Play Meter

Issue: 1977 January - Vol 3 Num 1

ese is a bit rusty-interviewed Mr. Naka-
mura in late November at the lAAP A show
in New Orleans. They talked about Mr. Na-
kamura's impressions of the United States
and his experiences in Japan as an operator
and manufacturer.
PLAY METER: What was the first amuse-
ment device that you built?
It was a submarine game,
NAKAMURA:
called Periscope, a three-player game, three
periscopes set up in parallel.
PLAY METER: And what was the next step
from there?
NAKAMURA: Then we made a tank game
adapted from a big tank battle between the
Allied forces and German forces during the
second world war.
PLAY METER: When you started manufac-
turing, did you sell these games to your
competitors, the operators you had been dis-
tributing to?
NAKAMURA: Yes.
PLAY METER: The submarine game that
you mentioned sounds like Seawolf, yet this
was ten years ago: would that be the first
periscope game ever?
NAKAMURA: I don't believe so, but it was
the first famous submarine game in Japan. I
think there were some similar games before.
However this was the first famous periscope
game.
PLA Y METER: Did it make a lot of money?
NAKAMURA: It made considerable money.
But still the manufacturing part of the busi-
ness was relatively small, smaller than the
operating portion of the business. For in -
stance, at that time, it was about 80 per
cent operation and 20 per cent manufacturing
and sales. The biggest advantage I had (and
still have) was the fact that everything we
manufactured, we can always utilize in our
locations. So if we make 100 games, we can
sell 50 but the rest of the 50, we can use
those games in our own locations.
PLAY METER: Don't Sega and Taito operate
in a similar fashion?
NAKAMURA: Yes.
PLA Y METER: And they are your major
competitors over there? They do the same
things?
NAKAMURA: Yes exactly, on a little bit
larger scale than Nakamura.
PLAY METER: Up until F -1, what was the
best game you ever came out with?
NAKAMURA: That was about seven years
ago. I developed, the company. developed a
game called Racer. It was an upright arcade
driving game, sort of a prototype of F-l.
PLAY METER: Similar to Speedway by Chi-
cago Coin?
NAKAMURA: Well, in appearance, yes, like
Speedway. However the device in this origi-
nal game was similar to the device present
on F-1, so that device was invented about
seven years ago.
PLAY ·METER: What more can you tell me
about Racer?
NAKAMURA: The Racer- we don't have a
picture with us at this time. The features of
the game are much like F-1, but it was an
upright game, a small game. Then we en-
larged the whole device and developed a
game called Formula X
Mr. Nakamura had with him at the inter-
view a number of pictures of the earlier
games he had manufactured. He is showing
these to our interviewer as the discussion
continues.
PLA Y METER: I've seen this before. Where
could I have seen it?
NAKAMURA: We gave many pictures to ma-
ny people in the United States. This is a
very big piece of equipment. It's about six
feet in width; the depth is about ten feet;
and the height is about seven feet. The
game is, of course, covered by those patents
applied to Germany, France, Italy, Great Bri-
tain and the U.S.
PLAY METER: Is this machine still for sale?
NAKAMURA: No, we discontinued production
about two years ago, but the secondhand
game is still available on the Japanese mar-
ket.
PLAY METER: I see that this has several
cars on the race track where F -1 has only
two. Why is that?
NAKAMURA: This is a very, very sophis-
ticated machine. First of all, this race car is
(Cont inued on page 14)
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"I believe the video game will retain its position
in the market just as the pinball game has beep
retaining and still expanding."
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;
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13
(continued from page 13)
the actual size of the actual race ear. And
then the game is classified into three levels
of driving skill. The player can push a but-
ton which determines the difficulty of a parti-
cular play.
PLA Y METER: What makes the play more
or less difficult?
NAKAMURA: With the four -shift pro-grade,
you had to drive the car exactly as you
would drive a real race car. You had to
change gears and use the clutch if you
wanted to shift. You had to drive it just
like the real car. That's the most difficult
game. The next easiest step is almost like
an automatic transmission driving game. You
still have to change a gear, one, but without
using a clutch at t he second gear. The easi-
est one, you don't have to do anything. You
just drive, step on the gas and steer.
PLAY METER: Why didn't you incorporate
that into F -1?
NAKAMURA: This was too sophisticated a
machine, that's No.1; and No. · 2, it was too
large for just about any location, and it was
a little bit too expensive for operators to
purchase. So it had to be modified, and we
came out with F -l.
PLAY METER: What's next? What comes· after
F -1?
NAKAMURA: I would like to tell you about
it but the timing is a little too soon.
PLA Y METER: But we can look to your
Join
MOA
NCMf!
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company to provide several pieces during the
coming year?
NAKAMURA: The Nakamura Co. will intro-
duce at least ten pieces a year to the
Japanese market. Within that ten to twelve
pieces that we're introducing in Japan, prob-
ably three or four should be acceptable to
the international market and hopefully one or
two of those that we will introduce into the
international market will be real winners.
PLAY METER: Better than F -1?
NAKAMURA : Hopefully, yes.
PLAY METER: Will that be at. the A.T.E.
in London?
NAKAMURA: Maybe, but as you know, this
is a very delicate point. Therefore, although
we may well be able to introduce a game at
the A. T .E., still we might not do it. Since
we're doing so well on the F -1, we will
stick to the F -1 to a certain point; then we
will come out with a new game. Of course
the games that we are talking about are
being developed in our central laboratory.
PLAY METER: As a manufacturer, do you
worry about other manufacturers copying
your games, reverse engineering in effect?
NAKAMURA: In Japan we made a provision
in the Amusement Association regulations that
when the original game manufacturer displays
his own game in a show, whoever is a
copier of this game is not allowed to show
the copy game in the same show.
PLAY METER: How do you settle who had
the game first? At the MOA, for example,
there were about four different night driver
games. How would the association go about
deciding whose gets to be shown and whose
doesn't?
NAKAMURA: Everybody is free to display
his games. However, if somebody claims "that
guy is copying my game, " then the associa-
tion will go into very severe investigation as
to who developed the game first; then they
will decide.
PLAY METER: So you police yourselves on
that. I don't think you'll see that happen
here unfortunately, mainly because we don't
have an association of manufacturers. There
is no common body or organization that the
manufacturers belong to, to my knowledge,
not one at any rate that would police an
eventuality like that.
NAKAMURA: The most important thing to
stimulate and keep this business field going
is to prevent copying. If there is an original
idea maker and he comes up with a very
good idea and he develops it and starts
making something, which becomes a fabulous
game and well accepted by people and the
market, then somebody starts copying it to-
morrow or the next day or something, then
his enthusiasm or strong will to manufacture
an original game will disappear and because
of this attempt made by these copiers. A
copier just copies; he does not go through the
(cont inued on page 49)

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