#Keiji Inafune
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Mega Man & Bass Super Nintendo Entertainment System 1998
#gaming#video games#retro gaming#nostalgia#aesthetic#90s#1990s#pixel art#1998#capcom#mega man#megaman#mega man and bass#megaman and bass#nintendo#snes#super nintendo entertainment system#super nintendo#super famicom#retro games#gif#game gifs#water#keiji inafune
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『Capcom vs. Osamu Tezuka Characters』 Mega Man-style Astro Boy Sprites
Capcom vs. Osamu Tezuka Characters isn't a video game, but an art project created by the two title companies. Exhibits have been held twice now, the first event was simply called Capcom vs. Osamu Tezuka Characters whereas the follow-up was titled Capcom vs. Osamu Tezuka Characters'.
The pieces created for this collaboration are a delight to flip through. Seeing Capcom characters like Chun Li, Leon Kennedy and Phoenix Wright rendered in Tezuka's classic style is something I never knew I needed. And of course, Mega Man looks incredible when styled like Astro Boy.
Capcom's characters weren't the only ones to sport a new look, Tezuka's characters were also rendered to reference the artistry of Capcom's creatives ( Hyakkimaru by Shinkiro! 😱 ). One of the more clever ways the video game developer achieved this is by using pixel art.
These Mega Man-style Astro Boy sprites were created for promotional materials and merchandise. Since there's no game to rip these sprites from, I assembled these by eyeballing those references.
Most of the 8-bit Astro Boy sprites are simple edits of Mega Man's, but two (mostly) original sprites were created to reference some of his signature gestures/actions.
(I had to make an educated guess as to what shades of grey, red and yellow to use since these are recreations and not actual sprite rips. Them the breaks!)
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SOURCES ↴
Capcom vs Osamu Tezuka Characters (2021) scanned and uploaded by @rockmiyabideusexmachina
#astro boy#mighty atom#mega man#rockman#osamu tezuka#akira kitamura#keiji inafune#bengus#shinkiro#tezuka productions#capcom#nintendo#nintendo entertainment system#NES#family computer#famicom#8 bit#pixel art#sprite art#write up
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Some bot content for my bot followers.
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A kronk and Scrooge McDuck DuckTales (NES)
Pixel art by Keiji Inafune, who went on to become Capcom's Global Head of Production.
This is actually the slightly altered ROM from the PC/Steam version of The Disney Afternoon Collection (just got it in a Steam sale for $4.99)--it removes mention of Nintendo from the title screen. Dumped with game-extraction-toolbox and played in Mesen.
Might've been the first time I played through the game since renting it circa when it came out in '89--although I'm not sure I ever cleared it all the way through in one sitting as a kid!
Session: https://youtu.be/VJw4-Fd_Njg
#kronk#scrooge mcduck#ducktales#nes#nintendo#keiji inafune#capcom#disney#steam#pc gaming#disney afternoon collection#steam sale#mesen#game extraction toolbox#pixel art#pixels#alien#duck#retro#video game
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Send ✏ (or "PENCIL") for mun to write about a muse they thought about trying to roleplay or one they are already roleplaying outside Tumblr RPC.
Do you remember Mighty Number 9? I know it has a bad rep, but I have a soft spot for it, which is evident since I have a restored Ray as muse. But this isn't about Mighty Number 9, but another series Keiji Inafune promised us afterwards, but many have forgotten about after Mighty Number 9 flopped…
Red Ash: The Incredible Legend is a series, heavily inspired by Mega Man Legends. All we got when it comes to info is the Red Ash Magicicada video, and if I Role-played as them, I would have to rely on a lot of head canon, but if I could figure everything out, I would love to have Beck, Call, and Tyger from the Red Ash series. I think it would be a lot of fun and bring new life to this forgotten trio. I really hope if I ever get to role-play these three, I can do them justice with what little information we have…
#administrator (ooc)#leleamo#mini game (ask meme)#Red Ash Magicicada#Keiji Inafune#mighty number 9#mega man legends#Red Ash the incredible legend#red Ash gear world
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The Virgin Modern Mega Man:
Neglected by Capcom.
Give us an original game for once.
Mega Man 11 had to take 8 years to make after Mega Man 10.
No X9, what we get is a g*cha game and also re-releases of older games.
Legends 3 which got cancelled.
Games made without Keiji Inafune's involvement due to the latter leaving Capcom.
Is less alive compared to other company mascot franchises like Mario and Sonic.
Series had to be in crossovers to keep being alive and relevant.
X DiVE NFTs
The Chad 90s Mega Man:
Actually cared by Capcom.
More original games.
Numbered installments that do not have 8 year sequel gaps.
Introduced the X series which was more liked than Classic and Zero who was the most liked character to the point of getting his own series.
Introduced the Legends series and characters like Volnutt and Tron.
Games made with Keiji Inafune's involvement as a father, artist and long-time contributor of the franchise.
Is as alive as other company mascot franchises like Mario and Sonic.
Series didn't always need to be in crossovers to stay alive.
No NFTs, especially from a g*cha game.
#virgin vs chad#mega man#mega man x#megaman#megaman x#rockman#mega man classic#zero megaman#megaman zero#rockman x#mmz#mega man 11#mega man legends#rockman dash#keiji inafune#meme#blastoisezero87
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Mighty No. 9
So, whilst I'm still working on my replay of Mega Man 7 (you think I'm reviewing these things after just one play? Poor form!) I decided to change it up and throw Mighty No. 9 into the mix.
Y'know, the one INAFKING (Keiji Inafune) himself left Capcom to make in lieu of there apparently not being any new Mega Man games -- before Capcom made the, frankly, fucking spectacular Mega Man 11.
MN9 is not spectacular.
So the Internet has decreed, this is an abomination of a game that neither lived up promises from the Kickstarter campaign, or to its premise as a Mega Man spiritual follow-up. Only, I think in the terms of the latter it kinda did. And kinda didn't.
Mega Man, much as I've come to love the series of late, is not the best thing ever. It has swings and misses like any other series (including a certain other blue hero-starring action platform game with an evil genius villain and his penchant for robots) and has more than a few entries that are so 'more of the same' as to be nigh-paralysing with the onset of crippling deja vu.
Mighty Number Nine has swings and misses, and is kinda more of the same (especially the basic formula of 'eight robots with various elemental attributes/weaknesses, followed by an endgame sprint). So far, so delivering on the promises as a game. But it makes some bold decisions in terms of overall game design that could've, maybe, in some parallel universe where they were executed well, elevated this over being a hum-drum tribute to its father series.
Before I continue, yes I am ignoring wholesale the debacle that was the game's Kickstarter promises and botched launch. I didn't back the game, I wasn't invested in it, other people can tell the story way better than I can. And when I managed to purchase the game for a reduced price circa mid-2017, I wasn't bothered much then either about anything other than how fun the game was.
And was it? Is it? Well, for me, yeah. Kinda. On the surface level it's a slightly-tame Mega Man clone, except the boss weaknesses work a little differently; they don't seem to be a method to absolutely steamroll the Robot Masters, um, the Mighty Numbers as much as offer a way to nullify certain attack patterns or gain other advantages -- thankfully, then, there's no refight boss-rush near the end of the game. But also, on top of this the game attempts to offer replayability with stage rankings and a combo system using the game's dash/absorb 'AcXeleration' mechanic for high scores, but it falls flat on its face and lends more an air of layout rote-memory to the affair than it does creative gameplay and improvisation.
Swing, and a miss, as I say. It's got some charm in places; I personally love the Mighty Number designs -- all apart from player character Beck himself who I could honestly take or leave. And, honestly, the banter between them during the game is great and I'd have loved to see more of them in future installments. But conversely, the game is marred by some occasionally-sadistic placement of instakill hazards in the platforming, overly-long basic boss fights (even with those, uh, "weaknesses", heheheh) and a completely unimpressive aesthetic.
It's not terrible, it's not great either. 3/5
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Is it true that Keiji Inafune released a line of nfts?
Yes, a few years ago, it was a set of animal looking robots based on megaman x reploids/ mavericks
the funny thing is that he released them when the nft bubble burst, I highly doubt they are worth anything today.
Update: the nft project of Inafune was named beastroid
Here's the link
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Keiji Inafune is a Narcissist and not the real creator of Mega Man.
Keiji Inafune, a prominent figure in the gaming industry, has faced criticism for his actions and statements. A lot of people, like myself, perceive him as narcissistic due to his outspoken nature and controversial decisions. For instance, Inafune has been vocal about his dissatisfaction with the Japanese gaming industry, calling it "finished" and criticizing developers for creating "awful games". This kind of sweeping generalization can come across as self-important and dismissive of others' efforts. Additionally, Inafune's push for a more Western approach to game development at Capcom led to some unpopular decisions, such as delaying the development of certain games. His insistence on his vision, despite its negative impact, might be seen as a sign of narcissism.
Moreover, Inafune's resignation from Capcom and his subsequent statements about wanting to prove his worth outside the company suggest a strong desire for personal recognition. This focus on his own legacy and achievements can be interpreted as narcissistic behavior.
Here's an explanation focusing on behaviors that might suggest narcissistic tendencies in Keiji Inafune:
Grandiosity:
Inafune is known for his strong personality and outspoken nature.
Some of his statements about the gaming industry and his own projects could be interpreted as grandiose, emphasizing his own importance and vision.
For example, his ambitious Kickstarter campaign for "Mighty No. 9" and subsequent comments about its development might reflect an inflated sense of self-importance and an expectation of unwavering support.
Lack of Empathy:
Inafune has faced criticism for his handling of the "Mighty No. 9" project, including delays and perceived lack of transparency with backers.
Some critics argue that his responses to these criticisms lacked empathy for the disappointed fans who had supported his project financially.
and last but not least
Need for Admiration:
Inafune's public persona often centers around his role as the creator of Mega Man.
This constant association with a beloved franchise could be seen as a need for external validation and admiration.
and that my friends is why Keiji Inafune is narcissistic sociopath.
Keiji Inafune is often credited as the creator of Mega Man, but the reality is more nuanced. The original concept and pixel art for Mega Man were created by Akira Kitamura, who was the director and planner for the first game in the series. Kitamura designed the original sprite of Mega Man to ensure it could be properly seen against the game's backgrounds. When Inafune joined Capcom, he took Kitamura's pixel art and refined it into the detailed character illustrations that became iconic. Inafune himself has acknowledged Kitamura's role, stating that he only did half the work in creating Mega Man. Despite this, Inafune's contributions to the series, especially in character design and promotion, have led to him being widely recognized as the face of Mega Man.
Inafune didn't create Mega Man. Akira Kitamura is the real creator and the real father of Mega Man. Once again, Keiji Inafune is a narcissist sociopath.
#Keiji Inafune is a narcissist#Keiji Inafune is a liar#Akira Kitamura is MegaMan's real father and real creator#MegaMan deserved better
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Keiji Inafune has always been con man and a narcissist who's too addicted to the limelight the only thing that mattered to him was money, money, money and more money. Inafune bashes Japan and the Japanese gaming industry and is such a hypocrite. Akira Kitamura leaving capcom was sad because Inafune wanted all the glory and stole Kitamura's spotlight to feed his ego. Inafune is and always will be a pathological liar and serial con artist.
#Anti Keiji Inafune#Anti Inafune#Keiji Inafune is a Con Man#Keiji Inafune is it Pathological Liar#Keiji Inafune is a Narcissist
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Mighty No. 9 - Impression Redux*
*This is a redux of an old video giving my thoughts of Mighty no. 9 in 2016.
My impression long time ago when I got Mighty. No. 9 in 2016. The gist, it does feel like a Megaman game with some minor differences, however I can say, this game is not for everyone, unless you're a hardcore Megaman fan, it will be difficult to get into and I explain why.
Mighty No. 9 Score: 5/10
+ Alternative to MEGAMAN**
+ Cross-Buy on Playstation - Difficulties - Clunky Controls
- Concerning Voice Acting (English Dub)
- Its History of their Kickstarter(s)
**The development of Mighty No. 9 was a time where Capcom wasn't supporting MEGAMAN due to a fallout with Keiji Inafune.
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『Capcom vs. Osamu Tezuka Characters』 Astro Boy & Mega Man
#astro boy#mighty atom#mega man#rockman#osamu tezuka#tezuka productions#akira kitamura#keiji inafune#capcom#pixel art#pixel animation#sprite art#8 bit#nintendo#famicom#nintendo entertainment system#NES
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I drew Zero with some stylistic inspiration from Yoshida's art on Final Fantasy Tactics, which made the characters look like carved wooden toys. This seemed thematically appropriate for MegaMan.
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i just discovered a visual novel where the premise is: you play as Keiji Inafune's fictional niece in a death game. The game was made by Keiji inafune. What-
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Regarding the news on K. Inaf. allegedly asked MvC's devs to add panty shots for Roll. Well. I did not feel right with it. So i thought : We should give Zero a panty shot move. and then I thought: I have the power. And the first art I've made in months is this magnum opus.
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