Atari Coin Connection

Issue: Vol 6 Num 08 - 1982 November


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Al an Van Campen Appointed
Director of National Sales
Don Osborne, Vice President of Sales
and Marketing, has announced the re-
cent addition of Alan B. Van Campen as
Director of National Sales for the Coin
Video Games Division. Mr. Van Campen
comes to Atari from Kawasaki Motors
Corporation, where he was the Nor-
theastern Regional Sales Manager.
Mr. Van Campen knows well the mean-
ing of being a "team player". Upon
graduating from the University of Mary-
land with a degree in marketing, he
played defensive end for two seasons
with the N.Y. Giants. Because of a
forced retirement due to injury, he decid-
ed to pursue the advertising marketing
and sales management interests he de-
veloped at college. His career line in-
cludes advertising agency experience,
most notably with the top N.Y. firm of
D'Arcy-MacManus and Masius Inc. He
served for several years as Community
Relations Director for Xerox Corporation
in Rochester, N.Y. On his own time, he con-
tributed marketing expertise to the cam-
paigns of various upstate N.Y. politicians.
Commenting on Van Campen's ap-
pointment, Osborne said: "Alan has a
strong understanding of the distribution
of sales, but his experience is much
broader than that. His sales background
industry and civic leaders. "Atari has al-
ready done a good deal more than oth-
ers in this respect. In our approach to
the public, we need to continue em-
phasizing Atari's desire to be a vital
member of the community and to edu-
cate the citizens via the leaders that
video game playing is a healthy form of
family fun. Of course, this campaign calls
for a combined effort with our distrib-
utors and operators:·
As far as Atari's stance in the market-
place, Mr. Van Campen sums up his feel-
ings rather emphatically: "Losing is not a
viable option. I like to be a winner, and I
like to associate with winners. Atari is
clearly the ace ... the winner'.'
AMOA '83
is supported by a diverse advertising,
marketing and community relations
knowledge. These different orientations
have en riched the total working experi-
ence he brings to Atari'.'
Mr. Van Campen is aware of the neg-
ative public image that surrounds the
coin video games industry. He relates
that the stigma attached to video games
is not unlike that associated with motor-
cycles. With the insight he has gained
from past responsibilities, he urges a
continuance of communication between
continued
given a starting position from one to
eight for the final race. The lights count
down: red, red, red, green, and all eight
cars take off. Puddles of water and oil on
the track can slow a car down, so it's
best to avoid them. When the race is
completed, the driver is ranked from one
to 300. Once players have mastered
Pole Position, they'll be ready to take on
Mario Andretti at the Indy 500 anytime.
This year's AMOA Show is the port-
hole to an exciting new era of Atari
leadership, creativity and innovation: the
vision continues.
• Pole Position is Engineered and designed by NAMCO. Ltd.
Manu factured under license by Atari. Inc.
Youth Rights And Video Game Legislation
This is the fourth in a series of articles
on Youth Lifestyles by Brenda Wells-
F lexer, Graduate Intern.
A Case Study on Youth Rights
In the 1970s skateboard fever spread
across the nation. Skateboard manufac-
turers increased production and skate-
board parks opened to meet the de-
mands of teenage consumers. In com-
munities where skateboarding was pop-
ular, city councils began passing legisla-
tion to control the sport.
In 1976 land was purchased in San
Jose, California to build a skateboard
park. Due to citizen protests, the City
Council passed a moratorium on skate-
board parks in San Jose.
At this same time, the San Jose Parks
and Recreation Department was opera-
ting special interest clubs in junior and
senior high schools throughout the city,
with one of the most active being skate-
board clubs. When members of a skate-
board club in south San Jose learned
that the park was not going to be built,
they developed a plan to reverse the
decision of the City Council. With the as-
sistance of parents, teachers, recreation
teen leaders and skateboard operators,
the teenagers' plan included gathering
support from other teenagers and adults.
With the help of other skateboard clubs,
petitions were distributed throughout the
city. Local media helped publicize their
campaign and the club members visited
City Hall to present their case to the City
Council. Due to a well-planned campaign
and very strong presentation to the City
Council, the park was approved.
This is an example of the political
clout that teenagers working together
can have in local communities. They are
an untapped resou rce for the video
game operators.
Video Game Legislation
The rights of teenagers to play video
games have been severely hampered by
the restrictive legislation that has passed
or is pending in local communities in 31
states.
The most prevalent includes:
1. Zoning ordinances restricting video
game operation near schools, chu rch-
es or residential areas.
2. Restricting hours of operation.
3. Age restrictions such as requiring
players under 16 to be accompanied
by an adult.
4. Limiting the number of games at each
site, moratorium on new arcades, etc.
5. Increased licensing fees and sales tax
fees which discou rage expansion.
6. Anti-noise ordinances. There are also
13 states with taxation on coin-
operated video game laws passed or
pending.
Youth Rights
Youth find video games challenging,
complex, and graphically exciting. The
games require a great deal of skill, and
teenage rs love the complexity of pushing
buttons and gathering around the games
with their friends and peers in a social
environment.
By the time teenagers find out about
local video game legislation it is usually
too late for them to speak out against it.
They need some guidance from adults
and deserve competent and effective ad-
vocates when regulation of their rights is
being considered by lawmakers. Inter-
ested adults should be alerted to the
work that must be done to inform the
public and decision makers about youth
needs, interests, rights and responsibil-
ities to secure positive action.
Helping teenagers develop a support
group to protest video game legislation
could have the same results as what oc-
curred in San Jose, California. The Ch il-
dren's White House Conference passed
the Nation's Rights for Children with one
being: The right to have a meaningful
choice in the process of maturation
and development. If video game clubs
were formed by operators throughout the
nation, composed of regular players,
teenagers would be united to defend
their freedom of choice to enjoy video
games.
Every child should be entitled to ex-
periences that foster growth to responsi-
ble adulthood and enhance self-respect.
Working with local operators and other
advocates for youth rights, teenagers
would learn to become participants in
local political issues and defend their
rights as members of their community.
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OPERATOR OF THE '80s
Starship Video of Upland, CA
The technical know-how of four engineer-
ing and physics majors is evident in the
ingenious space-theme amusement center
in Upland, California. Messrs. Reynolds,
Joseph, Gross, and Hellinger, partners at
Starship Video, are all under 26 years of
age and brimming with new ideas on
how to run their game center.
"We realize that having a successful
amusement complex amid today's com-
petition means more than just tossing
some games into a game room. Our
central themes are constant innovation,
community involvement, and a safe,
clean environment" says Steve Joseph,
one of the principal owners.
Coming soon will be a star attraction
at the amusement center, a three-foot
robot-a welcome guest from the local
school, Cal-Tech, where both Gross and
Reynolds are assisting in the robot's
creation . A video camera disguised as an
"eye" sits on the head of the robot. Tire
treads allow the robot to climb up to a
video game where the "eye" sees the
screen of the game. This eye sends the
message back to a monitor which is hid-
den from view where an experienced
player manipulates the controls through
Bill Gross, co-owner of Starship Video,
works on Challenger 1, their soon to be
unveiled video-game-playing robot.
the robot. The robot will be able to
"play" any of the games at the center.
Starship Video also has a walking
change machine in the works. Before
putting in the carpet at the center, an
electrical wire was placed on the floor.
The machine will be set on a cart. with a
sensor on the bottom. The sensor tells
the machine where to move along the
wire, powered by a motor with a 12-volt
battery. The result will be a slow-moving
change machine circling the entire floor
once every hour. It will move at a slow
enough crawl that a player will be able to
make change for a game without even
leaving the machine he is playing on.
Bill Gross and Steve Joseph met when
they were designing speakers for dif-
ferent companies. They decided to pool
their talents, along with the other two
gentlemen, Lee Hellinger and Scott
Reynolds, in a new style arcade. The
sound system in Starship Video reflects
the background of the two partners. A
huge screen dominates the room with a
monitor covered with grille cloth attach-
ed to the ceiling, giving a futuristic high-
tech appearance to the arcade. Nine-foot
speakers flank the large screen. The
magnificent sound system is used for
rock music, and on Saturday nights,
Steve Joseph works as D.J. in the
change booth during dances.
The four partners wanted to have an
arcade where they could utilize their
video-game expertise. They have started
a video school, where every Saturday
morning the big screen is used as a
giant electronic blackboard. The "game
of the week" is televised on the screen,
and the top player on the game demon-
strates various playing strategies to en-
thusiastic students.
The Starship Club (membership is one
dollar) offers members two free tokens a
day for a 31-day period. Each member
gets a card a month that is punched
each time he gets his tokens. According
to Joseph, this is an extremely popular
club, and each card is almost entirely us-
ed up at the end of the month.
There is also a special free play for
ten minutes during an hour when there
are at least 75 people present in the ar-
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Starship Video's boarding airlock, a futur-
istic passageway to the "Recreation Deck!'
cade. "Flight attendants" wearing flight
crew t-shirts pass out free tokens. The
philosophy behind this is promoting the
games when they are going strong in-
stead of the usual promotion time when
there is a lul l.
Starship Video promises to be an inno-
vative and inspiring location.
TECHNICAL TIP
Tempest
Symptom: Some of the rims between
the tube rails are missing on some play-
f ields. For example, the first circular
playf ield is missing the top rim. Self-test
shows an E in the middle of the screen.
This indicates that the EAROM at loca-
tion C-3 on the Auxiliary PCB is defec-
tive. Replacing the EAROM does not cor-
rect the problem.
Solution: The problem lies outside the
Auxiliary PCB. Two probable causes ex-
ist. The interboard connector to J-19 on
the main PCB has shorted or has open
wires. Or the transceiver IC H-2 (74LS245
or AM8304B) on the main board has failed.
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Captain Starship greets newcomers to Starship Video's grand opening celebration, which
featured live broadcasts by KOLA and KGGI disc jockeys, refreshments and free prizes.

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