U.S. patent application number 10/199218 was filed with the patent office on 2002-11-28 for arcade game.
Invention is credited to Faith, William B..
Application Number | 20020175471 10/199218 |
Document ID | / |
Family ID | 24134143 |
Filed Date | 2002-11-28 |
United States Patent
Application |
20020175471 |
Kind Code |
A1 |
Faith, William B. |
November 28, 2002 |
Arcade game
Abstract
An arcade game accepts player selection of a specific prize
before the game is started. Preferably, the difficulty level of the
game is proportional to the value of the selected prize. In
addition, the difficulty level of the game is preferably
proportional to the number of monetary units inserted into the
machine by the player, such that the game becomes less difficult as
the player inserts additional monetary units into the machine. The
machine preferably dispenses the selected prize to the player when
the player inserts monetary units into the machine equivalent to
the value of the prize.
Inventors: |
Faith, William B.; (Westlake
Village, CA) |
Correspondence
Address: |
LYON & LYON LLP
633 WEST FIFTH STREET
SUITE 4700
LOS ANGELES
CA
90071
US
|
Family ID: |
24134143 |
Appl. No.: |
10/199218 |
Filed: |
July 19, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10199218 |
Jul 19, 2002 |
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09973851 |
Oct 9, 2001 |
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09973851 |
Oct 9, 2001 |
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09535423 |
Mar 27, 2000 |
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6315665 |
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Current U.S.
Class: |
273/440 |
Current CPC
Class: |
G07F 17/3262 20130101;
G07F 17/3244 20130101 |
Class at
Publication: |
273/440 |
International
Class: |
A63F 009/00 |
Claims
What is claimed is:
1. A method for dispensing prizes from an arcade game unit to a
player, comprising the steps of: accepting monetary units from the
player; displaying the difficulty level of the game associated with
a prize; accepting selection of a prize by the player; starting the
game at a difficulty level corresponding to said selected prize;
determining whether the player won the game; and dispensing said
selected prize to the player if the player has won the game.
2. The method of claim 1, further comprising the step before the
accepting monetary units step of waiting in an attract mode.
3. The method of claim 2, wherein said waiting step comprises the
steps of displaying the difficulty level of the game associated
with a particular prize for a finite time and repeating the
displaying step with a prize different from the immediately
preceding prize.
4. The method of claim 1, wherein said displaying step is performed
by lighting a vending light associated with a prize.
5. The method of claim 1, wherein said displaying step is performed
for a plurality of different prizes.
6. The method of claim 4, further comprising the step of accepting
input from the player, where said displaying step is performed for
a specific prize in response to said input.
7. The method of claim 4, wherein said displaying step comprises
the steps of displaying the difficulty level of the game associated
with a particular prize for a finite time and repeating the
displaying step with a prize different from the immediately
preceding prize.
8. The method of claim 1, further comprising the step before the
starting step of counting the monetary units accepted; and
adjusting the difficulty level of the game according to said
counted number of monetary units.
9. The method of claim 8, further comprising the step before the
adjusting step of accepting a request from the player to decrease
the difficulty level.
10. The method of claim 8, wherein said difficulty level decreases
as the counted number of monetary units increases.
11. A method for dispensing a prize from an arcade game unit to a
player, comprising the steps of: accepting monetary units from the
player; displaying the difficulty level of the game associated with
a prize; accepting selection of a prize by the player; and
dispensing said selected prize to the player if said accepted
monetary units are equal to or greater than the value of the
prize.
12. A method for adjusting the difficulty of an arcade game,
comprising the steps of: accepting monetary units; counting the
monetary units accepted; and adjusting the difficulty level of the
game according to said counted number of monetary units.
13. The method of claim 12, further comprising the step of
providing an adjustable preset inaccessible to the player
corresponding to the ratio between the counted number of monetary
units and the difficulty of the game, wherein said adjusting step
is performed according to the counted number of monetary units and
the adjustable preset ratio between the counted number of monetary
units and the difficulty level.
14. The method of claim 12, further comprising the steps of
accepting selection of a preset value for said prizes; storing said
preset value of said prizes in the game such that they are
inaccessible to the player; accepting player selection of a prize;
and dispensing said selected prize to the player when said counted
number of monetary units is equivalent to said preset value of said
selected prize.
15. An arcade game, comprising: a cabinet; a skill game in said
cabinet; a receiver in said cabinet for receiving monetary units
from a player; a dispensing unit within said cabinet adapted to
hold a plurality of prizes; controls for selecting a specific prize
within said dispensing unit before the player starts to play said
skill game; and a game controller in said cabinet electrically
connected to said skill game, said dispensing unit and said
controls.
16. The arcade game of claim 15, further comprising a plurality of
vending lights, each vending light associated with a specific
prize.
17. The arcade game of claim 16, wherein said controls are adapted
to cause a particular vending light to illuminate to indicate the
selected prize.
18. The arcade game of claim 15, wherein said game controller is
adapted to change the difficulty level of said game based on the
specific prize selected by the player.
19. The arcade game of claim 15, wherein said skill game has a
plurality of difficulty levels, further comprising a slow lights
control electrically connected to said game controller, said slow
lights control adapted to decrease the difficulty level of the game
when pressed by the player if sufficient monetary units have been
deposited into said receiver.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a divisional of U.S. patent application
Ser. No. 09/973,851, filed Oct. 9, 2001, which is a divisional of
U.S. patent application Ser. No. 09/535,423, filed Mar. 27, 2000,
which issued as U.S. Pat. No. 6,315,665 B1 on Nov. 13, 2001.
BACKGROUND OF THE INVENTION
[0002] The field of invention is arcade games.
[0003] One type of arcade game that is popular in family amusement
centers around the country is the redemption game. A redemption
game in one in which the player is awarded with tickets, tokens or
other items redeemable for prizes. Such prizes are typically
displayed at a central location, and are given to players who
collect enough tickets to redeem them for a desired prize. Such
games, and the prizes associated with them, are commonly seen in
locations such as family amusement centers and in pizza restaurants
oriented toward children. A problem with the redemption game is the
lack of excitement associated with winning tickets, tokens or other
items redeemable for prizes. It is less exciting to win a paper
stub than an actual item. Thus, players may be lured to seek
excitement elsewhere, resulting in lost revenue for the owner of
the redemption game. Another problem is the need to set up and
administer an area for redemption of tickets or tokens for gifts. A
person must be present to monitor the goods and to perform the
redemption, and storage space for the goods is required. Another
problem is the potential for counterfeiting tickets, or passing off
tickets from other sources as those redeemable for goods. The
tickets dispensed from the redemption game typically do not contain
security features, rendering them liable to counterfeiting.
Further, inattention or carelessness of the attendant can allow
other types of tickets to be passed off as redeemable ones,
allowing an unscrupulous player to obtain a higher-value item than
he or she is legitimately entitled to.
[0004] In an attempt to overcome the problems of redemption games,
prize games were introduced, which dispense prizes directly from
the game machine itself. Typically, such machines include a game of
skill wherein the player controls some aspect of the game, such as
the apparent motion of a light around a circle of lightbulbs, or
the motion of a coin through the apparatus, as disclosed in U.S.
Pat. No. 5,326,108 and U.S. Pat. No. 5,445,138. The player selects
a location to stop the apparent motion of the light with a
controller switch, and wins the prize, if any, corresponding to the
selected final location of the light. One problem with this prize
game is that the difficulty level is uniform across the prizes, and
is therefore not proportional to the value of the prize. Thus, a
player may be as likely to win a low-value prize, such as an eraser
or gum, as a high-value prize, such as a portable radio or
disposable camera. This may be frustrating to the player, who would
prefer to play for a high-value prize, and for the owner of the
machine, who is substantially as likely to give away high-value
items as low-value ones. The owner may attempt to compensate by
inserting more low-value prizes into the machine; however, a
machine filled with low-value prizes is less likely to attract
players, and thus less likely to generate revenue for the
owner.
[0005] Another problem with known prize games is the lack of
visibility into the difficulty level by the player. The difficulty
level is typically invisible to the player before he or she begins
play, and may remain invisible to the player even during and after
play. For example, in some known prize games involving moving
lights in a pattern of light bulbs, the light always moves at
substantially the same speed. As the light moves in front of the
prize, the player attempts to stop the light and win the prize.
Because the light moves at substantially the same speed at all
times, it is in front of the prize for a fixed amount of time; for
example, 100 milliseconds. However, it is known to adjust the
difficulty level of the game by providing a time less than the time
the light is in front of the prize in which the player must select
the light. For example, if the light is in front of the prize from
100 milliseconds, the game machine may be set to allow the light to
continue past the prize unless the player stops the light in 70
milliseconds, or 50 milliseconds, or another time period less than
100 milliseconds which is preset by the owner of the machine. The
player never has any visibility into the source of the difficulty,
and may eventually grow disenchanted with the prize game, as the
player never understands why he or she always seems to lose, and
has no idea how to improve his or her skills at the prize game.
[0006] Another problem with known prize games is the invariability
of the difficulty level. Typically, the difficulty level is preset
by the owner at a certain level, and is constant for all players of
the prize game. The preset may only be changed by the owner of the
prize game, typically by removing a portion of the machine and
manually resetting one or more DIP switches within the machine
itself. Because the difficulty level is typically the same across
all prizes in the machine, the preset difficulty level has the
effect of making the prize game more generous, or more stingy, with
every prize in the prize game.
SUMMARY OF THE PREFERRED EMBODIMENTS
[0007] In one aspect of a preferred embodiment, the game accepts
player selection of a specific prize before the game is
started.
[0008] In another aspect of a preferred embodiment, the difficulty
level of the game is proportional to the value of the selected
prize.
[0009] In another aspect of a preferred embodiment, the difficulty
level of the game is proportional to the value inserted into the
machine by the player, such that the game becomes less difficult as
the player inserts additional value into the machine. In a further
aspect of a preferred embodiment, the machine dispenses the prize
to the player when the player inserts monetary units into the
machine equivalent to the value of the prize.
BRIEF DESCRIPTION OF DRAWINGS
[0010] FIG. 1 is a perspective view of the arcade game.
[0011] FIG. 2 is a high-level schematic of the arcade game.
[0012] FIG. 3 is a flow chart illustrating the process of operating
the arcade game.
[0013] FIG. 4 is a flow chart illustrating the process of selecting
a prize.
[0014] FIG. 5 is a flow chart illustrating the process of buying
down the difficulty level of the game.
[0015] FIG. 6 is a flow chart illustrating the process of playing
the game.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] Referring to FIG. 1, a game unit 100 includes a cabinet 102.
In a preferred embodiment, a dispensing unit 104 is located within
the cabinet 102. However, it is within the scope of the preferred
embodiment to provide a dispensing unit 104 separate from but
electrically connected to the cabinet 102. A skill game 106 is
preferably located on the front face of the cabinet 102, and game
controls 108 are preferably located on the front face of the
cabinet 102 adjacent to the skill game 106. Of course, different
configurations of the game unit 100 will be apparent to those
skilled in the art.
[0017] The dispensing unit 104 is preferably constructed and
operated in the same way as a standard vending machine, which is
known to those skilled in the art. The dispensing unit 104 may take
the form of any vending mechanism that allows for the display of a
number of different prizes. By way of example and not limitation,
the dispensing unit 104 may be constructed according to U.S. Pat.
No. 5,326,108 and U.S. Pat. No. 5,445,138, both of which are herein
incorporated by reference. Other configurations of the dispensing
unit 104 are also possible. The dispensing unit 104 preferably
includes a clear panel 110 through which the prizes 112 to be
dispensed may be seen. In a preferred embodiment, the dispensing
unit 104 includes several rows of prizes 112, each having a vending
light 114 at the front. The function of these vending lights 114
will be described in greater detail below. It is within the scope
of the preferred embodiment to provide a dispensing unit 104 having
an opaque front panel, where representative prizes 112 or a list of
prizes 112 is displayed to the player, but the rows of prizes 112
themselves are not seen.
[0018] The skill game 106 includes a plurality of game lights 116,
preferably arranged in an arc on the front side of the cabinet 102.
The game lights 116 are preferably light bulbs behind translucent
covers, which may have various colors or legends.
[0019] The game controls 108 preferably include a select button
130, a scroll left button 132, a scroll right button 134, a slow
lights button 136 and a stop button 138. The buttons may be
constructed in any way that allows the player to press a button and
cause the desired result. It is within the scope of the preferred
embodiment to utilize fewer game controls 108, where one button may
be used for different purposes at different times. While the game
controls 108 are mechanical in nature in a preferred embodiment,
any type of game control 108 may be used that allows the game unit
100 to function.
[0020] The cabinet 102 also includes a receiver 140 for receiving
monetary units from a player. As used in this specification, the
phrase "monetary units" refers not only to government-issued money
such as coins and Federal Reserve Notes, but also tokens, magnetic
cards, credit cards, and any other representation of money that can
be transferred from the player to the game unit 100. Thus, the
receiver 140 may be a coin slot, a slot for a magnetic card or
credit card, or other structure for receiving monetary units from a
player. In a preferred embodiment, the receiver 140 is a coin slot
for receiving coins, tokens or both. It is within the scope of the
preferred embodiment to provide a connection between the game unit
100 and a remote computer via a modem and a telephone line, a
network card and a telephone, coaxial or fiber line, or through any
another structure allowing the game unit 102 to communicate with a
remote computer capable of authorizing and authenticating a credit
card or debit card inserted into the receiver 140, or to
communicate with a remote computer holding monetary units belonging
to the player and transfer a selected number of those monetary
units to the game unit 100.
[0021] A prize dispensing door 142 is also included in the front of
the cabinet 102. When the player wins a prize 112, the dispensing
unit 104 releases that prize 112, which falls into an area behind
the prize dispensing door 142. The player may then open the prize
dispensing door 142 and remove the prize 112. Preferably, the prize
dispensing door 142 includes one or more security features known to
those skilled in the art, to prevent a player from reaching into
the cabinet 102 and stealing prizes 112. It is within the scope of
the preferred embodiment for prizes 112 to be dispensed in a
different manner, such as but not limited to a plurality of prize
dispensing doors 142 used in conjunction with a tiered
carousel-style dispensing unit 104.
[0022] Referring to FIG. 2, a high-level schematic of the game unit
100 is shown. A game controller 200 preferably includes one or more
integrated circuits or microprocessor chips mounted to a printed
circuit board. The implementation of a simple programmable control
system such as the game controller 200 is known to those skilled in
the art, and will not be discussed in great detail here. The game
controller 200 is located within the cabinet 102, as shown
schematically in FIG. 1.
[0023] Referring back to FIG. 2, the game controller 200 is
electrically connected to the select button 130, the scroll left
button 132, the scroll right button 134, the slow lights button 136
and the stop button 138. The game controller 200 can thus determine
the state of these buttons, and determine when they have been
depressed. The game controller 200 is also electrically connected
to the vending lights 114 and the game lights 116 to control
whether each of those lights is on or off at a given time. It is
within the scope of the preferred embodiment to connect the game
controller 200 to the vending lights 114 and the game lights 116
directly, or through an intermediate card or other electronic
component.
[0024] The game controller 200 is also electrically connected to
several other devices or controllers. In a preferred embodiment,
the game unit 100 includes a tilt detector 202 which is
electrically connected to the game controller 200. The tilt
detector 202 may be omitted if desired. The game controller 200 is
also preferably connected to a prize detector 204. Preferably, the
prize detector 204 detects whether a prize 112 has moved into
position behind the prize dispensing door 142, such that the prize
dispensing door 142 may be unlocked to allow access to the prize
112. The game controller 200 is also electrically connected to the
receiver 140, allowing the game controller 200 to count the number
of coins, tokens or other monetary units placed in the game unit
100 by a player. Sensors to detect the input of monetary units into
the game unit 100 are known to those skilled in the art. The game
controller 200 is preferably also electrically connected to a
refund controller 206, which dispenses coins, tokens or other
monetary units back to the player in the event that the player has
inserted too many, or changes his or her mind about playing the
skill game 106. The game controller 200 is also electrically
connected to an audio card 208, which is in turn connected to one
or more speakers 210. The audio card 208 may alternately be
included in the game controller 200, as a chip or other device
directly attached to the printed circuit board. The use of the
audio card 208 in generating sound from a digital input is known to
those skilled in the art. The game controller 200 is also
electrically connected to a credit display 212, which is preferably
located on the front face of the cabinet 102. The credit display
212 shows the player how many credits he or she has received in
exchange for the coins or tokens inserted into the receiver 140.
That is, each monetary unit received by the receiver 140 has some
value in terms of game credits. For example, the game controller
200 may be preset such that one game credit may be obtained for one
quarter, or for two quarters, or for some other amount of money.
The credit display 212 is preferably an LCD display, but may be any
type of display which can show the player the number of credits he
or she possesses, such as but not limited to an LED display or a
cathode ray tube. The game controller 200 is preferably also
electrically connected to a program display 214 located within the
cabinet 102. The program display 214 is used by the owner or
operator of the game unit 100 to display programmable game
settings, which are described in greater detail below. The program
display 214 is preferably an LCD display, but may be another type
of display, such as a cathode ray tube, if desired. The program
display 214 may alternately be a jack or other connector to which a
monitor or other display may be connected when needed.
[0025] The game controller 200 preferably includes one or more DIP
switches 216 which may be used by the owner of the game unit 100 to
change various items stored in the game controller 200, as will be
described in greater detail below. The game controller 200 may also
include one or more programming inputs 218, such as a keyboard,
keypad or connector to an outside input device or computer, to
provide for simpler reprogramming of such items stored in the game
controller 200. The game controller 200 includes memory (not
shown), such as programmable ROM chips, or RAM chips, to store
information and programming for the operation of the game. Preset
values selected by the operator of the game unit 100 may be stored
in memory in the game controller 200, instead of or in addition to
the use of the DIP switches 216.
[0026] The game controller 200 is preferably electrically connected
to a first vend board 220, which in turn is electrically connected
to a second vend board 222. The electrical connections between the
game controller and these boards allows for the transmission of
data between them. It is within the scope of the preferred
embodiment to combine the first vend board 220 and the second vend
board 222 into a single vend board, or to add the first vend board
220 and the second vend board 222 to the game controller 200,
eliminating the separate vend boards altogether. The first vend
board 220 is connected to a power supply 224, which preferably
provides 12 volt DC power to the first vend board 220. The first
vend board 220 is also preferably connected to the game controls
108, receiving input from the game controls 108, actuating vending
lights 114, and dispensing a prize 112 in response to a player win.
The first vend board 220 is electrically connected to the second
vend board 222, and data is transmitted between them. The second
vend board 222 is also preferably connected to the power supply
224. The second vend board 222 is preferably connected to the
vending lights 114 and to mechanisms in the dispensing unit 104
used to release a prize 112 after it has been won, such as motors
226 and sensors 228. Such motors 226 and sensors 228 for use in
dispensing a prize 112 are well known in the art.
[0027] Referring to FIG. 3, a flow chart of the game is shown. In
the first step, step 300, the game is in attract mode. The function
of the attract mode is to attract a person to the game unit 100 and
entice that person to play the game. During the attract mode,
sounds may be played such as, but not limited to, noises, songs,
simulated voices and the like, in order to attract attention to the
game unit 100. Additionally, lights on the game unit 100 may blink
on and off or blink in patterns. Such lights include the vending
lights 114 in the dispensing unit and the game lights 116 of the
skill game 106 itself. Because the specific details of the attract
mode are aesthetic, the implementation of specific sounds and of
specific flashing light patterns may vary but will be within the
scope of the preferred embodiment. As discussed above, the prizes
112 are preferably arranged in several rows within the dispensing
unit 104, with a vending light at the front of each row. In one
preferred embodiment, the lights 114 within the dispensing unit 104
begin turning on from the upper left corner of the dispensing unit
104 and continue turning on moving right from the top left light
114 in the dispensing unit 104. The next row of vending lights 114
underneath then lights up in the same way. In one preferred
embodiment, all of the vending lights 114 are lit after
substantially two seconds. All of the vending lights 114 may then
be turned off after one second, after which the sequence is
repeated. In a preferred embodiment, after the sequence is repeated
three times, all of the vending lights 114 begin flashing on and
off in one second intervals for approximately two to three seconds.
This may repeat six times. In a preferred embodiment, the vending
lights 114 are then turned off. In a preferred embodiment, the
leftmost vending lights 114 are turned on as are the rightmost
vending lights 114. Moving toward the middle, additional vending
lights 114 are turned on until all of the vending lights 114 are
lit. The process then reverses, the vending lights 114 turning off
sequentially from the middle to the right and left sides. This
pattern is then repeated three times. Of course, it will be
appreciated that the attract mode may include a number of different
patterns and, in fact, may not utilize any of these light patterns
at all. Further, the dispensing unit 104 may not include vending
lights 114 at all, and instead may include other lights in a
different area of the cabinet 102. It is also within the scope of
the preferred embodiment that no lights flash in the attract mode,
and that sounds or other visual stimuli are used instead to attract
attention. In another preferred embodiment, the attract mode 300 is
not utilized at all, and the game unit 100 is silent until a coin
or token is placed in the receiver 140. Moving to step 302, when a
coin or token is deposited in the receiver 140, the attract mode
ends and the game moves to step 304 where a prize is selected. If
no coin or token is deposited in the receiver 140 in step 302, then
the attract mode 300 is repeated. Of course, the attract mode has
no minimum duration, and it ends substantially immediately after a
player has inserted sufficient coins or tokens into the receiver
140 to allow that player to play a game.
[0028] Step 304, the step of selecting the prize, is described in
greater detail in FIG. 4. In step 400, the vending lights 114 are
turned off except for one. The single vending light 114 which is
turned on and emitting light at a given moment may be referred to
as the active vending light 114. Preferably, the initial position
of the active vending light 114 is at or near the center of the
dispensing unit 104; however, the initial position of the active
vending light 114 may be at any vending light 114. The active
vending light 114 then slowly moves through the dispensing unit
104. That is, the active vending light 114 which is initially lit
turns off, and an adjacent vending light 114 turns on. By turning
on an adjacent vending light 114, the player perceives motion of
the active vending light 114 across rows of prizes 112 in the
dispensing unit 104. In this way the active vending light 114 moves
through the dispensing unit 104,. Absent input from the player, the
active vending light 114 will continue to move through the
dispensing unit 104, eventually highlighting in turn all of the
prizes 112. When the active vending light 114 moves in front of a
specific prize 112, the active vending light 114 pauses there for a
preset period of time, preferably on the order of a few seconds. As
the active vending light 114 pauses in front of a specific prize
112, the game lights 116 in the skill game 106 sweep back and forth
at the same rate they would move during the skill game 106. The
difficulty of the skill game 106, as will be explained in more
detail below, comes primarily from the speed at which the active
game light 116 moves. In the skill game 106, a plurality of lights
116 are lighted sequentially, thereby giving the illusion that a
single light is moving back and forth. The game light 116 which is
lit at any given moment is referred to as the active game light
116. The slower that the game light moves, the easier the game is
to play. The difficulty level of the skill game 106 depends on the
value of the prize 112.
[0029] The value of each prize 112 is preset in the game controller
200; that preset can be altered by the operator of the game unit
100 as different prizes are loaded into the dispensing unit 104.
Entry of prize values into the game controller 200 may be performed
through the DIP switches 216 or the programming input 218. When the
active vending light 114 comes to a stop in front of a prize 112,
the game controller 200 identifies the value of that specific prize
112 and adjusts the difficulty level of the skill game 106
accordingly, to show the player how difficult the skill game 106
will be if the player selects that specific prize 112. The higher
the value of the prize, the higher the difficulty level of the
skill game 106.
[0030] To better describe the difficulty level of the skill game
106, the mechanics of play of the skill game 106 will be discussed.
The skill game 106 consists of an active game light 116 moving
along a series of lights 116, at least one of which is identified
as a win light 116. The object of the game is to stop the active
game light 116 in the position of the win light 116; if this is
done, the player wins the selected prize. As the speed of the
active game light 116 along the series of lights 116 increases, it
becomes more difficult to stop the active game light 116 in the
winning position. As discussed earlier, the apparent motion of the
active game light 116 is simply a perception arising from the
shutdown of one game light 116 and the activation of an adjacent
game light 116. To make the active game light 116 move faster, each
individual game light 116 is lit for a shorter time. Thus, to win
the skill game 106 as the difficulty level increases, the player
must press the stop button 138 during the shorter period of time
during which the win light 116 is on. In a preferred embodiment,
the game controller 200 changes the difficulty among a plurality of
discrete and preset levels, depending on the value of the selected
prize.
[0031] Moving to step 402, when the game controller 200 senses that
the select button 130 has been pressed, the active vending light
114 stops moving, and the process moves to step 404, in which a
specific prize 112 has been selected. By pressing the select button
130, the player selects a specific prize 112 for which he or she
wishes to play. Because the difficulty level of the skill game 106
associated with that particular prize 112 was displayed to the
player before the player selected that specific prize 112, the
player knows the difficulty level to expect from the skill game
106. The active game light 116 sweeps back and forth at the rate
associated with that difficulty level. The process then moves to
step 306.
[0032] If in step 402, the select button 130 had not been pressed,
the process moves to step 406 where the game controller 200 senses
whether the scroll left button 132 or the scroll right button 134
have been pressed. The scroll left button 132 and the scroll right
button 134 allow the player to actively move the active vending
light 114 within the dispensing unit 104. If the game controller
200 senses that the scroll left button 132 or the scroll right
button 134 has been pressed, the process moves to step 408. If the
scroll left button 132 is pushed, the active vending light 114
moves left one position. If the active vending light was previously
at a leftmost position within a row, then the light preferably
moves one row above to the rightmost vending light 114. However, it
is within the scope of the preferred embodiment that the light move
in a different way, for example, to the bottom right vending light
114. If the scroll right button 134 is pressed, the active vending
light 114 moves one position to the right. If the active vending
light already in the rightmost position in one row, then the active
vending light 114 preferably moves one row down to the leftmost
position. As with the scroll left button 130, however, the motion
of the active vending light 114 may be programmed differently. The
player thus controls the motion of the active vending light 114,
rather than waiting for the game controller 200 to move the active
vending light 114 in the dispensing unit 104. In a preferred
embodiment, if the scroll left button 132 or the scroll right
button 134 is pressed, and the player then does not press either
button for a preset period of time, the game controller 200 senses
the absence of input and begins to move the active vending light
114 automatically once again. Moving to step 410, as the player
actively moves the active vending light 114 in front a prize 112,
the active game light 116 moves at a speed corresponding to the
difficulty level associated with that prize 112, just as when the
active vending light 114 is automatically moved in front of the
prize 112. The process then returns to step 402.
[0033] Referring back to FIG. 3, in step 306, the player has the
option to buy down the prize 112. The buy down function allows the
player to reduce the difficulty level associated with the selected
prize 112, or buy the selected prize outright. If the player does
not wish to buy down the selected prize, the process moves to step
308. If the player does wish to buy down the selected prize, then
the buy down function is initiated.
[0034] The buy down process is shown in greater detail in FIG. 5.
In step 500 the machine checks to see if there are any credits
available for buy down. If credits are not available, then the buy
down process is not available to the player and the process moves
to step 308. In another preferred embodiment, if no credits are
available in step 500, the process instead moves to step 502, where
the game unit 100 suggests that the player add additional coins,
tokens or other monetary units in the receiver 140. The game unit
100 preferably includes a credit display 212 which indicates the
number of credits the player has in the game unit 100, and which
preferably also indicates the number of credits required to
completely buy down the chosen prize 112. In step 502, if the
player adds additional credits, the process then moves back to step
500. If the player chooses not to add additional credits, the
process moves to step 308. In step 500, if credits are available,
the process moves to step 504. In step 504, the game controller 200
senses if the slow down light button 134 has been depressed. If it
has not, the process moves back to step 500, after which step 504
is repeated. The effect of this loop is to have the game unit 100
wait until the player decides whether the depress the slow down
button 504. The active game light 116 is preferably moving as the
player decides whether to buy down, so if the player decides not to
buy down, the player may simply play the game, and the process
moves to step 308. In step 504, if the game controller 200 senses
that the slow lights button 136 is depressed, the process moves to
step 506. The active game light 116 is slowed by one increment, and
the number of credits is decreased by one. When the active game
light 116 is slowed by one increment, it is preferably slowed by
one difficulty level. As discussed above, in a preferred
embodiment, there are a finite number of discrete difficulty
levels. The player can spend a credit in reducing the difficulty
level a discrete amount. In a preferred embodiment, each increment
of value corresponds to the same increment of change in difficulty
level. However, it is within the scope of the preferred embodiment
to create a nonlinear relationship between each increment of value
and the resultant increment of change in difficulty level, such
that the increment of change in difficulty level may increase or
decrease as the total value of the prize 112 increases. Thus, when
the player presses the slow lights button 136, thereby transferring
a credit to the game unit 100, the difficulty level of the skill
game 106 decreases.
[0035] The process then moves to step 508. If the player has
inserted a number of credits equal to the value of the prize 112,
and presses the slow lights button 136 a corresponding number of
times in order to use those credits to buy down the difficulty
level of the skill game 106, then the active game light 116 stops
at the win light 116. That is, the player may simply buy the prize
112 without playing the skill game 106. The process then moves to
step 510 where the prize 112 is dispensed from the cabinet 102
through the prize dispensing door 142. Optionally, the process may
move to step 512, which is a win mode where music or a lighting
pattern may be played in celebration of the player's victory.
[0036] In step 508, if the active game light 116 has not completely
stopped, the process moves back to step 500 where the game unit 100
checks to see if additional credits are available. In this way, the
player may reduce the difficulty level of the skill game 106 by
inserting additional coins or tokens into the receiver 140.
[0037] Referring back to FIG. 3, the process then moves to step
308, in which the game is played. The player can choose at any time
to cease buying down the difficulty level in step 306 and play the
game. Referring to FIG. 6, in step 600 the active game light 116
sweeps back and forth across the skill game 106. The speed with
which the active game light 116 moves back and forth across the
skill game 106 may be referred to as the sweep rate. The sweep rate
depends on two factors, as discussed above: the value of the
selected prize 112 and the additional credits added, if any, to
slow down the speed of the active game light 116. In a preferred
embodiment, the center light 116 is the win light 116. That is, if
the player presses the stop button 138 while the active game light
116 is the win light 116, then the player wins the game. However,
the win light 116 need not be located in the center of the skill
game 106 and in fact may be located at either end or another
location within the skill game 106. Also in a preferred embodiment,
one or more additional lights are free try lights, where if the
player presses the stop button 138 while the active game light 116
is on the free try light 116, the player does not win but that
press of the stop button 138 does not count. The player may be
given a single try to win after the player begins the game or the
player may be given multiple tries. This is programmable and may be
preset by the owner or operator of the game unit 100. The range of
sweep rates between the lowest difficulty level and the highest
difficulty level is preferably adjustable as well.
[0038] In step 602, the game controller 200 senses whether the stop
button 138 has been pressed. If not, the game returns to step 600
and waits for the player to press the stop button 138. In this way,
the active game light 116 sweeps back and forth until the player is
ready to press the stop button 138. If the stop button 138 has been
pressed, the process moves to step 604 where the game controller
200 checks whether the active game light 116 stopped at the win
light 116. If so, the process moves to step 606, where the
dispensing unit 104 dispenses the selected prize 112. Moving to
step 608, if other credits are available, the game moves back to
step 304. In step 608, if other credits are not available, then the
process moves back to step 300 and the game unit 100 enters the
attract mode.
[0039] Moving back to step 604, if the active game light 116 did
not land on the win light 116, the process moves to step 612, where
the game 100 checks to see if the active game light 116 landed on a
free try light 116. If yes, the process moves to step 614 and the
player is given the opportunity to play the skill game 106 again.
If not, the process moves from step 612 to step 616. In step 616,
the game controller 200 checks whether the player is allowed to
play the game again. That is, the game controller 200 can be set to
allow the player to play the skill game only once per credit, or
multiple times per credit. If the player is allowed to play the
skill game again, the process returns to step 600. If not, the game
is over, and the game unit 100 returns to the attract mode.
[0040] It will be apparent to those skilled in the art that other
skill games 106 may be substituted for the skill game 106 as
described here. One such game is a cumulative game. A number of the
game lights 116 are labeled with a symbol or a numeral, and other
game lights 116 are labeled with symbols indicating a loss, or no
symbols at all. Some game lights 116 may be labeled as free try
lights, as discussed above. Play proceeds similarly to the skill
game 106 disclosed above. The sweep rate of the active game light
116 increases as the value of the prize increases; the player
presses the stop button 138 to stop the active game light 116. The
selected prize 112 is associated with a numerical value, or a
number of symbols. The player must stop the active game light 116
on the game lights marked with a symbol or numeral enough times to
match the number of symbols associated with the prize, or collect a
numerical value equal to or greater than the numerical value of the
prize. The player may be given a fixed number of opportunities to
do so, or may be allowed to play until the game controller 200
detects a preset number of stops on game lights 116 associated with
a loss, or until a preset time is reached.
[0041] Another such skill game 106 is a spelling game. Twenty-six
game lights 116 are provided, each labeled with a letter of the
alphabet. Of course, different numbers of game lights 116 may be
provided for use in countries having different alphabets containing
more or less letters than the English alphabet. In this skill game,
each prize is associated with a letter or letters. Low-value prizes
may be identified with a single letter; higher-value prizes are
identified with multiple letters. Play proceeds similarly to the
skill game 106 disclosed above. If the player stops the active game
light 116 on each game light marked with the letters associated
with the selected prize 112, the player wins that prize. The player
may be given a fixed number of opportunities to stop the active
game light 116 on each letter associated with the selected prize
112, or may be allowed to play until a preset time is reached.
Optionally, additional game lights 116 may be added, labeled with
symbols indicating a loss, such that if the player stops the active
game light 116 on one of those symbols one or more times, the skill
game 106 will end.
[0042] While the elements of play of the skill game 106 may vary in
those two games, and in other implementations of the skill game
106, the difficulty of winning the selected prize 112 still depends
on the value of the selected prize 112. Further, the player still
selects a specific prize before starting play. In addition, the buy
down function allowing the player to reduce the difficulty level of
the skill game 106 by purchasing additional credits is still
preferably present, including the ability for a player to purchase
the prize 112 outright without playing the skill game 106.
[0043] Preferably, the game unit 100 includes a tilt sensor 202
electrically connected to the game controller 200. The construction
and operation of the tilt sensor 202 are well known to those
skilled in the art. The tilt sensor 202 detects tilting of the
machine, and transmits that detected tilting to the game controller
200. The game controller 200 will preferably issue a warning
through the audio card 208 to one or more speakers 210 when the
amount of tilt reaches a preset number of degrees. Preferably, if
the game unit 100 is tilted further, the game controller 200 issues
one or more commands to prevent prizes 112 from being dispensed
from the dispensing unit 104. Such commands may include, but are
not limited to, a command to lock the prize dispensing door 142, a
command to sound an alarm, and a command to turn off the game unit
100.
[0044] Preferably, the game controller 200 is adapted to allow the
operator of the game unit 100 flexibility in programming and/or
presetting a number of quantities associated with the difficulty of
the skill game 106, play of the skill game 106, and the cost of the
skill game 106, as well as other quantities and values used in the
operation of the game unit 100. Thus, it is within the scope of the
preferred embodiment to allow for operator adjustment and
customization of the game unit 100.
[0045] A preferred arcade game, and many of its attendant
advantages, has thus been disclosed. It will be apparent, however,
that various changes may be made in the content and arrangement of
the steps of the game or in the form and parts of the apparatus
without departing from the spirit and scope of the invention, the
method and apparatus hereinbefore described being merely preferred
or exemplary embodiments thereof. Therefore, the invention is not
to be restricted or limited except in accordance with the following
claims and their legal equivalents.
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