FIELD OF TECHNOLOGY
[0001] This invention relates to a slot machine which is to be started by inserting tokens
or coins into a slot, and in which the object is to subsequently display, change and
stop symbols at preset times.
BACKGROUND TECHNOLOGY
[0002] With a conventional slot machine, up to three tokens or coins (hereinafter called
"tokens") are individually inserted into a slot to subsequently rotate three drums
displaying symbols. Stop buttons are then depressed to stop the rotation of the drums.
Depending on the combinations of the stopped symbols, a predetermined number of tokens
are dispensed as a prize (as disclosed in Japanese Utility Model Laid-Open Publication
No. SHO 54-130590 and Japanese Utility Model Publication No. HEI 2-227).
[0003] While playing a game with this conventional slot machine using a lot of tokens, the
player has no way of knowing the number of remaining tokens at hand, apart from frequently
looking at the front tray, into which tokens dispensed as prizes are received. When
the quantity of tokens collected in the front tray progressively increases, the player
must be careful of tokens flowing over the front tray and this tends to distract the
player's attention from the playing of the game.
[0004] Generally the tokens come in the form of either individual tokens or in packages.
A player buys 50 units worth of tokens or a package of tokens for one thousand yen.
The individual 50 unit tokens are counted while being discharged from a hopper, whereas
the 50 unit packages are wrapped in paper or plastic.
[0005] With the conventional slot machine, tokens can be inserted into the slot one by one
quite easily. However, when the player uses a package of tokens, he/she must tear
the package to take out the individual tokens and throw away the wrapper, which is
a nuisance.
[0006] A further problem is that due to tearing the package to take out the individual tokens
and then discarding the wrapper, an amusement parlor becomes dirty with a large number
of wrappers, and it gives a bad impression. So as to not let these wrappers give a
bad impression, the floor must be swept frequently, so there is a problem that the
parlor management cost increases.
DISCLOSURE OF THE INVENTION
[0007] Therefore it is an object of this invention to provide a slot machine which is operated
by inserting loose tokens or at least one package of tokens and in which the packages
can be inserted into the slot without being unwrapped, thus the player does not need
to dispose of the wrapping and the amusement parlor stays clean and tidy.
[0008] To this end, the invention relates to a slot machine as claimed in claim 1.
[0009] If the slot machine has a total number memory, the player can insert the required
number of tokens into the appropriate slot. The inserted tokens are checked by identifying
units, totalled by the total number memory, and then displayed on a total number display.
Token collecting switches are operated to determine the number of tokens to be collected
for each game. There is a game start switch to set the game in action. The number
of tokens for each game is determined by the number of tokens which is displayed by
a collect token display. After starting the game it is possible to subtract the number
of tokens to be collected for each game from the number of tokens that have been inserted
and to store the result in the total token number memory. The total number display
indicates the number of tokens remaining.
[0010] As soon as the game start switch is activated, several display drums show different
symbols. When stop switches are operated, the symbol display drums stop turning at
preset times. Combinations of the symbols on the symbol displays can be checked. When
a certain combination of symbols indicates a prize, the number of tokens to be dispensed,
which is stored in a result memory, can be selected and displayed by the result display.
The number of tokens to be dispensed for the prize is calculated by adding them to
the number of tokens stored in the total number memory. The total is then indicated
on the total number display.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a perpective view of a slot machine with a token collecting slot ; FIG.
2 is a perspective view of a modified slot machine, further including a paper currency
inlet ; FIG. 3 is a perspective view of another modified slot machine, still further
including a receipt/card outlet ; FIG. 5 is a block diagram showing the functions
of the slot machine of the invention ; FIG. 4 is a front view of the slot machine
of the invention ; FIG. 6 is a perspective view showing a package of tokens and an
individual token ; and FIG. 7 is a perspective view showing a different type of token
according to another embodiment of the invention.
PREFERRED EMBODIMENT OF THE INVENTION
[0012] FIGS. 1 to 3 of the accompanying drawings show three embodiments of a slot machine
having features to be found in the machine of the instant case but not claimed, as
a hint for the understanding of the operation of the machine of the invention.
[0013] A number of slot machines are installed concentrated into an island, and each machine
comprises drums 1, a token collecting switch 2, a collected-token counter 3, a start
handle 4, drum stop switches 5, a count display 6, a game-over switch 7, a front tray
9 with a hopper 8, a token inserting switch 14, and a token collecting slot 15.
[0014] In operation, when the token inserting switch 14 is activated after tokens purchased
from a token dispenser have been put into the front tray 9 and the hopper 8, these
tokens will be inserted into the slot machine while being automatically counted up,
and the number of tokens inserted will be displayed on the count display 6.
[0015] When the token collecting switch 2 is depressed to play a game, the collected-token
counter 3 will count up the collected tokens while the tokens inserted will be counted
down by the number corresponding to the number of collected tokens. After the drums
1 are rotated by manipulating the start handle 4, when the drum stop switches 5 are
activated to stop the respective drums 1, a result will be shown. If the result shows
a win, a predetermined number of tokens will be dispensed as a prize into the front
tray 9, depending on the level of the win. If the result shows a loss, the number
of previously inserted tokens will disappear and the game will come to the end. By
reactivating the token collecting switch 2, the game machine will be started repeatedly
until the number of inserted tokens on the display shows 0.
[0016] Assuming that the number of inserted tokens on display comes to or approaches 0,
if there are tokens still remaining in the front tray 9, it is possible to continue
playing subsequent games by activating the token collecting switch 14. When the game-over
switch 7 is depressed, the hopper for dispensing prizes inside the slot machine will
be activated to dispense the inserted tokens until the number on the display shows
0. At that time, if the number of inserted tokens on display is not 0, the player
withdraws the tokens and then takes them to an amusement parlor exchange counter to
exchange them for prizes.
[0017] The count display 6 may only count up the number of inserted tokens if the result
is a win, depending on the level of the win; that is, no tokens will be dispensed
into the front tray 9.
[0018] FIG. 2 shows a modified embodiment. Modified parts or elements include a token dispenser
10 with a paper currency inlet 16, and a front tray 11. When a paper currency note
is inserted into the inlet 16 of the token dispenser 10, a count display 6 displays
a count value equivalent to the value of the inserted paper currency. Also with this
arrangement, if the result of a game is a win, the count display 6 will only count
up the number of inserted tokens depending on the level of the win. That is, no tokens
will be dispensed into the front tray 11.
[0019] FIG. 3 shows another modified embodiment. The reference numerals which designating
modified parts or elements, include a token dispenser 12 equipped with a paper currency
inlet 16 installed on the side of the slot machine, and a receipt/card outlet 13 situated
in a lower portion of the slot machine or in a lower portion of the token dispenser
12. If the result of a game is a win, the count display 6 will count up the number
of inserted tokens depending on the level of the win. Then, when the game-over switch
7 is depressed, a receipt issuing unit or a card issuing unit will be activated to
record on a receipt or card the number displayed on the count display 6 and then to
eject the receipt or card from the receipt/card outlet 13 so that the player may take
it to the exchange counter to exchange it for prizes.
[0020] When a one-thousand-yen note, for example, is inserted, the token dispenser, in which
a result counter is mounted, does not dispense tokens into the front tray until signals
for driving and stopping the motor of the hopper and the prize token dispensing hopper
of the slot machine are controlled from outside by interrupt control. The token dispenser
may be a double-inlet type, which can be conveniently used by the respective players
at two slot machines one on each side of the dispenser.
[0021] FIGS. 4 through 6 show the slot machine of this invention.
[0022] As shown in FIG. 4, two slots to receive the tokens are provided on the front of
the machine body 110 of a slot machine 101. An individual token 111 or a token package
113 can be used in the slot machine 101. The token package 113 includes 50 units worth
of tokens for a thousand yen, which is equivalent to 50 unit tokens 111. FIG. 6 shows
the tokens in a package 113a, on which the name of an amusement parlor 113b and an
identification code 113c such as bar codes are printed. The identification code 113c
is used to check whether or not the token package is standard at the amusement parlor,
and it is preferably difficult to copy.
[0023] The lower slot 114a is for inserting single tokens one by one, and the upper slot
114b is for the token packages.
[0024] Three symbol displays 121a, 121b, 121c are located on the front of the machine body
110. These displays 121a, 121b, 121c include a row of three windows 122a, 122b, 122c
next to each other on the front side of the slot machine body 110, three drums 123a,
123b, 123c located behind the three windows inside the machine body 110, and a non-illustrated
means for driving the three drums separately. The drums 123a, 123b, 123c have several
symbols such as figures, symbols etc. on the surface. The drums 123a, 123b, 123c are
positioned at the display windows 122a, 122b, 122c so that the symbols on the drums
are always visible through the display windows.
[0025] A switch 131 to start the game, a calculation switch 132 and two game medium collecting
switches 133a, 133b are situated on the front of the machine 10. After individual
tokens or packages are inserted into either of the slots 114a or 114b, the start switch
131 is turned on to start the game and the drums 123a, 123b, 123c rotate, displaying
the different symbols 124 on the symbol displays 121a, 121b, 121c which are visible
through the display windows 122a, 122b, 122c.
[0026] The calculation switch 132 is operated to return refundable tokens to the player.
The token collecting switch 133a designates one unit worth of tokens to be consumed
for each game and the token collecting switch 133b designates three units worth of
tokens to be consumed for each game. Operation of either the collecting switch 133a
or the collecting switch 133b, which designates up to three units worth of tokens
to be consumed for each game, makes the number of symbol combinations different.
[0027] Stop switches 134a, 134b, 134c are situated on the front of the machine body 110,
associated with the respective symbol displays 121a, 121b, 121c. The stop switches
are to stop the drums 123a, 123b, 123c, associated with the symbol displays 121a,
121b, 121c, rotating according to the preset times, thereby preventing the symbols
124 on the symbol displays from being changed.
[0028] Three digital displays are mounted on the front of the machine body 110. The uppermost
one is a result display 135a indicating the number of tokens to be dispensed as a
prize. The central one displays the remaining tokens 135b indicating the calculated
number of remaining tokens. The lower one is a collect token display 135a indicating
the number of tokens to be consumed for each game depending on whether the token collecting
switches 133a or 133b are operated.
[0029] A return tray 136 is located on the front of the machine body 110 at the bottom.
Following the operation of the calculation switch 132, the remaining tokens are totalled
and dispensed into the return tray 136.
[0030] As shown in FIG. 5, identifying units 138a, 138b, an electronic control unit 140,
a starter 151 and a prize dispensing means 152 are mounted inside the machine body
110. The identifying unit 138a, checks to see that the tokens which are inserted into
the slot 114a are genuin and that they are single tokens. The identifying unit 138b
checks to see that the token packages which are inserted into the slot 114b are genuin
and that they are token packages, and automatically identifies the bar codes 113c
of the token packages 113.
[0031] The electronic control unit 140 includes a total number memory 141, a token number
determining means 142, a subtracting means 143, a result checking means 144, a result
memory 145, a prize selecting means 146, and an adding device 147.
[0032] The total number memory 141 calculates and stores the number of tokens 111 or packages
113 which are recognized by the identifying unit 138a or 138b. The token number determining
means 142 determines up to three tokens 111 to be collected per game when the token
collecting switch 133a or 133b is switched on. The means 142 for determining the number
of tokens keeps operating until the total number of tokens to be collected for the
games exceeds the total number of inserted tokens, which is stored in the total number
memory 141. The collected token display 135c displays the number of tokens to be collected
per game, which is determined by the token number determining means 142.
[0033] The subtracting device 143 subtracts the number of tokens to be collected per game
from the total number of tokens which is stored in the total number memory 141.
[0034] The starter 151 allows the game start switch 131 to be operated when the identifying
unit 138a or 139b identifies individual tokens 111 or token packages 113 and when
the token number determining means 142 determines the number of tokens to be collected
for each game. The token number determining means 142 can repeatedly determine the
number of tokens to be collected per game so long as the number determined by this
means 142 does not exceed the total number of inserted tokens in the total number
memory 141. Therefore, if the symbol for no prize is displayed, the starter means
151 keeps the game start switch operable as long as the total number memory 142 or
the token number determining means 142 does not store information indicating that
there are no remaining tokens.
[0035] Following the operation of the stop switches 134a, 134b, 134c, the result checking
means 144 checks whether combinations of symbols on the symbol displays 121a, 121b,
121c are prize winning combinations or not. Now it is assumed that the token collecting
switch 133a is selected. In one example of the prize winning combinations, the same
symbols, e.g. "7", appear in the central row of the symbol displays 121a, 121b, 121c
and are visible through the three display windows 122a, 122b, 122c. When the token
collecting switch 133a is pressed twice, the token number determining means 142 determines
to collect two units worth of tokens for the game, and a winning combination may be
when the same symbols are aligned across the top, central or bottom rows of the display
windows 122a, 122b, 122c.
[0036] When the token collecting switch 133b is operated, examples of the prize winning
combinations of the symbols are as follows: the same symbols appear simultaneously
aligned across the top, central or bottom rows of the displays 121a, 121b, 121c, as
described above; the same symbols appear diagonally aligned on the bottom row of the
display 121a, central row of the display 121b, and top row of the display 121c; the
same symbols appear diagonally aligned on the top row of the display 121a, on the
central row of the display 121b, and on the bottom row of the display 121c.
[0037] The result memory 145 stores the number of tokens to be dispensed for each prize
winning combination of symbols. Depending on the prize winning combination of symbols,
the prize selecting means 146 selects the number of tokens to be dispensed accordingly,
and this number is then stored in the result memory 145. When symbols 124 do not correspond
to a prize winning combination, the prize selector selects "0" as the number of tokens
to be dispensed. The result display 135a displays the number of tokens to be dispensed
as the prize in response to the prize selector 146.
[0038] The adding device 147 adds and stores the number of tokens to be dispensed as the
prize in the total number memory 141. The remaining token display 135b displays the
number of tokens stored in the total number memory 141, and the number of tokens added
or subtracted by the adding or subtracting devices 143 or 147.
[0039] When the calculating switch 132 is in operation, the prize dispensing device 152
dispenses individual tokens or token packages as the prize through the return tray
136, depending on the number of tokens stored in the total number memory 141.
[0040] The electronic control unit 140 regulates the method described above by using a programmed
microcomputer or an appropriate control unit equivalent to the microcomputer. For
instance, a micro computer serving as the electronic unit 140 includes a CPU, a ROM,
a RAM, and interfaces. The ROM stores the CPU's operation program and the RAM stores
the preset display control signals.
[0041] The following is a description of how this slot machine operates.
[0042] The individual tokens 111 or token packages 113 are inserted into the slots 114a,
114b. The token packages 113 may be unwrapped and individually inserted into the slot
114a as individual tokens. The identifying units 138a and 138b check whether the individual
tokens are genuine or not. If they are, the machine will accept them, and if not,
they are rejected and returned via the tray 136. The rejected tokens may be inserted
into the slot 114a or 114b again, or may be exchanged for new ones. If a token package
113 is rejected a second time, it may be unwrapped and the tokens inserted into the
slot 114a one by one.
[0043] The number of individual tokens and token packages 113 is calculated by the total
number memory 141, indicated by the total number display 135b. The token collecting
switch 133a or 133b is operated so that the token number determining means 142 determines
the number of tokens to be collected for each game, e.g. 1, 2 or 3. Then the start
switch 131 is set in operation by the starter 151.
[0044] The starter 151 keeps the slot machine operable as long as the number of individual
tokens 111 and token packages 113, which are identified by the identifying unit 138a
or 138b and stored in the total number memory 141, is more than the number of tokens
to be collected for each game, as is stored in the token number determining means
142.
[0045] The number of tokens to be collected is indicated by the collect token display 135c.
When the start switch 131 is operated, the number of tokens to be collected is subtracted
from the number of the inserted tokens stored in the total number display 141. Then
the total number display 135b indicates the number of remaining tokens.
[0046] When the game start switch 131 is switched on, the drums 123a, 123b, 123c begin to
rotate and symbols 124 are changed on the three symbol displays 121a, 121b, 121c.
These symbols are visible through the windows 122a, 122b, 122c. When the stop switches
134a, 134b, 134c are operated, the three drums with symbols 124 are stopped at preset
times.
[0047] Then various combinations of symbols 124 on the displays 121a, 121b, 121c are checked
by the result checking means 144. When any of the current combinations are prize winning
combinations, the amount of tokens awarded are stored in the result memory 145, selected
by the prize selecting means 146 and displayed on the result display 135a. The player
then knows how many tokens will be received as a prize.
[0048] When the number of tokens to be collected for future games is determined by operating
the token collecting switch 133a or 133b, the number of tokens to be dispensed as
the prize is calculated by the adding device 147 in relation to the number of inserted
tokens stored in the total number memory 141. The additional number of tokens is displayed
on the remaining token display 135b. Likewise, the number of tokens to be collected,
which is determined by the token number determining means 142, is displayed on the
collect token display 135c. The remaining token display 135b displays the number of
remaining tokens from which the number of tokens to be collected for the games is
subtracted.
[0049] Thus, games are played until the remaining token display 135c indicates "0". Since
the remaining token display 135c indicates the number of available tokens, either
individual tokens 111 or a package of tokens 113 can be inserted into the slots 114a,
114b during games.
[0050] The calculation switch 132 is operated to receive the tokens to be dispensed as the
prize. Individual tokens 111 or packages of tokens 113 are returned to the player
via the return tray 136 depending on the number of tokens calculated as displayed
on the remaining token display 135b. To return the tokens, the number of remaining
tokens, displayed by the remaining token display 135b, is divided by the number of
the tokens in the token package 113. The number of packages of tokens 113 corresponding
to the quotient and individual tokens correspoding to the remainder are returned.
The number of tokens is then reset to "0" on the total number display 135a.
[0051] The tokens and token packages are counted and checked by an exchange counter. The
total number of tokens is then displayed. The packages of tokens 13 can be counted
40 to 50 times faster than the individual tokens which are counted one by one.
[0052] The packages of tokens 113 are convenient to buy and to handle during and after the
games. The individual tokens 111 in the packages of tokens 113 are seldom handled
which means they rarely stain the player's hands or the slot machine. Therefore, it
is usually only necessary to grind the loose tokens 111. The grinding cost is about
one 40th to one 50th of the cost for grinding all the tokens. Further the system of
an amusement parlor is able to be made clearer. The loose tokens can also be ground
more carefully and thoroughly.
[0053] As shown in FIG. 7, a token 118 which is several times thicker or larger than the
single token 111 may also be used in place of several individual tokens 111. The thicker
token 118 can be handled more easily than the package of tokens 113. Several thick
tokens 118 may be wrapped in a package similar to the package of tokens 113.
[0054] The package of tokens 113 may have a magnetically recorded portion instead of the
identification code, e.g. as with the bar codes in the machine described previously.
[0055] Actual coins may be used in place of the tokens. The number of tokens per package
is not limited to 50, and may be set at any number such as 40 or 10.
[0056] Packages of tokens containing different numbers of tokens, for example, 50 and 100
units worth of tokens may be used simultaneously.
[0057] An amount of money may be displayed instead of the number of unit worth of tokens.
[0058] Although the drums are used as the three symbol display means, photoelectric displays
such as LED or quartz crystal displays may be also used.
[0059] The tokens or token packages may be inserted into one common slot instead of the
two separate slots.
[0060] The game start switch may be either a pushbutton or a lever.
[0061] When the stop buttons are in operation, the symbol display may be stopped manually
at preset times, or automatically at a preset time.
[0062] The number of tokens to be dispensed as the prize may be added to the figure displayed
on the remaining token display when the token collecting switch or the game start
switch is operated.
USEFULNESS OF THE INVENTION
[0063] With the slot machine according to the invention, the slot machine is operated by
inserting loose tokens or at least one package of tokens. The packages can be inserted
in the slot without being unwrapped, thus the player does not need to dispose of the
wrapping and the amusement parlor stays clean and tidy.
1. A slot machine (110) comprising a plurality of slots (114 a, 114 b) and a game start
switch (121), whereby the slot machine is started by the game start switch and by
tokens inserted into the plurality of slots to turn, change and stop a plurality of
symbols at preset times, the slot machine further including identifying units (138)
for identifying a plurality of kinds of tokens inserted into the slots, whereby the
plurality of slots (114 a, 114 b) is arranged such that the plurality of kinds of
tokens (11, 113) can be inserted thereinto and the plurality of kinds of tokens is
checked by the identifying units to enable games to be played depending on the number
of inserted tokens, characterized in that the plurality of kinds of tokens includes
individual tokens (111) and wrapped packages (113) of tokens worth a certain number
of individual tokens, whereby a player inserts the individual tokens or packages of
wrapped tokens into the appropriate slots.
2. A slot machine in accordance with Claim 1, said machine further comprising :
a total number memory (145) for totaling and storing the number of the tokens identified
by said identifying units ;
token collecting switches (133) ;
token number determining means (142) for determining the number of the tokens to be
collected for each game when said token collecting switches are switched on ;
a collect token display (135 c) for displaying the number of tokens to be collected
for each game according to the determination of said token number determing means
(142) ;
subtracting means (143) for substracting the number of tokens to be collected for
each game from the number on inserted tokens ;
a starter for activating said game start switch after the tokens are identified by
said identifying units and also after the number of tokens to be collected for each
game is determined by said token number determining means ;
result checking means (114) for checking whether or not various combinations of stopped
symbols are any of predetermined prize winning combinations ;
a result memory (145) for storing the number of tokens to be dispensed as a prize
depending on the result of said result checking means ;
prize selecting means (146) for selecting the number of tokens to be dispensed as
a prize according to the prize winning combinations checked by said result checking
means and stored in said result memory;
a result display (135 a) for displaying the number of tokens to be dispenses as the
prize, as selected by said prize selecting means;
an adding device (147) for adding the number of tokens to be dispensed as the prize
to the number of inserted tokens stored in said total number memory; and
a remaining token display (135 b) for displaying the number of the tokens stored in
said total number memory, the number of the tokens subtracted by said subtracting
means, and the number of the tokens added by said adding device.
3. A slot machine according to claim 2, further including a calculating switch (132)
for returning refundable unused tokens and prize dispensing means adapted to give
tokens as a prize according to the number of the remaining tokens stored in said total
number memory when said calculating switch (132) is switched on.
4. A slot machine according to one of claims 1 to 3, wherein the tokens are individual
tokens (111), which are to be inserted into the slot one by one, or a package of tokens
(113) worth a plurality of the individual tokens.
5. A slot machine according to claim 4, wherein the package of tokens (113) includes
individual tokens wrapped in a package with bar codes (113 c) or a magnetically recorded
portion as an identification code.
6. A slot machine according to one of claims 1 to 3, wherein the individual token is
a token or a coin, and the package of tokens has tokens or coins different from the
individual tokens or coins.
1. Spielautomat (110) mit einer Mehrzahl von Schlitzen (114a, 114b) und einem Spielstartschalter
(121), wobei der Spielautomat von dem Spielstartschalter und von in die Mehrzahl von
Schlitzen eingeworfenen Spielmarken gestartet wird, um mehrere Symbole zu vorgegebenen
Zeiten zu drehen, zu wechseln und anzuhalten, wobei der Spielautomat weiterhin Identifizierungseinheiten
(138) zum Identifizieren einer Mehrzahl von Arten von in die Schlitze eingeworfenen
Spielmarken aufweist, wobei die Mehrzahl von Schlitzen (114a, 114b) so angeordnet
ist, daß die verschiedenen Arten von Spielmarken (111, 113) dorthinein eingeworfen
werden können und die verschiedenen Arten von Spielmarken durch die Identifizierungseinheiten
überprüft werden, um das Spielen von Spielen abhängig von der Anzahl der eingeworfenen
Spielmarken zu ermöglichen, dadurch gekennzeichnet, daß die verschiedenen Arten von
Spielmarken einzelne Spielmarken (111) und verpackte Pakete (113) von Spielmarken
enthalten, die eine gewisse Anzahl von einzelnen Spielmarken wert sind, wobei ein
Spieler die einzelnen Spielmarken oder die Pakete von verpackten Spielmarken in die
entsprechenden Schlitze einwirft.
2. Spielautomat nach Anspruch 1, weiterhin gekennzeichnet durch
einen Gesamtzahl-Speicher (145) zum Zählen und Speichern der Anzahl der von den Identifizierungseinheiten
identifizierten Spielmarken;
Spielmarken-Sammelschalter (133);
Spielmarkenanzahl-Bestimmungsmittel (142) zum Bestimmen der für jedes Spiel zu sammelnden
Anzahl von Spielmarken, wenn die Sammelschalter eingeschaltet sind;
eine Spielmarken-Sammelanzeige (135c) zum Anzeigen der für jedes Spiel zu sammelnden
Spielmarken-Anzahl gemäß der Bestimmung der Spielmarkenanzahl-Bestimmungsmittel (142);
Subtraktionsmittel (143) zum Subtrahieren der für jedes Spiel zu sammelnden Spielmarken-Anzahl
von der Anzahl eingeworfener Spielmarken;
einen Starter zum Aktivieren des Spielstartschalters, nachdem die Spielmarken von
den Identifizierungseinheiten identifiziert worden sind, und nachdem außerdem die
für jedes Spiel zu sammelnde Anzahl von Spielmarken von den Spielmarkenanzahl-Bestimmungsmitteln
bestimmt worden sind;
Ergebnisüberprüfungsmittel (144) zum Überprüfen, ob verschiedene Kombinationen der
angehaltenen Symbole irgendeine von vorgegebenen Gewinn-Kombinationen sind;
einen Ergebnisspeicher (145) zum Speichern der als Gewinn auszuschüttenden Anzahl
von Spielmarken, abhängig von dem Ergebnis der Ergebnisüberprüfungsmittel;
Gewinnauswahlmittel (146) zum Auswählen der als Gewinn auszuschüttenden Spielmarken-Anzahl
in Abhängigkeit von den Gewinn-Kombinationen, die durch die Ergebnis-Überprüfungsmittel
überprüft und im Ergebnisspeicher gespeichert worden sind;
eine Ergebnisanzeige (135a) zum Anzeigen der als Gewinn auszuschüttenden Anzahl von
Spielmarken, wie sie von den Gewinnauswahlmitteln ausgewählt wurde;
ein Additionsgerät (147) zum Addieren der als Gewinn auszuschüttenden Spielmarken-Anzahl
zu der Anzahl von eingeworfenen Spielmarken, die im Gesamtzahl-Speicher gespeichert
ist; und
eine Anzeige (135b) für die verbleibenden Spielmarken zum Anzeigen der im Gesamtzahl-Speicher
gespeicherten Anzahl von Spielmarken, der durch die Subtraktionsmittel subtrahierten
Anzahl von Spielmarken und der durch die Additionsmittel addierten Anzahl von Spielmarken.
3. Spielautomat nach Anspruch 2, weiterhin gekennzeichnet durch einen Berechnungsschalter
(132) zum Zurückgeben zurückzahlbarer unbenutzter Spielmarken und Gewinnausschüttungsmittel,
geeignet zum Herausgeben von Spielmarken als Gewinn gemäß der Anzahl der verbleibenden
Spielmarken, die im Gesamtzahl-Speicher gespeichert ist, wenn der Berechnungsschalter
132 eingeschaltet wird.
4. Spielautomat nach einem der Ansprüche 1 bis 3, wobei die Spielmarken einzelne Spielmarken
(111), die eine nach der anderen in den Schlitz einzuwerfen sind, oder ein Spielmarken-Paket
(113) sind, das mehrere einzelne Spielmarken wert ist.
5. Spielautomat nach Anspruch 4, wobei das Spielmarken-Paket (113) einzelne Spielmarken
enthält, die in ein Paket mit einem Strichcode (113c) oder einem magnetisch aufgezeichneten
Teil eines Identifizierungscodes eingepackt sind.
6. Spielautomat nach einem der Ansprüche 1 bis 3, wobei die einzelne Spielmarke eine
Spielmarke oder eine Münze ist und das Paket von Spielmarken Spielmarken oder Münzen
enthält, die von den einzelnen Spielmarken oder Münzen verschieden sind.
1. Machine à sous (110) comprenant plusieurs fentes (114a, 114b) et un interrupteur de
démarrage de partie (131), la machine étant mise en marche par l'interrupteur de démarrage
de partie et par des jetons introduits dans la pluralité des fentes pour faire tourner,
changer et arrêter une série de symboles à des instants fixés, la machine comportant
en outre des unités d'identification (138) pour l'identification de différentes sortes
de jetons introduits dans les fentes, la pluralité de fentes (114a, 114b) étant disposées
de façon que les différentes sortes de jetons (11, 113) puissent y être introduits
et les différentes sortes de jetons étant contrôlées par les unités d'identification
pour permettre l'exécution de parties d'après le nombre de jetons introduits, caractérisée
par le fait que les différentes sortes de jetons comprennent des jetons individuels
(111) et des paquets enveloppés (113) de jetons valant un certain nombre de jetons
individuels, un joueur introduisant les jetons individuels ou les paquets de jetons
enveloppés dans les fentes appropriées.
2. Machine à sous selon la revendication 1, cette machine comprenant en outre :
une mémoire de nombre total (145) pour la totalisation et la mémorisation du nombre
des jetons identifiés par les unités d'identification ;
des interrupteurs de recueil de jetons (133) ;
des moyens de détermination du nombre de jetons (142) pour la détermination du nombre
de jetons à recueillir pour chaque partie quand lesdits interrupteurs de recueil de
jetons ouverts ;
un afficheur de jetons à recueillir (135c) pour l'affichage du nombre de jetons à
recueillir pour chaque partie d'après la détermination desdits moyens de détermination
du nombre de jetons (142),
des moyens de soustraction (143) pour la soustraction du nombre de jetons à recueillir
pour chaque partie du nombre de jetons introduits ;
un démarreur pour l'actionnement dudit interrupteur de démarrage de partie après l'identification
des jetons par lesdites unités d'identification et aussi après la détermination par
les moyens de détermination du nombre de jetons du nombre de jetons à recueillir pour
chaque partie ;
des moyens de contrôle de résultat (114) destinés à contrôler si diverses combinaisons
de symboles arrêtés sont ou non des combinaisons prédéterminées gagnant un prix ;
une mémoire de résultat (145) pour la mémorisation du nombre de jetons à remettre
en prix d'après le résultat des moyens de contrôle de résultat ;
des moyens de sélection de prix (146) pour la sélection du nombre de jetons à remettre
en prix d'après les combinaisons gagnant un prix contrôlées par les moyens de contrôle
de résultat et mémorisées dans la mémoire de résultat ;
un afficheur de résultat (135a) pour l'affichage du nombre de jetons à remettre en
prix tel que choisi par les moyens de sélection de prix;
un dispositif additionneur (147) pour l'addition du nombre de jetons à remettre en
prix au nombre de jetons introduits mémorisé dans la mémoire de nombre total ; et
un afficheur de jetons restants (135b) pour l'affichage du nombre de jetons mémorisé
dans la mémoire de nombre total, du nombre de jetons soustrait par les moyens de soustraction
et du nombre de jetons ajouté par le dispositif additionneur.
3. Machine à sous selon la revendication 2, comportant en outre un interrupteur de calcul
(132) pour rendre des jetons inutilisés remboursables et des moyens de remise de prix
agencés pour donner des jetons en prix d'après le nombre des jetons restants mémorisé
dans la mémoire de nombre total quand l'interrupteur de calcul (132) est ouvert.
4. Machine à sous selon l'une des revendications 1 à 3, pour laquelle les jetons sont
des jetons individuels (111) à introduire un par un dans la fente ou un paquet de
jetons (113) valant une pluralité de jetons individuels.
5. Machine à sous selon la revendication 4, pour laquelle le paquet de jetons (113) comprend
des jetons individuels enveloppés dans un paquet ayant un code barres (113c) ou une
partie enregistrée par voie magnétique comme code d'identification.
6. Machine à sous selon l'une des revendications 1 à 3, pour laquelle le jeton individuel
est un jeton ou une pièce de monnaie, et le paquet de jetons comporte des jetons ou
des pièces de monnaie différents des jetons ou des pièces de monnaie individuels.