Dozer pusher amusement game

Information

  • Patent Grant
  • 6264197
  • Patent Number
    6,264,197
  • Date Filed
    Thursday, March 9, 2000
    24 years ago
  • Date Issued
    Tuesday, July 24, 2001
    23 years ago
Abstract
A coin operated amusement device that includes a coin acceptor that directs coins down a coin chute and delivers the coins to a playing surface. A series of moveable pushers are oriented on the playing surface and push coins on the surface toward a ledge. The distance the pusher will travel toward the ledge is dependent on the timing of the insertion of the coin into the acceptor with respect to a moving indicator that constantly sweeps back and forth across a gauge. The pushers may be advanced independently or in unison. The object of the game is to time the insertion of coins so that the pusher will travel a maximum distance and push coins off the ledge.
Description




BACKGROUND OF THE INVENTION




There are numerous coin-actuated devices which involve dropping a coin onto a flat play surface at a location where it contacts a pusher and the pusher then moves the coin which in turn contacts other coins located near the periphery of a ledge and causes coins located at the edge of the ledge to fall into a hopper. These games are often referred to in the amusement game industry as pusher games. In conventional pusher games, a horizontal bar moves in a reciprocating motion at a constant rate and a constant distance over a flat playing surface and continuously sweeps a fixed area free of coins. This area is referred to in this application as the footprint. The coins within the footprint are pushed progressively toward a ledge where they fall into a hopper. Typically, pusher games use two hoppers: first, a player hopper, which directs the coins back to the player (or are counted and the player is awarded a commensurate number of tickets for redemption), and second, a house hopper which retains the coins for the owner of the machine or amusement facility. The object of these games is to drop a coin on the play surface so that the pusher will engage the dropped coin and push it toward the ledge causing the coin engaged by the pusher to push other coins and cause coins on the edge of the ledge to fall into the player's hopper. The player attempts to drop his coins so that the maximum number of coins will fall from the ledge into the player's hopper. Most games of this class of game allow a player to control the location of the coin drop to the play surface to some extent by providing a chute which can be moved over the footprint area. Further, the drop can be timed so that the coin will drop onto the fixed footprint area when it is at its maximum area. In most prior art games the pushers move at a constant distance and a relatively constant slow pace. Some games involve multiple pushers which move in a predetermined and predicable sequence.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a perspective view of a first embodiment of a device according to the invention.





FIG. 2

is a side sectional view in elevation of the invention.





FIG. 3

is a perspective view of the needle and gauge indicator used with the invention.





FIG. 4

is a perspective view of the bulldozer pushers on the play field.





FIG. 5

is a perspective view of the bottom of the play field.





FIG. 6

is a schematic diagram of the electronic components of an embodiment of the invention involving two units.











DETAILED DESCRIPTION OF THE INVENTION




Now referring to

FIG. 1

, depicted is an amusement game according to the invention which has a bottom cabinet


10


which supports a play surface


12


enclosed by transparent cover


14


. In the front of cover


14


is a coin acceptor


16


which is designed to accept coins or tokens through coin slot


18


. Spurious coins or tokens are returned to the player in receptacle


20


. If the coin or token is genuine coin acceptor


16


directs the coin to chute


22


. Coin chute


22


consists of a floor and two lateral sidewalls and is positioned on an incline to allow coins or tokens to roll down the chute at a consistent speed from the front wall


26


of the cover


14


. As best seen in

FIG. 2

coins exit the chute


22


and travel along a path


28


, hitting target deflector


24


and then dropping to the play surface


12


.




A player attempts to time the insertion of a coin into the coin slot


18


so as to coincide with the maximum throttle point shown by the gauge


30


. The gauge


30


, as depicted in

FIG. 3

, includes a moving indicator needle or pointer


32


which sweeps back and forth across the rear of the cabinet and is driven by belt


38


which is turned by stepper motor


112


. The gauge pointer


32


moves at a constant speed of about


20


rpm back and forth across the gauge. Stepper motor


112


is controlled by a central processing unit (“CPU”)


40


. The object of the game is to try to time the insertion of the coin into slot


18


so that the coin hits the target deflector


24


at the same time pointer


32


is directly vertical or at the “maximum throttle position”


50


. If the player accurately times the insertion of the coin so that it hits target deflector


24


to coincide with the pointer at maximum throttle position, one of four possible bulldozer pushers


52


, the selection of which is made by the CPU, will advance to a maximum distance down play surface


12


toward the ledge


54


in front of the cabinet. If the coin hits the target when the needle pointer


32


is at lateral position


56


or


58


, the preselected bulldozer


52


will travel down a minimum distance toward the front of the cabinet.




In the first embodiment the chute


22


is fixed and the player has no control over the location of the drop onto the playing surface. A coin enters the acceptor and is directed down the coin chute. The time for a coin to travel from the insertion slot to the end of the coin chute is relatively constant. The target deflector


24


prevents the coins from moving or bouncing past the bulldozer pushers and ensures that the coins are directed to the playing surface


12


. An array of LEDs are provided on the target deflector


24


. When the coin passes through a coin sensor in the coin acceptor mechanism


16


a signal is generated and sent to the CPU. Genuine coins are directed to chute


22


. Since the average time for a coin to travel from the sensor to the target deflector is relatively constant, it is previously calculated and stored in the CPU


40


. After the previously calculated time has elapsed from the time a coin passes through coin acceptor


16


, the CPU stops the moving indicator needle


32


so that it appears to the user as if the coin hitting the target has caused the pointer of the gauge to stop. A separate target impact detection mechanism is not needed. Likewise, the CPU illuminates the LEDs on the target deflector so that it appears that the coin hitting the target has caused the LEDs to illuminate.




On the target deflector


24


is a set of LEDs which rotate with a spinning motion. The lights flash when the target is hit by the coin. Although it appears to a player that the impact of the coin striking target deflector


24


causes the lights to flash, this action is controlled the CPU by waiting the previously determined length of time after the coin passes the coin sensor in the coin acceptor mechanism


16


. The target deflector is perpendicular with respect to the playing surface


12


and the chute slopes downward from the front of the cabinet. The target deflector is attached to the coin chute or can be suspended from the cover


14


.




Next, the position of the pointer is detected by the CPU and the CPU uses this position to retrieve from an internal mathematical table the distance that a predetermined bulldozer will travel which corresponds to that pointer position. If the coin is dropped so the coin hits the target when moving pointer


32


is at the center or middle of the gauge, described as the “full throttle position”, one of the bulldozer pushers


52


will move a maximum predetermined distance toward the front of the cabinet. A blade


60


on the front of each bulldozer pusher will push any coins in its path toward a hopper in the front of the cabinet like a conventional pusher game. After the bulldozer advances the predetermined distance it next retreats to the original home position in line with the other bulldozers. Accordingly, the game rewards the skill of the player by correlating the timing of the coin drop with respect to the needle position to the distance the bulldozer pusher will travel. If the player correctly times the drop of the coin the travel distance of the bulldozer pusher will be greatest and the chances that coins will be pushed off the edge of the ledge is high.




In a preferred and first embodiment there are four miniature bulldozers


52




a


,


52




b


,


52




c


and


52




d


provided in each game which serve as the pusher mechanisms. Only one bulldozer will move in response to a coin being played. In this embodiment the bulldozer which moves in response to a coin appears to be random from the perspective of the user, although it is actually controlled by a preselected order which is composed of a long sequence of instructions so that the order does not appear obvious from a player's perspective. The selection of the bulldozer pusher may be achieved by using other techniques such as by using a random number generator or by correlating the selection of the bulldozer pusher to the number of coins or tickets paid out. In another embodiment, the selection of the bulldozer pusher which will advance in response to a coin can be set to progress in sequential order.




As seen in

FIGS. 4 and 5

each bulldozer pusher has a straight track on which it advances a maximum predetermined distance. For example, preselected bulldozer pusher


52




b


will advance up track


64


and engage coins


70


which are on the play surface


12


in front of the bulldozer pusher. The bulldozer pushers are powered by stepper motors


72




a


,


72




b


,


72




c


and


72




d


which are controlled by CPU


40


. For example, motion from stepper motor


72




d


is transmitted to endless belt


74




d


. A part


80


attached and fixed to bulldozer


52




d


extends through the track and is fixed to endless belt


74




d


causing the motion of the belt to be transferred to bulldozer


52




d.







FIG. 6

is a schematic of the system which uses two, side by side, game units. This arrangement allows two games to share a single CPU and power supply. In

FIG. 6

a CPU


40


controls the operation of all electronic functions and is powered by power supply


90


. In response to an input from the coin switch


1


, reference numeral


92


, from unit


1


, the CPU will look up the predetermined time in which a coin takes to travels down the coin chute


22


and hit target


24


. Upon the elapse of that time the CPU activates the LEDs in target deflector


24


, activates power level stop lamp lights


110


, for unit


1


, and stops the stepper motor


112


momentarily. Power level stop lamp lights are located on the rear of the cabinet and indicate that the coin has been detected and correlated with the position of the moving indicator


32


on the gauge. Stepper motor


112


controls the pointer indicator


32


in unit


1


. CPU


40


then looks up the distance for the pointer position and activates one of the motors


72




a


-


72




h


for the pusher bulldozers. The selection of the bulldozer motor may be selected by using a random number generator or be based on some input from the player. For example, the selection of the stepper motor may be dependant on the time between coins which are sensed in the coin acceptor or the number of coins detected by coin detectors


94


in the hoppers. In an alternative embodiment, the selection of the bulldozer motor may be predetermined but involve a long sequence of instructions so that it appears from a player's perspective that the selection is random. In yet another alternative the selection may be predictable by following a pattern that can be recognized by a player. The stepper motor is then activated so that the corresponding bulldozer pusher is advanced forward the predetermined distance stored in the CPU and then reverses the motor so that the bulldozer returns to its home position. After the bulldozer pusher is returned to its home position stepper motor


112


is again activated and causes the needle pointer


32


to resume its motion across the rear of the cabinet. Output


116


is also controlled by the CPU and involves light displays and sound effects which are dependant on the timing controlled by the CPU. In a contemplated embodiment sounds are incorporated in the game which include voice feedback which corresponds to the power level scored by the coin drop and sounds of the bulldozers as they move forward across the playing surface. In the event the forward motion of the bulldozer pusher causes coins to drop off the ledge


54


and into one of the hoppers, the coins are detected by detector


94


. In one embodiment the number of coins counted is sent to the CPU and the ticket dispenser


130


is instructed to dispense a corresponding number of tickets. In an alternative embodiment the coins which fall into the player's hopper are dispensed directly to the player through an access area


132


.




In a contemplated alternative embodiment, the coin chute can be pivoted from a point near the front of the cabinet which allows the player to have more control over the location that the coin will drop from the chute over the play surface.




Now referring back to

FIG. 1

, in the front of the cabinet are two separate hoppers, a player hopper


102


and a house hopper


104


. As coins are pushed over the ledge


54


in the front of the cabinet they fall into either the player hopper


102


or the house hopper


104


. In a contemplated to embodiment the player hopper


102


incorporates a conventional coin counter which counts the coins. The counter generates a signal to CPU


40


which then sends a signal to a ticket dispenser


106


. Ticket dispenser


106


then dispenses a corresponding number of tickets to the player. In an alternative embodiment, coins which fall into player hopper


102


are returned directly to the player though an access area


132


.




Bonus features may be added which increase the number of tickets. For example a bonus can be awarded for causing the coin to hit the target deflector when the pointer


32


is at a certain location or zone on the gauge and additional tickets can be dispensed in response to this condition. Door


134


is an owners option which allows a game to be used either as a ticket redemption game or to directly provide coins to an access area


132


. The door is shown at a position where coins are directed to a counter and secure hopper, wherein the counter sends a signal to CPU


40


which then instructs ticket dispenser


130


to distribute a commensurate number of tickets. Tilt sensor and solenoid can be incorporated within the player hopper to prevent tampering with the machine. If the tilt sensor is activated, a solenoid closes a door (not shown) which prevent coins from being accessed or counted in the player hopper.




To play the game, a player inserts a coin or token into slot


18


of coin acceptor


16


and the coin is directed to chute


22


, the coin is sensed and a signal is sent to the CPU


40


. The coin then rolls down chute


22


and it directed to target


24


. The CPU has looked up the average time for a coin to roll from the sensor to target


24


and sends a signal to the target to illuminate the LEDs simulating a hit. At the same time the CPU looks up the position of the indicator needle


32


, and stops stepper


112


, an illuminates a display reflecting the position of the indicator needle


32


at the calculated time the coin hit target


24


. The coin is directed to playing surface


12


. Next the CPU selects which pusher is activated, by a predetermined instruction or random event, and activates the corresponding stepper motor causing the selected bulldozer pusher to advance a distance which is dependent on the location of the pointer


32


. The bulldozer pusher moves forward the distance and engages any coins which are in area in which it was instructed to advance. The CPU then reverse the motor to return the bulldozer pusher to the home position. Any coins which fall over the ledge into the player hopper or house hopper are calculated by counter


94


the number is forward to the CPU. The CPU then instructs the ticket dispenser to dispense the a number of ticks which correspond to the number of coins which fall into the player hopper. The CPU then activates stepper motor


112


and the game is ready for the next play.




Although in the preferred embodiment the moving indicator consists of a needle in front of a gauge which sweeps back and forth, other displays could also be employed which the player could use to time the insertion of the coin. For example, the moving indicator may be composed of lights which are sequentially illuminated, a vertically oriented indicator which moves back and forth across the rear of the cabinet, a target on an endless belt or a circular target which rotates. For example a rotating target could be provided with indicia provided thereon which a player attempts to time the passing of the indica on the target with a fixed position. The fixed position could be either in front or behind the target.




It will be apparent to those skilled in the art and it is contemplated that variations and/or changes in the embodiments illustrated and described herein may be made without departure from the present invention. Accordingly, it is intended that the foregoing description is illustrative only, not limiting, and that the true spirit and scope of the present invention will be determined by the appended claims.



Claims
  • 1. An amusement device comprising a coin acceptor, a playing surface, a coin chute to allow for the delivery of a played coin from said coin acceptor to said playing surface below, said playing surface oriented to retain coins, at least one moveable pusher on said playing surface which moves from a first position along a predetermined path toward a ledge,a moving indicator having a plurality of positions, said positions representing a plurality of distances said pusher can travel across said playing surface toward said ledge, correlation means to correlate the position of said moving indicator to a predetermined distance with a time dependant on the insertion of the coin into said coin acceptor and, an engine to move said pusher said predetermined distance, wherein said pusher will engage any coins in said path and push any said coins toward said ledge.
  • 2. The amusement device as recited in claim 1 further comprising a plurality of hoppers to collect coins falling from said ledge.
  • 3. The amusement device as recite in claim 2 wherein at least one said hopper comprises a player hopper and at least one said hopper comprises a house hopper, wherein coins which fall into said player hopper are used to award said player and coins which fall into said house hopper are retained by the owner or operator of the machine.
  • 4. The amusement device as recited in claim 3 further comprising a ticket dispenser and said player hopper further incorporate a coin counter wherein coins which fall into said player hopper are counted by said counter and a player is provided a number of tickets based upon the number of coins counted.
  • 5. The amusement device as recited in claim 1 wherein said correlation means comprises a central processing unit (CPU).
  • 6. The coin-operated amusement device as recited in claim 5 further comprising a plurality of pushers wherein only one of said pushers is selected by said CPU to be activated and move in response to insertion of a coin.
  • 7. The amusement device as recited in claim 6 wherein the selection of a pusher which is activated and moved is predetermined and predictable by the player.
  • 8. The amusement game as recited in claim 6 wherein the selection of a pusher which is activated and moved is predetermined by said CPU however the selection appears random to a player due to the long sequence of instructions.
  • 9. The amusement game as recited in claim 6 wherein the selection of a pusher is random and said random sequence is determined by said CPU and a player input.
  • 10. The amusement game as recited in claim 6 wherein a plurality of pushers are moved in response to a command from said CPU.
  • 11. The amusement game as recited in claim 1 wherein said moving indicator is a pointer needle which sweeps back and forth across a gauge and the distance the said pusher will travel is dependant on the location of the said pointer needle with respect to said gauge at said time.
  • 12. The amusement game as recited in claim 1 when said pusher resemble miniature bulldozers.
  • 13. The amusement device as recited in claim 1 wherein said coin chute is fixed with respect to said playing surface.
  • 14. The amusement game as recited in claim 1 wherein the position of a lower and distal end of said coin chute is moveable and can be controlled with respect to the play surface by a player thereby allowing a player to exercise some control over the drop of the coin from said coin chute to said play surface.
  • 15. The amusement device as recited in claim 1 further comprising a target at a point in a trajectory defined by said coin chute, wherein the said time calculated and correlated with the moving indicator reflects the time a coin inserted into said coin acceptor appears to hit said target.
  • 16. The amusement game recited in claim 15 wherein said target is fixed and serves to deflect coins to said playing surface.
Parent Case Info

The applicant claims the benefit of the filing date of the provisional application U.S. Pat. No. 60/123,450 filed on Mar. 9, 1999. The present invention relates to a coin-actuated amusement device and more particularly to a new pusher game which further involves a timing feature where the forward progress of the pusher is dependant on the time when the coin is dropped onto the play field.

US Referenced Citations (8)
Number Name Date Kind
4496160 Wichinsky et al. Jan 1985
4662636 Crompton May 1987
5275402 Malavazos et al. Jan 1994
5507490 Hagiwara Apr 1996
5553865 Shoemaker, Jr. et al. Sep 1996
5622366 Inoue Apr 1997
5775691 Hamano Jul 1998
5785314 Hamano Jul 1998
Foreign Referenced Citations (3)
Number Date Country
2114452 Aug 1983 GB
2124913 Feb 1984 GB
2144643 Mar 1985 GB
Provisional Applications (1)
Number Date Country
60/123450 Mar 1999 US