[0001] This invention relates to gaming machines being of the type operated by a player
and the object of which is to ascertain if the player can reach a particular goal
in the play of the machine. The achievement of that goal may for example result in
the winning of a competition, the collection of a prize, the assessment of a person's
ability or any other achievement which may be selected. In specific embodiments, the
value of the prize when provided, is related to the speed at which the player can
reach said goal.
[0002] As the main utilisation of the machines to which the invention relates, as far as
the inventor is concerned, comprises the provision of a prize on the reaching of a
goal, the description which follows herein will be limited to describing the machine
as a gaming machine, but it is to be borne in mind, as will be clearly understood
from the description, that the principles of the invention, except where the context
permits of no other interpretation, are applicable to an extremely wide range of machines
which can operate according to the principles of the invention.
[0003] In a known gaming machine, play of the machine involves the participation of a numbers,
say 15 to 20 players, each of which sits in front of his or her own table. The table
is arranged as a form of bagatelle and the player rolls a ball across the table with
the object of having the ball drop into holes provided in the table. Depending upon
which hole the ball drops into, so the player achieves a point rating being 1, 2 or
3 points. For each point achieved by a player, a corresponding play component moves
along a track by one step, and quite simply the object of the game is to have the
players compete against each other and the winner being established when his movable
component has moved from a common starting line and is first to a common finishing
line a number of steps, for example 25 to 50, away from the starting line.
[0004] Such games are commonly known as "Derbys" insofar as the movable components are usually
model horses or the like and are arranged in alignment at the starting line at the
start of each game, and each moves along its own track as the points are accumulated
by the respective players. These games are extremely popular at fairgrounds and pleasure
parks, and create considerable excitement amongst the participants as during the course
of play all of the respective horses advance in steps depending upon the performance
of the players arranging for their playballs to drop through the appropriate holes
in the play table.
[0005] This type of machine has in fact been well known for a large number of years, and
strangely enough there have been virtually no variations in same since its first inception.
[0006] The invention the subject of our co-pending European Patent Application No. 0267564.0
derives from the basic operation and construction of a machine of the type described
above, and this basic variation comprises that instead of utilising a track and a
movable component, each play table is provided with its own standard against which
the player competes. Thus, in one example the player in fact plays against the clock,
and there is a clock device associated with each table. In the typical arrangement,
as the player rolls the ball into the respective holes on the table, so one of the
hands of the clock steps forward one step for each point scored, and each step may
in fact be a step of one minute on the clock face. At the same time, the other (standard)
hand on the clock face may be arranged to move one step per second so that in fact
in sixty seconds the said hand will have moved through 360° on the clock face. The
player competes against a sweep of that hand by endeavouring to sweep the other hand
as a result of play on the table through 360° before the standard hand and if he can
succeed in defeating the standard hand, then he should succeed in winning a prize.
The present invention operates on this concept and provides a coin operated gaming
machine comprising:-
(a) a start mechanism for starting the machine when an appropriate coin or coins is/are
inserted;
(b) a propellable component;
(c) a target at which during play of a game the propellable component is repeatedly
propelled;
(d) a clock face means;
(e) a performance hand on the clock face means and having a start position and finishing
position;
(f) means connecting the target and performance hand cause the performance hand to
move from its start position and sweep the clock face means to its finishing position
at a rate determined by the players' performance in propelling the component at the
target;
(g) a count down hand on the clock face means having a start position and a finishing
position and set to sweep over the clock face means in a pre-set manner from its start
position to its finishing position after starting of the game;
(h) means to stop the game as soon as either hand reaches its finishing position,
characterised in that the machine is set to pay out and/or indicate different prizes
depending upon the extent (if any) to which the performance hand is from its finishing
position at the end of the game.
[0007] If the countdown hand has not completed its countdown before the performance or play
hand reaches its goal the countdown hand stops, indicating the level of prize which
has been won. If the countdown hand completes its countdown before the play hand reaches
its goal, the player loses.
[0008] The machine of the present invention does not preclude the utilisation of a plurality
of the tables and standards and linking same together so that a plurality of players
can take part and compete against each other, in which case it would be a simple matter
to isolate so as to render inoperative the timed countdown hands of the respective
clocks, in which case the respective players would be competing against each other
with the objective of reaching his finishing position first, and to achieve this multiple
person play, the various tables and clocks would be interlinked so that as soon as
one person has achieved a sweep to the finishing position by the appropriate hand
of his clock, then a bell or other signal would sound in order to indicate that the
game had been won. The interlinked machines would be capable of reset so that each
machine would be reset to an initial position following each game.
[0009] Therefore, at the commencement of the day's operations, the operator of the machine
could if he wished set each of the machines for individual play so that individual
players could play independently of other players, and if there were sufficient players
then the operator could switch the play to the multiple participant arrangement described
above in which the respective participants are competing against each other.
[0010] It is to be pointed out however, that market research suggests that the machine has
better player appeal in a single unit at which a single player plays at any one time.
[0011] The broad concept of the invention it has become clear can be applied on a wider
basis insofar as it is not necessary that the standard be in the form of an analogue
clock as that described above. As an obvious alternative, the clock can be in digital
form so that the participant could watch the countdown of numbers instead of hands.
[0012] The skill part of the machine preferably will comprise the rolling of balls into
holes or pockets, but it could take any other form or could involve the throwing of
darts, the striking of balls, the utilisation of cues for propelling balls as long
as there is some manual control over components such as balls which have free movement
after being propelled as a result of direct manual effort or by manual effort through
the use of a striking or propelling device.
[0013] The machines according to the invention will be provided with electrical and electromechanical
controls to enable the play of the machine to take place in accordance with the required
functioning. As the more desired form of the machine according to the invention is
a single player unit, an indication of the play functions of such a unit are given.
[0014] In accordance with preferred constructions, the machine will be pre-programmed with
various sounds to give indications of certain conditions of the machine. The so-called
"sound programme" of the machine is given by way of example, and is capable of modification
and variation as desired, but typically the sound programme may include sound indication
for the insertion of a coin, sound indication for the commencement of the game, sound
indication for indicating the player's score when he has achieved a win providing
that generally speaking, the higher the player's score, the higher the tone of the
sound signal to indicate a win, a sound indication when the player loses a game, a
sound indication to indicate a jackpot win which means that the player has achieved
the goal before the countdown device has reached a predetermined proportion of the
total countdown period, and a sound signal for indicating a fault in the machine or
mis-use of the machine. These various sound signals are programmed to operate automatically
in sequence with the play of the machine.
[0015] As to the play of the machine itself, typically a single player machine will operate
in the following fashion. The player inserts a coin into the machine and the coin
receipt sound signal will emanate from the machine. A ball is discharged into a ball
pick-up tray and the user can pick-up the ball and roll it along a bagatelle table
when a "roll ball" light is illuminated on the machine. When the roll ball light is
illuminated, the play hand and countdown hand are zeroed and in fact are positioned
at the midnight position on the countdown clock face.
[0016] The countdown hand does not commence its countdown until the player has made his
first score by causing the ball to fall through one of the score apertures. The player
continues to roll the ball whilst the countdown hand steps around the clock face back
to the midnight position. For each point scored by the player as a result of the ball
dropping through a particular aperture, the play hand steps by a particular angle,
which may be as high as 30° so that in fact the player has to score 12 points to complete
his play in any particular game and the object is to reach the 12 o'clock position
before the countdown hand which, in such event will stop at the position to which
it has moved indicating the level of prize won by the player.
[0017] The machine can be varied to vary the speed of countdown in order to vary the percentage
success which can be expected of a large number of players who play the machine over
a long period, to adjust the pay-out level of the machine.
[0018] The various sound signals emanate from the machine as appropriate. For example, when
the game starts, there may be a ticking signal which is in synchronism with the countdown
hand in order to increase the game excitement for the player. The win sound signal
may for example be a short burst of a recognisable noise such as the playing of Westminster
chimes for a short period i.e. of the order of three and a half seconds. If the jackpot
is won, the playing of the chimes may take place for a longer period; say seven seconds.
[0019] If there is a fault in the machine or if a player endeavours to mis-use the machine
or to cheat by for example throwing two balls up the bagatelle table, then the machine
will indicate a fault condition and will in fact block out the play balls preventing
the player from further mis-using the machine. If such a mis-use is detected, the
machine may be arranged to impose a penalty on the player by delaying return of the
ball for a delay period for example of the order of five seconds.
[0020] At the end of the game, unless there are credits remaining in the machine resulting
from the player inserting more than the required coin or coins for a single game,
then the play ball will be locked in the machine until a release mechanism releases
the ball for play at the start of the next game.
[0021] Further details concerning the control and operation of the machine are given in
relation to the specific embodiment described hereinafter. The controls and operational
functions of the machine in themselves form novel aspects of the present invention
in providing means for giving effect to the play versus countdown function of the
inventive machines.
[0022] An embodiment of the present invention will now be described, by way of example,
with reference to the accompanying diagrammatic drawings, wherein:-
Fig. 1 is a perspective view of part of a machine according to the present invention;
Fig. 2 is a front view of the clock face of one of the machines shown in Fig. 1;
Fig. 2A is a front view of a digital clock face displayed upon a TV monitor, which
constitutes an alternative arrangement to the combination shown in Fig. 1 and in Fig.
2;
Figs. 3, 4 and 5, show respectively a perspective view, a side view and plan of a
machine according to a specific design and embodying the present invention;
Fig. 6 is a block diagram representing the control system of the machine of Fig. 5;
Fig. 7 is a block diagram of a portion of the control system of Fig. 6;
Fig. 8 is a circuit diagram of the meters and hoppers logic of the control system
of Fig. 6;
Fig. 9 is a circuit diagram of the coin mechanism input logic of the control system
of Fig. 6;
Fig. 10 is a circuit diagram of the time/score finger drivers of the control system
of Fig. 6;
Fig. 11 is a circit diagram of the switches input logic of the control system of Fig.
6;
Fig. 12 is a circuit diagram indicating the processor and clock pulse and reset circuits
of the control system of Fig. 6;
Fig. 13 is a circuit diagram showing the power supplies for the control circuit of
Fig. 6;
Fig. 14 is a circuit diagram of the lamp drivers of the control system of Fig. 6;
and
Fig. 15 is a circuit diagram of the ball trap driver of the control system of Fig.
6.
[0023] Referring to the drawings, in Fig. 1 is shown a machine according to one embodiments
of the invention. The machine comprises a plurality of play tables 10 which are in
the form of inclined bagatelles in that the user sits on a stool or other support
12 at the lower end of the table and he is supplied with a ball. This ball he rolls
up the table in an effort to cause the ball to drop through the holes 14A,B,C. Holes
14A,B,C are of the same diameter, and the ball is of a size so as to be capable of
passing through each hole with only slight clearance. The holes 14A,B,C are designated
so as to represent different numbers of "points" in the play of the game and thus
holes 14A represent one point, holes 14B represent two points, and holes 14C represent
three points. Therefore if a player causes the ball to fall through one of the holes
14A he is awarded one point in the fashion to be explained, whilst if the ball falls
through hole 14B two points are awarded, and finally if the ball falls through hole
14C, three points are awarded. Each time the ball falls through a hole 14A, B or C,
it is returned to the front of the table through an aperture 16 and is caught in cup
18 from which it can be removed and once again rolled to the top of the table. In
play using the machine, the object to be achieved by the player is to propel the ball
up the table and through the holes as frequently as possible so as to accumulate points
as quickly as possible.
[0024] Underneath the table is a suitable mechanism to detect which hole the ball has passed
through, in order to record the numbers of points to be awarded each time the ball
passes through a hole. Such means for sensing and recording and control is electronic
and/or electromechanical and particulars thereof are suppled hereinafter. The cable
20 which is shown as extending from the underside of the table 10 to a rear cabinet
22 provides a means for transmitting signals representative of the points scored at
each time the ball drops through a hole 14, and the cabinet 22 as shown is provided
on the front face thereof with a clock dial 24 (which may for decorative purposes
represent Big Ben) and the clock dial is analogue in nature and is provided with two
hands 26 and 28. In this example the hand 26 is the "timing" or "countdown" hand,
and hand 28 is the "points" or "performance of play" hand.
[0025] Because the machine of Fig. 1 has the capability of being used with other similar
machines in ganged fashion, there is a corridor 30 between the tables 10 and the cabinets
22 to enable an operator to walk therebetween, and to this end platform 32 on which
the operator may walk is provided as shown.
[0026] In the play of the machine described, in one mode of operation, the timing hand 26
at the commencement of play starts from the 12 o'clock position shown and then steps
round at one second intervals through one revolution of the hand 26 until the hand
returns to the 12 o'clock position. This period of one minute represents the game
play time, and the object of this mode of operation is for the player to "beat the
clock" in that each time the ball falls through a hole 14A, 14B or 14C, the hand 28
makes the appropriate step or appropriate number of steps corresponding to the point
or points scored. Thus, if the player could propel the ball into a hole 14C at each
throw, then the hand 28 would step by an angle representing the three points which
may be three seconds, or could be fifteen seconds.
[0027] If the player achieves that the hand 28, which also starts at the 12 o'clock position,
completes one revolution before the timing hand 26, then he wins a prize. If it is
found that the stepping of the hand 28 by a one second interval for each point is
insufficient, the control mechanism can be adjusted so that for example the hand 28
steps by twice or three, four or five times a one-second angular interval for each
point scored on the play at the table 10.
[0028] If a player wins against the machine insofar as if he achieves that the hand 28 sweeps
to the 12 o'clock position before the countdown hand 26 has reached such position,
the countdown hand stops and depending upon the angular extent which it has travelled
from the commencement of play, so the greater will be the prize awarded to the player.
If reference is made to Fig. 2 it will be seen that in the five second intervals between
the 12 o'clock position and the 6 o'clock position, each interval is designated by
the number 20, whereas for the six five minute intervals between 6 o'clock and 12
o'clock the intervals are represented by the numbers 6, 5, 4, 3, 2, 1. These numbers
represent the prize value which will be won by a player if the countdown hand 26 is
stopped by the play hand 28 reaching the 12 o'clock position. If the countdown hand
stops between the midnight and 6 o'clock positions, then a prize to the value 20,
for example 20 tokens, will be won, and the player is considered to have won the jackpot.
If the countdown hand 26 stops between the 6 o'clock position and the midnight position,
then the prize level will be anything from 6 down to 1 depending upon where the countdown
hand stops. In practise the numbers indicated in Fig. 2 indicate tokens, but they
could indicate coins where the machine has a coin pay-out arrangement.
[0029] In a modified embodiments of the invention, a plurality of the machines described
are arranged side by side as shown partly in Fig. 1 so that a plurality of players
may sit at the individual machines. The machines may furthermore be ganged by appropriate
adjustment by switching of the control means so that in fact the players are competing
against each other and in which case the time hands 26 may be immobilised. In the
play of such a game, the person who first completes one revolution of the points hand
28 by his skill in propelling the ball through the holes 14A, 14B and 14C, will be
the winner, and the control circuit may also provide a means for indicating when a
game has been won, and by which player.
[0030] The game has particular advantage over the known Derby game described herein in that
a player can watch the sweep of the hand of the clock or movement or change in other
countdown means in his attempt to reach a winning position, which in itself generates
excitement. Additionally, because the individual machines can be arranged so that
individual plays can take place, the operator does not require over seat 12 to be
filled before he can commence play of the machine.
[0031] Extending the embodiment of the invention described, it will be understood that as
shown in Fig. 2A, instead of providing an analogue clock face, a TV monitor may be
used to display the time digitally. In Fig. 2A, one field 34 illustrates the running
time against which the player has to compete, whilst field 36 shows the player's point
score or time. In the example illustrated in Fig. 2A, the game is 37 seconds old,
whilst the player managed to achieve a score representing 47 seconds in the same period
and therefore he is ahead of the clock. If the figure 1.00 is achieved in field 36
before field 34, then the player wins whereas if the machine reaches the reading of
1.00 in field 34 before it is reached in the field 36, the machine wins.
[0032] The machine show, in Fig. 1 is somewhat diagrammatic, and Figs. 3 to 5 show the appearance
of a practical machine.
[0033] Referring to Figs. 3 to 5, the machine shown comprises a casing 50 which is supported
by legs 52 and 54, being rear legs and a single front leg. The rear legs 52 are adjustable
in height in order to vary the front to rear inclination of the casing 50. The front
leg 54 is attached to a base plate 56 which rests on the floor, and the base plate
also supports a player seat 58 of the construction shown.
[0034] The casing 50 essentially comprises an upright back portion 60 and a table portion
62 which extends generally at right angles to the upright back portion 60 so as to
be substantially horizontal, although as will be clear from the following, it is important
that the table surface 64 on which the ball is rolled during the play of the game
should be sloping from back to front in a downwards direction.
[0035] The front portion 62 has at the front thereof a ball pick-up tray 66 from which the
play ball can be removed by hand, and the play table 64 is partially covered by protective
screen 68 of transparent material, which as shown in Fig. 4 can be pivoted upwardly
in order that the play surface 64 can be cleaned.
[0036] To the rear end of the play surface 64 are the ball apertures 14A, B, C having the
same function as the apertures 14A, B and C as described in relation to Fig. 1.
[0037] To the right hand side of the pick-up tray 66 is a coin receiving mechanism 70 with
a coin slot 72 for receiving coins to initiate play of the game.
[0038] The rear of the casing 60 is shaped on the front face thereof as indicated so as
to simulate a clock tower (in particular Beg Ben clock tower), and in a panel 72 is
a clock face 74 provided with the hands 76 and 78 which correspond to the hands 26
and 28 already described in relation to Fig. 1. It will be noticed that in the arrangement
of Figs. 3, 4 and 5, the walkway 30 is omitted, as the machine is a single player
machine. Play of the game using the machine illustrated in Figs. 3, 4 and 5 is identical
to that already described in relation to Fig. 1, but the clock face 74 has star indications
80 in the six five minute intervals between 12 o'clock and 6 o'clock, and a display
location 82 on the face 72 indicates that if the countdown hand 26 stops in and location
between 12 o'clock and 6 o'clock, then the jackpot of 20 tokens is paid out. A token
pay-out chute is located centrally of the rear 60 at the front of the rear portion
of the machine and where it meets the front portion 62. The pay-out chute is indicated
by reference 84.
[0039] As illustrated in Fig. 5, the various apertures 14A, B and C are located behind a
simple ball return aperture 86. The ball falls through aperture 86 if it does not
pass through an aperture 14A-14C and it is returned to the pick-up tray 66 as long
as the game is in play, but no points are scored.
[0040] Reference is now had to the drawings Fig. 6 to Fig. 15 for the description of the
control system of the machine, specifically the machine shown in Fig. 3, but the same
control system can be adopted for the machine shown in Fig. 1, and also other machines
constructed in accordance with the principles of the present invention.
[0041] Referring now to Figs. 6 to 15 which show circuit diagrams of the control system
of the machine illustrated in Figs. 3, 4 and 5, referring to Fig. 6, the block diagram
shows that the control circuit is provided with a printed circuit board 100 which
is supplied with various voltage supplies via a transformer 102, and the printed circuit
board 100 drives a series of lamps and indicators 104 as referred to generally hereinbefore,
and described hereinafter in greater detail. Additionally, the board 100 drives a
hopper and meter circuit 106 via supply and return lines 108, 110 because certain
feedback is required from the hopper and meter circuit 106.
[0042] Similarly, the board 100 is connected to a token count down motor 112, a score motor
114, a ball trap solenoid and standard coin mechanism 116, a score and ball trap switches
circuit 118, and an electronic coin insertion mechanism 120. Circuits 112, 114, 116
and 120 are coupled to the circuit board by supplying return lines 122, 124, 126,
128, 130, 132, 134 and 136 for the supply and return of signals to and from the respective
circuits. Circuit 118 has a return supply signal line 138 only.
[0043] As shown in Fig. 7, the circuit board 100 comprises a main processor unit 140 which
is connected to similar adaptors 142 and 144 which are known as versatile interface
adaptors. Processor chip 140 specifically is chip 6502 as manufactured by whilst the
interface adaptors 142 and 144 are chips type 6522 as manufactured by
[0044] The processor and adaptor numbers are indicated in the drawings, and adaptor 142
is also indicated in Figs. 8, 9 and 14 by the description VIA 8, whilst adaptor 144
is illustrated in Figs. 10, 11 and 15 by the description VIA A.
[0045] Fig. 12 shows that certain outputs of the processor 140 are fed to an address decoder
146 some of whose outputs are directed to the variable interface adaptors 142, 144.
[0046] Referring in more detail to Fig. 9, the terminals PA0, PA1, PA2 and PA3 are connected
to the electronic coin detection mechanism which signals on one of these inputs depending
upon the coin which is inserted. Line 150 represents a coil of ten value input signal,
line 152 represents a coin of twenty value input signal, line 154 represents the a
coil of fifty value input signal and line 156 represents the a coin of one hundred
input signal. It is assumed that each game on the machine costs a coin of ten value.
The signals from these lines indicate to the adaptor the value of the coins inserted,
and via other circuits the machine indicates the total amount of credit in the machine,
and also initiates operation of the sound system to indicate that one or more coins
has or have been received in the machine. The processor through the adaptor 142 creates
an inhibit signal on lines PA4, PA5, PA6 and PA7 which prevents the insertion of any
further ten, twenty, fifty or one hundred value coin when a game is in play. The inhibit
signals on these terminals of adaptor 142 apply inhibit outputs on lines 158, 160,
162 and 164 inhibiting in the electronic coin mechanism 120 the further insertion
of coins during play.
[0047] Referring now to Fig. 15, when coins are inserted indicating that a game can be played,
the ball trap solenoid embodied in the machine is enabled from the adaptor 144 through
the circuit 166 comprising an amplifier 168 and a triac 170 providing an output on
the ball trap solenoid enabling line 172, so that the ball is released to the player
as described hereinbefore. At the same time there may be a sound indication to the
effect that the ball has been released.
[0048] The player now rolls the ball as described hereinbefore, and when the ball falls
through one of the apertures 14A, 14B, 14C on the table surface, this is detected
by a score unit and a countdown unit which respectively are illustrated in Fig. 10.
The countdown unit is connected to terminals PA4, PA5, PA6 and PA7 of the adaptor
144, whilst the scoring circuit is connected to terminals PA0, PA1, PA2 and PA3. As
soon as the detection of the ball passing through one of the apertures is achieved
by means of the operation of a score switch, operated by the ball, a signal is received
via one of the terminals PA0, PA1, PA2 or PA3. The circuit connected to terminals
PA4, PA5, PA6 and PA7 is rendered operative and in fact only one of the output lines
174, 176, 178 and 180 is enabled, depending upon the rate of movement required of
the countdown hand 78 in Fig. 3, and that hand commences its countdown as explained
hereinbefore. The commencement of the countdown may also combined operation of the
sound signal representing countdown as explained hereinbefore.
[0049] The number of steps executed by the score hand, whose driving is effected by means
of a stepping motor, are recorded via the lines 182, 184, 186 and 188 as shown in
Fig. 10, and in fact the signals countdown from a preset value corresponding to the
zeroed position of the countdown hand and score hand. When either the stepping motor
which drives the countdown hand or the stepping motor which drives the score hand
reaches zero, the other motor is automatically inhibited so that the other hand will
immediately stop. It should be mentioned that when the coins are inserted, for the
commencement of play of a game, the two hands countdown and score are automatically
zeroed. Depending upon whether or not the score hand has reached the zero position
before the contdown hand or vice versa so an appropriate coin or token payout is effected
by the machine as described hereinbefore. Fig. 8 illustrates the circuitry for the
meter and hopper logic.
[0050] The circuits on terminals PB1 and PB2 of adaptor 142 serve to count the total numbers
of coins inserted in the machine and respectively the total number of coins or tokens
paid out.
[0051] Fig. 8 also shows via circuit 190 a hopper motor driver circuit which is enabled
when a player wins a game as described hereinbefore. Via terminal PB5 and line 192
the hopper motor is driven via the amplification circuit 190, the hopper motor being
connected between terminals 194 and 196.
[0052] On terminals PB3 and PB4 the hopper count circuit is connected via lines 198 and
200, the hopper count mechanism counting the numbers of tokens or coins paid out by
the machine.
[0053] In Fig. 11 the switches input logic is illustrated, and it will be seen that this
includes two switch registers 202 and 204 connected in series, and switch register
202 is connected to the adaptor 144. Line 206 represents the input from the ball score
switches which in turn drives the score stepping motor through the lines 182, 184,
186 and 188 as shown in Fig. 10. The score switch circuit is operated from three switches
located in channels along which the ball passes in travelling under the machine table
after it has passed through a hole. If it passes through a hole 14C, then it rolls
over each of the three switches in turn. If it passes through hole 14B, it rolls over
two switches in turn, and if it passes through hole 14A it passes over only one switch
hence the provision of the different score signals. The shift register 202 by virtue
of the clock input CB1 constantly samples the signals on terminals P1 - P7 which include
a tilt switch signal on line 208, and a ball trap signal 210. If the tilt switch signal
shows that the machine has been tilted, then the machine automatically is stopped,
and a fault indication is displayed.
[0054] The ball trap solenoid circuit is indicated in Fig. 15 by reference 212 and the solenoid
which traps the ball is operated at the appropriate time at the end of a game provided
that there is no credit remaining in the machine. It is necessary therefore for the
shift register 202 constantly to monitor the condition of the ball trap switch. At
the end of each game, the countdown and score hands are automatically zeroed via their
drive circuits as shown in Fig. 10, and as soon as a score is received on score switch
line 206, the next game is started.
[0055] When there is a win in a game, depending upon the level of the win, the sound circuits
are operated to indicate the win in the manner as hereinbefore described. The level
of the win can be detected by comparing the degree to which the countdown motor has
stepped from the initial position.
[0056] Fig. 13 shows the power supplies provided for the circuit described. The transformer
102 provides 50 volts AC, 7 volts AC, 18 volts AC and 14 volts AC. The 50 volts AC
supply line 214 provides direct 50 volts AC for the solenoids, whilst the circuit
216 provides a 50 Hz square wave block pulse on line 218.
[0057] The 7 volt AC supply provides through a rectifier 219 and smoothing circuits, a 5
volts DC supply 220 for the logic circuits.
[0058] The 18 volts AC through a rectifier 222 provides 24 volts DC supply for the stepper
motors and hoppers as indicated by reference 224, whilst the 14 volt supply provides
through a rectifier 226 14 volts DC for the lamps on line 228, and 12 volts DC supply
for the coin payout mechanisms on line 230.
[0059] Fig. 14 illustrates the connection of a shift register 232 to the adaptor 142 and
the shift register outputs 1A - 4A and 1B - 4B provides output lines for the game
lamps which are "game over" lamps whilst the second shift register 234 connected in
series with shift register 232 provides the output for clock lamps and decorative
lamps on output terminals 1A - 4A and 1B - 4B of the shift register 234. Fig. 12 shows
that the processor 140 is connected to the clock supply circuit 218 (see also Fig.
13) for the driving of the processor, and a further circuit 236 is provided for enabling
reset of the processor if the processor performs what is known as "looping" and requires
to be reset to enable it to control the operation of the control system.
[0060] In Fig. 11 is shown as connected to the shift register 204 a bank of switches coupled
to terminals P1 - P8 of shift register 204. These switches can be used for optional
additional features of operation of the machine. For example when the machine is in
play, and the player loses, the ball may well and probably will be returned to the
ball collection cup 66 in Fig. 3. A player who has lost may well be inclined to steal
the ball. However by closing the switch SW1 connected to P8 of shift register 204,
for example, the machine may be arranged such that if the player returns the ball
he will receive payment of one token. By the selective closing of the switches connected
to terminals P1 - P8, so additional optional features can be applied into the play
of the machine.
[0061] Also shown in Fig. 11 by reference 238 is a test and error reset circuit comprising
two switches 240 and 242. The depression of switch 240, which may be accessible only
to the machine operator effects test of the operation of the machine. Equally, the
switch 242 may be depressed for resetting an error in the machine.
[0062] Additionally, in Fig. 8, the circuit 244 connected to terminal PB0 is a hopper cut-off
circuit in the event that the machine detects an error or a fault. For example if
a player endeavours to use two balls simultaneously the circuit 244 is enabled and
detects an error and therefore terminates any payout.
[0063] The various lamp drivers shown in Fig. 14 may drive for example "insert coin" lamps,
"roll the ball" lamps for prompt purposes, and may also drive a seven segment display
lamp which indicates the total number of credits in the machine. Typically, the maximum
amount of money which can be placed in the machine at any one time is of value one
hundred and the seven segment display will therefore indicate the numeral 9, indicating
that there are an additional nine games to be played as well as the initial game.
[0064] The described circuit effectively controls the operation of the machine to achieve
the functions as hereinbefore described.
[0065] The machine is equipped in its control system, to prevent cheating, by a player using
two balls, as indicated herein. If the use of two balls is detected, a two ball error
indication light is illuminated and the player is penalised. The two ball error light
is cancelled at the end of the game.
[0066] The error indication and an alarm lets the player know that he has been "caught out".
Cancelling the error at the end of the game ensures that the machine is not unnecessarily
left in an "out of order" condition.
[0067] The control system therefore attempts to disadvantage a player who uses two balls
by inhibiting scoring and by indicating an error by displaying the letter F on the
7 segment display and by sounding an alarm.
[0068] This is achieved in that the ball runs over the ball trap micro-switch, scoring is
inhibited for a predetermined numbers of seconds. If the score micro-switch is operated
during this time the two ball error comes on but the score finger on the clock does
not move. It is quite possible for a player using two balls to score only once and
none of his subsequent scores to be registered.
[0069] If he attempts to defeat the timing by rolling two balls simultaneously, the program
will only allow 3 points to be scored between operations of the ball trap micro-switch.
If more than 3 points are scored then the two ball error comes on. This should also
defeat anyone trying to cheat by using a stick or rod up the table to operate the
micro-switches.
[0070] The ball trap comprises a solenoid as mentioned herein and a ball trap micro-switch.
The solenoid controls a gate and opens same when the solenoid is energised to all
the balls to roll into the ball tray 66.
[0071] The ball trap solenoid is energised whenever the player is in credit or a game is
in progress.
[0072] At the end of a game, the ball is not trapped if the player still has credit for
another game - payouts occur immediately.
[0073] At the end of a game, if the player wins and has no credit left - then the ball is
not trapped until the ball trap micro-switch operates.
[0074] The roll the ball lamp flashes until the ball operates the trap micro-switch. If
the ball is not returned within 10 seconds, the ball missing error is indicated and
the alarm sounds. If feature switch SW1 (Fig. 11) is on as described herein, no payout
occurs until the ball is returned. The ball missing error is cleared as soon as the
ball is returned.
[0075] At any other time, the missing ball error comes on if the ball is not in the trap.
[0076] The control system is equipped to detect other errors, as follows:-
E |
Hopper Empty |
P |
Hopper Overpaying |
c |
Coin Mech M/S stuck |
C |
Excess Credit Registered |
O |
Ball Missing |
t |
Tilt |
and when any such error occurs, the indicator flashes and the alarm sounds. Coin
mechanisms are inhibited and lock-out coils drop.
[0077] Hopper overpaying, excess credit and hopper empty errors can only be cleared by pressing
reset button 242. Other errors clear when fault is cleared.
Tilt
[0078] Tilt error and tilt lamps flash whilst tilt switch to line 208 is operated and for
5 seconds after it is released. No score can be made during this time. Tilt error
automatically clears 5 seconds after tilt switch returns to normal.
Excess Credit Error
[0079] Occurs if a credit in excess of 11 is registered. Credit is automatically reduced
to 1.
[0080] As mentioned herein the feature switches connected to shift register 204 terminals
P1 - P8 can be selected for special feature operation, and further details are now
given of examples of such features:-
SW1 ON |
Payout of one token for return of ball |
SW3 ) |
Selects number of points required to Win - 17, 18, 19 or 20. |
SW4 ) |
|
|
SW3 |
SW4 |
|
17 points |
ON |
ON |
|
18 points |
ON |
OFF |
|
19 points |
OFF |
ON |
|
20 points |
OFF |
OFF |
[0081] Amount paid out depends on which sector the time clock finger is in when the player
wins. In general, the greater the margin by which the player beats the clock, the
more tokens he wins.
[0082] Provision is made in the control system for any number of sectors (up to 16) and
for any payout for any sector.
[0083] As the score hand and countdown hand motors are 200 step types, each sector must
be an integral number of 1/200 parts of a circle (1.8°).
[0084] Any sector can be any numbers of 1/200 parts of a circle wide.
Test
[0085] The Test switch 240 is not effective if:-
There is credit on
A game in progress
An error indicated
Payout in progress
[0086] Otherwise, when test switch 240 is pressed:-
Lock-out coil energises
Inhibits removed from coin mechanism
Power removed from motor
Tilt, game over, win, table and roll ball lamps all light
[0087] Clock lamps go out. Clock lamps are used as test indicators for:-
Table micro-switch
Tilt switch
Ball trap switch
Test switch
Reset switch
Coin mech 10p O/P
Coin mech 20p O/P
Coin mech 50p O/P
Coin mech £1 O/P
Hopper O/P B
Run hopper by pressing reset switch 242.
[0088] The seven segment light emitting diode display is a processor clock frequency indicator.
Showing 1 (on 50 Hz supplies) or E (on 60 Hz supplies) when the clock frequency is
correct.
[0089] The test is terminated by pressing the test switch 240 again - the processor is fcorced
into a loop and the auto-reset circuit 236 operates.
[0090] The circuit indicated by lines 198 and 200 relates to the coin delivery detection
system. A photo-electric output on line 198 counts the number of coins being dispensed
when a win is achieved, the coins being dispensed as a result of energising the hopper
motor supplied through lines 194 and 196. When the correct number of coins has been
counted as a result of the signals on line 198, the supply to the hopper motor on
lines 194, 196 is terminated.
[0091] The machine according to the invention provides the combination of a player's skill
in moving a component which travels freely either against the skill of other players
and/or against a pre-set programme as contained in the machine.
1. A coin operated gaming machine comprising:-
(a) a start mechanism for starting the machine when an appropriate coin or coins is/are
inserted;
(b) a propellable component;
(c) a target at which during play of a game the propellable component is repeatedly
propelled;
(d) a clock face means;
(e) a performance hand on the clock face means and having a start position and finishing
position;
(f) means connecting the target and performance hand cause the performance hand to
move from its start position and sweep the clock face means to its finishing position
at a rate determined by the players' performance in propelling the component at the
target;
(g) a count down hand on the clock face means having a start position and a finishing
position and set to sweep over the clock face means in a pre-set manner from its start
position to its finishing position after starting of the game;
(h) means to stop the game as soon as either hand reaches its finishing position,
characterised in that the machine is set to pay out and/or indicate different prizes
depending upon the extent (if any) to which the performance hand is from its finishing
position at the end of the game.
2. A gaming machine according to Claim 1 characterised in that the start position
and finishing position of the countdown hand are co-incident and if the countdown
hand is 180° or more from the finishing position when the game ends, a maximum prize
is paid out and/or indicated, but if the countdown hand is spaced from the finishing
position by less than 180° a lesser prize is paid and/or indicated.
3. A gaming machine according to claim 2, characterised in that a mechanism sound
signal is emitted by the machine when the end of the game indicates that a maximum
win has been achieved.
4. A gaming machine according to Claim 2 or 3 characterised in that after the performance
hand is less than 180° from its finishing position, the prize paid and/or indicated
is progressively less the closer the performance hand is to its finishing position
when the game ends.
5. A gaming machine according to Claim 4, characterised in that a lesser win sound
signal is emitted by the machine where a lesser win than the maximum has been achieved.
6. A gaming machine according to any one of the preceding claims, characterised in
that the clock face means comprises a clock face which is swept by both the performance
hand and the countdown hand and the start and finishing positions of both hands are
coincident.
7. gaming machine according to any preceding claim, characterised in that the machine
is adapted to emit a game lost machine when the game ends by the countdown hand reaching
its finishing position before the performance hand.
8. A gaming machine according to any preceding claim, characterised by means enabling
the pre-set manner in which the countdown hand travels over the clock face means to
be varied.
9. A gaming machine according to any preceding claim, characterised in that the component
is a ball and the target comprises holes in a table over which the ball is rolled,
the machine including a "roll ball" indicator which is activated when the coin or
coins is/are inserted in the machine to commence the game.
10. A gaming machine according to any preceding claim, characterised in that the countdown
hand does not move from its initial position until the first score is made by the
player on said target.
11. A gaming machine according to any one of the preceding claims, characterised in
that the countdown hand moves at a constant speed between its start and finishing
positions and simultaneously the machine emits a ticking noise.
12. A gaming machine according to any of the preceding claims, characterised by detection
means for detecting misuse of the machine.
13. A gaming machine according to claim 12, characterised in that the machine is set
so that in the event of mis-use the machine effects a penalty by delaying the return
of the component to the player whilst the countdown hand continues to sweep the clock
face means.