Wednesday, February 19, 2025

The horse jumped over the moon, the story of Namco, part 6

In the previous blog I talked about The Tower of Druaga, one of the two games that Namco had turned into an attraction at the Expo ’90 in Osaka Japan. The company felt that the Expo ’85 organizers in Tsukuba, Ibaraki Japan did a disservice to the company. They decided to go all-out and create an entirely new type of attraction for the “Magical Cross” amusement area in Osaka. It would be something completely different from the roller coaster, carousel, or Ferris wheel at the park. In fact the company considered what they were building to be something different from what was available in amusement parks, or even theme parks. They called their attractions “Hyper Entertainment.” Unlike most amusement rides where the audience were passive the Namco attractions promised to put the rider in the role of the hero. They would be challenged in different ways every time they rode.

Akatsuki Kogei was in charge of planning and directing the Tower of Druaga. He had to find the key elements of the three games of the Babylonian Castle Saga. At the time those were the Tower of Druaga, The Return of Ishtar, and The Quest of Ki. The other eight titles in the series hadn’t come out yet. What were the elements that went into the game? What did audiences remember about the experience, and what highlights could be turned into tangible scenes for an attraction? It was clear who the heroes, and main villain would be, but what about the various enemy types introduced in the games? How would 2D sprites look in a 3D environment?

Despite being a video game Namco made sure that when audiences thought of the Tower of Druaga they imagined it as a physical location. They wanted audiences to think that the story happened in a real place, and time. This came through in the original poster for the game. Rather than create a fantastic rendering Namco artist Yuichiro Shinozaki combined physical models, with paintings of the cast. It was presented in a western comic book format, going so far as to feature word balloons in English. This was rare for Japanese game flyers. It explained how to play the game, and even how to approach some of the different enemy types. This advertisement highlighted the western influence of the game. The use of painted miniatures owed a lot to classic tabletop systems such as Dungeons & Dragons by TSR, but also Warhammer Fantasy Battle by Games Workshop. Namco would eventually release novels, and role-playing supplements, as well as a board game based on the Tower of Druaga in Japan. They also released board games for Pac-Man, Xevious, and their other hits. For many kids in Japan this was their first introduction to traditional tabletop RPGs. Aurora Models even released a series of miniatures to celebrate 40 years of Druaga.

Mr. Kogei knew that the sets, animatronics, and location had to have an ancient western feel, and not a Japanese look. Mr. Shinozaki worked on the concept art for the various scenes in the attraction. Making sure that it felt as authentic as possible to the original game. The team had to figure out how to pace the experience, and put the audience in the role of Gilgamesh, the hero. The arcade hit was known for being difficult. It was credited for establishing “notebook carrying” games. In Japan the most dedicated players would map everything they found in notebooks, including layouts of the various floors in the game. Mind you this was before the home version was released. These notebooks predated game guides published by the studios, or game magazines.

The goal for Mr. Kogei, and his team was create an attraction that was “the first role-playing game ride with multiple scenarios and multiple endings.” Up to 4 players at a time would ride in armored carts, as they made their way through the tower. Players used a light gun, which was shaped like Gil’s sword against against all sorts of monsters, and demons. The actual length of the attraction, and score was determined by which targets you hit, and when you hit them, rather than just blasting everything. Audiences had to listen to their opponents carefully, as well as watch for clues during the ride. You could earn “treasure,” or rather clues on each opponents weaknesses as you progressed through the various rooms. Regular scores earned a Bronze ending, and the ride went right to the exit. If you paid attention to hints, the ride went a bit further and featured a battle with a dragon. Players that managed to defeat the dragon earned a Silver ending, and then the ride was over. If you defeated the dragon, and then Druaga then you got the Gold ending. This meant that you would reach, and rescue Kai before exiting the ride.

Those that played through the attraction would say how fun it was, but also that it was indeed difficult. Namco certainly understood that the people that were raised on arcade experiences were getting older, and looking forward to the evolution of the format. The Tower of Druaga not only predicted, but also predated the Disney attractions such as Buzz Lightyear’s Space Ranger Spin by 8 years, Toy Story Midway Mania by 16 years, and Web Slingers A Spider-Man Adventure by 31 years. Can you imagine how much fun Pirates of the Caribbean would be if you could shoot back at the various scenes in the attraction, earn a longer ride, and perhaps a treasure at the end?

Namco partnered up with coaster manufacturer Togo for the ride system. Togo had been in business longer than Namco, and had a great reputation in Japan for their roller coasters. Their joint venture was called N&T, and was designed to create the next generation of amusement attractions, and amusement parks. With the Tower of Druaga pulling guests 4000 years into the past, the next featured attraction from Namco would send them centuries into the future. We will look at this attraction in the next blog. If you were a fan of the Babylonian Castle Series then I’d like to read about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!
Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks

Monday, February 17, 2025

The horse jumped over the moon, the story of Namco, part 5

Namco had a fun showing at the Expo '85; officially called Kokusai Kagaku Gijutsu Hakurankai, "The International Science Technology Exposition”. It was a world's fair held in Tsukuba, Ibaraki. The “DaVinci of Namco” Mr. Shigeki Toyama, and many other employees at Namco felt underprepared, and even snubbed by the Expo committee. As one the top creators of entertainment robots they were asked to present at the expo, but not get their own dedicated Pavilion. They might have felt pigeonholed as the people that made cute robot mice. That was a bit disrespectful as Namco was by that time the top producers of amusement rides, electromechanical, robotics, and video game attractions in Japan. I mean, did they even ask if Pac-Man could appear at the Expo? The company had five years to plan their revenge, while at the same time dropping hit, after hit, in the arcades.

Expo '90 “Kokusai Hana to Midori no Hakurankai” or The International Garden and Greenery Exposition. Sometimes referred to as the “Flower Expo” was organized as a part of the International Expositions Convention. It was the first large-scale international gardening exposition in Asia. It focused on the theme of the "Harmonious Coexistence of Nature and Mankind." The exposition was held in Tsurumi Ryokuchi, Osaka for 183 days, from April 1 to September 30, 1990. The convention included participation from 83 countries, 55 international organizations, and attracted over 23 million visitors.

Namco built a number of classic carnival-type games for the midway, many of which were updated version of their arcade hits. But more important, they featured two attractions in what was called the “Magical Cross” amusement area. This area of the expo also had the more traditional carousel, roller coaster, and Ferris wheel that visitors were used to seeing. The two attractions built by Namco were radical new ideas. Galaxian³, which I had already written about extensively was at this Expo. The other was The Tower of Druaga, also called the “Tower of the Dark Ride.”

The Tower of Druaga was an arcade classic from 1984. It might be the most under-appreciated title in the USA. This was possibly because it was a western style RPG, which wasn’t anything major in the US, but was revolutionary in Japan. The Tower of Druaga was the first Namco game to have an ending instead of looping or going to a kill screen. The music was composed by the amazing Junko Ozawa. This was the first title in the Babylonian Castle Saga. The series was created by Masanobu Endō, who had previously created the sci-fi classics Xevious, and Grobda. It was important in the role-playing genre because its characters and setting were inspired from Sumerian and Babylonian mythology, such as The Epic of Gilgamesh and The Tower of Babel. Arguably the two oldest origin myths in pre-history. Very few traditional paper-and-pencil role playing games, tabletop games, and video games were set in that era.

The Druaga series featured the golden armored Prince Gilgamesh, nicknamed Gil, and the maiden Ki (sometimes written Kai), in their efforts to protect the mythical Blue Crystal Rod, a gift of light from the Goddess Ishtar. They were trying to seal away Lord Druaga, a four-armed demon who had escaped his ancient prison. He was trying to get the rod to enslave the human race. The Tower of Druaga would spawn a total of nine sequels, including the Return of Ishtar (1986), the Quest of Ki (1988), the Blue Crystal Rod aka the Destiny of Gilgamesh (1994), and the Nightmare of Druaga: Fushigino Dungeon (2004). The last spin-off was the Labyrinth of Druaga (2011). All of this was alongside a manga, soundtrack albums, board game, role play supplements, and two anime series by Gonzo K.K. Later entries in the series would be developed by Endo's personal game company, Game Studio.

The Tower of Druaga was a breath of fresh air when it hit the arcades. Maze games, space shooters, and racing games were the most popular genres of the era. Suddenly there was an adventure game that had you going through levels of progressive difficulty, fighting all sorts of fantastic monsters. Even though you were going through a labyrinth, it wasn’t a maze game like Pac-Man. The stages were pretty big, and the screen scrolled left, and right. There were also secrets to discover; treasure, armor, weapons, and magic while crawling through the labyrinths. These things were not always en route to the next staircase. Meaning that it was possible to play through multiple times, and discover new things each time on the 60 floors in the game. This type of adventure predated the Atari hit Gauntlet by a year, Blizzard’s Diablo by 13 years, and the Binding of Isaac by 27 years.

The Tower of Druaga was not only popular with the arcade visitors, it ended up inspiring rival studios in Japan. Namco ended up planting the seeds that would guide the creation of Dragon Quest (1986), The Legend of Zelda (1986), Ys (1987), and Hydlide (1984). Dragon Quest co-creator Koichi Nakamura had also cited the series as a key inspiration for him. Japanese fans of the Druaga series defended its place in the pantheon of arcade classics, however the international reaction was mixed. They argued that it was extremely difficult, and had a steep learning curve. Despite its historical significance I would agree that just because a game was first it didn’t mean it was the best in the genre. For example Taito started a revolution with Space Invaders in 1978, but Namco’s Galaxian later that same year, and Sega/Gremlin's Space Tactics in 1981 were superior in every regard. As for the role-playing games I mentioned above, especially Dragon Quest, and The Legend of Zelda, both had strong critical, and commercial success. This was because they took elements from The Tower of Druaga, and improved upon them in different ways.

No matter where audiences felt about the importance of The Tower of Druaga everyone could agree that Junko Ozawa’s musical score was brilliant. Several games in the Babylonian Castle Saga would be ported over to both digital storefronts, and various Namco video game collections over the years. The question was how would Namco turn an adventure RPG into an attraction at the Expo '90? We will look at this in the next blog. I hope to see you back for that. Did you ever play The Tower of Druaga, or any of the other games in the Babylonian Castle Saga? Let me know in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!
Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks

Friday, February 14, 2025

The horse jumped over the moon, the story of Namco, part 4

In the previous blog I talked about how Masaya Nakamura, the founder, and president of Namco was similar to Walt Disney on several fronts. Both started from modest means, and both built massive companies seemingly out of thin air. Mr. Nakamura saw opportunities where none existed, and knew the importance of play to society. Also like Walt he recruited creative minds to help fulfill his vision. His team of creators were pulled from every part of society, rather than the top university students as a traditional Japanese corporation would hire. Back then Namco had a Robot Project team, which was rare as they weren’t necessarily part of consumer goods, or industrial projects. The company had a number of robot showings at trade events including several entertainment robots designed by Shigeki Toyama, who had been called the “Leonardo DaVinci of Namco.” When you look back at everything he worked on you would see that it was a well earned reputation. 

A few years before Expo ’85 Mr. Toyama was an industrial designer looking for work, he didn’t know anything about video games. A friend advised him to apply at Namco, he was put on the Robot Production Team's Business Division. He didn’t necessarily know anything about robots either, but as with their other teams the studio was willing to take chances on creative minds. Mr. Toyama learned on the job what the entertainment company was about. He helped design products, everything from arcade cabinets to character concept art, and he also cleaned up the art for the game development teams. He would turn the simple blocky shapes of a sprite into a complex rendering. It would be featured on the cabinet art, magazines, and official advertising. 

Mr. Toyama designed a robot mouse named Mappy in 1981, and it was going to be made into a video game. He was asked to create a model sheet for Mappy, and Nyamco the cat to help shape the direction of the 1983 arcade hit. A couple years later they were asked to have a showing at Expo '85. Mr. Toyama was expecting a Pavilion to be built for Namco. Since it was a science-based fair the company was expected to present their robotics. In Toyama’s own words "The robotic maze contest “Micromouse” was just beginning then too, but no one had yet created a robot that could get through the maze quickly. We said to ourselves, “Let’s show them how it’s done!” We made a robot that could get through the maze in one minute."

The other robot mice competing at the expo took several minutes to complete the mazes. The one from Namco easily destroyed them. It turned out that the best universities, and companies couldn't compete with the studio made up of creative thinkers. Not content to simply beat the other robots their updated Mappy had an actual body, and did a little dance too after completing the maze. To say that audiences fell in love with the character all over again would be an understatement. A home robotics kit version called Mappy Jr. would become available to consumers a few years later. It was far from the last advancement in entertainment robotics that Namco would create for that generation.

In addition to the highly popular Mappy Mr. Toyama designed the lesser known (at least in the USA) PicPac robot band in 1984. The Robot Band was inspired in part by the animatronics featured in the Chuck E Cheese Pizza Parlors in the USA. In case you weren’t aware, the restaurant / arcade inspired the creation of Five Nights at Freddy’s. Namco figured they could create their own robotic band to entertain patrons of their arcades, and entertainment centers. The trio of robot-bug-musicians consisted of drummer Strobo Gonzales, singer/keyboard player Maria Socket (with expanding luminescent wings), and guitarist Digital Tome II. The composer behind the robot's music was Norio Nakagata whose New Wave sound was reminiscent of Missing Persons. They performed a 30-minute show, which was shortened to smaller sets later on. Portions of their show were recreated in the Namco Museum. There was even a YouTube documentary about this band.

In addition to designing arcade cabinets, robots, cartoon characters for Namco Mr. Toyama had crafted most of the designs featured in the Namco space games. He mentioned in the translated interview at SHMUPlations that the game Xevious had designs that were homages to the ships from Star Wars, UFO, and Aliens. Mr. Toyama was also heavily Influenced by the designs of Ron Cobb (an in-betweener on Walt Disney Studios Sleeping Beauty from 1956) his concept art were used in Jodorowsky’s Dune, Alien, Star Wars, Close Encounters of the Third Kind, The Last Starfighter, Robot Jox, the Abyss, and Back to the Future just to name a few.

Mr. Toyama's art struck a balance between the stylized mecha designs from Japan, and the western industrial style of Mr. Cobb. It was a perfect blend in my book. In fact he was the reason why I personally ranked the sci-fi designs of the UGSF universe above Star Wars, or Star Trek. He was eager to take on every new challenge for the company. Unfortunately he would be met with disappointment. Mr. Toyama expected Namco to have a bigger showing during Expo ’85. Many insiders thought that the company was supposed to have a full Pavillion during the expo, but it never materialized. Instead the company had to rely on the little robotic mouse to get their names in the hearts of visitors. Mr. Toyama felt snubbed by the expo organizers, and wanted to take revenge for the company. The next expo would happen in Osaka five years later. 

The studio started planning for something the world had never seen before. They wanted to create an experience that would amaze visitors. They had their eyes set on something that no other entertainment company had attempted. Having a robot mouse that upstaged their competition was nothing compared to what Namco accomplished in 1990. Their peers were absolutely blown out of the water. In fact the experience they created would change the trajectory of the company. We will look at this on the next blog. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!
Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks

Wednesday, February 12, 2025

The horse jumped over the moon, the story of Namco, part 3

In the previous blog I talked about how Masaya Nakamura the founder, and president of Namco had a vision for the future of entertainment. He saw an entirely new industry forming around giving people peace of mind; everything from insurance, restaurants, arcade, and theme parks fit into this category. He called this rising sector “Emotional Services.” He understood the shift from manual labor to information labor was changing the way people approached their leisure time. There would be a greater emphasis on the diversity, quality, and types of play with this shift. He wanted Namco not only to be ahead of it, but to steer the rise in that industry. He did this in part by fighting to protect his IP. Before Mr. Nakamura it was generally accepted that the most popular arcade games would get pirated. Companies accepted that these cheap copies would cut into their bottom line, a so-called "fame tax." Despite push back from domestic manufacturers Mr. Nakamura fought the pirates in court, and won. He took the idea of play seriously. He was the main reason why video games enjoyed copyright protection in Japan.

To quote the interview from journalist Kazuhisa Maeno on Mr. Nakamura “…Nakamura's attitude of making "play" a source of business is unique. But Namco's president maintains that this, too, is in keeping with the coming new age. In an information-oriented society, people will enjoy greater leisure time thanks to the extensive use of computers. How to enjoy this time fruitfully will become an important question to the Japanese. Namco's corporate slogan was drafted in the anticipation that "play" will become an important part of the Japanese people's life-style.”

In order to accomplish his goals Mr. Nakamura needed to fill his company with creatives, rather than business people. In this regard he reminded me very much of Walt Disney. Walt was successful in entertainment because he was constantly creating what was possible, rather than chasing what was established. Disney’s advances in animation, live action television, and film, as well as theme parks was unrivaled. Walt did not necessarily have business in mind. He knew that the market would build itself because he was creating entertainment that people needed, even if they didn’t know it yet. In order to develop that magic he filled his studio with some of the most creative minds around. Moreover he could wrangle contrasting personalities such as the famous Nine Old Men: Les Clark, Marc Davis, Ollie Johnston, Milt Kahl, Ward Kimball, Eric Larson, John Lounsbery, Woolie Reitherman, and Frank Thomas. Walt was able to get these creative geniuses to create masterpieces in art, animation, and especially theme parks. People that didn’t necessarily get along were put on assignments together because moments of unbridled creativity would spark from their tension.

Another sort of leader that was able to get different talents to work together was Steve Jobs. He changed the world of personal computing, hiring (or exploiting depending on who you asked) brilliant minds to help change culture. Some of these brilliant minds thought they were just building better computers. I would argue that Masaya Nakamura, the founder of Namco was the closest thing to Walt in the gaming industry. Again to quote Mr. Maeno “Namco employees, the creators of this new "play," are individualists with strong personalities. Indeed they were hired for their unique, individualistic thinking. "Never mind if you have lots of C grades," reads the copy of Namco's campus recruitment ads. Most companies try to hire students with excellent scholastic records, but Namco is different. Namco does not want stereotyped honor students. It wants young men with unique ideas. Nakamura believes that technical innovations will create market after market, and that enterprises must have employees with diversified talents and capabilities to respond nimbly to future change.”

The first few decades at Namco was very exploratory. In a way it was very much like Disney post WWII. Namco was trying their hand at many different things. Starting with their mechanical horses, and other kiddie rides on the roofs of department stores in Japan in the ’50s, and ’60s. Then expanding into electromechanical, video games, and other ventures through the '70s, and '80s. Namco didn't have the luxury of a weekly television series like the Wonderful World of Color where Uncle Nakamura would address the audience. As they were breaking new ground in the '80s, and '90s Namco engaged with the community through their various magazines. They would preview new projects, offer some gaming strategy, share interviews with developers, and even Mr. Nakamura himself. The '80s were the early days of the home console-era. Atari, Namco, Nintendo, and Sega each had their own magazines created in house. Namco was no different. They went from the flyer-sized Namcot News, to the newsletter NG (Namco Graffiti), and finally full blown magazines NOURS, and B-NOURS after they merged with Bandai.

Namco often talked about their business strategy, how to land a job, and how the company grew in their various magazines. It was no secret that they allowed experimentation with their teams. One of their ventures was getting into robotics. Not necessarily for manufacturing, but for entertainment. Several of their robots were groundbreaking; being programmable, having audio outputs, solving mazes, or even featuring remote controls. In their time only Tomy was able to crank out equally impressive consumer robots. Two of the Namco robots; Nyamuko, and Mappy, would eventually be turned into characters for the arcade hit Mappy.

Namco would get a chance to stand out among their peers during the 1985 International Science Technology Exposition. It was a world's fair held in Tsukuba, Ibaraki. Tsukuba Science City, was a planned city focused on technology north of Tokyo. Think of it like Walt Disney’s original vision for E.P.C.O.T. Center. It ran from March 17 to September 16. The theme of the fair was "Dwellings and surroundings – Science and Technology for Man at Home." Over 20 million people attended, and 48 countries participated, along with the biggest companies in Japan. Expo ’85 featured a number of unique pavilions, including Sony debuting what we would refer to as the Jumbotron. There and a massive 279-foot Ferris wheel called the Technocosmos which featured solar panels on each car that ran the air conditioning. The mascot for the expo was Cosmo Hoshimaru. It was designed by a student in a design competition. It could be seen as an anthropomorphic planet with rings, or an alien wearing a spaceship belt.

As one of the leading producers of entertainment products in Japan Namco wanted to have a major presence at the fair. They would do so with the aid of a tiny mascot. In the next blog we will talk about the robots that helped shape the future of the company. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!
Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks

Monday, February 10, 2025

The horse jumped over the moon, the story of Namco, part 2

Walt Disney was credited for his many contributions to entertainment. In animation, live action, and theme parks there was no one that could hold a candle to Walt. Countless books had been written on his origins, and the works of his company. Historians, and his employees could tell you that he was a complex man. Like the greatest visionaries was able to see markets that were invisible to the rest of the world. A century ago animation was a novelty, and today it was a multi-billion dollar industry. The same thing could be said of gaming. The electromechanical games of the post WWII era would someday evolve into the biggest form of entertainment in the world, estimated to be worth $282 billion dollars in 2024.

Mr. Nakamura was a fan of sport shooting, and we could see that through many of Namco’s earliest arcade hits. From the electromechanical light gun games in the ’60s, all the way through the Time Crisis, and Gun Panic series in the ‘90s. More than that he was well studied in the concept of play, and gaming. He was a consumer of all things entertainment, and heaped praise on creators, such as George Lucas, and Steven Spielberg. In 1985 he went into talks with Warner Communications which owned Atari prior to his acquisition because Namco was interested in getting into film as well. This was more than just the sake of diversifying their corporate portfolio. In 1987 Mr. Nakamura had a meeting with George Lucas in Los Angeles to discuss the future of entertainment. Mr. Nakamura was blown away by Star Tours at Disneyland, which had opened a couple years prior. He believed that gaming was a culture. He argued that film, gaming and entertainment should not be separate experiences, and they should cross over. NG (Namco Graffiti) magazine quoted him “It's no longer just a dream that a Lucas movie could become a Namco game, or that a Namco game could turn into a Lucas movie. Furthermore, it would be wonderful if we could create a completely new world in which various elements come together, such as games and movies, rather than clearly separating them.”

The ideas of a gaming theme park were starting to take shape. It would be something even more fantastic than "Namcoland," which was a collection of rooftop amusment rides put together in an indoor area. Mr. Nakamura led Namco to begin maintaining arcade centers and amusement parks across Japan, including Carrot, PLABO, and Namcoland. He also pushed the company to set up arcades overseas. Namco would purchase the Aladdin's Castle chain from Bally in the USA. Mr. Nakamura had gained the respect of the various manufacturers as he also became the chairman of the Japan Amusement Machine and Marketing Association (JAMMA), which had representatives from all of the major arcade manufacturers including Nintendo, Sega, Taito, Koei Tecmo, Capcom, and Konami. Mr. Nakamura purchased Japanese film studio Nikkatsu in 1993, and was involved with many of their films.

Namco had taken on the distribution contract for Atari of Japan in 1974, and by 1985 he had bought the parent company in the USA. What made him successful was more than just being at the right place, at the right time. There were thousands of companies that came, and went during his lifetime. Mr. Nakamura’s entire approach to Namco was counter to what Japanese business culture, and society dictated at the time. He had to go to multiple banks in order to convince them to lend him the money to purchase Atari. They saw gaming as a risky venture, but he saw it as the future. In the '70s Japanese copyright law was fairly lax when it came to pirated software. Most manufacturers accepted that pirated games selling for 30%-40% less than the genuine title would eventually flood the market. They considered this a "fame tax" showing how successful their hits were. Mr. Nakamura however saw that with the changing economy he needed to protect his investment. He brought lawsuits against several pirate firms to the Tokyo District Courts. He won the first court ruling in Japan, and established that video games were entitled to protection under Copyright Law.

The domestic amusement machine industry thought that Mr. Nakamura had gone too far. They believed that he made it difficult for arcade operators to run their businesses by having to pay full price for a game. Changing the way the industry thought about the rise of arcade gaming wasn't the only hurdle that he had to overcome. In Japanese culture the idea of “gaming” in general had a negative connotation, it was almost taboo, akin to gambling. It seemed contrarian that Mr. Nakamura had built his business model around the concept of "play." Namco’s corporate slogan “Let’s create play,” and also “We create play” seemed very risky in the conservative Japanese market. Walt Disney could see a huge potential for animation in the 1920’s. A half-century later Mr. Nakamura saw that gaming was the future of entertainment. He believed that the traditional industrial classifications needed an overhaul. In an interview with Kazuhisa Maeno he mentioned that of the three classifications, the third one (commerce, and services) accounted for 70% of Japan’s GDP. He believed this was a lopsided classification that didn’t tell the whole story.

Information industry jobs were changing society by leaps, and bounds. Computers were being adopted in every business, and would also be making their way into homes, and schools. He saw with the shift from manual labor to intellectual work that people would be very mindful about how they spent their leisure time. He argued that there should actually be five industry classifications. Mr. Maeno wrote in his interview “As Namco's president sees it, tertiary industry should refer only to those services, such as taxicabs, which depend purely on manual labor. Intellectual services such as computer programming would be called the "quaternary" industry. And finally, businesses which provide comfort to the mind and spirit, from insurance to movies and entertainment [including video games], would be gathered together as the information industry.” In 2023 the video game industry generated about $180 billion, compared to theme parks at $23.4 billion, and $8.9 billion for the movie industry. The rapid growth of video games over the past 50 years demonstrated that Mr. Nakamura was ahead of the curve.

In order to gain the lion's share of the emerging gaming industry Namco wanted to own, and operate their own play spaces. Similar to how they ran the Japanese rooftop amusement parks starting in the '50s. Themed arcades were not necessarily a new concept. “Invader Houses” were the names given to pop up arcades in Japan thanks to the success of Space Invaders in the '70s. In the USA there were arcades called Time-Out which had a sort of rainbow spaceship theme. The Gold Mine was themed like, well, a western gold mine, complete with hanging lanterns, and wooden support timbers. There was also Aladdin’s Castle, based on the legends of the magic lamp in the Arabian peninsula. I looked forward to every arcade that I visited in the late ‘70s, through the ‘80s, and early ‘90s because they were all unique. The thing that made Namco’s arcades different was that Mr. Nakamura made sure that every employee understood his vision, and worked toward it. His business philosophy was not something that he kept behind closed doors in the boardroom. It was actually part of Namco’s marketing campaigns.

For example, Milaiya was arguably the most themed arcade of the era. Namco had plans to build a fleet of these arcades. The concept arcades were space shuttles-visiting Earth from the future. The original location was near Kamata station in Tokyo, which operated from 1982 to 1985. It was presented to audiences with the following promotional text “Aiming for a 21st century play space - “Milaiya” transcends the conventional image of game centers. The pleasure of traveling back in time captivates customers and captivates them. Nowadays, the space shuttle shuttles between the blue Earth and the dark sky, and a third wave is spreading across the planet. Technology is moving from factories and businesses to homes, and innovation is permeating every corner of our lives. From now on, people will become more concerned about how to utilize their private time, and more emphasis will be placed on hobbies and entertainment.”

The promotional flyer continued; “At NAMCO Co., Ltd., as a leading company in the 5th industry (emotional service industry), we believe that a game center is not just a place to put game machines, but an autonomous space with its own theme. I think it has to be. Game Space "Milaiya's main theme" is "SF fantasy". As a relaxing place for HOMO LUDENS, every inch of the exterior and interior features a different-dimensional space filled with a futuristic feel. Its large mass and strong attraction force make it a shining black hole in the city, and it is so attractive that not only young people but also a wide range of people are drawn to it without even realizing it.” The arcade not only had a gorgeous sci-fi interior, even the entrance was themed, with a robot host welcoming players at the door.

You might have noticed that the flyer called visitors Homo Ludens. That word actually came from a 1938 book originally published in Dutch by historian and cultural theorist Johan Huizinga. It discussed the importance of the play element of culture and society, Huizinga invented the concept of the Magic Circle. The magic circle meant that audiences would participate in a play, or ceremony with certain rules, whether it was going to court, getting married, or playing a sport. These events took place within the “magic circle.” He suggested play was the central element in human culture and examined the role of play across every aspect of society. The title, Homo Ludens, translated to “Man the Player” it was the next step in the evolution of Homo Erectus, and Homo Sapiens. Namco certainly took the philosophy of play very seriously, and we would see it again in the future.

So the question that many had was if Namco was putting their chips on the future of gaming why did Milaiya close two years after being built? Tokyo-based writer Matt Alt had this to say; “As for why it was so short lived, I suspect it's the 1985 amendment of the Public Morals Regulation Act to include game centers, which effectively barred anyone under 20 from arcades. The law also had an unintended effect: it sent sales of Famicoms & other consoles soaring.” This did not deter Mr. Nakamura from his vision. In the USA there were no laws about kids in the arcades. So he made sure that Namco would be able to expand into overseas markets. Also, he would make sure his company was turning their arcade hits into the first generation of console hits as well. Being able to fill his company with the right minds was the key to his success. We will look at how he did this in the next blog. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!
Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks

Friday, February 7, 2025

The horse jumped over the moon, the story of Namco, part 1

This new series was actually the part of multiple things coming together at the same time. At the end of 2023, and the start of 2024 I convinced my wife to start recording a new podcast series. A lifetime ago she taught a college class on the history of theme parks, she called it “Manufacturing the Magic.” I posted the links on this blog at the start of 2025. We will continue those episodes intermittently on her Pink Monorail Podcast. When she originally taught the class it was everything that lead up in world history to the creation of Disneyland.

I convinced her to redo her notes, and even put together slideshows for any instructors that wanted to teach the class as well. She said that it would be roughly 10 lessons from pre-history leading up to Disneyland. Then she had nothing after planned. Since she was an exceptional researcher, and storyteller I convinced her to continue the series, and talk about how theme parks evolved from 1955 to today, as all new lessons. She obliged, and we started recording in February 2024. We agreed that there was an important chapter that had to be added during the late ‘70s through the ‘90s with the rise of video games. I offered to record those episodes of the series. We would trade roles, I’d be the teacher, and she would be the student sitting in as the cohost. The entire reason why this fit into the episodes was because the Themed Entertainment Association (TEA) in 2012 had a keynote speech in where they lamented that an entire generation of potential theme park creators were instead developing video games. 

I had to explain why Gen-X wanted to work on a new form of entertainment, instead of at the biggest theme parks, and amusement parks in the world. In doing research I put together the links that connected one of the oldest game companies, and the first, and only video game theme park in history. This fortuitous coincident happened as I was going to write about Namco anyway. The studio had an aesthetic in some of their games that I wanted to highlight, but would also make a fun blog to put together. The details for this blog were pulled from Wikipedia, journalist Kazuhisa Maeno, and Namco Graffiti magazine. I encourage you to support Wikipedia with a donation. I do so every year for how much they help me get dates, and names right for blogs.

In order to tell the story of the first video game theme park, we had to go way back in time to the foundation of Namco (now Bandai Namco Entertainment) . When you thought about the company what came to mind? Was it Pac-Man, Tekken, Galaga, Dragon Ball, Ridge Racer, Dark Souls, or any of a thousand other games? Maybe it was appreciating the entire genres that they pioneered? Did you have a favorite Namco title, or character? Would you believe that they were making waves in amusement for decades before video games came around? The story of the company, and its founder were very unique. Masaya Nakamura was born in Tokyo December 24, 1925. He graduated from the Yokohama Institute of Technology in 1948, having earned a degree in shipbuilding. He worked for his father, and sold air guns for a few years, then went on to found his own company in 1955; Nakamura Seisakusho, Ltd., which produced pop-cork guns, electromechanical (he would call them elemecha for short), and coin-operated mechanical rides for Japanese department store rooftops. That same year Disneyland was founded. His and Disney's paths would cross in the future.

There were only three employees at the start, including Mr. Nakamura. Their first sale were two wooden horse kiddie rides with serial numbers N10001 and N10007. The iron legs of the horses could be moved up and down by turning a crank much like the merry-go-round horses in traditional amusement parks. The rocking horses inspired the creation of their original logo, a cartoonish race horse, whose saddle also was reminiscent of the Japanese flag. These rides were installed on the rooftop of the then Matsuya Department Store in Isezakicho, Yokohama City. Soon after they won a contract to build a small amusement park on the roof of Mitsukoshi Department Store in downtown Tokyo's Nihombashi shopping district. Mitsukoshi was the biggest department store chain in Japan, and its branch stores all over the country started turning their rooftops into playgrounds. Nakamura got the contract at all of these locations. In less than a decade his company had become Japan's leading amusement park operator.

That wasn’t the only big break that the young company had. In 1956 Periscope was published by Sega, but manufactured by Nakamura Seisakusho Co., Ltd. It was one of the most successful elemecha games of all time. You could still find some cabinets in operation to this day. This helped a young Sega, and Namco get a foothold in arcades. In 1959 Walt Disney Productions provided Nakamura with the resources to expand his operations. This relationship also turned to officially licensed rides which they would put in their amusement centers. Nakamura, and his designers were heavily influenced by the audio animatronics they had seen in Disneyland, and would create their own androids as well. Namco would also build kiddie rides featuring Godzilla, and other high-profile IP in their various arcades, and game centers.

Thanks to PONG (1972), and later Space Invaders (1977) studios around the world saw that video games were the wave of the future. Namco got the rights to distribute Atari games in Japan in the early 70’s. In 1974 they bought the Japanese division of Atari from Nolan Bushnell, and formed the Nakamura Manufacturing Company, this would give them the head start on video game production before many other publishers. In 1977 they changed their name to NAMCO. In 1978 they debuted Galaxian. It was their answer to the Space Invader craze. Namco’s first shoot ‘em up game innovated on the space shooter genre including being one of the first to feature score bonuses, and have an RGB monitor. The board would also be used in future games including King & Balloon which was the first arcade game to incorporate speech. When the king was kidnapped he would yell “help”, and “thank you” when he was rescued. Galaxian would be the cornerstone that the entire UGSF universe had been built on.

Being in the amusement industry allowed the company to grow steadily through the ‘70s, and ‘80s. They lacked the capital to buy out Atari in Japan as no bank would loan them the money, but Mr. Nakamura was able to secure smaller loans, and pay off Bushnell in a few years. Rooftop attractions allowed Namco to become synonymous with family entertainment. The company would not only operate the majority of rooftop attractions in the densely packed Japanese cities, but they would begin developing several different types of arcades, in malls, as stand-alone storefronts, and even massive gaming centers. Each one had its own sort of theme, and branding.

Generation-X in Japan would have fond memories of the Namco brand. Chances were the first kiddie rides, carousels, trains, and monorails they rode were by Namco. The first carnival-type games, including whack-a-mole were probably built by Namco. Their earliest video game memories were also associated with Namco. The company was aware of this, and their arcade experience evolved with the tastes, and age of their fans. In the early ‘90s the company was opening game centers, that folded in shopping, and restaurants. The company even opened up pool halls, and medallion centers (similar to casinos, without breaking the strict gambling laws in Japan). These were places for college-age people to visit, or when dating, or even recently married young couples. These locations mirrored the growth of Dave & Busters (founded in 1982), and predated the rise of GameWorks (founded in 1996) in the USA. In 2015 Namco announced that they would be opening arcades with the Hooters brand, again demonstrating that they were evolving with the times.

It would be a fair to say that the Namco brand was as important to the hearts, and minds of several generations in Japan as the Disney name was in the USA. In order for that comparison to be valid then we have to take a look at the leader of the company. Walt Disney had few, if any peers in his era. How would Masaya Nakamura hold up in comparison? You might be surprised. We will look at this on the next blog. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!


Wonder Eggs, and Egg Empire research collected from: Wonder Eggs Guide Map, Namco Graffiti magazine, the book “All About Namco II", NOURS magazine, The Namco Museum, Namco Wiki, Ge-Yume Area 51 Shigeki Toyama Collection, mcSister magazine, first person attraction details from Yoshiki. Event details from Hole in the Socks