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Entertain Me!

 
Entertain Me!
Entertain Me!
An industry that is the cutting edge of interactive entertainment, while suffering the recent growing pains of a market in transition, now illuminated by a new glow with the application of the next generation of entertainment technology – the question still remains, what can we expect?

Though it is clear that the dancing equivalent of karaoke, personified by the Konami Dance Dance Revolution, BeMania series has found it difficult to enthuse players outside of Japan, the technology behind the latest series of system is now being applied to other genres. Under the catchall of ‘Gesture Recognition' the players appendages and body position are being tracked and added into the game.

The Asian amusement industries preemie show highlighted the new trend towards utilising this interface for more than just gyration. Konami charting a cooling in the music interest in players took their tracking technology on into the Gun game. In an early production model of ‘Policeman 24 Hour' (Za Keisatsu Kan: Shinjuku 24) has the player ducking and diving avoiding assailants bullets, while blasting away. This gaming gymnastics a step ahead of the ‘Duck Peddle' originated by Namco in the Time Crisis series.

The Ultimate Interface

The application of new, unique, interfaces to the amusement field is nothing new, with Atari and SEGA past masters. Full circle has been achieved with the groundbreaking yoke used on the first Star Wars license, now to present day with SEGA's unusual adaptation of the actual controls for Star Wars Arcade Racer, from the Phantom Menace Star Wars movie prequel.

Vibrating and animated gun interfaces continue to extend the gap between consumer and amusement nicely. Though home systems proffer considerable peripheral manufacture, nothing can beat the coin-op Time Crisis II in the flesh. It is surprising however that SEGA would stick with their, arguably low-maintenance, Gun interface dusted-off for a fifth outing on their excellent Virtua Cop-want-to-be Confidential Mission (if only the machine came with a vibrating Walther P99!)

Total Simulation!

With the latest phase in immersive simulator development, the coming International Attractions and Amusement Parks Association's event, next month, will see the one of the most complete line-ups of technology targeting big attractions scaled for amusement application. Small ride systems and new interactive simulators the flavour of the day. The spate of new smaller six and eight seat passive ride theatres from Doron and Camber Entertainment, pointing the way for leisure entertainment facilities.

But it is obvious that the players want more from their experience in the ‘out-of-home' (OH) sector. The use of large screens, seats and force-feedback controls is one factor, but a truly moving experience will actually attract a greater interest. The policy of ‘Centre Piece Attractions' is a growing theory in the OH sector, impressive simulators attractions placed in prominent locations within a facility drawing crowds to the machine, and while waiting to have their go play other systems dotted around the unit. The Maxflight VR2002 a popular example of this large draw and full motion experience.

The Full Ride Experience

It was great to play, out side of Asia, Namco's KART Duel, (a realistic motion go-kart simulator). The whole ride an enjoyable centerpiece attraction aping the experience of some simulator rides, attracting an audience as well as entertaining individual players. However under the gloss of the motion system the products is still a dedicated amusement machine with a short life span. The slew of new amusement priced simulators however will surely continue to bolster the armory of operators against consumer sector.

The behind close doors release of Midway's Artic Thunder proved that even conventional dedicated sit-down cabinets could receive an infusion of originality, with vibrating seat and even a wind in-the-face generator (reminiscent of Taito's WGP Real Race Feeling, motorbike racer). However the need for dedicated cabinets to be constantly replaced at the end of their life span (between six and nine months) impacts all operators. If only the platforms could stay the same, like any conventional movie cinema, and just the advertising (theming) and the film (software) were replaced.

The market shift is now clear. We need originality not repetition, the dedicated cabinet has to offer more than a game, a big screen and a place to park the butt!

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Kevin Williams

Business Development Director

INSKOR Entertainment

Tel: +44 208 222 9700

Email: kwilliams@inskor.net

Web: www.inskor.net
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