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{{person infobox
{{person infobox
|image=[[File:Koichi Hayashida.png|200px]]
|image=[[File:Koichi Hayashida.png|200px]]
|born=1969
|born=1969{{ref needed}}
|role=Programmer, level designer and director
|role=Programmer, level designer and director
}}
}}


'''Koichi Hayashida''' (林田 宏一, ''Hayashida Kōichi'') is a Japanese video game developer and programmer employed at [[Nintendo Entertainment Analysis and Development|Nintendo EAD]]. He is one of the chief planners of the Tokyo Software Development Department of Entertainment Analysis & Development division.<ref name="Kyoto Report">[http://kyoto-report.wikidot.com/koichi-hayashida The Kyoto Report]</ref>
'''Koichi Hayashida''' (林田 宏一, ''Hayashida Kōichi'') is a Japanese video game developer and programmer employed at [[Nintendo Entertainment Analysis and Development|Nintendo EAD]]. He was one of the chief planners of the Tokyo Software Development Department of Entertainment Analysis & Development division.<ref name="Kyoto Report">{{cite|url=kyoto-report.wikidot.com/koichi-hayashida|title=Kyoto Report|author=The Kyoto Report|publisher=Wikidot|language=en|accessdate=November 17, 2024}}</ref> After the release of ''[[Super Mario Odyssey]]'', he joined the Nintendo EPD Production Group No. 10 in Kyoto and would eventually work on the 2D game ''[[Super Mario Bros. Wonder]]''.<ref>{{cite|language=en-us|author=Nintendo|date=October 18, 2023|url=www.nintendo.com/us/whatsnew/ask-the-developer-vol-11-super-mario-bros-wonder-part-1|title=Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 1|publisher=Nintendo of America|accessdate=February 18, 2024}}</ref>


==History and Work==
==History and work==
Following his graduation in 1991, Koichi Hayashida attended the "Nintendo Dentsu Game Seminar" in 1992, a programming seminar for prospective [[Nintendo]] employees. During the course of the seminar, Hayashida programmed and directed ''[[wikipedia:Joy Mech Fight|Joy Mech Fight]]'' with Koichiro Eto, the game being published after both programmers were hired by Nintendo.<ref>[http://web.archive.org/web/20130511215949/http://www.inside-games.jp/feature/n_archive/10006.html 任天堂ゲームセミナーを振り返る - iNSIDE] (Archived May 11, 2013 at the Wayback Machine)</ref> Hayashida's first [[Super Mario (franchise)|''Super Mario'']]-related project was ''[[Super Mario Sunshine]]'', where he held the position of main programmer. After being transferred to the newly created EAD Tokyo Software Development Department,<ref name="Kyoto Report"></ref> Hayashida went to work as an assistant director in ''[[Donkey Kong Jungle Beat]]''. He later directed the level designs in ''[[Super Mario Galaxy]]'', and also provided the voice for [[Major Burrows]]. He served as the director of its sequel, ''[[Super Mario Galaxy 2]]'' and again in ''[[Super Mario 3D Land]]''.<ref name="IGN">[http://www.ign.com/articles/2012/03/09/making-mario-magic-the-joy-of-creation?page=2 IGN: Making Mario Magic]</ref>
Following his graduation in 1991, Koichi Hayashida attended the "Nintendo Dentsu Game Seminar" in 1992, a programming seminar for prospective [[Nintendo]] employees. During the course of the seminar, Hayashida programmed and directed ''{{iw|nwiki|Joy Mech Fight}}'' with Koichiro Eto, the game being published after both programmers were hired by Nintendo.<ref>{{cite|deadlink=yes|archive=web.archive.org/web/20130511215949/http://www.inside-games.jp/feature/n_archive/10006.html|title=任天堂ゲームセミナーを振り返る|publisher=iNSIDE|accessdate=November 17, 2024}}</ref> Hayashida's first [[Super Mario (franchise)|''Super Mario'']]-related project was ''[[Super Mario Sunshine]]'', where he held the position of main programmer. After being transferred to the newly created EAD Tokyo Software Development Department,<ref name="Kyoto Report"/> Hayashida went to work as an assistant director in ''[[Donkey Kong Jungle Beat]]''. He later directed the level designs in ''[[Super Mario Galaxy]]'', and also provided the voice for [[Major Burrows]]. He had also been the director of the game's sequel, ''[[Super Mario Galaxy 2]]'' and again in ''[[Super Mario 3D Land]]''.<ref name="IGN">{{cite|url=www.ign.com/articles/2012/03/09/making-mario-magic-the-joy-of-creation|title=Making Mario Magic|date=March 9, 2012|publisher=IGN|language=en|accessdate=November 17, 2024|author=Drake, Audrey}}</ref>


Hayashida was working at EAD Tokyo when the [[wikipedia:2011 Tōhoku earthquake and tsunami|2011 Tōhoku earthquake]] hit the country. The event reportedly inspired him to complete the game in time for its planned end-of-year deadline,<ref name="IGN"></ref> and to create a private forum to continue development while the Tokyo office was closed.<ref name="Wired">''[http://www.wired.com/2012/03/super-mario-quake/ How Super Mario Survived the Quake]'' (Accessed April 02, 2012)</ref>
Hayashida was working at EAD Tokyo when the [[wikipedia:2011 Tōhoku earthquake and tsunami|2011 Tōhoku earthquake]] hit the country. The event reportedly inspired him to complete the game in time for its planned end-of-year deadline,<ref name="IGN"></ref> and to create a private forum to continue development while the Tokyo office was closed.<ref name="Wired">{{cite|url=www.wired.com/2012/03/super-mario-quake|author=Kohler, Chris|date=March 29, 2012|title=How Super Mario Survived the Quake|publisher=Wired|language=en|accessdate=November 17, 2024}}</ref>


==Games credited==
==Games credited==
Line 22: Line 22:
*''[[NES Remix 2]]'' - Director, Producer
*''[[NES Remix 2]]'' - Director, Producer
*''[[Ultimate NES Remix]]'' - Producer
*''[[Ultimate NES Remix]]'' - Producer
*''[[Captain Toad: Treasure Tracker]]'' - Producer<ref>[http://www.nindori.com/books/images/249_kinopio.jpg ''Nintendo Dream'' January 2015 (Vol.249) Captain Toad: Treasure Tracker developer interview (pg. 28)] (preview image from Nindori.com)</ref>
*''[[Captain Toad: Treasure Tracker]]'' - Producer<ref>{{cite|format=JPG|title=''Nintendo Dream'' Volume 249|date=January 2015|page=28}}</ref>
*''[[Super Mario Odyssey]]'' - Producer
*''[[Super Mario Odyssey]]'' - Producer
*''[[Super Mario Maker 2]]'' - Development Support
*''[[Super Mario Maker 2]]'' - Development Support
*''[[Super Mario Bros. Wonder]]'' - Game Design
*''[[Super Mario Bros. Wonder]]'' - Game Design
==Trivia==
*Koichi Hayashida considers ''[[Super Mario Bros. 3]]'' to be the most refined game on the [[Nintendo Entertainment System]].<ref>{{cite|url=nintendoeverything.com/ultimate-nes-remix-interview-with-hayashida-origins-and-more|accessdate=September 4, 2024|title=Ultimate NES Remix interview with Hayashida – origins and more|publisher=Nintendo Everything|language=en|author=@NE_Brian|date=December 8, 2014}}</ref>


==References==
==References==

Latest revision as of 20:40, November 17, 2024

Koichi Hayashida
Koichi Hayashida.png
Born 1969[citation needed]
Super Mario–related role(s) Programmer, level designer and director

Koichi Hayashida (林田 宏一, Hayashida Kōichi) is a Japanese video game developer and programmer employed at Nintendo EAD. He was one of the chief planners of the Tokyo Software Development Department of Entertainment Analysis & Development division.[1] After the release of Super Mario Odyssey, he joined the Nintendo EPD Production Group No. 10 in Kyoto and would eventually work on the 2D game Super Mario Bros. Wonder.[2]

History and work[edit]

Following his graduation in 1991, Koichi Hayashida attended the "Nintendo Dentsu Game Seminar" in 1992, a programming seminar for prospective Nintendo employees. During the course of the seminar, Hayashida programmed and directed Joy Mech Fight with Koichiro Eto, the game being published after both programmers were hired by Nintendo.[3] Hayashida's first Super Mario-related project was Super Mario Sunshine, where he held the position of main programmer. After being transferred to the newly created EAD Tokyo Software Development Department,[1] Hayashida went to work as an assistant director in Donkey Kong Jungle Beat. He later directed the level designs in Super Mario Galaxy, and also provided the voice for Major Burrows. He had also been the director of the game's sequel, Super Mario Galaxy 2 and again in Super Mario 3D Land.[4]

Hayashida was working at EAD Tokyo when the 2011 Tōhoku earthquake hit the country. The event reportedly inspired him to complete the game in time for its planned end-of-year deadline,[4] and to create a private forum to continue development while the Tokyo office was closed.[5]

Games credited[edit]

Trivia[edit]

References[edit]

  1. ^ a b The Kyoto Report. Kyoto Report. Wikidot (English). Retrieved November 17, 2024.
  2. ^ Nintendo (October 18, 2023). Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 1. Nintendo of America (American English). Retrieved February 18, 2024.
  3. ^ 任天堂ゲームセミナーを振り返る. iNSIDE. Archived May 11, 2013, 21:59:49 UTC from the original via Wayback Machine. Retrieved November 17, 2024.
  4. ^ a b Drake, Audrey (March 9, 2012). Making Mario Magic. IGN (English). Retrieved November 17, 2024.
  5. ^ Kohler, Chris (March 29, 2012). How Super Mario Survived the Quake. Wired (English). Retrieved November 17, 2024.
  6. ^ January 2015. Nintendo Dream Volume 249 (JPG). Page 28.
  7. ^ @NE_Brian (December 8, 2014). Ultimate NES Remix interview with Hayashida – origins and more. Nintendo Everything (English). Retrieved September 4, 2024.