GB2359653A - Entertainment machine - Google Patents

Entertainment machine Download PDF

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Publication number
GB2359653A
GB2359653A GB0101344A GB0101344A GB2359653A GB 2359653 A GB2359653 A GB 2359653A GB 0101344 A GB0101344 A GB 0101344A GB 0101344 A GB0101344 A GB 0101344A GB 2359653 A GB2359653 A GB 2359653A
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United Kingdom
Prior art keywords
player
machine
prize
network
points
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
GB0101344A
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GB2359653B (en
GB0101344D0 (en
Inventor
John Laurence Wain
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
KUNICK PLC
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KUNICK PLC
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Publication date
Priority claimed from GB0001095A external-priority patent/GB0001095D0/en
Application filed by KUNICK PLC filed Critical KUNICK PLC
Publication of GB0101344D0 publication Critical patent/GB0101344D0/en
Publication of GB2359653A publication Critical patent/GB2359653A/en
Application granted granted Critical
Publication of GB2359653B publication Critical patent/GB2359653B/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3253Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving articles, e.g. paying in bottles, paying out toys

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Pinball Game Machines (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

An entertainment machine 2 provides a game in which a player is awarded qualifying points according to their performance, the machine having prize selection means which provides the player with a selection of non-monetary prizes, and qualifying point conversion means for allowing the player to convert points they have been awarded into a prize of their choice. Prizes can be delivered from remote sites to addresses specified by the player, thereby reducing the need to store prizes at the site of the entertainment machine.

Description

2359653 1 IMPROVEMENTS RELATING TO ENTERTAINMENT MACHINES This invention
relates to entertainment machines and in particular, but not exclusively to entertainment machines, which are coin, token, credit, etc. 5 freed for play.
The field of coin, token, or credit operated entertainment machines which are released for play by the introduction of one or more credits is well developed. The outcome of a game can typically result in a win awarding 10 a prize of greater value than the initial credit staked by the player.
According to a first aspect of the invention there is provided an entertainment machine comprising; is a game means for providing a game for which a player, in use, is awarded qualifying points according to his/her performance; prize selection means for providing the player with a selection of non- monetary prizes each having a predetermined value associated therewith; and qualifying point conversion means for allowing the player, in use, to convert points that they have been awarded into a prize of their choice.
The game provided by the game means may be a game of chance, skill, or of skill and chance combined.
An advantage of such a machine is that it may be more appealing to a 30 player than a machine that simply awards the player with a cash prize. It 2 is not uncommon for prizes to be given in place of cash as they may be perceived to be of greater value. Indeed, under current legislation it is possible to provide a higher value prize from certain classes of machine if it is paid as a non-monetary prize. As such, players may be more willing to play the machine than other similar machines. Indeed, it is known for machines to pay out tokens, which can be accumulated to exchange for prizes.
The player may be awarded qualifying points in relation to only part of his/her game. As will be appreciated a game will generally award some form of points so that a player has a measure of his/her level of achievement in that particular game. In some embodiments the game may award a form of points to a player and award qualifying points after a player has exceeded andlor equalled a pre-determined level of achievement. Such an arrangement may be desirable because it means that a player can only obtain non-monetary prizes for levels of performance above a certain, pre-determined, level. Thus, the value of the non- monetary prizes may be increased in a player's mind because they have achieved higher levels of performance before obtaining qualifying points and thus the qualifying points are harder to obtain.
A storage memory means may be associated with the machine allowing the qualifying points awarded to the player to be recorded. The storage memory means may be within the machine, or may be remote from the machine. Such a storage memory means is advantageous because it allows the awarded qualifying points to accumulate and be stored for use at a later time or date. The storage memory means may be a memory or may be a disc drive, DVI) RAM, etc. (It may comprise both a memory and tape drive, disc drive, etc).
3 The game means may include a processing means adapted, in use, to run code associated with the game being played. Indeed, the code running on the processing means may provide, in use, the game itself. The processing means may be part of a computer, which may comprise a computer having the architecture referred to as a PC. Of course, the skilled person will appreciate that any other architecture is suitable, but the PC architecture may be advantageous because of its standard nature and wide availability.
A display means may be provided adapted, in use, to display information in relation to the game. Indeed, the display means may be adapted, in use, to display the game itself, much like games consuls, or arcade games. Code running on the processing means may be adapted, in use, to cause information to be displayed on the display means.
is A networking means may be provided allowing the machine to be connected to remote devices. The networking means may allow the processing means of the machine to communicate with remote processing means. Further, the networking means may allow the processing means to access storage memory means that are remote from the machine.
The machine may further include an identification input means allowing, in use, a player to identify themselves to the machine. The identification input means may provide an input to the processing means. Such an input 25 means is advantageous because it allows the identity of the player to be stored and may allow the qualifying points awarded to the player to be recorded against that players identity. In use, the processing means may be. adapted to store the identity of the player in the storage memory means. Further, the processing means may be adapted to store in the 4 storage memory means the number of qualifying points awarded to that particular player.
The identification input means may comprise a keyboard (which may be virtual e.g. a display on the display means), a joystick, a card reader, a finger print scanner, a retinal scanner, other buttons, or indeed any other input device that may prove suitable for inputting an identity.
Preferably the code running on the processing means is adapted, in use, to require a player to input his/her identity via the identification input means before a game can be played. As such the points awarded in a particular game can be associated with that particular player. In alternative embodiments the player may be required to enter his/her identity after a game has been played, or perhaps during a game.
Conveniently, the qualifying points awarded to a player having a particular identification are a stored in the storage memory means such that a cumulative total of the qualifying points that that player has accrued is available. Storing the points in this manner allows a player to accumulate points over a period of time, perhaps over a number of separate games, which may occur over a number of visits to the a particular machine. In some embodiments the code running on the processing means is adapted, in use, to hold an account within the storage means for a particular player.
The code running on the processing means may be adapted to associate each of the available prizes with a predetermined number of qualifying points. The code running on the processing means may be adapted to allow the player to convert qualifying points into a prize of the player's choice. Further, the code running on the processing means may allow qualifying points to be stored against a particular identification to be converted into a prize selected from a selection. The code running on the processing means may be adapted to decrement the qualifying points stored against the particular identification by the value of the selected prize. Such an arrangement is advantageous because it effectively allows the player to save qualifying points in an account so that they can obtain prizes of a greater value, perhaps at a later date. The code may ensure that there are sufficient qualifying points available before allowing a prize to be selected.
The prize selection means may comprise an access means to a remote computer. The remote computer may be part of the internet or world wide web. Alternatively, or additionally, the remote computer may be part of a closed, wide area network WAN (that is a network that has restricted access). The closed WAN may comprise a network of entertainment machines.
In most embodiments a credit-input means is provided allowing credit to be input to the machine. By credit it is meant at least any of the following: coins, tokens, bank notes, credit from an account, make a payment from a credit card, a voucher, deductions from credits or a prepaid card (which may be a smart card), or from any other form of credit. The machine may be adapted to prevent a game being played on the machine until sufficient credit has been input to the credit input means. Indeed, the code running on the processing means may be adapted to prevent the processing means from running a game until sufficient credit has been input to the credit input means.
The credit input means may be adapted to allow the player to purchase 30 qualifying points for storing against a particular identification. An 6 advantage of such an arrangement is that a player may be able to pay to obtain prizes for which they have not quite accumulated enough qualifying points. The code running on the processing means may allow prizes to be purchased without any requirement to play a game on the machine. The purchase of points may be achieved via credit input via the credit input means or may cause an invoice to be sent.
Prior art systems are known in which a player can purchase goods over a network, for instance the World Wide Web. However, such systems generally require the user to enter credit card details, or send payment in advance before a purchase can be made. An advantage of the present system arises due to the fact that the machine on which the user makes a purchase may well have credit input facilities (which may include the ability to enter coins andlor notes into the machine). Allowing the user to use coins or notes may be appealing since there will be no chance of his/her credit card details, or other important information being fraudulently intercepted during, or after, transmission. Such a machine may therefore, be perceived to provide greater security for purchases involving payment, whether in full, or to make up for a shortfall in qualifying points.
The prize selection means may be provided by a code running on the processing means and may be provided by a prize selection mode causing a display to be made on the display means. As described hereinbefore, the player may require a sufficient number of qualifying points to allow them to obtain certain prizes.
7 Conveniently, there is provided a prize memory means, which is adapted to hold the identity of the prizes from which the player may make a selection. The prize memory means may be provided by the storage memory means or may be in addition to the storage memory means.
The prize selection means may further comprise a prize selection input means adapted, in use, to allow the player to make an input and select a prize. The prize selection input means may be the same as the identification input means or may be different from the identification input means.
The machine may further comprise (or have associated therewith) a delivery means adapted, in use, to cause a prize to be delivered once the prize has been selected by the player. The prize delivery means may comprise a mechanical means to produce the prize.
Alternatively, or additionally, the prize delivery means may comprise a means to cause the prize to be delivered from a site remote from the machine. For instance, the prize delivery means may be provided by code running on the processing means causing communications to occur via the networking means. It is advantageous to have the prize delivered from a site remote from the machine since it removes the need for prizes to be held within the machine. This not only makes the machine simpler but also reduces the overheads of the owners of the machines since they do not need to maintain stock. Further, removing valuable stock from the machine will make the machine less of a target for breaking into, vandalism, etc.
The prize delivery means may allow a player to collect a prize from the premises in which the machine is situated.
8 The machine may comprise a printer adapted to print a voucher or the like. The voucher may be a prize, or indeed may allow a player to collect their prize from the premises in which the machine is situated (for 5 instance by presentation at the correct point/person).
In one embodiment the voucher may be redeemed by the player for food andlor drink served at the premises.
It may be possible for a player to obtain a credit payment from the machine rather than be awarded qualifying points. The credit may take any of the forms previously described.
When a game is not being played on the machine the machine may be adapted to display pictures of the prizes that can be obtained through the machine, perhaps through play of the machine. It will be appreciated that the prizes do not have to be objects and could be services, holidays, tickets to events, bets, food, drink, etc. Alternatively, or additionally, the display means may be adapted, in use, to display advertising when the machine is not playing a game. Indeed, advertisements may be displayed when a player is selecting a prize (i.e. when the machine is in the prize selection mode). Displays of possible games may also be displayed when a machine is not playing a game (perhaps alternatively with displays of the prizes andlor advertisements).
The prize selection means may be adapted, in use, to allow a player a predetermined time in which to select a prize. This is advantageous because as the skilled person will appreciate the machine is provided to make money by allowing players to play games. If the machine is tied up 9 for too long with players selecting prizes the profitability of the machine may be affected.
The machine may include a card reader, which may allow the qualifying points that a player wins to be stored on the card.
Conveniently the machine may be adapted to play any game found on such entertainment machines, perhaps on an SWP machine (skill with prizes). Possibly the machine has reels associated therewith, and/or possibly pseudo reels.
The entertainment machine may be an SWP machine, may be a gaming or amusement machine covered by section 34, or section 52 of the 1968 gaming act.
is According to a second aspect of the invention there is provided a network of machines according to the first aspect of the invention.
The machines of the network may be connected to a central server, or may be provided in a peer to peer network. Indeed, the network may be provided in a combination of server based and peer to peer networks.
The storage memory means may be provided in a networked location accessed by one or more machines on the network, or each machine may be provided with its own storage memory means. In another embodiment sorne of the machines may be provided with their own memory and other machines may access a memory at a networked location.
In a preferred embodiment each machine has its own storage memory means and also has access to storage memory means in a networked location (networked memory). Such an arrangement is preferable because storage memory means is thereby provided for any processing means provided within the machine and data can be stored on the networked memory, which it is desirable for all of the machines on the network to 5 access.
Conveniently, there is provided a prize memory means in a networked location, which is adapted to hold the identity of the prizes from which the player may make a selection. The prize memory means may be provided by the storage memory means or may be in addition to the storage memory means.
The network may be adapted to allow a player to access the prize memory means from anywhere on the network. Such an arrangement is advantageous because it provides a more flexible system in which a player can visit any of the machines on the network and view the prizes that can be obtained. Indeed, the prize selection means may allow a player to select a prize from any of the machines on the network.
The prize delivery means may be provided by code running across the network. That is code running on one of the networked machines may cause a prize to be delivered. The skilled person will appreciate that code running on a processing means may communicate across the network and cause an action elsewhere on the network.
If any of the machines are provided with access means the access means may provide access to another machine on the network.
Preferably, the machines provided in the network are arranged such that a player can access andlor service his/her account from any of the machines 11 that make up the network. Such an arrangement is convenient because it allows a player to access his/her account from a number of different locations, assuming that the different machines are provided in different locations.
A particular network of machines may be associated with a particular party, e.g. a company. The prizes from which a player can make a selection may be selected by that particular party. For instance it is known for chains of public houses to have entertainment machines within their premises. The prizes from which a player can make a selection may be selected by the chain. Those prizes may then only be accessed from machines within the premises of that particular chain.
According to a third aspect of the invention there is provided a method of awarding prizes based on a players achievements comprising allowing a player to play a game on an entertainment machine, accumulate qualifying points by playing the game and then convert the accumulated qualifying points into a non-monetary prize of his/her choice based upon the points accumulated.
Such a method is advantageous because it allows non-monetary prizes to be awarded for the playing of a game. Non monetary prizes may be given in place of cash, as they may be perceived to be of greater value. The nonmonetary prizes may be objects such as watches, etc., or services, holidays, tickets, food, etc.
The method may cause the prize to be delivered to an address specified by the player. Having the prize delivered in this manner is advantageous because it allows an apparatus to be provided that does not carry any 12 stock. This is itself advantageous because it reduces the value of stock that the supplier of the machine must hold.
The prize may be delivered to the premises in which the machine is situated, having an identifier associated therewith so that it can be collected.
Preferably the prize is ordered from a third party. This may further reduce the value of the stock that the owner of the machine must hold.
The prize may be ordered from a web site that is enabled to allow the player to convert the points that they have accumulated into a prize. Such an arrangement is convenient because it uses well known technology that will be familiar to players of the machine.
Players of the game may be provided with a personal account to which qualifying points that they win can be added. This is advantageous because it allows the player to accumulate qualifying points. The players can effectively "save" for prizes of higher value by adding the qualifying points to his/her account. In this regard the qualifying points may be thought of as a currency that can be saved, or spent as a player sees fit through management of the points in his/her account.
An account may be opened at the machine (e.g. electronically), or may be by the post, or in person at the premises where the machine is situated. A player may require some form of identification to allow them to open an account.
Preferably the accounts are secure and require a security measure to be 30 entered before access to the account is granted. The security measure 13 may take the form of a PIN, a password, a finger print scan, a retinal scan, a card (perhaps a smart card) or any combination of these, or indeed, any other suitable means. It will be appreciated that any form of identification that can help to validate the identity of the player may be 5 used. Such a security means is of course desirable to help prevent fraud.
In some embodiments the method may make it hard for account details to be changed once the account has been set up. In one example the address of the account may be hard to change (or may be not changeable) once the account has been set up. For instance the account may not be changeable without authorisation. Again, this may help to reduce fraud. It is desirable to make the address hard to change in a system where prizes are sent in the post to that address, if prizes are sent to the original address even if the account is being fraudulently used it may soon become apparent to the account holder that something is amiss. There is no benefit to the party committing the fraud because they will not receive the prize.
The method may provide a network of games machines each of which allows the player to accumulate points.' Preferably the player can add the qualifying points to his/her account from any of the machines on the network. This is advantageous because it may broaden the appeal of the method since a player can participate anywhere there is a compatible machine and not have to visit a specified venue.
Preferably qualifying points can be converted into prizes from any machine on the network. As such, qualifying points, which may be stored in a player's account, are being used as a currency.
14 Conveniently the method allows a player to purchase qualifying points which can be added to his/her account. This is advantageous because it may allow players to obtain prizes of a higher value than the qualifying points in his/her account. Such a method may prove advantageous due to 5 the perceived greater security that it may offer, as discussed above.
Each point may have a monetary worth. The amount of points that can be won in a single game may be limited, thus keeping the machines providing the games within the statutory limits.
In some embodiments the method may allow the player to purchase prizes directly. Prizes may have a value in points and may also have a monetary value associated with them.
According to a fourth aspect of the invention there is provided an entertainment machine comprising; a game means for providing a game for which a player, in use, is awarded qualifying points according to his/her performance; prize delivery means adapted to cause a prize to be delivered from a remote site to a player based upon the qualifying points awarded to the player during a game.
Such a machine is advantageous because as described hereinbefore nonmonetary prizes can be seen to be more of a reward than monetary prizes because it is often hard to accurately value a monetary prize. However, machines that produce a non-monetary prize are disadvantageous because they require an amount of stock to be held within the machine thus increasing overheads, etc. A machine according to this aspect of the invention is therefore advantageous because of the reduces stock that must be provided. Further, the machine itself can be made much simpler since there is,no need of a mechanism to actually produce a prize.
The entertainment machine may be an SWP machine, may be a gaming or amusement machine covered by section 34, or section 52 of the 1968 gaming act.
According to a fifth aspect of the invention there is provided a method of reducing the stock inventory of a prize delivery network, the method comprising providing one or machines according to a first aspect of the invention.
The method is advantageous because it allows the party running the 15 network to hold less stock (of prizes) and may therefore allow that party to rentlown less storage space.
There now follows by way of example only a detailed description of the invention with reference to the accompanying drawings of which:
Figure 1 is a schematic view of an entertainment machine according to the present invention; Figure 2 is a schematic view of a network of entertainment machines according to the present invention; and Figure 3 shows a flow diagram for the basic running of the entertainment machine according to the invention.
16 The entertainment machine 2 shown in Figure 1 comprises a housing 4, a display means 6 (in this case a cathode ray tube display), and a payout slot 8, connected to a pay out apparatus. Within the housing 4 there is provided a computer 10 (itself providing a game means) having the architecture known as a PC. The skilled person will however, appreciate that any type of computer could be provided.
The computer 10 has a processing means, which is used to provide, in use, the game on the display means 6. The display means 6 is touch sensitive so that a player makes inputs to the processing means when touching the screen thus providing an input means. The display means 6 also allows inputs to be made to the game. Further, the computer 10 has a storage memory means, comprising a permanent memory in the form of a hard disc drive, and a volatile memory, which is used by the processor to run the game. The computer 10 provides a control means, which controls the machine.
In addition to the touch sensitive display means 6 buttons 14 are provided which can provide inputs to the processing means of the computer 10.
Further, the machine 2 includes a door 16 providing access to the inside of the machine. A modem 20 is provided allowing the machine to be networked as described hereinafter.
When not displaying a game the processing means may be in an options mode wherein it causes the display means 6 to generate a display allowing a player to select the game that they wish to play. This options mode display makes use of the touch sensitive screen to allow icon to be selected by a user. Selecting the game may include actually selecting the game to be played from a selection of possible games as well as two player options, difficulty level, etc. Also included in the options mode 17 display is a prize selection icon, which if pressed allows the player to select his/her chosen prize by causing a prize selection mode to be entered.
A player can play a game on the machine 2 in the usual manner, e.g. by entering sufficient credit into a credit input means 12 to the machine 2 they will be allowed a predetermined level of play. According to the level of success during his/her game the player will receive a predetermined number of points. If the player obtains greater than a pre- determined number of points they start to be awarded qualifying points which can be converted into a prize of his/her selection.
The qualifying points received by the player may have an equivalent monetary value and the number of qualifying points that a player can win in a single game may be limited allowing the machine to meet certain statutory requirements. As an example the number of qualifying points that a player can win in a single game is limited to 1000 and each qualifying point has a value of 0.008 pence. Therefore, the total prize that a player can win in a single game is limited to ú8, which allows the machine to be placed in more locations than if the prize were higher. The player may not be aware of the exact monetary value of a qualifying point.
Once the game has terminated the qualifying points won by the player are held in the storage memory means and associated with. a personal account. The use of a personal account allows the player to save points so that they can obtain prizes of greater value.
To access the account the player must enter an identification via an 30 identification input means which in this case is provided by the touch is sensitive display means. Once the player has identified themselves they must enter a PIN number as a security measure. Any other securitymeasure rather than a PIN could be used (for instance a password, a finger print scan, a retinal scan, ID card (including a smart card), etc.). 5 The account has associated with it an address to which mail can be sent. In this particular embodiment once an account has been set up it is made difficult to change details of the account for the reasons explained hereinafter.
The machine is provided with a prize memory means that maintains details of the prizes that are available to a player together with their worth in qualifying points. The prize memory means in this embodiment associates with each prize a cash value so that a player can make payments to buy a prize.
In this embodiment, to obtain a prize a player causes the processing means to enter the prize selection mode wherein the prizes available to theplayer and their monetarylpoints equivalent are displayed. Images of the prizes that can be selected are displayed on the display means allowing the player to readily be able to select the prize in which they are interested.
The player then uses the prize selection input means to page through the prizes and select his/her desired prize. Prizes which the player can select are highlighted to make his/her selection easier. In this embodiment the prize selection input means again comprises the touch sensitive display means wherein the player touches the correct icon to select his/her desired prize. Once selected the player must enter his/her preferred method of payment. This includes using qualifying points saved in a particular account, payment in money, or any combination of these. (If payment in money is required the player may enter this (i.e. coins or notes) into the 19 credit input means 12, have to enter credit card details perhaps via the input means, be billed later, etc.).
Once the prize has been selected the processing means causes a prize delivery means to cause the selected prize to be mailed to the address associated with the personal account from which the qualifying points originated. Thus, the player receives his/her prize shortly (a number of days) after they have selected the prize. (An option may be provided to pay extra (or deduct extra qualifying points) for next day delivery, etc. ).
An option is provided wherein a player can view the number of qualifying points that are held within his/her personal account. This is advantageous for obvious reasons.
Further, as shown in Figure 2 it is possible to network a number of machines 10, 12, 14, 16 together using a networking means provided on each of the machines. This networking may be to a central computing means 18 as shown in Figure 2 or may connect machines directly together (not shown).
The networking may be by any known networking technique but in this embodiment is via a telephone connection (which of course may be permanently enabled or the computer 10 may dial a connection as and when required).
Within the embodiment shown in Figure 2 the central computing means 18 provides a centralised storage memory, or networked memory which can be accessed by all of the machines 10, 12,14,16 to which it is connected. The machines 10, 12,14,16 transmit details of the players who have won 30 points and also details of the accounts to which the player wishes to add his/her points (assuming he/she wishes to access an account). Because the points details are stored in the networked memory a player can access his/her points from any of the machines 10,12,14,16 on the network. Of course, the networked memory also maintains a record of the security 5 measure wish is required to gain access to the particular account e.g. the PIN, etc.).
The networked memory may also comprise a prize memory means, which maintains details of the prizes that are available and the worth in qualifying points/money. When a player causes a machine 10,12,14,16 on the network to enter the prize selection mode that machine communicates across the network with the prize memory means and displays the information on the display means 6. The player can then select prizes as helshe could if the prize memory means were provided within a particular machine.
The prize selection means is also provided within the central computing means 18 and causes a prize to be sent to the address, which it is provided with. As with the address provision on a free standing machine this is associated with an account.
According to a method of allowing a player to select a prize the prize selection means may cause a third party (i.e. not the company providing the machine) to provide the prize and deliver it to the player. The third party may be a company such as a catalogue company, etc.
Indeed, the prize selection means may comprise a web site adapted to allow the player to select a prize. However, in perhaps the preferred embodiment the prize selection means is provided by access to the prize 30 memory means (not via the Internet), but it is possible for this to make 21 use of browser technology. The network could also comprise Internet connections, or could of course be a dedicated WAN, or dial up access may make a direct connection.
When a user sets up an account, there will be associated with that account an address and prizes which the player has selected are sent to this address. Therefore, to improve the security of the method it may be made difficult for the address of the account to be changed. It will be apparent that if a third party fraudulently acquires the security measure (e.g. PIN) that they will be able to access the points within that account. However, if prizes that are fraudulently ordered by that third party are still sent to the correct address then it will make fraudulent use of the machines harder. In one embodiment address changes can only be perfected on the central computing means 18 once the address change has been confirmed in writing.
A summary of the operation of the machine will be described in relation to Figure 3.
When the machine is not, in use, the display means displays a screen 30 allowing a player to determine whether they wish to play a game or to spend qualifying points. (This screen may also allow a specific game to be selected).
If the player decides to play a game they are then allowed to select the particular game that they wish to play, 32. The game is then played and if the player achieves higher than a pre-determined level of success qualifying points are awarded, 34. Once the game terminates the player is asked to specify an account to which their qualifying points should be added, 36. If no account exists then the player sets up an account by 22 entering his/her address and is given a PIN to access the account in the future, 38.
Once the account has been correctly specified the player is asked whether they wish to spend the points within the account, 40. If the player does not wish to spend the points the display means is caused to display the gamelprize selection screen 30.
If the player wishes to spend his/her qualifying points they are taken to a display showing the prizes held within the prize memory means, 42. This is also the screen the player is taken to if they decide to select a prize rather then play a game (after the player has specified the account from which qualifying points should be taken) 43. The player can manipulate the display to view the different prizes allowing them to select a particular prize, 44. Once the prize is selected it is sent to the address associated with the particular account from which the points were spent, 46.
After the prize has been selected the player is given the opportunity to spend more points 48 or to return to the garnelprize start screen 30.
23

Claims (50)

1. An entertainment machine comprising; a game means for providing a game for which a player, in use, is awarded qualifying points according to his/her performances; prize selection means for providing the player with a selection of non-monetary prizes each having a predetermined value associated therewith; and qualifying point conversion means for allowing the player, in use, to convert points that they have been awarded into a prize of his/her choice.
is
2. A machine as claimed in claim 1 wherein the game means is arrange to award qualifying points once a player has attained a predetermined level of achievement.
3. A machine as claimed in claim 1 or 2 comprising, a memory allowing qualifying points awarded to a player to be stored therein.
4. A machine as claimed in any preceding claim wherein there is provided an identification input means arranged to allow the input of a players identity.
5. A machine as claimed in any preceding claim, wherein the game means includes a processing means arranged, in use, to run code associated with the game being played.
24
6. A machine as claimed in claim 5 wherein, the processing means is arranged to cause a player's identity to be stored.
7. A machine as claimed in claim 3 wherein, the memory means is 5 adapted to store a player's identity.
8. A machine as claimed in any preceding claim wherein, there is provided networking means.
9. A machine as claimed in claim 8 as it depends directly or indirectly from claim 5 wherein, the processing means, communicates with a remote processing means.
10. A machine as claimed in claim 9 wherein, the processing means is arranged to communicate via the networking means with one or more memory means that are remote from the machine.
11. A machine as claimed in any one preceding claim wherein the game means is adapted to require a player to input their identity prior to playing the game.
12. A machine as claimed in any preceding claim wherein the game means is adapted to associate each of the prizes with a predetermined number of qualifying points.
13. A machine as claimed in any one of the preceding claims wherein, the game means is adapted to allow a player to convert qualifying points into a prize of a player's choice.
14. A machine as claimed in claim 7 or any claim dependent directly or indirectly thereon wherein, the game means is adapted to decrement qualifying points stored in association with the stored player's identity by the qualifying points value of a prize selected by a player when a player converts his/her qualifying points into a prize.
15. A machine as claimed in claim 5 or any claim dependent thereon wherein, there is provided a prize selection means in the form of a code running on the processing means.
is
16. A machine as claimed in claim 15 wherein, the code is adapted to cause a prize selection mode to be displayed on a display means.
17. A machine as claimed in either of claims 15 or 16 wherein, the prize selection means further comprises an access means to a remote computer.
18. A machine as claimed in any preceding claim wherein, the machine has associated with it a prize delivery means adapted to cause a prize to 20 be delivered to a player once said prize has been selected by the player.
19. A machine as claimed in claim 18 wherein, the prize delivery means comprise means to cause the prize to be delivered from a site remote from the machine.
20. A machine as claimed in either of claims 18 or 19 wherein, a code running on a processing means causes communication of the prize delivery request over a networking means.
26
21. A machine as claimed in any one of claims 18 to 20 wherein the prize delivery means is arranged to allow a player to collect a prize from the premises in which the machine is situated.
22. A machine as claimed in any preceding claim wherein, a player can obtain a credit payment in lieu of being awarded qualifying points.
23. A machine as claimed in any preceding claim wherein, the machine includes a card reader which is adapted to transfer the players 10 qualification points on to a card.
24. A machine as claimed in claim 7 or any claim dependent thereon wherein, a credit input means is provided and adapted to allow a player to purchase qualifying points for storing against said player's identity.
25. An entertainment machine as substantially hereinbefore described with reference to the accompanying drawings.
26. A network comprising machines according to any preceding claim.
27. A network as claimed in claim 26 wherein the machines are connected to a central server.
28. A network as claimed in claim 26 wherein, the machines are 25 connected peer to peer.
29. A network as claimed in claim 26 wherein, the machines are provided in a combination of server based and peer to peer network arrangements.
27
30. A network as claimed in any of claims 26 to 29 wherein, memory means are provided in a networked location.
31. A network as claimed in any of claims 26 to 29 wherein, each machine has its own memory means and has access to memory means in a networked location.
32. A network as claimed in either of claim 30 or 31 wherein, the network is adapted to allow a player to access the memory means from any machine on the network.
33. A network as claimed in claim 32 wherein the memory means is arranged to store information about prizes available to a player.
34. A network as claimed in claim 33 wherein, a player can, in use, select a prize from any of the machines on the network.
35. A network as claimed in any of claims 26 to 34 wherein, a prize delivery means is provided by code running across the network.
36. A network as substantially hereinbefore described with reference to the accompanying drawings.
37. A method of awarding prizes based on a players achievements comprising allowing a player to play a game on an entertainment machine, accumulate qualifying points by playing the game and then converting the accumulated qualifying points into a non-monetary prize of his/her choice based upon the points accumulated.
28
38. A method according to claim 37 wherein, the prize is delivered to an address specified by the player.
39. A method according to either of claims 37 or 38 wherein, the prize 5 is delivered to the premises where the machine is situated.
40. A method according to claim 39 in which a collection identifier is associated with the delivered prize.
41. A method according to any of claims 37 to 40 wherein, the prize is ordered from a third party.
42. A method according to any of claims 37 to 41, further comprising providing a player with a personal account.
43. A method according to claim 42 further comprising adding qualifying points which a player has won to said personal account.
44. A method according to either of claims 42 or 43 further comprising requiring a security measure to be entered before allowing access to the personal account.
45. A method according to any of claims 37 to 44 further comprising providing a network of games machines.
46. A method according to claim 45 wherein the player can accumulate qualifying points from any machine on the network.
47. A method according to either of claims 45 or 46 wherein, the player can convert qualifying points into prizes from any machine on the network.
48. A method according to any of claims 37 to 47 wherein a player may purchase qualifying points.
49. A method according to any of claims 37 to 48 wherein, a player may purchase prizes directly.
50. A method as substantially hereinbefore described with reference to the accompanying drawings.
GB0101344A 2000-01-19 2001-01-19 Improvements relating to entertainment machines Expired - Lifetime GB2359653B (en)

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GB0001095A GB0001095D0 (en) 2000-01-19 2000-01-19 Improvements relating to entertainment machines
GB0025523A GB0025523D0 (en) 2000-01-19 2000-10-18 Improvemnts relating to entertainment machines

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Publication number Priority date Publication date Assignee Title
GB2406291A (en) * 2001-09-28 2005-03-30 Acres Gaming Inc Player level gaming device customization method
DE102005063078B4 (en) * 2005-12-29 2009-07-09 Novomatic Ag Method of operating a coin-operated entertainment device

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WO1997044750A1 (en) * 1996-05-24 1997-11-27 Harrah's Operating Company, Inc. National customer recognition system and method
US5816918A (en) * 1996-04-05 1998-10-06 Rlt Acquistion, Inc. Prize redemption system for games
US5941772A (en) * 1996-12-02 1999-08-24 Paige; Elena Launzel Apparatus and method for enhancing gambling devices with commercial advertising indicia

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US6113098A (en) * 1998-09-22 2000-09-05 Anchor Gaming Gaming device with supplemental ticket dispenser

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Publication number Priority date Publication date Assignee Title
US5816918A (en) * 1996-04-05 1998-10-06 Rlt Acquistion, Inc. Prize redemption system for games
WO1997044750A1 (en) * 1996-05-24 1997-11-27 Harrah's Operating Company, Inc. National customer recognition system and method
US5941772A (en) * 1996-12-02 1999-08-24 Paige; Elena Launzel Apparatus and method for enhancing gambling devices with commercial advertising indicia

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GB0101344D0 (en) 2001-03-07

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