WO2008144799A1 - An electronic system and a method for playing 'pachinko'-type games - Google Patents

An electronic system and a method for playing 'pachinko'-type games Download PDF

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Publication number
WO2008144799A1
WO2008144799A1 PCT/AU2008/000157 AU2008000157W WO2008144799A1 WO 2008144799 A1 WO2008144799 A1 WO 2008144799A1 AU 2008000157 W AU2008000157 W AU 2008000157W WO 2008144799 A1 WO2008144799 A1 WO 2008144799A1
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WO
WIPO (PCT)
Prior art keywords
area
interaction
game
collecting
gaming
Prior art date
Application number
PCT/AU2008/000157
Other languages
French (fr)
Inventor
Rick Tinschert
Original Assignee
Nextgen Gaming Pty Ltd
Katz, George, Peter
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
Priority claimed from AU2007902892A external-priority patent/AU2007902892A0/en
Application filed by Nextgen Gaming Pty Ltd, Katz, George, Peter filed Critical Nextgen Gaming Pty Ltd
Priority to JP2010509621A priority Critical patent/JP2010527714A/en
Publication of WO2008144799A1 publication Critical patent/WO2008144799A1/en

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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
    • G07F17/326Game 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
    • 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
    • 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
    • G07F17/3297Fairground games, e.g. Tivoli, coin pusher machines, cranes

Definitions

  • the present invention relates generally to an electronic or semi-electronic gaming system and a method and, in particular, to an electronic or semi-electronic system and a method for playing a "Pachinko"-type game.
  • the "maze-Pachinko" type games also referred to as "pinball” games, generally include a substantially vertical gaming area including an upper, middle and a lower sections.
  • One or more ball bearings are released from the top section of the game. Under the force of gravity, the released ball bearings fall towards the bottom part of the gaming area, including a plurality of collecting bins.
  • a backplane located vertically in the middle section of the gaming area comprises a set of pins distributed in the space between the point of release of the ball bearing and the collecting bins. Each falling ball bearing hits at least some of the pins, the sequence of resulting deflections defining the trajectory and destination of the ball bearing.
  • Points are awarded depending on whether the ball bearing reaches a bin, as well as on which particular bin is reached by the ball bearing. While the shape, size and number of the pins, the ball bearings and the bins can vary among different gaming machines, for a given machine, the general game layout principally stays the same. This is very much the case with the existing electronic versions of this game, where the entire gaming environment is simulated on the screen of a display device. Because of this repetitive gaming environment, the results of the games played on a given machine are somewhat predictable and the typical prize distribution is a normally distributed Bell curve. Large prizes are very rarely offered to the players. Previous attempts to introduce some variations in the above game have been limited to the "mechanical" version of the game. These attempts included introducing one or more openings in the backplane of the gaming machine.
  • One or more pins arranged to protrude from the back of the machine were further configured to slide through a respective opening in the backplane, but not protrude into the gaming area.
  • a skilled technician is called at predetermined intervals, or by request, to "nail-in" one or more of these pins, which slide through the respective opening/s and into the gaming area.
  • an electronic or semi-electronic game system for playing a "Pachinko"-type game, the system comprising; a) a processor for facilitating and controlling the game; b) a display for displaying the game to a player; and c) input means connected to the processor, for use by a player for controlling one or more aspects of the game, upon receiving a command from the input means, the processor effecting consecutive releases of objects within a gaming area, each object having predetermined object properties, the gaming area having gaming properties and comprising a plurality of interaction objects, each of the interaction objects having predetermined properties and being configured for affecting a trajectory of the released objects, wherein the processor is arranged for altering at least one object property of a released object or gaming property of the gaming area.
  • a computer implemented method of gaming using a gaming system comprising a processor facilitating and controlling the game, a display device for displaying the game to a player and input means connected to the processor, for use by the player in controlling one or more aspects of the game, the method comprising using the processor to facilitate the steps of; a) defining a gaming area to be displayed on the display device, the gaming area comprising a starting area located at the upper portion of the graphics screen of the display device, a collecting area located at the lower portion of the graphics screen and an interacting area located between the starting area and the collecting area; the starting area comprising a plurality of player selected starting positions for releasing an object, the collecting area comprising at least one collecting bin, the collecting area having collecting properties defined by at least one of the number, the size and the location of the at least one collecting bin, the interaction area comprising a plurality of interaction objects having predetermined properties, the interaction objects being configured for simulated interaction with a falling object so as to alter the trajectory of the falling object,
  • Fig. IA is a schematic block diagram of a gaming system upon which the arrangements described can be practiced;
  • Fig. IB is a schematic block diagram of another gaming system upon which the arrangements described can be practiced;
  • Fig. 2 is a schematic block diagram of a gaming apparatus used in the gaming systems of Figs. IA and IB;
  • Fig. 3 is a graphics screen presented on the display of the gaming systems of Figs. IA and IB, during playing of a game;
  • Fig. 4 is a flow diagram representing a computer implemented method for effecting the described electronic or semi-electronic game;
  • Fig. 5 is a schematic representation of the described semi-electronic gaming system.
  • Fig. 6 shows a display screen presentation of a bonus reel-type game being implemented on the gaming systems of Figs. IA and IB;
  • Fig. 7 shows another display screen presentation of a bonus reel-type game being implemented on the gaming systems of Figs. IA and IB;
  • Fig. 8 shows a flow diagram representing a method of performing, as a result of a ball bearing reaching a bin, a reel-game in the gaming systems of Figs. IA and IB.
  • a game that can be played in a variety of environments is described below.
  • the main application of the game is in the context of a betting environment wherein the game is played on a dedicated gaming machine, upon placing of a bet.
  • the game can also be played on a home computer or other electronic device, such as a mobile phone or a hand-held gaming console.
  • the game can also be played in a network environment, wherein more than one gaming machine, computer or other electronic device are connected together.
  • Fig. IA shows a gaming system IOOA including a gaming machine 101 A for use by a player in playing the described game.
  • the gaming machine 101 A comprises an enclosure 20 IA having display means in the form of a video display device 214A for displaying to the player one or more graphics screens (e.g., 105) for the game being played on the gaming machine 101 A.
  • the enclosure 201 A also has an input device in the form of a keypad 202A comprising one or more buttons for use by the player in controlling one or more aspects of the game.
  • Credit input means in the form of a coin input device 106A and a note input device 107 A, are also included in the enclosure 201 A, to allow the player to input credit in order to play the game.
  • a coin tray 108 A is also typically incorporated in the enclosure 20 IA in order to allow cash payouts to be payed to the player.
  • the gaming machine 101 A is connected to a communications network 222A, known as a Local Area Network (LAN), via a connection 223A.
  • a communications network 222A known as a Local Area Network (LAN)
  • the gaming machine 101A may be standalone.
  • the LAN 222A is coupled to a wide-area network (WAN) 220A, such as the Internet or a private WAN, via a connection 224 A.
  • WAN wide-area network
  • the gaming machine 101 A may also be coupled directly to the WAN 220A via a connection 221 A.
  • the network 222A comprises one or more further gaming machines 102A and 103 A connected thereto.
  • the further gaming machines are generally similar to the gaming machine 101 A but may be configured to implement different games.
  • the further gaming machines may also be connected to the network 220A.
  • a server computer 104A 5 used for monitoring the gaming machine 101 A is also connected to the network 222 A.
  • the server 104A may be used for monitoring the amount of money wagered (or bet) on the gaming machine 101 A over a period of time, the amount of money payed out on the gaming machine 101 A over a period of time and any fault conditions on the gamine machine 101 A.
  • the server 104 A may also be configured to disable or enable the gaming machine 101 A.
  • the gaming machine 101 A will be described in more detail below with reference to Fig. 2.
  • Fig. IB shows another gaming system 10OB.
  • the gaming system IOOB comprises a stand-alone "personal" computer 10 IB for use by a player for playing the game.
  • the personal computer 10 IB may be an IBM-PC or compatible, a Sun Sparcstation, an Apple
  • the computer 101B comprises an enclosure 20 IB and a display means in the form of a video display device
  • the computer 10 IB also comprises an input device in the form of a keyboard 202B comprising one or more buttons for use by the player in playing the game.
  • the input means for the computer 101B also comprises a mouse pointer device 203B.
  • the computer 101B may be connected to a local area network (LAN) 222B, via a connection 223 B.
  • the LAN 222B may couple to a wide area network (WAN) 220B, such as the Internet or a private WAN, via a connection 224B.
  • WAN wide area network
  • the computer 10 IB is also shown coupled directly to the WAN 220B, via a connection 221B.
  • the WAN 220B typically comprises one or more further computers 102B and 103B, similar to the computer 101B, connected thereto, and which may be used by other persons for game playing. Further such computers may also be connected to the LAN 222A.
  • a remote server 104B is also connected to the WAN 220B.
  • the server 104B of the system IOOB may be used to control the execution of one or more games being played on the gaming system IOOB.
  • the server 104B may download one or more graphic objects to the computer 101 B for the game being played by the corresponding player, together with a display list for displaying the downloaded graphic objects for one or more screens (e.g., 105) of the game being played on the computer 101 B.
  • the server 104B then controls the game by downloading further display lists to the computer 101B as the game is being played by the player and being executed by the computer 101B.
  • the player inputs credit in order to play the game by creating an account with a provider of the game, who may or may not be the administrator of the server 104B.
  • the player may provide their credit card and contact details to the game provider via the computer 101 B and the network 220B.
  • the player's account is debited and credited according to how the player bets and wins, respectively.
  • the gaming machine 101 A and the computer 10 IB have similar computer hardware architecture. Accordingly, unless referred to specifically, the gaming machine 101 A and the computer 101B will be hereinafter generically referred to as the "gaming device" 100. Similarly, components of the gaming machine 101 A and the computer 10 IB, such as the enclosures 20 IA and 20 IB, and the displays 214 A and 214B, respectively, will be hereinafter generically referred to as the enclosure 201 and the display 214, respectively, of the gaming device 100, unless such components are referred to specifically.
  • the gaming systems IOOA and IOOB will be hereinafter generically referred to as the gaming system 100.
  • the game played on either of the gaming systems IOOA or IOOB may be implemented as software, such as one or more application programs being executable by the gaming system 100.
  • the game may be effected by instructions in the software that are carried out by the gaming system 100.
  • the instructions may be formed as one or more code modules, each for performing one or more particular tasks.
  • the software may also be divided into separate parts, in which a one or more parts and the corresponding code modules performs the game and one or more other parts and the corresponding code modules manage a user interface between the first part and the player of the game.
  • the user interface may be formed by one or more screens such as the screen 105.
  • the software may be stored in a computer readable medium, including the storage devices described below, for example.
  • the software may be loaded into the gaming system 100 from the computer readable medium, and may then be executed by the gaming system 100.
  • a computer readable medium having such software or computer program recorded on it is a computer program product.
  • the use of the computer program product in the gaming system 100 preferably effects an advantageous apparatus for implementing the game described herein.
  • the gaming device 101 comprises an input device 202.
  • the input device 202 is formed by the keypad 202 A when the gaming device 101 is the gaming machine 101 A or by the keyboard 202B when the gaming device 101 is the computer 10 IB.
  • the computer 10 IB also comprises the mouse pointer device 203.
  • the gaming device 101 also comprises output devices including the display device 214 and loudspeakers 217.
  • the display device 214 may be a touch screen.
  • the gaming apparatus 100 also comprises the coin input device 106 A and the note input device 107 A, as well as a coin output device 218, as seen in Fig. 2.
  • An external Modulator-Demodulator (Modem) transceiver device 216 may be used by the gaming device 101 for communicating to and from the communications network 220 via the connection 221.
  • the modem 216 may be a traditional "dial-up" modem.
  • the modem 216 may be a broadband modem.
  • a wireless modem may also be used for wireless connection to the network 220.
  • the gaming device 101 typically comprises at least one processor unit 205 for controlling at least partial execution of the game on the gaming system 100.
  • the processor unit 205 may be formed by a micro-controller, micro-processor, programmable logic device or the like.
  • the gaming device 101 also comprises a memory unit 206, for example, formed from semiconductor random access memory (RAM) and read only memory (ROM).
  • RAM semiconductor random access memory
  • ROM read only memory
  • a number of input/output (I/O) interfaces including an audio-video interface 207 that couples to the video display 214 and loudspeakers 217, are typically also included.
  • the gaming device 101 also comprises an I/O interface 213 for the input device 202, and when the gaming device 100 is the gaming machine 101 A, the coin input device 106A and the note input device 107A, as seen in Fig. 2.
  • the interface 213 is also used for the mouse 203 when the gaming device 101 is the computer 101B.
  • the gaming device 101 may also comprise or be connected to an interface 208 used for the external modem 216.
  • the interface 208 may be used for a coin output device 218, when the gaming device 101 is the gaming machines 101 A.
  • the modem 216 may be incorporated within the gaming device 101, for example within the interface 208.
  • the gaming device 101 also has a local network interface 211 which, via the connection 223, permits coupling of the gaming device 101 to the LAN 222.
  • the LAN 222 couples to the wide network 220 via the connection 224 and would typically include a so-called "firewall" device or similar functionality.
  • the interface 211 may be formed by an Ethernet circuit card, a wireless Bluetooth or an IEEE 802.11 wireless arrangement.
  • the interfaces 208 and 213 may afford both serial and parallel connectivity, the former typically being implemented according to the Universal Serial Bus (USB) standards and having corresponding USB connectors (not illustrated).
  • Storage devices 209 are provided and typically include a hard disk drive (HDD) 210. Other devices such as a floppy disk drive and a magnetic tape drive (not illustrated) may also be used.
  • An optical disk drive 212 is typically provided to act as a non- volatile source of data. Portable memory devices, such optical disks (eg: CD-ROM, DVD), USB-RAM, and floppy disks for example may then be used as appropriate sources of data to the gaming system 100.
  • the gaming device 101 may also comprise one or more hard meters 215, which are required by some regulatory authorities. These hard meters 215 determine a cumulative number of credits input by a player of the gaming device 101 and output by the gaming device 101 throughout the life of the gaming device 101. The meters 215 are typically set to "zero" when the gaming device 101 is first configured.
  • the components 205 to 213 of the gaming device 101 typically communicate via an interconnected bus 204 and in a manner which results in a conventional mode of operation of the gaming device 101 known to those in the relevant art.
  • Fig. 3 shows a graphics screen 300 presented to the user on the display device 214, during playing of the game.
  • the gaming area presented on screen 300 comprises a starting area 302, an interaction area 304 and a collecting area 306.
  • the starting area 302 comprises a plurality of player selectable starting positions 308, only some of which are shown in Fig. 3, where the starting positions are indicated with dotted circles.
  • An object, in the form of a ball bearing 310 is released from a selected starting position 308. Upon release, the ball bearing 310 "falls down” towards the collecting area 306. The trajectory of the ball bearing 310 passes through the interaction area 304.
  • the interaction area 304 includes a plurality of pins 314 which are distributed in a predetermined manner between the starting area 302 and the collecting area 306.
  • the distribution of the pins 314 is such that, regardless of which starting position the ball bearing 310 is released from, during the time of the fall of the ball bearing 310 towards the collecting area 306, the ball bearing 310 interacts with at least one pin 314.
  • the ball bearing 310 either "falls through” or is collected in one of the collecting bins 312 included in the collecting area 306. Bonus points or prizes are awarded, depending on whether the ball bearing 310 is collected at all and, if collected, in which collecting bin 312.
  • the ball bearing 310 falling once from the starting area 302 through the interaction area 304 to the collection area 306, after being released, is referred to as a "run".
  • the awarded prizes depend on the trajectory of the ball bearing, which is defined by the particular selected starting point 308, the properties of the ball bearing itself and the interactive properties of the interaction area 304.
  • the properties of the interaction area 304 depend on the number, the properties and the distribution (location) of the interaction pins 314.
  • the collecting properties of the collecting area 306 are similarly defined by the number, the collecting properties and the location of the collecting bins 312.
  • the described game includes functionality that allows altering at least some of the properties of the ball bearing 310, the interactive properties of the interaction area 304 and the collecting properties of collecting area 306.
  • the interactive properties of the interaction area 304 may be altered by assigning to one or more interaction pins 314 at least one physical characteristic, other than the ability to deflect the oncoming ball bearing 310.
  • One such characteristic may be a simulated spin around a central axis, as shown with pin 316.
  • the interactive properties of the interaction area 304 may also be altered by introducing pins 314 that move in, out and/or within the interaction area 304 during the fall of the ball bearing 310.
  • Changes in the shape and/or the material of one or more pins 316, compared to the rest of the pins 316, may also be simulated, as shown with pin 330.
  • the changes in the material of the pin 330 can be facilitated by simulating changes in the elastic properties of the pin 330 and/or changes in the friction coefficients involved in the interaction between the falling ball bearing 310 and the pin 330.
  • simulated field forces between a ball bearing 310 and a pin 314 may be based on the processor 205 simulating interaction between a pair of identical (or opposite) electrical charges, magnetic fields etc.
  • Additional elements may also be added to the interaction area 304 to alter the interactive properties of the interaction area 304.
  • a fan 318 may be introduced to the interaction area 304.
  • the fan 318 creates a "current" that affects the trajectory of any ball bearing 308 crossing the path of the current.
  • a "trampoline” 320 may be arranged in the interaction area 304 so that a falling ball bearing 310 may interact with the area of the trampoline 320 and be deflected in a direction depending on the shape of the trampoline 320 and the initial trajectory of the ball bearing 310.
  • a "wall” 322 may fulfil a similar function to that of the trampoline 420, by deflecting the falling ball bearing 310 in a different direction.
  • a "hole” 324 may also be introduced in the interaction area 304, which may intercept the ball bearing 310, thus preventing the ball bearing 310 from reaching a collecting bin 312.
  • the "physical" interaction of the ball bearing 110 with any elements of the interaction area 304 may be altered by altering the properties of the falling ball bearing 310.
  • the ball bearing 310 has some simulated "weight" that causes the downward movement of the ball bearing 310. Varying this weight will affect the speed of the ball bearing 310 and the interaction of the ball bearing 310 with other elements of the interaction area 310, such as the pins, trampolines, etc.
  • the falling ball bearing 310 may itself be arranged to interact with the pins 314 or any other elements within the interaction area 304.
  • the ball bearing 310 may be arranged to "explode”. Such an "explosion” during the fall of the ball bearing 310 during the game, may be then arranged to destroy a number of adjacent pins 314. Depending on their proximity to the location of the "explosion", one or more collecting bins 312 may also be damaged and their ability to collect further ball bearings limited or destroyed.
  • a particular combination of pins 314 and/or additional interaction elements may be arranged so that the ball bearing 314 can get "stuck" at a particular location, thus preventing access for others of the ball bearings through this respective location for the remaining of the game.
  • the size, the number, and the location of the collecting bins 312 can the altered for different runs of the game.
  • the location of the bins 312 may be continuously altered by, for example, simulating a conveyor belt 326 that supports the collecting bins 312 and carries the collecting bins 312 in a given direction with a fixed or variable speed.
  • the awarding of prizes after a run can also be varied by, for example, awarding additional bonus points and prizes if the falling ball bearing 310 interacts with a particular pin of the interaction area 304 or follows a particular trajectory and interacts with a plurality of predetermined pins 314.
  • an important application of the game is within a betting environment, where playing of a game is associated with placing a bet. hi this case, properties and functionalities of the game can be altered, depending on the placed bet. For example, an interactive property of the interaction area 304 or a collecting property of the collecting area 306 can be altered depending on the amount of bets placed at the beginning of the game.
  • a bet that is larger than a predetermined amount can lead to an increase in the speed of the "fan" 318, thus imposing a greater change in the trajectory of the falling ball bearing 310.
  • Change in the number, the size or the speed of the moving collecting bins 312, in response to the amount of a bet placed at the beginning of the game, can also be effected.
  • the combination of the properties and the starting position 308 of the ball bearing 310, the interactive properties of the interaction area 304 and the collecting properties of the collecting area 306, may direct the ball bearing 310 predominantly towards a particular location within the collecting area 306. This may be utilised for increasing the volatility of prize allocation by awarding substantially increased prizes and bonuses, if the ball bearing 310 reaches a collecting bin 312 located in an area other then the area favoured by the current combination of interactive and collecting properties.
  • the described game played on the gaming system 100 offers an enhanced gaming experience, by introducing increased interactivity and a more dynamic gaming environment.
  • the game has been described with reference to a particular embodiment, it should be clear to a skilled addressee that modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive.
  • the game has been described in the context of changing at least one property of the released ball bearing 310, an interactive property of the interaction area 304 and/or a collecting property of the collecting area 306, after each run.
  • any property alteration is effected before each new release of the ball bearing 310.
  • amendments to any of the above properties can be introduced during the fall of the ball bearing 310.
  • the game may be subdivided into sessions, each session including a predetermined number of runs.
  • at least some gaming systems may be set up to change in any of the above properties only at the beginning of a new game session. This will give a player more time to adapt to the particular gaming configuration of each session.
  • While the game is generally played by releasing a single ball bearing 310 for any particular run, two or more ball bearings can be simultaneously released during at least some of the runs.
  • the changes in the interactive and/or collecting properties described above may be pre-programmed to occur periodically.
  • the changes in the interactive and/or collecting properties may be randomly triggered by the processor 205, on the basis of an output from a random generator.
  • the change to any property of the game can depend on the last betting amount or on the total amount of bets placed on the gaming machine 101 A for a predetermined amount of time.
  • the change to any property of the game can depend on the amount of total bets placed on a plurality of gaming machines (e.g., 102A and 103A) connected to the network (e.g., 222A). While the graphics screen of Fig. 3 was directed towards a game including a falling ball bearing 310 and a plurality of pins 314, the ball bearing 310 is only one representation of a falling object, which may have other forms and representations.
  • the falling object may have the shape of a slinky, a worm, a cube or a dice (e.g., a dice with six or more sides).
  • the pins 314 are only one representation of a falling object, which may other shapes than the circular shape illustrated in Fig. 3.
  • Fig. 4 is a flow diagram showing the computer implemented method 400 of gaming.
  • the method 400 summarizes the steps which define a single run within the "Pachinko" type game described herein.
  • the method 400 may be implemented as software, such as one or more application programs being executable by the gaming system 100.
  • the method 400 begins after a run has been initiated by a player requesting the release of the ball bearing 310 from the starting area 302, using the input device 107 for example.
  • the processor 205 defines the gaming environment displayed on the screen 214.
  • the graphics screen is defined by a starting area 302 located at the upper portion of the display 214, a collecting area 306 located at the lower portion of the display and an interacting area 304 located between the starting area 302 and the collecting area 306.
  • the processor 205 simulates the starting area 302 to comprise a plurality of player selected starting positions.
  • the processor 302 effects a simulation of the collecting area 306 that comprises one or more collecting bins 312.
  • the collecting properties of the collecting area 306 comprise at least one of the number, the size and the location of each collecting bin 312.
  • the interaction area 304 is simulated, the interactive properties of which alter the trajectory of the ball bearing 310 when the ball bearing 310 passes through the interaction area 304 on its way to the collecting area 306.
  • the processor 205 simulates the release of the ball bearing 310 (i.e., an object) with particular object properties from a respective player-defined starting position.
  • the trajectory and the final destination of the falling ball bearing 310 is then determined in step 412, based on starting position chosen by the player, the object properties of the ball bearing 310 and the interactive properties of the interaction area 304.
  • the movement of the ball bearing 310 (or falling object) is displayed on the display device 214.
  • the trajectory can be determined either substantially instantaneously, after the player chooses the starting position, or can be determined during the run-time.
  • Bonuses and prizes are then awarded, in step 414, based on whether the ball bearing 310 has reached a collecting bin 312, and on which particular bin has been reached.
  • At least one property of the ball bearing 310 (or object), the interaction area 304 or the collecting area 306 is then changed by the processor 205, in step 416, to offer the player a game with altered properties for the next run.
  • FIG. 5 A semi-electronic gaming machine version of the above game is presented in Fig. 5. Similarly to the traditional mechanical-type pinball games, this semi-electronic gaming machine operates with real, and not simulated ball bearings 510, pins 514 and collecting bins 512. The release mechanism and the interaction between the ball bearings and the pins are purely mechanical, even though they are electronically controlled by processor 205 or other processor associated with the gaming machine. As with the purely electronic version of the game, such a processor can be in-built or remotely located.
  • the release of the ball bearing 510 is effected by rotating a mechanical dial 528, usually disposed on the front panel of the gaming machine.
  • the speed of rotation of the dial predetermines the downward speed of the released ball.
  • the variation in this speed is arranged either by using mechanical arrangements to release the ball bearings with some initial downward speed, or by using ball bearings with different weight.
  • the variation of the "weight" of the ball bearings can be arranged by having ball bearings made of different materials.
  • the dial is just used to determine the time of release of the ball bearing.
  • the release can be prearranged for the particular point of time when the rotational speed of the dial decreases to, for example, 20 rotations per minute.
  • any other speed considered appropriate, can also be used as a trigger point for the release of the one or more ball bearing/s 510.
  • all the interactive elements of the interaction area are actual mechanical devices, which may be at least partially controlled by the processor 205 or any other processor associated with the gaming machine.
  • the pin 516 for example, is connected to a motor, which, upon receiving instruction from the processor 205, spins the pin 516. As in the game of Fig. 3, the pin can be arranged to spin with constant or variable speed.
  • the pins 514 can be made to appear and disappear through openings in a backplane 540 at each run of the ball bearing, or at other regular or randomly chosen intervals.
  • the "fan” 518 is in the form of an air blowing tube, the airflow of which is controlled by the processor 205.
  • the "wall” 522 can be formed by a piece of wood, plastic or other rigid material that is pushed through an opening in the backplane 540 at a predetermined point of time to deflect incoming ball bearings.
  • the "trampoline" 520 is formed by a flexible membrane that is similarly pushed through an opening in the backplane 540 at a predetermined point of time to deflect incoming ball bearings.
  • the "hole” 524 is effected by introducing in the respective location, again through an opening in the backplane 540, an opening of a tube such that, a ball bearing that reaches the opening enters the tube and is directed outside the gaming area.
  • a real conveyor belt 526 formed by a belt and two reels, at least one of which is rotating, is used in the semi-electronic version of the game.
  • all interactive mechanical elements are at least partially controlled by the processor 205 that effects their introduction in the gaming area through respective openings in the backplane 540.
  • these openings are covered by sliding covers that are also controlled by the processor 540 and are slid away only when the introduction of a particular mechanical element is required.
  • the hereinbefore described arrangement may be used as an independent game or in a combination with other gaming arrangements.
  • the processor 205 may be configured to trigger a random number generator, not shown, associated with a plurality of symbols. Using the outcomes from the random generator, the symbols are re-arranged in particular combinations. Depending on these combinations, bonus points or a prize 532 is awarded to the player. In Fig. 5 these symbols have been represented by a plurality of "spinning" reels 530. Various combinations formed across the resulting matrix of symbols can be associated with awarding of bonus points and prizes. These functionalities are described in more detail in the following paragraphs.
  • a 'spinning reel game' Two similar screens 600 and 700 of the spinning reel game, as represented on the display device 214 are shown in Fig. 6 and Fig. 7, respectively.
  • the screen 700 comprises five vertical reel strips 701 to 705, with each of the reel strips 701 to 705 displaying a series of three symbols (e.g., 706, 707 and 708), such that the symbols in the same position of each of the reel strips 701 to 705 form a horizontal row (e.g., 717).
  • the reel strip 701 comprises a star symbol 706 in a first position, a cross 707 in a second position and a square symbol 708 in a third position of the reel strip 701, with the star symbol 706 being the first symbol in the horizontal row of symbols 717.
  • the screen 700 of the spinning reel game has a "three (3) symbol (or row) by five (5) reel strip" layout (i.e., a 3 x 5 reel strip layout).
  • Other reel strip layouts may be also be used, such as a "five (5) symbols (or row) by five (5) reel strip” layout.
  • a method 800 of performing a particular game (i.e. spin of the reels 701 to 705) of the spinning reel game will be described below by way of example, with reference to Fig. 8.
  • the method 800 begins at step 801, where an initial screen of the spinning reel game is displayed, which, in the present example, is the screen 700 of Fig. 7.
  • the spinning reel game has a plurality of paylines, as known to those in the relevant art, on each of which the player of the spinning reel game may place a bet. These paylines are typically indicated by pay line indicator columns 709 and 710, as seen in Fig. 7. For example, the spinning reel game described herein has five paylines which are typically indicated by the numbers one (1) to five (5) in the columns 709 and 710.
  • Each of these five paylines is represented by phantom lines (e.g., 711) in Fig. 7.
  • the paylines in Fig. 7 are three horizontal paylines (#1, #2, #3) and two diagonal paylines (#4, #5). Accordingly, the spinning reel game will pay an amount of credits for a particular combination of symbols, such as three crosses (e.g., 712) on the payline 711.
  • the screen 700 also comprises a 'BET' meter 714.
  • the spinning reel game is a one cent (I ⁇ ) denomination game, as indicated by 'l ⁇ Game' sign and "$1 buys 100 Credits" sign in the bottom right-hand corner of the screen 700. Accordingly, in the spinning reel game described herein, each credit is worth one cent (ljzS).
  • the BET meter 714 indicates that the player has bet on all five paylines for a particular game (or spin of the reel strips 701 to 705) by displaying the number five '5' (as indicated by the arrow 719), as seen in Fig. 7.
  • the BET meter 714 also indicates that the total amount of the bet for the particular game is five cents ($0.05) (i.e., one cent ($0.01) for each payline).
  • the player may indicate the number of paylines that they wish to bet on for the particular game, at step 801 using the input device 202.
  • the player may also select to bet a plurality of credits on each payline. For example, for the one cent (Ie") denomination spinning reel game, the player may select to bet two credits (i.e., two cents ($0.02)) on each payline. Such a selection effectively transforms the spinning reel game into a two cent (2 ⁇ ) denomination game.
  • the player may select a denomination (e.g., one cent (Ie"), five cents (5 ⁇ ) or one dollar ($1)). This selected denomination will determine the amount of money bet on each payline of the particular game and, therefore, the amount of money bet on each game.
  • Displayed on the screen 105 is also a 'CREDIT' meter 716 indicating a total amount of credits for the player including the amount of credits originally input (or available on the player's account) by the player and the amount of credits won by the player during a particular playing session.
  • the BET meter 714 and the CREDIT meter 716 are updated to reflect the amount of the bet.
  • the method 800 continues at the next step 803 with the reel strips 701 to 705 being spun as a result of a ball bearing reaching any, or a selected one, of the bins.
  • the spinning of the reel strips 701 to 705 is controlled by an associated spinning reel game application program, not indicated in the drawings, executed by the processor 205 and is representative of the processing or actual performance of the game.
  • a stopping position of each reel strip 701 to 705 is determined.
  • the stopping position of each reel strip 701 to 705 is typically determined by the spinning reel game application program depending on an output of a random number generator application program, not indicated in the drawings.
  • a result screen 600 as seen in Fig. 6, of the spinning reel game is displayed on the screen 214.
  • the position of the symbols in the reel strips 701 to 705 of the screen 600 are based on the stopping position of each of the reel strips 701 to 705 as determined at step 803.
  • the method 800 concludes at the next step 806, where an amount of credits payed for any combinations of symbols in the screen 600 is determined.
  • the screen 600 includes a 'WIN' meter 615 that indicates the amount of credits and a corresponding monetary amount that the player has won from the particular game. In the present example, one hundred credits ($1.00) are payed for the combination of three stars 607, 612 and 613 on the payline 711, as indicated by the WIN meter 615. Also at step 806, the CREDIT meter 716 is updated to reflect the amount won by the player on the game.
  • credits may also be payed to the player for the combination of the three stars 607, 612 and 613 together with star 608 in the row 617 and the star 609 in the row 619.
  • further credits may be payed out for the smiley faces (e.g., 606) in the reel strips 701, 702 and 703, for example.
  • the spinning reel game would require further pay lines.
  • the reel-type game may be offered only as a bonus game and, once a player uses a particular amount of accumulated bonus points, the player may be automatically directed back to the Pachinko game. Alternatively, the player may be offered the option to continue playing the reel-type game and decide for himself/herself whether and when to switch back to the Pachinko game.
  • the described embodiments are illustrative and not restrictive.
  • the invention is obviously applicable to any Pachinko-type game, regardless of the specific currency, denomination range, amount of bet or jackpot prize associated with the particular game.
  • the invention can be performed on both stand alone and networked devices, such as gaming machines, hand-held electronic devices or computers.
  • the most common form of implementation of the invention on networked devices is expected to be associated with Internet online gaming.

Abstract

An electronic or semi-electronic game system and a method for playing a 'Pachinko'- type game are disclosed. The game system comprises a processor for facilitating and controlling the game, a display for displaying the game to a player and input means connected to the processor, for use by a player for controlling one or more aspects of the game. Upon receiving a command from the input means, the processor effects consecutive releases of objects (310) within a gaming area. Each object (310) has predetermined object properties. The gaming area has gaming properties and comprises a plurality of interaction objects (314, 318, 320, 322 etc.) Each of the interaction objects (314, 318, 320, 322 etc.) has also predetermined properties and is configured for affecting the trajectory of the released objects (310). The processor is arranged for altering at least one property of the released objects (310) or the gaming area.

Description

An Electronic System and a Method for Playing "Pachinko"-type Games
Field of the Invention
The present invention relates generally to an electronic or semi-electronic gaming system and a method and, in particular, to an electronic or semi-electronic system and a method for playing a "Pachinko"-type game.
Background
The "maze-Pachinko" type games, also referred to as "pinball" games, generally include a substantially vertical gaming area including an upper, middle and a lower sections. One or more ball bearings are released from the top section of the game. Under the force of gravity, the released ball bearings fall towards the bottom part of the gaming area, including a plurality of collecting bins. A backplane located vertically in the middle section of the gaming area comprises a set of pins distributed in the space between the point of release of the ball bearing and the collecting bins. Each falling ball bearing hits at least some of the pins, the sequence of resulting deflections defining the trajectory and destination of the ball bearing. Points are awarded depending on whether the ball bearing reaches a bin, as well as on which particular bin is reached by the ball bearing. While the shape, size and number of the pins, the ball bearings and the bins can vary among different gaming machines, for a given machine, the general game layout principally stays the same. This is very much the case with the existing electronic versions of this game, where the entire gaming environment is simulated on the screen of a display device. Because of this repetitive gaming environment, the results of the games played on a given machine are somewhat predictable and the typical prize distribution is a normally distributed Bell curve. Large prizes are very rarely offered to the players. Previous attempts to introduce some variations in the above game have been limited to the "mechanical" version of the game. These attempts included introducing one or more openings in the backplane of the gaming machine. One or more pins arranged to protrude from the back of the machine, were further configured to slide through a respective opening in the backplane, but not protrude into the gaming area. In order to vary the game, a skilled technician is called at predetermined intervals, or by request, to "nail-in" one or more of these pins, which slide through the respective opening/s and into the gaming area.
While the appearance of new pins, or their subsequent removal, does bring some variety to the gaming experience, it would be appreciated that this is a very awkward and cost- inefficient way of doing so.
Accordingly, it is desirable to find a relatively simple and efficient way for creating a more versatile game and allowing the game vendors to award a greater variety of prizes, to thereby improve the entertainment value offered to the player.
Summary of the Invention
According to one aspect of the invention, there is provided an electronic or semi-electronic game system for playing a "Pachinko"-type game, the system comprising; a) a processor for facilitating and controlling the game; b) a display for displaying the game to a player; and c) input means connected to the processor, for use by a player for controlling one or more aspects of the game, upon receiving a command from the input means, the processor effecting consecutive releases of objects within a gaming area, each object having predetermined object properties, the gaming area having gaming properties and comprising a plurality of interaction objects, each of the interaction objects having predetermined properties and being configured for affecting a trajectory of the released objects, wherein the processor is arranged for altering at least one object property of a released object or gaming property of the gaming area. According to a second aspect of the invention, there is provided a computer implemented method of gaming using a gaming system comprising a processor facilitating and controlling the game, a display device for displaying the game to a player and input means connected to the processor, for use by the player in controlling one or more aspects of the game, the method comprising using the processor to facilitate the steps of; a) defining a gaming area to be displayed on the display device, the gaming area comprising a starting area located at the upper portion of the graphics screen of the display device, a collecting area located at the lower portion of the graphics screen and an interacting area located between the starting area and the collecting area; the starting area comprising a plurality of player selected starting positions for releasing an object, the collecting area comprising at least one collecting bin, the collecting area having collecting properties defined by at least one of the number, the size and the location of the at least one collecting bin, the interaction area comprising a plurality of interaction objects having predetermined properties, the interaction objects being configured for simulated interaction with a falling object so as to alter the trajectory of the falling object, when it passes through the interaction area, interactive properties of the interaction area being defined by at least one of the number, the location and the properties of the interaction objects; b) simulating the consecutively release of objects, each object being released from a respective one of the starting positions to fall towards the collecting area; c) calculating the trajectory and the final destination of each released object based on the player predetermined starting position and the interactive property of the interaction area, and displaying the movement of the object on the display device; and d) based on the calculated final destination, awarding prizes and/or bonus points depending on whether and in which of the at least one collecting bin has each respective falling object being collected, wherein the method further comprises the step of; altering at least one object property, interactive and/or collecting property.
Other aspects of the invention, associated with a computer program executable to effect the electronic game and a computer program product comprising a computer readable medium having the computer program recorded therein, are also disclosed.
Brief Description of the Drawings
Some aspects of the prior art and one or more embodiments of the present invention will now be described with reference to the drawings, in which:
Fig. IA is a schematic block diagram of a gaming system upon which the arrangements described can be practiced;
Fig. IB is a schematic block diagram of another gaming system upon which the arrangements described can be practiced; Fig. 2 is a schematic block diagram of a gaming apparatus used in the gaming systems of Figs. IA and IB;
Fig. 3 is a graphics screen presented on the display of the gaming systems of Figs. IA and IB, during playing of a game; Fig. 4 is a flow diagram representing a computer implemented method for effecting the described electronic or semi-electronic game;
Fig. 5 is a schematic representation of the described semi-electronic gaming system. Fig. 6 shows a display screen presentation of a bonus reel-type game being implemented on the gaming systems of Figs. IA and IB;
Fig. 7 shows another display screen presentation of a bonus reel-type game being implemented on the gaming systems of Figs. IA and IB; and
Fig. 8 shows a flow diagram representing a method of performing, as a result of a ball bearing reaching a bin, a reel-game in the gaming systems of Figs. IA and IB.
Detailed Description including Best Mode
Where reference is made in any one or more of the accompanying drawings to steps and/or features, which have the same reference numerals, those steps and/or features have for the purposes of this description the same function(s) or operation(s), unless the contrary intention appears.
It is to be noted that the discussions contained in the "Background" section and that above relating to prior art arrangements relate to discussions of documents or devices which form public knowledge through their respective publication and/or use. Such should not be interpreted as a representation by the present inventor(s) or patent applicant that such documents or devices in any way form part of the common general knowledge in the art.
A game that can be played in a variety of environments is described below. The main application of the game is in the context of a betting environment wherein the game is played on a dedicated gaming machine, upon placing of a bet. However, the game can also be played on a home computer or other electronic device, such as a mobile phone or a hand-held gaming console. The game can also be played in a network environment, wherein more than one gaming machine, computer or other electronic device are connected together. Some of these environments are described in more detail with respect to Fig. IA, IB and 2.
Fig. IA shows a gaming system IOOA including a gaming machine 101 A for use by a player in playing the described game. The gaming machine 101 A comprises an enclosure 20 IA having display means in the form of a video display device 214A for displaying to the player one or more graphics screens (e.g., 105) for the game being played on the gaming machine 101 A. The enclosure 201 A also has an input device in the form of a keypad 202A comprising one or more buttons for use by the player in controlling one or more aspects of the game.
Credit input means in the form of a coin input device 106A and a note input device 107 A, are also included in the enclosure 201 A, to allow the player to input credit in order to play the game. A coin tray 108 A is also typically incorporated in the enclosure 20 IA in order to allow cash payouts to be payed to the player.
In the gaming system IOOA, the gaming machine 101 A is connected to a communications network 222A, known as a Local Area Network (LAN), via a connection 223A. Alternatively, the gaming machine 101A may be standalone. As shown in Fig. IA, the LAN 222A is coupled to a wide-area network (WAN) 220A, such as the Internet or a private WAN, via a connection 224 A. The gaming machine 101 A may also be coupled directly to the WAN 220A via a connection 221 A.
The network 222A comprises one or more further gaming machines 102A and 103 A connected thereto. The further gaming machines are generally similar to the gaming machine 101 A but may be configured to implement different games. The further gaming machines may also be connected to the network 220A.
A server computer 104A5 used for monitoring the gaming machine 101 A, is also connected to the network 222 A. The server 104A may be used for monitoring the amount of money wagered (or bet) on the gaming machine 101 A over a period of time, the amount of money payed out on the gaming machine 101 A over a period of time and any fault conditions on the gamine machine 101 A. The server 104 A may also be configured to disable or enable the gaming machine 101 A.
The gaming machine 101 A will be described in more detail below with reference to Fig. 2.
Fig. IB shows another gaming system 10OB. The gaming system IOOB comprises a stand-alone "personal" computer 10 IB for use by a player for playing the game. The personal computer 10 IB may be an IBM-PC or compatible, a Sun Sparcstation, an Apple
Mac™, or one of a like computer system evolved therefrom including desktop, laptop, notebook or handheld variations thereof. As seen in Fig. IA, the computer 101B comprises an enclosure 20 IB and a display means in the form of a video display device
214B for displaying screens, such as the screen 105 of the game being played. The computer 10 IB also comprises an input device in the form of a keyboard 202B comprising one or more buttons for use by the player in playing the game. The input means for the computer 101B also comprises a mouse pointer device 203B.
The computer 101B may be connected to a local area network (LAN) 222B, via a connection 223 B. The LAN 222B may couple to a wide area network (WAN) 220B, such as the Internet or a private WAN, via a connection 224B. The computer 10 IB is also shown coupled directly to the WAN 220B, via a connection 221B. In the system IOOB, the WAN 220B typically comprises one or more further computers 102B and 103B, similar to the computer 101B, connected thereto, and which may be used by other persons for game playing. Further such computers may also be connected to the LAN 222A.
A remote server 104B is also connected to the WAN 220B. However, in contrast to the server 104 A of the system 10OA, the server 104B of the system IOOB may be used to control the execution of one or more games being played on the gaming system IOOB. For example, the server 104B may download one or more graphic objects to the computer 101 B for the game being played by the corresponding player, together with a display list for displaying the downloaded graphic objects for one or more screens (e.g., 105) of the game being played on the computer 101 B. In this instance, the server 104B then controls the game by downloading further display lists to the computer 101B as the game is being played by the player and being executed by the computer 101B.
In the system IOOB, rather than credit input means in the form of the coin input device 106 A and the note collector 107 A, the player inputs credit in order to play the game by creating an account with a provider of the game, who may or may not be the administrator of the server 104B. For example, the player may provide their credit card and contact details to the game provider via the computer 101 B and the network 220B. In this instance, as the player plays the game on the computer 101B, the player's account is debited and credited according to how the player bets and wins, respectively. The computer 101B will now be described in more detail below with reference to
Fig. 2.
The gaming machine 101 A and the computer 10 IB have similar computer hardware architecture. Accordingly, unless referred to specifically, the gaming machine 101 A and the computer 101B will be hereinafter generically referred to as the "gaming device" 100. Similarly, components of the gaming machine 101 A and the computer 10 IB, such as the enclosures 20 IA and 20 IB, and the displays 214 A and 214B, respectively, will be hereinafter generically referred to as the enclosure 201 and the display 214, respectively, of the gaming device 100, unless such components are referred to specifically. Further, other components, such as the WANs 220A, 220B, and the LANs 222A and 222B, for example, will be hereinafter generically referred to as the WAN 220 and the LAN 222. Finally, unless referred to specifically, the gaming systems IOOA and IOOB will be hereinafter generically referred to as the gaming system 100.
The game played on either of the gaming systems IOOA or IOOB may be implemented as software, such as one or more application programs being executable by the gaming system 100. In particular, the game may be effected by instructions in the software that are carried out by the gaming system 100. The instructions may be formed as one or more code modules, each for performing one or more particular tasks. As will be described in detail below, the software may also be divided into separate parts, in which a one or more parts and the corresponding code modules performs the game and one or more other parts and the corresponding code modules manage a user interface between the first part and the player of the game. For example, as seen in Figs. IA and IB, the user interface may be formed by one or more screens such as the screen 105.
The software may be stored in a computer readable medium, including the storage devices described below, for example. The software may be loaded into the gaming system 100 from the computer readable medium, and may then be executed by the gaming system 100. A computer readable medium having such software or computer program recorded on it is a computer program product. The use of the computer program product in the gaming system 100 preferably effects an advantageous apparatus for implementing the game described herein.
As seen in Fig. 2, the gaming device 101 comprises an input device 202. The input device 202 is formed by the keypad 202 A when the gaming device 101 is the gaming machine 101 A or by the keyboard 202B when the gaming device 101 is the computer 10 IB. The computer 10 IB also comprises the mouse pointer device 203. The gaming device 101 also comprises output devices including the display device 214 and loudspeakers 217. In one configuration, the display device 214 may be a touch screen.
When the gaming device 101 is the gaming machine 101 A, the gaming apparatus 100 also comprises the coin input device 106 A and the note input device 107 A, as well as a coin output device 218, as seen in Fig. 2.
An external Modulator-Demodulator (Modem) transceiver device 216 may be used by the gaming device 101 for communicating to and from the communications network 220 via the connection 221. Where the connection 221 is a telephone line, the modem 216 may be a traditional "dial-up" modem. Alternatively, where the connection 221 is a high capacity (eg: cable) connection, the modem 216 may be a broadband modem. A wireless modem may also be used for wireless connection to the network 220.
The gaming device 101 typically comprises at least one processor unit 205 for controlling at least partial execution of the game on the gaming system 100. The processor unit 205 may be formed by a micro-controller, micro-processor, programmable logic device or the like. The gaming device 101 also comprises a memory unit 206, for example, formed from semiconductor random access memory (RAM) and read only memory (ROM). A number of input/output (I/O) interfaces including an audio-video interface 207 that couples to the video display 214 and loudspeakers 217, are typically also included. The gaming device 101 also comprises an I/O interface 213 for the input device 202, and when the gaming device 100 is the gaming machine 101 A, the coin input device 106A and the note input device 107A, as seen in Fig. 2. The interface 213 is also used for the mouse 203 when the gaming device 101 is the computer 101B. The gaming device 101 may also comprise or be connected to an interface 208 used for the external modem 216. The interface 208 may be used for a coin output device 218, when the gaming device 101 is the gaming machines 101 A. In some implementations, the modem 216 may be incorporated within the gaming device 101, for example within the interface 208. The gaming device 101 also has a local network interface 211 which, via the connection 223, permits coupling of the gaming device 101 to the LAN 222. As also shown in Fig. 2, the LAN 222 couples to the wide network 220 via the connection 224 and would typically include a so-called "firewall" device or similar functionality. The interface 211 may be formed by an Ethernet circuit card, a wireless Bluetooth or an IEEE 802.11 wireless arrangement. The interfaces 208 and 213 may afford both serial and parallel connectivity, the former typically being implemented according to the Universal Serial Bus (USB) standards and having corresponding USB connectors (not illustrated). Storage devices 209 are provided and typically include a hard disk drive (HDD) 210. Other devices such as a floppy disk drive and a magnetic tape drive (not illustrated) may also be used. An optical disk drive 212 is typically provided to act as a non- volatile source of data. Portable memory devices, such optical disks (eg: CD-ROM, DVD), USB-RAM, and floppy disks for example may then be used as appropriate sources of data to the gaming system 100.
The gaming device 101 may also comprise one or more hard meters 215, which are required by some regulatory authorities. These hard meters 215 determine a cumulative number of credits input by a player of the gaming device 101 and output by the gaming device 101 throughout the life of the gaming device 101. The meters 215 are typically set to "zero" when the gaming device 101 is first configured.
The components 205 to 213 of the gaming device 101 typically communicate via an interconnected bus 204 and in a manner which results in a conventional mode of operation of the gaming device 101 known to those in the relevant art.
The game described herein is "Pachinko" type game. Fig. 3 shows a graphics screen 300 presented to the user on the display device 214, during playing of the game. As seen in Fig. 3, the displayed graphics screen 300 is similar to a conventional Pachinko game. The gaming area presented on screen 300 comprises a starting area 302, an interaction area 304 and a collecting area 306. The starting area 302 comprises a plurality of player selectable starting positions 308, only some of which are shown in Fig. 3, where the starting positions are indicated with dotted circles. An object, in the form of a ball bearing 310 is released from a selected starting position 308. Upon release, the ball bearing 310 "falls down" towards the collecting area 306. The trajectory of the ball bearing 310 passes through the interaction area 304.
The interaction area 304 includes a plurality of pins 314 which are distributed in a predetermined manner between the starting area 302 and the collecting area 306. The distribution of the pins 314 is such that, regardless of which starting position the ball bearing 310 is released from, during the time of the fall of the ball bearing 310 towards the collecting area 306, the ball bearing 310 interacts with at least one pin 314. Depending on the particular trajectory, the ball bearing 310 either "falls through" or is collected in one of the collecting bins 312 included in the collecting area 306. Bonus points or prizes are awarded, depending on whether the ball bearing 310 is collected at all and, if collected, in which collecting bin 312. The ball bearing 310 falling once from the starting area 302 through the interaction area 304 to the collection area 306, after being released, is referred to as a "run".
The awarded prizes depend on the trajectory of the ball bearing, which is defined by the particular selected starting point 308, the properties of the ball bearing itself and the interactive properties of the interaction area 304. The properties of the interaction area 304 depend on the number, the properties and the distribution (location) of the interaction pins 314. The collecting properties of the collecting area 306 are similarly defined by the number, the collecting properties and the location of the collecting bins 312. Notably, the described game includes functionality that allows altering at least some of the properties of the ball bearing 310, the interactive properties of the interaction area 304 and the collecting properties of collecting area 306.
The interactive properties of the interaction area 304 may be altered by assigning to one or more interaction pins 314 at least one physical characteristic, other than the ability to deflect the oncoming ball bearing 310. One such characteristic may be a simulated spin around a central axis, as shown with pin 316. The interactive properties of the interaction area 304 may also be altered by introducing pins 314 that move in, out and/or within the interaction area 304 during the fall of the ball bearing 310.
Changes in the shape and/or the material of one or more pins 316, compared to the rest of the pins 316, may also be simulated, as shown with pin 330. The changes in the material of the pin 330 can be facilitated by simulating changes in the elastic properties of the pin 330 and/or changes in the friction coefficients involved in the interaction between the falling ball bearing 310 and the pin 330. In addition, more complex non contact interactions between the falling ball bearing
310 and any of the pins 314 may be introduced on the basis of simulated field forces. The simulated field forces between a ball bearing 310 and a pin 314 may be based on the processor 205 simulating interaction between a pair of identical (or opposite) electrical charges, magnetic fields etc.
Additional elements may also be added to the interaction area 304 to alter the interactive properties of the interaction area 304. For example, a fan 318 may be introduced to the interaction area 304. The fan 318 creates a "current" that affects the trajectory of any ball bearing 308 crossing the path of the current. A "trampoline" 320 may be arranged in the interaction area 304 so that a falling ball bearing 310 may interact with the area of the trampoline 320 and be deflected in a direction depending on the shape of the trampoline 320 and the initial trajectory of the ball bearing 310. A "wall" 322 may fulfil a similar function to that of the trampoline 420, by deflecting the falling ball bearing 310 in a different direction. Alternatively, or in addition to the above elements, a "hole" 324 may also be introduced in the interaction area 304, which may intercept the ball bearing 310, thus preventing the ball bearing 310 from reaching a collecting bin 312.
The "physical" interaction of the ball bearing 110 with any elements of the interaction area 304 may be altered by altering the properties of the falling ball bearing 310. For example, the ball bearing 310 has some simulated "weight" that causes the downward movement of the ball bearing 310. Varying this weight will affect the speed of the ball bearing 310 and the interaction of the ball bearing 310 with other elements of the interaction area 310, such as the pins, trampolines, etc.
The falling ball bearing 310 may itself be arranged to interact with the pins 314 or any other elements within the interaction area 304. For example, the ball bearing 310 may be arranged to "explode". Such an "explosion" during the fall of the ball bearing 310 during the game, may be then arranged to destroy a number of adjacent pins 314. Depending on their proximity to the location of the "explosion", one or more collecting bins 312 may also be damaged and their ability to collect further ball bearings limited or destroyed. In addition, a particular combination of pins 314 and/or additional interaction elements may be arranged so that the ball bearing 314 can get "stuck" at a particular location, thus preventing access for others of the ball bearings through this respective location for the remaining of the game.
Apart from changing the interactive properties of the interaction area 304 and that of the falling ball bearing 310, changes may be made to the collecting properties of the collecting area 306. For example, the size, the number, and the location of the collecting bins 312 can the altered for different runs of the game. In addition, during at least some of the runs of the game, the location of the bins 312 may be continuously altered by, for example, simulating a conveyor belt 326 that supports the collecting bins 312 and carries the collecting bins 312 in a given direction with a fixed or variable speed.
The awarding of prizes after a run can also be varied by, for example, awarding additional bonus points and prizes if the falling ball bearing 310 interacts with a particular pin of the interaction area 304 or follows a particular trajectory and interacts with a plurality of predetermined pins 314. As was explained in relation to Figures IA, IB and 2, an important application of the game is within a betting environment, where playing of a game is associated with placing a bet. hi this case, properties and functionalities of the game can be altered, depending on the placed bet. For example, an interactive property of the interaction area 304 or a collecting property of the collecting area 306 can be altered depending on the amount of bets placed at the beginning of the game. A bet that is larger than a predetermined amount can lead to an increase in the speed of the "fan" 318, thus imposing a greater change in the trajectory of the falling ball bearing 310. Change in the number, the size or the speed of the moving collecting bins 312, in response to the amount of a bet placed at the beginning of the game, can also be effected.
In some configurations of the gaming environment, the combination of the properties and the starting position 308 of the ball bearing 310, the interactive properties of the interaction area 304 and the collecting properties of the collecting area 306, may direct the ball bearing 310 predominantly towards a particular location within the collecting area 306. This may be utilised for increasing the volatility of prize allocation by awarding substantially increased prizes and bonuses, if the ball bearing 310 reaches a collecting bin 312 located in an area other then the area favoured by the current combination of interactive and collecting properties.
It is clear from the above description that the described game played on the gaming system 100 offers an enhanced gaming experience, by introducing increased interactivity and a more dynamic gaming environment. While the game has been described with reference to a particular embodiment, it should be clear to a skilled addressee that modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive. For example, the game has been described in the context of changing at least one property of the released ball bearing 310, an interactive property of the interaction area 304 and/or a collecting property of the collecting area 306, after each run. In particular, any property alteration is effected before each new release of the ball bearing 310. However, amendments to any of the above properties can be introduced during the fall of the ball bearing 310.
In addition, the game may be subdivided into sessions, each session including a predetermined number of runs. In this case, at least some gaming systems may be set up to change in any of the above properties only at the beginning of a new game session. This will give a player more time to adapt to the particular gaming configuration of each session.
While the game is generally played by releasing a single ball bearing 310 for any particular run, two or more ball bearings can be simultaneously released during at least some of the runs.
The changes in the interactive and/or collecting properties described above may be pre-programmed to occur periodically. Alternatively, the changes in the interactive and/or collecting properties may be randomly triggered by the processor 205, on the basis of an output from a random generator. Furthermore, there may be an option which allows the player to define at least some of the changes in the above mentioned interactive and collecting properties at the convenience of the player, for example, using the input device 107.
When the game is played on the gaming machine 101 A and the playing of the game involves the placing of bets, the change to any property of the game can depend on the last betting amount or on the total amount of bets placed on the gaming machine 101 A for a predetermined amount of time. Alternatively, the change to any property of the game can depend on the amount of total bets placed on a plurality of gaming machines (e.g., 102A and 103A) connected to the network (e.g., 222A). While the graphics screen of Fig. 3 was directed towards a game including a falling ball bearing 310 and a plurality of pins 314, the ball bearing 310 is only one representation of a falling object, which may have other forms and representations. For example, the falling object may have the shape of a slinky, a worm, a cube or a dice (e.g., a dice with six or more sides). Similarly, the pins 314 are only one representation of a falling object, which may other shapes than the circular shape illustrated in Fig. 3.
Fig. 4 is a flow diagram showing the computer implemented method 400 of gaming. The method 400 summarizes the steps which define a single run within the "Pachinko" type game described herein. The method 400 may be implemented as software, such as one or more application programs being executable by the gaming system 100.
The method 400 begins after a run has been initiated by a player requesting the release of the ball bearing 310 from the starting area 302, using the input device 107 for example. At the step 402, the processor 205 defines the gaming environment displayed on the screen 214. As was described above with respect to Fig. 3, the graphics screen is defined by a starting area 302 located at the upper portion of the display 214, a collecting area 306 located at the lower portion of the display and an interacting area 304 located between the starting area 302 and the collecting area 306.
At step 404, the processor 205 simulates the starting area 302 to comprise a plurality of player selected starting positions. Similarly, in step 406, the processor 302 effects a simulation of the collecting area 306 that comprises one or more collecting bins 312. The collecting properties of the collecting area 306 comprise at least one of the number, the size and the location of each collecting bin 312. In a similar manner, in step 408, the interaction area 304 is simulated, the interactive properties of which alter the trajectory of the ball bearing 310 when the ball bearing 310 passes through the interaction area 304 on its way to the collecting area 306.
At step 410, the processor 205 simulates the release of the ball bearing 310 (i.e., an object) with particular object properties from a respective player-defined starting position. The trajectory and the final destination of the falling ball bearing 310 is then determined in step 412, based on starting position chosen by the player, the object properties of the ball bearing 310 and the interactive properties of the interaction area 304. Once the trajectory is determined, the movement of the ball bearing 310 (or falling object) is displayed on the display device 214. The trajectory can be determined either substantially instantaneously, after the player chooses the starting position, or can be determined during the run-time. Bonuses and prizes are then awarded, in step 414, based on whether the ball bearing 310 has reached a collecting bin 312, and on which particular bin has been reached. At least one property of the ball bearing 310 (or object), the interaction area 304 or the collecting area 306 is then changed by the processor 205, in step 416, to offer the player a game with altered properties for the next run.
Whilst the method has been described in Fig. 4 in broad terms, detailed examples of various ways of amending the interactive and collecting properties have been already described with reference to Fig. 3.
A semi-electronic gaming machine version of the above game is presented in Fig. 5. Similarly to the traditional mechanical-type pinball games, this semi-electronic gaming machine operates with real, and not simulated ball bearings 510, pins 514 and collecting bins 512. The release mechanism and the interaction between the ball bearings and the pins are purely mechanical, even though they are electronically controlled by processor 205 or other processor associated with the gaming machine. As with the purely electronic version of the game, such a processor can be in-built or remotely located.
The release of the ball bearing 510 is effected by rotating a mechanical dial 528, usually disposed on the front panel of the gaming machine. In some arrangements, the speed of rotation of the dial predetermines the downward speed of the released ball. The variation in this speed is arranged either by using mechanical arrangements to release the ball bearings with some initial downward speed, or by using ball bearings with different weight. The variation of the "weight" of the ball bearings can be arranged by having ball bearings made of different materials. In yet further arrangements, the dial is just used to determine the time of release of the ball bearing. For example, the release can be prearranged for the particular point of time when the rotational speed of the dial decreases to, for example, 20 rotations per minute. Of course any other speed, considered appropriate, can also be used as a trigger point for the release of the one or more ball bearing/s 510.
Notably, for the semi-electrom'c version of the game, all the interactive elements of the interaction area, such as the pins 514, the "trampoline" 520, the "wall" 522, the "fan" 518 and the "hole" 524 are actual mechanical devices, which may be at least partially controlled by the processor 205 or any other processor associated with the gaming machine. The pin 516, for example, is connected to a motor, which, upon receiving instruction from the processor 205, spins the pin 516. As in the game of Fig. 3, the pin can be arranged to spin with constant or variable speed. The pins 514 can be made to appear and disappear through openings in a backplane 540 at each run of the ball bearing, or at other regular or randomly chosen intervals. The "fan" 518 is in the form of an air blowing tube, the airflow of which is controlled by the processor 205. There may be several different pins 530, each made of different material and, therefore, having different mechanical characteristics. The introduction of a different pin
530 at different points of time, through the respective opening in the backplane 540, varies unpredictably the deflection of the ball bearing by pin 530 and, thereby, the ball bearing trajectory.
The "wall" 522 can be formed by a piece of wood, plastic or other rigid material that is pushed through an opening in the backplane 540 at a predetermined point of time to deflect incoming ball bearings.
The "trampoline" 520 is formed by a flexible membrane that is similarly pushed through an opening in the backplane 540 at a predetermined point of time to deflect incoming ball bearings.
The "hole" 524, on the other hand, is effected by introducing in the respective location, again through an opening in the backplane 540, an opening of a tube such that, a ball bearing that reaches the opening enters the tube and is directed outside the gaming area.
Finally, a real conveyor belt 526, formed by a belt and two reels, at least one of which is rotating, is used in the semi-electronic version of the game. As was discussed above, all interactive mechanical elements are at least partially controlled by the processor 205 that effects their introduction in the gaming area through respective openings in the backplane 540. Of course, these openings are covered by sliding covers that are also controlled by the processor 540 and are slid away only when the introduction of a particular mechanical element is required.
The hereinbefore described arrangement may be used as an independent game or in a combination with other gaming arrangements. For example, once a ball reaches a bin, the processor 205 may be configured to trigger a random number generator, not shown, associated with a plurality of symbols. Using the outcomes from the random generator, the symbols are re-arranged in particular combinations. Depending on these combinations, bonus points or a prize 532 is awarded to the player. In Fig. 5 these symbols have been represented by a plurality of "spinning" reels 530. Various combinations formed across the resulting matrix of symbols can be associated with awarding of bonus points and prizes. These functionalities are described in more detail in the following paragraphs.
The event of a ball bearing reaching any bin, or a predetermined one of the bins, effectively triggers a spinning reel game, referred to hereinafter as a 'spinning reel game', with each spin of the reels being referred to hereinafter as a 'game'. Two similar screens 600 and 700 of the spinning reel game, as represented on the display device 214 are shown in Fig. 6 and Fig. 7, respectively. The screen 700 comprises five vertical reel strips 701 to 705, with each of the reel strips 701 to 705 displaying a series of three symbols (e.g., 706, 707 and 708), such that the symbols in the same position of each of the reel strips 701 to 705 form a horizontal row (e.g., 717). For example, the reel strip 701 comprises a star symbol 706 in a first position, a cross 707 in a second position and a square symbol 708 in a third position of the reel strip 701, with the star symbol 706 being the first symbol in the horizontal row of symbols 717. Accordingly, the screen 700 of the spinning reel game has a "three (3) symbol (or row) by five (5) reel strip" layout (i.e., a 3 x 5 reel strip layout). Other reel strip layouts may be also be used, such as a "five (5) symbols (or row) by five (5) reel strip" layout. A method 800 of performing a particular game (i.e. spin of the reels 701 to 705) of the spinning reel game will be described below by way of example, with reference to Fig. 8.
The method 800 begins at step 801, where an initial screen of the spinning reel game is displayed, which, in the present example, is the screen 700 of Fig. 7.
If a bet is placed by the player, at the next step 802, the amount of a bet placed on the game to be played is determined. This amount is typically determined by a respective application program, not indicated in the drawings, run by processor 205 typically examining player input via the input device 202. In the described arrangements, the spinning reel game has a plurality of paylines, as known to those in the relevant art, on each of which the player of the spinning reel game may place a bet. These paylines are typically indicated by pay line indicator columns 709 and 710, as seen in Fig. 7. For example, the spinning reel game described herein has five paylines which are typically indicated by the numbers one (1) to five (5) in the columns 709 and 710. Each of these five paylines is represented by phantom lines (e.g., 711) in Fig. 7. The paylines in Fig. 7 are three horizontal paylines (#1, #2, #3) and two diagonal paylines (#4, #5). Accordingly, the spinning reel game will pay an amount of credits for a particular combination of symbols, such as three crosses (e.g., 712) on the payline 711.
The screen 700 also comprises a 'BET' meter 714. In the present example, the spinning reel game is a one cent (Iφ) denomination game, as indicated by 'lφ Game' sign and "$1 buys 100 Credits" sign in the bottom right-hand corner of the screen 700. Accordingly, in the spinning reel game described herein, each credit is worth one cent (ljzS). As seen in Fig. 7, the BET meter 714 indicates that the player has bet on all five paylines for a particular game (or spin of the reel strips 701 to 705) by displaying the number five '5' (as indicated by the arrow 719), as seen in Fig. 7. The BET meter 714 also indicates that the total amount of the bet for the particular game is five cents ($0.05) (i.e., one cent ($0.01) for each payline).
The player may indicate the number of paylines that they wish to bet on for the particular game, at step 801 using the input device 202. The player may also select to bet a plurality of credits on each payline. For example, for the one cent (Ie") denomination spinning reel game, the player may select to bet two credits (i.e., two cents ($0.02)) on each payline. Such a selection effectively transforms the spinning reel game into a two cent (2φ) denomination game. For online gaming using the gaming system 10OB, for example, the player may select a denomination (e.g., one cent (Ie"), five cents (5<β) or one dollar ($1)). This selected denomination will determine the amount of money bet on each payline of the particular game and, therefore, the amount of money bet on each game.
Displayed on the screen 105 is also a 'CREDIT' meter 716 indicating a total amount of credits for the player including the amount of credits originally input (or available on the player's account) by the player and the amount of credits won by the player during a particular playing session. Upon the bet being placed by the player, the BET meter 714 and the CREDIT meter 716 are updated to reflect the amount of the bet.
The method 800 continues at the next step 803 with the reel strips 701 to 705 being spun as a result of a ball bearing reaching any, or a selected one, of the bins. The spinning of the reel strips 701 to 705 is controlled by an associated spinning reel game application program, not indicated in the drawings, executed by the processor 205 and is representative of the processing or actual performance of the game. At the next step 804, a stopping position of each reel strip 701 to 705 is determined. The stopping position of each reel strip 701 to 705 is typically determined by the spinning reel game application program depending on an output of a random number generator application program, not indicated in the drawings. Then at the next step 805, a result screen 600, as seen in Fig. 6, of the spinning reel game is displayed on the screen 214. The position of the symbols in the reel strips 701 to 705 of the screen 600 are based on the stopping position of each of the reel strips 701 to 705 as determined at step 803.
The method 800 concludes at the next step 806, where an amount of credits payed for any combinations of symbols in the screen 600 is determined. The screen 600 includes a 'WIN' meter 615 that indicates the amount of credits and a corresponding monetary amount that the player has won from the particular game. In the present example, one hundred credits ($1.00) are payed for the combination of three stars 607, 612 and 613 on the payline 711, as indicated by the WIN meter 615. Also at step 806, the CREDIT meter 716 is updated to reflect the amount won by the player on the game.
In alternative implementations, credits may also be payed to the player for the combination of the three stars 607, 612 and 613 together with star 608 in the row 617 and the star 609 in the row 619. As a further alternative, further credits may be payed out for the smiley faces (e.g., 606) in the reel strips 701, 702 and 703, for example. However, in each of these instances, the spinning reel game would require further pay lines.
Depending on the arrangement, the reel-type game may be offered only as a bonus game and, once a player uses a particular amount of accumulated bonus points, the player may be automatically directed back to the Pachinko game. Alternatively, the player may be offered the option to continue playing the reel-type game and decide for himself/herself whether and when to switch back to the Pachinko game.
It should be noted that the described embodiments are illustrative and not restrictive. For example, the invention is obviously applicable to any Pachinko-type game, regardless of the specific currency, denomination range, amount of bet or jackpot prize associated with the particular game. Also, it is clear from the forgoing description that the invention can be performed on both stand alone and networked devices, such as gaming machines, hand-held electronic devices or computers. The most common form of implementation of the invention on networked devices is expected to be associated with Internet online gaming.
Industrial Applicability
It is apparent from the above that the arrangements described are applicable to the gaming, computer and data processing industries.

Claims

The claims defining the invention are as follows:
1. An electronic or semi-electronic game system for playing a "Pachinko"-type game, the system comprising; a) a processor for facilitating and controlling the game; b) a display for displaying the game to a player; and c) input means connected to the processor, for use by a player for controlling one or more aspects of the game, upon receiving a command from the input means, the processor effecting consecutive releases of objects, each object having predetermined object properties, within a gaming area, the gaming area having gaming properties and comprising a plurality of interaction objects, each of the interaction objects having predetermined properties and being configured for affecting a trajectory of the released objects, wherein the processor is arranged for altering at least one object property of a released object or gaming property of the gaming area.
2. The game system of claim 1, wherein the gaming area comprises: a) a starting area comprising a plurality of player selected starting positions, each object being released to fall from a respective one of the plurality of starting positions; b) a collecting area comprising at least one collecting bin for collecting the falling objects and having collecting properties including at least one of the number, the size and the location of the collecting bins; and c) an interaction area being disposed substantially between the starting area and the collecting area, the interaction area comprising the interaction objects such that the trajectory of at least some falling objects is altered when it passes through the interaction area on its way to the collecting area, the interaction area having interactive properties including at least one of the number, the location and the properties of the interaction objects, the trajectory and the final destination of each falling object being determined by the player selected starting position of the object and the interactive properties of the interaction area; prizes and/or bonus points being awarded depending on whether and in which of the at least one collecting bin, has each respective falling object being collected, wherein the processor is arranged to effect a change in at least one of; an object property of the released object, an interactive property of the interaction area and a collecting property of the collecting area.
3. The game system of claim 2, the gaming system being purely electronic, the ball bearings and the gaming area being electronically simulated, wherein the interaction objects are interaction pins, the processor being arranged to simulate a physical interaction between the falling object and any pin that is on its path, the object being deflected as a result of the physical interaction.
4. The game system of claim 3 wherein the properties of a pin include assigning to the pin at least one physical characteristic, the assigned characteristic affecting the simulated physical interaction between the falling object and the pin.
5. The game system of any one of claims 3 to 4 wherein the properties of a pin include a simulation of the pin spinning around a central axis.
6. The game system of any one of claims 2 to 5 wherein a change of interactive property includes moving at least one pin; into the interaction area, out of the interaction area and/or within the interaction area.
7. The game system of any one of claims 3 to 6 wherein a change of interactive property includes a simulation of at least one of the following; a) change in the shape of at least one pin; b) attributing an elastic properties and/or introducing friction coefficient to at least one pin or changing a previously attributed elastic properties or a friction coefficient associated with at least one pin; and c) assigning the at least one pin the functionality to attract a falling object in a non-contact manner, thus simulating field forces; or changing the coefficients associated with such a previously assigned functionality to alter the strength of previously assigned field forces.
8. The game system of any one of claims 2 to 7 wherein a change of interactive property includes at least one additional physical object being introduced in the interaction area, which interacts with at least some of the released objects to alter their trajectories.
9. The game system of claim 8 wherein the introduced at least one physical objects include at least one of a fan, a hole, a wall and a trampoline.
10. The game system of any one of claims 2 to 9 wherein a change of collecting property includes a change in the location of at least one of the collecting bins by way of a conveyor belt carrying the bin.
11. The game system of any one of claims 2 to 10 wherein prizes and/or bonus points are also awarded when a falling object interacts with at least one predetermined pin or follows a predetermined path.
12. The game system of any one of claims 2 to 11 wherein at least some of the released objects are arranged to interact with the interaction area and affect the interactive properties.
13. The game system of claim 12 wherein at least one object property of the released object is altered by at least one of the following being simulated for the released objects; the object is arranged to explode, thus removing adjacent pins and/or destroying adjacent collecting bins; the simulated weight of the object is varied, altering its speed and interaction with other elements of the interaction area; and the object is given the functionality to get stacked at certain locations within the interaction area, thus preventing access of further objects through the respective location for the remaining of the game.
14. The game system according to anyone of claims 3 to 13, wherein a plurality of objects is simultaneously released, at least in some instances of object release.
15. The game system of any one of claims 3 to 14 wherein any interactive and/or collecting property is altered before each respective object release.
16. The game system of any one of claims 3 to 15, wherein the playing time of the player is subdivided into game sessions, each game session comprising a predetermined number of object releases, wherein any interactive and/or collecting property is altered at least before some game sessions.
17. The game system of any one of claims 3 to 16, wherein any interactive and/or collecting property is altered on at least one of pre-determined, random or user- defined bases.
18. The game system according to anyone of the preceding claims, wherein the game is played in a simulated 3d environment.
19. The game system according to anyone of claims 3 to 18, wherein the simulated objects include at least one of the following; a ball bearing, a slinky, a worm, a cube or an n-sided dice.
20. The game system according to anyone of claims 1 to 19, wherein the playing of the game is associated with placing a bet.
21. The game system of claim 20 wherein at least one interactive property and/or collecting property is altered in accordance with the amount of bet placed.
22. The game system of claim 21 wherein a bet that is higher than a predetermined amount triggers an increase of a speed of a fan introduced in the interaction area and/or causes more collecting bins to be distributed in the collecting area.
23. The game system of any one of claims 20 to 22, the system being so arranged that the combination of at least some of the starting position, interactive and collecting properties, predominantly directs the falling objects to at least one particular section of the collecting area, wherein the awarded prises and bonuses are substantially increased for objects collected in sections other than the at least one particular section.
24. The game system of any one of claims 1 to 23, wherein the system is arranged to switch to and/or from a reel-type electronic game.
25. The game system of any one of claims 1 to 24, wherein the system is arranged to facilitate online gaming on the Internet.
26. A computer implemented method of gaming using a gaming system comprising a processor facilitating and controlling the game, a display device for displaying the game to a player and input means connected to the processor, for use by the player in controlling one or more aspects of the game, the method comprising using the processor to facilitate the steps of; a) defining a gaming area to be displayed on the display device, the gaming area comprising a starting area located at the upper portion of the graphics screen of the display device, a collecting area located at the lower portion of the graphics screen and an interacting area located between the starting area and the collecting area; the starting area comprising a plurality of player selected starting positions for releasing an object, the collecting area comprising at least one collecting bin, the collecting area having collecting properties defined by at least one of the number, the size and the location of the at least one collecting bin, the interaction area comprising a plurality of interaction objects having predetermined properties, the interaction objects being configured for simulated interaction with a falling object so as to alter the trajectory of the falling object, when it passes through the interaction area, interactive properties of the interaction area being defined by at least one of the number, the location and the properties of the interaction objects; b) simulating the consecutively release of objects, each object being released from a respective one of the starting positions to fall towards the collecting area; c) calculating the trajectory and the final destination of each released object based on the player predetermined starting position and the interactive property of the interaction area, and displaying the movement of the object on the display device; and d) based on the calculated final destination, awarding prizes and/or bonus points depending on whether and in which of the at least one collecting bin has each respective falling object being collected, wherein the method further comprises the step of; e) altering at least one object property, interactive and/or collecting property.
27. The computer implemented method of gaming of claim 26, wherein the interaction objects are interaction pins and the processor is arranged to simulate a physical interaction between the falling object and any pin that is on its path, the object being deflected as a result of the physical interaction.
28. The computer implemented method of gaming of claim 27, wherein the properties of a pin include assigning to the pin at least one physical characteristic, the assigned characteristic affecting the simulated physical interaction between the falling object and the pin.
29. The computer implemented method of gaming of claim 27 or 28, wherein a property of a pin includes a simulation of the pin spinning around a central axis.
30. The computer implemented method of gaming of any one of claims 26 to 29, wherein a change of interactive property includes moving at least one pin; into the interaction area, out of the interaction area and/or within the interaction area.
31. The computer implemented method of gaining of any one of claims 27 to 30 wherein a change of interactive property includes a simulation of at least one of the following; a) change in the shape of at least one pin; b) attributing an elastic properties and/or introducing friction coefficient to at least one pin or changing a previously attributed elastic properties or a friction coefficient associated with at least one pin; and c) assigning the at least one pin the functionality to attract a falling object in a non-contact manner, thus simulating field forces; or changing the coefficients associated with such a previously assigned functionality to alter the strength of previously assigned field forces.
32. The computer implemented method of gaming of any one of claims 26 to 31 wherein a change of interactive property includes at least one additional physical object being introduced in the interaction area, which interacts with at least some of the released objects to alter their trajectories.
33. The computer implemented method of gaming of claim 32 wherein the introduced at least one physical objects include at least one of a fan, a hole, a wall and a trampoline.
34. The computer implemented method of gaming of any one of claims 26 to 33 wherein a change of collecting property includes a change in the location of at least one of the collecting bins by way of a conveyor belt carrying the bin.
35. The computer implemented method of gaming of any one of claims 26 to 34 wherein prizes and/or bonus points are also awarded when a falling object interacts with at least one predetermined pin or follows a predetermined path.
36. The computer implemented method of gaming of any one of claims 26 to 35 wherein at least some of the released objects are arranged to interact with the interaction area and affect the interactive properties.
37. The computer implemented method of gaming of claim 36 wherein at least one property of the released object is altered by at least one of the following being simulated for the released objects; the object is arranged to explode, thus removing adjacent pins and/or destroying adjacent collecting bins; the simulated weight of the object is varied, altering its speed and interaction with other elements of the interaction area; and the object is given the functionality to get stacked at certain locations within the interaction area, thus preventing access of further objects through the respective location for the remaining of the game.
38. The computer implemented method of gaming of any one of claims 26 to 37, wherein the method further comprises switching to and/or from a reel-type electronic game.
39. The computer implemented method of gaming of any one of claims 26 to 38, wherein the method facilitates online gaming on the Internet.
40. A computer program product having a computer readable medium, said computer readable medium having a computer program recorded therein, said computer program being arranged for facilitating playing an electronic game using a gaming system comprising a processor, facilitating and controlling the game, a display device for displaying the game to a player and input means connected to the processor, for use by the player in controlling one or more aspects of the game, said computer program product comprising: computer program code means for defining a gaming area to be displayed on the display device, the gaming area comprising a starting area located at the upper portion of the graphics screen of the display device, a collecting area located at the lower portion of the graphics screen and an interacting area located between the starting area and the collecting area; the starting area comprising a plurality of player selected starting positions for releasing an object, the collecting area comprising at least one collecting bin, the collecting area having collecting properties defined by at least one of the number, the size and the location of the at least one collecting bin, the interaction area comprising a plurality of interaction objects having predetermined properties, the interaction objects being configured for simulated interaction with a falling object so as to alter the trajectory of the falling object, when it passes through the interaction area, interactive properties of the interaction area being defined by at least one of the number, the location and the properties of the interaction objects; computer program code means for simulating the consecutively release of objects, each object being released from a respective one of the starting positions to fall towards the collecting area; computer program code means for calculating the trajectory and the final destination of each released object based on the player predetermined starting position and the interactive property of the interaction area, and displaying the movement of the object on the display device; computer program code means for, based on the calculated final destination, awarding prizes and/or bonus points depending on whether and in which of the at least one collecting bin has each respective falling object being collected, and computer program code means for altering at least one object property, interactive and/or collecting property.
41. A computer program product having a computer readable medium, said computer readable medium having a computer program according to claim 40 recorded therein.
PCT/AU2008/000157 2007-05-30 2008-02-08 An electronic system and a method for playing 'pachinko'-type games WO2008144799A1 (en)

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