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Asian Amusement Unification � Part 2

 
Jubeat - Konami
Jubeat - Konami
The second part of the Stinger's All Nippon Amusement Machine Operator's Union event (AOU'08) coverage includes innovations such as a new BEMANI concept, a motion tracking action game, and the rise of the independent factories. This final installment looks at the newcomers and the fall-out from the second most important amusement show for the Asian factories.

Konami Digital Entertainment

The production version of 'Action Deka' (Proprietary Hardware) was available for play, the game using two-player interactive grip controls that allow the players movement to be represented by their character on-screen, ranging from steering, shooting and fighting. This game is the latest fundamental application of the MoCap technology; the cabinet supported e-AMSUEMENT PASS (the smart card system linked with their network infrastructure).

In an aside, it was pointed out that the controller for AD bore a remarkable similarity to the controller used in the motion tracked Virtuality arcade system from 1991 - was KDE hoping that people's memories were so poor that they would not remember, or, hoping that the pioneering VR companies bankruptcy agents would not travel?

One of the most innovative of the new releases - 'jubeat' (Proprietary Hardware) - its unusual name derived from the concept representing a 'jukebox-beat machine' the game is best described as an arcade version of SIMON (the 80's toy), with players touching corresponding patterns of squares on the uniquely styled cabinet. Not really a video game (though the buttons overlaid the majority of a large touch screen display), it is more of a skill and music product - showing the novel design and development that marks KDE out from other amusement companies. As with all KDE products it fully supports e-AMUSEMENT, with e-AMUSEMENT PASS smart card support.

The BEMANI franchise was represented with the latest in the series with 'Guitar Freak V5 Rock Infinity' (Proprietary Hardware) and 'DrumMania V5 Rock Infinity' (Proprietary Hardware). The versions including e-AMUSEMENT and the Jam Session feature. This latest version offers special network features and a hoard of new tracks. BEMANI was also represented with the latest in the long running series with 'Pop'n Music 16 Party' (Proprietary Hardware) - the button stomping Asian phenomenon - proof of its popularity saw 140 minute queues to get hands on.

As previously revealed by the Stinger, the new horse racing game from KDE was on show - 'Horse Riders' (Proprietary Hardware). The four Satellite Terminals system represents more of a card battle style than to the racing element, the player collecting a stable of horses in card form that are then placed on the tablet of the terminal, their movement up or down denoting how hard they race in the game. The system supports e-AMUSEMENT, with a smart card monitoring the status of the players stable. The game is linked to the popular mounts from the Japanese Racing Association.

Newly launched at AOU from Konami was 'Byon Byon' (Proprietary Hardware); the new cartoon style shooter - using mounted guns in two-player competitive action. The game offered a unique flatscreen application and with a big colorful interface and graphics the play was not fundamentally shooting but more using a winding mounted interface (telescopic fist) to activate actions on the screen such as stealing eggs or capturing insects - the game includes e-AMUSEMENT PASS support.

One of the biggest developments on the KDE booth beyond conventional amusement was the launch of the 'MILLIONET' system. Comprising touchscreen terminals similar to the SEGA Network Casino system, this is the second amusement company to turn to the gaming and medal opportunities for touchscreen. The special mini games are networked through the MILLIONET - a media game equivalent to KDE's e-AMUSEMENT. The question has to be whether these touchscreen terminals could have a life outside of Japan?

Though KDE had a crowded booth at AOU'08, there are still some new releases that missed a show appearance. Konami has been experimenting with kid vending content. After a number of tested systems, KDE announced an official release of their first system. 'Yu-Gi-Oh! Duel' (Proprietary Hardware) is a card collector game based on the popular TV series and toy card collector range, a range that has sold over 18.1 million globally and with a video game selling over 25 million units. The product has been launched in its own specially themed kid vending duel terminal.

Others:

The independent booths of the up and coming game studios side of business did more to reflect the reality of amusement in Asia. The market was much more active than many reported - while the major factories seemed to have limited new releases the independents did not disappoint.

AMI

The popular amusement distributor acted as a launch platform for a number of third party development studios. The booth proved popular during the show with its customary Cos-play (dress-up) stage with the latest fan character action from the games on display. Those included 'BlazBlue Calamity Trigger'(Type-X2) developed by Arc System Works, a popular developer creating a new 2D slash-em-up. This was running on a suite of VEWLIX cabinets on the booth in a 30 per cent complete version. Next to this was 'Do Don Pachi Dai-Fukkatsu' (Type-X), the fourth in the version of Do Don Pachi vertical shoot-em-up first released in 2002, developed by Cave.

EXAMU

A new name in the Asian sector, formerly Yuki Enterprise, the newly named operation had a prominent booth at AOU that belied its size. A number of interesting products in the booth included 'Arcana Heart 2' (Proprietary Hardware), the latest brawler in the series. But one new product that many missed but which marked a distinct move by the amusement field to migrate from the traditional PCB model was when EXAMU showed their 'ex-BOARD'. This PC based architecture with JAMMA compatibility is hoped to offer direct competition to the Taito Type-X series and a cheap alternative for developers wanting to break into the amusement scene and still turn to the Naomi as the only cost-effective platform of choice. As reported previously SEGA had on display the last two Naomi games they expect to field; the ex-BOARD, Type-X and a possible third system from Namco the alternative.

River Service

The development of a new generation of playing cabinets was keenly felt at AOU'08 - the Taito VEWLIX was given some competition. River Service showed their new cabinet 'Delta 32' - the streamline 32" LCD display screen allows JAMMA content to be housed in the latest design - and heavily inspired by the popular SEGA Net City cabinet. A serious trend seen at AOU is that the Japanese amusement operator scene is being forced to update aging equipment with the latest slim-line flatscreen cabinets in order to prove attractive to new players.

ATLUS

The amusement powerhouse had a subdued AOU'08 with the launch of their new crane game 'Triple Catcher Ice' - this unusual catcher style crane moves into a crowded sector, hoping to attract with its unique feature of offering ice cream prizes from the freezing 25 C ( -13 F) cabinet while also showing a new mechanical game called 'Super Big Baseball Board'. The company demonstrated 'Pokopoko' (PC Hardware), an interactive screen game with players hitting a top down display. The company also had a series of their kid vending products on display.

NO SHOW

One major omission from the whole of the arcade love-in that was AOU'08 was the international scene! Where was Raw Thrills / Betson? Where was Global VR? It was as if the bad old days of exclusion had returned to the Asian amusement scene. Some American manufactured products had been present at AOU'07, but there seems to have been an aversion by some companies in having to share the arcade - with anyone. Claims of poor test results had been refuted by figures secretly leaked to the Stinger. Major changes in the American management teams that handle working relationships in Japan (fuelled by economical necessities) are expected to take effect by September - hopefully we can see the results of this at JAMMA'08.

The Public!

The one aspect of AOU that differs from the more conventional trade event is the 'Public Day' - an event for the trade association to generate revenue by the attendance of players (paying 1,000 Yen), but also as an important evaluation to which of the new releases shown has player appeal. This year's event had a plethora of specialist player tournament events linked to the public day, including Maximum Tuned, Tekken 6, Virtual Fighter 5 and others.

But AOU'08 was dominated by the popularity of one product - a product that was not even finished. Street Fighter IV dominated public attendance to the show, with additional queues that stretched the length of the exhibition hall. They started at 90 minute waits - then moving to 120 and 130 minutes by the last day, like some theme park (Konami were keen to point out longer queues at their booth as well). Hundreds played the game; the additional revenue generated by this interest will brighten the outlook of the AOU show organizers.

The popularity of the game also had an adverse effect on the way that the consumer media reported the event; starting the month with doom and gloom with the poor financial results from Namco, and a contrived misinterpretation that Wii was killing arcades. The media was faced with pictures and video of mass hysteria for arcade products at AOU. Some magazines and web sites decided to ignore it, while others tried to claim this was nothing special and that it still did not mean that amusement was on the resurgence. Surprising to see such stubborn attitudes¦ possibly hiding problems at home?

What Could this all Mean:

2008 saw a sea-change in the way the international trade does business - over 70 Asian amusement executives made the journey to the London Show in January; an unprecedented attendance to what only a few years ago was seen as a side-show to the then pivotal AOU event. But what was on show at AOU'08 that will likewise make the trip internationally?

In comparison, AOU did not have a vast US or UK representation as in the halcyon days. Noted for their absence was the head of Electrocoin, any of the SEGA Amusement Europe team, and certain media; the only large foreign contingent being from Namco. The reason for the extensive Namco Europe visit is to be revealed in the coming months.

From what Stinger representatives saw of the over thirty new launches at AOU'08, only a small handful will actually make the trip outside of Japan. The reality is not the possibility of finding favor with players, but that amusement operators have become so entrenched into not buying new hardware that the exorbitant price of exporting to American or Europe makes it prohibitive to support what could be popular games.

Of the new releases, 'jubeat' and 'Action Deka' from KDE would be interesting international release considerations - but it is the plethora of beat-em-ups presented at this years show that holds the biggest problem. Obviously one would think that it is a no-brainer to take 'Street Fighter IV' to the international scene, but housed on the Type-X2 hardware the game is not in the same price bracket that international buyers are prepared to pay for brawlers. As seen with 'Tekken 6' on the arcade-PS3 and 'Virtua Fighter 5' on the LindBergh hardware, the international satellite divisions were gun-shy to bring these products over, let alone support their featured connectivity. It will take a concretive leap-of-faith to support what is an immensely popular brand (as can be seen by the queues at AOU) into the chilly climate of the 2008 international amusement scene.

Many exhibitors have claimed to have issues about the organization of this years AOU show - as seen weeks previously at ATEI, too many non-trade attendees swamped the show floor hogging important products so legitimate buyers could not get a chance to evaluate towards ordering. It was revealed after the AOU show that the event had seen a 38 per cent increase in attendance over the two days - the first day saw over 4,000 new attendances than last years, and the second, over 6,000 - a total of 38,442 attended the event (an 11,249 increase on last year). This seems to point to a trend. Last year's AM-Show (JAMMA) saw a 2,000 attendance increase, but to place this into context the Tokyo Games Show in October generated on its first public day an attendance of over 64,000!

It has been reported that the Japanese amusement scene has seen an upswing in popularity as the player base moves from the more traditional Pachinko to the new Medal games and video amusement. That said, both SEGA and Namco have reported their amusement divisions needing to be pruned drastically, with announcements made prior to the show of between them over 150 facility closures in Japan.

One of the surprise success stories of the independent developers showing products at AOU was Arc System Works. The company had developed three titles that were shown at the Japanese extravaganza, with a strong following. The company represents development teams salvaged from the larger manufacturers R&D resources creating products suited for their territory; the hope is that this success will encourage other studios to look at amusement as an opportunity for development afresh, and ignore the doom and gloom media speculation.

News Story with thanks to Kevin Williams. Please visit www.thestingerreport.com for others.
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