We make sure pla1Jers like our games first, so IJOu'll like the collections later. gained for further product development. "Players are asked to rate the game: In general. Compared to other video games. Likelihood for p laying again. Controls. Playfield. Looks. Sound. And they're asked for opinions and suggestions. Reducing IJOUr risk. Carol K antor, M anage r Produ c t Research, Atari , Inc. "We're working to make sure every Atari game will be successful. That's why each new idea is pre-tested before it's OK'd for production. Tested in arcades, lounges, locations just like yours. Tested for player reaction. Tested for collections. "Whether we like a game or not, we know the only real test of earning capability is how players respond in actual location conditions. tions figures during the test period are measured and compared to existing successful games. Theirs and ours. "In addition, through controlled personal interviews with players and written questionnaires, objective data is "Then, if it passes our rigid collections and ratings test criteria, it'll graduate to the market place. "When it does, you'll know it's already a proven winner. "The overwhelmingly successful NIGHT DRNER;M SPRINT 2;M LEMANS TM and BREAKOUT™ were all tested this way and passed with honors'.' There's no need to take a chance anymore. Put your money on a sure thing by calling your Atari distributor now. Or contact us at Atari, Inc., 1265 Borregas Ave., !i~~::e~soo)I\ Don't forget he also has the incredible new F-1™ and Dominos:rM AT AR I® I"\. I I"\ ~ Innovative leisure A Warner Commun.ca11ons Company Winning the numbers game. "Our testing isn't just putting a game in a local arcade for a weekend and counting coins either. Typica lly a prototype is installed in a carefully selected location for up to 6 to 10 weeks. "The all-important collec- Atari People. We're pla1Jing IJOUr game.