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— CH. 1 · INTRODUCTION —

WonderSwan

10 min listen · Ch. 1 of 7
7 sections
  • The WonderSwan arrived in Japanese stores on the 4th of March 1999 carrying a strange kind of weight. It was the last piece of hardware that Gunpei Yokoi ever worked on, finished only after his death in a car accident in 1997. Yokoi had invented the Game Boy at Nintendo. He had left that company in 1996 after the disastrous failure of the Virtual Boy, started his own engineering firm called Koto Laboratory, and been recruited almost immediately by Bandai to build something that could take on his own greatest creation.

    The questions the WonderSwan raises are worth sitting with. How do you build a competitor to a device you invented? Can a Japanese toy company with no experience making handheld consoles crack a market Nintendo had owned for a decade? And what do you do when your chief engineer dies before the product ships?

  • Naoharu Yamashina founded Bandai in 1950 as a maker of toy cars and plastic models. The company's transformation into an electronics powerhouse began not in a factory but through a licensing deal, when Bandai secured the rights to Tetsuwan Atomu characters in 1963. Licensed anime merchandise became Bandai's signature, and the company rode that formula into the toy industry's upper ranks.

    Electronics came later, and somewhat hesitantly. Bandai manufactured LCD games based on television programs in the 1970s. In 1982, it released the Intellivision in Japan. By 1985, Bandai had become one of the first third-party licensees on the Family Computer, Nintendo's dominant home console. None of these ventures made Bandai a hardware authority.

    The product that did the most to define Bandai in the 1990s was not a console at all. The Tamagotchi virtual pet, first released in 1996, became a global phenomenon and confirmed the company's instinct that personality and novelty could outperform raw technology. That confidence carried Bandai into the handheld console market, even as a planned merger with Sega fell apart in 1997 after Bandai's own board of directors reversed a merger approval in under a week. Bandai president Makoto Yamashina took personal responsibility for failing to bring his company's leadership along. Entering the hardware race alone, without Sega's engineering resources, Bandai turned to an outside legend: Gunpei Yokoi.

  • Gunpei Yokoi is credited with creating the Game Boy, the device that defined portable gaming for an entire generation. The Virtual Boy, his ambitious attempt at virtual reality gaming, was a commercial disaster, and Yokoi left Nintendo in 1996. He founded Koto Laboratory and was still organizing his next chapter when Bandai came calling.

    The brief Bandai gave Yokoi was pointed: build something that could beat the Game Boy at its own game. The resulting design was not a raw-power play. Yokoi's WonderSwan ran on a 16-bit NEC V30 MZ processor, a variant of the Intel 8086, making it more powerful than the Game Boy Color's 8-bit chip. Yet the strategic edge Yokoi and Bandai leaned on was the same advantage that had made the original Game Boy dominant over the color-screened Game Gear and Atari Lynx: battery life.

    The original WonderSwan ran for 40 hours on a single AA battery. Bandai announced at the Tokyo unveiling on the 8th of October 1998 that the retail price would be low and the launch lineup would include roughly fifty games. Yokoi also developed a puzzle game for the system that, after his death, was named Gunpey in his honor. A sequel, Gunpey EX, became a launch title for the later WonderSwan Color. Yokoi did not live to see any of it reach store shelves.

  • One of the WonderSwan's most distinctive physical features borrowed from a competitor Bandai was eager to beat. The Atari Lynx had pioneered the idea of a handheld with an extra set of buttons that let the player rotate the device. The WonderSwan extended that concept, positioning buttons on both the vertical and horizontal edges of the unit so that games could be designed for portrait or landscape play, depending on what the software demanded.

    The screen itself measured 2.49 inches and displayed at 224 by 144 pixels. The original monochrome version could render up to 16 shades of gray, with up to 8 on screen simultaneously. That was a notable step up from the Game Boy's four shades. Sound capabilities stretched across four wavetable channels; one of those channels could play 8-bit unsigned PCM audio, and a third supported hardware sweep for richer audio effects.

    The WonderSwan also stored personal player data, including name, birth date, and blood type, which games could then access. Nine casing colors launched with the original model in March 1999, from pearl white and skeleton green to camouflage and gold. Three limited edition two-tone colors, chosen through an online poll at Bandai's own website, followed shortly after: frozen mint, sherbet melon, and soda blue.

  • Squaresoft's decision to bring Final Fantasy, Final Fantasy II, and Final Fantasy IV to the WonderSwan gave the platform the kind of marquee third-party support that handheld systems live or die on. Namco and Capcom also developed titles for the system, and Banpresto, which Bandai part-owned at the time, contributed licensed anime titles. Taito ported Space Invaders and Densha de Go! to the device. Koto Laboratories later claimed the WonderSwan sold 10 million game cartridges across all models.

    Bandai filled out the library with exclusive franchise titles in the Digimon and Gundam universes, both properties the company had strong licensing ties to. The WonderWitch, an official software development kit sold by Qute Corporation, also opened development to amateur programmers working in the C programming language. At least one game produced through that kit, Judgement Silversword, drew attention as a standout title.

    Squaresoft's eventual departure from the platform and its return to Nintendo has been identified as a turning point in the WonderSwan's sales trajectory. Most publishers never committed to the system in the first place. The developers who did support it were outnumbered by the many who chose to develop exclusively for Nintendo's handhelds. After Bandai discontinued the WonderSwan line in 2003, several developers ported their WonderSwan titles to the Game Boy Advance, which suggested they saw an audience for the software even when the hardware was gone.

  • Nintendo's announcement of the Game Boy Advance changed the competitive math for Bandai before the WonderSwan Color had even reached stores. The WonderSwan Color launched on the 9th of December in Japan, offered in pearl blue, pearl pink, crystal black, crystal blue, and crystal orange. It sold 270,632 units in under a month, a moderate but real success.

    The hardware represented a genuine upgrade. The screen grew to 2.9 inches and could display up to 241 colors from a palette of 4096. The physical dimensions expanded to 12.8 by 7.43 by 2.43 centimeters and the unit weighed 96 grams. Battery life dropped from the original's 40 hours to roughly 20, a trade the color display demanded. The WonderSwan Color retained backward compatibility with all original WonderSwan cartridges.

    The SwanCrystal followed on the 12th of July 2002. Its casing colors were again chosen through a Bandai website poll, settling on blue violet, wine red, crystal blue, and crystal black. The screen technology shifted to a TFT LCD panel, which reduced motion blur compared to the FSTN display of the WonderSwan Color. Battery life fell again, to approximately 15 hours. Despite the low price and the improved display, demand never returned to its earlier level. Bandai discontinued the entire WonderSwan line in 2003 and exited the video game hardware business altogether. Of the 3.5 million total units sold across all models, 1.55 million were the original WonderSwan and at least 1.1 million were the WonderSwan Color.

  • At its peak, the WonderSwan captured 8% of the Japanese handheld gaming market. That share evaporated when the Game Boy Advance reached Japanese stores in March 2001. Nintendo's color-screened successor, backed by a deep game library, left Bandai with no credible answer. The PlayStation Portable, released by Sony in 2004, was the first device to meaningfully challenge Nintendo's near-monopoly in Japan after the WonderSwan's exit.

    Writing for USgamer, Jeremy Parish described the WonderSwan as the ultimate expression of Gunpei Yokoi's design philosophy. Parish attributed the system's failure not to engineering shortcomings but to timing and strategy: Bandai's approach was, in his words, "strangely meek". Luke Plunkett, writing for Kotaku, argued the WonderSwan put up a sterner fight than most competing handhelds ever managed. Kim Wild, writing for Retro Gamer, noted real hardware limitations, including the absence of a headphone port and an AC adapter port, along with problems for left-handed players. Wild also concluded that the low price, even years after the system's discontinuation, made it worth considering on its own terms.

    Bandai in 2000 had signed an agreement with Mattel to bring the WonderSwan to North America, then reversed the decision. The exact reason was never stated publicly, though the crowded North American market for handheld consoles was cited as a likely factor. The WonderSwan remains a Japan-only footnote, a system whose accessories included a remote-controlled robot called the WonderBorg and a link device called the WonderWave that connected it to the PlayStation's PocketStation peripheral.

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Common questions

What is the WonderSwan and who made it?

The WonderSwan is a handheld game console released in Japan by Bandai on the 4th of March 1999. It was developed in collaboration with Gunpei Yokoi's engineering firm, Koto Laboratory. The system was sold only in Japan and was discontinued in 2003.

Who was Gunpei Yokoi and what was his role in the WonderSwan?

Gunpei Yokoi was the Nintendo engineer who created the Game Boy. After leaving Nintendo in 1996 following the failure of the Virtual Boy, he founded Koto Laboratory and was recruited by Bandai to design the WonderSwan. Yokoi died in a car accident in 1997 before the console launched, making the WonderSwan the final hardware project he worked on.

How many units did the WonderSwan sell in total?

All WonderSwan models combined sold an estimated 3.5 million units. Of those, 1.55 million were the original WonderSwan and at least 1.1 million were the WonderSwan Color. The line captured up to 8% of the Japanese handheld market at its peak.

What games were available on the WonderSwan?

Squaresoft contributed remakes of Final Fantasy, Final Fantasy II, and Final Fantasy IV. Namco, Capcom, Banpresto, and Taito also developed titles, with Taito porting Space Invaders and Densha de Go!. Bandai published exclusive Digimon and Gundam franchise titles, and a puzzle game named Gunpey was released in honor of Gunpei Yokoi.

Why was the WonderSwan never released outside Japan?

Bandai signed an agreement with Mattel in 2000 to bring the WonderSwan to North America but ultimately decided against a Western release. The exact reason was never officially stated. The crowded North American handheld video game market has been suggested as a contributing factor.

What were the main differences between the WonderSwan, WonderSwan Color, and SwanCrystal?

The original WonderSwan used a monochrome FSTN display with a 40-hour battery life from a single AA battery. The WonderSwan Color, released on the 9th of December in Japan, added a passive matrix color screen displaying up to 241 colors, with a battery life of roughly 20 hours. The SwanCrystal, released on the 12th of July 2002, replaced the FSTN panel with a TFT LCD screen that reduced motion blur, though battery life dropped further to approximately 15 hours.

All sources

22 references cited across the entry

  1. 1BookHigh Score!: The Illustrated History of Electronic GamesRusel DeMaria et al. — McGraw-Hill Osborne Media — 2003
  2. 2NewsSega-Bandai Merger Plan Called OffSugawara, Sandra — May 28, 1997
  3. 3JournalRetroinspection: WonderSwanWild, Kim — 2007
  4. 4The Game Boy Creator's Last Handheld Was a Wonderful ThingPlunkett, Luke — Kotaku — April 8, 2011
  5. 5NewsFun in the Palm of Your HandOctober 9, 1998
  6. 6JournalSwan Song: A WonderSwan RetrospectiveBrunskill, Kerry — 2010
  7. 7Exploring Game Boy's True Successor, Bandai WonderSwanParish, Jeremy — USGamer — May 8, 2014
  8. 8WonderSwan Color RevealedHarris, Craig — August 30, 2000
  9. 10MagazineJapan Hardware SalesJuly 14, 2002
  10. 13FamitsuSeptember 19, 2002
  11. 14Handheld Classics: Bandai WonderSwanMcFerran, Damien — Pocket Gamer — June 18, 2008
  12. 15WSMan rev.7Marshall, Alex — 2014–2016
  13. 16WonderSwan SPECIFICATIONSKoto Laboratory
  14. 19Hands On With the WonderSwan ColorIGN Staff — Ziff Davis — December 15, 2000
  15. 21Hardware Classics: Bandai WonderSwanDamien McFerran — Gamer Network — March 11, 2014
  16. 22Koto Laboratory: ProductsKoto Laboratories