EP0063576A1 - Improvements relating to video games - Google Patents

Improvements relating to video games

Info

Publication number
EP0063576A1
EP0063576A1 EP81902863A EP81902863A EP0063576A1 EP 0063576 A1 EP0063576 A1 EP 0063576A1 EP 81902863 A EP81902863 A EP 81902863A EP 81902863 A EP81902863 A EP 81902863A EP 0063576 A1 EP0063576 A1 EP 0063576A1
Authority
EP
European Patent Office
Prior art keywords
video game
array
screen
symbols
numbers
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP81902863A
Other languages
German (de)
French (fr)
Inventor
Alan Geoffrey Parker
Ronald Arthur Watts
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.)
JPM (AUTOMATIC MACHINES) Ltd
Original Assignee
JPM (AUTOMATIC MACHINES) Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by JPM (AUTOMATIC MACHINES) Ltd filed Critical JPM (AUTOMATIC MACHINES) Ltd
Publication of EP0063576A1 publication Critical patent/EP0063576A1/en
Withdrawn legal-status Critical Current

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

Definitions

  • This invention relates to video games. Many different video games have appeared in recent years, their common factors being a coin or token operated mechanism to release the game for play, a television screen, often beneath a transparent table top or outer screen, and controls operable by the player to govern or influence the movement of symbols on the screen. Some are just for amusement while others are arranged to award prizes, usually in monetary form, if certain objects are achieved.
  • a video game with a screen providing an array of symbols, a coin, token or credit acceptance system, a first control enabled by the acceptance system to select and distinguish on the screen at least one symbol or combinations of symbols in the array, a second control to initiate after such selection the movement of an indicator image on the screen, which subsequently stops in random fashion, means for comparing said image in its stopped position with the selected symbol or symbols, and means for awarding a prize if the comparison indicates a relationship between them.
  • each selection by the first control is indicated by a distinctive illumination in the zone of the selected symbol.
  • Each such selection will usually represent a stake of a set value, and there will generally be provision for repeated selection of any symbol or combination of symbols, thereby to multiply the stake, up to a maximum limit.
  • a single stake is represented by a single illuminated spot or area, and a multiple stake by a corresponding number of such spots or areas.
  • the screen may have a second array of symbols, and the indicator image may traverse this array and stop in registry with one of such symbols.
  • the game may be one of the group known as roulette, boule and discrete-trois, with the first array including a grid of numbers, and the second array simulating a wheel with numbers around the periphery.
  • the indicator image can be a spot representing a ball.
  • the numbers around the "wheel" may be grouped by various colours, and the first array may also provide selectable zones corresponding to said colours. Conventionally, these are red and black. There may also be selectable zones in the first array corresponding to odd and even numbers.
  • the indicator image may represent thrown dice.
  • the game may be in the group known as Chuck-a-luck, Chuckluck, Crown and Anchor, Hazard and Grand Hazard, and the first array may resemble the board or table for one of such games.
  • a screen for a video game wherein a portion of the screen for registering with a permanent part of the display has projecting and/or indented portions to accentuate such part.
  • the screen can have a circular dished and/or ribbed formation coincident with it.
  • Figure 1 shows the screen and controls of a video roulette game
  • Figure 2 is a cross-section of the screen
  • Figure 3 is a face view of a video screen for a Chuck-a-luck game
  • Figure 4 is a face view of part of a screen for a Hazard game.
  • the screen 1 has on the lefthand side a projected or permanently marked four by three grid 2 showing the numbers 1 to 12. Two spaces 3 above the grid are marked for selecting red or black numbers and two spaces 4 below for selecting odd or even numbers. The zero is in an elongated space 5 on the righthand side of the grid, adjacent the roulette "wheel” 6.
  • This is a permanent projection or a fixed marking, but it simulates the normal roulette wheel, albeit with less numbers, by having those numbers around the periphery on either red or black backgrounds. In practice, blue may be preferred to black.
  • the screen also has small panels 7, 8, 9 and 10 for indicating a credit, a win, a loss or a double win.
  • the possible wins are printed on the screen, below the grid 2 for example.
  • the controls are a series of buttons 11 to 15, some of which have dual functions, depending on when they are operated. Once there is credit in the machine (the amount being shown in panel 7) a small square or other distinctive spot will be projected onto the grid 2, for example in the space of number '1'. If the player wants to bet on number '5', repeated pressing of stake select button 11 will move the spot in steps through the lower numbers until the '5' space is rea.ched.
  • buttons 14 can press cancel button 14 and the spot will move back to the '1' space.
  • the button 11 is then operated again until the spot reaches the '4' space.
  • a bet can be placed on the corresponding number by pressing the button 12. If there is sufficient credit, the bet can be doubled, trebled and so on up to a limit, preferably five times a single stake, by repeated pressing of the button 12.
  • Each press reduces the credit indicated in panel 7.
  • a placed bet is indicated by an illuminated area, such as a small bar 16, in the space concerned. Multiple stakes are represented by corresponding numbers of bars. These remain, unless cancelled, until the end of the game.
  • the spot can be moved through or stopped in any of the spaces 3 and 4 and bets placed by use of the button 12.
  • the cancel button 14 can obliterate all bets and allow a fresh start.
  • the order of movement and starting point of the spot is not important.
  • the spot automatically moves through the grid in steps with reasonable pauses, and the player presses a button during such a pause when he wants it to stop. In both systems, the position of the spot is memorised within the machine.
  • the player can press start button 15. This causes another spot representing a roulette ball, projected onto the screen within the circle of numbers on the wheel 6, to move rapidly around the wheel 6, perhaps accompanied by a clicking noise corresponding to a real roulette wheel spin. Eventually it will stop at random in one of the number sectors. If a bet has been placed on that number, a reward of twelve times the original stake is available. A successful red, black, odd. or even bet produces just double the stake. A loss is indicated by all losing bets shown by bars 16 being removed from the corresponding grid spaces.
  • the amount is indicated on the panel 8, and the player can take it by pressing button 14, leave it in the machine as credit for further games or try to double it by pressing button 15.
  • the opportunity to gamble for a double win may not always be granted: in some machines it may be available only on a random basis. If the gamble is successful, panel 10 will inform him; if not, the loss will be indicated on panel 9.
  • a player uses the 'Repeat Bet' button 13 in the next following game if he wants to gamble in the same way on the same numbers and so on. This information is readily stored in the machine's memory and saves the player time when repeating the betting pattern.
  • the machine may also permit bets on combinations of numbers, in which case the control button 11 would allow simultaneous illumination of adjacent squares, for example a bright area spanning the line between numbers three and four (giving odds of six to one) or a. bright area covering the centre of the squares of numbers five, six, nine and ten (giving odds of three to one).
  • the entire square or other area could be illuminated, or the numbers themselves could be projected rather than permanently printed on the screen, and the intensity or colour could be altered to indicate their selection.
  • the wheel could be made to simulate a spin more realistically, and the illuminated spot could be made to bounce around more like a real roulette ball, and settle into conjunction with one of the numbers as the spin slows and steps.
  • the example shows numbers up to twelve, whereas the normal roulette game has numbers up to thirty six. It will be understood that different numbers could be adopted, but it is thought that zero to twelve gives acceptable odds to most players of video games.
  • the screen 1 may be shaped as indicated in Figure 2. Where the wheel 6 is printed or projected, the screen 1 is vacuum formed into a bowl configuration with a raised rim 17 and a central dome 18, giving an annular trough 19 resembling that into which a real roulette ball is projected.
  • This technique of vacuum forming the outer transparent or translucent screen into a particular shape could be applied to other video games which have a permanent feature as part of the display, and will enhance or provide a three-dimensional effect.
  • some of the controls could be duplicated (or even multiplied further) with separate credit and win sensing systems for each player.
  • the identification of selected symbols on the grid could be by different shaped spots, for example one player having a round spot and another player a cross, or by different colours.
  • Projected dice 23 are "thrown" in the upper half of the screen. This is done by pressing a button (not shown) and. they appear from the upper righthand corner, turning and falling as in a normal threw. They hit a level surface, which may be the top of the grid, bounce against an imaginary wall on the lefthand side and after rolling finally come to rest in the dotted line positions. The numbers showing on their faces are then compared with the selcted numbers on the grid. If there is any correspondence a prize is paid out accordingly.
  • the dice are collected as by a rake, being pulled back to the righthand side, sliding over the imaginary table.
  • Figure 4 shows a typical Hazard layout which can also be projected or imprinted onto a video screen. The bet selection and the throwing of the dice can be carried out in a similar manner to that described above.

Abstract

Un jeu video offre au joueur un choix de paris avant de faire une selection aleatoire, suivie par l'attribution d'un prix en cas de succes du pari. Une version se base sur la roulette, la table (2) et la roue (6) etant affichees sur un ecran de television (1). Des dispositifs commandant l'affichage actionnes par un joueur peuvent faire apparaitre des symboles (16), representant la mise, a proximite des numeros selectionnes ainsi que d'autres symboles. Un point est alors affiche et circule autour de la roue pour s'arreter de maniere aleatoire sur un nombre, et la machine calcule et decerne un prix selon la cote appropriee en cas de gain. Une autre version se base sur le jeu appele 'Chuck-a-luck', le resultat etant determine par l'affichage des des (23) jetes.A video game offers the player a choice of bets before making a random selection, followed by the awarding of a prize if the bet is successful. A version is based on roulette, the table (2) and the wheel (6) being displayed on a television screen (1). Devices controlling the display operated by a player can cause symbols (16), representing the stake, to appear near the selected numbers as well as other symbols. A point is then displayed and circulates around the wheel to stop randomly on a number, and the machine calculates and awards a prize according to the appropriate odds in the event of a win. Another version is based on the game called 'Chuck-a-luck', the outcome being determined by the showing of the dice (23) thrown.

Description

"Improvements relating to Video Games" This invention relates to video games. Many different video games have appeared in recent years, their common factors being a coin or token operated mechanism to release the game for play, a television screen, often beneath a transparent table top or outer screen, and controls operable by the player to govern or influence the movement of symbols on the screen. Some are just for amusement while others are arranged to award prizes, usually in monetary form, if certain objects are achieved.
According to the present invention there is provided a video game with a screen providing an array of symbols, a coin, token or credit acceptance system, a first control enabled by the acceptance system to select and distinguish on the screen at least one symbol or combinations of symbols in the array, a second control to initiate after such selection the movement of an indicator image on the screen, which subsequently stops in random fashion, means for comparing said image in its stopped position with the selected symbol or symbols, and means for awarding a prize if the comparison indicates a relationship between them.
Preferably each selection by the first control is indicated by a distinctive illumination in the zone of the selected symbol. Each such selection will usually represent a stake of a set value, and there will generally be provision for repeated selection of any symbol or combination of symbols, thereby to multiply the stake, up to a maximum limit. Conveniently a single stake is represented by a single illuminated spot or area, and a multiple stake by a corresponding number of such spots or areas.
The screen may have a second array of symbols, and the indicator image may traverse this array and stop in registry with one of such symbols. The game may be one of the group known as roulette, boule and vingt-trois, with the first array including a grid of numbers, and the second array simulating a wheel with numbers around the periphery. The indicator image can be a spot representing a ball. The numbers around the "wheel" may be grouped by various colours, and the first array may also provide selectable zones corresponding to said colours. Conventionally, these are red and black. There may also be selectable zones in the first array corresponding to odd and even numbers.
Alternatively, the indicator image may represent thrown dice. Here, the game may be in the group known as Chuck-a-luck, Chuckluck, Crown and Anchor, Hazard and Grand Hazard, and the first array may resemble the board or table for one of such games.
According to another aspect of the present invention there is provided a screen for a video game, wherein a portion of the screen for registering with a permanent part of the display has projecting and/or indented portions to accentuate such part.
This is particularly applicable to the roulette type game outlined above, where the permanent part is the simulated wheel. The screen can have a circular dished and/or ribbed formation coincident with it.
For a better understanding of the invention one embodiment will now be described, by way of example, with reference to the accompanying drawings, in which: Figure 1 shows the screen and controls of a video roulette game,
Figure 2 is a cross-section of the screen, Figure 3 is a face view of a video screen for a Chuck-a-luck game, and Figure 4 is a face view of part of a screen for a Hazard game. In Figure 1, the screen 1 has on the lefthand side a projected or permanently marked four by three grid 2 showing the numbers 1 to 12. Two spaces 3 above the grid are marked for selecting red or black numbers and two spaces 4 below for selecting odd or even numbers. The zero is in an elongated space 5 on the righthand side of the grid, adjacent the roulette "wheel" 6. This is a permanent projection or a fixed marking, but it simulates the normal roulette wheel, albeit with less numbers, by having those numbers around the periphery on either red or black backgrounds. In practice, blue may be preferred to black. The screen also has small panels 7, 8, 9 and 10 for indicating a credit, a win, a loss or a double win. The possible wins are printed on the screen, below the grid 2 for example. The controls are a series of buttons 11 to 15, some of which have dual functions, depending on when they are operated. Once there is credit in the machine (the amount being shown in panel 7) a small square or other distinctive spot will be projected onto the grid 2, for example in the space of number '1'. If the player wants to bet on number '5', repeated pressing of stake select button 11 will move the spot in steps through the lower numbers until the '5' space is rea.ched. If he wants to change his mind and select a lower number instead, the player can press cancel button 14 and the spot will move back to the '1' space. The button 11 is then operated again until the spot reaches the '4' space. Whichever space, is so selected, a bet can be placed on the corresponding number by pressing the button 12. If there is sufficient credit, the bet can be doubled, trebled and so on up to a limit, preferably five times a single stake, by repeated pressing of the button 12. Each press reduces the credit indicated in panel 7. A placed bet is indicated by an illuminated area, such as a small bar 16, in the space concerned. Multiple stakes are represented by corresponding numbers of bars. These remain, unless cancelled, until the end of the game.
After the numbers, including the zero, the spot can be moved through or stopped in any of the spaces 3 and 4 and bets placed by use of the button 12. The cancel button 14 can obliterate all bets and allow a fresh start. The order of movement and starting point of the spot is not important. In an alternative system the spot automatically moves through the grid in steps with reasonable pauses, and the player presses a button during such a pause when he wants it to stop. In both systems, the position of the spot is memorised within the machine.
After selecting a number, colour, odd or even, or combinations of these, the player can press start button 15. This causes another spot representing a roulette ball, projected onto the screen within the circle of numbers on the wheel 6, to move rapidly around the wheel 6, perhaps accompanied by a clicking noise corresponding to a real roulette wheel spin. Eventually it will stop at random in one of the number sectors. If a bet has been placed on that number, a reward of twelve times the original stake is available. A successful red, black, odd. or even bet produces just double the stake. A loss is indicated by all losing bets shown by bars 16 being removed from the corresponding grid spaces. If there is a win, the amount is indicated on the panel 8, and the player can take it by pressing button 14, leave it in the machine as credit for further games or try to double it by pressing button 15. The opportunity to gamble for a double win may not always be granted: in some machines it may be available only on a random basis. If the gamble is successful, panel 10 will inform him; if not, the loss will be indicated on panel 9.
A player uses the 'Repeat Bet' button 13 in the next following game if he wants to gamble in the same way on the same numbers and so on. This information is readily stored in the machine's memory and saves the player time when repeating the betting pattern.
The machine may also permit bets on combinations of numbers, in which case the control button 11 would allow simultaneous illumination of adjacent squares, for example a bright area spanning the line between numbers three and four (giving odds of six to one) or a. bright area covering the centre of the squares of numbers five, six, nine and ten (giving odds of three to one). There are of course other ways of distinguishing the numbers than by moving spots. For example, the entire square or other area could be illuminated, or the numbers themselves could be projected rather than permanently printed on the screen, and the intensity or colour could be altered to indicate their selection. With projected numbers and a projected circular grid as well perhaps, the wheel could be made to simulate a spin more realistically, and the illuminated spot could be made to bounce around more like a real roulette ball, and settle into conjunction with one of the numbers as the spin slows and steps.
The example shows numbers up to twelve, whereas the normal roulette game has numbers up to thirty six. It will be understood that different numbers could be adopted, but it is thought that zero to twelve gives acceptable odds to most players of video games.
In order to add to the similarities with the real game, the screen 1 may be shaped as indicated in Figure 2. Where the wheel 6 is printed or projected, the screen 1 is vacuum formed into a bowl configuration with a raised rim 17 and a central dome 18, giving an annular trough 19 resembling that into which a real roulette ball is projected.
This technique of vacuum forming the outer transparent or translucent screen into a particular shape could be applied to other video games which have a permanent feature as part of the display, and will enhance or provide a three-dimensional effect. Instead of being a one-player game, some of the controls could be duplicated (or even multiplied further) with separate credit and win sensing systems for each player. The identification of selected symbols on the grid could be by different shaped spots, for example one player having a round spot and another player a cross, or by different colours.
Other games which lend themselves to this video treatment are those in the Chuck-a-luck family, two of which are illustrated in Figures 3 and 4. In Figure 3 there is a permanent array of the numbers 1 to 6 projected or imprinted onto the lower half of a screen 2 in a 2 × 3 grid arrangement 21. By the numbers 1, 3 and 6 there are small bars 22. These represent bets placed in a similar manner to the roulette game by the player who hopes that the combination of dice will show those numbers.
Projected dice 23 are "thrown" in the upper half of the screen. This is done by pressing a button (not shown) and. they appear from the upper righthand corner, turning and falling as in a normal threw. They hit a level surface, which may be the top of the grid, bounce against an imaginary wall on the lefthand side and after rolling finally come to rest in the dotted line positions. The numbers showing on their faces are then compared with the selcted numbers on the grid. If there is any correspondence a prize is paid out accordingly.
Finally, the dice are collected as by a rake, being pulled back to the righthand side, sliding over the imaginary table.
This tumbling dice effect can readily be obtained using the technique described in our co-pending Application No. 8116957. It may be preferred to have a simpler motion, with the dice just rolling across the grid top.
Figure 4 shows a typical Hazard layout which can also be projected or imprinted onto a video screen. The bet selection and the throwing of the dice can be carried out in a similar manner to that described above.

Claims

1. A video game with a screen providing an array of symbols, a coin, token or credit acceptance system, a first control enabled by the acceptance system to select and distinguish on the screen at least one symbol or combinations of symbols in the array, a second control to initiate after such selection the movement of an indicator image on the screen, which, subsequently stops in random fashion, means for comparing said image in its stopped position with the selected symbol or symbols, and means for awarding a prize if the comparison indicates a relationship between them.
2. A video game as claimed in claim 1, wherein each selection by the first control is indicated by a distinctive illumination in the zone of the selected symbol.
3. A video game as claimed in claim 2, wherein each selection by the first control represents a stake of a set value.
4. A video game as claimed in claim 3, wherein the first control enables repeated selection of any symbol or combination of symbols, thereby to multiply the stake.
5. A video game as claimed in claim 4, wherein the stake on any symbol or combination has a maximum limit.
6. A video game as claimed in claim 4 or 5, wherein a single stake is represented by a single illuminated spot or area, and a multiple stake by a corresponding number of such spots or areas.
7. A video game as claimed in any preceding claim, wherein the screen has a second array of symbols, and the indicator image traverses this array and stops in registry with one of such symbols.
8. A video game as claimed in claim 7, based on the group of games known as roulette, boule and vingttrois, wherein the first array includes a grid of numbers, the second array simulates a wheel, with numbers around the periphery, and the indicator image is a spot representing a ball.
9. A video game as claimed in claim 8, wherein the numbers of the second array are grouped by colours and the first array provides selectable zones corresponding to said colours.
10. A video game as claimed in claim 7 or 8, wherein the first array provides selectable zones corresponding to odd and even numbers.
11. A video game as claimed in any one of claims 1 to 6 , wherein the indicator image represents thrown dice.
12. A video game as claimed in claim 10, based on the group of games known as Chuck-a-luck, Chuckluck, Crown and Anchor, Hazard and Grand Hazard, wherein the first array resembles the board or table for one of such games.
13. A screen for a video game, wherein a portion of the screen for registering with a permanent part of the display has projecting or indented portions to accentuate said part.
14. A video game as claimed in claim 8, 9 or 10, with a screen as claimed in claim 13, wherein the permanent part is the simulated wheel.
EP81902863A 1980-10-31 1981-10-28 Improvements relating to video games Withdrawn EP0063576A1 (en)

Applications Claiming Priority (5)

Application Number Priority Date Filing Date Title
GB8035111 1980-10-31
GB8035111 1980-10-31
GB8128665 1981-09-22
GB8128665 1981-09-22
AU80238/82A AU8023882A (en) 1980-10-31 1982-02-05 Video game

Publications (1)

Publication Number Publication Date
EP0063576A1 true EP0063576A1 (en) 1982-11-03

Family

ID=32659549

Family Applications (1)

Application Number Title Priority Date Filing Date
EP81902863A Withdrawn EP0063576A1 (en) 1980-10-31 1981-10-28 Improvements relating to video games

Country Status (6)

Country Link
EP (1) EP0063576A1 (en)
JP (1) JPS57501813A (en)
AU (1) AU8023882A (en)
ES (1) ES8206195A1 (en)
IT (1) IT1172859B (en)
WO (1) WO1982001611A1 (en)

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AU613046B2 (en) * 1987-06-12 1991-07-25 Igt Video amusement apparatus
GB8805226D0 (en) * 1988-03-04 1988-04-07 Grump Ltd Board game apparatus
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WO1991017529A1 (en) * 1990-05-07 1991-11-14 Th. Bergmann Gmbh & Co. Roulette-type slot machine
FR2696855A1 (en) * 1992-10-14 1994-04-15 Benhaim Andre Machine to calculate winnings at roulette - uses keyboard and display associated with microprocessor that is programmed to compute winnings from stake
US5755440A (en) * 1997-01-08 1998-05-26 Sher; Abraham M. Enhanced roulette-style game
US6602135B1 (en) 2000-10-06 2003-08-05 Igt Gaming device having a changing multiple selection set bonus scheme
US7192344B2 (en) 2001-01-30 2007-03-20 Igt Gaming device having an award level determination competition
US7338371B2 (en) 2003-07-03 2008-03-04 Igt High low series gambling game
US7361087B2 (en) 2003-07-18 2008-04-22 Igt Gaming device having high-low game
US7588494B2 (en) 2003-09-05 2009-09-15 Igt Gaming device having a high-low game
GB0417720D0 (en) * 2004-08-10 2004-09-08 Electrocoin Leisure S Wales Lt Game playing apparatus
AT9191U1 (en) 2005-07-01 2007-06-15 Scientific Games Holdings Ltd ELECTRONIC BETWEEN THE ROULETTE STYLE
US8449375B2 (en) 2006-11-08 2013-05-28 Igt Gaming machine and method providing a multi-play high-low game
US8257164B2 (en) 2007-10-30 2012-09-04 Igt Gaming system, gaming device and method for providing an outcome enhancing feature

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DE2146096C3 (en) * 1971-09-15 1974-02-14 Waechtler, Guenter, 8183 Rottachegern Electronic slot machine in the style of a roulette
AU436874B2 (en) * 1972-01-17 1973-06-14 William Castle Trevor An electronic amusement machine
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Also Published As

Publication number Publication date
IT8168414A0 (en) 1981-11-02
WO1982001611A1 (en) 1982-05-13
ES506755A0 (en) 1982-08-16
ES8206195A1 (en) 1982-08-16
IT1172859B (en) 1987-06-18
AU8023882A (en) 1983-08-11
JPS57501813A (en) 1982-10-14

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Inventor name: WATTS, RONALD ARTHUR

Inventor name: PARKER, ALAN GEOFFREY