WO1998051384A1 - A competitive arcade gaming system - Google Patents
A competitive arcade gaming system Download PDFInfo
- Publication number
- WO1998051384A1 WO1998051384A1 PCT/AU1998/000341 AU9800341W WO9851384A1 WO 1998051384 A1 WO1998051384 A1 WO 1998051384A1 AU 9800341 W AU9800341 W AU 9800341W WO 9851384 A1 WO9851384 A1 WO 9851384A1
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- WIPO (PCT)
- Prior art keywords
- game
- player
- gaming machine
- machine system
- players
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/577—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the invention relates generally to gaming systems and in particular an arcade style gaming system is described in which players engage in skill based competitions and gamble on the outcome.
- O xtcome Traditional arcade amusement machines are highly interactive and exciting to the player, but do not allow for gambling.
- the final O xtcome (score) of the game depends on the skill of the player.
- Arcade machines may be linked together to allow players to compete against each other in a shared world (eg. a race track), with the outcome being based on each player's respective skill.
- Players essentially pay a fixed fee to use the amusement machine, often with a discount for playing multiple games.
- Gambling machines have a high level of security to prevent tampering with the machine by casino staff or customers, involving physical locks and electronic sensors. Accounting information, including money in and out, is stored and reconciled with the cash in the machine to detect tampering.
- Gambling machines can be linked into jackpot systems offering substantial prizes.
- the linked system may be within a casino or state wide, such as in the state of Nevada. Definitions
- An arcade game is a traditional amusement machine, such as found in a game arcade (eg. Sega DaytonaTM, Sega Manx SuperbikeTM), the home version of these machines (eg. Nintendo Ultra64TM, Sony PlaystationTM), and home computers (eg. IBM PC running DoomTM or QuakeTM). In general it refers to any type of game, including games of knowledge.
- a gambling machine is a traditional gaming machine.
- Typical examples include slot machines of the type having rotating reels, video reel simulation and video card games.
- a casino refers to the operator of gambling machines, incktding the arcade gaming system of the present invention.
- An agent is a computer generated and controlled avatar.
- a typical example is monsters in the game Doom.
- a competition is a game in which gambling is taking place on an interactive game between a plurality of players and competitors are players who are gambling.
- Bookmaking is the practice of determining odds and receiving and paying off bets on the outcome of sporting events (particularly horseraces), political contests, and other competitions.
- the present invention provides a gaming machine system including: at least two player consoles each arranged to allow a player to play an interactive game on the system where a player on one console plays a skill based game against one or more players playing on other consoles; credit establishment means for establishing or adding to a credit held in a credit account of a wagerer. wagering means for establishing a wager on the interactive game played between two or more players, wherein a part or all of a credit held in the credit account of the wagerer may be wagered on a particular outcome of the game or an event forming part of the game; control means arranged to administer the system, control comir nication between the gaming consoles and to jvidge outcomes.
- the present invention provides a gaming machine system including: at least two player consoles each arranged to allow a player to play an interactive game on the system where a player on one console plays a skill based game against one or more players playing on other consoles; credit establishment means for establishing or adding to a credit held in a credit account of a player; player credit being used to purchase games and as a means of keeping score between players across multiple games, the player credit being otherwise non-refundable; control means arranged to administer the system, control communication between the gaming consoles and to judge outcomes.
- one player console may be provided on which a player plays an interactive game against the system and/or one or more other players playing on other consoles.
- the present invention provides a gaming console of the type arranged to receive a credit, play a game having a plurality of possible winning and losing outcomes and, in the event that a winning outcome occurs, award a prize, the console including display means to display a game image or images, wherein the console is additionally arranged to advertising material between games.
- the present invention provides a gaming system including: one or more player consoles of the type arranged to receive a credit, play a game having a plurality of possible winning and losing outcomes and, in the event that a winning outcome occurs, award a prize, the console including display means to display a game image or images, wherein the console is additionally arranged to advertising material between games each arranged to allow a player to play a game on the system where a player on one console plays a skill based game against one or more players playing on other consoles.
- the control system also pays awards to any wagerers who have wagered on a winning outcome, however, this may be handled entirely within the wagering means.
- the wagering means may be separate from, or included in the gaming console, but in the preferred embodiment, wagering means are built into the player consoles and freestanding wagering consoles are also provided separate from the player consoles such that wagerers other than the players, may bet on a game played on the system. In the event that the selected outcome occurs, the wagering console will display a prize value awarded to the non-playing wagerer.
- wagers may be placed on events occurring during the game such that the outcome of the wager is known and the prize awarded before the game is completed.
- prizes are awarded for player achievements during the game.
- these awarded prizes are provided as credits to the player.
- penalties are also imposed on players for achievements of other players in the game, these penalties typically being imposed by deducting credits from the player. It is also possible for games to either impose penalties or give awards of this nature but not both. Penalties and awards will visually be applied to a credit value nominated by the respective player for that game, and at any given time, if the penalties exceed the credit value plus any awarded credits held by the player, the player is expelled from the game.
- Embodiments of the system may include multi-venue systems where different players and/or wagerers may be physically located at different venues with their respective consoles connected to the system via a wide area network. Communication between site in a widely spaced implementation may be provided by an internet connection or a wide area computer network.
- the preferred embodiment also includes a scoreboard arranged to show progressive results and final results of games being played. In some embodiments the scoreboard will also be arranged to show advertising material and/or player enticement material between games and/or intermittently during games. In such systems the player consoles will also display advertising material between games, as will the non-player consoles.
- the advertising material displayed is game outcome dependant and the control means tracks the number of occurrences of each advertisement.
- OLitcome conflicts created by timing issvies related to the gaming machines being located at spaced locations are resolved by the control means.
- Games provided on the system are discrete games in which each player participating in the game imtst participate in the game from the start of the game until the game ends or the particular player quits or is expelled from the game. Games may also be contimiO is ones in which players may enter an ongoing game, play for a period and leave the game at will, the game continuing until the number of players drops below a minimum number for that game. Some examples of games are a car racing simulation, a personal or team combat game, a simulated aerial dog fight, Doom, Trivial Pursuit or other knowledge based game, a hand of poker or other card game.
- a player can bviy game resources, in which case the resources are resources that may give the player an advantage over other competitors, thereby providing insurance against losing the game, or may be resources that potentially increase the return to the player.
- Purchasable game resources may also be of a type that are beneficial only in the event of certain random events occurring during the game.
- Some games also include an eject feature whereby the player may optionally exit the game before the game is completed.
- the eject feature will have the characteristic that the player may only exit the game under certain conditions where a losing outcome or penalty is not about to occur.
- Games may also be provided in which players are arranged in teams which compete against one another and the gamble outcome for each player is at least partially related to the result of the respective players' team.
- Non-players may place a wager on any winning outcome for any player in any game, and players may place a wager on any winning outcome for any player any game in which they are not participating as well as any outcome which is a winning outcome for them in a game in which they are currently participating.
- control of the game is distributed between the player consoles and the control means, whereas in other embodiments the control is concentrated in the control means.
- player inputs are accepted and the display updated under control of the respective player console, whereas in the second, the player consoles each pass a respective player status update to the control means and receive from the control means, an updated player status for each player in the game, such that the control means controls all players' interaction
- bets placed on a player terminal mvist be for a winning outcome on that terminal (ie. the player cannot bet against him or herself).
- Figure 1 is a block diagram of an arcade gaming system according to the present invention
- FIG. 2 is a block diagram of an arcade gaming system according to the present invention with distributed control
- Figure 3 is a block diagram of an arcade gaming system according to the present invention when configured for a large installation
- Figure 4 is a block diagram of an arcade gaming system according to the present invention when configured for a multisite installation.
- FIG. 5 is a block diagram of a part of a system according to an embodiment of the invention showing several types of player console. Detailed description of Preferred Embodiments
- a system is disclosed combining attributes of traditional arcade and gambling machines to give a highly interactive, exciting gambling experience.
- the system has several advantages:
- Arcade gaming involves skill-based group competition and will appeal to a different segment of the gambling and amusement market.
- the system has three primary modes of operation, i) a ⁇ msement, ii) individual gambling and iii) competition.
- Amusement mode is similar to the traditional arcade game in which the player does not gamble money, although a charge may be made for use of the machine.
- Individvial gambling is similar to traditional gaming, in which the player gambles money in games of chance with minimal skill involved.
- competition mode the player competes in games of skill with other players and gambles on the outcome.
- One or more players may vise the system in amusement mode without gambling on the outcome.
- the anuisement player(s) may take part in a competition in which other players or spectators are gambling, without gambling themselves.
- the system may optionally announce the ovitcome that would have occurred if the players had been gambling, thus encouraging non-gamblers to compete.
- Spectators may optionally be allowed to gamble on the outcome of games in which no players are gambling.
- a bonus at the end of the game may be awarded in proportion to the difference between scores, giving players incentive not only to get ahead, but to do it by a wide margin.
- Players may also gamble on the final score. Spectators can link their gamble directly to players' score/gamble as well. By averaging the bonus over multiple games the players have the possibility of winning more money than they collectively put into the game.
- Gamblers refers to both players and spectators who gamble on games.
- players are uniquely identified and a history kept of their games played.
- the identification may take the form of their name, nickname, membership number, a membership or credit card, incktding magnetic stripe or smartcards, with optional validation by PIN or password.
- the player history enables the system to more accurately calculate the odds competition. It also becomes more difficult for players to cheat other players by lying about their own skill level.
- Figvire 1 At least two player consoles 11, optional spectator betting consoles 12 and optional score boards 13 are linked to a central controller 14 via a commvmication network 15 which may be a local network or a wide area network.
- the state of player consoles is communicated to the controller to enable creation of a shared game environment, resolution of game outcomes, enable player bets to be taken, player profiling and for security.
- the score boards 13 allow the display of current game state, game outcomes, and gamble OLttcomes to a wide audience.
- Casino management information (cash in, out, etc) is passed to the casino management system 17, via an optional interface 16.
- the central controller is responsible for resolving gamble outcomes. In distrib ited systems it is possible for ⁇ mltiple mutually exclusive outcomes to happen. For example, due to communications delays, two players might think that they had each crossed the finish line first. The central controller resolves this.
- the number and physical location of players in a game is limited only by the acceptable time lag in communications for the game, and the number of players suitable for a game. For example, a time lag of 1 second between players due to international distances, or 5000 players on a 2 km car-racing track, is probably not acceptable. However such a delay may be quite acceptable in other games, such as knowledge based competitions.
- Players need not be limited to a single venue or casino, but may be spread among multiple locations, connected by any communications medium (Internet, local or wide area network, modem, radio, cable or broadcast TV) and allows players in different venues to join the same game.
- FIG. 4 illustrates a multivenue system in which a system controller 14 is linked via an internet connection 35 to a number of site controllers 24, each of which controls a site local area network 25 having similar functionality to the main site local area network 15.
- Each satellite site controller 24 can control a plurality of player consoles 11, non-player consoles 12 and scoreboards 13 as for the main system controller 14 and these consoles on the satellite sites can participate in games with consoles on other sites and the satellite site scoreboards can display game results for games played on other sites and across multiple sites.
- a large distance may physically separate each element of the system.
- player consoles may be spread across multiple venues, yet allow players in different venues to compete.
- Another example is the use of TV as the scoreboard.
- a shared game environment is created either by communication between player consoles or under control of a central controller.
- the central controller combines player input with its game model to generate successive game events.
- controller or console The trade-off between game computation carried ovit by controller or console depends on the implementation desired. At one extreme the player console 11 simply displays video pictures and audio generated by the central controller 14, while at the other extreme the console 11 generates the entire game environment locally under high level direction from the central controller 14.
- control of the system is distributed ( Figure 2), with each element in the system determining its action without recourse to a central controller.
- the console 11 knows the state (location, direction, speed, etc) of all other players.
- Each player console 11 knows the state of all others in the competition and therefore knows where its player placed in the competition, and the payout, if any, due to the player.
- Each betting console 12 is linked to the player console 11, knows the outcome of the competition and is thus able to determine and payout each bet placed on it.
- Each betting console 12 may be linked to all of the game machines 11 or only one, in which case that one machine 11 relays all the relevant information to the console 12.
- Each scoreboard 13 is linked to each player console 11 and optionally to the betting consoles 12 and is therefore able to display the appropriate information.
- Each scoreboard 13 may be linked to all of the game machines 11 or only one, in which case that one machine relays all the relevant information to the console 12. Many other architectures are obviously possible.
- betting consoles 12 and scoreboards 13 may be interfaced to the rest of the system via separate bet controllers 18, betting network 21 and scoreboard controllers 19 and scoreboard network 22 (FigLire 3) to minimise bandwidth on the player console network 15 or otherwise simplify communications.
- a single casino may have multiple arcade gaming systems, allowing a number of separate games to run in parallel.
- the architecture of SLtch a system may be a single large system, with games separated logically, or multiple separate arcade gaming systems, optionally connected via a high level interface to enable shared functions. Shared functions include, betting console that can bet on any game and scoreboards that can display any game. Player Console
- the player console has the necessary output means (display, audio, vibration, etc) and control means (bLittons, switches, steering wheel, pedals, guns, skis, joystick, etc) for the player to play the game.
- the player uses the player service function to call for service from the operator, for example attendant, drinks, and security.
- a plurality of different types of player consoles may be connected to the gaming system including a car racing console 36, a bike racing console 37, a skiing console 38 and a traditional electronic gaming machine 39.
- Each of these consoles would be capable of playing a different sub-set of the available games on the system with the car, bike and skiing consoles 35, 36, 37 each capable of playing a variety of racing and adventure games and the traditional electronic gaming machine capable of playing card, dice and keno style games as well as a selection of adventure and knowledge style games.
- Each console includes a control panel 41 on which bet and game controls are located, a display screen 42 for presenting game and bet information and in some instances, special player controls 43, such as a steering wheel, handle bars or ski stocks.
- the betting console 12 accepts payments for bets and pays winnings and will be similar in configuration to a traditional electronic gaming console
- Payment may be made by any method including cash, credit card, cheque, smartcard based electronic payments or on the casino account. Winnings may be received by the same means.
- the betting console may issue receipts and redemption certificates for bets, such as printed cards, magnetic stripe cards and smartcards, etc.
- An optional eject feature allows a competitor to immediately stop gambling and either withdraws the competitor from the game or allows them to continue in amusement mode. This feature allows competitors to leave the game in a controlled and well defined manner if required (for example medical, toilet, boredom), but is not intended to be used by competitors to maximise their winnings.
- the player is able to predict in advance that they will lose money because they are in a situation within the game where they either cannot avoid a particular disadvantageous outcome or where the effort of avoiding the disadvantageous outcome is high and the probability of success is low.
- the eject feature may be implemented in many forms, incktding:
- the game representation of the player who ejects can also take a number of forms, including: • The player immediately disappears from the games.
- the player is annihilated in some fashion, for example explodes, or a system-generated agent destroys the player.
- the betting console displays player information, outcomes and odds which may be bet upon, and accepts bets from spectators and players. For example a bet may be placed on which player comes first, second, third, last, or the placement of a group of players.
- the betting console accepts payments for bets and pays winnings. Payment may be made by any method including cash, credit card, cheque, smartcard based electronic payments or on the casino account. Winnings may be received by the same means.
- the betting console may issvie receipts and redemption certificates for bets, such as printed cards, magnetic stripe cards and smartcards, etc.
- a limited number of betting consoles may be distributed around the casino to be shared by all spectators or spectators may have one each.
- a single betting console may be used to bet on more than one gaming system.
- bets are taken without direct communication with the gaming system.
- a bookmaker may independently offer odds and gambles on a competition.
- Score Board The score board displays the current game state and final game and gamble outcomes to a wide audience. During the competition it may display the current placement of the players, for example 1 st , 2 n , 3 r and their respective score (eg. distance, speed, points, money, etc).
- the scoreboard may display various view of the game and give an automated commentary. For example in a car race it would initially display the start line, then follow the cars around the track, focussing on different cars, until the first car nears the finish line were it would focus on the winner.
- Score boards may be mounted on each machine giving spectator the status of the corresponding player. Prior to the commencement of a new game the scoreboard may display the OLitcome of the previous game or the odds and prizes offered on the next game.
- the scoreboard may at appropriate times display a video picture of the player as captured by a video camera in the player console.
- the image of the player may be ovei ayed with that of the computer generated background of the game.
- the odds offered to gamblers are calculated to be fair to the gamblers and ensure a profit for the systems operators. Both players and spectator may gamble on game O itcomes.
- the operator is paid, and makes a profit, in one or more of the following ways: • A fixed fee is paid for equipment usage as is required in traditional amusement machines.
- the competitor In an account gambling, prior to starting the game the competitor establishes an account with a payment of money to the system.
- the value may either be fixed or player selectable and is the maximum amovint the player is prepared to gamble and hence lose.
- Money in the account at the end of the game is paid back to the player or held for further games.
- the account can instead be directly linked to a player's account at another institution, such as a bank, with all credits and debits being direct to that institution.
- the player sets Lip the link to the institution, using for example a credit card and PIN, and instructs the system of the maximum amoLtnt they wish to gamble (ie. lose).
- the competitor immediately loses the competition if the value in the account falls to zero or below.
- the fee each player pays to compete can be considered as being composed of three parts, gaming eqLiipment visage, the bet on the outcome and the initial account value.
- the equipment usage charge is optional and may not be required.
- a non-gambling, amusement only player pays only the equipment usage charge.
- the bet and account value may be either fixed, have a minimum value or player selectable.
- the initial odds offered by the system to each player are determined by the amount each player has gambled minus any fee paid to the operator.
- each player pays a fixed fee to enter the competition.
- the operator takes a portion of the total fee and returns the rest to the winning player or players. For example, each of 5 players in a competition pays $10.
- the total paid is $50, of which the operator takes $20, with $30 being returned to the winning player, or $20 to winner and $10 to the runner up.
- the operator makes money on each competition played, and the winner(s) also gain. The players cannot cheat the operator.
- odds given for outcomes change dynamically based on wagers made.
- a return on a bet is calculated on the odds when wagering for the competition has finished, typically when the competition starts. For example a bet may be made on odds of 10 to 1, but when wagering stops the odds are only 2 to 1. The gamble will return 2 to 1.
- the system calcvilates the odds so that the operator will make a profit and to influence gamblers to cover wagers already made.
- the total bets on each of 3 competitors winning are A, B and C.
- the system can offer odds on A winning of B+C to A, on B of A+C to B and on C of A+B to C. With these odds the system neither wins nor loses.
- the odds are adjusted in favo ir of the operator by a portion of the bet, a fixed amount or both. For example, the odds become
- the return on a bet is fixed by the odds when the bet is made.
- the system offers gamblers odds and maxi ⁇ nim bets that are dynamically determined based on the total possible payout, and are calculated to ensure a profit for the operator. For example, with 5 players each paying $10 and the payout to the winner being $30, then $20 is left for the operator.
- the system can offer the next gambler as much as $4 at 5 to 1 (a maximum win of $20) on a particular player winning, without the operator losing money. Subsequent gamblers can be offered different odds and maximum amo ints as the maximum potential losses to the operator constantly change.
- Gamblers may also offer bets and odds, mediated by the system, with the system, hence operator, being paid a fee (fixed or proportional to the bet) for this service.
- Other gamblers see the offer on the system and are given the option to covering it (or a portion of it). For example a spectator may offer a bet of $10 at 2 to 1 odds on a particular player winning. Another spectator seeing this offer via the betting console, player console, or scoreboard can cover it.
- odds and maximum bets can be set at levels where the operator is exposed to losses for a particular competition, b it makes a profit over the course of multiple competitions. The players are thus offered better winnings
- the system changes the odds and bets offered based on the previous game history, so that the overall profit the operator is maintained at a particular level. For example a competition history of 1 day enables the operator to make a day by day profit, set at a particular level, and gives the players better gambles when the operator is making excess profit, or can improve the operators profit. Thus fairness to both player and operator is assured.
- the value transferred may instead be proportional to the difference in speed (or vary from a nominal value by the difference in speed) of the cars during the overtaking manoeuvre.
- the player cannot bet against himself, b it obviously the player can easily arrange to have an accomplice do it.
- Non-gambling players may also participate in a competition and might pay a reduced fee for equipment usage, say $5, but do not gain any money if they win.
- the operator is paid when a player uses a machine without gambling, as in a traditional arcade system, b it makes a further profit if that player wins (ie. the operator gets the entire sum).
- non-gambling players are excluded from the competition gamble calculation, preventing operators cheating customers by employing highly skilled players to increase their profit.
- Players may place different initial bets or offer vmeqLial odds, reflecting their different levels of skill. A highly skilled player competing against lesser skilled players could be expected to bet more than the other players.
- Players may be handicapped to change the odds of the game.
- the handicapped player in a car race game may drive a slow or unresponsive car, or in a knowledge game the qLiestions may be posed slightly later.
- game credit may be non-refundable, and is hence used primarily as a means of keeping score between players especially across multiple games.
- jackpot a portion of the money gambled in each game is set aside for a jackpot prize.
- the jackpot is not awarded at each game allowing large jackpots to be awarded occasionally. Note, that this could be either a linked or stand alone accumulative jackpot and is different to linked jackpots in that it does not require a linked system.
- the jackpot is awarded to the winner(s) of the competition and is announced at some point during the game.
- System agents compete against the competitor. For example, in a car racing game with money transferred by overtaking, a system controlled car can appear in front of the player and allow the player to overtake. In a personal combat game the player can win money by shooting a system controlled enemy (eg monsters).
- a system controlled enemy eg monsters
- the arcade gaming system may be linked into a traditional casino or state wide jackpot system.
- Gamblers (players and spectators) on the arcade system can thus also take part in the jackpot system.
- a linked jackpot systems uses a central link controller which takes input from the gambling machines when players are gambling and selects at random a jackpot winner. The odds of the individual gambling machines are adjusted down to allow for the jackpot.
- To the linked system the arcade gaming machine behaves as a traditional gambling machine, with a portion of money bet paid into the linked jackpot. Either the winning gamblers or all gamblers and players gain entry to the jackpot at the end of each competition. The jackpot prize awarded to a particular player or gambler, or split (eq ially or otherwise) all gamblers or players in the competition.
- the jackpot winner is a gambler periodically selected at random from those who win. • The winner is the player with the best score during a particular interval, where the interval is either fixed or random.
- the jackpot win is awarded to, or split between, gamblers who bet on a specific outcome, or the gambler closest to it, the OLitcome being randomly selected from the group of possible outcomes or ac ial gambled outcomes.
- Discrete games have a fixed group of players who do not change during the course of the game. Continuous games continue as long as two or more players are playing and players may join and leave the game at any point.
- a discrete game is set up by a group of players agreeing to compete and advising the system of their intention, either via the player consoles or betting stations. Games may be set up in advance, to allow a queuing system or structured competitions by a large mimber of players. Players may also request games from the system with the next available players, eg the player asks to play in the next game with a place available, subject to confirmation by those players already in the game.
- a continuous game requires at least two competitors at all times. If only one player wishing to gamble is present the game either stops or runs in a non-gambling amusement mode. Players can join a competition already in progress, or if no competition is in progress the player waits for another competitor then starts one. Players may join the competition without gambling, for amusement only. A benefit of this type of game is that players can practice without gambling. They need only gamble if confident of doing well.
- the player is able to purchase from their accoLint resoLirces (eg. fuel or equipment) which are helpful in varioLis game situations.
- accoLint resoLirces eg. fuel or equipment
- unused resoLirces may or may not be refundable at the end of the game.
- the player imist judge how imich money they want to spend during the game and balance the risk of running out of a needed item against wasting money if it is not used.
- the characteristics of resources in game play are designed to enable player skill to influence the game outcome. The more skilled a player, the better they will be able to use the resource to improve their OLitcome.
- Resources may be divided into two categories, continuous and discrete:
- a continuous resource is used and hence charged continuously or at least in such small increments that it seems continuoLis to the player.
- the player can be charged for time, say $1 per minute, for fuel, with fuel usage being proportional to speed.
- a discrete resource is used in discrete events. For example ammunition, armour, maps, information, tools, transport, etc.
- Examples of resources include:
- Ammunition is used in many types of games and multiple types of ammunition may be used within a game (eg. bullets to rocket launches).
- Amour is a non-refundable resource that reduces the vakie transferred by an attack. For example the value transferred to another player may be reduced by 50% for a player wearing armour. Skill is req iired in the use of armoLir, as if not used its cost is wasted.
- Fuel especially in a car racing game, may be charged discrete as at a garage or continuously as in an Linlimited svtpply charged as it is used. F iel consLimption may further be proportional to speed. Unnecessary fuel consumption is therefore penalised and skill rewarded. A competitor who crashes a car is penalised by wasting both time and opportunity to recoLip money by overtaking other players.
- the amount transferred may vary from its nominal value to simulate, for example, accuracy of shooting or the effect of a car crash.
- the variation may be either random or proportional to the skill with which the player created the situation, for example the placement of the gunshot (eg a shot through the head would be more valuable than a arm wound).
- War games are typically team games, including games to capture another teams flag.
- the odds offered by the system are in proportion to the relative number of players in the team, hence the amount collected from each team.
- the system collects a fee from each team and the residual money is awarded to the winning team.
- Security is required to prevent either players or operators cheating and is similar to that required for traditional gambling machines. Communication between the various parts of the system may be secured either physically and/or by means of encryption. A game history is kept in case of system errors or player disputes.
- the scoreboard, player console and betting consoles may be ised to display advertising. Advertising may be selected independently or CListomised to the player and type of game.
- players' performance is measured and according to their performance an entertaining or educational advertisement is displayed at the end of the game. Either all or selected players are subjected to advertising. The system thus earns the operator additional revenue or is good for public relations.
- the player's performance may be determined by one or more of the following methods:
- Advertisement may be further tailored to the players based on the players' names, size of the players' betting styles (indicating how much money they have to spend or their gambling habits), the players' history with the casino, the players' credit rating with a credit agency, or the players' personal profile as specified by any such agency. Examples of advertisements based on these principals are:
- the player's pickire (or video) is displayed with the advertising, leading to advertisement SLich as "Drink driving kills.
- the picture may taken from a stored membership database or from a video/camera in the player console.
- a player In addition to bets being placed on the final outcome of the game, a player can win credits from other competitors by overtaking them and lose credits to other competitors by being overtaken, ie points are transferred from one player to another.
- the player may also bet the system that after a certain period they will have at least a certain score, or on the final outcome of the game.
- the odds for a particular score are fixed or determined by the bets made by the other players.
- Accidents transfer points from the player to the system. This game has a fixed period for the player, but requires only that at least one other player is involved. Credits are transferred whether a player is gambling or not.
- a car racing game may also be arranged so that a first sum of points is awarded for overtaking other players and a higher sum of credits is ded icted when other players overtake, ie credits are transferred from one player to another, but the system takes a portion of the credits from each transfer.
- the player buys credits at the start of their competition and sells credits back to the system at the end of the game. For example, if credits cost $1 each and the player starts with $20, overtakes 15 other cars, b it is overtaken himself 5 times. If the system take 10% on each transfer, the player wins an extra 15 x $0.90, loses 5 x $1.00, and so collects $18.50, an $8.50 profit. The operator also collects $2.00 ((15+5) x $0.10) due to that player. If the player loses all their credits they are no longer able to gamble. No points are transferred when passing a non-gambling player.
- a method of selecting the starting positions may be implemented, including one or more of the following:
- the initial starting position is random and is not assigned Lintil the race starts. • The first one, or more, laps of the game are not gambled on. Players have time to adjust their positions.
- One or more qualifying laps are first raced and the players placed on the start line according to their performance. For example, players are ranked according to their lap time, or the ending position or the number of other cars they managed to overtake.
- the player can take a drunk-driving test.
- This specially designed game measures the player's driving aptitude and advises if they are too drunk to drive. If required, warnings on the game specify that the test is for amusement only is not a legal test.
- the system simulates the players being drunk or otherwise make the controls respond differently. For example the controls do not respond quickly to the player or the steering wheel is reversed so that left is right and right is left.
- a personal combat amusement game such as DoomTM are very popular.
- a personal combat arcade gaming system may use many of the principles outlined, including:
- Games may be discrete or continuous.
- Games may be individual or team based. • Competitors buy resoLirces from the system, such as armour, weapons and ammunition, maps.
- the system may generate an enemy (eg a monster) which carries a vakie for destroying, but is also capable of inflicting damage on the player.
- Games may be discrete or continuoLis. • Games may be individual or team based.
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU73249/98A AU752964B2 (en) | 1997-05-09 | 1998-05-11 | A competitive arcade gaming system |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AUPO6725A AUPO672597A0 (en) | 1997-05-09 | 1997-05-09 | Competitive arcade gaming |
AUPO6725 | 1997-05-09 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO1998051384A1 true WO1998051384A1 (en) | 1998-11-19 |
Family
ID=3801017
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/AU1998/000341 WO1998051384A1 (en) | 1997-05-09 | 1998-05-11 | A competitive arcade gaming system |
Country Status (3)
Country | Link |
---|---|
AU (1) | AUPO672597A0 (en) |
WO (1) | WO1998051384A1 (en) |
ZA (1) | ZA983967B (en) |
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ZA983967B (en) | 1999-11-30 |
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