Showing posts with label 45th Amusement Show Line-up. Show all posts
Showing posts with label 45th Amusement Show Line-up. Show all posts

Tuesday, September 25, 2007

Sengoku Basara X AM Show Impressions

I've been a bit torn about how I wanted to go about posting the impressions of Sengoku Basara X from the AM Show. I know that going into the event, it was near the top of my list of games that I wanted to see, but based on the hands-on information that I was sent and the videos that came out of the event, I can already feel myself building up for disappointment.

Perhaps it's better that way.

Hype has a tendency of killing a game before it is even available, and the pre-announcement hype that Sengoku Basara X has built is enough to elevate the game to a near impossible to meet level.

With a pedigree of two of the best fighting game developers behind it, Basara X already finds itself in an odd predicament. Though Capcom fighting fans and Arc System Works fighting fans can both appreciate a good game within the genre, both of the groups have their own preferences on what makes a good fighting game. Because of this, the mish mash of influences that can be felt in Sengoku Basara X may feel odd to someone who is looking at the game from the standpoint of a veteran of the Street Fighter series or the Guilty Gear series.

When it comes down to it, I'm not entirely sure just how much Capcom has with the hands on development with Basara X. The game was being built up as the first original Capcom fighter in years, but from everything seen so far and from the hands-on reports, the game is more favorable to the Arc System Works style rather than Capcom's. This isn't a bad thing by any means, but outside of the license, if Capcom is providing as little as it appears that they are providing, gamers expecting a true “joint” project between the two companies may be a little put off by the overall feel that the Arc System Works' touch has.


I've already gone into the controls of Sengoku Basara X once, but I think a refresher is in order since some things have changed slightly from the original reports. The game still relies on 4 buttons: weak attack, medium attack, heavy attack, and an engun button.

The engun system is the basic assist mechanic in the game. As I've stated before, it is a unique reinforcement technique that is similar in a way to the Marvel vs. Capcom series. During the course of the match, the longer you put off pressing the assist button, the more powerful your assist character (or characters) become. Further, the higher the level of your assist character, the shorter the recovery time is before you can use the assist again in a match.

When you press the engun button, the results are taken in context from when you press it. Press the engun button normally, and your assist character will perform a basic “assist attack”. Press the engun button during special moves, and you perform a special attack that will take advantage of both your assist character's attack as well as your special move (think of cancelling a super with another super in Marvel vs. Capcom 2). Press the engun button while being attacked and your character will perform a counter attack.

Pretty basic stuff I know, but the resulting impact of the level system in the game should prove to be interesting in competitive play. Unfortunately, we won't really know what kind of effect it will have until the game is out of location tests since for the most part, the engun system itself has been relatively “unabused” in the early reports.

Outside of the engun system and the button layout, Sengoku Basara X uses basic commands similar to the Guilty Gear series. Aerial dashes, Faultless defences, Back Dashes, Dashes, Dusts... All of these maneuvers are done in the exact same way as most Arc Systm Works fighters. It should be noted however, that despite the similarities, the game is striving for a slightly different “feel” than either Guilty Gear, Battle Fantasia, or Hokuto No Ken. The system may be the same, but it is being tweaked quite a bit to “fit” with the Basara character lore that Capcom is bringing to the mix.


With that said, the game at its state shown off at the AM show was a solid fighter through and through, but seemed to lack the oomph needed to really push itself in front of its competition. Though the game feels a bit loose at this stage, it already shows more promise than Hokuto No Ken, which should put some fears aside for those gamers who don't like Hokuto no Ken.

However, there are some problems that need to be addressed.

The spritework hasn't “wowed” me as much as I feel it should. This could be partly due to my disinterest in the source games, Sengoku Basara and Sengoku Basara 2. I'm sure that for fans of the source material, the character designs will be much more appreciated, but for everyone else, the characters and setting may appear to be a bit underwhelming compared to Arc System Works previous efforts.

I will say though that the historical basis for the series is incredible. If you ever have the time to head down to your local library and begin to read up on the history of the Warring States Period I would definitely recommend it. The number of games that are inspired by this time period in Japanese history are quite a bit more prominent than what most people realize. It's the small connections that you'll make with games that puts a new light on design decisions and the impact that this historical era has had on pop culture in Japan.

The second issue that I'm having is with the animations. Despite the sprites being detailed, one criticism Arc System Works has had to deal with overall with their body of work is limited animations. This has improved greatly over the last couple of years. Though Accent Core may not be in the same calibre of animated quality as Third Strike or Garou Mark of the Wolves, the animations do their job, but just not as well as they could.

The animations in Basara X are hit and miss right now. Though cloth and armor for the characters move naturally overall, there are some moments of uncomfortability with the work that may or may not hinder the finished product. I also have a slight issue with the near static backgrounds. I don't necessarily expect fully animated, heavily detailed backgrounds, but in some cases (such as the ruined battlefield), there is nothing moving that would give you the impression of being a part of a “living” environment. Minor issue, I know, but it is still an issue that stands out to me none-the-less.

All of this wouldn't take much to polish up before its release. And due to the small changes being made between each build seen, I'm expecting that some of the minor details will be cleared up before it hits arcades later this year.

The character roster is a bit hard to judge currently. Though it is getting quite a bit more diverse (latest location test videos showcase Honda Tadakatsu who appears to be a Potemkin-esque fighter laced with a bit more speed), the fighters haven't quite fallen into their predictable templates. This should come with more hands-on time with Basara X. I think a lot of this can probably be written up due to the fact that despite being a 2D fighter, the range considerations and speed of weapons of the different characters rewrites a lot of the rules that would normaly govern a game like Basara X.


It isn't completely unique by any means, but it has been a while since I've seen a fighting game that has as many variables that need to be taken into account before a truly “safe” attack can be made. For example, Date Masamune at first glance looks and plays like a standard shoto, but slight alterations in the archetype “template” changes the way that he needs to be played in Basara X. These sort of tweaks will make the game a bit more intriguing to gamers who have played fighting games over the last two decades, but to a gamer who doesn't devote a lot of attention to really learning a “system”, a lot of these subtleties will be lost.

Right now, Basara X hasn't quite lived up to what I wanted it to be. I know most of this is due to my own excitement about the game, but I just haven't been “caught” by the games reach as much as I have with previous fighting games by Capcom or Arc System Works. I believe based on what I've seen and the reports I've been provided that the game will be a good fighting game, but I'm not sure if it will have the lasting effects that I believe that Capcom was wanting with the title.

The Sengoku Basara license will attract a lot of initial attention in Japan, but currently the system may prove to be a bit too loose for competitive players who may find the game to be branded more towards an intermediate player rather than experts. Add to this the presence of a few questionable glitches that have popped up in early tests as well as some already potentially abuseable moves, and the game seems to balance on a teetering edge.

October already has two more sets of hands-on tests scheduled as well as a private showcase by Capcom. Early bugs are expected, so the fact that Capcom has been testing the hell out of Basara X is promising for the game despite some of its early issues. It is just a matter of time until we find out how Capcom and Arc System Works will react and whether Sengoku Basara X is a cash-in by Capcom or a real attempt to redefine what the fighting genre can be.

Friday, September 21, 2007

Taito Posts their AM Show Report

Taito's AM Show report was posted on the company's website earlier today. Not much in the way of information, but plenty of booth pictures and games to drool over. In a way, I'm not quite sure if Taito's booth was quite the message the company wanted to send about the Type X2 hardware. The previous Type X systems had a hard time catching on for developers due to their prohibitive cost, and I haven't seen anything showing me that the Type X2 has been able to satisfy this concern.

Wednesday, September 19, 2007

Oriental Legend 2 AM Show Impressions

It’s a shame that in the last decade or so, some of the strongest examples of 2D gaming in arcades have been neglected by an American audience. This is due to a number of factors - the changing face the US industry, the expected risk vs. reward return, and the contacts that non-US companies are able to make (and keep) in the US for distribution of their titles. Without these factors going in favor of a developer, the chances that the games will even reach the US audience are slim outside of the occasional import-friendly arcades.

IGS can be seen as a victim of these recent policies, as despite creating a treasure trove of under-appreciated classics between 1997 and today, a lot of gamers will be hard pressed to name a single game released by the company for their PGM arcade system. When people speak about the death of 2D gaming, it isn’t necessarily for lack of effort that has caused this down slide, but rather a conscious choice based on perceived consumer wants.

At the AM show this year, IGS allowed for some hands-on time for their latest game - Oriental Legend 2. The traditional 2D side scrolling brawler stood out a bit on the show floor (in a good way), despite only a small number of machines dedicated to the game.

Where-as the traditional 2D shooters have seen a resurgence and continued success from both smaller companies like G.Rev (Mamonoro) and Milestone (Illvelo) to larger companies like Konami (Otomedius) and Cave (Deathsmiles), the 2D beat-‘em up genre has been pretty much stagnant by way of releases for arcades for the last few years.

In a way, Oriental Legend 2 attempts to change that and provide a fresh experience on an old genre.

I spoke about Oriental Legend 2 briefly a couple of months ago in regards to some location test videos that were making their way onto the internet. At that point, a lot of the details surrounding the game were relatively unknown outside of the fact that the game was set to be a follow-up to IGS’s previous “Journey to the West”-themed beat-‘em up Oriental Legend. With the time that has past since I last focused on the game, a bit more information has finally started to make its way onto the internet.

As I stated before, the game is set for release on a new IGS created PGM-based hardware known as the PGM2. Like I speculated, this new hardware isn’t being planned to compete with top-of-the-line hardware changes being made by Taito, Sega, and Bandai Namco, but rather is attempting to find a comfortable niche filling the void that was created when SNK Playmore left the arcade hardware side of the industry. The games created for the system will be primarily 2D games, but outside of Oriental Legend 2 and IGS, I’m unaware of any other games or developers set to begin using the system.

I wasn’t necessarily swept off the floor with the original Oriental Legend when it was first released in arcades, but it was a solid experience that did manage to feel innovative even if it didn’t really evolve the genre. However, what Oriental Legend did right was ensure that there were quite a large number of secrets, hidden areas, and multiple paths that encouraged gamers to continue playing just to see what else might be around the next boss battle or locale.

With Oriental Legend 2, gamers can expect the same sort of experience with the game. The action remains fast, the combos remain seamless, and the enemies swarm just as deadly as before. However, IGS isn’t content with just providing gamers a similar experience. Oriental Legend 2 has a greater emphasis placed on the possible branching pathways and hidden secrets in each of the levels as well as a character progression aspect that adds more depth.

Currently, the gameplay in Oriental Legend 2 is smoother than the first game. The animation and spritework are incredibly well done and a vast improvement over the previous title. They may need a bit more to them however if they plan to attract the attention that some of the recent arcade “high definition” releases are receiving. The basic controls for the game remains the same as the first title, with an 8 way joystick and 4 buttons to control attacking, jumping, magic use, and item cycling.

Oriental Legend 2 reminds me a bit of the classic Capcom developed CPS-2 beat-‘em ups of the mid-90’s in style and difficulty (which at this stage is absolutely punishing). Whether intentional or not, IGS has created a classic credit muncher in every sense of the word. But despite the fact that gamers will be seeing the continue screen over and over again, the overall experience always is encouraging enough to make them sink just "1 more credit" into the game. This is the sign of a good beat-‘em up and a good arcade game.


The game currently has 10 selectable fighters and several different stages each themed on the folklore of “Journey to the West”. Despite being scheduled for a wide release later this year in Japan (and Korea), there are no plans currently to bring Oriental Legend 2 stateside by way of any distributor. I fully expect this title to end up just like the original Oriental Legend. A side note to most arcade enthusiasts, but widely forgotten and never experienced by the rest of the gaming population. For those that get the chance to play it however, the game is a promising example of just much fun a “dead” genre can still provide.

AM Show Link Updates

(The original link list can still be found here.)

Game Watch showcases the AMI and Capcom booth - Deathsmiles, Sengoku Basara X, Pokemon Battrio, and more.

Sega talks about the recent AM Showing - The company's perspective of their recent exhibit. In my personal opinion, Sega had probably the strongest showcase this year overall. I have a feeling that their Disney's Magical Dance game is going to be huge for the company when it comes to the profits it can generate.

Sangokushi Taisen website update - Though the site is still primarily decidated to Sangokushi Taisen 2, some of the early details of the third installment of the card based arcade series have begun to appear on the web.

Gundam vs Gundam Updates

Some of the main questions I've been asked through e-mail about the AM Show this past weekend have been in regards to Banpresto's new Gundam vs Gundam game.

Unfortunately, there wasn't much to report about the game since the show itself didn't provide a lot of information about the title outside of the arcade platform (System 256) and a handful of screenshots with a promotional video. Add to this the fact that the game was not available for any hands-on time on the show floor, and you have a recipe for disappointed Gundam fans. (Banpresto did try to ease the pain by having their latest Gundam vs. release on the show floor.)

Over the last couple of days however, some new details have been emerging in regards to the title. Of particular interest to fans of the series, Gundam vs. Gundam is marking the first game in the series that doesn't have Banpresto (or Bandai, in the cases of previous titles) sharing credits with Capcom on official releases announcing the game's development.

Secondly, the game's official website has opened at http://gundam-vs.jp/. Though it is pretty bare bones at this point, it is definitely going to be the primary source of information for the game over the next couple of months. According to the website, the game is being planned for a spring 2008 release in arcades across Japan.

Finally (and probably the most important information released about the title since the AM Show), the game is scheduled to begin location tests this October. All of the details about these tests should be revealed by the end of this month.

I'll keep my eyes open for any additional information that pops up about Gundam vs. Gundam (since it seems to be of particular interest to people), but I wouldn't expect any new updates about the game until after the October testing cycle.

Monday, September 17, 2007

45th AM Show Attendance Numbers Announced

The AM Show website has posted the official numbers for attendance for this year's event. I've posted the full graph below for each day's numbers.

Overall attendance was up from last year on the strength of the public day (which drew in about 2,000 more attendees when compared to the previous year). The total attendance over the course of the three days was 49,017 peoople.

Just to give you an idea of how packed the event hall was on the public day on Saturday, I've posted an image from Cave's AM show blog that was taken just as the doors were opening. Its great to see such an overwhelming show of public support for the arcade and amusement industry.

Sunday, September 16, 2007

SNK... Where are you?

For the last couple of years, SNK Playmore has had a very underwhelming presence at the JAMMA show. In 2005, the company only displayed Metal Slug 6 at the Sega booth since it used the NAOMI based Atomiswave hardware. In 2006, SNK Playmore had no real hands-on titles and instead focused its attention on making a center stage announcement with Taito that King of Fighters Maximum Impact Regulation A, King of Fighters XII, and a new Samurai Spirits, were all in development for the TypeX2 platform.

This year, SNK Playmore was a complete no show at the event, despite only one of those three eagerly awaited games available in arcades and no footage available of the other two outside of the original announcement videos. The rumor mill was running earlier this year that King of Fighters XII has had its complete development cycle scrapped and restarted again. After the open call for recruitments on SNK Playmore's home page, it seems that the company may be running into more problems with the new hardware than they initially expected.

This could also be signaling a shift in focus from SNK Playmore. With the arcade division not making a strong showing at the Amusement Show and the Tokyo Game Show just around the corner where SNK Playmore is planning on showcasing a handful of titles, the question of the future of SNK Playmore as an arcade company needs to be called into debate. It may be too early to signal the fact that SNK Playmore appears to be withdrawing from the amusement sector simply due to the success of the slot machine side of SNK Playmore's business, but it definitely begs the question of why the company didn't provide arcade gamers, distributers, and press a chance to see one of the missing arcade games in action.

Am I being chicken little here? Is the sky falling because of a simple acorn?

Perhaps, but some tough questions need to be asked to SNK Playmore in regards to King of Fighters XII and the new Samurai Spirits, the least of which is quite simply - "when will we see the two games in arcades?" I'm holding off any judgment on SNK Playmore until after the Tokyo Game Show, however whatever showcase the company has there, it doesn't change the fact that their missing presence at the AM show spoke much louder than any words.

Saturday, September 15, 2007

Tekken 6 AM Show Videos

I posted a handful of Tekken 6 videos on one of my earlier posts this weekend, but quite a few more were uploaded by YouTube! user geesendou that I thought warranted a look. This is one of the games that I'm planning on featuring with a small write up just as soon I complete it, so be on the look out for it in the next day or so.

Bob vs. Kazuya -
Note Bob's special costume... He very well could be the only fighter I know who wears a hamburger on his head.

Armored King vs. Kazuya Mishima
Miguel vs. Bob
Miguel vs. Lei
Heihachi vs. Lei
Lili vs. Xiaoyu

The Amusement Journal Highlights the Most Popular Games at the AM Show

The Amusement Journal has highlighted the most popular games over the course of the past 3 days of the Amusement Show in Japan. Expectedly, Tekken 6 took the top spot on Day 1 and Day 2 of the event, but was surprisingly beat out on Day 3 by Deathsmiles. A lot of this can probably be attributed to the Day 3 lines that Tekken 6 was experiencing, which at one point was said to have reached about a 3-4 hour wait just to get some hands on time with the title.

I've posted the top 10 arcade games (excluding the list of prize and medal games which can be found here) on each day below for those interested:

Day 1
1. Tekken 6 (Bandai Namco)
2. Deathsmiles (AMI/Cave)
3. Basara X (Capcom)
4. Eternal Wheel (Taito/Square Enix)
5. Derby Owner's Club 2008: Feel the Rush (Sega)
6. Sega Race TV (Sega/AM-Plus)
7. Quest of D (Sega)
8. Mamonoro (G.Rev/Gulti)
9. Chase HQ 2 (Taito)
10. Half-Life 2 Survivor ver. 2.0 (Taito)

Day 2
1. Tekken 6 (Bandai Namco)
2. Deathsmiles (AMI/Cave)
3. Basara X (Capcom)
4. Eternal Wheel (Taito/Square Enix)
5. Sega Race TV (Sega/AM-Plus)
6. Derby Owner's Club 2008: Feel the Rush (Sega)
7. Quest of D (Sega)
8. Mamonoro (G.Rev/Gulti)
9. Chase HQ 2 (Taito)
10. D1GP Arcade (Taito)

Day 3
1. Deathsmiles (AMI/Cave)
2. Tekken 6 (Bandai Namco)
3. Basara X (Capcom)
4. Sega Race TV (Sega/AM-Plus)
5. Mamonoro (G.Rev/Gulti)
6. Eternal Wheel (Taito/Square Enix)
7. Quest of D (Sega)
8. Chase HQ 2 (Taito)
9. Derby Owner's Club: Feel the Rush (Sega)
10. D1GP Arcade (Taito)

AM Show Day 3 (Public Day) Videos

YouTube User Milafi has provided some great videos of the AM Show over the course of this past weekend. The final batch of videos from the 15th (the public day of the event) were finally uploaded on YouTube, and really show off the popularity of the AM show in Japan. I'll have some more impressions of some of the other games posted this weekend, but until then, enjoy the videos of the last day of the event.


2 Hour Line for Deathsmiles


Tekken 6 (10)


Kaga Amusement Exhibit


Sega Race TV (2)


Komaya
Yakyuban
Moyashimon
Tekken 6 (1)
Tekken 6 (2)
Tekken 6 (3)
Tekken 6 (4)
Tekken 6 (5)
Tekken 6 (6)
Tekken 6 (7)
Tekken 6 (8)
Tekken 6 (9)

Friday, September 14, 2007

Sega Race TV Impressions from the Show Floor

Sega Race TV has been a bit of a surprise for me. After seeing the game pop up on Arcade Heroes a couple of weeks ago, I've been trying to keep an apprehensive eye on the title. Arcade racers, no matter how polished they may be, are quickly becoming a dime a dozen for most arcade operators. However, since they are also some of the top performing titles here in the United States, this is completely understandable since the developers are often sent to where the money is.

With that said, in a crowded marketplace, a game needs to be able to succeed on style or recognition in order to maintain a corner hold on an arcade goers attention. While GlobalVR and Bandai Namco have been able to do this with incredibly successful licensed properties, Sega on the other hand has primarily focused on resurrecting some of their classic older titles and bringing them out for the next generation of arcade gamers.

When it comes down to it then, a completely original IP being released into the wilds is a semi-risky manuever for a company who has been accused of not taking many chances as of late. Fortunately for Sega (and AM-Plus R&D - the developers of the game), Sega Race TV stylistically is an eye catcher, providing the right blend of arcade racing and customization that fans expect from a modern racer. If the AM show is any indication of the potential that the title holds, Sega Race TV may very well have brought back an old school sensibilty with a focus on nothing but the entertainment value for the dollar that is occasionally lost with some games.

The vital stats behind Sega Race TV are impressive. The game is set to take full advantage of the Lindbergh's capabilities, and graphically, it already has the jump on some of its nearest competition. The real time damage system for each of the cars is well done and the tracks are large and detailed. Overall, the game's design reminds me quite a bit of Sega's own Crazy Taxi in both attitude, vision, and scope of the project. But where-as Crazy Taxi redefined what a racing game could be in the arcades, Sega Race TV has taken the path of going back to its roots and delivering a pure break-neck racing experience.

There will initially be 5 courses to race in Sega Race TV, with the option of up to 4 cabinets being linked for head to head play. Each of the tracks are built for two simple concepts – speed and tricks – but despite the tracks simplicity, shortcuts, hazards, and detours will keep even the same track fresh when raced multiple times since you will never know what to expect.

For example, in the demo stage at the AM Show, when completing the second lap around the track a previously unmoving Statue of Liberty (that isn't quite the Statue of Liberty) bears down a wheel, which it holds in the place of a torch, on the track in an attempt to destroy your vehicle – over and over and over again. This sort of environmental destruction plays a main part in Sega Race TV. Being able to negotiate between keeping the pedal to the metal and letting up enough to avoid being turned into scrap is a major contributer to the challenge of the game.

Sega Race TV is pretty polished despite not scheduled for release until next year. Though the controls can use a bit tuning up, the basic atmosphere of the game has already set the stage for it to become both a great parody and an impressive icon of American culture. It is an interesting take from a Japanese developer on what they “see” as being an over-the-top America that has essentially turned into a giant theme park. The basic cabinet is set up in a pretty standard fashion – sit down unit, gear shift, and rumble steering wheel. However in addition to these basic controls the game also adds a boost button. When the meter is filled you can press the boost button to accelerate to a true death-defying speed. In a lot of ways, this mechanic reminds me of the console racer Burnout.

The TV aspect of the game's name comes from its over-all presentation. Using voice-overs and camera cuts, Sega Race TV gives off the impression of being a television program broadcasting the race. Though it is somewhat minimalist now, Sega has stated that they intend on amping up the effects so long as it doesn't overall deter from the current gameplay.

There are also some customization elements in Sega Race TV. A player can utilize a basic password system to continue where they had left off in order to open up a customization area where different vehicles, tune-ups, and color changes can be unlocked. The more rivals and rankings you clear, the more of the game you open up via password. The game has a standard set of 8 different licensed cars, each able to be uniquely redesigned with spoilers, paint, sponsors, and more.

Sega has stated that Sega Race TV is being planned for a worldwide release, but outside of the March 8th date for Japan I am unaware of any set release dates for other regions. Several new location tests are being scheduled in the coming months, so I'll continue to keep my eye on Sega Race TV. I've been in the mood for a pure arcade racer for a while now, and Sega Race TV may very well be the one to scratch that itch.

Day 2 AM Show Video Blow-out, Part 2

This is part 2 of the Day 2 video postings found online for the AM Show.

Once again there are quite a few videos that turned up on YouTube! about the event. A few less stand out highlights compared to the last couple of days of videos, but the Sega new game feature (shown below) is a great overview of some of the new games Sega is really putting some muscle behind.

I don't know if I've said this yet, but Sega Race TV looks amazing. It reminds me quite a bit of Sega's classic arcade racers (focus on speed and power), which really is a throwback in a way. Stylistically it seems to have taken a page out of the Crazy Taxi series, but I'll have more detailed impressions of the game posted sometime this weekend, so I'm not going to spoil anything more.

Sega New Game Feature


Sega For Kids


Precure Dream Life


45th AM Show Hall Walkthrough - (A real good view of the event as a whole)


Sangokushi Taisen 3
Data Cardass
Starhorse 3rd Evolution
Bingo Galaxy

Day 2 AM Show Video Blow-out

I'm going to try not to embed as many videos today since I had my front page slow to a crawl yesterday. There have been several new YouTube! videos being posted online that feature the second day of the AM show in action. There's some great stuff in here, especially some of the shots on a few of the prize games by Banpresto.

Later today I'm going to start posting some impressions on some of the games since I've received that hands on details I needed from Japan. As a fun little side note, I was told late yesterday that the lines for Tekken 6 had actually grown quite a bit from the first day event. I know people have claimed that the game is receiving mixed reviews, but it seems that they still want to get their hands on it - even if it is for a short time.

D1GP Arcade


Stern's Pinball - Spiderman (One of the first videos of the game I've seen posted since its release.)


Oriental Legend 2


Here's a list of a few other videos that were posted about the show:
Eclipse
FunFun Cup
Eternal Wheel
Lucky Marine Theatre
Magical Dance and Dream Stage
Kirarevo Happy Idol Life
Illvelo and Mamonoro
Dream Shooter
Shooting Hoops
Robo Catcher
Alien Danger
Pokemon Battrio
Q of D: The Battle Kingdom
Chase HQ2 (2)
Chase HQ2
Gatchapin
Banpresto Prize (3)
Banpresto Prize (2)
Banpresto Prize
Tecmo Booth Shots
Fever Hoop

Thursday, September 13, 2007

Deathsmiles Dance Number

Whenever there is a Cave booth set up at an Arcade and Amusement Show there are certain expectation that gamers have going into the event. #1 is bullets, lots and lots of bullets. #2 is 2D graphics that have a level a detail that impresses even jaded 3D gamers. #3 is cosplayers... lots and lots of cosplayers. And finally #4 is a completely random dance number that is as equal parts disturbing as it is humorous.

Thankfully, Cave delivered at the 45th AM show, just as they did previously at the AOU show earlier this year. The lack of pink in the Deathsmiles dance number is understandable considering the source material, but it is a shame that Cave didn't bring back the waterguns... Everything is better with water guns.

I hope you enjoy it... There's nothing quite like a Michael Jackson "Thriller" dance number to get arcade owners, the press, distributers, and gamers excited about your upcoming releases. Rock on Cave... Rock on.



1up.com and GameVideos.com AM Showcase

Though there hasn't been any published articles from the American site outside of a small blurb on Tekken 6, 1up.com has sent Mark MacDonald to the the AM show to capture some videos for GameVideos.com. Unfortunately (due to the loud noise in the hall), the videos have no sound, but are some of the best we've seen when compared to some of the other YouTube! hand camera. I've posted the Sega Race TV Feature below... The other videos are: Deathsmiles Stage B-2, Virtua Fighter 5 ver. C Revision, Quest of D, Tekken 6 Combat, Tekken 6 Opening Cinematics, Tekken 6 New Fighters, and Mamonoro. (As just a sidenote, the Mamonoro video is mislabeled as Illvelo. Just thought I'd mention that in case anyone wondered what was the deal with the listing.)

No word yet on if they are going to be at the show later today as well, but I'll keep my eye on the Ziff Davis family of sites to see if they have more videos posted or articles listed the next couple of days.

YouTube! AM Show Video Collections

Another small collection of YouTube! hand cam videos posted a few hours ago.

Deathsmiles (Cave)
Additional Deathsmiles YouTube videos can be found here: 1, 2, 3, and 4.

D1GP (Taito)


Tekken 6 (Namco Bandai)
Additional Tekken 6 videos can be found here: 1, 2, 3, 4, and 5.

Mamonoro (G.Rev/Gulti)
Additional Mamonoro videos can be found here: 1.

Illvelo (Milestone)
Additional Illvelo videos can be found here: 1.

Derby Owner's Club 2008 (Sega)


Sengoku Basara X (Capcom/Arc System Works)
Additional Basara X videos can be found here: 1.

MotoGP

Sega AM Show Videos (Via YouTube/AM-Net)


Sangokushi Taisen III


WCCF 2006-2007 International Clubs


M J 4

45th AM Show Links and News

[Updated] - Updated as of 9/15/2007 (4:21PM CST)

As a side note, to view all of the coverage that I'm posting on the AM show, you can either click on the link on the left under the AM show information or simply just click here.

Kobayan reports on Deathsmiles, Basara X, and Eternal Wheel - Includes additional images of the show floor and the event booths for Taito, AMI, and Capcom. Kobayan has also posted the first videos of Deathsmiles - Deathsmiles 1, Deathsmiles 2.

Dengeki Online Reports on Sega's Disney Magical Dance - Disney's Magical Dance is a music/card game hybrid by Sega that features characters from classic Disney animation. The game's official website is located at http://magicaldance.jp/.

Dengeki Online Images and Details from around Capcom's booth - Focuses on Sengoku Basara X and Alien Danger. Some Bandai Namco screens get mixed in here towards the end, so I'm assuming they were just talking about the area on the show floor that they were on rather than focusing on a specific company.

Dengeki Online Images and Details from Taito's booth - Short descriptions and write-ups on Half Life 2 Survivor ver. 2, D1GP, ChaseHQ2, and Eternal Wheel

Dengeki Online Images and Details from Atlus' booth - Showcasing Vulcan Wars, Super Big Baseball, Beautiful Lagoon, and a shot that was snuck in of one of the Cave/AMI games mislabeled as an Atlus title.

Dengeki Online Images and Details from Cave/AMI's Booth - Deathsmiles, Horse Riding Simulation, and a new Mahjong game round off Cave and AMI's AM Show display.

Cave's AM show blog - Updated daily over the course of the event with information about Deathsmiles and the other Cave/AMI projects.

Bandai Namco AM show blog - Updated with details from the Bandai Namco event booth on the show floor from the company's perspective.

Famitsu provides an overview of the AM Show - 53 exhibitions across three days of arcade and coin-operated related business.

Mamonoro Website updated by G.Rev - Under the About section, we get our first look of some clean shots from the game, as well as an overview of the controls and characters selectable.

Game Watch's Image and Details from Taito's booth - Half Life 2 Survivor ver. 2, D1GP, ChaseHQ2, Eternal Wheel, and more...

Game Watch's Image and Details from Bandai Namco's booth - Bob's first life Tekken 6 unveiling, MotoGP, Wangan Midnight Maximume Tune 3, and a full selection of prize and novelty games.

Game Watch's Image and Details from Sega's booth - Answer X Answer, a Sega Race TV blowout on information, Derby Owner's Club 2008 Feel the Rush, Galileo Factory, Disney's Magical Dance, and a full collection of Sega hardwared developed properties from Milestone, G.Rev, and more.

Famitsu previews Gundam vs. Gundam - A great little preview from Famitsu in regards to the Gundam vs. Gundam reveal at the show. The write-up also includes some great shots of the game in action as well as reveals the game's official title art.

Gpara provides their overview of the show - Just a small article and write up with a few images of the event.

Amusement Journal reports on the show - Great write up on the event by the Amusement Journal. Each page gives a really good break down on the different games and machines at the event as well as a focus on more of the business aspect of the amusement and arcade sector.

D+ Itmedia walks through the event floor and showcases the biggest titles - A lot of looks at some of the more popular titles on the floor, especially with their focus on Sega's booth.

Dengeki Online Images and Details from Banpresto's Booth - A small write up on Banpresto's corner of the AM show floor - Gundam, prize games, puppet shows and more.

Dengeki Online Article on Dragon Quest Monster Battle Road 2nd Chapter - Basic information on a planned expansion to Dragon Quest Monster Battle. New cards, new monsters, new arenas, and more.

Gamengai provides some impressions from the public day at the AM show - There are some nicely detailed images and videos on the send and third pages of the report. It is mostly focused on Deathsmiles, but there is also some basic information on some of the other booths.

GA Graphics Reports on Gundam vs. Gundam - Standard screenshots released for the game and of the booth reveal with Banpresto.

Hobby Blog shows off the new cabinets for Half-Life 2 Survivor ver. 2 from Taito

Hobby Blog shows off the cabinets and reveals some information about the Square Enix/Taito joint arcade project

Hobby Blog shows off the cabinets for three racing games from the AM show - Features D1GP arcade, Sega Race TV, and Chase HQ 2

Milestone updates the Illvelo website - Does anyone know what Illmatic means?

Wednesday, September 12, 2007

Banpresto Gundam VS Details Revealed

The latest game in the Gundam VS series has been officially revealed at the 45th Amusement Machine Show. Mobile Suit Gundam: Gundam vs. Gundam is set to be released March 2008 in Japan and features Mobile Suits from every part of Gundam lore. More details are set to be released later this fall, but the game is playable in a brief form at the show. The game is using the System 256 arcade hardware. Banpresto has a short teaser posted online for the game here.

Atlus amusement to release new Military-themed Arcade Game

Atlus' amusement division had a couple of titles sneak up on me after early reports on the Amusement Show began to surface. Though most of the games announced by the company were pretty cut and dry sequels to existing franchises, a new game, the Vulcan Wars, has appeared listed as a "military themed arcade game". It is unclear the exact style of game that Vulcan Wars falls into, but I would assume based on the description it is more than likely a new light gun arcade title. I'll try to get some more details on the planned release just as soon as I can.