[0001] This invention relates to machines for gaming, amusement or the like, hereinafter
collectively referred to as gaming machines in the interest of simplicity.
[0002] There are many forms of gaming machines currently in use, having various play characteristics
and capabilities, but largely, each of such machines comprises the insertion into
the machine of a coin or token, followed by play on the machine, and if play on the
machine is successful, then the player may be rewarded by payment of coins, or tickets
or by free plays of the machine.
[0003] Because of the large number of machines currently in use, there is always a demand
for the introduction of new machines having new play functions to enhance the amusement
and/or skill play of the machine, and the present invention relates to a gaming machine
with a new functional capability.
[0004] In accordance with the present invention, the gaming machine comprises pre-select
means whereby the user of the machine upon commencement of play of a game, pre-selects
a number of locations from a matrix of such locations which are visible on the machine,
the pre-selected ones of said locations being less in number than the total number
of locations in the matrix, and during play of the machine the said matrix locations
are sequentially identified in a random manner, and termination of play results in
one or more of the said locations being permanently identified, the play of the machine
comprising that if the permanently identified location or one of the permanently identified
locations coincides with a pre-selected location, a reward is made.
[0005] Preferably, the permanent identification of the location is under the skill control
of the player.
[0006] Preferably also, the sequential identification of the location, although random,
is such as to enable the player to have a degree of foreknowledge as to the indication
of the locations.
[0007] Typically, the matrix may comprise twenty-five locations arranged in a five-row by
five-column layout, and in the play of the machine, at each selection, the user selects
say five or seven of said locations. Preferably also, the same number of locations
are identified at the end of the play. By this means, it will be understood that the
maximum number of coincidences between selection and permanent identification is five
or seven, and therefore a player can achieve five or seven "wins" or "hits", but at
each play the number of wins can range from zero to five or seven. Should all selections
be "hits" an extra reward may be made, and similarly if the pre-selections are in
a particular array and are all "hits" a further reward may be made.
[0008] Preferably, the sequential indication of the locations is such that the locations
in vertical, horizontal and diagonal rows are sequenced by the illumination of same,
the randomness of the indication arising in that the said rows be selected randomnly
as is the direction of indication. That is to say the respective locations in a row
may be indicated from top to bottom or bottom to top, or left to right or right to
left, but at least the player will have some degree of foreknowledge of when his selected
locations will be indicated so that he can attempt to stop the sequence when the indicated
location coincides with one of his pre-selected locations.
[0009] The machine may comprise a matrix of selection buttons comprising typically twenty-five
arranged in a five-row by five-column layout.
[0010] In one embodiment, a player inserts a coin or token in a coin feed mechanism of the
machine, following which he will receive an instruction to make a selection of the
appropriate number for example five as indicated above. He makes his selection of
five of the buttons of the twenty-five button matrix, and this has the effect of illuminating
the corresponding locations of the display matrix, a first illumination source being
illuminated in each of said locations which is selected.
[0011] A "wait for play" or ready plaque is illuminated. The "wait for play" lamp is extinguished.
Thereafter an automatic and sequential indication of the locations takes place and
the player is required to watch the sequence of indication and he tries by pushing
an appropriate button to stop the sequence when an indicated location coincides with
a pre-selected location. He has the same number of "tries" in each game as there are
pre-selected locations. It should be noted that the machine may be provided with a
"cancel" button which the user can press if he decides to change his pre-selection
before commencing the game.
[0012] Preferably, the machine has three skill stop buttons, respectively for stopping horizontally,
vertically and diagonally running sequences, each of said buttons being illuminated
when the appropriate sequence, but only that sequence, is running.
[0013] The machine further is arranged to select, at random, one of the locations for permanent
indication, should the player fail to make a "try" using the skill stop buttons after
the locations have been sequenced for a predetermined time.
[0014] Each location may have a second illumination means therein which is switched on and
then off as that location is illuminated in the sequential random indication. At the
end of a game, in one embodiment, the pre-selected number of locations, five in this
embodiment, remain illuminated giving the aforesaid permanent indications, and for
each coincidence between a pre-selected indication given by the illumination of the
first illumination means as a result of the pre-selection and a permanent indication,
then such coincidence constitutes one "win" or "hit" and the first and/or second illumination
means in that location flashes indication a "hit". At each play the user may therefore
have up to seven wins, and he may be rewarded accordingly, for example with a coin
of a certain denomination or a token for each win. Each "miss" or loss is indicated
by the second illumination means of the loss location being permanently illuminated
until the next game.
[0015] In an alternative mode of operation, after the pre selection has been made, and operation
commences, the first lamp in only one of the pre selected locations flashes and it
is on this one that the player tries to stop the sequence. If he does, the first and
second lamp in that location flash, repeatedly indicating a hit. If he fails, the
second lamp in the location in which the sequence stops, remain permanently lit, but
the first lamp therein is extinguished, indicating a miss. This is repeated for each
of the pre selected locations in turn so that at the end of each game the same number
as the pre selected number of locations will be illuminated, but these locations may
or may not coincide with the pre selected locations depending upon the number of hits.
The order of causing the pre selected locations to flash as preferably the same as
that in which they were selected by the player. Each location which is a hit will
have repeatedly flashing lamps whilst "miss" locations will have the second lamps
only illuminated.
[0016] By operating the machine in this way, the possibility of the player accidentally
scoring a hit, thereby reducing the skill factor in the play, is much reduced.
[0017] The coin mechanism may comprise a multi-play magazine, whereby the user can insert
a coin to the value of the multiple of the coin for each play, so that said multiple
number of plays can be effected without the insertion of any further coins. The machine
may have a display window indicating the number of plays remaining available to the
player, and also the number of "tries" available or remaining in each game. Also,
when the player is rewarded for each win, this may be credited in a totalizing mechanism
from which the player can subsequently draw, or wins may be credited as further plays
of the machine. This manner of reward and totalizing is of course well known in connection
with other machines.
[0018] In an alternative form of the machine which does not invoke the use of skill stop
buttons, the play once commenced may be automatic, the user simply being required
to start the machine. In such case, for commencing the play of the machine there may
be a start mechanism which may be of the conventional one-arm bandit type involving
the use of a lever which is pulled downwards to commence the play, or it may be by
means of a button which is mechanically mounted so as to give the same feeling of
starting the machine as is given by the swingable lever. That is to say the button
may give the impression of feeling that it is moving against the resistance which
suddenly releases when the machine starts.
[0019] Further, by way of effect, this machine may have a display window in which is provided
a series of illumination sources which illuminate in a chasing sequence in order to
give the impression of a rotating drum. It is usual to have rotating drums in conjunction
with the one-arm bandit starting mechanism described above.
[0020] Finally, this machine may be provided with further buttons, namely a "hold" button,
a "stop" button and a nudge up or nudge down button. The purpose of the hold button
is to enable a user to hold his pre-selections for second and subsequent games if
required, whilst the stop button is a single skill stop means to enable the user to
stop the random sequential illumination of the display locations in an effort to achieve
the maximum coincidence between the permanent illumination of the second illumination
means with the pre-selected illumination of the first illumination means. The nudge
up button moves the stationary illumination one location up and the nudge down button
one location down. These buttons would illuminate at random and only be operable when
illuminated.
[0021] The resulting machines which will be provided with the appropriate control circuitry
to give affect to the above, which circuitly will be capable of design and manufacture
readily by persons skilled in the art of designing control circuits or gaming machines,
and the machine may also be provided with audible indicators to indicate start, stop,
win and so on to add to the pleasure of playing the machine.
[0022] An embodiment of the present invention will now be described, by way of example,
with reference to the accompanying drawings, wherein:-
Fig. 1 is a front perspective view of a machine according to the embodiment;
Fig. 2 is an enlarged view of the display areas of the machine of Fig. 1;
Fig. 3 and 4 are views useful in explaining the sequencing of the random illumination
of the machine display matrix; and
Fig. 5 is a diagram showing the order and timing of information sent from the master
board.
[0023] Referring to the drawings, the machine shown is a twin station machine and comprises
an upright casing 10 of rectangular cross-section, and of relatively narrow width
and depth compared to its height.
[0024] On the top of the machine is a display cabinet 11 for displaying prizes and there
is provided a coin insertion mechanism 12 into which the user places the coin for
the play of the game.
[0025] On the front 14 of the casing at the top portion thereof is a display matrix 16 defining
twenty-five display locations arranged in five rows and five columns as shown clearly
in Fig. 2. The twenty-five display locations are represented as shown in Fig. 2 by
the reference numerals 1-1 to 5-5, the first digit indicating the row, and the second
digit indicating the column. The display location 16 may comprise simply a printed
flat screen behind which are pocket members defining the respective locations. Each
of the pocket members may house a first illumination means X and a separate second
illumination means Y, whose functions will be described hereinafter.
[0026] Also on the front 14 of the machine but located under the display matrix 16 is a
selection matrix 18 comprising a matrix of twenty-five select buttons arranged in
five-row by five-column format similar to the display locations. Again the select
buttons are identified by reference numerals 1-1 to 5-5, the first digit indicating
the row, and the second digit indicating the column. The display matrix 18 is carried
by a forwardly projecting housing 20.
[0027] Under the selection matrix 18 are three skill buttons 24, 26 and 28 which are respectively
a vertical skill stop button 24, a diagonal skill stop button 26 and a horizontal
skill stop button 28, whose functions will be described hereinafter.
[0028] The housing 20 also carries display plaques 30 and 31 for indicating the state of
play of the machine and to which reference is made hereinafter. Display areas 33 and
35 indicate, during play, the number of "tries" remaining in any one game, and the
number of credits or games available to the player.
[0029] Under the housing 20 is a coin pay-out tray 32, or a ticket dispenser and, by way
of convenience to the user, a foot rest 34 is provided at the lower end of the front
of the machine for the user's comfort. Each machine station has a player seat 37 shown.
[0030] As shown in Fig. 1, the machine is a two station unit so that two players can play
at the respective stations independently of each other. When any station is not in
use, there will be a random illumination, sequentially of the locations 1 - 1 to 5
- 5 of matrix 16 and if neither unit is in use, the random illumination of the units
wil be synchronised and in phase so that the same locations in the respective units
will be illuminated at the same time. In fact the machines are designed so that as
many as required may be ganged together so that the random illumination of the matrix
locations of all machines not in use are synchronised and in phase as described above.
[0031] The operation of the machine will now be described.
[0032] The use of the machine of the embodiment is based on skill.
[0033] The player selects five locations from a choice of twenty five which then flash,
one at a time, at random and the player has to try to match the chosen five locations
with the randomly flashing ones. This is done using the three skill-stop buttons 24,
26, 28. The locations flash in running lines of five in all directions.
[0034] If a "try" is not made by the end of a sequence then a random square is chosen on
the behalf of the player.
[0035] One token/ticket is payed out for each coincidence between each pre-selected location
and each skill stopped location. If there are five coincidences, then a higher pay
out is possible and higher still if the coincidences are in a straight line which
may be horizontal, vertical or diagonal.
[0036] Up to thirty two units (slaves) can be ganged so as to be under the supervision of
a master which ensures the slaves operate in unison when not in play (and optionally
when in play) to execute the same sequence of flashing illumination of the locations.
[0037] The cost per game and payouts are selectable via dil switches and the length of time
a flashed location is lit is also selectable via a dil switch.
[0038] As shown the matrix 16 has twenty five locations in a 5 X 5 matrix used before the
game is played to display the random run sequences, used during the game to show 1)
choice of stars, 2) a winning match and 3) a miss. Each square has two outside bulbs
X which are used during the random run sequence and a centre bulb Y which lights if
that location has been pre-selected. All three flash if a coincidence has been made.
If a coincidence is not made, the outside lights X of the location at which the sequence
was stopped is illuminated.
[0039] The keypad matrix 18 is used by the player to make their choice of locations.
[0040] The plaque 30 is to prompt the player making the choice of locations. After all choices
have been made the light goes out. The wait for play plaque 31 lights up and goes
out one second before the random sequence starts, and is lit again when a try has
been made.
[0041] The credit display 35 shows the number of games remaining. The display 35 increments
when a coin is inserted (depending on coin value) and decrements when a game starts.
It reads zero during the last game. In this embodiment, the maximum number of credits
is nine.
[0042] Display 33 shows the number of "tries" remaining within a game. After each try or
automatic random selection by the machine the display 33 is decreased by one and before
each game it is set to five. It reads zero during the last play of each game.
[0043] The player uses the skill stop buttons 24, 26, 28 to stop the flashing location on
one of the pre-selected stars.
[0044] If the sequence is running diagonally in a row then the diagonal button 26 needs
to be pressed in order to make a coincidence. The game is true for the horizontal
and vertical directions.
[0045] As long as only one skill stop button is being pressed then:-
a) a coincidence is only made if the correct skill stop button is pressed at the moment
a running sequence passes over a pre-selected location
b) a miss is only made if the correct skill stop button is pressed but at the wrong
time.
c) if a try hits a selection which is not flashing it will be ignored.
[0046] If more than one skill button is pressed at the same time, the input is ignored and
sequence continues as if no skill stop button had been pressed.
[0047] Each skill stop button the corresponding sequence is running on the matrix 16. For
example, at the start of a vertical sequence, the vertical skill stop button 24 will
light and at the end of the run it will be turned off. The same is true for the horizontal
and diagonal skill stop buttons.
[0048] The random display sequence is a set of twelve running sequences of five locations.
[0049] A "running line of five" is defined by five squares in a line which flash sequentially
as shown in Fig. 3.
[0050] As can be seen from the figure, the first square is switched on; after a pre-selected
time it is switched off and the second square is switched on; after the same pre-selected
time the second square is switched off and the third squre is switched on. This goes
on until, finally, the fifth square is switched on and switched off after the same
pre-selected time has elapsed. Illumination is by the outer two pulls X as hereinbefore
described.
[0051] From the above, it will be seen that there are twenty four different possible running
lines and each running line is given a different code and examples are given in Fig.
4.
[0052] A line code consists of two parts the first is a number from 1 to 12 the second is
either an A or B. The number specifies a unique, but non-directional line and the
letter indicates which direction the line must run. A complete sequence consists of
a set of 12 of these codes. The entire sequence is formed by random ordering of the
numbers 1 to 12 which define the row along with a random choice of A or B which define
whether the sequence is up or down or from right to left.
[0053] The entire squence is arranged so that:-
(i) 12 different running lines are used
(ii) No lines are run in both directions
(iii) Each location is visited at least once
[0054] As stated herein a master board can control up to 32 units in ganged relationship.
[0055] The master board has three main functions and these are:-
(1) To calculate the random ordering of codes needed to produce the display sequence
and transmit it to the slaves.
(2) To calculate and transmit to the slaves the display sequence speed may be selected
via a dil switch.
(3) To calculate and transmit to the slaves a random location at the end of each display
sequence (the square calculated being preferably different from the previous four
sequences) in the event that the player fails to make a try before the end of the
display sequence.
[0056] The master will send the above information to all of the slaves at the same time.
Since the slaves act on the information as soon they receive it the master has to
wait until the right time before any part of the information can be sent. This is
shown more clearly in Fig. 5.
[0057] The play of a game on any unit is split into four stages namely "pre-game", "pre-select",
"a play" and "pay out and reset". The functions of the stages are described hereinafter
and the following shows how they interact.
Stage 1 : Pre-game after insertion of coin or immediately after previous game with
credit remaining Loop : Decrease the number of credits in display 35 by one. Set the
number of tries in display 33 to 5
Stage 2 : Pre-select. wait for play plaque lights up
Stage 3 : A play. Player tries to match selections with random sequence. wait for
play plaque off switches off when no tries remain
Stage 4 : Pay out and reset
[0058] If there are any credits left then jump to loop otherwise jump to stage 1 : pre-game.
[0059] If a coin is inserted into the machine during stages 2 to 4 then provided the credit
display including the inserted coin would not show over nine the display is incremented.
The coin is rejected if the number of credits would top nine.
Stage 1 : Pre-game.
[0060] The or each slave is continually running display sequences sent by the master.
[0061] After each display sequence, prior to the begining of the pause period between sequences,
a single location is illuminated. This location is chosen at random by the master
and is switched off at the start of the next display sequence and also is set to be
different from the previous four locations illuminated.
[0062] Immediately that a valid coin is inserted the playboard is cleared but only on that
machine unit, both the credit and tries 33 are set and the display sequence sent from
the master are ignored.
Stage 2 : Pre-select.
[0063] The select plaque 30 is lit and then the player makes his five different choices
using the keypad 18. Each choice as it is made is shown on the playboard by illumination
of lights X. When the 5th location is selected the plaque 30 is switched off.
[0064] Stage 3 : A play of the game. (This stage involves five "tries").
[0065] The "number of tries" display 33 is decremented by one.
[0066] The display sequence runs and the player is given the opportunity to skill stop the
flashing location onto their chosen squares. In the preferred arrangement, only one
pre selected location flashes at any one time and the player has to try to stop the
sequence on that location. The pre selected location flahs in turn in the order they
were chosen.
[0067] The skill stop buttons 24, 26, 28 light in accordance with the directions ofthe running
lines offive.
[0068] If more than one skill stop button is pressed then they are ignored. Also, the pressing
of an unlit skill stop button is ignored.
[0069] As soon as a valid (illuminated) skill stop button is pressed the running line is
immediately stopped and the current location remains illuminated.
[0070] If the stopped location is not a pre-selected location then it remains illuminated
(i.e. a miss) and the first try is ended. Preferably, the flashing lamp in the pre
selected location is extinguished.
[0071] If the stopped location is a pre-selected location which is not flashing then it
is ignored.
[0072] Each hit remains flashing until the stage is ended.
[0073] The above is repeated five times to complete a game.
[0074] If during any try a valid skill stop button is not hit, the display sequence is completed
and a random location is illuminated automatically. This location is set to be different
from the previous 4 random locations.
[0075] If this random location coincides with a pre-selected square, which is not already
flashing, then it is ignored. It remains illuminated (not flashing) if it does not
coincide with a pre-selected location.
Stage 4 : Pay out and reset
[0076] A token/ticket for each flashing square is paid out. If five locations are flashing
a bonus is payed out. If five locations are flashing in a straight line, horizontal,
vertical or diagonal a further bonus may be paid out.
[0077] Before the next game, all the playboard location lights are switched off.
[0078] The machine is such that the number of tickets/tokens paid out is adjustable via
a dil switch.
[0079] As stated herein, the machine is provided with means for generating sound at the
various stages of operation of the machine, for effect.
[0080] Thus, whenever a slave is displaying a run sequence, sound is produced.
[0081] Five different notes in ascending or descending order are individually sounded with
each flash in each running line of five. For example each flash in a vertical line
running from the bottom of the play board to the top is accompanied by a note whose
pitch is determined by the position of the flashing location within its running line.
In this case the notes ascend.
[0082] The duration of the note is equivalent to the length of flash.
[0083] The table below relates each type of running line to an ascending or descending sequence
of notes.

[0084] Sound during the pre-select stage.
[0085] When the pre-select light 30 comes on a beep is sounded for half a second.
[0086] Provided that the player makes a valid choice of location, a note is sounded at the
moment the key pad is pressed. The duration of the note is about half a second.
[0087] The same pitch of note is sounded for each of the five pre-selections.
[0088] A beep is sounded for half a second when the wait for play light goes out.
[0089] In an alternative machine, which is more automatic, when the user makes his appropriate
pre-selection, the player now starts the machine for example by pulling a handle which
causes random illumination of the locations in the display matrix by virtue of the
second illumination means Y.
[0090] However, the second illumination means constantly change in a random fashion during
the play of the machine until the end of a pre-set time. At this point the player
can therefore compare the locations which have the second illumination means illuminated,
with the locations which he pre-selected to ascertain if there is one or more coincidences.
For each such coincidence, the player receives a win either in the form of a coin,
or ticket pay-out immediately, or a credit or an extra play or a contribution to an
extra play of the machine.
[0091] Modifications of the embodiment described may be made, and it will be understood
that it is not necessary that the pre-selections need to be restricted to a particular
number, nor indeed that the display locations be arranged in any particular array.
[0092] Thus, in a modification the machine may be provided with further buttons, namely
"nudge" buttons which enable the player to move the permanently identified location
after the random illumination sequence to a position elsewhere on the matrix in an
attempt to match it with a pre-selected location and produce a "win".
[0093] Preferably, in such case there shall be two nudge buttons which will illuminate when
operational and be capable of moving the permanently identified location to one position
up or down in the matrix.
[0094] The nudge buttons when operational shall be illuminated to indicate to the player
that use may be made of them once the random illumination has stopped, said illumination
and operation shall be random in relation to each play so that it will not be possible
to operate the nudge buttons at every play.
[0095] When not used, the nudge buttons stay illuminated for a short period of time before
the next random illumination ceases.
1. A gaming machine comprising pre-select means whereby the user of the machine upon
commencement of play of a game, pre-selects a number of locations from a matrix of
such locations which are visible on the machine, the pre-selected ones of said locations
being less in number than the total number of locations in the matrix, and during
play of the machine the said matrix locations are sequentially identified in a random
manner, and termination of play results in one or more of the said locations being
permanantly identified, the play of the machine comprising that if the permanently
identified location or one of the permanently identified locations coincides with
a pre-selected location, a reward is made.
2. A gaming machine according to Claim 1, wherein the permanent identification of
the location is under the skill control of the player.
3. A gaming machine according to Claim 2, wherein the sequential identification of
the location, although random, is such as to enable the player to have a degree of
foreknowledge as to the indication of the locations.
4. A gaming machine according to Claim 2 or 3, wherein the matrix comprises twenty
five locations arranged in a five-row by five-column layout, and in the play of the
machine, at each selection, the user selects say five or seven of said locations.
5. A gaming machine according to Claim 4, wherein the same number of locations as
the pre-selected number are identified at the end of each play.
6. A gaming machine according to Claim 4 or 5, wherein the machine comprises a matrix
of selection buttons comprising twenty five arranged in a five row by five column
layout.
7. A gaming machine according to any of Claims 4 to 6, wherein the sequential indication
of the locations is such that the locations in vertical, horizontal and diagonal rows
are sequenced by the illumination of same, the randomness of the indication arising
in that the said rows be selected randomnly as is the direction of indication and
the player has some degree of foreknowledge of when his selected locations will be
indicated so that he can attempt to stop the sequence when the indicated location
coincides with one of his pre-selected locations.
8. A gaming machine according to Claim 7, wherein the machine has three skill stop
buttons, respectively for stopping horizontally, vertically and diagonally running
sequences, each of said buttons being illuminated when the appropriate sequence, but
only that sequence, is running.
9. A gaming machine according to Claim 7, wherein the machine is arranged to select,
at random, one of the locations for permanent indication, should the player fail to
make a "try" using the skill stop buttons after the locations have been sequenced
for a predetermined time.
10. A gaming machine comprising:
a) a matrix of the locations arranged in an array defining horizontal, vertical and
diagonal rows of said location;
b) means upon commencement of play of the machine, enabling the player to pre-select
a number, less than the total number, of the locations in the matrix;
c) first indication means in the locations indicating the locations pre-selected;
d) random sequencing means arranged to indicate the locations in the matrix one at
a time by operating second indication means in said locations in a sequence which
comprises operating the second indication means randomly row by row and when each
row is being indicated the locations thereof are indicated one after the other along
the length of the rows so that in one complete operation of the random sequencing
means there is temporary coincidence of the first indication means of each of the
pre-selected locations and the second indication means operated by the random sequencing
means; and
e) skill stop means operable by the player to stop the random sequence the same number
of times as the pre-selected number, each operation of the skill stop means causing
the second indication means operable at that time to remain operated.
11. A gaming machine according to Claim 10, wherein the skill stop means comprises
three buttons respectively operable only when the random sequencing means operates
in horizontal, vertical and diagonal rows.