U.S. patent application number 11/052590 was filed with the patent office on 2006-08-10 for gaming machine with button panel features.
This patent application is currently assigned to WMS Gaming, Inc.. Invention is credited to Charles R. Bleich, James M. Rasmussen, Alfred Thomas.
Application Number | 20060178205 11/052590 |
Document ID | / |
Family ID | 36780623 |
Filed Date | 2006-08-10 |
United States Patent
Application |
20060178205 |
Kind Code |
A1 |
Bleich; Charles R. ; et
al. |
August 10, 2006 |
Gaming machine with button panel features
Abstract
A gaming machine for conducting a wagering game includes a
player-actuated button containing a representation of a variable
dice outcome affecting events in the wagering game.
Inventors: |
Bleich; Charles R.; (Cary,
IL) ; Rasmussen; James M.; (Chicago, IL) ;
Thomas; Alfred; (Las Vegas, NV) |
Correspondence
Address: |
WMS Gaming, Inc.
3401 N. California Ave
Chicago
IL
60618
US
|
Assignee: |
WMS Gaming, Inc.
|
Family ID: |
36780623 |
Appl. No.: |
11/052590 |
Filed: |
February 7, 2005 |
Current U.S.
Class: |
463/22 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/022 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine for conducting a wagering game, comprising: a
player-actuated button containing a representation of at least one
variable die outcome, the die outcome affecting an event in the
wagering game.
2. The machine of claim 1, wherein the representation of the
variable die outcome includes an element resembling a die and
lighting devices representing spots on the die.
3. The machine of claim 2, wherein the element is a translucent
surface or body to be illuminated.
4. The machine of claim 1, further including a controller, the die
outcome being communicated between the controller and the
button.
5. The machine of claim 1, further including a display for
replicating the die outcome.
6. The machine of claim 1, wherein the representation of the
variable die outcome includes a physical die.
7. The machine of claim 6, wherein a surface opposite a viewed
surface of the die presents data for identifying the die outcome to
a controller.
8. The machine of claim 7, wherein the data is transmitted to the
machine by methods selected from the group consisting of magnets,
infrared, and a coded image.
9. The machine of claim 1, wherein the representation of the
variable die outcome includes a video display.
10. The machine of claim 1, further including a board game having a
game piece, wherein the die outcome initiates and controls movement
of the game piece along the board game.
11. The machine of claim 1, wherein the die outcome is used in a
bonus game or other dice-related game.
12. The machine of claim 1, wherein the button is located on a
button panel.
13. The button of claim 1, wherein the button is located on a
surface other than the button panel.
14. A player-actuated button for use with a gaming machine that
conducts a wagering game, the button comprising a representation of
a variable die outcome, the die outcome affecting an event of the
wagering game.
15. The button of claim 14, the representation of a variable die
outcome includes a structure resembling a die and lighting devices
representing spots.
16. The button of claim 15, wherein the structure is a translucent
surface or body that can be illuminated.
17. The button of claim 14, wherein the die outcome is transmitted
to a controller of the gaming machine.
18. The button of claim 14, wherein the die outcome is replicated
on a machine display.
19. The button of claim 14, wherein the representation of the
variable dice outcome includes a physical die.
20. The button of claim 19, wherein a surface opposite a viewed
surface of the physical die contains data for identifying the die
outcome to the machine.
21. The button 20, wherein the data is transmitted to the machine
by methods selected from a group consisting of magnets, infrared,
or coded image.
22. The button of claim 14, wherein the representation of the
variable die outcome includes a video display.
23. The button of claim 14, wherein the die outcome initiates and
controls the movement of a game piece on a board game.
24. The button of claim 14, wherein the dice outcome is used in a
bonus game or other die-related game.
25. The button of claim 14, wherein the button is located on a
button panel.
26. The button of claim 14, wherein the button is located on a
surface other than the button panel.
27. A method of conducting a wagering game on a gaming machine, the
method comprising: representing a variable die outcome on a
player-actuated button; and affecting an event in the wagering game
based on the die outcome.
28. The method of claim 27, wherein the representing step occurs in
response to a player actuating the button.
29. The method of claim 27, wherein the representing step uses a
physical die.
30. The method of claim 27, wherein the representing step uses a
fixed element representing a die.
31. The method of claim 27, further including communicating the
variable die outcome between the button and the machine's
controller.
32. The method of claim 27, further including reading the variable
die outcome using a charge-coupled device (CCD), contact points,
internal chips, magnetic strips, laser scan, infrared, or proximity
device.
33. The method of claim 32, further including communicating the
variable die outcome to the machine's controller to cause the
event.
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to gaming machines
and, more specifically, to a gaming machine with button panel
features.
BACKGROUND OF THE INVENTION
[0002] Gaming machines, such as slot machines, video poker machines
and the like, have been a cornerstone of the gaming industry for
several years. Generally, the popularity of such machines with
players is dependent on the likelihood (or perceived likelihood) of
winning money at the machine and the intrinsic entertainment value
of the machine relative to other available gaming options. Players
also appreciate the reliability of a gaming machine, as do the
casino operators. Shrewd operators consequently strive to employ
the most entertaining, exciting, and reliable machines available
because such machines attract frequent play and hence increase
profitability to the operator.
[0003] Players of gaming machines have been presented with a
variety of interface methods for entering commands into the gaming
machine. Typical interface components are buttons, touch screen
panels, and the traditional lever. Modern gaming machines are
moving away from the lever and focusing more on touch screen and
button technologies. The convenience of these offerings helps speed
up the play of the games and causes much less exertion to the
player.
[0004] Buttons on gaming machines have evolved over the years, most
notably changing in shape and lighting. While many varieties,
lighting types, and purposes exist today, the focus of the buttons
has always been primarily to initiate commands. While the advent of
the button panel has increased the rate of play and made it easier
for the player to conduct the game, the buttons themselves have
only provided input to the gaming machine from the player and have
had very little to do with information feedback.
[0005] To increase the entertainment value of a game and create
additional development and theme possibilities, variations on the
button panel and to the buttons themselves would offer the gaming
machine manufacturer additional latitude to help support unique
themes and provide a variety of feedback to the player via unique
interactive features.
SUMMARY OF THE INVENTION
[0006] The present invention provides a player-actuated button on a
gaming machine for conducting a wagering game. The button includes
a representation of a variable dice outcome affecting events in the
wagering game. Other button features are also disclosed herein.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] The foregoing and other advantages of the invention will
become apparent upon reading the following detailed description and
upon reference to the drawings in which:
[0008] FIG. 1 is an isometric view of a gaming machine embodying
the present invention;
[0009] FIG. 2 is a block diagram of a control system suitable for
operating the gaming machine;
[0010] FIG. 3a is a top view of a dice button according to one
embodiment;
[0011] FIG. 3b is a side view of the dice button in FIG. 3a;
[0012] FIG. 4a is a top view of a dice button according to an
alternative embodiment;
[0013] FIG. 4b is a side view of the dice button in FIG. 4a;
[0014] FIGS. 5a and 5b are top views of a button panel with
multicolored buttons illuminated in first and second colors,
respectively;
[0015] FIG. 6a is a top view of a button panel with dials used to
select and enter wagering information into the gaming machine;
[0016] FIG. 6b is a side view of the button panel in FIG. 6a;
[0017] FIG. 7 is an exploded isometric view of a button assembly
including a button capable of functioning on or through an LCD and
backlighting panel according to one embodiment;
[0018] FIGS. 8a and 8b are unexploded side views of the button
assembly in FIG. 7 with the button in the open and closed
positions, respectively;
[0019] FIG. 9 is an exploded isometric view of a button assembly
including a button capable of functioning on or through an LCD and
backlighting panel according to another embodiment;
[0020] FIGS. 10a and 10b are unexploded side views of the button
assembly in FIG. 9 with the button in the open and closed
positions, respectively;
[0021] FIG. 11 is a top view of a button panel with display meters
and a contemporary knob used to select and enter wagering
information into the gaming machine; and
[0022] FIG. 12 is a top view of a button panel with phone-style
buttons used to select and enter wagering information into the
gaming machine.
[0023] While the invention is susceptible to various modifications
and alternative forms, specific embodiments have been shown by way
of example in the drawings and will be described in detail herein.
However, it should be understood that the invention is not intended
to be limited to the particular forms disclosed. Rather, the
invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DESCRIPTION OF SPECIFIC EMBODIMENTS
[0024] FIG. 1 depicts a gaming machine 10 operable to conduct a
slot-based wagering game. In operation, the gaming machine receives
a wager from a player to purchase a "play" of the game. In a "play"
of the game, the gaming machine generates at least one random event
and provides an award to the player for a winning outcome of the
random event. The random event may be internally or remotely
determined using a random number generator or pooling schema. To
portray the random event and outcome to the player, the gaming
machine includes a primary display 12. If the wagering game is a
reel slot game, for example, the primary display 12 includes a
plurality of symbol-bearing reels that are rotated and stopped to
place symbols on the reels in visual association with the pay line.
The game could also include games such as poker, keno, blackjack,
roulette or any other electronic wagering game.
[0025] The primary display 12 may be implemented with a CRT, LCD,
plasma, mechanical reels (in the case of a reel slot game), or
other type of display known in the art. The primary display 12,
especially if implemented in video, may be overlaid with a touch
screen to facilitate interaction with the player. In the
illustrated embodiment, the gaming machine 10 is an "upright"
version in which the primary display 12 is oriented vertically
relative to the player. Alternatively, the gaming machine may be a
"slant-top" version in which the primary display 12 is slanted at
about a thirty-degree angle toward the player of the gaming machine
10.
[0026] FIG. 2 is a block diagram of a control system suitable for
operating the gaming machine. Money/credit detector 22 signals a
central processing unit (CPU) 20 when a player has inserted money
or played a number of credits. Using a button panel 16 and/or a
touch screen 18 (also see FIG. 1), the player may select any
variables associated with the wagering game and place his/her wager
to purchase a play of the game. In a play of the game, the CPU 20
generates at least one random event using a random number generator
(RNG) and provides an award to the player for a winning outcome of
the random event. Alternatively, the random event may be generated
by a remote computer using an RNG or pooling schema and then
transmitted to the gaming machine. The CPU 20 operates the display
12 to represent the random event(s) and outcome(s) in a visual form
that can be understood by the player. In addition to the CPU 20,
the control system may include one or more additional slave control
units for operating the display 12 and any secondary displays.
[0027] System memory 24 stores control software, operational
instructions and data associated with the gaming machine. In one
embodiment, the system memory 24 comprises a separate read-only
memory (ROM) and battery-backed random-access memory (RAM).
However, it will be appreciated that the system memory 24 may be
implemented on any of several alternative types of memory
structures or may be implemented on a single memory structure. In
fact, the system memory 24 may be located locally or remotely over
a network. A payoff mechanism 26 is operable in response to
instructions from the CPU 20 to award a payoff to the player. The
payoff may, for example, be in the form of a number of credits. The
number of credits is determined by one or more math tables stored
in the system memory 24.
[0028] FIG. 3a is a top view of a dice button 30 containing square
objects with multiple light points representing dice. "Dice" 34 are
in a fixed position and may be encased or suspended in a clear
acrylic or other clear material 32. The dice 34 may also be
embedded or connected to a base 38 (see FIG. 3b) and covered by a
clear cap comprised of acrylic or other clear material. In this
example, the dice 34 are embedded in the base 38 with a surface 35
around the dice 34 being opaque. The dice 34 are transparent and
may be of a variety of colors depending on the theme and other
requirements of the game. Light emitting diodes (LEDs) 33 are
positioned around the outer edge of the button under the surface
35. The LEDs 33 illuminate the area beneath the surface 35 and
light passes through the translucent dice 34 as initiated by the
game. This provides a "glow" to the dice when the LEDs 33 are lit.
LEDs 36 are positioned to represent the spots on a regular
six-sided die and can produce all of the possible outcomes of a
typical dice combination and, depending on the requirements of the
game, non-standard combinations. Upon pressing the dice button 30,
a random combination of recognizable numeric values are displayed
on the dice 34. The dice button 30 can be used to realize a value
for an award, or may be used to initiate movement, such as on a
gaming board on a display. In this example, the dice 34 are
representing a "roll" of eight. When the dice button 30 is pressed,
it activates a switch or actuator that initiates a random number
generator on the gaming machine's controller that randomly
determines a number between one and twelve (or other values
depending on the type of dice and the possible numeric values). The
result is transmitted back to the dice button 30 and is displayed
by illuminating the appropriate LEDs 36 on the dice 34. While this
example shows a typical dice pair, it should be recognized by those
with ordinary skill in the art that any numeric value displayed on
any type of dice that can support a numeric value is also viable.
FIG. 3b is a side view of the dice button 30. The base 38 is
connected to the button panel 16. In this example, dice 34 are
embedded in the base 38 with a clear cap or cover 32.
[0029] FIG. 4a is a top view of a dice button 40 in accordance with
an alternative embodiment. This example uses physical dice 44 to
generate an outcome. A clear acrylic or other clear material is
used as a cover 42 allowing an unobstructed view of the dice 44
within the button 40. FIG. 4b is a side view of the dice button 40
with physical dice 44. A charge-coupled device (CCD) 46 receives
images of the dice 44 through a lens member 48. The images are of
the bottom of the dice 44. The images are sent to the gaming
machine's controller for instant analysis and determination of the
outcome. The controller converts the number realized by the images
into the number displayed on the top of the dice 44. Further
information regarding the determination of a dice roll outcome
using a CCD is disclosed in U.S. Pat. No. 6,609,710 to Order,
incorporated herein by reference in its entirety. The "rolling" of
the dice when the dice button 40 is pressed is accomplished using a
vibration device, magnetic field generator, or spring-loaded plate,
but is not limited to these methods. Other methods of "reading" the
dice outcome include contact points, internal chips, magnetic
strips, laser scan, infrared, or proximity device.
[0030] Another aspect of the present invention includes the use of
colored lights to identify particular game play modes or
valuations. FIG. 5a is a top view of a button panel 16 for use with
an electromechanical or video reel slot gaming machine. In this
example, each button 52 includes a multicolor light emitting diode
(LED) 54 used to backlight each button. Alternatively, the
backlighting can be performed by a cluster of LEDs of different
colors. The color in this example is blue. FIG. 5b shows the button
panel 16 and a change in the color of the LED (or LED cluster) 54
as the game state changes. In this example, a red color is
displayed. Game state examples include, but are not limited to base
game, bonus game, free spin round, winning outcome, losing outcome,
multiplier state, reels in motion, and others. Any of these game
states can be identified with a specific color emanating from the
LEDs 54. Another identifying feature for game state on the buttons
52 can be flashing LEDs or a specific sequence of flashing during a
particular game state. Combinations of flashing and color can be
used to signify a particular game state. For example, flashing a
green color on the buttons 52 in sequence could represent a winning
outcome. Random flashing of random colors on all buttons 52 would
represent the state the game is in during the spinning of the
reels. Flashing a red color simultaneously on all buttons 52 would
represent a losing outcome.
[0031] Another aspect of identifying certain modes of a gaming
machine is the use of multicolored LEDs to represent denominations
or value. As reinforcement to the color on a tower light that
denotes the denomination of a gaming machine, buttons 52 on the
same gaming machine could also be lit in the same color as the
color on the tower light. For example, if the color for a 25-cent
gaming machine is yellow, the button LEDs 54 can be programmed to
have a permanent or initial backlighting color of yellow. Should
the casino use the tower light colors for other purposes than
denomination, the buttons 52 could be configured to represent any
color scheme deemed necessary. In multi-denomination gaming
machines, the backlighting color can change when the player selects
the denomination.
[0032] The color of the buttons 52 can also be used to represent a
bet amount during free spins, signify the number of free spins,
identify the number of active pay lines, identify multipliers,
identify a particular player selection, and as a method of
identifying additional bet amounts (such as a bonus amount extended
by the game) added to the player's initial bet. Buttons 52 that can
be lit with a variety of colors can represent value schemes. For
example, a color scheme of gold, silver, and bronze can be used to
denote the value of a free spin round. The player would recognize
the potential of the outcome of a free spin round based on the
color being presented on the machine, including the buttons 52. The
color of the buttons 52 could be coordinated with reel symbol
colors to represent a major prize or the potential of receiving a
prize. FIGS. 5a and 5b also show LEDs 56 surrounding each button
52. The LEDs 56 can be used for additional lighting effects, can
provide single or multicolored lighting, and can match the colors
and effects of the LEDs 54 backlighting the buttons 52.
[0033] FIG. 6a is a top view of a button panel 16 using dials to
input information into the gaming machine. While the style
presented may be a result of design requirements due to a certain
theme, the mechanisms in this example show specific input
information required by a reel slot machine to perform the expected
action of applying a player-selected wager to a player-selected
number of pay lines, initiating the movement of the reels in
response to the player's physical input, and thus presenting the
results of all inputs. Lines to Bet dial 60 displays the number of
lines of the available pay lines on the reel display that a player
can enable. In this example, the player may enable a maximum of 15
pay lines or any number less than 15 pay lines. It should be
apparent to those of ordinary skill in the art that any number or
set of numbers supported by the pay lines on the reel display may
be presented on the Lines to Bet dial 60 and is only dependent on
the final configuration of the game. A Bet per Line dial 62 has the
same characteristics as the Lines to Bet dial 60 but controls a
different aspect of the game. The Bet per Line dial 62 controls the
number of credits or coins the player wants to wager for each pay
line selected using the Lines to Bet dial 60. In this example, the
player has selected 10 pay lines using the Lines to Bet dial 60 and
is wagering eight (8) credits or coins for each pay line using the
Bet per Line dial 62. A total of eighty credits or coins are
therefore being wagered. A spin button 64 is used to initiate the
spinning of the reels.
[0034] FIG. 6b is a side view of button panel 16 with the Lines to
Bet dial 60, the Bet per Line dial 62, and the spin button 64, all
showing examples of internal components used to communicate the
player selections to the gaming machine. Lines to Bet dial 60 uses
the combination of a dial knob 68 and a potentiometer or
incremented switch 70 to electromechanically signal the gaming
machine's controller of the number of pay lines the players wants
to play. Similarly, the Bet per Line dial 62 also uses the
combination of a dial knob 68 and a potentiometer/incremented
switch 70 to signal the controller of the player's intended bet
amount per pay line. Spin button 64, in this example, is a typical
push-button switch comprised of a faceplate 66 and a momentary
contact switch assembly 72. Other button types may be used in this
example and include, but are not limited to, capacitive, resistive,
magnetic switch, electromechanical switch, membrane switch, and
elastomeric, a technology used on devices such as television remote
controls.
[0035] FIG. 7 is an exploded isometric view of a button 78 capable
of functioning on or through an LCD 76 and backlighting panel 80.
An electromagnetic switch base 82 is incorporated into the
backlighting panel 80. FIG. 8a is an unexploded side view showing
the button 78 in the open position. Note that the button 78 is
affixed to the surface of LCD 76. A number of methods can be used
to attach the button 78 to the surface of the LCD 76 including
3M.TM. VHB.TM. tape, two-part adhesive, and chemical bond. A magnet
84 is positioned within the body of button 78. The switch base 82
is positioned within a cutout of the backlighting panel 80. A
magnet pair 86 is contained within the switch base 80. The magnet
pair 86 is connected via wiring and circuits to the controller of
the gaming machine. FIG. 8b is an unexploded side view showing the
button 78 in the closed or depressed position. As the magnet 84
reaches the surface of the LCD 76, the proximity to the magnet pair
86 within the switch base 82 causes the two magnets 86 to move
together completing a circuit. The controller recognizes the
completed circuit and initiates the appropriate action based on
what the button is configured to do when pressed.
[0036] FIG. 9 is an exploded isometric view of an alternative
embodiment of a surface mounted button on an LCD. Specifically, the
surface mounted button is in the form of a rocker switch 88 affixed
to the surface of LCD 76. A number of methods can be used to attach
the switch 88 to the surface of the LCD 76 including 3M.TM. VHB.TM.
tape, two-part adhesive, and chemical bond. Switch base 90 is
positioned within a cutout in backlighting panel 80. FIG. 10a is an
unexploded side view of the switch 88 in the open position. A
mirror 96 is positioned within the body of the rocker switch 88.
Infrared (IR) transmitter 92 and IR receiver 94 are incorporated
into the switch base 90. The angle of transmission for the IR
transmitter 92 is such that the continuous narrow-band IR beam
passes through the LCD 76 and reflects off of the mirror 96 within
rocker switch 88 and disperses harmlessly within the assembly. FIG.
10b is an unexploded side view of the switch 88 in the closed or
depressed position. As the rocker switch 88 is pressed, the angle
of the mirror 96 is altered and the IR beam transmitted by IR
transmitter 92 is reflected into IR receiver 94. IR receiver 94 is
connected circuitously to the gaming machine's controller. The
controller recognizes the receipt of the IR signal and initiates
the appropriate action based on the rocker switch's predetermined
use and configuration.
[0037] While the present invention has been described with
reference to one or more particular embodiments, those skilled in
the art will recognize that many changes may be made thereto
without departing from the spirit and scope of the present
invention.
[0038] For example, FIG. 11 provides an alternative look to the
button panel 16 described in FIG. 6a and can be used to accentuate
a telephone theme on a particular gaming machine. The phone
appearance is produced in this example with the Lines to Bet 98 and
the Bet per Line 100 controls configured in a phone button
arrangement. A separate Spin button 68 is also part of the button
panel 16 and is designed to compliment the look and feel of the
telephone-style interface. Membrane switches or physical
pushbuttons can be used to create the style of all the buttons in
this embodiment. FIG. 12 presents a modem look for themes that may
be technical or futuristic. An alternative to the common pushbutton
style of configuring betting parameters is offered in this example.
Knob 102 is used to switch between the Lines to Bet meter 104 and
the Bet per Line meter 106. When the knob 102 is turned, a light
108 or 110 is illuminated next to a meter signifying that that
meter is capable of being configured. In this example, the Bet per
Line light 110 is illuminated identifying that the Bet per Line
meter 106 may be altered. Altering either meter is accomplished by
pressing the knob 102 a number of times to increment the number on
the meter until the desired result is realized. A separate Spin
button 68 is also part of the button panel 16 and is designed to
compliment the look and feel of the futuristic interface.
[0039] Other examples include buttons that accommodate a forced
feedback sensation to the player. This includes such sensations as
vibration, sharp click or knock, shaking, or expanded visual
feedback such as from a video display incorporated into the button.
Other sensations can also be used such as varying textures on
buttons for recognition or for accommodating a theme. For example,
a button could have a rough, sandy texture for a game relating to
construction or the beach. The entire button could have a
jelly-like texture for themes relating to aliens or the sea. The
shape of the buttons can also be theme-related, taking on
characteristics such as shaping buttons to look like fish in a
sea-themed game. Locations of certain buttons can be associated
with game themes such as positioning buttons on the sides of the
gaming machine to control flippers or other aspects of a
pinball-related game. Biometric sensors can be included in buttons
to identify players for player tracking purposes, security, or
other areas where identity is necessary.
[0040] Further examples include self-actuating buttons similar to a
self-playing piano. A "ghost" pressed button can be used in a
gaming machine with a haunted or ghost theme. The machine could
"take over" the controls from the player during a bonus round to
deliver the best possible outcome when playing a selection game,
for example.
[0041] To increase the functionality of a gaming machine without
increasing the number of buttons on the button panel, a shift or
courting button can be used similar to a computer keyboard or
typewriter. The gaming machine can identify a shift mode by
changing the colors of the buttons when the shift button is
pressed. Other ways to identify the shift mode are changing the
text on a button's display, using LED flashing and/or forced
feedback such as a vibration or strong click.
[0042] Another alternative to the gaming machine with a fixed
button panel is the use of a play-owned controller or button panel.
This embodiment allows the player to have a personally configured
physical arrangement that is comfortable and makes introductions to
new games supporting this feature easier and less intimidating. A
number of methods of supporting player-owned controllers exist
today in other fields and standard interconnections exist
supporting this concept. One method is described and is disclosed
in U.S. Pat. No. 6,475,083 Gomez, et al, incorporated herein by
reference in its entirety. When a player "plugs in" a personal
controller, the gaming machine identifies it and verifies that it
is a compatible device for interaction with the gaming machine. It
may also run a variety of checks and tests to determine if the unit
has been tampered with or if any malfunction exists that may alter
the outcome of the game.
[0043] Each of these embodiments and obvious variations thereof is
contemplated as falling within the spirit and scope of the claimed
invention, which is set forth in the following claims.
* * * * *