The cab has two doors,
one on the right side and one on the left. Players enter the cab by stepping
up a low set of stairs. The player to sit on the left enters the left door
and the player to sit on the right enters the right door. Because they slide
to the back, these doors take up less space when open. They operate magnetically
and operate in conjunction with various safety systems.
provides features and dimensions.
Click on image to enlarge.
The interior of the cab is sparse to minimize vandalism. The flooring is diamond-plate, rubber mat. The seat is cloth covered and conformal to body contours. The seats are conformal to body contours to increase the rider's "feel" of the motion. The seat is equipped with a separate discrete vibration system to enhance the overall experience.
To the lower front of each player is a full color "glass cockpit" touchscreen which provides a moving map display of the cab's position in the game as well as providing various status and control functions. The moving map display helps the player find targets, opponents, team members and even his own position. This "awareness" greatly enhances the game experience.
On the dash between the players is a third touchscreen similar to the other two except aligned vertically. This screen, shared by the players, contains various vehicle controls, the inventory system, and the resource indicators for fuel and armor. As with all touchscreens, the buttons are clearly labeled in plain language so that beginners can quickly get up to speed.
At eye level and to
the player's immediate front is a large full color display window. This
window shows a view of the computer generated game world outside the cab.
This display window is the heart of the SimulTainment experience.
is available in a "Stealth" style.
Click on image to enlarge.
To the right of each player is a control stick that allows the player to direct the motion of the vehicle. The stick offers a full inch of motion -- front, back, right, and left -- to make vehicle control obvious. The stick is equipped with several buttons to allow the player to select weapons and perform other functions. For beginner user-friendliness, all buttons on the joystick and throttle are also clearly visible in plain language on the touchscreens. As beginners gain proficiency in vehicle operation, these HOTAS (Hands On Throttle And Stick) buttons give them not only an edge, but more importantly a sense of mastery, enhancing replay value of the system.
To the left of the player is a throttle handle. Pushing the throttle forward increases "engine power" and moving the throttle rearward reduces "engine power". The two throttles -- one for each player -- are interlinked, so that moving one also moves the other.
At the floor are two rudder pedals to control rotation and sideways motion of the cab. They are not essential to the operation of the cab but do increase the depth of the experience.
A collimated display approximates how our eyes perceive objects beyond about 15 feet, which for focusing purposes is effectively infinity. This type of display provides subtle cues to the pilot/operator in terms of eye pointing and focusing to provide realistic depth of field and distance perception. A side benefit of such a system is that focusing at infinity allows the eye muscles to relax, making for comfortable viewing during extended or repeat play sessions.
Obviously, the monitor cannot in front of the viewer or it would block the operator's field of view, so it is "folded" out of the way, using a beam splitter. The beam splitter is optical quality glass with an anti-reflection coating on the operator side to reduce stray reflections, and a semi-reflective coating on the mirror side. This coating allows diverging light rays from the face of the CRT to be reflected from the beam splitter to the mirror, reflected off the mirror as collimated light, and pass through to the operator.
No other entertainment systems in the world provide two collimated displays in each cab.
One can ride the SimCab 2000 for hours in complete comfort. This is a breakthrough in technology for the entertainment industry and promises to help generate substantial revenue streams from extended play and repeat players.
Finally, the SimCab incorporates vibration seats and true 3D sound with a sub-woofer for big sound and collision special effects.
Best described as AIR COMBAT SOCCER, AeroBall is a sport played in simulated vehicles. Each vehicle is part of a team of one or more that competes to score goals against the opposition. All the vehicle simulators are linked by a network, with the players' vehicles appearing in each other's out-the-window view in real time. The players take on one of three vehicle types, each of which can operate in ground mode as well as in flight mode.
When there are no other players available, there are several single player games to play, including Race!, Rescue!, and Devastate! These games are useful for new players wishing to practice AeroBall skills without being shot at. Another game, Explore, is for players wishing a non-competitive experience.
The game is set on an island having varied terrain such as a jungle valley with waterfall, a volcano that erupts inconveniently, and a rugged dessert. A train and road system runs over the island with bridges and tunnels shared by the AeroBall players and local traffic.
Barnes Stadium, in the center of the island, is the setting for close-in game play on a field eleven hundred yards long with a goal at each end. Players must locate and then capture an easily identifiable soccer ball. A player gains possession of the ball by running over it or otherwise touching it. Once a player captures the ball, (s)he may pass it to a teammate or fire it at the goal.
After a goal is scored, the game changes, because the ball materializes in one of 50 pre-selected locations outside the stadium-some obvious, and some not so obvious. The game changes to "treasure hunt" to find the ball (simplfied by using the moving map display) and to "race" to be the first to capture the ball and return it to the stadium to score.
As the player vehicles move outside the stadium, the intensity of the game increases due to a liberation of the rules. In addition to the complete lack penalty enforcement, since there are no refbots outside the stadium, weapons may now be used at any time against any opponent. Weapons are automatically deactivated inside the stadium to preserve the ethics of sport.
There are additional tasks and opportunities outside the stadium. The vehicles require fuel. Fuel stations must be located and used periodically if players want to use afterburners to ensure maximum speeds. New weapons types and vehicle power-ups are placed in various locations (some easily found, others hidden). Players receive significant advantages over time as these resources are collected and retained.
The retention of player accomplishments is an important aspect of the sport's replay value. A player tracking system keeps track of player statistics and accomplishments like a role-playing game, so players can develop their skills and reputations.
As if all this weren't
enough, there are still other strategies to master, too numerous to go into
here, to keep players coming back for more as they develop their new hobby.
includes out-the-window and moving map displays.
Click on the image to enlarge.
The SimStation uses the same joystick and throttle, moving map display, and game software as the SimCab but is a stand-up video. The SimStation is approximately 6'11" tall, 2'6" wide, and 3'8" deep. The player stands at the front of the unit and can manipulate a control stick and throttle. To the front of the player is a 29-inch diagonal monitor offering twice the resolution of most stand-up entertainment experiences.
An unusual, if not unique, aspect of the SimStation, in addition to its large, high-resolution monitor, is its 15-inch, color touchscreen, moving map display. No other known stand-up video game station comes in this configuration. Mounted between the hand controls, the moving map display helps players play longer, because it makes operating the vehicle and finding opponents and allies easier.
The game's sounds project downward from the top of the kiosk and directly toward the player. This accomplishes several things: it eliminates blockage of the sound by the player's body, minimizes vandalism, and reduces overall room sound levels because the sound is projected downwards through the player and onto the floor.
Each SimStation is
made from rugged fiberglass -- not pasteboard. All controls are designed
for long life. LEXAN protective barriers cover the displays.
Each SimStation acts as a friend or a foe to those piloting the SimCab. The SimStations operate whether there are riders in the SimCab or not. It is even possible to play the SimStations against each other and have no players in the SimCab. The large SimCab comes alive if even one SimStation is in operation. This attracts additional players to the kiosks and to the full motion cab.
For information about SimulTainment Products, please contact:
John Barnes, President
Bob Beken, Sales
Voice & Fax: