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So when did these machines come about?
Welcome
to: Skill Crane History 101
...dinosaurs roamed the Earth, original concept of
the 'claw machine' was created. In the 1890s to be precise. It was a
hand-cranked candy dispenser and only cost a penny to operate. In
1920s, it was reinvented and patented as an actual game, called "Eerie
Digger." It gained popularity over the the next few decades, especially
as gambling was encouraged to stimulate the economy during Depression
and through WWII. Electrical versions of the digger cranes surfaced and
often had paper currency and bundled coins as prizes, among other
things, to entice players. |
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In 1951, Federal laws
classified cranes as gambling devices and preventing them from being
transported across state lines, effectively putting an end to the crane
business. Two years later, these laws were modified and allowed diggers
to be operated at carnivals, as long as they met specific
qualifications. They had to be strictly mechanical and could not
contain prizes higher than $1 in value. Coin slots were not allowed, so
the machine had to be turned on by the operator. Cost per play was
limited to 10 cents. Success of crane machines continued and further
softened laws in the 70's brought back coin slots and the cost of play
on some cranes was raised 25 cents. |
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Advanced technology
allowed more sophisticated cranes to enter the US market in the late
70's and early 80's from Europe and Asia. Some earlier models, such as the
Holly Crane and the Lucky Crane, had wooden cabinets and were arranged
horizontally, with prizes on the floor and players had to look through
the large glass panel on top to navigate the claw. Claw strength on the
early "next generation" cranes was not adjustable, so to add challenge
to the game, the claw was limited by a single forward and a single
sideways motion before the claw would drop to retrieve the prize.
Throughout the 80's, many new vertical models appeared and featured adjustable
claw strength, paper currency validators, and joysticks for full range
of motion, limited only by an onboard timer. |
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In 1995, "The Claw" made its appearance in Disney's
"Toy Story", and a year later, one of the largest suppliers of coin
operated machines, American Coin Merchandising, Inc., signed a contract
with a number of large retailers, including Walmart, to begin
installing and operating a series of "Sugarloaf" branded skill cranes
in their stores. Some Walmart stores recieved as many as 10-12 machines
per store, set up by the store entrances / exits, as well as in game
rooms. Since then, skill cranes have been popping up in many
restaurants, grocery stores, and many other commercial locations. New
cranes came equipped with advanced features, such as payout ratios,
multi-stage claw tension adjustments, and fail limits (to stop
operation when too many prizes have been dispensed within a short
amount of time). Older models, retired from service, began making their
way to Ebay and into game rooms and basements of claw machine addicts. |
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Skill cranes in many
arcades and stand-alone machines in use today have been upgraded with
latest models, featuring attractive lighting, music, and special play
features (such as "play until you win"), while some locations,
especially on Boardwalks, are still hanging onto the older cranes, even
the horizontal "Lucky Crane" models from the 70's. Some of these
machines do not have adjustable claws, so odds of winning are generally
determined by the items and their placement within the machine. A very
popular Japanese crane, Sega UFO Catcher, has also entered the US
market in recent years. While being more challenging, having only 2
prongs in its claw, it does move very slowly and with a good grab,
items generally don't fall out prior to reaching the prize shute. |
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