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Stories from Game Producer Yoshiki Okamoto: The Factors That Have Helped Yoshiki Okamoto Achieve Success

Writer: Michael B. Syson

Publication Date: 2026-01-17


Dear friends,

Today let me share with you Mr. Yoshiki Okamoto and Ms. Tapi's latest YouTube Live Stream video.


Last accessed: 20260116

ゲームプロデューサー岡本吉起のYouTubeライブ(26年1月16日)


The topic's about the factors that have helped Okamoto-san achieve success.

First, he says that he began working at Capcom when he was 22 years old in 1982 or 1983, more than 40 years ago, and after leaving another studio, Konami, where he had worked for a year and a half.

According to Okamoto-san, the truth is that he was already late in coming to the video game industry, because 10 years before Capcom's establishment, there was already Konami. However, since the difference in terms of the time when he entered the industry and achieved success was only 20 years at the most, Okamoto-san believes that this factor had helped him very much.

Next, he admits that he doesn't really have very outstanding skills, graduating only from a vocational school that specialized in design.

However, he points out that his companions were invaluable for him to be able to achieve success.

He gives several names and shares some stories that he has about them.

One is Mr. Takashi Aoki who was actually the person whose employee number was right before Okamoto-san's. Furthermore, he was a programming genius who taught him a lot. Okamoto-san explains that during that time, programmers worked very closely with the planners and designers, because before the arrival of Mr. Takashi Nishiyama from Irem, they had not used any design document, nor formal plans at Capcom.

Another name that Okamoto-san gives is Mister "Akiman," who was also a genius and the illustrator that had raised the quality of the graphics at Capcom. Okamoto-san reveals that Akiman-san had not been able to graduate from vocational school, although he showed through his designs that he had ability. He was so talented that Okamoto-san relied on him on all design-related work, because in those days, Okamoto-san still had to do both the jobs of the designer and the planner. He also says that Akiman-san had mentored Ms. Kinu Nishimura when she came to Capcom as an illustrator after not being able to enter university.

Another person who's helped Okamoto-san a lot is Mr. Noritaka Funamizu, who actually came to Capcom after getting advice from a friend who thought that Funamizu-san was suitable for the studio when he was just 18 years old.

Next, Okamoto-san gives the name of Mister "Tomichin," who had worked in the fighting games X-men vs Street Fighter as well as the Street Fighter Zero series.

There's also Mr. Akira Nishitani who was the planner for games like Final Fight and Street Fighter II. Okamoto-san called him on the phone when he interviewed him, and without seeing him face-to-face, he approved his employment at Capcom. He currently has his own studio called Arika.

Afterward, Okamoto-san gives the name of Ms. OkanP who began her work at Capcom when she was around 22 years old. Okamoto-san reveals that in the beginning, she was with SNK, and he thinks that she had worked as a color designer there, but when she transferred to Capcom, it was found out that she could create music as well. Okamoto-san didn't work as much with Ms. OkanP, because there was another boss who made her work for his department. The names of both Mister "Iyahara" and Mister "Tetsu" were mentioned by Okamoto-san.

Furthermore, Okamoto-san adds Ms. Yoko Shimomura who's now a very famous musician after passing time at Capcom.

Another name that Okamoto-san gives is Mr. Shinji Mikami who is well-known for the Biohazard series, although, he says, at the start Mikami-san didn't pass the interview to enter the studio. Mr. Tokuro Fujiwara, another planner and designer like Okamoto-san, mentored Mikami-san about Capcom's system, after which he went to Okamoto-san's department who thanks Fujiwara-san for the blessing.

Finally, Okamoto-san wants to mention that Capcom's President, Mr. Kenzo Tsujimoto, helped him a lot by letting him do what he wanted. Although at the start, Tsujimoto-san advised him a bit, something that Okamoto-san didn't like, because it reminded him of his experience at Konami, in the end, he decided not to interfere with the video game development aspect, and instead focused on bringing money to the studio.

Okamoto-san concludes that he had been helped by good friends, and thanks everyone for helping him achieve success.

This is all.

Thank you.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260117 | LATEST


Cuentos del Productor de los videojuegos Yoshiki Okamoto: Elementos que han ayudado a Yoshiki Okamoto a lograr el éxito

Redactor: Michael B. Syson

Fecha de publicación: El 16 de enero de 2026


Queridos amigos:

Esta noche Sr. Yoshiki Okamoto y Srta. Tapi nos comparten un vídeo en directo.


Last accessed: 20260116

ゲームプロデューサー岡本吉起のYouTubeライブ(26年1月16日)


El tema es sobre los elementos que han ayudado a Sr. Okamoto para lograr el éxito.

Primero, dice que comenzó a trabajar en el estudio Capcom cuando tuvo 22 años en el año 1982 o 1983 hace más de 40 años, y después de salir de otro estudio Konami en donde trabajaba por 1,5 años.

Según él, la verdad es que ya fue tarde entrar en la industria de los videojuegos, porque 10 años antes de establecer Capcom, ya hubo Konami. No obstante, como la diferencia en termino del tiempo cuando entró la industria y logró el éxito solo era 20 años por máximo, Sr. Okamoto cree que este elemento le había ayudado mucho.

Siguiente, admite que no tiene de verdad habilidades tan altas, solo graduándose de una escuela especializada en el diseño.

Sin embargo, apunta que sus compañeros fueron invaluables para que él pudo lograr el éxito.

Da algunos nombres y comparte unas recuerdas que tiene de ellos.

Uno es Sr. Takashi Aoki quien era de verdad la persona cuyo número de empleado fue directamente anterior de Sr. Okamoto. Además, era un genio de la programación quien le enseñó mucho. Sr. Okamoto explica que en ese tiempo, los programadores trabajaron con los planificadores y diseñadores muy cercamente, porque antes de llegar de Sr. Takashi Nishiyama a Capcom desde el estudio Irem, ellos no utilizaban los documentos de diseño ni los planes formales nada.

Otro nombre que da Sr. Okamoto es Sr. Akiman quien era un genio también y el ilustrador que había subido la calidad de los gráficos de Capcom. Sr. Okamoto desvela que Sr. Akiman no se había podido graduado de su escuela especializada, aunque mostró a través de sus diseños que tuvo habilidad. Fue tan talentoso que Sr. Okamoto le dependió sobre todos los trabajos relacionados con los diseños, porque en ese tiempo, todavía Sr. Okamoto debía dedicarse a los ambos trabajos de diseñador y planificador. También, dice que Sr. Akiman le enseñaba a Sra. Kinu Nishimura cuando llegó a Capcom como ilustrador después de no poder ingresar en la universidad.

Otra persona quien ha ayudado mucho a Sr. Okamoto es Sr. Noritaka Funamizu quien de verdad entró a Capcom después de recibir un consejo de un amigo quien creyó que Sr. Funamizu fue apto para el estudio cuando tuvo solo 18 años.

Siguiente, Sr. Okamoto da el nombre de Sr. Tomichin quien trabajaba en los juegos de lucha X-men vs Street Fighter así como la serie Street Fighter Zero.

También, hay Sr. Akira Nishitani quien fue el planificador de los juegos como Final Fight y Street Fighter II. Sr. Okamoto le llamó por el teléfono cuando le entrevistó, y sin verle cara a cara, le aprobó emplear en Capcom. Actualmente, tiene su propio estudio llamado Arika.

Después, Sr. Okamoto da el nombre de Sra. OkanP quien comenzó su trabajo en Capcom cuando tuvo alrededor de 22 años. Desvela que al principio fue de SNK, y le parece que trabajaba como un diseñador de los cólores, pero cuando se trasladó a Capcom, se descubrió que pudo crear música también. Sr. Okamoto no trabajó tanto con Sra. OkanP, porque hubo otro jefe quien le hizo trabajar para su departamento. Los nombres de tanto Sr. Iyahara como Sr. Tetsu fueron mencionado por Sr. Okamoto.

Es más, Sr. Okamoto añade Sr. Yoko Shimomura quien ya es una música muy famosa después de pasar tiempo en el estudio Capcom.

Otro nombre que da Sr. Okamoto es Sr. Shinji Mikami quien es bien conocido por la serie Biohazard, si bien, dice, al principio no aprobó la entrevista para entrar el estudio. Sr. Tokuro Fujiwara, otro planificador y diseñador como Sr. Okamoto, le enseñaba bien el sistema de Capcom, y después se fue al departamento de Sr. Okamoto quien le agradece mucho a Sr. Fujiwara por la gracia.

Por fin, Sr. Okamoto quiere mencionar que el Presidente de Capcom, Sr. Kenzo Tsujimoto, le ayudó mucho por permitirle hacer lo que quiso. Aunque al principio, Tsujimoto-san le aconsejaba un poco, algo que no le gustó a Sr. Okamoto, porque le recordó su vivencia en Konami, al final, decidió no entrometerse en el aspecto de desarrollo de los videojuegos, y se dedicó a traer dinero al estudio en su lugar.

Sr. Okamoto concluye que se había ayudado por buenos amigos y amigas, y agradece a todo por ayudarle a lograr el éxito.

Ya está. Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260115 EN


Prof. Joi Ito and Team's General Meeting (2026-01-16): Ethereum's Future and Digital Asset Treasury (DAT)'s New Business Direction

Writer: Michael B. Syson

Publication Date: 2026-01-16

UPDATED: 2026-01-17T10:59


Dear friends,

Today let me share with you Prof. Joi Ito and team's general meeting this morning about the recent developments in Web3 technology and the people behind them.


Last accessed: 20260116

【最新web3情報LIVE】國光宏尚氏が登場!イーサリアムの未来と、トレジャリー企業の新しい形|weekly gm|2026年1月16日


Among Comugi-san's usual news reports, what I'd like to direct your attention to is the report from Nada News about the "$40,000 bet on 'The U.S. will attack Iran tonight' — one trader's wager on Polymarket."

While not a lot of people may realize it, in my opinion, we all make bets everyday. Whether it be the food that we'd eat or how we'd want to spend our free time, we make predictions about what would best satisfy us. The outcome of which inevitably affects our lives, even our longevity.

In this regard, I found that creating a list of tasks to do and predicting how many and which ones I'd be able to tick-off in a given day or alloted time is a greatly rewarding experience, especially when I am able to predict right.

I believe that it's a simple form of exercise that could teach us time management as well as how wrong or right we could be whenever we make predictions.

With respect to this morning's presentation, Mr. Hironao Kunimitsu spoke about his own predictions about the future of Ethereum, which, as we'll come to understand, is now inexorably tied to DAT's business direction moving forward.

First, he shares a brief introduction of himself, saying that he had formerly worked at the video game company, Gumi, in 2007. He continues that in 2014, the company went public and was listed in the Tokyo stock exchange. It was later in 2021 when he resigned from the company.

Since then, he's been focusing on Web3 and cryptocurrencies. He says that Gumi launched a cryptocurrency fund amounting to 1.7 billion yen in San Francisco and which he was part of, in addition to providing financial advice and working on an entertainment service called Midtown, which releases Web3 games that make use of well-known IPs like Captain Tsubasa.

In January of 2025, TORICO, the company that established DAT, began to set its sights on the cryptocurrency, Ethereum.

Kunimitsu-san explains that previously, companies only bought and held Bitcoins, another cryptocurrency. He gives as examples, MicroStrategy and MetaPlanet, which have bought 15 trillion yen and 1 billion yen of Bitcoin, respectively.

Furthermore, while either Bitcoin or Ethereum could give yields of as low as 0% to as high as 55% through a mutual fund, where many people pool together their money in order to make investments, TORICO has opted to go for Ethereum instead of Bitcoin.

Kunimitsu-san explains that this is because Ethereum is aiming for much higher returns than Bitcoin by not only keeping more and more of the cryptocurrency, which could only yield a low 3% profit, but also actually selling them to earn even more.

Kunimitsu-san says that last year, TORICO invested in ETF, Stablecoin, DAT and Hyparity (name ambiguous) given that cryptocurrencies were weak profit-wise that year with Bitcoin at -6% and Ethereum at -10%, while S&P was at 18%, Nikkei at 25%-28% and gold at a high 60%.

He further explains that last year, more people were using Stablecoin and Real World Assets (RWA), such that the mass adoption of these digital assets has helped build the base infrastructure that relies on Blockchain technology and is also one that can be used even by cryptocurrencies.

It's for this reason that Kunimitsu-san predicts that the next digital asset that people would come to adopt is the Ethereum cryptocurrency.

Kunimitsu-san explains by comparing Ethereum with Bitcoin. He says that, historically, the more people there are who buy Bitcoin, the higher its price becomes. On the flip said, Bitcoin's price decreases as more people sell it.

At this point, Kunimitsu-san raises the question: Why are cryptomining businesses selling their Bitcoins now in the first place?

Kunimitsu-san reveals that these companies actually need to pay for the cost of having built the data centers that house their servers, as well as maintaining them, which includes electricity bills and human resources-related expenses.

Furthermore, they follow a four-year cycle, wherein they time their cost-cutting, which cuts their expenses in half, with their selling of Bitcoin.

As the value of Bitcoin rises again, they re-adjust the expenses that they incur from these costs accordingly.

However, Kunimitsu-san points out that Ethereum is 10 times more lucrative than their cryptomining services due to macro economics, which involves the money market.

He explains that as the share value of giant corporations decreases, the value of things like real estate, gold and Bitcoin increases. Therefore, cryptomining businesses could earn more by applying the same technique not only in Bitcoin, but also in other types of assets.

Kunimitsu-san continues that he believes that people are now moving more toward AI and gold, because they currently provide higher yields, while interest toward Bitcoin is waning. Gold, he says, is 10 times more profitable than Bitcoin.

In fact, he believes in this idea so much that he predicts that the use of this four-year cycle by cryptomining business in their buying and selling of Bitcoin is now over.

In conclusion, he bets that he can make 10% to 20% profit out of Ethereum.

This is all.

Thank you.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260115


Stories from Game Producer Yoshiki Okamoto: The new bicycle rules that will be enforced starting April of this year in Japan

Writer: Michael B. Syson

Publication Date: 2026-01-15

UPDATED: 2026-01-17T08:55


Dear friends,

Today let me share with you Mr. Yoshiki Okamoto's lecture about the new bicycle rules that will be enforced starting April of this year.


Last accessed: 20260115

2026年4月より自転車の法改正。どんな罰則が増えてる?|岡本吉起塾Ch


Okamoto-san gives an example of the penalty when a person on bicycle doesn't follow the traffic signs, costing 6,000 yen. He also explains that in the provinces, people don't really follow this rule, especially when they see that no car is passing the road.

There's also a penalty of 6,000 yen when a person drives his bicycle in the opposite direction.

Next, there's a penalty of 5,000 yen when he drives in the evening without turning on his bicycle lamp.

According to the law, these rules should be followed when a person is already 16 years old and up.

Okamoto-san agrees, and explains that a long time ago, there were people who smoked cigarettes while walking the streets, even though at times the cigarette would touch another person. It seemed that doing this was normal, and when the said incident occurred, it meant that the other person should take care and not get too close to the person who was smoking.

However, Okamoto-san reveals that gradually people stopped smoking even in the office, and Japan became a cultured or well-mannered society.

Furthermore, Okamoto-san believes that although the penalties won't be strictly enforced, he encourages us to follow the rules.

He gives the example of Singapore, which, Okamoto-san says, is a very clean country where nobody smokes, and there aren't trash. He points out that it's because the rules are strictly enforced.

However, in Japan's case, Okamoto-san believes that if everyone were to follow the rules as a form of habit, then everyone will follow them. He says that he thinks that this is more effective than strictly enforcing them.

Finally, he gives the example of the helmet. He believes that it's better to use the helmet, even though in actuality people don't use it, unless he has a child who should use the helmet. Okamoto-san points out that in the U.S., he was surprised to see that people were wearing the helmet.

Okamoto-san, therefore, concludes that Japanese people themselves should follow the rules, because if not, nobody, not even the foreigners, would.

This is all. Okamoto-san also spoke about the LUUP, which also has its own rules, but I should already stop here.

Thank you.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260115


Cuentos del Productor de los videojuegos Yoshiki Okamoto: Las nuevas reglas de las bicicletas que comenzarán a implementarse en Japón a partir de abril de este año 2026

Redactor: Michael B. Syson

Fecha de publicación: El 14 de enero de 2026


Queridos amigos:

Esta noche Sr. Yoshiki Okamoto habla de las nuevas reglas de las bicicletas que comenzarán a implementarse a partir de abril de este año 2026.


Last accessed: 20260115

2026年4月より自転車の法改正。どんな罰則が増えてる?|岡本吉起塾Ch


Sr. Okamoto da un ejemplo de la pena cuando una persona en bicicleta no sigue las señales de tráfico, costando 6.000 yenes. También, explica que en las provincias, le parece que la gente no sigue esta regla, particularmente cuando lo ve que ningún coche pasa por la calle.

También hay la pena de 6.000 yenes cuando una persona conduce su bicicleta en la dirección opuesta.

Siguiente, hay la pena de 5.000 yenes cuando conduce por la noche sin encender la lámpara de la bicicleta.

Así que según la ley, estas reglas se deben seguir cuando una persona ya tiene 16 años o más.

Sr. Okamoto está de acuerdo, y explica que hace mucho tiempo, hubo las personas quienes fumaban los cigarillos mientras paseando, eso sí a veces el cigarillo tocaría a otra persona. Pareció que hacerlo fue normal, y cuando se sucedería el dicho incidente, significó que la otra persona debería cuidarse y no acercarse demasiado a la persona quien estuvo fumando.

Sin embargo, Sr. Okamoto desvela que gradualmente la gente paró fumar incluso en la oficina así que igualmente el país Japón se volvió en uno que es culturizado o bien educado.

Además, Sr. Okamoto cree que aunque las penas no se implementarán severamente, él nos anima seguir las reglas.

Da el ejemplo de Singapur que, según dice Sr. Okamoto, es un país muy limpio en donde nadie fuma, tampoco hay las basuras. Apunta que es porque las reglas se implementan severamente.

No obstante, en el caso de Japón, Sr. Okamoto cree que si toda la gente siga las reglas por rutina, toda las seguirán entonces. Dice que le parece que es más efectivo que implementarlas severamente.

Por último, da el ejemplo del helmet. Cree que es mejor usar el casco, si bien en real la gente no lo uso, a menos que tiene su niño o niña quien debe usar el casco. Sr. Okamoto apunta que en los EE.UU. le sorprendió ver que toda la gente usaba el casco.

Entonces, concluye que los japoneses mismos deben seguir las reglas, porque si no, nadie incluso los extranjeros no las seguirían.

Ya está. Sr. Okamoto habló también de LUUP, cual tiene sus propias reglas, pero ya debo para aquí.

Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260115


游戏制作者岡本吉起老师的故事:脚踏车的从今年四月要开始的新日本规则

记者:施能崙

发布日期:2026年1月14日


各位朋友们,

今晚,岡本吉起老师讲的主题是脚踏车的从今年四月要开始的新规则。


Last accessed: 20260114

2026年4月より自転車の法改正。どんな罰則が増えてる?|岡本吉起塾Ch


老师说,一个人骑脚踏车时不遵守交通信号的惩罚是6千日元。老师也解释在省份大家不遵守这个规则,特别是如果他们看见没有汽车通过道路。

接下来,老师说,骑脚踏车去向相反的方向的惩罚是6千日元。

此外,有5千日元的惩罚骑脚踏车时没有打开灯光。

根据法律,16岁以上的人应该遵守这些规则。

岡本老师赞成,而解释于过去,有人抽烟同时走路。有时候,他烟头会接触另一个人。似乎是一件通常的事情,它也意味着那另一个人应该小心,不离吸烟者太近。

但是,老师透露,后来即使在办公室,大家慢慢地停止抽烟。因此,日本成为了一个有文化以及有礼貌的国家。

岡本老师也认为虽然规则不被严重地执行,但他鼓励我们遵守它们。

老师举例新加坡说,是个好干净的国家,没人抽烟,也没有垃圾。老师指出,是因为规则被严重地执行。

不过,日本的话,岡本老师认为如果大家习惯遵守规则,那大家也就遵守它们。老师也认为比严重地执行规则这更有效。

最后,老师举例头盔。他认为更好戴头盔,可是实际上大家不用它同时骑脚踏车,除非他有孩子跟他。他孩子正应该戴头盔。岡本老师指出他很惊讶看到在美国大家都戴头盔。

老师结束日本人应该遵守规则,因为不的话,没有人包括外国人将遵守它们。

而已。其实,老师也讲过LUUP。这种运输方式也有它自己规则,但我在这里应该停止了。

谢谢你们。

麦克