The present invention relates to crane games found in arcades and other places of commerce, and more particularly to a component of a crane game that employs a vacuum mechanism to withdraw prizes wherein the component is a capsule that is particularly suited for vacuum cranes. Capsules are also used in vending machines, merchandise machines or games that use capsules.
Crane games are prevalent in arcades and the like, wherein a player pays for a try to remove a prize from a bin using controls that maneuver a movable crane. The player attempts to withdraw a prize by capturing it with the crane and then depositing it in a pathway that leads out of the prize compartment. One such game is described in U.S. Pat. No. 5,855,374 to the inventor of the present invention, the contents of which are fully incorporated herein by reference, which uses a vacuum pick-up device to capture prizes and deliver them to a chute that leads to the player. Vacuum type crane games offer benefits over traditional claw games as outlined in the '374 patent, but one issue has been the type of prizes that may be used with a vacuum crane. These prizes must typically include a smooth surface so that a proper seal can be established by the vacuum. Plush toys and toys with irregular surfaces, which often made up a bulk of the prizes of traditional crane games, would be excluded by the use of the vacuum crane since the vacuum component cannot form an air-tight seal with prizes of this type and therefore cannot pick them up.
To overcome this problem and allow more types of prizes to be utilized in the vacuum crane game, it is known to use plastic capsules which contain a prize therein. The plastic capsules provide a smooth, hard surface that is easily captured by the vacuum crane, thereby allowing prizes that otherwise would be difficult or impossible to use in such a game to be used. Such capsules are made by assembling two hemispherical halves, such as by snap fit or threads, so that prizes can be inserted into the capsules and easily removed. If the plastic hemispherical halves are transparent the player can determine the contents of the prize, although they may also be opaque to add mystery to the game. However, this solution has raised another drawback that has yet to be addressed in the art. Namely, if a player moves the vacuum onto a crease or discontinuity between the two halves the vacuum may not seal correctly as air from the capsule or adjacent the vacuum port may be sucked into the vacuum port thereby lessening the effective applied pressure. This may cause the player to lose or drop the prize. If the crease or discontinuity is not easily visible this may heighten the frustration of the player because they player does not know why the crane did not successfully pick up the capsule, and may accuse the game of malfunctioning. Moreover, the presence of such an unhindered smooth surface may detract from the skill of the game by rendering it too easy to capture a prize, which can cause disinterest by the player and lead to poor performance by the owner of the game.
These shortcomings are overcome by the present invention, a capsule for a vacuum crane game that an equatorial ridge or projection that coincides with the hemispherical crease or gap to prevent the vacuum port of the crane from engaging the crease. By preventing the vacuum port from landing on the crease due to the presence of the equatorial ridge, disengagement as a result of air seeping into the vacuum port through the crease is eliminated, enhancing the game and reducing the unintended frustration of the player.
Coin deposit slot 20 typically accepts standard currency coins, game tokens, or bills that are often available in an arcade environment. In some embodiments, other types of monetary input may also be provided, such as a credit card, debit card, etc. A coin deposited in coin deposit slot 20 starts a game. Dispenser 22 is used to provide prizes to the player which have been won by the player from playing the game. Dispenser 22 guides a prize from playing area 18 to a player-accessible door and/or aperture from which the player retrieves the prize. Speaker(s) 24 emits sounds based on game actions and other game states and is controlled by a game control system as described subsequently. The front panel 14 can also include other features if appropriate. For example, in an alternative embodiment, a ticket dispenser (not shown) may be included on front panel 14 if desired to dispense a ticket award to the player based upon a game score, characteristics of a captured object, or other result or event of a game, rather than (or in addition to) providing the player with a prize in dispenser 22.
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 area 18, where a vacuum pick up mechanism may be controlled and guided by the player to pick up prize objects, as described below. The vacuum crane 38 is manipulated by the player to move the pick up device in two directions along an axis (or additional directions, in alternate embodiments). Buttons 16 can also be provided to select various game functions, such as additional directional control of the pick up device, number of players in a game, a start button to begin the game, etc. In some embodiments, a player may get multiple chances to guide the pick up mechanism with one coin or credit, or, alternatively, the player may be required to insert additional coins.
Game playing area 18 is used to display the game action and prizes to a player and is the area where game action occurs. A transparent shield can prevent the player from interfering with game action. The playing area 18 houses a prize display area along with a vacuum pick up device 38 and a chute for collecting a prize once captured. The player guides the head of the pick up device 38 and lowers the head so that a prize may be picked up. If a prize is picked up, the game controller automatically guides the pick up head above the chute, drops the prize into the chute where it may be retrieved by the player, and moves back into a starting position.
The playing area is filled with plastic capsules 50 as shown in
As shown in
Conventional clear plastic capsules used for holding toys in vending machines and the like are hard and brittle, and expensive to manufacture. They also do not stack well and inventory takes up large amounts of space. The present invention is preferably formed from vacuum-forming a clear, soft plastic material that results in capsules that do not crack or splinter when opened or compressed. They also stack exceedingly well and are inexpensive to manufacture, and can be manufactured by a machine rather than by hand.
As shown in
The above-described embodiments are mere examples of the types of embodiments reflected by the present invention, and are not intended to be limited. Rather, the full scope of the invention is to be determined from the words of the claims herein, using the words plain and ordinary meanings.
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Number | Date | Country | |
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20110169218 A1 | Jul 2011 | US |