Computerized game apparatus with progressive bonus

Information

  • Patent Grant
  • 6446964
  • Patent Number
    6,446,964
  • Date Filed
    Monday, October 23, 2000
    24 years ago
  • Date Issued
    Tuesday, September 10, 2002
    22 years ago
Abstract
An arcade game including a progressive bonus apparatus connected to a plurality of individual game units. The progressive bonus apparatus receives score contributions from each game unit to increase a progressive score. When players achieve a predetermined task on a game unit, they receive a non-monetary award based on the progressive score. Each game unit connected to the progressive bonus apparatus may take the form of an arcade-type game with a rotating wheel on which to base scoring. A playing piece is directed down a playing surface towards a target end, and the wheel is rotated according to the target that was hit by the playing piece. The position of the wheel when it stops rotating affects the score. A non-monetary award based on the score is dispensed to the player when the game is completed.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




This invention relates to games normally played in an arcade environment, and more particularly to such games played by directing a playing piece towards a target and seeing the results of game play displayed on a rotatable wheel.




2. Background of the Related Art




Roll-down games have been played for many years in arcade environments. These games usually include a ramp and one or more targets at the end of the ramp. A player rolls a ball down the ramp towards a desired target, and a game score is displayed on a scoring display based upon the player's success.




In U.S. Pat. No. 810,299, O. E. Pettee describes a game in which a ball is rolled down a plane towards an upright target pin. When the pin is impacted, a motor activates to spin a dial. When the dial stops spinning, it indicates the player's score.




In U.S. Pat. No. 2,141,580, S. E. White describes a game in which a ball is tossed into holes marked in various time intervals. A spinning dial hand is stopped from rotating by the amount of time indicated by the hole that the ball is tossed into. The object of the game is to make the dial stop at a chosen character or numeral on the dial face.




In U.S. Pat. No. 2,926,915, F. D. Johns describes a skee-ball game in which a ball is rolled towards a scoring drum and in which tickets are dispensed to the player by an electrically operated automatic ticket dispenser.




Roll-down games of the prior art, while enjoyable, are rather simple games and, as such, often lead to rapid player boredom. This is undesirable in an arcade environment where revenues are directly related to the continuous, repeated use of the games.




SUMMARY OF INVENTION




The present invention provides an apparatus and method for progressively scoring contributions from multiple individual game units, and also provides an apparatus and method for an individual roll-down game: including a spinning wheel. These improvements add excitement and complexity to the game, which tends to prolong player involvement.




The multi-station game apparatus includes two or more individual units of a game of skill connected to a progressive scoring apparatus. As players operate individual game units, the units contribute numerically to a progressive display. Each individual game unit has the ability to dispense a non-monetary award, such as tickets, baseball cards, etc., to a player based on the score achieved by that player. When a player of a game unit accomplishes a predetermined task on an individual game unit, he or she receives a non-monetary award based upon the progressive score. This bonus award adds excitement to the game.




A roll-down game unit of the present invention includes a ramp, targets at the end of the ramp, and a wheel associated with the targets. Preferably, the targets are apertures provided near the end of the ramp. If a ball is rolled down the ramp into a certain aperture, that aperture might be predetermined to rotate the wheel a certain distance clockwise. A different aperture might be predetermined to rotate the wheel a specific distance counterclockwise, or not rotate the wheel at all.




The score of the game is based upon the wheel's position. If the wheel is rotated and stops at a number displayed on the wheel, the score might increase by that number. The wheel might display a “Bankrupt” position, which would reduce the score to zero. A further variation of the game would include an award dispenser, which would dispense a non-monetary award based upon the final score once the game was over.




The wheel adds complexity and interest to an otherwise simple roll-down game. This again increases player involvement with the game and increases the revenue produced by the game.




These and other advantages of the present invention will become apparent to those skilled in the art after reading the following descriptions and studying the various figures of the drawings.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is a perspective view of two individual game units connected to a progressive score display;





FIG. 2

is a flow chart of the progressive enhanced award process;





FIG. 3

is a block diagram of the microprocessor and display electronics used in the progressive bonus apparatus;





FIG. 4

is a front view of an individual game unit;





FIG. 5

is a side cross-section of the playing surface and playing piece return mechanism of an individual game unit;





FIG. 6

is a detail view of the wheel, display, and target apertures of an individual game unit;





FIG. 6



a


is a detail view of the wheel scoring indicator;





FIG. 7

is a block diagram of the control system for an individual game unlit;





FIG. 8

is a block diagram of the electronic components used in an individual game unit;





FIG. 9

is a perspective view of the wheel driving mechanism of an individual game unit including a preferred wheel position detector;





FIG. 10

is an alternate embodiment of a wheel position detector;





FIG. 11

is a detail view of the alternate wheel position detector of

FIG. 10

;





FIG. 12

is a cross sectional view of a reading mechanism for the alternate wheel position detector of

FIGS. 10 and 11

;





FIG. 13

is a cross-sectional view of the playing surface and playing piece return mechanism of an alternate embodiment of the present invention;





FIG. 14

is a detail view of the ball return mechanism of

FIG. 13

;





FIG. 15

is a partial top view of the playing surface of the alternate embodiment of

FIG. 13

;





FIG. 16

is a front elevation view of an alternate embodiment of a game unit; and





FIG. 17

is a block diagram of the electronic components used in the game unit of FIG.


16


.











DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS




In

FIG. 1

, a multi-station game apparatus


10


in accordance with the present invention includes a progressive bonus apparatus


12


with progressive score display


14


coupled to a first individual game unit


16




a


and a second individual game unit


16




b


. Further individual game units


16


may be coupled to the progressive game apparatus


10


as desired.




Each individual game unit


16


has the ability to be played on its own, independent of the other game units


16


coupled to progressive bonus apparatus


12


. Each individual game unit


16


includes a front panel


18


and a display area


22


. A goal for each game unit


16


should be accomplished in a skillful manner; for instance, a ball can be guided into an aperture using hand-eye coordination, or a disc or ball could be skillfully aimed into a target using electrical controls.




An individual game unit


16


further has the ability to dispense a non-monetary award to a player. Such an award might be tickets redeemable for prizes. The award also could be baseball cards or other similar non-monetary prizes. In the preferred embodiment, each individual game unit


16


dispenses one or more tickets to the player from the front panel


18


through an award dispensing slot


24


. Ticket dispensing mechanisms are well-known in the prior art.




The process that the multi-station game apparatus


10


uses to receive money and dispense non-monetary awards is illustrated in the block diagram


25


of

FIG. 2. A

player inserts monetary input


26


into an individual game unit


16




a


or


16




b


. Typically, this monetary input


26


is one or more coins, or it may be tokens that are standard in an arcade environment. Each game unit


16




a


and


16




b


is connected to the progressive bonus apparatus


12


by a data bus


27




a


and


27




b


, respectively.




The progressive bonus apparatus


12


has an output on a progressive score display


14


(see

FIG. 1

) which begins at a predetermined starting value. For example, the progressive score might be set at a starting score of zero. Or, so that a bonus award might be immediately available to players, the starting score could be set at a higher value.




The progressive score displayed by the progressive bonus apparatus


12


is accumulated from contributions by the individual game units


16


over the data busses


27




a


and


27




b


. The contributions can be determined in a variety of ways. In the preferred embodiment, each game unit


16


sends a signal to the progressive bonus apparatus


12


whenever a player deposits a coin or coins into the game unit


16


. When the progressive bonus apparatus


12


receives this signal, it increments the progressive score by one, one-half, or another predetermined value. Thus, each game unit


16


that is played will increment the progressive score by this value. Other methods might be used where the game unit


16


sends its increment signal when a player reached a predetermined score. Also, the progressive bonus apparatus


12


could be set to multiply the progressive score by a selected quantity whenever a game unit


16


sends an increment signal.




Each individual game unit


16


has one or more predetermined tasks for the player to accomplish in order for the player to receive a bonus award


30


based on the progressive score displayed by the progressive bonus apparatus


12


. All game units


16


that are attached to a single progressive bonus apparatus


12


should require the same predetermined task, so that each player competing for the progressive score has a task of the same duration and level of difficulty. This predetermined task has several possible variations. One variation might be that the player has to achieve a specific game score on his individual game unit


16


in order to win the progressive score. A different variation might be that the player must finish two or more games in a row by accomplishing a specific game result, such as hitting a “jackpot” on the game display


22


.




The first player to accomplish the predetermined task is entitled to the non-monetary bonus award


30


based upon the progressive score displayed on the progressive bonus apparatus


12


. In the preferred embodiment, this bonus award


30


is manually given to the winning player by the owner or operator of the multi-station game apparatus


10


. The bonus award


30


can be a number of normal game unit


16


awards: tickets, cards, or whatever the non-monetary award might be. Such a bonus award


30


might also be dispensed to a player as follows: the progressive bonus apparatus


12


sends the progressive score data over a data bus to the winning game unit


16


. The winning game unit


16


then dispenses the bonus award


30


to the player by that game unit's


16


normal award-dispensing means


24


. In any case, once the player has won the bonus award


30


, his individual game unit


16


is reset and the progressive bonus apparatus


12


is reset.





FIG. 3

is a block diagram of a control system


13


for the progressive bonus apparatus


12


. The control system


13


includes a microprocessor


32


, data bus


33


, read-only memory (ROM)


34


, random-access memory (RAM)


36


, a latch


38


, DIP switches


40


, a multiplexer


42


, an LED display


44


, and an RS-


232


port


46


.




The microprocessor


32


is preferably an Intel 8031 8-bit microprocessor, which has the range of features adequate for the task, including eight data lines and sixteen address lines. The microprocessor


32


receives data inputs D


0


-D


9


inputs on data bus


33


from individual game units that are connected to the progressive bonus apparatus


12


; one data line is required per game unit, so a maximum of ten individual games may be connected to the progressive bonus apparatus in this embodiment. Data latches


31


are used to couple the data busses from each unit (such as data busses


27




a


and


27




b


) to the data bus


33


.




The microprocessor


32


is coupled to ROM


34


by an address/control/data bus


35


. The ROM


34


is preferably an erasable programmable read-only memory (EPROM) that contains the start-up instructions and operating system for the progressive bonus apparatus. Microprocessor


32


is connected to RAM


36


by the bus


35


to permit the use of RAM as scratch-pad memory.




The microprocessor


32


is also coupled to a latch


38


and DIP switches


40


by bus


35


. The DIP switches


40


provide selectable functions that the owner or operator of the multi-unit game apparatus


10


may change to his or her liking. These selectable functions include setting the base payout score that the progressive bonus apparatus


12


will display in its starting state, and the increment value that the apparatus will use to increase the progressive score whenever a player achieves the predetermined task. Other selectable functions could also be set by the DIP switches depending on how many selectable game options and features are desired.




The microprocessor


32


is also coupled to a multiplexer


42


. The multiplexer


42


receives a clock signal, an enable signal, and a serial LED data signal from the microprocessor


32


. The multiplexer then outputs control signals to the segments of the LED display


44


on a bus


43


.




The progressive bonus apparatus can also optionally send and receive message signals through a standard RS-232 interface


46


. The RS-232 interface allows the control system


13


to be coupled to a computer system or other data processing system to allow the control and analysis of the control system


13


.




The control system


13


for the progressive bonus apparatus


12


operates as follows. The microprocessor


32


first reads the low memory from ROM


34


over bus


35


and then sequences through the software instructions stored in ROM. The software from the ROM


34


instructs the microprocessor


32


to read the DIP switches


40


, read in the game unit signals on busses


27




a


and


27




b


from the latches


31


, and display or update the score LED display


44


with the information from the game unit signals. If a game unit signal on busses


27




a


or


27




b


indicates a game is over, the microprocessor


32


modifies the progressive score by the determined amount. When a game unit signal on busses


27




a


or


27




b


indicates that a game unit


16


has won the progressive bonus award, the microprocessor


32


sends signals to flash the score display and activate lights and sound speakers (not shown) indicating the bonus has been won. The owner or operator of the game units


16


may then present the bonus award to the player who won it. In an alternate embodiment, the microprocessor


32


in progressive bonus apparatus


12


sends the progressive score total to the winning individual game unit


16


over a data bus, and the individual game unit


16


can then dispense the bonus award to the player.





FIG. 4

is a front view of the preferred embodiment of an individual game unit. The game unit


16


comprises the front panel section


18


, a playing surface


20


, and the display section


22


.




The front panel section comprises a coin deposit slot


50


, a ball dispenser


52


, a ticket dispenser


54


, and a speaker


56


. The coin deposit slot


50


may accept standard currency coins or game tokens that are normally available in an arcade environment, and also includes a coin return button and coin return slot. Coin boxes suitable for use in game unit


16


are readily available on the commercial market.




The ball dispenser


52


provides a ball for the player's use. In the preferred embodiment, the balls are rolled by the player down an inclined playing surface


20


. Other types of playing pieces can also be used and directed down the playing surface, such as discs, cylinders, or other objects.




The balls are dispensed to the player as shown in FIG.


5


. The ball


70


is picked up by a player from the playing piece dispenser


52


and rolled down the playing surface


20


and through an opening


72


in the playing surface


20


. The ball


70


then rolls down a ramp


75


to join other balls


70


′ which are held in a holding area


76


. A solenoid within the holding area


76


ejects a ball


70


″ to roll into the playing piece dispenser


52


, to be used by the player in the same way as the previous ball


70


.




Referring again to

FIG. 4

, the ticket dispenser


54


dispenses a ticket award to the player based on the game score when the player has played all of the allotted balls


70


(typically 3-5 balls). Other awards may be chosen by the game owner; possibilities include tickets that, when saved to some predetermined amount, are worth various prizes; or baseball or other sports cards could also be dispensed. The non-monetary award is stored in a storage area behind the front panel


18


.




The speaker


56


emits sounds based on game actions and other game states and is controlled by the game unit controller system. The operation of the speaker will be discussed in greater detail subsequently.




The playing surface


20


is shown in

FIGS. 1

,


5


, and


6


. It includes a player end


60


and a target end


62


. Preferably, the surface


20


comprises a ramp where the target end


62


is lower than the player end


60


. The player end


60


may include an opening


72


through which the player can drop the playing piece


70


onto the playing surface


20


. The playing surface


20


is preferably a smooth, unobstructed surface; but it can also be provided with obstacles. The target end


62


includes a plurality of targets


80


that are receptive to the playing piece. In the preferred embodiment, the targets


80


are apertures, holes or slots that are associated with a switch


74


such that when the ball falls through a slot


80


, the associated switch


74


is activated. Each slot


80


is defined by slot guide walls


81


, which guide the ball into a particular target slot


80


to activate a switch


74


. The guide walls


81


extend a short distance from the target end


62


onto the playing surface


20


.




The display section


22


is shown in greater detail in FIG.


6


. The display section


22


includes a wheel


84


, a game score display


86


, target displays


88


, ball count display


90


, and a pointer mechanism


92


. This view also shows the target end


62


of the playing surface


20


as well as the targets


80


. The wheel


84


is a flat circular disk that rotates on an axle


94


. The wheel


84


is divided up into a number of segments


95


, where each wheel segment


95


influences a specific game result, such as game score. Each wheel segment


95


is further divided into three sections


96


by section markers


98


. These section markers


98


are short posts extending perpendicularly from the front surface of wheel


84


and engage pointer mechanism


92


as the wheel spins.




The game score display


86


is an LED display that indicates current game score to the player. Target displays


88


indicate the value or function of each individual target slot


80


to the player when a ball


70


is received by that target slot


80


.




The ball count display


90


shows the status of playing pieces allotted to the player. In the preferred embodiment, this display


90


shows the number of balls remaining for the player to use in the game.




The pointer mechanism


92


is further illustrated in

FIG. 6



a


. In this figure, the pointer mechanism


92


consists of a base


100


, an axle


102


, a flexible pointer


104


, and a detection mechanism


106


. The flexible pointer


104


is made of a flexible rubber material and slows down the spinning wheel


84


by engaging each section marker


98


as the wheel


84


rotates. The base


100


pivots on the axle


102


to one side of a center post


108


every time a section marker


98


engages the flexible pointer


104


. When the wheel


84


eventually stops rotating, the flexible pointer


104


is preferably pointing to a single section


96


between two section markers


98


. At times it may occur that the flexible pointer


104


is pressed against a section marker


98


when the wheel


84


stops rotating; in this case, it is ambiguous at to which section


96


the pointing mechanism


92


is pointing. To prevent this result, a detection mechanism


106


will detect whenever the base


100


is not substantially vertical by detecting if the base


100


is pivoted to one side or the other and, if so, the direction of the pivot. If the base


100


is pivoted, the pointing mechanism


92


is assumed to be engaged with a section marker


98


, so the microprocessor


110


directs a motor (described below) to rotate the wheel


84


slightly, in the opposite direction to the pivot, enough steps so that the pointing mechanism


92


disengages from the section marker


98


.





FIG. 7

is a block diagram illustrating a preferred electrical system of a game unit


16


. The system includes a power source


155


, an LED printed circuit board (PCB)


152


, a main PCB


157


, and illumination lamps


158


. The power source


155


, in the preferred embodiment, is a commercially available 110 V AC power supply. The LED PCB


152


contains the main game score display


86


as well as the drivers for the motor that rotates the wheel


84


. The main PCB


157


contains the major circuit components of the game unit


16


, including the microprocessor, drivers/buffers, amplifiers, and DIP switches (described in FIG.


8


). Finally, the illumination lamps


158


illuminate indicators and other parts of the game unit.





FIG. 8

is a block diagram of a control system


119


on main board


157


. The components include a microprocessor


110


, RAM


112


, ROM


114


, a latch


116


, DIP switches


118


, latch


120


, comparators


122


, drivers


125


, buffers


126


, output switches


127


, latches


140


, lamp drivers


142


, sound chip


144


, low pass filter


146


, audio amplifier


148


, and speaker


150


. The control system


119


is coupled to position detection mechanism


124


, lamps


143


, game score display board


152


, and a motor


154


.




The microprocessor


110


is preferably an Intel 8031 8-bit microprocessor, which has the range of features adequate for the task, including eight data lines and sixteen address lines. The microprocessor


110


is coupled to ROM


114


by a data/address/control bus


111


. The ROM


114


is preferably an erasable, programmable read-only memory (EPROM) that contains the start-up instructions and operating system for the microprocessor


110


. Microprocessor


110


is connected to RAM


112


by bus


111


to permit the use of RAM for scratch-pad memory. Methods for coupling ROM


114


and RAM


112


to the microprocessor


110


by bus


111


including enable, address, and control lines are well-known to those skilled in the art.




The microprocessor


110


is also coupled to a latch


116


and switches


118


by the bus


111


. The switches


118


provide selectable functions that the owner of the game unit may change to his or her liking. These selectable functions include the values of the targets in terms of score, sound effects, progressive jackpot value (if present), the amount of any award given, the test mode, the type of game, and so on. Other selectable functions could also be set by the switches depending on how many selectable game options and features are desired. The switches


118


also include, in the present embodiment, the switches


74


that are activated when a playing piece


70


rolls into a target slot


80


on the playing surface


20


.




The microprocessor


110


is also coupled to another latch


120


, which is similar to the latch


116


that connects the switches


118


to the microprocessor


110


. The latch


120


receives data from the comparators


122


, which are set up in op amp configurations using an LM393 or similar device. These comparators


122


receive data from the position detection mechanism


124


indicating the position of the wheel


84


, and output that data to the latch


120


and the microprocessor


110


. The position detection mechanism


124


is discussed in greater detail below; see FIG.


9


. The comparators


122


also receive a signal from the pointing mechanism


92


indicating if it is sitting on a section marker


98


or not, and sends that data to the latch


120


and microprocessor


110


.




The microprocessor


110


is also coupled to the drivers


125


and the buffers


126


. The buffers


126


receive data from many of the switches


127


, including the coin switch


128


, which detects if a coin has been inserted into the game unit


16


; the test switch


132


, which activates a test mode for the game unit


16


; the credit switch


134


, which, when pushed by a player, starts a game; and the ball release switch


138


, which indicates to the microprocessor


110


if a playing piece


70


has actually been dispensed to the player. The drivers


125


activate the remaining switches


127


, including the ticket drive


130


, which activates the dispensing of the non-monetary award (in this case, tickets) out of the non-monetary award dispenser


54


; and the solenoid


136


, which pushes a ball


70


into the ball dispenser


52


.




The microprocessor


110


is also coupled to the latches


140


which latch data for the lamp drivers


142


. The lamp drivers


142


supply power to the lamps


143


, which include the lights on the display section


22


of the game unit


16


that are not part of the game score display


86


or other numeric displays.




The microprocessor


110


is also coupled to a sound chip


148


. This chip is an OKI Voice Synthesis LSI chip that has eight data input lines coupled to the microprocessor


110


by a latch


149


. The sound chip


144


receives its data from ROMs (not shown) and outputs sound data to a low pass filter


146


, an audio power amplifier


148


, and finally to the output speaker


150


, which generates sounds to the player playing the game unit


16


.




Tie microprocessor


110


is also coupled to a separate printed circuit board


152


containing the game score display


86


and the motor controller


156


, which controls the motor


154


. The bus


111


connecting the microprocessor to the display board


152


are latched by a latch


153


. Four of the ten connecting lines go to the game score display


86


, which consists of 7-segment LED digit displays. The remaining lines control the motor controller


156


. Motor


154


is preferably a stepper motor coupled to a stepper motor controller, as is well-known to those skilled in the art.




The control system


119


operates briefly as follows. The microprocessor


110


first reads the low memory from ROM


114


over bus


111


and sequences through the software instructions stored in ROM. The settings of DIP switches in the switches block


118


are also read into the microprocessor. The software from the ROM


114


then instructs the microprocessor


110


to send and receive data over the bus


111


in order to conduct a game. For example, when the coin switch


128


is activated, indicating a coin has been inserted into the game unit, the microprocessor reads a signal from the buffers


126


from bus


111


. The microprocessor then sends a signal to the drivers


125


to activate solenoid


136


in order to dispense a ball


70


to the player. The ball release switch


127


sends a signal through the buffers


126


to the microprocessor, indicating that a ball has been dispensed. The microprocessor then awaits a signal from switches


118


that indicate which switch


74


in target slot


80


the ball


70


activated. The specific switch


118


signal determines what data the microprocessor will send to the motor


154


in order to rotate the wheel


84


a specific amount (see

FIG. 9

for a detailed description of the motor and wheel rotation). The microprocessor then reads data from latch


120


which contains data from comparators


122


indicating which segment


95


the pointing mechanism


92


is pointing to. From this data the microprocessor can modify the game score by a specific amount and display the new score by sending a signal to game score display board


152


. The microprocessor then dispenses another ball


70


and repeats the game process until all balls have been dispensed. During game play, the microprocessor sends appropriate output signals over bus


111


to activate speaker


150


and lamps


143


whenever game action occurs.





FIG. 9

shows the mechanism


170


to spin the wheel


84


and to detect its rotational position. Mechanism


170


is located on the backside


166


of the display section


22


, behind wheel


84


. The motor


154


is driven by a motor controller


156


on the game score display board


152


. Axle


164


supports the wheel


84


for rotation. Motor


154


is connected to and rotates axle


164


by a toothed drive belt


160


and toothed pulleys


161


and


163


coupled to the shaft of motor


154


and to axle


164


, respectively. Position detection wheel


124


contains notches


165


that correspond to the segments


95


on the wheel


84


. The notches


165


are detected by optical detector


162


by sending a beam of light through a notch


165


. If a notch


165


is aligned with the optical detector


162


, pointer


104


is aligned with a segment


95


.




The number of notches


165


that have passed through optical detector


162


as the position detection wheel


124


rotates can be counted by the microprocessor


110


. If the original starting segment


95


of the wheel


84


was known, then the end segment


95


displayed on the wheel


84


can be deduced by counting the number of notches


165


that have passed through the optical detector


162


. In this way, the microprocessor


110


knows what end segment


95


the pointing mechanism


92


is pointing to and knows how to affect the game score appropriately.




A wide reference notch R can provide an absolute position indication for the wheel


84


. Wide notch detector


167


is an optical detector similar in design and function to detector


162


; when the wide notch R is detected, a specific segment


95


on the wheel


84


is known to have rotated by pointing mechanism


92


.




An alternate embodiment for wheel position detection is shown in FIG.


10


. The position detection wheel


124


′ is not notched, but instead has optical bar code segments


165


′ that encode the segment positions


168


that correspond to the segments


95


on the front of the wheel


84


. Specific segment


95


information is encoded in the segments


165


′ so that a wheel position may be known by reading the optical bar code segments


165


′ directly.





FIG. 11

shows a detail view of bar code segment


168


with optical bar code segments


165


′ being displayed through a slot


169


in a cover


171


. The cover


171


serves to display only one bar code segment


168


width at a time.





FIG. 12

shows a cross sectional of the wheel axle


164


, position detection wheel


124


′, cover


171


, and bar code reader


173


. The bar code reader


170


consists of four emitter/detectors (E/D)


172


. The emitter emits a beam of light


174


directed at the detection wheel


124


′; and the amount of light reflected back to the detectors determines whether the light


174


had impinged upon a bar code. Once the number of bar code segments


165


′ is known, the number is decoded as a binary number and the segment


95


is known. Since there are four emitter/detectors


172


, up to 2


4


−1=15 positions can be encoded in this preferred embodiment, assuming that an all-blank bar code segment


168


is undesirable as being ambiguous.




The operation of the preferred embodiment of the gaming apparatus may be briefly described as follows: A player deposits a coin or token into coin slot


50


of game unit


16


to start the game. The wheel


84


is driven by the motor


154


to spin a random number of revolutions to begin a game. The pointing mechanism


92


keeps track of the end segment


95


at which the wheel


84


stops moving. A ball


70


is deposited to the player in ball dispenser


52


. The player directs the ball


70


onto playing surface


20


at the player end


60


through an opening


72


in a cover protecting the playing surface


20


. The ball


70


is rolled towards the target end


62


of the playing surface


20


towards the targets


80


, which are slots for the ball


70


to roll into. The ball


70


rolls into a slot


80


marked, for example, “3 slots left”. The ball


70


activates a switch


74


below the slot


80


as it drops down to rolling surface


75


. The ball


70


then rolls down ramp


75


to join a plurality of other balls


70


′ that are stored in a storage area


76


; a microprocessor


110


signal then activates the solenoid


136


to dispense another ball


70


′ to the player if he or she has any playing pieces remaining to be played in his or her game.




Meanwhile, the switch


74


corresponding to the “3 slots left” slot


80


sends a signal to the microprocessor


110


which calculates the direction and the number of segments


95


the wheel


84


must be moved. The motor


154


turns the wheel


84


three segments


95


clockwise. The game then modifies the score or alters game conditions based upon the result displayed by that end segment


95


. For example, suppose the end segment


95


displayed “5 tickets”. Five points would then be added to the game score, displayed on game score display


86


. If the result “Bankrupt” were displayed, then the game score would be reset to zero.




One of the target slot designations might be “Full spin”. This would mean that a fast spin with a random result would be imparted on the wheel


84


by the motor


154


. In order to keep track of the segment


95


the wheel


84


stops at, the position detection wheel


124


and optical detector


162


keep track of the amount of segments


95


that have rotated by so that the end segment


95


is calculated by the microprocessor


110


. Alternatively, in the described alternate embodiment, the resulting segment


95


is read directly from bar code segments


165


′.




The player will keep playing in this manner until he or she has used up his or her allotted amount of playing pieces. Once this occurs, the ticket dispenser


54


dispenses an award in relation to the player's final game score. For example, if the final game score is


20


, 20 tickets could be dispensed to the player.




An alternate embodiment of the game unit is detailed in

FIG. 13

in which there is no player contact with the ball


70


. In this embodiment, the ball


70


is directed down the playing surface


20


, its path being determined by controller


180


, which might be a joystick controller as found on other arcade-type games. The controller


70


directs a guiding mechanism


184


left and right so that the player can decide to release the ball


70


when the guiding mechanism


184


is in position to release the ball


70


at a desired target. The ball


70


is directed down to the target end


62


and activates a switch


74


behind a specific target slot


80


. The ball


70


then moves down ramp


75


to the holding area


76


where the other balls


70


′ are held, as in the previous embodiment. Meanwhile, switch


74


activates a rotating wheel and a score is determined; wheel mechanics and game score are achieved in a similar fashion to the embodiment described previously.





FIG. 14

illustrates the dispensing of a ball


70


″ to the guiding mechanism


184


in the alternate embodiment of FIG.


13


. The ball


70


″ waits in holding area


76


on an elevator platform


186


. When a previous ball


70


returns to holding area


76


and hits ball


70


′, elevator platform


186


moves upward by electrical motors, carrying ball


70


″. Elevator platform


186


stops moving when it is level with playing surface


20


and ball


70


″ is pushed through an opening in guiding mechanism


184


so that it rests in guiding mechanism


184


. A player may now move and control the guiding mechanism


184


containing ball


70


″ using controller


180


. Meanwhile, the elevator platform


186


moves down again to holding area


76


and the next ball


70


′″ moves onto it.





FIG. 15

further illustrates the guiding mechanism


184


. The guiding mechanism


184


is moved left and right as determined by controller


180


. Controller


180


can control the guiding mechanism


184


by electrical signals and motors, or a mechanical system of gears, pulleys, etc. The guiding mechanism can also be controlled without a controller


180


; for example, a player can move the guiding mechanism


184


manually by using a handle


190


attached to the guiding mechanism


184


. The ball


70


is released from guiding mechanism


184


by activating a release control on the controller


180


when the guiding mechanism


184


is in the desired position. A solenoid or other electrical pushing mechanism can be used to eject the ball from the guiding mechanism, or an alternate method might be to use a mechanical release tab or spring to eject the ball


70


down the playing surface


20


.





FIG. 16

shows a second alternate embodiment of the game unit


16


. In this embodiment, game unit


16


′ includes a video screen


194


that preferably displays the same features of the display section


22


that were described in the initial embodiment of the application (see FIG.


6


). Wheel


84


′, game score display


86


′ and ball count display


90


′ are graphical images on the video screen


194


and are controlled and updated completely by internal components (see FIG.


17


). Each component of the display area


22


′ serves similar functions in game play as like areas did in the previous embodiments.





FIG. 17

is a block diagram of the control system


119


′ of the alternate embodiment of the game unit


16


′ shown in FIG.


16


. The components of the control system


119


′ are similar to those described in the previous embodiment in

FIG. 8

, except for the components that relate to the game display


22


′. Video display board


152


′ is coupled to direct memory access (DMA)


153


′, which is coupled to the microprocessor


110


and ROM


114


by bus


111


. Video monitor


194


is coupled to a video display board


152


′. The video display board


152


′ contains the control circuitry needed to create a graphical output on the video monitor


194


using control signals and data from the microprocessor


110


. In this embodiment, microprocessor


110


is preferably a graphics-oriented microprocessor, so that the wheel and score images on the video monitor


194


have good resolution. The video images on video monitor


194


are moved and updated using software techniques well-known to those skilled in the art.




While this invention has been described in terms of several preferred embodiments, it is contemplated that alterations, modifications and permutations thereof will become apparent to those skilled in the art upon a reading of the specification and study of the drawings. For example, the playing surface


20


of the game unit


16


can be situated horizontally. The playing surface


20


can also be angled such that the target end


62


is higher than the player end


60


.




It is therefore intended that the following claims include all such alterations, modifications and permutations as fall within the spirit and scope of the present invention.



Claims
  • 1. A computerized game apparatus with progressive bonus comprising:a skill-based game of the type not subject to regulation as a gambling device including an award dispenser capable of dispensing an award based upon a skilled operation performed by a player of said game and a progressive bonus display operative to display a progressive score which can persist beyond a game play, said game being operative to provide a bonus award via said award dispenser based upon said progressive score to a player of said game when said player accomplishes a task which qualifies for a bonus award, wherein said progressive bonus display and said award dispenser are under computerized control by a control system including at least one microprocessor, at least one data bus coupled to said microprocessor, at least one read-only memory (ROM) coupled to said microprocessor to provide instructions to said microprocessor, and at least one random access memory (RAM) coupled to said microprocessor to provide scratch-pad memory for said microprocessor.
  • 2. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said game is receptive to a token of monetary value to initiate a skilled game play for a player.
  • 3. A computerized game apparatus with progressive bonus as recited in claim 2 wherein said award is non-monetary.
  • 4. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said award consists of at least one redemption ticket.
  • 5. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said progressive score includes a sum of contributions over successive repetitions of said skilled game play.
  • 6. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said progressive bonus display is a light-emitting display.
  • 7. A computerized game apparatus with progressive bonus as recited in claim 6 wherein said progressive bonus display includes at least one 7-segment digit display.
  • 8. A computerized game apparatus with progressive bonus as recited in claim 7 wherein said 7-segment digit display is a light emitting diode (LED) display.
  • 9. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said award dispenser is controlled by a first microprocessor, and said progressive bonus display is controlled by a second microprocessor, where said first microprocessor is in communication with said second microprocessor.
  • 10. A computerized game apparatus with progressive bonus as recited in claim 1 wherein said progressive score is incremented by a predetermined value.
  • 11. A computerized game apparatus with progressive bonus as recited in claim 10 wherein said predetermined value is non-zero.
  • 12. A computerized game apparatus with progressive bonus as recited in claim 11 wherein said progressive bonus is incremented prior to a game play.
  • 13. A computerized game apparatus as recited in claim 11 wherein said progressive bonus is incremented after a game play.
  • 14. A computerized game apparatus as recited in claim 11 wherein said progressive bonus is incremented during a game play.
Parent Case Info

This is a continuation application of U.S. patent application Ser. No. 09/351,408 filed on Jul. 9, 1999, now U.S. Pat. No. 6,244,595, which was a continuation of U.S. patent application Ser. No. 08/995,649 filed on Dec. 22, 1997, now U.S. Pat. No. 5,967,514, which is a continuation of U.S. patent application Ser. No. 08/428,524 filed on Apr. 21, 1995, now U.S. Pat. No. 5,700,007, which is a continuation of U.S. patent application Ser. No. 08/176,862 filed on Jan. 3, 1994, now U.S. Pat. No. 5,409,225, which is a continuation of U.S. patent application Ser. No. 07/956,057 filed on Oct. 2, 1992, now U.S. Pat. No. 5,292,127.

US Referenced Citations (5)
Number Name Date Kind
5292127 Kelly et al. Mar 1994 A
5409225 Kelly et al. Apr 1995 A
5700007 Kelly et al. Dec 1997 A
5967514 Kelly et al. Oct 1999 A
6244595 Kelly et al. Jun 2001 B1
Continuations (5)
Number Date Country
Parent 09/351408 Jul 1999 US
Child 09/695712 US
Parent 08/995649 Dec 1997 US
Child 09/351408 US
Parent 08/428524 Apr 1995 US
Child 08/995649 US
Parent 08/176862 Jan 1994 US
Child 08/428524 US
Parent 07/956057 Oct 1992 US
Child 08/176862 US