Amusement Expo 2025: The Full Wrap-Up

arcadehero March 27, 2025 0
Amusement Expo 2025: The Full Wrap-Up

Spring is here and Amusement Expo 2025 has passed, giving us a solid look at what to expect for arcades once Summer kicks into gear. Let’s cover the new stuff that was on hand – which did fit in well with our show preview from right before it all happened. Without much further ado, here’s what’s new…

Note that as of publication time, I have not finished editing and posting all of the video that I shot at the show. Please subscribe and follow Arcade Heroes on YouTube to see the latest, as well as remaining videos!

Amusement Expo 2025 – AH Advertisers

As always, to start things off here’s what our site sponsors had going on at Amusement Expo 2025. Wahlap was not there so we’re just looking at Raw Thrills and TouchMagix.

Raw Thrills

As expected, Top Gun Maverick was the highlight of the Betson/Raw Thrills booth, and it was a game that had constant play for it from the show opening to when it closed. It was also impossible to film the RT booth during the first hour, as it was so packed with people that it was a little crazy.

Both The Wizard of Oz videmption game and the new Series 4 version for Minecraft Dungeons Arcade also made their debut, as expected. Were there any surprises? Not in terms of a never-before-seen game, but I did find out that Godzilla Kajiu Wars VR is actually getting a total of new six chapters – the five as already known, then a “Final Battle” that is described as “the most difficult sequence that Raw Thrills has ever created”. Apparently, even the QA testers had a difficult time getting past it.

First, let’s talk Top Gun. I would say it met my expectations from all of the impressions I had from the initial info that Raw Thrills put out about it, and I expect it to be a big hit. In asking about the development, the game has changed a lot from where it was at first, which even included a test for it to be off rails (ala Blazing Angels Arcade), but people just got lost and “it wasn’t very fun”.

What is there has been fine tuned to appeal to the broader audience, and things like the pilot crosstalk and especially the Danger Zone jingle at the beginning of a mission is great touch. I didn’t notice the Top Gun theme music though, but I was told that it is there (I was probably distracted).

There’s still a little polish left for it, and I’m not 100% sure what that will entail, although from what I played, the only thing that confused me as I played was when enemy planes descended in the same direction that I was flying (as opposed to straight at me), so at first I thought they were friendlies since there was no indicator on them (aside from not having an NPC graphic above them). I also observed more than one person not really firing, although that one baffles me… this is Top Gun, not Microsoft Flight Simulator, so why you wouldn’t instantly begin blasting it beyond me. Sadly, this is why arcade games have to constantly be dumbed down, as even casual gamers may not really ‘get’ what seems obvious to the rest of us.

I do have more video of this than the above, so stay tuned to the YouTube channel. Graphically, I’m already seeing the standard “this looks like a mobile game” complaints on there, but it gets a bit tiring to hear that as that can be rather subjective and it ignores a lot of what’s actually going on “under the hood” (none of these games could run off of a phone). Setting aside how home gaming graphics have been stagnant as of late (even AAA studios are struggling at times, falling below the quality of their own games from 10~12 years ago; or there was this example of Avowed from 2025 against Skyrim of 2011 with Skyrim easily winning), Raw Thrills intentionally designs their games with a vibrant, hyper-realism look as opposed to photorealistic.

So, while you’re not getting deep black shadows with HDR lighting and fully raytraced scenes all that, you’re still getting tons going on the screen in vibrant color without a hint of slow down. In the case of Raw Thrills’ games in particular it is now often across not just one but two 4K displays at 60FPS, along with high resolution textures, anti-aliasing, some destructible environments, and lots of particle & smoke effects.  I sometimes feel like I need to get with Digital Foundry and do another breakdown on arcade graphics, but it’ll probably be a waste of time like it was when I spent a bunch of time on it before.

Meanwhile, on their new Wizard of Oz videmption piece, it is a very nice looking cabinet, especially the spherical orb roller controller. But as a redemption game, I just can’t get myself super excited about those no matter how hard I try. That said, I’m sure it’ll do great on location, as long as they have the ceiling clearance for it. I do wonder how redemption-loving ops feel about the card vending part of it, though?

Finally regarding the Series 4 update to Minecraft Dungeons Arcade, I didn’t get a chance to play it, although that should be landing soon on the cabinet that I have at my arcade. The only problem is that something is wrong with it at the moment (it’s experiencing some severe slowdown; I think the graphics card keeps overheating and is possibly going bad), so I won’t be able to film until whenever I get that fixed.

TouchMagix

While it wasn’t really advertised in advance, TouchMagix did indeed showcase their new Minions Bullseye Mania videmption darts game. The main changes to this that were obvious was its new type of darts (they had plastic bananas in the mix, which made a loud crack! when hitting the screen; they said those will change to soft), and the two-player linking marquee. This one is shipping out very soon, and I imagine it’ll perform well in FECs.

Treasure Chest, a redemption game that was at IAAPA, was not at AEI as the focus was only on Minions. Instead, they additionally showcased Crazy Prize (I talked with an operator and AH reader at the show who said that theirs makes $1000 per week (!)) and a new, updated version of Pop It!, although I’ll have to ask and find out what exactly has changed regarding that one.

Amusement Expo 2025 – Arcade Exhibitors

As with the preview, all of these Amusement Expo 2025 exhibitors will be reeled off in alphabetical order. However, several did have little new to show (and sometimes small booths), so those can be found at the bottom in the form of a quick list. Because of that, if you’re among those who would like to read about Maimai DX and Cyberpunk 2077: Turf Wars most (which alongside Top Gun were definitely the biggest arcade launches of the show), make sure to either read on towards the end or scroll down for those…

Alan-1

As expected, Alan-1 had their largest booth to date – unfortunately, they were in a spot that wasn’t close to anything else related to arcades (they were surrounded by gambling devices). Still, that didn’t deter a lot of visitors, as the booth was frequently busy thanks to their strong showing.

Alan-1 first visited Amusement Expo in 2023, when they debuted an early version of Avian Knights; whilst last year saw an early version of Asteroids Recharged, this year was the debut of a near-complete (but still beta) Soda Slam! and the first appearance of Missile Command Recharged. They also had three original classics: Asteroids, Joust, and Missile Command, thus being the only authentic older games at the show (I heard that a gambling setup somewhere had a 60-in-1 type thing, but didn’t waste time looking for it).

In regards to Missile Command Recharged, what was at the show was super early and not representative of the final product. That will entail a deeper, more interesting game once all of the features have been implemented, although I am not sure when exactly it will be ready. I’ll let you know when that is the case.

There will also be some additional news on Soda Slam!, but for the moment we’ll have to wait and hold.

Amusement Source International

Amusement Source International’s booth was mostly set up as expected, although unfortunately the new videmption shooter Rooster ‘N Bro was unable to make it. ASI main man Cory Haynes was a bit disappointed in that, as he says that the game is “hilarious” and he wanted people to see it. It also would’ve been good if they had the two player environmental model of Skull of Shadow, which wasn’t at IAAPA, but it didn’t turn up here either in favor of the four player upright(in case you don’t recall, there are three models of SoS and the 2-player is the only one we haven’t seen yet). Fortunately they did have Super Drill, which is good fun, and could do well in the right venue.

One unexpected change however, was the addition of Kynoa SE’s products (Koliseum NOVa and Whack The Light). This expands ASI’s offerings beyond that of China, so perhaps we’ll see more European-made games come from them in the future? Other than that, they did have a few new redemption games and a new iteration of their popular Print Cases phone case vending machine:

Attractions & More

While this had been listed as Birmingham Vending Company, when I stopped by their booth it was only Mark & his wife of Attractions & More – Mark also mentioned that others would be carrying their equipment.

The main focus for them was the new iPlay eSport Boxer Combo, which is perhaps the most feature-packed arcade boxing game I’ve come across. It has both a punching bag and soccer ball to kick, although you only do one at a time. Mark is an engineer by trade, and he gave me a tour of the machine, showing the internals and quality of the bag, which appears to perhaps be “overengineered”. I don’t think that’s a negative when it comes to a game made to get beat-up, but that and the things like the online connectivity and tournaments are why this one comes in at a much higher price point than your typical boxer game. If it earns even better than a typical boxer does though (as those can often make more than some of the top redemption games, in the right location), then that won’t be an issue.

A&M also had their two Ultraman games. When I told Saki of Raw Thrills about that (she was born and raised in Japan), she was a little shocked, wondering if anyone here knows that IP, but it certainly could match up with the reasoning that has brought both Sega and Namco to finally release games like Maimai DX (more on that later!) and Taiko No Tatsujin here. While both are geared towards redemption, the one with guns can work without that, operating as a sit-down water gun game.

The water levels were low so I wasn’t getting to have a full blast the whole time, but I pay more attention to the game than the gimmicks anyways and… I thought it was a lot of fun. I’ve never seen Ultraman before so have zero attachment to the IP, but I’d rather play this than Ice Man or its many clones. That’s because the game plays like a standard mounted gun shooter – at various times, you have to help Ultraman in defeating the kaiju by hitting the targets. I’m not sure who designed the software (it might be that iPlay is handling the hardware, while this XingWanKeJi company appears to be the software developer), but they did a good job, and this game could be sold without the water feature.

For the other Ultraman one, it is very redemption-focused, playing sort of like a fishing game. The game has tons of kaiju stomping back and forth across the destroyed cityscape, and your goal is to take them out by using one of the four cannons at the bottom of the screen. They are controlled by sliding one of the Ultraman heads. Again, kids might not care about the IP just because it’s ‘shoot big monsters for tickets’, and the graphics on it are better than some fishing games I’ve seen (including another at the show).

All in all, it was interesting to see a newcomer like A&M join the fray with some pretty decent product out of the gate. With a lot of it seemingly being from iPlay it’s surprising that company hasn’t been represented out West until now (that smaller screen on their Jump For Treasure videmption game they are also selling did already catch our eyes last year at AAA Expo, albeit it wasn’t here).

Bandai Namco Amusement America

Although Bandai Namco’s games were the same as seen at IAAPA (even the two kiddie rides, which we had thought weren’t going to get a release but do seem to be getting out there now?), there was still a major non-game addition to their booths, that of Bandai Gashapon – Japanese-style bulk capsule vending. This is the latest in the trend of bringing Japanese pop cultural items to the West, and now it has moved from a limited testing phase in the US and Europe (where it was recently also seen on hand at BNA’s EAG booth) to something that even arcade operators like myself can add to their location. My regular bulk vending piece does great, so this really is under consideration to try out some time.

Of course, for those like myself who are most interested in video games, there isn’t much to discuss as Bandai Namco’s game mix remained the same. That said, both Taiko No Tatsujin and GoldStorm Pirates saw a lot of play, getting action every time I walked by their well-placed booth at the very front of the show floor’s main entrance. GoldStorm also now has gold-chromed guns, which is very fitting and a nice look for it. Unfortunately, I did not get a chance to play this and record the final few levels as I had wanted to. Perhaps that’ll have to wait for when it gets out there on location, or another expo appearance now.

I have seen some comments on “why does it take so long for these games to come out”, seeing as we first reported on GoldStorm seeing tests nearly two years ago now. I would note that there are always things going on with the business side that you don’t see in the arcade. One thing that has recently changed for Bandai Namco is that they’ve hired a lot of new people on the manufacturing side in America, which is all about getting these products to the US market faster. So, just hang tight – GoldStorm Pirates should ship in April, with the next batch of Taiko units not long after. As for the other games they’ve been testing out (Bike Dash Delivery, Wangan Midnight Speed Ignition, Magi Blast and Penda Beats), no official confirmation on whether or not they’ll find their way here, but if/when they do, hopefully the wait time will be reduced.

Blue Motion Games

For our second newcomer of the wrap-up, I was able to hit up BMG and try their two debut games, Cannonball Jam and Desert Strike, on the second day of the show. Of their product, it was surprising to find out that the former was not the size of a piece like a coin pusher. Both titles were specifically designed to stand out at larger FECs, coming in at around 13′ tall with a similar footprint.

Desert Strike leans towards more traditional for light-gun game play (enhanced with the huge screen, 4-players, wind effects, and motion seats), although it currently only has two levels, which is low, although from what I observed they were fairly long. Content can be added to both games, although there was no word on whether or not there are new missions in the pipeline. The game did run smoother in person than what I had seen in videos, but I’ll comment more on the graphics and content in a moment.

Cannonball Jam is outwardly geared towards the FEC redemption crowd (see the ticket in its logo graphic), but comes with six levels, and in my opinion has better graphics than Desert Strike. To be fair I didn’t see all of those stages, but still, the two I did get to view had more detail going on (for both enemies and landscapes), on top of using more vibrant colors. Desert Strike is all set in a post-apocalyptic landscape though, so you wouldn’t really expect the graphics to be bleeding rainbows in that case. Still, if they could find some ways to jazz things up in this regard – and add something like some characters to the vehicle that you’re driving with a little voice acting and story – then this would be able to grab more attention.

Both games are available now, with Cannonball selling for around $32k and Desert Strike for around $53k. Cannonball has the appeal of the ball launcher cannons (and with their size, they certainly pack a punch), while Desert Strike has the motion seats and wind effects. There was one point on DS where the players come across a tornado and the seats really moved, which was an exciting moment in that game.

Coastal Amusements

As previewed, Coastal came with a similar booth to IAAPA, but had two new product launches. Hot Wheels: Ultimate Speedway was the star of the space, thanks to the game’s sheer size (it looks small in the photos but it’s 11.5’/3.5m tall). This was made more impressive by having four of them linked together. The concept is clever – it’s like shuffleboard in that you slide a puck down a polycarbonate, air hockey type surface (replete with holes and air blower), but aim at one of the several LED targets that move back and forth at the end. I had to get close to realize that these were their own separate displays, which was a surprise, and an impressive touch. Other mechanical games could make use of similar engineering, to good effect.

Ace Amusement’s Wild West Shootout 2 was the other debut game and I was happy to see that they are still using the six-shooter pistols with their “snapping” force feedback. Paul at Coastal said that the game is an upgrade to the original, adding two extra players and more content, although I only ever played the first game at tradeshows back in 2019, so I can’t recall exactly how that played. The games look similar to each other, although I can’t recall the use of a flamethrower power-up. I do like having this theme show up again, but it would be nice if during the gameplay it could throw less ‘stuff’ in the players face, namely the points you’re getting. There’s already a lot going on with shattering enemies, but the numbers everywhere makes it somewhat cluttered. Otherwise, it’s a solid piece, especially when playing with a friend.

JET Games

JET did happen to have a brand new videmption game at AEI, aimed towards kids with the Talking Tom license. But, they asked me not to film that (you can see it in their Linkedin post here). By the sounds of things it’s still very early, although if they’ll be changing anything, I would guess that maybe they will do so on the controls. The game itself is basically Subway Surfers with the Talking Tom theme, also being much more forgiving than SS was (running into obstacles didn’t really slow you down at all). The unusual thing about the controls is that instead of using something like a trackball, it uses a small touchscreen (while the gameplay is on a big vertically mounted screen). It wouldn’t be surprising if they are experimenting on that for the best solution, but we’ll have to see whether it’s at IAAPA or not.

Tito over at JET was gracious enough to show off a couple of their pieces though – a new kiddie ride called Cool Scoop with a bunch of features and a little video game where you put ice cream or burgers together, then on the opposite end of that, he showed me how JET Darts works. I’d seen this before, but never took the time to really pay attention to it. In part, darts occupies a strange space in our industry, being the sort of thing that is more for bars than any other type of venue. That said, their JET Darts tries to bridge that gap, with an impressive digital display and lots of game options. You can even connect it to the internet using your phone, which was a nice little touch, and it has a lot of games built into it, with the ability to add more.

LAI Games

Though LAI had booth space similar in size to last year’s AEI, there were a few absences which seemed odd. Despite initially being promoted for the show, their new NASCAR Pitstop redemption piece was nowhere to be seen, and of their current pusher lineup, Mount Shabang wasn’t around either. I had forgot to ask about them at the time, but usually if a game doesn’t make the show, it’s likely due to shipping issues or being held back for extra development. Their absence did mean the stage was clear for one major new game in particular to take up all the attention from visitors though.

Besides Top Gun, LAI’s Cyberpunk 2077: Turf Wars was undoubtedly the other big licensed name to debut at AEI. Judging by the response online, this has garnered the most interest, although I can understand why reactions are mixed. At the same time, if it didn’t try to do something different than the usual, then I imagine there would also be complaints (people seem to want it to be a straight on rails shooter, but if it was just like Virtua Cop with the Cyberpunk property attached it’d probably still be criticized…).

If you missed the news on this one up to this point, it is a Mixed Reality shooting gallery type game, where you fire actual pellets at targets. It’s not airsoft, but a combination of air blower and spring-loaded mechanism in the gun that fires the BBs at the target. I do hope to see some additional software polish (having randomized missions with talk from the game characters, where you have to collect pieces of tech by shooting targets; animated enemy targets, as well as doing more animations with the background – not just animating the background itself, but sequences where an enemy moves across the space and you have to hit their weak spots that are represented as pop-up targets, perhaps as a boss battle, would be cool), and resolving any additional mechanical issues that often show up with these kinds of games.

There are three game modes, and I played all three. Sniper is a big challenge, especially as you have to guess where you are aiming exactly while having limited bullets. It’s cool, but really tough without something like a scope or an always-on laser.

Finally, Versus was perhaps my favorite game mode. For that reason and LAI still hopefully finetuning things (including mechanics) before its full release, I wouldn’t write the game off entirely like some are unfortunately very quick in doing:

Pop-A-Shot

Way back in the nether-reaches of the show floor was Pop-A-Shot, a company who has not attended AEI in a very long time (last time they did was probably when it was called the AMOA show). Now with industry veteran Ryan Cravens helming their arcade division, they have introduced the Pop-A-Shot Elite, which in their own words is “a great product that is made for the street”.

Perhaps the most striking thing about my visit to their booth was hearing the owner of Pop-A-Shot lay out all of the basketball tournaments and events that are coming up – this man really knows his stuff on what’s going on within the basketball business. I’d never heard anyone making arcade basketball games bring that up before, but since Pop-A-Shot is specialized, I suppose this affords them the ability to hyper-focus on nationwide events. With the new Elite, they’ll be able to capitalize on that and organize tournaments that locations can benefit from, thanks to the Elite’s online tournament software.

Sega Amusements International

Sega Amusements had about the same size booth as last year’s, but packed a bit more into it this time. As well as Apex Rebels (now finally as the release version, unlike last year’s AEI) and Alpha Ops VR Strike (which was one of the same non-final cabinets taken to IAAPA, however it should be getting out there in May still), they had all of their ducks in redemption and videmption lined up to grab buyers’ attention. 501 Fun’s Immersive Darts system was around too, although their new golfing piece we saw at EAG wasn’t.

But the main attraction from Sega was of course the much-anticipated launch of Maimai DX. For some this was a sight they thought they’d never see – when this started testing in the US last year the assumption was the best it’d get would be an exclusive Round1USA rollout. But like Taiko, it is thankfully seeing a general release after all. This title held its own against the two big names of Top Gun and Cyberpunk with a very receptive presence of dedicated fans out on the floor; we’ve previously mentioned those that Sega and Velocity eSports recruited, as that was how the game’s appearance was first revealed, but several players also went out of their way to attend the show themselves upon hearing it would be there. Some even thanked us for our coverage towards the end of the show, which was nice to hear.

There are naturally some lingering questions surrounding the finer details with the game’s pricing model, release window and any potential differences, ahead of whenever it may start shipping in the US. Thanks to some conversations with Sega, and investigation from others with sources close to them like @Ikigai_Arcade, these answers would appear to be accurate:

  • Shipping is scheduled for late August/Fall at the absolute earliest, as previously mentioned, but can still take longer
  • The camera feature seen on Asian region cabinets will not be available for NA regions due to COPPA
  • Total upfront cost is priced at $31k; if one is not already owned, this does include a online router
  • This price also includes two years of content updates – after that, these will cost $2k per year
  • No monthly payments or revenue share should be required
  • Despite running the year-old Buddies update at AEI, the game will be kept up to speed with the Asian ‘International’ version (this was already confirmed by us, but still good to point out. Note that the cab image on Sega’s site shows the current Prism update)
  • It was mentioned that Aime can be used to offer regular players discounts like extra songs per play

Do note however that this is not all 100% final, and one or two of these price points could still be subject to change or be revised slightly. The $31k total may sound a little costly, especially after the pleasant surprise of Taiko going for a lot less than expected, but it is still around $10k (or even $20k) cheaper than some other big new pieces, and the deal sweeteners like 100 free Aime cards plus no monthly revenue share fee should make it an easier pill to swallow for any interested operators who want to splash their cash. Either way, it is awesome to see games like Maimai DX finally expanding their reach, now that their time has come out West. Could we see even more of them? That may depend on their success…

Outside of Maimai DX, it did appear that although not using a tweaked cabinet, Alpha Ops VR Strike was running some newer software like at EAG (at least I didn’t witness any small glitches in play this time), and Apex Rebels remains great fun. It would still be good if that one got a cheaper standard cabinet akin to Storm Racer G or Daytona Championship USA‘s, but again we’ll have to wait and see.

Stern Pinball

Last but not least, the only presence at the show from a pinball company (I didn’t come across some hidden pinball machine, although I did not get to walk the entire show floor as I had hoped to) was Stern Pinball. This wasn’t a surprise from our preview; if pinball is all you care about, the action was all taking place this past weekend at the Texas Pinball Festival.

Stern had their typical amusement show set up, with a few machines facing outward on both sides. Fortunately, they did have four Dungeons & Dragons machines available to play (both Pro and Premium), although most of my plays on the game were quite terrible. I would note that there is a comment on this video below that mentions that the machine I was playing on was off on its balance compared to the other games (in regards to my complaints about the insta-drain off the ball launch). Which makes it suck for me that my plays on the other games weren’t as good as this one:

Others

Note that there were some other manufacturers who didn’t have anything different than IAAPA, or their new piece was something like a crane, which isn’t really the focus here. To save on space and time, here’s a list (where possible, click on the company name to see a full booth tour video):

  • Adrenaline Amusements – same as IAAPA, but smaller, more focused. I did not get video of their booth.
  • Andamiro USA – Introduced a new crane machine, no PIU in the end
  • Bay Tek Entertainment – Same as IAAPA with no full Hyper Deck setup and a few less basketball machines
  • ELAUT – Same as IAAPA
  • ICE – Similar to IAAPA, with a few exclusions like the larger Neon Bowling
  • IGPM Distribution – They did have a new version of the Power Slap boxer, but I didn’t get a chance to check it out
  • Incredible Technologies – Fewer games than at AEI last year, nothing new
  • INOWIZE – They had a small booth but lacked the time to set up a QBIX as they’ve been selling very well
  • Komuse USA – I passed by their booth a couple of times, but didn’t notice anything new-new
  • Retro Arcade Remakes – I passed by them once, but was rushing elsewhere and lost track of where they were at to follow-up. They did have a Zeke’s Peak, but don’t think they had the new Food Fight there. It it was there, I feel bad for losing track of them and not getting back there.
  • Smart Industries – Introduced a new crane system & whacker game, as mentioned in the preview
  • Team Play – Rethemed TKM’s Magic Factory into Candy Factory, which was grabbing a lot of attention and is a well-made game.
  • Triotech – Similar to their AEI 2024 booth (Super Blaster, Storm VR, Typhoon). They did launch a new film for the XD Dark Ride, but that ride itself was not there. I did find out they are hoping to have a cool new arcade product at IAAPA…
  • UNIS – Similar to IAAPA, with only the new Monster Kart DLX and a sleeker looking Emoji basketball game
  • Zooom Studios – Much smaller booth with just three products instead of the 20 or so that were at IAAPA
  • Those I Missed: Creative Works, Verse Immersive, Valo Motion

Overall

All in all, this felt like a pretty exciting AEI, with a good amount of enthusiasm and lots of business being done (the second day in particular seemed to go really well, where things usually drop off slightly). As mentioned before, it was refreshing to have some big name debuts on the arcade side of things at a show besides IAAPA for once, with fewer booths feeling like total repeats.

It maybe would’ve been good to have one or two complete surprises alongside all the major stories announced in advance or broken by us, and attendance was down by about 200, but it does surprise me to read this. The show certainly looked busier than ever, and totalling it all up there were still more new-new products that launched than any other AEI in years. Also, some manufacturers seemed to have a different space layout than usual – Betson often sets things up like an “island” (all games facing outward towards two parallel walkways with several central walls) and ICE usually takes up space with all the games facing each other with the walkway in the center. This time, Betson was set up like ICE, then ICE took up a big space, but had most of their games just facing one direction.

The game of the show was probably Top Gun, especially in terms of how much attention it got right off the bat; it’d do the best out of all of them on location in a general sense too, although when placed at the right arcade, Maimai DX might perform about as well or even better. The strong presence of actual fans and players for that, both recruited by Sega and attending of their own accord, was particularly great to see.

Looking to future trade shows briefly, I did ask a few exhibitors if they had plans to attend Bowl Expo, but it sounds like there’s little motivation to do so on the part of some – mainly because someone has had the “genius” idea since last year to put it right on the 4th of July weekend, where a lot of people would of course rather be spending time with family than attending a trade show. Why it couldn’t be placed a week before or after, I do not know, but it just seems like poor foresight on show planning to me. When you make people pick between your show and family/time off work, it’s not hard to figure out where they’ll lean (well, you would think it’s not difficult to figure out, but the show’s doing it again anyways).

That’s about it now for the coverage on Amusement Expo 2025; check back soon or stay tuned to the AH YouTube channel for the remaining videos that aren’t up yet. What was your standout game of the show?

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