You're going to need some receipts on Nintendo as there's no information against them. In fact, it's basically positives from ex-employees that worked into Nintendo per se.
This was Retro Studios.
"It was probably one of the worst experiences I've ever had," one developer on the project recalls. "We had a rough time with development in general. But we had an enforced almost year's worth of overtime. I think it was nine to 10 months of over time of at least minimum 12-hour days. I worked 48 hours straight on that project without sleeping. It was the worst."
https://www.polygon.com/2018/5/29/17386066/the-rocky-story-of-retro-studios-before-metroid-prime
On Wikipedia: "During the final nine months of
Metroid Prime's development, Retro's staff worked 80- to 100-hour weeks to reach their final milestone."
Here's an interview with a staff member who worked on Star Fox in Kyoto. If you think they were leaving at 6pm the times they weren't pulling all-nighters then I have a bridge to sell you.
"During Star Fox we only did a few late nighters, and when I say late night, I mean working until the wee hours of the morning preparing a build for the lot check at Uji or something like that. I enjoyed them thoroughly as that kind of thing works as a catalyst to bond the team and the game was exciting to work on, I don't recommend them often but every once in a while they can be fun like staying out past your bedtime when you were a kid.
Anyway.. on one of those nights Miyamoto was also there with us tuning last minute stuff and playing through the game and we all decided we needed some snacks and sustenance so at about 3am we all trudged out into the wintry night: Eguchi, Miyamoto, Yamada, Imamura, Watanabe and all, to trek to the nearest convenience store which I think was a Lawson's, and on the way Miyamoto was chatting about his student days and how he used to do all nighters to cram before tests and student exhibitions. Then his eyes suddenly lit up."
https://www.gonintendo.com/stories/...-back-on-the-all-nighters-programming-starfox
About Super Mario 64:
"In those days, Miyamoto would come to us at 11 PM, after he finished all of his board-member work, and say, "It's Mario time." At that point, we'd start a planning meeting that would run until 2 AM. At that point, Miyamoto would go home, leaving us with the words, "You should return home soon, for your health." Over the next two or three hours, we'd write the game design documents and summarize the instructions for our artists and programmers.
It was the craziest crunch time that I've ever experienced in my development career. But if the God of Games was working so much, could we give up? Miyamoto had incredible stamina."
https://gonintendo.com/stories/2774...-dev-on-department-pressures-miyamoto-s-pikmi