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IGCC x Akira Nishitani! (part1) igcc.jp/int-nishitani-…🇯🇵 this part covers his childhood, early history with games & joining Capcom

one tidbit: Yoshiki Okamoto used to run in-house game tournaments because at that time (~'85), 80% of Capcom's hires had no familiarity with games
they'd use the tournaments to decide who to put on cleaning duty; even as a newbie, Nishitani never lost, so he never once had to clean the office
IGCC x Akira Nishitani, pt.2! Nishitani discusses his early Capcom works, up to the conception of Street Fighter 2 igcc.jp/int-nishitani-…🇯🇵

one tidbit: Final Fight's "alchemy" trick was a conscious homage to Wonder Boy in Monster Land's lever-gacha bug
IGCC x Akira Nishitani, pt.3! they cover the Street Fighter 2 boom, the Super Famicom version, other fighting games released by rival companies & Nishitani's work on X-Men: Children of the Atom🇯🇵
one tidbit: before the release of COTA, Nishitani & Okamoto had to fly to New York & plead their case for their version of Sentinel—apparently Marvel hated all the "crazy Japanese anime robot" stuff Capcom invented & wanted them to stick to the canon but they put their foot down
Nishitani also wanted the Punisher game to have a really big Kingpin; Marvel said no because he's a regular human, but he put him in anyway

recently, he saw the Into the Spider-Verse version of Kingpin and immediately thought "oh come on, he's way bigger than our Kingpin was"
IGCC x Akira Nishitani, pt.4 (final)! Nishitani discusses his thoughts on Street Fighter III, his work on Street Fighter EX and Everblue, the making of the recent Fighting EX Layer & the game he wants to make next🇯🇵
Nishitani tends to choose projects that he's been dwelling on for a while & is sick of thinking about—FEXL was one such game, and now that that's out of his system for a while, he really wants to make a new belt-scroller

he recently imported the Capcom Home Arcade at a premium
(btw, the interview covers his precise involvement with Capcom's post-Final Fight belt scrollers but I didn't cover it because I figured it was covered elsewhere, but if it's not I'll come back to it later)
I had some time so I went back, quick rundown:

Punisher: he basically just played the prototypes every so often & told them what to fix or redo, "it turned out okay in the end"

Captain Commando: he came in specifically to design & adjust the st.2 boss, aka the paywall
of the post-FF belt scrollers, he was most involved with Alien vs. Predator: he came in partway through & at that point the game was fairly vanilla so he spent 3 months redesigning the game to be more freeform & over-the-top, with command inputs, heavier focus on projectiles, etc
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