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Title:
AMUSEMENT AND GAMING APPARATUS
Document Type and Number:
WIPO Patent Application WO/1985/003158
Kind Code:
A1
Abstract:
The apparatus, preferably in the form of a wall-mounted cabinet (10), generates and stores a random multi-digit number. The player is required to make a prediction relating to the number and to enter this via pushbuttons. In the embodiment shown, the digits are displayed one-by-one on a display (16, 18) and the player predicts whether the next number will be higher or lower.

Inventors:
ARMSTRONG CHARLES VINCENT (GB)
Application Number:
PCT/GB1984/000453
Publication Date:
July 18, 1985
Filing Date:
December 27, 1984
Export Citation:
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Assignee:
ARMSTRONG CHARLES V
International Classes:
G07F17/32; (IPC1-7): G07F17/32
Domestic Patent References:
WO1980002512A11980-11-27
Foreign References:
US4206920A1980-06-10
GB2084371A1982-04-07
GB2119989A1983-11-23
GB1553117A1979-09-19
GB1428157A1976-03-17
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Claims:
CLAIMS
1. An amusement and gaming apparatus comprising means for generating and storing a random number, player input means for allowing a player to enter a prediction related to the random number, display means arranged to display at least part of the stored random number in response to operation of the player input means, and comparison means operating to compare the player's prediction with the random number.
2. The apparatus of claim 1, in which the input means is such as to allow prediction of a higher or lower number, and the comparison means compares each digit of a multidigit random number with its preceding digit. .
3. The apparatus of claim 2, including a payout mechanism and in which the comparison means operates the payout mechanism in a predetermined manner in accordance with the number of correct predictions.
4. The apparatus of claim 3, including further player input means operable by the player to terminate the game after any selected winning prediction.
5. The apparatus of claim 1, in which the input means permits the player to predict each digit of a multidigit number.
Description:
"Amusement and gaming apparatus"

This invention relates to an amusement and gaming apparatus which requires the player to make choices related to a series of random numbers. The commonest amusement and gaming machines are the well known "fruit machines" using rotating drums. Such machines are cumbersome and take up a significant amount of floor space. They are also somewhat limited in interest for and involvement of the player. An object of the present invention is to " provide an amusement and gaming apparatus which is capable of being produced in a compact size, and which gives greater player participation while having a large element of chance. Accordingly, the invention provides an amusement and gaming apparatus comprising means for generating and storing a random number, player input means for allowing a player to enter a prediction related to the random number, display means arranged to display at least part of the stored random number in response to operation of the player input means, and comparison means operating to compare the player's prediction with the random number.

An embodiment of the invention will now be described, by way of example, with reference to the accompanying drawings, in which:-

Fig. 1 is an isometric view of an apparatus embodying the invention;

Fig. 2 is a block diagram of the electronics of the apparatus of Fig. 1; and

Fig. 3 is a flow chart relating to Fig. 2. Referring to Fig. 1, the apparatus is contained in a case 10 which may for example be 680 mm high x 500 mm wide x 267 mm deep and may be hung on a wall. The apparatus includes a coin acceptor 12 and a

payout mechanism (not shown) discharging into an opening 14; both of these are conventional units well known in the art. On the front face of the cabinet are located a panel 16 of nine single digit displays, a further single digit display 18, and five player pushbuttons 20a-20e.

The remaining areas of the front face of the cabinet 10 may carry designs or displays of an amusement or advertising character. ..

The object of the game is for the player to guess whether a random digit to be displayed will be greater or less than a preceding digit to be displayed will be greater or less than a preceding digit. The play proceeds as follows.

The player inserts a coin at 12. A ten-digit random number is generated (as will be described) and stored. The first digit is displayed at 18 as a "key digit". The player must then predict whether the next digit will be higher or lower in value, and depress the "higher" button 20b or the "lower" button 20d accordingly. Having made this choice he depresses the "play" button 20c which causes the next digit to be displayed at 16.

If the player's prediction is wrong, the game is at an end. If his prediction is correct, he can either terminate the game by pressing "collect" button 20a, or continue by pressing "gamble" button 20e. This sequence is then repeated.

Suitably, the apparatus is arranged to give a ratio of payout/stake which increase approximately geometrically with the number of correct predictions, for example: Number of Payout correct predictions ratio

1 2:1

2 4:1

3 10:1

4 20:1

5 50:1

6 100:1 7 250:1

8 500:1

9 1000:1

The statistical probability of a correct prediction obviously varies according to the preceding digit. For example, if the preceding digit is 1, there is a high probability that the next digit will be higher. It can be shown that, with a random sequence and the above ratios, the machine will pay out more than 85% of money staked, averaged over an extended period, which complies with gaming laws in the United Kingdom. Ratios can be varied as required in other jurisdictions. This also is based on equal successive numbers being treated as a losing prediction. These functions can most suitably be carried out by a microprocessor. Referring to Fig. 2, a microprocessor 22 is connected to receive inputs from the coin acceptor 12 and player buttons 20, which may be scanned repetitively in well known manner, and to control the payout mechanism 24 and displays 16,18. The microprocessor 22 is controled by program held in ROM 26. Suitable programming to effect the sequence described above will be readily apparent to those skilled in the art. One suitable form of flow chart for such programming is given in Fig. 3.

Variations of the embodiment described above may be. ade within the general concept of the invention, For example, a four digit random number can be generated and stored and the player required to enter

a predicted four digit number via a keyboard. In this case there could suitably be a low payout for correctly predicting any single digit increasing with the number of digits predicted to a very high payout for a correct prediction of the entire number.




 
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