Play Meter

Issue: 1984 November 15 - Vol 10 Num 21

Mylstar's M.AC.H. 3 was one of the best lasers on the market.
As laser revenues fell, however, some distributors
did not want to accept orders of the game.
Q*bert was one of the highlights of 1983.
12
novice player. And, as the years
passed, D. Gottlieb & Co. grew in
stature and respect to the extent
that when I first ventured into the
world of coin-op back in 1974,
there was a type of mystique
attached to the Gottlieb presence
in the field.
The company was like still
water running deep, serving up a
nuance or advance on an almost
regular basis in terms of playtield
components and features, as well
as individualized graphics that
tended to set Gottlieb apart trom
the crowd. Admired tor the kind of
operation it ran, the company was
viewed with a measure of envy,
reverence, and mystery.
In hindsight it really wasn't any
great secret only the belief in
basic principles which seemed to
permeate the equipment pro-
duced. Each machine seemed to
incorporate some essential ele-
ment which tended to make it
better, or at worst appealing to the
audience of the time.
Somehow, as a player, you
could expect certain things from a
Gottlieb machine which weren't
necessarily the same type of tactile
and sensory feedback found on
other games from competing
companies. Gottlieb machines
offered a different playing expe-
rience that just couldn't be dupli-
cated, while distributors and
operators knew they could rely on
this manufacturer's products tor
steady income.
It was the best of both worlds,
but there were other develop-
ments afoot which would swiftly
erode this magnificent base of
operations Gottlieb had created.
The first sign that the times were
changing came about when
video games proved to be a viable
replacement tor older novelty and
arcade attractions such as gun,
digger, and other mechanical
machines which were no longer
what a new television generation
wanted.
The most telling blow, however,
was the advent of solid-state elec-
tronics into the world of pinball
with its flippers, drop targets, spin-
ners, and other staples. After
watching its competition get a
PLAY METER, November 15, 1984
head start in applying the new
technology and perfect individual
systems. Gottlieb finally entered
back into the race with Cleopatra
which was introduced amid much
hubbub at the Nv10A in 1977.
I remember the response to this
simplistically designed game with
its distinctive blue displays. Those
members of the industry who had
supported D. Gottlieb & Co. for so
long were relieved the company
had delivered a piece for the
times . They no longer made
excuses for the company such as
"They're waiting until they get
everything right you'll see" or
said to diversify and broaden
operations. At the 1980 Nv10A
industry members were intro-
duced to No Man's Land. the com-
pany's first video game.
Not an in-house creation. it was
at least a beginning and the
acknowledgment that Gottlieb
had to change with the times. But it
had to play catch-up, finally
unveiling a home-grown effort.
Reactor. at the 1982 AOE conven-
tion. The response wasn't over-
whelming although the Gottlieb
name still meant something to
individuals in the industry, as well
as players worldwide.
Gottlieb machines offered a playing experience
that couldn't be duplicated, while distributors
and operators knew they could rely on this
manufacturer's products for steady income.
BUY FROM
T HE BEST
• THE LOWEST
EVERY DAY
PRICES.
We will meet or beat any
price of any reputable dis-
tributor published in PLAY-
METER MAGAZINE for
any equipment we have in
stock.
• PROMPT
SHIPMENTS.
We guarantee that any new
or location ready game you
purchase from our in stock
inventory will be shipped
within 3 business days
after receipt of your prepay-
ment or deposit. If your
order isn 't shipped within
such time , we will send you
$100.00.
"They just don't want to rush into
anything."
Game limitation
WelL better late than never. the
company had arrived into the
present with products that were
once again reliable and enter-
taining for players. However. there
were to be other subleties in game
design that Gottlieb didn't and
couldn't take the lead in due to the
electronics system at the core of its
machines. It had limitations which
were obvious beneath the surface
and tended to stifle and restrict
development.
Then. as pinball began to feel
the pressure from a public pre-
occupied with video. Gottlieb held
fast to what it had symbolized for
so long: good quality pinball
machines. Other companies in the
field expanded their sights and,
where once a factory might have
focused on flipper games. room
was being made to include videos.
The conservatism which had
been a part of the Gottlieb image
was only further reinforced when it
attempted to ignore the warning
signs and go on with business as
usual. But even this industry giant
saw the writing on the wall which
PLAY METER. November 15, 1964
The problem was magnified
because the industry was in transi-
tion. and so too was D. Gottlieb &
Co. Only when Q*bert was intro-
duced in the beginning of 1983.
had the company finally turned
the corner on the road back. There
was new ownership and the old
guard as well as any tangible links
with the past faded. All that re-
mained was a rich heritage and
reputation built over generations
and decades which. undoubtedly,
might have played a more major
role in the ·survival of Gottlieb.
during the lean times, than any-
one might be willing to imagine
and accept.
To the late. great David Gottlieb,
along with his family, friends, and
employees over the years. I would
like to say thank you for helping to
not only give birth to this incred-
ible industry, but for also helping it
survive and endure during the
hard times when so many others
no longer believed in the dream of
coin-operated amusement enter-
tainment. It is a legacy none can
deny or afford to forget. In fact it's
the kind of stuff that for so many
other industries and fields legends
are made and then nurtured. So,
so long D. Gottlieb & Company. •
• FREE DELIVERY
FOR PREPAID
ORDERS.
When you purchase a new
or location ready game and
pay for it at the time of your
order, we will pay all the
shipping and freight costs.
You 'll be saving $50.00 or
more in freight costs.
• WE WARRANT
WHAT WE SELL.
You'll receive a 30 day war-
ranty covering the monitor,
logic board and power sup-
ply of any new or location
ready game. We have an
expertly trained technical
staff available to assist you.
The
Came
Exchange
(THE ORIGINAL)
1289 ALUM CREEK DRIVE 10"' only oH•ce)
COLUMBUS, OHIO 43209
(614) 258-2933
CALL TOLL FREE
IN OHIO
1-800-848-1514
OUTSIDE OHIO
1-800-848-011 0
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