and Trade & Battle: Card Hero.
After Yokoi's exit in 1996, leadership passed to Takehiro Izushi. In 2004, under the guidance of Satoru Iwata, R&D1 underwent reorganization, with numerous employees transferring to Nintendo Software Planning & Development, which later merged with Nintendo Entertainment Analysis & Development in 2015 to create Nintendo Entertainment Planning & Development.
Background
In 1965, when Nintendo was primarily a producer of hanafuda playing cards, they employed electronics engineer Gunpei Yokoi, who initially worked on machinery for assembling cards. The following year, company president Hiroshi Yamauchi observed a toy Yokoi had fashioned during his free time—an extending arm—and assigned him to develop it for mass production. The resulting product, the Ultra Hand, sold more than 1.2 million units, marking Nintendo’s successful expansion beyond card manufacturing. Yokoi went on to invent other toys such as the Ten Billion Barrel puzzle, a remote-controlled vacuum cleaner named the Chiritori, the baseball pitching device called the Ultra Machine, and the novelty item known as the "Love Tester."
1970s-1978: Formation and Early Electronic Games
Prior to 1972, Nintendo established its inaugural electronics development unit within its manufacturing division, appointing Yokoi as its general manager. By the year 1972, this team had expanded to approximately 20 engineers. In 1978, the group was divided into two separate entities: Research & Development No. 1 (R&D1) and Research & Development No. 2 (R&D2), with Yokoi continuing his leadership role over R&D1.
1979-1988: Game & Watch Era
During the late 1970s, Yokoi was inspired by observing a Japanese salaryman idly using a calculator aboard the Shinkansen train. This observation sparked the development of the Game & Watch line. These handheld electronic devices featured a single game displayed on an LCD screen, often integrated with functions such as clocks or alarms. Utilizing calculator integrated circuits alongside button cell batteries, Yokoi applied his concept of Lateral Thinking of Withered Technology: creatively repurposing established technologies in novel ways—a strategy that became synonymous with Nintendo’s approach.
The inaugural Game & Watch title was Game & Watch: Ball, released in 1980 as part of the Silver series characterized by a metallic faceplate. Although initial sales were moderate, they validated ongoing development efforts. That same year saw the release of five Silver series models. In 1981, Nintendo introduced the Gold series beginning with Game & Watch: Manhole, which included three titles featuring a gold-colored faceplate. Midway through 1981, the Wide Screen series debuted with Game & Watch: Parachute, boasting a display approximately 30% larger than previous models; ten titles were launched in this series through early 1982.
To address the constraints of LCD technology, Yokoi unveiled the Multi Screen series in mid-1982 with Game & Watch: Oil Panic, incorporating a dual-screen design to enhance gameplay complexity. The subsequent release, Game & Watch: Donkey Kong, adapted the popular arcade title but required an innovative control mechanism due to portability challenges. This necessity led to the creation of the "cross" shaped directional pad (D-pad), featuring four flat directional buttons arranged in a cross pattern. Nintendo secured a patent for this design, which later received a Technology & Engineering Emmy Award in 2008 and became a standard feature on most video game console controllers until the introduction of the Nintendo Switch in 2017.
1989-1990: Game Boy Development
In planning a follow-up to the Game & Watch series, Yokoi initially envisioned a straightforward, affordable device equipped with interchangeable game cartridges. However, assistant director Satoru Okada pushed for a more advanced system capable of supporting third-party game development and sustained long-term support, similar to the successful model established by the Nintendo Entertainment System. Following internal discussions, Yokoi embraced Okada’s perspective, culminating in the launch of the Game Boy.
1991-1994: Virtual Boy Project
In 1991, Nintendo collaborated with Reflection Technology, Inc., creators of a stereoscopic 3D head-tracking prototype known as the Private Eye. Recognizing this technology as a potential competitive edge, Gunpei Yokoi aimed to bolster Nintendo’s reputation for innovation. Under the codename "VR32," Nintendo secured exclusive licensing rights and invested four years into developing an affordable console, including establishing a manufacturing facility in China.
Yokoi upheld RTI’s selection of red LED displays due to their cost-effectiveness and ability to produce deep black levels, opting against color LCDs which were prohibitively expensive (retailing above ) and prone to image instability. To mitigate health risks and comply with Japan’s 1995 Product Liability Act, Nintendo eliminated head-tracking features and redesigned the headset into a stationary tabletop device based on expert advice.
According to David Sheff’s Game Over, Yokoi never intended for this significantly scaled-back Virtual Boy to reach market; however, Nintendo proceeded with its release to reallocate resources toward developing the Nintendo 64.
1995: Development of Game Boy's Successor
In 1995, efforts commenced on creating a successor to the Game Boy, internally referred to as Atlantis. Although earlier handhelds featured monochrome screens, R&D1 had been exploring color display technology since 1992. The Atlantis prototype incorporated a 32-bit ARM7 processor, a larger color display, and four face buttons, with an intended launch in late 1996.
At the same time, an updated version of the Game Boy was in progress, emphasizing enhanced battery longevity—approximately 10 hours—and the inclusion of a DC power input. The screen technology was upgraded to true black-and-white, which significantly reduced the motion blur present in the original. This revision debuted as the Game Boy Pocket in July 1996 in Japan, followed by releases in North America during September and later in Europe. Initially, it did not feature a power indicator LED, which was subsequently added after consumer feedback.
After the Pocket achieved commercial success, the Atlantis project was postponed until late 1997 but was eventually cancelled due to concerns about its bulkiness, severely limited battery duration (around one hour owing to backlit LCDs), and elevated production expenses. Nonetheless, this endeavor expedited the creation of the Game Boy Color by Nintendo Research & Engineering in 1997.
1996–2003: Gunpei Yokoi’s Exit and Hardware Division Separation
On August 15, 1996, Gunpei Yokoi, who had long served as general manager of the department, departed Nintendo to found Koto Laboratory. Despite rumors attributing his exit to the Virtual Boy's poor market performance, Yokoi had desired independence for some time. His new company developed Bandai’s WonderSwan handheld prior to his passing in 1997. Takehiro Izushi took over as general manager following Yokoi’s departure. The hardware team was separated into Nintendo Research & Engineering, under Satoru Okada’s leadership, tasked with advancing the Game Boy lineage and overseeing all major Nintendo handheld hardware until its dissolution in 2012. Meanwhile, the software team remained part of R&D1.
With Yokoi gone and the hardware division spun off, R&D1 concentrated on software production for Nintendo platforms. This included reintroducing classic Game & Watch titles through the Game & Watch Gallery series (beginning in 1997) for both Game Boy and Game Boy Color. The team developed sequels within the Wario Land franchise: Wario Land II (1998), Wario Land 3 (2000) for Game Boy Color, and Wario Land 4 (2001) for Game Boy Advance. Additionally, they launched the Wario spin-off line with WarioWare, Inc.: Mega Microgames! (2003). After an eight-year hiatus from Metroid releases, R&D1 produced Metroid Fusion (2002) and concluded with Metroid: Zero Mission (2004), a remake of the original title.
2004: Integration into Nintendo Software Planning & Development
In 2004, R&D1 merged with Nintendo Research & Development 2 to form the new Nintendo Software Planning & Development division. Then-president Satoru Iwata appointed himself as general manager to oversee co-production and supervise second-party development projects. This restructuring allowed Entertainment Analysis & Development (EAD) and its general manager Shigeru Miyamoto to concentrate solely on first-party initiatives. While primarily serving a coordinating role, this new division also undertook internal game development.
In 2018, Takehiro Izushi retired after dedicating 43 years to Nintendo.
Electronic Games
%}Video Game Consoles
| Year | Title | Genre(s) | Platform(s) | Series | Reference(s) |
|---|---|---|---|---|---|
| 1980 | Game & Watch: Ball | Game & Watch | Silver | [1] | |
| Game & Watch: Flagman | Game & Watch | Silver | [2] | ||
| Game & Watch: Vermin | Game & Watch | Silver | [3] | ||
| Game & Watch: Fire | Game & Watch | Silver | [4] | ||
| Game & Watch: Judge | Game & Watch | Silver | [5] | ||
| 1981 | Game & Watch: Manhole | Game & Watch | Gold | [6] | |
| Game & Watch: Helmet | Game & Watch | Gold | [7] | ||
| Game & Watch: Lion | Game & Watch | Gold | [8] | ||
| Game & Watch: Parachute | Game & Watch | Wide Screen | [9] | ||
| Game & Watch: Octopus | Game & Watch | Wide Screen | [10] | ||
| Game & Watch: Popeye | Game & Watch | Wide Screen | [11] | ||
| Game & Watch: Chef | Game & Watch | Wide Screen | [12] | ||
| Game & Watch: Mickey Mouse | Game & Watch | Wide Screen | [13] | ||
| Game & Watch: Egg | Game & Watch | Wide Screen | [14] | ||
| Game & Watch: Fire | Game & Watch | Wide Screen | [15] |
| Year of Initial Release | Console Name | Reference(s) |
|---|---|---|
| 1989 | Game Boy | |
| 1995 | Game Boy Play-It-Loud! | |
| Virtual Boy | ||
| 1996 | Game Boy Pocket |
Video Games
... [list continues with similar format, omitted for brevity] ...| Year of Initial Release | Title | Genre(s) | Platform(s) | Reference(s) |
|---|---|---|---|---|
| 1978 | Computer Othello | Arcade | ||
| Arcade | ||||
| Arcade | ||||
| Arcade | ||||
| Arcade | ||||
| Arcade | ||||
| Fixed shooter | Arcade | |||
| Platformer | Arcade | |||
| Arcade | ||||
| Platformer | Arcade | |||
| Platformer | Arcade | |||
| Platformer | Arcade, Nintendo Entertainment System | |||
| Shooter | Arcade | |||
| Sports game | Nintendo Entertainment System | |||
| Minigame compilation | Game Boy Advance | |||
| Minigame compilation | GameCube | |||
| Action-adventure | Game Boy Advance |