GB2258334A - Gaming machines - Google Patents

Gaming machines Download PDF

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Publication number
GB2258334A
GB2258334A GB9215914A GB9215914A GB2258334A GB 2258334 A GB2258334 A GB 2258334A GB 9215914 A GB9215914 A GB 9215914A GB 9215914 A GB9215914 A GB 9215914A GB 2258334 A GB2258334 A GB 2258334A
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United Kingdom
Prior art keywords
display
random
gaming machine
machine according
symbols
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Withdrawn
Application number
GB9215914A
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GB9215914D0 (en
Inventor
James Stuart Keane
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Individual
Original Assignee
Individual
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Filing date
Publication date
Application filed by Individual filed Critical Individual
Publication of GB9215914D0 publication Critical patent/GB9215914D0/en
Publication of GB2258334A publication Critical patent/GB2258334A/en
Withdrawn legal-status Critical Current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
    • G07F17/34Coin-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
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played

Abstract

In a gaming machine, which preferably is coin-operated, the player pre-selects results by predicting where rotatable reels 12, 14, 16, or simulations thereof will stop in relation to multiple positions in display windows 18, 20, 22. There are for example three reels and three windows, each window having three positions T, M, B. Depending upon the number of correct preselections, the higher the prize. There may be a win multiplier whereby the win may be increased or lost, a hold function where a win can be held to a subsequent game, and a skill stop whereby the player has a skill control over the stopping of the reels in the windows. <IMAGE>

Description

Improvements Relating to Gaming Machines This invention relates to machines for gaming amusements, skill and the like, referred to herein as gaming machines and in particular to a gaming machine wherein the player predicts the finishing position of symbols on a randomly operated display device.
The traditional type of gaming machine comprises three or more adjacent and aligned rotatable reels with symbols marked on the periphery of each reel, an indicated position and a mechanical activator in the form of a sigle arm and hence the name "one armed bandit". The engagement of the actuator results in the spinning of the reels and depending upon the arrangement of the symbols at the indicated position, when the reels come to rest, a prize in the form of cash or tokens is awarded.
The introduction of cheap electronic circuitry brought about the increase in complexity of such machines which results in the production and marketing of a wide range of new machines.
The popularity of such machines increased and no longer are they to be found only in the traditional sites such as amusement arcades in holiday resorts and fairgrounds, but now also in the popular amusement arcades located in every major town or city.
Many of these new gaming machines are still based on the traditional type of machines such as the "one armed bandit" or the "fruit machine", wherein reels with symbols marked on their periphery, are caused to spin. The changes introduced by the new machines have been in the form of additional features, for example, the common "hold", "nudge" or "gamble" features and in the move away from mechanical actuators to push buttons.
There is always a need to introduce new types of machines so as to offer greater appeal to the players of such machines and to prevent players becoming bored with the same machines.
Therefore, an aim of the present invention is to provide a new type of gaming machine.
The machine according to the present invention provides a new type of gaming machine wherein the player predicts the finishing positions of symbols on randomly operated means.
In accordance with the present invention, there is provided a gaming machine wherein the player predicts whether or not a symbol will appear in a display area following operation of a means randomly displaying the symbol or a plurality of symbols in sequence in said display area.
In accordance with the preferred form of the present invention, there is provided a gaming machine comprising at least one randomly operated means and a display area wherein the or each display area comprises at least one symbol display region, selector means whereby any display region of each area may be preselected before the activation of the random operated means and means connecting the randomly operated means to the selector means so as to compare each preselected display area with the actual symbol position to determine the prize to be awarded.
The prize may be in the form of cash, or tickets which may be exchanged for a prize. In the preferred arrangement of the machine, according to the present invention, there are three separate randomly operated means and associated with each randomly operated means is a display area which comprises three display regions.
The randomly operated means may be a rotatable drum with a plurality of symbols marked on the periphery at regularly spaced intervals such that at any position, a single symbol is shown in the display.
The selector means may be a push button adjacent each of the display regions. The push button may be illuminated so as to indicate that the corresponding display regionhas been selected.
In the preferred play of the game, a suitable coin is inserted into the machine so as to commence play. The player predicts, for each display area, in which display region the symbol will appear and this is performed by pushing the button adjacent to the selected display region.
Upon completion of the selections, the random operated means are activated and depending upon the number of correct predictions made as determined when the drums come to rest, an appropriate prize is awarded.
In the preferred case, the probability of correctly predicting the finishing position of one symbol is 1 in 3, the probability of correctly predicting the finishing positions of two symbols, in sequence, is 1 in 9 and the probability of correctly predicting the finishing positions, in sequence for three symbols, is 1 in 27.
In an alternative play of the game, to utilise the feature of reduced probablity as described above, the randomly operated means are activated sequentially and the greater the sequence of correctly predicted finishing positions, the greater the reward.
The machine may include a "gamble" feature whereby the player, at the end of the game, may "gamble" lies reward in an attempt to gain a greater reward. Alternatively, the gamble feature may operate automatically upon a win being achieved.
The machine may include a payout multiplier indicator and a prize may be awarded with reference to the number of correct predictions made and to the payout multiplier indicator.
The machine may have a "hold" feature whereby when a correctly predicted display region is made, the "hold" feature may be activated and that particular symbol in the display region is held during the next game while the remaining randomly operated means are activated.
If a player fails to complete all the required selections of display regions within a predetermined time interval from the commencement of the game, then the remaining selections will be made automatically at random.
The symbols which appear in the display area may all be identical or alternatively there may be a number of different symbols. A clown's face symbol may appropriately be adopted.
The value of the prize awarded may be dependent upon and vary with the particular symbol in the correctlyu predicted display region.
An embodiment of the present invention will now be described by way of exmaple, with reference to the accompanying drawings, wherein Fig. 1 is a perspective view of a machine according to the embodiment of the invention; Fig. 2 is a schematic diagram of the operational parts of the machine of Fig. 1; Fig. 3 is a front view of the three drums of machine of Fig.
1; and Fig. 4 shows an alternative to the payout multiplier indicator of Fig. 2.
The machine shown in Fig. 1 comprises a casing 100, having a front 102, and the front includes from top to bottom, a glazed panel 104 which covers a cavity containing prizes which are displayed to let player see what can be won through successful play of the machine.
Under the panel 104 is a section 106 having a coin insertion slot 28 and a multiplier display 30 whose function is described hereinafter.
Below the section 106 is a play section 110 having three display windows defining three display levels 18, 20, 22 (described hereinafter) through which sections of the peripheries of three rotatable drums 12, 14, 16) can be moved. Alongside the display areas are selection buttons T, M, B (described as function hereinafter) and finally at the lower edge of section 110 are a start button 24 and a skill stop button 25.
Referring now to Fig. 2 and Fig. 3, the relevant gaming machine parts are indicated generally. The three rotatable drums 12, 14 and 16 are shown in Fig. 3, and the three display areas 18, 20 and 22 each comprises three display regions 1, 2 and 3. Adjacent each display area are the three push buttons indicated by T, M and B which correspond to display regions 1, 2 and 3 respectively. The start button 24, ticket dispenser 26, coin slot 28 and payout multiplier indicator 30 are also shown in Fig. 2.
Each drum 12, 14 and 16 in this example has a total of 27 positions marked on its periphery, and clowns head symbols are marked on each drum at regular intervals such that there is always two blank positions between symbols, as shown in Fig. 3. The reel symbols and display area are arranged so that at all times one, but only one, symbol appears in each display area and in register with one of the display regions.
Each drum uses conventional means for initiating the rotation of the drum but such means are not described here.
Each of the nine push buttons T, M, B may be illuminated by the actuation of a back light (not shown) and this happens by simply pushing the button, the other two in that group then being inhibited.
The payout multiple indicator 30 comprises seven display units indicated by the numbers 40, 42, 44, 46, 48, 50 and 52.
Each display unit comprises a light and a front cover marked with a multiplying factor. For example display unit 40 is marked "XO", unit 42 is marked "X1" and so on, with unit 52 marked "X6".
The lights within the indicator 30 may be switched on and off in sequence so as to create a "running" effect.
The play of the game will now be described. Initially, all lights in the indicator 30 are extinguished as are the nine push button lights.
The player inserts the correct coin or coins through the coin slot 28 so as to initiate play. The coin or coins pass into a coinage mechanism (not shown) which checks the coins and if they are suitable, the game commences.
The player predicts for each display 18, 20 and 22, in which display region 1, 2 or 3 the symbol will appear. The player makes his predictions by pushing the appropriate push button T, M or B, adjacent the display region. The action of pushing a button actuates the corresponding backlight and the button is illuminated so as to indicate the selected button.
To illustrate the play of the game, assume the three buttons 18T, 20M and 22M have been selected. Upon the completion of the selected, the start button 24 is pressed and the drums 12, 14 and 16 are caused to rotate. When the drums come to rest, as shown in Fig. 1, the positions of the symbols are compared by the machine electronics with the predicted positions as indicated by the illuminated push buttons. In this example, two of the predictions are correct, i.e. 18T and 20M. Subsequently, the payout multiplier indicator is automatically (or manually) activated and the lights illuminating each display unit are switched on and off in sequence so as to produce a running effect. The "running" effect is stopped at random leaving a single display unit illustrated for example, 48 illustrating the marking "X4".
The multiplier factor is coupled with the number of correct predictions made and the corresponding number of tickets are dispensed from ticket dispenser 24, in this example eight.
The tickets are each marked with a face value, which in practise will be a fraction of the cost of playing the game, for example 1/20th. The tickets may then be exchanged for one of the prizes displayed behind panel 104.
In an alternative embodiment, the payout multiplier indicator 60 is replaced by the indicator shown in Fig. 4.
Payout multiplier indicator 60 is shown in Fig. 4 and comprises 7 display units 62, 64, 66, 68, 70, 72 and 74 each unit comprises a light and a marked cover. Unit 62 is marked "XO" , unit 64 "X1", unit 66 "X2", unit 68 "X3", unit 70 "X6", unit 72 "X10" and unit 74 is marked "X20".
During play when the indicator is activated, the number of correct predictions made is known and this information is used to control the payout multiplier indicator 60. The machine may be designed to dispense a maximum (say 20) of tickets and so control means are included to limit the minimum number of dispensed tickets to twenty. Each light illuminating the display units may be switched on and off in sequence and stopped at random so to create a "running" effect. The said control means take the form of a limiter as to which display units are involved in the "running effect".
If one correct prediction is made, then all the lights are involved in the "run" and the maximum posible number of dispensed tickets is 20. If two correct predictions are made then display unit 74 is disabled and the maximum possible number of tickets dispensed is 20. If three correct predictions are made then display units 72 and 74 are disabled and the maximum possible number of tickets dispensed is 18.
In an embodiment of the invention, each reel has an associated "hold" button. If during play a correct prediction is made a "hold" button, corresponding to the drum and display in which the correct prediction was made, may be illuminated and if the player pushes this button then the drum is "held" in the next game. This results in only the two remaining drums being activated in the next game and at least one correct prediction.
The payout multiplier indicator may have an associated "skill" button 25 so that when the indicator is activated the "run" sequence may be stopped by the press of the "skill" button.
In the above described embodiment of the invention, only three drums and three display areas per drum have been used but it will be appreciated that any number of drums and display areas may be used.
In a further embodiment of the invention, the random symbol generator is in the form of a series of lights which are switched on and off in sequence so as to produce a "running" effect. The "running" effect is stopped at random leaving a single light illuminated.
The randomly operated means and the displays may be in the form of computer graphics.
In a still further modification, there may be a "skill" stop button or buttons for the stopping of the reels 12, 14, and 16. In this case, the player stops each reel by means of a button and obviously he will endeavour to stop the reel so that the symbol stops in register with his preselected postion for that reel. The payment may be awareded on a varying basis depending upon the degree of skill exercised by the player, thus, if the reel peripheries, as is usual, travel downwards as Fig. 2, it will be more difficult to stop reel with the symbol in region 1 than it is to stop it in region 2, than it is to stop it in region 3 so that awards may be made in this order one two three corresponding to regions 1, 2 and 3.
Should it be furthermore that the skill stop is too easy or too difficult to use by players, the machine electronics can be arranged automatically to speed up or slow down the reel speed.
Further features that can be embodied is that the payment can be made dependent upon the speed of selection by the player, it is stated herein that if the player does not make his selection within a pre set tune, the machine will do it for line automatically, but equally, if the player makes his slections quickly, and accurately, the reward can be geared to the speed of selection.

Claims (18)

1. A gaming machine comprising of a) random display means for providing a moving display of symbols, b) a display area for said random display means, said display area comprising a plurality of display regions in which the symbols of said moving display may be stopped at random c) pre selection means for pre-selecting at least one of said display regions before operation of said random display means, and d) win dispensing means for dispensing winnings when, upon operation of said random display means, a particular one of said symbols stops in said pre-selected at least one of said display regions.
2. A gaming machine according to claim 1, wherein said random display means comprises a rotatable reel.
3. A gaming machine according to claim 1, wherein said random display means comprises means generating a sequence of illuminations simulating a rotatable reel.
4. A gaming machine according to claim 2, wherein said reel has equally spaced symbol positions therein and in every third postion is a particular symbol, and said display area has three of said regions so that at each operation of the reel, one of said symbols will be displayed in one of said regions.
5. A gaming machine according to claim 4, wherein there are three of said random display means and three of said display areas.
6. A gaming machine according to claim 5, wherein the win dispensing means dispenses winnings dependent upon the number of correct pre-selections.
7. A gaming machine according to claim 6, including a random win multiplier operable to multiply winnings depending upon the position at which the random win multiplier stops.
8. A gaming machine according to claim 1, including a skill stop control device whereby by the skill of the player particular symbols can be stopped in particular regions of the random display means.
9. A gaming machine according to claim 1 wherein the machine is coin operated.
10. A gaming machine according to claim 1 wherein the machine comprises a ticket dispenser forming said win dispenser, the said winnings being the form of tickets exchangeable for prizes.
11. A gaming machine according to claim 8, wherein the win dispensing means dispenses a prize to a higher value depending upon the respective regions in which the player can cause the particular symbol to be displayed in the random display means.
12. A gaming machine according to claim 1 wherein said pre selection means comprises a plurality of buttons corresponding to said display regions, only one of which is selected in operating said pre selection means, and which is illuminated when operated.
13. A gaming machine according to claim 5, wherein said win dispensing means is adapted to dispense a higher value prize in the event of correct pre-selection depending upon the speed at which the player made his selections.
14. A gaming machine according to claim including means for adjusting the speed of operation of the random display means.
15. A gaming machine comprising a) random display means for providing a moving display of symbols; b) a display area for said random display means, said display area comprising a plurality of display regions in which the symbols of said display means may be displayed at random c) skill stop means for stopping the symbols in said display regions, and d) win dispensing means arranged to dispensing winnings of value dependent upon the skill of the player in stopping particular symbols of said random display means in particular ares of said display regions.
16. A gaming machine comprising, a) a plurality random display reels for providing a moving display of symbols; b) a plurality of display windows in register with said reels and each defining a number of display regions in which the symbols of said display may be stopped at random; c) pre-selection means for each random display reel for pre selecting at least one of said display regions before operation of each of the random display means, and d) win dispensing means for dispensing winnings when, upon operation of the random display means, in at least one of the display windows, a particular one of said symbols stops in said pre selected at least one of said display regions.
17. A gaming machine according to claim 16, including a skill stop means by which the player may endeavour to stop each reel in a position giving a winning result.
18. A machine according to claim 16 or 17, including a hold function by which any win achieved in one game may be held over to the next game.
GB9215914A 1991-07-27 1992-07-27 Gaming machines Withdrawn GB2258334A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
GB919116289A GB9116289D0 (en) 1991-07-27 1991-07-27 Improvements relating to gaming machines

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GB9215914D0 GB9215914D0 (en) 1992-09-09
GB2258334A true GB2258334A (en) 1993-02-03

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GB9215914A Withdrawn GB2258334A (en) 1991-07-27 1992-07-27 Gaming machines

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Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU684233B2 (en) * 1994-09-15 1997-12-04 Aristocrat Technologies Australia Pty Limited Multiline gaming machine
US6093102A (en) * 1994-09-15 2000-07-25 Aristocrat Leisure Industries Pty Ltd Multiline gaming machine
WO2002073554A1 (en) * 2001-03-13 2002-09-19 Hoarton, Lloyd, Douglas, Charles A gambling apparatus
GB2387949A (en) * 2002-04-13 2003-10-29 Jpm Internat Ltd Gaming machine with skill stop feature
GB2387950A (en) * 2002-04-23 2003-10-29 Gamesoft Ltd Tournament play gaming machine
GB2406289A (en) * 2003-08-28 2005-03-30 Igt Reno Nev Gaming device and method
GB2420901A (en) * 2004-11-22 2006-06-07 Astro Corp Video slot machine with selectable matrix cells
US7192346B2 (en) * 2002-04-19 2007-03-20 Mathis Richard M Systems and methods for skill game awards
US9940794B2 (en) 2014-06-11 2018-04-10 Igt Canada Solutions Ulc Gaming device with shifting replacement symbols
US10347075B2 (en) 2017-02-03 2019-07-09 Igt Gaming system and method for determining awards based on secondary symbols

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1348309A (en) * 1971-06-15 1974-03-13 Bell Fruit Mfg Co Ltd Fruit machines
GB1582942A (en) * 1977-04-28 1981-01-21 Jpm Automatic Machines Ltd Coin operated or coinfreed gaming or amusement machines
GB2106682A (en) * 1981-07-16 1983-04-13 Bell Fruit Mfg Co Ltd Gaming and amusement machines
EP0164877A1 (en) * 1984-05-07 1985-12-18 Kabushiki Kaisha Universal Slot machine
GB2182476A (en) * 1985-10-31 1987-05-13 Arthur Edward Thomas Limited Gaming machines

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB1348309A (en) * 1971-06-15 1974-03-13 Bell Fruit Mfg Co Ltd Fruit machines
GB1582942A (en) * 1977-04-28 1981-01-21 Jpm Automatic Machines Ltd Coin operated or coinfreed gaming or amusement machines
GB2106682A (en) * 1981-07-16 1983-04-13 Bell Fruit Mfg Co Ltd Gaming and amusement machines
EP0164877A1 (en) * 1984-05-07 1985-12-18 Kabushiki Kaisha Universal Slot machine
GB2182476A (en) * 1985-10-31 1987-05-13 Arthur Edward Thomas Limited Gaming machines

Cited By (14)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6093102A (en) * 1994-09-15 2000-07-25 Aristocrat Leisure Industries Pty Ltd Multiline gaming machine
AU684233B2 (en) * 1994-09-15 1997-12-04 Aristocrat Technologies Australia Pty Limited Multiline gaming machine
WO2002073554A1 (en) * 2001-03-13 2002-09-19 Hoarton, Lloyd, Douglas, Charles A gambling apparatus
GB2387949A (en) * 2002-04-13 2003-10-29 Jpm Internat Ltd Gaming machine with skill stop feature
US7192346B2 (en) * 2002-04-19 2007-03-20 Mathis Richard M Systems and methods for skill game awards
GB2387950A (en) * 2002-04-23 2003-10-29 Gamesoft Ltd Tournament play gaming machine
US8272940B2 (en) 2003-08-28 2012-09-25 Igt Gaming device having match game with award determined by prediction of correct matches
GB2406289A (en) * 2003-08-28 2005-03-30 Igt Reno Nev Gaming device and method
GB2420901A (en) * 2004-11-22 2006-06-07 Astro Corp Video slot machine with selectable matrix cells
US9940794B2 (en) 2014-06-11 2018-04-10 Igt Canada Solutions Ulc Gaming device with shifting replacement symbols
US10354497B2 (en) 2014-06-11 2019-07-16 Igt Canada Solutions Ulc Gaming device with shifting replacement symbols
US11127264B2 (en) 2014-06-11 2021-09-21 Igt Canada Solutions Ulc Gaming device with shifting replacement symbols
US11763640B2 (en) 2014-06-11 2023-09-19 Igt Canada Solutions Ulc Gaming device with shifting replacement symbols
US10347075B2 (en) 2017-02-03 2019-07-09 Igt Gaming system and method for determining awards based on secondary symbols

Also Published As

Publication number Publication date
GB9116289D0 (en) 1991-09-11
GB9215914D0 (en) 1992-09-09

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