Difference between revisions of "Yokohama Joypolis"

From Sega Retro

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| name=Yokohama Joypolis
 
| name=Yokohama Joypolis
 
| location=神奈川県横浜市中区新山下1丁目14番18号, Japan
 
| location=神奈川県横浜市中区新山下1丁目14番18号, Japan
| opened=1994-07-20{{ref|https://web.archive.org/web/20010606012700/http://www.sega.co.jp/sega/atp/yokohama/home.html}}
+
| opened=1994-07-20{{magref|bemega|1994-08|31}}
 
| closed=2001-02-28{{ref|https://web.archive.org/web/20010606012700/http://www.sega.co.jp/sega/atp/yokohama/home.html}}
 
| closed=2001-02-28{{ref|https://web.archive.org/web/20010606012700/http://www.sega.co.jp/sega/atp/yokohama/home.html}}
 
}}
 
}}
'''Yokohama Joypolis''' (横浜ジョイポリス), later '''Joypolis H. Factory Yokohama''' (ジョイポリスH.FACTORY横浜), was the first [[Joypolis]] indoor theme park opened by [[Sega]]. Alongside the earlier [[Osaka ATC Galbo]], the park was one of the original two locations opened under the [[Amusement Theme Park]] concept in 1994, becoming the company's flagship amusement venue during the mid 1990s. It has since been closed permanently and demolished.
+
'''Yokohama Joypolis''' (横浜ジョイポリス), later '''Joypolis H. Factory Yokohama''' (ジョイポリスH.FACTORY横浜), was the first [[Joypolis]] indoor theme park opened by [[Sega]]. Alongside the earlier [[Osaka ATC Galbo]], the park was one of the original two locations opened under the [[Amusement Theme Park]] concept in 1994,{{fileref|Amusement Theme Park JP Booklet.pdf}} becoming the company's flagship amusement venue during the mid 1990s. It has since been closed permanently and demolished.
  
 
==History==
 
==History==
 
===Development===
 
===Development===
As far back as the late 1960s, Sega had been opening and maintaining numerous "game centres" in Japan. Operations of these were generally small-scale, however by the mid 80s, several companies in the amusement industry were establishing branded chain stores and re-evaluating long-term ambitions in the field, against a backdrop of an increasingly lucrative theme park industry in the country, thanks in part to the opening of Tokyo Disneyland, and advancements in technology, which saw the rise of the [[Taikan games]]. Spearheaded by [[Hayao Nakayama]], [[Sega of Japan]]'s amusement divisions began working towards opening increasingly bigger venues that would further assert their position in the amusement industry. Early work involving these was undertaken with the short-lived [[En-Joint]] concept in the early 90s, the creation of the prolific [[Sega World]] game centre chain, and the introduction of large attractions like ''[[Sega Super Circuit]]''.
+
As far back as the late 1960s, Sega had been opening and maintaining numerous amusement facilities in Japan.{{ref|http://shmuplations.com/akiranagai/}} [[Golden Center Game Corner]], opened in 1967, was among their earliest and largest. Operations of these were generally small-scale and had seen a boost by the popularisation of the arcade video game, however by the mid 80s, several companies in the amusement industry were growing further, establishing branded chain stores and re-evaluating long-term ambitions, whilst creating larger machines in the midst of the rise of the [[Taikan games]]. A growth also occurred in the country's amusement park industry, thanks in part to the 1983 opening of Tokyo Disneyland. Spearheaded by [[Hayao Nakayama]], [[Sega of Japan]]'s amusement divisions began working towards opening increasingly bigger venues that would strengthen their position in operating amusement facilities.{{fileref|SegaEnJoint JP Flyer.pdf}} Initial work involving these was undertaken with the short-lived [[En-Joint]] concept in the early 90s, the creation of the prolific [[Sega World]] game centre chain, and the introduction of large attractions like ''[[Sega Super Circuit]]''.
  
Also inspired by the success of Disney's successful theme park business and in a technological arms race with Sega, competition soon came from [[Namco]], with the launch of their Wonder Eggs theme park in February 1992,{{magref|leisureline|1996-03|51}} as well as [[Taito]]'s large Cannonball City facility the following year.{{magref|edge|116|53}} In response, Sega assembled dedicated divisions for the inception of key aspects and attractions like [[Sega AM5]], publicly announcing their moves as early as October 1992.{{magref|famitsu|202|11}} Whilst also focused on the development of new large inner-city game centres that included [[Roppongi GiGO]] and [[Sega Ueno Pasela]], Sega also opened [[Hakkeijima Carnival House|Sega World Hakkeijima Carnival House]] on the grounds of the Hakkeijima Sea Paradise theme park in Yokohama during May 1993. Alongside coin-operated arcade machines, the centre contained a small number of mid-size attractions developed by the company, most significantly an ''[[AS-1]]'' unit and 8-player ''[[Virtua Formula]]''.
+
Also inspired by the success of Disney's successful theme park business and in a technological arms race with Sega, competition soon came from [[Namco]], with the launch of their Wonder Eggs theme park in February 1992,{{magref|leisureline|1996-03|51}} as well as [[Taito]]'s large Cannonball City facility the following year.{{magref|edge|116|53}} In response, Sega assembled dedicated divisions for the inception of key aspects and attractions, publicly announcing their moves as early as October 1992.{{magref|famitsu|202|11}} Whilst also focused on the development of new large inner-city game centres that included [[Roppongi GiGO]] and [[Sega Ueno Pasela]], Sega also opened [[Hakkeijima Carnival House|Sega World Hakkeijima Carnival House]] on the grounds of the Hakkeijima Sea Paradise theme park in Yokohama during May 1993. Alongside coin-operated arcade machines, the centre contained a small number of mid-size attractions developed by [[Sega AM5]], most significantly an ''[[AS-1]]'' unit and 8-player ''[[Virtua Formula]]''.
  
In the following months, both attractions were also deployed at new overseas Sega centres including [[Sega World Bournemouth]] and [[Sega VirtuaLand]], in an attempt to put in place infrastructure for the initiation of a wider plan - the company publicly unveiled their intent to create 100 indoor theme parks across the world by the end of the decade under the [[Amusement Theme Park]] concept in 1993, with the goal of expanding customer bases and establishing them as a rival to the likes of Disney themselves.{{intref|Press release: 1993-07-04:Sega Takes Aim at Disney's World}} 50 of these were provisionally earmarked for Japan, with Osaka and Yokohama soon cited as the locations to receive the first parks.{{intref|Press release: 1994-02-21:Sega!}}
+
In the following months, both attractions were also deployed at new overseas Sega centres including [[Sega World Bournemouth]] and [[Sega VirtuaLand]], in an attempt to put in place global infrastructure for the initiation of a wider plan - during 1993, the company publicly unveiled their intent to create 100 indoor theme parks across the world by the end of the decade under the [[Amusement Theme Park]] concept, with the goal of expanding customer bases and establishing them as a rival to the likes of Disney themselves.{{intref|Press release: 1993-07-04:Sega Takes Aim at Disney's World}} 50 of these were provisionally earmarked for Japan; a soft-launch of the concept in Osaka in the spring of 1994 was planned to set the scene for a larger flagship venue in Yokohama during July.{{ref|https://blog.goo.ne.jp/lemon6868/e/e813708f83b15c080885839bed6a7ad0}} Development of these and the attractions that would debut in them is thought to have been kept tightly under wraps by Sega.{{ref|https://blog.goo.ne.jp/lemon6868/e/e813708f83b15c080885839bed6a7ad0}}
  
 
===Opening===
 
===Opening===
 
Three months after the launch of the first Amusement Theme Park venue, [[Osaka ATC Galbo]], Yokohama Joypolis was opened to the public on 20 July 1994. Located on a 11,946m² plot of land in the Yamashita Park area of Yokohama, its site encompassed a main 8,250m²  indoor theme park building ran by Sega, three additional facilities housing other businesses, and two visitor parking lots. Projected to make ¥3.6 billion and attract 1.2 million visitors in its first year of operation,{{intref|Press release: 1994-08-15:Shisetsu-nai Inshoku Tenpo Shirīzu 'Joiporisu' 120 Man Hito o Shūkyaku e}} the park charged ¥500 and ¥300 entry fees through a card system, with individual attraction fees costing between ¥100 and ¥800;{{ref|https://web.archive.org/web/19970215210220/http://www.sega.co.jp/sega/atp/yokohama/guide.html}} this model was followed by subsequent Joypolis parks and retooled for the overseas Sega World locations.
 
Three months after the launch of the first Amusement Theme Park venue, [[Osaka ATC Galbo]], Yokohama Joypolis was opened to the public on 20 July 1994. Located on a 11,946m² plot of land in the Yamashita Park area of Yokohama, its site encompassed a main 8,250m²  indoor theme park building ran by Sega, three additional facilities housing other businesses, and two visitor parking lots. Projected to make ¥3.6 billion and attract 1.2 million visitors in its first year of operation,{{intref|Press release: 1994-08-15:Shisetsu-nai Inshoku Tenpo Shirīzu 'Joiporisu' 120 Man Hito o Shūkyaku e}} the park charged ¥500 and ¥300 entry fees through a card system, with individual attraction fees costing between ¥100 and ¥800;{{ref|https://web.archive.org/web/19970215210220/http://www.sega.co.jp/sega/atp/yokohama/guide.html}} this model was followed by subsequent Joypolis parks and retooled for the overseas Sega World locations.
 
[[File:VR1 Arcade.jpg|thumb|250px|VR-1, one of the debut attractions of Yokohama Joypolis on opening day]]
 
[[File:VR1 Arcade.jpg|thumb|250px|VR-1, one of the debut attractions of Yokohama Joypolis on opening day]]
At launch, the main building was dedicated to the park's seven major attractions located throughout most of its floor space, and over 200 coin-operated arcade machines,{{ref|https://web.archive.org/web/19961224105332/http://www.sega.co.jp/sega/atp/yokohama/data.html}} many of which were stationed on a mezzanine sub-level between the first and second floors. ''[[Mad Bazooka]]'', ''[[VR-1]]'', and ''[[Rail Chase: The Ride]]'' made their public debuts at the park on opening day - due to their large sizes, the construction of all three would not have been feasible at any other location up to that point in time. ''VR-1'' in particular, utilising the advanced Mega Visor Display headsets, provided much of the basis for one of the park's central futuristic themes. Supporting the three new attractions were a further four that had already been debuted at large amusement venues in the previous months, such as ''[[Astronomicon]]'' and ''[[Ghost Hunters]]''. Other features of the park included its aforementioned roster of coin-operated arcade machines, a SegaSonic & Tails souvenir shop, and fast food restaurant Cafe Blanca, in addition to several other facilities situated outside of the park building which also served food and drink, including two McDonalds outlets.
+
At launch, the main building was dedicated to the park's seven major attractions located throughout most of its floor space, and over 200 coin-operated arcade machines,{{ref|https://web.archive.org/web/19961224105332/http://www.sega.co.jp/sega/atp/yokohama/data.html}} many of which were stationed on a mezzanine sub-level between the first and second floors. ''[[Mad Bazooka]]'', ''[[VR-1]]'', and ''[[Rail Chase: The Ride]]'' made their public debuts at the park on opening day - due to their large sizes, the construction of all three would not have been feasible at any other location up to that point in time. ''VR-1'' in particular, utilising the advanced [[Mega Visor Display]] headsets, provided much of the basis for one of the park's central futuristic themes. Supporting the three new attractions were a further four that had already debuted at large amusement venues in the previous months, such as ''[[Astronomicon]]'' and ''[[Ghost Hunters]]''. Other features of the park included its aforementioned roster of coin-operated arcade machines, a SegaSonic & Tails souvenir shop, and fast food restaurant Café Blanca, in addition to several other facilities situated outside of the park building which also served food and drink, including two McDonalds outlets.
  
Initial reviews of Yokohama Joypolis appear to have been mixed to positive, with reviewers claiming some of the touted technological feats of the attractions did not meet their expectations, though several praised VR-1's Mega Visor Display headsets.{{ref|https://archive.org/details/sim_japan-times_august-08-14-1994_34_32/page/n9}} After the launch, Sega took advantage of the venue's large size and capacity for organised events to hold numerous examples, including notable ''[[Virtua Fighter]]''{{fileref|VirtuaFighter2EternalBattle VHS JP Box.jpg}} and ''[[Sega Rally Championship]]''{{fileref|Yokohama Sega Rally Time Attack Festival.jpg}} tournaments. These officially-held events were communicated through magazines handed out inside of the park, inlcuding [[SegaJack]] and [[Sega Magazine]], and would become a key aspect of subsequent Joypolis centres. A Skate GSJ skateboarding meet was also held at the park in the following months.{{ref|https://www.flickr.com/photos/gijon/albums/72057594101098549}}
+
Initial reviews of Yokohama Joypolis appear to have been mixed to positive, with some reviewers claiming some of the touted technological feats of the attractions did not meet their expectations, though several praised VR-1.{{ref|https://archive.org/details/sim_japan-times_august-08-14-1994_34_32/page/n9}}{{ref|https://web.archive.org/web/20210227065410/https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}} After the launch, Sega took advantage of the venue's large size and capacity for organised events to hold numerous examples, including notable ''[[Virtua Fighter]]''{{fileref|VirtuaFighter2EternalBattle VHS JP Box.jpg}} and ''[[Sega Rally Championship]]''{{fileref|Yokohama Sega Rally Time Attack Festival.jpg}} tournaments. These officially-held events were communicated through magazines handed out inside of the park, including [[SegaJack]] and [[Sega Magazine]], and would become a key aspect of subsequent Joypolis centres. A Skate GSJ skateboarding meet was also held at the park in the following months.{{ref|https://www.flickr.com/photos/gijon/albums/72057594101098549}}
  
 
===Demise===
 
===Demise===
Line 115: Line 115:
  
 
==External links==
 
==External links==
 
+
* [https://web.archive.org/web/19970216123314/http://www.sega.co.jp/sega/atp/yokohama/home.html 1997 sega.jp homepage] (archived)
 +
* [https://web.archive.org/web/19990418081035/http://www.sega.co.jp/sega/atp/yokohama/home.html 1999 sega.jp homepage] (archived)
  
 
==References==
 
==References==

Revision as of 06:33, 11 May 2021

Joypolis logo 1994.png
Yokohama Joypolis Exterior.jpg
Yokohama Joypolis
Location: 神奈川県横浜市中区新山下1丁目14番18号, Japan
Opened: 1994-07-20[1]
Closed: 2001-02-28[2]

Yokohama Joypolis (横浜ジョイポリス), later Joypolis H. Factory Yokohama (ジョイポリスH.FACTORY横浜), was the first Joypolis indoor theme park opened by Sega. Alongside the earlier Osaka ATC Galbo, the park was one of the original two locations opened under the Amusement Theme Park concept in 1994,[3] becoming the company's flagship amusement venue during the mid 1990s. It has since been closed permanently and demolished.

History

Development

As far back as the late 1960s, Sega had been opening and maintaining numerous amusement facilities in Japan.[4] Golden Center Game Corner, opened in 1967, was among their earliest and largest. Operations of these were generally small-scale and had seen a boost by the popularisation of the arcade video game, however by the mid 80s, several companies in the amusement industry were growing further, establishing branded chain stores and re-evaluating long-term ambitions, whilst creating larger machines in the midst of the rise of the Taikan games. A growth also occurred in the country's amusement park industry, thanks in part to the 1983 opening of Tokyo Disneyland. Spearheaded by Hayao Nakayama, Sega of Japan's amusement divisions began working towards opening increasingly bigger venues that would strengthen their position in operating amusement facilities.[5] Initial work involving these was undertaken with the short-lived En-Joint concept in the early 90s, the creation of the prolific Sega World game centre chain, and the introduction of large attractions like Sega Super Circuit.

Also inspired by the success of Disney's successful theme park business and in a technological arms race with Sega, competition soon came from Namco, with the launch of their Wonder Eggs theme park in February 1992,[6] as well as Taito's large Cannonball City facility the following year.[7] In response, Sega assembled dedicated divisions for the inception of key aspects and attractions, publicly announcing their moves as early as October 1992.[8] Whilst also focused on the development of new large inner-city game centres that included Roppongi GiGO and Sega Ueno Pasela, Sega also opened Sega World Hakkeijima Carnival House on the grounds of the Hakkeijima Sea Paradise theme park in Yokohama during May 1993. Alongside coin-operated arcade machines, the centre contained a small number of mid-size attractions developed by Sega AM5, most significantly an AS-1 unit and 8-player Virtua Formula.

In the following months, both attractions were also deployed at new overseas Sega centres including Sega World Bournemouth and Sega VirtuaLand, in an attempt to put in place global infrastructure for the initiation of a wider plan - during 1993, the company publicly unveiled their intent to create 100 indoor theme parks across the world by the end of the decade under the Amusement Theme Park concept, with the goal of expanding customer bases and establishing them as a rival to the likes of Disney themselves.[9] 50 of these were provisionally earmarked for Japan; a soft-launch of the concept in Osaka in the spring of 1994 was planned to set the scene for a larger flagship venue in Yokohama during July.[10] Development of these and the attractions that would debut in them is thought to have been kept tightly under wraps by Sega.[10]

Opening

Three months after the launch of the first Amusement Theme Park venue, Osaka ATC Galbo, Yokohama Joypolis was opened to the public on 20 July 1994. Located on a 11,946m² plot of land in the Yamashita Park area of Yokohama, its site encompassed a main 8,250m² indoor theme park building ran by Sega, three additional facilities housing other businesses, and two visitor parking lots. Projected to make ¥3.6 billion and attract 1.2 million visitors in its first year of operation,[11] the park charged ¥500 and ¥300 entry fees through a card system, with individual attraction fees costing between ¥100 and ¥800;[12] this model was followed by subsequent Joypolis parks and retooled for the overseas Sega World locations.

VR-1, one of the debut attractions of Yokohama Joypolis on opening day

At launch, the main building was dedicated to the park's seven major attractions located throughout most of its floor space, and over 200 coin-operated arcade machines,[13] many of which were stationed on a mezzanine sub-level between the first and second floors. Mad Bazooka, VR-1, and Rail Chase: The Ride made their public debuts at the park on opening day - due to their large sizes, the construction of all three would not have been feasible at any other location up to that point in time. VR-1 in particular, utilising the advanced Mega Visor Display headsets, provided much of the basis for one of the park's central futuristic themes. Supporting the three new attractions were a further four that had already debuted at large amusement venues in the previous months, such as Astronomicon and Ghost Hunters. Other features of the park included its aforementioned roster of coin-operated arcade machines, a SegaSonic & Tails souvenir shop, and fast food restaurant Café Blanca, in addition to several other facilities situated outside of the park building which also served food and drink, including two McDonalds outlets.

Initial reviews of Yokohama Joypolis appear to have been mixed to positive, with some reviewers claiming some of the touted technological feats of the attractions did not meet their expectations, though several praised VR-1.[14][15] After the launch, Sega took advantage of the venue's large size and capacity for organised events to hold numerous examples, including notable Virtua Fighter[16] and Sega Rally Championship[17] tournaments. These officially-held events were communicated through magazines handed out inside of the park, including SegaJack and Sega Magazine, and would become a key aspect of subsequent Joypolis centres. A Skate GSJ skateboarding meet was also held at the park in the following months.[18]

Demise

Although initial returns from Yokohama Joypolis are thought to have surpassed expectations, with claims made that it made roughly ¥4 billion[19] and attracted 1.75 million visitors in its first year of operations,[20] its flagship status was later superseded by Tokyo Joypolis in 1996, and the venue subsequently struggled to create similar numbers. One factor attributed to this was the fact that the park, situated away from the central districts of Yokohama, was a fifteen-minute walk from the nearest subway station, something later rectified in 2004.[21]

After a period of downtime, the park reopened under the new name of Joypolis H. Factory Yokohama on 25 July 1999,[22] with its ground floor level undergoing a partial refurbishment in the process. Its operations were now assisted by media personality and businessman Hiromi Konzo, who at the time was developing several sports-themed leisure centres in Japan. A small number of new leisure attractions, such as go-kart tracks,[23] were added to support the main Sega-developed examples in place since 1994, which had since received software and theming updates.

Yokohama Joypolis closed permanently at the end of February 2001,[24] changing admission fees to ¥15 and ¥10 to scrap payments for its attractions and arcade machines in its final weeks.[25] The closure occurred in the midst of a restructuring at Sega, which also partially led to several other Joypolis venues as well as the overseas SegaWorld London and Sega World Sydney going defunct, a scrapping of the plans for 100 theme parks across the world, and the eventual discontinuation of the Amusement Theme Park concept, with managerial problems and cashflow issues cited.[26] Whilst some of its auxiliary facilities continued trading,[27] the space the main building formerly occupied subsequently became warehouse storage, and its former grounds have more recently been redeveloped to house a block of flats.[28]

Story

Yokohama Joypolis was themed around a conceptual story involving a fictional professor, "Dr. Chrono", and the "B.U.R.P." (Basic Universal Reflector Prism),[29] a device which, in its physical form, involved the escalators linking the floors of the centre together.[30] "Dr Chrono" was first used for Osaka ATC Galbo and would go on to feature in the other two Galbo locations, though subsequent theme parks opened by Sega would abandon the concept.

  • 日本語
  • English
天才発明家"Dr.クロノ"。

横浜 新山下に秘密の研究所を持つ彼の目的は、「"時"の破壊」。 日常という「時の流れ」に支配され、いつもと同じ「空間」で変化のない毎日を過ごすことに何の疑問も抱かずに生きる人々にとてつもない衝撃を与えるために、彼は研究を重ねてきた。 そして、ついに『時空間位相変調装置(BURP)』が出来上がった。『BURP』を稼働させれば、「時」を歪ませ、「空間」にひずみをつくり、人々を「時の流れ」から解放させることができる。ところが、この事態を時空間管理局(タイム・ポリス)がキャッチし、彼の実験を妨げようとする。

"Dr.クロノ"は、『BURP』を守るために、研究所をアミューズメントテーマパーク 『ジョイポリス』としてカモフラージュした。彼の研究成果は7種類の時空間を体験できるアトラクションにより体験できる。
Genius Inventor "Dr. Chrono"

Yokohama "Destruction of 'Time' "--that's the aim of Dr. Chrono who has a secret laboratory in Shin-Yamashita. He's been struggling through one experiment after another, just to give an astonishing impact to those who, ruled by the "current of time", will never question the way they spend days in the same old "space".

At last, he has succeeded in inventing the "*Phase Modulator of Time and Space* (BURP)". "BURP" allows both "time" and "space" to be warped, so that people can be set free from the "current of time". As luck would have it, however, the Time Police catch-on to news of his discovery and try to stop him from continuing his experiments.

To protect "BURP", "Dr. Chrono" disguises his laboratory by turning it into an amusement park "JOYPOLIS". You can try the fruits of his research in our attractions that allow you to encounter seven different dimensions of time and space.

[31][32]

Attractions

Original attractions

Later attractions

Gallery

Magazine articles

Main article: Yokohama Joypolis/Magazine articles.

Promotional material

External links

References

  1. Beep! MegaDrive, "August 1994" (JP; 1994-07-08), page 31
  2. http://www.sega.co.jp/sega/atp/yokohama/home.html (Wayback Machine: 2001-06-06 01:27)
  3. File:Amusement Theme Park JP Booklet.pdf
  4. http://shmuplations.com/akiranagai/
  5. File:SegaEnJoint JP Flyer.pdf
  6. Leisure Line, "March 1996" (AU; 1996-xx-xx), page 51
  7. Edge, "November 2002" (UK; 2002-10-10), page 53
  8. Famitsu, "1992-10-30" (JP; 1992-10-16), page 11
  9. Press release: 1993-07-04:Sega Takes Aim at Disney's World
  10. 10.0 10.1 https://blog.goo.ne.jp/lemon6868/e/e813708f83b15c080885839bed6a7ad0
  11. Press release: 1994-08-15:Shisetsu-nai Inshoku Tenpo Shirīzu 'Joiporisu' 120 Man Hito o Shūkyaku e
  12. http://www.sega.co.jp/sega/atp/yokohama/guide.html (Wayback Machine: 1997-02-15 21:02)
  13. http://www.sega.co.jp/sega/atp/yokohama/data.html (Wayback Machine: 1996-12-24 10:53)
  14. https://archive.org/details/sim_japan-times_august-08-14-1994_34_32/page/n9
  15. https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/ (Wayback Machine: 2021-02-27 06:54)
  16. File:VirtuaFighter2EternalBattle VHS JP Box.jpg
  17. File:Yokohama Sega Rally Time Attack Festival.jpg
  18. https://www.flickr.com/photos/gijon/albums/72057594101098549
  19. https://archive.org/details/contemporarybusi00boon/page/184
  20. File:Segaworld Trocadero '96 Promo Video.mp4
  21. http://www.sega.co.jp/sega/atp/yokohama/access.html (Wayback Machine: 1996-12-24 10:53)
  22. http://www.sega.co.jp/sega/atp/news/news994/jpnews990725.html (Wayback Machine: 2000-04-10 21:21)
  23. http://www.sega.co.jp/sega/atp/news/news2000/jpnews0308_2.html (Wayback Machine: 2001-02-10 03:45)
  24. http://www.sega.co.jp/sega/atp/yokohama/home.html (Wayback Machine: 2001-02-11 15:34)
  25. http://www.sega.co.jp/sega/atp/news/news2001/jpnews0208.html (Wayback Machine: 2001-06-29 22:24)
  26. https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/
  27. http://www.sega.co.jp/sega/atp/yokohama/home.html (Wayback Machine: 2001-06-29 22:24)
  28. https://www.google.com/maps/place/1-ch%C5%8Dme-14-18+Shinyamashita,+Naka+Ward,+Yokohama,+Kanagawa+231-0801,+Japan/@35.4409022,139.6562886,3a,75y,50.99h,90t
  29. http://www.ibiblio.org/GameBytes/issue21/misc/joypolis.html
  30. Sega Magazine, "1997-03 (1997-03)" (JP; 1997-02-13), page 19
  31. http://www.sega.co.jp/sega/atp/yokohama/story.html (Wayback Machine: 1996-12-24 10:53)
  32. http://www.sega.co.jp/sega_e/atp/yokohama/story.html (Wayback Machine: 1997-02-16 13:04)


Joypolis venues
Current
Tokyo Joypolis (1996) | Shanghai Joypolis (2014) | Qingdao Joypolis (2015)
Former
Shinjuku Joypolis (1996-2000) | Niigata Joypolis (1995-2001) | Yokohama Joypolis (1994-2001) | Fukuoka Joypolis (1996-2001) | Kyoto Joypolis (1997-2002) | Umeda Joypolis (1998-2018) | Okayama Joypolis (1998-2018) | Joypolis VR Shibuya (2018-2020)