Arcade Collecting > Pinball

Stern layoffs

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ChadTower:

...which pretty much describes a classic vid.  Simple to learn, progressively gets harder, a ---smurfette--- to master.

ChadTower:

--- Quote from: pinballjim on December 15, 2008, 02:35:45 pm ---
--- Quote from: ChadTower on December 15, 2008, 01:23:42 pm ---
...which pretty much describes a classic vid.  Simple to learn, progressively gets harder, a ---smurf--- to master.

--- End quote ---

This describes about 10 classic vids.  For every Pac-Man, there's 100 pieces of Zarzon shovelware crap.

--- End quote ---


Those aren't classics.  Those are just old.   :)

Karetaker:

--- Quote from: ChadTower on December 08, 2008, 03:43:43 pm ---
--- Quote from: pinballjim on December 08, 2008, 03:37:18 pm ---For as well as SWEP1 and RFM did, don't forget they were outsold by South Park.

--- End quote ---

Meh... Ops afraid of the new concept.  Tons of potential for new directions that South Park could never have had.  I'm hoping the NuCore guys will open things up a bit so homebrew minigames become possible.

--- End quote ---

Ops are NEVER afraid of a new concept. It really comes down to if the earnings potential justifies the cost of a machine. RFM sold quite well and Williams finally saw a profit in the pinball division that had not been seen in years. Those sales were ALL driven by Operators. That hardly sounds like a group "afraid of the new concept". Ops love kits! So, the idea of a pinball kit was very welcomed. One thing that was hard for Operators to get past was the whole "What in the Hell do I do with the playfield"? SWE1 just seemed doomed from the start. Poor timing, poor planning, the movie underpreforming, whatever the cause it just didn't earn. Next thing you know Williams pulled the plug. A bit premature IMO.

Xiaou2:

 The problem with Episode1 was the fact that the video took up valuable playfield
space for 'interesting' and fun shots.   Everything became too simplified and boring.

 Putting video in the backbox would have been the best option... as then it wouldnt
have affected the gameplay... only adding to it.

 The idea probably was to try to make the game easier for ops to maintain...
yet, play counts were low... cause pinball fans really didnt like the
generic, easy, boring,  shots. 

 The lame movie didnt help any... but that really wasnt the big issue.

 The added time and cost to try to produce quality video animations, only made things worse.

ChadTower:

--- Quote from: Karetaker on December 22, 2008, 07:38:10 pm ---Ops are NEVER afraid of a new concept. It really comes down to if the earnings potential justifies the cost of a machine. RFM sold quite well and Williams finally saw a profit in the pinball division that had not been seen in years. Those sales were ALL driven by Operators. That hardly sounds like a group "afraid of the new concept". Ops love kits! So, the idea of a pinball kit was very welcomed. One thing that was hard for Operators to get past was the whole "What in the Hell do I do with the playfield"? SWE1 just seemed doomed from the start. Poor timing, poor planning, the movie underpreforming, whatever the cause it just didn't earn. Next thing you know Williams pulled the plug. A bit premature IMO.

--- End quote ---


You can say that but all of the ops I've asked gave me the same story.  "pinball wasn't earning anymore and I wasn't dropping $4500 on a new concept until I see it making some cash.  I replaced them with touchscreens and got into wall jukes instead."

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