1978
RePlay’s annual review said of 1978 "Video games…disappointed this past year. Unfortunately, they were off in both sales and route collections in all parts of the country. It was probably the most disappointing year in the history of this college-bred phenomenon of the coin industry." They also noted that the year was "less than a banner year" for the coin-op industry in general (outside of pinball and foosball). The main issues were over saturation and poor quality control. Video games did increase their collections for the third straight year, but at a much slower rate than previously. The European market for American video games was actually stronger than the domestic one. In RePlay's fall poll, 47% of operators said they planned on purchasing fewer upright video games versus just 28% who planned to buy more. For cocktail video games, which had been stung by the appearance of the "blue sky" operators, things were even worse with just 3% saying they planned to buy more versus 90% who planned to buy fewer. The variety of new video games continued to increase in 1978. After wowing at the 1977 AMOA show, Cinematronics' Space Wars went on to become the biggest hit of the year, topping both the Replay and Play Meter charts. This marked the first time a game not made by Atari or Midway was ranked #1. Indeed no non-Midway, non-Atari game managed to rank in the 6 in any of the four previous polls conducted by the two magazines. Space Wars also introduced the vector display to the industry.
Pinball and Other
Coin-Op Games
The big news in the industry
continued to be the rise of pinball and especially solid state games. Replay noted that "Pinball is 'all
the rage' in virtually every type of location. It's even beating out 'King pool
table' in bars as the top coin-grabber in this year's poll ... a hard thing to
believe…" Another issue declared that "Flipper games are the darling
of the business right now." According to Play Meter average weekly collections from pinball games rose from
$44 in 1977 to $62 in 1978. Replay reported
in 1985 that 53% of income in street locations in 1978 and 42% of arcade income
came from pinball. Bally introduced seven different pinball machines during the
year that sold more than 10,000 copies, led by Playboy with 18,250 (though it wasn't released until December) and Mata Hari with 16,260. Outside of
pinball and video games, Williams released its first solid state shuffle alley Topaz. Arachnid debuted English Mark Darts (which would
eventually spark the electronic darts revolution). The AMOA allowed gambling
games on the convention floor for the first time and distributors started to
handle more than one brand of jukeboxes, breaking a long tradition.
Statistics:
#
of Different Video Games Released: ca 110
Top
Games
Replay: 1. Space Wars (Cinematronics), 2. Sprint 2 (Atari), 3. Sprint (Atari), 4. Sea Wolf (Midway), 5. Breakout
(Atari), 6. Super Bug (Atari),
7. Starship 1 (Atari), 8. Sea Wolf II (Midway), 9. Smokey Joe (Atari), 10. LeMans (Atari)
Play Meter: 1. Space Wars, 2. Sprint 2, 3. Sea Wolf, 4. Sea Wolf II, 5. Super Bug
6. Starship 1 (Atari), 7. Circus (Exidy), 8. Breakout, 9. Night Driver (Atari),
10. Sprint 1 (Atari)
Significant
Firsts:First Cockpit Game: Star Fire (Exidy)
First Game To Record High Scores and Initials of Top Players: Star Fire (Exidy)
Top
machine types, average weekly earnings:
Replay: Pins $51.50, Pool
Tables $44.25, Upright Video Games $43.75Play Meter: Pinball $62, Pool Tables $53, Jukeboxes $52, Video Games $50
Vending Times (no figures for jukeboxes): Pinball $48, Pool Tables $41, Video Games $36
Total coin-op collections
Vending Times: $2.2 billion (does not include jukeboxes)
%
of collections by game type (RePlay)
Street
locations: flippers 53%, pool tables 18%, TV games 17%
Arcades:
flippers 42%, TV games 31%, group games 12%# of machines on location (in thousands):
Vending Times (no figures for jukeboxes): Pinball (573), Pool Tables (184.9), Video Games (164.6)
Play Meter: Pinball (737.6), Arcade Games [includes video games] (469.4), Jukeboxes (447), Pool Tables (268.2)
Total
dollar volume of collections, by machine type (in millions):
Vending Times: Pinball $1,430,
Pool Tables $394, Video Games $308% of total equipment, by type (Play Meter)
Pinball: 33%, Arcade/Video: 21%Phonographs: 20%
#
of new machines bought per operator, by type (Play Meter)
Pinball:
21, Video Games: 12, Phonographs: 5, Foosball: 5Preferred Video Game Manufacturer (Play Meter)
Atari 69%, Bally/Midway 27%, Exidy 1%, Others 3%
Most
popular game types (Replay)
Taverns:
1. Pinball Machines, 2.Pool Tables, 3. Shuffle Alleys, 4. Video GamesRestaurants: 1. Pinball Machines, 2. Upright Video Games 3. Wall Games and Cocktail Video Games (tie)
Summing it All Up - The Bronze Age
The
opening of new locations to coin-op games may have been video games’ greatest
impact, not only because of the new revenue it generated, but because of the
positive impact it had on the industry’s image. In an article in the October,
1976 issue of RePlay titled "TV
Games and Respectability", industry veteran and video game skeptic Louis
Boasberg explained.
[Louis
Boasberg] …I will shout it to high heaven that all of us in this great industry
owe a debt of gratitude to video games and the developers of same, for they
have given us respectability and above
all entree. I emphasize entree because video games have allowed
operators to operate in thousands of locations where any kind of coin operated
amusement game was taboo, unacceptable, and not permitted to operate in the
past. To name a few of these locations: Such places as swank cocktail lounges,
restaurants, hotel lobbies, hotel game rooms, airports, supermarkets, shopping
malls, department stores and many others, and I might add the list is growing
all the time
[Paul Jacobs] The video game was the
greatest change that ever occurred in the coin-op business. It opened
up a whole array of new locations for operators. Our industry is now
mentioned in the same breath as the motion picture industry and the recording
industry. It is the video game that did this. The industry is not
viewed in the context of a smoke-filled pinball parlor anymore. We are
looked upon as a very legitimate form of entertainment. The video game
has had such an impact on our industry that those who view our industry today
refer to it as the video game business, not the coin-op business.
For those familiar with
the video game banning controversies of the 1980s or the seemingly endless
campaign against video game violence, these comments may seem paradoxical, if
not outright false. Prior to Pong,
however, the coin-op industry had a reputation that was, I anything, even worse
than it was at the height of the anti-arcade crusades of the ‘80s or
anti-violence crusades of the ‘90s. Prior to the rise of video games, many
considered the coin-op industry to be one step above organized crime and
prostitution.
In addition to the new locations, video games also bought
a host of new manufacturers and operators into the industry. While many older
operators complained that they didn't know how to service the newfangled video
games and solid state pins, many new operators found them much easier to
maintain. Servicing gun games and pinball required work and more than a little
experience. Balls had to be cleared from playfields (which required removing
the top glass), stuck relays had to be unstuck, and moving parts broke
frequently. With video games, however, all an operator often needed to do was
wipe down the glass and collect the coins. While servicing broken video games
often required the assistance of technicians, the games didn't break down nearly
as frequently as their electro-mechanical predecessors.
Of course, we don’t want to overstate the impact of video
games on the coin-op industry either. Looking back from the 21st
century when video games are as ubiquitous as toothpaste, it’s all too easy to
read our modern opinions back into 1978. Video
games, for instance, did not render pinball obsolete overnight as some have
written. Far from it. In fact, in the years 1976-78, it was the pinball game,
not the video game, that ruled the roost in the coin-op henhouse. And the
biggest reason was the introduction of the solid-state pin.
[Ed Adlum] During
that time, the biggest event was the birth of the electronic pinball machine.
It caused a two year pingame boom during which both the industry and the
playing public fell absolutely in love with this updated version of the classic
game. Bally dominated the market while all the remaining pin makers like
Williams and finally Gottlieb got into the act.
[Ed Adlum] I remember
an upstate operator named Millie McCarthy who wouldn't put a sit-down cocktail
video game into any of her places for fear of someone dropping a beer mug onto
the TV monitor...what we call the picture tube. In the beginning, video looked
like just one more way to play a game. Even Nolan Bushnell himself once asked...and
I was there when he did. . ."What else do you think we can do with this
other than play tennis or soccer or hockey?"
By 1978, few still considered the games a mere fad, but neither was it clear that they were the wave of the future and many operators remained leery of video games or saw them as just one of many options in the coin op world. It was still possible (though barely) for an operator in 1978 to ignore the games entirely. Pong had been all the rage in the early ‘70s but its reign was relatively brief and the game quickly faded from memory. By 1978, few adults could name a single arcade video game other than Pong. In 1979 that would change. On the other side of the globe, a different kind of video game was taking Japan by storm and video games would once again become a national craze – one that would make the glory years of Pong seem tame by comparison. The golden age of video games was about to begin.
[1] Figures are from the Vending Times Industry Survey. Other sources give figures of $200
million spent on video games and over $1 billion spent on coin-op games as a
whole.
Pictures
From Electronic Games, August, 1982
From January, 1984:
Some Kiddie Ride/Video Game Combos from the early 1980s:
Intermark's Poker Machine (Play Meter, March, 1979)
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