Atari Coin Connection

Issue: Vol 6 Num 06 - 1982 August

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Atari, C.A. Robinson Lend
a Hand at Special Olympics
The weekend of June 25, 26, and 27 had
special meaning for those participating in
the Special Olympics held at Drake Sta-
dium on the University of California Los
Angeles campus.
The celebration of individuals with an
IQ of 75 and under has been an annual
event since 1968. "Traditionally the men-
tally retarded are isolated, shipped off,
closeted, shunned by peers and the ob-
ject of ridicule and abuse," said Jerry
Poe, executive director of Special Olym-.
pies. "Here they are given the opportun1-
ty to do the things denied them."
.
Atari was one of the many companies
helping out with the Special Olympics.
According to Poe, "We try to enlist the
support of all kinds of industries, and the
response has been excellent. We think
it's a part of an ever-heightening aware-
ness by business that Special Olympics
is here, worthwhile, and helping the men-
tally retarded."
Atari representatives participated in a
parade and assisted Special Olympians .
in playing video games set up 1n an Atari
...
J
Don Osborne presents Rater Johnson, V.P. and National Head Coach of California Special
Olympics, with check from Atari as Ron Maysak looks on.
Fygar congratulates a happy but exhausted
Special Olympian.
Teenage Economic Power
have more sophisticated expectations
than they did ten years ago. They are
seeking products and services which_ pro-
vide greater diversity to maintain their
psychological as well as p~ysical well-b~-
ing. An example of why coin-operated vid-
eo games fill these needs comes from
some recent comments by a group of
teenagers who say: " The attraction of the
games comes from the fact that they (the
teens) continually transform thems_elves
as they prog ress into the game. D1sc1-
pline and concentration, combine~ with
increasing excitement and enthusiasm as
one improves, make games rewarding to
play.''
The above statement was compiled
from teenage boys. Teenage girls are
often uncomfortable with playing video
games. Girls are generally attracted to
game rooms as a place which provides
opportunities for social interaction. So un-
less games are exciting to play and pro-
vide opportunities for interaction, money
is more likely to be spent at concerts,
movies and restaurants. However, both
teenage boys and girls are spending
more money each week now than ever
before.
It is assumed, therefore, that the eco-
nomic spending power of teenagers will
continue to be a major portion of the pre-
dicted 218 billion dollars Americans will
spend this year on recreation alone-ac-
cording to U.S. News and World Report
this is one dollar out of every eight dollars
to be spent this year'
This is the second in a series of articles on
Youth Lifestyles by Graduate Student Brenda
We/ls-Flexer.
When teenagers have a dollar in their
purse or pocket, how do they spend it?
According to the Rand Youth Poll (a poll
conducted every year on teenage spend-
ing and economic power whose results
are most often quoted in national maga-
zines and newspapers) teenagers 13 to
19 years spend up to $21 a week in 1981 .
Of the 3,201 teens surveyed in this poll, a
major percentage of their weekly income
(from allowances and part-time jobs) was
spent on food, entertainment and clothing.
Teenage spending in 1981
In 1981 teenage boys spent most of their
weekly allowance on entertainment and
food, whereas girls spent more on clothing
and grooming aids. Both boys and girls
over the age of 16 also spent a major por-
tion of their money on automobiles. An
average of $5.36 a week was spent on
entertainment with $1 .35 of that amount
spent on coin-operated video games. Boys
ages 16 to 19 spent the most, $2.30 a
week, which is a 30% increase from last
year's Rand Youth Poll on coin-operated
video game play by this age group.
Teenage population in the next decade
The teenage population doubled in size
between 1950 and 1975, resulting in an
increase in the amount of youth-oriented
products on the market. However, since
1975 there has been a decrease in the
teenage population and forecasters p_re-
dict that this decline will continue until
1992 when the teenage population will
begin to increase again. The decline in
teenage populations should have de-
creased teenage economic power but
that hasn't been the case. Teenagers are
spending more money now than ever be-
fore for a variety of reasons.
Why Teenage Spending Will Increase
Some of the factors which indicate that
teenage spending will increase include:
52% of the working force are women;
the mothers of teenagers have more
money available for weekly allowances.
Teenage consumers are attracted to
the many new products and services now
on the market which are youth-oriented.
The reduction or elimination of public
recreation prog rams has provided a mar-
ket for more commercial recreation to
provide leisure time activities for teen-
agers.
. .
Rising inflation has caused und1sc1-
plined spending. There is a general feel-
ing by the nation to "spend money if you
have it," something which teenagers are
doing every week.
Portrait of a Teenage Consumer
Teenagers are better educated now and
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OPERATOR
OF THE '80s
Mac Flipper of
Gothenberg,
Sweden
Fred McCord and Tom Petit give encouragement to Special Olympian Centipede player.
tent. "We wanted to give these very spe-
cial athletes an opportunity to experience
a video adventure. We view Special
Olympics as a worthwhile organization,
and hope our participation is viewed as
exemplary by other major corporations,"
said Don Osborne, vice president, sales
and marketing of Atari Coin Video
Games Division.
The Bettelmans from C.A. Robinson
Distributing in Los Angeles supplied the
coin video games for the weekend and
helped during the proceedings. They also
graciously hosted a dinner for the tired
but exuberant Atari crew the last day of
the Olympics.
During a special ceremony, a check
for $2,500 was presented to the Special
Olympics by Don Osborne on behalf of
Atari. The Olympics are privately funded.
"The Special Olympics was the brain
child of the Kennedy family, primarily
Eunice Kennedy," explained Poe. He
said the problem of lack of coordination ,
and low self-image because of it, have
prevented the mentally retarded from re-
alizing their potential.
'' No one loses at the Special Olym-
pics," said Poe. " Anyone who finishes
what he started is awarded a ribbon or
medal and it becomes the most precious
thing he owns because in a lot of cases,
it's the first time someone recognizes
that he can achieve something."
Promotion for Profit
Here's a fundraiser to help establish a
positive image for your location while
benefitting a local school or charity.
Offer your players game tokens in ex-
change for recyclable cans and bottles.
Donate the proceeds from the recycled
goods to a local school or charity organ-
ization. This promotion should be con-
ducted over a 4-6 week period of time
for maximum effectiveness.
To encourage participation, you might
award a prize to the player who brings in
the most recyclables. Also, post a sign
each week announcing who has brought
in the most, and the total amount of
goods collected. As with any fundraising
promotion, send your local newspapers a
press release announcing the event and
a follow-up release stating the total dona-
tion collected.
Atari Advertising to the Player
Atari is beginning an ad campaign
geared toward coin video game players
with a full-page, four-color ad in the
September issue of "Electronic Games"
magazine. The ad featu res Dig Dug™*,
Atari's new maze challenge , and encour-
ages players to experience the humor,
suspense, and action of this game.
"We are expanding our advertising ef-
forts in a campaign designed not only to
reach coin video game enthusiasts, but
also to encourage infrequent players to
play more often," stated Don Osborne,
vice president, sales and marketing. "We
plan to continue advertising in video
game player magazines and are looking
at other publications aimed at the teen
and young adu It market. "
• Dig Dug is designed and engineered by Namco. Ltd.
Manufactured under license by Atari . Inc.

l
" Valkomna Till Var Spelhall" is how Mr.
Kenny Nilsson, manager of Mac Flipper
amusement center greets his patrons in
Gothenberg, Sweden.
One of the largest game rooms in
Gothenberg, a city in the southwestern
region of Sweden, Mac Flipper has about
50 coin video and pinball machines. The
150-square-foot center is covered with
ornate Italian tiles and the walls are
made up of mirrors. Open between the
hours of 11 :OOam and 11 :OOpm, Mac
Flipper is a popular location for Swedish
youth. Besides the manager, there are
six full-time employees: Per Edwall, Bernt
Olausson, Leif Lindell, Runar Paulsson,
David Vahl and Mikael Tragard. At least
one full-time employee is on duty during
working hours to assist players with
game instructions, while the others are
busy with administering the business
aspects of the game room.
A High Score tournament was held at
the amusement center in May, 1982.
Mac Flipper was open day and night dur-
ing the week-long competition, and the
turnout was spectacular. Players from all
ove r Sweden competed against the USA
high scores, and a new record was set
on Missile Command™. The champion
player Hakan Strom, age 17, amassed
57,114,650 points after 37 hours and 15
minutes of continuous play. (This score
has now been topped by Ron Kussman
of Upland, California with 63,983,478
points.) Another Swede, David Collin, was
a high scorer on Tempest™.
Because the event was so successful,
Mac Flipper will have similar competi-
tions next year. " We are a new game
center," says Nilsson, "and there are a
lot of details yet to be worked out. But on
the whole we are very pleased with the
tournament.' ·
Mac Flipper is owned by Adonbolagen,
a company also located in Gothenberg. It
was founded in 1968, and today it has
about 400 pinball and video games at
amusement centers throughout the
southwest region of Sweden. Most of the
locations only have one or two ma-
chines, but there are at least ten game
rooms similar in size to Mac Flipper.
There is talk of a new law in Sweden
which will require each amusement
center to license each game through the
Department of Social Services. Even
though this may cause some game
rooms to be closed, Mac Flipper is hop-
ing to carry on business as usual "We
are looking forward to new and inter-
esting types of games from Atari," said
Mikael Tragard, spokesman from the
amusement center.
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