Play Meter

Issue: 1976 August - Vol 2 Num 8

(continued from page 22)
f irst be a turn -off to some players
only because there is so much to
aim for . But if one can get into the
game, he'll find it to be an above
average model. The top and the
middle contain most of the action,
with the drop targets being a
difficult shot to make without some
help from the top left thumper
bumper .
The graphics again move toward
the realistic with a surfing scene
finished in nice soft blues and
greens . And as is the case with
other games coming out, and
reflecting what seems to be the old
standby Playboy philosophy--the
Or to put it
girl is " healthy ."
another way (with no apparent
paradox in mind) : boobs are in for
76 .
Rating : ### Y2
Playmatic 's FIESTA (one -player
FANDANGO)
From across the ocean comes this
four-player game, the follow-up to
Fa ir y and Fantasy .
Based in
Barcelona , Spain , Playmatic has
made some great strides on these
shores. Their games bring us a taste
of what Europe has been familiar
with, in terms of color and graphics
specifically . It is a fresh touch and
one welcomed by those who view
the games from something more
than the playing characteristics.
With their distribution being rapidly
expanded through the efforts of
Barry Feinblatt, Playmatic offers
games that play somewhat faster
than our domestic models. A slight
playfield slope is still de rigueur,
which helps to speed up play while it
challenges the player.
With Fiesta we can get a glimmer
of what the Spanish mind is
thinking . There is inherent action
in a playfield I found particularly
vertical in structure. What I mean
by this is that the action is basically
up and down . For the most part
many American games tend to
utilize the horizontal plane a bit
more, in terms of lateral action off of
long kickers or even widely spaced
bumpers. In this instance Playmatic
chose to flip flop a very popular
game, Gottlieb's Sheriff .
With
slight modifications, such as the top
right kick-out hole, the play principle
is the same, offering some good skill
shots. One of the major areas of
play, called " going to the races" by
a player in Illinois I interviewed, are
the side lanes where a subtle nudge
is the order of the day.
The playfield's right side offers an
offsetting target arrangement,
which played a little soft on the
game I tried. In fact, one thing I
might change, or at least try to alter
is the taget construction which had
a slightly padded appearance.
Playmatic may do better going back
to the plastic type target for a
swifter rebound and greater ball
acceleration after impact . As for the
top, we find one bonus lane and a
kick-out hole (previously mention-
ed) . The thumper bumpers supply
some good action, although in this
case it emphasizes the top half of
the game . Concerning the bottom,
which I found slightly sluggish off
the flippers, the play was smooth
and direct .
The game has some good points
and others that can be imporved
upon, but by design it is anything
but foreign and should give Ameri-
can players a good run for the
money . Also one final note on play
action -- Playmatic has instituted
their six digit high scoring drums, so
players will have to be pretty adept
to "turn" this game.
Graphics on this particular game
are impressive in their Spanish
influence . Bold and definite lines
are used with high tone colors that
many Spanish manufacturers use .
The flamenco dancer being watched
by locals and tourists alike is both
pleasing to the eye and highly
distinctive .
Rating : ## Y2
Allied Leisure's BOOGIE (two-player
DYNO'MITE)
Here we have the four player version
of what has become known as a
"hybrid solid-state pingame ." Fol-
lowing up Dyn 0' Mite, which was
first featured nationally in Gentle-
men' s Quaterly by yours truly, is
Boogie . This Allied Leisure pinball
entry is a far cry from the days of
'shakerball' which materialized back
in the mid 60's . With Boogie we
have a pinball machine from all its
external features, except for the
digital scoring and line'em up fea -
ture.
Play action is symmetrically de-
signed with a good array of eight
top targets .
The top thumper
bumper offers some smooth re-
bounding off kickers and also into
the three high lanes. Two reason-
ably innovative departures on this
game are the center drop targets
which, as in the Gottlieb game
Crescendo, can only be knocked
down from the front. But also tied
into this are the side lanes which can
raise an already hit target.
In
addition the Italian bottom features
open gates which can save balls
destined for the out-hole .
The
flippers are long for an increased
hitting angle and afford an excellent
degree of player flexibility in saving
the ball and also in getting back up
to the targets.
Digital scoring and the sound
gives me some problem, but then I
have been called a traditionalist by a
few people, so this is just a personal
gripe . On location I have seen a
great many games pulling in just as
much action as their electro-me-
chanical cousins, although I have
run across an inordinant amount of
down games. But this is a noble
venture into what the future of the
industry holds, so total judgement
must wait for more tangible evi-
dence . The important thing is that
the game is getting its fair share of
playing time.
It offers a fairly
standard playfield design which
doesn't depart too far from the
norm, and for an initial effort it does
well.
Graphically I have some strong
reservations . Color coordination is
not too bad , but the back glass
artwork is totally incredible, going
against most of the artistic influ-
ences happening in the real world .
But it is kind of funky and since the
game is mechanically a dramatic
departure from what has gone in the
past, maybe the graphics serve a
proper purpose, but I tend to
think that if J .J . Walker were the
influence behind the game, his
image might appear stronger and
more forceful to add to any promo-
tion possibilities.
On the whole I eagerly await the
forthcoming Ian brainchilds and
know instinctively that he has many
things up his sleeve by which to
wow us.
Rating : ##
So that's this month's installment
of Merry Pinball , Merry Pinball. All
give some good possibilities for the
summertime players who should
be ready for the great pre- MOA
arrivals that will be hitting the ;i
streets by early fall. And as I closed ~
last month : take care and keep I
those machines running smoothly ~
and efficiently. Enjoy the quarters. ;
43
Survey'76
(continued from page 20)
When deciding to buy a new
game, 38 per cent of our respon-
dents found distributor recom -
mendation to be the most important
factor, 26 per cent said they relied
most on word of mouth and 16 per
cent said graphics .
Of those
responding to our poll, 21 per cent
said they used some form of
location testing.
These are the dry-as-dust facts
about Mr. Ave . Op and his opera-
tion , but he's human in a way . At
least the operators that responded
to the Play Meter poll are human .
They have complaints about the
industry and reasons why they stay
in it . They are bugged most by the
current commission structure and
by the bane of everybody in the
world today, rising costs. Service is
also a major problem, the service
demands made upon them by their
locations, getting good servicemen ,
the late night calls, and particularly
the down time while waiting for
parts .
They complain about their loca-
tions, about the owners "not keep-
ing the amusement areas neat and
clean ," and in more than one case
about those owners' "lack of busi-
ness sense ." They complain about
the manufacturers. Answers to our
question, "What's wrong or right
with operator-manufacturer rela -
tions? " indicated that many opera-
tors feel that they have no relations
with maufacturers. More than one
listed "lack of communications" as
a wrong, and one complained that
"if an operator buys a bad game he
is stuck with it; the manufacturer
will not try to help him .
Operators complain about their
distributors, about their selling di-
rectly to locations and selling boot-
legged equipment then being unable
to supply parts . But most answer-
ing our poll emphasized that they
had good relations with their dis-
tributors .
Despite the complaints, our op-
erators enjoy the challenge of the
~ business, the mobility and constant
~ variety of activity . "The work is
;
stimulating," one operator wrote,
~
" always different, never a grind."
=
44
They enjoy being their own bosses,
they enjoy giving fun to others and
they enjoy the people they have met
and are meeting in the industry.
One laconic operator summed up
the gripes and the cheers best.
Asked, " What bugs you most about
the operating business?" he an -
swered, "Lack of ." Asked "What
do you enjoy most about the
operating business? he answered,
"Counting the money . ..
Consumer Electronics
(continued from page 21)
the video game business . Sy Lipper
of APF also distinguishes TV games
from other toys because they stay in
the electronics catagory . He adds
that they will increasingly become a
learning device with changes being
made as fast as new technology
develops . He sees such high -ski ll
video games as chess and backgam-
mon available in the near future.
A major concern among potential
investors in the industry is the
possibility of price erosion, similar to
that wich occurred with electronic
caluclators and digital watches. All
panelists agreed that within the next
18 to 24 months a home video unit
will be available for as low as $29.95.
However, none of the panelists
considered the price drop an indica -
According to
tion of erosion .
Lipper, a low price category of
simple games, with limited game
features, will develop because the
technological investment is limited.
Once the software investment is
covered, a simple quality game can
be produced for less than initial
costs would permit, and the manu-
facturers, in his opinion have a
responsibility to the consumer mar-
ket to reduce the selling price as this
r
~
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call collect
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DISTRIBUTING CO.
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St. Louis, M issouri 83107
Tel: (3141652-1600
occurs.
Bushnell pointed out that the
price erosion which took place with
calculators and digital watches can-
not really be compared to TV video
games because of inherent differ-
ences in the products.
Unlike
calculators and watches, which do
not have that many differentials,
according to Bushnell , each TV
game has its own concept. The
research and software development
invested to create these concepts
raises the price of a game.
Therefore, TV game manufactur-
ers will constantly require an invest-
ment that will keep the selling price
up . Helms pointed out that for the
first time this year, consumers will
be in a position to measure between
good and poor games, which may
limit a proliferation of games on the
market.
Also hindering to the proliferation
of TV video games are the very
stringent controls being implement-
ed by Federal Communications
Commission . Radio frequency in-
terference on television receivers
and the emmission of radiation from
the video games has caused the
FCC to place costly quality require-
ments on all video game products.
In fact, only nine of the manufactur-
ers displaying video games at the
shows have received FCC approval
of their products . Those who had
not were legally required to display
signs informing the public of this .
While costly to the manufacturer, all
panel members agreed that the FCC
regulations are positive . Eventually
an FCC ruling may demand that
video games be built directly into
the television, but according to
Helms this will probably not happen
for years .
During the week of the Chicago
show, it was announced that an out
of court settlement had been made
between Magnavox and Atari re-
garding the patent on who originally
created the video game for home
use. Asked what this settlement
would mean to the consumer,
Bushnell indicated that neither side
was happy with the settlement, so it
must be fair . According to Bush-
nell, licensing should be shared by
the industry and patents are essen-
tial to protect the manufacturer's
investment in engineering and R &
D technology . Helms of Magnavox
agreed with Bushnell regarding the
importance of this protection and
had little more to add .

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