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A claw crane (also called a variety of other names) is a type of arcade game known as a merchandiser, commonly found in video arcades, supermarkets, restaurants, movie theaters, and bowling alleys. A claw crane may also be referred to as a teddy picker, candy crane, claw machine, crane vending machine, arcade claw, grab machine, crane game or simply the claw.

Machine components/structure[]

A claw crane consists of many parts, but the basic components are a PCB, power supply, currency detector, credit/timer display, joystick, wiring harness, bridge assembly, and claw. The claw will have two or more prongs or arms, although most claws will usually have three.

The cabinet is usually constructed of medium-density fiberboard (MDF). Some cabinets are made of aluminum alloy, which makes it easier to relocate as well as cheaper to produce.

The window at the front of the machine is normally made of glass or a cheaper-to-manufacture substitute, such as acrylic. The marquee is a branded graphic (sometimes created specifically for restaurants or an operator's business name) behind a Plexiglas front.

Game play[]

A claw vending machine consists of prizes, usually plush toys or alternatives such as jewelry, capsuled toys, hats, dolls, shirts, candy and electronics. Higher end and more expensive prizes are sometimes placed in a plastic bag so the toy is harder to pick up. The player places coins into the machine, which then allows the player to manipulate a joystick that controls the claw for a variable time (controlled by the operator) usually 15 to 30 seconds (in some cases, a claw vending machine might offer a minute of time). The player is able to move the claw back, forth and sideways, although some machines allow the user to move the claw after it has partially descended.

At the end of the play time (or earlier if the player presses a trigger button on the joystick), the claw descends down and makes an attempt to grip. After making the gripping attempt, the claw then moves over an opening in the corner of the case and releases its contents. If the player is successful, then the prize the claw is holding is dropped into the opening and dispensed through a chute into a hatch for collection.

An alternative version of the machine, popular in arcades, is the two button version: one marked with a forward arrow, one with a right arrow. The crane starts near the front, left side of the machine and the user presses first the forward button to move the crane towards the back of the cabinet. Once the button is released the crane stops moving and the button cannot be used again, thus requiring the user to judge depth accurately in one attempt. After this, the right button becomes active in a similar way and as soon as it is released, the crane drops to a certain depth and then raises, closing its claw on the way and returning to the drop hatch in the front left corner. These versions are generally considered to be more difficult. However, the button type machines typically do not feature the timers which are commonly found on joystick type machines.

Machine configuration and chances of winning[]

The success rate winning a prize is dependent on several factors, including operator settings, player skill, depth perception, type of machine, and prizes available (size, density, and distribution). A prize may be lost due to player inexperience, player error in manipulating the claw, or the specific crane configuration. Many modern cranes use a computer to determine a payout percentage based on the operators settings, in the manner that the claw would have a strong grasp on objects only on a certain percentage of attempts. All modern claw machines incorporate some means for the owner to adjust at least the strength of the claw's grip and how closely the claw's fingers pull together, usually with screws on the mechanism or potentiometers on the PCB. Even on older machines, the grip strength can be adjusted by adding circuit components or additional hardware.[1] Some machines incorporate a feature called two-level claw power, which, when enabled, causes the claw to at first grip at full strength, but then weaken its grip to the normal level after a brief delay. This can cause the crane to initially pick up the prize, but then drop it.[2]

More newer, high-end claw machines are fully computerized and are remotely programmable by the owner (via a hand-held device). Settings and features commonly available include:[3]

  • Claw strength and aperture
  • Motion speed, in any direction (that is, the claw can be made to drop slowly but come up quickly, or move right faster than it moves forward)
  • Pick-up strength and retain strength can be specified separately, as well as the delay between pick-up and return.
  • Payout percentage: Cranes equipped with this setting have onboard programming which cause the claw's grip parameters to be continually adjusted to achieve a pre-set payout percentage, usually specified with respect to the value of the prizes inside
  • Fail limit: If the machine dispenses too many prizes in a given time period, it stops accepting coins and is out of order
  • Free replay can be granted on a certain percentage of plays
  • Instant replay: the user can opt to touch a certain button and have the claw automatically move to where it was last dropped, in order to try again for a prize that was just missed on the previous try.

Some cranes are also able to display the number and value of prizes won in a given time period,[3] enabling the owner to keep track of how profitable the machine is for them.

Clearly, these parameters could be used to set a crane in order to make it never deliver any prizes, but in that case the machine would rarely be played and therefore become unprofitable for the owner. On the other hand, if the crane were set to always grip strongly, then it would become so easy to win prizes from it that the owner would not profit much, if at all, from operating the machine.

Some machines can be configured to basically be games of chance. On a machine with a flimsy grip and a mechanism controlling the odds of a strong grip, little skill is involved in winning prizes by attempting to grasp them with the claw: the crane's random number generator decides whether the claw will grip or not. However, if the claw's grip strength is set such that it is capable of holding a prize — even tenuously — on most attempts, then experienced players will win more often than inexperienced players because an experienced player will be able to identify which toys will be easiest to win and how they should be grasped by the claw. It is also worth noting that, even given a machine with a very weak claw grip or low payout percentage, players have discovered various techniques for using the claw to drag or tip prizes into the chute without necessarily grasping them.[citation needed]

Claw machines holding expensive prizes, such as a Wii video game console or an iPhone are typically programmed so that the grip strength of the claw is determined according to a payout percentage that is profitable to the operator.[citation needed] Experienced skill crane players also say that box shaped prizes are among the most difficult kinds of objects to pick up with any claw, regardless of its settings.[citation needed]

Legality[]

The ability of the crane machine owner to set features such as a payout percentage obviously raises the question of whether these machines should be considered gambling devices in a legal sense, alongside slot machines. In the United States, claw vending machines are typically specifically exempted from statutes which regulate gambling devices, contingent upon compliance with certain rules. In the state of Michigan, for example, this exemption applies only if the wholesale value of the prizes inside is below a certain threshold, and if these prizes are actually retrievable with the claw.[4] Other states hardly regulate crane machines at all. In addition, some attorneys have advised claw machine owners to avoid using the word "skill" in the game description decal present on most machines.[5]

In other jurisdictions, such as Alberta, Canada, skill cranes are illegal unless the player is allowed to make repeated attempts (on a single credit) until he or she succeeds in winning a prize.[6] Skill cranes in single-play mode (where the player has only one chance per credit to try for a prize) were found by the Ontario Court of Appeal to be essentially games of chance, and therefore prohibited except at fairs or exhibitions, where they are covered by an exemption.[7]

State governments have been known to periodically inspect crane games to ensure compliance with the statutes. For example, in a 2008 inspection of New Jersey boardwalk games, inspectors tested whether the claw had enough tension to grip prizes, and whether they could win a prize once in approximately 12 attempts.[8]

Claw cranes in East Asia[]

In East Asia, notably Japan, South Korea, and Taiwan, claw vending machines are extremely popular. There are entire video arcades dedicated to hosting these machines.[citation needed]

In China, machines have been known to stock domestic and foreign cigarettes.[citation needed]

In East Asia, live animals are occasionally the prize in the claw game. In Chinese supermarkets, a live crab or lobster can be won, presumably to be eaten by the winner. In Japan, pet turtles can be won.[citation needed]

History[]

In 1955, Tokyo Chūki released the arcade game Crane Pick, designed by Isamu Kato. He explained: "The game involves operating a model crane truck to grab a ball and place it into the holes at the four corners of the field. Small balls are scattered around the crane truck, and you try to catch the balls by rotating the crane truck and moving it back and forth. If you grab it well and drop it into the hole, you get 1 point. If you got 5 points within the time limit, you could play again."[9]

Japanese companies Sega and Taito began designing trolley-style claw machines in the 1960s.[10] They gained popularity in Japan during the late 1970s, with crane games ranking among Japan's top ten highest-grossing electro-mechanical (EM) arcade games of 1977 and 1978.[11][12] Sega released their UFO Catcher claw machine in 1985 and made their first shipment of it in 1986.[13] It had sold 10,000 cabinets by 1991, its popularity inspiring Sega's creation of the Dream Catcher in 1989 and the New UFO Catcher in 1991 while making the UFO Catcher series responsible for 90 percent of stuffed toy claw machine sales.[14] By 1994, its claw could be changed to fit the sizes and shapes of different prizes, and it had become a craze across Japan: arcades started dedicating entire floors to UFO Catcher cabinets—of which Sega had sold over 40,000, making it Sega's best-selling game at the time—and the term "UFO catcher" became synonymous with crane games in Japan.[15][16][17]

History in the United States[]

These machines became popular in the United States in the late 1980s, with a significant presence at Pizza Hut restaurants. Later on, they spread to other venues, and by the early 1990s, the NFL began to advertise their teams with stuffed footballs of each team placed in some of the machines. Soon after, the MLB, NBA, and NHL also started doing this, although the NBA no longer uses these machines as a means of advertisement.

By the mid-1990s, the machines' popularity had made such establishments as Safeway, Fry's Supermarkets, K-Mart, and Wal-Mart a staple of their locations. Some hotels also acquired them to satisfy their younger guests, as did sports venues that would stuff them with collectibles related to their home teams.

In the 1995 Disney/Pixar computer-animated film Toy Story, Buzz Lightyear and Sheriff Woody climb into a claw vending machine filled with claw-worshipping aliens.

Internet playable claw crane games[]

A few projects have been completed to connect physical claw games to be played across the internet.

References[]

  1. Universal Crane Replacement Logic Board manual (PDF). Retrieved on 2008-07-02
  2. SUNRISE UPGRADE KIT for LAI "SkillTester". Retrieved on 2008-07-02Template:Self-published inline
  3. 3.0 3.1 Cromptons Inc (2003). X-Factor Crane Owner's and Service Manual. http://www.namco.co.uk/PDF-manuals/ice-manuals/ICE_X-Factor_Crane_Service_Manual.pdf. Template:Page needed
  4. Michigan Gambling Law. Retrieved on 2008-07-02
  5. Bob Snyder. Skill Crane Operators Can Defend Against ‘Unfair Practices’ Lawsuits.
  6. "Mere 'dash of skill' makes crane game illegal: court". National Post: p. A1, 10. January 29, 2002. http://www.abgaminginstitute.ualberta.ca/nav03.cfm?nav03=26638&nav02=29476&nav01=26038. 
  7. [http://www.gaminglawmasters.com/jurisdictions/canada/SkillvsChanceOct2004.htm[dead link] Games of Skill and Chance in Canada]. Retrieved on 2008-07-02
  8. [http://www.philly.com/inquirer/local/nj/20080702_Inspectors_check_boardwalks_for__fair_play_.html[dead link] Inspectors check boardwalks for fair play (Philadelphia Inquirer)]. Retrieved on 2008-07-02
  9. https://earlyarcadesjapan.blogspot.com/2024/02/1959-clempic-by-tokyo-chuuki.html
  10. Dime After Dime: A Gripping History of Claw Machines (7 July 2016).
  11. Game Machine (Amusement Press, Inc.) (90): 2–3. 15 February 1978. https://onitama.tv/gamemachine/pdf/19780215p.pdf#page=2. 
  12. Game Machine (Amusement Press, Inc.) (113): 2–3. February 1979. https://onitama.tv/gamemachine/pdf/19790201p.pdf#page=2. 
  13. UFO Catcher (ja).
  14. Akagi, Masumi (1 September 1991). "Sega's 'Hologram' Game ls Coming To Japan". Game Machine (Amusement Press, Inc.): 26. https://archive.org/details/game-machine-magazine-19910901p/page/n13/mode/1up. 
  15. Sega '94 Amusement Machine Guide. Sega. 1994. p. 12. https://archive.org/details/sega-94-amusement-machine-guide/page/n12/mode/1up. 
  16. Nakamura, Eric (July 1994). "Win Big With UFO Catcher". VideoGames (LFP, Inc.) (66): 92. ISSN 1059-2938. https://archive.org/details/Video_Games_The_Ultimate_Gaming_Magazine_Issue_66_July_1994/page/n91/mode/1up. 
  17. Swan, Gus (August 1994). "OutRun". Mean Machines Sega (EMAP) (22): 92–3. ISSN 0967-9014. https://archive.org/details/mean-machines-sega-magazine-22/page/n91/mode/2up. 
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