offer insurance, maintenance contracts, counseling and help in finding locations, often for fees of about $150 each. If a location is unproductive, the company typically claims it will move the machine for free—except possibly for transportation costs—at least once.

The sales pitch is usually the same: Fabulous profits can be made from a small investment in money, time and effort. In California, Leisure Time Electronics told investors they could "reasonably expect" to net $38,000 a year from three pinball machines and three video games. "In fact," said the attorney general's complaint, "these amounts of income are not a reasonable expectation for most purchasers." Potomac Mortgage went even further, declaring that with an initial outlay of $6,500 a buyer of ten machines could be raking in $300,000 a year within 18 months.

All too often, equipment sold by investment promoters is overpriced, substandard or obsolescent. Worse,

imitations of copyrighted popular games have been sold. It's extremely easy to make them, and a buyer who is caught with one could lose everything, says arcade owner Loevner. Bally has brought "a whole flock of suits" against alleged perpetrators, according to a company spokesperson.

A Changing Times reporter dropped in on several promoters and inquired about getting into the business. On his first call the reporter was told by the company's marketing director: "Basically, we take the risk factor out for the investor." By using tax write-offs and putting tax savings into a tax-deferred annuity plan, an investor could recapture his entire outlay in three years, the director said, displaying a sheaf of papers with charts and figures.

"I'd like to show that to my accountant," the reporter said. The reply was, "Oh, no—we can't let that out."

True, there are tax advantages—


Laws you should know about

The federal government and about 18 states regulate sales of business opportunities, including video game propositions, in an effort to protect the public against chicanery.

Since 1979 the Federal Trade Commission has required sellers of franchises and business opportunities to give prospective buyers a disclosure statement at least ten business days before any money changes hands or legal commitments are made. The document must include the seller's history and financial status (balance sheet, income statement and cash-flow statement); the cost of starting and running the business; the names of others who have bought the offering; and other information. If the seller makes any past or potential earnings claims, they must be extensively documented.

Some enterprises, including gasoline stations and auto dealerships, are exempt, but a reputable company will provide such information anyway. If you don't get it, don't invest.

"A few days spent checking out a business could prevent the loss of lifetime savings," notes the FTC.

The state laws vary to some extent but have the same purpose. In Maryland, for example, sellers must register with the securities commission and make similar disclosures to buyers. Violators can be shut down immediately. Victims of fraud or deception can sue.

The attorney general's office or a consumer protection agency can tell you about the laws in your state. Free franchise information and more details about FTC regulations are available from the FTC. Write to the Public Reference Branch, Federal Trade Commission, Rm. 130, Sixth St. and Pennsylvania Ave., N.W., Washington, D.C. 20580.

Another note of caution: Be on your guard when talking with references or people listed as satisfied customers. One prospective buyer of video games discovered later that a woman she had interviewed was the wife of a salesman for the company.


investment tax credits, depreciation. business-expense deductions—but experts disagree on whether some write-offs will be allowed. Confided the president of a distributing company: "I got five different answers from five CPAs" on the depreciation rules. (The Internal Revenue Service says video game machines can be written off over a five-year period, not three years, as some investors have been told.)

In another office a vice-president confessed that although some of her 50 clients were doing "very, very well," others were having problems. One problem: a machine that grossed only $10 a week. "So we'll move it," she said. What if it keeps on striking out? "Then maybe [the owner] ought to think about selling it."

Loevner notes that "machines depreciate fast—one that cost $2,300 four years ago is now worth $400."

People with big bucks can buy or set up a games arcade themselves or buy a piece of one through an investment partnership. Arcade franchises are available in some areas. But many of the same risks exist here also, including possible market saturation and competition from big-money corporations. Bally, for instance, operates more than 375 twinkle-box establishments of its own around .the country.

Should you invest?

What it all adds up to is a business that is more precarious than most, at least for amateurs. If you're thinking about taking a plunge, the best advice may be not to risk money you can't afford to lose. You might ask yourself why so many people want to sell these things to you if they're really so lucrative. And you might want to consider a statement by Droste of the Amusement and Music Operators Association. That group recently surveyed its members on profitability. Figures submitted by those who responded indicated that the average return on invested capital was 7.5%

It s possible that the operators are being overly modest. After all, why should they say anything that might encourage competition? In any event you can get a lot more than 7.5% these days from Treasury bills and money-market funds—with almost no risk at all.


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