CA1276305C - Automatic replay control system for amusement devices - Google Patents

Automatic replay control system for amusement devices

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Publication number
CA1276305C
CA1276305C CA000537458A CA537458A CA1276305C CA 1276305 C CA1276305 C CA 1276305C CA 000537458 A CA000537458 A CA 000537458A CA 537458 A CA537458 A CA 537458A CA 1276305 C CA1276305 C CA 1276305C
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CA
Canada
Prior art keywords
award
percentage
data
game
memory
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Fee Related
Application number
CA000537458A
Other languages
French (fr)
Inventor
Steven S. Ritchie
Lawrence E. Demar
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Williams Electronics Games Inc
Original Assignee
Williams Electronics Games Inc
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Publication date
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Application filed by Williams Electronics Games Inc filed Critical Williams Electronics Games Inc
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Publication of CA1276305C publication Critical patent/CA1276305C/en
Anticipated expiration legal-status Critical
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Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation

Abstract

AUTOMATIC REPLAY CONTROL SYSTEM
FOR AMUSEMENT DEVICES
ABSTRACT OF THE DISCLOSURE
A microprocessor computer system includes ran-dom access and read only memories and a set of operator switches permitting the storage of game play information.
During operation of the amusement device, game play is monitored and the score required to receive a free play is periodically adjusted to maintain a selected free play percentage. The percentage is determined by either the factory setting or the operator through the operator switches. The data used to compute the free play percent-age is constantly checked by the system to insure that it is valid.

Description

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Bac~_ound of the Invention This invention relates to coin operated amuse-ment devices, such as pinball machines, v~deo games and the like. More specifically~ it relates ~o the commercial type of device usually found in game arcades, restaurants and other commercial establishments. Such devices usually include a computer control system which, responsive to player inputs, operates the game. Typically the control system will detect switch closures caused by hitting targets~ ~tc. r and responsive there~o up~a~e player scores and award replays tfree games~. The computer control system usually includes a microprocessor~ associated memory and interface devices for connecting the proce~sor system to the switches, lights, solenoids and other asso ciated devices (including, in the case of video games, a CRT)~
While such devices are reasonably satisfactory, there is a desire to maintaih the game as competit;ve as possible at each particular e~tablishment. Thus~ for example, in an arcade where the players are reasonably skilled, it is necessary ~o increase the number of points required to obtain a free game to make it a challenge and to insure a reasonable return on investment~ Conversely, when a game is first introduced or in low traffic loca-tions where players are not highly skilled~ it is neces-sary that the free game award level be set relatively low to encourage players.

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''' ' The importance of correctly setting the replay level ~often known in the trade as "percentaging" because it is measured as the ratio of free games to total games played) cannot be over emphasized. A game which produces a good revenue stream at one location where it is properly percentaged may earn next-to-nothing at another location due to ~he operator's Eailure to properly match the free play award level to the skill of the game players.
A complicating factor arises from the constantly changing skill level of the players. Thus, while the free play percentage initially may be correctr it may become too low during a subsequent ~ime period or, if the opera-tor overcompensates, raised excessively high that game players lose interest because they are unable to achieve the indicated awards.
Typically the free play award percentage is set by either of two methods. When a game is first delivered to a commercial establishment, it is provided with factory settings which, at best7 are a compromise designed to encourage initial play of the game by liberally awarding free plays~ As skill level increases excessive free plays are obtained leading to a loss in revenue and challenge which iS9 of course, undesirable~ To accommodate this most coin opera~ed amusement devices permit the operator to manually change the free play award levels in an effort to compensate ~or the player's learning curve. As indi-cated, manually changing the values is, at best, a guess.
It would be desirable to provide a computer control system which could automatically monitor the skill level o~ ~he players of a par~icular game and periodically adjust tha free play award level to maintain optimum interest in the game and thereby to maximize revenue~
Such an arrangement would reduce or eliminate operator error and automatically adjust game play for changes in s~ill level as, for example, when the game is moved from .
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one commercial establishment to another or when a new set of players begin to play the game. Such a device would eliminate the need for operator estimation and could more fairly control the award o~ free play credits.
It is accordingly an object of an aspect of the present invention to provide suah an automatic control system for a coin operated device which can monitor and automatically adjust the percentage of free games awarded.
It is an object of an aspect of the invention to provide a comprehensive control system which can monitor game play, validate game play data and periodically adjust the award levels when valid data is available.
It is an object of an aspect of the invention to provide a control system which, if desired, can be manually operated rather than automatically controlled.
An object of an aspect of the invention is to provide an automatic control system which lets the operator select the.percentage of replays to be awarded and khen adjusts the point values required for free play as necessary to achieve the desired percentage.
Other objects and advantages of the invention will be apparent from the remaining portion of the specification.

Sum~ary of the Invention Various aspects of the invention are as follows:
A control system for automatically regulating, as a function of players' scores, the score award levels o~ a coin operated amusement gam~ comprising:
(a) memory means for s~oring da~a including:
(i) a first memory location for permanently storing data relating to default values for award levels and award percentage;

~ii) a secon~ memory location for storing data - -.
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3cl relating to oparator selected values for award lOEvel~ and desired award percentage;
(iii) a third memory location for temporarily storing ~elected portions o~ the de~ault and operator selected values and historical data on players' scores;
(iv~ a fourth memory location for temporarily storing current game data;
(b) input means for permitting operator selection of the values in said second memory location;
(c) microprocessor means receiving the data relating to players~ scores, award levels, award percentage and current game data ~rom said third and fourth memory locations for periodically modifying the award level values to maintain either the de~ault or the operator selected award percentage and giving player awards as earned;
(d) means ~or communicating data between the microprocessor means, the memory means, the input means and for interfacing the system to game switches and displays;
whereby as player skill increases the microproces~or means ad~ust~ th~e award level values required to obtain an award.
A control system for automatically regulating, as a function of players~ scor~s, the score award levels of a coin operated amusement game comprising: :
(a) memory means for storing: .
(i) default values for award levels and award percentage;
(ii) operator selected values for award levels and award percentage:
(iii) historical data on players' scor~s;
(iv) current game da~a;
(b) input means ~or permitting operator selection and changing o~ ths operator selected va~ues;

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3b (c) microprocessor means receiving the data relating to players~ scores, award levels, award percentage and current game data for periodically modifying the award level value~ to maintain either the default or operator selected award level percentage and givin~ player awards a~ earned;
td) meanR for communicating data between the microprocessor means, ~he memQry means, the input means and for interfacing the system to game switches and displays;
whereby as player skill increases the microprocessor means adjusts the award level values required to obtain an award.
A control system for automatically regulating, as a ~unction of players' scores, the score award levels of an amusement game comprising:
(a) memory means for storing:
(i) data for award level~;
(ii) desired award percentage data;
(iii) game data, both current and historical;
(b) microprocessor means receiving the dat~.~ stored in said memory means for periodically modifying the award level values to maintain said desired award percentage and giving player awards as earned:
(c) means ~or communicating data between the microprocessor means, the memory means, and for interfacing the system to game switches and displays;
whereby as player skill increases the microprocessor mean~ adjusts ~he aware level values required to obtain an award.
A method for automatically regulating, as a function of players' scores, the score award levels of an amusement game comprising the steps of:
(a) storing in a computer memory (i) data for award levels;

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(ii) desired award percentage;
(iii) game data, both current and historical;
(b) causing a computer to periodically ~odi~y the score award level values to maintain said desired award percPntage and give player awards as earned;
whereby as player skill increases the score award level values required to ohtain an award are raised and with decreasing player skill and award level values are lowered.

Brie~ Description_of the Drawinq~
Figure 1 is a block diagram of the computer control system ~orming a part of th~ present invention.
Figure 2 i5 a schematic illustrating the manner in which the operator inputs data to the control system o~
Figure 1.
Figure 3 is a diagram useful in explaining the movement of data from the various memory locations in the control system~

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~L~7G30 Fi~ures 4 through 11 are flow dia~rams useful in explaining the operation of the invention~

An automatic control system is provided which not only operates an amusement device but also maintains statistical data, such as the total number of plays and the number of free games awarded. From either factory settings or opera~or inpu~s thP data is periodically manipulated to determine the percentage of free games awarded during a block (a block being a selected number of games such as five hundred games). If the control system detects that the percentage of free games awarded is above or below ~he desired setting, the number of points re-quired to obtain a free ga~e is adjusted accordingly in an effort to ob~ain the desired percentageO Thus, regardless of the skill level o~ ~he players~ ~he game will, over a period of time, award the desired percentage of free games thereby maximi~ing interest in ~he game.
To deal with the possibility that the game has been moved, data has be~n los~ or that the system is malfunctioning, ~he invention repeatedly checks the data to insure that i~ is valid be~ore adjusting ~ha free play percentage. In the event that :invalid data is de~ected, either no change is made in the existing percentage or the permanently stored factory settings are reverted to.

Reerring to Figure 1, there is disclosed a typical microprocessor system for use in a coin operated amusment device~ such as a pinball machine or video game.
There are ~any microprocessor systems ~hat can be used for this purpose as, for example, the Motorola 6~0~ series.

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~.27~3~' The microprocessor 10 is interaced via a bus 12 to various memory elemen~ts includin~ one or more ROMs 14 ~read only memories), RAMs 16 ~random access memories), playfield switches 18 ~in the case of pinball machines);
numeric displays 20, lights 22, solenoids 24 and sound circuits 26~ In addition, a set oE operator switches 28 are usually provided for the purpose of permitting the operator ~game owner or owner of the establishment in which the ~ame is located) to inpu~ information to the system, such as the number of free play levels, the point values required for each free play level and to obtain data from the processor system, such as revenue receivedr number of games played~ and test information concerning the operational conditions of the amusement device.
The memories are connec~ed directly ~o the bus 12 in a manner well known by those skilled in the art~
Typically the remainin~ devices, such as switches, dis-plays, liyhts, etc~, are connected to the processor bus by means of an interface device such as a PIA tperipheral interace adapter). Such device lets the processor com-municate with the various e~ements, for example, to interrogate a switch matrix to detect closures or to operate numerical displays to display player s~ores.
Referring to Figure 2, a typical arrangement for the operator switches 28 is illustrated. In the present invention ~he Figure 2 circuit permits the operator to provide certain information to the control system and to obtain data therefrnm. The operator switches, such as switch SW17 are usually located in a locked portion of the game not accessible by the game players. S~l is connected through appropriate level and logic circuitry to a PIA 30 which, in turn, interfaces wi~h the microprocessor via the bus 12~ Additional operator switches may be provided as necessary. Such operator switches and their operation are well known in the art and will not be described in detail . . . .

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~6--here. Basically the operator activates the switches in a specified sequence placing the syst~m in a desired mode such as: test mode to check the circuitry; an accounting mode to check game play and revenue; or a settlng mode in which manual replay levels and other game ~atureC~ may be selected, enabled or disabled.
Figure 3 is a diagram useful in wlderstanding the operation o~ the present invention. It is a schematic representation of the way in which da~a is passed from one memory location to another during the operation of the automatic control system. Rather than constituting a discrete memory device~ Figure 3 represents locations within a specified type of memoryO Thus~ for example, memory 1 represents the memory locations within ROM 14 containing the factory settings for replay percentage, replay value and the number of replay levels. Memory 2 represents memory locations in a battery backed up RAM
in which the operator selected adjustment information settings (and the factory default settings) are stored.
Memory 3 represents ~he memory locations in RAM where game data used for automatic percentaging is stored while memory 4 represents the RAM locations where current values are calculated and processed. As the detailed description of the invention proceeds, re~erence to Figure 3 will enable the reader to understand the manner in which the control ~ystem operates.
The balance of this specification will describe a series of flow diagrams (Figuxes 4 through 11? which indicate the manner of opera~ion of ~he control system according to the presen~ inven~ion~ The flow diagrams can be imple~ented in many different program forms, the imple-menta~ion depending upon the type of processor system employed. I~ will be readily apparent to thvse skilled in the art how to implement the function specified in the various flow diagrams ~or any specific computer system.

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Figure 4 illustrates the factory setting sequence which is called by the processor system whenever a game is first supplied with power, after power inter-ruption in which battery backup has failed or when di rected by the operator through the operator switches~
The ~actory setting sequence transfers the factory set-tinys permanently stored in the memory 1 into the memory locations 2 in the RAMo As shown in Figure 4, this sequence loads a replay percentage, a starting replay value and the number of replay levels from memory 1 into memory 2. To exempli~y the invention we will arbitrarily select values ~or theæe variables.
In the balance of this specification it will be assumed ~hat the factory replay percentage is ~en percent.
That is, i~ is desired to award free plays in an amoun~
approximately e~ual to ten percent of the number of games played. The replay value is the number o~ points which must be attained by a player to receive a free play. ~he factory setting is sele~ted arbitrarily ~o approximate the desired replay percentage. For exemplification purpose~
it is assumed that the replay value is one million points.
The third variable is the number of replay levels. During a game a player can receive one or more free games as he reaches succeedingly higher point totals.
Many amusement devices permi~ up ~o four levels of awards~
Thus, a player would rec2ive one free game at one million points, a second free game at two millio~ points and so on. The number o~ replay levels is initially set at the factory at one but the operator may choose to provide two or more replay levels. `
One additional variable should be discussed at this point . The percentage oE f ree games awarded must be referenc2d ~o a selected number of games played. This is - . . ~ .
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: : . ', ' :' ' '~ , ' ' referred to as the block or block size. When the speci-fied number of games have been played, the present inven-tion examines the number of free games awarded as a per-centage of the block size and adjusts, if necessary, the replay value in an efEort to restore the selected replay percentag~. For purposes o exemplifying the invention it will be assumed tha~ the block size is ive hundred games.
As indicated, whenever ~actory settings are required, the diagram in Figure 4 is called whereby the factory settings are transferred from the permanent memory to the working memory.

Power Up Sequence Figure 5 illustrates the power up sequence in which the control system determines wh~ther it is to automatically adjust replay percentages or it is to main-tain fixed values as determined by the operator~ If fixed replay scores are selected, the system merely copies the operator settings from memory 2 into memory 4, compu~es a chec~ sum to insure the data is valid and exits this routine. Thus, whatever value the opPrator has specified for award levels 1 through 4 are copied into memory 4. If automa~ic percentaging is selected, the program first per-~orms the functions specified in Figure 6 to validate the existing data. This operation is described in connection wlth Figure 6 under the heading Validate Replay DataO
After valid data is provided to memory 3 the balance of the Figure 5 routine is performed. This routine, at 100 and 102, copies the number of award levels and the replay value for level 1 from memory 3 to memory 4O The routine then determines how many levels the operator has selected and computes award level values for each additional level.
In the automatic mode such additiona~' award levels are , ' : ~ .

3~5i g multiples of the level one value (one million points)~
Finally, a check sum is computed and stored.

Validate RePlay Data Figure 6 illustrates the sequence to be performed to validate the replay data as part of the power up sequence shown in Figure 5 . The check su~ f or memory 3 is computed and determines whether the data contained therein is ~alidn It will be recalled that memory 3 main~ains the replay data based on the game adjustments from memory 2 and data acquired as games are played. Due to various untoward events this data mayy on oc~asion, be invalid. If the check sum indicates that the data is faulty, the game adjustments for the replay percentage, starting value and number of levels are copied ~at 104-106) from memory 2 in~o memory 3 thereby to provide valid data for future calculations. In that event it is neces-sary to zero the block counter contained in memory loca-tion 3. This prevents updatins the replay until valid data has been received for at least one fu~l block (500 gams)~ A new check sum is then computed and stored ending the Figure 6 routine.
In the event that the check sum indicates valid data already exists în memory 3, the system checks ~at 108-109) to determine if the operator, by means of the Switches illustrated in Figure 2, has indicated a desire to change ei~her the replay percentage or replay value.
If so~ the routine branches back to the section which loads the new operator settings from memory 2 to memory 3 .
I not, the Figure 6 routine is complete9 After the power up sequence ~and the validate data sequence) have been performed, the system is ready to interface with the game player ~o monitor game play and periodically to compute and adjus~ the replay percentage.

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C.E~d The Figure 7 routine is called each time a game starts or another player is added to an existing game. It first computes a check sum on memory 4 to insure that the data is valid. If not, it branche~ to the Figure 5 sequence resulting in new data being loaded from either memory 2 or memory 3 into memory location 4~ Mext the Figure 6 routine is performed to re-validate the data contained in memory 3.
Assuming that the data is valid, Figure 7 merely increments the block counter contained in memory 3 and a new check sum is computed and stored.

E~igures 8 and 9 illus~rate ~he adjustment routine which is entered from the Figure 7 routine. As shown in Figure 8, the program checks to see if it is time to adju3t the replay percentage. ~his determination is accomplished by comparing the current value in the block counter with the selected block size tfor example 500 games). If ~ewer than 500 games have been played since the las adjustment, the routine ends. If the block size has been reached, the routine updates three memory loca-tions tllO-112) maintained for purpose of "dampingn changes in the replay value made by the system from one block ~o the next. Speciically, according to ~he present invention, the replay percentage is calculated over two blocks (1,000 games). That is, the replay percentage is adju~ted every 500 games but, based upon statistics from the past two blocks.
Prior to adjusting the percentage the memory loca~ions 110-112, .in which the number o~ free games awarded in the c.urrent and previous two blocks are stored, ~ . ' , ~Z~7~3(~;

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are updated. Specifically, the block data i~ shi~ted so that the previous count is discarded, the last count becomes the previou~ count, the current count becomes the last count and the current count is set to zero.
After updating the replay counters~ a check is made ~o de~ermine if the previous count equals zero. This would occur the firs~ time a block is reached when the game is new or after service or movement to a new loca-tion. In the event that the previous counter does equal zero, twice the value of the last count is used to compute the replay percentage. Otherwise the values stored in the previous counter and the last counter kepresenting the number of free games o~er the two blocks) are added to-gether to create a value Tl used to compute ~he replay percentage. The replay percentage is computsd by dividing Tl (in the case of a 500 game block) by onP thousand.
For example, if 45 ~ree games were awarded during the last b~ock and 55 free games awarded during the previous block~ the total number of free games over a thousand games would be 100 or exactly ten percent. If the replay percentage were set at ten percent the circuit, as will be explained, would make no change in the current award level because the game was performing exactly as in~ended. I~, houever 9 the calculation ~ielded a percenk-age significantly different from the percentage set by the op~rator (or ~he factory set~ing~, the routine shown in Figure 9 automatically adjusts the award level in a manner designed to return the free play percentage to its selected val ue .
If the replay percentage is greater than the set v~lue, the right branch of Figure 9 is taken, otherwise the le~t branch. In either case the diference between the desired percentage and the computed percentage is determined and designated ~3. A value, T5, is the adjustment value and, for example, may be one hundred .. , -~ ' ' ~ ~ .
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thousand pointsO In the case o~ ~he right branch, T5 would be a positive value, in the ca~e of the le~t branch, a negative value. This value is used to increment or decrement, respectively, the current replay value required ~o rec~ive a free game~ Thus, for example, in the case of a one million point free game value, the system would increment or decrement that value by the T5 value of one hundred thousand points.
Prior to adjusting the replay value, the system first checks ~o see if the replay value is at an upper or lower limit beyond which further adjustment is not per-mitted. This is a desirable safety feature to insure that in no case can the replay value move outside of certain prede~ermined ranges. If either limit has been reached, the program exits without altering the replay value after computing and storing a check sum. If the limit tests are negative, a check ïs then made to see if the computed difference, T3, is less than one percent. If so, again no change made in the free play value as this is considered to be an acceptable variation from the desired replay percentage~
Finally, if in fact, a difference greater than the one percent is detected and the replay value is not at the upper or lower limit, a change in ~he replay value is effected by adding the value o~ T5 to the current replay value In this way the system automaticall~ compensa~es for the changing skill level of the game players to insure that, on average, the desired percen~age of free games are awarded, Although the change is immediately made in memory 3, it will not be effective until the next power-up sequence when it is copied into memory 4. This insures a player will experience the same replay score from game to game.

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Score Processinq Figure 10 illustrates the score processing routine which, in conjunction with Figure 11, maintains the score and check~ to see whether it is time to award a replay~ The current score, Sl, is stored in memory 4.
When new points are obtained by the player, these are added to create a new score value S2. Each time the score processing routine is entered the relative values of Sl, S2 and S3 are checked to determine if a replay award is called ~or as indica~ed at 120 in Figure 10. At that time the routine diagrammed in Figure 11 is called and per-formed. The Figure 11 routine first determines if the value of S3 is greater than the value of Sl. If not, this means that ~he player has already passed ~he award value for the current level of S3 and the routine ends.
Oth~rwise the routine next checks to see if the value S3 is greater than or equal to the award level S3.
If not, it means the player has yet to achieve the replay value necessary. If so~ the replay is awarded and, in the automa~ic mode, a check sum is computed and tested~ If the check sum is correct, the current counter, which contains the number o~ ~ree games awarded during a ~iven block, is incemen~ed, another check sum is computed and stored, and ~he routine returns to Figure 10.
Figure 11 is e~ecuted once for each replay level which has been enabled by the operator settings. If only one level is ena~led, ~igure 11 is called once and then the Figure 10 routine ends. Otherwise the same checks are made ~or each replay level and appropriate second~ third and fourth level awards are made the first time the rou-tines de~ect that the player's score has exceeded the appropriate value for the award.

:. ~ - ` . :

~ ,763~

From the foregoing description it will be apparent to those of ordinary skill in the art, that a control system for a coin operated amusement device has been developed which can closely monitor the skill level oE game players u~ilizing the device and can adjust the number of free plays awarded to maximize enjoyment and revenue.
While I have shown and described embodiments of the invention, it will be understood that this des cription and illustrations are offered merely by way of example, and that the invention is to be limited in scope only as to the appended claims.

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Claims (9)

1. A control system for automatically regulating, as a function of players' scores, the score award levels of a coin operated amusement game comprising:
(a) memory means for storing data including:
(i) a first memory location for permanently storing data relating to default values for award levels and award percentage;
(ii) a second memory location for storing data relating to operator selected values for award levels and desired award percentage;
(iii) a third memory location for temporarily storing selected portions of the default and operator selected values and historical data on players' scores;
(iv) a fourth memory location for temporarily storing current game data;
(b) input means for permitting operator selection of the values in said second memory location;
(c) microprocessor means receiving the data relating to players' scores, award levels, award percentage and current game data from said third and fourth memory locations for periodically modifying the award level values to maintain either the default or the operator selected award percentage and giving player awards as earned:
(d) means for communicating data between the microprocessor means, the memory means, the input means and for interfacing the system to game switches and displays;
whereby as player skill increases the microprocessor means adjusts the award level values required to obtain an award.
2. A control system according to Claim 1 wherein said input means are operator switches permitting operator communication with the microprocessor means to alter the data stored in said second memory location.
3. The system according to Claim 1 wherein the microprocessor means includes means for verifying the integrity of the data before periodically modifying the award level values and for reverting to initial default or operator selected values for award levels and award percentage if the data is found to be faulty.
4. A control system for automatically regulating, as a function of players' scores, the score award levels of a coin operated amusement game comprising:
(a) memory means for storing:
(i) default values for award levels and award percentage;
(ii) operator selected values for award levels and award percentage;
(iii) historical data on players' scores;
(iv) current game data;
(b) input means for permitting operator selection and changing of the operator selected values;
(c) microprocessor means receiving the data relating to players' scores, award levels, award percentage and current game data for periodically modifying the award level values to maintain either the default or operator selected award level percentage and giving player awards as earned;
(d) means for communicating data between the microprocessor means, the memory means, the input means and for interfacing the system to game switches and displays;
whereby as player skill increases the microprocessor means adjusts the award level values required to obtain an award.
5. The system according to Claim 4 wherein the microprocessor means includes means for verifying the integrity of the data before periodically modifying the award level values and for reverting to initial default or operator selected values for award levels and award percentage if the data is found to be faulty.
6. A control system for automatically regulating, as a function of players' scores, the score award levels of an amusement game comprising.
(a) memory means for storing:
(i) data for award levels;
(ii) desired award percentage data;
(iii) game data, both current and historical;
(b) microprocessor means receiving the data stored in said memory means for periodically modifying the award level values to maintain said desired award percentage and giving player awards as earned;
(c) means for communicating data between the microprocessor means, the memory means, and for interfacing the system to game switches and displays;
whereby as player skill increases the microprocessor means adjusts the aware level values required to obtain an award.
7. The system of Claim 6 wherein the microprocessor means includes means for:
(a) computing an actual award percentage;
(b) comparing the actual award percentage to the desired award percentage;
(c) changing the award level data, if necessary, to maintain the actual award percentage approximately equal to the desired award percentage.
8. A method for automatically regulating, as a function of players' scores, the score award levels of an amusement game comprising the steps of:
(a) storing in a computer memory:
(i) data for award levels;
(ii) desired award percentage;
(iii) game data, both current and historical;
(b) causing a computer to periodically modify the score award level values to maintain said desired award percentage and give player awards as earned;
whereby as player skill increases the score award level values required to obtain an award are raised and with decreasing player skill and award level values are lowered.
9. The method of Claim 8 wherein step (b) includes the substeps of:
(a) computing an actual award percentage;
(b) comparing the actual award percentage to the desired award percentage;
(c) changing the score award level data, if necessary, to maintain the actual award percentage approximately equal to the desired award percentage.
CA000537458A 1986-07-11 1987-05-20 Automatic replay control system for amusement devices Expired - Fee Related CA1276305C (en)

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US884,362 1986-07-11
US06/884,362 US4685677A (en) 1986-07-11 1986-07-11 Automatic replay control system and method for amusement devices

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AT (1) ATE83087T1 (en)
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DE3782868T2 (en) 1993-07-08
DE3782868D1 (en) 1993-01-14
BR8703264A (en) 1988-03-15
EP0252590A3 (en) 1989-05-17
EP0252590B1 (en) 1992-12-02
ATE83087T1 (en) 1992-12-15
US4685677A (en) 1987-08-11
AU590178B2 (en) 1989-10-26
EP0252590A2 (en) 1988-01-13
JPS6324976A (en) 1988-02-02
AU7522487A (en) 1988-01-14

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