GB2206987A - An amusement-with-prizes machine - Google Patents

An amusement-with-prizes machine Download PDF

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Publication number
GB2206987A
GB2206987A GB08816840A GB8816840A GB2206987A GB 2206987 A GB2206987 A GB 2206987A GB 08816840 A GB08816840 A GB 08816840A GB 8816840 A GB8816840 A GB 8816840A GB 2206987 A GB2206987 A GB 2206987A
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GB
United Kingdom
Prior art keywords
machine
prize
positions
player
sequence
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.)
Granted
Application number
GB08816840A
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GB8816840D0 (en
GB2206987B (en
Inventor
Stephen Braithwaite Murray
Robert Eric Vigna
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Individual
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Individual
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Publication date
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Publication of GB8816840D0 publication Critical patent/GB8816840D0/en
Publication of GB2206987A publication Critical patent/GB2206987A/en
Application granted granted Critical
Publication of GB2206987B publication Critical patent/GB2206987B/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

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Classifications

    • 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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3248Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving non-monetary media of fixed value, e.g. casino chips of fixed value
    • 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

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

A skill-with-prizes machine is made to resemble a safe (1) with a door (2) operable by a combination lock. When energised by coin entry (4), the player can turn a knob (3) to find a sequence of selected positions within a set period shown by a timer (11), each position when found generating a response on an indicator (10). Faulty manipulation causes a re-start without added time, while success allows the door (2) to be opened, giving access to a prize, or generates delivery to a winner's tray. Alternatively, the player can repeat in the hope of a further, larger prize. <IMAGE>

Description

- "R Skill-with-Prizes machine" This invention relates to skill-with-prizes machines which may be coin or token operated, although reference to just coins will be made in this specification.
Most people would claim to be honest, but a safe provides an undeniable challenge, particularly one with a combination lock.
It is an aim of this invention to provide a machine which will gratify a player's usually unadmitted yearning to crack a safe and to reap a reward if successful, but of course without the unfortunate consequences which can follow doing the real thing.
According to the present invention there is provided a coin or token operated skill-with-prizes machine comprising an enclosure, a manually operable element movable to any one of a plurality of positions, random selector means to determine a sequence of such positions, and means to correlate the manipulation of said element with said positions and, if said element is moved to selected positions in the correct sequence, render a prize accessible from the enclosure.
Preferably, there is means imposing a limit on the time available for such manipulation. Different skill levels may be imposed for different manipulation sequences. For example, the time limit and/or the number of positions in a sequence may be variable. This variation can be imposed by the machine, or the player could be allowed to select at the beginning of a game; and generally the higher the skill level selected, the higher the prize to be won. Pauses may be imposed between each manipulation, and it may be arranged that, if the element is moved during such a pause, the record of any selected positions found up to that point will be cancelled. However, that need not be the end of that particular play, and the random selector means may then determine a new sequence of positions to be found.
However, the original timing available will preferably not be extended after such cancellation, and so the player will have a much shorter period in which to find all the positions in the correct sequence.
The player may be given an option, when he has successfully completed a play, of either taking the prize or continuing play with a new sequence of positions, perhaps involving an altered skill level.
This continuance may be without further coin or token insertion, and generally it will be with a renewed full time limit. Successful manipulation during this further play may make a greater prize available than that at the end of the first play.
This idea may be extended, and further plays may be similarly available, at the player's option, after each successful play up to a limit, the plays creating successively larger prizes. However, should the player fail during the second or succeeding plays, he may forfeit the prize attainable in the preceding one.
There may be indicator means to show an advised direction of movement of said manually operable element for each position to be found. The movement of this element is preferably step-by-step incremental, each step corresponding to one selected position.
In one preferred form the enclosure represents a safe, and the manually operable element will then simulate the knob or dial of a combination lock. There may be a real door with an electronically operable lock which is released when the player operates the knob or.
dial in the correct sequence. The prize is then retrievable from a space behind the door.
Alternatively, the door may be just a simulation, and the prize may be delivered to an open winner's tray at the base of the machine.
For a better understanding of the invention, one embodiment will now be described, by way of example, with reference to the accompanying drawing, in which the single figure is a front elevation of a skill-withprizes machine.
The machine is housed in a box 1 with a hinged door 2 in its front wall. In the centre of this door there is a calibrated operating knob or dial 3 which can be turned in either direction, and the general appearance and get-up is made to resemble a safe with a combination lock.
However, this one -is only for amusement, and it is enabled by coins fed into an entry slot 4, the amount in credit being shown in a nearby window 5. Reject coins are dispensed into pocket 6 below the coin entry.
The front wall surrounding the door carries various indicators, all being of the kind which light up from behind when they are activated. At top centre there is a WAIT sign 7 flanked by arrows 8 and 9 pointing to the left and right respectively. Beneath these there is a horizontal array of four windows 10, which will light up progressively as explained later, and below that array is a horizontal bar timer 11, in which segments are progressively illuminated to indicate the passage of time.
Below the pocket 6 there are three buttons 12, 13 and 14 respectively for "START", "COLLECT" and "CONTINUE". On the other side, near the top, there is a prize indicator array 15, and below that a display 16 for showing the skill level for the play in progress.
This may be ordained by the machine, or it may be player selectable, each square of the display 16 then representing a press button as well as an indicator.
Generally, the higher the skill level, the greater the prize to be won.
Finally, immediately above the knob 3 there is a small or pinpoint LED 17 which lights up in response to movement of the knob.
It will be understood that there are many different possible forms and layouts for these indicators and controls.
Technology to operate this machine as coins are inserted, buttons are pressed, and the knob is turned is known and will not be described in detail. Generally, it will be microprocessor controlled, and it will be understood that there is a locking mechanism to hold the door 2 closed but to allow it to open when the player wins as described below, and also a coin dispenser to deposit coins in the space behind the door 2according to the prize won.
The machine is energised by one or more coins being fed into the slot 4, the amount of credit accrued being shown in the window 5. It is not possible to prolong any one play, or otherwise favour the user, by feeding in more coins than are necessary for a single play.
Initially, none of the windows 10 is lit up, nothing shows on the bar timer 11, and the skill level is at its lowest (1). When the player is ready, if the machine offers the facility he may increase the skill level, aiming for a larger prize, and this may be shown by the array 15. He then presses the start button 12 and the timer 11 will start to illuminate segment by segment.
The WAIT sign 7 will be lit up while a random selector in the microprocessor unit choses a number and direction. The player should observe that WAIT sign and not move the knob 3. If he does move it, the random select ion will be cancelled and the process will begin again, but without recovery of spent time.
When the selection has been made, the WAIT sign 7 extinguishes and one of the arrows 8 or 9 lights up.
The player then turns the knob 3 in the indicated direction. As it clicks past each position, the light 17 flashes. It will be arranged that the knob cannot simply be spun, and then rapidly recovered to the position where the first window 10 lights up, indicating that the first number of the combination has been found.
It will have to be moved step by step, and if moved beyond the correct position the initial selection will be-cancelled and the player will have to re-start, assuming time is still available. Thus the player will have to handle the knob sensitively and react quickly to the windows 10.
When that first position has been found, there will be another WAIT interval, and if the player moves the knob during it, the original selection will be cancelled and the player will have to start all over again, but without extra time.
This procedure repeats until either time runs out without all the windows 10 being lit up, or until the player has successfully found all four positions, shown by complete illumination of the window array. in the latter case, the player is offered a choice; he can press -either the button 13 or the button 14. By pressing the button 13, the prize dispenser is caused to deliver the prize (say 1) to the space behind the door 2, and the latter is then released. It may spring open, or the player may have to pull it. In any event, the player can then collect the prize and re-close the door.
While the door is open the machine is disabled, and this closure is therefore essential before the next game.
But by pressing the button 14, the player opts to continue in the hope of a larger prize, and without further input into slot 4 or using of credit 5. The dispenser remains unactivated, the door 2 stays closed, and the timer 11 starts a fresh period. The WAIT sign comes on again at the start of this, and then one of the arrows 8 or 9. The player turns the knob accordingly, and so the initial play is repeated, but of course with a different selection of positions or "combination to find. Failure during this further play finishes the game, and the player loses the prize that could have been his had he pressed button 13. But if the player succeeds again he is given the same option, and if he chooses to collect he will have a larger prize, 2 for example.
However, he can continue with a third and even a fourth round in the same way with a view to winning even larger prizes, but hazarding those already gained.
To counteract the player who might acquire some skill and dexterity on the machine, to the extent of winning the larger prizes regularly, the required skill level may be raised which might include making the time periods progressively shorter the higher the prizes at stake, and/or increasing the number of positions to find. 11hen there is a higher degree of skill level required, it is indicated by the display 16 prior to the player electing to continue for a higher prize or to collect existing winnings. Also, it might be arranged that, at least on some occasions, neither of the arrows 8 and 9 light up at the end of a wait period, thus leaving it to the player to guess which way to turn the knob 3.
It will be understood that a combination of less than or more than four positions might be required in variants of the machine described, or simply by different usage, and that the prize range and the maximum number of plays from a single start could be different. For example, when there are less than four positions to find, at the beginning of play one or more of the windows 10 will be illuminated, leaving dark only the required number to be found.
Although the safe format may be preferred, it is possible to apply the principles to variations of it.
For example, the door 2 may not be a real one which opens for prize retrieval. Instead the prize might be delivered to an open winner's tray, indicated in outline at 18, near the base of the housing 1.

Claims (22)

1. A coin or token operated skill-with-prizes machine comprising an enclosure, a manually operable element movable to any one of a plurality of positions, random selector means to determine a sequence of such positions, and means to correlate the manipulation of said element with said positions and, if said element is moved to the selected positions in the correct sequence, render a prize accessible from the enclosure.
2. A machine as claimed in Claim 1, wherein there are means imposing a limit on the time available for such manipulation.
3. A machine as claimed in Claim 1 or 2, wherein different skill levels can be imposed for different manipulation sequences.
4. A machine as claimed in Claim 3 as appendent to Claim 2, wherein the time limit is variable.
5. A machine as claimed in Claim 3 or 4, wherein the number of positions in a sequence is variable.
6. A machine as claimed in any preceding claim, wherein there are means imposing pauses between manipulations.
7. A machine as claimed in Claim 6, wherein manipulation during any pause cancels the record of any selected positions found hitherto.
8. A machine as claimed in Claim 7, wherein following such cancellation, the random selector means determines a new sequence of positions.
9. A machine as claimed im Claim 8, as appendent to Claim 2, wherein the original time available is not extended after such cancellation.
10. A machine as claimed in any preceding claim, wherein there are means by which the player can opt for release of the prize or for continuance of play with a new-sequence of positions.
11. A machine as claimed in Claim 10, as appendent to any one of Claims 3, 4 and 5, wherein the skill level is altered if continuance of play is chosen.
12. A machine as claimed in Claim 10 or 11, wherein such continuance is without further coin or token insertion.
13. A machine as claimed in Claim 10, 11 or 12, as appendent to Claim 2, wherein such continuance is for a renewed time limit.
14. A machine as claimed in any one of Claims 10 to 13, wherein successful manipulation during such continuance makes a greater prize available than that at the end of the first play.
15. A machine as claimed in Claim 14, wherein further plays are similarly available, at the player's option, after each successful play, up to a limit, the plays generating successively larger prizes.
16. A machine as claimed in any one of Claims 10 to 15, wherein failure in the second or succeeding plays forfeits the prize attainable in the preceding one.
17. A machine as claimed in any preceding claim, wherein there are indicator means to show an advised direction of movement of said manually operable element for each position to be found.
18. A machine as claimed in any preceding claim, wherein the movement of said manually operable element is step-by-step incremental, each step corresponding to one possible selected position.
19. A machine as claimed in any preceding claim, wherein the enclosure represents a safe, and the manually operable element simulates the knob or dial of a combination lock.
20. A machine as claimed in Claim 19, wherein the enclosure has a door with an electronically operable lock which is released when the player operates the knob or dial in the correct sequence, the prize then being retrievable from a space behind the door.
21. A machine as claimed in any one of Claims 1 to 19, wherein a prize, when awarded, is delivered to an open collection tray.
22. A coin or token operated skill-with-prizes machine substantially as hereinbefore described with reference to the accompanying drawings.
GB8816840A 1987-07-17 1988-07-15 A skill-with-prizes machine Expired - Lifetime GB2206987B (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB878716848A GB8716848D0 (en) 1987-07-17 1987-07-17 Amusement machine

Publications (3)

Publication Number Publication Date
GB8816840D0 GB8816840D0 (en) 1988-08-17
GB2206987A true GB2206987A (en) 1989-01-18
GB2206987B GB2206987B (en) 1991-05-29

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ID=10620799

Family Applications (2)

Application Number Title Priority Date Filing Date
GB878716848A Pending GB8716848D0 (en) 1987-07-17 1987-07-17 Amusement machine
GB8816840A Expired - Lifetime GB2206987B (en) 1987-07-17 1988-07-15 A skill-with-prizes machine

Family Applications Before (1)

Application Number Title Priority Date Filing Date
GB878716848A Pending GB8716848D0 (en) 1987-07-17 1987-07-17 Amusement machine

Country Status (1)

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GB (2) GB8716848D0 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0436259A2 (en) * 1990-01-04 1991-07-10 Bally Wulff Automaten GmbH Coin-actuated gaming machine

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB518760A (en) * 1938-03-21 1940-03-07 John Cyril Kingsley Swan Game or amusement apparatus
GB1275697A (en) * 1968-06-17 1972-05-24 Clarence L Elder Coin or token operated game apparatus
GB1428157A (en) * 1968-06-17 1976-03-17 Elder C L Random unit generator amusement device
GB2065948A (en) * 1979-12-21 1981-07-01 Wulff Apparatebau Gaming Machine
EP0091832A2 (en) * 1982-04-14 1983-10-19 Kabushiki Kaisha Universal Games machine
GB2119989A (en) * 1982-05-08 1983-11-23 John Barry Noble Amusement machines

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB518760A (en) * 1938-03-21 1940-03-07 John Cyril Kingsley Swan Game or amusement apparatus
GB1275697A (en) * 1968-06-17 1972-05-24 Clarence L Elder Coin or token operated game apparatus
GB1428157A (en) * 1968-06-17 1976-03-17 Elder C L Random unit generator amusement device
GB2065948A (en) * 1979-12-21 1981-07-01 Wulff Apparatebau Gaming Machine
EP0091832A2 (en) * 1982-04-14 1983-10-19 Kabushiki Kaisha Universal Games machine
GB2119989A (en) * 1982-05-08 1983-11-23 John Barry Noble Amusement machines

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0436259A2 (en) * 1990-01-04 1991-07-10 Bally Wulff Automaten GmbH Coin-actuated gaming machine
EP0436259A3 (en) * 1990-01-04 1991-10-16 Bally Wulff Automaten Gmbh Coin-actuated gaming machine

Also Published As

Publication number Publication date
GB8816840D0 (en) 1988-08-17
GB8716848D0 (en) 1987-08-26
GB2206987B (en) 1991-05-29

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Legal Events

Date Code Title Description
PCNP Patent ceased through non-payment of renewal fee

Effective date: 19920715