"Firstly, the machine itself is inefficient and unethical."
"Huh?"
"I love Nintendo games. I've purchased all the Game and Watch they've released so far, and I even went to Akihabara on the day they released the latest Family game."
"Oh, thank you."
"Huh? Why are you thanking me?"
"Oh, I misspoke. Please continue."
Mr. Gunpei was looking at me with great interest. I reached into my bag and took out three Game & Watch. Of course, the Game & Watch from 2015 was not among them.
"You really have all of them."
"Yes, but even the most recent release, GUNMAN, lacks an earphone jack. Considering that this game centers around a Wild West cowboy who shoots his gun, sound effects are crucial, but have you ever played this in silence?"
"Oh, no..."
"Try it once."
Mr. Gunpei received the GUNMAN I handed him and played it in silence for a moment. Then he returned the game device to me, nodding.
"It definitely lacks the excitement compared to BALL."
"Exactly. I wonder why they designed it this way..."
As I criticized the beloved game device like it was my own child, Mr. Gunpei's expression began to stiffen slightly. However, I didn't stop there.
"Furthermore, the most critical issue is that you can only enjoy one game per device."
"Oh...?"
"Cartridge exchange systems have been around since the 1970s, starting with Atari, and yet Game & Watch, even after three years since its release, still doesn't incorporate a cartridge system. It seems like they want to increase the selling price by bundling the device with the games."
"A...bundle? But stop-motion animation makes it difficult to express various actions..."
"That's the final problem. That's why all the games feel the same. Stop-motion animation games simply force players into monotonous, rapid button pressing. So these games are endless; they only end when the player dies. It's great for killing time, but there's zero sense of accomplishment."
"No sense of accomplishment...?"
Mr. Gunpei's complexion had already turned quite pale. Oops, did I criticize it too harshly? Now, should I try offering a carrot? Mr. Gunpei wiped his cold sweat with a handkerchief and tried to smile at me.
He was born in 1941 and joined Nintendo in 1965, where he was responsible for inspecting equipment that cut cards to a specific size, as his job was quite simple, in his spare time, he used the remaining parts to create a toy that could still be easily found in souvenir toy stores: the Ultra Hand, a toy that extends forward when you grip the steel handle with zigzag patterns.
That toy, which was made by him, can be easily found in toy stores, and he was the one who made it. I discovered this fact when I was about thirty years old.
What he created was not exactly a game device but rather a toy with a screen for children. He believed that as long as children had fun, the specifications and efficiency didn't matter, and his product ended up having a broad user base, making it a nationwide toy.
With the success of the Game & Watch, his company praised him, and he must have felt proud seeing people everywhere enjoying the game device he had created. But today, when he met me and I criticized his creation to dust, he had a deeply troubled expression. I decided to stop teasing him for now.
"However, with a few improvements, this could become a tremendous product."
"Really? Then what parts should we improve?"
"First, we need to ditch this stop-motion screen. We should adopt a more versatile display for enjoying a variety of games and a cartridge system. For example..."
I took out a notebook from my bag and began drawing a design for the prototype of the 1989 Nintendo Game Boy. Mr. Gunpei watched with growing excitement as I sketched the three-dimensional model of the portable Game Boy.
"Wait, what's this huge empty space behind the screen?"
"It's the space for inserting cartridges."
"Oh, and below that, we have the power unit and the speaker. The controller is the same as the one released last week for the Family... Huh? Why did you place the buttons diagonally instead of horizontally?"
"I realized while playing Game & Watch that diagonal buttons are more user-friendly than a straight-line arrangement. It reduces the chances of pressing the wrong button."
"I see."
"If a new type of portable gaming device follows the design of Game & Watch, it might be a good form."
"Cartridge exchange system on a 4:3 aspect ratio flexible display screen... But how many games could be produced with this? Nintendo isn't such a big company, and not all employees can be dedicated to game development... If we make such a device, we'll need to release games consistently for at least a few years."
"Nintendo only needs to release a few iconic games, like they do now. If the demand for this device grows as much as Game & Watch, most game companies focusing on arcades will likely join in to release games for it."
"Ah, so what you're saying is..."
"Of course, getting royalties from them. Half of the software sales revenue..."
"Ah~!!"
With an exclamation, Mr. Gunpei smacked his knee. His mouth remained wide open, and he examined the blueprint on the sketchpad while wiping away the cold sweat. At present, this blueprint was an innovation that brought him closer to the future.
"I'm amazed..."
Even with royalties close to profiteering, no one had yet ventured into the unexplored realm of portable gaming devices. That's how important it was to secure a foothold in the market before competing devices arrived. Probably, as the 1990s approached, companies like NEGA and KNS would each create their own unique portable consoles. However, thanks to today, the birth of this product, which should have been born in 1989, might be slightly accelerated.
During our journey to Kyoto, we discussed the new portable console at length and became quite friendly. Mr. Gunpei was greatly surprised by the fact that I was a Korean student studying in Japan. He seemed to mistake my flawless Japanese pronunciation for that of a native Japanese.
"Our train will soon arrive at its final destination, Shin-Osaka Station."
As the train's arrival neared, Mr.Gunpei looked at me with a disappointed expression and asked, "Kang, if you happen to stay in Kyoto, where will you be?"
"Well, I'll start by staying at a hotel and then explore tourist attractions. I didn't find much to see in Tokyo, but I heard Osaka has plenty of good food and sights."
"Oh, really? Osaka locals are much more friendly, and there's a lot of delicious food. By any chance... when you decide on a hotel, will you give me a call?"
I stared at Mr. Gunpei while holding his business card, wondering if I had made a significant mistake. He smiled brightly at my reaction.
"Actually, I'm the one who created the Game & Watch, I'm Nisekoi Gunpei. After hearing your story today, I've learned a lot. So, I'd really like to meet you again. Our company is located in Kyoto, so feel free to contact me anytime."
"Oh, I'm not sure if I should've met you without knowing you were Mr. Nisekoi Gunpei"
"No, it was fortunate that I met you today. Thanks to you, I had a delicious chicken lunch too. Haha."
"In that case, I'll contact you soon."
"I'll be waiting."
"Okay, then."
We bid each other farewell and went our separate ways. After leaving the bustling Osaka Station, I took a taxi to the hotel where I had left my luggage. Even after living here for over a month, my bank balance remained unaffected, with a balance of 2 billion yen. The interest from the savings account alone, calculated at an 8% annual interest rate, poured into my account each month. Oh, how I wish the era of credit cards would come soon.
I'm tired of carrying cash all the time.
TL Note -
Gunpei Yokoi (Yokoi Gunpei, September 10, 1941 – October 4, 1997), sometimes transliterated as Gumpei Yokoi was a Japanese toy maker and video game designer. As a long-time Nintendo employee, he was best known as the creator of the Game & Watch handheld system, inventor of the cross-shaped Control Pad, the original designer of the Game Boy, and producer of a few long-running and critically acclaimed video game franchises such as Metroid and Kid Icarus.