Play Meter

Issue: 1985 June 01 - Vol 11 Num 10

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Operators are buying again ...
but very smartly
By Valerie Cognevich
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Operators, finally strong enough
to buy new equipment again, are
depending on other operators-more
than distributor recommendations
and manufacturer test reports-when
making their buying decisions. And,
although most concur the manufac-
turers are producing their best equip-
ment in two years and that their hit
ratio has improved dramatically,
manufacturers are still feeling the
pinch that will be magnified by the
natural summer slowdown.
Operators are not investing in
equipment like they once did, but they
are buying more than they had for the
past two years.
According to operator Jim Mason
of High Country Games in Laramie,
Wyoming, " I'm buying more than I
did last year because the equipment is
the best its been for two years. In fact, I
hadn't bought anything in the last two
years."
Echoing Mason, Paul Spiegel of
Active West in Los Angeles said,
"There is a lot of excellent product
because the manufacturers aren't
introducing garbage like two years
ago. They're being more selective
about what they introduce. Before, the
manufacturers, especially the large
ones, were coming out with games, not
because they were good but to keep up
with production. They simply forgot
that supply does not mean demand ."
According to Eric Jacobson of
Amusement Devices in Kaukauna ,
Wisconsin, "Yes, I'm buying more
than I did last year, but I'm watching
very closely and being selective. I am
upgrading my dart and trivia games ."
Although the market has changed
PLAY METER. June 1. 1985
in the last few years, it's very similar to
the way things were before the video
boom. Said Spiegel, "We're back to
being an honest industry. We're back
to the 1980 level." That means back to
phonographs and pool tables as the
staples of an operator's route; and
pinball, too, is enjoying a resurgence.
Play Meter's 1984 "State of the
Industry" survey of operators revealed
the industry staples were earning as
they had through video's boom years.
Now, however, with the video bust,
those steady pool, phonograph, and
pin collections are looking much
better to operators. And that's
reflected in the manufacturers' scram-
ble to suit the operators' changing
buying patterns.
Pinball companies, which had
neglected pinball during the video
boom, are introducing new lines of
pinballs. Even the staid jukebox has
undergone a transformation with
video jukeboxes replacing older
models. And pool tables and table
soccer manufacturers are reporting
increases in sales as the table games are
regaining a higher place on routes .
Electronic darts, though available for
years, are the center of renewed
interest because of promotion techni-
ques.
According to Bob Dumas of
Action Amusement in Corpus Christi,
Texas, "Videos are a thing of the past.
I am starting dart leagues and plan on
starting pool table leagues. These
league programs are what will save
us."
As for video, certain patterns
emerged - trivia games, systems, and
sports themes all prevai led. Operators,
trying to cut costs by converting old
games into something new, were
buying heavily into conversions. And
dedicated games were almost com-
pletely neglected. The video bust had a
sobering effect on operators.
Said Dumas, "If everyone would
go with systems we would all do much
better."
Mason put it this way, "I've tried
the Nintendo system, and it's great. I
haven't tried others, and, though I may
be limiting myself, I would rather be
the last kid on the block to have some-
thing than the first and chance getting
burned . Nintendo made promises and
kept them. They never said they were
considering getting out of the business.
Others made promises and didn't keep
them."
The resistance to being the first on
the block to have anything stands in
stark contrast to how operators rushed
to beat competitors onto the streets
with hot, new games during the video
boom.
Systems
As Mason's comments indicate ,
Nintendo led the way with the system
concept. Only two other companies,
Sega and Data East, had preceded
Nintendo; but it was Nintendo which
surprised the industry by turning out
excellent, low cost kits for its VS.
System. Since the introduction of the
dual YS. System , Nintendo continues
to improve without raising the price.
Most recently, the company intro-
duced the UNI System which is
basically half of the dual VS. System.
All games with the exception of Tennis
and Baseball will adapt to the UNI
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as conversion kits for older games.
Actually, kits now account for the
bulk of operator purchases. According
to Tony Moore of State Amusement
Company in Roanoke, Virginia,
"Though I haven't really bought more
dedicated games than I did last year, I
have definitely bought more conver-
sion kits. I have been converting a lot
of my games to trivia because trivia
games are hot right now."
Cates added, "The collections we
have right now don't warrant buying
anything but kits."
Jacobson of Amusement Devices
in Kaukauna, Wisconsin, summed it
up, "Manufacturers are finally making
some good kits."
Manufacturers offered a variety of
conversion kits. Atari offered Empire
Strikes Back and Return of the Jedi
conversions for Star Wars. Bally intro-
duced Flicky and S. W.A. Tfor its Six
Pac series, and Galaga 3 as a conver-
sion for any video game .
Exidy offered a graphically supe-
rior conversion for Crossbow called
Cheyenne.
Kitkorp introduced its hit Crown's
Golf as a kit. A St. Louis operator
epitomized operators' reluctance to
purchase even the best games if every-
thing isn't just right when he noted at a
distributor showing last year that
Crown's Golf ~as the best game out,
but he wouldn't buy it since it wasn't a
conversion. ·And Kitkorp showed the
willingness of manufacturers to give
operators what they want by intro-
ducing the Crown's Golf kit.
Konami introduced several kits
including Road Fighter, Super Basket-
ball, and Yie Ar Kung Fu, the latter
two being popular sports themes .
Other companies offering kits
include Magic Electronics with Bull-
seye Darts, Samurai, and 8-Ball
Action, all based on popular themes;
Cardinal Amusements, (which was
overwhelmed at the response it
received at the AOE show on kits
Street Heat, Drakton, and Beastie
Feastie); Crown Vending, with Hero
in the Castle of Doom; Memetron, a
newcomer in the kit field with Atomic
Conversions
Boy, Attack of the Savage Bees, and
Another example of the newfound 10- Yard Fight '85; Monroe, with an
interest in catering to the operator in update for its Birdie King; Nichibutsu,
this buyers' market is the amount of with Magmax and Roller Jammer;
product manufacturers are intro- Progessive Game Distributors, with
ducing not even as systems but simply Complex X and Trivia Master;
System. New kits include Duck Hunt,
Excitebike, Hogan's Alley, Ice Clim-
ber, Pinball and Golf.
Atari introduced two systems, each
with an outstanding game. Marble
Madness leads off System I and
Paperboy, System II. Although the
quality of the games is strong, price
appears to have created some resis-
tance to the Atari systems. And that
again has reaffirmed the buyers
stranglehold on : the market-that
operators, who once couldn't pass on a
solid piece are willing to pass now if
everything isn't just right.
Said Mason, "Operators can buy
some of the new equipment at reason-
able prices but some will have to lower
prices." James Cates of Albany
Amusement in Albany, Georgia,
echoed Mason's comments, "Prices
have been escalated for a long time.
Price is one of my prime considera-
tions when deciding on what to buy.
The closeout prices of games taught us
what they could really sell a game for."
Cinematronics' Cinemat System
was introduced with Cerberus but the
second offering, Mayhem 2000, has
received encouraging reviews and may
be the game that assures the success of
the Cinemat system.
Konami premiered its Bubble
System at the ASI show in early
March but to date it has announced no
plans for the release of games.
Bally Sente with its SAC-I System,
has introduced Chicken Shift, Goalie
Ghost, Off the Wall, Hat Trick,
Stocker, and Snacks n' Jaxson. But
the SAC-I premier game appears to be
Trivial Pursuit, based on the board
game. It's an attempt at mixing trivia
games with the system format which
operators are looking for, again
showing a newfound consciousness on
the part of factories to make what
operators want.
This attempt to make new equip-
ment purchasing as palatable and
painless as possible is a big change
from the video boom years when
manufacturers dictated price, format,
and availability to operators.
PLAY METER. June 1. 1985

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