The
Amusement and Music Operators Association International Expo, held
this year in early October, is an annual arcade game trade show
held at the Las Vegas Convention Center, an imposing building located
adjacent to a vast asphalt sea, and beneath a brand new $650 million
dollar monorail system that has now been closed for repairs longer
than it had ever been open.
Here,
amusement operators and arcade owners are encouraged to test out
the latest in quarter-munching technology, economy-sized deep fryers,
prize redemption machines, and products of all shape and description
bearing the likeness of SpongeBob SquarePants. Most importantly,
at least for Gamasutra readers, the AMOA International Expo is an
opportunity for North American distributors to show off the latest
and greatest in the world of arcade games.
Some
might say that the arcade industry is suffering from a mid-life
crisis. Like a disgruntled businessman, they say, it's dragging
its feet with a lowered head and a solemn heart, as it continues
its routine of producing a reduced diet of driving and shooting
games. It's remembering its past with a melancholy fondness, those
carefree days when pizzas ran from ghosts and little frogs crossed
busy freeways to be with their little froggy families. Arcade's
old haunts and hangout spots, at least in the U.S., have been disappearing
faster than ever, forcing it to hang out at 'old man' bars and pick
up golf as an awkward hobby. It's old, it's tired, and it's doing
a pretty decent job of hiding its secret desire to return to its
wild and reckless youth.
Another
day at the races via Sega's Derby Owners Club.
Arguably, redundancy and nostalgia
were the unofficial themes this year, with a loose genre tally of
approximately 24% racing, 23% light gun, and 21% retro compilation
machines on the show floor. The remainder of the arcade releases
consisted of a handful of sports titles, a questionable return to
full-motion video, exactly one new pinball table, and a refreshing
and hopeful trend of licensed scratchware
PC games.
The
biggest success of the show was arguably Sega's Derby Owners
Club, a horse training and racing simulation that has been on
the market for quite some time now. For those unfamiliar with this
gem, players take the role of a jockey attempting to cash in on
the horse racing circuit by honing his horse's skills through training
and building a relationship. Your horse's vital statistics are dispensed
right from the unit in the form of a magnetic-strip card, which
can be re-used as often as you'd like (at least until your horse
gets too old and has to retire) on any Derby Owners Club
machine. Experienced players have gone as far as to professionally
breed the perfect horse, cashing in by selling them on eBay to would-be
contenders, thus unexpectedly adding a new and perhaps frightening
level of interactivity to the game.
Sega
also showed Ghost Squad, a forgettable light-gun shooter,
their two current racing staples, Initial D Part 3 and Outrun
2, and a skateboarding romp called Ollie King, with a
physical skateboard deck that made the game a little more than awkward
to control.
Sega's
new daddy, the pachinko-happy Sammy, showed off a few new games
for their Atomiswave cabinets, a customizable arcade system based
on Dreamcast technology that allows operators to easily switch out
titles by inserting a new game cartridge into the central CPU. Extreme
Hunting and Ranger Mission are standard light-gun fair;
in one you shoot people, and in the other you shoot meat. Dirty
Pigskin Football is the latest in the "Let's Make Football
Weird" genre that dates all the way back to the Commodore 64,
with a joystick shaped like a football and teams consisting of zombies,
convicts, and giant ogres. The King of Fighters: Neowave
is the latest in the tried and true King of Fighters series
from SNK, and plays in equally tried and true fashion. Finally,
not one to deprive the racing genre, Sammy had the weirdly titled
Faster Than Speed, an extremely generic racing game full
of elaborate backgrounds and branching paths left inaccessible thanks
to the magic of invisible walls.
Namco
is expanding their line of retro collections with a classic Nintendo
compilation consisting of Donkey Kong, Donkey Kong Jr.,
and Mario Bros., which easily has the honor of being the
most physically impressive arcade cabinet at the show. Namco put
a lot of loving detail into the machine, going as far as to seek
out and purchase original, unused cabinet art decals from the original
runs of all three machines, and combining them in a clever fashion
on a cabinet shaped exactly like the original Donkey Kong.
The games, as can be expected, play flawlessly, and even the original
sound effects, which are relatively difficult to emulate, sound
perfect. The machine should be approaching release by the time you
read this.
Namco's
retro compilation of Donkey Kong, Donkey Kong Jr.,
and Mario Bros.
In
addition to their existing selection of shooters, consisting of
Star Trek Voyager, Crossfire: Maximum Paintball and
the long-overdue sequel to Police Trainer (which now has
a bizarre robot theme), Team Play, Inc. showed a new Hasbro board
game machine. While still relatively early in development, the cabinet
had working representations of Connect Four, Battleship,
Boggle, Yahtzee, and the original rhythm game, Simon.
In the build shown, Connect Four had absolutely gruesome
A.I., and Battleship was a slow-moving chore, but both of
these issues are currently being worked on.
Ultracade,
in addition to their usual retro compilations, had a new machine
called Dragon's Lair: 20th Anniversary Edition, which combined
the three main Don Bluth staples - Dragon's Lair, Dragon's
Lair II, and Space Ace - into one convenient cabinet.
The games seemed to have faster loading times than their originals,
and each has the option to turn prompted hints on and off, which
gives the player two gaming options - will you play the memorization
game, or will you play the fast reflexes game? Only you can decide!
Ultracade
also had a surprise with Feeding Frenzy, an intensely popular
shareware PC game streamlined for the arcade market. At its core,
Feeding Frenzy plays like an old Intellivision game called
Shark! Shark!, in that the little player-controlled fish
grows larger by eating smaller creatures, working its way up the
food chain until it can tackle the larger predators. The game uses
a simple trackball and one-button interface, and is a surprisingly
addictive little romp.
GlobalVR
continued their mission to turn arcade games into vehicles for national
competition, with tournament editions of PGA Tour Golf Championship
Edition III and the surprisingly tardy arcade debut of the Madden
Football franchise. Both games are equipped to handle tournaments
at both the local and national levels (via the Internet), with monthly
cash prizes awarded by GlobalVR themselves. GlobalVR also has the
honor of displaying the weirdest retro compilation of the entire
show - a machine with nothing but 1990s Western-themed full-motion-video
shooters built in, including Fast Draw Showdown, The Last
Bounty Hunters, and both Mad Dog McCree. The games remain
as frustrating as ever, and offer nothing that their original representations
didn't.
Chicago
Gaming Company - who operate out of Cicero, which is arguably not
Chicago at all - showed off two games and a pinball machine. Nicktoons
Racing follows the "kids don't know better" school
of marketing by placing popular cartoon characters in a racing game
with relatively little substance. SpongeBob SquarePants, the Rugrats,
and a host of others are rendered in glorious PlayStation One-era
polygons as they race through twelve "hi-speed race courses,"
which offer neither friendly greetings nor much in the way of speed.
The game's A.I. makes it nearly impossible to be anywhere but first
place, despite intentional crashes, and the game offers a two minutes
of "no matter what" time per credit; there are no time
extensions, nor rewards for first place. As soon as a player's two
minutes are up, the game requires more money to continue.
Long-running
licensors Ultracade showed off Arcade Legends, which contains
a plethora of classic arcade titles from Capcom, Atari, and others.
The cabinet, which boasts two joysticks and a trackball, is available
in both consumer and commercial models. Major Havoc fans
beware: the game is nearly impossible with the included trackball
setup.
Incredible
Technologies is still milking the bored-at-the-pub scene with Golden
Tee Live, a continuation of the popular series. Included this
time is a new tournament mode, along the lines of what GlobalVR
is doing. Incredible also showed Silver Strike Bowling and
Big Buck Hunter 2006: Call of the Wild, both of which are
fairly self-explanatory.
Betson
catered even more to the mainstream market by showing off the latest
two titles by Raw Thrills, Inc.: Target: Terror Gold and
The Fast and the Furious. Raw Thrills is a development studio
headed by Eugene Jarvis, the man behind such innovations as Defender,
Robotron, and Cruisin' USA. These days, Jarvis unfortunately
seems to have lost much of his creativity by tending towards cookie-cutter
products with big names.
Target:
Terror Gold is an expansion pack that adds a slew of new minigames
and bonus stages to Target: Terror, Jarvis' controversial
light-gun game from earlier this year. For those who haven't had
the pleasure, Target: Terror cashes in on the terrorist craze
by allowing players to shoot pasty white guys dressed in black who,
according to the monkey-lipped news reporter we see at the beginning
of each level, are (in fact) "terrorists." These terrorists
do stuff like "siege the airport" and hang out at the
Golden Gate Bridge, waving guns around. Jarvis describes the game
as the "next level" after the terrorist attacks on the
World Trade Center.
"Target:
Terror is this extreme paranoia, but gosh, it could be real,"
Jarvis told Gamespot last June. The game, which bears a more than
passing resemblance to 1992's Lethal Enforcers and its ilk,
was designed to "get the player's attention" with its
apparently innovative approach.
"I
really think we're whipping a bunch of dead horses with the 43rd
iteration of EverQuest," Jarvis went on to say in the
same interview. "Do you do the 400th iteration of Halo?
I feel like we're beating certain genres to death."
The
final stage of Target: Terror takes place on a hijacked plane
en route to the White House, which has gotten the game banned from
Wal-Mart, among others.
Jarvis'
quest to innovate the arcade industry continues with The Fast
and the Furious, a racing game that feels exactly like Jarvis'
first racing game from ten years ago, Cruisin' USA. And Cruisin'
World. And Cruisin' Exotica. New features for Jarvis'
fourth game in this style include a brand new movie license that
doesn't seem to tie into the actual game anywhere, and stages that
take place at night instead of during the day.
Finally,
on a positive note, TLC Industries, Inc. introduced their new FlexArcade
package at the show. FlexArcade takes a refreshing approach to arcade
gaming by licensing indie PC titles for their standalone units,
and offering an easy way for arcade operators to quickly switch
titles. Swap out the game CD, replace the marquee, and you instantly
have a new title. Their two premiere games, ORBZ and Hamsterball,
ship this month.
Hamsterball
plays like an amalgam of Monkey Ball and Marble Madness.
Using the FlexArcade's trackball, players guide a helpless hamster
stuck in a ball through twelve courses, racing against time and
gruesome obstacles. The original PC version of Hamsterball
was named Downloadable Game of the Year (2004) by the Academy of
Interactive Arts and Sciences, and makes its surprisingly solid
arcade debut with the FlexArcade system.
The
arcade classics Defender and Defender II.
ORBZ
also uses the trackball, and sees the player planning the best approach
to shoot at colorful targets through fourteen distinct courses.
With power-ups named "Money Shot" and "The Curse
of the Goober," it's hard not to like this title. And as an
added bonus, for those who can't find a FlexArcade machine in their
area, ORBZ will be available at launch for the Phantom home
console from Infinium Labs, if you're into that sort of thing.
There
were a few other games spattered here and there - an incredibly
shaky racing game by Triotech called Wasteland Racers 2071,
a generic light-gun romp with a forced comic book theme called Johnny
Nero: Action Hero - but nothing worth more than a mention. After
a while, the racing and shooting games seem to blur together, unfortunately.
Many
conclusions can be derived from the AMOA show and, with some clever
use of arguments, most of them seem pretty logical. Is driving around
and shooting stuff the "in" thing these days? Maybe. How
about "retro?" Is the recent explosion of re-releasing
ancient games a response to an actual social trend? Could be.
Regardless,
there is one conclusion that seems pretty obvious: the arcade industry
just isn't particularly profitable anymore in the U.S.. The situation
in Japan seems much better, with companies like Sega and Konami
still reaping considerable profits from a country where arcades
are much better integrated into mainstream society, acceptable places
for citizens of all ages to hang out. But with a lack of American-specific
funding, a lack of consumers and, likely, a lack of dedicated U.S.
arcades, there isn't enough money going around for publishers to
take any chances. Of those genres that are marginally popular, racing
games have always been one of the foremost and, with a bulky arcade unit using
actual pedals and steering wheels, offers something you can't easily
get at home. Same goes with gun games, and with Konami's Dance
Dance Revolution games, which oddly didn't receive prominent
billing at the show. Sure, these peripherals are often available
for home consoles, but who generally has the money or real estate
for that?
Way
back in 1982, after wearing out their welcome in both the leather
and plastics industries, the Connecticut Leather Company released
their second attempt at a home videogame console. Thanks to a licensing
deal with a marginally successful arcade game designer in Japan,
the ColecoVision launched with a little killer app called Donkey
Kong. Was the system a revolutionary new direction for videogames?
No. Did it offer much that its competitors at the time didn't? No,
not really. The ColecoVision was successful because, despite its
somewhat primitive graphics, Donkey Kong resembled the arcade
game just that much more than it did on the other consoles. Back
in those days, arcade games just looked better than those we played
at home. We went to arcades because, as much as we loved our consoles,
nothing looked like the real thing. That's the problem, years in
the making, that the arcade industry in North America is currently
wrestling with.
The
profitability and general well-being of the arcade industry hinges
on its ability to offer a unique physical experience. Consoles don't
come packaged with gas pedals, steering wheels and guns. In a day
and age where Nintendo publicly stresses that graphics have reached
their plateau, the arcade industry just doesn't wow us like it used
to.
On
the bright side, remember that arcade games, unlike the home console
market, require no concept approval or expensive hardware licensing
fees from Sony and Microsoft. With enough investor capital, everyone
has the ability to design something truly unique without restraints.
Unfortunately, in a market dominated by standard "bar"
games like Incredible Technologies' Golden Tee Golf, no investor
is going to be coughing up millions for crazily innovative titles.
But perhaps, in indie PC crossovers such as FlexArcade, inexpensive
new U.S. titles may have a chance to show a some flair in the market.
So roll that little hamster around like there's no tomorrow, because
if you don't, there might not be.