EP0648361B1 - Automate de jeu - Google Patents

Automate de jeu Download PDF

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Publication number
EP0648361B1
EP0648361B1 EP93914545A EP93914545A EP0648361B1 EP 0648361 B1 EP0648361 B1 EP 0648361B1 EP 93914545 A EP93914545 A EP 93914545A EP 93914545 A EP93914545 A EP 93914545A EP 0648361 B1 EP0648361 B1 EP 0648361B1
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EP
European Patent Office
Prior art keywords
game
symbols
game symbols
player
winning
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Expired - Lifetime
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EP93914545A
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German (de)
English (en)
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EP0648361A1 (fr
Inventor
Anton Fuchs
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Novo Invest Casino Development AG
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Novo Invest Casino Development AG
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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
    • 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters

Definitions

  • the invention relates to a gaming machine according to the preamble of claim 1.
  • a management device is known in which symbols are to be added from an existing symbol combination in order to obtain a profitable symbol combination.
  • This device gives the player a recommendation, taking into account the profit plan, which symbols should be added to the symbols held so that a maximum profit can be granted.
  • the player is given an indication of how easily these supplementary symbols can be obtained, or an indication is given of the time period within which an operating element must be actuated in order to achieve the desired symbol.
  • a reel game machine which offers a so-called "nudging" function.
  • the reels that stand still and show a certain combination of symbols can be gradually adjusted again after completing this game; this setting function is made available to the player according to random criteria and enables the player to improve the result situation at best in the direction of a win.
  • Similar devices can also be found in GB-A1-2,165,385 and 2,117,155.
  • the display only shows the maximum profit that can be achieved in the respective game.
  • the likelihood of achieving this maximum win. is the lowest, however; there are usually a number of other chances of winning that are much more likely to reach them.
  • Certain game strategies are not supported by specifying the maximum win; moreover, there is no chance of winning at all if you arbitrarily change the game symbols presented by the slot machine to hold or store, just to follow a game strategy other than that suggested by the slot machine.
  • the aim of the invention is to increase the attractiveness of slot machines for the player or to help the player from the chances given according to the game program and / or probability and / or the number and / or the type of game symbols available or which can be displayed by the computer to be able to take advantage of the optimal opportunities in his opinion
  • the specific aim of the invention is to show the player the best chances for the symbols presented or for the symbols or symbol combinations selected by him, which he can realize in a subsequent game, or to give hints on how he can best take advantage of his chances if these objectively available and displayable chances of winning often contradict the game behavior and the psychological reactions of the player with regard to displayed game symbols; by linking the actually existing chances of winning with a certain "instinct" of the player, he should be able to change his game situation and his chances of winning compared to the slot machine supported by the slot machine and possibly improve it; this actual or apparent improvement in the gaming situation significantly increases the attractiveness of the slot machine.
  • the player can pursue different game strategies and assess the achievable chances of winning depending on various game symbols or combinations of game symbols which he has arbitrarily chosen to cancel.
  • the player thus receives not only an advertisement regarding the highest possible profit for the one selected by them, but also an advertisement about all or at least about a number of the available profit possibilities which can be reached with the game symbols selected by the player in the next game.
  • the slot machine can either simultaneously with this game display or after pressing a call button, the individual selected by the slot machine (e.g. joker) or several (e.g. several identical symbols) of the displayed Show game symbols or game combinations in the next game achievable winnings.
  • the player chooses his strategy based on the displayed chances. Only in exceptional cases is the player offered only one chance to win, namely when there is only one win that is closer than the displayed game symbol combination presented; this would be the case, for example, that four identical card symbols (poker) are presented; in the next game or turn, only five of the same card symbols can be displayed as higher winnings.
  • the procedure can be such that in particular after a certain number of games and / or after the performance or appearance of a certain number of game symbols, e.g.
  • the invention also relates to a method for supporting or training a player according to the preamble of patent claim 16, which is characterized according to the invention by the features stated in the characterizing part of patent claim 16.
  • Such slot machines can have as game symbols, for example, the various usual playing card symbols or those in the so-called reel slot machines usual symbols.
  • These slot machines can be used to play, for example, poker, "17 and 4" or any other game in which it is important to obtain a certain number of symbols, distributed over a certain number of places, in principle it does not matter whether the aim of the game is to obtain the highest possible game symbols, for example card values or points, or to arrange the game symbols in a certain order or to obtain different game symbols in certain combinations and / or height and / or arrangement.
  • the determination or display of the game symbols shown in the display field or a profit determination based thereon is expediently carried out in accordance with the predetermined program (game plan) of the computer; Either a random selection of the game symbols, in particular with the aid of a random generator, can take place, the allocation of the winnings to the selected game symbols being carried out by means of a profit table which is stored or provided in the program, or another procedure could consist in that at the start of the game the one for this Game predetermined profit is determined randomly with the aid of a random generator and the game symbols to be displayed are determined by the computer on the basis of a game symbol list or on the basis of predetermined program data in accordance with the predetermined profit.
  • FIG. 1 shows schematically the structure of a gaming machine according to the invention and FIGS. 2, 3, 4 and 5 show detailed views of an opportunity display area.
  • a slot machine 1 comprises a schematically indicated housing 12 with the facilities necessary for carrying out the games, for which purpose a display 2, a keypad 13, and an opportunity display area 7 and a calculation unit 5 pay. It goes without saying that a plurality of display fields or a plurality of keypads can also be provided; further fields are provided for the corresponding game displays and the buttons necessary for operating the gaming machine are available.
  • the computing unit 5 and the units actuating the display field 2 or the connecting lines 18 between the buttons 4, 8, 11 and 14 and the computing unit 5 run inside the housing 12 and are only shown in part.
  • the display symbols 2 show the game symbols 3 selected by the computing unit 5; Furthermore, at least one display 15 for the amount of the game bet, at least one display 16 for the existing game capital, at least one display 6 for the win of the game or game move (section) just taken, at least one display 17 for a possible doubling of the win etc. be provided.
  • a key field 13 Arranged below the display field 2 is a key field 13, in which individual selection devices 8, such as keys, joysticks or buttons, which are assigned to the individual game symbols 3 in the display field 2, are arranged, with which the computing unit 5 can be given signals which game symbols should be saved or held for the next game.
  • These keys 8 can also be illuminated by the microprocessor 5 in order to give the player indications that these game symbols marked in this way were noteworthy for a cancellation for the next game. In itself, an acoustic signal can indicate that favorable game symbols have been displayed for cancellation.
  • a start button 4, a coin insert 19, a call button 14 and a payout button 11 complete the keypad 13.
  • the opportunity display area 7 is provided, in which the computing unit 5 displays corresponding displays, by means of which the player is informed of the chances of winning when he sees certain game symbols 3 'of the computing unit 5 in the display field 2 displayed game symbols 3 for the next game.
  • the computing unit 5 is connected to the display field 2 or the opportunity display area 7, for example via a video interface 9; Usually, all displays are made on one screen; it is possible to provide separate video interfaces both for the display field 2 and for the opportunity display area 7 if these units are formed by separate screens.
  • the ads 6,15,16,17 and any further displays are made by the computer 5 via corresponding screens, displays, lamps or light fields.
  • the arithmetic unit 5 can also be assigned the start button 4 and the coin slot 19 in order to activate the slot machine in a known manner.
  • the computing unit 5 offers e.g. via the corresponding video interfaces 9 to the player in display field 2 on the five seats available in the present case, five playing card symbols; in this case an ace, a four, a six, an ace and a three in diamonds.
  • the arithmetic unit 5 displays chances on the opportunity display area 7 which can be easily realized when the player certain game symbols 3 ' which have been judged by the arithmetic unit 5 as favorable for the next game to actually cancel.
  • the arithmetic unit 5 since it is a kind of poker game, the arithmetic unit 5 has proposed to cancel the two game symbols 3 ', namely the two aces, and shows the possibilities of five aces as achievable chances for the next game. to achieve four aces or three aces, 21 different high profit values being assigned to these different profit opportunities in display fields.
  • At least one display field 20 is arranged in the opportunity display area 7, in which a percentage or the probability is displayed with which a displayed game symbol combination or a presented winning possibility can be achieved.
  • the player either confirms this stop suggestion and actuates the start key 4 by actuating the hold buttons 8 assigned to the two aces, or if the slot machine accordingly is set, only the start button 4 is pressed or the game is continued by inserting a new coin, the two aces are canceled for the next game or the following turn and the arithmetic unit 5 only offers the player on the places 2, 3 and 5 in the next Play new game symbols, which may also include aces and would thus more or less realize the offered chances of winning.
  • the player could also forego the proposed chances of winning and try to reach a so-called "street” instead of a larger number of aces.
  • the player could e.g. hold an ace, the three and the four or the three, the four and the six.
  • two chances of winning would be shown in the opportunity display area 7, namely a "street” beginning with the two and ending with the six and a "street” beginning with the three and ending with the seven; Both options can be achieved if the three, the four and the six are maintained for the next game by correspondingly pressing the hold buttons 8 assigned to these game symbols.
  • a possible chance of winning would also be two "pairs" (two aces + two threes or two aces + two fours or two threes or two fours, which in principle can be displayed in accordance with the invention, but are generally not displayed as these chances of winning are not easily accessible and would only bring small profits.
  • a number of also high profitable opportunities are displayed. Which profit opportunities are displayed is determined by the program or by the content of corresponding memories.
  • the display in the opportunity display area 7 either always takes place in conjunction with the game symbols represented by the arithmetic unit 5 in accordance with a selection of the chances of winning taking place in the arithmetic unit or can only be displayed after actuation of a chance to call up button 14. It is advantageous for the game strategy to make the odds display dependent on which keys 8 the player presses or which game symbols the player intends to maintain. If certain computing symbols are to be retained by the computing unit 5, e.g. by illuminating the hold buttons 8, the opportunities displayed in the opportunity display area 7 initially relate to these game symbols.
  • the actuation of only one or more holding buttons would, however, indicate to the arithmetic unit 5 that the opportunity display made is not being used and the arithmetic unit 5 takes the game symbol (s) identified by actuating the corresponding holding button (s) 8 ) as the basis for a new opportunity to win. It would also be possible to provide your own delete keys if you do not want to accept game symbols suggested by the computer.
  • the individual rules of the game or the options for making the odds display visible depending on times specified by the computer or at times desired by the player can be designed differently depending on the slot machine. It is essential, however, that the player is offered all or a number of sensibly achievable profit opportunities in any case.
  • the game usually proceeds in such a way that a certain stake has to be paid for the first game and a certain stake has to be paid for the next game or the following turn, but in the second game or following game section certain game symbols are indicated by the first game can be predetermined.
  • Chances of winning are created by the computing unit 5 in such a way that either the chances of winning for special game symbols or game symbol combinations are entered beforehand in a memory 10 assigned to the computing unit 5; At the same time, this memory 10 can also be used to create certain chances of winning or suggestions that are adapted to the normal playing behavior of the players, since players often prefer to accept fewer chances of winning that are more feasible.
  • the computing unit assigns the game symbols proposed to be picked up or intended by the player himself to be picked up Chances of winning with regard to a greatest chance of winning and / or the highest possible profit in the opportunity display area, for which purpose the computing unit reads out and displays the possible chances of winning or the highest possible profit for certain game symbols or game symbol combinations presented from a memory unit assigned to it or the microprocessor the result of a calculation, if necessary with the help of data stored in the storage unit relating to winning probabilities, winning amount information, symbol or symbol combination values, specifications regarding the usual choice of symbols by players for optimizing profits or according to psychological and / or statistical data for maximizing profits or the like. displays.
  • the display of the optimal profit is supplemented by the display of further profit opportunities determined in the same way.
  • the computing unit 5 essentially comprises at least one microprocessor, which carries out the corresponding calculations as a function of the predetermined parameters of the chance of winning.
  • the number of game symbols shown in display zone 2 can be chosen as desired; It can be three, four, five or more symbols, which can have any shape and appearance.
  • the winnings assigned to the individual game symbols or game symbol combinations can be chosen arbitrarily; However, it must be taken into account that poker slot machines or reel slot machines worldwide have a similar or comparable structure with regard to the chances of winning, so that the slot machine according to the invention will also be based on these known slot machines with regard to the rules of the game and with regard to the winnings or chances of winning.
  • the present odds display is based on a type of poker game, including the card symbols diamond-ace, diamond-two to diamond-king, each symbol being present five times. It is also entirely possible to design a slot machine in such a way that the predetermined game symbols represent a card game, i.e. the colors of spades, hearts, diamonds and clubs from ace, two to the king each, include.
  • the manufacturer of the gaming machine can make specifications for the winning probabilities and chances of winning, but that the game symbols or game symbol combinations are determined or displayed purely by chance by means of random generators or similar devices. Specifications are chosen in particular to reflect the player's desire to play to increase an increase in profits. Corresponding reprogramming of the arithmetic unit 5 can be carried out by replacing the memory 10 or by programming correspondingly modified game parameters.
  • FIG. 4 shows an embodiment of a slot machine, namely a so-called "reel slot machine”.
  • the player is presented with a number of game symbols, in the present case cherries, apples, pears, sticks and stars, in several places next to one another, in the present case in four places.
  • the computing unit 5 specifies these game symbols, one, two, three or even more such game symbols being offered at each place; in the present case, as with the usual reel slot machines, three game symbols 3 are offered simultaneously on each seat.
  • a win is made dependent on the appearance of game symbols in certain display spaces and on the position of the game symbols in the respective display spaces (top, middle, bottom). This is illustrated by the odds display 7 according to FIG. 4.
  • a win with stars can only be achieved if a star appears in any of the adjoining advertisement spaces on any location within this advertisement space; this explains the odds shown for the four stars shown.
  • the player can determine the chances of an advertisement for the next game or the next turn itself to some extent estimate; the more often such a game symbol is present, the greater the probability that this game symbol will be displayed in the next game or turn.
  • the player is given suggestions for stopping by the slot machine, the player must know whether these suggestions are made on the basis of the original game symbols present or whether they are carried out on the basis of the number and type of symbols prescribed for the next game.
  • the player can estimate which game symbols he should pick up for a next game, if he wants to pick up any of them at all, and wants to cash out any winnings already displayed or does not want this game to be supplemented by a next game or turn .
  • the player is now presented - as shown in FIG. 5, on the left - an initial display of the game symbols present at the start of the game in a chances display area 7 '.
  • the start of the game there are 24 cherries, 24 apples, 12 bars, 6 stars, 6 hearts, 48 "blanks" and 1 joker.
  • the game symbols are presented in four places in display field 2, after the end of a first game in which a cherry, two "blanks" and an apple were presented, a game could be played for a next game the ad indicated in Fig.
  • the respective chances of winning can be displayed on areas of the screen which are separated from the display field 2; there is definitely the possibility that the chances of winning are presented at the location of the display field 2, in particular if the display fields are screen displays, so that the game symbols for display or the chances of winning are displayed successively in the same place.
  • the display field can be a video screen, a display, an LED display, a viewing window with moving rollers or running film strips or the like; in the display field, the game symbols are presented to the viewer in predetermined places in any known manner.
  • corresponding devices in particular computing units, are provided in the computer or in the gaming machine, which perform a determination of the game symbols shown and, depending on the winnings achieved, carry out a corresponding winnings announcement or payout.
  • the winning combinations assigned to a certain game symbol combination i.e. by adding a number of further game symbols, are either recalculated from game to game based on the corresponding data, or are already fixed for certain game combinations in memories and only need to be removed from them .
  • corresponding switching and control units which display a number or all of the possible winning combinations in a next game in order to provide the player with the appropriate strategies of information.
  • the so-called “nudging” function can also be provided in the case of reel-playing apparatuses according to the invention as a procedure subsequent to the gaming or procedure according to the invention, that is to say that after the selection process has ended or the game symbols defined for next game or the next turn has been canceled and after this next game or turn to improve profit the displayed playing card symbols or reel symbols can still be changed ("nudging").

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Claims (19)

  1. Automate de jeu comprenant au moins un panneau d'affichage (2), en particulier un écran, pour un nombre de symboles de jeu (3), par exemple des symboles de cartes à jouer, des symboles de rouleaus, ou pareil,
    où le joueur reçoit les symboles de jeu (3) présentés après le départ de jeu ou le départ d'un coup (d'une partie) de jeu, le cas échéant étant effectué par actionnement d'un bouton de déclenchement (4) et/ou par introduction d'une pièce de monnaie ou par expiration d'un laps de temps, sur un nombre prédéterminé de places du ou sur le panneau d'affichage (2), respectivement, symboles qui sont sélectionnés par commande d'un calculateur ou microprocesseur (5) selon des critères aléatoirs ou en train d'enlèvement d'un programme de calcul ou selon des critères prédonnés arbitrairement d'une pluralité de symboles de jeu prédonnés ou existants,
    en particulier un gain de jeu étant déterminé ou dépendant de la place ou de la position sur le panneau d'affichage (2), respectivement, ou le symbole de jeu apparaît ou est présenté, et/ou du type des symboles de jeu séléctionnés ou présentés et/ou du nombre des symboles de jeu pareils, et étant affiché, le cas échéant, par une indication de gain (6),
    l'automate de jeu comprenant au moins une zone d'indication (7), de préférance dans son panneau d'affichage (2), où un gain maximum à réaliser est affiché par le calculateur, le cas échéant après actionnement d'une unité d'appel (14), par exemple un bouton d'appel, par le joueur,
    le joueur ayant l'option de sélectionner aucun, un ou un nombre desdits symboles de jeu affichés et de les conserver pour le jeu prochain ou le coup (la partie) de jeu prochain(e) ou de les retenir de manière qu'au jeu prochain ou au coup (à la partie) de jeu prochain(e) des symboles de jeu de la pluralité des symboles de jeu prédonnés ou encore existants sont présentés au joueur aux places des symboles de jeu non-sélectionnés ou non-retenus par le calculateur (5) selon des critères aléatoirs ou selon des critères prédonnés arbitrairement, dans ce jeu prochain ou coup (partie) de jeu prochain(e) le gain étant dépendant de préférence de la place et/ou du type et/ou de la parité de tous les symboles de jeu (3) alors indiqués, caractérisé en ce qu'une zone d'indication des chances additionnelles est prévue sur le panneau d'affichage (2), particulièrement dans la zone d'indication (7), dans laquelle, additionnellement à la combinaison de symboles correspondante au gain maximum, un nombre d'autres ou toutes les combinaisons de symboles de jeu lucratives obtenables et possibles et/ou des indications des probabilités de gain ou pour la détermination desquelles sont indiqués par le calculateur (5), en particulier pour faciliter l'exécution de différents stratégies individuelles, lesdites combinaisons de symboles étant données ou réalisables, le cas échéant, avec les symboles de jeu ou combinaisons de symboles de jeu présentés ou existants ou retenus ou sélectionnés par le joueur pour les conserver pour le jeu prochain ou pour le coup (la partie) de jeu prochain(e) au cours du jeu prochain ou du coup (de la partie) de jeu prochain(e).
  2. Automate de jeu selon la revendication 1, caractérisé en ce que l'affichage des combinaisons de symboles de jeu lucratives et/ou les indications sur ou dans la zone d'indication des chances (7) sont effectuées par le calculateur (5) en substance en même temps qu'une information acoustique relative à la présence des symboles de jeu jugés favorables à être conservés et/ou qu'un marquage optique, par exemple une illumination, des symboles de jeu (3') apparaissants au panneau d'affichage (2) et jugés favorables par le calculateur pour le joueur à être sélectionnés et à être conservés, respectivement, le calculateur (5) marquant, le cas échéant, les symboles de jeu (3') jugés favorables pour le joueur à être sélectionnés par une illumination de ces symboles de jeu et/ou par une illumination du dispositif à sélectionner (8) attribué aux symboles de jeu individuels ou aux places desquels, par exemple des clés de garde, ou d'au moins une zone lumineuse attribuée aux places desquels.
  3. Automate de jeu selon la revendication 1 ou 2, caractérisé en ce que l'affichage des combinaisons de symboles de jeu lucratives est effectué en tenant compte et en dépendance, respectivement, des combinaisons de symboles de jeu ou des symboles de jeu jugés favorables à être sélectionnés par le joueur.
  4. Automate de jeu selon une quelconque des revendications 1 à 3, caractérisé en ce que le gain maximum et un nombre d'autres ou toutes les combinaisons de symboles de jeu lucratives obtenables et possibles ou les indications des probabilités de gain ou pour la détermination desquelles peuvent être appelés ou indiqués en fonction des symboles de jeu sélectionnés par le joueur lui-même des symboles de jeu (3) présentés par le calculateur (5), en particulier après actionnement d'au moins un dispositif à sélectionner (8) attribué aux symboles de jeu individuels apparaissant au panneau d'affichage (2), par exemple des clés de garde, le cas échéant avec un dispositif d'appel à pression sur touche ou automatique.
  5. Automate de jeu selon une quelconque des revendications 1 à 4, caractérisé en ce que le calculateur (5) indique les combinaisons de gain maximum des symboles de jeu pour les symboles de jeu (3') proposés par lui-même à être conservés ou déterminés à être conservés par le joueur lui-même dans la zone d'indication des chances (7) et en outre extrait ou prend toutes les ou un nombre des chances de gain possibles ou combinaisons de symboles de jeu lucratives pour les symboles de jeu ou combinaisons de symboles de jeu sélectionnés ou conservés à partir d'une unité de mémoire (10) attribuées à celui-ci ou au microprocesseur et les affiche ou affiche le résultat d'une calculation, le cas échéant avec le secours des dates qui se référent aux probabilités, aux informations sur les montants de gain, aux pondérations des symboles ou des combinaisons de symboles, aux prédéterminations relatives au choix commun des joueurs pour l'optimation de gain ou selon des dates psychologiques et/ou statistiques pur la maximalisation de gain ou pareil.
  6. Automate de jeu selon une quelconque des revendications 1 à 5, caractérisé en ce que les dispositifs à sélectionner (8), par exemple les clés de garde, sont interrogés par le calculateur (5), en particulier après chaque actionnement par le joueur, ou transmettent un signal au calculateur (5) lors de l'actionnement, et en ce qu'après chaque actionnement d'une clé de garde (8) le nombre correspondant des combinaisons de symboles de jeu lucratives ou des chances de gain ou les indications pour la détermination des chances de gain sont affichés en tenant compte des symboles de jeu (3) individuels ou combinaisons de symboles de jeu attribués aux clés de garde actionnées individuels.
  7. Automate de jeu selon une quelconque des revendications 1 à 6, caractérisé en ce que le nombre total et/ou individuel et/ou le type des symboles de jeu qui existent ou qui sont prédonnés pour le jeu qui suit ou à être présentés par le calculateur dans le jeu qui suit est affichable au joueur dans la zone d'indication des chances de gain (7') comme indication pour la détermination des chances de gain pour le jeu ou coup de jeu respectif qui suit directement ou pour la sélection de symboles de jeu suivant.
  8. Automate de jeu selon une quelconque des revendications 1 à 7, caractérisé en ce que la pluralité des symboles de jeu qui existent ou qui sont prédonnés à sélectionner est modifiable ou déterminable de nouveau eu égard au type et/ou au nombre total et/ou au nombre individuel des symboles de jeu différents après chaque jeu ou après un nombre prédéterminé de jeux et/ou après la présentation ou l'apparition d'un certain type et/ou d'un certain nombre de symboles de jeu, per exemple après l'apparition d'un joker.
  9. Automate de jeu selon une quelconque des revendications 1 à 8, caractérisé en ce qu'ou une nouvelle détermination du nombre total et/ou individuel et/ou du type des symboles de jeu ou encore un supplément des symboles de jeu restés, encore non-présentés en des symboles de jeu déterminés concernant le nombre total et/ou individuel et/ou le type, particulièrement après un certain nombre de jeux et/ou après la présentation ou l'apparition d'un certain nombre de symboles de jeu, par exemple après l'apparition d'un joker.
  10. Automate de jeu selon une quelconque des revendications 1 à 9, dans lequel le nombre et/ou le type des symboles de jeu est déterminé avant le départ du jeu et un nombre de ces symboles de jeu est présenté au joueur dans chaque jeu, caractérisé en ce que les symboles de jeu présentés ou sélectionnés par le joueur, en particulier les symboles de jeu sélectionnés pour le jeu prochain ou formant la base d'un gain, sont éliminés de la pluralité des symboles de jeu prédonnés ou des symboles de jeu respectives encore existants et qu'ils ne sont plus présentés dans un certain nombre des jeux suivants.
  11. Automate de jeu selon une quelconque des revendications 1 à 10, caractérisé en ce que le nombre et/ou le type des symboles de jeu prédonnés ou existants ou prévus pour le supplément sont déterminés en total ou en partie par hasard dans le but duquel un générateur aléatoir ou pareil est attribué au calculateur.
  12. Automate de jeu selon une quelconque des revendications 1 à 11, caractérisé en ce que les symboles de jeu existants, respectivement, qui sont affichables au joueur selon le nombre total et/ou individuel et/ou selon le type comme indication pour la détermination des chances de gain dans la zone d'indication des chances de gain (7') avant chaque sélection à effectuer et/ou avant ou après chaque jeu, le cas échéant après rappel par actionnement d'une unité d'appel, par exemple d'une touche d'appel.
  13. Automate de jeu selon une quelconque des revendications 1 à 12, caractérisé en ce que la zone d'indication des (7, 7') et la zone d'indication des chances de gain sont situées sur le panneau d'affichage de l'appareil de jeu (1) et sont commandées, le cas échéant, par le microprocesseur (5) via un interface vidéo (9).
  14. Automate de jeu selon une quelconque des revendications 1 à 13, caractérisé en ce qu'une unité de mémoire (10) pour des paramètres de gain est attribuée au microprocesseur (5) ou au calculateur pour être utilisée au cours de l'enlèvement du programme ou pour l'affichage d'un nombre de ou de toutes les chances de gain et/ou de leur modification ou de leur affichage renouvelé lors de l'actionnement des dispositifs à sélectionner, par exemple des clés de garde (8).
  15. Automate de jeu selon une quelconque des revendications 1 à 14, caractérisé en ce que la probabilité d'atteindre la combinaison de symboles de jeu lucrative affichée respectivement qui est affichée dans la zone d'indication des chances de gain.
  16. Procédé d'assistance à la stratégie de jeu d'un joueur ou pour l'augmentation de l'attractivité ou pour l' optimation de gain pendant le jeu avec un automate de jeu comprenant au moins un panneau d'affichage pour un nombre de symboles de jeu, par exemple des symboles de cartes à jouer, des symboles de rouleau, ou pareil,
    où le joueur reçoit les symboles de jeu présentés après le départ de jeu, le cas échéant étant effectué par actionnement d'un bouton de déclenchement, sur un nombre de places du panneau d'affichage, particulièrement sur un écran ou sur des rouleaux juxtaposés, sélectionnés par commande d'un calculateur ou microprocesseur à partir d'une pluralité de symboles de jeu prédonnés,
    en particulier un gain de jeu étant déterminé ou dépendant de la place ou de la position sur le panneau d'affichage, respectivement et/ou du type et/ou du nombre des symboles de jeu pareils des symboles de jeu séléctionnés et présentés sur le panneau d'affichage,
    le joueur ayant l'option de sélectionner aucun, un ou un nombre desdits symboles de jeu affichés et de les conserver pour le jeu prochain
    le joueur obtenant une indication sur le gain maximum réalisable dans le jeu prochain,
    dans ce jeu prochain des symboles de jeu sont présentés seulement aux places des symboles de jeu non-sélectionnés ou non-conservés ou non-retenus,
    et le gain dans cet autre jeu subséquent étant dépendant de tous les symboles de jeu alors indiqués sur le panneau d' affichage,
    pour des automates de jeu selon une quelconque des revendications 1 à 15, caractérisé en ce
    qu'un affichage de toutes les combinaisons de symboles de jeu lucratives ou d'un nombre de celles-ci et/ou des indications des probabilités de gain ou pour la détermination desquelles est présentée au joueur dans au moins une zone d'indication des chances, qui ppourraient être réalisables dans le jeu ou coup de jeu suivant, si le joueur conserve un des symboles de jeu proposés pour la conservation par le calculateur ou sélectionnés par le joueur pour être conservés ou d'un nombre d'eux et/ou d'une combinaison des symboles de jeu proposée pour la conservation ou sélectionée pour être conservée.
  17. Procédé selon la revendication 16, caractérisé en ce que les combinaisons de symboles de jeu lucratives ou les indications pour les symboles de jeu marqués à être conservés par le joueur sont appelés et affichés par actionnement des dispositifs à sélectionner, par exemple des clés de garde ou d'appel, attribués aux symboles de jeu individuels affichés sur le panneau d'affichage ou aux places de ceux-ci.
  18. Procédé selon la revendication 16 ou 17, caractérisé en ce que comme indication pour la détermination des chances de gain la probabilité est indiquée au joueur, avec laquelle une combinaison des symboles de jeu lucrative affichée à être obtenable peut être réalisée à la base des symboles de jeu existants ou sélectionnés pour être conservés.
  19. Procédé selon une quelconque des revendications 16 à 18, caractérisé en ce que comme indication pour la détermination des chances de gain le nombre et/ou le type des symboles de jeu existants et affichables est indiqué.
EP93914545A 1992-07-09 1993-07-09 Automate de jeu Expired - Lifetime EP0648361B1 (fr)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
AT0141092A ATA141092A (de) 1992-07-09 1992-07-09 Spielautomat spielautomat
AT1410/92 1992-07-09
PCT/AT1993/000117 WO1994001840A1 (fr) 1992-07-09 1993-07-09 Automate de jeu

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Publication Number Publication Date
EP0648361A1 EP0648361A1 (fr) 1995-04-19
EP0648361B1 true EP0648361B1 (fr) 1996-01-17

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AT (2) ATA141092A (fr)
AU (1) AU685748B2 (fr)
CA (1) CA2139748A1 (fr)
CZ (1) CZ286769B6 (fr)
DE (1) DE59301483D1 (fr)
NO (1) NO307535B1 (fr)
PL (1) PL172564B1 (fr)
SK (1) SK281190B6 (fr)
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CZ1895A3 (en) 1995-05-17
AU685748B2 (en) 1998-01-29
EP0648361A1 (fr) 1995-04-19
CA2139748A1 (fr) 1994-01-20
SK1095A3 (en) 1995-07-11
SK281190B6 (sk) 2001-01-18
DE59301483D1 (de) 1996-02-29
ATA141092A (de) 1997-05-15
NO950064D0 (no) 1995-01-06
NO950064L (no) 1995-02-28
CZ286769B6 (en) 2000-07-12
US6126541A (en) 2000-10-03
NO307535B1 (no) 2000-04-17
PL172564B1 (pl) 1997-10-31
US5630753A (en) 1997-05-20
WO1994001840A1 (fr) 1994-01-20
ATE133280T1 (de) 1996-02-15
AU4412593A (en) 1994-01-31

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