Innovation Search Releases  a New TicketFlex 
Conversion Box with Skill Mode Option
It must have been a question for many, can video games be converted to become ticket redemption machines? Thousands of once great games became only poor cousins of ticket redemption games. Some of them hardly justify the space they occupy. They are often kept in operation to provide a bit of the necessary variety, destined to be scrapped or in a better case sold for a give-away price. This is regardless that the machine may have cost you a fortune just few years ago.
If the manufacturers chose to design them with a ticket option, would anyone doubt that many of those games would have a better chance of surviving? Why not have driving game with tickets? Why not have shooting game with tickets? Why not have any game with tickets? Do the players see the value in tickets? Of course they do if they can redeem them for what they want.
This sets redemption games apart from the rest. The operator has control over the prizes, the key to the success. Unlike with non-redemption games, where there is nothing you can do once they are out of fashion.
TicketFlex Conversion Box
What is it? The idea is simple. Mount the box on any machine, trigger tickets by credit pulse and you have a redemption machine. For every credit the player gets something back. You can adjust 1 - 15 tickets per credit.
But wouldn't it be better to dispense tickets during the game depending on the score or the time played? Yes, it would be great but video games are not designed for that. There is no output for the score we could monitor, there is no Game Over signal to tell the end of the game. All we know is approximately when the first game starts as we can look at the credit line (coin/credit pulse).
Despite these limitations the latest Ticketflex Conversion Box, Model CBB3 offers Skill Mode option, which simulates skill dependent ticket payout.

How does the Skill Mode work?

The concept is this; tickets are dispensed per time played. More skillful players achieve longer game times and win more tickets. There is a great flexibility in what you can adjust and this is a necessity. We need to be able to adapt the Skill Mode to different games and different ticket payout situations.
How is the ticket payout controlled?
This is best answered by having a look into what can be adjusted. These are the four principal adjustments:
This is the time, after which tickets start to be dispensed. For example, if set to 30 sec, no tickets will be dispensed in the first 30 seconds of the game. There are 15 adjustments, range 10 to 150 seconds.
This is the maximum time per credit during which tickets can be dispensed. This feature makes sure that the ticket payout remains in check. 15 adjustments, range 15 to 235 seconds.
This is a time interval at which tickets will be dispensed after winner level was reached. 15 adjustments, range 3 to 45 seconds.
Extra tickets dispensed immediately after the credit pulse is received. The range is 0 to 15 tickets.

The Skill Mode needs to determine when the game is over. How is it done?

Unfortunately there is no Game Over signal provided by video games. But what we can do is to look at the activity of the controls e.g. Joystick, Fire Button or Gun Trigger Switch etc. If the Activity ceases for a predetermined time (adjustable 10 to 40 sec) the Skill Mode assumes Game Over. It is not perfect but it is as good as it can get considering the limitations we are facing with video games.
Coin/Credit Settings
To simplify the installation to various machines, there are 8 different coin/credit settings to match the pricing set for the game.
The kit contains everything you need for this quick conversion. So, don't get rid off your under-performing video games yet, they may be better than you think they are. 
Tel: + 612 9665 7158   Fax: + 612 9315 8681  Email:
Innovation Search, P.O.Box 622,  Randwick NSW 2031, Australia

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