Gaming Machine Effect Assemblage Using Projection Synchronization

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Solution Overview

Problem

Current gaming machines lack the degree of freedom in effects, as they primarily rely on mechanical execution of games without providing sufficient visual representation of game operations, leading to a limited player experience.

Innovation Solution

An effect assemblage for a gaming machine that includes a projection mechanism, a projection target mechanism, memory, and a controller to display a game effect image by moving object images relative to each other, allowing for random movement and precise timing of image stops, thereby enhancing the visual representation of game operations and increasing player engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If mechanical execution of games is used, then game operations can be performed, but the degree of freedom in effects is limited

Engineering Contradiction:
Improvedegree of freedom in effectsVSAvoideffect assemblage structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent uses images (projections) to copy and represent game objects and operations rather than relying solely on physical mechanical components. The projection mechanism creates visual copies of game elements that can be manipulated independently from the physical game structure, enabling diverse effects without increasing mechanical complexity.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces mechanical display methods with a projection-based visual system. Instead of using complex mechanical structures to display game operations, the system uses projected images controlled by a controller to show game effects, thereby increasing adaptability while reducing the need for complex mechanical effect assemblies.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Loss of information

If object images are moved relative to each other to display game operations, then visual representation is enhanced, but timing synchronization becomes difficult

Engineering Contradiction:
Improvevisual representation of game operationsVSAvoidtiming synchronization of image stops
Core Design Contradiction:
Loss of informationVSManufacturing precision

Solution Approach 1:

The controller monitors the positions and movement of multiple object images and adjusts their timing dynamically. The system calculates the timing at which each image reaches its stop position and makes corrections to ensure synchronized arrival, providing feedback control that maintains precise timing despite variations in movement.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent employs dynamic adjustment of movement parameters for object images. The controller can change the movement speed and timing of images during the game operation to ensure they stop at the correct positions simultaneously. This dynamic control allows the system to adapt timing in real-time rather than relying on fixed mechanical timing.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9978203B2Effect assemblage for gaming machine
Publication Date: 2018.05.22 INTERBLOCK DOO
  • US9978203B2 patent drawing
  • US9978203B2 patent drawing
  • US9978203B2 patent drawing

AI summary

In an effect assemblage for a gaming machine which is configured to display a process of determining win/loss and a result of the win/loss by moving a first object image and a second object image relative to each other and stopping the first object image at a predetermined part of the second object image, after the first object image and the second object image move relative to each other, the movement of the second object image is corrected, with the result that a predetermined part of the second object image reaches the end of the movement locus at a timing at which the first object image reaches the end of the movement locus.