U.S. patent application number 11/424058 was filed with the patent office on 2007-06-14 for gaming sidekick.
This patent application is currently assigned to Cyberscan Technology, Inc.. Invention is credited to Thierry Brunet De Courssou, Sylvie Linard.
Application Number | 20070135202 11/424058 |
Document ID | / |
Family ID | 38140128 |
Filed Date | 2007-06-14 |
United States Patent
Application |
20070135202 |
Kind Code |
A1 |
Linard; Sylvie ; et
al. |
June 14, 2007 |
GAMING SIDEKICK
Abstract
Electronic games of chance are growing increasingly more
complex, with each successive generation of games adding a wealth
of new features and bonus schemes to enhance the player's gaming
experience. Created in part to help players better enjoy this new,
more complex brand of gaming, the present Gaming Sidekick may
include an animated onscreen character who is able to help the
player navigate his or her way through game play and to provide a
number of exciting services that have never before been offered
within a game of chance. The Gaming Sidekick may serve as a friend
and ally to the player by providing tips on basic game strategy as
well as gifts and encouragement. Gaming Sidekicks may be fully
customizable, giving the player the capability to shape the image
and behavior of his or her Gaming Sidekick or to use no Gaming
Sidekick at all. Gaming Sidekicks may function across a whole suite
of games, with a player's Gaming Sidekick preferences stored on his
or her player loyalty card or other player identification device,
mechanism or method.
Inventors: |
Linard; Sylvie; (London,
GB) ; Brunet De Courssou; Thierry; (Henderson,
NV) |
Correspondence
Address: |
YOUNG LAW FIRM, P.C.;ALAN W. YOUNG
4370 ALPINE ROAD
SUITE 106
PORTOLA VALLEY
CA
94028
US
|
Assignee: |
Cyberscan Technology, Inc.
Palo Alto
CA
|
Family ID: |
38140128 |
Appl. No.: |
11/424058 |
Filed: |
June 14, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60750158 |
Dec 13, 2005 |
|
|
|
60761626 |
Jan 23, 2006 |
|
|
|
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3227 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for offering enhanced game play within an electronic
game of chance, comprising the steps of: monitoring game play on
the electronic game of chance for an occurrence of at least one of
a plurality of predefined events during game play; responsive to
the occurrence of one of the plurality of predefined events during
the game play, displaying an onscreen character; causing the
displayed onscreen character to deliver, to a player of the
electronic game of chance, situation-specific information or game
play alternatives related to the predefined event that caused the
onscreen character to be displayed, and enabling the player to take
one of a predetermined plurality of actions that affect an outcome
of the electronic game of chance responsive to the onscreen
character providing the situation-specific information or game play
alternatives.
2. The method of claim 1, further comprising a step of enabling the
player to control at least one aspect of the onscreen character's
appearance or behavior.
3. The method of claim 1, wherein the causing step is carried out
with the delivered situation-specific information or game play
alternatives including customized advice based on at least one of
pre-stored player information, game play history of the player and
sequence of recent player actions by the player.
4. The method of claim 1, further including a step of providing a
plurality of potential onscreen characters, and accepting a choice
by the player of a preferred onscreen character.
5. The method of claim 1, wherein the causing step is carried out
with the delivered situation-specific information including player
encouragement.
6. The method of claim 1, wherein the causing step is carried out
with the delivered game play alternatives including a tip on game
strategy.
7. The method of claim 1, further comprising steps of: storing
player information on a player loyalty card, and retrieving the
stored information from the player loyalty card, the retrieved
information thereafter affecting at least one of a behavior of the
displayed onscreen character and the delivered situation-specific
information or game play alternatives.
8. The method of claim 7, wherein the retrieving step is carried
out with the information stored on the loyalty card including at
least one of the player's name, the player's birth date, the
player's game preferences, and a history of the player's
wagers.
9. The method of claim 1, wherein the plurality of predefined
events includes a detection of an activation of a player-driven
activation mechanism.
10. The method of claim 9, wherein the detecting step is carried
out with the player-driven activation mechanism being responsive
to: the player knocking on a predetermined active area of a gaming
screen of the electronic game of chance, the player pushing a help
button provided on the electronic game of chance, and the player
touching a displayed element on the gaming.
11. The method of claim 9, further comprising a step of enabling
the player to choose which of the player-driven activation
mechanisms to use to summon the onscreen character during game
play.
12. The method of claim 1, wherein the plurality of predefined
events includes a determination by the electronic game of chance to
display the onscreen character without any involvement from the
player.
13. The method of claim 1, wherein the plurality of predefined
events includes the player not taking action for a predetermined
period of time.
14. The method of claim 1, wherein the plurality of predefined
events includes the player attempting an invalid action.
15. The method of claim 1, wherein the displaying step is carried
out using alphablending technology to render the onscreen
character.
16. The method of claim 7, wherein the displaying step includes a
step of selecting one of a plurality of potential onscreen
characters based upon the information retrieved from the player
loyalty card.
17. The method of claim 1, wherein the displaying step is carried
out with the onscreen character bearing a likeness of one of a
celebrity, a character from a movie, a character from a television
show and a character from a comic book.
18. The method of claim 1, wherein the delivering step delivers the
situation-specific information or game play alternatives to the
player via at least one of a synthesized voice, a pre-recorded
celebrity voice, graphics and text.
19. A regulated gaming machine programmed to carry out steps of:
monitoring game play on the electronic game of chance for an
occurrence of at least one of a plurality of predefined events
during game play; responsive to the occurrence of one of the
plurality of predefined events during the game play displaying an
onscreen character; causing the displayed onscreen character to
deliver, to a player of the electronic game of chance,
situation-specific information or game play alternatives related to
the predefined event that caused the onscreen character to be
displayed, and enabling the player to take one of a predetermined
plurality of actions that affect an outcome of the electronic game
of chance responsive to the onscreen character providing the
situation-specific information or game play alternatives.
20. A method for conducting a game session on a regulated gaming
machine, the method comprising the steps of: providing a game on
the gaming machine; displaying graphical content on a touch
sensitive display screen of the gaming machine during game play of
the provided game; detecting when a player of the gaming machine
knocks on the touch sensitive screen during game play and,
displaying a selected onscreen character on the touch sensitive
screen responsive to the detected knock by the user.
21. The method of claim 20, further comprising the step of causing
the displayed selected onscreen character to provide the player
with situation-specific information or game play alternatives.
22. The method of claim 20, wherein the detecting step is carried
out by detecting when the player knocks on predetermined area of
the screen.
23. The method of claim 20, further comprising a step of enabling
the player to control at least one aspect of the onscreen
character's appearance or behavior.
24. The method of claim 21, wherein the causing step is carried out
with the situation-specific information or game play alternatives
including customized advice based on at least one of pre-stored
player information, game play history of the player and sequence of
recent player actions.
25. The method of claim 20, further including a step of providing a
plurality of potential onscreen characters, and accepting a choice
by the player of a preferred onscreen character.
26. The method of claim 21, wherein the causing step is carried out
with the delivered situation-specific information including player
encouragement.
27. The method of claim 21, wherein the causing step is carried out
with the delivered game play alternatives including tips on game
strategy.
28. The method of claim 20, further comprising steps of: storing
player information on a player loyalty card, and retrieving the
stored information from the player loyalty card, the retrieved
information thereafter affecting at least one of a behavior of the
displayed onscreen character and the delivered situation-specific
information or game play alternatives.
29. The method of claim 28, wherein the retrieving step is carried
out with the information stored on the loyalty card including at
least one of the player's name, the player's birth date, the
player's game preferences, and a history of the player's
wagers.
30. The method of claim 20, further comprising steps of detecting,
during game play, when the player pushes a help button provided on
the electronic game of chance, or the player touches a displayed
element on the gaming screen.
31. The method of claim 20, further including a step of selectively
displaying the selected onscreen character even when the detecting
step does not detect the player knocking.
32. The method of claim 31, wherein the selectively displaying step
is carried out when the player has not taken any action during game
for a predetermined period of time.
33. The method of claim 31, wherein the selectively displaying step
is carried out when the player attempts an invalid action during
game play.
34. The method of claim 20, wherein the second displaying step is
carried out using alphablending technology to render the onscreen
character.
35. The method of claim 28, wherein the second displaying step
includes a step of selecting one of a plurality of potential
onscreen characters based upon the information retrieved from the
player loyalty card.
36. The method of claim 20, wherein the second displaying step is
carried out with the onscreen character bearing a likeness of one
of a celebrity, a character from a movie, a character from a
television show and a character from a comic book.
37. The method of claim 1, further including the step of the
displayed onscreen character delivering situation-specific
information or game play alternatives to the player via at least
one of a synthesized voice, a pre-recorded celebrity voice,
graphics and text.
38. A regulated gaming machine programmed to carry out steps of:
providing a game on the gaming machine; displaying graphical
content on a touch sensitive display screen of the gaming machine
during game play of the provided game; detecting when a player of
the gaming machine knocks on the touch sensitive screen during game
play and, displaying a selected onscreen character on the touch
sensitive screen responsive to the detected user knock.
39. A regulated gaming machine, comprising: a display; a card
reader configured to read a loyalty card of a player; first
programming to configure the gaming machine to enable game play;
second programming to configure the gaming machine to read player
information stored on the loyalty card when the player insert the
loyalty card into the card reader, and responsive to the read
player information, selecting one of a plurality of onscreen
characters depending upon the read player information; displaying
the selected onscreen character on the display, and causing the
displayed onscreen character to deliver at least one of a
personalized greeting, situation-specific information and game play
alternatives to the player.
40. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to enable the
player to control at least one aspect of the onscreen character's
appearance or behavior.
41. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to deliver the
personalized greeting, situation-specific information or game play
alternatives including customized advice based on at least one of
pre-stored player information, game play history of the player and
sequence of recent player actions.
42. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to provide a
plurality of potential onscreen characters, and to accept a choice
by the player of a preferred onscreen character.
43. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to deliver
encouragement to the player.
44. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to deliver tips
on game strategy to the player.
45. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to read at least
one of the player's name, the player's birth date, the player's
game preferences, and a history of the player's wagers from the
loyalty card inserted into the card reader and to cause the
displayed onscreen character to use said at least one of the read
player's name, the player's birth date, the player's game
preferences in the personalized greeting, situation-specific
information and game play alternatives delivered to the player.
46. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to detect of an
activation of a player-driven activation mechanism.
47. The regulated gaming machine of claim 46, wherein the second
programming further configures the gaming machine to display the
selected onscreen character responsive to: the player knocking on a
predetermined active area of the display; the player pushing a help
button provided on the gaming machine, and the player touching a
displayed element on the display.
48. The regulated gaming machine of claim 46, wherein the second
programming further configures the gaming machine to enable the
player to choose which of the player-driven activation mechanisms
to use to summon the onscreen character during game play.
49. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to display the
selected onscreen character during game play without any
involvement from the player.
50. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to display the
selected onscreen character during game play when the player has
not taken any action for a predetermined period of time.
51. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to display the
selected onscreen character during game play when the player
attempts an invalid action.
52. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to display the
selected onscreen character using alphablending technology.
53. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to display the
selected onscreen character such that the selected onscreen
character bears a likeness of one of a celebrity, a character from
a movie, a character from a television show and a character from a
comic book.
54. The regulated gaming machine of claim 39, wherein the second
programming further configures the gaming machine to deliver the
personalized greeting, situation-specific information or game play
alternatives to the player via at least one of a synthesized voice,
a pre-recorded celebrity voice, graphics and text.
Description
[0001] This application claims the benefit of priority under 35
U.S.C. .sctn.1.19(e), to provisional application Ser. No.
60/750,158, filed Dec. 13, 2005, which application is hereby
incorporated herein by reference in its entirety.
BACKGROUND OF THE INVENTION
Copyright Notice/Permission
[0002] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure as it appears in the
Patent and Trademark Office patent file or records, but otherwise
reserves all copyright rights whatsoever. The following notice
applies to the software and data as described below and in the
drawings referred to herein: Copyright 2005, Cyberscan Technology,
Inc., All Rights Reserved.
Field of the Invention
[0003] This invention relates generally to the field of pay
computer-controlled games, either games of skills or games of
chance.
Description of the Prior Art and Related Information
[0004] Electronic games of chance are becoming increasingly more
complex, with each successive generation of games adding a wealth
of new features and bonus schemes to enhance the player's gaming
experience. To cope with this growing complexity, most electronic
games of chance feature a "help" button which, when pressed by the
player, interrupts game play by launching a series of "help pages"
containing instructions on game play. One major drawback to this
system is that navigating through the multiple help screens is
time-consuming and thus lowers each machine's "coin in." A further
drawback is that players cannot get quality "on the fly" help by
touching or pointing to key onscreen features.
SUMMARY OF THE INVENTION
[0005] Embodiments of the present invention include animated
onscreen characters that provide a number of exciting services that
have never before been offered within a game of chance. The Gaming
Sidekick may serve as a friend and ally to the player by providing
timely tips on basic game strategy, instructions on game play, as
well as gifts and encouragement, during game play. Gaming Sidekicks
according to embodiments of the present invention may be fully
customizable, giving the player the capability to shape the image
and behavior of his or her Gaming Sidekick or to use no Gaming
Sidekick at all. Gaming Sidekicks may function across a whole suite
of games, with a player's Sidekick preferences stored on his or her
player loyalty card or other player identification device or
mechanism.
[0006] According to one embodiment thereof, the present invention
is a method for offering enhanced game play within an electronic
game of chance, comprising the steps of monitoring game play on the
electronic game of chance for an occurrence of one or more of a
plurality of predefined events during game play; responsive to the
occurrence of one of the plurality of predefined events during the
game play, displaying an onscreen character; causing the displayed
onscreen character to deliver, to a player of the electronic game
of chance, situation-specific information or game play alternatives
related to the predefined event that caused the onscreen character
to be displayed, and enabling the player to take one of a
predetermined plurality of actions that affect an outcome of the
electronic game of chance responsive to the onscreen character
providing the situation-specific information or game play
alternatives.
[0007] According to further embodiments, the method further may
include a step of enabling the player to control one or more
aspects of the onscreen character's appearance or behavior. The
causing step may be carried out with the delivered
situation-specific information or game play alternatives including
customized advice based on pre-stored player information, game play
history of the player and/or sequence of recent player actions by
the player, for example. The method may further include a step of
providing a plurality of potential onscreen characters, and
accepting a choice by the player of a preferred onscreen character.
The causing step may be carried out with the delivered
situation-specific information including player encouragement (of
any form--including words, sounds, comps, rewards, etc.). The
causing step may be carried out with the delivered game play
alternatives including tips on game strategy, for example. The
method, according to a further embodiment, may further include
steps of storing player information on a player loyalty card, and
retrieving the stored information from the player loyalty card, the
retrieved information thereafter affecting behavior(s) of the
displayed onscreen character and the delivered situation-specific
information or game play alternatives. The retrieving step may be
carried out with the information stored on the loyalty card
including the player's name, the player's birth date, the player's
game preferences and/or a history of the player's wagers, to name
but a few possibilities. The plurality of predefined events may
include a detection of an activation of a player-driven activation
mechanism. The detecting step may be carried out with the
player-driven activation mechanism being responsive to the player
knocking on a predetermined active area of a gaming screen of the
electronic game of chance, the player pushing a help button
provided on the electronic game of chance and/or the player
touching a displayed element on the gaming, for example.
[0008] Another embodiment of the method includes a step of enabling
the player to choose which of the player-driven activation
mechanisms to use to summon the onscreen character during game
play. The plurality of predefined events may include a
determination by the electronic game of chance to display the
onscreen character without any involvement from the player. Indeed,
the plurality of predefined events may include, for example, the
player not taking action for a predetermined period of time.
Alternatively, the plurality of predefined events may include the
player attempting an invalid action. The displaying step may be
carried out using alphablending technology (for example) to render
the onscreen character.
[0009] The displaying step may include a step of selecting one of a
plurality of potential onscreen characters based upon the
information retrieved from the player loyalty card. The displaying
step may be carried out with the onscreen character bearing a
likeness of a celebrity, a character from a movie, a character from
a television show and/or a character from a comic book, to name but
a few possibilities. The delivering step may deliver the
situation-specific information or game play alternatives to the
player via a synthesized voice, a pre-recorded celebrity voice,
graphics and/or text, for example.
[0010] Another embodiment of the present invention is a regulated
gaming machine programmed to carry out steps of monitoring game
play on the electronic game of chance for an occurrence of at least
one of a plurality of predefined events during game play;
responsive to the occurrence of one of the plurality of predefined
events during the game play, displaying an onscreen character;
causing the displayed onscreen character to deliver, to a player of
the electronic game of chance, situation-specific information or
game play alternatives related to the predefined event that caused
the onscreen character to be displayed, and enabling the player to
take one of a predetermined plurality of actions that affect an
outcome of the electronic game of chance responsive to the onscreen
character providing the situation-specific information or game play
alternatives.
[0011] Still another embodiment of the present invention is a
method for conducting a game session on a regulated gaming machine.
Such a method may include the steps of providing a game on the
gaming machine; displaying graphical content on a touch sensitive
display screen of the gaming machine during game play of the
provided game; detecting when a player of the gaming machine knocks
on (or otherwise touches) the touch sensitive screen during game
play and, displaying a selected onscreen character on the touch
sensitive screen responsive to the detected knock by the user.
[0012] A step may be carried out of causing the displayed selected
onscreen character to provide the player with situation-specific
information or game play alternatives. The detecting step may be
carried out by detecting when the player knocks on predetermined
area of the screen. The method may further include a step of
enabling the player to control one or more aspects of the onscreen
character's appearance or behavior. The causing step may be carried
out with the situation-specific information or game play
alternatives including customized advice based on, for example,
pre-stored player information, game play history of the player
and/or sequence of recent player actions, for example. The method
may also include a step of providing a plurality of potential
onscreen characters, and accepting a choice by the player of a
preferred onscreen character. The causing step may be carried out
with the delivered situation-specific information including player
encouragement (of any form--including words, sounds, free game
play, comps, rewards, etc.). Alternatively, the causing step may be
carried out with the delivered game play alternatives including
tips on game strategy, for example.
[0013] The method may also include steps of storing player
information on a player loyalty card, and retrieving the stored
information from the player loyalty card, the retrieved information
thereafter affecting at least one of a behavior of the displayed
onscreen character and the delivered situation-specific information
or game play alternatives. The retrieving step may be carried out
with the information stored on the loyalty card including, for
example, the player's name, the player's birth date, the player's
game preferences and/or a history of the player's wagers. The
method may include steps of detecting, during game play, when the
player pushes a help button provided on the electronic game of
chance, or the player touches a displayed element on the gaming
screen. The method may further include a step of selectively
displaying the selected onscreen character even when the detecting
step does not detect the player knocking. The selectively
displaying step may be carried out when the player has not taken
any action during game for a predetermined period of time. Or, the
selectively displaying step may be carried out when the player
attempts an invalid action during game play, for example. The
second displaying step may be carried out using alphablending
technology (for example) to render the onscreen character. The
second displaying step may include a step of selecting one of a
plurality of potential onscreen characters based upon the
information retrieved from the player loyalty card. The second
displaying step may be carried out with the onscreen character
bearing a likeness of a celebrity, a character from a movie, a
character from a television show and/or a character from a comic
book, for example. The method may also include a step of the
displayed onscreen character delivering situation-specific
information or game play alternatives to the player via, for
example, a synthesized voice, a pre-recorded celebrity voice,
graphics and/or text.
[0014] According to yet another embodiment thereof, the present
invention is a regulated gaming machine programmed to carry out
steps of providing a game on the gaming machine; displaying
graphical content on a touch sensitive display screen of the gaming
machine during game play of the provided game; detecting when a
player of the gaming machine knocks on the touch sensitive screen
during game play and, displaying a selected onscreen character on
the touch sensitive screen responsive to the detected user
knock.
[0015] Still another embodiment of the present inventions is a
regulated gaming machine that includes a display; a card reader
configured to read a loyalty card of a player; first programming to
configure the gaming machine to enable game play; second
programming to configure the gaming machine to read player
information stored on the loyalty card when the player insert the
loyalty card into the card reader, and responsive to the read
player information, selecting one of a plurality of onscreen
characters depending upon the read player information; displaying
the selected onscreen character on the display, and causing the
displayed onscreen character to deliver at least one of a
personalized greeting, situation-specific information and game play
alternatives to the player.
[0016] According to further embodiments, the second programming
further may configure the gaming machine to enable the player to
control one or more aspects of the onscreen character's appearance
or behavior. The second programming further may configure the
gaming machine to deliver the personalized greeting,
situation-specific information or game play alternatives including
customized advice based on pre-stored player information, game play
history of the player and/or sequence of recent player actions, for
example. The second programming further may configure the gaming
machine to provide a plurality of potential onscreen characters,
and to accept a choice by the player of a preferred onscreen
character. The second programming further may configure the gaming
machine to deliver encouragement to the player. Also, the second
programming further may configure the gaming machine to deliver
tips on game strategy to the player. The second programming further
may configure the gaming machine to read the player's name, the
player's birth date, the player's game preferences and/or a history
of the player's wagers (for example) from the loyalty card inserted
into the card reader (and/or from another source) and to cause the
displayed onscreen character to use the read player's name, the
player's birth date and/or the player's game preferences in the
personalized greeting, situation-specific information and game play
alternatives delivered to the player. The second programming
further may configure the gaming machine to detect of an activation
of a player-driven activation mechanism. The second programming
further may configure the gaming machine to display the selected
onscreen character responsive to the player knocking on a
predetermined active area of the display; the player pushing a help
button provided on the gaming machine, and the player touching a
displayed element on the display.
[0017] The second programming further may configure the gaming
machine to enable the player to choose which of the player-driven
activation mechanisms to use to summon the onscreen character
during game play. The second programming further may configure the
gaming machine to display the selected onscreen character during
game play without any involvement from the player. The second
programming further may configure the gaming machine to display the
selected onscreen character during game play when the player has
not taken any action for a predetermined period of time.
Alternatively still, the second programming further may configure
the gaming machine to display the selected onscreen character
during game play when the player attempts an invalid action, for
example. The second programming further may configure the gaming
machine to display the selected onscreen character using
alphablending technology, for example. The second programming
further may configure the gaming machine to display the selected
onscreen character such that the selected onscreen character bears
a likeness of a celebrity, a character from a movie, a character
from a television show and/or a character from a comic book, to
identify but a few possibilities. The second programming further
may configure the gaming machine to deliver the personalized
greeting, situation-specific information or game play alternatives
to the player via a synthesized voice, a pre-recorded celebrity
voice, graphics and/or text, for example.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 shows a possible candidate character for a Gaming
Sidekick, according to an embodiment of the present invention.
[0019] FIG. 2 depicts an example of how the Gaming Sidekick may
provide advice on basic strategy within and during a game.
[0020] FIG. 3 illustrates several methods in which the Gaming
Sidekick may provide interactive help, according to embodiments of
the present invention.
[0021] FIG. 4 illustrates one embodiment of a "Knock-Knock" Gaming
Sidekick activation method, according to an embodiment of the
present invention.
[0022] FIG. 5 illustrates a second embodiment of a "Knock-Knock"
Gaming Sidekick activation method according to an embodiment of the
present invention, as well as a method in which Gaming Sidekicks
may provide help regarding specific features within and during a
game.
[0023] FIG. 6 illustrates one method in which the Gaming Sidekick
may serve as both a friend and ally to the player, according to
further embodiments of the present invention.
[0024] FIG. 7 shows other exemplary Gaming Sidekicks, according to
still further embodiments of the present invention.
[0025] FIG. 8 illustrates how the Gaming Sidekick may make use of
alphablending technology to maximize screen readability, according
to embodiments of the present invention.
[0026] FIG. 9 illustrates one possible Player/Sidekick interaction
flow, according to an embodiment of the present invention.
[0027] FIG. 10 illustrates a second possible Player/Sidekick
interaction flow, according to another embodiment of the present
invention.
[0028] FIG. 11 illustrates a third possible Player/Sidekick
interaction flow, according to a still further embodiment of the
present invention.
[0029] FIG. 12 shows exemplary gaming machines that feature a
Gaming Sidekick, according to an embodiment of the present
invention.
DETAILED DESCRIPTION
[0030] Reference will now be made in detail to the construction and
operation of preferred implementations of the present invention
illustrated in the accompanying drawings. The following description
of the preferred implementations of the present invention is only
exemplary of the invention. The present invention is not limited to
these implementations, but may be realized by other
implementations.
[0031] FIG. 1 shows an exemplary candidate character for a Gaming
Sidekick according to an embodiment of the present invention. A
Gaming Sidekick may include an animated onscreen character that
provides a number of exciting services that have never before been
offered in a game of chance. Gaming Sidekicks may take any number
of forms, including pre-licensed characters from popular films,
games, and television shows, for example. The image or likeness of
celebrities may also be licensed and adapted for use as a Gaming
Sidekick, according to other embodiments of the present invention.
Gaming Sidekicks need not, however, be based upon human form.
Virtually any form (human, non-human, animate or non-animate) may
be animated and used as a Gaming Sidekick.
[0032] FIG. 2 depicts the Gaming Sidekick providing the player with
correct basic game strategy for "Jacks or Better" Poker, during
game play--that is, as the game unfolds. In this case, the Gaming
Sidekick 200 advises the player to hold his or her diamonds and
attempt to get a Royal Flush, as suggested at 202. The Gaming
Sidekick may communicate with the user via synthesized voices,
pre-recorded celebrity voices, graphics and/or text, to name but a
few possibilities. Advantageously, Gaming Sidekicks according to
embodiments of the present invention may find utility in any
electronic game of chance in which player decision making affects
the game outcome.
[0033] FIG. 3 illustrates further ways in which the present Gaming
Sidekick may provide interactive help during game play. For
example, the present Gaming Sidekick may describe key onscreen
features when a player touches them, may provide "Tips of the Day,"
and/or may provide hints or advice when a player is slow to input a
command. The Gaming Sidekick may answer questions regarding options
and procedures within and during game play, as shown. According to
embodiments of the present invention, the Gaming Sidekick may
appear onscreen to provide the player with customized advice based
on the player's history, sequence of recent actions or a
combination thereof. According to other embodiments of the present
invention, the Gaming Sidekick may be activated or invoked when the
player touches key onscreen features and/or a button on the gaming
machine cabinet, for example.
[0034] FIG. 4 illustrates a method for activating or invoking the
Gaming Sidekick, according to an embodiment of the present
invention. Specifically, FIG. 3 illustrates a "Knock-Knock" Gaming
Sidekick activation method in which the Gaming Sidekick is
activated by the player knocking, with his or her hand, on
"Non-Hot" areas of touch sensitive gaming screen. "Non-Hot" areas
may be defined as those areas on the gaming screen in which there
are no touch screen features or commands that a player may
activate. Some of the Non-Hot areas of the gaming screen are shown
at reference numeral 404 in FIG. 4. Similarly, "Hot" areas may be
defined as those areas on the gaming screen in which that include
touch screen features or commands that a player may activate. The
Hot areas of the Gaming Screen are shown at reference numeral 402,
and may be located at respective positions that correspond to the
positions of the cards and onscreen buttons, for example. In the
embodiment of FIG. 4, the Hot areas 402 of the gaming screen
correspond to the position of the player decision points; that is,
the cards and the "Bet" and "Deal" buttons. Because all games may
have Non-Hot areas within their gaming screen, this method may be
universally applied across a suite of games. According to one
embodiment of the present Knock-Knock method, a player may activate
or invoke a Gaming Sidekick by knocking on Non-Hot areas of a
touch-sensitive gaming screen. Other devices may be used in place
of the player's hand actually knocking on a Non-Hot area of the
gaming screen. For example, a joystick and trigger button may be
used to double click (for example) on a Non-Hot area of the gaming
screen. Any other user interface may be used toward that end.
However, it is anticipated that the most intuitive of these methods
is the player manually knocking on a Non-Hot area of the gaming
screen. Casino floor personnel may be trained to help players use
this feature and players may become familiar with the Knock-Knock
methods such that, as games become increasingly rich and complex,
the "Knock-Knock" method may become the industry standard for
providing help within an electronic game of chance.
[0035] FIG. 5 illustrates another embodiment of the "Knock-Knock"
Gaming Sidekick activation method in which the player may activate
the Gaming Sidekick by knocking, for example, two to three times
(as shown at 504) on a game's HELP button (either the touch screen
HELP button 502 or a physical HELP button on the game's cabinet).
FIG. 5 also illustrates that, after activating the Gaming Sidekick
(by any of the methods described previously), a player may touch a
"Hot" feature within the gaming screen to receive specific
information about that feature from the Gaming Sidekick.
[0036] FIG. 6 illustrates another embodiment of the present Gaming
Sidekicks and the manner in which a Gaming Sidekick may increase
player loyalty by rooting for players, remembering the player's
preferences and biographical information, and providing the player
gifts upon reaching certain gaming or life milestones (birthdays,
return visit to the gaming establishment, etc.). Such preferences,
biographical information may be retrieved from a database upon the
player inserting a player loyalty card 602 into a card reader 604.
In this manner, Gaming Sidekicks are able to intelligently use
information from player loyalty cards 602 to enhance the player's
gaming experience.
[0037] FIG. 7 illustrates that Gaming Sidekicks according to
embodiments of the present invention are fully customizable, as
players may be given the ability to select their preferred Gaming
Sidekick from a number of possibilities. These possibilities may
include pre-licensed popular characters or other popular culture
icons (properly licensed, as necessary) from movies, television
shows, comic books, etc. Player's choices may be stored on their
loyalty cards 602 such that, any time they log into a game, their
selected Gaming Sidekick will be there to greet them.
[0038] FIG. 8 shows how embodiments of the present Gaming Sidekick
may be displayed on the gaming screen. In some cases, the Gaming
Sidekick may occupy unused portions of the gaming screen, such as
shown in the top view of FIG. 8. In other cases, the Gaming
Sidekick may use Alphablending technology (for example) to maintain
maximum screen readability, as shown in the bottom view of FIG. 8.
Players may be afforded the opportunity to determine how their
Gaming Sidekick will be displayed if they care to do so.
Alternately, the gaming machine itself (and/or other computers
coupled thereto) may be configured to distinguish between an
obviously novice player and more experienced players, and tailor
the behavior of the Gaming Sidekick accordingly to give novice
players basic instruction in the game and experienced players
comparatively less advice or to focus on the finer points of the
game and/or strategy.
[0039] FIG. 9 depicts a first Player/Gaming Sidekick interaction
flow, according to an embodiment of the present invention. In step
S91, it may be determined whether the player has a player loyalty
card. As shown at step S93, if the player does indeed have such a
player loyalty card, the gaming machine or terminal may use the
player's preferred selected Gaming Sidekick. In addition, the
player's preferred Gaming Sidekick activation method and view style
preferences (e.g., Gaming Sidekick displayed only in unused
portions of the game screen or displayed using alphablending
technology) may be changed at this time, unless the player elects
to make changes to these parameters later during the game play. If,
however, the player does not have a player loyalty card (or chooses
not to insert the same into the card reader 604 (see FIG. 6), step
S92 may be carried out. As shown, step S92 may include a step of a
default Gaming Sidekick briefly greeting the player on the game
screen. In step S94, it may be determined whether the player wishes
to use a Gaming Sidekick (e.g., one of his or her choosing) or the
default Gaming Sidekick. If the player prefers not to have a Gaming
Sidekick, that feature may be turned off, at least for the duration
of the current game, as suggested at S95. If, however, the player
does wish to use a Gaming Sidekick, step S96 may be carried out, in
which it may be ascertained whether the player wishes to keep the
default Gaming Sidekick, activation method and/or view style. If
the player elects not to keep the default Gaming Sidekick or wishes
to change any aspect of the Gaming Sidekick (e.g., the type of
Gaming Sidekick, the activation method, view style or any
characteristic thereof), the player may be afforded the opportunity
to do so in step S97. Embodiments of the present invention include
Gaming Sidekick activation methods that include Show/Hide (wherein
the Gaming Sidekick may be selectively shown or hidden), Always
Active (wherein the Gaming Sidekick is always displayed on the game
screen) or Knock-Knock (wherein the Gaming Sidekick only appears
when the player summons it by knocking on the gaming screen), to
identify by a few representative examples. Moreover, Gaming
Sidekicks may appear to the player as a solid figure on the gaming
screen, as an alphablended animated character or as a hologram, for
example. When the player has finished making changes to his or her
Gaming Sidekick or has elected to keep the default Gaming Sidekick
as well as the activation method and view style thereof, the
present method may proceed to step S98, in which the game play
proceeds with the Gaming Sidekick of the player's choosing
assisting the player during game play.
[0040] FIG. 10 shows a second exemplary Player/Gaming Sidekick
interaction flow, according to another embodiment of the present
invention. This flow addresses the scenario in which the default
for players without loyalty cards are to be able to access a Gaming
Sidekick by some predetermined in-game command such as pressing a
button or knocking on an unused portion of the gaming screen. As
shown, step S101 calls for determining whether the player has a
player loyalty card. As shown at step S103, if the player does
indeed have such a player loyalty card, the gaming machine or
terminal may use the player's preferred selected Gaming Sidekick,
unless the player chooses to make some change thereto. In addition,
the player's preferred Gaming Sidekick activation method and view
style preferences (e.g., Gaming Sidekick displayed only in unused
portions of the game screen or displayed using alphablending
technology) may be changed at this time. The player may also make
changes to these parameters later on, during game play. If,
however, the player does not have a player loyalty card (or choose
not to insert the same into the card reader 604 (see FIG. 6), step
S1102 may be carried out. As shown, step S1102 may include a step
of the player summoning a default Gaming Sidekick at will through
some predetermined activation method (such as, for example, a
button on the gaming machine cabinet or a button on the gaming
screen or through the Knock-Knock Gaming Sidekick activation method
described herein). Step S104 determines whether the player wishes
to keep the default Gaming Sidekick, activation method and/or view
style. If the player elects not to keep the default Gaming Sidekick
or wishes to change any aspect of the Gaming Sidekick (e.g., the
type of Gaming Sidekick, the activation method, view style or any
player-selectable characteristic thereof), the player may be
afforded the opportunity to do so in step S105. When the player has
finished making changes to his or her Gaming Sidekick or has
elected to keep the default Gaming Sidekick as well as the
activation method and view style thereof, the present method may
proceed to step S106, during which the game play proceeds with the
Gaming Sidekick of the player's choosing assisting the player
during game play
[0041] FIG. 11 shows a third exemplary Player/Gaming Sidekick
interaction flow, according to a still further embodiment of the
present invention. This flow addresses the scenario in which the
default for players without loyalty cards is to be greeted by their
Gaming Sidekick when they are "stuck" within a game and appear to
take a long time to make a decision. In step S111, it may be
determined whether the player has a player loyalty card. As shown
at step S113, if the player does indeed have such a player loyalty
card, the gaming machine or terminal may use the player's preferred
selected Gaming Sidekick, as determined from reading the player's
loyalty card. In addition, the player's preferred Gaming Sidekick
activation method and view style preferences (e.g., Gaming Sidekick
displayed only in unused portions of the game screen or displayed
using alphablending technology) may be changed at this time, unless
the player elects to make changes to these parameters later during
the game play. If, however, the player does not have a player
loyalty card (or choose not to insert the same into the card reader
604, step S112 may be carried out. As shown, step S112 may include
a step of a default Gaming Sidekick appearing only when triggered
by the game's intelligence and/or by some player interaction event
(such as may occur when, for example, the player is or appears to
be stuck at some decision point or is taking an inordinately long
time in which to make a decision). In step S114, it may be
determined whether the player in fact wishes to use a Gaming
Sidekick (e.g., one of his or her choosing or the default Gaming
Sidekick). If the player prefers not to have a Gaming Sidekick,
that feature may be turned off, at least for the duration of the
current game, as suggested at S115. If, however, the player does
wish to use a Gaming Sidekick, step S116 may be carried out, in
which it may be ascertained whether the player wishes to keep the
default Gaming Sidekick, activation method and/or view style. If
the player elects not to keep the default Gaming Sidekick or wishes
to change any aspect of the Gaming Sidekick (e.g., the type of
Gaming Sidekick, the activation method, view style or any
characteristic thereof), the player may be afforded the opportunity
to do so in step S117. When the player has finished making changes
to his or her Gaming Sidekick or has elected to keep the default
Gaming Sidekick as well as the activation method and view style
thereof, the present method may proceed to step S118, in which the
game play proceeds with the Gaming Sidekick of the player's
choosing assisting the player during game play.
[0042] Although FIGS. 9, 10 and 11 first ascertain whether the
player has a player loyalty card, embodiments of the present
invention need not be so limited. Indeed, although player loyalty
cards are the currently preferred means of player identification,
other methods of identifying players may be used and/or developed
in the future. For example, the player may submit to some form of
biometric identification in addition to or in place of submitting a
player identification card. Moreover, player loyalty cards need not
be inserted into a card reader, as suggested at 604 in FIG. 6.
Various player issued devices may include wireless technology. For
example, a player loyalty card or device may include Radio
Frequency Identification Devices (RFID) technology. All such
technologies may be adapted for use in conjunction with embodiments
of the present invention.
[0043] FIG. 12 shows an exemplary first gaming machine that
includes Gaming Sidekick and the functionality described herein. As
shown, the first gaming machine 1202 may include a loyalty card
reader 604, that is configured to receive and read a player loyalty
card, as shown at 602. The first gaming machine 1202 may include
one or more displays, and at least one of the displays may be
configured to selectively display a Gaming Sidekick 1204 during
game play, as detailed above. The Gaming Sidekick 1204 may appear
without any action on the player's part or may be summoned
according to any of the above-described activations methods,
including knocking on the (touch sensitive) screen or by depressing
one of the buttons 1206 on the first gaming machine 1202. The first
gaming machine may be configured to print out a receipt 1210, that
may include both human and machine readable characters.
[0044] FIG. 12 also shows a portion of a second gaming machine
1208. As suggested by FIG. 12, the player may quit game play on the
first gaming machine 1202 and later initiate game play on another,
second gaming machine 1208. When the player inserts his or her
player loyalty card 602 into the card reader 6042 of the second
gaming machine 1208 and begins to play a new and different game on
the second gaming machine 1208, his or her preferred Gaming
Sidekick 1204 may again appear on the second gaming machine.
Alternatively, the player may choose a different Gaming Sidekick
for each game or type of game, and such preferences may be noted on
the player's loyalty card 602. Therefore, the player's preferred
Gaming Sidekick(s) may appear to accompany the player as he or she
makes the rounds on a variety of different gaming machines within
the gaming establishment. According to a further embodiment, the
player's preferred Gaming Sidekick may be printed on any receipt
1210.sub.2 printed by the second gaming machine 1208, optionally
along with an encouraging message (e.g., "Better Luck next time,
Emily" or "You won $150, Emily!"). This may reinforce the
relationship between the player and the Gaming Sidekick,
particularly by having the Gaming Sidekick printed on the ticket
announce the player's winnings.
[0045] Advantageously, the present Gaming Sidekicks include
animated characters that serve as a trusted ally to players, and
that have the ability to wish them well, help answer their
questions, remember their biographical information and preferences,
and provide them with tips, gifts, and inspiration.
[0046] While the foregoing detailed description has described
preferred embodiments of the present invention, it is to be
understood that the above description is illustrative only and not
limiting of the disclosed invention. Those of skill in this art
will recognize other alternative embodiments and all such
embodiments are deemed to fall within the scope of the present
invention. Thus, the present invention should be limited only by
the claims as set forth below.
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