{"id":53226,"date":"2025-10-23T03:00:00","date_gmt":"2025-10-22T18:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=53226"},"modified":"2025-10-22T18:43:41","modified_gmt":"2025-10-22T09:43:41","slug":"fatal-fury-studio-snk-had-a-literal-wall-punching-tradition-in-its-offices-according-to-metal-slug-developer","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/fatal-fury-studio-snk-had-a-literal-wall-punching-tradition-in-its-offices-according-to-metal-slug-developer\/","title":{"rendered":"Fatal Fury studio SNK had a literal wall-punching tradition in its offices, according to Metal Slug developer"},"content":{"rendered":"\n<p>While many industry veterans now look back on their office life in the 90s and early 00s with nostalgia, it\u2019s easy to imagine that <a href=\"https:\/\/automaton-media.com\/en\/news\/some-of-us-practically-lived-at-the-office-sega-veteran-devs-talk-about-phased-out-crunch-culture-and-week-long-office-sleepovers\/\" target=\"_blank\" rel=\"noreferrer noopener\">phased out crunch culture, week-long office sleepovers<\/a> and an overall unhealthy work-life balance were more than just stressful to many of the developers back in the day. In a recent X post, <strong>METAL SLUG<\/strong> artist Akio Oyabu (who goes by \u201cAkio\u201d on social media) shared an episode about a rather \u201cunconventional\u201d way his peers at SNK used to relieve stress.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"ja\" dir=\"ltr\">\u3010METAL SLUG\u306e\u7a74\u3011<br>\u30a2\u30a4\u30ec\u30e0\u5927\u962a\u652f\u793e\u306e\u9589\u9396\u3067\u8def\u982d\u306b\u8ff7\u3063\u3066\u3044\u305f\u6642\u3001SNK\u306b\u52a9\u3051\u3066\u3082\u3089\u3063\u305f\u6211\u3005\u306f\u3001\u304b\u3064\u3066\u6c5f\u5742\u306e\u30e9\u30f3\u30c9\u30de\u30fc\u30af\u3060\u3063\u305f\u65e7SNK\u306eR&amp;D\u30bb\u30f3\u30bf\u30fc\u30d3\u30eb\u3092\u898b\u4e0a\u3052\u3001\u305d\u306e\u5a01\u53b3\u3068\u7f8e\u3057\u3055\u306b\u606f\u3092\u5451\u307f\u307e\u3057\u305f\u3002\u2026 <a href=\"https:\/\/t.co\/xyEtCZ92yP\">pic.twitter.com\/xyEtCZ92yP<\/a><\/p>&mdash; akio (@akio_1963) <a href=\"https:\/\/twitter.com\/akio_1963\/status\/1980591738046837214?ref_src=twsrc%5Etfw\">October 21, 2025<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>With no roof over their heads after Irem\u2019s Osaka branch office shut down and let go of its game development division (later known as Nasca Corporation, the studio behind METAL SLUG), Akio and his team were \u201csaved\u201d by SNK, who offered them to work at their offices in Esaka. And while the building looked truly majestic on the outside, the inside looked more \u201clike Pigsty Ally from the movie Kung Fu Hustle,\u201d Akio jokes. The hallways and offices were gloomy, slightly filthy-looking, and there were a few fist-shaped holes across the drywall.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"672\" height=\"378\" sizes=\"auto, (max-width: 672px) 100vw, 672px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260001.jpg\" alt=\"Fatal Fury: City of the Wolves.\" class=\"wp-image-53229\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260001.jpg 672w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260001-380x214.jpg 380w\" \/><\/figure>\n\n\n\n<p>During their tour of the building, they decided to ask one of SNK\u2019s human resource managers (who was also their assigned tour guide) about the mysterious holes. <em>There\u2019s one hole for each frustration of our employees<\/em> \u2013 was the answer they got. Apparently, some of the developers at SNK would \u201crelieve their stress\u201d by punching holes in the drywall. As Akio explains in his post, he was told that when the company chairman saw the holes made by frustrated creatives, he was not the least bit upset, commenting \u201cI\u2019m glad they\u2019re full of energy\u201d through laughter.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"896\" height=\"504\" sizes=\"auto, (max-width: 896px) 100vw, 896px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260002.jpg\" alt=\"Metal Slug gameplay.\" class=\"wp-image-53231\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260002.jpg 896w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/10\/20251022-532260002-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p>However, it didn\u2019t take long until this \u201ctradition\u201d started rubbing off on the METAL SLUG development team as well. \u201cA few years later, in a separate building, a huge hole appeared in the walls of our Fourth development department, courtesy of my friend Kazuma Kujo\u2019s flying kick of rage. At the time, he was our game designer for METAL SLUG, and now he\u2019s a developer at Granzella. Judging by the size of the hole he left, it was clear that the intensity of Kazuma\u2019s rage far surpassed any of the other holes in the company building,\u201d Akio remarks.<\/p>\n\n\n\n<p>As suggested by Akio\u2019s illustration, Kujo was using a calendar to hide the giant hole. Far from proud of his handiwork, he would tell people that the big hole in the wall was just a result of an accident, specifically him falling off a chair and piercing the drywall with his head. Reminiscing over this nostalgic episode, Akio concludes that in order to become a game developer, you need to have &#8220;passion so intense it can cause destruction of property.&#8221;<\/p>\n\n\n\n<p>Related articles:<\/p>\n\n\n\n<p><strong><a href=\"https:\/\/automaton-media.com\/en\/news\/metal-slug-artist-akio-says-his-elaborate-pixel-animations-made-his-programmers-want-to-rip-their-hair-out-but-it-was-so-worth-it\/\" target=\"_blank\" rel=\"noreferrer noopener\">Metal Slug artist Akio says his elaborate pixel animations made his programmers want to rip their hair out, but it was so worth it<br><\/a><\/strong><\/p>\n\n\n\n<p><strong><a href=\"https:\/\/automaton-media.com\/en\/news\/metal-slugs-dev-team-made-a-gps-based-game-15-years-before-pokemon-go-but-never-got-to-release-it\/\" target=\"_blank\" rel=\"noreferrer noopener\">Metal Slug\u2019s dev team made a GPS-based game 15 years before Pok\u00e9mon Go, but never got to release it\u00a0<br><\/a><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Metal Slug dev shares a nostalgic episode about Nasca Corporation&#8217;s first visit to SNK&#8217;s office &#8211; and an unusual habit of its employees.<\/p>\n","protected":false},"author":79,"featured_media":53228,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-53226","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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