Author Topic: Amusements For All !!! - JOYPOLIS, SEGA Amusement, Arcade Centers, etc Thread  (Read 775397 times)

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"Initial D THE ARCADE" x "Uma Musume Pretty Derby" Collaboration Trailer













https://www.youtube.com/watch?v=uUWulReroa4

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"Initial D THE ARCADE" x "Uma Musume Pretty Derby" Collaboration

Collaboration items featuring Special Week, Silence Suzuka, and Tokai Teio have benn available now! A
The song "Uma Pyoi Densetsu" is also available as background music!
Play the game and get the collaboration items!

Event Period: April 9, 2026 (Thu) - July 29, 2026 (Wed)

Article : https://info-initialdac.sega.jp/7394/

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Sammy's Lycoris Recoil Smart Slot Trailer

https://www.youtube.com/watch?v=o9Z-I255iYE


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HomemadeHoney - Interview with Masahiro Sugiyama, The character designer of Sonic the Fighters

https://www.youtube.com/watch?v=8VSkvnzRIDg


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INTERVIEW with Night Striker Director Kenji Kaido: Night Striker was Inspired by Space Harrier and the Star Wars arcade game







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Time Extension: What games were an inspiration to Night Striker? Was the TV show Knight Rider one of them?
Kenji Kaido: Space Harrier and the Star Wars arcade game. Movie influences were Blade Runner. I didn’t really watch Knight Rider, so it didn’t really influence the game.

Time Extension: What kind of inspiration did you take from Space Harrier?
Kenji Kaido: Space Harrier was quite revolutionary. Space Harrier was a 3D shooter, and there’s a vanishing point on the screen. When the player shoots a bullet, it goes towards the vanishing point in the centre of the screen. With this processing system, the player can’t hit the enemy at the edge of the screen. In Space Harrier, they ignore the 3D processing towards the vanishing point, and the bullet flies straight. In other words, it didn’t use 3D processing. So what happens is, the game becomes a whack-a-mole game. I thought it was ingenious, so I used that as a reference.
Another influence was that when you're in a 3D space, it’s really hard to hit a moving target. It's actually very difficult. The player is moving on a flat surface, and it’s difficult to hit a target while you're moving. It's actually a pretty rare phenomenon to be able to hit a moving target. In Space Harrier, they assist with this by locking the enemy and using a guided bullet.
Also, if there’s only one enemy, it’s hard to hit, but if multiple enemies are lined up in a row, even if the player misses their target, they’ll hit something. These are some of the things I learned from Space Harrier.

Time Extension: In the past, Yu Suzuki, the Sega producer on Space Harrier, OutRun and After Burner, has said that even though the games use 2D graphics, it's the sprites that basically scale as they get closer to the screen, which means they basically can enlarge to any size, simulating 3D effects. He said that even though the graphics were 2D, he was calculating everything in 3D. So that's why they mathematically expand or contract depending on how close they are to the screen, which is part of the innovation. Did you have to think in that way, or was that left up to the engineers?
Kenji Kaido: Night Striker was a 3D game. The renderings are done in 3D, and the processing is done in 3D. So if you shoot a bullet, as I mentioned before, the bullet would fly towards the centre because of the 3D processing in the system. But we overrode the programming so that the bullet wouldn’t go towards the vanishing point.
We had an excellent engineer. At the time, it was hard to make those calculations in a 3D space. There were no polygons. I think there were only a few people who were able to do a proper 3D calculation. Night Striker used LOD – level of detail – which is a technology they used to calculate the distance in the game to give it a sense of depth.
The engineers didn't focus just on the accuracy or the correctness of the titles. But they also made sure that it could be played at its maximum graphics environment without making the game too heavy. And LOD at that time was nothing major. There was really nothing even comparable to ...

Full interview : https://www.timeextension.com/features/interview-personally-i-think-its-the-coolest-game-night-striker-director-kenji-kaido-on-his-1989-arcade-masterpiece

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SEGA FILES TRADEMARK FOR BONANZA BROS. GOLDEN HEIST



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Bonanza Bros. originally released in 1990 and the game was side-scrolling stealth action shooter with platforming elements. It quickly became a hit arcade experience in Japan and spawned multiple spin-off titles. Now, more than three decades after its launch, it looks like SEGA might have fresh plans for the IP. A new trademark was ...

Article : https://www.vice.com/en/article/sega-might-be-reviving-a-side-scroller-arcade-game-after-36-years/

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SEGA SAMMY CREATION Won Awards at “8th Annual EKG Slot Awards Show”







https://www.youtube.com/watch?v=KY3UyY_ncvU

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SEGA SAMMY HOLDINGS INC. (the Company) is pleased to announce that SEGA SAMMY CREATION INC. (SSC), a group company of the Company, won award in “Top Performing NEW Game from an Emerging Supplier” category at “8th Annual EKG Slot Awards Show,” hosted by Eilers & Krejcik Gaming, LLC (EKG), a U.S. gaming research company.
The EKG Slot Awards is designed to recognize excellence in slot game development in the casino gaming industry. EKG determines winners across 27 product categories (25 award categories and 2 Hall of Fame categories) including both land-based and interactive games utilizing a data driven process combined with a distinguished advisory board.
Super Burst™ Bouncing Lions™, which won the “Top Performing Game from an Emerging Supplier”, is a slot game developed as the Asian-themed version of the Super Burst™ series. It is the SSC’s first ever series launched on two different cabinet models: GENESIS CREST™ and GENESIS ATMOS™. This title features the popular ...

Article : https://www.segasammy.co.jp/en/release/85739/