[0001] This invention relates to gaming and amusement machines of the kind commonly known
as fruit machines, in which, following the insertion of a coin or token or the release
of a credit, a number of reels (usually three or four) carrying symbols on their peripheries
are set spinning and allowed to come to a halt at random. If one of a number of preselected
combinations of symbols on the different reels is obtained on a pre-determined line
or lines (the 'win' line), a prize is awarded.
[0002] Such machines usually have the reels rotating on a common axis and the 'win' line
is visible through a window in the front of the cabinet machine. Alongside and/or
above the window is a display panel, usually of glass, having screen-printed on it
the details of what combinations of symbols will result in wins, and what the values
of those wins are.
[0003] Over the years numerous 'features' have been developed, that is to say, further steps
which are optional or are awarded at random or as prizes, following the usual initial
game. For example the player may be given chances to nudge or to hold reels and when
he is awarded a win he may be given at random the chance to gamble the win, or part
of it, on a 'double-or-quits' basis. There may be 'trails' or 'ladders' leading to
further prizes or jackpots. The details and instructions about all these are printed
on the glass display panel which, as a consequence, often occupies the entire upper
part of the front of the machine above the reels. Behind the display panel are numerous
lights, not only to stimulate interest by flashing on and off and to indicate options
available, but also lighting up in sequence to simulate an object travelling, for
example in a 'cat-and-mouse' feature. There may be thirty, forty or many more lamps
behind the glass panel, all switching on and off in accordance with the various features.
It is known to build machines which are of the same basic construction inside but
of which the glass display panel is selected from one of a number of different panels
with the artwork designed according to the game for which the machine is to be set
up.
[0004] It is also known, indeed it was first proposed by us in an earlier Patent Specification,
to replace the actual mechanical rotating reels with a simulation of such reels in
the form of a two-dimensional display on a screen, in particular on the screen of
a cathode ray tube. The display on the tube can depict the symbols in colour individually
at selected areas, changing from one symbol to another without moving, but preferably
they appear to move from top to bottom of the screen in lines, in a true depiction
of a rotating reel.
[0005] Before this it was known to obtain the equivalent of reels in the form of a so-called
'Panascope' display, in which a number of individual small ground-glass screens are
arranged in an array, e.g. three rows of three, and have images of symbols thrown
onto them by optical projection from behind.
[0006] In all those machines however, regardless of whether the reels were mechanical or
were simulated by a Panascope display or on a video screen, the display panel containing
the information, instructions and features, if not simply in painted form (in early
machines), has been in the form of a glass panel, with the artwork colour-printed
on the back and with lamps behind it. Certain of the changing information, e.g. numbers,
has been imparted to the player by the use of a limited number of alphanumeric or
purely numeric characters on a seven-segment LED display or a 14- or 16-segment vacuum
fluorescent display.
[0007] Such a display involves certain restrictions, not least on the area which is illuminated,
simply because of the thermal load of the numerous lamps. Mechanical constraints on
the artwork limit what can be depicted, and the active features may only involve a
small proportion of the total display area at any given
time.
[0008] The aim of the invention is to overcome these restrictions. According to the invention
there is provided in a fruit machine at least one separate display area (as opposed
to the reels or a reel display area which simulates spinning reels) which is in the
form of a two-dimensional electronic display screen. Although it could in the the
form of the screen of a cathode ray tube, i.e. a video display, this would involve
very substantial bulk which could not easily be accommodated and in practice we prefer
some other form of electronic display, such as a matrix containing a multitude of
individually addressable points.
[0009] This would contain substantially all the information, features and instructions which
hitherto were in the form of fixed artwork on a glass panel in conjunction with numerous
lamps and/or LEDs. The chief advantage is that the maker of the machine then has total
flexibility in what he puts in his artwork and can change it at will, not only by
inserting in the machine the appropriate hardware in the form of PROMs, ROMs, discs
or tape controlling the scanning of the display area, but even in a given machine
several programs can be stored simultaneously and used at will. Thus even within a
given game the entire 'artwork' can be wiped clean and replaced by fresh artwork with
a different layout and different features. This has the further advantage that the
display of a feature which would normally occupy only a small area of an 'artwork
scene' showing several features on the display screen can be expanded in a subsequent
artwork scene to occupy a considerably larger area, possibly to fill the whole display
screen, when, for instance, that feature is made available to the player.
[0010] A further advantage is the elimination of the thermal load involved in numerous filament
lamps. The lights connected with the various features are now simply part of the matrix
display.
[0011] Current commercially available matrix displays are of limited size and so it may
be necessary to employ two or more panels to obtain the required area, but the technology
is improving all the time. If necessary, not all the 'artwork' used will be in the
form of a matrix display, and there could still be some, for example the outer areas,
in the form of conventional fixed painted or screen-printed glass panels.
[0012] The display technology could be in one of several forms, i.e. a cathode ray tube
(although generally too bulky), electro-luminescent, vacuum fluorescent, gas-discharge,
liquid crystal etc, and could be in monochrome or colour.
[0013] The present invention will now be described, by way of example only, with reference
to the accompanying drawings in which:-
Figure 1 is a diagrammatic perspective view of a fruit machine embodying the invention; and
Figures 2 and 3 are front views of a flat panel graphic display area of the fruit machine of Figure
1 showing two different artwork scenes.
[0014] The fruit machine shown in Figure 1 comprises a housing 1 having three rotatable
reels 2, first and second separate display areas 3 and 4 respectively alongside and
above the reels 2, and a number of switch buttons 5, by means of which a player controls
operation of the machine. In contrast to previously known fruit machines in which
the display areas would normally be in the form of glass panels bearing fixed artwork
in conjunction with numerous lamps and/or LEDs, the display areas 3 and 4 are in the
form of flat panel graphic displays i.e. two-dimensional electronic display screens.
[0015] Within the machine housing 1, a central machine control unit 6, as well as controlling
the reels 2 and their associated buttons 5, also controls the flat panel graphic displays
3 and 4 via a display interface unit 7 and receives its instructions from programs
stored in an 'artwork scene' store 8. There may, as indicated, also be an external
line 9 from the control unit 1 to an external store, allowing
new programs to be loaded when desired.
[0016] The flat panel graphic display area 4 of Figure 2 displays an 'artwork scene' including
three different features; a 'ladder' feature 10, a 'gamble' feature 11 and a 'nudges'
feature 12. During play of the machine each of the features 10, 11 and 12 will, on
occasions, be made available to the player. When one of the features, for instance
the nudges feature 12, is made available the artwork scene store 8 is programmed to
change the artwork scene on the flat panel graphic display area 4 in order to display
that feature in greater detail as shown in Figure 3 in which the display of the 'nudges'
feature 12 is expanded to occupy virtually the whole of the flat panel graphic display
area 4.
1. A gaming or amusement machine (1) which has either a number of reels (2) carrying
symbols on their peripheries and which reels, following insertion of a coin or token
or the release of a credit, are set spinning and allowed to come to a halt at random,
or which has a reel display area which simulates such spinning reels, characterised
in that the machine (1) has at least one separate display area (3,4) which is in the
form of a two-dimensional electronic screen.
2. A gaming or amusement machine according to claim 1 characterised in that the separate
two-dimensional electronic display area (3,4) comprises a matrix containing a multitude
of individually addressable points.
3. A gaming or amusement machine according to claim 1 or claim 2 characterised by
means for displaying artwork scenes on the separate display area (3,4) which comprises
one of the following: a cathode ray tube, an electro-luminescent display, a vacuum
fluorescent display, a gas-discharge display or a liquid crystal display.
4. A gaming or amusement machine according to any one of the preceding claims characterised
in that the display on the separate two-dimensional electronic display area (3,4)
is controlled by a machine control unit (6) in accordance with one of a number of
different artwork programs stored within an artwork scene store.
5. A gaming or amusement machine according to claim 4 characterised in that the machine
control unit (6) and the artwork scene store (8) are both housed within the machine
(1).
6. A gaming or amusement machine according to claim 4 characterised in that the machine
control unit (6) is housed within the machine (1)and connected to an external artwork
scene store.
7. A gaming or amusement machine according to any one claims 4 to 6 characterised
in that the display of a feature (12) in one artwork scene is expanded to occupy a
greater area of the two dimensional electronic display area (4) in a subsequent artwork
scene.