CA2079240A1 - Device for simulating lottery games - Google Patents

Device for simulating lottery games

Info

Publication number
CA2079240A1
CA2079240A1 CA 2079240 CA2079240A CA2079240A1 CA 2079240 A1 CA2079240 A1 CA 2079240A1 CA 2079240 CA2079240 CA 2079240 CA 2079240 A CA2079240 A CA 2079240A CA 2079240 A1 CA2079240 A1 CA 2079240A1
Authority
CA
Canada
Prior art keywords
memory locations
characters
character
array
series
Prior art date
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.)
Abandoned
Application number
CA 2079240
Other languages
French (fr)
Inventor
Jean Senecal
Louis Taillefer
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.)
Individual
Original Assignee
Individual
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 Individual filed Critical Individual
Priority to CA 2079240 priority Critical patent/CA2079240A1/en
Publication of CA2079240A1 publication Critical patent/CA2079240A1/en
Abandoned legal-status Critical Current

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0489Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using dedicated keyboard keys or combinations thereof
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/06Lottos or bingo games; Systems, apparatus or devices for checking such games
    • A63F3/0645Electric lottos or bingo games

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

ABSTRACT OF THE DISCLOSURE
In the electronic device and method for simulating lottery games such as 6/36 and 6/49, a predetermined group of numbers is stored in the memory locations of an array, having respective addresses.
An address counter repeatedly counts the addresses of the memory locations in which the numbers are stored.
The user then depresses a key and the number stored in the memory location having its address being counted upon depression of the key is selected.

Description

Z~ 7 ~ 3 DEVICE FOR SIMULATING LOTTERY GAMES

BACKGROUND OF THE INVENTION

1. Field of the invention:

The present invention relates to a device for simulating lottery games. The function of this device is to assist the user upon selecting a sequence of characters (numbers and/or letters) on which to bet when playing lottery games such as 6/36, 6/49, etc.
The device of the invention can also be used to draw the alphanumeric characters upon playing BINGO.
2. Brief description of the prior art-In the prior art, various concepts have been proposed to assist the user upon selectingsequences of numbers to bet when playing lottery games such as 6/36 and 6/49. Conventionally, the selected numbers are generated randomly. These prior art concepts present at least one of the following drawbacks;

- the selection is completely random and the user has no influence thereon; and/or - the selection involves skill of the user, which is incompatible with selection of numbers by chance.

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United States patent No. 4,665,502 (Kreisner) issued on May 12, 1987, discloses a typical electronic device for randomly selecting characters (numbers and/or letters). In this prior art device, automatic selection of an entire sequence of characters is started in response to depression of a single key. Therefore, influence of the user in the process of selection is completely excluded.

United States patent No. 4,277,064 (Newman) granted on July 7, 1981 requires depression of a key for each number selected, but does not allow the user to have any influence on the process of selection.

OBJECT OF THE INVENTION

This is therefore an object of the present invention to provide an electronic device enabling a user to influence the process of selection of characters (numbers and/or letters), in which the subjective and intuitive actions of the user influence the selection.

; SUMMARY OF THE INVENTION

In accordance with the present invention, there is provided an electronic device for selecting a character amongst a predetermined group of .

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3 2~ G ~3 ~ '7 ~) characters, comprising means for repeatedly scanning the predetermined group of characters, means manually actuated for starting a character selection operation, and means for selecting the character being scanned upon manual actuation of the starting means.

Also in accordance with the present invention, there is provided an electronic device for selecting a character amongst a predetermined group of characters, comprising means for storing the characters of this group in a series of memory locations, means for repeatedly scanning the series of - memory locations in which the characters are stored, means manually actuated for starting a character selection operation, and means for selecting the character stored in the memory location being scanned upon manual actuation of the starting means.

The present invention further relates to a method for selecting a character amongst a ~ predetermined group of characters, comprising the : steps of repeatedly scanning the predetermined group of characters, manually starting a character selection -~ operation, and selecting the character being scanned upon manual starting of the character selection operation.

Still further in accordance with the present invention, there is provided a method for 30 selecting a character amongst a predetermined group of characters, comprising the steps of storing the characters of this group in a series of memory locations, repeatedly scanning the series of memory . ,.~.. .
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locations in which the characters are stored, manually starting a character selection operation, and selecting the character stored in the memory location being scanned upon manual starting of the character selection operation~

As the selected character is the one being scanned or the one stored in the memory location of which the address is being scanned at the instant the character selection operation is manually started, the user has an influence on the selection. More specifically, the number selected in dependent on the specific instant of manual starting of the character selection operation.

~ In accordance with preferred embodiments of the subject invention:

- the characters are stored in a unidimensional array comprising the series of memory ' locations, and the method further comprises the steps of (a) withdrawing the selected character from the . corresponding memory location, and (b) compressing the : array whereby the remaining characters of the predetermined group are stored in a non-interrupted serie6 of memory locations;

- a tumbler containing balls bearing the characters of the predetermined group is displayed, i 30 and movement of the balls in the tumbler is simulated as the series of memory locations is scanned and during the character selection operation;

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- scanning of the series of memory locations is carried out by counting the addresses of these memory locations, and the character selection operation is started by manually depressing a key, whereby the character selected is the character stored in the memory location corresponding to the address being counted upon depression of this key; and - the characters are entered and stored in the memory locations of a first unidimensional array, these characters are subsequently transferred in random order from the memory locations of the first array to said series of memory locations forming part of a second unidimentional array, and the addresses of the memory locations of the second array in which successive characters are to be transferred from the - first array are selected one by one on a random basis in function of the time elapsed during entering and storing the characters in the first array.
. 20 - The objects, advantages and other features of the present invention will become more apparent upon reading of the following non restrictive description of a preferred embodiment thereof, given by way of example only with reference to the : accompanying drawings.
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BRIEF DESCRIPTION OF THE DRAWINGS

In tho appended drawing6:

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Figure 1 is a view of the display screen and keyboard of a lottery game simulating device in accordance with the present invention;

Figure 2 is a schematic block diagram of the microprocessor system of the lottery game simulating device;

Figures 3a and 3b show an algorithm showing the operation of the lottery game simulating device; and Figures 4a, 4b and 4c, which are disposed on the same sheet of formal drawings as Figure 1, illustrate selection of numbers by the lottery game simulating device using a unidimensional array containing the numbers to be selected and of which the addresses are scanned.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

In Figure 1 of the appended drawings, the lottery game simulating device according to the present invention is generally identified by the reference 10.

As can be seen, the device 10 has the appearance, dimensions and configuration of a conventional hand-held pocket-size electronic calculator.

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It enables simulation of lottery games such as 6/36 and 6/49, in which the official draws are carried out by means of balls marked with numbers.
The marked balls are mixed up in a tumbler constructed to randomly draw balls of which the numbers determine the winning sequence.

As illustrated in Figure 1, the lottery game simulating device 10 comprises a front panel including (a) a liquid crystal display screen 12 (other types of display can of course be contemplated) and (b) a keyboard 13 comprising the keys "1", "2", "3", "4", "5", "6", "7", "8", "9", "O", "Q", "#", "ON/CLEAR", "START", "RESET", "STORE", "ORDER" and "DRAW".

The lottery game simulating device 10 according to the invention further comprises a microprocessor system. Figure 2 is a schematic block j 20 diagram showing the structure of this microprocessor system, generally identified by the reference 21.

The microprocessor system 21 comprises:

- an address and data bus 22;

- a microprocessor 23;

- a bus driver 24 capable of carrying out bidirectional communication between the microprocessor 23 and peripheral devices on the bus 22;

.

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8 ~7~0 - a custom liquid crystal display 25 comprising the screen 12 of Figure l;

- display drivers 26 for converting display data from the bus 22 into appropriate signals to operate the liquid crystal display 25;

- a custom keypad 27 including the keyboard 13 of Figure l;

: - a decoder/buffer interposed be.tween the keypad 27 and the bus 22 for decoding and amplifying data transmitted from the keypad 27 to the bus 22;
-- a ROM memory 28 storing the program of the microprocessor 23 and connected to the bus 22;

- a RAM memory 29 connected to the bus 22, ; and therefore to the microprocessor 23 through the bus driver 24 to enable the microprocessor to temporarily store data in this RAM memory in the course of the ' program;

- a clock generator 30 to supply the ~ 25 microprocessor 23 with the required timing signals;

'f - a battery low detector 31 to inform the ~ operator via the microprocessor 23 and a warning -~ message such as 40 displayed on the screen 12, that the lottery game simulating device requires changing or recharging of its batteries;

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- an interrupt timer 32 to supply timing signals allowing the microprocessor 23 to carry out interrupt subroutines;

- a beeper driver 35 connected to the bus 22; and - an electroacoustic transducer 34 connected to the output of the beeper driver to convert electric signals from the beeper driver 35 into acoustic waves propagating in the air.

Operation of the lottery game simulating device 10 in accordance with the present invention will now be described with reference to Figures 1 and 2, to the algorithm of Figures 3a and 3b, and to the schematic diagram of Figures 4a, 4b and 4c.

Step 300:
The key "ON/CLEAR" of the keyboard 13 of Figure 1 is depressed to turn the lottery game simulating device 10 on.

; 25 Step 301:

In response to depression of key "ON/CLEAR", the keypad 27 (Figure 2) sends corresponding data to the microprocessor 23 through the decoder/buffer 33, the bus 22 and the bus driver 24. The microprocessor 23 will then carry out a general reset of the lottery game simulating device 10 .

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~` o SteP 302:

Also in response to depression of the key "ON/CLEAR", the microprocessor 23 (Figure 2) will transmit data to the display 25, through the drivers 24 and 26, to display on the left portion of the screen 12 (Figure 1) a tumbler 14, motionless and containing no balls.

Ste~ 303:

Key "#" of keyboard 13 shall then be depressed to begin the process of entering numbers to be borne by the balls 11 in the tumbler 14. If a key other than "#" is depressed, the microprocessor 23 is programmed to activate the beeper driver 35 through the bus driver 24 in order to emit an acoustic signal through the electroacoustic transducer 34 and indicate that a wrong key has been depressed.
Step 304:

A register/counter "C" is defined in RAM
memory 29 (Figure 2) used by the microprocessor 23, in accordance with the program stored in ROM memory 28, to count the time elapsed between depression of key "#" (step 303) and subsequent depression of key "START" (step 312).

SteD 305:

The user then enters through the keyboard 13 a number to be borne by a ball in the tumbler 14.

~' : . , 11 2~ 0 If a number is not entered at step 30S, the microprocessor 23 is programmed to activate the beeper driver 35 through the bus driver 24 in order to emit an acoustic signal through the electroacoustic transducer 34 and indicate that a wrong key has been depressed.

Ste~ 306:

The microprocessor 23 forms in the RAM
memory 29 a unidimensional array "A" including relative memory locations 1 to 99. The number entered at step 305 is stored in array "A" in the next memory location available; the numbers are therefore stored in array "A" in their order of entry, i.e. each time a number is entered the address is incremented by "1"
and the entered number (step 305) is stored in the memory location corresponding to the incremented address.
Steps 307 308 and 312:

At these three steps, the program of the microprocessor 23, stored in the ROM memory 28, determines whether the key "#" (step 307) has been depressed, the key "@" (step 308) has been depressed, or the key "START" (step 312) has been depressed. If a key different from keys "#", "@" and "START" has been depressed, the microprocessor 23 will activate the beeper driver 35 through the bus driver 24 in order to emit an acoustic signal through the electroacoustic transducer 34 to thereby indicate that a wrong key has been depressed.

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' :' . . :` .-- ` - : ` ; 1~ , ~: :` ' ., : ' ~' Step 307:

If key "#" is depressed (step 307), the program of the microprocessor 23 returns to step 305 requesting that a new number to be borne by a ball 11 in the tumbler 14 be entered; the current address of array "A" is incremented by "1" and the newly entered number (step 305) is stored in the corresponding memory location (step 306). Steps 307, 305 and 306 can be repeated at will to enter all the numbers to be borne by the balls 11 in the tumbler 14. The order with which the numbers are entered is respected in array "A".

15 Ste~ 308:

When step 306 is finished, if key "#" is not depressed (step 307) but key "@" is depressed (step 308~, the program goes to step 309, which will be described in the following description. If neither of keys "#" and "@" is depressed after completion of step 306, key "START" (step 312) shall be depressed.

Step 309:
When key "#" is not depressed at step 307, but key "@" is depressed at step 308, a series of numbers can be entered. The number entered at step 305 corresponds to the lower number of the series and the number entered at step 309 to the higher number of that series of which the numbers are to be borne by the balls 11.

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Step 310:

The numbers of the series of which the lower number has been entered at step 305 and the higher number has been entered at step 309 are all stored in unidimensional array "A" in increasing order in memory locations of increasing, successive addresses.

10 Step 311:

Following step 310, depression of key "#"
will cause the microprocessor 23 to return to step 305 to enter another series of numbers or another individual number as explained in the foregoing description.

Step 312:

If key "#" is not depressed at step 311, key "START" of the keyboard 13 shall be depressed to terminate the entry of numbers and to begin mixing of the balls 11 in the tumbler 14 starting at step 313.

25 Step 313:

The register/counter "C" is stopped and the counted value "C", representative of the time that elapsed between depression of key "#" (step 303) and depression of the key "START" (step 312), is stored by the microprocessor 23 in RAM memory 29.

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2!1 ~2~) Step 314:

The selected series and/or individual numbers are then displayed under the control of the microprocessor 23 by the display 25 on line 16 of the screen 12.

It should be recalled here that each time a wrong key is depressed in the course of operation of the lottery game simulating device 10, the microprocessor 23 activates the beeper driver 35 through the bus driver 24 in order to emit an acoustic signal through the electroacoustic transducer 34.
As an example, to enter the series "1" to "49" key "#" is depressed at step 303, the number "1"
is entered at step 305 by depressing the corresponding key on the keyboard 13, key "Q" is depressed at step 308 and the number "49" is entered at step 309 by depressing successively keys "4" and "9" of keyboard 13. Individual numbers can also be entered by depressing the key "#" (step 307) between each number.
For example, the following keys are successively depressed for entering the sequence 1, 2, 3, 4, 7 and 9: "#" (step 303) - "1" (step 305) - "Q" (step 308) -"4" (step 309) - "#" (step 311) - "7" (step 305) - "#"
(step 307) - "9" (step 305). This sequence is then displayed on line 16 of screen 12 (step 314) following 30 depression of key "START" at step 312.

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Steps 315 and 316:

If the resulting counted value "C" is greater than the quantity of numbers stored in array "A" (step 315), the value "C" is divided by 2 (step 316) once or many times until it is lower than the quantity of stored numbers remaining to be transferred from array "A" to unidimensional array "B".

10 SteD 317:

At this step, a number stored in array "A"
is transferred to and stored in a memory location of a second unidimensional array "B". More specifically, the number stored in the first or next memory location of array "A" is transferred to the memory location of array "B" corresponding to the value "C". Again, array "B" comprises memory locations of addresses "1"
to "99". Should memory location of array "B"
corresponding to value "C" already store a number transferred from array "A", the number currently transferred is stored in the next available memory location of higher address of array "B".

25 Step 318:

The current value "C" is multiplied by the last number transferred to array "B".

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Step 319:

If array "A" still stores number(s) to be transferred in array "B", the microprocessor 23 5 returns to step 315. Otherwise, it goes to step 320.

Step 320:

The microprocessor 23 is programmed to form an address counter "D" that repeatedly counts (or scans) the addresses of the series of successive memory locations of array "B" storing numbers. This is similar to forming a loop with the series of successive memory locations of array "B" and turning a pointer about the center of this loop until the key "DRAW" i8 depressed; this presents some analogy with the operation of a real tumbler.

Step 321:
During this time, the microprocessor 23 sends data to the display 25 to display balls 11 in the tumbler 14 appearing on the screen 12 of Figure 1, and to shift these balls and the inner part of tumbler pattern clockwise (see arrow 20) every 0.2 second in order to simulate movement of balls in a real tumbler.
Counterclockwise movement of the balls 11 and inner part of the tumbler 14 can also be envisaged.

Ste~ 322:

When key "DRAW" of the keyboard 13 (Figure 1) is depressed, the microprocessor 23 receives r ~ - ' , ~: ' ~ ' ' ' :

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17 2~r 79~0 corresponding data from the keypad 27 through the decoder/buffer 33 and the bus driver 24. Depression of the key "DRAW" stops rotational movement of the balls 11 and of the inner part of the tumbler 14 5 (Figure 1).

Ste 323:

Upon depression of the key "DRAW" by the 10 user, the address counter "D" is stopped. The number stored in the memory location of array "8" of which the relative address is being counted (or scanned) upon depression of key "DRAW" is selected.
Accordingly, the user has an influence on the 15 selection of each number. Indeed, the number selected depends on the time of depression of key "DRAW".

Step 324:

The selected number is then stored and displayed by the microprocessor 23 on line 15 of screen 12 ~Figure 1).

Ste~ 325:
The selected number is withdrawn from array "B" and the latter array is compressed.

An example of these operations is 30 illustrated in Figures 4a, 4b and 4c. If number "44"
stored in array "B" of Figure 4a is selected at step 323, this number is withdrawn from array "B'l at step 325 and the last three numbers "36", "11" and "9" are .

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18 2~ ~o ~ Yn moved to the preceding address to thereby compress array "B" as illustrated in Figure 4b. As another example, if number "36" of array "B" of Figure 4b is subsequently selected at step 323, this number is withdrawn from array "B" at step 325 and the two last numbers "11" and "9" are each stored in the preceding address to form the compressed array "B" of Figure 4c.

The number of balls in the tumbler 14 as well as the number of occupied memory locations in array "B" are decremented.

Step 326:

If after step 325 key "START" of the keyboard 13 is depressed, the computer 23 is programmed to return to step 320 to enable the user to select another number in compressed array "B", that is in the same tumbler (dependent draw). The newly selected number is displayed on line 15 of the screen 12 in its order of selection. A maximum number of 20 balls can be selected from a same tumbler, that is a maximum of 20 numbers can be selected from a same array "B".
Step 327:

If key "START" is not depressed at step 326, and key "STORE" is depressed at step 327, step 328 is carried out.

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Step 328: -At this step, the sequence of selected numbers displayed in line 15 of the screen 12 (Figure 1) is stored in the memory locations of the first available row of a bidimensional array of RAM memory 29. The numbers of this stored sequence are also displayed in the first available line (corresponding to the above mentioned row of the bidimensional array) of a table 17 on the right-hand side of the screen 12.
Line 15 is then erased.

When all the rows of the bidimensional array of RAM memory 29 and all the lines of table 17 are occupied, depression of the key "STORE" will cause the microprocessor 23 to emit an acoustic signal through the transducer 34. In that case, line 15 is not erased.

Ste~ 329:

At step 328, the sequences of selected numbers are stored and displayed in their order of selection. Step 335 computes and stores another similar table of sequences in which the selected numbers are in incremental order.

Although it is not illustrated in Figures 3a and 3b, key "ORDER" can be depressed to alternatively display in the table 17 the sequences stored in the bidimensional array at step 328 or the sequences computed and stored at step 329. When the numbers of the sequences displayed are in incremental .
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order, the word "ORDER" is displayed on line 18 of screen 12 (Figure l); otherwise the word "ORDER" does not appear.

Although it is not illustrated in Figure 3b, after the step 329 has been carried out, key "RESET" can be depressed (step 330) to go to step 331.

Steps 330 and 331:
When key "START" is not depressed at step 326 and key "STORE" is not depressed at step 327, depression of key "RESET" (step 330) followed by depression of key "START" ~step 331) will return the program to step 315 in view of remixing the numbers of zrray "A" in array "B" and performing simulation of independent draws.

Ste~s 332 and 333:
If key "START" is not depressed at step 331, and key 11#11 is subsequently depressed (step 332), the contents of tumbler 14, that is the contents of arrays "A" and "B" is cleared (step 333) and the microprocessor 23 returns to step 302 in view of selecting new numbers to be entered in arrays "A" and "B" and borne by the balls 11 in the tumbler 14. This provides the possibility of performing simulation of independent draws with a different ball selection.
To turn the lottery game simulating device off, the key "ON/CLEAR" is depressed.

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Obviously, the apparatus will assist the user in selecting sequences on which to bet when playing lottery games such as 6/36 and 6/49. An important aspect of the present invention is that the user will have influence on the selection, with no skill required.

Although the present invention has been described hereinabove by way of a preferred embodiment thereof, this embodiment can be modified at will, within the scope of the appended claims, without departing from the spirit and nature of the present invention. For example, the device of the invention can be adapted to draw the alphanumeric characters upon playing other games such as BINGO.

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Claims (28)

1. An electronic device for selecting a character amongst a predetermined group of characters, comprising:
means for repeatedly scanning said predetermined group of characters;
means manually actuated for starting a character selection operation; and means for selecting the character being scanned upon manual actuation of said starting means.
2. An electronic device as recited in claim 1, further comprising means for withdrawing the selected character from said predetermined group whereby said selected character is no longer available for a next character selection operation started through a new manual actuation of said starting means.
3. An electronic device as recited in claim 1, further comprising means for displaying a tumbler containing balls bearing the characters of said predetermined group, and means for simulating movement of said balls in the displayed tumbler as said group of characters is repeatedly scanned and during said character selection operation.
4. An electronic device for selecting a character amongst a predetermined group of characters, comprising:
means for storing the characters of said group in a series of memory locations;

means for repeatedly scanning said series of memory locations in which said characters are stored;
means manually actuated for starting a character selection operation; and means for selecting the character stored in the memory location being scanned upon manual actuation of said starting means.
5. An electronic device as recited in claim 4, wherein said storing means comprises an array comprising said series of memory locations, and wherein said electronic device further comprises (a) means for withdrawing the selected character from the corresponding memory location, and (b) means for compressing said array whereby the remaining characters of said predetermined group are stored in a non-interrupted series of memory locations, said scanning means comprising means for repeatedly scanning said non-interrupted series of memory locations of the compressed array, whereby said selected character is no longer available for a next character selection operation started through a new manual actuation of said starting means.
6. An electronic device as recited in claim 4, further comprising means for displaying a tumbler containing balls bearing the characters of said group, and means for simulating movement of said balls in the displayed tumbler as said series of memory locations is repeatedly scanned and during said character selection operation.
7. An electronic device as recited in claim 4, in which said storing means comprises an array including said series of memory locations having respective addresses, and in which said scanning means comprises an address counter for repeatedly counting the addresses of said series of memory locations.
8. An electronic device as recited in claim 7, in which said starting means comprises a key which is manually depressed to start the character selection operation, and wherein the character selected is the character stored in the memory location corresponding to the address being counted upon depression of said key.
9. An electronic device as recited in claim 4, comprising means for entering and storing the characters of said predetermined group in memory locations of a first array, said storing means comprising a second array comprising said series of memory locations, said device further comprising means for transferring said characters from the memory locations of the first array to the memory locations of the second array.
10. An electronic device as recited in claim 9, wherein said memory locations of the first and second arrays have respective addresses, and wherein said electronic device comprises means for transferring the characters stored in the memory locations of incremental addresses of the first array one after the other in the memory locations of the second array, means for selecting randomly the address of the memory location of the second array in which each character transferred from the first to the second array is to be stored, and means for storing the characters being transferred in said selected memory locations of said series of memory locations of the second array.
11. An electronic device as recited in claim 10, wherein said randomly selecting means comprises means for selecting the address of the memory location of the second array in which each character transferred from the first to the second array is to be stored in function of the time elapsed during entering and storing of the characters in the memory locations of said first array.
12. A method for selecting a character amongst a predetermined group of characters, comprising the steps of:
repeatedly scanning said predetermined group of characters;
manually starting a character selection operation; and selecting the character being scanned upon manual starting of the character selection operation.
13. The method of claim 12, further comprising the step of withdrawing the selected character from said predetermined group whereby said selected character is no longer available for a next character selection operation.
14. The method of claim 12, further comprising the steps of displaying a tumbler containing balls bearing the characters of said predetermined group, and simulating movement of said balls in the tumbler as said group of characters is repeatedly scanned and during said character selection operation.
15. A method for selecting a character amongst a predetermined group of characters, comprising the steps of:

storing the characters of said group in a series of memory locations;
repeatedly scanning said series of memory locations in which said characters are stored;
manually starting a character selection operation; and selecting the character stored in the memory location being scanned upon manual starting of said character selection operation.
16. The method of claim 15, wherein said characters are stored in an array comprising said series of memory locations, and wherein said method further comprises the steps of (a) withdrawing the selected character from the corresponding memory location, and (b) compressing said array whereby the remaining characters of said predetermined group are stored in a non-interrupted series of memory locations, said scanning step comprising repeatedly scanning said non-interrupted series of memory locations of the compressed array, whereby said selected character is no longer available for a next character selection operation.
17. The method of claim 15, further comprising the steps of displaying a tumbler containing balls bearing the characters of said group, and simulating movement of said balls in the tumbler as said series of memory locations is repeatedly scanned and during said character selection operation.
18. The method of claim 15, in which said characters are stored in an array including said series of memory locations having respective addresses, and in which said scanning step comprises repeatedly counting the addresses of said series of memory locations.
19. The method of claim 18, in which said starting step comprises manually depressing a key to start the character selection operation, and wherein the character selected is the character stored in the memory location corresponding to the address being counted upon depression of said key.
20. The method of claim 15, comprising the step of entering and storing the characters of said predetermined group in memory locations of a first array, said series of memory locations forming part of a second array, said method further comprising the step of transferring said characters from the memory locations of the first array to the memory locations of the second array.
21. The method of claim 20, wherein said memory locations of the first and second arrays have respective addresses, and wherein said method comprises the steps of:
transferring the characters stored in the memory locations of incremental addresses of the first array one after the other in the memory locations of the second array;
selecting randomly the address of the memory location of the second array in which each character transferred from the first to the second array is to be stored; and storing the characters being transferred in said selected memory locations of said series of memory locations of the second array.
22. The method of claim 21, in which said randomly selecting step comprises selecting the address of the memory location of the second array in which each character transferred from the first to the second array is to be stored in function of the time elapsed during entering and storing of the characters in the memory locations of said first array.
23. An electronic device for simulating a lottery game in which at least one character is drawn from a predetermined group of characters, comprising:
means for storing the characters of said group in a series of memory locations;
means for repeatedly scanning said series of memory locations in which said characters are stored;
means manually actuated for starting a character drawing operation; and means for drawing the character stored in the memory location being scanned upon manual actuation of said starting means.
24. An electronic device as recited in claim 23, further comprising means for displaying a tumbler containing balls bearing the characters of said group, and means for simulating movement of said balls in the displayed tumbler as said series of memory locations is repeatedly scanned and during said character selection operation.
25. An electronic device as recited in claim 23, in which said storing means comprises an array including said series of memory locations having respective addresses, and in which said scanning means comprises an address counter for repeatedly counting the addresses of said series of memory locations.
26. A method of simulating a lottery game in which at least one character is drawn from a predetermined group of characters, comprising the steps of:
storing the characters of said group in a series of memory locations;
repeatedly scanning said series of memory locations in which said characters are stored;
manually starting a character drawing operation; and drawing the character stored in the memory location being scanned upon manual starting of said character drawing operation.
27. The method of claim 26, further comprising the steps of displaying a tumbler containing balls bearing the characters of said group, and simulating movement of said balls in the tumbler as said series of memory locations is repeatedly scanned and during said character drawing operation.
28. The method of claim 26, in which said characters are stored in an array including said series of memory locations having respective addresses, and in which said scanning step comprises repeatedly counting the addresses of said series of memory locations.
CA 2079240 1992-09-28 1992-09-28 Device for simulating lottery games Abandoned CA2079240A1 (en)

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CA 2079240 CA2079240A1 (en) 1992-09-28 1992-09-28 Device for simulating lottery games

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CA 2079240 CA2079240A1 (en) 1992-09-28 1992-09-28 Device for simulating lottery games

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2003008057A1 (en) * 2001-07-20 2003-01-30 Mcnally Egc Limited A game device
CN102750073A (en) * 2011-05-17 2012-10-24 新奥特(北京)视频技术有限公司 Interface assembly special for lottery ticket winning broadcast system
CN102750073B (en) * 2011-05-17 2016-12-14 新奥特(北京)视频技术有限公司 A kind of special interface assembly of lottery broadcast system

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2003008057A1 (en) * 2001-07-20 2003-01-30 Mcnally Egc Limited A game device
CN102750073A (en) * 2011-05-17 2012-10-24 新奥特(北京)视频技术有限公司 Interface assembly special for lottery ticket winning broadcast system
CN102750073B (en) * 2011-05-17 2016-12-14 新奥特(北京)视频技术有限公司 A kind of special interface assembly of lottery broadcast system

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