2016-09-02

A few corrections

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===Capcom===

===Capcom===



Fujiwara left Konami in 1983 to join Capcom together with [[Yoshiki Okamoto]], although the two were invited to join the company by different people<ref name=gb/>.
As
head of one of Capcom's three development groups<ref name=Gameside>Tane, Kiyofume (February 2009). [http://www.gamengai.com/trans.html?type=translation&id=2313 "The Father of Strider Who Made the Game World Explode: Kouichi Yotsui Discography"]. ''Gameside'' (16). Translated by Gaijin Punch for [http://www.gamengai.com/ Gamengai]. Accessed 24 Oct 2010.</ref> (the "First Planning Room"<ref>[[Strider (CPS-1)|''Strider'']]. (Capcom). Arcade. Level/area: End credits. (March 7, 1989).</ref><ref name=LSCM>Scion; Dire 51 (24 April 2010). [http://lscmainframe.kontek.net/features/kyotsui.html "Interview with Kouichi "Isuke" Yotsui".] [http://lscmainframe.kontek.net LSCM 4.0]. Translated by Gaijin Punch. Accessed September 1, 2016.</ref>)
, he designed many of Capcom's first Arcade games, including [[wikipedia:Vulgus|''Vulgus'']], [[wikipedia:Pirate_Ship_Higemaru|''Pirate Ship Higemaru'']], [[wikipedia:GHosts_'n_Goblins|''Ghosts 'n Goblins'']] and [[wikipedia:Commando_(video_game)|''Commando'']], the latter two developed concurrently
.
<ref name=gb/>

+

Fujiwara left Konami in 1983 to join Capcom together with [[
wikipedia:Yoshiki_Okamoto|
Yoshiki Okamoto]], although the two were invited to join the company by different people<ref name=gb/>.
Fujiwara designed many of Capcom's first Arcade games, including [[wikipedia:Vulgus|''Vulgus'']], [[wikipedia:Pirate_Ship_Higemaru|''Pirate Ship Higemaru'']], [[wikipedia:GHosts_'n_Goblins|''Ghosts 'n Goblins'']] and [[wikipedia:Commando_(video_game)|''Commando'']], the latter two developed concurrently<ref name=gb/>. Around 1986, he became
head of one of Capcom's three development groups<ref name=Gameside>Tane, Kiyofume (February 2009). [http://www.gamengai.com/trans.html?type=translation&id=2313 "The Father of Strider Who Made the Game World Explode: Kouichi Yotsui Discography"]. ''Gameside'' (16). Translated by Gaijin Punch for [http://www.gamengai.com/ Gamengai]. Accessed 24 Oct 2010.</ref> (the "First Planning Room"<ref>[[Strider (CPS-1)|''Strider'']]. (Capcom). Arcade. Level/area: End credits. (March 7, 1989).</ref><ref name=LSCM>Scion; Dire 51 (24 April 2010). [http://lscmainframe.kontek.net/features/kyotsui.html "Interview with Kouichi "Isuke" Yotsui".] [http://lscmainframe.kontek.net LSCM 4.0]. Translated by Gaijin Punch. Accessed September 1, 2016.</ref>).

In 1988, Tokuro Fujiwara oversaw the development of the [[Strider (CPS-1)/Development|''Strider'' three-way project]], where he was credited as "Planning Adviser". As [[Isuke|Kouichi Yotsui]]'s manager, he picked him as the head of the Arcade game side of the project because he had "really good negotiation skills", as he believed such a project would require them<ref name=RetroGamer>Jones, Darran (24 Apr 2010). "The Making of... Strider". ''Retro Gamer'' (76). pp. 48-53. </ref>. During the three project heads's stay at the Shinjuku Hilton hotel, both him and Capcom's head of development [[Akio Sakai]] would occassionally join them and help in building the game's world and main character.<ref name=LSCM/>

In 1988, Tokuro Fujiwara oversaw the development of the [[Strider (CPS-1)/Development|''Strider'' three-way project]], where he was credited as "Planning Adviser". As [[Isuke|Kouichi Yotsui]]'s manager, he picked him as the head of the Arcade game side of the project because he had "really good negotiation skills", as he believed such a project would require them<ref name=RetroGamer>Jones, Darran (24 Apr 2010). "The Making of... Strider". ''Retro Gamer'' (76). pp. 48-53. </ref>. During the three project heads's stay at the Shinjuku Hilton hotel, both him and Capcom's head of development [[Akio Sakai]] would occassionally join them and help in building the game's world and main character.<ref name=LSCM/>

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Although infamous for being rather strict to his junior staff, Fujiwara showed a lot of leniency to the inexperienced Yotsui, allowing him free rein to do as he saw fit and ensuring the game would be finished only when Yotsui said so<ref name=RetroGamer/>. ''Strider'' was developed around the same time as [[wikipedia:Ghouls_'n_Ghosts|''Ghouls 'n Ghosts'']], both games using the then-new Arcade "CP System" board. Fujiwara felt the board's operational capabilities weren't hard to work with, but the ROM capacity presented a challenge. As the chips were all lined up across the circuit board, they needed to put a lot of effort into the design front in order to make good use of them. To do this they used 30 graphic artists instead of the usual 2 or 3 used in previous projects.<ref name=gb/>

Although infamous for being rather strict to his junior staff, Fujiwara showed a lot of leniency to the inexperienced Yotsui, allowing him free rein to do as he saw fit and ensuring the game would be finished only when Yotsui said so<ref name=RetroGamer/>. ''Strider'' was developed around the same time as [[wikipedia:Ghouls_'n_Ghosts|''Ghouls 'n Ghosts'']], both games using the then-new Arcade "CP System" board. Fujiwara felt the board's operational capabilities weren't hard to work with, but the ROM capacity presented a challenge. As the chips were all lined up across the circuit board, they needed to put a lot of effort into the design front in order to make good use of them. To do this they used 30 graphic artists instead of the usual 2 or 3 used in previous projects.<ref name=gb/>



''Strider'' turned out to be the last Arcade game Fujiwara worked on<ref name=gb/>. Around the latter half of 1988, Capcom
split
itself into 2 departments, one to handle Arcade games and one focused on home consoles. Although Fujiwara expressed his desire to continue making Arcade games, he was ordered to move into the domestic division. Once he was transferred, he started work on [[wikipedia:Mega_Man_2|''Mega Man 2'']].<ref name=gb/>

+

''Strider'' turned out to be the last Arcade game Fujiwara worked on<ref name=gb/>. Around the latter half of 1988, Capcom
organized
itself into 2 departments, one to handle Arcade games and one focused on home consoles. Although Fujiwara expressed his desire to continue making Arcade games, he was ordered to move into the domestic division. Once he was transferred, he started work on [[wikipedia:Mega_Man_2|''Mega Man 2'']].<ref name=gb/>



For the following years, Tokuro Fujiwara was involved as producer in several of Capcom's entries for home consoles, including several entries in the ''Mega Man'' and ''Final Fight'' series. His final contribution at Capcom would be as producer of the first entry in the [[wikipedia:Resident_Evil_(video_game)|''Resident Evil'']] series. Inspired by [[wikipedia:Sweet_Home|''Sweet Home'']], a NES horror game he developed, Fujiwara determined elements such as the game's setting and the change from a 1st person view to a 3rd person view, leaving out the "actual work" to the game's planner (and future series producer) [[w:c:residentevil:Shinji Mikami|Shinji Mikami]].

+

For the following years, Tokuro Fujiwara was involved as producer in several of Capcom's entries for home consoles, including several entries in the ''Mega Man'' and ''Final Fight'' series. His final contribution at Capcom would be as producer of the first entry in the [[wikipedia:Resident_Evil_(video_game)|''Resident Evil'']] series. Inspired by [[wikipedia:Sweet_Home|''Sweet Home'']], a NES horror game he developed, Fujiwara determined elements such as the game's setting and the change from a 1st person view to a 3rd person view, leaving out the "actual work" to the game's planner (and future series producer) [[w:c:residentevil:Shinji Mikami|Shinji Mikami]].
<ref name=gb/>



===Later
career
===

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===Later
years
===

Following ''Resident Evil'''s release, Tokuro Fujiwara left Capcom and funded his own company, [[wikipedia:Whoopee_Camp|Whoopee Camp]]. The company, however, only released two titles: [[wikipedia:Tomba!|''Tomba!'']] and its direct sequel, before going out of bussiness. [[Patariro|Masahiro Kurokawa]] and [[Harumi Fujita]] (planner and composer of the [[Strider (NES)|NES ''Strider'']]) rejoined him as staff on ''Tomba!'', Kurokawa filling in as writer for it and its sequel. Although the games were well-received critically, poor distribution led them to underperform in sales and lead to the company's disbandment.

Following ''Resident Evil'''s release, Tokuro Fujiwara left Capcom and funded his own company, [[wikipedia:Whoopee_Camp|Whoopee Camp]]. The company, however, only released two titles: [[wikipedia:Tomba!|''Tomba!'']] and its direct sequel, before going out of bussiness. [[Patariro|Masahiro Kurokawa]] and [[Harumi Fujita]] (planner and composer of the [[Strider (NES)|NES ''Strider'']]) rejoined him as staff on ''Tomba!'', Kurokawa filling in as writer for it and its sequel. Although the games were well-received critically, poor distribution led them to underperform in sales and lead to the company's disbandment.



Undeterred, Fujiwara then established "Deep Space" as a subsidiary of [[wikipedia:Sony Interactive Entertainment|Sony Computer Entertainment Japan]]. Deep Space released two titles before folding as well: 2001's [[wikipedia:Extermination_(video_game)|''Extermination'']], a survival game taking several cues from his previous work in ''Resident Evil'', and 2003's ''Hungry Ghosts'', which took a different approach to the genre, seeking to provide a more "virtual" experience through exploration.<ref name=Famitsu/>

+

Undeterred, Fujiwara then established "Deep Space" as a subsidiary of [[wikipedia:Sony Interactive Entertainment|Sony Computer Entertainment Japan]]. Deep Space released two titles before folding as well: 2001's [[wikipedia:Extermination_(video_game)|''Extermination'']], a survival
horror
game taking several cues from his previous work in ''Resident Evil'', and 2003's ''Hungry Ghosts'', which took a different approach to the genre, seeking to provide a more "virtual" experience through exploration.<ref name=Famitsu/>

In 2005, Fujiwara was approached by Capcom to work on [[wikipedia:Ultimate_Ghosts_'n_Goblins|''Ultimate Ghosts 'n Goblins'']], the latest entry in the series he created. Fujiwara was happy, but also a bit apprehensive due to how little he knew about the hardware it was being developed on, the [[wikipedia:PlayStation_Portable|PSP]]. He developed the game as a "pure" sequel with expanded content, a number of new elements (such as branching paths) and a more casual approach in an attempt to revitalize the platforming genre<ref>"[http://shmuplations.com/makaimura/ Makaimura Series – Interview Collection]" (Japanese). Translated by Shmuplations.com. Accessed September 1, 2016</ref>. He was later credited as "consultant" in the 2006 remake of another game he created, ''[[wikipedia:Bionic_Commando_Rearmed|Bionic Commando Rearmed]]''.

In 2005, Fujiwara was approached by Capcom to work on [[wikipedia:Ultimate_Ghosts_'n_Goblins|''Ultimate Ghosts 'n Goblins'']], the latest entry in the series he created. Fujiwara was happy, but also a bit apprehensive due to how little he knew about the hardware it was being developed on, the [[wikipedia:PlayStation_Portable|PSP]]. He developed the game as a "pure" sequel with expanded content, a number of new elements (such as branching paths) and a more casual approach in an attempt to revitalize the platforming genre<ref>"[http://shmuplations.com/makaimura/ Makaimura Series – Interview Collection]" (Japanese). Translated by Shmuplations.com. Accessed September 1, 2016</ref>. He was later credited as "consultant" in the 2006 remake of another game he created, ''[[wikipedia:Bionic_Commando_Rearmed|Bionic Commando Rearmed]]''.

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| Original Game Design

| Original Game Design

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| 2016

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| ''Project Scissors: Night Cry''

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| Nude Maker

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| Nude Maker

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| PC, PlayStation Vita, iOS, Android

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| Special Support (message)

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|}

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