Latest / Kidcast Daily / Ep345: Satoshi Tajiri
Transcript
- 0:08Spin the wheel, let's take a ride.
- 0:11Sports and science bursting from inside a world of wonder open
- 0:17wide. Come on kids, let's amplify kid
- 0:22cats. Daily starts your day.
- 0:26Fun and laughter come your way. Sports and trivia games galore.
- 0:33You're tuned in to Kick Ass Daily.
- 0:35From sports and science to history and technology, we've
- 0:39got the coolest stories and facts waiting for you.
- 0:42Today we're exploring the true story of Satoshi Tejiri, the kid
- 0:46who loved catching insects so much that he turned that passion
- 0:50into Pokémon, one of the most famous game worlds on Earth.
- 0:54We'll look at how his childhood curiosity became a new way to
- 0:57play, trade and connect with friends, and how careful,
- 1:02patient game design changed the video game industry.
- 1:15Satoshi Tejiri grew up in Japan, in Machida, a suburb of Tokyo.
- 1:20As a child, he spent hours outdoors looking for beetles,
- 1:24cicadas and other insects. He brought a notebook, drew what
- 1:28he saw, and kept track of where certain bugs liked to hide.
- 1:33He did not see this as schoolwork.
- 1:35He did it because he was excited to learn from real life.
- 1:38When nearby fields and wooded spots were turned into buildings
- 1:42and roads, it became harder to find insects.
- 1:46He did not give up on being curious, he simply found new
- 1:49places to explore, like arcades filled with electronic games.
- 1:53Here is a trivia question for you.
- 1:55What was the original Japanese title of Pokémon before the name
- 1:59was shortened? In English?
- 2:03The answer is pocket monsters. The word Pokémon comes from
- 2:07combining parts of those two words.
- 2:10As a teenager, Satoshi liked to figure out how arcade games
- 2:13worked. He took notes on patterns,
- 2:16learned how to beat high scores, and even wrote about his
- 2:19findings. He launched a small magazine
- 2:21with friends called Game Freak. It was a fan made guide with
- 2:25tips and reviews. People bought it because it was
- 2:28clear, helpful, and accurate. This success showed Satoshi that
- 2:33he could move from writing about games to making them.
- 2:36Before Pokémon, Satoshi and his team made their first commercial
- 2:40game called Mendel Palace, known in Japan as Quinny for the
- 2:44Nintendo Entertainment System. It was a puzzle action game with
- 2:47simple rules and clever levels. The team behind the magazine
- 2:51Game Freak became the game studio Game Freak with Satoshi
- 2:56as a founder. They learned how to design
- 2:58stages, fix bugs in code, and meet project deadlines.
- 3:02They even worked with different systems.
- 3:05Here is a yes or no question. Did Satoshi Tejiri and Game
- 3:09Freak develop a fast-paced action game called Pulseman for
- 3:12the Sega Genesis? Yes, they did.
- 3:18Pulseman released in the mid 1990s and showed that the team
- 3:22could create slick graphics and responsive controls on hardware
- 3:26that was not made by Nintendo. Now let's jump to the big idea.
- 3:30Satoshi remembered the excitement of collecting insects
- 3:33and sharing discoveries with friends.
- 3:36He thought a handheld game could capture that feeling by letting
- 3:39players find creatures, keep records, and interact together.
- 3:43He looked at the Gameboy and noticed a special feature, a
- 3:47cable that let two players connect their systems.
- 3:50Here's a trivia challenge. What specific Gameboy feature
- 3:54inspired the idea of trading creatures between players?
- 4:00The answer is the link cable. That simple wire let two people
- 4:04connect and exchange data. With that, the concept formed a
- 4:10world where you could discover creatures, record them in a
- 4:13digital encyclopedia, trade them with friends and have friendly
- 4:17matches. Satoshi worked with artist Ken
- 4:20Sujimori, who designed the look of the creatures and characters,
- 4:24and with programmer composer Junichi Masuda, who helped build
- 4:27the game engine and composed music.
- 4:30Ready for another trivia question that adds a new detail?
- 4:33Who became the main composer and later a key director at
- 4:37Gamefreak, helping shape the sound and design of the series?
- 4:44The answer is Junichi Masuda. He wrote many of the most famous
- 4:48tunes players still recognize. Creating Pokémon took time and
- 4:53patience. Development began in the early
- 4:561990s and lasted about six years.
- 4:59During that period, Satoshi pitched his idea to Nintendo.
- 5:03Shigeru Miyamoto, the creator behind games like Super Mario
- 5:07and The Legend of Zelda, supported him and offered
- 5:10guidance. Nintendo trusted the concept,
- 5:13even though it was unusual for the time.
- 5:15The team refined the trading system, polished the catching
- 5:19and training features, and tested how 2 versions could work
- 5:22together. They released Pocket monsters
- 5:25Red and Green in Japan in 1996 for the Game Boy.
- 5:29Later in 1998, the games arrived in North America as Pokémon Red
- 5:34and Blue. Kids could compare which
- 5:36creatures appeared in each version, and trading encouraged
- 5:40real world social interaction. Here is a yes or no question
- 5:44that reveals something new. Was the original Kando Pokedex
- 5:48designed to include 151 Pokémon? Yes, there were 151 in the first
- 5:57generation which gave players a clear goal to try to complete
- 6:00the set, especially by trading with friends to get version
- 6:04exclusive creatures. Did you know that a special in
- 6:07game item called a pokeball was created as a simple,
- 6:10understandable tool to show how capturing works with one button
- 6:13press? It made the system friendly for
- 6:15new players. Another fun fact, the game's
- 6:19music used short, catchy loops to work well on the Game Boy's
- 6:22limited sound channels, which included square waves for
- 6:26melodies and a noise channel for percussion.
- 6:28Junichi must suit to balance these sounds so the music felt
- 6:31active but not overwhelming. During long play sessions,
- 6:36Satoshi focused on exploration, discovery and communication.
- 6:41For example, the game teaches you to talk to non player
- 6:44characters who give hints, search tall grass to find
- 6:47creatures, and use a map to track where you have visited.
- 6:51Battling in the game is turn based, which means you select
- 6:54actions and then see results. This clear structure lets
- 6:58players think about choices, such as which move to use or
- 7:01whether to switch a creature. The game slowly introduces
- 7:04status effects and type advantages with safe, easy to
- 7:08read menus. If you like solving puzzles,
- 7:11building a team is like solving connected problems.
- 7:14You look at your team's move sets, see what types you might
- 7:17be missing, and plan who to train next.
- 7:20Let's drop in another new bit as a question.
- 7:23Did Pokémon Red and Blue communicate using infrared
- 7:26sensors when trading on Game Boy?
- 7:32No, the original games used the wired link cable.
- 7:36Infrared features showed up later on certain models and in
- 7:39later accessories, but the first trading was entirely through
- 7:42that cable. As Pokémon grew, it expanded
- 7:46beyond video games. There were trading cards with
- 7:49rules that encouraged memory and counting.
- 7:52There was an animated TV show that introduced characters like
- 7:55Ash and Pikachu to a huge audience.
- 7:58There were movies, guides, and toys, but it all started with a
- 8:02clear idea. Satoshi had collection,
- 8:05connection, and friendly competition on a simple handheld
- 8:09system. Here is a final trivia question
- 8:12that brings in a fresh angle. Which handheld Accessory,
- 8:15released years after the first games let players track steps
- 8:19and transfer special data to compatible games, encouraging
- 8:23walking in daily life? The answer is the Poke Walker, a
- 8:30small pedometer accessory that came with Pokémon Heart Gold and
- 8:33Soul Silver for the Nintendo DS. It rewarded real world movement
- 8:38within game items or creatures. Satoshi Tejiri stayed involved
- 8:43as a director and producer in later entries guiding the series
- 8:47Core Ideas. He cared about design choices
- 8:50that made learning part of the fun.
- 8:52Tutorials were short, text was clear, and the early areas were
- 8:56built to teach rules through safe practice.
- 8:59For example, a path with slightly stronger wild creatures
- 9:03nudges you to train a bit more before moving ahead.
- 9:06Towns and routes are arranged like steps, so you always feel
- 9:10you have a reachable next goal. Another Did You Know Moment Game
- 9:15Free kept their studios small compared to some other
- 9:17companies. This let teams communicate
- 9:19quickly and keep a shared vision.
- 9:22It also meant the same core people could guide art, music,
- 9:26and programming across multiple games, helping the series stay
- 9:29consistent even as it added new regions, types, and features
- 9:33over the years. Let's recap what we learned
- 9:36today. Satoshi Tejiri was a curious kid
- 9:40who loved finding insects and keeping careful notes.
- 9:44When his favorite outdoor spots changed, he brought that
- 9:47curiosity into arcades and game design.
- 9:50He launched the Game Freak magazine, then turned it into a
- 9:53development studio. He and his team built skills on
- 9:57early projects like Mendel Palace and Pulseman.
- 10:00Inspired by the Gameboy Link cable and the idea of sharing
- 10:04collections with friends, he created Pokémon with support
- 10:08from Nintendo and guidance from Shigeru Miyamoto, and with
- 10:11partners like Ken Sijimori and Junichi Masuda.
- 10:15The team released pocket monsters Red and Green in Japan,
- 10:18and later Pokémon Red and Blue around the world.
- 10:22The original games featured 151 Pokémon turn base matches and
- 10:27trading that encouraged real world social play.
- 10:30Over time, Pokémon expanded into cards, shows, movies, and new
- 10:35game features, all built on Satoshi's clear goal.
- 10:39Make discovery, learning, and connection feel natural and fun.
- 10:49Thanks for listening. Keep your curiosity alive by
- 10:52observing the world around you, asking questions, and trying
- 10:56projects that match what you love.
- 10:58Who knows what idea you might turn into something amazing next
- 11:01time? Grab your breakfast.
- 11:05Feeling fine?