WO2005102478A1 - Procede, appareil et systeme de jeu - Google Patents

Procede, appareil et systeme de jeu Download PDF

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Publication number
WO2005102478A1
WO2005102478A1 PCT/NZ2005/000080 NZ2005000080W WO2005102478A1 WO 2005102478 A1 WO2005102478 A1 WO 2005102478A1 NZ 2005000080 W NZ2005000080 W NZ 2005000080W WO 2005102478 A1 WO2005102478 A1 WO 2005102478A1
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WO
WIPO (PCT)
Prior art keywords
visual element
array
visual
further selected
appearance
Prior art date
Application number
PCT/NZ2005/000080
Other languages
English (en)
Inventor
Anthony Gordon Wallis
Laurence Hope Alexander
Roy Beverley Tipper
Original Assignee
No. 8 Technology Limited
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by No. 8 Technology Limited filed Critical No. 8 Technology Limited
Publication of WO2005102478A1 publication Critical patent/WO2005102478A1/fr

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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
    • G07F17/3286Type of games
    • 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

Definitions

  • This invention relates to gaming apparatus, methods and systems for use as games of chance on which a user may place a bet or wager.
  • the invention has particular application to games that are played on machines having a visual display screen.
  • gaming i.e. gambling
  • slot machines also known as roller game machines
  • presently known gaming are of limited visual entertainment value and offer comparatively simple interactions within the game and with the player.
  • roller gaming machines are often based on three to five rollers, on which of each there are attached a number of graphical images. When the machine is being played, the rollers rotate for a certain time then come to rest. If the images on adjacent rollers correspond to a certain pattern, then the player may win, and receive a payout. The game is thus one of pure chance, and the only feature of interest to a player prior to the result is the spinning rollers.
  • gaming machines include automated bingo machines. These typically display a direct plan representation of a bingo board having numbers provided on squares of the board. The squares change appearance in response to user input as numbers are announced or displayed. Again, the interaction is very simple and, apart from the game result, has limited interest or value to the player.
  • the invention consists in gaming apparatus having a visual display, and an electronic processor, the processor being operable to cause the display to portray a substantially planar array comprising a plurality of visual elements, select a visual element and modify the appearance of the selected element, select a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, cause the further selected visual element to appear to move randomly through the array, and provide an outcome to a user dependent on whether the further selected visual element intersects with the selected visual element.
  • the further selected element is caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.
  • the further selected visual element moves through the array over a predetermined number of visual elements or over a predetermined time period.
  • the selected visual element is preferably selected randomly.
  • the further selected visual element is also preferably selected randomly.
  • a user input device is included to allow a user to initiate a game.
  • the visual elements may comprise geometric shapes. These preferably adjoin each other or are adjacent to each other, preferably being contiguous.
  • the invention provides a method of gaming including the steps of portraying a substantially planar array comprising a plurality of visual elements, selecting a visual element and modifying the appearance of the selected element, selecting a further visual element and modifying the appearance of the further selected visual element by associating an object with the further selected visual element, causing the further selected visual element to appear to move randomly through the array, and providing an outcome to a user dependent on whether the further selected visual element intersects with the selected visual element.
  • the further selected element is preferably caused to appear to move through the array by randomly selecting an adjacent visual element located adjacent to the further selected element and modifying the appearance of the adjacent visual element.
  • the method may include moving the further selected visual element through the array over a predetermined number of visual elements or over a predetermined time period.
  • the method includes the step of using a random number generator to randomly select the selected visual element.
  • the random number generator is also preferably used to randomly select the further selected visual element.
  • a user may place a bet on the outcome.
  • the invention provides a method of operating a gaming machine in which an image of a substantially planar array of graphic elements is displayed, the method comprising the steps of: receiving a user input command to commence play, using a random number generator to select a visual element, modifying the appearance of the selected element, using a random number generator to select a further visual element, modifying the appearance of the further selected visual element by associating an object with the further selected visual element, using a random number generator to determine a random path of movement through the array, causing the further selected visual element to appear to move along the random path, and providing an outcome to a user dependent on whether the further selected visual element intersects with the selected visual element.
  • the method may include the steps of using a random number generator to randomly select the object.
  • the step of using the random number generator to select the visual element or further visual element preferably includes providing a table of co-ordinates for the array of visual elements, and using random numbers to return co-ordinates from the table.
  • the step of using the random number generator to determine a random path of movement preferably includes providing a table of possible directions of movements or adjacent locations and using random numbers to return directions or locations from the table.
  • Figure 1 is a diagrammatic illustration of apparatus for playing a game
  • Figure 2 is a block diagram of basic components used in the apparatus of figure 1 ,
  • Figure 3 is a diagrammatic illustration of an array of visual elements in the form of squares, showing one square that has a modified appearance for display on the screen of the apparatus of figure 1 ,
  • Figure 4 shows the array of figure 3, and further includes a selected square
  • Figure 5 shows the array of figure 4, and further includes a border
  • Figures 6-7 show examples of implementation of the array of the preceding figures
  • Figure 8a is a simplified flow chart of a gaming method for use with the apparatus of the preceding figures
  • Figure 8b is a continuation of figure 8a
  • Figure 9a is an illustration in the form of a "screen shot" of an array according to the preceding figures further including a background having selected images and showing axes used to provide co-ordinates for identifying elements in the array,
  • Figure 9b is a diagrammatic illustration of the array of Figure 9a including the axes illustrated in figure 9a, and showing character markings on elements of the array to illustrate how the elements may be identified
  • Figure 10 shows a fiow diagram for selecting object types
  • Figure 11a is a diagrammatic illustration of one example of an object type table
  • Figure 11b is a diagrammatic illustration of the. object type table of figure 11a but with weightings given to some of the object types, •
  • Figure 12a shows a flow diagram for establishing a path or trajectory for displaying movement of elements in the array of the preceding figures
  • Figure 12b is a continuation of figure 12a
  • Figure 13a is a diagrammatic illustration of one example of a trajectory path table
  • Figure 13b is a diagrammatic illustration of the table of figure 13a but with weightings given to some of the trajectory path directions, and
  • Figure 14 shows a flow diagram for establishing at which element in the array of the preceding figures an object is to be displayed.
  • Figure 1 shows gaming apparatus generally referenced 1 having a visual display 2 such as a cathode ray tube, LCD display or plasma screen, and one or more input devices such as buttons 3 which a user may manipulate to operate a game played using the apparatus.
  • a visual display 2 such as a cathode ray tube, LCD display or plasma screen
  • input devices such as buttons 3 which a user may manipulate to operate a game played using the apparatus.
  • the screen 2 may itself be configured to provide an input means rather than, or in addition to, the devices 3.
  • FIG 2 the basic functional components of the apparatus of figure 1 are shown. These include the screen 2, a central processing unit (CPU) 4 that will typically include a microprocessor that executes an instruction set (in the preferred embodiment derived from a software program written in a high level language), and an input apparatus or interface 5 (represented by input device 3 in figure 1).
  • the instruction set allows the apparatus to implement the method described below, and includes a pseudo random number generator (RNG) shown diagrammatically using reference numeral 6.
  • RNG pseudo random number generator
  • an image presented on a visual display includes an array, grid, or. matrix, generally referenced 10 which may consist of any convenient number of visual elements 20 such as suitable adjacent areas, which may or may not be geometric in shape such as the squares shown in the drawings.
  • the array appears to be substantially planar and has a three-dimensional appearance, even though it is presented on a two dimensional display device.
  • the simplest form of the array is a series of adjacent squares, as shown in Figures 3-5. Many other shapes may be used, for example hexagons. Such shapes will usually, but not necessarily, present the appearance of a continuous surface to the user of the gaming system.
  • figures 6 and 7 examples of practical implementations of the game are illustrated.
  • the three dimensional effect may be enhanced by the use of three dimensional glasses (or any other suitable means) as is known, however such mechanisms are not essential to the . invention.
  • step 80 a player credits the machine. This may be achieved by physically inserting money into a coin slot associated with the machine. Alternatively this may be achieved electronically using a bank card or some other form of stored credit. This action starts the game.
  • step 82 the player chooses the number of "squares" (i.e. a number of the visual elements 20 shown in figures 3-7) to play. In the preferred embodiment one to five squares may be chosen. The player then selects a bet value to be applied to each square (for example twenty cents to $5 in the preferred embodiment).
  • the number of squares to play can be chosen using screen selection buttons 70, and the total credit, amount of each bet per play, and value of a "win" outcome are shown in section 72 of the display.
  • the number of squares that the player chooses to play has a bearing on the chance of a "win" outcome. Each additional square that the player chooses to play will increase the chance of a win.
  • the player simply chooses the number of squares to play and the machine then randomly chooses the starting position of each square (i.e. of each element 20) on the array, and the chosen element then appears to "move” randomly through the array once the game begins.
  • the player has the option of choosing the starting position of each or some of the squares that are chosen. This is described further below with reference to figures 12a, 12b, 13a and 13b.
  • the selected element or elements of the array 10 have an initial starting position and then move randomly about the array, as will be described further below.
  • the appearance of chosen elements at the or each stating position is modified in some fashion such as the square "lighting up" by appearing in a different shade of colour or changing colour. This is illustrated in figures 4 and 5 by element 40.
  • the player then provides a command to the machine in step 63, for example by pressing a button such as a button 3 shown in figure 1 , or by using a touch screen system which will be well-known to one skilled in the art, for example touching display "button” 74 shown in figures 6 and 7.
  • a button such as a button 3 shown in figure 1
  • a touch screen system which will be well-known to one skilled in the art, for example touching display "button” 74 shown in figures 6 and 7.
  • eight or more objects of four object types appear over selected squares of the array (i.e. selected visual elements 20 of the array as shown in figures 3-5) in a computer generated random pattern. Therefore, each object is visually associated with a selected visual element on a random basis, and the association is seen visually by the player so that the appearance of the element 20 with which the object is associated is visually altered or modified.
  • the objects are graphics (three dimensional images in the preferred embodiment) and some are shown by way of example as objects 30 in figures 6 and 7.
  • the association is more direct, with the visual appearance of the element being directly modified or altered by using a visual object to directly change a property of the element, such as colour, marking or shape. This is shown by way of example in figure 3 in which a selected element has been modified by associating an "X" 30 with the selected element. Further explanation of the random selection of objects is provided below with reference to figures 10, 1 1 a and 11 b.
  • step 64 the elements selected in step 62 begin "moving" throughout the array in a random fashion. If no moving elements 40 intersect or coincide with any elements that have associated objects 30 then the process returns to step 62 (assuming the player still has credit).
  • modified or illuminated squares, areas or shapes may be simultaneously moving (for example) around the periphery of the screen and may interact with the above moving squares, groups of squares or shapes, such as image 60 in Figure 5 which moves randomly around perimeter 62 of the array.
  • This interaction may also be under the control of the software or of the player, and such interaction may be programmed to have a positive or negative effect. By such a method, the player will win or lose.
  • step 65 A value is calculated in step 66 based on a predetermined value assigned to each object. The values are calculated based on a bet amount- per square and added to the player's overall credits. A determination as to whether a bonus is payable may also be made in this step. In the preferred embodiment the system determines whether an object was "picked up" while in line with a bonus perimeter object. If not, then the process goes to step 68.
  • step 67 a bonus multiplier is factored into the prize (i.e. winnings) in step 67.
  • the win or loss amount is added to or deducted from the player's overall credits and the win or loss is displayed. Assuming the player stiil has credit, then the process returns to step 68
  • the overall level of value of wins or losses may be to a fixed ratio or percentage, with the program varying the amount won or lost within certain limits (providing several small wins/losses or one larger or any intermediate combination). Alternatively the player may be presented the option of setting such limits, or adhering to a fixed value.
  • the game may be played across several machines, using any convenient secure network as is known.
  • a secure network may be within one area, or widespread using any convenient delivery system.
  • the visual elements that constitute the array can be addressed by assigning an X and a Z axis to the array.
  • the X axis is shown as extending horizontally across the display and the Z axis as extending into the display to indicate depth.
  • the axes can be used to address individual elements.
  • the elements are consecutively numbered from 0 to 76, and rows are identified by a character (from A to G) along the Z axis, and by number (from 1 to 11) along the X axis.
  • step 100 the random number generator produces a random number.
  • the RNG generates a
  • step 100 If the number produced in step 100 is greater than the number of object types, then it is divided by the number of object types in step 101 , and the remainder is applied to the object type table
  • step 11a is selected in step 102 and applied to the game in step 103.
  • the process repeats for the required number of object types as indicated by arrows 104.
  • step 120 for the first square (i.e. element) to be played with the RNG generating a number that is then divided in step 121 by a selected number (in this example 8) if it is greater than or equal to that number.
  • the initially generated number if it is small enough or the remainder is then applied to a trajectory path table (figure 13a) in step 122.
  • a trajectory path table As can be seen from figure 13a the number will fall in the range of zero to seven, and will determine a "move" to an adjacent square defined by the numbers zero to seven on the table.
  • Figure 12a continues on figure 12b where it can be seen that a set of rules can be applied in step 123 to the trajectory step obtained from table 13a.
  • the rules define physical limits to the path of objects or moving elements in a given array. For example if a moving element reaches the far edge of the array then a rule ensures that the direction of movement cannot continue in that direction of movement. This may be achieved by calling a new number from the RNG until a new and valid direction can be resolved.
  • step 124 the new location on the array is now altered in the same way that the existing location was altered to provide the player of the game with the impression that the square or element has moved. The process then begins again. Similarly the process occurs simultaneously for the other squares that the player may have selected to play, such as squares 2, 3 -4 as shown in the drawing figure and represented by arrows 125.
  • step 14 the object display method is shown. Again the process begins with generation of a random number in step 140 which may then be divided in step 141 by 77 (in the example where there are 77 elements that constitute the array), if it is too large and the number or remainder is then applied in step 142 to the co-ordinates as described with reference to figure 9b. The object is then displayed at the appropriate location in step 143. This process occurs for each object as indicated by arrows 144.
  • the tables referred to above may be "weighted" to provide desired statistical outcomes.
  • the random numbers may be provided (e.g. by using a higher number source from the RNG and appropriate division as described above) in a different range such as a range of zero to 12 for the trajectory selection, and applied to the trajectory table shown in figure 13b, leading to a higher probability that the square will move in a direction toward the top or sides of the page.
  • the objects type table may be weighted as shown in figure 11b, so that certain objects are more likely to be selected than others.

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

Abstract

L'invention concerne une machine de jeu (1) présentant un écran (2) et pouvant amener l'écran à représenter un réseau sensiblement plan (10) présentant des éléments visuels (20). Un élément visuel est sélectionné et son aspect est modifié (40). Un autre élément visuel est sélectionné et son aspect est modifié par association d'un objet (30) à l'autre élément visuel sélectionné. L'autre élément paraît se déplacer de manière aléatoire dans le réseau et un résultat de gain/perte est fourni à un utilisateur selon que l'élément visuel (40) sélectionné croise ou non l'autre élément visuel (30).
PCT/NZ2005/000080 2004-04-21 2005-04-21 Procede, appareil et systeme de jeu WO2005102478A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
NZ53250204 2004-04-21
NZ532502 2004-04-21

Publications (1)

Publication Number Publication Date
WO2005102478A1 true WO2005102478A1 (fr) 2005-11-03

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PCT/NZ2005/000080 WO2005102478A1 (fr) 2004-04-21 2005-04-21 Procede, appareil et systeme de jeu

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1180754A2 (fr) * 2000-08-17 2002-02-20 Wms Gaming, Inc. Jeu de labyrinthe pour machine de jeu
US20030003987A1 (en) * 2001-06-11 2003-01-02 Estes Brandon C. Object drop feature for a gaming machine
WO2003032265A2 (fr) * 2001-10-05 2003-04-17 Igt Appareil et procede de jeu comprenant des symboles de jeux de hasard interactifs permettant de produire des resultats differents
WO2003041023A2 (fr) * 2001-11-09 2003-05-15 Igt Procedes et appareil de jeu dans lesquels sont utilises des symboles interchangeables
US6585264B2 (en) * 2000-11-02 2003-07-01 Aristocrat Technologies Australia Pty Ltd. Gaming machine with chess game feature

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1180754A2 (fr) * 2000-08-17 2002-02-20 Wms Gaming, Inc. Jeu de labyrinthe pour machine de jeu
US6585264B2 (en) * 2000-11-02 2003-07-01 Aristocrat Technologies Australia Pty Ltd. Gaming machine with chess game feature
US20030003987A1 (en) * 2001-06-11 2003-01-02 Estes Brandon C. Object drop feature for a gaming machine
WO2003032265A2 (fr) * 2001-10-05 2003-04-17 Igt Appareil et procede de jeu comprenant des symboles de jeux de hasard interactifs permettant de produire des resultats differents
WO2003041023A2 (fr) * 2001-11-09 2003-05-15 Igt Procedes et appareil de jeu dans lesquels sont utilises des symboles interchangeables

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