CN101156183A - 允许玩家购买转轮重旋的投币式机器游戏 - Google Patents
允许玩家购买转轮重旋的投币式机器游戏 Download PDFInfo
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
- G07F17/3265—Influencing the position of stopped moving members to achieve a winning arrangement, e.g. nudging, shuffling, holding
Abstract
一种用于实现投币式机器游戏的方法/设备和计算机可读取存储介质,所述投币式机器游戏允许玩家购买对由玩家所选择转轮的重旋。重旋的费用被计算并被呈现给玩家。玩家可以决定支付费用并进行重旋或者拒绝。
Description
技术领域
本发明涉及一种用于实现投币式机器游戏的方法、设备和计算机可读取存储介质,所述投币式机器游戏允许玩家购买转轮的重旋。
背景技术
专利号为No.5,704,835的美国专利公开了一种最初玩起来类似于标准投币式机器游戏的系统,在完成最初的转轮旋转之后,玩家可以选择重旋各个方框中的特定专用符号(一个或多个)。
上述系统的缺点在于必须减少投币式机器的整个支出才能满足允许玩家重旋的优点。
因此,需要这样一种系统,所述系统允许玩家在不减少整个支出的情况下进行重旋,同时为娱乐场生成附加收入。
发明内容
本发明的一个方面是为玩家提供具有更刺激变化的投币式机器的机会。
上述方面可以通过下述方法来获得,所述方法包括:(a)旋转投币式机器的转轮;(b)为玩家提供重旋玩家所选择的选定转轮的重旋选项;(c)如果玩家操作重旋选项,那么执行:(d)计算并显示重旋费用;以及(e)接收玩家以所计算的费用执行重旋的确认。
上述方面还可以通过下述来获得:(a)从多个元素中自动选择一个元素集合;(b)触发奖励回合;(c)允许玩家从所显示的元素中选择一选定集合;(d)如果所述选定集合与所述元素集合相匹配,那么显示玩家已经获胜并给予相应的完成奖(completion prize);以及(e)如果所述选定集合与所述元素集合不相匹配,那么允许玩家在不改变元素集合的情况下继续玩投币式游戏。
这些及其他方面和优点依赖于在下文中更充分描述的以及所请求保护的构造和操作的细节,所述这些及其他方面随后将变得显而易见;对附图的引用构成了其一部分,其中相同的附图标记始终指示相同的元件。
附图说明
结合附图,通过对优选实施方式的以下描述,本发明的其他特征和优点以及本发明的各种实施方式的结构和操作将变得显而易见并更易于理解,在所述附图中:
图1是示出了根据一个实施方式的实现了重旋的示例性方法的流程图;
图2是示出了根据一个实施方式的计算重旋费用的示例性方法的流程图;
图3是示出了根据一个实施方式的五转轮游戏的屏幕截图,其中每个转轮都具有重旋按钮;
图4是示出了根据一个实施方式的提示屏幕的屏幕截图,所述提示屏幕提示是否重旋;
图5是示出了根据一个实施方式的实现奖励游戏的示例性方法的流程图;
图6是示出了根据一个实施方式的示例性奖励游戏的屏幕截图;
图7是示出了根据一个实施方式的在玩家选择选项之后的示例性奖励游戏的屏幕截图;以及
图8是示出了根据一个实施方式的奖励游戏的示例性暗示屏幕的屏幕截图。
具体实施方式
现在将详细参照本发明的优选实施方式,在附图中示出了所述优选实施方式的示例,其中相同的附图标记始终指示相同的元件。
本发明的主要发明构思涉及一种投币式机器游戏,所述投币式机器游戏允许玩家随意重旋由玩家选择的转轮。如果玩家选择重旋转轮,那么就确定重旋那个转轮的费用并将其提示给玩家。基于实际的游戏状态确定费用。如果玩家在观看费用之后希望继续重旋,那么他或她就可以这么做,并且从玩家信用中扣除钱,重旋所选择的转轮。玩家可以继续重旋任何转轮或者选择开始新的游戏。
图1是示出了根据一个实施方式的允许重旋的示例性方法的流程图。
所述方法可以开始于操作100,其旋转投币式机器的转轮。一般地玩家将支付预先的费用以旋转全部转轮。
从操作100,所述方法前进至操作102,其给予玩家以重旋转轮的机会。在转轮从操作100中的旋转中已经停顿之后提供该机会。玩家然后检查转轮以考虑他或她是否希望重旋一个或多个转轮。例如,如果玩家距离赢得头彩就差一个符号,那么因为有能赢得头彩的其它机会,玩家可能希望尝试并重旋。
从操作102,所述方法前进至操作104,其确定玩家是否已经请求重旋。如果玩家不希望重旋,那么玩家可以仅按下“spin”(旋转)按钮,就好像没有重旋选项那样,然后再玩。所述方法然后返回到操作100,其开始新的游戏。
作为选择,玩家可以请求重旋。这可以通过按压转轮、符号或者与表明了玩家希望重旋特定符号或者转轮的转轮或符号有关的按钮的方式来执行。应当注意的是:可以重旋单个符号(如果投币式机器使用在单个转轮上的符号),或者可以重旋整个转轮(诸如垂直栏之类)。
如果在操作104中所述的确定判定了玩家希望重旋,那么所述方法前进至操作106,其计算重旋的费用并将该费用提示给玩家。在下面将更详细地论述费用的计算。
从操作106,所述方法然后前进至操作108,其确定玩家是否已经决定重旋。如果玩家在观看费用之后决定不重旋,那么玩家可以通过按压屏幕上的“decline”(拒绝)按钮的方式、通过按压标准旋转按扭的方式、或者通过任何其他方式,利用用以拒绝的所选择接口来表明他的或者她的要求。如果重旋费用很高,那么玩家可能决定他或她宁可不重旋,一旦他或她拒绝,那么所述方法就返回到操作100,其开始新的游戏。从操作108,所述方法可以可选地返回到操作102,其允许玩家选择重旋不同的转轮。也许玩家根据费用可能倾向于重旋一个转轮,但是选择了重旋另一个。玩家通常可以观看重旋所有转轮的费用,但无须实际地去重旋它们。
如果在操作108中玩家在观看费用之后已经决定继续进行重旋,那么所述方法前进至操作110,其重旋转轮。如果玩家已经没有足够的信用来购买重旋,那么玩家可以插入额外的信用以增加他的或者她的余额。玩家已经选择重旋的单个转轮将再次旋转,而其他转轮将保持不变。
从操作110,所述方法前进至操作112,其一般利用与在初始游戏期间(操作100中)所使用的相同标准的支付表来支付重旋的获胜组合。从操作112,所述方法可以返回到操作102,其为玩家提供了再次重旋的机会。
重旋的费用取决于被选择重旋的特定转轮、其余转轮(或符号)的位置、支付表、当前有效支付行以及重旋的游戏场所收益(houseadvantage)。
图2是示出了根据一个实施方式的用于计算重旋费用的示例性方法的流程图。
所述方法起始于操作200,其对于接下来的转轮驻点进行循环。本发明可以使用256个(或者任何数目)转轮驻点。每个转轮驻点在其上都具有符号。
从操作200,所述方法前进至操作202,其计算当前转轮驻点的赢利。通过将当前支付行与支付表相比较,以便察看哪个行是赢家以及赢得多少,从而计算出赢利。在一个实施方式中,仅涉及重旋的获胜被支付奖赏。例如,如果奖赏仅涉及转轮1、2和3,那么不会为转轮5的重旋进行再次支付该奖赏。因此,可以执行核对以查看重旋转轮是否具有用于确定支付行上的当前奖赏的符号。作为选择,重旋可以给予涉及任何转轮的全部奖赏,但毫无疑问地这将在重旋费用中被考虑到。
从操作202,所述方法前进至操作204,其累计在当前全部的有效支付行上的赢利。作为选择,在重旋期间所有支付行都可以是有效的。
从操作204,所述方法前进至操作206,其检测是否已经对于全部的驻点执行完该方法。如果所述方法还没有执行完毕,那么所述方法返回到操作200,其前进至下一个符号。
如果在操作206中的检测判断已经计算了全部驻点,那么所述方法前进至操作208,其将所累计的赢利除以在转轮上的符号驻点的数目(转轮长度)。这产生当重转特定转轮时的平均奖励。
从操作208,所述方法前进至操作210,其然后将游戏场所收益考虑到在操作208所计算的费用中。如上所述确定的重旋费用将为游戏场所生成收支平衡的赌注(不体现任何回合效果)。
将游戏场所收益合并到所计算费用中的一种方式是用费用乘以游戏场所佣金。例如,如果游戏场所希望赢得全部重旋的10%,那么在上面确定的特定重旋的费用是$100的情况下,则所述方法可以将$100(所计算的费用)乘以1.10(佣金)等于$110。因此,在该示例中重旋将花费玩家$110。作为选择,这还可以通过获得重旋费用并将其除以一个常数(诸如.9)的方式来计算。在考虑游戏场所收益之后所获得的重旋费用的值可以四舍五入为向上最接近的整数值。四舍五入可以是强制进位,例如1.4将舍入为2。
玩家当然不知道费用中有多少会流向游戏场所收益中。重旋的游戏场所收益可以被设置得比基本游戏本身的游戏场所收益高,也可以相同,或者设置得较低。如果赢利是不可能的(例如所计算的平均赢利为$0),那么花费$1等的重旋可能都不行,因为一些司法权禁止采用注定是失败而投注的机制。
图3是示出了根据一个实施方式的五转轮游戏的屏幕截图,所述五个转轮游戏的每一个都具有重旋按钮。
示出了五转轮显示300,但是本发明的主要发明构思可以被用于具有任意数目转轮的游戏。respin(重旋)按钮302、304、306、308、310的每一个与转轮有关,并且能供玩家使用以选择重旋相应转轮。旋转按扭312用于旋转转轮。旋转按扭312可用于最初旋转转轮或者通过旋转所有转轮而不选择重旋的方式开始新的游戏。
如果玩家希望重旋一转轮,那么他可以选择相应重旋按钮。在该示例中,玩家在转轮1、转轮3、转轮4和转轮5中获得百搭(wild)符号。如果玩家可以在转轮2的中部符号中获得百搭符号,那么这将在特定支付行上给予玩家5个百搭。因此,玩家可能希望重旋转轮2。
图4是示出了根据一个实施方式的提示屏幕的屏幕截图,所述提示屏幕提示是否重旋。
重旋提示窗口400向玩家显示将花费多少费用来执行所选择的重旋。拒绝按钮402允许玩家拒绝重旋,而接收按钮404允许玩家确认以所显示的费用执行重旋。这与图1中的操作106对应。
在本发明的主要发明构思的又一实施方式中,可以实现奖励(bonus)游戏。奖励游戏是通过对主游戏中的符号实现预定组合的方式而触发的游戏。例如,获得三个指纹(fringerprint)符号可以触发奖励游戏,当然任何其他已知的奖励触发也可以被使用。
可以实现这样的奖励回合,其中,机器做出预定选择,而玩家试图猜测所述选择。可以提供给玩家暗示。每当玩家进入奖励回合时,玩家具有猜测该预定选择的额外机会。预定选择应该不发生改变直到玩家成功选择它们(或者可能当新的玩家玩游戏时)为止,接着给予奖赏。利用以下的附图和示例将更易于说明这一点。
图5是根据一个实施方式的用于示出了实现奖励游戏的示例性方法的流程图。
所述方法开始于操作500,其自动选择随机元素。随机元素例如可以是谋杀武器(murder weapon)和谋杀嫌疑犯(murder suspect)。当然任何其他类型的主题都可以被使用。此外,本发明的主要发明构思不局限于两个元素,而可以选择一个、三个、或者任何其他数目。
从操作500,方法前进至操作502,其中,开始玩投币式游戏。就像通常执行的那样,玩家支付并旋转转轮。
从操作502,所述方法前进至操作504,其确定是否已经触发奖励回合。如果没有触发奖励回合,那么所述方法返回到操作502,其中,继续玩投币式游戏。作为选择,先前描述的重旋实施方式可以与在此描述的奖励游戏相结合。
如果已经触发奖励回合,那么所述方法前进至操作506,其中,从玩家接收对元素的选择。可以将元素显示给玩家,并且玩家可以挑选一个或多个元素。玩家尝试猜测在操作500中所选择的选定元素。
从操作506,所述方法前进至操作508,其确定在操作506中玩家的选择是否是正确的。如果在操作500中选择不止一个元素,那么玩家应该正确地猜测所有这些元素以便被正确考虑。
如果在操作506中玩家所选择的元素不是正确的,那么所述方法前进至操作512,其中,向玩家发出关于正确选定元素的线索。该操作可以是可选的。
从操作512,所述方法前进至操作514,其给予玩家安慰奖(consolation prize)。通过从预定值表中选择随机值来确定安慰奖的方式来计算安慰。该值的平均可以低于玩家通过正确猜测全部的元素的方式而获得的奖赏。
从操作514,所述方法然后返回到操作502,其中,允许玩家继续玩游戏。因为玩家已经接收到暗示,所以当玩家再次执行奖励回合时玩家可以具有更好地正确猜测选定元素的机会。
如果在操作508中所述方法判断在操作506中玩家的选择是正确的,那么所述方法前进至操作510,其给予奖赏。将玩家已经成功完成恰当选择(一个和多个)的指示呈现给玩家。通常对于奖励回合的成功完成给予大额奖赏。所述方法然后前进至操作500,其可以选择随机元素(重新)并再一次开始所述方法。
图6是示出了根据一个实施方式的示例性奖励游戏的屏幕截图。
显示了选项600的第一集合。在该示例中,选项的第一集合表示的是谋杀武器(murder weapons),不过任何类型的集合或者主题都能被使用。显示了表示嫌疑犯(suspects)的第二选项集合602。再次地,任何种类的集合或者主题都能被使用。另外,可以仅使用一个集合,但是两个集合(如图示)也能被使用,三个和任意数量都可以被使用。
玩家从每个所显示的集合(在这种情况下为第一集合和第二集合)中选择一个元素,以便正确地猜测选定的元素。这可以与图5的操作506相互关联。玩家的第一选择框604和玩家的第二选择框606显示玩家的选择;在玩家已经选择各个元素以前,每个(或者两个)都可以是空的。
图7是示出了根据一个实施方式的在玩家选择选项之后的示例性奖励游戏的屏幕截图。
显示了第一选项集合700和第二选项集合702。第一选择框704显示玩家对第一选项的选择,第二选择框706显示玩家对第二选项的选择。
在该示例中,玩家对两个集合均猜测错误,他可以收到安慰奖数量708。这里与图5的操作514对应。
图8是根据一个实施方式的用于示出了奖励游戏的示例性暗示屏幕的屏幕截图。
向玩家呈现线索显示800,所述线索显示800给予玩家关于选择哪个(或哪些)元素的线索。这与图5的操作512对应。这样使得,玩家将具有更好地机会以在下次当玩家执行奖励回合时选择恰当的元素。
下面的表I示出了了五个转轮的示例集合以及其中特定符号的频率。下面的表II示出了了每个转轮的符号的实际映射(actualmapping)。下面的表III是图例,其为表II中所使用的每个数字指定了特定符号。当然,表I、II和III的构造举例仅仅是示例性的,并且应当理解其他的构造也能被使用。
表I
符号 | 转轮1 | 转轮2 | 转轮3 | 转轮4 | 转轮5 | |
侦探 | 7 | 7 | 8 | 10 | 35 | |
烟斗 | 10 | 10 | 10 | 10 | 10 | |
帽子 | 10 | 10 | 10 | 10 | 10 | |
毒药 | 10 | 10 | 10 | 10 | 10 | |
左轮手枪 | 10 | 10 | 10 | 10 | 10 | |
刀 | 10 | 10 | 10 | 10 | 10 | |
枝状大烛台 | 10 | 10 | 10 | 10 | 10 | |
律师 | 10 | 10 | 10 | 10 | 10 | |
寡妇 | 10 | 10 | 10 | 10 | 10 | |
儿子 | 10 | 10 | 10 | 10 | 10 | |
百搭 | 9 | 9 | 8 | 9 | 9 | |
拇指 | 10 | 10 | 10 | 10 | 10 | |
霰弹 | 3 | 4 | 4 | 4 | 2 | |
时钟 | 18 | 0 | 10 | 10 | 10 | |
绳子 | 0 | 24 | 10 | 10 | 10 | |
Magnif | 18 | 0 | 10 | 10 | 10 | |
男管家 | 0 | 24 | 10 | 10 | 10 | |
秘书 | 18 | 0 | 10 | 10 | 10 | |
脚 | 0 | 23 | 10 | 10 | 10 | |
眼镜 | 16 | 0 | 10 | 10 | 10 | |
189 | 191 | 190 | 193 | 216 | 979 |
表II
转轮1 | 转轮2 | 转轮3 | 转轮4 | 转轮5 |
115210115718201671820471614920167953161062016107204237418143418 | 1215174515171112151710541510819117137151051715105111151917219109151712 | 151820717192716191121051931661514191816412151841072318112191881719 | 16149116141541881017391520682319202831020731191737512198203148 | 1911881716117921171631171181914120212110291107811420171984120 |
1665181412162014111620146818141063149521416129616208214169201481218148791681 | 6785617192691946719410121917912191711121917158519197191781115681711319172 | 11220121610871414171811141517281019941816941418920814532047125151772817127 | 121014131210161894721561727181762010517168102154101915111615168161691761957 | 14101181416412201819212851717681011591031291178511771011214191151716111179 |
1041112163612746121881141841329413218102016125811314181157121153142051864 | 34111915311712197231049191013817562199831517113210191517111213178931915173 | 1351012132168112018815220816220131512968125191631719161591914201131012151793151016 | 1412187593720101314111591525720412811101219621216921116618121181815115181202 | 311415168121141071491613101215714193118631418351213158411753120819182 |
518202914201618201412831011618101116182204181420121813169261171839121810141310 | 41581721512319924176297192171512751519651519413151041915175315687156191715 | 3165310118946181166171014121765141792011792011146410261531394589457 | 541219942181617131141813916410917611391745157171910151641458414123191418320 | 641811561811692116151215141511511510517115617120586391015114120143220141 |
6 | 1463 | 19171120 | 21916111129411191620319710687206195126182164 |
表III
ID | 符号 |
1 | 侦探 |
2 | 烟斗 |
3 | 帽子 |
4 | 毒药 |
5 | 左轮手枪 |
6 | 刀 |
7 | 枝状大烛台 |
8 | 律师 |
9 | 寡妇 |
10 | 儿子 |
11 | 百搭 |
12 | 拇指 |
13 | 霰弹 |
14 | 时钟 |
15 | 绳子 |
16 | Magnif |
17 | 男管家 |
18 | 秘书 |
19 | 脚 |
20 | 眼镜 |
下面的表IV是用于游戏构造的示例性支付表。在表IV中列举了每一个符号,该符号的数量以及相应的支付。
表IV
侦探 | X | 信用 |
1 | - | |
2 | 10 | |
3 | 75 | |
4 | 1000 | |
5 | 10000 |
烟斗 | X | 信用 |
1 | - | |
2 | 7 | |
3 | 50 | |
4 | 200 | |
5 | 2500 |
帽子 | X | 信用 |
1 | - | |
2 | 7 | |
3 | 50 | |
4 | 200 | |
5 | 2500 |
毒药 | X | 信用 |
1 | - | |
2 | 5 | |
3 | 20 | |
4 | 100 | |
5 | 1500 |
左轮手枪 | X | 信用 |
1 | - | |
2 | 5 | |
3 | 20 | |
4 | 100 | |
5 | 1500 |
霰弹 | X | 次数 |
1 | - | |
2 | 2 | |
3 | 5 | |
4 | 20 | |
5 | 20 |
刀 | X | 信用 |
1 | - | |
2 | 3 | |
3 | 15 | |
4 | 60 | |
5 | 250 |
枝状大烛台 | X | 信用 |
1 | - | |
2 | 3 | |
3 | 15 | |
4 | 60 | |
5 | 250 |
律师 | X | 信用 |
1 | - | |
2 | - | |
3 | 5 | |
4 | 25 | |
5 | 100 |
寡妇 | X | 信用 |
1 | - | |
2 | - | |
3 | 5 | |
4 | 25 | |
5 | 100 |
儿子 | X | 信用 |
1 | - | |
2 | - | |
3 | 5 | |
4 | 25 | |
5 | 100 |
下面的表V示出了了用于游戏构造的支付百分比和变化性的示例。主支付是主游戏中作为回报的硬币百分比,奖励支付是奖励回合中作为回报的硬币的百分比,累进储蓄(progressive saving)是用于促进累进头彩的硬币的百分比。命中率(1支付行)是一个支付行的命中率,命中率(9支付行)是9个支付行的命中率,变化性是游戏的变化性(风险的度量)。当然,表V中的图仅仅是一个示例,也可以使用其他构造。
表V
主支付 | 73.36% |
奖励支付 | 21.09% |
累进储蓄 | 1.00% |
总支付 | 95.44% |
命中率(1支付行) | 5.48% |
命中率(9支付行) | 39.78% |
变化性 | 37.10 |
下面的表VI示出了了根据一个实施方式的奖励游戏的示例性支付。在玩家选择嫌疑犯(suspect)和武器(weapon)之后,如果两个选择都是正确的,那么利用相关联的概率加权来选择高集合中的两个值。如果任何一个选择(嫌疑犯或者武器)是不正确的,那么利用相关联的概率加权来选择低集合中的两个值。两个选定值被作为奖励数量给予并可以乘以下注数量。作为选择,所述机器可以显示玩家在奖励回合中能获得的最大(和/或最小)奖励数量。
表VI
低集合 | 概率 | 高集合 | 概率 |
4 | 30.0% | 14 | 12.0% |
5 | 25.0% | 15 | 11.0% |
6 | 20.0% | 16 | 10.0% |
7 | 13.0% | 17 | 9.0% |
8 | 7.0% | 18 | 8.0% |
9 | 5.0% | 19 | 7.0% |
20 | 6.0% | ||
21 | 5.0% | ||
22 | 4.0% |
23 | 3.5% | ||
24 | 3.0% | ||
25 | 3.0% | ||
26 | 2.5% | ||
27 | 2.5% | ||
28 | 2.0% | ||
29 | 1.5% | ||
30 | 1.0% | ||
31 | 1.0% | ||
32 | 1.0% | ||
33 | 1.0% | ||
35 | 0.9% | ||
40 | 0.8% | ||
45 | 0.7% | ||
50 | 0.6% | ||
55 | 0.5% | ||
60 | 0.5% | ||
65 | 0.4% | ||
70 | 0.4% | ||
75 | 0.3% | ||
80 | 0.3% | ||
85 | 0.2% | ||
90 | 0.2% | ||
95 | 0.1% | ||
100 | 0.1% |
如前面提到的那样,上述表中的示例仅仅是示例,在此描述的当前方法可以利用任何投币式机器游戏参数来实现,所述投币式机器游戏参数例如任意数目的转轮、转轮驻点、支付行等等。
还应当注意的是:任何类型的游戏机都可以实现本发明,无论所述游戏机是视频还是机械的,有限环境还是随机环境,III类还是任何其他类,局部软件还是可下载客户端,或者本领域当前所公知游戏机的任何其他软件/硬件实现方式。
还应当注意的是:如上所述的本发明的任一和/或上述所有实施方式、构造、变化都可以混合搭配并用于彼此的任何组合。在此的任一权利要求可以与任何其它的权利要求相结合(除非结果是无意义的)。此外,如上的任何数学公式还包括它的数学等效式,以及其诸如将公式的任何专用术语乘以常量(一个或多个)或其他变量之类的变化。此外,在此描述的任何操作都是可选的,或者可以以任何切实际的次序来执行。
此外,在此对组件或者实施方式的任何描述还包括现有技术中已知的硬件、软件和构造,并且可以为这种组件(一个或多个)或者实施方式(一个或多个)的操作所必需。
根据所述详细说明,本发明的许多特征和优点将变得显而易见,因此,所附权利要求意在能够覆盖所有这种落入本发明的真正精神和范围内的本发明的特征和优点。此外,因为对本领域的技术人员来说可以容易现实大量修改和变化,所以并非将本发明限制为在此示出的和描述的具体结构和操作,因此全部适当的修改和等效内容都可以被溯及落入本发明的范围。
Claims (20)
1.一种玩投币式游戏的方法,所述方法包括:
旋转投币式机器的转轮;
向玩家提供用于重旋由玩家所选择的选定转轮的重旋选项;
如果玩家操作重旋选项,那么执行:
计算并显示重旋选项的费用;以及
接收玩家的、对于以所计算费用执行重旋选项的确认。
2.根据权利要求1所述的方法,还包括:
执行重旋选项。
3.根据权利要求2所述的方法,其中所述的计算步骤包括:
循环所选择转轮上的全部转轮符号,并将任何各支付总计到总额支付中;以及
将总额支付除以所选择转轮上的驻点的数目,以确定重旋费用。
4.根据权利要求3所述的方法,其中所述计算步骤还包括:
将游戏场所收益考虑到重旋费用中以确定费用。
5.根据权利要求2所述的方法,其中所述投币式机器的转轮包括转轮条。
6.根据权利要求2所述的方法,其中所述投币式机器的转轮包括独立旋转的符号。
7.根据权利要求2所述的方法,还包括:重复提供并执行与玩家所希望的一样多的次数。
8.一种玩投币式游戏的方法,所述方法包括:
从多个元素中自动选择元素集合;
触发奖励回合;
允许玩家从所显示的元素中选择选定集合;
如果所述选定集合与所述元素集合匹配,那么显示玩家已经获胜并给予相应的完成奖;以及
如果所述选定集合与所述元素集合不匹配,那么在不改变元素集合的情况下允许玩家继续玩投币式游戏。
9.根据权利要求8所述的方法,还包括:
显示所述选定集合中有多少个元素与所述元素集合相匹配。
10.根据权利要求9所述的方法,其中如果所述选定集合与所述元素集合不匹配,那么向玩家呈现该元素集合是什么的暗示。
11.根据权利要求9所述的方法,其中所述元素集合包括一个元素并且所述选定集合包括一个元素。
12.根据权利要求9所述的方法,其中所述元素集合包括两个元素并且所述选定集合包括两个元素。
13.根据权利要求9所述的方法,还包括:
当各元素的所述选定集合与所述元素集合不匹配时,那么确定并给予安慰奖,其中所述安慰奖是从安慰奖列表中选择出来的。
14.根据权利要求13所述的方法,其中所述确定步骤是根据与安慰奖的接收相关联的概率来确定所述安慰奖。
15.根据权利要求9所述的方法,其中所述的给予相应的完成奖的步骤是利用完成奖列表来确定所述完成奖。
16.根据权利要求15所述的方法,其中所述的给予的步骤是根据与完成奖相关联的概率来确定所述完成奖。
17.一种存储有玩投币式游戏的方法的计算机可读取存储介质,所述存储介质控制计算机以执行:
旋转投币式机器的转轮;
向玩家提供用于重旋由玩家所选择的选定转轮的重旋选项;
如果玩家操作重旋选项,那么执行:
计算并显示重旋的费用;以及
接收玩家的、对于以所计算费用执行重旋的确认。
18.根据权利要求17所述的计算机可读取存储介质,还包括:
执行重旋选项。
19.根据权利要求18所述的计算机可读取存储介质,其中所述的计算步骤包括:
循环在所选择转轮上的全部转轮符号,并将任何各支付总计到总额支付中;
以及将总额支付除以在所选择转轮上的驻点数目,以确定重旋费用。
20.根据权利要求19所述的计算机可读取存储介质,其中所述计算步骤还包括:
将游戏场所收益考虑到重旋费用中以确定费用。
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WO2006076462A2 (en) | 2006-07-20 |
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