Wireframe - #35 - 2020

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Tecmo \^ Tecmo \^ Developer Profile
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Tecmo’s Touchdown
Sports games were common enough even in the late eighties, so it’s worth reiterating just how
unusual it is that Tecmo Bowl – and particularly its 1991 sequel, Tecmo Super Bowl – still have such
a dedicated following. The NES American football game struck an addictive balance between fast
action and quasi-realistic simulation, and its timeless quality means that players are still arranging
(and streaming) Tecmo Super Bowl tournaments almost 30 years later. According to a 2016 article
on sports website The Ringer, veteran players who once appeared in the game are still getting fans
come up to them and compliment their in-game counterpart’s football prowess. “It cracks me up,”
said former Miami Dolphins linebacker, John Offerdahl. “They have a higher opinion of me than they
probably should.”

small teams worked quickly on games
over the course of a few months; from
this fruitful period came such cult titles
as Bomb Jack, Solomon’s Key, Rygar, and
Star Force. Ninja Gaiden, meanwhile, got
its start when Tecmo boss Yoshihito
Kakihara noted the growing ninja craze
in America, and set two teams to work
on different projects with the same
name. The first was a
belt-scrolling arcade
game in the vein of
Double Dragon – it
was a violent brawler
where the central
character could hang from bits of the
scenery and kick bad guys clear across
screen. The NES version of Ninja Gaiden,
on the other hand, was completely
different, and largely unrelated to the
coin-op aside from the look of its athletic
hero. A rock-hard action platformer
which made innovative use of cutscenes
to tell its story, Ninja Gaiden was among
the finest third-party games ever made
for Nintendo’s console, and spawned a
wealth of sequels and ports.
Tecmo had begun to flag financially
by the mid-nineties, before it received


a renewed burst of energy with the
founding of Team Ninja, a design group
headed up by the now legendary
Tomonobu Itagaki. Handed the task of
making a rival to Sega’s Virtua Fighter,
Itagaki and his team came up with Dead
or Alive – a one-on-one brawler whose
success, particularly on the PlayStation,
helped pull Tecmo back from the
financial brink. Team Ninja continued
to make some of the best games for
Tecmo over the next decade or so, from
numerous Dead or
Alive sequels to the
bloodthirsty Ninja
Gaiden revival in 2004.
Clouds began to
form for Tecmo in the
2000s, though, first with the untimely
passing of Kakihara, its president and
co-founder, in 2006. In its own way, the
resignation of Itagaki two years later was
an even bigger blow; his $1.4 million
lawsuit against Tecmo for alleged unpaid
bonuses prompted 300 other Tecmo
employees to file a similar high-profile
case of their own.
With financial woes once again
beckoning, Tecmo eventually merged
with another long-standing developer
and publisher, Koei, in 2008, which
effectively signalled the beginning of

the end for the firm. Team Ninja and its
other divisions still exist under the Koei
Tecmo umbrella, but Tecmo essentially
went the way of the dodo in 2010. As is
so often the case in the games industry,
Tecmo’s creations – Ninja Gaiden, Dead
or Alive, Fatal Frame, and yes, even Tecmo
Bowl – have far outlived the studio that
first made them.

 Tecmo were on the ropes in the mid-nineties.
The success of Team Ninja’s Dead or Alive
helped put it back in contention.

 Brutally tough but hugely rewarding, the
8-bit Ninja Gaiden games are still a
touch point for indie developers today.

“Tecmo had begun
to flag financially by
the mid-nineties”

 The Ninja Gaiden series came back in
style in the 2000s, with Ninja Gaiden
Black (pictured) being a high point.
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