A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2014, WMS Gaming, Inc.
Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, managing community wagering game effects in grouped wagering game machines.
Wagering game machines, such as slot machines, video poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play.
Music and other sounds (i.e., soundtracks) played in wagering games help to immerse a wagering game player (“player”) into a wagering game experience and add to the excitement and fun of wagering games. Soundtracks sometimes will rise in volume levels to generate a sense of anticipation in a player. The rise in volume is sometimes referred to as a “build-up” because of the build-up of anticipation it invokes in a player. The soundtrack for a wagering game is prepared and stored on a wagering game machine or on a wagering game server well before the wagering game machine is placed on the casino floor. Audio engineers that program soundtracks for a wagering game, balance and mix the sound track in a test environment to produce optimal sound for one player seated at one wagering game machine. If the audio engineer balances the soundtrack to be too quiet or too loud for the player, then the player who plays the wagering game in the casino would become irritated or would not experience the full benefit of the game and would not feel immersed in the gaming experience. When the audio engineers prepare the soundtracks, the wagering game manufacturer stores the sound files on a wagering game machine or a server, and the wagering game manufacturer provides the wagering game machines and/or servers to a casino.
After the casino receives the wagering game machines, the wagering game manufacturer has no control over where the wagering game machines are placed in the casino. The casino will often place wagering game machines together in a group, or bank, for several reasons, such as to make a specific theme of games easier to find and also so that players playing the same game can feel a sense of camaraderie when seated next to each other. Sometimes group games, or community wagering games, for which multiple players are eligible to participate, may play a sound effect at each of the wagering game machines in a bank at the same time. The placement of the wagering game machines in a bank, however, can cause the simultaneous presentation of the same sound effect to amplify and produce an uncomfortable sound level or conflict with presentation of other sound effects.
Embodiments are illustrated in the Figures of the accompanying drawings in which:
This description of the embodiments is divided into six sections. The first section provides an introduction to embodiments. The second section describes example operating environments while the third section describes example operations performed by some embodiments. The fourth section describes additional example embodiments while the fifth section describes additional example operating environments. The sixth section presents some general comments.
This section provides an introduction to some embodiments.
Recently, community wagering games have become a popular type of game in casinos. Some community wagering games provide a gaming environment where a group of players can play the same wagering game in a competitive or collaborative setting. Sometimes community wagering games simultaneously present a community event, like a presentation of, or anticipatory announcement for, a jackpot or other type of “big win” event. The community event presents a gaming effect, such as a sound effect, on each of the wagering game machines at which the players are situated. However, when wagering game machines are situated next to each other in a bank, and when each is playing a community sound track during a community event, audio levels from each individual machine will magnify the same sound produced by a neighboring machine, causing the combined sound volume level to become too loud. The increased sound level creates discomfort to the ears of players seated at the bank. Build-ups, explosions, or other types of sounds that generate the highest sound levels in a soundtrack can especially create uncomfortable sound volume levels at a bank when multiple neighboring wagering game machines play the same sound at the same time.
One example of common content is a sound effect 141 that is scheduled to be played on the wagering game machines 16-164 at the same time during the community event. The sound effect 141, when played simultaneously by each of the wagering game machines 161-164, presents the exact same sound, resulting in a quadruple sound effect, or quadruple sound energy/field, from speakers for all four of the wagering game machines 161-164. The four sound fields amplify each other, resulting in an overall, or composite, volume level for the sound effect 141 that is louder than when the sound effect 141 is played alone. As mentioned previously, each of the wagering game machines 161-164 may have been preconfigured to play the sound effect 141 optimally for only a single wagering game machine. However, because a casino has grouped the wagering game machines 161-164 into a bank on the casino floor, the proximity of the wagering game machines 161-164 produce amplified sounds when the sound effect 141 is played from multiple ones of the wagering game machines 161-164 simultaneously.
The gaming effects controller 140, however, can detect a number of the wagering game machines 161-164 that are eligible, or scheduled, to the present the sound effect 141 (e.g., detect that all four of the wagering game machine 161-164 are scheduled to the play the sound effect 141). The gaming effect controller 140 can also detect characteristics of the wagering game machines 161-164 (e.g., via global positioning, by location sensors, etc.), or access stored data that indicates, characteristics of the wagering game machines 161-164. The characteristics may include positions (e.g., locations, orientations, coordinates, distances, etc.), amounts, types, etc. associated with the wagering game machines 161-164 or presentation devices associated with the wagering game machines 161-164. For instance, the gaming effect controller 140 can detect a distance (D1) between wagering game machines, a distance (D2) that spans eligible wagering game machines that are scheduled to play the sound effect 141 simultaneously, a distance (D3) to external presentation devices (e.g., overhead speakers 148 and 149 in signage 147, overhead emotive lighting associated with the bank and/or with each individual wagering game machine 161, 162, 163 and 164, etc). Another distance that the gaming effect controller 140 may take into consideration may include distances of gaps between eligible wagering game machines (e.g., the distance of a gap for the wagering game machines 162 and 163 if wagering game machines 162 and 163 were not eligible, but wagering game machines 161 and 164 were eligible). Another distance that the gaming effect controller 140 may also take into consideration may include the distance of speakers on the wagering game machines 161-164 to a sitting position for a player. The gaming effect controller 140 can also determine orientations of wagering game machines 161-164 or orientations of speakers attached to the wagering game machines 161-164 (e.g., determine an angle of direction that the wagering game machines 161-164 and project sound in relation to each other and in relation to other wagering game machines in the bank that are not eligible). The gaming effects controller 140 can automatically calculate, based on the number of wagering game machines and/or position measurements (e.g., distances D1, D2, and/or D3, directionality of sound projection, etc.), a comfortable volume level at which the wagering game machines 161-164 should play the sound effect 141 so that a combined volume level of the sound effect 141 does not amplify beyond, or exceed, a threshold volume level (e.g., a decibel level and/or presentation duration at which sound (1) becomes uncomfortable, (2) that is higher than a default volume level, (3) some combination, etc.), when played simultaneously. For example, the gaming effects controller 140 may attenuate sound so that the combined volume level of the four separately played instances of the sound effect 141 appears to sound, from a player's perspective at any one of the wagering game machines 161-164, as loud as a default volume level at which any one of the wagering game machines 161-164 are set to play the sound effect 141 non-simultaneously. The gaming effects controller 140 may also calculate a threshold lighting level (e.g., a luminosity level and/or presentation duration) for a lighting effect 131 simultaneously played on emotive lighting fixtures, the signage 147, external lighting devices associated with the wagering game machines 161-164, etc.
Embodiments can be presented over any type of communications network that provides access to wagering games, such as a public network (e.g., a public wide-area-network, such as the Internet), a private network (e.g., a private local-area-network gaming network), a file sharing network, a social network, etc., or any combination of networks. Multiple users can be connected to the networks via computing devices. The multiple users can have accounts that subscribe to specific services, such as account-based wagering systems (e.g., account-based wagering game websites, account-based casino networks, etc.).
Further, in some embodiments herein a user may be referred to as a player (i.e., of wagering games), and a player may be referred to interchangeably as a player account. Account-based wagering systems utilize player accounts when transacting and performing activities, at the computer level, that are initiated by players. Therefore, a “player account” represents the player at a computerized level. The player account can perform actions via computerized instructions. For example, in some embodiments, a player account may be referred to as performing an action, controlling an item, communicating information, etc. Although a player, or person, may be activating a game control or device to perform the action, control the item, communicate the information, etc., the player account, at the computer level, can be associated with the player, and therefore any actions associated with the player can also be associated with the player account. Therefore, for brevity, to avoid having to describe the interconnection between player and player account in every instance, a “player account” may be referred to herein in either context. Further, in some embodiments herein, the word “gaming” is used interchangeably with “gambling.”
Although
This section describes example operating environments and networks and presents structural aspects of some embodiments. More specifically, this section includes discussion about wagering game system architectures.
The wagering game system architecture 200 can also include a wagering game server 250 configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from a wagering game machine 260. The wagering game server 250 can include a content controller 251 configured to manage and control content for the presentation of content on the wagering game machine 260. For example, the content controller 251 can generate game results (e.g., win/loss values), including win amounts, for games played on the wagering game machine 260. The content controller 251 can communicate the game results to the wagering game machine 260. The content controller 251 can also generate random numbers and provide them to the wagering game machine 260 so that the wagering game machine 260 can generate game results. The wagering game server 250 can also include a content store 252 configured to contain content to present on the wagering game machine 260. The wagering game server 250 can also include an account manager 253 configured to control information related to player accounts. For example, the account manager 253 can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server 270. The wagering game server 250 can also include a communication unit 254 configured to communicate information to the wagering game machine 260 and to communicate with other systems, devices and networks. The wagering game server 250 can also include an effects balancing module 255 configured to balance lights, sounds, and other effects associated with community gaming events. The wagering game server 250 can also include a community game controller 256 configured to control community wagering games including community events associated with the community wagering games.
The wagering game system architecture 200 can also include a wagering game machine 260 configured to present wagering games and receive and transmit information to balance community wagering game audio. The wagering game machine 260 can include a content controller 261 configured to manage and control content and presentation of content on the wagering game machine 260. The wagering game machine 260 can also include a content store 262 configured to contain content to present on the wagering game machine 260. The wagering game machine 260 can also include an effects balancing module 263 configured to control effects balancing for community gaming events presented by, and for, wagering game machine groups.
The wagering game system architecture 200 can also include a secondary content server 280 configured to provide content and control information for secondary games and other secondary content available on a wagering game network (e.g., secondary wagering game content, promotions content, advertising content, player tracking content, web content, etc.). The secondary content server 280 can provide “secondary” content, or content for “secondary” games presented on the wagering game machine 260. “Secondary” in some embodiments can refer to an application's importance or priority of the data. In some embodiments, “secondary” can refer to a distinction, or separation, from a primary application (e.g., separate application files, separate content, separate states, separate functions, separate processes, separate programming sources, separate processor threads, separate data, separate control, separate domains, etc.). Nevertheless, in some embodiments, secondary content and control can be passed between applications (e.g., via application protocol interfaces), thus becoming, or falling under the control of, primary content or primary applications, and vice versa. In some embodiments, the secondary content server 280 can provide and control content for community games, including networked games, social games, competitive games, or any other game that multiple players can participate in at the same time. In some embodiments, the secondary content server 280 can control and present an online website that hosts wagering games. The secondary content server 280 can also be configured to present multiple wagering game applications on the wagering game machine 260 via a wagering game website, or other gaming-type venue accessible via the Internet. The secondary content server 280 can host an online wagering website and/or a social networking website. The secondary content server 280 can include other devices, servers, mechanisms, etc., that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.). The secondary content server 280 can also be configured to provide secondary wagering games, community wagering games, community gaming events, etc. In some embodiments, the secondary content server 280 can also host social networking accounts, provide social networking content, control social networking communications, store associated social contacts, etc. The secondary content server 280 can also provide chat functionality for a social networking website, a chat application, or any other social networking communications mechanism. In some embodiments, the secondary content server 280 can utilize player data to determine marketing promotions that may be of interest to a player account. The secondary content server 280 can also analyze player data and generate analytics for players, group players into demographics, integrate with third party marketing services and devices, etc. The secondary content server 280 can also provide player data to third parties that can use the player data for marketing.
Each component shown in the wagering game system architecture 200 is shown as a separate and distinct element connected via a communications network 222. However, some functions performed by one component could be performed by other components. For example, the wagering game server 250 can also be configured to perform functions of the secondary content server 280, the account server 270, the effects balancing module 263, and other network elements and/or system devices. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by, multiple devices, as in the configurations shown in
The wagering game machines described herein (e.g., wagering game machine 260) can take any suitable form, such as floor standing models, handheld mobile units, bar-top models, workstation-type console models, surface computing machines, etc. Further, wagering game machines can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc.
In some embodiments, wagering game machines and wagering game servers work together such that wagering game machines can be operated as thin, thick, or intermediate clients. For example, one or more elements of game play may be controlled by the wagering game machines (client) or the wagering game servers (server). Game play elements can include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server can perform functions such as determining game outcome or managing assets, while the wagering game machines can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines can determine game outcomes and communicate the outcomes to the wagering game server for recording or managing a player's account.
In some embodiments, either the wagering game machines (client) or the wagering game server(s) can provide functionality that is not directly related to game play. For example, account transactions and account rules may be managed centrally (e.g., by the wagering game server(s)) or locally (e.g., by the wagering game machines). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc.
Furthermore, the wagering game system architecture 200 can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable storage media including instructions for performing the operations described herein.
This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. However, in some embodiments, the operations can be performed by logic not described in the block diagrams.
In certain embodiments, the operations can be performed by executing instructions residing on machine-readable storage media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform more or less than all the operations shown in any flow diagram.
The flow 300 continues at processing block 304, where the system determines, based on characteristics associated with the sound effect or speakers associated with the plurality of wagering game machines, that the sound effect, if played simultaneously on the speakers, would provide an amplified volume level that would exceed a threshold volume level. The threshold volume level is a metric, or indicator value, that indicates an undesired amplified sound level (e.g., a decibel level at which sound would sound uncomfortably loud from a given vantage point at or near the group of wagering game machines). Examples of characteristics associated with the speakers may include physical locations of the speakers, physical characteristics of the speakers, orientation of the speakers, directionality of the sound effect from the speakers, placement of the speakers on the plurality of the wagering game machines, a number of the speakers, a type of the speakers, etc. Examples of characteristics associated with the sound effect may include a frequency of sound for the sound effect, a programmed volume level or setting for the sound effect, a duration for the sound effect, a degree of abruptness at which the sound effect is presented, a dissonance of the sound effect, a number of repetitions of the sound effect, a type of the sound effect, etc. The system determines that if the sound effect for the community wagering game event were to play simultaneously, at their default volume levels, on the speakers of the wagering game machines, and because the sound is common (i.e., sound signals are the same frequency for all speakers), the acoustic energy of the sound effect from the multiple speakers would combine in the air and amplify each other beyond a specific or threshold volume level. As more players play, and as more wagering game machines play the community event sound effect, the community sounds, or common audio fields, of the community event sound effect add to each other (e.g., magnify each other). In other words, the same, or common, sounds occur at the speakers for each wagering game machine, and, because the same sound occurs at each speaker, at the same time, the sound intensifies. Audio frequencies played at the same time amplify each other causing the sound to appear too loud for comfort.
In some embodiments, the system can determine a threshold volume level based on settings indicated by a player account logged in via a wagering game machine and/or a setting indicated by a casino account.
In some embodiments, the system may determine that at least one portion of the sound effect may be amplified even though other portions of the sound effect may not be amplified. For example, some sound effects ramp up, or crescendo, while being played toward a maximum volume level that has been programmed into the soundtrack for the sound effect.
In some embodiments, the system can determine a number of the plurality of wagering game machines that are eligible to present the community wagering game event, and use the number in determining a number of sound fields that will combine together. The system can determine that an amount of amplification would be proportional to the number of the sound fields.
In some embodiments, the system can refer to a stored listing or table of volume levels for the threshold volume level. The stored listing or table can indicate an upper range of comfortable sound levels (e.g., as indicated by a casino operator) that a casino would prefer for their patrons for a given time period of exposure. In other words, the listing or table may include an upper range of 80 db, for a period of 3 seconds, an upper range of 75 db for 10 seconds, and so forth. Thus, a casino operator can set more than one threshold volume level. Each threshold volume level could depend, however, on how long a simultaneously played sound effect would be played.
Some sounds may exceed a specific sound level, but only for a short period of time. Thus, the system may determine that even though the simultaneously presented sound would result in an amplified sound level, if the sound level was played for only a short period of time (e.g., less than a time exposure), then the system may refrain from attenuating sounds. In other embodiments, a casino operator or administrative user can utilize other lists or tables that are more or less restrictive than lists set by other casino operators. The system can provide a tool, or user interface, that a casino operator or administrative user can use to modify the threshold values and/or to load profiles related to (1) sound levels produced by speakers (e.g., a “soft” profile, a “loud” profile), (2) times or periods of time for gaming activity in the casino (e.g., a “busy” time or a “slow” time), (3) promotional or marketing campaigns, (4) seasonal, or holiday periods, or any other type, theme, etc.
In some embodiments, the system can determine characteristics of speakers by measuring, or determining orientations (e.g., directions at which machines and speakers on wagering game machines are facing each other) and/or distances between speakers. In some embodiments, each wagering game machine includes a location unit (e.g., see location unit 538 in
The flow 300 continues at processing block 306, where the system determines an attenuated volume level for the plurality of wagering game machines in the group of wagering game machines to present the sound effect for the community wagering game event. In some embodiments, the system can simulate and determine an attenuated volume level by calculating an anticipated upper, or maximum, volume level that would occur for a given sound effect(s) (e.g., for a loudest sound effect programmed for a community event, for an average sound level of the community event, etc.) if played simultaneously on the speakers. The system can compare the upper volume level against the threshold volume level. If the upper volume level meets and/or exceeds the threshold volume level, the system can then set a lowered volume level, or attenuated volume level, for the simultaneously played community sound effect based on the comparison. In other words, the system can determine that the upper volume level would amplify beyond the threshold volume level to be too uncomfortable for players situated at the wagering game machines, or rather at speakers associated with the wagering game machines.
In some embodiments, the system may be configured to present some sounds louder, or more accented, than other sounds made by others of the wagering game machines in the group (i.e., for other players who are not participating in the community wagering game event), but still attenuate the simultaneously presented sounds of the community wagering game event if the sounds are too loud for comfort. In some embodiments, the system can emphasize the simultaneously presented sounds based on a number of players in the group of wagering game machines.
In some embodiments, the simultaneously presented sounds may be for music, sound effects, and speech that are common to wagering game machines eligible for the community wagering game event. However, only some types of the simultaneously presented sounds may actually be loud enough to become too loud or uncomfortable. The system can select which of the sound types would potentially become too loud and only attenuate those types of sounds from a sound track or sound script. For example, some of the different types of simultaneously presented sounds may have default sound levels that are different. For instance, a background music volume in a community wagering game may be set at one sound level by default, but a voice volume may be set at a different sound level by default, which is higher than the background music volume level. As a result, the system can attenuate only the voice volume level and not the background music level, or attenuate the background music volume level to one degree and the voice volume level to another degree (e.g., attenuate voice volume by 10% but only reduce background music sounds by 5%, depending on the default volume levels at which the different types of sounds are set).
The system can further detect variable events within a type. For instance, a game character, such as an opponent or proponent character, may interact with only a portion of players that are playing a community wagering game. The game character may only speak something to the portion of the players. Thus, only some of the players experience the sound effect made by the encounter with the common game character. The system, therefore, can attenuate the voice sound for the encountered character for the portion of players (i.e., attenuate at speakers associated with wagering game machines at which the portion of the players are situated), while, at the same time, not attenuate other sounds associated with the community wagering game. The system, therefore, can be selective with the sounds it attenuates and may not have to attenuate an entire sound track just to avoid presenting potentially loud and uncomfortable sounds that only occur occasionally or for certain types of sound effects or for certain isolated events shared by a portion of the eligible players/wagering game machines.
In some embodiments, the system can attenuate simultaneously presented sounds by modifying a default sound volume level in a script with sound settings for a soundtrack to be the attenuated volume level, then playing the sounds for the script at the plurality of wagering game machine using the attenuated volume level. The scripts may have different volume levels, panning levels, balance levels, etc. for certain types of sounds. Thus, the system can modify default volume levels in scripts for only certain types of sounds. The system can also modify other settings in the script, such as modifying balance settings to shift sound to certain speakers instead of, or in addition to, modifying volume settings. The shifted sound may direct sounds in different directions, potentially preventing unwanted sound amplifications.
In some embodiments, the system can modify an overall volume level for a wagering game machine set at the wagering game machine, such as a default volume level set in a configuration setting or file for the wagering game machine. In other words, the system can determine a first volume level at which the wagering game machine is set to play audio as a default, and attenuate the first volume level sound to a second volume level lower than the first volume level.
The flow 300 continues at processing block 308, where the system presents the community wagering game event simultaneously at the plurality of wagering game machines in the group of wagering game machines using the attenuated volume level. In some embodiments, the system includes a gaming effects controller (e.g., gaming effectors controller 140 in
According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., to balance community wagering game audio. The following non-exhaustive list enumerates some possible embodiments.
This section describes example operating environments, systems and networks, and presents structural aspects of some embodiments.
The CPU 526 is also connected to an input/output (“I/O”) bus 522, which can include any suitable bus technologies, such as an AGTL+frontside bus and a PCI backside bus. The I/O bus 522 is connected to a payout mechanism 508, primary display 510, secondary display 512, value input device 514, player input device 516, information reader 518, and storage unit 530. The player input device 516 can include the value input device 514 to the extent the player input device 516 is used to place wagers. The I/O bus 522 is also connected to an external system interface 524, which is connected to external systems (e.g., wagering game networks). The external system interface 524 can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.)
The I/O bus 522 is also connected to a location unit 538. The location unit 538 can create player information that indicates the wagering game machine's location/movements in a casino. In some embodiments, the location unit 538 includes a global positioning system (GPS) receiver that can determine the wagering game machine's location using GPS satellites. In other embodiments, the location unit 538 can include a radio frequency identification (RFID) tag that can determine the wagering game machine's location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine's location. Although not shown in
In some embodiments, the wagering game machine 506 can include additional peripheral devices and/or more than one of each component shown in
In some embodiments, the wagering game machine 506 includes an effects balancing module 537. The effects balancing module 537 can process communications, commands, or other information, where the processing can balance community wagering game audio, lighting, and other effects.
Furthermore, any component of the wagering game machine 506 can include hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein.
The wagering game machine 600 comprises a housing 612 and includes input devices, including value input devices 618 and a player input device 624. For output, the wagering game machine 600 includes a primary display 614 for displaying information about a basic wagering game. The primary display 614 can also display information about a bonus wagering game and a progressive wagering game. The wagering game machine 600 also includes a secondary display 616 for displaying wagering game events, wagering game outcomes, and/or signage information. While some components of the wagering game machine 600 are described herein, numerous other elements can exist and can be used in any number or combination to create varying forms of the wagering game machine 600.
The value input devices 618 can take any suitable form and can be located on the front of the housing 612. The value input devices 618 can receive currency and/or credits inserted by a player. The value input devices 618 can include coin acceptors for receiving coin currency and bill acceptors for receiving paper currency. Furthermore, the value input devices 618 can include ticket readers or barcode scanners for reading information stored on vouchers, cards, or other tangible portable storage devices. The vouchers or cards can authorize access to central accounts, which can transfer money to the wagering game machine 600.
The player input device 624 comprises a plurality of push buttons on a button panel 626 for operating the wagering game machine 600. In addition, or alternatively, the player input device 624 can comprise a touch screen 628 mounted over the primary display 614 and/or secondary display 616.
The various components of the wagering game machine 600 can be connected directly to, or contained within, the housing 612. Alternatively, some of the wagering game machine's components can be located outside of the housing 612, while being communicatively coupled with the wagering game machine 600 using any suitable wired or wireless communication technology.
The operation of the basic wagering game can be displayed to the player on the primary display 614. The primary display 614 can also display a bonus game associated with the basic wagering game. The primary display 614 can include a cathode ray tube (CRT), a high resolution liquid crystal display (LCD), a plasma display, light emitting diodes (LEDs), or any other type of display suitable for use in the wagering game machine 600. Alternatively, the primary display 614 can include a number of mechanical reels to display the outcome. In
A player begins playing a basic wagering game by making a wager via the value input device 618. The player can initiate play by using the player input device's buttons or touch screen 628. The basic game can include arranging a plurality of symbols 632 along a pay line, which indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to player input. At least one of the outcomes, which can include any variation or combination of symbols, can trigger a bonus game.
In some embodiments, the wagering game machine 600 can also include an information reader 652, which can include a card reader, ticket reader, bar code scanner, RFID transceiver, or computer readable storage medium interface. In some embodiments, the information reader 652 can be used to award complimentary services, restore game assets, track player habits, etc.
Embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, embodiments of the inventive subject matter may take the form of a computer program product embodied in any tangible medium of expression having computer readable program code embodied in the medium. The described embodiments may be provided as a computer program product, or software, that may include a machine-readable storage medium having stored thereon instructions, which may be used to program a computer system (or other electronic device(s)) to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine-readable storage medium includes any mechanism that stores information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). For example, machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media (e.g., CD-ROM), flash memory machines, erasable programmable memory (e.g., EPROM and EEPROM); etc. Some embodiments of the invention can also include machine-readable signal media, such as any media suitable for transmitting software over a network.
This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.
This application is a Continuation of and claims the priority benefit of U.S. application Ser. No. 13/204,225 filed Aug. 5, 2011, which claims the priority benefit of U.S. Provisional Application No. 61/371,272 filed Aug. 6, 2010.
Number | Date | Country | |
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61371272 | Aug 2010 | US |
Number | Date | Country | |
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Parent | 13204225 | Aug 2011 | US |
Child | 14480397 | US |