GB2144644A - Video gaming machine - Google Patents
Video gaming machine Download PDFInfo
- Publication number
- GB2144644A GB2144644A GB08408094A GB8408094A GB2144644A GB 2144644 A GB2144644 A GB 2144644A GB 08408094 A GB08408094 A GB 08408094A GB 8408094 A GB8408094 A GB 8408094A GB 2144644 A GB2144644 A GB 2144644A
- Authority
- GB
- United Kingdom
- Prior art keywords
- player
- video
- class
- gaming machine
- images
- 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.)
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8094—Unusual game types, e.g. virtual cooking
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Display Devices Of Pinball Game Machines (AREA)
Abstract
The machine provides a dramatic narration during which a player is invited to make choices by actuating player-operable controls, the outcome of each player choice, which is governed by chance, being shown by dramatic scenes which are part of the narration. The player choice may result in dramatic scenes on a screen (14) showing that the player has won a reward, has lost, or has his choice of a reward or an opportunity to make a further choice with the possibility of winning a higher reward. The individual outcomes are determined with the aid of a random number generator. In one embodiment, the random number generator functions by randomizing the output of a pseudo- random number generator. An auxiliary display may be provided using lamps to indicate game progress. <IMAGE>
Description
SPECIFICATION
Video Gaming Machine
Background of the Invention
1. Field of the Invention
This invention related generally to electronic video amusement games. It relates more particularly to electronic video amusement games having an element of chance and thereby being suitable for gaming.
2. Description of the Prior Art
A variety of video games are known that present a player with choices having results determined by chance. Such games are thereby suitable for gaming purposes. Many such games are modeled on gambling devices or gambling games that were known prior to the development of video game technology. Video slot machines, poker, keno, and dog races are known and in use today. A video slot machine mimics the behavior of a traditional mechanical slot machine. Video poker simulates the card game of poker. Although such games are often commercial successes, they do not exploit fully the capabilities of present day video game technology.
Summary of the Invention
The new technology in video games allows the presentation of more imaginative displays than have been used in the past. Such displays may, for example, be used to provide dramatic narrations as formats for games of chance.
Features of the present invention may accordingly be embodied in a gaming machine which provides a dramatic narration involving chance.
A video gaming machine exemplifying such an embodiment generally provides a video screen for player viewing and controls for player operation.
Display circuitry provides means for displaying scenes on the video screen. The scenes may feature images shaped to resemble objects that might be featured in a story or a drama. The symbols therefore are narratively related objects.
The player operable controls provide means by which a player may designate one of the objects as his preferred selection. The controls, providing input to the display circuitry, cause the display to indicate the player selection in accordance with the unfolding story.
Associated with the scenes on the video screen are means for assigning the designated object randomly to one of a plurality of classes. The classes include at least a win class and a lose class. The player is, of course, unaware of the class assignment at the time of selecting an object.
Means for responding to the object selection by dramatic displays in accordance with the class to which the object has been assigned are also provided. Therefore, if the selected object is assigned to a lose class, the means for responding to the player's selection causes the display means to display a scene symbolizing the fact that the player has lost. After showing the scene, game play is terminated. Correspondingly, if the image selected is in a win class, then the means for responding causes the display to show a corresponding scene to the player symbolizing the fact that the player has won. The victory is then rewarded either with a prize or with an opportunity to continue playing for a greater prize.
The win class may thus encompass several subclasses. One subclass corresponds to a response which provides an immediate reward to the player in terms of money or tokens or other prizes. A second subclass corresponds to a response which provides the player with an opportunity for continued play. If the selected object is from the second subclass the player may be rewarded by a sequence of scenes having a dramatic relationship with the previous scenes and culminating in a new scene where the player is permitted to make a new selection with the possibility of a greater reward. Alternatively, the player may be permitted to take a smaller reward and terminate the game at that point.
Brief Description of the Drawings
Fig. 1 illustrates a video game machine exemplifying features of the present invention;
Fig. 2 is a functional block diagram of the video game illustrated in Fig. 1;
Fig. 3 illustrates a dramatic scene on the screen of the video game machine of Fig. 1 during player selection at a six door level;
Fig. 4 illustrates a dramatic scene on the screen of the video game machine of Fig. 1 resulting from player selection of a lose class door at the six door level;
Fig. 5 illustrates a dramatic scene on the screen of the video machine of Fig. 1 resulting from player selection of a win class door at the sic door level;
Fig. 6 illustrates a dramatic scene on the screen of the video game machine of Fig. 1 resulting from player selection of a lose class door at the five door level;;
Fig. 7 illustrates a dramatic scene on the screen of the video game machine of Fig. 1 resulting from player selection of a reward class object at the five door level;
Fig. 8 illustrates a dramatic scene on the screen of the video game machine of Fig. 1 resulting from player selection of a win class at the two door level;
Fig. 9 illustrates an embodiment of a video game machine with an auxiliary display exemplifying features of the present invention; and
Fig. 9A is a detailed illustration of the auxiliary display in Fig. 9.
Detailed Description of a Preferred Embodiment
Referring more specifically to Fig. 1, a video gaming machine 10 includes a cabinet 12 containing a video monitor with a screen 14 and player operable controls 1 6. The player operable controls include, respectively, left and right switches 1 8A and 1 8B and a select button 20.
The cabinet also includes a pay in, pay out 22 for paying in and paying out money, tokens, or other indicia of value. Such pay in, pay outs in gaming machines are disclosed in U.S. Patent 4,238,147 issued to Lucero, et al. on December 9, 1 980.
As shown in the functional block diagram, Fig.
2, the player operable controls 16, which may
comprise potentiometers and switches, are
sensed by a sensing circuit 30, such as are
disclosed in the referenced patent. The sensing
circuit converts the electrical signals generated by the player operable controls into electrical signals suitable for input into a microcomputer 32 or other digital circuit. The pay in, pay out 22
similarly cooperates with the sensing circuit 30 to
exchange digital signals with the microcomputer to indicate the receipt to cause the paying out of
indicia of value. When the microcomputer 32
states the game in respose to such receipt it
proceeds in accordance with instructions in its
memory to provide input to display and sound circuitry 34.
A video game exemplifying features of the present invention is constructed in the context of the well-known story by Frank R. Stockton, "The
Lady or the Tiger?" Game play is initiated when a player deposits money in the pay in, pay out 22.
As may be seen with respect to Fig. 3, the opening scene on the monitor screen 1 4 features
images such as a picture of a wall 40 having sic
doors 42 and a prince 44. The prince's image may
be moved by operation of the left and right switches 1 8A and 1 8B to be positioned in front of any one of the doors. Operation of the select button 20 then selects that door. The selected door is randomly assigned to a lose class or a win class. If the door selected is assigned to the lose class then, as illustrated in Fig. 4, the selected door appears to open and display a tiger 46 ready to spring out and eat up the prince, ending the
game. If the selected door is assigned to a win
class as illustrated in Fig. 5, then the door appears to open and show a view of a hallway 48.A new scene is subsequently displayed featuring five doors 52 in a wall, such as those illustrated in Fig.
6. At this time the display informs the player that,
he has alternatives. The player may terminate the game by operating the select button 20 during a designated time interval and receive a designated reward from the pay in, pay out 22. Alternatively, he may continue playing by selecting a new door with the possibility of winning a larger reward.
If the player continues at the five door level his selection may fall into one of three classes. If the door 52 selected is in the lose class, it opens to show the tiger 46, as illustrated in Fig. 6. At the same time a trap door 54 opens, dropping the prince into a moat 56 containing a crocodile 58, again ending the game. If the door selected is in the win class, the door opens to show a view of a hallway, followed by a scene with four doors. The player is again given the alternatives of terminating the game with a designated reward or continuing play. Finally, if the door selected is in a
reward class, the door opens to show a lady holding a bag of money 60 as illustrated at the four door level in Fig. 7. The player is then given a reward and the game ends.
The player who continues playing at the four door level may, with luck and suitable choice of options, eventually arrive at a scene presenting only two doors. If he continues to play at this level, then as illustrated in Fig. 8 his choice results in the random selection either of the lady or of the tiger in accordance with the dramatic context of the game.
It may accordingly be seen that a video gaming machine to be played by a player viewing a video screen and operating player operable controls may comprise display means for displaying scenes including a plurality of images of narratively related objects on the video screen; desgination means operatively connected to the display means and responsive to the player operable controls for player designation of one object of the plurality; assignment means for assigning the designated object randomly to one of a plurality of classes, including at least a win class and a lose class, and response means operatively connected to the display means and the assignment means and responsive to the designation by displaying a scene narratively related to the preceding scenes and indicating a win if the designated object is in the win class, and a loss if the designated object is in the lose class.
Other embodiments of the invention may includes more than a single display as in the example illustrated in Fig. 9. The example uses an auxiliary display 100 to show the progress of the player through a maze 102 which is illustrated in the auxiliary display. The maze is shown to comprise interconnected rooms such as the room
104 depicted in the tree structure in Figure 9 and shown in more detail in Fig. 9A. Each time the player passes through a door into a hallway such as the hallway 106 depicted in Figs. 5 and 9A he is shown to progress into a new room of the maze where he is faced with additional doors. The player's progression from room to room in the maze may be shown by lamps, such as the lamp 108, which light up to show the player's position.
Random assignment of doors to classes is
made with the aid of a random number generator
and a shuffle procedure. The shuffle procedure
assigns n doors to j classes by first assingning the
doors systematically to the classes. The doors are
then relabled according to the order of digits in a
random shuffle of then non-repeating digits 1,2, . . ., n. n. Algorithms for random shuffling are discussed in D. E. Knuth, The art of computer programming, Reading, Mass., Addison-Wesley
(1981) pp. 139-141, incorporated herein by
reference. Shuffle algorithm P, discussed at
length in Knuth, may be used in a preferred
embodiment of the present invention.
Random assignment is exemplified in the
context of the present invention by considering
the assignment of four doors to classes such that
two doors are in the lose class, one is in the reward class and one is in the win class. The fixed convention for systematic assignment will be to assign in the order: lose class, reward class, win class. Accordingly, denoting the doors by the symbol D1 .. ..... . . the initial assignments will be:
D1=lose
D2=lose
D3=reward
D4=wi n
The integers 1, 2, 3, and 4 are then randomly shuffled. If the results of the shuffle is the sequence 2413, then the resulting assignment of the doors will be: D1=lose D2=win
D3=lose
D4=reward
Shuffling requires the use of a random number generator.A known algorithm for generating pseudo-random sequences of numbers is the linear congruential method which is described in
Knuth, pp 9-25, also incorporated herein by reference. However, the numbers generated in this manner are not truly random, as explained in
Knuth, but actually comprise a sequence that repeats itself after a sufficiently long time. Such repetitious sequences are undesirable in gambling games because an observer who watches the game long enough can eventually detect the cyclical behaviour of the game and anticipate the choices made by the game.
Accordingly, provision is made to randomize the output of the pseudo-random number generator. That is, a pseudo-random number generator using the linear congruential method can generate repeating sequences of apparently random numbers with a long repetition period as explained in Knuth, pp 9-25. A random number generator of the present invention then chooses numbers randomly from the long repeating sequence.
Thus, to exemplify the principles of random number generation derivable from the present invention, a linear congruential generator may generate a pseudo-random sequence of numbers according to the iterative equation: Xn+1=(aXn+c) mod m (1) where
a=515 (2) and c is the 35 most significant bits of the 40 bit hexadecimal number 361 962E9AO. The modulus is m=236 (3) The constant c is odd and is therefore relatively
prime with respect to m, which is necessarily
even. At various times during the play of the game
the microcomputer 32 program, filed on a
microfiche as part of the present application, calls
a random number generator module to obtain a
random number. When called, the microcomputer
generates a sequence of four numbers using the
linear congruential method algorithm.The four
generated numbers are stored in sequence. The
random number generated is then chosen to be
one of the four numbers according to the value of a 'variable contained in the microcomputer's
internal memory.
Neither the order of magnitude of the constant
c nor its least significant byte is affected by this
procedure. It may therefore be seen that c
remains relatively prime with respect to the
modulus m and the order of the cyclical length of
the generated random numbers is unaffected. On
the other hand, the modulation of c is truly
random because the current value of the counter
depends upon the number of periods between
successive actuation of the select button.
Accordingly, it may be seen that the linear
congruential method begins generating a new
and generally different cycle of pseudo-random
numbers after each actuation of the select button.
It will, of course, be understood that
modification of the present invention in its various
apsects will be apparent to those skilled in the art,
some being apparent only after study and others
being a matter of routine design. For example, the
use of stories other than "The Lady or the Tiger?"
to provide a game format would fall within the
teachings of the present invention. It is not
necessary to the invention that the number of
classes to which objects are assigned be limited
to three. Game control and object assignment
may be performed externally to an individual
game, as by a time-shared general purpose
computer. It is also not at all necessary that random
number generation be based upon sequences of
numbers generated by the linear congruential
method, or indeed, upon pseudo-random
sequences. Accordingly, the scope of the
invention should not be limited by the particular
embodiment and specific construction herein
described, but should be defined only by the
appended claims and equivalents thereof.
Claims (17)
1. A video gaming machine to be played by a
player viewing a video screen and operating
player operable controls, comprising:
display means for displaying scenes including a
plurality of images of narratively related objects
on the video screen;
designation means operatively connected to
said display means and responsive to the player
operable controls for player designation of one
object of said plurality;
assignment means for assigning the
designated object randomly to one of a plurality of classes, including at least a win class and a lose class; and
response means operatively connected to said display means and said assignment means and responsive to said designation by displaying a scene narratively related to said scenes and indicating a win if said designated object is in said win class, and a loss if said designated object is in said lose class.
2. A video gaming machine according to Claim 1 wherein said display means includes apparatus for generating a raster scan display on the video screen.
3. A video gaming machine according to either of Claims 1 and 2, wherein said plurality of images includes a plurality of images at fixed locations on the video screen and at least one image that is movable with respect to said plurality of images at fixed locations.
4. A video gaming machine according to either of Claims 1 and 2, wherein said plurality of images includes a plurality of images of doors in an image of a wall.
5. A video gaming machine according to either of claims 1 and 2, wherein said display means includes an auxiliary display for displaying the progress of the player with respect to a narration relating said narratively related objects.
6. A video gaming machine according to Claim 3 wherein said designation means, responsive to the player operable controls moves one of said at least one movable images into proximity of one of said plurality of images at fixed locations on said video screen to designate said one of the fixed images.
7. A video gaming machine according to either of Claims 1 and 2, wherein said assignment means includes a random number generator.
8. A video gaming machine according to Claim 7 wherein said assignment means uses a shuffle procedure including said number generator for assigning said designated object randomly to one of a plurality of classes.
9. A video gaming machine according to Claim 8 wherein said plurality of classes includes a win class, a lose class and a reward class.
10. A video gaming machine according to
Claim 9, wherein said response means includes means for permitting a player to transfer a designated object from said win class to said reward class.
11. A method for presenting a video game having a video screen and an operable control to be operated by a player comprising the steps of:
displaying a scene including a plurality of images of narratively related objects on the video screen;
requiring the player to operate the operable control to designate one of said plurality of objects, said designated objects being assigned to one of a plurality of classes including at least a win class and a lose class, and;
displaying a resulting scene responsive to the designation, the resulting scene indicating a win if said designated object belongs to said win class, and a loss if said designated object belongs to said lose class;
said resulting scene being narratively related to the preceding said scenes.
12. A method for presenting a video game according to Claim 11 wherein said designated object is assigned to one of a plurality of classes by a shuffle algorithm.
13. A method for presenting a video game according to Claim 1 2 wherein said shuffle algorithm includes the step of generating numbers in accordance with a linear congruential method.
14. A method for presenting a video game according to Claim 13 wherein said step of generating numbers includes the step of choosing numbers at random generated by said linear congruential method.
1 5. A method for presenting a video game according to Claim 14 wherein said step of generating numbers includes the steps of varying randomly the constant c used in said linear congruential method.
1 6. A method for presenting a video game according to Claim 11 wherein the step of displaying a scene includes the step of providing an auxiliary display having lamps to mark the progress of a player during the game.
17. A video gaming machine according to claim 1 and a method according to claim 11, substantially as hereinbefore described with reference to and as illustrated in the accompanying drawings.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US52113083A | 1983-08-08 | 1983-08-08 |
Publications (2)
Publication Number | Publication Date |
---|---|
GB8408094D0 GB8408094D0 (en) | 1984-05-10 |
GB2144644A true GB2144644A (en) | 1985-03-13 |
Family
ID=24075487
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
GB08408094A Withdrawn GB2144644A (en) | 1983-08-08 | 1984-03-29 | Video gaming machine |
Country Status (3)
Country | Link |
---|---|
AU (1) | AU2906684A (en) |
DE (1) | DE3428752A1 (en) |
GB (1) | GB2144644A (en) |
Cited By (109)
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GB2167676A (en) * | 1984-11-07 | 1986-06-04 | Jpm | Coin- or token-freed game apparatus |
US5591088A (en) * | 1995-08-29 | 1997-01-07 | Bianco; John L. | Electronic golfing aid |
US5833537A (en) * | 1996-09-30 | 1998-11-10 | Forever Endeavor Software, Inc. | Gaming apparatus and method with persistence effect |
WO2003026759A1 (en) * | 2001-09-26 | 2003-04-03 | Igt | Gaming device having an adjacent selection bonus scheme |
US6595854B2 (en) * | 2000-09-07 | 2003-07-22 | Igt | Gaming device having a bonus scheme with multiple selection groups |
US6634943B1 (en) * | 2000-10-16 | 2003-10-21 | Igt | Gaming device having related multi-game bonus scheme |
US6645074B2 (en) * | 1998-03-24 | 2003-11-11 | Wms Gaming Inc. | Bonus game for a gaming machine |
US6659864B2 (en) * | 2000-10-12 | 2003-12-09 | Igt | Gaming device having an unveiling award mechanical secondary display |
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US6726563B1 (en) * | 2000-09-08 | 2004-04-27 | Igt | Gaming device having a selectively accessible bonus scheme |
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US7744454B2 (en) | 2001-09-26 | 2010-06-29 | Igt | Gaming device having an accumulating award symbol |
US7780518B2 (en) | 1997-03-12 | 2010-08-24 | Igt | Method of scoring a video wagering game |
US7785188B2 (en) | 2005-04-27 | 2010-08-31 | Igt | Gaming device including a plurality of selectable positions and an outcome modifier |
US7803044B2 (en) | 2000-07-28 | 2010-09-28 | Igt | Gaming device having a game with decreasing probabilities of success |
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Also Published As
Publication number | Publication date |
---|---|
DE3428752A1 (en) | 1985-02-28 |
GB8408094D0 (en) | 1984-05-10 |
AU2906684A (en) | 1985-02-14 |
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