WO2008112425A1 - Indicateur de jeu - Google Patents

Indicateur de jeu Download PDF

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Publication number
WO2008112425A1
WO2008112425A1 PCT/US2008/055034 US2008055034W WO2008112425A1 WO 2008112425 A1 WO2008112425 A1 WO 2008112425A1 US 2008055034 W US2008055034 W US 2008055034W WO 2008112425 A1 WO2008112425 A1 WO 2008112425A1
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WO
WIPO (PCT)
Prior art keywords
indicator
rotatable object
segments
asymmetrical
winning
Prior art date
Application number
PCT/US2008/055034
Other languages
English (en)
Inventor
Steven Lemay
Bryan Wolf
Dwayne Nelson
Original Assignee
Igt
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 Igt filed Critical Igt
Publication of WO2008112425A1 publication Critical patent/WO2008112425A1/fr

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means

Definitions

  • the present invention relates to indicators. More particularly, the present invention relates to indicators used in gaming machines.
  • Games of chance have been enjoyed by people for years and have enjoyed widespread popularity.
  • Casinos and other forms of gaming comprise a growing multi-billion dollar industry both domestically and abroad, with electronic and microprocessor based gaming machines being more popular than ever.
  • a game play is initiated through a player wager of money or credit, whereupon the gaming machine determines a game outcome, presents the game outcome to the player and then potentially dispenses an award of some type, including a monetary award, depending upon the game outcome.
  • a typical electronic gaming machine will have a central processing unit (“CPU”) or master gaming controller (“MGC”) that controls various combinations of hardware and software devices and components that encourage game play, allow a player to play a game on the gaming machine and control payouts and other awards.
  • Software components can include, for example, boot and initialization routines, various game play programs and subroutines, credit and payout routines, image and audio generation programs, various component modules and a random number generator, among others.
  • Hardware devices and peripherals can include, for example, bill validators, coin acceptors, card readers, keypads, buttons, levers, touch screens, coin hoppers, player tracking units and the like.
  • each gaming machine can have various audio and visual display components that can include, for example, speakers, display panels, belly and top glasses, exterior cabinet artwork, lights, and top box dioramas, as well as any number of video displays of various types to show game play and other assorted information, with such video display types including, for example, a cathode ray tube ("CRT"), a liquid crystal display (“LCD”), a light emitting diode (“LED”), a flat panel display and a plasma display, among others.
  • CTR cathode ray tube
  • LCD liquid crystal display
  • LED light emitting diode
  • Apparatuses and methods for providing displays in gaming machines and/or within a casino are generally well known, and instances of such apparatuses and methods can be found in, for example, U.S. Patent Nos.
  • Such video displays can be used to simulate mechanical gaming reels, whereby all elements of the displayed wheels are controlled and displayed electronically.
  • physical gaming reels may be displayed behind a main display glass or other like viewing element, with the rotation and positioning of these physically present gaming reels being determined and controlled electronically, as is known in the art.
  • Various methods of gaining and maintaining interest in game play include designing and providing gaming machines with interesting and different themes, game types, artwork, visual displays, sounds and the like.
  • One attractive feature for many players is the use of a mechanical rotating bonus wheel or a virtual animated bonus wheel in a gaming machine, particularly where the bonus wheel is integrated with game play and/or other pertinent presentations to a game player.
  • the bonus wheel tends to be relatively dramatic and attracts players due to the excitement of playing the bonus round.
  • a gaming machine apparatus and method uses an indicator or rotatable object whereby the segments on the indicator have an area that is representative of the probability of success of winning the prize on the segment.
  • the segments may also radiate from a point that is different from the axis of rotation of the rotatable object. This may create various visual effects that may be pleasing to a player.
  • the gaming machine apparatus may have a rotatable object configured to rotate about a first point that is also an axis of rotation, and a plurality of asymmetrical segments provided on the rotatable object, each plurality of asymmetrical segments having an area proportional to a probability of success of winning a prize, wherein the plurality of segments radiate from a second point.
  • the gaming method may comprise determining a probability of success for winning a plurality of prizes on a rotatable object, radiating a plurality of asymmetrical segments from a point different from the axis of rotation for the rotatable object, corresponding each of the plurality of asymmetrical segments to each of the plurality of prizes, and forming the plurality of asymmetrical segments such that the area is equal to the probability of success of winning the corresponding prize.
  • the present invention provides other hardware configured to perform the methods of the invention, as well as software stored in a machine-readable medium (e.g., a tangible storage medium) to control devices to perform these methods.
  • a machine-readable medium e.g., a tangible storage medium
  • Figs. IA and IB illustrate exemplary gaming machines.
  • Fig. 2 illustrates a block diagram depicting an exemplary embodiment of the rotatable object.
  • Figs. 3A-3D illustrate various embodiments of the rotatable object.
  • Fig. 4 illustrates yet various other embodiments of the rotatable object.
  • Fig. 5 illustrates another embodiment of a rotatable object with pointers.
  • Fig. 6 is a flow diagram of a gaming method using a rotatable object.
  • Some implementations of the invention relate to an indicator or rotatable object used in gaming machines whereby the segments on the indicator have an area that is representative of the probability of success of winning the prize on the segment.
  • the segments may also radiate from a point different from the axis of rotation of the rotatable object.
  • the segments may be designed to achieve a certain visual effect. Different patterns, when the rotatable object is spun, may result in eye-catching effects to attract players. For example, when the gaming indicator 420 illustrated in Fig. 4 is spun, the resulting psychedelic-type effect may be pleasing to certain players. In other embodiments, the facts that the segments radiate from a point different than the axis of rotation of the rotatable object may create other visually pleasing or non- pleasing effects. The players may then want to play the gaming machine to simply try and spin the wheel to see the pattern on the rotating object again. In another embodiment, the visual effect may be based on a game theme such as the popular culture icon Austin Powers.
  • FIGs. 1A-1B illustrate exemplary gaming machines.
  • a gaming machine 102 includes a main gaming terminal housing or lower portion 104 and an upper portion 106 including a rotatable object 108.
  • the gaming machine 102 may rest on a stand or pedestal 112.
  • the lower portion 104 may be configured as a slot machine and, preferably, the lower portion 104 can use, with a need for no more than relatively minor modifications, any of a number of previous slot machines such as previous electronic or computer-controlled slot machines including those available from IGT of Reno, Nevada.
  • Modifications to previous slot machines for use in accordance with embodiments of the present invention can include, e.g., providing graphics, instructions, prize indications and the like to inform players how to play the game, provision of one or more displayable or highlightable indicia, such as indicia on one or more of the reels of the slot machine 114 for indicating play or display of the rotatable object 108 and provisions for outputting signals from the lower portion 104 to control rotation or other operation of the upper portion 106, e.g., via cables, fiber optics, buses, wireless links or other communication links.
  • the communication links may be carried in a column 116 which positions and supports the upper portion 106 with respect to the lower portion 104.
  • the lower portion 104 contains a number of items commonly found in slot machines such as a bill acceptor 118, a button panel 122 for providing user controls such as spin, bet, payout and the like, a handle 124, graphics or instructions regarding payouts from various winning combinations and/or instructions or attraction graphics regarding progressive prizes 126 and, a progressive prize display 128.
  • the upper portion 106 including the rotatable object 108 may be spaced a distance 130 from the main gaming terminal housing 104. In use, the user places a wager, e.g., via a bill acceptor, coin slot, card reader, button controls, touch screen or the like.
  • the reels 114 of the slot machine will rotate and will stop to display an unpredictable, preferably random, combination of reel symbols on the visible portion of the reels 114.
  • prizes preferably monetary prizes
  • the rotatable object 108 may play any of a number of roles in the game, depending on how the game is configured.
  • the rotatable object 108 may be used at least partially in connection with a win-loss decision, i.e., determining whether a prize will be awarded in response to a round of play (or portion thereof), in a bonus round, etc.
  • a "round" of play includes one slot machine reel spin activity.
  • the rotatable object 108 may be used in determining the size or amount of a prize but may not be used in determining whether a prize is awarded or not, i.e., may not be involved in the win/loss decision.
  • a predetermined combination of reel symbols 114 indicates that a prize has been won with the amount of the prize to be determined, preferably randomly, using the rotatable object 108.
  • the gaming terminal is configured such that, in response to such a predetermined combination of reel symbols, either automatically or after a user pushes a button (such as a wheel spin button 122), the wheel 108 is caused to rotate about its axis 133 (e.g., by activation of a motor) and thereafter stops, preferably at a randomly selected position, with a pointer 136 pointing to a location of the wheel 108 bearing an indicium (such as a numeral) indicating the size of the prize which has been won.
  • a button such as a wheel spin button 122
  • Fig. IA depicts a physical rotatable object
  • the rotatable object may comprise both a mechanical and video rotatable object as described with reference to Fig. IB.
  • the gaming machine 100 may have a top box 111 and a main cabinet 142, one or both of which can comprise an exterior housing arranged to contain a number of internal gaming machine components.
  • the gaming machine may have a main door 154, a primary video display monitor 156 and one or more speakers 152.
  • Top box 111 may contain a video display 140 surrounded by a mechanically driven rotatable object 160.
  • the video display 140 may be any bistable electrophoretic display, such as electronic paper.
  • the rotatable object 160 may have the ability to rotate around the video display 140.
  • the rotatable object 160 may rotate around an axis 150 that may be substantially horizontal with respect to an ordinary upright position of the gaming machine 100.
  • the direction of rotation may include clockwise, counter-clockwise or combinations thereof.
  • the present invention is not limited to this orientation of axis 150.
  • an angle of the axis of rotation 150 relative to a front viewing surface of the gaming machine may be varied.
  • the axis 150 may be tilted down to change a viewing angle of the rotatable object relative to a player playing at the gaming machine 10.
  • many standard slot machines have gaming reels that rotate about an axis 151 that is substantially horizontal with respect to an ordinary upright position of the gaming machine.
  • the inner video display and the rotatable object are configured as a wheel where the inner video display is controlled by a video controller.
  • the inner wheel displays segments and each segment may have an indicia located within the segment.
  • a virtual tile may mask one or more of the segments and their corresponding indicia.
  • the gaming machine may be operable to receive an input that allows a segment to be selected. After receiving an input indicating a selection of the segment or under control of the master gaming controller on the gaming machine, the virtual tile may be removed to reveal an underlying indicia to the game player.
  • the inner wheel may be surrounded by the mechanically driven outer wheel that has the ability to rotate around the inner video display.
  • a mechanized wheel controller controls the mechanized outer wheel.
  • the gaming machine's MGC coordinates output from the video controller and from the mechanized wheel controller.
  • the output from the controllers may be coordinated so that images displayed on the inner video appear to move in sync with the motion of. the mechanized outer wheel.
  • a direction of rotation, a speed of rotation and an axis of rotation for a rotatable object may be varied.
  • a motion of the combination video-mechanical wheel may be triggered by an event that occurs during game play. Then, the MGC may set the outer mechanized wheel in motion and then display pie shaped images on the inner video display that appear to rotate in sync with the outer mechanized rotatable wheel until the wheel comes to rest.
  • an outside pointer attached to the video-mechanical wheel, may be used to indicate a location of on the video-mechanical wheel. The pointer may be a physical device attached to the video-mechanical wheel or may be generated as an image on the inner video display.
  • gaming machine 102 is but one example from a wide range of gaming machine designs on which the present invention may be implemented.
  • suitable gaming machines may have top boxes or player tracking features.
  • some gaming machines have only a single game display - mechanical or video, while others are designed for bar tables and have displays that face upwards.
  • a game may be generated in a host computer and may be displayed on a remote terminal or a remote gaming device.
  • the remote gaming device may be connected to the host computer via a network of some type such as a local area network, a wide area network, an intranet or the Internet.
  • the remote gaming device may be a portable gaming device such as but not limited to a cell phone, a personal digital assistant, and a wireless game player.
  • Images rendered from 3-D gaming environments may be displayed on portable gaming devices that are used to play a game of chance.
  • a gaming machine or server may include gaming logic for commanding a remote gaming device to render an image from a virtual camera in a 3-D gaming environments stored on the remote gaming device and to display the rendered image on a display located on the remote gaming device.
  • gaming machines of the present assignee are implemented with special features and/or additional circuitry that differentiates them from general -purpose computers (e.g., desktop PC's and laptops). Gaming machines are highly regulated to ensure fairness and, in many cases, gaming machines are operable to dispense monetary awards of multiple millions of dollars. Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures may be implemented in gaming machines that differ significantly from those of general-purpose computers. A description of gaming machines relative to general-purpose computing machines and some examples of the additional (or different) components and features found in gaming machines are described below.
  • a fault or a weakness tolerated in a PC may not be tolerated in a gaming machine because in a gaming machine these faults can lead to a direct loss of funds from the gaming machine, such as stolen cash or loss of revenue when the gaming machine is not operating properly.
  • gaming machines are designed to be state-based systems.
  • a state-based system the system stores and maintains its current state in a non- volatile memory, such that, in the event of a power failure or other malfunction the gaming machine will return to its current state when the power is restored. For instance, if a player was shown an award for a game of chance and, before the award could be provided to the player the power failed, the gaming machine, upon the restoration of power, would return to the state where the award is indicated.
  • PCs are not state machines and a majority of data is usually lost when a malfunction occurs. This requirement affects the software and hardware design on a gaming machine.
  • a second important difference between gaming machines and common PC based computer systems is that for regulation purposes, the software on the gaming machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine.
  • the software on the gaming machine used to generate the game of chance and operate the gaming machine has been designed to be static and monolithic to prevent cheating by the operator of gaming machine.
  • one solution that has been employed in the gaming industry to prevent cheating and satisfy regulatory requirements has been to manufacture a gaming machine that can use a proprietary processor running instructions to generate the game of chance from an EPROM or other form of non- volatile memory.
  • the coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction.
  • any changes to any part of the software required to generate the game of chance can require a new EPROM to be burnt, approved by the gaming jurisdiction and reinstalled on the gaming machine in the presence of a gaming regulator.
  • a gaming machine must demonstrate sufficient safeguards that prevent an operator or player of a gaming machine from manipulating hardware and software in a manner that gives them an unfair and some cases an illegal advantage.
  • the gaming machine should have a means to determine if the code it will execute is valid. If the code is not valid, the gaming machine must have a means to prevent the code from being executed.
  • the code validation requirements in the gaming industry affect both hardware and software designs on gaming machines.
  • a third important difference between gaming machines and common PC based computer systems is the number and kinds of peripheral devices used on a gaming machine are not as great as on PC based computer systems.
  • gaming machines have been relatively simple in the sense that the number of peripheral devices and the number of functions the gaming machine has been limited.
  • the functionality of gaming machines were relatively constant once the gaming machine was deployed, i.e., new peripherals devices and new gaming software were infrequently added to the gaming machine.
  • This differs from a PC where users will go out and buy different combinations of devices and software from different manufacturers and connect them to a PC to suit their needs depending on a desired application. Therefore, the types of devices connected to a PC may vary greatly from user to user depending in their individual requirements and may vary significantly over time.
  • gaming machines still have unique device requirements that differ from a PC, such as device security requirements not usually addressed by PCs.
  • monetary devices such as coin dispensers, bill validators and ticket printers and computing devices that are used to govern the input and output of cash to a gaming machine have security requirements that are not typically addressed in PCs. Therefore, many PC techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.
  • PCs general purpose computing devices
  • a watchdog timer is normally used in gaming machines to provide a software failure detection mechanism.
  • the operating software periodically accesses control registers in the watchdog timer subsystem to "re-trigger" the watchdog. Should the operating software fail to access the control registers within a preset timeframe, the watchdog timer will timeout and generate a system reset.
  • Typical watchdog timer circuits contain a loadable timeout counter register to allow the operating software to set the timeout interval within a certain range of time.
  • Gaming computer platforms preferably use several power supply voltages to operate portions of the computer circuitry. These can be generated in a central power supply or locally on the computer board. If any of these voltages falls out of the tolerance limits of the circuitry they power, unpredictable operation of the computer may result. Though most modern general-purpose computers include voltage monitoring circuitry, these types of circuits only report voltage status to the operating software. Out of tolerance voltages can cause software malfunction, creating a potential uncontrolled condition in the gaming computer.
  • Gaming machines of the present assignee typically have power supplies with tighter voltage margins than that required by the operating circuitry.
  • the voltage monitoring circuitry implemented in gaming computers typically has two thresholds of control. The first threshold generates a software event that can be detected by the operating software and an error condition generated. This threshold is triggered when a power supply voltage falls out of the tolerance range of the power supply, but is still within the operating range of the circuitry. The second threshold is set when a power supply voltage falls out of the operating tolerance of the circuitry. In this case, the circuitry generates a reset, halting operation of the computer.
  • the standard method of operation for slot machine game software is to use a state machine. Different functions of the game (bet, play, result, points in the graphical presentation, etc.) may be defined as a state. When a game moves from one state to another, critical data regarding the game software is stored in a custom non-volatile memory subsystem. This is critical to ensure the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the gaming machine. [0037] In general, the gaming machine does not advance from a first state to a second state until critical information that allows the first state to be reconstructed is stored. This feature allows the game to recover operation to the current state of play in the event of a malfunction, loss of power, etc that occurred just prior to the malfunction.
  • the gaming machine when a malfunction occurs during a game of chance, the gaming machine may be restored to a state in the game of chance just prior to when the malfunction occurred.
  • the restored state may include metering information and graphical information that was displayed on the gaming machine in the state prior to the malfunction.
  • the gaming machine when the malfunction occurs during the play of a card game after the cards have been dealt, the gaming machine may be restored with the cards that were previously displayed as part of the card game.
  • a bonus game may be triggered during the play of a game of chance where a player is required to make a number of selections on a video display screen.
  • the gaming machine may be restored to a state that shows the graphical presentation at the just prior to the malfunction including an indication of selections that have already been made by the player.
  • the gaming machine may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.
  • Game history information regarding previous games played such as an amount wagered, the outcome of the game and so forth may also be stored in a non- volatile memory device.
  • the information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the gaming machine and the state of the gaming machine (e.g., credits) at the time the game of chance was played.
  • the game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won.
  • the game history information may be used to reconstruct the state of the gaming machine prior, during and/or after the disputed game to demonstrate whether the player was correct or not in their assertion.
  • Another feature of gaming machines is that they often contain unique interfaces, including serial interfaces, to connect to specific subsystems internal and external to the slot machine.
  • the serial devices may have electrical interface requirements that differ from the "standard" EIA 232 serial interfaces provided by general-purpose computers. These interfaces may include EIA 485, EIA 422, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc. In addition, to conserve serial interfaces internally in the slot machine, serial devices may be connected in a shared, daisy-chain fashion where multiple peripheral devices are connected to a single serial channel. [0041] The serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry. For example, IGT' s Netplex is a proprietary communication protocol used for serial communication between gaming devices. As another example, SAS is a communication protocol used to transmit information, such as metering information, from a gaming machine to a remote device. Often SAS is used in conjunction with a player tracking system.
  • Gaming machines may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface.
  • the peripheral devices are preferably assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General-purpose computer serial ports are not able to do this.
  • Security monitoring circuits detect intrusion into a gaming machine by monitoring security switches attached to access doors in the slot machine cabinet. Preferably, access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the slot machine. When power is restored, the gaming machine can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the slot machine software.
  • Trusted memory devices are preferably included in a gaming machine computer to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not allow modification of the code and data stored in the memory device while the memory device is installed in the slot machine. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the slot machine that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the slot machine computer and verification of the secure memory device contents is a separate third party verification device.
  • the gaming machine is allowed to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.
  • additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives.
  • gaming computers that include mass storage devices preferably include hardware level mass storage data protection circuitry that operates at the circuit level to monitor attempts to modify data on the mass storage device and will generate both software and hardware error triggers should a data modification be attempted without the proper electronic and physical enablers being present.
  • Fig. 2 illustrates a block diagram depicting an exemplary embodiment of the rotatable object. It will be understood that this block diagram is merely exemplary and illustrative in nature, such that some blocks might be removed, others might be added, and the position of any blocks or groups of blocks might be altered.
  • a communication interface 172 may be used to translate data between the logic device 170 and the MGC 180, the network 182 or a combination of both.
  • the MGC 180 may be coupled to a random number generator 184 to generate a plurality of random numbers. The random numbers generated may be used to randomly determine the winning prize on the rotatable object 108.
  • the rotatable object 108 may be controlled to indicate the winning segment corresponding to a random number generated by the random number generator.
  • the logic device 170 may receive data that initializes the game play program for the rotatable object 108. The logic device 170 would then transmit the corresponding data to the rotatable object controller 164.
  • a player may initiate the rotation of the rotatable object 108 by touching the screen of the rotatable object 108. Once the touchscreen sensors 148 senses the player's input, the touchscreen sensors 148 are adapted to notify the logic device 170. The logic device 170 would communicate the notification to either the MGC 180, the network 182 or the combination of both.
  • the rotatable object 108 may not have touchscreen capabilities.
  • the rotatable object controller 164 Based on the data received at the rotatable object controller 164, the rotatable object 108 may be adapted to rotate through the use of a motor, such as a stepper motor 163.
  • the stepper motor 163 has the ability to rotate a ring gear coupled to the rotatable object 108.
  • the position of the ring gear can be determined through the use of position sensors 166, such as optical sensors, light sensors, bar code readers, symbol readers, and the like.
  • the rotatable object controller 164 can communicate the position data to the MGC 180, the network 182 or the combination of both.
  • the MGC 180, the network 182 or a combination of both would then relay data back to the rotatable object controller 164, where the data can relate to the spinning of the rotatable object 108 or a new desired ending position for the rotatable object 108.
  • the rotatable object controller 164 also controls the rotatable object lights 165 correlated with the rotatable object 108.
  • the rotatable object 108 may be include a number of light paths that can be lit in different combinations to generate an appearance of different light sequences as well as other patterns on the rotatable object 108.
  • the rotatable object lights 165 may be used in place of the pointer 136 to light up and indicate the winning segment and prize displayed therein.
  • the rotatable object controller 164 could be eliminated and the stepper motor 163, rotatable object lights 165 and the position sensors 166 could communicate directly to the logic device 170.
  • the logic device 170 may communicate with audio and video output devices 132, 134.
  • the audio output device 132 is adapted to include speakers that deliver sound to the players based on an event.
  • the audio output device 132 would communicate with a database having particular audio data located in the MGC 180 or the network 182.
  • the video output device 134 may be adapted to include a secondary display and additional lights in order to draw players to play the gaming machine and to keep the player entertained while playing.
  • the MGC 180, the logic device 170 or the network 182 could have the ability to control the visual output devices 134.
  • Figs. 3A-3D illustrate various embodiments of the rotatable object.
  • Each rotatable object 300, 310, 320, 330 may be configured to rotate about an axis of rotation 304.
  • Rotatable object 300 may have a plurality of asymmetrical segments 302a-n (where n is an integer) having a variety of indicium written therein to represent a prize to win.
  • Each asymmetrical segment may be associated with the same or different prize.
  • each of asymmetrical segments 302a, 302b, 302c, 302n may have an area proportional to the probability of success of winning the prize.
  • the probability of success of winning a prize may be represented by Table 1 below:
  • the area of the segment for the free buffet 302a may be 45% of the area of the rotatable object 300.
  • the area of the $5.00 segment 302b may be 23% of the area of the rotatable object 300
  • the area of the $10.00 and $15.00 segments 302c, 302d may each be 10% of the area of the rotatable object 300
  • the area of the $50.00 and $75.00 segments 302e, 302f may each be 5% of the area of the rotatable object 300.
  • the segment 302n may only be 5% of the area of the rotatable object 300.
  • the probability of success may be represented by Table 2 below:
  • the area of the free buffet and $25 cafe coupon segments 312a, 312b may each represent 40% of the area of the rotatable object 310.
  • the area of each of the motorcycle segments 312c may represent 5% of the area of the rotatable object 310, thereby being a total of 10% of the area of the rotatable object 310.
  • the area of each of the car segments 312n may represent 5% of the area of the rotatable object, thereby being a total of 10% of the area of the rotatable object 310.
  • the each of asymmetrical segments, e.g. 312a, 312b, 312c, 312n may have an area proportional to the probability of success of winning the prize, this is merely the appearance of the proportionality.
  • the winning prize may be chosen based upon a random number generator in the gaming machine.
  • the plurality of asymmetrical segments 322a, 322n may radiate or extend outwardly from a point 324 different than the axis of rotation 304 for the rotatable object 320.
  • each segment may also extend or radiate outwardly from a different point than other segments.
  • segment 332a may extend from point 334a and segments 332b, 332n may extend from point 334n.
  • Fig. 4 illustrates yet various other embodiments of the rotatable object.
  • the rotatable object may be any shape for form.
  • the rotatable object may also be a three dimensional object, such as a sphere or half of a sphere, e.g. half of a basketball 440.
  • the rotatable objects are in the form of a wheel.
  • the shape of the wheel may be an oval, square, rectangle, triangle, or the like.
  • the plurality of asymmetrical segments may also be in any shape. As illustrated in Fig.
  • the asymmetrical segments may be in the shape of a triangle as illustrated in rotatable object 400 and 410, a circle as illustrated in rotatable object 430, or any random shapes, e.g., as illustrated in rotatable objects 420, 440, and 450. Additionally, the rotatable object may look like a sports ball, such as a basketball 440.
  • Each asymmetrical segment may radiate from a different point than the axis of rotation for the rotatable body.
  • the axis of rotation for rotatable object 450 may be at 452.
  • the plurality of asymmetrical segments 456 may radiate from point 454.
  • the outer circumference of each of the plurality of asymmetrical segments may be equal or proportional.
  • the outer circumference 412 of each of the asymmetrical segments may be equal.
  • the outer circumference of asymmetrical segment 442 may be twice (2x) the outer circumference as asymmetrical segment 444 (x).
  • the segments may be designed to achieve a certain visual effect. Different patterns, when the rotatable object is spun, may result in eyecatching effects to attract players. For example, when the gaming indicator 420 illustrated in Fig. 4 is spun, the resulting psychedelic-type effect may be pleasing to certain players. In other embodiments, the facts that the segments radiate from a point different than the axis of rotation of the rotatable object may create other visually pleasing or non-pleasing effects. The players may then want to play the gaming machine to simply try and spin the wheel to see the pattern on the rotating object again. In another embodiment, the visual effect may be based on a game theme such as the popular culture icon Austin Powers. The game may have a psychedelic pattern to achieve the "Groovy Baby! effect.
  • the rotatable object may also have an inner portion 422 as illustrated with rotatable object 420.
  • the inner portion 422 may be any shape such as a circle having a diameter smaller than the diameter of the rotatable object 420, a triangle, square, star, blob, and the like. In another example, the inner portion 422 may also occupy the space between two focal points of an oval rotatable object.
  • the inner portion 422 may have a center point 424 that is the same as the axis of rotation for the rotatable object 420. However, the plurality of segments 426 may radiate from a different point 428 than the axis of rotation 424 for the inner portion 422.
  • Various indicia may be placed on the inner portion 422 to entice a player.
  • the inner portion 422 may also have lights to light the inner portion 422 for visual effects.
  • the inner portion 422 may be used as an additional bonus round, a second change opportunity to win a larger prize, or any other incentive.
  • Fig. 5 an illustration of another embodiment of a rotatable object with pointers.
  • the rotatable object 500 have a plurality pointers 504a, 504b, 504n. In use, as the rotatable object 500 spins, the pointers 504a, 504b, 504n may also light up.
  • one of the pointers 504a, 504b, 504n may light up to indicate the winning asymmetrical segment based upon the random number generated by the random number generator.
  • the pointers 504a, 504b, 504n may be used for various other reasons.
  • the pointers 504a, 504b, 504n may be used in a bonus round as an additional chance to win a prize.
  • the player may also win a prize selected by the pointers 504a, 504b, 504n.
  • the number of pointers is not intended to be limiting as any number of pointers may be used.
  • the plurality of asymmetrical segments of the rotatable object 500 may not have a light to indicate the winning asymmetrical segment.
  • each segment may have a dedicated pointer that lights up to indicate the winning asymmetrical segment.
  • Fig. 6 is a flow diagram of a gaming method using a rotatable object.
  • a probability of success for winning a prize on a rotatable object may be determined at 600.
  • the probably of success of winning a car may be lower than the probability of winning $5.00.
  • the rotatable body may have a plurality of segments with indicia written therein to indicate the prize.
  • the plurality of segments may extend from a point different than the axis of rotation of the rotatable object at 602.
  • One of the plurality of segments may correspond to one of the plurality of prizes at 604.
  • the segments may be formed such that the area is equal to the probability of success of winning the corresponding prize at 606.
  • the segments may be designed to achieve a certain visual effect. Different patterns, when the rotatable object is spun, may result in eye-catching effects to attract players. For example, a spin for certain patters may result in a psychedelic-type effect that may be pleasing to certain players.
  • the facts that the segments radiate from a point different than the axis of rotation of the rotatable object may create other visually pleasing or non-pleasing effects.
  • the players may then want to play the gaming machine to simply try and spin the wheel to see the pattern on the rotating object again.
  • the visual effect may be based on a game theme such as the popular culture icon Austin Powers.
  • the game may have a psychedelic pattern to achieve the "Groovy Baby! effect.
  • the rotatable object is spun at 608.
  • Any electrical or manual means as discussed above may be used to rotate the rotatable object.
  • the mechanical rotating object may be spun with a motor.
  • the rotatable object may be a video or virtual wheel controlled by the MGC.
  • the virtual wheel may be of any bistable electrophoretic display, such as electronic paper.
  • a winning random number may be generated from a random number generator at 610.
  • the segment corresponding to the winning random number may be indicated at 612 to notify the player of the winning prize.
  • Any means may be used to indicate the winning segment.
  • a light may be configured to light the segment corresponding to the winning random number.
  • the rotation of the rotatable object may be controlled to match a pointer to the segment corresponding to the winning random number.
  • any means may be used to control the rotation of the rotatable object, such as a motor.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

L'invention concerne un procédé et un appareil de jeux, ledit appareil pouvant comprendre un objet rotatif configuré pour tourner autour d'un premier point qui est également un axe de rotation, ainsi qu'une pluralité de segments formés sur l'objet rotatif, chaque pluralité de segments comprenant une zone proportionnelle à la probabilité de remporter un prix, la pluralité de segments rayonnant à partir d'un deuxième point. Dans d'autres modes de réalisation, les segments peuvent être formés pour créer des effets visuels lorsque l'objet rotatif est mis en rotation.
PCT/US2008/055034 2007-03-15 2008-02-26 Indicateur de jeu WO2008112425A1 (fr)

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US11/724,721 US20080227530A1 (en) 2007-03-15 2007-03-15 Gaming indicator
US11/724,721 2007-03-15

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