At the time, TEKKEN3 was finished and I was working on a prototype of "4" on a phantom board called System15 when management ordered me to release 3.5 within six months. I said it as a joke at that moment, and the project was TAG. The project took 5 minutes to plan and only 2 months to develop (arcade version). The sales manager said, "This kind of game won't sell," but it sold very well and the cost was low, so the company made a considerable profit.
The port to the console version had to be done in time for the launch of the PS2 due to the lack of memory on the PSX.
The PS2's specs at the time had too much room for drawing processing, and the 3D modelers were baffled by the number of polygons, which was even more than enough to place many mobs in the battle stages, so they elaborately created even the teeth in the characters' mouths. As a result, characters at that time rarely opened their mouths, and the elaborate teeth modeling did not make much sense because of the resolution problem.
Still, there was plenty of room for rendering processing, so I wasted a lot of time layering semi-transparency on the ground smoke to make it look nice...those were good times.