U.S. patent application number 11/028282 was filed with the patent office on 2006-07-06 for method for variable speed gaming.
This patent application is currently assigned to Summit Amusement and Distributing, Ltd.. Invention is credited to Clifford B. Dodge.
Application Number | 20060148553 11/028282 |
Document ID | / |
Family ID | 36641270 |
Filed Date | 2006-07-06 |
United States Patent
Application |
20060148553 |
Kind Code |
A1 |
Dodge; Clifford B. |
July 6, 2006 |
Method for variable speed gaming
Abstract
A variable speed gaming machine is disclosed with which a player
may ad just the speed of game play to satisfy their individual
desires. Prior to the start of game play a player can vary the
length of time reels spin before they are stopped and/or the player
can vary the rotational speed of the reels. An inexperienced slot
machine player may want to slow the speed of game play, and an
experienced slot machine player may want to increase the speed of
game play.
Inventors: |
Dodge; Clifford B.;
(Billings, MT) |
Correspondence
Address: |
JOSEPH E. FUNK
82 CHASE RD
LONDONDERRY
NH
03053
US
|
Assignee: |
Summit Amusement and Distributing,
Ltd.
|
Family ID: |
36641270 |
Appl. No.: |
11/028282 |
Filed: |
January 3, 2005 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/34 20130101;
G07F 17/3269 20130101; G07F 17/323 20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for a player to set the length of time during which a
plurality of reels displayed on a video screen of a video gaming
machine are to be rotated during game play for a video game being
played by the player, the method comprising, the steps of: the
player providing an indication of the length of time for rotation
of the plurality of reels for the video game being played before
the reels are rotated during play of the video game; and rotating
the reels displayed on the video screen for a length of time
corresponding to the player provided indication, wherein a player
provides the indication of the length of time for rotation of the
reels for the video game to satisfy the player's desire of how to
play the video game.
2. The method in accordance with claim 1 for a player to set the
length of time during which a plurality of reels displayed on a
video screen of a video gaming machine are to be rotated during
game play further comprising, the step of: determining the actual
time for which the plurality of reels will be rotated responsive to
the player provided indication; wherein the reels displayed on the
video screen are rotated for the determined actual time.
3. The method in accordance with claim 2 for a player to set the
length of time during which a plurality of reels displayed on a
video screen of a video gaming machine are to be rotated during
game play, further comprising the step of: storing a set of times
indicating the actual time for which the plurality of reels will be
rotated; wherein the step of determining the actual time for which
the plurality of reels will be rotated further comprises the step
of using the player provided indication to retrieve stored times to
be used in the step of rotating the reels.
4. The method in accordance with claim 3 for a player to set the
length of time during which a plurality of reels displayed on a
video screen of a video gaming machine are to be rotated during
game play wherein the player provided indication includes
information of how fast the reels are to be spun and further
comprising the step of spinning the reels displayed on a video
screen during game play at a speed of rotation based on the last
mentioned indication from the player.
5. The method in accordance with claim 1 for a player to set the
length of time during which a plurality of reels displayed on a
video screen of a video gaming machine are to be rotated during
game play wherein the player provided indication includes
information of how fast the reels are to be spun and further
comprising the step of spinning the reels displayed on a video
screen during game play at a speed of rotation based on the last
mentioned indication from the player.
6. A method for a player to indicate how a plurality of reels
displayed on a video screen of a video gaming machine are to be
spun during game play for a video game being played by the players,
the method comprising the steps of: the player providing an
indication of how the plurality of reels are to be spun during game
play; and rotating the reels displayed on the video screen
dependent on the player provided indication to satisfy the player's
desire of how to play the video game.
7. The method in accordance with claim 6 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine are to be spun during game play wherein the player
provided indication indicates the length of time for rotation of
the plurality of reels for the video game being played before the
reels are rotated during play of the video game.
8. The method in accordance with claim 7 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine are to be spun during game play further comprising
the step of: determining the actual time for which the plurality of
reels will be rotated responsive to the player provided indication;
wherein the reels displayed on the video screen are rotated for the
determined actual time.
9. The method in accordance with claim 8 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine are to be spun during game play further comprising
the step of: storing a set of times indicating the actual time for
which the plurality of reels will be rotated; wherein the step of
determining the actual time for which the plurality of reels will
be rotated further comprises the step of using the player provided
indication to retrieve stored times to be used in the step of
rotating the reels.
10. The method in accordance with claim 9 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine ale to be spun during game play wherein the player
provided indication includes information of how fast the reels are
to be spun and further comprising the step of spinning the reels
displayed on a video screen during game play at a speed of rotation
based on the last mentioned indication from the player.
11. The method in accordance with claim 7 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine are to be spun during game play wherein the player
provided indication includes information of how fast the reels are
to be rotated and further comprising the step of spinning the reels
displayed on a video screen during game play at the indicated speed
of rotation.
12. The method in accordance with claim 6 for a player to indicate
how a plurality of reels displayed on a video screen of a video
gaming machine are to be spun during game play wherein the player
provided indication includes information of how fast the reels are
to be rotated and further comprising the step of spinning the reels
displayed on a video screen during game play at the indicated speed
of rotation.
13. A computer readable medium containing computer executable
instructions for indicating how a plurality of reels displayed on a
video screen of a video gaming machine are to be spun during game
play for a video game being played by a player, the executable
program instructions comprising instructions for: sensing an input
from the player indicating of how the plurality of reels are to be
spun during game play; and rotating the reels displayed on the
video screen dependent on the player provided indication to satisfy
the player's desire of how to play the video game.
Description
FIELD OF THE INVENTION
[0001] This invention generally relates generally to amusement and
gaming machines and more specifically to gaming machines having
rotating reels on which are gaming indicia. The game is started by
a player and the reels spin. When the reels stop the displayed
indicia are analyzed for winning combinations of indicia. More
particularly, the game is an electronic game implemented by a game
program running on a computer and having a video display on which
are displayed the rotating reels as well as other game
elements.
BACKGROUND OF THE INVENTION
[0002] In the prior art gaming machines in the form of slot
machines with rotating reels having indicia such as plums, cherries
melons, etcetera are well known in the art. A player places one or
more bets and commences the spinning of the reels by pulling a
handle. When the reels stop spinning the displayed indicia are
analyzed for winning combinations of indicia.
[0003] Early slot machines were mechanical devices that had an
operating handle to initiate reel spin. These evolved into
electromechanical slot machines. A player pulling the operating
handle initiates spinning of the reels, resulting in the reels
spinning at a generally constant initial speed, whether the
rotation initiating force was produced through a strictly
mechanical drive mechanism or from an electrical drive motor or
solenoid based drive mechanism. This meant that the initial speed
of rotation or angular velocity that was imparted to the reels was
generally constant regardless of the speed with which the operating
handle was pulled.
[0004] This purely mechanical operation evolved into
electromechanical implementations using electronic circuitry to
detect the speed of movement of the operating handle through its
operating stroke and thereafter apply an electrical signal to an
electrical motor means associated with a reel drive mechanism,
where the amplitude of the electrical signal is proportional to the
detected pull speed of the operating handle and thereby varies the
speed of initial rotation that is imparted to the reels of the
gaming machine. The electronic circuitry is also adapted to vary or
alter the issuance of the electrical signals and cause the reels to
be stopped, with the duration of the period of rotation or spin
time for each reel varying in accordance with the detected speed of
the pulling of the handle. Whether purely mechanical, or
electro-mechanical, such approaches to implementing player control
of reel spin speed are very complex and costly.
[0005] Many modern slot machines do not utilize mechanical or
electro-mechanical reels or mechanisms, or pull handles. Instead
they are electronic video games that utilize a game program running
on a computer having a video display of the rotating reels and
on-screen buttons and other displays that are touched to provide
player input to the gaming machine and feedback to the player. The
ability of a player to affect personal control of the spin of the
reels of the slot machine is lost because there is no pull handle
that may be pulled at different speeds to effect personal control
of the spinning of the reels.
[0006] Typical prior art slot machines take a predetermined amount
of time to get all the reels spinning, the spin of each reel takes
a predetermined amount of time, and takes a predetermined amount of
time to stop each of the spinning reels. These times are
cumulatively called the speed of game play. The speed of game play
is fixed and is picked to satisfy an average person. However,
inexperienced slot machine players often find the speed of game
play too fast and an experienced slot machine player finds the
speed of game play too slow.
[0007] Thus, there is a need in the art for a new, simple and less
expensive way to provide a player a way to control the speed of
game play on an electronic slot machine game with a video display
to meet their own individual tastes as to the speed of game
play.
SUMMARY OF THE INVENTION
[0008] The need in the prior art for a new, simple and less
expensive way to provide a player a way to control the speed of
game play on an electronic slot machine with a video display is
satisfied by the present invention. There is no pull handle, with
associated complex and costly mechanical or electromechanical
mechanism, for a player to pull to play the same or to affect
control over the speed of spin of the reels of slot machine. This
is particularly advantageous to elderly or other people who have
arthritis or other joint problems that make it difficult or
impossible for them to raise their arm and pull the handle of a
slot machine. Even if a player has some shoulder and elbow joint
mobility problems continuous pulling of a handle over a period of
time results in pain in those joints.
[0009] As mentioned in the Background of the Invention typical
prior art slot machines typically have a fixed, average speed of
game play that does not satisfy all players. With the present
invention a player has the ability to select the speed of game
play. The player can vary the length of time the reels spin before
they are stopped, and/or they call vary the rotational speed of the
reels during game play. An inexperienced slot machine player can
slow the speed of game play, and an experienced slot machine player
can increase the speed of game play, to satisfy their individual
desires.
[0010] To implement the present invention with an electronic slot
machine with video display a new combination on-screen button and
display entitled "Speed" is provided. Each time a player touches
the on-screen Speed button the display integrated with the button
steps through a number of speed settings in a cyclical manner. The
display integrated with the button indicates that the player has
selected one of a plurality of speed of game play settings. At the
slowest speed of game play setting the length of time that the
reels spin before stopping is the longest and the reels of the
video slot machine individually spin at a slowest rotational rate
of speed. At the highest speed of game play setting the length of
time that the reels spin before stopping is the shortest, and the
reels of the video slot machine individually spin at the fastest
rotational rate of speed. The electronic slot machine monitors the
touch of the Speed button and records the player's choice of speed
of game play before game play commences. At the commencement of
each round of game play the software program implementing the slot
game uses the player selected speed of game play to spin the reels
accordingly.
[0011] An experienced player will most likely want to play the slot
game faster in order to increase their odds of winning over a given
period of time and will select to play at the fastest selectable
speed of game play. A casual player that is playing for fun as well
as to win will most likely choose to play at a slower rate of game
play that is most enjoyable to them. All players are satisfied.
DESCRIPTION OF THE DRAWING
[0012] The invention will be better understood upon reading the
following Detailed Description in conjunction with the drawing in
which:
[0013] FIG. 1 shows the display screen of an electronic video
implementation of a slot machine incorporating the teaching of the
present invention;
[0014] FIG. 2 shows a block diagram of a computer based system used
to implement an electronic video implementation of a slot machine
incorporating the teaching of the present invention; and
[0015] FIG. 3 shows a functional block diagram of steps in a
software game program used to implement the teaching of the present
invention.
DETAILED DESCRIPTION
[0016] In FIG. 1 is shown the display screen of a computer
controlled video implementation of a slot machine incorporating the
teaching of the present invention. Some standard features of a slot
machine that are well known in the art are deliberately not shown
in FIG. 1 to avoid detracting from the teaching of the present
invention and to avoid cluttering the drawing. They are as follows.
Typically there is a slot for inserting coins or tokens for placing
a number of wagers or bets for a round of game play. In addition,
there may be a slot for the insertion of a debit card from which
the game debits the number of wagers or bets placed by a player,
and to which the game credits any winnings. These are shown as
Money/Card Sensor 22 in FIG. 2. Also, if there is a slot for
insertion of coins or tokens there will be a tray into which
winnings in the form of coins or tokens are dispensed. This is
shown as Payoff Device 23 in FIG. 23. The video screen display may
include information such as, but not limited to, copyright and
trademark notices, manufacturer of equipment, name of game, fancy
graphics, and an indication of winnings at the end of each round of
game play. Only the winnings indication is shown at display block
18.
[0017] On display screen 10 are shown five reels R1-R5 each with
three rows of typical slot machine symbols. The symbols show are a
bell, plum, strawberry, watermelon, cherries, and the number 7.
More, less or different slot symbols may be used. There are several
on-screen displayed buttons 14-17, display blocks 11, 12 and 18,
and a combination button/display block 17. Other buttons and
display blocks may be displayed on display screen 10 that are not
necessary to the understanding of the present invention so they are
not shown in FIG. 1 so as not to detract from the description of
the present invention. Display block 12 indicates the number of
credits a player has as read from a debit card inserted into the
slot machine before commencement of play. Display block 11
indicates the number of bets placed, or pay lines selected to be
played, by player for each round of game play. Bet Up button 15 is
used by a player to select a number of wagers or bets being placed
on a round of game play. This may apply when there is a single
winning line on the 3.times.5 display of slot symbols, or when a
player is selecting multiple ones of a plurality of predefined pays
lines through the 3.times.5 display. Each time Bet Up button 15 is
touched the number of bets shown in display block 11 is
incremented. In a converse manner a player touches on-screen Bet
Down button 16 to decrease the select a number of wagers or bets
being placed on a round of game play. Each time Bet Down button is
touched the number of bets shown in display block 11 is
decremented. A player may also touch on-screen button Bet Max
button 14 to place the maximum number of wagers or bets on a round
of game play. For example, with the description herein there are a
total of nine pay lines that may be played by a player. Nine pay
lines is only an example and the actual number of pay lines may be
higher, such as twenty-seven. The player may touch Bet Up button 15
nine times to play all nine pay lines and each time button 15 is
touched the number displayed in block 11 is incremented up to the
maximum of nine. Alternatively, the player may touch Bet Max button
14 once and the number nine is displayed in block 11 indicating
that the maximum number of pay lines have been selected to be
played. When game play commences the number of wagers or bets shown
in block 11 is subtracted from the number of credits the player has
as shown by the number displayed in display block 12. With the
numbers shown in blocks 11 and 12, after the player commences game
play the number of bets shown in block 11 will be decremented from
the 900 credits shown in block 12 to read 893 credits remaining.
There is also an on-screen Start button 17 which a player touches
after they have placed their wagers or bets, and has selected a
speed of game play, to commence a round of game play. At the end of
a round of game play any winnings that a player has won are
displayed in display block 18. In FIG. 1 the number fifteen is
displayed for illustration only even though a game has not yet been
played.
[0018] In accordance with the teaching of the invention there is a
new Speed button/display 13 that is used by a player prior to the
start of game play to indicate the speed of game play at which they
wish to play the slot game. Button/display 13 has a total of seven
circles of different size displayed thereon in ascending order of
size, as shown in FIG. 1, indicating the player selected speed of
game play, but may have more or less circles. Each time a player
touches button 13 the number of circles displayed is incremented
until all seven circles are displayed as shown. The display of
seven circles indicates that the fastest speed of game play has
been selected. Upon the player touching button 13 again the display
reverts to display only one circle, the smallest circle, indicating
that the slowest speed of game play has been selected by the
player.
[0019] One set of examples of the speed of game play that are
represented by the circles in Speed display/button 13, but by no
means tie exclusive range or levels of speeds of game play, are
shown in the following Table 1. While three of the seven possible
speeds of game play levels are shown the other levels are easily
derived by interpolating between the numbers given. TABLE-US-00001
TABLE 1 Slowest Speed (1 circle) Period of game play - 30.0 seconds
Start Reel 1 Spin - 3.0 seconds Start Reel 2 Spin - 5.0 seconds
Start Reel 3 Spin - 7.0 seconds Start Reel 4 Spin - 9.0 seconds
Start Reel 5 Spin - 11.0 seconds Spin Reel 1 - 15.0 seconds Spin
Reel 2 - 16.0 seconds Spin Reel 2 - 17.0 seconds Spin Reel 2 - 18.0
seconds Spin Reel 5 - 19.0 seconds Reel Rotational Speed - 1
Intermediate Speed (4 circles) Period of game play - 14.0 seconds
Start Reel 1 Spin - 3.0 seconds Start Reel 2 Spin - 3.5 seconds
Start Reel 3 Spin - 4.0 seconds Start Reel 4 Spin - 4.5 seconds
Start Reel 5 Spin - 5.0 seconds Spin Reel 1 - 5.0 seconds Spin Reel
2 - 6.0 seconds Spin Reel 3 - 7.0 seconds Spin Reel 4 - 8.0 seconds
Spin Reel 5 - 9.0 seconds Reel Rotational Speed - 4 Fastest Speed
(7 circles) Period of game play - 9.0 seconds Start Reel 1 Spin -
3.0 seconds Start Reel 2 Spin - 3.5 seconds Start Reel 3 Spin - 4.0
seconds Start Reel 4 Spin - 4.5 seconds Start Reel 5 Spin - 5.0
seconds Spin Reel 1 - 2.0 seconds Spin Reel 2 - 2.5 seconds Spin
Reel 2 - 3.0 seconds Spin Reel 2 - 3.5 seconds Spin Reel 5 - 4.0
seconds Reel Rotational Speed - 7
[0020] At the slowest speed of game play (one circle shown), when a
player touches Start button 17 all the reels R1-R5 jiggle for about
three seconds, then the first reel R1 briefly spins slowly,
emulating a mechanical slot machine, and then the first reel R1
commences spinning at the slowest rotational speed (Reel Rotational
Speed-1). Within two second thereafter all five reels R1-R5 are
spinning. The first reel R1 stops after spinning for thirteen
seconds. The fifth reel R5 stops after spinning for twenty-four
seconds. Reels R2-R4 stop after spinning for intermediate periods
of time as indicated in Table 1. All reels spin vertically at the
same, slowest rotational speed when they are spinning.
[0021] At the intermediate or middle speed of game play (four
circles shown), when a player touches Start button 17 the reels
R1-R5 jiggle for about three seconds, then the first reel R1
briefly spins slowly, emulating a mechanical slot machine, and then
the first reel R1 commences spinning at a faster, intermediate
rotational speed. In less than two second thereafter all five reels
R1-R5 are spinning. The first reel R1 stops after spinning for six
seconds. The fifth reel R5 stops after spinning for eight seconds.
Reels R2-R4 stop after spinning for intermediate periods of time as
indicated in Table 1. All reels spin vertically at the same,
intermediate rotational speed when they are spinning.
[0022] At the fastest speed of game play (seven circles shown),
when a player touches Start button 17 the reels jiggle for four
seconds, then the first reel R1 briefly spills slowly emulating a
mechanical slot machine, and then the first reel R1 commences
spinning at the fastest rotational speed. In about one second
thereafter all five reels R1-R5 are spinning. The first reel R1
stops after spinning for two seconds. The fifth reel R5 stops after
spinning for three seconds. Reels R2-R4 stop after spinning for
intermediate periods of time as indicated in Table 1. All reels
spin vertically at the same, fastest rotational speed when they are
spinning.
[0023] At speeds of game play between those described in the
previous three paragraphs the speed of game play is adjusted
accordingly.
[0024] An experienced player will most likely want to play the slot
game faster in order to increase their odds of winning over a given
period of time and will select seven circles in block/button 13 in
FIG. 1 for the fastest speed of game play. A casual player that is
playing for fun as well as to win will most likely choose to play
at a slower rate of game play and will choose one or mole circles,
depending on rate of game play that is most enjoyable to them.
[0025] In FIG. 2 is shown a block diagram of the electronics used
to implement a computer controlled video implementation of a slot
machine game incorporating the teaching of the present invention.
The heart of the computer controlled slot machine is central
processor unit (CPU) 20 running a slot machine game program that is
stored in memory 21. The basic operations of a slot game are well
known in the art and are not repeated here for the sake of brevity.
Responsive to the slot machine game program CPU 20 causes a display
on display 10, such as shown in FIG. 1. That display includes the
rotation of reels R1-R5 on display 10 in FIG. 11 the buttons 13-17,
and the information shown in displays 11, 12, 13 & 18. Coupled
with display 10 is a touch screen 24 that is well known in the art
and indicates to CPU 20 when and where a player has touched ones of
buttons 13 through 17 displayed on display 10 as previously
described.
[0026] As is described at the beginning of the Detailed Description
the electronic slot machine may have a slot for inserting coins or
tokens for placing a number of wagers or bets for each round of
game play. Alternatively, there may be a slot for the insertion of
a debit card from which CPU 20 debits the number of wagers or bets
placed by a player, and to which CPU 20 credits any winnings. These
monetary functions are shown at the box entitled Money/Card Sensor
22 which is connected to CPU 20 to receive indications of coin or
token insertions, and to read and write a debit card under control
of CPU 20. Also, if there is a slot for insertion of coins or
tokens there will be a tray into which winnings in the form of
coins of tokens are dispensed. This tray is shown as Payoff Device
23 which is controlled by CPU 20 to dispose winnings in the form of
coins or tokens.
[0027] Using, touch screen 24 CPU 20 monitors a player touching
buttons 13 through 17 and responds accordingly to implement
pre-game functions as previously) described and the start of game
play. More particularly, CPU 20 monitors the touch of Speed button
13 and records the players final choice of speed of game play when
game play commences by the player touching Start button 17.
Responsive to the player selected speed of game play CPU 20, under
control of the slot software program it is running, spins reels
R1-R5 as previously described with reference to FIG. 1.
[0028] FIG. 3 shows a functional block diagram of the steps
involved in the software program used to implement the teaching of
the present invention in the electronic video implementation of a
slot machine, and emphasizing the speed of game play. Basic
electronic slot games are known in the art and it is not attempted
to describe the details of how they are implemented using a program
running on CPU 20. Rather, prior art steps are grouped into broad
steps Such as Run Slots Program block 30, Determine Winnings block
36 and Pay Winnings block 47. The focus in the block diagram in
FIG. 3 is on the implementation of the novel player selected,
variable speed of reels R1-R5.
[0029] Referring back to Table 1, therein is shown one example, but
not the only example, of the timing of three of seven player
selected speeds of game play. They are the slowest, intermediate
and fastest speeds of game play. Speeds of game play in between
these numbers may easily be interpolated. All speed of game play
timing numbers that are pre-determined for game play are stored in
memory 21 in FIG. 2. At the start of a game a set of speed of game
play times are recalled from memory 21 that match the player
selected speed of game play (Reel Rotational Speed 1-7). The
program uses the recalled times to start and stop the reels R1-R5
accordingly for game play.
[0030] The video slot machine is a computer as described with
reference to FIG. 2 and when it is first turned on it boots up, the
slot game program is read from memory 21 and is run by CPU 20 at
block 30. The slot game display is placed on display 10 and the
computer awaits for a player to play the slot game. When a person
wishes to play the slot game they must first deposit tokens or
coins, or insert a debit card, at block 22 in FIG. 2, in manner,
well known in the art. At Game? decision block 31 in FIG. 3 the
slot program periodically checks for an input from Money/Card
sensor 22 in FIG. 2 to determine when a player has inserted coins,
tokens or a debit card. Until that time the program periodically
cycles out of block 31 at NO and backs to its input to again check
for the insertion of coins, tokens or debit card.
[0031] After the detection of the insertion of coins, tokens or a
debit card the program exits Play? block 31 at YES and progresses
to Read Buttons block 32 where it reads the operation of on-screen
buttons 13-17 prior to the player touching Start button 17. The
player's final bet is detected by the operation of buttons
14-16.
[0032] A player selected speed of game play is detected by the
program as the number of times that the player touches Speed
button/display 13 prior to the start of game play. Initially, the
number of circles for the previous round of game play are displayed
on Speed button/display 13 and each time this button is touched by
the player the speed of game play is incremented by one step until
seven circles are displayed (fastest speed of game play). See Table
1 above. Another touch of Speed button 13 by the player changes the
number of displayed circles to one (slowest speed of game play),
and subsequent touches of Speed button 13 increase the Count to
two, three, etcetera, back to seven circles. The program responds
to the count of the number of times that Speed button 13 is touched
to change the number of circles that are displayed in
button/display 13.
[0033] In this manner a player has the ability to select a speed of
game play that suits their individual desires. An inexperienced
slot machine player can slow the speed of game play down, and an
experienced slot machine player can increase the speed of game
play. The timings of three of seven player selected speeds of game
play are shown in Table 1. By selecting a particular speed of game
play, a player can vary the rotational speed of the five reels
R1-R5 during game play, vary the length of time of rotation of the
reels spin before they are stopped, and vary length of play of a
round of game play.
[0034] After a player has placed their bets and has selected their
speed of game play they will touch Start button 17 in FIG. 1. The
touching of button 17 is periodically sensed for by the program at
Start Game? decision block 33. As long as the player does not touch
Start button 17 the program exits block 33 at NO and cycles back to
its input. CPU 20 continues to watch for the touch of any of
buttons 13-17. When the player touches Start button 17 the program
exits block 33 at YES and progresses to block 34. No further button
touches are sensed and recorded.
[0035] At Read Speed Settings block 34 CPU 20 reads the player
selected speed of game play and retrieves the corresponding stored
timing figures as represented in Table 1. It should be kept in mind
that the timing figures in Table 1 are for only three of the seven
possible speeds of game play and the other four sets, not shown are
also stored and those timing figures are interpolated between the
timing figures shown in Table 1. In addition, the actual number of
steps of player selected speeds of game play may be fewer than or
more than the seven levels described herein. Further, the timing
figures may be different than those shown in Table 1 while not
departing from the teaching of the invention.
[0036] The program then progresses to Spin Reels block 35 where the
program uses the retrieved timing figures and generates signals
that are sent to display 10 in FIG. 2 to cause the display of the
slot game on display 10 at the player selected speed of game
play.
[0037] At Spin Finished? decision block 36 CPU 20 waits for the end
of spinning of the reels R1-R5 which indicates the end of the game
and time to determine any winnings the player may have. Per Table 1
the period of game play may be between nine seconds for the fastest
speed of game play and thirty seconds for the slowest speed of game
play so CPU 20 must wait accordingly.
[0038] When the reels R1-R5 have stopped spinning on display 10 the
program progresses to Determine Winnings block 37 where any player
winnings are determined. The slot game as described herein has a
number of pay lines that are fixed and are selected by a player by
the number of bets that they place. If the player places one bet
they get one predetermined pay line, if they place nine bets they
get nine predetermined pay lines, and so forth up to the maximum
number of pay lines. The combination of slot symbols along each of
the pay lines played by the player are checked to determine if
there are any winning combinations of slot symbols. Using a pay
table, not shown but well known in the art, any winning
combinations of slot symbols are used to determine the winnings of
the player for the round of game play.
[0039] The program then progresses to Pay Winnings block 38 where
the winnings of the player are paid. If the video slot machine
utilizes coins or tokens a signal is sent to payoff device 23 in
FIG. 2 indicating how may coins or tokens to dispense. If the video
slot machine utilizes debit cards, payoff device 23 will increment
the number of credits on the player's debit card inserted at
Money/Card Sensor block 22 in FIG. 2.
[0040] A round of game play having been completed, the program
being run in CPU 20 progresses to Card/Coin? decision block 39 to
determine if the present player's debit card is still inserted into
the debit card slot at Money/Card Sensor block 22, or of if they
have inserted additional coins or tokens. If the player's debit
card has been removed, or if no coins or tokens are inserted within
a finite period of time, the program exits block 39 at NO and goes
to the input of Play? decision block to await a player to insert
coins, tokens or debit card. The operation thereafter is as
described above. If the player's debit card has not been removed,
or if coins or tokens are inserted within the finite period of
time, it is assumed that the same player is playing and the program
exits block 39 at YES and goes to the input of Read Buttons block
32 to read button operations as previously described.
[0041] While what has been described herein is a preferred
embodiment of the invention it will be understood that numerous
changes may be made without departing from the spirit and scope of
the invention. For example, while a single speed of game play
selection described herein determines a few factors such as the
length of a round of game play and how long each of the reels will
rotate, a variant of the game can provide a player with the ability
to individually change all these parameters.
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