Capcom

From Wikipedia, the free encyclopedia

Capcom Co., Ltd.
Native name
株式会社カプコン
Kabushiki-gaisha Kapukon
Company typePublic
TYO: 9697
IndustryVideo games
FoundedMay 30, 1979; 44 years ago (1979-05-30)[1]
FounderKenzo Tsujimoto
HeadquartersChūō-ku, Osaka, Japan
Key people
  • Kenzo Tsujimoto (Chairman and CEO)
  • Haruhiro Tsujimoto (President and COO)
ProductsComplete list of games
RevenueIncrease ¥110.1 billion (2022)[2]
Increase ¥44.3 billion (2022)[2]
Increase ¥32.6 billion (2022)[2]
OwnerTsujimoto family (22.71%)
Public Investment Fund (5%)[3]
Number of employees
3,332 (2023)[4]
DivisionsDevelopment Division 1
Development Division 2
SubsidiariesCapcom Taiwan
Capcom Singapore
CE Europe
Capcom U.S.A.
Capcom Maintenance Service Co., Ltd.
Enterrise Co., Ltd.
K2 Co., Ltd.
Swordcanes Studio Co., Ltd.
Websitewww.capcom.com

Capcom Co., Ltd. (Japanese: 株式会社カプコン, Hepburn: Kabushiki-gaisha Kapukon) is a Japanese video game company. It has created a number of multi-million-selling game franchises, with its most commercially successful being Resident Evil, Monster Hunter, Street Fighter, Mega Man, Devil May Cry, Dead Rising, Ace Attorney, and Marvel vs. Capcom. Established in 1979, it has become an international enterprise with subsidiaries in East Asia (Hong Kong), Europe (London, England), and North America (San Francisco, California).

History[edit]

Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979[5] by Kenzo Tsujimoto, who was still president of Irem Corporation when he founded I.R.M. He worked concomitantly in both companies until leaving the former in 1983.

The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co., Ltd., both of which were devoted to the manufacture and distribution of electronic game machines.[6] The two companies underwent a name change to Sanbi Co., Ltd. in September 1981.[6] On June 11, 1983, Tsujimoto established Capcom Co., Ltd.[5] for the purpose of taking over the internal sales department.[7]

In January 1989, Capcom Co., Ltd. merged with Sanbi Co., Ltd., resulting in the current Japan branch.[6] The name Capcom is a clipped compound of "Capsule Computers", a term coined by the company for the arcade machines it solely manufactured in its early years, designed to set themselves apart from personal computers that were becoming widespread.[8] "Capsule" alludes to how Capcom likened its game software to "a capsule packed to the brim with gaming fun", and to the company's desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.[8]

Capcom's first product was the medal game Little League (1983). It released its first arcade video game, Vulgus (May 1984).[6] Starting with the arcade hit 1942 (1984), they began designing games with international markets in mind.[9] The successful 1985 arcade games Commando and Ghosts 'n Goblins have been credited as the products "that shot [Capcom] to 8-bit silicon stardom" in the mid-1980s. Starting with Commando (late 1985), Capcom began licensing their arcade games for release on home computers, notably to British software houses Elite Systems and U.S. Gold in the late 1980s.[10]

Beginning with a Nintendo Entertainment System port of 1942 (published in Dec. 1985), the company ventured into the market of home console video games,[6] which would eventually become its main business.[11] The Capcom USA division had a brief stint in the late 1980s as a video game publisher for Commodore 64 and IBM PC DOS computers, although development of these arcade ports was handled by other companies. Capcom created home video game franchises, including Resident Evil in 1996,[12] while their highest-grossing title is the fighting game Street Fighter II (1991), driven largely by its success in arcades.[13]

In the late 1980s, Capcom was on the verge of bankruptcy when the development of a strip Mahjong game called Mahjong Gakuen started. It outsold Ghouls 'n Ghosts, the eighth highest-grossing arcade game of 1989 in Japan, and is credited with saving the company from financial crisis.[14][15]

Capcom has been noted as the last major publisher to be committed to 2D games, though it was not entirely by choice. The company's commitment to the Super Nintendo Entertainment System as its platform of choice caused them to lag behind other leading publishers in developing 3D-capable arcade boards.[16] Also, the 2D animated cartoon-style graphics seen in games such as Darkstalkers: The Night Warriors and X-Men: Children of the Atom proved popular, leading Capcom to adopt them as a signature style and use them in more games.[16]

In 1990, Capcom entered the bowling industry with Bowlingo. It was a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation. It was smaller than a standard bowling alley, designed to be smaller and cheaper for amusement arcades. Bowlingo drew significant earnings in North America upon release in 1990.[17]

In 1994, Capcom adapted its Street Fighter series of fighting games into a film of the same name. While commercially successful, it was critically panned. A 2002 adaptation of its Resident Evil series faced similar criticism but was also successful in theaters. The company sees films as a way to build sales for its video games.[18]

Capcom debunked rumors that it was leaving the arcade business in 2001.[19] While it did remain in the business in Japan, it gradually left the American market in 2003 and closed its arcade subsidiary in March 2004.[20]

Capcom partnered with Nyu Media in 2011 to publish and distribute the Japanese independent (dōjin soft) games that Nyu localized into the English language.[21] The company works with the Polish localization company QLOC to port Capcom's games to other platforms;[22] notably, examples are DmC: Devil May Cry's PC version and its PlayStation 4 and Xbox One remasters, Dragon's Dogma's PC version, and Dead Rising's version on PlayStation 4, Xbox One, and PC.

In 2012, Capcom came under criticism for controversial sales tactics, such as the implementation of disc-locked content, which requires players to pay for additional content that is already available within the game's files, most notably in Street Fighter X Tekken. The company defended the practice.[23] It has also been criticized for other business decisions, such as not releasing certain games outside of Japan (most notably the Sengoku Basara series), abruptly cancelling anticipated projects (most notably Mega Man Legends 3), and shutting down Clover Studio.[24][25][26]

On August 27, 2014, Capcom filed a patent infringement lawsuit against Koei Tecmo Games at the Osaka District Court for 980 million yen in damage. Capcom claimed Koei Tecmo infringed a patent it obtained in 2002 regarding a play feature in video games.[27]

In 2015, the PlayStation 4 version of Ultra Street Fighter IV was pulled from the Capcom Pro Tour due to numerous technical issues and bugs.[28] In 2016, Capcom released Street Fighter V with very limited single player content. At launch, there were stability issues with the game's network that booted players mid-game even when they were not playing in an online mode.[29] Street Fighter V failed to meet its sales target of 2 million in March 2016.[30]

On November 2, 2020, the company reported that its servers were affected by ransomware, scrambling its data, and the threat actors, the Ragnar Locker hacker group, had allegedly stolen 1TB of sensitive corporate data and were blackmailing Capcom to pay them to remove the ransomware. By mid-November, the group began putting information from the hack online, which included contact information for up to 350,000 of the company's employees and partners, as well as plans for upcoming games, indicating that Capcom opted to not pay the group. Capcom affirmed that no credit-card or other sensitive financial information was obtained in the hack.[31]

In 2021, Capcom removed appearances of the Rising Sun Flag from their rerelease of Street Fighter II. Although Capcom did not provide an official explanation for the flag's removal, due to the flag-related controversy, it is speculated that it was done so to avoid offending segments of the international gaming community.[32][33][34]

Artist and author Judy A. Juracek filed a lawsuit in June 2021 against Capcom for copyright infringement. In the court filings, she asserted Capcom had used images from her 1996 book Surfaces[35] in their cover art and other assets for Resident Evil 4, Devil May Cry and other games. This was discovered due to the 2020 Capcom data breach, with several files and images matching those that were included within the book's companion CD-ROM. The court filings noted one image file of a metal surface, named ME0009 in Capcom's files, to have the same exact name on the book's CD-ROM. Juracek was seeking over $12 million in damages and $2,500 to $25,000 in false copyright management for each photograph Capcom used.[36] Before a court date could be made, the matter was settled "amicably" in February 2022.[37] It comes on the heels of Capcom being accused by Dutch movie director Richard Raaphorst of copying the monster design of his movie Frankenstein's Army into their game Resident Evil Village.[38]

In February 2022, it was reported by Bloomberg that Saudi Arabia's Public Investment Fund had purchased a 5% stake in Capcom, for an approximate value of US$332 million.[3]

In July 2023, Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio.[39]

Corporate structure[edit]

Development divisions[edit]

In its beginning few years, Capcom's Japan branch had three development groups referred to as "Planning Rooms", led by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Okamoto.[40][41] Later, games developed internally were created by several numbered "Production Studios", each assigned to different games.[42][43] Starting in 2002, the development process was reformed to better share technologies and expertise, and the individual studios were gradually restructured into bigger departments responsible for different tasks.[43] While there are self-contained departments for the creation of arcade, pachinko and pachislot, online, and mobile games, the Consumer Games R&D Division is an amalgamation of subsections in charge of game development stages.[43][44][45]

Capcom has two internal Consumer Games Development divisions:

In addition to these teams, Capcom commissions outside development studios to ensure a steady output of titles.[49][50] However, following poor sales of Dark Void and Bionic Commando, its management has decided to limit outsourcing to sequels and newer versions of installments in existing franchises, reserving the development of original titles for its in-house teams.[51] The production of games, budgets, and platform support are decided on in development approval meetings, attended by the company management and the marketing, sales and quality control departments.[43]

Although the company often relies on existing franchises, it has also published and developed several titles for the Xbox 360, PlayStation 3, and Wii based on original intellectual property: Lost Planet: Extreme Condition, Dead Rising, Dragon's Dogma, Asura's Wrath, and Zack and Wiki.[52] During this period, Capcom also helped publish several original titles from up-and-coming Western developers, including Remember Me, Dark Void, and Spyborgs, titles other publishers were not willing to gamble on.[53][54] Other games of note are the titles Ōkami, Ōkamiden, and Ghost Trick: Phantom Detective.

Branches and subsidiaries[edit]

Capcom Co., Ltd.'s head office building and R&D building are in Chūō-ku, Osaka.[55] The parent company also has a branch office in the Shinjuku Mitsui Building in Nishi-Shinjuku, Shinjuku, Tokyo;[56] and the Ueno Facility, a branch office in Iga, Mie Prefecture.[55]

The international Capcom Group encompasses 12 subsidiaries in Japan, rest of East Asia, North America, and Europe.[55][43]

Game-related media[edit]

In addition to home, online, mobile, arcade, pachinko, and pachislot games, Capcom publishes strategy guides;[6] maintains its own Plaza Capcom arcade centers in Japan; and licenses its franchise and character properties for tie-in products, movies, television series, and stage performances.[11]

Suleputer, an in-house marketing and music label established in cooperation with Sony Music Entertainment Intermedia in 1998, publishes CDs, DVDs, and other media based on Capcom's games.[57] Captivate (renamed from Gamers Day in 2008), an annual private media summit, is traditionally used for new game and business announcements.[58]

Technology[edit]

Game sales[edit]

Capcom's top 10 multi-million selling franchises
(as of December 31, 2023)[59]
Franchise First release Sales (m)
Resident Evil 1996 154.0
Monster Hunter 2004 97.0
Street Fighter 1987 53.0
Mega Man 1987 41.0
Devil May Cry 2001 30.0
Dead Rising 2006 16.0
Ace Attorney 2001 11.0
Marvel vs. Capcom 1996 11.0
Onimusha 2001 8.6
Dragon's Dogma 2012 8.4

Capcom started its Street Fighter franchise in 1987. The series of fighting games are among the most popular in their genre. Having sold over 50 million copies, it is one of Capcom's flagship franchises. The company also introduced its Mega Man series in 1987, which has sold over 40 million copies.

The company released the first entry in its Resident Evil survival horror series in 1996, which become its most successful game series, selling over 150 million copies. After releasing the second entry in the Resident Evil series, Capcom began a Resident Evil game for PlayStation 2. As it was significantly different from the existing series' games, Capcom decided to spin it into its own series, Devil May Cry. The first three entries were exclusively for PlayStation 2; further entries were released for non-Sony consoles. The entire series has sold 30 million copies. Capcom began its Monster Hunter series in 2004, which has sold over 90 million copies on a variety of consoles.

Capcom compiles a "Platinum Titles" list, updated quarterly, of its games that have sold over one million copies. It contains over 100 video games. This table shows the top ten titles, by sold copies, as of December 31, 2023.[60]

Title Release date Platform(s) considered Sales (m)
Monster Hunter: World January 2018 PlayStation 4, Xbox One, PC 19.60[a]
Monster Hunter Rise March 2021 Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, PC 14.20
Resident Evil 2 January 2019 PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 13.60
Resident Evil 7: Biohazard January 2017 PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 13.00
Monster Hunter World: Iceborne September 2019 PlayStation 4, Xbox One, PC 11.60
Resident Evil Village May 2021 PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 9.30
Resident Evil 5 March 2009 PlayStation 3, Xbox 360 9.00
Resident Evil 6 October 2012 PlayStation 3, Xbox 360 9.00
Resident Evil 3 April 2020 PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 8.40
Devil May Cry 5 March 2019 PlayStation 4, Xbox One, PC 7.80
  1. ^ Unit sales including Monster Hunter World: Iceborne Master Edition: 24.10 million units.

See also[edit]

Articles[edit]

Companies founded by ex-Capcom employees[edit]

Name Foundation Affiliation
Arika November 1, 1995 Founded by Akira Nishitani
Crafts & Meister June 1, 2004 Founded by Noritaka Funamizu and Katsuhiro Sudo
Dimps March 6, 2000 Founded by Takashi Nishiyama and Hiroshi Matsumoto
Game Republic July 1, 2003 Founded by Yoshiki Okamoto
Inti Creates May 8, 1996 Founded by Takuya Aizu
Level-5 Comcept December 1, 2010 Founded by Keiji Inafune as Comcept
PlatinumGames October 1, 2007 Founded by Shinji Mikami, Atsushi Inaba, Hideki Kamiya, and Tatsuya Minami
Tango Gameworks March 1, 2010 Founded by Shinji Mikami
UTV Ignition Games September 26, 2001 Sawaki Takeyasu joined Ignition Tokyo, a subsidiary of UTV Ignition Games

References[edit]

  1. ^ "CAPCOM - Corporate Overview". Archived from the original on April 15, 2010.
  2. ^ a b c "CAPCOM - Financial Review (Japan GAAP)". Capcom. May 7, 2019. Retrieved July 21, 2019.
  3. ^ a b "Saudi acquires 5% stake in Capcom and Nexon gaming firms worth $1bn". Middle East Monitor. February 6, 2022. Retrieved February 7, 2022.
  4. ^ "CAPCOM | Corporate Overview". CAPCOM IR. May 20, 2022.
  5. ^ a b Ocampo, Jason (June 11, 2008). "Capcom Marks 25th Anniversary". IGN. IGN Entertainment, Inc. Archived from the original on October 4, 2009. Retrieved July 21, 2010.
  6. ^ a b c d e f "Corporate Information: History". Capcom Co., Ltd. September 30, 2009. Archived from the original on April 15, 2010. Retrieved July 21, 2010.
  7. ^ 会社情報 カプコンの歴史 (in Japanese). Capcom Co., Ltd. September 30, 2009. Archived from the original on March 5, 2010. Retrieved July 21, 2010.
  8. ^ a b 会社情報 社名の由来 (in Japanese). Capcom Co., Ltd. Archived from the original on March 5, 2010. Retrieved July 22, 2010.
  9. ^ "Developer Interviews – Capcom and the CPS-1". Gamest. Vol. 4, no. 11 (November 1989). September 30, 1989. p. 10.
  10. ^ "Capcom: A Captive Audience". The Games Machine. No. 19 (June 1989). May 18, 1989. pp. 24–5.
  11. ^ a b "Corporate Information: Business Segments". Capcom Co., Ltd. September 30, 2009. Archived from the original on March 1, 2010. Retrieved July 21, 2010.
  12. ^ "Business Strategies & IR Data: Total Sales Units Data". Capcom Co., Ltd. March 31, 2010. Archived from the original on March 27, 2014. Retrieved July 21, 2010.
  13. ^ "World of Warcraft Leads Industry With Nearly $10 Billion In Revenue". Game Revolution. CraveOnline. January 26, 2017.
  14. ^ Yarwood, Jack (March 7, 2023). "This Strip Mahjong Game Saved Capcom From Bankruptcy". Time Extension. Hookshot Media. Retrieved March 7, 2023.
  15. ^ "第3回 ゲーメスト大賞 〜 インカム部門ベスト10" [3rd Gamest Awards – Income Category: Best 10]. Gamest (in Japanese). Vol. 41 (February 1990). December 27, 1989. pp. 49–79 (79). alternate url
  16. ^ a b "Capcom". Next Generation. No. 17. Imagine Media. May 1996. pp. 67–69.
  17. ^ "A Bowling Alley No Arcade Should Be Without / Capcom Bows "Next Final Fight" With Magic Sword". RePlay. Vol. 15, no. 12. September 1990. pp. 19–20, 68.
  18. ^ Gaudiosi, John. "Capcom Seeks More Playtime in HWood." Hollywood Reporter 397 (2006): 4,4,29. ProQuest Research Library. Web. May 30, 2012.
  19. ^ "Capcom Remains In The Arcade Biz". IGN. March 20, 2001. Retrieved March 11, 2024.
  20. ^ "Notice about Dissolution of Consolidated Subsidiaries" (PDF). Capcom. March 30, 2004. Retrieved March 11, 2024.
  21. ^ Cowan, Danny (December 13, 2011). "Nyu Media, Capcom To Publish Localized Doujin PC Games Starting This Month". IndieGames.com. UBM Tech. Archived from the original on March 4, 2016. Retrieved December 17, 2014.
  22. ^ "Dustforce Sweeping onto Xbox Live Arcade and PSN for PS3, Vita January 2014". Archived from the original on July 5, 2017. Retrieved December 30, 2016.
  23. ^ Makuch, Eddie (April 2, 2012). "Capcom defends on-disc DLC - Report". GameSpot. Archived from the original on April 4, 2012.
  24. ^ "稲船敬二氏によるセミナーが開催――クリエイティブへの思い、新会社設立の意図を語る". ファミ通. May 7, 2011. Retrieved April 6, 2021.
  25. ^ "Thoughts on why we're probably not getting an English version of Sengoku Basara 4". Raindrops and Daydreams. July 29, 2013. Retrieved April 6, 2021.
  26. ^ "Mega Man Legends fan community releases documentary video to commemorate game's cancellation". Destructoid. August 8, 2016. Retrieved April 6, 2021.
  27. ^ Matulef, Jeffrey (August 27, 2014). "Capcom files lawsuit against Koei Tecmo for patent infringement". Eurogamer. Archived from the original on August 16, 2016.
  28. ^ Wesley Yin-Poole (June 1, 2015). "Capcom pulls PS4 Ultra Street Fighter 4 from its own tournament". Eurogamer. Archived from the original on August 16, 2016. Retrieved July 3, 2016.
  29. ^ "Capcom Responds to Street Fighter 5's Lack of Content Concerns". GameSpot. April 6, 2016. Retrieved January 31, 2018.
  30. ^ "Street Fighter 5 Sales Miss Capcom Target By Huge Margin". GameRant. 2016. Retrieved January 31, 2018.
  31. ^ "Capcom hack: Up to 350,000 people's information stolen". BBC. November 16, 2020. Retrieved November 16, 2020.
  32. ^ "Rising Sun removed from 'Street Fighter II' background in game's latest rerelease". Japan Today. February 22, 2021.
  33. ^ "Controversial Rising Sun Design Removed from Street Fighter II's Re-Release". February 19, 2021.
  34. ^ "Rising Sun Removed from Street Fighter II in Capcom Arcade Stadium". February 19, 2021.
  35. ^ Juracek, Judy A. (1996). Surfaces: Visual Research for Artists, Architects, and Designers. W.W. Norton. ISBN 978-0-393-73007-4.
  36. ^ Carpenter, Nicole (June 5, 2021). "Artist says Capcom stole her photos for Resident Evil, Devil May Cry games in lawsuit". Polygon. Retrieved June 5, 2021.
  37. ^ Partis, Danielle (February 7, 2022). "Capcom lawsuit over alleged stolen art settled". gamesindustry.biz. Retrieved March 3, 2022.
  38. ^ Yin-Poole, Wesley (May 10, 2021). "Movie director says Capcom copied his monster for Resident Evil Village boss fight". Eurogamer. Retrieved June 6, 2021.
  39. ^ Romano, Sal (July 26, 2023). "Capcom acquires computer graphics studio Swordcanes Studio". Gematsu. Retrieved July 26, 2023.
  40. ^ ゲーム業界を"爆発"させた"ストライダー"の父 「四井浩一」 ディスコグラフィー. Gameside (in Japanese). Micro Magazine (16). February 2009.
  41. ^ Capcom Co., Ltd (March 7, 1989). Strider Hiryū. Capcom Co., Ltd. Scene: staff credits.
  42. ^ Nix, Marc (March 23, 2007). "The Future of PSP – Capcom". IGN. IGN Entertainment, Inc. Archived from the original on February 23, 2011. Retrieved May 11, 2011.
  43. ^ a b c d e "Annual Report 2009" (PDF). Capcom Co., Ltd. September 17, 2009. Archived (PDF) from the original on October 15, 2012. Retrieved July 20, 2010.
  44. ^ "Developer Interview 2008". Capcom Co., Ltd. Archived from the original on October 4, 2010. Retrieved July 24, 2010.
  45. ^ "Annual Report 2007" (PDF). Capcom Co., Ltd. Archived (PDF) from the original on October 20, 2012. Retrieved July 22, 2010.
  46. ^ Capcom. "Developer Interview 2015".
  47. ^ "Capcom's Resident Evil division "focusing" on VR". GamesIndustry.biz. October 13, 2015.
  48. ^ "CAPCOM | Corporate Officers". CAPCOM IR. April 2023.
  49. ^ "Developer Interview 2009: vol08.Keiji Inafune". Capcom Co., Ltd. Archived from the original on April 7, 2010. Retrieved November 6, 2010.
  50. ^ "Developer Interview 2010: vol01.Jun Takeuchi". Capcom Co., Ltd. Archived from the original on October 3, 2010. Retrieved November 6, 2010.
  51. ^ Orsini, Lauren (May 17, 2010). "Bionic Commando, Dark Void Last Straws For Capcom". Kotaku. Archived from the original on June 20, 2010. Retrieved November 6, 2010.
  52. ^ "Lost Planet & Dead Rising; Capcom Brings New Blood to Xbox 360." EGM [i] 2006: 1-41. ProQuest Research Library. Web. May 30, 2012.
  53. ^ Douglass C. Perry (August 21, 2009). "How Airtight Games started a console game studio with just $24,000". VentureBeat. Archived from the original on February 4, 2015. Retrieved February 8, 2015.
  54. ^ Stephany Nunneley (November 27, 2012). "Remember Me developer discusses amicable split with Sony, Capcom's enthusiasim [sic]". VG247. Archived from the original on January 28, 2015. Retrieved February 8, 2015.
  55. ^ a b c "Corporate Information: Capcom Group". Capcom Co., Ltd. August 31, 2009. Archived from the original on April 22, 2010. Retrieved July 21, 2010.
  56. ^ "Locations Archived October 7, 2011, at the Wayback Machine." Capcom. Retrieved on August 12, 2011. "3-1-3 Uchihirano-machi, Chuo-ku, Osaka 540-0037, Japan" and "Shinjuku Mitsui Building 2-1-1 Nishi Shinjuku, Shinjuku-ku, Tokyo"
  57. ^ "Annual Report 1998" (PDF). Capcom Co., Ltd. Archived (PDF) from the original on October 9, 2022. Retrieved January 31, 2018.
  58. ^ Kramer, Chris (March 28, 2008). ""Gamers Day" is dead, long live the CAPTIVATE08 Media Summit". Capcom Entertainment, Inc. Archived from the original on November 5, 2010. Retrieved July 24, 2010.
  59. ^ "Capcom, Game Series Sales". Capcom. September 30, 2021. Retrieved January 3, 2022.
  60. ^ "Capcom, Platinum Titles". Capcom. December 31, 2021. Retrieved January 3, 2022.

External links[edit]