U.S. patent application number 13/748561 was filed with the patent office on 2013-05-30 for game machine with improved lighting arrangement.
This patent application is currently assigned to WMS Gaming Inc.. The applicant listed for this patent is WMS Gaming Inc.. Invention is credited to Dorian A. Flowers, Jacob C. Greenberg, Paul M. Lesley, Walter E. Smolucha.
Application Number | 20130137523 13/748561 |
Document ID | / |
Family ID | 42119623 |
Filed Date | 2013-05-30 |
United States Patent
Application |
20130137523 |
Kind Code |
A1 |
Lesley; Paul M. ; et
al. |
May 30, 2013 |
Game Machine With Improved Lighting Arrangement
Abstract
A gaming machine includes a cabinet frame, a display, and an
emotive lighting area. The cabinet frame has a cabinet surface
visible to and facing a player position in front of the gaming
machine. The display is mounted to the cabinet frame and is
configured to display a randomly selected outcome from a wagering
game. The emotive lighting area is integrated with the cabinet
frame on the cabinet surface, proximate the display, and is
separate from the display. The emotive lighting area includes a
light source and a reflective surface, each of the light source and
the reflective surface being concealed within the cabinet frame
such that they are not viewable from the player position, the
reflective surface configured to receive light directly from the
light source and to reflect the light to a viewable area.
Inventors: |
Lesley; Paul M.; (Blue
Island, IL) ; Greenberg; Jacob C.; (Elgin, IL)
; Smolucha; Walter E.; (Melrose Park, IL) ;
Flowers; Dorian A.; (Chicago, IL) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
WMS Gaming Inc.; |
Waukegan |
IL |
US |
|
|
Assignee: |
WMS Gaming Inc.
Waukegan
IL
|
Family ID: |
42119623 |
Appl. No.: |
13/748561 |
Filed: |
January 23, 2013 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
13063191 |
Mar 9, 2011 |
8376839 |
|
|
PCT/US2009/061128 |
Oct 19, 2009 |
|
|
|
13748561 |
|
|
|
|
61107083 |
Oct 21, 2008 |
|
|
|
Current U.S.
Class: |
463/46 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/3202 20130101; A63F 13/08 20130101; G07F 17/3216 20130101;
G07F 17/3211 20130101; G07F 17/34 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/46 |
International
Class: |
A63F 13/08 20060101
A63F013/08 |
Claims
1-26. (canceled)
27. A gaming machine comprising: a cabinet; a display mounted to
the cabinet and configured to display a randomly selected outcome
from a wagering game, the randomly selected outcome being selected
from a plurality of outcomes in response to receiving a wager
input; and at least one emotive lighting area integrated with the
cabinet and positioned alongside the display, the emotive lighting
area including a light-emitting diode (LED) light source, a lens,
and an external reflective diffusing surface, the external
reflective diffusing surface being adjacent to the lens and being
visible from a player position in front of the cabinet, the LED
light source being concealed within the cabinet and configured to
emit light through an air medium prior to being directed through
the lens and onto the external reflective diffusing surface that,
in turn, reflects the light toward the player position.
28. The gaming machine of claim 27, wherein the emotive lighting
area further includes an interior reflective surface adjacent to
the lens and concealed within the cabinet.
29. The gaming machine of claim 28, wherein the LED light source is
configured to emit light onto the interior reflective surface that,
in turn, reflects the light through the air medium prior to being
directed through the lens and onto the external reflective
diffusing surface.
30. The gaming machine of claim 29, wherein the interior reflective
surface is concave relative to the incoming light.
31. The gaming machine of claim 29, wherein the interior reflective
surface has a surface finish that diffuses less light than the
external reflective diffusing surface.
32. The gaming machine of claim 27, wherein the lens includes one
or more of a transparent chrome material and a coating of up to 75%
of mirror-reflective material.
33. The gaming machine of claim 27, wherein the lens is
perpendicular to the direction of the light directed through the
lens.
34. The gaming machine of claim 27, wherein the external reflective
diffusing surface includes a reflective metallic finish material
selected from a group consisting of a satin chrome material and a
coating applied to a cabinet surface.
35. The gaming machine of claim 27, wherein the light passes
through another air medium between the lens and the external
reflective diffusing surface.
36. An emotive lighting arrangement for a gaming machine, the
gaming machine including a cabinet and a display device mounted
thereto, the display device configured to display a randomly
selected outcome from a wagering game, the emotive lighting
arrangement being integrated with the cabinet and positioned
alongside the display, the emotive lighting arrangement comprising:
a light-emitting diode (LED) light source; a lens; and an external
reflective diffusing surface adjacent to the lens and visible from
a player position in front of the cabinet; wherein the LED light
source is positioned within the cabinet such that light is emitted
along an indirect path toward the player position, the indirect
path (a) starting at the LED light source, (b) continuing through
an air medium prior to, (c) passing through the lens, and (d)
reflecting off the external reflective diffusing surface toward the
player position.
37. The arrangement of claim 36, further including an interior
reflective surface adjacent to the lens and concealed within the
cabinet.
38. The arrangement of claim 37, wherein the indirect path includes
reflecting light off the interior reflective surface prior to
passing through the lens.
39. The arrangement of claim 38, wherein the interior reflective
surface is concave relative to the incoming light.
40. The arrangement of claim 38, wherein the interior reflective
surface has a surface finish that diffuses less light than the
external reflective diffusing surface.
41. The arrangement of claim 36, wherein the indirect path includes
continuing through another air medium after passing through the
lens and prior to reflecting off the external reflective diffusing
surface.
42. The arrangement of claim 36, wherein the lens includes one or
more of a transparent chrome material and a coating of up to 75% of
mirror-reflective material.
43. The arrangement of claim 36, wherein a segment of the indirect
path between the LED light source and the lens is perpendicular to
a segment of the indirect path between the lens and the external
reflective diffusing surface.
44. A computer-implemented method in a gaming machine, the gaming
machine including a cabinet, a display device, and at least one
emotive lighting area, the display device being mounted to the
cabinet, the emotive lighting area being positioned alongside the
display device and integrated with the cabinet, the emotive
lighting area including at least one light-emitting diode (LED)
light source, a lens, and an external reflective diffusing surface
adjacent to the lens and being visible from a player position in
front of the cabinet, the LED light source being concealed within
the cabinet, the method comprising: receiving, via an input device,
an input indicative of a wager to play a wagering game; displaying,
on the display device, a randomly selected outcome of the wagering
game; and emitting light from the LED light source along an
indirect path (a) starting at the LED light source within the
cabinet, (b) continuing through an air medium prior to, (c) passing
through the lens, and (d) reflecting off the external reflective
diffusing surface toward the player position.
45. The computer-implemented method of claim 44, further comprising
directing the light to reflect off an interior reflective surface
prior to passing through the lens.
46. The computer-implemented method of claim 44, further comprising
directing the light through another air medium after passing
through the lens and prior to reflecting off the external
reflective diffusing surface.
Description
COPYRIGHT
[0001] 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 disclosure, as it appears in the Patent and Trademark
Office patent files or records, but otherwise reserves all
copyright rights whatsoever.
FIELD OF THE INVENTION
[0002] The present invention relates generally to gaming machines,
and methods for playing wagering games, and more particularly, to
an emotive lighting arrangement integrated in a gaming cabinet for
providing ambient lighting to a gaming environment.
BACKGROUND OF THE INVENTION
[0003] Gaming machines, such as slot machines, video poker machines
and the like, have been a cornerstone of the gaming industry for
several years. Generally, the popularity of such machines with
players is dependent on the likelihood (or perceived likelihood) of
winning money at the machine and the intrinsic entertainment value
of the machine relative to other available gaming options. Where
the available gaming options include a number of competing machines
and the expectation of winning at each machine is roughly the same
(or believed to be the same), players are likely to be attracted to
the most entertaining and exciting machines. Shrewd operators
consequently strive to employ the most entertaining and exciting
machines, features, and enhancements available because such
machines attract frequent play and hence increase profitability to
the operator. Therefore, there is a continuing need for gaming
machine manufacturers to continuously develop new games and
improved gaming enhancements that will attract frequent play
through enhanced entertainment value to the player.
[0004] One problem associated with current gaming machines is that
they fail to enhance game play experience or to add ambiance to a
gaming environment in a controllable and tasteful way. For example,
many current gaming machines completely fail to provide any type of
ambient light to further enhance visual effects displayed on a game
display.
[0005] Although other current gaming machines make an attempt to
provide some type of ambient light, these gaming machines fail to
do so without distracting the player or to do it in a tasteful way.
For example, some current gaming machines include add-on elements,
e.g., illuminated bezels, that are generally considered distracting
and indiscrete to the player. The add-on elements fail to
functionally and aesthetically integrate with the gaming cabinet
and, therefore, detract from an enhanced game play experience. In
addition, such elements fail to extend and emphasize the game
experience beyond the traditional electronic display borders. As
such, current ambient elements, such as add-on bezels, are
obtrusive and unpleasant in character and tend to either distract
the player from the gaming event or they disrupt attempts to create
a pleasant visual ambience for the player.
[0006] Therefore, a need exists for a gaming machine that will
provide a solution to the problems discussed above and to other
problems.
SUMMARY OF THE INVENTION
[0007] According to one aspect of the present invention, a gaming
machine includes a cabinet frame, a display, and an emotive
lighting area. The cabinet frame has a cabinet surface visible to
and facing a player position in front of the gaming machine. The
display is mounted to the cabinet frame and is configured to
display a randomly selected outcome from a wagering game. The
emotive lighting area is integrated with the cabinet frame on the
cabinet surface, proximate the display, and is separate from the
display. The emotive lighting area includes a light source and a
reflective surface, each of the light source and the reflective
surface being concealed within the cabinet frame such that they are
not viewable from the player position, the reflective surface
configured to receive light directly from the light source and to
reflect the light to a viewable area.
[0008] According to yet another aspect of the invention, a gaming
machine includes a cabinet, a display, a plurality of diffuse
lighting areas, and a transparent chrome area. The display is
mounted to the cabinet and is configured to display a randomly
selected outcome from a wagering game, the randomly selected
outcome being selected from a plurality of outcomes in response to
receiving a wager input. The diffuse lighting areas are integrated
with the cabinet and positioned alongside the display. The diffuse
lighting areas include a first light source concealed from plain
sight within the cabinet, a first reflective surface concealed from
plain sight within the cabinet and configured to directly receive
light from the first light source, and a diffusion surface
positioned in plain sight and configured to directly receive light
from the first reflective surface, the diffusion surface being part
of a cabinet surface. The transparent chrome area is integrated
with the cabinet and positioned alongside the display. The
transparent chrome area includes a second light source concealed
from plain sight within the cabinet, a second reflective surface
concealed from plain sight within the cabinet and configured to
directly receive light from the second light source, and a
transparent member configured to enclose the second light source
and the second reflective surface within the cabinet. The
transparent member includes a chrome coating such that the second
light source is concealed from plain sight when the second light
source is deactivated and only some emitted light is transmitted
when the second light source is activated.
[0009] According to yet another aspect of the invention, a gaming
machine includes a cabinet, a display, and a plurality of diffuse
lighting areas. The display is mounted to the cabinet and is
configured to display a randomly selected outcome from a wagering
game, the randomly selected outcome being selected from a plurality
of outcomes in response to receiving a wager input. The diffuse
lighting areas are integrated with the cabinet and each includes a
light source, a reflective surface, and a diffusion surface. The
reflective surface receives emitted light by the light source and
is positioned within the cabinet such that the reflective surface
redirects the emitted light towards the diffusion surface. The
diffusion surface is part of a cabinet surface and is configured to
diffuse light received from the reflective surface such that the
diffuse light is visible outside the cabinet.
[0010] According to yet another aspect of the invention, a gaming
machine includes a cabinet, a display, and a transparent lighting
area. The display is mounted to the cabinet and is configured to
display a randomly selected outcome from a wagering game, the
randomly selected outcome being selected from a plurality of
outcomes in response to receiving a wager input. The transparent
lighting area is integrated with the cabinet and includes a light
source, at least one reflective surface, and a transparent chrome
member. The light source is mounted within an interior area of the
cabinet, and the reflective surface is mounted proximate the light
source within the interior area of the cabinet. The transparent
chrome member is mounted generally flush with a cabinet surface to
cover the light source and the reflective surface. The transparent
chrome member has a coating of up to 75% of chrome material to
provide a two-way mirror effect in which ambient light is reflected
when the interior area is dark and in which light from the interior
area is visible when the light source is activated.
[0011] According to yet another aspect of the invention, a gaming
system includes a plurality of interconnected gaming machines for
playing a wagering game. Each of the gaming machines includes a
display, a game controller, a diffuse lighting area, and an emotive
lighting controller. The display is mounted to a gaming cabinet.
The game controller is coupled to the display and is operative to
cause the displaying of a randomly selected event in a wagering
game. The diffuse lighting area is integrated with the cabinet and
includes a light source, a reflective surface, and a diffusion
surface. The reflective surface receives emitted light by the light
source and is positioned within the cabinet such that the
reflective surface redirects the emitted light towards the
diffusion surface. The diffusion surface is part of a cabinet
surface and is configured to diffuse light received from the
reflective surface such that the diffuse light is visible outside
the cabinet. The emotive lighting controller is coupled to the
light source and to the game controller and, based on the event in
the wagering game, is operative to synchronize colors and light
shows displayed on the display and in the diffuse lighting
area.
[0012] Additional aspects of the invention will be apparent to
those of ordinary skill in the art in view of the detailed
description of various embodiments, which is made with reference to
the drawings, a brief description of which is provided below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] FIG. 1A is a perspective view of a free standing gaming
machine embodying the present invention;
[0014] FIG. 1B is a perspective view of a handheld gaming machine
embodying the present invention;
[0015] FIG. 2 is a block diagram of a control system suitable for
operating the gaming machines of FIGS. 1A and 1B;
[0016] FIG. 3A is a perspective view of a gaming machine
illustrating an emotive light arrangement in a deactivate mode,
according to one embodiment of the present invention;
[0017] FIG. 3B is a perspective view showing the emotive light
arrangement of FIG. 3A in an activated mode;
[0018] FIG. 4A is a front view showing a display area of a gaming
machine, according to another embodiment of the present
invention;
[0019] FIG. 4B is a cross-sectional view along line 4B-4B in FIG.
4A;
[0020] FIG. 4C is a cross-sectional view along line 4C-4C in FIG.
4A;
[0021] FIG. 4D is a cross-sectional view along line 4D-4D in FIG.
4A;
[0022] FIG. 5A is a perspective view of an upper part of a gaming
machine illustrating a first instance of a visual effects show,
according to yet another embodiment of the present invention;
[0023] FIG. 5B shows a second instance of the visual effects show
illustrated in FIG. 5A;
[0024] FIG. 5C shows a third instance of the visual effects show
illustrated in FIG. 5A; and
[0025] FIG. 6 is a perspective view of a bank of interconnected
gaming machines, according to yet another embodiment of the present
invention.
DETAILED DESCRIPTION
[0026] While this invention is susceptible of embodiment in many
different forms, there is shown in the drawings and will herein be
described in detail preferred embodiments of the invention with the
understanding that the present disclosure is to be considered as an
exemplification of the principles of the invention and is not
intended to limit the broad aspect of the invention to the
embodiments illustrated.
[0027] Referring to FIG. 1A, a gaming machine 10 is used in gaming
establishments such as casinos. With regard to the present
invention, the gaming machine 10 may be any type of gaming machine
and may have varying structures and methods of operation. For
example, the gaming machine 10 may be an electromechanical gaming
machine configured to play mechanical slots, or it may be an
electronic gaming machine configured to play a video casino game,
such as slots, keno, poker, blackjack, roulette, etc.
[0028] The gaming machine 10 comprises a housing 12 and includes
input devices, including a value input device 18 and a player input
device 24. For output the gaming machine 10 includes a primary
display 14 for displaying information about the basic wagering
game. The primary display 14 can also display information about a
bonus wagering game and a progressive wagering game. The gaming
machine 10 may also include a secondary display 16 for displaying
game events, game outcomes, and/or signage information. While these
typical components found in the gaming machine 10 are described
below, it should be understood that numerous other elements may
exist and may be used in any number of combinations to create
various forms of a gaming machine 10. The gaming machine 10 also
includes a plurality of emotive lighting areas 31-35, which are
described in more detail below in reference to FIGS. 3A-6.
[0029] The value input device 18 may be provided in many forms,
individually or in combination, and is preferably located on the
front of the housing 12. The value input device 18 receives
currency and/or credits that are inserted by a player. The value
input device 18 may include a coin acceptor 20 for receiving coin
currency (see FIG. 1A). Alternatively, or in addition, the value
input device 18 may include a bill acceptor 22 for receiving paper
currency. Furthermore, the value input device 18 may include a
ticket reader, or barcode scanner, for reading information stored
on a credit ticket, a card, or other tangible portable credit
storage device. The credit ticket or card may also authorize access
to a central account, which can transfer money to the gaming
machine 10.
[0030] The player input device 24 comprises a plurality of push
buttons 26 on a button panel for operating the gaming machine 10.
In addition, or alternatively, the player input device 24 may
comprise a touch screen 28 mounted by adhesive, tape, or the like
over the primary display 14 and/or secondary display 16. The touch
screen 28 contains soft touch keys 30 denoted by graphics on the
underlying primary display 14 and used to operate the gaming
machine 10. The touch screen 28 provides players with an
alternative method of input. A player enables a desired function
either by touching the touch screen 28 at an appropriate touch key
30 or by pressing an appropriate push button 26 on the button
panel. The touch keys 30 may be used to implement the same
functions as push buttons 26. Alternatively, the push buttons 26
may provide inputs for one aspect of the operating the game, while
the touch keys 30 may allow for input needed for another aspect of
the game.
[0031] The various components of the gaming machine 10 may be
connected directly to, or contained within, the housing 12, as seen
in FIG. 1A, or may be located outboard of the housing 12 and
connected to the housing 12 via a variety of different wired or
wireless connection methods. Thus, the gaming machine 10 comprises
these components whether housed in the housing 12, or outboard of
the housing 12 and connected remotely.
[0032] The operation of the basic wagering game is displayed to the
player on the primary display 14. The primary display 14 can also
display the bonus game associated with the basic wagering game. The
primary display 14 may take the form of a cathode ray tube (CRT), a
high resolution LCD, a plasma display, an LED, or any other type of
display suitable for use in the gaming machine 10. As shown, the
primary display 14 includes the touch screen 28 overlaying the
entire display (or a portion thereof) to allow players to make
game-related selections. Alternatively, the primary display 14 of
the gaming machine 10 may include a number of mechanical reels to
display the outcome in visual association with at least one payline
29. In the illustrated embodiment, the gaming machine 10 is an
"upright" version in which the primary display 14 is oriented
vertically relative to the player. Alternatively, the gaming
machine may be a "slant-top" version in which the primary display
14 is slanted at about a thirty-degree angle toward the player of
the gaming machine 10. Alternatively yet, in the "slant-top"
version of the gaming machine the primary display 14 may be
oriented in an upright position (i.e., in a generally vertical
position or nearly vertical position).
[0033] A player begins play of the basic wagering game by making a
wager via the value input device 18 of the gaming machine 10. A
player can select play by using the player input device 24, via the
buttons 26 or the touch screen keys 30. The basic game consists of
a plurality of symbols arranged in an array, and includes at least
one payline 29 that indicates one or more outcomes of the basic
game. Such outcomes are randomly selected in response to the
wagering input by the player. At least one of the plurality of
randomly-selected outcomes may be a start-bonus outcome, which can
include any variations of symbols or symbol combinations triggering
a bonus game.
[0034] In some embodiments, the gaming machine 10 may also include
a player information reader 52 that allows for identification of a
player by reading a card with information indicating his or her
true identity. The player information reader 52 is shown in FIG. 1A
as a card reader, but may take on many forms including a ticket
reader, bar code scanner, RFID transceiver or computer readable
storage medium interface. Currently, identification is generally
used by casinos for rewarding certain players with complimentary
services or special offers. For example, a player may be enrolled
in the gaming establishment's loyalty club and may be awarded
certain complimentary services as that player collects points in
his or her player-tracking account. The player inserts his or her
card into the player information reader 52, which allows the
casino's computers to register that player's wagering at the gaming
machine 10. The gaming machine 10 may use the secondary display 16
or other dedicated player-tracking display for providing the player
with information about his or her account or other player-specific
information. Also, in some embodiments, the information reader 52
may be used to restore game assets that the player achieved and
saved during a previous game session.
[0035] Depicted in FIG. 1B is a handheld or mobile gaming machine
110. Like the free standing gaming machine 10, the handheld gaming
machine 110 is preferably an electronic gaming machine configured
to play a video casino game such as, but not limited to, slots,
keno, poker, blackjack, and roulette. The handheld gaming machine
110 comprises a housing or casing 112 and includes input devices,
including a value input device 118 and a player input device 124.
For output the handheld gaming machine 110 includes, but is not
limited to, a primary display 114, a secondary display 116, one or
more speakers 117, one or more player-accessible ports 119 (e.g.,
an audio output jack for headphones, a video headset jack, etc.),
and other conventional I/O devices and ports, which may or may not
be player-accessible. In the embodiment depicted in FIG. 1B, the
handheld gaming machine 110 comprises a secondary display 116 that
is rotatable relative to the primary display 114. The optional
secondary display 116 may be fixed, movable, and/or
detachable/attachable relative to the primary display 114. Either
the primary display 114 and/or secondary display 116 may be
configured to display any aspect of a non-wagering game, wagering
game, secondary games, bonus games, progressive wagering games,
group games, shared-experience games or events, game events, game
outcomes, scrolling information, text messaging, emails, alerts or
announcements, broadcast information, subscription information, and
handheld gaming machine status. The handheld gaming machine 110
also includes a plurality of emotive lighting areas 131, 133, and
135, which are described below in more detail in reference to FIGS.
3A-6.
[0036] The player-accessible value input device 118 may comprise,
for example, a slot located on the front, side, or top of the
casing 112 configured to receive credit from a stored-value card
(e.g., casino card, smart card, debit card, credit card, etc.)
inserted by a player. In another aspect, the player-accessible
value input device 118 may comprise a sensor (e.g., an RF sensor)
configured to sense a signal (e.g., an RF signal) output by a
transmitter (e.g., an RF transmitter) carried by a player. The
player-accessible value input device 118 may also or alternatively
include a ticket reader, or barcode scanner, for reading
information stored on a credit ticket, a card, or other tangible
portable credit or funds storage device. The credit ticket or card
may also authorize access to a central account, which can transfer
money to the handheld gaming machine 110.
[0037] Still other player-accessible value input devices 118 may
require the use of touch keys 130 on the touch-screen display
(e.g., primary display 114 and/or secondary display 116) or player
input devices 124. Upon entry of player identification information
and, preferably, secondary authorization information (e.g., a
password, PIN number, stored value card number, predefined key
sequences, etc.), the player may be permitted to access a player' s
account. As one potential optional security feature, the handheld
gaming machine 110 may be configured to permit a player to only
access an account the player has specifically set up for the
handheld gaming machine 110. Other conventional security features
may also be utilized to, for example, prevent unauthorized access
to a player's account, to minimize an impact of any unauthorized
access to a player's account, or to prevent unauthorized access to
any personal information or funds temporarily stored on the
handheld gaming machine 110.
[0038] The player-accessible value input device 118 may itself
comprise or utilize a biometric player information reader which
permits the player to access available funds on a player's account,
either alone or in combination with another of the aforementioned
player-accessible value input devices 118. In an embodiment wherein
the player-accessible value input device 118 comprises a biometric
player information reader, transactions such as an input of value
to the handheld device, a transfer of value from one player account
or source to an account associated with the handheld gaming machine
110, or the execution of another transaction, for example, could
all be authorized by a biometric reading, which could comprise a
plurality of biometric readings, from the biometric device.
[0039] Alternatively, to enhance security, a transaction may be
optionally enabled only by a two-step process in which a secondary
source confirms the identity indicated by a primary source. For
example, a player-accessible value input device 118 comprising a
biometric player information reader may require a confirmatory
entry from another biometric player information reader 152, or from
another source, such as a credit card, debit card, player ID card,
fob key, PIN number, password, hotel room key, etc. Thus, a
transaction may be enabled by, for example, a combination of the
personal identification input (e.g., biometric input) with a secret
PIN number, or a combination of a biometric input with a fob input,
or a combination of a fob input with a PIN number, or a combination
of a credit card input with a biometric input. Essentially, any two
independent sources of identity, one of which is secure or personal
to the player (e.g., biometric readings, PIN number, password,
etc.) could be utilized to provide enhanced security prior to the
electronic transfer of any funds. In another aspect, the value
input device 118 may be provided remotely from the handheld gaming
machine 110.
[0040] The player input device 124 comprises a plurality of push
buttons on a button panel for operating the handheld gaming machine
110. In addition, or alternatively, the player input device 124 may
comprise a touch screen 128 mounted to a primary display 114 and/or
secondary display 116. In one aspect, the touch screen 128 is
matched to a display screen having one or more selectable touch
keys 130 selectable by a user's touching of the associated area of
the screen using a finger or a tool, such as a stylus pointer. A
player enables a desired function either by touching the touch
screen 128 at an appropriate touch key 130 or by pressing an
appropriate push button 126 on the button panel. The touch keys 130
may be used to implement the same functions as push buttons 126.
Alternatively, the push buttons may provide inputs for one aspect
of the operating the game, while the touch keys 130 may allow for
input needed for another aspect of the game. The various components
of the handheld gaming machine 110 may be connected directly to, or
contained within, the casing 112, as seen in FIG. 1B, or may be
located outboard of the casing 112 and connected to the casing 112
via a variety of hardwired (tethered) or wireless connection
methods. Thus, the handheld gaming machine 110 may comprise a
single unit or a plurality of interconnected parts (e.g., wireless
connections) which may be arranged to suit a player's
preferences.
[0041] The operation of the basic wagering game on the handheld
gaming machine 110 is displayed to the player on the primary
display 114. The primary display 114 can also display the bonus
game associated with the basic wagering game. The primary display
114 preferably takes the form of a high resolution LCD, a plasma
display, an LED, or any other type of display suitable for use in
the handheld gaming machine 110. The size of the primary display
114 may vary from, for example, about a 2-3'' display to a 15'' or
17'' display. In at least some aspects, the primary display 114 is
a 7''-10'' display. As the weight of and/or power requirements of
such displays decreases with improvements in technology, it is
envisaged that the size of the primary display may be increased.
Optionally, coatings or removable films or sheets may be applied to
the display to provide desired characteristics (e.g., anti-scratch,
anti-glare, bacterially-resistant and anti-microbial films, etc.).
In at least some embodiments, the primary display 114 and/or
secondary display 116 may have a 16:9 aspect ratio or other aspect
ratio (e.g., 4:3). The primary display 114 and/or secondary display
116 may also each have different resolutions, different color
schemes, and different aspect ratios.
[0042] As with the free standing gaming machine 10, a player begins
play of the basic wagering game on the handheld gaming machine 110
by making a wager (e.g., via the value input device 18 or an
assignment of credits stored on the handheld gaming machine via the
touch screen keys 130, player input device 124, or buttons 126) on
the handheld gaming machine 110. In at least some aspects, the
basic game may comprise a plurality of symbols arranged in an
array, and includes at least one payline 129 that indicates one or
more outcomes of the basic game. Such outcomes are randomly
selected in response to the wagering input by the player. At least
one of the plurality of randomly selected outcomes may be a
start-bonus outcome, which can include any variations of symbols or
symbol combinations triggering a bonus game.
[0043] In some embodiments, the player-accessible value input
device 118 of the handheld gaming machine 110 may double as a
player information reader 152 that allows for identification of a
player by reading a card with information indicating the player's
identity (e.g., reading a player's credit card, player ID card,
smart card, etc.). The player information reader 152 may
alternatively or also comprise a bar code scanner, RFID transceiver
or computer readable storage medium interface. In one presently
preferred aspect, the player information reader 152, shown by way
of example in FIG. 1B, comprises a biometric sensing device.
[0044] Turning now to FIG. 2, the various components of the gaming
machine 10 are controlled by a central processing unit (CPU) 39,
also referred to herein as a controller or processor (such as a
microcontroller or microprocessor). To provide gaming functions,
the controller 39 executes one or more game programs stored in a
computer readable storage medium, in the form of memory 36. The
controller 39 performs the random selection (using a random number
generator (RNG)) of an outcome from the plurality of possible
outcomes of the wagering game. Alternatively, the random event may
be determined at a remote controller. The remote controller may use
either an RNG or pooling scheme for its central determination of a
game outcome. It should be appreciated that the controller 39 may
include one or more microprocessors, including but not limited to a
master processor, a slave processor, and a secondary or parallel
processor.
[0045] The controller 39 is also coupled to the system memory 36
and a money/credit detector 38. The system memory 36 may comprise a
volatile memory (e.g., a random-access memory (RAM)) and a
non-volatile memory (e.g., an EEPROM). The system memory 36 may
include multiple RAM and multiple program memories. The
money/credit detector 38 signals the processor that money and/or
credits have been input via the value input device 18. Preferably,
these components are located within the housing 12 of the gaming
machine 10. However, as explained above, these components may be
located outboard of the housing 12 and connected to the remainder
of the components of the gaming machine 10 via a variety of
different wired or wireless connection methods.
[0046] As seen in FIG. 2, the controller 39 is also connected to,
and controls, the primary display 14, the player input device 24,
and a payoff mechanism 40. The payoff mechanism 40 is operable in
response to instructions from the controller 39 to award a payoff
to the player in response to certain winning outcomes that might
occur in the basic game or the bonus game(s). The payoff may be
provided in the form of points, bills, tickets, coupons, cards,
etc. For example, in FIG. 1A, the payoff mechanism 40 includes both
a ticket printer 42 and a coin outlet 44. However, any of a variety
of payoff mechanisms 40 well known in the art may be implemented,
including cards, coins, tickets, smartcards, cash, etc. The payoff
amounts distributed by the payoff mechanism 40 are determined by
one or more pay tables stored in the system memory 36.
[0047] Communications between the controller 39 and both the
peripheral components of the gaming machine 10 and external systems
50 occur through input/output (I/O) circuits 46, 48. More
specifically, the controller 39 controls and receives inputs from
the peripheral components of the gaming machine 10 through the
input/output circuits 46. Further, the controller 39 communicates
with the external systems 50 via the I/O circuits 48 and a
communication path (e.g., serial, parallel, IR, RC, 10bT, etc.).
The external systems 50 may include a gaming network, other gaming
machines, a gaming server, communications hardware, or a variety of
other interfaced systems or components. Although the I/O circuits
46, 48 may be shown as a single block, it should be appreciated
that each of the I/O circuits 46, 48 may include a number of
different types of I/O circuits.
[0048] The controller 39 can be coupled to the emotive lighting
areas 31-35 and communicates and/or controls lighting aspects of
the emotive lighting areas 31-35. For example, the emotive lighting
areas 31-35 may include a dedicated LED controller that is
configured to coordinate light shows of the gaming machine 10. The
dedicated LED controller can synchronize with the controller 39
such that the light shows are coordinated with visual effects
displayed in one or more of the primary display 14 and the
secondary display 16. Optionally, each one of the emotive lighting
areas 31-35 can include its own LED controller. Further details
regarding the LED controller are provided below in FIGS. 5A-6.
[0049] Controller 39, as used herein, comprises any combination of
hardware, software, and/or firmware that may be disposed or
resident inside and/or outside of the gaming machine 10 that may
communicate with and/or control the transfer of data between the
gaming machine 10 and a bus, another computer, processor, or device
and/or a service and/or a network. The controller 39 may comprise
one or more controllers or processors. In FIG. 2, the controller 39
in the gaming machine 10 is depicted as comprising a CPU, but the
controller 39 may alternatively comprise a CPU in combination with
other components, such as the I/O circuits 46, 48 and the system
memory 36. The controller 39 may reside partially or entirely
inside or outside of the machine 10. The control system for a
handheld gaming machine 110 may be similar to the control system
for the free standing gaming machine 10 except that the
functionality of the respective on-board controllers may vary.
[0050] The gaming machines 10,110 may communicate with external
systems 50 (in a wired or wireless manner) such that each machine
operates as a "thin client," having relatively less functionality,
a "thick client," having relatively more functionality, or through
any range of functionality therebetween (e.g., a "rich client"). As
a generally "thin client," the gaming machine may operate primarily
as a display device to display the results of gaming outcomes
processed externally, for example, on a server as part of the
external systems 50. In this "thin client" configuration, the
server executes game code and determines game outcomes (e.g., with
a random number generator), while the controller 39 on board the
gaming machine processes display information to be displayed on the
display(s) of the machine. In an alternative "rich client"
configuration, the server determines game outcomes, while the
controller 39 on board the gaming machine executes game code and
processes display information to be displayed on the display(s) of
the machines. In yet another alternative "thick client"
configuration, the controller 39 on board the gaming machine 110
executes game code, determines game outcomes, and processes display
information to be displayed on the display(s) of the machine.
Numerous alternative configurations are possible such that the
aforementioned and other functions may be performed onboard or
external to the gaming machine as may be necessary for particular
applications. It should be understood that the gaming machines 10,
110 may take on a wide variety of forms such as a free standing
machine, a portable or handheld device primarily used for gaming, a
mobile telecommunications device such as a mobile telephone or
personal daily assistant (PDA), a counter top or bar top gaming
machine, or other personal electronic device such as a portable
television, MP3 player, entertainment device, etc.
[0051] Security features are advantageously utilized where the
gaming machines 10, 110 communicate wirelessly with external
systems 50, such as through wireless local area network (WLAN)
technologies, wireless personal area networks (WPAN) technologies,
wireless metropolitan area network (WMAN) technologies, wireless
wide area network (WWAN) technologies, or other wireless network
technologies implemented in accord with related standards or
protocols (e.g., the Institute of Electrical and Electronics
Engineers (IEEE) 802.11 family of WLAN standards, IEEE 802.11i,
IEEE 802.11r (under development), IEEE 802.11w (under development),
IEEE 802.15.1 (Bluetooth), IEEE 802.12.3, etc.). For example, a
WLAN in accord with at least some aspects of the present concepts
comprises a robust security network (RSN), a wireless security
network that allows the creation of robust security network
associations (RSNA) using one or more cryptographic techniques,
which provides one system to avoid security vulnerabilities
associated with IEEE 802.11 (the Wired Equivalent Privacy (WEP)
protocol). Constituent components of the RSN may comprise, for
example, stations (STA) (e.g., wireless endpoint devices such as
laptops, wireless handheld devices, cellular phones, handheld
gaming machine 110, etc.), access points (AP) (e.g., a network
device or devices that allow(s) an STA to communicate wirelessly
and to connect to a(nother) network, such as a communication device
associated with I/O circuit(s) 48), and authentication servers (AS)
(e.g., an external system 50), which provide authentication
services to STAs. Information regarding security features for
wireless networks may be found, for example, in the National
Institute of Standards and Technology (NIST), Technology
Administration U.S. Department of Commerce, Special Publication
(SP) 800-97, ESTABLISHING WIRELESS ROBUST SECURITY NETWORKS: A
GUIDE TO IEEE 802.11, and SP 800-48, WIRELESS NETWORK SECURITY:
802.11, BLUETOOTH AND HANDHELD DEVICES, both of which are
incorporated herein by reference in their entirety.
[0052] Referring now to FIGS. 3A and 3B, a gaming machine 310 is
generally similar to the gaming machine 10 described above and
includes a gaming cabinet 312 (also referred to as a housing) in
which a primary display 314 and a secondary display 316 are
mounted. The gaming cabinet forms a general frame around each of
the primary display 314 and the secondary display 316. A player
input area 324 is located generally below the primary display 314
and includes a plurality of buttons 326 for operating the gaming
machine 310.
[0053] The gaming machine 310 further includes a plurality of
emotive lighting areas 331-335, which are positioned proximate the
primary display 314 and the secondary display 316. The emotive
lighting areas 331-335 are configured to enhance communication with
players and to positively affect the gaming environment. For
example, the communication can be used to (i) attract players to
games from a distance with colored light shows (including, e.g.,
coordination of light shows across banks of games); (ii) heighten
anticipation during game play by using colors and synchronous
lighting displays for conveying emotion and drama; (iii) celebrate
wins during a bonus round or during/after an award; and (iv) close
game play and wish a player "farewell" after cashing out.
[0054] Emotive lighting areas can include at least two specific
types of emotive lighting--a diffuse (and indirect) lighting area
and a transparent chrome lighting area. The diffuse lighting area
generally includes the actual surface of the gaming cabinet to
diffuse and/or reflect lighting indirectly. Actual light sources
are hidden within the cabinet and light only becomes visible when
the light sources are activated. To create a more stunning effect,
a low reflective metallic finish (such as satin chrome) may be
applied to the diffusing surface.
[0055] The transparent chrome lighting area incorporates, in
general, a two-way mirror effect. For example, a semi-transparent
reflective member (e.g., a 3/4 mirror) visible to a player shields
or covers an interior light source located inside the gaming
cabinet. The semi-transparent member reflects all ambient light
when the covered interior is dark. However, when the interior light
source is activated, the lighting becomes visible and the
semi-transparent reflective member virtually disappears. Although
two-way mirror effects have been integrated, for example, into
automotive exterior lighting, those two-way mirror effects have not
been incorporate in a wagering environment the same way as the
disclosed embodiments of the present application.
[0056] In the illustrated embodiment, the emotive lighting areas
331-335 include four diffuse lighting areas: a top-left diffuse
lighting area 331, a bottom-left diffuse lighting area 332, a
bottom-right diffuse lighting area 333, a top-right diffuse
lighting 334; and a single transparent lighting area 335. The
diffuse lighting areas 331-334 are generally vertically oriented on
either side of the main display 314 and the secondary display 316.
The transparent lighting area 335 is generally horizontally
oriented above the secondary display 316.
[0057] When the light sources are not activated (illustrated in
FIG. 3A), the emotive lighting areas 331-335 appear integral with
and as part of the gaming cabinet 312. When the light sources are
activated (illustrated in FIG. 3B), the emotive lighting areas
331-335 enhance the visual ambience of the gaming environment while
still retaining the overall aesthetic integrity of the gaming
cabinet 312.
[0058] Optionally, a concealed effect 336 can be revealed only when
the light source is activated. For example, as illustrated in FIG.
3B, the concealed effect 336 can display a manufacturer logo, e.g.,
"WMS", when the light source of the transparent lighting area 335
is activated. In other examples, several logos can be placed in the
transparent lighting area 335 and are illuminated only when a
specific game is being played. The logos can represent, for
example, brands, themes, or theme families. Optionally, the logos
can be color coded for easier discernment by a player.
[0059] Referring to FIG. 4A, a display area of a gaming machine
includes a cabinet 412 (shown in part) to which a display 414 is
mounted. A player input area 424 is located below the display 414.
Three emotive lighting areas are positioned next to the display
414. Specifically, the three emotive lighting areas include a left
diffuse lighting area 431, a right diffuse lighting area 433, and a
top transparent lighting area 435.
[0060] Referring to FIGS. 4B-4C, the right diffuse lighting area
433 includes an optional transparent lens 440, a reflective surface
442, and a light-emitting diode (LED) array board 444 having a
plurality of LEDs. The LED array board 444 is optionally mounted in
a LED housing 460 (illustrated in FIG. 4C).
[0061] The transparent lens 440 is positioned to cover within the
cabinet 412 the reflective surface 442 and the LED array board 444.
The transparent lens 440 can be made, at least in part, from any
transparent or semi-transparent material. For example, the
transparent lens 440 can be made from a polycarbonate (PC)
material.
[0062] The reflective surface 442, which is generally highly
reflective, is configured such that light emitted from the LEDs
(illustrated with arrows in FIG. 4B) is reflected towards the
transparent lens 440. For example, the position and shape of the
reflective surface 442 allows it to receive light in a generally
vertical direction but reflects the light in a generally horizontal
direction. Optionally, the reflective surface 442 includes a mirror
quality coating.
[0063] Referring to FIG. 4D, the top transparent lighting area 435
includes a transparent chrome member 450, a couple of reflective
surfaces 452, 454, and a LED array board 456 (with a plurality of
LEDs). The transparent chrome member 450 is generally made from a
transparent material and is coated with up to 75% of a mirror
reflective material. Thus, the transparent chrome member 450
provides a two-way mirror effect. The transparent chrome member 450
is positioned such that it completely encloses the reflective
surfaces 452, 454 and the LED array board 456 within the cabinet
412.
[0064] The reflective surfaces 452, 454 are generally covered (e.g.
coated) with a reflective material and can function,
simultaneously, as both a light reflector and a LED housing. The
physical configuration of the LEDs and the reflective surfaces 452,
454 can be optimized in accordance with desired parameters. For
example, if a stronger ambient light is desired, the reflective
surface 452 may be positioned angled closer to the LED array board
456. In contrast, if a weaker ambient light is desired, the
reflective surface 452 may be positioned angled farther from the
LED array board 456.
[0065] Optionally, an optical diffuser may be added to affect the
appearance, quality, and illumination level of the light. For
example, one effect of the optical diffuser is to cause the
appearance of a seamless blending of the discrete LEDs into a
single light.
[0066] Referring to FIGS. 5A-5C, a gaming machine 510 includes a
primary display 514 and a plurality of emotive lighting areas
531-535. The emotive lighting areas 531-535 are individually
controlled and synchronized by a LED controller (as discussed above
in reference to FIG. 2) in a single game to create elaborate and
coordinated light shows. For example, the emotive lighting areas
531-535 can be controlled to create multi-colored light shows as
typically seen in top boxes of gaming machines.
[0067] In addition to provide emotive lighting, the emotive
lighting areas 531-535 can be controlled to coordinate with visual
effects displayed on the primary display 514 (or any other
display). For example, the gaming machine 510 can include an
"attract mode" in which the primary display 514 shows
representatively a galaxy map. Initially, in FIG. 5A, the galaxy
map is shown to be far away and, simultaneously, the emotive
lighting areas 532, 533 adjacent to the primary display 514 are
shown in a deactivated state (i.e., internal LEDs are off). In a
second instance, in FIG. 5B, the galaxy map is shown closer to the
player and, simultaneously, the emotive lighting areas 532, 533 are
in a dimmed activated state. In a third instance, in FIG. 5C, the
galaxy map is now even closer to the player and, simultaneously,
the emotive lighting areas 532, 533 are in a bright activated
state.
[0068] Optionally, the coordination of the visual effects on the
primary display 514 and the emotive lighting areas 532, 533 can be
choreographed or coordinated with audio output. For example, in the
first instance the audio output can be a soft peaceful sound that
increases in volume and intensity as the galaxy map is shown closer
to the player.
[0069] Visual effects and sound output can be coordinated to
stimulate player interest from players near and far. For example,
visual attract screens can include musical notes having forms of
animation (or various visualizations) that take actions based on
sound notes. Player interest can be stimulated based on rhythm of
the sound choreographed with the forms of animation.
[0070] Referring to FIG. 6, a bank of gaming machines 600 includes
four gaming machines 610a-610d. Each gaming machine 610a-610d
includes a respective primary display 616a-616d and respective
emotive lighting areas 631a-631d, 633a-633d, and 635a-635d. Each
gaming machine 610a-610d further includes a dedicated LED
controller 641a-641d. The bank of gaming machines 600 can include
visual effects across at least some of the gaming machines
610a-610d such that the emotive lighting areas 631a-631d,
633a-633d, and 635a-635d are coordinated with each other,
individually or as a group, and with other components, including
the primary displays 616a-616d. In alternative embodiments, the
coordination can include top boxes, bank signage, secondary
displays, etc.
[0071] For example, the bank 600 can include an "attract mode"
(during which one or more of the gaming machines 610a-610d are
idle) in which visual effects are coordinated across all the gaming
machines 610a-610d. As illustrated, a ball 637 begins bouncing in
the primary display 614a of a left-most gaming machine 610a and
continues bouncing through each primary display 614a-614d until it
reaches the primary display 614d of a right-most gaming machine
610d. As the ball 637 continues bouncing, a trail 639 is left
behind the ball in previous ones of the primary displays
610a-610c.
[0072] As the ball 637 moves from one primary display 614a-614d to
another primary display 614a-614d, the emotive lighting areas
631a-631d, 633a-633d, and 635a-635d get brighter from left to
right. For example, the emotive lighting areas 631d, 633d, and 635d
of the left-most gaming machine 610d are the brightest (because the
ball 637 is currently illustrated in that gaming machine) and the
emotive lighting areas 631a, 633a, and 635a of the right-most
gaming machine 610a are the dimmest (or deactivated).
[0073] Any other type of visual effects and audio output can be
coordinated to stimulate player interest. For example, the visual
effects can travel across adjacent gaming machines while morphing
along sound cues that illustrate one or more game themes.
[0074] The LED controllers 641a-641d, which can have similar
functions and characteristics as the controller 39 described above
in reference to FIG. 2, can be used to synchronize colors and shows
between games, top boxes, and signs. Thus, the LED controllers
641a-641d can be used in each game, top box, and sign for
coordinating the emotive lighting areas.
[0075] The LED controllers 641a-641d can be connected not only to
the controller 39 of the respective gaming machine, but also to
adjacent LED controllers. For example, the LED controller 641a of
the left-most gaming machine 610a is connected to the adjacent LED
controller 641b of the adjacent gaming machine 610b. The connection
can be achieved, for example, via infra-red connections (for
adjacent gaming machines), via hardwire connections (e.g., cables),
or any other means. A connection method that is independent of the
gaming machine controller 39 is preferred based on ease of
implementation, maximum flexibility (because it allows
synchronization of non-gaming devices), and minimal regulatory
risk.
[0076] The LED controllers 641a-641d synchronize to allow a light
show to be run across the entire bank 600. Synchronization can be
achieved, for example, by having a single LED controller 641a-641d
serve as a "master" controller. In another example, synchronization
can be achieved by syncing clocks between controllers and running
time-based light shows. Optionally, a bank layout may be selected
from a list of images to ensure that the light shows run
appropriately (e.g., to ensure that synchronization is achieved
between a first gaming machine and a second gaming machine).
[0077] Optionally, the LED controllers 641a-641d can run a common
attract show across the bank 600 in a default "idle" mode. Games
can override the default mode by either modifying the default mode
(e.g., changing the color but keeping the same chase pattern) or
taking complete control. New light shows can be up-loaded from the
game and/or from adjacent controllers.
[0078] One current trend in gaming establishments, such as casinos,
is to include marquees with reduced brightness. As such, the LED
controllers 641a-641d can adjust the relative brightness of the
lighting between several levels. The adjustment can be done at the
bank level, for example, to avoid having "dim" games stand out.
[0079] Optionally, light settings at the bank level can be
accessible through machine hardware setup. However, in alternative
embodiments the light settings can also be set from any
controller.
[0080] Each of these embodiments and obvious variations thereof is
contemplated as falling within the spirit and scope of the claimed
invention, which is set forth in the following claims.
* * * * *