"XONOX"

DOUBLE PLAY COMBINATION
Will Xonox Video Games Be K-Tel's "Greatest Hits"?

by Jim Gorzelany

(Appeared in the March 1984 issue of "Video Games" Magazine)


  • K-Tel International, Inc,. the successful purveyor of such "greatest hits" record albums as, Summer Fun, Heavy Metal, and 25 Original Polka Favorites, is going electronic. Through its newly-formed Xonox division, the company is flexing its mammoth marketing muscle in what is, for them, a new entertainment frontier -- video game software. In order to be able to stand out in an already-crowded marketplace, K-Tel/Xonox has introduced a unique line of "double-ender" game cartridges in a variety of software formats. Each release offers two completely-different 8K games, mounted at opposite ends of the cartridge, for about the same price as a single-game cart, approximately $24.95.

  • To get a better idea of just what we might be able to expect from this new entery into the home game sweepstakes, Video Games interviewed the two K-Tel executives responsible for the creation and development of the Xonox product line -- Mickey Elfenbein, K-Tel Executive Vice-President, and Donald M. Thompson, Director of Product Development for the company's Consumer Electronics Division.

    Video Games:

  • The video-game software market is currently flooded with products and well-established companies are in trouble financially due to slumping sales. Why, then, has K-Tel/Xonox chosen to enter the marketplace at this time?

    Mickey Elfenbein:

  • Well, we saw that the selling of video games aligns itself perfectly with the marketing efforts of our business -- selling record albums. The product development function is a bit different, but we have an already-established distribution system that's ideally suited to reach our customer base for game software. The consumers of both products are very similar, from age category to the methods and kinds of promotions which can reach this audience. Even the life cycles of the products are nearly identical.

  • Xonox is a multi-national type of product that is both mass- producible and mass-marketable. There are sufficient profit margins built into the products that allow us to do our kind of extensive marketing. For example, we will spend about $2 million to promote each game release. Our whole marketing concept with regard to both records and video games is to produce selective, youth-oriented products, and do a big job on each of them, rather than market a whole bunch of small products and do a small job on each of them.

    VG:

  • What is the reasoning behind the "double-ender" video game cartridge?

    ME:

  • Our whole concept here is to offer the consumer a good price/value relationship. We think that each of these games is good enough to be marketed as an individual product. However, in order to break through from a merchandising point-of-view, we have decided to market two products together instead of one. This offers the consumer some- thing that is truly unique. Like we say in our commercials, "Twice the fun for the price of one."

    VG:

  • Was the double-ender format the only way you could have successfully fit two games into one cartridge?

    Don Thompson

  • There may be some new-generation computer chips out there that would allow us to have 16K of memory on one board, but we've elected to put 16K on two boards, 8K each. In this way, we can produce a product that features one game on each end and, basically, looks like what it is--a cartridge containing two video games.

    VG:

  • How were the two games in each cartridge matched? What criteria did you use to decide which combinations to create?

    ME:

  • Many of our decisions were based on market research. By talking to potential customers we found out which of our games they woluld most like to see as being the matched-up products. Conceptually, what we have done is direct the two ends of a cartridge toward a relatively- similar target audience. We aren't selling a product that might appeal to a five-year-old on one side, and a 20-year-old on the other. We want both ends of the cartridge to be compatible yet also to be different enough from each other in terms of the ways the games are played.

    DT:

  • Let me give you an example. Chuck Norris, Superkicks has a military aspect about it and features a great deal of male appeal. The same can be said for Artillery Duel on the other end. There are differences within the games, including the skills on how each are played, but the themes have common threads between them. In addition, the paces of both games are different, so that one actually serves as a "relaxer" after the other. This isn't to suggest that the intensity of one is much stronger than the other, but rather that we're drawing on different skills or player response. There's a planned compatibility between both games in the cartridge. This makes it desirable to turn over and play the game on the other end of the cartridge, and vice versa.

    VG:

  • In talking about development of your games, there has been obviously been a great deal of thought and attention into many details, did you manage to pull together a team of designers here in Minneapolis, Minnesota?

    DT:

  • No. Actually, the designers aren't located here in the Upper Midwest. We have people in San Francisco, Los Angeles, Houston, Dallas, Chicago, Pennsylvania, New Jersey, Long Island, and Boston working on the products.

    ME:

  • In every case we work with design houses, rather than individuals. Each house usually has its own internal graphics expert, design expert, programming expert, and so on. We're not just going to one persona nd saying, "Here's an idea--do a game for us."

    DT:

  • Generally we first produce a script and storyboard based on the capabilities of the game idea. Then it's time to sit down with the programmers we're working with and start a dialogue. We also test the game ideas with kids, getting their reactions to the scripts before anything gets to a circuit board. Then, we fine tune the product in a kind of "round robin" manner--going back and forth between us, the designers, and the kids who test the games.

    VG:

  • How are you treating your game designers in terms of name recognition?

    ME:

  • We credit them in the instruction booklets, but not on the cover of the box or anything else as such.

    DT:

  • There's a great deal of input from a variety of people in the development of our products. Yet, the programmer has a certain amount of responsitility with regard to a game, but it's not his initial creation. It's a combination of talents. So the progammers do get credit, but it's not blown out of proportion.

    VG:

  • You're encouraging the players to read the instruction booklets before playing each game. Why the emphasis?

    DT:

  • In the early 2K games, such as Pong, you picked up the game and could master it before you even know what it was all about. They weren't complex games. Now, we have brought a higher level of sophistication for Atari 2600 games, as well as the efforts we're producting in other formats. This means that, in order to really get into one of our games and play it as it should be played, you'll need to read the instructions first. Otherwise you'll die too quickly. When you have five to eight screens in each product, you're going to need some basic information regarding action and objectives.

    VG:

  • Two of your first games--Chuck Norris, Superkicks, and Thundarr the Barbarian are based on licensed characters. Will this approach to getting recognizable themes be emphasized in the future?

    ME:

  • We will always look for licenses that make some sense, both creatively and financially. When we find them, we'll certainly go after them. However, what we will avoid are licenses that, in themselves, have no relevance as far as the creation of a video game is concerned.

    VG:

  • You mean characters such as "Kool Aid Man" and "Strawberry Shortcake?"

    ME:

  • Right, it doesn't make any sense.

    DT:

  • First, to make a game around Strawberry Shortcake really requires some ingenuity. Second, the target audience for the video game must be the same as the target audience of the licensed character. The Strawberry Shortcake character is aimed at an age group that is totally different from the typical age group of kids who play video games.

    ME:

  • Now, on the other hand, the Thundarr the Barbarian character itself fits into a storyline that is ideally suited to a video game. The same for Chuck Norris. In addition, go into a junior high school and most kids know who Chuck Norris and Thundarr the Barbarian are. However, licensed characters aren't going to be the sole emphasis of our product development.

    VG:

  • How difficult was it for you to obtain these two licensing agreements?

    ME:

  • The Chuck Norris people were terrific to work with. They recognized that the product would do well, we would do well, and that they would do well. Chuck approved our storyboard, helped us with research, saw the game about 50 percent of the way and approved what we were doing.

  • Ruby-Spears, who owns Thundarr the Barbarian was easier to work with in this particular project than they have been with regard to other characters. For a while, there were hordes of peopleafter these same two licenses. It was a case of supply-and-demand. The people who marketed these two characters to us may have asked for more money than they would have been able to do otherwise, based on the demand.

    VG:

  • What about the arcades? Are you pursuing arcade game licenses?

    DT:

  • Yes we are, and we would be very happy to license our products to the arcade game manufacturers.

    ME:

  • Actually, we ARE looking to license some of our games to the arcade people. We are also looking to license the games to outside software manufacturers who can produce versions of our products in other formats. For example, Spike's Peak/Ghost Manor will be released in a number of formats other than the ones we are manufacturing ourselves (Atari 2600, Colecovision, VIC-20, and Commodore 64). The games will probably be available for the Apple, Atari computers, 5200 and the new IBM "Peanut." These formats would not be cost-effective for us to produce ourselves, so we license the games to third-party software companies who can reach that part of the market and show profit in doing so.

    VG:

  • What about the other way around--producing home versions of successful arcade titles?

    ME:

  • Yes, we would be interested in acquiring arcade-games licenses. Once again, however, they would have to meet the two criteria we have in this area. Obviously, if they are successful arcade games, this would meet one of the criteria. However, the financial part-- the potential return on investment--may not be sufficient to warrant what is being paid for successful arcade-game licenses these days.

    VG:

  • What is in the horizon for Xonox and what can we look for in the future?

    ME:

  • We'll continue to concentrate on entertainment kinds of products. We'll follow the market in terms of creating software that best serves the established audiences. By continuing to release games in a number of formats, we can produce a limited number of releases and yet do a big job on each of them.

    DT:

  • And again, we're following closely the record business. We release records, 8-tracks, and cassettes, just as we are releasing Atari, Coleco, and Commodore versions of each of our video games.

    ME:

  • Our plan is not to be on the leading edge--to provide new hardware or create a market. Our plan is to be an early follower of consumer preferences in game and computer systems in order to provide software that best serves the marketplace.


    Typed by Keita Iida

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