U.S. patent application number 11/698733 was filed with the patent office on 2007-07-26 for spin mechanisms game.
Invention is credited to William B. Faith.
Application Number | 20070170647 11/698733 |
Document ID | / |
Family ID | 38309866 |
Filed Date | 2007-07-26 |
United States Patent
Application |
20070170647 |
Kind Code |
A1 |
Faith; William B. |
July 26, 2007 |
Spin mechanisms game
Abstract
An exemplary game apparatus includes a plurality of spin
mechanisms including at least a first spin mechanism and a second
spin mechanism, and a control unit communicatively connected to the
spin mechanisms. The control unit is configured to provide a
virtual passageway enabling game play to move between the first
spin mechanism and the second spin mechanism. In certain
implementations, the first spin mechanism includes a plurality of
landing zones, one of the landing zones being associated with the
virtual passageway. In certain implementations, the control unit is
configured to move game play from the first spin mechanism to the
second spin mechanism in response to a spin action of the first
spin mechanism stopping at the landing zone associated with the
virtual passageway.
Inventors: |
Faith; William B.;
(Northridge, CA) |
Correspondence
Address: |
RADER, FISHMAN & GRAUER PLLC
10653 SOUTH RIVER FRONT PARKWAY, SUITE 150
SOUTH JORDAN
UT
84095
US
|
Family ID: |
38309866 |
Appl. No.: |
11/698733 |
Filed: |
January 25, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60761976 |
Jan 25, 2006 |
|
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Current U.S.
Class: |
273/143R ;
463/22 |
Current CPC
Class: |
G07F 17/3213 20130101;
G07F 17/3202 20130101; G07F 17/34 20130101 |
Class at
Publication: |
273/143.R ;
463/22 |
International
Class: |
A63F 9/24 20060101
A63F009/24; A63B 71/00 20060101 A63B071/00 |
Claims
1. A game apparatus, comprising: a plurality of spin mechanisms
including at least a first spin mechanism and a second spin
mechanism; and a control unit communicatively connected to said
plurality of spin mechanisms, said control unit being configured to
provide a virtual passageway enabling game play to move between
said first spin mechanism and said second spin mechanism.
2. The game apparatus of claim 1, wherein said first spin mechanism
includes a plurality of landing zones, one of said landing zones
being associated with said virtual passageway.
3. The game apparatus of claim 2, wherein said first spin mechanism
is configured to perform a spin action and to stop the spin action
at any one of said landing zones.
4. The game apparatus of claim 3, wherein said control unit is
configured to determine when the spin action has stopped on said
one of said landing zones associated with said virtual passageway,
and move game play from said first spin mechanism to said second
mechanism in response to the determination.
5. The game apparatus of claim 4, wherein said second spin
mechanism includes a plurality of other landing zones, one of said
other landing zones being associated with another virtual
passageway.
6. The game apparatus of claim 5, wherein said second spin
mechanism is configured to perform a spin action and to stop the
spin action at any one of said other landing zones.
7. The game apparatus of claim 6, wherein said control unit is
configured to determine when the spin action of said second spin
mechanism has stopped on said one of said other landing zones
associated with said another virtual passageway, and move game play
from said second spin mechanism to said first mechanism in response
to the determination.
8. The game apparatus of claim 1, further comprising at least one
control communicatively connected to said control unit, said at
least one control enabling a user of said game apparatus to
initiate and stop a spin action of an active one of said spin
mechanisms.
9. The game apparatus of claim 8, wherein said at least one control
includes a slow stop spin control and a quick stop spin
control.
10. The game apparatus of claim 9, wherein said control unit is
configured to activate said quick stop spin control when the spin
action of said active spin mechanism reaches a predetermined
speed.
11. The game apparatus of claim 10, wherein said control unit is
configured to terminate power to said active spin mechanism in
response to the user actuating the slow stop spin control.
12. The game apparatus of claim 10, wherein said control unit is
configured to terminate power and apply a brake to said active spin
mechanism in response to the user actuating the quick stop spin
control.
13. The game apparatus of claim 8, further comprising a cabinet
housing said plurality of spin mechanisms, said control unit, and
said at least one control.
14. The game apparatus of claim 13, wherein said cabinet includes a
base unit and an expansion unit removably attached to said base
unit, said expansion unit housing one of said spin mechanisms and
said base unit housing the remaining said spin mechanisms.
15. The game apparatus of claim 1, wherein each of said spin
mechanisms includes a plurality of landing zones associated with a
set of rewards.
16. The game apparatus of claim 1, wherein each of said spin
mechanisms is associated with a level of a hierarchy, each said
level being associated with a different set of available
rewards.
17. A game apparatus, comprising: a cabinet; a plurality of spin
mechanisms housed in said cabinet, each of said spin mechanisms
including a plurality of landing zones associated with a set of
rewards, each of said spin mechanisms being configured to perform a
spin action and to stop the spin action at any one of said landing
zones; and a control unit housed in said cabinet and
communicatively connected to said plurality of spin mechanisms,
said control unit being configured to communicate with and control
each of said spin mechanisms, including activating game play at one
of said spin mechanisms, initiating the spin action of said spin
mechanism, initiating the stop of the spin action of said spin
mechanism, identifying one of said landing zones of said spin
mechanism at which the spin action stopped, and initiating at least
one action associated with said landing zone.
18. The game apparatus of claim 17, wherein said at least one
action includes moving game play from said spin mechanism to
another of said spin mechanisms when said landing zone is
associated with a virtual passageway between said spin mechanism
and said another spin mechanism.
19. A method, comprising: activating game play at a spin mechanism
included in a plurality of spin mechanisms; initiating a spin
action of the spin mechanism; stopping the spin action; determining
a stop position of the spin action; and moving game play to another
spin mechanism included in said plurality of spin mechanisms when
the stop position of the spin action is associated with a virtual
passageway between the spin mechanism and the other spin
mechanism.
20. The method of claim 19, further comprising providing a reward
when the stop position of the spin action is associated with the
reward.
Description
RELATED APPLICATIONS
[0001] The present application claims priority under 35 U.S.C.
.sctn.119(e) to U.S. Provisional Patent Application No. 60/761,976,
by William B. Faith, filed on Jan. 25, 2006, and entitled SPIN
MECHANISMS GAME, the contents of which are hereby incorporated by
reference in their entirety.
BACKGROUND INFORMATION
[0002] One popular type of arcade game is the redemption game. A
redemption game in one in which a player is awarded with points,
tickets, tokens or other items redeemable for prizes. Some such
conventional arcade-style game units include a single spin
mechanism having a graphic display and a pointer. To play a
conventional single-spinner game, a player typically buys credits
and initiates spins of the single spinner. Points or other rewards
are awarded according to the position on the graphic display where
the pointer comes to rest after a spin. The player accumulates
points by repeatedly initiating spins of the same spin
mechanism.
[0003] Such single-spinner games provide very limited amusement
quality to players because the games are capable of producing only
limited possibilities and outcomes. Moreover, the outcomes are
generally random and do not involve the skill of the player.
Accordingly, conventional single-spinner games usually fail to
entice an average player into playing more than a few times.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] The accompanying drawings illustrate various exemplary
implementations and are a part of the specification. The
illustrated implementations are merely examples and do not limit
the scope of the disclosure. Throughout the drawings, identical
reference numbers designate identical or similar elements.
[0005] FIG. 1 is a perspective view of an exemplary game
apparatus.
[0006] FIG. 2 is a block diagram of exemplary components of the
game apparatus of FIG. 1.
[0007] FIG. 3 illustrates a front view of an exemplary spin
mechanism of the game apparatus of FIG. 1.
[0008] FIG. 4 is a rear view of the exemplary spin mechanism of
FIG. 3.
[0009] FIG. 5 is a front view of the exemplary spin mechanism of
FIG. 3 with the face plate removed.
[0010] FIG. 6 illustrates an exemplary position encoder and reader
that may be utilized by the spin mechanism of FIG. 3.
[0011] FIG. 7 is a flowchart illustrating an exemplary process for
moving game play from one spin mechanism to another spin
mechanism.
[0012] FIG. 8 is a flowchart illustrating an exemplary process for
obtaining credit.
[0013] FIGS. 9A-B illustrate an exemplary spin process for a first
spin mechanism.
[0014] FIGS. 10A-B illustrate an exemplary spin process for a
second spin mechanism.
[0015] FIGS. 11A-B illustrate an exemplary spin process for a third
spin mechanism.
[0016] FIGS. 12A-B illustrate an exemplary spin process for a
fourth spin mechanism.
[0017] FIGS. 13A-B illustrate an exemplary spin process for a fifth
spin mechanism.
DETAILED DESCRIPTION
I. Introduction
[0018] Exemplary implementations include game apparatuses
comprising a plurality of spin mechanisms. The spin mechanisms of
such a game apparatus may be associated with rewards, and a user of
the game apparatus may attempt to obtain rewards by initiating
successive spin actions of one or more of the spin mechanisms. For
example, each of the spin mechanisms may be associated with a
different set of rewards corresponding to a set of landing
positions. When a spin action stops at a particular landing
position, one or more corresponding actions may be performed, such
as awarding the user with the corresponding reward. As used herein,
the term "rewards" may refer to points, tickets, tokens, credits,
credit refunds, coins, currency, prizes, game actions (e.g.,
movements of game play between the multiple spin mechanisms, bonus
spin actions), any suitable consequences of a spin action as may
suit a particular application, or any combination thereof.
[0019] A game apparatus may be configured to move game play between
multiple spin mechanisms based on spin actions performed by the
spin mechanisms. For example, game play may begin at a first spin
mechanism. A spin action of the first spin mechanism may be
initiated and stopped. When the spin action stops at a landing
position associated with a virtual passageway to a second spin
mechanism, game play may be moved to the second spin mechanism. In
this or similar manner, one or more virtual passageways between
various spin mechanisms may be defined and may provide numerous
game play possibilities and outcomes to a user of a game
apparatus.
[0020] For example, a game apparatus may include multiple spin
mechanisms arranged in a hierarchy in which each of the spin
mechanisms is associated with a level of the hierarchy. Game play
may begin at a first spin mechanism in the hierarchy. A user may
attempt to stop spin actions on virtual passageway landing
positions that will allow game play to advance to other spin
mechanisms in the hierarchy. As game play advances further along
the hierarchy, the value of potential rewards may increase. The
potential for high value rewards may entice users to provide
credits for repeated game play. The various possibilities and
outcomes of game play coupled with the potential to earn high value
rewards may attract users to repeatedly play a game apparatus.
These and other features and benefits of exemplary game apparatuses
will now be described in relation to the Figures.
II. Exemplary Apparatus Views
[0021] FIG. 1 illustrates an exemplary game apparatus 100. As shown
in FIG. 1, game apparatus 100 may include a plurality of spin
mechanisms 110-1 through 110-5 (collectively "spin mechanisms
110"). The number of spin mechanisms shown in FIG. 1 is exemplary
only. The plurality of spin mechanisms 110 may include two or more
spin mechanisms (e.g., spin mechanisms 110-1 through 110-N). As
described further below, the game apparatus 100 may provide one or
more virtual passageways between the spin mechanisms 110.
[0022] The game apparatus 100 may also include controls 120
enabling a user of the game apparatus 100 to control at least some
of its operations, including controlling game play such as spin
actions of the spin mechanisms 110. The controls 120 and spin
mechanisms 110 may be configured to enable the user to participate
in a game experience that allows the user to attempt to obtain
rewards by spinning one or more of the spin mechanisms 110, as
described below.
[0023] The spin mechanisms 110 and controls 120 may be housed in a
cabinet 130. The cabinet 130 shown in FIG. 1 is exemplary only. The
cabinet 130 may include any suitable support structure(s) capable
of housing the spin mechanisms 110 and controls 120. The cabinet
130 may comprise any suitable material(s), including metal,
fiberglass, glass, wood, plastic, etc.
[0024] The cabinet 130 may include one or more structural
components. In certain implementations, all of the spin mechanisms
110 may be housed in a single support structure. In other
implementations, more than one structure may be used to house the
spin mechanisms 110. For example, the cabinet 130 may include a
base unit 140 housing spin mechanisms 110-1 through 110-4 and an
expansion unit 150 housing spin mechanism 110-5. The expansion unit
150 may be permanently or removably attached to the base unit 140
in any suitable manner.
[0025] The game apparatus 100 shown in FIG. 1 is illustrative only
and not restrictive in any sense. Various implementations may
include different configurations of spin mechanisms. In certain
alternative implementations, game apparatuses may be configured for
concurrent play by multiple users (i.e., multi-player game
apparatuses). For example, a two-player game apparatus may include
two sets of multiple spin mechanisms. The two sets may be
positioned adjacent to one another. A three-player game apparatus
may include three sets of multiple spin mechanisms, and so on. In
certain implementations, at least one of the spin mechanisms is
configured to be shared between multiple players.
[0026] FIG. 2 is a block diagram of exemplary components of the
game apparatus 100. As shown in FIG. 2, the spin mechanisms 110-1
through 110-5 may be included in a spin assembly 210 and the
controls 120 may be included in a console assembly 220. Components
of the spin assembly 210 and console assembly 220 may be
communicatively connected to a control unit 224, which may include
at least one processor 226 and memory unit 228. The processor 226
may control operations of the spin mechanisms 110 and controls 120
as directed by instructions (e.g., software and/or firmware) stored
in the memory unit 228. The instructions may be configured to
direct the processor 226 to perform, initiate, or control any of
the processes described herein.
[0027] Accordingly, the processes described herein may be
implemented at least in part as instructions executable by one or
more computing devices (processor 226), as is well known. In
general, processor 226 receives instructions, e.g., from memory
unit 228, a computer-readable medium, input mechanism, etc., and
executes those instructions, thereby performing one or more
processes, including one or more of the processes described herein.
Such instructions may be stored and transmitted using a variety of
known computer-readable media.
[0028] The exemplary components illustrated in FIG. 2 are not
intended to be limiting. Other alternative hardware environments
and implementations may be used. The components of the game
apparatus 100 may communicate using any suitable communication
technologies, including well-known electronic communication
technologies such as a data bus 229.
[0029] The controls 120 in the console assembly 220 may include one
or more mechanisms for receiving input from and providing output to
a user of the game apparatus 100. The controls 120 may include any
suitable mechanisms, including, but not limited to, switches,
displays, LEDs, illuminators (e.g., neon lights), keypads, and any
combinations thereof. Exemplary controls 120 may include a credit
acceptor 230, credit indicator 235, insert credit indicator 240, a
start spin control 245, a spin speed indicator 250, a score
indicator 255, a slow stop spin control 260, a quick stop spin
control 265, an advance level control 270, and a reward dispenser
275.
[0030] Credit acceptor 230 may be configured to accept one or more
suitable forms of credit from a user of the game apparatus 100,
including, but not limited to, currency (e.g., coins and/or bills),
tokens, vouchers, and electronic credit (e.g., by a swipe of card),
for example. In certain implementations, the game apparatus 100 may
be configured to allow the user to participate in a game experience
when at least a predetermined credit amount has been received.
[0031] The game apparatus 100 may be configured to hold received
and unused credit in escrow. Credit received from a user may be
added to the escrow, and credit may be subtracted from the escrow
when certain predefined game events occur. In certain
implementations, credit held in escrow or at least a subset of the
credit received during a game session may be refunded to the user
when a certain predefined game event occurs, such as a spin action
of a spin mechanism 110 landing on a predetermined "refund" landing
position, as described below.
[0032] Credit indicator 235 may be configured to indicate (e.g.,
display) the current amount of unused credit that has been
received. Credit may be depleted during game play. For example, a
spin of a spin mechanism 110 and/or a level advancement (e.g., from
one spin mechanism 110 to another) may cost one or more units of
credit. The amount of credit charged and the particular actions for
which credit will be charged may vary for different implementations
and may be configurable by an operator and/or manufacturer.
Accordingly, credit charges may be customized as may suit a
particular application. In certain implementations, for example,
credit may be charged for certain level advancements (e.g.,
movements between spin mechanisms by certain progressive virtual
passageways) but not for other level advancements (e.g., movements
between spin mechanisms by progressive "bonus" or regressive
virtual passageways). An operator may choose whether to charge
and/or the credit amounts to be charged for level advancements and
configure the game apparatus 100 accordingly.
[0033] In some examples, costs of game play may vary based on one
or more predefined factors. For example, the cost of a game play
action (e.g., a spin action or a level advancement) may be less
expensive when the game apparatus 100 has received at least
predetermined amount of credit. For instance, a deposit of one
credit may earn one game play action and a deposit of two credits
may earn three game play actions.
[0034] When credit is exhausted, game play may be terminated or
suspended, and the game apparatus 100 may request that additional
credit be provided. For example, the insert credit indicator 240
may signal the user to provide credit, such as by flashing a light
to illuminate the insert credit indicator 240. The game apparatus
100 may allow a predefined period of time within which the user may
provide sufficient credit to continue a game session. Once the time
period expires without sufficient credit being provided, the game
session may be terminated.
[0035] In certain implementations, the game apparatus 100 may be
configured to allow a user to advance game play to a specific spin
mechanism 110 by providing a predetermined amount of credit. For
example, a user may begin a game session by providing one unit of
credit and actuating the advance level control 270. As a result,
game play will begin at the first spin mechanism 110-1, i.e., the
first spin mechanism 110-1 will be activated for game play.
However, the user may advance game play directly to another spin
mechanism 110 by providing a predetermined amount of credit and
utilizing the advance level control 270. In some implementations,
for instance, four credit units may enable a jump to the second
spin mechanism 110-2, eight credit units may enable a jump to the
fourth spin mechanism 110-4, and fifteen credit units may enable a
jump to the fifth spin mechanism 110-5. Of course, the
predetermined amounts of credit may vary and/or may be adjustable
by an operator of the game apparatus 100.
[0036] In certain implementations, game apparatus 100 may include
start spin control 245, slow stop spin control 260, quick stop spin
control 265, and advance level control 270, which may enable a user
to control game play. During an exemplary mode of play, for
example, one of the spin mechanisms 110 is typically active and
controllable by the user. Game play may be said to be activated at
a game level associated with the active spin mechanism 110. For
instance, the user may begin play at a first level associated with
spin mechanism 110-1, i.e., spin mechanism 110-1 is activated for
game play. In certain implementations or game situations, a spin of
spin mechanism 110-1 may be initiated automatically by the control
unit 224. In other implementations or game situations, the user may
utilize the start spin control 245 to initiate a spin of the spin
mechanism 110-1. The spin speed indicator 250 may be configured to
indicate the speed of the spin action to the user. For example, the
spin speed indicator 250 may display the spin speed in revolutions
per minute ("RPM"). The speed may be determined in any acceptable
manner.
[0037] The user may utilize the slow stop spin control 260, the
quick stop spin control 265, or a combination of spin controls 260
and 265 to stop the spin action of spin mechanism 110-1. In certain
examples, the slow stop spin control 260 and quick stop spin
control 265 become active once the spin speed reaches a
predetermined threshold (e.g., a predetermined speed). This can
prevent users from undesirably manipulating game play by stopping a
spin action before a desirable spin speed has been reached.
Actuation of the slow stop spin control 260 may instruct the game
apparatus 110 to stop providing power to spin mechanism 110-1,
thereby allowing the spin to slowly decelerate until stopped.
Actuation of the quick stop spin control 265 may instruct the game
apparatus 110 to stop providing power and to apply a brake to spin
mechanism 110-1, thereby causing the spin action to quickly
decelerate until stopped.
[0038] While certain implementations may provide a user with
control over stopping spin actions, other implementations may stop
spin actions in other ways. In some implementations, for example,
the game apparatus 100 may be configured to allow a spin action to
come to a stop in a random manner. This may be done using any known
random number generator, which may be used to randomly determine
the period of time power is applied to a spin mechanism 110. In
other implementations, for example, the game apparatus 100 may
include logic configured to control the stopping positions of spin
actions. This may be performed using a servo motor, for example.
The stopping position of the servo motor may or may not be selected
randomly.
[0039] In certain implementations, the game apparatus 100 may be
configured to automatically cause a spin action to stop after a
predetermined length of time. For example, power may be applied to
the spin mechanism 110 for no longer than the predetermined length
of time, or power to the spin mechanism may be terminated at a
predetermined length of time after the spin action reaches a
predetermined threshold speed. Components of an exemplary spin
mechanism 110 will be described in detail further below.
[0040] The spin mechanism 110-1 may be configured such that a spin
action will come to a stop at one of a plurality of possible
landing positions. The game apparatus 100 may be configured to
determine the stop position and perform at least one action that is
associated with the position. As described in more detail below,
examples of actions that my be associated with spin landing
positions may include, but are not limited to, providing at least
one reward, as defined above. Accordingly, predefined actions may
include, but are not limited to, awarding points to the user,
advancing play to another level, i.e., to another spin mechanism
such as spin mechanism 110-2 (e.g., spin mechanism 110-2 becomes
active and controllable by the user), reverting game play to
another level, i.e., to another spin mechanism, and ending or
suspending play. Any of the actions may be made conditional on the
user having already provided or providing a predetermined amount of
credit, as described above.
[0041] By controlling spin actions of the spin mechanisms 110, a
user of the game apparatus 110 can attempt to accumulate rewards
during game play. Each of the spin mechanisms 110 may include a
plurality of landing positions associated with a predefined set of
rewards. When a spin stops at a landing position, the associated
reward(s) is/are awarded and/or performed. Through successive spins
of various spin mechanisms 110, the user can accumulate rewards.
The reward dispenser 275 may provide rewards to the user when
predetermined reward thresholds are satisfied and/or at the end of
a game session. The rewards may be in various forms, including
tickets, vouchers, or other items that may be redeemable for
prizes, for example.
[0042] The amount and type of rewards may be configurable by a
manufacturer and/or an operator of the game apparatus 100. In
certain implementations, the game apparatus 100 is configured to
add points to an accumulative score total. The score indicator 255
may indicate to the user the amount of accumulated points. At the
end of a game session, the points may be converted to tickets,
which can be dispensed to a user by the reward dispenser 275. Of
course, other implementations may utilize different reward options.
For instance, some implementations may dispense tickets for each
spin that stops at a landing position associated with tickets. In
certain implementations, the game apparatus 100 may be configured
to provide the user with an option of accepting a reward or
foregoing the reward for an alternative reward. For example, a user
may be provided with an option of accepting points or foregoing
points (or other reward) for an additional spin action. The values
of available rewards may be temporarily increased for the bonus
spin action. The bonus spin action may be performed at the same
level (i.e., same spin mechanism 110) or at another level (i.e.,
another spin mechanism 110).
[0043] As mentioned previously, the game apparatus 100 (e.g., the
control unit 224) may be configured to provide one or more virtual
passageways between spin mechanisms 110 such that game play can
move between the spin mechanisms 110 based on the results of spin
actions. For example, when game play is at a first level associated
with a first spin mechanism 110-1 (e.g., spin mechanism 110-1 is
active), a user may start and stop a spin action of the spin
mechanism 110-1, as described above. One of the landing positions
may be associated with a particular virtual passageway to the
second spin mechanism 110-2, and when the spin action stops at this
particular landing position, the game apparatus 110 (e.g., the
control unit 224) may move game play to the second spin mechanism
110-2 (e.g., spin mechanism 110-2 is activated and spin mechanism
110-1 deactivated). The user may then control spin actions of the
second spin mechanism 110-2.
[0044] This is just one example of a virtual passageway. Other
virtual passageways between the various spin mechanisms 110 may
also be provided and function in similar fashion. For example, one
of the landing positions of the second spin mechanism 110-2 may be
associated with a regressive type virtual passageway (e.g., a
"booby trap") back to the first spin mechanism 110-1.
[0045] The spin mechanisms 110 may be arranged to form hierarchical
levels of play through which a user can attempt to advance in order
to maximize the rewards that can be earned. For example, spin
mechanisms 110-1 and 110-2 may be arranged hierarchically such that
game play normally begins at spin mechanism 110-1, which includes a
plurality of landing positions associated with a first set of
rewards. A spin of spin mechanism 110-1 may result in any reward
included the first set of rewards.
[0046] This first set of rewards may have relatively less value as
compared to rewards that can be obtained from a spin of the second
spin mechanisms 110-2. Accordingly, it may be desirable to advance
game play from the first spin mechanism 110-1 to the second spin
mechanism 110-1 so that the relatively more valuable rewards can be
obtained. Accordingly, the first and second spin mechanisms 110-1
and 110-2 may be described as forming a hierarchy of spin
mechanisms 110 having at least one virtual passageway between them.
Of course, other hierarchies may include more than two spin
mechanisms 110. In the game apparatus 100 of FIG. 1, spin
mechanisms 110-1 through 110-5 may form a hierarchy. In certain
implementations, the value of available rewards is configured to
increase as game play moves toward spin mechanism 110-5 and to
decrease as game play moves toward spin mechanism 110-1.
[0047] Game play including potential for virtual movement between
multiple spin mechanisms 110 can provide improved excitement and
quality of play as compared to conventional single-spinner arcade
games. By way of comparison, multiple spin mechanisms 110 having
virtual passageways between them can provide a significant increase
in the number of possible outcomes. In addition, relatively higher
value rewards can be made available at least because the game
apparatus 110 can require a considerable amount of skill, play,
luck, and/or credit before game play is advanced to a level at
which the higher value rewards may be obtained. For at least these
reasons, the game apparatus 100 may attract more traffic in terms
of both quantity and quality as compared to conventional
single-spinner arcade games.
[0048] FIG. 3 illustrates a front view of an exemplary spin
mechanism 110. As shown in FIG. 3, the spin mechanism 110 may
include a pointer 310 and face plate 320. The pointer 310 may be
rotated about the face plate 320, which action may be referred to
as a "spin" or "spin action" of the spin mechanism 110.
[0049] The face plate 320 may include a graphic display
illustrating a plurality of landing zones 330-1 through 330-N
(collectively "landing zones 330"). Each of the landing zones 330
may occupy a predetermined area of the face plate 320. In certain
implementations, the number and/or areas of the landing zones 330
may be configurable by an operator of the game apparatus 100. For
example, the area of a particular landing zone 330 may be reduced
to reduce the chances of the pointer 310 stopping in that landing
zone 330. This capability of configuring the landing zones 330 may
enable an operator to control the odds of a spin stopping at a
particular landing zone 330, and thus the odds of a user obtaining
rewards associated with the landing zones 330. In certain
implementations, the game apparatus 100 enables the operator to
specify a target winning percentage and adjusts the size of the
landing zones 330 based on the target winning percentage.
[0050] In some examples, the landing zones 330 and/or the graphic
display illustrating the landing zones 330 may be adjusted by the
processor 226 based on changes to software, firmware, or other
instructions included in the memory unit 228. In other examples,
the graphic display is an interchangeable element that may be
attached to and removed from the face plate 320.
[0051] Odds of winning rewards may be adjustable in other ways. In
certain alternative implementations, for example, the control unit
224 may be configured to perform a micro-adjustment to the pointer
310 as it comes to rest at a stop position. The micro-adjustment
may be determined based on a current winning percentage as compared
a target winning percentage. Based on these factors, the
micro-adjustment may be favorable or unfavorable to a user.
[0052] Each of the landing zones 330 may be associated with one or
more rewards, including, but not limited to, any of the rewards
listed above. In FIG. 3, landing zone 330-1 is associated with a
predefined virtual passageway to another spin mechanism 110. In
this case, the virtual passageway is a "single level advancement"
(i.e., an "advance one level" passageway) to another spin mechanism
110, which may in general offer more desirable rewards (e.g. larger
point amounts) as compared to the current spin mechanism 110. In
addition to the level advancement action, points or other rewards
may or may not be awarded when a spin stops at landing zone 330-1.
As mentioned, the game apparatus 100 may or may not charge one or
more credits for the level advancement.
[0053] Landing zone 330-7 is associated with another predefined
virtual passageway to yet another spin mechanism 110. In this case,
the virtual passageway is a "single level regression" (i.e., a
"back up one level" passageway) to either another spin mechanism
110, which in general offers less desirable rewards (e.g., smaller
point amounts), or to a termination of a game session when the
current spin mechanism 110 is associated with the lowest level of
the game.
[0054] Landing zones 330-5 and 330-9 are associated with
additional, respective virtual passageways to yet other spin
mechanisms 110. The virtual passageways may be to any pre-selected
spin mechanisms 110 and may be referred to a "secret passageways."
In an exemplary implementation, the spin mechanism 110 shown in
FIG. 3 is spin mechanism 110-3, and the virtual passageway
associated with landing zone 330-5 is to spin mechanism 110-5 and
the virtual passageway associated with landing zone 330-9 is to
spin mechanism 110-4. In addition to the level advancement action,
points or other rewards may or may not be awarded when a spin stops
at landing zone 330-5 or 330-9. Again, the game apparatus 100 may
or may not charge one or more credits for the level
advancement.
[0055] The remaining landing zones 330, i.e., landing zones 330-2
through 330-4, 330-6, 330-8, and 330-10 through 330-N, may be
associated with various point amounts. When a spin stops at any one
of these landing zones, which may be referred to as "points only"
landing zones or "points positions," the corresponding points may
be awarded and the game session ended. In certain situations,
instead of ending the game session, the game apparatus 100 may
provide the user with an option to accept the points and end the
game or forego the points for another spin.
[0056] The landing zones 330 in FIG. 3 are associated with a
particular set of rewards that may be obtained by spinning the
pointer 310. This exemplary set of rewards is not limiting; any
suitable set of rewards may be used. In certain implementations,
each spin mechanism 110 is associated with a different set of
rewards. The landing zones 330 and corresponding rewards may be
configurable, such as by an operator changing the graphic display
and software stored in the memory unit 228. Modifications and
variations may include changing the number of landing zones 330,
the sizes of the landing zones 330, the rewards associated with the
landing zones 330, the position of the landing zones 330 in
relation to one another, associated different rewards with the
landing zones 330, and any other suitable changes. In certain
alternative implementations, for example, one or more of the
landing zones 330 may be associated with a "refund" landing zone
330. When a spin action stops on a "refund" landing zone, credits
held in escrow, or at least a subset of the credits received during
a game session, may be refunded to the user. For instance, the
reward dispenser 275 or the credit acceptor 230 may refund credits
(e.g., coins or tokens) to the user.
[0057] A spin action of a spin mechanism 110 may be performed in
any suitable manner, including causing pointer 310 to rotate about
the face plate 320.
[0058] FIG. 4 is a rear view of the exemplary spin mechanism 110
shown in FIG. 3. As shown in FIG. 4, the spin mechanism 110 may
include a frame 410 providing mechanical support for other
components of the spin mechanism 110, including the face plate 320
and a spin motor 420. The frame 410 may be connected directly or
indirectly to the cabinet 130 and may include any suitable
material(s) and be configured in any form capable of supporting the
other elements of the spin mechanism 110. The spin motor 420 may
include any motor and/or other mechanism capable of causing the
pointer 310 to rotate in relation to the face plate 320. Examples
of motors that may be used include, but are not limited to, DC
spindle motors, AC spindle motors, DC brush motors, DC brushless
motor with a clutch for smooth stopping, and a stepper motor.
[0059] As shown in FIG. 4, the spin mechanism 110 may also include
circuitry 430 for interfacing with the control unit 224 and
controlling components and functions of the spin mechanism 110. For
example, the circuitry 430 may be connected to the spin motor 420
for generating rotational motion (e.g., by providing electrically
power) and to a solenoid 435 for controlling a brake assembly such
as the brake assembly shown in FIG. 5.
[0060] As shown in FIG. 4, the spin mechanism 110 may also include
a position reader 440. As described further below, the position
reader 440 may be configured to determine the position at which a
spin action stopped (e.g., in which landing zone 330 the pointer
310 came to rest).
[0061] FIG. 5 is a front view of the exemplary spin mechanism 110
of FIG. 3 with the face plate 320 removed. As shown in FIG. 5, the
spin mechanism 110 may include flywheel 510, which may be attached
to a shaft (not shown) of the spin motor 420. The spin motor 420
and shaft may be configured to cause the flywheel 510 to rotate
concurrently with the pointer 310. The flywheel 510 may facilitate
a smooth rotational motion (i.e., spin action).
[0062] The flywheel 510 may also be used to stop a spin action. For
example, a brake assembly 520 may be configured to engage the
flywheel 510. As shown in FIG. 5, the spin mechanism 110 may
include an exemplary brake assembly 520 having a brake pad 530 and
a brake lever 540. The brake pad 530 may include any material
suitable for applying sufficient friction to the flywheel 510 to
abruptly stop a spin action. For example, the brake pad 530 may
include one or more rubber pads reinforced by one or more metal
(e.g., steel) plates.
[0063] Movement of the brake lever 540 may cause the brake pad 530
to engage the flywheel 510. This may be performed in any suitable
manner, including energizing solenoid 435 (see FIG. 4), which may
be attached to and cause the brake lever 540 to translate.
Application of the brake pad 530 to the flywheel 510 causes the
spin motor 420, flywheel 510, and pointer 310 to come to an abrupt
stop, thereby stopping the spin action. The brake assembly 520 may
include a bias spring (not shown) configured to move the brake pad
530 away from the flywheel 510 when the solenoid is not energized.
The brake assembly 520 shown in FIG. 5 is illustrative only. Other
brake assemblies having differently configured elements may be
employed for stopping spin actions of the spin mechanism 110.
[0064] The brake pad 530 may be applied in response to any
predefined event, including a user actuating the quick stop spin
control 265, the pointer 310 coming to a stop (e.g., decelerating
to zero speed), or some other event. When the quick stop spin
control 265 is actuated, the control unit 224 of the game apparatus
100 may detect a signal representative of the actuation and
instruct the brake assembly 520 to apply the brake pad 530 to the
flywheel 510. The brake pad 530 may disengage the flywheel 510 in
preparation for a spin action (e.g., in response to a user
actuating the start spin control 245) or when the particular spin
mechanism 110 is inactive.
[0065] The spin mechanism 110 may use any suitable technologies for
determining a post-spin landing position (e.g., the landing
position of the pointer 310). In certain implementations, a
position encoder and reader are employed. FIG. 5 illustrates the
back side of an exemplary position encoder 550 that may be
configured to rotate concurrently with the flywheel 510. When the
position encoder 550 comes to a stop after a spin, position reader
440 may determine the stop position of the position encoder 550.
From this determination, the control unit 224 and/or the spin
mechanism 110 may determine at which landing zone 330 the pointer
310 has stopped.
[0066] FIG. 6 illustrates an exemplary front side of position
encoder 550 along with position reader 440. In this particular
example, the position encoder 550 comprises an encoded wheel. As
shown, the position encoder 550 may include reflective and
non-reflective light surfaces arranged such that they can be used
to determine the stop position of the position encoder 550 and
consequently the pointer 310. The markings on the position encoder
550 may be configured to represent angular positions. In the
example shown in FIG. 6, the position encoder 550 is partitioned
into two-hundred fifty six (256) segments over three-hundred sixty
(360) degrees of surface. Each segment may be identified by an
encoded pattern printed on the position encoder 550, and the
encoded pattern may include a combination of light reflective and
non-reflective surfaces. While the illustrated example includes
particular encoded patterns, other implementations may utilize
different encodings, including patterns for more segments (finer
resolution), less segments (lower resolution), or segments that
cover only part of the position encoder 550.
[0067] The position reader 440 may be configured to read the stop
position of the position encoder 550. Any suitable technologies may
be used to take the reading. In certain implementations, for
example, the position reader 440 may include one or more optical
light transceivers (e.g., nine individual transceiver modules). The
transceivers may be configured to emit light toward the position
encoder 550 and sense light is reflected back. Based on whether
there is a presence or lack of reflective light, the position
reader 440 can send corresponding signals (e.g., different voltage
or current levels) to the control unit 224, which may be configured
to utilize the signals to determine the position of the position
encoder 440 and the pointer 310.
[0068] The game apparatus 100 may be configured to provide skilled
and/or unskilled game play. For example, the game apparatus 100 may
be selectively configured to operate in a skilled or unskilled
mode. Skilled game play may enable a user to control spin actions,
or at least the stopping of spin actions, such as by using the slow
stop spin control 260 or the quick stop spin control 265 to cause a
spin action to stop. In unskilled game play, the control unit 224
may control spin actions, including the positions at which spin
actions stop. This may include full-fledged control of spin actions
or micro-adjustments to the stop positions of spin actions. The
control unit 224 may determine stop positions and/or
micro-adjustments based at least in part on a predefined target
winning percentage as compared to the current winning
percentage.
III. Exemplary Process View
[0069] With the above-described components and configurations, the
game apparatus 100 can be configured to provide users with a wide
variety of game play experiences and outcomes. In addition, an
operator of the game apparatus 100 can configure various features
(e.g., credit amounts, user winning percentages, and reward values)
as may suit a particular application.
[0070] In general, the game apparatus 100 provides a game
experience that allows a user to attempt to advance game play
between multiple spin mechanisms 110 in hopes of obtaining rewards
and maximizing the potential rewards that can be obtained. In
certain implementations, multiple spin mechanisms 110 are arranged
to form a hierarchy. During game play, game play can more between
the spin mechanisms 110, and therefore between levels of the
hierarchy, as spin actions stop on virtual passageways between the
spin mechanisms 110.
[0071] FIG. 7 is a flowchart illustrating an exemplary process for
moving game play from one spin mechanism 110 to another. During
game play, a particular spin mechanism 110 may be active. In step
710, a spin action of the spin mechanism 110 may be initiated. Step
710 may be performed in any of the ways and in response to any of
the events described above, including control unit 224 providing
power (e.g., current) to spin motor 420 when brake pad 530 is
disengaged from flywheel 510. The spin action may be initiated
automatically (e.g., when the spin mechanism 110 becomes active),
in response to a user actuating the start spin control 245, or in
response to any other detectable event.
[0072] In step 720, the spin action of the spin mechanism 110 may
be stopped. Step 720 may be performed in any of the ways and in
response to any of the events described above, including turning
off power to the spin motor 420 and/or applying brake pad 530 to
the flywheel 510. The spin action may be stopped under the control
of the control unit 224 or in response to a user actuating the slow
spin stop control 260 and/or the quick stop spin control 265, or in
response to any other detectable event.
[0073] In step 730, the stop position is determined. Step 730 may
be performed in any of the ways described above, including the
position reader 440 reading a pattern of the position encoder 550,
and the control unit 224 using one or more signals representative
of the reading to identify the stop position of the pointer 310 in
relation to the landing zones 330.
[0074] In step 740, the control unit 224 determines whether the
stop position is associated with a virtual passageway. If it is
determined that the stop position is associated with a virtual
passageway, processing continues to step 750.
[0075] In step 750, game play is moved to another spin mechanism
110 that is associated with the virtual passageway. Step 750 may be
performed in any of the ways described above, including
deactivating the origin spin mechanism 110 and activating the
target spin mechanism 110. The process of FIG. 7 may be repeated
for a spin action of the target spin mechanism 110.
[0076] If it is determined at step 740 that the stop position is
not associated with a virtual passageway, the process continues to
step 760. In step 760, some other action associated with the stop
position is performed. This action may include providing any of the
rewards described above, including awarding points, additional
spins of the spin mechanism 110, and terminating a game
session.
[0077] FIGS. 8-13B illustrate exemplary game play processes for an
exemplary configuration of five spin mechanisms 110-1 through 110-5
and virtual passageways between the spin mechanisms 110-1 through
110-5. The exemplary processes are illustrative only. Other
implementations may omit, add to, reorder, and/or modify any of the
steps shown in FIGS. 8-13B. Accordingly, other processes may be
employed for the same configuration of the spin mechanisms 110-1
through 110-5. Moreover, other configurations of two or more spin
mechanisms 110 and various game play processes may be employed in
other implementations.
[0078] FIG. 8 is a flowchart illustrating an exemplary process for
obtaining credit. The process of FIG. 8 may be a standalone process
or a subroutine that can be called by other processes such as the
exemplary processes of FIGS. 9A-13B. In certain implementations,
the process of FIG. 8 may be repeatedly performed to attract
potential users to provide credit and participate in a game
experience.
[0079] The process may begin at step 810. In step 810, credit is
solicited. This may be performed in any of the ways described
above, including illuminating and/or flashing the insert credit
indicator 240 and/or the advance level control 270.
[0080] In step 820, the control unit 224 determines whether
sufficient credit is available. Step 820 may include determining
whether received, unused credit is equal to or greater than a
predetermined threshold. If it is determined that sufficient credit
is not available, the process will continue at step 830.
[0081] In step 830, it is determined whether credit is received.
Step 830 may include monitoring the credit acceptor 230 or
otherwise waiting for credit to be provided for a predetermined
length of time. If credit is not received within the time period,
credit will continue to be solicited at step 810.
[0082] If credit is received within the time period, processing
will continue at step 840. In step 840, the received credit is
added to the credit total. Processing then continues at step
850.
[0083] If it is determined that sufficient credit is available at
step 820, processing moves directly from step 820 to step 850
without steps 830 and 840 being performed.
[0084] In step 850, it is determined whether the advance level
control 270 is actuated. If actuation of the control 270 is not
detected within a predetermined time period, processing may
continue at step 810. On the other hand, if actuation of the
control 270 is detected, processing will continue at step 860.
[0085] In step 860, an appropriate amount of credit (corresponding
to an associated action) is subtracted form the credit total. The
subroutine process of FIG. 8 is then exited, and control is
returned to the calling process. Where the process of FIG. 8 is
executed to attract a user to begin a game, processing may move
from step 860 to the process illustrated in FIGS. 9A-B (see step
910 at "A1" in FIG. 9A). In some implementations, processing may
move from step 860 directly to step 1010, 1110, 1210, or 1310 in
any of the processes in the respective FIGS. 10A, 11A, 12A, or 13A
in response to a user providing sufficient credit to enable, and
appropriate input to initiate, a jump to different game play levels
(i.e., different spin mechanisms 110). The process of FIGS. 9A-B
may be performed when game play is at a first level associated with
spin mechanism 110-1 (i.e., spin mechanism 110-1 is active), the
process of FIGS. 10A-B may be performed when game play is at a
second level associated with spin mechanism 110-2, the process of
FIGS. 11A-B may be performed when game play is at a third level
associated with spin mechanism 110-3, the process of FIGS. 12A-B
may be performed when game play is at a fourth level associated
with spin mechanism 110-4, and the process of FIGS. 13A-B may be
performed when game play is at a fifth level associated with spin
mechanism 110-5.
[0086] FIGS. 9A-B illustrate an exemplary spin process for the
first spin mechanism 110-1. The process may begin at step 910. The
beginning of the process at step 910 is represented as "A1" in FIG.
9A. In step 910, a spin action of the first spin mechanism 110-1 is
initiated. Step 910 may be performed in any of the ways and in
response to any of the events described herein.
[0087] In step 920, it is determined whether a threshold speed has
been reached. If not, processing loops at step 920 until the
threshold speed is determined to have been reached, at which point
processing moves to step 925.
[0088] In step 925, it is determined whether the slow stop spin
control 260 has been actuated. If it has, power to the first spin
mechanism 110-1 is terminated at step 930. As described above, this
may allow the spin action to slowly come to a stop. Processing
moves from step 930 to step 935.
[0089] If it is determined at step 925 that the slow stop spin
control 260 has not been actuated, processing moves directly from
step 925 to step 935, bypassing step 930.
[0090] In step 935, it is determined whether the quick stop spin
control 265 has been actuated. If it has, power to the first spin
mechanism 110-1 is terminated at step 940 and a brake (e.g., brake
pad 530) is applied to abruptly stop the spin action of the first
spin mechanism 110-1 at step 945. Processing moves from step 945 to
step 950.
[0091] If it is determined at step 935 that the quick stop spin
control 265 has not been actuated, processing moves directly from
step 935 to step 950, bypassing steps 940 and 945.
[0092] In step 950, it is determined whether the spin action has
stopped. Step 950 may be performed in any of the ways described
above, including determining whether the spin speed is
approximately zero. If the spin action has not stopped, processing
continues at step 925, as shown. If the spin action has stopped,
processing continues at step 955 shown in FIG. 9B. "A2," as shown
in FIGS. 9A-B indicates the transition from step 950 to step 955.
In some implementations, if the brake is not already applied when
the spin action comes to a stop, the brake may be applied to secure
the stop position.
[0093] In step 955, it is determined whether the spin action
stopped at a "points" position. A "points" position may include any
landing zone 330 associated only with points (or some other form of
reward) but not with a virtual passageway. Landing zones 330-2
through 330-4, 330-6, 330-8, and 330-10 through 330-12 of FIG. 3
may be defined as "points" positions.
[0094] If it is determined that the spin action stopped at a
"points" position, processing moves to step 960. In step 960, the
points associated with the stop position are added to the point
total. The game then ends at step 965. Of course, this is
illustrative. In other implementations, other options and/or
actions may be performed when a spin stops at a "points" position.
For example, a user may be provided with an option to accept the
points and end the game or to forego the points for another
opportunity to spin the spin mechanism 110-1, in which case
processing may return to step 910 of FIG. 9A.
[0095] If it is determined at step 955 that the spin did not stop
at a "points" position, processing continues to step 970. In step
970, it is determined whether the spin action stopped at an
"advance one level" position. An "advance one level" position may
include any landing zone 330 associated with a virtual passageway
to an adjacent, higher level of game play (i.e., the next higher
spin mechanism 110 in a hierarchy of spin mechanisms 110). In this
case, an "advance one level" position would provide a user an
opportunity to advance game play from spin mechanism 110-1 to spin
mechanism 110-2.
[0096] If it is determined at step 970 that the spin action has
stopped at an "advance one level" position, processing continues at
step 975. In step 975, any points associated with the "advance one
level" position are added to the point total. Processing then moves
to step 980, at which step a "get credit" subroutine such as the
one illustrated in FIG. 8 is called. If sufficient credit is
provided, processing continues from step 980 to step 1010 of FIG.
10A, as indicated by "B1" in FIGS. 9B and 10A. Step 980 may be
omitted from other implementations in which credit is not charged
for a single level advancement associated with the "advance one
level" position of step 970.
[0097] If it is determined at step 970 that the spin action has not
stopped at an "advance one level" position, processing moves from
step 970 to step 985. In step 985, it is determined whether the
spin action has stopped at a shortcut (a type of virtual
passageway) to the fourth spin mechanism 110-4. If it has,
processing moves to step 990, at which step any points associated
with the shortcut position are added to the point total. Processing
then moves from step 990 to step 1210 of FIG. 12A, as indicated by
"D1" in FIGS. 9B and 12A.
[0098] If it is determined at step 985 that the spin action has not
stopped at the shortcut to spin mechanism 110-4, processing moves
to step 995. By default based on the available stop positions of
spin mechanism 110-1, it is known that the spin action has stopped
at a shortcut to the second spin mechanism 110-2. Any points
associated with this stop position are added to the point total at
step 995. Processing then moves from step 995 to step 1010 of FIG.
10A, as indicated by "B1" in FIGS. 9B and 10A.
[0099] From the above description, it can be seen that in the
exemplary spin process for spin mechanism 110-1, several virtual
passageways from spin mechanism 110-1 to other spin mechanisms
110-2 and 110-4 are available and can be utilized to cause game
play to move from spin mechanism 110-1 to either spin mechanism
110-2 or 110-4. Of course, this example is not limiting. Other
virtual passageways may be employed in other implementations.
[0100] FIGS. 10A-B illustrate an exemplary spin process for the
second spin mechanism 110-2. The process may begin at step 1010.
The beginning of the process at step 1010 is represented as "B1" in
FIG. 10A. The performance of steps 1010-1050 as shown in FIG. 10A
is substantially similar to steps 910-950 of FIG. 9A except that
the steps are applied to spin mechanism 110-2 instead of spin
mechanism 110-1.
[0101] In step 1050, if it is determined that the spin action has
stopped, processing moves to step 1055 of FIG. 10B, as indicated by
"B2" in FIGS. 10A-B. In some implementations, if the brake is not
already applied when the spin action comes to a stop, the brake may
be applied to secure the stop position.
[0102] In step 1055, it is determined whether the spin action
stopped at a "points" position as defined above. If it is
determined that the spin action stopped at a "points" position,
processing moves to step 1060. In step 1060, the points associated
with the stop position are added to the point total. The game then
ends at step 1065. Of course, this is illustrative. In other
implementations, other options and/or actions may be performed when
a spin of spin mechanisms 110-2 stops at a "points" position. For
example, a user may be provided with an option to accept the points
and end the game or to forego the points for another opportunity to
spin the spin mechanism 110-2, in which case processing may return
to step 1010 of FIG. 10A.
[0103] If it is determined at step 1055 that the spin did not stop
at a "points" position, processing continues to step 1070. In step
1070, it is determined whether the spin action stopped at an
"advance one level" position as defined above. In this case, an
"advance one level" position would provide a user an opportunity to
advance game play from spin mechanism 110-2 to spin mechanism
110-3.
[0104] If it is determined at step 1070 that the spin action has
stopped at an "advance one level" position, processing continues at
step 1075. In step 1075, any points associated with the "advance
one level" position are added to the point total. Processing then
moves to step 1080, at which step a "get credit" subroutine such as
the one illustrated in FIG. 8 is called. If sufficient credit is
provided, processing continues from step 1080 to step 1110 of FIG.
11A, as indicated by "C1" in FIGS. 10B and 11A. Step 1080 may be
omitted from other implementations in which credit is not charged
for a single level advancement associated with the "advance one
level" position of step 1070.
[0105] If it is determined at step 1070 that the spin action has
not stopped at an "advance one level" position, processing moves
from step 1070 to step 1085. In step 1085, it is determined whether
the spin action has stopped at a "back up one level" position. A
"back up one level" position may include any landing zone 330
associated with a virtual passageway to an adjacent, lower level of
game play (i.e., the next lower spin mechanism 110 in a hierarchy
of spin mechanisms 110). In this case, a "back up one level"
position would move game play from spin mechanism 110-2 to spin
mechanism 110-1. This may be performed by moving processing from
step 1085 of FIG. 10B to step 910 of FIG. 9A, as indicated by "A1"
in FIGS. 9A and 10B.
[0106] In it is determined at step 1085 that the spin action has
not stopped at a "back up one level" position, processing moves
from step 1085 to step 1090. In step 1090, it is determined whether
the spin action has stopped at a shortcut to the fourth spin
mechanism 110-4. If it has, processing moves to step 1095, at which
step any points associated with the shortcut position are added to
the point total. Processing then moves from step 1095 to step 1210
of FIG. 12A, as indicated by "D1" in FIGS. 10B and 12A.
[0107] If it is determined at step 1090 that the spin action has
not stopped at the shortcut to spin mechanism 110-4, processing
moves to step 1097. By default based on the available stop
positions of spin mechanism 110-2, it is known at step 1097 that
the spin action has stopped at a shortcut to the fifth spin
mechanism 110-5. Any points associated with this stop position are
added to the point total at step 1097. Processing then moves from
step 1097 to step 1310 of FIG. 13A, as indicated by "E1" in FIGS.
10B and 13A.
[0108] From the above description, it can be seen that in the
exemplary spin process for spin mechanism 110-2 shown in FIGS.
10A-B, several virtual passageways to different spin mechanisms
110-1, 110-3, 110-4, and 110-5 are available and can be utilized to
cause game play to move from spin mechanism 110-2 to spin mechanism
110-1, 110-3, 110-4, or 110-5. Of course, this example is not
limiting. Other virtual passageways may be employed in other
implementations.
[0109] FIGS. 11A-B illustrate an exemplary spin process for the
third spin mechanism 110-3. The process may begin at step 1110. The
beginning of the process at step 1110 is represented as "C1" in
FIG. 10A. The performance of steps 1110-1150 as shown in FIG. 11A
may be substantially similar to steps 910-950 of FIG. 9A as
described above except that steps 1110-1150 are applied to spin
mechanism 110-3 instead of spin mechanism 110-1.
[0110] Further, in step 1150, if it is determined that the spin
action has stopped, processing moves to step 1155 of FIG. 11B, as
indicated by "C2" in FIGS. 11A-B. In some implementations, if the
brake is not already applied when the spin action comes to a stop,
the brake may be applied to secure the stop position.
[0111] In step 1155, it is determined whether the spin action
stopped at a "points" position as defined above. If it is
determined that the spin action stopped at a "points" position,
processing moves to step 1160. In step 1160, the points associated
with the stop position are added to the point total. The game then
ends at step 1165. Of course, this is illustrative. In other
implementations, other options and/or actions may be performed when
a spin of spin mechanism 110-3 stops at a "points" position. For
example, a user may be provided with an option to accept the points
and end the game or to forego the points for another opportunity to
spin the spin mechanism 110-3, in which case processing may return
to step 1110 of FIG. 11A.
[0112] If it is determined at step 1155 that the spin did not stop
at a "points" position, processing continues to step 1170. In step
1170, it is determined whether the spin action stopped at an
"advance one level" position as defined above. In this case, an
"advance one level" position would provide a user an opportunity to
advance game play from spin mechanism 110-3 to spin mechanism
110-4.
[0113] If it is determined at step 1170 that the spin action has
stopped at an "advance one level" position, processing continues at
step 1175. In step 1175, any points associated with the "advance
one level" position are added to the point total. Processing then
moves to step 1180, at which step a "get credit" subroutine such as
the one illustrated in FIG. 8 is called. If sufficient credit is
provided, processing continues from step 1180 to step 1210 of FIG.
12A, as indicated by "D1" in FIGS. 11B and 12A. Step 1080 may be
omitted from other implementations in which credit is not charged
for a single level advancement associated with the "advance one
level" position of step 1170.
[0114] If it is determined at step 1170 that the spin action has
not stopped at an "advance one level" position, by default based on
the available stop positions of spin mechanism 110-3, it is known
that the spin action has stopped at a "back up one level" position.
In this case, processing moves from step 1170 to step 1010 of FIG.
10A, as indicated by "B1" in FIGS. 11B and 10A.
[0115] From the above description, it can be seen that in the
exemplary spin process for spin mechanism 110-3 shown in FIGS.
11A-B, several virtual passageways to different spin mechanisms
110-2 and 110-4 are available and can be utilized to cause game
play to move from spin mechanism 110-3 to spin mechanism 110-2 or
110-4. Of course, this example is not limiting. Other virtual
passageways may be employed in other implementations.
[0116] FIGS. 12A-B illustrate an exemplary spin process for the
fourth spin mechanism 110-4. The process may begin at step 1210.
The beginning of the process at step 1210 is represented as "D1" in
FIG. 12A. The performance of steps 1210-1250 as shown in FIG. 12A
may be substantially similar to steps 910-950 of FIG. 9A as
described above except that steps 1210-1250 are applied to spin
mechanism 110-4 instead of spin mechanism 110-1.
[0117] Further, in step 1250, if it is determined that the spin
action has stopped, processing moves to step 1255 of FIG. 12B, as
indicated by "D2" in FIGS. 12A-B. In some implementations, if the
brake is not already applied when the spin action comes to a stop,
the brake may be applied to secure the stop position.
[0118] In step 1255, it is determined whether the spin action
stopped at a "points" position as defined above. If it is
determined that the spin action stopped at a "points" position,
processing moves to step 1260. In step 1260, the points associated
with the stop position are added to the point total. The game then
ends at step 1265. Of course, this is illustrative. In other
implementations, other options and/or actions may be performed when
a spin of spin mechanisms 110-4 stops at a "points" position. For
example, a user may be provided with an option to accept the points
and end the game or to forego the points for another opportunity to
spin the spin mechanism 110-4, in which case processing may return
to step 1210 of FIG. 12A.
[0119] If it is determined at step 1255 that the spin did not stop
at a "points" position, processing continues to step 1270. In step
1270, it is determined whether the spin action has stopped at a
shortcut (a regressive type of virtual passageway) to the second
spin mechanism 110-2. If it has, processing moves to step 1010 of
FIG. 10A, as indicated by "B1" in FIGS. 12B and 10A.
[0120] If it is determined at step 1270 that the spin action has
not stopped at the shortcut to spin mechanism 110-2, processing
moves to step 1275. In step 1275, it is determined whether the spin
action has stopped at a "back up one level" position, as defined
above. In this case, a "back up one level" position would move game
play from spin mechanism 110-4 to spin mechanism 110-3. This may be
performed by moving processing from step 1275 of FIG. 12B to step
1110 of FIG. 11A, as indicated by "C1" in FIGS. 11A and 12B.
[0121] In it is determined at step 1275 that the spin action has
not stopped at a "back up one level" position, processing moves
from step 1275 to step 1280. In step 1280, it is determined whether
the spin action stopped at an "advance one level" position, as
defined above. In this case, an "advance one level" position would
provide a user an opportunity to advance game play from spin
mechanism 110-4 to spin mechanism 110-5.
[0122] If it is determined at step 1280 that the spin action has
stopped at an "advance one level" position, processing continues at
step 1285. In step 1285, any points associated with the "advance
one level" position are added to the point total. Processing then
moves to step 1290, at which step a "get credit" subroutine such as
the one illustrated in FIG. 8 is called. If sufficient credit is
received, processing continues from step 1290 to step 1310 of FIG.
13A, as indicated by "E1" in FIGS. 12B and 13A. Step 1290 may be
omitted from other implementations in which credit is not charged
for a single level advancement associated with the "advance one
level" position of step 1290.
[0123] If it is determined at step 1280 that the spin action has
not stopped at an "advance one level" position, by default based on
the available stop positions of spin mechanism 110-4, it is known
that the spin action has stopped at a regressive shortcut (e.g., a
"booby trap") to the first spin mechanism 110-1. Processing then
moves from step 1280 to step 910 of FIG. 9A, as indicated by "A1"
in FIGS. 9A and 12B.
[0124] From the above description, it can be seen that in the
exemplary spin process for spin mechanism 110-4 shown in FIGS.
12A-B, several virtual passageways to different spin mechanisms
110-1, 110-2, 110-3, and 110-5 are available and can be utilized to
cause game play to move from spin mechanism 110-4 to spin mechanism
110-1, 110-2, 110-3, or 110-5. Of course, this example is not
limiting. Other virtual passageways may be employed in other
implementations.
[0125] FIGS. 13A-B illustrate an exemplary spin process for the
fifth spin mechanism 110-5. The process may begin at step 1310. The
beginning of the process at step 1310 is represented as "E1" in
FIG. 13A. The performance of steps 1310-1350 as shown in FIG. 13A
may be substantially similar to steps 910-950 of FIG. 9A as
described above except that steps 1310-1350 are applied to spin
mechanism 110-5 instead of spin mechanism 110-1.
[0126] Further, in step 1350, if it is determined that the spin
action has stopped, processing moves to step 1355 of FIG. 13B, as
indicated by "E2" in FIGS. 13A-B. In some implementations, if the
brake is not already applied when the spin action comes to a stop,
the brake may be applied to secure the stop position.
[0127] In step 1355, it is determined whether the spin action
stopped at a "points" position as defined above. If it is
determined that the spin action stopped at a "points" position,
processing moves to step 1360. In step 1360, the points associated
with the stop position are added to the point total. The game then
ends at step 1365. Of course, this is illustrative. In other
implementations, other options and/or actions may be performed when
a spin of spin mechanisms 110-5 stops at a "points" position. For
example, a user may be provided with an option to accept the points
and end the game or to forego the points for another opportunity to
spin the spin mechanism 110-5, in which case processing may return
to step 1310 of FIG. 13A.
[0128] If it is determined at step 1355 that the spin did not stop
at a "points" position, processing continues to step 1370. In step
1370, it is determined whether the spin action has stopped at a
"bonus" position. The fifth spin mechanism 110-5 may include one or
more "bonus" positions, which may provide a special level of
reward, such as a top prize or high number of points.
[0129] If it is determined that the stop action has stopped at a
"bonus" position, processing moves to step 1375. In step 1375, the
"bonus" reward(s) associated with the "bonus" position are awarded.
For example, "bonus" points may be added to the point total. The
game then ends at step 1365.
[0130] If it is determined at step 1370 that the spin action has
not stopped at a "bonus" position, processing moves from step 1370
to step 1380. In step 1380, it is determined whether the spin
action has stopped at a "back up one level" position, as defined
above. In this case, a "back up one level" position would move game
play from spin mechanism 110-5 to spin mechanism 110-4. This may be
performed by moving processing from step 1380 of FIG. 13B to step
1210 of FIG. 12A, as indicated by "D1" in FIGS. 12A and 13B.
[0131] If it is determined at step 1380 that the spin action has
not stopped at a "back up one level" position, processing moves
from step 1380 to step 1385. In step 1385, it is determined whether
the spin action has stopped at a regressive shortcut to the second
spin mechanism 110-2. If it has, processing moves to step 1010 of
FIG. 10A, as indicated by "B1" in FIGS. 13B and 10A.
[0132] If it is determined at step 1385 that the spin action has
not stopped at the shortcut to spin mechanism 110-2, by default
based on the available stop positions of spin mechanism 110-5, it
is known that the spin action has stopped at a regressive shortcut
to the first spin mechanism 110-1. Processing then moves from step
1385 to step 910 of FIG. 9A, as indicated by "A1" in FIGS. 9A and
13B.
[0133] From the above description, it can be seen that in the
exemplary spin process for spin mechanism 110-5 shown in FIGS.
13A-B, several virtual passageways to different spin mechanisms
110-1, 110-2, and 110-4 are available and can be utilized to cause
game play to move from spin mechanism 110-5 to spin mechanism
110-1, 110-2, or 110-4. Of course, this example is not limiting.
Other virtual passageways may be employed in other
implementations.
[0134] FIGS. 8-13B and the above corresponding description are
illustrative of one of many possible configurations of multiple
spin mechanisms 110 and associated rewards, including one of many
possible configurations of virtual passageways between the spin
mechanisms 110. Other implementations may include different
configurations.
[0135] By providing multiple spin mechanisms 110 and virtual
passageways between them, a game apparatus such as game apparatus
100 can provide a variety of possibilities and outcomes. Such
entertainment value can attract repeat players and facilitate
extended game play, which can lead to significant returns on
investment.
IV. Alternative Embodiments
[0136] The preceding description has been presented only to
illustrate and describe exemplary implementations with reference to
the accompanying drawings. It will, however, be evident that
various modifications and changes may be made thereto, and
additional implementations may be implemented, without departing
from the scope of the invention as set forth in the claims that
follow. The above description and accompanying drawings are
accordingly to be regarded in an illustrative rather than a
restrictive sense.
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