U.S. patent application number 10/126317 was filed with the patent office on 2003-10-23 for method and apparatus displays selected preferences.
Invention is credited to Vancura, Olaf.
Application Number | 20030199295 10/126317 |
Document ID | / |
Family ID | 29215005 |
Filed Date | 2003-10-23 |
United States Patent
Application |
20030199295 |
Kind Code |
A1 |
Vancura, Olaf |
October 23, 2003 |
Method and apparatus displays selected preferences
Abstract
A casino game is visible to the player and others in the casino.
A place thereon displays information about a plurality of player
selected personal preferences. Controls accessible to the player
allow selection of preferences. A computer connects to the controls
to present the preference selected by the player on the place. The
computer allows the player to personalize the gaming experience so
that others become spectators. Audio, video and/or illumination
connect to the computer and controls so color appears on the place
as a personal preference. The controls select choices about the
player's mood during play if the control couples to the computer as
input for showing the player's mood. The place has a video screen,
light emitting diodes, liquid crystal or plasma panel located in a
top box visible to the player and others. A method for presenting
preferences on the place visible to the player and others has steps
including allowing the player to select at least one of the
plurality of preferences for presentation and changing the
preferences for personal choice of the gaming experience. The step
of presenting includes audio and/or video display of what the
player has selected. The step of allowing the player to change the
selection includes presenting the change of the selection including
aroma or massage by vibrating the player's chair.
Inventors: |
Vancura, Olaf; (Las Vegas,
NV) |
Correspondence
Address: |
DORR CARSON SLOAN & BIRNEY, PC
3010 EAST 6TH AVENUE
DENVER
CO
80206
|
Family ID: |
29215005 |
Appl. No.: |
10/126317 |
Filed: |
April 19, 2002 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3232 20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 009/24 |
Claims
hat is claimed:
1) An apparatus for a player to wager upon a casino game of chance,
the apparatus visible to the player and others in the casino
comprising: a place on the apparatus for presenting to the player
and the others in the casino, before and during play of the game,
information about selections of the player from a plurality of
preferences; one or more controls on the apparatus accessible to
the player for allowing the player to select one of the plurality
of personal player preferences about the nature of the gaming
experience before or during play of the game, and a computer in the
apparatus responsive to the wager and connected to the one or more
controls for presenting the preference selected by the player on
the place so that the nature of the player's gaming experience is
personalized by the player in accord with the selected preference
and so that others may be made aware of the preferences and be
involved in the play as spectators.
2) The apparatus of claim 1 wherein an audio presentation connects
to the one or more controls, the audio presentation emanating from
the place for presenting so that sound can be available to the
player and others before and/or during the play of the game.
3) The apparatus of claim 1 wherein a video presentation connects
to the one or more controls, the video presentation appears on the
place of the personal preferences selected by the player for
presentation.
4) The apparatus of claim 1 wherein an illumination presentation
connects to the one or more controls, the illumination presentation
having color appearing on the place of the personal preference
selected by the player for presentation.
5) The apparatus of claim 1 wherein the one or more controls are
for selecting choices about the player's mood during play including
the states of happiness, sadness or awfulness during play and the
one or more controls connects to the computer for change by the
player during play to reflect moods due for example to wins and
losses achieved by the player.
6) The apparatus of claim 5 wherein the computer is coupled to the
one or more controls to receive input therefrom and show the
player's indicated moods on the place.
7) The apparatus of claim 1 wherein the place is a video screen
located above the casino game of chance in a top box of the
apparatus so the video screen is visible to the player and others
in the casino.
8) The apparatus of claim 1 wherein the place is in a top box of
the apparatus and the top box has mounted light emitting diodes
therein for transmitting signals concerning the player's
selection.
9) The apparatus of claim 1 wherein the place shows play personal
preference selection or change selected from the group of ambiance,
theme, dcor, motif, atmosphere, milieu, appearance.
10) A method for a player in a casino to present one or more
preferences at a place on a casino game of chance visible to the
player and others in the casino, the method comprising the steps of
presenting comprising: displaying player preference choices before
or during the casino game of chance to the player; allowing the
player to select at least one of the plurality of preference
choices for presentation on the place, and presenting the selected
player personal preference so that is visible to the player and
others.
11) The method of claim 10 with the step of allowing the player to
change the at least one of the plurality of personal preferences
selected about the nature of the gaming experience on the casino
game of chance.
12) The method of claim 10 with the step of presenting including
providing audio with video of what the player has selected.
13) The method of claim 10 with the step of presenting including
displaying information on the mood of the player apparent to the
others in the casino.
14) The method of claim 10 wherein the step of allowing the player
to change includes showing the player personal preference selection
or change selected from the group of ambiance, theme, dcor, motif,
atmosphere, milieu, appearance.
15) The method of claim 10 wherein the step of allowing the player
to select the selection includes providing an aroma.
16) The method of claim 10 wherein the step of allowing the player
to select includes vibrating a chair for the player.
17) The method of claim 10 with the step of displaying including
modifying the appearance of the place in a top box based on player
selected personal preference.
18) The method of claim 10 with the step of displaying including
modifying the appearance of the casino game of chance with controls
accessible to the player based on player selected personal
preference.
19) A method for a player in a casino game to modify an external
appearance of the casino game based on personal preference so as to
be visible to the player and others in the casino, the method
comprising the steps of: displaying to the player information on
the casino game about possible preferences for the external
appearance of the casino game; allowing the player to input
personal preference for appearance of the casino game from the
information, and modifying the external appearance of the casino
game to conform to the player personal preference input selected
from the information.
20) The method of claim 19 wherein the displaying step includes
modifying the external appearance of a top box on the casino
game.
21) The method of claim 19 wherein the displaying step includes
modifying the external appearance of the casino game.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] METHODS FOR A CUSTOMIZED CASINO GAME U.S. Ser. No.
09/965,165 filed Sep. 26, 2001.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002] Not Applicable
REFERENCE TO A "MICROFICHE APPENDIX"
[0003] Not Applicable
BACKGROUND OF THE INVENTION
[0004] 1. Field of the Invention
[0005] The present invention relates to casino games of chance and,
in particular, to improvements in the methods of players being able
to preferentially personalize the gaming machine by player
selection.
[0006] 2. Description of Related Art Including Information
Disclosed Under 37 CFR 1.97 and 1.98
[0007] Slot machines have become the most important contributor to
revenue on casino floors. Several methods have historically been
adopted in order to try to attract or woo players to a particular
machine.
[0008] First, those with a theme are often selected for play. The
theme somehow connects with the player's emotions, moods, or fond
memories of previous play. It is common to have the same inner
workings on many different machines as the outside of the machine
including the symbols and the casino or manufacturer can easily
change the slot glass. The machine signage, symbols, and slot glass
can be replaced with very little down time. Hence, a "new" machine
is available for play in short order. Thus, to the player the same
machine may have an entirely different look and theme in a matter
of minutes.
[0009] For video slot machines, the "swapping out" of games is even
easier and may be accomplished in large part by simply replacing
the software. There are multi-game machines whereat the player can
select one or more different games to play. So if a player is not
satisfied with the game play, a touch screen menu allows the player
to change the game or denomination. Consequently, the game
manufacturers provide player choice in an effort to provide
differentiation of game play.
[0010] As an example of minimal differentiation, IGT's game "Austin
Powers" has three different top glass designs for the same base
game. As such, players may sit at the machine with the glass they
prefer. The base game is identical, however.
[0011] As a further example of minimal differentiation, IGT's game
"Fortune Cookie" allows the player to touch an on-screen reel
symbol which changes from "MSG" to "No MSG." While the "MSG" or "No
MSG" symbols are a part of the game play (i.e., they appear on the
reels themselves), the player choice does not affect game outcome.
The effect is on-screen and subtle; as such one must be in the
game's immediate vicinity to discern it.
[0012] While many machines utilize multimedia (e.g., sound, lights,
visual displays) to enhance the game play and serve as attract
modes, these multimedia presentations are invariably identical on
each machine. For example, one of the most popular gaming machines
repeats the phrase "Wheel of Fortune" as an attraction while not
being played, and makes the noise of a wheel spinning to excite the
players and bystanders during play. Also cash less games exist that
print a ticket while making the noise of coins falling in the tray,
although no coins are dispensed. While these audio presentations
add to the player appeal of the game, there is nothing personalized
in these games.
[0013] Unfortunately, currently, players who walk into casinos and
look at rows and rows of slot machines see basically identical
machines with different packaging. That is, slot manufacturers have
taken care to differentiate their product lines from those of
competitors. But slot manufacturers have done very little to
differentiate individual machines within a product line. Basically,
all machines of a specific title are "cookie-cutter" copies of each
other.
[0014] U.S. Pat. No. 6,350,199 has a gaming apparatus for an
interactive video game to be displayed on a video display with a
game controller to control the outcome of a game played on the
gaming machine for display. A player interface couples to the
gaming apparatus and is configured to input information data
personally identifying a player operating the gaming machine. This
personal identification data is then integrated into the game for
integral display in the game outcome on the display. The game
presentation is customized to include personal information relating
to the player for display during play. Such personal information
may include the player's name, age, birth date, digitized facial
pictures of player and/or of the player's family, etc. Player
interaction and interest substantially increase. The game
controller has a first memory containing data to provide video
content associated with the game. A second memory contains other
data to provide video content associated with the personal
identification data. The first memory is a "video" EPROM, while the
second memory is a "video" RAM for temporarily storing the personal
identification data. The game includes a video figurine having a
head portion with a blank face slot for the digitized picture data
of the player's face insertion whenever the figurine appears in the
game presentation during play of the game. Thus, during a card game
such as video electronic poker or video electronic blackjack, for
example, the player's face may be presented in the King face card.
The player interface can be a card reader for reading encoded
personal identification data from a card, such as a SMARTCARD
having a memory chip. Another player interface includes a keypad
for allowing the player to key in information, or a network
computer system electronically coupled to the game controller.
[0015] U.S. Pat. No. 6,315,666 has gaming machines and methods of
use in which a main or primary display for displaying the outcome
of a primary game and a secondary display for presenting primary,
secondary, or even "tertiary information." Tertiary information
refers to information that is not directly related to the play of a
primary or secondary game. Tertiary information includes, for
example, billboard information, advertisements, television
programming, player attraction material, animations, casino kiosks,
video conferencing, and combinations all put into the machine by
the game manufacture or casino not the player. The video display is
a substitute for displaying some or all of the information
currently provided on the top glass or belly glass on a
conventional slot machine. Regardless of where the video display is
located and how much space it occupies, it may introduce
substantial flexibility in presenting primary and secondary
information to actual and potential players. The content may fall
under one of at least three categories: primary information,
secondary information, and tertiary information. Primary
information includes indications of status and outcome of the play.
Secondary information is notices of slot tournaments, progressive
games, bonusing schemes, and other incentives challenging the
player to keep playing or to play in a particular manner. It may
provide a menu for casino services such as help from an attendant,
ordering drinks and food, reserving taxi cabs, obtaining tickets
for shows, conducting banking transactions, learning about the
availability of health clubs, shops, restaurants, etc., provided in
a single centralized location within a casino. Thus allowing the
user to access the kiosk from the gaming machine at which he or she
is currently positioned without leaving the machine and continuing
play. The player communicates his or her requests via a menu
displayed on the secondary display screen. The menu driven requests
might include, for example, car reservations, drink requests,
movie, dinner or theater reservations, messages for a particular
room, taxi cab requests, etc. Television on the video display via a
cable, for example, sporting events, talk shows, game shows, soap
operas, advertisements, situation comedies, etc. In addition,
broadcasts of competitive events on which the player can wager, dog
racing or horse racing events. Also, information available on the
Internet can be provided for the players.
[0016] Two-way communication provided between the gaming player and
a casino attendant or other individual by a camera and microphone
on the gaming machine. A gaming machine with camera and microphone
allows display of the player's image. Fresh ornamentation and
incentives that are useful for attracting potential players can be
changed and displayed. Examples of successful slot machine themes
include "Red White and Blue," "Double Diamond," and "Wild Cherry."
In multi-game machines, multiple games such as keno, video poker,
etc., pay tables may be provided on a CRT screen in response to
menu driven commands on a touch screen portion of the CRT. Some
machines have two screens with the top one providing the pay
table.
[0017] The forgoing equipment and techniques seek to provide more
services for the player but have nothing to personalize the playing
experience and have not addressed the need for having player
preference aspects of the gaming experience under the player's
control. Those will be addressed in the following
specification.
BRIEF SUMMARY OF THE INVENTION
[0018] While the foregoing have attempted various methods of
increasing player appeal and control, none of them satisfactorily
gives the player control over the external appearance, type, or
style of the gaming machine being played. What is proposed herein
is an entirely different approach in which the player customizes
the look of the gaming machine in a personal way.
[0019] Active changes apart from the described changes made by the
manufactures to slot glass that can be implemented are "attract
mode" wherein the machine automatically changes by itself to
attract play. To date, passive changes to the slot machine that
modify the appearance of the machine during play or the capability
of the player to make such modifications to attract players and/or
keep the current player have not been tried and are not available.
In particular, modifying the appearance of the machine to conform
to a player's wishes is desirable but heretofore untried.
[0020] Perhaps this is because the manufacturers of gaming
equipment and/or the casino have failed to recognize the personal
relationship that grows between the player and "his or her"
machine. The concept of "my" machine is antithetical to the reality
of ownership and/or leasing which exists for such slot machines and
gaming equipment. It is believed that in many instances, players
would if they could take "their" machine home whenever they leave
the casino. This despite the fact that the machine is perhaps no
different from 1,000 other similar machines in use at any time.
Despite the fact also, that the "cookie-cutter" effect exists. For
tourists from states that allow private ownership, gaming machines
can be purchased and shipped to their residence for personal use.
Locals, those that live near casinos, also have their favorite
gaming machines that they frequent and feel that they have an
investment in because of frequent play.
[0021] The manufacturers and/or casinos have a strong business
interest in providing the variety of gaming experiences explained
herein to keep the products available to their customers fresh and
appealing. The problem then is how to let the player personalize
the gaming machine while accommodating regulations and at a
reasonable cost.
[0022] The player proactively chooses the appearance in a way that
is apparent not only to the player but also to those about the
gaming machine in the casino. Signage, audio and the like can be
altered by the player to connect with the gaming machine on a
special basis and spell out to all who care that the particular
gaming machine is "his, hers, or mine" as the case may be. It could
be a "lucky" color or colors in the top box, preferred music or
indicia indicating the theme of the game, player's name,
player-input artwork, or even mood. For example, if the player is
on a winning or losing streak, the corresponding mood of happy, sad
or anxious can be shown. Alternately, if the player is waiting to
meet perhaps Rhoda, then the name "Rhoda" or some other such
message may be displayed. Or, the player may wish to celebrate a
birthday, the 4.sup.th of July, or some other holiday or event. Or,
the player may, via touch-screen, sketch (with his/her finger) a
picture that is then displayed as a "signature" piece. What is
important is that in each case, the player provides input that
dictates and/or modifies the external appearance of the game. This
serves not only to draw interest to the game (or bank of games)
from passersby, but also to customize the gaming experience from
the player's personal point of view.
[0023] During play of the game, the player has access to input for
controlling the top box display with an audio, video and/or liquid
crystal display on to which the player's preference may be
displayed or presented. As an example, say the wife is playing
somewhere in the casino and husband has agreed to meet her at 6:00
PM for dinner. Anyone who has been in this situation knows it can
be difficult. However, with a personalization of the top box
display presentation, the process of finding one's spouse can be
simplified. In particular, the plan would be to look for the
machine with, e.g., the hounds-tooth pattern displayed on the
gaming machine, or playing "their song".
[0024] In the instant invention, the player may choose one of a
plurality of personalized presentations that in no way alter the
game or interfere with any regulatory of compliance matters. In a
preferred environment, an on-screen replica of a computer keyboard
could allow almost any type of input but specific offensive
phrases, etc. could be controlled within logic. In a simple
version, a few choices of say different colors or a showing of the
player's name from a tracking card could be inexpensively added to
the top box for all to see. Thus the gaming machine personal
presentation might show or say, "Mona's machine! Just watch me win
the jackpot!" Alternately, the color-scheme of the top and base
boxes (accomplished, e.g., via multi-color LED displays) may be
selected by the player to conform to the player's alma mater,
favorite hockey team, etc. In this fashion, too, other customers
who recognize a game's particular appearance will know who is
playing the game, even at a distance.
[0025] Clearly, many other themes and manners of signage and/or
audio presentation are possible, as will be apparent to players and
skilled artisans. The salient features required are a
personalization of the currently played gaming machine, and
controls for the player to modify this currently selected
presentation. The presentation may even relate to the theme of a
selected game shown on the player's screen and/or the top box.
[0026] Too, the monetary value and/or difficulty of the game may
also be presented thus saying to those about the machine look how
smart or fortunate the player happens to be.
[0027] It is an advantage of the present invention that the player
may make personal or preferential changes to the appearance of the
gaming machine.
[0028] It is a further advantage of the present invention that the
improvement described herein has almost no learning curve yet still
affords considerable player empowerment and preference in the
appearance of the gaming machine being played.
[0029] It is a further advantage that the customization afforded to
the player of the slot machine is a conversation piece and attract
mode to passersby, even those viewing the machine at a considerable
distance.
[0030] As a preferred embodiment, the player is offered the choice
of a plurality of top box presentations from which to pre-select
before or during the play of the game. As with so many computer
devices and their operation, it is expected that the variety of
player choice will, if popular, expand at a rate similar to that
which computer power has grown. The player will be afforded almost
limitless choices for base and/or top box presentations, for
example via a touch screen.
[0031] The play may include depicting to the player, before play of
the base game or upon insertion of a player's card or a bill into
the bill acceptor, information about currently selected personal
preferences for presentation on the top box. In a preferred
embodiment, there is the step of allowing the player to pre-select
one of the plurality of presentations for personalizing the gaming
machine before or during the play of the casino game. In practice,
it is desirable to have this option available to the player also
while the game is idle, or in between games. This is so that a new
player may immediately be able to select his/her desired personal
preferences and then initiate play.
[0032] An advantage of this disclosure involves the step of
coupling the play of the game or theme to the selected preference
so that the playing of the game may be shown to the player as well
as other players. The draw of other players into what one player
has displayed is of commercial and psychological value in that it
validates the original player's selection and also stimulates more
play of like gaming machines. Camaraderie ensues and the group's
interaction follows, which enhances play for the casino and
validation for the player. Communication about the play via top box
messages about the gaming machine turns an essentially solitary
endeavor into a social and therefor more enjoyable pastime. In
addition to communication with other players, the messaging may be
for casino personnel to ask for help, change, or a cocktail or
beverage. The controls accessible to the player may be as simple as
a few switches keyed to choices, something like a hand computer pad
and stylet on the touch screen or keyboard input. The interactive
features of this disclosure can extend beyond the top box and
player's screen. The player's connection or feeling of ownership
can be enhanced by allowing player selection of a vibrating chair
to massage the player. In the IGT Lucy slot machine chocolate
fragrance is built into the gaming machine by the manufacture.
That, aroma therapy is no selectable of by player preference used
to relax and continue the player's enjoyable experience. The gaming
machine can be equipped to provide those and other similar
interactive preferred activities as well as change of the
display.
BRIEF DESCRIPTION OF THE DRAWING
[0033] FIG. 1 is perspective view of a video slot machine for a
casino game of chance having the player selectable preferences for
practice of the method.
[0034] FIG. 2 a flow diagram of preferred methods of play wherein
preferences may be selected.
DETAILED DESCRIPTION OF THE INVENTION
[0035] While the examples illustrating the play and different
options for the casino games are explained herein, skilled artisans
will appreciate that many variations of the execution of selection
and presentation of personal preferences will be possible. The
specific examples presented should not be considered limiting and
the particular casino game equipment shown in FIG. 1 is merely for
illustration of but one example of form including a video slot
machine for a base game and possibly a bonus game played on the
same touch screen. U.S. Pat. No. 6,210,279 incorporated herein by
reference has a touch screen directly applied, e.g. bonded, to the
CRT screen exposed surface so a limited number of push-button
actuators control play and select one of several games that can be
played on the machine. In '279 the player of the game of the video
slot machine can use the touch screen or push buttons to change the
playable game elements, such as discarding and drawing new cards
when playing poker, choosing paylines and wagers in a video slot,
or choosing numbers in keno. A part of the screen can be made to
receive instruction via a stylet as do hand computer note pads.
[0036] The possible player preferences are not as in '279 to change
the game, its play or outcome. The possible player preferences may
control by selection or change the gaming experience including
ambiance, theme, dcor, motif, atmosphere, milieu, appearance, etc.
Throughout this disclosure the terms, "plurality of preferences"
refers to all of the mentioned preferences and their range of
equivalents presented a choices for the player to select before or
during play. Thus opportunities for personalization of the gaming
experience are provided to each player with the method and
apparatus herein disclosed.
[0037] A preferred casino game of chance 10 for at least one player
is shown in FIG. 1. The casino game of chance 10 includes a
computer 11 to run the game with images accessible and visible to
the player of the casino game of chance 10. Controls 12 may be in
the form of touch switches on or off the video screen 13 both are
shown in FIG. 1 as will be described herein after in this
disclosure. Controls 12 may be used to input player choices and
change a top box display 14 for presentation or other features of
the player's gaming experience personalizing the casino game of
chance 10 during play. The player preferential selection controls
nothing in the activities of the gaming machine, e.g., the game
play or return to the player. Thus, it is an advantage of the
instant invention that no regulatory or compliance issues are
raised by the player's control of the features of the gaming
experience. The player control is primarily selection from a
plurality of preferences for presentation of, e.g., audio with or
sans video, aroma, chair vibration, etc.
[0038] It is preferred that one or more controls 12 change input to
computer 11 for signaling the personal preference selected by the
player from the plurality of preferences displayed on video screen
13 to present an image on top box display 14. Specifically, the
player enters a "selection mode" and is given a menu of choices
including theme or color scheme (Blue+Red) for multi-color light
emitting diodes, cathode ray tube or plasma or liquid crystal panel
in top-box display 14. The controls 12 can be free form permitting
the player to draw a smiley-face via touch-screen with his/her
finger. Player then hits "implement" button of control 12 on
touch-screen and the machine goes to this mode of presentation. The
player may then, at some later time, touch another on-screen button
to re-enter the "selection mode" to again alter or change the
appearance. Lights or light emitting diodes 16 or another cathode
ray tube, liquid crystal or plasma panel or like but are preferably
all designated as, monitor 15 in top box display 14 are shown in
FIG. 1. Skilled artisans can use any other suitable top box display
14 to present the selection made from the plurality of player
selectable preferences to other players in the casino. The
plurality of player selectable preferences shown at top box display
14 may thus be shown in any form on light emitting diodes or lights
16 or monitor 15 as top box display 14.
[0039] A form of presenting the currently selected personal
preference is, for example and not limiting, the changing of top
box display 14 according to the player's input at video screen 13
so that others in the casino can see what is happening during play.
The change in the top box display 14 is intended to involve the
overall external look, style and presentation of the gaming
machine, as might be visible or audible by one or more casino
guests both in the nearby area and at a reasonable distance.
[0040] As explained, the game surface 11 may be an interactive
structure such as a touch video screen 13, see FIG. 1. For the
purpose of selection a series of identified buttons or switches as
controls 12 positioned on or off video screen 13 can be used by the
player to choose one of the plurality of player selectable
preferences for presentation. During play the currently selected
preference or personalized gaming experience, is shown to the
player and others in the casino about that casino game of chance
10. Lights or light emitting diodes 16 for illumination as shown
generally located in FIG. 1, may alter the appearance or be
representative of the theme of the casino game selected for play;
they can flash, message or be different colors as desired. Indicia
17 on top box display 14 can communicate the player's mood,
identify player or the like in accord with the player's
personalized preferences selected via controls 12 on or off video
screen 13. The selected theme of the casino game of chance could
then appear on the player's video screen 13 on the gaming surface
as well as the top box display 14. Thus, the player's selection of
any preferred theme would during game play be shown to those about
the player in the casino. The casino game of chance 10 could
include a bonus game shown on top box display 14 at monitor 15.
That is, a knowledge-based trivia game wherein play on video screen
13 is also shown on top box display 14 so others in the casino can
see the questions asked and answered. For example, the player's
preference selection at video screen 13 is a category in a
knowledge-based trivia game. Moreover if the player is very good at
answering the questions then all can learn how the game is played
and be stimulated to try that gaming machine or another similar
game machine. The top-box display 14 portrays to others in the area
of this gaming machine that this player's personal preference is a
specific trivia game. The selected player's personal preference may
indicate the player aptitude and thus surrounding watchers can
perhaps join in and help the befuddled player with answers to
trivia. Then the communal or group interaction works to draw in
other players and encourage more play. This may be accomplished by
multi-color light emitting diodes 16 on one form of the top box
display 14 or monitor 15 tied to computer 11.
[0041] Input comes from the player's current selected preference on
the gaming machine at video screen 13. Monitor 15 is in top box
display 14 may have colors, graphics, text, sound or all of them
etc. and it can be used to portray the player's selected preference
and/or game play. Specifically, the subject selected as a personal
preference is shown to other casino guests by color, images,
messages, sound bites and/or all of those on top box display 14 as
well. Simple changes as the particular illumination on the top box
display 14 or complete audio visual presentations on the top box
display 14 reinforce the personal preferences or feelings of the
player and piques the interest and curiosity of the other people
thereabout in the casino.
[0042] In another embodiment, the player may simply change the
overall appearance of the game e.g., lighting colors, attract
modes, visual displays, etc. Thus, a selected choice is shown and
is not necessarily an element or theme of the game play but
something the player particularly likes to have on the top box
display 14. For example, upon inserting a bill in an automatic bill
acceptor 18 to initiate play, the player may be prompted on the
player's video screen 13 as to his or her current desire or
preference by being given a choice of a plurality of preferences
from which to select. The player's mood choices may include,
"Happy", "Sad", "Awful", "Winner", "Loser", etc. Alternately, the
choices for player status may be "Single", "Married", "Available",
etc. Monitor 15 of top box display 14 may correspondingly portray
an image such as a smiley face, sad face, cringing face, relevant
depictions etc. so that passers by may also know the mood or status
of the player. The music emanating from top box display 14 at
speaker 19 associated with play or wins may be based on the
player's mood as selected with controls 12 and as supplied by the
computer 11 for presentation. In practice, it would be desirable to
give the player the option to change the selected mood, with the
accompanying non regulatory provoking changes in the game or the
play. In this way the game is further personalized to the player
and the player's success can be seen and enjoyed by all.
[0043] In yet another embodiment, the player selects the type of
music that the game will use. The choices may be "Rock 'n Roll",
"Country", "New Wave", "Disco", etc. The player selects his/her
preference from a menu on video screen 13. Thereafter, all of the
music within the game (including sounds for winning pays, bonus
games, etc.) may be according to the player's preference.
[0044] Controls 12 carried on or near the game surface 11 are
located to be visible and available to the player. It is not
essential to show the player preferences from which to select on
video screen 13 but a simulated keyboard thereon could be used for
that purpose as control 12 within this disclosure. The selection
control 12 is for choosing and displaying player selected personal
preferences is perhaps more a function of the type of casino game
of chance 10 than anything else. The selection control 12 can
include any interactive structure such as the player touching
control 12 buttons or virtual switches on the player's video screen
13 for the purpose of selection or to specifically input
preferences to control the top box display 14. FIG. 1 illustrates
such options in a general way but skilled artisans would understand
how to accomplish the may various techniques for player
selection.
[0045] The use of player choice empowers the player to personalize
the gaming experience. Selection of preference and interaction
including active choices including aroma or massage during play as
personally preferred by and deemed favorable to the player of the
casino game of chance 10. Regarding aroma a scent can be activated
by heat application to a chemical agent 20 within the game of
chance 10 as with heater 21 shown in the cut away of FIG. 1.
Controls 12 can also operate a vibrator in chair 22 as shown in
FIG. 1.
[0046] Simply apparatus 23 for a player to play in a casino a
casino game of chance 10 for a bet thereon is visible to the player
and others in the casino in FIG. 1. A place 24 is on the apparatus
23 in the form of top box display 14 connects to controls 12
perhaps on video screen 13 via computer 11 that presents to the
player and to others in the casino the player's plurality of
personal preferences 25. The presentations are selected before and
during play of the game. The player selects from information about
his/her plurality of preferences 25. One or more controls 12 on the
apparatus 23 accessible to the player allows selection of one of
the plurality of personal preferences 25 shown to player at video
screen 13 and about playing the game of chance 10 before or during
play thereof.
[0047] Furthermore, computer 11 in the apparatus 23 responds to the
bet and connects the one or more controls 12 for selection of the
plurality of preference 25 by the player for presentation on the
place 24 preferably on top box display 14. Computer 11 is provided
so that the player according to the selected one of the plurality
of preference 25 can personalize playing the game of chance 10 and
so that others may be involved in the play as spectators by
watching top box display 14. An audio presentation via speaker 19
connects to the one or more controls 12 and the audio presentation
emanates near place 24 so that sound can be available to the player
and others before and/or during the play of the game of chance 10.
A video presentation connects to the one or more controls 12 and
the video presentation appears on the place 24 of the personal
preferences 25 selected by the player for presentation.
[0048] An illuminated presentation couples through the computer 11
to the one or more controls 12 so color appears on or about place
24 of the personal preferences 25 selected by the player for
presentation. The one or more controls 12 are for selecting choices
about the player's mood during play. Mood choices including the
states of happiness, sadness or awfulness during play connect to
the one or more controls 12 coupled to computer 11 for change by
the player during play to reflect current moods due for example, to
wins and losses achieved. Thus computer 11 is coupled to the one or
more controls 12 to receive input therefrom and show the player's
indicated moods on place 24. The top box display 14 may be simply
monitor 15, light emitting diodes 16 and/or indicia 17 located
above casino game of chance 10 within or about place 24. If top box
display 14 is monitor 15, it is visible to the player and others in
the casino. Place 24 in the top box display 14 is positioned for
transmitting information concerning the player's selection so all
those around the casino game may observe.
[0049] A method in FIG. 2 includes steps for a player in a casino
to present one or more of the plurality of preferences 25 on place
24 on casino game of chance 10 visible to the player and others in
the casino. The method has steps of presenting including displaying
to the player and the others in the casino information of the
plurality of preferences 25 on place 24. Allowing the player to
select at least one of the plurality of preferences 25 for
presentation on the place 24 is a step. The step of changing the
selected one of the plurality of preferences on the casino game of
chance 10 for presentation so the selected preference is visible to
the player at video screen 13 and others at top box display 14 of
place 24. The step of presenting includes audio and/or video
display concerning what the player has selected. The method with
the step of presenting has making information on the mood of the
player apparent to the others in the casino. The method step of
allowing the player to change the selection includes providing an
aroma. The step of allowing the player to change the selection
includes vibrating chair 22 for the player.
[0050] The apparatus and method allow personal selection shown to
the player at video screen 13 and displaying presentations on top
box display 14 at place 24 for enhanced enjoyment and perhaps group
awareness and interaction. When, how or what the selection are all
within the scope of the claims that follow.
* * * * *