Nintendo Entertainment Analysis & Development: Difference between revisions
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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.]] | ||
Circa 1983, 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 | Circa 1983, 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 home 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 director at [[Toei Animation]], as general manager of the newly created department, and Miyamoto as its chief producer.<ref name="Hiroshi Ikeda">{{Cite web|title=Hiroshi Ikeda|url=https://vglegacy.com/gameography/hiroshi-ikeda/|access-date=June 14, 2020|website=VG Legacy|language=en}}</ref> Also hired were [[Takashi Tezuka]] and Kenji Miki, graphic designers, Minoru Maeda, a designer, and [[Koji Kondo]], [[Akito Nakatsuka]], and [[Hirokazu Tanaka]], all sound designers. | ||
Ikeda's creative team had many ideas, but lacked the programming skills to put them into action. ''[[Mario Bros.]]'', one of the unit's first games, required assistance in this regard from [[Gunpei Yokoi]] and R&D1. Toshihiko Nakago was familiar with the chipset for the [[Nintendo Entertainment System|Family Computer]], Nintendo's contemporary home console, as he was originally hired to work with [[Masayuki Uemura]]'s [[Nintendo R&D2]] to develop [[software development kit]]s for Nintendo consoles. When R&D2 and Systems Research and Development, Nakago's company, began porting R&D1-developed arcade games to the Famicom, Shigeru Miyamoto lured him and SRD to R&D4 to help develop ''[[Excitebike]]''. | |||
Following the release of ''Excitebike'', R&D4 developed a Famicom port of the [[beat 'em up]] arcade game ''[[Kung-Fu Master (video game)|Kung-Fu Master]]'', called ''Spartan X'' in Japan and ''Kung Fu'' everywhere else. The game improved on features introduced in ''Donkey Kong'', representing a key step in the life of the [[platform game]] genre.<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> Their next game was ''[[Super Mario Bros.]]'', a self-developed sequel to ''Mario Bros.'' The game standardized many aspects of the [[platform game|platform]] genre, and went on to be a critical and commercial success. Developed concurrently, but released a year later, was ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', an action adventure game. The phenomenal sales of ''Mario'' and ''Zelda'' made Miyamoto a household name,<ref name="Hiroshi Ikeda"/> and allowed the department to expand. [[Hideki Konno]], [[Katsuya Eguchi]], [[Kensuke Tanabe]], and Takao Shimizu were all hired at this time, and they would become producers themselves. | |||
===1989–2003: Renamed to Entertainment Analysis & Development=== | ===1989–2003: 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="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 | 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 relied on R&D2 engineers who assisted SRD with [[software libraries]]. Following the release of ''[[F-Zero (video game)|F-Zero]]'', the first video game fully programmed by EAD,<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> they collaborated with [[Argonaut Software]] to develop the [[Super FX]], a chip which, when placed in Super Famicom cartridges, enabled the use of 3D graphics. As 3D gaming became more prominent, so, too, did the department, programming several of Nintendo EAD's 3D games with SRD. | ||
[[F-Zero (video game)|F-Zero]], | |||
<!-- Team disclose (1997) --> | <!-- Team disclose (1997) --> | ||
In 1997, Miyamoto explained that about twenty to thirty employees were devoted to each Nintendo EAD title during the course of its development | In 1997, Miyamoto explained that about twenty to thirty employees were devoted to each Nintendo EAD title during the course of its development,<ref name="npinterview">{{cite book|year=1997|author=Takao Imamura, Shigeru Miyamoto|title=Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters"|pages=104–105|publisher=Nintendo}}</ref> and that SRD was a company within the division, formally Nintendo R&D2's software unit, and was composed of about 200 programmers.<ref name="npinterview"/> | ||
<!-- 2000 - Change in hierarchy --> | <!-- 2000 - Change in hierarchy --> | ||
In June 2000, in an attempt to include software experts, Nintendo's board of directors invited Miyamoto to join; he also gained responsibility for all of Nintendo's software development, though he would produce further games with EAD. | |||
<!-- 2002 - New Tokyo branch --> | <!-- 2002 - New Tokyo branch --> | ||
In 2002, | In 2002, to acquire talent from [[Tokyo]] who were hesitant to move to Kyoto, Nintendo opened a branch of EAD, appointing Takao Shimizu as manager. Their first project was ''[[Donkey Kong Jungle Beat]]'', a [[GameCube]] game which made use of the DK Bongos introduced in ''[[Donkey Konga]]''. | ||
===2004–2015: Restructure, new managers, and merger with SPD=== | ===2004–2015: Restructure, new managers, and merger with SPD=== | ||
In 2004, as a result of a | In 2004, as a result of a restructuring at Nintendo, several employees at R&D1 and R&D2 were reassigned to EAD, and the department was consolidated into a division, 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}} Tezuka became deputy general manager, and [[Eiji Aonuma]], Konno, Shimizu, [[Tadashi Sugiyama]], and [[Katsuya Eguchi]] became producers overseeing their own development teams. Keizo Ota and Yasunari Nishida were appointed project managers of their own groups in the Technology Development Department. | ||
In 2013, | In 2013, Eguchi was promoted to 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, during a restructuring overshadowed by the recent death of president [[Satoru Iwata]], EAD merged with [[Nintendo Software Planning & Development]], forming [[Entertainment Planning & Development]] (EPD).<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== | ||
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| | | | ||
|- <!-- Super Mario Bros.: The Lost Levels - June 3, 1986 (JP) --> | |- <!-- Super Mario Bros.: The Lost Levels - June 3, 1986 (JP) --> | ||
| ''[[Super Mario Bros.: The Lost Levels| | | ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]'' | ||
| [[Platform video game|Platform]] | | [[Platform video game|Platform]] | ||
| [[Family Computer Disk System]] | | [[Family Computer Disk System]] | ||
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| [[Family Computer Disk System]] | | [[Family Computer Disk System]] | ||
| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| <ref>{{Cite web |url=http://kyoto-report.wikidot.com/famicom-grand-prix |title= | | <ref>{{Cite web |url=http://kyoto-report.wikidot.com/famicom-grand-prix |title=Famicom Grand Prix: F-1 Race - 1987 (FDS) - Kyoto Report |access-date=2024-08-20 |archive-date=2024-02-24 |archive-url=https://web.archive.org/web/20240224092245/http://kyoto-report.wikidot.com/famicom-grand-prix |url-status=live }}</ref> | ||
|- <!-- Famicom Grand Prix II: 3D Hot Rally - April 14, 1988 --> | |- <!-- Famicom Grand Prix II: 3D Hot Rally - April 14, 1988 --> | ||
! scope="row" rowspan="3" | 1988 | ! scope="row" rowspan="3" | 1988 | ||
| Line 177: | Line 175: | ||
| [[Family Computer Disk System]] | | [[Family Computer Disk System]] | ||
| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| <ref>{{Cite web |url=http://kyoto-report.wikidot.com/famicom-grand-prix-2 |title= | | <ref>{{Cite web |url=http://kyoto-report.wikidot.com/famicom-grand-prix-2 |title=Famicom Grand Prix 2: 3D Rally - 1988 (FCD) - Kyoto Report |access-date=2024-08-20 |archive-date=2024-04-21 |archive-url=https://web.archive.org/web/20240421083633/http://kyoto-report.wikidot.com/famicom-grand-prix-2 |url-status=live }}</ref> | ||
|- <!-- Ice Hockey - January 21, 1988 (JP) --> | |- <!-- Ice Hockey - January 21, 1988 (JP) --> | ||
| ''[[Ice Hockey (1988 video game)|Ice Hockey]]'' | | ''[[Ice Hockey (1988 video game)|Ice Hockey]]'' | ||
| Line 196: | Line 194: | ||
| [[Family Computer Disk System]] | | [[Family Computer Disk System]] | ||
| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| <ref>{{Cite web |url=http://kyoto-report.wikidot.com/yuyuki |title= | | <ref>{{Cite web |url=http://kyoto-report.wikidot.com/yuyuki |title=Famicom Mukashibanashi: Yūyūki (Famicom Folk Tale: Brave Spirit) - 1989 (FDS) - Kyoto Report |access-date=2024-08-20 |archive-date=2024-05-19 |archive-url=https://web.archive.org/web/20240519011427/http://kyoto-report.wikidot.com/yuyuki |url-status=live }}</ref> | ||
<!-- 1990 --> | <!-- 1990 --> | ||
|- <!-- Super Mario World - November 21, 1990 (JP) --> | |- <!-- Super Mario World - November 21, 1990 (JP) --> | ||
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| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| | | | ||
|- <!-- Time Twist: Rekishi no Katasumi de... - | |- <!-- Time Twist: Rekishi no Katasumi de... - July 26, 1991 (JP) --> | ||
| ''[[Time Twist: Rekishi no Katasumi de...]]'' | | ''[[Time Twist: Rekishi no Katasumi de...]]'' | ||
| [[Adventure game|Adventure]] | | [[Adventure game|Adventure]] | ||
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|- | |- | ||
| scope="row" |''[[Pikmin 2]]'' | | scope="row" |''[[Pikmin 2]]'' | ||
| | | [[Real-time strategy]] | ||
| [[GameCube]] | | [[GameCube]] | ||
| [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]] | | [[Shigeru Miyamoto]],<br />[[Takashi Tezuka]] | ||
| Line 480: | Line 478: | ||
|- | |- | ||
| scope="row" |''[[Super Mario 64 DS]]'' | | scope="row" |''[[Super Mario 64 DS]]'' | ||
| | | [[Platform video game|Platform]] | ||
| [[Nintendo DS]] | | [[Nintendo DS]] | ||
| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| Line 487: | Line 485: | ||
! rowspan="5" | 2005 | ! rowspan="5" | 2005 | ||
| scope="row" |''[[Yoshi Touch & Go]]'' | | scope="row" |''[[Yoshi Touch & Go]]'' | ||
| | | [[Platform video game|Platform]] | ||
| [[Nintendo DS]] | | [[Nintendo DS]] | ||
| [[Takashi Tezuka]] | | [[Takashi Tezuka]] | ||
| Line 493: | Line 491: | ||
|- | |- | ||
| scope="row" |''[[Big Brain Academy (video game)|Big Brain Academy]]'' | | scope="row" |''[[Big Brain Academy (video game)|Big Brain Academy]]'' | ||
| | |[[Puzzle video game|Puzzle]] | ||
| [[Nintendo DS]] | | [[Nintendo DS]] | ||
| [[Hiroyuki Kimura]] | | [[Hiroyuki Kimura]] | ||
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|- | |- | ||
| scope="row" |''[[Nintendogs]]'' | | scope="row" |''[[Nintendogs]]'' | ||
| | | [[Digital pet|Pet-raising simulation]] | ||
| [[Nintendo DS]] | | [[Nintendo DS]] | ||
| [[Hideki Konno]],<br />[[Shigeru Miyamoto]] | | [[Hideki Konno]],<br />[[Shigeru Miyamoto]] | ||
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|- | |- | ||
| scope="row" |''[[The Legend of Zelda: Twilight Princess]]'' | | scope="row" |''[[The Legend of Zelda: Twilight Princess]]'' | ||
| | | [[Action-adventure]] | ||
| [[GameCube]]<br />[[Wii]] | | [[GameCube]]<br />[[Wii]] | ||
| [[Shigeru Miyamoto]] | | [[Shigeru Miyamoto]] | ||
| Line 574: | Line 572: | ||
|- | |- | ||
| scope="row" |''[[Wii Music]]'' | | scope="row" |''[[Wii Music]]'' | ||
| | | [[Music video game|Music]] | ||
| [[Wii]] | | [[Wii]] | ||
| [[Takashi Tezuka]],<br />[[Katsuya Eguchi]] | | [[Takashi Tezuka]],<br />[[Katsuya Eguchi]] | ||
| Line 622: | Line 620: | ||
| | | | ||
|- | |- | ||
! rowspan=" | ! rowspan="4" | 2011 | ||
| scope="row" |''[[Nintendogs + Cats]]'' | | scope="row" |''[[Nintendogs + Cats]]'' | ||
| [[Digital pet]] | | [[Digital pet]] | ||
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|- | |- | ||
| scope="row" |''[[Steel Diver]]''{{refn|Co-developed by Vitei|name="Vitei"|group=codeveloped}} | | scope="row" |''[[Steel Diver]]''{{refn|Co-developed by Vitei|name="Vitei"|group=codeveloped}} | ||
| | | [[Submarine simulator]] | ||
| [[Nintendo 3DS]] | | [[Nintendo 3DS]] | ||
| [[Tadashi Sugiyama]] | | [[Tadashi Sugiyama]] | ||
| | | | ||
|- | |- | ||
| scope="row" |''[[Mario Kart 7]]'' | | scope="row" |''[[Mario Kart 7]]'' | ||
| | | [[Racing video game|Racing]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Hideki Konno]] | | [[Hideki Konno]] | ||
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! rowspan="4" | 2012 | ! rowspan="4" | 2012 | ||
| scope="row" |''[[New Super Mario Bros. 2]]'' | | scope="row" |''[[New Super Mario Bros. 2]]'' | ||
| | | [[Platform game|Platform]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Takashi Tezuka]],<br />[[Hiroyuki Kimura]],<br />[[Shigeru Miyamoto]] | | [[Takashi Tezuka]],<br />[[Hiroyuki Kimura]],<br />[[Shigeru Miyamoto]] | ||
| Line 661: | Line 653: | ||
|- | |- | ||
| scope="row" |''[[Animal Crossing: New Leaf]]'' | | scope="row" |''[[Animal Crossing: New Leaf]]'' | ||
| | | [[Social simulation game|Social simulation]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Katsuya Eguchi]] | | [[Katsuya Eguchi]] | ||
|- | |- | ||
| scope="row" |''[[New Super Mario Bros. U]]'' | | scope="row" |''[[New Super Mario Bros. U]]'' | ||
| | | [[Platform game|Platform]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Takashi Tezuka]],<br />[[Hiroyuki Kimura]],<br />[[Shigeru Miyamoto]] | | [[Takashi Tezuka]],<br />[[Hiroyuki Kimura]],<br />[[Shigeru Miyamoto]] | ||
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|- | |- | ||
| scope="row" |''[[Nintendo Land]]'' | | scope="row" |''[[Nintendo Land]]'' | ||
| | | [[Party video game|Party]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Katsuya Eguchi]] | | [[Katsuya Eguchi]] | ||
| | | | ||
|- | |- | ||
! rowspan=" | ! rowspan="5" | 2013 | ||
| scope="row" |''[[New Super Luigi U]]'' | |||
| [[Platform game|Platform]] | |||
| [[Wii U]] | |||
| [[Takashi Tezuka]],<br />[[Hiroyuki Kimura]],<br />[[Shigeru Miyamoto]] | |||
| | |||
|- | |||
| scope="row" |''[[Pikmin 3]]'' | | scope="row" |''[[Pikmin 3]]'' | ||
| | | [[Real-time strategy]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Hiroyuki Kimura]] | | [[Hiroyuki Kimura]] | ||
| | | | ||
|- | |- | ||
| scope="row" |''[[The Legend of Zelda: The Wind Waker HD]]'' | | scope="row" |''[[The Legend of Zelda: The Wind Waker HD]]'' | ||
| | | [[Action-adventure]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Eiji Aonuma]] | | [[Eiji Aonuma]] | ||
| Line 692: | Line 691: | ||
|- | |- | ||
| scope="row" |''[[Wii Fit U]]'' | | scope="row" |''[[Wii Fit U]]'' | ||
| | | [[Exergaming]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Tadashi Sugiyama]] | | [[Tadashi Sugiyama]] | ||
| Line 698: | Line 697: | ||
|- | |- | ||
| scope="row" |''[[The Legend of Zelda: A Link Between Worlds]]'' | | scope="row" |''[[The Legend of Zelda: A Link Between Worlds]]'' | ||
| | | [[Action-adventure]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Eiji Aonuma]] | | [[Eiji Aonuma]] | ||
| Line 705: | Line 704: | ||
! 2014 | ! 2014 | ||
| scope="row" |''[[Steel Diver: Sub Wars]]''{{refn|group=codeveloped|name="Vitei"}} | | scope="row" |''[[Steel Diver: Sub Wars]]''{{refn|group=codeveloped|name="Vitei"}} | ||
| | | | [[Submarine simulator]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Tadashi Sugiyama]] | | [[Tadashi Sugiyama]] | ||
| Line 718: | Line 717: | ||
|- | |- | ||
| scope="row" | ''[[Animal Crossing: Happy Home Designer]]'' | | scope="row" | ''[[Animal Crossing: Happy Home Designer]]'' | ||
| | || [[Social simulation game|Social simulation]] | ||
| [[3DS]] | | [[3DS]] | ||
| [[Hisashi Nogami]] | | [[Hisashi Nogami]] | ||
| Line 724: | Line 724: | ||
|- | |- | ||
| scope="row" | ''[[Super Mario Maker]]'' | | scope="row" | ''[[Super Mario Maker]]'' | ||
| | | [[Platform game|Platform]] | ||
| [[Wii U]] | | [[Wii U]] | ||
| [[Takashi Tezuka]], <br />[[Hiroyuki Kimura]] | | [[Takashi Tezuka]], <br />[[Hiroyuki Kimura]] | ||
| Line 768: | Line 768: | ||
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. | 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. | 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. | 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. | ||
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|- | |- | ||
! rowspan="3" | 2009 | ! rowspan="3" | 2009 | ||
| scope="row" |''Nintendo DS Guide: Ikspiari''{{refn| | | scope="row" |''Nintendo DS Guide: Ikspiari''{{refn|Co-developed by the [[#Technology Development Department|Nintendo EAD Technology Development Department]]|name="EAD-TDD"|group=codeveloped}} | ||
| [[Tour guide]] | | [[Tour guide]] | ||
| [[Nintendo DS]] | | [[Nintendo DS]] | ||
| Line 811: | Line 811: | ||
|- | |- | ||
! rowspan="2" | 2011 | ! rowspan="2" | 2011 | ||
| scope="row" |''[[The Legend of Zelda: Ocarina of Time 3D]]''{{refn| | | scope="row" |''[[The Legend of Zelda: Ocarina of Time 3D]]''{{refn|Co-developed by [[Grezzo]]|name="Grezzo"|group=codeveloped}} | ||
| [[Action-adventure]] | | [[Action-adventure]] | ||
| [[Nintendo 3DS]] | | [[Nintendo 3DS]] | ||
| Line 828: | Line 828: | ||
| [[Wii U]] | | [[Wii U]] | ||
|- | |- | ||
| scope="row" |''Nintendo 3DS Guide: Louvre''{{refn| | | scope="row" |''Nintendo 3DS Guide: Louvre''{{refn|Co-developed by [[indieszero]]|name="indieszero"|group=codeveloped}}{{refn|name="EAD-TDD"|group=codeveloped}} | ||
| [[Tour guide]] | | [[Tour guide]] | ||
| [[Nintendo 3DS]] | | [[Nintendo 3DS]] | ||
|- | |- | ||
! 2015 | ! 2015 | ||
| scope="row" |''[[The Legend of Zelda: Majora's Mask 3D]]''{{refn| | | scope="row" |''[[The Legend of Zelda: Majora's Mask 3D]]''{{refn|Co-developed by [[Grezzo]]|name="Grezzo"|group=codeveloped}} | ||
| [[Action-adventure]] | | [[Action-adventure]] | ||
| [[Nintendo 3DS]] | | [[Nintendo 3DS]] | ||
| Line 888: | Line 888: | ||
|- | |- | ||
| scope="row" |''[[NES Remix]]''{{refn| | | scope="row" |''[[NES Remix]]''{{refn|Co-developed by [[indieszero]]|name="indieszero"|group=codeveloped}} | ||
| Compilation | | Compilation | ||
| [[Wii U]] | | [[Wii U]] | ||
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}} | }} | ||
{{Reflist|group=codeveloped|refs= | {{Reflist|group=codeveloped|refs= | ||
{{refn|group=codeveloped|name="Argonaut Software" | | {{refn|group=codeveloped|name="Argonaut Software" |Co-developed with [[Argonaut Software]]}} | ||
{{refn|group=codeveloped|name="Creatures" | | {{refn|group=codeveloped|name="Creatures" |Co-developed with [[Creatures Inc.]]}} | ||
{{refn|group=codeveloped|name="Game Freak" | | {{refn|group=codeveloped|name="Game Freak" |Co-developed with [[Game Freak]]}} | ||
{{refn|group=codeveloped|name="HAL Laboratory" | | {{refn|group=codeveloped|name="HAL Laboratory" |Co-developed with [[HAL Laboratory]]}} | ||
{{refn|group=codeveloped|name="Nintendo R&D3" | | {{refn|group=codeveloped|name="Nintendo R&D3" |Co-developed with [[Nintendo Research & Development 3]]}} | ||
{{refn|group=codeveloped|name="Paradigm Entertainment" | | {{refn|group=codeveloped|name="Paradigm Entertainment" |Co-developed with [[Paradigm Entertainment]]}} | ||
{{refn|group=codeveloped|name="Pax Softnica" | | {{refn|group=codeveloped|name="Pax Softnica" |Co-developed with Pax Softnica}} | ||
}} | }} | ||
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{{Reflist}} | {{Reflist}} | ||
{{Nintendo developers}} | |||
{{Portal bar|Video games|Tokyo|Japan}} | {{Portal bar|Video games|Tokyo|Japan}} | ||
{{Authority control}} | {{Authority control}} | ||
{{DEFAULTSORT:Nintendo Entertainment Analysis And Development}} | {{DEFAULTSORT:Nintendo Entertainment Analysis And Development}} | ||
[[Category:Nintendo divisions and subsidiaries | [[Category:Nintendo divisions and subsidiaries|Entertainment Analysis And Development]] | ||
[[Category:Defunct video game companies of Japan]] | [[Category:Defunct video game companies of Japan]] | ||
[[Category:Japanese companies disestablished in 2015]] | [[Category:Japanese companies disestablished in 2015]] | ||
[[Category:Japanese companies established in 1983]] | [[Category:Japanese companies established in 1983]] | ||
[[Category:Video game companies established in 1983]] | |||
[[Category:Video game companies disestablished in 2015]] | |||
Latest revision as of 21:34, 30 November 2025
Template:Short description Template:Use American English Template:Use mdy dates Script error: No such module "Infobox".Template:Template otherScript error: No such module "Check for conflicting parameters".Script error: No such module "Check for unknown parameters".
Template:Nihongo foot commonly abbreviated as Nintendo EAD and formerly known as Nintendo Research & Development No.4 DepartmentTemplate:Efn (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
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, 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
Circa 1983, 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 home consoles, complementing the other three existing departments in the Nintendo Manufacturing Division.[3][4][5] Imanishi appointed Hiroshi Ikeda, a former director at Toei Animation, as general manager of the newly created department, and Miyamoto as its chief producer.[6] Also hired were Takashi Tezuka and Kenji Miki, graphic designers, Minoru Maeda, a designer, and Koji Kondo, Akito Nakatsuka, and Hirokazu Tanaka, all sound designers.
Ikeda's creative team had many ideas, but lacked the programming skills to put them into action. Mario Bros., one of the unit's first games, required assistance in this regard from Gunpei Yokoi and R&D1. Toshihiko Nakago was familiar with the chipset for the Family Computer, Nintendo's contemporary home console, as he was originally hired to work with Masayuki Uemura's Nintendo R&D2 to develop software development kits for Nintendo consoles. When R&D2 and Systems Research and Development, Nakago's company, began porting R&D1-developed arcade games to the Famicom, Shigeru Miyamoto lured him and SRD to R&D4 to help develop Excitebike.
Following the release of Excitebike, R&D4 developed a Famicom port of the beat 'em up arcade game Kung-Fu Master, called Spartan X in Japan and Kung Fu everywhere else. The game improved on features introduced in Donkey Kong, representing a key step in the life of the platform game genre.[7][8] Their next game was Super Mario Bros., a self-developed sequel to Mario Bros. The game standardized many aspects of the platform genre, and went on to be a critical and commercial success. Developed concurrently, but released a year later, was The Legend of Zelda, an action adventure game. The phenomenal sales of Mario and Zelda made Miyamoto a household name,[6] and allowed the department to expand. Hideki Konno, Katsuya Eguchi, Kensuke Tanabe, and Takao Shimizu were all hired at this time, and they would become producers themselves.
1989–2003: 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).[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 relied on R&D2 engineers who assisted SRD with software libraries. Following the release of F-Zero, the first video game fully programmed by EAD,[11] they collaborated with Argonaut Software to develop the Super FX, a chip which, when placed in Super Famicom cartridges, enabled the use of 3D graphics. As 3D gaming became more prominent, so, too, did the department, programming several of Nintendo EAD's 3D games with SRD.
In 1997, Miyamoto explained that about twenty to thirty employees were devoted to each Nintendo EAD title during the course of its development,[12] and that SRD was a company within the division, formally Nintendo R&D2's software unit, and was composed of about 200 programmers.[12]
In June 2000, in an attempt to include software experts, Nintendo's board of directors invited Miyamoto to join; he also gained responsibility for all of Nintendo's software development, though he would produce further games with EAD.
In 2002, to acquire talent from Tokyo who were hesitant to move to Kyoto, Nintendo opened a branch of EAD, appointing Takao Shimizu as manager. Their first project was Donkey Kong Jungle Beat, a GameCube game which made use of the DK Bongos introduced in Donkey Konga.
2004–2015: Restructure, new managers, and merger with SPD
In 2004, as a result of a restructuring at Nintendo, several employees at R&D1 and R&D2 were reassigned to EAD, and the department was consolidated into a division, welcoming a new class of managers and producers.[13]Script error: No such module "Unsubst". Tezuka became deputy general manager, and Eiji Aonuma, Konno, Shimizu, Tadashi Sugiyama, and Katsuya Eguchi became producers overseeing their own development teams. Keizo Ota and Yasunari Nishida were appointed project managers of their own groups in the Technology Development Department.
In 2013, Eguchi was promoted to 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, during a restructuring overshadowed by the recent death of president Satoru Iwata, EAD merged with Nintendo Software Planning & Development, forming Entertainment Planning & Development (EPD).[14]
Structure
Script error: No such module "Unsubst". 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
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
| Year | Title | Genre(s) | Platform(s) |
|---|---|---|---|
| 1999 | Mario Artist: Paint StudioTemplate:Refn | Graphics software | 64DD |
| 2000 | Mario Artist: Talent Studio | ||
| Mario Artist: Polygon Studio | |||
| Mario Artist: Communication Kit |
Tokyo Software Development Department
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 | Title | Genre(s) | Platform(s) |
|---|---|---|---|
| 2004 | Donkey Kong Jungle Beat | Platform | GameCube |
| 2007 | Super Mario Galaxy | Platform | Wii |
| 2009 | Nintendo DS Guide: IkspiariTemplate:Refn | Tour guide | Nintendo DS |
| Nintendo DS Guide: Kyoto Municipal Museum of ArtTemplate:Refn | Tour guide | Nintendo DS | |
| Nintendo DS Guide: Osaka Aquarium KaiyukanTemplate:Refn | Tour guide | Nintendo DS | |
| 2010 | Nintendo DS Guide: Make It Yourself!Template:Refn | Tour guide | Nintendo DSi (DSiWare) |
| 2011 | The Legend of Zelda: Ocarina of Time 3DTemplate:Refn | Action-adventure | Nintendo 3DS |
| The Legend of Zelda: Four Swords Anniversary EditionTemplate:Refn | Action-adventure | Nintendo DSi (DSiWare) | |
| 2013 | Photos with Mario | Augmented reality | Nintendo 3DS |
| Wii U Panorama View | Panorama viewer | Wii U | |
| Nintendo 3DS Guide: LouvreTemplate:RefnTemplate:Refn | Tour guide | Nintendo 3DS | |
| 2015 | The Legend of Zelda: Majora's Mask 3DTemplate:Refn | Action-adventure | Nintendo 3DS |
| Year | Title | 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 RemixTemplate:Refn | Compilation | Wii U | Yoshiaki Koizumi Masanobu Suzui (Indieszero) | |
| 2014 | NES Remix 2Template:Refn | Compilation | Wii U | Yoshiaki Koizumi Masanobu Suzui (Indieszero) |
| Captain Toad: Treasure Tracker | Platform, puzzle | Wii U | Koichi Hayashida |
Notes
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References
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- ↑ N-Sider. Nintendo Revolution FAQ Template:Webarchive
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- Pages with script errors
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- Nintendo divisions and subsidiaries
- Defunct video game companies of Japan
- Japanese companies disestablished in 2015
- Japanese companies established in 1983
- Video game companies established in 1983
- Video game companies disestablished in 2015