GB2119991A - Amusement-with-prizes machine with a stop feature - Google Patents
Amusement-with-prizes machine with a stop feature Download PDFInfo
- Publication number
- GB2119991A GB2119991A GB08213444A GB8213444A GB2119991A GB 2119991 A GB2119991 A GB 2119991A GB 08213444 A GB08213444 A GB 08213444A GB 8213444 A GB8213444 A GB 8213444A GB 2119991 A GB2119991 A GB 2119991A
- Authority
- GB
- United Kingdom
- Prior art keywords
- symbols
- symbol
- array
- game
- actuating means
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
- 235000013399 edible fruits Nutrition 0.000 claims abstract description 15
- 238000011156 evaluation Methods 0.000 claims description 14
- 230000003068 static effect Effects 0.000 claims description 9
- 239000003381 stabilizer Substances 0.000 claims description 5
- 230000000087 stabilizing effect Effects 0.000 description 4
- 230000011514 reflex Effects 0.000 description 3
- 238000010276 construction Methods 0.000 description 2
- 230000000694 effects Effects 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 241000167854 Bourreria succulenta Species 0.000 description 1
- 108010076504 Protein Sorting Signals Proteins 0.000 description 1
- 230000004075 alteration Effects 0.000 description 1
- 235000019693 cherries Nutrition 0.000 description 1
- 238000012544 monitoring process Methods 0.000 description 1
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
- G07F17/3265—Influencing the position of stopped moving members to achieve a winning arrangement, e.g. nudging, shuffling, holding
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
Landscapes
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
A fruit machine comprises a display panel (1) having a translucent screen (2) divided into an array of symbol locations (3). A projection device (4) forms images of symbols at respective locations (3) on the screen (2) and a random switching device (7) repeatedly changes the image at each location during the playing of a game. In a normal operating mode, the device (7) changes the symbols in the array at relatively fast rate and, in a feature mode, the device (7) operates to change the symbols at a second lower rate. Stop buttons (18) are operable by the player when the device (7) is operating in its feature mode in an attempt to stop the symbols in a winning combination. <IMAGE>
Description
SPECIFICATION
Amusement-with-prizes machine with a stop feature
THIS INVENTION relates to amusement-withprizes machines.
The invention is particularly concerned with machines, for example so-called fruit machines, in which an array of symbols is displayed to a player in an evaluation area of a display panel of the machine, the symbols in the array change during the playing of a game, and the final combination of symbols in the evaluation area in a static condition of the symbol array at the end of the game decides according to predetermined rules whether the player has won a prize.
In known fruit machines, the symbols appearing in the evaluation area change during the game at a fixed rate which is faster than the physiological reaction speed of the player, so that the individual symbols appearing in any given symbol location of the array are not discerned.
Moreover, in known machines the changing of the symbols is stopped automatically and at least pseudo-randomly at the end of each game. A chance combination of symbols normally therefore determines whether the player has won a prize, although in some cases the player has been enabled to make stepwise alterations in the chance combination of symbols in an attempt to achieve a winning combination by the provision of a so-called "nudge" facility which is intermittently available to the player on selected games.
It is an object of the present invention to enable a player to determine the final symbol combination in selected games by exercising his skill to stop the symbols as they change during the course of a game.
Accordingly, there is provided an amusement-with-prizes machine comprising a display panel having an evaluation area, symbol displaying means for displaying to a player an array of symbols in the evaluation area, actuating means for changing the symbols in the array during the playing of a game, the actuating means being operable in a normal mode in which the symbols in the array are changed at a first rate and in a feature mode in which the symbols are changed at a second rate slower than the first rate, selecting means for determining the mode of operation of the actuating means, and stop means, operable by the player when actuating means is operating in its feature mode, for stopping the changing of symbols in the array at respective times selected by the player in an attempt to achieve a winning combination of symbols at the end of the game.
Conveniently, the selecting means serves to enable operation of the actuating means in its feature mode for randomly or pseudo-randomly selected games.
In the case of a machine having a stabilizer device to determine the actual winning percentage of prizes which have been paid out at any time and to maintain the actual winning percentage at a desired preset level, in which machine the stabilizer device may be arranged to control the selecting means so as to increase or decrease the frequency of operation of the actuating means in its feature mode in order to cause the actual winning percentage to tend towards the present value.
The second rate at which the symbols are changed when the actuating means operates in the feature mode may be variable. Alternatively, a plurality of different and distinct second rates of change may be provided. In either case, the acutal rate of change obtained for any given operation of the actuating means in its feature mode may be dictated by the stabilizer device in dependence upon the prevailing actual winning percentage.
The actuating means may be operable in its feature mode throughout the entire duration of a game selected as a feature game or only during a portion (usually a concluding portion) of the game, operation of the acutating means during any remainder of the game being in the normal mode.
A preferred application for the invention is found in fruit machines where images of symbols are formed on a display screen at respective symbol locations in the array and the image at each location is repeatedly changed during the game so that a sequence of symbols appears at each image location.
One known machine of this kind is the panascope, which uses individual images of symbols projected optically onto the rear of a display screen which is viewed by the player from the front. The construction and operation of panascopes is well known and may be briefly summarised as follows. An array of light sources and image transparencies are used in conjunction with a suitable optical system, so that by illuminating a particular light source the image of a particular symbol is projected onto a given symbol location on the screen and by changing the illuminated light source the image projected on that symbol location can be changed. An actuating means in the form of an electrical switching device is provided to energise the light sources in a random sequence, so as to project a random sequence of images onto each symbol location of the display screen.At the end of the game, the last light source energised remains lit to project a corresponding static image onto the screen. The rate at which the image at a symbol location changes in these machines is usually ten per second, which is a sufficiently high rate for the individual symbols to be on display for a time less than the physiological reaction time of a player.
In accordance with the preferred application of the invention, there is provided a fruit machine comprising a display panel having an evaluation area containing an array of symbol locations, symbol displaying means for forming images of symbols at respective symbol locations in the array, actuating means for repeatedly changing the image at each symbols location during the playing of a game, the actuating means being operable in a normal mode in which the symbols in the array are changed at a first rate and in a feature mode in which the symbols changed at a second rate slower than the first rate, selecting means for determining the mode of operation of the actuating means, and stop means, operable by the player when the actuating means is operating in its feature mode, for stopping the changing of symbols in the array at respective times selected by the player in an attempt to achieve a winning combination of symbols at the end of the game.
In another aspect of the invention as applied to fruit machines, there is provided a fruit machine comprising a display panel having an evaluation area containing an array of symbol locations, symbol displaying means for forming images of symbols at respective symbol locations in the array, and actuating means for repeatedly changing the image at each symbol location during the playing of a game, the combination of symbols in a static condition of the symbol array at the end of the game deciding whether the player has won a prize, in which machine symbol-exchanging means are provided for operation by the player to exchange at least a pair of symbol images in the static condition of the symbol array in attempt to achieve an advantage.
Preferably, the symbol-exchanging means permit two complete columns or rows of symbols in the symbol array to be exchanged.
Of course, the playing features provided by the present invention can be used in conjunction with other compatible known playing features of fruit machines. For example, a "hold" facility operable by the player may be provided to enable desired symbols to be held at the commencement of a game.
In order that the invention may be readily understood, embodiments thereof will now be described, by way of example, with reference to the accompanying drawings, in which:
Figure 1 is a schematic representation of a simple panascope fruit machine embodying the invention; and
Figure 2 is a schematic representation of a more elaborate panascope fruit machine embodying the invention.
The simple coin-or token-freed panascope fruit machine illustrated diagrammatically in
Fig. 1 comprises a display panel 1 having a translucent display screen 2 constituting an evaluation area divided into three square symbol locations 3 arranged in a linear array.
As schematically illustrated by the dashed lines 6 in Fig. 1, a projection device 4 is provided optically to project onto the rear of the display screen in each symbol location a respective image of a symbol, such as a fruit symbol 5. For the purposes of illustration, the projection device 4 is shown above the display panel in Fig. 1, whereas of course it would in reality be located behind the display panel.
The projection device 4 includes, in known manner, an array of electrical lamps, an image transparency bearing the various symbols to be projected and a suitable optical system, so that by energising a particular lamp the image of a particular symbol is projected onto a particular symbol location and the projected image at that symbol Icoation can be changed by energising a different lamp.
During the course of a game, the lamps are energised so that an essentially random sequence of images is projected onto each symbol location of the display screen, the sequence of images being stopped at the end of the game to provide a static image in which the displayed combination of symbols determines whether or not the player has won a prize.
The changing of the projected images during a game is controlled by an actuating or switching device 7 which supplies signals to the projection device 4 on control bus 8 to determine the sequence in which the lamps are energised. The actuating device 7 is enabled at the start of a game by a start signal received on line 9 from a start button 10 pressed by the player to commence a game after inserting a stake coin or token in the coin mechanism (not shown) of the machine.
The actuating device 7 then generates random or pseudorandom sequences of lamp control signals on bus 8. At the end of the game, the variation in the lamps control signals is stopped and the actuator 7 continues to supply the projection device 4 with the final signal of the signal sequences so that the corresponding projection images remain static.
The final lamp control signals are of course significant of the combination of displayed signals in the final static image in the evaluation area 2 and are supplied on an evaluation bus II to a win evaluating device 12 which determines whether or not the player has won a prize. If so, the evaluating device 1 2 instructs payment of the appropriate prize by a payout mechanism 1 3.
The actuating device 7 is operable in either of two modes under the control of a selecting device 14. The first mode is demanded by a signal on line 1 5 from selecting device 14 and constitutes a normal operating mode in which the actuating device generates control signals for the projection device 4 so that the image projected onto each symbol location is changed at the rate of 10 per second, a rate which prevents the individual images in the sequence being perceived within the physiological reaction time of the player. A second or feature mode of operation is demanded by a signal from selecting device 14 on line 1 6 and, in this feature mode, the actuating device 7 serves to vary the projected images at a somewhat lower rate, such as 5 per second, to enable the player to discern the individual symbols in the sequence.The appearance of a signal on line 1 6 from selecting device 14 also operates a feature waring device 1 7 such as a flashing light, to indicate that the actuating device is operating in its feature mode and also enables a set of stop buttons 18, each associated with a respectie one of the symbol locations and operable by the player to stop the sequence of changing symbols at a desired symbol. Stop instructions pass from the buttons 1 8 to the actuating device 7 via a stop instruction bus 1 9. The changing sequence of symbols in a symbol location is stopped automatically at the end of the game period, if not previously stopped by the player using stop buttons 18.
The selection device 14 operates on a pseudorandom basis to select games in which the actuating device 7 operates in its feature mode. However, the selection device 1 4 is under the overall control of a win stabilizing device 20 which continuously determines the percentage of the stake money which has been paid out in prizes (e.g. by monitoring the payout device) and adjusts the frequency with which the selection device 1 4 produces signals on line 1 6 so as to make the percentage payout tend towards a desired value.
The second embodiment of the inventon illustrated schematically in Fig. 2 is provided with two rates of image projection as in the first embodiment and similar parts of the Fig.
2 embodiment are identified by the same reference numerals as the corresponding parts of the Fig. 1 embodiment. The main difference between the two embodiments lies in the fact that the display screen 2 in the Fig. 2 embodiment is divided into a three-by-three array of symbol locations and the projecting and actuating devices 4 and 7 are arranged to project the necessary nine sequences of symbol images onto the screen. However, only three stop buttons 1 8 are provided, each corresponding to a respective column of symbols and operative to stop all three symbols sequences in that column simultaneously.
Otherwise, the construction and operation of the Fig. 2 embodiment are as described with reference to Fig. 1, as regards the two-speed operating feature. In Fig. 2, prizes are awarded in dependence upon the combination of symbols in the central row of symbol locations which is indicated by a payline 21 on the screen and the win evaluating device 1 2 therefore evaluates the control signals corresponding to the projected images in these symbol locations in order to determine whether the player has won a prize. Equally, however, other symbol locations could be significant in determining whether a prize is won and could be monitored as well as or instead of the payline row.
The embodiment of Fig. 2 has an additional intermittently available feature, whereby the positions of the two outer columns 22 and 23 of symbol locations may be exchanged at the end of a game in an attempt to achieve an advantage, for example a winning combination in the current game or a potential advantage in the next game. For example, in the illustrated condition in Fig. 2 it would be advantageous to exchange the symbols in columns 22 and 23 if the single "cherry" symbol 23 on the payline would cause a winning combination of in column 22 but not in column 23.
This symbol exchanging feature can be made available on a purely random basis, possibly under the control of the win equalizing device 20. Alternatively, as illustrated, the availability of the feature can be made contingent upon the appearance of a special symbol 24 in one or more predetermined symbol locations in the symbol array at the end of the game. The symbol 24 may appear alone or preferably is superimposed upon other symbols. The condition required for the symbol exchanging feature can be monitored by a symbol exchanging device 25 which monitors the control signals generated by the actuating device over input/output bus 26 and, if the conditions for availability of the symbol-exchange feature are met, enables via line 28 an exchange button 27 operable by the player to effect the predetermined exchange of symbols.Device 25 also activates via line 30 an exchange warning device 29 to draw the player's attention to the fact that the feature is available. If the player presses the button, the symbol exchanging device 25 instructs actuating device 7 to deliver the appropriate control signals to the projecting device 4 to effect the exchange of symbols.
Although a specific form of symbol exchaing feature has been described with reference to Fig. 2, it will be appreciated that many other ways of exchaning the symbols in the array could be envisaged, even down to the exchange of individual symbols. Clearly, more than one symbol exchange button 27 could be provided for effecting different kinds of symbol exchange, when available, at the player's option.
In the case of the two modes of operation of the actuating device 7 described with reference to Figs. 1 and 2, it is envisaged that the rate at which the symbols are changed in the feature mode of operation may be continuously variable over a given range under the control of the win stabilizing device 20. Alter natively, it is possible to provide for a plurality of discrete and different rates of symbol changing in the feature mode of operation, the particular rate of change selected for any given occurrence of the feature being selected by the win stabilizing device in dependence upon the currently obtaining win percentage detected by the stabilizing device.
Claims (11)
1. An amusement-with-prizes machine comprising a display panel having an evaluation area, symbol displaying means for displaying to a player an array of symbols in the evaluation area, actuating means for changing the symbols in the array during the playing of a game, the actuating means being operable in a normal mode in which the symbols in the array are changed at a first rate and in a feature mode in which the symbols are changed at a second rate slower than the first rate, selecting means for determining the mode of operation of the actuating means, and stop means, operable by the player when the actuating means is operating in its feature mode, for stopping the changing of symbols in the array at respective times selected by the player in an attempt to achieve a winning combination of symbols at the end of the game.
2. A machine according to claim 1, wherein the selecting means serves to enable operation of the actuating means in its feature mode for randomly or pseudo-randomly selected games.
3. A machine according to claim 1 or 2, comprising a stabilizer device to determine the actual winning percentage of prizes which have been paid out at any time and to maintain the actual winning percentage at a desired preset level, in which machine the stabilizer device may be arranged to control the selecting means so as to increase or decrease the frequency of operation of the actuating means in its feature mode in order to cause the actual winning percentage to tend towards the present value.
4. A machine according to any one of claims 1 to 3, wherein the second rate at which symbols are changed when the actuating means operates in the feature mode is variable.
5. A machine according to any one of claims 1 to 3, wherein a plurality of different and distinct second rates of change are provided.
6. A machine according to any preceding claim, wherein the actuating means is operable in its feature mode throughout the entire duration of a game selected as a feature game.
7. A machine according to any one of claims 1 to 5, wherein the actuating means is operable in its feature mode only during a portion (usually a concluding portion) of the game, operation of the actuating means during any remainder of the game being in the normal mode.
8. A fruit machine comprising a display panel haing an evaluation area containing an array of symbol locations, symbol displaying means for forming images of symbols at respective symbol locations in the array, actuating means for repeatedly changing the image at each symbols location during the playing of a game, the actuating means being operable in a normal mode in which the symbols in the array are changed at a first rate and in a feature mode in which the symbols changed at a second rate slower than the first rate, selecting means for determining the mode of operation of the actuating means, and stop means, operable by the player when the actuating means is operating in its feature mode, for stopping the changing of symbols in the array at respective times selected by the player in an attempt to achieve a winning combination of symbols at the end of the game.
9. A fruit machine comprising a display panel having an evaluation area containing an array of symbol locations, symbol displaying means for forming images of symbols at respective symbol locations in the array, and actuating means for repeatedly changing the image at each symbol location during the playing of a game, the combination of symbols in a static condition of the symbol array at the end to the game deciding whether the player has won a prize, in which machine symbol-exchanging means are provided for operation by the player to exchange at least a pair of symbol images in the static condition of the symbol array in an attempt to achieve an advantage.
10. A machine according to claim 9, wherein the symbol-exchanging means permit two complete coloumns or rows of symbols in the symbol array to be exchanged.
11. A fruit machine substantially as hereinbefore described with reference to, and as illustrated in, Fig. 1 or Fig. 2 of the accompanying drawings.
1 2. Any novel feature or combination of features herein described.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB08213444A GB2119991B (en) | 1982-05-10 | 1982-05-10 | Amusement-with-prizes machine with a stop feature |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GB08213444A GB2119991B (en) | 1982-05-10 | 1982-05-10 | Amusement-with-prizes machine with a stop feature |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| GB2119991A true GB2119991A (en) | 1983-11-23 |
| GB2119991B GB2119991B (en) | 1986-03-26 |
Family
ID=10530255
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| GB08213444A Expired GB2119991B (en) | 1982-05-10 | 1982-05-10 | Amusement-with-prizes machine with a stop feature |
Country Status (1)
| Country | Link |
|---|---|
| GB (1) | GB2119991B (en) |
Cited By (14)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2201278A (en) * | 1987-02-18 | 1988-08-24 | Simper Peter Ets Ltd | Amusement or gaming machines |
| GB2225889A (en) * | 1988-11-09 | 1990-06-13 | Bell Fruit Mfg Co Ltd | Gaming and amusement machines |
| EP0414428A3 (en) * | 1989-08-23 | 1991-07-03 | Kabushiki Kaisha Universal | Slot machine |
| EP0414427A3 (en) * | 1989-08-21 | 1991-07-24 | Kabushiki Kaisha Universal | Slot machine |
| US7704141B1 (en) | 2002-05-15 | 2010-04-27 | Wms Gaming Inc. | Slot machine game having a plurality of ways for a user to obtain payouts based on the selection of one or more symbol positions in the symbol matrix (“Lucky Spot”) |
| US7803045B2 (en) | 2004-09-30 | 2010-09-28 | Wms Gaming, Inc. | Wagering game with communication feature for special wagers |
| US8469797B2 (en) | 2010-09-27 | 2013-06-25 | Wms Gaming Inc. | Wagering game with multiple overlying reel strips for triggering events or outcomes |
| US8888582B2 (en) | 2012-05-08 | 2014-11-18 | Wms Gaming Inc. | Wagering game having symbol transfer from feeder array to primary array |
| US9153090B2 (en) | 2004-12-10 | 2015-10-06 | Bally Gaming, Inc. | Symbol pushing gaming machine |
| US9520022B2 (en) | 2012-09-27 | 2016-12-13 | Bally Gaming, Inc. | Wagering game with a secondary reel having oversized single-evaluation symbols |
| US9552704B2 (en) | 2013-03-14 | 2017-01-24 | Bally Gaming, Inc. | Wagering game having multi-array symbol placement feature |
| US9600979B2 (en) | 2013-03-15 | 2017-03-21 | Bally Gaming, Inc. | Wagering games employing a mega symbol |
| US9704342B2 (en) | 2011-10-12 | 2017-07-11 | Bally Gaming, Inc. | Systems, methods, and devices for playing wagering games with movable symbol arrays |
| US10068433B2 (en) | 2011-06-15 | 2018-09-04 | Bally Gaming, Inc. | Wagering game having morphing symbol feature |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2100492A (en) * | 1981-04-02 | 1982-12-22 | Questenco Ltd | Game-playing machines |
-
1982
- 1982-05-10 GB GB08213444A patent/GB2119991B/en not_active Expired
Patent Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2100492A (en) * | 1981-04-02 | 1982-12-22 | Questenco Ltd | Game-playing machines |
Cited By (19)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| GB2201278A (en) * | 1987-02-18 | 1988-08-24 | Simper Peter Ets Ltd | Amusement or gaming machines |
| GB2201278B (en) * | 1987-02-18 | 1990-09-26 | Simper Peter Ets Ltd | Amusement or gaming machines |
| GB2225889A (en) * | 1988-11-09 | 1990-06-13 | Bell Fruit Mfg Co Ltd | Gaming and amusement machines |
| EP0368628A3 (en) * | 1988-11-09 | 1991-05-08 | Bell-Fruit Manufacturing Company Limited | Gaming and amusement machines |
| EP0414427A3 (en) * | 1989-08-21 | 1991-07-24 | Kabushiki Kaisha Universal | Slot machine |
| AU634805B2 (en) * | 1989-08-21 | 1993-03-04 | Aruze Corporation | Slot machine |
| EP0414428A3 (en) * | 1989-08-23 | 1991-07-03 | Kabushiki Kaisha Universal | Slot machine |
| AU632610B2 (en) * | 1989-08-23 | 1993-01-07 | Aruze Corporation | Slot machine |
| US7704141B1 (en) | 2002-05-15 | 2010-04-27 | Wms Gaming Inc. | Slot machine game having a plurality of ways for a user to obtain payouts based on the selection of one or more symbol positions in the symbol matrix (“Lucky Spot”) |
| US7803045B2 (en) | 2004-09-30 | 2010-09-28 | Wms Gaming, Inc. | Wagering game with communication feature for special wagers |
| US9153090B2 (en) | 2004-12-10 | 2015-10-06 | Bally Gaming, Inc. | Symbol pushing gaming machine |
| US8469797B2 (en) | 2010-09-27 | 2013-06-25 | Wms Gaming Inc. | Wagering game with multiple overlying reel strips for triggering events or outcomes |
| US10068433B2 (en) | 2011-06-15 | 2018-09-04 | Bally Gaming, Inc. | Wagering game having morphing symbol feature |
| US9704342B2 (en) | 2011-10-12 | 2017-07-11 | Bally Gaming, Inc. | Systems, methods, and devices for playing wagering games with movable symbol arrays |
| US8888582B2 (en) | 2012-05-08 | 2014-11-18 | Wms Gaming Inc. | Wagering game having symbol transfer from feeder array to primary array |
| US9520022B2 (en) | 2012-09-27 | 2016-12-13 | Bally Gaming, Inc. | Wagering game with a secondary reel having oversized single-evaluation symbols |
| US9666020B2 (en) | 2012-09-27 | 2017-05-30 | Bally Gaming, Inc. | Wagering game with a secondary reel having oversized single-evaluation symbols |
| US9552704B2 (en) | 2013-03-14 | 2017-01-24 | Bally Gaming, Inc. | Wagering game having multi-array symbol placement feature |
| US9600979B2 (en) | 2013-03-15 | 2017-03-21 | Bally Gaming, Inc. | Wagering games employing a mega symbol |
Also Published As
| Publication number | Publication date |
|---|---|
| GB2119991B (en) | 1986-03-26 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| PE20 | Patent expired after termination of 20 years |
Effective date: 20020509 |