U.S. patent application number 11/841469 was filed with the patent office on 2009-02-26 for method of reserving electronic game machine.
This patent application is currently assigned to Fat Man Games International, Inc.. Invention is credited to ERIC J. JACOBSON, Todd R. Stimac.
Application Number | 20090054131 11/841469 |
Document ID | / |
Family ID | 40382698 |
Filed Date | 2009-02-26 |
United States Patent
Application |
20090054131 |
Kind Code |
A1 |
JACOBSON; ERIC J. ; et
al. |
February 26, 2009 |
METHOD OF RESERVING ELECTRONIC GAME MACHINE
Abstract
A method of reserving an electronic game machine, which allows a
user to be identified by the machine and lock it for a period of
time. The user may return to the game and resume play within the
allotted time period. If the user does not return within the
allotted time period, or if he begins play at another machine, the
locked machine can resume an unlocked position ready for play by
others.
Inventors: |
JACOBSON; ERIC J.; (Menashe,
WI) ; Stimac; Todd R.; (Madison, WI) |
Correspondence
Address: |
GODFREY & KAHN S.C.
780 NORTH WATER STREET
MILWAUKEE
WI
53202
US
|
Assignee: |
Fat Man Games International,
Inc.
|
Family ID: |
40382698 |
Appl. No.: |
11/841469 |
Filed: |
August 20, 2007 |
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3281 20130101;
G07F 17/3269 20130101; G07F 17/3255 20130101; G07F 17/3283
20130101; G07F 17/32 20130101; G07F 17/3206 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of temporarily reserving an electronic game machine in
an establishment, comprising: identifying a user of the machine;
reserving the machine for a period of time based on an input from
the user; and unlocking the machine based on a second input from
the user or an establishment operator.
2. The method of claim 1 wherein the machine further includes a
reader.
3. The method of claim 2 wherein the reader recognizes an
identification-enabled object associated with the user.
4. The method of claim 3 wherein the device is a card reader.
5. The method of claim 4 wherein the identification-enabled object
is a magnetic memory card.
6. The method of claim 3 wherein the identification-enabled object
is further linked to an account associated with the
establishment.
7. The method of claim 1 wherein the period of time is
predetermined by the establishment operator.
8. The method of claim 7 wherein the period of time can be varied
by the establishment operator.
9. The method of claim 1 wherein the period of time is selected by
the user.
10. The method of claim 9 wherein the period of time is chosen by
the user from predetermined options selected by the establishment
operator.
11. The method of claim 10 wherein the predetermined options can be
varied by the establishment operator.
12. The method of claim 1 wherein the first input from the user is
the identification of the user by the machine.
13. The method of claim 1 wherein the first input from the user is
a selection to reserve the machine from choices presented on the
machine.
14. The method of claim 1 wherein the machine allows the user to
accumulate credits based on game play.
15. The method of claim 14 wherein reserving the machine debits
credits from total credits accumulated by the user on the
machine.
16. The method of claim 6 wherein reserving the machine debits
points from the user's account.
17. The method of claim 1 wherein the second input from the user is
a selection to unlock the machine from choices presented on the
machine.
18. The method of claim 1 wherein the second input from the user is
the identification of the user by a second machine.
19. The method of claim 1 wherein the second output from the user
is a selection to unlock the machine from choices presented on a
second machine.
20. The method of claim 1 wherein the second output from the user
is failure by the user to return for identification by the machine
before the time period lapses.
Description
FIELD OF THE INVENTION
[0001] This invention relates generally to the field of electronic
gaming, and more particularly to a method of reserving or locking a
game machine for a time period.
BACKGROUND OF THE INVENTION
[0002] There are numerous types and variations of electronic gaming
machines. Since the first development of such machines in the
1960s, video poker and electronic slot machines have proliferated
and become a mainstay of casinos. Such casino-type or amusement
machines are also popular in bingo halls, video game parlors, game
rooms, and other similar establishments. Most gaming machines
include a display monitor and buttons or other means by which to
select and play the games. The machines may also include a touch
screen for card selection, wager selection, and other input by the
player. Many casinos or amusement establishments also offer a
"Player's Club" or other such card to players, which is attached to
a points or awards account, and which allows players to earn casino
credits for money spent within the establishment.
[0003] A common problem in electronic gaming is the inability of a
player to "hold" or "reserve" a machine that he is interested in
continuing to play in the event he wishes to briefly leave the
machine. Some players may try to indicate their expected return by
leaving belongings at or on the machine, leaning chairs on the
machine, or placing a cup on a machine handle. This is both
unreliable (because another person could easily remove the
belongings), and undesirable to the establishment owners (because
if the placement of the belongings does detract others from playing
the machine, the length of time the machine is not being used is
not regulated, and therefore could be for a lengthy period of
time).
[0004] A need therefore exists to provide a method whereby a player
can "reserve" or "lock" a game for a short period of time, so as to
allow him to return to a particular machine within a designated
time period. A further need exists to provide a method which is
easily incorporated with existing systems typical of many gaming
establishments, and which will be beneficial to the establishment
by encouraging continued play by allowing players to resume play at
a specific machine--and therefore keep money in the machine--by
allowing them to take short breaks from playing.
SUMMARY OF THE INVENTION
[0005] The present invention is directed to a method of reserving
or locking an electronic gaming machine which is designed to
provide convenience for players, and to maximize and play time on a
machine by a player. A memory/identification reader is integrated
into a game machine, allowing a player to swipe or insert a card,
chip, or other identification-enabled object which identifies the
player and/or is connected to the player's account, such as a
points or awards card that accumulates credits or points for
machine play. The recognition by the machine of the player's card
will enable the locking or reservation feature of the present
invention by automatically locking or reserving the machine for a
set period of time, or allowing a player to select an option to
reserve the machine or choose a specific time period for which to
reserve the machine. The use of the feature may also allow for
debit of game credits or account points.
[0006] A game may be unlocked by return of the player to the
machine and insertion or use of the identification-enabled object
with the reader before the designated lock time lapses. A machine
may automatically unlock for use by anyone if the time lapses on
the lock countdown time, or if a player who has locked the machine
swipes his identification-enabled object for play at a different
machine. In the case of unlocking when a player does not return to
the machine in time or by play at a different machine, the credits
remaining at time of lock can be credited to the player's account
identified by and integrated with the player's
identification-enabled object. The machine may also be unlocked at
the discretion of the operator of the establishment either via a
master release card or via remote electronic means.
[0007] Other objects and advantages of the present invention will
become readily apparent to those skilled in this art from the
following detailed description wherein only certain preferred
embodiments of the invention are described, simply by way of
illustration of the best mode contemplated for carrying out the
invention. As will be realized, the invention is capable of
modification in various obvious respects all without departing from
the invention. Accordingly, the drawings and description of the
preferred embodiments are to be regarded as illustrative in nature
and not as restrictive in nature.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a flow chart showing steps in accordance with one
method in accordance with the present invention;
[0009] FIG. 2 is an illustration of a typical electronic game
machine;
[0010] FIG. 3 is an illustration of a representative screen display
showing a locking option box of the method of the present
invention;
[0011] FIG. 4 is an illustration of a representative screen display
showing a status box;
[0012] FIG. 5 is an illustration of a representative screen display
showing a time locking option box;
[0013] FIG. 6 is an illustration of a representative screen display
showing a locking option box;
[0014] FIG. 7 is an illustration of a representative screen display
showing a status box; and
[0015] FIG. 8 is an illustration of two representative screen
displays showing the status box and warning box on two machines
where a player has reserved one machine and inserted a card into
another.
DETAILED DESCRIPTION OF THE INVENTION
[0016] While the invention is susceptible of various modifications
and alternative constructions, certain illustrated embodiments
thereof are described below in detail. It should be understood,
however, that there is no intention to limit the invention to the
specific forms and processes disclosed. On the contrary, the
invention is to cover all modifications, alternative constructions,
and equivalents falling within the spirit and scope of the
invention as defined in the claims.
[0017] An electronic gaming machine 10 is modified to incorporate
game locking or reserving feature 20. A flow chart showing one
embodiment of the method of the present invention is shown in FIG.
1. The type of game machine 10 could be any electronic game, such
as a poker or other card game, racing game, matching game,
sweepstakes game, skill game, nudge game, electronic slot machine,
or video game. An example of such of a machine is shown in the
illustration in FIG. 2. The machine itself 10 is conventional and
may comprise numerous different designs, and include components
such as a microprocessor or other controller interconnected to a
device for receiving bets or wagers, such as a coin or bill reader,
credit or debit card reader, or credit ticket reader. The
microprocessor is also connected to a display screen 30 showing the
elements of the game 32 itself, such as a deck of cards, racing
figures, or figures and symbols other progressive slot game. The
display screen 30 may be a conventional screen whereby the user
selects the required game choices on buttons 12 on the machine 10
itself, or it may be a touch screen which allows the player to make
game choices by touching those cards, other objects, or simulated
buttons on the screen 30 itself
[0018] As seen in FIG. 2, the machine 10 may also feature a reader
40 such as a smart card reader, memory card reader, memory chip
reader, or other identification recognition device as a means to
identify the machine user. This reader 40 is designed to read
identification-enabled objects 42 such as smart cards, memory
cards, or memory chips provided by a casino or other establishment.
Identification-enabled objects 42 are issued by the establishment
and connected to an individual's account. Existing cards, such as
"Player's Club" or other such points-accumulating rewards cards are
common practice, and are typically swiped at a machine when a
player begins play, with points or credits are earned for money
spent at the machine. The points or credits can be used in exchange
for various events at the establishment, or as a cash-type reward
for machine and game play. The identification-enabled object 42 to
enable the locking or reserving feature 20 could be a separate
identification-enabled object 42 connected to an individual and/or
his account, or could be integrated with an already existing
points-type account card. The individual machines 10 in the
establishment can be networked, such that a players' activity on
machines 10 throughout the establishment can be tracked on the
network when their identification-enabled objects 42 are swiped on
the readers 40 of the machines.
[0019] In one embodiment of the present invention, the player
swipes the card 42 through the reader 40 on the machine 10 to
enable him to "lock" or "reserve" the machine 10 for a designated
period of time so that he can retain that machine 10 for a short
time while away from the machine 10 and resume play if he returns
and swipes his identification-enabled object 42 within that time
period. Players often wish to remain on a certain machine 10, when,
for example, they have been playing that machine 10 for a while and
expect that it will "hit" soon. However, if the player wishes to
step away from the machine 10 for a short period of time, there is
no way to hold or reserve that machine, and therefore anyone could
begin play when the player leaves the machine 10. While some
players try to indicate their expected return by leaving belongings
at or on the machine 10, this is both unreliable (because another
person could easily remove the belongings), and undesirable to the
owners of the establishment (because if the placement of the
belongings does detract others from playing the machine, the length
of time the machine is not being used is not regulated, and
therefore could be for a lengthy period of time). The present
invention therefore allows a player to lock or reserve the machine
10 for a set period of time so that he may prevent others from
using the machine until he returns and swipes his
identification-enabled object 42 to unlock it. This is beneficial
to the establishment in that an object of the establishment is to
keep players' money "on the table," or, in this case, keep the
money or credits in the machine game, for as long as possible. By
enabling a player to remain at a machine 10 while allowing short
breaks, a player will keep his money in a machine 10, and therefore
likely spend more time and money on that particular machine 10
without having to cash out to leave. A player will be more likely
to continue play if he can prevent cashing out, and will also
increase overall play time by only have a short period of time in
which he can be away from the machine 10.
[0020] When the player inserts his identification-enabled objects
42 into the reader 40, a lock option box 22 or other item may
appear on the screen 30 which allows the player to choose the
option to lock/reserve the machine. As seen in FIG. 3, and example
of such a box would have allow the player to choose "YES" or "NO"
when asked if he would like to reserve the machine. Alternatively,
a lock/reserve option box 22 could appear that requires the player
to confirm and choose a "LOCK MACHINE," "RESERVE MACHINE" or
similar option before the machine 10 locks. The lock option box 22
could also be one of several that appear upon swiping the card,
included with other information or menus that appear when a player
uses an identification-enabled object 42 that is also used for
points accumulation. For example, if a player swipes his card 40
upon start of play and a number of boxes appear to, for example,
confirm account details or choose awards-related options, the lock
feature 20 and lock option box 22 could be one of the boxes that
appears. Alternatively, the machine 10 could lock automatically
upon swiping the identification-enabled object 42, such as when the
identification-enabled object 42 is used only to enable the locking
feature 20, or if the identification-enabled object 42 and machine
10 are programmed such that the locking feature 20 is automatically
activated when the identification-enabled object 42 is swiped at a
time other than the start of play. While locked, a status box 24
may be displayed indicating that the machine is locked and how much
time remains on the locked status. An example screen 30 display
showing a locked machine 10 can be seen in FIG. 4, indication that
the machine 10 is locked an displaying the reserve time
remaining.
[0021] The locking feature 20 may include a monetary charge or
debit of credits or award points for enabling the feature 20. For
example, when a player enables the locking feature 20, a flat fee
may be debited from the player's account, or credits may be debited
from the player's awards/points account, or credits may be debited
from the total credits remaining on the game of the machine 10
itself The fee may also be dependent on the amount of time chosen
to lock the machine 10, if the option to select different time
options as described herein is present.
[0022] The locking feature 20 can be programmed to include a number
of different timing options. In one embodiment, a set time period
is programmed into the machine, so that when the machine 10 is
locked by a player, a countdown of a pre-programmed time window
automatically begins. In another embodiment, the player may be
given options for time periods, for example 2:00 minutes, 4:00
minutes, etc., that he can select from the time option box 24 on
the screen. A "CANCEL" or other similar button may appear in
connection with or as part of the time option box 24. The time
option box 24 may appear in, around, subsequent to, or instead of a
lock option box 22 for enabling the lock feature 20. FIG. 5 shows
an example screen 30 display with only a time option box 24. The
different time options may also be integrated with the option
described above, such that different options will incur different
monetary, points/account credits, or game credits. For example, a
5:00 minute option could incur a point debit of 25 points from the
player's awards account, whereas the 3:00 minute option would only
incur a 10-point debit (FIG. 5). In another embodiment, the fees
could vary depending on the frequency the locking feature 20 was
enable by a player; for example, if a player has locked a machine
10 more than twice in one period of a set time frame (e.g. 3
hours), then the flat fee or time-dependent fees would increase. In
either the flat fee or variable fee embodiments, the establishment
could change the debit amounts based on any number of factors, such
as number of people in the establishment at the time, number of
people utilizing the locking feature 20 over a certain period of
time, etc.
[0023] The locking feature 20 may be disabled such that the machine
10 is reactivated in a number of ways. First, a player may unlock
the machine 10 by returning to the machine 10 before the allotted
time has lapsed and use his identification-enabled object 42 with
the reader 40. The machine 10 can be programmed to allow only the
player who locked the machine 10 to unlock it. Therefore, only the
player who locked the machine 10 may re-activate it by returning to
it and identifying himself as the locker by using his
identification-enabled object 42. The machine 10 can unlock
automatically with the card 42 swipe, or can again pull up a lock
option box 22 to allow the player to choose "UNLOCK MACHINE" or a
similar option, such that the machine 10 is again active and ready
for play. FIG. 6 shows an example screen 30 display where a player
returns to the machine 10 he has locked within the allotted time,
swipes his card 42, and is given the option to unlock in a lock
option box 22. If a different player swipes his card 42 into the
locked machine 10, the locking feature 20 may remain in place and
the game therefore unresponsive to the swipe, or, alternatively, a
status box 26 may appear to inform the person inserting the
identification-enabled object 42 that the machine 10 has been
locked and that it is therefore unavailable for use at the time and
until the time remaining on the countdown timer has lapsed.
[0024] The locking feature 20 may also be disabled when the time
allotted for locking lapses. If a player does not return to the
machine 10 and unlock it in the time allotted upon locking, the
game will unlock and be available for use by any player.
[0025] The locking feature 20 may also be disabled if the player
swipes his card at a different machine 10 than the one that he
locked. For example, if a player locks Machine 1 for 3:00 minutes,
and swipes his identification-enabled object 42 at Machine 2 before
the 3:00 minutes on Machine 1 has lapsed, the information will be
communicated over the network, and Machine 1 will automatically
unlock. Alternatively, a warning box 26 may appear on Machine 2,
warning the player that Machine 1 has been locked, and giving the
player the option to continue on Machine 2 and therefore unlock
Machine 1, or cancel play on Machine 2 and display the time
remaining on Machine 1 to return before it is unlocked. An example
screen 30 display showing this can be seen in FIG. 8.
[0026] The locking feature 20 may also be disabled through the use
of a master unlock card held by the establishment operator. Or, the
machine may be unlocked by the establishment operator via the
networked control systems.
[0027] The credits remaining on a machine 10 may be kept on the
machine 10 during the time the machine 10 is locked. A player can
lock the machine 10 and therefore also the status of the game and
amount of credits on the machine 10 for the time the locking
feature 20 is enabled. If the player returns to the machine 10
within the allotted lock timeframe, he can resume play and the
credits will have remained during the locked period. If the player
does not return to the machine 10 before the time lapses or swipes
his card at another machine and thereby unlocking the machine 10,
the credits could be added to the player's account connected to the
identification-enabled object 42, so that the player does not lose
credits from his current game.
[0028] Although the invention has been herein described in what is
perceived to be the most practical and preferred embodiments, it is
to be understood that the invention is not intended to be limited
to the specific embodiments set forth above. Rather, it is
recognized that modifications may be made by one of skill in the
art of the invention without departing from the spirit or intent of
the invention and, therefore, the invention is to be taken as
including all reasonable equivalents to the subject matter of the
appended claims and the description of the invention herein.
* * * * *