Cover Story (March 2005)

Namco Promotes Good Old-fashioned Tournaments

The coin-op industry has weathered storms and always managed to come out ahead. Namco has been a part of that evolution and survival, offering the industry games like Space Invaders and Pac-Man that defined an era and are still popular decades later.

 We talked with Namco's Vice President of Sales and Marketing Frank Cosentino, who is also the Chairman of the American Amusement Machine Association (AAMA), about the tournament program the company is promoting.

 When we asked him what he saw as the most pressing problems operators are facing and how they can be solved, Frank quipped, "I wish I knew!" Seriously, Frank noted that surprisingly and in spite of talk of doom and gloom, operators he's talked with say that their return on investment is good and they are profitable. So what's the catch?

 "Operators are in a precarious position. They are seeing decent revenues but they are hesitant about making investments in new equipment. Operators aren't seeing much competitive pressure, locations aren't demanding certain equipment, and they aren't feeling obligated to try something new. They have a nest egg, their businesses are in the black, and they simply don't want to take risks. Unfortunately, no business, especially the coin-op business, can continue to see a profit without updating."

 Frank admitted that everyone is befuddled about how to advance the marketplace, but Namco has found an area where operators are finding salvation of sorts: tournaments. "We're not talking about online tournaments, this is good old-fashioned tournaments held in a location. Players get together and compete on their favorite games," Frank explained.

 Difficult times

 Frank said, "We have tried to show operators that if they do a little more than buy a machine and plug it in, the games will earn more over the long haul and even short term. Game players are a social group of people. They want challenges and they want a place to get together to demonstrate their skills."

 Frank told us he was amazed at how much tournaments can affect a location. For example, he described a small 2,000-square-foot mall arcade in the Chicago area that was not really what you would call a hot spot of activity. Frank picks up the story, "We hired Jason Arney, who was and still is a game playing fanatic. When he moved to Chicago, he didn't have a game room where he could play games or compete in tournaments. He visited this small game room and asked if he could organize a tournament and the owner basically said, 'Knock yourself out!'

 "Jason organized weekly tournaments and then once a month ran a cash tournament. It wasn't big money, but we've learned that serious game players aren't in it solely for the money. Jason did this for months and that game room is literally thriving again. They now run Initial D tournaments and Dance Dance Revolution tournaments on different days and brand-new games are tested there. It went from not having much traffic to attracting a hard core gaming group."

 Frank added, "Once locations start having tournaments, it's like pool and dart tournaments. They will increase their revenues, attract loyal customers, and offer players a reason to come in for head-to-head competition."

 Frank continued, "There's a game room in Texas that runs Tekken 5 tournaments and averages $800 per week. The game would still make $400 or so per week without tournaments and some operators would be perfectly satisfied with that. But why not put forth a little extra effort and increase revenues?"

 Although running tournaments is an ideal way to increase revenues on games like Soul Caliber and Tekken 5, Frank cautions anyone thinking of offering players the opportunity: "They don't play a game just for the tournament. First and foremost, they play because it's a good game that's fun to play. The tournament is icing on the cake." 

There's another crucial advantage to running tournaments: protection against the home release. "When operators run tournaments, even a year after the consumer title is released, the arcade games are still drawing players," Frank noted. "Why? Because players can play the game at home but they visit the location to socialize and show off their proficiency on the game. In fact, the home release can only add to the appeal of the arcade version."

 Tournaments in game rooms certainly are not a new concept. Successful operators have found tournaments as a way to bond with locations and to show how committed they are to seeing the location thrive. There were probably tournaments held on early Pong games somewhere. However, now more than ever it's time to get those players back into the game rooms by feeding their competitive nature and their love for a great game. Sure they can play games at home, but players are a social lot and want to get together. The game room can be the gathering place for these game-playing fans.

 Frank explained that it doesn't take a lot of effort to build a community of players in a location. "It gives people a reason to get out. We assure operators that it doesn't take a lot of work because once it's established the players usually take over and run it themselves. There has been such a great response from those who have tried it, but it's a small number compared to the number of operators out there. I hope the reason more haven't done it is because they think it will be too much work."

 While location tournaments might seem pretty low-tech with all the emphasis on online applications, Frank explained that it's not feasible to make a game specifically for online tournaments in the United States. "In Japan all games are broadband compatible. In the United States locations do not typically have broadband access so it's a much different situation. If someone wanted to develop a broadband game in Japan it would be simple because everyone has it. We were going to test it but too few locations have broadband. It will be awhile before broadband enabled games are the norm in the United States. However, over time the Internet will end up in locations and game makers can take advantage of it."

 The tournaments

 From the card system, PlayStation ports, and National Tournament, Namco has gone the extra mile to please hardcore, dedicated, game-playing customers. But it's not just players who benefit from Namco's efforts. Operators have also seen generous returns on their investment in Tekken 5. For locations that have focused on tournaments and a competitive culture, Tekken 5 should earn well for a long time.

 The card system

 Players love Namco's card system that tracks their statistics, such as their win/loss ratio; stores their customizations (custom appearance); and stores the amount of their fight money. Also, when players use their card their Ghost Data is stored on that machine. This means that the game will use that player's custom character that will mimic their style when other players choose the single-player mode on that game. If the Ghost wins, the player who customized that Ghost character collects fight money. The best part is that you don't even have to be there and your customized character wins you fight money!

 Tekken 5's card system continues to be successful providing players with an unparalled level of customization and personalization per character. Since American players are known to specialize in several different characters, players tend to have more than one card. By requiring that players use their cards at its regional tournaments, Namco has set a precedent that all tournament players should have at least one.

 With 29 characters all boasting their own unique style, there are more than enough to satisfy even the most die-hard Tekken fans. Of course, Tekken 5 offers time released characters that players have come to expect. The majority of them are player favorites returning from Tekken Tag Tournament. However, Namco has remade each and added a myriad of new techniques while revamping the character's appearance.

 Tournaments

 Namco's Tekken 5 local and regional tournaments have concluded and players are now preparing for the National Tournament in Orlando, Fla., April 1-3. The Top two winners in the National Tournament will advance to Tougeki (Super Battle Opera) 2005 in Japan.

 Local tournaments were open and unlimited. The window was December through January and operators could run as many tournaments as they wanted to pre-qualify their players for regionals.

 Regionals do allow walk-ins, but winning a local tournament guarantees a player a spot. This way, if the tournament fills up, the player knows he won't be bumped. There are nine U.S. regionals, two in Canada, and one in Puerto Rico. The top three players from each regional tournament advance to the National Tournament.

 Even though the local and regional phases of Namco's National Tournament are over, the Dougo system will remain active indefinitely. The Dougo system was designed to help locations broadcast and promote their events to the massive online community.

 When a location's Tekken 5 game is registered at Tekken.vg a "Dougo" is established for that location. Players can sign up to join the tournament thus receiving direct broadcasts for the operator. After the machine is registered, the operator simply goes back to the location and chooses Edit Info, Add Events, or Add Results.

 Operators broadcast events by adding them to the Dougo. An operator can go to the location, choose Add Event, fill in the event details, and once completed the event will be displayed on the front page of Tekken.vg (Namco's portal) and Tekkenzaibatsu.com (the Tekken community hub). According to Namco, those sites have over 20,000 users daily.

 Once the event has been completed, the results can be added. The operator simply follows the tabs and there will be a display of who won the event on the front page of those two sites. This gives players additional admiration and respect among their peers. Players love earning bragging rights!

 In addition to broadcasting events and the results, used in combination with the community forums, a location can be established as a premiere tournament destination. To become a premiere tournament destination, a location must set a standard for quality events that put players first. Namco admits that it takes a little extra effort and an investment in time, but going the extra mile will reap long-term benefits.

 Evolution 2005

 Players are also looking forward to Evolution 2005 in Southern California, the final summer tournament that culminates the season for most players. Essentially, Evolution is a multi-game, large-scale tournament that features players from around the world. It's organized and run by game players and highly respected among the game playing community. Roughly 2,000 hardcore game players attend the event. Although it's very community based, Namco exhibited Tekken 5 at Evolution 2004 to get the ball rolling.

 Many tournament hotspots hold sponsorship events to raise money for players traveling to Evolution. For example, if you run a pay-to-play event, you can charge an entry fee in addition. All money raised in the fees will go toward winners' travel expenses. During this season players will look to host these events on their own, but if you step up and offer to host it for them, it shows that you're interested in their competitive culture.

 Check out the Web site (www.tekken.vg/dogou.php) and if you need more information, contact Jason Arney (jarney@namcoarcade.com).

 The products

 Tekken 5 has taken the game playing community by storm, but Namco wants to remind everyone that it has a long list of other products available for an array of players. Here's what the company is now offering, but make sure to visit the Namco booth at the Amusement Showcase International (ASI) because you never know what new games might be introduced.

 CAPSULE FACTORY(tm)

In this one-player Pac-Man(r)-themed merchandiser, players control a robot arm in an attempt to balance a capsule. As the arm slowly pushes up the ramp the player tries to drop the capsule into one of three holes. The hopper can store up 60 four-inch capsules.

 CHECKPOINT RALLY

This is a unique stock car themed racing game geared toward children. It offers players exciting game play in an eye-catching, uniquely designed cabinet. The die-cast car "floats" around the track like magic as players attempt to pass 10 checkpoints in the time allowed. In addition to the operator-selectable ticket payout, players are awarded bonus tickets for reaching all 10 checkpoints. It's available as a ticket-dispensing redemption unit or a prize-dispensing merchandiser.

 CONVOY(tm)

This unique, self-contained merchandiser is suitable for locations of all types and sizes. Players drive their "rig" from the West Coast of the United States to the East Coast. Players must apply their "brake" in a timely manner to stop their rig on the appropriate number on the map of the United States playfield to reach their target. The player is allowed three chances to win every time they play. If the player succeeds he chooses from numerous valuable prizes.

 DONKEY KONG(tm) CLASSICS

This game features several of Nintendo's greatest hits: Donkey Kong(tm), Donkey Kong Jr.(tm), and Mario Bros.(tm) Nintendo of America originally released the first of these classic adventure games in 1981. Namco's retro-styled, 3-in-1 cabinet has been updated with new features previously not available in the '80s. Players enjoy the same groovy game play in these ageless titles. From avoiding fireballs and crushing barrels to collecting coins for bonus points, these titles have stood the test of time. This timeless classic video game is available in an upright cabinet and both a coin-op and non-coin-op cabaret model.

 FLAMIN FINGER(tm)

In this unique, maze-themed game, players use their finger to trace over a LED maze in an attempt to escape the maze within the time limit. It features hundreds and hundreds of mazes. Its intuitive game play appeals to a wide spectrum of casual players. Several units can be linked, allowing for greater jackpots in a shorter time frame. It's available as a ticket-dispensing game, a self-contained merchandiser, and three ticket-dispensing games with a kiosk sign that can be customized for any location.

 JACKPOT 2(tm)

A one-player coin pusher redemption game, it features a unique coin entry system with seven coin slots, allowing for up to 49 coins played at once. The three ticket dispensers add excitement during the payout.

 NFL FOOTBALL(tm)

This one- to four-player football-themed video game bears the official NFL license. Players can select from all 32 professional teams. Players use a trackball for movement and two push-buttons for play options. It features hundreds of offensive and defensive plays.

 Ms. PAC-MAN(r)/GALAGA(tm)

Ms. Pac-Man, Galaga, and Pac-Man in one retro-styled cabinet is a retro lover's delight! One-half of the cabinet features Ms. Pac-Man side panel graphics, while the other features Galaga graphics. The front of the cabinet, the marquee, CPO, and game instructions are an enchanting blend of the two classics. Game play is identical to the originals with a number of added features that did not exist 20 years ago: regular or speedy Ms. Pac-Man, original or rapid fire Galaga, and player-buy-in continuation mode. It's available in an upright cabinet, cocktail, and a cabaret model with a coin-door or without a coin-door for the home recreation market.

 SEAQUAIZY

Two great games in one uniquely themed cabinet. The player times the release of a ball to earn various values of tickets. Then he attempts to stop the spinning, colored starfish legs. If successful he wins the number of tickets indicated in the Treasure Chest. It features simple, intuitive game play and a playfield that "glows" like an exquisite tropical aquarium.

 SPACE INVADERS/QIX(tm)

Space Invaders, the one- or two-player classic video game celebrating its silver anniversary, challenges the player to move the laser base and shoot the endless waves of aliens descending toward him and then shoot the flying saucer for bonus points. This two-in-one cabinet also features the simple but addictive QIX puzzle game. The retro-style cabinet is enhanced with stunning silver cabinet accents. Space Invaders/QIX is available in an upright and cocktail style cabinet.

 TEKKEN 5(tm)

 A decade in the making, Tekken 5 embodies Namco's finest technology, strongest game play, and commitment to bringing the best to the market. The visuals and effects are fine examples of the power behind the new, proprietary Namco 256 hardware system, which is 33 percent faster then the previous Tekken system.

 Tekken 5 features Character Time Release, new characters and stages. In addition to being faster and visually more appealing then it's predecessor, Tekken 5 is the first fighting game featuring an IC Card System, which provides players with access to a broad range of character customizations, rank achievements, statistic tracking, and name displays.

 Another popular feature found only in Tekken 5 is the ability for players to bring their PlayStation2 pads from home and plug them into the ports on the control panel of the dedicated coin-op game in their favorite game room.

 TIME CRISIS 3(tm)

 The one- or two-player cooperative gun game features Namco's innovative "Hit and Hide" system. The player can attain new weapons by hitting special objects throughout the three stages. They can also switch weapons to defeat various adversaries using an on-screen menu by pulling the trigger while hiding from the enemy. Unique camera angles maximize the advantages of the System 246 software.

 TURRET TOWER

On this one-player gunner/fighter pilot action game, the game components are housed in a compact octagon-shaped cabinet. The player assumes the role of a gunner as he sits in a swiveling gun turret. It features six wicked weapons, power-ups, three difficulty levels, and a bonus level. Each of the four levels is comprised of three waves of attacks. The playing console, seat, and monitor can rotate right or left a full 360 degrees. The player controls this motion using the joystick.

The staff at the Bensenville, Ill., office, (l-r): Anita Friedl (Sales Coordinator), Tom Siemieniec (Eastern and Midwest Sales Manager), Frank Cosentino (Vice President of Sales and Marketing), and Emilio Cabrera (Western and International Sales Manager).

 

Kenji Hisatsune, Vice President and COO

Kevin Hayes, President and CEO

 

Robert Corona, Sales Administrator

Thu Ngo, Director of Manufacturing

 

The vital customer service staff, (l-r): Daniel Steingrimsson (Technical Support Specialist), Angela Sousa (Customer Service/Administrative Assistant), Sonny Kim (Customer Service Manager), Cuate Romero (Parts Specialist II), and Jeff Myers (Technical Support Specialist II).

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