Talk:Namco
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Cool
[edit]What a cool article keep up the good work---Yammy Yamathorn 23:03, 13 May 2004 (UTC)
Company name, capitalization
[edit]Are you sure it's 'Namco' and not 'NAMCO'. The a in the logo is clearly lowercase, but look at the Japanese Namco article. --Polydor 00:56, 12 August 2005 (UTC)
- Point taken but if you look at the company website (http://www.namco.com/) the name is written both ways, sentence/title case and caps. I see no problem going with title case ("Namco") as it is in the article now.
- RomaC 18:08, 12 November 2005 (UTC)
I believe it's the first.
6 in Japanese is roku, and muttsu actually refers to the counter for six. Asmadi 07:13, 22 March 2007 (UTC)
Incorrect info
[edit]Please stop putting incorrect info in the list of games in this article and related articles like Namco System 1. Only list games made by Namco or the Pac-Man games made by Midway which were based on the Pac-Man code, don't list hacks. Also check the Arcade History Database or Killer List of Videogames (KLOV) before making any changes to what's listed. Incorrect info regarding spin-offs and game names has been fixed yet again.
Puyo Pop Fever is not a Namco game
While Ms. Pac-Man was originally released by Bally Midway, they ultimately turned over the rights to Namco. This is why Ms. Pac-Man can be included in the various Namco Museum compilations but not Jr. Pac-Man or Pac Man Plus.
The arcade version of Dangerous Seed has no storyline which mentions Galaga, in fact the word GALAGA does not appear anywhere in the Dangerous Seed program roms. Also the game is NOTHING like Galaga and no enemy from Galaga appears.
The game name is BERABOW MAN based upon Namco's own listings: - BERABOW is in the default high score listing - BERABOW MAN is listed in the history of Namco games in Namco Museum Volume 1 (PS1) - BERABOW MAN is listed in the history of Namco games in the end credits of Dragon Saber
The game name BARADUKE II is shown on the game's title screen (see picture here - http://www.system16.com/hardware.php?id=524 ) and this is how is referenced in the history of Namco games in Namco Museum Volume 1 and the end credits of Dragon Saber.
Incorrect info in many Namco game articles
[edit]Gingerfield please stop posting incorrect entries in numerous Namco game articles. The vast majority of your postings are incorrect, whether this is because you are misinformed or you are intentionally vandalizing these articles is unknown but incorrect information only degrades the validity of the entries. Your incorrect postings are being cleaned up, please leave future postings to people who are better informed.
Gingerfield has left Wikipedia. Haven't you seen his talk page?
Alternate names
[edit]Pac & Pal: the game title screen displays the title with the ampersand character.
Gaplus: this game was originally released as Gaplus but later released as Galaga 3 for better name recognition.
Bakutotsu Kijuutei - Baraduke II: the game title screen displays as part of the name.
Shadowland / Yokai Douchuuki: there are two versions of this game, the English version displays Shadowland on the title screen.
Valkyrie no Densetsu: this game is also listed as Legend of Valkyrie (the English translation) in the PS1 Namco Museum release.
More inaccuracies
[edit]Ordyne is on Namco System 2 hardware which uses scaling and rotation but Assault is also on the same hardware and came before it. Assault definitely came before Ordyne and they're definitely on the same hardware so Ordyne is NOT first.
There are two versions of Yokai Douchuuki - one which only says Yokai Douchuuki in Japanese and another which says Shadowland (a single word).
Verify all information for accurate source or actually try playing the games before posting information which may be inaccurate.
Note I've not only played most of these games, I've emulated most of them as well. Plus I'm not the one posting loads of inaccuracies which have to be debunked.
Bally Midway Pac-Man sequels
[edit]Ms. Pac-Man was done by GCC and bought by Midway. They later sold the rights to Namco because this was not authorized by Namco. So now Namco fully owns the rights to the game and the character.
Midway later did Pac-Man Plus (modification to Pac-Man) and Jr. Pac-Man (major modification to Ms. Pac-Man) but these were NOT turned over to Namco so the rights for these two games are in limbo. Midway still owns the games so Namco can't use them and since both are ultimately based on Pac-Man which Namco owns Midway can't use them either. I have to say the correct maker was Midway/Bally/William's
Merge
[edit]I think that Namcot really ought to be a section of the Namco article, rather than it's own little stub. Janizary 03:40, 18 August 2006 (UTC)
Strong Agree - Do we really need to discuss this? Namcot's barely a stub. Teh Shingen 14:48, 24 August 2006 (UTC)
Agree - The section should also explain why they were Namcot in Japan and Namco elsewhere.
Agree -One is a part of the others history. They are linked and should be together. - X201 18:26, 20 September 2006 (UTC)
Strong Agree -This section is barely a paragraph. Hewinsj 14:37, 13 November 2006 (UTC)
Strong Agree -It's should be a sub-section. Hornetman16 20:27, 14 November 2006 (UTC)
Why isn't the word "Namcot" anywhere in the article now?--SeizureDog 08:08, 3 December 2006 (UTC)
- Funny I come back around this article to ask the same exact thing: why doesn't this article mention "Namcot" at all? I'm still confused what the relation between the two names is.--SeizureDog 15:08, 6 February 2007 (UTC)
Done. I've actually performed the merge now. -Thibbs (talk) 17:44, 2 December 2012 (UTC)
"Rehabilitainment"?
[edit]"On March 31, 2006, Namco Ltd.'s amusement venue and exploratory businesses including rehabilitainment (rehabilitation and entertainment) were transferred to the newly created NBHD subsidiary which inherited the Namco Ltd. corporate name."
What exactly are people rehabilitating from? Is it something to do with services aimed at the elderly? (They apparently do something like that, looking at the section titled "Incubation" for some reason...) I'm just confused. Kennard2 03:16, 7 May 2007 (UTC)
Yes. I'll clarify this.Soredewa 13:07, 8 May 2007 (UTC)
Namcot?
[edit]What's up with that? Evaunit♥666♥ 02:57, 25 September 2008 (UTC)
found this Evaunit♥666♥ 02:40, 5 January 2009 (UTC)
- Done. The article now explains what "Namcot" is. -Thibbs (talk) 17:44, 2 December 2012 (UTC)
Wood
[edit]Who is the individual named "Wood" mentioned in the History Section. Can a first name be added? — Preceding unsigned comment added by 130.76.96.155 (talk)
Requested move
[edit]- The following discussion is an archived discussion of a requested move. Please do not modify it. Subsequent comments should be made in a new section on the talk page. Editors desiring to contest the closing decision should consider a move review. No further edits should be made to this section.
The result of the move request was: Page not moved: no consensus Ground Zero | t 00:13, 15 September 2014 (UTC)
Namco → NAMCO – Per the history section, it really is an acronym, and should be capitalized per WPMOS. Kintetsubuffalo (talk) 11:47, 5 September 2014 (UTC)
- Oppose - Namco is not capitalized in reliable sources. Sorry but this is part of the CRAZY RANDOM CAPITALIZATION PROBLEM throughout en.wp's Japanese entertainment articles. English ABCDEF (not abcdef) are today familiar as part of Japanese text, substituting Katakana, while "abcdef" are not used in place of Katakana; which leads to mess like Karkador. In ictu oculi (talk) 23:30, 5 September 2014 (UTC)
- From the article "Nakamura Manufacturing was reorganized in 1958 and later underwent a name change to Nakamura Amusement machine Manufacturing COmpany, which would be used to form the acronym "NAMCO."[1]"-this is not just crazy capping.--Kintetsubuffalo (talk) 05:43, 6 September 2014 (UTC)
- Not as crazy as some of the CAPPING that disfigures so many of our Japan entertainment articles, true, but still Namco is not capitalized in reliable sources so this move should not go ahead, sorry. In ictu oculi (talk) 15:31, 6 September 2014 (UTC)
- From the article "Nakamura Manufacturing was reorganized in 1958 and later underwent a name change to Nakamura Amusement machine Manufacturing COmpany, which would be used to form the acronym "NAMCO."[1]"-this is not just crazy capping.--Kintetsubuffalo (talk) 05:43, 6 September 2014 (UTC)
- Oppose even if it was originally an acronym it simply is not being spelled that way toady. This seems similar to the word lazer which was originally an acronym but later became an actual word and was spelled as such.--69.157.252.247 (talk) 00:33, 6 September 2014 (UTC)
- Oppose. It is not being capitalized in the running text of many third-party sources, including: [1][2][3][4][5] Therefore, MOS:TM would apply here. Zzyzx11 (talk) 17:22, 6 September 2014 (UTC)
- Oppose as it's not the common name. It's most widely referred to as "Namco" in English. Common usage is the main way we decide article titles, etc., not history or aesthetic opinions. —innotata 19:14, 8 September 2014 (UTC)
- Oppose, most sources use "Namco" with only the first letter capitalized. ONR (talk) 22:42, 11 September 2014 (UTC)
- The above discussion is preserved as an archive of a requested move. Please do not modify it. Subsequent comments should be made in a new section on this talk page or in a move review. No further edits should be made to this section.
5,500 Million?
[edit]In the history section there is a sentence that is written "By 1988, the company's capital exceeded 5,500 million Yen." I'm fairly sure that should be "5.5 billion Yen." — Preceding unsigned comment added by 2601:0:380:39:C4B6:CA6A:F3C6:86F8 (talk) 21:33, 26 April 2015 (UTC)
EDIT: I went ahead and made the change myself. — Preceding unsigned comment added by 2601:0:380:39:C4B6:CA6A:F3C6:86F8 (talk) 21:36, 26 April 2015 (UTC)
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Staff credits
[edit]Sometimes entire studios go uncredited for their work on a game. Games journalist and author of the Untold History of Japanese Game Developers book series John Szczepaniak notes that Namco does not allow anybody in Japan to disclose the names of staff who worked on any of its games.
— https://www.gamasutra.com/view/news/329003/How_bad_crediting_hurts_the_game_industry_and_muddles_history.php
Seems noteworthy but not sure where to put it. (not watching, please {{ping}}
as needed) czar 22:44, 28 July 2019 (UTC)
- I'm not so sure either, to be honest. I'd definitely say that's worth noting in the article, but I don't know where. Maybe somewhere in the History section? Namcokid47 (talk) 02:51, 1 August 2019 (UTC)
Game Machine Sources
[edit]https://onitama.tv/gamemachine/archive.html
- #56 (1976-09-15) - Pg. 3
- #59 (1976-11-01)
- #61 (1976-12-01)
- #62 (1976-12-15) - Pg. 2
- #70 (1977-04-15) - Pg. 2
- #74 (1977-06-15) - Pg. 3
- #83 (1977-11-01) - Pg. 11
- #100 (1978-07-15) - Pg. 4
- #122 (1979-07-01) - Pg. 3
- #131 (1979-11-15)
- #157 (1981-01-01) - Pg. 13
- #164 (1981-05-01) - Pg. 5
- #166 (1981-06-01) - Pgs. 12-13
- #173 (1981-09-15) - Pg. 24; Second-ever appearance of the "Overseas Readers Column" (News about Namco granting license to Rock-Ola about 'Warp & Warp').
- #177 (1981-11-15) - Pg. 30; News about Namco licensing Galaga to Midway (Overseas Readers Column).
- #179 (1981-12-15) - Pg. 30; Namco-Atari pact (Overseas Readers Column).
- #187 (1982-05-01) - Pg. 26; Opening of Atari Japan (Overseas Readers Column).
- #188 (1982-05-15) - Pg. 26; Namco Presenting Testimonial To Midway (Overseas Readers Column).
- #190 (1982-06-15)
- #197 (1982-10-01) - Pg. 30; Golden Record given to Namco for their 'Pac-Man Fever' song (Overseas Readers Column).
- #199 (1982-11-01) - Pg. 34; Overseas Readers Column
- #201 (1982-11-29)
- #203 (1982-12-15) - Pg. 30; Overseas Readers Column
- #206 (1983-02-15) - Pg. 30; Namco Licenses Xevious to Atari (Overseas Readers Column).
- #208 (1983-03-15) - Pg. 26; Namco Sues Commodore Japan (Overseas Readers Column).
- #214 (1983-06-15) - Pg. 28; Namco Sues Epoch For Pirating Pac-Man (Overseas Readers Column).
- #236 (1984-05-15) - Pg. 30; Namco's Video Games Sounds Becomes LP Records (Overseas Readers Column).
- #242 (1984-08-15) - Pg. 26; Study of Namco book (Overseas Readers Column).
- #245 (1984-10-01) - Pg. 36; Release of Galaxian for the Famicom (Overseas Readers Column).
- #251 (1985-01-01) - Pg. 38; Taito and Namco develop robots (Overseas Readers Column).
GA Review
[edit]GA toolbox |
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Reviewing |
- This review is transcluded from Talk:Namco/GA1. The edit link for this section can be used to add comments to the review.
Reviewer: Indrian (talk · contribs) 04:41, 28 October 2020 (UTC)
Great company with a great history. It will be my privilege to review this article. Comments to follow, though the process may take a bit for an article of this scope. Indrian (talk) 04:41, 28 October 2020 (UTC)
- I'm in no rush, please take as much time as you need. Thanks for reviewing! I look forward to your comments. Namcokid47 (Contribs) 04:58, 28 October 2020 (UTC)
Okay, I will be taking this in chunks. First chunk inbound.
Lead
[edit]- "beginning as a producer and distributor of coin-operated amusement rides" - I know leads are condensing a lot of complex material, but the company really started as an operator of amusement rides and expanded into the production and distribution side of the business a little later.
- Wrote it was an operator.
- "Namco's first major hit was the fixed shooter Galaxian in 1979" - its first major video hit sure, but it had several hits before that of the non-video variety.
- Noted that Galaxian was one of its first hits.
Origins
[edit]- "Beginning with only US$12,000" - I believe there are sources that give his original market capitalization in Yen. As the company is in Japanese, it would be more appropriate to use the native currency and provide a rough conversion to dollars for the American audience.
- The amount of yen was mentioned in the Trade & Industry article and the Bandai Namco timeline site. Namcokid47 (Contribs) 02:12, 29 October 2020 (UTC)
- "who began designing other kinds of amusement games such as goldfish scoopers and picture viewing machines" - I think this may be dating the manufacturing part of the business a little to early. The Sawano book talks about installing a picture viewer, but says nothing about creating it, while the Ishimura interview does not talk about manufacturing or designing in the early days at all, it just talks about operating goldfish scooping bowls, which are not really designed games so much as little aquariums full of goldfish. I don't believe this statement is supported by the evidence. Also there is no mention of the company's expansion into other department stores between the first location and the Roadway Race breakthrough as discussed in the Sawano book and Akagi. As the article stands, it appears the Mitsukoshi location was their second location.
- This was a colossal screwup on my end. Admittedly for this part I did a lot of it based on memory and didn't do proper fact-checking aside from skimming the history page on the Japanese Bandai Namco site. The Smith book clears all of that up so I moved some stuff to later portions of the article section and clarified a few things. I actually didn't know Nakamura was able to make an entire amusement space, all this time I thought Roadaway Race was the only thing he did for it.
- "Noticing Nakamura's successful business, the Mitsukoshi department store chain approached him with the idea of designing a children's ride for the roof of its store in Nihonbashi, Tokyo" - Not wrong, but I think they technically wanted complete rooftop amusement spaces in which the ride was the centerpiece.
- Clarified that they wanted a full-blown theme park area, not just the one ride.
- "Nakamura Manufacturing opened its own production plant in 1967, moving its corporate office to a four-story building in Osaka" - Two things here. First, all the sources including the old Namco corporate timeline and the Sawano book indicate the factory was established in February 1966. Second, I do not believe they were ever an Osaka company. I believe the new headquarters was also in the Ota Ward of Tokyo just like the factory.
- That was actually a typo I made, which I've corrected. As for the claim they were based in Osaka, I read that they moved to a new building on the BN timeline site and for whatever reason I thought it said Osaka, not Ōta, and never gave it a second look. Fixed.
- "Its other products included Ultraman-themed gun games and pinball-like games branded with Osomatsu-kun characters." - They also had rides based on anime characters like Q-Taro as well, not just Disney characters.
- Noted.
- There is a piece of the Nakamura Manufacturing story missing, which is discussed in the Smith book: after the company became a major operator in the 1960s, it used its clout to buy from manufacturers in bulk and then served as a distributor for smaller outlets by charging full price for the machines it got at a discount. I think this preview hits it if you don't have a copy.
- I was able to look at the preview and I added that information into the second paragraph.
That's it for the first round. More to come soon. So far its looking really good despite my little nitpicking. Indrian (talk) 22:17, 28 October 2020 (UTC)
- Thanks for your comments so far. Addressed them and provided some feedback. Namcokid47 (Contribs) 02:12, 29 October 2020 (UTC)
And we are back. Thanks for your patience and for working through some of the above issues.
Galaxian, Pac-Man, and arcade success
[edit]- "It was released outside Japan by Midway Manufacturing" - Really, Midway was the North American Manufacturer. It probably appeared in some other places around the world too, and I don't think that would have been Midway.
Success with home consoles
[edit]- There is some important history missing here. As written, the article indicates that Nintendo started a licensing program, and Namco signed up. In actuality, a Namco employee reverse engineered the Famicom and created a port of Galaxian and then Namco basically said we are publishing this with or without you. This was the impetus for Nintendo starting its licensing program (they had already granted Hudson permission to make games, but that was a special one-off as a reward for doing Family BASIC). I believe The Untold History of Japanese Game Developers, Vol. 2 covers a lot of this material in the interview with Yoshihiro Kishimoto.
- The interview that 4Gamer did with Ishimura has some more meat to this story (this info comes from him, not 4Gamer itself). Namco wanted to make Famicom games as early as '83, but when its arcade ports for platforms like the Sord M5 flopped, they decided to hold off on the idea to see if the system would be a hit or not. Nakamura let Ishimura and a few others reverse engineer its hardware in the meantime though, as if the Famicom was a hit then Namco would be more than ready to start working on games for it. I do remember Kishimoto bringing it up in the Untold History book, but I don't have access to it atm so I went with the 4Gamer article and whatever else I already had.
- "Namcot also began development of original software, such as Star Luster." - This sentence feels like its just sorta tacked on. And honestly, is Star Luster really important enough to single out in the top level article?
- Not really. It might be worth mentioning in the History of Namco page but it's not necessary here. Tossed.
- "After enduring numerous financial difficulties and losing its control in the industry, parent Warner Communications split the company into two entities." - So we have a little bit of Atari corporate history here that is not quite right. Warner did not split the company in two. What they did was sell certain divisions of the company to Jack Tramiel. Atari Corporation was not something created by Warner: it was the new name Jack Tramiel gave his own company, Tramel Technology (deliberately misspelled in the hopes people would pronounce it correctly), after he purchased those assets from Atari. Warner renamed Atari, Inc. to Atari Games, Inc. at that point to distinguish the two companies. After the sale of the coin-op division to Namco, which was technically acquired by a new subsidiary of Namco America called AT Games, Inc., Warner changed the name of Atari Games, Inc. to Atari Holdings, Inc. Ain't corporate branding wonderful? Obviously all those name shenanigans don't need to go into this article about Namco, but just make sure what is written in this article conforms to that corporate reality.
- Ahh, so that is why I kept thinking it was wrong. I had a feeling there was something off about that paragraph but couldn't pinpoint anything specific. Great to have some clarification here! I squeezed whatever useful/relevant info was in here and added it into that paragraph.
- "Viewing its acquisition as being largely unsuccessful, in 1987 Namco America sold the majority of its shares to Warner, while still retaining its right to release Atari games in Japan" - More corporate shenanigans, hooray! So in 1987, Namco did not sell anything to Warner. At that time, Namco owned 60% of the company and Warner owned 40%. Namco then sold one-third of its ownership stake, or 20% of the company, to a group of Atari Games employees led by Nakajima. Since the company was now split 40-40-20 between three groups, no one owned a majority of the stock and the company because independent again as a result. So Namco still kept a sizeable stake in the company, and in fact Nakamura continued as chairman of the board of Atari Games until the middle of 1988.
- I'll need to find the source for Nakamura being chairman of the board until 1988 (I did see it somewhere but forgot where), but I reworked that entire paragraph to correct these mistakes.
Expansion Into Other Markets
[edit]- "A company reorganization lead to Namco America acquiring Atari Operations from Atari Games, allowing Namco to operate video arcades across the United States." - This statement is correct, but we also need to close out all our Atari corporate shenanigans at this point. Basically, Time Warner reacquired the remaining 40% of Atari Games still owned by Namco (technically, it was 43.8% because some of these other figures previously were rounded) in return for Atari Operations.
- Clarified. The Game Machine article even said this, so I don't know how I glossed over that.
- I am not sure exactly where this should go, whether in this section or at the end of the previous one, but the fact that the System 22 hardware was developed in conjunction with defense contractor Evans & Sutherland should probably be included. Both Namco and Sega were able to take their polygonal hardware to a whole new level by partnering with defense contractors, which themselves were desperate for new revenue streams with the end of the Cold War and cuts to US defense spending.
- Yeah, I really wanted to bring up the System 22 and E&S in detail but didn't know where to put them. I mentioned S22 while discussing Ridge Racer, but I still think it's absolutely worth mentioning elsewhere. I'll think of a way.
- "Namco America acquired Atari Operations in July 1993 and renamed it Namco Operations" - Not sure why this is back again. Both the purchase and the rename took place in 1990.
- That must have been some kind of error, I don't remember putting that in the text. Tossed it out for not being true.
Well, that should keep you busy for a little bit. I'll have more soon. Indrian (talk) 16:07, 14 November 2020 (UTC)
- Many thanks for your comments. I've addressed this next set of issues with some feedback and explanations. In the meantime, I'll try to put in something about Evans & Sutherland. Namcokid47 (Contribs) 23:12, 14 November 2020 (UTC)
Okay, sorry for the delays between posts here. Nothing like doing a GA review of a long article during the holidays in the middle of a pandemic. I appreciate your patience. Time for another round!
Relationship with Sony
[edit]- "The console began as a collaboration between Nintendo and Sony to create a CD-based peripheral for the Super Nintendo Entertainment System in 1992" - Good old IGN. The contracts were actually signed all the way back in 1988.
- IGN? Wrong? Unbelievable. Anyways, fixed.
- "with Namco receiving a Guinness World Record for this achievement" - On the one hand I get that this is a form of recognition. On the other hand, its Guinness. Not sure the achievement is worthy of inclusion.
- This was written before I've delved more into the seedy underbelly that is Guinness, so I agree it's totally worthless. It isn't sourced, either, so we're not losing anything here.
- The second paragraph is talking about two different things. First it talks about a lot of home stuff, and then it tacks on some coin-op at the end. I would break this into two paragraphs and maybe flesh out the coin-op stuff slightly.
- I had no idea what to do with the arcade stuff at first. On one hand, I felt it was very interesting information and was necessary while discussing Namco's history in the late-90s. But on the other hand, I didn't know if there were really enough "key titles" that could warrant such a paragraph at the time. So I just tacked on the arcade stuff since I had nowhere else to put it for the time being. I did eventually find some more juicy info on these games (and some other things they did for arcades), so its own paragraph was most certainly warranted.
Financial decline and restructuring
[edit]- "In light of its struggling finances, the company continued expanding operations" - As written, this just seems counterintuitive. Sales are bad, so we keep growing? I assume this is more about diversification than growth, right. Maybe couch it in those terms instead?
- Yeah, that's what I meant. They were losing money so they tried moving beyond their usual arcade and consumer software divisions, which is what I tried to summarize.
- "Though its arcade cabinets and games were still proving profitable, sales were lower than expected." - So if the arcade games were still profitable, why was there a loss? I assume they were taking losses in their operating division? This section needs to clarify what parts of the company were losing money if possible.
- Lots of the info about its losses were either out-of-order or just outright wrong based on other sources, so I ended up just nuking those first three paragraphs and starting over. Hopefully I managed to properly explain the what and why here.
Bandai takeover and dissolution
[edit]- "As of 2018, Namco USA, Namco Enterprises Asia, and Namco Funscape—the amusement facility division of Bandai Namco Europe—remain the last companies within the holding company to use the original Namco trademark." - Is this still true in 2020?
- Yep, they're still operating under those names. That was something I forgot to fix when I started editing this a year or so ago.
And that's it. There will still be some more work to do after this as I start paying more attention to grammar and how the sections fit together as a whole, but this gets us through the major content review. I'll go ahead and officially put the nomination On hold while this latest round is addressed, but I have no doubt we are looking at promotion very soon. Indrian (talk) 15:46, 30 November 2020 (UTC)
- Indrian: Okay, that should be it! Sorry it took so long to wrap these issues up. Namcokid47 (Contribs) 08:54, 20 January 2021 (UTC)
- Indrian Do you have further comments, or are willing to pass or fail? Panini🥪 19:02, 2 February 2021 (UTC)
- He's planning to wrap it up sometime this week. Namcokid47 (Contribs) 19:17, 2 February 2021 (UTC)
- Alright, sorry to bother. Just saw this up for a while. Panini🥪 19:49, 2 February 2021 (UTC)
Well, I suppose since we are all here anyway, we might as well get this thing promoted. I have completed a thorough copy edit to clean up some language here and there, and I feel the article is now ready for promotion. This may well be the best article on a video game company on the entire encyclopedia, and I encourage you to take it to FAC at some point. Truly well done! Indrian (talk) 19:02, 8 March 2021 (UTC)
A Commons file used on this page or its Wikidata item has been nominated for deletion
[edit]The following Wikimedia Commons file used on this page or its Wikidata item has been nominated for deletion:
Participate in the deletion discussion at the nomination page. —Community Tech bot (talk) 21:39, 2 October 2021 (UTC)
Agricultural work environment
[edit]"Nakamura and Namco's content development division advisors pushed against the idea, as they felt Bandai's corporate model would not blend well with Namco's more agricultural work environment."
I think this sentence is in dire need of some further explanation. What does it mean for a video game developer to have an "agricultural work environment"? 84.254.91.26 (talk) 00:04, 4 December 2023 (UTC)
- ^ Smith, David. Feature: What's in a Name. 1Up.com. 13 June 2005.
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