#yuya tokuda
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telodogratis · 2 months ago
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Monster Hunter Wilds, abbiamo intervistato in esclusiva gli sviluppatori al TGS
Monster Hunter Wilds, abbiamo intervistato in esclusiva gli sviluppatori al TGS Al Tokyo Game Show abbiamo intervistato in esclusiva Ryozo Tsujimoto, Kaname Fujioka e il director Yuya Tokuda, scoprendo tantissimi dettagli su Monster Hunter Wilds. Powered by WPeMatico Al Tokyo Game Show abbiamo intervistato in esclusiva Ryozo Tsujimoto, Kaname Fujioka e il director Yuya Tokuda, scoprendo…
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fighterxaos · 6 years ago
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Monster Hunter World: Iceborne Expansion & The Witcher 3: Wild Hunt Collaboration Trailers Streamed
Earlier today new details for some new upcoming content for Monster Hunter World was revealed during a developer update for the game.
The first update reveals that the game will be having a crossover with The Witcher 3: Wild Hunt. The upcoming free update will feature Geralt of Rivia, who will be the host for an unique quest line in Monster Hunter: World. The free update will be available in Earl…
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tiny-design · 7 years ago
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Among the various strategies available to the player in Monster Hunter: World, one that sticks out significantly among them is the act of baiting and leading aggressive monsters into the environment or den where a different species of monster lies in wait. With the right timing, these two monsters begin fighting, and will pick away at each other’s health until one runs away or falls. However, this method isn’t without risk, and is often employed only after the player has gained a strong understanding of the behaviors of many of the monsters in a given area. 
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soundout12 · 6 years ago
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Monster Hunter World's PC Port Coming Soon
#MonsterHunter World's PC Port Coming Soon
In January, the official Monster Hunter YouTube channel uploaded a video on the PC port for Monster Hunter World. The video features producer, Ryozo Tsujimoto, who explains that Monster Hunter World’s PC port was set to release in Fall 2018. However, with the recent trailer uploaded today, it is revealed to be releasing sooner. The PC port of Monster Hunter Worldis set to release next month on…
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gamerwebpl · 7 years ago
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Ebb and Flow - Japońscy twórcy o stanie japońskiego przemysłu growego i rozwoju azjatyckich produkcji - Gamerweb.pl
Opublikowaliśmy nowy post https://gamerweb.pl/ebb-and-flow-japonscy-tworcy-o-stanie-japonskiego-przemyslu-growego-i-rozwoju-azjatyckich-produkcji/
Ebb and Flow - Japońscy twórcy o stanie japońskiego przemysłu growego i rozwoju azjatyckich produkcji
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unitedkingdomofhunters · 7 years ago
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Monster Hunter World to have post launch content support
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After confirming once again that this title is in fact, a mainline title and addressing fans concerns, Ryozo Tsujimoto and Yuya Tokuda speaking to vg24/7 had this to say:
“Tsujimoto: Well, as you know Monster Hunter has a long tradition of being really generous with our post-launch roll-out in terms of updating the roster of quests that are available and we plan to keep that same system here.
So after the game releases we’re going to have a roll-out of time-limited event quests for you to join and bringing out more content for players to enjoy online as the game rolls on – so yeah, you can look forward to lots of post-launch excitement.“
This is good news for fans who were perhaps fearful that they might not go this route this time around, but as confirmed, DLC quests will be back! 
Hopefully still free too...
Monster Hunter World launches worldwide early 2018 for Xbox, PS4 and PC.
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raiyacosplay · 7 years ago
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Happiest moment for me today when Yuya Tokuda from Capcom immediately recognized my catlady cosplay and liked it :D #gamescom #gamescom2017 #monsterhunter #mhgen #mhx #capcom #miaunsterin #nekolady #nekojo #catlady
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NORMAL MAP BAKE + TEXTURING BEGINS!
Got the normals working great with the new UVs, and am beginning to texture in Mudbox!
Since the typical colours seen for theropod dinosaurs range from brown/green (in the Jurassic franchise and other “naturalistic” coloured dinosaurs), or red/pink (many cartoons, toys and games feature red theropods), I wanted to try something different and create a blue theopod.
Going with a black and blue colour scheme, I’m using the Tzitzi-Yaku from Monster Hunter World as a reference. I’ve tried finding other blue theropods but there aren’t very many out there other than this. Blue the raptor from Jurassic World doesn’t count since she’s just a boring grey body with a blue stripe. Also she sucks.
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Monster Hunter World. (2018). [video game] Directed by Yuya Tokuda. Japan: Capcom.
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thegamecollection · 7 years ago
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Monster Hunter World - E3 2017 Sony Presentation
Capcom teased a brand new gameplay trailer for upcoming open world Monster slayer Monster Hunter World this week at E3:
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I was lucky enough to sit in on an exclusive in-game demonstration at the Sony booth led by Monster Hunter World director Yuya Tokuda.
The demo kicked off in one of the first locations to experience in the game, the Ancient Forest. A beautifully green landscape with plenty of room to explore, It actually looked like a living breathing environment. Peaceful herbivores roamed grassy banks and insects flitted in the skies above.
A very helpful young lady named ‘The Handler’ then set Tokuda to task.
The mission was simple. An unknown beast had been giving a Research team all manner of grief at their local facility, so a Hunter had to be called upon to deal with it.  The Handler seems somewhat of an oracle of guardian angel during your exploration through Monster Hunter World, offering information and hints to help you overcome obstacles.
She then explained that the particular Breed that Tokuda was to face, marks its territory by leaving puddles of mucus. Lovely stuff.  If he could follow the trail of goo, it should lead him straight to the Monster. Oh and this mission was being timed. No pressure there, then.
This was where the importance of environmental awareness came into play. There was  breed of insect named the Scout Fly that was particularly fond of the unknown creatures secretions  so would glow brightly when any of the stuff was nearby. Tokuda caught few in the cage strapped to his belt and hey presto, living, breathing monster tracking device.
Once he had a clear path to follow, Tokuda was soon face to face with the sleeping beast in question. It was identified as an Anjanath, a huge T-Rex looking creature of the Brute Wyvern species. One swing of the Great Sword and the fight was in motion. The only problem was, both Tokuda and the Anjanath were in the confined walls of a cave.
An important part of Monster Hunter World is picking your battlegrounds carefully. You need to utilise your surroundings and use them to your advantage, so the bigger and more open your battlefield, the better.
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Tokuda ran out of the cave and into a more open space, which allowed him to dodge the Anjanath’s attacks more easily and plenty of places where he could get higher than the beast to try and jump on its back and plunge the sword into it’s shoulders and neck.
As the fight progressed, the Anjanath was becoming more and more aggravated and began to increase the severity of its attacks, mainly by breathing fire at Tokuda’s Character. To our amusement Tokuda started running away from the monster, cutting through vines and zipping through narrow tunnels to escape it’s teeth. By this point the Anjanath was furious and it was explained that once this thing is wound up and has you in its sights, it won’t give up until it has you in its stomach. 
To add insult to injury, Tokuda had equipped the challenger mantle, a shiny scale like armour that made an irritating jingling as he ran. This was like a beacon to Anjanath and definitely worsened its temper. These mantles are good for grabbing a monsters attention and luring them away from enclosed surroundings that may swing a fight to the monsters advantage.
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As he ran into a large open clearing, Tokuda suddenly found himself face to face with a gigantic dragon like creature, the Rathalos (pictured above - that big guy). This thing was huge, but we suddenly realised that in his seemingly cowardice escape, he’d actually set a trap for Anjanath. 
The Rathalos rose up from its nest and let out a horrendous roar as the poor naive Anjanath ran head first into it. Another wonderful feature of MHW is the pecking order of the creatures. They will react to each other and stronger and larger monsters will definitely attack the weaker to assert dominance and their power in the hierarchy. Rathalos began to attack Anjanath and for a second Tokuda was almost out of danger, with both beasts distracted he could have easily made a getaway. Alas there was a mission to complete.
Under influence from the crowd, Tokuda struck the Rathalos on the tail causing it to spin round and face him, this also caught the attention of Anjanath. Feeling pretty overwhelmed it was time to call in backup.
The next segment of the battle beautiful demonstrated the multiplayer co-op aspect of MHW. By setting off a flare, Tokuda was shortly joined by 3 fellow team mates who each sported different weapons. We got to see on of the other players use the Spirit Blade. Whereas, although powerful, the great sword will deal heavy attacks, the Spirit Blade makes up for what the Great Sword lacks in speed and precision, dealing swift but powerful slashes to enemies.
Another of the team was armed with a bow and arrow, which seemed to offer relief for the teammates sporting melee weapons as it could deal damage from afar and also help distract the creatures as they spun around trying to decide who to strike.
The combined efforts of the team sent the monsters hurtling through a broken damn and onto the bank below. Rathalos at this point had had enough, which was lucky for our group as they only had eyes on Anjanath. What transpired next was a lengthy but tense battle between the team and the beast as they each fought to bring it down. Every time they managed to knock it over, it kept getting back on its feet, this seemed to go on forever.
Finally after a deadly blow that sliced it’s tail clean off Anjanath began to limp pathetically away as the whole team converged to finish the attack. Striking it from all angles, the Anjanath became overwhelmed and they finally managed to make sure it stayed down and were triumphant in the mission.
From what I saw at the presentation, Monster Hunter World looks like what players would hope for from a Next Gen Monster Hunter game. It’s a refreshing change to ditch the tradition Arena aspect for a more immersive experience and the open world in which to explore truly is impressive. This is definitely one to look out for!
We can expect Monster Hunter World to hit PS4, Xbox One and PC in early 2018
- Gem
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bonusstageuk-blog · 7 years ago
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Monster Hunter: World Review
When it comes to the word ‘niche’, in the world of video games, it is safe to say that it is surrounded by a fair amount of taboo and controversy, each time it appears. Whether it shows up on an indie site, mainstream blog, or the now-dying magazine, and is situated in relation to a title with a niche, yet cult following, it always starts a hurricane-like debate. And that’s because people,…
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mimemindmine · 7 years ago
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The『Monster Hunter World』Team discuss the complex development history of the Zora Magudaros and other game features such as the Pillaging and Automatic Compounding system! (1/2)
By KBJ on November 2, 2017
Original Link:
http://dengekionline.com/elem/000/001/621/1621848/
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Capcom announced in an interview that the Playstation 4 version of Monster Hunter World will be released on January 1, 2018.
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From Left to Right: Mr. Fujioka, Mr. Tokuda, and Mr. Tsujimoto
This is the latest entry into the Monster Hunter franchise and the Hunting-Action game genre. The team has constructed and given life to a new world filled with a rich diversity of terrains and ecosystems. By forcing the player to utilize all their resources, the team hopes to allow the player to personalize the hunter-gather life style.
This interview occurred at Capcom's Osaka branch during the Media Tour event.  The interview participants include Mr. Tsujimoto Ryozo (the game's producer), Mr. Fujioka Kaname (the series’ Executive Director and Art Designer) and Mr.Tokuda Yuya (the game’s Director). These three will discuss the game's current development status, circumstances, and the team’s current fixation on the setting and its impact on the franchise’s mechanics[L1] .
From here on, titles will be omitted.
Domestically and internationally, the demo has been reviewing well.
– So, how is the current development?
Tsujimoto: We're at the final stage and are currently bug testing! We're hoping that there won't be any major bugs on release.
--Why have you participated in this Media tour?
We wanted to see and measure the player feedback. We didn’t really have an opportunity to do so before. So, when we saw an opportunity the Media Tour, we wanted to let people try and play our game[L2] .
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(Interviewer’s aside: Later, I planned on seeing the team's workplace in Osaka. Since they were almost done with the game, my chance to see the place was shrinking. Despite their busy schedule, they still allowed me to see the place.)
At the Tokyo Gameshow, domestic players tried the Demo. How was the Feedback?
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Tsujimoto: I’m really happy with the feedback— there’s been a lot of positive feedback and a wide variety of opinions. We consistently ran out of tickets, so a lot of people will have to wait till this fall to personally experience the game[L3] .
Fujioka: Because the people playing were smilingly delightfully, I was put at ease. Since a twenty minute demo isn’t enough to truly understand the game, the people who had come to the event asked us a lot questions.   The range of questions had such a wide range and we couldn’t answer them all this time. Thus, we’ve been considered making time to introduce some more details.
Tsujimoto: [L3] Anyways, the reaction to character creation was especially amazing.
Tokuda: Yeah, that process confirms my belief that Japan loves to have creative options.
Tsujimoto thought we could save time when he asked, “Isn’t it fine if we only have male characters?” However, our development staff worked hard to create cute female characters and I didn’t want to propose something impossible. So, we happily published their work. (Lol)
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Fujioka: A member of the character creation team told me that he was "glad for the positive feedback." There were a lot of comments that felt that the character creation was creatively liberating and whenever someone commented that it (the character creation) was great, I didn't realize it was that important to people until I had opened Pandora's [L4] box. I think that discussion was a weight off their shoulders.  
Tokuda: We were able to explain the component of the battle system, but it was a surface level explanation and further explanation was delayed until the Tokyo Game Show. This time we were finally able to publicly discuss the nitty-gritty details. The members in charge of the battle system were delighted and were exclaiming, “Finally! Our turn has come!”    They were quite happy to hear the feedback and they are still looking quite pleased with themselves.
The playtest received an incredibly warm reaction. And people who had played Monster Hunter and had previously lost interest were having their interest renewed. During both Tokyo Game Show and the Gamescom, the test demo was cleared; this indicated to us that the difficulty level was considered a selling point.
By the way, in the Tokyo Game Show there was 1 instance each for a single player and a multiplayer team to successfully suppress the Ratholos. There were no reports about the mission being unbalanced or disappointing, however we had about five instances where the player was forcefully retired. So, the difficulty seems just about right. (Lol)
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Fujioka: In this game, outside of specific target quests, the difficulty level will fluctuate and add additional difficulty to those who seek to challenge themselves with monster suppression. However, this is something that any challenger would understand. To put it simply, the player is expected to gather information before taking the challenge head on.
Tokuda: Speaking of gathering information[L5] — At Gamescom, there was a group of people that made it their goal to suppress a Ratholos. For two consecutive days, they came to our booth. And while they had incredibly enthusiastic strategy meetings, the still started blaming each other when they failed the quest.
Everyone laughs
Tsujimoto: How incredibly human! Wonder if it’s like that outside of Japan.
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Monster Hunter’s booth line at Gamecom.
 Fujioka: We’ve received various frank reactions from the international community. Even at the Tokyo Game Show, there were a lot of foreign players and I’m still trying to gauge their reactions.
Tsujimoto: Our reception at the Tokyo Game Show was especially large this time. I think those who couldn’t try the demo at Gamescom gathered to try it at the Tokyo Game Show.  
What did players want to know about?
[L5] Tsujimoto: I was worried about the sheer volume of their inquiries.
Fujioka:  I predict that there will be a lot of questions about the environments and monsters though.
--In Japan, there’s a heavy density of people playing Monster Hunter.  To the people who are only playing the main story, would you consider the campaign worthwhile?
Fujioka: When you play the same game, you countlessly revisit the same places. This time we tried to spice it up a little: there are new things to discover and the mission structure has been altered. We feel that these changes are important as it will help the player understand the game’s “world” better and allow for a more enjoyable experience.
—I was astonished by the level of detail in the tutorial screen. Can we talk more about that? [L6] 
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Tsujimoto: That was carefully designed. Because of the stronger hardware, the UI could demonstrate more minute details.
Fuijoka: In addition, the presentation screen is large and attention to detail is this generation's specialty. Previous screen resolutions really can't compare. So, we had to adapt to that.
The terror of the Aberrant Zorah Magdaros!?
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— Before I even started playing the game, I felt that the Zorah Magadaros was going to be an issue. That feeling only grew as the story progressed.
Tokuda: Well, it was in the opening sequences, so that might be a natural reaction. Before arriving to the new area, series veterans already know what to expect. So, to create any kind of player agency, we needed something that would leave an impression. It had to be something that regular players would understand, something that could restrict player freedom, and something that would inspire players to explore and survey the land. We were hoping to create that kind of level design.
Fujioka: We wanted to inspire caution onto the players and encourage them to gradually become bolder.
Tsujimoto: Because I decided to accommodate for the player, I thought of an easily understandable narrative structure that would “lead and convince the player to want seek progress.”
—Well, that sounds like a key quest. So, are there going to be “Liberation” quests like that?
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Tokuda: In this game, we made it difficult to get lost while you are trying to progress. “If you do this mission, you will progress” was something we wanted each mission to confirm. In the previous games, even if players were constantly playing, there were times where they would ask, “Why aren’t I progressing?” So, we wanted to avoid that this time.
—Stories involving ecological investigation have been done before. In fact, this franchise has already explored this theme. Admittedly, I feel that this entry dives deeper into this theme than its predecessors.
Fujioka: Upon reaching the Coral Highlands, this game’s setting makes you wonder what happened to the environment bit by bit. Before arriving to that question, the player’s interaction to the world is interrupted by the Zorah Magadaros.
—Can you tell us about the Zorah Magadaros?
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Fujioka: When this monster begins its Elder Dragon Migration, the player begins the story in a party of five. As they play through the story, they will come to understand the Zorah Magadaros.
Tsujimoto: It is currently the largest monster in the series.
Fujioka: The player will understand that the monsters are environmental burdens that must be dealt with. In comparison to the daily quests, confronting the Zorah Magadaros will surely be treated as a climatic event.
Tokuda: Because of its enormous size, developing and balancing this monster has been especially difficult. (Tokuda lets out a strained expression)
Fujioka: Well, it’s a bit more complicated than that: The Monster and Environment development teams operate separately. They do their fair share of work, but because the Monsters are burdening the environment, they are occasionally forced to work together. In those situations, people have asked: "Who's in charge?"
Everyone Laughs.
Fujioka: Somewhere along the line, we formed an unusual team. While the Environment team has been asked to revise their work, the situation isn't one-sided: the Environment Team also dictates how some monsters must be designed and how their behavioral habits must be animated. In our situation, it is hard to coordinate our teams and know who's in charge.
Tokuda: As a matter of fact, throughout the game's development, modifying a monster to better fit the environment and then bug testing the new adjustment was our most time consuming, but necessary task.
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Fujioka: Furthermore, if the decision to create a monster larger than the Zorah Magadaros was made, we would have a difficult problem on our hands. If we were to properly make a monster of that size, it would certainly be a monster called “The Walking Earth.”
Translator’s notes: I don’t think the information in this article is new. However, I do think it’s interesting to get an idea of the developer’s opinion on their products. At the very least, I hope someone enjoyed this article and please tell me if you noticed any translation mistake, awkward sentence, or something along those lines. I would like to try and improve as a translator/interpreter. Anyways, I hope you all have a wonderful day. I’ll get to the second half of this interview as soon as I can, but juggling between work, school, and will probably delay the second half of this article. 
 [L1]This part is currently inferred and interpreted
 [L2]In a literal translation this is referred to a “game cycle.” In NA, the Game cycle refers to the sale and resale of games. However, that doesn’t fit the context here. According to a JPN blog, the Game Cycle can be broken down into three sections: “Action”, “Reaction”, and then “Extension.” Basically, the diagram states that “Action” or playing the game is within the player’s control. However, depending on their response or “Reaction” to the game, that may influence their desire to keep playing or “Extend” their playtime. While this is interesting, I think a localization was needed to make sure the localized flow was understandable.
Term defined from this blog post: http://rootport.hateblo.jp/entry/2015/04/03/020139
 [L3]Tsujimoto implies that the Monster Hunter Tokyo Game Show demo was a ticket reservation.
 [L4]Localization choice. Literally this phrased is “opened the lid” and this can refer to Urashima Taro’s opening of the box.  I found that the context that this issued is similar to Pandora’s box in which one doesn’t know the possible outcome and the decision to open the box is done to sate one’s curiosity.
 [L5]This section was added to transition to this comment better. A more “truthful”/literal translation would remove this transition
 [L6]This section is not literally there, but the conversation flows as if it was implicitly there.
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blogdottv · 7 years ago
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Five Things To Do in Monster Hunter: World That You Couldn’t Do in the Beta
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Hello hunters! This is Yuya Tokuda, director of Monster Hunter: World. As I write, we have just wrapped up the third beta test of the game on PlayStation 4, where we added the terrifying Nergigante. Did you get a chance to take him on? How did you fare? He’s a pretty tough cookie, but I’ve seen plenty of great players take him down! And if you didn’t manage to defeat him, don’t worry – in the…
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aldoy · 7 years ago
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With the brilliant directors of #MonsterHunterWorld Kaname Fujioka and Yuya Tokuda alongside the master @baraaabdulla at the sneak peak release of the game on #PS4 in #Dubai .. thanks to the amazing team of @geekay_games #MHWorld #VG55bh (at DoubleTree by Hilton Dubai Jumeirah Beach)
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rubicongames · 6 years ago
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Monster Hunter: World is an action role-playing game developed and published by Capcom. A part of the Monster Hunter series, it was released worldwide for PlayStation 4 and Xbox One in January 2018, with a Microsoft Windows version in August 2018. Initial release date: January 26, 2018 Director(s): Yuya Tokuda Engine: MT Framework Developer: Capcom Awards: The Game Award for Best Role Playing Game Our channel delivers hot new trailers and teasers and sneak peeks for all the best upcoming games. Subscribe to stay up to date on everything coming to in the world. #Game #Games #2019 #Trailer #Gametrailer #Videogame ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►►►SUBSCRIBE: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ► Youtube - https://goo.gl/vLacPz ► Twitter - https://goo.gl/cPxbjQ ► Reddit - https://goo.gl/b1synW ► Tumblr - https://goo.gl/4ee8Zy ► Telegram - https://goo.gl/djSruo ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►►►Playlist: ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►All game trailers - https://goo.gl/dCbE8S ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Fallout 76 - https://goo.gl/retKrm ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Assassin's Creed Odyssey - https://goo.gl/4vg18i ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Battlefield 5 - https://goo.gl/2MFFtt ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Super Smash Bros. Ultimate - https://goo.gl/xD2Mjn ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ►Fortnite - https://goo.gl/qfi1S4 by Rubicon - Games
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hammondcast · 6 years ago
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Satoshi Tokuda Melodion Blues With Jon Hammond In Suzuki Stand Tokyo Big Sight
#WATCHMOVIE HERE: Satoshi Tokuda Melodion Blues With Jon Hammond In Suzuki Stand Tokyo Big Sight Jon's archive https://archive.org/details/SatoshiTokudaMelodionBluesWithJonHammondInSuzukiStandTokyoBigSight Youtube https://youtu.be/wfDR-gRV8Ac
Satoshi Tokuda Melodion Blues With Jon Hammond In Suzuki Stand Tokyo Big Sight
by Jon Hammond 
Publication date 2018-10-23
Usage Attribution-NonCommercial-NoDerivs 4.0 International
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Topics Sk2, Organ, Melodion, Satoshi Tokuda, Suzuki Musical Instruments, Tokyo Big Sight
Language English
Satoshi Tokuda Melodion blues with Jon Hammond in Suzuki Stand Tokyo Big Sight Suzuki Musical Instruments Identifier SatoshiTokudaMelodionBluesWithJonHammondInSuzukiStandTokyoBigSight Scanner Internet Archive HTML5 Uploader 1.6.3 #SuzukiMusicalInstruments https://www.suzuki-music.co.jp/products/10004/ 木製鍵盤ハーモニカ アルト W-37 価格:オープンプライス 受注生産品 木製カバーのモデルです。クラシックやミュゼット、ジャズといった繊細な音表現が求められる楽曲においても、他の楽器と調和する柔らかな音色を目指し、きちんと主張しながらも柔らかい音色が誕生しました。
Suzuki Wooden Keyboard Harmonica W-37 Professional Model From Japan
Brand new: lowest price
$1,599.89 
Berkeley’s oldest restaurant, Spenger’s Fresh Fish Grotto, has permanently closed 
https://www.berkeleyside.com/2018/10/24/berkeleys-oldest-restaurant-spengers-fish-grotto-has-permanently-closed Happy Birthday at Spenger's Jon Hammond! #HappyBirthday #Spengers #Melodion #SuzukiMusicalInstruments
Anyone hoping to pop into Spenger’s restaurant Wednesday for a cocktail and oysters or full seafood dinner was greeted by darkness. A white paper sign posted on the locked front door read, “Spenger’s has closed its doors permenatly (sic)! As of today Wednesday October 24, 2018. Sorry for any inconvenience this may have caused you!”
When Berkeleyside called the West Berkeley restaurant, Kevin Campbell, who said he was with the Kelly Restaurant Group, which owns — or owned — Spenger’s, picked up the phone: “Thank you for calling the former Spenger’s.”
Campbell, who is from Pittsburgh, Pennsylvania, where Kelly Restaurant Group is based, said he couldn’t say much at this time but confirmed the restaurant had been transferred back to “the owners of the development.” 
Spenger’s Fresh Fish Grotto, Berkeley’s oldest restaurant, in a building that’s a city historical landmark, was originally the home of Bavarian immigrant and fisherman Johann Spenger. He started selling clams and beer from the front of the building in the 1890s. The eatery at 1919 Fourth St. expanded through the years and over the Spenger’s generations, becoming a full-service restaurant in the 1930s. It’s always specialized in fresh seafood and was known for thick clam chowder served with baskets of crusty San Francisco sourdough bread on the side.
Gerald Figone says:
"Hurts, grew up there, my family’s restaurant on my mother’s side. They sold it to McCormick and Smeck (sp) as they were getting up there and the younger family wanted no part. Relatively recent M&S was purchased by Landry’s and then the property was sold. Lot of great memories and sea food but has not been family for about 20 years. Last two people I knew there were the hostesses who have other jobs. It has already had some new businesses go into the North end and I think all will be nice. It’s a landmark so the exterior will remain. I hope (and I’ll check) that some history is preserved. I have two favorite photos one is both my grandfathers and some uncles with Jimmy Doolittle and so me of his pilots at a Spenger’s lunch."
Jon Hammond: "pretty shocking! I ate there first time with my folks when I was 5 - had a hamburger on sour dough with a Shirley Temple! I had my last birthday there in March actually - and it was very enjoyable! My Dad used to go fishing with Frank Spenger. - RIP Spenger's!! "
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Back In Tokyo Big Sight! James N Wes Blues Suzuki Harmonica Koei Tanaka Feature Hammond And Berger
by Jon Hammond 
Mitsuru Kawarai / か笑い みつる , Yamanaka Yuya , Satoshi Tokuda, Takeshi Kobayashi Tokyo Big Sight-- 日本楽器フェア協会/Musical Instruments Fair Association Japan - Jon Hammond plays the XK-5 Hammond Organ, Koei Tanaka master Suzuki Chromatic Harmonica, Joe Berger guitar - James n Wes Blues Suzuki Harmonica Koei Tanaka / 田中光栄 - fan site Feature Hammond and Berger - special thanks Shun Aoji, Kiyota Yamauchi, Joe Lamond President CEO NAMM Show, Suzuki Musical Instruments Team http://www.HammondCast.com #Suzuki HammondOrgan #Harmonica #Xk5 #Tokyo Identifier BackInTokyoBigSightJamesNWesBluesSuzukiHarmonicaKoeiTanakaFeatureHammondAndBerger Scanner Internet Archive HTML5 Uploader 1.6.3 Satoshi Tokuda and Jon Hammond in Tokyo Big Sight! W37, Manji Suzuki, Sk2, Organ, Melodion, Satoshi Tokuda, Suzuki Musical Instruments, Tokyo Big Sight, Blackberry Keyone
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speedknight · 6 years ago
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GameStart 2018  before the doors open on Day 1. 
Last weekend on the 12th-13th of October 2018, GameStart 2018 returned for it's 5th year. bringing  like minded gaming enthusiast to the halls 401-403 of Suntec Convention Center. Here are the captured memories last weekend. 
Kaname Fujioka & Yuya Tokuda Monster Hunter World Directors
Kaname Fujioka-Executive Director /Art Director & Yuya Tokuda-Director of Monster Hunter World 
Yuya Tokuda playing Jan-Ken-Pon with the crowd.
2 Lucky winners eventually walk away with Monster hunter sweaters like these. 
Fans of the Monster Hunter Franchise was delighted at the appearance of Kaname Fujioka & Yuya Tokuda appearance at GameStart 2018 The Q&A Session where a Pre-selected questions were being asked and answered. There was even a Jan-Ken-Pon session where 2 lucky winners walk away with Monster hunter sweaters.
Elise Zhang- The Voice Behind Overwatch Mei
Elise Zhang (Center) on stage during an Q& A Session
Elise Zhang During the Meet & Greet Session
Overwatch fans should not unfamiliar with the name Elise Zhang, the voice actor of Mei. Fans Flock the stage and the meet & greet sessions during the event to catch a glimpse of her during GameStart 2018. Her bubbly nature certainly click well with her fans.
 Kenny Omega-IWGP Heavyweight Champion,avid Fighting Game player,Street Fighter matches commentator 
Kenny Omega and his Fans during the meet and greet session  
Kenny Omega (Right) during an exhibition match with the public 
Pro Wresting Fans got their treat as Kenny Omega came down to GameStart 2018. The Fans had a chance to play against Kenny and the winner gets  to walk away with a Razer Panthera Arcade Stick PS4 controller.
SEA Major 2018/SEA Mobile Major 2018
SEA Major 2018
SEA Mobile Major 2018
Players battle for top spot at this year's SEA Major of which GameStart 2018 played host key pitstops for these four major events the CAPCOM Pro Tour, Tekken World Tour, the Dragon Ball FighterZ World Tour, and the ArcRevo World Tour. 
The following are the list of games at this year's Competition :
Dragon Ball FighterZ SAGA
Street Fighter V Arcade Edition
Tekken 7
Guilty Ger Xrd Revelator 2
Blazblue Cross Tag Battle
Blazblue Central Fiction 2
Marvel vs Capcom Infinite
Them’s Fightin’ Herds
As for this year's Sea Major Mobile it played host to Shadowverse Contender’s Cup which was final stop for the best competitors in the Southeast Asia Oceania Region. Players compete for a seat at the Shadowverse World Grand Prix in Japan. Shadowverse was just one of the many games at this year's Sea Major Mobile. 
Gamestart Tabletop 
The Singaporean Dream by SGAG
GameStart 2018 Tabletop Gaming
Besides the ever popular dungeon and dragons tabletop RPG, the table table top section of  GameStart 2018 also saw other table top game where the public can get their hands on on the table top games and try out for themselves. SGAG soft launch thier brand new card game the singaporean dream.  
GameStart Cosplay Runway & Doujima with Neo Tokyo Project
One of Doujima booth this year
Participants of this Year's Cosplay Runway.
Neo Toyko Project Partner Gamestart yet again to bring back the crowd favorite Doujima,as well as the cosplay Runway. 
Other Sightings- Booths & Cosplayers 
The Battle Cats Mascot
Winners of a Public PUBG competition at My republic booth
Honkai impact booth
Battlebrew Production booth showcasing their new spinoff game from the Battlesky Brigade Series
Giveaway at the HyperX Booth
Mai Shiranui cosplayer at kinetiquettes booth
Shadowverse cosplayer
Lords Mania Cosplayers
With this is shall leave you with more captured memories in the Gallery after the break! 
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