Software:Tomodachi Collection

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Tomodachi Collection
Cover art
Developer(s)Nintendo SPD
Publisher(s)Nintendo
Director(s)Ryutaro Takahashi
Producer(s)Yoshio Sakamoto
Designer(s)Mai Okamoto
Masanori Nakagawa
Composer(s)Daisuke Shiiba
Asuka Ito
SeriesTomodachi
Platform(s)Nintendo DS
Release
  • JP: June 18, 2009
Genre(s)Social simulation
Mode(s)Single-player

Script error: The function "nihongo_foot" does not exist.[lower-alpha 1] is a 2009 social simulation video game developed and published by Nintendo for the Nintendo DS solely in Japan. The game follows the daily interactions between interactable Miis who reside on an island overseen by the player as they build relationships and solve problems.

The game was initially formulated by junior Nintendo employees in October 2005 as an imitation of the Nintendo-published video game Tottoko Hamtaro: Tomodachi Daisakusen Dechu. Originally titled Otona no Onna no Uranai Techō, the avatars featured in the game's character-creation system served as the progenitors for what would eventually become the Miis. Following suggestions from Satoru Iwata and Shigeru Miyamoto, the team was reassigned to implement the Miis onto the Wii console, during which the game's production was put on hold. Following the Wii's release, the project restarted as Tomodachi Collection around April 2007. Developers sought to create entertaining gameplay that emphasized the human-like characteristics of the Miis, whom players were incentivized to create in the image of their real-world friends and family.

Tomodachi Collection released in Japan on June 18, 2009. It garnered contemporary and retrospective praise for its unconventional tone and presentation. Tomodachi Collection was a domestic commercial success, selling 3.2 million copies by March 31, 2010, making it one of the best-selling DS games.

Following unrealized plans to localize the title overseas, Tomodachi Collection was followed up by the internationally-released sequel Tomodachi Life for the Nintendo 3DS in 2013.[lower-alpha 2] Another sequel, Software:Tomodachi Life: Living the Dream, is scheduled for release on the Nintendo Switch internationally, on April 16th, 2026.

Gameplay

A screenshot of a human-like Mii character inside their apartment, currently requesting player assistance with a particular issue.
Screenshot of a Mii, who currently has a problem, inside their apartment

Tomodachi Collection is a social simulation game[3] featuring user-customizable Mii avatars populating an apartment complex located on an island.[4] To add Miis, the player can transfer existing Miis directly from their Wii to their Nintendo DS, import Miis from other players' DS consoles via wireless local connectivity, or create new ones from scratch using the in-game Mii Maker. In either case, the player manually modifies their Miis' appearance and personality.[3] There are four temperament categories Miis can occupy, which, together with their assigned date of birth, conjures an "ideal job" that matches them.[5] The Miis audibly speak through computer-generated voice synthesis.[6][7] A maximum of 100 Miis can live on the island at once.[3]

After creation, Miis request assistance with particular problems at random intervals, signified by the presence of a thought bubble.[6] These issues include asking for food, clothing, occasional guidance on prospective relationships, and player participation in short minigames.[4][8] Satisfying their needs advances their level, upon which the player can gift them new clothes, interior designs for their apartment, personalized catchphrases, or songs for them to perform.[4][5] Completing minigames awards the player with valuables that can be exchanged for in-game currency. The player can optionally eavesdrop on the Miis' dreams while they sleep.[4]

Tomodachi Collection has no definitive end condition, the player's only goal being to maintain their Miis' satisfaction and passively observe their actions.[3] Outside of the player's direct influence, the Miis regularly interact with each other, establishing friendships and occasional conflict. If two friendly Miis share romantic attraction, one can confess their love to the other; if the confession is successful, the two are paired as a couple. Marriage can occur following additional interactions. As the player continuously appeases the Miis, new venues and shops on the island become unlocked. These include a Career Hall where jobs are formally assigned to Miis, a Compatibility Tester that gauges two Miis' likelihood of friendship, and a vendor for purchasing apartment interiors. An in-universe news broadcast occurs regularly to inform the player of recent events on the island.[4] Time-sensitive events held by the Miis also take place in the island's fountain.[7] Time on the island passes parallel to that set on the player's console, even when the console is powered off.[3][9]

Development

Initial concept and early character-creator (2005-2006)

Prototype of Otona no Onna no Uranai Techō's character creation system, featuring a rudimentary Mii character on a pink background.
Prototype of Otona no Onna no Uranai Techō's character-creation system[10]

Tomodachi Collection was first conceptualized around October 2005 by a small team of junior employees[11] at Nintendo SPD.[5][12] Its premise was inspired by the 2000 fortune-telling video game Tottoko Hamtaro: Tomodachi Daisakusen Dechu published by Nintendo for the Game Boy Color in Japan. Tottoko Hamtaro, whose core audience was young girls, had users register a list of virtual profiles of close friends to measure compatability and generate predictions about their day-to-day lives.[5][13] In an interview, producer Yoshio Sakamoto recounted that some female employees requested a derivative version of Tottoko Hamtaro geared to older women be made; he stated, "I also thought the same thing, and the thought stayed with me. After that I was in a team made up of all new people and we were relatively free to do what we wanted."[13] This new project, planned for the Nintendo DS, became tentatively known as Script error: The function "nihongo3" does not exist.. Initially only including textual information about personal names and birthdays, the team resolved to add a three-dimensional character-creation mechanism. This system—inspired by the Japanese game fukuwarai, which involves assembling a face using disembodied parts—had players manually combine selected face elements to create caricatures of real-world people. The abilities to rotate, resize, and reposition certain facial features were added, enhancing the character-creator's accuracy at replicating what Sakamoto called "atypical face[s]."[5][13][14]

Sakamoto demonstrated the prototype to President of Nintendo Satoru Iwata early in 2006.[5] Iwata further relayed it to Shigeru Miyamoto, who was working on the then-upcoming Wii console with a separate development team.[13][14][15] Miyamoto had petitioned for the inclusion of character-creation mechanics in games for more than a decade, but suffered design limitations and internal company pushback.[12][16] Upon viewing the prototype, Miyamoto told his coworkers, "You guys are useless," briefly switching teams to help develop the character-creator.[15] He formally proposed to his peers that it be reworked as pack-in software for the Wii. Employees exhibited concern over the avatars, some believing they were too rudimentary and often not perfectly accurate; additionally, much of the Wii's hardware had already been completed, contributing to developer reluctance. Once hearing Miyamoto's reasoning that many users, young or old, would find joy in the creative process regardless of its limitations, most of the Wii staff agreed to implement the caricatures, which would evolve into the Miis.[12][13]

Development on Otona no Onna no Uranai Techō stalled around August 2006 following its team's internal reassignment as lead producers of the Wii's Mii Channel, at the suggestion of Iwata. Leading up to the debut of the Wii in December 2006, director Ryutaro Takahashi reinvisioned Otona no Onna no Uranai Techō as a simulation title appealing to all ages and genders, as the DS had by then already attained popularity with women.[5][12][14]

Development as Tomodachi Collection (2007-2009)

Photo of producer Yoshio Sakamoto behind a podium during a keynote speech at the 2010 Game Developer's Conference.
Yoshio Sakamoto speaking at the 2010 Game Developer's Conference (GDC), during which he discussed Tomodachi Collection's development[14]

The project formally restarted in April 2007 under the title Tomodachi Collection, "tomodachi" being the Japanese word for "friend".[12][16] Takahashi visualized the game's new directoral framework as "the ultimate family software that just makes you want to get up and show it to people." He wanted to embrace the Miis as versatile characters whose in-game antics even strangers could bond over.[5][12] Sakamoto saw Tomodachi Collection as a laid-back and entertaining method for players to strengthen their real-world connections to friends and family, whom the Miis are generally intended to represent. During a keynote speech at the 2010 Game Developer's Conference (GDC), Sakamoto stated, "[Tomodachi Collection] is a game where in addition to the player having fun playing, the player’s friends can’t help but be drawn in as well."[14]

Takahashi, Sakamoto, and Iwata remembered Tomodachi Collection's production as oftentimes troublesome, given the team's relative inexperience in the company. This was coupled with the fact that Takahashi was simultaneously working on Software:Metroid: Other M (2010) and thus rarely could give input. Initially projected for a January 2008 release at the latest, development became protracted. Miis would end up debuting worldwide on the DS in November 2008 in a separate game titled Software:Personal Trainer: Walking; Sakamoto spoke of this as helping create a sense of urgency to complete the project. In retrospect, Sakamoto expressed gratitude that production took as long as it did, as it allowed the team to experiment with unique ideas unlikely to have been proposed otherwise.[5]

One of the team's goals was to give the Miis unique personalities, diverging from their sole status in previous games as symbolic avatars.[5] Sakamoto cited the game's lead programmer Masanori Nakagawa as significantly influencing the game's tone.[5][17] One of Nakagawa's contributions was proposing that Miis be able to sing, which led to them also being given conversational speech capabilities. Daisuke Shiiba joined the team as Tomodachi Collection's lead sound designer in March 2008.[5] Asuka Itou also served as the game's composer during its last six months of development. Both Shiiba and Itou characterized the soundtrack as deliberately "cheap" and simplistic; Sakamoto was particular in having the game's music not stand out.[5][12] For instance, when creating the theme that plays when the player idly monitors the island, Shiiba chose to develop "a melody that sounded like someone who wasn't very good at playing the recorder."[5] The two spoke of the composition process as nevertheless challenging due to Tomodachi Collection's eccentric atmosphere, finding outside inspiration difficult to come by.[5][12] Shiiba recalled struggling to establish a balance between making the game's songs unconventional yet pleasing to listen to.[5]

Release

Tomodachi Collection released for the Nintendo DS in Japan on June 18, 2009,[4] with a demo version distributed through the Wii's Nintendo Channel, Nintendo Zone, and local DS Stations.[18] To promote the game, a television program titled Script error: The function "nihongo3" does not exist. featuring Japanese actresses Mari Sekine [ja; ja; 関根麻里], Maaya Morinaga [ja; ja; 守永真彩], and Rima Nishizaki [ja; ja; 西崎莉麻] alongside their Mii caricatures began airing on Tokyo Metropolitan Television on May 6, 2010.[19][20] A television commercial in collaboration with celebrities Keiko Kitagawa and Shihori Kanjiya also aired around the same time, with the game's official website updated to include tutorials for players on how to create Miis of the two.[18]

Nintendo considered localizing the game for overseas audiences, with the company reportedly having trademarked the name Friend Collection in Europe in 2009.[20][21] This plan was ultimately scrapped when Nintendo discovered that the voice synthesis program used for the Miis' speech, built natively for Japanese, could not accurately replicate English phonemes. Additional concerns were raised regarding a potential lack of cultural appeal outside of Japan.[11] Sakamoto stated in an interview with 1Up.com, "Obviously I can't speak to future plans, but [localization] seems like something we might be able to revisit once more powerful hardware comes along."[22] On October 31, 2024, Tomodachi Collection's soundtrack was made available through the Nintendo Music streaming service exclusively for Nintendo Switch Online subscribers.[23][24]

Reception

Critical response

Contemporary

Reception
Review score
PublicationScore
Famitsu8/10, 7/10, 7/10, 7/10[25]
Awards
PublicationAward
Famitsu Awards (2009)Innovation[26]
Japan Game Awards (2010)Award for Excellence[27]

Reviewers positively highlighted the game's comedy value. Four critics for Famitsu all commended Tomodachi Collection's humor as charming and most effective when the Miis are made in the likenesses of real-world people, though one reviewer felt the absence of a clear objective could cause Tomodachi Collection to become monotonous for some players.[25] Gregoire Hellot of Gamekult agreed that including both real-world people and fictional characters was enjoyable, but thought the game would lack sufficient appeal for players who did not already have many friends or acquaintances to base their Miis off of.[28] Siliconera staff appreciated the Miis' synthetic voices as unique for a Nintendo title.[6] One writer for Inside attributed Tomodachi Collection's domestic popularity largely to word-of-mouth marketing between Japanese players.[29] Tomodachi Collection was awarded the prize in Innovation at the 2009 Famitsu Awards.[30][26] It also received the Award for Excellence alongside 10 other titles at the Japan Game Awards' 2010 ceremony.[27]

Retrospective

Some retrospective commentators similarly felt the game's comedic presentation was endearing. IGN Japan's Esra Kurabe, writing in 2019, deemed Tomodachi Collection well-suited for casual gamers, calling its social simulation premise simple yet humorous.[31] Famitsu's Kawachi, writing in 2025, praised the game's surreal situational comedy as entertaining and occasionally touching.[4] Writing for Nintendo Life in 2014, Kerry Brunskill characterized Tomodachi Collection's sense of humor as eccentric, calling the game "a bizarre but strangely endearing Mii theme park." She also expressed dismay that the game was never localized beyond Japan.[7]

Sales

Tomodachi Collection sold 38,000 units in its first day.[32] It became a best-seller in Japan during the week of its release, selling about 102,000 units.[33] By September 28, 2009, it sold 1.15 million copies in total, making it the fourth-best-selling game in Japan in the first half of the 2009 fiscal year.[34] At the end of the 2009–2010 fiscal year on March 31, 2010, Nintendo reported that the game had sold 3.2 million units,[35] making Tomodachi Collection one of the best-selling titles for the DS.[20]

Sequels

A sequel for the game on the Nintendo 3DS titled Tomodachi Collection: New Life, was released in Japan on April 18, 2013,[36] and on June 6, 2014, in North America and Europe as Tomodachi Life.[37] Much of Tomodachi Collection's staff, including director Takahashi, producer Sakamato, and art designer Mai Okamoto, returned to develop the sequel.[17] The Japanese version features an exclusive mechanic whereby players can import existing Miis from Tomodachi Collection using a dedicated Nintendo eShop application.[38]

Another sequel, Software:Tomodachi Life: Living the Dream, titled Tomodachi Collection: Exciting Life in Japan, is scheduled for release on April 16, 2026 for the Nintendo Switch.[39] The game will also be compatible with the Nintendo Switch 2.[40]

Notes

  1. Also known in Japanese as Tomokore (トモコレ)[1]
  2. Tomodachi Life was initially released in Japan in 2013. The game was re-released internationally throughout 2014.[2]

References

  1. "Keynote from Metroid creator Yoshio Sakamoto - Page 2" (in ja). Nintendo. https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Metroid-Other-M/Keynote-from-Metroid-creator-Yoshio-Sakamoto/Page-2/Page-2-203801.html. 
  2. Valentine, Rebekah (March 27, 2025). "Tomodachi Life: Living the Dream Announced for Nintendo Switch" (in en). https://www.ign.com/articles/tomodachi-life-living-the-dream-announced-for-nintendo-switch. 
  3. 3.0 3.1 3.2 3.3 3.4 Aetas (June 18, 2009). "友達100人できるかな? ニンテンドーDSの中でMiiの“トモダチ”と暮らせる「トモダチコレクション」が本日発売" (in ja). https://www.4gamer.net/games/092/G009207/20090618019/. 
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Kawachi (June 18, 2025). "『トモダチコレクション』が発売された日。自分や友人のMiiを登録して、架空のマンションで生活する様子を眺めるゲーム。Miiどうしの結婚には思わずニヤニヤ【今日は何の日?】 | ゲーム・エンタメ最新情報のファミ通.com" (in ja). https://www.famitsu.com/article/202506/44884. 
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 "社長が訊く「トモダチコレクション」" (in ja). Nintendo. June 11, 2009. https://www.nintendo.co.jp/ds/interview/ccuj/vol1/index.html. 
  6. 6.0 6.1 6.2 "Tomodachi Collection Has A Speech Synthesizer And Cat Suits" (in en-US). June 18, 2009. https://www.siliconera.com/tomodachi-collection-has-a-speech-synthesizer-and-cat-suits/. 
  7. 7.0 7.1 7.2 Brunskill, Kerry (May 15, 2014). "Matters of Import: Tomodachi Collection" (in en-GB). https://www.nintendolife.com/news/2014/05/matters_of_import_tomodachi_collection. 
  8. Hellot, Gregoire (September 1, 2009). "Test : Tomodachi Collection (DS)" (in french). https://www.gamekult.com/jeux/tomodachi-collection-3010009928/test.html. Retrieved July 27, 2024. 
  9. Tomodachi Collection Manual. Japan: Nintendo. August 29, 2021 (published 2009). pp. 6. http://archive.org/details/img08292021_002. 
  10. Goldie, Joshua (December 26, 2021). "Feature: From Famicom Disk System To Switch - The Evolution Of Nintendo's Miis" (in en). https://www.nintendolife.com/features/from-famicom-disk-system-to-switch-the-evolution-of-nintendos-miis. 
  11. 11.0 11.1 Marrujo, Robert (June 5, 2014). "Tomodachi Beginnings" (in en-US). https://www.nintendojo.com/features/editorials/tomodachi-beginnings. 
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Walker, Matt (July 18, 2016). "Game Seminar 2009 - The Road To Completing Tomodachi Collection Part 2 - Feature". http://www.nintendoworldreport.com/feature/43032/iwata-asks-in-commemoration-part-2-tomodachi-collection-game-seminar-2009-the-road-to-completing-tomodachi-collection-part-2. 
  13. 13.0 13.1 13.2 13.3 13.4 "Miitomo's Potential! Yoshio Sakamoto and Shigesato Itoi". https://miitomo.com/en/talk/index.html. 
  14. 14.0 14.1 14.2 14.3 14.4 "Keynote from Metroid creator Yoshio Sakamoto - Page 4" (in ja). Nintendo. https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Metroid-Other-M/Keynote-from-Metroid-creator-Yoshio-Sakamoto/Page-4/Page-4-203815.html. 
  15. 15.0 15.1 Breckon, Nick (March 7, 2007). "Shigeru Miyamoto GDC 2007 Keynote" (in en). http://www.shacknews.com/article/46055/shigeru-miyamoto-gdc-2007-keynote. 
  16. 16.0 16.1 "Iwata Asks - Volume 5 Asking Mr. Miyamoto Right Before Release - Page 2" (in en). https://iwataasks.nintendo.com/interviews/3ds/how-nintendo-3ds-made/4/1/. 
  17. 17.0 17.1 "社長が訊く『トモダチコレクション 新生活』|ニンテンドー3DS|任天堂" (in ja). http://www.nintendo.co.jp/3ds/interview/ec6j/vol1/index.html. 
  18. 18.0 18.1 "貫地谷しほりさん&北川景子さんが『トモダチコレクション』を体験、新TVCMが放送スタート" (in ja). May 13, 2010. https://www.inside-games.jp/article/2010/05/13/42018.html. 
  19. "『トモダチコレクション』がテレビ番組に! 関根麻里ら2世タレントが『トモダチコレクション』で業界の恋話、裏話に迫る新番組がスタート関連スクリーンショット・写真画像". April 28, 2010. https://www.famitsu.com/game/news/1234596_1124.html. 
  20. 20.0 20.1 20.2 Knezevic, Kevin (September 23, 2011). "Friends in Small Places" (in en-US). https://www.nintendojo.com/features/editorials/friends-in-small-places. 
  21. Staff, Siliconera (March 25, 2009). "A Sign That Some Of Nintendo's New Series Could Travel Overseas" (in en-US). https://www.siliconera.com/a-sign-that-some-of-nintendos-new-series-could-travel-overseas/. 
  22. Parish, Jeremy (July 1, 2016). "E3 2010: No Plans for Tomodachi Collection in America" (in en). http://www.1up.com/news/e3-2010-plans-tomodachi-collection. 
  23. McWhertor, Michael (October 31, 2024). "Nintendo launches new music app for Nintendo Switch Online members" (in en). https://www.polygon.com/news/472881/nintendo-music-app-android-ios/. 
  24. Phillips, Tom (October 31, 2024). "Nintendo Music app sees Mario maker take on Spotify and YouTube playlists" (in en). https://www.eurogamer.net/nintendo-music-app-sees-mario-maker-take-on-spotify-and-youtube-playlists. 
  25. 25.0 25.1 "トモダチコレクション (DS)のレビュー・評価・感想 | ゲーム・エンタメ最新情報のファミ通.com" (in ja). https://www.famitsu.com/game/title/5742/reviews. 
  26. 26.0 26.1 "【速報】ファミ通アワード2009大賞は『ドラゴンクエストIX 星空の守り人』 - ファミ通.com" (in ja). April 27, 2010. http://www.famitsu.com/game/news/1234597_1124.html. 
  27. 27.0 27.1 Aetas (September 17, 2010). "[TGS 2010]日本ゲーム大賞2010発表授賞式レポート。経済産業大臣賞は堀井雄二氏,年間作品部門の大賞は「New スーパーマリオブラザーズ Wii」に" (in ja). https://www.4gamer.net/games/092/G009297/20100917027/. 
  28. Hellot, Gregoire (September 10, 2009). "Test : Tomodachi Collection (DS)" (in fr). https://www.gamekult.com/jeux/tomodachi-collection-3010009928/test.html. 
  29. "『トモダチコレクション』最新作の正式名称決定、3DS主軸タイトルの1本に" (in ja). January 31, 2012. https://www.inside-games.jp/article/2013/01/31/63432.html. 
  30. "Famitsu 2009年度获奖游戏名单公布 _ 游民星空 GamerSky.com". May 13, 2010. https://www.gamersky.com/news/201005/159659.shtml. 
  31. Kurabe, Esra (April 30, 2019). "平成の100大ゲームを振り返る !" (in ja). https://jp.ign.com/2019-golden-week/34922/feature/100. 
  32. Reddick, Stuart (June 22, 2009). "Tomodachi Collection Has a Strong First Day" (in en-GB). https://www.nintendolife.com/news/2009/06/tomodachi_collection_has_a_strong_first_day. 
  33. Tanaka, John (June 26, 2009). "Virtual Miis Rule in Japan" (in en). http://wii.ign.com/articles/998/998682p1.html. 
  34. "Error: no |title= specified when using {{Cite web}}" (in ja). Famitsu. 2009-10-01. http://www.famitsu.com/game/news/1228077_1124.html. 
  35. Thorson, Tor (March 31, 2010). "Wii sales near 71 million, DS almost 129 million". https://www.gamespot.com/articles/wii-sales-near-71-million-ds-almost-129-million/1100-6261400/. 
  36. Madden, Orla (April 4, 2013). "Tomodachi Collection: New Life Detailed in Latest Nintendo Direct" (in en-GB). https://www.nintendolife.com/news/2013/04/tomodachi_collection_new_life_detailed_in_latest_nintendo_direct. 
  37. Otero, Jose (April 10, 2014). "Tomodachi Life Could Be Nintendo's Next Animal Crossing?" (in en). http://www.ign.com/articles/2014/04/10/tomodachi-life-could-be-nintendoas-next-animal-crossing?abthid=534687ec7eb0922a6f000012. 
  38. Madden, Orla (April 4, 2013). "Tomodachi Collection: New Life Detailed in Latest Nintendo Direct" (in en-GB). https://www.nintendolife.com/news/2013/04/tomodachi_collection_new_life_detailed_in_latest_nintendo_direct. 
  39. Norman, Jim (2026-01-29). "Tomodachi Life: Living The Dream Moves In On Switch 1 This April" (in en-GB). https://www.nintendolife.com/news/2026/01/tomodachi-life-living-the-dream-moves-in-on-switch-1-this-april. 
  40. Troughton, James (27 March 2025). "Nintendo Reveals New Tomodachi Life". https://www.thegamer.com/nintendo-reveals-new-tomodachi-life-living-the-dream/. 

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