Play Meter

Issue: 1981 June 01 - Vol 7 Num 10

store isn't going to do any business. You've got to have it
now. And you may have to have more than one. You may
even have to have two or three to accommodate the
crowd. So you have no place else to go with that piece
because it has to stay in that stqre. And the only other
thing you're going to be able to do with it is to trade it in.
The only possibility of game rotation that I see today is
in very unique pieces, i.e., a big sitdown flying or driving
game. That is what we used to call a sort of attraction
piece. That's the kind of piece you could put in the front
part of your store to get people in. A piece like that could
be rotated. A good example was Hercules, the big pinball
game. We bought a few of them because they were
profitable, and they were unique. It was an attraction
piece. And you could move that from place to place to
catch people's eyes. You can still rotate equipment like
that. And it is good to have pieces like those, and you can
still rotate a pingame because there is a variety of those,
and so there's still some possibilites for rotation there;
but you're not going to be able to rotate a ho video
game.
The arcade public is very aware of what they warn o
play today. they're very sophisticat ed , more
sophisticated than they were a few years ago when
they'd play almost anything. Today they want o
Berzerk. They want to play Defender. When we first put
in the Atari Football, I saw this phenomenon taking
place. We didn't start buying that gamefor allourstores.
until we saw it was an attraction in itself. Then we started
·buying in duplicates · for some stores. But I remember
being in the office one eneving and getting a call fro
some player who said he was driving around looking for
an Atari Football and wanted to know our nearest store
with one. Of cause, I gave him directions, but i rang a
bell about this coming phenomenon. I'd never seen that
before. That is an example of someone who is selectively
looking for a specific game to play. More and more we
are having that today. People want to play Defender.
They want to play Asteroids. They've got to have that
stuff. And that's what they're going to play. They're going
for that specific reason.
PLAY METER: What are your thoughts ' about
equipment purchasing, as far as the number of games
for QIJai/able space in an arcade?
ISAACSON: The operator, of course, should try to put
in a balance of equipment that will maximize his return
on investment and that will allow him to stay current with
the trend in games. He has to look at his game purchases
as not merely a one-time investment but as a continuing
investment in his product.
I don't really think there are any hard-fast rules an
operator can go by as far as his game purchases, though.
The gcpnes are pretty much limited by the amount of
space he has in his store. Qne of the things I'd like to
point out at Sega Centers, however, was that just
because you have a room of, say, 4000 square feet, that
doesn't mean you have to fill it with 100 games. In some
cases we found rooms with as many as 65 pieces, but
when we analyzed it we found we were only getting an
efficient return to about 40 games and beyond our 40th
game it was a matter of diminishing returns.
When you stop and think that each of those games
requires electricity and maintenance, parts, collections,
and so, on, you realize like we did tl"iat it costs us money
o have those games in the store. Because of this, I know
of some arcade operators in various par~f the country
who are partitioning off parts of the large spaces they're
easing and are not using them. They're paying the rent
TOKENS • TOKE S•TOKENS
(S OCK
FOB ALL MAKES OF GAMES.
TURNSTILES A: VEND
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PRIZE RED EMPTIO ·A: TRADE CHECKS
CASINO SLOT. GAMING COINS
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'
VAN BROOKOFLEXJNGTON,INC.
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255-5990
PLAY METER, June 1, 1981
but would rather operate with smaller numbers of games
than occupy all the space with a whole lot of games.
1981
'Arcade operators in vctrious
parts of the country partition off
part of the large spaces they lease
and are not using them. They're
paying the rent but would rather
operate with smaller numbers of
games than occupy all the space
with ci whole lot of games.'
What a year
for
Game-A-Tron's
Video Games!

I think it depends on the traffic at the location. And
then, of course, there are some places where I have room
for only 40 games and wished I had roomfor 50 or SS.It all
depends on the traffic flow. So you have to consider two
things: the size constraints of the store as to how many
pieces you can get into the store, and then you have to
consider how many pieces the store warrants.
There's only so much money around a given location,
and I do not believe that in today's climate of games,
people will pay to play ju~t anything. That was the case a
few years ago.lf they couldn't get onto Space Wars, they
would just as soon play a Stunt Cycle. But today people
are more selective about what they're going to play.
That's why we're seeing banks of the same game, banks
of Berzerk, banks of Asteroids. That's what the public
wants to play. And I don't think they're playing Stunt
Cycle.
Also, there's something else to consider about having
filler games on your floor. It's going to break down, and
that's·not good. You just can't put a big sticker on the
game that says "Out of Order" and be done with it. You
have to get it off the floor and into the back room because
by keeping pieces like that on the floor you're going to
hurt your image.
So you have to look for the happy medium. A place
that has too few games looks vacant and uninviting. And
a place . that has too many games looks Growded,
especially if there aren't that many people playing. So
you have to look at your location and the configuration of
your store to decide what is best for you. There are all
sorts of shapes for stores-long narrow stores, like .
bowling alleys, and so on. One thing we did before we put
any games in our stores was use paper doll models of the
games, based on their approximate sizes. We'd take a
drawing to scale of the floor of our location, then vte' d
take the dolls and arrange our store before we ever put a
game in so we would know what it was going to look like
beforehand. You have to keep in mind what your store is
going to look like.
PLAY METER: What are you looking for as far as traffic
flow?
ISAACSON: In the front of the store, you're looking to
attract people in. The store itself is the attraction; so it
has to be visible for what it is. I once turned down a
location in a mall that had a five-foot-wide entranceway
that was forty feet long leading back to 3,000 square foot
center. It was long tunnel, a very narrow hallway, and
you had to know there was a huge cavernous game room
inside or else you wouldn't have ventured in. So I didn't
take the location. One of our competitors took it, and I'm
sure he's doing very well with it since there are only so
many malls and so many opportunities, but that's how
Watch for these releases:
*SPACE BUGGER
TM
-FEBRUARY
;:
*BLACK HOLE™
-JUNE
* COSMICKAZE™
-OCTOBER
All games developed and
manufactured by Game-A-Tron
in the good old U.S.A.
~
Copyrights and patents
pending
Game-A- Tron will take all legal action
necessary to protect its proprietary rights.
Cs;R
CiAME·A·TRDN
(A public company)
931 W. Main St.
New Britain, CT 06051
Tel.: (203)223-2760
PLAY METER, June 1, 1981
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