DoDonPachi Resurrection Reignite is coming to Steam! Developed & published by CAVE themselves! New stages, a new character, new music, and “other new elements set the stage for a new challenge”.
CAVE IS BACK ON STEAM!
Wishlist on Steam NOW:
https://t.co/qQcSwv4zpJ
🚨 CRITICAL: Active supply chain attack on axios -- one of npm's most depended-on packages.
The latest [email protected] now pulls in [email protected], a package that did not exist before today. This is a live compromise.
This is textbook supply chain installer malware. axios has 100M+ weekly downloads. Every npm install pulling the latest version is potentially compromised right now.
Socket AI analysis confirms this is malware. plain-crypto-js is an obfuscated dropper/loader that:
• Deobfuscates embedded payloads and operational strings at runtime
• Dynamically loads fs, os, and execSync to evade static analysis
• Executes decoded shell commands
• Stages and copies payload files into OS temp and Windows ProgramData directories
• Deletes and renames artifacts post-execution to destroy forensic evidence
If you use axios, pin your version immediately and audit your lockfiles. Do not upgrade.
Why did the US ban this number in 2001? It sounds insane, but 25 years ago, the Motion Picture Association of America was genuinely trying to delete this number from the internet.
You see, back in 1999, a teenager in Norway named Jon Lech Johansen wrote a piece of code called DeCSS.
It cracked CSS, the encryption on DVDs. Suddenly, anyone could copy a movie with the click of a button. It was a nightmare for the movie studios.
They went nuclear. They sued the hacker magazine 2600: The Hacker Quarterly.
They threatened Slashdot, and their lawyers fired out cease-and-desist letters to anyone hosting the code. They called it a digital burglary tool.
But the internet found a loophole.
A computer scientist named Phil Carmody realized that computer code is just binary ones and zeros.
And you can treat that string of binary as a single number. That way, you get a really, really big integer—which is the illegal code.
But Carmody knew that just finding any number wasn’t going to be enough, because the government could still ban a random number.
So he needed a number that science would be forced to protect. He needed a prime number.
You see, the University of Tennessee maintains a prestigious academic database called the Prime Pages.
It records the 5,000 largest known prime numbers. Carmody realized that if he could turn the illegal code into a record-breaking prime number, the university would have to publish it.
His first attempt was 1,401 digits long. It was prime, but too small.
It didn’t crack the top 5,000 list. It wasn’t mathematically interesting enough to save.
So, he hacked the math.
Use this formula:
K × 256^N + B
Now, K is the illegal code part. 256^N is the mathematical equivalent of adding useless zeros at the end—like making a book longer by adding blank pages. It doesn’t change the actual content inside.
So, he kept adding “blank pages,” shifting the number, until he hit a mathematical jackpot—a 1,959-digit monster.
This wasn’t just illegal code anymore. It became the 10th largest ECP prime number ever discovered at the time.
It was checkmate.
The number was immediately added to the university database. For the MPAA to ban the code now, they would have to order a university to delete a scientific record.
You can’t censor mathematics.
The Myrient mirror is now 100% COMPLETE.
Total archive size: 385TB.
All downloads have been validated.
Next stage:
• Torrent generation
• Public availability
The website is now back online.
Why this matters:
Many gaming companies shut down the digital stores for older consoles.
If you didn't already buy the games, there is no official way to download them anymore.
ROM archives like this help preserve gaming history so new generations can experience the games we grew up with in the 90s.
A 390 TB video game archive was about to disappear.
The internet had other plans.
When Myrient announced it would shut down due to rising server and RAM costs, the community launched the Minerva Archive project.
Dozens of volunteers began mirroring the entire collection.
ROMs
ISOs
prototypes
BIOS files
development builds
Covering hundreds of systems from obscure platforms to major consoles.
Every file was verified using hashes to ensure 1:1 preservation.
Result: the archive reached **99.99%+ completion weeks before shutdown.**
Retro gaming history saved.<
#PulseChain is now the chain with the 2nd highest number of verified contracts on @SourcifyEth - whereas not long ago we weren't top 10 - all thanks to @RenatoPulse and myself. We aim to improve security, transparency and user experience on the block explorers. @RichardHeartWin
If you're passionate about preservation, lend your bandwidth to a project that is preserving all of Myrient before it goes offline on March 31st!
No large storage required (downloads/uploads/deletes each file automatically)
https://t.co/COeX31g40j
They even have a leaderboard!
Did you know ?
The latest version of #PCSX2 has added a new hack, the Limit 24 Bit Depth, which solves 99% of 3D graphics issues in SNK games!
Finally, we can play at high resolutions without buggy backgrounds!
#SNK
Marvel Rivals Tournament for $40,000: We're more about the good vibes around here!
Grand Finals of a FGC Local with a 1st place prize of Dr.Pepper and Star Stickers
🗞️Huge PS3 Jailbreak News: Full working qCFW using a Raspberry Pi Pico!🔓 Full OtherOS Linux support, native PS2 ISOs, FSM rescue, and real RSX overclocking. Goodbye HEN and access full power🎮
https://t.co/hKBHOPkWMb
I’d like to share that I’ll be leaving Bandai Namco at the end of 2025.
With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close.
My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas.
I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me.
The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator.
Even as the times changed, those experiences have remained at the center of my identity.
And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars.
Those memories are also deeply precious to me.
In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect.
Those accumulated events made me reflect on the “time I have left as a creator.”
During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance.
His words quietly supported me in making this decision.
Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day.
Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company.
Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me.
To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude.
I’ll share more about my next steps at a later date.
Thank you very much for everything.
【Postscript】
Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest.
For 30 years I kept saying, “I’ll do it someday,” and never once performed as a DJ at a tournament event.
So instead, I will be releasing—for the first and last time—a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement.
Listening to it brings back many memories.
Thank you again, sincerely, for all these years.
‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud https://t.co/PUFOWt3R6M
December 8, 2025 - The Final Day of TEKKEN’s 30th Anniversary -
Katsuhiro Harada
[日本語版 (Japanese version)]
このたび、2025年末をもちまして、私はバンダイナムコを退職することにいたしました。
長く携わってきた『鉄拳』シリーズが30周年という大きな節目を迎え、ひとつの区切りとして最もふさわしい時期であると考えたためです。
私の原点は、日本のゲームセンターや、海外コミュニティの���さな講堂やコミュニティセンターで、まだ小規模なトーナメントをサポートしていた時代にあります。
アーケード筐体を自ら運び込み、「鉄拳もぜひ遊んでみてほしい」と声をかけながら、目の前の参加者と向き合った日々。
あの場で交わした言葉や空気が、私という開発者の核を形作りました。
時代が変化しても、あの経験が自分の中心にあります。
そしてトーナメントシーンが大きく成長した後も、皆さんは旧知の友人のように私に声をかけ、会場で対戦したり、バーで『一緒に飲もう』と誘ってくれました。
それらもまた、大切な思い出です。
ここ数年間、私生活においては友人達との死別があり、仕��においては、私が尊敬する多くの先輩方の引退や逝去に触れてきました。
そうした出来事の積み重ねが、私に『開発者として残された時間』について考える契機を与えました。
その過程で、私がもう一人の父親のように敬愛する久夛良木健さんにも相談し、貴重な助言と励ましのお言葉をいただきました。
この言葉もまた、今回の決断を静かに後押しするものとなりました。
そして、この4〜5年をかけて私の担ってきたすべての業務やストーリーや世界観、そして責務をチームに段階的に引き継ぎ、今日に至ります。
振り返れば、VR作品(サマーレッスンなど)や『ポッ拳』、ソウルキャリバーシリーズをはじめ、自社他社問わず数多くのプロジェ��トに携わる機会に恵まれました。
いずれのプロジェクトも新しい発見と学びに満ち、かけがえのない経験となりました。
これまで支えてくださった皆様、世界中のコミュニティの皆様、そして長年ともに歩んできた仲間たちに深く感謝申し上げます。
次の歩みについては、改めて皆様にお伝えいたします。
これからも、どうぞよろしくお願いいたします。
+あとがき
2025年末をもって退職致しますが、2026年1月末のTWT FINALには顔を出してほしいと会社からお願いされていることもあり、FINALにはゲストとして顔を出すと思います。
これまで30年間『いつかやるよ』と言い続けてやってこなかったトーナメントイベントでのDJですが、その代わりとして“最初で最後のDJ風60分ノンストップ鉄拳ミックス(私による初編集DJ mix)”も、今回のポストに合わ���て公開します。
‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud https://t.co/PUFOWt3R6M
様々な思い出が蘇ります。改めて皆さんありがと��ございました。
2025年12月8日 - 鉄拳30周年最終日 -
Katsuhiro Harada