Simultainment Product Descriptions


The SimCab is a fully interactive, motion base flight simulator that seats two riders. The cab is approximately nine feet wide, twelve feet long and twelve feet high. The cab is constructed of steel reinforced fiberglass. Beneath the cab is a powerful, hydraulic, three-axis motion system.

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.

Data sheet 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.
The SimCab 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.

Image Realism

The SimCab provides computer-generated imagery at the highest resolution currently offered in interactive arcade experiences. This resolution is 800 by 600 pixels with 32-bit color, which is more than three times home television imagery and more than twice the resolution of most interactive arcade experiences on the market today.

Realism Amplifier

A simple flat screen would be fine for a simple arcade experience but not for a SimulTainment experience. To amplify the effect of this startlingly vivid and detailed imagery, SimulTainment uses the most advanced display system ever installed in an entertainment venue. Rather than having the player view the imagery directly -- by looking at a flat display tube for example -- SimulTainment's system uses a massive optical device to fool the brain and create a "realism amplifier." This "amplifier" is standard in large commercial and military flight simulation systems and makes the experience real enough to now be required in all airline flight training systems. This "amplifier" is called a "collimated display". Each SimCab has two of these devices.

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.


The SimCab 2000 provides an extremely accurate algorithm that synchronizes the motion experience to the imagery to a level meeting FAA (Federal Aviation Administration) commercial flight simulator specifications.

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.


AeroBall, a new game genre combining the excitement of air combat with the simplicity of sports, is the sports simulation software running on the SimCab and SimStation platforms. It is important to note that AeroBall is a spectator sport with the players as the focus of the human drama of athletic competition. A large display screen showing the game's video feed, provided with the SimArcade system, enables the spectator component.

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.


The SimStation is a low cost adjunct to the SimCab 2000. The unit can increase revenue, provide a venue for players waiting to experience the SimCab2000, and act as a lure to potential players. The SimStations require much less of a financial commitment for the owner and the player. Five SimStations cost about half of one SimCab, yet produce just as much revenue.

The SimStation 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.


When multiple SimStations are placed in a ring around the periphery of the SimCab facing out and networked together with the SimCab, the product becomes the SimArcade. Ten or more SimStation kiosks can be installed around a single SimCab. These kiosks -- ringing the sparkling motion cab -- encourage visitors to become players. Truly a unique concept, several patent claims are pending for the SimArcade, which promises to be SimulTainment's premier product.

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:

USA: 888-221-8628

International: 312-893-0715