Abstract:
A dispensing game system includes a prize capsule storage hopper above two automatic hopper loaders that replenish the game below with prize capsules as needed. Two Ferris wheels carry free swinging gondolas that receive and hold the prize capsules from the loaders. Two or more player-activated actuator arms located next to the outer edge of the Ferris wheels are used to hit targets attached to the moving gondolas, in turn causing the gondolas to tip forward and release the prize capsule, which then falls down and rolls into the prize opening for the player to collect.

Description:
BACKGROUND OF THE INVENTION 
     This invention relates, generally, to electro-mechanical games that challenge players to use their motor skills, sense of timing and sense of space in order to win and be rewarded if they play well, and a prize at the end of the game. 
     One such game of this type comprises a so-called crane game, where prizes are won by the player manipulating a crane claw over plush animals or other prizes and trying to position and release the crane claw in order to win one of those prizes. Another type of such game, which may also be classified as a merchandiser, enables prizes to be won by the player by manipulating a drill type spinning cylinder by positioning it and releasing it forward toward a wall full of holes that holds prizes. If the cylinder penetrates perfectly through the center of a hole in the wall a prize will be pushed through to fall out and enable the player to collect it from a receiving bin. 
     SUMMARY OF THE INVENTION 
     The invention consists of a container of capsules containing prizes that are fed as needed from above into gondolas of a Ferris wheel. The Ferris wheel rotates toward or away from the player with the wheel perpendicular to the player&#39;s field of vision, thus parading by him the prizes held by the gondolas. Next to the circumference of each Ferris wheel there is a mechanism that, when activated by the player, can either swing, push or obstruct a target attached to one of the gondolas, thus causing the gondola to tip around its axis and to unload the capsule. Gravity will carry the prize capsule down and forward for the player to collect. 
     The game play can be configured as a skill only game. Alternatively, the game play can be automatically percentaged like a mechanized or redemption game. The game play can also be mathematically and electronically set to be a game of chance, similar to a slot machine or an other gaming device. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a perspective view of a dispensing game system in accordance with the invention; 
     FIG. 2 is a front elevation view of the dispensing game system of FIG. 1, with parts removed for clarity; 
     FIG. 3 is a side elevation view of the dispensing game system of FIG. 1, with parts removed for clarity; 
     FIG. 4 is a sectional view taken along the line  4 — 4  of FIG. 2; 
     FIG. 5 is a block diagram of a control system for the dispensing game system of FIG. 1; 
     FIG. 6 is a flow diagram illustrating a routine for loading gondolas for the game dispensing system of FIG. 1; 
     FIG. 7 is a flow diagram illustrating a program for playing the dispensing game system of FIG. 1; and 
     FIG. 8 is a perspective view, similar to that of FIG. 1, illustrating sequence of operation of the dispensing game system of FIG.  1 . 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring to the drawings, and particularly FIGS. 1-3, a dispensing game system  10  in accordance with the invention is illustrated. The game system  10  comprises an electro-mechanical coin operated game and is housed in a modified video game cabinet  12 . The cabinet  12  is approximately 27 inches wide, 78 inches tall and 38 inches deep. The cabinet  12  is effectively divided into a top holding space  14 , a middle game space  16  and a bottom dispensing space  18 . 
     The holding space  14  includes a hopper  20  that can store up to 600 3-inch diameter plastic spherical capsules  22  that contain prizes. The capsules  22  comprise articles to be dispensed during playing of the game system  10 . While the game is illustrated in connection with plastic spherical capsules, other types of articles to be dispensed could be used, as will be apparent to those skilled in the art. The prizes contained in the capsules  22  could consist, for example, of toys or the like or tickets having predefined values for redemption for prizes. 
     A feed system  24  is adapted to feed the capsules  22  from the hopper  20  to the game space  16 . The hopper  20  is defined by angled bottom walls  26  for delivering the capsules  22  to an inlet of the feed system  24 . The feed system  24  includes a large agitator spring  30  activated by a rod  32  and motor  34 , see FIG. 2, to spin and dislodge any binding capsules  22 . This ensures a continuous flow downward. Lower angled walls  28  deliver the capsules  22  to opposite feeder wheels  40 . Each feeder wheel  40  is driven by a motor  38 . Each motor  38  also drives a smaller agitator spring  36  to spin and feed the capsules  22  to the feeder wheels  40 . Particularly, and referring to FIG. 4, each feeder wheel  40  includes five peripheral openings  42 . Each opening  42  is sized to receive a capsule  22 . The feeder wheel  40  is selectively driven by the motor  38  to drop capsules into a feeding tube  44 . The feeding tube  44  delivers the capsules to the game space  16 . 
     In the illustrated embodiment of the invention, the dispensing game system is adapted to be played by two players. Particularly, the game space  16  holds a pair of game devices  46  each of which is essentially identical in construction. Therefore, only one will be discussed specifically herein. As will be apparent, the dispensing game system  10  could include a single game device  46  or greater than two devices  46 , as necessary or desired. 
     In the illustrated embodiment of the invention, one of the game devices  46  is mounted on a left side of the cabinet  12 , while the other of the game devices  46  is mounted on the right side of the cabinets  12 , both looking from the front. 
     The game device  46  includes a plurality of carriers in the form of gondolas  48  each for carrying a capsule  22 . The gondolas  48  are carried on a support  52 . The support  52  comprises a pair of opposite wheels  54 , generally in the form of a Ferris wheel. Each of the gondolas  58  is carried by the Ferris wheel about a freely pivoting axis defined by an outer pin  56  and an inner pin  57 . Each gondola  48  carries an inwardly extending target  50  affixed to the inner pin  57 . In the embodiment of the invention illustrated in FIGS. 2 and 3, the Ferris wheel  52  has sixteen gondolas  48 , while in FIG. 1 only six gondolas  48  are included. The number of gondolas may vary in direct proportion to the size of the capsules  22  and thus the size of the gondolas  48 . For example, when capsules are less than 3 inches in diameter, then the gondolas  48  can be smaller, therefore their number on a same diameter Ferris wheel  52  can be greater. When capsules  22  are more than 3 inches in diameter, then the gondolas  48  holding them will be larger. Therefore, the number of gondolas  48  on the same diameter Ferris wheel  52  will decrease. 
     The Ferris wheel  52  is driven by a motor  58  driving a shaft  60 . The shaft  60  is hubbed in ball bearing  62 . The shaft  60  defines an axis of rotation of the Ferris wheel  52  and is in a horizontal plane. As a result, the Ferris wheel  52  turns toward or away from a player, thus displaying in front of the player all of the prizes it holds. The player may then evaluate and pick from these prizes during playing of the game, as described below. The Ferris wheel  52  is controlled by software, as described below, that knows from the gondola pins  56  passing through a switch  64  where each gondola is located. The software also knows from a top-mounted switch  66  if a gondola  48  is empty or loaded. The software can thus stop the Ferris wheel  52  with an empty gondola  48  directly under the feeding tube  44  and operating the associated feeder wheel  40  to drop one capsule  22  into the empty gondola  48 . The dropping of the capsule  22  is sensed by a switch  68  in the tube  44 . 
     In the game, the Ferris wheel  52  is turning with the gondolas  48  full of capsules  22 . Each gondola  48  has the lateral target  50  attached to the gondola&#39;s inner pin  57 . When a player decides on a preferred prize held by a specific gondola  48 , then the player will aim a swinging, pushing or obstructing mechanism  70  at that specific gondola&#39;s target  50  and push a player control button  72 , thus firing the mechanism  70  towards the target  50 . In the illustrated embodiment of the invention, the obstructing mechanism  70  comprises an actuator or arm  74  driven by a motor  76 . The motor  76  rotates the actuator  74  about a vertical axis. The object of the game is to press the control button  72  so that the actuator  74  strikes a desired target  50 . 
     Particularly, due to rotation of the Ferris wheel  52  about the axis of the shaft  60 , the targets  50  move in a generally circular path in a vertical plane. The actuator  74 , owing to its rotation about a vertical axis, rotates in a generally horizontal plane. The particular shape of the actuator  74  and its location relative to the Ferris wheel  52  is selected so that the path of the actuator  74  intersects the path of the targets  50  in an intersecting zone. This zone is defined as an area where the two paths intersect. 
     If timed and aimed correctly by the player, the obstructing mechanism  70  causes the target  50  to swing axially if struck thereby tipping the associated gondola  48  back and upwardly, thus unloading the capsule  22 . The dumped capsule  22  free falls by gravity into an opening  78  and rolling past a cheat door  80  into a forward tunnel and continues further down into a prize opening  82  for the player to collect. The cheat door  80 , shown in an open position in FIG. 3, is activated by a solenoid  84  anytime the player shakes or tilts the game in an attempt to dislodge capsules  22  from the gondolas  48  and cause them to fall into the prize door  82 . At such time, the cheat door  80  swings open and diverts all undeserved capsules  22  through a lower shoot  86  back into a storage area  88  in the dispensing space  18 . 
     Referring to FIG. 5, a block diagram illustrates a control system  100  for the game system  10 . The control system  100  includes a processor  102  operated in accordance with programs and data stored in memory  104 . The processor  102  is connected to various input devices, referenced generally at  104 , including, for example, the position switches  64 ,  66  and  68  and the user control button  72 . The inputs could also include a coin box  106  in a coin operated version of the dispensing game system. The processor  102  is also connected to output devices, referenced generally at  108 . The output devices include the motors  34 ,  38 ,  58  and  76 . The outputs  108  also include various lamps (not shown) used during game play as well as the cheat door solenoid  84 . The motors are controlled using pulse width modulation, as is known. Finally, the processor  102  is connected via a sound and music generator circuit  110  to a speaker  112  for sound and music during game play. 
     Referring to FIG. 6, a flow diagram illustrates a program implemented by the processor  102  for loading capsules  22  from the hopper  20  into the gondolas  48 . This routine begins at a start node  120 . The Ferris wheel  52  is started at a block  112  by energizing the motor  58 . A decision block  114  tries to find empty gondolas  48 . This is done using the switch  66 . If none are found, then the Ferris wheel  52  is stopped at a block  116  and the routine ends at a stop node  118 . If an empty gondola  48  is found, as determined at the decision block  114 , then the To Ferris wheel  52  is stopped at a block  120 . Thereafter, the feeder motor  38  is turned on. At a block  122  the center hopper stirrer motor  34  is turned on every fifth time the program passes this point. A decision block  124  determines if the hopper capsule switch  68  is activated, indicating that a capsule  22  passed through the tube  44 . If so, then the hopper motor  38  is turned off at a block  126  and the program returns to the block  112 . If not, then a decision block  128  determines if a preselect time limit has expired. If not, then control returns to the decision block  124 . If so, then a decision block  130  determines if a preselect retry limit has expired. If not, then the hopper motor  38  is reversed at a block  132 . The center hopper stirrer motor  34  is turned on at a block  134  and the program then returns to the decision block  124 . If, however, the retry limit has expired, as determined at the decision block  130 , then the hopper motor  38  is stopped at a block  136  and the routine is stopped and an error indicated at stop node  138 . 
     Thus, the program represented by the routine of FIG. 6 can be used to periodically load capsules  22  in all of the gondolas  48 . 
     Referring to FIG. 7, a flow diagram illustrates operation of the dispensing game system during game play. The program begins at a start node  140 . A decision block  142  determines if a start button has been pressed. In the illustrated embodiment of the invention, the user button  72  comprises the start button. Typically, in a coin operated version of the dispensing game system, the start button  72  is recognized only after a required number and denomination of coins has been inserted, as is apparent. 
     After the start button is depressed, the Ferris wheel  52  and game music are started at a block  144 . A decision block  146  determines if the start button  72  has been pressed. Particularly, the user will watch the position of the targets  50  relative to the operating mechanism  70 . When the user anticipates that a selected one of the targets  50  is or is about to enter the intersecting zone, discussed above, the button  72  is depressed. If the button is depressed, then the operating mechanism  70  is turned one revolution at a block  144  and a sound is generated. Thereafter, or if the start button has not been pressed, as determined at the block  142 , then a decision block  146  determines if a prize exit switch has been activated. The prize exit switch (not shown) determines if a prize has been dispensed to the dispensing opening  82 . If so, then a bell is rung at a block  148 . Thereafter, or if the prize exit switch was not activated, then a decision block  150  determines if the Ferris wheel  52  is half empty using the switch  66 . If so, then the gondolas are loaded at a block  152  using the routine of FIG.  6 . Thereafter, or if the Ferris wheel  52  is not half empty, then a decision block  154  determines if a time limit has expired. If not, then the routine returns to the block  142  to wait for the start button  72  to be pressed. If the time limit has expired, then the Ferris wheel  52  and the music are stopped at a block  156  and the routine ends at a game over node  158 . 
     The dispensing game system  10  can be configured to provide for various skill levels of game operation. This can be done, for example, by selecting the size of the target  50 . As is apparent, the smaller the target, the more difficult the game. In fact, the various targets  50  could be of differing size to make some targets more difficult to hit than others. This could be done in conjunction with loading more valuable prizes in gondolas having smaller targets. Also, the position of the operating mechanism  70  relative to the Ferris wheel  52  can be selected to control the size of the intersecting zone. The smaller the size of the intersecting zone, the more difficult the game. Further, the speed of the Ferris wheel  52  can be controlled according to skill level. For example, by operating the motor  58  at a faster speed, the game play is more difficult to provide for higher skill level. In the illustrated embodiment of the invention, the speed of the Ferris wheel  52  is set by switches forming part of the input block  104  of FIG.  5 . These could consist of user-accessible switches or operator-only accessible switches. Finally, the game play can be made more difficult by adjusting the number of revolutions of the operating mechanism. 
     The time limit set at the block  154  is used to limit the length of time of game play. This time limit may be set, for example, to provide for a single revolution of the Ferris wheel  52  for a single play of the game. In this aspect of the invention, the game consists of a single orbit of the Ferris wheel  52  and a single orbit of the operating mechanism  70 . During actual play of the game, the player&#39;s skill level determines whether or not a prize is to be awarded. The player takes aim at the targets  50  considering time and space so that the player is not cheated out of a prize based on variations in game operation during actual play of the game. 
     The dispensing system described herein is in the configuration of a game. Additionally, the dispensing system could be used for other applications. One such application is bulk vending where a user selects an article in a specific one of the gondolas  48 . A value might be assigned to each gondola. Assuming the user puts in sufficient money and selects the gondola, then the Ferris wheel  52  would stop with the target for the selected gondola in the intersecting zone and the operating mechanism  70  automatically turns to dispense the item. 
     Another application of the dispensing system is for a gaming system. In such a gaming system, the operating mechanism is randomly actuated by the processor  102 . This is done based on a mathematical formula with the chance of the actuator  74  striking a target  50  being controlled in software. 
     Still another application is in a redemption device. Each capsule  22  would include tickets or coupons having a select value. The size of the target  50  could vary inversely proportional to the value of the ticket or coupon. The ticket or coupon could then be redeemed for prizes or awards or the like. 
     Referring to FIG. 8, the dispensing game system  10  is illustrated with lettered arrows illustrating sequence of flow. The flow begins with an arrow “A” representing loading of capsules  22  into gondolas  48  on the rotating Ferris wheel  52 , represented by the arrow “B” or “C”. The rotation of the Ferris wheel  52  as shown with arrows “B” and “C” is also used during game play. During game play, the user actuates the switch at “D” causing rotation of the actuator  74  at “E”. If the actuator  74  strikes the target  50 , as at “F”, then the gondola  48  is tipped as at “G” dropping the capsule  22 , as at “H” to travel as at “I” to the prize opening  82 . 
     While the invention has been described in detail with reference to the dependent figures, it will be apparent to those skilled in the art that numerous changes, details and construction of the device can be made without departing from the spirit and scope of the invention.