U.S. patent application number 10/369958 was filed with the patent office on 2004-08-26 for usb light controller for controlling a display on a light device in a gaming unit.
Invention is credited to Beaulieu, Nicole, Hedrick, Joseph R., Kryuchkov, Alexey, Lam, Rex, LeMay, Steven G., Sarwar, Muhammad, Taylor, Eric.
Application Number | 20040166917 10/369958 |
Document ID | / |
Family ID | 32868132 |
Filed Date | 2004-08-26 |
United States Patent
Application |
20040166917 |
Kind Code |
A1 |
Lam, Rex ; et al. |
August 26, 2004 |
USB light controller for controlling a display on a light device in
a gaming unit
Abstract
A gaming unit having a light device controller operatively
coupled a light device. The light device controller being adapted
to couple to the gaming unit by a universal serial bus peripheral
connection. The light device controller comprising a processor, a
memory, and an input/output device. The gaming unit capable of
transmitting the light display data to the light device controller
via the universal serial bus peripheral connection. The light
device controller capable of reading the light display data and
transmitting the data to the light device to cause the generation
of the light data on the light device
Inventors: |
Lam, Rex; (Reno, NV)
; Taylor, Eric; (Carson City, NV) ; Sarwar,
Muhammad; (Reno, NV) ; Hedrick, Joseph R.;
(Reno, NV) ; Kryuchkov, Alexey; (Reno, NV)
; Beaulieu, Nicole; (Reno, NV) ; LeMay, Steven
G.; (Reno, NV) |
Correspondence
Address: |
MARSHALL, GERSTEIN & BORUN LLP
6300 SEARS TOWER
233 S. WACKER DRIVE
CHICAGO
IL
60606
US
|
Family ID: |
32868132 |
Appl. No.: |
10/369958 |
Filed: |
February 20, 2003 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3202 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a value input device; a light bezel
having a plurality of independently operable lights, said
independently operable lights being capable of displaying visual
colors; a gaming unit controller operatively coupled to said
display unit and said value input device, said gaming unit
controller comprising a first processor and a first memory
operatively coupled to said first processor, said gaming unit
controller being programmed to allow a person to make a wager, said
gaming unit controller being programmed to cause a video image
representing a game to be generated on said display unit, said
video image representing one of the following games: video poker,
video blackjack, video slots, video keno or video bingo, said video
image comprising an image of at least five playing cards if said
game comprises video poker, said video image comprising an image of
a plurality of simulated slot machine reels if said game comprises
video slots, said video image comprising an image of a pachinko
board and a pachinko ball if said game comprises video pachinko,
said video image comprising an image of a plurality of playing
cards if said game comprises video blackjack, said video image
comprising an image of a plurality of keno numbers if said game
comprises video keno, said video image comprising an image of a
bingo grid if said game comprises video bingo, said gaming unit
controller being programmed to determine a value payout associated
with an outcome of said game; and a light bezel controller, said
light bezel controller comprising a universal serial bus connector
operatively coupling said light bezel controller to said gaming
unit controller, a light bezel input/output circuit operatively
coupling said light bezel controller to said light bezel, a second
processor, and a second memory operatively coupled to said second
processor, said gaming unit controller being programmed to transmit
illumination data stored in said first memory to said light bezel
controller via said universal serial bus, said illumination data
comprising data for illuminating said plurality of lights said
light bezel controller being programmed to receive said
illumination data from said gaming unit controller, said light
bezel controller being programmed to read said illumination data,
and said light bezel controller being programmed to transmit said
illumination data via said light bezel input/output device to cause
the illumination of said plurality of lights in accordance with
said illumination data.
2. A gaming apparatus as defined in claim 1, wherein said light
bezel controller comprises a jumper for configuring said light
bezel controller.
3. A gaming apparatus as defined in claim 1, wherein said light
bezel controller comprises a power supply.
4. A gaming apparatus as defined in claim 3, wherein said universal
serial bus comprises said power supply.
5. A gaming apparatus as defined in claim 3, wherein said power
supply comprises an external power source.
6. A gaming apparatus as defined in claim 1, wherein said light
bezel controller comprises an address/data bus, said address/data
bus operatively coupling said universal serial bus connector, said
light bezel input/output circuit, said second processor, and said
second memory.
7. A gaming system comprising a plurality of gaming apparatuses as
defined in claim 1, said gaming apparatuses being interconnected to
form a network of gaming apparatuses.
8. A gaming system as defined in claim 7, wherein said gaming
apparatuses are interconnected via the Internet.
9. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a value input device; a light device,
said light device having at least one independently operable light;
a gaming unit controller operatively coupled to said display unit
and said value input device, said gaming unit controller comprising
a first processor and a first memory operatively coupled to said
first processor, said gaming unit controller being programmed to
allow a person to make a wager, said gaming unit controller being
programmed to cause a video image representing a game to be
generated on said display unit, said video image representing one
of the following games: video poker, video blackjack, video slots,
video keno or video bingo, said video image comprising an image of
at least five playing cards if said game comprises video poker,
said video image comprising an image of a plurality of simulated
slot machine reels if said game comprises video slots, said video
image comprising an image of a pachinko board and a pachinko ball
if said game comprises video pachinko, said video image comprising
an image of a plurality of playing cards if said game comprises
video blackjack, said video image comprising an image of a
plurality of keno numbers if said game comprises video keno, said
video image comprising an image of a bingo grid if said game
comprises video bingo, said gaming unit controller being programmed
to determine a value payout associated with an outcome of said
game; and a light device controller, said light device controller
operatively coupled to said gaming unit controller via a universal
serial bus peripheral connection, said light device controller
comprising a light device input/output circuit operatively coupling
said light device to said light device controller, a second
processor and a second memory operatively coupled to said second
processor, said gaming unit controller being programmed to transmit
illumination data stored in said first memory to said light device
controller via said universal serial bus peripheral connection,
said illumination data comprising data for illuminating said at
least one independently operable light, said light device
controller being programmed to receive said illumination light from
said gaming unit controller, said light device controller being
programmed to read said illumination data, and said light device
controller being programmed to transmit said illumination data via
said light device input/output device to cause the illumination of
said at least one independently operable light in accordance with
said illumination data.
10. A gaming apparatus as defined in claim 9, wherein said light
device controller comprises a jumper for configuring said light
device controller.
11. A gaming apparatus as defined in claim 9, wherein said light
device controller comprises a power supply.
12. A gaming apparatus as defined in claim 11, wherein said
universal serial bus peripheral connection comprises said power
supply.
13. A gaming apparatus as defined in claim 11, wherein said power
supply comprises an external power source.
14. A gaming apparatus as defined in claim 9, wherein said light
device controller comprises an address/data bus, said address/data
bus operatively coupling said universal serial bus connector, said
light device input/output circuit, said second processor, and said
second memory.
15. A gaming apparatus as defined in claim 9, said gaming unit
controller being programmed to transmit said illumination data to
attract a player to said gaming apparatus.
16. A slot machine, comprising: a plurality of gaming reels; a
value input device; a light device having at least one
independently operable light; a slot machine controller operatively
coupled to said gaming reels and said value input device, said slot
machine controller comprising a first processor and a first memory
operatively coupled to said first processor, said slot machine
controller being programmed to allow a person to make a wager, said
slot machine controller being programmed to cause said gaming reels
to rotate and stop, representing a game, said slot machine
controller being programmed to determine a value payout associated
with an outcome of said game, said slot machine controller being
programmed to initiate a light display on said light device; and a
light device controller, said light device controller operatively
coupled to said slot machine controller via a universal serial bus
peripheral connection, said light device controller comprising a
light device input/output circuit operatively coupling said light
device to said light device controller, a second processor and a
second memory operatively coupled to said second processor, said
slot machine controller being programmed to transmit illumination
data stored in said first memory to said light device controller
via said universal serial bus peripheral connection, said
illumination data comprising data for illuminating said at least
one independently operable light, said light device controller
being programmed to receive said illumination light from said
gaming unit controller, said light device controller being
programmed to read said illumination data, and said light device
controller being programmed to transmit said illumination data via
said light device input/output device to cause the illumination of
said at least one independently operable light in accordance with
said illumination data.
17. A slot machine as defined in claim 16, wherein said light
device controller comprises a jumper for configuring said light
device controller.
18. A slot machine as defined in claim 16, wherein said light
device controller comprises a power supply.
19. A slot machine as defined in claim 18, wherein said universal
serial bus connector comprises said power supply.
20. A slot machine as defined in claim 18, wherein said power
supply comprises an external power supply.
21. A slot machine as defined in claim 16, wherein said light
device controller comprises an address/data bus, said address/data
bus operatively coupling said universal serial bus connector, said
light device input/output circuit, said second processor, and said
second memory.
22. A pachinko machine, comprising: a pachinko board element; a
pachinko ball element; a value input device; a light device having
at least one independently operable light; a pachinko gaming
controller operatively coupled to said pachinko board element and
said value input device, said pachinko machine controller
comprising a first processor and a first memory operatively coupled
to said first processor, said pachinko gaming controller being
programmed to allow a person to initiate a pachinko game by causing
said pachinko ball element to contact said pachinko board element,
said pachinko gaming controller being programmed to determine a
value payout associated with an outcome of said pachinko game, said
pachinko gaming controller being programmed to initiate a light
display on said light device; and a light device controller, said
light device controller operatively coupled to said pachinko gaming
controller via a universal serial bus peripheral connection, said
light device controller comprising a light device input/output
circuit operatively coupling said light device to said light device
controller, a second processor and a second memory operatively
coupled to said second processor, said pachinko gaming controller
being programmed to transmit illumination data stored in said first
memory to said light device controller via said universal serial
bus peripheral connection, said illumination data comprising data
for illuminating said at least one independently operable light,
said light device controller being programmed to receive said
illumination light from said pachinko gaming controller, said light
device controller being programmed to read said illumination data,
and said light device controller being programmed to transmit said
illumination data via said light device input/output device to
cause the illumination of said at least one independently operable
light in accordance with said illumination data.
23. A pachinko machine as defined in claim 22, wherein said light
device controller comprises a jumper for configuring said light
device controller.
24. A pachinko machine as defined in claim 22, wherein said light
device controller comprises a power supply.
25. A pachinko machine as defined in claim 24, wherein said
universal serial bus connector comprises said power supply.
26. A pachinko machine as defined in claim 24, wherein said power
supply comprises an external power supply.
27. A pachinko machine as defined in claim 22, wherein said light
device controller comprises an address/data bus, said address/data
bus operatively coupling said universal serial bus connector, said
light device input/output circuit, said second processor, and said
second memory.
28. A pachinko machine as defined in claim 22, wherein said
pachinko machine additionally comprises a display, wherein said
pachinko board element comprises an image of a pachinko board on
said display
29. A pachinko machine as defined in claim 28, wherein said
pachinko ball element comprises an image of a pachinko ball on said
display.
Description
BACKGROUND
[0001] The present disclosure relates to gaming units and, more
particularly, to an apparatus for controlling a display on a light
device in a gaming unit.
[0002] Conventional gaming units are typically provided with a
cabinet and a gaming display mounted inside the cabinet. The gaming
display may be mechanical, such as a series of stepper wheels, may
be electronic such as a video display that is capable of generating
video images, or may be a combination of the two, such as a stepper
wheel with an electronic video display attached thereto. Whether
mechanical, electronic, or combination, the gaming display of
conventional gaming units has generated images associated with a
gaming system, such as poker, blackjack, slots, keno, or bingo.
[0003] While the gaming display is the primary functional
component, many gaming units include one or more design or
stylistic elements to attract a player's attention to the gaming
unit. Such stylistic elements include the use of certain color
schemes or themes, and back-lit, semi-opaque panels having artwork
or gaming information printed thereon. In addition to design or
stylistic elements, many gaming units incorporate stylistic or
function lighting elements to attract a player's attention. For
example, a gaming unit may include flashing lights to attract a
player.
[0004] In addition to attracting a player's attention, many gaming
units incorporate additional stylistic or functional elements to
keep the player's attention as long as possible by increasing the
play value of the gaming unit. For example, a typical gaming unit
may have a special or bonus mode that is triggered as a result of a
certain outcome of the gaming session. During bonus mode, the
gaming unit runs a different gaming session or provides increased
value payouts, thereby enhancing the play value.
[0005] In order to attract a player, or to adequately alert the
player when a special or bonus mode is triggered, the typical
gaming unit has been provided with an illuminated bezel, which
comprises a transparent material that allows a plurality of lights
to be viewed therethrough when the lights are illuminated. These
displays are typically operated by a proprietary controller
operatively connected to the gaming unit through a proprietary
channel such as Senet or Netplex.
[0006] Each light device needs a controller to control the
plurality of lights. These light device controllers can only be
used in gaming machines that support the proprietary channels.
Moreover, it is difficult to retrieve information regarding the
controller and the physical lights via these proprietary channels.
For example, a Senet light controller cannot inform the typical
gaming unit that there is a hardware problem, without complicated
custom programming or custom hardware additions. Similarly, the
typical gaming unit is unable to determine whether the desired
illumination is supported by the physical light device.
[0007] The use of a gaming machine having a plurality of gaming
peripherals, each communicating with a master gaming controller via
a standard peripheral interface is described in U.S. Pat. No.
6,251,014 to Stockdale, et al.
SUMMARY OF THE INVENTION
[0008] The invention relates to the use of a light device
controller for operatively coupling a gaming apparatus with a light
device. The light device controller may be coupled to the gaming
apparatus via a universal serial bus peripheral connection. The
light device controller may comprise an input/output circuit
operatively coupling the light device to the light device
controller. The light device controller may also comprise a
processor and a memory. The light device controller may receive
data from the gaming apparatus via the universal serial bus,
wherein the data corresponds to a desired illumination of the light
device. The light device controller may be programmed to read the
date and transmit the data to the light device, thereby causing the
illumination of the light device in accordance with the transmitted
data.
[0009] Additional aspects of the invention are defined by the
claims of this patent.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a block diagram of an embodiment of a gaming
system in accordance with the invention;
[0011] FIG. 2 is a perspective view of an embodiment of one of the
gaming units schematically in FIG. 1;
[0012] FIG. 2A illustrates an embodiment of a control panel for a
gaming unit;
[0013] FIG. 2B illustrates an embodiment of a light device for a
gaming unit;
[0014] FIG. 3 is a block diagram of the electronic components of
the gaming unit of FIG. 2;
[0015] FIG. 3A is a block diagram of the electronic components of
the light controller of FIG. 3;
[0016] FIG. 4 is a flowchart of an embodiment of a main routine
that may be performed during operation of one or more of the gaming
units;
[0017] FIG. 5 is a flowchart of an alternative embodiment of a main
routine that may be performed during operation of one or more of
the gaming units;
[0018] FIG. 6A is a flowchart of an embodiment of a main routine
that may be performed during initiation of a light pattern display
by one or more of the gaming units;
[0019] FIG. 6B is a flowchart of an embodiment of a main routine
that may be performed during display of a light pattern by the
light controller of FIG. 3;
[0020] FIG. 6C is a flowchart of an embodiment of a main pattern
creation routine that may be performed by the gaming system;
[0021] FIG. 7 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video poker
routine of FIG. 8;
[0022] FIG. 8 is a flowchart of an embodiment of a video poker
routine that may be performed by one or more of the gaming
units;
[0023] FIG. 9 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video
blackjack routine of FIG. 10;
[0024] FIG. 10 is a flowchart of an embodiment of a video blackjack
routine that may be performed by one or more of the gaming
units;
[0025] FIG. 11 is an illustration of an embodiment of a visual
display that may be displayed during performance of the slots
routine of FIG. 12;
[0026] FIG. 12 is a flowchart of an embodiment of a slots routine
that may be performed by one or more of the gaming units;
[0027] FIG. 13 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video keno
routine of FIG. 14;
[0028] FIG. 14 is a flowchart of an embodiment of a video keno
routine that may be performed by one or more of the gaming
units;
[0029] FIG. 15 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video bingo
routine of FIG. 16;
[0030] FIG. 16 is a flowchart of an embodiment of a video bingo
routine that may be performed by one or more of the gaming
units;
[0031] FIG. 17 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video
pachinko routine of FIG. 17; and
[0032] FIG. 18 is a flowchart of an embodiment of a video pachinko
routine that may be performed by one or more of the gaming
units.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
[0033] Although the following text sets forth a detailed
description of numerous different embodiments of the invention, it
should be understood that the legal scope of the invention is
defined by the words of the claims set forth at the end of this
patent. The detailed description is to be construed as exemplary
only and does not describe every possible embodiment of the
invention since describing every possible embodiment would be
impractical, if not impossible. Numerous alternative embodiments
could be implemented, using either current technology or technology
developed after the filing date of this patent, which would still
fall within the scope of the claims defining the invention.
[0034] It should also be understood that, unless a term is
expressly defined in this patent using the sentence "As used
herein, the term `______` is hereby defined to mean . . . " or a
similar sentence, there is no intent to limit the meaning of that
term, either expressly or by implication, beyond its plain or
ordinary meaning, and such term should not be interpreted to be
limited in scope based on any statement made in any section of this
patent (other than the language of the claims). To the extent that
any term recited in the claims at the end of this patent is
referred to in this patent in a manner consistent with a single
meaning, that is done for sake of clarity only so as to not confuse
the reader, and it is not intended that such claim term by limited,
by implication or otherwise, to that single meaning. Finally,
unless a claim element is defined by reciting the word "means" and
a function without the recital of any structure, it is not intended
that the scope of any claim element be interpreted based on the
application of 35 U.S.C. .sctn. 112, sixth paragraph.
[0035] FIG. 1 illustrates one possible embodiment of a casino
gaming system 10 in accordance with the invention. Referring to
FIG. 1, the casino gaming system 10 may include a first group or
network 12 of casino gaming units 20 operatively coupled to a
network computer 22 via a network data link or bus 24. The casino
gaming system 10 may include a second group or network 26 of casino
gaming units 30 operatively coupled to a network computer 32 via a
network data link or bus 34. The first and second gaming networks
12, 26 may be operatively coupled to each other via a network 40,
which may comprise, for example, the Internet, a wide area network
(WAN), or a local area network (LAN) via a first network link 42
and a second network link 44.
[0036] The first network 12 of gaming units 20 may be provided in a
first casino, and the second network 26 of gaming units 30 may be
provided in a second casino located in a separate geographic
location than the first casino. For example, the two casinos may be
located in different areas of the same city, or they may be located
in different states. The network 40 may include a plurality of
network computers or server computers (not shown), each of which
may be operatively interconnected. Where the network 40 comprises
the Internet, data communication may take place over the
communication links 42, 44 via an Internet communication
protocol.
[0037] The network computer 22 may be a server computer and may be
used to accumulate and analyze data relating to the operation of
the gaming units 20. For example, the network computer 22 may
continuously receive data from each of the gaming units 20
indicative of the dollar amount and number of wagers being made on
each of the gaming units 20, data indicative of how much each of
the gaming units 20 is paying out in winnings, data regarding the
identity and gaming habits of players playing each of the gaming
units 20, etc. The network computer 32 may be a server computer and
may be used to perform the same or different functions in relation
to the gaming units 30 as the network computer 22 described
above.
[0038] Although each network 12, 26 is shown to include one network
computer 22, 32 and four gaming units 20, 30, it should be
understood that different numbers of computers and gaming units may
be utilized. For example, the network 12 may include a plurality of
network computers 22 and tens or hundreds of gaming units 20, all
of which may be interconnected via the data link 24. The data link
24 may be provided as a dedicated hardwired link or a wireless
link. Although the data link 24 is shown as a single data link 24,
the data link 24 may comprise multiple data links.
[0039] FIG. 2 is a perspective view of one possible embodiment of
one or more of the gaming units 20. Although the following
description addresses the design of the gaming units 20, it should
be understood that the gaming units 30 may have the same design as
the gaming units 20 described below. It should be understood that
the design of one or more of the gaming units 20 may be different
than the design of other gaming units 20, and that the design of
one or more of the gaming units 30 may be different than the design
of other gaming units 30. Each gaming unit 20 may be any type of
casino gaming unit and may have various different structures and
methods of operation. For exemplary purposes, various designs of
the gaming units 20 are described below, but it should be
understood that numerous other designs may be utilized.
[0040] Referring to FIG. 2, the casino gaming unit 20 may include a
housing or cabinet 50 and one or more input devices, which may
include a coin slot or acceptor 52, a paper currency acceptor 54, a
ticket reader/printer 56 and a card reader 58, which may be used to
input value to the gaming unit 20. A value input device may include
any device that can accept value from a customer. As used herein,
the term "value" may encompass gaming tokens, coins, paper
currency, ticket vouchers, credit or debit cards, smart cards, and
any other object representative of value.
[0041] If provided on the gaming unit 20, the ticket reader/printer
56 may be used to read and/or print or otherwise encode ticket
vouchers 60. The ticket vouchers 60 may be composed of paper or
another printable or encodable material and may have one or more of
the following informational items printed or encoded thereon: the
casino name, the type of ticket voucher, a validation number, a bar
code with control and/or security data, the date and time of
issuance of the ticket voucher, redemption instructions and
restrictions, a description of an award, and any other information
that may be necessary or desirable. Different types of ticket
vouchers 60 could be used, such as bonus ticket vouchers,
cash-redemption ticket vouchers, casino chip ticket vouchers, extra
game play ticket vouchers, merchandise ticket vouchers, restaurant
ticket vouchers, show ticket vouchers, etc. The ticket vouchers 60
could be printed with an optically readable material such as ink,
or data on the ticket vouchers 60 could be magnetically encoded.
The ticket reader/printer 56 may be provided with the ability to
both read and print ticket vouchers 60, or it may be provided with
the ability to only read or only print or encode ticket vouchers
60. In the latter case, for example, some of the gaming units 20
may have ticket printers 56 that may be used to print ticket
vouchers 60, which could then be used by a player in other gaming
units 20 that have ticket readers 56.
[0042] If provided, the card reader 58 may include any type of card
reading device, such as a magnetic card reader or an optical card
reader, and may be used to read data from a card offered by a
player, such as a credit card or a player tracking card. If
provided for player tracking purposes, the card reader 58 may be
used to read data from, and/or write data to, player tracking cards
that are capable of storing data representing the identity of a
player, the identity of a casino, the player's gaming habits,
etc.
[0043] The gaming unit 20 may include one or more audio speakers
62, a coin payout tray 64, an input control panel 66, a color video
display unit 70 for displaying images relating to the game or games
provided by the gaming unit 20, and a light device 71, such as, for
example, an illuminated light bezel. The audio speakers 62 may
generate audio representing sounds such as the noise of spinning
slot machine reels, a dealer's voice, music, announcements or any
other audio related to a casino game. The input control panel 66
may be provided with a plurality of pushbuttons or touch-sensitive
areas that may be pressed by a player to select games, make wagers,
make gaming decisions, etc. The light device 71 may be coupled to
the front face of the cabinet 50 and may enclose a plurality of
lights 85.
[0044] FIG. 2A illustrates one possible embodiment of the control
panel 66, which may be used where the gaming unit 20 is a slot
machine having a plurality of mechanical or "virtual" reels.
Referring to FIG. 2A, the control panel 66 may include a "See Pays"
button 72 that, when activated, causes the display unit 70 to
generate one or more display screens showing the odds or payout
information for the game or games provided by the gaming unit 20.
As used herein, the term "button" is intended to encompass any
device that allows a player to make an input, such as an input
device that must be depressed to make an input selection or a
display area that a player may simply touch. The control panel 66
may include a "Cash Out" button 74 that may be activated when a
player decides to terminate play on the gaming unit 20, in which
case the gaming unit 20 may return value to the player, such as by
returning a number of coins to the player via the payout tray
64.
[0045] If the gaming unit 20 provides a slots game having a
plurality of reels and a plurality of paylines which define winning
combinations of reel symbols, the control panel 66 may be provided
with a plurality of selection buttons 76, each of which allows the
player to select a different number of paylines prior to spinning
the reels. For example, five buttons 76 may be provided, each of
which may allow a player to select one, three, five, seven or nine
paylines.
[0046] If the gaming unit 20 provides a slots game having a
plurality of reels, the control panel 66 may be provided with a
plurality of selection buttons 78 each of which allows a player to
specify a wager amount for each payline selected. For example, if
the smallest wager accepted by the gaming unit 20 is a quarter
($0.25), the gaming unit 20 may be provided with five selection
buttons 78, each of which may allow a player to select one, two,
three, four or five quarters to wager for each payline selected. In
that case, if a player were to activate the "5" button 76 (meaning
that five paylines were to be played on the next spin of the reels)
and then activate the "3" button 78 (meaning that three coins per
payline were to be wagered), the total wager would be $3.75
(assuming the minimum bet was $0.25).
[0047] The control panel 66 may include a "Max Bet" button 80 to
allow a player to make the maximum wager allowable for a game. In
the above example, where up to nine paylines were provided and up
to five quarters could be wagered for each payline selected, the
maximum wager would be 45 quarters, or $11.25. The control panel 66
may include a spin button 82 to allow the player to initiate
spinning of the reels of a slots game after a wager has been
made.
[0048] In FIG. 2A, a rectangle is shown around the buttons 72, 74,
76, 78, 80, 82. It should be understood that that rectangle simply
designates, for ease of reference, an area in which the buttons 72,
74, 76, 78, 80, 82 may be located. Consequently, the term "control
panel" should not be construed to imply that a panel or plate
separate from the housing 50 of the gaming unit 20 is required, and
the term "control panel" may encompass a plurality or grouping of
player activatable buttons.
[0049] Although one possible control panel 66 is described above,
it should be understood that different buttons could be utilized in
the control panel 66, and that the particular buttons used may
depend on the game or games that could be played on the gaming unit
20. Although the control panel 66 is shown to be separate from the
display unit 70, it should be understood that the control panel 66
could be generated by the display unit 70. In that case, each of
the buttons of the control panel 66 could be a colored area
generated by the display unit 70, and some type of mechanism may be
associated with the display unit 70 to detect when each of the
buttons was touched, such as a touch-sensitive screen.
[0050] Furthermore, although one possible display unit 70 is
described above, it should be understood that different embodiments
could be utilized in the display unit 70. For example, the display
unit 70 may be a plurality of physical reels controlled by stepper
motors as commonly known in the art. In that case, a player
initiates spinning of the reels through any number of means,
including pushing the spin button 82. The physical reel may then be
rotated and observed by the player through a display glass. The
spinning reel may then be stopped and the outcome of the game
determined.
[0051] FIG. 2B illustrates one possible embodiment of the light
device 71, which may be used where the gaming unit 20 is a slot
machine having a plurality of mechanical or "virtual" reels. The
light device 71 may be operatively coupled to the front face of the
cabinet 50 of the gaming unit 20, as shown in FIG. 2. The light
device 71 may extend around the color video display unit 70 to
provide an attractive "frame" for the display unit 70. The light
device 71 may be formed of a transparent plastic material which
allows a player to view a plurality of lights 85 positioned within
or behind the light device 71. In one embodiment, the light device
71 may be constructed of molded plastic having an aperture sized to
provide an unobstructed view of the display unit 70 when the light
device 71 is attached to the front face of the cabinet 50.
[0052] Furthermore, in the illustrated embodiment, the plurality of
lights 85 may be disposed within a number of light segments 84, for
example, ninety light segments. Each light segment 84 may be a
logical or physical subdivision of the light device 71. Each
segment 84 may be lit individually by a single light 85 or may be
illuminated by several light emitting diodes (LEDs). By providing
several LEDs, for example a red LED 88, a green LED 90 and a blue
LED 92, an assortment of different colors per segment 84 may be
generated. Moreover, it will be understood that the light device 71
may be any physical shape, and may have any number of light display
attributes, including, for example, any number of segments, any
number of supported colors, and any number of contrast and/or
brightness settings. Furthermore, the light device may comprise any
known or yet to be developed type of light device, including, by
way of example, a cathode ray tube, an organic light emitting
device, a plasma display, a liquid crystal display, or the
like.
Gaming Unit Electronics
[0053] FIG. 3 is a block diagram of a number of components that may
be incorporated in the gaming unit 20. Referring to FIG. 3, the
gaming unit 20 may include a controller 100 that may comprise a
program memory 102, a microcontroller or microprocessor (MP) 104, a
random-access memory (RAM) 106 and an input/output (I/O) circuit
108, all of which may be interconnected via an address/data bus
110. It should be appreciated that although only one microprocessor
104 is shown, the controller 100 may include multiple
microprocessors 104. Similarly, the memory of the controller 100
may include multiple RAMs 106 and multiple program memories 102.
Although the I/O circuit 108 is shown as a single block, it should
be appreciated that the I/O circuit 108 may include a number of
different types of I/O circuits. The RAM(s) 104 and program
memories 102 may be implemented as semiconductor memories,
magnetically readable memories, and/or optically readable memories,
for example.
[0054] Although the program memory 102 is shown in FIG. 3 as a
read-only memory (ROM) 102, the program memory of the controller
100 may be a read/write or alterable memory, such as a hard disk.
In the event a hard disk is used as a program memory, the
address/data bus 110 shown schematically in FIG. 3 may comprise
multiple address/data buses, which may be of different types, and
there may be an I/O circuit disposed between the address/data
buses.
[0055] FIG. 3 illustrates that the control panel 66, the coin
acceptor 52, the bill acceptor 54, the card reader 58 and the
ticket reader/printer 56 may be operatively coupled to the I/O
circuit 108, each component being so coupled by either a
unidirectional or bidirectional, single-line or multiple-line data
link, which may depend on the design of the component that is used.
Additionally, a sequencer 111 may also be operatively coupled to
the I/O circuit 108. The sequencer 111 may be implemented by
software, hardware or firmware as is well known in the art. The
sequencer 111 may function as a mixer, synchronizer and manager of
video and audio presentations by the gaming unit 20. The speaker(s)
62 may be operatively coupled to a sound circuit 112, that may
comprise a voice- and sound-synthesis circuit or that may comprise
a driver circuit. The sound-generating circuit 112 may be coupled
to the I/O circuit 108.
[0056] The components 52, 54, 56, 58, 66, 111, 112, as shown, may
be connected to the I/O circuit 108 via a respective direct line or
conductor. Different connection schemes could be used. For example,
one or more of the components shown in FIG. 3 may be connected to
the I/O circuit 108 via a common bus or other data link that is
shared by a number of components. Furthermore, some of the
components may be directly connected to the microprocessor 104
without passing through the I/O circuit 108.
[0057] FIG. 3 also illustrates that the light device 71 may be
operatively connected to the I/O circuit 108, via a light
controller 114. The use of a gaming machine having a plurality of
gaming peripherals, each communicating with a gaming machine
controller via a standard peripheral bus connection is described in
U.S. Pat. No. 6,251,014 to Stockdale, et al., and is hereby
incorporated by reference. In the present example, the light
controller 114 may be coupled to the I/O circuit 108 by a standard
peripheral bus connection 116, for example a Universal Serial Bus
(USB) version 1.1 standard peripheral bus. The light device 71 may
be operatively connected to the light controller 114 by an
address/data bus 118 which may be either a unidirectional or
bidirectional, single-line or multiple-line data link, depending on
the design of the component that is used.
[0058] The standard peripheral bus connection 116 may be a
plug-and-play interface between the controller 100 and the light
controller 114. With the bus connection 116, a new light device 71
may be added to the gaming unit 20 without having to add an adapter
card or even having to turn the gaming unit 20 off. The
plug-and-play bus connection 116 may give the gaming unit 20
operator the ability to plug a light device 71 into the gaming unit
20 and have the gaming unit 20 recognize that the light device 71
is there. For instance, if the light device 71 is newly connected
to the controller 100 via the standard peripheral bus connection
116, the controller 100 may send a "discover" request asking if
there were any light devices connected. The light device 71 may
then identify itself to the controller 100. The light device 71 may
also be able to report errors to the controller 100, such as a
non-functioning light, and allow the controller 100 to report the
error accordingly.
[0059] FIG. 3A is a block diagram of a number of components that
may be incorporated in the light controller 114. Referring to FIG.
3A, the light controller 114 may include a peripheral bus connector
120, a light device connector 122, and a light controller
microcontroller or microprocessor (MP) 124. As will be understood,
the light controller 114 may also have a program memory 126, a
random-access memory (RAM) 128 and a jumper 130 for configuring
hardware settings. All of the components may be interconnected via
an address/data bus 132. Additionally, the light controller 114 may
include a light device input/output (I/O) circuit 122. The light
device 71 may be connected to the light device I/O circuit 122 via
the address/data bus 118. The light controller 114 may be
self-powered (e.g., receives power from an external source) or
bus-powered (e.g., receives power from the bus 116). The light
controller 114 may be operatively coupled to a plurality of light
devices 71, and furthermore, the light device 71 may be operatively
coupled to a plurality of light controllers 114.
[0060] The light controller 114 may be controlled by software,
hardware, or firmware, located in the light controller MP 124, in
program memory 126, or both. If firmware is used, the firmware may
be responsible for interpreting lighting commands from the gaming
unit 20 controller 100, as is described in detail below. Upon
interpretation of the lighting commands, the light controller 114
may send the appropriate lighting commands to the lights 85 via the
data link 118. Specifically, the lights 85 may be electrically
connected together, or independently to the data link 118, and may
be illuminated upon receiving the appropriate command from the
light controller 114.
[0061] The light device 71 may be connected to the light device I/O
circuit 122 via a direct line or conductor. Different connection
schemes could be used. For example, the light device 71 may be
connected to the light device I/O circuit 122 via a common bus or
other data link that is shared by a number of light devices.
Furthermore, the light device 71 may be directly connected to the
light controller MP 124 without passing through the light device
I/O circuit 122. Still further, the light device I/O circuit 122
may be operatively connected to a plurality of light devices
71.
Overall Operation of Gaming Unit
[0062] One manner in which one or more of the gaming units 20 (and
one or more of the gaming units 30) may operate is described below
in connection with a number of flowcharts which represent a number
of portions or routines of one or more computer programs, which may
be stored in one or more of the memories of the controller 100. The
computer program(s) or portions thereof may be stored remotely,
outside of the gaming unit 20, and may control the operation of the
gaming unit 20 from a remote location. Such remote control may be
facilitated with the use of a wireless connection, or by an
Internet interface that connects the gaming unit 20 with a remote
computer (such as one of the network computers 22, 32) having a
memory in which the computer program portions are stored. The
computer program portions may be written in any high level language
such as C, C++, C#, Java or the like or any low-level assembly or
machine language. By storing the computer program portions therein,
various portions of the memories 102, 106 are physically and/or
structurally configured in accordance with computer program
instructions.
[0063] FIG. 4 is a flowchart of a main operating routine 200 that
may be stored in the memory of the controller 100. Referring to
FIG. 4, the main routine 200 may begin operation at block 202
during which an attraction sequence may be performed in an attempt
to induce a potential player in a casino to play the gaming unit
20. The attraction sequence may be performed by displaying one or
more video images on the display unit 70 and/or causing one or more
sound segments, such as voice or music, to be generated via the
speakers 62. The attraction sequence may include a scrolling list
of games that may be played on the gaming unit 20 and/or video
images of various games being played, such as video poker, video
blackjack, video slots, video keno, video bingo, etc.
[0064] During performance of the attraction sequence, if a
potential player makes any input to the gaming unit 20 as
determined at block 204, the attraction sequence may be terminated
and a game-selection display may be generated on the display unit
70 at block 206 to allow the player to select a game available on
the gaming unit 20. The gaming unit 20 may detect an input at block
204 in various ways. For example, the gaming unit 20 could detect
if the player presses any button on the gaming unit 20; the gaming
unit 20 could determine if the player deposited one or more coins
into the gaming unit 20; the gaming unit 20 could determine if
player deposited paper currency into the gaming unit; etc.
[0065] The game-selection display generated at block 206 may
include, for example, a list of video games that may be played on
the gaming unit 20 and/or a visual message to prompt the player to
deposit value into the gaming unit 20. While the game-selection
display is generated, the gaming unit 20 may wait for the player to
make a game selection. Upon selection of one of the games by the
player as determined at block 208, the controller 100 may cause one
of a number of game routines to be performed to allow the selected
game to be played. For example, the game routines could include a
video poker routine 210, a video blackjack routine 220, a slots
routine 230, a video keno routine 240, a video bingo routine 250,
and a video pachinko routine 252. At block 208, if no game
selection is made within a given period of time, the operation may
branch back to block 202.
[0066] After one of the routines 210, 220, 230, 240, 250, 252 has
been performed to allow the player to play one of the games, block
260 may be utilized to determine whether the player wishes to
terminate play on the gaming unit 20 or to select another game. If
the player wishes to stop playing the gaming unit 20, which wish
may be expressed, for example, by selecting a "Cash Out" button,
the controller 100 may dispense value to the player at block 262
based on the outcome of the game(s) played by the player. The
operation may then return to block 202. If the player did not wish
to quit as determined at block 260, the routine may return to block
208 where the game-selection display may again be generated to
allow the player to select another game.
[0067] It should be noted that although five gaming routines are
shown in FIG. 4, a different number of routines could be included
to allow play of a different number of games. The gaming unit 20
may also be programmed to allow play of different games.
[0068] FIG. 5 is a flowchart of an alternative main operating
routine 300 that may be stored in the memory of the controller 100.
The main routine 300 may be utilized for gaming units 20 that are
designed to allow play of only a single game or single type of
game. Referring to FIG. 5, the main routine 300 may begin operation
at block 302 during which an attraction sequence may be performed
in an attempt to induce a potential player in a casino to play the
gaming unit 20. The attraction sequence may be performed by
displaying one or more video images on the display unit 70 and/or
causing one or more sound segments, such as voice or music, to be
generated via the speakers 62.
[0069] During performance of the attraction sequence, if a
potential player makes any input to the gaming unit 20 as
determined at block 304, the attraction sequence may be terminated
and a game display may be generated on the display unit 70 at block
306. The game display generated at block 306 may include, for
example, an image of the casino game that may be played on the
gaming unit 20 and/or a visual message to prompt the player to
deposit value into the gaming unit 20. At block 308, the gaming
unit 20 may determine if the player requested information
concerning the game, in which case the requested information may be
displayed at block 310. Block 312 may be used to determine if the
player requested initiation of a game, in which case a game routine
320 may be performed. The game routine 320 could be any one of the
game routines disclosed herein, such as one of the five game
routines 210, 220, 230, 240, 250, 252 or another game routine.
[0070] After the routine 320 has been performed to allow the player
to play the game, block 322 may be utilized to determine whether
the player wishes to terminate play on the gaming unit 20. If the
player wishes to stop playing the gaming unit 20, which wish may be
expressed, for example, by selecting a "Cash Out" button, the
controller 100 may dispense value to the player at block 324 based
on the outcome of the game(s) played by the player. The operation
may then return to block 302. If the player did not wish to quit as
determined at block 322, the operation may return to block 308.
Display Operating Routine
[0071] During performance of the main operating routine 200 or the
alternative main operating routine 300 as described above, the
controller 100 may initiate a light display on the lights 85. For
example, the controller 100 may initiate a light display on the
light device 71 during the attraction sequences 202, 302; for the
purpose of attracting a player. It will be understood that the
controller 100 may initiate a light display during various stages
of the main operating routines 300, including during game play, or
to inform the player of various game occurrences, such as bonus
games, or winning play.
[0072] FIG. 6A is a flowchart of a main operating routine 330 that
may be stored in the memory of the controller 100 to initiate the
light display. Referring to FIG. 6A, the main routine 330 may begin
operation at block 332 during which the controller 100 may read a
pattern file 334 stored in the program memory 102. It will be
appreciated that while in the disclosed example the pattern file
334 is stored in the program memory 102, it may be stored in any
storage element, including any internal, or external storage
device.
[0073] The pattern file 334 may specify a pattern that has
approximately the same shape as the physical light device 71. The
pattern file may contain a series of pattern frames with attributes
such as: color; display duration; total segments supported, e.g.,
the preferred number of light segments; total number of pattern
frames contained within the file; a delay counter; a compression
type description, e.g., JPEG compression; and a pattern frame
number.
[0074] The pattern file 334 may be created by a pattern file
interface program which may operate on the controller 100, or
alternatively, operate on a separate controller not shown. FIG. 6C
is a flowchart of a main pattern creation routine 800 that may be
stored in the memory of the controller 100 to create the pattern
file 334. Referring to FIG. 6C, the main pattern creation routine
800 may begin operation at block 802 during which the controller
100 may read a pattern file 334 stored in the program memory 102
and determine if the pattern file 334 is complete. If the pattern
file 334 is complete, the main pattern creation routine may
terminate. Again, it will be appreciated that while in the
disclosed example the pattern file 334 is stored in the program
memory 102, it may be stored in any storage element, including any
internal, or external storage device and moreover, the pattern file
334 may not have been created and thus, not stored in any storage
device.
[0075] If the pattern file 334 is not complete, at a block 804, the
pattern file 334 may be created as a new file, an existing pattern
file 334 may be edited, or the pattern file 334 may be viewed. If
the pattern file 334 is created as a new file, a new pattern file
334 may be created at a block 806. A pattern frame may be created
at a block 808, and the attributes of the pattern frame may be
modified at a block 810. If more pattern frames are desired to be
created, processing may be returned to the block 808 by a block
812. Otherwise, the pattern file 334 may be saved at a block 814
and processing returned to the block 802.
[0076] If an existing pattern file 334 is modified, an existing
pattern file 334 may be opened at a block 816. A pattern frame may
be selected for modification or addition at a block 818, and the
attributes of the chosen pattern frame may be modified at a block
820. If more pattern frames are desired to be modified or added,
processing may be returned to the block 818 by a block 822.
Otherwise, the pattern file 334 may be saved at a block 824 and
processing returned to the block 802. To view a preview of the
pattern file 334, the pattern frames may be visually cycled through
at a block 826.
[0077] Returning to FIG. 6A, at a block 336 the controller 100
determines whether there is a pattern frame to display. If there is
no pattern frame to display, the main routine 330 may terminate.
If, however, there is a pattern frame to display, the controller
100 may send the pattern frame to the light controller 114 at a
block 338 via peripheral bus connection 116. As is described below,
in connection with FIG. 6B, the light controller 114 may process
and display the pattern frame on the light device 71.
[0078] Upon sending the pattern frame to the light controller 114,
the controller 100 may utilize the delay counter contained in the
pattern file 334 to delay for a specified period of time. During
the delay, the controller 100 may be free to continue processing
the main operating routines 200, 300 as necessary. Once the delay
is complete, the operation may return to the block 336.
[0079] While the pattern frame may usually be played in
coordination with the specified delay, it may be desirable to
coordinate the pattern frame display with other animations and/or
sounds. For example, the gaming designer may wish for the light
pattern frame to emphasize an event, such as, for example, an
attraction sequence, a gaming win or the triggering of a bonus
play, each of which are described below. Hence, the controller 100
may be programmed to utilize the sequencer 111 to synchronize the
display of the light pattern frame with other gaming unit 20
animations and/or sounds by adjusting the delay counter contained
in the pattern file 334.
[0080] To perform synchronization, the sequencer 111 may utilize
the timing specified within the pattern file 334, or may utilize
another timing source, such as the timing associated with the
animation or sound being coordinated. For example, the pattern file
334 may contain two pattern frames while an attraction sequence may
contain two distinct sequences. The sequencer 111 may synchronize
the first pattern frame with the first attraction sequence, and
synchronize the second pattern frame with the second attraction
sequence.
Light Controller Operating Routine
[0081] Referring now to FIG. 6B, there is illustrated a flowchart
of a main operating routine 340 that may be stored in the memory of
the light controller 114 to display the light pattern frame. As
described herein above, The main operating routine may be
implemented by software, hardware, or firmware, located in the
light controller MP 124, in program memory 126, or both.
[0082] The display pattern frame may be received at the light
controller 114 by the peripheral bus connector 120 which is
operatively connected to the peripheral bus connection 116. The
peripheral bus connector 120 may transmit the pattern frame to the
light controller MP 124 via the address/data bus 132. Once received
by the light controller MP 124, the light controller 114 may parse
the pattern file 334 at block 344. For instance, the light
controller 114 may divide the pattern file 334 into the individual
attributes contained within the file.
[0083] At a block 346, the light controller MP 124 may interpret
the parsed pattern frame for proper display on the light device 71.
Specifically, the pattern frame may include attributes not visually
supported by the light device 71 and which may need to be altered
to display correctly. For example, the pattern frame may specify a
"light green" attribute, while the light device 71 only is capable
of displaying one shade of green. In such a situation, the light
controller MP 124 may interpret and adapt the "light green" to mean
"green" as supported by the light device 71 and alter the attribute
accordingly, thereby allowing the color to displaying as correctly
as possible based on the limitations of the light device.
Similarly, in another example, the pattern frame may specify
forty-five segments, while the light device 71 may support ninety
segments. In this instance, the light controller MP 124 may
duplicate each segment to double the supported number of segments
and thereby display correctly. Once the pattern frame is
interpreted, at a block 348, the light controller MP 124 may send
the modified pattern frame to the light device 71, via the light
device connector 122, for display.
Video Poker
[0084] FIG. 7 is an exemplary display 350 that may be shown on the
display unit 70 during performance of the video poker routine 210
shown schematically in FIG. 4. Referring to FIG. 7, the display 350
may include video images 352 of a plurality of playing cards
representing the player's hand, such as five cards. To allow the
player to control the play of the video poker game, a plurality of
player-selectable buttons may be displayed. The buttons may include
a "Hold" button 354 disposed directly below each of the playing
card images 352, a "Cash Out" button 356, a "See Pays" button 358,
a "Bet One Credit" button 360, a "Bet Max Credits" button 362, and
a "Deal/Draw" button 364. The display 350 may also include an area
366 in which the number of remaining credits or value is displayed.
If the display unit 70 is provided with a touch-sensitive screen,
the buttons 354, 356, 358, 360, 362, 364 may form part of the video
display 350. Alternatively, one or more of those buttons may be
provided as part of a control panel that is provided separately
from the display unit 70.
[0085] FIG. 8 is a flowchart of the video poker routine 210 shown
schematically in FIG. 4. Referring to FIG. 8, at block 370, the
routine may determine whether the player has requested payout
information, such as by activating the "See Pays" button 358, in
which case at block 372 the routine may cause one or more pay
tables to be displayed on the display unit 70. At block 374, the
routine may determine whether the player has made a bet, such as by
pressing the "Bet One Credit" button 360, in which case at block
376 bet data corresponding to the bet made by the player may be
stored in the memory of the controller 100. At block 378, the
routine may determine whether the player has pressed the "Bet Max
Credits" button 362, in which case at block 380 bet data
corresponding to the maximum allowable bet may be stored in the
memory of the controller 100.
[0086] At block 382, the routine may determine if the player
desires a new hand to be dealt, which may be determined by
detecting if the "Deal/Draw" button 364 was activated after a wager
was made. In that case, at block 384 a video poker hand may be
"dealt" by causing the display unit 70 to generate the playing card
images 352. After the hand is dealt, at block 386 the routine may
determine if any of the "Hold" buttons 354 have been activated by
the player, in which case data regarding which of the playing card
images 352 are to be "held" may be stored in the controller 100 at
block 388. If the "Deal/Draw" button 364 is activated again as
determined at block 390, each of the playing card images 352 that
was not "held" may be caused to disappear from the video display
350 and to be replaced by a new, randomly selected, playing card
image 352 at block 392.
[0087] At block 394, the routine may determine whether the poker
hand represented by the playing card images 352 currently displayed
is a winner. That determination may be made by comparing data
representing the currently displayed poker hand with data
representing all possible winning hands, which may be stored in the
memory of the controller 100. If there is a winning hand, a payout
value corresponding to the winning hand may be determined at block
396. At block 398, the player's cumulative value or number of
credits may be updated by subtracting the bet made by the player
and adding, if the hand was a winner, the payout value determined
at block 396. The cumulative value or number of credits may also be
displayed in the display area 366 (FIG. 7).
[0088] Although the video poker routine 210 is described above in
connection with a single poker hand of five cards, the routine 210
may be modified to allow other versions of poker to be played. For
example, seven card poker may be played, or stud poker may be
played. Alternatively, multiple poker hands may be simultaneously
played. In that case, the game may begin by dealing a single poker
hand, and the player may be allowed to hold certain cards. After
deciding which cards to hold, the held cards may be duplicated in a
plurality of different poker hands, with the remaining cards for
each of those poker hands being randomly determined.
Video Blackjack
[0089] FIG. 9 is an exemplary display 400 that may be shown on the
display unit 70 during performance of the video blackjack routine
220 shown schematically in FIG. 4. Referring to FIG. 9, the display
400 may include video images 402 of a pair of playing cards
representing a dealer's hand, with one of the cards shown face up
and the other card being shown face down, and video images 404 of a
pair of playing cards representing a player's hand, with both the
cards shown face up. The "dealer" may be the gaming unit 20.
[0090] To allow the player to control the play of the video
blackjack game, a plurality of player-selectable buttons may be
displayed. The buttons may include a "Cash Out" button 406, a "See
Pays" button 408, a "Stay" button 410, a "Hit" button 412, a "Bet
One Credit" button 414, and a "Bet Max Credits" button 416. The
display 400 may also include an area 418 in which the number of
remaining credits or value is displayed. If the display unit 70 is
provided with a touch-sensitive screen, the buttons 406, 408, 410,
412, 414, 416 may form part of the video display 400.
Alternatively, one or more of those buttons may be provided as part
of a control panel that is provided separately from the display
unit 70.
[0091] FIG. 10 is a flowchart of the video blackjack routine 220
shown schematically in FIG. 4. Referring to FIG. 10, the video
blackjack routine 220 may begin at block 420 where it may determine
whether a bet has been made by the player. That may be determined,
for example, by detecting the activation of either the "Bet One
Credit" button 414 or the "Bet Max Credits" button 416. At block
422, bet data corresponding to the bet made at block 420 may be
stored in the memory of the controller 100. At block 424, a
dealer's hand and a player's hand may be "dealt" by making the
playing card images 402, 404 appear on the display unit 70.
[0092] At block 426, the player may be allowed to be "hit," in
which case at block 428 another card will be dealt to the player's
hand by making another playing card image 404 appear in the display
400. If the player is hit, block 430 may determine if the player
has "bust," or exceeded 21. If the player has not bust, blocks 426
and 428 may be performed again to allow the player to be hit
again.
[0093] If the player decides not to hit, at block 432 the routine
may determine whether the dealer should be hit. Whether the dealer
hits may be determined in accordance with predetermined rules, such
as the dealer always hit if the dealer's hand totals 15 or less. If
the dealer hits, at block 434 the dealer's hand may be dealt
another card by making another playing card image 402 appear in the
display 400. At block 436 the routine may determine whether the
dealer has bust. If the dealer has not bust, blocks 432, 434 may be
performed again to allow the dealer to be hit again.
[0094] If the dealer does not hit, at block 438 the outcome of the
blackjack game and a corresponding payout may be determined based
on, for example, whether the player or the dealer has the higher
hand that does not exceed 21. If the player has a winning hand, a
payout value corresponding to the winning hand may be determined at
block 440. At block 442, the player's cumulative value or number of
credits may be updated by subtracting the bet made by the player
and adding, if the player won, the payout value determined at block
440. The cumulative value or number of credits may also be
displayed in the display area 418 (FIG. 9).
Slots
[0095] FIG. 11 is an exemplary display 450 that may be shown on the
display unit 70 during performance of the slots routine 230 shown
schematically in FIG. 4. Referring to FIG. 11, the display 450 may
include video images 452 of a plurality of slot machine reels, each
of the reels having a plurality of reel symbols 454 associated
therewith. Although the display 450 shows five reel images 452,
each of which may have three reel symbols 454 that are visible at a
time, other reel configurations could be utilized.
[0096] To allow the player to control the play of the slots game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 456, a "See Pays" button
458, a plurality of payline-selection buttons 460 each of which
allows the player to select a different number of paylines prior to
"spinning" the reels, a plurality of bet-selection buttons 462 each
of which allows a player to specify a wager amount for each payline
selected, a "Spin" button 464, and a "Max Bet" button 466 to allow
a player to make the maximum wager allowable.
[0097] FIG. 12 is a flowchart of the slots routine 230 shown
schematically in FIG. 4. Referring to FIG. 12, at block 470, the
routine may determine whether the player has requested payout
information, such as by activating the "See Pays" button 458, in
which case at block 472 the routine may cause one or more pay
tables to be displayed on the display unit 70. At block 474, the
routine may determine whether the player has pressed one of the
payline-selection buttons 460, in which case at block 476 data
corresponding to the number of paylines selected by the player may
be stored in the memory of the controller 100. At block 478, the
routine may determine whether the player has pressed one of the
bet-selection buttons 462, in which case at block 480 data
corresponding to the amount bet per payline may be stored in the
memory of the controller 100. At block 482, the routine may
determine whether the player has pressed the "Max Bet" button 466,
in which case at block 484 bet data (which may include both payline
data and bet-per-payline data) corresponding to the maximum
allowable bet may be stored in the memory of the controller
100.
[0098] If the "Spin" button 464 has been activated by the player as
determined at block 486, at block 488 the routine may cause the
slot machine reel images 452 to begin "spinning" so as to simulate
the appearance of a plurality of spinning mechanical slot machine
reels. At block 490, the routine may determine the positions at
which the slot machine reel images will stop, or the particular
symbol images 454 that will be displayed when the reel images 452
stop spinning. At block 492, the routine may stop the reel images
452 from spinning by displaying stationary reel images 452 and
images of three symbols 454 for each stopped reel image 452. The
virtual reels may be stopped from left to right, from the
perspective of the player, or in any other manner or sequence.
[0099] The routine may provide for the possibility of a bonus game
or round if certain conditions are met, such as the display in the
stopped reel images 452 of a particular symbol 454. If there is
such a bonus condition as determined at block 494, the routine may
proceed to block 496 where a bonus round may be played. The bonus
round may be a different game than slots, and many other types of
bonus games could be provided. If the player wins the bonus round,
or receives additional credits or points in the bonus round, a
bonus value may be determined at block 498. A payout value
corresponding to outcome of the slots game and/or the bonus round
may be determined at block 500. At block 502, the player's
cumulative value or number of credits may be updated by subtracting
the bet made by the player and adding, if the slot game and/or
bonus round was a winner, the payout value determined at block
500.
[0100] Although the above routine has been described as a virtual
slot machine routine in which slot machine reels are represented as
images on the display unit 70, actual slot machine reels that are
capable of being spun may be utilized instead.
Video Keno
[0101] FIG. 13 is an exemplary display 520 that may be shown on the
display unit 70 during performance of the video keno routine 240
shown schematically in FIG. 4. Referring to FIG. 13, the display
520 may include a video image 522 of a plurality of numbers that
were selected by the player prior to the start of a keno game and a
video image 524 of a plurality of numbers randomly selected during
the keno game. The randomly selected numbers may be displayed in a
grid pattern.
[0102] To allow the player to control the play of the keno game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 526, a "See Pays" button
528, a "Bet One Credit" button 530, a "Bet Max Credits" button 532,
a "Select Ticket" button 534, a "Select Number" button 536, and a
"Play" button 538. The display 520 may also include an area 540 in
which the number of remaining credits or value is displayed. If the
display unit 70 is provided with a touch-sensitive screen, the
buttons may form part of the video display 520. Alternatively, one
or more of those buttons may be provided as part of a control panel
that is provided separately from the display unit 70.
[0103] FIG. 14 is a flowchart of the video keno routine 240 shown
schematically in FIG. 4. The keno routine 240 may be utilized in
connection with a single gaming unit 20 where a single player is
playing a keno game, or the keno routine 240 may be utilized in
connection with multiple gaming units 20 where multiple players are
playing a single keno game. In the latter case, one or more of the
acts described below may be performed either by the controller 100
in each gaming unit or by one of the network computer 22, 32 to
which multiple gaming units 20 are operatively connected.
[0104] Referring to FIG. 14, at block 550, the routine may
determine whether the player has requested payout information, such
as by activating the "See Pays" button 528, in which case at block
552 the routine may cause one or more pay tables to be displayed on
the display unit 70. At block 554, the routine may determine
whether the player has made a bet, such as by having pressed the
"Bet One Credit" button 530 or the "Bet Max Credits" button 532, in
which case at block 556 bet data corresponding to the bet made by
the player may be stored in the memory of the controller 100. After
the player has made a wager, at block 558 the player may select a
keno ticket, and at block 560 the ticket may be displayed on the
display 520. At block 562, the player may select one or more game
numbers, which may be within a range set by the casino. After being
selected, the player's game numbers may be stored in the memory of
the controller 100 at block 564 and may be included in the image
522 on the display 520 at block 566. After a certain amount of
time, the keno game may be closed to additional players (where a
number of players are playing a single keno game using multiple
gambling units 20).
[0105] If play of the keno game is to begin as determined at block
568, at block 570 a game number within a range set by the casino
may be randomly selected either by the controller 100 or a central
computer operatively connected to the controller, such as one of
the network computers 22, 32. At block 572, the randomly selected
game number may be displayed on the display unit 70 and the display
units 70 of other gaming units 20 (if any) which are involved in
the same keno game. At block 574, the controller 100 (or the
central computer noted above) may increment a count which keeps
track of how many game numbers have been selected at block 570.
[0106] At block 576, the controller 100 (or one of the network
computers 22, 32) may determine whether a maximum number of game
numbers within the range have been randomly selected. If not,
another game number may be randomly selected at block 570. If the
maximum number of game numbers has been selected, at block 578 the
controller 100 (or a central computer) may determine whether there
are a sufficient number of matches between the game numbers
selected by the player and the game numbers selected at block 570
to cause the player to win. The number of matches may depend on how
many numbers the player selected and the particular keno rules
being used.
[0107] If there are a sufficient number of matches, a payout may be
determined at block 580 to compensate the player for winning the
game. The payout may depend on the number of matches between the
game numbers selected by the player and the game numbers randomly
selected at block 570. At block 582, the player's cumulative value
or number of credits may be updated by subtracting the bet made by
the player and adding, if the keno game was won, the payout value
determined at block 580. The cumulative value or number of credits
may also be displayed in the display area 540 (FIG. 13).
Video Bingo
[0108] FIG. 15 is an exemplary display 600 that may be shown on the
display unit 70 during performance of the video bingo routine 250
shown schematically in FIG. 4. Referring to FIG. 15, the display
600 may include one or more video images 602 of a bingo card and
images of the bingo numbers selected during the game. The bingo
card images 602 may have a grid pattern.
[0109] To allow the player to control the play of the bingo game, a
plurality of player-selectable buttons may be displayed. The
buttons may include a "Cash Out" button 604, a "See Pays" button
606, a "Bet One Credit" button 608, a "Bet Max Credits" button 610,
a "Select Card" button 612, and a "Play" button 614. The display
600 may also include an area 616 in which the number of remaining
credits or value is displayed. If the display unit 70 is provided
with a touch-sensitive screen, the buttons may form part of the
video display 600. Alternatively, one or more of those buttons may
be provided as part of a control panel that is provided separately
from the display unit 70.
[0110] FIG. 16 is a flowchart of the video bingo routine 250 shown
schematically in FIG. 4. The bingo routine 250 may be utilized in
connection with a single gaming unit 20 where a single player is
playing a bingo game, or the bingo routine 250 may be utilized in
connection with multiple gaming units 20 where multiple players are
playing a single bingo game. In the latter case, one or more of the
acts described below may be performed either by the controller 100
in each gaming unit 20 or by one of the network computers 22, 32 to
which multiple gaming units 20 are operatively connected.
[0111] Referring to FIG. 16, at block 620, the routine may
determine whether the player has requested payout information, such
as by activating the "See Pays" button 606, in which case at block
622 the routine may cause one or more pay tables to be displayed on
the display unit 70. At block 624, the routine may determine
whether the player has made a bet, such as by having pressed the
"Bet One Credit" button 608 or the "Bet Max Credits" button 610, in
which case at block 626 bet data corresponding to the bet made by
the player may be stored in the memory of the controller 100.
[0112] After the player has made a wager, at block 628 the player
may select a bingo card, which may be generated randomly and
displayed on the display unit 70 at a block 630. The player may
select more than one bingo card, and there may be a maximum number
of bingo cards that a player may select. After play is to commence
as determined at block 632, at block 634 a bingo number may be
randomly generated by the controller 100 or a central computer such
as one of the network computers 22, 32. At block 636, the bingo
number may be displayed on the display unit 70 and the display
units 70 of any other gaming units 20 involved in the bingo
game.
[0113] At block 638, the controller 100 (or a central computer) may
determine whether any player has won the bingo game. If no player
has won, another bingo number may be randomly selected at block
634. If any player has bingo as determined at block 638, the
routine may determine at block 640 whether the player playing that
gaming unit 20 was the winner. If so, at block 642 a payout for the
player may be determined. The payout may depend on the number of
random numbers that were drawn before there was a winner, the total
number of winners (if there was more than one player), and the
amount of money that was wagered on the game. At block 644, the
player's cumulative value or number of credits may be updated by
subtracting the bet made by the player and adding, if the bingo
game was won, the payout value determined at block 642. The
cumulative value or number of credits may also be displayed in the
display area 616 (FIG. 15).
Video Pachinko
[0114] FIG. 17 is an exemplary display 650 that may be shown on the
display unit 70 during performance of the video pachinko routine
252 shown schematically in FIG. 4. Referring to FIG. 17, the
display 650 may include one or more video images of a pachinko
board 652 and an image of a pachinko ball 654 used during the game.
Typically, the video pachinko game outcome presentation on the
display 70 may begin with the pachinko ball 654 from a ball
reservoir 655 being placed on a ramp 656 in front of a plunger 657.
The number of pachinko balls in the reservoir 655 may correspond to
the number of credits a player has. Further, the number of credits
represented by each ball may not be the same. For example, each
ball may be color coded to represent a different wager amount. A
silver ball might be worth 1 credit, a red ball might be worth 3
credits while a green ball might be worth 5 credits. The player may
select a ball for a game from the ball reservoir 655 using gaming
machine inputs including input buttons or a touch screen.
[0115] After a player selects a ball representing a certain wager
amount and initiates a game play, the controller 100 may determine
a game outcome and present a compatible game outcome presentation.
On the display 70, a virtual plunger 657 may be drawn backward away
from the ball 654 and then released. When the plunger 657 is
released, it may move forward toward the ball 654 and may appear to
strike the ball 654. After being hit by the plunger 657, the ball
654 may be launched up the ramp 656 into a game playing area 658.
Typically, only one ball 654 may be launched up the ramp 656 at one
time. However, two or more balls 654 may be launched at the same
time, each ball 654 representing a different game with an
independently calculated game outcome.
[0116] In the game playing area 658, balls 654 may appear to
interact with different objects while falling through the game
playing area 658 including pegs 659, an outer wall 660, and inner
wall 661, flippers 662, bonus region separator 663, a cup 664, a
spinner 665, and a ball exit 666. For example, when a ball 654
appears to collide with a peg 659, the trajectory of the ball 654
may be altered. Typically, the ball 654 may appear to collide with
many different combinations of objects before exiting the game
playing area 658. The exit of the ball 654 may correspond to the
game outcome determined by the controller 100. For example, when
the ball 654 exits the game playing area 658 through the ball exit
666, a player may lose the wager on the game. When the ball 654
exits the game playing area 658 through one of the cups 664 or the
bonus region exit 667, the game outcome may be an award of some
type.
[0117] Many other objects and exits are also possible with a
pachinko game. These objects and exits may vary in size and
location on the video display 70. Further, the distribution and
number of objects on the video display 70 are not fixed and may be
varied to change the game outcome presentation. However, the game
outcome presentation does not affect the determination of the game
outcome by the controller 100.
[0118] FIG. 18 is a flow chart of the pachinko routine 252 shown
schematically in FIG. 4. In a block 670, a player may initiate a
game by making a wager. In a block 672, the controller 100 may
receive a presentation mode signal. The presentation mode signal
may carry information regarding selections by the player for one or
more of the following game inputs including game speed, game
background pattern, elasticity of the pachinko balls, size of the
pachinko balls or the game layout. The controller 100 may use the
presentation mode signal to determine features of a game outcome
presented to the player. In block 674, the controller 100 receives
a signal to start the pachinko gaming routine. In the block 676,
the controller 100 determines a game outcome using a random number
generator and a pay table stored within a memory in the gaming
machine. The game outcome may be affected by the wager the player
has made on this game and previous games or the number of game
outcome presentations being presented such as a player playing
multiple pachinko balls at one time.
[0119] In block 678, the controller 100 may receive a game
presentation input signal. This signal may be used to determine the
features of a game outcome presentation. For example, a game
presentation input signal received by the controller 100 may
contain information regarding the distance the player has moved a
plunger away from a pachinko ball on the display screen 70. This
distance may be used to generate or select a trajectory for a game
outcome presentation. In block 680, the controller determines the
game outcome presentation. The features of the game outcome
presentation may depend on information from the presentation mode
signal from block 672, the game outcome determined by the
controller 100 in block 676, the information received from the
presentation input signal in block 678 and information from
previous game outcome presentations currently being presented on
the display 70.
[0120] In block 682, after calculating an appropriate game outcome
presentation for the game, the game outcome presentation is
displayed on the display 70. In block 684, the game outcome is
displayed on the display 70. The game outcome may be a message of
some type containing information regarding whether the outcome of
the game is an award of some amount or loss of the wager made on
the game.
[0121] Although the above routine has been described as a virtual
pachinko machine routine in which a pachinko board and pachinko
balls are represented as images on the display unit 70, actual
pachinko boards and pachinko balls capable of being manually
manipulated may be utilized instead.
* * * * *