Satoshi Tajiri: The Man Who Created Pokémon

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Satoshi Tajiri

(Japanese: ポケモンをつくった男 田尻智 Satoshi Tajiri: The Man Who Created Pokémon) is a biographical manga about Satoshi Tajiri, published in Japan by Shogakukan on May 16, 2018. It is composed by Hiroyuki Kikuta with art by Akira Tanaka and epilogue by Shigeru Miyamoto. It is 160 pages long.

Blurb

The following text has been translated from Japanese:

The Man Who Created 'Pokémon': Satoshi Tajiri!!

Pokémon is beloved worldwide. From his fascination with the depths of the gaming world as a child, Satoshi Tajiri became a world-renowned game creator. How did he bring Pokémon to life!?

His childhood experiences ultimately led to the creation of 'Pokémon,' a game that captivated countless children.

Overview

Quinty

Satoshi Tajiri drew inspiration from his childhood passions and experiences. Fascinated by exploring nature and collecting insects as a child, Tajiri developed an early appreciation for discovery and curiosity. His deep interest in stag beetles and other creatures fueled his imagination and later influenced the core themes of Pokémon: exploration, collection, and connection with the natural world.

As a teenager, Tajiri immersed himself in the emerging world of video games. His enthusiasm led him to contribute to gaming magazines, including Game Freak, which he co-founded as a self-published fanzine analyzing games in detail. Over time, Game Freak evolved into a game development company, with Tajiri and his team channeling their creativity into original projects. Their first commercial release was Quinty (1989), localized outside of Japan as Mendel Palace, marked the beginning of their game development journey.

Tajiri's vision culminated in Pokémon Red and Green, released in Japan in 1996 after six years of dedicated effort. The games combined his love for nature and collecting with innovative game mechanics, allowing players to capture, trade, and battle creatures. Originally conceptualized as "Capsule Monsters," the Pokémon series reflected Tajiri’s childhood wonder while introducing a world that resonated with audiences globally.

Since its inception, Pokémon has expanded far beyond video games into trading cards, television, movies, and mobile apps like Pokémon GO, continuously evolving and captivating generations of fans. Tajiri’s ability to transform his childhood passions into a worldwide phenomenon highlights his unique understanding of what makes games truly enjoyable.

Table of Contents

  • 「プロローグ」 (Prologue)
  • 「第一章 昆虫とインベーダー」 (Chapter 1 - Insects and Invaders)
  • 「第二章 増えていく仲間たち」 (Chapter 2 - Gathering Companions)
  • 「第三章 素人集団の苦戦~初めてのゲーム制作~」 (Chapter 3 - The Struggles of an Amateur Group: Creating a Game for the First Time)
  • 「第四章 社会の荒波とポケモンのめばえ」 (Chapter 4 - Challenges in Society and the Birth of Pokémon)
  • 「第五章 続発するトラブル」 (Chapter 5 - Recurring Troubles and the Birth of Pokémon!)
  • 「第六章 ポケットモンスター誕生!」 (Chapter 6 - The Birth of Pokémon!)
  • 「エピローグ」 (Epilogue)

Main characters

Featured cast
  • Satoshi Tajiri (right): The Japanese game creator who developed Pokémon and is regarded as a leading figure in the gaming industry.
  • Ken Sugimori (top center right): He became Satoshi's companion at age 18 and was responsible for the character design of Pokémon.
  • Junichi Masuda (top center left): He became Satoshi's companion at age 20 and was responsible for the game music and programming of Pokémon.
  • Satoshi Tajiri's mother (top left): She watches over Satoshi without ever denying what he wants to do.
  • Tanigawa-sensei (bottom left): Satoshi's elementary school homeroom teacher.
  • Tsunekazu Ishihara (bottom center left): President and CEO of Creatures Inc. (currently Chairman and President of The Pokémon Company). He serves as the producer overseeing Satoshi's development of Pokémon.
  • Shigeru Miyamoto (bottom center right): Deputy Manager of Nintendo’s Software Development Department (currently Representative Director and Fellow). He recognized Satoshi's talent and supported his growth.

Gallery

Satoshi Tajiri’s "Did You Know?" Column

1. Verification Cards

"When I was in 4th grade, I heard an overseas radio broadcast for the first time. Beyond the sea from Japan, there were people I had never seen before, playing music I had never heard, and it was such a refreshing experience. Becoming interested in radio, I learned that if you sent a letter to the radio station after receiving their signal, you could get a 'Verification Card' confirming reception. That was the first time in my life I sent a letter overseas.

To listen to radio broadcasts from various countries, I saved up my New Year’s gift money and bought a high-performance radio. It was the Proceed 2800 by Matsushita Electric (now Panasonic). Its frequency display used a liquid crystal display, which felt futuristic at the time. During early mornings and late at night, when there was less signal interference, I could pick up broadcasts from distant countries.

I became obsessed with collecting Verification Cards from radio stations around the world, tuning into different countries' frequencies. From North Korea and China, stations would even include items like flags (pennants) or postcards alongside the verification cards. Some broadcasts were difficult to receive, but I tried many methods, and when I finally succeeded, it was incredibly exciting. I even managed to pick up signals from places like the Vatican, Argentina, and Brazil—essentially the other side of the world!

Even now, as an adult, I enjoy watching and listening to programs from radio and satellite broadcasts across the world, as well as on the Internet. You can get information that’s slightly different from what we are used to on Japanese television and radio. I believe that having the curiosity to explore unfamiliar worlds is a very important thing."

Additional information:

  • A Verification Card is a confirmation card, called 「ベリカード」 (Beri Cards) in Japan. When international radio stations broadcast shortwave signals globally, listeners can send reception reports, and the stations send back a verification card. Enjoying international shortwave broadcasts is known as Broadcast Listening, commonly referred to as 'BCL' in Japan. This became a major trend among middle and high school students in the 1970s.

2. Game Music

Haruomi Hosono's "Video Game Music" album cover

"Games are a form of play that engage human sight, hearing, and touch. When you focus on a game, it can evoke emotions and excitement similar to a dramatic performance. While all the senses are important in game development, hearing is surprisingly critical. The sound effects and background music in games expand the game world and leave a lasting impression. Have you ever been at home and suddenly heard a nostalgic game tune playing in your mind?

When I was a child, I would go to the arcade around closing time and record game sounds on a cassette recorder. Since it was late at night, there weren’t many customers, so I could place the recorder close to the game machine's speakers to capture the sound. Bringing that recorded sound back home felt like I was bringing the arcade machines themselves with me. Even though it was recorded in mono, the atmosphere was intact. I had friends who did the same, and we often exchanged our recordings.

Once, I got caught sneaking out late at night and was scolded by my mother, who called me a 'delinquent.' But at the time, I was completely absorbed in it. Just like collecting insects as a child, I would collect sounds—from the intros to the game-over jingles—of games like Donkey Kong and Pac-Man, and feel satisfied.

There’s a famous band called YMO (Yellow Magic Orchestra), and its leader, Haruomi Hosono, created the album Video Game Music, the first video game soundtrack album in the world. The noises of the arcade and the game sound effects are seamlessly integrated, and even now, the album reminds me of the excitement of arcades back then. This album also had a significant influence on Masanobu Endō, the developer of Xevious. For me, it’s one of the most important albums of my life."

3. Comiket

"Scenes from Comiket. Manga fans from all over Japan gather at Tokyo Big Sight, the venue for the event."

"Do you know about Comiket? Officially called the Comic Market, it is the world’s largest fan-made publication (dōjinshi) event, held every summer and winter. The summer version is called NatsuComi and the winter one is FuyuComi. When the event is held, tens of thousands of manga and anime fans gather—close to 600,000 people. That’s incredible power. It has become a massive cultural hub where fans come together. Dōjinshi refers to publications not made by major publishers but by individuals or small groups who create and distribute the works they want to make. Everyone creates, brings their works, and sells them.

At Comiket, you’ll find parody versions of well-known manga spin-offs, re-imagined scripts for TV shows or anime, and even works explaining parts of manga culture unknown to most people. Many of these books are not available in ordinary bookstores. Famous dōjinshi sold at Comiket are also available in specialty dōjinshi bookstores. I often visit these specialty stores in Akihabara.

Recently, I’ve been interested in books that reproduce World War II military manuals. These include U.S. Landing Tactics and Mechanized Weapons Manuals left behind by the Japanese Army—fascinating reads. With games like Kantai Collection (KanColle) becoming popular, more people are becoming interested in history through gaming.

In the past, there were also parody dōjinshi publications. While it’s said that Japan’s publishing industry has been declining, Comiket’s power continues to grow stronger and stronger."

4. Electronic Blocks

"Gakken Electronic Blocks SR-4A Deluxe: A set where various parts come in block form, allowing users to learn the mechanisms of electronics while building devices."

"Games are made with computers. Computers are constructed from combinations of electronic circuits, allowing machines to calculate and store information. Today, we live in the computer age, where computers are embedded in everything—from home appliances to schools, cars, and various electronic products.

My first interest in electronic circuits began with something called 「電子ブロック」 (Electronic Blocks). These were toys where you could combine different components on a transparent board to create circuits.

With these blocks, I could create radios, sound-producing devices, and even buzzers. To make sounds, components like transistors, capacitors, and resistors were needed. By assembling these pieces inside a box according to circuit diagrams, I could create the machine I wanted. The process was incredibly fun, and when the circuits worked—making sounds or lights—it filled me with a sense of achievement.

While enjoying these blocks, I learned the principles of computers and became eager to take on more challenging electronic projects. I completed the SR-4A Deluxe from Gakken's Electronic Blocks series and created things like motor displays, water level detectors, and wireless microphones.

Games are fun, but when you think about it, it’s a wonder how pressing a button makes a character move, or how a character’s voice comes out from inside the machine. If you take apart a game console, you’ll begin to understand, but learning the basics of electronic circuits is a good starting point for understanding computers.

When I was a child, my challenge with electronic circuits became the catalyst for becoming a game creator. For anyone who wants to create games, learning how electronics work is a great place to start."

Satoshi Tajiri: A Historical Timeline

Year Satoshi Tajiri History of Games in Japan
1963 Japan’s first game exhibition event, the 「アミューズメントマシンショー」 (Amusement Machine Show), is held.
1965 On August 28, he is born in Setagaya Ward, Tokyo, and later moves to Machida City, Tokyo.
1972 At age 7, he enters elementary school and becomes passionate about collecting insects.
1977 At age 12, due to the influence of their homeroom teacher's lessons, develops a habit of thoroughly investigating things. He also becomes interested in raising and observing living creatures.
1978 At age 13, enters middle school and becomes obsessed with the arcade game "Space Invaders." Taito releases the arcade game Space Invaders, which creates a huge buzz.
1979 Namco releases the arcade game "Galaxian," and it becomes a success.
1980 At age 15, becomes obsessed with arcade games like "Galaxian" and "Pac-Man." Submits a game idea titled 「闇夜のカラス」 (The Crow of the Dark Night) to a game idea contest held by Universal Entertainment Co., but the idea is not selected. Namco releases the arcade game "Pac-Man" and Nintendo releases the handheld game system Game & Watch.
1981 At age 16, enrolls in National Institute of Technology, Tokyo College.
1983 At age 18, submits to Sega Enterprises' contest 『スプリング・ストレッシャー』 (Spring Strusher) and wins the Excellence Award, and is welcomed as an external idea staff member at Sega. Founds the dōjinshi (fan magazine) "Game Freak", through which he meets Ken Sugimori. Nintendo releases the home video game console Famicom.
1984 At age 19, the fans of "Game Freak" emerge all over Japan, and the number of friends who help with the production of the doujinshi increases.
1985 At age 20, becomes obsessed with the Famicom (released in 1983) and the newly released "Super Mario Bros.." Nintendo releases "Super Mario Bros." on Famicom.
1987 At age 22, while continuing writing endeavors and producing the dōjinshi "Game Freak", he starts creating an original game called "Quinty." Junichi Masuda joins the team. NEC Home Electronics releases the home video game console PC Engine.
1988 Sega releases the home video game console Mega Drive and the arcade game "Tetris."
1989 At age 24, along with Sugimori and Masuda, he establishes the video game development company "Game Freak Inc.", named after the dōjinshi "Game Freak". Their Famicom game "Quinty" is completed and released by Namco, which becomes a big hit and sells 200,000 copies. Nintendo releases the Game Boy, a handheld game console.
1990 At age 25, conceives the idea for Pokémon and proposes it to Tsunekazu Ishihara and Nintendo Co., but the development stalls. Nintendo releases the home video game console Super Famicom.
1994 Sega releases Sega Saturn and Sony releases PlayStation.
1996 At age 31, after 6 years of planning, "Pokémon Red and Green" are released by Nintendo on the Game Boy. It becomes a big hit, especially among elementary school students. Later, "Pokémon Blue" is released as a limited edition with its general release in 1999. Nintendo releases the Nintendo 64.
1997 At age 32, Pokémon animated TV series premieres on TV Tokyo.
1998 At age 33, Mewtwo Strikes Back is released and becomes a major hit. It is subsequently released worldwide. "Pokémon Yellow" is also released. Sega releases the Dreamcast.
1999 At age 34, "Pokémon Gold and Silver" are released.
2000 At age 35, "Pokémon Crystal" is released.
2002 At age 37, "Pokémon Ruby and Sapphire" are released and become a major hit. In 1998, the companies Game Freak, Nintendo, and Creatures Inc. jointly funded and established The Pokémon Company, then-named "Pokémon Center Co., Ltd." The company now begins to fully manage Pokémon-related businesses. Microsoft releases Xbox in Japan.
2004 At age 39, "Pokémon FireRed and LeafGreen" and "Pokémon Emerald" are released. Nintendo releases the Nintendo DS and Sony releases PlayStation Portable (PSP).
2005 Microsoft releases Xbox 360.
2006 At age 41, "Pokémon Diamond and Pearl" are released. Nintendo releases the Wii and Nintendo DS Lite, while Sony releases PlayStation 3.
2007 Nintendo releases "Wii Fit."
2008 At age 43, "Pokémon Platinum" is released. Nintendo releases the Nintendo DSi.
2009 At age 44, "Pokémon HeartGold and SoulSilver" are released. Nintendo releases the Nintendo DSi XL.
2010 At age 45, "Pokémon Black and White" are released.
2011 Nintendo releases the Nintendo 3DS and Sony releases the PlayStation Vita.
2012 At age 47, "Pokémon Black 2 and White 2" are released. Nintendo releases the Nintendo 3DS XL and the Wii U.
2013 At age 48, "Pokémon X and Y" are released.
2014 At age 49, "Pokémon Omega Ruby and Alpha Sapphire" are released. Sony releases the PlayStation 4 in Japan.
2016 At age 51, the smartphone game "Pokémon GO" is launched, and "Pokémon Sun and Moon" are released. Nintendo releases the Nintendo 2DS.
2017 At age 52, Pokémon Ultra Sun and Ultra Moon are released. Nintendo releases the Nintendo Switch.

Publications

Edition Country Company Date ISBN
First Edition by Shogakukan First
Edition
Japan Shogakukan May 16, 2018 ISBN 9784092701304
First Edition by Kurokawa First
Edition
France Kurokawa November 14, 2019 ISBN 9782368528914
First Edition by Daewon C.I. First
Edition
South Korea Daewon C.I. May 20, 2021 ISBN 9791136273031
First Edition by Norma Editorial First
Edition
Spain Norma Editorial December 11, 2020 ISBN 9788467942743
First Edition by Yuan-Liou Publishing Co. First
Edition
Taiwan Yuan-Liou Publishing Co. May 31, 2020 ISBN 9789573287759
First Edition by J-Pop Manga First
Edition
Italy J-Pop Manga February 10, 2026 ISBN 9788834906446

In other languages

This article is part of Project Manga, a Bulbapedia project that aims to write comprehensive articles on each series of Pokémon manga.