EP2642458A2 - Procédé de commande d'un automate de jeu ou de divertissement et automate de jeu ou de divertissement - Google Patents
Procédé de commande d'un automate de jeu ou de divertissement et automate de jeu ou de divertissement Download PDFInfo
- Publication number
- EP2642458A2 EP2642458A2 EP13160079.3A EP13160079A EP2642458A2 EP 2642458 A2 EP2642458 A2 EP 2642458A2 EP 13160079 A EP13160079 A EP 13160079A EP 2642458 A2 EP2642458 A2 EP 2642458A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- symbols
- symbol
- memory
- display means
- gaming
- 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- Withdrawn
Links
- 238000000034 method Methods 0.000 title claims abstract description 23
- 230000015654 memory Effects 0.000 claims description 62
- 230000001419 dependent effect Effects 0.000 claims description 9
- 230000001747 exhibiting effect Effects 0.000 claims description 3
- 235000009434 Actinidia chinensis Nutrition 0.000 description 6
- 235000009436 Actinidia deliciosa Nutrition 0.000 description 6
- 241000167854 Bourreria succulenta Species 0.000 description 6
- 235000005979 Citrus limon Nutrition 0.000 description 6
- 244000131522 Citrus pyriformis Species 0.000 description 6
- 235000019693 cherries Nutrition 0.000 description 6
- 244000298697 Actinidia deliciosa Species 0.000 description 5
- 241000219112 Cucumis Species 0.000 description 4
- 235000015510 Cucumis melo subsp melo Nutrition 0.000 description 4
- FJJCIZWZNKZHII-UHFFFAOYSA-N [4,6-bis(cyanoamino)-1,3,5-triazin-2-yl]cyanamide Chemical compound N#CNC1=NC(NC#N)=NC(NC#N)=N1 FJJCIZWZNKZHII-UHFFFAOYSA-N 0.000 description 4
- 208000001613 Gambling Diseases 0.000 description 1
- 241000271567 Struthioniformes Species 0.000 description 1
- 230000006399 behavior Effects 0.000 description 1
- 238000010276 construction Methods 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-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
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
- G07F17/3265—Influencing the position of stopped moving members to achieve a winning arrangement, e.g. nudging, shuffling, holding
Definitions
- the present invention relates to a method of controlling a gaming or amusement machine comprising at least one central control unit, at least one iconic display means (reels or discs or screen), player-operable game-influencing keys, memory with associated credit and / or prize displays and has event-dependent memory.
- Slot machines of the type described above have long been known in their construction and their basic operation. Usually these are put into operation by money. Either a profitable symbol combination can be achieved as the result of the game, so that the credit store, which can contain credits in the form of points or money amounts, is increased by at least this amount of winnings. Alternatively, a game outcome may be that a non-winning symbol combination results in no gain. In this case, the credit balance (money or points) is only reduced by the stake to be paid. In case of profitable symbol combinations as a game outcome, it is also known to subsequently increase this amount gained here via a risk gambling facility or, if necessary, to lose it again.
- Object of the present invention is to propose a method for controlling gaming or entertainment machines, which allows a more variable design of the gaming and gaming behavior in compliance with legal limits.
- the present invention distinguishes itself from the prior art in that the display means having at least one symbol with different profit symbols and at least one loss symbol is actuated by the central control unit and stopped at random positions. Subsequently, a winning symbol displayed in the stop position of the at least one symbol is in each case counted in a memory allocated to this winning symbol, wherein the respective count value is associated with winning values. In this case, the profit value can be zero up to a predetermined lower count limit and only become greater than zero after exceeding this lower count limit. When displaying the loss symbol in the stop position of the symbols having display means at least one of the memory symbols associated memory is reset.
- At least two display means each having symbols, each with different profit symbols and at least one loss symbol
- a plurality of (different) profit symbols can be displayed in a stop position. Accordingly, the winning symbols displayed in the stop position of the icons are respectively counted in the memory associated with the respective winning symbols.
- a plurality of memories to be optionally selected by a user are reset, wherein each reset memory is assigned to another of the profit symbols displayed as a result of the game is. Consequently, in such a variant, not all event-dependent memories are displayed when at least one loss symbol is displayed reset, but only a part of the memory and in a possible development even only a user-selectable part of the memory.
- a memory assigned to the profit symbols is selected and reset in a player-controlled manner via the player-operable keys for influencing game play.
- a user in this embodiment can, upon presentation of a loss symbol in the stop position of the at least one icon display means, select a memory associated with the winning symbols via the player operable game play control buttons so that only one selected memory is reset.
- a user can select several memories for one winning symbol each time a loss symbol is displayed in the stop position of the display means having at least one symbol, and then the selected memories are reset.
- a further possible embodiment of the inventive solution is that starting from a predetermined upper counter limit of at least one of the profit symbols associated memory the or its resetting when displaying the loss symbol in the stop position of the symbols having display means to a value greater than zero.
- the result is a Resetting the memory to a value greater than zero, where a count upper limit has been exceeded, or resetting another memory.
- An inventive gaming or entertainment machine is thus controllable in particular by a method according to the invention, so that apply in connection with embodiments for an inventive method above and below advantages and features also for a game or amusement machine according to the invention and vice versa.
- FIG. 1 First, an inventively designed game or amusement machine 1A, which a central control unit 2, designed as a rotating roller randomly controlled symbol display 3 for the representation of Game results (excerpts and enlarged in FIGS. 2A and 2B ) as well as buttons 4 for Spielablaufbeein kgung.
- a central control unit 2 designed as a rotating roller randomly controlled symbol display 3 for the representation of Game results (excerpts and enlarged in FIGS. 2A and 2B ) as well as buttons 4 for Spielablaufbeein kgung.
- a game is first started by decrementing the required game bet from one of the credit repositories (point or credit balances) 5.1, 5.2.
- the icon having display means 3 is set in motion and subsequently stopped at a randomly selected position.
- the random-shaped display means 3 displays in a viewing window according to FIG Fig. 2A a profit symbol 7, which here exemplarily consists of a lemon symbol.
- a profit symbol 7 which here exemplarily consists of a lemon symbol.
- This result in the game results in the memory 6 associated with the lemon symbol being increased by one counter and displayed accordingly.
- the procedure is the same if, for example, the cherry symbol or the kiwi symbol appears as the result of the game. In this case, the memory associated with the cherry symbol or kiwi symbol would be incremented.
- the player is told which winning value is assigned to the respectively displayed count value of the individual winning symbols 7.
- the count "4" for the lemon symbol could have a score of 80 points
- the count "2" for the cherry symbol and the count "1" for the kiwi symbol a score of 0 points
- the count value "5" for the melon symbol Symbolize winning value of 250 points.
- the player By manipulating one of the Game Override buttons 4, the player could accept the associated winning values, thereby increasing the associated payload memory 5.1 or 5.2 by the sum of the payout values. At the same time, the memory 6 associated with the profit symbols 7 would be reset.
- a loss symbol 10 is displayed.
- the appearance of the loss symbol 10 would not mean a total loss of previously achieved profit values, but only a partial loss.
- step A1 of Fig. 3A and 3B in each case first the start of a game with decrementation of the required stake of one of the credit stores (points or credit balances) 5.1, 5.2. Subsequently, in a step A2, the stop of the symbol display 3 takes place. In a subsequent step A3, it is then checked whether the symbol display 3 in the stop position indicates a winning symbol 7 or the loss symbol 10.
- the displayed winning symbol 7 is displayed allocated memory 6 increased by one count.
- a player can decide whether or not to accept the assigned winning values (step A6 in the Fig. 3A and 3B ). If the winning values are accepted, the winning memory 5.1 or 5.2 increases by the sum of the winning values. Also, the player can decide at this point if he finishes the game (step A7). If the player does not wish to end the game, he may continue the current game, especially if the player has not accepted the previously earned winning values.
- the loss symbol 10 indicates, in an alternative to the step A4 step A5 at least one of the memory 6 to zero or - if, for example, in a memory 6, a count upper limit has been exceeded - reset to lower count greater than zero. Alternatively, all event-dependent memory 6 can be reset to zero.
- Step A5 is preceded by an additional step A8, if after the random stop of the symbol display 3 it is determined that the symbol display 3 indicates the loss symbol 10.
- a player after the representation of the loss symbol 10 by pressing the buttons 4 decide which memory 6 should be reset. For this purpose, the player selects the corresponding winning symbol 7 via the keys 4, so that only the memory 6 assigned to this winning symbol 7 and thus selected is reset.
- FIG. 4 a second inventively embodied game or amusement machines 1B, which a central control unit 2, three formed as rotating rollers randomly controlled symbol displays 3.1, 3.2 and 3.3 for displaying game results (in excerpts and enlarged shown in Figs. 5A and 5B ) as well as buttons 4 for Spielablaufbeein kgung.
- a central control unit 2 three formed as rotating rollers randomly controlled symbol displays 3.1, 3.2 and 3.3 for displaying game results (in excerpts and enlarged shown in Figs. 5A and 5B ) as well as buttons 4 for Spielablaufbeein kgung.
- a game is first started by decrementing the required game bet from one of the credit repositories (points or credit balances) 5.1, 5.2.
- the symbols exhibiting display means 3 is set in motion and subsequently stopped each at a randomly selected position.
- the randomized symbols display 3.1, 3.2 and 3.3 in their viewing windows according to Fig. 5A three winning symbols 7, 8 and 9, which consist here by way of example of a lemon symbol 7, a kiwi symbol 8 and a cherry symbol 9.
- This result of the game results in that the memory 6 associated with the lemon symbol 7, the kiwis symbol 8 and the cherry symbol 9 is increased by one counter and displayed accordingly.
- the player is told which winning value is assigned to the respectively displayed count value of the individual winning symbols 7, 8, 9.
- the count "4" for the lemon symbol could have a score of 80 points
- the count "2" for the cherry symbol and the count "1" for the kiwi symbol a score of 0 points
- the count value "5" for the melon symbol Symbolize winning value of 250 points.
- the player By manipulating one of the Game Override buttons 4, the player could accept the associated winning values, thereby increasing the associated payload memory 5.1 or 5.2 by the sum of the payout values. At the same time, the memory 6 assigned to the profit symbols 7, 8, 9 would be reset.
- the player himself has in his hand whether he wants to accept winning values as a result of the game, which he can initiate by influencing the game play by pressing one of the keys 4, or if he wishes to continue playing with the goal of increasing the pay-play. In doing so, however, he risks losing all or part of the previously achieved profit values via the loss symbol 10.
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Slot Machines And Peripheral Devices (AREA)
- Pinball Game Machines (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE201210005714 DE102012005714A1 (de) | 2012-03-20 | 2012-03-20 | Verfahren zur Steuerung eines Spiel- oder Unterhaltungsautomaten |
DE201210005592 DE102012005592A1 (de) | 2012-03-20 | 2012-03-20 | Verfahren zur Steuerung eines Spiel- oder Unterhaltungsautomaten |
Publications (2)
Publication Number | Publication Date |
---|---|
EP2642458A2 true EP2642458A2 (fr) | 2013-09-25 |
EP2642458A3 EP2642458A3 (fr) | 2014-02-19 |
Family
ID=48040000
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP13160079.3A Withdrawn EP2642458A3 (fr) | 2012-03-20 | 2013-03-20 | Procédé de commande d'un automate de jeu ou de divertissement et automate de jeu ou de divertissement |
Country Status (2)
Country | Link |
---|---|
US (1) | US20130252692A1 (fr) |
EP (1) | EP2642458A3 (fr) |
Family Cites Families (15)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
DE3917684C2 (de) * | 1989-05-31 | 2000-05-25 | Paul Gauselmann | Verfahren zum Betreiben eines münzbetätigten Unterhaltungsgerätes mit einer symboltragenden Umlaufkörper aufweisenden Symbol-Spieleinrichtung |
DE4107082C2 (de) * | 1991-03-06 | 1994-01-05 | Adp Automaten Gmbh | Münzbetätigtes Unterhaltungsgerät mit einer Anzeige |
US5851148A (en) * | 1996-09-30 | 1998-12-22 | International Game Technology | Game with bonus display |
JPH11290505A (ja) * | 1998-04-15 | 1999-10-26 | Aruze Corp | 遊技機 |
GB2353128B (en) * | 2000-09-01 | 2001-08-01 | Mazooma Games Ltd | Gaming and amusement machines |
US7794320B2 (en) * | 2001-03-30 | 2010-09-14 | Igt | Gaming device having a plurality of symbol generators and accumulation game with multiple independent terminating conditions |
US20030199306A1 (en) * | 2002-04-23 | 2003-10-23 | Gamsoft Limited | Gaming apparatus |
JP2004049392A (ja) * | 2002-07-17 | 2004-02-19 | Dragon:Kk | 遊技機用シンボル表示装置 |
US7306518B2 (en) * | 2002-12-20 | 2007-12-11 | Igt | Gaming device having an interactive sequence game with a multiple function multiplier |
US7771266B2 (en) * | 2003-09-11 | 2010-08-10 | Igt | Gaming device having a multiple accumulated symbols game |
EP1681659A1 (fr) * | 2005-01-18 | 2006-07-19 | Aristocrat Technologies Australia Pty. Ltd. | Machine de jeu avec fonction de défi |
US20070099692A1 (en) * | 2005-10-28 | 2007-05-03 | Aruze Corp. | Gaming machine |
US20080026820A1 (en) * | 2006-07-05 | 2008-01-31 | Aruze Gaming America, Inc. | Slot machine and playing method thereof |
JP2009017977A (ja) * | 2007-07-10 | 2009-01-29 | Aruze Corp | 遊技機 |
US8317594B2 (en) * | 2008-03-18 | 2012-11-27 | Universal Entertainment Corporation | Gaming machine which is likely to increase player's expectation for bonus game and playing method thereof |
-
2013
- 2013-03-20 EP EP13160079.3A patent/EP2642458A3/fr not_active Withdrawn
- 2013-03-20 US US13/847,854 patent/US20130252692A1/en not_active Abandoned
Non-Patent Citations (1)
Title |
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None |
Also Published As
Publication number | Publication date |
---|---|
EP2642458A3 (fr) | 2014-02-19 |
US20130252692A1 (en) | 2013-09-26 |
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Effective date: 20140820 |