Chapter 1 · Machine Types
The vocabulary first: what each machine type is, how it earns, and which fit a small-footprint claw shop.
Learning objectives
- Tell the main machine types apart and know how each earns.
- Understand mini vs full-size tradeoffs.
- Pick a starting mix for a small shop.
The main types
1 · Skill crane / claw machine (the core)
The classic: a player moves a claw to grab a prize (usually plush). Win is direct — you grab it, you keep it. This is the anchor of any claw shop. Easy to understand, universally appealing, and the win-rate lever is straightforward (Vol 1 · ch 3).
- Full-size: ~3–4 ft wide, ~6–7 ft tall. Roomier, can hold bigger prizes, more imposing/eye-catching.
- Mini/micro: ~2–3 ft wide. Cheaper, fits more per square foot, great on counters or alongside full-size. Lower per-machine revenue but more of them.
2 · Prize pusher / coin pusher
Coins or small prizes sit on moving ledges; players drop a token/coin to push prizes off the edge. Highly engaging and addictive, good for coins/capsules. Can be a strong secondary draw and social feature. Slightly more complex mechanics than a plain claw — and noticeably pricier (commercial pushers run $8,000–$20,000+ new), so treat it as a later-stage add, not a day-one anchor.
3 · Redemption / ticket machines
Wins give tickets or points redeemable for prizes at a counter. Common in family-entertainment centers. More complex for a small first shop (you manage a redemption counter + prize catalog + ticket stock). Good to add later, not day one.
4 · Capsule / gacha machines
Twist a dial, a capsule with a surprise toy comes out — every play "wins" a capsule. Similar to vending, lower-stakes, kid-friendly, and you control the capsule contents. A nice, cheap, high-turnover supplementary row.
5 · Candy/gum vending (not a claw, but adjacent)
Simple coin-drop vending of candy/gum. Cheap, low-maintenance, kid-appeal. Not "claw," but a reasonable add-on to round out a shop and capture impulse spend.
Full-size vs mini: the tradeoff
| Factor | Full-size crane | Mini / micro crane |
|---|---|---|
| Footprint | ~3–4 ft wide, tall | ~2–3 ft wide |
| Cost per machine | Higher | Lower |
| Prize size | Bigger plush/prizes | Smaller prizes |
| Eye-appeal | Imposing, draws attention | Cute, fits tight spaces |
| Revenue per machine | Higher | Lower but more units per sq ft |
| Best for | Window/hero machines | Filling rows, counters |
A winning mix is usually better than all-of-one-type: a few full-size hero cranes up front/window (big prizes, eye-catching) plus several minis and a capsule row to maximize plays per square foot.
Suggested starting mix (small shop)
- 4–6 full-size skill cranes — your anchors, big eye-appeal, larger plush.
- 2–4 mini cranes — fill space, cheap to add, kid-friendly.
- 1–2 capsule/gacha machines — high-turnover impulse fun.
- Add a pusher or redemption later once you understand your traffic.
This gives variety, fills the footprint, and spreads risk across machine types without the complexity of a redemption system on day one.
The type matters less than the prizes in it. A full-size crane with a ho-hum prize makes less than a mini with a hot plush. Buy machines to fit the prizes your players actually want — not the other way around (Vol 4 · ch 5).
Summary
The core is the skill crane (full-size hero machines + minis). Pushers and capsule/gacha machines are strong secondary draws. Redemption is a later-stage addition that needs a counter and prize catalog. For a first shop, start with a mix of full-size cranes, minis, and a couple of capsules to fill your footprint and spread risk.
Checklist
- ☐ Chose a starting mix (full-size cranes + minis + capsules).
- ☐ Planned hero machines for the window/door.
- ☐ Deferred redemption/ticket systems until later.
- ☐ Matched machine types to the prizes players want.
Looking ahead
With machine types clear, Chapter 2 tackles the biggest cost decision: owning your machines vs leasing or revenue-sharing.