| The Debig Card Test Goes
On! |
 |
By Frank Seninsky 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.
| 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. |

|
Picture
1: The simple and efficient
Game System Debit Card Swipe Reader.
|

Picture 2: Four Swipe
Readers are installed on each of the four-player stations
of Knock It Off rotary (designed by Amusement
Entertainment Management/Elaut with assistance from
Betson several year ago - still a workhorse in all of
our game centers).
|
 |
| Picture
3: The Coin Tech Game System
'kit' installs easily into any game. We found it much
easier to Velcro the small computer board inside of the
game's cashbox but for our first install, we wanted to
be able to quickly convert the entire game room back to
tokens in case the system and its back-up went down (which
it has not). |
|
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. |

Picture 4: The real installation
team: (l to r) Greg Brooks- Alpha-Omega, Santiago Pablo Barbero-
Coin Tech, Steve Achinson- Alpha-Omega, George Brooks- Alpha-Omega,
Daniel Giovannoni- Coin Tech, Rich Delvecchio- Kids Quest |
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.
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! |