In 1996, a Japanese toy company released a keychain with a screen the size of a postage stamp and a creature inside that would die if you forgot about it. Schools banned it. Parents couldn’t find it on store shelves. A Nintendo executive said it had beaten Mario 64. Nearly thirty years later, it’s still being made — and it just sold its 100 millionth unit.
This is the story of Tamagotchi.
The Idea: A Pet You Could Take Anywhere
The concept began with Akihiro Yokoi, a designer at a small Tokyo toy company called WiZ. In 1995, he was watching a television commercial featuring a young boy who wanted to take his pet turtle on a trip but couldn’t. The image stuck with him. What if you could take your pet anywhere? What if the pet itself was portable?
Yokoi began sketching concepts for a handheld electronic pet and brought his ideas to Bandai, one of Japan’s largest toy manufacturers. His first pitch was rejected outright. Undeterred, he did what any good designer does when told no — he went and did more research.
He spent time in Tokyo’s Shibuya district observing the market for handheld electronic games and came to a conclusion that would define everything that followed: virtually all handheld games were designed for young boys. Nobody was making something specifically for young women. To succeed, his new device would need to be — in his word — kawaii. Cute. The kind of thing a young woman in her twenties would clip to her bag.
The second pitch landed. Yokoi worked closely with Bandai’s Aki Maita to develop the device, though for several months after release only Maita was publicly credited as the creator. The truth of Yokoi’s role would come out later.
The original concept imagined the device worn as a wristwatch. It was redesigned into a keychain for two reasons: to evoke the nostalgic shape of a pocket watch, and to reduce the cost of plastic in manufacturing. The egg shape was settled on — compact, immediately recognizable, and carrying its own meaning. An egg is something alive, something that needs warmth and care to hatch. The metaphor wrote itself.
The name was coined by combining tamago (卵, Japanese for egg) with the English word watch. A popular alternate theory holds that it comes from tamago and tomodachi (友達, friend) — making it “egg friend” — but Bandai has consistently stated the official etymology uses “watch.” Both readings capture something true about what the toy is.
The Launch: November 23, 1996
The original Tamagotchi went on sale in Japan on November 23, 1996. Bandai sold 400,000 units before the year ended — impressive, but nothing that predicted what was coming.
By July 1997, ten million units had been sold. By October 1997, thirteen million. By Spring 1998, nearly forty million worldwide, split almost evenly between Japan and international markets. The international release — which hit North America on May 28, 1997 — ignited a frenzy that no one at Bandai had anticipated at that scale.
The device itself was simple to the point of austerity. An egg-shaped plastic shell approximately the size of a large keychain. A black and white LCD screen no larger than a postage stamp. Three buttons labeled A, B, and C. Inside: a pixel creature with eleven possible characters to raise, three buttons worth of interactions, and a clock that kept running whether you were paying attention or not.
The core gameplay loop was deceptively emotional. Feed it when it’s hungry. Play a game when it’s unhappy. Clean up its poop before it gets sick. Turn its light off at night. Treat its illness when the skull icon appears. Neglect any of these long enough and the creature would die — a small ghost drifting upward from the screen as a gentle and genuinely upsetting farewell.
That finality was the key. Because the Tamagotchi could actually die, caring for it felt real. Players formed genuine emotional bonds with creatures made of a dozen pixels. Losing one felt like losing something.
Shigeru Miyamoto of Nintendo, who was watching the toy industry at the time with acute professional interest, said: “When we were stuck on talk of the spectacular 3D graphics of Mario 64 and racing games, we saw a huge hit in the form of Tamagotchi — a tiny key chain boasting pictures made up of no more than 10 or 20 dots. At that time, I thought that Mario 64 had lost to Tamagotchi.”
He added, in English: “I’m serious.”
The Frenzy and the Bans
The cultural impact of the original Tamagotchi rollout was immediate and disruptive. Schools across Japan, the United States, Europe, and Australia banned the devices because students couldn’t stop checking on them during class. A pet that could die demanded attention on its own schedule, not yours — and that schedule did not respect lesson plans.
The emotional stakes were real. Missing a feeding because you were in an exam and coming out to find your Tamagotchi dead was a genuine childhood trauma for many players. The shared experience of loss — and of keeping your Tamagotchi alive through creative hiding and sneaking — became part of the cultural memory of an entire generation.
Bandai struggled to keep up with demand. Manufacturing couldn’t match the pace of the craze. Lines formed outside toy stores. Secondhand prices surged. The Tamagotchi had become one of those rare toys that achieves genuine cultural saturation — something everyone knows about, everyone has an opinion on, and many people have a personal story about.
Generation 2 was released shortly after the first, featuring an entirely new character set and a different mini-game. The two versions ran simultaneously and became a collector’s pairing. Mimetchi debuted on Gen 2 alongside a roster of new characters.
The First Wave of Variants: 1997–1998
With tens of millions of units sold, Bandai moved quickly to expand the lineup. The years 1997 and 1998 saw a burst of variant releases that pushed the concept in different directions.
Tamagotchi Angel (1997) flipped the premise. Instead of raising a living creature, players raised the spirit of a deceased Tamagotchi — an angel navigating the afterlife. Encourage good deeds and it flourished; neglect it or encourage bad behavior and it drifted toward becoming a mischievous Deviltchi. The Angel added a motion and sound sensor — tapping the shell or making noise near the device triggered interactions. It was darker and stranger than the original, and beloved for it.
Mesutchi and Osutchi (Japan only, December 1997) introduced cross-device connectivity for the first time. The two devices — one female, one male — could physically interlock their tops together to connect. When a compatible adult pair docked, they could breed and produce children. Thirty-one characters each. The physical docking mechanic was unusual, intimate, and strangely charming. Nearly three decades later, Bandai would revive the same concept for Tamagotchi Paradise.
Tamagotchi Garden / Mori de Hakken! Tamagotchi (Japan 1998) moved the action from ocean to forest and introduced an insect-raising device unlike anything before it. Players chose between two egg types: a standard white egg raised through care, and a spotted egg that always hatched into a stag beetle you tried to grow as large as possible. A cocoon teen stage added a temperature management mechanic — the environment’s warmth during the cocoon period influenced what the creature became.
Tamagotchi Ocean / Umi no Tamagotch (1998) set everything underwater in a ocean made, according to its own lore, of juice and soda water. It is remembered today as one of the most demanding Tamagotchi devices ever made — close to cruel in its requirements. A water quality meter needed constant maintenance. A polar bear predator could attack your Tamagotchi while it rested, requiring you to physically tap the device or make noise to scare it away. Neglect for even a short period could be fatal. A teen character from this device — Otototchi — would spend the next 25 years waiting for his adult form. He finally got one in Tamagotchi Paradise in 2025.
Devilgotchi (Japan only, 1998) completed the angel/devil trilogy by having players raise explicitly mischievous devil characters, encouraging bad behavior rather than good. Deeply weird, deeply Japanese, and fondly remembered.
The Crash and the Quiet Years: 1998–2004
By 1998, the original Tamagotchi boom had largely peaked in Western markets. The fad cycle that had driven forty million sales in two years ran its natural course. Bandai scaled back international production. The franchise continued in Japan throughout this period — new devices kept appearing for Japanese audiences — but the global cultural moment had passed.
The franchise would not make a significant return to Western consciousness for six years.
The Reboot: Tamagotchi Connection (2004)
In 2004, Bandai launched what was effectively a second beginning for the franchise. The Tamagotchi Connection — called the Tamagotchi Plus in Japan — introduced a single feature that changed the nature of the device entirely: an infrared port that let two devices communicate.
Point two Connections at each other and your Tamagotchi could visit a friend, play games together, exchange gifts, fall in love, and have children. For the first time, the creature in your pocket had a social life that extended beyond you.
The Connection also introduced the pause function on the international version — you could halt your Tamagotchi’s growth without killing it, a recognition that players’ lives had grown more complex and less forgiving of a device that demanded constant attention. It was a small concession to modernity that made the device dramatically more liveable.
The reboot worked. By 2006, over 20 million Connection units had been sold. By 2010, after several generations of new models, over 76 million Tamagotchi had been sold worldwide in total.
The Connection era produced five main versions over four years. Each one built on the last:
V2 added a shop where players could spend earned currency on items — the first Tamagotchi economy. V3 added password codes for unlocking content, the direct ancestor of Paradise’s shop code system. V4 and V4.5 introduced jobs and skill development — your Tamagotchi could attend school, build talents, find work, and its adult character was now tied to what kind of life you helped it lead, not just how well you fed it. V5 / Familitchi shifted focus to raising an entire family simultaneously.
Japan simultaneously received exclusive devices — the Entama and Uratama — that pushed the connection concept further with more complex personality and job systems that Western players wouldn’t see for years.
The Color Revolution: 2008 Onward
In 2008, Bandai released something that had never existed before in the franchise: a Tamagotchi with a color screen.
The Tamagotchi Plus Color was Japan-exclusive and never reached international shelves, but it was a landmark moment. The pixelated black and white creatures that had defined the franchise for twelve years were suddenly rendered in full color, with smooth animations and expressive faces. The world of Tamagotchi Planet had never looked so alive.
A golden age of Japan-exclusive color devices followed. The iD (2009) refined the color experience. The iD L (2011) — considered by many longtime fans to be among the best-balanced Tamagotchi devices ever made — expanded the character roster, added multiple themed locations, and introduced the Royal Character system: special secret adults obtainable only through specific care conditions. The P’s (2012) went further, introducing interchangeable Tama Deco Pierce cartridges that added entirely new character sets, locations, and content. A fully-loaded P’s with a complete Pierce collection represented the deepest Tamagotchi raising experience that had ever been offered.
Western players largely missed this entire era. Japan was getting sophisticated color devices with rich content libraries while the rest of the world had nothing new. This created a divide in the fanbase that still shapes how collectors talk about the franchise.
Going Global Again: Tamagotchi Friends and 4U (2013–2015)
The mid-2010s saw Bandai attempting to bring modern Tamagotchi back to international markets with NFC-based connectivity. The Tamagotchi Friends (2014) used a bump-to-connect mechanic — physically tapping two devices together — that was simple and satisfying. The 4U (Japan, 2014) used NFC to download content from store displays, an early prototype of the Lab Tama system that would appear in Paradise a decade later.
Neither device set the world on fire internationally. The Friends was solid but not spectacular, and the 4U remained Japan-exclusive. The franchise was still searching for its next big moment.
The Genetics Revolution: m!x and On/Meets (2016–2019)
In 2016, Bandai released the Tamagotchi m!x in Japan and introduced an idea that would define the franchise’s next chapter: genetic inheritance.
When your Tamagotchi bred with another, the baby physically inherited features from both parents — head shape, ears, body color, markings. Stack this across multiple generations and the creatures in your device became unique hybrids that looked unlike any standard character. The m!x was Japan-only, but the concept it introduced was too good to keep regional.
The Tamagotchi Meets (Japan, 2018) and its international counterpart the Tamagotchi On (2019) brought the genetics system to the world, adding Bluetooth app connectivity and a shared online space for the first time. Players could visit a virtual town populated by other players’ Tamagotchi, interact with their creatures, and breed across continents. The genetics system produced creatures of almost infinite variety — after a few generations of deliberate breeding, your Tamagotchi looked like nothing in any guide.
The On was the device that reintroduced a significant Western audience to modern Tamagotchi. It sold well, built a passionate community, and reminded a generation that had grown up with the original that there was still something genuinely exciting being made.
The Modern Era: Pix, Uni, and Paradise (2021–2025)
Tamagotchi Pix (2021) added a built-in camera — the first in franchise history — allowing players to scan QR codes, interact with the camera feed, and take photos with their Tamagotchi. It was aimed at a younger audience and largely succeeded on those terms, introducing new players while longtime fans appreciated the cooking and gardening systems.
Tamagotchi Uni (2023) went further than any previous device in one specific direction: connectivity. Built-in Wi-Fi made the Uni the first Tamagotchi capable of connecting to the internet without a companion app or external device. The Tamaverse — a shared online space — let players across the world visit each other, trade items, and see their Tamagotchi living alongside others from different countries. It was the most socially ambitious Tamagotchi ever made.
Tamagotchi Paradise (2025) arrived as a deliberate counterpoint. After years of increasing connectivity and app dependency, Paradise pulled back. No Wi-Fi. No Bluetooth. Connection happened the old way — physically docking two devices together, just like the Mesutchi and Osutchi had done in 1997. In place of online features, Paradise offered depth: four fields, sixteen species, sixty-eight characters, a food-type evolution system, cumulative care mechanics, secret characters requiring cross-device connections, and a breeding system that passed on eyes and color across generations.
The Jade Forest shell, released in November 2025, expanded the roster with an entirely new East Asian-themed field and fifteen additional characters.
As of July 2025, over 100 million Tamagotchi units had been sold worldwide.
What Makes It Last
Tamagotchi has now outlived the toy crazes that surrounded its launch by decades. Furbies, virtual pets from competing manufacturers, the countless Tamagotchi imitators — most are gone or forgotten. Tamagotchi is still here, still being made, still being bought by children who don’t know what the 1990s were and adults who do.
The reason, at its core, is the same now as it was in 1996: Tamagotchi makes you care about something. The creature needs you. Its needs conflict with your schedule. When it dies, you feel it. When you raise it to a rare form through patient, careful attention over days, you feel that too — a pride that is slightly embarrassing to admit and completely real.
Every feature Bandai has added over 29 years — the shops, the connections, the genetics, the Wi-Fi, the zoom dial — has been in service of deepening that emotional relationship. Some features have worked better than others. But the core has never changed.
A small egg. A creature inside. Something alive that needs you.
That’s still what it is.
Ready to start your own Tamagotchi journey? TamaVault’s complete guide to the latest device — Tamagotchi Paradise — covers everything you need to know.
