Atari Coin Connection

Issue: Vol 9 Num 01 - 1985 April

Feature for feature, System I and System II are
industry's most advanced con~ersion systems.
Common Features
System I and II
Exclusive Features
System I
Exclusive Features
System II
• Most advanced hardware and software
capabilities of any existing conversion sys-
tem.
• Comprehensive self-test routine displays
game statistics information for optimum
settings by location.
• Scrolling playfield capability for more va-
riety in game offerings.
• Three separate audio systems. Custom
chip for special effects, exclusive music
synthesis chip for original music, and spe-
cial voice chip.
• Custom cabinet with easy-access elec-
tronics, and horizontal and vertical monitor
rotation capability.
• Over one megabyte of program and
graphics memory. Approximately 10 times
the capacity of any other system.
• Over 1 ½ megabytes of program and
graphics memory. Approximately 15 times
the capacity of any other system.
• Advanced standard resolution graphics
capability.
• Highest resolution graphics.
• 512 x 384 resolution
• 336 x 240 resolution
• 234 motion objects on any one
screen
• 56 motion objects on any one
screen.
• Over 200 colors on any one screen
• Over 200 colors on any one screen
• 16-bit Motorola 68010 microprocessor.
• Custom JBL speaker system for superior
audio.
• Game kit conversions available
3-4 times a year.
• Game kit conversions available
1- 2 times per year.
THE EMPIRE STRIKES BACK* is spectacular
conversion game for STAR WARS*!
It's here now! THE EMPIRE STRIKES
BACK is hot new profit action that can ex-
pand the earnings life of your existing
STAR WARS games anywhere!
It's low cost and easy to install in either
upright or cockpit cabinets. The kit in-
cludes a new program memory chip set,
new graphic decals for attraction panel
and flight controller. The upright kit also in-
cludes attention-getting side panel title de-
cals.
Exciting game play follows key action
sequences from the movie.
Players are challenged continuously to
achieve "JEDI "* Power by destroying a
given number of targets in each level to ac-
complish the J-E-D-1 spellout and become
temporarily invulnerable.
New features include more play levels
than STAR WARS and a choice of either
laser blasters or tow cables. The flight con-
troller offers expanded directional control
for a more realistic feeling of flight. It also
allows players to control their own flight
path ... to attack from different directions
and dodge artillery.
New Add-A-Coin feature allows contin-
ued play if the player has achieved JEDI
status in the previous game.
Exciting music, sound and voice effects
from the film also add to the realistic play.
MAY THE FORCE
BE WITH YOU:
© 1985 Lucasfilm Ltd., and Atari Games Corporation. All rights reserved. 'Trademarks of Lucasfilm Ltd., used by Atari Games Corporation under license.
New Gallup Player Survey!
This is a brief summary of the results of the
most recent in a series of quarterly tracking
studies conducted for Atari by the Gallup
organization. The survey is designed to
measure changes in the usage of coin-op-
erated video games among a nationally
representative sample of adults, 18 years
of age and older and teenagers 13 to 1 7
years of age. Similar measures were taken
among adults and teens in July and Octo-
ber, 1983 and January and April, 1984.
Chart 1
FREQUENCY OF COIN-OP VIDEO PLAY
(based on those who have ever played)
TOTAL U.S. POPULATION
TEENS (13-17)
Coin-Op Video
Game Players
4m
(21%)
• Based on Atari's most recent Gallup sur-
vey (10/84), there are currently about 103
million players of video games in the total
U.S. population over the age of 13. (The
study does not include players under the
age of 13; however, estimates place an-
other 10 million players under the age of 13.)
• Among these players, about 17 million
are heavy players (playing at least once a
week). Of these heavy players, a great por-
tion are made up of teens; close to half
(42%) of all teens (aged 13-17) are heavy
video game players. It is estimated that the
under-13 age group would add another 5
million players to the heavy player seg-
ment (see Chart 1).
Coin-Op Video
Expenditures
• Projections for total revenue generated
by coin-op video games among the U.S.
population over the age of 13 in 1984 is
close to 4.3 billion dollars. With the addition
of the under-13 group this figure is proba-
bly closer to $5.0 billion dollars.
• While the heavy player segment contrib-
utes a majority of annual expenditures
(about 77%, or $3.3 billion dollars), medium-
and light-frequency players still contribute
over $1 billion annually (see Chart 2).

Heavy -
Players
56m
(70%)
Once a week or more
0 Medium - 1-3 times/month
Players
0 Light -
Less than once/month
Players
Chart 2
U.S. COIN VIDEO EXPENDITURES (13 - OVER)
TOTAL: $4,276,240,000
LIGHT
(6•/4)
$3,275.405
$743.573
$257,162
(X1000)
EXPENDITURES BY AGE ANO PLAY FREQUENCY
(13- 0VER)
HEAVY
(at least l x a week)
MEOI UM (1- 3x a month
(17•/4 TOTAL)
35+
320/o
Chart 3
TOTAL)
(60/o
GROSS REVENUE COMPARISONS
1978 - 1984
7.0
Gross Revenue
Comparisons
• In 1984 the gross expenditures (or coin
drop) on video games continue to be
higher than other traditional entertainment
industries.
• At peak levels in 1981, coin-op games
drew in more gross dollars than the com-
bined revenue of both records and mov-
ies. Much of this phenemonon was
attributed to the "hit game" era.
• Today, consumers are still spending
slightly more discretionary dollars on coin-
op videos than either recorded music or
movies (box office only, not home rentals).
(See Chart 3.)
ADULTS (18- 0VER)
63m
(61%)
6.0
5.0
4.0
I
-
-
RECORD
•• • • • • ••• •••••••••
3.0
MOVIE
~---- ---·----
2.0
,.o
-
-
I
......... ~
REVENUE
(BILLIONS)
I
•••••••
7 --- ---
71
....
-
~ .....
.
~
•••••• ·····--~
-···.
_ .. -- ---- --- ---
• •• •••
.. --
•• • •
-:"
• •••
VIDEO
'78
'79
'80
'81
YEAR
NOTE: COIN VIDEO U.S. POPULATION (t3 .. 0VEA)
'82
'83
'84

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