(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