THE B·SIDE 33⅓ rpm ← Back to the rack
Side A1 · Whatever Happened To
Track 08 · the deep cut

The Tamagotchi Never Died. We Just Stopped Answering It.

Nothing happened to it — that's the twist. Bandai still makes them, more than 100 million have shipped, and a new model came out last year. The thing that ended in 1998 wasn't the toy. It was our willingness to be responsible to something that beeped.

By The B-Side RUNTIME 5:41 Filed under: virtual pets, guilt, Shibuya

The sound is what comes back first. Not a ringtone — this predates ringtones — but a thin, flat, three-note electronic bleat, roughly the sound a smoke detector would make if it were sad. It meant one of four things: it was hungry, it was sick, it had made a mess, or it was about to die. It did not distinguish between them, and it did not care what class you were in.

Somewhere in a drawer in your house there is a plastic egg the size of a Ritz cracker, and inside it a creature you were responsible for, and it is dead, and you know exactly whose fault that was.

The egg200 units, handed to schoolgirls in Shibuya

The idea came from Akihiro Yokoi at a small Japanese toy studio called WiZ — a pet you could carry, for a kid who couldn't bring one along. Aki Maita at Bandai turned it into a product, and the name into a pun: tamago, egg, plus uotchi, watch. An egg you wear.

Before launching it, Bandai did something smarter than any ad campaign it could have bought. In October 1996 it handed roughly 200 prototypes to high school girls in Shibuya and watched what happened. What happened was that Bandai stopped worrying about whether it would sell.

The real thing went on sale in Japan on November 23, 1996 — thirty years ago this November. It sold 400,000 units before the year was out. It reached the U.S. on May 1, 1997, by which point Bandai was building three million a month and still losing the race: ten million sold by that July, and roughly forty million worldwide by the spring of 1998, split nearly evenly between Japan and everywhere else.

For about eighteen months, a meaningful fraction of the planet's children were carrying a small dependent animal to school in their pocket.

Side B: the guilt engineIt could die, and that was the feature

Every virtual pet since has softened this, which is why none of them have ever worked as well. The original Tamagotchi could actually die. Neglect it and it got sick; ignore the sickness and that was that. The Japanese units showed you a tombstone. The American ones — in a piece of localization so tender it's almost an apology — said it had returned to its home planet.

There was no pause. There was no "away" mode. It ran on its own clock whether or not you were in a position to do anything about it, and school was in a position to do nothing about it, which is why so many of them died in desks and lockers and gym bags between 8:40 and 3:15. Schools banned them. Parents were drafted as caretakers. Kids passed them to younger siblings the way you'd hand off a hostage.

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And the workarounds became folklore: pull the battery to freeze time, jam a pencil lead across the contacts to trip the reset. Every kid knew someone who claimed a resurrection technique. Whole friendships were conducted primarily as a support network for keeping small pixel animals alive.

In 1997 Maita and Yokoi were awarded an Ig Nobel Prize — the annual honor for research that makes you laugh and then think — for, in the committee's words, diverting millions of person-hours of work into the husbandry of virtual pets. It was a joke. It was also, as a description of what had happened, exactly correct.

The crashBandai believed it

Then it stopped, the way these things stop: not gradually. By the spring of 1998 the boom was over. Furby arrived. Pokémon arrived, and offered the same collect-and-care instinct without the mortality. Game Boys got better.

Bandai had done the thing that companies do at the top of a curve, which is to read a vertical line as a permanent condition. It had ramped production, spun out variants in every color, and filled the channel — and when the demand evaporated, the stores sent it all back. The company took a loss reported at six billion yen on unsold virtual pets. The hit product of the decade cost the manufacturer real money.

Which is the recurring joke of this whole side of the tape. Encarta knew it was temporary and was right. Bandai didn't and was wrong. It costs about the same either way.

✦ ✦ ✦

What happened to itNothing. That's the answer.

Here is where this piece breaks the format, because the honest answer to whatever happened to the Tamagotchi is: nothing did. It's still here. Bandai never really stopped — replicas for the 20th anniversary in 2017, a global re-release the year after, and a steady run of new models since, including one released just last year. More than 100 million have shipped since 1996. You can walk into a store this afternoon and buy a new one. It has outlasted the Discman, the video store, the shopping mall, and most of the companies that laughed at it.

So the thing that ended wasn't the product. It was the arrangement.

Think about what that egg actually demanded. It wanted you to interrupt what you were doing, on its schedule, for no reward — no points, no unlocks, no streak, nothing to show anyone. Just an obligation to a thing that would be worse off if you looked away. It was the last toy that asked for that, and it asked in 1996, in the final moments before the entire economy of our attention reorganized itself around the opposite promise: that nothing will ever need you, and nothing will ever end, and you will never have to be the reason something didn't make it.

We got what we asked for. Our devices are immortal now. They ask nothing of us and take everything, and not one of them will ever show us a tombstone.

The egg is still in the drawer. The battery's dead, which means technically it's fine — frozen mid-life, neither fed nor starving, waiting for someone to be responsible again. That's the trick every kid figured out and every adult forgot.

Put a battery in it and it starts beeping immediately. It's hungry. It has been the whole time.

The Record — where we got this

Sourced from Wikipedia's Tamagotchi entry; Bandai's official Tamagotchi history; Smithsonian magazine, "Keeping Tamagotchi Alive"; Mental Floss's history of the toy; and Automaton's report on Bandai's overproduction losses. The November 23, 1996 Japanese launch, the May 1, 1997 U.S. release, the 400,000 units sold before the end of 1996, the ten million by July 1997 and roughly forty million worldwide by spring 1998, and the figure of more than 100 million shipped to date are as stated in those sources; the Shibuya prototype test, the naming (tamago + uotchi), Akihiro Yokoi of WiZ as originator and Aki Maita of Bandai as developer, the differing death screens between the Japanese and American versions, and the 1997 Ig Nobel Prize are per Smithsonian and Mental Floss; the six-billion-yen loss from overproduction is as reported by Automaton. Note that Smithsonian cites a far higher 1997 sales figure than Bandai's own chronology supports; the conservative numbers are used here.

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