๐ŸJTG๐Ÿ

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๐ŸJTG๐Ÿ

๐ŸJTG๐Ÿ

@0JTG0

yes

๊ฐ€์ž…์ผ Nisan 2016
257 ํŒ”๋กœ์ž‰21 ํŒ”๋กœ์›Œ
๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
Senhor Linguica Pro
Senhor Linguica Pro@SrLinguicaVIVEยท
Usuรกrio nUt0225 e seu amigo estรฃo trabalhando em uma ROMHack de Pokรฉmon Platinum, onde serรก possรญvel jogar multiplayer em atรฉ 2 jogadores e personalizar o visual dos personagens. No vรญdeo estรฃo usando o emulador DeSmuME + um sistema de retransmissรฃo Lua/Python.
Portuguรชs
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๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
A$AP Roquai
A$AP Roquai@TonyR0quaiยท
2019 vs 2026
A$AP Roquai tweet mediaA$AP Roquai tweet media
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๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
Dexerto
Dexerto@Dexertoยท
Doug Bowser, President of Nintendo of America, has left his position after more than 10 years with the company
Dexerto tweet mediaDexerto tweet media
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๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKENยท
Iโ€™m no longer a developer / creator of the TEKKEN series. Harada_TEKKEN is completely dead.
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๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKENยท
Iโ€™d like to share that Iโ€™ll be leaving Bandai Namco at the end of 2025. With the TEKKEN series reaching its 30th anniversaryโ€”an important milestone for a project Iโ€™ve devoted much of my life toโ€”I felt this was the most fitting moment to bring one chapter to a close. My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas. I still remember carrying arcade cabinets by myself, encouraging people to โ€œPlease try TEKKEN,โ€ and directly facing the players right in front of me. The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator. Even as the times changed, those experiences have remained at the center of my identity. And even after the tournament scene grew much larger, many of you continued to treat me like an old friendโ€”challenging me at venues, inviting me out for drinks at bars. Those memories are also deeply precious to me. In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect. Those accumulated events made me reflect on the โ€œtime I have left as a creator.โ€ During that period, I sought advice from Ken Kutaragiโ€”whom I respect as though he were another fatherโ€”and received invaluable encouragement and guidance. His words quietly supported me in making this decision. Over the past four to five years, Iโ€™ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day. Looking back, I was fortunate to work on an extraordinary variety of projectsโ€”VR titles (such as Summer Lesson), Pokkรฉn Tournament, the SoulCalibur series, and many others, both inside and outside the company. Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me. To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude. Iโ€™ll share more about my next steps at a later date. Thank you very much for everything. ใ€Postscriptใ€‘ Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest. For 30 years I kept saying, โ€œIโ€™ll do it someday,โ€ and never once performed as a DJ at a tournament event. So instead, I will be releasingโ€”for the first and last timeโ€”a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement. Listening to it brings back many memories. Thank you again, sincerely, for all these years. โ€˜TEKKEN: A 30-Year Journey โ€“ Haradaโ€™s Final Mixโ€™ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7โ€ฆ December 8, 2025 - The Final Day of TEKKENโ€™s 30th Anniversary - Katsuhiro Harada [ๆ—ฅๆœฌ่ชž็‰ˆ (Japanese version)] ใ“ใฎใŸใณใ€2025ๅนดๆœซใ‚’ใ‚‚ใกใพใ—ใฆใ€็งใฏใƒใƒณใƒ€ใ‚คใƒŠใƒ ใ‚ณใ‚’้€€่ทใ™ใ‚‹ใ“ใจใซใ„ใŸใ—ใพใ—ใŸใ€‚ ้•ทใๆบใ‚ใฃใฆใใŸใ€Ž้‰„ๆ‹ณใ€ใ‚ทใƒชใƒผใ‚บใŒ30ๅ‘จๅนดใจใ„ใ†ๅคงใใช็ฏ€็›ฎใ‚’่ฟŽใˆใ€ใฒใจใคใฎๅŒบๅˆ‡ใ‚Šใจใ—ใฆๆœ€ใ‚‚ใตใ•ใ‚ใ—ใ„ๆ™‚ๆœŸใงใ‚ใ‚‹ใจ่€ƒใˆใŸใŸใ‚ใงใ™ใ€‚ ็งใฎๅŽŸ็‚นใฏใ€ๆ—ฅๆœฌใฎใ‚ฒใƒผใƒ ใ‚ปใƒณใ‚ฟใƒผใ‚„ใ€ๆตทๅค–ใ‚ณใƒŸใƒฅใƒ‹ใƒ†ใ‚ฃใฎๅฐใ•ใช่ฌ›ๅ ‚ใ‚„ใ‚ณใƒŸใƒฅใƒ‹ใƒ†ใ‚ฃใ‚ปใƒณใ‚ฟใƒผใงใ€ใพใ ๅฐ่ฆๆจกใชใƒˆใƒผใƒŠใƒกใƒณใƒˆใ‚’ใ‚ตใƒใƒผใƒˆใ—ใฆใ„ใŸๆ™‚ไปฃใซใ‚ใ‚Šใพใ™ใ€‚ ใ‚ขใƒผใ‚ฑใƒผใƒ‰็ญไฝ“ใ‚’่‡ชใ‚‰้‹ใณ่พผใฟใ€ใ€Œ้‰„ๆ‹ณใ‚‚ใœใฒ้Šใ‚“ใงใฟใฆใปใ—ใ„ใ€ใจๅฃฐใ‚’ใ‹ใ‘ใชใŒใ‚‰ใ€็›ฎใฎๅ‰ใฎๅ‚ๅŠ ่€…ใจๅ‘ใๅˆใฃใŸๆ—ฅใ€…ใ€‚ ใ‚ใฎๅ ดใงไบคใ‚ใ—ใŸ่จ€่‘‰ใ‚„็ฉบๆฐ—ใŒใ€็งใจใ„ใ†้–‹็™บ่€…ใฎๆ ธใ‚’ๅฝขไฝœใ‚Šใพใ—ใŸใ€‚ ๆ™‚ไปฃใŒๅค‰ๅŒ–ใ—ใฆใ‚‚ใ€ใ‚ใฎ็ตŒ้จ“ใŒ่‡ชๅˆ†ใฎไธญๅฟƒใซใ‚ใ‚Šใพใ™ใ€‚ ใใ—ใฆใƒˆใƒผใƒŠใƒกใƒณใƒˆใ‚ทใƒผใƒณใŒๅคงใใๆˆ้•ทใ—ใŸๅพŒใ‚‚ใ€็š†ใ•ใ‚“ใฏๆ—ง็Ÿฅใฎๅ‹ไบบใฎใ‚ˆใ†ใซ็งใซๅฃฐใ‚’ใ‹ใ‘ใ€ไผšๅ ดใงๅฏพๆˆฆใ—ใŸใ‚Šใ€ใƒใƒผใงใ€Žไธ€็ท’ใซ้ฃฒใ‚‚ใ†ใ€ใจ่ช˜ใฃใฆใใ‚Œใพใ—ใŸใ€‚ ใใ‚Œใ‚‰ใ‚‚ใพใŸใ€ๅคงๅˆ‡ใชๆ€ใ„ๅ‡บใงใ™ใ€‚ ใ“ใ“ๆ•ฐๅนด้–“ใ€็ง็”ŸๆดปใซใŠใ„ใฆใฏๅ‹ไบบ้”ใจใฎๆญปๅˆฅใŒใ‚ใ‚Šใ€ไป•ไบ‹ใซใŠใ„ใฆใฏใ€็งใŒๅฐŠๆ•ฌใ™ใ‚‹ๅคšใใฎๅ…ˆ่ผฉๆ–นใฎๅผ•้€€ใ‚„้€ๅŽปใซ่งฆใ‚Œใฆใใพใ—ใŸใ€‚ ใใ†ใ—ใŸๅ‡บๆฅไบ‹ใฎ็ฉใฟ้‡ใญใŒใ€็งใซใ€Ž้–‹็™บ่€…ใจใ—ใฆๆฎ‹ใ•ใ‚ŒใŸๆ™‚้–“ใ€ใซใคใ„ใฆ่€ƒใˆใ‚‹ๅฅ‘ๆฉŸใ‚’ไธŽใˆใพใ—ใŸใ€‚ ใใฎ้Ž็จ‹ใงใ€็งใŒใ‚‚ใ†ไธ€ไบบใฎ็ˆถ่ฆชใฎใ‚ˆใ†ใซๆ•ฌๆ„›ใ™ใ‚‹ไน…ๅค›่‰ฏๆœจๅฅใ•ใ‚“ใซใ‚‚็›ธ่ซ‡ใ—ใ€่ฒด้‡ใชๅŠฉ่จ€ใจๅŠฑใพใ—ใฎใŠ่จ€่‘‰ใ‚’ใ„ใŸใ ใใพใ—ใŸใ€‚ ใ“ใฎ่จ€่‘‰ใ‚‚ใพใŸใ€ไปŠๅ›žใฎๆฑบๆ–ญใ‚’้™ใ‹ใซๅพŒๆŠผใ—ใ™ใ‚‹ใ‚‚ใฎใจใชใ‚Šใพใ—ใŸใ€‚ ใใ—ใฆใ€ใ“ใฎ4ใ€œ5ๅนดใ‚’ใ‹ใ‘ใฆ็งใฎๆ‹…ใฃใฆใใŸใ™ในใฆใฎๆฅญๅ‹™ใ‚„ใ‚นใƒˆใƒผใƒชใƒผใ‚„ไธ–็•Œ่ฆณใ€ใใ—ใฆ่ฒฌๅ‹™ใ‚’ใƒใƒผใƒ ใซๆฎต้šŽ็š„ใซๅผ•ใ็ถ™ใŽใ€ไปŠๆ—ฅใซ่‡ณใ‚Šใพใ™ใ€‚ ๆŒฏใ‚Š่ฟ”ใ‚Œใฐใ€VRไฝœๅ“๏ผˆใ‚ตใƒžใƒผใƒฌใƒƒใ‚นใƒณใชใฉ๏ผ‰ใ‚„ใ€Žใƒใƒƒๆ‹ณใ€ใ€ใ‚ฝใ‚ฆใƒซใ‚ญใƒฃใƒชใƒใƒผใ‚ทใƒชใƒผใ‚บใ‚’ใฏใ˜ใ‚ใ€่‡ช็คพไป–็คพๅ•ใ‚ใšๆ•ฐๅคšใใฎใƒ—ใƒญใ‚ธใ‚งใ‚ฏใƒˆใซๆบใ‚ใ‚‹ๆฉŸไผšใซๆตใพใ‚Œใพใ—ใŸใ€‚ ใ„ใšใ‚Œใฎใƒ—ใƒญใ‚ธใ‚งใ‚ฏใƒˆใ‚‚ๆ–ฐใ—ใ„็™บ่ฆ‹ใจๅญฆใณใซๆบ€ใกใ€ใ‹ใ‘ใŒใˆใฎใชใ„็ตŒ้จ“ใจใชใ‚Šใพใ—ใŸใ€‚ ใ“ใ‚Œใพใงๆ”ฏใˆใฆใใ ใ•ใฃใŸ็š†ๆง˜ใ€ไธ–็•Œไธญใฎใ‚ณใƒŸใƒฅใƒ‹ใƒ†ใ‚ฃใฎ็š†ๆง˜ใ€ใใ—ใฆ้•ทๅนดใจใ‚‚ใซๆญฉใ‚“ใงใใŸไปฒ้–“ใŸใกใซๆทฑใๆ„Ÿ่ฌ็”ณใ—ไธŠใ’ใพใ™ใ€‚ ๆฌกใฎๆญฉใฟใซใคใ„ใฆใฏใ€ๆ”นใ‚ใฆ็š†ๆง˜ใซใŠไผใˆใ„ใŸใ—ใพใ™ใ€‚ ใ“ใ‚Œใ‹ใ‚‰ใ‚‚ใ€ใฉใ†ใžใ‚ˆใ‚ใ—ใใŠ้ก˜ใ„ใ„ใŸใ—ใพใ™ใ€‚ +ใ‚ใจใŒใ 2025ๅนดๆœซใ‚’ใ‚‚ใฃใฆ้€€่ท่‡ดใ—ใพใ™ใŒใ€2026ๅนด1ๆœˆๆœซใฎTWT FINALใซใฏ้ก”ใ‚’ๅ‡บใ—ใฆใปใ—ใ„ใจไผš็คพใ‹ใ‚‰ใŠ้ก˜ใ„ใ•ใ‚Œใฆใ„ใ‚‹ใ“ใจใ‚‚ใ‚ใ‚Šใ€FINALใซใฏใ‚ฒใ‚นใƒˆใจใ—ใฆ้ก”ใ‚’ๅ‡บใ™ใจๆ€ใ„ใพใ™ใ€‚ ใ“ใ‚Œใพใง30ๅนด้–“ใ€Žใ„ใคใ‹ใ‚„ใ‚‹ใ‚ˆใ€ใจ่จ€ใ„็ถšใ‘ใฆใ‚„ใฃใฆใ“ใชใ‹ใฃใŸใƒˆใƒผใƒŠใƒกใƒณใƒˆใ‚คใƒ™ใƒณใƒˆใงใฎDJใงใ™ใŒใ€ใใฎไปฃใ‚ใ‚Šใจใ—ใฆโ€œๆœ€ๅˆใงๆœ€ๅพŒใฎDJ้ขจ60ๅˆ†ใƒŽใƒณใ‚นใƒˆใƒƒใƒ—้‰„ๆ‹ณใƒŸใƒƒใ‚ฏใ‚น๏ผˆ็งใซใ‚ˆใ‚‹ๅˆ็ทจ้›†DJ mix๏ผ‰โ€ใ‚‚ใ€ไปŠๅ›žใฎใƒใ‚นใƒˆใซๅˆใ‚ใ›ใฆๅ…ฌ้–‹ใ—ใพใ™ใ€‚ โ€˜TEKKEN: A 30-Year Journey โ€“ Haradaโ€™s Final Mixโ€™ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7โ€ฆ ๆง˜ใ€…ใชๆ€ใ„ๅ‡บใŒ่˜‡ใ‚Šใพใ™ใ€‚ๆ”นใ‚ใฆ็š†ใ•ใ‚“ใ‚ใ‚ŠใŒใจใ†ใ”ใ–ใ„ใพใ—ใŸใ€‚ 2025ๅนด12ๆœˆ8ๆ—ฅ - ้‰„ๆ‹ณ30ๅ‘จๅนดๆœ€็ต‚ๆ—ฅ - Katsuhiro Harada
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๐ŸJTG๐Ÿ ๋ฆฌํŠธ์œ—ํ•จ
Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKENยท
Itโ€™s hard to believe, but Itagaki-sanโ€ฆmy senior from university and my rival as a creator has passed away. The last message I ever received from him was, โ€œLetโ€™s go drinking. Letโ€™s make some noise soon!โ€ To think that heโ€™s gone at just 58 years oldโ€ฆ Yes, everyone dies eventually โ€ฆthatโ€™s inevitable. But youโ€ฆ isnโ€™t it a bit too soon? Didnโ€™t you say you were going to defeat me someday? Didnโ€™t you come to my wedding, wearing your usual black leather jacket and sunglasses, and call me your comrade-in-arms? Didnโ€™t you tell me to come to you whenever I was in trouble? I never even got the chance to consult you about anything. Honestlyโ€ฆ Iโ€™m really depressed. โ€”Itagakiโ€™s final message (English translation)โ€” Words I Leave Behindโ€จThe flame of my life is finally about to go out.โ€จIf this message has been posted, it means that the time has come. I am no longer in this world.โ€จ(This final post has been entrusted to someone dear to me.) My life was a series of battles. And I kept on winning.โ€จI know I caused trouble for many along the way.โ€จBut I followed my convictions and fought to the very end.โ€จI have no regrets. Only one thing weighs on me โ€” Iโ€™m deeply sorry to all my fans that I couldnโ€™t bring you a new work. I truly am.โ€จThatโ€™s just how it is.โ€จSo it goes. Tomonobu Itagaki โ€”โ€”-
Katsuhiro Harada tweet mediaKatsuhiro Harada tweet mediaKatsuhiro Harada tweet mediaKatsuhiro Harada tweet media
Katsuhiro Harada@Harada_TEKKEN

Hmm, Iโ€™m not sure how you perceive my relationship with Mr. Itagaki, but I can tell you itโ€™s likely different from what you imagine. Let me provide a general overview and some key topics regarding my history with Mr. Itagaki. However, consider this a warning. What follows is content that would normally be covered in media interview articles, and Iโ€™d strongly advise any impatient fighting game fans out there to stop reading now. No, scratch thatโ€”this is a serious warning. If you have a typical level of patience and common sense, youโ€™re better off not reading further. If you do, thereโ€™s a high chance youโ€™ll either give up midway, fall asleep, or subject yourself to the pain of endless scrollingโ€”even on a 100-inch tall vertical smartphone screen. Even then, Iโ€™ve omitted most of the events and focused only on the major incidents. Let me make this clear: Iโ€™ve warned you ahead of time. If anyone dares to respond with โ€œtoo longโ€ after this, theyโ€™ll be sent straight to their ancestorsโ€™ graves and permanently muted. Why? Because I specifically said, โ€œDonโ€™t read this.โ€ Now, what Iโ€™m about to discuss happened during the old Namco era and has almost nothing to do with the post-merger Bandai Namco era. So, younger generations and employees who joined after the Bandai Namco merger, consider yourselves exempt from this context. Also, please forgive any translation errors or nuances that I might have misinterpretedโ€”Iโ€™m still stuck at the English level of my university days. Yes, Iโ€™ve warned you about everything. You should not read further. Youโ€™ll regret it if you do. [[ 1. First Contact ]]-- It was during the 1990s when the first Dead or Alive (DOA) was announced. On the way back from a game show, I happened to run into SEGAโ€™s Virtua Fighter (VF) team (who would later become the heads of SEGA-AM2) at a station. Coincidentally, Mr. Itagaki also appeared. The key people behind VF, Tekken, and DOA were all there by chance, so we decided to take advantage of the opportunity and went out for drinks at an izakaya in Shinjuku. At the izakaya, I and two members of SEGA-AM2 got into an animated discussion about shared technical topics. At the time, Namco shared some animation control techniques with SEGA through engineers we had headhunted from SEGA. Of course, just a few years later, the Tekkenproject independently developed its own animation control technology from scratch. (The knowledge and foundational technologies developed by the Tekkenproject at that time would become the very origins of Bandai Namcoโ€™s human action development technologies today. Surprisingly, many Bandai Namco employees are unaware of this fact: Tekken is the ancestor of Bandai Namcoโ€™s polygon-era animation and action control technologies. Without this foundation, itโ€™s self-evident we wouldnโ€™t have been able to co-develop Super Smash Bros.with Mr. Sakurai). Mr. Itagaki listened with great interest as I and the SEGA executives discussed these topics. Later, we all bonded over casual, non-work-related chatter about games. One moment stands out even after nearly 30 years: Mr. Itagaki said to me, โ€œMr. Harada, youโ€™re a really approachable and funny person.โ€ At that time, Mr. Itagaki still addressed me using polite language (and of course, I did the same for him). In other words, we didnโ€™t know much about each other yet, and our relationship was very professional and gentlemanly at the time. [[ 2. What Itagaki Discovered ]]-- A few months after the VF, Tekken, and DOA drinking session, I happened to run into Mr. Itagaki again at another gaming event. He approached me and said, โ€œHarada, youโ€™re from Waseda University, arenโ€™t you? I also went to Waseda, and our time there overlapped. That makes you my junior.โ€ I responded, โ€œI might be your junior, but I donโ€™t think we were there at the same time.โ€ However, he said, โ€œNo, I was so busy with mahjong every day that it took me seven years to graduate. Iโ€™m sure we were there at the same time. In fact, I remember seeing you during our university days. You were the captain of the yacht racing team, werenโ€™t you?โ€ Yes, Mr. Itagaki had thoroughly researched my background and discovered that I was his junior. From then on, he started referring to me as his junior and speaking to me in the casual tone of a senior addressing a junior, dropping the polite language entirely. [[ 3. The Beginning of Itagakiโ€™s Media Strategy ]]- Mr. Itagaki wasnโ€™t just a game designer or director; more than anything, he was starting to show his prowess as a producer. This became clear to me after he left Tecmo when he explicitly told me as much. Back then, he began seriously thinking about how to elevate DOA to surpass Tekken in terms of marketing and branding. Letโ€™s rewind a bit to the past. During that time, the arcade gaming market was still thriving. SEGA and Namco were the two giants dominating the Japanese arcade market. Not only did they develop games, but they also operated their own arcade chains domestically and internationally, managing a significant share of game distribution and publishing as well. Mr. Itagaki recognized that Tecmo couldnโ€™t compete against this level of marketing and publishing power. As a result, he explored media strategies using not only print magazines but also the emerging internet media of the time. Despite his outwardly emotional demeanor, Mr. Itagaki had a very cool and calculated eye for analyzing resources and strategy. Among his various strategies, one was to deliberately โ€œbiteโ€ at Tekken to draw media attention. In doing so, he even called me out by name and criticized Tekkenโ€™s game design and other aspects. Let me emphasize: this was just one of the many strategies he employed, not his only approach. [[ 4. An Uneven Relationship ]]-- Due to the media strategy I just described, the Tekken project team was initially baffled. In one magazine, for instance, Mr. Itagaki used a two-page spread to openly criticize Tekken and my name, delivering a highly aggressive interview. In overseas magazines and internet media, especially in Western gaming outlets, the attacks escalated further, with harsher criticism of both Tekken and myself. Meanwhile, I was ordered by my superiors at Namco to remain completely silent. In other words, I was strictly forbidden to respond in any way to Mr. Itagakiโ€™s attacks. This dynamic of โ€œHarada remains silent while Itagaki attacksโ€ lasted for about ten years, roughly from the late 1990s until around 2007, after the release of DOA4at the end of 2005. Looking back, itโ€™s clear that under these circumstances, there was absolutely no chance for Mr. Itagaki and me to develop a friendly relationship. In fact, during those ten years, I spent much of my time wondering, โ€œWhy is Mr. Itagaki so fixated on targeting and attacking me?โ€ [[ 5. The Sudden Summons Incident ]]-- Letโ€™s rewind to 1998. Out of the blue, Mr. Itagaki called Namco directly and asked for me by name. As I mentioned earlier, Mr. Itagaki had already started his media strategy of targeting Tekken and had learned that I was his junior from university. Given the strained relationship I had with him at the time, his call left me deeply confused. Cautiously, I picked up the phone. He said, โ€œCould you come to Tecmoโ€™s headquarters? Just you, alone.โ€ It reminded me of getting summoned by a delinquent upperclassman behind the school building back in middle school. For a moment, I considered declining, but in the end, my curiosity got the better of me. I agreed to his request and headed to Tecmoโ€™s headquarters the following day, alone. When I arrived, Mr. Itagaki himself greeted me and led me into a small room. There, I saw something covered with a cloth that looked like an arcade cabinet. Like a magician performing a stage act, he dramatically removed the cover with a flourish. Underneath was an arcade cabinet and CRT monitor, revealing something for the first time: the development build of DOA2,which had not yet been announced (it would debut in arcades a year later in the fall of 1999). โ€œYouโ€™re the first outsider to see this screen,โ€ he said. More than the game itself, I was bewildered by his magician-like presentation. That aside, he had two main purposes for summoning me. First, he wanted to sell more DOA2boards to the arcade market. At the time, SEGA and Namco were the two largest buyers of arcade boards due to their extensive arcade chains. Normally, he would have approached Namcoโ€™s sales team, but he felt that wasnโ€™t enough. Instead, he sought validation from a developer like me, hoping my endorsement would lead to Namco purchasing more DOA2 boards. Second, he wanted to gauge DOA2โ€™sperformance and see how the Tekken project would react. If I so much as scoffed at DOA2, he would take it as evidence that Tekkenhad superior technology and confidence. On the other hand, if I showed any signs of being impressed or unsettled, he would use that as a benchmark to compare Team Ninjaโ€™s position to the Tekkenproject. After presenting the concept briefly, he said, โ€œAlright, give it a try!โ€ When I pressed the start button, he sat down right next to me, as if we were about to face off. I chose Kasumi under his unspoken pressure and began playing. Just seconds into the match, after pressing the punch button three times, he asked, โ€œWell? What do you think?โ€ I was completely thrown off. What could I possibly judge after only a few seconds? I instinctively replied, โ€œIt feels good to play.โ€ I expected him to retort with, โ€œHow could you know after just a few seconds?โ€ Instead, he responded with: โ€œSee? I told you, Harada.โ€ At that moment, I was genuinely confused. Was he serious? Was this some kind of hidden-camera prank? To be fair, DOA2 was already demonstrating impressive technical achievements for its time, even in its unfinished state. However, his insistence on immediate feedback and constant explanations while I played left me overwhelmed with information. Later, I learned from a former Team Ninja member that after my visit, Itagaki returned to the development floor and declared, โ€œToday, we beat Tekken.โ€ While I was merely startled by his approach, he took it as proof that I was overwhelmed by DOA2โ€™sperformance. [[ 6. Itagakiโ€™s Analysis and Strategy ]]-- Later, Mr. Itagaki explained to me that he had felt a significant sense of accomplishment from his media strategy at the time. His aggressive stance against rival titles clearly led to a significant increase in readership, especially in Western gaming media. He told me that this approach, while unpopular in Japanโ€”where comparative advertising was frowned uponโ€”was highly effective overseas. Additionally, Itagaki was known by some for his vast knowledge of global history and military affairs, particularly World War II. He likened the relationship between DOA and Tekken to warfare. He believed that winning a war required thorough reconnaissance of the enemyโ€™s resources, so he conducted a detailed analysis of the Tekken projectโ€™s capabilities. In his personal office, he even displayed a chart analyzing Namcoโ€™s Tekken project teamโ€™s strength. He began with the game staff credits, meticulously investigating the educational background, career history, skills, and achievements of the individuals listed. (This was how he discovered, as mentioned earlier, that I was his junior at Waseda University.) He also analyzed the order in which names appeared in the credits, finding patterns like this: those listed at the top of each unit were not necessarily core technical contributors. Instead, they were likely managers skilled in people management or senior staff moving away from hands-on work. According to Itagaki, my presence as a young team leader at the time didnโ€™t align with these patterns, which made me stand out as an unusual figure to keep tabs on. He was correct in his assessment. At the time, I was privileged to work with brilliant individuals, some 10 years my senior, including directors and programmers regarded as geniuses. These senior colleagues provided me with exceptional support, allowing me to lead game design in an environment where I was, in a sense, โ€œspoiled.โ€ They often asked, โ€œHarada, what do you want to do? What do you need? Weโ€™ll provide anything.โ€ It was an extraordinary setup that made me something of an anomaly in the industry. When our rivalry ended, Mr. Itagaki showed me his analysis chart during a later conversation, and I was astonished by its accuracy. It identified key figures in the Tekken project who were instrumental at the time. Seeing it left me with an eerie feeling. During the late 1990s and early 2000s, when the gaming industry had yet to establish sophisticated marketing analyses, Itagaki had a detailed understanding of Tekkenโ€™s sales figures and customer demographics. Using this data, he developed strategies to elevate DOAโ€™s brand recognition by directly opposing Tekken in the media. At the same time, his product development strategy avoided head-on collisions with Tekken.Instead, he identified โ€œneeds that Tekken didnโ€™t fulfillโ€ and areas where DOA could excel technically, crafting a distinct direction for his game. This is why DOA ultimately offered gameplay and targeted a market audience different from Tekkenโ€™s. [[ 7. After the War ]]-- After Mr. Itagaki left Tecmo in 2008, he called me again. At the time, our dynamic hadnโ€™t changed much from the previous ten yearsโ€”I still perceived our relationship as adversarial. Yet, there he was, calling me once again. He invited me to dinner, where he shared that he had left Tecmo. During the meal, he said something surprising: โ€œHarada, you were my comrade-in-arms.โ€ I realized then that this was how he saw our relationship. He explained his strategies and thoughts from that time in detail, stating explicitly: โ€œI never had any grudge against you, Namco, or Tekken. On the contrary, I respected you all. When I compared the power dynamics in development, sales, and publishing, it was clear that a straightforward approach wouldnโ€™t work. I had to employ every strategy I could. Iโ€™m sorry for everything.โ€ Then, he turned the tables and asked about Tekkenโ€™sstrategies, particularly in terms of production, branding, and marketing. I explained many things but emphasized this: Since the 1990s, Iโ€™ve been visiting arcade venues worldwide to see how players were engaging with my games. I also met with numerous arcade operators and distributors. Around the late โ€™90s, I quickly noticed the rapid decline of the arcade market in the West (arcades were shutting down at an alarming rate). This signaled that the battleground for fighting games was shifting from arcades to home consoles. More importantly, the value of โ€œone play for 100 yenโ€ (or 25 cents in the US) was disappearing. The incentive for the winning player to keep playing on a single coin was fading, as was the risk of losing coins for the losing player. This fundamentally changed the value perception of fighting games as a form of entertainment. Realizing this, we shifted Tekkenโ€™sstrategy toward establishing fighting games as a viable product for home consoles (As you may know, TEKKEN was ahead of its time in the genre, having developed and released modes like Tekken Ball (which came before DOA Beach Volleyball), belt-action modes such as TEKKEN FORCE, and pre-rendered movies and story campaign modes that went beyond the typical scope of fighting games). In addition to this, I explained to him how I became aware of the emergence of "community events," especially in North America, as arcades began to decline. At that time, these events were at a grassroots level. They ranged from small gatherings at someoneโ€™s house to tournaments held in university halls or community centers. Over time, they grew into larger tournaments hosted in hotel ballrooms and gymnasiums. I recognized the potential of these events early on and began providing behind-the-scenes support to those communities. Specifically, we offered free rentals of arcade cabinets and game boards, took care of transport and setup, and occasionally provided small prizes like posters for tournament winners. In fact, many veteran players in their 40s and 50s today may not have known my name or who I was back then, but some might remember seeing me quietly setting up arcade machines at venues (without even wearing sunglasses back then). During this time, Street Fighter had gone into a decade-long hibernation following Street Fighter III, and the decline of arcades accelerated as gaming markets shifted. Even as other fighting game series disappeared, I focused on maintaining both an active home console market and a foothold in the Asian arcade market. In fact, the method of constantly releasing new games in the series without a break, and using the huge profits made from arcade boards and in-game purchases to fund the development of console versions, was surprisingly able to continue all the way up to Tekken 7. This included supporting the grassroots tournament community (the FGC, or Fighting Game Community) to keep our business and development ongoing. At the time, I can confidently say that very few developers were paying attention to the growing tournament scene in the West. How do I know this? Because during those years, I was often the only Japanese developer on-site, personally delivering cabinets and boards or observing events. While marketing representatives from various companies were present, I rarely saw other developers engaging directly with these communities. This approach allowed Tekken to continue its numbered releases steadily, even through the "winter" of the arcade market. While the Virtua Fighter series fell silent, we expanded into the Western market and secured a significant share. I believed that when I faced my own hardships, no one would come to my aid, but the support from an external entityโ€”namely, the core fighting game community in the marketโ€”would be the only thing I could rely on. I told Mr. Itagaki that I had kept this strategy under wrapsโ€”neither sharing it with other teams in the company nor discussing it with developers from other companies. I simply worked on it quietly. Upon hearing this, he was surprised and said, โ€œWhat? Thatโ€™s not what a developer is supposed to do! Really? Youโ€™re more action-oriented than I expected.โ€ It seemed that he had a stereotypical image of game developers born in the 1970s as people who stayed in their offices, glued to monitors, endlessly coding. To be fair, that was also part of my work, but by the late 1990s, I was using the development downtime between projects to travel around the world. [[[ Putting an End to the Conflict ]]-- Through this exchange of past strategies, I finally resolved my long-standing feud with Mr. Itagaki. This happened in late 2008. After that, every year-end, Iโ€™d receive a drunken phone call from him, which became something of a tradition. (That said, I havenโ€™t received one in the last few years, come to think of it.)

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Doug Bowser
Doug Bowser@thetruebowserยท
Today, I announced my plan to retire from Nintendo, effective December 31, 2025. Nintendo has been an integral part of my life for 44 years, starting with Donkey Kong Arcade as a kid in college. It has been an honor to contribute to this incredible company and bring our beloved characters and worlds to fans through our video games, theme parks, and movie experiences. I extend my best wishes to Devon Pritchard as she leads Nintendo of America forward, and I thank all of you for your passion and support of Nintendo and you can count on me to remain a Nintendo fan!
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dille
dille@flurryfrenzyยท
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KreekCraft
KreekCraft@KreekCraftยท
Making these games 18+ solves the problem of inappropriate content for minors I guess. But I still don't think virtual sex games should be on the platform. ๐Ÿคทโ€โ™€๏ธ
RTC@Roblox_RTC

In response for 17 year olds being allowed into social hangouts that include "private spaces," such as bathrooms or bedrooms, Roblox has stated they are now "considering 17 vs 18" for these experiences.

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Lost Media Busters
Lost Media Busters@MediaBusterALTยท
In posting SO many leaked clips, pilots, and trailers, our original account was finally suspended today. Luckily, we've had this backup account set up for YEARS! The Lost Media Busters shall continue on this account from here on out! Shares/retweets are appreciated!
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ayaseina
ayaseina@ayaseinaยท
POV: you made the worst decision of your life
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