MXPA06005184A - Method and apparatus for providing an electronic operational event trail for a gaming apparatus - Google Patents

Method and apparatus for providing an electronic operational event trail for a gaming apparatus

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Publication number
MXPA06005184A
MXPA06005184A MXPA/A/2006/005184A MXPA06005184A MXPA06005184A MX PA06005184 A MXPA06005184 A MX PA06005184A MX PA06005184 A MXPA06005184 A MX PA06005184A MX PA06005184 A MXPA06005184 A MX PA06005184A
Authority
MX
Mexico
Prior art keywords
data
game
operation event
controller
programmed
Prior art date
Application number
MXPA/A/2006/005184A
Other languages
Spanish (es)
Inventor
A Paulsen Craig
T Nguyen Binh
Parrott Gregory
Original Assignee
T Nguyen Binh
Parrott Greg
A Paulsen Craig
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by T Nguyen Binh, Parrott Greg, A Paulsen Craig filed Critical T Nguyen Binh
Publication of MXPA06005184A publication Critical patent/MXPA06005184A/en

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Abstract

A gaming apparatus may comprise a display unit, a value input device, a single-write data storage device, and a controller operatively coupled to the display unit, the value input device and the data storage device. The controller may comprise a processor and a memory, and may be programmed to cause said display unit to generate a game display relating to one of the following games:poker, blackjack, slots, keno or bingo, to communicate data representing operational events on said gaming apparatus to said single-write data storage device, to determine a value payout associated with an outcome of a game;and to issue a ticket voucher comprising at least a portion of said operational event data and said value payout.

Description

METHOD AND APPARATUS FOR PROVIDING A REGISTER OF ELECTRONIC OPERATING EVENTS FOR GAME APPARATUS Field of the Invention This patent relates to a game apparatus, which can be either an individual game unit or a game system having a plurality of game units, each game unit that is capable of writing event data. of operation to a single write data storage device.
BACKGROUND OF THE INVENTION Conventional gaming units have temporarily stored operation event data in a first-in, first-out (FIFO) base memory. The memory has a limited storage capacity and only stored operation event data for only a few more recent games. In general, only certain types of operation event data were stored. When new data was written to the memory, the previous data was extracted. If the operation event data was not retrieved for more permanent storage, the data was lost. Government regulations required some types of operating event data, such as data printed on a cash depreciable receipt, to be stored for audit. The data had to remain unchanged and reliable. When a voucher was printed, in the conventional gaming units they have printed the data on a double sheet of paper fixed within the housing of the gaming unit. The paper quickly ran out and had to be replaced frequently (for example, every few days). A conventional single game unit could generate more than hundreds of rolls of used paper per year. The rolls were stored for future audit and data mining. Auditing and data mining often proved difficult and specific information was sought among several thousand rolls of paper. The paper was also bulky, expensive, labor-intensive and subject to the effects of the storage environment. Conventional gaming systems have transmitted operation event data from multiple gaming units to a central data repository for archiving. Using an individual central repository often tends to decrease data transfer because all the data was flowing to an individual point. If the central storage location failed or was destroyed, all operation event data could be lost and the new data may also be lost because only the memory of the game unit was limited. Other conventional gaming systems use a plurality of data storage locations, each of which stores only a particular type of operation event data. If a data warehouse location for a particular type of operation event data fails or is destroyed, the operation event data of that type may be lost, and any additional operation event data of that type could not be stored permanently .
BRIEF DESCRIPTION OF THE INVENTION In one aspect, the invention relates to a gaming system that includes a server computer, a network computer operatively coupled to the server computer and a plurality of gaming devices operatively coupled to the network computer. . The network computer may include a single write data storage device and an operation event handler operatively coupled to the single write data storage device. The operation event handler may include a processor and a memory operatively coupled to the processor. The operation event handler can be programmed to retrieve operation event data, to permanently store the operation event data in the data storage device, and to communicate operation event data to the server computer in a request of the server computer for operation event data. Each game apparatus may include a display unit, a ticket printer capable of generating vouchers, a value input device, and a controller operatively coupled to the display unit, the ticket printer and the value input device. The controller may include a processor and a memory operatively coupled to the processor. The controller can be programmed to cause the display unit to generate a game display that relates to a game, to determine a value payment part associated with a game result, to communicate the operation event data to the controller of the game. operation events, and to cause the ticket printer to issue a receipt comprising at least a portion of the operation event data. The operation event data may comprise accounting data, data without cash, security data, player tracking data or maintenance data.
In another aspect, the invention relates to a gaming apparatus which may include a display or display unit, a value input device, a single write data storage device, and a controller operatively coupled to the unit. display, the value input device and the data storage device. The controller may include a processor and a memory operatively coupled to the processor. The controller can be programmed to cause the display unit to generate a game display that relates to one of the following games: poker, blackjack, downgammon, keno or bingo. The controller can also be programmed to communicate the data representing operation events in the gaming apparatus to the single write data storage device, to determine a value payment part associated with a gaming result, and to issue a voucher. which comprises at least a portion of the operation event data and the value payment part. In still another aspect, the invention relates to a memory having a computer program stored therein. The computer program may be capable of being used in conjunction with a gaming device. The apparatus may include a memory portion physically configured in accordance with the instructions of the computer program that may cause the game apparatus to cause a game display to be generated representing one of the following games: poker, blackjack, slots, keno or bingo, a portion of memory physically configured in accordance with computer program instructions that will cause the gaming apparatus to communicate the data representing the operation events in the gaming apparatus or a single-write data storage device; operation event data comprising one or more of the following types of data: accounting data, data without cash, security data, player tracking data and maintenance data, a portion of memory physically configured in accordance with instructions from computer program that will cause the game apparatus to determine a part of p Aug of value associated with a result of a game, and a portion of memory physically configured in accordance with the instructions of the computer program that will cause the game apparatus to issue a receipt comprising at least a portion of the operation event data and the value payment part. Additional aspects of the invention are defined by the claims of this patent.
Brief Description of the Figures Figure 1 is a block diagram of a mode in a game system according to the invention; Figure 2 is a perspective view of one embodiment of one of the game units shown schematically in Figure 1; Figure 2A illustrates a mode of a control panel for a game unit; Figure 3 is a block diagram of the electronic components of the game unit of Figure 2; Figure 3A is a block diagram of an operation event recorder shown schematically in Figure 3; Figure 4 is a flow diagram of a modality of a main routine that can be performed during the operation of one or more of the game units; Figure 5 is a flow chart of an alternative embodiment of a main routine that can be performed during the operation of one or more of the game units; Figure 6 is an illustration of a modality of a visual display that can be displayed during the performance of the video poker routine of Figure 8; Figure 7 is an illustration of a modality of a visual display that can be displayed during the realization of the video blackjack routine in Figure 9; Figure 8 is a flow diagram of a modality of a video poker routine that can be performed by one or more of the game units; Figure 9 is a flow chart of a modality of a video blackjack routine that can be performed by one or more of the game units; Figure 10 is an illustration of a modality of a visual display that can be displayed during the realization of the slot machine routine of Figure 12; Figure 11 is an illustration of a modality of a visual display that can be displayed during the performance of the video-keno routine of Figure 13; Figure 12 is a flow chart of a modality of a slot routine that can be performed by one or more of the game units; Figure 13 is a flow diagram of a modality of a video-keno routine that can be performed by one or more of the game units; Figure 14 is an illustration of a modality of a visual display that can be displayed during the performance of the video-bingo routine of Figure 15; Figure 15 is a flowchart of a modality of a video-bingo routine that can be performed by one or more of the game units; Figure 16 is a flowchart of an embodiment of an operation event recording routine that can be performed by one or more of the game units.
Detailed Description of the Various Modes Although the following text discloses 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 will be considered as an example only and does not describe each possible embodiment of the invention since the description of each possible modality would be impractical, if not impossible. Many alternative modalities can be implemented, using either the current technology or the technology developed after the date of presentation of this patent, which still falls within the scope of the claims defining the invention. It should also be understood that, unless a term is expressly defined in this patent using the phrase "as used herein," the term u "is defined herein to mean ellipsis" or a similar statement, not it is proposed to limit the meaning of that term, either expressly or by implication, beyond its simple or ordinary meaning, that term should not be construed as limiting the scope on the basis of any statement made in any section of this patent (different from the language of the claims). To the extent that any term cited in the claims at the end of this patent is referred to in this patent in a manner consistent with an individual meaning, this is done for safety and clarity only to not confuse the reader, and it is not proposed that this term of claim is limited, by implication or otherwise, to that individual meaning. Finally, unless a claim element is defined by citing the word "sign" and a function without the relation of any structure, it is not proposed that the scope of any claim element be interpreted based on the application of U.S.C. ? 112, sixth paragraph. Figure 1 illustrates a possible embodiment of a casino game system 10 according to the invention. With reference to Figure 1, the casino game system 10 may include a first group or network 12 of casino game units 20 operably coupled to a network computer 22 via a network data link or bus 24. The system The casino game 10 may include a second group or network 26 of casino game units 30 operatively coupled to a network computer 32 via a network or bus data link 34. The first and second game networks 12, 26 are they can be operatively coupled together via a network 40, which may comprise, for example, the Internet, a wide daily network (WAN), a local area network (LAN) via a first network link 42 and a second network link 44 . The first network 12 of the game units 20 can be provided in a first casino, and the second network 26 of game units 30 can be provided in a second casino located in a separate geographical location than the first casino. For example, the two casinos can be located in different areas of the same city, or they can be located in different states. Where the network 40 comprises the Internet, the data communication can take place on the communication links 42, 44 via an Internet communication protocol. The network 40 may include a plurality of network computers or server computers, each of which may be operatively interconnected with the first and second networks 12, 26. Network computers and / or server computers within the network 40 can be used to collect particular types of data from operation events of computers 22, 32 network. For example, network computers may include a accounting server 46A, a non-cash server 46B, a security server 46C, a player tracking server 46D, and a maintenance server 46E. The operation event data can be collected for all the operation events that are presented in the game unit 20. The network computer 22 can collect the operation event data that relates to any and all events that occur with the game units 20, 30 on networks 12, 26. Each of the 46A-46E server computers they can collect particular types of operation event data from each of the network computers 22, 32. For example, the accounting server 46A can collect accounting data from each of the game units by the network computers 22, 32. Similarly, the non-cash server 46B can collect data without cash (for example, voucher information), the security server 46C can collect security data, the player tracking server 46D can collect player and server tracking data 46E maintenance can collect maintenance data. Each type of operation event data can be collected by 46A-46E server computers on request or periodically (for example, hourly, daily, weekly, etc.). The accounting data can include the number of coins received by the game unit 20 that can be organized by denomination, the number of tickets received by the game unit 20 that can be organized by denomination, the total amount of bets received by the 20 game units that can be organized by denomination, the number of bets placed, the number of games played, the number of players who have played in unit 20 of the game, major prizes that have been won in the game unit, parts of payment made by the game unit 20, of each major prize and part of payment, etc. The non-cash data may include information relating to each receipt issued by the gaming unit 20 in relation to the cash in / out of the gaming unit 20, which may be the same information printed on a cash refund voucher. . The voucher information may be related to an individual sitting of the player in the game unit 20, which may include the total number of games played by the player, the total payment shares determined from the player's bets, bets separated by denomination (for example, $ 5, $ 10, $ 20), payment parts separated by denomination, coins introduced by the player, tickets entered by the player, identification of the machine, identification of the casino, identification of the player, date and time of the determinations of the payment parts and / or issuances of the voucher, major prizes won by the player, etc. The security data may relate to the security events that are presented with the game unit 20 including some access to the game unit 20 (electronically or physically), the opening of the game unit 20, the removal of cash of game unit 20, errors, etc. The security data may be further related to the security and integrity of programs executed in game unit 20. When a program is first loaded or loaded into a game unit 20, the network computer 22, etc., an image of the program can be taken and stored as security data. The program image can be compared to the program at a later time to determine the integrity of the program. Any difference between the image of the program and the program may indicate that the program has been compromised (for example, the program has been rewritten or replaced without authorization). The program can also be associated with a digital signature associated only with the original program. The original signature can be copied and stored as security data for later comparison to prove that the program is the same as the one originally installed / loaded. The player tracking data may include the identity and playing habits of the player such as how much the player has wagered and won (which may include multiple sittings in the 20 game unit), games played, etc. Maintenance data may include data that relates to the status of the money box (for example, full money box, empty cash box), to the state of the coin flip (for example, full-face, empty-line), inclination of the machine, etc. Each type of operation event data may include a date, time and identification of the game unit 20 associated with the operation event. The network computer 22 can be a server computer and can be used to accumulate and analyze data in relation to intrinsic to the operations and events of the game units. For example, the network computer 22 may continuously receive data from previously described operation events of each of the game units 20 indicative of the dollar amount and the number of bets made in each of the units 20. of game, data indicative of how much they are paying in their winnings each of the game units 20, the data regarding the identity and playing habits of the players that play each of the game units 20, etc. The network computer 32 may also be a server computer and may be used to perform the same or different functions in relation to the game units 30 as the network computer 22 described above. Each of the network computers 22, 32 can collect operation event data from the game units 20, 30 within a local area network (LAN) and provide this data to one or more of the 46A-46E computers of server, although the operation event data may also be collected by one or more of the game units 20. The operation event data can be provided to the 46A-46E central computers continuously, periodically or at the request of the central computer. The operation event data may also be shared between the network computers 22, 32 or shared between the game units 20 to provide redundant storage (in mirror) in different locations. Network computers 22, 32 can also support 46A-46E server computers. If one of the server computers 46A-46E fails, the network computers 22, 32 may continue to operate the game system 10 if one of the network computers 22, 32 fails, one or more of the remaining network computers may operate on behalf of the failed network computer.
Although each network 12, 26 is shown to include a network computer 22, 32, and four game units 20, 30, it should be understood that different numbers of computers and game units may be used. For example, the network 12 may include a plurality of network computers 22 and tens or hundreds of game units 20, all of which may be interconnected via the data link 24. The data link 24 may be provided as a delicate wired link or a wireless link. Although the data link 24 is shown as the individual data link 24, the data link 24 may comprise multiple data links. The casino game system 10 described above may be equally applicable to a lottery system sponsored by the government. The government-sponsored lottery systems may refer to a network of interactive lottery units similar to the network 12 of the game units 20 described above. In this example, each independent game unit 20, 30 can act as an interactive lottery unit capable of playing a variety of casino games such as lottery, keno, video-poker, video-blackjack, video-bingo, slots. , etc. The operation event data can be sent to the lottery server computers similar to the server computers 46A-46E described above, or remain with the network computers 22, 32 that can analyze the operation event data. The system 10 illustrated in Figure 1 may represent the network arrangement of a government-sponsored establishment that provides a lottery-type game. The lottery units can be distributed throughout an establishment and connect with a LAN, or through multiple establishments and connect to a WAN. In addition, the LAN and / or WAN connected to each of the lottery units may include one or more buses, routers, gateways and other network equipment, separate and secure, to provide continuous and / or redundant connectivity to the network. The network, configured in this way, provides a system for players to participate collectively in a centralized game of lottery, keno, poker, blackjack, bingo or slots. This may include competitive participation or passive participation. A lottery-type game can refer to a game with a predetermined number of wins where only a predetermined number of bets can result in a payment part. The predetermined number of wins can refer to value payment shares greater than a predetermined amount, while smaller value payment parties do not account for the predetermined number of wins. For example, on a given day, the central lottery server of a government-sponsored lottery-type game can allow a total of only five wins out of a hundred lottery units. A lottery-type game can also pay winning bets from a limited cast set, which can be shared equally among all winning bets. The casting set can be an established amount of money or a progressive payment payment part that continues to grow as more bets are made. In general, a predetermined number of wins can only be allowed within a given period of time, within a given number of bets, within a given number of players or lottery units, etc. Casino games, on the other hand, can allow an unlimited number of wins creating the possibility that each bet can result in a win. Figure 2 is a perspective view of a possible embodiment of one or more of the game units 20. Although the following description addresses the design of the game units 20, it should be understood that the game units 30 and the lottery units may have the same design as the game units 20 described below. It should be understood that the design of one or more of the game units 20 may be different from the design of the other game units 20, the design of one or more of the game units 30 may be different than the design of other game units 30, and that the design of one or more of the lottery units may be different than the design of other lottery units. . Each game unit 20 may be any type of casino game unit or lottery unit and may have several different structures and different methods of operation. For purposes of example, various designs of game units 20 are described below, but it should be understood that numerous different designs may be used. With reference to Figure 2, the casino game unit 20 may include a housing or cabinet 50 and one or more input devices, which may include a coin slot or coin acceptor 52, a paper currency acceptor 54, an ticket reader / printer 56 and a card reader 58, which can be used to input the value to the game unit 20. A value entry device can include any device that can accept the value of a client. As used herein, the term "value" may encompass coins, paper currency, vouchers, credit or debit cards, smart cards, and any other object representative of value. If the game unit 20 is provided, the ticket reader / printer 56 may be used to read and / or print or otherwise code the receipts 60. The vouchers 60 may be composed of paper or other printable or codable material and may have one or more of the following information points printed or encoded in it; the name of the casino, the type of voucher, a validation number, a barcode with control and / or security information, the date and time of issuance of the voucher, instructions and reimbursement restrictions, a description of the prize, and any other information that may be necessary or desirable including the information described above for a voucher. A receipt 60 issued by a game unit 20 may also include a variety of information that relates to the operation event data that relates to the player and / or the game unit 20, including the number of games played, the amounts won or lost, bets in quantity, particular denominations used to place bets, the identification of the casino, the identification of the game unit 20, the time and date of issue, time and date of bets, etc. For security purposes, the receipt 60 may be encoded or printed with the identification of the player, which may simply be the name or signature of the player, but may also be an encrypted code representa of the player's entity. In one example, the signature of the player may have been previously scanned and converted to a code. When the player reimburses the receipt 60, the player may be required to produce the identification. The code can be decrypted and compared to the player's identification (for example, signature, photo identification, etc.). Different types of vouchers can be used, such as vouchers, cash vouchers, casino chip vouchers, additional game vouchers, merchandise receipts, restaurant vouchers, show vouchers, etc. The vouchers 60 can be printed with an optically readable material such as ink, or the data in the sales vouchers can be encoded in magnetic form. The ticket reader / printer 56 can be provided with the ability to both read and print receipts 60, or can be provided with the ability to only read or only print or code receipts 60. In the latter case, for example, some of game units 20 may have ticket printers 56 that may be used to print vouchers 60, which may then be used by a player in other game units having ticket readers 56. If provided, the card reader 58 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 like a credit card or a player tracking card. If provided for player tracking purposes, the card reader 58 can be used to read data from, and / or write data to, the player tracking card that is capable of storing data representing a player's identity, identity of a casino, the gambling habits of the player, etc. The game unit 20 may include one or more audio speakers 62, a coin payment portion tray 64, an input control panel 66, and a display or display unit 70. Where the game unit 20 is designed to facilitate the play of a video casino game, such as video poker or video slots, the display unit 70 may be a color video display unit that displays images that are related to the game or particular games. Where the game unit 20 is designed to facilitate the play of a reel-type slot machine, the display unit 70 may comprise a plurality of rotatable mechanical reels, with each of the reels having a plurality of reel images. placed in them.
The audio loudspeakers 62 can generate audio representing sounds such as the noise of a slot machine reels, the voice of a merchant, music, advertisements or other audio related to a casino game. The input control panel 66 can be provided with a plurality of contact buttons or touch sensitive areas that can be pressed by a player to select games, make bets, make game decisions, etc. Figure 2A illustrates a possible mode of the control panel 66, which may be used where the game unit 20 is a slot machine having a plurality of "virtual" mechanical reels. With reference to Figure 2A, if the display unit 70 is provided in the form of a video display unit, the control panel 66 may include a "See Payments" button 72 which, when activated, causes the display unit 70 generates one or more display screens showing the odds or information of payment parts for the game or games provided by the game unit 20. As used herein, the term "button" is intended to encompass any device that allows a player to make an entry, such as an input device that must be depressed to make an input selection or a display area that a player can simply touch. The control panel 66 can include a "Cash Out" button 74 that can be activated when a player decides to end the game in the game unit 20, in which case the game unit 20 can return the value to the player, such as returning several coins to the player via tray 64 of payment. If the game unit 20 provides a slot game having a plurality of reels and a plurality of pay lines defining the winning combinations of the symbols on the reels, the control panel 66 can be provided with a plurality of buttons 76 of selection, each of which allows the player to select a different number of pay lines before spinning the reels. For example, five buttons 76 may be provided, each of which may allow a player to select one, three, five, seven or nine pay lines. If the game unit 20 provides a slot game having a plurality of reels, the control panel 66 can be provided with a plurality of selection buttons 78 each of which allows a player to specify a bet amount for each selected payment line. For example, if the smallest bet accepted by the game unit 20 is a quarter ($ 0.25), the game unit 20 may be provided with five selection buttons 78, each of which may allow a player to select one, two, three, four or five rooms to bet for each selected payment line. In this case, if a player activated the button 76"5" (meaning that five pay lines were to be paid in the next turn of the reels), and then activated the button 78 of "3" (meaning that they are going to bet three currencies by lines of payment), the total bet will be of $ 3.75 (assuming that the minimum bet was of $ 0.25). The control panel 66 may include a button "Maximum Bet" 80 to allow a player to make the maximum allowable bet for a game. In the previous example, where up to nine payment lines were provided and up to five quarters can be bet for each selected payment line, the maximum bet will be 45 quarts, or $ 11.25. The control panel 66 may include a spin button 82 to allow the player to initiate the spin of the reels of a slot game after a bet has been made. In Figure 2A, a rectangle is shown around the buttons 72, 74, 76, 78, 80, 82. It should be understood that each rectangle simply designates, for ease of reference, an area in which the buttons can be located., 74, 76, 78, 80, 82. Accordingly, the term "Control Panel" should not be construed as implying that a separate panel or plate is required from the housing 50 of the game unit 20, and the term "Panel Control "may encompass a plurality or grouping of buttons activated by the player. Although a possible control panel 66 is described above, it should be understood that different buttons may be used in the control panel 66, and that the particular buttons used may depend on the game or games that may be played in the game unit 20. If the display unit 70 is provided as a video display unit, the control panel 66 can be generated by the display unit 70. In this case, each of the buttons of the control panel 66 may be a colored area generated by the display unit 70, and some type of mechanism may be associated with the display unit 70 to detect when each of the buttons, such as a touch-sensitive screen. Game unit electronics Figure 3 is a block diagram of several components that can be incorporated into game unit 20. With reference to Figure 3, the game unit 20 may include a controller 100 which may comprise a program memory 102, a microcontroller or microprocessor (MP) 104, a random access memory (RAM) 106 and the input circuit- output (I / O) 108, all of which can be interconnected with an address / data bus 110. It should be appreciated that although only one microprocessor 104 is shown, the controller 100 may include multiple microprocessors 104. Similarly, the memory of the controller 100 may include multiple RAM 106 and multiple program memories 102. The RAM 106 may be a non-volatile program memory that temporarily stores the operation event data on a first-in, first-out (FIFO) basis. Although the I / O circuit 108 is shown as an individual block, it should be appreciated that the I / O circuit 108 may include several different types of I / O circuits. RAM 104 and program memories 102 can be implemented as semiconductor memories, magnetically readable memories, and / or optically readable memories, by way of example. Although the program memory 102 is shown in Figure 3 as a read only memory (ROM) 102, the program memory of the controller 100 may be a read / write or alterable memory, such as a hard disk. In the case that a hard disk is used as a program memory, the address / data bus 110 shown schematically in Figure 3 may comprise multiple address / data buses, which may be of different types, and where there may be a circuit 1/0 placed between the address / data buses. Figure 3 illustrates that the control panel 66, the coin acceptor 52, the bill acceptor 54, the card reader 58 and the ticket reader / printer 56 can be operatively coupled to the I / O circuit 108, each of these components that is coupled by either a unidirectional or bidirectional data link, single line or multiple lines, which may depend on the design of the component used. The loudspeakers 62 can be operatively coupled to a sound circuit 112, which may comprise a sound and speech synthesis circuit which may comprise an actuator circuit. The sound generating circuit 112 can be coupled to the I / O circuit 108. An operation event recorder 114 can be operatively coupled to the I / O circuit 108 with a unidirectional or bidirectional link, single line or multiple lines. The operation event recorder 114 can be used to recover operation event data from the game unit 20 that can be temporarily stored in the RAM 106. As shown in Figure 3, the components 52, 54, 56, 58 , 66, 112, 114 can be connected to the I / O circuit 108 via a representative direct line or driver.
Different connection schemes can be used. For example, one or more of the components shown in Figure 3 can be connected to the I / O circuit 108 via a common bus or other data link that is shared by several components. Additionally, some of the components can be connected directly to the microprocessor 104 without passing through the 1/0 circuit 108. The game unit 20 may further include several sensors (not shown) operatively coupled to the controller 100 which monitors the operation events in the game unit 20. For example, the housing 50 may include a sensor to detect the opening of the housing 50 that can be considered a safety event. The sensor can transmit a signal to the controller 100 that can associate a timestamp with the security event. The security event and the associated timestamp can be temporarily stored in the memory of the controller 100 as operation event data. Additional sensors may be provided in the card reader 58 to provide tracking data of the player, the coin acceptor 52 and the bill acceptor 54 for accounting data, the ticket reader / printer 56 to provide data without cash, the hacker of coins and the money box to provide maintenance data, etc. The operation event data of a particular type can be provided by sensors in more than one of the components 52, 54, 56, 58, 66, 112, 114. For example, player tracking data can be provided by censors in the control panel 66 to detect the selections of the players, in addition to the card reader 58. Figure 3A is a block diagram of the operation event recorder 114. With reference to Figure 3A, the operation event recorder 114 may comprise an operation event controller 120. The operation event controller 120 may comprise a program memory 122, a microcontroller or microprocessor (MP) 124, a random access memory (RAM) 126 and an input / output (I / O) circuit 128, all of which can be interconnected via an address / data bus 130. A network or bus data link 132 can be operatively coupled to circuit 128 of I / O, and therefore the operation event recorder 114 to the game unit controller 100 and / or the network 12. It should be appreciated that although only one microprocessor 124 is shown, the operation event controller 120 may include multiple processors 124. Similarly, the memory of the operation event controller 120 may include multiple RAM 126 in multiple program memories 122. RAM 126 may be a non-volatile memory. The operation event recorder 114 may further include one or more buffers 134, 136 and a data storage device 138 operatively coupled to the operation event controller 120 and the input / output circuit 128. The buffers 134, 136 may be provided in addition to or as an alternative to the RAM 126. The buffers 134, 136 may be non-volatile memory for temporarily storing the operation event data. When the first buffer memory 134 is filled, the operation event data can be written to the data storage device 138. During operation and writing, the second buffer 136 may continue to receive the operation event data. The data storage device 138 can be a single write data storage device which can be an optical disk drive with a writable optical disk, a magnetic disk drive with a magnetic disk, a solid state memory device, a hard drive, or any other device that can be written with data once, but not removable or erasable once the data is written (ie, only one write or read only). Writable optical disk and magnetic disk can be removable from the optical disk drive and the magnetic disk drive, respectively, when they are full. The discs can then be replaced with other discs and the original disc can be stored in a secure location. However, it is possible that the capacity of the disks allows the operation event data for the life of a game unit 20 to be recorded without replacing the disc. In one embodiment the writable optical disk and the magnetic disk can be compressed to retain more data of operation events. If DVD-RW, CD-RW or other writable disks are used, the operation event data can be protected with encryption to prevent alteration or deletion and to prevent unauthorized access to effectively cause the writable disk to be a single write-only data storage disk. Encryption can also be used in conjunction with uniquely write-only reading devices such as CD-R and DVD-R. Additionally, digital reference points may be written at random in the operation event data when written to the data storage device 138 to determine if the data has been altered. The data storage device 138 may be stored securely within the housing 50 of the game unit 20 or within the housing of the game computer 22 to prevent unauthorized access. The operation event recorder 114 can be incorporated in each game unit 20 in the network 12 or only in a few game units 20 in the network 12. If the operation event recorder 114 is incorporated in only a few units 20 of gaming on the network 12, the operation event controller 114 can remain operatively coupled to the controllers 100 and the remaining game units 20 to receive operation event data within the gaming units 20 in network 12. The recorder 114 of operation events may also be incorporated into the network computer 22 which may receive operation event data from all game units 20 in the network 12. If the operation event recorder 114 is incorporated into the computer 22 of network, the operation event data may be copied to other recorders 114 of operation events in the remaining network computers 32. Multiple recorders 114 of operation events may be incorporated in an individual device (eg, multiple recorders 114 of operation events in a single game unit 20, etc.). Although the operation event recorder 114 is described above as being operatively coupled to the game unit controller 100, it will be recognized that the controller 100 can function as the operation event controller 120, in which case the controller 100 can be operatively coupled to buffers 134, 136 and data storage device 138, although RAM 106 may function as buffers 134, 136.
Complete Play Unit Operation One way in which one or more of the game units 20 (and one or more of the game units 30) can be operated is described below in conjunction with various flowcharts representing several portions or routines of one or more computer programs, which may be stored in one or more of the memories of the controller 100. The computer programs, or portions thereof, may be stored remotely, outside the game unit 20, and can control the operation of the game unit 20 from a remote location. This remote control can be facilitated by the use of a wireless connection, or by an Internet interface that connects the game unit 20 with a remote computer (such as one of the network computers 22, 32) that has a memory in the which portions of computer programs are stored. Portions of computer programs can be written in any high-level language such as C, C ++, C #, Java or similar or any low-level assembly or machine language. By storing the portions of the computer program therein, the various portions of the memories 102, 106 are configured in a physical and / or structural manner according to the instructions of the computer programs. Figure 4 is a flowchart of a main operation routine 200 that can be stored in the memory of the controller 100. With reference to Figure 4, the main routine 200 can begin operation in the block 202 during which it can be perform an attraction sequence in an attempt to induce a potential player in a casino to play the game unit 20. The attraction sequence may be performed by displaying one or more video images in the display unit 70 (if provided as a video display unit) and / or causing one or more of the segments to be generated with the speakers 62. of sound, such as voice or music. The attraction sequence may include a display list of games that can be played in the game unit 20 and / or video images of the various games that are played, such as video poker, video blackjack, video slots, video-keno, video-bingo, etc. During the realization of the attraction sequence, if a potential player makes any entry to the game unit 20 as determined in block 204, the attraction sequence can be determined and a game selection display can be generated in the unit 70 display (if provided as a video display unit) in block 206 to allow the player to select a game available in game unit 20. The game unit 20 can detect a block input 204 in various ways. For example, the game unit 20 can detect if the player presses any button on the game unit 20; the game unit 20 can determine whether the player deposited one or more coins in the game unit 20; the game unit 20 can determine whether the player deposited paper currency in the game unit 20; etc. The game selection display generated from block 206 may include, for example, a list of video games that can be played in the game unit 20 and / or a visual message to invite the player to deposit the ball in the unit 20. of game. As long as the game selection display is generated, the game unit 20 can expect the player to make a selection of the game. In the selection of one of the games by the player as determined in block 208, the controller 100 may cause several game routines to be performed to allow the selected game to be played. For example, gaming routines may include a video poker routine 210, a video-blackjack 220 routine, a slot machine 230, a video-keno routine 240, and a video bingo routine 250. In block 208, if the game is not selected within a given period of time, the operation can be diverted back to block 202. After one of the routines 210, 220, 230, 240, 250 has been performed to allow the player to play one of the games, block 260 can be used to determine if The player wants to finish playing in the game unit 20 or select another game. If the player wishes to stop the game of the game unit 20, the desire that can be expressed, for example, by selecting a "Cash Out" button, the controller 100 may distribute the value to the player in block 262 on the basis of to the result of the games played by the player. The dispensing in block 262 may include storing the data in controller memory 100 as operation event data, together with the date, time, identification of the game unit, player identification, amount of payment part, etc. The operation may then return to block 202. If the player does not wish to exit as determined in block 260, the routine may return to block 208 where the game selection display may be generated again to allow the player to select another game. It should be noted that although in Figure 4 five game routines are shown, a different number of routines can be included to allow playing a different number of games. The game unit 20 can also be programmed to allow the play of different games. Figure 5 is a flowchart of an alternative main operating routine 300 that can be stored in the memory of the controller 100. The main routine 300 can be used for game units 20 that are designed to allow the game of only one game individual or individual type of game. With reference to Figure 5, the main routine 300 may begin operation in block 302 during which an attraction sequence may be performed in an attempt to induce a potential player in a casino to play the game unit 20. The attraction sequence may be performed by displaying one or more video images in the display unit 70 (if provided as a video display unit) and / or causing one or more sound segments to be generated by the speakers 62. , such as voice or music. During the realization of the attraction sequence, if a potential player makes any entry to the game unit 20 as determined in block 304, the attraction sequence can be determined and a game display can be generated in the unit 70 of display (if provided as a video display unit) in block 306. The generated game display of block 306 may include, for example, an image of the casino game that can be played in game unit 20 and / or a visual message to invite the player to deposit the value in the game unit 20. In block 308, the game unit 20 can determine whether the player requested information regarding the game, in which case the requested information can be displayed in block 310. Block 312 can be used to determine whether the player requested start of a game, in which case a game routine 320 can be performed. The game routine 320 may be any of the game routines described herein, such as one of five game routines 210, 220, 230, 240, 250, or other game routine. After the routine 320 has been performed to allow the player to play the game, the block 322 can be used to determine if the player wishes to finish playing in the game unit 20. If the player wishes to stop the game of the game unit 20, I wish that it can be expressed for example by selecting a "Cash Out" button, the controller 100 may distribute the value to the player in block 324 based on the result of the games played by the player and store the operation event data in the controller 100 memory. The operation may then return to block 302. If the player does not wish to exit as determined in block 322, the operation can return to block 308.
Video-Poker Where the game unit 20 is designed to facilitate the play of a video poker game, the display unit 70 may comprise a video display unit. Figure 6 is an exemplary display 350 that can be displayed on the display unit 70 during the performance of the video poker routine 210 shown schematically in Figure 4. With reference to Figure 6, the display 350 can include the 352 video images and a plurality of game cards representing the player's hand, such as five cards. To allow the player to control the game of the video poker game, a plurality of buttons selectable by the player can be displayed. The buttons may include a "Hold" button 354 placed directly below each of the images 352 of the game cards, a "Cash Out" button 356, a "See Pay" button 358, a 360 button "Bet a Credit", a button 362 of "Betting Maximum Credits", and a button 364 of "Distribution of Cards / Draw". The display 350 may also include an area 366 in which the number of credits or remaining value is displayed. If the display unit 70 is provided with a touch-sensitive screen, the buttons 354, 356, 358, 360, 362, 364 can be part of the video display 350. Alternatively, one or more of these buttons may be provided as part of a control panel that is provided separately from the display unit 70. Figure 8 is a flowchart of the video poker routine 210 shown schematically in Figure 4. With reference to Figure 8, in block 370, the routine can determine whether the player has requested information from the payment party. , such as when activating the "See Payment" button 358, in which case in block 372, the routine may cause one or more payment tables to be displayed in the display unit 70. In block 374, the routine can determine whether the player has made a bet, such as by pressing the "Bet a Credit" 360 button, in which case in block 376, the betting data corresponding to the bet made by the player, in the memory of the controller 100 as data of operation events, together with the date, time, identification of the game unit, identification of the player, amount of bet, total amount of bet, etc. In block 378, the routine can determine if the player has pressed button 362 of "Bet Maximum Credits", case in which, in block 380 the bet data corresponding to the maximum allowable bet can be stored in the controller memory 100 that can also be stored as operation event data. In block 382, the routine can determine if the player wishes a new hand to be dealt, which can be determined by detecting whether the "card / draw" button 364 was activated after a bet was made. In this case, block 384 can "Handle" a video poker hand by having the display unit 70 generate the images 352 of the playing cards. After the hand is dealt, in block 386, the routine can determine if any of the "Hold" buttons 354 has been activated by the player, in which case the data with respect to which of the images 352 of cards of the game being "Withheld" can be stored in the controller 100 in block 388. If the button "Letter Distribution / Draw" is activated again as determined in block 390, each of the images 352 of cards of game that is not "Withheld" can be made to disappear from the video display 350 and can be replaced by a new game card image 352, selected at random, in block 392. In block 394, the routine can determining whether the poker hand represented by the 352 images of playing cards currently displayed is a winner. That determination can be made by comparing the data representing the poker hand currently displayed with the data representing all possible winning hands., which can be stored in the memory of the controller 100 as operation event data. If there is a winning hand, a payment value corresponding to the winning hand can be determined in block 396. In block 398, the cumulative value with the player's credit numbers can be updated by subtracting the bet made by the player and when adding, if the hand was a winner, the payment value determined in block 396. The cumulative value or credit number may also be displayed in the display area 366 (Figure 6) of storing in the controller memory 100 as operation event data. Although the video poker routine 210 is described above in conjunction with the five-card individual poker hand, the routine 210 can be modified to allow other versions of poker to be played. For example, you can play seven-card poker, or you can play open poker. Alternatively, multiple hands of poker can be played simultaneously. In this case, the game may begin to hand out an individual poker hand, and the player may be allowed to retain certain cards. After deciding which cards to retain, the retained cards can be duplicated in a plurality of different poker hands, with the remaining cards for each of these poker hands being determined at random.
Video-Blackjack Where the game unit 20 is designed to facilitate the play of a video-blackjack game, the display unit 70 may comprise a video display unit. Figure 7 is an exemplary display 400 that can be displayed on the display unit 70 during the realization of the video-blackjack routine 220 shown schematically in Figure 4. With reference to Figure 7, the display 400 can include the 402 video images of a pair of playing cards representing the hand of a card dealer, with one of the cards shown face up and the other card shown face down, and the 404 images of a pair of cards of game that represent the hand of a player, with both cards shown face up. The "Letter Dispenser" can be game unit 20. To allow the player to control the game of the video-blackjack game, a plurality of buttons selectable by the player can be displayed. The buttons may include a "Cash Out" button 406, a "See Pay" button 408, a "Stay" button 410, a "hit" button 412, a "bet a credit" button 414, and a button 416 of "Betting Maximum Credits". The display 400 may also include an area 418 in which the number of credits or remaining value is displayed. If the display unit 70 is provided with a touch-sensitive screen, the buttons 406, 408, 410, 412, 414, 416 can be part of the video display 400. Alternatively, one or more of these buttons may be provided as part of a control panel that is provided separately from the display unit 70. Figure 9 is a flowchart of the video-blackjack routine 220 shown schematically in Figure 4. With reference to Figure 9, the video-blackjack routine 220 can start at block 420 where it can determine if it has been done a bet on the player. This can be determined, for example, by detecting the activation of either button 414 of "Bet a Credit" or button 416 of "Betting Maximum Credits". In block 422, the bet data corresponding to the bet made in block 420 can be stored in the memory of controller 100 as operation event data. In block 424, the hand of the card dealer and the player's hand can be "dealt" by making the images 402, 404 and game cards appear in the display unit 70. In block 426, the player is allowed to "give", in which case in block 428 another card will be dealt to the player's hand by having another 404 game card image appear in display 400. If the player is successful, block 430 can determine if the player has "Bankruptcy", or is exceeded 21. If the player is not bankrupt, blocks 426 and 428 can be made again to allow the player to re-split. If the player decides not to give it, in block 432, the routine can determine if the dealer of cards should be given. Whether the dealer is dealt, it can be determined according to the predetermined rules, such that the dealer is always dealt if the dealer's hand totals 15 or less. If the dealer is given, in the block 434 the hand of the card dealer can be dealt another card by having another image 402 of the game card appear on the display 400. In block 436, the routine can determine if the card dealer has bankruptcy. If the card dealer does not have bankruptcy, blocks 432, 434 can again be made to allow the card dealer to be given again.
If the card dealer is not given, in block 436 the result of the blackjack game and a corresponding payment can be determined based on, for example, if the player or the card dealer has the highest hand that does not exceed to 21. The result and the payment can be stored in the memory of the controller 100 as operation event data. If the player has a winning hand, a distribution or payment value corresponding to the winning hand can be determined in block 440. In block 442, the cumulative value or credit number of the player can be updated by subtracting the bet made by the player and by adding, if the player wins, the value of distribution or determined payment of block 440. The cumulative value or number Credit can also be displayed in the display area 418 (Figure 7) and stored in the memory of the controller 100 as operation event data.
Slot Machines Where the game unit 20 is designed to facilitate the play of a video slot game, the display unit 70 may comprise a video display unit. Figure 10 is an example display 450 that can be displayed in the display unit 70 during the realization of the slot routine 230 shown schematically in the Figure. With reference to Figure 10, the display 450 may include video images 452 of a plurality of reels of slot machines, each of the reels having a plurality of reel symbols 454 associated therewith. Although the display 450 shows five reel images 452, each of which may have three reel symbols 454 that are visible at the same time, other reel configurations may be used. To allow the player to control the game of the slot game, a plurality of buttons selectable by the player can be displayed. The buttons may include a "Cash Out" button 456, a "See Pay" button 458, a plurality of "Payline Selection" buttons 460 each of which allows the player to select a different number of pay lines before "spinning" the reels, a plurality of betting buttons 462 each of which allows a player to specify a bet amount for each selected payline, a "spin" button 464, and a 466"Maximum Bet" button to allow a player to make the maximum allowable bet. Figure 12 is a flowchart of the slot routine 230 shown schematically in Figure 10. With reference to Figure 12, in block 470, the routine can determine whether the player has requested information from the payment party, such as as when activating the "See Payment" button 458, in which case in block 472 the routine may cause one or more payment tables to be displayed in the display unit 70. In block 474, the routine can determine whether the player has pressed one of the pay line selection buttons 460, in which case in block 476 the data corresponding to the number of pay lines selected by the player can be stored in the memory of the controller 100 as operation event data. In block 478, the routine can determine if the player has pressed one of the buttons 462 of bet selection, in which case in block 480 the data corresponding to the amount of bet per line of pay can be stored in the controller 100 memory as operation event data. In block 482, the routine can determine whether the player has pressed button 466 of "Maximum Bet", in which case in block 484 memory data of controller 100 can be stored in the memory of controller 100, as data of operation events. the bet (which may include both the payline data and the payline data per bet) that correspond to the maximum allowable bet. If the "Rotate" button 464 has been activated by the player as determined in block 486, in block 488 the routine can cause images 452 of the reels of the slot machine to start "Rotate" to simulate the appearance of a plurality of spinning machine mechanical reels. In block 490, the routine can determine the positions at which the images of the reels of the slot machine will stop, or of the 454 images of particular symbols that will be displayed when the rotation of the reel images 452 is stopped. In block 492, the routine can stop spinning spool images 452 by displaying the stationary spool images 452 and images of three symbols 454 for each spool image 452 stopped. Virtual reels can be stopped from left to right, from the player's perspective, or in any other way or sequence. The routine can provide the possibility of a game or round of bonus if certain conditions are met, such as the display in the detached reel images 452 of a particular symbol 454. If there is a bonus condition as determined in block 494, the routine may proceed to block 496 where a bonus round may be played. The bonus round can be a different game than the slot machine, and many other types of bonus games can be provided. If the player wins the bonus round, or receives credits or bonus points in the bonus round, a bonus value can be determined in block 498. A distribution or payment value corresponding to the result of the slot game and / or the bonus round can be determined in block 500 and stored in the memory of controller 100 as operation event data. In block 502, the cumulative value or player's credit number can be updated by subtracting the bet made by the player and by adding, if the slot game and / or bonus round was a winner, the determined payment value of the block 500 that can be stored in the memory of the controller 100 as operation event data. Although the above routine has been described as a virtual slot machine routine in which reels of slot machine are represented as images in the display unit 70, the actual reels of the slot machine which are capable of being rotated can be used instead , in which case the display unit 70 can be provided in the form of a plurality of rotatable mechanical reels, each of the reels having a plurality of reel images placed therein.
Video-keno Where the game unit 20 is designed to facilitate the play of a video-keno game, the display unit 70 may comprise a video display unit. Figure 11 is an exemplary display 520 that can be displayed on the display unit 70 during the performance of the video-keno routine 240 shown schematically in Figure 4. With reference to Figure 11, the display 520 can include a 522 video image in a plurality of numbers that were selected by the player before the start of the keno game and a video image 524 of a plurality of numbers randomly selected during the keno game. The randomly selected numbers can be displayed in a grid pattern. To allow the player to control the game of the keno game, a plurality of buttons selectable by the player can be displayed. The buttons may include a "Cash Out" button 526, a "See Payment" button 528, a "Bet a Credit" button 530, a "Bet Maximum Credits" button 532, a "Select Ticket" button 534", a button 536 of" Select Number ", and a button 538 of" Play ". The display 520 may also include an area 540 in which the number of credits or remaining value is displayed. If the display unit 70 is provided with a touch-sensitive screen, the buttons can be part of the video display 520. Alternatively, one or more of these buttons may be provided as part of a control panel that is provided separately from the display unit 70. Figure 13 is a flow diagram of the video-keno routine 240 shown schematically in Figure 4. The keno routine 240 can be used in conjunction with an individual game unit 20 where an individual player is playing a game of keno , or the keno routine 240 can be used in conjunction with multiple game units where multiple players are playing a single keno game. In the latter case, one or more of the acts described below can be performed either by the controller 100 in each game unit or by one of the network computers 22, 32 to which the multiple units are operatively connected. 20 of game. With reference to Figure 13, in block 550, the routine can determine whether the player has requested information from the payment party, such as by activating the "See Payment" button 528, in which case in block 552 the Routine can cause one or more payment tables to be displayed in the display unit 70. In block 554, the routine can determine if the player has made a bet, such as by pressing button 530 of "Bet a Credit" or button 532 of "Betting Maximum Credits", case in which in block 556 the bet data corresponding to the bet made by the player can be stored in the memory of the controller 100 as operation event data. After the player has made a bet, in block 558 the player can select a keno ticket, and in block 560 the ticket can be displayed in display 520. In block 562, the player can select one or more game numbers, which may be within a range set by the casino. After they are selected, the player's game numbers can be stored in controller memory 100 as operation event data in block 564 and can be included in image 522 in display 520 of block 566. After a For a certain amount of time, the keno game can be approached by additional players (where several players are playing a single keno game using multiple 20 game units). If the keno game is to begin as determined in block 568, in block 570 a game number within a range set by the casino can be randomly selected either by the controller 100 or a central computer operatively connected to the controller, such as one of network computers 22, 32. In block 572, the number of randomly selected games can be displayed in the display unit 70 and the display units 70 of the other game units 20 (if any) that are comprised in the same keno game. In block 574, controller 100 (or the host computer noted above) can increment an account that keeps track of how many game numbers have been selected in block 570. In block 576, controller 100 (or one of the network computers 22, 32) can determine whether a maximum number of game numbers within the range has been selected at random. If not, other game numbers can be randomly selected in block 570. If the maximum number of game numbers has been selected, in block 578, controller 100 (or a central computer) can determine if there is a sufficient number. of correspondence between the game numbers selected by the player and the game numbers selected in block 570 to cause the player to win. The number of matches may depend on how many numbers the player selected and the particular rules of keno that are used. If there is a sufficient number of correspondences, a payment part can be determined in block 580 to compensate the player for winning the game. The payment part may depend on the number of matches in which the game numbers selected by the player and the game numbers randomly selected in block 570. In block 582, the cumulative value or player's credit number may be updated by subtracting the bet made by the player and adding, if the keno game won, the value of the payment part determined in block 580. This information may be stored in the memory of the controller 100 as operation event data. The cumulative value or credit number may also be displayed in the display area 540 (Figure 11).Video-Bingo Where the game unit 20 is designed to facilitate the play of a video-bingo game, the display unit 70 may comprise a video display unit. Figure 14 is an exemplary display 600 that can be displayed on the display unit 70 during the performance of the video bingo routine 250 shown schematically in Figure 4. With reference to Figure 14, the display 600 can include a or more 602 video images of a bingo card and the images of the bingo numbers selected during the game. 602 images of bingo cards can have a grid pattern. To allow the player to control the game of the bingo game, a plurality of buttons selectable by the player can be displayed. Buttons may include a "Cash Out" button 604, a "See Payment" button 606, a "Bet a Credit" button 608 a "Bet Max Credits" button 610, a "Select Letter" button 612 and a 614"Play" button. The display 600 may also include an area 616 in which the number of credits or remaining value is displayed. If the display unit 70 is provided with a touch-sensitive screen, the buttons can be part of the video display 600. Alternatively, one or more of these buttons may be provided as part of a control panel that is provided separately from the display unit 70. Figure 15 is a flow diagram of the routine 250 of video-bingo shown schematically in Figure 4. The bingo routine 250 can be used in conjunction with an individual game unit 20 where an individual player is playing a bingo game, or the bingo routine 250 can be used in union with multiple game units 20 where multiple players are playing an individual bingo game. In this last case, one or more of the acts described below can be performed either by the controller 100 in each game unit 20 or by one of the network computers 22, 32 to which they are operatively connected to the multiple 20 game units. With reference to Figure 15, in block 620, the routine can determine whether the player has requested information from the payment party, such as by activating button "See Payment" 606, in which case in block 622 the routine may cause one or more payment tables to be displayed in the display unit 70. In block 624, the routine can determine whether the player has made a bet, such as having pressed button 608 of "Bet a Credit" or button 610 of "Betting Maximum Credits", case in which in block 626 the bet data corresponding to the bet made by the player can be stored in the memory of the controller 100 as operation event data. After the player has made a bet, in block 628 the player can select a bingo card, which can be generated randomly. The player can select more than one bingo card, and there can be a maximum number of bingo cards that a player can select. After the game is to begin as determined in block 632, in block 634 a bingo number can be randomly generated by controller 100 or a central computer such as one of network computers 22, 32. In block 636, the bingo number may be displayed in the display unit 70 and the display units 70 of any other game unit 20 included in the bingo game. In block 638, controller 100 (or central computer) can determine if any player has won the bingo game. If the player has not won, another bingo number can be randomly selected in block 634. If a player has made bingo as determined in block 638, the routine can determine in block 640 whether the player playing that unit 20 game was the winner. If so, in block 642 a payment part for the player can be determined and the determination and part payment information can be stored in the memory of the controller 100 as operation event data. The payment part may depend on the number of random numbers that were raffled before there was a winner, the total number of winners (if there was more than one winner), and the amount of money that was bet on the game. In block 644, the cumulative value or number of credits of the player can be updated by subtracting the bet made by the player and by adding, if the bingo game was won, the value of the payment part determined in block 642. The cumulative value or number of credits may also be displayed in the display area 616 (Figure 14) of storing in the memory of the controller 100 as operation event data.
Recording of Operation Events Figure 16 is a flowchart of an operation event recording routine 700 that can be stored in the memory of the operation event controller 120. Although the following description of the routine 700 refers to the recording of operation events of a single game unit 20, the routine 700 can be used to record operation events between multiple game units in the network, which may depend on where the operation event controller 120 and the configuration in the network are located. With reference to Figure 16, the operation event recording routine 700 may begin operation in block 702 during which the operation event controller 120 may be registered with the game unit controller 100. The register can be used to inform the game unit controller 100 that the operation event recorder 114 is available to be notified of all the operation events that occur with the game unit 20. The routine 700 can then enter a waiting state to wait for an operation event to occur. The operation event controller 120 may periodically check with the game unit controller 100 in block 704 to determine if an operation event has occurred. Otherwise, the routine 700 may remain in the waiting state and communicate periodically with the controller 100 and game units to determine if an event has been presented. If the game unit controller 100 has determined that an event has been presented, such as in determining a player's bet, updating the bet data, determining a win, determining a payment part, etc., in the routines 210 , 220, 230, 240, 250 of previous games, the controller 100 can temporarily store this operation event data in the memory of the controller 100. When the operation event controller 120 requests the operation event data of the controller 100 of gaming units, the controller 100 may transfer the data to operation events of the memory to the operation event recorder 114. Alternatively, the operation event controller 120 may be notified by the game unit controller 100 whenever an operation event is present and the operation event recorder 114 may retrieve associated information (for example amount of bet, time and date of the bet, amount of part of payment, time and date of the amount of payment part, identification of the player, etc.). The operation event controller 120 may also continuously scan the controller 100 for operation event data. If an operation event has been presented as determined in block 704, in block 706 the operation event controller 120 can retrieve the operation event data relative to the operation event of game unit controller 100, which it can be stored in the memory of the controller 100. When retrieving the operation event data in the block 706, the operation event controller 120 can describe the operation event data to one of the buffers 134, 136 for storing the operation event data. If the operation event recorder 114 stores operation event data for multiple game units 20, the operation event data can be associated with a game unit identification to facilitate recovery. In general, the operation event controller 120 may use only one buffer at a time, or may include only an individual buffer only. For example, one buffer may be activated and be capable of storing data at a time, while the other buffer may be passive and not be used to store data while the other buffer is in use. In block 706, the operation event data can thus be described only to the active buffer. In block 708, routine 700 can determine if the active buffer currently used for storage is full. Otherwise, the operation event controller 120 may return to a wait state for the next operation event. If the active buffer is full, the operation event controller 100 can switch to the remaining buffer to temporarily store the additional data of operation events in block 710. That is, the full active buffer can become a passive buffer, while the previously passive buffer can be made active buffer. As before, only the active buffer can receive and store operation event data. As long as the remaining buffer is activated, the routine 700 can cause the contents of the buffer, now passive, to be written to the data storage device 138 in block 712. In other words, the contents of the memory Passive intermediate may be purged to the data storage device 138 while the active buffer continues to receive and temporarily store the operation event data. By waiting until the buffer is full, the operation event recorder 120 can exhibit continuous and excessive write operations to preserve the reliability of the data storage device 138. The operation event data may be stored in the data storage device 138 according to the operation event data type. For example, the data storage device 138 can be divided to write accounting data in a first portion, player tracking data in a second portion, data without cash in a third portion, etc. If the operation event data is related to multiple game units 20, the data storage device 138 can be divided to store operation event data according to the game unit 20 by reading the identification of the unit 20 of the game. play on the operation event data and consequently store the data. Any other desirable division can be used. In addition to the division, the operation event information can be stored chronologically according to the date and time of the event, which can be recorded as part of the operation event data for each event. During the write operation of block 712 and before the operation event data is written to the data storage device 138, the operation event data can be encrypted or encoded with digital reference points to prevent unauthorized access , although encryption and coding is optional and can be performed at any point before the data is displayed to the data storage device 138. The routine 700 can determine if all the data in the buffer memory has been described to the data storage device in block 714. If incomplete, the write operation can proceed to block 712. In block 716, routine 700 can updating a table of contents stored in the data storage device 138 to reflect the new operation event data that has been written to the data storage device 138. The table of contents may comprise any desired arrangement, including a listing of the operation event data by type, date, time, applicable game unit, etc. Although written unalterably or read only to the data storage device 138, the operation event data can be copied and searched. For example, in block 718 the operation event data may undergo a mirroring operation.
The operation event data stored in the operation event recorder 114 can be copied to another operation event recorder 114, which can receive in the same game unit 20, in another game unit 20, the network computer 22 , etc. Similarly, the operation event data stored in the other operation event recorder 114 can be copied to the first operation event recorder 114. Each operation event recorder 114 can thus store a mirror copy of the operation event data in each other operation event recorder 114. This procedure can be performed periodically such as once per hour, once per day, etc., continuously or after each write operation to the data storage device. The operation event recorder 114 can be stored in geographically separate locations. If one of the operation event recorders 114 fails and the operation event data stored therein is lost, the remaining operation event recorder 114 can provide a copy of the data stored in the operation event recorder 114 failed. . The contemporaneity of the copy may depend on the frequency of the mirror operation. The server computers 46A-46E can search and retrieve information as needed in the operation event recorder 114. For example, the accounting server 46A may have to the operation event recorder 114 all accounting data for a particular game unit 20, a group of game units 20 or all game units 20. Because the operation event data in the data storage device 138 is unchangeable, the server computers 46A-46E can request from the operation event recorder 114 the operation event data of a particular date and time or operation event data covering a period of time. Unless the data storage device 138 is removed (e.g. capacity is reached), the operation event data stored therein can encompass the operational life of a game unit 20. The data storage devices 138 that have been removed can be cataloged and stored for future audit and data mining.

Claims (47)

  1. CLAIMS 1. Game system, characterized by comprising: a server computer; a network computer operatively coupled to the server computer, to the server computer, the network computer comprising a single write data storage device and an operation event handler operatively coupled to the write data storage device unique, the operation event controller comprising a processor and a memory operatively coupled to the processor, the operation event controller that is programmed to retrieve the operation event data, the operation event controller that is programmed to permanently store the operation event data in the data storage device, and the operation event handler which is programmed to communicate the operation event data to the server computer in a request of the server computer for event data of operation, a plurality of game devices coupled or peratively to the network computer, each game apparatus comprises: a display unit, a ticket printer capable of generating vouchers, a value input device, and a controller operatively coupled to the display unit, the ticket printer and the value input device, and the controller comprising a processor and a memory operatively coupled to the processor, the controller that is programmed to cause the display unit to generate a game display that relates to a game, the controller that is program for determining a value payment part associated with a game result, the controller that is programmed to communicate the operation event data to the operation event handler, the operation event data comprising one or more of the following type of data; accounting data, data without cash, security data, player tracking data and maintenance data, and the controller that is programmed to cause the ticket printer to issue a receipt comprising at least a portion of the event data of operation.
  2. 2. Game system according to claim 1, characterized in that it also comprises a plurality of server computers, wherein the operation event controller is programmed to communicate the operation event data to a particular server computer based on the type of data.
  3. The gaming system according to claim 1, further comprising a plurality of network computers operatively coupled to the network computer and each placed in a different geographical location, characterized in that: the operation event handler is programmed to communicating operation event data to an operation event handler of at least one of the plurality of network computers, and the operation event handler is programmed to receive operation event data from an operation event handler of at least one of the plurality of network computers.
  4. 4. Game system according to claim 1, characterized in that the game system comprises a game system sponsored by the government.
  5. 5. Game system according to claim 1, characterized in that the game system comprises a casino game system.
  6. 6. Gaming apparatus, characterized in that it comprises: a display unit; a value input device; a single write data storage device; a controller operatively coupled to the display unit, the value input device and the data storage device, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to render the display unit generate a game visualization that relates to one of the following games: poker, blackjack, slots, keno or bingo, the controller that is programmed to communicate data representing operation events in the gaming device to the single-write data storage device, the controller that is programmed to determine a value payment part associated with a game result, the controller that is programmed to issue a receipt comprising at least a portion of the operation event data and the value payment part.
  7. 7. Gaming apparatus according to claim 6, characterized in that the display unit comprises a video display unit that is capable of generating video images.
  8. 8. Gaming apparatus according to claim 7, characterized in that the controller is programmed to cause a video image comprising an image of at least five playing cards to be displayed if the game comprises video poker, wherein the controller is programmed to display a video image containing an image of a plurality of simulated reels in slot machines, if the game comprises video slots, where the controller is programmed to display a video image comprising an image of a plurality of playing cards, if the game comprises twenty one in video, wherein the controller is programmed to cause a video image comprising an image of a plurality of keno numbers to be displayed, if the game comprises video -keno, wherein the controller is programmed to display a video image comprising an image of a bingo grid if the game comprises video-b ingo 9.
  9. Gaming apparatus according to claim 6, characterized in that the display unit comprises at least one mechanical reel of slot machines.
  10. Game apparatus according to claim 6, characterized in that the single write data storage device comprises a single write solid state memory.
  11. Game apparatus according to claim 6, characterized in that the single write data storage device comprises a single write optical disk and an optical disk unit.
  12. 12. Gaming apparatus according to claim 6, characterized in that the single write data storage device comprises a single write magnetic disk and a magnetic disk unit.
  13. 13. Gaming apparatus according to claim 6, characterized in that the controller is programmed to encrypt the operation event data.
  14. 14. Gaming apparatus according to claim 6, characterized in that the controller is programmed to insert one or more digital reference points in the operation event data.
  15. 15. Gaming apparatus according to claim 6, characterized in that the operation event data comprises one or more of the following data types. Accounting data, data without cash, security data, player tracking data and maintenance data.
  16. 16. Gaming apparatus according to claim 6, characterized in that: the controller is programmed to issue a ticket comprising one or more of the following types of information: a number of games played by a player in the game apparatus, one amount won by the player in the game apparatus, an amount lost by the player in the game apparatus, an amount wagered by the player in the game apparatus, a number of coins introduced by the player to the game apparatus, a number of tickets introduced by the player to the game apparatus, an identification of the game apparatus, an identification of a casino where the game apparatus is placed, a time and a date, wherein the controller is programmed to communicate the types of information of the Proof as data of operation events to the single-write data storage device.
  17. 17. Gaming apparatus according to claim 6, characterized in that the game comprises a lottery game sponsored by the government.
  18. 18. Game apparatus according to claim 6, characterized in that the game comprises a casino game.
  19. 19. Game apparatus according to claim 6, characterized in that the game apparatus is placed in a casino.
  20. 20. Gaming apparatus according to claim 6, characterized in that it further comprises a housing, wherein the value input device, the data storage device and the controller are located within the housing.
  21. 21. Gaming apparatus according to claim 6, characterized in that it also comprises: a buffer; and the operation event controller operatively coupled to the data storage device, the controller and the buffer, the operation event controller comprising a processor and a memory operatively coupled to the processor, the operation event controller that is programmed to retrieve data from driver operation events; the operation event handler which is programmed to communicate the operation event data to the buffer, the operation event handler which is programmed to periodically transfer the operation event data from the buffer to the data storage device of single write, where the controller is programmed to communicate the operation event data to the operation event handler.
  22. 22. Game apparatus according to claim 21, characterized in that the buffer comprises non-volatile memory.
  23. 23. Game system comprising a plurality of gaming devices as defined in claim 6, characterized in that the gaming devices are interconnected to form a network of gaming devices.
  24. 24. Game system according to claim 23, characterized in that the controller is programmed to recover data of operation events of each of the game apparatuses and to communicate the recovered operation event data to the data storage device.
  25. 25. Game system according to claim 23, characterized in that each controller is programmed to communicate the operation event data to a data storage device of at least one of the plurality of game apparatuses.
  26. 26. Game system according to claim 23, characterized in that it further comprises a network computer operatively coupled to each of the gaming apparatus, the network computer comprising the data storage device, an operation event controller. operatively coupled to the data storage device, and the operation event handler comprising a processor of a memory operatively coupled to the processor, the operation event handler being programmed to retrieve the operation event data of a controller of each one of the game devices, and the operation event handler which is programmed to communicate the operation event data to the single write data storage device.
  27. 27. The gaming system according to claim 23, further comprising a plurality of server computers operatively coupled to the plurality of gaming devices, characterized in that: the controller is programmed to communicate the operation event data to the storage device data, operation event data comprising one or more of the following types of data: accounting data, data without cash, security data, player tracking data and maintenance data, the controller is programmed to communicate the operation event data to a particular server computer based on the type of data.
  28. 28. Game system according to claim 23, characterized in that the game devices are interconnected via the Internet.
  29. 29. Gaming apparatus, characterized in that it comprises: a display unit; a value input device; a single write data storage device; a controller operatively coupled in the display unit, the value input device and the data storage device, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to receive data representing a selection of a payline made by a player, the controller that is programmed to cause a game display to be generated by the display unit, and the game display comprising images of a plurality of slot machine symbols each of which is associated with a respective slot machine reel and a slot machine game, the controller being programmed to communicate data representing slot events. operation in the game apparatus to the single write data storage device, the controller being programmed to determine a value payment part associated with a result of the slot game, the controller being programmed to determine the result of the game of Slot machines based on the configuration of the symbols of the slot machine, the controller that is programmed to issue a ticket comprising at least a portion of the operation event data and the value payment part.
  30. 30. Game apparatus according to claim 29, characterized in that the display unit comprises a video display unit that is capable of generating video images.
  31. 31. Gaming apparatus according to claim 30, characterized in that the controller is programmed to cause a video image comprising an image of a plurality of simulated reels of slot machines to be displayed on the display unit.
  32. 32. Game apparatus according to claim 29, characterized in that the display unit comprises at least one mechanical slot machine reel.
  33. 33. Game apparatus according to claim 29, characterized in that the controller is programmed to display payline data representing several payment lines selected by the player.
  34. 34. Game apparatus according to claim 29, characterized in that the single write data storage device comprises a single write solid state memory.
  35. 35. Gaming apparatus according to claim 29, characterized in that the single write data storage device comprises a single write optical disc and an optical disc unit.
  36. 36. Gaming apparatus according to claim 29, characterized in that the single write data storage device comprises a magnetic individual write disk and a magnetic disk unit.
  37. 37. Gaming apparatus according to claim 29, characterized in that the controller is programmed to encrypt operation event data.
  38. 38. Gaming apparatus according to claim 29, characterized in that the controller is programmed to insert one or more digital reference points in the operation event data.
  39. 39. Gaming apparatus according to claim 29, characterized in that the operation event data comprises one or more of the following types of data: accounting data, data without cash, security data, player tracking data and data of maintenance .
  40. 40. Gaming apparatus according to claim 29, characterized in that: the controller is programmed to issue a receipt comprising one or more of the following types of information: a number of games played by a player in the game apparatus, one amount won by the player in the game apparatus, an amount lost by the player in the game apparatus, an amount wagered by the player in the game apparatus, a number of coins inserted by the player in the game apparatus, a number of tickets entered by the player into the game apparatus, an identification of the game apparatus, an identification of a casino where the game apparatus is placed, a time, a date and a player identification, wherein the controller is programmed to communicate the types of voucher information as operation event data to the single write data storage device.
  41. 41. Gaming apparatus according to claim 29, characterized in that it also comprises: a buffer; an operation event controller operatively coupled to the data storage device, the controller and the buffer, the operation event controller comprising a processor and a memory operatively coupled to the processor, the operation event controller that is programmed to recover the operation event data of the controller; the operation event handler which is programmed to communicate the operation event data to the buffer, the operation event handler which is programmed to periodically transfer the operation event data from the buffer to the data storage device of single write, where the controller is programmed to communicate the operation event data to the operation event handler.
  42. 42. Game system comprising a plurality of gaming devices as defined in claim 29, characterized in that the gaming devices are interconnected to form a network of gaming devices.
  43. 43. Game system according to claim 42, characterized in that the controller is programmed to recover the operation event data of each of the game apparatuses and communicate the received operation event data to the data storage device.
  44. 44. Game system according to claim 42, characterized in that each controller is programmed to communicate the operation event data to a single write data storage device of at least one of the plurality of game apparatuses.
  45. 45. Game system according to claim 42, characterized in that it also comprises a network computer operatively coupled to each of the gaming devices, the network computer comprising the data storage device, an operation event controller operatively coupled to the data storage device, the operation event controller comprising a processor and a memory operatively coupled to the processor, the operation event controller that is programmed to retrieve the operation event data of a controller of each of the game apparatus, and the operation event handler which is programmed to communicate the operation event data to the single write data storage device.
  46. 46. Game system according to claim 42, further comprising a plurality of server computers operatively coupled to the plurality of game apparatuses, characterized by: the controller is programmed to communicate operation event data to the storage device of data, operation event data comprising one or more of the following types of data: accounting data, data without cash, security data, player tracking data and maintenance data, the controller is programmed to communicate the data of operation events to the particular server computer based on the type of data.
  47. 47. Memory having a computer program stored therein, the computer program that is capable of being used in conjunction with a game apparatus, the memory is characterized in that it comprises: a portion of memory physically configured in accordance with instructions of the computer program that causes the game apparatus to generate a game display that represents one of the following games: poker, blackjack, slots, keno or bingo, a portion of memory physically configured in accordance with the instructions of the program of computer for causing the gaming apparatus to communicate data representing operation events in the gaming apparatus to a single write data storage device, the operation event data comprising one or more of the following types of data: accounting, data without cash, security data, player tracking data and maintenance data, a portion of memory physically configured in accordance with computer program instructions that cause the gaming apparatus to determine a portion of the payment value associated with a game result, and a portion of memory physically configured in accordance with the computer program instructions that cause the game apparatus to issue a receipt comprising at least a portion of the operation event data and the payment value part .
MXPA/A/2006/005184A 2003-11-13 2006-05-09 Method and apparatus for providing an electronic operational event trail for a gaming apparatus MXPA06005184A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US10712550 2003-11-13

Publications (1)

Publication Number Publication Date
MXPA06005184A true MXPA06005184A (en) 2006-10-17

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