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The LBX Show #92 - Rerun: Annual Predictions Episode 2026!
Stinger Report Kevin Williams April 15, 2025
In Part Two of the #StingerReport coverage: The Amusement Expo International (AEI) 2025 showcased key trends and innovations in the amusement and immersive entertainment industry, highlighting a resurgence in music games and evolving technologies like mixed reality (MR) and virtual reality (VR). BANDAI NAMCO Amusement America emphasized its global rollout of ‘Taiko no Tatsujin’ and introduced new platforms like ‘Wincha,’ a remote play crane app. LAI Games unveiled ‘Cyberpunk 2077: Turf Wars,’ leveraging projection mapping technology, while VR applications like ‘Virtual Rabbids Ultra HD’ and ‘Asphalt 9 Legends Arcade VR’ saw updates off the show floor. Redemption games, capsule collectibles, and branded attractions continued to dominate, with notable releases such as TRIOTECH’s interactive theater experiences and Adrenaline Amusement’s UFC-themed UFC Challenge. However, VR’s presence appeared diminished compared to previous years, signalling shifting investment priorities. The event also reflected broader market dynamics, including Chinese exhibitors’ reduced participation due to tariffs and ongoing mergers like Lucky Strike Entertainment’s acquisition of Visalia Adventure Park.
This second part of our extensive coverage of the North American leading amusement and FEC trade gathering dedicated to the trade. This exclusive coverage of Amusement Expo International (AEI) 2025 looks across the immersive entertainment, attraction and XR applications presented. We will also be looking as well as the trends shaping the market, at the major development impacting the business.
Returning to the AEI trade floor, BANDAI NAMCO Amusement America – Taking their front of show position as usual, the big push on new releases seemed to be focused on the appearance of ‘Taiko no Tatsujin’ – the drum music game that was revealed at IAAPA’24, confirmed to comprise 800 songs. Seeming to chart the resurgence of the music game in the sector. The international version of the Japanese drum machine game is being rolled out in the Western market as stocks are grown, being avidly played by show attendees.
For many of the street operators they had their first chance to also see ‘Goldstorm Pirates DX’ – what some have labelled the “soft-top” Environmental Cabinet. The mounted shooter, with its new golden gun joining a crowded DX market. Rumors of a Standard version of the Deluxe version of the hardware still to be confirmed, though it would be a serious omission if this was not in the works. The booth was also populated with a wide selection of redemption and prize offerings. Along with the wide range of PAC-MAN themed properties, prizes and support. This popular IP getting a lot of publicity, especially with the UK and Dubai openings of the ‘PACMAN Live Experience’ MR attractions.
Regarding one surprise omission, as if BNAA was playing catchup to include new video releases. The title ‘Bike Dash Delivery’, had received one short lived Western Loc-Test – but then surprisingly received a second and then the decision to place this platform for Western release. The game feeling like a cross between the Gaelco’s 1998 release ‘Radikal Bikers’ and SEGA’s 1999 ‘Crazy Taxi’. But the executives had decided against bringing this to the show – and it was suggested the game may need some more time in the oven.
The BNAA booth reflected an evolving image for the Japanese satellite operation. The banners and marketing were BANDAI NAMCO centric (no inclusion of “Amusement” as previously) and the booth also included the pushing of new lines – the most prevalent of those being their Gashapon range of capsule collectables, now available to all operators than BNAA partners. Given a big presentation on booth and falling in step well with the NBVA aspect of the show. Along with the kiddie ride themed properties and the card battler range. BNAA recently saw the Los Angeles Angels, set up over 50 Gashapon machines at their home stadium. This the first time the hardware has been installed by the US baseball league.
Not on booth, one of the big surprises was the entrance by BANDAI NAMCO’s Western operation into the “Live Play” sector. The Stinger Report was one of the first to cover the popularity four years ago in remote play crane and prize machines – their activities streamed through online apps to players. Seeming to explode in popularity during the COVID phase. Seeing less coverage in the media, the live play machine scene still seems to be going strong in Japan, and recently BANDAI NAMCO Amusement Europe launched their entrance. Called ‘Wincha’ the smartphone and online app allows you to create an account and play real machines remotely – with accumulated prizes mailed to the players.
Currently the ‘Wincha’ crane and novelty machines are housed in the back of the BNAE warehouse. This was supported by ‘Arcade Online’ – a portal comprising skill-based arcade games including claw machines, coin pushers, quick play, video games and more that you can play straight from your phone or computer. Sources spoke of further major developments that would be shaping the Western BANDAI NAMCO amusement operation in coming months. We will keep abreast of these as soon as they are announced.
Returning to the AEI’25 show floor and LAI Games – the big news on the booth was the franchise from CD Projekt Red - ‘Cyberpunk 2077: Turf Wars’ – the two-player shooter using Project Mapped (MR) technology, superimposing CGi onto elements within the enclosure. Along with what the company calls a patent-pending “Blast Shooting Effect” (removing the need for a compressor to fire, but a mechanical spring blower system). The large cabinet needed to accommodate the projection mapping, hoping to make it a centerpiece in venues. The game sees the pellet hitting targets within the projection mapped environment. Offering game play such as “Sniper”, “Story” and “Verses” modes.
The consumer game Cyberpunk 2077 was first released to much fanfare in 2020 – and went on after a bumpy start, (which even saw Sony refunding early purchases), only to become a massive AAA PC game release with an estimated 30m copies sold worldwide. How this property is incorporated into the fundamental pellet shooting game was limited other than in story mode. Sources suggested that the game shown at AEI was in a pre-production state with some additions still to be added before the August release. The general reaction to the game was positive. The game is earmarked to be rolled out across Dave & Buster’s in a timed exclusive before the full launch later in the year.
Away from the MR tech and speaking of VR the company promoted their new update of ‘Virtual Rabbids Ultra HD’ with the new DPVR headset configuration, alleviating many of the cable challenges. And promoting ‘Asphalt 9 Legends Arcade VR’ – the VR racer – but surprisingly no space was given over to these VR releases on the booth, only promoted in marketing. Space was made over for the flat-screen version of Asphalt 9, as was for the other WAHLAP third party release ‘Kaiju Rampage’ another big box environmental cabinet game. Along with IGS third party release ‘Asphalt MotoBlitz’. LAI also had a selection of their new redemption pieces.
Andamiro USA – the company promoting their extensive line of prize and redemption machines. In a surprise move the company did not have an example of their own music game platform ‘Pump It Up LX’. With the sudden increase in music game interest this omission was interesting especially as the game has been receiving greater interest in the music game market. A new update to the Pheonix series expected to be revealed soon – with Andamiro USA linked to plans to release the advance ‘Pump It Up LX Black Edition’ version of the cabinet to Western operators. The company was promoting their partnership with RILIX VR, and the ‘Spongebob VR Bubble Coaster’ – on booth, with a new level. Adrenaline Amusement – pushing the success of their ‘Duck Derby’ redemption platform, along with the previously released and reported on amusement pieces. Having worked on a comprehensive list of licensed properties as seen with their Need for Speed and Angry Birds properties.
Speaking of developments from the Canadian company, and it was revealed they had been part of a group working on a unique amusement piece for Dave & Buster’s using the Ultimate Fighting Championship (UFC) franchise. Called ‘UFC Challenge’ the test of speed and endurance amusement system pits two players against each other in head-to-head combat to gain points in three rounds – hitting pads corresponding to the screens. The game developed exclusively for D&B was created by Adrenaline, along with IGPM Distribution, Betson. No word if this game will be available for other operators in due course, though being based on a unique UFC license it is unsure if this will be a wildly available property.
Returning to Vegas, boxing machines were clearly a popular genre on the show floor, the zeitgeist of amusement property, with numerous examples. Also shown was the first of the tournament connected boxing machines, linked to prize gaming and offering an obvious platform of interest for competitive socializing deployment. Examples such as the Birmingham Vending Company / Attractions & More showing the ‘IPLAY Esport Boxer Kicker Prize’ – a new take on the genre offering both prize and tournament capability with digital screen. Bringing full Gamification to the already popular boxing machine scene. As we state later, “Active Entertainment” is a very popular genre in the marketplace.
The continued new investment into amusement is a strong example of the health of the sector. And one of these making inroads was on display at AEI being Alan-1 – bringing to the show their FEC and amusement styled version of ‘Asteroids Recharged’ in its two cabinet options. The new Beta release on display was ‘Missile Command Recharged’, inspired from the original ATARI classic ‘Missile Command’ – planned to be available in the two cabinet options. The rumored DX sit-down version of the game was not brought to the show – rumors that this is going through redevelopment after Loc-Testing results. The other big release for Alan-1 was the release of the production prototype of ‘Soda Slam!’ – the fast-paced drinks serving game, players rushing to pour virtual drinks, (all inspired by classics like ‘Root Beer Tapper’). The team revealed a ‘Dr. Pepper’ themed version of the cabinet will be launched. These new games scheduled to be shipped in Q2.
Other amusement on display included UNIS Technology – the new releases included ‘Monster Kart DXL’, a kid centric karting video racer
Motion seat driver. The DX version in comparison to the smaller non motion ride on standard cabinet. Big push for the licenced plush and prize category based on the Emoji license – the company seeing the first EmojiPlanet arcades opening in the West. Continuing the trend seen across the floor, VR was represented with the sequel ‘Sailor’s Quest II’ though not brought to the show.
IP and licenses define the current amusement trade – with most new releases being based on movie, toy and fashion brands. Examples on the show floor included the Costal Amusement new redemption piece ‘Hotwheels: Ultimate Speed’ – the booth also had representation from ACE Entertainment from China, with their critically acclaimed ‘Wild West Shootout 2’ we reported on from EAG’25. Other previously seen ACE titles were seen on the Amusement Source International booth, including the ‘Skull Shadow’ available in all three variants of the shooter (Environmental two-player Cabinet, standard three-player and four-player).
There was a definite feeling that Chinese exhibitors were much less than on previous years. While Unique Anime brought their selection of unique claw machines, embracing the New Wave design for the genre – usual faces from China seen at previous AEI events were absent. Some commenting on the impact of recent Federal Government tariffs on the viability of doing business directly – while other Chinese releases where wholly being represented by distributor / sale agent agreements.
Off the show floor and other news, developments in the attraction sector saw the M&A frenzy continue with the announcement that Lucky Strike Entertainment (LSE), world’s premier operators of location-based entertainment – with some 360 locations, announced the completion of the acquisition of Visalia Adventure Park, a 7-acre family entertainment center in Visalia, California opened in 2004
LSE has ambitious plans for 2025 with some five new entertainment venues schedule for opening
Back at AEI’25 TRIOTECH, the leader in immersive technology offered a selection of their properties, with the ‘STORM’ VR ride simulator, their ‘Super Blaster’ four player shooting platform, and the ‘XD Dark Ride’ theater experience – the company bringing to AEI’25 a brand new film experience for the interactive theater with a spider filled thrill ride. The company recently installing a XD Dark Ride at Kijima Kogen Park Japan. TRIOTECH was also revealing to invited guests their planned new releases for later in the year – more details once the embargo lifts. The shooting gallery motion seat amusement approach was also represented from new startup Blue Motion Games – coming to AEI for the first time, the company presented ‘Desert Chase; offering a four-player shooting experience with motion seats. The team behind these new releases (including the redemption ‘Cannonball Jam’) are ex-team members from TRIOTECH.
The XR element of the amusement trade was represented by the VR Summit as stated previously – along with exhibitors such as LAI Games, SEGA Amusement International, UNIS, Raw Thrills and TRIOTECH with their amusement VR applications. Along with manufacturer Bay Tek Entertainment, who had a single gun unit demonstrator of the MajorMega VR ‘Hyperdeck’ on their booth, along with their ‘Spongebob Dynamic Duo VR’ game. All this and a slew of Bay Tek’s more conventional amusement redemption and prize pieces.
Of the dedicated VR on the AEI’25 show floor, there were exhibitors RILIX VR – with new options for their platform along with the ‘Rilix Coaster’ system, the company was promoting their portable rental variant of the unit and a compact ‘Mini Coaster’ – aimed at the children VR market. This along with their ‘Spongebob Bubble Coaster VR’ developed with Andamiro USA, (who also exhibited it). These platforms continuing to use the Meta Quest 2 headset. Koliseum / Kynoa SA – the Swiss developer came to the Las Vegas amusement extravaganza with their ‘Koliseum Nova’ VR table-soccer platform. The platform has been totally redesigned with a more intuitive foosball style cabinet of the VR platform, now using PICO 4 headsets in this four-player virtual tabletop experience. The company also presented their ‘Whack-a-Light’ button skill game, both represented also on the Amusement Source International booth.
Nectronic – known for the lasertag weapon system also brought an example of their VR platform for small arenas – ‘VION VR’ platform. The ten-player free-roam VR experience using Quest headsets was one of the few free-roam platforms presented at the amusement trade event, in stark comparison to previous years. HTC VIVE was once again a sponsor of the summit and the AEI show floor. Other than those mentioned above, that was the sum of VR on the show floor – a handful of exhibitors across the whole of the AEI’25. And of the VR systems mentioned above, only one was new to the market – being a redesign while the rest was updates, such as the final version of SAI’s ‘Alpha Ops VR Strike’. A lot of VR developers avoided this years’ show. For example, Night Heron Entertainment made a big show of a secret showing of their ‘Kung Fu Panda VR’ platform at AEI’24 – showed the production version at IAAPA 2024 in partnership with AVS Distribution – but the final release was absent from this years’ event.
An indication of how much the popularity of this tech has migrated. VR has not totally faded away, and the energy was still felt, especially at the VR Arcade summit – but we are far from seeing peak interest in this technology, as we eagerly chart what tech will fill the void opened. The lack of any free-roaming VR on the AEI’25 floor, compared to 2024, was incredibly telling on where the manufacturers feel their investment is needed to secure sales.
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