20/11/05

“American Theme Park Festival! Part One” (#440)

Main REPORT
The last… final… conclusion of the Out-of-Home leisure entertainment exhibition marathon of the 2005 international scene (aside from a few outlying conferences), took place in November. The 87th annual International Association of Amusement Parks and Attractions (IAAPA) exhibition and conference took place in Atlanta, Georgia.

The controversial move from Florida to Atlanta was marked also by the turmoil that has afflicted the Southern States, though the floodwaters of New Orleans have been cleared and the recovery fully underway from September’s disaster, the impact on the surrounding area has not diminished. Though the reconstruction of the New Orleans area is being repopulated the business community that evacuated the business district has taken semi-permanent hold of surrounding cities, and Atlanta has suddenly expanded in numbers.

This influx putting pressure on the infrastructure and the price and availability of hotel space; while the tens of courtesy coaches needed to support the IAAPA convention, a percentage were rumored to have been earmarked to help with the relocation back too New Orleans, seeing the shortfall taken for exhibitors, attendees and the rest by inflated taxi’s. This all added to concern that the new location for the exhibition would be impacted. In reality the excellent IAAPA committee pulled out all the stops to attempt to prove the naysayers wrong.

In Florida over 27,000 attendees had visited the premier theme park, attractions and amusement event during 2004. 2005 offered a new location combined with other factors was perceived on the first two days to be down on attendance - though the organizers were extremely buoyant and claimed a 28,000 estimated attendance! TSR will avoid getting into a number counting argument, though stays open-minded to the actual number. However those that made the journey to Atlanta were not disappointed in the wide selection of new technology and products on display. The Stinger Report and its supporters amassed a breakdown of the three categories of new systems on display.

Simulation

The entertainment simulation business was well represented at IAAPA Expo 2005, companies such as a joint showing by American PulseWorks representing their partners Simworx full range of 4-D theatres with an impressive demonstration on booth. Also showing industry giant Simex iWerks which also had a number of high-level meetings towards major developments in the company’s history for the 2006 season.

The growing light in the new sector of immersive personalized simulation systems had a major presence at IAAPA. EnTCo showed ‘Monster Roll Cage’ (PC Hardware) that was housed in their X-System 360 degree motion system that was based on previous development for DisneyQuest in the Nineties. The company’s popular safari exploration game was released in a new variant. ‘Wild Earth: Kiosk Version’ as the name suggests is a separate version of the concept allowing installation within smaller venues. The Wild Earth concept of an interactive photo safari is to be applied to new environments and news was revealed of ‘Deep Ocean Safari’, ‘Prehistoric Safari’ and ‘Rain Forest Safari’, the first concept to be sold to an aquarium venue in American in 2006.

The booth whisper was on the ‘Space Training Institute’, seeing the parent of EnTCo developing a training environment for the space tourism market. Scheduled to open in January 2007, the facility will comprise a Spatial Disorientation Trainer, Altimeter Chamber, Night Vision Chamber, and Human Centrifuge for G-Force training. The concept is based on offering training and building the skills needed for space travel. Offering a similar scope to the previous ‘Space Camp’ concept this version of the idea will focus on the opportunities created by the launch of Virgin Universe service based on the Spaceship One space plane.

The success story of the 360-degree motion simulator scene is MaxFlight who had a strong showing at the event with the range of systems. With a calculated market penetration of over 300 of their motion systems the rest of the industry has started to eye the market again for expansion and upgrade, and IAAPA had a number of inverted interactive systems on display such as from OTB International. The 1993 design ‘M-4’ passive simulator operation was purchased from Earthbound Partners LLC by OTB in 2000 and resulted in the interactive 360-degree motion system the ‘XJ-5’ (PC Hardware). On another booth at the event the ghost of the old M-4 was resurrected with the appearance of INVENTIONAIRES LLC that comprised old executives from M-4 originators Earthbound, as they showed their concept for the ‘I/O Sphere’ the proposed fully capable 360 degree motion system offered two pods seating two-riders each fitting into the footprint of conventional dual seat systems.

Also representing the European industry, the Scottish manufacturer FX Simulation showed their new ‘X2’, which takes their original U2 platform into a new generation with the application of a new motion package, and extreme new styling of the capsule; the company hoping to expand on the placement of their passive two-seater simulator.

The interactive simulator scene has been dominated of late by the racing brand. Market leader Race Car Simulator a division of the NASCAR Silicon Speedway operation, showed their new ‘SMS Reactor’ (PC Hardware) one-seat, single screen motion system, able to be networked to 32 system. The Reactor offers a reduced package for independent venue deployment compared with their twin seat full motion alternative. The new system incorporates a swing seat, exactly like the deluxe ‘Hard Drivin’ cabinet from Atari in 1988 -- this feature and the software illustrating the past Atari heritage of the R&D team.

The separation between a full-blown motion attraction and interactive driving entertainment was blurred by FCS Racing Simulation at the show. The appearance for the second year running of the commercial 6 DoF motion base with the racing simulator prized atop wowed the crowds. The ‘HexaTech’ (PC Hardware) system celebrated a dual system installation in the fourth largest shopping mall in the world (Mall of Emirates, Dubai) during November of this year. However those without such deep pockets could only dream of installing what is in effect the most realistic driving experience - far beyond a common and simple to play racing game.

The mobile attraction market has expanded with the development of interactive simulation systems for the race course sector (see Stinger coverage on Military race way attractions) at IAAPA the latest branded systems were on display. On one booth was the ‘Sprint / Nextel Portable Racing Simulator’, which ran a consumer driving experience in a mobile simulator package for NASCAR venues. Continuing the penetration of driving and racing in interactive simulation (based on the vast popularity of NASCAR), the promoter and licenser Motorsports Image took to IAAPA their new upgraded ‘Sim Seat’ (PC Hardware) and highly themed ‘Sim Showcar’ (PC Hardware). These systems are mainly leases and rented by companies wanting promote their NASCAR sponsorships, but also are becoming a new attraction for the trackside market.

The need for cost-effective but versatile driving simulation for the attraction scene was demonstrated on the show floor ranging from the vast HexaTech system, but the need to full-fill the three ‘F’s (Fun-Footprint-Finance) for the new range of venue operators has seen new companies such as Force Dynamics take the plunge to exhibit at IAAPA with their ‘301’ (PC Hardware) system. The company building on the Pro-Consumer pedigree supplying the most realistic driving experience for the home sector - the company with exclusive licenses to run consumer content on their system showed at the exhibition to hope to attract interest.

Amusement

The Canadian scene was also supported by TrioTech Amusement. Basking in recent awards for the management team the company showed the perennial ‘Ballistics’ (Proprietary Hardware), still proving popular now that it incorporates the XD motion system and the ‘MadWave Motion Theatre’ with an increased film library. All major focus was on the completed ‘Wasteland Racer 2170’ (Proprietary Hardware).

Beyond the amusement development, the company has found a growing market for their cost-effective attraction package. The ‘XD Theatre’ pushed the 3D motion ride experience component of their multi-seat theatre system, and is looking towards expanding the ride film library. Though not a true 4D experience, the 3D motion seat element offers a package for the mixed-use-venues looking for something able to fit the three ‘F’s that govern the new market (Fun, Finance and Floor space). The amusement scene choosing IAAPA for its additional market operator pulling power saw good attendance by leading lights such as Tsunami Visual and Incredible Technologies. American amusement machine manufacturers showing product on booth all looked towards much of the hardware they had previewed at AMOA a few weeks previously. For UltraCade Technologies the company showed a new 2006 software upgrade for ‘Breeders’ Cup - Tournament Edition’ (T4), the company starting to build support for their horse breeder. New investment will also see the company supporting higher rates of installation of their system to encourage new market penetration. Taken off booth, UltraCade did as revealed by the Stinger, show to VIPs the production prototype of their ‘UltraPin’ (T4) video pinball system, and caused a stir with their 2006 proposal.

Also at the event Global VR showed the complete range of their products for 2006, and also talked of future developments. Most noted for their investment in the Electronics Arts brand, made by the previous management at GVR, the company has also been linked to involvement with Activision on transferring consumer content to the amusement scene. In recent announcement the new team at GVR confirmed that they had signed an agreement with Ubisoft the prominent European consumer games publisher.

In the agreement two games have been earmarked for conversion into amusement titles - the agreement seeing both the game brand and technology licensed to GVR. At the time of writing the two games that have been chosen was not known, but Ubisoft is currently best known of their film licenses (such as King Kong) and book licenses, as well as a number of highly popular first-person-shooters. The company has dominated the genre with their popular ‘Rainbow Six’ Special Forces shooter, supported by the ‘Brothers in Arms’ WWII combat simulator and the pure tropical island ultra-violence of ‘Far Cry’.

If this agreement with Ubisoft will mean an end of the Electronic Arts relationship was not known - it was reputed that the change in management would see a drastic change in the affiliation of the company and its content providers, but having paid an excessive amount for both the Need for Speed, PGA and NFL licenses it would be cherish for EA to feel slighted if other software content is give a chance. Next to EA and Ubisoft, Valve are the most recent consumer company that has turned to video amusement - though the industry has only seen the Namco rendition of ‘Counter Strike Neo’ (Namco N2), while in Japan Taito launched their eagerly awaited ‘Half Life 2’ (Taito TypeX).

Namco chose IAAPA to launch their tournament edition of the physical LED display ‘Flaming Finger’, but still found space to show off its new wares. One of the issues that galvanized the amusement trade was information that the production run for the eagerly awaited ‘Mario Kart Arcade GP’ (TriForce) that was shown on the booth in its American version at IAAPA. Stinger sources have heard whispers that the delay may be linked to the TriForce / GameCube situation in the home market, and rumblings from the recent merger.

Breaking Stinger News - As stated in Stinger recent coverage concerning the merger of Bandai and Namco, it was assumed that we would see some results of the merger before the end of the year - and the Stinger has not been disappointed. Though not shown at IAAPA, in Japan distributors have been shown the new amusement prize system using the Bandai million dollar brand Tamagotchi. The interactive ‘virtual pet’ toy has received a 2005 make-over and the new character based version of the system is now to be offered as a redemption prize as well as a character incorporated into the theming of crane, and prize product. Sources speak that Namco will be installing special Tamagotchi installations in selected venues - the first example of the AM business driving a Bandai brand.

For the most prominent of the amusement companies to attend the event, SEGA chose the exhibition to reveal a number of products that had been launched at JAMMA but had not been shown at AMOA. The big expectation for the A-Wave rests on two important games, and IAAPA was graced by ‘Metal Slug 6’ (A-Wave), but also supported by ‘Fists of the Northstar’ (A-Wave). Many were surprised that SEGA would lavish these titles on the amusement folk at the Atlanta venue and miss out the Las Vegas crowd (a possible example of company direction). Another big push was made of ‘Dino-King’ (Naomi GD-ROM), with a vast animatronic entertainment those interested in the Card Game kid vending concept. This will prove a decisive product forth the international placement of the concept, and as seen in previous Stinger coverage will also prove a legally taxing one.

Broaching the distance between an attraction and amusement Canadian Visual Sport Systems choose IAAPA for the North American launch of their ‘REAL SOCCER Junior’ (PC Hardware), and established their unique brand of motion tracked sports product. The production prototype offered a glimpse at a platform that have found a home in the mixed-entertainment scene, but now with a amusement foot-print and a focus on the coin-operated scene hopes to make a big impact in a market looking for innovative sports experiences and games that move away form more sedentary consumer past-times.

The vast two halls proved an arduous trek, and the coverage from the Stinger has had to be split into two features - more to follow.