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List of Japanese inventions and discoveries

From Wikipedia, the free encyclopedia

This is a list of Japanese inventions and discoveries. The Japanese have made contributions across a number of scientific, technological and art domains. In particular, the country has played a crucial role in the digital revolution since the 20th century, with many modern revolutionary and widespread technologies in fields such as electronics and robotics introduced by Japanese inventors and entrepreneurs.

Arts

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Hokusai Manga depicting self-defense techniques (early 19th century), an early example of a manga comic book.
Comic book
Adam L. Kern has suggested that kibyoshi, picture books from the late 18th century, may have been the world's first comic books. These graphical narratives share with modern manga humorous, satirical, and romantic themes.[1] Some works were mass-produced as serials using woodblock printing.[2]
Flying saucer
The 10th-century Japanese narrative The Tale of the Bamboo Cutter has a manuscript illustration depicting a round flying machine similar to a flying saucer.[3]
Folding hand fan
In ancient Japan, the first hand fans were oval and rigid fans, influenced greatly by Chinese fans. The earliest visual depiction of fans in Japan dates back to the 6th century AD, with burial tomb paintings showed drawings of fans. The folding fan was invented in Japan, with dates ranging from the 6th to 9th centuries and later exported to East Asia, Southeast Asia, and the West. Such a flourishing trade involving Japanese hand fans existed in the Ming dynasty times, when folding fans almost absolutely displaced the old rigid type in China.[4][5]
Kamishibai
A form of Japanese street theater and storytelling that was popular until the advent of television in the mid-20th century.[6] Kamishibai has its origins in Japanese Buddhist temples, where Buddhist monks from the 8th century onward used emakimono ("picture scrolls") as pictorial aids for recounting their history of the monasteries, an early combination of picture and text to convey a story.[7]
Lone Wolf and Cub
The 1970s samurai manga and film series Lone Wolf and Cub has been cited as the origin for the trope of a man protecting a child on a journey across a dangerous landscape. The Lone Wolf and Cub trope or genre has since inspired numerous books, comics, films, television shows and video games.[8][9][10] An earlier example of the trope is Osamu Tezuka's 1960s samurai manga and anime series Dororo.[11]
Magical girl
The manga series Princess Knight (1953) was a prototype for the magical girl genre,[12] setting forth the appeal of girls who transform to do things they normally cannot perform.[13] Himitsu no Akko-chan (1962), serialized in shōjo manga magazine Ribon, is credited as the earliest magical girl manga.[14]
Manga
The history of manga has origins in scrolls dating back to the 12th century, and it is believed they represent the basis for the right-to-left reading style. During the Edo period (1603–1867), Toba Ehon embedded the concept of manga.[15] The word itself first came into common usage in 1798,[16] with the publication of works such as Santō Kyōden's picturebook Shiji no yukikai (1798),[17][18] and in the early 19th century with such works as Aikawa Minwa's Manga hyakujo (1814) and the Hokusai Manga books (1814–1834).[19][1]
Mecha
Ōgon Bat, a kamishibai that debuted in 1931 (later adapted into an anime in 1967), featured the first piloted humanoid giant mecha robot, Dai Ningen Tanku (大人間タンク).[20] In 1934, Gajo Sakamoto launched Tank Tankuro (タンクタンクロー) on a metal creature that becomes a battle machine.[21] The first humanoid giant robot piloted by the protagonist appeared in the manga Atomic Power Android (原子力人造人間, Genshi Ryoku Jinzō Ningen) in 1948.[22]
Origami
Papermaking techniques developed in Japan during the Heian period circa 805–809.[23][24][25] With the widespread use of paper, folded paper began to be used for decorations and tools for religious ceremonies such as gohei, ōnusa and shide at Shinto shrines. Religious decorations made of paper and the way gifts were wrapped in folded paper gradually became stylized and established as ceremonial origami.[26][27]
Revolving stage
Invented for the Kabuki theatre in Japan in the 18th century, the revolving stage was introduced into Western theater at the Residenz theatre in Munich in 1896 under the influence of japonism fever.[28]
Steampunk comics
Steampunk elements have consistently appeared in mainstream manga comics since the 1940s, dating back to Osamu Tezuka's epic science-fiction trilogy consisting of Lost World (1948), Metropolis (1949) and Nextworld (1951).[29]
Superhero
An early example was Sarutobi Sasuke, a Japanese superhero ninja from the Japanese folklore and children's novels in the 1910s;[30][31][32] by 1914, he had a number of superhuman powers and abilities.[30] Among the earliest superpowered costumed heroes were Japan's Ōgon Bat (1931) and Prince of Gamma (early 1930s), who first appeared in kamishibai.[33][34]
Super robot
The first depiction of mecha super robots being piloted by a user from within a cockpit was introduced in the manga and anime series Mazinger Z by Go Nagai in 1972.[35] In 1972, Go Nagai defined the super robot genre with Mazinger Z, which was directly inspired by the former series.[36]
Transforming mecha
This concept was pioneered by mecha designer Shōji Kawamori in the early 1980s, when he created the Diaclone toy line in 1980 and the Macross anime franchise in 1982. His transforming mecha designs include VF-1 Valkyrie (in Macross and Robotech) and Optimus Prime (in Diaclone and Transformers).[37][38]
Yoshizawa–Randlett system
The Yoshizawa–Randlett system is a diagramming system used for origami models. It was first developed by Akira Yoshizawa in 1954. It was later improved upon by Samuel Randlett and Robert Harbin.[39]

Architecture

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Nagoya Castle
Japanese castle
Fortresses constructed primarily out of stone and wood used for military defence in strategic locations.[40]
Metabolism
A post-war Japanese architectural movement developed by a wide variety of Japanese architects including Kiyonori Kikutake, Kisho Kurokawa and Fumihiko Maki, Metabolism aimed to fuse ideas about architectural megastructures with those of organic biological growth.[41]
Tahōtō
Tahōtō is a form of Japanese pagoda found primarily at Esoteric Shingon and Tendai school Buddhist temples. Unlike most pagodas, it has two stories.[42]
Capsule hotel
The first capsule hotel in the world opened in 1979 and was the Capsule Inn Osaka, located in the Umeda district of Osaka, Japan and designed by Kisho Kurokawa. From there, it spread to other cities within Japan. Since then, the concept has further spread to various other territories, including Belgium, China, Hong Kong, Iceland, India, Indonesia, and Poland.

Film and animation

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Tajōmaru the bandit and the wife of a samurai, two characters who offer different perspectives of events in the film Rashomon, called the Rashomon effect.
Animated film with CGI
Golgo 13: The Professional (1983) was the first animated feature film to incorporate CGI animation.[43]
Anime
Japanese animation, or anime, today widely popular both in Japan and abroad, began in the early 20th century.
Blockbuster format
According to Stephen Prince, Akira Kurosawa's 1954 film Seven Samurai had a "racing, powerful narrative engine, breathtaking pacing, and sense-assaulting visual style" (what he calls a "kinesthetic cinema" approach to "action filmmaking and exciting visual design") that was "the clearest precursor" and became "the model for" the "visceral" Hollywood blockbuster "brand of moviemaking" that emerged in the 1970s.[44]
Cutting on action
Japanese filmmaker Akira Kurosawa had "a tendency to cut from one shot to another on the motion of an actor to hide the cut and avoid calling attention" to it; an example of this is the 1954 film Seven Samurai, where, when "Shichirōji kneels down to comfort" Manzo, the film "cuts on the action of kneeling." Kurosawa's approach to "cutting on motion" has since been widely adopted by many Hollywood blockbuster films.[45]
Cyberpunk animation
Japanese cyberpunk began in 1982 with the debut of Katsuhiro Otomo's manga series Akira. Cyberpunk animation began with its 1988 anime film adaptation, which Otomo directed. Akira inspired a wave of cyberpunk manga and anime works.[46]
Jidaigeki
A genre of film, television, and theatre in Japan. Literally meaning "period dramas", it refers to stories that take place before the Meiji Restoration of 1868.[47] Jidaigeki silent films date back to the early 20th century.[48]
Man with No Name
A stock character that originated with Akira Kurosawa's Yojimbo (1961), where the archetype was first portrayed by Toshirō Mifune. The archetype was adapted by Sergio Leone for his Spaghetti Western Dollars Trilogy (1964–1966), with Clint Eastwood playing the role of the "Man with No Name" in Japan.
Ninja film
Jidaigeki silent films began depicting ninjas in the 1910s.[48]
Postcyberpunk animation/film
The first postcyberpunk media work in an animated/film format was Ghost in the Shell: Stand Alone Complex in 2002. It has been called "the most interesting, sustained postcyberpunk media work in existence."[49]
Rashomon effect
The Rashomon effect is the phenomenon of the unreliability of eyewitnesses. The effect is named after Akira Kurosawa's 1950 Japanese film Rashomon, in which a murder is described in four contradictory ways by four witnesses.[50]
Real robot
Mobile Suit Gundam (1979) is largely considered the first series to introduce the real robot concept and, along with The Super Dimension Fortress Macross (1982), would form the basis of what people would later call real robot anime.[51] One of the "founding fathers" of real robot design was Kunio Okawara, who worked on Gundam and Armored Trooper Votoms.[52]
Samurai cinema
Jidaigeki silent films began depicting samurai in the 1910s.[53] While early samurai period pieces were mainly dramatic, samurai films produced after World War II became more action-based.[54]
Seven Samurai formula
Seven Samurai is considered the origin of the "assembling the team" trope popular in movies and other media, such as action movies and heist films.[55] The film spawned a subgenre of "men-on-a-mission" films,[56] also known as the "Seven Samurai formula" where "a team of disparate characters are grouped to undertake a specific mission."[57][58]
Simulated reality
The OVA anime Megazone 23 (1985) tackled the concept of a simulated reality more than a decade before later films such as Dark City (1998), The Matrix (1999) and Existenz (1999).[59]
Steampunk animation
The earliest examples of steampunk animation are Hayao Miyazaki's anime works Future Boy Conan (1978),[60] Nausicaä of the Valley of the Wind (1984)[61] and Castle in the Sky (1986).[62][63]
Superflat
A postmodern art form, founded by the artist Takashi Murakami, which is influenced by manga and anime.[64]
Time loop
Yasutaka Tsutsui's novel The Girl Who Leapt Through Time (1965) was adapted into the earliest TV series and feature films with the time loop concept, including a 1972 Japanese TV series and 1983 Japanese film.[65][66][67] The earliest animated work with the time loop concept was the anime film Urusei Yatsura 2: Beautiful Dreamer (1984).[68]
Virtual idol
Virtual idols originate from Japan, with roots in 1980s anime and Japanese idol culture, starting with the Macross franchise.[69] The first virtual idol was Lynn Minmay, a fictional singer in the anime series Super Dimension Fortress Macross (1982) and anime film Macross: Do You Remember Love? (1984). Voiced by Mari Iijima, Minmay was the first fictional idol singer to garner major real-world success.[69] The cyberpunk anime Megazone 23 (1985) took the concept further with EVE, an AI idol in a virtual reality.[70][71]

Literature

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Kaguya-hime returning to the Moon in The Tale of the Bamboo Cutter (10th century)
Historical novel
The Tale of Genji, written in the early 11th century by Murasaki Shikibu, is considered to be the first historical novel.[72]
Isekai
The concept of isekai has origins in ancient Japanese literature, particularly the story of a fisherman Urashima Tarō (8th century), who saves a turtle and is brought to a wondrous undersea kingdom.[73]
Novel
The Tale of Genji, written in the early 11th century by Murasaki Shikibu, is often referred to as "the first novel".[74] Ivan Morris considers the psychological insight, complexity and unity of the work to qualify it for "novel" status, while disqualifying earlier works of prose fiction.[75] The earlier 10th century work Ochikubo Monogatari has been proposed as the "world's first full-length novel".[76]
Psychological novel
The Tale of Genji (early 11th century) is considered to be the first psychological novel.[72]
Science fiction
The early Japanese tale of Urashima Tarō involves traveling forwards in time to a distant future,[77] and was first described in the Nihongi (written in 720).[78] The 10th-century Japanese narrative The Tale of the Bamboo Cutter may also be considered science fiction. The protagonist of the story, Kaguya, is an extraterrestrial princess from the Moon who is sent to Earth for safety during a celestial war, and is found and raised by a bamboo cutter in Japan.[3]
Time travel
The Japanese tale of Urashima Tarō,[79] first described in the Manyoshu (8th century), tells of a young fisherman who visits an undersea palace. After three days, he returns home to his village and finds himself 300 years in the future.[80]

Combat

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Martial arts

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All-Japan Judo Championships, 2007 men's final
Aikido
Aikido was created and developed by Morihei Ueshiba in first half of the 20th century.
Bushido
Fatality
The fictional concept has origins in violent Japanese martial arts media. In The Street Fighter (1974), a Japanese martial arts film, Sonny Chiba performs x-ray fatality finishing moves.[81] Gory fatality finishing moves appear in the manga and anime series Fist of the North Star (1983 debut)[82] and Riki-Oh (1988 debut).[83][84]
Judo
It was created as a physical, mental and moral pedagogy in Japan, in 1882, by Kanō Jigorō.[85]
Jujutsu
Jujutsu, the "way of yielding", is a collective name for Japanese martial art styles including unarmed and armed techniques. Jujutsu evolved among the samurai of feudal Japan as a method for defeating an armed and armored opponent without weapons. Due to the ineffectiveness of striking against an armored opponent, the most efficient methods for neutralizing an enemy took the form of pins, joint locks, and throws. These techniques were developed around the principle of using an attacker's energy against him, rather than directly opposing it.[86]
Karate
It began as a common fighting system known as "ti" (or "te") among the pechin class of the Ryukyuans. There were few formal styles of ti, but rather many practitioners with their own methods. One surviving example is the Motobu-ryū school passed down from the Motobu family by Seikichi Uehara.[87] Early styles of karate are often generalized as Shuri-te, Naha-te, and Tomari-te, named after the three cities from which they emerged.[88]
Kendo
Mixed martial arts
There is evidence of mixed combat sports in pre-modern Japan.[89] A precursor of modern MMA were mixed style contests in Japan during the early 1900s,[90] known as merikan in Japan.[91] High-profile early mixed martial arts bouts involving Japanese fighters include Masahiko Kimura vs. Hélio Gracie in 1951,[92] three karatekas from Oyama dojo (kyokushin) against three Muay Thai fighters at Lumpinee Boxing Stadium in February 1963,[93] karateka and kickboxer Tadashi Sawamura against Thai fighter Samarn Sor Adisorn in June 1963,[93] and Muhammad Ali vs. Antonio Inoki at Nippon Budokan in 1976[94] which played an important role in the history of MMA.[95] The basis of modern MMA were Japanese shootfighting promotions such as Shooto in 1985, UWF International, Pro Wrestling Fujiwara Gumi and Fighting Network RINGS in 1991, and Pancrase in 1993. These promotions inspired Pride Fighting Championships (founded 1997), later acquired by UFC in 2007.[96][97]
Ninjutsu
Developed by groups of people mainly from the Iga Province and Kōka, Shiga of Japan. Throughout history, many different schools (ryū) have taught their unique versions of ninjutsu. An example of these is the Togakure-ryū. This ryū was developed after a defeated samurai warrior called Daisuke Togakure escaped to the region of Iga. Later he came in contact with the warrior-monk Kain Doshi who taught him a new way of viewing life and the means of survival (ninjutsu).[98]
Okinawan martial arts
In the 14th century, when the three kingdoms on Okinawa (Chūzan, Hokuzan, and Nanzan) entered into a tributary relationship with the Ming dynasty of China, Chinese Imperial envoys and other Chinese arrived, some of whom taught Chinese Chuan Fa (Kempo) to the Okinawans. The Okinawans combined Chinese Chuan Fa with the existing martial art of Te to form Tō-de (唐手, Okinawan: Tū-dī, Tang hand), sometimes called Okinawa-te (沖縄手).[99] By the 18th century, different types of Te had developed in three different villages – Naha, Shuri, and Tomari. The styles were named Naha-te, Shuri-te, and Tomari-te, respectively. Practitioners from these three villages went on to develop modern karate.[100]
Puroresu
Soccer kick
High-profile early users of soccer kicks as a finishing move include Katsuyori Shibata[101][102] and Antonio Inoki. In a 1977 Japanese puroresu match between Antonio Inoki and Great Antonio, Inoki used soccer kicks and head stomps to legitimately knock out Great Antonio.[103][104]
Shoot boxing
Shoot boxing was created in August 1985 by former kickboxer Caesar Takeshi.[105]
Shoot wrestling
A Japanese hybrid grappling style and combat sport, incorporating techniques from submission grappling, kickboxing, karate and catch wrestling.[106] Shoot wrestling originated in Japan's professional wrestling circuit (puroresu) of the 1970s.[107] The first wave of shoot wrestlers were Japanese students of Antonio Inoki and Karl Gotch from New Japan Pro-Wrestling (NJPW), two wrestlers who were advocates of a stiffer and more realistic wrestling style. Their students left NJPW to form the Universal Wrestling Federation (UWF) in 1984, pioneering the new style.[108]
Shootfighting
Strong style
Sumo
According to the Nihon shoki, published in 720, the origin of sumo is the contest of strength between Nomi no Sukune and Taima no Kehaya in 26 B.C..[109] Haniwa of sumo wrestlers are made in the Kofun period (300–538).[110] The imperial family often watches sumo as a form of entertainment in the Heian period (794–1192). It has evolved over the centuries with professional sumo wrestlers appearing in the Edo period (1603–1868).[111] The word sumo is written with the Chinese characters or Kanji of "mutual bruising."[112]

Military

[edit]
The Wakamiya conducted the world's first naval-launched air raids in 1914.
Air raid
Early in World War I, the Imperial Japanese Navy ship Wakamiya conducted the world's first carrier-launched air raid,[113] carried out in September 1914.[114]
Amphibious assault ship
Imperial Japanese Army Akitsu maru is regarded as the first of the kind.
Dock landing ship
Imperial Japanese Army Shinshu maru is regarded as the first of the kind.
Fire balloon
A fire balloon, or balloon bomb, was an experimental weapon launched by Japan from 1944 to 1945, during World War II.[115]
Diesel-powered tank
The world's first diesel-powered tank, this distinction goes to Japanese Type 89B I-Go Otsu, produced with a diesel engine from 1934 onwards.
Katana
Katana
The katana were traditional Japanese swords used by samurai warriors of ancient and feudal Japan. The swords originated in the Muromachi period (1392–1573) as a result of changing battle conditions requiring faster response times. The katana facilitated this by being worn with the blade facing up, which allowed the samurai to draw their blade and slash at their enemy in a single motion. Previously, the curved sword of the samurai was worn with the blade facing down. The ability to draw and cut in one motion also became increasingly useful in the daily life of the samurai.[116]
Shuriken
The shuriken was invented during the Gosannen War as a concealed weapon, primarily for the purpose of distracting a target.[117]

Culture

[edit]
Kawaii
The notion of “kawaii” is traditionally traced back to Sei Shōnagon’s The Pillow Book between 900s-1000s.[118] Cute fashion in Japan can be traced back to the Edo period with the popularity of netsuke.[119] Kawaii culture is an off-shoot of Japanese girls’ culture, which flourished with the creation of girl secondary schools after 1899, allowing the rise of a girl youth culture in shōjo magazines and shōjo manga directed at girls in the pre-war period.[120] Illustrator Rune Naito, who produced illustrations of "large-headed" (nitōshin) baby-faced girls and cartoon animals for Japanese girls' magazines from the 1950s to 1970s, is credited with pioneering what would become the culture and aesthetic of kawaii.[121]
Purikura
Purikura ("print club") are Japanese photo sticker booths,[122][123] introduced by the Japanese video game arcade industry in the mid-1990s.[124] It was conceived in 1994 by Sasaki Miho, who worked for game company Atlus,[125] which decided to pursue Miho's idea[125] and developed it with the help of a leading game company Sega.[126][124] Sega and Atlus introduced Print Club (Purinto Kurabu), the first purikura,[124] in February 1995, initially at game arcades, before expanding to other popular locations such as fast food shops, train stations, karaoke establishments and bowling alleys.[126]
Selfie
The modern selfie has origins in Japanese kawaii culture.[122] By the 1990s, self-photography developed into a major preoccupation among Japanese schoolgirls, who took photos and exchanged copies pasted into kawaii albums.[124] The digital selfie originates from purikura, introduced by Atlus and Sega in 1995.[122][123] Purikura produced what would later be called selfies.[122][124] To capitalize on the purikura phenomenon in East Asia, Japanese mobile phones began including a front-facing camera, facilitating the creation of selfies.[122][127] This led to a transition in Japanese selfie culture from purikura to mobile phones.[122]

Finance

[edit]
Candlestick chart
Candlestick charts have been developed in the 18th century by Munehisa Homma, a Japanese rice trader of financial instruments. They were introduced to the Western world by Steve Nison in his book, Japanese Candlestick Charting Techniques.
Futures contract
The first futures exchange market was the Dōjima Rice Exchange in Japan in the 1730s.[128]
Mobile payment
Mobile payments began adoption in Japan during the early 2000s.[129][130]

Food and drink

[edit]
Instant noodles before boiling
Canned coffee
Canned coffee was invented in 1965 by Miura Yoshitake, a coffee shop owner in Hamada, Shimane Prefecture, Japan.[131]
Cooking comic
Manga has long contained references to food and cooking.[132] Cooking manga emerged as a discrete genre in 1970, with Totsugeki Ramen by Mikiya Mochizuki, Cake Cake Cake by Moto Hagio and Aya Ichinoki, and Kitchen Kenpo by Mieko Kamei.[133]
Fake food
Simulated food was invented after Japan's surrender ending World War II in 1945. Westerners traveling to Japan had trouble reading Japanese menus and in response, Japanese artisans and candlemakers created wax food so foreigners could easily order something that looked appetizing.[134]
Instant noodle
Invented by Momofuku Ando, a Taiwanese-Japanese inventor, in 1958.[135]
Monosodium glutamate
Invented and patented by Kikunae Ikeda.[136]
Umami
Umami as a separate taste was first identified in 1908 by Kikunae Ikeda of the Tokyo Imperial University while researching the strong flavor in seaweed broth.[137]
Fortune cookie
Although popular in Western Chinese restaurants, fortune cookies did not originate in China and are in fact rare there. They most likely originated from cookies made by Japanese immigrants to the United States in the late 19th or early 20th century. The Japanese version had a fortune, but not lucky numbers, and was commonly eaten with tea.[138]

Online

[edit]
Emoji
The first emoji was created in 1998 or 1999 in Japan by Shigetaka Kurita.[139]
Imageboard
The first imageboards were created in Japan. Later imageboards such as 2chan would be created.[140]
Textboard
Textboards like imageboards were invented in Japan. However, unlike imageboards, textboards are relatively unknown outside Japan.[140]
Virtual influencer
Virtual influencers are fundamentally synonymous with virtual idols, which originate from Japan's anime and Japanese idol culture that dates back to the 1980s.[141] The Japanese talent agency Horipro created the first real-life AI virtual influencer, Kyoko Date, in 1995.[142][143][144]
VTuber
In 2010, Nitroplus uploaded videos to YouTube featuring mascot Super Sonico, who talked to the audience about herself and releases related to the company.[145] In 2011, vlogger Ami Yamato uploaded videos featuring an animated virtual avatar speaking to the camera.[146][147] In 2016, Kizuna AI, the first VTuber to achieve breakout popularity,[148][146][149] made her YouTube debut and coined the term "virtual YouTuber".[150][151]

Philosophy

[edit]
Lean manufacturing
A generic process management philosophy derived mostly from the Toyota Production System (TPS) (hence the term Toyotism is also prevalent) and identified as "Lean" only in the 1990s.[152][153]
Uncanny valley
Masahiro Mori first introduced the concept in 1970 from his book titled Bukimi No Tani (不気味の谷), phrasing it as bukimi no tani genshō (不気味の谷現象, lit.'uncanny valley phenomenon').[154]

Games

[edit]
Pachinko
Pachinko machines were first built during the 1920s as a children's toy called the "Corinth game" (コリントゲーム, korinto gēmu).[155] It emerged as an adult pastime in Nagoya around 1930, and spread from there.[156]

Board games

[edit]
Go (modern rules)
Though the game originated in China, free opening of the game as it is played globally began in the 16th century Japan.
Gomoku
Historical records indicate the origins of gomoku can be traced back to the mid-1700s during the Edo period. By the late Edo period, around 1850, books had been published on gomoku.[157] The earliest published book on gomoku that can be verified is Gomoku Jōseki Collection (五石定磧集) in 1856.[158]

Electronic games

[edit]
A child playing with a classic Japanese Mogura Taiji (Whac‑A‑Mole) machine.
Air hockey
In 1968, Sega released an arcade electro-mechanical game similar to air hockey, MotoPolo. Two players moved around miniature motorbikes inside a cabinet, with each player attempting to knock the balls into the opponent's goal.[159][160]
Audio streaming
Early arcade game audio streaming was analog, sourced from a cassette tape inside an arcade cabinet. This technique was introduced by Sega's electro-mechanical arcade game MotoPolo (1968), which used an 8-track player to playback motorbike sound effects.[161] Sega later introduced the technique to arcade video games, using a tape deck to playback motorbike sound effects in Fonz (1976).[162]
Audio-visual novelty game
From the late 1960s, arcade electro-mechanical games incorporated more elaborate electronics and mechanical action to create a simulated environment for the player.[163] A new category of "audio-visual" novelty games emerged during this era, established by several Japanese arcade manufacturers.[163] Periscope, a submarine simulator[164] released by Namco in 1965[165] and Sega in 1966,[166] established a "realistic" or "audio-visual" category of novelty games, using advanced special effects to provide a simulation experience.[163]
Bonus points
The concept dates back to Sega's electro-mechanical arcade light gun shooter Duck Hunt (1968). The game awarded the player a higher score for a head shot, earning 15 points, whereas a standard body shot earned 10 points.[167]
First-person racing game
Japanese company Kasco's 1968 electro-mechanical arcade racing game Indy 500,[168][169] which was licensed by Chicago Coin for release in North America as Speedway in 1969,[170] displayed colorful graphics[168] projected using mirrors to give a pseudo-3D first-person perspective on a screen.[171][172][173]
First-person shooter
Jet Rocket (1970), a Sega electro-mechanical arcade game, is considered to be the earliest first‑person shooter. Its successor Heli-Shooter (1977) incorporated a microprocessor.[174] Interceptor (1975), a Taito arcade video game designed by Tomohiro Nishikado, is considered to be an early first‑person shooter.[175]
Flight simulator game
Sega's Jet Rocket (1970), a first-person arcade combat flight simulator electro-mechanical game featuring cockpit controls,[176] pioneered the first-person flight simulator genre.[177] Taito's arcade video game Interceptor (1975)[178] was a crude early first-person combat flight simulator video game.[179]
Formula One game
F-1 (1976) by Namco has been cited as the first truly Formula One arcade game,[180] but it was an electro-mechanical game, rather than an arcade video game. The first successful Formula One video game in arcade history was Pole Position (1982), by Namco.
Full-motion video
Nintendo's electro-mechanical arcade game Wild Gunman (1974), published by Sega in North America, is considered to be the first full-motion video (FMV) game.[181] The first video game to feature FMV was later Sega's arcade laserdisc game Astron Belt (1983).[182]
Headshot
The concept dates back to Sega's electro-mechanical arcade light gun shooter Duck Hunt (1968). The game awarded the player a higher score for a head shot, earning 15 points, whereas a standard body shot earned 10 points.[167]
Holography
Sega's electro-mechanical arcade racer Monte Carlo (1971) displayed animations giving the illusion of holography.[183] Taito announced a holographic-like arcade gun game at the AMOA show in October 1975.[184] Kasco used "rotating cylindrical hologram" technology to produce holographic-like animations in the electro-mechanical arcade games Gun Smoke (1975), Samurai and Bank Robbers (1977).[185] Sega later released the first holographic video games for arcades, Time Traveler (1991) and Holosseum (1992).[185]
Medal game
Medal games began in Japan during the early 1970s and started becoming popular with Sega's Harness Racing (1974), Nintendo's EVR Race (1975) and Aruze's The Derby Vφ (1975).[186]
Ninja game
The earliest ninja game was Kasco's light gun shooter arcade electro-mechanical game Ninja Gun (1977),[187][188] which introduced American children to ninjas.[189] Ninja video games emerged in the early 1980s,[190] the earliest being SNK's arcade shooting game Sasuke vs. Commander (1980).[191]
Open world
The roots of open world gameplay have been traced back to Jet Rocket (1970), a Sega electro-mechanical arcade flight simulator that gave the player free-roaming capabilities.[177] Sega's successor Heli-Shooter (1977) incorporated a microprocessor and allowed open world flight with a helicopter.[174] The 1981 arcade video games Route-16 and 005 were among the earliest examples of a hub world.[192][193] Nihon Falcom's Panorama Toh (1983) introduced an open world with day-night cycles.[194] Other early examples of open-world video games include The Portopia Serial Murder Case (1983),[195][196] Hydlide (1984) and The Legend of Zelda (1986).[197]
Fonz arcade cabinet (1976)
Pseudo-3D
Kasco's 1968 electro-mechanical arcade racing game Indy 500[168][169] displayed colorful graphics[168] projected using mirrors to give a pseudo-3D first-person perspective on a screen.[171][172][173] Interceptor, a first-person combat flight simulator video game designed by Taito's Tomohiro Nishikado,[198] was first demonstrated in 1975,[199] before releasing in March 1976.[200] The game used a form of pseudo-3D object scaling to create the illusion of 3D space.[201] In February 1976, Sega released the arcade video game Road Race,[202] which featured a three-dimensional perspective view with sprite scaling.[203][204]
Rhythm game
In the early 1970s, Kasco (Kansei Seiki Seisakusho) created a rhythm-based electro-mechanical arcade game, designed by Kenzou Furukawa and produced by Kenji Nagata. According to Nagata, it was Furukawa's "idea for a game where you’d lift girls skirts in time to some rhythm", inspired by the 1969 Japanese Oh! Mouretsu commercials.[205]
Submarine simulator
Periscope, an electro-mechanical submarine simulator,[164] was released by Namco in 1965[165] and then by Sega in 1966.[166] It used lights and plastic waves to simulate sinking ships from a submarine,[206] and had players look through a periscope to direct and fire torpedoes,[207] which were represented by colored lights and electronic sound effects.[208][209]
Throttle
Sega's electro-mechanical arcade game Heli-Shooter (1977) involves the player piloting a helicopter using a throttle joystick to accelerate and decelerate.[210][211] Sega's arcade video game After Burner II (1987), in addition to an analog joystick, introduced a throttle to control the speed.[212]
Whac-A-Mole
Known as Mogura Taiji in Japan, Whac-A-Mole was invented in 1975 by Kazuo Yamada of TOGO, based on ten of the designer's pencil sketches from 1974.[213] TOGO released it as Mogura Taiji to Japanese amusement arcades in 1975.[186] Mogura Taiji made its North American debut in November 1976 at the International Association of Amusement Parks and Attractions (IAAPA) show, where it drew attention for being the first mallet game of its type.[214]

Game controllers

[edit]
Nintendo 64 controller (1996)
Analog flight stick
In 1985, Sega's third-person rail shooter game Space Harrier, released for the arcades, introduced an analog flight stick for movement. It could register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the joystick is pushed in a certain direction.[215]
Analog thumbstick
In 1989, the Japanese company Dempa released an analog thumbstick controller called the XE-1 AP for the Sega Mega Drive console and several Japanese computers.[216] Initially announced in late 1995,[217] Nintendo released their Nintendo 64 controller on June 23, 1996, in Japan.[218] The new controller included a thumb-operated analog control stick which allowed for varying levels of movement and near-360-degree control, translating into far more precise movements than were possible with a D-pad.[219] On July 5, 1996, Sega released Nights into Dreams for their Saturn console in Japan; bundled with it was the Saturn 3D control pad which featured an analog pad. The Saturn's analog controller was previously mentioned in the June 1996 issue of Computer and Video Games magazine.[220]
Donkey Kong (1982), showing its revolutionary D-pad design
D-pad
In 1982, Nintendo's Gunpei Yokoi elaborated on the idea of a circular pad, shrinking it and altering the points into the familiar modern "cross" design for control of on-screen characters in their Donkey Kong handheld game. It came to be known as the "D-pad".[221] The design proved to be popular for subsequent Game & Watch titles. This particular design was patented. In 1984, the Japanese company Epoch created a handheld game system called the Epoch Game Pocket Computer. It featured a D-pad, but it was not popular for its time and soon faded. Initially intended to be a compact controller for the Game & Watch handheld games alongside the prior non-connected style pad, Nintendo realized that Gunpei's design would also be appropriate for regular consoles, and Nintendo made the D-pad the standard directional control for the hugely successful Nintendo Entertainment System under the name "+Control Pad".
Dance pad
The earliest dance pad was Bandai's Power Pad, released for the Nintendo Entertainment System in 1987, which was similar in design to the dance pad later popularized by Konami's Dance Dance Revolution (1998).[222]
Directional buttons
Sega's 1969 arcade electro-mechanical game Missile was a shooter simulation game where two directional buttons are used to move a motorized tank.[223]
Controller of the PlayStation 2, the best-selling video game console of all time
Dual analog control
Sony's Dual Analog and DualShock controllers, released in 1997 were the first to feature two analog sticks, and the design later earned a Technology & Engineering Emmy Award.[224]
Dual-control
Sega's 1969 electro-mechanical arcade game Missile was a shooter simulation game that used an early dual-control scheme, where two directional buttons are used to move a motorized tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen.[223]
Dual-stick controls
Taito's 1975 multidirectional shooter Western Gun introduced dual-stick controls with one eight-way joystick for movement and the other for changing the shooting direction. In North America, it was released by Midway under the title Gun Fight.[225]
Gamepad
Nintendo developed a gamepad device for directional inputs, a D-pad with a "cross" design for their Donkey Kong handheld game in 1982. This design would be incorporated into their "Game & Watch" series and console controllers such as the standard NES controller in 1983.[226] The D-pad soon became ubiquitous on console gamepads.[227]
Joystick with fire button
The earliest known electronic game joystick with a fire button was released by Sega as part of their 1969 electro-mechanical arcade game Missile, a shooter simulation game that used it as part of an early dual-control scheme, where two directional buttons are used to move a motorized tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen.[223]
Motion controller
Early uses of motion controllers included the Sega AM2 arcade game Hang-On, which was controlled using a video game arcade cabinet resembling a motorbike, which the player moved with their body. This began the "Taikan" trend, the use of motion-controlled hydraulic arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on video game consoles.[228] The Sega VR headset was an early unreleased VR device with built-in motion tracking, first announced in 1991. Its sensors tracked the player's movement and head position.[229] Another early example is the 2000 light gun shooter arcade game Police 911, which used motion tracking technology to detect the player's movements, which are reflected by the player character within the game.[230]
Motion-sensing controller
Invented by Nintendo for the Wii, the Wii Remote is the first controller with motion-sensing capability. It was a candidate for Time's Best Invention of 2006.[231]
Positional gun
A positional gun is essentially an analog joystick that records the position of the gun to determine the player's aim on the screen.[232][233] The gun must be calibrated, which usually happens after powering up. Early examples of a positional gun include Sega's Sea Devil in 1972,[234] Taito's Attack in 1976[235] and Cross Fire in 1977,[236] and Nintendo's Battle Shark in 1978.[237]
Rotary joystick
A variation of the joystick is the rotary joystick. It is a type of joystick-knob hybrid, where the joystick can be moved in various direction while at the same time being able to rotate the joystick. It is mainly used in arcade shoot 'em up games, to control both the player's eight-directional movement and the gun's 360-degree direction.[238][239] It was introduced by SNK, initially with the tank shooter TNK III (1985) before it was popularized by the run and gun video game Ikari Warriors (1986).[238] SNK later used rotary joystick controls in arcade games such as Guerrilla War (1987).[240]
Twin-stick shooter
Taito's 1975 arcade video game Western Gun (released as Gun Fight in North America) uses one joystick for movement and a second for firing. Each joystick is of different design. Unlike most later twin-stick games, the right stick moves the player's avatar. The 1977 sequel, Boot Hill, uses the same control scheme. Mars, a scrolling shooter released in 1981, is also controlled via two 8-way joysticks.[241] The 1981 SNK coin-op Vanguard uses a joystick for movement, but four separate buttons, arranged in a diamond, for firing.[242]
8-direction joystick
Taito's 1975 multidirectional shooter Western Gun introduced dual-stick controls with one eight-way joystick for movement and the other for changing the shooting direction.[225] In 1976, Taito released Interceptor, an early first-person combat flight simulator that involved piloting a jet fighter, using an eight-way joystick to aim with a crosshair and shoot at enemy aircraft.[179]

Sports

[edit]
Airsoft
Airsoft originated in Japan, then spread to Hong Kong and China in the late 1970s.[243] The inventor of the first airsoft gun is Tanio Kobayashi.
Basketball video game
Taito's TV Basketball (1974) was the first basketball sports video game.[244]
Drifting
Famous motorcyclist turned driver Kunimitsu Takahashi was the foremost creator of drifting techniques in the 1970s. This earned him several championships and a legion of fans who enjoyed the spectacle of smoking tires. The bias-ply racing tires of the 1960s–1980s lent themselves to driving styles with a high slip angle. As professional racers in Japan drove this way, so did street racers.[245] Keiichi Tsuchiya, known as the "Drift King" (ドリフトキング, Dorifuto Kingu), became particularly interested in Takahashi's drift techniques. Tsuchiya began practicing his drifting skills on the mountain roads of Japan, and quickly gained a reputation amongst the racing crowd. In 1987, several popular car magazines and tuning garages agreed to produce a video of Tsuchiya's drifting skills. The video was known as Pluspy.[246]
Drifting competition
In 1988, Keiichi Tsuchiya alongside Option magazine founder and chief editor Daijiro Inada organised the first contest specifically for sliding a car sideways. In 1996, Option organized the first contest outside Japan[247] which began to spread to other countries.
Ekiden (road relay)
Esports
Contemporary esports has roots in competitive face-to-face arcade video game competitions. A forerunner of esports was held by Sega in 1974, the All Japan TV Game Championships, a nationwide arcade video game tournament in Japan.[248][249][250] The tournament was intended by Sega to promote the play and sales of video games in the country. There were local tournaments held in 300 locations across Japan, and then sixteen finalists from across the country competed in the final elimination rounds at Tokyo's Hotel Pacific. Prizes awarded included television sets (color and black-and-white), cassette tape recorders and transistor radios.[248]
Gateball
Keirin
Started as a gambling sport in 1948 and became an Olympic sport in 2000.
Sports animation
Animal Olympic Games, a 1928 animated short film directed by Yasuji Murata, is regarded by critics as the first sports anime.[251]
3D sports video game
ASCII's Amnork (1986) was a sports video game that introduced the use of real-time 3D polygon graphics.[252]

Video games

[edit]
Playing Dance Dance Revolution, one of the most successful rhythm games.
16-bit video game
Get A Way (1978) by Japanese company Universal was an arcade racing game that used a 16-bit CPU,[253] for which it is considered the first game to use a 16-bit microcomputer.[254] Namco's arcade racing game Pole Position (1982) used the 16-bit Zilog Z8000 microprocessor.[255]
3D action game
The use of pre-rendered 3D computer graphics date back to the arcade action game Interstellar,[256][257] introduced by Funai at the AM Show in September 1983.[258] ASCII's Amnork (1986) was an early computer action game with real-time 3D polygon graphics.[252]
3D character action game
In the early 21st century, character action games refer to 3D hack and slash games, representing a modern evolution of traditional arcade action games. This subgenre of games was largely defined by Hideki Kamiya, creator of Devil May Cry and Bayonetta.[259] In turn, Devil May Cry (2001) was influenced by earlier hack-and-slash games, including Onimusha: Warlords (2001)[260] and Strider (1989).[261]
3D computer graphics
The use of pre-rendered 3D computer graphics date back to the arcade laserdisc video game Interstellar,[256][257] introduced by Funai at the AM Show in September 1983.[258] Plazma Line (1984) by Technosoft was the first home computer game with real-time 3D polygon graphics.[262]
3D hack and slash
In the early 21st century, the term "hack and slash" refers to a distinct genre of 3D, third-person, weapon-based, melee action games. The genre, also known as "character action" games, represent a modern evolution of traditional arcade action games. This subgenre of games was largely defined by Hideki Kamiya, creator of Devil May Cry and Bayonetta.[259] In turn, Devil May Cry (2001) was influenced by earlier Capcom hack‑and‑slash games, including Onimusha: Warlords (2001)[260] and Strider (1989).[261]
3D motion capture
The first 3D games to use motion capture for animating the 3D character models were the Sega Model arcade games Virtua Fighter (1993)[263][264] and Virtua Fighter 2 (1994).[265]
3D racing game
Plazma Line (1984) by Technosoft was the first racing game with real‑time 3D polygon graphics.[262] In 1988, Namco released the arcade racing game Winning Run, which used real-time 3D polygon graphics. It was the first fully 3D polygon car racing game.[266][267][268]
3D rail shooter
Silpheed (1986) by Game Arts was a computer rail shooter that used 3D polygon graphics on top of a tilted third-person backdrop.[269] 3D polygon graphics were used in the Namco arcade rail shooters Galaxian3 (1990)[270] and Starblade (1991).[271][272] Star Fox (1993) by Nintendo was a console rail shooter that used 3D polygon graphics.[273]
3D role-playing game
Arsys Software's Wibarm (1986) is the earliest known RPG to feature 3D polygon graphics.[274][275] Star Cruiser (1988), also developed by Arsys Software, was an early RPG with fully 3D polygonal graphics.[276]
3D third-person shooter
In 1993, Namco released the arcade game Cyber Sled, a two-player competitive third-person shooter with 3D polygon graphics.[277]
360-degree motion simulator
One of the most sophisticated motion simulator cabinets in arcades was Sega's R360 (1990), which simulated the full 360-degree rotation of an aircraft. It was first used for the arcade game G-LOC: Air Battle (1990).[278][279]
Action role-playing game
The genre was established by several Japanese developers in the early 1980s, combining the RPG genre with arcade‑style action and action-adventure elements.[280] Nihon Falcom's Panorama Toh (1983) was possibly the first action RPG,[194] featuring real-time combat with a gun.[281] Bokosuka Wars (1983) has been described as an early action RPG.[282][283] Namco's The Tower of Druaga (1984) popularized action RPGs in Japan.[280] Nihon Falcom's Dragon Slayer (1984) is "the very first action-RPG ever made" according to GameSetWatch.[284] 1984 Japanese titles Dragon Slayer, Hydlide and Courageous Perseus "vie for position as genre precedent" according to John Szczepaniak.[285]
Active Time Battle
Hiroyuki Ito introduced the "Active Time Battle" system in Final Fantasy IV (1991),[286] where the time-keeping system does not stop.[287] Square Co., Ltd. filed a United States patent application for the ATB system on March 16, 1992, under the title "Video game apparatus, method and device for controlling same" and was awarded the patent on February 21, 1995. On the battle screen, each character has an ATB meter that gradually fills, and the player is allowed to issue a command to that character once the meter is full.[288] The fact that enemies can attack or be attacked at any time is credited with injecting urgency and excitement into the combat system.[287]
Autostereoscopic video game
A prototype single-viewer display, the Floating Image System, was presented by Sega AM3 in 1997.[289] The Nintendo 3DS, the first handheld with an autostereoscopic display using a parallax barrier and a resolution of 400x240 pixels per eye for stereoscopic 3D, was first produced in 2011.[290]
Battle royale game
Bomberman (1990) is considered to be the earliest prototypical battle royale game.[291] The 2000 Japanese film Battle Royale, along with Koushun Takami's earlier 1999 novel of the same name and its 2000 manga adaptation, set out the basic rules of the genre.[292] Initial attempts at adapting the Battle Royale formula into video games came in the form of Japanese visual novel games, such as Higurashi: When They Cry (2002), Zero Escape (2009) and Danganronpa (2010).[293] Fictional battle royale action games were depicted in the 2009 manga Btooom,[294] and in the Phantom Bullet arc of the light novel series Sword Art Online (2010).[295] In 2016, a battle royale action mobile game based on Btooom, Btooom Online, was released in Japan.[294]
Beat 'em up
The first game to feature fist fighting was Sega's boxing game Heavyweight Champ (1976), but it was Data East's fighting game Karate Champ (1984) which popularized martial arts themed games.[296] The same year, Hong Kong cinema-inspired Kung-Fu Master laid the foundations for scrolling beat 'em ups with its simple gameplay and multiple enemies.[296][297] Nekketsu Kōha Kunio-kun, released in 1986 in Japan, deviated from the martial arts themes of earlier games and introduced street brawling to the genre. Renegade (released the same year) added an underworld revenge plot that proved more popular with gamers than the principled combat sport of other games.[298] Renegade set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.[299]
Belt scrolling
Nekketsu Kōha Kunio-kun, developed by Technōs Japan and released in 1986, introduced the belt scroll format, allowing both vertical and horizontal movement along a side-scrolling environment.[300][301] Double Dragon (1987) is displayed in a belt scroll format, like Kunio-kun.[302] In contrast to the arena-like levels in Kunio-kun, Double Dragon takes place in a continuously side-scrolling world.[303]
Bloom
The earliest real-time 3D polygon games to use the bloom effect include Squaresoft's The Bouncer (2000)[304] and Ico (2001) by Team Ico.[305]
Bonus stage
The first bonus stage in video game history is in Rally-X, released by Namco in 1980. This became a signature feature of other arcade games like Galaga in 1981.[306][307]
Boss rush
Sega's arcade game Fantasy Zone (1986) popularized the concept of a boss rush, a stage where players face multiple previous bosses again in succession.[308]
Branching storylines
The Portopia Serial Murder Case (1983), developed by Yuji Horii, expanded on the adventure game genre with his own ideas.[309] In contrast to other "very linear" stories in adventure games at the time, his idea was for branching, non-linear storytelling, where "the main scenario should only take up about 20% of the game's content, and the remaining 80% should be in response to the various actions of the player." He created several branching scenarios.[309]
Bullet hell
The bullet hell or danmaku genre began to emerge in the early 1990s as 2D developers needed to find a way to compete with 3D games which were becoming increasingly popular at the time. Toaplan's Batsugun (1993) is considered to be the ancestor of the modern bullet hell genre.[310] The Touhou Project series is one of the most popular bullet hell franchises.
Cartridge save
For cartridge-based console games, Taito's Mirai Shinwa Jarvas (1986) and Nintendo's The Legend of Zelda (1987) introduced the concept of saved games stored in battery-backed random-access memory on the game cartridge.[311]
Cel shading
The Sega Dreamcast title Jet Set Radio, which was revealed at the 1999 Tokyo Game Show, drew media attention for its cel-shaded style.[312][313] Jet Set Radio holds a Guiness World Record for the first video game to use cel-shading.[314]
Character action game
In the early 1980s, a new genre of character action games emerged from Japanese arcade developers, drawing inspiration from manga and anime culture. These new character-driven Japanese action games emphasized "character development, hand-drawn animation and backgrounds, and a more deterministic, scripted, pattern-type" of play. These new character-driven action games were distinguished from space shoot 'em up games that previously dominated arcades.[315][316][317] Namco's Pac-Man (1980)[318][319] popularized the genre of "character-led" action games.[320] Other classic character action games include Frogger (1981) and Donkey Kong (1981).[315][316][317]
Combo
Data East's DECO Cassette System arcade title Flash Boy (1981), a scrolling action game based on the manga and anime series Astro Boy, had an early type of combo mechanic. When the player punches an enemy and it explodes, debris can destroy other enemies.[321] The earliest known competitive fighting game that used a combo system was Culture Brain's Shanghai Kid in 1985. When the spiked speech balloon that reads "RUSH!" pops up during battle, the player has a chance to rhythmically perform a series of combos called "rush-attacking".[322]
Command menu
Yuji Horii's adventure game The Hokkaido Serial Murder Case: The Okhotsk Disappearance [ja], released in 1984, introduced a command selection menu system.[323] Due to frustration with text-based entry, Horii created a command menu system for Hokkaido.[324][309] He then adapted this command menu system for a gamepad with the 1985 Famicom port of The Portopia Serial Murder Case.[323] With no keyboard, the Famicom version replaces the verb-noun parser with a menu list of fourteen set commands selectable with the gamepad.[325] Portopia also features branching menu selections.[324][196]
Color vector graphics
The Sega G80 arcade system, launched in 1981, possessed the world's first color vector X-Y video system.[326]
Co-op action game
In 1975, Sega released the early co-operative light gun shooters Balloon Gun[327] and Bullet Mark.[328]
Cover mechanic
In Taito's 1975 shooter game Gun Fight,[329] the player characters could take cover behind destructible objects.[330] In Taito's 1978 arcade shooter Space Invaders, the player's laser cannon could take cover behind destructible defense bunkers to avoid enemy fire.[331] In 1985, Data East's target shooting game Shootout had enemies who take cover behind objects or buildings.[332] Namco's run and gun arcade game Rolling Thunder (1986) is considered to be "the precursor to the modern cover shooter" due to how the player can hide behind crates, doors and other obstacles to avoid enemy fire. The mechanic was later borrowed by Sega's arcade hit Shinobi (1987).[333]
Cover system
Namco's 1995 3D light gun shooter arcade game Time Crisis introduced a dedicated cover button.[331] WinBack, released by Koei for the Nintendo 64 in 1999, did not allow players to run-and-gun, but instead forced them to stop and shoot, with crates and corners providing cover for the player character to pop out from and fire his weapon.[331] In 2001's Metal Gear Solid 2: Sons of Liberty, Snake or Raiden are able to take cover behind walls, boxes or crates and pop out to shoot at enemies,[334][335] while the improved enemy AI allowed enemies to also take cover from the player character.[336][334][337] Kill.Switch, developed by Namco and designed by Chris Esaki,[338] featured the cover system as its core game mechanic[339] and introduced the blind fire mechanic.[340]
Critical hit
The concept of critical hits was introduced to video games with the 1986 JRPG title Dragon Quest.[341]
Cutscene
Taito's arcade video game Space Invaders Part II (1979) introduced the use of brief comical intermission cutscenes between levels, where the last invader who gets shot limps off screen.[342][343] Namco's Pac-Man (1980) similarly featured cutscenes in the form of brief comical interludes, about Pac-Man and Blinky chasing each other.[344] Shigeru Miyamoto's Donkey Kong (1981) took the cutscene concept a step further by using cutscenes to visually advance a complete story.[345]
Day-night cycle
Nihon Falcom's Panorama Toh (1983) introduced an open world with day-night cycles.[194] Hydlide 3: The Space Memories (1987), also known as Super Hydlide, introduced an in-game clock setting day-night cycles.[346] Castlevania II: Simon's Quest (1987) introduced a day-night cycle that affects when certain NPCs appear in certain locations and offered three possible multiple endings depending on the time it took to complete the game.[347]
Destructible environment
Early examples include the Taito shooter games Gun Fight (1975)[348] and Space Invaders (1978), where the players could take cover behind destructible objects.[349] An early example of a fully destructible environment can be found in Namco's 1982 game Dig Dug, in which the whole of each level is destructible. A similar game released that same year was Mr. Do! by Universal.[350]
Dialogue tree
The Portopia Serial Murder Case (1983), developed by Yuji Horii, expanded on the adventure game genre with his own ideas.[309] One such concept was to create "a program in which the story would develop through entering a command and by receiving an answer to it."[351] His idea was for "a game that progresses through conversations between a human and a computer." He created "dialogue for the computer beforehand" where the player "could type in some words, and the computer would reply back with some reaction."[309] Portopia's dialogue choices, were "way ahead of its time in 1983" according to Official Xbox Magazine.[196]
Drifting mechanic
While developing Out Run (1986), Yu Suzuki's team at Sega (later known as Sega AM2) set about simulating car features that were previously lacking in earlier driving games. One such feature was drifting. They added AI assistance and details such as, if the car's tires grip the road surface too closely, the car's handling becomes too twitchy, something that wasn't appreciated in earlier driving games.[352]
Farm life sim
The first example of the genre was the 1996 game Harvest Moon, which released in the later stages of the SNES console lifespan. Inspired by his childhood in the countryside and the game series Derby Stallion, producer Yasuhiro Wada wanted to make a rural setting "role-playing" game without any combat.[353]
Fighting game
Sega's black and white boxing game Heavyweight Champ was released in 1976 as the first video game to feature fist fighting.[354] However, Data East's Karate Champ from 1984 is credited with establishing and popularizing the one-on-one fighting game genre, and went on to influence Konami's Yie Ar Kung-Fu from 1985.[355] Yie Ar Kung Fu expanded on Karate Champ by pitting the player against a variety of opponents, each with a unique appearance and fighting style.[355][356] Capcom's Street Fighter (1987) introduced the use of special moves that could only be discovered by experimenting with the game controls. Street Fighter II (1991) established the conventions of the fighting game genre and, whereas previous games allowed players to combat computer-controlled fighters, Street Fighter II allowed players to play against each other.[357]
Final boss
In the Japanese arcade game Phoenix,[358][359] released in December 1980,[360] the players's ship must fight a giant mothership in the fifth and final level.[361] Irem's 1984 arcade game Kung-Fu Master established the end-of-level boss battle structure used in beat 'em up games, with players progressing through levels (represented by floors of a temple) and fighting a boss character at the end of each level.[362][363] After the end-of-level bosses, the player is confronted by the game's final boss on the top floor.[364]
Force feedback
In 1976, Sega's motorbike game Moto-Cross,[365] also known as Fonz,[366] was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle.[367]
Full-motion video cutscene
Data East's laserdisc video game Bega's Battle (1983) introduced animated full-motion video (FMV) cutscenes with voice acting to develop a story between the game's shooting stages, which became the standard approach to game storytelling years later.[368]
Gouraud shading
In 1992,[369] Namco debuted the racing game called SimRoad[370] (also called SimDrive)[369][371] for the Namco System 22 arcade board.[371] Its 3D polygon graphics stood out for introducing the use of Gouraud shading.[372] It had a limited Japanese release in 1992.[371] It served as a prototype for Ridge Racer (1993),[371] the first mass-market 3D video game with Gouraud shading.[372]
Hack and slash
Sega's Samurai (1980) was a jidaigeki-themed martial arts action game where player samurai fight a number of swordsmen.[373] Early 2D side-scrolling hack-and-slash games include Taito's The Legend of Kage (1985)[374] and Rastan (1987),[375][376] Sega's arcade video game series Shinobi (1987 debut),[375][377] and Data East's arcade game Captain Silver (1987).[375]
Hardware scrolling
The Namco Galaxian arcade system board introduced with Galaxian in 1979 pioneered a sprite system that animated pre-loaded sprites over a scrolling background, which became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System.[378]
Health meter
Data East's Flash Boy (1981) for the arcade DECO Cassette System, a scrolling action game based on the manga and anime series Astro Boy (1952–1968), has an energy bar that gradually depletes over time and some of which can be sacrificed for temporary invincibility.[379] Punch-Out, an arcade boxing game developed by Nintendo in 1983, has a stamina meter that replenishes every time the player successfully strikes the opponent and decreases if the player fails to dodge the opponent's blow; if the meter is fully depleted, the player character loses consciousness.[380]
Health meter regeneration
In Nintendo's arcade game Punch-Out!! (1983), a stamina meter replenishes every time the player successfully strikes the opponent.[380] In Hydlide (1984) and the Ys series,[381][382] the character's health (represented as both hit points and a health meter) is gradually restored when the character does not move.[383][384]
High score
The high score concept was defined by Taito's shoot 'em up Space Invaders (1978), where high scores were determined by gamers playing for as long as they could to stay alive, as high scores kept rising.[385] It was also the first game to save the player's score.[386] The game's popularity stemmed in part from players returning to beat the current high score, as players could now compete with each other over who had the highest score.[385]
Human combat
Taito's Western Gun (1975), also known as Gun Fight, was the first video game to depict human-to-human combat.[387]
Human sprite
The earliest video games to represent player characters as human player sprites were arcade sports video games, beginning with Taito's TV Basketball,[388][389][390] released in April 1974.[391] Designed by Tomohiro Nishikado, he wanted to move beyond simple Pong-style rectangles to character graphics, by rearranging the rectangle shapes into objects that look like basketball players and basketball hoops.[392][393]
Isometric graphics
The use of isometric graphics in video games began with Data East's arcade game Treasure Island,[394] released in Japan in September 1981,[395] but it was not released internationally until June 1982.[396] The first isometric game to be released internationally was Sega's Zaxxon, which was significantly more popular and influential;[397][398] it was released in Japan in December 1981[399] and internationally in April 1982.[396]
Kart racing game
Power Drift featured go-kart racing in 1988,[400] but Super Mario Kart (1992) is cited to have popularized the kart racing genre, being the first kart racing game to implement combat elements within races.[401]
Killer app
The 1980 Atari VCS version of Space Invaders became the first killer app for home video game consoles after quadrupling the system's sales.[402][403]
Laserdisc game
The first major arcade laserdisc video game was Sega's Astron Belt, a third-person space combat rail shooter featuring live-action full-motion video footage (largely borrowed from a Japanese science fiction film) over which the player/enemy ships and laser fire are superimposed.[404][405] Developed in 1982,[406] it was unveiled at the September 1982 Amusement Machine Show (AM Show) in Tokyo and the November 1982 AMOA show in Chicago,[407] and then released for Japan in March 1983.[408]
Last man standing
The first last-man-standing video game with a shrinking play zone was the 1983 action game Bomberman.[291]
Levels
In contrast to earlier arcade games which often had a timer, Taito's Space Invaders (1978) introduced the "concept of going round after round."[409] Each level looks the same, repeating endlessly until the player loses all their lives.[410] Space Invaders and later arcade golden age games often featured a level system of ascending difficulty.[411] After Space Invaders, the concept of multiple, distinct levels began emerging.[410] An early example was Heiankyo Alien (1979), which featured nine distinct rounds.[412] Multiple distinct levels to progress a storyline was established by Nintendo's arcade hit Donkey Kong (1981).[410]
Lives
Taito's classic arcade video game Space Invaders (1978) is credited with introducing multiple lives to video games.[413]
Maze chase
Heiankyo Alien (1979) was an early example of a maze chase game. Namco's Pac-Man (1980) established the maze chase genre, spawning many imitations.[414]
Metroidvania
A sub-genre of platformers and action-adventure games focused on nonlinear exploration and guided progression with a need to acquire key items to enter certain areas. The term is a partial blend of the names of the video game series Metroid and Castlevania, based on the template from Metroid (1986), Castlevania II (1987), Super Metroid (1994), and Castlevania: Symphony of the Night (1997).[415]
Mini-map
The first video game with a radar mini-map was Namco's arcade game Rally-X (1980).[416]
Morality meter
Dragon Slayer II: Xanadu (1985) featured an early Karma morality system, where the player character's Karma meter will rise if he commits sin which in turn affects the temple's reaction to him.[417][418] Hydlide II: Shine of Darkness (1985) featured an early morality meter, where the player can be aligned with justice, normal, or evil, which is affected by whether the player kills evil monsters, good monsters, or humans, and in turn affects the reactions of the townsfolk towards the player.[346]
Monster-taming game
In Cosmic Soldier (1985), the player can recruit enemies into their party by speaking to them, choosing whether to kill or spare an enemy, and engage enemies in conversation.[419]T he origins of the genre lay in the Megami Tensei series, beginning with Digital Devil Story: Megami Tensei (1987). The games feature a system in which players can entice demons to join their party and battle alongside them.[420][421]
Motion capture
Video games often use motion capture to animate athletes, martial artists, and other in-game characters.[422][423] As early as 1988, an early form of motion capture was used to animate the 2D player characters of Magical Company's 2D arcade fighting game Last Apostle Puppet Show (to animate digitized sprites).[424]
Motion simulator
In the 1980s, it became a trend for arcade video games to use hydraulic motion simulator arcade cabinets.[278][425] The trend was sparked by Sega's "taikan" games, with "taikan" meaning "body sensation" in Japanese.[425] Sega's first game to use a motion simulator cabinet was Space Tactics (1981), a space combat simulator that had a cockpit cabinet where the screen moved in sync with the on-screen action.[278] The "taikan" trend later began when Yu Suzuki's team at Sega developed Hang-On (1985).[426] The team followed it with hydraulic motion simulator cockpit cabinets starting with Space Harrier (1985).[278][279]
Multi-color sprite
Namco's Galaxian (1979) was the first arcade video game to feature multi-colored sprites.[244]
Multiplayer online battle arena
The 1989 Mega Drive/Genesis game Herzog Zwei has variously been cited either as a precursor to,[427][428] or an early example of, the MOBA genre.[429][430] It uses a similar formula, where each player controls a single command unit in one of two opposing sides on a battlefield.[428][430][427] Herzog Zwei's influence is apparent in several later MOBA games.[431][429]
Multiple bosses
SNK's Sasuke vs. Commander, released in October 1980,[432] is a ninja-themed shooting game where the player character fights enemy ninjas before confronting bosses with various ninjutsu attacks and enemy patterns.[433] It was one of the earliest games with multiple boss encounters, and one of SNK's earliest games.[434]
Multiple endings
The Portopia Serial Murder Case features alternate endings, which was "way ahead of its time in 1983" according to Official Xbox Magazine.[196] Metroid (1986) is one of the first games to contain multiple endings. In the third, fourth, and fifth endings, Samus Aran appears without her suit, and for the first time, reveals herself to be a woman.[435] Penguin Adventure (1986) features multiple endings, with the hidden good ending available when the player pauses the game a certain number of times.[436]
Nintendo
Gunpei Yokoi was the creator of the Game Boy and Virtual Boy and worked on Famicom (and NES), the Metroid series, Game Boy Pocket and did extensive work on the system we know today as the Nintendo Entertainment System (called the FamiCom in Japan).[437]
Over-the-shoulder
Resident Evil 4 (2005) was influential in helping to redefine the third-person shooter genre,[438] with its use of "over the shoulder" offset camera angles, where the camera is placed directly over the right shoulder and therefore doesn't obscure the action.[439]
Overworld
The 1981 arcade games Route-16 and 005 were among the earliest examples of a hub world.[192][193] In Route-16, a driving maze game, exiting a maze takes the player to a large overworld map showing the locations of the player, cars, mazes and treasures.[192] In 005, players could enter buildings from the main screen, leading to different screens.[193][440]
Parallax scrolling
Introduced by Japanese arcade games in the early 1980s. Some parallax scrolling was used in Jump Bug (1981).[441] It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. The following year, Moon Patrol (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them.[442] Moon Patrol is often credited with popularizing parallax scrolling.[443][444]
Passive optical motion capture
Namco's arcade fighting game Soul Edge (1995) was the first video game to use passive optical motion-capture technology.[445]
Pausable real-time
The mechanic appeared in the Japanese role-playing games Knights of Xentar (1991),[446][447] Secret of Mana (1993)[448] andTales of Phantasia (1995).[449] In the single-character console RPGs Parasite Eve (1998) and Vagrant Story (2000), the player can pause the game to take aim with a weapon.[450]
Phong shading
The Sega Hikaru was the first arcade system capable of Phong shading and its debut title Brave Firefighters (1999) was the first game to feature Phong shading. Space Channel 5 (1999) for the Sega Dreamcast was the first home console game to make limited use of Phong shading for Ulala's dress.[451]
Platformer
Space Panic, a 1980 arcade release, is sometimes credited as the first platform game.[452] It was clearly an influence on the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. Donkey Kong, an arcade game created by Nintendo, released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer.[453]
Platform fighter
Namco's The Outfoxies originated the concept of platform fighters. The subgenre would be most defined by the release of Nintendo's Super Smash Bros. in 1999, which was the first game in the subgenre to achieve wide success and defined the mechanics for most games that followed.[454]
PlayStation
The first Sony PlayStation was invented by Ken Kutaragi. Research and development for the PlayStation began in 1990, headed by Kutaragi, a Sony engineer.[455]
Point-and-click
The adventure game Legends of Star Arthur: Planet Mephius, authored by Eiji Yokoyama, was published by T&E Soft for the FM-7 in July 1983. Its key innovation was the introduction of a point-and-click interface to the genre, utilizing a cursor to interact with objects displayed on the screen, utilizing keyboard controls.[456] A similar point-and-click cursor interface was later used in the adventure game Wingman (1984).[457]
Power-up
Pac-Man from 1980 is credited as the first video game to feature a power-up mechanic,[458] though at the time they were called "power capsules" by the manufacturers.[459]
Pre-rendering
Pre-rendered graphics are used primarily as cutscenes in modern video games, where they are also known as full motion video. The use of pre-rendered 3D computer graphics for video sequences date back to the arcade laserdisc video game Interstellar,[256][257] introduced by Funai at the AM Show in September 1983.[258]
Psychological horror game
Silent Hill (1999) was praised for moving away survival horror games from B movie horror elements to the psychological style seen in art house or Japanese horror films,[460] due to the game's emphasis on a disturbing atmosphere rather than visceral horror.[461] The original Silent Hill is considered one of the scariest games of all time,[462] and the strong narrative from Silent Hill 2 in 2001 has made the series one of the most influential in the genre.[463] Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them.[464][465]
Racing simulation
Prior to the division between arcade-style racing and sim racing, the earliest attempts at providing driving simulation experiences were arcade racing video games, dating back to Pole Position,[466] a 1982 arcade game developed by Namco, which the game's North American publisher Atari publicized for its "unbelievable driving realism" in providing a Formula 1 experience behind a racing wheel at the time.[467] Eurogamer called it "a simulation down to the core".[468]
Rail shooter
Buck Rogers: Planet of Zoom (1982) is a pseudo-3D rail shooter released as an arcade video game by Sega in 1982. The player controls a spaceship in a third-person perspective.[469][470] The rail shooter genre stemmed from arcade games, with Sega's Space Harrier (1985) being a seminal genre-defining game.[273]
Real-time boss battle
In 1980, real-time boss battles appeared in several arcade action games. In March 1980, Sega released Samurai, a jidaigeki-themed martial arts action game where player samurai fight a number of swordsmen before confronting a more powerful boss samurai.[373] SNK's Sasuke vs. Commander, released in October 1980,[432] is a ninja-themed shooting game where the player character fights enemy ninjas before confronting bosses with various ninjutsu attacks and enemy patterns.[433][434]
Real-time strategy
Bokosuka Wars (1983) is considered by 1UP to be an early prototype real-time strategy game.[471] Another early title with real-time strategy elements is Sega's Gain Ground (1988).[472][473] TechnoSoft's Herzog (1988) is regarded as a precursor to the real-time strategy genre.[474] Herzog Zwei, released for the Sega Mega Drive/Genesis in 1989, is "arguably the first RTS game ever" according to IGN,[475] and it is often cited as "the first real-time strategy game" according to Ars Technica.[476] Herzog Zwei is credited by 1UP as a landmark that defined the genre and as "the progenitor of all modern real-time strategy games."[477]
Rhythm video game
Dance Aerobics was released in 1987, and allowed players to create music by stepping on Nintendo's Power Pad peripheral. It has been called the first rhythm-action game in retrospect,[478] although the 1996 title PaRappa the Rapper has also been deemed the first rhythm game, whose basic template forms the core of subsequent games in the genre. In 1997, Konami's Beatmania sparked an emergent market for rhythm games in Japan. The company's music division, Bemani, released a number of music games over the next several years.
Role-playing shooter
Nihon Falcom's Panorama Toh (1983) was the first action RPG with shooter elements,[194] featuring real-time combat with a gun.[281] Arsys Software's Wibarm (1986) is an early role-playing shooter, combining run and gun shooter gameplay with role-playing video game elements.[274] Star Cruiser (1988) by Arsys Software was an early first-person role-playing shooter considered to be ahead of its time, combining first‑person shooter gameplay with RPG elements.[479]
Sampling
From around 1980, some arcade games began taking steps toward digitized, or sampled, sounds. Namco's 1980 arcade game Rally-X was the first known game to use a digital-to-analog converter (DAC) to produce sampled tones instead of a tone generator.[480]
Save
Classic arcade games from the golden age of arcade video games did not save the player's progress towards completing the game, but rather high scores, custom settings, and other features. The first game to save the player's score was Taito's seminal 1978 shoot 'em up title Space Invaders.[386]
Scrolling
In computer and video games, scrolling of a playing field allows the player to control an object in a large contiguous area. Early examples of this method include Taito's 1974 vertical-scrolling racing video game Speed Race,[481] and Sega's 1976 forward-scrolling racing games Road Race[482] and Moto-Cross[365] (Fonz).[366]
Scrolling platformer
The first platform game to use scrolling graphics was Jump Bug (1981), a simple platform-shooter developed by Alpha Denshi.[483] In August 1982, Taito released Jungle King,[484] which featured scrolling jump and run sequences that had players hopping over obstacles. Namco took the scrolling platformer a step further with the 1984 release Pac-Land. Pac-Land came after the genre had a few years to develop, and was an evolution of earlier platform games, aspiring to be more than a simple game of hurdle jumping, like some of its predecessors.[485] It closely resembled later scrolling platformers like Wonder Boy and Super Mario Bros. and was probably a direct influence on them. It also had multi-layered parallax scrolling.[486][487]
Shoot 'em up
Space Invaders is frequently cited as the "first" or "original" in the genre.[488][489] Space Invaders pitted the player against multiple enemies descending from the top of the screen at a constantly increasing speed.[489] As with subsequent shoot 'em ups of the time, the game was set in space as the available technology only permitted a black background. The game also introduced the idea of giving the player a number of "lives". Space Invaders was a massive commercial success, causing a coin shortage in Japan.[490][491] The following year, Namco's Galaxian took the genre further with more complex enemy patterns and richer graphics.[488][492]
Side-scrolling video game
Sega's Bomber was a side-scrolling shooter video game released for arcades in April 1977.[493][494] Side-scrolling was later popularized by side-scrolling shoot 'em ups in the early 1980s. Scramble, released by Konami in early 1981, had continuous scrolling in a single direction and was the first side‑scroller with multiple distinct levels.[488]
Soulslike
A subgenre of action role-playing and action-adventure games that originate from FromSoftware's Demon's Souls in 2009.[495][496]
Speech synthesis
In 1980, the first known video game to feature speech synthesis was released: Sunsoft's shoot 'em up game Stratovox.[497]
Sprite scaling
Interceptor, a first-person combat flight simulator designed by Taito's Tomohiro Nishikado,[198] was first demonstrated in 1975,[199] before releasing in March 1976.[200] The game used a form of pseudo-3D sprite object scaling to create the illusion of 3D space.[201] In February 1976, Sega released the arcade video game Road Race,[202] which featured a three-dimensional perspective view with sprite scaling.[203][204]
Stealth game
The first stealth-based videogame was Hiroshi Suzuki's Manbiki Shounen (1979). The first commercially successful stealth game was Hideo Kojima's Metal Gear (1987), the first in the Metal Gear series. It was followed by Metal Gear 2: Solid Snake (1990) which significantly expanded the genre, and then Metal Gear Solid (1998).
Stereoscopic video game
Sega released the world's first commercial stereoscopic video game, SubRoc-3D, in 1982.[498][499] This arcade game introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic).[500] In 1983, the first model of the TomyTronic series of gaming laptop LCD game & watch-type stereoscopic 3D was released by Takara Tomy.[501]
Strafing
Star Cruiser (1988) by Arsys Software was an early first-person shooter with strafing controls, considered to be ahead of its time.[479] Taito's Gun Buster (1992) was an early arcade first-person shooter with strafing controls, considered revolutionary for its time.[502]
Survival game
Survival scenarios can be found in classic arcade action games (such as Space Invaders in 1978 and Pac-Man in 1980) and survival horror games (such as Resident Evil in 1996).[503] Nihon Falcom's Panorama Toh (1983) introduced survival mechanics,[194] with the need to survive by finding and consuming rations to restore hit points lost with each normal action.[281] Hydlide 3: The Space Memories (1987) introduced an in-game clock with a need to sleep and eat.[346] An early example of the survival game genre is the SNES game SOS (1993), developed by Human Entertainment.[504]
Survival horror
The earliest survival horror game was Nostromo, developed by Akira Takiguchi (a Tokyo University student and Taito contractor) for the PET 2001 and published by ASCII for the PC-6001 in 1981.[505] The term survival horror was coined by Capcom's Resident Evil (1996), which defined the genre.[506][507] It was inspired by Capcom's earlier horror game Sweet Home (1989).[508]
Tactical role-playing game
Koei's The Dragon and Princess (1982) is considered a precursor to the tactical RPG genre. It used a combat system where, following a random encounter, the game transitioned to a separate, graphical, overhead battle screen with tactical turn-based combat.[509][510] Bokosuka Wars (1983), developed by Koji Sumii, laid the foundations for the tactical RPG genre with its blend of RPG and strategy game elements.[511]
Texture filtering
The Sega Model 2 arcade system introduced the use of 3D texture filtering with Daytona USA,[512] which debuted at Tokyo's Amusement Machine Show in August 1993.[513][514]
Texture mapping
In 1992,[369] Namco debuted the racing game called SimRoad[370] (also called SimDrive)[369][371] for the Namco System 22 arcade board.[371] Its 3D polygon graphics introduced the use of texture mapping.[515] It had a limited Japanese release in 1992.[371] It served as a prototype for Ridge Racer (1993),[371] the first mass-market 3D polygon video game with texture mapping.[516][517][518]
Tile-based video game
The tile-map model was introduced to video games by Namco's arcade game Galaxian (1979), which ran on the Namco Galaxian arcade system board, capable of displaying multiple colors per tile as well as scrolling. It used a tile size of 8×8 pixels, which since became the most common tile size used in video games.[519]
Third-person shooter
Early arcade shooters with a pseudo-3D third-person perspective include Nintendo's Radar Scope (1979),[520] Sega's Buck Rogers: Planet of Zoom (1982)[469][470] and Space Harrier (1985),[521] Nihon Bussan's Tube Panic (1983),[522] and Square's 3-D WorldRunner (1987)[523] and JJ (1987).[524] Konami's run & gun shooter Contra (1987) featured several pseudo-3D TPS levels where the player trudges through indoor enemy bases.[525] Konami's Devastators (1988)[526] is a pseudo-3D TPS,[527] featuring obstacles that could be used to take cover from enemy fire.[526] Sega's Last Survivor (1988), an arcade TPS, featured free-roaming movement and eight-player deathmatch.[528]
Vertically scrolling video game
The first vertically scrolling video game was Taito's Speed Race, released in November 1974.[529]
Video game mascot
Pac-Man, who debuted in Namco's 1980 arcade game Pac-Man, is recognized as the first video game mascot.[244]
Video game music
An early example of video game music was the opening chiptune in Tomohiro Nishikado's Gun Fight (1975).[530] The first game to use a continuous background soundtrack was Tomohiro Nishikado's Space Invaders, released by Taito in 1978.[480] The first video game to feature continuous, melodic background music was Rally-X, released by Namco in 1980.[497]
Visual novel
The visual novel genre is a type of interactive fiction developed in Japan in the early 1990s. As the name suggests, visual novels typically have limited interactivity, as most player interaction is restricted to clicking text and graphics.[531]

Sciences

[edit]

Atmospheric science

[edit]
Downburst
Downbursts, strong ground-level wind systems that emanate from a point above and blow radially, were discovered by Ted Fujita.[532]
Fujita scale
The first scale designed to measure tornado intensity, the Fujita scale, was first introduced by Ted Fujita (in collaboration with Allen Pearson) in 1971. The scale was widely adopted throughout the world until the development of the Enhanced Fujita scale.[533]
Fujiwhara effect
The Fujiwhara effect is an atmospheric phenomenon where two nearby cyclonic vortices orbit each other and close the distance between the circulations of their corresponding low-pressure areas. The effect was first described by Sakuhei Fujiwhara in 1921.[534]
Jet stream
Jet streams were first discovered by Japanese meteorologist Wasaburo Oishi by tracking ceiling balloons. However, Oishi's work largely went unnoticed outside Japan because it was published in Esperanto.[535][536]
Microburst
The microburst was first discovered and identified as a small scale downburst affecting an area 4 km (2.5 mi) in diameter or less by Ted Fujita in 1974. Microbursts are recognized as capable of generating wind speeds higher than 270 km/h (170 mph). In addition, Fujita also discovered macrobursts and classified them as downbursts larger than 4 km (2.5 mi).[532]

Chemistry and biomedical

[edit]
Image from "Surgical Casebook" (Kishitsu geryō zukan) by Hanaoka Seishu
Agar
Agar was discovered in Japan around 1658 by Mino Tarōzaemon.[537]
Aspergillus oryzae
The genome for Aspergillus oryzae was sequenced and released by a consortium of Japanese biotechnology companies,[538] in late 2005.[539]
CRISPR
Yoshizumi Ishino discovered CRISPR in 1987.[540]
Dementia with Lewy bodies
First described in 1976 by psychiatrist Kenji Kosaka.[541] Kosaka was awarded the Asahi Prize in 2013 for his discovery.[542]
Ephedrine synthesis
Ephedrine in its natural form, known as má huáng (麻黄) in traditional Chinese medicine, had been documented in China since the Han dynasty.[543] However, it was not until 1885 that the chemical synthesis of ephedrine was first accomplished by Japanese organic chemist Nagai Nagayoshi.
Epinephrine (Adrenaline)
Japanese chemist Jōkichi Takamine and his assistant Keizo Uenaka first discovered epinephrine in 1900.[544][545] In 1901 Takamine successfully isolated and purified the hormone from the adrenal glands of sheep and oxen.[546]
Esophagogastroduodenoscope
Mutsuo Sugiura was a Japanese engineer famous for being the first to develop a Gastro-camera (a present-day Esophagogastroduodenoscope). His story was illustrated in the NHK TV documentary feature, "Project X: Challengers: The Development of a Gastro-camera Wholly Made in Japan". Sugiura graduated from Tokyo Polytechnic University in 1938 and then joined Olympus Corporation. While working at this company, he first developed an esophagogastroduodenoscope in 1950.
Frontier molecular orbital theory
Kenichi Fukui developed and published a paper on Frontier molecular orbital theory in 1952.[547]
General anesthesia
Hanaoka Seishū was the first surgeon in the world who used the general anaesthesia in surgery, in 1804, and who dared to operate on cancers of the breast and oropharynx, to remove necrotic bone, and to perform amputations of the extremities in Japan.[548]
Immunoglobulin E (IgE)
Immunoglobulin E is a type of antibody only found in mammals. IgE was simultaneously discovered in 1966-7 by two independent groups:[549] Kimishige Ishizaka's team at the Children's Asthma Research Institute and Hospital in Denver, Colorado,[550] and by Gunnar Johansson and Hans Bennich in Uppsala, Sweden.[551] Their joint paper was published in April 1969.[552]
Induced pluripotent stem cell
The induced pluripotent stem cell (iPSCs) is a kind of pluripotent stem cell which can be created using a mature cell. iPSCs technology was developed by Shinya Yamanaka and his lab workers in 2006.[553]
Methamphetamine
Chemical structure of methamphetamine
Methamphetamine was first synthesized from ephedrine in Japan in 1894 by chemist Nagayoshi Nagai.[554] In 1919, methamphetamine hydrochloride was synthesized by pharmacologist Akira Ogata.[555]
Nihonium
Element 113. Named after Nihon, the local name for Japan.
Okazaki fragment
Okazaki fragments are short, newly synthesized DNA fragments that are formed on the lagging template strand during DNA replication. They are complementary to the lagging template strand, together forming short double-stranded DNA sections. A series of experiments led to the discovery of Okazaki fragments. The experiments were conducted during the 1960s by Reiji Okazaki, Tsuneko Okazaki, Kiwako Sakabe, and their colleagues during their research on DNA replication of Escherichia coli.[556] In 1966, Kiwako Sakabe and Reiji Okazaki first showed that DNA replication was a discontinuous process involving fragments.[557] The fragments were further investigated by the researchers and their colleagues through their research including the study on bacteriophage DNA replication in Escherichia coli.[558][559]
Photocatalysis
Akira Fujishima discovered photocatalysis occurring on the surface of titanium dioxide in 1967.[560]
Pulse oximetry
Pulse oximetry was developed in 1972, by Takuo Aoyagi and Michio Kishi, bioengineers, at Nihon Kohden using the ratio of red to infrared light absorption of pulsating components at the measuring site. Susumu Nakajima, a surgeon, and his associates first tested the device in patients, reporting it in 1975.[561]
Portable electrocardiograph
Taro Takemi built the first portable electrocardiograph in 1937.[562]
Statin
The statin class of drugs was first discovered by Akira Endo, a Japanese biochemist working for the pharmaceutical company Sankyo. Mevastatin was the first discovered member of the statin class.[563]
Takadiastase
A form of diastase which results from the growth, development and nutrition of a distinct microscopic fungus known as Aspergillus oryzae. Jōkichi Takamine developed the method first used for its extraction in the late 19th century.[564]
Thiamine (Vitamin B1)
Thiamine was the first of the water-soluble vitamins to be described,[565] leading to the discovery of more such trace compounds essential for survival and to the notion of vitamin. It was not until 1884 that Kanehiro Takaki (1849–1920) attributed beriberi to insufficient nitrogen intake (protein deficiency). In 1910, Japanese scientist Umetaro Suzuki succeeded in extracting a water-soluble complex of micronutrients from rice bran and named it aberic acid. He published this discovery in a Japanese scientific journal.[566] The Polish biochemist Kazimierz Funk later proposed the complex be named "Vitamine" (a portmanteau of "vital amine") in 1912.[567]
Urushiol
Urushiol, a mixture of alkyl catechols, was discovered by Rikou Majima. Majima also discovered that Urushiol was an allergen which gave members of the genus Toxicodendron, such as poison ivy and poison oak, their skin-irritating properties.[568]
Vectorcardiography
Taro Takemi invented the vectorcardiograph in 1939.[562]

Mathematics

[edit]
A page from Seki Kōwa's Katsuyo Sampo (1712), tabulating binomial coefficients and Bernoulli numbers
Bernoulli number
Studied by Seki Kōwa and published after his death, in 1712. Jacob Bernoulli independently developed the concept in the same period, though his work was published a year later.[569][570][571]
Calculus
Seki Takakazu founded Enri ("circle principles"), a mathematical system with the same purpose as calculus at a similar time to the development of calculus in Europe.[572] Mathematicians like Takebe Katahiro played an important role in developing Enri, an analog to the Western calculus.[573] He obtained power series expansion of in 1722, 15 years earlier than Euler.[574]
Determinant
In Japan, determinants were introduced to study elimination of variables in systems of higher-order algebraic equations. They used it to give shorthand representation for the resultant. The determinant as an independent function was first studied by Seki Kōwa in 1683.[571][575]
Elimination theory
In 1683 (Kai-Fukudai-no-Hō), Seki Kōwa came up with elimination theory, based on resultant.[575] To express resultant, he developed the notion of determinant.[575]
Hironaka's example
Hironaka's example is a non-Kähler complex manifold that is a deformation of Kähler manifolds discovered by Heisuke Hironaka.[576]
Itô calculus
Developed by Kiyosi Itô throughout the 20th century, Itô calculus extends calculus to stochastic processes such as Brownian motion (Wiener process). Its basic concept is the Itô integral, and among the most important results is a change of variable formula known as Itô's lemma. Itô calculus is widely applied in various fields, but is perhaps best known for its use in mathematical finance.[577]
Iwasawa theory and the Main conjecture of Iwasawa theory
Initially created by Kenkichi Iwasawa, Iwasawa theory was originally developed as a Galois module theory of ideal class groups. The main conjecture of Iwasawa theory is a deep relationship between p-adic L-functions and ideal class groups of cyclotomic fields, proved by Iwasawa[578] for primes satisfying the Kummer–Vandiver conjecture and proved for all primes by Mazur and Wiles.[579][580]
Japanese theorem for cyclic quadrilaterals
In geometry, the Japanese theorem states that the centers of the incircles of certain triangles inside a cyclic quadrilateral are vertices of a rectangle. It was originally stated on a sangaku tablet on a temple in Yamagata prefecture, Japan, in 1880.[581]
Japanese theorem for cyclic polygons
In geometry, the Japanese theorem states that no matter how one triangulates a cyclic polygon, the sum of inradii of triangles is constant.[582] This result comes from a sangaku tablet in Yamagata prefecture dated 1800.[581]
Resultant
In 1683 (Kai-Fukudai-no-Hō), Seki Kōwa came up with elimination theory, based on resultant. To express resultant, he developed the notion of determinant.[575]
Richardson extrapolation
Takebe Katahiro used Richardson extrapolation in 1695, about 200 years earlier than Richardson.[574]
Sangaku
Japanese geometrical puzzles in Euclidean geometry on wooden tablets created during the Edo period (1603–1867) by members of all social classes. The Dutch Japanologist Isaac Titsingh first introduced sangaku to the West when he returned to Europe in the late 1790s after more than twenty years in the Far East.[583]
Soddy's hexlet
Irisawa Shintarō Hiroatsu analyzed Soddy's hexlet in a Sangaku in 1822 and was the first person to do so.[584]
Takagi existence theorem
Takagi existence theorem was developed by Teiji Takagi in isolation during World War I. He presented it at the International Congress of Mathematicians in 1920.[585]
Two-valued Boolean algebra
From 1934 to 1936, NEC engineer Akira Nakashima introduced switching circuit theory in a series of papers showing that two-valued Boolean algebra, which he discovered independently, can describe the operation of switching circuits.[586][587][588][589]

Physics

[edit]
Cabibbo–Kobayashi–Maskawa matrix
Building off the work of Nicola Cabibbo, Makoto Kobayashi and Toshihide Maskawa introduced the Cabibbo–Kobayashi–Maskawa matrix which introduced for three generations of quarks. In 2008, Kobayashi and Maskawa shared one half of the Nobel Prize in Physics "for the discovery of the origin of the broken symmetry which predicts the existence of at least three families of quarks in nature".[590]
Nagaoka model (first Saturnian model of the atom)
In 1904, Hantaro Nagaoka proposed the first planetary model of the atom as an alternative to J. J. Thomson's plum pudding model. Ernest Rutherford and Niels Bohr would later develop the more viable Bohr model in 1913.[591]
Quantum tunnelling
In 1957, Leo Esaki demonstrated tunneling of electrons over a few nanometer wide barrier in a semiconductor structure and developed a diode based on tunnel effect.[592] In 1960, following Esaki's work, Ivar Giaever showed experimentally that tunnelling also took place in superconductors. The tunnelling spectrum gave direct evidence of the superconducting energy gap. In 1962, Brian Josephson predicted the tunneling of superconducting Cooper pairs. Esaki, Giaever and Josephson shared the 1973 Nobel Prize in Physics for their works on quantum tunneling in solids.[593][594]
Sakata model
The Sakata model was a precursor to the quark model proposed by Shoichi Sakata in 1956.[595][596]

Technology

[edit]
445–450 nm blue laser (middle)
Artificial snowflake
The first artificial snowflake was created by Ukichiro Nakaya in 1936, three years after his first attempt.[597]
Blue laser
In 1992 Japanese inventor Shuji Nakamura invented the first efficient blue LED.[598]
Digital microscope
Japanese company Hirox created the first ever digital microscope. A variation of a traditional microscope using optics and a digital camera to output an image to a monitor.
Double-coil bulb
In 1921, Junichi Miura created the first double-coil bulb using a coiled coil tungsten filament while working for Hakunetsusha (a predecessor of Toshiba). At the time, machinery to mass-produce coiled coil filaments did not exist. Hakunetsusha developed a method to mass-produce coiled coil filaments by 1936.[599]
KS steel
Magnetic resistant steel that is three times more resistant than tungsten steel, invented by Kotaro Honda.[600]
MKM steel
MKM steel, an alloy containing nickel and aluminum, was developed in 1931 by the Japanese metallurgist Tokuhichi Mishima.[601][602]
Nanotechnology
Japanese scientist Norio Taniguchi of Tokyo University of Science was the first to use the term "nano-technology" in a 1974 conference,[603] to describe semiconductor processes such as thin film deposition and ion beam milling exhibiting characteristic control on the order of a nanometer. His definition was, "'Nano-technology' mainly consists of the processing of, separation, consolidation, and deformation of materials by one atom or one molecule."[604][605][606] Nanoelectronic devices have critical dimensions with a size range between 1 nm and 100 nm.[607] 16 nm PMOS process was demonstrated by NEC's research team including Hisao Kawaura, Toshitsugu Sakamoto and Toshio Baba in September 1996.[608]
Neodymium magnet
Neodymium magnets were invented independently in 1982 by General Motors (GM) and Sumitomo Special Metals.[609]
QR code for the URL of the English Wikipedia mobile main page
QR code
The QR code, a type of matrix barcode, was invented by Denso Wave in 1994.[610]
Tactile paving
The original tactile paving was developed by Seiichi Miyake in 1965.[611] The paving was first introduced in a street in Okayama city, Japan, in 1967. Its use gradually spread in Japan and then around the world.
Washi
By the 7th century, paper had been introduced to Japan from China via the Korean Peninsula, and the Japanese developed washi by improving the method of making paper in the Heian period. The paper making technique developed in Japan around 805 to 809 was called nagashi-suki (流し漉き), a method of adding mucilage to the process of the conventional tame-suki (溜め漉き) technique to form a stronger layer of paper fibers.[23][24][25]

Audio technology

[edit]
Sony Discman D121
ADPCM sound chip
Oki Electric Industry introduced an adaptive differential pulse-code modulation (ADPCM) sound chip, the Oki MSM5205, in 1982.[612] It was used for various arcade system boards (including the Irem M-52,[613] Data East Z80,[614] and Capcom 68000)[615] as well as NEC's PC Engine CD-ROM² (TurboGrafx-CD) game console.
Bass synthesizersequencer
The first bass synthesizer with a sequencer was the Firstman SQ-01.[616][617] It was originally released in 1980 by Hillwood/Firstman, a Japanese synthesizer company founded in 1972 by Kazuo Morioka (who later worked for Akai in the early 1980s), and was then released by Multivox for North America in 1981.[618][619][620] A particularly influential bass synthesizer was the Roland TB-303.[621] Released in late 1981, it featured a built-in sequencer and later became strongly associated with acid house music.[622]
Bit Rate Reduction
Bit Rate Reduction (BRR) is an audio compression method developed by Sony and used on their SPC700 sound coprocessor in the Super Nintendo Entertainment System, as well as the audio processors of the Philips CD-i, Sony PlayStation, and Apple Macintosh Quadra series.[623]
Commercial digital recording
Commercial digital recording was pioneered in Japan by NHK and Nippon Columbia, also known as Denon, in the 1960s. The first commercial digital recordings were released in 1971.[624]
CV/gate
This method was widely used in the epoch of analog modular synthesizers and CV/Gate music sequencers, since the introduction of the Roland MC-8 Microcomposer in 1977 through to the 1980s.[625]
Digital Control Bus
DCB was a proprietary data interchange interface by Roland Corporation, developed in 1981[626] and introduced in 1982 in their Roland Juno-60 and Roland Jupiter-8 products.[626]
Digital piano
Yamaha released the first digital pianos in the early 1980s,[627] including the Yamaha GS-1 in 1980[628] and the Clavinova series which debuted in 1983.[627]
Digital synthesizer
Yamaha built the first prototype digital synthesizer in 1974.[629] Released in 1979,[630] the Casio VL-1 was the first low budget digital synthesizer.[631] Introduced in 1983, the Yamaha DX7 was the breakthrough digital synthesizer to have a major impact, both innovative and affordable, and thus spelling the decline of analog synthesizers.[632]
DIN sync
It was introduced by Roland Corporation for the synchronization of music sequencers, drum machines, synthesizers, and other devices, as part of the Digital Control Bus (DCB) protocol. It was introduced in 1980 with the Roland TR-808, followed by other Roland equipment in 1981, including the CR-8000, TR-606, TB-303 and EP-6060. It was the basis for the MIDI interface, released in 1983, which eventually superseded it.[633]
Direct-drive turntable
Invented by Shuichi Obata, an engineer at Matsushita (now Panasonic),[634] based in Osaka.[635] In 1969, Matsushita released it as the SP-10, the first in their influential Technics series of turntables.[636] The Technics SL-1100, released in 1971, was adopted by early hip hop DJs for turntablism,[636] and the SL-1200 is still widely used by dance and hip hop DJs.[635]
FM synthesis sound chip
Yamaha introduced FM synthesis sound chips in 1983: the YM2128 (OPS) and YM2129 (EGS) chipset,[637][638][639] used in various Yamaha digital synthesizers (DX7, DX1, DX5, DX9,[640][641] TX7, TX216, TX416, TX816),[642] and the Yamaha YM2151 (OPM) chip,[643][644][645] used in various arcade systems, Sharp X1 and X68000 computers, MSX (CX5M, Yamaha SFG-01 and SFG-05 FM Sound Synthesizer Unit), and several Yamaha digital synthesizers (DX21, DX27, DX100).
FM synthesizer
Yamaha engineers adapted John Chowning's frequency modulation synthesis (FM synthesis) algorithm for use in a commercial digital synthesizer, adding improvements such as the "key scaling" method to avoid the introduction of distortion that normally occurred in analog systems during frequency modulation.[646] In the 1970s, Yamaha were granted a number of patents, under the company's former name "Nippon Gakki Seizo Kabushiki Kaisha", evolving Chowning's work.[647] Yamaha built the first prototype FM digital synthesizer in 1974.[648] Yamaha eventually commercialized FM synthesis technology with the Yamaha GS-1, the first commercial FM digital synthesizer, released in 1980.[649]
Fully programmable drum machine
The Roland TR-808, also known as the 808, introduced by Roland in 1980, was the first fully programmable drum machine. It was the first drum machine with the ability to program an entire percussion track from beginning to end, complete with breaks and rolls.[650] Created by Ikutaro Kakehashi, the 808 has been fundamental to hip hop music and electronic dance music since the 1980s,[651] making it one of the most influential inventions in popular music.[652][653]
High-resolution delta-sigma modulation
In 1999, Sharp Corporation introduced the first 1-bit amplifier utilizing 2.8 MHz high-resolution sampling with 7th order delta-sigma modulation.[654][655]
Karaoke
There are various disputes about who first invented the name karaoke (a Japanese word meaning "empty orchestra"). One claim is that the karaoke styled machine was invented by Japanese musician Daisuke Inoue[656] in Kobe, Japan, in 1971.[657][658]
Linear arithmetic synthesis
LA synthesis is a type of sound synthesis invented by Roland Corporation when they released the Roland D-50 synthesizer in April 1987.[659]
Linear predictive coding
The origins of linear predictive coding (LPC) date back to the work of Fumitada Itakura (Nagoya University) and Shuzo Saito (Nippon Telegraph and Telephone) in 1966.[660]
Line spectral pairs
LSP representation was developed by Fumitada Itakura,[661] at Nippon Telegraph and Telephone (NTT) in 1975.[662] From 1975 to 1981, he studied problems in speech analysis and synthesis based on the LSP method.[663] In 1980, his team developed an LSP-based speech synthesizer chip. LSP is an important technology for speech synthesis and coding, and in the 1990s was adopted by almost all international speech coding standards as an essential component, contributing to the enhancement of digital speech communication over mobile channels and the internet worldwide.[662]
Microprocessor drum machine
In 1978, Roland released the Roland CR-78, the first microprocessor-based programmable rhythm machine.[664] It was the first drum machine with which users could write, save and replay their own patterns.[665]
Microprocessor music sequencer
In 1977, Roland Corporation released the MC-8 MicroComposer. It was an early stand-alone, microprocessor-based, digital CV/gate sequencer.[666][667]
MIDI
Ikutaro Kakehashi, president of Roland, proposed developing a standardized means of synchronizing electronic musical instruments in June 1981.[668] Using Roland's Digital Control Bus (DCB) as a basis,[669] the standard was discussed and modified by representatives of Roland, Yamaha, Korg, Kawai, and Sequential Circuits.[668][670] The MIDI specification was published in August 1983.[668] Kakehashi received a Technical Grammy Award in 2013.[671][672][673]
MIDI drum machine
In 1983, the first MIDI drum machine was the Roland TR-909.[674][675]
MIDI music sequencer
In 1983, the first MIDI music sequencer was the Roland MSQ-700.[676]
MIDI sound card
The spread of MIDI on home computers was largely facilitated by Roland Corporation's MPU-401, released in 1984, as the first MIDI-equipped sound card, capable of MIDI sound processing and sequencing.[677][678] It established a universal standard MIDI-to-PC interface.[679]
MIDI synthesizer
In 1983, the first MIDI synthesizers were the Roland Jupiter-6 and Prophet 600.[674]
Music computer
The Yamaha CX5M, based on the MSX standard and introduced in 1983, had a built-in FM synthesis sound module.[680][681] It was the first dedicated music computer.[682][683]
Music Macro Language
The first commands for classical MML appeared on the Sharp MZ-80K computer.[684] Made by Sharp Corporation in 1978.[685]
PCM digital sampler
In 1981, Toshiba introduced the LMD-649, an early digital sampler that played and recorded high quality pulse-code modulation (PCM) samples at 12-bit audio depth and 50 kHz sample rate, stored in 128 KB DRAM.[686] The engineer Kenji Murata created it for Yellow Magic Orchestra, who used it for extensive sampling and loops in their 1981 album Technodelic.[687]
Perceptual coding
Perceptual coding was first used for speech coding compression, with linear predictive coding (LPC).[688] Initial concepts for LPC date back to the work of Fumitada Itakura (Nagoya University) and Shuzo Saito (Nippon Telegraph and Telephone) in 1966.[660]
Phaser effects pedal
In 1968, Shin-ei's Uni-Vibe effects pedal, designed by audio engineer Fumio Mieda, incorporated phase shift and chorus effects, soon becoming favorite effects of guitarists such as Jimi Hendrix and Robin Trower.[689]
Physical modelling synthesis
The first commercially available physical modelling synthesizer was Yamaha's VL-1 in 1994.[690]
Polyphonic digital sequencer
In 1977, Roland released the MC-8 MicroComposer.[666][667] It was an early polyphonic digital sequencer.[691][692]
Polyphonic string synthesizer
Roland Corporation released early polyphonic string synthesizers, RS-101 in 1975 and RS-202 in 1976.[693][620]
Polyphonic synthesizer with digital keyboard scanning
In the early 1970s, polyphonic synthesizers with voice allocation technology and digital keyboard scanning was developed by Yamaha.[694] The Yamaha GX-1 (1973) used voice allocation technology, which was used to assign the limited 8-voices per manual into the notes.[694]
Portable CD player
Sony's Discman, released in 1984, was the first portable CD player.[695]
Ringtone
In September 1996, IDO sold Digital Minimo D319 by Denso. It was the first mobile phone where a user could input an original melody, rather than having to use preloaded melodies. These phones proved to be popular in Japan.[696]
Sampled loops
Namco's 1980 arcade game Rally-X was the first video game soundtrack to use sampled loops.[480] The use of pre-recorded, digitally-sampled loops in popular music dates back to Japanese band Yellow Magic Orchestra,[697] who released the first album to feature mostly samples and loops, 1981's Technodelic.[698] It was a precursor to the contemporary approach of constructing music by cutting fragments of sounds and looping them using computer technology.[699]
Sound module
In 1983, the Yamaha SFG-01 sound module introduced FM synthesis and MIDI sequencing to MSX computers.[680][681] The same year in 1983, the Roland CMU-800 sound module introduced music synthesis and sequencing to PC, Apple II and Commodore 64 computers.[700][701]
Speech coding
The most widely used speech coding algorithms are based on linear predictive coding (LPC).[702] The origins of LPC date back to the work of Fumitada Itakura (Nagoya University) and Shuzo Saito (Nippon Telegraph and Telephone) in 1966.[660]
Vowel-Consonant synthesis
A type of hybrid Digital-analogue synthesis first employed by the early Casiotone keyboards in the early 1980s.
Walkman
In March 1979, at the request of Masaru Ibuka, Sony's audio department developed a prototype. Sony, under the leadership of Akio Morita, began to launch the Walkman in July 1979. Morita positioned Walkman in the youth market and created a headset culture. In February 1980, he began to sell Walkman to the world.[703]
Wavetable synthesis sound chip
Namco developed the Namco WSG (Waveform Sound Generator), a wavetable synthesis sound chip introduced in 1980 and used in several Namco arcade system boards, including the Namco Pac-Man and Namco Galaga systems.[704][705]

Batteries

[edit]
Lithium-ion battery
Akira Yoshino invented the modern li-ion battery in 1985. In 1991, Sony and Asahi Kasei released the first commercial lithium-ion battery using Yoshino's design.[706]
Dry cell
The world's first dry-battery was invented in Japan during the Meiji Era. The inventor was Sakizou Yai. The company Yai founded no longer exists[707]

Calculators

[edit]
All-electric compact calculator
In 1957, Casio released the Model 14-A,[708] the first all-electric compact calculator, which was based on relay technology.[709]
All-transistor desktop calculator
In 1964, Sharp Corporation's CS-10A was the first all-transistor-diode electronic desktop calculator.[710][711]
Graphing calculator
Casio produced the first commercially available graphing calculator in 1985. Sharp produced its first graphing calculator in 1986.[712]
Integrated circuit calculator
Between 1964 and 1966, Sharp Corporation developed the CS-31A, the first electronic calculator incorporating integrated circuit (IC) chips.[711][713]
LCD calculator
Busicom's Handy-LC, announced in 1971, was the first calculator with a liquid-crystal display (LCD), but it was never sold commercially.[714] Sharp Corporation's EL-805, released in 1973, was the first LCD pocket calculator to be sold commercially.[715][654][711] It has been recognized on the list of IEEE Milestones.[716]
LED calculator
Busicom's LE-120A (Handy-LE) and LE-120S (Handy), released in 1971, were the first calculators to use LED displays.[714]
LSI calculator
Sharp Corporation's QT-8D Micro Compet, released in 1969, was the first calculator to use large-scale integration (LSI) metal–oxide–semiconductor (MOS) chips.[717][716][654]
Microprocessor calculator
Busicom's 141-PF, released in 1971, was the first calculator to use a microprocessor, the Intel 4004.[718] It was the first commercial product to use a microprocessor.[719]
Pocket calculator
The first portable calculators appeared in Japan in 1970, and were soon marketed around the world. These included the Sanyo ICC-0081 "Mini Calculator", the Canon Pocketronic, and the Sharp QT-8B "micro Compet". Sharp put in great efforts in size and power reduction and introduced in January 1971 the Sharp EL-8, also marketed as the Facit 1111, which was close to being a pocket calculator. It weighed about one pound, had a vacuum fluorescent display, and rechargeable NiCad batteries. The first truly pocket-sized electronic calculator was the Busicom LE-120A "HANDY", which was marketed early in 1971.[720]
Soroban
The soroban is an abacus developed in Japan. It is derived from the ancient Chinese suanpan, imported to Japan in the 14th century.[721]

Camera technology

[edit]
Active-pixel sensor
The MOS active-pixel image sensor was developed as the charge modulation device (CMD) by Olympus in Japan during the mid-1980s.[722][723] The first MOS APS was fabricated by Tsutomu Nakamura's team at Olympus in 1985. The term active pixel sensor (APS) was coined by Nakamura while working on the CMD active-pixel sensor at Olympus.[724]
Camcorder
In 1983, Sony released the first camcorder, the Betacam system, for professional use.[725] Sony released the first consumer camcorder in 1983, the Betamovie BMC-100P.[725]
Camera phone
The world's first camera phone (it also had a real-time-video-call functionality. It could send an email with a picture), the VP-210, was developed by Kyocera in 1999.[726]
Digital 3D stereo camera
The Fujifilm FinePix Real 3D from Fujifilm was the first digital 3D stereoscopic camera, released in 2009.[727]
Digital single-lens reflex camera
On August 25, 1981 Sony unveiled a prototype of the first still video camera, the Sony Mavica. This camera was an analog electronic camera that featured interchangeable lenses and a SLR viewfinder. At photokina in 1986, Nikon revealed a prototype analog electronic still SLR camera, the Nikon SVC, the first digital SLR. The prototype body shared many features with the N8008.[728]
Electronic news gathering
Sony's Portapak led to the development of electronic news gathering (ENG) in the late 1960s.[729] When the Portapak video camera was introduced in 1967,[730] it was a new method of video recording, forever shifting ENG.[729] In 1972, Ikegami Tsushinki introduced the HL-33, the first compact handheld color video camera for ENG.[731]
Front-facing camera
Perhaps the first front-facing camera on a hand-held device was the Game Boy Camera, released in Japan in February 1998. The 180°-swivel camera was specifically marketed to allow users to take self-portraits.[732] The first front-facing camera phone was the Kyocera Visual Phone VP-210, released in May 1999.[733] It was called a "mobile videophone" at the time.[734] It stored JPEG images, which could be sent over e-mail or the Personal Handy-phone System (PHS) wireless cellular network.[733]
Handheld TV camera
Ikegami Tsushinki introduced the first portable 4 1/2-inch Image Orthicon tube hand-held TV camera.[735] The camera made its debut in the United States in February 1962, when CBS used it to document the launching of NASA's Friendship 7, its first crewed space mission to orbit the Earth.[735]
Portapak
In 1967, Sony unveiled the first self-contained video tape analog recording system that was portable.[736]
Selfie stick
The 1983 Minolta Disc-7 camera had a convex mirror on its front to allow the composition of self-portraits, and its packaging showed the camera mounted on a stick while used for such a purpose.[737] A "telescopic extender" for compact handheld cameras was patented by Ueda Hiroshi and Mima Yujiro in 1983,[738] and a selfie stick was featured in a 1995 book of 101 Un-Useless Japanese Inventions.[739]

Chindōgu

[edit]

Chindōgu is the Japanese art of inventing ingenious everyday gadgets that, on the face of it, seem like an ideal solution to a particular problem. However, Chindōgu has a distinctive feature: anyone actually attempting to use one of these inventions would find that it causes so many new problems, or such significant social embarrassment, that effectively it has no utility whatsoever. Thus, Chindōgu are sometimes described as "unuseless" – that is, they cannot be regarded as 'useless' in an absolute sense, since they do actually solve a problem; however, in practical terms, they cannot positively be called "useful." The term "Chindōgu" was coined by Kenji Kawakami.

Computing technology

[edit]
Fiber-optic communication
While working at Tohoku University, Jun-ichi Nishizawa proposed the use of optical fibers for optical communication, in 1963.[740] Nishizawa invented other technologies that contributed to the development of optical fiber communications, such as the graded-index optical fiber as a channel for transmitting light from semiconductor lasers.[741][742] Izuo Hayashi's invention of the continuous wave semiconductor laser in 1970 led directly to light sources in fiber-optic communication, commercialized by Japanese entrepreneurs.[743]
Fifth generation computer
Fifth Generation Computer Systems (FGCS) was a 10-year initiative launched in 1982 by Japan's Ministry of International Trade and Industry (MITI) to develop computers based on massively parallel computing and logic programming. The project made major contributions in computing, in particular eliminating bottlenecks in parallel processing software and the realization of intelligent interactive processing based on large knowledge bases.[744]
Glass CPU
Shunpei Yamazaki invented an integrated circuit made entirely from glass and with an 8-bit central processing unit.[745]
Graphics card
The Namco Galaxian arcade system in 1979 used specialized graphics hardware that supported RGB color, multi-colored sprites, and tilemap backgrounds.[746] The NEC μPD7220 was the first implementation of a PC graphics display processor as a single LSI chip. This enabled the design of low-cost, high-performance video graphics cards.[747] In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for PC. It could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards during the late 1980s.[748]
Graphics processing unit
A specialized barrel shifter circuit chip, Fujitsu MB14221/MB14241, helped the CPU animate the framebuffer graphics for various 1970s arcade video games from Taito and Midway.[749] The NEC μPD7220 was the first implementation of a PC graphics display processor as a single LSI chip.[747] In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for PC. It could display up to 4K resolution when in monochrome mode.[748]
Home computer
In 1977, Sord Computer Corporation released the M200 Smart Home Computer, one of the first home computers. It was a desktop computer that combined a Zilog Z80 CPU, keyboard, CRT display, floppy disk drive and MF-DOS operating system into an integrated unit.[750]
JPEG arithmetic coding
The JPEG specification cites patents from several companies. Patents providing the basis for its arithmetic coding algorithm include two Mitsubishi Electric patents by Toshihiro Kimura, Shigenori Kino, Fumitaka Ono and Masayuki Yoshida in 1989 and 1990.[751]
Laptop
The first laptop-sized notebook computer was the Epson HX-20,[752][753] invented by Suwa Seikosha's Yukio Yokozawa in July 1980,[754] introduced at the COMDEX show by Seiko Epson in 1981,[755][753] and released in July 1982.[753][756] It had an LCD screen, a rechargeable battery, and a calculator-size printer, in a 1.6 kg (3.5 lb) chassis, the size of an A4 notebook.[753] It was described as a "laptop" and "notebook" computer in its patent.[754]
Massively parallel
Fifth Generation Computer Systems (FGCS) was a 10-year initiative launched in 1982 by Japan's Ministry of International Trade and Industry (MITI) to develop computers based on massively parallel computing.[744] The LINKS-1 Computer Graphics System was built in 1982 at Osaka University's School of Engineering, by professors Ohmura Kouichi, Shirakawa Isao and Kawata Toru with 50 students. It was a massively parallel processing computer system with 514 microprocessors.[757]
Microcomputer
In early 1973, Sord Computer Corporation completed the SMP80/08, a microcomputer that used the Intel 8008 microprocessor. After the first general-purpose microprocessor, the Intel 8080, was announced in April 1974, Sord announced the SMP80/x, the first microcomputer to use the 8080, in May 1974.[758]
Microprocessor
The concept of a single-chip microprocessor central processing unit (CPU) was conceived in a 1968 meeting in Japan between Sharp engineer Tadashi Sasaki and a software engineering researcher from Nara Women's College. Sasaki discussed the microprocessor concept with Busicom and Intel in 1968.[759] The first commercial microprocessor, the 4-bit Intel 4004, began with the "Busicom Project"[760] in 1968 as Masatoshi Shima's three-chip CPU design,[761][760] which was simplified down to a single-chip microprocessor, designed from 1969 to 1970 by Intel's Marcian Hoff and Federico Faggin and Busicom's Masatoshi Shima, and commercially released in 1971.[760][762]
Notebook computer
Yukio Yokozawa, an employee for Suwa Seikosha, a branch of Seiko (now Seiko Epson), invented the first notebook computer in July 1980, receiving a patent for the invention.[763] Seiko's notebook computer, known as the HC-20 in Japan, was announced in 1981.[764] In North America, Epson introduced it as the Epson HX-20 in 1981, at the COMDEX computer show in Las Vegas, where it drew significant attention for its portability.[755] It had a mass-market release in July 1982, as the HC-20 in Japan[764] and as the Epson HX-20 in North America.[756] It was the first notebook-sized handheld computer,[752][764][756] the size of an A4 notebook and weighing 1.6 kg (3.5 lb).[764] In 1983, the Sharp PC-5000[765] and Ampere WS-1 laptops from Japan featured a modern clamshell design.[766][767]
Parametron
Eiichi Goto invented the parametron in 1954 as an alternative to the vacuum tube. Early Japanese computers used parametrons until they were superseded by transistors.[768]
Personal computer
In early 1973, Sord Computer Corporation completed the SMP80/08, a microcomputer that used the Intel 8008 microprocessor. Sord announced the SMP80/x, the first microcomputer to use the Intel 8080, in May 1974.[758] In 1977, Sord released the M200 Smart Home Computer, one of the first home computers.[750]
Plastic central processing unit
Shunpei Yamazaki invented a central processing unit made entirely from plastic.[745]
Pocket computer
The first pocket computer was the Sharp PC-1211, introduced in March 1980 by Sharp Corporation.[769][770]
Quantum flux parametron
Eiichi Goto invented the quantum flux parametron in 1986 using superconducting Josephson junctions on integrated circuits as an improvement over existing parametron technology.[768]
Ray-tracing hardware
The first implementation of an interactive ray tracer was the LINKS-1 Computer Graphics System built in 1982 at Osaka University's School of Engineering, by professors Ohmura Kouichi, Shirakawa Isao and Kawata Toru with 50 students. It was a massively parallel processing computer system with 514 microprocessors, used for 3D computer graphics with high-speed ray tracing. It was used to create an early 3D planetarium-like video of the heavens made completely with computer graphics. The video was presented at the Fujitsu pavilion at the 1985 International Exposition in Tsukuba.[757]
Stored-program transistor computer
The ETL Mark III began development in 1954,[771] and was completed in 1956, created by the Electrotechnical Laboratory.[772] It was the first stored-program transistor computer.[772][773][774]
Switching circuit theory
From 1934 to 1936, NEC engineer Akira Nakashima introduced switching circuit theory in a series of papers showing that two-valued Boolean algebra, which he discovered independently, can describe the operation of switching circuits.[586][587][588][589]
Transform, clipping, and lighting
In 1993, Sega Model 2 and Namco Magic Edge Hornet Simulator arcade boards were capable of hardware T&L years before consumer graphics cards.[775][776] Fujitsu, who worked on the Sega Model 2,[777] began working on integrating T&L into a single LSI solution in 1995;[778] the Fujitsu Pinolite, the first 3D geometry processor for PC, released in 1997.[779] In 1997, Mitsubishi released the 3Dpro/2MP, a GPU capable of T&L, for workstations and desktops.[780]
12-bit microprocessor
The Toshiba TLCS-12, released in 1973, was the first 12-bit microprocessor.[781]
16-bit microprocessor
Early multi-chip 16-bit microprocessors include the two-chip NEC μCOM-16 (1974)[782][783] and the five-chip Toshiba T-3412 (1976).[783] The first single-chip 16-bit microprocessor was the Panafacom MN1610 (1975).[784][785][783]
3D computer graphics software
3D computer graphics software began appearing for home computers in the late 1970s. The earliest known example is 3D Art Graphics, a set of 3D computer graphics effects, written by Kazumasa Mitazawa and released in June 1978 for the Apple II.[786][787]
3D graphics card
In 1988, the first dedicated 3D polygon graphics boards were introduced in arcades with the Namco System 21[788] and Taito Air System.[789] In 1993, Sega Model 2 (worked on by Fujitsu) and Namco Magic Edge Hornet Simulator arcade boards were capable of T&L years before consumer graphics cards.[776][777][775]
3D graphics processing unit
In 1988, the first dedicated 3D polygon graphics boards were introduced in arcades with the Namco System 21[788] and Taito Air System.[789] In 1993, Sega Model 2 and Namco Magic Edge Hornet Simulator arcade boards were capable of T&L years before consumer graphics cards.[776][775] The term "GPU" was coined by Sony in reference to the 32-bit Sony GPU (designed by Toshiba) in the PlayStation game console, released in 1994.[790] Fujitsu, who worked on the Sega Model 2,[777] began working on integrating T&L into a single LSI solution in 1995;[778] the Fujitsu Pinolite, the first 3D geometry processor for PC, released in 1997.[779] In 1997, Mitsubishi released the 3Dpro/2MP, a GPU capable of T&L, for workstations and desktops.[780]

Display technology

[edit]
Active shutter 3D system
Matsushita Electric (now Panasonic) developed a 3D television that employed active-shutter stereoscopic technology in the late 1970s. They unveiled the television in 1981, while adapting the technology for use with the first stereoscopic video game, Sega's arcade game SubRoc-3D (1982).[499]
All-electronic television
In 1926, Kenjiro Takayanagi invented the world's first all-electronic television, preceding Philo T. Farnsworth by several months.[791] By 1927, Takayanagi improved the resolution to 100 lines, which was not surpassed until 1931.[792] By 1928, he was the first to transmit human faces in halftones. His work had an influence on the later work of Vladimir K. Zworykin.[793]
Aperture grille
One of two major cathode ray tube (CRT) display technologies, along with the older shadow mask. Aperture grille was introduced by Sony with their Trinitron television in 1968.[794]
Autostereoscopy
A prototype single-viewer display, the Floating Image System, was presented by Sega AM3 in 1997.[289] In the early 2000s, Sharp released electronic parallax barrier flat-panels, selling laptops with the first 3D LCD screens.[795] In 2009, Hitachi released the first 3D mobile phone under KDDI.[796][797]
Caller ID
In May 1976, Kazuo Hashimoto first built a prototype of a caller ID display device that could receive caller ID information. His work on caller ID devices and early prototypes was received in the Smithsonian Institution and National Museum of American History in 2000.[798][799]
Channel number on screen
In 1972, Sharp introduced the first television set to display a television channel number on the corner of the screen.[800][654]
Color plasma display
The world's first color plasma display was produced by Fujitsu in 1989.[801]
Handheld television
In 1970, Panasonic released the first television that was small enough to fit in a large pocket, the Panasonic IC TV MODEL TR-001. It featured a 1.5-inch display, along with a 1.5-inch speaker.[802]
LCD television
The first LCD televisions were invented as handheld televisions in Japan. In 1980, Hattori Seiko's R&D group began development on color LCD pocket televisions.[803] In 1982, Seiko Epson released the first LCD television, the Epson TV Watch, a wristwatch equipped with an active-matrix LCD television.[804][756] In 1983, Casio released a handheld LCD television, the Casio TV-10.[805]
LED-backlit LCD
The world's first LED-backlit LCD television was Sony's Qualia 005, released in 2004.[806]
Laser TV
World's first HD laser TV was produced by Mitsubishi Electric in 2008.[807]
PCTV set
In 1982, the Sharp X1 was the first PC with a television tuner, functioning as both a computer and television.[654][808] The RGB display monitor allowed a computer screen to be superimposed over a television screen, allowing the user to watch television while using a computer on the same display.[809]

Domestic appliances

[edit]
Bladeless fan
The first bladeless fan was patented by Toshiba in 1981.[810]
Electric rice cooker
Bread machine
The bread machine was developed and released in Japan in 1986 by the Matsushita Electric Industrial Company.
Electric rice cooker
Invented by designers at the Toshiba Corporation in the late 1940s.[811]
RFIQin
An automatic cooking device, invented by Mamoru Imura and patented in 2007.[812][813]
Inverter air conditioner
Created by Toshiba in 1981 as an alternative to the standard home window air conditioner. With the difference being in the compressor that is able to cool or warm a room to the intended temperature as quickly as possible while efficiently maintaining the desired temperature unlike standard AC units in which the compressor frequently turns off. Inverter AC units do not turn off only operating at a certain consistent speed while also being able to adjust its regularity.[814]
Microwave oven with turntable
Japan's Sharp Corporation began manufacturing microwave ovens in 1961. Between 1964 and 1966, Sharp introduced the first microwave oven with a turntable, an alternative means to promote more even heating of food.[815]
Sensor microwave oven
In 1979, Sharp introduced the first microwave oven incorporating sensor and microcomputer technology.[654][816]

Memory and storage

[edit]
Betamax (top) and VHS (bottom) tapes were respectively created by Japanese companies Sony and JVC.
Automatic dual-side record player
In 1981, Sharp Corporation released the first record player that automatically switches between both sides of a vinyl record without having to manually change sides.[654][817]
Betamax
Betamax was an analog videocassette magnetic tape marketed to consumers released by Sony on May 10, 1975.[818]
Blu-ray Disc
After Shuji Nakamura's invention of practical blue laser diodes,[819] Sony started two projects applying the new diodes: UDO (Ultra Density Optical) and DVR Blue (together with Pioneer), a format of rewritable discs which would eventually become the Blu-ray Disc.[820] The Blu-ray Disc Association was founded by Massachusetts Institute of Technology along with nine companies: five from Japan, two from Korea, one from the Netherlands and one from France.
CD player
Sony released the world's first CD Player, called the CDP-101,[821] in 1982, using a slide-out tray design for the Compact Disc.
CD-ROM
Sony and Philips created the technical standard that defines the format of a CD-ROM in 1983.[822] The CD-ROM was announced in 1984[823] and introduced by Denon and Sony at the first Japanese COMDEX computer show in 1985.[824]
Charge trap flash
In 1991, Japanese NEC researchers including N. Kodama, K. Oyama and Hiroki Shirai developed a type of flash memory that incorporated a charge trap method.[825] Charge trapping flash (CTF) was commercialized by Fujitsu and AMD in 2002.[826]
Compact Disc
The compact disc was jointly developed by Sony (Toshitada Doi) and Philips (Joop Sinjou). Sony first publicly demonstrated an optical digital audio disc in September 1976. In September 1978, they demonstrated an optical digital audio disc with a 150 minute playing time, and with specifications of 44,056 Hz sampling rate, 16-bit linear resolution, cross-interleaved error correction code, that were similar to those of the Compact Disc they introduced in 1982.[827]
Compact Disc Digital Audio
Key work to digitize the optical disc was performed by Toshi Doi and Kees Schouhamer Immink during 1979–1980, who worked on a taskforce for Sony and Philips.[828] The result was the Compact Disc Digital Audio (CD-DA), defined in 1980.[829]
Digital audio tape recorder
In 1971, Heitaro Nakajima resigned from his post as head of NHK's Technical Research Laboratories and joined Sony. Four years earlier at NHK, Nakajima had commenced work on the digitization of sound and within two years had developed the first digital audio tape recorder.[830]
Digital video disc
The DVD, first developed in 1995, resulted from a cooperation between three Japanese companies (Sony, Toshiba and Panasonic) and one Dutch company (Philips).
DV format
The DV format, introduced in 1995, was developed by Sony and several other Japanese video camera manufacturers. During the late 1990s to early 2000s, DV was strongly associated with the transition from analog to digital desktop video production, and with several enduring prosumer camera designs such as the Sony VX-1000.[831]
Dynamic random-access memory
In November 1965, Toshiba introduced a bipolar dynamic RAM (DRAM) for its electronic calculator Toscal BC-1411.[832][833][834] In 1966, Tomohisa Yoshimaru and Hiroshi Komikawa from Toshiba applied for a patent of a memory circuit composed of several transistors and a capacitor.[835]
EEPROM
In 1971, early research was presented by Yasuo Tarui, Yutaka Hayashi, and Kiyoko Nagai of Electrotechnical Laboratory.[836] They fabricated an electrically re-programmable non-volatile memory in 1972.[837][838][839] In 1974, NEC patented an electrically erasable carrier injection device.[840] The next year, NEC applied for the trademark "EEPROM®" with the Japan Patent Office. The trademark was granted in 1978.[841][842]
Flash memory
Flash memory (both NOR and NAND types) was invented by Dr. Fujio Masuoka while working for Toshiba c. 1980.[843][844] Toshiba commercially launched flash memory in 1987.[845][846]
Gigabit RAM
In January 1995, the first gigabit (Gbit) random-access memory (RAM) chips were 1 Gbit DRAM (CMOS) chips demonstrated by Japanese companies Hitachi and NEC.[847][848]
Helical scan
Norikazu Sawazaki invented a prototype helical scan video tape recorder in 1953.[849] In 1959, Toshiba released the first commercial helical scan video tape recorder.[850]
Jūshoku record
In the early 1950s, Yoshiro Nakamatsu invented the Jūshoku record (lit.'stacked color record / dual color record'), an optical sound media which uses a printed paper sheet instead of transparent film.[851] A patent was issued in 1952. Nakamatsu claims it was the first floppy disk,[852] but what Nakamatsu patented was for an optical sound player.[853]
Megabyte RAM
In January 1984, the first megabyte (MB) random-access memory (RAM) chip was an 8 Mbit DRAM (MOS) chip demonstrated by Japanese company Hitachi.[854][855]
Memory card
In 1985, the earliest memory card formats were introduced in Japan: the Bee Card and Astron SoftCard for MSX computers,[856] and the Sega Card for SG-1000 and Master System game consoles.[857] The Sega Card was developed as a cheaper alternative to game cartridges.[857] The Japan Electronic Industry Development Association (JEIDA) began work on a standard for memory cards in 1985, developing the JEIDA memory card in 1986.[858] JEIDA 4.0 was the basis for the PCMCIA 1.0 card format in 1990.[859]
NAND flash
Fujio Masuoka and his colleagues at Toshiba presented the invention of NAND flash at the IEEE 1987 International Electron Devices Meeting (IEDM).[860] Toshiba commercially launched NAND flash memory in 1987.[845][846]
NOR flash
Fujio Masuoka and his colleagues at Toshiba presented the invention of NOR flash in 1984.[861]
Quad-level cell
NEC demonstrated quad-level cells (QLC) in 1996, with a 64 Mbit flash memory chip storing 2 bits per cell. In 1997, NEC demonstrated a dynamic random-access memory (DRAM) chip with quad-level cells, holding a capacity of 4 Gbit.[862] In 2009, Toshiba and SanDisk introduced NAND flash memory chips with quad-level cells, storing 4 bits per cell and holding a capacity of 64 Gbit.[863][864]
Perpendicular recording
In 1976, Dr. Shun-ichi Iwasaki (president of the Tohoku Institute of Technology) verified the distinct density advantages in perpendicular recording. Then in 1978, Dr. T. Fujiwara began an intensive research and development program at the Toshiba Corporation that eventually resulted in the perfection of floppy disk media optimized for perpendicular recording and the first commercially available magnetic storage devices using the technique.[865] Iwasaki's pioneering work has been integral to the development of modern hard disk drives.[866]
SD card
The Secure Digital (SD) memory card format was jointly developed in 1999 by Panasonic (then known as Matsushita), Kioxia (then part of Toshiba) and SanDisk.[867][868]
SGRAM
The earliest known Synchronous Graphics RAM (SGRAM) memory are 8 Mbit[869] chips dating back to 1994: the Hitachi HM5283206, introduced in November 1994,[870] and the NEC μPD481850, introduced in December 1994.[871] The earliest known commercial device to use SGRAM is Sony's PlayStation (PS) video game console, starting with the Japanese SCPH-5000 model released in December 1995, using the NEC μPD481850 chip.[872][873]
Three-dimensional memory chip
In 1969, the concept of a three-dimensional MOS integrated circuit memory chip was proposed by NEC researchers Katsuhiro Onoda, Ryo Igarashi, Toshio Wada, Sho Nakanuma and Toru Tsujide.[874] The Koyanagi Group at Tohoku University, led by Mitsumasa Koyanagi, used TSV technology to fabricate a three-layer memory chip in 2000 and a ten-layer memory chip in 2005.[875] The earliest commercial 3D IC chip was Toshiba's eDRAM memory manufactured in a 3D system-in-package chip for Sony's PlayStation Portable (PSP) handheld game console in 2004.[876]
Triple-level cell
Toshiba introduced memory chips with triple-level cells (TLC) in 2009.[877]
VHS
The VHS (Video Home System) was invented in 1973 by Yuma Shiraishi and Shizuo Takano who worked for JVC.[878]
Sony U-matic cassette recorder tape
Videocassette recorder
The first machines (the VP-1100 videocassette player and the VO-1700 videocassette recorder) to use the first videocassette format, U-matic, were introduced by Sony in 1971.[879]
V-NAND
V-NAND (vertical NAND), also known as 3D NAND, stacks NAND flash memory cells vertically within a chip using 3D charge trap flash (CTP) technology. V-NAND technology was introduced by Toshiba in 2007.[880]
Video Floppy
Video floppy disks were first demonstrated by Sony and introduced under the Mavipak name in 1981 for their prototype Mavica.[881] The video floppy specification was established as Standard CP-3901 (CPZ-250) of the Electronic Industries Association of Japan (EIAJ) in 1988.[882]

Printing

[edit]
3D printing
In 1981, Hideo Kodama of Nagoya Municipal Industrial Research Institute invented two additive methods for fabricating three-dimensional plastic models with photo-hardening thermoset polymer, where the UV exposure area is controlled by a mask pattern or a scanning fiber transmitter.[883][884]
Desktop laser printer
Japanese company Canon developed in 1979 the Canon LBP-10, a low-cost desktop laser printer. Canon then began work on a much-improved print engine, the Canon CX, resulting in the LBP-CX printer. Canon sought partnerships with three Silicon Valley companies: Diablo Data Systems (who rejected the offer), Hewlett-Packard (HP), and Apple Computer.[885][886]
Digital printing
The first compact, lightweight digital printer was the EP-101, invented by Japanese company Epson and released in 1968.[887][888][889]
Hydrographics
Hydrographics, also known variously as immersion printing, water transfer printing, water transfer imaging, hydro dipping, or cubic printing has an somewhat fuzzy history. Three different Japanese companies are given credit for its invention. Taica Corporation claims to have invented cubic printing in 1974. However, the earliest hydrographic patent was filed by Motoyasu Nakanishi of Kabushiki Kaisha Cubic Engineering in 1982.[890]
Inkjet printing
Inkjet printing technology was first extensively developed in the early 1950s. While working at Canon in Japan, Ichiro Endo suggested the idea for a "bubble jet" printer.[891]
Screen printing
Screen printing takes its origin from block printing which originated in China, which was the influence for Japanese Ise katagami.[892] Early records of Japanese stencils in the west indicate the art was introduced around 1873, which lines up with development of screen printing as it is known today.
Serial impact dot matrix printer
In 1968, the Japanese manufacturer OKI introduced the first serial impact dot matrix printer (SIDM), the OKI Wiredot. The printer supported a character generator for 128 characters with a print matrix of 7 × 5. It was aimed at governmental, financial, scientific and educational markets. For this achievement, OKI received an award from the Information Processing Society of Japan (IPSJ) in 2013.[893][894][895]

Robotics

[edit]
DER-01, a Japanese actroid (an android intended to be very visually similar to humans)
Android
Waseda University initiated the WABOT project in 1967, and in 1972 completed the WABOT-1, the world's first full-scale humanoid intelligent robot.[896] Its limb control system allowed it to walk with the lower limbs, and to grip and transport objects with hands, using tactile sensors. Its vision system allowed it to measure distances and directions to objects using external receptors, artificial eyes and ears. And its conversation system allowed it to communicate with a person in Japanese, with an artificial mouth. This made it the first android.[897][898]
Actroid
DER 01 was developed by a Japanese research group, The Intelligent Robotics Lab, directed by Hiroshi Ishiguro at Osaka University, and Kokoro Co., Ltd. The Actroid is a humanoid robot with strong visual human-likeness developed by Osaka University and manufactured by Kokoro Company Ltd. (the animatronics division of Sanrio). It was first unveiled at the 2003 International Robot Exposition in Tokyo, Japan. The Actroid woman is a pioneer example of a real machine similar to imagined machines called by the science fiction terms android or gynoid, so far used only for fictional robots. It can mimic such lifelike functions as blinking, speaking, and breathing. The "Repliee" models are interactive robots with the ability to recognise and process speech and respond in kind.[899][900][901]
Karakuri puppet
Karakuri puppets (からくり人形, karakuri ningyō) are traditional Japanese mechanized puppets or automata, originally made from the 17th century to the 19th century. The word karakuri means "mechanisms" or "trick".[902] The dolls' gestures provided a form of entertainment. Three main types of karakuri exist. Butai karakuri (舞台からくり, stage karakuri) were used in theatre. Zashiki karakuri (座敷からくり, tatami room karakuri) were small and used in homes. Dashi karakuri (山車からくり, festival car karakuri) were used in religious festivals, where the puppets were used to perform reenactments of traditional myths and legends.
Robotic exoskeleton for motion support (medicine)
The first HAL prototype was proposed by Yoshiyuki Sankai, a professor at Tsukuba University.[903] Fascinated with robots since he was in the third grade, Sankai had striven to make a robotic suit in order "to support humans." In 1989, after receiving his Ph.D. in robotics, he began the development of HAL. Sankai spent three years, from 1990 to 1993, mapping out the neurons that govern leg movement. It took him and his team an additional four years to make a prototype of the hardware.[904]

Semiconductor technology

[edit]
Blue LEDs
Avalanche photodiode
Invented by Jun-ichi Nishizawa in 1952.[905]
Blue LED
In 1992 Japanese inventor Shuji Nakamura invented the first efficient blue LED.[598]
CMOS large-scale integration
Toshiba used its C2MOS technology to develop a large-scale integration (LSI) chip for Sharp's Elsi Mini LED pocket calculator, developed in 1971 and released in 1972.[906]
Continuous wave semiconductor laser
Invented by Izuo Hayashi and Morton B. Panish in 1970. This led directly to the light sources in fiber-optic communication, laser printers, barcode readers, and optical disc drives, technologies that were commercialized by Japanese entrepreneurs.[743]: 252 
Fiber-optic communication
In the early 1960s, Jun-ichi Nishizawa invented the graded-index optical fiber as a channel for transmitting light from semiconductor lasers.[741][742] He patented the graded-index optical fiber in 1964.[907]
Glass integrated circuit
Shunpei Yamazaki invented an integrated circuit made entirely from glass and with an 8-bit central processing unit.[745]
Nanoelectronics
Nanoelectronic devices have critical dimensions with a size range between 1 nm and 100 nm.[607] 16 nm PMOS process was demonstrated by NEC's research team including Hisao Kawaura, Toshitsugu Sakamoto and Toshio Baba in September 1996.[608]
PIN diode/photodiode
Invented by Jun-ichi Nishizawa and his colleagues in 1950.[908]
Semiconductor laser
Invented by Jun-ichi Nishizawa in 1957.[905][909]
Solid-state maser
Invented by Jun-ichi Nishizawa in 1955.[905]
Three-dimensional integrated circuit
In 1969, the concept of a three-dimensional MOS integrated circuit (3D IC) memory chip was proposed by NEC researchers Katsuhiro Onoda, Ryo Igarashi, Toshio Wada, Sho Nakanuma and Toru Tsujide.[874] 3D ICs were first successfully demonstrated in 1980s Japan, where research and development (R&D) on 3D ICs was initiated in 1981 with the "Three Dimensional Circuit Element R&D Project" by the Research and Development Association for Future (New) Electron Devices.[910] In 1983, a Fujitsu research team including S. Kawamura, Nobuo Sasaki and T. Iwai successfully fabricated a 3D CMOS integrated circuit, using laser beam recrystallization.[911]
Through-silicon via
The first three-dimensional integrated circuit (3D IC) stacked dies fabricated with a TSV process were invented in 1980s Japan. Hitachi filed a Japanese patent in 1983, followed by Fujitsu in 1984. In 1986, Fujitsu filed a Japanese patent describing a stacked chip structure using TSV.[912] In 1989, Mitsumasa Koyonagi of Tohoku University pioneered the technique of wafer-to-wafer bonding with TSV, which he used to fabricate a 3D LSI chip in 1989.[912][913][914]
Tunnel diode
A type of semiconductor diode that has effectively "negative resistance" due to the quantum mechanical effect called tunneling. It was invented in August 1957 by Leo Esaki and Yuriko Kurose when working at Tokyo Tsushin Kogyo, now known as Sony.[915][916][917] In 1973, Esaki received the Nobel Prize in Physics for experimental demonstration of the electron tunneling effect in semiconductors.[918]
Very-large-scale integration
Nippon Telegraph and Telephone initiated the VLSI Development Project in 1975 and the VLSI Technical Research Association in 1976. This led to the development of very-large-scale integration (VLSI) dynamic RAM (DRAM) memory chips in 1970s Japan.[919]
Wafer bonding
The most common form of three-dimensional integrated circuit (3D IC) design is wafer bonding.[920] Wafer bonding was initially called "cumulatively bonded IC" (CUBIC), which began development in 1981 with the "Three Dimensional Circuit Element R&D Project" in Japan and was completed in 1990 by Yoshihiro Hayashi's NEC research team. They used CUBIC technology to fabricate and test a two active layer device and proposed CUBIC technology that could fabricate 3D ICs with more than three active layers.[921][922][923]

Textiles

[edit]
Automatic power loom with a non-stop shuttle-change motion
Sakichi Toyoda invented numerous weaving devices. His most famous invention was the automatic power loom in which he implemented the principle of Jidoka (autonomation or autonomous automation). It was the 1924 Toyoda Automatic Loom, Type G, a completely automatic high-speed loom featuring the ability to change shuttles without stopping and dozens of other innovations. At the time it was the world's most advanced loom, delivering a dramatic improvement in quality and a twenty-fold increase in productivity.This loom automatically stopped when it detected a problem such as thread breakage.[924]
Ise katagami
The use of stencils was known by the Nara period, as is evident from objects in the Shōsōin (正倉院).[925] Later paper stencils developed alongside kimono.[926] The technique is known as ise katagami since towns in Ise Province, now Mie Prefecture, were historic centres of the craft.[926]
Vinylon
The second man-made fiber to be invented, after nylon. It was first developed by Ichiro Sakurada, H. Kawakami, and Korean scientist Ri Sung-gi at the Takatsuki chemical research center in 1939 in Japan.[927][928]

Timekeeping

[edit]
2A Seiko quartz wristwatch using the chronograph function (movement 7T92)
Automatic quartz
The first watch to combine self-winding with a crystal oscillator for timekeeping was unveiled by Seiko in 1986.[929]
Myriad year clock
The Myriad year clock (万年自鳴鐘 Mannen Jimeishou, lit. Ten-Thousand Year Self-ringing Bell), was a universal clock designed by the Japanese inventor Hisashige Tanaka in 1851. It belongs to the category of Japanese clocks called Wadokei.[930]
Quartz wristwatch
The world's first quartz wristwatch was revealed in 1967: the prototype of the Astron revealed by Seiko in Japan, where it was in development since 1958. It was eventually released to the public in 1969.[931]
Spring Drive
A watch movement which was first conceived by Yoshikazu Akahane working for Seiko in 1977 and was patented in 1982. It features a true continuously sweeping second hand, rather than the traditional beats per time unit, as seen with traditional mechanical and most quartz watches.[932]
TV watch
The world's first TV watch, the TV-Watch, was developed by Seiko in 1982.[933]

Transistor technology

[edit]
C2MOS
Toshiba developed C2MOS (Clocked CMOS), a circuit technology with lower power consumption and faster operating speed than ordinary CMOS, in 1969.[906]
DMOS
In 1969, the DMOS (double-diffused MOSFET) with self-aligned gate was first reported by Y. Tarui, Y. Hayashi and Toshihiro Sekigawa of the Electrotechnical Laboratory (ETL).[934][935]
Field-effect transistor
The first field-effect transistor (FET) device to be successfully built was the junction field-effect transistor (JFET).[936] The static induction transistor (SIT), a type of JFET with a short channel, was invented by Japanese engineers Jun-ichi Nishizawa and Y. Watanabe in 1950.[937]
Fin field-effect transistor
The first FinFET transistor type was called a "Depleted Lean-channel Transistor" (DELTA) transistor, which was first fabricated in Japan by Hitachi Central Research Laboratory's Digh Hisamoto, Toru Kaga, Yoshifumi Kawamoto and Eiji Takeda in 1989.[938][939][940] In the late 1990s, Digh Hisamoto began collaborating with an international team of researchers on further developing DELTA technology. In 1998, the team developed the first N-channel FinFETs. The following year, they developed the first P-channel FinFETs.[941]
GAAFET
A gate-all-around (GAA) MOSFET was first demonstrated in 1988, by a Toshiba research team including Fujio Masuoka, Hiroshi Takato, and Kazumasa Sunouchi, who demonstrated a vertical nanowire GAAFET which they called a "surrounding gate transistor" (SGT).[942][943][944] Masuoka later left Toshiba and founded Unisantis Electronics in 2004 to research surrounding-gate technology along with Tohoku University.[945]
Hi-CMOS
In 1978, a Hitachi research team led by Toshiaki Masuhara introduced the twin-well Hi-CMOS process, with its HM6147 (4 kb SRAM) memory chip, manufactured with a 3 μm process.[946][947][948] The Hitachi HM6147 chip was able to match the performance (55/70 ns access) of the Intel 2147 HMOS chip, while the HM6147 also consumed significantly less power (15 mA) than the 2147 (110 mA). With comparable performance and much less power consumption, the twin-well CMOS process eventually overtook NMOS as the most common semiconductor manufacturing process for computers in the 1980s.[946]
JFET
The first type of JFET (junction gate field-effect transistor) was the static induction transistor (SIT), invented by Japanese engineers Jun-ichi Nishizawa and Y. Watanabe in 1950. The SIT is a type of JFET with a short channel length.[949]
LDMOS
In 1977, Hitachi introduced the LDMOS (lateral DMOS), a planar type of DMOS. Hitachi was the only LDMOS manufacturer between 1977 and 1983, during which time LDMOS was used in audio power amplifiers from manufacturers such as HH Electronics (V-series) and Ashly Audio, and were used for music and public address systems.[950] With the introduction of the 2G digital mobile network in 1995, the LDMOS became the most widely used RF power amplifier in mobile networks such as 2G, 3G,[951] and 4G.[952]
Multi-gate MOSFET
A double-gate MOSFET was proposed by Toshihiro Sekigawa of the Electrotechnical Laboratory (ETL) in a 1980 patent describing the planar XMOS transistor.[953] Sekigawa fabricated the XMOS transistor with Yutaka Hayashi at the ETL in 1984. They demonstrated that short-channel effects can be significantly reduced by sandwiching a fully depleted silicon-on-insulator (SOI) device between two gate electrodes connected together.[938][954]
Power MOSFET
In 1969, Hitachi introduced the first vertical power MOSFET,[955] which would later be known as the VMOS (V-groove MOSFET).[956] In 1974, Jun-ichi Nishizawa at Tohoku University invented a power MOSFET for audio, which was soon manufactured by Yamaha Corporation for their high fidelity audio amplifiers. JVC, Pioneer Corporation, Sony and Toshiba also began manufacturing amplifiers with power MOSFETs in 1974.[950]
Static induction transistor
Invented by Jun-ichi Nishizawa and Y. Watanabe in 1950.[957]
VMOS
The V-groove construction was pioneered by Jun-ichi Nishizawa in 1969,[958] initially for the static induction transistor (SIT), a type of junction field-effect transistor (JFET).[959] The VMOS was invented by Hitachi in 1969,[960] when they introduced the first vertical power MOSFET.[961]
6 μm process
6 μm PMOS transistor was demonstrated by Toshiba researchers in 1973.[781][962] The 6 μm MOS process was commercially introduced with the Toshiba TLCS-12, a microprocessor developed for the Ford EEC (Electronic Engine Control) system in 1973.[781]
3 μm CMOS
3 μm CMOS transistor was demonstrated by Hitachi Central Research Laboratory Toshiaki Masuhara, Osamu Minato, Toshio Sasaki and Yoshio Sakai in 1978.[963][964][965] Hitachi's 4 kbit HM6147 SRAM memory chip, launched in 1978, introduced the twin-well Hi-CMOS process at 3 μm.[946]
1.5 μm process
1.5 μm NMOS transistor was demonstrated by Hitachi researchers Ryoichi Hori, Hiroo Masuda and Osamu Minato in 1975.[966][967] NEC's 64 kbit SRAM memory chip commercially introduced the 1.5 μm MOS process in 1981.[968]
1 μm process
NTT introduced the 1 μm process for its DRAM memory chips, including its 64k in 1979 and 256k in 1980.[969]
800 nm process
Introduced with NTT's 1 Mb DRAM memory chip in 1984.[969]
600 nm process
Mitsubishi Electric, Toshiba and NEC introduced 16 Mb DRAM memory chips manufactured with a 600 nm process in 1989.[968]
350 nm process
Demonstrated by Sony researchers in 1993.[968] Commercially introduced with Sony's 16 Mb SRAM memory chip in 1994.[968]
250 nm process
Demonstrated by NEC researchers Naoki Kasai, Nobuhiro Endo, Hiroshi Kitajima in December 1987.[970] Commercially intoduced with Hitachi's 16 Mb SRAM memory chip in 1993.[968] Hitachi and NEC introduced 256 Mb DRAM memory chips manufactured with this process in 1993, followed by Matsushita, Mitsubishi Electric and Oki in 1994.[968]
130 nm process
Introduced with Fujitsu's SPARC64 V microprocessor in 2001.[971]
90 nm process
Toshiba, Sony and Samsung developed a 90 nm process during 2001–2002, before being introduced in 2002 for Toshiba's eDRAM and Samsung's 2 Gb NAND flash memory.[972][973] The following year, the process was used with the Sony/Toshiba EE+GS chip for the PlayStation 2 in 2003.[974]
65 nm process
In 2005, the process was introduced by Fujitsu,[975][976] and used with the Sony/Toshiba EE+GS chip for the PStwo.[977]
45 nm process
Matsushita released the 45 nm Uniphier in 2007.[978]
32 nm process
Toshiba produced commercial 32 Gb NAND flash memory chips with the 32 nm process in 2009.[979]
16 nm process
16 nm PMOS process was demonstrated by NEC's research team including Hisao Kawaura, Toshitsugu Sakamoto and Toshio Baba in September 1996.[608]

Transportation

[edit]
Automotive engine microcomputer
Toshiba developed a close relationship with Ford for the supply of rectifier diodes for automobile AC alternators. In March 1971, Ford unexpectedly sent a set bulky specifications asking Toshiba to join a project to make an Electronic Engine Control (EEC) in response to US Clean Air Act (sometimes known as the Muskie Act).[980] The system began production in 1974 and went into mass production in 1975.[781][981]
Bullet train
The world's first high volume capable (initially 12 car maximum) "high-speed train" was Japan's Tōkaidō Shinkansen, which officially opened in October 1964, with construction commencing in April 1959.[982] The 0 Series Shinkansen, built by Kawasaki Heavy Industries, achieved maximum passenger service speeds of 210 km/h (130 mph) on the TokyoNagoyaKyotoOsaka route, with earlier test runs hitting top speeds in 1963 at 256 km/h.[982]
Electronic Engine Control
Engine control unit (ECU) developed by Toshiba for Ford Motor Company. The microprocessor was a 12-bit central processing unit manufactured by Toshiba, the TLCS-12, which began development in 1971 and was completed in 1973. It was a 32 mm² chip with about 2,800 silicon gates, manufactured on a 6 μm process. The system's semiconductor memory included 512-bit RAM, 2 kb ROM and 2 kb EPROM. The system began production in 1974, and went into mass production in 1975.[781][981]
Electronically controlled continuously variable transmission
In early 1987, Subaru launched the Justy in Tokyo with an electronically-controlled continuously variable transmission (ECVT) developed by Fuji Heavy Industries, which owns Subaru.[983]
Self-driving car
The first self-driving car that did not rely upon rails or wires under the road is designed by the Tsukuba Mechanical Engineering Laboratory in 1977. The car was equipped with two cameras that used analog computer technology for signal processing.[984][985]
Hybrid electric vehicle
The first commercial hybrid vehicle was the Toyota Prius launched in 1997.[986]
Hydrogen car
In 2014, Toyota launched the first production hydrogen fuel cell vehicle, the Toyota Mirai.[987] The Mirai has a range of 312 miles (502 km) and takes about five minutes to refuel. The initial sale price was roughly 7 million yen ($69,000).
Interplanetary solar sail spacecraft
IKAROS the world's first successful interplanetary solar sail spacecraft was launched by JAXA on 21 May 2010.[988]
Inverter-Controlled High-Speed Gearless Elevator
The insulated gate bipolar transistors (IGBTs) realized increased switching frequency and reduced magnetic noise in the motor, which eliminated the need for a filter circuit and resulted in a more compact system. The IGBT also allowed the development of a small, highly integrated and highly sophisticated all-digital control device, consisting of the combination of a high-speed processor, specially customized gate arrays, and a circuit capable of controlling large currents of several kHz. Today, the inverter-controlled gearless drive system is applied in high-speed elevators worldwide.[989]
Kei car
A category of small automobiles, including passenger cars, vans, and pickup trucks. They are designed to exploit local tax and insurance relaxations, and in more rural areas are exempted from the requirement to certify that adequate parking is available for the vehicle.[990][991]
Personal watercraft
Kawasaki were the first to develop stand-up personall watercraft under their trademark Jet Ski. While experimentation with personal watercraft preceded this. The Jet Ski was the first commercially successful and practical PWC.[992]
Rickshaw
A two or three-wheeled passenger cart seating one or two people that serves as a mode of human-powered transport pulled by a runner draws a two-wheeled cart. The rickshaws was invented in Japan around 1869,[993][994] after the lifting of a ban on wheeled vehicles from the Tokugawa period (1603–1868),[995] and at the beginning of a rapid period of technical advancement across the Japanese archipelago.[994][996]
Spiral escalator
Mitsubishi Electric unveiled the world's first practical spiral escalator in 1985. Spiral escalators have the advantage of taking up less space than their conventional counterparts.[997]

Video technology

[edit]
Advanced Video Coding
The majority of patents that contributed towards the development of the Advanced Video Coding (AVC) H.264 video coding standard, released in 2003, were held by Japanese companies, including Panasonic Corporation (1,197 patents), Godo Kaisha IP Bridge (1,130 patents), Toshiba, Nippon Telegraph and Telephone (including NTT Docomo), Sony, Fujitsu, Mitsubishi Electric, Maxell, JVC Kenwood, Sharp Corporation, and NEC.[998][999]
AV1
Japanese companies that contributed patents towards the development of the AV1 video coding format, released in 2018, include NTT and Toshiba.[1000]
H.261
The majority of companies that contributed patents towards the development of the H.261 video coding format, released in 1988, were Japanese companies, including Hitachi,[1001] Graphics Communication Technologies,[1002] Nippon Telegraph and Telephone (NTT), Toshiba, KDDI, Sony, Sharp Corporation, Oki Electric Industry, Matsushita, Mitsubishi Electric, Fujitsu and NEC.[1001]
H.262/MPEG-2 Part 2
The majority of patents that contributed towards the development of the H.262 (MPEG-2) video coding format, released in 1995, are held by Japanese companies, including Sony Corporation, Mitsubishi Electric, Panasonic Corporation, JVC Kenwood, Toshiba Corporation, Hitachi, Fujitsu, Canon, KDDI Corporation, Nippon Telegraph and Telephone (NTT), Sanyo Electric, and Sharp Corporation.[1003]
High Efficiency Video Coding
Japanese companies that contributed patents towards the development of the High Efficiency Video Coding (HEVC) H.265 video coding standard, released in 2013, include Nippon Telegraph and Telephone (including NTT Docomo), JVC Kenwood, NEC, Canon, Fujitsu, Maxell, and Nippon Hoso Kyokai (NHK).[1004][1005]
MPEG-1
The majority of companies that contributed patents towards the development of the MPEG-1 video coding format, released in 1991, were Japanese companies, including Fujitsu, Matsushita, Mitsubishi Electric, NEC, NHK, Pioneer Corporation, Ricoh, Sony, Toppan Printing, Toshiba, and Victor Company of Japan.[1006]
MPEG-4 Visual
The majority of patents that contributed towards the development of the MPEG-4 Visual (H.263) video coding format, released in 1999, are held by Japanese companies, including Mitsubishi Electric, Hitachi, Panasonic, Toshiba, Sony, Sharp Corporation, Nippon Telegraph and Telephone, JVC Kenwood, Fujitsu, Canon, KDDI, Oki Electric Industry, and Sanyo.[1007]
VC-1
Japanese companies that contributed patents towards the development of the VC-1 video coding format include Panasonic, Hitachi, Mitsubishi Electric, Sony, JVC Kenwood, Toshiba, Fujitsu, Sharp Corporation, and Nippon Telegraph and Telephone.[1008]
Versatile Video Coding
Japanese companies that contributed patents towards the development of the Versatile Video Coding (VVC) H.266 video coding standard include Nippon Telegraph and Telephone (including NTT Docomo), Godo Kaisha IP Bridge, JVC Kenwood, KDDI, Mitsubishi Electric, NEC, Panasonic, Fujitsu, and Toshiba.[1009]

Wireless transmission

[edit]
LTE
In 2004, LTE was first proposed by NTT DoCoMo of Japan.[1010]
Meteor burst communications
The first observation of interaction between meteors and radio propagation was reported by Hantaro Nagaoka in 1929.[1011]
Mobile network
The first commercial cellular network (mobile network), the 1G generation, was launched in Japan by Nippon Telegraph and Telephone (NTT) in 1979, initially in the metropolitan area of Tokyo. The early launch was motivated by an effort to understand a practical cellular system.[1012][1013]
Radio-controlled wheel transmitter
Futaba introduced the FP-T2F in 1974 that was the first to use a steering wheel onto a box transmitter.[1014] KO Propo introduced the EX-1 in 1981 that integrated a wheel with a pistol grip with its trigger acting as the throttle. This became one of the two types of radio controlled transmitters currently for surface use.[1015][1016]
Yagi antenna
The Yagi-Uda antenna was invented in 1926 by Shintaro Uda of Tohoku Imperial University, Sendai, Japan, with the collaboration of Hidetsugu Yagi, also of Tohoku Imperial University. Yagi published the first English-language reference on the antenna in a 1928 survey article on short wave research in Japan and it came to be associated with his name. However, Yagi always acknowledged Uda's principal contribution to the design, and the proper name for the antenna is, as above, the Yagi-Uda antenna (or array).[1017]
1G
The first commercial cellular network was launched in Japan by Nippon Telegraph and Telephone (NTT) in 1979, initially in the metropolitan area of Tokyo. The first phone that used this network was called TZ-801 built by Panasonic.[1018]
3G
The first pre-commercial 3G network was launched by NTT DoCoMo in Japan in 1998,[1019] branded as FOMA. It was first available in May 2001 as a pre-release (test) of W-CDMA technology. The first commercial launch of 3G was also by NTT DoCoMo in Japan on 1 October 2001.[1020][1021]
4G
In 2004, LTE was first proposed by NTT DoCoMo of Japan.[1010] In February 2007, NTT DoCoMo tested a 4G communication system prototype with 4×4 MIMO called VSF-OFCDM at 100 Mbit/s while moving, and 1 Gbit/s while stationary. NTT DoCoMo completed a trial in which they reached a maximum packet transmission rate of approximately 5 Gbit/s in the downlink with 12×12 MIMO using a 100 MHz frequency bandwidth while moving at 10 km/h.[1022] In September 2007, NTT Docomo demonstrated e-UTRA data rates of 200 Mbit/s with power consumption below 100 mW during the test.[1023]

Writing

[edit]
Model B in Pink
Correction tape
Correction tape was invented in 1989 by the Japanese product manufacturer Seed. It is an alternative to correction fluid.[1024]
Gel pen
The gel pen was invented in 1984 by the Sakura Color Products Corporation of Osaka.[1025]
Japanese typewriter
The first typewriter to be based on the Japanese writing system was invented by Kyota Sugimoto in 1929.[1026]
Rollerball pen
The first rollerball pen was invented in 1963 by the Japanese company Ohto.[1027]

See also

[edit]

References

[edit]
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