Five for Co Ltd have announced that its upcoming virtual reality (VR) location-based experience VR Ninja Dojo will get its worldwide debut at the IAAPA Attractions Expo in Orlando, Florida in early November. To coincide with this announcement, the company has also launched the first promotional trailer for the experience.
VR Ninja Dojo is planned to open in Kanda, Tokyo in February, 2019, where it will provide visitors to Japan with what the company describes as an ‘unforgettable ninja adventure’.
The VR experience combines exercise, martial arts training, performances by trained experts and a final ‘test’ of the skills of the participants designed to add up to an immersive ninjas experience for visitors.
Players will dress in ninja costumes and take part in ‘ninja training’ in VR, learning things such as swordplay, how to throw shuriken (throwing stars), martial arts techniques and the illusive practise of stealth and ninjutsu.
Visitors will then be faces with a final test to earn their ‘ninja status’, donning a VR headset to enter a virtual world and put their skills to use facing a horde of enemies who can be dispatched as part of a ‘ninja battle experience’.
Friends and family can also enjoy the action by watching on outside monitors. Those not wearing VR headsets will also be able to enjoy the performances by high-level players and the ‘ninja master’ staff.
The building where the VR Ninja Dojo will be located is planned to be decorated with suitable Japanese cultural theming, and professional martial artists and performers will act as instructors. The monsters that players will face in the VR world have been designed based on monsters from Japanese mythology to further tie into the theme.
VR Ninja Dojo will debut at IAAPA Expo in Orlando Florida on 13th November, 2018, with its launch at the Kanda, Tokyo location expected for 10th February, 2019. Further information can be found on the official VR Ninja Dojo website.
For future coverage of location-based VR experiences, keep checking back with VRFocus.
Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.
In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:
VR Standalone Enclosures
As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.
Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.
Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for UbisoftThe TRIOTECH Virtual Maze in action
Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.
The WePlayVR experience
VR Standalone Platforms
Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.
The HoloGate VR system in full flow
Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.
The Motion VR experience
The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.
Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.
The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.
The KAT Walk network experience
The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.
VR Amusement Platforms
The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.
No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.
The UNIS based D-Day 2077
Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.
Virtual Rabbids
VR Special Attractions
With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.
Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.
The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.
The prototype Ballast waterproof headset
But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.
The production version of the SplashVR waterproof headset
A demonstration of the SplashVR system
VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.
The Live-Drive RC announcement
With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.
As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.
Continuing the coverage of the Digital Out-of-Home Entertainment (DOE) applications of Virtual Reality, in his second part of Kevin Williams, charts developments that were seen at the leading International Amusement and Attraction convention in Orlando.
In this next part of our coverage from the show floor of the largest trade event dedicated to the theme park, attraction and amusement industry:
VR Standalone Enclosures
As previously covered in our first report from the record breaking International Association of Amusement Parks and Attractions Expo (IAE); and we follow on from the developers of facility based free-roaming VR backpack, multi-player experiences, we have seen new developments in this business approach.
Many exhibitors at IAE saw the appearance of Standalone VR Enclosures, that can offer the VR backpack experience with in a compact foot-print. These pop-up modular designs have gained momentum and made a big splash onto the scene. Leading the charge was media attraction developer TRIOTECH who in a far-reaching agreement partnered with game publishing powerhouse Ubisoft towards releasing their Virtual Maze. Developed with Asterion VR, this modular maze VR experience was launched to the IAE audience running Virtual Rabbids: The Big Maze. But this was revealed to only be the start, with TRIOTECH and Ubisoft taking to the stage to announce their partnership, and following the Rabbids title, will in 2018 also launch a game based on the successful Assassin’s Creed franchise.
Ernest Yale, President and CEO of Triotech and Deborah Papiernik, senior vice president of new business for UbisoftThe TRIOTECH Virtual Maze in action
Major partnerships to drive adoption of new VR attractions is a common component of the growth of the Out-of-Home entertainment industries approach. Regarding development of Standalone VR Enclosures’, another prominent developer at the show was A.i. Solve, who presented their WePlayVR – a popular VR backpack enclosure system, having players’ either navigating a virtual temple, or alien invasion. In partnership with leading amusement manufacturer and distributor BANDAI NAMCO Amusement, the companies have already installed the system in over thirteen locations, with many more sales chalked up during the show.
The WePlayVR experience
VR Standalone Platforms
Beyond the dedicated enclosures, several exhibitors promoted standalone (pop-up) VR platforms, created to be placed in a wide variety of venues ranging from shopping malls, cinema foyers, and family entertainment centres (FEC). These standalone approaches came in multiple varieties – leading lasertag and escape room specialist, Creative Works has partnered with the developers of the HoloGate VR platform; a four-player VR platform for FEC operators to deploy. The tethered VR experience using the HTC Vive head-mounted display, and offering a competitive multi-player experience that proved popular with many of Creative Works clients.
The HoloGate VR system in full flow
Another company offering a plug-and-play solution for operators that want to deploy a unique VR experience was motion cinema seat developer MediaMotion. The company promoting their ReactiVR product range that includes the ‘Motion VR’ platform, a two-seat MediaMotion MX4D motion-seat, linked to HTC Vive headset and controllers. The company demonstrating available game content working directly with Skydance Interactive (Archangel) and The Rogue Initiative (Steel Cobras) to integrate their games with this immersive seat configuration.
The Motion VR experience
The ability to drop a turn-key VR solution was demonstrated from VRX Networks. The company has presented their VRX Zone – the platform partnering with Hollywood movie studios to produce VR interactive blockbuster movie experiences, leveraging the power of the big marketing budgets. VRX Networks looking to have installed at over 50 installations by the end of the year. Running on their Oculus VR headsets games promoting The Emoji Movie, Jigsaw and Jumanji motion pictures.
Various examples of turn-key VR standalone solutions were also seen from SMAAASH, an Indian based developer of FEC facilities and attractions for their market. The company promoted their Finger Coaster VR virtual rollercoaster and Vertigo, their walk-the-plank experienced. Another standalone approach was from CXC Simulations – the company famous for their competitive network racing simulator race rooms, have turned to VR applications with their over 20 facilities running VR race rooms, employing the HTC headset.
The Chinese developers have lead the charge in the out-of-home adoption of VR entertainment systems, and the leading developers came on mass to IAE to offer interested operators a range of platforms. Manufacturer NINED presented their range of products including the Baby Bear virtual viewers for younger guests, all the way up to the KAT Walk platform. The unique omni-direction VR system, offer competitive experiences.
The KAT Walk network experience
The other Chinese developers included Movie Power, with their Skiing VR piece and their more traditional egg-shaped 9D VR ride experiences. While developer Skyfun Animation showed their own selection of VR systems such as the motorcycle system Crazy Motorbike VR – these systems using the Deepoon BPVR E3 headset. One Chinese developer, LEKE VR, came to the Orlando show with their stylish racing car experience called the VR Racer. It was revealed that the company has signed an exclusive partnership with new UK operation Immotion Group – and following a fundraising of some £1.3m, the new operation plans to distribute VR Arcade pieces into the West.
VR Amusement Platforms
The ability to offer a VR experience in a package that operates similarly to a conventional video amusement piece has not been lost on developers of the latest platforms. Amusement machine manufacturers embracing the new technology to develop amusement quality VR standalone platforms, and the leading examples made the trip to IAE.
No stranger too VR amusement pieces, UNIS had already partnered last year with VIRTIX to launch their Omni Arena – network gaming experience that is now supported by the brand new Omniverse – a proprietary content delivery and arcade management platform for use by commercial Omni operators around the world. The UNIS booth at IAE saw two new VR systems, with the launch in the West of the game D-Day 2077 – a alien invasion VR experience with the player wielding a Gatling gun. The other game was Tiger Knight an ancient Chinese knight horse riding game. These games dependant on the use of the HTC Vive headset.
The UNIS based D-Day 2077
Amusement manufacturer LAI Games released Virtual Rabbids, the latest developer to partner with Ubisoft to utilize the lovable Rabbids brand. With their new VR amusement piece, the company has developed a two-rider motion simulator with three selectable VR experiences, LAI Games promoting the systems as the first attendant-free VR ride experience that is operated and serviced like any other coin-op amusement game.
Virtual Rabbids
VR Special Attractions
With a crowded show floor with the latest trends for the theme park and attraction sector – VR was defiantly a ubiquitous technology with many examples popping up across the event, not a niche but a definite trend in the market.
Of the less than usual applications seen at the show, and D3D Cinema, a company working with science museums and planetariums, has partnered with SOMNIACS to launch their Birdly VR physical flight simulator – the company revealing that they have placed the system in several museums, and are now looking to the amusement sector.
The big surprise in deploying VR into DOE saw the waterpark industry apply VR into their future business. The developer Ballast presented the on the Wiegand Sports booth what they called the world’s first aquatic VR headset – in partnership with the water slide developer, they are launching their VR Slide a system that marries a specially created VR experience.
The prototype Ballast waterproof headset
But Ballast was not the only developer of a waterproof VR headset for application in water parks. Turkish based Polin Waterparks, through their new interactive entertainment division Polin Games has partnered with VR specialist Polymorph to create their SplashVR – running a demonstration on their booth, with guests sitting in a rubber ring and using Samsung Gear VR’s, the actual attraction will use the specially developed waterproof headset of their design – riders viewing a unique game experience while traversing down the water ride.
The production version of the SplashVR waterproof headset
A demonstration of the SplashVR system
VR was everywhere at the IAE theme park show, even seeing it applied in a Mixed Reality experience. Created by N-Flatables, an inflatable race track accommodating RC car, specially configured with their own camera, what transmits the images to players wearing headsets and controlling the vehicles (called Live-Drive RC). This unique game experience is developed as a perfect private hire style attraction used for parties, and temporary installations.
The Live-Drive RC announcement
With the end of IAE for another year, it was clear that VR was fully imbedded in the thinking of the DOE scene. While the consumer videogame scene is still finding it hard to establish true mainstream momentum for the technology – some observers claiming that the latest consumer adoption of VR has stalled – for the attraction and amusement industry there has been an incredibly large investment towards deploying immersive technology into the mainstream business.
As an observer of the immersive technology scene, for me 2018 will be the proof of the pudding for this latest attempt to adopt VR into the attraction scene. We will now be in a position in the coming months where we will see a slew of new VR based attractions and operations opening across the globe. It will be this point where we see if VR can pay it way, and that this latest attempt to adopt the tech will be more than a novelty, and a bankable business – we will endeavour to cover the main developments in this sector in VRFocus.
Kevin Williams will return with The Virtual Arena in the New Year.
Deep in the trenches at the World’s largest theme park, visitor attraction and amusement extravaganza (called IAAPA), in the heartland of the theme resort industry (Orlando, FL), and VRFocus special columnist on the Digital Out-of-Home Entertainment (DOE) sector – Kevin Williams – gives us a brief snapshot of developments spied on the expo floor.
The vast IAAPA 2017 show floor breaks record on attendance and number of exhibitors.
MediaMation
Presented a brand new HTC Vive powered platform incorporated with their 4D motion chairs, in partnership with Viveport Arcade.
CJ4D
Demonstrated their new 4DX VR 360° incorporating the Samsung Gear VR into a unique fully rotational motion seat platform.
Birdly
The developed VR flying experience makes its first appearance at the theme park convention looking to attract interest from facility operators – running on the HTC Vive.
Lotte World
An amazing mixture of augmented reality (AR) and virtual reality (VR) demonstrated from the Korean based developer, representing a virtual coaster based on the movements of a real model traversing the track in real-time, powered by Samsung Gear VR’s and an amazing new motion platform.
Skyfun Animation
A number of the latest Chinese VR Park platforms start to make landfall in the West, Skyfun running a number of their VR platform for the show audience to try, running on the groundbreaking Deepoon DPVR E3 headset (seen for the first time in the States).
Hologate
VR Arcade one-stop solution for interested operators available from a number of providers on the show floor – Hologate, partnering with laser-tag and escape room specialists Creative Works to provide a solution for interested buyers.
VRStudios
The latest free-roaming (Arena-Scale) experiences presented with VRcade Arena running on the show floor – the company in partnership with NVIDIA and HP to bring this platform to the market.
Maxflight
Veteran developer of their unique 360° motion simulator has revealed a brand new concept of their platform now running twin Oculus Rift headsets to supply the virtual environment, married to the extreme motion platform.
And finally, forget VR – how about actual reality! Calinfer S.A working in partnership with UNIS, recreates Atari’s PONG, using a mechanical recreation of the legendary title that started the video game genre!
This brief snapshot, of just some of the new releases on display, is intended to wet the appetite for his full coverage of the trends and development for the VR community from the 2017 IAAPA Attractions Expo, in the coming days.
When it comes to French videogame publisher Ubisoft and virtual reality (VR) you could say they have been quietly quite the supporter of the technology. Certainly, one of the most engaged of the major videogame players.
It’s probably easiest to recall the company’s involvement with projects such as Star Trek: Bridge Crew – perhaps the studio’s best known and most successful VR work to date. Alternatively you may recall the reveal of Transference at this year’s Electronic Entertainment Expo (E3) and its work on that with SpectreVision. But it’s not just VR where they have been busy. Back in June at Unite Europe Ubisoft unveiled several mixed reality (MR) prototypes for Microsoft’s Hololens head mounted display (HMD). Likewise in more recent days Ubisoft has looked upwards at the stars once again with Space Junkies, a title VRFocus recently discussed with them.
The original Rabbits VR Ride, sometimes called the longer form ‘Rabbids Virtual Reality Ride’ at Gamescom in 2015.
Now the latest VR adventure with the demented rabbits is set to debut at the IAAPA (International Association of Amusement Parks & Attractions) Attractions Expo, taking place takes place from November 13th through to the 17th, 2017 at the Orange County Convention Center in Orlando, Florida.
Called Virtual Rabbids: The Big Ride, the experience by LAI Games (a subsidiary of Helix Leisure) is an attendant free VR amusement ride that can be treated like any other coin-op arcade videogame.
Once again utilising the D-Box motion platform previously used on its predecessor Rabbids VR Ride, dynamic wind simulation and high definition audio, Virtual Rabbids: The Big Ride (which features a similar logo to the aforementioned Big Plan) lets two people don HTC Vive headsets for a choice of three unique ride experiences – Alpine Adventure, Canyon Chaos, and Holiday Hyjinx. The ride has been designed so that the reactions of the players are visible to any audience. LAI Games describing it as “an unforgettable experience for guests and a winner with operators”.
Those attending the IAAPA event can find LAI Games throughout the event at Booth #1033. You can find a teaser for the experience below and a selection of technical pictures showing off the cabinet below. VRFocus will bring you more on the developments at IAPPA in a forthcoming feature courtesy from our ongoing series The Virtual Arena. You can find out what was revealed last year in a two-parter on the 2016 expo here and here.
Though virtual reality (VR) is still growing in popularity, high-end VR experiences remain out of reach for many, due to considerations such as cost and space requirements. Location-based VR centres have started to grow in popularity as a way to fill the void, and one such solution, the VRcade Arena from VRstudios will be showcased at the International Association of Amusement Parks and Attractions (IAAPA) Expo.
VRcade Arena is designed to be a arena-scale, multiplayer, free-roaming VR system that has been based on VRstudios existing Attraction Management Platform. It has been created to over a turnkey solution that can be installed in locations without needing a specialised location to be built.
The VRcade Arena system will be demonstrated at IAAPA Expo using the recently announced Terminal 17 VR experience, a multiplayer action-adventure title which allows squads of up to eight players to roam around the arena and communicate with each other to solve puzzles and defend the base.
Attendees at IAAPA will be able to see how the VRcade Arena system works in practice, allowing managers of VR arcade facilities the ability to manage hardware, software, user profiles and content as well as keep an eye on user data and other analytics.
“VRstudios will be demonstrating the capabilities of the VRcade Arena to IAAPA attendees interested in offering a large-scale, high-volume attraction that will fascinate and entertain their guests utilizing technology specifically designed for Location-Based Entertainment,” said Kevin Vitale, VRstudios’ CEO. “The VRcade Arena and custom-tailored attractions, such as Terminal 17, provide an unprecedented, fully immersive VR experience that offers an exciting VR attraction to complement LBE businesses.”
The IAAPA Attractions Expo is due to take place from 13th-17th November, at the Orange County Convention Centre in Orlando, Florida. Further information can be found at the official website.
VRFocus will continue to report on new developments in location-based VR.