Play Meter

Issue: 1981 September 15 - Vol 7 Num 17

design and develop the Defender
game, several copyrights have been
registered, as well as a trademark on
the name Defender. Williams has
secured copyright protection for the
artwork on the cabinet, the audio
visual effects (play) of the game and
the computer program of the
Defender game.
Williams' policy is to take
whatever legal steps are necessary
to protect these rights. In lawsuits
filed in United States District Courts
in New Jersey, Alabama, California,
and Oregon, Williams' rights have
been upheld by the courts.
Williams will continue to seek
relief through the courts against any
person or persons who engage in the
manufacture, assembly, distribution,
sale, or operation of any product that
is judged to be infringing these
rights are subject to confiscation of
the infringing products, as well as
substantial monetary damages.
The only way Williams or any
other legitimate video game
manufacturer can stay in business
and continue to provide games of the
caliber of Defender is to be able to fill
the market demands at a reasonable
profit level to reinvest in additional
research and development.
Copiers spend no research
monies. Copiers provide an inferior
product. Copiers provide no service
or support. Copiers that are here
today may be gone tomorrow.
The problem of copiers is truly a
blight on our industry. It hurts the
manufacturers. It hurts the
distributors and, ultimately, will hurt
operators, as well. With your
support, however, the problem is
one that can be and will be solved.
I would appreciate to hear any
thoughts or comments you have
about the copying problem.
Ron Crouse
Marketing Director
Williams Electronics, Inc.
Chicago, Illinois
Second thoughts
Roger Sharpe and I probably feel
the same about the game of pinball.
We would play a pinball instead of a
video game anytime.
And, as he stated in the June 15
issue of Play Meter, many long-time
game players, and most new players,
have turned to video games as a
staple. But I think Roger's
explanation of this phenomenon
needs yet further analysis.
If you assemble game players into
two very general categories-kids
and adults-it must be evident that
today's kids are playing videos more
than adults, and adults are playing
pinball more than video. But the
latter situation has been changing
lately, and that's the real crux of the
video takeover.
The reason for this isn't
necessarily that recent solid state
pins were not innovating fast
enough, or that the current products
are too loaded with features. (Roger
seemed to advance both theories in
the same issue). I think videos have
caught on simply because most
video games require and develop
purer skill in the player.
From its inception, pinball has
involved the element of chance: a
ball moving amongst obstacles
before reaching certain goals. The
uniqueness of modern video games
is that the player has to eliminate
obstacles to reach the goal. In most
video games with attacking
obstacles, the player is given
adequate reaction time to avoid
being blown up, and the more he
plays the game, the better his
reactions and anticipation become.
In some games, the repeat player
identifies a pattern in the video's
logic (e.g . , Asteroids, Space
Invaders) and can become an
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8
PLAY METER, September 15, 1981
expert, able to play the game until
too exhausted to press another
button. This is pure skill-something
that pinball as we know it cannot
possibly achieve.
As long as you have a ball (or two
or three) banging around posts,
bumpers, slingshots, etc., you will
not have a pure skill game. Although
expert pin players can stay on a
game for hours, expert video players
can get much more playing time
overall for a quarter because there is
little element of chance that they will
lose.
As a pinball enthusiast and
operator, I find this to be video's
biggest fault. The money made on a
video while the players are learning
the game is electrifying, but the
money lost on experts tying up the
machine potentially all day is
distressing.
However, that is of no concern to
the player, which is one reason video
is on the rampage.
Another reason: Would you
rather watch a movie or a slide
show? That's a lmost what the appeal
of video as against pinball has
become. Most videos present a con-
stantly moving game environment
requiring full attention, while the pin-
ball player focuses on the ball and, no
matter how innovative, an often-
motionless playfield.
The intimidation factor Roger
mentions is not really germane to the
issue at all. What could be a more
intimidating experience than one's
first game of Asteroids? Yet, is it not
the most popular game in the
industry's history?
There may be people out there
who are intimidated by new pinball
machines and features therein, but
these are not true pinball players-
and more than likely not video
players, either. Few true game
players back away from a challenge.
Whither goeth pinball? Naturally,
to incorporate TV machines and
features into pinball itself. I'm sure
this idea is not revolutionary in the
Chicago factories. And I wouldn't
shy away from a bet that the pinball
industry is biding its time (what else
is new?) with the current "multi-
craze" before introducing TV-
pinballs (rudimentary at first, no
doubt) to an eager amusement
community.
In fact, my psychic tendencies
have afforded me a vision of the first
such game, so I will spoil the surprise
unveiling planned by the industry
and tell you that the name of this
game will be ...
"Euel Pong."
Paul M. Thiele
Los Angeles
Home games' effect
For all the operators contemplating
the effects the home game cartridge
market will have on their Missile
Commands and Asteroids, I pose a
question of more serious con-
sequence.
The limited power of the Atari and
Matte] home games prevents them
from coming close to the action and
sounds of the coin-op versions. But
how many of us realize that the
$1000 home microcomputer (Apple,
TRS 80, etc.) has thousands of
inexpensive game programs
available to it, some of which
accurately copy the sounds,
graphics and action of the most
popular coin-op games.
As the decade progresses, the
home computer will become so
affordable, half the households in
America will have one in the living
room. Why should dad and kids
spend their money at the arcade
when they can play "Defendant" and
" Asteroid Field" at home for free?
Let's face the possibility that
people will become saturated with
video games and may tire of them
altogether. Maybe we shouldn't
write off pinball so quickly-after all,
you can't copy a Jungle Lord and sell
it at Sears.
Evan R. Wessel
Mercury Amusement Company
Ardmore, Pennsylvania
[Ed. note: Continuing discussion of the
home games' impact on coin-op has
included 'The Satellite in Your Liuing
Room,' Play Meter September 1 issue,
and 'Don't Panic Pinball Operators' July
1 issue.]
Something on your mind you want
to uent? Got a gripe? Full of praise?
Ha ue a question? If you haue
comments on the coin operated
entertainment industry, write to Play
Meter. Our "Letters to the Editor"
columns are dedicated to you, the
operator/ reader.
All letters must be signed; if
requested, only initials will be used
or the name withheld from print.
Please include return address
(although, for the sake of your
privacy, addresses will not be
printed.) All letters subject to
standard editing. Be concise.
The mark of quality for the world market
of coin machines
1981 confirmed by:
• 8.967 trade v1s itors
- 62% -top level manag~mcn t -
• 150 exh1b tors on 12.000 m 2
exhib't'o" area
• the results of the exh1bltor survey
new business connections: 96%
- d1rect orders booked: 82%,
in the f1eld of vending machines: 73%-
- pos1t ve judgement of business
subsequent to the fa1r: 98% -
0
lma
IMA '82 is building towards
an all-round sucess
and wil l enhance worldw1de 1ts
reputation as the leadmg trade fa1r
of all the branches of I he co1n
machine trade.
IMA '82 - If you want to succeed,
you ought to participate.
Heckmann GmbH,
Fai r management IMA '82
Kapellenstr. 47
D-6200 Wiesbaden, Germany
Tel. 06 121/52 4071,Telex 04 186518
21.-24.January 1982
Frankfurt/Main,Fair Grounds
3. International amusement and vending trade fair
PLAY METER, September 15,1981
9

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