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Koichi Hayashida

From Wikipedia, the free encyclopedia
Japanese video game developer
Koichi Hayashida
林田 宏一
Hayashida in 2013
Born1969 (age 55–56)
Tokyo, Japan
Occupation(s)Director, producer, game designer
Years active1993–present
EmployerNintendo

Koichi Hayashida is a Japanese video game developer who has worked as a director, producer, and programmer on multiple games fromNintendo, notably theSuper Mario series. He was the director ofSuper Mario Galaxy 2 (2010),Super Mario 3D Land (2011),Super Mario 3D World (2013, with Kenta Motokura),NES Remix (2013), andNES Remix 2 (2014). He was a producer ofCaptain Toad: Treasure Tracker (2014) andSuper Mario Odyssey (2017).

Game design

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Hayashida began programming in fifth grade on theCommodore VIC-20. He began programming atNintendo while the company was developing for theNES. He notably programmed forSuper Mario Sunshine (2002). He was an assistant director onDonkey Kong: Jungle Beat (2004), and the level design director forSuper Mario Galaxy (2007).[1]

Hayashida was the director ofSuper Mario Galaxy 2 (2010).[2] Hayashida andShigeru Miyamoto developed a four-step process for the game's levels to teach a newgame mechanic, titledkishōtenketsu, which derives from Chinese and Japanese poetry andmanga writing. In the game version ofkishōtenketsu, a game mechanic is introduced in alevel, evolves to let players grow their skills, given a twist that makes the players think of the concept in a different way, and then concluded with a test that makes players use every concept they learned throughout the level. The technique has been used by Nintendo for numerous games since then.[3][4][5]

Hayashida was then the director ofSuper Mario 3D Land (2011).[6] To help his development team, he gave them "Miyamoto's Teachings": a book of quotations by Miyamoto, a more experienced designer who had begun to lessen his role at Nintendo.[7] To make the game more approachable for less experienced players, Hayashida decided the game would technically end at its halfway point, when the story was over and the credits rolled, but there was a whole other half of more challenging levels. The game's development was delayed because of the2011 Tōhoku earthquake and tsunami.[8] To motivate the game's developers, who were previously separated by their different trades, Hayashida moved everyone into a common area to work more collaboratively.[9]

Hayashida was a co-director forSuper Mario 3D World (2013), directing alongside Kenta Motokura.[10][11][12] He was the director ofNES Remix (2013) andNES Remix 2 (2014). These games were first made forWii U instead of the3DS, partially because Hayashida was more familiar with the Wii U's architecture.[13][14] He was the producer ofCaptain Toad: Treasure Tracker (2014)[15] andSuper Mario Odyssey (2017).[16] He worked on the design ofSuper Mario Bros. Wonder (2023).[17]

Works

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YearTitleRole
1993Joy Mecha FightDirector, programmer
2002Super Mario SunshineMain programmer
2004Donkey Kong Jungle BeatAssistant director
2007Super Mario GalaxyLevel design director
2010Super Mario Galaxy 2Director
2011Super Mario 3D Land
2013Super Mario 3D World
NES RemixDirector, programmer
2014NES Remix 2
Captain Toad: Treasure TrackerProducer
2017Super Mario Odyssey
2023Super Mario Bros. WonderGame designer

References

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  1. ^"The Structure of Fun: Learning from Super Mario 3D Land's Director".www.gamedeveloper.com. Retrieved2024-08-19.
  2. ^"The secret to Mario level design".www.gamedeveloper.com. Retrieved2024-08-19.
  3. ^Phillips, Tom (2015-03-17)."Nintendo's "kishōtenketsu" Mario level design philosophy explained".Eurogamer.net. Retrieved2024-08-19.
  4. ^Anatone, Richard (October 1, 2023)."Kishōtenketsu as Leitmotif: Storytelling and Musical Meaning in the Main Theme to Final Fantasy VII".University of California Press. RetrievedAugust 19, 2023.
  5. ^"This is why 'Mario' levels are brilliant".Engadget. 2015-03-17. Retrieved2024-08-19.
  6. ^Drake, Audrey (2012-03-12)."Making Mario Magic - The Interview".IGN. Retrieved2024-08-19.
  7. ^"Super Mario 3D World Director Koichi Hayashida Explains The Origin Of "Miyamoto's Teachings"".Nintendo Life. 2014-02-28. Retrieved2024-08-19.
  8. ^"How Do You Make a Super Mario Game At a Time of National Tragedy?".Kotaku. 2012-03-08. Retrieved2024-08-19.
  9. ^Kohler, Chris."How Super Mario Survived the Quake".Wired.ISSN 1059-1028. Retrieved2024-08-19.
  10. ^Nunneley-Jackson, Stephany (2013-06-14)."Super Mario 3D World's camera feature explained in video".VG247. Retrieved2024-08-19.
  11. ^"The official home of Super Mario™ – News".mario.nintendo.com. Retrieved2024-08-19.
  12. ^"Directors, Producer Talk Development of Super Mario 3D World - News".Nintendo World Report. Retrieved2024-08-19.
  13. ^"Nintendo: 'SNES Remix a possibility'".Digital Spy. 2014-04-23. Retrieved2024-08-19.
  14. ^"Koichi Hayashida Explains Absence of NES Remix 1 & 2 on 3DS".Nintendo Life. 2014-04-21. Retrieved2024-08-19.
  15. ^"Nintendo Reveals the Toads' Gender Secret".GameSpot. Retrieved2024-08-19.
  16. ^"The official home of Super Mario™ – News".mario.nintendo.com. Retrieved2024-08-19.
  17. ^"Ask the Developer Vol. 11, Super Mario Bros. Wonder – Chapter 1 - Nintendo".www.nintendo.com. Retrieved2024-08-19.
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