Play Meter

Issue: 1981 June 01 - Vol 7 Num 10

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
--------------------~------------------------~~~--------~--~------~--~ ~--~~----
17
important the store front image is to me. When I was with
Sega Centers, we would make extensive use of mirrors,
appealing colors, and very modern and appealing signs
to attact the eye of the customer going by.
Now, as far as merchandising the equipment that goes
inside, I think you'd want to put your best shot forward.
So you'd want to display your best pieces up front, and
that will attract them in. One of the reasons for banking
like six Asteroids is because it has an appeal. It's a unique
merchandising display.
0
.
0
• •
. o.
. . 0.



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PLAY METER: Should you, then, as a matter of rule put
your hottest games right up front?
ISAACSO N: I think you have to be careful not to put all
your hot games up front in one area of the store because
you want the traffic to flow all through the store. We used
o put all our pingames in the back and the videos up
£ron because the pin player would find those games and
fil er back there, and the video players would stay more
or less up"front.
PIA Y METER: What are your thoughts about cocktail
"d eos as far as their place in arcades?
ISAACSON: We had an operating theory that we would
no have cocktail videos because it would allow people to
· down. What we wanted to avoid was people coming in
and sitting down in chairs and throwing their bags on the
oor and loitering, because then th~ arcade may become
a hangout. So we always wanted people to stay on their
eet and keep moving. But what we did was take the
cocktail tables, build them up on pedestal§, .and make
them stand-arounds. We liked it as a unique approach to
games. We could stand it up in the middle of the store
and not have to line it up against the wall like the other
·eces, and of course, it made it easier for us to get hot
games that we couldn't normally get in their upright
models.
ow some operators, I understand, are using cocktail
ta es in their arcades for players to sit around, and
ey're being well-accepted. It just goes back to your
personal operating philosophy and· how you want to
manage your traffic.
PLAY METER: At one of your seminars at the
Amusement Operators Expo this year, you warned
operators that, as far as the new games being marketed
oday, "We may be looking down the barrel of a bunch of
Chryslers." What did you mean by that?
SAACSON: I am very concerned by the tremendous
·
of new equipment right now. From what I have
'From what I've beel[l able to
determine, the number of games
being produced domestically is
hree times what it was a year ago
FOR MORE INFORMATION
CALL TOLL FREE
O.B.A. INC.
1 800 527 5853
IN TEXAS CALL ICOLLECTI
214- 630 8004
18
been ab e to determine, the number of games being pro-
duced domestically is three times what it was just a year
ago, and that's not counting the imported games that are
coming in by the boatloads. There is a screaming
demand for equipment right now from the operating
segment, and we distributors are not able to fill that
demand; and the manufacturers, to meet that demand,
are gearing up to produce even more. But, what I'm con-
cerned about is that at some point the market is going to
absorb all those pieces; and the reason l feel that,is
PLAY METER, June 1, 1981

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