IE57142B1 - Improvements in gaming machines - Google Patents

Improvements in gaming machines

Info

Publication number
IE57142B1
IE57142B1 IE112585A IE112585A IE57142B1 IE 57142 B1 IE57142 B1 IE 57142B1 IE 112585 A IE112585 A IE 112585A IE 112585 A IE112585 A IE 112585A IE 57142 B1 IE57142 B1 IE 57142B1
Authority
IE
Ireland
Prior art keywords
store
contents
prize
cash value
predetermined
Prior art date
Application number
IE112585A
Other versions
IE851125L (en
Original Assignee
James Egan
Cork Amusement Centre Ltd
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by James Egan, Cork Amusement Centre Ltd filed Critical James Egan
Priority to IE112585A priority Critical patent/IE57142B1/en
Priority to GB08610776A priority patent/GB2174832A/en
Publication of IE851125L publication Critical patent/IE851125L/en
Publication of IE57142B1 publication Critical patent/IE57142B1/en

Links

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

Abstract

The specification describes a gaming machine wherein at the end of each winning game a prize equal to a predetermined cash value is paid out if the cash prize awarded to the player in respect of the winning game is equal to or exceeds the said predetermined cash value, and any balance of the cash prize not paid out is stored in a first store X whose contents represent integral multiples of the predetermined cash value and in a second store Y whose contents represent any remainder of the balance less than the predetermined cash value. The contents of the first and second stores X and Y are cumulative in respect of successive winning games, with the contents of the first store X being incremented by one each time the contents of the second store Y reaches the predetermined cash value and the contents of the second store being correspondingly decremented. When the contents of the first store X are non-zero a prize equal to the predetermined cash value is paid out to the player at the end of each losing game and the contents of the first store are decremented by one. The contents of neither store are usable as credits for playing games on the machine.

Description

This invention relates to gaming machines such as are « installed in amusement arcades.
Typical of such machines is the so-called fruitmachine, which has a plurality of rotatable reels (mechanical or electronically simulated) each having a selection of symbols distributed around its periphery. The reels are rotated during a game and, at the end of a game, the combination of symbols displayed by predetermined portions of the reel peripheries in an evaluation area (defined for example by a window of the machine) determines, according to predetermined rules, Whether or not the player has won a cash prise and, if so, the value of the prise.
There are occasions when it would be desirable to award a player having a winning game a cash prise greater than a predetermined cash value, but only actually pay out a prise which does not exceed the predetermined cash value, for example because the predetermined cash value is the maximum legal cash payout allowed.
This object is achieved in the fruit-machine described in GB 2 078 43 9B, Which provides a gaming machine wherein a prize greater than a predetermined cash value may be awarded to a player in respect of a winning game, in which machine the cash prize awarded to the player at the end of each winning game ie divided by the predetermined cash value, any quotient of the division is stored for playing out as a prize or prizes during a subsequent game or games, and any remainder of the division is paid out as the prize for that t game. * However, a disadvantage of this prior machine is that only the remainder of the division is paid out for each W winning line, which may be quite small compared not only l with the cash prize awarded. Which cannot he paid out in total in respect of one game, but also compared with the predetermined cash value Which would be the player's normal expectation.
It ie also often a legal requirement that the result of a game should not entitle the player to be eligible to play Jj* further game(s), as would be the case if unused credits won from a previous game were able to be used for further games | rather than inserting fresh coins.
It is therefore an object of the present invention to provide an improved gaming machine Wherein a cash prize greater than a predetermined cash value may be awarded to a player in respect of a winning game, and in which the aforementioned disadvantages are overcome.
Accordingly, the present invention provides a gaining machine Wherein at the end of each winning game a prize equal to a predetermined cash value is paid out if the cash prize awarded to the player in respect of the winning game is equal to or exceeds the said predetermined cash value, and any balance of the cash prize not paid out is stored in a first store whose contents represent integral multiples of the predetermined cash value and in a second store whose contents represent any remainder of the balance less than the predetermined cash value, the contents of the first and second stores being cumulative in respect of successive winning games with the contents of the first store being incremented by one each time the contents of the second store reaches the predetermined cash value and the contents of the second store being correspondingly decremented, and wherein when the contents of the first store are non-zero a prize equal to the predetermined cash value is paid out to the player at the end of each losing game and the contents • of the first store are decremented by one, the contents of neither store being usuable as credits for playing games on \ 35 the machine.
* It will be recognised that many modern gambling machines can provide multiple winning combinations of symbols or the like per game, i.e. a player can effectively play a plurality of games simultaneously, with the cash prise awarded to the player being the sum of the values of the prises in respect of the individual combinations. A typical example is described on page 1 lines 85 to 126 of the aforementioned GB 2 078 419B, and the embodiment of the invention to be described is another exanple. Accordingly, the term game as used herein is to be interpreted as including a plurality of games played simultaneously, and the term cash prise as including the sum of the prises awarded in respect of individual winning games played s imu1taneously t It will be recognised that the invention solves both disadvantages stated above. First, assuming that the player is awarded a cash prise greater than the predetermined cash value, he is guaranteed a pay-out of the maximum permissible amount. Second, by preventing stored prise money to be used as credits for subsequent games the player ia forced to insert fresh coins for further playing.
In order that the invention may be clearly understood, an embodiment thereof will now be described, by way of example, with reference to the accompanying drawing, the single Figure of which schematically illustrates the relevant parts of a gaming machine embodying the invention.
Referring to the accompanying drawing, a gaming machine includes a video screen 10 to play a plurality of games simultaneously. In the present case, the video screen 10 displays a plurality of hands of poker cards, each card being represented by a rectangle 12 and each hand of five cards being represented by a horizontal row 14 of such rectangles. In the present case it is assumed that up to five hands of poker are displayed simultaneously (i.e. five games can be played simultaneously), although only three complete rows 14 are shown.
It will also be assumed, for the sake of example, that in the machine illustrated the cost per game is two pence (2p) and the maximum permitted cash payout (i.e. the predetermined cash value) ie fifty pence (50p).
The sequence of playing the gaming machine will now be described, from Which the function of the operative components illustrated will become clear.
A lOp coin is inserted into a coin input 16 to enable the player to play 5 games. Next, a Deal/ReDeal button 18 is depressed 5 times and 5 hands of cards are displayed initially face down and then face up (note that if less money is inserted into coin input 16 less hands can be played). A machine selector 20 automatically selectee the best cards in each hand and places these on hold. Xf the player wishes to overide the machine hold selection of cards he first of all operates a game selector button 22 to access the particular hand of the five which he wishes to operate upon. Using cancel buttons 24 he can then selectively cancel the hold on the cards of a particular hand, and using hold buttons 26 he can place on hold any desired selection of the cards in each hand. Once the player is happy with the selection of cards in each hand which are on hold** the Dead/ReDeal button 18 is depressed again and new cards are dealt for those which are not on hold in each case.
A winning combination checker 28 now checks each hand of cards to see if there is a winning combination. If there is, the combination is passed to a win evaluator 30 which gives the winning hand a credit value each credit being assumed to be equal to 2p. The credit value is passed to a summing device 32 Where the total number of credits is calculated as all of the winning hands are processed. The process of evaluating the hands ie sequential but it could be done in parallel.
The total number of credits from the summing device 32 is passed to a divider 34 which divides the total by the number of credits representing the maximum permitted cash payout, in the present case 25 credits representing 50p.
If the quotient is non-zero, i.e. the total credits from 32 represent an amount equal to or exceeding the maximum permitted cash payout, the divider 34 sends a signal via line 36 to a payout device 38 Which pays out the maximum permitted cash payout, i.e, 50p.
The balance of the credits from 32 not paid out as cash 5 is stored in first and second stores X and Y respectively.
The contents of the store X represent integral multiples of the maximum permitted cash payout, i.e. multiples of 25 credits or 50p, and the contents of the store Y represent any remainder of the balance less than 25 credits.
For example, assume that the total number of credits from the summing device is 84. The divider 34 would determine a quotient of 3 and thereby signal the payout device. 38 via the line 36 to pay out 50p (i.e. 25 credits). The balance of the credits, i.e. 59, is stored as a value of 2 in store X (representing 50 credits) and a value of 9 in store Y. The current state of stored credits is displayed on a visual indicator 40 Which may be on part of the screen 10 or separate.
On any subsequent winning games the balance not paid out as cash is added cumulatively to the balance already stored in the stores X and Y, with the contents of store X being incremented by one each time the contents of store Y reach 25 with the latter being correspondingly re-set to zero. If effect, the stores X and Y constitute a counter having a number base of 25.
In the case of a losing game, however, (i.e. no winning hands) the win evaluator 30 signals the fact to the store X via the line 42, and provided that the contents of the store X are non-zero (i.e. at least one multiple of 25 credits is stored) the store X instructs the payout device 38 to pay out 50p via line 44. At the same time, the signal on the line 42 decrements the store X by one.
In the case of a winning game whose total credits as determined by 32 do not exceed 25, the credits may simply be added to any already in the stores X and Y for payout on a later game. However, it is preferred in such case to actuate the line 42 as for a losing game, but only after the winning credits have been added into the stores X and Y. In this case the winning game haa the possibility of obtaining a 25 credit (50p) payout if the contents of store X were non-zero prior to such addition or became non-zero after such addition by the transfer of a unit of 25 credits from store Y to store X.
In no case can the contents of the store Y be paid out until they are supplemented sufficiently to increment the store X by one.
It is also to be noted that there is no operative interconnection between the stores X and Y and the Deal/ReDeal button 18 Which would permit stored credits to be used in lieu of coin input at 16.
Although the various devices 28 to 34 and the stores X and Y have been illustrated as discrete devices, it will be appreciated that their function could be carried out using a suitably programmed microprocessor.

Claims (3)

1. CLAIMS:1. A gaming machine Wherein at the end of each winning game a prize equal to a predetermined cash value is paid out if the cash prize awarded to the player in respect of the 5 winning game is equal to or exceeds the eaid predetermined cash value, and any balance of the cash prize not paid out is stored in a first store Whose contents represent integral multiples of the predetermined cash value and in a second ( store whose contents represent any remainder of the balance 10 less than the predetermined cash value, the contents of the first and second stores being cumulative in respect of successive winning games with the contents of the first store being incremented by one each time the contents of the second store reaches the predetermined cash value and the 15 contents of the second store being correspondingly decremented, and Wherein when the contents of the first store are non-zero a prize equal to the predetermined cash value is paid out to the player at the end of each losing game and the contents of the first store are decremented by 20 one, the contents of neither store being usuable as credits for playing games on the machine.
2. A gaming machine as claimed in claim 1, Wherein in respect of a winning game Whose cash prize does not exceed the said predetermined cash value, the cash prize is added 25 to the first and second stores and a prize equal to the predetermined cash value is paid out to the player if after such addition the contents of the first store are non-zero.
3. A gaming machine substantially as described herein with reference to the aeconpanying drawing -.
IE112585A 1985-05-06 1985-05-06 Improvements in gaming machines IE57142B1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
IE112585A IE57142B1 (en) 1985-05-06 1985-05-06 Improvements in gaming machines
GB08610776A GB2174832A (en) 1985-05-06 1986-05-02 Gaming machines

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
IE112585A IE57142B1 (en) 1985-05-06 1985-05-06 Improvements in gaming machines

Publications (2)

Publication Number Publication Date
IE851125L IE851125L (en) 1986-11-06
IE57142B1 true IE57142B1 (en) 1992-05-06

Family

ID=11022304

Family Applications (1)

Application Number Title Priority Date Filing Date
IE112585A IE57142B1 (en) 1985-05-06 1985-05-06 Improvements in gaming machines

Country Status (2)

Country Link
GB (1) GB2174832A (en)
IE (1) IE57142B1 (en)

Families Citing this family (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB9112018D0 (en) * 1991-06-04 1991-07-24 Leppard Colin B Amusement with prizes or gaming machine
US5277424A (en) * 1992-07-08 1994-01-11 United Gaming, Inc. Video gaming device utilizing player-activated variable betting
GB2326260A (en) * 1997-06-13 1998-12-16 Eurotek Designs Limited Pay-out selection for game playing apparatus
JP4312847B2 (en) * 1997-11-05 2009-08-12 アルゼ株式会社 Gaming display device and gaming machine
ZA996264B (en) 1998-10-05 2000-04-03 Aruze Corp Gaming Machine.
EA200101165A1 (en) * 1999-04-30 2002-10-31 Эндрю М. Стронач MULTIMEDIA SYSTEM CONCLUSION STEAM
NL1015125C2 (en) * 2000-05-08 2001-11-13 Err L Ind B V Device for playing a game.
GB0129674D0 (en) * 2001-12-12 2002-01-30 Igt Uk Ltd Entertainment machines
NL1021603C2 (en) * 2002-10-08 2004-04-13 Jvh Gaming Products B V Gaming device, e.g. fruit machine, has prize amount divided into sub prizes corresponding to sub games to be played once maximum prize limit has been reached

Also Published As

Publication number Publication date
IE851125L (en) 1986-11-06
GB2174832A (en) 1986-11-12
GB8610776D0 (en) 1986-06-11

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