Tomodachi Collection[a][b] 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 formulated by junior Nintendo employees in October 2005 as an imitation of the Nintendo-published video game Tottoko Hamtaro: Tomodachi Daisakusen Dechu. Titled Otona no Onna no Uranai Techō, the avatars featured in the character-creation system served as the progenitors for what would become the Miis. With 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.[c] Another sequel, Tomodachi Life: Living the Dream, released on the Nintendo Switch internationally, on April 16, 2026.
Gameplay

Tomodachi Collection is a social simulation game[3] featuring Miis, user-customizable 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, guidance on prospective relationships, and player participation in short minigames.[4][8] Satisfying their needs advances their level, a numeric progression system, 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 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
Conception and early character-creator (2005–2006)

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 were 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 Otona no Onna no Uranai Techō (大人のオンナの占い手帳, lit. ‘Women’s Fortune Telling Pocket Notebook‘). 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, starting with the Famicom through the GameCube, but suffered design limitations and internal company pushback. At the time of the Wii, he was experimenting with including kokeshi doll-like avatars in the upcoming Wii Sports (2006).[12][16] Upon viewing the DS prototype, Miyamoto told his coworkers, “You guys are useless,” briefly switching teams to help develop the character-creator.[15] During a trans-departmental meeting concerning the Wii’s hardware, Miyamoto formally proposed the prototype be reworked as pack-in software for the Wii. Many of his peers exhibited concern over the avatars, some believing they were too rudimentary and often not perfectly accurate. Much of the Wii’s hardware had already been finalized, contributing to developer reluctance. Once hearing Miyamoto’s reasoning that most 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 become the Miis.[12][13]
Development 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)

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 Developers 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 periodically troublesome, given the team’s relative inexperience in the company. This was coupled with the fact that Takahashi was simultaneously working on Metroid: Other M (2010) and thus could rarely 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 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 patiently 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] Shiiba and Itou spoke of the composition process as nevertheless challenging due to Tomodachi Collection‘s eccentric atmosphere, finding outside inspiration difficult to come by.[12][5] 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 Koi no Kaitou!? Tomodachi Collection II (恋のカイトウ!?トモコレ2世, lit. ‘Love’s Answer!? Tomodachi Collection Second Generation‘) featuring Japanese actresses Mari Sekine, Maaya Morinaga, and Rima Nishizaki 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 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
| Publication | Score |
|---|---|
| Famitsu | 8/10, 7/10, 7/10, 7/10[25] |
| Publication | Award |
|---|---|
| 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 commended Tomodachi Collection‘s humor as charming and most effective when the Miis were 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.[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.[8] 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.[28] Tomodachi Collection was awarded the prize in Innovation at the 2009 Famitsu Awards.[29][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.[30] 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 expressed dismay that the game was never localized beyond Japan.[7]
Sales
Tomodachi Collection sold 38,000 units in its first day.[31] It became a best-seller in Japan during the week of its release, selling about 102,000 units.[32] 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.[33] At the end of the 2009–2010 fiscal year on March 31, 2010, Nintendo reported that the game had sold 3.2 million units,[34] making Tomodachi Collection one of the best-selling titles for the DS.[20]
Sequels
A sequel for the Nintendo 3DS titled Tomodachi Collection: New Life, was released in Japan on April 18, 2013.[35] Unlike its predecessor, Nintendo succeeded in localizing the game for foreign regions; the game released on June 6, 2014, in North America and Europe as Tomodachi Life.[36] 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.[35]
Another sequel, Tomodachi Life: Living the Dream, titled Tomodachi Collection: Exciting Life in Japan, released on April 16, 2026 for the Nintendo Switch.[37] The game is also compatible with the Nintendo Switch 2.[38]
Notes
References
- ^ “Keynote from Metroid creator Yoshio Sakamoto – Page 2″ (in Japanese). Nintendo. Archived from the original on September 5, 2025. Retrieved March 29, 2026.
- ^ Valentine, Rebekah (March 27, 2025). “Tomodachi Life: Living the Dream Announced for Nintendo Switch”. IGN Africa. Archived from the original on March 12, 2026. Retrieved March 26, 2026.
- ^ a b c d e 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” [Can you make 100 friends? Tomodachi Collection – where you can live with your Mii friends on the Nintendo DS – goes on sale today]. 4Gamer.net (in Japanese). Archived from the original on March 20, 2024. Retrieved February 14, 2026.
- ^ a b c d e f g 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” [The day Tomodachi Collection was released. It’s a game where you register your own Mii and your friends’ Miis and watch them live in a fictional apartment. I couldn’t help but grin when I saw Miis getting married. [What day is it today?]]. Famitsu (in Japanese). Archived from the original on November 2, 2025. Retrieved February 14, 2026.
- ^ a b c d e f g h i j k l m n o p “社長が訊く「トモダチコレクション」” [Iwata Asks: Tomodachi Collection] (in Japanese). Nintendo. June 11, 2009. Archived from the original on June 26, 2019. Retrieved June 3, 2021.
- ^ a b c “Tomodachi Collection Has A Speech Synthesizer And Cat Suits”. Siliconera. June 18, 2009. Archived from the original on September 9, 2025. Retrieved February 23, 2026.
- ^ a b c Brunskill, Kerry (May 15, 2014). “Matters of Import: Tomodachi Collection“. Nintendo Life. Archived from the original on November 14, 2025. Retrieved March 28, 2026.
- ^ a b Hellot, Gregoire (September 1, 2009). “Test : Tomodachi Collection (DS)” [Review: Tomodachi Collection (DS)]. Gamekult (in French). Archived from the original on August 23, 2025. Retrieved July 27, 2024.
- ^ Tomodachi Collection Manual. Japan: Nintendo (published 2009). August 29, 2021. p. 6.
- ^ Goldie, Joshua (December 26, 2021). “Feature: From Famicom Disk System To Switch – The Evolution Of Nintendo’s Miis”. Nintendo Life. Archived from the original on May 17, 2025. Retrieved February 15, 2026.
- ^ a b Marrujo, Robert (June 5, 2014). “Tomodachi Beginnings”. Nintendojo. Archived from the original on December 6, 2025. Retrieved February 14, 2026.
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- ^ a b c d e “Miitomo’s Potential! Yoshio Sakamoto and Shigesato Itoi”. Miitomo.com. Archived from the original on September 21, 2016. Retrieved March 29, 2026.
- ^ a b c d e “Keynote from Metroid creator Yoshio Sakamoto – Page 4″ (in Japanese). Nintendo. Archived from the original on July 11, 2025. Retrieved March 31, 2026.
- ^ a b Breckon, Nick (March 7, 2007). “Shigeru Miyamoto GDC 2007 Keynote”. Shacknews. Archived from the original on February 15, 2026. Retrieved February 15, 2026.
- ^ a b “Iwata Asks – Volume 5 Asking Mr. Miyamoto Right Before Release – Page 2”. Nintendo. Archived from the original on August 20, 2025. Retrieved February 14, 2026.
- ^ a b “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” [Iwata Asks: Tomodachi Collection: New Life | Nintendo 3DS | Nintendo]. Nintendo (in Japanese). Archived from the original on January 5, 2026. Retrieved February 8, 2026.
- ^ a b “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” [Shihori Kanjiya and Keiko Kitagawa try out Tomodachi Collection, and a new TV commercial has started airing.]. Inside (in Japanese). May 13, 2010. Archived from the original on June 2, 2025. Retrieved March 29, 2026.
- ^ “『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” [Tomodachi Collection is getting a TV show! Mari Sekine and other second-generation celebrities will be featured in a new program exploring love stories and behind-the-scenes anecdotes from the entertainment industry through Tomodachi Collection.]. Famitsu. April 28, 2010. Archived from the original on April 9, 2023. Retrieved March 28, 2026.
- ^ a b c Knezevic, Kevin (September 23, 2011). “Friends in Small Places”. Nintendojo. Archived from the original on January 18, 2026. Retrieved March 29, 2026.
- ^ Staff, Siliconera (March 25, 2009). “A Sign That Some Of Nintendo’s New Series Could Travel Overseas”. Siliconera. Archived from the original on September 7, 2025. Retrieved March 29, 2026.
- ^ Parish, Jeremy (July 1, 2016). “E3 2010: No Plans for Tomodachi Collection in America”. 1Up.com. Archived from the original on July 1, 2016. Retrieved January 1, 2024.
- ^ McWhertor, Michael (October 31, 2024). “Nintendo launches new music app for Nintendo Switch Online members”. Polygon. Archived from the original on March 11, 2026. Retrieved March 28, 2026.
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{{cite web}}: CS1 maint: url-status (link) - ^ a b “【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” [[Breaking News] The Famitsu Awards 2009 Grand Prize goes to Dragon Quest IX: Sentinels of the Starry Skies]. Famitsu (in Japanese). April 27, 2010. Archived from the original on December 24, 2010. Retrieved March 30, 2026.
- ^ a b 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” [[TGS 2010] Japan Game Awards 2010 Announcement Ceremony Report. The Minister of Economy, Trade and Industry Award went to Yuji Horii, and the Grand Prize in the Game of the Year category went to New Super Mario Bros. Wii.]. 4Gamer.net (in Japanese). Archived from the original on November 15, 2025. Retrieved February 14, 2026.
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- ^ Doolan, Liam (April 3, 2026). “Nintendo Details The Benefits Of Playing Tomodachi Life On Switch 2″. Nintendo Life. Retrieved April 3, 2026.
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External links
- Official website (in Japanese)