GB2171234A - Coin or token freed amusement machines - Google Patents

Coin or token freed amusement machines Download PDF

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Publication number
GB2171234A
GB2171234A GB08528695A GB8528695A GB2171234A GB 2171234 A GB2171234 A GB 2171234A GB 08528695 A GB08528695 A GB 08528695A GB 8528695 A GB8528695 A GB 8528695A GB 2171234 A GB2171234 A GB 2171234A
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United Kingdom
Prior art keywords
machine
prize
target
score
machine according
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
GB08528695A
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GB8528695D0 (en
GB2171234B (en
Inventor
Thomas John Evans
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
CONIMASTER Manufacturing Ltd
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CONIMASTER Manufacturing Ltd
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Filing date
Publication date
Application filed by CONIMASTER Manufacturing Ltd filed Critical CONIMASTER Manufacturing Ltd
Priority to GB08528695A priority Critical patent/GB2171234B/en
Publication of GB8528695D0 publication Critical patent/GB8528695D0/en
Publication of GB2171234A publication Critical patent/GB2171234A/en
Application granted granted Critical
Publication of GB2171234B publication Critical patent/GB2171234B/en
Expired legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Coin-Freed Apparatuses For Hiring Articles (AREA)

Abstract

A coin or token freed machine incorporates means to enable a person to play a game or perform some other function, and means to attribute a score to a player who plays the game or performs the function, the machine is also provided with memory means which remembers at least two target scores and the values of prizes to be awarded if the player exceeds those target scores, and incorporates a pay out mechanism adapted to pay out the prize if a target score is exceeded. <IMAGE>

Description

SPECIFICATION Improvements in or relating to a coin or token freed amusement machine The present invention relates to a coin or token freed amusement machine, and more particularly to a coin or token freed amusement machine which will award prizes.
It has been proposed previously to provide a coin or token freed amusement machine which involves a game of skill in which points are awarded to a player, or some other amusement or diversion in which points or a "score" can be obtained, and the machine is adapted to provide a prize or reward whenever the previously greatest "score" achieved on the machine is exceeded.
One disadvantage of such a machine is that, as time goes on, the target score that has to be beaten for the prize to be awarded gets higher and higher, and thus players are not really encouraged to play the machine.
Other machines have a preset "target score" and a prize is awarded whenever this score is beaten.
However, this leads to the disadvantage that a skilled player may be able to reach the target score too easily, and may thus "milk" the machines of the prize money.
According to the broadest aspect of this invention there is provided a coin or token freed machine, said machine incorporating means to enable a person to play a game or perform some other function, and means to attribute a score to a player who plays the game or performs the function, said machine being provided with memory means which remember at least two target scores and the value of prizes to be awarded if the player exceeds those target scores, the machine incorporating a payout mechanism adapted to pay out the prize if a target score is exceeded.
Preferably the machine is provided with display means which, at the beginning of the game, display the said target scores and the associated prizes.
A machine in accordance with this invention may display up to ten target scores and the associated prizes.
Preferably the machine includes memory means adapted to remember the value of a prize fund contained within the machine, means being provided to increase the prize fund by a predetermined amount as additional coins or tokens are inserted into the machine, the prize fund comprising the prizes to be awarded if any target score is achieved. In this way the prize fund may regularly be increased by a predetermined proportion of the takings of the machine. Thus, for example, 50% of the takings of the machine may be attributed to the prize fund. It is envisaged that, in the course of time, the prize fund will be paid out, thus encouraging players to play the machine.
Conveniently the prize to be awarded for each target score has a predetermined maximum, the machine being adapted to retain part of the prize fund as a reserve prize fund if the total value of the prize fund exceeds the number of target scores displayed multiplied by the maximum prize, the reserve prize fund being at least partly utilised after a prize has been awarded. It will be appreciated that when each target score has a predetermined maximum it is necessary for the machine to maintain a "reserve prize fund" which can be increased if each target score that is displayed has, displayed against it, the maximum predetermined prize. The reserve prize fund may be utilised immediately after a prize has been awarded to offer a new equivalent prize, if the prize fund is sufficiently large, or to offer a smaller prize if the prize fund is not sufficiently large.However, the effective prize fund is immediately brought up to the largest possible amount by extracting funds from the reserve prize fund. Of course, in a preferred embodiment of the invention, the prize fund and the reserve prize fund are maintained within the payout mechanism, which is adapted to pay out an appropriate sum of money when a target score is exceeded.
Preferably means are provided which operate under predetermined circumstances to reduce the average value of the said target scores. It is believed that by providing such a facility the machine will not operate in such a way that the target scores reach an unattainable level. Instead, the means may be actuated on a relatively regular basis to reduce the average value of the target score in some way, thus bringing the target scores back into reach of the average player.
In one embodiment of the invention said means to reduce the average value of the target scores are actuated whenever a predetermined number of successive coins have been inserted into the machine, but in an alternative embodiment of the invention the means to reduce the average of the target scores is actuated every time a coin or token is inserted into the machine. In a further alternative embodiment of the invention the means adapted to reduce the average of the said target scores is actuated whenever a predetermined number of games have been played without any prize having been awarded.
Alternatively the means adapted to reduce the average of the target scores may be actuated whenever a game commences with the prize for each target score being at the predetermined maximum.
In one embodiment of the invention the means for reducing the average of the target scores is adapted to substract a predetermined sum from each target score, but it is to be understood that this is not the only possible option. Thus, in an alternative embodiment, the means for reducing the average of the target scores is adapted to delete the highest target score and introduce a new lowest target score, and various other possibilities may be developed.
In a preferred embodiment of the invention the game is in the form of a quiz, questions and possible answers being displayed on the machine, players having to actuate appropriate means to indicate which answer they select as being the correct answer.
Preferably at the beginning of a game a player is credited with a predetermined number of points, and means are provided to enable the player to gamble a selected percentage of his points on his ability to answer any specific question correctly.
In a preferred embodiment of the invention the proportion of coins or tokens inserted into the machine that are attributed to the prize fund may be adjusted. Thus whilst in the preferred embodiment of the invention 50% of the coins or tokens inserted into the machine are attributed to the prize fund, this percentage may be increased or decreased at will.
In order that the present invention may be more readily understood, and so that further features thereof may be appreciated, the invention will now be described, by way of example, with reference to the accompanying drawings in which: Figure I is a diagrammatic perspective view of one embodiment of a machine in accordance with the invention, and Figure 2 is a block diagram of part of the machine illustrated in Figure 1.
Figure 1 illustrates one embodiment of a machine in accordance with the invention. The machine is contained within a housing 1 and is provided with a slot or other opening 2 adapted to receive coins or tokens. The machine is provided with a display unit 3 which can be a cathode ray tube display unit, control buttons 4 to 9 and a payout hopper 10.
Referring now to Figure 2 of the accompanying drawings the machine is provided with a central microprocessor 11 which is adapted to drive the display device 3. The microprocessor is also associated with a coin or token receiving mechanism 12, which is directly associated with the abovementioned slot 2, and a payout mechanism 13 which is directly associated with the payout hopper 10 mentioned above. It can be seen that an appropriate path 14 is provided to permit the transference of coins or tokens from the coin receiving mechanism 12 to the payout mechanism 13.
It will be appreciated that the microprocessor will be provided with appropriate software to enable the apparatus to perform in the manner now to be described.
In operation of the device, coins will be present within the coin receiving mechanism 12 and within the payout mechanism 13. Initially the device will be the "attract" mode. Whilst in this mode the display will provide an indication of a predetermined number of target scores, and an indication of the prize to be awarded if any particular target score is exceeded. The prizes awarded for exceeding each target score will have a maximum value, for example 100 units of currency.Thus the display may effectively contain the following information: Score 3,000 points to win 100 coins Score 2,800 points to win 100 coins Score 2,450 points to win 80 coins Score 2,200 points to win 20 coins Score 2,000 points to win 10 coins The player will know then that if he plays the game and exceeds a score of 2000 he will be awarded a 10 coin prize, but if he manages to score, for example 2460 points he will obtain a prize of 110 coins, because he will have exceeded the target scores of 2,000 points, 2,200 points and 2,450 points and will thus win the corresponding prize.
If the machine is in the condition illustrated, and assuming that a prize has been awarded the last time the machine was played, when the player inserts a number of coins, for example four coins, in the slot 2, four credits will be shown on the machine, showing that four games can be played, but 50% of the value of the coins inserted into the machine will be added to the prize fund which forms the basis for the prize money displayed. Thus, for example, the figure "20" will increase to "21" and the figure "10" will increase to "11". This will encourage the player to insert a significant number of coins before commencing play. The microprocessor will contain appropriate instructions as to how the new prize money is to be added to the existing displayed prize money.
The first game will then commence. The display will provide the player with an initial number of "points", for example 100 points. The display will then also indicate to the player a question and provide three possible answers for the question, only one of which is right. The player will then be invited to actuate the three control buttons numbered 4, 5 and 6 which will determine what percentage of the initial number of points provided will be gambled on the player being able to select the correct answer to the question. One button, for example, button 4, will enable the player to gamble 100% of the initial allocation of points on obtaining the correct answer.The second button will enable the player to gamble 50% of the initial allocation of points on obtaining the correct answer and the third button will enable the player to gamble 25% of the initial allocation of points on obtaining the correct answer. A selected button is pressed, and then the player must press a selected one of the buttons 7, 8 or 9 each of which corresponds with one of the available answers displayed on the screen. If the player gambles 100% of the points and obtains the correct answer then this score is increased. For example, the score may be doubled for a correct answer, or may be increased by a factor displayed adjacent the answer selected. Thus the player may be presented with three possible answers each with a different factor to increase the score if the answer is correct. The new total of points is then shown on the display.
Of course, if a player gambles 100% of the points present on the display and gets an incorrect answer, then the game is over, since he then has no points left with which to gamble.
When the player has answered the first question, assuming that the answer is correct, the score displayed on the display unit is increased appropriately, and the game then continues with another question being presented for answering. The procedure repeats until either a predetermined time period has elapsed, or a predetermined number of questions has been answered. Of course the appa ratus may be such that if no answer to a question is provided within a predetermined time the machine effectively moves on to the next question.
Whilst the question may be general knowledge questions displayed on the screen, it may be possible for the player to select questions relating to specific topics, and it may also be possible for the questions to include questions involving an audible part, for example an invitation to provide the name of a tune synthesized by an appropriate synthesizer controlled by the microprocessor 11.
When the game is over, if the score achieved by the player is not greater than the scores initially displayed, i.e. if in the present example the player only achieves a score of 1800 points, then the table of points and associated prizes initially displayed is just re-displayed, to remind the player of the points he has to achieve to win a prize, and the value of the prizes he can obtain, and then the second game commences.
Whilst the procedure for the second game will be the same as for the first game different questions will be posed from the many thousands of questions stored in memories associated with the microprocessor. Let us assume that at the end of the second game the player has obtained a score of 2460. When this happens the machine will provide a payout of 112 coins, since the player has exceeded a score of 2000, obtaining 11 coins, and has exceeded a score of 2200, obtaining 21 coins and has exceeded a score of 2450 obtaining a score of 80 coins. The display is then amended to read somewhat as follows: Score 3000 points to win 100 coins Score 2800 points to win 100 coins Score 2460 points to win 1 coin Score 2450 points to win 1 coin Score 2200 points to win 1 coin The player may then continue to play.
As player continue to insert coins into the machine, the prize money available for the three lowest scores will gradually increase, assuming that the prizes are not won, until such time that all five available score levels will provide a reward of 100 coins. When this situation is reached the prize money available is not increased, but an appropriate memory forming part of the microprocessor 11 effectively remembers the number of coins or tokens subsequently inserted into the machine, and the value of the proportion of those coins or tokens that should be attributed to the prize fund. If one assumes that the prize is not awarded during a significant number of plays it is possible that this memory in the microprocessor 11 may be remembering the sum of, for example, 80 coins.Assuming a player then achieves the lowest score level necessary to obtain the prize, and obtains the prize of 100 coins, the 80 coins effectively held in the memory will then immediately be put to use as part of the prize money available, and instead of the display then indicating that one point is available for the lowest target score instead the display will indicate 80 coins being available for the lowest target score.
Thus it will be appreciated that the described machine is effectively provided with means which monitor the number of coins or tokens inserted into the machine, and which calculate a predetermined percentage of those coins as being available in the prize fund. The prize fund is effectively divided between the five target scores, with the proviso that the proportion of the fund attributable to any target score cannot exceed a predetermined maximum, in this case 100 coins, any excess being maintained as a "reserve prize fund" which is made available as soon as part of the prize fund has been won.
It will be appreciated that with a device as thus far described, the "target scores" will tend to rise as the machine is used over a period of time. In order to prevent this happening the described machine is provided with means which reduce the average of the "target scores" in a predetermined way. In the present example it is envisaged that for every two coins inserted, each target score will be reduced by 50.
It will be recalled within the example given above, when the player first approached the machine the display read as follows: Score 3,000 points to win 100 coins Score 2,800 points to win 100 coins Score 2,450 points to win 80 coins Score 2,200 points to win 20 coins Score 2,000 points to win 10 coins Thus, after a player has inserted two coins into the machine, the display will actually read as follows: Score 2950 points to win 100 coins Score 2750 points to win 100 coins Score 2400 points to win 80 coins Score 2150 points to win 21 coins Score 1950 points to win 10 coins After the next two coins have been inserted the display will read:: Score 2900 points to win 100 coins Score 2700 points to win 100 coins Score 2350 points to win 80 coins Score 2100 points to win 21 coins Score 1900 points to win 11 coins It is believed that this will maintain the value of the "target scores" at a realistic level, enabling the prize money available for any particular target score to build up, but preventing the undesirable situation occurring in which the "target score" climb out of reach of the ordinary or semi-skilled player.
It is to be appreciated that many different ways may be provided of reducing the average of the "target" scores. Thus, for example, the scores may be reduced by a greater or smaller number of points, selected to provide the desired effect. The value of the "target" scores may be reduced every time a predetermined number of coins have been inserted into the machine, or where the machine has played a predetermined number of games without anyone winning, or when the prize available for each target score is at the predetermined maximum.
Instead of reducing each target score by a predetermined amount, it would be possible simply to delete the highest target score and to add, to the bottom of the list, the next-best score achieved on the machine. To exemplify this, if the five target scores were 3000, 2800, 2450, 2200, and 2000 after the highest target score had been deleted, the target scores might be 2800, 2450, 2200, 2000, 1800. It will be seen that this provides the desired effect of reducing the average of the target scores, thus providing the player with encouragement to try and obtain the target score.
It will be appreciated that in utilising a machine as described, the percentage payout can be maintained at any desired level. In the example given the level of payout is set at 50%, but this figure could be increased or decreased merely by programming the microprocessor 11 appropriately.
Whilst the invention has been described with specific reference to a game in the format of a quiz, in which the player is invited to answer questions and is invited to gamble a percentage of points on obtaining the right answer, it is to be appreciated that the basic concept of the invention can be applied to any game in which a "score" can be obtained. The game may thus be a mechanical game of skill, such as a pin ball machine, or may -be a game of chance, such as an electronic roulette game, or may be a game of the type in which a specific function has to be performed as rapidly as possible, the "score" being dependent upon the time taken to complete the function. It is thus to be understood that the word "score" is used in this specification in a very broad sense.
Whilst the invention has been described with reference to an embodiment in which five target scores are displayed, with associated prizes, it is to be appreciated that any appropriate number of target scores may be displayed. It is envisaged that machines may be provided which display only two target scores, and equally it is envisaged that machines may be provided which display up to 10 target scores.
Many modifications or improvements will suggest themselves to those skilled in the art.

Claims (17)

1. A coin or token freed machine, said machine incorporating means to enable a person to play a game or perform some other function, and means to attribute a score to a player who plays the game or performs the function, said machine being provided with memory means which remember at least two target scores and the value of prizes to be awarded if the player exceeds those target scores, the machine incorporating a payout mechanism adapted to pay out the prize if a target score is exceeded.
2. A machine according to claim 1 wherein the machine is provided with display means which, at the beginning of the game, display the said target scores and the associated prizes.
3. A machine according to claim 1 or claim 2 wherein up to 10 target scores and associated prizes are displayed.
4. A machine according to any one of the preceding claims including memory means adapted to remember the value of a prize fund contained within the machine, means being provided to increase the prize fund by a predetermined amount as additiona; coins or tokens are inserted into the machine, the prize fund comprising the prizes to be awarded if any target score is achieved.
5. A machine according to claim 4 wherein the prize to be awarded for each target score has a predetermined maximum, the machine being adapted to retain part of the prize fund as a reserve prize fund if the total value of the prize fund exceeds the number of target scores displayed multiplied by the maximum prize, the reserve prize fund being at least partly utilised after a prize has been awarded.
6. A machine according to any one of the preceding claims wherein means are provided which operate under predetermined circumstances to reduce the average value of the said target scores.
7. A machine according to claim 6 wherein said means to reduce the average value of the target scores are actuated whenever a predetermined number of successive coins have been inserted into the machine.
8. A machine according to claim 6 wherein the means to reduce the average of the target scores is actuated every time a coin or token is inserted into the machine.
9. A machine according to claim 6 wherein the means adapted to reduce the average of the said target scores is actuated whenever a predetermined number of games have been played without any prize having been awarded.
10. A machine according to claim 6 wherein the means adapted to reduce the average of the target scores is actuated whenever a game commences with the prize for each target score being at the predetermined maximum.
11. A machine according to any one of claims 6 to 10 wherein the means for reducing the average of the target scores is adapted to subtract a predetermined sum for each target score.
12. A machine according to any one of claims 6 to 10 wherein the means for reducing the average of the target scores is adapted to delete the highest target score and introduce a new lowest target score.
13. A machine according to any one of the preceding claims wherein the game is in the form of a quiz, questions and possible answers being displayed on the machine, players having to actuate appropriate means to indicate which answer they select as being the correct answer.
14. A machine according to claim 13 wherein at the beginning of a game a player is credited with a predetermined number of points, and means are provided to enable the player to gamble a selected percentage of his points on his ability to answer any specific question correctly.
15. A machine according to claim 4 or any claim dependent thereon in which the proportion of coins or tokens inserted into the machine that are attributed to the prize fund may be adjusted.
16. A machine substantially as herein described with reference to and as shown in the accompanying drawings.
17. Any novel feature or combination of features disclosed herein.
GB08528695A 1985-11-21 1985-11-21 Coin or token freed amusement machines Expired GB2171234B (en)

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Application Number Priority Date Filing Date Title
GB08528695A GB2171234B (en) 1985-11-21 1985-11-21 Coin or token freed amusement machines

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GB08528695A GB2171234B (en) 1985-11-21 1985-11-21 Coin or token freed amusement machines

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GB8528695D0 GB8528695D0 (en) 1985-12-24
GB2171234A true GB2171234A (en) 1986-08-20
GB2171234B GB2171234B (en) 1987-03-11

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Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2185612A (en) * 1986-01-22 1987-07-22 Jpm Skill with prizes machines
GB2188182A (en) * 1986-03-18 1987-09-23 Jpm Amusement-with-prizes machines
GB2192081A (en) * 1986-06-23 1987-12-31 Conimaster Mfg Ltd Coin freed amusement or gaming machines
GB2216322A (en) * 1988-02-23 1989-10-04 Cann James Phillips Mc Video game machine
EP0497562A2 (en) * 1991-01-28 1992-08-05 Kabushiki Kaisha Universal Game machine
US5453928A (en) * 1994-04-08 1995-09-26 Sega Pingall, Inc. Percentaging system for amusement game
GB2379615A (en) * 2001-07-20 2003-03-19 Jpm Internat Ltd System for awarding a jackpot prize which exceeds the normally available prize

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB411262A (en) * 1933-03-25 1934-06-07 Mills Novelty Co Improvements in game apparatus
GB430669A (en) * 1933-12-27 1935-06-24 Brecknell Munro & Rogers 1928 Improvements in or relating to coin freed amusement apparatus
GB1202691A (en) * 1967-03-28 1970-08-19 Jack Lennard Improvements in or relating to coin operated gaming machines
GB1252259A (en) * 1968-01-23 1971-11-03
GB1262134A (en) * 1969-01-07 1972-02-02 Bally Mfg Corp Rotating reel game with masking shutter
GB1445518A (en) * 1973-02-14 1976-08-11 Kennard T J Game device

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB411262A (en) * 1933-03-25 1934-06-07 Mills Novelty Co Improvements in game apparatus
GB430669A (en) * 1933-12-27 1935-06-24 Brecknell Munro & Rogers 1928 Improvements in or relating to coin freed amusement apparatus
GB1202691A (en) * 1967-03-28 1970-08-19 Jack Lennard Improvements in or relating to coin operated gaming machines
GB1252259A (en) * 1968-01-23 1971-11-03
GB1262134A (en) * 1969-01-07 1972-02-02 Bally Mfg Corp Rotating reel game with masking shutter
GB1445518A (en) * 1973-02-14 1976-08-11 Kennard T J Game device

Cited By (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2185612A (en) * 1986-01-22 1987-07-22 Jpm Skill with prizes machines
GB2185612B (en) * 1986-01-22 1989-11-01 Jpm Improvements relating to skill with prizes machines
GB2188182A (en) * 1986-03-18 1987-09-23 Jpm Amusement-with-prizes machines
GB2188182B (en) * 1986-03-18 1989-11-15 Jpm Improvements relating to amusement-with-prizes machines
GB2192081A (en) * 1986-06-23 1987-12-31 Conimaster Mfg Ltd Coin freed amusement or gaming machines
GB2192081B (en) * 1986-06-23 1990-03-14 Conimaster Mfg Ltd Improvements in or relating to a coin feed amusement or gaming machine
GB2216322A (en) * 1988-02-23 1989-10-04 Cann James Phillips Mc Video game machine
GB2216322B (en) * 1988-02-23 1992-10-07 Cann James Phillips Mc Improvements in and relating to video game machines
EP0497562A2 (en) * 1991-01-28 1992-08-05 Kabushiki Kaisha Universal Game machine
EP0497562A3 (en) * 1991-01-28 1993-04-21 Kabushiki Kaisha Universal Game machine
US5453928A (en) * 1994-04-08 1995-09-26 Sega Pingall, Inc. Percentaging system for amusement game
GB2379615A (en) * 2001-07-20 2003-03-19 Jpm Internat Ltd System for awarding a jackpot prize which exceeds the normally available prize

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Publication number Publication date
GB8528695D0 (en) 1985-12-24
GB2171234B (en) 1987-03-11

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