Nintendo Entertainment Analysis & Development: Difference between revisions
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{{Short description|Former division of Nintendo}} |
{{Short description|Former division of Nintendo}} |
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{{Use American English|date=September 2022} |
{{Use American English|date=September 2022}} |
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{{Use mdy dates|date=September 2022}} |
{{Use mdy dates|date=September 2022}} |
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{{Infobox company |
{{Infobox company |
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| logo_alt = Nintendo's logotype |
| logo_alt = Nintendo's logotype |
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| logo_caption = |
| logo_caption = |
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| image = |
| image = Nintendo Headquarters - panoramio.jpg |
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| image_size = |
| image_size = |
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| 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 |
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| 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 |
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| native_name = 任天堂情報開発本部 |
| native_name = 任天堂情報開発本部 |
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| native_name_lang = ja |
| native_name_lang = ja |
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| romanized_name = Nintendō Jōhō Kaihatsu Honbu |
| romanized_name = Nintendō Jōhō Kaihatsu Honbu |
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| former_name = Nintendo Research & Development No.4 Department |
| former_name = Nintendo Research & Development No.4 Department |
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| type = [[Division (business)|Division]] |
| type = [[Division (business)|Division]] |
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| industry = [[Video game industry|Video games]] |
| industry = [[Video game industry|Video games]] |
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| fate = Merged with [[Nintendo Software Planning & Development]] |
| fate = Merged with [[Nintendo Software Planning & Development]] |
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| predecessors = {{Unbulleted list|[[ |
| predecessors = {{Unbulleted list|[[Nintendo R&D1]]|[[Nintendo R&D2]]}} |
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| successor = [[Nintendo Entertainment Planning & Development]] |
| successor = [[Nintendo Entertainment Planning & Development]] |
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| founded = {{Start date and age|September 30, 1983}} |
| founded = {{Start date and age|September 30, 1983}} |
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| founder = [[Hiroshi Yamauchi]] |
| founder = [[Hiroshi Yamauchi]] |
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| defunct = {{End date|2015|9|16}} |
| defunct = {{End date|2015|9|16}} |
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| area_served = |
| area_served = |
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| 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"}} }} |
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| products = |
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| products = [[List of software developed by Nintendo Entertainment Analysis & Development|List of games developed]] |
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| brands = |
| brands = |
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| services = [[Video game development]] |
| services = [[Video game development]] |
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}} |
}} |
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{{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. |
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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]]. |
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==History== |
==History== |
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===Background=== |
===Background=== |
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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, [[ |
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]]. |
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===1980–1989: Creation as Research & Development 4=== |
===1980–1989: Creation as Research & Development 4=== |
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[[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.]] |
[[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.]] |
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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). |
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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 [[ |
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. |
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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> |
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===1989–2002: Renamed to Entertainment Analysis & Development=== |
===1989–2002: Renamed to Entertainment Analysis & Development=== |
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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''). |
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. |
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[[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> |
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<!-- 2000 - Change in hierarchy --> |
<!-- 2000 - Change in hierarchy --> |
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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 [[ |
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. |
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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}} |
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<!-- 2002 - New Tokyo branch --> |
<!-- 2002 - New Tokyo branch --> |
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===2003–2015: Restructure, new managers, and merger with SPD=== |
===2003–2015: Restructure, new managers, and merger with SPD=== |
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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. |
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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. |
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On |
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> |
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==Structure== |
==Structure== |
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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. |
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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 ''[[ |
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. |
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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. |
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! scope="row" rowspan="3" | 1986 |
! scope="row" rowspan="3" | 1986 |
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| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' |
| ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' |
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| [[ |
| [[Action-adventure]] |
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| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]] |
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]] |
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| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
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|- <!-- The Mysterious Murasame Castle - April 14, 1986 (JP) --> |
|- <!-- The Mysterious Murasame Castle - April 14, 1986 (JP) --> |
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| ''[[The Mysterious Murasame Castle]]'' |
| ''[[The Mysterious Murasame Castle]]'' |
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| [[ |
| [[Action-adventure]] |
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| [[Family Computer Disk System]] |
| [[Family Computer Disk System]] |
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| Keizo Kato |
| Keizo Kato |
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! scope="row" rowspan="3" | 1987 |
! scope="row" rowspan="3" | 1987 |
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| ''[[Zelda II: The Adventure of Link]]'' |
| ''[[Zelda II: The Adventure of Link]]'' |
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| [[ |
| [[Action role-playing]] |
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| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]] |
| [[Family Computer Disk System]]<br />[[Nintendo Entertainment System]] |
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| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
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! scope="row" rowspan="2" | 1991 |
! scope="row" rowspan="2" | 1991 |
||
| ''[[SimCity (1989 video game)|SimCity]]'' |
| ''[[SimCity (1989 video game)|SimCity]]'' |
||
| [[ |
| [[City-building]] |
||
| [[Super Nintendo Entertainment System]] |
| [[Super Nintendo Entertainment System]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 206: | 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]] |
||
| [[Super Nintendo Entertainment System]] |
| [[Super Nintendo Entertainment System]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 227: | 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 |
| ''[[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 234: | 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]] |
||
| [[Game Boy]] |
| [[Game Boy]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 246: | Line 242: | ||
<!-- 1994 --> |
<!-- 1994 --> |
||
<!-- Stunt Race FX - June 4, 1994 (JP) -->|- |
<!-- Stunt Race FX - June 4, 1994 (JP) -->|- |
||
! scope="row" rowspan=" |
! scope="row" rowspan="3" | 1994 |
||
| ''[[Stunt Race FX]]''{{refn|group=codeveloped|name="Argonaut |
| ''[[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 258: | 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]] |
|||
⚫ | |||
| [[Satoru Iwata]]<br />[[Shigeru Miyamoto]] |
|||
<!-- 1995 --> |
<!-- 1995 --> |
||
<!-- Yoshi's Island - August 1995 (JP) -->|- |
<!-- Yoshi's Island - August 1995 (JP) -->|- |
||
Line 334: | 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]] |
||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 356: | 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]] |
||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 370: | 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]] |
||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
| [[Takashi Tezuka]] |
| [[Takashi Tezuka]] |
||
Line 376: | Line 377: | ||
<!-- Luigi's Mansion - September 14, 2001 (JP) -->|- |
<!-- Luigi's Mansion - September 14, 2001 (JP) -->|- |
||
| ''[[Luigi's Mansion]]'' |
| ''[[Luigi's Mansion]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]] |
| [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]] |
||
Line 382: | Line 383: | ||
<!-- Pikmin - October 26, 2001 (JP) -->|- |
<!-- Pikmin - October 26, 2001 (JP) -->|- |
||
| ''[[Pikmin (video game)|Pikmin]]'' |
| ''[[Pikmin (video game)|Pikmin]]'' |
||
| [[ |
| [[Real-time strategy]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 388: | 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]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Takashi Tezuka]] |
| [[Takashi Tezuka]] |
||
Line 396: | Line 397: | ||
! scope="row" rowspan="2" | 2002 |
! scope="row" rowspan="2" | 2002 |
||
| ''[[Super Mario Sunshine]]'' |
| ''[[Super Mario Sunshine]]'' |
||
| [[Platform video game|Platform]], [[ |
| [[Platform video game|Platform]], [[action-adventure]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Shigeru Miyamoto]] |
| [[Shigeru Miyamoto]] |
||
Line 402: | 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]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Shigeru Miyamoto]]<br />[[Takashi Tezuka]] |
| [[Shigeru Miyamoto]]<br />[[Takashi Tezuka]] |
||
Line 410: | Line 411: | ||
! scope="row" rowspan="3" | 2003 |
! scope="row" rowspan="3" | 2003 |
||
| ''[[Dōbutsu no Mori e+]]'' |
| ''[[Dōbutsu no Mori e+]]'' |
||
| [[ |
| [[Life simulation]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Takashi Tezuka]] |
| [[Takashi Tezuka]] |
||
Line 429: | 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]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]] |
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]] |
||
Line 510: | Line 511: | ||
|- |
|- |
||
| scope="row" |''[[The Legend of Zelda: Phantom Hourglass]]'' |
| scope="row" |''[[The Legend of Zelda: Phantom Hourglass]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo DS]] |
| [[Nintendo DS]] |
||
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]] |
| [[Eiji Aonuma]],<br />[[Shigeru Miyamoto]] |
||
Line 578: | Line 579: | ||
|- |
|- |
||
| scope="row" |''[[The Legend of Zelda: Spirit Tracks]]'' |
| scope="row" |''[[The Legend of Zelda: Spirit Tracks]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo DS]] |
| [[Nintendo DS]] |
||
| [[Shigeru Miyamoto]],<br />[[Eiji Aonuma]] |
| [[Shigeru Miyamoto]],<br />[[Eiji Aonuma]] |
||
Line 590: | Line 591: | ||
| |
| |
||
|- |
|- |
||
| scope="row" |''[[Steel Diver]]'' |
| scope="row" |''[[Steel Diver]]''{{refn|group=codeveloped|name="Vitei"}} |
||
| |
| |
||
| [[Nintendo 3DS]] |
| [[Nintendo 3DS]] |
||
Line 604: | Line 605: | ||
| scope="row" |''[[Mario Kart 7]]'' |
| scope="row" |''[[Mario Kart 7]]'' |
||
| |
| |
||
| [[ |
| [[3DS]] |
||
| [[Hideki Konno]] |
| [[Hideki Konno]] |
||
| |
| |
||
|- |
|- |
||
| scope="row" |''[[The Legend of Zelda: Skyward Sword]]'' |
| scope="row" |''[[The Legend of Zelda: Skyward Sword]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Wii]] |
| [[Wii]] |
||
| [[Eiji Aonuma]] |
| [[Eiji Aonuma]] |
||
Line 665: | Line 666: | ||
|- |
|- |
||
! 2014 |
! 2014 |
||
| scope="row" |''[[Steel Diver: Sub Wars]]'' |
| scope="row" |''[[Steel Diver: Sub Wars]]''{{refn|group=codeveloped|name="Vitei"}} |
||
| |
| |
||
| [[ |
| [[3DS]] |
||
| [[Tadashi Sugiyama]] |
| [[Tadashi Sugiyama]] |
||
| |
| |
||
Line 680: | Line 681: | ||
| scope="row" | ''[[Animal Crossing: Happy Home Designer]]'' |
| scope="row" | ''[[Animal Crossing: Happy Home Designer]]'' |
||
| |
| |
||
| [[ |
| [[3DS]] |
||
| [[Hisashi Nogami]] |
| [[Hisashi Nogami]] |
||
| |
| |
||
Line 747: | Line 748: | ||
| [[Platform game|Platform]] |
| [[Platform game|Platform]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
⚫ | |||
! 2005 |
|||
|scope="row" |''[[Mario Kart DS ]]'' |
|||
| [[Racing game|Racing]] |
|||
⚫ | |||
|- |
|- |
||
! 2007 |
! 2007 |
||
Line 778: | 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]] |
||
| [[Nintendo 3DS]] |
| [[Nintendo 3DS]] |
||
|- |
|- |
||
| scope="row" |''[[ |
| scope="row" |''[[The Legend of Zelda: Four Swords Anniversary Edition]]''{{refn|name="Grezzo"|group=codeveloped}} |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo DSi]]<br /><small>([[DSiWare]])</small> |
| [[Nintendo DSi]]<br /><small>([[DSiWare]])</small> |
||
|- |
|- |
||
Line 800: | 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]] |
||
| [[Nintendo 3DS]] |
| [[Nintendo 3DS]] |
||
|} |
|} |
||
Line 891: | Line 887: | ||
|- |
|- |
||
! rowspan="3" | 1986 |
! rowspan="3" | 1986 |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
| ''[[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]] |
||
|- |
|- |
||
⚫ | |||
⚫ | |||
⚫ | |||
|- |
|||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
! rowspan="3" | 1987 |
! rowspan="3" | 1987 |
||
| ''[[Yume Kojo: Doki Doki Panic]]'' |
| ''[[Yume Kojo: Doki Doki Panic]]'' |
||
Line 913: | Line 909: | ||
|- |
|- |
||
| ''[[Zelda II: The Adventure of Link]]'' |
| ''[[Zelda II: The Adventure of Link]]'' |
||
| [[ |
| [[Action RPG]] |
||
| [[Nintendo Entertainment System]] |
| [[Nintendo Entertainment System]] |
||
|- |
|- |
||
Line 944: | Line 940: | ||
|- |
|- |
||
| ''[[The Legend of Zelda: A Link to the Past]]'' |
| ''[[The Legend of Zelda: A Link to the Past]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Super Nintendo Entertainment System]] |
| [[Super Nintendo Entertainment System]] |
||
|- |
|- |
||
Line 961: | Line 957: | ||
| [[Super Nintendo Entertainment System]] |
| [[Super Nintendo Entertainment System]] |
||
|- |
|- |
||
| ''[[Star Fox (1993 video game)|Star Fox]]''{{refn|name="Argonaut |
| ''[[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 Boy]] |
| [[Game Boy]] |
||
|- |
|- |
||
Line 974: | Line 970: | ||
| [[Game Boy]] |
| [[Game Boy]] |
||
|- |
|- |
||
| ''[[Stunt Race FX]]''{{refn|name="Argonaut |
| ''[[Stunt Race FX]]''{{refn|name="Argonaut Software"|group=codeveloped}} |
||
| |
| |
||
| [[Super Nintendo Entertainment System]] |
| [[Super Nintendo Entertainment System]] |
||
Line 1,019: | Line 1,015: | ||
|- |
|- |
||
| ''[[The Legend of Zelda: Ocarina of Time]]'' |
| ''[[The Legend of Zelda: Ocarina of Time]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
|- |
|- |
||
Line 1,035: | Line 1,031: | ||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
|- |
|- |
||
| ''[[Mario Artist: Paint Studio]]''{{refn|Co-developed by [[ |
| ''[[Mario Artist: Paint Studio]]''{{refn|Co-developed by [[Software Creations]].|name="Software Creations"|group=codeveloped}} |
||
| |
| |
||
| [[64DD]] |
| [[64DD]] |
||
Line 1,057: | Line 1,053: | ||
|- |
|- |
||
| ''[[The Legend of Zelda: Majora's Mask]]'' |
| ''[[The Legend of Zelda: Majora's Mask]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo 64]] |
| [[Nintendo 64]] |
||
|- |
|- |
||
Line 1,091: | Line 1,087: | ||
| [[GameCube]] |
| [[GameCube]] |
||
|- |
|- |
||
| ''[[ |
| ''[[Dōbutsu no Mori e+]]'' |
||
| [[Social simulation game|Social simulation]] |
| [[Social simulation game|Social simulation]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
Line 1,109: | 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]] |
||
| [[GameCube]] |
| [[GameCube]] |
||
|- |
|- |
||
Line 1,152: | Line 1,148: | ||
|- |
|- |
||
| ''[[The Legend of Zelda: Twilight Princess]]'' |
| ''[[The Legend of Zelda: Twilight Princess]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[GameCube]], [[Wii]] |
| [[GameCube]], [[Wii]] |
||
|- |
|- |
||
Line 1,169: | Line 1,165: | ||
|- |
|- |
||
| ''[[The Legend of Zelda: Phantom Hourglass]]'' |
| ''[[The Legend of Zelda: Phantom Hourglass]]'' |
||
| [[ |
| [[Action-adventure]] |
||
| [[Nintendo DS]] |
| [[Nintendo DS]] |
||
|- |
|- |
||
Line 1,227: | Line 1,223: | ||
|- |
|- |
||
|''[[The Legend of Zelda: Spirit Tracks]]'' |
|''[[The Legend of Zelda: Spirit Tracks]]'' |
||
|[[ |
|[[Action-adventure]] |
||
|[[Nintendo DS]] |
|[[Nintendo DS]] |
||
|- |
|- |
||
Line 1,250: | Line 1,246: | ||
| ''[[Mario Kart 7]]'' |
| ''[[Mario Kart 7]]'' |
||
| |
| |
||
| [[ |
| [[3DS]] |
||
|- |
|- |
||
| ''[[The Legend of Zelda: Skyward Sword]]'' |
| ''[[The Legend of Zelda: Skyward Sword]]'' |
||
Line 1,309: | Line 1,305: | ||
| ''[[Steel Diver: Sub Wars]]''{{refn|name="Vitei"|group=codeveloped}} |
| ''[[Steel Diver: Sub Wars]]''{{refn|name="Vitei"|group=codeveloped}} |
||
| |
| |
||
| [[ |
| [[3DS]] |
||
|- |
|- |
||
|''[[Mario Kart 8]]'' |
|''[[Mario Kart 8]]'' |
||
Line 1,330: | Line 1,326: | ||
|''[[Animal Crossing: Happy Home Designer]]'' |
|''[[Animal Crossing: Happy Home Designer]]'' |
||
|[[Sandbox game|Sandbox]] |
|[[Sandbox game|Sandbox]] |
||
|[[ |
|[[3DS]] |
||
|- |
|- |
||
|''[[Super Mario Maker]]'' |
|''[[Super Mario Maker]]'' |
||
|[[ |
|[[Level editor]] |
||
|[[Wii U]] |
|[[Wii U]] |
||
|} |
|} |
||
Line 1,347: | 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 |
{{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 1,360: | 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
Native name | 任天堂情報開発本部 |
---|---|
Romanized name | Nintendō Jōhō Kaihatsu Honbu |
Formerly | Nintendo Research & Development No.4 Department |
Company type | Division |
Industrie | Video games |
Predecessors | |
Gegründet | September 30, 1983 |
Gründer | Hiroshi Yamauchi |
Defunct | September 16, 2015 |
Fate | Merged with Nintendo Software Planning & Development |
Successor | Nintendo Entertainment Planning & Development |
Hauptsitz | , Japan |
Number of locations | 2 (Kyoto and Tokyo) |
Key people | |
Services | Video game development |
Parent | Nintendo |
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]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]This section needs additional citations for verification. (May 2021) |
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]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.
Technology Development Department
[edit]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]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.
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.
Notes
[edit]- ^ Codeveloped with Nintendo Research & Development 2.
- ^ a b c Codeveloped with Pax Softnica.
- ^ a b c d Codeveloped with Argonaut Software.
- ^ a b c d e f Codeveloped with HAL Laboratory.
- ^ a b Codeveloped with Nintendo Research & Development 3.
- ^ a b Codeveloped with Paradigm Entertainment.
- ^ a b c d e f Codeveloped with Creatures.
- ^ a b c d Co-developed by Vitei
- ^ a b Co-developed by Software Creations.
- ^ a b c d e Codeveloped by the Nintendo EAD Technology Development Department.
- ^ a b c Codeveloped by Grezzo.
- ^ a b c Codeveloped by indieszero.
- ^ Codeveloped with Bandai Namco Studios.
References
[edit]- ^ "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.
- ^ "I'd Never Heard Of Pac-Man". Iwata Asks: New Super Mario Bros. Wii Vol. 2. Nintendo. December 11, 2009. Retrieved February 1, 2011.
- ^ "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.
- ^ 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.
- ^ "Inside Nintendo 52: Nintendos unbekannte Anime-Urgesteine". Nintendo-Online.de (in German). Retrieved June 14, 2020.
- ^ "Hiroshi Ikeda". VG Legacy. Retrieved June 14, 2020.
- ^ Gifford, Kevin. "Super Mario Bros.' 25th: Miyamoto Reveals All". 1UP.com. Archived from the original on January 5, 2015. Retrieved October 24, 2010.
- ^ Horowitz, Ken (July 30, 2020). Beyond Donkey Kong: A History of Nintendo Arcade Games. McFarland & Company. p. 149. ISBN 978-1-4766-4176-8.
- ^ "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) - ^ "Iwata Asks: Nintendo 3DS Guide: Louvre". Nintendo of Europe GmbH. Retrieved January 10, 2019.
- ^ a b "Nintendo Classic Mini: SNES developer interview - Volume 2: F-ZERO". Nintendo. Retrieved January 15, 2019.
- ^ a b Takao Imamura, Shigeru Miyamoto (1997). Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters". Nintendo. pp. 104–105.
- ^ N-Sider. Nintendo Revolution FAQ Archived March 3, 2016, at the Wayback Machine
- ^ Kohler, Chris. "Nintendo Consolidates Its Game Development Teams". Wired. Retrieved September 15, 2015.
- ^ This version of Pokémon Stadium was only released in Japan.