Pachinko stand-alone and bonusing game

Information

  • Patent Grant
  • 6398219
  • Patent Number
    6,398,219
  • Date Filed
    Thursday, August 3, 2000
    24 years ago
  • Date Issued
    Tuesday, June 4, 2002
    22 years ago
Abstract
A Pachinko bonus game system for an underlying game machine. The Pachinko bonus game has a playing field with a plurality of rows of pegs. A ball is launched onto the playing field by a launch mechanism when an initiate condition occurs during play of the underlying game. A row of lanes are provided on the playing field. The ball, after traversing among the pegs on the playing field, eventually travels through one of the lanes. At each lane is randomly displayed a bonus payoff value. The lane the ball travels through senses the presence of the ball and the value displayed for that lane is added to the credit meter in the underlying game. The bonus payoff values are randomly changed from game to game which eliminates any mechanical bias present in the Pachinko game. A stand-alone Pachinko game as well as using a Pachinko game as a coin dispenser is also provided.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




The present invention relates to Pachinko games and, in particular, to a Pachinko stand-alone game and to a Pachinko bonus game for an underlying game such as a slot machine.




2. Statement of the Problem




Slot machine bonusing features have become popular, and examples of their success include WHEEL OF GOLD, WHEEL OF FORTUNE, JEOPARDY!, REEL ‘EM IN, PIGGY BANKIN’, and many others. What has been heretofore lacking is a bonus game which utilizes the excitement and dynamic qualities of Pachinko. A need exists to provide a form of Pachinko as a bonus game for an underlying game such as a slot machine.




One problem associated with Pachinko games, in general, is that wear and tear caused by repeated play causes bias to occur wherein a ball may more frequently pass through certain lanes rather than through other lanes. A need exists to provide random payoffs during the play of Pachinko whether as a bonus game for an underlying game or as a stand-alone game despite bias caused by wear and tear.




U.S. Pat. No. 5,016,879 provides a Pachinko game wherein one of a fixed set of scoring value symbols (i.e., the $100, plum and cherry symbols as shown in

FIG. 4

) associated with each scoring slot is selectively illuminated for the entire game. A random number generator has a plurality of numbers which are assigned to each of the value symbols so that at the insertion of a bet, the random number generator identifies which of the three possible value symbols will be active in each scoring slot for that particular game. While this solves the above-stated need to overcome bias, it limits payoff to a fixed or static number of value symbols provided at each slot. Once a set of values are allocated, the random selection merely reassigns the allocated values to new scoring slots in the next game. In order to provide a higher payoff, the '879 patent provides a “free” game. If during the “free” game the player hits a back-to-back jackpot, then a large payoff is made. For example, when the player receives three “100s,” the player receives a “free” game. In the “free” game, if the player again receives three “100s,” the player wins the large payoff. A need exists to provide a Pachinko game that does not provide a static number of payoff value symbols for each slot and also provides a full range of higher payoff awards without the requirement of a “free” game. A need also exists to provide displayed payoff values at each lane that change during the play of the game.




Finally, a need also exists to provide additional excitement to the conventional play of a game such as video poker, slot machines and the like by providing additional random play in the dispensing of different values when a winning combination on the game is obtained.




SUMMARY OF THE INVENTION




1. Solution to the Problem




The present invention addresses the aforesaid needs. The Pachinko bonus game of the present invention is placed near an existing slot machine such as on top of, at the rear of, side-by-side with, or located near (such as on a wall). The Pachinko bonus game is started when an initiation condition such as when a symbol or combination of symbols align on the payline of the slot machine. The payoff selection and display on a per game basis is random so that biasing caused by wear and tear is eliminated whether the Pachinko game is played as a bonus game or as a stand-alone game. The Pachinko game can be used to dispense large payoffs periodically as well as smaller payoffs for conventional winning combinations of the underlying game. Finally, the payoff values displayed at the Pachinko game can vary during the play of the game.




2. Summary




The present invention pertains to a Pachinko bonus game system for an underlying game machine (such as a slot machine) being played by a player. The underlying game machine has a credit meter. The Pachinko bonus game system provides a playing field wherein the playing field has a plurality of rows of pegs with each row of pegs staggered from each adjacent row. A ball is launched onto the playing field by a launch mechanism. The launching or propelling of the ball onto the playing field occurs when an initiate condition occurs during play of the underlying game. In the case of a slot machine, the initiate condition can be the appearance of a special symbol on the payline. A number of different initiate conditions can be utilized based upon the underlying game. A row of lanes are provided on the playing field. The ball, after traversing among the pegs on the playing field, eventually travels through one of the lanes. At each lane is displayed a bonus payoff value. The lane the ball travels through senses the presence of the ball and the value displayed for that lane is added to the credit meter. The bonus payoff values are displayed at each lane with a flush mounted display so as not to interfere with or impede the travel of the ball through the lane. The bonus payoff values are randomly changed which would eliminate any mechanical bias present in the Pachinko game. The payoff values can also change during play of the game.




The Pachinko stand-alone game operates independently of an underlying game and is conventionally activated by a player to play the game. However, the playing field, ball, launch mechanism, rows of lanes, and the payoff display are as described above for the Pachinko bonus game with the exception of the credit meters in the Pachinko stand-alone game.




And in yet another embodiment of the present invention, the Pachinko game system operates as a payoff dispenser for a conventional game.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

illustrates the Pachinko bonus game of the present invention associated with a slot machine.





FIG. 2

is a front view of the Pachinko bonus game of the present invention.





FIG. 3

is a front view of a second embodiment of the Pachinko bonus game of the present invention.





FIG. 4

is a block diagram of the interconnection showing the components of the Pachinko bonus game connected to the slot machine.





FIG. 5

is an operational flow chart for the Pachinko bonus game of the present invention.





FIG. 6

is a block diagram of the stand-alone Pachinko game of the present invention.





FIG. 7

is an operational flow chart for the stand-alone Pachinko game of the present invention.











DETAILED DESCRIPTION OF THE INVENTION




1. Overview




In

FIG. 1

, the system


10


of the present invention is shown to include an underlying game such as a conventional slot machine


20


modified according to the teachings herein and a Pachinko bonus game


30


also modified according to the teachings herein. In

FIG. 1

, which represents one embodiment of the present invention, the Pachinko bonus game


30


is vertically mounted at the rear of a slanted slot machine


20


. The Pachinko bonus game is located at the slot machine


20


. The term “at” includes locating the Pachinko bonus game


30


“at the rear of,” “on top of,” “side-by-side with” or “near” the underlying game


20


. Furthermore, one Pachinko bonus game


30


could be used with a number of underlying games


20


such as twenty slot machines. In which case, the Pachinko bonus game would be mounted at a central location such as on a wall above the slot machines. Furthermore, the underlying game


20


can be any suitable game such as, but not limited to: slot machines, video poker, and other automated gaming machines, live-table games, and other games of chance. In the following the configuration of

FIG. 1

is used to illustrate the teachings of the present invention. For example, the Pachinko bonus game could be located near the slot machine


20


, such as mounted on a wall and connected thereto by a cable.




The adjacent slot machine


20


functions conventionally when taking wagers, making payments and being played. The slot machine


20


has a conventional credit meter


24


which displays the player's current credits. Slot machines


20


are conventional and are made by a number of different manufacturers. How and in what form (i.e., coin-ins, dollar acceptors, magnetic cards, smart cards, etc.) wagers are placed at the slot machine


20


by a player is immaterial to the teachings of the present invention. What is material is that the credit meter


24


of the slot machine


20


is modified to increase when the player wins at the Pachinko bonus game


30


. In addition, should an initiation condition arise during play of the slot machines such as a special symbol


26


(or set of symbols) appearing on the payline


22


of the slot machine


20


, it automatically activates the Pachinko bonus game


30


(and deactivates the slot machine


20


) so that the player of the slot machine


20


can play the Pachinko bonus game


30


. Other means to “initiate” the Pachinko bonus game


30


are possible. The occurrence of a “winning combination” in the underlying game such as “two cherries” in a slot machine, or “twenty-one” in a blackjack game, or “three twos” in joker poker. The occurrence of the player accumulating a predetermined amount of winning such as “seventy-seven” dollars (or coins) in the underlying game. The occurrence of a symbol such as a “bonus” symbol appearing anywhere in the window or field of view in a slot machine even if it is not on the payline or receiving a card in a card game having a bonus symbol on it. The occurrence of an event such as a random signal to participate in the bonus game.




When utilized as a bonusing mechanism, the preferred Pachinko bonus game


30


embodiment utilizes one ball


220


, which is propelled up onto a playing field


200


comprising alternately spaced rows of pegs


210


. After traversing the playing field


200


, the ball


220


falls through one of a plurality of chutes or lanes


230


separated by bumpers


240


. The player receives an appropriate bonus payoff corresponding to the lane


230


the ball


220


travels through. The bonus payoff is credited to the slot game meter


24


. The bonus game


30


ends and play reverts to the slot machine


20


. The Pachinko game could also have a separate credit meter which is selectively incremented.




The underlying game could be any suitable game such as, but not limited to, a live game such as cards, roulette, etc. or a gaming machine such as slots, joker poker, Pachinko, etc. While the present invention uses a single ball, it is to be understood that more than one ball can be launched or that more than one launch could occur during play of the game.




2. Details of Pachinko Game


30






In

FIG. 2

, the Pachinko bonus game


30


, in the preferred embodiment, has eight payable lanes


230


: L


1


-L


8


. Any suitable number of lanes


230


could be used such as but not limited to 6, 10, 13, etc. The displays


250


shows the payoffs in each of the eight lanes to the player. Each payoff display


250


is a digital meter which is flush mounted in the field


200


so as not to interfere with the ball


220


. The displays


250


, in some embodiments, may be located in a separate viewing area on, the Pachinko bonus game


30


although it is preferred to have the displays


250


located at (i.e., in, above, or near) the lanes


230


so that a player may easily view the bonus payoff for that lane. The display


250


is a conventional digital display such as an LED and it may be circular, square, or any suitable shape or design. It is to be expressly understood that in certain embodiments of the present invention, the display


250


can be simply printed with fixed bonus payout values. As will be explained in the following, in the preferred embodiment the displays


250


are utilized to display individual payout values


260


for each lane


230


. Furthermore, the actual design of the field


200


for the Pachinko bonus game


30


, as is conventionally done, varies considerably from manufacturer to manufacturer. While the playing field uses pegs, any suitable deflection device such as pins, bumpers, flippers, etc. could be utilized. Hence, the present invention is not meant to be limited by the design characteristics of the Pachinko game


30


.




In the preferred embodiment, the Pachinko game


30


of

FIG. 2

becomes activated when an initiation condition occurs in the underlying game


20


. For example, in

FIG. 1

, the appearance of a dollar sign


26


anywhere on the payline


22


allows the player to play the Pachinko bonus game


30


. Any symbol or combination of symbols may be used to activate the Pachinko bonus game


30


such as, but not limited to, a graphic Pachinko symbol, a four-leaf clover, or the word “bonus.” When the Pachinko game is activated, a light and sound campaign can be used to signal to people in the vicinity of the player's opportunity to play the Pachinko bonus game


30


. For live games such as cards, the dealer or player can activate the game. The player pushes button


28


to activate the firing mechanism


270


which launches the ball


220


forcefully upward from the bottom and along the side of the machine as shown in area


280


and onto the playing field


200


. In another design, the ball launch is automatic and occurs automatically after the initiation condition occurs. Assume in

FIG. 2

, that the ball


220


is directed through lane L


6


in which case the player receives the payoff


260


displayed in display


250


of $80 (or 80 coins). The credit meter


24


of the slot machine


20


is then incremented by the value of the payoff. The payoff could also be made in coupons, tickets, free plays, etc. In which case, the credit meter


24


would not be incremented. It is to be understood that a separate credit meter, not shown in

FIG. 4

, but shown in

FIG. 6

, could be utilized to keep track of the bonus payoffs.




The ball


220


is preferably three-quarters of an inch to one and one-half inch in diameter (i.e. about one inch). For example, in games


30


mounted on a wall, the ball


220


and pegs


210


would be scaled up such as having wider lanes. The pegs


210


are preferably on one and one-half to two-inch centers and each peg is preferably three-sixteenths an inch in diameter. Each row of pegs


210


is preferably staggered from the adjacent row above and below by one-half the center-to-center distance between pegs


210


. These dimensions illustrate the present invention and are not meant to limit the teachings thereof. While the present invention uses one ball


220


per bonus, it is to be understood that more than one ball


220


could be used and that more than one ball


220


could be simultaneously or successively launched. Furthermore, the present invention is not limited to balls. Any suitable play piece such as, but not limited to, a disc or token could be utilized.




It is important to prevent outside influences from affecting the operation of the Pachinko bonus game


30


such as 1) possible tilting of the Pachinko game


30


to coax the ball


220


into desirable lanes


230


and 2) possible use of magnets to coax a steel or magnetic ball. Both of these concerns are minimized in the present invention by using conventional leveling sensors and a non-magnetic ball


220


. The algorithms, methods and display techniques discussed herein also counter such outside influences. While the use of plastic is preferred, the teachings of the present invention are not limited to plastic and other non-magnetic materials may be used. Furthermore, the algorithms and methods contained herein would also apply to conventional steel balls. Hence, the teachings of the present invention are not to be limited to use of either plastic balls or leveling sensors.




3. Algorithms




Algorithms for assigning the bonus game


30


payoff values


260


to the lanes L


1


-L


8


include, but are not limited to, the following three algorithms:




Algorithm No. 1




The slot machine


20


assigns a random payoff value


260


to the bonus game


30


, either before or during play, that is independent of the outcome of the Pachinko action. After the ball


220


travels through a lane


230


, the predetermined random payoff value


260


assigned by the slot machine (or any underlying game) is displayed in display


250


. Under this algorithm, the value of bonus payoffs is not determined by the ball


220


play in the Pachinko game.




Algorithm No. 2




Bonus payoff values


260


are randomly assigned to each lane


230


as a function of time and based upon game play. The value


260


for the bonus game


30


is determined by the displayed lane value at the time the ball


220


passes through a lane


230


. This algorithm can either be free running (i.e., continuously) or start when the Pachinko bonus game


30


is activated. If free running, the cycle time for displaying a set of bonus payoffs


260


in displays


250


is preferably less than the typical Pachinko bonus game cycle time. For example, if it takes an average five seconds to play the Pachinko bonus game


30


, then the display time could be two seconds. In this example, every two seconds new payoffs


260


would be randomly displayed in displays


250


. The display time cannot be too fast since it must be viewed by a player, nor can it be too slow, if free running, since a player could take advantage of high payout values. Under the teachings of the present invention, the display time, T


D


, is preferably less than the game cycle time, T


G


, or T


D


≦T


G


.




It is to be understood that the display in each lane could change at the same time; or the display in each lane could change at staggered times. For example, the first lane at time T


0


, the second lane at time T


0


+T


S


, the third lane at time T


0


+2T


S


, etc.; where T


S


is a predetermined stagger time period. This creates a flickering effect which is aesthetically pleasing. In yet another embodiment, the time a value is displayed in a lane is constant (equal), but the frequency of selection is based upon the weight of the value. These variations for the display time are discussed in more detail in a later section.




Algorithm No. 3




Bonus payoff values


260


are assigned and displayed in displays


250


to each lane


230


randomly, via a weighted probability pay table, at any time after the bonus game


30


is activated and before the ball


220


travels through a lane


230


. These bonus payoff values


260


remain fixed and the lane


230


selected by the ball


220


determines the ultimate payoff amount for the bonus game. Algorithm No. 3 is the preferred embodiment for determining bonus payoff values


260


in that it allows players to see what bonus payoffs are possible, and to root for the ball


220


to settle into lanes


230


with high potential payoffs. It also gives players reassurance in knowing that no “funny business” is taking place (i.e., after launch the values


260


are fixed and known to the player, and subsequently the ball


220


—and the ball


220


alone—determines the bonus payoff


260


the player will receive).




The above three algorithms are preferred embodiments. Other algorithms could be equivalently used under the teachings of the present invention.




4. Bonus Payoff Values


260


Details Based on Algorithm No. 3




Assume the desired average bonus payoff value for the Pachinko bonus game


30


is D units. The term “units” is used to refer to any suitable bonus payoff form such as monetary value (dollars), numbers of coins (number of quarters), tickets, etc. The teachings of the present invention are not limited to the form of the bonus payoff. Two preferred methods are used to determine the payoff.




Method 1: This method assigns bonus payoff values


260


to each lane


230


such that the expected value per lane


230


remains at D units, while particular bonus payoff values fluctuate above and below D units. In this fashion, the average value per game still remains at D units, but players experience variety in game play. In Method 1, the average value per game remains equal to D units regardless of any bias which may exist or which may develop in the Pachinko bonus game


30


toward the lanes


230


and is accomplished in the following manner.




Let the number of lanes be N


L


and the number of payoffs for lane l be R


l


. The set of payoffs and their associated weights (i.e., probabilities) for lane l is P


l,k


and w


l,k


, where k is an index assuming values from 1 to R


l


. Let the desired average value for the game be D. Then for each lane l the expected value becomes:








EV




l





k


(


w




l,k




×P




l,k


)≡a constant  FORMULA 1






where




EV


l


=Expected Value for lane l




P


l,k


=Set of rewards for lane l




w


l,k


=Weights per lane l




Summing over the game lanes, with unknown probabilities of occurrence W


l


, yields the expected value, EV, per game:








EV





l


(


w




l




×EV




l


)=


EV




l




×Σw




l




=EV




l


  FORMULA 2






Thus EV for the game is simply that of each lane, provided this is constant (i.e., equal for each lane). Furthermore, EV is independent of the weights w


l


of occurrence for each lane. Thus any bias developing through wear and tear which affects the w


l


has no bearing on EV. With no multiplier (M=1), the solution is EV=D. This is an important advantage of the present invention that the bonus payoff values


260


of the game are unaffected by physical wear and tear of the associated hardware. That is, even if the Pachinko bonus game


30


becomes biased toward one or more lanes


230


, the bonus payoff value


260


of the game is unchanged. Randomness and fairness to the house and to the player is maintained. In the worst case of bias, the ball would fall through the same lane, game after game, yet the value, D, for the game is recovered.




Assume the Pachinko bonus game


30


has a value, per play, of EV=50 units, then the following is an example of a weighted matrix of random assignments for each lane L


1


-L


8


of FIGS.


1


and


2


:















TABLE I













Weights/Lane





















Payoff




L1




L2




L3




L4




L5




L6




L7




L8









10




0.15




0




0




0.7




0




0




0




0







20




0.1




0




0




0




0




0




0




0.1






30




0.1




0




0.25




0.1




0.2




0.4




0




0.6






40




0.1




0




0




0




0.2




0.2




0.5




0






50




0.1




1




0.5




0




0.2




0




0




0






60




0.1




0




0




0




0.2




0




0.5




0






70




0.1




0




0.25




0




0.2




0.2




0




0






80




0.1




0




0




0




0




0.2




0




0






90




0.15




0




0




0




0




0




0




0






100




0




0




0




0




0




0




0




0.3






200




0




0




0




0.2




0




0




0




0







50




50




50




50




50




50




50




50




EV














For example, for lane L


4


, there is a 70% chance the payoff chosen is 10 units, a 10% chance it is 30 units, and a 20% chance it is 200 units. The expected value for lane


4


is therefore 0.7×10+0.1×30+0.2×200=50 units, as required. The average bonus payoff value for each lane


230


is 50 units. However, the weights and associated possible bonus payoffs for each lane can be very different from each other. Furthermore, not all payoffs need to be possible for each lane, and vice-versa.




Several examples illustrate the operation of Table I. In the first example, assume that the controller (as will be discussed subsequently) selects the following payoff values for lanes L


1


-L


8


of FIG.


2


: {


90


,


50


,


70


,


200


,


70


,


80


,


60


,


100


} which is shown in FIG.


2


. In this first example, the controller has selected the highest bonus payoff combination for each lane which is possible under this method. It is also possible, under this method and as a second example, that the lowest combination of values could be selected and displayed in lanes L


1


-L


8


: {


10


,


50


,


30


,


10


,


30


,


30


,


40


,


20


}. The second example represents the lowest payoffs that can be selected for each lane. Of course, any random combination of payoffs


260


based upon the percentage weights per lane could be selected by the controller from the payoff values in Table I. It is noted that for lane L


2


in Table I, the payoff value of


50


is always selected. Under the teachings of the present invention any set of payoffs are possible such that Formula I is satisfied.




Further, to add even more randomness, the lanes L


1


-L


8


can be rotated from game to game (i.e., the weights for lane


1


may be applied to lane


2


in the next game, and so forth). The fixed value of


50


for lane L


3


in Table I would be the value for lane L


4


for the next game, for lane L


5


etc. Or, the mapping from Table I for each successive game to actual lanes


230


may be done in a random fashion. The fixed value of


50


for lane L


3


in Table I would be the value for a randomly selected lane such as lane L


7


for the next game.




Note, too, that this algorithm does not require that each expected payoff, on a per-game basis, is always exactly D units. This volatility is a further advantage of this approach. For a third example, the lane payoff values are randomly chosen to be: {


80


,


50


,


50


,


200


,


30


,


40


,


60


,


30


} for lanes L


1


through L


8


, respectively. The probability of this occurring is 0.00012, and the expected value for the bonus game


30


is greater than 50 units. However, in the long run, the payoff will average D units.




Table I represents an illustration showing how bonus payoff values


260


are randomly selected from a weighted matrix from bonus game to bonus game. Many other values of combinations are possible which fall within the teachings of the present invention. D may be any suitable value, the number of lanes L are a design choice, whether the lanes rotate, and the actual payoff values can be tailored to the casino's requirements. A low value of D, such as D≦5, would generate little excitement in playing the Pachinko bonus game


30


, while a high value of D, such as D≧100, would generate higher excitement. Also of consideration is how frequently the bonus symbol(s)


26


stop at the payline


22


. The more frequent, then a lower D may be desirable. The lower the frequency, then a higher D may be desirable. As will be discussed later, the weighted pay tables are stored in suitable memory and a random number generator is used to select payoff values from the weighted pay tables for display


250


in each lane L


1


-L


8


.




Method 2: An alternate approach which yields the same expected value EV each game is to randomly select a set of bonus payoff values


260


whose average value is D, and then assign each element of this set randomly to a lane


230


.




For example, consider the following set of lane payoffs L


1


-L


8


: {


20


,


20


,


30


,


40


,


40


,


50


,


100


,


100


} with an average value D=50. Each of these payoff values


260


are randomly mapped to a lane in a one-to-one fashion, thus ensuring a game of value D. No equipment bias affects the expected value of the game, through the random assignment of values to lanes from game to game. In choosing different sets of lane payoffs, the volatility of playing the bonus game


30


may be increased or decreased.




A modified form of Methods 1 and 2 is to tie into the temporal approach of Algorithm 2 by randomly varying the lane value


260


as a function of time, with frequency governed such that the time-averaged value is D (e.g., by Table 1 above). This can be done by, e.g., fixing the time of a reward at T


D


and selecting based on weight w, or fixing the selection as the same for all and selecting the period proportionate to weight. Other manifestations are possible. Provided that the period (time between changing values) is shorter than the typical cycle time for a ball to drop through a lane, but long enough for a player to recognize the present lane value, the game should provide considerable excitement. This will be discussed later.




Under the teachings of the present invention, instead of credits, prizes or other types of awards may be provided.






5


. Lane Multiplier(s) Algorithm




In addition to the algorithms described above, additional lanes are provided elsewhere on the playing field


200


in an alternate embodiment. Such rows could be added above or below lanes L


1


-L


8


. Such rows are designated areas of the playing field


200


that change the payoff value. While rows are shown, specific areas could be utilized. Sensors


302


such as trip levers, photodiodes, etc. can sense when the ball passes through the designated area.




Consider the embodiment shown in

FIG. 3

in which an additional row


300


of lanes L


9


-L


16


, positioned midway through the playing field


200


, is utilized as a multiplier (i.e., M=1×, 2×, 3×, . . . ). The “X” symbol is used in the following as a “multiply sign.” This row contains eight lanes also, each mapped in a random fashion to the set {1×, 1×, 1×, 1×, 1×, 2×, 2×, 3×} for lanes L


9


-L


16


. The multiplier value


260


M is displayed in flush mounted displays


250


M so that a player may easily view the multipliers assigned to that lane. Each new game results in randomly selected values for M for each lane. Then the average value of the multiplier M is 1.5×. This can be multiplied by the value of D for the lower lanes L


1


-L


8


to determine the EV for the game as a whole. To whit,








EV=M×D


  FORMULA 3






Alternately, the values for the multipliers may be chosen in a fashion similar to that described in Method 1 above.




It is to be expressly understood in this embodiment, that any number of lanes in row


300


could be utilized to provide the multiplication. Furthermore, one or more of the lanes L


9


-L


16


could be a “lose” lane (i.e., OX) so that when the ball


220


falls through that lane, the player loses; in which case when the ball


220


continues to fall and travel through on lanes L


1


-L


8


, the payoff value is not recorded. Indeed, passing through a lose lane, in one embodiment, would instantly cause the displays


250


to display “zero” and there could be a multimedia display informing the player and others of the lose. The location and number of the additional lanes L


9


-L


16


is a design choice and they vary in number and can be placed anywhere in the playing field


200


above or below the pay lanes L


1


-L


8


. They do not have to be aligned in a row and can be dispersed on the field


200


. Indeed, in some designs the ball


220


may enter a first multiplier lane (e.g., 2×) and then a second multiplier lane (e.g., 3×) before entering a payoff lane (e.g., $10—in which case the player receives 2×3×$10=$60). The number of lanes, the position of the lanes, and the number of rows are simply a design choice and do not depart from the teachings of the present invention. Under the teachings contained herein at least one multiplier area (i.e., one lane) could be used.




6. Lane Addition Algorithm




The row


300


in another embodiment could be additive, subtractive, or both. For example, lanes L


9


-L


16


could be {1+, 1+, 1+, 1+, 1+, 2+, 2+, 3+} mapped in a random fashion where the average addition is A=1.5+. In another example, lanes L


9


-L


16


could be {1+, 1+, 1−, 1−, 2+, 2−, 3+, 3−} mapped in a random fashion where the average addition is A=0. Again, only one, more than one, or a number of additive lanes equaling the number of payoff lanes could be used. Under the teachings contained herein, at least one addition area (i.e., one lane) could be used.




7. Double-or-Nothing Algorithm




In another embodiment, the player may replay the Pachinko bonus game as follows.




The player is given the option to double-or-nothing the bonus payoff just received such as by re-pushing a button


28


in FIG.


1


. Should the player decide to risk the winnings from the prior Pachinko bonus game, the Pachinko lanes L


1


-L


8


would then be displayed in meters


24


with either a “Double” or “Nothing” symbol. By randomly assigning four “Double” symbols and four “Nothing” symbols to the bottom eight lanes L


1


-L


8


prior to re-propelling of the ball


220


, the chances are 50/50 for success/failure each game. As before, this will be true despite any lane bias that may be present in the equipment.




Other variations in this embodiment include triple, quadruple, etc., or nothing. For example, lanes L


1


-L


8


could have the set {0×, 0×, 0×, 0×, 0×, 2×, 2×, 4×} randomly mapped to it resulting in an average multiplier of M=1.




8. Payoff Displays




The displays


250


operate in several different techniques under the teachings of the present invention. In a first display technique, the displays


250


for all lanes simultaneously display the payoff values


260


for the entire game. In a second display technique, the displays


250


operate to flicker payoff values


260


at different times during play of the game displayed, etc. In a third display technique, the time that a particular payoff value


260


is displayed in a lane


230


is proportional to the payoff weight so that a two hundred-dollar payoff would have a shorter display time and a ten-dollar payoff would have a faster display time.




Assume the following weighted matrix is used for a given lane


230


such as lane #


1


in FIG.


2


:















TABLE II











Payoff Value




Weights













20




0.5







30




0.3







70




0.2















The EV for the lane=20×0.5+30×0.3+70×0.2=33. This example will be used to illustrate the following three display techniques for a Pachinko game that lasts ten seconds (i.e., the average length of time it takes the ball


220


to settle in a lane


230


after it is propelled up).




The first display technique under the present invention is to associate the weights with the selection of the lane values (probability of selection proportional to weight) and keep the lane value fixed and displayed for a time equal to the entire Pachinko game. Thus, in the game, there is a 50% chance that the lane #


1


value would be


20


, a 30% chance it would be


30


, and a 20% chance it would be


70


. Once a weighted value is randomly selected, it would remain displayed


250


at its selected value for the duration of the game (i.e., ten seconds).




A second technique is to associate the weights with the selection of the lane values (probability of selection proportional to weight), thereafter keeping the lane value fixed and displayed for a predetermined period of time, T


D


such as two seconds. Assume that as the ball


220


is shot up, the lane value selection by the system of the present invention immediately begins. Then, for lane #


1


value, there is a 50% chance that the lane value would be


20


, a 30% chance it would be


30


, and a 20% chance it would be


70


. This value (whether


20


,


30


, or


70


) would remain associated with lane #


1


for two seconds. Thereafter, for the second lane #


1


value selected, there is again a 50% chance that the lane value would be


20


, a 30% chance it would be


30


, and a 20% chance it would be


70


. The second randomly chosen value again remains associated with lane #


1


for two seconds, until the ball ultimately settles in a lane. Table III shows the changing of the displayed value every two seconds for the ten second duration of the game:















TABLE III









Selected




Probability of




Display Time




Total Time






Payoff Value




Selection




Period




Elapsed











20




0.5




2 sec




2 sec






70




0.2




2 sec




4 sec






20




0.5




2 sec




6 sec






20




0.5




2 sec




8 sec






30




0.3




2 sec




10 sec 














The display time period, T


D


, can be the same for all lanes, or T


D


may be fixed but different for each lane (e.g., lane #


1


may be varying with period two seconds while lane #


6


may be varying with a period of one second). Furthermore, if T


D


is the same for all lanes, then they may all changes simultaneously (i.e., lane selection begins at identical times for all lanes) or at staggered times (i.e., lane selection begins at offset times for different lanes). If T


D


is chosen to be greater than the game time, this defaults to the first technique discussed above in that the lane values are fixed for the duration of a game.




The first two techniques described above have the probability of lane value selection proportional to weight, and the display time period T


D


constant or equal.




A Third technique is to associate the weights with the selection of the time T


D


that a lane value is displayed, with probability of selection constant or equal. This represents an opposite approach to that described above but retains the expected value EV. Then, for the first lane #


1


value, there is a ⅓ chance that the lane value would be


20


, a ⅓ chance it would be


30


, and a ⅓ chance it would be


70


. The time T


D


that the lane value is displayed in display


250


in lane #


1


is proportional to the weight. Thus, taking the constant of proportionality to be, say, 4 seconds. If the lane value chosen is


20


, it will remain displayed for T


D


=0.5×4=2 seconds; if it is


30


, it will remain so for T


D


=0.3×4=1.2 seconds; if it is


70


, it will remain so for T


D


=0.2×4=0.8 seconds. After the display time interval T


D


(whatever its value), the process repeats: for the second lane #


1


value, there is a ⅓ chance that the lane value would be


20


(with duration 2 seconds), a ⅓ chance it would be


30


(with duration 1.2 seconds), and a ⅓ chance it would be


70


(with duration 0.8 seconds), and so forth. Table IV shows the changing of the displayed value according to the third technique:















TABLE IV









Selected




Probability of




Display Time




Total Time






Payoff Value




Selection




Period




Elapsed











30




0.3333




1.2 sec




1.2 sec






20




0.3333




  2 sec




3.2 sec






20




0.3333




  2 sec




5.2 sec






70




0.3333




0.8 sec




  6 sec






30




0.3333




1.2 sec




7.2 sec






70




0.3333




0.8 sec




  8 sec






20




0.3333




  2 sec




 10 sec














The three techniques given above represent limiting cases. Solutions representing mixtures of these three techniques are also possible, in which a hybrid algorithm utilizes the weights both for value and time selection.




Finally, the weights assigned to payoffs need not sum to 1. If they don't sum to one, then they can be renormalized so that they do. In other words, they are mathematically equivalent. E.g., in the example above, the weights may be given as:















TABLE V











Payoff Value




Weights



























20




1







30




0.6







70




0.4















The sum of these weights is b


2


, thus the renormalization factor is ½. In other words, multiplying each of the weights by ½ gives us an equivalent weighted matrix as before.




It is to be expressly understood that the example set forth in Table II above is only used to illustrate the three display techniques discussed above and the values chosen are not meant to limit the teachings contained herein. Any set of payoff values and any set of weights could be utilized so that displays


250


of payoff values


260


are observable by players playing the game of the present invention.




The display techniques discussed above can be incorporated individually (or as discussed mixed together) into the Pachinko bonus game or the Pachinko stand-alone game of the present invention. Finally, and as discussed elsewhere, the examples above are not to be limited to payoffs values as other payoffs could be given, or to a game time of ten seconds since any suitable game time could be used, or to a single ball


220


game as any number of balls


220


could be used (i.e., two or more balls launched or two or more separate launches), etc.




9. Stand-alone Pachinko Game




The algorithms, methods and display techniques of the present invention can also be employed if the Pachinko game is a stand-alone machine. In this case, however, some of the payoff values are net losers based on coin-in. To encourage variety in the lane payoff values, and to allow for a variety of house advantages, Method 1 coupled with either Algorithm No. 2 or Algorithm No. 3 is preferred in this case.




Consider a stand-alone five-coin Pachinko game with a desired 10% house advantage. Assume the multiplier value is fixed at M=1×. To obtain a payoff value of D=4.5, the following is an example:















TABLE VI













Weights





















Payoff




L1




L2




L3




L4




L5




L6




L7




L8









0




0.2




0.2




0




0.855




0.955




0.55




0




0.5







1




0.2




0




0




0




0




0




0




0






2




0.1




0




0




0




0




0




0




0






3




0.1




0




0




0




0




0




0.1




0






4




0.2




0.5




0.5




0




0




0




0.3




0






5




0.1




0.1




0.5




0




0




0




0.6




0.1






10




0




0.2




0




0.1




0




0.45




0




0.4






25




0.1




0




0




0.04




0




0




0




0






100




0




0




0




0




0.045




0




0




0






500




0




0




0




0.005




0




0




0




0







4.5




4.5




4.5




4.5




4.5




4.5




4.5




4.5




EV














As before, the value for each lane


230


is chosen randomly by a controller and displayed in displays


250


, with weights according to Table II above. In so doing, any equipment bias in the stand-alone Pachinko game is nullified with respect to house advantage. In the example above, lane


5


will have a value of 100 coins 4.5% of the time. A 500-coin payoff in lane


4


will appear once every 200 games.




These payoffs are merely exemplary and can, of course, be modified to the particular design. Table II does demonstrate, however, the mechanism whereby large “jackpot” values will periodically appear as possible payoffs and wherein the payoff values


260


in displays


250


are randomly changed from game to game.




These large jackpots can also arise from the use of multiple rows of lanes possibly including multipliers, additions, etc.




10. Bonus Game Hardware Configuration





FIG. 4

sets forth the details of the interconnection between the slot machine


20


and the Pachinko bonus game


30


of the present invention. The slot machine


20


, as mentioned, may be any one of a large number of different slot machines from a wide variety of manufacturers. Modern slot machines


20


typically have reels


40


A,


40


B, and


40


C which may be mechanical or electronic. However, any number of reels could be used. For example, the slot machine


20


may be played on a CRT screen. The design and operation of a slot machine


20


are well known. Under the teachings of the present invention, as shown in

FIG. 1

, a special symbol or symbols


26


is added to the control software for the slot machine controller


400


and to the reels


40


A,


40


B, and


40


C. As discussed, the present invention is not limited to this one approach to “initiation” of the bonus game


30


. The controller


400


is conventionally a microprocessor-based computer. When the special symbol or symbols


26


appears on the payline


22


of reels


40


A,


40


B, and


40


C, as functionally represented by line


402


, the controller


400


pauses or deactivates the slot machine game and delivers a communication over line


404


to a communication port


410


for delivery over lines


412


to a communication port


420


in Pachinko bonus game


30


. This communication over lines


412


is an activation signal to activate the Pachinko bonus game


30


. The Pachinko game controller


430


upon receipt of the activation signal initiates over lines


432


a multimedia display


440


on or near the Pachinko bonus game


30


which may be comprised of sounds (such as words and/or music), signage (such as a digital display announcing a bonus game), or graphics (such as a moving ball). The use of a multimedia display


440


is optional under the teachings of the present invention but is preferred and may encompass any of a wide variety of multimedia presentations.




The Pachinko game controller


430


, in response to the activation signal received on lines


422


and the activation of button


28


by the player enables the launch ball mechanism


450


over line


434


to launch the ball


220


onto the field


200


. Under alternate embodiments, the launch ball mechanism may be mechanically activated by a player such as by conventionally pulling back on a pull rod which is then released to propel the ball up chute


280


and into the playing field


200


. Or, in other embodiments, a mechanical ball launcher


450


is used and if the player does not launch the ball within a predetermined time period, such as five seconds, the Pachinko game controller


430


automatically launches the ball. The Pachinko game controller


430


, in response to the activation signal over lines


422


, selects a set of payoff values


260


for delivery over lines


436


into the displays


250


. Several approaches for determining what payoff values


260


are to be displayed have been discussed above. The Pachinko game controller


430


is suitably programmed and works with a random number generator


460


which may be a separate chip or software embedded in the Pachinko game controller


430


to randomly select payoff values from a table in memory


480


over lines


482


such as set forth in Table I and to display


250


the selected values


260


according to the display technique used. For example, under the first technique, the payoff values randomly selected are displayed for the game. When displays


250


start displaying values could be at any suitable time before the ball


220


travels through a lane


230


(e.g., upon launch, a fixed time after launch, etc.) For example, under the second technique (e.g., Table IlI, the displays


250


display new random payoff values every display time, T


D


, such as every two seconds. The timing for this is conventionally obtained in controller


430


. Finally, under the third technique (e.g., Table IV) the display T


D


varies in each lane based upon the weight of the payoff. All of these display times can be programmed into the controller


430


based upon the teachings contained herein.




After the ball


220


is propelled by the launch ball mechanism


450


, the ball, after a period of time, travels through one lane


230


. In

FIG. 4

, the ball


220


is shown passing through lane L


2


. Each lane


230


has a sensor


470


which senses the presence of the ball


220


. For example, for a nylon ball


220


, a suitable sensor is an infrared sensor or a diode switch flush mounted to field


200


. The sensor


470


issues a signal on lines


472


back to the Pachinko game controller


430


. In the preferred embodiment, each sensor


470


has an individual line


472


to the Pachinko game controller


430


. Hence, the Pachinko game controller


430


knows which lane the ball


220


has fallen through and, therefore, the Pachinko game controller


430


knows which payoff value (in the example of

FIG. 4

, $50 or fifty coins) is to be awarded the player. The same type of hardware could be used to sense the presence of the ball


220


in a special change value area (such as area


300


) with sensors


302


also connected to controller


430


. The Pachinko game controller


430


then communicates with slot machine controller


400


through the communication ports


410


and


420


with the payout value


260


information so that the slot machine controller


400


can increment the credit meter


24


in the slot machine


20


with the payoff value


260


(for example $50).




It is to be expressly understood that a number of different designs could be implemented under the teachings of the present invention. For example, one skilled in the art could remove the random number generator


460


and the Pachinko game controller


430


as well as the communication ports


410


and


420


, and have the connections


436


,


472


,


432


, and


434


delivered directly into and under control of the slot machine controller


400


.




The field


200


may have any number of recessed lights, lighted designs, and/or sound effects commonly found in Pachinko and pinball games which are not shown and which are controlled by Pachinko game controller


430


.




11. Operation




In

FIG. 5

, operation of the present invention is set forth using the Pachinko game as a bonus game. In reference to

FIG. 4

, the slot machine


20


is conventionally played in stage


500


. When a bonus symbol


26


appears on payline


22


in stage


510


(or other “initiation” ), the controller


400


sends an activation signal to Pachinko game controller


430


. Stage


520


is then entered. The Pachinko game controller


430


, as discussed, selects random payoffs


260


in stage


530


based upon the random number generator


460


and the payoff table stored in memory


480


and in stage


540


displays them in displays


250


. In stage


550


, the bonus game is activated with the Pachinko game controller


430


activating launch ball mechanism


450


. This corresponds to the first display technique.




It is to be expressly understood that the order of stages


530


,


540


, and


550


can vary based upon algorithm, the method, and the display technique being used as discussed above as well as other design considerations. The launch ball mechanism


450


is activated in stage


550


and play is done when the ball


220


, as shown in

FIG. 4

, is sensed by one of the sensors


470


. If too much time elapses, and the ball


220


is not sensed after launch, an error stage


570


may be entered. When the ball


220


is sensed in a lane


230


in stage


560


, then in stage


580


, the Pachinko game controller


430


determines the value of the payoff assigned for the lane, delivers that information to controller


400


which then increments the credit meter


24


in stage


590


. In stage


592


, the Pachinko game controller


430


may cause a multimedia display


440


to occur based upon the win received by the player. After which, play is resumed at the slot machine


20


in stage


500


and the process repeats.




In summary, a method for playing a Pachinko game modified according to the teachings herein is disclosed. The method of the present invention utilizes a payoff table such as a weighted payoff table to randomly select a payoff value for each of the payoff lanes. There is no limitation on the number of payoff values that can be used. The selected random payoff values are displayed one at each of the plurality of payoff lanes before or after a playing piece is delivered onto the playing field. Delivery could be launching and propelling as fully discussed above where the ball is forcefully delivered onto the playing field. Delivery could also be inserting the ball through a specific opening and letting gravity cause the ball to fall as shown in U.S. Pat. No. 5,016,879. The playing piece traverses through a plurality of deflection devices until it travels through one of the payoff lanes. The payoff which is displayed at the payoff lane the playing piece travels through is issued. Under one method of the present invention, the weighted payoff matrix can have any number of possible values, each with an associated weight. Through use of a matrix payoff table, as fully discussed above, large “jackpot” payoffs periodically occur. This occurs because the expected values are constant over a number of games.




The selection and display of the random payoff values in each of the plurality of lanes, as discussed above, can occur according to a number of different embodiments under the teachings of the present invention. The display of payoff values can start upon the occurrence of a game event such as the start of the game, reception of a wager, launching of the ball, or any event during the game.




12. Stand-alone Pachinko Game




In

FIGS. 6 and 7

, the details of the stand-alone Pachinko game


30


is shown. Where possible, like numbers are utilized which refer to earlier discussed structure and functions.




In

FIG. 6

, the hardware configuration for the stand-alone Pachinko game


30


is shown. This corresponds to the hardware configuration for the Pachinko bonus game shown in FIG.


6


. However, an activation circuit


600


is shown which activates the controller


430


in the manner discussed above. In all other aspects, the hardware configuration for the stand-alone Pachinko game


30


of

FIG. 6

corresponds to the discussion of

FIG. 4

for the Pachinko bonus game. However, the activation circuit


600


constitutes any suitable activation conventionally used for a casino game such as receiving monetary value in the form of a wager (bill acceptor, coin in, etc.) and an activation signal from the player such as a start button, pulling of a handle, touching of an icon on a screen, etc. In addition, a credit meter


610


is provided in the stand-alone Pachinko game as shown by display


610


which directly communicates with the controller


430


over lines


612


. In the event the player wins, the credits


610


are appropriately incremented. In the case a player loses, the credits


610


are appropriately decremented.




Likewise, in

FIG. 7

, the functional flow chart of the stand-alone Pachinko game


30


is set forth. This corresponds substantially to FIG.


5


. Here when the payoff occurs in stage


580


, the credit meter


610


of

FIG. 6

is appropriately incremented or decremented.




13, Payoff Dispensing Mechanism




In yet another alternate approach to the teachings of the present invention, Pachinko game


30


of the present invention can utilize as a payoff dispensing mechanism. Formula 1 sets forth an overall payoff value of D as the expected value, EV.




It is well known in conventional game play for an underlying casino machine


20


, that payoffs are commonly given. These payoffs are typically shown as printed charts actually on the machine. For example, in the case of the slot machine


20


and three double bars, the payoff printed on the chart may be twenty dollars. A player receiving a winning combination for the underlying casino gaming machine


20


is assured of receiving the printed payoff value. Under the teachings of the present invention, whenever a winning combination is obtained by a player at the underlying gaming machine


20


, the Pachinko game


30


automatically is activated to allow the player the opportunity to receive more or less than the printed payoff value. In other words, the Pachinko bonus game of the present invention acts as a payoff-dispensing machine. From the casino operator's point of view, under Formula


1


, the casino still pays the printed payout values. However, from the viewpoint of the player, a significant and additional level of excitement and further game play is present in watching the Pachinko game operate to dispense payoff which may be more or less than the stated printed payoffs. In some embodiments of this modification of the present invention, a player may have the option to take the printed payoff value or to play automatically for the higher or lower value.




14. Fixed Payoff Embodiment




The disclosed Pachinko bonus game and/or the stand-alone Pachinko game discussed above, in this embodiment, provides fixed payoff values


260


for lanes L


1


-L


8


which could be printed at each lane or displayed in displays


250


. Hence, the payoff values remain the same from game-to-game. Of course, this embodiment is subject to mechanical bias.




The above disclosure sets forth a number of embodiments of the present invention. Those skilled in this art will however appreciate that other arrangements or embodiments, not precisely set forth, could be practiced under the teachings of the present invention and that the scope of this invention should only be limited by the scope of the following claims.



Claims
  • 1. A Pachinko casino game comprising:a playing field, said playing field having a plurality of deflection devices; a play piece; lanes on said playing field, said play piece after traversing said plurality of deflection devices in the playing field traveling through one of said lanes; at least one payoff display on said playing field; a credit meter incremented by a payoff value on said payoff display; a play piece sensor in each of said lanes; a controller, said controller (1) randomly selecting said payoff value from a weighted probability pay table for display in said at least one payoff display, (2) receiving a signal from the sensor at said lane said play piece traveled through, and (3) incrementing said credit meter by said randomly selected payoff value from the weighted probability pay table so the expected value over time is equivalent for all the lanes on the playing field.
  • 2. The Pachinko casino game of claim 1 wherein said payoff values are the same so that the amount said credit meter is incremented is independent of which lane said play travels.
  • 3. The Pachinko casino game of claim 1 wherein said randomly selected payoff values from the weighted probability pay table change according to:TD<TG.
  • 4. The Pachinko casino game of claim 3 wherein all said randomly selected payoff values from the weighted probability pay table change in said payoff display at the same time, TD.
  • 5. The Pachinko casino game of claim 3 wherein said randomly selected payoff values from the weighted probability pay table change in said payoff displays at staggered times.
  • 6. The Pachinko casino game of claim 1 wherein said payoff values are randomly selected form said weighted probability pay table before said play piece travels through said lane.
  • 7. The Pachinko casino game of claim 1 wherein said weighted probability pay table is based upon:EV,=Σk(Wl,k×Pl,k)=a constant WhereEV,=Expected Value for lane l of said lanes, Pl,K=Set of payoff values for lane l of said lanes, Wl,K=Weights associated with the payoff values per said lane l and wherein the EV, for each of said lanes is constant so as to eliminate any bias.
  • 8. The Pachinko casino game of claim 1 is a bonus game to an underlying casino game.
  • 9. The Pachinko casino game of claim 8 wherein the underlying casino game is a slot machine and the Pachinko casino game starts when a bonus game symbol appears during the play of said slot machine game.
  • 10. The Pachinko casino game of claim 8 wherein the Pachinko casino game starts when an accumulated value occurs in said underlying casino game.
  • 11. The Pachinko casino game of claim 8 wherein the playing field is oriented vertically at said underlying casino game.
  • 12. The Pachinko casino game of claim 8 having a launch mechanism automatically propels said play piece when a bonus game symbol appears in said underlying game.
  • 13. The Pachinko casino game of claim 1 wherein said play piece is non-metallic.
  • 14. The Pachinko casino game of claim 1 wherein said play piece is about one inch in diameter.
  • 15. The Pachinko casino game of claim 1 wherein each payoff display is flush mounted on said playing field across each said lane so as not to interfere with the movement of said play piece.
RELATED INVENTION

This application is a Continuation of “PACHINKO STAND-ALONE AND BONUSING GAME,” Ser. No. 09/442,831, filed Nov. 17, 1999. now U.S. Pat. No. 6,139,013, which is a continuation of Ser. No. 09/098,804, filed Jun. 17, 1998, now U.S Pat. No. 6,047,963. This application claims priority to Provisional Patent Application, Ser. No. 60/081,724, filed Apr. 14, 1998 and entitled “PACHINKO STAND-ALONE AND BONUSING GAME.”

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Provisional Applications (1)
Number Date Country
60/081724 Apr 1998 US
Continuations (2)
Number Date Country
Parent 09/442831 Nov 1999 US
Child 09/632357 US
Parent 09/098804 Jun 1998 US
Child 09/442831 US