Jump to content

Nintendo Entertainment Analysis & Development: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
mNo edit summary
Tags: Visual edit Mobile edit Mobile web edit Advanced mobile edit
 
(31 intermediate revisions by 17 users not shown)
Line 8: Line 8:
| logo_alt = Nintendo's logotype
| logo_alt = Nintendo's logotype
| logo_caption =
| logo_caption =
| image =
| image = Nintendo Headquarters - panoramio.jpg
| image_size =
| image_size =
| image_alt = Exterior of the Nintendo Central Office in Kyoto, Japanm nn..mm
| image_alt = Exterior of the Nintendo Central Office in Kyoto, Japanm nn..mm
| image_caption = Exterior of the Nintendo Central Office in [[Kyoto]], where the division was housed for most of its existence.
| image_caption = Exterior of the Nintendo Central Office in [[Kyoto]], where the division was housed for most of its existence
| native_name = 任天堂情報開発本部
| native_name = 任天堂情報開発本部
| native_name_lang = ja
| native_name_lang = ja
| romanized_name = Nintendō Jōhō Kaihatsu Honbu
| romanized_name = Nintendō Jōhō Kaihatsu Honbu
| former_name = Nintendo Research & Development No.4 Department<br />{{small|(until early 90s)}}
| former_name = Nintendo Research & Development No.4 Department
| type = [[Division (business)|Division]]
| type = [[Division (business)|Division]]
| industry = [[Video game industry|Video games]]
| industry = [[Video game industry|Video games]]
| genre = [[Video game developer]]
| fate = Merged with [[Nintendo Software Planning & Development]]
| fate = Merged with [[Nintendo Software Planning & Development]]
| predecessors = {{Unbulleted list|[[Nintendo R&D1]]|[[Nintendo R&D2]]}}
| predecessors = {{Unbulleted list|[[Nintendo R&D1]]|[[Nintendo R&D2]]}}
| successor = [[Nintendo Entertainment Planning & Development]]
| successor = [[Nintendo Entertainment Planning & Development]]
| founded = {{Start date and age|September 30, 1983}} in Kyoto, Japan
| founded = {{Start date and age|September 30, 1983}}
| founder = [[Hiroshi Yamauchi]]
| founder = [[Hiroshi Yamauchi]]
| defunct = {{End date|2015|9|16}}
| defunct = {{End date|2015|9|16}}
| hq_location_city = [[Kyoto]]
| hq_location_city = [[Kyoto]]
| hq_location_country = Japan
| hq_location_country = Japan
| num_locations = 2 {{Small|(Kyoto and [[Tokyo]])}}
| num_locations = 2 (Kyoto and [[Tokyo]])
| area_served =
| area_served =
| key_people = {{Unbulleted list|Hiroshi Ikeda{{efn|name="Former General Manager"}}|[[Shigeru Miyamoto]]{{efn|name="Former General Manager"}}|[[Takashi Tezuka]]{{efn|name="General Manager"}}|[[Katsuya Eguchi]]{{efn|name="Deputy General Manager"}}|[[Yoshiaki Koizumi]]{{efn|name="Deputy General Manager"}}|[[Hideki Konno]]{{efn|name="Group Manager"}}|[[Eiji Aonuma]]{{efn|name="Group Manager"}} }}
| key_people = {{Unbulleted list|Hiroshi Ikeda{{efn|name="Former General Manager"}}|[[Shigeru Miyamoto]]{{efn|name="Former General Manager"}}|[[Takashi Tezuka]]{{efn|name="General Manager"}}|[[Katsuya Eguchi]]{{efn|name="Deputy General Manager"}}|[[Yoshiaki Koizumi]]{{efn|name="Deputy General Manager"}}|[[Hideki Konno]]{{efn|name="Group Manager"}}|[[Eiji Aonuma]]{{efn|name="Group Manager"}} }}
| products =
| products = [[List of software developed by Nintendo Entertainment Analysis & Development|List of games developed]]
| brands =
| brands =
| services = [[Video game development]]
| services = [[Video game development]]
Line 46: Line 45:
}}
}}


{{Nihongo foot|'''Nintendo Entertainment Analysis & Development Division''',|任天堂情報開発本部|Nintendō Jōhō Kaihatsu Honbu|lead=yes|group=lower-alpha}} commonly abbreviated as '''Nintendo EAD''' and formerly known as '''Nintendo Research & Development No.4 Department'''{{efn|Known in Japan as {{Nihongo||任天堂開発第四発|Nintendō Kaihatsu Daiyon Bu}}.}} (abbreviated as '''Nintendo R&D4'''), was the largest software development division within the Japanese video game company [[Nintendo]]. It was preceded by the ''Creative Department'', a team of designers with backgrounds in art responsible for many different tasks, to which [[Shigeru Miyamoto]] and [[Takashi Tezuka]] originally belonged.<ref>{{cite web |url=https://nintendo.co.jp/n10/interview/mario25th/vol5/index.html |title=Using the D-pad to Jump |work=Iwata Asks: Super Mario Bros. 25th Anniversary Vol. 5: Original Super Mario Developers |publisher=[[Nintendo]] |date=February 1, 2011 |access-date=February 1, 2011}}</ref><ref>{{cite web |url=https://nintendo.co.jp/wii/interview/smnj/vol2/index2.html |title=I'd Never Heard Of Pac-Man |work=Iwata Asks: New Super Mario Bros. Wii Vol. 2 |publisher=[[Nintendo]] |date=December 11, 2009 |access-date=February 1, 2011}}</ref> Both served as managers of the EARD studios and were credited in every game developed by the division, with varying degrees of involvement. Nintendo EAD was best known for its work on games in the ''[[Donkey Kong]]'', ''[[Mario (franchise)|Mario]]'', ''[[The Legend of Zelda]]'', ''[[F-Zero]]'', ''[[Star Fox]]'', ''[[Animal Crossing]]'', ''[[Pikmin]]'' and ''[[Wii (video game series)|Wii]]'' series.
{{Nihongo foot|'''Nintendo Entertainment Analysis & Development Division''',|任天堂情報開発本部|Nintendō Jōhō Kaihatsu Honbu|lead=yes|group=lower-alpha}} commonly abbreviated as '''Nintendo EAD''' and formerly known as '''Nintendo Research & Development No.4 Department'''{{efn|Known in Japan as {{Nihongo||任天堂開発第四発|Nintendō Kaihatsu Daiyon Bu}}.}} (abbreviated as '''Nintendo R&D4'''), was the largest software development division within the Japanese video game company [[Nintendo]]. It was preceded by the ''Creative Department'', a team of designers with backgrounds in art responsible for many different tasks, to which [[Shigeru Miyamoto]] and [[Takashi Tezuka]] originally belonged.<ref>{{cite web |url=https://nintendo.co.jp/n10/interview/mario25th/vol5/index.html |title=Using the D-pad to Jump |work=Iwata Asks: Super Mario Bros. 25th Anniversary Vol. 5: Original Super Mario Developers |publisher=[[Nintendo]] |date=February 1, 2011 |access-date=February 1, 2011}}</ref><ref>{{cite web |url=https://nintendo.co.jp/wii/interview/smnj/vol2/index2.html |title=I'd Never Heard Of Pac-Man |work=Iwata Asks: New Super Mario Bros. Wii Vol. 2 |publisher=[[Nintendo]] |date=December 11, 2009 |access-date=February 1, 2011}}</ref> Both served as managers of the EARD studios and were credited in every game developed by the division, with varying degrees of involvement. Nintendo EAD was best known for its work on games in the ''[[Donkey Kong]]'', ''[[Mario (franchise)|Mario]]'', ''[[The Legend of Zelda]]'', ''[[F-Zero]]'', ''[[Star Fox]]'', ''[[Animal Crossing]]'', ''[[Pikmin]]'', and ''[[Wii (video game series)|Wii]]'' series.


Following a large company restructuring after the death of company president [[Satoru Iwata]], the division merged with Nintendo's [[Software Planning & Development]] division in September 2015, becoming [[Nintendo Entertainment Planning & Development]].
Following a large company restructuring after the death of company president [[Satoru Iwata]], the division merged with Nintendo's [[Software Planning & Development]] division in September 2015, becoming [[Nintendo Entertainment Planning & Development]].
Line 52: Line 51:
==History==
==History==
===Background===
===Background===
During the 1970s, when Nintendo was still predominantly a toy company, it decided to expand into [[interactive entertainment]] and the [[video game industry]]. Several designers were hired to work under the Creative Department, which, at the time, was the only game development department within Nintendo. Among these new designers were [[Makoto Kano (video game designer)|Makoto Kano]], who went on to design various [[Game & Watch]] games, and [[Shigeru Miyamoto]], who would create various Nintendo franchises. In 1972, the department was renamed to Research & Development Department; it had about 20 employees. The department was later consolidated into a division and separated into three groups, [[Nintendo Research & Development 1|Nintendo R&D1]], [[Nintendo Research & Development 2|R&D2]] and [[Nintendo Research & Development 3|R&D3]].
During the 1970s, when Nintendo was still predominantly a toy company, it decided to expand into [[interactive entertainment]] and the [[video game industry]]. Several designers were hired to work under the Creative Department, which, at the time, was the only game development department within Nintendo. Among these new designers were [[Makoto Kano (video game designer)|Makoto Kano]], who went on to design various [[Game & Watch]] games, and [[Shigeru Miyamoto]], who would create various Nintendo franchises. In 1972, the department was renamed to Research & Development Department; it had about 20 employees. The department was later consolidated into a division and separated into three groups, [[Nintendo R&D1]], [[R&D2]] and [[Nintendo Research & Development 3|R&D3]].


===1980–1989: Creation as Research & Development 4===
===1980–1989: Creation as Research & Development 4===
[[File:Shigeru Miyamoto GDC 2007.jpg|thumb|left|The success of [[Shigeru Miyamoto]]'s ''[[Donkey Kong (video game)|Donkey Kong]]'' arcade game was a deciding factor in the creation of Nintendo R&D4.]]
[[File:Shigeru Miyamoto GDC 2007.jpg|thumb|left|The success of [[Shigeru Miyamoto]]'s ''[[Donkey Kong (arcade game)|Donkey Kong]]'' arcade game was a deciding factor in the creation of Nintendo R&D4.]]


Around 1983/1984, in the wake of ''[[Donkey Kong (video game)|Donkey Kong]]'''s commercial success, a game designed by [[Shigeru Miyamoto]], Hiroshi Imanishi oversaw the creation of Research & Development No. 4 Department (commonly abbreviated to Nintendo R&D4), as a new development department dedicated to developing video game titles for dedicated consoles, complementing the other three existing departments in the [[Nintendo Manufacturing Division]], green-lit by then-Nintendo president [[Hiroshi Yamauchi]].<ref>{{Cite web|title=Iwata Asks|quote='''Iwata''': How many years after you joined Nintendo did Ikeda-san become your boss? / '''Miyamoto''': About 7 or 8 years, I think. About the time we were making Super Mario Bros. [...] He was the first manager of the Entertainment Analysis and Development Department.|url=http://iwataasks.nintendo.com/interviews/#/ds/dsi/7/2|access-date=June 14, 2020|website=iwataasks.nintendo.com}}</ref><ref>{{Cite magazine|last=Paumgarten|first=Nick|title=Nintendo's Guiding Spirit|quote=In 1976, Miyamoto, then age twenty-four, was a recent art-college graduate, with a degree in industrial design and an enduring fascination with the Japanese comic strips called manga. [...] Yamauchi hired him to be an apprentice in the planning department.|url=https://www.newyorker.com/magazine/2010/12/20/master-of-play|access-date=June 14, 2020|magazine=The New Yorker|date=December 13, 2010 |language=en-us}}</ref><ref>{{Cite web|title=Inside Nintendo 52: Nintendos unbekannte Anime-Urgesteine|url=https://nintendo-online.de/artikel/report/18820/inside-nintendo-52-nintendos-unbekannte-anime-urgesteine|access-date=June 14, 2020|website=Nintendo-Online.de|language=de-DE}}</ref> Imanishi appointed Hiroshi Ikeda, a former [[anime]] director at [[Toei Animation]], as general manager of the newly created department, and Miyamoto as its chief producer, who would later become one of the most recognized video game developers in the world.<ref>{{Cite web|title=Hiroshi Ikeda|url=https://vglegacy.com/gameography/hiroshi-ikeda/|access-date=June 14, 2020|website=VG Legacy|language=en}}</ref> Nintendo also drafted a couple of key graphic designers to the department including [[Takashi Tezuka]] and Kenji Miki. With the [[arcade game|arcade]] market dwindling, [[Nintendo R&D1]]'s former focus, the department concentrated most of their software development resources on the emerging [[handheld video game console]] market, primarily thanks to the worldwide success of Nintendo's [[Game Boy]]. This catapulted the R&D4 department to become the lead software developer for Nintendo [[home video game console]]s, developing a myriad of games for the [[Family Computer]] home console (abbreviated to Famicom, known as the Nintendo Entertainment System in North America, Europe, and Australia).
Circa 1984, Hiroshi Imanishi oversaw the creation of Research & Development No. 4 Department (commonly abbreviated to Nintendo R&D4), as a new development department dedicated to developing video games for dedicated consoles, complementing the other three existing departments in the [[Nintendo Manufacturing Division]].<ref>{{Cite web|title=Iwata Asks|quote='''Iwata''': How many years after you joined Nintendo did Ikeda-san become your boss? / '''Miyamoto''': About 7 or 8 years, I think. About the time we were making Super Mario Bros. [...] He was the first manager of the Entertainment Analysis and Development Department.|url=http://iwataasks.nintendo.com/interviews/#/ds/dsi/7/2|access-date=June 14, 2020|website=iwataasks.nintendo.com}}</ref><ref>{{Cite magazine|last=Paumgarten|first=Nick|title=Nintendo's Guiding Spirit|quote=In 1976, Miyamoto, then age twenty-four, was a recent art-college graduate, with a degree in industrial design and an enduring fascination with the Japanese comic strips called manga. [...] Yamauchi hired him to be an apprentice in the planning department.|url=https://www.newyorker.com/magazine/2010/12/20/master-of-play|access-date=June 14, 2020|magazine=The New Yorker|date=December 13, 2010 |language=en-us}}</ref><ref>{{Cite web|title=Inside Nintendo 52: Nintendos unbekannte Anime-Urgesteine|url=https://nintendo-online.de/artikel/report/18820/inside-nintendo-52-nintendos-unbekannte-anime-urgesteine|access-date=June 14, 2020|website=Nintendo-Online.de|language=de-DE}}</ref> Imanishi appointed Hiroshi Ikeda, a former [[anime]] director at [[Toei Animation]], as general manager of the newly created department, and Miyamoto as its chief producer, who would later become one of the most recognized video game developers in the world.<ref>{{Cite web|title=Hiroshi Ikeda|url=https://vglegacy.com/gameography/hiroshi-ikeda/|access-date=June 14, 2020|website=VG Legacy|language=en}}</ref> Nintendo also drafted a couple of key graphic designers to the department including [[Takashi Tezuka]] and Kenji Miki. With the [[arcade game|arcade]] market dwindling, [[Nintendo R&D1]]'s former focus, the department concentrated most of their software development resources on the emerging [[handheld video game console]] market, primarily thanks to the worldwide success of Nintendo's [[Game Boy]]. This catapulted the R&D4 department to become the lead software developer for Nintendo [[home video game console]]s, developing a myriad of games for the [[Family Computer]] home console (abbreviated to Famicom, known as the Nintendo Entertainment System in North America, Europe, and Australia).


Hiroshi Ikeda's creative team had many [[video game design]] ideas but was lacking the necessary programming power to make it all happen. Toshihiko Nakago, and his small company [[List of Nintendo development teams#SRD|Systems Research & Development]] (SRD), had its expertise in [[computer-aided design]] (CAD) tools and was very familiar with the Famicom chipset, and was originally hired to work with [[Masayuki Uemura]]'s [[Nintendo R&D2]] to internally develop [[software development kit]]s. When Nintendo R&D2 and SRD jointly began porting over R&D1 arcade games to the Famicom, Shigeru Miyamoto took the opportunity to lure Nakago away from R&D2, to help Miyamoto create his first Nintendo R&D4 video game, ''[[Excitebike]]''. And so the original R&D4 department became composed of Miyamoto, Takashi Tezuka, Kenji Miki, and Minoru Maeda handling design; [[Koji Kondo]], [[Akito Nakatsuka]], and [[Hirokazu Tanaka]] handling sound design; and Toshihiko Nakago and SRD became the technology and programming core.
Hiroshi Ikeda's creative team had many [[video game design]] ideas but was lacking the necessary programming power to make it all happen. Toshihiko Nakago, and his small company [[Systems Research & Development]] (SRD), had its expertise in [[computer-aided design]] (CAD) tools and was very familiar with the Famicom chipset, and was originally hired to work with [[Masayuki Uemura]]'s [[Nintendo R&D2]] to internally develop [[software development kit]]s. When Nintendo R&D2 and SRD jointly began porting over R&D1 arcade games to the Famicom, Shigeru Miyamoto took the opportunity to lure Nakago away from R&D2, to help Miyamoto create his first Nintendo R&D4 video game, ''[[Excitebike]]''. And so the original R&D4 department became composed of Miyamoto, Takashi Tezuka, Kenji Miki, and Minoru Maeda handling design; [[Koji Kondo]], [[Akito Nakatsuka]], and [[Hirokazu Tanaka]] handling sound design; and Toshihiko Nakago and SRD became the technology and programming core.


The same Miyamoto-led team that developed ''Excitebike'' went on to develop a 1985 NES port of the scrolling [[beat 'em up]] arcade game ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'' (1984) called ''Kung Fu''. Miyamoto's team used the technical knowledge they had gained from working on both side-scrollers to further advance the platforming "[[Platform game|athletic game]]" genre they had created with ''Donkey Kong'' and were key steps towards Miyamoto's vision of an expansive [[side-scrolling]] platformer.<ref name="Miyamoto Reveals All">{{cite web |last=Gifford |first=Kevin |title=Super Mario Bros.' 25th: Miyamoto Reveals All |url=http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |website=[[1UP.com]] |access-date=October 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20150105015455/http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |archive-date=January 5, 2015 }}</ref><ref>{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=149 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA149}}</ref>
The same Miyamoto-led team that developed ''Excitebike'' went on to develop a 1985 NES port of the scrolling [[beat 'em up]] arcade game ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'' (1984) called ''Kung Fu''. Miyamoto's team used the technical knowledge they had gained from working on both side-scrollers to further advance the platforming "[[Platform game|athletic game]]" genre they had created with ''Donkey Kong'' and were key steps towards Miyamoto's vision of an expansive [[side-scrolling]] platformer.<ref name="Miyamoto Reveals All">{{cite web |last=Gifford |first=Kevin |title=Super Mario Bros.' 25th: Miyamoto Reveals All |url=http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |website=[[1UP.com]] |access-date=October 24, 2010 |url-status=live |archive-url=https://web.archive.org/web/20150105015455/http://www.ugo.com/games/super-mario-bros-25th-miyamoto-reveals-all.html |archive-date=January 5, 2015 }}</ref><ref>{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=[[McFarland & Company]] |isbn=978-1-4766-4176-8 |page=149 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA149}}</ref>
Line 66: Line 65:


===1989–2002: Renamed to Entertainment Analysis & Development===
===1989–2002: Renamed to Entertainment Analysis & Development===
In 1989, one year before the [[Super Famicom]] was released in Japan, the R&D4 department was spun-off and made its own division named ''Nintendo Entertainment Analysis & Development'' (commonly abbreviated as ''Nintendo EAD'').<ref name="Profile 4"/>{{Unreliable source?|sure=y|reason=N-sider has been recognized for inaccuracy and deliberate misinformation by way of passing off speculation as fact. They are deemed unreliable and listed as such in the [[WP:VG/RS]].|date=May 2021}}<ref name="renaming">{{cite web|title=Nintendo EAD|url=http://www.ign.com/companies/nintendo-ead|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=September 20, 2015|archive-url=https://web.archive.org/web/20130708091837/http://www.ign.com/companies/nintendo-ead|archive-date=July 8, 2013|url-status=bot: unknown}}</ref> The division was comprised into two departments: the ''Software Development Department'', which focused on video game development and was led by Miyamoto, and the Technology Development Department, which focused on programming and developing tools and was led by Takao Sawano.<ref>{{Cite web|url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Guide-Louvre/Nintendo-3DS-Guide-Louvre/2-Over-500-Antennas/2-Over-500-Antennas-837738.html|title=Iwata Asks: Nintendo 3DS Guide: Louvre|website=Nintendo of Europe GmbH|language=en-GB|access-date=January 10, 2019}}</ref> The technology department was born out of several R&D2 engineers that were assisting SRD with [[software library|software libraries]]. After that, the same department later collaborated with [[Argonaut Games]] to develop the [[Super FX]] chip technology for the SNES, first used in ''[[Star Fox (1993 video game)|Star Fox]]'' in 1993. This venture allowed the Technology Development Department to become more prominent in the 3D era, where they programmed several of Nintendo EAD's 3D games with SRD.
In 1989, one year before the [[Super Famicom]] was released in Japan, the R&D4 department was spun-off and made its own division named ''Nintendo Entertainment Analysis & Development'' (commonly abbreviated as ''Nintendo EAD'').<ref name="renaming">{{cite web|title=Nintendo EAD|url=http://www.ign.com/companies/nintendo-ead|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=September 20, 2015|archive-url=https://web.archive.org/web/20130708091837/http://www.ign.com/companies/nintendo-ead|archive-date=July 8, 2013|url-status=bot: unknown}}</ref> The division was comprised into two departments: the ''Software Development Department'', which focused on video game development and was led by Miyamoto, and the Technology Development Department, which focused on programming and developing tools and was led by Takao Sawano.<ref>{{Cite web|url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Guide-Louvre/Nintendo-3DS-Guide-Louvre/2-Over-500-Antennas/2-Over-500-Antennas-837738.html|title=Iwata Asks: Nintendo 3DS Guide: Louvre|website=Nintendo of Europe GmbH|language=en-GB|access-date=January 10, 2019}}</ref> The technology department was born out of several R&D2 engineers that were assisting SRD with [[software libraries]]. After that, the same department later collaborated with [[Argonaut Software]] to develop the [[Super FX]] chip technology for the SNES, first used in ''[[Star Fox (1993 video game)|Star Fox]]'' in 1993. This venture allowed the Technology Development Department to become more prominent in the 3D era, where they programmed several of Nintendo EAD's 3D games with SRD.


[[F-Zero (video game)|F-Zero]], released in 1990, was the first video game fully programmed at the division. Prior to that, most programming was outsourced to SRD Co. Ltd.<ref name="F-Zero Interview">{{Cite web|url=https://www.nintendo.com.au/nintendo-classic-mini-snes-developer-interview-volume-2-f-zero|title=Nintendo Classic Mini: SNES developer interview - Volume 2: F-ZERO|website=Nintendo|language=en|access-date=January 15, 2019}}</ref>
[[F-Zero (video game)|F-Zero]], released in 1990, was the first video game fully programmed at the division. Prior to that, most programming was outsourced to SRD Co. Ltd.<ref name="F-Zero Interview">{{Cite web|url=https://www.nintendo.com.au/nintendo-classic-mini-snes-developer-interview-volume-2-f-zero|title=Nintendo Classic Mini: SNES developer interview - Volume 2: F-ZERO|website=Nintendo|language=en|access-date=January 15, 2019}}</ref>
Line 74: Line 73:


<!-- 2000 - Change in hierarchy -->
<!-- 2000 - Change in hierarchy -->
In the advent of launching both the [[GameCube]] and [[Game Boy Advance]], Nintendo sought to change the structure of its corporate management. In June 2000, in an attempt to include both software and hardware experts in the board of directors, EAD and [[Nintendo Integrated Research & Development|Integrated Research & Development]] general managers, Shigeru Miyamoto and [[Genyo Takeda]] respectively, entered the body. In addition, former [[HAL Laboratory]] president and future Nintendo president, [[Satoru Iwata]], also entered the board. With Miyamoto being promoted to the board of directors, he was now in charge of overseeing all of Nintendo's software development. To fill Miyamoto's void as a producer, there were a series of promotions in the division: starting with long-time Miyamoto colleague [[Takashi Tezuka]], as deputy general manager, as well as promoting several senior directors like [[Eiji Aonuma]], [[Hideki Konno]], Takao Shimizu, [[Tadashi Sugiyama]] and [[Katsuya Eguchi]] to producers overseeing their own development teams in the division.<ref name="Profile 4">{{Cite news|url=https://www.nsidr.com/archive/profile-nintendo-ead|title=Profile: Nintendo EAD|website=nsidr|language=en|access-date=January 10, 2019}}</ref>{{Unreliable source?|sure=y|reason=N-sider has been recognized for inaccuracy and deliberate misinformation by way of passing off speculation as fact. They are deemed unreliable and listed as such in the [[WP:VG/RS]].|date=May 2021}} Nevertheless, after the promotion, Miyamoto still went on to produce some games.
In the advent of launching both the [[GameCube]] and [[Game Boy Advance]], Nintendo sought to change the structure of its corporate management. In June 2000, in an attempt to include both software and hardware experts in the board of directors, EAD and [[Integrated Research & Development]] general managers, Shigeru Miyamoto and [[Genyo Takeda]] respectively, entered the body. In addition, former [[HAL Laboratory]] president and future Nintendo president, [[Satoru Iwata]], also entered the board. With Miyamoto being promoted to the board of directors, he was now in charge of overseeing all of Nintendo's software development. To fill Miyamoto's void as a producer, there were a series of promotions in the division: starting with long-time Miyamoto colleague [[Takashi Tezuka]], as deputy general manager, as well as promoting several senior directors like [[Eiji Aonuma]], [[Hideki Konno]], Takao Shimizu, [[Tadashi Sugiyama]] and [[Katsuya Eguchi]] to producers overseeing their own development teams in the division. Nevertheless, after the promotion, Miyamoto still went on to produce some games.

On November 24, 2000, Nintendo moved its Japanese headquarters, along with its internal teams, into a newly built facility. The new building was primarily built to provide a more expansive workplace for Nintendo's growing development teams.<ref name="Profile 4" />{{Unreliable source?|sure=y|reason=N-sider has been recognized for inaccuracy and deliberate misinformation by way of passing off speculation as fact. They are deemed unreliable and listed as such in the [[WP:VG/RS]].|date=May 2021}}


<!-- 2002 - New Tokyo branch -->
<!-- 2002 - New Tokyo branch -->
Line 82: Line 79:


===2003–2015: Restructure, new managers, and merger with SPD===
===2003–2015: Restructure, new managers, and merger with SPD===
On September 30, 2003, as a result of a corporate restructure Nintendo was undergoing, in which several members of the Nintendo R&D1 and R&D2 were reassigned under Nintendo EAD, the department was consolidated into a division and began welcoming a new class of managers and producers.<ref>N-Sider. [http://www.n-sider.com/contentview.php?contentid=248&page=3 Nintendo Revolution FAQ]</ref>{{Unreliable source?|sure=y|reason=N-sider has been recognized for inaccuracy and deliberate misinformation by way of passing off speculation as fact. They are deemed unreliable and listed as such in the [[WP:VG/RS]].|date=May 2021}} Hideki Konno, Katsuya Eguchi, Eiji Aonuma, Hiroyuki Kimura, and Tadashi Sugiyama were appointed project managers of their own groups within the Software Development Department; Shimizu was appointed project manager of the Tokyo Software Development Department, and Keizo Ota and Yasunari Nishida were appointed project managers of their own groups in the Technology Development Department.
On September 30, 2003, as a result of a corporate restructure Nintendo was undergoing, in which several members of the Nintendo R&D1 and R&D2 were reassigned under Nintendo EAD, the department was consolidated into a division and began welcoming a new class of managers and producers.<ref>N-Sider. [http://www.n-sider.com/contentview.php?contentid=248&page=3 Nintendo Revolution FAQ] {{Webarchive|url=https://web.archive.org/web/20160303201608/http://www.n-sider.com/contentview.php?contentid=248&page=3 |date=March 3, 2016 }}</ref>{{Unreliable source?|sure=y|reason=N-sider has been recognized for inaccuracy and deliberate misinformation by way of passing off speculation as fact. They are deemed unreliable and listed as such in the [[WP:VG/RS]].|date=May 2021}} Hideki Konno, Katsuya Eguchi, Eiji Aonuma, Hiroyuki Kimura, and Tadashi Sugiyama were appointed project managers of their own groups within the Software Development Department; Shimizu was appointed project manager of the Tokyo Software Development Department, and Keizo Ota and Yasunari Nishida were appointed project managers of their own groups in the Technology Development Department.

In 2013, [[Katsuya Eguchi]] was promoted Department Manager of both Software Development Departments in Kyoto and Tokyo. As such, he left his role as Group Manager of ''Software Development Group No. 2'', and was replaced by [[Hisashi Nogami]]. On June 18, 2014, the EAD Kyoto branch was moved from the Nintendo Central Office to the ''Nintendo Development Center'' in Kyoto. The building housed more than 1100 developers from all of Nintendo's internal research and development divisions, which included the Nintendo EAD, [[Nintendo Software Planning & Development|SPD]], [[Nintendo Integrated Research & Development|IRD]] and [[Nintendo System Development|SDD]] divisions.


On September 16, 2015, EAD merged with [[Nintendo Software Planning & Development]] into a single game development division, [[Nintendo Entertainment Planning & Development|Entertainment Planning & Development]] (EPD). The move followed an internal restructuring of Nintendo executives and departments after the death of former president [[Satoru Iwata]] in July 2015.<ref>{{cite magazine|last1=Kohler|first1=Chris|title=Nintendo Consolidates Its Game Development Teams|url=https://www.wired.com/2015/09/nintendo-ead-spd-merge/|magazine=Wired|access-date=September 15, 2015}}</ref>
In 2013, [[Katsuya Eguchi]] was promoted Department Manager of both Software Development Departments in Kyoto and Tokyo. As such, he left his role as Group Manager of ''Software Development Group No. 2'', and was replaced by [[Hisashi Nogami]]. On June 18, 2014, the EAD Kyoto branch was moved from the Nintendo Central Office to the ''Nintendo Development Center'' in Kyoto. The building housed more than 1100 developers from all of Nintendo's internal research and development divisions, which included the Nintendo EAD, [[Nintendo Software Planning & Development|SPD]], [[Nintendo Integrated Research & Development|IRD]] and [[Nintendo System Development|SDD]] divisions. On September 16, 2015, EAD merged with [[Nintendo Software Planning & Development]] to establish [[Entertainment Planning & Development]] (EPD). The move followed an internal restructuring of Nintendo executives and departments after the death of president [[Satoru Iwata]] in July 2015.<ref>{{cite magazine|last1=Kohler|first1=Chris|title=Nintendo Consolidates Its Game Development Teams|url=https://www.wired.com/2015/09/nintendo-ead-spd-merge/|magazine=Wired|access-date=September 15, 2015}}</ref>


==Structure==
==Structure==
Line 96: Line 91:
The Nintendo EAD Kyoto ''Software Development Department'' was the largest and one of the oldest research and development departments within Nintendo, housing more than 700 video game developers. It was located in [[Kyoto]], Japan, formerly in the ''Nintendo Central Office'', but on June 28, 2014, it was relocated to the new ''Nintendo Development Center'', which housed all of Nintendo's internal research and development divisions.
The Nintendo EAD Kyoto ''Software Development Department'' was the largest and one of the oldest research and development departments within Nintendo, housing more than 700 video game developers. It was located in [[Kyoto]], Japan, formerly in the ''Nintendo Central Office'', but on June 28, 2014, it was relocated to the new ''Nintendo Development Center'', which housed all of Nintendo's internal research and development divisions.


The development department integrated Nintendo's most notable producers: [[Hideki Konno]], producer of the ''[[Nintendogs]]'' and ''[[Mario Kart]]'' series; [[Katsuya Eguchi]], producer of the ''[[Wii (series)|Wii]]'' and ''[[Animal Crossing]]'' series; [[Eiji Aonuma]], producer of ''[[The Legend of Zelda]]'' series; [[Hiroyuki Kimura]], producer ''[[Big Brain Academy]]'', ''[[Super Mario Bros.]]'', and ''[[Pikmin (series)|Pikmin]]'' series; and [[Tadashi Sugiyama]], producer of the ''[[Wii Fit]]'', ''[[Steel Diver]]'' and ''[[Star Fox]]'' series.
The development department integrated Nintendo's most notable producers: [[Hideki Konno]], producer of the ''[[Nintendogs]]'' and ''[[Mario Kart]]'' series; [[Katsuya Eguchi]], producer of the ''[[Wii (series)|Wii]]'' and ''[[Animal Crossing]]'' series; [[Eiji Aonuma]], producer of ''[[The Legend of Zelda]]'' series; [[Hiroyuki Kimura]], producer ''[[Big Brain Academy]]'', ''[[Super Mario Bros.]]'', and ''[[Pikmin]]'' series; and [[Tadashi Sugiyama]], producer of the ''[[Wii Fit]]'', ''[[Steel Diver]]'' and ''[[Star Fox]]'' series.


The department was managed by veteran Nintendo game designer [[Katsuya Eguchi]]. As such, [[Hisashi Nogami]] later succeeded him as the producer of the ''[[Animal Crossing]]'' franchise and was responsible for the creation of the ''[[Splatoon]]'' series.
The department was managed by veteran Nintendo game designer [[Katsuya Eguchi]]. As such, [[Hisashi Nogami]] later succeeded him as the producer of the ''[[Animal Crossing]]'' franchise and was responsible for the creation of the ''[[Splatoon]]'' series.
Line 122: Line 117:
! scope="row" rowspan="3" | 1986
! scope="row" rowspan="3" | 1986
| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''
| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''
| [[Action-adventure video game|Action-adventure]]
| [[Action-adventure]]
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]]
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 128: Line 123:
|- <!-- The Mysterious Murasame Castle - April 14, 1986 (JP) -->
|- <!-- The Mysterious Murasame Castle - April 14, 1986 (JP) -->
| ''[[The Mysterious Murasame Castle]]''
| ''[[The Mysterious Murasame Castle]]''
| [[Action-adventure video game|Action-adventure]]
| [[Action-adventure]]
| [[Family Computer Disk System]]
| [[Family Computer Disk System]]
| Keizo Kato
| Keizo Kato
Line 141: Line 136:
! scope="row" rowspan="3" | 1987
! scope="row" rowspan="3" | 1987
| ''[[Zelda II: The Adventure of Link]]''
| ''[[Zelda II: The Adventure of Link]]''
| [[Action role-playing video game|Action role-playing]]
| [[Action role-playing]]
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]]
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 201: Line 196:
! scope="row" rowspan="2" | 1991
! scope="row" rowspan="2" | 1991
| ''[[SimCity (1989 video game)|SimCity]]''
| ''[[SimCity (1989 video game)|SimCity]]''
| [[City-building video game|City-building]]
| [[City-building]]
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 207: Line 202:
|- <!-- The Legend of Zelda: A Link to the Past - November 21, 1991 (JP) -->
|- <!-- The Legend of Zelda: A Link to the Past - November 21, 1991 (JP) -->
| ''[[The Legend of Zelda: A Link to the Past]]''
| ''[[The Legend of Zelda: A Link to the Past]]''
| [[Action-adventure video game|Action-adventure]]
| [[Action-adventure]]
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 228: Line 223:
|- <!-- Star Fox - February 21, 1993 (JP) -->
|- <!-- Star Fox - February 21, 1993 (JP) -->
! scope="row" rowspan="3" | 1993
! scope="row" rowspan="3" | 1993
| ''[[Star Fox (1993 video game)|Star Fox]]''{{refn|group=codeveloped|name="Argonaut Games"}}
| ''[[Star Fox (1993 video game)|Star Fox]]''{{refn|group=codeveloped|name="Argonaut Software"}}
| [[Rail shooter]], [[Shoot 'em up]]
| [[Rail shooter]], [[Shoot 'em up]]
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
Line 235: Line 230:
<!-- The Legend of Zelda: Link's Awakening - June 6, 1993 (JP) -->|-
<!-- The Legend of Zelda: Link's Awakening - June 6, 1993 (JP) -->|-
| ''[[The Legend of Zelda: Link's Awakening]]''
| ''[[The Legend of Zelda: Link's Awakening]]''
| [[Action-adventure video game|Action-adventure]]
| [[Action-adventure]]
| [[Game Boy]]
| [[Game Boy]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 247: Line 242:
<!-- 1994 -->
<!-- 1994 -->
<!-- Stunt Race FX - June 4, 1994 (JP) -->|-
<!-- Stunt Race FX - June 4, 1994 (JP) -->|-
! scope="row" rowspan="2" | 1994
! scope="row" rowspan="3" | 1994
| ''[[Stunt Race FX]]''{{refn|group=codeveloped|name="Argonaut Games"}}
| ''[[Stunt Race FX]]''{{refn|group=codeveloped|name="Argonaut Software"}}
| [[Racing video game|Racing]]
| [[Racing video game|Racing]]
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
Line 259: Line 254:
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
|
|
<!-- Kirby's Dream Course - September 21, 1994 (JP) -->|-
| ''[[Kirby's Dream Course]]''{{refn|group=codeveloped|name="HAL Laboratory"}}
| [[Sports video game|Sports]]
| [[Super Nintendo Entertainment System]]
| [[Satoru Iwata]]<br />[[Shigeru Miyamoto]]
<!-- 1995 -->
<!-- 1995 -->
<!-- Yoshi's Island - August 1995 (JP) -->|-
<!-- Yoshi's Island - August 1995 (JP) -->|-
Line 335: Line 335:
<!-- The Legend of Zelda: Ocarina of Time - November 21, 1998 (JP) -->|-
<!-- The Legend of Zelda: Ocarina of Time - November 21, 1998 (JP) -->|-
| ''[[The Legend of Zelda: Ocarina of Time]]''
| ''[[The Legend of Zelda: Ocarina of Time]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 64]]
| [[Nintendo 64]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 357: Line 357:
<!-- The Legend of Zelda: Majora's Mask - April 27, 2000 (JP) -->|-
<!-- The Legend of Zelda: Majora's Mask - April 27, 2000 (JP) -->|-
| ''[[The Legend of Zelda: Majora's Mask]]''
| ''[[The Legend of Zelda: Majora's Mask]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 64]]
| [[Nintendo 64]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 371: Line 371:
! scope="row" rowspan="4" | 2001
! scope="row" rowspan="4" | 2001
| ''[[Animal Crossing (video game)|Dōbutsu no Mori]]''
| ''[[Animal Crossing (video game)|Dōbutsu no Mori]]''
| [[Life simulation game|Life simulation]]
| [[Life simulation]]
| [[Nintendo 64]]
| [[Nintendo 64]]
| [[Takashi Tezuka]]
| [[Takashi Tezuka]]
Line 377: Line 377:
<!-- Luigi's Mansion - September 14, 2001 (JP) -->|-
<!-- Luigi's Mansion - September 14, 2001 (JP) -->|-
| ''[[Luigi's Mansion]]''
| ''[[Luigi's Mansion]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[GameCube]]
| [[GameCube]]
| [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]]
| [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]]
|
|
<!-- Pikmin - October 26, 2001 (JP) -->|-
<!-- Pikmin - October 26, 2001 (JP) -->|-
| ''[[Pikmin]]''
| ''[[Pikmin (video game)|Pikmin]]''
| [[Real-time strategy game|Real-time strategy]]
| [[Real-time strategy]]
| [[GameCube]]
| [[GameCube]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 389: Line 389:
<!-- Animal Crossing - December 14, 2001 (JP) -->|-
<!-- Animal Crossing - December 14, 2001 (JP) -->|-
| ''[[Animal Crossing (video game)|Animal Crossing]]''
| ''[[Animal Crossing (video game)|Animal Crossing]]''
| [[Life simulation game|Life simulation]]
| [[Life simulation]]
| [[GameCube]]
| [[GameCube]]
| [[Takashi Tezuka]]
| [[Takashi Tezuka]]
Line 397: Line 397:
! scope="row" rowspan="2" | 2002
! scope="row" rowspan="2" | 2002
| ''[[Super Mario Sunshine]]''
| ''[[Super Mario Sunshine]]''
| [[Platform video game|Platform]], [[Action-adventure game|action-adventure]]
| [[Platform video game|Platform]], [[action-adventure]]
| [[GameCube]]
| [[GameCube]]
| [[Shigeru Miyamoto]]
| [[Shigeru Miyamoto]]
Line 403: Line 403:
<!-- The Legend of Zelda: The Wind Waker - December 13, 2002 (JP) -->|-
<!-- The Legend of Zelda: The Wind Waker - December 13, 2002 (JP) -->|-
| ''[[The Legend of Zelda: The Wind Waker]]''
| ''[[The Legend of Zelda: The Wind Waker]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[GameCube]]
| [[GameCube]]
| [[Shigeru Miyamoto]]<br />[[Takashi Tezuka]]
| [[Shigeru Miyamoto]]<br />[[Takashi Tezuka]]
Line 411: Line 411:
! scope="row" rowspan="3" | 2003
! scope="row" rowspan="3" | 2003
| ''[[Dōbutsu no Mori e+]]''
| ''[[Dōbutsu no Mori e+]]''
| [[Life simulation game|Life simulation]]
| [[Life simulation]]
| [[GameCube]]
| [[GameCube]]
| [[Takashi Tezuka]]
| [[Takashi Tezuka]]
Line 430: Line 430:
! rowspan="3" | 2004
! rowspan="3" | 2004
| scope="row" |''[[The Legend of Zelda: Four Swords Adventures]]''
| scope="row" |''[[The Legend of Zelda: Four Swords Adventures]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[GameCube]]
| [[GameCube]]
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]]
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]]
Line 454: Line 454:
|
|
|-
|-
| scope="row" |''[[Big Brain Academy]]''
| scope="row" |''[[Big Brain Academy (video game)|Big Brain Academy]]''
|
|
| [[Nintendo DS]]
| [[Nintendo DS]]
Line 511: Line 511:
|-
|-
| scope="row" |''[[The Legend of Zelda: Phantom Hourglass]]''
| scope="row" |''[[The Legend of Zelda: Phantom Hourglass]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo DS]]
| [[Nintendo DS]]
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]]
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]]
Line 579: Line 579:
|-
|-
| scope="row" |''[[The Legend of Zelda: Spirit Tracks]]''
| scope="row" |''[[The Legend of Zelda: Spirit Tracks]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo DS]]
| [[Nintendo DS]]
| [[Shigeru Miyamoto]],<br />[[Eiji Aonuma]]
| [[Shigeru Miyamoto]],<br />[[Eiji Aonuma]]
Line 591: Line 591:
|
|
|-
|-
| scope="row" |''[[Steel Diver]]'' <small>(with [[Vitei]])</small>
| scope="row" |''[[Steel Diver]]''{{refn|group=codeveloped|name="Vitei"}}
|
|
| [[Nintendo 3DS]]
| [[Nintendo 3DS]]
Line 605: Line 605:
| scope="row" |''[[Mario Kart 7]]''
| scope="row" |''[[Mario Kart 7]]''
|
|
| [[Nintendo 3DS|3DS]]
| [[3DS]]
| [[Hideki Konno]]
| [[Hideki Konno]]
|
|
|-
|-
| scope="row" |''[[The Legend of Zelda: Skyward Sword]]''
| scope="row" |''[[The Legend of Zelda: Skyward Sword]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Wii]]
| [[Wii]]
| [[Eiji Aonuma]]
| [[Eiji Aonuma]]
Line 666: Line 666:
|-
|-
! 2014
! 2014
| scope="row" |''[[Steel Diver: Sub Wars]]'' <small>(with [[Vitei]])</small>
| scope="row" |''[[Steel Diver: Sub Wars]]''{{refn|group=codeveloped|name="Vitei"}}
|
|
| [[Nintendo 3DS|3DS]]
| [[3DS]]
| [[Tadashi Sugiyama]]
| [[Tadashi Sugiyama]]
|
|
Line 681: Line 681:
| scope="row" | ''[[Animal Crossing: Happy Home Designer]]''
| scope="row" | ''[[Animal Crossing: Happy Home Designer]]''
|
|
| [[Nintendo 3DS|3DS]]
| [[3DS]]
| [[Hisashi Nogami]]
| [[Hisashi Nogami]]
|
|
Line 748: Line 748:
| [[Platform game|Platform]]
| [[Platform game|Platform]]
| [[GameCube]]
| [[GameCube]]
|-
! 2005
|scope="row" |''[[Mario Kart DS ]]''
| [[Racing game|Racing]]
| [[Nintendo DS]]
|-
|-
! 2007
! 2007
Line 779: Line 774:
! rowspan="2" | 2011
! rowspan="2" | 2011
| scope="row" |''[[The Legend of Zelda: Ocarina of Time 3D]]''{{refn|Codeveloped by [[Grezzo]].|name="Grezzo"|group=codeveloped}}
| scope="row" |''[[The Legend of Zelda: Ocarina of Time 3D]]''{{refn|Codeveloped by [[Grezzo]].|name="Grezzo"|group=codeveloped}}
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 3DS]]
| [[Nintendo 3DS]]
|-
|-
| scope="row" |''[[The Legend of Zelda: A Link to the Past & Four Swords|The Legend of Zelda: Four Swords Anniversary Edition]]''{{refn|name="Grezzo"|group=codeveloped}}
| scope="row" |''[[The Legend of Zelda: Four Swords Anniversary Edition]]''{{refn|name="Grezzo"|group=codeveloped}}
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo DSi]]<br /><small>([[DSiWare]])</small>
| [[Nintendo DSi]]<br /><small>([[DSiWare]])</small>
|-
|-
Line 801: Line 796:
! 2015
! 2015
| scope="row" |''[[The Legend of Zelda: Majora's Mask 3D]]''{{refn|Codeveloped by [[Grezzo]].|name="Grezzo"|group=codeveloped}}
| scope="row" |''[[The Legend of Zelda: Majora's Mask 3D]]''{{refn|Codeveloped by [[Grezzo]].|name="Grezzo"|group=codeveloped}}
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 3DS]]
| [[Nintendo 3DS]]
|}
|}
Line 892: Line 887:
|-
|-
! rowspan="3" | 1986
! rowspan="3" | 1986
| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''
| [[Action-adventure]]
| [[Nintendo Entertainment System]]
|-
| ''[[The Mysterious Murasame Castle]]''
| [[Action-adventure]]
| [[Family Computer Disk System]]
|-
| ''[[Super Mario Bros.: The Lost Levels]]''
| ''[[Super Mario Bros.: The Lost Levels]]''
| [[Platform game|Platform]]
| [[Platform game|Platform]]
| [[Family Computer Disk System]]
| [[Family Computer Disk System]]
|-
|-
| ''[[Nazo no Murasame ]]''
| [[Action-adventure game|Action-adventure]]
| [[Family Computer Disk System]]
|-
| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]''
| [[Action-adventure game|Action-adventure]]
| [[Nintendo Entertainment System]]
|-
! rowspan="3" | 1987
! rowspan="3" | 1987
| ''[[Yume Kojo: Doki Doki Panic]]''
| ''[[Yume Kojo: Doki Doki Panic]]''
Line 914: Line 909:
|-
|-
| ''[[Zelda II: The Adventure of Link]]''
| ''[[Zelda II: The Adventure of Link]]''
| [[Action role-playing game|Action RPG]]
| [[Action RPG]]
| [[Nintendo Entertainment System]]
| [[Nintendo Entertainment System]]
|-
|-
Line 945: Line 940:
|-
|-
| ''[[The Legend of Zelda: A Link to the Past]]''
| ''[[The Legend of Zelda: A Link to the Past]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
|-
|-
Line 962: Line 957:
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
|-
|-
| ''[[Star Fox (1993 video game)|Star Fox]]''{{refn|name="Argonaut Games"|group=codeveloped}}
| ''[[Star Fox (1993 video game)|Star Fox]]''{{refn|name="Argonaut Software"|group=codeveloped}}
|
|
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
|-
|-
| ''[[The Legend of Zelda: Link's Awakening]]''
| ''[[The Legend of Zelda: Link's Awakening]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Game Boy]]
| [[Game Boy]]
|-
|-
Line 975: Line 970:
| [[Game Boy]]
| [[Game Boy]]
|-
|-
| ''[[Stunt Race FX]]''{{refn|name="Argonaut Games"|group=codeveloped}}
| ''[[Stunt Race FX]]''{{refn|name="Argonaut Software"|group=codeveloped}}
|
|
| [[Super Nintendo Entertainment System]]
| [[Super Nintendo Entertainment System]]
Line 990: Line 985:
|-
|-
| ''[[Super Mario 64]]''
| ''[[Super Mario 64]]''
| [[Platform game|Platform]]
|
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
Line 998: Line 993:
|-
|-
| ''[[Wave Race 64]]''
| ''[[Wave Race 64]]''
| [[Sports video game|Sports]]
|
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
Line 1,007: Line 1,002:
! rowspan="2" | 1997
! rowspan="2" | 1997
| ''[[Star Fox 64]]''
| ''[[Star Fox 64]]''
| [[Shooter video game|Shoot em' up]]
|
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
Line 1,020: Line 1,015:
|-
|-
| ''[[The Legend of Zelda: Ocarina of Time]]''
| ''[[The Legend of Zelda: Ocarina of Time]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
Line 1,036: Line 1,031:
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
| ''[[Mario Artist: Paint Studio]]''{{refn|Co-developed by [[Software Creations (UK)|Software Creations]].|name="Software Creations"|group=codeveloped}}
| ''[[Mario Artist: Paint Studio]]''{{refn|Co-developed by [[Software Creations]].|name="Software Creations"|group=codeveloped}}
|
|
| [[64DD]]
| [[64DD]]
Line 1,058: Line 1,053:
|-
|-
| ''[[The Legend of Zelda: Majora's Mask]]''
| ''[[The Legend of Zelda: Majora's Mask]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo 64]]
| [[Nintendo 64]]
|-
|-
Line 1,070: Line 1,065:
| [[GameCube]]
| [[GameCube]]
|-
|-
| ''[[Pikmin]]''
| ''[[Pikmin (video game)|Pikmin]]''
| [[Real-time strategy]]
| [[Real-time strategy]]
| [[GameCube]]
| [[GameCube]]
Line 1,092: Line 1,087:
| [[GameCube]]
| [[GameCube]]
|-
|-
| ''[[Animal Crossing (video game)|Dōbutsu no Mori e+]]''
| ''[[Dōbutsu no Mori e+]]''
| [[Social simulation game|Social simulation]]
| [[Social simulation game|Social simulation]]
| [[GameCube]]
| [[GameCube]]
Line 1,110: Line 1,105:
! rowspan="3" | 2004
! rowspan="3" | 2004
| ''[[The Legend of Zelda: Four Swords Adventures]]''
| ''[[The Legend of Zelda: Four Swords Adventures]]''
|[[Action-adventure game|Action-adventure]]
|[[Action-adventure]]
| [[GameCube]]
| [[GameCube]]
|-
|-
Line 1,131: Line 1,126:
| [[Nintendo DS]]
| [[Nintendo DS]]
|-
|-
| ''[[Big Brain Academy]]''
| ''[[Big Brain Academy (video game)|Big Brain Academy]]''
|
|
| [[Nintendo DS]]
| [[Nintendo DS]]
Line 1,153: Line 1,148:
|-
|-
| ''[[The Legend of Zelda: Twilight Princess]]''
| ''[[The Legend of Zelda: Twilight Princess]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[GameCube]], [[Wii]]
| [[GameCube]], [[Wii]]
|-
|-
Line 1,170: Line 1,165:
|-
|-
| ''[[The Legend of Zelda: Phantom Hourglass]]''
| ''[[The Legend of Zelda: Phantom Hourglass]]''
| [[Action-adventure game|Action-adventure]]
| [[Action-adventure]]
| [[Nintendo DS]]
| [[Nintendo DS]]
|-
|-
Line 1,228: Line 1,223:
|-
|-
|''[[The Legend of Zelda: Spirit Tracks]]''
|''[[The Legend of Zelda: Spirit Tracks]]''
|[[Action-adventure game|Action-adventure]]
|[[Action-adventure]]
|[[Nintendo DS]]
|[[Nintendo DS]]
|-
|-
Line 1,251: Line 1,246:
| ''[[Mario Kart 7]]''
| ''[[Mario Kart 7]]''
|
|
| [[Nintendo 3DS|3DS]]
| [[3DS]]
|-
|-
| ''[[The Legend of Zelda: Skyward Sword]]''
| ''[[The Legend of Zelda: Skyward Sword]]''
Line 1,310: Line 1,305:
| ''[[Steel Diver: Sub Wars]]''{{refn|name="Vitei"|group=codeveloped}}
| ''[[Steel Diver: Sub Wars]]''{{refn|name="Vitei"|group=codeveloped}}
|
|
| [[Nintendo 3DS|3DS]]
| [[3DS]]
|-
|-
|''[[Mario Kart 8]]''
|''[[Mario Kart 8]]''
Line 1,331: Line 1,326:
|''[[Animal Crossing: Happy Home Designer]]''
|''[[Animal Crossing: Happy Home Designer]]''
|[[Sandbox game|Sandbox]]
|[[Sandbox game|Sandbox]]
|[[Nintendo 3DS|3DS]]
|[[3DS]]
|-
|-
|''[[Super Mario Maker]]''
|''[[Super Mario Maker]]''
|[[Level Editor|Level editor]]
|[[Level editor]]
|[[Wii U]]
|[[Wii U]]
|}
|}
Line 1,348: Line 1,343:
{{refn|group=codeveloped|name="Nintendo R&D2" |Codeveloped with [[Nintendo Research & Development 2]].}}
{{refn|group=codeveloped|name="Nintendo R&D2" |Codeveloped with [[Nintendo Research & Development 2]].}}
{{refn|group=codeveloped|name="Pax Softnica" |Codeveloped with Pax Softnica.}}
{{refn|group=codeveloped|name="Pax Softnica" |Codeveloped with Pax Softnica.}}
{{refn|group=codeveloped|name="Argonaut Games" |Codeveloped with [[Argonaut Games]].}}
{{refn|group=codeveloped|name="Argonaut Software" |Codeveloped with [[Argonaut Software]].}}
{{refn|group=codeveloped|name="Nintendo R&D3" |Codeveloped with [[Nintendo Research & Development 3]].}}
{{refn|group=codeveloped|name="Nintendo R&D3" |Codeveloped with [[Nintendo Research & Development 3]].}}
{{refn|group=codeveloped|name="Paradigm Entertainment" |Codeveloped with [[Paradigm Entertainment]].}}
{{refn|group=codeveloped|name="Paradigm Entertainment" |Codeveloped with [[Paradigm Entertainment]].}}
Line 1,361: Line 1,356:
{{Portal bar|Video games|Tokyo|Japan}}
{{Portal bar|Video games|Tokyo|Japan}}
{{Nintendo developers}}
{{Nintendo developers}}
{{Authority control}}


{{DEFAULTSORT:Nintendo Entertainment Analysis And Development}}
{{DEFAULTSORT:Nintendo Entertainment Analysis And Development}}

Latest revision as of 19:12, 18 June 2024

Nintendo Entertainment Analysis & Development Division
Native name
任天堂情報開発本部
Nintendō Jōhō Kaihatsu Honbu
FormerlyNintendo Research & Development No.4 Department
Company typeDivision
IndustrieVideo games
Predecessors
GegründetSeptember 30, 1983; 40 years ago (September 30, 1983)
GründerHiroshi Yamauchi
DefunctSeptember 16, 2015 (2015-09-16)
FateMerged with Nintendo Software Planning & Development
SuccessorNintendo Entertainment Planning & Development
Hauptsitz,
Japan
Number of locations
2 (Kyoto and Tokyo)
Key people
ServicesVideo game development
ParentNintendo

Nintendo Entertainment Analysis & Development Division,[e] commonly abbreviated as Nintendo EAD and formerly known as Nintendo Research & Development No.4 Department[f] (abbreviated as Nintendo R&D4), was the largest software development division within the Japanese video game company Nintendo. It was preceded by the Creative Department, a team of designers with backgrounds in art responsible for many different tasks, to which Shigeru Miyamoto and Takashi Tezuka originally belonged.[1][2] Both served as managers of the EARD studios and were credited in every game developed by the division, with varying degrees of involvement. Nintendo EAD was best known for its work on games in the Donkey Kong, Mario, The Legend of Zelda, F-Zero, Star Fox, Animal Crossing, Pikmin, and Wii series.

Following a large company restructuring after the death of company president Satoru Iwata, the division merged with Nintendo's Software Planning & Development division in September 2015, becoming Nintendo Entertainment Planning & Development.

History

[edit]

Background

[edit]

During the 1970s, when Nintendo was still predominantly a toy company, it decided to expand into interactive entertainment and the video game industry. Several designers were hired to work under the Creative Department, which, at the time, was the only game development department within Nintendo. Among these new designers were Makoto Kano, who went on to design various Game & Watch games, and Shigeru Miyamoto, who would create various Nintendo franchises. In 1972, the department was renamed to Research & Development Department; it had about 20 employees. The department was later consolidated into a division and separated into three groups, Nintendo R&D1, R&D2 and R&D3.

1980–1989: Creation as Research & Development 4

[edit]
The success of Shigeru Miyamoto's Donkey Kong arcade game was a deciding factor in the creation of Nintendo R&D4.

Circa 1984, Hiroshi Imanishi oversaw the creation of Research & Development No. 4 Department (commonly abbreviated to Nintendo R&D4), as a new development department dedicated to developing video games for dedicated consoles, complementing the other three existing departments in the Nintendo Manufacturing Division.[3][4][5] Imanishi appointed Hiroshi Ikeda, a former anime director at Toei Animation, as general manager of the newly created department, and Miyamoto as its chief producer, who would later become one of the most recognized video game developers in the world.[6] Nintendo also drafted a couple of key graphic designers to the department including Takashi Tezuka and Kenji Miki. With the arcade market dwindling, Nintendo R&D1's former focus, the department concentrated most of their software development resources on the emerging handheld video game console market, primarily thanks to the worldwide success of Nintendo's Game Boy. This catapulted the R&D4 department to become the lead software developer for Nintendo home video game consoles, developing a myriad of games for the Family Computer home console (abbreviated to Famicom, known as the Nintendo Entertainment System in North America, Europe, and Australia).

Hiroshi Ikeda's creative team had many video game design ideas but was lacking the necessary programming power to make it all happen. Toshihiko Nakago, and his small company Systems Research & Development (SRD), had its expertise in computer-aided design (CAD) tools and was very familiar with the Famicom chipset, and was originally hired to work with Masayuki Uemura's Nintendo R&D2 to internally develop software development kits. When Nintendo R&D2 and SRD jointly began porting over R&D1 arcade games to the Famicom, Shigeru Miyamoto took the opportunity to lure Nakago away from R&D2, to help Miyamoto create his first Nintendo R&D4 video game, Excitebike. And so the original R&D4 department became composed of Miyamoto, Takashi Tezuka, Kenji Miki, and Minoru Maeda handling design; Koji Kondo, Akito Nakatsuka, and Hirokazu Tanaka handling sound design; and Toshihiko Nakago and SRD became the technology and programming core.

The same Miyamoto-led team that developed Excitebike went on to develop a 1985 NES port of the scrolling beat 'em up arcade game Kung-Fu Master (1984) called Kung Fu. Miyamoto's team used the technical knowledge they had gained from working on both side-scrollers to further advance the platforming "athletic game" genre they had created with Donkey Kong and were key steps towards Miyamoto's vision of an expansive side-scrolling platformer.[7][8]

One of the first games developed by the R&D4 department was Mario Bros. in 1983, designed and directed by Miyamoto. The department was, however, unable to program the game with such an inexperienced team, and so counted on programming assistance from Gunpei Yokoi and the R&D1 department. One of the first completely self-developed games was Super Mario Bros., the sequel to Mario Bros. The game set standards for the platform genre, and went on to be both a critical and commercial success. In 1986, R&D4 developed The Legend of Zelda, for which Miyamoto again served as a director. The phenomenal sales of Super Mario Bros. and The Legend of Zelda fueled the expansion of the department with young game designers such as Hideki Konno, Katsuya Eguchi, Kensuke Tanabe, Takao Shimizu, who would later become producers themselves.

1989–2002: Renamed to Entertainment Analysis & Development

[edit]

In 1989, one year before the Super Famicom was released in Japan, the R&D4 department was spun-off and made its own division named Nintendo Entertainment Analysis & Development (commonly abbreviated as Nintendo EAD).[9] The division was comprised into two departments: the Software Development Department, which focused on video game development and was led by Miyamoto, and the Technology Development Department, which focused on programming and developing tools and was led by Takao Sawano.[10] The technology department was born out of several R&D2 engineers that were assisting SRD with software libraries. After that, the same department later collaborated with Argonaut Software to develop the Super FX chip technology for the SNES, first used in Star Fox in 1993. This venture allowed the Technology Development Department to become more prominent in the 3D era, where they programmed several of Nintendo EAD's 3D games with SRD.

F-Zero, released in 1990, was the first video game fully programmed at the division. Prior to that, most programming was outsourced to SRD Co. Ltd.[11]

In 1997, Miyamoto explained that about twenty to thirty employees were devoted to each Nintendo EAD title during the course of its development.[12] It was then that he also disclosed the existence of the SRD programming company within the division, formally Nintendo R&D2's software unit, which was composed of about 200 employees with proficiency in software programming.[12]

In the advent of launching both the GameCube and Game Boy Advance, Nintendo sought to change the structure of its corporate management. In June 2000, in an attempt to include both software and hardware experts in the board of directors, EAD and Integrated Research & Development general managers, Shigeru Miyamoto and Genyo Takeda respectively, entered the body. In addition, former HAL Laboratory president and future Nintendo president, Satoru Iwata, also entered the board. With Miyamoto being promoted to the board of directors, he was now in charge of overseeing all of Nintendo's software development. To fill Miyamoto's void as a producer, there were a series of promotions in the division: starting with long-time Miyamoto colleague Takashi Tezuka, as deputy general manager, as well as promoting several senior directors like Eiji Aonuma, Hideki Konno, Takao Shimizu, Tadashi Sugiyama and Katsuya Eguchi to producers overseeing their own development teams in the division. Nevertheless, after the promotion, Miyamoto still went on to produce some games.

In 2002, Nintendo opened a Nintendo EAD studio in Tokyo, appointing Takao Shimizu as manager of the branch. The studio was created with the goal of bringing in fresh new talent from the capital of Japan who wouldn't be willing or able to travel to Kyoto. Their first project was Donkey Kong Jungle Beat for the GameCube which made use of the DK Bongos, initially created for Donkey Konga.

2003–2015: Restructure, new managers, and merger with SPD

[edit]

On September 30, 2003, as a result of a corporate restructure Nintendo was undergoing, in which several members of the Nintendo R&D1 and R&D2 were reassigned under Nintendo EAD, the department was consolidated into a division and began welcoming a new class of managers and producers.[13][unreliable source] Hideki Konno, Katsuya Eguchi, Eiji Aonuma, Hiroyuki Kimura, and Tadashi Sugiyama were appointed project managers of their own groups within the Software Development Department; Shimizu was appointed project manager of the Tokyo Software Development Department, and Keizo Ota and Yasunari Nishida were appointed project managers of their own groups in the Technology Development Department.

In 2013, Katsuya Eguchi was promoted Department Manager of both Software Development Departments in Kyoto and Tokyo. As such, he left his role as Group Manager of Software Development Group No. 2, and was replaced by Hisashi Nogami. On June 18, 2014, the EAD Kyoto branch was moved from the Nintendo Central Office to the Nintendo Development Center in Kyoto. The building housed more than 1100 developers from all of Nintendo's internal research and development divisions, which included the Nintendo EAD, SPD, IRD and SDD divisions. On September 16, 2015, EAD merged with Nintendo Software Planning & Development to establish Entertainment Planning & Development (EPD). The move followed an internal restructuring of Nintendo executives and departments after the death of president Satoru Iwata in July 2015.[14]

Structure

[edit]

The Nintendo Entertainment Analysis & Development division was headed by Nintendo-veteran Takashi Tezuka who acted as general manager. The division was divided in two development departments: one in Kyoto, with Katsuya Eguchi acting as its deputy general manager; and one in Tokyo, with Yoshiaki Koizumi acting as its deputy general manager.

Kyoto Software Development Department

[edit]
Katsuya Eguchi, Deputy General Manager of the Nintendo EAD division in Kyoto

The Nintendo EAD Kyoto Software Development Department was the largest and one of the oldest research and development departments within Nintendo, housing more than 700 video game developers. It was located in Kyoto, Japan, formerly in the Nintendo Central Office, but on June 28, 2014, it was relocated to the new Nintendo Development Center, which housed all of Nintendo's internal research and development divisions.

The development department integrated Nintendo's most notable producers: Hideki Konno, producer of the Nintendogs and Mario Kart series; Katsuya Eguchi, producer of the Wii and Animal Crossing series; Eiji Aonuma, producer of The Legend of Zelda series; Hiroyuki Kimura, producer Big Brain Academy, Super Mario Bros., and Pikmin series; and Tadashi Sugiyama, producer of the Wii Fit, Steel Diver and Star Fox series.

The department was managed by veteran Nintendo game designer Katsuya Eguchi. As such, Hisashi Nogami later succeeded him as the producer of the Animal Crossing franchise and was responsible for the creation of the Splatoon series.

List of video games developed by the Nintendo EAD Software Development Department in Kyoto
Year Titel Genre(s) Platform(s) Producer(s) Ref.
1985 Super Mario Bros. Platform Nintendo Entertainment System
Family Computer Disk System
Shigeru Miyamoto
1986 The Legend of Zelda Action-adventure Family Computer Disk System
Nintendo Entertainment System
Shigeru Miyamoto
The Mysterious Murasame Castle Action-adventure Family Computer Disk System Keizo Kato
Super Mario Bros.: The Lost Levels Platform Family Computer Disk System Shigeru Miyamoto
1987 Zelda II: The Adventure of Link Action role-playing Family Computer Disk System
Nintendo Entertainment System
Shigeru Miyamoto
Yume Kojo: Doki Doki Panic Platform Family Computer Disk System Shigeru Miyamoto
Famicom Mukashibanashi: Shin Onigashima Adventure, visual novel Family Computer Disk System Hiroshi Ikeda
Shigeru Miyamoto
1988 Super Mario Bros. 2[g] Platform Nintendo Entertainment System Shigeru Miyamoto
Ice Hockey[codeveloped 1] Sports Family Computer Disk System
Nintendo Entertainment System
Shigeru Miyamoto
Masayuki Uemura
Super Mario Bros. 3 Platform Nintendo Entertainment System Shigeru Miyamoto
1990 Super Mario World Platform Super Nintendo Entertainment System Shigeru Miyamoto
F-Zero Racing Super Nintendo Entertainment System Shigeru Miyamoto [11]
Pilotwings Amateur flight simulation Super Nintendo Entertainment System Shigeru Miyamoto
1991 SimCity City-building Super Nintendo Entertainment System Shigeru Miyamoto
The Legend of Zelda: A Link to the Past Action-adventure Super Nintendo Entertainment System Shigeru Miyamoto
1992 Wave Race[codeveloped 2] Racing Game Boy Shigeru Miyamoto
Super Mario Kart Kart racing Super Nintendo Entertainment System Shigeru Miyamoto
1993 Star Fox[codeveloped 3] Rail shooter, Shoot 'em up Super Nintendo Entertainment System Shigeru Miyamoto
The Legend of Zelda: Link's Awakening Action-adventure Game Boy Shigeru Miyamoto
Super Mario All-Stars Platform Super Nintendo Entertainment System Shigeru Miyamoto
1994 Stunt Race FX[codeveloped 3] Racing Super Nintendo Entertainment System Shigeru Miyamoto
Donkey Kong[codeveloped 2] Platform, puzzle Game Boy Shigeru Miyamoto
Kirby's Dream Course[codeveloped 4] Sports Super Nintendo Entertainment System Satoru Iwata
Shigeru Miyamoto
1995 Super Mario World 2: Yoshi's Island Platform Super Nintendo Entertainment System Shigeru Miyamoto
1996 Pilotwings 64[codeveloped 5][codeveloped 6] Amateur flight simulation Nintendo 64 Genyo Takeda
Shigeru Miyamoto
Super Mario 64 Platform Nintendo 64 Shigeru Miyamoto
Mole Mania[codeveloped 2] Puzzle Game Boy Shigeru Miyamoto
Wave Race 64 Racing Nintendo 64 Shigeru Miyamoto
Mario Kart 64 Kart racing Nintendo 64 Shigeru Miyamoto
1997 Star Fox 64 Shoot 'em up Nintendo 64 Shigeru Miyamoto
Yoshi's Story Platform Nintendo 64 Takashi Tezuka
1998 1080° Snowboarding Sports, racing Nintendo 64 Shigeru Miyamoto
F-Zero X Racing Nintendo 64 Shigeru Miyamoto
Pokémon Stadium[codeveloped 4][codeveloped 7] Role-playing Nintendo 64 Kenji Miki
Tsunekazu Ishihara
Satoru Iwata
Shigeru Miyamoto
The Legend of Zelda: Ocarina of Time Action-adventure Nintendo 64 Shigeru Miyamoto
1999 Role-playing Nintendo 64 Kenji Miki
Tsunekazu Ishihara
Satoru Iwata
Shigeru Miyamoto
2000 F-Zero X Expansion Kit Racing Nintendo 64
(64DD)
Shigeru Miyamoto
The Legend of Zelda: Majora's Mask Action-adventure Nintendo 64 Shigeru Miyamoto
Nintendo 64 Kenji Miki
Tsunekazu Ishihara
Satoru Iwata
Shigeru Miyamoto
2001 Dōbutsu no Mori Life simulation Nintendo 64 Takashi Tezuka
Luigi's Mansion Action-adventure GameCube Shigeru Miyamoto,
Takashi Tezuka
Pikmin Real-time strategy GameCube Shigeru Miyamoto
Animal Crossing Life simulation GameCube Takashi Tezuka
2002 Super Mario Sunshine Platform, action-adventure GameCube Shigeru Miyamoto
The Legend of Zelda: The Wind Waker Action-adventure GameCube Shigeru Miyamoto
Takashi Tezuka
2003 Dōbutsu no Mori e+ Life simulation GameCube Takashi Tezuka
Mario Kart: Double Dash Kart racing GameCube Shigeru Miyamoto
Tadashi Sugiyama
Shinya Takahashi
Takashi Tezuka
Pac-Man Vs. Maze GameCube Shigeru Miyamoto
2004 The Legend of Zelda: Four Swords Adventures Action-adventure GameCube Eiji Aonuma,
Shigeru Miyamoto
Pikmin 2 GameCube Shigeru Miyamoto,
Takashi Tezuka
Super Mario 64 DS Nintendo DS Shigeru Miyamoto
2005 Yoshi Touch & Go Nintendo DS Takashi Tezuka
Big Brain Academy Nintendo DS Hiroyuki Kimura
Nintendogs Nintendo DS Hideki Konno,
Shigeru Miyamoto
Mario Kart DS Racing Nintendo DS Hideki Konno,
Shigeru Miyamoto
Animal Crossing: Wild World Social simulation Nintendo DS Katsuya Eguchi,
Takashi Tezuka
2006 New Super Mario Bros. Platform Nintendo DS Hiroyuki Kimura,
Takashi Tezuka
The Legend of Zelda: Twilight Princess GameCube
Wii
Shigeru Miyamoto
Wii Sports Sports Wii Katsuya Eguchi
Kiyoshi Mizuki
Wii Play Party Wii Katsuya Eguchi
2007 Big Brain Academy: Wii Degree Edutainment Wii Hiroyuki Kimura
The Legend of Zelda: Phantom Hourglass Action-adventure Nintendo DS Eiji Aonuma,
Shigeru Miyamoto
Link's Crossbow Training First-person shooter Wii Eiji Aonuma
2008 Wii Fit Exergaming Wii Tadashi Sugiyama,
Shigeru Miyamoto,
Takao Sawano
Mario Kart Wii Racing Wii Hideki Konno,
Shigeru Miyamoto
Wii Music Wii Takashi Tezuka,
Katsuya Eguchi
Animal Crossing: City Folk Social simulation Wii Katsuya Eguchi
New Play Control! Pikmin Real-time strategy Wii Hiroyuki Kimura
New Play Control! Pikmin 2 Real-time strategy Wii Hiroyuki Kimura
2009 Wii Sports Resort Sports Wii Katsuya Eguchi
Wii Fit Plus Exergaming Wii Tadashi Sugiyama,
Shigeru Miyamoto
New Super Mario Bros. Wii Platform Wii Takashi Tezuka,
Hiroyuki Kimura,
Shigeru Miyamoto
The Legend of Zelda: Spirit Tracks Action-adventure Nintendo DS Shigeru Miyamoto,
Eiji Aonuma
2011 Nintendogs + Cats Digital pet Nintendo 3DS Hideki Konno
Steel Diver[codeveloped 8] Nintendo 3DS Tadashi Sugiyama
Super Mario 3D Land Nintendo 3DS Yoshiaki Koizumi
Mario Kart 7 3DS Hideki Konno
The Legend of Zelda: Skyward Sword Action-adventure Wii Eiji Aonuma
2012 New Super Mario Bros. 2 3DS Takashi Tezuka,
Hiroyuki Kimura,
Shigeru Miyamoto
Animal Crossing: New Leaf 3DS Katsuya Eguchi
New Super Mario Bros. U Wii U Takashi Tezuka,
Hiroyuki Kimura,
Shigeru Miyamoto
Nintendo Land Wii U Katsuya Eguchi
2013 Pikmin 3 Wii U Hiroyuki Kimura
The Legend of Zelda: The Wind Waker HD Wii U Eiji Aonuma
Wii Fit U Wii U Tadashi Sugiyama
The Legend of Zelda: A Link Between Worlds 3DS Eiji Aonuma
2014 Steel Diver: Sub Wars[codeveloped 8] 3DS Tadashi Sugiyama
2015 Splatoon Third-person shooter Wii U Hisashi Nogami
Animal Crossing: Happy Home Designer 3DS Hisashi Nogami
Super Mario Maker Wii U Takashi Tezuka,
Hiroyuki Kimura

Technology Development Department

[edit]
List of video games developed by the Nintendo EAD Technology Development Department
Year Titel Genre(s) Platform(s)
1999 Mario Artist: Paint Studio[codeveloped 9] Graphics software 64DD
2000 Mario Artist: Talent Studio
Mario Artist: Polygon Studio
Mario Artist: Communication Kit

Tokyo Software Development Department

[edit]
Yoshiaki Koizumi became manager of a second department of the Nintendo EAD division in Tokyo after 2007.

The Nintendo EAD Tokyo Software Development Department was created in 2002 with the goal of bringing in fresh new talent from the capital of Japan who wouldn't be willing to travel hundreds of miles away to Kyoto. It is located in Tokyo, Japan, in the Nintendo Tokyo Office.

In 2003, twenty members of the Entertainment Analysis & Development Division in Kyoto volunteered to relocate to Nintendo's Tokyo Office to expand development resources. These twenty volunteers were primarily from the Super Mario Sunshine team. Management saw it as a good opportunity to expand and recruit several developers who were more comfortable living in Tokyo than relocating to Kyoto.

Takao Shimizu (original manager and producer) and Yoshiaki Koizumi (director) began hiring several recruits in Tokyo coming from several established companies like SEGA, Koei, and Square-Enix. Shimizu and Koizumi jointly spearheaded their first project, Donkey Kong Jungle Beat. This was followed in 2007 by the release of the critically and commercially acclaimed Super Mario Galaxy. After the release of Super Mario Galaxy, Koizumi was promoted to manager and producer and officially opened Tokyo Software Development Group No. 2.

The Tokyo group had veteran game developer Katsuya Eguchi as its general manager, who also oversaw development operations for the Kyoto Software Development Department.

List of video games developed by the Nintendo EAD Software Development Department No.1 in Tokyo
Year Titel Genre(s) Platform(s)
2004 Donkey Kong Jungle Beat Platform GameCube
2007 Super Mario Galaxy Platform Wii
2009 Nintendo DS Guide: Ikspiari[codeveloped 10] Tour guide Nintendo DS
Nintendo DS Guide: Kyoto Municipal Museum of Art[codeveloped 10] Tour guide Nintendo DS
Nintendo DS Guide: Osaka Aquarium Kaiyukan[codeveloped 10] Tour guide Nintendo DS
2010 Nintendo DS Guide: Make It Yourself![codeveloped 10] Tour guide Nintendo DSi
(DSiWare)
2011 The Legend of Zelda: Ocarina of Time 3D[codeveloped 11] Action-adventure Nintendo 3DS
The Legend of Zelda: Four Swords Anniversary Edition[codeveloped 11] Action-adventure Nintendo DSi
(DSiWare)
2013 Photos with Mario Augmented reality Nintendo 3DS
Wii U Panorama View Panorama viewer Wii U
Nintendo 3DS Guide: Louvre[codeveloped 12][codeveloped 10] Tour guide Nintendo 3DS
2015 The Legend of Zelda: Majora's Mask 3D[codeveloped 11] Action-adventure Nintendo 3DS
List of video games developed by the Nintendo EAD Software Development Department No. 2 in Tokyo
Year Titel Genre(s) Platform(s) Producer(s)
2008 New Play Control: Donkey Kong Jungle Beat Platform Wii Yoshiaki Koizumi
Flipnote Studio Animation Nintendo DSi
(DSiWare)
Yoshiaki Koizumi
2010 Super Mario Galaxy 2 Platform Wii Yoshiaki Koizumi
Takashi Tezuka
2011 Super Mario 3D Land Platform Nintendo 3DS Yoshiaki Koizumi
2013 Flipnote Studio 3D Animation Nintendo 3DS Yoshiaki Koizumi
Super Mario 3D World Platform Wii U Yoshiaki Koizumi
NES Remix[codeveloped 12] Compilation Wii U Yoshiaki Koizumi
Masanobu Suzui (Indieszero)
2014 NES Remix 2[codeveloped 12] Compilation Wii U Yoshiaki Koizumi
Masanobu Suzui (Indieszero)
Captain Toad: Treasure Tracker Platform, puzzle Wii U Koichi Hayashida

List of software developed

[edit]

The following is a list of software developed by the Nintendo Entertainment Analysis & Development Division.

List of video games developed by Nintendo Entertainment Analysis & Development
Year Titel Genre(s) Platform(s)
1985 Super Mario Bros. Platform Nintendo Entertainment System
1986 The Legend of Zelda Action-adventure Nintendo Entertainment System
The Mysterious Murasame Castle Action-adventure Family Computer Disk System
Super Mario Bros.: The Lost Levels Platform Family Computer Disk System
1987 Yume Kojo: Doki Doki Panic Family Computer Disk System
Super Mario Bros. 2 Platform Nintendo Entertainment System
Zelda II: The Adventure of Link Action RPG Nintendo Entertainment System
1988 Ice Hockey Sports Nintendo Entertainment System
Super Mario Bros. 3 Platform Nintendo Entertainment System
1990 Super Mario World Platform Super Nintendo Entertainment System
F-Zero Racing Super Nintendo Entertainment System
Pilotwings Simulator Super Nintendo Entertainment System
1991 SimCity Simulator Super Nintendo Entertainment System
The Legend of Zelda: A Link to the Past Action-adventure Super Nintendo Entertainment System
1992 Wave Race Sports Game Boy
Super Mario Kart Racing Super Nintendo Entertainment System
1993 Super Mario All-Stars Compilation, platform Super Nintendo Entertainment System
Star Fox[codeveloped 3] Super Nintendo Entertainment System
The Legend of Zelda: Link's Awakening Action-adventure Game Boy
1994 Donkey Kong Platform Game Boy
Stunt Race FX[codeveloped 3] Super Nintendo Entertainment System
1995 Super Mario World 2: Yoshi's Island Super Nintendo Entertainment System
1996 Mole Mania Game Boy
Super Mario 64 Platform Nintendo 64
Pilotwings 64[codeveloped 6][codeveloped 5] Simulator Nintendo 64
Wave Race 64 Sports Nintendo 64
Mario Kart 64 Racing Nintendo 64
1997 Star Fox 64 Shoot em' up Nintendo 64
Yoshi's Story Nintendo 64
1998 F-Zero X Racing Nintendo 64
The Legend of Zelda: Ocarina of Time Action-adventure Nintendo 64
1080° Snowboarding Sports Nintendo 64
Pokémon Stadium[h][codeveloped 7][15] Nintendo 64
1999 Pokémon Stadium[codeveloped 4][codeveloped 7] Nintendo 64
Mario Artist: Paint Studio[codeveloped 9] 64DD
2000 Mario Artist: Communication Kit 64DD
Mario Artist: Polygon Studio 64DD
Mario Artist: Talent Studio 64DD
F-Zero X Expansion Kit Racing 64DD
The Legend of Zelda: Majora's Mask Action-adventure Nintendo 64
Pokémon Stadium 2[codeveloped 4][codeveloped 7] Nintendo 64
2001 Luigi's Mansion GameCube
Pikmin Real-time strategy GameCube
Dōbutsu no Mori Social simulation Nintendo 64
2002 Animal Crossing Social simulation GameCube
Super Mario Sunshine GameCube
2003 Pokémon Box: Ruby and Sapphire GameCube
Dōbutsu no Mori e+ Social simulation GameCube
Mario Kart: Double Dash Racing GameCube
Pac-Man Vs. Maze GameCube
The Legend of Zelda: The Wind Waker GameCube
2004 The Legend of Zelda: Four Swords Adventures Action-adventure GameCube
Pikmin 2 GameCube
Super Mario 64 DS Nintendo DS
2004 Donkey Kong Jungle Beat GameCube
2005 Yoshi Touch & Go Nintendo DS
Big Brain Academy Nintendo DS
Nintendogs Nintendo DS
Mario Kart DS Racing Nintendo DS
Animal Crossing: Wild World Social simulation Nintendo DS
2006 New Super Mario Bros. Platform Nintendo DS
The Legend of Zelda: Twilight Princess Action-adventure GameCube, Wii
Wii Sports Sports Wii
Wii Play Party Wii
2007 Big Brain Academy: Wii Degree Edutainment Wii
The Legend of Zelda: Phantom Hourglass Action-adventure Nintendo DS
Super Mario Galaxy Wii
Link's Crossbow Training First-person shooter Wii
2008 Wii Fit Exergaming Wii
Mario Kart Wii Racing Wii
Wii Music Wii
Animal Crossing: City Folk Social simulation Wii
Flipnote Studio Nintendo DSi
New Play Control! Donkey Kong Jungle Beat Wii
New Play Control! Pikmin Real-time strategy Wii
New Play Control! Pikmin 2 Real-time strategy Wii
2009 Wii Sports Resort Sports Wii
Wii Fit Plus Exergaming Wii
New Super Mario Bros. Wii Platform Wii
The Legend of Zelda: Spirit Tracks Action-adventure Nintendo DS
2010 Super Mario Galaxy 2 Wii
2011 Nintendogs + Cats Digital pet Nintendo 3DS
Steel Diver[codeveloped 8] Nintendo 3DS
Super Mario 3D Land Nintendo 3DS
Mario Kart 7 3DS
The Legend of Zelda: Skyward Sword Wii
2012 New Super Mario Bros. 2 3DS
Animal Crossing: New Leaf 3DS
New Super Mario Bros. U Wii U
Nintendo Land Wii U
2013 Pikmin 3 Wii U
Flipnote Studio 3D 3DS
The Legend of Zelda: The Wind Waker HD Wii U
Wii Fit U Wii U
Super Mario 3D World Wii U
The Legend of Zelda: A Link Between Worlds 3DS
NES Remix Wii U
2014 NES Remix 2 Wii U
Steel Diver: Sub Wars[codeveloped 8] 3DS
Mario Kart 8 Wii U
Wii Sports Club[codeveloped 13] Wii U
Captain Toad: Treasure Tracker Wii U
2015 Splatoon Third-person shooter Wii U
Animal Crossing: Happy Home Designer Sandbox 3DS
Super Mario Maker Level editor Wii U

Notes

[edit]
  1. ^ a b Former General Manager
  2. ^ General Manager
  3. ^ a b Deputy General Manager
  4. ^ a b Group Manager
  5. ^ Japanese: 任天堂情報開発本部, Hepburn: Nintendō Jōhō Kaihatsu Honbu
  6. ^ Known in Japan as Nintendō Kaihatsu Daiyon Bu (任天堂開発第四発).
  7. ^ Based on Yume Kojo: Doki Doki Panic.
  8. ^ Co-developed by HAL Laboratory.
  1. ^ Codeveloped with Nintendo Research & Development 2.
  2. ^ a b c Codeveloped with Pax Softnica.
  3. ^ a b c d Codeveloped with Argonaut Software.
  4. ^ a b c d e f Codeveloped with HAL Laboratory.
  5. ^ a b Codeveloped with Nintendo Research & Development 3.
  6. ^ a b Codeveloped with Paradigm Entertainment.
  7. ^ a b c d e f Codeveloped with Creatures.
  8. ^ a b c d Co-developed by Vitei
  9. ^ a b Co-developed by Software Creations.
  10. ^ a b c d e Codeveloped by the Nintendo EAD Technology Development Department.
  11. ^ a b c Codeveloped by Grezzo.
  12. ^ a b c Codeveloped by indieszero.
  13. ^ Codeveloped with Bandai Namco Studios.

References

[edit]
  1. ^ "Using the D-pad to Jump". Iwata Asks: Super Mario Bros. 25th Anniversary Vol. 5: Original Super Mario Developers. Nintendo. February 1, 2011. Retrieved February 1, 2011.
  2. ^ "I'd Never Heard Of Pac-Man". Iwata Asks: New Super Mario Bros. Wii Vol. 2. Nintendo. December 11, 2009. Retrieved February 1, 2011.
  3. ^ "Iwata Asks". iwataasks.nintendo.com. Retrieved June 14, 2020. Iwata: How many years after you joined Nintendo did Ikeda-san become your boss? / Miyamoto: About 7 or 8 years, I think. About the time we were making Super Mario Bros. [...] He was the first manager of the Entertainment Analysis and Development Department.
  4. ^ Paumgarten, Nick (December 13, 2010). "Nintendo's Guiding Spirit". The New Yorker. Retrieved June 14, 2020. In 1976, Miyamoto, then age twenty-four, was a recent art-college graduate, with a degree in industrial design and an enduring fascination with the Japanese comic strips called manga. [...] Yamauchi hired him to be an apprentice in the planning department.
  5. ^ "Inside Nintendo 52: Nintendos unbekannte Anime-Urgesteine". Nintendo-Online.de (in German). Retrieved June 14, 2020.
  6. ^ "Hiroshi Ikeda". VG Legacy. Retrieved June 14, 2020.
  7. ^ Gifford, Kevin. "Super Mario Bros.' 25th: Miyamoto Reveals All". 1UP.com. Archived from the original on January 5, 2015. Retrieved October 24, 2010.
  8. ^ Horowitz, Ken (July 30, 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p. 149. ISBN 978-1-4766-4176-8.
  9. ^ "Nintendo EAD". IGN. Ziff Davis. Archived from the original on July 8, 2013. Retrieved September 20, 2015.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  10. ^ "Iwata Asks: Nintendo 3DS Guide: Louvre". Nintendo of Europe GmbH. Retrieved January 10, 2019.
  11. ^ a b "Nintendo Classic Mini: SNES developer interview - Volume 2: F-ZERO". Nintendo. Retrieved January 15, 2019.
  12. ^ a b Takao Imamura, Shigeru Miyamoto (1997). Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters". Nintendo. pp. 104–105.
  13. ^ N-Sider. Nintendo Revolution FAQ Archived March 3, 2016, at the Wayback Machine
  14. ^ Kohler, Chris. "Nintendo Consolidates Its Game Development Teams". Wired. Retrieved September 15, 2015.
  15. ^ This version of Pokémon Stadium was only released in Japan.