Creativity Blog #16: Pick-a-Number (arcade game)

Alolan_Apples

“Assorted” Collector
Joined
Sep 9, 2014
Posts
27,154
Bells
1,893
Switch
1624-3778-0694
Island
Palm City
Flower Glow Wand
Cool Balloon
Ghostly Kitty Plush
Yule Log
Yellow Tulip
Disco Ball Easter Egg
Orange Candy
Tetris Grid
Chocolate Cake
Apple (Fruit)
As there are no more house plans to go over, I'm going to revert back to the other creative ideas. I may have thought of a board game idea, two video game ideas, and a console idea. But what about an arcade game idea? No, not the classic retro arcade games. I'm talking arcade games that give tickets to winners like what you see in Chuck-E-Cheese's, Dave & Busters, and Power Play.

If you never heard of these places, they have games where you can insert tokens or swipe cards to spend points. Like casinos, they pay to play. Unlike casinos, there are three things: first, most of the machines don't choose what number or items you get. You get to choose, but your luck is based on timing or precision, depending on what you play. Second, you don't place bets. You spent points to give yourself credits as they all have the same value, depending on what you play. Third, you never get your points back. You get tickets instead. The more tickets you earn, the better prizes you can get.

Earlier this year, more specifically in June, I went to Dave & Busters in Kansas City (which was the first time in five years). The games I play there have the same concept I was just talking about. I played some games, got tickets, and spent them on a new hot dog machine. The one thing I noticed differently was that they no longer print tickets. You earn tickets to your card automatically like how Wi-Fi works. I thought that was a good idea because it's better for the environment (uses less resources), prevents people from stealing your tickets (I never seen that before, but we don't have to see it ever happening), and we don't have to hold onto many tickets at once.

Now that's all for the introduction, let's talk about what this blog entry is about:

Today's entry is about a new arcade game that has the same concept that I mentioned. The gameplay of this game is a mixture of Roulette (a classic casino game), Medieval Times (a dinner attraction where you can watch knight tournaments), and classic Sci-Fi movies (the theme or genre of the game). What Pick-a-Number is about is that you get to pick one of the numbers from 1 to 24, and the wheel picks a certain number.

Gameplay:

The first thing to do is to swipe your card to give yourself a credit. The more swipes you give it, the higher your winnings will be. But you can only swipe the card four times maximum before you play. Each swipe takes away 5 points from your card. Here are how many tickets you earn:

  • One swipe - basic value
  • Two swipes - 2x basic value
  • Three swipes - 5x basic value
  • Four swipes - 10x basic value

After you swipe your card X amount of times, you are ready to pick one of the numbers on the touchscreen. There are four rows and six numbers per row, thus resulting in 24 numbers total. The columns represent the teams you are on when you pick a number

After you pick a number, you can tap the "SPIN" button. If you don't like the number you pick, you can choose another number, but once you tap the SPIN button, there's no going back. However, each game ends after one spin, and all numbers get deselected when the game is over.

The wheel is not a real wheel, but it's a circle with 24 sectors, labeled with numbers on the wheel towards the outside. A spin just makes a chasing light pattern where the light goes around with one sector lit at a time. When it stops moving, the winning number has been selected.

When you pick a number, the "wheel" has to land on your number to win the jackpot. If it lands on any number but your number, you may win tickets. Here's why:

Every number is assigned into teams. If you don't win, but if somebody on your team wins, you still get some share of the win, but you don't get the full win. And just like professional sports teams, every team is part of a subdivision of the entire game. There are two types of subdivisions. One is the odd-even division. If you picked a specific odd number and another odd number wins, you get some tickets since an odd-number won. The same is true vice versa. The other type of subdivision is color division. There are three colors of numbers: red, green, and blue. All numbers of the same color follows the same formula. Red numbers are multiples of 3 with 1 added or 2 subtracted. Green numbers are multiples of 3 with 2 added or 1 subtracted. All blue numbers are divisible by 3.

Thus, you get 6 teams of numbers, and all numbers on one team are on the same column. So if you pick one number, the wheel has to at least land on a number of the same color or the same number type (odd/even) as your number. If the winning number is of a different color and different number type, you lose, thus giving you no tickets at all. If the winning number is both the same color and number type, then your team wins.

Here are the basic values of each win:

  • Your number - 100 tickets
  • Same color and number type - 50 tickets
  • Same color - 20 tickets
  • Same number type - 10 tickets
  • Different color and number type - 0 tickets

There is no biased algorithm where it adjusts to make you lose easier or win easier. It's completely random.

Inspiration:

The idea is now covered. But how did I get this idea? I will list the stuff and how it was related:

  • Roulette - unlike Pick-a-Number, Roulette uses an actual wheel. The gameplay was backwards. Choosing a color or number type selects all numbers of what you choose. Choosing a single number only makes you bet for that number and not the other numbers.
  • Medieval Times - there are six knights, three on one side, and three on the other. If your knight didn't win, you are still supported if another knight on the same side wins.
  • Ticket games - you probably know what I'm talking about.

That's if for this entry. But this chapter has just began.
 
Back
Top