GB2536633A - A catching amusement game and scoring method thereof - Google Patents

A catching amusement game and scoring method thereof Download PDF

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Publication number
GB2536633A
GB2536633A GB1504814.3A GB201504814A GB2536633A GB 2536633 A GB2536633 A GB 2536633A GB 201504814 A GB201504814 A GB 201504814A GB 2536633 A GB2536633 A GB 2536633A
Authority
GB
United Kingdom
Prior art keywords
play
agitator
amusement game
game
target
Prior art date
Legal status (The legal status 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 status listed.)
Withdrawn
Application number
GB1504814.3A
Other versions
GB201504814D0 (en
Inventor
Crompton Gordon
Wilson Ben
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
GB AMUSEMENTS JUNGLE ATTACK Ltd
Original Assignee
GB AMUSEMENTS JUNGLE ATTACK Ltd
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 GB AMUSEMENTS JUNGLE ATTACK Ltd filed Critical GB AMUSEMENTS JUNGLE ATTACK Ltd
Priority to GB1504814.3A priority Critical patent/GB2536633A/en
Publication of GB201504814D0 publication Critical patent/GB201504814D0/en
Publication of GB2536633A publication Critical patent/GB2536633A/en
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/30Capturing games for grabbing or trapping objects, e.g. fishing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/02Indoor games using small moving playing bodies, e.g. balls, discs or blocks using falling playing bodies or playing bodies running on an inclined surface, e.g. pinball games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0204Targets therefor
    • A63F9/0243Movable targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games
    • A63F9/0247Bombing or dropping games
    • 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
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • 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
    • G07F17/3286Type of games
    • G07F17/3295Games involving skill, e.g. dexterity, memory, thinking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/0079Games using compressed air, e.g. with air blowers, balloons, vacuum
    • A63F2009/0087Games using compressed air, e.g. with air blowers, balloons, vacuum with means for producing an air current
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/14Coin operated
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Social Psychology (AREA)
  • Pinball Game Machines (AREA)

Abstract

An amusement game 10 that comprises a game chamber 14, at least one play object 20, an agitator 28, a movable target 16 with a proximity detector, a controller 18 and a counter.. The play objects 20 may be balls. The target 16 may be in the form of a hoop. The agitator 28 can be a fan that forms a current of air to distribute the balls around the chamber 14. A player can control the movable target 16 into the path of the balls 20 and the catch score is incremented and displayed to the player in real time via a display screen 22. The game can further include audio or visual alerts for the detection of a ball 20 on the target 16. There can be a coin slot 26 that requires money to be inserted to allow the game to played for a set time.

Description

A CATCHING AMUSEMENT GAME AND SCORING METHOD THEREOF
FIELD OF THE INVENTION
This invention relates generally to amusement games, and more particularly to catching amusement games and scoring methods thereof.
BACKGROUND OF THE INVENTION
Catching amusement games have been entertaining amusement game enthusiasts over several generations. A player's skill is tested in such catching amusement games by manoeuvring a container such as a net, cup or the like, to catch falling play objects such as balls, or the like. Typically, the balls are caught and collected within a set period of play time. At the end of the game, the collected balls are emptied into a counting device to determine the catch score.
During play time, a player is unaware of their catch score. After play time, a player must wait for the counting and determination of the catch score. Being unaware of the catch score during the play time and waiting for the catch score after play time detracts from the game experience.
There is a need for a catching amusement game with catch scoring method that addresses or at lease alleviates the above problems to improve the overall game experience.
SUMMARY OF THE INVENTION
An aspect of the invention is an amusement game with scoring of a play object on a target, the amusement game comprising a cabinet having a chamber defining a play area; an agitator for agitating the play object in the chamber; a moveable target extending into the chamber; a controller for a player to position the moveable target in the path of a play object; a proximity detector arranged to detect a play object on the target; and a counter for incrementing the total count for each detected play object on the target.
In an embodiment, the target is a hoop dimensioned to receive the play object. The controller may be a handle of the moveable target extending exterior of the chamber. The amusement game of any preceding claim wherein the agitator is a fan forming a current of air to agitate the play object.
In an embodiment, the amusement game comprises a timer for timing the game for a predefined period of time.
In an embodiment, the play object is a ball. There may be a plurality of play objects.
In an embodiment, the play chamber of the cabinet comprises interior sides angled to funnel the play objects back to the agitator.
In an embodiment, the amusement game comprises an agitator distributor for accentuating the agitation action of the play objects. The agitator distributor may comprise an agitator chute comprising an inlet and an outlet, the inlet for receiving an agitator stream with play objects to the agitator outlet into the game chamber. The agitator distributor may comprise play object deflectors for deflecting the play objects towards a direction away from the agitator. The play object deflectors may be adjustable to direct the agitator action of the agitator. The agitator action may be an air current flow. The play object deflectors may be manually or automatically adjustable.
In an embodiment the amusement game of may comprise a display for displaying a catch score in real time. The display may displays a visual alert for each detection of a play object on the target. The amusement game may comprise a speaker for providing an audio sound for each detection of a play object on the target. The amusement game may further comprise output means for alerting a player of their catch score. The amusement game may comprise a processor for processing the agitator, proximity detector, and counter for detecting and maintaining the catch score for a player in real time.
An aspect of the invention is a method of scoring in a catching amusement game, the method comprising arranging a target area with a proximity detector; detecting with the proximity detector for the presence of a play object within a target area; and incrementing the catch score in real time upon detection of the play object within the target area.
In an embodiment, the detecting for the presence of a play object within a target area is for a predefined period of play time.
In an embodiment, the method of scoring may comprise alerting a player of the catch score, and may alerted via visual and/or audio means.
BRIEF DESCRIPTION OF THE DRAWINGS
The accompanying drawings incorporated herein and forming a part of the specification illustrate several aspects of the present invention and, together with the description, serve to explain the principles of the invention. While the invention will be described in connection with certain embodiments, there is no intent to limit the invention to those embodiments described. On the contrary, the intent is to cover all alternatives, modifications and equivalents as included within the scope of the invention as defined by the appended claims. In the drawings: FIG. 1 is a simplified schematic perspective view of an amusement game cabinet in which the amusement game may be embodied in accordance with an embodiment of the invention; FIG. 2 is a simplified schematic perspective view of a player handle and moveable target positioned by a player within the game chamber with the path of a play object passing within the range of the proximity detector in accordance with an embodiment of the invention; FIG. 3 is a simplified block diagram of an amusement game in accordance with an embodiment of the invention; and FIG. 4 is a flow chart in accordance with an embodiment of the invention. DETAILED DESCRIPTION A catching amusement game and a method of scoring for a catching amusement game are disclosed. A player controls a moveable target having a proximity detector in the path of a moving play object such as a ball, and the catch score is incremented and displayed to the players during the game play time to enhance the overall game experience. The object of the game is for a player to catch as many balls as possible within the predetermined play time period. The player positions the moveable target within the path of the moving ball such that the ball falls within the range of the proximity detector of the moveable target. The catch score is incremented for each detected play object in real time. The catch score may be displayed in real time to the player or to each of the players if there are multiple players.
Referring to FIG. 1, a simplified schematic perspective view of a catching amusement game 10 is shown in accordance with an embodiment of the invention. The catching amusement game comprises a cabinet 12 having a game chamber 14 defining a play area. A moveable target 16 extends into the interior of the playing area game chamber 14. A player may manipulate the movable target 16 within the chamber via a controller such as a player handle 18 that extends exterior of the game chamber 14. If there are multiple players, as shown in FIG. 1, there may be a moveable target 16 and a corresponding player controller for each player. The play chamber may have player play sections defined by where the player's moveable target may be moved in a position in the path of a play objects. At least one play object 20, such as a ball, is contained in the game chamber 14.
The cabinet comprises a monitor or display to display the catch count or score for each player, the countdown timer, and any other animation. If there are multiple players, each player may have a separate monitor and/or target controller. A start button 24 and a coin slot 26 or other payment means is installed on the game cabinet for receiving payment from players to start the game. The payment means may include a coin slot for accepting coins, tokens, or the like, for payment, or other systems for accepting payment such as a card reader for receiving payment details from a smart card, credit card, debit card, token car, prepaid card or the like.
The amusement game chamber comprises an agitator 28 to place the play object in motion within the game chamber. In this embodiment, the agitator is a fan and produces a stream of air or air current flow to agitate the play objects within the game chamber. To improve the agitation action of the agitator, there may be additional agitator distributor for accentuating the agitation action of the play objects. For example, in the embodiment shown, there is an agitator inlet 32 (shown in FIG. 2) proximate the base or floor of the chamber for receiving the play objects or balls and an outlet 30 to form a chute 34 (shown in FIG. 2) for directing the balls toward an apex 36 of the chamber to scatter the balls within the chamber. The balls return to the base of the chamber and are funnelled back into the inlet assisted by gravity and the air current generated by the agitator to the inlet of the chute to be recirculated and distributed within the chamber via the agitator chute. In this embodiment the agitator chute is concealed in an agitator chute casing 40 which may be any shape such as a pyramid or volcano shaped casing or the like.
The agitator is a fan positioned below the game chamber and directed towards the apex of the game cabinet. A grill 42 is placed above the fan such that the play balls can rest above the agitator when the amusement game is turned off. Play object deflectors 38 also assist in redistributing the balls within the chamber and recirculating within the agitator chute 34.
The play object deflectors are angled to act as bumpers to scatter the balls when the balls physically fall on a deflector and bounce off to redirect the balls towards a direction away from the base of the game chamber away from the agitator or agitator distributor and towards the moveable targets. Also, the deflectors are angled to act as an agitator distributor to direct the agitator, for example to direct the agitator stream or air flow to redirect the play objects. The play object deflectors may be adjustable deflectors and may be angled manually or automatically to redirect the agitator action of the agitator, for example, air current flow generated by the agitator such as a fan or the like. It was noticed that without adjustment of the agitator stream, one player's playing section may be favoured over the other player's player section. To compensate for the imbalance or disadvantage, and to balance out any bias, the deflectors may be positioned at different angles to alter the agitator stream to compensate one player's player section over another player's player section. This may be measured during a calibration process to ensure a balanced distribution of play objects, for example, by running the amusement game for a period of time with each movable target positioned in a similar position such as in the mid-point of the target moveable range, or another set point along the moveable target path, and recording the catch score for each moveable target player. An adjustable deflector may be adjusted to the desired position in the chute to obtain the correct airflow allowing all section a balanced distribution of play objects. FIG. 2 is a simplified schematic perspective view 50 of a player handle 16 and moveable target 16 extending into the game chamber 14 manipulated by the player such that a the path of the play object 20 passes through the target and is detected by the proximity detector in accordance with an embodiment of the invention. FIG. 2 shows in dashed lines the cross-section of agitator outlet 30, agitator inlet 32, and agitator chute 34 within the agitator chute casing 40.
The proximity detector 52 of the target is shown in FIG. 2 installed on the target itself as a ring of infrared sensors that are proximity detectors to detect the passing of a play object within the range of the detectors. Arrow 56 shows a path of a play object 20 passing through the agitator outlet 30 and circulated in the chamber. Arrow 58 shows a path of a play object 20 passing through the target, and then recirculated in the chamber 14 through the agitator inlet 32.
In this embodiment the play object is a ball, such as a ping pong ball, chips, nuggets, or the like, and a plurality of balls are set into motion during play time. The material of the play objects may be any material that would allow agitation of the play objects from the agitator. For example, the material of the ping pong balls may be celluloid, cork, polystyrene and the like. The play objects may all be similar or differ in the game chamber. There may be any number of play objects, such as 1,5, 50, 100, or the like. The play object may be any object that may be set in motion by the agitator in the game chamber, and detected by the proximity detector of the target. The play objects may take any shape such as a spheres or the like.
The agitator is a fan positioned below the game chamber in this embodiment. However, it will be appreciate that the agitator may take other forms sufficient to set the play object balls in motion. The agitator may be positioned in other areas of the game chamber, such as the side or from above. There may be additional agitators, such as a plurality of agitators, for example one under the base and another one, or more positioned on the side.
The target shown is a hoop. It will be appreciated that the target may be any shape or size, to receive the play object, such as horseshoe shaped, "U"-shaped, a flat panel, and the like.
Additionally, the play object is "caught" by the target, however, in an embodiment the play object returns to the pool of balls in the game chamber after it is detected as passing within the range of the proximity detectors and the catch score is incremented, which maintains the number of play objects in the pool of play objects for the players to catch. In other embodiments the target may capture the play object and release the play object after the play period is complete, which reduces the number of play objects from the pool of play objects during the paly period.
The target controller shown is a handle connected to the target as a single body extending through the wall of the game chamber. It will be appreciated that the target controller may take different forms and shapes, and be integral in a single body object as the target, are be in a separate distinct piece from the target. For example, the target controller may be a joystick, roller, mouse, touch pad, or the like, mounted external to the game chamber to the game cabinet and controls the target mounted within the game chamber via processor and electrical wired or wireless means. The moveable object may move along paths in a single plane or multiple planes along direct line path, curved line path, or the like. The paths may be similar or differ for each moveable target.
The target shown in this embodiment comprises infrared sensors. In other examples other forms may be used, for example, micro-switches, opto-switches, bar coded sensors, reed sensors, and the like. The list of examples is not intended to be exhaustive. The proximity detector is shown mounted on the target itself. It will be appreciated that the detectors or sensors may be positioned in other positions other than the target itself, for example, the detectors may be mounted in the base of the game chamber below the target, mounted on the play object itself, combinations thereof, or the like.
FIG. 3 is a simplified block diagram 60 of the electrical components of an amusement game in accordance with an embodiment of the invention. The amusement game comprises a microprocessor 62 having a processor 64 and memory 66 to run applications such as a counter module 68, a timer module70, input/output (I/O) device interface modules 72 and the like. The input/output devices in communication via wired or wireless means may include speakers 80, displays or monitors 22, play object agitator 28, target detectors 42, payment means and start button 24, and the like.
The speaker 80 may compliment the visual counting of the playing objects with a sound indicator. A sound indicator may be any sound to confirm a score is obtained, such as a short sound bite or the like, every time a ball or play object is caught or detected by the moveable target.
FIG. 4 is a flow chart in accordance with an embodiment of the invention. The flow chart is of a method in accordance with an embodiment of the invention taken from the perspective of the amusement game processor. The processor detects receiving payment 102, and then receives a start request 104 when the player completes payment and depresses the start button. The processor initiates the agitator 106 and timer 108. The predefined play period is shown on display as a countdown 110. It may be broadcast on speaker and/or display to enhance the player experience. The sensors are activated to send signals upon detection 112 of a play object hitting the target, i.e. passing through or within range of proximity detection 112 of the detector or sensors. The count process begins with a zero count for all players. Once a "catch" is detected for any player, the score is incremented 114 by counter for each respective player, and the catch score is broadcast 116 to the players via a multi-media format such as visually on display, audio via speakers and the like. The count process is repeated 118, and upon each play object detected within the range of the sensors, the score is incremented for each catch detected until the predefined play period is over. Once the countdown is complete 120, the processor terminates the agitator action 122, and identifies the accumulated scores and indicates the winning score 124. The catch score of each player is calculated during the entire play time period in real time, and may be made known to the player anytime during the play time by a variety of different means, such as by display, monitor, speakers, and the like.
After the countdown is complete, a player may be entitled to a bonus, for example if a player's catch score surpasses a predefined amount. A player may be alerted of the bonus period immediately at the time of the complete countdown, as the player's catch score is monitored in real time during the play time period. A bonus may take different forms such as additional playing time, additional multimedia animation via display/speakers, high score entitlement to enter name and to be credited as top 10 player in the machine memory, and the like. If additional time is permitted, the agitator may not be terminated upon countdown, or is turned off and turns back on after a brief period of time to allow the bonus period of extended play for the player. However, only the sensors of the player activated.
Embodiments of the invention have been described herein, including the best mode known to the inventors for carrying out the invention. Variations of those preferred embodiments may become apparent to those of ordinary skill in the art upon reading the foregoing description. The inventors expect skilled artisans to employ such variations as appropriate, and the inventors intend for the invention to be practiced otherwise than as specifically described herein. Accordingly, this invention includes all modifications and equivalents of the subject matter recited in the claims appended
S
hereto as permitted by the applicable law. Moreover, any combination of the above-described elements in all possible variations thereof is encompassed by the invention unless otherwise indicated herein or otherwise clearly contradicted by context.

Claims (27)

  1. CLAIMS: 1. An amusement game with scoring of a play object on a target, the amusement game comprising: a cabinet having a chamber defining a play area; an agitator for agitating the play object in the chamber; a moveable target extending into the chamber; a controller for a player to position the moveable target in the path of a play object; a proximity detector arranged to detect a play object on the target; and a counter for incrementing the total count for each detected play object on the target.
  2. 2. The amusement game of claim 1 wherein the target is a hoop dimensioned to receive the play object.
  3. 3. The amusement game of any preceding claim wherein the controller is a handle of the moveable target extending exterior of the chamber.
  4. 4. The amusement game of any preceding claim wherein the agitator is a fan forming a current of air to agitate the play object.
  5. 5. The amusement game of any preceding claim further comprising a timer for timing the game for a predefined period of time.
  6. 6. The amusement game of any preceding claim wherein the play object is a ball.
  7. 7. The amusement game of any preceding claim wherein there is a plurality of play objects.
  8. 8. The amusement game of any preceding claim wherein the play chamber of the cabinet comprises interior sides angled to funnel the play objects back to the agitator.
  9. 9. The amusement game of any preceding claim further comprising an agitator distributor for accentuating the agitation action of the play objects.
  10. 10. The amusement game of claim 9 wherein the agitator distributor comprises an agitator chute comprising an inlet and an outlet, the inlet for receiving an agitator stream with play objects to the agitator outlet into the game chamber.
  11. 11. The amusement game of any one of claims 9-10 wherein the agitator distributor comprises play object deflectors for deflecting the play objects towards a direction away from the agitator.
  12. 12. The amusement game of claim 11 wherein the play object deflectors are adjustable to direct the agitator action of the agitator.
  13. 13. The amusement game of game 11 wherein the agitator action is an air current flow.
  14. 14. The amusement game of claim 11 or 12 wherein the play object deflectors are manually adjustable.
  15. 15. The amusement game of claim 11 or 12 wherein the play object deflectors are automatically adjustable.
  16. 16. The amusement game of any preceding claim further comprising a display for displaying a catch score in real time.
  17. 17. The amusement game of claim 16 wherein the display displays a visual alert for each detection of a play object on the target.
  18. 18. The amusement game of any preceding claim further comprising a speaker for providing an audio sound for each detection of a play object on the target.
  19. 19. The amusement game of any preceding claim further comprising output means for altering a player of their catch score.
  20. 20. The amusement game of any preceding claim further comprising a processor for processing the agitator, proximity detector, and counter for detecting and maintaining the catch score for a player in real time.
  21. 21. A method of scoring in a catching amusement game, the method comprising: arranging a target area with a proximity detector; detecting with the proximity detector for the presence of a play object within a target area; and incrementing the catch score in real time upon detection of the play object within the target area.
  22. 22. The method of claim 21 wherein detecting for the presence of a play object within a target area is for a predefined period of play time.
  23. 23. The method of claim 21 or 22 further comprising alerting a player of the catch score.
  24. 24. The method of claim 23 wherein the alerting a player is via visual means.
  25. 25. The method of claim 23 or 24 wherein the alerting a player is via audio means.
  26. 26. An amusement game substantially as shown in or described with reference to FIGURES 1-4 of the accompanying drawings.
  27. 27. A method of scoring in a catching amusement game substantially as shown in or described with reference to FIGURES 1-4 of the accompanying drawings.
GB1504814.3A 2015-03-22 2015-03-22 A catching amusement game and scoring method thereof Withdrawn GB2536633A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
GB1504814.3A GB2536633A (en) 2015-03-22 2015-03-22 A catching amusement game and scoring method thereof

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Application Number Priority Date Filing Date Title
GB1504814.3A GB2536633A (en) 2015-03-22 2015-03-22 A catching amusement game and scoring method thereof

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GB201504814D0 GB201504814D0 (en) 2015-05-06
GB2536633A true GB2536633A (en) 2016-09-28

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
IT1241792B (en) * 1990-09-17 1994-02-01 Paolo Maggiaioli Device for automatically and rapidly counting the falling balls caught in the "Volcano" game found in amusement parks
KR20000063116A (en) * 1999-09-13 2000-11-06 노태범 Catch-ball game
CN203540032U (en) * 2013-11-01 2014-04-16 中山市碧海娱乐设备有限公司 Game machine utilizing wind for blowing objects to be collected by player

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
IT1241792B (en) * 1990-09-17 1994-02-01 Paolo Maggiaioli Device for automatically and rapidly counting the falling balls caught in the "Volcano" game found in amusement parks
KR20000063116A (en) * 1999-09-13 2000-11-06 노태범 Catch-ball game
CN203540032U (en) * 2013-11-01 2014-04-16 中山市碧海娱乐设备有限公司 Game machine utilizing wind for blowing objects to be collected by player

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