Atari Coin Connection

Issue: Vol 7 Num 05 - 1983 May

THI!
..... ,v~u~ RSL• AS
CCNNe• = I ION
11
1
Sue Elliott, Sales Manager for Canada,
Latin America and the Caribbean, was
joined by Mariann Layne, Manager of
Marketing Services, to launch the first
product introduction for Canadian
operators between March 15-18. The
featured game was none other than that
super graphic space fantasy, Xevious.
Atari hosted a luncheon in each of
three cities in conjunction with the local
distributors: opening in Toronto with Paul
and Jerry Janda of New-Way Sales; pro-
ceeding to Edmonton with Jim
Weatherhead, President, and Nelson
Nickle, Branch Manager, of J.E.
Weatherhead Distributors, Ltd., and con-
cluding in Vancouver once again with
Jim Weatherhead and Jim Niblock,
manager of this J.E. Weatherhead
branch. Approximately 200 operators, all
invited guests of the distributors, were
greeted during the busy pace of the tri-
city itinerary. Some travelled a distance of
500 miles to attend the functions. Ms.
Layne reports, ''The Canadian operators
were so receptive. They were so pleased
to have a manufacturer come into their
town and talk with them directly."
The luncheon activities included
gourmet dining as well as the viewing of
the Xevious game play demonstration
tape and the newly released Xevious
television commercial. The operators
also listened to the captivating sound ef-
fects of the Xevious radio spot. Ms. Layne
spoke to the three groups on the direc-
tion of Atari's advertising and promotion.
She explained that the Dig Dug™* test of
mid-1982, including both Screenvision
and television commercial exposure in
three major markets, produced dramatic
and positive results-not only in regard to
~ATYOUR
- SERVICE
Elaine Shirley may still be a Texan at heart,
but she is incredibly committed to Atari in
spirit and work style. Nearly a decade
ago, she ventured from her native Hous-
ton to vacation in California without an ink-
ling of the transformation her life was
about to undergo. Caught up in the surge
of opportunity that was sweeping the Sili-
con Valley, Elaine decided not to return
home. She has since lost most traces of a
southern accent but has gained so much
in the tradeoff: most recently, a promotion
to Coin-Op Customer Service Manager as
of March 1 and a new baby, Travis, deliv-
ered April 7.
On October 23, 1973, Elaine Shirley,
then Elaine Thompson , reported to the
original Atari facility in Los Gatos, Califor-
its effect on sales and the ordering
behavior of our distributors and operators
in the test markets, but also on the earn-
ings of the game in the locations and the
general awareness factor. This positive in-
formation led us to commit to a larger
television and radio test in 12 major
markets for Xevious. This media blitz
marks the first major consumer advertis-
ing support for a coin video game. ''The
concept was enthusiastically received,"
comments Ms. Layne. "Operators ex-
pressed hope that the new test would be
successful so that similar advertising ef-
forts could be expanded at a later date to
include them." In fact, she adds, "Cana-
dian operators located close to the
border might already experience some
spill-over into their market."
Sue Elliott then addressed each au-
dience on the marketing condition in the
United States. She acknowledged that it
has been difficult the last year for opera-
tors and distributors, but business has
been picking upover February and March.
Those "quick buck" entrepreneurs will not
be around much longer, leaving the indus-
try in the capable hands of those opera-
tors with sound business principles. The
Canadian market has not been as satu -
rated as the U.S. market, which should
help even more to boost a turnaround for
the Canadian operators who do remain.
Summing up their feelings upon re-
turning to the office, Mariann Layne
begins, "It was very encouraging to go in-
to a market and be met with such an en-
thusiastic response. The Canadian oper-
ators who attended are dedicated to their
businesses and are looking for ways to
grow. I enjoyed the opportunity to talk
with them in a relaxed setting after lunch
instead of our usual meetings in the midst
of hubbub on a trade show floor."
In turn, Sue Elliot recaps, "Mariann and
I enjoyed coming up to Canada and ap-
preciate the fine level of acceptance we
were given by the operators. We look for-
ward to coming back."
Winners of the Atari VCS™, given as a
door prize at each luncheon, were Brad
Merrill of OBA Fun and Games in the Sky-
line Hotel (Toronto); Stan Whyte of Bull-
winkle's (Edmonton); and Carlton Gilbert
of Carlton's Amusement Ltd. (Vancouver).
· o ig Dug is engineered and designed by Namco Ud.,
manufactured under license by Atari, Inc. Trademark and ©
Namco, 1982.
I
-~, New W
ay~!, C-0.
1
tart lttc.

I

!ACTT~VI EW
I .
c.c 11-lCIIEON
mcONfl? •• r.N4
l _ _ _ _ ...
J
I
Smiling left to right are Paul Janda, Mariann Layne, Sue Elliott, and Jerry Janda, who re-
caps the shared feelings~ "The day was a heartwarming event. I was pleased to meet so
many operators who believe so strongly in the future of our industry. Many expressed the
belief there is still considerable profit potential to be had if one is willing to invest in the
new and proven games arriving on the market."
nia, to begin a career in which she was
destined for rapid promotion. There she
encountered the unfamiliar printed circuit
board as a stuffer on the Pong® line. She
and PCB soon became old friends . ..
leading her to a succession of positions:
Production Control Clerk, Senior Clerk,
Material Planner, and Material Supervisor.
She also forged another important friend-
ship those first few days on the job which
blossomed on September 24, 1978, when
Elaine married Steve Shirley, a fellow Atari
employee who has since moved on to
form his own company in a specialized
engineering field.
In July of 1979, when the material de-
partments for PCB Assembly and Final
Assembly merged into one unit, Elaine's
upward mobility continued, and she was
appointed Planning Supervisor. A year la-
ter, upon returning to work after having
her first son, Bret, she transferred to Coin-
Op Customer Service to accept the offer
of Warehouse and Shipping Supervisor
under Dari Davidson's direction. Her moti-
vation was simply: "I felt there was more
growth potential in Customer Service. You
really feel involved when you speak direct-
ly to the customer."
In May of 1981, Elaine was promoted to
Office and Materials Manager which
made her responsible for ensuring that
customer inquiries regarding replacement
parts for the coin video games were han-
dled promptly. Her recent move into the
Customer Service Manager role follows
Davidson's rise to Director of Technical
Service.
Elaine remarks that "Customer Service
reflects the old Atari family feeling." In a
professional sense, they all grew up to-
gether and now incorporate into the de-
partment strong expertise from varying
fields of experience, including quality as-
surance and assembly. ''The input is con-
tributed with one thought at the fore-
front-to make our Customer Service the
best in the world ." A satisfied customer's
letter attests to their combined efforts:
continued on next page
At Your Service
continued
'Thank you so much .... You were very
thoughtful for handling the problem so
thoroughly. I sure wish the competition
was as thoughtful in its efforts as Atari is.
But they're not. That's why I buy ten times
more Atari games."
Katy Lawson, Parts Manager for Bally
Advance of South San Francisco, Califor-
nia, seconds the motion. On February 14
of this year, she sent a box of candy as big
as Texas to thank Elaine's special group of
people for their ongoing responsiveness
and efficiency. 'They're my valentines. No
manufacturer has a better Customer Ser-
vice Department than ATAR I Coin-Op. They
don't even have any competition, and I
don't think any distributor would disagree."
And true to the old Atari slogan, the
group has found an effective way to take
fun in work seriously. They share a cama-
raderie that is rare in any corporate orga-
nization today. Their pride shows through
in a relentless determination to get the job
done right. Elaine explains, 'We ship most
orders out the same day but no later than
the next day, and-honestly-mistakes
are seldom made." Her Customer Service
personnel are not strangers to overtime
duties either. Just recently in preparation
for the Chicago Amusement Operators
Exposition, they beat it back to the office
at 5:00 a.m. one Saturday to collate bro-
chures. Now that's dedication!
In the same uncompromising way, Cus-
tomer Service builds its own games with
spare parts so they can anticipate any
problems that may be encountered out in
the field as well as offer first-hand solu-
tions. As technical calls come in regarding
a new release, it could be very hard to
identify the parts and/or problem in ques-
tion with a machine taken right off the pro-
duction line. "Building our own model
from 'ground zero' allows us to become to-
California Customer Service 800-538-1530
800-538-1611
California Technical Service
New Jersey Technical Service 800-526-3849
gate game groupings by brand name.
Display on wall near an entrance. Adds
unique quality to your arcade- also no-
ticeable creativity.
Do You Listen to Your Players?
The following are excerpts taken from a
letter recently submitted to Marketing
Services by Jean Clarke of Denver, Colo-
rado. As a two-year video games playing
veteran, he offers operators some sug-
gestions on how to effectively promote
their location-in the "eyes" of their play-
ing and paying customers.
If Clarke were given the opportunity to
open the deluxe gameroom of his fanta-
sies, the crux of his business philosophy
would be to '1hink like a player" and "give
players credit for their intelligence" ... an
operator by trade, but a player at heart,
so-to-speak. Whereas most operators re-
act in terms of money first and only, he
believes an emphasis is needed on pro-
jecting originality and developing a high-
ly creative image.
Jean Clarke is a serious player who
takes the environment where he plays
just as seriously. We feel he spins around
in that super-motivated brain of his some
exceptional promotional concepts that
merit any operator's consideration. He
has made the effort to share his thoughts
. . . make the effort to listen to your players.
Part 1: Direct Sales Motivations
1. Make display collages from game liter-
ature art.
A flair for graphic arts is helpful. Segre-
tally familiar with the game and do our job
more effectively," Elaine affirms.
Customer Service depends upon eve-
ryone- both inside and outside the com-
pany-to keep operating. This need for
continual update and contact is the as-
pect of the department's function that
plays a major part in sustaining Elaine's in-
terest. 'We maintain an overall outlook on
each game .. . beginning with its design
through production and right out into the
field. We deal with planners, production,
marketing and sales, distributors and
operators ... and that's what I really enjoy."
Elaine will soon be making that contact
at least partially in person. Included in her
new managerial responsibilities is an op-
portunity to travel and visit with distribu-
tors and operators throughout the nation.
Although it may be a little sad to leave her
newborn at home (it won't be difficult to
leave all the diapers!), Elaine Shirley is
looking forward to the challenges and ex-
citement of the itinerary she is presently
planning. In the meantime, she encourag-
es operator input over the phone: 'The
answer or part you're looking for is just a
call away ... if Customer Service can't ac-
tually help, we'll make sure to steer you to
those who can."
2. Sell video-related magazines.
Stock Joystick, Video Games, Video-
gaming Illustrated, and Electronic
Games. You have a very viable market, as
you're "advertising" only to people most
likely to buy (so they sell fast), while mak-
ing player interest much more solid.
3. Sell game T-shirts with added arcade
endorsement.
Face it, no player is going to wear an
"arcade shirt," as that is not "expression"
in the player's mind; it's free advertising.
But they will wear a game shirt. So simply
emboss arcade name and address
around transfer. Be careful not to melt
game transfer when adding lettering.
Recommendation: Give a player three to-
kens every time he visits wearing
shirt ... once per day maximum.
4. Paint attraction panel logos on front of
establishment.
Whether you put them on a window or
wall, players spot (and recognize) attrac-
tion panel images very fast. They make a
hard-hitting eye-catcher to draw in street
traffic. Hints: Update regularly (so you'll
either have to paint on surface from
which it can be removed, or "cover-up"
and paint over.) Put a 'We have" prefix in
the upper left corner of the display. Put
manufacturer's symbol next to game's title.
5. Display side-panel art.
Do so for any game's side that was ob-
viously well thought-out, e.g. Liberator™,
Gravitar™, OuantumrM ... it's a shame for
the art to go to waste. Just do a little crea-
tive arranging of machines.
6. Record your own game "commercials";
play them over the arcade's sound system.
Must have a tape deck. Produce im-
pact-making "spots" by dynamically de-
scribing game, with sound effects from
game play for background. Make them
sound professional!
Part 2: How to Personalize Your
Business
1. Eject all change machines.
Hire an extra attendant just to sell to-
kens. This treats players in a special way.
They'll feel more important by being giv-
en change from a person rather than a
machine. They'll also remember your ar-
cade more than others.
2. Have player ballots.
Hang a poster to "advertise" balloting;
supply a pen with a stack of ballots at a
convenient desk near change counter. In-
clude the following questions: What
games here are your favorites? (Leave
space for four entries.) What games
would you like to see here in the future?
What games do you have to wait your
turn to play? Your rating of this arcade
from 1 to 10? Suggestions?
Player/operator interaction should be
considered important at any arcade.
3. Declassify operator-catering
publications .
Let regular players browse through a
Play Meter, Replay, or Coin Connection
on a one-to-one request basis. They're
very intrigued with the industry.
Reprinted by permission of author

Download Page 2: PDF File | Image

Download Page 3 PDF File | Image

Future scanning projects are planned by the International Arcade Museum Library (IAML).

Pro Tip: You can flip pages on the issue easily by using the left and right arrow keys on your keyboard.