An Amusing
New Projects:
by
Michael Getlan
New York-New York has received a steady stream of plaudits
since opening early last month - and deservedly so. Joint
owners MGM Grand, Inc., appear to have gotten maximum bank
for their 460 million bucks, creating a project that has generated
so much interest that a steady stream of visitors for the
rest of the year seems assured.
Success, therefore, will hinge on the level of satisfaction
that these first-time visitors experience. It will be interesting,
from an industry perspective, to see what role New York-New
York's substantial amusement component, in the form of its
32,000-square-foot Coney Island Emporium, plays in all of
this. If initial impressions mean anything, New York-New York
looks to be the project that finally got the gaming-amusement
mix right. The second-floor arcade area, the brainchild of
Amusement Consultants, Ltd., a New Rochelle, NY - based firm,
is an excellent complement to the entire project, dovetailing
nicely with its overall theme and serving as an ideal link
between the gaming space downstairs and the upstairs entrance
to New York-New York's "Coney Island - style" roller coaster.
Learning from past mistakes.
Not so long ago MGM was reportedly losing up to $1 million
a month on its now deceased theme park across the street from
New York-New York. Such experiences make the average company
leery of ever wading in similar waters again. The original
plans for New York-New York called for the second-floor area
to be a catering hall, according to Michael Getlan, director
of operations with Amusement Consultants. Those plans were
immediately shelved when Getlan's company presented New York-New
York Hotel & Casino with the Coney Island Emporium scheme,
a sure sign, among other things, that MGM was able to take
some positive lessons away from its bruising theme park experience.
Chief among these is to give customers a unique experience
not readily available elsewhere in Las Vegas and, indeed,
the world of leisure entertainment at large. As MGM discovered
in its pre-City of Entertainment days, "Disneyland-Lite" just
doesn't cut it with the theme-park savvy crowd that tends
to visit Las Vegas these days. Amusements must be sufficiently
new and varied to merit a repeat visit. Coney Island Emporium
achieves this with the help of some 22 midway game stands
- or "traditional skill games themed to a Coney Island motif,"
as Getlan put it - some 150 coin-operated games, a "Gridlock
Alert" bumper car ride, a 3,000-square-foot laser tag area
with a 1940s New York theme, the world's first virtual reality
Pac Man game from Virtuality Entertainment and several first-ever
products from Sega Enterprises.
This formidable array of amusements should help New York-New
York satisfy some of the fundamental requirements of modern
mega-resort success. One is to maximize the amount of time
customers spend under your roof. Another is to demonstrate
value. The skill games are a perfect way for gamblers and
non-gamblers alike to blow off some steam in an entertaining
low-stakes setting where players feel they have some control
over the outcome. Factor in the project's high-quality food
and entertainment offer - that Vice dude is amazing - and
the image of value is secure. It's an ideal way to balance
out the effect of the high average room rates and the high-ticket
retail shops that figure to deliver buckets of cash to New
York-New York's bottom line.
Editor, February 1997
© 1997 Amusement Consultants, Ltd. All Rights Reserved.