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Reports MULTI-GAMES MACHINES


Aleksander Škrinjar has more than 20 years of experience in the gaming industry. In recent years, he has led the development of gaming machines at the Hit company level as Head of Business Development. In the past, he held several management positions in the company as the Head of the Technical Department, Project Manager and Director of Gaming and Entertainment Centers. Hit d. d. was established in Nova Gorica, Slovenia, over 30 years ago. With the opening of its first casino facility in 1984, it started to systematically develop gaming and entertainment activities and since then it has contributed significantly to the development of tourism in Slovenia and abroad. Hit as the parent company of the Hit Group manages the largest gaming and entertainment systems on a European scale and represents one of the most innovative pillars of a gaming and entertainment offer in various destinations in Slovenia and abroad.


“Similar to any other device—whether a phone, a computer, a kiosk, etc.—if the interface has a delayed reaction, it quickly becomes a significant frustration to the user. Likewise, any multi-game machine can be a deterrent to players if the machine is slow to respond. We engineered SeleXion with speed and agility, so instead of spending their time waiting on the machine, players are instantly right in the game.”


IS MORE ALWAYS BETTER? One of the headlines bombarding visitors to


gaming exhibitions around the world is the sheer volume of new games being released each year. In the case of multi-games, there are suppliers who vie with the competition by increasing the volume of games on their machines. Our question to the operator panel, was how many games should a multi-game machine have built into its memory, and how many should be made available at any one time to the player?


“I think that around 8-10 games is a good P52 NEWSWIRE / INTERACTIVE / 247.COM


number,” states Erik Sober of Casino Cosmopol. “But I also see good performance from multi- games with more games than this. My personal opinion is that all games should fit on one ‘page’ and all be visible for the player at the same time. However, it’s good to have more games in the memory to choose from and change out low performers over time.”


Mr. Skrinjar frames a very similar optimum number, though admits he operates multi- games with many more games than the dozen or so he thinks is ideal. “We have multigame machines with four and up to 40 games,” he outlines. “I believe that a multigame package with 6-12 games is optimal, especially if you also use multi-denominational settings.” Tis figure of a dozen or less is repeated by Mr. Rivas who wants more games on his machines, while restricting the numbers actually offered to the player at any one time. “If you’re talking about the number of games built into the memory of the machine, I think you can add as many as can be held without affecting performance,” says Mr. Rivas. “However, for the offering to the


player, I think 8-9 games is a good number, as more than that the players do not play. We see 80-90 per cent of the coin-in coming from four to five games in total.”


Looking at these answers in relation to our first question, about the menu-screen, it’s clear that Mr. Rivas isn’t so much advocating a stripped down menu as compared to Mr. Sober and Mr. Skrinjar. Each operator wants almost exactly the same number of games, all accessible from a single menu screen. Any more and it’s over- complicated, any less and the experience is somewhat under-whelming. It’s a consideration that Konami has though long and hard about.


“Our original Podium SeleXion held between eight to 10 games, which is really at the upper range of what you’ll need,” states Mr. Walther. “Tere can be a point where it begins to lose its effectiveness, especially if players are spending more time browsing the options than enjoying the games. Tat considered, our new Concerto SeleXion machine can hold up to 10 base game themes and a progressive bonus. However, the


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