Play Meter

Issue: 1976 September - Vol 2 Num 9

"The operator can actually have untrained
mechanics, " Richter said. If there is trouble with a
solid-state machine, it is almost certainly with the
conventional electromechanical equipment beneath
the playfield. But the mechanic doesn't have to
trace the problem throughout the machine. In the
diagnostic mode, the computer- by means of the
backglass scoreboard- wiU teU him immediately
exactly which switch is ailing.
If by chance that switch is working, the problem
can be almost as quickly traced to the interface
device that may not be working. These devices,
part of the solid-state circuitry of the machine, are
interchangeable and can therefore be easily tested.
If one is down, it is easily replaced: the defective
unit is puUed out and a new one snapped in. The
serviceman's time is never wasted.
"The video game is basicaUy a complicated logic, "
according to R ichter, "but this is simple. "
Ultimately, solid-state should save the operator
money, not only as far as service costs are
concerned, but when it comes to buying new
machines. Whereas prices for electromechanical
hardware are going up, prices for solid-state
hardware are actually coming down. Again, it's like
the calculator, according to Service Manager
Gilman. Skyhigh when they first came out, they're
now almost dirt cheap. Even with rising labor
costs - though there is actually slightly less labor
involved in the production of a solid-state machine
as opposed to the conventional electro-mechanical
one-manufacturers of the new machines should be
able to hold the line on prices.
PLA Y METER: Allied Leisure has been into a
number of different things, specialty games, video,
now pinball. What do you intend to concentrate on?
FISHER: Our concentration is still in building
mechanical games. In fact we're one of the few still
building mechanical games in the United States.
Two years ago, though, we did go into the pinball
business- only to be the first on the market with
solid-state. Because we're the pioneer in the field,
of course, it becomes a main objective of Allied to
teach the operator about solid-state: what is solid
state? how much easier is it to fix? and what will be
the future of pinballs in this country?
With the cost of components and building the
games going up, I have a feeling that within the
next few years, the mechanical games will be
completely priced out of the realm of the operator.
But solid-state-especially now that we're going
into micro-processing-will drop the price of the
pinball game to one that will allow the operator to
make much more money. That is, of course, our
main objective. If the operator can make more
money, he can buy more games.
PLAY METER: How does solid-state lower the cost
for the operator?
FISHER: Component-wise it's much less to build.
You have two-thirds less harnessing and wiring.
Then there are fewer mechanical things to go
wrong in the game. Service-wise that means a cost
cut of half in repair and maintenance.
PLAY METER: Yet operators have had service
problems with your solid state pins. In your view
why do they seem to be having so many service
problems?
FISHER: Actually it's not the solid-state, it's not
the board that's causing problems. The game itself
is the same and the problems that occur on our
solid -state games are the same that occur on most
every game manufactured in the world today. But
the new board scares the operator; he doesn't
understand what is in the game. The actual playing
field and the bumpers and so forth, they're still the
same and the adjustments to them are still the
same, but the operator doesn't realize that. When
something goes wrong and he opens the board, he
doesn't see 4,000 wires and all the mechanical
aspects. He immediately sees all the solid-state
equipment and the I.C.'s and the different chips in
there and he becomes very much afraid.
PLA Y METER: And then the operator assumes
that the problem he has with the game is with the
solid-state equipment.
FISHER: Right. Instantly he becomes afraid of it.
The change today in solid-state pinballs is no
different than the change many years back when we
went from tubes in radios to solid-state in radios.
The same fear and the same inhibitions took place
then as are taking place now. It is a lot easier to
stay with something you understand, taking a tube
out and taking it to the local store and sticking it in
to check it, for example, than opening up and seeing
a solid-state board when you don't even know
where to begin to fix it.
PLAY METER: So the main problem is going to be
educating the operator and particularly the
serviceman to solid-state. How can this be done?
FISHER: For the last year Allied has had schools
throughout the entire U.S. and Canada. We have
sent our chief engineers to do the training in these
(continued on page 16)
~
"With the cost of components going up, I have the
feeling that soon the mechanical games will be priced ~
out of the realm of the operator. "
;
15
(continued from page 15)
schools. Somehow, through some lack of communi-
cation, unfortunately, we haven't had as many
operators come to the schools as we would like.
Either they weren't notified or they didn't have the
time or take the time to go learn about solid-state as
a new field. So we're setting up a whole new school
system. In the next eight months Allied is going on
the road again; we'll set up schools throughout the
United States. And any operator who wants to
know when we'll be in which city and where, if
they'll write to us, we'll tell them. They can go
through the school at no charge and learn about
solid-state equipment, what it is, about micro-
processing and how easy it is to fix.
PLAY METER: Actually, when the operator has a
problem with something in the new machine, it's
usually in the electro-mechanical part of the
machine, is that correct? The solid-state compon-
ents are, in fact, much more reliable than the
electro-mechanical components?
FISHER: Yes, no question about it and much easier
to fix. I'm not an engineer, of course, but I do know
that the new unit is twice as easy to fix if the
serviceman understands what to look for when
something goes wrong. With micro-processing now,
you can push one button and the board will tell you
exactly what's wrong anywhere on the game. This
has to be revolutionary in the game business.
Where before, in a mechanical game, it might take
three hours to go through it, here you can push one
button and in a matter of minutes know exactly
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what's wrong and be in and out. That certainly is
going to save the operator money and time in the
field.
PLAY METER: One complaint about the new
solid-state pins is that they do play differently; they
don't have the same sound, particularly in the
scoring, and some people have for this reason found
them less exciting. How do you combat this kind of
complaint?
FISHER: In the first games that we released, we
did have problems with some of our chimes; we
didn't have the correct chimes to match the game,
chimes which would sound the same as on the
mechanical game. That has been adjusted and now
the chimes that are in the games are identical to
those in mechanical games-they sound exactly
the same. When you go to digital scoring vs.
mechanical scoring, there is a wee bit of difference
in the sound, but we've also adjusted the chimes in
that-there should be no problem there either.
We're the innovators so this has all been new
and, of course, we've had to de-bug it. With
everything that's new, it is the guy out there who's
the leader that has to de-bug all the problems, to
find out what is and what isn't liked out in the field.
But I think we've got the problems pretty much
whipped right now.
PLAY METER: What kind of feedback are you
getting from your operators right now? Are they
making good money on these games?
FISHER: The game is making excellent money. It's
in probably the top ten pins in the country. It's
making money anywhere that it's given the chance
to operate and do it. Those that are out there, that
have been adjusted and belong to operators who
understand them, they make good money and the
operators like them.
The new play field on Thunderbolt, incidentally,
which we're releasing here in the next two or three
week , is most exciting, equal to that of any game
on the market.
PLAY METER: Let's get off the pins for a minute
and talk about the video market. Where's the next
concentration; is it going to be the home market?
FISHER: Allied has just entered the consumer
market with home video games, but we also make
standard video games and mechanical games. I see
many new games that are on the drawing boards
upstairs, new wall version games, new location
pieces. Allied right now is concentrating on location
games both in video and mechanical games. As for
the consumer market: in the next five years we will
definitely be there.
PLAY METER: Can a game be made right now for
the consumer market that the consumer can really
afford.
FISHER: The answer is yes. Our new versions of
total consumer products, from pinball games to
video games to orne new concepts that we'll
release in the next four or five months, are very
definitely in the pocketbook of the consumer. In
fact, I would say, more than likely, now that we're
into micro-processing, these things will be much
cheaper than any ever before offered to the
con umer .
PLA Y METER: Arcades seem to be a growing

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