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TO: NEIL NICASTRO
OCT. 31, 1995
FM: STEVE RITCHIE W/ SCOTT SLOMIANY & PETER PIOTROWSKI
CC: KEN FEDESNA, LARRY DEMAR, JOE DILLON
SUBJ: FACT-FINDING FUNGAME EUROPEAN TOUR
Saturday, Oct. 21, 1995 Pete, Scott, and myself arrived in Wimbledon, a suburb of London England. Our agenda on this day
was to play coin-operated games in the many pubs, shops and theater lobbies along the "main drag" in Wimbledon. Pinball
was not a factor in our obser- vations; on the entire street there was a World Cup Soccer and it was unplugged
due to malfunction.
We did find fruit machines that were getting a small amount of play. In one pub, we found a new looking BWB machine
called Crystal Maze, a health-club themed payout machine, a JPM game called Roller Coaster, an amusement park-themed payout
machine, and a payout trivia machine which had questions aimed directly at British players. These fruit machines offered 5
reel spins for 1Pound, and payed out a maximum of 8 pounds. The maximum payout, however, was 4 Pounds in cash, with
anything above that paid out in tokens.
One bartender told us that the fruit machine law regarding payouts would be modified in the near future to increase
maximum payouts to 16 Pounds
Scott Slomiany has compiled a document with more complete rules of play for these machines, and can give anyone
interested a copy.
The machines accepted the tokens it vended as well as a variety of English coin denominations. The tokens were openly
accepted at the pub's bar in exchange for food and drinks if the player desired. One feature we noted was that Roller
Coaster utilized Flash lamps, a first as far as we know. Since all fruit machines we saw had many bulbs flashing and
doing patterns, the games were far more bright and attractive than any pinball machine has ever been.
Sunday, Oct. 22
We traveled to London and visited many pubs and arcades. At one seedy arcade, an unplayed Corvette and Star Wars were
in the corner of the game room loaded with fruit machines, mostly old. The players were predominately mid-20's, and
mostly oriental. We noted that the newer fruit machines (w/ trail games built in), were getting the lion's share of the play.
We visited a Namco arcade called Wonderpark, a brightly lit new family arcade. This was a very busy arcade, with many
sit-down driving machines. Sega Rally linked-double, a quad Daytona a real Miata-bodied Ridge Racer, 3 Alpine Racers
and a Galaxian 3 six-seater were the main attractions. They also had a large Camel Race attraction which was operated
by an attendant. All the driving games were busy except a FMS Cruisin' in the middle of the floor. It became obvious to
us that linked multiple driving games with non-motion platforms and large screen monitors were the preferred
entertainment at all arcades that we visited.
We also noticed that all arcades, big or small, and pubs gave patrons the opportunity to SIT DOWN in front of their
favorite games, relax, and play until their money ran out or they got bored. This is a significant trend everywhere in Europe.
It is interesting to note that games like MK3, WWF, Virtua Striker (a Virtua Soccer game), and other uprights that
did not have seating were NOT BEING PLAYED.
Virtually all pubs we saw in England have at least 1 or more fruit machines with 8 Pound payout and the
limitations as above.
Monday, Oct. 23
We departed London and arrived in Hamburg about noon. We met Michael Senglemann and visited the arcades and
spielotechs near the Reeperbahn. The first arcade we visited was the El Dorado. While it was never a palace,
it never looked worse. Few people were playing games, 1 40ish man playing 2 wall games simultaneously, 3 men
in mid-20s playing Johnny Mnemonic, 1 man in mid-20s playing Whodunnit, and one woman playing a flip-card
wall machine. 3 fun games were present but unplayed as we arrived. This was mid-day and the arcades were
busier at night.
We then crossed the street to the Merkur Spielotech which was much cleaner and more modern. At the entrance
was a large bilboard informing players of upcoming tournaments including billiards darts, and foosball.
There were at least 15 fungames. The newest game was Monte Carlo or Bust, a fun game with a monitor
instead of reels. There were 12 positions in the trail, or backglass portion of the game, with significantly
fewer bulbs. The rules of the game generally led the player to different casino games the player could
stop and play while being driven around town in a taxicab. The graphics were of poor resolution and quality.
See Scott's memo for more details on game play.
The players present were playing foosball, Addams family pinball, (with the player sitting on a stool), and
1 40-ish man playing a fun game. Once again, even in front of up-right videos, stools were provided so that
players could sit comfortably and play.
We then visited an arcade in the "bad side of town" on a street called "Rathausstrasse". The name was
appropriate. This arcade contained an Alpine Racer, about 15 flip-card poker wall games, and a whole
wall of fungames, about a third of which were busy. The Alpine Racer was continously being played as at least
two or three spectators cheered the player on. There were about 8 pinball machines, only a Johnny being played.
This is when we could see (as pointed out by Michael) a vivid difference between the dull, dimly lit
backglasses which were all similar on the pinball machines as compared to the fun games which were at least
3 times brighter due to an abundance of lights and bright, popping colors that only silkscreen inks on
glass can produce. We also played a barstool table game based on Parcheesi. The next day at Nova, they
also had a Monopoly and a poker version of this table.
Our first meeting with Hans and Udo was at dinner that night. They consistantly told us that we should
try to incorporate fun game features into pinball machines. Udo also voiced his opinion that we should
build a video monitor fun game because our graphics are better than anything that BWB can produce. Hans
complained about Williams' inability to be flexible with production, specifically aimed at European
regions. Hans also suggested that we make a Bingo machine with multipliers in a fun game size. Hans made
comparisons between BWB and Williams, and praised BWB for their flexibility to accept their suggestions
addressing their market. We do not seem to care about their suggestions. They suggested that everyone
should get together and talk about the problems between Nova and Williams.
The conversation then turned to the earnings of fun games in Germany. We found out that Secret Agent and
Blues Boys were poor earners. Udo said that the best earning game by a factor of 2X is Monte Carlo Or
Bust after four weeks.
It was also pointed out that Nova buys 50% of BWB production, which also produces English fruit games.
According to George Gomez's information he obtained during his trip last year, BWB had said that they
aren't producing any more games for England than in previous years, that all their growth has come
from overseas exports.
They also complained about the growing complexity of our pinballs, primarily rules. They state that their
players are often Turkish immigrants and not geniuses like engineers and do not have university degrees.
Even Udo agrees that Olympic Gold, the new BWB fun machine, is too complex for the average player and
it's earnings don't compete with Sinbad, a game that has been in the market since March.
Hans requested that we develop a bingo game at one point, and asked what happened to the Circus game.
He recognized the fact that the product was very expensive, and that it didn't work. He then said that
cost was not so important if the game earned well.
While Hans and Udo complained about the problems, the dinner/meeting was a success in that all of us left
with good feelings for each other and there was a sincere attempt at solving problems from both sides.
Tuesday, Oct 24
We arrive at Nova early in the day. Udo took us on a quick tour of the facility. We were then shown to a
conference room which contained a line of 6 fungames including Cup Final, Sinbad, Olympic Gold, Monaco GP,
Monte Carlo or Bust, and Secret Agent. The best seller so far has been Road Runner.
I asked how many of each model were sold and the following information was given:
Cup Final - 2500 (in Italy, sales are expected to about 300 machines)
Sinbad - 17-1800 expected to go to 2500.
Olympic Gold - 600 sold so far, not many more sales expected due to over-complexity.
Monaco GP - 600 has performed poorly.
Monte Carlo or Bust - 2000 expected sales, could be more.
Secret Agent- 200 very poor sales and earnings.
One important note than Udo stated: Nova limits the production of these machines so that the market
does not become saturated with fungames.
I asked about pricing for these games and was told that Monte Carlo was purchased by Nova for $2,600.
The other fungames were purchased for $2,100.
Hans said that Williams should incorporate fungame features into a pinball game a number of times. He
offered a suggestion of a very small pinball playfield that could fit into a fungame cab- inet.
Mike Sengelmann suggested that we design the fun games at Williams, but build them in Europe and then
Hans explained that this idea would be advantageous to him. He cited the fact that he had to pay $60
shipping + 5% duty to import each unit. When he purchases a game from England, he pays $30
per unit and no duty.
Hans mentioned that when he requests changes or special features from BWB, they usually recieve the
modified product in 6 weeks. Software changes are made in 2-3 days.
Udo reminded us that we should not try to develop true gambling games, but stick with the fungame
format, which is entertainment only.
Ed Valentine suggested that we build a pinball machine as follows: When you press the start button, a
score is immediately awarded to the player and decremented as the player loses points or incremented as
the player wins points. He thought that this would shorten the game time of better players, and make
the poorer players feel less embarassed about their inability to win a high score; at least they could
start the game play with a decent score.
Mike Sengelmann suggested that maybe a token that was won could be displayed behind the glass and
re-vended into a slot to credit the the game automatically. This would mean no token handling at all.
During all of our conversations, Nova complaints about pinball quality were conspicuously absent.
After a short meeting with Jens Moeller explaining some of the technical aspects of the operation of the
fungame, Mike DiSantos, a Nova subdistributor in Italy began explaining the operation of the fungame
in his territory. He told us that the Italians preferred different characters on the reels because they
couldn't use fruit according to laws which have since been changed.
Mike D. began a 30 minute lecture explaining to us that we should not build fungames. He cited the fact
that England has been building them for 20 years, and that we would probably screw it up. I don't know
what Mike's real agenda was, but it was obvious to us that Hans sent him in to tell us this repeatedly.
He did, however, encourage us to build a video fungame, like Monte Carlo because "you guys are the best
at building pins and video". "You should add fungame features to pinballs, because pinball is what you
guys do best".
Mike D. also mentioned to us that we should never again make a driving game that is limited to only 2 linked
units. He (and obviously everyone else we spoke to) insisted that games should be linkable up to 8 units.
He requested the input pinouts for Crusin controls on the PCB's. His intent was to make FMS units out of
non-moving Crusin games that he owns. He has already converted some games, but inputs to his "movers"
come from the steering wheel action that the player provides. The result is clumsy, but works to a degree.
Mike D. was pretty adamant about how poorly the Crusin FMS's quality and reliability was, and stated that
he had far less expensive "mover" devices that were more reliable than ours. He also gave us some pictures
of Crusin units with attractive car body sections that he had fabricated. The body sections were 3/4
scale copies of a newer Corvette. He said that he paid $18K to have the fiberglass molds made.
He then talked about how we are forgetting the female segment of the market. Puzzle Bobble adresses this
market, and apparently 20K were sold world-wide.
At this time, Hans came in putting his coat on and saying goodbye to us. Hans left and we began to pack up
to leave. As we were leaving, we couldn't help but notice that there were no pinballs in Nova's showroom.
When asked about it, Udo replied that he didn't know why this condition existed.
Wednesday Oct. 25
A "free" day for us. We visited the Vegas World arcade and played more fun games. The arcade was not what
it used to be. The formerly glitzy place was now shabby and nearly empty, but in fairness, we visited at
early evening. An entire "tier" of pinball machines sat unplayed and noticeably dark; their placement was
tucked in the back, with the only access to them was across a bridge. This arcade contained a lot of wall
machines, but strangely, only three fun machines, a Road Runner, and 2 Cup Finals.
We played the German wall games. Playing one machine for awhile, Pete figured out how it worked, which is
less complicated than fun games. Pete's assessment of the machines are that they are boring; there is
no 'show' when you win a big amount of points.
I won a token while playing a fungame, and tried to redeem it for cash. The operator screamed at me,
"No money! Only for fun! Put the token back into the machine! I guessed that I would never find out
if the tokens were good for money at any location in Germany. Once again, the Sega Rally game was busy,
as was the four player linked Sega Daytona. The business at the arcades picked up noticably during the evening.
Thursday Oct. 26
We arrived in Paris and checked into our hotel. We met Michael Senglemann and proceeded to PSD. We recieved
a tour of their facilities. Their showroom contained a Theater of Magic, Dirty Harry, Jackbot, No Fear, and
Indy 500. Johnny Mnemonic was conspicuously absent. There was also a dart machine, a sit-down projection
monitor game (that currently was playing a volleyball game, Power Strike 2), a WWF, and two Neo-Geo system cabinets.
As PSD employees went about their business, we began to play the pinball games on the showroom floor.
We noted that the volumes were turned all the way down on most of the games, and that the No Fear had
operational problems. The ball launch did not fire the ball underneath the playfield, and the magnet
ramp did not function properly. We requested the new replacement magnet ramp guard and installed it.
We also adjusted the ball launch so that the game played properly.
We repaired a cut wire that went unnoticed on the showroom Jackbot. This wire was for a column of control
lamps on the playfield. The wire was cut by the transformer catch pan.
Patrick, the head pinball technician, showed us a fax he recieved from Joe Dillon, which very
ambiguously described a modification to improve the ball's velocity up the cross ramp on Dirty Harry.
The original complaint of Dirty Harry buyers was that the ball did not have enough power to get all
the way up the ramp. Joe's fix recommended the installation of two posts in front of the entrance of
the ramp which in theory would partially block weak shots from entering the ramp at all. The poorly
written "sales/engineering bulletin" did not state the exact locations of the posts, did not supply a
template, and did not specify the type of posts to be used. We were surprised that the sales department
was issuing service bulletins at all. We performed the fix to the best of our abilities to demonstrate
what the principal of the fix was.
It was then that we noticed the holding coils of the flippers in No Fear and Indy 500 produced autoflip
regularly. For those of you who don't know, autoflip is a condition that re-propels the ball off of a flipper
that is being held up by the player. The ball strikes the flipper, pulls the plunger off the coil stop,
and opens the end-of-stroke switch, which then fires the main coil, snapping the flipper back up, and shooting
the ball in an unwanted manner. It appears that all games operated in France may have this problem.
I believe it to be a problem of low voltage. We experienced this problem in the midday when it was cool outside,
meaning that the problem must be more severe in the summer months when the current draw of their power lines
is greater. Lights are noticably dimmer and the solenoids do not kick as hard as a game operated in the United States.
It became apparent that PSD employees placed the games in their showroom in poor working order; whether or
not they knew any better is unclear. I would tend to believe that they were not test-played in the showroom.
This presents a poor image of quality to a would-be buyer who I'm sure would be sampling play in PSD's showroom.
The PSD techs unpacked a WhoDunnit, and they were getting ready to place it out on location for test. Initially,
the technicians were impressed that it was seemingly perfect out of the box. Not even close. We found quite a
few problems. Again, a wire had been cut by the transformer catch pan. One of the opto cable connectors was
yanked off the driver board when the backbox was lowered in shipping. The flipper interruptor was warped. During
the first play, we discovered that the left flipper was sticking in the up position after flipping.
After several hours of six technicians (including us), we finally had to replace the whole machanism to
eliminate the problem. Dwight reported to us that the WhoDunnit's at the Expo were showing the same symptoms.
Apparently, the stop bracket will become magnetized, attracting the plunger. When we replaced the coil
stop bracket at PSD the same problem persisted. There is a potential that there is a whole batch of defective
coil stops in our production supply.
PSD technicians had the following complaints/suggestions to improve our products:
On WhoDunnit, the spring metal at the entrance of the up/down ramp is too short, causing some balls to
bounce up and not flow up the ramp.
The front molding welds break often. They want them to be reinforced.
They would like weld nuts on the cabinet interior leg mounting plate instead of the pressed and threaded method
that we use now. They are stripping frequently.
Things vibrate loose too much. They want more items shock-mounted.
We repeatedly heard about how bad our cabinet flipper switches are. We must come up with a new design that
really works, and is cost effective for the operator.
We consistantly have problems with the gearboxes and motors on all games.
The lifetime of the dot matrix display is very short. Partial lighting of dot elements seems to
They fear that further problems with couplers (Theater of Magic was cited) would detroy the gearbox of the motors
that drive the X-Y hand mechanism.
Themes that they would like to see are soccer, bowling, basketball, team handball, racing cars (Euro rally races),
rugby,. bicycling, and Mortal Kombat as a pinball. They also want more platform games (such as Super Mario Brothers)
for video. Driving games with multiple linking are higihly desired. Strategy games like Tetris and Puzzle Bobble
are popular, but scarce.
The following general remarks were made:
The range of scores are too high and frighten the player. Score inflation is way out of hand. Please add a
daily high score feature.
All games' initial and default high scores are too high.
Game play is too technical for the common player. Many high level features are never seen by the player because
they are so far out of reach for the average player.
They request lighter colors on cabinets for both pinball and video.
Friday Oct 26
We continued our conversations with a protracted discussion of PSD's almost desperate plea for a printer and
interface mounted to the coin-door of the pinballs they operate and sell. Their plan is to hold tournaments and
eject a printed "ticket" with the player's score, location, date and an encrypted numerical verification code.
The players would then send in the ticket to PSD who would keep track of results on a computer system,
Telenet, which anyone could dial in. Players on a daily or weekly basis could play competitively yet on their
own time. Prizes would be awarded for the high score of the day or week.
An identical scheme, run by another Cunick division head in France for dart machines has increased the earnings
of dart machines twofold. Dart machine sales increased in a big way as well. The people at PSD feel that this
printer is the wave of the future. They were begging for help in any form.
They were willing to do the software interface themselves or contract out the work to someone else. They said
that they were willing to pay Williams to do this software interface work. We then went to a private office at
PSD where a new-in the-box fungame was placed to demonstrate the workings of the machine. It was a BWB Cup Final.
The French were totally unaware of their existence, it seemed. Mike Sengelmann arranged to have a man who is an
expert on French gaming laws present. He stated that games operated in France cannot pay out anything. He
thought that if the token dispensing ability was removed from the game, that it could be operated in France
as well. He did mention that only 5 free games max could be awarded to the player in any game. Since many
"plays" are given for one coin, interpreting this rule for fun games would be vague.
The expert also said that the French "gaming police" would take years to do anything about machines
that they felt were in violation of French gaming laws, at the street level.
We then left PSD, with Patrick the head technician, to tour some Paris arcades. He drove us to a beautiful
new arcade on a busy, central street. The arcade's owner, Madam Pesch greeted us and took us on a tour of
her game palace. It was actually 2 arcades on the same street separated by a baggage store which she was
trying to buy, so that she could have 1 huge, half- block arcade. The old half was super crowded with games
and people. There was a row of 9 recent pinball machines, 3 of which were being played. Virtually all other
games in this part of the arcade were sit-down games. Even Puzzle-Bobble was in a sit-down with a rear projection
monitor. She had a coin-pusher game in the center of the floor, and supposedly, because of her good political
connections, held the only license in Paris for token play.
She then showed us the new section of her arcade and it was impressive, to say the least. The place was loaded
with sitdown games in five huge rooms. Even games that were not designed to be played in sitdown cabinets were
installed in them. Rows of Daytonas, Sega Rallys, Suzuka 8's and a Galaxian 3 attraction crowded the rooms. They
had one MK3 being played. It was one of the few upright games in the arcade. She is building a downstairs section
(also huge) with another Galaxian 3, a virtual reality area, and an "Internet Cafe" where kids can log on and
pay by the hour at numerous computer stations. She also was going to install a champagne bar for parents of the patrons.
Saturday Oct. 28
We experienced a very bad simulator ride which absolutely thrilled the French riders and pissed me off.
The movement was annoying and stupid, and the film that was running was more or less running the "return
from space" in reverse from the "take-off' footage. Totally dorky and amateurish in every way. Some French
people clapped and whistled when the ride was over. We hated it.
Mike Sengelmann felt that the trip was a sales-boosting success, and left for home.
Sunday Oct. 29
Departed for the U.S.