Claw-type arcade games, also known as claw machines or skill crane games, have a long and fascinating history in the world of arcade entertainment. The concept of manipulating a claw to grab a prize dates back to the 19th century when early versions of mechanical claw machines were introduced in amusement parks and arcades. These machines were often operated manually and required a great deal of skill to successfully retrieve a prize.
The modern claw-type arcade game as we know it today emerged in the 20th century with the introduction of electromechanical and later fully electronic versions. These machines feature a joystick or button controls that allow players to maneuver a claw over a pile of prizes and attempt to grab one. The claw typically has a limited grip strength and often releases the prize before reaching the prize chute, adding an element of challenge and excitement to the game.
The operation of a claw-type arcade game is relatively simple yet deceptively difficult to master. Players must carefully position the claw over a prize, taking into account factors such as claw strength, positioning, and timing. Once the player activates the claw, it descends and attempts to grab a prize using a combination of grip strength and gravity. Successfully capturing a prize requires a mix of skill, strategy, and a bit of luck.
Claw-type arcade games have become a staple in arcades, amusement parks, and other entertainment venues around the world. These games are popular among players of all ages and have even inspired a competitive subculture of skilled players who specialize in mastering the art of claw machine manipulation. Some arcade owners have even introduced special challenges and prizes for expert players, adding an extra layer of excitement to the gameplay experience.
Despite their simple premise, claw-type arcade games continue to captivate players with their blend of skill, chance, and nostalgia. Whether you're a casual player looking to test your luck or a dedicated enthusiast aiming to conquer the claw, these iconic arcade games offer a timeless and thrilling experience that has endured for generations.
In recent years, crane game owners have sought to attract players with new and different prizes, such as foodstuffs, beverages, and the like. However, the mechanical crane is not well-suited for capturing certain smooth, cylindrical objects that most beverage manufacturers use. Sodas, energy drinks, and various other drinks cannot be used as prizes in an arcade game using the technology that currently exists. The present invention seeks to address this shortcoming.
The present invention is a modification of a cylindrical prize such as a beverage container used for energy drinks and the like, to facilitate use with a crane arcade game. The modification can be a disk, dome, plate, or similar shape that affixes the upper surface of the cylinder, enabling a claw mechanism to grasp and retain the entire prize. The attachment can be in the form of a screw engagement, press-fit, adhesive, or other releasable connection that allows prizes to be captured and consumed with little inconvenience.
These and other features of the invention will best be understood with reference to the accompanying figures described below and the detailed description of the inventor's preferred embodiments.
Front panel 14 can be positioned below and/or above the player controls 16 and playing field 18, as shown in
Player controls 16 allow a player to manipulate events in the game, and typically include a joystick, buttons, switch, knob, or the like. Game action occurs in playing field 18, where a pick up mechanism may be controlled and guided by the player to pick up prize objects, as described below. In the embodiment of
Game playing field 18 is used to display the game action and prizes to a player and is the area where game action occurs. A transparent shield prevents the player from interfering with game action. The playing field 18 includes a turntable-like support 50 that rotates so that every prize falls below or is otherwise accessible to the pick-up device at some point. In some embodiments the player guides the pick-up device 38 horizontally over the playing field, and then either the player or the automatic control of the game lowers the pick-up device 38 over a selected prize in an attempt to capture the prize. If a prize is picked up, the game controller automatically guides the pick-up device 38 with the prize attached to the retrieval bin window 37, which leads to the player's retrieval bin.
The mechanical claw pick-up device is suspended by a cable 101 and includes a platform 102 in the form of a frame. Mounted to the frame is a twelve volt solenoid 105 configured to withdraw a rod 110. The rod 110 is extended in the unbiased condition and retracted when the solenoid 105 is actuated. On the distal end of the rod 110 is a threaded portion onto which a nut 112 is placed. The nut 112 bears against a rigid plank 114 with a forked end through which the rod 110 passes. The opening in the fork is wide enough to pass the threaded portion of the rod but not the nut 112, so when the rod is retracted, the nut pushes up the rigid plank 114 and pivots the plank 114 about pin 116. The plank 114 is connected to a prong 120 of the mechanical claw, such that the end 121 of the prong 120 rotates toward the other two prongs 124 when the plank 114 is raised by the rod 110. A coil spring 128 is disposed between the solenoid 105 and the plank 114 to push the plank away from the solenoid, which in turn rotates the pivoting prong 120 away from the other two prongs 124. The distance between the pivoting prong 120 and the other two prongs 124 (or other rigid support) determines the clearance for the player to capture a target 100. A stop 130 is mounted to the platform 102 behind the prong 120 to establish the maximum outward deflection of the moving prong 120 when the spring is fully extended. Here, the stop 130 is adjustable using a threaded fastener 135 so as to make the width between the prong 120 and the other two prongs 124. By setting this distance judiciously, the game proprietor can vary the difficulty of the game by managing the clearance between the prongs and the diameter of the disk 205. In some embodiments, the two fixed prongs 124 can be replaced with a curved plate or other backstop to prevent the prize from moving or tilting backwards in response to the movement of the movable prong 120.
The solenoid is energized by a twelve VDC voltage that is converted from a signal sent along the cable 101 by the game's processor. When the movable prong is rotated or pivoted against the target 100, the notched or barbed end of the prongs 120, 124 engage and capture the disk 205 of the bottle 200 and allow the target to be raised by the pick-up device. The notching at the bottom of the prongs permits the disk of the target to rest its physical weight upon the notching and therefore relies significantly less on the closure grip strength of the pick-up device. This allows significantly heavier prizes to be captured when compared with claws or traditional design. With tubular candy packages, the prizes are very light weight and a notch is unnecessary to capture and lift the target.
The shape of the disk 205 can vary and be in the shape of a dome, disk, plate, or the like, as long as it can be affixed to and easily removed from the bottle 200 while still maintaining sufficient strength to not disengage when lifted by the claw.
While the foregoing described the inventor's preferred embodiments, it is understood that other variations are possible and would be apparent to one of ordinary skill in the art. The scope of the invention is intended to include all such variations. Unless specifically stated herein, no depiction or description of the preferred embodiments should be considered limiting or exclusive. Rather, the scope of the invention is properly determined by the words of the appended claims using their customary and ordinary meanings.
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Number | Date | Country |
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2012-5532 | Jan 2012 | JP |