SKILL CRANE GAMES AND OTHER AMUSEMENT VENDING MACHINES HAVING DISPLAY DEVICES AND OTHER INTERACTIVE FEATURES
Skill crane games and other amusement vending machines having display devices and other interactive features to enhance game play are disclosed herein. A skill crane game configured in accordance with one embodiment includes at least one prize positioned within a transparent enclosure. The skill crane game further includes a user-operated joystick operably coupled to a prize selecting device and a display device, such as a video screen, positioned within the enclosure. In one embodiment, the skill crane game allows a player to select a prize from multiple prizes displayed on the video screen, and the prize selecting device then obtains the prize for the player. In another embodiment, the skill crane game allows the player to play a video game on the video screen before attempting to obtain a prize with the prize selecting device. If the player wins the video game, the skill crane game can award prizes, such as bonus time, that affect the subsequent attempt to obtain a prize.
This application claims the benefit of U.S. Provisional Patent Application No. 60/968,410 filed Aug. 28, 2007, entitled “SKILL CRANE GAMES AND OTHER AMUSEMENT VENDING MACHINES HAVING DISPLAY DEVICES AND OTHER INTERACTIVE FEATURES,” which is incorporated herein by reference in its entirety.
TECHNICAL FIELDThe following disclosure relates generally to skill crane games and other amusement vending machines.
BACKGROUNDSkill crane games and other amusement vending machines are typically found in retail locations that children frequent. 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 crane games 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,” and pending U.S. patent application Ser. No. 11/282,412, which was filed on Nov. 18, 2005, and is entitled “SKILL CRANES AND OTHER AMUSEMENT VENDING MACHINES HAVING VISUAL TARGETING SYSTEMS.” U.S. Pat. Nos. 4,718,667 and 5,711,530, and U.S. patent application Ser. Nos. 11/009,371 and 11/282,412, are incorporated into the present patent application in their entireties by reference.
Conventional skill crane games typically include a cabinet that holds a plurality of prizes that are viewable through a transparent enclosure. 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 prize, then the claw will descend onto the prize and grasp it. The claw, without player input, then transfers the prize to an outlet chute from which the player can retrieve the prize.
Conventional skill crane games give the player a single opportunity to drop the claw over a desired prize in an attempt to grasp a prize. If the player is unsuccessful, then the player must insert additional money for continued attempts. Other 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 amount of time, then the player must insert more money into the machine for continued play. Still other skill crane games give the player multiple opportunities to win a prize by permitting the player to continue playing until the claw has grasped a prize.
SUMMARYThis 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 disclosure is directed generally to skill crane games having display devices and other interactive features to enhance the game-playing experience. A skill crane game (“crane game”) configured in accordance with one aspect of the invention includes at least one prize positioned within a transparent enclosure. The crane game further includes a prize selecting device that can be moved within the enclosure with a joystick, and a display device operably coupled to the joystick and the prize selecting device. In one embodiment, the crane game allows a player to select from among multiple prizes displayed on the display device. The prize selecting device then obtains the prize for the player.
In another aspect of the invention, the display device is a video screen and the crane game allows the player to play a video game that is displayed on the video screen before attempting to obtain a prize with the prize selecting device. If the player wins the video game, the crane game can award prizes, such as bonus time, that affect the player's subsequent attempt to obtain a prize.
A crane game configured in accordance with another aspect of the invention includes a first video camera attached to the prize selecting device and a second video camera attached to the cabinet. The first video camera can record images and/or video of prizes that can be displayed on the displayed device to assist the player in obtaining a prize. The second video camera can record images and/or video of the player that can also be displayed on the display device. The video features described above can increase player enjoyment, thereby encouraging repeat play of the skill crane game.
The following disclosure describes various embodiments of crane games and other amusement vending machines having display devices and other interactive features. Certain details are set forth in the following description and in
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, with the exception of the reference numbers of
In one embodiment, to commence play, a player inserts the required amount of money into the coin slots 106 and/or the bill acceptor 108. Upon receiving the money, the machine controller 140 confirms payment and activates the joystick 120 and the prize selecting device 101. The prize selecting device 101 includes a claw 110 for picking up one or more of the prizes 102. The player's movement of the joystick 120 in a given direction causes the prize selecting device 101 to move in a corresponding direction. 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 can cause the claw 110 to drop. When downward motion of the claw 110 stops, the prongs 112 can automatically close on one or more of the prizes 102 in its path. Alternatively, the player can use another control (not shown) to cause the prongs 112 to close or open or to cause the prize selecting device 101 to perform other movements (e.g., rotate, tilt, vertically telescope, etc.) If the claw 110 grasps one of the prizes 102, the player can then move the prize selecting device 101 to the area above a chute 116, at which point the player can depress the button 122 to open the prongs 112 and release the prize 102. The player can then retrieve the prize 102 from the chute 116 via an access door 118.
In one aspect of this embodiment, the crane game 100 also includes a first video camera 130 carried by the prize selecting device 101, and a second video camera 132 located on the exterior of the cabinet 128. The video screen 104 and the first and second video cameras 130, 132 can be operably connected to the machine controller 140. As described in greater detail below with reference to, e.g.,
The crane game 100 can further include an electronic combination lock 124 and a printer 126 that are both operably connected to the machine controller 140. The electronic combination lock 124 includes a keypad that can be used to enter a numerical and/or alphabetical combination required to access the internal components of the crane game 100. As discussed below with reference to
The machine controller 140 can control the functions of the components (e.g., the prize selecting device 101, the joystick 120, the first and second video cameras 130, 132, the video screen 104, the monetary input devices 106 and 108, the electronic combination lock 124, and the printer 126) to which it is operably connected. The machine controller 140 can receive power via a cord connected to a standard facility outlet (not shown). In addition, the crane game 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 can also be connected to a network, such as the Internet, intranet, local area network (LAN), wide area network (WAN), or other network, via a wired or wireless connection. The machine controller 140 and its interactions with the other components of the crane game 100 are discussed in more detail below with reference to, e.g.,
Returning to
In block 206, the player makes a selection of one of the two options 405a or 405b and the crane game 100 receives the player's selection. The player can make a selection by moving the joystick 120 to manipulate a cursor or other selecting object (not shown) on the video screen 104 and by pressing the button 122. In block 208, the crane game 100 determines whether the player has selected the first choice “Buy A Toy” or the second choice “Play Game.” The process flow 200 continues at either branch A or branch B, depending upon which option the player selected.
If the player has selected the first choice “Buy A Toy” 405a, the crane game 100 displays the price of the toy (e.g., $10) on the video screen 104. After the player has inserted the required amount of money and/or credit, such as by depositing bills and/or coins into the coin slots 106 and/or the bill acceptor 108, the process flow 200 proceeds to block 210 of branch A, as shown in
In block 212 of
If the player selected the “Play Game” option 405b instead of the “Buy a Toy” option 405a in block 208 of
In block 228 of
The video screen 104 also displays the player's remaining credits in region 615, the amount of time available to the player to navigate the maze 609 in region 620, and a “player-cam” display of the player, which can include images and/or video from the second video camera 132, in region 625. The player controls the object 607 with the joystick 120, and in block 232 of
Whether or not the player has won the maze game 605, branch B of the process flow 200 continues in block 238 where the crane game 100 activates the prize selecting device 101. However, when the player has won the maze game 605, the prize won can affect the subsequent crane game play. For example, it is well known in the art that some crane games limit the amount of time the player has to grab a prize 102. If the player has won a prize 610 in the maze game 605 (e.g., the five or ten-second game time bonus 610b or 610c), then the amount of time the player has to obtain a prize 102 with the prize selecting device 101 can be increased. Or, if the player has won the “free game” prize 610a, then the crane game 100 can afford the player two chances to obtain a prize 102 with the prize selecting device 101. In this way, the video game play can affect the crane game play, which can thereby add to the excitement and enjoyment of the player.
In block 240, once the prize selecting device 101 has been activated, the crane game 100 receives player input for control of the prize selecting device 101. In block 242, the crane game 100 checks to see whether the time available to the player to obtain a prize 102 (including the bonus time) has expired. Before time expires, the player can attempt to obtain one or more prizes using the prize selecting device 101. For example,
In block 244, the crane game 100 determines whether the player successfully obtained a prize 102. In this context, successfully obtaining a prize 102 includes picking up a prize 102 with the prize selecting device 101, moving the prize selecting device 101 to the area above the chute 116, and releasing the prize 102 such that it drops into the chute 116, all before time expires. Requiring the player to move the prize selecting device 101 back to the area above the chute 116 while clutching a prize 102 is one difference between the crane game 100 and conventional skill crane games, in which the player cedes control of the claw after an attempt to grasp a prize has been made. Thus, the player's techniques in controlling the prize selecting device 101 affect the likelihood of successfully obtaining a prize 102. This introduces a further element of the player's skill into the game play of the crane game 100. One advantage of this requirement is that by giving the player control over the prize selecting device 101, the player can feel engaged and entertained by the game play of the crane game 100, even if the player ultimately is not successful in obtaining a prize 102.
In one embodiment, after the prize 102 has been grasped, the crane game 100 introduces obstacles (not shown in the figures) to make it more difficult for the player to return the prize selecting device 101 to the area above the chute 116. Such obstacles can include laser beams that the player has to avoid touching with the prize selecting device 101 and the grasped prize 102. If a laser beam is touched, then it can cause the claw 110 to open its prongs 112, thereby releasing the prize 102. Such obstacles can also include various devices that extend from the ceiling or other surfaces of the enclosure 134. The player can be required to avoid the obstacles in navigating the prize selecting device 101 and the grasped prize 102 to the area above the chute 116. Alternatively or additionally, the crane game 100 can introduce several waypoints, such as bases or lights, that the player has to touch with the prize selecting device 101 (or grasped prize 102) before returning to the area above the chute 116. The crane game 100 can offer the player an option to introduce such obstacles and/or waypoints in return for an incentive, such as lowering the price required to play the crane game 100, increasing the amount of time available to the player to obtain a prize 102, and/or allowing the player to attempt to obtain multiple prizes 102. The addition of such obstacles and/or waypoints can increase the difficulty of the crane game 100, thereby making it more challenging for the player and encouraging the player to play again to sharpen his or her skills.
In block 246, if the player has successfully obtained a prize 102 before time expires, game play ends and the crane game 100 displays a congratulatory message on the video screen 104. Additionally or alternatively, the crane game 100 can display on the video screen 104 recorded images and/or video (that have been stored by the crane game 100 as described with reference to, e.g.,
If, in block 244, the player did not successfully obtain a prize 102, the crane game 100 can offer the player two options. The first option includes offering the player the opportunity to play the video game again. If the player chooses this option, upon depositing the required amount of money and/or credit, the player can play the video game and make a subsequent attempt to successfully obtain a prize 102, as described in branch B of the process flow 200. The second option includes offering the player the opportunity to purchase one of the predetermined toys 502. However, instead of offering the toys 502 at the full purchase price, the crane game 100 can decrement the full purchase price, to a pre-set floor level, by an amount based at least in part on the number of times the player has played the crane game 100 but not successfully obtained a prize 102, multiplied by the price to play the crane game 100. If the player accepts the offer, then the crane game 100 can obtain one of the predetermined toys 502 for the player as described in branch A of the process flow 200. For example, if each play costs $1 and the full purchase price of one of the toys 502 is $10, the crane game 100 can decrement the full purchase price by $1 for each time that the player has not successfully obtained a prize 102, to a pre-set floor level (e.g., $5). If the player has not succeeded three times, then the crane game 100 can offer the player the opportunity to purchase one of the predetermined toys 502 for $7. In this way, the crane game 100 can still afford the player the opportunity to obtain a toy 502 (or other prize), thereby avoiding potential frustration on the part of the player. If the player decides not to purchase one of the predetermined toys 502 at the decremented price, the crane game 100 can offer the reduced-price toys 502 to future players. Alternatively, the crane game 100 can stop offering the reduced-price toys 502 at the completion of game play (or after a pre-set period of time).
A sound component 1314 can include a sound device, such as a sound card, that outputs sound to one or more speakers 1336. A light component 1323 can be operably connected to one or more lights 1342 (e.g., LED's, lasers) that can be used during game play. A network component 1316 can include a modem, a network card, a wireless transceiver (e.g., supporting IEEE 802.11, WiMAX, Bluetooth, infrared or other wireless communication technologies) or other communication device that facilitates communication over a network 1338, such as the Internet, intranet, local area network (LAN), wide area network (WAN), wireless network, phone or cellular network, or other network. Connecting the crane game 100 to the network 1338 enables remote parties, such as administrators, operators, service technicians, and/or other users, to administer, monitor or otherwise communicate with the crane game 100. For example, a remote administrator could remotely update computer-executable instructions used to control the machine controller 140, such as the BIOS, operating system and/or other application programs and/or data. A remote administrator could also change various aspects of the crane game 100, such as the price to buy a prize 502, the strength of the claw 110, the amount of time available to the player to navigate the maze game 605 or to obtain a prize 102, and/or other aspects. As another example, a remote service technician could determine whether the crane game 100 requires service by monitoring its diagnostic or status codes. As a third example, the crane game 100 could request a service call to pick up coins and/or bills deposited by players. The connection to the network 100 also enables the crane game 100 to obtain information, promotional messages, and/or advertisements from one or more remote servers for display on its display devices.
In certain embodiments, the crane game 100 is connected to a telephone network (e.g., a wired telephone network or a wireless telephone network), the network component 1316 includes components enabling such a connection (e.g., a microchip such as a Subscriber Identity Module (SIM) Card and/or other circuitry or components, etc), and the software instructions stored on the data component 1312 include software instructions for receiving, processing and sending text messages over the telephone network. The crane game 100 has a telephone number (e.g., a telephone number assigned by an operator of the telephone network). A party, which could be a remote administrator or a service technician servicing the machine, could use a mobile device (e.g., a cellular phone) having text messaging capabilities (e.g., capability to send and receive Short Message Service (SMS) text messages) can send text messages to the crane game 100 to request status or diagnostic information, and receive text messages responsive to the requests from the crane game 100. A remote monitoring computer program could similarly send and receive text messages to the crane game 100.
For example, a remote administrator could request status of the crane game 100 by creating a text message having the phrase “SS” in it and sending it to the telephone number assigned to the crane game 100. The crane game 100 would receive the text message and the processor 1310 would process it in accordance with the software instructions stored on the data component 1312. The crane game 100 would send a text message to the mobile device of the remote administrator responding to the status request. The text message could include, for example, a date and time, a status (e.g., running, stand-by, etc.) of the crane game 100, a number of plays the crane game 100 has experienced since a specific point in time, a number of toys 502 vended by the crane game 100, a number of times a game on the video screen 104 has been played, a strength of the claw 110, and other settings or information of the crane game 100.
As another example, the remote administrator could request that the crane game 100 send an image taken by one of the first and second video cameras 130/132 by creating a text message having the phrase “TI1” (for the first video camera 130) or “TI2” (for the second video camera 132) in it and sending it to the telephone number assigned to the crane game 100. The crane game 100 would receive the text message and the processor 1310 would process it in accordance with the software instructions stored on the data component 1312. The crane game 100 would instruct one of the first and second video cameras 130/132 to take an image. One of the first and second video cameras 130/132 would take an image, and the crane game 100 would send it back to the remote administrator in a Multimedia Messaging Service (MMS) message with the attached image. The crane game 100 can similarly respond to requests to capture video with one of the first and second video cameras 130/132 and send the captured video in a MMS message back to the requester.
A party could also send text messages to the crane game 100 that changes one or more settings of the crane game 100. For example, the remote administrator could change the strength of the claw 110 of the crane game 100 by creating a text message having the phrase “CS50” in it and sending it to the telephone number assigned to the crane game 100. The crane game 100 would receive the text message and the processor 1310 would process it in accordance with the software instructions stored on the data component 1312 to change the strength of the claw 110 to be at 50%. A text message having the phrase “CS100” would result in changing the strength of the claw 110 to be at 100%. The crane game 100 could send a text message to the mobile device of the remote administrator confirming the changing of the setting of the crane game 100 (or, if the setting was unable to be changed, a text message indicating that and the reason for the failure to change the setting). As another example, the remote administrator could add credit to the crane game 100 by creating a text message having the phrase “CR1” in it and sending it to the telephone number assigned to the crane game 100. The crane game 100 would receive the text message and the processor 1310 would process it in accordance with the software instructions stored on the data component 1312 to add one credit (e.g., $1) to the crane game 100. The crane game 100 could send a text message to the mobile device of the remote administrator confirming the adding of credit to the crane game 100 (or, if the credit was unable to be added, a text message indicating that and the reason for the failure to add the credit). Those of skill in the art will understand that there are numerous text messages (e.g., test play messages, test vend messages, etc.) that can be sent to the crane game 100 to receive information from it or to change its settings, and therefore, the crane game 100 is not limited to receiving and sending only the text messages described herein.
The crane game 100 can also employ various security measures to ensure that it accepts text messages and/or other communications only from the appropriate individuals, mobile devices and/or computer programs. The crane game 100 can be configured to only accept text messages from certain telephone numbers by employing a caller identification (caller ID) authentication protocol to determine (i.e., authenticate) the sender of the text message and to determine if the sender is authorized to send text messages to the crane game 100. The crane game 100 can also be configured to accept certain text messages (e.g., text messages adding credit to the crane game 100) from one or more telephone numbers, to ensure that only authorized individuals can instruct the crane game 100 to perform specific functions (e.g., ensuring that only the remote administrator can add credit to the crane game 100). The crane game 100 can employ other authentication and authorization methods and techniques known to those of skill in the art, and therefore, the crane game 100 is not limited to the authentication and authorization methods and techniques described herein.
The crane game 100 can also transfer to one or more remote servers the images and/or video from the first and second video cameras 130, 132 that are stored on the data component 1312. Such recorded images and/or video can then be made accessible on a remote server, such as a website, to players for their review. For example, while a player is playing the crane game 100, “player-cam” video from the second video camera 132 can be recorded and stored on the data component 132. Upon the completion of game play, the crane game 100 can then transfer this stored recorded video to a website, where it can be made accessible to the player. The crane game 100 can also transfer other aspects of the player's game play to the website, such as a record of the player's winnings, the time spent navigating the maze game, and/or other results. Alternatively or additionally, the crane game 100 can transfer this stored recorded video (and other aspects) to a device (e.g., cell phone, PDA, etc.) of the player over a Bluetooth, infrared or other wireless communication protocol. The crane game 100 can then display on the display devices, such as the video screen 104, the Uniform Resource Locator (URL) to the website where the stored recorded video (and other aspects) can be accessed. Alternatively or additionally, as described below, the URL can be printed and provided to the player.
The machine controller 140 can also include other components, such as a security component 1318 that can be operably coupled to a security device, such as the electronic combination lock 124 illustrated in
A video component 1324 can include a video card or other video device for the transfer of images and/or video to and from the machine controller. The video component 1324 can receive images and/or video from one or more video cameras, such as the first and second video cameras 130, 132. The video component 1324 can also output images and/or video for display on the display devices, such as the video screen 104. The video component 1324 can also output status, diagnostic, and/or other information regarding the crane game 100. For example, the video screen 104 can display information regarding the number of hours the crane game 100 has been operational, the amount of money collected by the crane game 100, or the number of prizes disbursed by the crane game 100. The video screen 104 can also display information relating to servicing the crane game 100 to facilitate easier maintenance.
The machine controller 140 can also include a motion sensing component 1346 and a vibration sensing component 1348. The motion sensing component 1346 can detect motion of players, prospective players and/or passersby. The machine controller 140 can then activate various components in response to detected motion. As an example, when the motion sensing component 1346 detects motion proximate to the crane game 100, the processor 1310 can instruct the video component 1324 to display information, promotional messages, and/or advertisements on the display devices, such as the video screen 104. As a further example, if the motion sensing component 1346 does not detect motion for a pre-determined period of time (e.g., one hour), the processor 1310 can instruct the crane game 100 to enter a “standby” or “hibernation” mode or to shut down, to be “awakened” or turned back on when the motion sensing component 1346 again detects motion. This can aid in reducing power consumption during periods of time when the crane game 100 is not in use, such as when the location in which it is placed is not open for business. The vibration sensing component 1348 can detect unnatural vibration of the crane game 100, or vibration that exceeds a certain threshold. If the vibration sensing component detects such vibration, the processor 1310 can instruct various components to take various actions. For example, the vibration sensing component can be activated during certain time periods, such as from 11 p.m. to 7 a.m. If it senses unnatural vibration during that time, the processor 1310 can instruct the second video camera 132 to record images and/or video. This can deter persons who may be attempting to break into or damage the crane game 100. As another example, the vibration sensing component 1348 can be set to detect unnatural vibration during game play. If it senses such vibration during game play, the processor 1310 can halt game play, lock the access door 118, or otherwise shut down the crane game 100. This can deter persons who may cheat by jostling, tipping or otherwise disturbing the crane game 100 in the hopes of causing one or more prizes to fall into the chute 116.
A monetary component 1326 can process money and/or credit that the player deposits via the one or more coin slots 106 and a bill acceptor 108. The monetary component 1326 can further activate the various components of the crane game 100 for game play by the player upon receipt of the money and/or credit. Upon activation, a user input component 1328 can receive commands and/or instructions transmitted by the player's use of the joystick 120 and/or button 122. Additionally or alternatively, the user input component 1328 can receiving user input from other devices, such as a keyboard, mouse, microphone, joystick, pen, game pad, scanner, digital camera, video camera, and the like, that can be connected to the crane game 100 for various purposes. A control component 1330 can control the prize selecting device 101 in response to input from the player and in response to instructions from the processor 1310.
Other components that can form part of the machine controller 140 can include an RFID (radio frequency identification) component 1320 and a bar code component 1332. The RFID component 1320 can include an RFID transceiver that can transmit a radio signal to RFID transponders attached to the prizes 102, and receive responses from these transponders. In this way the machine controller 140 can inventory prizes 102 contained by the crane game 100. Such inventory information can be transmitted by the network component 1316 via the network 1338 to remote administrators, service technicians, operators, and/or other users for purposes of indicating when the crane game's prize inventory needs to be replenished. Such inventory information can also assist in preventing theft or loss of the prizes 102 and/or money. The bar code component 1332 can be operably coupled to a bar code reader 1344. The bar code component 1332 can generate bar codes to be printed by the printer 126 or displayed on the video screen 104. Bar codes can include conventional bar codes (e.g., those representing UPC symbols) as well as other methods of encoding information (e.g., PDF417 or other 2D bar codes). For example, as a promotion, the printer 126 can print out bar codes representing prizes, such as a free or reduced-price game or prize or other discounts. Prospective players can then present coupons bearing such bar codes to the bar code reader 1344 to obtain the prize represented by the bar code. The bar code reader 1344 can also read bar codes printed on other items, such as player cards, which can be cards that players carry to identify themselves to the crane game 100 and/or as part of a “frequent player” program. The bar code component 1332 can also generate bar codes, to be printed by the printer 126, that represent discounts on goods sold and/or services provided by the location in which the crane game 100 is placed, and/or bar codes that represent other promotions.
After the crane game 100 has been played a number of times, the prizes 102 can become more closely packed together than the prizes 102 are after the crane game 100 has been initially set up. This can make it more difficult for the player to obtain a prize 102. One solution to this problem is to “fluff” the prizes 102, which can include shaking, vibrating, jostling, or otherwise disturbing the prizes 102, in order to make them less closely packed together. In this regard, the machine controller 140 can include a fluffing component 1321 operably coupled to a mechanical fluffer 1340. The mechanical fluffer 1340 can include mechanisms for vibrating or jostling the prizes 102, such as rods that protrude from the floor of the cabinet 128, or a mechanism for sending an air burst into the prizes 102. The fluffing component 1321 can instruct the mechanical fluffer 1340 to fluff the prizes 102 periodically or on an ad-hoc basis. Alternatively or additionally, the crane game 100 can offer to fluff the prizes 102 as a paid option to the player (e.g., offer to fluff the prizes 102 for $0.25 before game play).
Although schematically illustrated as embodied in a single machine controller 140, aspects of the invention can be practiced in distributed environment where tasks or modules are performed by remote processing devices, which are linked through the network 1338. In such a distributed environment, program modules may be located in both local and remote memory storage devices. The machine controller 140 may employ security measures to inhibit malicious attacks on the crane game 100, and to preserve integrity of the messages and data stored therein (e.g., firewall systems, secure socket layers (SSL), password protection schemes, encryption, and the like). The schematic illustration of the various components in
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.
Claims
1. An amusement machine comprising:
- an enclosure having a transparent portion;
- at least one prize positioned within the enclosure and visible from outside the enclosure through the transparent portion;
- a prize selecting device movably positioned within the enclosure;
- a user-operable controller operably coupled to the prize selecting device; and
- a display device operably coupled to the user-operable controller, wherein the display device displays at least two options selectable by the user using the user-operable controller, wherein a first option includes purchasing a prize to be automatically delivered to the user by the prize selecting device, and wherein a second option includes playing a game displayed on the display device using the user-operable controller.
2. The amusement machine of claim 1 wherein the game includes at least one game prize that if won by the user affects a subsequent attempt by the user to select a prize using the prize selecting device, and wherein the second option further includes, at the conclusion of the game play, allowing the user to attempt to select a prize using the prize selecting device.
3. A method of providing entertainment, the method comprising:
- providing a vending machine having at least one prize, a user-operable controller, a prize selecting device for selecting a prize and a display device displaying at least two options selectable by the user using the user-operable controller, wherein a first option includes purchasing the prize to be automatically delivered to the user by a prize selecting device, and wherein a second option includes playing a game displayed on the display device using the user-operable controller;
- receiving a selection of an option from the user using the user-operable controller; and
- if the user selected the first option, then: displaying a prize price of the prize on the display device; receiving payment of the prize price from the user; and automatically delivering the prize to the user using the prize selecting device.
4. The method of claim 3, further comprising:
- if the user selected the second option, then: displaying a game price of playing the game on the display device; receiving payment of the game price from the user; displaying the game on the display device, wherein the game includes at least one game prize that if won by the user affects attempted selection of a prize by the user using the prize selecting device; allowing the user to play the game; at the conclusion of the game play, allowing the user to attempt to select a prize using the prize selecting device; and if the user won a game prize, then affecting the user's attempted selection of a prize in accordance with the game prize won.
5. An amusement machine comprising:
- means for enclosing one or more prizes;
- means for selecting a prize;
- means for manipulating the means for selecting a prize;
- means for displaying at least two options selectable by a user, wherein a first option includes purchasing a prize to be automatically delivered to the user by the means for selecting a prize, and wherein a second option includes playing a game displayed on the means for displaying.
6. The amusement machine of claim 5 wherein the game includes at least one game prize that if won by the user affects a subsequent attempt by the user to select a prize using the means for selecting a prize, and wherein the second option further includes, at the conclusion of the game play, allowing the user to attempt to select a prize using the means for selecting a prize.
Type: Application
Filed: Aug 28, 2008
Publication Date: Jul 30, 2009
Inventor: Daniel W. Peck (Lafayette, CO)
Application Number: 12/200,515
International Classification: A63F 9/24 (20060101);