25/1/06
“Asian Big Amusement Bonanza! Part 1.” (#454)
Main REPORT
The ‘All-Nippon Amusement Machine Operators Union’ (AOU) 2006 expo is a honeypot for the Asian operation scene. Where JAMMA offers glimpses of future and possible developments, AOU shows what is available now. A revival in amusement popularity on the home islands accelerating a calmer mood for all things video -- and this year’s show did not disappoint. It was fitting that this upswing would be seen on the 20th anniversary of the AOU event.
SEGA
The booth stood out as always, with the giant inflatable SEGA Sonic mascot hanging over the action below. The booth was laid out clearly showing that Virtua Fighter was the big brand that the company wanted to ram it home to the visitors attending. The booth with the VF5 systems was five and six deep with enthused players waiting their turns.
‘Virtua Fighter 5’ (LindBergh) - The game comes for the first time with the VF.Net Terminal, this upright system allows players to customize their stored characters directly, (as well as dispense additional IC Cards), rather than having to wait to use their mobile phone or home PC online. The popularity of the VF.Net has secured the extreme popularity of the Virtua Fighter series in Japan. With the terminal SEGA hopes to maximize the penetration of the ALL.NET architecture; the player using their IC Card to access their details.
The new HDRI (High Dynamic Range Image) flat-screen cabinet was on display with new clean lines and for the first time the cabinet will be fielded with the EDY contact-less payment systems. The company has experimented with the Sony-developed payment system (both on card and via mobile phone). Four Universal cabinet ‘cluster’ configuration with the display (VF.TV) screen and VF.NET terminal all linked to the ALL.NET fiber-optic network broadband link to the SEGA servers. Public reaction was strong (to say the least) to the game, especially with the VF.TV feature that enables games to be watched by audience both on the display, but also via a still to be defined mobile TV feature.
This system package was viewed as a major leap forward in the development of the gaming tournament package, though how many of these systems would be installed in venues other than SEGA sites - especially the EDY version of the system, that would mean no direct contact with the cashbox if operated by a independent.
Breaking Stinger News - You would be forgiven for thinking that SEGA had booked a space for their popular Virtua Fighter 5 brand in the line-up for 2006 in America and Europe. The in-game footage had graced the E3 booth in America during 2005, along with video presentation on the booths at Preview ’06 in the UK and at ATEI. The Stinger had received strong assurances that along with Afterburner Climax, VF5 the international sales team would be placing the highly anticipated brawler in their territories.
So it was with much surprise when sources close to SEGA revealed that they had no plans at the present to ship the VF5 systems to North America or Europe. The situation of complicated tournament infrastructure and limited operator interest in the proposed multiple cabinet (cluster) configuration had forced SEGA to this decision. The news was greeted at the fan sites forums with consternation, many finding it difficult to believe that SEGA would go to such lengths to promote the game only to avoid international placement.
In an attempt to keep some hope alive, Asian sources suggested that the dependence on the ALL.Net infrastructure means that only specially controlled sites will be able to run the game. As the ALL.NET has only just made it to US shores under the guise of the ‘Extreme Hunting: Tournament Edition’ (A-Wave+) at selected GameWorks facilities it may still be possible for SEGA to offer a very selected roll out of VF5 in America. This would be exclusive to GameWorks and may cause further concern of an exclusive policy by SEGA to self operation - but at least offers a chance for the US fan base to see the game in all its LindBergh glory.
‘House of the Dead 4 SPECIAL’ (LindBergh) - The appearance of this attraction version of the game was unusual but not completely a new idea. The attraction system developed by AM4 was originally developed for 'The Lost World Special' (Mode; 3: Step 1.5) Jurassic Park shooting game developed by the company in 1997. The system features rotating seats, the original unit installed in JOYPOLIS facilities. It is expected that these venues will receive this replacement - though if the system at the GameWorks sites in America that have the original will get the update was unclear.
‘Virtua Striker 4: Ver. 2006’ (TriForce) - The previously launched soccer game in the Virtua series demonstrated its IC Card feature, and SEGA displayed plans for a Asian wide network of leagues. The game was one of two big soccer titles that offered network capability and smart card storage - the SEGA game aiming for a May releases. The game is supported by the company’s tournament system with 'VS.NET Friendly Matches' allowing connected systems to play in inter-site competitions.
‘MJ3’ (TriForce) - The latest version of the popular mahjong game was on display, the game supported by the MJ.Net system, now all SEGA games looking to some ALL.Net feature. The companies other ST title, based on ancient Japanese combat also received a showing at the event.
But some of the other expected products were kept off booth. No ‘Virtua Tennis 3’ / Power Smash 3 (LindBergh), and most surprisingly, no ‘PSI-PHY’ (LindBergh). The Digital Rex studio developed game was 2-years in the making but has been linked to some less than pleasing play test figures. The company is rumored to be considering an all out push to try and generate some interest in the game, but as VF5 was the big release at the show all other plans got placed in the shade.
‘AfterBurner Climax’ (LindBergh) - After much hype, the game did not make a physical AOU appearance, an extended video was shown on the booths big screens, and comments from executives spoke of the new features and the three special cabinet configuration planned. It was revealed that a small motion and big motion cabinet are scheduled fro release, and that the game will support ALL.Net features. A timetable for release was still sketchy with a Q3 2006 schedule. Not actually showing the game in favor of all guns supporting VF5 showed the importance of the establishment of this new platform for SEGA.
The company also showed some unusual products on booth 'Touch-de-Zuno' (Naomi), the sequel to the 1999 and 2000 ‘Touch-de-Uno!’ series; the player pointing a special wand at a large screen game that offered simple trivia mini-game action - another game focusing on a younger player demographic. The SEGA booth also included a vast selection of their adult gaming systems, including a number of token pushers and gaming systems. One of the systems on display was 'Amigyou’ (LindBergh), offering its unique flat screen token game with a seabed theme; the SEGA investment in these types of release now seeing international application.
Though SEGA showed no A-Wave content there were some third party developments. Trigger Heart Exelica (NAOMI Board) - The vertical 2Dl shooter from developer Warashi was on display, and is expected to be the last Naomi title ever to be developed. This is so, even though there were other Naomi games on the show floor. The death of the platform appears likely to occur soon, with the announcement of the first Aurora hardware games for later this year.
Breaking Stinger News - Though absent from the show floor, the Sammy name had a good showing in recent financial figures. The arcade business for Sammy SEGA Holding saw major improvement with sales up by ¥7 billion ($59 million) to ¥56.9 billion ($479 million), and operating profit was up ¥4 billion ($34 million) to ¥10.5 billion ($88.5 million). The joint operation now comprises 472 amusement centers generated over the nine-month period increased revenue up by ¥15.6 billion ($132 million) to ¥77.9 billion ($657 million), and operating profit up ¥3 billion ($25 million) to ¥8 billion ($67.4 million). It is expected that Sammy SEGA Holding will be increasing its AM investment, the new ALL.Net strategy hoping to cement business, and cut out an exclusive market share. How this will reflect in the joint shared logistic service with Namco, some comments that Namco may have removed investment in ALL.Net based content was evident from their showing.
NAMCO BANDAI Games
The company had a strong showing at AOU, though it was evident that some development of the combined brands was still in progress - of the video shown only a few were actually first appearances. A large showing of international executives bolstered the booth, though of the games on show only one had not been seen elsewhere.
’Soul Calibur 3: Arcade Edition’ (System 258) - The PS2 game now released in a special arcade edition collected strong support from booth visitors, the game featured additional characters and special moves unique to the arcade version. The first time that player and operator power forced the hand of a factory in recent years - Namco placed strong support behind a game they had originally killed off for the arcades. The game however was not shown with any ALL.Net support, but it was revealed in Japan that the product had a mobile phone (password and QR Code - see Stinger #378) high score feature for character progression. But the lack of a connected system led some to wonder though popular, if the game could compete in the VF5 environment.
‘Time Crisis 4’ (System Super 258) - Though launched in Europe the new blaster in the Time Crisis series found its true appeal at the Japanese show, a strong turnout for the gun game. Another product that feels like it was a PS3 title that went first to arcade, this version of the gun feat included new features that thrilled the players hungry for familiar action with a new twist. Going toe-to-toe with HotD4, the game has a strong following, though the duration of play (three levels) is shorter than the six level SEGA equivalent.
‘Taiko no Tatsujin 8’ (System 10) - Also known as Taiko Drum Master 8, a game sure never to have international penetration, the latest version was on booth, now supported with PS2 and other licensed versions. The company seeming to favor the Konami route of multiple additions to the brand.
‘Mario Kart: Arcade GP’ (TriForce) - Though alarmingly absent from the ATEI event, a group of machines were included in the Namco booth for the second year. The game had fully operational MCRD system and four-player network action - though actual number on its popularity internationally still seemed hard to come by. Nintendo officials sidestepping questions on future amusement projects, the wounds still fresh of the Star Fox debacle.
‘Bowl-O-Rama' (PC Hardware) - The American-developed, bowling-style fest was on booth during the show, hoping to find Asian support for the Fifties-styled pedestal game. The game marked the appearance of internationally developed content looking at Asian interest.
Also on booth was the latest version of the PC LAN gaming. 'Counter Strike NEO: v.2' (N2) was laid out for the visitors to the booth, with the addition of new characters and weapons to the familiar fps run and gun game. This was the second Valve-licensed PC game at AOU (Taito having the second) though in the popular LEDZONE venues version from Namco. The company also laid out a selection of their latest token pushers, including a multiple terminal version of the Taiko Drum Master brand.
Not shown at the Namco AOU booth (despite hints that it would be) was ‘Druaga Online: The Story of Aon’ (CHIHIRO). This scheduled ST title, based on the popular consumer licenses, was not mentioned on the show booth, nor in any of the off booth briefings. The terminal-based game resembles an enhanced version of Monsters Gate, with an ALL.Net based network environment and IC Card support. That Namco may be placing all its efforts into supporting the brands on the booth did not seem a strong enough reason not to mention the game (as SEGA had with AfterBurner).
Rumors flew why Druaga was off the menu - ranging from delays in development due to the rush to release Soul Calibur; to serious doubts that Namco will be able to support a policy to use ALL.Net. It is known that Bandai and Namco have been deep in discussion on how they will apply their combined strength in the changing amusement landscape, aiming for a wider audience spred.
Banpresto
The crowded space above the booths at the event was filled with giant inflatable mascots of the corporations. Adjacent to the Namco booth with their own Bandai Namco Group logo, for what has been rumored will be the last time Banpresto had a separate booth, though did have a Bandai Namco Group logo on display.
‘Kinnikuman Muscle Grand Prix’ (System 246) - Previewed last year, the completed version of the unusual brawler was displayed for player and operator reaction. The game offers a selection of colorful and flamboyant wrestlers to choose from and then take part in bouts with opponents, as with most Banpresto titles based on a popular license, in this case the ‘MUSCLE Pro-Wrestling’ manga comic strip from the 1980’s. The game looked more suited for Asian than international application, and walks into a crowded brawler scene.
‘Mobile Suit Gundam Seed Destiny: Union vs. Z.A.F.T. II’ (System 246) - The latest version of the giant robot-blasting dynasty was on display at AOU, with an imminent 2006 launch window revealed. The previous games in this series had been a joint development between Banpresto and Capcom. It was unknown if Capcom development team had helped in this latest version, though the usual fast-paced robot weapon lock action was on display. International deployment for this hardware is unlikely. The big push behind ‘Gundam battlefield 180’ and the multiple pod simulator was not matched at AOU, speculation that the limited space and company focus would see Banpresto handing over a lot of its business development to their links to Namco.
‘Quiz Mobile Suit Gundam: Tou. Senshi’ (Proprietary Hardware) - Shown in a 50T complete format, the popular GunDam giant robot license was given a quiz game format in this release. The Asian market has included a number of quiz games based on popular franchises over the years, though never making the trip outside of Japan. This game was no exception, but showed the re-launch of a once-popular franchise in a new format.
Continuing its investment, the company showed the latest DATACARDDASS kid vending system and new collectable cards for the series. The latest 'Dragon Ball Z2' system was shown in a 80% version, with 'The Tamagochi' system expected that new kid vending titles (including female-oriented products) are to hit the streets soon, building off of the toy brands from the parent.
At the end of the event sources told TSR that Bandai would be moving forward with the completion of the ownership of Banpresto - currently Bandai is the majority shareholder in the concern, it was expected by April the remaining shares would be acquired (for an estimated ¥18.3 billion) and Banpresto would be a wholly owned subsidiary, possibly joined with the Namco amusement group.
Konami
Though missed by a number of pundits, the big push by Konami is the upgrading of the e-AMUSEMENT system. This included a new version of the IC Card support with the appearance of the e-AMUSEMENT PASS; the company’s booth proving the company policy to support all of their products with their unique tournament. The Konami appearance at the show had the largest of all factories’ new release showing.
The BeMania brand was stronger than ever at the show with new versions of all the major brands - defined as their own genre. ‘Beatmania IIDX13: DistorteD’ (PC Based System) followed close behind the release of ‘Beatmania IIDX12: Happy Sky’ (PC Based System), with an end of March launch window the game it falls in to a crowded sector. Next on display was ‘Pop'n Music 14 FEVER!’ (Viper) again taking the brand to a new level again strong competition from what Konami sees as illegal poaching.
Dance Dance Revolution SuperNova (PC Hardware) - Supporting the mix of BeMania products that were on display, this previously shown international release achieved strong interest. Konami had used considerable influence to ensure that their BeMania games were the only ones on display at the exhibition. The continued involvement in the BeMania series was on display, though some had written the concept off ‘DrumMania V2’ (System 573) and ‘GuitarFreaks V2’ (System 573) were strong proof that the concept is alive and well. The products offered the unique link capability for session competition via the e-AMUSEMENT feature.
‘Winning Eleven 2006: Arcade Championship’ (PC Hardware) - Though originally shown in a single cabinet configuration at ATEI, the AOU debut was of the full satellite terminal version that comprises a four-terminal layout and a central screen configuration. The system still uses the Dual Shocker accommodating interface, but also allows use of the e-AMUSEMENT PASS IC Card, as well as the full broadband tournament support that will allow real-time venue competition. The connected systems, linked to the IC Card, are part of what Konami have called an ‘Online Master League’ that will see players competing for major tournament accolades.
Building on the success and experience of the Mahjong Online game and their Monster Gate Online system, the company is now applying this tournament experience to their more conventional videos. The World Soccer element, and the popular brand all add to create a game that hopes to brush past the restrictions found with competitors football games. The second big soccer product at the show, the company hopes their unique cabinet, popular software system, and the association with the JFA and Korean Football Association will cement their position.
‘Baseball Heroes: Power-up Version’ (Proprietary Hardware) - Building off of the popularity of this licensed baseball ST system, now with additional card packs and new and enhanced graphics and play features. The game uses a similar product layout as the World Championship Cup football system from SEGA. The card recognition platform a popular card collecting management playing system; though only demonstrated behind closed doors the system hopes to fit into the upsurge in sport products.
‘Mahjong Fight Club 5’ (Viper) - The latest version of the terminal network system was launched with full online support via a new version of the e-AMUSEMENT package. The company looking at its success as a new direction for their gaming investment, the system at the show was used as part of a champion playoff between leading players.
‘Nova Usagi’ (PC Hardware) - A very unusual game was displayed on the Konami booth, clearly targeting the female sector of the industry. This mixture of a quiz game and a test of knowledge brought an ‘English’ word game to the market, and the first ‘Edutainment’ product to the Asian amusement scene. Though still in development the game throws English words at the player to spot and correctly place; the targeting of female players a new factor in the thinking of factories. A sudden move by the company for fun style gaming was first seen at ATEI, ‘Toukyuu Oukoku Gashaan’ (Kingdom of Throwing) (PC Hardware) made it for AOU, with the frantic ball fun game; building off the mini game series from Konami.
‘Cooper's 9’ (Proprietary Hardware) - The UK-developed gun game (inspired by the style of Killer 7, a consumer title with cartoon imagery) was shown on the Konami booth to gauge Asian player reaction to the cost-effective blaster. Shown in a large cabinet configuration, the game was the only product on the booth of their videos that did not have e-AMUSEMENT support, reaction reported as mixed by observers on the booth.
As with other booths at the show, Konami had their own adult gaming section with a number of the latest token systems. One unique system on display was ‘Precious Party’ (Proprietary Hardware), the eight-terminal satellite terminal quiz token game marks a major move towards a system that could be mistaken for a American gaming, or UK Sector16/21 style system - a major departure for the company. Sources revealed that many of the sexy new token pushers on display may (like SEGA) be getting an international outing once legal issues have been addressed).
One of the surprising shows in a crowded booth space was ‘Paintball Mania’ (xxx), the non violent gun game would seem a perfect fit for the 2006 market, though development schedules have been shaken be an increased production run - not showing this gun game was questioned.
The Stinger continues its extensive coverage of the AOU event in our next Report.
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