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ECrew Development Program
ECrew Development Program
from Wikipedia

eCrew Development Program
Game cartridge
DeveloperMcDonald’s (JP)[1]
PublisherMcDonald's
PlatformNintendo DS
Release
  • 2010 (Japan)
  • 17 November 2020 (archived reupload)
GenresEducation, simulation, quiz
ModeSingle-player

eCrew Development Program (eCDP, Japanese: クルトレ eCDP), known unofficially as the McDonald's Training Game, is an educational video game created by McDonald's. Released for the Nintendo DS in 2010[2] internally within the Japanese division of McDonald's, it was only ever distributed to the company's own restaurants domestically, and never meant to be released to the public.

Gameplay

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The game teaches the player how to cook and serve various McDonald's menu items and perform other restaurant tasks, and was used to train new restaurant employees. It has several game modes, including simulations of food preparation and customer interaction. It also has quizzes, player profiles for employees and managers, and performance statistics.[3]

History

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It was released in 2010 and was also distributed in tandem with a separate game titled eSMART 2.0 which aimed to train existing employees rather than new ones.[4] A special variant of the Nintendo DSi with the McDonalds logo on it was also given to certain Japanese locations along with the game.[5]

Development

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The game had a budget of ¥200 million and was planned for use in all 3,700 McDonald's locations across Japan by the end of 2010,[6][7][8][9] to which it was distributed together with a DSi (or DS lite) with an embossed McDonald's logo on the front.[10] It is unknown to what extent it was used and for how long.[11]

Rediscovery

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A single copy of the game surfaced in September 2020 on an online auction,[12] which was sold to American YouTuber Nick Robinson for around ¥300,000 (3,000 USD) on Yahoo Japan through Buyee. Robinson uploaded the game cartridge's ROM to the Internet Archive on 17 November 2020, alongside a documentary he produced detailing how he acquired it.[13][14][15] The required password to enter the game was printed on the McDonald's themed Nintendo DSi Robinson received, however, another person working to find it, Coddy Trentuit, obtained it via inspection of the game's data in a hex editor.[16]

On January 12, 2022, the Twitter account Forest of Illusion, an account dedicated to video game preservation, announced the archival of eSMART 2.0, obtained via a private fundraiser.[4]

Since the game's ROM appeared online in 2020, a dedicated speedrunning community has emerged around eCrew Development Program—notably under the title "McDonald’s eCDP" on Speedrun.com.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The eCrew Development Program (eCDP; Japanese: クルトレ eCDP) is an educational video game for the , developed in 2010 as a training tool for new employees at restaurants in . Exclusively distributed internally to locations and never released for public retail sale, it simulates key fast-food operations through interactive scenarios and demonstrations to teach best practices in restaurant procedures. Developed in collaboration between Japan and , eCDP forms part of a series of DS-based software aimed at efficient employee in the quick-service restaurant industry. The game remained obscure outside corporate channels until 2020, when preservation efforts by gaming enthusiasts led to the dumping and online archiving of its ROM, allowing limited public access to this rare title. It serves as a companion to similar programs like eSMART 2.0, highlighting use of portable gaming hardware for standardized, engaging vocational . eCDP's content focuses on practical skills, utilizing the Nintendo DS's dual-screen interface for step-by-step guides, quizzes, and self-study modules on menu item preparation. Key training sections cover assembling orders such as Big Macs, Quarter Pounders, and , emphasizing hygiene, timing, and accuracy in high-volume environments. Additional features include order-taking simulations and performance assessments, designed to reinforce without requiring physical kitchen equipment.

Overview

Program Description

The eCrew Development Program (eCDP), also known as the Training Game, is an developed exclusively for the to train employees in . Designed as a simulation-based tool, it replicates key aspects of restaurant operations, including food preparation and , to provide experiences for new hires. Released in 2010, the program was distributed internally within Japanese division and limited to non-retail use at company restaurants, with no public availability. Its core format emphasizes practical simulations to build operational skills efficiently. The eCDP features interactive modules for hands-on training, self-study options that allow employees to review materials independently, and manager oversight tools for monitoring progress via performance statistics and player profiles.

Training Objectives

The eCrew Development Program's primary aim is to accelerate for new crew members at Japan by delivering hands-on virtual training through interactive simulations on consoles, enabling standardized and engaging skill acquisition in a format that employees can use both at work and during commutes. This approach facilitates faster learning compared to traditional methods, allowing new hires to master essential operational tasks more efficiently. Key objectives include achieving proficiency in core tasks such as burger assembly, processes, and protocols like workstation cleaning, all presented in a gamified style reminiscent of simulation games to enhance engagement and retention of practical knowledge. By emphasizing these skills, the program seeks to shorten real-world training durations while promoting consistency in procedures across Japan's extensive network of approximately 3,000 stores. The program incorporates built-in quizzes and assessments to evaluate comprehension and support certification of task mastery, ensuring uniform competency levels nationwide. Broader goals encompass aligning with overall strategy of using structured training to foster .

Gameplay

Core Mechanics

The eCrew Development Program utilizes a secure system that requires entry of a 6-digit store number and a store management ID, along with the device's to generate a serial code for . The program has two variants, one targeted at new crew members and another for existing employees, with interface and text in English and Japanese. Managers must then register a unique manager ID and password to initialize the , enabling oversight of training sessions and progress tracking across employees. Employee access is personalized through individual crew member IDs linked to the manager's account, allowing for store-specific and monitoring of competency development. User interactions rely on the touchscreen, where the stylus serves as the primary input method to mimic precise manual tasks, such as dragging ingredients to assemble burgers or tapping to time fry cycles. This control scheme facilitates hands-on simulations of restaurant workflows, with touch gestures enabling in a 3D environment. The program's progression is structured around four core modes: eCDP Exercise for self-directed study, guided tutorials within MGR Mode for managerial oversight and instruction, timed challenges in "Challenge the McDonald's" for skill assessment, and My History to review past performance and generate competency scores. These elements build from basic familiarization to advanced evaluations, with scores reflecting accuracy and efficiency in simulated tasks. Feedback is delivered through integrated audio and visual cues, including Japanese voice prompts that narrate instructions and corrections during exercises. Visual animations illustrate proper techniques or highlight errors—such as incorrect ingredient placement—with corrective sequences to reinforce learning without real-world consequences.

Training Modules

The training modules in the eCrew Development Program form the practical core of the initiative, delivering interactive simulations and self-study guides to instill standardized restaurant operations skills among new crew members. These modules emphasize hands-on proficiency in key areas, aligning with the program's broader objectives of ensuring consistent and efficiency across locations. Food preparation modules focus on foundational kitchen tasks, beginning with and . The module allows users to simulate the cooking process using interactions to practice preparation tasks. The module simulates preparation, focusing on cooking and portion control through interactive exercises. These exercises promote for high-volume production without requiring live equipment. Burger assembly training employs step-by-step sequences to build speed and precision in . The burger assembly module teaches precise ingredient placement and using touchscreen controls to simulate building burgers according to standards. The simulation tracks metrics like assembly time and ingredient placement accuracy, providing feedback to refine techniques for peak-hour demands. This module underscores the importance of uniformity in product presentation to maintain brand standards. Customer service modules include interactive scenarios for order-taking, add-ons, and resolving complaints, helping trainees practice efficient and interactions in a low-stakes . By navigating multiple outcomes, trainees learn to balance with , adapting to varied patron behaviors. Hygiene and safety modules integrate visual checklists and procedural walkthroughs to embed preventive habits. Key simulations cover proper handwashing sequences alongside equipment cleaning protocols, such as wiping surfaces and sanitizing utensils to avert cross-contamination. These interactive checklists highlight critical touchpoints like glove usage and spill response, ensuring compliance with regulations through repetitive, scenario-based practice.

Development

Conceptualization

The eCrew Development Program emerged in 2010 as McDonald's Japan faced operational challenges, including the closure of over 430 stores that year amid economic pressures, while maintaining a network of approximately 3,700 locations and high employee turnover. This context highlighted the need for efficient onboarding, with McDonald's Japan's Hamburger University training over 13,000 students annually to uphold service standards. Drawing inspiration from trends in corporate training and the DS's portability, the program was conceived to enable flexible, engaging learning sessions on-site or during off-hours, minimizing disruptions to operations. The DS platform's dual-screen design and touch capabilities were ideal for simulating tasks like order taking and food preparation, aligning with the shift toward interactive digital tools for employee development in the late . The initiative involved collaboration between Japan human resources teams and , tasked with translating restaurant standard operating procedures (SOPs)—such as hygiene protocols, menu assembly, and customer service routines—into an interactive digital format for hardware. This partnership built on McDonald's prior ties with since 2007 for in-store gaming services. Early prototypes emphasized training for entry-level crew members in high-turnover roles, prioritizing rapid skill acquisition for core tasks like burger assembly and register operations over in-depth management modules, with the goal of halving conventional training durations from several days to hours. These initial versions focused on bite-sized modules to foster quick mastery, reflecting the program's intent to address immediate staffing needs in a fast-paced environment.

Production Process

The production of the eCrew Development Program was handled by Japan in collaboration with , with development occurring in the lead-up to its 2010 rollout. The project, which had a of ¥200 million, focused on creating an educational tool to simulate real restaurant operations for employee training. To ensure authenticity, the program incorporated accurate models of equipment and step-by-step procedures based on actual store practices, drawing from the company's existing methodologies. This hands-on approach helped align the software with day-to-day tasks like order preparation and . The final product was finalized as a single-cartridge title with no online components, designed for reliable offline use in environments with low connectivity, such as busy restaurant settings. This format allowed for easy distribution and deployment across Japan's 3,700 locations without requiring additional hardware or internet access.

Release and Distribution

Internal Deployment

The eCrew Development Program was rolled out internally across Japan operations in 2010, with custom cartridges distributed directly to locations nationwide. The program was password-protected to ensure internal access only. Store managers assigned the program to new hires and part-time employees as a core component of , integrating it with practical duties to simulate real workflows. Trainees engaged in interactive sessions focused on tasks like order assembly and kitchen operations. The sessions referenced key training modules on food preparation and service protocols. The program was intended for widespread adoption across Japan locations by the end of 2010, with the goal of accelerating employee readiness and reducing training time.

Technical Specifications

The eCrew Development Program was developed exclusively for the and DSi handheld consoles, utilizing the standard ROM cartridge format typical of commercial DS titles. This physical cartridge medium facilitated portable, on-site training sessions within Japan restaurants without requiring additional peripherals or connectivity. The game's ROM size measures 256 MB. Released in , the program is entirely in Japanese. No software updates were issued after its initial deployment, preserving its original 2010 build without patches or expansions. Compatibility is restricted to original Nintendo DS and DSi hardware, as the program's internal-only distribution precluded official ports or emulation integrations, such as a release. The save system relies on the DS's internal , supporting multiple user profiles for managers and employees to track individual training completion without devices. This allowed seamless profile switching via store-specific IDs, accommodating shift-based usage in environments.

Rediscovery and Legacy

Loss and Search Efforts

The eCrew Development Program was eventually phased out, coinciding with the aging of hardware and McDonald's shift toward app- and tablet-based digital training solutions. Its extreme rarity stemmed from the absence of retail sales, with cartridges distributed solely to Japanese locations for internal use; many were subsequently discarded or secured in storage, elevating the program to "" status in the years following its release. Fan investigations into recovering the program emerged in the across online communities, including forums and video platforms, building momentum through shared footage and auction monitoring over the ensuing decade. These efforts peaked with the June 2020 listing of a physical copy on Yahoo Auctions , which was acquired by an enthusiast and led to the anonymous release of a complete ROM dump later that year. In the wake of the dump, community members developed and shared emulation guides on specialized research platforms such as The Cutting Room Floor, facilitating broader preservation and study.

Modern Access and Impact

Since its recovery in late 2020, the eCrew Development Program has become accessible to enthusiasts through fan-preserved ROM dumps, which can be emulated on platforms such as or DeSmuME. These dumps originated from a physical cartridge purchased on Yahoo Auctions , enabling community members to bypass the original's manager authentication via a custom tool. Setup guides, often shared on forums, detail the process of loading the ROM and configuring emulators to replicate the hardware, allowing users to explore its training simulations without proprietary hardware. This accessibility stems from collaborative search efforts that traced surviving cartridges after a decade of obscurity. Additionally, as of 2025, a fan-made English translation patch is available through Project eeCDP, further broadening access for non-Japanese speakers. The program has garnered cultural significance as a prominent example of "lost media" in gaming history, spotlighted in documentaries that chronicle its decade-long pursuit by preservationists. Its rarity as an unreleased, corporate-exclusive title has fostered niche communities, including speedrunning events streamed on Twitch, where participants optimize completion times for training modules like self-study sessions. These streams, often featuring real-time commentary on glitches and strategies, have drawn hundreds of viewers and highlighted the game's quirky educational design. Preservation initiatives have further ensured its survival, with detailed documentation on sites like The Cutting Room Floor cataloging unused assets, debug features, and audio tracks accessible via cheat codes. Sprite rips from the game's graphics have been archived for analysis, preserving visual elements such as menu interfaces and character animations that might otherwise vanish. Fan wikis compile gameplay mechanics and historical context, underscoring the vulnerabilities of proprietary media—internal tools like this one were nearly erased due to limited distribution and lack of public archiving. These efforts emphasize broader risks in corporate software preservation, where employee training materials can disappear without dedicated community intervention.

References

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