The following disclosure relates generally to amusement vending machines and, more particularly, to amusement vending machines having visual targeting systems.
Skill cranes and other amusement vending machines are typically found in retail locations where children are present. Such locations often include grocery stores, theme restaurants, game arcades, and the like. U.S. Pat. Nos. 4,718,667 and 5,711,530 describe conventional skill crane games in detail. Other skill cranes and related systems are disclosed in pending U.S. patent application Ser. No. 11/009,371, which was filed on Dec. 10, 2004, and is entitled “SYSTEMS AND METHODS FOR COLLECTING VEND DATA FROM, AND EXCHANGING INFORMATION WITH, VENDING MACHINES AND OTHER DEVICES.” U.S. Pat. Nos. 4,718,667 and 5,711,530, and U.S. patent application Ser. No. 11/009,371, are incorporated in the present patent application in their entireties by reference.
Conventional skill crane games typically include a transparent cabinet that holds a plurality of prizes, such as stuffed toy animals, capsulated items, candy, etc. A movable claw or other grasping device is positioned inside the cabinet, and is operably connected to a joystick mounted on the outside of the cabinet. After inserting the required amount of money, the player attempts to grab a prize by moving the open claw into position with the joystick and releasing it. If the player has skillfully positioned the claw over the desired toy or prize, then the claw will descend onto the toy and grasp it. The claw then transfers the toy to an outlet chute from which the player can retrieve the toy. With all the toys mixed together in a pile, however, it is often difficult for the player to determine exactly which toy the claw is hovering over before dropping the claw. As a result, the player is often unsuccessful at grabbing a toy.
Some skill crane games limit the amount of time the player has to grab a prize. If the player does not grab a prize in the given time, then the player must insert more money into the machine for continued play. Other skill crane games give the player a single opportunity to drop the claws over a desired toy in an attempt to grasp a prize. If the player is unsuccessful, then the player must insert additional money for continued attempts. Given the difficulty of grabbing a toy on the first or second try, many players become discouraged by these game formats and do not return to play the game again.
This summary is provided for the benefit of the reader only, and is not intended to limit the invention as set forth by the claims.
The present invention is directed generally to skill game vending machines having visual targeting systems. An amusement vending machine configured in accordance with one aspect of the invention includes an enclosure having a transparent portion, and at least one prize positioned within the enclosure. The amusement vending machine further includes a user-operable prize selecting device movably positioned within the enclosure, and a laser operably coupled to the prize selecting device. The laser can provide a visual indication of the position of the prize selecting device relative to the prize. In one embodiment, for example, the laser can provide a visual indication of the vertical alignment of the prize selecting device relative to the prize. In another embodiment, the laser can project an image onto the prize to assist in the alignment of the prize selecting device relative to the prize.
A method of providing entertainment in accordance with another aspect of the invention includes providing a vending machine having a user-operable pick-up device for retrieving a prize, and receiving payment from a user for use of the vending machine. The method can further include allowing the user to maneuver the pick-up device and at least attempt to pick up the prize in response to receiving payment from the user. The method can additionally include providing a visual reference that assists the user in positioning the pick-up device relative to the prize. In one embodiment, providing a visual reference includes attaching a laser to the user-operable pick-up device to assist the user in positioning the pick-up device relative to the prize.
The following disclosure describes laser-based and non-laser-based visual targeting systems for use with skill cranes and other amusement vending machines. Certain details are set forth in the following description to provide a thorough understanding of various embodiments of the invention. Other details describing well-known structures and systems often associated with skill cranes and other amusement vending machines are not set forth below, however, to avoid unnecessarily obscuring the description of the various embodiments of the invention.
Many of the details, dimensions, angles and other features shown in the Figures are merely illustrative of particular embodiments of the invention. Accordingly, other embodiments can have other details, dimensions, angles and features without departing from the spirit or scope of the present invention. Furthermore, additional embodiments of the invention can be practiced without several of the details described below.
In the Figures, identical reference numbers identify identical or at least generally similar elements. To facilitate the discussion of any particular element, the most significant digit or digits of any reference number refer to the Figure in which that element is first introduced. For example, element 110 is first introduced and discussed with reference to
Movement of the joystick in a given direction causes the claw 110 to move in a corresponding direction. In the illustrated embodiment, the claw 110 includes a plurality of pivotable prongs 112 (identified individually as prongs 112a-c). Depressing an actuator or button 122 on the joystick 120 causes the claw 110 to drop. When downward motion of the claw 110 stops, the prongs 112 automatically close on one or more of the prizes 102 in its path.
In the illustrated embodiment, the visual targeting system 130 includes a light source (e.g., a laser) that is attached to the claw 110. The light source projects an image 132 onto the particular prize 102 positioned directly beneath the claw 110. In this manner, the image 132 provides a visual aid that helps the player (not shown) to accurately position the claw 110 before releasing it onto the desired prize 102.
In another aspect of this embodiment, the vending machine 100 further includes one or more coin slots 106 and a bill acceptor 108. Both of these monetary input devices are operably connected to a vending machine controller 140 (e.g., a central processing unit; shown schematically) positioned within the vending machine 100. The machine controller 140 can receive power via a cord plugged into a standard facility outlet (not shown). In addition, the vending machine 100 can also include one or more batteries to provide back-up power in the event that facility power becomes temporarily unavailable. The machine controller 140 controls the operating functions of the vending machine 100. For example, when the monetary input devices receive enough money for one play, the controller 140 responds by activating the joy stick 120 and the claw 110 for one play.
To operate the vending machine 100, a player begins by inserting the required funds into the coin slots 106 and/or the bill acceptor 108. Upon receiving payment, the machine controller 140 confirms payment and activates the joystick 120. At this time, the machine controller 140 can also activate the visual targeting system 130 to illuminate the image 132. Alternatively, the visual targeting system 130 can remain on at all times. Next, the player operates the joystick 120 to position the claw 110 over a desired prize 102. As described above, the image 132 can assist the player in aligning the claw 110 with the desired prize 102. For example, if the image 132 is positioned to the left of the desired prize 102, the player can move the claw 110 to the right until the target is centered on the prize. Once the claw 110 is in position, the player depresses the button 122 to release the claw 110. If the player has skillfully positioned the claw over the desired prize 102, then the claw will descend onto the prize and close. After closing, the claw 110 automatically retracts upwardly, moves into position above an outlet chute 116, and opens. If the claw 110 was holding a prize, the prize drops into the outlet chute 116 and is retrieved by the player via an access door 118.
The visual alignment system 130 described above adds an element of precision to the game that enhances players' enjoyment by increasing the chance of winning a prize. Increasing the chance of winning a prize may contradict conventional marketing strategies that strive to vend as few prizes as possible in order to make higher profits. However, the inventors have found that increasing the chances of winning can actually increase profits by encouraging repeated play.
In the illustrated embodiment, the visual targeting system 130 includes a laser diode 232 (e.g., a “can type” laser diode) carried on a bottom end portion of a central hub 216 that extends downwardly from the collar 214. In one embodiment, the laser diode 232 can include a class 11 or class IIIA laser diode module having the following performance characteristics:
In the illustrated embodiment, the laser diode 232 can receive power from a vending machine power supply (e.g., a 5V, 12V DC, or normal AC power supply) power supply; not shown) that is stepped down and/or phased to slightly under 4V. Depending on various factors, such as the available outputs of a main logic board (also not shown) of the vending machine 100, the laser diode 232 can be configured to be permanently on, or can be configured to be turned on once the vending machine 100 receives the requisite amount of monetary input for a play. This latter option may be preferable because it can greatly extend the life of the laser diode 232 by having it off when not in use.
The laser diode 232 can be selected to project a number of different colors of light including green, bright red, or blue light depending on the particular application. In one embodiment, for example, a red light target may be advantageous. In other embodiments (e.g., in situations with ambient lighting) green light may provide a favorable target.
In other embodiments, the visual targeting system 130 can utilize other types of light sources (e.g., any source of electromagnetic radiation in the range from infrared to ultraviolet), whether laser-based or not, for indicating the position of the claw 110 relative to a desired prize in the playing field. These other light sources may be particularly advantageous when used with dim lighting in the playing field. However, the inherent diffusion of such light may unfavorably result in a blurred pattern on the toys that has less definition than the pattern provided by a laser-based light source.
In other embodiments, the laser diode 232 can be mounted to the side of the claw 110. Carrying the laser diode 232 to the side of the claw 110, however, may be less desirable because of difficulties associated with aligning the laser. Further, this position could upset the balance of the claw 110, leading to inferior machine play. In still further embodiments, the visual targeting system 110 can be operably coupled to the claw but not carried by the claw 110. For example, in another embodiment, the visual targeting system 130 can be carried by an adjacent portion of a carriage apparatus 260 that moves the claw 110 within the enclosure 104 (
Although various embodiments of the invention have been described above in the context of visual targeting systems the provide a visual target (e.g., a light image) on a prize, other embodiments of the invention can include a camera that provides the player with a view of the target from the perspective of the prize selecting device. For example, with reference to
As mentioned above in the discussion of
In one aspect of this embodiment, the vending machine 400 can further include a visual targeting system 430 that is at least generally similar in structure and function to the visual targeting system 130 described above with reference to
In further embodiments of the invention similar to those described above, amusement vending machines can include prize selecting devices that are dropped onto or toward a desired target or actuator to win a prize by striking the target. In these embodiments, the prize selecting device is retracted upwardly after the player has made a prize-winning attempt so that the player, or subsequent players, can try again. In these embodiments, visual targeting systems as described above (e.g., visual targeting systems using lasers and other light sources, sonar, cameras, etc.) can be used to assist the player in aiming the prize selecting device.
While many of the embodiments described above include prizes comprised of stuffed toys, jewelry, capsulated items, etc., the present invention is not limited to such prizes, and instead extends to all manner of retrievable object. In one other embodiment, for example, the see-through enclosure 104 can be at least partially filled with water to affect the trajectory of the prize selecting device and add an additional challenge to the skill game. In a related embodiment (found, perhaps, in a restaurant), the water-filled enclosure can hold one or more live prizes (e.g., lobsters, crabs, etc.), and the player can attempt to grab or otherwise win one of these prizes for subsequent consumption.
From the foregoing, it will be appreciated that specific embodiments of the invention have been described herein for purposes of illustration, but that various modifications may be made without deviating from the spirit and scope of the invention. For example, aspects of the invention described in the context of particular embodiments may be combined or eliminated in other embodiments. Further, while advantages associated with certain embodiments of the invention have been described in the context of those embodiments, other embodiments may also exhibit such advantages, and no embodiment need necessarily exhibit such advantages to fall within the scope of the invention. Accordingly, the invention is not limited, except as by the appended claims.