EP0507435A2 - Verbesserungen an Maschinen zum Spielen, Amüsieren und dergleichen - Google Patents

Verbesserungen an Maschinen zum Spielen, Amüsieren und dergleichen Download PDF

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Publication number
EP0507435A2
EP0507435A2 EP92300922A EP92300922A EP0507435A2 EP 0507435 A2 EP0507435 A2 EP 0507435A2 EP 92300922 A EP92300922 A EP 92300922A EP 92300922 A EP92300922 A EP 92300922A EP 0507435 A2 EP0507435 A2 EP 0507435A2
Authority
EP
European Patent Office
Prior art keywords
locations
play
location
matrix
player
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.)
Withdrawn
Application number
EP92300922A
Other languages
English (en)
French (fr)
Other versions
EP0507435A3 (en
Inventor
Arthur Heaton c/o Elton Fabrications Ltd Helm
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.)
Elton Fabrications Ltd
Original Assignee
Elton Fabrications 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
Priority claimed from GB919106839A external-priority patent/GB9106839D0/en
Priority claimed from GB919121519A external-priority patent/GB9121519D0/en
Application filed by Elton Fabrications Ltd filed Critical Elton Fabrications Ltd
Publication of EP0507435A2 publication Critical patent/EP0507435A2/de
Publication of EP0507435A3 publication Critical patent/EP0507435A3/en
Withdrawn legal-status Critical Current

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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
    • 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
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played

Definitions

  • This invention relates to machines for gaming, amusement or the like, hereinafter collectively referred to as gaming machines in the interest of simplicity.
  • each of such machines comprises the insertion into the machine of a coin or token, followed by play on the machine, and if play on the machine is successful, then the player may be rewarded by payment of coins, or tickets or by free plays of the machine.
  • the present invention relates to a gaming machine with a new functional capability.
  • the gaming machine comprises pre-select means whereby the user of the machine upon commencement of play of a game, pre-selects a number of locations from a matrix of such locations which are visible on the machine, the pre-selected ones of said locations being less in number than the total number of locations in the matrix, and during play of the machine the said matrix locations are sequentially identified in a random manner, and termination of play results in one or more of the said locations being permanently identified, the play of the machine comprising that if the permanently identified location or one of the permanently identified locations coincides with a pre-selected location, a reward is made.
  • the permanent identification of the location is under the skill control of the player.
  • the sequential identification of the location is such as to enable the player to have a degree of foreknowledge as to the indication of the locations.
  • the matrix may comprise twenty-five locations arranged in a five-row by five-column layout, and in the play of the machine, at each selection, the user selects say five or seven of said locations. Preferably also, the same number of locations are identified at the end of the play.
  • the sequential indication of the locations is such that the locations in vertical, horizontal and diagonal rows are sequenced by the illumination of same, the randomness of the indication arising in that the said rows be selected randomnly as is the direction of indication. That is to say the respective locations in a row may be indicated from top to bottom or bottom to top, or left to right or right to left, but at least the player will have some degree of foreknowledge of when his selected locations will be indicated so that he can attempt to stop the sequence when the indicated location coincides with one of his pre-selected locations.
  • the machine may comprise a matrix of selection buttons comprising typically twenty-five arranged in a five-row by five-column layout.
  • a player inserts a coin or token in a coin feed mechanism of the machine, following which he will receive an instruction to make a selection of the appropriate number for example five as indicated above. He makes his selection of five of the buttons of the twenty-five button matrix, and this has the effect of illuminating the corresponding locations of the display matrix, a first illumination source being illuminated in each of said locations which is selected.
  • a "wait for play” or ready plaque is illuminated.
  • the "wait for play” lamp is extinguished.
  • an automatic and sequential indication of the locations takes place and the player is required to watch the sequence of indication and he tries by pushing an appropriate button to stop the sequence when an indicated location coincides with a pre-selected location. He has the same number of "tries” in each game as there are pre-selected locations.
  • the machine may be provided with a "cancel" button which the user can press if he decides to change his pre-selection before commencing the game.
  • the machine has three skill stop buttons, respectively for stopping horizontally, vertically and diagonally running sequences, each of said buttons being illuminated when the appropriate sequence, but only that sequence, is running.
  • the machine further is arranged to select, at random, one of the locations for permanent indication, should the player fail to make a "try” using the skill stop buttons after the locations have been sequenced for a predetermined time.
  • Each location may have a second illumination means therein which is switched on and then off as that location is illuminated in the sequential random indication.
  • the pre-selected number of locations five in this embodiment, remain illuminated giving the aforesaid permanent indications, and for each coincidence between a pre-selected indication given by the illumination of the first illumination means as a result of the pre-selection and a permanent indication, then such coincidence constitutes one "win” or "hit” and the first and/or second illumination means in that location flashes indication a "hit".
  • the user may therefore have up to seven wins, and he may be rewarded accordingly, for example with a coin of a certain denomination or a token for each win.
  • Each "miss" or loss is indicated by the second illumination means of the loss location being permanently illuminated until the next game.
  • the first lamp in only one of the pre selected locations flashes and it is on this one that the player tries to stop the sequence. If he does, the first and second lamp in that location flash, repeatedly indicating a hit. If he fails, the second lamp in the location in which the sequence stops, remain permanently lit, but the first lamp therein is extinguished, indicating a miss. This is repeated for each of the pre selected locations in turn so that at the end of each game the same number as the pre selected number of locations will be illuminated, but these locations may or may not coincide with the pre selected locations depending upon the number of hits.
  • the order of causing the pre selected locations to flash as preferably the same as that in which they were selected by the player. Each location which is a hit will have repeatedly flashing lamps whilst "miss" locations will have the second lamps only illuminated.
  • the coin mechanism may comprise a multi-play magazine, whereby the user can insert a coin to the value of the multiple of the coin for each play, so that said multiple number of plays can be effected without the insertion of any further coins.
  • the machine may have a display window indicating the number of plays remaining available to the player, and also the number of "tries" available or remaining in each game. Also, when the player is rewarded for each win, this may be credited in a totalizing mechanism from which the player can subsequently draw, or wins may be credited as further plays of the machine. This manner of reward and totalizing is of course well known in connection with other machines.
  • the play once commenced may be automatic, the user simply being required to start the machine.
  • a start mechanism which may be of the conventional one-arm bandit type involving the use of a lever which is pulled downwards to commence the play, or it may be by means of a button which is mechanically mounted so as to give the same feeling of starting the machine as is given by the swingable lever. That is to say the button may give the impression of feeling that it is moving against the resistance which suddenly releases when the machine starts.
  • this machine may have a display window in which is provided a series of illumination sources which illuminate in a chasing sequence in order to give the impression of a rotating drum. It is usual to have rotating drums in conjunction with the one-arm bandit starting mechanism described above.
  • this machine may be provided with further buttons, namely a "hold” button, a “stop” button and a nudge up or nudge down button.
  • the purpose of the hold button is to enable a user to hold his pre-selections for second and subsequent games if required, whilst the stop button is a single skill stop means to enable the user to stop the random sequential illumination of the display locations in an effort to achieve the maximum coincidence between the permanent illumination of the second illumination means with the pre-selected illumination of the first illumination means.
  • the nudge up button moves the stationary illumination one location up and the nudge down button one location down. These buttons would illuminate at random and only be operable when illuminated.
  • the machine shown is a twin station machine and comprises an upright casing 10 of rectangular cross-section, and of relatively narrow width and depth compared to its height.
  • a display cabinet 11 for displaying prizes and there is provided a coin insertion mechanism 12 into which the user places the coin for the play of the game.
  • a display matrix 16 On the front 14 of the casing at the top portion thereof is a display matrix 16 defining twenty-five display locations arranged in five rows and five columns as shown clearly in Fig. 2.
  • the twenty-five display locations are represented as shown in Fig. 2 by the reference numerals 1-1 to 5-5, the first digit indicating the row, and the second digit indicating the column.
  • the display location 16 may comprise simply a printed flat screen behind which are pocket members defining the respective locations.
  • Each of the pocket members may house a first illumination means X and a separate second illumination means Y, whose functions will be described hereinafter.
  • a selection matrix 18 comprising a matrix of twenty-five select buttons arranged in five-row by five-column format similar to the display locations. Again the select buttons are identified by reference numerals 1-1 to 5-5, the first digit indicating the row, and the second digit indicating the column.
  • the display matrix 18 is carried by a forwardly projecting housing 20.
  • the housing 20 also carries display plaques 30 and 31 for indicating the state of play of the machine and to which reference is made hereinafter.
  • Display areas 33 and 35 indicate, during play, the number of "tries” remaining in any one game, and the number of credits or games available to the player.
  • a coin pay-out tray 32 Under the housing 20 is a coin pay-out tray 32, or a ticket dispenser and, by way of convenience to the user, a foot rest 34 is provided at the lower end of the front of the machine for the user's comfort.
  • a foot rest 34 is provided at the lower end of the front of the machine for the user's comfort.
  • Each machine station has a player seat 37 shown.
  • the machine is a two station unit so that two players can play at the respective stations independently of each other.
  • any station is not in use, there will be a random illumination, sequentially of the locations 1 - 1 to 5 - 5 of matrix 16 and if neither unit is in use, the random illumination of the units wil be synchronised and in phase so that the same locations in the respective units will be illuminated at the same time.
  • the machines are designed so that as many as required may be ganged together so that the random illumination of the matrix locations of all machines not in use are synchronised and in phase as described above.
  • the player selects five locations from a choice of twenty five which then flash, one at a time, at random and the player has to try to match the chosen five locations with the randomly flashing ones. This is done using the three skill-stop buttons 24, 26, 28.
  • the locations flash in running lines of five in all directions.
  • One token/ticket is payed out for each coincidence between each pre-selected location and each skill stopped location. If there are five coincidences, then a higher pay out is possible and higher still if the coincidences are in a straight line which may be horizontal, vertical or diagonal.
  • Up to thirty two units can be ganged so as to be under the supervision of a master which ensures the slaves operate in unison when not in play (and optionally when in play) to execute the same sequence of flashing illumination of the locations.
  • the cost per game and payouts are selectable via dil switches and the length of time a flashed location is lit is also selectable via a dil switch.
  • the matrix 16 has twenty five locations in a 5 X 5 matrix used before the game is played to display the random run sequences, used during the game to show 1) choice of stars, 2) a winning match and 3) a miss.
  • Each square has two outside bulbs X which are used during the random run sequence and a centre bulb Y which lights if that location has been pre-selected. All three flash if a coincidence has been made. If a coincidence is not made, the outside lights X of the location at which the sequence was stopped is illuminated.
  • the keypad matrix 18 is used by the player to make their choice of locations.
  • the plaque 30 is to prompt the player making the choice of locations. After all choices have been made the light goes out.
  • the wait for play plaque 31 lights up and goes out one second before the random sequence starts, and is lit again when a try has been made.
  • the credit display 35 shows the number of games remaining.
  • the display 35 increments when a coin is inserted (depending on coin value) and decrements when a game starts. It reads zero during the last game. In this embodiment, the maximum number of credits is nine.
  • Display 33 shows the number of "tries” remaining within a game. After each try or automatic random selection by the machine the display 33 is decreased by one and before each game it is set to five. It reads zero during the last play of each game.
  • the player uses the skill stop buttons 24, 26, 28 to stop the flashing location on one of the pre-selected stars.
  • Each skill stop button the corresponding sequence is running on the matrix 16. For example, at the start of a vertical sequence, the vertical skill stop button 24 will light and at the end of the run it will be turned off. The same is true for the horizontal and diagonal skill stop buttons.
  • the random display sequence is a set of twelve running sequences of five locations.
  • a "running line of five" is defined by five squares in a line which flash sequentially as shown in Fig. 3.
  • the first square is switched on; after a pre-selected time it is switched off and the second square is switched on; after the same pre-selected time the second square is switched off and the third squre is switched on. This goes on until, finally, the fifth square is switched on and switched off after the same pre-selected time has elapsed. Illumination is by the outer two pulls X as hereinbefore described.
  • a line code consists of two parts the first is a number from 1 to 12 the second is either an A or B. The number specifies a unique, but non-directional line and the letter indicates which direction the line must run.
  • a complete sequence consists of a set of 12 of these codes. The entire sequence is formed by random ordering of the numbers 1 to 12 which define the row along with a random choice of A or B which define whether the sequence is up or down or from right to left.
  • a master board can control up to 32 units in ganged relationship.
  • the master board has three main functions and these are:-
  • the master will send the above information to all of the slaves at the same time. Since the slaves act on the information as soon they receive it the master has to wait until the right time before any part of the information can be sent. This is shown more clearly in Fig. 5.
  • Stage 1 Pre-game.
  • the or each slave is continually running display sequences sent by the master.
  • a single location is illuminated. This location is chosen at random by the master and is switched off at the start of the next display sequence and also is set to be different from the previous four locations illuminated.
  • both the credit and tries 33 are set and the display sequence sent from the master are ignored.
  • the select plaque 30 is lit and then the player makes his five different choices using the keypad 18. Each choice as it is made is shown on the playboard by illumination of lights X. When the 5th location is selected the plaque 30 is switched off.
  • Stage 3 A play of the game. (This stage involves five "tries”).
  • the "number of tries" display 33 is decremented by one.
  • the display sequence runs and the player is given the opportunity to skill stop the flashing location onto their chosen squares.
  • only one pre selected location flashes at any one time and the player has to try to stop the sequence on that location.
  • the pre selected location flahs in turn in the order they were chosen.
  • the skill stop buttons 24, 26, 28 light in accordance with the directions ofthe running lines offive.
  • the stopped location is not a pre-selected location then it remains illuminated (i.e. a miss) and the first try is ended.
  • the flashing lamp in the pre selected location is extinguished.
  • the stopped location is a pre-selected location which is not flashing then it is ignored.
  • this random location coincides with a pre-selected square, which is not already flashing, then it is ignored. It remains illuminated (not flashing) if it does not coincide with a pre-selected location.
  • a token/ticket for each flashing square is paid out. If five locations are flashing a bonus is payed out. If five locations are flashing in a straight line, horizontal, vertical or diagonal a further bonus may be paid out.
  • the machine is such that the number of tickets/tokens paid out is adjustable via a dil switch.
  • the machine is provided with means for generating sound at the various stages of operation of the machine, for effect.
  • each flash in a vertical line running from the bottom of the play board to the top is accompanied by a note whose pitch is determined by the position of the flashing location within its running line. In this case the notes ascend.
  • the duration of the note is equivalent to the length of flash.
  • the table below relates each type of running line to an ascending or descending sequence of notes.
  • a note is sounded at the moment the key pad is pressed.
  • the duration of the note is about half a second.
  • a beep is sounded for half a second when the wait for play light goes out.
  • the second illumination means constantly change in a random fashion during the play of the machine until the end of a pre-set time. At this point the player can therefore compare the locations which have the second illumination means illuminated, with the locations which he pre-selected to ascertain if there is one or more coincidences. For each such coincidence, the player receives a win either in the form of a coin, or ticket pay-out immediately, or a credit or an extra play or a contribution to an extra play of the machine.
  • buttons namely "nudge” buttons which enable the player to move the permanently identified location after the random illumination sequence to a position elsewhere on the matrix in an attempt to match it with a pre-selected location and produce a "win".
  • buttons which will illuminate when operational and be capable of moving the permanently identified location to one position up or down in the matrix.
  • the nudge buttons when operational shall be illuminated to indicate to the player that use may be made of them once the random illumination has stopped, said illumination and operation shall be random in relation to each play so that it will not be possible to operate the nudge buttons at every play.
  • the nudge buttons When not used, the nudge buttons stay illuminated for a short period of time before the next random illumination ceases.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)
EP19920300922 1991-04-02 1992-02-04 Improvements relating to machines for gaming, amusement and the like Withdrawn EP0507435A3 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
GB9106839 1991-04-02
GB919106839A GB9106839D0 (en) 1991-04-02 1991-04-02 Improvements relating to machines for gaming,amusement and the like
GB919121519A GB9121519D0 (en) 1991-10-10 1991-10-10 Improvements relating to machines for gaming,amusement and the like
GB9121519 1991-10-10

Publications (2)

Publication Number Publication Date
EP0507435A2 true EP0507435A2 (de) 1992-10-07
EP0507435A3 EP0507435A3 (en) 1993-04-07

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Application Number Title Priority Date Filing Date
EP19920300922 Withdrawn EP0507435A3 (en) 1991-04-02 1992-02-04 Improvements relating to machines for gaming, amusement and the like

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EP (1) EP0507435A3 (de)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001083061A1 (en) * 2000-04-28 2001-11-08 Aristocrat Technologies Australia Pty Ltd Multiple credit meter
US8979635B2 (en) 2012-04-02 2015-03-17 Wms Gaming Inc. Systems, methods and devices for playing wagering games with distributed and shared partial outcome features
US9305433B2 (en) 2012-07-20 2016-04-05 Bally Gaming, Inc. Systems, methods and devices for playing wagering games with distributed competition features

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3770269A (en) * 1968-06-17 1973-11-06 C Elder Random unit generator amusement device
GB2183381B (en) * 1984-12-08 1988-07-20 Elton Fabrications Improvements relating to amusement arcade machines
DE8703997U1 (de) * 1987-03-17 1987-04-30 Bally Wulff Automaten GmbH, 1000 Berlin Glückspielgerät
DE3743359A1 (de) * 1987-12-21 1989-07-06 Paul Gauselmann Einrichtung zur anzeige des gewinn- und spielplans eines muenzbetaetigten unterhaltungsgeraetes

Cited By (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001083061A1 (en) * 2000-04-28 2001-11-08 Aristocrat Technologies Australia Pty Ltd Multiple credit meter
US7175527B2 (en) 2000-04-28 2007-02-13 Aristocrat Technologies Australia Pty Ltd Multiple credit meter
USRE42351E1 (en) 2000-04-28 2011-05-10 Aristocrat Technologies Australia Pty Ltd Multiple credit meter
US8979635B2 (en) 2012-04-02 2015-03-17 Wms Gaming Inc. Systems, methods and devices for playing wagering games with distributed and shared partial outcome features
US9305433B2 (en) 2012-07-20 2016-04-05 Bally Gaming, Inc. Systems, methods and devices for playing wagering games with distributed competition features

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Publication number Publication date
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