Namco X Capcom Gamefaqs

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As the title says I am looking for games with a similar gameplay to Namco's Crossover Series (namely Namco x Capcom and Project X Zone). I enjoy the battle system where you try to string together over-the-top attacks while keeping the enemy in hitstun/in the air and ideally finishing with some ridiculous Super Attack.

In a time where major game makers are announcing their mergers one after another and collaborative projects are becoming commonplace, a cross-company title like Namco x Capcom seems like a natural thing. The game has been one of the most anticipated Japanese titles of the year since it was first announced back in January. For Capcom, this will be the second time it has collaborated with another developer--a number of years ago the Japanese developer teamed up with SNK for the Capcom vs. SNK series, which turned into a pretty big hit. The game was so successful it was even used in an official national tournament in Japan. Given the level of success of that collaboration, the question is: will Namco x Capcom be as big a hit with gamers? We got hold of the quirky new RPG to find out.

When you turn on Namco x Capcom for the first time, you'll be greeted by a very high-quality opening animation produced by Production I.G., the well-known company that made the FLCL anime series and the theater release of Ghost in a Shell. In case you're not familiar with anime, an example of a movie is Quentin Tarantino's Kill Bill Vol. 1, in which the animation sequence was also done by the studio. While it's not rare for games to have an anime opening sequence, it's definitely unusual to see one as long as three minutes, which is a great way to get you hyped to play the game.

Namco x Capcom takes you to the empty streets of Shibuya in Tokyo in the year 20XX, which is one of the many locations that have been closed down for evacuation due to space-time distortions that have been happening all over the world. Agents Arisu Reiji and Xiaomu, the two main characters in the game, get dispatched to the city by a government organization named Shinra, which investigates supernatural occurrences that can't be handled by the police or other factions.

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After taking on a few monsters, Reiji and Xiaomu realize that they're facing something more than the usual distortions. The pair of veteran agents barely has time to wonder if the current distortions are related to events that occurred 10 years ago--when the distortion phenomena began--when they find themselves fighting against a huge group of Gnosis from the Xenosaga series that have suddenly appeared. Thankfully, Shion Uzuki, M.O.M.O., and Kos-Mos appear to lend a hand, and they realize that they've been warped to an alternate dimension. The story gets even crazier when characters from the Street Fighter series, Cammy, Juni, and Juli, appear on the scene, chased by ICPO agent Chun-li. After beating all the enemies and advancing through the next few stages, you realize that the distortions are happening throughout the Namco and Capcom universes. Your quest is to learn the reasons behind the supernatural phenomena and bring everyone together.

Namco x Capcom plays like a standard strategy RPG, though it features a touch of action game elements, like when you're fighting against enemies on the battle screen. You move your character units around a field map that consists of square cells, and when you're in range for combat, you can select to attack an enemy unit. The game is stage-based, and you need to fulfill mission objectives--which is usually to beat all the enemies in the map--in order to advance.

Unlike typical strategy RPGs, which require you to move all your units in a single phase and then wait for your opponent to take all its actions, Namco x Capcom adopts a traditional RPG turn-based system where character units from both sides move one after another, with the units that have the highest agility and active points in the lead. Your AP are the main deciding factor for which character unit moves first and how much action they can perform.

The system is similar to the movement cost found in many strategy RPGs. All the character units start out in the beginning of the stage with the maximum of 10 AP. The points will be reduced whenever you take actions with them, such as moving them around the map and making them attack an enemy. The basic way of recovering your character unit's AP is by waiting through a number of turns. So if you use very little AP on a character unit's turn, the character will have a lot of AP remaining, and its next turn will come quickly. On the other hand, if you take too many actions with the character unit, it'll take longer for their turn to come up. But all in all, the game is set up in such a way that players won't have to worry too much about holding back on their moves, since some of the vital actions, such as the use of skills or items, don't require any AP at all.

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As with most strategy games, the number of cells that each character unit can move in each level is different, and trying to walk over the ground will decrease the number of steps you can take. On the other hand, some character units will fly instead of walk, which frees them from these terrain issues. A few character units 'warp' when they move around the field, which allows them to even pass through walls. This comes in handy in certain strategic situations.

Most character units, such as the Street Fighters, are limited to attacking enemies that are in close range on the field. But other units, such as Megaman's Tron and Kobun, specialize in ranged attacking instead. Helen joseph armstrong patternmaking pdf. A few character units can conveniently do both, in which case they switch their attacking methods depending on their distance to the enemy. One example is Gil and Kai from the Tower of Druaga, who fight together as one unit. Gil attacks with his sword when they're in close range to the enemy, and Kai does all the attacking with her magic when the enemy's far away. It's worth noting that Namco x Capcom features two kinds of character units: single units and pair units. Single units, as you'd expect, feature one character that fights alone. Pair units consist of two characters, though the difference is mostly graphical, since they function basically the same as the single units.

Meeting of the Minds

The battle screen in Namco x Capcom looks a bit like a 2D fighting game, but the controls are easy enough that you don't need to be an expert in playing one. You can pull off different attacks by holding on to one of the four directions on your D pad and pressing the circle button, or just pressing the circle button alone. Attacking your enemies will raise your power meter located on the bottom right-hand side of the screen, and when it's full, you can execute a powerful attack with the triangle button. Attacking the enemies will also raise their stun meter, located right under their power meter. When it becomes full, they won't be able to move for a certain amount of time. The number of attacks that the character can do during a single battle is indicated on the top right-hand side, so it's up to you to figure out the most effective combinations to damage the enemy. Like in most games, some enemies have weaknesses or resistance to certain attacks. For example, slimes are weak against fire. The attacks that will do more damage are conveniently indicated in the moves list that appears prior to each fight, so you won't have to take your time to discover their weaknesses by yourself.

As you'd expect, the characters in Namco x Capcom have their trademark attacks from their original games. For example, holding left on the direction pad and pressing circle with Darkstalker's Morrigan will make her shoot a soul fist at the enemy, while pressing triangle will let her execute a darkness illusion. If you can juggle the opponent in the air by effectively using your attacks, you'll be given bonuses such as additional damage to the enemy, additional experience points, and items.

In addition to going into the standard battle mode, Namco x Capcom also lets you execute a special attack called a 'multiple assault' by selecting an option from the field menu. The multiple assault requires special conditions, which usually revolve around having a corresponding character unit nearby on the map and having enough MP to execute it. The characters will then team up and attack, inflicting more damage than usual. You can't control the characters during the multiple assault attack, but you'll get to see a special battle sequence. In the case of Street Fighter's Ryu and Ken, it's a series of combination attacks followed by a pair of dragon punches. Some of the multiple assaults let you damage multiple enemies at once, which comes in handy when you're surrounded.

The enemies will just take your attacks without fighting back when you engage them, but that also goes for your character when it's the enemy's turn to move around. You'll be thrown around like a rag doll when the enemy's attacking, but fortunately, the game gives you a number of options to control your damage: defend, which consumes one AP but reduces your damage to half; run away, which consumes one AP and 10 points from the character's power meter; protect, which lets another character nearby absorb all the damage; and no guard, which makes you get hit by all the attacks, but doesn't consume any AP and also makes your power meter build up faster. License plate o or 0 florida.

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When the enemy is hitting you with its attacks in the battle screen, a large icon in the shape of the D pad appears on the screen, and you can reduce your damage by hitting the direction that glows whenever the enemy makes a move. If you succeed in doing so enough times, you'll be awarded by having your AP recovered. A 50 percent success rate recovers your AP by one, and an 80 percent success rate recovers it by two.

From the few hours that we've played Namco x Capcom, its gameplay seems to be pretty straightforward and doesn't take much time to learn. You move around your characters on the field, choose an enemy you want to fight, and then input commands and enjoy the character's 2D battle animation sequences. Namco x Capcom has been pretty hassle-free so far, which is probably a good thing for a game like this, since it's obviously meant to attract a wide range of players with its characters.

And yes, the game puts in a lot of effort to make these characters shine. Namco x Capcom has a huge amount of dialogue between characters from different games, which must've taken the scriptwriters an abundance of effort to produce, considering the volume of characters and how much research had to be put into making their lines fit their personalities from the original games. What's more, a lot of the conversations feature full voice acting. Another nice touch is that the game's music switches to the main theme song of whichever character's turn it is. So you'll be hearing the music from Klonoa when the furry hero is moving around, and the music from Demitri's stage in Darkstalkers will play when it's his turn.

On the other hand, Namco x Capcom would probably not be of much interest if you aren't a fan of the two company's games--you really need to know the characters to enjoy them. What's also interesting is that gamers in Japan so far are split between those who love the game and those who find it less attractive, which seems to have a bit to do with their age. The game brings back a lot of the old characters from Namco and Capcom's classic titles, such as Burning Force, Captain Commando, Strider, Genpei Toumaden, Berabou-man, and Wonder Momo. Namco x Capcom so far seems to be a particular hit with older Japanese gamers around their late 20s to mid-30s because of the return of these long-forgotten characters. But it's drawing some criticism from the younger gamers in their teens that can't recognize many of the characters from before the PlayStation era.

Whether Namco x Capcom will make its way overseas to the American market is a pretty tough question. It has many game characters that are known in America, but also as many characters from games that have never been released outside of Japan. Once you factor in the volume of text that needs to be translated and the massive volume of voices that need to be redubbed, the chance of an American release seems slimmer and slimmer. But then again, if you're an old-time gamer who's played classic Namco and Capcom games from the '80s, and you can recognize many of the minor characters from the promotional movies released on the game's official site, then chances are that you may just be interested enough to enjoy an import.

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Namco × Capcom
Developer(s)Monolith Soft
Director(s)Soichiro Morizumi
Producer(s)Koji Ishitani
Artist(s)Takuji Kawano
Kazue Saito
Kazunori Haruyama
Writer(s)Soichiro Morizumi
Composer(s)Yuzo Koshiro
Platform(s)PlayStation 2
  • JP: May 26, 2005
Genre(s)Tactical role-playing

Namco × Capcom[a] (pronounced as 'Namco Cross Capcom')[1] is a tactical role-playing (RPG) crossover video game developed by Monolith Soft for the PlayStation 2 and published by Namco in 2005. The gameplay combines tactical RPG and action sequences during battles, featuring characters from video game series owned by Namco and Capcom. The narrative sees Reiji Arisu and Xiaomu, operatives for paranormal investigative group Shinra, confront distortions bringing characters from other realities into their own.

The project was proposed by Monolith Soft to celebrate Namco's 50th anniversary, and Capcom was contacted as a partner due to their large character roster. Development began in 2003, directed and written by former Banpresto staff member Soichiro Morizumi. The artwork was cooperatively designed by Soulcalibur artist Takuji Kawano, Kazue Saito of Super Robot Wars, and veteran artist Kazunori Haruyama. The soundtrack uses arrangements of themes from the represented series, with original themes composed by Yuzo Koshiro.

First announced in January 2005, the game was never released outside Japan, a fact attributed to the obscurity of some characters and the scale of its script. Releasing to strong sales, the game was given mixed reviews by Japanese and English journalists. Following Namco × Capcom, Monolith Soft would work on some other crossover titles, including the successor Project X Zone in 2012 for the Nintendo 3DS.

  • 2Synopsis
  • 3Development


Namco × Capcom features the use of grid-based tactical movement (top) and battles involving real-time action imputs to create combinations and charge special attacks (bottom).[2]

Namco × Capcom is a tactical role-playing game which puts players in control of teams of characters drawn from the video game properties of Namco and Capcom.[3] Gameplay is divided into levels, which are unlocked as the player progresses through the narrative. These levels are split between story segments told through character interactions and gameplay where party members face off against enemy parties, with victory conditions which include clearing the field of enemies.[2] In addition to normal story missions, the player can engage in training levels using training dummies to practice moves. They can also purchase items for healing or character boosts at shops using currency won during battles and through a gambling minigame activated between certain story chapters.[4]

Namco x capcom wiki

Character moves and actions are dictated by Ability Points (AP), of which a set amount is assigned to each character at the beginning of a battle. The game's turn-based battles play out in a grid-based arena from an overhead perspective; each unit on both sides has their turn placed according to their current AP. Any character with ten AP can move and perform actions, with AP being recovered by doing little or nothing for each turn. Movement distance varies between characters, with some walking or flying and others being able to pass over obstacles.[3][2] Playable characters appear in both pairs and as solo units, with different characters specialising in short or long-range attacks based on their abilities in their native series.[5]

Namco X Capcom Buy

When units engage in battle, the game transitions into a horizontal view. Timed button presses trigger different attacks. Each unit's attack number is dictated by a counter labelled 'Branch'. When the Branch counter is depleted, the battle ends, and if the enemy unit is defeated they disappear from the map. Successful attacks begin a combination, which increase a character's experience point (EXP) reward.[4] Continual attacks also raise a character's fatigue level, which when maxed out will prevent them from moving for several turns.[5]

Successful attacks build up special meters which allow for both a unit-specific special attack and a Multi-Assault attack where another character is called in to deal extra damage.[5] The player party can also engage in a defensive battle when attacked, with successful defending decreasing or nullifying damage and regaining AP. The player can also directly counterattack, which drains AP.[3][4] With each battle, player characters gain experience levels based on earned EXP.[4]


The story opens with Reiji Arisu and his kitsune mentor Xiaomu, operatives for the supernatural investigative task force Shinra, being called to deal with interdimensional rifts opening in their world. These rifts pull in beings from alternate realities, many of which ally with Reiji and Xiaomu to fight both the forces behind the rifts and opponents drawn from their native universes. The group is opposed by Ouma, a group dedicated to causing chaos, with their main rival being Ouma operative Saya, a being similar to Xiaomu. It is eventually revealed that Ouma wishes to resurrect a dark deity dubbed '99' through the merging of multiple realities. Reiji's father Shougo fought Saya to prevent this ten years before and was forced to sacrifice himself with Xiaomu's aid to succeed. While initially defeated, Ouma succeeds in merging the worlds, and 99 is resurrected using Saya as a host. While Reiji is prepared to sacrifice himself as Shougo did, his and Xiaomu's allies return from their realities and combine their powers to cripple 99. Saya allows herself to be killed by Reiji to destroy 99 permanently. At a celebratory party which all their allies attend, Reiji and Xiaomu mutually declare their love for each other.


Playable characters[6]
  • Reiji Arisu
  • Xiaomu
  • Baraduke
    • Toby Masuyo
  • Bravoman
    • Bravoman
    • Waya-Hime
  • Burning Force
    • Hiromi Tengenji
  • Dig Dug
  • Genpei Tōma Den
    • Taira no Kagekiyo
  • Klonoa
    • Klonoa
    • Guntz
  • The Legend of Valkyrie
    • Valkyrie
    • Krino Sandra (Whirlo)
    • Sabine
  • Soulcalibur
  • Tales of Destiny
    • Stahn Aileron
    • Rutee Kartret
  • Tales of Destiny 2
    • Judas (Leon Magnus)
  • Tekken
  • The Tower of Druaga
    • Gilgamesh
    • Ki (pronounced 'Kai')
  • Wonder Momo
    • Wonder Momo
  • Xenosaga
  • Yokai Dochuki
    • Tarosuke
  • Captain Commando
    • Captain Commando
    • Hoover (Baby Head)
    • Jennety (Mack the Knife)
    • Sho (Ginzu the Ninja)
  • Darkstalkers
    • Lei-Lei (Hsien-Ko)
  • Dino Crisis
  • Final Fight
  • Forgotten Worlds
    • Unknown Soldier 1P
    • Unknown Soldier 2P
    • Sylphie
  • Ghosts 'n Goblins
  • Mega Man Legends
    • Rock Volnutt (MegaMan Volnutt)
    • Roll Caskett
    • Tron Bonne
    • Kobun (Servbot)
  • Resident Evil: Dead Aim
  • Rival Schools: United By Fate
  • Street Fighter
  • Strider


Namco × Capcom was developed by Monolith Soft, then a subsidiary of Namco consisting of former Square employees who had gained fame through their work on the Xenosaga series and Baten Kaitos: Eternal Wings and the Lost Ocean. The game was directed and written by Soichiro Morizumi, a former employee of Banpresto and veteran of their Super Robot Wars franchise. The producer was Kouji Ishitani, who had served as an assistant director for Xenosaga Episode I and Baten Kaitos.[7][8] Development began in 2003, and was initially proposed by Monolith Soft as an internal crossover of Namco characters for the company's 50th anniversary.[7] This led to a roster of around 100 characters, but the team wanted a larger roster.[8] To achieve this and create a 'more exciting' experience, Namco reached out to Capcom to collaborate on the project. Capcom agreed, breaking the accepted reality of the time for large rival companies not to cooperate on a project.[7][8] The game was Capcom's second major collaboration with another publisher following the SNK vs. Capcom series.[3]

Namco × Capcom was Morizumi's first project for Monolith Soft, and he was in charge of writing the game's scenario.[9] The main theme of the story was 'Love', a theme common to Morizumi's later writing.[10] The antagonistic Saya was originally written as 'brutal and irritating', but the character's interactions with Xiaomu and the input of her voice actress Ai Orikasa changed Saya into a woman with a big sister persona. This forced multiple rewrites to the script.[11] While he remembered it fondly in later years, Morizumi found the project exhausting.[9] Shinichiro Okamoto, one of the game's executive producers, described the project as difficult for him and credited the rest of the staff with helping the game reach completion.[12]

The character redesigns for Namco and Capcom characters were done by Takuji Kawano, an artist from the Soulcalibur series.[8] The original characters were designed by Kazue Saito, who like Morizumi had worked on the Super Robot Wars franchise. Saito also designed the sprite graphics, and cut-in graphics for battles.[13] The conversation portraits for characters were designed by veteran artist Kazunori Haruyama.[14] The design of main protagonist Reiji was based on the builds of professional wrestlers.[15] The game's opening animation was produced by Production I.G, famous for their work on anime and video game series.[16]

Namco × Capcom was announced in January 2005; at this point, the game was 70% complete.[16] When first announced, Mega Man creator Keiji Inafune praised the initiative behind the project.[8]Namco × Capcom was released in Japan on May 26, 2005.[5] The game was never released internationally. Several outlets cited both its large amount of text, and a lack of worldwide recognition for a lot of represented characters as potential reasons.[1][3][2] A fan translation was created by a group called TransGen, who also created a translation for the PlayStation 2 port of Kingdom Hearts: Chain of Memories. The team working on Namco × Capcom included ten people developing the patch itself, and thirty beta testers. The translation was completed over two years, releasing in 2008.[17][18]


The soundtrack consists mainly of arrangements of themes from represented series. The only credited arranger is Yasunori Mitsuda, who worked on his own tracks for Xenosaga Episode I.[19] The opening theme 'Brave New World' and ending theme 'Someday, Under the Moon' were composed by Yuzo Koshiro. The game was Koshiro's first time writing vocal themes. Koshiro was brought in to work on Namco × Capcom due to Ishitani being a fan of his work, with the vocal themes being the composer's only contribution to the soundtrack.[20][21] The lyrics were written by Morizumi and both songs were performed by Flair.[19] A special soundtrack album containing selected tracks was released as a first-print bonus with early buyers of the game.[22] A full soundtrack album, which included an extended version of 'Brave New World' and karaoke versions of both songs, was released by Capcom's music label Suleputer on August 31, 2005.[23]


Review score

Namco X Capcom Gamefaqs Rom

During the weeks following its release, the game came among the top ten best-selling games, reaching sales of nearly 117,000 units by late June.[25] By the end of the year, the game was among the top 100 best-selling games in Japan, with total sales of 131,600.[26]

Japanese magazine Famitsu positively noted the use of kyōgen comedy routines in dialogue, but found other characters lacking development. One reviewer enjoyed the combination-based battles, but another faulted the game's balance.[24] Gaming website Hardcore Gaming 101 said the game was 'all about fan service', enjoying the character interactions but finding the gameplay itself very shallow.[27]Siliconera similarly noted shallow and repetitive gameplay, but said that fans of both Namco and Capcom would enjoy the crossover elements.[1]

Hirohiko Niizumi of GameSpot felt that players needed extensive background knowledge of the represented series to enjoy the game, but enjoyed the interactions between characters. He also noted the simplicity of the gameplay, attributed to the need for broad appeal.[3] Anoop Gantayat, writing for IGN, found the visuals lacking despite the game's hardware, and called the story structure 'pretty plain'. He was also disappointed by the shallow RPG elements.[2]


Following the release of Namco × Capcom, the two companies would collaborate on future projects, particularly Street Fighter X Tekken and the Mobile Suit Gundam VS series.[28] The Namco × Capcom development team would later collaborate with Banpresto on the 2008 Nintendo DS game Super Robot Taisen OG Saga: Endless Frontier.[29][30] They released its DS sequel Endless Frontier Exceed, in 2010.[31]

Monolith Soft and Banpresto later co-developed the 2012 Nintendo 3DS title Project X Zone. Designed as a successor to Namco × Capcom with similar gameplay and narrative, Project X Zone combined characters from Sega franchises with returning ones from Namco and Capcom.[32][33][34] Its 2015 sequel, Project X Zone 2, would be developed solely by Monolith Soft and feature additional collaborations with Nintendo franchises.[35][36][37]


  1. ^Japanese: ナムコ クロス カプコンHepburn: Namuko Kurosu Kapukon?


  1. ^ abc'Review: Namco X Capcom'. Siliconera. 2005. Archived from the original on 9 June 2007. Retrieved 13 October 2018.
  2. ^ abcdeGantayat, Anoop (27 May 2005). 'Namco X Capcom Playtest'. IGN. Archived from the original on 9 July 2013. Retrieved 13 October 2018.
  3. ^ abcdefNiizumi, Hirohiko (27 May 2005). 'Namco x Capcom Import Impressions'. GameSpot. Archived from the original on 24 August 2005. Retrieved 13 October 2018.
  4. ^ abcdナムコ クロス カプコン - ゲームプレイ (in Japanese). Namco × Capcom Website. Archived from the original on 12 March 2010. Retrieved 13 October 2018.
  5. ^ abcdナムコ、PS2「ナムコ クロス カプコン(NAMCO×CAPCOM)」メインシステムと最新スクリーンショットを多数公開 (in Japanese). Game Watch Impress. 7 March 2005. Archived from the original on 8 August 2017. Retrieved 13 October 2018.
  6. ^ナムコ クロス カプコン - キャラクター (in Japanese). Namco × Capcom Website. Archived from the original on 12 October 2018. Retrieved 13 October 2018.
  7. ^ abcWinkler, Chris (25 January 2005). 'Namco x Capcom Press Conference Report'. RPGFan. Archived from the original on 6 February 2005. Retrieved 28 September 2017.
  8. ^ abcde'Namco and Capcom announce crossover RPG'. GameSpot. 28 January 2005. Archived from the original on 1 December 2013. Retrieved 28 September 2017.
  9. ^ ab「大切なのはコミュニケーション力」『ナムカプ』森住さん (in Japanese). 25 December 2006. Archived from the original on 14 May 2007. Retrieved 13 October 2018.
  10. ^『無限のフロンティア スーパーロボット大戦OGサーガ』インタビュー全文掲載!. Famitsu. 18 January 2008. Archived from the original on 21 February 2008. Retrieved 10 December 2011.Italic or bold markup not allowed in: |publisher= (help)
  11. ^Morizumi, Soichiro (7 November 2017). 森住惣一郎 /S.Morizumi - 2:24 AM - 7 Nov 2017 (in Japanese). Twitter. Archived from the original on 10 August 2018. Retrieved 13 October 2018.
  12. ^『ナムコ クロス カプコン』10周年イラストが到着! (in Japanese). Famitsu. 26 May 2015. Archived from the original on 27 December 2015. Retrieved 13 October 2018.Italic or bold markup not allowed in: |publisher= (help)
  13. ^「コンセプトを明確に」『ナムカプ』斉藤和衛さん. 15 January 2007. Archived from the original on 3 December 2013. Retrieved 8 October 2016.
  14. ^「愛の無い批判はしない」『ナムカプ』春山和則さん. 22 January 2007. Archived from the original on 3 December 2013. Retrieved 8 October 2016.
  15. ^Morizumi, Soichiro (14 January 2018). 森住惣一郎 /S.Morizumi - 8:24 AM - 14 Jan 2018 (in Japanese). Twitter. Archived from the original on 10 August 2018. Retrieved 13 October 2018.
  16. ^ abWinkler, Chris (26 January 2005). 'Monolith Soft Announces Namco Vs. Capcom'. RPGFan. Archived from the original on 11 February 2005. Retrieved 13 October 2018.
  17. ^Len, God (5 May 2008). 'Namco X Capcom translation patch released now!'. Japanator. Archived from the original on 12 October 2018. Retrieved 13 October 2018.
  18. ^'COLUMN: Quiz Me Qwik - 'Talking 'Bout Saito's Translation Generation''. 2008. Archived from the original on 15 October 2017. Retrieved 13 October 2018.
  19. ^ abMonolith Soft. 'Namco × Capcom Original Soundtrack liner notes.' (in Japanese) Suleputer. 31 August 2005. CPCA-10118. Retrieved on 13 October 2018.
  20. ^'Interview with Yuzo Koshiro'. Square Enix Music Online. 2011. Archived from the original on 17 February 2018. Retrieved 13 October 2018.
  21. ^Kikizo (14 October 2005). 'Yuzo Koshiro Interview'. Archived from the original on 5 February 2012. Retrieved 6 August 2011.
  22. ^「ナムコ クロス カプコン」購入者特典はナムコ、カプコンの名BGMが集められた「スペシャルサントラCD」 (in Japanese). Game Watch Impress. 30 March 2005. Archived from the original on 30 June 2013. Retrieved 13 October 2018.
  23. ^ナムコ クロス カプコン オリジナル・サウンドトラック (in Japanese). Suleputer. Archived from the original on 2 March 2007. Retrieved 13 October 2018.
  24. ^ ab(PS2) ナムコ クロス カプコン (in Japanese). Famitsu. Archived from the original on 13 October 2018. Retrieved 13 October 2018.Italic or bold markup not allowed in: |publisher= (help)
  25. ^ゲームソフト販売本数ランキング TOP30 (in Japanese). Famitsu. 23 June 2005. Archived from the original on 30 June 2005. Retrieved 13 October 2018.Italic or bold markup not allowed in: |publisher= (help)
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External links[edit]

Namco X Capcom Gamefaqs Cheats

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