U.S. patent application number 10/628544 was filed with the patent office on 2005-02-03 for methods and apparatus for remote gaming.
Invention is credited to Lardie, Brant.
Application Number | 20050026670 10/628544 |
Document ID | / |
Family ID | 34103391 |
Filed Date | 2005-02-03 |
United States Patent
Application |
20050026670 |
Kind Code |
A1 |
Lardie, Brant |
February 3, 2005 |
Methods and apparatus for remote gaming
Abstract
A gaming apparatus may include a display unit capable of
generating video images, a first value input device, and a
controller operatively coupled to the display unit and the value
input device. The first value input device may be located at a
first geographic location. The controller may comprise a processor
and a memory, and may be programmed to allow a person to make a
wager, to cause a first video image to be generated on the display
unit, and to determine a first value payout associated with an
outcome of a game. The first video image may represent a first game
wagered on the first value input device. The controller may also
cause a second video image to be generated on the display unit. The
second video image may represent a second game wagered on at a
second value input device located at a second geographic location
different from the first geographic location.
Inventors: |
Lardie, Brant; (Reno,
NV) |
Correspondence
Address: |
MARSHALL, GERSTEIN & BORUN LLP
6300 SEARS TOWER
233 S. WACKER DRIVE
CHICAGO
IL
60606
US
|
Family ID: |
34103391 |
Appl. No.: |
10/628544 |
Filed: |
July 28, 2003 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3262 20130101; G07F 17/3239 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 013/00 |
Claims
What is claimed is:
1. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a first value input device located at a
first geographic location; a controller operatively coupled to said
display unit and said first value input device, said controller
comprising a processor and a memory operatively coupled to said
processor, said controller being programmed to allow a person to
make a wager, said controller being programmed to cause a first
video image representing a first game to be generated on said
display unit, said first video image representing one of the
following games wagered on said first value input device: video
poker, video blackjack, video slots, video keno or video bingo,
said first video image comprising an image of at least five playing
cards if said first game comprises video poker, said first video
image comprising an image of a plurality of simulated slot machine
reels if said first game comprises video slots, said first video
image comprising an image of a plurality of playing cards if said
first game comprises video blackjack, said first video image
comprising an image of a plurality of keno numbers if said first
game comprises video keno, and said first video image comprising an
image of a bingo grid if said first game comprises video bingo,
said controller being programmed to determine a first value payout
associated with an outcome of said first game, said controller
being programmed to cause a second video image to be generated on
said display unit, said second video image representing a second
game wagered on by said person at a second value input device
located at a second geographic location different from said first
geographic location, said second video image representing one of
the following games wagered on said second value input device: a
multi-player lottery or a multi-player sports game, said second
video image comprising an image of a plurality of lottery numbers
if said second game comprises a multi-player lottery, and said
second video image comprising an image of a sports score if said
second game comprises multi-player sports gaming.
2. A gaming apparatus as defined in claim 1, wherein said
controller is programmed to allow said person to make a wager on at
least one of said first game and said second game using said first
value input device.
3. A gaming apparatus as defined in claim 1, wherein said
controller is programmed to receive data representing a second
value payout associated with an outcome of said second game, said
second value payout data being determined by a multi-player gaming
server.
4. A gaming apparatus as defined in claim 1, wherein said
controller is programmed to cause said first and second video
images to be generated concurrently on said display unit.
5. A gaming apparatus as defined in claim 1, wherein said first
game is a single-player game.
6. A gaming apparatus as defined in claim 1, wherein said
controller is programmed to receive identification information
regarding said person, said controller being programmed to receive
gaming information regarding said wager on said second game using
said identification information, wherein said gaming information
includes a gaming decision made by said person.
7. A gaming apparatus as defined in claim 1, wherein said second
video image comprises an image of a gaming decision made by said
person in relation to said second game.
8. A gaming system comprising a plurality of gaming apparatuses as
defined in claim 1, said gaming apparatuses being interconnected to
form a first network of gaming apparatuses.
9. A gaming system as defined in claim 8, further comprising a
second network operatively coupled to said first network, said
second network comprising: said second value input device located
at said second geographic location; and a multi-player gaming
server operatively coupled to said second value input device, said
gaming server being programmed to allow one or more people
including said person to make a wager on said second value input
device, said gaming server being programmed to determine said
second value payout, and said gaming server being programmed to
transfer gaming information regarding said second game to said
controller, said gaming information including data representing
said second value payout, and information regarding gaming
decisions by said person for said second game.
10. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a first value input device located at a
first geographic location; a controller operatively coupled to said
display unit and said first value input device, said controller
comprising a processor and a memory operatively coupled to said
processor, said controller being programmed to allow a person to
make a wager, said controller being programmed to cause a first
video image to be generated on said display unit, said first video
image representing a first game wagered on said first value input
device, said controller being programmed to determine a first value
payout associated with an outcome of said first game represented by
said first video image, and said controller being programmed to
cause a second video image to be generated on said display unit,
said second video image representing a second game wagered on by
said person at a second value input device located at a second
geographic location different from said first geographic
location.
11. A gaming apparatus as defined in claim 10, wherein said
controller is programmed to allow said person to make a wager on at
least one of said first game and said second game using said first
value input device.
12. A gaming apparatus as defined in claim 10, wherein said
controller is programmed to receive data representing a second
value payout associated with an, outcome of said second game, said
second value payout data being determined by a multi-player gaming
server.
13. A gaming apparatus as defined in claim 10, wherein said
controller is programmed to cause said first and second video
images to be generated concurrently on said display unit.
14. A gaming apparatus as defined in claim 10, wherein said first
game is a single-player game and said second game is a multi-player
game.
15. A gaming apparatus as defined in claim 10, wherein said second
video image represents one of the following games: a multi-player
lottery or multi-player sports gaming, said second video image
comprising an image of a plurality of lottery numbers if said
second game comprises a multi-player lottery, and said second video
image comprising an image of a sports score if said second game
comprises multi-player sports gaming.
16. A gaming apparatus as defined in claim 10, wherein said
controller is programmed to receive identification information
regarding said person, and said controller being programmed receive
gaming information regarding said wager on said second game using
said identification information, wherein said gaming information
includes a gaming decision made by said person.
17. A gaming apparatus as defined in claim 10, wherein said second
video image comprises an image of a gaming decision made by said
person in relation to said second game.
18. A gaming system comprising a plurality of gaming apparatuses as
defined in claim 10, said gaming apparatuses being interconnected
to form a first network of gaming apparatuses.
19. A gaming system as defined in claim 18, further comprising a
second network operatively coupled to said first network, said
second network comprising: said second value input device located
at said second geographic location; and a multi-player gaming
server operatively coupled to said second value input device, said
gaming server being programmed to allow one or more people
including said person to make a wager on said second value input
device, said gaming server being programmed to determine said
second value payout, and said gaming server being programmed to
transfer gaming information regarding said second game to said
controller, said gaming information including data representing
said second value payout, and information regarding gaming
decisions by said person for said second game.
20. A gaming system as defined in claim 19, wherein said gaming
apparatuses are interconnected via the Internet.
21. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a first value input device located at a
first geographic location; a controller operatively coupled to said
display unit and said first value input device, said controller
comprising a processor and a memory operatively coupled to said
processor, said controller being programmed to receive
identification information regarding a person, said controller
being programmed receive gaming information regarding a wager on a
game using said identification information, wherein said gaming
information includes a gaming decision made by said person, and
said controller being programmed to cause a video image to be
generated on said display unit, said video image representing said
game wagered on by said person at a second value input device
located at a second geographic location different from said first
geographic location, said video image comprising a gaming decision
made by said person.
22. A gaming apparatus as defined in claim 21, wherein said video
image represents one of the following games: a lottery or sports
gaming, said video image comprising an image of a plurality of
numbers if said game comprises a lottery, and said video image
comprising an image of a score of a sports game.
23. A gaming apparatus as defined in claim 21, wherein said
controller is programmed to allow said person to make a wager on
said game using said first value input device.
24. A gaming apparatus as defined in claim 21, wherein said
controller is programmed to receive data representing a value
payout associated with an outcome of said game, said value payout
data being determined by a multi-player gaming server.
25. A gaming apparatus as defined in claim 21, wherein said game is
a multi-player game.
26. A gaming apparatus, comprising: a display unit that is capable
of generating video images; a first value input device located at a
first geographic location; a controller operatively coupled to said
display unit and said first value input device, said controller
comprising a processor and a memory operatively coupled to said
processor, said controller being programmed to allow a person to
make a wager, said controller being programmed to allow said person
to make a payline selection, said controller being programmed to
cause a first video image representing a first game to be generated
on said display unit, said first video image comprising a
plurality: of simulated slot machine reels of a slots game, each of
said slot machine reels having a plurality of slot machine symbols,
said controller being programmed to determine a first value payout
associated with an outcome of said slots game, said controller
being programmed to determine said outcome of said slots game based
on a configuration of said slot machine symbols, and said
controller being programmed to cause a second video image to be
generated on said display unit, said second video image
representing a second game wagered on by said person at a second
value input device located at a second geographic location
different from said first geographic location.
27. A gaming apparatus as defined in claim 26, wherein said
controller is programmed to allow said person to make a wager on at
least one of said slots game and said second game using said first
value input device.
28. A gaming apparatus as defined in claim 26, wherein said
controller is programmed to receive data representing a second
value payout associated with an outcome of said second game, said
second value payout data being determined by a multi-player gaming
server.
29. A gaming apparatus as defined in claim 26, wherein said second
video image represents one of the following games: a multi-player
lottery or multi-player sports gaming, said second video image
comprising an image of a plurality of lottery numbers if said
second game comprises a multi-player lottery, and said second video
image comprising an image of a sports score if said second game
comprises multi-player sports gaming.
30. A gaming apparatus as defined in claim 26, wherein said
controller is programmed to receive identification information
regarding said person, and said controller being programmed receive
gaming information regarding said wager on said second game using
said identification information, wherein said gaming information
includes a gaming decision made by said person.
31. A gaming method comprising: causing a first video image
representing a first game to be generated, said first video image
representing one of the following games wagered on at a first
geographic location: video poker, video blackjack, video slots,
video keno or video bingo, said first video image comprising an
image of at least five playing cards if said game comprises video
poker, said first video image comprising an image of a plurality of
simulated slot machine reels if said game comprises video slots,
said first video image comprising an image of a plurality of
playing cards if said game comprises video blackjack, said first
video image comprising an image of a plurality of keno numbers if
said game comprises video keno, and said first video image
comprising an image of a bingo grid if said game comprises video
bingo; determining a first value payout associated with an outcome
of said first game represented by said first video image; and
causing a second video image to be generated, said second video
image representing a second game wagered on by a person at a second
geographic location different from said first geographic location,
said second video image representing one of the following
multi-player games: a multi-player lottery game or multi-player
sports gaming.
32. A gaming method as defined in claim 31, comprising receiving
data representing a second value payout associated with an outcome
of said second game.
33. A gaming method as defined in claim 31, comprising: receiving
identification information regarding said person; and receiving
gaming information regarding said wager on said second game using
said identification information, wherein said gaming information
includes a gaming decision made by said person.
34. A gaming method as defined in claim 31, comprising causing said
second video image representing said second game to be generated,
wherein said second video image comprises an image of a gaming
decision made by said person in relation to said second game.
35. A gaming method as defined in claim 31, comprising causing said
second video image representing said second game to be generated,
wherein said second video image comprises an image of a plurality
of lottery numbers if said second game comprises a multi-player
lottery, and said second video image comprises an image of a sports
score if said second game comprises multi-player sports gaming.
36. A gaming method as defined in claim 31, comprising said first
video image and said second video image to be generated
concurrently.
37. A memory having a computer program stored therein, said
computer program being capable of being used in connection with a
gaming apparatus, said memory comprising: a first memory portion
physically configured in accordance with computer program
instructions that would cause the gaming apparatus to allow a
person to make a wager at a first geographic location with a first
value input device; a second memory portion physically configured
in accordance with computer program instructions that would cause
the gaming apparatus to cause a first video image representing a
first game to be generated on a display unit, said first video
image representing one of the following games wagered on at said
first geographic location: video poker, video blackjack, video
slots, video keno or video bingo, said first video image comprising
an image of at least five playing cards if said first game
comprises video poker, said first video image comprising an image
of a plurality of simulated slot machine reels if said first game
comprises video slots, said first video image comprising an image
of a plurality of playing cards if said first game comprises video
blackjack, said first video image comprising an image of a
plurality of keno numbers if said first game comprises video keno,
and said first video image comprising an image of a bingo grid if
said first game comprises video bingo, a third memory portion
physically configured in accordance with computer program
instructions that would cause the gaming apparatus to determine a
first value payout associated with an outcome of said game
represented by said first video image, and a fourth memory portion
physically configured in accordance with computer program
instructions that would cause the gaming apparatus to cause a
second video image to be generated on said display unit, said
second video image representing a second game wagered on at a
second geographic location with a second value input device.
38. A memory as defined in claim 37, wherein said memory
additionally comprises: a fifth memory portion physically
configured in accordance with computer program instructions that
would cause the gaming apparatus to receive identification
information regarding said person; and a sixth memory portion
physically configured in accordance with computer program
instructions that would cause the gaming apparatus to receiving
gaming information regarding said wager on said second game using
said identification information, wherein said gaming information
includes a gaming decision made by said person.
39. A memory as defined in claim 37, wherein said memory
additionally comprises a fifth memory portion physically configured
in accordance with computer program instructions that would cause
the gaming apparatus to receive data representing a second value
payout associated with an outcome of said second game, said second
value payout data being determined by a multi-player gaming server.
Description
BACKGROUND
[0001] This patent is directed to a casino gaming apparatus, which
could be either an individual gaming unit or a casino gaming system
having a plurality of gaming units, that is capable of providing a
player viewing capability and control over a game initiated by the
player at a different location.
[0002] Conventional gaming units often allowed a player to wager
on, control and view the game initiated at that particular gaming
unit. Games initiated at another location were not displayed on the
gaming unit or otherwise allowed the player control over the remote
game via the gaming unit. That is, a player could not wager on a
game at a first location and view the progress of that game or make
further wagers on that game at a gaming unit at another location.
For example, a player who wagers on a conventional multi-player
lottery game fills out a card, wagers on chosen numbers and watches
a large, public keno display screen to view the progress of the
keno game, such as what numbers have or have not been randomly
selected. The player must either stay and watch the keno display
screen, or return to the keno display screen periodically to check
the status of the game (e.g., to see if his numbers were chosen).
If the player wants to begin gaming at a gaming unit, which may be
at a different location and out of sight of the keno display
screen, he is unable to view the progress of the keno game or make
a further wager on the keno game without leaving the gaming unit to
return to the keno display screen. Sports gaming (e.g., placing a
wager on the outcome of a horse race, baseball game, etc.) can
result in similar occurrences. Such public display screens were
also not personalized to a particular player's gaming decisions and
whether the player's gaming decisions coincided with the outcome of
the game.
[0003] Some conventional gaming units allowed the player to control
the gaming unit remotely using a remote control device similar to
those used to control televisions. Other conventional gaming units
allowed a player to control gaming from a remote location by using
video cameras to transmit a picture of the game (e.g., a roulette
table, a slot machine, etc.) to the player's location (e.g., a
hotel room). The player could then place wagers by placing a phone
call to someone at the location of the gaming unit who would place
a wager on behalf of the player.
SUMMARY OF THE INVENTION
[0004] In one aspect, the invention is directed to a gaming
apparatus that may include a display unit capable of generating
video images, a first value input device, and a controller
operatively coupled to the display unit and the first value input
device. The first value input device may be located at a first
geographic location. The controller may comprise a processor and a
memory, and may be programmed to allow a person to make a wager,
cause a first video image representing a first game wagered on at
the first value input device to be generated on the display unit,
cause a second video image representing a second game wagered on at
a second value input device to be generated on the display unit,
and to determine an outcome of the first game and a first value
payout associated with the outcome of the game. The second value
input device may be located at a second geographic location
different from the first geographic location. The first game may be
a single-player game and the second game may be a multi-player
game.
[0005] The first video image may represent one of the following
games: video poker, video blackjack, video slots, video keno and
video bingo, in which case the first video image may comprise an
image of at least five playing cards if the first game comprises
video poker; the first video image may comprise an image of a
plurality of simulated slot machine reels if the first game
comprises video slots; the first video image may comprise an image
of a plurality of playing cards if the first game comprises video
blackjack; the first video image may comprise an image of a
plurality of keno numbers if the first game comprises video keno,
and the first video image may comprise an image of a bingo grid if
the first game comprises video bingo.
[0006] The second video image may represent one of the following
games: a multi-player lottery and multi-player sports gaming, in
which case said second video image may comprise an image of a
plurality of lottery numbers if the second game comprises a
multi-player lottery, and said second video image may comprise an
image of a sports score if the second game comprises multi-player
sports gaming. The second video image may also comprise an image of
a gaming decision made by the person in relation to the second
game.
[0007] The controller may further be programmed to allow the person
to make a wager on the first game and/or the second game using the
first value input device. The controller may also be programmed to
receive a second value payout associated with an outcome of the
second game. The second value payout may be determined by a
multi-player gaming server. The controller may be programmed to
cause the first and second video images to be generated
concurrently on the display unit. The controller may be programmed
to receive identification information regarding the person and also
receive gaming information regarding the wager on the second game
using the identification information. The gaming information may
include a gaming decision may by the person.
[0008] A gaming system may comprise a plurality of interconnected
gaming apparatuses that form a first network of gaming apparatuses.
A second network may be operatively coupled to the first network.
The second network may include the second value input device and a
multi-player gaming server operatively coupled to the second value
input device. The gaming server may be programmed to allow one or
more people to make a wager on the second value input device. The
people may include the person. The gaming server may also be
programmed to determine the second value payout and to transfer
gaming information regarding the second game to the controller. The
gaming information may include the second value payout and
information regarding gaming decisions by said player.
[0009] The invention is also directed to a gaming method that may
comprise causing a first video image representing a first game
wagered on at a first geographic location to be generated,
determining a first value payout associated with an outcome of the
first game, and causing a second video image representing a second
game wagered on at a second geographic location different from the
first geographic location to be generated.
[0010] In another aspect, the invention is directed to a memory
that may include a computer program that may be capable of being
used in connection with a gaming apparatus. The memory may comprise
a first memory portion physically configured in accordance with
computer program instructions that may cause the gaming apparatus
to allow a person to make a wager at a first geographic location
with a first value input device; a second memory portion physically
configured in accordance with computer program instructions that
may cause the gaming apparatus to cause a first video image
representing a first game to be generated on a display unit; a
third memory portion physically configured in accordance with
computer program instructions that may cause the gaming apparatus
to determine a first value payout associated with an outcome of the
first game; and a fourth memory portion physically configured in
accordance with computer program instructions that may cause the
gaming apparatus to cause a second video image to be generated on
the display unit the second video image may represent a second game
wagered on at a second geographic location with a second value
input device. The first video image may represent a first game
selected from the group of games wagered on at the first geographic
location, the first group of games including video poker, video
blackjack, video slots, and video bingo, in which case the first
video image may comprise an image of at least five playing cards if
the first game comprises video poker; the first video image may
comprise an image of a plurality of simulated slot machine reels if
the first game comprises video slots; the first video image may
comprise an image of a plurality of playing cards if the first game
comprises video blackjack; and the first video image may comprise
an image of a bingo grid if the first game comprises video
bingo.
[0011] Additional aspects of the invention are defined by the
claims of this patent.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 is a block diagram of an embodiment of a gaming
system;
[0013] FIG. 2 is an illustration of an alternative embodiment of a
gaming system;
[0014] FIG. 3 is a perspective view of an embodiment of one of the
gaming units shown schematically in FIGS. 1 and 2;
[0015] FIG. 3A illustrates an embodiment of a control panel for a
gaming unit;
[0016] FIG. 4 is a block diagram of the electronic components of
the gaming unit of FIG. 3;
[0017] FIG. 5 is a flowchart of an embodiment of a main routine
that may be performed during operation of one or more of the gaming
units;
[0018] FIG. 6 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;
[0019] 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. 9;
[0020] FIG. 8 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video
blackjack routine of FIG. 10;
[0021] FIG. 9 is a flowchart of an embodiment of a video poker
routine that may be performed by one or more of the gaming
units;
[0022] 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;
[0023] FIG. 11 is an illustration of an embodiment of a visual
display that may be displayed during performance of the slots
routine of FIG. 13;
[0024] FIG. 12 is an illustration of an embodiment of a visual
display that may be displayed during performance of the video keno
routine of FIG. 14;
[0025] FIG. 13 is a flowchart of an embodiment of a slots routine
that may be performed by one or more of the gaming units;
[0026] 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;
[0027] 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;
[0028] 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;
[0029] FIG. 17 is a flowchart of an embodiment of a player tracking
routine that may be performed during operation of one or more of
the gaming units;
[0030] FIG. 18 is a flowchart of an embodiment of a registration
routine that may be performed during operation of one or more of
the gaming units;
[0031] FIG. 19 is a flowchart of an embodiment of a remote gaming
routine that may be performed during operation of one or more of
the gaming units;
[0032] FIG. 20 is an illustration of a first embodiment of a visual
display that may be displayed during performance of the remote
gaming routine of FIG. 19; and
[0033] FIG. 21 is an illustration of a second embodiment of a
visual display that may be displayed during performance of the
remote gaming routine of FIG. 19.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
[0034] 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.
[0035] 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.
[0036] 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 25 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, 25 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.
[0037] The first network 12 of gaming units 20 may be provided in a
first casino, and the second network 25 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.
[0038] 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.
[0039] Although each network 12, 25 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.
[0040] FIG. 2 illustrates a second possible embodiment of a casino
gaming system 10a that permits a player to remotely monitor and
wager on a remote multi-player game such as a lottery game or
sports gaming by multiple players on a sporting event. The casino
gaming system 10a may be modeled similar to the casino gaming
system 110 described above with reference to FIG. 1. Although the
following description addresses the use of a network 12a of gaming
units 20, it should be understood that the network 14 of gaming
units 30 may have the same design as or be modified to resemble the
network 12a described below. The network 14 of gaming units 30 may
replace the first network 12a or be operatively coupled to the
first network 12a, as referred to above.
[0041] Referring to FIG. 2, the casino gaming system 10a may
include a first group or network 12a of casino gaming units 20
(only one of which is shown) operatively coupled to a network
computer 22a via a network data link or bus 24a. The casino gaming
system 10a may include a multi-player gaming network 50 that
includes a multi-player gaming controller 52, one or more input
terminals or control panels 54 and a multi-player gaming display 56
operatively coupled to a multi-player gaming server 58 via a
network data link or bus 59. The networks 12a, 50 may be
operatively coupled to each other via a network or bridge 40a,
which may comprise, for example, the Internet, a wide area network
(WAN), or a local area network (LAN) via a first network link 42a
and a second network link 46. The network links 42a, 46 may be
provided as a dedicated hardwired link or a wireless link, and may
further be provided as an Ethernet link, low-speed serial link,
LAN, WAN, etc. Although the network links 42a, 46 are shown as
single network links, each network link 42a, 46 may comprise
multiple data links. The network links 42a, 46 may be configured
for various communications protocol, such as the Extensible Mark-up
Language (XML).
[0042] As with the first and second networks 12, 14 described
above, the network 12a of gaming units 20 may be provided in a
first casino at a first geographic location, and the multi-player
gaming network 50 may be provided in a second casino located in a
separate geographic location. Alternatively, the networks 12a, 50
may be provided in the same casino, though remotely from each other
such as in different geographic locations including different
rooms, different floors, different areas of the same room, etc. The
network 40a may include a plurality of network computers or server
computers (not shown), each of which may be operatively
interconnected. Where the bridge 40a comprises the Internet, data
communication may take place over the communication links 42a, 46
via an Internet communication protocol.
[0043] The network computer 22a may be a server computer or a
plurality of server computers including a player tracking server
26. As with the network computer 22 above, the network computer 22a
may be used to accumulate and analyze data relating to the
operation of the gaming units 20. For example, the network computer
22a 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, etc. Using the
player tracking server 26, the network computer 22a may accumulate,
analyze and store data regarding player information including the
identity and gaming habits of players playing each of the gaming
units 20, wager amounts, number of wagers, player's gaming
decisions (e.g., game number selections), etc. and assign a unique
player identification to identify the player with the player
data.
[0044] A player tracking unit 26a may also be included in each
gaming unit 20 which may read a player's identification when
inputted into the gaming unit 20 and request player information
from the player tracking server 26. The player tracking server 26
may validate the player's identification, associate the player's
identification with any wagers made for a multi-player game and
provide the player data to the player tracking unit 26a. The
player's identification may be associated with a wager on a
multi-player game by associating the player identification with a
unique ticket identification identifying a ticket issued with a
wager on a remote multi-player game. The ticket may include paper
or another printable or encodable material. In addition to the
ticket identification, the ticket may include the casino name, the
name of the multi-player game, the particular multi-player game
being wagered on, a validation number, security data and any other
information that may be necessary or desirable.
[0045] Player tracking units 26b, 26c may be provided as
stand-alone devices, including a kiosk 21 or a handheld device 23.
Each may be provided with a display and a control panel to remotely
monitor and wager on a remote multi-player game. A handheld device
may include any portable electronic device such as a laptop
computer, a personal digital assistant, a cellular phone and the
like. While the following description will primarily discuss a
gaming unit 20 comprising a player tracking unit 26a, it should be
understood that the functions of the player tracking unit 26a may
likewise be applied to the player tracking units 26b, 26c. In many
cases, aspects of the gaming unit 20 described below may be
applicable to the kiosk 21 and handheld device 23, such as each
including a value input device such as a coin slot or acceptor, a
paper currency acceptor, a ticket reader/printer and/or a card
reader, which may be used to input value to the kiosk 21 or
handheld device 23. A value input device may include any device
that can accept value from a customer which may also include
entering an account number and personal identification number for
electronic funds transfer. As used herein, the term "value" may
encompass gaming tokens, coins, paper currency, ticket vouchers,
credit or debit cards, smart cards, electronic funds and any other
object representative of value. However, unlike the gaming unit 20
the kiosk 21 and handheld devices 23 may or may not include
routines for video poker, video blackjack, slots, video keno, video
bingo or other gaming routines that are executed by the controller
100 described below, but rather be dedicated devices for remotely
monitoring and wagering on remote multi-player games.
[0046] The bridge 40a may be used to facilitate communication
between the first network 12a and the multi-player gaming network
50. In particular, the bridge 40a may transmit queries and requests
from the player tracking server 26 to the multi-player gaming
server 58. In turn, the multi-player gaming server 58 may provide
information in response to the request. The information may relate
to wagers a player may have placed at one of the input terminals 54
for a multi-player game, including the number and amount of the
wagers, the player's gaming decisions, and the ticket
identification. The bridge 40a may further be used to act as a
translator or intermediary between the two networks 12a, 50, if the
networks 12a, 50 operate using different communication
protocols.
[0047] The multi-player gaming controller 52 may include a random
number generator for randomly selecting game numbers from a range
of game numbers. The random number generator may be pseudo-random
number generator embodied in a software routine executed by the
multi-player gaming controller 52, or the random number generator
may be a mechanical instrument such as a rotating drum containing a
number of objects, such as balls, each being associated with one of
the game numbers from the range of game numbers. The rotation of
the drum may randomly shuffle the objects therein such that the
selection of any object is random. The multi-player gaming
controller 52 may be part of the multi-player gaming server 58 or
in some instances may not be used at all. For example, with sports
betting, a payout may be based on the sporting event itself and not
on a random number generator, though the multi-player gaming
controller 52 may be used to calculate the odds on a particular
outcome of the sporting event. The odds may be continuously updated
based on updated data (e.g., an athlete's health) and displayed as
a payout table.
[0048] The input terminal 54 may be used by the player as a value
input device to place a wager and may be located remotely from the
gaming units 20, the kiosks 21, the handheld devices 23 or any
other device with a player tracking unit 26a, 26b, 26c, such as in
a different floor, a different room, a different area of a room, a
different casino, etc. The input terminal 54 may include a coin
slot or acceptor, a paper, currency acceptor, a ticket
reader/printer and a card reader similar to those described below
with a gaming unit 20, and which may be used to input value to the
input terminal 54. The wager may be on a multi-player game such as
a sporting event, a lottery game, etc. The player may use the input
terminal 54 to register for a multi-player game using the player
identification, designate the amount of the wager, select a
sporting event and outcome of the sporting event, or select game
numbers from a range of available game numbers for a lottery game.
For example, the lottery game may have game numbers ranging from
1-100. The player may select a plurality of game numbers from the
range of game numbers or predict an outcome of a sporting event
using the input terminal 54 prior to the start of a sporting event
or the drawing of a lottery game. The quantity of selected game
numbers may be dependent on the amount of the wager and the
particular lottery rules being used. In one example, the
multi-player gaming controller 52 may randomly select the game
numbers or sporting event outcome on behalf of the player. The
selected game numbers or selected sporting event outcome may be
printed on a ticket and dispensed by the input terminal 54, along
with a ticket identification assigned by the multi-player gaming
server 58 to identify the wager. In some cases, the player may
place a wager with an attendant who would enter the player's gaming
decisions (e.g., game numbers selections) into the input terminal,
enter the wager and provide the player with a ticket. A card
reader, similar to the card reader 64 described below, may be used
to encode the player's registration, the wager, the player's gaming
decisions and the ticket identification on a player identification
device. The input terminal 54 may include a processor and a memory
to compare the results of the multi-player game (e.g., the randomly
selected numbers or the outcome of the sporting event) to the
gaming decisions by the player and determine a payout.
[0049] The multi-player gaming display 56 may be used to display
multi-player gaming information regarding the sporting event or
lottery game being wagered on. For a sporting event, the
multi-player gaming display 56 may include a video image of the
status of the sporting event (e.g., a score) and the final outcome
of the sporting event. The multi-player gaming display 56 may
further include a real-time or near real-time video of the actual
sporting event. For a lottery game, the multi-player gaming display
56 may include a video image of a plurality of game numbers in a
grid pattern representing the range of game numbers for the lottery
game. The multi-player gaming display 56 may further display the
randomly-selected game numbers' by highlighting the
randomly-selected game numbers from among the range of game numbers
or otherwise distinguish the randomly-selected numbers from the
range of game numbers. For example, the randomly-selected game
numbers 12, 36, 52, 58, 76, and 82 have been highlighted on the
multi-player gaming display 56 to be distinguished from the
remaining game numbers. The multi-player gaming display 56 may be
located near an input terminal 54 and remotely from the gaming
units 20, such as in a different floor, a different room, a
different area of a room, a different casino, etc.
[0050] The multi-player gaming server 58 may be a network server
computer associated with a game played on the multi-player gaming
network 50. For example, the multi-player gaming server 58 may be a
keno or other lottery server, a sports betting server, etc. 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. The
multi-player gaming server 58 may be used in relation to a single
multi-player game, such as a lottery game where multiple players
wager on the same lottery game, or a sporting event where multiple
players wager on the outcome of the same sporting event. The
multi-player gaming server 58 may be used to associate a ticket
identification with a player's wager including a player's gaming
decisions (e.g., selection of game numbers or sporting event
outcome) following the player's wager and registration at an input
terminal 54. The ticket identification may be a form of indicia or
encoding, including an alphanumeric code, a barcode, a magnetic
code, an optical code, a watermark, an electronic code embedded in
a memory chip, etc. The player's gaming decisions may be
represented on a ticket held by the player, and the ticket
identification may be encoded on the ticket, including printing the
ticket identification on the ticket. A player tracking device, such
as a player tracking card, may encode this information on the
player tracking device. The multi-player gaming server 58 may
further be used to track the ticket via the ticket identification,
including verification of the ticket if the player redeems the
ticket to receive a payout. Using the ticket identification, the
multi-player gaming server 58 may identify which tickets include
game numbers that match a sufficient number of the randomly
selected game numbers to merit a payout. However, this may also be
performed by the input terminal 54 or in conjunction with the input
terminal 54 where the input terminal dispenses a payout or credits
the player's account with the payout. The amount of the payout may
be dependent on the number of matches between the game numbers
selected by the player and the randomly-selected game numbers. The
multiplayer gaming server 58 may also associate the ticket
identification, wager information, etc. with the player
identification from the registration process.
[0051] Although the first network 12a is shown to include one
server 22a with one player tracking server 26, one gaming unit 20
with a player tracking unit 26a, one kiosk 21 with a player
tracking unit 26b and one handheld device 26c, it should be
understood that different numbers of servers, player tracking
servers, gaming units, kiosks, handheld devices and player tracking
units may be utilized. For example, the network 12a may include a
plurality of tracking servers 26 and tens or hundreds of gaming
units 20, kiosks and handheld devices, some or all of which may
have a player tracking unit 26a, 26b, 26c, and all of which may be
interconnected via the data link 42a. Likewise, the multi-player
gaming network 50 may include different numbers of multi-player
gaming controllers 52, input terminals 54, display screens 56, and
multi-player gaming servers 58.
[0052] FIG. 3 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.
[0053] Referring to FIG. 3, the casino gaming unit 20 may include a
housing or cabinet 60 and one or more input devices, which may
include a coin slot or acceptor 61, a paper currency acceptor 62, a
ticket reader/printer 63 and a card reader 64, which may be used to
input value to the gaming unit 20. If provided on the gaming unit
20, the ticket reader/printer 63 may be used to read and/or print
or otherwise encode ticket vouchers 65. The ticket vouchers 65 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 65 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 65 could be printed with an optically readable
material such as ink, or data on the ticket vouchers 65 could be
magnetically encoded. The ticket reader/printer 63 may be provided
with the ability to both read and print ticket vouchers 65, or it
may be provided with the ability to only read or only print or
encode ticket vouchers 65. In the latter case, for example, some of
the gaming units 20 may have ticket printers 63 that may be used to
print ticket vouchers 65, which could then be used by a player in
other gaming units 20 that have ticket readers 63.
[0054] If provided, the card reader 64 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 64 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.
[0055] The gaming unit 20 may include one or more audio speakers
66, a coin payout tray 67, an input control panel 68, and a color
video display unit 70 for displaying images relating to the game or
games provided by the gaming unit 20. The audio speakers 66 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 68
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.
[0056] FIG. 3A illustrates one possible embodiment of the control
panel 68, which may be used where the gaming unit 20 is a slot
machine having a plurality of mechanical or "virtual" reels.
Referring to FIG. 3A, the control panel 68 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 68
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
67.
[0057] 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 68 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.
[0058] If the gaming unit 20 provides a slots game having a
plurality of reels, the control panel 68 may be provided with a
plurality of selection buttons 78 each of which allows a player to
specify a wager amount for each pay line 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 pay line 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 pay line were to be wagered), the total wager would be
$3.75 (assuming the minimum bet was $0.25).
[0059] The control panel 68 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 pay line selected, the
maximum wager would be 45 quarters, or $11.25. The control panel 68
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.
[0060] In FIG. 3A, 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 60 of the gaming unit 20 is required, and
the term "control panel" may encompass a plurality or grouping of
player activatable buttons.
[0061] Although one possible control panel 68 is described above,
it should be understood that different buttons could be utilized in
the control panel 68, 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 68 is shown to be separate from the
display unit 70, it should be understood that the control panel 68
could be generated by the display unit 70. In that case, each of
the buttons of the control panel 68 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.
Gaming Unit Electronics
[0062] FIG. 4 is a block diagram of a number of components that may
be incorporated in the gaming unit 20. However, as mentioned above,
many aspects of the gaming unit 20 may be included in the kiosk 21
and handheld devices 23. The following description of the
controller 100 electronics may be equally applicable to the kiosk
21 and handheld device 23, as will be recognized by those or
ordinary skill in the art. Referring to FIG. 4, the gaming unit 20
may include a controller 100 that may comprise the player tracking
unit 26a, 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.
[0063] Although the program memory 102 is shown in FIG. 4 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. 4 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.
[0064] FIG. 4 illustrates that the control panel 68, the coin
acceptor 61, the bill acceptor 62, the card reader 64 and the
ticket reader/printer 63 may be operatively coupled to the I/O
circuit 108, each of those components 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.
The speaker(s) 66 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.
[0065] As shown in FIG. 4, the components 61, 62, 63, 64, 68, 112
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. 4 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.
Overall Operation of Gaming Unit
[0066] 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.
Additionally, the computer program(s) or portions thereof may
control the operation of the multi-player gaming server 58 and an
input terminal 54 from a remote location such as the gaming unit
20, a kiosk 21 or handheld device 23. Such remote control may be
facilitated with the use of a wireless connection, or my an
Internet interface that connects the player tracking unit 26a (or
the player tracking units 26b, 26c) with the multi-player gaming
server 58, the input terminal 54 or the multi-player gaming network
50 generally. 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.
[0067] FIG. 5 is a flowchart of a main operating routine 200 that
may be stored in the memory of the controller 100. Referring to
FIG. 5, 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 66. 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.
[0068] 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 player identification routine may be initiated at block 205
to identify the player, retrieve player information from the player
tracking server 26 and determine if a remote multi-player game
should be displayed and controlled from 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.
[0069] The player identification routine 205 may prompt the player
to enter the player identification by inserting a player tracking
card into the card reader 64, entering the player identification
using the control panel 68 or otherwise reading the player's
identification from the player identification device. The player
identification routine 205 may prompt the player tracking unit 26a
to request player information from the player tracking server 26
including remote multi-player gaming information. Following the
player identification routine 205, 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.
[0070] 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, and a video bingo routine
250. The game routines may be single-player games playable by only
one player at a time, which may be the player positioned at the
gaming unit 20. At block 208, if no game selection is made within a
given period of time, the operation may branch back to block
202.
[0071] After one of the routines 210, 220, 230, 240, 250 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.
[0072] It should be noted that although five gaming routines are
shown in FIG. 5, 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.
[0073] FIG. 6 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. 6, 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 66. 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 player identification routine may be initiated at
block 305.
[0074] The player identification routine 305 may prompt the player
to enter the player identification by inserting a player tracking
card into the card reader 64, entering the player identification
using the control panel 68 or otherwise reading the player's
identification from the player identification device. The player
identification routine 205 may prompt the player tracking unit 26a
to request player information from the player tracking server 26
including remote multi-player gaming information. Following the
player identification routine 305, a game-selection display may be
generated on the display unit 70 at block 306.
[0075] 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, or another game routine.
[0076] 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.
Video Poker
[0077] 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. 5. 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.
[0078] FIG. 9 is a flowchart of the video poker routine 210 shown
schematically in FIG. 5. Referring to FIG. 9, 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.
[0079] 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.
[0080] 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).
[0081] 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
[0082] FIG. 8 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. 5. Referring to FIG. 8, 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.
[0083] 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.
[0084] FIG. 10 is a flowchart of the video blackjack routine 220
shown schematically in FIG. 5. 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.
[0085] 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.
[0086] 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.
[0087] If the dealer does not hit, at block 436 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. 8).
Slots
[0088] 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. 5. 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.
[0089] 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 pay line-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 pay
line selected, a "Spin" button 464, and a "Max Bet" button 466 to
allow a player to make the maximum wager allowable.
[0090] FIG. 13 is a flowchart of the slots routine 230 shown
schematically in FIG. 11. Referring to FIG. 13, 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 pay
line-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 pay line 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 pay
line data and bet-per-pay line data) corresponding to the maximum
allowable bet may be stored in the memory of the controller
100.
[0091] 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.
[0092] 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.
[0093] 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
[0094] FIG. 12 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. 5. Referring to FIG. 12, 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.
[0095] 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.
[0096] FIG. 14 is a flowchart of the video keno routine 240 shown
schematically in FIG. 5. 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.
[0097] 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).
[0098] 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.
[0099] 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.
[0100] 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. 12).
Video Bingo
[0101] 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. 5. 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.
[0102] 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.
[0103] FIG. 16 is a flowchart of the video bingo routine 250 shown
schematically in FIG. 5. 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.
[0104] 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.
[0105] After the player has made a wager, at block 628 the player
may select a bingo card, which may be generated randomly. 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.
[0106] 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).
Player Identification
[0107] FIG. 17 is a flowchart of a player identification routine
205 shown schematically in FIG. 5 and may be used to determine
whether to display the remote multi-player game and allow the
player to control the remote multi-player game from the gaming unit
20. The following description of the player identification routine
205 may likewise be applied to the player identification routine
305 of FIG. 6. The player identification routine 205 may be stored
in a memory of the controller 100 and executed by the player
tracking unit 26a. Referring to FIG. 17, the player identification
routine 205 may begin operation at block 702 during which a
player's identification may be validated. The player identification
routine 205 may cause the player tracking unit 26a to issue a
request to the player tracking server 26 to compare the player's
identification to a list of player identifications stored by the
player tracking server 26. The player tracking server 26 may
transmit a result to the player tracking unit 26a as to whether the
player identification matches one of those stored by the player
tracking server 26. The player's identification may be encoded on a
player identification device which may be in the form of a player
tracking card such as a magnetic or optical card including credit
cards or a card issued by a casino through a gaming unit 20, an
input terminal, an attendant, etc. The player identification device
may also be a radio-wave device such as a memory device coupled
with a transceiver worn or carried by the player, or other wireless
devices including cellular phones, personal digital assistants,
etc. The player's identification may be the player identification
as assigned by the player tracking server 26 which may be a unique
alphanumeric code, a binary code, etc. The player identification
may also be the player's name, credit card number, social security
number, etc. The player identification may be read by the gaming
unit 20 using an identification reader such as radio transceiver,
optical transceiver, card reader 64, control panel 68, or any other
device capable of reading player identification information encoded
on the player identification device. The player may also enter the
player identification using the control panel 68. If the player
identification does not match one of those stored by the player
tracking server 26, control may loop back to recheck the player
identification or the player identification device may be rejected
by the gaming unit 20: If the player identification is valid,
control may pass to block 704.
[0108] Once the player identification is validated at block 702,
the player identification routine 205 may determine if the player
has registered at an input terminal 54 as a player of a remote
multi-player game such as a sporting event or lottery game at block
704. The identification routine 205 may determine if the player is
registered by determining whether the player has made a wager on a
sporting event or lottery game using the input terminal 54. The
player tracking unit 26a may submit a request with the player
identification, as read at block 702, to the player tracking server
26 to retrieve registration information. The player tracking server
26 may in turn submit a request to the multi-player gaming server
58 via the bridge 40a to see if the player has registered for a
remote multi-player game at one of the input terminals 54. The
player may also be prompted to input a ticket into the ticket
reader 64 which may read the ticket identification. The player
tracking unit 26a, player tracking server 26, and multi-player
gaming server 58 may use the ticket identification to search for
matching registration profiles. If the player identification is
associated with a registration profile as kept by the multi-player
gaming server 58, control may pass to block 706 to display the
remote multi-player game and display options for the player.
[0109] If the player is not registered as determined at block 704,
control may pass to a registration routine at block 708 to register
the player for a remote multi-player game. Following the
registration routine 708, the player identification routine 205 may
again determine whether the player is registered as a player of a
remote multi-player game at block 710. If the player is not
registered, control may pass to block 712 for the player tracking
card to be removed or for the gaming unit 20 to prompt the player
with a visual message to remove the player tracking card, log off
the gaming unit 20 or otherwise disengage from the gaming unit 20.
The player identification routine 205 may continue to loop until
the card or player identification is removed. Once the card is
removed, as determined at block 712, control may pass back to block
702 to validate another player identification. Alternatively, the
player may be allowed to continue playing a game on the gaming unit
20 such as the video poker routine 210, the video blackjack routine
220, the slots routine 230, the video keno routine 240 and the
video bingo routine 250.
[0110] If the player identification routine 205 determines that the
player registered for a remote multi-player game either at block
704 or block 710, control may pass to a remote gaming routine at
block 706 for display of the remote multi-player game, and options
for controlling regarding the remote multi-player game. Following
the remote gaming routine 706, control may pass to block 712 for
the card to be removed or the player may be allowed to continue
with one of the gaming routines 210, 220, 230, 240, 250.
Registration
[0111] FIG. 18 is a flowchart of the registration routine 708 shown
schematically in FIG. 17. The registration routine 708 may be
performed by the player tracking unit 26a as part of the player
identification routine 205 or by an input terminal 54 when placing
a wager on a remote multi-player game at an input terminal 54.
Beginning at block 802, the player may be prompted with a visual
message to register or decline to register for a remote
multi-player game. During the prompt at block 802, if the player
makes any input to the gaming unit 20 or input terminal 54 as
determined at block 804, the visual message may be terminated. If
the player input at block 804 is to decline to register for the
remote multi-player game, control may pass to block 806 where a
determination is made that the player declined to register. The
registration routine 708 may then exit at block 808 and return to
the player identification routine 205. If the registration is
taking place at the input terminal 54, the player may be allowed to
continue placing a wager on the remote multi-player game without
registering though the player may not be permitted to view a
display of or control the remote multi-player game from the gaming
unit 20.
[0112] If the player input at block 804 is to register for the
remote multi-player game, control may pass to block 810 for the
player to register for the remote multi-player game. The player may
enter information including the player identification and the
ticket identification. The player tracking unit 26a may also read
the player identification from the player identification device.
Using the player identification, the player tracking unit 26a may
retrieve player information from the player tracking server 26 at
block 812. The player tracking server 26 may supply all or part of
the player information stored by the player tracking server 26.
Among the player information supplied by the player tracking server
26 may be information regarding the remote multi-player games that
the player has wagered on. Using the player identification and/or
the ticket identification, the player tracking server 26 may submit
a request to the multi-player gaming server 58 via the bridge 40a
for information regarding wagers made by the player, including the
player selections, the amount of the wager, etc. This information
may be transmitted back to the player tracking unit 26a via the
player tracking server 26. Once the player information has been
received by the player tracking unit 26a, the registration routine
708 may exit and pass control to the remote gaming routine 706.
Remote Game Play
[0113] FIG. 19 is a flowchart of the remote gaming routine 706
shown schematically in FIG. 17. The remote gaming routine 706 may
be performed by the player tracking unit 26a as part of the player
identification routine 205. Beginning at block 902, a two-way
information link may be established between the gaming unit 20 and
the multi-player gaming server 58 for updating information
concerning multi-player games wagered on by the player. The link
may initially be established by having the player tracking unit 26a
request player information from the player tracking server 26,
which may include having the player tracking server 26 retrieve
multi-player gaming information from the multi-player gaming server
58 via the bridge 40a. The multi-player gaming information may
include wagers made by the player for a multi-player game, the
amount of the wagers, the player's selections, etc. The information
link may also supply updated information concerning the
multi-player game. For example, with a sporting event, the status
of the sporting event (e.g., a score) may be supplied and updated
as the sporting event progresses. For a lottery game, the
multi-player gaming information may include the randomly-selected
game numbers selected by the multi-player gaming controller 52,
including the randomly-selected game numbers as they are
selected.
[0114] Once the multi-player gaming information has been retrieved
and a link established to update the multi-player gaming
information, control may pass to block 904 and a menu display may
be generated on the display unit 70 to allow the player to select
one of the remote multi-player gaming options being displayed. The
menu display may include, for example, an option to play favorite
gaming selections 908 (e.g., a player's favorite game numbers for a
lottery), an option to download the player's credits from previous
payouts 910, an option to place a new wager on a remote
multi-player game or initiate a new remote multi-player game 912,
view multi-player gaming information of an existing remote
multi-player game in progress 914, or an option to exit the menu
display 916. A selection of one of the menu options may be made by
a player input at block 904 and detected at block 906 in various
ways, including pressing any button on the gaming unit 20.
Following the execution of any of the menu options at blocks 908,
910, 912, 914, control may pass back to block 904 to display the
menu options again.
[0115] A player selection of the option to play favorite gaming
selections at block 906 may pass control to block 908. For example,
the player's favorite gaming numbers, as stored by the player
tracking server 26 and downloaded by the player tracking unit 26a,
for a remote lottery game may be transmitted to the multi-player
gaming network 50. The player may be permitted to specify the
amount of the new wager. A new wager may thereby automatically be
placed on the lottery game using the player's favorite game
numbers. The multi-player gaming server 58 may store the favorite
game numbers, the amount of the wager and assign a ticket
identification to the wager. A ticket may be printed by the ticket
reader/printer 63 with the player's favorite game numbers, wager
amount and the ticket identification. For a sporting event, a new
wager may automatically be placed on the sporting event using a
player's favorite team, player, etc.
[0116] A player selection of the option to download the player's
credits at block 906 may pass control to block 910. The player's
credits may be downloaded from the multi-player gaming server 58
and/or the player tracking server 26. The player credits may relate
to an account established by the player prior to placing any wagers
or as a result of receiving any payouts from previous wagers on the
remote multi-player game. Prior to downloading the player credits,
the player may be prompted with a visual display at block 918 to
enter further player identification information, such as a
predetermined personal identification number (PIN) established when
the player registered for the remote multi-player game. If the
player identification information is determined to be valid at
block 918, control may pass to block 920 where the player's credits
may be transferred from the multi-player gaming server 58 to the
gaming unit 20. The downloaded player credits may be combined with
existing player credits from previous payouts for games played
locally on the gaming unit 20 such as from the video poker routine
210, the video blackjack routine 220, the slots routine 230, the
video keno routine 240 and the video bingo routine 250. The
combined credits may be used to place further wagers on a remote
multi-player game and on locally played games. Alternatively, the
downloaded player credits may be maintained separately from
existing credits and used only to place wagers on remote
multi-player games. If the player identification information is
determined to not be valid at block 918, control may pass back to
block 904 to generate the menu display. The player credits from
remote multi-player games in progress may be automatically
downloaded as payouts from the remote multi-player games occur.
[0117] A player selection of the option to initiate a new wager or
new game at block 906 may pass control to block 912. The player may
be presented with a visual display of the remote multi-player games
available, including various multi-player lottery games, sporting
events, payout tables, and any other information that may normally
be provided to the player at an input terminal 54, on the
multi-player gaming display 56, etc. prior to placing a wager.
Alternatively, the player may be presented with the option of
placing a new wager for a multi-player game that the player has
previously registered for. The player may be allowed to make player
selections such as an outcome of a sporting event, game numbers for
a lottery, etc., and the amount of the wager. The player's gaming
selections and the wager amount may be transmitted to the
multi-player gaming server 58, where the wager is stored and
associated with the player registration information. The
multi-player gaming server 58 may assign a ticket identification
which may be transmitted back to the gaming unit 20. The player
tracking server 26 may likewise store this information as part of
the player information. The gaming unit 20 may issue a ticket using
the ticket reader/printer 63 with the player's selections, wager
amount and the ticket identification.
[0118] A player selection of the option to view information
regarding existing remote multi-player games in progress at block
906 may pass control to block 912. The information may be
downloaded from the multi-player gaming server 58 in conjunction
with the multi-player gaming controller 52. A visual display may be
generated on the display unit 70 of remote multi-player games in
progress that the player has previously wagered on such as a
sporting event or lottery game. The visual display may include the
same information provided on the multi-player gaming display 56
regarding the existing remote multi-player game. This may include a
range of a video image of the status of a sporting event (e.g., a
score) and the final outcome of the sporting event, real-time or
near real-time video of the actual sporting event. For a lottery
game, visual display may include a video image of a plurality of
game numbers in a grid pattern representing the range of game
numbers for the lottery game, the randomly-selected game numbers,
etc., including updates of the randomly-selected game numbers are
they are selected. In addition, the visual display generated at
block 914 may include a representation of the player's selections
for the remote multi-player game.
[0119] A player selection of the option to exit the display menu at
block 906 may pass control to block 916. The remote gaming routine
706 may then terminate and the information link with the
multi-player gaming server 58 may likewise be terminated. Control
may be returned to the player identification routine 205.
[0120] FIGS. 20 and 21 are exemplary displays 1000, 1100 that may
be shown on the display unit 70 during performance of the remote
gaming routine 706 shown schematically in FIG. 19. The displays
1000, 1100 may be generated on the display unit 70 in response to
player selection of the option to view information
regarding-existing remote multi-player games in progress at block
912. Referring to FIG. 20, the display 1000 may include a video
image 1002 of the remote multi-player game in progress. In the
present example, the video image 1002 may be a video image of a
remote multi-player lottery game in progress. As mentioned above,
the video image 1002 of the remote multi-player lottery game may
include the same information provided on the multi-player gaming
display 56 regarding the existing remote multi-player game, such as
the plurality of game numbers in a grid pattern and the
randomly-selected game numbers. The randomly-selected game numbers
may be highlighted to distinguish them from non-selected game
numbers. For example, the randomly-selected game numbers 12, 36,
52, 58, 76, and 82 have been highlighted to be distinguished from
the remaining game numbers. The video display 1002 may be updated
as new randomly-selected game numbers are selected. Unlike the
multi-player gaming display 56, the video image 1002 may include
the player's gaming selections for the remote multi-player game.
For example, the player selected game numbers 12, 24, 43, 52, 76,
and 82 for a remote multi-player lottery game are highlighted or
otherwise distinguished from both the randomly-selected game
numbers and the remaining game numbers. If one or more of the
player selected game numbers and the randomly-selected game numbers
are the same, they may be highlighted separately to distinguish
them from all remaining numbers. In the present example, the game
numbers 12, 52, 76 and 82 have been highlighted to distinguish them
from the remaining player selected game numbers, the remaining
randomly-selected game numbers and the remaining game numbers. In
the case of a sporting event, the team, player, etc. involved in
the sporting event that the player wagered on may be highlighted
from the remaining teams, players, etc. The specific team, player,
etc. that the player wagered on may be highlighted to be
distinguished from the remaining teams, players, etc. even further.
In the case of wagering on a specific score, spread, etc., the
score of the sporting event may be highlighted in a particular
color or otherwise distinguished to indicate that the player's
prediction of the score, spread, etc. as it stands will result in a
payout. For example, if the player has wagered that a football game
will have a spread of 6 points, if the current score is within 6
points, the video image of the score may be highlighted in a
particular manner to indicate the same.
[0121] To allow the player to control the play of the remote
multi-player game, a plurality of player-selectable buttons may be
displayed. The buttons may include some or all of the options
presented with the display menu at block 904. The buttons may
include a "Play Favorites" button 1004, a "Download Credits" button
1006, a "New Wager/New Game" button 1008, a "View New Game" button
1010, a "Select Ticket" button 1012, and an "Exit" button 1014.
Additional buttons may include a "Cash Out" button 1016, a "See
Pays" button 1018, a "Bet One" button 1020, a "Bet Max Credits"
button 1022, and a "Select Number" button 1024. The display 1000
may also include an area 1026 in which the number of remaining
credits or value is displayed. The number of remaining credits or
value may relate to the credits or value for the remote
multi-player game being viewed or all credits/value held by the
player for all wagers, games, etc. A further button or buttons 1028
may be provided to allow the player to control the size of the
video display 1000, which may include minimizing the size of the
video display 1000, closing the video display 1000 and resizing the
video display 1000. If the display unit 70 is provided with a
touch-sensitive screen, the buttons 1004, 1006, 1008, 1010, 1012,
1014, 1016, 1018, 1020, 1022, 1024, 1028 may form part of the video
display 1000. 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.
[0122] Referring to FIG. 21, the display 1100 may include a video
display 1102 of the remote multi-player game in progress. In the
present example, the video display 1102 includes an area 1104 in
which the status of a sporting event is shown. The area 1104 may
include a highlight of the team that currently has the lead in the
sporting event (e.g., Team A) and a second highlight of the team
wagered on by the player (e.g., Team B). The area 1104 may be used
to display any status information regarding the sporting event
(e.g., the current leader in a race, a score, time left, an inning,
etc.). The video display 1102 may include a second area 1106 which
displays a real time or near real time video image of the sporting
event in progress. The video display 1102 may be displayed as a
full size image using one of the buttons 1028a, though in the
present example, the video display 1102 has been resized using a
button 1028 similar to that shown in FIG. 20 such that the video
display 1102 may be displayed in conjunction with a display 450
being shown during performance of the slots routine 230. Likewise,
the video display 1000 may be resized to be displayed in
conjunction with a game controlled by the gaming unit 20, and the
video display 1102 may be resized to be the only video display
being shown using buttons 1028a. If the video display 1102 is
resized to be the only video display on the display unit 70, as
with the video display 1000, the video display 1102 may include the
buttons 1004, 1006, 1008, 1010, 1012, 1014, 1016, 1018, 1020, 1022,
1028 and the area 1026 as shown in FIG. 20. Either video display
1000, 1102 may be displayed concurrently with a display of any
other game routines controlled by the gaming unit 20, including the
displays 350, 400, 520, 600 of the video poker routine 210, the
video blackjack routine 220, the video keno routine 240 and the
video bingo routine 250 respectively. The display 450 may include
all of the same buttons, areas and video images as discussed above
to allow the player control over the game routine being wagered on
locally at the gaming unit 20.
* * * * *