WO2008081154A1 - High striker - Google Patents

High striker Download PDF

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Publication number
WO2008081154A1
WO2008081154A1 PCT/GB2007/000001 GB2007000001W WO2008081154A1 WO 2008081154 A1 WO2008081154 A1 WO 2008081154A1 GB 2007000001 W GB2007000001 W GB 2007000001W WO 2008081154 A1 WO2008081154 A1 WO 2008081154A1
Authority
WO
WIPO (PCT)
Prior art keywords
strike
plunger
prize
game
striker
Prior art date
Application number
PCT/GB2007/000001
Other languages
French (fr)
Inventor
Bradly Edward Carter
Original Assignee
Bradly Edward Carter
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Bradly Edward Carter filed Critical Bradly Edward Carter
Priority to PCT/GB2007/000001 priority Critical patent/WO2008081154A1/en
Publication of WO2008081154A1 publication Critical patent/WO2008081154A1/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/04Coin-freed apparatus for hiring articles; Coin-freed facilities or services for anthropometrical measurements, such as weight, height, strength
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0625Emitting sound, noise or music
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B2071/0694Visual indication, e.g. Indicia
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/50Force related parameters
    • A63B2220/51Force
    • A63B2220/53Force of an impact, e.g. blow or punch
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/70Coin-operated

Definitions

  • This invention relates to high striker game apparatus comprising a plunger adapted to be struck by a striker or whacker during game play and an achievement indicator.
  • this invention relates to an improved high striker game apparatus of broader appeal, especially to young children.
  • the high striker game apparatus requires an operator to encourage potential players to play, accept money or tokens from players, monitor game play to ensure the number of strikes in a game tallies with the value of money or tokens paid for that game, monitor the achievement indicator and deliver a prize when the strike force is sufficient to do so. Since adults are generally stronger than children, some high striker game apparatus are adjustable such that the strike force required for a prize can be altered. This ensures the same apparatus may be used for either adult or child audiences with minimal set-up.
  • the object of outdoor and indoor carnival and arcade game apparatus is generally to take money from as many people and give out as few prizes as possible.
  • High striker games are no exception and so the setting of high striker apparatus is such that only a very powerful direct strike will be sufficient for a prize to be allowed to be claimed from the operator.
  • the achievement indicator setting of the apparatus must be low enough to ensure prizes are won frequently enough to attract many potential players but high enough to ensure only the strongest players who by skill or chance attain a direct hit can win.
  • the high striker carnival game is therefore specifically directed towards exploiting the macho adult human instinct and has limited appeal to young children.
  • high striker game apparatus comprising a plunger adapted to be struck by a striker a predetermined plurality of times during game play, an achievement indicator configured to indicate notional strike force applied to the plunger when struck and prize vending means, wherein the achievement indicator is configured to indicate a winning strike force when struck in a final strike, irrespective of the actual strike force applied and the prize vending means is adapted to automatically vend a prize following the final strike.
  • the present invention provides a game apparatus having broad appeal since a prize is delivered to a player during every game, unlike a traditional high striker game apparatus.
  • the apparatus is adapted to create the illusion of a game rather than merely a means for winning a guaranteed prize. This is achieved through dissociating the actual strike force applied to the plunger from the strike force indicated by the achievement indicator. In this way a winning strike force can be indicated upon the final strike of a game irrespective of the actual final strike force. The player therefore believes that their final strike has been a winning strike as a result of improved striking during the game.
  • the present invention also overcomes a problem in traditional high striker game apparatus since no human operator is required. By dissociating the actual strike force from the indicated strike force there is no need for the game apparatus to be adjusted for adult or child audiences depending on the expected actual strike force. Also, a prize is vended during every game, after the final strike. Accordingly, no operator is required to monitor the game apparatus and the prize can be vended automatically by the prize vending means.
  • the game apparatus in accordance with the present invention delivers better value for money for players by employing a "prize-every-time" concept when compared with traditional games. This ensures the game is especially suited to an indoor arcade environment for young children.
  • the game apparatus can stand alone in an arcade separate from a token redemption system typically employed and, since it requires no human operator, can be cost effective to run. Therefore the game apparatus provides benefits to both the operator and player despite going against the accepted principles of arcade games.
  • the achievement indicator may be configured to indicate a random level of strike force applied to the plunger when struck in a first strike irrespective of the actual force applied, said strike force being less than an indicated winning strike force.
  • the random indication aids in the illusion of a game since a potential player viewing play of the game before him can believe that the indicated strike force is dependent on the actual strike force.
  • the achievement indicator may be configured to indicate a predetermined level of strike force applied to the plunger when struck in a penultimate strike irrespective of the actual force applied, said strike force being less than and near to an indicated winning strike force.
  • the indication of a "near win” aids in the illusion of actual improvement in the player's ability to strike the plunger accurately and with great force. This improves the appeal of the game due to the sense of achievement experienced by the player. However, it is important that only the final strike of the game can result in a winning strike for a prize to be vended.
  • the predetermined number of strikes to be made during game play is preferably three. This may be one "random” strike, one "near win” and finally a “winning” strike. Where the predetermined number of strikes is set to be four or more, "random", "near win” or an otherwise predetermined level of achievement may be indicated by the achievement indicator following all but the final strike.
  • Game play is preferably initiated by coin operation. This encourages potential players to play the game on an on-going basis and removes the need for linking the game with an established token system in an arcade environment with other games based on traditional arcade principles.
  • the achievement indicator preferably includes an array of lighting elements configured to provide a contiguous illuminated light strip, a dimension of the strip corresponding to the notional strike force applied to the plunger. Unlike a traditional high striker, the present invention must dissociate the actual from the indicated strike force.
  • the array of lighting elements can be controlled by an electrical circuit and so can be readily utilised to provide this dissociation.
  • the prize vending means may include a spiral vendor. Vendors of this type typically comprise a spiral element that rotates to release an object from a chute. The vending of the prize can therefore be viewed in real time by the provision of a suitable viewing window to heighten the player's sense of excitement at the end of the game.
  • the spiral vendor or alternatively pusher, slide or capsule vendor, may be utilised to vend plush, plastic, food or drinks goods.
  • the prize vended following the final strike is selected dependent on the actual force applied to the plunger during at least one of the game play strikes. Whilst the vending of a prize is independent on the force of the strikes, that is the winning of a prize is guaranteed from playing the game, the selection of which prize is vended amongst a plurality of prizes may be made dependent on the actual strike force.
  • the actual strike force may be sensed by a pressure sensor of the plunger.
  • the various prizes may be displayed within the game apparatus and an indication may be provided that a more valuable prize may be won by striking with a greater force. This again adds to the illusion of a game.
  • the prize vending means may be adapted to vend a more valuable prize in dependence on the actual strike force of at least one of the strikes. Alternatively, the prize vending means may be adapted to vend a prize of random or otherwise predetermined value depending on the actual strike force.
  • the prize vending means may therefore be configured to ensure interest in the game remains high and players are enticed to play the game more
  • the game apparatus further includes a sound and/or light display to attract potential players and/or provide encouragement during game play and/or congratulate the player at the end of the game.
  • a sound and/or light display to attract potential players and/or provide encouragement during game play and/or congratulate the player at the end of the game.
  • Figure 1 is a photographic representation of a high striker game apparatus in accordance with the present invention.
  • Figures 2a to 2f illustrate a flow diagram of operation of the high striker game apparatus of Figure 1.
  • FIG. 1 a photographic representation of a high striker game apparatus comprising a plunger 1 adapted to be struck by a striker or hammer 2.
  • the apparatus further includes an achievement indicator comprising an illuminated strip of plunger LEDs 3 and an illuminated winning star portion 4.
  • the achievement indicator 3,4 is configured to indicate a notional strike force applied to the plunger 1 when struck by the hammer 2.
  • the plunger LEDs 3 of the achievement indicator are arranged as an array of lighting elements configured to provide a contiguous illuminated strip, a height of which corresponds to the notional strike force applied to the plunger 1.
  • Prize vending means 5 are adapted to automatically vend a prize when the winning star portion 4 of the achievement indicator is illuminated.
  • Game play is initiated by inserting a coin into coin operation device 6.
  • the game is played by striking the plunger 1 using the hammer 2. Operation of the game will be explained in greater detail below.
  • a prize is vended by spiral vendors 7 of the prize vending means 5.
  • Spiral LEDs 8, speaker 9 and plunger LEDs 3 provide an audio visual display before, during and after game play.
  • prize vending means 5 the prize is presented to the player at ports 10.
  • the high striker game apparatus switches from demonstration mode to game-vend mode.
  • the background music score proceeds with a sound effect linked to the player inserting the coin and the pre-recorded voice over introduces the game and invites the player to pick up the hammer 2 and strike the plunger 1 to win a prize.
  • the plunger 1 is activated to await a strike from the player.
  • Plunger LEDs 3, spiral LEDs 8 and spiral vendors 7 are inactive at this time.
  • the background music score changes to looped background music mixed with a sound effect linked to how high the plunger LEDs 3 indicate the strength of the plunger strike.
  • the voice over advises the player that they have done well and invites them to try again but harder.
  • the plunger LEDs 3 provide a random indication of achievement of strength of strike on the plunger 1 , irrespective of the actual strength of strike on the plunger 1.
  • the plunger 1 depresses when struck, sensing the strike and returns to its original position awaiting the next strike from the player.
  • the spiral LEDs 8 and spiral vendors 7 are inactive at this time.
  • the looped music score plays looped background music mixed with a sound effect linked to how high the plunger LEDs 3 indicate the strength of the plunger strike.
  • the voice over advises the player that they have done better and have very nearly struck the plunger 1 hard enough to win a prize and invites them to try to hit the plunger 1 one last time.
  • the plunger LEDs 3 indicate a level of achievement of the strength of the strike on the plunger 1 being very nearly good enough to win a prize.
  • the plunger 1 depresses when struck, senses the strike and returns to await the next strike from the player.
  • the spiral LEDs 8 and the spiral vendors 7 are inactive at this time.
  • the background music score plays looped background music mixed with sound effects linked to the plunger LEDs 3 indicating a stronger plunger strike with crescendo indicating success.
  • the voice over advises the player that they have been strong enough and have become a winner and that they are now about to win a prize.
  • the plunger LEDs 3 indicate a level of achievement of the strength of the strike on the plunger 1 being good enough to win a prize and set off a major light display including illumination of the achievement indicator winning star portion 4.
  • the plunger 1 depresses when struck, senses the strike and switches off.
  • the spiral LEDs 8 and the spiral vendors 7 are inactive at this time.
  • the machine then proceeds to vend a prize by activating the spiral vendors 7 until a prize is detected and vended by sensors in a cabinet of the prize vending means 5.
  • the background music score plays looped background music mixed with sound effects linked to the spiral LEDs 7 whilst the spiral LEDs 7 light up sequentially and highlight apparently randomly the selection of the individual spiral vendor 7 that will vend the prize.
  • the plunger LEDs 3 indicates a winning strike until the prize has been vended.
  • the voice over advises the player that they are having a prize vended, have had the prize vended and that they are a winner and invites them to have another game.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Coin-Freed Apparatuses For Hiring Articles (AREA)

Abstract

High striker game apparatus comprising a plunger (1) adapted to be struck by a striker (2) a predetermined plurality of times during game play, an achievement indicator (3,4) configured to indicate notional strike force applied to the plunger when struck and prize vending means (5), wherein the achievement indicator is configured to indicate a winning strike force when struck in a final strike, irrespective of the actual strike force applied and the prize vending means is adapted to automatically vend a prize following the final strike.

Description

HIGH STRIKER
Field of the Invention
This invention relates to high striker game apparatus comprising a plunger adapted to be struck by a striker or whacker during game play and an achievement indicator. In particular this invention relates to an improved high striker game apparatus of broader appeal, especially to young children.
Background to the Invention There is known in the art of carnival games, particularly for outdoor fun fairs and the like, a high striker game. The game is played on an apparatus typically comprising a plunger adapted to be struck by a striker or whacker during game play and an achievement indicator. The achievement indicator is connected to the plunger such that a force of a strike imposed on the plunger when struck by the striker is indicated. In some apparatus the achievement indicator includes a bell that is rung when the strike force indicated reaches a maximum.
The high striker game apparatus requires an operator to encourage potential players to play, accept money or tokens from players, monitor game play to ensure the number of strikes in a game tallies with the value of money or tokens paid for that game, monitor the achievement indicator and deliver a prize when the strike force is sufficient to do so. Since adults are generally stronger than children, some high striker game apparatus are adjustable such that the strike force required for a prize can be altered. This ensures the same apparatus may be used for either adult or child audiences with minimal set-up.
Although the strike force required for a prize may be varied, the object of outdoor and indoor carnival and arcade game apparatus is generally to take money from as many people and give out as few prizes as possible. High striker games are no exception and so the setting of high striker apparatus is such that only a very powerful direct strike will be sufficient for a prize to be allowed to be claimed from the operator. The achievement indicator setting of the apparatus must be low enough to ensure prizes are won frequently enough to attract many potential players but high enough to ensure only the strongest players who by skill or chance attain a direct hit can win. The high striker carnival game is therefore specifically directed towards exploiting the macho adult human instinct and has limited appeal to young children.
There is therefore a need in the art for an improved high striker game apparatus of broad appeal, particularly to young children.
Summary of the Invention
According to the present invention there is provided high striker game apparatus comprising a plunger adapted to be struck by a striker a predetermined plurality of times during game play, an achievement indicator configured to indicate notional strike force applied to the plunger when struck and prize vending means, wherein the achievement indicator is configured to indicate a winning strike force when struck in a final strike, irrespective of the actual strike force applied and the prize vending means is adapted to automatically vend a prize following the final strike.
The present invention provides a game apparatus having broad appeal since a prize is delivered to a player during every game, unlike a traditional high striker game apparatus. However, there is no loss of excitement for the player since the apparatus is adapted to create the illusion of a game rather than merely a means for winning a guaranteed prize. This is achieved through dissociating the actual strike force applied to the plunger from the strike force indicated by the achievement indicator. In this way a winning strike force can be indicated upon the final strike of a game irrespective of the actual final strike force. The player therefore believes that their final strike has been a winning strike as a result of improved striking during the game.
The present invention also overcomes a problem in traditional high striker game apparatus since no human operator is required. By dissociating the actual strike force from the indicated strike force there is no need for the game apparatus to be adjusted for adult or child audiences depending on the expected actual strike force. Also, a prize is vended during every game, after the final strike. Accordingly, no operator is required to monitor the game apparatus and the prize can be vended automatically by the prize vending means.
In this manner the game apparatus in accordance with the present invention delivers better value for money for players by employing a "prize-every-time" concept when compared with traditional games. This ensures the game is especially suited to an indoor arcade environment for young children. The game apparatus can stand alone in an arcade separate from a token redemption system typically employed and, since it requires no human operator, can be cost effective to run. Therefore the game apparatus provides benefits to both the operator and player despite going against the accepted principles of arcade games.
The achievement indicator may be configured to indicate a random level of strike force applied to the plunger when struck in a first strike irrespective of the actual force applied, said strike force being less than an indicated winning strike force. The random indication aids in the illusion of a game since a potential player viewing play of the game before him can believe that the indicated strike force is dependent on the actual strike force.
The achievement indicator may be configured to indicate a predetermined level of strike force applied to the plunger when struck in a penultimate strike irrespective of the actual force applied, said strike force being less than and near to an indicated winning strike force. The indication of a "near win" aids in the illusion of actual improvement in the player's ability to strike the plunger accurately and with great force. This improves the appeal of the game due to the sense of achievement experienced by the player. However, it is important that only the final strike of the game can result in a winning strike for a prize to be vended.
The predetermined number of strikes to be made during game play is preferably three. This may be one "random" strike, one "near win" and finally a "winning" strike. Where the predetermined number of strikes is set to be four or more, "random", "near win" or an otherwise predetermined level of achievement may be indicated by the achievement indicator following all but the final strike.
Game play is preferably initiated by coin operation. This encourages potential players to play the game on an on-going basis and removes the need for linking the game with an established token system in an arcade environment with other games based on traditional arcade principles. The achievement indicator preferably includes an array of lighting elements configured to provide a contiguous illuminated light strip, a dimension of the strip corresponding to the notional strike force applied to the plunger. Unlike a traditional high striker, the present invention must dissociate the actual from the indicated strike force. The array of lighting elements can be controlled by an electrical circuit and so can be readily utilised to provide this dissociation.
The prize vending means may include a spiral vendor. Vendors of this type typically comprise a spiral element that rotates to release an object from a chute. The vending of the prize can therefore be viewed in real time by the provision of a suitable viewing window to heighten the player's sense of excitement at the end of the game. The spiral vendor, or alternatively pusher, slide or capsule vendor, may be utilised to vend plush, plastic, food or drinks goods.
In a preferred embodiment, the prize vended following the final strike is selected dependent on the actual force applied to the plunger during at least one of the game play strikes. Whilst the vending of a prize is independent on the force of the strikes, that is the winning of a prize is guaranteed from playing the game, the selection of which prize is vended amongst a plurality of prizes may be made dependent on the actual strike force. The actual strike force may be sensed by a pressure sensor of the plunger. The various prizes may be displayed within the game apparatus and an indication may be provided that a more valuable prize may be won by striking with a greater force. This again adds to the illusion of a game. The prize vending means may be adapted to vend a more valuable prize in dependence on the actual strike force of at least one of the strikes. Alternatively, the prize vending means may be adapted to vend a prize of random or otherwise predetermined value depending on the actual strike force. The prize vending means may therefore be configured to ensure interest in the game remains high and players are enticed to play the game more than once.
Preferably, the game apparatus further includes a sound and/or light display to attract potential players and/or provide encouragement during game play and/or congratulate the player at the end of the game. Brief Description of the Drawings
Particular embodiments in accordance with the present invention will now be described with reference to the accompanying drawings in which:-
Figure 1 is a photographic representation of a high striker game apparatus in accordance with the present invention; and
Figures 2a to 2f illustrate a flow diagram of operation of the high striker game apparatus of Figure 1.
Detailed Description Turning first to Figure 1 there is shown a photographic representation of a high striker game apparatus comprising a plunger 1 adapted to be struck by a striker or hammer 2. The apparatus further includes an achievement indicator comprising an illuminated strip of plunger LEDs 3 and an illuminated winning star portion 4. The achievement indicator 3,4 is configured to indicate a notional strike force applied to the plunger 1 when struck by the hammer 2.
The plunger LEDs 3 of the achievement indicator are arranged as an array of lighting elements configured to provide a contiguous illuminated strip, a height of which corresponds to the notional strike force applied to the plunger 1. Prize vending means 5 are adapted to automatically vend a prize when the winning star portion 4 of the achievement indicator is illuminated.
Game play is initiated by inserting a coin into coin operation device 6. The game is played by striking the plunger 1 using the hammer 2. Operation of the game will be explained in greater detail below. Upon completion of the game a prize is vended by spiral vendors 7 of the prize vending means 5. Spiral LEDs 8, speaker 9 and plunger LEDs 3 provide an audio visual display before, during and after game play. When a prize is vended by prize vending means 5 the prize is presented to the player at ports 10.
Operation of the high striker game apparatus illustrated in Figure 1 will now be described with reference to the flow diagram of Figures 2a to 2f. Prior to game play the high striker game apparatus operates in a demonstration mode. A stored background music score is looped and a pre-recorded voice over inviting children to play the game and win a prize every time is looped and output through speaker 9. Plunger LEDs 3 illuminate in a looped sequence light display timed with the looped music. The spiral LEDs 8, plunger 1 and spiral vendors 7 are inactive during the demonstration mode.
When a player inserts a coin into the coin operation device 6 the high striker game apparatus switches from demonstration mode to game-vend mode. The background music score proceeds with a sound effect linked to the player inserting the coin and the pre-recorded voice over introduces the game and invites the player to pick up the hammer 2 and strike the plunger 1 to win a prize. The plunger 1 is activated to await a strike from the player. Plunger LEDs 3, spiral LEDs 8 and spiral vendors 7 are inactive at this time.
When the player strikes the plunger 1 using the hammer 2 for a first time the background music score changes to looped background music mixed with a sound effect linked to how high the plunger LEDs 3 indicate the strength of the plunger strike. The voice over advises the player that they have done well and invites them to try again but harder. The plunger LEDs 3 provide a random indication of achievement of strength of strike on the plunger 1 , irrespective of the actual strength of strike on the plunger 1. The plunger 1 depresses when struck, sensing the strike and returns to its original position awaiting the next strike from the player. The spiral LEDs 8 and spiral vendors 7 are inactive at this time.
When the player strikes the plunger 1 using the hammer 2 a second time the looped music score plays looped background music mixed with a sound effect linked to how high the plunger LEDs 3 indicate the strength of the plunger strike. The voice over advises the player that they have done better and have very nearly struck the plunger 1 hard enough to win a prize and invites them to try to hit the plunger 1 one last time. The plunger LEDs 3 indicate a level of achievement of the strength of the strike on the plunger 1 being very nearly good enough to win a prize. The plunger 1 depresses when struck, senses the strike and returns to await the next strike from the player. The spiral LEDs 8 and the spiral vendors 7 are inactive at this time.
When the player strikes the plunger 1 using the hammer 2 a third and final time the background music score plays looped background music mixed with sound effects linked to the plunger LEDs 3 indicating a stronger plunger strike with crescendo indicating success. The voice over advises the player that they have been strong enough and have become a winner and that they are now about to win a prize. The plunger LEDs 3 indicate a level of achievement of the strength of the strike on the plunger 1 being good enough to win a prize and set off a major light display including illumination of the achievement indicator winning star portion 4. The plunger 1 depresses when struck, senses the strike and switches off. The spiral LEDs 8 and the spiral vendors 7 are inactive at this time.
The machine then proceeds to vend a prize by activating the spiral vendors 7 until a prize is detected and vended by sensors in a cabinet of the prize vending means 5.
The background music score plays looped background music mixed with sound effects linked to the spiral LEDs 7 whilst the spiral LEDs 7 light up sequentially and highlight apparently randomly the selection of the individual spiral vendor 7 that will vend the prize. The plunger LEDs 3 indicates a winning strike until the prize has been vended. The voice over advises the player that they are having a prize vended, have had the prize vended and that they are a winner and invites them to have another game.
During this time the plunger remains turned off.
Once the game has been successfully completed the machine returns to the demonstration mode.

Claims

1. High striker game apparatus comprising a plunger adapted to be struck by a striker a predetermined plurality of times during game play, an achievement indicator configured to indicate notional strike force applied to the plunger when struck and prize vending means, wherein the achievement indicator is configured to indicate a winning strike force when struck in a final strike, irrespective of the actual strike force applied and the prize vending means is adapted to automatically vend a prize following the final strike.
2. High striker game apparatus according to claim 1 , wherein the achievement indicator is configured to indicate a random level of strike force applied to the plunger when struck in a first strike irrespective of the actual force applied, said strike force being less than an indicated winning strike force.
3. High striker game apparatus according to claim 1 or 2, wherein the achievement indicator is configured to indicate a predetermined level of strike force applied to the plunger when struck in a penultimate strike irrespective of the actual force applied, said strike force being less than and near to an indicated winning strike force.
4. High striker game apparatus according to any preceding claim, wherein the predetermined number of strikes to be made during game play is three.
5. High striker game apparatus according to any preceding claim, wherein game play is initiated by coin operation.
6. High striker game apparatus according to any preceding claim, wherein the achievement indicator includes an array of lighting elements configured to provide a contiguous illuminated light strip, a dimension of the strip corresponding to the notional strike force applied to the plunger.
7. High striker game apparatus according to any preceding claim, wherein the prize vending means includes a spiral vendor.
8. High striker game apparatus according to any preceding claim, wherein the prize vended following the final strike is selected dependent on the actual force applied to the plunger during at least one of the game play strikes.
PCT/GB2007/000001 2007-01-03 2007-01-03 High striker WO2008081154A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/GB2007/000001 WO2008081154A1 (en) 2007-01-03 2007-01-03 High striker

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/GB2007/000001 WO2008081154A1 (en) 2007-01-03 2007-01-03 High striker

Publications (1)

Publication Number Publication Date
WO2008081154A1 true WO2008081154A1 (en) 2008-07-10

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1120518A (en) * 1914-01-30 1914-12-08 Arthur C Morgan Striking-machine.
US2526495A (en) * 1946-12-20 1950-10-17 Exhibit Supply Company Grip testing device
EP0537734A1 (en) * 1991-10-17 1993-04-21 ANTONIO ZAMPERLA S.p.A. Amusement-park machine for muscular strength tests
WO2006084277A2 (en) * 2005-02-04 2006-08-10 Multimedia Games, Inc. Configurable gaming machine and method for configuring games in a gaming machine

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US1120518A (en) * 1914-01-30 1914-12-08 Arthur C Morgan Striking-machine.
US2526495A (en) * 1946-12-20 1950-10-17 Exhibit Supply Company Grip testing device
EP0537734A1 (en) * 1991-10-17 1993-04-21 ANTONIO ZAMPERLA S.p.A. Amusement-park machine for muscular strength tests
WO2006084277A2 (en) * 2005-02-04 2006-08-10 Multimedia Games, Inc. Configurable gaming machine and method for configuring games in a gaming machine

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