1993
AMCOE INC.
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ABOUT US
 
 

AMCOE INC. was incorporated in the State of New Jersey in 1993.

We are primarily in the design and manufacturing of high quality video games and accessories. We have design, programming and service teams in the United States and supportive hardware, software, design, engineering, and sourcing teams overseas. All the creation and programming of games, and final assembly of game boards are done in the United States. Hardware, semi-finished products and parts are imported.

By concentrating in the creation and programming works here in the United States, we can quickly response to changing needs and provide reliable and immediate service, support and assistance to the customers. You don't see too many game manufacturers of our field will provide customers with FREE online update of programs, especially backward support of older games.

The standards we set for every game are high and not easily attainable. Innovation and breakthrough while taking care the interest and benefit of both the player and the operator are our job descriptions. We understand that the soul of a good game is not merely its beauty but the meticulous construction of its core computation programs that determine its performance and revenue ability.

The games that we designed and released in the early years (1993~1995) included 10-liner games, such as King Of Cherry and King Of Bars, 3-IN-1 (Super Nine, 3-hand Blackjack, 6 Card), and 3-player Blackjack. We used PC-based platform for these games. If you or someone you know had ever used our 10-liner games before, especially King Of Cherry and King Of Bars, you would have experienced the unmatched programming techniques that laid the foundations of our '96 masterpieces.

In December of 1995, we finished two famous games, New Cherry '96 and New Fruit Bonus '96. An explosive response was immediately received upon release. Couple months later, both games were upgraded to Special Edition. They became No.1 dominant games in the world market for years, making an unchallengeable position in the history of our industry. Even today, 10+ years after first release, we are still selling these two games on a regular basis and they are still being loved by many. It attests that our core computation techniques can withstand the test of time.

The tremendous success of New Cherry '96 SE and New Fruit Bonus '96 SE brought in the attention and activities of counterfeit makers. Imitation and counterfeit products appeared in the market in various forms. We are always watching and had also successfully sued several companies for trafficking of counterfeit products. Here, we would also like to remind the customers / operators to stick to original products only for their own good. Look alike does not mean perform alike. Since once a while we may update and modify programs, counterfeit and imitation products cannot catch up or be updated as necessary. Don't just look at the price tag if you are operating to make revenue! Comparing to the revenue of an original product that can last for 10+ years, the difference in price is nothing.

In 1997, we released Talking Skill Cherry '97, the first 8 liner having hold feature up to 2 sets of choice. This game is also a long lasting one. It has been 10 years now after first release and we are still selling it regularly because many people are still using it and looking for it.

In roughly the same period of time, we had designed a poker game named Skill Poker, which was a very good poker game with innovative play rule, which we have not employed again, and was accepted at a high price of $1000 (in 1997) in first production. It was exceptionally good in its first release program; otherwise, nobody would pay that price in 1997 for a CGA game. Unfortunately, trying to push to the limit, unnecessary addition of bonuses destroyed the program of the game. We could not revert to the first release program after making changes and production had to be quitted. When we could not build a game to its utmost performance within its structure, we would rather bury it. That is our philosophy.

In 1998, understanding the weakness of hardware platform used at that time, we and our supportive teams overseas began to design a new, powerful and secure hardware platform, which is the S2000 family. In 2000, S2000 hardware platform was released. There were several version changes subsequently, including S2000A, S2000B, S2000C and the latest VCG-1. The S2000 family is using a custom built chip with CPU embedded inside. Although the S2000 is used as a CGA platform, the resolution is actually higher than normal CGA. It also has RS232 and RS485 for communication applications, such as driving printer directly, linking with other S2000 boards, and using touch screen, if needed. The most powerful drive-train of the S2000 family is the DS2K, which supports two monitors and has three RS232 and two RS485 for extensive applications. It is used in games that require two monitors displaying different pictures simultaneously.

The games we put on the S2000 family are many. Many of them are popular titles and have proven records in the market. To further enhance the overall performance of the series, we also developed a very cost effective Link Bonus System that allows different game titles to be linked together in a simple and convenient way.

As early as 2002, we had sensed the need of a high resolution hardware platform and started to build one. Unfortunately, the project was interrupted and delayed unexpectedly for years due to many reasons, making us the last one to release high resolution games in the market. (We insisted on not using PC-based platform and took the hard way.)

Anyhow, the design and verification processes of our new high resolution XGA hardware platform (code name HA1) were finally completed in December of 2006. (But, final production version has to be postponed to mid 2007.) Unlike PC based design, it is a dedicated board system without OS (operating system) . It is compact and powerful; it works like a PC but does not have the shortcomings of PC-based platform, such as heat dispersion problem and loading wait time. With the highest resolution available in 4:3 screen format (1024 x 768), 32-bit true color (16.7 million colors), 44.1kHz CD quality stereo sound, heavy use of 3D motion pictures, networking, and much more, we will bring you a different type of games that you haven't experienced before. We anticipate to start releasing high resolution XGA games from late 2007.

Our quest for non-PC-based high resolution platforms does not stop here.
Have your LCD monitors installed to welcome the new age of high resolution game.

June 2007

Not all the games and products we ever designed or released are shown in this website.


 
 
Disclaimer: Customer / user is responsible for the compliance of legal requirements and / or restrictions.
Copyright© 1993-2008 AMCOE INC. AMUCHINE® and AMOCE® are registered trademarks of AMCOE INC. All rights reserved.