U.S. patent application number 11/016065 was filed with the patent office on 2005-06-23 for method for providing a demand for skill.
Invention is credited to Schaufelberger, Matthias.
Application Number | 20050137007 11/016065 |
Document ID | / |
Family ID | 4565476 |
Filed Date | 2005-06-23 |
United States Patent
Application |
20050137007 |
Kind Code |
A1 |
Schaufelberger, Matthias |
June 23, 2005 |
Method for providing a demand for skill
Abstract
A skill requirement for gambling machines or slot machines in
which a time account is set up in a prerequisite data set memory.
Into this memory is supplied the quantitatively acquired results of
a game of skill. The time account serves for the quantitative
access authorization to a gambling game, that is to say the more
time present on the account, the longer or more varied is the user
authorized for actuating the gambling machine.
Inventors: |
Schaufelberger, Matthias;
(Bergdietikon, CH) |
Correspondence
Address: |
RANKIN, HILL, PORTER & CLARK LLP
4080 ERIE STREET
WILLOUGHBY
OH
44094-7836
US
|
Family ID: |
4565476 |
Appl. No.: |
11/016065 |
Filed: |
December 17, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11016065 |
Dec 17, 2004 |
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10333304 |
Jan 17, 2003 |
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10333304 |
Jan 17, 2003 |
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PCT/CH01/00454 |
Jul 20, 2001 |
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3295 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 20, 2000 |
CH |
1437/00 |
Claims
What is claimed is:
1. A method for providing a skill requirement for gambling machines
or slot machines, comprising the steps of: setting up a
prerequisite data set memory (21); carrying out a game of skill
with results that may be acquired quantitatively; converting the
results into a quantitative prerequisite data set; incorporating
the prerequisite data set into the data set memory; carrying out a
gambling game using the prerequisite data set; wherein the
prerequisite data set quantitatively determines possibilities for
playing the gambling game, and wherein with a zero result in the
game of skill essentially no authorization to the gambling game is
given.
2. The method according to claim 1, wherein there exists a
representation of the prerequisite data set by way of a number,
that the zero result of the game of skill in the representation of
the prerequisite data set is represented by the number zero, that
furthermore a result of the game of skill that is different than
zero is represented by a positive number, wherein a prerequisite
data set represented by zero does not authorize the gambling
game.
3. The method according to claim 2, wherein the prerequisite data
set lies in a time made available for the gambling game and that
the number represents the number of seconds available or wherein
the prerequisite data set lies in the number of gambling game
rounds to which a user is authorized.
4. The method according to claim 1, comprising the further step of
providing an operating field (11) with a display (13), said display
(14) comprising several display sectors (15), wherein the operating
field (11) comprises an operating button (17) for each display
sector (15), and wherein, during a time interval monitored by time
setting means (19), quantitative winning details appear on several
display sectors (15) and the result of the game of skill is formed
by the sum of the winning details appearing in the display sectors
(15) for which winning details a user within the time period has
actuated the operating button (17) allocated to the display sector
(15).
5. A method for quantitatively determining access authorization to
gambling machines, comprising the steps of: setting up a
prerequisite data set memory (21); carrying out a game of skill
with results that may be acquired quantitatively; converting the
results into a quantitative prerequisite data set; incorporating
the prerequisite data set into the data set memory; carrying out a
gambling game using the prerequisite data set; wherein the
prerequisite data set quantitatively determines possibilities for
playing the gambling game, and wherein with a zero result in the
game of skill essentially no authorization to the gambling game is
given.
6. A device for determining a prerequisite data set and for
transmitting this data set further to gaming machines or a gambling
module of a gaming machine, comprising means for carrying out a
game of skill with a quantitatively acquirable result, memory means
(21) for storing said quantitatively acquirable result, and a
communication module for transmitting said results to the gaming
machine.
7. The device according to claim 6, wherein the means for carrying
out a gambling game comprise an operating field (11) with a display
(13) and operating buttons (17), time-setting means (19), control
means for the time setter and the display, and a data processing
program implemented with regard to software or hardware which
comprises a program code by way of which after activation control
means are activated into displaying information on the display and
for detecting operating button impulses during a time interval
determined by the time setting means.
8. A gaming machine with a gambling machine for carrying out a
gambling game in dependence of a quantitative access authorization
as a prerequisite data set, said machine comprising a device for
determining the prerequisite data set and for transmitting this
data set to the gambling machines, said device including means for
carrying out a game of skill with a quantitatively acquirable
result, memory means (21) for storing said quantitatively
acquirable result, and a communication module for transmitting said
results to the gaming machine.
9. Use of a device for carrying out a game of skill with results
that can be quantitatively acquired, for determining a prerequisite
data set for a gambling machine such that the prerequisite data set
quantitatively determines possibilities of playing the gambling
game, and wherein, with a zero result in the game of skill,
essentially no authorization to the gambling game is given.
10. The device according to claim 6, further comprising: means for
setting up a prerequisite data set memory (21); means carrying out
a game of skill with results that may be acquired quantitatively;
means for converting the results of the game of skill into a
quantitative prerequisite data set; means for incorporating the
prerequisite data set into the data set memory; means carrying out
a gambling game using the prerequisite data set; wherein the
prerequisite data set quantitatively determines possibilities for
playing the gambling game, and wherein with a zero result in the
game of skill essentially no authorization to the gambling game is
given.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] The present application is a continuation of U.S. patent
application Ser. No. 10/333,304, filed Jan. 17, 2003, the
disclosure of which is incorporated herein by reference in its
entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention generaly relates to gambling machines
or slot machines and, more particularly, to a method for providing
a skill requirement for gambling machines or slot machines, to a
use of this method as well as to a device, to a gaming machine and
to a use of a device.
[0004] 2. Description of the Related Art
[0005] Roller gaming machines have a particular place of value
among gambling machines or slot machines. Roller gaming machines
have become known under the term "one-armed bandits" on account of
the lever for operation which was then present. Roller gaming
machines are in particular based on three rollers, on which of each
there are attached a plurality of graphical motives distributed in
the circumferential direction. At the same time there are
equivalents of the motives on the three different rollers. When
playing, the rollers rotate for a certain time, for example at
different speeds. If the motives visible in a common display
field--in each case one per roller--correspond to one another, or
have a certain pattern then the player has won and obtains a
multiple of his stake as winnings.
[0006] Such a roller gaming machine according to the state of the
art offers a pure game of chance. This is unsatisfactory for many
reasons. From many points of view, games of skill are more
interesing and suitable, they are more exciting and are more fun,
since one may influence one's own luck and in the case of success
one also has a reason to be proud. Also, with pure games of chance
experienced players may not draw any advantages at all from their
experience. Finally, in legislation there is the tendency to
prohibit pure chance gambling machines--probably also for the above
reasons, and also on account of the danger of addiction. It would,
however, be a shame and not practical if for the above reasons
roller gaming machines and other gaming machines were to die
out.
SUMMARY OF THE INVENTION
[0007] It is therefore an object of the invention to offer
technical solutions to the above field of problems and in
particular to provide a method, a use of this method and a device,
which permit the full use and integration of the interesting
attributes of a roller slot machine, video monitor slot machine or
other slot machine, and despite this permit a game of skill at the
same time.
[0008] The invention is characterised essentially in that it makes
available a prerequisite data set, for example, a time account.
This is provided with the quantitatively acquired results of a game
of skill. The prerequisite data set serves as the input data set
determining the playing possibilities for a money gambling
machine.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] These and further features of the invention will be apparent
with reference to the following description and drawings,
wherein:
[0010] FIG. 1 is a schematic representation of elements of a gaming
machine; and,
[0011] FIG. 2 is a schematic diagram of the procedure.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] As is shown in FIG. 1 the gaming machine comprises a money
gambling machine operating front surface 1. The version shown here
relates to a roller machine, however one may just as well use any
other money gambling machine known per se which is additionally
provided with the features according to the invention, which are
here described by way of example. On this front surface there is
visible a display video 3, through which one may see a
circumferential section of the three rollers, wherein on each
roller a motive 5 is visible through the window. It may be the case
that there are present more than three rollers. Operating elements
7 for the money gambling machine are additionally shown on the
front surface.
[0013] In place of circumferential sections of actual rollers one
may, of course, also select other representations. For example the
projection of the symbols in several rows onto a transparent
surface is known; in place of a rotation of the rollers there is
then a movement of the rows in their longitudinal direction. Other
symbolic representations of the rollers are also possible.
[0014] The gambling machine or slot machine according to the
invention, apart from these known features of money gambling
machines, further comprises a device for determining a prerequisite
data set on account of a game of skill and for transmitting this
data set to the money gambling machine. This device is preferably
integrated with the money gambling machine in a single gaming
machine. In this case, an internal interface serves as a
communication module for a connection between the device and the
money gambling machine. By way of the fact that such a device, or
with regard to software, is integrated into a money gambling
machine, this then becomes a skill gaming machine. The device may
also be applied externally and be connected to the money gambling
machine via an external interface of a communication module. The
device comprises an operating field 11 which preferably (and not
shown in FIG. 1) is integrated into the front surface 1. The
operating field has an alpha-numeric display 13 with display
sectors 15. An operating button 17 is allocated to each display
sector 15. In the shown example the operating button 17 is in each
case located above the display sector 15. However, the operating
button 17 may just as well be arranged somewhere else and, in
particular, the operating button may contain the display sector.
The operating button also need not be a button in the true sense,
it may be designed also as a touch surface of a touch sensor or as
any other operating element. Furthermore the device comprises a
timer 19 and a memory 21.
[0015] In the following the method is yet described, wherein one
refers partly also to FIG. 2. The method is, for example,
controlled by a computer programm implemented with regard to
software or hardware. In a first step, in the case that this has
not already been effected, there is set up a time account. Such an
account is designed, for example, as part of the electronic or
magnetic data memory 21. The memory may also further be designed in
a different manner, for example in the form of an optical data
memory or also in the form of a magnetic memory (for example as a
flywheel) amongst other things.
[0016] Subsequently, the contents of the time account are
determined (determining the playing time). This may be effected by
a process which gives the user the possibility of a game of skill.
In the example according to FIG. 1 this would run as follows:
[0017] On the alpha-numeric display 13 time details are shown up on
several but not all randomly distributed display sectors 15. For
example, three display sectors 15 may in each case receive a time
detail 16, e.g. 4 s, 2 s and 1 s in any distribution and sequence.
One may proceed in that the time details are predetermined and the
distribution of the time detail on the display sectors 15 are
merely varied from use to use. The time details and also their
number can just as well be varied from time to time; this may be
effected according to the random principle or on account of
predetermined parameters.
[0018] With the appearance of the time details on the alpha-numeric
display the user receives the excercise of actuating the operating
buttons allocated to the display sectors 15. For this, by way of
the time-setting means, thus the timer, he has at his disposal a
time interval beginning with the appearance of the time details.
The time setting-means functions analogously to a stop-watch. A
display field for the graphic or numerical representation of the
time remaining to the user may also be present. If during the time
interval the user operates an operating button which is allocated
to a time detail, then the time amount appearing as a time detail
is credited to the time account. If this is effected for more than
one time detail, this is effected cumulatively, that is to say the
time amounts are added.
[0019] The time details are faded out again after completion of the
time interval. Simultaneously, the end of the time interval may be
signaled to the user by way of an acoustic and/or optical signal
(e.g. a "traffic" light may switch to red). The operating buttons
are deactivated, i.e. a further actuation has no consequences.
[0020] Apart from the previously described, preferred method there
are yet further possible procedures for determining the content of
the time account. Thus for example a sequence of illuminating
sectors may appear on the operating field. The user then in the
same sequence must operate the operating buttons allocated to the
sectors. The further he gets with this, i.e. the quicker and more
skillfully he operates the buttons, the more is his time account
credited. One may also provide a sequence of reaction tests with
reaction times which become smaller and smaller; the longer the
user keeps up with this and fullfills the demands, the more time he
receives on his account. Alternatively or additionally to this, one
may also test the accuracy of the user instead of his reaction
capability. For determining the content of the time account indeed
any method suitable for machines and used for games of skill may be
employed, wherein here with regard to this one refers to the
comprehensive state of art.
[0021] The time account in a next step is used as a
quasi-quantative access authorisation to the gambling game. Such a
game may be carrried out, for example, with a roller machine
discussed previously or any other gambling machine. Instead of an
amount of money--the more one pays, the more one may play and try
his luck--the time account authorizes access to the gaming machine.
The user may play as long as his time account has not been used up
(T>0). The time is deducted from the account during the active
playing phases (T-).
[0022] The time account may be managed differently during a
gambling game. Thus, for example, each game round may be selected
in a uniform length, the time account then fixedly sets the number
of playing rounds. Alternatively, it may also be provided for the
player to be able to determine the length of a round of a game. For
example, with a roller machine the rotational speed of the rollers
may be reduced in comparison to standard roller machines so that a
skillful player may recognize a sequence and accordingly may
determine a favorable point in time to stop the rollers. The longer
he wishes to wait, the more time is deducted from the time account.
One may also envisage for a part of the time account to be able to
be used for special game features, for example, for resetting the
winning conditions or for determining or increasing the maximum
winnings.
[0023] Finally, it is yet to be mentioned that the above described
example of course represents only one possibility of realising the
method according to the invention, and still further embodiment
forms belong to the invention. In particular, it is not necessary
for the prerequisite data set to have the form of a time account. A
point account or a start-number account may just as easily be
provided. A certain number of points authorizes one or more
operations. For example, one possibility is for a game to be
carried out per certain number of points. Furthermore, one may also
provide points for effecting simplifications of the game, for
increased winning chances, as a bonus, as a joker, etc.
[0024] The gambling machine or slot machine may be implemented in
the most varied of manners. Here the implementation of a video game
machine is additionally specially one of the previously discussed
possibilities.
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