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UFO Catchers turn 40, and claw machines still have a hold on Japan
UFO Catchers turn 40, and claw machines still have a hold on Japan

Straits Times

time7 days ago

  • Entertainment
  • Straits Times

UFO Catchers turn 40, and claw machines still have a hold on Japan

People outside Taito Station's outlet in Tokyo's Akihabara district, with five storeys above-ground and one basement floor. ST PHOTO: WALTER SIM UFO Catchers turn 40, and claw machines still have a hold on Japan Letter From Tokyo – Crane games, claw machines, or UFO Catchers. Call them what you will, but these brightly-lit consoles offering the promise of a prize, through a delicate dance of claw and chance, are undoubtedly the crown jewels of Japan's game arcades. Mr Mitsuharu Fukazawa, 56, knows these machines inside out. The self-professed crane game geek goes by 'UFO Catcher Artisan' on his business card, a nod to the crucial role that he has played in overseeing generations of machines launched by Japanese gaming giant Sega, best known for the iconic Sonic The Hedgehog . The distinctive 'UFO Catcher' name has come to be synonymous with claw machines in general, although not many may know that the name is trademarked and used within the industry to specifically refer to Sega-made consoles which were first launched 40 years ago this month , in May 1985. Such is the cultural imprint that these machines have left on the Japanese gaming landscape. The most basic steps involve players using either a joystick or buttons to navigate a mechanised claw to clasp or nudge their coveted item into the pickup box. Gameplay, however, may vary by machine. Mr Fukazawa, who joined Sega in 1991, leads a team of about 20 people overseeing UFO Catchers. Mr Mitsuharu Fukazawa, 56, joined Sega in 1991 and now leads a team of about 20 people in the development of UFO Catcher machines. ST PHOTO: WALTER SIM While he was not with the company for the first-generation UFO Catcher, he has been closely involved in the modern evolution of the game. The latest UFO Catcher 10 was launched in 2023, nine years after UFO Catcher 9, although there were many interim updates much like a smartphone operating system. Before the UFO Catcher, many claw machines were equipped with three dangling arms and unattractive prizes, he says, relegating them to the darker corners of arcades. Instead, more popular video games like Daytona USA, Dance Dance Revolution and Street Fighter took more prominence. Sega saw a business opportunity in redesigning these consoles to be more attractive and offering cute plush toys that could be a draw for families. But they were meant to be called the Eagle Catcher, inspired by how an eagle uses its talons to snatch its prey. The first generation UFO Catcher, which Japanese gaming giant Sega launched in 1985. PHOTO: SEGA Mr Fukazawa says that while the designers wrestled with making the claws look like talons, a brainwave struck his seniors, who realised that the claws look like unidentified flying objects. The rest is history: 'If we stuck with Eagle Catcher, I really don't think the name would be on everyone's lips today.' This would eventually trigger a cultural phenomenon, with limited-edition goods, large plush toys, and other merchandise. The third boom Today, it is not uncommon to find mega-arcades with hundreds of crane games – most costing 100 yen (90 Singapore cents) or 200 yen per play, depending on the type of machine and prizes – in anime hubs like Tokyo's Akihabara and Ikebukuro, or Osaka's Den-Den Town. In Yokohama, the Sarpura Asobi Town arcade has even been recognised by the Guinness World Record for hosting the most claw machines in one venue, at 555. These machines can even be found outside arcades, as prizes evolve beyond the traditional snacks, plush toys and figurines to include fresh fruit and household electronics. Mimasaka Farm, in western Japan's Okayama Prefecture, made headlines when it installed a claw machine in January 2023 offering players the chance to snag fresh seasonal fruits. Convenience store chain Lawson plans to install crane games at 1,000 stores nationwide by March 2026 to woo customers, and as a form of service to residents in rural areas. Japan, however, did not birth this gaming phenomenon, which is traced to a candy dispenser known as Digger, made in America in 1896. But through the UFO Catcher, it has undeniably perfected and popularised these game machines that are now common worldwide, including Singapore. I must confess to being a sceptic who has never bought into the hype of such games. For someone with two left hands, like myself, they seem like a hopeless endeavour and a waste of time, money and effort. Are bragging rights and a stuffed toy really worth the hassle of trying to find the correct angle, only to be foiled by the law of physics? Why not simply purchase the item outright? My curiosity, however, is piqued as UFO Catchers – the grand dames of claw machines – mark their 40th birthday. What is fuelling this enduring fascination with a game that requires skill, strategy and seemingly a healthy dose of chance? Insiders point to a third boom that began in the mid-2010s and shows no signs of fizzling. The growing popularity of anime – which I don't religiously follow – thanks to streaming platforms, is one reason, as is the trend of oshikatsu (fandom) of idols and characters. This echoes the first wave of the early 1990s, when anime character items were introduced as prizes. 'What really lit the fire was (superhero character) Anpanman,' Mr Fukazawa recalls. 'People were displaying their UFO Catcher wins on the front and back of their cars.' This triggered a virtuous circle of better prizes, with the second wave occurring at the turn of the millennium due to a wider diversity of prizes. Then came the ongoing decade-long third wave. Today, game centre operators, too, are actively collaborating with anime studios and talent agencies to create exclusive limited-edition prizes from figurines to plushies and posters to woo customers. Launch days of new prizes are marketed in advance, drawing long queues. And the idea of prizes being not typically for sale has proven appealing. The Covid-19 pandemic, meanwhile, accelerated the popularity of online crane games by companies like Sega and Taito. Players can remotely control a crane game machine in a warehouse somewhere in real time through their phones, with the consoles equipped with cameras that allow players to look at the claw from different angles. One big plus is that unlike brick-and-mortar stores that are limited by space and opening hours, players can play round-the-clock online. They will not, however, get the satisfaction of instant gratification: it takes about a week for prizes to be delivered to doorsteps within Japan, while overseas shipping remains unavailable. Strategy videos on social medi a have also fuelled hype around this game. These trends have made crane games a lifebuoy for the entire arcade industry as a whole. The golden age of the 1980s and 1990s has faded with the launch of home gaming consoles like Sony PlayStation and Nintendo Switch, as well as smartphones today. The number of entertainment arcades in Japan peaked in 1993, when there were about 87,000 stores. But they fell below 10,000 during the pandemic in 2020, according to data by credit research firm Teikoku Databank. But overall revenues are recovering amid business consolidation, and the Japan Amusement Industry Association notes how revenues from crane games now exceed 300 billion yen annually, accounting for about 70 per cent of arcade earnings. Their popularity has attracted criminals. In a high-profile fraud case in 2017, the president of a defunct arcade company was jailed three years for defrauding customers to the tune of 1.23 million yen over three months by rigging claw machines such that they were impossible to win. But most arcades are run by veritable companies and overseen by the Japan Crane Game Association, which issues three levels of kuretatsu ('crane game expert') certifications to enthusiasts for their skills and knowledge. Getting certified can even open the door for job opportunities at game centres. Conquering a claw machine 'The fun of crane games,' says Ms Itsuko Sasaki, a corporate communications manager at Taito, 'is not only about winning prizes, but about the process of getting them, the roller-coaster emotions of a sense of accomplishment of finally snagging a prize, the thrill of navigating the arm, the tensions of near-misses.' Taito produced Japan's first homegrown claw machine in 1965, the Crown 602, which had offered candy as prizes. No known records of its development exist, but Ms Sasaki posits that it came about because foreign crane machines were expensive and often broke down. The Crown 603, which Japanese gaming company Taito launched in 1966. With sweets as prizes, the console was launched one year after Taito produced Japan's first homegrown claw game machine. PHOTO: TAITO The company, best known for developing the Space Invaders arcade game, operates Taito Station arcades that are ubiquitous in Japan today. Sega's UFO Catcher 10 machines occupy prime real estate in Taito Station centres, including at the entrance of its store at Akihabara. The UFO Catcher remains distinctively true to its name, but there are now 'prize machines' by other makers that feature different gameplay, such as by steering a cutter into position to slice a hanging string to drop a prize. Taito's latest console is the Getter Spin G, which was released in 2024 and requires players to press a button at just the right time to activate a push rod that tilts a rotating table, dislodging a prize. Taito's Getter Spin G prize machine at Taito Station's outlet in Tokyo's Akihabara district. ST PHOTO: WALTER SIM Over at Sega, Mr Fukazawa says he is constantly thinking of ways to make the UFO Catcher more attractive for players and easier for operators to use. 'In a sense, we are now just making the 'boxes ',' he says. 'We leave it up to stores to decide how to customise our machines. I visit arcades often, and it is interesting to observe how the gameplay can vary in different stores, even for the same prize.' He laughs sheepishly when he inadvertently launches a discussion on technicalities, including the available array of 11 types of arms and 19 shovels in different angles that are used for machines since UFO Catcher 9. Many machines are set up to be difficult to win on the first try. Mr Fukazawa says players should let go of their pride and ask for help if they find themselves stuck, or if an item needs repositioning. And given that UFO Catchers within the same arcade are connected, some stores can even offer up rousing congratulations when someone does win. In March, Sega launched a multi-language online guide to Japanese arcades, offering tips and tricks to conquer the UFO Catcher. ( Advice differs for different prizes. But the general rule of thumb for large plush toys, Mr Fukazawa says, is to focus on the centre of gravity rather than the centre of the toy – a common rookie mistake. As for what's central to the UFO Catcher's appeal? 'It's fun to go to places like Disneyland, but an arcade is closer to home. People can have fun for as little as 100 yen, and I think that makes it a very attractive place.' Walter Sim is Japan correspondent at The Straits Times. Based in Tokyo, he writes about political, economic and socio-cultural issues. Join ST's Telegram channel and get the latest breaking news delivered to you.

Virtua Fighter 5 R.E.V.O. announced for PS5, Xbox series, Switch 2
Virtua Fighter 5 R.E.V.O. announced for PS5, Xbox series, Switch 2

Express Tribune

time12-05-2025

  • Entertainment
  • Express Tribune

Virtua Fighter 5 R.E.V.O. announced for PS5, Xbox series, Switch 2

Listen to article SEGA and Ryu Ga Gotoku Studio have announced that Virtua Fighter 5 R.E.V.O. is coming to PlayStation 5, Xbox Series X|S, and the upcoming Nintendo Switch 2. The popular 3D fighting game will feature full cross-platform play and rollback netcode support, bringing modern online functionality to the classic franchise. The announcement was made during the Virtua Fighter Direct 2025 Spring livestream, where legacy series producer Seiji Aoki confirmed the long-requested console versions. Virtua Fighter 5 R.E.V.O. originally launched for PC via Steam on January 28 with 4K visuals, enhanced textures, and modernised online capabilities. Aoki acknowledged fan feedback from platforms like the official Virtua Fighter Discord, stating: 'We've heard your requests for multiplatform support. Our development team is thrilled to finally bring this title to consoles, allowing players across all systems to experience it together.' No specific release date has been confirmed, but SEGA teased that additional content will be revealed in future updates. The developers emphasised that the upcoming versions are 'much more than a simple port', hinting at expanded features beyond the PC release. For PlayStation users, Virtua Fighter 5: Ultimate Showdown is currently playable via backwards compatibility on PS5, but R.E.V.O. marks a definitive next-gen update for the iconic fighter. The inclusion of rollback netcode aims to provide a smoother and more responsive online experience, especially crucial for competitive play. With cross-play functionality, players on PS5, Xbox Series, and Switch 2 will be able to compete regardless of platform—bringing together the Virtua Fighter community for the first time across multiple systems. Further announcements regarding content and release timing are expected in the coming months.

Jim Carrey and Keanu Reeves-starrer Sonic the Hedgehog 3 to stream exclusively on Prime Video India from 24 April
Jim Carrey and Keanu Reeves-starrer Sonic the Hedgehog 3 to stream exclusively on Prime Video India from 24 April

Hans India

time23-04-2025

  • Entertainment
  • Hans India

Jim Carrey and Keanu Reeves-starrer Sonic the Hedgehog 3 to stream exclusively on Prime Video India from 24 April

Prime Video has officially announced that Sonic the Hedgehog 3, the latest blockbuster in the popular action-adventure comedy series from Paramount Pictures and SEGA, will premiere exclusively on the streaming platform in India starting 24 April. The film will be available in both English and Hindi. Directed by Jeff Fowler, Sonic the Hedgehog 3 builds on the globally renowned video game franchise and features a screenplay by Pat Casey, Josh Miller and John Whittington. Jim Carrey returns in a dual role, leading a stellar live-action cast including James Marsden, Krysten Ritter, Tika Sumpter and Lee Majdoub. The voice cast boasts Ben Schwartz, Idris Elba, Colleen O'Shaughnessey and, in a franchise debut, Keanu Reeves, who voices the enigmatic Shadow the Hedgehog – a performance already lauded by fans for its blend of brooding intensity and dry wit. Following an impressive run at the global box office, Sonic the Hedgehog 3 has emerged as the highest-grossing film in the series and one of the top cinematic hits of 2024. This latest chapter includes Sonic reuniting with Knuckles and Tails for their most ambitious mission yet. The trio must take on Shadow, a powerful new adversary with abilities that threaten to unravel everything they've fought to protect. Facing global peril, Team Sonic must forge unlikely alliances in a high-stakes battle to save the planet. With thrilling action, state-of-the-art CGI and deeper emotional arcs, the film elevates the franchise to new heights. Sonic the Hedgehog 3 will stream exclusively on Prime Video India starting 24 April. The film is distributed by Paramount Global Content Distribution.

'Shenmue' voted most influential video game ever in UK poll
'Shenmue' voted most influential video game ever in UK poll

Jordan Times

time03-04-2025

  • Entertainment
  • Jordan Times

'Shenmue' voted most influential video game ever in UK poll

Shenmue's protagonist Ryo Hazuki practices martial arts (Photo of SEGA) LONDON — The 1999 action game "Shenmue" was on Thursday named the most influential video game of all time following a survey organised by BAFTA, the British association that honours films, television and video games. The series, created by Japanese designer Yu Suzuki, stars a young Ryo Hazuki as he seeks to avenge the death of his father, killed by a mysterious martial arts specialist. The game is split into three instalments (Shenmue I, II, and III) and was, at the time of the first instalment's release, the most expensive game in history to produce. While the third instalment was available on PlayStation 4 and PC, the first two defined the brief history of the Dreamcast console, the first so-called sixth-generation console, released by Japanese manufacturer Sega in 1998. Having become a cult classic among many gamers, "Shenmue" is known as a pioneer in open-world gaming and for popularising the "quick time event," a moment in which the player is asked to perform a specific action within a given time limit. "Games are an immensely innovative force and it's brilliant to recognise those titles which have truly shaped the course of our medium," said Luke Hebblethwaite, head of the BAFTA video games division. Yu Suzuki said he was "deeply honoured and grateful" to see "Shenmue" come out on the top in the poll and thanked the "fans around the world who have continued to love and support" the game. "Doom", the series that helped popularise first-person shooters and enjoyed immense commercial success, came second in the survey of thousands of players. Developed by id Software for PC and released in 1993, the game puts players in the role of a soldier facing demons in a universe blending science fiction and horror. In third place was "Super Mario Bros", the famous platform game developed by Nintendo in 1985, in which the red-suited plumber Mario navigates various levels to save Princess Peach. Unanimously acclaimed upon its release, it remains one of the best-selling games of all time, with over 40 million copies sold worldwide. Also included in the top 10 are "Half-Life" (1998), "The Legend of Zelda: Ocarina of Time" (1998), "Minecraft" (2011), "Kingdom Come: Deliverance 2" (2025), and "Super Mario 64" (1996). The annual Bafta Game Awards will take place at a ceremony in London on April 8.

Shrek fans disturbed by ‘strange' detail in Shrek 5 teaser trailer
Shrek fans disturbed by ‘strange' detail in Shrek 5 teaser trailer

The Independent

time27-02-2025

  • Entertainment
  • The Independent

Shrek fans disturbed by ‘strange' detail in Shrek 5 teaser trailer

Shrek 5 has officially announced a release date in a first-look teaser, but a strange new animation detail has left fans perturbed. On Thursday, Universal Pictures released the first trailer for the next installment in its iconic Shrek franchise, which will see Mike Myers, Cameron Diaz and Eddie Murphy reprise their respective roles as Shrek, Donkey and Princess Fiona. It will also welcome Zendaya as Felicia, one of Shrek and Fiona's triplets. The couple's three ogre children were first introduced in the third movie, Shrek the Third (2007). In the clip, Shrek, Donkey, Princess Fiona, and Felicia gather around a magic mirror to ask, 'Who's the fairest of them all?' 'Why Shrek, of course,' the mirror responds, going on to show a series of images of Shrek in a pair of glasses making a duck face, dancing in a skintight body suit, and a doctored image of him with abs. The last picture causes Shrek and Donkey to shriek in fear while Felicia reacts in disgust, saying, 'Ew, dad.' 'Oooh, mama like,' Fiona adds. 'Who's making this stuff?' Shrek asks, to which Pinocchio pops in to say, 'Not me,' causing his nose to grow. It's been 15 years since the last Shrek movie, Shrek Forever After, was released in 2010. And while the news of Shrek's revival has left fans ecstatic, some viewers found the details to make the characters appear older, including Shrek's forehead wrinkles and Donkey's greying fur, disturbing. 'Eyo why does Shrek look so old,' one fan questioned on X. 'What's up with their faces?' a second noted. 'Bro has seen enough,' another quipped of Donkey's tired look. Others took issue with the new art style of the characters, which gave them a more rounded look than in previous iterations of Shrek. 'Did they get botox why are they like that?' one questioned. 'Why did y'all change the animation? it looks cheap,' a second wrote. 'Please change the animation style,' a third begged. 'Don't make us sonic you,' they added, referring to Paramount and SEGA's redesign of its Sonic character for its 2020 movie Sonic the Hedgehog following fan backlash. 'wtf is this art style,' another demanded, with someone arguing: 'I can't even tell if this is actually real this s*** looks strange as hell.' News of the long-awaited sequel first broke last June when Murphy told Collider: 'We started doing [Shrek 5] months ago. I did this, I recorded the first act, and we'll be doing it this year, we'll finish it up. Shrek is coming out.' Shrek 5 is expected to arrive in theaters on Christmas 2026. It will be directed by Walt Dohrn, who has a long history with the franchise. He was a writer and artist on Shrek 2 and Shrek the Third and served as head of story on Shrek Forever After. He also voiced Rumpelstiltskin in the latter film.

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