U.S. patent application number 14/480397 was filed with the patent office on 2014-12-25 for balancing community gaming effects.
The applicant listed for this patent is WMS Gaming, Inc.. Invention is credited to Vito M. Caporusso, Howard R. Pfeifer, Eric M. Pryzby, Paul J. Radek, Steven J. Zoloto.
Application Number | 20140378225 14/480397 |
Document ID | / |
Family ID | 51455104 |
Filed Date | 2014-12-25 |
United States Patent
Application |
20140378225 |
Kind Code |
A1 |
Caporusso; Vito M. ; et
al. |
December 25, 2014 |
BALANCING COMMUNITY GAMING EFFECTS
Abstract
A wagering game system and its operations are described herein.
In embodiments, the operations can include detecting that
presentation devices (e.g., speakers, lights, etc.) associated with
a group of wagering game machines, are scheduled to simultaneously
present a community wagering game event that includes a gaming
effect (e.g., sound, light, vibrations, etc.). The operations can
further include determining, based on a characteristic associated
with the presentation of the gaming effect (e.g., a character of
the presentation devices, a property of the gaming effect, a
location or number of wagering game machines, etc.) that the sound
effect, if played simultaneously on the presentation devices
associated with the plurality of the wagering game machines, would
provide an amplified presentation of the gaming effect that would
exceed a threshold presentation level that may cause discomfort to
a casino patron. The operations can further include determining a
default presentation setting or property (e.g., volume level,
luminosity level, timing pattern, etc.) at which the gaming effect
is configured to be presented on one of the presentation devices
and modifying the default presentation setting or property so that
a presentation of the gaming effect remains below the threshold
presentation level.
Inventors: |
Caporusso; Vito M.; (Downers
Grove, IL) ; Pfeifer; Howard R.; (Chicago, IL)
; Pryzby; Eric M.; (Skokie, IL) ; Radek; Paul
J.; (Naperville, IL) ; Zoloto; Steven J.;
(Highland Park, IL) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
WMS Gaming, Inc. |
Waukegan |
IL |
US |
|
|
Family ID: |
51455104 |
Appl. No.: |
14/480397 |
Filed: |
September 8, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
13204225 |
Aug 5, 2011 |
8827805 |
|
|
14480397 |
|
|
|
|
61371272 |
Aug 6, 2010 |
|
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Current U.S.
Class: |
463/35 |
Current CPC
Class: |
G07F 17/3216 20130101;
G07F 17/3227 20130101; G07F 17/3204 20130101 |
Class at
Publication: |
463/35 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A method for determining a volume for an audio presentation, the
method comprising: determining, by one or more processors, that
common audio content stored in one or more computer-readable media
is to be presented on a plurality of presentation devices on a
plurality of wagering game machines communicably coupled to the one
or more processors; and determining, by the one or more processors,
a volume level for the common audio content on at least one of the
plurality of presentation devices, wherein the volume level is
determined based, at least in part, on a number of the plurality of
presentation devices.
Description
RELATED APPLICATIONS
[0001] This application is a Continuation of and claims the
priority benefit of U.S. application Ser. No. 13/204,225 filed Aug.
5, 2011, which claims the priority benefit of U.S. Provisional
Application No. 61/371,272 filed Aug. 6, 2010.
LIMITED COPYRIGHT WAIVER
[0002] A portion of the disclosure of this patent document contains
material that 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. Copyright 2014, WMS Gaming, Inc.
TECHNICAL FIELD
[0003] Embodiments of the inventive subject matter relate generally
to wagering game systems and networks that, more particularly,
managing community wagering game effects in grouped wagering game
machines.
BACKGROUND
[0004] Wagering game 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 depends 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 wagering
game 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 wagering game machine manufacturers to
continuously develop new games and gaming enhancements that will
attract frequent play.
[0005] Music and other sounds (i.e., soundtracks) played in
wagering games help to immerse a wagering game player ("player")
into a wagering game experience and add to the excitement and fun
of wagering games. Soundtracks sometimes will rise in volume levels
to generate a sense of anticipation in a player. The rise in volume
is sometimes referred to as a "build-up" because of the build-up of
anticipation it invokes in a player. The soundtrack for a wagering
game is prepared and stored on a wagering game machine or on a
wagering game server well before the wagering game machine is
placed on the casino floor. Audio engineers that program
soundtracks for a wagering game, balance and mix the sound track in
a test environment to produce optimal sound for one player seated
at one wagering game machine. If the audio engineer balances the
soundtrack to be too quiet or too loud for the player, then the
player who plays the wagering game in the casino would become
irritated or would not experience the full benefit of the game and
would not feel immersed in the gaming experience. When the audio
engineers prepare the soundtracks, the wagering game manufacturer
stores the sound files on a wagering game machine or a server, and
the wagering game manufacturer provides the wagering game machines
and/or servers to a casino.
[0006] After the casino receives the wagering game machines, the
wagering game manufacturer has no control over where the wagering
game machines are placed in the casino. The casino will often place
wagering game machines together in a group, or bank, for several
reasons, such as to make a specific theme of games easier to find
and also so that players playing the same game can feel a sense of
camaraderie when seated next to each other. Sometimes group games,
or community wagering games, for which multiple players are
eligible to participate, may play a sound effect at each of the
wagering game machines in a bank at the same time. The placement of
the wagering game machines in a bank, however, can cause the
simultaneous presentation of the same sound effect to amplify and
produce an uncomfortable sound level or conflict with presentation
of other sound effects.
BRIEF DESCRIPTION OF THE DRAWING(S)
[0007] Embodiments are illustrated in the Figures of the
accompanying drawings in which:
[0008] FIG. 1 is an illustration of balancing gaming effects in a
wagering game machine bank, according to some embodiments;
[0009] FIG. 2 is an illustration of a wagering game system
architecture 200, according to some embodiments;
[0010] FIG. 3 is a flow diagram 300 illustrating balancing audio
for community events at wagering game machine groups, according to
some embodiments;
[0011] FIG. 4 is an illustration of a wagering game system 400,
according to some embodiments;
[0012] FIG. 5 is an illustration of a wagering game machine
architecture 500, according to some embodiments; and
[0013] FIG. 6 is an illustration of a wagering game machine 600,
according to some embodiments.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0014] This description of the embodiments is divided into six
sections. The first section provides an introduction to
embodiments. The second section describes example operating
environments while the third section describes example operations
performed by some embodiments. The fourth section describes
additional example embodiments while the fifth section describes
additional example operating environments. The sixth section
presents some general comments.
INTRODUCTION
[0015] This section provides an introduction to some
embodiments.
[0016] Recently, community wagering games have become a popular
type of game in casinos. Some community wagering games provide a
gaming environment where a group of players can play the same
wagering game in a competitive or collaborative setting. Sometimes
community wagering games simultaneously present a community event,
like a presentation of, or anticipatory announcement for, a jackpot
or other type of "big win" event. The community event presents a
gaming effect, such as a sound effect, on each of the wagering game
machines at which the players are situated. However, when wagering
game machines are situated next to each other in a bank, and when
each is playing a community sound track during a community event,
audio levels from each individual machine will magnify the same
sound produced by a neighboring machine, causing the combined sound
volume level to become too loud. The increased sound level creates
discomfort to the ears of players seated at the bank. Build-ups,
explosions, or other types of sounds that generate the highest
sound levels in a soundtrack can especially create uncomfortable
sound volume levels at a bank when multiple neighboring wagering
game machines play the same sound at the same time.
[0017] FIG. 1 is a conceptual diagram that illustrates an example
of balancing gaming effects in a wagering game machine bank,
according to some embodiments. In FIG. 1, a wagering game system
("system") 100 includes wagering game machines 161, 162, 163, and
164 ("161-164") situated in a casino in a group (i.e., are grouped
in close proximity to each other, are adjacent, etc.). Groups of
wagering game machines are sometimes referred to as banks. The
wagering game machines 161-164 are connected to a communications
network 122. A wagering game server 150, a community game server
180, and a gaming effects controller 140 are also connected to the
communications network 122. Also included in the system 100 is an
account server 170. The account server 170 host can host multiple
wagering game accounts (e.g., player account 171 for the user "M.
Miller," player account 172 for the user "J. Saiz," player account
173 for the user "A. Jones," and player account 174 for the user
"F. Aziz"). The players log in to the player accounts 171, 172,
173, and 174 ("171-174") using the wagering game machines 161-164
(e.g., players use player tracking cards to login to the player
accounts 171-174 using magnetic card readers or radio frequency
readers at the wagering game machines 161-164). The wagering game
machines 161-164 and/or the wagering game server 150 can provide
some gaming content (e.g., a slot game that includes reels, payline
meters, bet meters, credit meters, reel control buttons, etc.)
during wagering game sessions. Players can play primary wagering
games during the wagering game sessions on each of the wagering
game machines 161-164 using the player accounts 171-174. The
wagering game server 150 and/or the account server 170 interact
during the wagering game sessions to transfer bets or wagers
between any of the player accounts 171-174 and a casino account.
The community gaming server 180 can, at some point during the
wagering game sessions, present a community gaming event for any of
the player accounts 171-174 that may be eligible to participate in
and/or receive a presentation of the community gaming event. For
instance, during the wagering game sessions, any of the players can
contribute a portion of bets to be eligible for a community jackpot
or a community bonus game. The account server 170 can track which
of the player accounts 171-174 are eligible. For example, the
player accounts 171-174 may have performed activities during
primary wagering game play, or been selected for other reasons to
participate in the community event, which the account server 170
tracks. The player accounts 171-174 are associated with players at
wagering game machines 161-164. Consequently, the wagering game
machines 161-164 may be referred to as eligible wagering games
machines, or in other words, wagering game machines that are
selected to present content for the community event. The community
game server 180 provides content for the community event
("community event content"). Part of the content may include a
sound or lighting effect that is scheduled to play on the wagering
game machines 161-164 simultaneously. Because some of the community
event content (e.g., sounds and/or lighting effects) are scheduled
to be presented simultaneously on the wagering game machines
161-164, the community event content may be referred to as common
content. In other examples, the community event content may also be
referred to as simultaneous, or simultaneously presented,
content.
[0018] One example of common content is a sound effect 141 that is
scheduled to be played on the wagering game machines 16-164 at the
same time during the community event. The sound effect 141, when
played simultaneously by each of the wagering game machines
161-164, presents the exact same sound, resulting in a quadruple
sound effect, or quadruple sound energy/field, from speakers for
all four of the wagering game machines 161-164. The four sound
fields amplify each other, resulting in an overall, or composite,
volume level for the sound effect 141 that is louder than when the
sound effect 141 is played alone. As mentioned previously, each of
the wagering game machines 161-164 may have been preconfigured to
play the sound effect 141 optimally for only a single wagering game
machine. However, because a casino has grouped the wagering game
machines 161-164 into a bank on the casino floor, the proximity of
the wagering game machines 161-164 produce amplified sounds when
the sound effect 141 is played from multiple ones of the wagering
game machines 161-164 simultaneously.
[0019] The gaming effects controller 140, however, can detect a
number of the wagering game machines 161-164 that are eligible, or
scheduled, to the present the sound effect 141 (e.g., detect that
all four of the wagering game machine 161-164 are scheduled to the
play the sound effect 141). The gaming effect controller 140 can
also detect characteristics of the wagering game machines 161-164
(e.g., via global positioning, by location sensors, etc.), or
access stored data that indicates, characteristics of the wagering
game machines 161-164. The characteristics may include positions
(e.g., locations, orientations, coordinates, distances, etc.),
amounts, types, etc. associated with the wagering game machines
161-164 or presentation devices associated with the wagering game
machines 161-164. For instance, the gaming effect controller 140
can detect a distance (D1) between wagering game machines, a
distance (D2) that spans eligible wagering game machines that are
scheduled to play the sound effect 141 simultaneously, a distance
(D3) to external presentation devices (e.g., overhead speakers 148
and 149 in signage 147, overhead emotive lighting associated with
the bank and/or with each individual wagering game machine 161,
162, 163 and 164, etc). Another distance that the gaming effect
controller 140 may take into consideration may include distances of
gaps between eligible wagering game machines (e.g., the distance of
a gap for the wagering game machines 162 and 163 if wagering game
machines 162 and 163 were not eligible, but wagering game machines
161 and 164 were eligible). Another distance that the gaming effect
controller 140 may also take into consideration may include the
distance of speakers on the wagering game machines 161-164 to a
sitting position for a player. The gaming effect controller 140 can
also determine orientations of wagering game machines 161-164 or
orientations of speakers attached to the wagering game machines
161-164 (e.g., determine an angle of direction that the wagering
game machines 161-164 and project sound in relation to each other
and in relation to other wagering game machines in the bank that
are not eligible). The gaming effects controller 140 can
automatically calculate, based on the number of wagering game
machines and/or position measurements (e.g., distances D1, D2,
and/or D3, directionality of sound projection, etc.), a comfortable
volume level at which the wagering game machines 161-164 should
play the sound effect 141 so that a combined volume level of the
sound effect 141 does not amplify beyond, or exceed, a threshold
volume level (e.g., a decibel level and/or presentation duration at
which sound (1) becomes uncomfortable, (2) that is higher than a
default volume level, (3) some combination, etc.), when played
simultaneously. For example, the gaming effects controller 140 may
attenuate sound so that the combined volume level of the four
separately played instances of the sound effect 141 appears to
sound, from a player's perspective at any one of the wagering game
machines 161-164, as loud as a default volume level at which any
one of the wagering game machines 161-164 are set to play the sound
effect 141 non-simultaneously. The gaming effects controller 140
may also calculate a threshold lighting level (e.g., a luminosity
level and/or presentation duration) for a lighting effect 131
simultaneously played on emotive lighting fixtures, the signage
147, external lighting devices associated with the wagering game
machines 161-164, etc.
[0020] Embodiments can be presented over any type of communications
network that provides access to wagering games, such as a public
network (e.g., a public wide-area-network, such as the Internet), a
private network (e.g., a private local-area-network gaming
network), a file sharing network, a social network, etc., or any
combination of networks. Multiple users can be connected to the
networks via computing devices. The multiple users can have
accounts that subscribe to specific services, such as account-based
wagering systems (e.g., account-based wagering game websites,
account-based casino networks, etc.).
[0021] Further, in some embodiments herein a user may be referred
to as a player (i.e., of wagering games), and a player may be
referred to interchangeably as a player account. Account-based
wagering systems utilize player accounts when transacting and
performing activities, at the computer level, that are initiated by
players. Therefore, a "player account" represents the player at a
computerized level. The player account can perform actions via
computerized instructions. For example, in some embodiments, a
player account may be referred to as performing an action,
controlling an item, communicating information, etc. Although a
player, or person, may be activating a game control or device to
perform the action, control the item, communicate the information,
etc., the player account, at the computer level, can be associated
with the player, and therefore any actions associated with the
player can also be associated with the player account. Therefore,
for brevity, to avoid having to describe the interconnection
between player and player account in every instance, a "player
account" may be referred to herein in either context. Further, in
some embodiments herein, the word "gaming" is used interchangeably
with "gambling."
[0022] Although FIG. 1 describes some embodiments, the following
sections describe many other features and embodiments.
Example Operating Environments
[0023] This section describes example operating environments and
networks and presents structural aspects of some embodiments. More
specifically, this section includes discussion about wagering game
system architectures.
Wagering Game System Architecture
[0024] FIG. 2 is a conceptual diagram that illustrates an example
of a wagering game system architecture 200, according to some
embodiments. The wagering game system architecture 200 can include
an account server 270 configured to control user related accounts
accessible via wagering game networks and social networking
networks. The account server 270 can store wagering game player
account information, such as account settings (e.g., settings
related to group games, settings related to social contacts, etc.),
preferences (e.g., player preferences regarding volume settings,
player preferences regarding award types, player preferences
related to virtual assets, etc.), player profile data (e.g., name,
avatar, screen name, etc.), and other information for a player's
account (e.g., financial information, account identification
numbers, virtual assets, social contact information, etc.). The
account server 270 can contain lists of social contacts referenced
by a player account. The account server 270 can also provide
auditing capabilities, according to regulatory rules. The account
server 270 can also track performance of players, machines, and
servers.
[0025] The wagering game system architecture 200 can also include a
wagering game server 250 configured to control wagering game
content, provide random numbers, and communicate wagering game
information, account information, and other information to and from
a wagering game machine 260. The wagering game server 250 can
include a content controller 251 configured to manage and control
content for the presentation of content on the wagering game
machine 260. For example, the content controller 251 can generate
game results (e.g., win/loss values), including win amounts, for
games played on the wagering game machine 260. The content
controller 251 can communicate the game results to the wagering
game machine 260. The content controller 251 can also generate
random numbers and provide them to the wagering game machine 260 so
that the wagering game machine 260 can generate game results. The
wagering game server 250 can also include a content store 252
configured to contain content to present on the wagering game
machine 260. The wagering game server 250 can also include an
account manager 253 configured to control information related to
player accounts. For example, the account manager 253 can
communicate wager amounts, game results amounts (e.g., win
amounts), bonus game amounts, etc., to the account server 270. The
wagering game server 250 can also include a communication unit 254
configured to communicate information to the wagering game machine
260 and to communicate with other systems, devices and networks.
The wagering game server 250 can also include an effects balancing
module 255 configured to balance lights, sounds, and other effects
associated with community gaming events. The wagering game server
250 can also include a community game controller 256 configured to
control community wagering games including community events
associated with the community wagering games.
[0026] The wagering game system architecture 200 can also include a
wagering game machine 260 configured to present wagering games and
receive and transmit information to balance community wagering game
audio. The wagering game machine 260 can include a content
controller 261 configured to manage and control content and
presentation of content on the wagering game machine 260. The
wagering game machine 260 can also include a content store 262
configured to contain content to present on the wagering game
machine 260. The wagering game machine 260 can also include an
effects balancing module 263 configured to control effects
balancing for community gaming events presented by, and for,
wagering game machine groups.
[0027] The wagering game system architecture 200 can also include a
secondary content server 280 configured to provide content and
control information for secondary games and other secondary content
available on a wagering game network (e.g., secondary wagering game
content, promotions content, advertising content, player tracking
content, web content, etc.). The secondary content server 280 can
provide "secondary" content, or content for "secondary" games
presented on the wagering game machine 260. "Secondary" in some
embodiments can refer to an application's importance or priority of
the data. In some embodiments, "secondary" can refer to a
distinction, or separation, from a primary application (e.g.,
separate application files, separate content, separate states,
separate functions, separate processes, separate programming
sources, separate processor threads, separate data, separate
control, separate domains, etc.). Nevertheless, in some
embodiments, secondary content and control can be passed between
applications (e.g., via application protocol interfaces), thus
becoming, or falling under the control of, primary content or
primary applications, and vice versa. In some embodiments, the
secondary content server 280 can provide and control content for
community games, including networked games, social games,
competitive games, or any other game that multiple players can
participate in at the same time. In some embodiments, the secondary
content server 280 can control and present an online website that
hosts wagering games. The secondary content server 280 can also be
configured to present multiple wagering game applications on the
wagering game machine 260 via a wagering game website, or other
gaming-type venue accessible via the Internet. The secondary
content server 280 can host an online wagering website and/or a
social networking website. The secondary content server 280 can
include other devices, servers, mechanisms, etc., that provide
functionality (e.g., controls, web pages, applications, etc.) that
web users can use to connect to a social networking application
and/or website and utilize social networking and website features
(e.g., communications mechanisms, applications, etc.). The
secondary content server 280 can also be configured to provide
secondary wagering games, community wagering games, community
gaming events, etc. In some embodiments, the secondary content
server 280 can also host social networking accounts, provide social
networking content, control social networking communications, store
associated social contacts, etc. The secondary content server 280
can also provide chat functionality for a social networking
website, a chat application, or any other social networking
communications mechanism. In some embodiments, the secondary
content server 280 can utilize player data to determine marketing
promotions that may be of interest to a player account. The
secondary content server 280 can also analyze player data and
generate analytics for players, group players into demographics,
integrate with third party marketing services and devices, etc. The
secondary content server 280 can also provide player data to third
parties that can use the player data for marketing.
[0028] Each component shown in the wagering game system
architecture 200 is shown as a separate and distinct element
connected via a communications network 222. However, some functions
performed by one component could be performed by other components.
For example, the wagering game server 250 can also be configured to
perform functions of the secondary content server 280, the account
server 270, the effects balancing module 263, and other network
elements and/or system devices. Furthermore, the components shown
may all be contained in one device, but some, or all, may be
included in, or performed by, multiple devices, as in the
configurations shown in FIG. 2 or other configurations not shown.
For example, the account manager 253 and the communication unit 254
can be included in the wagering game machine 260 instead of, or in
addition to, being a part of the wagering game server 250. Further,
in some embodiments, the wagering game machine 260 can determine
wagering game outcomes, generate random numbers, etc. instead of,
or in addition to, the wagering game server 250.
[0029] The wagering game machines described herein (e.g., wagering
game machine 260) can take any suitable form, such as floor
standing models, handheld mobile units, bar-top models,
workstation-type console models, surface computing machines, etc.
Further, wagering game machines can be primarily dedicated for use
in conducting wagering games, or can include non-dedicated devices,
such as mobile phones, personal digital assistants, personal
computers, etc.
[0030] In some embodiments, wagering game machines and wagering
game servers work together such that wagering game machines can be
operated as thin, thick, or intermediate clients. For example, one
or more elements of game play may be controlled by the wagering
game machines (client) or the wagering game servers (server). Game
play elements can include executable game code, lookup tables,
configuration files, game outcome, audio or visual representations
of the game, game assets or the like. In a thin-client example, the
wagering game server can perform functions such as determining game
outcome or managing assets, while the wagering game machines can
present a graphical representation of such outcome or asset
modification to the user (e.g., player). In a thick-client example,
the wagering game machines can determine game outcomes and
communicate the outcomes to the wagering game server for recording
or managing a player's account.
[0031] In some embodiments, either the wagering game machines
(client) or the wagering game server(s) can provide functionality
that is not directly related to game play. For example, account
transactions and account rules may be managed centrally (e.g., by
the wagering game server(s)) or locally (e.g., by the wagering game
machines). Other functionality not directly related to game play
may include power management, presentation of advertising, software
or firmware updates, system quality or security checks, etc.
[0032] Furthermore, the wagering game system architecture 200 can
be implemented as software, hardware, any combination thereof, or
other forms of embodiments not listed. For example, any of the
network components (e.g., the wagering game machines, servers,
etc.) can include hardware and machine-readable storage media
including instructions for performing the operations described
herein.
Example Operations
[0033] This section describes operations associated with some
embodiments. In the discussion below, some flow diagrams are
described with reference to block diagrams presented herein.
However, in some embodiments, the operations can be performed by
logic not described in the block diagrams.
[0034] In certain embodiments, the operations can be performed by
executing instructions residing on machine-readable storage media
(e.g., software), while in other embodiments, the operations can be
performed by hardware and/or other logic (e.g., firmware). In some
embodiments, the operations can be performed in series, while in
other embodiments, one or more of the operations can be performed
in parallel. Moreover, some embodiments can perform more or less
than all the operations shown in any flow diagram.
[0035] FIG. 3 is a flow diagram ("flow") 300 illustrating balancing
audio for community events at wagering game machine groups,
according to some embodiments. In FIG. 3, the flow 300 begins at
processing block 302, where a wagering game system ("system")
detects that a plurality of wagering game machines, in a group of
wagering game machines, are eligible to simultaneously present a
community wagering game event that includes a sound effect. In some
embodiments, the system can determine that the wagering game
machines are eligible to present the community wagering game event
by determining that player accounts for players logged on to the
wagering game machines are eligible to receive the community
wagering game event. In some embodiments, the system can detect
that player accounts have contributed a money amount during play of
a primary wagering game to be eligible. In some embodiments, the
group of wagering game machines is a grouping of machines that are
close enough to each other that a presentation of community sounds,
lighting, or other effects could amplify each other when played at
the same time. Thus, one example of a wagering game machine group
is a collection of wagering game machines grouped next to each
other in a bank. Another example of a wagering game machine group
is a collection of stations at an electronic wagering game table
(e-table) designed to seat multiple wagering game players. A player
can log in to each station, and each station may have one or more
speakers, light fixtures, etc. assigned to it. Each station may
present separate wagering games and community wagering games, and
therefore, may present simultaneously effects for a community
wagering game event, potentially resulting in amplified, distorted,
or overly distracting sound effects, light effects, etc. Each
station at the e-table is considered a wagering game machine, even
though the e-table may have a common cabinet or casing. In some
embodiments, the system can detect that a group of presentation
devices external to wagering game machines are grouped together,
and are eligible to present effects for the community wagering game
event. The group of presentation devices includes grouped sound or
light producing elements associated with the wagering game
machines. The group of presentation devices can be separate (i.e.,
not attached to) cabinets or computing elements of the wagering
game machines. In other words, the sound or light producing
elements of the wagering game machines, when grouped together, are
what create the community sounds and/or lights. As an example,
cabinets of wagering game machines may be spread apart to certain
distances, however, external speakers for each machine may be
grouped together such that sound fields produced by the speakers
would combine together in the air and produce an amplified sound
when played simultaneously. Thus, the wagering game machines are
eligible to present the community wagering game event, and the
positions of the cabinets of the wagering game machines may be
positioned far enough from each other, but the external speakers
can produce amplified sound effects for the community wagering game
event.
[0036] The flow 300 continues at processing block 304, where the
system determines, based on characteristics associated with the
sound effect or speakers associated with the plurality of wagering
game machines, that the sound effect, if played simultaneously on
the speakers, would provide an amplified volume level that would
exceed a threshold volume level. The threshold volume level is a
metric, or indicator value, that indicates an undesired amplified
sound level (e.g., a decibel level at which sound would sound
uncomfortably loud from a given vantage point at or near the group
of wagering game machines). Examples of characteristics associated
with the speakers may include physical locations of the speakers,
physical characteristics of the speakers, orientation of the
speakers, directionality of the sound effect from the speakers,
placement of the speakers on the plurality of the wagering game
machines, a number of the speakers, a type of the speakers, etc.
Examples of characteristics associated with the sound effect may
include a frequency of sound for the sound effect, a programmed
volume level or setting for the sound effect, a duration for the
sound effect, a degree of abruptness at which the sound effect is
presented, a dissonance of the sound effect, a number of
repetitions of the sound effect, a type of the sound effect, etc.
The system determines that if the sound effect for the community
wagering game event were to play simultaneously, at their default
volume levels, on the speakers of the wagering game machines, and
because the sound is common (i.e., sound signals are the same
frequency for all speakers), the acoustic energy of the sound
effect from the multiple speakers would combine in the air and
amplify each other beyond a specific or threshold volume level. As
more players play, and as more wagering game machines play the
community event sound effect, the community sounds, or common audio
fields, of the community event sound effect add to each other
(e.g., magnify each other). In other words, the same, or common,
sounds occur at the speakers for each wagering game machine, and,
because the same sound occurs at each speaker, at the same time,
the sound intensifies. Audio frequencies played at the same time
amplify each other causing the sound to appear too loud for
comfort.
[0037] In some embodiments, the system can determine a threshold
volume level based on settings indicated by a player account logged
in via a wagering game machine and/or a setting indicated by a
casino account.
[0038] In some embodiments, the system may determine that at least
one portion of the sound effect may be amplified even though other
portions of the sound effect may not be amplified. For example,
some sound effects ramp up, or crescendo, while being played toward
a maximum volume level that has been programmed into the soundtrack
for the sound effect.
[0039] In some embodiments, the system can determine a number of
the plurality of wagering game machines that are eligible to
present the community wagering game event, and use the number in
determining a number of sound fields that will combine together.
The system can determine that an amount of amplification would be
proportional to the number of the sound fields.
[0040] In some embodiments, the system can refer to a stored
listing or table of volume levels for the threshold volume level.
The stored listing or table can indicate an upper range of
comfortable sound levels (e.g., as indicated by a casino operator)
that a casino would prefer for their patrons for a given time
period of exposure. In other words, the listing or table may
include an upper range of 80 db, for a period of 3 seconds, an
upper range of 75 db for 10 seconds, and so forth. Thus, a casino
operator can set more than one threshold volume level. Each
threshold volume level could depend, however, on how long a
simultaneously played sound effect would be played.
[0041] Some sounds may exceed a specific sound level, but only for
a short period of time. Thus, the system may determine that even
though the simultaneously presented sound would result in an
amplified sound level, if the sound level was played for only a
short period of time (e.g., less than a time exposure), then the
system may refrain from attenuating sounds. In other embodiments, a
casino operator or administrative user can utilize other lists or
tables that are more or less restrictive than lists set by other
casino operators. The system can provide a tool, or user interface,
that a casino operator or administrative user can use to modify the
threshold values and/or to load profiles related to (1) sound
levels produced by speakers (e.g., a "soft" profile, a "loud"
profile), (2) times or periods of time for gaming activity in the
casino (e.g., a "busy" time or a "slow" time), (3) promotional or
marketing campaigns, (4) seasonal, or holiday periods, or any other
type, theme, etc.
[0042] In some embodiments, the system can determine
characteristics of speakers by measuring, or determining
orientations (e.g., directions at which machines and speakers on
wagering game machines are facing each other) and/or distances
between speakers. In some embodiments, each wagering game machine
includes a location unit (e.g., see location unit 538 in FIG. 5).
The location unit can provide a signal that identifies, or
specifies, the location of the wagering game machine on a casino
floor. In some embodiments, the system can detect and/or measure
positions (e.g., distances, orientations, dimensions, etc.) before
or after wagering game machines are placed on the floor. Some
wagering game machines can send signals to a position tracker
(e.g., global positioning satellite tracking devices, radio
frequency tracking devices, orientation tracking devices, etc.).
The position tracker may be part of an effects balancing module
(e.g., see effects balancing module 255 in FIG. 2), that may
included in a wagering game server, or other computer devices, that
tracks positions. The system can also have access to a casino
layout that specifies dimensions and coordinates of a casino floor.
The system can correlate locations of wagering game machines to
coordinates on the floor layout, and then calculate distances
between wagering game machines or speakers associated with wagering
game machines. In some embodiments, the system can store position
values and use the position values while computing proper volume
balancing. In some embodiments, the system can automatically adapt
for slight differences in positions of wagering game machines
(e.g., detect and adapt to banks that may bend into circles or
other shapes instead of only being a straight line or row of
wagering game machines). For example, a bank of machines that are
bent into a circular shape may have less audio sound amplification
as sound waves may radially move away from wagering game machines
speakers instead of bleeding over to neighboring machines. Further,
the system can detect distances from speakers to chairs where the
players would be seated at a wagering game machine. For example, in
some embodiments, a chair may be a foot away from the speakers of a
wagering game machine, but other embodiments may have chairs that
are several feet away from the speakers. Thus, the system measures
the threshold volume level as it would sound, for the amplified,
simultaneously presented sound sounds, at the ears of one or more
of the players at the group of wagering game machines, and/or for
participants situated close to the group of wagering game
machines.
[0043] The flow 300 continues at processing block 306, where the
system determines an attenuated volume level for the plurality of
wagering game machines in the group of wagering game machines to
present the sound effect for the community wagering game event. In
some embodiments, the system can simulate and determine an
attenuated volume level by calculating an anticipated upper, or
maximum, volume level that would occur for a given sound effect(s)
(e.g., for a loudest sound effect programmed for a community event,
for an average sound level of the community event, etc.) if played
simultaneously on the speakers. The system can compare the upper
volume level against the threshold volume level. If the upper
volume level meets and/or exceeds the threshold volume level, the
system can then set a lowered volume level, or attenuated volume
level, for the simultaneously played community sound effect based
on the comparison. In other words, the system can determine that
the upper volume level would amplify beyond the threshold volume
level to be too uncomfortable for players situated at the wagering
game machines, or rather at speakers associated with the wagering
game machines.
[0044] In some embodiments, the system may be configured to present
some sounds louder, or more accented, than other sounds made by
others of the wagering game machines in the group (i.e., for other
players who are not participating in the community wagering game
event), but still attenuate the simultaneously presented sounds of
the community wagering game event if the sounds are too loud for
comfort. In some embodiments, the system can emphasize the
simultaneously presented sounds based on a number of players in the
group of wagering game machines.
[0045] In some embodiments, the simultaneously presented sounds may
be for music, sound effects, and speech that are common to wagering
game machines eligible for the community wagering game event.
However, only some types of the simultaneously presented sounds may
actually be loud enough to become too loud or uncomfortable. The
system can select which of the sound types would potentially become
too loud and only attenuate those types of sounds from a sound
track or sound script. For example, some of the different types of
simultaneously presented sounds may have default sound levels that
are different. For instance, a background music volume in a
community wagering game may be set at one sound level by default,
but a voice volume may be set at a different sound level by
default, which is higher than the background music volume level. As
a result, the system can attenuate only the voice volume level and
not the background music level, or attenuate the background music
volume level to one degree and the voice volume level to another
degree (e.g., attenuate voice volume by 10% but only reduce
background music sounds by 5%, depending on the default volume
levels at which the different types of sounds are set).
[0046] The system can further detect variable events within a type.
For instance, a game character, such as an opponent or proponent
character, may interact with only a portion of players that are
playing a community wagering game. The game character may only
speak something to the portion of the players. Thus, only some of
the players experience the sound effect made by the encounter with
the common game character. The system, therefore, can attenuate the
voice sound for the encountered character for the portion of
players (i.e., attenuate at speakers associated with wagering game
machines at which the portion of the players are situated), while,
at the same time, not attenuate other sounds associated with the
community wagering game. The system, therefore, can be selective
with the sounds it attenuates and may not have to attenuate an
entire sound track just to avoid presenting potentially loud and
uncomfortable sounds that only occur occasionally or for certain
types of sound effects or for certain isolated events shared by a
portion of the eligible players/wagering game machines.
[0047] In some embodiments, the system can attenuate simultaneously
presented sounds by modifying a default sound volume level in a
script with sound settings for a soundtrack to be the attenuated
volume level, then playing the sounds for the script at the
plurality of wagering game machine using the attenuated volume
level. The scripts may have different volume levels, panning
levels, balance levels, etc. for certain types of sounds. Thus, the
system can modify default volume levels in scripts for only certain
types of sounds. The system can also modify other settings in the
script, such as modifying balance settings to shift sound to
certain speakers instead of, or in addition to, modifying volume
settings. The shifted sound may direct sounds in different
directions, potentially preventing unwanted sound
amplifications.
[0048] In some embodiments, the system can modify an overall volume
level for a wagering game machine set at the wagering game machine,
such as a default volume level set in a configuration setting or
file for the wagering game machine. In other words, the system can
determine a first volume level at which the wagering game machine
is set to play audio as a default, and attenuate the first volume
level sound to a second volume level lower than the first volume
level.
[0049] The flow 300 continues at processing block 308, where the
system presents the community wagering game event simultaneously at
the plurality of wagering game machines in the group of wagering
game machines using the attenuated volume level. In some
embodiments, the system includes a gaming effects controller (e.g.,
gaming effectors controller 140 in FIG. 1) or a server (e.g.,
wagering game server 150 in FIG. 1) that balances volume levels for
sound effects for community gaming events in wagering game machine
groups. The gaming effects controller (e.g., a bank controller) can
provide sound files to a wagering game machine or provide
instructions to play sound files already store on the wagering game
machine. The wagering game machine can receive the instructions to
play the sound files associated with a community wagering game
event. Thus, in some embodiments, the system can provide the
content or provide instructions to play the content and the
wagering game machine actually plays the content using its hardware
(e.g., speakers, lights, displays, sound cards, etc.). In some
embodiments, an effects balancing module, processors, bank
controllers, or other elements incorporated into a wagering game
machine can control sound balancing. A community wagering game
server can communicate with other components that control sound
balancing. The community wagering game server can provide
instructions to a gaming effects controller, for example, that the
community wagering game event is scheduled to be played on the
plurality of wagering game machines. The gaming effects controller
can thus modify volume settings and attenuate volume levels so that
simultaneously presented sounds are not amplified, or overly
amplified, according to threshold volume levels.
Additional Example Embodiments
[0050] According to some embodiments, a wagering game system
("system") can provide various example devices, operations, etc.,
to balance community wagering game audio. The following
non-exhaustive list enumerates some possible embodiments. [0051] In
some embodiments, the system can balance presentation of lights,
scents, vibrations, or other media for presenting community events.
Common lighting events can amplify each other when played
simultaneously. For example, if each cabinet in a group of wagering
game machines flashes a bright flashing light at the same time,
then the combination of bright flashing lights in the group of
wagering game machines can become too bright and overbearing. The
system can modify (e.g., attenuate) light intensity values based on
a threshold luminosity value so that the multiple lighting effects
overly amplify each other. In some embodiments, the system can
shift the timing of light presentations so that the light
presentation from lighting devices is staggered, or does not
overlap in timing, thus minimizing light presentations that are
adjacent to, or within visual range, of each other. Some
embodiments may include modifying directionality for lighting
devices, such as modifying a default direction at which lighting
fixtures are pointed so that light signals, rays, etc. are directed
away from an observer's eyes. Some embodiments can modify the
pattern or lighting effects. For example, lights may, by default,
be set to remain on for a duration of a light effect. However, the
system can instead turn lights on and off (e.g., cause the lights
to blink or strobe) instead of reducing luminosity levels so that
light effect presents for an originally scheduled duration, but
with a different pattern that minimizes exposure to an observer's
eyes to the amplified light effect that would occurs because of the
simultaneous presentation. [0052] In some embodiments, the system
can attenuate sounds, lighting, etc., based on user preferences.
For example, the system can reduce volume levels based on, or
relative to, a player's preference for volume settings stored in a
player account. FIG. 4 illustrates an example. In FIG. 4, a
wagering game system ("system") 400 includes a gaming effects
controller 440 connected to an account server 470 via a
communications network 422. The account server 470 can host a
player's wagering game account (e.g., the player account 471
belonging to the player "Marcus Miller"). The player account 471
can include information relevant to a wagering game account,
including a credit balance 419, an avatar, wagering game settings,
etc. In some embodiments, the account may include a default volume
setting 410 set by the player (e.g., set by Marcus Miller). The
default volume setting 410 indicates a volume level that the player
prefers for gaming content to be played at when the player logs in
to a wagering game machine. The default volume setting 410 may
include a range or scale 411 of sound and a setting control 412. A
player can use the setting control 412 to set a preferred volume
level for the player account 417 on a range of volumes (e.g., from
high, or loud, to low, or soft). For example, a first player
account may have a loud setting and a second player account, may
have a medium or lower volume setting. When a first player, for the
first player account, logs in to a first wagering game machine and
a second player, for the second player account, logs in to a second
wagering game machine, the system can present sounds on the first
wagering game machine loudly and the system can present sounds on
the second wagering game machine softly. If the system needs to
attenuate sound effects that may potentially amplify each other
when played simultaneously on speakers for the first wagering game
machine and the second wagering game machine, the system can reduce
the default volume levels (e.g., programmed volume levels) for each
of the first wagering game machine and the second wagering game
machine proportionate to the preferred volume settings set for the
first player account and the second player account. In some
embodiments, casinos may also have preferences regarding balancing
sound or light intensity. For example, a casino operator may
indicate, via a preference setting, that at times when casino
activity is slow, the simultaneously presented effects should be
attenuated. However, during a peak time, or busy time, the casino
may have indicated, via another preference setting, to allow
simultaneously presented effects to be presented without
modification, even if the effects to amplify each other, to attract
attention of other players in the casino to the bank. For instance,
in FIG. 4, a casino administrative account 472 can include effects
balancing settings 430. The effects balancing settings 430 may
include a control 431 to enforce balancing (e.g., to turn on, or
enable, balancing effects). The effects balancing settings 430 may
also include exceptions settings, such as time controls 432, 433
that a casino administrative user can set to a time period during
which effects balancing is not enforced. The effects balancing
settings 430 may also include a control 434 to force sound effects
for community wagering game events to play at wagering game
machines that would not normally be eligible to present a community
wagering game event. The control 434 can have conditions related to
when to force the sound effects for the community wagering game
events to play at the non-eligible wagering game machines (e.g.,
for attracts, or attraction advertisement shows). The effects
balancing settings 430 can also include settings 435 that a casino
administrative user can use to set threshold volume levels. [0053]
In some embodiments, the system can attenuate effects based on bank
configurations and player positions. For instance, the system may
not attenuate sounds if a player is at one end of a bank and
another player is at another end of a bank without any other
players in between. The machines will be far enough apart from each
other that the sounds will not become uncomfortable. Thus, the
system detects where players are logged in, or seated, at the bank
of machines and makes a determination based on where the players
are situated. [0054] In some embodiments, the system can attenuate
effects based on player eligibility to receive events and based on
a player's position. For example, the system can determine when to
attenuate simultaneously presented sounds based on eligibility of
the players situated at the bank of wagering game machines to
receive the community event. For instance, in some embodiments, a
player is eligible to experience a community gaming event if the
player has performed a specific activity during their primary
wagering game. For example, a player can add a specific amount of a
bet, (e.g., sometimes called a "buy in" amount or a "contribution"
amount) toward a progressive or other type of "big event" that may
payout a bonus or a jackpot. Other players at the bank playing the
same primary wagering game, however, may not pay the buy-in or
contribution amounts and therefore may not be eligible to
experience the community event. However, the bank may include
players seated at all or most of the wagering game machines. The
players at the far end of the bank may both be eligible to receive
the community event. Even though the distance between the two
machines at the bank would not cause the volume levels to become
too loud for any given player at the bank, the system may still
attenuate the sounds so that the other players at the bank who were
not eligible are not annoyed at hearing an increased sound level
for a jackpot. [0055] In some embodiments, the system can cause or
allow amplification of effects based on player eligibility and/or
player positions. For instance, if players who are eligible to
receive a presentation of a community wagering game event and are
far enough away from each other at a bank that the system would not
need to attenuate simultaneously presented sounds, the system may
instead decide to increase sound levels so that other players who
were not eligible to participate may become convinced to begin
making the contribution or buy-in. [0056] In some embodiments, the
system can set default sound levels at lower than normal levels
(e.g., either programmed by a sound engineer to be lower than
optimal or set by the system as a default lower volume level). The
lower level may be based on an assumption that multiple players are
at a bank of machines. The system, therefore, can detect when fewer
players than anticipated are situated at the bank and can increase
or amplify sound levels based on the fewer amounts of players at
the bank. [0057] In some embodiments, the system can attenuate
effects based on additional sources of sound or light other than a
wagering game machine group. The additional sources may present
simultaneously presented sounds, lights, etc., at the same time the
wagering game machine resources present the simultaneously
presented sounds, lights, etc. For instance, speakers and/or lights
that are external to wagering game machines (e.g., overhead, in the
background, on signage, etc.) may play the sounds and light effects
for the community gaming event. The system can treat the external
speakers and/or lights as an additional source and attenuate the
sounds as needed to prevent excessive noise or light. In some
embodiments, the system can determine the configuration or
orientation of a bank in relation to the external speakers and/or
lights. For example, the system can the system can determine a
degree of sound energy or sound fields that the players at a
wagering game machine group will possibly receive from the external
speakers before determining an attenuated volume level. [0058] In
some embodiments, the system can dynamically adjust effects levels
during a community wagering game event. In some embodiments, during
a community gaming event, sound levels may be attenuated at the
start of the community gaming event a specific amount (e.g., two
decibel units) based on a number of players at the bank, their
positions, and/or their eligibility. However, during the community
gaming event, some sound levels may grow even louder (e.g.,
build-ups during the community gaming event) in ways that the
system may not have compensated for (e.g., players perform
activities that lead to gaming events with loud or ramped up
additional sounds). As a result, the system can dynamically
determine that the previously unanticipated sounds should be
attenuated further than an originally determined attenuated volume
level (e.g., attenuate an additional two decibel units during the
loud or ramped up additional sounds). The system can attenuate
dynamically causing a sound effect to modify in relationship to its
soundtrack in a fluid way. For instance, the system can determine
that a sound effect may rise in volume over a period of five
seconds, during a buildup of volume ("buildup"), but will cause
amplified sounds to reach uncomfortable levels during only the last
two seconds of the buildup. However, dynamically changing the sound
during the last two seconds of the buildup would cause an abrupt
distortion in the volume of the sound during the build-up, ruining
the buildup sound effect. Thus, the system can dynamically
determine a sound range for the buildup to experience that would
not exceed uncomfortable sound levels and allow the build-up in
volume to increase gradually and fluidly within that range without
causing abrupt dynamic attenuation modifications. In some
embodiments, the system can refrain from dynamically modifying
volume levels even if the volume levels increase to a threshold
volume level as long as the threshold volume level does not extend
beyond a certain period of time (e.g., the system determines that a
build-up volume level will not exceed the threshold volume level
for more than three seconds and thus does nothing to dynamically
attenuate sounds). [0059] In some embodiments, the system can
dynamically accentuate sounds. The system can dynamically
accentuate sounds that may have become too low based on the
attenuation. In other embodiments, the system may play the
community event on all machines at a bank to attract players. For
example, the system may instruct an entire bank to play the
community gaming event sounds at all machines at the bank, even if
only a few players are logged on at the bank, to draw other
potential players to the machines for a very special event (e.g.,
when a jackpot is about to hit and the casino wants to draw many
potential players to the bank).
Additional Example Operating Environments
[0060] This section describes example operating environments,
systems and networks, and presents structural aspects of some
embodiments.
Wagering Game Machine Architecture
[0061] FIG. 5 is a conceptual diagram that illustrates an example
of a wagering game machine architecture 500, according to some
embodiments. In FIG. 5, the wagering game machine architecture 500
includes a wagering game machine 506, which includes a central
processing unit (CPU) 526 connected to main memory 528. The CPU 526
can include any suitable processor, such as an Intel.RTM. Pentium
processor, Intel.RTM. Core 2 Duo processor, AMD Opteron.TM.
processor, or UltraSPARC processor. The main memory 528 includes a
wagering game unit 532. In some embodiments, the wagering game unit
532 can present wagering games, such as video poker, video black
jack, video slots, video lottery, reel slots, etc., in whole or
part.
[0062] The CPU 526 is also connected to an input/output ("I/O") bus
522, which can include any suitable bus technologies, such as an
AGTL+frontside bus and a PCI backside bus. The I/O bus 522 is
connected to a payout mechanism 508, primary display 510, secondary
display 512, value input device 514, player input device 516,
information reader 518, and storage unit 530. The player input
device 516 can include the value input device 514 to the extent the
player input device 516 is used to place wagers. The I/O bus 522 is
also connected to an external system interface 524, which is
connected to external systems (e.g., wagering game networks). The
external system interface 524 can include logic for exchanging
information over wired and wireless networks (e.g., 802.11g
transceiver, Bluetooth transceiver, Ethernet transceiver, etc.)
[0063] The I/O bus 522 is also connected to a location unit 538.
The location unit 538 can create player information that indicates
the wagering game machine's location/movements in a casino. In some
embodiments, the location unit 538 includes a global positioning
system (GPS) receiver that can determine the wagering game
machine's location using GPS satellites. In other embodiments, the
location unit 538 can include a radio frequency identification
(RFID) tag that can determine the wagering game machine's location
using RFID readers positioned throughout a casino. Some embodiments
can use GPS receiver and RFID tags in combination, while other
embodiments can use other suitable methods for determining the
wagering game machine's location. Although not shown in FIG. 5, in
some embodiments, the location unit 538 is not connected to the I/O
bus 522.
[0064] In some embodiments, the wagering game machine 506 can
include additional peripheral devices and/or more than one of each
component shown in FIG. 5. For example, in some embodiments, the
wagering game machine 506 can include multiple external system
interfaces 524 and/or multiple CPUs 526. In some embodiments, any
of the components can be integrated or subdivided.
[0065] In some embodiments, the wagering game machine 506 includes
an effects balancing module 537. The effects balancing module 537
can process communications, commands, or other information, where
the processing can balance community wagering game audio, lighting,
and other effects.
[0066] Furthermore, any component of the wagering game machine 506
can include hardware, firmware, and/or machine-readable storage
media including instructions for performing the operations
described herein.
Wagering Game Machine
[0067] FIG. 6 is a conceptual diagram that illustrates an example
of a wagering game machine 600, according to some embodiments.
Referring to FIG. 6, the wagering game machine 600 can be used in
gaming establishments, such as casinos. According to some
embodiments, the wagering game machine 600 can be any type of
wagering game machine and can have varying structures and methods
of operation. For example, the wagering game machine 600 can be an
electromechanical wagering game machine configured to play
mechanical slots, or it can be an electronic wagering game machine
configured to play video casino games, such as blackjack, slots,
keno, poker, blackjack, roulette, etc.
[0068] The wagering game machine 600 comprises a housing 612 and
includes input devices, including value input devices 618 and a
player input device 624. For output, the wagering game machine 600
includes a primary display 614 for displaying information about a
basic wagering game. The primary display 614 can also display
information about a bonus wagering game and a progressive wagering
game. The wagering game machine 600 also includes a secondary
display 616 for displaying wagering game events, wagering game
outcomes, and/or signage information. While some components of the
wagering game machine 600 are described herein, numerous other
elements can exist and can be used in any number or combination to
create varying forms of the wagering game machine 600.
[0069] The value input devices 618 can take any suitable form and
can be located on the front of the housing 612. The value input
devices 618 can receive currency and/or credits inserted by a
player. The value input devices 618 can include coin acceptors for
receiving coin currency and bill acceptors for receiving paper
currency. Furthermore, the value input devices 618 can include
ticket readers or barcode scanners for reading information stored
on vouchers, cards, or other tangible portable storage devices. The
vouchers or cards can authorize access to central accounts, which
can transfer money to the wagering game machine 600.
[0070] The player input device 624 comprises a plurality of push
buttons on a button panel 626 for operating the wagering game
machine 600. In addition, or alternatively, the player input device
624 can comprise a touch screen 628 mounted over the primary
display 614 and/or secondary display 616.
[0071] The various components of the wagering game machine 600 can
be connected directly to, or contained within, the housing 612.
Alternatively, some of the wagering game machine's components can
be located outside of the housing 612, while being communicatively
coupled with the wagering game machine 600 using any suitable wired
or wireless communication technology.
[0072] The operation of the basic wagering game can be displayed to
the player on the primary display 614. The primary display 614 can
also display a bonus game associated with the basic wagering game.
The primary display 614 can include a cathode ray tube (CRT), a
high resolution liquid crystal display (LCD), a plasma display,
light emitting diodes (LEDs), or any other type of display suitable
for use in the wagering game machine 600. Alternatively, the
primary display 614 can include a number of mechanical reels to
display the outcome. In FIG. 6, the wagering game machine 600 is an
"upright" version in which the primary display 614 is oriented
vertically relative to the player. Alternatively, the wagering game
machine can be a "slant-top" version in which the primary display
614 is slanted at about a thirty-degree angle toward the player of
the wagering game machine 600. In yet another embodiment, the
wagering game machine 600 can exhibit any suitable form factor,
such as a free standing model, bar top model, mobile handheld
model, or workstation console model.
[0073] A player begins playing a basic wagering game by making a
wager via the value input device 618. The player can initiate play
by using the player input device's buttons or touch screen 628. The
basic game can include arranging a plurality of symbols 632 along a
pay line, which indicates one or more outcomes of the basic game.
Such outcomes can be randomly selected in response to player input.
At least one of the outcomes, which can include any variation or
combination of symbols, can trigger a bonus game.
[0074] In some embodiments, the wagering game machine 600 can also
include an information reader 652, which can include a card reader,
ticket reader, bar code scanner, RFID transceiver, or computer
readable storage medium interface. In some embodiments, the
information reader 652 can be used to award complimentary services,
restore game assets, track player habits, etc.
[0075] Embodiments may take the form of an entirely hardware
embodiment, an entirely software embodiment (including firmware,
resident software, micro-code, etc.) or an embodiment combining
software and hardware aspects that may all generally be referred to
herein as a "circuit," "module" or "system." Furthermore,
embodiments of the inventive subject matter may take the form of a
computer program product embodied in any tangible medium of
expression having computer readable program code embodied in the
medium. The described embodiments may be provided as a computer
program product, or software, that may include a machine-readable
storage medium having stored thereon instructions, which may be
used to program a computer system (or other electronic device(s))
to perform a process according to embodiments(s), whether presently
described or not, because every conceivable variation is not
enumerated herein. A machine-readable storage medium includes any
mechanism that stores information in a form readable by a machine
(e.g., a wagering game machine, computer, etc.). For example,
machine-readable storage media includes read only memory (ROM),
random access memory (RAM), magnetic disk storage media, optical
storage media (e.g., CD-ROM), flash memory machines, erasable
programmable memory (e.g., EPROM and EEPROM); etc. Some embodiments
of the invention can also include machine-readable signal media,
such as any media suitable for transmitting software over a
network.
General
[0076] This detailed description refers to specific examples in the
drawings and illustrations. These examples are described in
sufficient detail to enable those skilled in the art to practice
the inventive subject matter. These examples also serve to
illustrate how the inventive subject matter can be applied to
various purposes or embodiments. Other embodiments are included
within the inventive subject matter, as logical, mechanical,
electrical, and other changes can be made to the example
embodiments described herein. Features of various embodiments
described herein, however essential to the example embodiments in
which they are incorporated, do not limit the inventive subject
matter as a whole, and any reference to the invention, its
elements, operation, and application are not limiting as a whole,
but serve only to define these example embodiments. This detailed
description does not, therefore, limit embodiments, which are
defined only by the appended claims. Each of the embodiments
described herein are contemplated as falling within the inventive
subject matter, which is set forth in the following claims.
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