Press release – Launch of AMS’s Atomic A1 at Gamescom

Press release – Launch of AMS’s Atomic A1 at Gamescom


The AMS Atomic A1 is designed specifically for home gaming and simulation based driving and flight training.  The innovative, patented, engineering behind the unit delivers a performance which matches that of larger simulators…
PRESS RELEASE 18 August 2010

Launch of AMS’s Atomic A1 Motion Simulator at GAMESCOM  

Compact flight and driving motion simulator small enough to fit in front of your living room’s television at worldwide competitive price

The AMS Atomic A1 is designed specifically for home gaming and simulation based driving and flight training.  The innovative, patented, engineering behind the unit delivers a performance which matches that of larger simulators, but in a compact package that interfaces with over 60 PC based games and simulations.

Chris Jarram, Creative Director and co-founder of AMS, commented “as a passionate gamer myself, I found that bulky, home-built simulators meant my friends and I being banished to gaming in our garages and lofts, or having to devote an entire spare room to car-sized kit.  I am pleased to have created the Atomic A1 which provides the absolute state-of-the-art simulation experience – feeling the motion and seeing and hearing exactly what you do in a race car driver’s and pilot’s seat – but can sit in front of the lounge television and be tucked away when not use.”

James Milne, co-founder of AMS, said “We have developed a simulator unit that could fit into anybody’s living room, interfaces with PC based games and home theatre set-ups, and deliver a powerful, exhilarating ride with motion like that of a large commercial simulator. We are thrilled to be launching that product at Gamescom, and giving the industry and public an opportunity to experience the buzz we have been getting from this project for the last year.”

AMS’s SIMPHYNITY software provides the interface to the games and gives customers access to their back catalogue of existing games, and will also allow them to benefit from motion simulation in new games within days of their commercial release.  All this is achieved via a powerful and intuitive plug-and-play USB interface, allowing users to fine-tune their ride with a host of preference settings for each game.

“Not only was I thrilled by the performance, but I could immediately see that the robustness, compact design and flexibility in screen configuration, along with the RideNet multi-seat networking technology, makes it perfect for use at corporate events, race tracks, and any event needing a crowd puller,” said Chris Melvin, of Marvel AV, who provide bespoke home entertainment installations. “I was hooked as soon as I test drove the Atomic A1 with a view to it becoming part of our full home cinema installation service.”

“Another absolute highlight at Gamescom was the sensational race seat from AMS”, said Aleksandr from Nerdz on Fire.  Another 1000 people agreed with him, as they queued for a 4 minute rally ride on the Atomic A1

This being the world’s largest gaming exhibition, we were expecting a few visitors to the AMS stand.  But what really thrilled us was the shear number of gamers who queued for up to an hour for a 4 minute “Dirt2” rally ride on the Atomic A1. In the queue were people who already owned a static seat, a few who had driven other motion simulators and wanted to compare them to the Atomic A1, but mostly people who had watched somebody on the seat and just had to have a go themselves. We’ll come to their reactions in a minute, but for the 4 AMS staff running the stand, it was a case of being on the operator end of a stand attraction that proved its marketing blurb.  Tina Edward, AMS’s Marketing Director said “Well, having myself used the phrase ‘crowd puller’ to highlight the A1’s benefits to event organisers, we were then put in the position of having to manage that crowd!  It took a day to hone our technique, eventually arranging 2 queues, one for a harder ‘rally track’, the other an easier ‘open road game.” To allow as many people as possible to ride the simulator, we slimmed down our change over technique to include a quick “Hi, climb in”, then adjusted the steering wheel to the right height and the pedals to the correct position.  Place the headphones, give the option to use a seat belt, then, once the rider was comfortable, some simple instructions and off they went.  About a minute to change over made 5 minutes per ride.  Just over a 1000 riders, phew! The great thing was seeing the riders’ reactions and expressions.  The kids especially were so thrilled to be able to ride, the youngest being 8 years old, a budding F1 driver in the making.  As well as big smiles, many ‘wows’ and ‘amazings’ many riders were surprised at the immersive nature and realism of the ride, the mental concentration required and also the physical demands of keeping the vehicle on track. It was also great to get some more detailed feedback from the home gamers and commercial operators who had already tried other simulators.  Daniel C Kaiser, a simulation & gaming enthusiast, who has tried several other simulators said “The first time I really got a feeling of a car like in reality, it makes the under/over steering moments more predictable.  Compared to what I’ve seen until today, this is the best simulator”.