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Large-format arcade machines have always occupied a special place between conventional cabinets and theme-park attractions. This second instalment examines how Namco, Adrenaline Amusements, Triotech and other manufacturers have continued to develop Deluxe, Super Deluxe and immersive systems.

QBIX multiplayer MXR arena by Inowize

Namco takes the theme-park experience to the arcade

Namco was an important omission from the earlier history of Deluxe (DX) and Super Deluxe (SDX) amusement machines. While Sega and Taito explored medium-scale theme-park attractions, Namco developed its own substantial products for arcades and amusement venues.

The company’s first major theme-park attraction was Galaxian 3, released in 1990. The enormous ride supported 28 players, although its size meant that relatively few venues could accommodate it. Even so, the project encouraged Namco to adapt large-scale experiences for more practical arcade settings. A technical overview of Galaxian 3 provides further background.

In 1993, Namco released Galaxian 3: Theater 6. It retained the attraction’s spectacle in a six-player SDX enclosure, measuring 415 deep by 424 wide and 202 high. The machine was still exceptionally large and expensive, but it proved highly successful for operators able to install it. More details are available in this reference to Galaxian 3: Theater 6.

Namco reused the enclosure concept for Ridge Race: Full Scale in 1994. This racing attraction placed players inside a genuine race car modified as a controller. Its controls corresponded to the action on an 18-foot-wide screen, and the machine was regarded at launch as both the largest amusement piece and one of the most expensive.

Environmental Deluxe shooters

Namco later pushed the format further with Deadstorm Pirates 4D+, a large theatre attraction containing two motion units. Launched in spring 2011, it delivered a scaled-down dark-ride experience for up to four players. It followed Sega’s huge The House of the Dead 4 Special from 2006 and the 1998 The Lost World Special.

The attraction evolved from the two-player motion version of Deadstorm Pirates, introduced in 2009 as a closed-booth gun game. These bench-seat shooter enclosures became known as Environmental Deluxe, or EDX, a format positioned between traditional DX and full SDX equipment.

The roots of the mini-theatre shooter also reach back to Sega’s Strike Fighter and Line of Fire in the 1990s. Sega’s 1997 The Lost World: Jurassic Park helped define the enclosed environmental shooter, and its influence remains visible across modern arcades.

The Lost World Flyer

Bandai Namco Amusements Japan later location-tested Gold Storm Pirates, a two-player EDX shooter with motion seats and a complete enclosure. The pirate adventure placed more emphasis on gold and treasure, but the test was still described as being at a very early stage, leaving any Western release unconfirmed. It also raised the question of whether the larger 4D enclosure might return.

Curved screens and immersive Namco cabinets

Namco’s dome-screen technology began in 2002 as O.R.B.S., originally intended for an unreleased Starblade sequel and an unreleased Starfox project. The technology was subsequently developed in Japan into the cabinet commonly known in Western markets as the Gundam Pods. Its official translated title was Mobile Suit Gundam: Bonds of the Battlefield.

Western venues received the technology in 2013 through Mach Storm, a fighter-jet game that projected a distorted image onto a curved surface. The result created an immersive effect comparable in some ways to VR, without requiring a headset.

Namco also used the system for the driving simulator Real Drive and the 2015 release Lost Land Adventure. The best-known application was Star Wars Battle Pod, also released around that time. It reused the Mach Storm cabinet and received a highly limited motion DX version, while a conventional flat-screen model made the licensed game more suitable for standard locations.

Home-console franchises become large arcade attractions

Canadian manufacturer Adrenaline Amusements has primarily produced video-ticket redemption games, but it has also developed pure video arcade products. Its four-player light-gun adaptation of Tomb Raider first appeared as a 120-inch Deluxe attraction before a smaller 65-inch version was introduced.

Tomb Raider Arcade by Adrenaline Amusements

Adrenaline then turned to Need for Speed. GlobalVR originally brought the franchise to arcades, and Adrenaline’s earlier work with that company helped position it to continue the line after GlobalVR effectively ceased operating.

NFS Heat Takedown adapts the 2019 home release for arcades. Its standard configuration supports up to four linked players and uses two screens, echoing an approach seen in Fast & Furious Arcade from Raw Thrills. Adrenaline added a micro-LED marquee to display standings for spectators, while the race itself remains on the screen in front of each player.

The company also produced a motion DX version, first shown at DEAL 2023 in Dubai. The twin simulator measures 256cm deep by 165cm wide and 266cm high, uses a 75-inch UHD screen and allows four cabinets to be linked.

VR expands the Super Deluxe footprint

Triotech is best known for Typhoon, a two-seat coin-operated roller-coaster simulator that has operated in venues for many years. Its STORM VR system develops that idea into an interactive VR ride, adding hand tracking so guests can interact with the game world rather than simply experience a ride.

The Deluxe system measures 277cm deep by 160cm wide and 292cm high. It follows the broader trend established by attractions such as LAI Games’ Virtual Rabbids: The Big Ride, combining motion with interactive virtual environments.

Triotech also adapted its audience-focused XD Theater expertise into the QUBE, an SDX enclosure using D-BOX motion seats, wind effects and a 2.5m 4K projection screen. Three games were available at launch. The unit measures 278cm deep by 120cm wide and 100cm high, and attracted interest from operators and players because of its combination of motion, scale and visual quality.

Growing demand for VR attractions has helped bring large amusement machines back onto the floor, particularly in family entertainment centres.

UNIS Technology’s Sailor’s Quest VR is a two-player motion game launched in February. It combines platform movement, vibration and wind effects with a galleon-themed cabinet. Developed by IGS, the game draws inspiration from Deadstorm Pirates and has players firing cannons at sea creatures while exploring the environment through headsets. The cabinet measures 279cm deep by 161cm wide and 256cm high.

VR360ACTION has introduced Dream Simulator, an interactive two-player experience with an intense motion platform. Its footprint is 250cm by 200cm, with a height of 230cm. Owatch’s VR Series 2.0 includes the VR Flying Theater, a six-rider system with strong motion effects measuring 332cm deep by 295cm wide and 140cm high.

Developing a compelling VR attraction within a venue-friendly footprint remains difficult. Birdly VR, sold in Western markets by Barron Games, addresses this challenge by placing the player face-down on a motion platform. Body movements control flight through the virtual world. The experience needs an attendant but occupies approximately 250cm by 250cm.

Frontgrid’s ParadropVR Pod delivers another motion-based flying experience. Players strap into a paraglider and rise or descend through a virtual landscape, with progress reflected in the physical movement. The multiplayer attraction includes its own leaderboard and recalls the concept of Konami’s Hang Pilot.

Free-roaming VR and projection-based rooms

Free-roaming VR arenas are also competing for space in family entertainment centres. These enclosed areas allow groups to move around while taking part in activities ranging from zombie shooting to player-versus-player combat. HERO ZONE VR offers an arena measuring 457cm by 457cm for up to four players.

Creative Works’ LIMITLESS VR uses physical features such as walls and pillars and supports eight to sixteen players. The company has also represented attractions including Hyperdeck, a four-player VR enclosure with a motion floor and 5D effects such as heat and wind. Other projects include the two-player SpongeBob SquarePants VR: Dynamic Duo and linkable single-player VAR BOX stations.

Not every immersive attraction relies on a headset. Projection-based mixed-reality rooms cover walls with interactive graphics, creating an enclosed experience without wearable equipment. INOWIZE’s QBIX is a six-player multisensory system with 5D effects in a 396cm by 396cm footprint.

Japanese amusement venues are exploring similar ideas. Taito’s X-STATION sites combine enlarged amusement products, VR and immersive technology. Its CUBE attraction projects graphics onto the walls of an enclosure and places up to four players inside the experience.

CUBE software includes the Space Invaders-inspired shooting game SPACECUBE, the mine-ride adventure Treasure Explorer and the VR zombie shooter Survival from Z. The enclosure measures four metres square and can hold up to four players, depending on the game.

What comes next for DX and SDX arcades?

Manufacturers are increasingly adapting theme-park ideas for urban entertainment venues and modern family entertainment centres. Better display, motion, projection and VR technology now makes it possible to deliver substantial attractions in spaces smaller than a traditional theme-park installation.

Premium Cabinets, Special Editions and Super Deluxe platforms remain important because they give venues a visual centrepiece and experiences that home systems cannot easily reproduce. The direction is moving beyond wearable VR towards immersive enclosures, narrowing the distinction between a large arcade cabinet and a compact attraction.

For operators assessing a more conventional racing arcade, machine buying guide or arcade repair service, the same practical issues still matter: available floor space, maintenance, player throughput and the experience’s ability to stand apart from home gaming.

As larger family entertainment centres and renewed theme-park projects develop, the market for machines that sit between a cabinet and a full attraction is likely to remain significant.


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