Play Meter

Issue: 1989 September - Vol 15 Num 10

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..cu1rMtN I
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VIDEO KITS
Game
1. Golden Axe
2. Crime Fighters
3.
4.
5.
6.
Arch Rivals
Ninja Gaiden
Bottom of the 9th
Cabal
7 Strider
8. Superman
9. Shmobi
10. Sly Spy
11 Road blasters
12. Super Mario 3
13. Championship Sprint
POINT
MFG.
VALUE
Sega
8.80
Konam1
Bally
Tecmo
Konam1
Fabtek
8.42
8.17
7.51
7.38
Taito
Sega
7.29
7.03
6.98
6.87
Data East
Atari
6.83
6.81
Nintendo
Atari
6.81
6.78
Capcom
POINT
Game
14. Bad Dudes
15. RoboCop
16 Capcom Bowling
17. Ninja Warriors
18. Nastar Warrior
19. Tetris
20 Bubble Bobble
21. Dynasty Wars
22. U.S. Classic
23. Super Mario 2
24. Final Blow
25. B1g Event Golf
MFG.
Data East
VALUE
6.73
6.63
6.62
Data East
Capcom
Rom star
Taito
Atari
Romstar
6.48
6.35
6.31
6.23
Capcom
Ta1to
Nintendo
Romstar
Taito
6.17
6.04
6.02
6.00
5.97
VIDEO DEDICATED
1. Super Ott Road
2 Hard Drivin'
Leland
!=1.05
6. OutRun
Sega
Atari
8.79
Am. Technos 8.44
Sega
8.08
Taito
8.06
7
8.
9.
10.
Mechanized Attack
Final Lap
Chase H.Q.
AfterBurner
SNK
Atari
Taito
Sega
1. Earthshaker
Williams
8.63
2. Cyclone
Williams
Williams
Williams
Williams
Williams
Williams
Data East
8.o?
7.56
7.40
7.21
6.87
6.83
6.58
9.
10.
11 .
12.
13.
14.
15.
Time Machme
Swords of Fury
Banzai Run
Bad Girls
Data East
Williams
Williams
Premier
Hot Shots
Transporter
Laser War
Premier
Bally
Data East
3. WWF Super Stars
Turbo OutRun
5. Operation Thunderbolt
4
7.83
7.33
7.32
7.25
7.23
PIN BALLS
3.
4.
5.
6.
7.
8.
Jokerz!
Taxi
Black Kn1ght 2000
High Speed
Pin bot
Playboy
6.41
6.18
6.18
5.46
5.23
5.08
5.00
The question has come up as to when a game is a kit and when it is dedicated. If a game is released
as dedicated, it stays that way until being released in kit form. A game may earn more as a dedicated
game because of the new cabinet. Many conversion games look like old, shabby conversions. In many
cases the older pressboard cabinet may never be made to look right. For example, a converted Pac-Man
cabinet still looks like a Pac-Man. In the case of Sega's Turbo OutRun, dedicated will greatly outearn
an upright kit. The survey is JUSt an indicator to guide the operator.
September 1989/ PLA Y METER 9
fROM THE EDITOR
How to win and
influence players
"THE MOST FUN YOU'LL EVER HAVE FOR ONLY A QUARTER!" "DON'T
MISS THE LATEST GAMES AT THE ARCADE!" "COIN-OPERATED GAMES:
DON'T LET YOUR FRIENDS HAVE ALL THE FUN!"
H
ave you seen any of these
headlines or bill boards proclaim-
ing the advantages of playing coin-
operated video games?
Of course you haven 't. But what's
wo rse , playe rs haven ' t seen them
either. While kids are being besieged
by publicity about home games, coin-
op hype remains confined within the
industry itself. Manufacturers generate
excitement for their games among their
distributor network . D istributors then
spawn that same excitement to their
customers , the operators. Nowhere in
the cheme of promoting a game does
the player enter into the picture .
Where, then, would the player come
into the picture? How about generating
coin-op game interest in a national
advertising campaign? Can you im-
agine settling down to your favo rite
prime-time program when a commer-
c ial comes on that entices players to
play coin-op games? Imag ine a fami -
ly visiti ng their local family amuse-
ment center. T he mother and daughter
engage in a competitive game of ai r
hockey or foosball. The father and son
challenge each other on any of a myriad
of games. They walk out laughing
together, talking about how much fun
they had .
I 0 PL/\ Y M f:TER/S ~ pl~ rnh~ r I \I~'J
How about ads in magazines show-
ing how much fun it can be to play eoin-
op games? T he headli ne could read ,
" Have you tried one lately?" It would
be accompa ni ed by a gro up of
teenagers competing on one of the
latest games, challenging each other to
a game of darts or pool, or seeing who
is the best pinballer.
We al l want players to play coin-op
games, but we aren' t doing anything to
make them want to play. There's no
doubt that promotior. a nd advertising
work. Haven ' t you ever tried
something after seeing a commercial?
Sure , we all have. Advertising onl y
makes consumers aware. Then it 's up
to the quality to make them come back
for more .
Ironically, in our last issue, Bonnie,
C hris, and I a ll focused our editorials
on experi e nces we had that didn't
reflect positively on the industry .
C hris, being young and single, fre-
quents places with other young singles.
He probably never noti ced games
before, but he s ure does now a nd ex-
pects quality ga mes. Bonnie knows
when a crane is a rip-off and gets mad .
And I certain ly know it 's not normal to
find a game room full of broken, filthy
games. Unfortunately, even publicity
and promotion wouldn ' t have helped
any of our situations . We can't entice
players to want to play and then not
have the games and locations to back it
up .
If someone was going to see a com-
mercial and decide to try co in -op
games, he wouldn ' t be back to any of
the locations we described . Promoting
an industry takes teamwork. Our in-
dustry probably requires it more than
most , because what each one does
dramatically affects others.
There have been so many positive
steps taken to show that the coin-op in-
dustry is a viable, wholesome industry ,
but we can't stop now. It's time to take
ambitious steps to promote what we
ha ve. 0
Valerie Cognevich
Editor

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