[0001] This invention relates to gaming or amusement machines.
[0002] One known form of gaming machine, commonly called a fruit machine, has a mechanism
comprising a plurality of reels which carry symbols and which are independently rotatable
so as to display the symbols in different combinations. By insertion of a coin, a
user can operate the machine to cause the reels to rotate. If, upon stopping of the
reels, the display symbols are in a predetermined winning relationship, the machine
awards a winning prize, either by paying out coins to a predetermined value or by
incrementing a credit count stored in the machine.
[0003] Various enhancements to such machines are known, and generally operate to allow a
user to change the displayed combination of symbols in order to increase the opportunity
of obtaining a prize. One such enhancement is what is known as a "nudge" facility.
The user is occasionally given the option of indexing one or more of the stationary
reels so as to alter in a stepwise manner the combination of symbols displayed. In
other arrangements, using simulated reels displayed on a video screen, the displayed
symbols can be rearranged (see, for example, GB-A-2 106 293 and GB-A-2 106 295). It
is also known to provide a "hold" facility whereby the user can selectively inhibit
the rotation of particular reels so as to increase the likelihood that a particular
symbol combination will appear after the remaining reel or reels is/are rotated.
[0004] It is also known to combine two reel mechanisms into a single machine. For example,
GB-A-2 117 155 shows a machine which incorporates both a set of electro-mechanical
reels and a set of simulated reels which appear on a video screen. The arrangement
described therein is extremely attractive in that it assists the user to operate the
above-mentioned nudge facility, partly because the simulated reels carry the same
symbol sequences as the corresponding electro-mechanical reels, but display a greater
number of symbols so that the user can more easily perceive what can be achieved by
using the nudging facility.
[0005] It would be desirable to provide a machine which provides additional facilities which
enhances the attractiveness of the machine to potential players.
[0006] According to the present invention there is provided a gaming or amusement machine
having a first display area for displaying in variable combinations a plurality of
symbols each from a respective predetermined sequence of symbols, a second display
area for displaying in variable combinations a plurality of symbols each from a respective
predetermined sequence of symbols, and means for awarding a winning prize if a displayed
symbol combination is a predetermined winning combination, characterised by means
for altering a symbol in a sequence associated with the second display area to a different
symbol which depends upon what has been displayed in the first display area, thereby
to alter the likelihood that a particular combination will be displayed in the second
display area.
[0007] Preferably, each of the sequences of symbols associated with the first display area
corresponds to a respective one of the sequences of symbols associated with the second
display area. Preferably, a symbol in a sequence associated with the second display
area can be changed to a different symbol which depends upon (and preferably corresponds
to) a symbol of the corresponding sequence which is displayed in the first display
area.
[0008] It is envisaged that the invention will be embodied in a gaming machine incorporating
two sets of reels, at least one of the sets being formed by simulated reels on a video
screen. Possibly both sets of reels could be simulated, either on the same video screen
or on respective video screens, but it is preferred that the other set of reels be
mechanical or electro-mechanical reels. For convenience, the invention will be described
below in the context of this preferred arrangement, whereby mechanical or electro-mechanical
reels carry on their peripheries the symbol sequences associated with the first display
area mentioned above, and simulated reels have the symbol sequences associated with
the second display area mentioned above. However, this should not be regarded as limiting.
Although the term "reel" will be used extensively, it is to be appreciated that as
is well known a reel need not have the conventional drum-like configuration of typical
electro-mechanical reels, but may appear physically somewhat different, e.g. as a
wheel or other device allowing projection of symbol images on a screen, or as a strip
of symbols on a video screen arranged such that the symbols can move progressively
along the strip, with the symbol at one end disappearing and then appearing at the
opposite end, to simulate reel rotation.
[0009] Thus, according to a preferred feature of the invention, a gaming or amusement machine
has two sets of reels, at least one of which has its symbols displayed on a video
screen, which symbols can be changed in a manner determined and controlled by the
symbols of the other reels.
[0010] It will be appreciated that in a gaming machine of the present invention the symbols
on the simulated reels can change and thereby alter the likelihood that particular
combinations of symbols will be displayed after the simulated reels have spun, so
as to provide a game of enhanced interest which is attractive to potential players.
As will be seen below, preferred aspects of the invention can result in a game whose
characteristics change substantially with time, and in which particular winning combinations
become much more easily achievable in a way that is readily perceivable by the player,
thus providing a machine which is substantially more attractive than those of the
prior art.
[0011] In the preferred embodiment, the winning combinations for the mechanical reels are
the same as those for the simulated reels. When a symbol on the simulated reels is
changed, it is made to correspond to a particular symbol on the corresponding mechanical
reel, preferably by making it physically resemble that symbol.
[0012] The symbol changing operation may be controlled so that it is available only on random
or pseudo-random occasions. Alternatively, it may be available each time a reel-spinning
operation has taken place and no winning combination has resulted. Means may be provided
to allow a user manually to enable or inhibit a symbol changing operation.
[0013] The machine is preferably operable to reset the symbols on the simulated reels to
an initial state. Preferably, this involves bringing the symbols into correspondence
with those on the mechanical reels. Alternatively, at least some of the symbols on
the simulated reels may become blank symbols, -which cannot contribute to a winning
combination, and which are gradually replaced by symbols corresponding to those on
the mechanical reels as the symbol changing operations are performed.
[0014] Preferably, the machine is provided with a hold facility, and preferably this facility
is applicable both to the mechanical and to the simulated reels. When the hold facility
is used on a simulated reel, it prevents the spinning of that reel and also prevents
the symbol changing operation on that reel. When the hold facility is used on a mechanical
reel, it inhibits the spinning of that reel, and also makes it certain or more likely
that a symbol on the corresponding simulated reel will be changed to correspond with
the "held" mechanical reel symbol. It will be understood that because of the interdependence
of the simulated and mechanical reels, the provision such a hold facility produces
results which differ from the hold facility used in conventional mechanisms.
[0015] The machine is also preferably provided with a nudge facility which can be used on
the simulated reels in combination with the symbol changing operation. In this way,
it is possible to have a simulated reel nudged and for adjacent symbols of that reel
to be successively changed to the same symbol. As a result, the user will perceive
that a particular reel has the same symbol in a large number of different positions,
so that the chances of gaining a combination involving that symbol are greatly enhanced.
[0016] An arrangement embodying the invention will now be described by way of example with
reference to the accompanying drawing, Figure 1, which is a perspective view of a
gaming machine in accordance with the invention.
[0017] The gaming machine 2 has an electro-mechanical reel mechanism comprising reels 4,
6 and 8 which are mounted for rotation about a common, horizontal axis, and which
carry symbols spaced around the circumferences of the reels. There may for example
be 12 pairs of symbols on each reel. Portions of the circumferences of the reels can
be viewed in a display area 11 through display windows 10. The arrangement may be
such that, for example, three symbols on each reel can be seen through the windows
10.
[0018] The machine 2 has slots in plates 12 and 14 for receiving coins and tokens, and a
start button 16 which can be operated after insertion of a coin or token to initiate
spinning of the reels 4, 6 and 8. The machine 2 has a tray 18 to which the machine
delivers coins or token if a user wins a game. Provision may be made for payment or
prizes to be in other forms than cash or tokens (e.g. credit cards).
[0019] The machine 2 also has a video screen 20, which in this case is the screen of a cathode
ray tube monitor. Other types of electrically alterable display screens can be used,
such as liquid crystal or electro-luminescent matrix displays.
[0020] The screen 20 displays three vertical strips, 22, 24 and 26, of symbols, each strip
representing the symbols on a respective simulated reel. In an initial state, the
displayed symbols on each of the strips 22, 24 and 26 correspond to the symbols on,
respectively, the reels 4, 6 and 8. The simulated reels 22, 24 and 26 are in the same
relative positions as the electromechanical reels 4, 6 and 8. Preferably each simulated
reel is aligned with its corresponding electro-mechanical reel. The displayed symbols
on the simulated reels are physically similar in appearance, and are disposed at relative
positions corresponding to the symbols on the mechanical reels. Thus, the central
symbol on a reel 4 as seen through a window 10 may be positioned at the centre of
the corresponding strip 22 of symbols on the screen 20.
[0021] The machine is also provided with individual reel selection buttons 28, and a cancel
button 30, for purposes to be described later.
[0022] The circuitry of the machine and the basic mode of operation may correspond to that
of the machine described in GB-A-2 117 155. However, many other ways of operating
the machine will be well known to those skilled in the art. The following description
therefore will be directed primarily to the way in which the machine of the present
invention differs from the operation of the machine described in GB-A-2 117 155.
[0023] Assuming that the simulated reels 22, 24 and 26 are in the initial state mentioned
above, and that coins or tokens of sufficient value have been inserted into the machine,
a user may then press the start button 16 to initiate spinning of all the reels 4,
6, 8, 22, 24 and 26. Each simulated reel may spin in synchronism and by the same amount
as its associated electro-mechanical reel, but preferably they spin independently
so that they may rotate by different amounts. After the reels have finished spinning,
the machine will determine whether either the electromechanical reels 4, 6 and 8 or
the simulated reels 22, 24 and 26 are so positioned that either the symbols aligned
with a win line 32 for the mechanical reels, or the symbols aligned with a win line
34 for the simulated reels, form a predetermined winning combination. As is per se
known in the art, there may be a static display of all possible winning combinations,
together with the prizes associated therewith; there may be more than one win line;
the number of win lines may be variable; and the position of the win line(s) may also
be variable. Any variations may be controlled automatically or by the user.
[0024] Assuming that no winning combination is aligned with either of the win lines, the
symbols aligned with the win line 34 are then changed so that the symbol on the strip
22 is made to correspond with the symbol on the reel 4 which is aligned with the win
line 32, the symbol on the strip 24 is changed so that it corresponds to the symbol
on the reel 6 which is aligned with the win line 32, and the symbol on the reel 26
is changed so that it resembles the symbol on the reel 8 aligned with the win line
32. As a result of this, each of the strips 22, 24 and 26 now comprises a sequence
of symbols which is slightly different from the sequence of symbols on the corresponding
one of the reels 4, 6 and 8. When the next game is played, therefore, and the simulated
reels are spun, the likelihood of particular combinations of symbols appearing on
the win line 34 after the reels have halted will be different. As more games are played,
the symbols on the simulated reels 22, 24 and 26 are progressively changed to correspond
to those which appear on the win line 32 for the mechanical reels 4, 6 and 8, so that
eventually the sequences of symbols on the simulated reels may be very different from
the sequences on the mechanical reels. The user is therefore aware that he is effectively
playing two games simultaneously, and that one of these games is changing in a progressive
manner. It will be understood that this greatly enhances the attraction of the machine.
[0025] Certain symbols may be associated with particularly high-value win prizes, and therefore
the user may be encouraged to play by the presence of an unusually large number of
those symbols on the strips 22, 24 and 26.
[0026] Following the spinning of the reels, if the combination of symbols on the win line
34 or the combination of symbols on the win line 32 corresponds to a winning combination,
the user is awarded a prize (which in the preferred embodiment may be either collected
or gambled at the choice of the user, as is known per se in conventional machines).
Then, the simulated reels 22, 24 and 26 are reset to an initial state, preferably
such that the symbols on each simulated reel correspond in form and position to the
symbols on the corresponding mechanical reels 4, 6 and 8.
[0027] On random or psuedo-random occasions, the user is provided with a hold facility,
which is indicated to the user by a display (not shown). The user is then able to
press any one of the buttons 28, as a result of which the associated one of the mechanical
or simulated reels will not spin during the current game when the start button 16
is pressed. The cancel button 30 can be operated at any time prior to pressing the
start button 16 to cancel the current selection made using the buttons 28. If a simulated
reel is held, then the symbol changing operation for that reel is inhibited.
[0028] By way of example, the symbols associated with the win line 34 may represent, in
sequence, a cherry, an orange and an orange, and the symbols aligned with the win
line 32 may represent an orange, a melon and a melon. It is assumed that all the reels
(24, 26, 4) with an orange symbol on a win line are held by operation of the respective
buttons 28. The start button 16 is pressed and then the remaining reels spin and stop.
The symbol of the first of the simulated reels, 22, which is on the win line is then
changed to correspond to the symbol of the reel 4 on the win line 32, which represents
an orange because that reel 4 has been held. Accordingly, the symbols aligned with
the win line 34 are now three oranges, which represents a winning combination. Thus,
by using the hold facility on both sets of reels, and by virtue of the interdependence
of the second set of reels on the first set, a win is achieved.
[0029] On random or psuedo-random occasions a nudge facility becomes available. This nudge
facility may be available only for the simulated reels 22, 24 and 26, only for the
electro-mechanical reels 4, 6 and 8, or for both sets of reels.
[0030] Assuming first that the facility is available only for the simulated reels, then
the user can operate any of the buttons 28 associated with those reels to cause the
reels to rotate in a stepwise fashion. If the symbol changing feature is in operation,
then each time a simulated reel is indexed, the symbol which is brought to the win
line 34 is changed to the symbol of the corresponding electro-mechanical reel 4, 6
or 8 on the win line 32. This means that successive indexing operations will result
in a number of adjacent symbols of one of the simulated reels becoming identical.
For example, in Figure 1, a nudging operation may result in five successive symbols
"7" appearing on simulated reel 22 due to the indexing of that reel five times while
the symbol "7" of reel 4 was on the win line 32. More than one of the simulated reels
may be nudged while a single nudging feature is available. The result may be that
the simulated reels carry a large number of identical symbols, thus making it more
likely that a winning combination will result from the next game to be played on the
machine.
[0031] Assuming that the nudging facility is available only for the electro-mechanical reels
4, 6 and 8, then in the preferred embodiment the symbols on the simulated reels 22,
24 and 26 are initialised so as to correspond to the symbols on the electro-mechanical
reels, and the machine then calculates a nudging operation which can achieve a favourable
result for the user and provides an indication to assist the user in performing this
nudging operation. The operation can thus be as described in GB-A-2 117 155.
[0032] Assuming that the nudge facility is available for both sets of reels, there may be
provision for an automatic nudge, whereby all the reels are indexed and the player
is able using the buttons 28 to stop the electro-mechanical reels, any symbols then
appearing on the win line 32 being successively duplicated on the win line 34 of the
simulated reels as the simulated reels continue to rotate.
[0033] The machine may also be provided with another facility similar to the nudging facility
mentioned above, whereby on random or psuedo-random occasions (possibly dependent
upon the appearance of a particular symbol of the mechanical reels) then instead of
only changing one symbol on a simulated reel, a plurality of symbols are changed in
succession to the same symbol. Thus, if for example an orange symbol appears on the
win line 32, the orange symbol also having printed thereon the number 6, then the
corresponding simulated reel would have six adjacent symbols changed to the orange
symbol.
[0034] It will be appreciated that in a machine according to the present invention the spinning
of the reels may result in winning combinations appearing on both the win lines 32
and 34. This situation can be dealt with in any one of a number of different ways.
In one embodiment, the accumulated value of both wins is awarded to the user. Alternatively,
the user is awarded only the highest-value win. In another embodiment, there may be
provided a facility whereby the user can perform a gambling operation which determines
which of the win values is awarded.
[0035] As is per se known in the art, any of the facilities mentioned above may be operated
in a manual, automatic or semi-automatic manner. For example, the nudging operation
can take place automatically, the user being required to operate a particular button
in order to terminate the nudging. The machine may be arranged to evaluate which reels
should be held in order to optimise the user's chance of obtaining a winning combination,
and then to cause those reels to be held, or indicate the preferred reels to the user.
[0036] The symbol changing operation may take place automatically, as indicated above. Alternatively,
the user may be able to control, for example by pressing a button, whether or not
the symbol changing operation is to take place. He may have means such as a plurality
of buttons whereby he can make this choice individually for each of the simulated
reels. As indicated above, the possibility of performing a symbol changing operation
may arise every time there is no winning combination on either of the win lines, but
in an alternative embodiment the symbol changing operation becomes available at other
times, which may determined at random or psuedo-random. It is possible that, for example,
on random or psuedo-random occasions, the symbol changing operation may become available
after a winning combination has appeared on the win line 32 associated with mechanical
reels, so that the winning combination is duplicated on the simulated reels and the
prize may thus be doubled. It is possible also that on random or psuedo-random occasions
reel spinning operations may occur several times during a single game, so that there
are several occasions on which symbol-changing operations may take place, thus varying
the symbol combinations on the simulated reels to a greater extent.
[0037] In the above embodiment, only the symbols on the win lines of the simulated reels
are changed to correspond to the symbols on the electro-mechanical reels. If desired,
a greater or lesser number of symbols may be changed. For example, all the viewable
symbols on the mechanical reels may be duplicated on the simulated reels. Alternatively,
the machine may be arranged so that it will only permit symbol changing of a predetermined
number of the symbols on the win line of the simulated reels, these symbols being
selected either automatically or by the user.
[0038] As mentioned above, the simulated reels may be initialised as a result of a win,
or when a nudge facility becomes available on the electro-mechanical reels. Other
circumstances may also result in initialisation. For example, this may occur on random
or pseudo-random occasions.
[0039] The provision of the display screen 20 enables a number of attractive additional
features to be added. For example, if the machine is provided with a gamble facility
as mentioned above, this could be achieved by changing the display on the screen 20
so that it represents a race track with individual characters representing for example
horses, cars, athletes etc. These characters or symbols then race on the screen, the
user winning or losing his gamble depending upon the result of the race. The user
may be able to select one or more of the characters, and may be able to control his
selected character or characters by pressing a button.
[0040] In an alternative embodiment, the display screen 20 displays not only the strips
22, 24 and 26 but also three further simulated reels which are similar in appearance
to the electro-mechanical reels 4, 6 and 8 (i.e. appear to be of drum-configuration).
These further simulated reels would carry the same symbols as the strips, would rotate
in synchronism with the strips and would carry symbols which change in the same manner
as those on the strips.
[0041] Although it is preferred that the symbol changing operation result in a symbol on
the simulated reel being made to correspond with a symbol on an electromechanical
reel, these corresponding symbols do not have to resemble each other visually.
[0042] It will be appreciated that preferably the display screen 20 displays simultaneously
at least the majority, and preferably all, of the symbols of the simulated reels,
so that the player can readily perceive the effects of the symbol-changing operations.
1. A gaming or amusement machine having a first display area (11) for displaying in variable
combinations a plurality of symbols each from a respective predetermined sequence
(4, 6, 8) of symbols, a second display area (20) for displaying in variable combinations
a plurality of symbols each from a respective predetermined sequence (22, 24, 26)
of symbols, and means for awarding a winning prize if a displayed symbol combination
is a predetermined winning combination, characterised by means for altering a symbol
in a sequence (e.g. 22, 24 or 26) associated with the second display area (20) to
a different symbol depending upon the display in the first display area (11), thereby
to alter the likelihood that a particular combination will be displayed in the second
display area (20).
2. A machine as claimed in claim 1, wherein each said predetermined sequence (4, 6, 8,
22, 24, 26) of symbols is formed by a respective reel, and at least the reels (22,
24, 26) associated with the second display area (20) are simulated reels on a video
screen (20).
3. A machine as claimed in claim 1 or claim 2, wherein the altering means is operable
to alter a symbol in the second display area (20) such that it corresponds to a displayed
symbol in a corresponding sequence associated with the first display area (11).
4. A machine as claimed in any preceding claim, in which predetermined winning combinations
associated with the first display area (11) correspond to predetermined winning combinations
associated with the second display area (20).
5. A machine as claimed in any preceding claim, including means for initialising the
predetermined sequences (22, 24, 26) of symbols associated with the second display
area (20) such that they correspond with the predetermined sequences (4, 6, 8) associated
with the first display area.
6. A machine as claimed in any preceding claim, including user-operable means for inhibiting
the changing of the symbols.
7. A machine as claimed in any preceding claim, wherein the machine is operable to execute
a hold feature whereby the user can individually select one or more symbols of the
displayed combinations such that the selected symbols do not change when the combinations
are varied.
8. A machine as claimed in claim 7, wherein the machine is capable, after the symbol
combinations have been varied, to change a non-selected symbol associated with the
second display area (20) so that it corresponds to a selected symbol associated with
the first display area (11), whereby a winning combination may be formed by this changed
symbol and selected symbols associated with the second display area (20).
9. A machine as claimed in any preceding claim, wherein the machine is operable to provide
a nudge feature whereby one of the sequences (22, 24, 26) associated with the second
display area (20) can have a plurality of adjacent symbols thereof made to correspond
to each other.
10. A machine as claimed in any preceding claim, wherein the second display area (20)
is arranged to display simultaneously at least the majority of the symbols in each
of the predetermined sequences associated therewith.
1. Spiel- oder Vergnügungsautomat mit einem ersten Anzeigebereich (11), um in veränderlichen
Kombinationen mehrere jeweils aus einer entsprechenden vorbestimmten Abfolge (4, 6,
8) von Symbolen stammende Symbole anzuzeigen, einem zweiten Anzeigebereich (20), um
in veränderlichen Kombinationen mehrere jeweils aus einer entsprechenden vorbestimmten
Abfolge (22, 24, 26) von Symbolen stammende Symbole anzuzeigen, und einer Einrichtung
zum Vergeben eines Gewinnpreises, wenn eine angezeigte Symbolkombination eine vorbestimmte
Gewinnkombination ist,
gekennzeichnet durch eine Einrichtung zur Änderung eines Symbols in einer Abfolge (z.B. 22, 24 oder
26), die dem zweiten Anzeigebereich (20) zugeordnet ist, in ein anderes Symbol in
Abhängigkeit von der Anzeige in dem ersten Anzeigebereich (11), um dadurch die Wahrscheinlichkeit
für die Anzeige einer bestimmten Kombination in dem zweiten Anzeigebereich (20) zu
ändern.
2. Automat nach Anspruch 1, wobei jede vorbestimmte Abfolge (4, 6, 8, 22, 24, 26) von
Symbolen mittels einer entsprechenden Rolle gebildet ist und mindestens die Rollen
(22, 24, 26), die dem zweiten Anzeigebereich (20) zugeordnet sind, simulierte Rollen
auf einem Bildschirm (20) sind.
3. Automat nach Anspruch 1 oder 2, wobei die Änderungseinrichtung ein Symbol in dem zweiten
Anzeigebereich (20) so ändern kann, daß es einem angezeigten Symbol in einer entsprechenden
Abfolge entspricht, die dem ersten Anzeigebereich (11) zugeordnet ist.
4. Automat nach einem der vorhergehenden Ansprüche, wobei vorbestimmte Gewinnkombinationen,
die dem ersten Anzeigebereich (11) zugeordnet sind, vorbestimmten Gewinnkombinationen
entsprechen, die dem zweiten Anzeigebereich (20) zugeordnet sind.
5. Automat nach einem der vorhergehenden Ansprüche, mit einer Einrichtung zur Initialisierung
der vorbestimmten Abfolgen (22, 24, 26) von Symbolen, die dem zweiten Anzeigebereich
(20) zugeordnet sind, so daß sie den dem ersten Anzeigebereich zugeordneten vorbestimmten
Abfolgen (4, 6, 8) entsprechen.
6. Automat nach einem der vorhergehenden Ansprüche mit einer Benutzer-bedienbaren Einrichtung
zur Verhinderung des Änderns der Symbole.
7. Automat nach einem der vorhergehenden Ansprüche, der einen Haltebetrieb ausführen
kann, in dem der Benutzer ein oder mehrere Symbole der angezeigten Kombinationen einzeln
auswählen kann, so daß sich die ausgewählten Symbole nicht ändern, wenn die Kombinationen
geändert werden.
8. Automat nach Anspruch 7, der nach einer Änderung der Symbolkombinationen ein dem zweiten
Anzeigebereich zugeordnetes nicht ausgewähltes Symbol so ändern kann, daß es einem
dem ersten Anzeigebereich (11) zugeordneten ausgewählten Symbol entspricht, wodurch
mittels diesem ausgewählten Symbol und mittels dem zweiten Anzeigebereich (20) zugeordneten
ausgewählten Symbolen eine Gewinnkombination gebildet werden kann.
9. Automat nach einem der vorhergehenden Ansprüche, der ein Anstoßmerkmal zur Verfügung
stellen kann, wobei eine der dem zweiten Anzeigebereich (20) zugeordneten Abfolgen
(22, 24, 26) mehrere aneinander angrenzende Symbole, die einander entsprechen, annehmen
kann.
10. Automat nach einem der vorhergehenden Ansprüche, wobei der zweite Anzeigebereich (20)
die Mehrheit der Symbole in jeder der ihm zugeordneten vorbestimmten Abfolgen gleichzeitig
anzeigen kann.
1. Machine de jeu ou de divertissement comprenant une première zone d'affichage (11)
servant à afficher en des combinaisons variables une pluralité de symboles dont chacun
provient d'une séquence prédéterminée respective (4, 6, 8) de symboles, une deuxième
zone d'affichage (20) servant à afficher en des combinaisons variables une pluralité
de symboles dont chacun provient d'une séquence prédéterminée respective (22, 24,
26) de symboles, et un moyen pour décerner une récompense si une combinaison de symboles
affichée est une combinaison gagnante prédéterminée, caractérisée par des moyens servant
à modifier un symbole dans une séquence (22, 24 ou 26) associée à la deuxième zone
d'affichage (20) en un symbole différent qui dépend de l'affichage dans la première
zone d'affichage (11), afin de modifier ainsi la probabilité pour qu'une combinaison
particulière s'affiche dans la deuxième zone d'affichage (20).
2. Machine selon la revendication 1, dans laquelle chaque séquence prédéterminée (4,
6, 8, 22, 24, 26) de symboles est formée par un tambour respectif et les tambours
(22, 24, 26) associés à la deuxième zone d'affichage (20) au moins sont des tambours
fictifs apparaissant sur un écran vidéo (20).
3. Machine selon la revendication 1 ou la revendication 2, dans laquelle le moyen de
modification peut être actionné pour modifier un symbole dans la deuxième zone d'affichage
(20) de manière à ce qu'il corresponde à un symbole affiché dans une séquence correspondante
associée à la première zone d'affichage (11).
4. Machine selon l'une quelconque des précédentes revendications, dans laquelle des combinaisons
gagnantes prédéterminées, associées à la première zone d'affichage (11), correspondent
à des combinaisons gagnantes prédéterminées, associées à la deuxième zone d'affichage
(20).
5. Machine selon l'une quelconque des précédentes revendications, comprenant un moyen
pour initialiser les séquences prédéterminées (22, 24, 26) de symboles associées à
la deuxième zone d'affichage (20) de manière à ce qu'elles correspondent aux séquences
prédéterminées (4, 6, 8) associées à la première zone d'affichage.
6. Machine selon l'une quelconque des précédentes revendications, comprenant un moyen
pouvant être actionné par l'utilisateur pour empêcher le changement des symboles.
7. Machine selon l'une quelconque des précédentes revendications, dans laquelle la machine
peut exécuter une opération de maintien par laquelle l'utilisateur peut choisir individuellement
un ou plusieurs symboles des combinaisons affichées de manière à ce que les symboles
choisis ne changent pas quand les combinaisons sont modifiées.
8. Machine selon la revendication 7, dans laquelle la machine est capable, une fois que
les combinaisons de symboles ont été modifiées, de changer un symbole non sélectionné,
associé à la deuxième zone d'affichage (20), de manière à ce qu'il corresponde à un
symbole choisi, associé à la première zone d'affichage (11), grâce à quoi une combinaison
gagnante peut être formée par ce symbole changé et des symboles choisis associés à
la deuxième zone d'affichage (20).
9. Machine selon l'une quelconque des précédentes revendications, dans laquelle la machine
peut exécuter une opération de poussée par laquelle on peut amener en correspondance
mutuelle une pluralité de symboles adjacents dans une des séquences (22, 24, 26) associées
à la deuxième zone d'affichage (20).
10. Machine selon l'une quelconque des précédentes revendications, dans laquelle la deuxième
zone d'affichage (20) est conçue pour afficher simultanément la majorité au moins
des symboles de chacune des séquences prédéterminées qui lui sont associées.