The first arcade game developed on the Open Arcade Architecture PC Platform
By Martin Levy
You eye the goalie as you get ready to blast another soccer ball by him.
He's good, but you're confident in your kicking abilities. You stare him
down as you kick the ball -- and SCORE! The crowd goes wild, the music
soars, and . . . a 3-D soccer ball character winks at you?
Welcome to Kick-It, the latest location-based entertainment (LBE) title from
Santa Monica-based Interactive Light, makers of the recent hit game Home Run
Derby. In Kick-It, players use a real soccer ball to try and outsmart an
on-screen 3-D goalie. Using Interactive Light's patented Smart Beam infrared
sensors, the game measures the exact movement of the ball after its kicked,
then displays the shot coming in on a large monitor.
As the player physically kicks the ball, the onscreen goalie reacts like a
real, live player as he leaps to block, catch (or miss!) the ball. Goalie,
ball and a crowded stadium are all rendered on the fly in stunning 3D, a
technique perfected by Interactive Light's software subsidiary, Immersia,
Ltd. An animated "soccer ball head" character, soon to be named, lets you
know how you did at the end of the game.
Goalkeeper movements are managed by a proprietary Hierarchical File Format,
enabling him to react realistically to every type of kicked ball based on
ball position, ball velocity, ball horizontal and vertical angles and goal
keeper initial position.
The goal keeper's behavior is managed by a proprietary human behavioral
algorithm which takes into consideration real-life parameters such as basic
physical characteristics, ongoing weariness, attitude, state of mind, risk,
gamble and others.
Interactive Light CEO Amir Rubin says, "After the goalie gives up a goal,
his attitude changes respectively as well as his state of mind. His ongoing
weariness changes in accordance with his previous moves and dives, and his
decisions for taking risk or gamble for the next kick are affected."
The fully modeled 3-D stadium includes many active billboards, with the
ability to customize background logos, team/country flags, advertisements
and other signage. The game also boasts three different goal keeper "skill
levels" to keep it challenging for players of all ages and abilities. The
stadium chalk lines and goal net use a proprietary real-time level of
detail rendering algorithm in order to keep them as sharp and detailed as
possible -- from any angle they are viewed from.
Interactive Light announced Kick-It at the recent Amusement & Music
Operator Association show in Atlanta, and began shipping the game to arcade
locations October 15. Kick-It boasts all of the interactivity of
Interactive Light’s previous games, but with an important new feature: it's
the first game to implement Intel's PC-based Open Arcade Architecture.
"We worked very closely with Albert Teng’s group at Intel to develop
Kick-It with OApen Arcade Architecture specs," notes Rubin. "They provided the
direction and technical support necessary to bring Kick-It to the market on
time."
The Open Arcade Architecture
Have you ever considered what it would mean to the arcade and LBE industries
if games could be developed right from the start in a non-proprietary, PC
environment? Wouldn't it be great if a game only needed to be developed
once, and could easily be upgraded to introduce new levels while giving the
game greater earnings potential and longevity?
That's the mission of Open Arcade Architecture. The Open Arcade Architecture
specification is based on the Pentium(r) II processor, and was developed by
Intel(r) Corporation in response to an invitation by the Amusement and Music
Operator Association and several coin-op developers. Open Arcade
Architecture-based games like Kick-It take advantage of the Intel 3-D graphics
accelerators, making it easier to process sound, video and graphics data.
"The Intel Architecture allows us to feature rich graphics and incredibly
fast frame rates," continued Rubin. "And it's a sound financial model,
comparable to how the movie industry produces sequels or migrates titles to
foreign markets. We can showcase our games in the arcades and then release
them to the home market sometime down the road."
"Not only does an open arcade game have a lower total cost of ownership,"
says Douglas Schiller, CFO of Interactive Light, "but with the current
trend of reductions in the cost of PC technology, the up-front costs are
lower as well, so we can introduce future games to the market more quickly
and more cost-effectively."
Since Intel announced the specification (www.openarcade.com) in April, more
than 80 companies representing all stages of game development from
development tools vendors and hardware developers to coin-op game
publishers, distributors and operators have joined together in supporting
Open Arcade Architeture.
Their aim is to increase marketing opportunities for arcade and
location-based entertainment, and provide consumers with top-quality games
in arcades, and ultimately, in the home. It has the support of companies
including Compaq, Microsoft, Namco, Sega Game Works, and Sony to name a few.
"Namco fully supports Open Arcade Architecture here in the U.S. we operate 650
locations with about 25,000 games -- so anything we can do to reduce operating
costs while providing new titles for our players is critical to our future,"
said Namco Senior Vice President of Operations David L. Bishop. "The game
business has gotten a little stagnant but we think OAA will provide a well
needed lift to the industry," he continued.
Says Boston-based Dream Machine's Alan Frazier, "We think Open Arcade
Architecture will be a boom for the market and one which will stimulate some
creativity. Basically, we've survived on two figures fighting on a screen for
years, but the new PC-based should provide players with some fascinating,
interactive games. We have been planning on PC-based games for the past two
years and we we're glad their finally here." Dream Machines is a mall-based
coin op entertainment company with 35 locations around the country.
Open Arcade Architecture Benefits for Developers
Immersia Ltd., Interactive Light's software development subsidiary, made
the decision to adopt the PC as its arcade game development platform about
18 months ago. "From a developer's point of view," says Joseph Deutsch,
president and CEO of Immersia, "a critical factor is that you're working
with well-defined standards, rather than a dedicated proprietary game
platform, which most games use today." This allowed Immersia to easily
staff their company with experienced software engineers in order to create
games in a cost-effective manner.
Working on a PC, game developers use state-of-the-art tools including
compilers, debuggers and version control systems which assure high-quality
final products. Selecting the well-defined standard of the Open Arcade
Architecture led Immersia to develop many infrastructure software modules,
targeting arcade-specific issues such as the arcade operator, attract-mode, and
game peripheral control.
These infrastructure modules, combined with Immersia's state-of-the-art
object-oriented design and implementation methodologies, are now packaged
as a Coin-Op Toolkit that Immersia's developers can use again and again as
they develop each new arcade game.
The Coin-Op Toolkit will be available to other Open Arcade Architecture
developers in the future, allowing them to concentrate on game content. Says
Deutsch, "Game improvements are ultimately less costly because game developers
can boost game performance much more quickly."
Interactive Light and Immersia management outlined some additional benefits
of developing games based on the Open Arcade Architecture PC platform:
Multiple Suppliers. Before Open Arcade Architecture, developers were forced
to license proprietary dedicated platforms from a single source, often a
competitor. Developers who use Open Arcade Architecture specs can choose a
supplier for PC hardware from among many, increasing quality and reducing cost.
Quick Turnaround. When developing for the PC platform, Open Arcade
Architecture developers can quickly upgrade hardware, and need only send game
operators a CD-ROM for quick software upgrades.
Customizability. Open Arcade Architecture games can be customized on a
per-location basis. Logos can be added, and special upgrades for events or
holidays can be added and removed easily.
Faster Development. Instead of spending valuable time porting the code
to the PC, they can focus on making improvements and adding features to the
existing game.
On the Horizon
According to Deutsch, there are a number of elements that Interactive Light
would like to see in future games, such as higher resolution graphics, higher
frame rates, enhanced lighting and shadows, true anti-aliasing, atmospheric
effects, 3D sound, and more complex simulations.
For the immediate future, however, Interactive Light feels confident
Kick-It will be a runaway best-seller. And arcade customers around the
world are about to find a welcome boost as a number of fun and exciting
OAA-based games hit the market during then next 12-18 months. In the
meantime, check out what’s sure to be the next hit from Interactive
Light:Kick-It.
For More Information Contact:
Stuart Wallock
Interactive Light, Inc.
Vice President of Marketing & Sales
1202 Olympic Blvd., Santa Monica, CA 90404
Tel: 800.213.3752, Fax: 310.452.7443
http://www.interactivelight.com
stuart@interactivelight.com