EP0330778B1 - Appareil de jeu à sous - Google Patents

Appareil de jeu à sous Download PDF

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Publication number
EP0330778B1
EP0330778B1 EP88307280A EP88307280A EP0330778B1 EP 0330778 B1 EP0330778 B1 EP 0330778B1 EP 88307280 A EP88307280 A EP 88307280A EP 88307280 A EP88307280 A EP 88307280A EP 0330778 B1 EP0330778 B1 EP 0330778B1
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EP
European Patent Office
Prior art keywords
symbol
symbols
lost game
game
slot machine
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.)
Expired - Lifetime
Application number
EP88307280A
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German (de)
English (en)
Other versions
EP0330778A1 (fr
Inventor
Kazuo Okada
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.)
Universal KK
Original Assignee
Universal KK
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Publication date
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First worldwide family litigation filed litigation Critical https://patents.darts-ip.com/?family=12880159&utm_source=google_patent&utm_medium=platform_link&utm_campaign=public_patent_search&patent=EP0330778(B1) "Global patent litigation dataset” by Darts-ip is licensed under a Creative Commons Attribution 4.0 International License.
Application filed by Universal KK filed Critical Universal KK
Priority to AT88307280T priority Critical patent/ATE68619T1/de
Publication of EP0330778A1 publication Critical patent/EP0330778A1/fr
Application granted granted Critical
Publication of EP0330778B1 publication Critical patent/EP0330778B1/fr
Anticipated expiration legal-status Critical
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    • 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
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • the present invention relates to a slot machine and more particularly, to a slot machine in which losing symbol combinations occur with different probabilities depending on their similarity to a winning combination.
  • a typical slot machine has a plurality of columns of symbols, each column including a plurality of different symbols disposed at an equal pitch.
  • a start lever is actuated to cause the respective symbol columns to rotate.
  • Rotating symbol columns are either caused to stop automatically or alternatively, they are stopped sequentially upon actuation of stop buttons.
  • a prize win is determined from the combination of symbols stopped on a prize-winning line within display windows. If the symbol combination on the prize-winning line is a hit game combination, a predetermined number of coins are paid out.
  • Some slot machines use symbol columns each having "blank” symbols and hit game symbols such as "BAR” disposed alternatively on the symbol column.
  • a hit game is assigned to a symbol combination "BAR"-"BAR"-"BAR” on a winning line
  • a defeat or lost game is assigned to a symbol combination with at least one "blank” on the winning line.
  • EP-A-0122138 describes a slot machine in which means are provided for setting the probability of different types of win occurring in such a way that while the desired gain ratio is maintained the occurrence of one type of win does not affect the probability of occurrence of another type of win. This is achieved by allotting number ranges to each type of win, the size of the range being set according to the type of win, and choosing between the types by generating a random number and choosing the type of win corresponding to the range in which the number falls.
  • a slot machine having a plurality of symbol sets each having hit game symbols and lost game symbols, wherein, when all the symbol sets previously moving stop, a lost game is set if at least one loss game symbol is included within a plurality of symbols on a prize-winning line, and a hit game is set if all symbols on the prize-winning line are hit game symbols, comprising:
  • lost game symbol combinations which are nearer to hit game symbol combinations will appear at a higher probability so as to maintain a player's interest in the game.
  • Fig. 1 showing a perspective view of a slot machine according to the present invention
  • three reels 4, 5 and 6 driven by respective stepper motors are mounted within the main frame 2 of the slot machine.
  • Each reel 4 to 6 has a cylindrical reel member about which a symbol sheet 7 to 9 as shown in Fig. 3 in a developed form is wound.
  • the symbol sheets 6 to 9 have the same symbol arrangement. Namely, "BAR" symbols 10 and “blank” symbols 11 represented by white areas are alternately disposed on each symbol sheet. Reference numerals 7a to 9a represent areas which are used to bond both ends of respective symbol sheets wound about the reel members. By rolling the symbol sheets 7 to 9 about each peripheral outer surface of the reel member, the reels 4 to 6 are obtained with the eleven "BAR” symbols 10 and the eleven "blank” symbols 11 disposed alternately on the reel members.
  • the slot machine is provided with a front panel 3 capable of being opened and closed.
  • Three display windows 12 are formed in the front panel 3 in correspondence with the three reels 4 to 6 the partial areas of which can be observed through the display windows 12.
  • a prize-winning line 13 is formed at the center of the display windows 12.
  • a hit game or a lost game is determined based on a combination of symbols stopped at the prize-winning line 13.
  • a plurality of winning lines may be used each of which is made effective in accordance with the number of inserted coins.
  • narrower display windows may be used to allow the observation of only one symbol per one reel. In this case, the prize-winning line can be omitted since such narrow display windows serve per se as the prize-winning line.
  • the start lever 16 As coins are inserted from a coin inlet 15, the start lever 16 is unlocked. Upon activation of the start lever 16, the reels 4 to 6 start rotation at the same time. The reels 4 to 6 are automatically stopped at random timings. If a combination of symbols stopped at the winning line 13 coincides with a hit game symbol combination, a hit game is set and a predetermined number of coins are paid out. In this embodiment, a combination "BAR"-"BAR"-"BAR" is a hit game symbol combination so that when this combination is obtained, coins are ejected out onto a saucer 17. If three "BAR" symbols with the same numeric value stop on the winning line, the number of dividend coins is multiplied by that number. If the combination of symbols on the prize-winning line 13 includes at least one "blank" symbol 11, then a lost game flag is set.
  • Fig. 2 shows a control circuit of the slot machine.
  • a central processing unit (CPU) 20 controls the rotation and stops of the reels 4 to 6.
  • CPU 20 is connected via an input/output interface 21 to a start signal generator 23, drivers 24 to 26 and counters 28 to 30.
  • the start signal generator 23 supplies a game start process signal to CPU 20 when the start lever 16 is activated.
  • the drivers 24 to 26 supply drive pulses to the stepper motors 31 to 33 which drive the reels 4 to 6, respectively.
  • the counters 28 to 30 count the drive pulses supplied from the drivers 24 to 26 to the respective stepper motors 31 and 33. The count values are fed back to CPU 20.
  • a reset signal outputted from each photosensor 35 to 37 is applied to a reset terminal "R" of each counter 28 to 30.
  • the count value of each counter 28 to 30 is reset to a preset value, e.g. "0".
  • Each photosensor 35 to 37 generates a reset signal when it photoelectrically detects that each light shielding tongue 4a to 6a projected at the reference position of each reel 4 to 6 passes through the photosensor. Then, the counter 28 to 30 is reset to "0" every one rotation of the reel 4 to 6.
  • CPU 20 executes a game process sequence program written in a program memory 41 in response to master clock pulses from a clock pulse generator 40.
  • a random number sampling circuit 42 supplies random numbers to CPU 20 at necessary stages during executing a game process sequence program. For instance, random numbers for determining if a present game is to be set as a hit game or not, or for determining what type of symbols are to be displayed in case of a lost game, are supplied to CPU 20.
  • a prize-winning probability table 43 is referred to.
  • the table 43 stored in a ROM stores the random numbers to be generated from the random number sampling circuit 42 by grouping them into a big hit area, a middle hit area, a small hit area, and a lost game area. For instance, of random numbers having a range from “0" to "9999", the big hit area is assigned the range from “0" to "49", the middle hit area the range from “50” to "249”, the small hit area the range from "250” to "1499”, and the lost game area the range from "1500” to "9999”.
  • the occurrence and type of a hit game or a lost game are determined based on what area the random number obtained from the random number sampling circuit 42 belongs to.
  • the big hit corresponds to a hit game symbol combination of three "CRAZY BAR” symbols which results in a pay-out of, e.g., 100 coins per one coin inserted.
  • the middle hit corresponds to a hit game symbol combination of three "same numeric value BAR” symbols which results in a pay-out of, e.g., 6 coins multiplied by the number.
  • the small hit corresponds to a hit game symbol combination of three symbols including "BAR" and "numeric value BAR" symbols which results in a pay-out of, e.g., 6 coins.
  • a blank number probability table 44 stored in a ROM is referred to by CPU 20 while it executes a lost game process.
  • a lost game process is performed.
  • the number of "blank” symbols on the winning line 13 is determined by referring to the table 44.
  • a random number is again sampled by the random number sampling circuit 42 and used in referring to the blank number probability table 44.
  • the blank number probability table 44 stores the random numbers to be generated from the random number sampling circuit 42 by grouping them into a "three blank” area, a "two blank” area and a “one blank” area. For instance, of random numbers having a range from “0" to "9999", the "three blank” area is assigned the range from “0" to "499", the two blank” area the range from "500” to "3999", and the one blank” area the range from "4000" to "9999".
  • the probability of obtaining a lost game with "three blanks” is "1/20" the total number of lost games, and has the lowest probability among three types of lost games.
  • the probability of a lost game with "one blank” is "1/6" which is highest.
  • only the least significant digit of a random number (decimal) generated by the random number sampling circuit 42 may be used while using a blank number probability table which groups the numbers 0 to 9 into the "three blank", "two blank” and “one blank” areas, to thus allow a smaller capacity of a table memory.
  • a reel selection table 45 is used for determining on which reel a single "BAR” symbol or a single “blank” symbol is to be displayed after a lost game combination with "two blank” symbols or "one blank” symbol was determined using the blank number probability table 44.
  • the reel selection table 45 stored in ROM stores the random numbers to be generated by the random number sampling circuit 42 by grouping them into approximately three areas respectively assigned to the reels 4 to 6. With the same manner as in the case of the blank number probability table, the capacity of the reel selection table 45 may be made smaller.
  • a start signal is supplied from the start signal generator 23 to CPU 20 which then starts executing the game process sequence program read out from the program memory 41.
  • CPU 20 supplies master pulses with gradually increasing periods via the input/output interface 21 to the drivers 24 to 26 for driving the stepping motors.
  • the drivers 24 to 26 supply drive pulses to the stepping motors 31 to 33 in response to the master pulses.
  • the stepping motors 31 to 33 are thus activated to start rotating the reels 4 to 6. After a predetermined time, the frequency of the master clock pulses becomes constant so that the reels 4 to 6 continue to rotate at a constant speed.
  • the numbers of clock pulses supplied to the respective stepping motors 31 to 33 are counted by the counters 28 to 30, while the counts of the counters 28 to 30 are reset on every rotation of the wheels 4 to 6. Since the relation between the positions of the light shielding tongues 4a to 6a of the reels 4 to 6 and the positions of symbols on the reels are previously known, and the counts of the counter 28 to 30 are reset on every rotation of the reels, the rotary positions of the reels 4 to 6 can be determined based on the counts of the counters 28 to 30. On the contrary, by stopping the supply of drive pulses when the counts of the counters 28 to 30 reach predetermined values, it is possible to stop the reels 4 to 6 at proper positions.
  • a first random number R1 is sampled by the random number sampling circuit 42.
  • the reel stop control process shown in Fig.4 starts.
  • the sampled random number R1 is used in referring to the prize-winning probability table 43 so that the sampled random number is determined if it corresponds to a hit game or a lost game. If the random number R1 corresponds to any one of the big hit area from "0" to "49", middle hit area from "50” to "249” and small hit area from "250" to "1499”, CPU 20 sets a big hit flag, middle hit flag, or small hit flag in accordance with the corresponding area, into a predetermined register.
  • CPU 20 Upon setting a hit flag, CPU 20 executes a hit game process and controls the stopping of the reels 4 to 6 so as to obtain a hit corresponding to the set flag.
  • the stop control of the reels are conducted as well known based on the counts of the counters 28 to 30.
  • CPU 20 sets a lost game flag into a predetermined register to thereafter execute a lost game process.
  • CPU 20 again causes the random number sampling circuit 42 to sample a random number R2 which is used in referring to the blank number probability table 44. If the sampled random number R2 is within the range from "0" to "499", a lost game process with "three blank” symbols is executed.
  • the stepping motors 31 to 33 are controlled to stop all the reels 4 to 6 with the "blank” symbols 11 aligned on the winning line 13, based on the counts fed back from the counters 28 to 30.
  • the lost game process with "three blank” symbols is limited to the random number R2 within the range from “0" to "499", so that the probability of such lost game is low at "1/20" the total occurrences of lost games.
  • a lost game process with "two blank” symbols is executed.
  • a random number R3 is again sampled by the random number sampling circuit 42 which is used in determining to which reel among the three reels 4 to 6 a "BAR" symbol 10 is to be assigned.
  • the random number R3 is used in referring to the reel selection table 45 so that one of the reels is selected at a probability of "1/3".
  • the selected reel is controlled such that the "BAR" symbol 10 stops on the prize-winning line 13.
  • the other two reels are controlled such that the "blank” symbols 11 stop on the prize-winning line 13.
  • the probability of occurrence of a lost game with "two blank” symbols is "17/60" of the total occurrences of lost games.
  • a lost game with "one blank” symbol is executed. Similar to the case of the lost game with "two blank” symbols, a random number R3 is sampled and used in determining to which reel among the three reels 4 to 6 a "blank” symbol 11 is to be assigned. The selected reel is controlled such that the "blank” symbol 11 stops on the prize-winning line 13. The other two reels are controlled such that the "BAR" symbols 10 stop on the prize-winning line 13.
  • the probability of occurrence of a lost game with "one blank” is "2/3" of the total occurrences of lost games, which is the highest probability among three types of lost games.
  • the probabilities of the lost game processes with "two blank” and “three blank” symbols may be set to the same value so long as the object of the invention is being achieved, i.e., so long as the occurrence probability of a game lost symbol combination with a greatest deviation from the hit game symbol combination is being suppressed to a minimum.
  • the player is given an impression that the game was lost at the last moment, to thus cause the player to expect to win the next game.
  • the reel to which the "blank” symbol is to be assigned is arranged to be changed randomly among the three reels during games so that it does not give unnatural impression to the player.
  • the blank number probability table 44 may be omitted on condition that the number of "blank” symbols in the lost game process is arranged to be determined from the prize-winning probability table 43 which is modified to further group the lost game range from "1500" to "9999” into similar areas to those in the blank number probability table which is accessed using the first sampled random number R1.
  • the reel selection table 45 may be omitted on condition that various lost game symbol combinations are assigned to the lost game range to identify a reel to which a "BAR" symbol or a "blank” symbol is assigned.
  • both the hit game and lost game symbols are used.
  • the present invention is also applicable to those slot machines using only hit game symbols wherein a hit game is set for the case that all symbols on a prize-winning line are identical or for the case that symbols of a predetermined number or more are on the prize-winning line.
  • a hit game is set for the case that all symbols on a prize-winning line are identical or for the case that symbols of a predetermined number or more are on the prize-winning line.
  • a hit game is set for the case that all symbols on a prize-winning line are identical or for the case that symbols of a predetermined number or more are on the prize-winning line.
  • a symbol combination of "water melon”, “water melon” and “lemon” at a lost game will give the player an expectation that the next game will become a hit game than a symbol combination of "water melon”, “bell”, and “lemon”. Therefore, the probability of obtaining a combination with a single symbol different from a hit game symbol combination ("water melon”, “water melon”, and “lemon”) is set higher than that with two symbols different from the hit game symbol combination ("water melon”, “bell”, and “lemon”).
  • the present invention is also applicable to such arrangement.
  • the present invention is applicable to video type slot machines which give graphics display of symbols on a CRT, and to those using four reels or more. Similar functions to the above embodiment can be obtained when applying the present invention to slot machines provided with reel stop buttons in which reel positions are controlled by the amount corresponding to one to two symbol frames in accordance with the stop button operation timings.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Iron Core Of Rotating Electric Machines (AREA)
  • Eye Examination Apparatus (AREA)
  • Addition Polymer Or Copolymer, Post-Treatments, Or Chemical Modifications (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
  • Vending Machines For Individual Products (AREA)

Claims (14)

1. Machine à sous ayant une multiplicité de jeux de symboles (4, 5, 6), chaque jeu ayant des symboles de partie gagnante et des symboles de partie perdante, machine dans laquelle, lorsque tous les jeux de symboles (4, 5, 6) précédemment en mouvement s'arrêtent, la partie est perdue si au moins un symbole de partie perdante est inclus à l'intérieur d'une multiplicité de symboles sur une ligne de gain (13), et la partie est gagnée si tous les symboles sur la ligne de gain sont des symboles de partie gagnante comprenant:
― des premiers moyens (43) pour déterminer si la partie est perdante ou non, caractérisée en ce que:
― des deuxièmes moyens (20, 44) sont sensibles au fait qu'une partie a été déterminée perdante par les moyens de détermination de parties perdantes (43) pour déterminer des symboles de ces jeux de symboles respectifs de façon à augmenter la probabilité, par comparaison avec la probabilité en l'absence de ces moyens, de l'apparition sur la ligne de gain (13) d'une combinaison comportant moins de symboles de partie perdante arrêtés sur ladite ligne; et
― des troisièmes moyens (20) commandent l'arrêt de ces jeux de symboles de façon à arrêter sur la ligne de gain les symboles déterminés par les moyens de détermination des symboles.
2. Machine à sous selon la revendication 1, dans laquelle les moyens de détermination des symboles (20, 44) comportent des moyens (44) pour déterminer le nombre de symboles de partie perdante à arrêter sur la ligne de gain, et des moyens (45) pour déterminer les symboles de partie perdante à assigner à ces jeux de symboles si le nombre de symboles déterminé par les moyens de détermination du nombre de symboles est inférieur au nombre total de ces jeux de symboles.
3. Machine à sous selon la revendication 2, dans laquelle les moyens de détermination du nombre de symboles de partie perdante (44) et les moyens de détermination d'attribution des symboles (45) effectuent leur détermination en fonction d'un nombre aléatoire échantillonné (42).
4. Machine à sous selon la revendication 2 ou la revendication 3, dans laquelle les moyens de détermination du nombre de symboles de partie perdante (44) comporte une table de probabilité de parties perdantes (43) qui contient une table de nombres naturels (0 à "N"), répartis en une multiplicité de groupes, chaque groupe étant indicatif du nombre de symboles de partie perdante devant apparaître sur la ligne de gain (13).
5. Machine à sous selon l'une des revendications 2 à 4, dans laquelle les moyens de détermination de l'attribution des symboles (45) comportent une table de sélection des jeux de symboles qui contient une table de nombres naturels de "0" à "N" répartis en une multiplicité de groupes, chaque groupe étant indicatif d'un jeu de symboles.
6. Machine à sous selon la revendication 5, dans laquelle les moyens de détermination de l'attribution des symboles (45) déterminent un jeu de symboles (4, 5, 6) pour un symbole de partie gagnante et attribuent les deux jeux de symboles restants (4, 5, 6) avec les symboles de partie perdante en consultant la table de sélection des jeux de symboles (45) si le nombre déterminé de symboles de partie perdante est 2 et, si le nombre de symboles de partie perdante est déterminé comme étant 1, déterminent le jeu de symboles à attribuer avec le symbole de partie perdante en consultant cette table de sélection des jeux de symboles (45).
7. Machine à sous selon l'une des revendications précédentes, dans laquelle le nombre de jeux de symboles est 3.
8. Machine à sous selon l'une des revendications précédentes, dans laquelle les symboles de partie perdante comportent des symboles blancs (11).
9. Machine à sous selon l'une des revendications précédentes, dans laquelle les symboles de partie gagnante comportent des symboles "BAR".
10. Machine à sous selon la revendication 9, dans laquelle les symboles de partie gagnante comportent des symboles "BAR" ayant une valeur numérique et dans laquelle, si trois symboles "BAR" avec la même valeur numérique sont alignés sur la ligne de gain (13), le gain est multiplié par cette valeur numérique.
11. Machine à sous selon l'une des revendications précédentes, dans laquelle chaque jeu de symboles (4, 5, 6) est constitué par un tambour tournant ayant une multiplicité de symboles (10, 11) sur sa surface circonférentielle extérieure.
12. Machine à sous selon la revendication 11, dans laquelle le tambour est entraîné en rotation par un moteur pas-à-pas.
13. Machine à sous selon l'une quelconque des revendications précédentes, dans laquelle, en utilisation, en cas d'un gain, des pièces correspondant en nombre au rang de la combinaison de symboles de partie gagnante sont payés et dans laquelle les seconds moyens servent, en réponse à une partie perdante déterminée par les moyens de détermination des parties perdantes (43), à déterminer des symboles de ces jeux de symboles respectifs, de façon à obtenir la probabilité la plus grande possible qu'apparaisse une combinaison comportant moins de symboles de partie perdante, plus proche de la combinaison de symboles de partie gagnante.
14. Machine à sous selon la revendication 13, dans laquelle les moyens de détermination des symboles déterminent des symboles, si le nombre de jeux de symboles est trois, de telle sorte que la probabilité qu'apparaisse une combinaison de symboles de partie perdante avec un symbole différant d'une combinaison de symboles de partie gagnante est supérieure à la probabilité d'une combinaison de symboles de partie perdante avec trois symboles différents de la combinaison de symboles de partie gagnante.
EP88307280A 1988-03-04 1988-08-05 Appareil de jeu à sous Expired - Lifetime EP0330778B1 (fr)

Priority Applications (1)

Application Number Priority Date Filing Date Title
AT88307280T ATE68619T1 (de) 1988-03-04 1988-08-05 Geldspielgeraet.

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP63051197A JPH0630643B2 (ja) 1988-03-04 1988-03-04 スロットマシン
JP51197/88 1988-03-04

Publications (2)

Publication Number Publication Date
EP0330778A1 EP0330778A1 (fr) 1989-09-06
EP0330778B1 true EP0330778B1 (fr) 1991-10-16

Family

ID=12880159

Family Applications (1)

Application Number Title Priority Date Filing Date
EP88307280A Expired - Lifetime EP0330778B1 (fr) 1988-03-04 1988-08-05 Appareil de jeu à sous

Country Status (6)

Country Link
EP (1) EP0330778B1 (fr)
JP (1) JPH0630643B2 (fr)
AT (1) ATE68619T1 (fr)
AU (1) AU611927B2 (fr)
DE (1) DE3865667D1 (fr)
ZA (1) ZA885692B (fr)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2739942B2 (ja) * 1987-10-16 1998-04-15 株式会社ソフィア 遊戯機
JP2006175049A (ja) * 2004-12-22 2006-07-06 Heiwa Corp 遊技機

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS59186580A (ja) * 1983-04-08 1984-10-23 株式会社ユニバ−サル スロツトマシン

Also Published As

Publication number Publication date
EP0330778A1 (fr) 1989-09-06
JPH01227781A (ja) 1989-09-11
JPH0630643B2 (ja) 1994-04-27
DE3865667D1 (de) 1991-11-21
AU2039788A (en) 1989-09-07
ZA885692B (en) 1989-04-26
AU611927B2 (en) 1991-06-27
ATE68619T1 (de) 1991-11-15

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