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Ultra Hand

The Ultra Hand is a mechanical toy featuring an accordion-like extendable arm made of interlocking plastic segments, which extends and grasps objects when its handles are squeezed together, allowing users to pick up items from a distance. Invented by engineer while he was employed as a maintenance technician at Nintendo's factory in the mid-1960s, the toy was inspired by a simple wooden prototype Yokoi had built earlier. Released by in 1966 and priced at approximately ¥600 (around $1.70 USD at the time), it was packaged with accessories like ping-pong balls and stacking cups to encourage play activities such as games of catch or tower-building. The Ultra Hand marked Nintendo's pivotal transition from traditional playing cards to the toy and entertainment industry, becoming the company's first major commercial hit outside its card business and selling between 1.2 and 1.4 million units over its initial run through 1970. This success, which exceeded contemporary benchmarks for toy sales (where 100,000 units was considered exceptional), prompted president to promote Yokoi and establish the company's first dedicated division in 1968, focused on innovative games and toys. Yokoi's design philosophy—emphasizing and "withered technology" (using mature, cost-effective components creatively)—debuted with the Ultra Hand and influenced subsequent Nintendo products, including the baseball bat (1967) and the Game & Watch handheld series (1980). The toy's enduring legacy is evident in its cultural references and modern revivals; it has appeared as an in-game item in titles like Animal Crossing: New Horizons (2020) and is featured in interactive exhibits at the in , , where visitors use an updated "Ultra Hand SP" version to engage in skill-based challenges. Overall, the Ultra Hand not only rescued from financial stagnation in the post-World War II era but also laid the foundational that propelled the company toward video game dominance.

Development

Invention by Gunpei Yokoi

joined Nintendo in 1965 shortly after graduating from with a degree in electronics engineering. Initially hired as a maintenance technician to service the company's playing card production machines, Yokoi found himself with considerable downtime in his role, allowing him to experiment with mechanical inventions in Nintendo's . In , drawing from an earlier wooden he had constructed during his years, Yokoi conceptualized a simple mechanical grabber toy during his off-hours at work. He developed the idea into a functional using linkages and the shop's , creating an extendable arm mechanism that could grasp objects at a distance. This spare-time project marked Yokoi's first foray into toy design, conceptualized amid Nintendo's broader efforts to diversify beyond playing cards amid financial pressures in the early . By late , he had finalized the handmade , refining its structure for practical use. Yokoi's breakthrough came when Nintendo president unexpectedly observed him tinkering with the device in the machine shop. Intrigued by the prototype's potential, Yamauchi instructed Yokoi to transform it into a viable commercial rather than reprimanding him for using company resources on personal projects. In his pitch, Yokoi demonstrated the handmade prototype directly to Yamauchi, showcasing its ability to extend and retrieve small items, which convinced the president to greenlight production and elevate Yokoi to a design role. This pivotal encounter in late propelled the invention toward its release the following year.

Context at Nintendo

Nintendo was founded in 1889 by in , , as a specializing in the production of , traditional Japanese flower-themed playing cards. The company initially thrived on these handcrafted cards, which gained popularity amid 's restrictions on other forms of , but its core business remained tied to this niche market for decades. Following , Nintendo faced declining sales of cards as Japanese society shifted toward Western-style playing cards and other leisure activities, exacerbating the company's post-war economic challenges. Under the leadership of , who became the third president in 1949 after the death of his father-in-law Sekiryo Yamauchi, Nintendo sought diversification to survive, entering the burgeoning post-war toy market amid Japan's economic recovery and rising demand for affordable children's entertainment. By the early , however, the company encountered severe financial difficulties, teetering on the brink of due to a series of unsuccessful ventures outside its traditional scope. These setbacks included failed experiments with production, which collapsed quickly due to market rejection, and a short-lived service plagued by labor disputes and operational costs. Prompted by these losses, Yamauchi refocused on innovation within the sector, establishing Nintendo's first dedicated unit—initially called the "Games" department—in the mid-1960s to capitalize on the Japanese boom and develop original products for children. This move positioned the company to enter the competitive plastic market, with eventual oversight falling to engineer after his early contributions gained prominence. Yamauchi's endorsement of in-house aligned with his broader push to leverage the toy department's creativity amid the company's precarious position, viewing the Ultra Hand as a strategic opportunity to stabilize finances through a high-potential release the following year.

Design

Mechanism

The Ultra Hand operates using an accordion-style extension mechanism composed of interlocking plastic segments that form a lazy structure. Squeezing the scissor-like handles at the base causes these segments to expand, extending the arm to reach distant objects. At the distal end, scissor-like clamps provide the grasping function. The handles operate a linkage system that simultaneously extends the arm and closes the clamps when squeezed. The step-by-step operation is straightforward:
  • Position the arm near the target object by partially squeezing the handles to adjust reach.
  • Fully squeeze the handles to extend the segments and close the clamps to secure the object. The clamps feature bowl-shaped grips designed to hold small objects like ping-pong balls.
  • Transport the gripped item by maneuvering the toy.
  • Release the handles to retract the arm and open the clamps, dropping the object.
Despite its innovative design, the original Ultra Hand has limitations in , capable of handling only objects such as small balls or similar .

Materials and Construction

The Ultra Hand toy was primarily constructed from , colorful , which formed the interlocking segments, handles, and clamps, enabling affordability and child safety in its design. The toy incorporated elastic elements for the return mechanism, sourced from Japanese suppliers common to the era's manufacturing. Durability was enhanced through reinforced joints to resist snapping during repeated use, while the materials met 1960s Japanese toy standards for non-toxic construction and basic safety.

Release and Commercial Success

Launch in Japan

The was released in in 1966, marking Nintendo's entry into the toy market with this innovative extending grabber designed by . Priced at ¥600—equivalent to approximately $1.67 USD at the prevailing exchange rate of 360 yen per dollar—the Ultra Hand was marketed as an affordable toy capable of reaching and grasping distant objects, such as toys or snacks from high shelves. These strategies emphasized its simple mechanical charm and utility, helping to generate immediate interest among young consumers and parents.

Sales Figures

The Ultra Hand achieved remarkable commercial success, selling between 1.2 and 1.4 million units between 1966 and 1970, establishing it as Nintendo's first million-selling product. This milestone underscored the toy's immediate appeal in the Japanese market, where it became the company's bestseller during its initial run. The product's profitability stemmed from its low production costs, utilizing simple plastic construction that kept manufacturing expenses minimal while allowing for high-volume output. Its popularity spread rapidly through word-of-mouth among schoolchildren, who embraced the playful grabbing mechanism for games and pranks, amplified by Japan's economic boom that boosted on affordable novelties. Financially, the Ultra Hand's revenues provided critical relief to Nintendo, which had suffered losses from diversification attempts like and a chain in the mid-1960s. The profits enabled the company to stabilize operations and fund further innovations in the toy sector, including the development of the , which sold over 1 million units, and other designs.

Variants and Remakes

2024 Nintendo Museum Edition

In October 2024, coinciding with the opening of the Museum in , , on October 2, a limited-edition remake of the Ultra Hand was released exclusively as a at the museum's . Priced at ¥7,480 (tax included), this reproduction serves as a collectible item for visitors, emphasizing 's origins in toy manufacturing. The edition is a faithful recreation of the original, utilizing new molds to replicate the design while incorporating modern improvements for enhanced playability and . Key updates include plastic pins in place of the original metal ones to prevent , a spring-loaded spool with a red knob for easier string retraction, and larger 6 cm balls (compared to the original's 4.5 cm) for better visibility and handling. Produced in as a limited batch rather than a mass-produced item, it features an updated box with revised artwork, a taller height to accommodate the bigger balls, and internal foam padding for protection during transport. These changes maintain the toy's extending and grabbing mechanism while addressing contemporary standards. This remake plays a central role in the 's educational mission by allowing visitors to engage with Nintendo's pre-video game era through hands-on interaction. It is integrated into the "Ultra Hand SP" exhibit, an eight-player competitive game where participants use the device to catch rolling balls, providing a direct contrast to archival displays of vintage toys and illustrating the evolution of Gunpei Yokoi's inventions. By offering this tangible link to history, the edition fosters appreciation for Nintendo's innovative legacy in entertainment.

Cultural Impact and Legacy

Role in Nintendo History

The Ultra Hand served as a pivotal catalyst for Nintendo's expansion into the toy division, marking the company's first major commercial success beyond its traditional playing cards. Released in 1966, the toy sold over 1.2 million units, providing crucial revenue during a period of financial strain in the mid-1960s when declining demand for playing cards threatened Nintendo's stability. This breakthrough enabled the establishment and growth of Nintendo's division, fostering a series of innovative "Ultra" products under the guidance of designer , such as the —a baseball pitching toy—released in 1967, and the Ultra Scope—a periscope-like viewing device—in 1971. These successes solidified Nintendo's transition from a card manufacturer to a prominent player in consumer toys, diversifying its portfolio and laying the groundwork for future entertainment ventures. The Ultra Hand's triumph directly elevated Gunpei Yokoi's status within , propelling him from a maintenance engineer to lead a new toy development group in 1966, which later became the Research & Development division (R&D1) around 1970. Under his leadership, the R&D team pioneered cost-effective, inventive gadgets that emphasized and mature technology, a philosophy that influenced 's design ethos for decades. This promotion positioned Yokoi to spearhead subsequent innovations, including the Game & Watch handheld series in 1980 and the Game Boy in 1989, which revolutionized portable electronic gaming and established as a global leader in interactive entertainment. Symbolically, the Ultra Hand represented Nintendo's bold entry into consumer entertainment amid recovery from early setbacks, including market saturation in playing cards that had led to operational challenges and layoffs. Its unexpected popularity not only stabilized finances but also boosted employee morale by demonstrating the potential of creative diversification, attracting fresh engineering talent to the expanding R&D efforts and reinvigorating the company's culture during a transformative era. In the long term, the Ultra Hand holds enduring recognition in Nintendo's corporate narratives as the inaugural blockbuster outside , frequently highlighted in official timelines, anniversaries, and retrospectives to underscore the company's innovative roots. Even after Yokoi's death in 1997, his contributions beginning with the Ultra Hand were honored on his tombstone alongside later milestones like the Game Boy, affirming its foundational role in Nintendo's evolution from toys to video games.

Appearances in Video Games

The Ultra Hand debuted in video games as a playable microgame in WarioWare, Inc.: Mega Microgame$! (2003) for the Game Boy Advance, part of 9-Volt's Nintendo Classics stage, where players squeeze the handles to extend the and grab a ping pong ball rolling down a lane. This microgame recreates the original 's mechanics from the , emphasizing quick, nostalgic interaction with the extending arm to score points by dropping the ball into a pipe. The toy has recurred throughout the WarioWare series as an interactive element, often in 9-Volt's retro-themed stages that mimic classic Nintendo toy play. Examples include WarioWare: Touched! (2004) for , where players use touch controls to operate the Ultra Hand in a similar grabbing challenge, and WarioWare Gold (2018) for , featuring updated versions of the microgame with enhanced visuals while preserving the core squeezing action. These appearances serve as celebrating Nintendo's pre-video game toy era, blending humor and brevity in the series' signature five-second gameplay format. Beyond the WarioWare franchise, the Ultra Hand appears as a non-playable reference in several other Nintendo titles. In Animal Crossing: New Horizons (2020) for , it was announced for addition as a collectible furniture item in the 3.0 update revealed October 30, 2025, available for purchase at the hotel souvenir shop alongside other retro Nintendo toys (releasing January 15, 2026), allowing players to display it in their homes or island exhibits. Earlier, it featured as a prize in Animal Crossing: New Leaf (2012) for , obtained during fireworks events. Additionally, Grill-Off with Ultra Hand! (2009), a Club Nintendo-exclusive title, centers gameplay around using the toy to flip and grab items on a grill, directly integrating its extending functionality into cooking minigames. These depictions highlight the Ultra Hand's role as a nostalgic nod to Gunpei Yokoi's inventive legacy, appearing primarily as playable microgames or decorative items rather than core mechanics.

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