Treehouse: Difference between revisions

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(Treehouse is already localizing some games into Portuguese.)
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'''Treehouse''' is the product development division of [[Nintendo|Nintendo of America]]<ref name="NWR">[http://www.nintendoworldreport.com/interview/2205/the-treehouse-interview Nintendo World Report: The Treehouse Interview]</ref>. Though the name is often used to refer solely to the localization department, "Treehouse" englobes the localization team, audio-visual department, product management and quality assurance work<ref name="Kotaku">[http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 Kotaku: Nintendo's Secret Weapon]</ref>.
'''Treehouse''' is the product development division of [[Nintendo|Nintendo of America]]<ref name="NWR">[http://www.nintendoworldreport.com/interview/2205/the-treehouse-interview Nintendo World Report: The Treehouse Interview]</ref>. Though the name is often used to refer solely to the localization department, "Treehouse" englobes the localization team, audio-visual department, product management and quality assurance work<ref name="Kotaku">[http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 Kotaku: Nintendo's Secret Weapon]</ref>.


Treehouse handles English, French, and Spanish localizations for the North American market and at one point planned to expand to Brazilian Portuguese<ref>[http://m.careerbuilder.com/jobs/J3G3MS72ZL04RB53G8Q Job posting for a Portuguese localization job on CareerBuilding]</ref>{{dead link}}. Treehouse started as an initiative to address the lackluster quality of the English localization of Nintendo games during the 8-bit and 16-bit era<ref name="Kotaku"></ref>. The department often translates games as they are being developed and thus often communicates with the Japanese development teams <ref name="NWR"></ref>. The Japanese developers also consult Treehouse to prevent the inclusion of culture-specific content that could prove alienating to international audiences<ref name="Kotaku"></ref>.
Treehouse handles American English, Canadian French, Pan-American Spanish, and Brazilian Portuguese localizations for the American market. Treehouse started as an initiative to address the lackluster quality of the English localization of Nintendo games during the 8-bit and 16-bit era<ref name="Kotaku"></ref>. The department often translates games as they are being developed and thus often communicates with the Japanese development teams <ref name="NWR"></ref>. The Japanese developers also consult Treehouse to prevent the inclusion of culture-specific content that could prove alienating to international audiences<ref name="Kotaku"></ref>.


The "Treehouse" name finds its root in ''[[Donkey Kong Country]]''; the team handling the North American localization of the game was "locked away" from the rest of NOA due to Nintendo's high secrecy toward the game and was codenamed "Treehouse" after [[Donkey Kong|Donkey Kong's]] [[DK's Tree House|residence]]<ref name="Kotaku"></ref>. As Treehouse expanded, the name stuck.  
The "Treehouse" name finds its root in ''[[Donkey Kong Country]]''; the team handling the North American localization of the game was "locked away" from the rest of NOA due to Nintendo's high secrecy toward the game and was codenamed "Treehouse" after [[Donkey Kong|Donkey Kong's]] [[DK's Tree House|residence]]<ref name="Kotaku"></ref>. As Treehouse expanded, the name stuck.  
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From its founding up to the early [[Wii]] years, Treehouse's English translations were used for the English script in all English-speaking regions, with minor editing to account for difference in spellings between American and British English as well as replacing any potentially offensive content (examples of the later include [[Castle Bleck Interior|removing an instance of the word "shag"]] in ''[[Super Paper Mario]]'' as well as the sentence "I don't get my jollies doing nice things" in ''[[WarioWare: Smooth Moves]]'' being changed to "I don't get my kicks doing nice things"). After ''[[Mario Party 8]]'' was [[List of Mario-related controversies#Mario Party 8|recalled in the UK]] due to featuring the word "spastic" (a term considered benign in America but considered highly offensive in the United Kingdom), American and British English scripts started to differ more, to varying degrees, ranging from games with largely similar translations but different object and character names to completely different scripts. However, this practice has been abandoned beginning with games released for the [[Nintendo Switch]], going back to extremely similar, if not identical, translations between American and British English localizations.
From its founding up to the early [[Wii]] years, Treehouse's English translations were used for the English script in all English-speaking regions, with minor editing to account for difference in spellings between American and British English as well as replacing any potentially offensive content (examples of the later include [[Castle Bleck Interior|removing an instance of the word "shag"]] in ''[[Super Paper Mario]]'' as well as the sentence "I don't get my jollies doing nice things" in ''[[WarioWare: Smooth Moves]]'' being changed to "I don't get my kicks doing nice things"). After ''[[Mario Party 8]]'' was [[List of Mario-related controversies#Mario Party 8|recalled in the UK]] due to featuring the word "spastic" (a term considered benign in America but considered highly offensive in the United Kingdom), American and British English scripts started to differ more, to varying degrees, ranging from games with largely similar translations but different object and character names to completely different scripts. However, this practice has been abandoned beginning with games released for the [[Nintendo Switch]], going back to extremely similar, if not identical, translations between American and British English localizations.


For a time, Treehouse's scripts were also used as the basis for translation in other languages. One example of this practice is the European French translation of ''[[Paper Mario]]'', which features many character names and dialogue clearly based on Treehouse's writing rather than the original Japanese script. This practice largely stopped after the release of the [[Nintendo GameCube]], although Treehouse's own French-Canadian and Latin American Spanish translations often share terminology with the English one.
For a time, Treehouse's scripts were also used as the basis for translation in other languages. One example of this practice is the French of France translation of ''[[Paper Mario]]'', which features many character names and dialogue clearly based on Treehouse's writing rather than the original Japanese script. This practice largely stopped after the release of the [[Nintendo GameCube]], although Treehouse's own Canadian French and Pan-American Spanish translations often share terminology with the English one.


==Notable members==
==Notable members==

Revision as of 12:37, August 3, 2022

This article is about one of Nintendo's divisions. For the room in Luigi's Mansion: Dark Moon, see Tree House. For Donkey Kong's home, see DK's Tree House.
The logo for Treehouse.
The logo for Treehouse

Treehouse is the product development division of Nintendo of America[1]. Though the name is often used to refer solely to the localization department, "Treehouse" englobes the localization team, audio-visual department, product management and quality assurance work[2].

Treehouse handles American English, Canadian French, Pan-American Spanish, and Brazilian Portuguese localizations for the American market. Treehouse started as an initiative to address the lackluster quality of the English localization of Nintendo games during the 8-bit and 16-bit era[2]. The department often translates games as they are being developed and thus often communicates with the Japanese development teams [1]. The Japanese developers also consult Treehouse to prevent the inclusion of culture-specific content that could prove alienating to international audiences[2].

The "Treehouse" name finds its root in Donkey Kong Country; the team handling the North American localization of the game was "locked away" from the rest of NOA due to Nintendo's high secrecy toward the game and was codenamed "Treehouse" after Donkey Kong's residence[2]. As Treehouse expanded, the name stuck.

Translations

From its founding up to the early Wii years, Treehouse's English translations were used for the English script in all English-speaking regions, with minor editing to account for difference in spellings between American and British English as well as replacing any potentially offensive content (examples of the later include removing an instance of the word "shag" in Super Paper Mario as well as the sentence "I don't get my jollies doing nice things" in WarioWare: Smooth Moves being changed to "I don't get my kicks doing nice things"). After Mario Party 8 was recalled in the UK due to featuring the word "spastic" (a term considered benign in America but considered highly offensive in the United Kingdom), American and British English scripts started to differ more, to varying degrees, ranging from games with largely similar translations but different object and character names to completely different scripts. However, this practice has been abandoned beginning with games released for the Nintendo Switch, going back to extremely similar, if not identical, translations between American and British English localizations.

For a time, Treehouse's scripts were also used as the basis for translation in other languages. One example of this practice is the French of France translation of Paper Mario, which features many character names and dialogue clearly based on Treehouse's writing rather than the original Japanese script. This practice largely stopped after the release of the Nintendo GameCube, although Treehouse's own Canadian French and Pan-American Spanish translations often share terminology with the English one.

Notable members

External link

References