Takashi Tezuka
Takashi Tezuka, sometimes called Ten Ten, is a Japanese video game designer and gaming company executive. Since 1984, he has directed, produced, or supervised development of numerous games released by Nintendo. He is now executive officer of their board of directors, and senior officer of their Entertainment Planning & Development division.
Tezuka assisted designer Shigeru Miyamoto on the platformer Super [Mario Bros.] for the Nintendo Entertainment System. The game was incredibly innovative and influential to the medium; it began the Super Mario game series, and revived the North American gaming industry after it had suffered a recession in 1983. Tezuka helped Miyamoto design the action-adventure game The Legend of Zelda, which began the Zelda series. The duo have had a creative partnership on many projects in the four decades since.
While directing Super Mario Bros. 3 for the NES and Super Mario World for the Super [Nintendo Entertainment System], Tezuka co-designed the dinosaur character Yoshi, who became a staple of the Mario and Yoshi series. He then directed Link to the Past">Link (The Legend of Zelda)">Link to the Past for the SNES, The Legend of Zelda: Link's Awakening for the Game Boy, and Yoshi's Island for the SNES. His last game design credit was for Super Mario 64 for the Nintendo 64.
Tezuka has since worked in managerial roles on games, rather than as a hands-on designer. Such titles include Animal Crossing for the 64DD and GameCube, The Legend of Zelda: The Wind Waker for the GameCube, Super Mario Galaxy 2 for the Wii, and The Legend of Zelda: Breath of the Wild for the Wii U and Nintendo Switch. All the aforementioned titles are considered some of the best, most innovative, or most influential games ever released.
Early life
Tezuka was born on November 17, 1960. His nickname is "Ten Ten", which he has been called in some game credits. In the 1980s, he studied at the Design Department of the Osaka University of Arts. He became skilled at designing packaging of consumer goods featuring branding of various characters. However, Tezuka was uninterested in jobs like advertising where someone has to design a product according to a client's specifications—which design students in Japan typically entered after graduating. His friend, meanwhile, applied to work at video game company Nintendo, which made Tezuka interested in joining them too; he wanted to work in "jobs related to leisure and recreation", rather than necessarily work in gaming. Tezuka was not very knowledgeable about video games when he applied, and was not even aware of Pac-Man.Career
1980s
''Punch-Out!!'' and ''Devil World'' (1984)
In April 1984, at age 23, Tezuka got a part-time job at Nintendo, working on the sprites of the arcade fighting game Punch-Out!! while he was still in university. The company hired him despite his unfamiliarity with gaming. He worked only for a few weeks. Afterwards, Tezuka graduated from the university. He also joined the company as a full-time employee, his first game credit being assistant director of Devil World for Nintendo's Famicom home console. His rapid ascent from new hire to assistant director was due to the company's limited staff at the time. New recruits would be "employed across different projects in different capacities as needed", meaning Tezuka also made games' instruction manuals, arcade cabinet art, sprite art, and Nintendo's playing cards.In Devil World, the player explores mazes while avoiding incarnations of the Devil; wherever the Devil looks, the mazes scroll across the screen in that direction, making it harder for the player to move through and exit them. Initially, it was designed solely by Shigeru Miyamoto, until partway through, when Tezuka started assisting him. Tezuka had much to learn about the Famicom's design at his job, as he did not own one before joining the company. He initially assumed it was a personal computer like its full name suggested. Notably, Tezuka and Miyamoto utilized the advanced technology of the Famicom to make the player character's sprite twice as big as most titles that came before. It was the first of numerous games the two have worked on together in the four decades since. Koji Kondo, who made his first musical score for a game with Devil World, has composed for many of those games.''Excitebike'' and ''VS. Excitebike'' (1984)
Tezuka helped "a little" on Miyamoto's design of Excitebike and VS. Excitebike, which both released in 1984. The former came out for the Famicom, while VS. Excitebike was part of the Nintendo VS. System, a series of multiplayer arcade ports of Famicom games—not to be confused with a 1988 Famicom game of the same name. In the two games, players race motorcycles on dirt tracks towards the right of the screen while jumping off of dirt formations and ramps. Their aim is to reach the finish line first, or get a high score. The titles were some of gaming's first side-scrollers, another feature that the Famicom allowed for.''Super Mario Bros.'' (1985)
Tezuka worked on the 2D platformer Super Mario Bros., which released for the Famicom and the Nintendo Entertainment System, the Famicom's version outside of Japan. It was a sequel to the arcade game Mario Bros.. Tezuka served as the game's assistant director, working with: Miyamoto, the director; Kondo, the composer; and Kazuaki Morita and Toshihiko Nakago, the programmers. Although Miyamoto already intended to use Mario as a mascot for many games following Mario Bros., it was Tezuka that first pitched a new game starring the character, after learning how consistently Mario Bros. was still selling on the Famicom a year after its release.The group first developed Super Mario Bros. as a shoot 'em up, before they experimented with gameplay based around Mario jumping. From there, it became a 2D platformer, the shooting elements relegated to a bonus stage before being cut completely. Tezuka and Miyamoto used their recently acquired skills of making large sprites for Devil World and the scrolling camera of the Excitebike games, putting those elements into Mario. They two would sit next to each other, drawing designs on long sheets of paper. The group's final product is considered one of the most important video games ever released. Mark Langshaw writes for Digital Spy:
Super Mario Bros. introduced the Super Mario series' staple power-ups—items like the Super Mushroom and Fire Flower, found in floating "Question Blocks", which give Mario helpful abilities—as well as the collectible coins; destructible, floating Brick Blocks; and enemies which Mario can stomp on, like Koopa Troopas. The characters Bowser and Princess Peach also made their first appearance. The player starts the game with Mario being represented by a small sprite, and they can collect the Super Mushroom to make Mario taller. This was first suggested by Toshihiko Nakago, and Tezuka and Miyamoto decided that players would have a greater understanding of the game's design if they started small and grew later, rather than starting big.
Super Mario Bros. sold more than 40 million copies, making it the seventh best-selling video game ever as of 2023, and the first game ever played by millions of people. It was released in the aftermath of the video game crash of 1983, a recession that greatly harmed the gaming industry's leaders in North America: Atari, Coleco, Magnavox, and Mattel. The medium's marketability in the region had been destroyed, which analysts believed could be permanent. Tezuka and Miyamoto's creation boosted sales of the NES, thus reviving gaming in the region, and making the game greatly responsible for Nintendo's current success. The resulting Super Mario series includes other titles considered to be "some of the most innovative and important platformers ever released". In 2021, TheGamer writer Josh Coulson said that Tezuka "has worked on pretty much every Mario game since the franchise's inception".
''Super Mario Bros: The Lost Levels'' (1986)
Tezuka and Miyamoto worked on a 1986 sequel to Super Mario Bros., which released for the Famicom as Super Mario Bros. 2. The game was Tezuka's directorial debut. His team "followed the template of the original very precisely, while increasing the challenge for veterans". The game's levels contain not only Super Mushrooms, but visually similar versions of them which are actually deadly for Mario to touch—as well as trampolines which send him high above the screen, making it hard for the player to know where they'll land. It was not ported to the NES, as Nintendo predicted Western gamers would find it "too difficult, too weird, or maybe too Japanese" compared to the first game. The NES received its own "Super Mario Bros. 2": a reskin of an unrelated Famicom game, Yume Kojo: Doki Doki Panic. The Japanese Super Mario Bros. 2 came to the West in 1993 as Super Mario Bros.: The Lost Levels, part of the Super Mario All-Stars compilation for the Super Nintendo Entertainment System console.''The Legend of Zelda'' (1986) and ''Zelda II'' (1987)
Nintendo's Famicom and NES title The [Legend of Zelda (video game)|The Legend of Zelda] came out for the former console five months after Super Mario Bros., but development on Zelda began first. The game is an action-adventure title set in the kingdom of Hyrule. In the story, the player character, Link, must save the kingdom's Princess Zelda from the villain Ganon by obtaining all pieces of the Triforce, a magical artifact which has been broken and spread across the game world. Tezuka is fond of fantasy novels such as J. R. R. Tolkien's The Lord of the Rings, and wrote the story and script for Zelda and its sequel, Zelda II: The Adventure of Link.''Super Mario Bros. 3'' (1988)
Working with Miyamoto, Tezuka was a designer and the director of the NES sequel Super Mario Bros. 3. The game had a very long development cycle for an 8-bit game, at two and a half years. The number of people Tezuka worked with had grown to around 20 or 30. From the start of development, he wanted Mario to have a tail the player could use to spin him around and knock out enemies—as well as for Mario to fly. This led to the Tanooki Suit, a raccoon-themed outfit which lets him do both. Variations of the suit later appeared in many Super Mario games. The player can also obtain the Frog Suit, which makes Mario slower on land, but agile in water; and Kuribo's Shoe, a giant shoe he sits inside of to jump onto enemies and safely land on obstacles.Another staple of the franchise that debuted are the Boo species of ghosts. In Mario platformers, they fly towards him, and damage him if he touches them. They also freeze in fear when Mario looks at them, but fly towards him otherwise. They were designed by Tezuka, who was inspired by a reaction he once had to his wife. He says his wife is "very quiet normally", but one day, she "exploded" in anger at him regarding all the time he spent at his job; his rapidly frightened reaction led to the Boos' behavior.
The designers eschewed The Lost Levels
Unlike previous Mario games, black outlines were added to all Mario Bros. 3
1990s
''Super Mario World'' (1990)
As Miyamoto moved up in Nintendo around this time, Tezuka replaced him as the director of many games. Tezuka directed the SNES platformer Super Mario World, which released in 1990. Development of the game was relatively short, starting around 1988. Unlike with Super Mario Bros. 3, Tezuka did not serve as visual designer, feeling had he worked on too many roles for the previous game. The role thus went to Shigefumi Hino. Super Mario WorldWhile making Super Mario Bros. 3, Miyamoto drew a picture of Mario riding a horse, and put it up on a wall near his workspace at Nintendo. Tezuka assumed he wanted Mario to be able "to ride something" in a game. When Super Mario World
''The Legend of Zelda: A Link to the Past'' (1991)
Tezuka directed The Legend of Zelda: A Link to the Past for the SNES. The sequel retained the top-down perspective of The Legend of Zelda and Zelda II, but introduced "overlapping worlds" to the series: the game is split between the Light World and Dark World, two parallel universes that are variations of a singular game map, which Link must teleport between during his quest. Similarly, Tezuka's team used the SNES' ability to have multiple overlapping layers of graphics in the game; most of the sprites exist on the general layer for the world, a layer of special effects is overlaid on that, and the top layer is the game's HUD. The special effects layer allowed them to add weather effects like rays of sunshine or rain to the environments.The core controls of Zelda were smoothed, as Link became able to walk in four more directions—between the prior cardinal directions—and swing his sword in an arc, rather than sticking it out towards a single direction. The player can hold the attack button to charge up a Spin Attack, in which he quickly moves it in a circle around his body. Link cannot attack while charging up, adding complexity to combat by making players decide if a charge is worth it in their situation. A debuting item is the Hookshot, a grappling hook that Link can shoot out of his hand and attach to certain surfaces he normally could not reach, sending him flying over to the target location.
A Link to the Past
''The Legend of Zelda: Link's Awakening'' (1993)
Some time in the early 1990s, Tezuka and some other developers at Nintendo challenged themselves to make a Zelda game with the general structure of the NES and SNES games, but on Nintendo's small Game Boy handheld console. Initially, they were just "playing around", without necessarily having permission from Nintendo's higher-ups to make it. Once the game reached "a certain level of creation and completion that we wanted to show", the team took it to the higher-ups, who greenlit it. The project became The Legend of Zelda: Link's Awakening, which Tezuka directed. He later said that the game's "interesting characters and situations" which differed from Zelda and Zelda II might not have been created if the project wasn't a casual experiment at the start.Inspired by the American surrealist mystery TV series Twin Peaks —which first broadcast in Japan at the start of development—Tezuka gave the game a surrealist story, creating a community of suspicious NPCs to replicate the residents of the show's titular town setting. Link's Awakening takes place inside Link's dream after going unconscious following a shipwreck; in it, he washes up on the shore of the strange island of Koholint Island. Despite the advancements Zelda
''Super Mario All-Stars'' (1993)
After the Zelda sequels, Tezuka directed the SNES title Super Mario All-Stars. It is a compilation of four Mario games—Super Mario Bros.; the Japanese Super Mario Bros. 2, renamed Super Mario Bros.: The Lost Levels in All-Stars''Yoshi's Island'' (1995)
Tezuka's last directorial role on a game was for the SNES platformer Yoshi's Island. He worked with a team that included Shigefumi Hino, who later directed Pikmin, and Hideki Konno, who would produce various Mario Kart titles and, in the 2010s, head Nintendo's mobile gaming department. The game was a sequel to Super Mario World, but changed many of its elements to create something far more different than previous Mario games. In Yoshi's Island, the titular character has to carry a recently-born Mario on his back while finding Luigi, who has been kidnapped. Yoshi can stick his tongue out at enemies, swallow them, and lay an egg containing them, which he can then throw at objects and other enemies. Aiming the egg throws in a particular direction is key to solving many puzzles in the levels. When Yoshi gets hit, Mario flies off his back, and the player has to retrieve him by the time a countdown on the screen reaches zero, or else receive a game over. To match the story, the game's world was made to look like it was drawn by crayons. Artist Hisashi Nogami drew the sprites by hand in real life, then scanned them into a computer, and redrew the pictures pixel-by-pixel into the game.''Super Mario 64'' (1996)
Tezuka was an assistant director of Super Mario 64, a launch title for the Nintendo 64 home console. It was his last credit as a game designer, as he worked with a "dream team" that included Miyamoto. The Nintendo 64 was the company's first console to support fully-3D computer graphics, making Super Mario 64 one of the first-ever fully-3D platformers. Miyamoto felt that before the team started on level design, he personally needed to perfect Mario's controls in 3D space, which had a complexity never before seen in games. This contributed to a long development. Super MarioMario uses the hub world of Princess Peach's castle to enter different levels; the player has to jump into the castle's many magical paintings that depict the levels to be teleported to them. This makes navigation in Super Mario 64 a more playful act than selecting levels from a menu, as in other games. The castle is also filled with numerous secrets to discover. Inside the levels, the player uses Mario's new controls to traverse complex 3D spaces: climbing and sliding down hills, pounding wooden posts into grass, and jumping over lava to reach platforms. He can grab certain objects and characters, and if he steps on a Koopa Troopa, he can use its shell like a surfboard, sliding around the level.
Switch to managerial roles
Upon completing Super Mario 64, Tezuka stopped being a hands-on game designer. He was promoted to Nintendo's upper management after the Nintendo 64's launch, and started working on game projects as a producer or supervisor. Nintendo Life writer Gavin Lane later summarized Tezuka's career from 1984 until then: "In a single decade, Tezuka went from being unable to point out Pac-Man in a lineup to shifting our understanding of what video games could be. It's a truly remarkable turnaround."Since then, Tezuka has generally kept a low profile, while preparing Nintendo's younger and lower-level employees for more commanding roles later on in their careers. He has also overseen external companies' development of games featuring Nintendo's intellectual properties, like at Capcom on 2001's The Legend of Zelda: Oracle of Seasons and Oracle of Ages for the Game Boy—and worked as an engineer assisting TV crews at Nintendo's SpaceWorld 1995 trade show.
''Yoshi's Story'' (1997)
One of Tezuka's first credits after being promoted was for Yoshi's Story for the Nintendo 64. The game is a sequel to Yoshi's Island, which retains the original's side-scrolling camera. While hunting after a toddler version of Bowser, the player can switch been numerous multicolored dinosaurs in the Yoshi species to use as their avatar. The game is much easier than Yoshi's Island; Yoshi does not carry Mario on his back, leaving the player to focus on their own health. At various points in the levels, the player can choose one of multiple branching paths to continue onto, which encourages replayability. Yoshi's Story2000s
''Animal Crossing'' (2001)
Tezuka produced the social simulation game Animal Crossing, which released in Japan for the Nintendo 64's 64DD peripheral, and in other regions for the GameCube. In it, the player controls the only human resident of a town of animals, and can interact with them in various ways. The game has a virtual economy, and players earn money by completing villagers' tasks, or selling items to Tom Nook, a local raccoon businessman. The player starts the game in a small, "crummy" house bought with loans from Nook. To get out of debt and improve their house, the player must sell him items, as they cannot pay him upfront. Animal CrossingKatsuya Eguchi designed Animal Crossing as a way to replicate the social experience of living in a small town, as he felt lonely after moving from such a place in Chiba Prefecture to Kyoto, Nintendo's home city. Tezuka worked on the game from its early stages, when it was named Animal Forest, and after it was renamed. It began development as a role-playing game. From there, Tezuka said, "we kind of made the theme of the game communicating directly with other characters and communicating directly with other players in your town"; communicating with other villagers is a requirement for the player to collect certain items, like clothing for their character and furniture for their house. In general, Animal Crossing was designed so the player could build "your own personal world" where "you're free to do what you want to do".
GameCube, GBA, DS, and Wii roles
After Animal Crossing, Tezuka worked as a producer or supervisor of the GameCube titles Pikmin, Luigi's Mansion, The Legend of Zelda: The Wind Waker, Mario Kart: Double Dash, and Pikmin 2. He also had some role on the Nintendo DS games Yoshi Touch & Go and Yoshi's Island DS, as well as for the Mario Advance and New Super Mario Bros. series.''Flipnote Studio'' (2009)
Tezuka also produced Flipnote Studio, software released for the Nintendo DSi that, before the service shut down, let users draw on the device's touchscreen display, creating short animations which could be uploaded online for others to view.2010s
''Yoshi's New Island'' (2014)
Tezuka produced Yoshi's New Island for the Nintendo 3DS handheld console. The development team included other members of the Yoshi's Island team. The game's mechanics and typical level structure are generally borrowed from the SNES game; however, as with Yoshi's Story the levels were made easier to complete. To make up for this, for players who wanted Yoshi's IslandSimilar to Yoshi's Island, the world of Yoshi's New Island looks like it has been made with crayons, oil paint, and watercolor paint. The game also makes use of the handheld's stereoscopic 3D display, showing the player physical depth in the game world when the 3D mode is active; the developers spent a significant amount of time making sure no visual bugs would result from this. Utilizing the 3DS' internal gyroscopic sensor, and while Yoshi uses binoculars, players can tilt the handheld left or right to reveal the areas of a level just outside the screen.
''Super Mario Maker'' (2015) and ''Super Mario Maker 2'' (2019)
Tezuka worked on the 2015 Wii U game Super Mario Maker, which allows players to make their own 2D platformer Super Mario levels. Until the Wii U's Nintendo Network online gaming service shut down in 2024, the game also let them play levels that other owners of the game created and uploaded online. Tezuka's team started development wanting to utilize the Wii U GamePad's touchscreen display, and started on a sequel to Mario Paint that let players digitally paint with the guidance of the touch user interface. They eventually switched to making a simplified version of Nintendo's internal level creation software used on previous Super Mario games. Tezuka also produced Super Mario Maker 2, which released for the Nintendo Switch in 2019. The sequel increased the amount of mechanics players could implement into their levels. It also introduced a story mode, and online multiplayer for any levels that users had uploaded.Nintendo World Report
In 2024, Tezuka said he felt some of the levels uploaded online on the Mario Maker games "were not very good", and that that helped him answer a question he discussed with Miyamoto prior to the game's release: if it was easier to make a good 2D platformer than a 3D one—the answer being no. He described the games as a "crowdsourced experiment" that taught him "even if design elements like controls and enemies are solid, 'whether they come alive or fall flat are dependent on the level designer'".
''Super Mario Run'' (2016)
Tezuka was a developer of Super Mario Run, a 2D platformer released for mobile devices like the iPhone in 2016. Most of the original team behind the 1985 Mario game worked on this entry, including Miyamoto, who was producer. Mario Run sacrificed much of Mario's traditional moveset in Super Mario games—designed for controllers— to work smoothly on a touch user interface. The character automatically runs to the right in the game's levels, instead of the player controlling his speed and direction. To deter Mario from hitting obstacles, the player taps on the device's screen to make him jump—the longer they tap, the higher he jumps. Tapping can also decrease the speed of his fall in mid-air.2018 promotion
By 2018, Tezuka had been working for some time as senior officer of Nintendo's Entertainment Planning & Development division. That year, the company announced he had been promoted to executive officer of Nintendo's board of directors, but that he would maintain his role at Nintendo EPD.2020s
''Super Mario Bros. Wonder'' (2023)
Tezuka was the producer of the 2D platformer Super Mario Bros. Wonder, released for the Nintendo Switch in 2023. Shiro Mouri served as director, and Miyamoto as supervisor. Controlling Mario in the game, the player can touch certain flowers named "Wonder Flowers" to activate "Wonder Effects", which change Mario's design, or the layout, aesthetics, and mechanics of a level. Reviewers described the level change effects as "psychedelic". The player can also equip a select number of badges before entering a level, which give Mario permanent abilities, such as making him run automatically at all times.Wonder Effects were created as an attempt to replicate the developers' experiences of being surprised by the secrets they found within video games as children. As Super Mario Bros. Wonder was designed to be accessible to all ages—and thus, varying skill levels—the badge system was as a way to make the game's difficulty customizable by the player. The game's main designers solicited ideas for Wonder Effects and badges from the entire development team, and in total, they received two thousand different submissions. Mouri first brought up the idea of Wonder Effects, telling Tezuka that the Wonder Flowers could transport Mario to a different location; Tezuka suggested that the world should change around Mario instead. Tezuka also created the voice-acted talking flowers that appear in some levels and tell Mario various things, including hints on what the level will contain.