EP2769366A1 - Unterhaltungsspielgerät - Google Patents
UnterhaltungsspielgerätInfo
- Publication number
- EP2769366A1 EP2769366A1 EP12784505.5A EP12784505A EP2769366A1 EP 2769366 A1 EP2769366 A1 EP 2769366A1 EP 12784505 A EP12784505 A EP 12784505A EP 2769366 A1 EP2769366 A1 EP 2769366A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- slaves
- signal
- master
- game
- bits
- 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.)
- Ceased
Links
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- 230000004044 response Effects 0.000 claims description 5
- 101000821257 Homo sapiens Syncoilin Proteins 0.000 claims description 4
- 102100021919 Syncoilin Human genes 0.000 claims description 4
- 238000000926 separation method Methods 0.000 claims description 4
- 108010076504 Protein Sorting Signals Proteins 0.000 claims description 3
- 239000003990 capacitor Substances 0.000 claims description 3
- 101150034459 Parpbp gene Proteins 0.000 claims 1
- 238000004891 communication Methods 0.000 abstract description 2
- 230000005540 biological transmission Effects 0.000 description 5
- 239000004020 conductor Substances 0.000 description 3
- 230000004913 activation Effects 0.000 description 2
- 230000001419 dependent effect Effects 0.000 description 2
- 238000013461 design Methods 0.000 description 2
- 238000004519 manufacturing process Methods 0.000 description 2
- UAOUIVVJBYDFKD-XKCDOFEDSA-N (1R,9R,10S,11R,12R,15S,18S,21R)-10,11,21-trihydroxy-8,8-dimethyl-14-methylidene-4-(prop-2-enylamino)-20-oxa-5-thia-3-azahexacyclo[9.7.2.112,15.01,9.02,6.012,18]henicosa-2(6),3-dien-13-one Chemical compound C([C@@H]1[C@@H](O)[C@@]23C(C1=C)=O)C[C@H]2[C@]12C(N=C(NCC=C)S4)=C4CC(C)(C)[C@H]1[C@H](O)[C@]3(O)OC2 UAOUIVVJBYDFKD-XKCDOFEDSA-N 0.000 description 1
- 241000490229 Eucephalus Species 0.000 description 1
- 230000001133 acceleration Effects 0.000 description 1
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- 230000001174 ascending effect Effects 0.000 description 1
- 230000004397 blinking Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000011156 evaluation Methods 0.000 description 1
- 238000005286 illumination Methods 0.000 description 1
- 238000003780 insertion Methods 0.000 description 1
- 230000037431 insertion Effects 0.000 description 1
- 238000002955 isolation Methods 0.000 description 1
- 230000002093 peripheral effect Effects 0.000 description 1
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- 238000012545 processing Methods 0.000 description 1
- NQLVQOSNDJXLKG-UHFFFAOYSA-N prosulfocarb Chemical compound CCCN(CCC)C(=O)SCC1=CC=CC=C1 NQLVQOSNDJXLKG-UHFFFAOYSA-N 0.000 description 1
- 108090000623 proteins and genes Proteins 0.000 description 1
- 230000005855 radiation Effects 0.000 description 1
- 230000035484 reaction time Effects 0.000 description 1
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- 230000002123 temporal effect Effects 0.000 description 1
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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
-
- 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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3209—Input means, e.g. buttons, touch screen
-
- 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
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
-
- 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
Definitions
- the invention relates to an entertainment game machine having at least one computer-controlled game device, which is connected to a game sequence control, wherein a device for controlling input and output elements is provided and a method for controlling the entertainment game device.
- the object of the invention to provide a game machine of the type mentioned, which is cost adaptable to be changed requirements and in which to implement a fast and reliable control of input and out ⁇ reproducing elements at a relatively high data security.
- the object is achieved by the features of the un ⁇ dependent claims.
- the features of the dependent claims represent advantageous Starting ⁇ staltungen.
- a game machine comprising at least one computing ⁇ nerquainte game device which is connected to a control Spielablauf-, wherein a device for control of input and output elements is provided.
- the apparatus includes a controller coupled to the game sequencer that communicates with a master that communicates in real time over a two-wire connection with input and output elements configured as slaves.
- the communication is performed not via a harness, but by a kind of field bus by means of a master-slave transmission system via only two INTR ⁇ gene are protected from reverse polarity, wherein the master a plurality can be controlled flexibly slaves, for example, looped through, star-shaped, tree-shaped or connected in such combinations with the master.
- the topology is freely selectable and therefore very flexible in cabling.
- the slaves are physically connectedsver specific ⁇ Lich parallel.
- Under the control unit is meant a consumer game device controller, for example, game-specific data, respectively Informatio ⁇ NEN, transmitted to the master and receives from the master data of the slaves.
- the slaves have device IDs, that is to say unique identifiers, it being possible to assign a common device ID to a plurality of key switches, so that the master recognizes the actuation of a key for all key switches with the same device ID if a key switch was pressed.
- device IDs that is to say unique identifiers
- the master recognizes the actuation of a key for all key switches with the same device ID if a key switch was pressed.
- it is readily mög ⁇ Lich about 60 push-button switch, preferably to operate with a total power to about ⁇ 4A depending on a starting stage of the master.
- 16 under ⁇ Kunststoffliche button (slaves) are with their associated arrange ⁇ th LEDs clearly driven.
- a key switch ⁇ (slave) to be assigned a new device ID and the master gets an automatic feedback from the keyswitches (slaves) when they are ready for operation or in ⁇ are installed. All slaves with the same device ID can be addressed in one go and all slaves can simultaneously send a reply, whereby several slaves with the same address can be present, contrary to the state of the art.
- the master recognizes both
- the data is doubly redundant with a Hamming distance of four due to the parity bit and re-transmitted inverted bit.
- data received from the master which describes the presence of a key switch (slave)
- data related to the operation of a key switch is redundant with a hamming distance of four.
- Each slave in addition to key switches or LEDs, any actuators and / or sensors to be associated, in particular thermal sensors for example to detect a position ⁇ heat radiation of a user, acceleration sensors, disturbance to generate vibrations and suchlike.
- a programmable trained slave can be assigned, for example, any address. It is also possible to deposit signal sequences, in particular for the activation of LEDs, for example in a blinking mode or as a so-called light play for the animation of a user of the entertainment gaming machine.
- FIG. 1 is a schematic representation of a front view of an entertainment game device according to the invention
- Figure 4 is a schematic representation of a slave of
- FIG. 5 is a schematic representation of a protocol according to which a method by which the device is operated, runs
- Figure 6 is a schematic representation of the sequence a ⁇ of individual sequences of the protocol
- FIG. 13 is a schematic representation of a first broadcast signal
- Fig.15 are schematic representations of device signals, to
- Fig.19 is a schematic representation of a temporal
- the housing 1 of the coin-operated, computer-controlled entertainment gaming machine with profit possibility has on its front three superimposed itatieinrich ⁇ lines 26 in the form of screens 2, of which the upper screen 2 for displaying a game device 3, arranged in the form of a symbol playing device with three side by side , roller-shaped circulatory bodies 4 is shown optically.
- Computer controlled an image is generated, which corresponds to rotating circulating bodies 4 with peripheral symbols 5.
- computer-controlled reading window 6 are displayed on the screen 2, the display of a random-controlled
- Symbols 5, serve.
- the presentation of the game result is accompanied by an indication of the virtual circulation body 4, which corresponds to stopped rolls. From the displayed Symbols 5, the user can read the result of the game, in particular, whether a profit according to a displayable profit plan is present.
- the screen 2 in the middle of the entertainment device is designed as a touchscreen 25 and serves to display as risk managers 7, 8 trained additional game devices 9.
- the achieved in the game device 3 by achieving a randomly determined symbol combination profit can keystroke or computer controlled as Ein ⁇ set in one of the both sides of the central screen 2 to ⁇ ordered additional game devices 9 are transmitted.
- the left risk ladder 7 comprises a plurality of superimposed display panels 10, which are occupied in ascending order with profit values of 10 to 5000 points.
- the right risk ladder 7 also has several übereinan ⁇ shown display fields 10, which are occupied in increasing order with profit values of 15 to 6000 points.
- Risking the displayed risk conductor 7 and 8 gain is achieved in that the next higher display ⁇ frame 10 with respect to the optically highlighted, winning indicating display panel 10 alternating with a lower risk conductor 7 and 8 mounted total loss of the display panel 11 with the Upon actuation of a button 12 designed as a pushbutton, the push-button switch 15 of which is arranged in a lower housing section 13, either the next higher gain is achieved or the profit used is lost randomly shown Maximum profit to be continued at points.
- the lower screen 2 is provided with advertisements 20 for credits, points, prizes and the like, one of the displays 20 representing a bench 16.
- a credit in an executed as a credit 17 display 20 a certain amount of money from the credit 17 is converted into a certain number of points and added to the point bank 16, deducted by a certain point teutton as a stake for a game in the game device 3 and in the game device 3 points are added up.
- a certain point teutton as a stake for a game in the game device 3 and in the game device 3 points are added up.
- the point value of the point bank 16 is converted into a credit to be displayed in the credit display 17 in a predetermined time cycle.
- a return button 24 is arranged next to the Münzeinschlitz 22, by the operation of a in the credit display 20 displayed credit in an output, not shown ⁇ shell is retrievable, wherein the return button 24 is also assigned a key switch 15.
- a coupled with the game sequence control controller 14 is provided, which is connected to a master 18, which is connected via a two-wire Compound 28 communicates with slaves 19 fancy ⁇ th input and output elements 29, which include the key switch 15 and LEDs 30 for illumination communicates.
- the master 18 has a microcontroller 31 and a MOS-FET 32.
- the power supply of the slaves 19 via a signal line 33 and is temporarily turned off in certain time intervals by the data output 34 of the master 18 via the MOS-FET 32 in switch operation, after which the voltage is at a low level, which is also called 0-bit in the following.
- a pull-down resistor 35 the signal line 33 to the defi ⁇ ned low ground level.
- each slave 19 associated with a key switch 15 comprises a microcontroller 27 for control, which is connected to the signal line 33, which in turn is connected to a diode 37 designed as a Schottky diode, via which a capacitor 38 is charged, which serves as a buffer to continue to power the microcontroller 27 during the low-level (O-bit) phases.
- the reverse polarity protection is realized with the diode 45, which is arranged such that the slave 19 can continue to raise the signal level on the signal ⁇ line 33.
- the push buttons 15 for backlighting associated LEDs 30 of the slave 19 are constantly connected via their anodes with the signal line 33 in connection.
- the LEDs 30 are switched on by the microcontroller 27, in which their cathodes are pulled to ground via a respective series resistor 40.
- a 0-bit signal from the master 18 30 missing the LEDsponsver ⁇ supply and they do not light, which is imperceptible but negligible due to the short period of time and for the human eye.
- the brightness or the duty cycle on the Signallei ⁇ tion 33 is constant by the redundant structure of the protocol and independent of the transmitted payload.
- the data are packed into signals comprising individual data packets, which are also called sequences in the following.
- the order of the signals determines to whom the data is directed.
- the first sequence is always a synchronization start signal 41, also SYNC sequence
- Interrupt routine can process this point independently of a main program.
- the synchronization start signal 41 ends as all walls ⁇ ren sequences, four times in succession a high-bit is applied in the signal on the line 33, called ySync 42nd.
- This sequence like the LOW bit sequence, can be easily detected and processed by means of the timer and the associated interrupt routine.
- the ySYNC 42 in which four bits in a row at a high level, that is, when the voltage is switched on, there is a separation of the individual sequences from each other, which is why this data sequence is referred to as a separation signal 42.
- the data stream sent by the master 18 can be as shown in FIG. 6 is substantially divided into three different sequences, namely the synchronization start signal 41, that is, the so-called ⁇ SYNC sequence directed to all slaves 19 broadcast signals 43, the data in a signal sequence environmentally grasp the relate to each slave 19, and directed to certain slaves 19 device signals 44, which aresver ⁇ understood also realized in the form of sequences.
- the synchronization start signal 41 that is, the so-called ⁇ SYNC sequence directed to all slaves 19 broadcast signals 43
- the data in a signal sequence environmentally grasp the relate to each slave 19, and directed to certain slaves 19 device signals 44, which aresver ⁇ understood also realized in the form of sequences.
- the total transmission time and thus the reaction time can be reduced by the number of slaves used 19, where either according to FIG. 6 at all possible slave 19 is a device signal 44 or in FIG. 7 for a redu ⁇ ed number of slaves 19 is a Device Signal 44 is sent.
- each bit has a duration of 25 sys, the sync start signal 41, ie the SYNC sequence, consisting of 8 bits, the two broadcast signals 43 and each of the device signals 44 consisting of 19 bits, so that the total duration ⁇ he transmission of 16 device signals 44 is 8.75ms.
- the two broadcast signals 43 and each of the device signals 44 consists of 19 bits.
- the first and fifteenth bit is always 0.
- a response of the slaves 19 by the raising of the signal level in these two time phases indicates that the slaves 19 are present.
- the broadcast signals 43 and the device signals 44 each comprise a fixed number of positive edges, ie high bits, the end of the corresponding sequence can be determined by simply counting the edges without the ySYNC 42 being present. If ySYNC 42 is present and the number of positive edges is counted, a redundant determination of the size of the sequence ensues.
- the second, fifth, eighth, eleventh and fourteenth bits are always 1. In between there are useful bits with their redundancies.
- the sequence is completed by the ySYNC 42, ie the separation signal 42, with four bits which are one.
- the useful bits are always sent in groups of two, so the useful bit itself followed by the useful bit-inverted (Fig. 9 to Fig. 12), with the last group of two indicates the parity bit ⁇ . If the number of useful bits that are 1, straighter ⁇ en, then the parity bit is set. Since in each two-group exactly one bit is 1 and the other 0, in this 0-phase, the slave 19 can raise the level (Fig. 10 and Fig. 12), so send a bit to the master 18.
- FIGS. 9 to 12 show the four possibilities of one
- the master 18 sends the 0 set useful bit and the slave 19 does not return a 1-set bit to the master 18.
- Fig. 10 shows a waveform in which the 1 bit set back sends the phase 0 of 0 set useful bits of the master 18, the slave 19 to the master 18 ⁇ .
- the master 19 sends the 1 set payload bit, and the slave 19 does not return 1 set bit to the master 18, while the inverted payload bit is 0.
- the master 19 again sends the 1 set payload bit and the slave 19 returns the 1 set bit to the master 18 at the time the inverted payload bit is 0.
- the broadcast signals 43 include the data bits D1 and DO indicating one of four operating states.
- A3 to AO corresponds to either a 4-bit address or A2 to AO contain RGB data for the LEDs 30, so that the second broadcast signal 43 the
- the device signal 44 addresses the slaves 19, which are assigned to the current device sequence 44 via their identification. This means that the first device signal 44 after the broadcast signals 43 addresses the slaves 19 with DevicelD 0, the following device sequence 44 the slaves 19 with DevicelD 1, etc.
- the device signal 44 contains the information which LEDs In which way are actuated and gives the slave 19 time window in which a feedback is given whether a slave 19 is present with the corresponding device and whether the DevicelD associated key switch 15 is actuated. Up to three different LEDs 30 or one RGB LED 30 can be controlled. In the case of the RGB LED 30, the individual LEDs are controlled according to the following table:
- the control of the LEDs 30 is due to the protocol structure such that a constant for the viewer Hel ⁇ ltechnik is achieved.
- FIG. 16 illustrates the level of a device signal 44 on the signal line 33 when the red LED 30 is turned on, the green and blue LEDs 30 are turned off
- each slave 19 In all time windows in which a slave 19 could send a feedback to the master 18, each slave 19 must turn off all LEDs 30, so that the signal line 33 is free of load.
- FIG. 18 shows a level profile of the signal line 33
- FIG. 19 shows the associated switching state of the LEDs 30.
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Computer Networks & Wireless Communication (AREA)
- Slot Machines And Peripheral Devices (AREA)
- Pinball Game Machines (AREA)
- User Interface Of Digital Computer (AREA)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
DE102011054729A DE102011054729B4 (de) | 2011-10-21 | 2011-10-21 | Unterhaltungsspielgerät |
PCT/EP2012/070619 WO2013057170A1 (de) | 2011-10-21 | 2012-10-18 | Unterhaltungsspielgerät |
Publications (1)
Publication Number | Publication Date |
---|---|
EP2769366A1 true EP2769366A1 (de) | 2014-08-27 |
Family
ID=48051039
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP12784505.5A Ceased EP2769366A1 (de) | 2011-10-21 | 2012-10-18 | Unterhaltungsspielgerät |
Country Status (9)
Country | Link |
---|---|
US (1) | US20140256440A1 (es) |
EP (1) | EP2769366A1 (es) |
AU (1) | AU2012324912B2 (es) |
CA (1) | CA2852839A1 (es) |
CL (1) | CL2014000975A1 (es) |
DE (1) | DE102011054729B4 (es) |
MX (1) | MX352047B (es) |
WO (1) | WO2013057170A1 (es) |
ZA (1) | ZA201403610B (es) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN107507578B (zh) * | 2015-04-13 | 2019-10-29 | 江苏锡沂高新区科技发展有限公司 | 一种运用控制触摸屏背景灯分散启闭方法的移动终端 |
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-
2011
- 2011-10-21 DE DE102011054729A patent/DE102011054729B4/de active Active
-
2012
- 2012-10-18 EP EP12784505.5A patent/EP2769366A1/de not_active Ceased
- 2012-10-18 MX MX2014004660A patent/MX352047B/es active IP Right Grant
- 2012-10-18 AU AU2012324912A patent/AU2012324912B2/en active Active
- 2012-10-18 CA CA2852839A patent/CA2852839A1/en not_active Abandoned
- 2012-10-18 US US14/352,789 patent/US20140256440A1/en not_active Abandoned
- 2012-10-18 WO PCT/EP2012/070619 patent/WO2013057170A1/de active Application Filing
-
2014
- 2014-04-16 CL CL2014000975A patent/CL2014000975A1/es unknown
- 2014-05-19 ZA ZA2014/03610A patent/ZA201403610B/en unknown
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Also Published As
Publication number | Publication date |
---|---|
MX2014004660A (es) | 2015-06-02 |
AU2012324912A1 (en) | 2014-05-08 |
WO2013057170A1 (de) | 2013-04-25 |
CA2852839A1 (en) | 2013-04-25 |
WO2013057170A8 (de) | 2014-08-21 |
DE102011054729B4 (de) | 2013-12-19 |
AU2012324912B2 (en) | 2016-11-17 |
CL2014000975A1 (es) | 2014-07-18 |
ZA201403610B (en) | 2015-12-23 |
DE102011054729A1 (de) | 2013-04-25 |
MX352047B (es) | 2017-11-07 |
US20140256440A1 (en) | 2014-09-11 |
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