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【CLIMAX】 A Game Maker That Once Existed! What Kind of Company Was CLIMAX, a Multi-Faceted Company That Operated a Radio Show in Parallel with Game Software Development?

2025-09-07
Do you know a company called “Climax” that once made its mark on the Japanese game industry? Although they have quietly ceased their activities, the legacy they left behind certainly colored an era. The company was born in April 1990, starting from a collaboration between two industry veterans: Kan Naito, the chief programmer of the “Dragon Quest” series, and Hiroyuki Takahashi, who was a brilliant public relations and producer. It was truly a company created by the “dream team of the game industry.”
However, despite its brilliant start, the road was by no means smooth. Just one year after its establishment in 1991, friction arose between Naito and Takahashi, and Takahashi would leave the company. Climax faced a major turning point with a change in leadership, but it did not lose momentum. Naito took over as president, and a new direction began. From this period, they would begin to challenge new fields in addition to game development.
In 1992, Climax, which was unusual for a game development company, expanded its activities into radio program production. The company-produced radio show “TV Game Radions” began broadcasting. This program wasn't just about transmitting game information; it focused on interactive communication with listeners and later collaborated with the Shogakukan game magazine “Game On!,” showing a media mix development. The fact that it continued until 2014 despite multiple changes in broadcasting stations and titles is a testament to the passion and originality the show possessed.
Climax, with its momentum, also spun off and established affiliated companies. For example, there was “Max Entertainment,” centered around Yoshitaka Tamaki, and “Climax Graphics” (later renamed “Crazy Game”), led by Shinya Nishigaki. These companies also challenged themselves to create original content, but all of them ended their activities within a few years. While there was strong creative energy, it seems they faced difficulties in continuing as a business.
Climax disbanded its business around 2015, but the time and reason have not been officially disclosed. It gives the impression of a book's final chapter being quietly closed without being written. However, I can confidently state that the influence they had on the industry and their unique presence are still things that should be passed down.

Now super rare! Here is the software lineup of CLIMAX, which has become a treasure trove of retro games!

CLIMAX

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