Earlier this year, I wrote a glowing report of the
new Coin Tech Game Systems debit card system, based at that point on my review
of its features and capabilities in operation at Dave & Busters in Mexico
City and at two other FEC's in Mexico. At that time there were 123 Game System
installations world wide but none in the US.
Coin Tech offered to supply a complete system for
testing purposes, and our test started on March 26, 2004. Now, after 14 weeks of
an anticipated one year test of the system (we converted a token operation into
a full debit card system) here in the United States at the Cyber Quest Arcade at
the Soaring Eagle Casino Hotel in Mt. Pleasant, Mich., I am reporting that my
expectations were easily met and exceeded by the product.
Alpha-Omega Amusements and Alpha-BET Entertainment
are expecting even more in terms of increased productivity and higher revenues
as we move forward with this test (in full cooperation with Kids Quest - our
partners over the next 9 months).
Peak Weeks See 35% - 42%
Increases
Lets start with the best news first. During one of
the peak weeks in which the system was in operation (Spring Break Week), our
gross revenues we up 42% for that week as compared to last year's Spring Break
Week when we operated on tokens.
These peak times are when the system really performs
for our game room, increasing efficiency when our staff and game usage are under
the most stress. During this period our 63 games grossed $34,301.02 ($544
average per week) that week as compared to $24,146.75 last year. This was our
highest grossing week ever over the past several years, breaking the previous
record by more than $5,000. This was partially because we set up the system to
offer free debit cards to any customer who initially put $5.00 or more on their
card. If they purchased purchased their initial card with less than $5.00 they
were charges 25 cents for the card.
During each week only 20-40 people started off with
putting less than $5.00 on their card, and perhaps some of these customers
didn't read the signs or they would have opted to purchase $5.00 or more and not
have the 25 cents deducted from their credit balance.
During what I would call normal or average weeks,
revenues have been up between 15% and 20%, while on a couple of slow periods,
revenues were essentially flat, meaning that even increased efficiency cannot
offset a fundamental slowdown in business. If the game room is sparse with
customers, the few have many open games to choose from and they are in no
particular hurry to spend money! In the interest of full disclosure, there were
two weeks of unexplained dips in revenue where we actually did less money than
the previous year - as they say in many corporate earnings reports, quite
possibly it was weather related or perhaps (for one weekend at least) the entire
country was watching Smarty Jones attempt to win the Triple Crown and game
revenues were down in most of our locations.
We chose this particular game location for our test
because we wanted to experiment with what happens when you switch a long time
established 'token system' location over to a debit card system. This can be a
mind-blowing transfer for both customer and staff, but despite the learning
curve, we can already see immediate results, and not just in the cash box.
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For instance, my techs have almost a while extra day each week to do a
preventive maintenance on the games because only the token action games need to
be collected. Game System tracks the number of tokens and tickets awarded, but
we still have to collect the tokens on approximately 20 token action games, so
the tokens can be loaded back into the token dispensing card swip machines.
Checking the number of tokens collected from each token action game and
comparing it to what the system indicates should be in the cashbox has proven
the system to be extremely accurate.
Because this is a highly structured test, we installed the system with a plan
B in mind, namely that we could convert the location back to tokens in an hour
or less, should the system fail for any reason that we were not prepared for. I
even put in a back up server and have two independent hardrives to cover most
anything.
The system allows player to insert their money and receive credits on their
debit card to play all the games (with exception of the token action games) we
have also connected three Rowe BC-3500 changers to the debit system for player
who need tokens for the token action games and want to get a handful with just
one swipe of their card. The customer can swip their card at the $1 changer and
receive 4 tokens at the $5 change and get 20 tokens or at the $10 and receive 40
tokens. Note that we sey up the test with no discounts of VIP programs or
promotions of any kind to establish a baseline of system revenue performance
without promotions. This will permit us to accurately measure the effects of
introducing promotions one as a time and seeing the true success or failure of a
promtion or discount program.
Each player position station has a card swipe reader with a conveniently
located LED display (see pictures 1& 2). The Coin Tech small circuit board
can be wired directly to the main CPU and read credit counter pulses, thus
bypassing the game meters (picture 3). With additional cabling, the number or
tickets dispensed can also be wired directly to get an accurate reading of
tickets awarded. This eliminates a lot of false meter readings ( or employees
misreading 3's for 8's or 2's for 5's or vice-versa) because, as most of you
well know, the cheap $3 meters that come with out games, break or miss pulses
for more frequently thant the zero tolerance that we should require in this
industry. |
Not Switching Back to Tokens
So far, there appears to be little chance that we
will be switching back to tokens any time soon. The system is also completely
accessible online with high security (password protected) access through VPN,
for from a remote location (or on site) in real time you can see everything that
is going on in the location or run and of more that one hundred different
reports. You can tell what games are being played, the name of the gams each
registered customer is playing, the order in which each customer plays games,
and of corse, how much money each customer is spending per visit. When a game
runs out of tickets or is not played for a preset number of minutes, you can
have the system flag or alert you. It's almost like having 63 cameras in the
location and a virtual technician!
To facilitate our redemption operation, we utilized
the three computers and four wands from the Ideal redemption inventory system
that was previously used. [Please do not take this to mean that the Ideal System
was replaced because of any problems. AEM and Alpha-Omega will continue to use
the Ideal redemption software in our other token operations and will continue to
support Ideal]. As you know from my 35 years of writing and speaking, I am a
firm beleiver of using tickets in my family redemption operations rather than
putting the redemption points directly onto the cards after each redemption game
play. But be assured, I am astrong supporter of the customers then taking their
tickets and inserting them into a ticket center or ticket eater and receiveing a
bar coded receipt or directly putting points in their account. We have been
doing this for years with both the Deltronic Labs TT-2200 and the Smart Ticket
Center units.
Our nest step was to further reduce the redemption
center labor costs to handle customers who wanted to have their tickets put
directly into their accounts (even if we did not yet register them by name) for
future use. We started with our existing three Deltronic ticket eaters with
receipt printers, and contructing a cable connecting each of the ticket eaters
to the Coin Tech System in a way that allows the ticket eater to transfer that
data into the customer's account. A card swip reader was mounted onto each
ticket eater with a large lighted button. A customer goes up to any of the
ticket eaters and swipes their card and the light goes on. The light will stay
on until there is a ten-second span when no more tickets are being fed in or the
customer hits the button to let the system know they are finished insearting
tickets. The number of tickets counted is transferred into the customer's
numbered account. The total cost for this upgrade was $60 for the swipe reader
with LED and $17 in spare parts (backlit button from and old video game, wire,
connectors) and one hour of labor. Not bad for the value added.
This is just another example of how incredibly
flexible this system is; it can do anything you want it to, and Coin Tech has a
whole team of exceptional programmers in Argentina that allows me as a U.S.
operator to leverage their lower programming costs. Coin Tech has been super
cooperative in addressing even my mosts challenging requests even though they
know I am doing my best to push the system to its limits and see if I can make
it lock up or make an improper programming decision. This is, after all, one of
the main purposes of the year long test, another being to come up with the best
marketing and promotion features that I can pass aling to other debit card
system users and manufacturers and see if their system can do like wise.
In order to put the system in place, we had to wire
the game room with standard computer cabling with an eye to where the hubs
should be. As I said earlier, each player station has a reader and then these
wires feed back to one of the several hubs. The wires to the games in the middle
of the room were run under the carpeting. It took the better part of three days
(after hours of course) to install and initialize the system.
| Coin Tech's president Daniel Giovannoni
and senior software technician Santiago Pablo Barbero assisted the Alpha-Omega
IT staff of George Brooks, Greg Brooks, Steve Achinson, and Kyle and Marty (who
came up from Frankenmuch, Mich. to help install the system kits into each game),
along with Cyber Quest manager Rich Delvecchio; operations manager Emily Frye,
and Assistant Controller Jon Braun, the installation and initialization of the
system. The installation team (see picture 4) was able to accomplish the whole
conversion without shutting down more than a couple games at a time during the
Monday-Friday period and working through the middle of the night. The best part
was being ready for the big weekend and having things run smoothly as the
customers quickly learned how to use the debit card system. |
There are currently 63 games in the location with
75% of the revenue generated from redemption games, 15% from video, and the 10%
balance from merchandise dispensing machines (cranes, rotaries,
Lighthouse, Sports Arena, etc.). Cyber Quest is set up in much
the same manner as Alpha's and AEM's clients are, with the 20 redemption game
work horses generating 80% of the total revenue.
We chose this particular location for the test for
four reasons:
1.) The Kids Quest management is both open minded and dedicated
to the success of the test, and Laura Roehl, director of marketing, has always
been excited and ready to help create great marketing programs whose success can
be measured.
2.) Kids Quest was willing to take a chance on
switching over from the tokens to to debit card when the industry grapevine myth
said that this cannot work and the revenues will either be flat or actually
decrease.
3.) All three parties (Kids Quest, Alpha-BET, and
Coin Tech) wanted to see if we could achieve a 25% increase in revenue or better
(jump from $800,000 annually to over $1 million - the magic number!).
4.) Kids Quest manager, Rich Delvecchio and Alpha's
game technician, Steve Achinson, both enjoy working with computers. Let me
mention here that the game system administrator does not need to be well versed
in computers and this is a very important item to recognize.
Establishing a Baseline
The first goal we wanted to accomplish was to
establish a 14-week baseline revenue measurement without doing any marketing or
promotions. From past experience in installing and programming other
manufacturer's debit card systems I know I can always boost game revenues by
10-15% with promotions (even on handcuffs and blindfolded).
What to do about the 28 cent cost of the 4-color
debit card was the next logical question. There are currently only two sales
models for debit cards system suppliers:
1.) Make money on the initial sale and installation
of the system and sell cards at cost or provide option for customer to purchase
the cards elsewhere; or
2.) Discount the sale of the system to just above
cost and make money on the sale of each proprietary card. Coin Tech has opted to
sell their system as a low cost (in some cases 50% less), and they hope to turn
a profit through proprietart card sales.
With an initial order of 50,000 cards, a debate
followed on the best way to pass some of the cost onto the customer.
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For our initial 14-week period, we ended up offering
a free card to anyone who intially purchased $5 or more worth of credits. For
any purchase lower than $5, the customer's credit balance was decreased by 25
cents. Cards can be obtained at the two automatic point of sale terminals (APS)
that each have three seperate services. (picture 5):
1.) Customers can put in bills and/or coins and have
Cyber Points put on their cards;
2.) They can put in their card and insert bills
and/or coins and add unit credits to their card; and
3.) They can check the unit credit and ticket point
balance remaining on their card.
I can report that out of more than 4000 transactions
per week, 1/2%-1% of the customers opted to spend less than $5 to purchase their
initial card. I beleive this is why we have see substancial revenue increases in
11 out of the 14 weeks over the same weeks a year ago.
In addition, we have experienced a fairly
significant 'float' (i.e., money and redemption points left on cards and not
used for game play or to redeem prizes). |
There are 3939 active accounts (over last 30 days)
holding $8383 worth of credits and tickets and 9189 inactive accounts (card
hasn't been used in over 30 days) holding $9520. The total 'float' over 14 weeks
of $17,909 is averaging $1280 per week (annualized at $66,560) or projected to
be enough to pay for the system in one year, In all fairness, some float is most
likely occuring because there has been no reason yet for customers to keep their
free card without promotions in effect. My guess is that the weekly float will
decrease as there is more incentive to reuse the card through the VIP programs
that will start in the 15th week. So far, that conclusion that I have drawn is
that ease of use and throughput efficiency of the systems tend to increase the
per capita spending per visit.
During the past 14 weeks, we have only registered
about 400 customers into the database manually. During the first test period,
the number of people who bought cards with less than five dollars was so nominal
that it all but proves that the players feel ripped off if you charge them for
the cards, I have interviewed many teens on this subject and this is exactly how
they feel. Adult arcade locations can get away with selling the cards because
adults are less reluctant to make this an issue. Starting with the 15th week,
there will be no charge for a debit card, even if you wish to get a card with
only 25 cents.
In researching how Coin Tech deals with the selling
of cards in their 125 game facilities worldwide, 100% of them charge the
customer a small fee for the debit card because the benefits far exceed the cost
of the initial cost. Maybe I am being extra cautious here in the U.S., but my
research shows me that a very high percentage of our game players do not want to
be charged for the cards. My feeling is that it is not worth having even one
negative aspect occur during a customer's leisure visit and I would much rather
have happy repeat customers.
The cost of core hardware is roughly $280 per player
station, plus you have your hubs and all the other necessary hardware. When all
is said and done we're talking about $500 a game, is still about half of the
traditional cost of a $1000 a game for a debit card system (based on 80-100
games).
There is also an online service system maintenance
fee that can range from $150-$300 a month, and beleive me, this is well worth
it. Atleast for the test period, our staff and the Cyber Quest staff, are in
touch with Coin Tech on a daily basis to find new ways to create reports and
come up with some unique promotions.
Launching the Club Card and VIP Club
Promotions
Now, that we have a solid baseline data, we are
ready to launch the Club Card and VIP Club promotions that Alpha, Kids Quest,
and Coin Tech have been working on this past month. In fact, we have already
created a new brochure with three different promotions.
The first simple promotion will encourage all
customers to charge extra money on his/her car at the POS (at the redemption
price center) or APS, by offering them a 10% extra bonus if they charge $20 or
more during a single day. This promotion will be valid for all customers,
registered or not. (Of corse, this may raise the spector of players pooling
their money on one card. This should be interesting to watch.)
The second of the three initial promotions is the
implementation of our VIP program. This promotion will reward the customers with
a lifelong 10% discount on all game pricing once they reach the amount of 1500
points ($375) in their accounts (the system will give one game point for every
$0.25 spent on games). This promotion will be valid only for the registered
customers, so the player will need to first come to the redemption center and
register their name, gender, address, birthday and email to get the bonus
pricing plus 100 additional bonus credits ($25 value) added to their
account.
Coin Tech is currently reprogramming the system so
that any VIP who spends $20 or more in any one day will not only receive their
VIP 10% bonus, but also and additional 10% for a total of 20%. At the end of the
day, the VIP card will go back to the 10% discount feature.
Our third promotional program offers $25 in bonus
credits to anyone with a Club Card or VIP Card who brings in and helps register
a friend. At a maximum cost of sales of 25 cents per dollar, it's well worth my
and CyberQuest's $6.25 maximum cost to obtain a new customer who will spend
approximately $200 annually. Plus, the actual cost of sales is considerably less
if the play video or air hockey or a non-prize game (more like 20% or only
$5).
We will currently allow all the games to receive the
bonus reward, but later on during the test I want to use the configuration
features of Game System to restrict the use of the customers bonus to avoid
certain VIP's using all of his/her bonus credits to play a certain crane, for
example, and win more than the total value of the bonus credits.
With all these promotional opportunities in play, we
are certain that players are going to try to find ways to beat the system, and
we are equally excited to figure out ways to stop them or cover any financial
shortfall, while still letting the player think they are receiving something of
unique value and perhaps getting one over on us. I cannot tell you how many
adults will reach over and place a ball in the top 50 point hole on the kiddie
game Toss 'Em when they think nobody is looking. They think they are
cheating, when in fact, they have given me a quarter, and I have given them a
nickel back, as the game is set for a maximum award of seven tickets (valued at
3/4 cent each).
When I was in grade school (and even in junior high)
me and my friends used to sneak used to sneak into Palisades Amusement Park in
Cliffside Park, N.J., through a hole in the back fence. Years later, I learned
that the owner of the parkhad actually had his security cheif cut that hole so
that the local kids could come in for free. We thought it was great and we could
bring friends and show them how you could sneak inl for 35 years, I thought I
got away with that. It's funny how the security cops (and even real policemen)
always chased us but never actually caught us. They always seemed to stop after
running less than 30 feet.
I want to create some kind of a model that emulates
that psyche with this system; it's all about one step ahead, and that's what we
are trying to do with the system - disprove the old myth that you cannot convert
a location from tokens to debit cards and boost revenue enough to justify the
system investment. Well, rest assured that should this test show a $200,000
increase in annual gross revenues, the spell may finally be broken. And
remember, I have already gone 14 weeks without implementing any promotions and
the results are still noteworthy. So the debit card test goes on!