Gaming apparatus with power saving feature
Claim Score by NHIP
Abstract
A gaming apparatus may include a display unit capable of generating video images, a detection apparatus capable of detecting the presence of a person by detecting radiation from the person, and a controller operatively coupled to the display unit and said detection device. The controller may comprise a processor and a memory and may be programed to allow a person to make a wager, to cause a video image representing a video gambling game to be generated on the display unit, to determine an outcome of the video gambling game and a value payout associated with the outcome of the video gambling game, and to cause the gaming apparatus to enter a sleep mode after no detection of a person for a period of time, and to cause the gaming apparatus to terminate the sleep mode upon detection of a person.

Term
Term ended
Projected expiry passed 13 November 2024, 1.9 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
47 claims: 6 independent, 41 dependent
- 1A gaming apparatus, comprising:a display unit that is capable of generating video images;a value input device;a detection device capable of detecting a person without physical contact between said gaming apparatus and said person;a controller operatively coupled to said display unit and said value input device, said controller comprising a processor and a memory operatively coupled to said processor, said controller being programmed to allow a person to make a wager, said controller being programmed to cause a video image associated with a game to be generated on said display unit, said video image representing one of the following games: video poker, video blackjack, video slots, video keno and video bingo, said video game image comprising an image of at least five playing cards if said game comprises video poker, said video game image comprising an image of a plurality of simulated slot machine reels if said game comprises video slots, said video game image comprising an image of a plurality of playing cards if said game comprises video blackjack, said video game image comprising an image of a plurality of keno numbers if said game comprises video keno, and said video game image comprising an image of a bingo grid if said game comprises video bingo;said controller being programmed to cause said gaming apparatus to enter a sleep mode after no detection of said person for a period of time;and said controller being programmed to cause said gaming apparatus to terminate said sleep mode upon detection of said person by said detection device.
- 12A gaming apparatus, comprising:a display unit that is capable of generating video images;a value input device;a detection device capable of detecting a person;a controller operatively coupled to said display unit and said value input device, said controller comprising a processor and a memory operatively coupled to said processor, said controller being programmed to allow a person to make a wager, said controller being programmed to cause a video image associated with a game to be generated on said display unit, said video image representing one of the following games: video poker, video blackjack, video slots, video keno and video bingo, said video game image comprising an image of at least five playing cards if said game comprises video poker, said video game image comprising an image of a plurality of simulated slot machine reels if said game comprises video slots, said video game image comprising an image of a plurality of playing cards if said game comprises video blackjack, said video game image comprising an image of a plurality of keno numbers if said game comprises video keno, and said video game image comprising an image of a bingo grid if said game comprises video bingo;said controller being programmed to cause said gaming apparatus to enter a sleep mode after no detection of said person for a period of time;and said controller being programmed to cause said gaming apparatus to terminate said sleep mode upon detection of said person by said detection device.
- 22Broadest claimClaim Score 61, broad(NHIP)A gaming apparatus, comprising:a display unit that is capable of generating video images;a value input device;a detection device capable of detecting a person;a controller operatively coupled to said display unit and said value input device, said controller comprising a processor and a memory operatively coupled to said processor, said controller being programmed to allow a person to make a wager, said controller being programmed to cause a video image to be generated on said display unit, said video image representing a game, said controller being programmed to determine, after said video image has been displayed, a value payout associated with an outcome of said game represented by said video image;said controller being programmed to cause said gaming apparatus to enter a sleep mode after no detection of said person for a period of time;and said controller being programmed to cause said gaming apparatus to terminate said sleep mode upon detection of said person by said detection device.
- 30A gaming apparatus, comprising:a display unit that is capable of generating video images;a value input device;a detection device capable of detecting a person;a controller operatively coupled to said display unit and said value input device, said controller comprising a processor and a memory operatively coupled to said processor, said controller being programmed to allow a person to make a wager, said controller being programmed to allow a person to make a payline selection, said controller being programmed to cause a video image to be generated on said display unit, said video image comprising a plurality of simulated slot machine reels of a slots game, each of said slot machine reels having a plurality of slot machine symbols, said controller being programmed to determine a value payout associated with an outcome of said slots game, said controller being programmed to determine said outcome of said slots game based on a configuration of said slot machine symbols, said controller being programmed to cause said gaming apparatus to enter a sleep mode after no detection of said person for a period of time;and said controller being programmed to cause said gaming apparatus to terminate said sleep mode upon a detection of said person by said detection device.
- 36A gaming method comprising:detecting an absence of a person;entering a sleep mode after detecting said absence of a person for a period of time;terminating said sleep mode upon a detection of a person;causing a video game image to be generated, said video game image representing a game selected from the group of games consisting of video poker, video blackjack, video slots, video keno and video bingo, said video game image comprising an image of at least five playing cards if said game comprises video poker, said video game image comprising an image of a plurality of simulated slot machine reels if said game comprises video slots, said video game image comprising an image of a plurality of playing cards if said game comprises video blackjack, said video game image comprising an image of a plurality of keno numbers if said game comprises video keno, and said video game image comprising an image of a bingo grid if said game comprises video bingo;and determining a value payout associated with an outcome of said game represented by said video game image.
- 41A slot machine, comprising:a value input device;a detection device;a plurality of slot machine reels, each of said slot machine reels having a plurality of slot machine symbols;and a controller operatively coupled to said value input device, said controller comprising a processor and a memory operatively coupled to said processor, said controller being programmed to allow a person to make a wager, said controller being programmed to allow a person to make a payline selection, said controller being programmed to cause said plurality of slot machine reels to rotate in connection with play of a slots game, each of said slot machine reels having a plurality of slot machine symbols, said controller being programmed to determine a value payout associated with an outcome of said slots game, said controller being programmed to determine said value payout based on a configuration of said slot machine symbols, said controller being programmed to cause said slot machine to enter a sleep mode if a person is not detected for a period of time;and said controller being programmed to cause said slot machine to terminate said sleep mode upon a detection of a person by said detection device.
Independent claims6
110 paragraphs in 4 sections, as filed
BACKGROUND OF THE INVENTION
[0001] The present invention is directed to a gaming apparatus, which could be either an individual gaming unit or a gaming system having a plurality of gaming units, that is capable of shifting into a power-saving sleep, mode.
[0002] A conventional gaming unit has been provided with a display unit that is capable of generating video images, a coin or bill acceptor, and a controller with a memory and a processor that controls the overall operation of the gaming unit. The controller was programmed to allow a person to make a wager, to cause video images to be generated on the display unit, to determine an outcome of the video gambling game, and to determine a value payout associated with the outcome of the video gambling game. The conventional gaming unit was programmed to display video images representing a video gambling game, which included a number of user-selectable video gambling games including video poker, video blackjack, video slots, video keno and video bingo.
[0003] The conventional gaming unit was also programmed to cause a screen-saver sequence to be performed on the display unit. The screen-saver sequence included a plurality of video images relating to the game without the generation of sound. The gaming unit would periodically exit the screen-saver sequence to perform an attract sequence, which included a plurality of video images and the generation of one or more sound segments that were designed to attract a player to the gaming unit. If a player deposited a coin or a bill or made another input to the gaming unit during performance of the attract sequence, the gaming unit would termination the attract sequence and generate another display, such as a game-selection display, to allow the player to begin gambling. The conventional gaming unit also included an instruction sequence that included a plurality of help displays that could be displayed in response to the player pressing a “help” key or similar key.
SUMMARY OF THE INVENTION
[0004] In one aspect, the invention is directed to a gaming apparatus that may include a display unit capable of generating video images, a detection apparatus capable of detecting the presence of a person without physical contact between the gaming apparatus and the person, and a controller operatively coupled to the display unit and the detection apparatus. The controller may comprise a processor and a memory and may be programmed to allow a person to make a wager, to cause a video image representing a video gambling game to be generated on the display unit, to determine an outcome of the video gambling game and a value payout associated with the outcome of the video gambling game, to cause the gaming apparatus to enter a sleep mode after no detection of a person for a period of time, and to cause the gaming apparatus to terminate the sleep mode upon detection of the person.
[0005] The video image may represent a game selected from the group of video gambling games consisting of video poker, video blackjack, video slots, video keno and video bingo, in which case the video image may comprise an image of at least five playing cards if the game is video poker, the video image may comprise an image of a plurality of simulated slot machine reels if the game is video slots, the video image may comprise an image of a plurality of playing cards if the game is video blackjack, the video image may comprise an image of a plurality of keno numbers if the game is video keno, and the video image may comprise an image of a bingo grid if the game is video bingo.
[0006] The controller may be programmed to cause a color video display unit of the gaming apparatus to power down in response to entering the sleep mode. Similarly, the controller may be programmed to cause a video driver(s), a fluorescent light(s), and a hard drive of the gaming unit to power down in response to entering the sleep mode. In addition, the controller may be programmed to cause the hard drive, the fluorescent light(s), the video driver(s), and the color video display unit of the gaming unit to power up in response to terminating the sleep mode. Further, the controller may be programmed to cause the gaming apparatus to enter the sleep mode when the period of time is equal to a predetermined time duration, and the controller may also be programmed to cause the controller to allow an operator to adjust the predetermined time duration.
[0007] The detection apparatus may comprise a detection apparatus that is capable of directing radiation towards a person and detecting radiation from the person, and the detection apparatus may comprise a detection apparatus that is capable of detecting when a person is within a given distance of the gaming apparatus.
[0008] 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
[0009]FIG. 1 is a block diagram of an embodiment of a gaming system in accordance with the invention;
[0010]FIG. 2 is a perspective view of an embodiment of one of the gaming units shown schematically in FIG. 1;
[0011]FIG. 2A illustrates an embodiment of a control panel for a gaming unit;
[0012]FIG. 3 is a block diagram of the electronic components of the gaming unit of FIG. 2;
[0013]FIG. 4 is a circuit diagram of an embodiment of a detection circuit shown schematically in FIG. 3;
[0014]FIG. 4A is a block diagram of one embodiment of a transmitting unit showed schematically in FIG. 3;
[0015]FIG. 4B is a block diagram of one embodiment of a receiving unit showed schematically in FIG. 3;
[0016]FIG. 5A is a flowchart of a main routine that may be performed by the controller shown in FIG. 3;
[0017]FIG. 5B, is a flowchart of a sleep routine that may be performed by the controller shown in FIG. 3;
[0018]FIG. 5C, is a flowchart of a wake-up routine that may be performed by the controller shown in FIG. 3;
[0019]FIG. 6 is an illustration of an embodiment of a visual display that may be displayed during performance of the video poker routine of FIG. 8;
[0020]FIG. 7 is an illustration of an embodiment of a visual display that may be displayed during performance of the video blackjack routine of FIG. 9;
[0021]FIG. 8 is a flowchart of an embodiment of a video poker routine that may be performed by one or more of the gaming units;
[0022]FIG. 9 is a flowchart of an embodiment of a video blackjack routine that may be performed by one or more of the gaming units;
[0023]FIG. 10 is an illustration of an embodiment of a visual display that may be displayed during performance of the slots routine of FIG. 12;
[0024]FIG. 11 is an illustration of an embodiment of a visual display that may be displayed during performance of the video keno routine of FIG. 13;
[0025]FIG. 12 is a flowchart of an embodiment of a slots routine that may be performed by one or more of the gaming units;
[0026]FIG. 13 is a flowchart of an embodiment of a video keno routine that may be performed by one or more of the gaming units;
[0027]FIG. 14 is an illustration of an embodiment of a visual display that may be displayed during performance of the video bingo routine of FIG. 15; and
[0028]FIG. 15 is a flowchart of an embodiment of a video bingo routine that may be performed by one or more of the gaming units.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
[0029] Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention.
[0030] It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘______’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. § 112, sixth paragraph.
[0031]FIG. 1 illustrates an embodiment of a gaming system <b>10</b> in accordance with the invention. Referring to FIG. 1, the gaming system <b>10</b> may include a first group or network <b>12</b> of gaming units <b>20</b> operatively coupled to a network computer <b>22</b> via a network data link or bus <b>24</b>. The gaming system <b>10</b> may include a second group or network <b>26</b> of gaming units <b>30</b> operatively coupled to a network computer <b>32</b> via a network data link or bus <b>34</b>. The first and second gaming networks <b>12</b>, <b>26</b> may be operatively coupled to each other via a network <b>40</b>, which may comprise, for example, the Internet, a wide area network (WAN), or a local area network (LAN) via a first network link <b>42</b> and a second network link <b>44</b>.
[0032] The first network <b>12</b> of gaming units <b>20</b> may be provided in a first casino, and the second network <b>26</b> of gaming units <b>30</b> may be provided in a second casino located in a separate geographic location than the first gaming. For example, the two casinos may be located in different areas of the same city, or they may be located in different states. The network <b>40</b> may include a plurality of network computers or server computers (not shown), each of which may be operatively interconnected. Where the network <b>40</b> comprises the Internet, data communication may take place over the communication links <b>42</b>, <b>44</b> via an Internet communication protocol.
[0033] The network computer <b>22</b> may be a server computer and may be used to accumulate and analyze data relating to the operation of the gaming units <b>20</b>. For example, the network computer <b>22</b> may continuously receive data from each of the gaming units <b>20</b> indicative of the dollar amount and number of wagers being made on each of the gaming units <b>20</b>, data indicative of how much each of the gaming units <b>20</b> is paying out in winnings, data regarding the identity and gaming habits of players playing each of the gaming units <b>20</b>, etc. The network computer <b>32</b> may be a server computer and may be used to perform the same or different functions in relation to the gaming units <b>30</b> as the network computer <b>22</b> described above.
[0034] Although each network <b>12</b>, <b>26</b> is shown to include one network computer <b>22</b>, <b>32</b> and four gaming units <b>20</b>, <b>30</b>, it should be understood that different numbers of computers and gaming units may be utilized. For example, the network <b>12</b> may include a plurality of network computers <b>22</b> and tens or hundreds of gaming units <b>20</b>, all of which may be interconnected via the data link <b>24</b>. The data link <b>24</b> may provided as a dedicated hardwired link or a wireless link. Although the data link <b>24</b> is shown as a single data link <b>24</b>, the data link <b>24</b> may comprise multiple data links.
[0035]FIG. 2 is a perspective view of one possible embodiment of one or more of the gaming units <b>20</b>. Although the following description addresses the design of the gaming units <b>20</b>, it should be understood that the gaming units <b>30</b> may have the same design as the gaming units <b>20</b> described below. It should be understood that the design of one or more of the gaming units <b>20</b> may be different than the design of other gaming units <b>20</b>, and that the design of one or more of the gaming units <b>30</b> may be different than the design of other gaming units <b>30</b>. Each gaming unit <b>20</b> may be any type of gaming unit and may have various different structures and methods of operation. For exemplary purposes, various designs of the gaming units <b>20</b> are described below, but it should be understood that numerous other designs may be utilized.
[0036] Referring to FIG. 2, the gaming unit <b>20</b> may include a housing or cabinet <b>50</b> and one or more input devices, which may include a coin slot or acceptor <b>52</b>, a paper currency acceptor <b>54</b>, a ticket reader/printer <b>56</b> and a card reader <b>58</b>, which may be used to input value to the gaming unit <b>20</b>. A value input device may include any device that can accept value from a customer. As used herein, the term “value” may encompass gaming tokens, coins, paper currency, ticket vouchers, credit or debit cards, and any other object representative of value.
[0037] If provided on the gaming unit <b>20</b>, the ticket reader/printer <b>56</b> may be used to read and/or print or otherwise encode ticket vouchers <b>60</b>. The ticket vouchers <b>60</b> may be composed of paper or another printable or encodable material and may have one or more of the following informational items printed or encoded thereon: the casino name, the type of ticket voucher, a validation number, a bar code with control and/or security data, the date and time of issuance of the ticket voucher, redemption instructions and restrictions, a description of an award, and any other information that may be necessary or desirable. Different types of ticket vouchers <b>60</b> could be used, such as bonus ticket vouchers, cash-redemption ticket vouchers, casino chip ticket vouchers, extra game play ticket vouchers, merchandise ticket vouchers, restaurant ticket vouchers, show ticket vouchers, etc. The ticket vouchers <b>60</b> could be printed with an optically readable material such as ink, or data on the ticket vouchers <b>60</b> could be magnetically encoded. The ticket reader/printer <b>56</b> may be provided with the ability to both read and print ticket vouchers <b>60</b>, or it may be provided with the ability to only read or only print or encode ticket vouchers <b>60</b>. In the latter case, for example, some of the gaming units <b>20</b> may have ticket printers <b>56</b> that may be used to print ticket vouchers <b>60</b>, which could then be used by a player in other gaming units <b>20</b> that have ticket readers <b>56</b>.
[0038] If provided, the card reader <b>58</b> may include any type of card reading device, such as a magnetic card reader or an optical card reader, and may be used to read data from a card offered by a player, such as a credit card or a player tracking card. If provided for player tracking purposes, the card reader <b>58</b> may be used to read data from, and/or write data to, player tracking cards that are capable of storing data representing the identity of a player, the identity of a casino, the player's gaming habits, etc.
[0039] The gaming unit <b>20</b> may include one or more audio speakers <b>62</b>, a coin payout tray <b>64</b>, an input control panel <b>66</b>, and a color video display unit <b>70</b> for displaying images relating to the game or games provided by the gaming unit <b>20</b>. The audio speakers <b>62</b> may generate audio representing sounds such as the noise of spinning slot machine reels, a dealer's voice, music, announcements or any other audio related to a casino game. The input control panel <b>66</b> may be provided with a plurality of pushbuttons or touch-sensitive areas that may be pressed by a player to select games, make wagers, make gaming decisions, etc.
[0040]FIG. 2A illustrates one possible embodiment of the control panel <b>66</b>, which may be used where the gaming unit <b>20</b> is a slot machine having a plurality of mechanical or “virtual” reels. Referring to FIG. 2A, the control panel <b>66</b> may include a “See Pays” button <b>72</b> that, when activated, causes the display unit <b>70</b> to generate one or more display screens showing the odds or payout information for the game or games provided by the gaming unit <b>20</b>. As used herein, the term “button” is intended to encompass any device that allows a player to make an input, such as an input device that must be depressed to make an input selection or a display area that a player may simply touch. The control panel <b>66</b> may include a “Cash Out” button <b>74</b> that may be activated when a player decides to terminate play on the gaming unit <b>20</b>, in which case the gaming unit <b>20</b> may return value to the player, such as by returning a number of coins to the player via the payout tray <b>64</b>.
[0041] If the gaming unit <b>20</b> provides a slots game having a plurality of reels and a plurality of paylines which define winning combinations of reel symbols, the control panel <b>66</b> may be provided with a plurality of selection buttons <b>76</b>, each of which allows the player to select a different number of paylines prior to spinning the reels. For example, five buttons <b>76</b> may be provided, each of which may allow a player to select one, three, five, seven or nine paylines.
[0042] If the gaming unit <b>20</b> provides a slots game having a plurality of reels, the control panel <b>66</b> may be provided with a plurality of selection buttons <b>78</b> each of which allows a player to specify a wager amount for each payline selected. For example, if the smallest wager accepted by the gaming unit <b>20</b> is a quarter ($0.25), the gaming unit <b>20</b> may be provided with five selection buttons <b>78</b>, each of which may allow a player to select one, two, three, four or five quarters to wager for each payline selected. In that case, if a player were to activate the “5” button <b>76</b> (meaning that five paylines were to be played on the next spin of the reels) and then activate the “3” button <b>78</b> (meaning that three coins per payline were to be wagered), the total wager would be $3.75 (assuming the minimum bet was $0.25).
[0043] The control panel <b>66</b> may include a “Max Bet” button <b>80</b> to allow a player to make the maximum wager allowable for a game. In the above example, where up to nine paylines were provided and up to five quarters could be wagered for each payline selected, the maximum wager would be 45 quarters, or $11.25. The control panel <b>66</b> may include a spin button <b>82</b> to allow the player to initiate spinning of the reels of a slots game after a wager has been made.
[0044] In FIG. 2A, a rectangle is shown around the buttons <b>72</b>, <b>74</b>, <b>76</b>, <b>78</b>, <b>80</b>, <b>82</b>. It should be understood that that rectangle simply designates, for ease of reference, an area in which the buttons <b>72</b>, <b>74</b>, <b>76</b>, <b>78</b>, <b>80</b>, <b>82</b> may be located. Consequently, the term “control panel” should not be construed to imply that a panel or plate separate from the housing <b>50</b> of the gaming unit <b>20</b> is required, and the term “control panel” may encompass a plurality or grouping of player activatable buttons.
[0045] Although one possible control panel <b>66</b> is described above, it should be understood that different buttons could be utilized in the control panel <b>66</b>, and that the particular buttons used may depend on the game or games that could be played on the gaming unit <b>20</b>. Although the control panel <b>66</b> is shown to be separate from the display unit <b>70</b>, it should be understood that the control panel <b>66</b> could be generated by the display unit <b>70</b>. In that case, each of the buttons of the control panel <b>66</b> could be a colored area generated by the display unit <b>70</b>, and some type of mechanism may be associated with the display unit <b>70</b> to detect when each of the buttons was touched, such as a touch-sensitive screen.
Gaming Unit Electronics
[0046]FIG. 3 is a block diagram of a number of components that may be incorporated in the gaming unit <b>20</b>. Referring to FIG. 3, the gaming unit <b>20</b> may include a controller <b>100</b> that may comprise a program memory <b>102</b>, a microcontroller or microprocessor (MP) <b>104</b>, a random-access memory (RAM) <b>106</b> and an input/output (I/O) circuit <b>108</b>, all of which may be interconnected via an address/data bus <b>110</b>. It should be appreciated that although only one microprocessor <b>104</b> is shown, the controller <b>100</b> may include multiple microprocessors <b>104</b>. Similarly, the memory of the controller <b>100</b> may include multiple RAMs <b>106</b> and multiple program memories <b>102</b>. Although the I/O circuit <b>108</b> is shown as a single block, it should be appreciated that the I/O circuit <b>108</b> may include a number of different types of I/O circuits. The RAM(s) <b>106</b> and program memories <b>102</b> may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example.
[0047]FIG. 3 illustrates that the control panel <b>66</b>, the coin acceptor <b>85</b>, the bill acceptor <b>86</b>, the card reader <b>87</b> and the ticket reader/printer <b>88</b> may be operatively coupled to the I/O circuit <b>108</b>, each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. The speaker(s) <b>92</b> may be operatively coupled to a sound circuit <b>112</b>, that may comprise a voice- and sound-synthesis circuit or that may comprise a driver circuit. The sound-generating circuit <b>112</b> may be coupled to the I/O circuit <b>108</b>.
[0048] In addition, FIG. 3 illustrates that a detection circuit <b>90</b>, a timer circuit <b>93</b>, a receiving unit <b>89</b>, and a transmitting unit <b>84</b> may be operatively coupled to the I/O circuit <b>108</b>, each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. For example, the detection circuit <b>90</b> may be coupled to the I/O circuit <b>108</b> via a multi-signal line <b>98</b>.
[0049] As shown in FIG. 3, the components <b>84</b>, <b>85</b>, <b>86</b>, <b>87</b>, <b>88</b>, <b>89</b>, <b>90</b>, <b>91</b>, <b>93</b> may be connected to the I/O circuit <b>108</b> via a respective direct line or conductor. Different connection schemes could be used. For example, one or more of the components shown in FIG. 3 may be connected to the I/O circuit <b>108</b> via a common bus or other data link that is shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor <b>104</b> without passing through the I/O circuit <b>108</b>.
Overall Operation of Gaming Unit
[0050] One manner in which one or more of the gaming units <b>20</b> (and one or more of the gaming units <b>30</b>) may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories of the controller <b>100</b>. The computer program(s) or portions thereof may be stored remotely, outside of the gaming unit <b>20</b>, and may control the operation of the gaming unit <b>20</b> from a remote location. Such remote control may be facilitated with the use of a wireless connection, or by an Internet interface that connects the gaming unit <b>20</b> with a remote computer (such as one of the network computers <b>22</b>, <b>32</b>) having a memory in which the computer program portions are stored. The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories <b>102</b>, <b>106</b> are physically and/or structurally configured in accordance with computer program instructions.
[0051] Detection Circuits
[0052] As shown in FIG. 3, detection may be accomplished through physical contact between the player and the gaming unit <b>20</b>, for example, when the player inserts a coin into the gaming unit <b>20</b>. Detection may also be accomplished using the detection circuit <b>90</b> which does not require physical contact between the player and the gaming unit <b>20</b>. The detection circuit <b>90</b> may detect the presence of a stationary person or a moving person, and/or the direction in which the person is moving. The detection circuit <b>90</b> may be any type of detection circuit, such as an ultrasonic detection circuit, an infrared detection circuit, a Doppler detection circuit, etc. The detection circuit <b>90</b> may operate based on sensing radiation from a person, in which case the detection circuit may transmit a beam towards a person and detected radiation reflected from the person or in which case the detection circuit may sense radiation from person without transmitting radiation towards the person. As used herein, the term “radiation” is intended to be broadly construed to include, but not be limited to, heat, visible light, non-visible light, infrared and ultrasonic waves, acoustic energy, etc.
[0053]FIG. 4 is a circuit diagram of one possible embodiment of the detection circuit <b>90</b> shown schematically in FIG. 3. Referring to FIG. 4, the detection circuit <b>90</b> may include a circuit <b>256</b> that is capable of detecting the presence of a non-moving person. For example, the circuit <b>256</b> may detect when a person is within a predetermined distance of the gaming unit <b>20</b>, when a person is standing in front of the gaming unit <b>20</b>, and/or when a person is seated in front of the gaming unit <b>20</b>. The detection circuit <b>256</b> may include an infrared LED <b>260</b> that emits infrared radiation from the front of the gaming unit <b>20</b> and a photodetector <b>258</b> that generates a signal on a line <b>252</b><i>d </i>in response to detecting radiation of an intensity greater than a given threshold.
[0054] The detection circuit <b>90</b> may also include a circuit (shown in the upper half of FIG. 4) that is capable of detecting the presence and movement of a person and the direction in which the person is moving. That circuit may include a power supply circuit <b>242</b>, such as a regulated power supply circuit, a detector circuit <b>244</b>, an amplifier/buffer circuit <b>246</b>, and a comparator circuit <b>248</b>.
[0055] The detection circuit <b>90</b> may include a motion detector <b>262</b>, such as a model LH1878 motion detector marketed by EG&G Heimann. That particular motion detector has a first field of vision (e.g. a right-hand field of vision) and a second field of vision (e.g. a left-hand field of vision), and two capacitive elements that are sensitive to temperature, one element for the right field of vision and one element for the left field of vision. That detector generates a positive pulse in response to detecting a person in one of its fields of vision and a negative pulse in response to detecting a person in the other of its fields of vision. Thus, the detector is capable of detecting the stationary presence of a person in one of its fields of vision and movement of a person from one of its fields of vision to the other. The response of that Heimann detector is such that it is not capable of detecting relatively quick movement of a person, such as a person walking quickly by the gaming unit <b>20</b>. The amplifier circuit <b>246</b> may be provided with a relatively high AC gain and a relatively low DC gain to reject the situation where a person is detected but is not moving. The amplifier circuit <b>246</b> may act as a bandpass filter to cause frequencies outside of a bandpass range to be filtered out.
[0056] The comparator circuit <b>248</b> may be provided with a first comparator <b>250</b><i>a </i>designed to detect the presence of a pulse of one polarity (e.g. positive), which would correspond to the detection of a person in one field of vision of the Heimann detector, and a second comparator <b>250</b><i>b </i>designed to detect the presence of a pulse of opposite polarity (e.g. negative), which would correspond to the detection of a person in the other field of vision of the Heimann detector.
[0057] The output of the comparator <b>250</b><i>a </i>may generate on a line <b>252</b><i>a </i>a signal indicating the detection of a person in one field of vision of the Heimann detector, and the output of the comparator <b>250</b><i>b </i>may generate on a line <b>252</b><i>b </i>a signal indicating the detection of a person in the other field of vision of the Heimann detector. By comparing which of the signals is generated first, the controller <b>100</b> of the gaming unit <b>20</b> may determine the direction in which the person is moving.
[0058] The signals generated by the comparators <b>250</b><i>a</i>, <b>250</b><i>b </i>may be provided to an OR circuit <b>254</b> that determines when either of the comparators <b>250</b><i>a, </i><b>250</b><i>b </i>generates a signal on one of the lines <b>252</b><i>a, </i><b>252</b><i>b</i>, in which case the OR circuit <b>254</b> generates a signal indicating the detection of a person on a line <b>252</b><i>c. </i>
[0059] Referring to FIG. 3, instead of or in addition to the detection circuit <b>90</b>, the gaming unit <b>20</b> may include a detection circuit having a transmitting unit <b>84</b>, which may be coupled to the I/O circuit <b>108</b> via a line <b>97</b>. Referring to FIG. 4A, the transmitting unit <b>84</b> may include a frequency generator <b>280</b>, a modulator circuit <b>274</b>, an amplifier circuit <b>276</b> and a radiation emitter <b>278</b>. The modulator circuit <b>274</b>, which may be controlled by the gaming unit controller <b>100</b> via the line <b>97</b>, may change the frequency (divide up or down) generated by the frequency generator <b>280</b> and may control when the output of the frequency generator <b>280</b> is transmitted to the amplifier circuit <b>276</b>.
[0060] Referring to FIG. 3, the detection circuit described above may include a receiving unit <b>89</b>, which may be coupled to the I/O circuit <b>108</b> via a multi-wire line <b>96</b>. Referring to FIG. 4B, the receiving unit <b>89</b> may include a transducer or receiver <b>284</b> capable of detecting radiation received from or reflected from a person, an amplifier circuit <b>286</b>, a demodulator circuit <b>288</b> which may be controlled by the gaming unit controller <b>100</b> via a line <b>96</b><i>b</i>, and a detector circuit <b>282</b> that may generate a person detect signal, a person-moving signal, and/or a movement direction signal to the gaming unit controller <b>100</b> via a line <b>92</b><i>a. </i>The emitter <b>278</b> and the receiver <b>284</b> may be of various designs and constructions, such as infrared, ultrasonic, Doppler, acoustic, etc.
[0061] The transducer components of the detection circuits described above that emit and detect radiation, such as the components <b>260</b>, <b>258</b>, <b>262</b>, <b>278</b>, <b>284</b>, may be mounted to a front housing portion of the gaming unit <b>20</b> in order to detect the presence of persons walking or positioned, such as sitting or standing, in front of the gaming unit <b>20</b>. The components may be mounted behind a plate of glass or another structure that does not significantly impair their operation.
[0062] Timer Circuit <b>93</b>
[0063] As shown in FIG. 3, the gaming unit <b>20</b> may also include the timer circuit <b>93</b>, which may be coupled to the I/O circuit <b>108</b> via a multi-signal line <b>95</b>. The timer circuit <b>93</b>, responsive to the detection circuit <b>90</b> via the controller <b>100</b>, may cause the gaming unit <b>20</b> to go into a power-saving, or “sleep” mode, after a predetermined period of time has elapsed where no player has been detected.
[0064] The timer circuit <b>93</b> may be any type of timer circuit configured to be responsive to the detection circuit <b>90</b>. Preferably, the timer circuit <b>93</b> may operate in response to the detection circuit <b>90</b> detecting the absence of a player. The absence of a player may be determined directly from the detection circuit <b>90</b>. For example, the detection device may not detect radiation emitted from a player, indicating that a player is not in the vicinity of gaming unit <b>20</b>. In the alternate, the absence of a player may be determined by lack of player contact with the gaming unit itself. For example, if a player has not deposited value in any of the possible value input devices or has not engaged any buttons, it may be assumed that a player is not in the vicinity of the gaming unit <b>20</b>.
[0065] When it is determined that a player is not detected, the controller <b>100</b> may cause the timer circuit <b>93</b> measure a time period. The time period may begin as soon as it is determined that no player is detected, or the time period may begin shortly after it has been determined that no player is detected, for example, ten minutes after the last player input has been detected. The controller <b>100</b> compares the time period measured by the timer circuit <b>93</b> to a predetermined time duration. When the time period in which no player is detected equals the predetermined time duration, for example 30 minutes, the controller <b>100</b> causes the gaming unit <b>20</b> to go into the sleep mode. The sleep mode begins with the color video display unit powering down, thereby terminating any attract sequence that may be on the screen. Next, the video driver(s) are power down, followed by the fluorescent lights, and any hard drives, if the gaming unit <b>20</b> is computer driven. The predetermined period of time may be fixed and selected by the casino operator or may be varied throughout the day by controller <b>100</b>.
[0066]FIG. 5A is a flowchart of a main operating routine <b>200</b> that may be stored in the memory of the controller <b>100</b>. The main routine <b>200</b> may begin operation at block <b>202</b> which may determine whether the presence of a player has been detected by any of the means described above. For example, a person may be strolling to, sitting or standing directly in front of, or making physical contact with the gaming unit <b>20</b>.
[0067] In the case that a player not is detected, the controller <b>100</b>, using time period information from the timer circuit <b>93</b>, determines if the predetermined time value has been reached at block <b>208</b>. In addition to detecting the absence of a player, the time period may also include a time period in which no input of any type has been received by the gaming unit <b>20</b>. If the time period, as measured by the timer circuit <b>93</b> reaches the predetermined time value, the controller <b>100</b> causes the gaming unit <b>20</b> to go into the sleep mode at block <b>210</b>. Referring to FIG. 5B, a flowchart of a sleep routine <b>210</b>, stored in the memory of the controller <b>100</b>, may be implemented when the gaming unit <b>20</b> is directed to a sleep mode. While in the sleep mode, the gaming unit <b>20</b> requires approximately 50 percent of its normal operating power. While in a screen-saver mode, however, the gaming unit <b>20</b> requires 100 percent of its normal operating power and therefore does not result in any power savings for the gaming unit <b>20</b>.
[0068] Referring to FIG. 5B, the sleep routine may begin operation at block <b>231</b> where the monitor, or the color video display <b>70</b>, of gaming unit <b>20</b> is powered-down. Upon power down, the color video display <b>70</b> does not generate an attraction sequence, a game-selection display, or even screen saver program. In addition, voice and/or music is no longer generated by the speakers <b>92</b>. Upon completion of the powering-down of the color video display <b>70</b>, the video power drivers of gaming unit <b>20</b> are powered down at block <b>232</b>. Similarly, the fluorescent lights (not shown) of the gaming unit <b>20</b> are powered down at block <b>233</b>. If the gaming unit <b>20</b> does not utilize a personal computer, the sleep routine <b>210</b> is complete. If, however, the gaming unit <b>20</b> does utilize a personal computer, the hard drives of the computer are powered down at block <b>235</b>.
[0069] Referring back to FIG. 5A, if the time period, as measured by the timer circuit <b>93</b> does not reach the predetermined time value, an attraction sequence or a screen-saver sequence may be invoked or be continued until a player is detected or the time period reaches the predetermined time value.
[0070] Returning back to block <b>202</b>, in the case that a player is detected, the controller <b>100</b> determines if the gaming unit <b>20</b> is in the sleep mode, at block <b>204</b>. If the gaming unit <b>20</b> is already in the sleep mode as determined at block <b>204</b>, the controller <b>100</b> causes the sleep mode to be terminated at block <b>206</b>. Termination of the sleep mode may be referred to herein as the “wake-up” mode. Referring to FIG. 5C, a flowchart of a wake-up routine <b>206</b>, stored in the memory of the controller <b>100</b>, may be implemented when the gaming unit <b>20</b> terminates from the sleep mode. Referring to FIG. 5C, the wake-up routine may begin operation at block <b>237</b>. If the gaming unit <b>20</b> utilizes a personal computer, as determined at block <b>237</b>, the hard drives of the gaming unit <b>20</b> are power-up at block <b>238</b>. If, however, the gaming unit <b>20</b> does not utilize a personal computer, as determined at block <b>237</b>, the wake-up routine moves directly to block <b>239</b> where the fluorescent lights of the gaming unit <b>20</b> are powered-up. Similarly, the video drivers of the gaming unit <b>20</b> are powered up at block <b>240</b>, followed by the powering-up of the color video display <b>70</b>, or monitor, at block <b>241</b>. The termination of the power saving sleep mode is complete following the powering-up of the monitor. Referring to FIG. 5A, upon termination of the sleep mode, a game-selection display may be generated on the color video display <b>70</b> at block <b>222</b>.
[0071] In response to the game-selection display generated at block <b>222</b>, the gaming unit <b>20</b> may wait for the person to make a game selection. Upon selection of one of the games by the person as determined at block <b>224</b>, the controller <b>100</b> may cause one of a number of gaming game routines to be performed to allow the player to play the selected game. For example, the game routines could include a video poker routine <b>212</b>, a video blackjack routine <b>214</b>, a video slots routine <b>216</b>, a video keno routine <b>218</b>, and a video bingo routine <b>220</b>. If no selection is made within a given period of time as determined at block <b>226</b>, the operation may branch back to block <b>224</b>.
[0072] It should be noted that although five video gaming routines are shown in FIG. 5A, a different number of routines could be included to allow play of a different number of gambling games. Alternatively, the gaming unit <b>20</b> may be programmed to allow play of only one type of gaming game. The gaming unit <b>20</b> may also be programmed to allow play of different games, such as a slot machine with mechanical wheels.
[0073] After one of the routines <b>212</b>, <b>214</b>, <b>216</b>, <b>218</b>, and <b>220</b> has been performed to allow the player to play one of the games, block <b>228</b> may be utilized to determine whether the player wishes to terminate play on the gaming unit <b>20</b> or to select another game. If the player wishes to stop playing the gaming unit <b>20</b>, which wish may be expressed, for example, by selecting a quit graphic displayed on the color video display unit <b>70</b> or through another input device, the controller <b>100</b> may dispense value to the player at block <b>230</b>, based on the outcome of the games played by the player. The operation may then return to block <b>202</b> to start the main routine <b>200</b> again. If the player did not wish to quit as determined at block <b>228</b>, the program may branch back to block <b>222</b> where the game-selection display may again be generated to allow the player to select another game.
Video Poker
[0074]FIG. 6 is an exemplary display <b>350</b> that may be shown on the display unit <b>70</b> during performance of the video poker routine <b>212</b> shown schematically in FIG. 5A. Referring to FIG. 6, the display <b>350</b> may include video images <b>352</b> of a plurality of playing cards representing the player's hand, such as five cards. To allow the player to control the play of the video poker game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Hold” button <b>354</b> disposed directly below each of the playing card images <b>352</b>, a “Cash Out” button <b>356</b>, a “See Pays” button <b>358</b>, a “Bet One Credit” button <b>360</b>, a “Bet Max Credits” button <b>362</b>, and a “Deal/Draw” button <b>364</b>. The display <b>350</b> may also include an area <b>366</b> in which the number of remaining credits or value is displayed. If the display unit <b>70</b> is provided with a touch-sensitive screen, the buttons <b>354</b>, <b>356</b>, <b>358</b>, <b>360</b>, <b>362</b>, <b>364</b> may form part of the video display <b>350</b>. Alternatively, one or more of those buttons may be provided as part of a control panel that is provided separately from the display unit <b>70</b>.
[0075]FIG. 8 is a flowchart of the video poker routine <b>212</b> shown schematically in FIG. 5A. Referring to FIG. 8, at block <b>370</b>, the routine may determine whether the player has requested payout information, such as by activating the “See Pays” button <b>358</b>, in which case at block <b>372</b> the routine may cause one or more pay tables to be displayed on the display unit <b>70</b>. At block <b>374</b>, the routine may determine whether the player has made a bet, such as by pressing the “Bet One Credit” button <b>360</b>, in which case at block <b>376</b> bet data corresponding to the bet made by the player may be stored in the memory of the controller <b>100</b>. At block <b>378</b>, the routine may determine whether the player has pressed the “Bet Max Credits” button <b>362</b>, in which case at block <b>380</b> bet data corresponding to the maximum allowable bet may be stored in the memory of the controller <b>100</b>.
[0076] At block <b>382</b>, the routine may determine if the player desires a new hand to be dealt, which may be determined by detecting if the “Deal/Draw” button <b>364</b> was activated after a wager was made. In that case, at block <b>384</b> a video poker hand may be “dealt” by causing the display unit <b>70</b> to generate the playing card images <b>352</b> After the hand is dealt, at block <b>386</b> the routine may determine if any of the “Hold” buttons <b>354</b> have been activated by the player, in which case data regarding which of the playing card images <b>352</b> are to be “held” may be stored in the controller <b>100</b> at block <b>388</b>. If the “Deal/Draw” button <b>364</b> is activated again as determined at block <b>390</b>, each of the playing card images <b>352</b> that was not “held” may be caused to disappear from the video display <b>350</b> and to be replaced by a new, randomly selected, playing card image <b>352</b> at block <b>392</b>.
[0077] At block <b>394</b>, the routine may determine whether the poker hand represented by the playing card images <b>352</b> currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in the memory of the controller <b>100</b>. If there is a winning hand, a payout value corresponding to the winning hand may be determined at block <b>396</b>. At block <b>398</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined at block <b>396</b>. The cumulative value or number of credits may also be displayed in the display area <b>366</b> (FIG. 6).
[0078] Although the video poker routine <b>212</b> is described above in connection with a single poker hand of five cards, the routine <b>212</b> may be modified to allow other versions of poker to be played. For example, seven card poker may be played, or stud poker may be played. Alternatively, multiple poker hands may be simultaneously played. In that case, the game may begin by dealing a single poker hand, and the player may be allowed to hold certain cards. After deciding which cards to hold, the held cards may be duplicated in a plurality of different poker hands, with the remaining cards for each of those poker hands being randomly determined.
Video Blackjack
[0079]FIG. 7 is an exemplary display <b>400</b> that may be shown on the display unit <b>70</b> during performance of the video blackjack routine <b>214</b> shown schematically in FIG. 5A. Referring to FIG. 7, the display <b>400</b> may include video images <b>402</b> of a pair of playing cards representing a dealer's hand, with one of the cards shown face up and the other card being shown face down, and video images <b>404</b> of a pair of playing cards representing a player's hand, with both the cards shown face up. The “dealer” may be the gaming unit <b>20</b>.
[0080] To allow the player to control the play of the video blackjack game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>406</b>, a “See Pays” button <b>408</b>, a “Stay” button <b>410</b>, a “Hit” button <b>412</b>, a “Bet One Credit” button <b>414</b>, and a “Bet Max Credits” button <b>416</b>. The display <b>400</b> may also include an area <b>418</b> in which the number of remaining credits or value is displayed. If the display unit <b>70</b> is provided with a touch-sensitive screen, the buttons <b>406</b>, <b>408</b>, <b>410</b>, <b>412</b>, <b>414</b>, <b>416</b> may form part of the video display <b>400</b>. Alternatively, one or more of those buttons may be provided as part of a control panel that is provided separately from the display unit <b>70</b>.
[0081]FIG. 9 is a flowchart of the video blackjack routine <b>214</b> shown schematically in FIG. 5A. Referring to FIG. 9, the video blackjack routine <b>214</b> may begin at block <b>90</b> where it may determine whether a bet has been made by the player. That may be determined, for example, by detecting the activation of either the “Bet One Credit” button <b>414</b> or the “Bet Max Credits” button <b>416</b>. At block <b>422</b>, bet data corresponding to the bet made at block <b>90</b> may be stored in the memory of the controller <b>100</b>. At block <b>424</b>, a dealer's hand and a player's hand may be “dealt” by making the playing card images <b>402</b>, <b>404</b> appear on the display unit <b>70</b>.
[0082] At block <b>426</b>, the player may be allowed to be “hit,” in which case at block <b>428</b> another card will be dealt to the player's hand by making another playing card image <b>404</b> appear in the display <b>400</b>. If the player is hit, block <b>430</b> may determine if the player has “bust,” or exceeded 21. If the player has not bust, blocks <b>426</b> and <b>428</b> may be performed again to allow the player to be hit again.
[0083] If the player decides not to hit, at block <b>432</b> the routine may determine whether the dealer should be hit. Whether the dealer hits may be determined in accordance with predetermined rules, such as the dealer always hit if the dealer's hand totals 15 or less. If the dealer hits, at block <b>434</b> the dealer's hand may be dealt another card by making another playing card image <b>402</b> appear in the display <b>400</b>. At block <b>436</b> the routine may determine whether the dealer has bust. If the dealer has not bust, blocks <b>432</b>, <b>434</b> may be performed again to allow the dealer to be hit again.
[0084] If the dealer does not hit, at block <b>436</b> the outcome of the blackjack game and a corresponding payout may be determined based on, for example, whether the player or the dealer has the higher hand that does not exceed 21. If the player has a winning hand, a payout value corresponding to the winning hand may be determined at block <b>440</b>. At block <b>442</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the player won, the payout value determined at block <b>440</b>. The cumulative value or number of credits may also be displayed in the display area <b>418</b> (FIG. 7).
Slots
[0085]FIG. 10 is an exemplary display <b>450</b> that may be shown on the display unit <b>70</b> during performance of the slots routine <b>216</b> shown schematically in FIG. 5A. Referring to FIG. 10, the display <b>450</b> may include video images <b>452</b> of a plurality of slot machine reels, each of the reels having a plurality of reel symbols <b>454</b> associated therewith. Although the display <b>450</b> shows five reel images <b>452</b>, each of which may have three reel symbols <b>454</b> that are visible at a time, other reel configurations could be utilized.
[0086] To allow the player to control the play of the slots game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>456</b>, a “See Pays” button <b>458</b>, a plurality of payline-selection buttons <b>460</b> each of which allows the player to select a different number of paylines prior to “spinning” the reels, a plurality of bet-selection buttons <b>462</b> each of which allows a player to specify a wager amount for each payline selected, a “Spin” button <b>464</b>, and a “Max Bet” button <b>466</b> to allow a player to make the maximum wager allowable.
[0087]FIG. 12 is a flowchart of the slots routine <b>216</b> shown schematically in FIG. 10. Referring to FIG. 12, at block <b>470</b>, the routine may determine whether the player has requested payout information, such as by activating the “See Pays” button <b>458</b>, in which case at block <b>472</b> the routine may cause one or more pay tables to be displayed on the display unit <b>70</b>. At block <b>474</b>, the routine may determine whether the player has pressed one of the payline-selection buttons <b>460</b>, in which case at block <b>476</b> data corresponding to the number of paylines selected by the player may be stored in the memory of the controller <b>100</b>. At block <b>478</b>, the routine may determine whether the player has pressed one of the bet-selection buttons <b>462</b>, in which case at block <b>480</b> data corresponding to the amount bet per payline may be stored in the memory of the controller <b>100</b>. At block <b>482</b>, the routine may determine whether the player has pressed the “Max Bet” button <b>466</b>, in which case at block <b>484</b> bet data (which may include both payline data and bet-per-payline data) corresponding to the maximum allowable bet may be stored in the memory of the controller <b>100</b>.
[0088] If the “Spin” button <b>464</b> has been activated by the player as determined at block <b>486</b>, at block <b>488</b> the routine may cause the slot machine reel images <b>452</b> to begin “spinning” so as to simulate the appearance of a plurality of spinning mechanical slot machine reels. At block <b>490</b>, the routine may determine the positions at which the slot machine reel images will stop, or the particular symbol images <b>454</b> that will be displayed when the reel images <b>452</b> stop spinning. At block <b>492</b>, the routine may stop the reel images <b>452</b> from spinning by displaying stationary reel images <b>452</b> and images of three symbols <b>454</b> for each stopped reel image <b>452</b>. The virtual reels may be stopped from left to right, from the perspective of the player, or in any other manner or sequence.
[0089] The routine may provide for the possibility of a bonus game or round if certain conditions are met, such as the display in the stopped reel images <b>452</b> of a particular symbol <b>454</b>. If there is such a bonus condition as determined at block <b>494</b>, the routine may proceed to block <b>496</b> where a bonus round may be played. The bonus round may be a different game than slots, and many other types of bonus games could be provided. If the player wins the bonus round, or receives additional credits or points in the bonus round, a bonus value may be determined at block <b>498</b>. A payout value corresponding to outcome of the slots game and/or the bonus round may be determined at block <b>500</b>. At block <b>502</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the slot game and/or bonus round was a winner, the payout value determined at block <b>500</b>.
[0090] Although the above routine has been described as a virtual slot machine routine in which slot machine reels are represented as images on the display unit <b>70</b>, actual slot machine reels that are capable of being spun may be utilized instead.
Video Keno
[0091]FIG. 11 is an exemplary display <b>520</b> that may be shown on the display unit <b>70</b> during performance of the video keno routine <b>218</b> shown schematically in FIG. 5A. Referring to FIG. 11, the display <b>520</b> may include a video image <b>522</b> of a plurality of numbers that were selected by the player prior to the start of a keno game and a video image <b>524</b> of a plurality of numbers randomly selected during the keno game. The randomly selected numbers may be displayed in a grid pattern.
[0092] To allow the player to control the play of the keno game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>526</b>, a “See Pays” button <b>528</b>, a “Bet One Credit” button <b>530</b>, a “Bet Max Credits” button <b>532</b>, a “Select Ticket” button <b>534</b>, a “Select Number” button <b>536</b>, and a “Play” button <b>538</b>. The display <b>520</b> may also include an area <b>540</b> in which the number of remaining credits or value is displayed. If the display unit <b>70</b> is provided with a touch-sensitive screen, the buttons may form part of the video display <b>520</b>. Alternatively, one or more of those buttons may be provided as part of a control panel that is provided separately from the display unit <b>70</b>.
[0093]FIG. 13 is a flowchart of the video keno routine <b>218</b> shown schematically in FIG. 5A. The keno routine <b>218</b> may be utilized in connection with a single gaming unit <b>20</b> where a single player is playing a keno game, or the keno routine <b>218</b> may be utilized in connection with multiple gaming units <b>20</b> where multiple players are playing a single keno game. In the latter case, one or more of the acts described below may be performed either by the controller <b>100</b> in each gaming unit or by one of the network computer <b>22</b>, <b>32</b> to which multiple gaming units <b>20</b> are operatively connected.
[0094] Referring to FIG. 13, at block <b>550</b>, the routine may determine whether the player has requested payout information, such as by activating the “See Pays” button <b>528</b>, in which case at block <b>552</b> the routine may cause one or more pay tables to be displayed on the display unit <b>70</b>. At block <b>554</b>, the routine may determine whether the player has made a bet, such as by having pressed the “Bet One Credit” button <b>530</b> or the “Bet Max Credits” button <b>532</b>, in which case at block <b>556</b> bet data corresponding to the bet made by the player may be stored in the memory of the controller <b>100</b>. After the player has made a wager, at block <b>558</b> the player may select a keno ticket, and at block <b>560</b> the ticket may be displayed on the display <b>520</b>. At block <b>562</b>, the player may select one or more game numbers, which may be within a range set by the casino operator. After being selected, the player's game numbers may be stored in the memory of the controller <b>100</b> at block <b>564</b> and may be included in the image <b>522</b> on the display <b>520</b> at block <b>566</b>. After a certain amount of time, the keno game may be closed to additional players (where a number of players are playing a single keno game using multiple gaming units <b>20</b>).
[0095] If play of the keno game is to begin as determined at block <b>568</b>, at block <b>570</b> a game number within a range set by the casino operator may be randomly selected either by the controller <b>100</b> or a central computer operatively connected to the controller, such as one of the network computers <b>22</b>, <b>32</b>. At block <b>572</b>, the randomly selected game number may be displayed on the display unit <b>70</b> and the display units <b>70</b> of other gaming units <b>20</b> (if any) which are involved in the same keno game. At block <b>574</b>, the controller <b>100</b> (or the central computer noted above) may increment a count which keeps track of how many game numbers have been selected at block <b>570</b>.
[0096] At block <b>576</b>, the controller <b>100</b> (or one of the network computers <b>22</b>, <b>32</b>) may determine whether a maximum number of game numbers within the range have been randomly selected. If not, another game number may be randomly selected at block <b>570</b>. If the maximum number of game numbers has been selected, at block <b>578</b> the controller <b>100</b> (or a central computer) may determine whether there are a sufficient number of matches between the game numbers selected by the player and the game numbers selected at block <b>570</b> to cause the player to win. The number of matches may depend on how many numbers the player selected and the particular keno rules being used.
[0097] If there are a sufficient number of matches, a payout may be determined at block <b>580</b> to compensate the player for winning the game. The payout may depend on the number of matches between the game numbers selected by the player and the game numbers randomly selected at block <b>570</b>. At block <b>582</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the keno game was won, the payout value determined at block <b>580</b>. The cumulative value or number of credits may also be displayed in the display area <b>540</b> (FIG. 11).
Video Bingo
[0098]FIG. 14 is an exemplary display <b>600</b> that may be shown on the display unit <b>70</b> during performance of the video bingo routine <b>220</b> shown schematically in FIG. 5A. Referring to FIG. 14, the display <b>600</b> may include one or more video images <b>602</b> of a bingo card and images of the bingo numbers selected during the game. The bingo card images <b>602</b> may have a grid pattern.
[0099] To allow the player to control the play of the bingo game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button <b>604</b>, a “See Pays” button <b>606</b>, a “Bet One Credit” button <b>608</b>, a “Bet Max Credits” button <b>610</b>, a “Select Card” button <b>612</b>, and a “Play” button <b>614</b>. The display <b>600</b> may also include an area <b>616</b> in which the number of remaining credits or value is displayed. If the display unit <b>70</b> is provided with a touch-sensitive screen, the buttons may form part of the video display <b>600</b>. Alternatively, one or more of those buttons may be provided as part of a control panel that is provided separately from the display unit <b>70</b>.
[0100]FIG. 15 is a flowchart of the video bingo routine <b>220</b> shown schematically in FIG. 5A. The bingo routine <b>220</b> may be utilized in connection with a single gaming unit <b>20</b> where a single player is playing a bingo game or the bingo routine <b>220</b> may be utilized in connection with multiple gaming units <b>20</b> where multiple players are playing a single bingo game. In the latter case, one or more of the acts described below may be performed either by the controller <b>100</b> in each gaming unit <b>20</b> or by one of the network computers <b>22</b>, <b>32</b> to which multiple gaming units <b>20</b> are operatively connected.
[0101] Referring to FIG. 15, at block <b>620</b>, the routine may determine whether the player has requested payout information, such as by activating the “See Pays” button <b>606</b>, in which case at block <b>622</b> the routine may cause one or more pay tables to be displayed on the display unit <b>70</b>. At block <b>624</b>, the routine may determine whether the player has made a bet, such as by having pressed the “Bet One Credit” button <b>608</b> or the “Bet Max Credits” button <b>610</b>, in which case at block <b>626</b> bet data corresponding to the bet made by the player may be stored in the memory of the controller <b>100</b>.
[0102] After the player has made a wager, at block <b>628</b> the player may select a bingo card, which may be generated randomly. The player may select more than one bingo card, and there may be a maximum number of bingo cards that a player may select. After play is to commence as determined at block <b>632</b>, at block <b>634</b> a bingo number may be randomly generated by the controller <b>100</b> or a central computer such as one of the network computers <b>22</b>, <b>32</b>. At block <b>636</b>, the bingo number may be displayed on the display unit <b>70</b> and the display units <b>70</b> of any other gaming units <b>20</b> involved in the bingo game.
[0103] At block <b>638</b>, the controller <b>100</b> (or a central computer) may determine whether any player has won the bingo game. If no player has won, another bingo number may be randomly selected at block <b>634</b>. If any player has bingo as determined at block <b>638</b>, the routine may determine at block <b>640</b> whether the player playing that gaming unit <b>20</b> was the winner. If so, at block <b>642</b> a payout for the player may be determined. The payout may depend on the number of random numbers that were drawn before there was a winner, the total number of winners (if there was more than one player), and the amount of money that was wagered on the game. At block <b>644</b>, the player's cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the bingo game was won, the payout value determined at block <b>642</b>. The cumulative value or number of credits may also be displayed in the display area <b>616</b> (FIG. 14).
Contents4
17 sheets
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6 members in 3 offices
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| US20020115532 | – | – | – |
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8 legal events, as the office reported them to INPADOC
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|---|---|---|
| Lapsed due to failure to pay maintenance feeLapsedFP | FP | |
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Numbers
- Publication, DOCDB
- 2003190949
- Publication, EPODOC
- US2003190949
- Application
- 10115532
- Application, DOCDB
- 11553202
- Application, EPODOC
- US20020115532
Titles
- English
- Gaming apparatus with power saving feature
Classification
- CPC, 3
- G07F17/3206
- G07F17/32
- G07F17/3202
- IPC, 1
- G07F17 32
- USPC, 1
- 463024000