U.S. patent application number 11/724721 was filed with the patent office on 2008-09-18 for gaming indicator.
This patent application is currently assigned to IGT. Invention is credited to Steven LeMay, Dwayne Nelson, Bryan Wolf.
Application Number | 20080227530 11/724721 |
Document ID | / |
Family ID | 39537985 |
Filed Date | 2008-09-18 |
United States Patent
Application |
20080227530 |
Kind Code |
A1 |
LeMay; Steven ; et
al. |
September 18, 2008 |
Gaming indicator
Abstract
A gaming machine method and apparatus may have a rotatable
object configured to rotate about a first point that is also an
axis of rotation, and a plurality of segments provided on the
rotatable object, each plurality of segments having an area
proportional to a probability of success of winning a prize,
wherein the plurality of segments radiate from a second point. In
other embodiments, the segments may be formed to create visual
effects when the rotatable object is spun.
Inventors: |
LeMay; Steven; (Reno,
NV) ; Wolf; Bryan; (Reno, NV) ; Nelson;
Dwayne; (Las Vegas, NV) |
Correspondence
Address: |
Weaver Austin Villeneuve & Sampson LLP - IGT;Attn: IGT
P.O. Box 70250
Oakland
CA
94612-0250
US
|
Assignee: |
IGT
Reno
NV
|
Family ID: |
39537985 |
Appl. No.: |
11/724721 |
Filed: |
March 15, 2007 |
Current U.S.
Class: |
463/22 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3202 20130101 |
Class at
Publication: |
463/22 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine indicator, comprising: a rotatable object
configured to rotate about a first point that is also an axis of
rotation; and a plurality of asymmetrical segments provided on the
rotatable object, each plurality of asymmetrical segments having an
area proportional to a probability of success of winning a prize,
wherein the plurality of segments radiate from a second point.
2. The indicator of claim 1, wherein the plurality of asymmetrical
segments are associated with at least two different prizes.
3. The indicator of claim 1, further comprising a sensor to detect
a location of one of the plurality of asymmetrical segments.
4. The indicator of claim 3, wherein the sensor is an optical
sensor.
5. The indicator of claim 1, wherein the rotatable object is in the
form of a wheel.
6. The indicator of claim 1, wherein the rotatable object is a
three-dimensional sphere.
7. The indicator of claim 1, wherein the rotatable object is in a
shape of a sports ball.
8. The indicator of claim 1, further comprising at least two
pointers positioned outside the rotatable object to indicate the
winning asymmetrical segment.
9. The indicator of claim 1, wherein each of the plurality of
asymmetrical segments further comprises a light, wherein the light
is configured to illuminate the winning asymmetrical segment.
10. The indicator of claim 1, wherein an outer circumference of
each of the plurality of asymmetrical segments are equal.
11. The indicator of claim 1, further comprising an inner portion
having a diameter smaller than the diameter of the rotatable
object.
12. The indicator of claim 11, wherein the inner portion is
configured to rotate about the first axis of rotation.
13. The indicator of claim 1, further comprising a random number
generator coupled to the rotatable object configured to generate a
plurality of random numbers.
14. The indicator of claim 13, further comprising means for
controlling the rotatable object to indicate a first winning
asymmetrical segment corresponding to a first random number
generated by the random number generator.
15. The indicator of claim 14, wherein the means for controlling
further comprises a motor coupled to the rotatable object
configured to control the rotation of the rotatable object.
16. The indicator of claim 15, wherein the motor is a stepper
motor.
17. the indicator of claim 14, wherein the means for controlling
further comprises a signal transmitted from a controller to the
rotatable object.
18. A gaming method, comprising: determining a probability of
success for winning a plurality of prizes on a rotatable object;
radiating a plurality of asymmetrical segments from a point
different from the axis of rotation for the rotatable object;
corresponding each of the plurality of asymmetrical segments to
each of the plurality of prizes; and forming the plurality of
asymmetrical segments such that the area is equal to the
probability of success of winning the corresponding prize.
19. The method of claim 18, further comprising spinning the
rotatable object.
20. The method of claim 18, further comprising generating a winning
random number from a random number generator.
21. The method of claim 20, further comprising means for indicating
the asymmetrical segment corresponding to the winning random
number.
22. The method of claim 21, wherein the means for indicating
further comprises lighting the asymmetrical segment corresponding
to the winning random number.
23. The method of claim 21, wherein the means for indicating
further comprises controlling the rotatable object to match a
pointer to the asymmetrical segment corresponding to the winning
random number.
24. The method of claim 23, wherein the rotatable object is
controlled by a motor.
25. The method of claim 23, wherein the means for controlling
further comprises transmitting a signal from a controller to the
rotatable object.
26. The method of claim 18, wherein the means for forming further
comprises creating a psychedelic visual effect when the rotatable
object is spun.
27. A gaming machine indicator, comprising: a controller coupled to
a display to virtually display a rotatable object, the rotatable
object configured to rotate about a first point that is also an
axis of rotation; a plurality of segments provided on the rotatable
object, each plurality of segments extending from a second
point.
28. The indicator of claim 27, wherein the rotatable object is a
bistable electrophoretic display.
29. The indicator of claim 27, wherein the plurality of segments
are asymmetrical.
30. The indicator of claim 27, wherein the plurality of segments
are associated with at least two different prizes.
31. The indicator of claim 27, further comprising a sensor to
detect a location of one of the plurality of segments.
32. The indicator of claim 31, wherein the sensor is an optical
sensor.
33. The indicator of claim 27, further comprising an outer
mechanical indicator.
34. The indicator of claim 27, wherein each of the plurality of
segments further comprise a light, wherein the light is configured
to illuminate the winning segment.
35. The indicator of claim 27, wherein an outer circumference of
each of the plurality of segments are equal.
36. The indicator of claim 27, further comprising an inner portion
having a diameter smaller than the diameter of the rotatable
object.
37. The indicator of claim 27, wherein each of the plurality of
segments have an area proportional to a probability of success of
winning a prize.
38. The indicator of claim 27, wherein each of the plurality of
segments forms a psychedelic visual effect when the rotatable
object is spun.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to indicators. More
particularly, the present invention relates to indicators used in
gaming machines.
BACKGROUND OF THE INVENTION
[0002] Games of chance have been enjoyed by people for years and
have enjoyed widespread popularity. Casinos and other forms of
gaming comprise a growing multi-billion dollar industry both
domestically and abroad, with electronic and microprocessor based
gaming machines being more popular than ever. In a typical
electronic gaming machine, such as a slot machine, video poker
machine, video keno machine or the like, a game play is initiated
through a player wager of money or credit, whereupon the gaming
machine determines a game outcome, presents the game outcome to the
player and then potentially dispenses an award of some type,
including a monetary award, depending upon the game outcome. Many
additional gaming machine components, features and programs have
been made possible in recent years through this proliferation of
electronic gaming machines, including those involving linked
progressive jackpots, player tracking and loyalty points programs,
and various forms of cashless gaming, among other items. Many of
these added components, features and programs can involve the
implementation of various back-end and/or networked systems,
including more hardware and software elements, as is generally
known.
[0003] Electronic and microprocessor based gaming machines
themselves can include various hardware and software components to
provide a wide variety of game types and game playing capabilities,
with such hardware and software components being generally well
known in the art. A typical electronic gaming machine will have a
central processing unit ("CPU") or master gaming controller ("MGC")
that controls various combinations of hardware and software devices
and components that encourage game play, allow a player to play a
game on the gaming machine and control payouts and other awards.
Software components can include, for example, boot and
initialization routines, various game play programs and
subroutines, credit and payout routines, image and audio generation
programs, various component modules and a random number generator,
among others. Hardware devices and peripherals can include, for
example, bill validators, coin acceptors, card readers, keypads,
buttons, levers, touch screens, coin hoppers, player tracking units
and the like.
[0004] In addition, each gaming machine can have various audio and
visual display components that can include, for example, speakers,
display panels, belly and top glasses, exterior cabinet artwork,
lights, and top box dioramas, as well as any number of video
displays of various types to show game play and other assorted
information, with such video display types including, for example,
a cathode ray tube ("CRT"), a liquid crystal display ("LCD"), a
light emitting diode ("LED"), a flat panel display and a plasma
display, among others. Apparatuses and methods for providing
displays in gaming machines and/or within a casino are generally
well known, and instances of such apparatuses and methods can be
found in, for example, U.S. Pat. Nos. 6,135,884; 6,251,014; and
6,503,147, all of which are incorporated herein by reference in
their entirety and for all purposes. Such video displays can be
used to simulate mechanical gaming reels, whereby all elements of
the displayed wheels are controlled and displayed electronically.
Alternatively, physical gaming reels may be displayed behind a main
display glass or other like viewing element, with the rotation and
positioning of these physically present gaming reels being
determined and controlled electronically, as is known in the
art.
[0005] Various methods of gaining and maintaining interest in game
play include designing and providing gaming machines with
intriguing and different themes, game types, artwork, visual
displays, sounds and the like. One attractive feature for many
players is the use of a mechanical rotating bonus wheel or a
virtual animated bonus wheel in a gaming machine, particularly
where the bonus wheel is integrated with game play and/or other
pertinent presentations to a game player. The bonus wheel tends to
be relatively dramatic and attracts players due to the excitement
of playing the bonus round.
[0006] Since it is desirable to offer players games that they have
not played before, it would be desirable to provide a player with
new games and additional opportunities to receive winning payouts.
Since games with large wheel spins have gained popularity over the
past few years, it would be desirable to provide new wheels or
payout indicators discernible by a player and/or other
observers.
BRIEF DESCRIPTION OF THE INVENTION
[0007] A gaming machine apparatus and method uses an indicator or
rotatable object whereby the segments on the indicator have an area
that is representative of the probability of success of winning the
prize on the segment. The segments may also radiate from a point
that is different from the axis of rotation of the rotatable
object. This may create various visual effects that may be pleasing
to a player.
[0008] The gaming machine apparatus may have a rotatable object
configured to rotate about a first point that is also an axis of
rotation, and a plurality of asymmetrical segments provided on the
rotatable object, each plurality of asymmetrical segments having an
area proportional to a probability of success of winning a prize,
wherein the plurality of segments radiate from a second point.
[0009] The gaming method may comprise determining a probability of
success for winning a plurality of prizes on a rotatable object,
radiating a plurality of asymmetrical segments from a point
different from the axis of rotation for the rotatable object,
corresponding each of the plurality of asymmetrical segments to
each of the plurality of prizes, and forming the plurality of
asymmetrical segments such that the area is equal to the
probability of success of winning the corresponding prize.
[0010] The present invention provides other hardware configured to
perform the methods of the invention, as well as software stored in
a machine-readable medium (e.g., a tangible storage medium) to
control devices to perform these methods. These and other features
of the present invention will be presented in more detail in the
following detailed description of the invention and the associated
figures.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] The accompanying drawings, which are incorporated into and
constitute a part of this specification, illustrate one or more
embodiments of the invention.
[0012] In the drawings:
[0013] FIGS. 1A and 1B illustrate exemplary gaming machines.
[0014] FIG. 2 illustrates a block diagram depicting an exemplary
embodiment of the rotatable object.
[0015] FIGS. 3A-3D illustrate various embodiments of the rotatable
object.
[0016] FIG. 4 illustrates yet various other embodiments of the
rotatable object.
[0017] FIG. 5 illustrates another embodiment of a rotatable object
with pointers.
[0018] FIG. 6 is a flow diagram of a gaming method using a
rotatable object.
DETAILED DESCRIPTION
[0019] Embodiments are described herein in the context of a gaming
indicator. Those of ordinary skill in the art will realize that the
following detailed description is illustrative only and is not
intended to be in any way limiting. Other embodiments will readily
suggest themselves to such skilled persons having the benefit of
this disclosure. Reference will now be made in detail to
implementations as illustrated in the accompanying drawings. The
same reference indicators will be used throughout the drawings and
the following detailed description to refer to the same or like
parts.
[0020] In the interest of clarity, not all of the routine features
of the implementations described herein are shown and described. It
will, of course, be appreciated that in the development of any such
actual implementation, numerous implementation-specific decisions
must be made in order to achieve the developer's specific goals,
such as compliance with application- and business-related
constraints, and that these specific goals will vary from one
implementation to another and from one developer to another.
Moreover, it will be appreciated that such a development effort
might be complex and time-consuming, but would nevertheless be a
routine undertaking of engineering for those of ordinary skill in
the art having the benefit of this disclosure.
[0021] Some implementations of the invention relate to an indicator
or rotatable object used in gaming machines whereby the segments on
the indicator have an area that is representative of the
probability of success of winning the prize on the segment. The
segments may also radiate from a point different from the axis of
rotation of the rotatable object. In other implementations, the
segments may be designed to achieve a certain visual effect.
Different patterns, when the rotatable object is spun, may result
in eye-catching effects to attract players. For example, when the
gaming indicator 420 illustrated in FIG. 4 is spun, the resulting
psychedelic-type effect may be pleasing to certain players. In
other embodiments, the facts that the segments radiate from a point
different than the axis of rotation of the rotatable object may
create other visually pleasing or non-pleasing effects. The players
may then want to play the gaming machine to simply try and spin the
wheel to see the pattern on the rotating object again. In another
embodiment, the visual effect may be based on a game theme such as
the popular culture icon Austin Powers. The game may have a
psychedelic pattern to achieve the "Groovy Baby!" effect.
[0022] FIGS. 1A-1B illustrate exemplary gaming machines. A gaming
machine 102 includes a main gaming terminal housing or lower
portion 104 and an upper portion 106 including a rotatable object
108. The gaming machine 102 may rest on a stand or pedestal 112.
The lower portion 104 may be configured as a slot machine and,
preferably, the lower portion 104 can use, with a need for no more
than relatively minor modifications, any of a number of previous
slot machines such as previous electronic or computer-controlled
slot machines including those available from IGT of Reno, Nev.
Modifications to previous slot machines for use in accordance with
embodiments of the present invention can include, e.g., providing
graphics, instructions, prize indications and the like to inform
players how to play the game, provision of one or more displayable
or highlightable indicia, such as indicia on one or more of the
reels of the slot machine 114 for indicating play or display of the
rotatable object 108 and provisions for outputting signals from the
lower portion 104 to control rotation or other operation of the
upper portion 106, e.g., via cables, fiber optics, buses, wireless
links or other communication links. In the embodiment depicted in
FIG. 1, the communication links may be carried in a column 116
which positions and supports the upper portion 106 with respect to
the lower portion 104.
[0023] The lower portion 104 contains a number of items commonly
found in slot machines such as a bill acceptor 118, a button panel
122 for providing user controls such as spin, bet, payout and the
like, a handle 124, graphics or instructions regarding payouts from
various winning combinations and/or instructions or attraction
graphics regarding progressive prizes 126 and, a progressive prize
display 128. The upper portion 106 including the rotatable object
108 may be spaced a distance 130 from the main gaming terminal
housing 104. In use, the user places a wager, e.g., via a bill
acceptor, coin slot, card reader, button controls, touch screen or
the like. In response to any of a number of types of user input,
such as pulling the handle 124 or pressing a spin button 122, the
reels 114 of the slot machine will rotate and will stop to display
an unpredictable, preferably random, combination of reel symbols on
the visible portion of the reels 114. In one embodiment, prizes,
preferably monetary prizes, are awarded in response to at least
some symbol combinations, at least some combinations preferably
being associated with predetermined or fixed prizes.
[0024] The rotatable object 108 may play any of a number of roles
in the game, depending on how the game is configured. In some
embodiments, the rotatable object 108 may be used at least
partially in connection with a win-loss decision, i.e., determining
whether a prize will be awarded in response to a round of play (or
portion thereof), in a bonus round, etc. In this regard, according
to one embodiment, a "round" of play includes one slot machine reel
spin activity. Those of skill in the art will understand how to
coordinate rotatable object portions of the game with game portions
other than a slot machine (such as games in which the lower portion
104 is provided as a simulated card game, keno game, and the like).
Relevant devices and methods can be found in, for example, in U.S.
Pat. Nos. 5,788,573 and 6,224,483, and in the Wheel of Fortune.RTM.
Gaming Machines.
[0025] In other embodiments, the rotatable object 108 may be used
in determining the size or amount of a prize but may not be used in
determining whether a prize is awarded or not, i.e., may not be
involved in the win/loss decision. In one embodiment, a
predetermined combination of reel symbols 114 indicates that a
prize has been won with the amount of the prize to be determined,
preferably randomly, using the rotatable object 108. In another
embodiment, the gaming terminal is configured such that, in
response to such a predetermined combination of reel symbols,
either automatically or after a user pushes a button (such as a
wheel spin button 122), the wheel 108 is caused to rotate about its
axis 133 (e.g., by activation of a motor) and thereafter stops,
preferably at a randomly selected position, with a pointer 136
pointing to a location of the wheel 108 bearing an indicium (such
as a numeral) indicating the size of the prize which has been
won.
[0026] Although the embodiment of FIG. 1A depicts a physical
rotatable object, it is also possible to provide a virtual or video
display of a simulated rotatable object. Alternatively, the
rotatable object may comprise both a mechanical and video rotatable
object as described with reference to FIG. 1B. The gaming machine
100 may have a top box 111 and a main cabinet 142, one or both of
which can comprise an exterior housing arranged to contain a number
of internal gaming machine components. The gaming machine may have
a main door 154, a primary video display monitor 156 and one or
more speakers 152.
[0027] Top box 111 may contain a video display 140 surrounded by a
mechanically driven rotatable object 160. In one embodiment, the
video display 140 may be any bistable electrophoretic display, such
as electronic paper. The rotatable object 160 may have the ability
to rotate around the video display 140. The rotatable object 160
may rotate around an axis 150 that may be substantially horizontal
with respect to an ordinary upright position of the gaming machine
100. The direction of rotation may include clockwise,
counter-clockwise or combinations thereof.
[0028] The present invention is not limited to this orientation of
axis 150. For example, an angle of the axis of rotation 150
relative to a front viewing surface of the gaming machine may be
varied. For instance, when mounted in a top box, the axis 150 may
be tilted down to change a viewing angle of the rotatable object
relative to a player playing at the gaming machine 10. As is
generally known in the art, many standard slot machines have gaming
reels that rotate about an axis 151 that is substantially
horizontal with respect to an ordinary upright position of the
gaming machine.
[0029] The inner video display and the rotatable object are
configured as a wheel where the inner video display is controlled
by a video controller. The inner wheel displays segments and each
segment may have an indicia located within the segment.
[0030] During operation of the wheel, a virtual tile may mask one
or more of the segments and their corresponding indicia. The gaming
machine may be operable to receive an input that allows a segment
to be selected. After receiving an input indicating a selection of
the segment or under control of the master gaming controller on the
gaming machine, the virtual tile may be removed to reveal an
underlying indicia to the game player.
[0031] The inner wheel may be surrounded by the mechanically driven
outer wheel that has the ability to rotate around the inner video
display. A mechanized wheel controller controls the mechanized
outer wheel. In one embodiment, the gaming machine's MGC
coordinates output from the video controller and from the
mechanized wheel controller. The output from the controllers may be
coordinated so that images displayed on the inner video appear to
move in sync with the motion of. the mechanized outer wheel. In
various embodiments of the present invention, a direction of
rotation, a speed of rotation and an axis of rotation for a
rotatable object may be varied.
[0032] For example, on a mechanized outer wheel divided into pie
shaped segments, a motion of the combination video-mechanical wheel
may be triggered by an event that occurs during game play. Then,
the MGC may set the outer mechanized wheel in motion and then
display pie shaped images on the inner video display that appear to
rotate in sync with the outer mechanized rotatable wheel until the
wheel comes to rest. In one instance, an outside pointer, attached
to the video-mechanical wheel, may be used to indicate a location
of on the video-mechanical wheel. The pointer may be a physical
device attached to the video-mechanical wheel or may be generated
as an image on the inner video display. During operation of the
video-mechanical wheel, different indicia displayed on the inner
video display may appear to rotate through the location indicated
by the pointer. When the mechanical portion of the video-mechanical
wheel comes to rest, a prize indicated by the indicia at the
location of the pointer may be awarded to the player. A more
detailed description of the video-mechanical wheel and various
other embodiments are discussed in application Ser. No. 11/218,688,
entitled "VIDEO AND MECHANICAL SPINNING BONUS WHEEL", filed Sep. 2,
2005 and hereby incorporated by reference in its entirety for all
purposes.
[0033] Understand that gaming machine 102 is but one example from a
wide range of gaming machine designs on which the present invention
may be implemented. For example, suitable gaming machines may have
top boxes or player tracking features. Further, some gaming
machines have only a single game display--mechanical or video,
while others are designed for bar tables and have displays that
face upwards. As another example, a game may be generated in a host
computer and may be displayed on a remote terminal or a remote
gaming device. The remote gaming device may be connected to the
host computer via a network of some type such as a local area
network, a wide area network, an intranet or the Internet. The
remote gaming device may be a portable gaming device such as but
not limited to a cell phone, a personal digital assistant, and a
wireless game player. Images rendered from 3-D gaming environments
may be displayed on portable gaming devices that are used to play a
game of chance. Further a gaming machine or server may include
gaming logic for commanding a remote gaming device to render an
image from a virtual camera in a 3-D gaming environments stored on
the remote gaming device and to display the rendered image on a
display located on the remote gaming device. Thus, those of skill
in the art will understand that the present invention, as described
below, can be deployed on most any gaming machine now available or
hereafter developed.
[0034] Some preferred gaming machines of the present assignee are
implemented with special features and/or additional circuitry that
differentiates them from general-purpose computers (e.g., desktop
PC's and laptops). Gaming machines are highly regulated to ensure
fairness and, in many cases, gaming machines are operable to
dispense monetary awards of multiple millions of dollars.
Therefore, to satisfy security and regulatory requirements in a
gaming environment, hardware and software architectures may be
implemented in gaming machines that differ significantly from those
of general-purpose computers. A description of gaming machines
relative to general-purpose computing machines and some examples of
the additional (or different) components and features found in
gaming machines are described below.
[0035] At first glance, one might think that adapting PC
technologies to the gaming industry would be a simple proposition
because both PCs and gaming machines employ microprocessors that
control a variety of devices. However, because of such reasons as
1) the regulatory requirements that are placed upon gaming
machines, 2) the harsh environment in which gaming machines
operate, 3) security requirements and 4) fault tolerance
requirements, adapting PC technologies to a gaming machine can be
quite difficult. Further, techniques and methods for solving a
problem in the PC industry, such as device compatibility and
connectivity issues, might not be adequate in the gaming
environment. For instance, a fault or a weakness tolerated in a PC,
such as security holes in software or frequent crashes, may not be
tolerated in a gaming machine because in a gaming machine these
faults can lead to a direct loss of funds from the gaming machine,
such as stolen cash or loss of revenue when the gaming machine is
not operating properly.
[0036] For the purposes of illustration, a few differences between
PC systems and gaming systems will be described. A first difference
between gaming machines and common PC based computers systems is
that gaming machines are designed to be state-based systems. In a
state-based system, the system stores and maintains its current
state in a non-volatile memory, such that, in the event of a power
failure or other malfunction the gaming machine will return to its
current state when the power is restored. For instance, if a player
was shown an award for a game of chance and, before the award could
be provided to the player the power failed, the gaming machine,
upon the restoration of power, would return to the state where the
award is indicated. As anyone who has used a PC, knows, PCs are not
state machines and a majority of data is usually lost when a
malfunction occurs. This requirement affects the software and
hardware design on a gaming machine.
[0037] A second important difference between gaming machines and
common PC based computer systems is that for regulation purposes,
the software on the gaming machine used to generate the game of
chance and operate the gaming machine has been designed to be
static and monolithic to prevent cheating by the operator of gaming
machine. For instance, one solution that has been employed in the
gaming industry to prevent cheating and satisfy regulatory
requirements has been to manufacture a gaming machine that can use
a proprietary processor running instructions to generate the game
of chance from an EPROM or other form of non-volatile memory. The
coding instructions on the EPROM are static (non-changeable) and
must be approved by a gaming regulators in a particular
jurisdiction and installed in the presence of a person representing
the gaming jurisdiction. Any changes to any part of the software
required to generate the game of chance, such as adding a new
device driver used by the master gaming controller to operate a
device during generation of the game of chance can require a new
EPROM to be burnt, approved by the gaming jurisdiction and
reinstalled on the gaming machine in the presence of a gaming
regulator. Regardless of whether the EPROM solution is used, to
gain approval in most gaming jurisdictions, a gaming machine must
demonstrate sufficient safeguards that prevent an operator or
player of a gaming machine from manipulating hardware and software
in a manner that gives them an unfair and some cases an illegal
advantage. The gaming machine should have a means to determine if
the code it will execute is valid. If the code is not valid, the
gaming machine must have a means to prevent the code from being
executed. The code validation requirements in the gaming industry
affect both hardware and software designs on gaming machines.
[0038] A third important difference between gaming machines and
common PC based computer systems is the number and kinds of
peripheral devices used on a gaming machine are not as great as on
PC based computer systems. Traditionally, in the gaming industry,
gaming machines have been relatively simple in the sense that the
number of peripheral devices and the number of functions the gaming
machine has been limited. Further, in operation, the functionality
of gaming machines were relatively constant once the gaming machine
was deployed, i.e., new peripherals devices and new gaming software
were infrequently added to the gaming machine. This differs from a
PC where users will go out and buy different combinations of
devices and software from different manufacturers and connect them
to a PC to suit their needs depending on a desired application.
Therefore, the types of devices connected to a PC may vary greatly
from user to user depending in their individual requirements and
may vary significantly over time.
[0039] Although the variety of devices available for a PC may be
greater than on a gaming machine, gaming machines still have unique
device requirements that differ from a PC, such as device security
requirements not usually addressed by PCs. For instance, monetary
devices, such as coin dispensers, bill validators and ticket
printers and computing devices that are used to govern the input
and output of cash to a gaming machine have security requirements
that are not typically addressed in PCs. Therefore, many PC
techniques and methods developed to facilitate device connectivity
and device compatibility do not address the emphasis placed on
security in the gaming industry.
[0040] To address some of the issues described above, a number of
hardware/software components and architectures are utilized in
gaming machines that are not typically found in general purpose
computing devices, such as PCs. These hardware/software components
and architectures, as described below in more detail, include but
are not limited to watchdog timers, voltage monitoring systems,
state-based software architecture and supporting hardware,
specialized communication interfaces, security monitoring and
trusted memory.
[0041] A watchdog timer is normally used in gaming machines to
provide a software failure detection mechanism. In a normally
operating system, the operating software periodically accesses
control registers in the watchdog timer subsystem to "re-trigger"
the watchdog. Should the operating software fail to access the
control registers within a preset timeframe, the watchdog timer
will timeout and generate a system reset. Typical watchdog timer
circuits contain a loadable timeout counter register to allow the
operating software to set the timeout interval within a certain
range of time. A differentiating feature of the some preferred
circuits is that the operating software cannot completely disable
the function of the watchdog timer. In other words, the watchdog
timer always functions from the time power is applied to the
board.
[0042] Gaming computer platforms preferably use several power
supply voltages to operate portions of the computer circuitry.
These can be generated in a central power supply or locally on the
computer board. If any of these voltages falls out of the tolerance
limits of the circuitry they power, unpredictable operation of the
computer may result. Though most modern general-purpose computers
include voltage monitoring circuitry, these types of circuits only
report voltage status to the operating software. Out of tolerance
voltages can cause software malfunction, creating a potential
uncontrolled condition in the gaming computer. Gaming machines of
the present assignee typically have power supplies with tighter
voltage margins than that required by the operating circuitry. In
addition, the voltage monitoring circuitry implemented in gaming
computers typically has two thresholds of control. The first
threshold generates a software event that can be detected by the
operating software and an error condition generated. This threshold
is triggered when a power supply voltage falls out of the tolerance
range of the power supply, but is still within the operating range
of the circuitry. The second threshold is set when a power supply
voltage falls out of the operating tolerance of the circuitry. In
this case, the circuitry generates a reset, halting operation of
the computer.
[0043] The standard method of operation for slot machine game
software is to use a state machine. Different functions of the game
(bet, play, result, points in the graphical presentation, etc.) may
be defined as a state. When a game moves from one state to another,
critical data regarding the game software is stored in a custom
non-volatile memory subsystem. This is critical to ensure the
player's wager and credits are preserved and to minimize potential
disputes in the event of a malfunction on the gaming machine.
[0044] In general, the gaming machine does not advance from a first
state to a second state until critical information that allows the
first state to be reconstructed is stored. This feature allows the
game to recover operation to the current state of play in the event
of a malfunction, loss of power, etc that occurred just prior to
the malfunction. After the state of the gaming machine is restored
during the play of a game of chance, game play may resume and the
game may be completed in a manner that is no different than if the
malfunction had not occurred. Typically, battery backed RAM devices
are used to preserve this critical data although other types of
non-volatile memory devices may be employed. These memory devices
are not used in typical general-purpose computers.
[0045] As described in the preceding paragraph, when a malfunction
occurs during a game of chance, the gaming machine may be restored
to a state in the game of chance just prior to when the malfunction
occurred. The restored state may include metering information and
graphical information that was displayed on the gaming machine in
the state prior to the malfunction. For example, when the
malfunction occurs during the play of a card game after the cards
have been dealt, the gaming machine may be restored with the cards
that were previously displayed as part of the card game. As another
example, a bonus game may be triggered during the play of a game of
chance where a player is required to make a number of selections on
a video display screen. When a malfunction has occurred after the
player has made one or more selections, the gaming machine may be
restored to a state that shows the graphical presentation at the
just prior to the malfunction including an indication of selections
that have already been made by the player. In general, the gaming
machine may be restored to any state in a plurality of states that
occur in the game of chance that occurs while the game of chance is
played or to states that occur between the play of a game of
chance.
[0046] Game history information regarding previous games played
such as an amount wagered, the outcome of the game and so forth may
also be stored in a non-volatile memory device. The information
stored in the non-volatile memory may be detailed enough to
reconstruct a portion of the graphical presentation that was
previously presented on the gaming machine and the state of the
gaming machine (e.g., credits) at the time the game of chance was
played. The game history information may be utilized in the event
of a dispute. For example, a player may decide that in a previous
game of chance that they did not receive credit for an award that
they believed they won. The game history information may be used to
reconstruct the state of the gaming machine prior, during and/or
after the disputed game to demonstrate whether the player was
correct or not in their assertion.
[0047] Another feature of gaming machines is that they often
contain unique interfaces, including serial interfaces, to connect
to specific subsystems internal and external to the slot machine.
The serial devices may have electrical interface requirements that
differ from the "standard" EIA 232 serial interfaces provided by
general-purpose computers. These interfaces may include EIA 485,
EIA 422, Fiber Optic Serial, optically coupled serial interfaces,
current loop style serial interfaces, etc. In addition, to conserve
serial interfaces internally in the slot machine, serial devices
may be connected in a shared, daisy-chain fashion where multiple
peripheral devices are connected to a single serial channel.
[0048] The serial interfaces may be used to transmit information
using communication protocols that are unique to the gaming
industry. For example, IGT's Netplex is a proprietary communication
protocol used for serial communication between gaming devices. As
another example, SAS is a communication protocol used to transmit
information, such as metering information, from a gaming machine to
a remote device. Often SAS is used in conjunction with a player
tracking system.
[0049] Gaming machines may alternatively be treated as peripheral
devices to a casino communication controller and connected in a
shared daisy chain fashion to a single serial interface. In both
cases, the peripheral devices are preferably assigned device
addresses. If so, the serial controller circuitry must implement a
method to generate or detect unique device addresses.
General-purpose computer serial ports are not able to do this.
[0050] Security monitoring circuits detect intrusion into a gaming
machine by monitoring security switches attached to access doors in
the slot machine cabinet. Preferably, access violations result in
suspension of game play and can trigger additional security
operations to preserve the current state of game play. These
circuits also function when power is off by use of a battery
backup. In power-off operation, these circuits continue to monitor
the access doors of the slot machine. When power is restored, the
gaming machine can determine whether any security violations
occurred while power was off, e.g., via software for reading status
registers. This can trigger event log entries and further data
authentication operations by the slot machine software.
[0051] Trusted memory devices are preferably included in a gaming
machine computer to ensure the authenticity of the software that
may be stored on less secure memory subsystems, such as mass
storage devices. Trusted memory devices and controlling circuitry
are typically designed to not allow modification of the code and
data stored in the memory device while the memory device is
installed in the slot machine. The code and data stored in these
devices may include authentication algorithms, random number
generators, authentication keys, operating system kernels, etc. The
purpose of these trusted memory devices is to provide gaming
regulatory authorities a root trusted authority within the
computing environment of the slot machine that can be tracked and
verified as original. This may be accomplished via removal of the
trusted memory device from the slot machine computer and
verification of the secure memory device contents is a separate
third party verification device. Once the trusted memory device is
verified as authentic, and based on the approval of the
verification algorithms contained in the trusted device, the gaming
machine is allowed to verify the authenticity of additional code
and data that may be located in the gaming computer assembly, such
as code and data stored on hard disk drives. A few details related
to trusted memory devices that may be used in the present invention
are described in U.S. Pat. No. 6,685,567 from U.S. patent
application Ser. No. 09/925,098, filed Aug. 8, 2001 and titled
"Process Verification," which is incorporated herein in its
entirety and for all purposes.
[0052] Mass storage devices used in a general purpose computer
typically allow code and data to be read from and written to the
mass storage device. In a gaming machine environment, modification
of the gaming code stored on a mass storage device is strictly
controlled and would only be allowed under specific maintenance
type events with electronic and physical enablers required. Though
this level of security could be provided by software, gaming
computers that include mass storage devices preferably include
hardware level mass storage data protection circuitry that operates
at the circuit level to monitor attempts to modify data on the mass
storage device and will generate both software and hardware error
triggers should a data modification be attempted without the proper
electronic and physical enablers being present.
[0053] FIG. 2 illustrates a block diagram depicting an exemplary
embodiment of the rotatable object. It will be understood that this
block diagram is merely exemplary and illustrative in nature, such
that some blocks might be removed, others might be added, and the
position of any blocks or groups of blocks might be altered. A
communication interface 172 may be used to translate data between
the logic device 170 and the MGC 180, the network 182 or a
combination of both. The MGC 180 may be coupled to a random number
generator 184 to generate a plurality of random numbers. The random
numbers generated may be used to randomly determine the winning
prize on the rotatable object 108. As further discussed below, the
rotatable object 108 may be controlled to indicate the winning
segment corresponding to a random number generated by the random
number generator.
[0054] The logic device 170 may receive data that initializes the
game play program for the rotatable object 108. The logic device
170 would then transmit the corresponding data to the rotatable
object controller 164.
[0055] In one embodiment, a player may initiate the rotation of the
rotatable object 108 by touching the screen of the rotatable object
108. Once the touchscreen sensors 148 senses the player's input,
the touchscreen sensors 148 are adapted to notify the logic device
170. The logic device 170 would communicate the notification to
either the MGC 180, the network 182 or the combination of both. The
MGC 180, the network 182 or a combination of both would then relay
data back to the logic device 170. It will be appreciated that the
rotatable object 108 may not have touchscreen capabilities.
[0056] Based on the data received at the rotatable object
controller 164, the rotatable object 108 may be adapted to rotate
through the use of a motor, such as a stepper motor 163. The
stepper motor 163 has the ability to rotate a ring gear coupled to
the rotatable object 108. The position of the ring gear can be
determined through the use of position sensors 166, such as optical
sensors, light sensors, bar code readers, symbol readers, and the
like. Once the rotatable object controller 164 receives information
from the position sensors 166, the rotatable object controller can
communicate the position data to the MGC 180, the network 182 or
the combination of both. The MGC 180, the network 182 or a
combination of both would then relay data back to the rotatable
object controller 164, where the data can relate to the spinning of
the rotatable object 108 or a new desired ending position for the
rotatable object 108. The rotatable object controller 164 also
controls the rotatable object lights 165 correlated with the
rotatable object 108. For example, the rotatable object 108 may be
include a number of light paths that can be lit in different
combinations to generate an appearance of different light sequences
as well as other patterns on the rotatable object 108.
Alternatively, the rotatable object lights 165 may be used in place
of the pointer 136 to light up and indicate the winning segment and
prize displayed therein. It will be appreciated that the rotatable
object controller 164 could be eliminated and the stepper motor
163, rotatable object lights 165 and the position sensors 166 could
communicate directly to the logic device 170.
[0057] The logic device 170 may communicate with audio and video
output devices 132, 134. The audio output device 132 is adapted to
include speakers that deliver sound to the players based on an
event. The audio output device 132 would communicate with a
database having particular audio data located in the MGC 180 or the
network 182. The video output device 134 may be adapted to include
a secondary display and additional lights in order to draw players
to play the gaming machine and to keep the player entertained while
playing. The MGC 180, the logic device 170 or the network 182 could
have the ability to control the visual output devices 134.
[0058] FIGS. 3A-3D illustrate various embodiments of the rotatable
object. Each rotatable object 300, 310, 320, 330 may be configured
to rotate about an axis of rotation 304. Rotatable object 300 may
have a plurality of asymmetrical segments 302a-n (where n is an
integer) having a variety of indicium written therein to represent
a prize to win. Each asymmetrical segment may be associated with
the same or different prize. Although the figures are not drawn to
scale, each of asymmetrical segments 302a, 302b, 302c, 302n may
have an area proportional to the probability of success of winning
the prize. For exemplary purposes only and not intended to be
limiting, the probability of success of winning a prize may be
represented by Table 1 below:
TABLE-US-00001 TABLE 1 Probability of Success Winning Prize 45%
Free Buffet 23% $5.00 10% $10.00 10% $15.00 5% $50.00 5% $75.00 2%
$99.00
[0059] Since there is a 45% probability of winning the free buffet
302a, the area of the segment for the free buffet 302a may be 45%
of the area of the rotatable object 300. The area of the $5.00
segment 302b may be 23% of the area of the rotatable object 300,
the area of the $10.00 and $15.00 segments 302c, 302d may each be
10% of the area of the rotatable object 300, and the area of the
$50.00 and $75.00 segments 302e, 302f may each be 5% of the area of
the rotatable object 300. Since there is only a 2% chance of
winning the $99.00 prize, the segment 302n may only be 5% of the
area of the rotatable object 300.
[0060] For rotatable object 310, the probability of success may be
represented by Table 2 below:
TABLE-US-00002 TABLE 2 Probability of Success Winning Prize 40%
Free Buffet 40% $25 Cafe Coupon 10% Motorcycle 10% Car
[0061] The area of the free buffet and $25 cafe coupon segments
312a, 312b may each represent 40% of the area of the rotatable
object 310. The area of each of the motorcycle segments 312c may
represent 5% of the area of the rotatable object 310, thereby being
a total of 10% of the area of the rotatable object 310. The area of
each of the car segments 312n may represent 5% of the area of the
rotatable object, thereby being a total of 10% of the area of the
rotatable object 310. Although the each of asymmetrical segments,
e.g. 312a, 312b, 312c, 312n, may have an area proportional to the
probability of success of winning the prize, this is merely the
appearance of the proportionality. The winning prize may be chosen
based upon a random number generator in the gaming machine.
[0062] With reference to FIG. 3C, the plurality of asymmetrical
segments 322a, 322n may radiate or extend outwardly from a point
324 different than the axis of rotation 304 for the rotatable
object 320. With reference to FIG. 3D, each segment may also extend
or radiate outwardly from a different point than other segments.
For example, segment 332a may extend from point 334a and segments
332b, 332n may extend from point 334n.
[0063] FIG. 4 illustrates yet various other embodiments of the
rotatable object. The rotatable object may be any shape for form.
The rotatable object may also be a three dimensional object, such
as a sphere or half of a sphere, e.g. half of a basketball 440. As
illustrated in FIGS. 3A-3D and 4, the rotatable objects are in the
form of a wheel. However, the shape of the wheel may be an oval,
square, rectangle, triangle, or the like. The plurality of
asymmetrical segments may also be in any shape. As illustrated in
FIG. 4, the asymmetrical segments may be in the shape of a triangle
as illustrated in rotatable object 400 and 410, a circle as
illustrated in rotatable object 430, or any random shapes, e.g., as
illustrated in rotatable objects 420, 440, and 450. Additionally,
the rotatable object may look like a sports ball, such as a
basketball 440.
[0064] Each asymmetrical segment may radiate from a different point
than the axis of rotation for the rotatable body. For example, the
axis of rotation for rotatable object 450 may be at 452. However,
the plurality of asymmetrical segments 456 may radiate from point
454. Additionally, the outer circumference of each of the plurality
of asymmetrical segments may be equal or proportional. As
illustrated with rotatable object 410, the outer circumference 412
of each of the asymmetrical segments may be equal. As illustrated
with rotatable object 440, the outer circumference of asymmetrical
segment 442 may be twice (2.times.) the outer circumference as
asymmetrical segment 444 (x). This allows for ease in determining
and detecting the location of each of the segments, such as with
the use of the position sensor discussed above.
[0065] Furthermore, the segments may be designed to achieve a
certain visual effect. Different patterns, when the rotatable
object is spun, may result in eye-catching effects to attract
players. For example, when the gaming indicator 420 illustrated in
FIG. 4 is spun, the resulting psychedelic-type effect may be
pleasing to certain players. In other embodiments, the facts that
the segments radiate from a point different than the axis of
rotation of the rotatable object may create other visually pleasing
or non-pleasing effects. The players may then want to play the
gaming machine to simply try and spin the wheel to see the pattern
on the rotating object again. In another embodiment, the visual
effect may be based on a game theme such as the popular culture
icon Austin Powers. The game may have a psychedelic pattern to
achieve the "Groovy Baby!" effect.
[0066] The rotatable object may also have an inner portion 422 as
illustrated with rotatable object 420. The inner portion 422 may be
any shape such as a circle having a diameter smaller than the
diameter of the rotatable object 420, a triangle, square, star,
blob, and the like. In another example, the inner portion 422 may
also occupy the space between two focal points of an oval rotatable
object. The inner portion 422 may have a center point 424 that is
the same as the axis of rotation for the rotatable object 420.
However, the plurality of segments 426 may radiate from a different
point 428 than the axis of rotation 424 for the inner portion 422.
Various indicia may be placed on the inner portion 422 to entice a
player. Furthermore, the inner portion 422 may also have lights to
light the inner portion 422 for visual effects. Alternatively, the
inner portion 422 may be used as an additional bonus round, a
second change opportunity to win a larger prize, or any other
incentive.
[0067] Referring now to FIG. 5, an illustration of another
embodiment of a rotatable object with pointers. The rotatable
object 500 have a plurality pointers 504a, 504b, 504n. In use, as
the rotatable object 500 spins, the pointers 504a, 504b, 504n may
also light up. As the rotatable object 500 comes to a stop, one of
the pointers 504a, 504b, 504n may light up to indicate the winning
asymmetrical segment based upon the random number generated by the
random number generator. The pointers 504a, 504b, 504n may be used
for various other reasons. For example and not intended to be
limiting, the pointers 504a, 504b, 504n may be used in a bonus
round as an additional chance to win a prize. Thus, in addition to
winning a prize from the rotatable object 500, the player may also
win a prize selected by the pointers 504a, 504b, 504n.
[0068] Although illustrated with three pointers, the number of
pointers is not intended to be limiting as any number of pointers
may be used. For example, the plurality of asymmetrical segments of
the rotatable object 500 may not have a light to indicate the
winning asymmetrical segment. Thus, each segment may have a
dedicated pointer that lights up to indicate the winning
asymmetrical segment.
[0069] FIG. 6 is a flow diagram of a gaming method using a
rotatable object. A probability of success for winning a prize on a
rotatable object may be determined at 600. For example, the
probably of success of winning a car may be lower than the
probability of winning $5.00.
[0070] The rotatable body may have a plurality of segments with
indicia written therein to indicate the prize. The plurality of
segments may extend from a point different than the axis of
rotation of the rotatable object at 602. One of the plurality of
segments may correspond to one of the plurality of prizes at 604.
The segments may be formed such that the area is equal to the
probability of success of winning the corresponding prize at 606.
In other implementations, the segments may be designed to achieve a
certain visual effect. Different patterns, when the rotatable
object is spun, may result in eye-catching effects to attract
players. For example, a spin for certain patters may result in a
psychedelic-type effect that may be pleasing to certain players. In
certain patterns, the facts that the segments radiate from a point
different than the axis of rotation of the rotatable object may
create other visually pleasing or non-pleasing effects. The players
may then want to play the gaming machine to simply try and spin the
wheel to see the pattern on the rotating object again. In another
embodiment, the visual effect may be based on a game theme such as
the popular culture icon Austin Powers. The game may have a
psychedelic pattern to achieve the "Groovy Baby!" effect.
[0071] In use, the rotatable object is spun at 608. Any electrical
or manual means as discussed above may be used to rotate the
rotatable object. For example, the mechanical rotating object may
be spun with a motor. In other embodiments, the rotatable object
may be a video or virtual wheel controlled by the MGC. For example,
the virtual wheel may be of any bistable electrophoretic display,
such as electronic paper. A winning random number may be generated
from a random number generator at 610. The segment corresponding to
the winning random number may be indicated at 612 to notify the
player of the winning prize. Any means may be used to indicate the
winning segment. For example, a light may be configured to light
the segment corresponding to the winning random number. In another
example, the rotation of the rotatable object may be controlled to
match a pointer to the segment corresponding to the winning random
number. As discussed above, any means may be used to control the
rotation of the rotatable object, such as a motor.
[0072] While embodiments and applications of this invention have
been shown and described, it would be apparent to those skilled in
the art having the benefit of this disclosure that many more
modifications than mentioned above are possible without departing
from the inventive concepts herein.
* * * * *