Electronic amusement device and method for operating same

Information

  • Patent Grant
  • 6533658
  • Patent Number
    6,533,658
  • Date Filed
    Friday, November 3, 2000
    24 years ago
  • Date Issued
    Tuesday, March 18, 2003
    21 years ago
Abstract
An electronic amusement device and a method for operating the device are disclosed. The device conducts a game of chance that preferably incorporates game elements that change and expire during the game. The device performs the steps of generating and displaying a subject game element having a first class. The step of displaying includes displaying an indicia of the first class. The device further assigns a second class to the subject game element, and displays the subject game element, thereby displaying an indicia of the second class.
Description




BACKGROUND OF THE INVENTION




1. Field of the Invention




The present invention relates to an electronic amusement device and more particularly to an electronic amusement device such as a slot machine having the ability display game symbols which change or expire during a game.




2. Description of the Related Art




Slot machines generate greater than ten billion dollars per year in revenue for US casinos, with individual machines typically earning between fifty and one hundred and fifty dollars per day. One of the fastest growing segments of slot machine play is video poker, a game in which various elements of draw poker are represented on a video display. Players draw and hold cards in an effort to attain a hand high enough to qualify for a prize or payment. Starting with “Jacks or Better,” video poker quickly expanded into “Deuces Wild” and “Joker Poker” as well as countless variations of the above with different payout schedules. Players are attracted to the relatively high payouts possible for top hands such as a royal flush, as well as the frequent lower-end payouts for hands as low as a pair of jacks. Additionally, many players find that the interactive nature of the game, choosing which cards to draw, provides a more exciting game than the traditional reel-based slot machine, in which the player simply passively watches the outcome.




Although popular with players, video poker has a number of disadvantages from the casino's perspective. First, game speed can be significantly slower than conventional reel machines. Players sometimes agonize over a particular play, taking their time in deciding what the correct play is. With no incentive to accelerate play, players sometimes languish over their decisions. Casinos prefer a faster-paced game since profits rise in direct proportion to the number of hands completed per hour. Additionally, the house edge associated with video poker has consistently deteriorated as casinos have begun to compete more for players. Because full payout tables are provided on the face of the machine, players can easily distinguish between high payout machines and low payout machines. Competition for video poker players has resulted in some video poker machines which pay out in excess of 100% with perfect playing strategy. Although most players are not playing perfectly, the growing availability of books and computer software is resulting in more and more sophisticated players. The slow play and declining house advantage, when combined with the significant cost of player complimentaries, such as free meals and drinks, has resulted in shrinking casino profits for video poker. Consequently, there is a need to increase the house advantage without appearing to disadvantage the player.




Thus, it would be very desirable to provide a slot machine which offers to players the involvement and excitement of video poker while offering the casino the speed of play and high house advantage currently associated with traditional reel slot machines. Such a machine could result in significantly enhanced revenues for casino operators and provide more enjoyable play for casino patrons.




SUMMARY OF THE INVENTION




An object of the present invention is to provide a gaming device utilizing game symbols that expire throughout a game.




In accordance with one aspect of the present invention, an electronic amusement device and method is disclosed for conducting a game of chance. The method includes the steps of generating a subject game element having a first class, and displaying the subject game element, thereby displaying an indicia of the first class. The method also includes the step of assigning a second class to the subject game element. The method further includes the step of displaying the subject game element, thereby displaying an indicia of the second class. The disclosed electronic amusement device implements the steps of the described method.




In accordance with a second aspect of the present invention, an electronic amusement device and method is disclosed for conducting a game of chance. The method includes the steps of receiving a game element request signal and generating a game element having a first class. The method also includes the step of displaying the game element, thereby displaying an indicia of the first class. The method further includes the steps of receiving a placement signal and displaying the game element at a location in accordance with the received placement signal. A second class is assigned to the game element, and the game element is redisplayed, thereby displaying an indicia of the second class.











DESCRIPTION OF THE DRAWINGS




These and other objects, features and advantages of the invention will be understood from a consideration of the following description of the invention, in which:





FIG. 1

is a block diagram of a gaming device constructed in accordance with the present invention;





FIG. 2

is a table showing components of the payout database of

FIG. 1

;





FIG. 3

is a table showing components of the card database of

FIG. 1

;





FIG. 4

is a plan view of the gaming device of

FIG. 1

;





FIGS. 5A-5H

together comprise sample screens from the video display of

FIG. 4

;





FIG. 6

is an illustration of the game element of

FIG. 4

;





FIG. 7

is a flowchart illustrating a method of operating a gaming device in accordance with the present embodiment;





FIG. 8

is a flowchart illustrating the deck initialization process of the present invention;





FIG. 9

is a flowchart illustrating the card dealing process of the present invention;





FIG. 10

is a flowchart illustrating the card placement process of the present invention;





FIGS. 11A-11B

together comprise a flowchart illustrating the card monitoring and update process of the present invention;





FIG. 12

is a flowchart illustrating the shuffling process of the present invention;





FIG. 13

is a flowchart illustrating the payout calculation process of the present invention; and





FIG. 14

is a plan view of an alternate embodiment of the gaming device of FIG.


1


.











DETAILED DESCRIPTION OF THE INVENTION




Description of the System




In accordance with the present invention there is provided herein a gaming method and apparatus, illustrated by way of a video poker gaming device.




Referring now to

FIG. 1

, there is shown a block diagram of a gaming device


100


including a central processing unit (CPU)


102


and a data storage device


104


connected to the CPU. Further connected to CPU


102


are: a player card tracking device


114


, a random number generator


112


, a video display area


500


, a hopper controller


122


, a clock


106


, a starting controller


150


, and a coin/bill acceptor


124


.




Gaming device


100


comprises conventional components, with the exception of card database


300


. For purposes of better illustrating the invention, standard components, well known to those skilled in the art, are described only briefly. Although the present embodiment of the invention is described as implemented with physical components, the invention applies equally well to and includes software embodiments such as would be implemented on the Internet and other computer data networks.




Referring again to CPU


102


, the device


100


comprises one of many well known processing units, for example a Pentium class CPU manufactured by Intel Corp. Data storage device


104


comprises an appropriate combination of magnetic and optical memory, such as disk drive memory, and semiconductor memory such as random access memory (RAM) and read only memory (ROM). In addition to payout database


200


and card database


300


, data storage device


104


stores appropriate operating system and control software (not shown), functional to operate gaming device


100


in the manner described below. Random number generator


112


comprises one of many well known random or pseudo-random number generators suitable for use in a gaming device.




Coin/Bill acceptor


124


is operative to receive one or more coins or bills, and to transmit an appropriate value signal to CPU


102


. Hopper controller


122


, and hopper


130


connected thereto, are operative under the control of CPU


102


to dispense and output coins to a player. Video display


500


preferably comprises a touch sensitive screen capable of processing player selections through tactile interaction. Alternatively, video display


500


may comprise any conventional video display apparatus, for example, a cathode ray tube or a liquid crystal display screen.




Starting controller


150


comprises a player-operated device such as a handle or button for initiating the play of a game.




Player card tracking device


114


comprises a player tracking interface including a card reader


138


for receiving a player tracking card, a display


142


for communicating alpha/numeric messages to the player, and a keypad


140


for receiving player input such as a player identifier.




Gaming device


100


may include a conventional network interface (not shown) for communicating with a centrally controlled network server, allowing for the remote monitoring and audit of gaming device


100


.




Payout database


200


comprises a conventional payout database such as those found in most video poker machines. The database serves to associate a particular outcome or hand value, such as a full house, with a particular coin payout based on the number of coins wagered. Payout database


200


is shown to include ten records


232


through


250


, each of which includes two fields: an outcome field


210


and a payout field


220


. The final poker hands represented in outcome


210


illustrate conventional poker rankings typical of a video draw poker game. Record


238


, for example, indicates an outcome of “FULL HOUSE” which includes all hands with both three of a kind and two of a kind. Other hand rankings, such as those incorporating jokers, wild cards, or specific card bonuses are, of course, also within the scope of the present invention.




The profitability of the game for the casino is directly related to the values stored in payout field


220


, although player skill levels will also have an impact. Payouts


220


might be set so that the casino retains some advantage, even in the face of expert play. Record


238


, for example, indicates a payout of five dollars associated with an outcome of “FULL HOUSE.” Although the payouts of payout field


220


represent the wager of a single coin for each card purchased, additional fields could be added to allow multiple coin wagers as illustrated in

FIG. 4

below. The values shown in payout field


220


are merely illustrative and are not intended to limit the scope of the invention.




Referring now to

FIG. 3

, there is described card database


300


shown to include five records


340


,


342


,


344


,


346


, and


348


, each of which includes seven fields: card identifier


310


, rank


312


, suit


314


, status


316


, location


318


, time dealt


320


, and duration


322


. This database serves to monitor and update a deck of fifty-two cards, each card having a unique rank/suit combination, or class, as implemented in the present invention. Card identifier


310


uniquely identifies each card, and may be a number from one to fifty-two for each card of a standard deck of cards. Such a numeric identifier simplifies the card manipulation operations as described in more detail with reference to the figures below. Rank


312


identifies the rank of the card and contains the standard deck values of ace, deuce, three, four, five, six, seven, eight, nine, ten, jack, queen, and king. Rank


312


could of course also store non-standard ranks such as wild card, joker, or other bonus type card values. Instead of storing the rank description, rank


312


could simply store numeric identifiers which were associated with descriptions stored in ROM. The suit of each card is stored in suit


314


and may include conventional suits such as hearts, clubs, spades, and diamonds. Record


344


, for example, indicates a card with a rank of “J” (a Jack) and a suit of clubs. Wild cards could include a fixed rank with any suit, or a fixed suit with any rank. A suit-wild Jack, for example, might represent either the jack of clubs, jack of diamonds, jack of hearts, or jack of spades.




Although the present embodiment identifies the use of a standard fifty-two card deck with one card of each rank and suit, it should be noted that some card values may be over or underrepresented. Thus, for example, there may be fewer royal cards (ten, jack, queen, king, and ace) and a correspondingly larger number of low value cards. Such an arrangement has the advantage of decreasing the probability that a player attains a royal flush, allowing the machine to offer a higher payout for such a final hand configuration.




The status of each card is stored in status


316


, with values indicating where the particular card is within the game cycle as described more fully with reference to

FIGS. 7

to


13


below. Cards are initially assigned a status of “IN DECK” to indicate that they are ready to enter game play. Once a card has been dealt it is described as “DEALT” and is displayed to the player in video display


500


. Discarded cards have their status changed to “DISCARDED” while cards placed into play maintain their “DEALT” status. After a predetermined amount of time, “DEALT” cards change to “FIRST ALTERATION WARNING,” a status which indicates that the card will soon change into another card value, with a corresponding change in status to “FIRST ALTERATION.” Associated with such a status change is a change in rank or suit as described more fully with reference to

FIG. 11

below. A “FINAL ALTERATION WARNING” and “FINAL ALTERATION” status correspond to a second alteration of the card's rank and/or suit. Finally, the card may have a status of “EXPIRATION WARNING” to indicate that the card is about to expire and return to the discarded cards queue.




Each card has a corresponding location


318


in order to facilitate tracking of cards throughout the operation of the present invention, identifying either where the card is in the queue prior to being dealt, where the card is in the discard pile, or where the card has been placed by the player. Record


340


, for example, indicates that the card is currently scheduled to be the fifth card dealt.




In order to manage the timing requirements of the present invention, card database


300


includes the fields time dealt


320


and duration


322


. As each card is dealt to the player, CPU


102


retrieves the current time from clock


106


and updates the time dealt field to indicate the current time. This allows CPU


102


to calculate how long the card has been exposed to the player so that future alterations may be made. Duration


322


indicates the amount of time that is to elapse before the next card alteration. Record


348


, for example, shows a time dealt of 09:03:22 (hours/minutes/seconds) with a 120 second window before the card changes.




Referring now to

FIG. 4

, a plan view is shown of gaming device


100


of the present invention which, for purposes of discussion, is generally divided into three sections: an upper panel


201


, a display panel


202


, an interface panel


204


, and a lower panel


206


. Upper panel


201


includes a pay table comprising, for example, pay amounts corresponding to various draw poker hands. These values correspond to those shown in the payout database


200


of

FIG. 2

, and may be printed on glass with a back lighting scheme for maximum player visibility. Display panel


202


contains display area


500


which displays the card values to the player and acts as the player interface through the above described touch screen functionality. The elements of display area


500


will be described more fully with reference to

FIG. 5A

below. Interface panel


204


houses starting controller


150


, player tracking device


114


(including card reader


138


, keypad


140


, and display


142


shown set to read “INSERT CARD”) and coin/bill acceptor


124


. Lower panel


206


includes promotional messages which may serve to attract players to the game, or to provide rules/instructions concerning operation of the game.




In order to more fully describe the display area


500


of the present invention, reference is made to

FIGS. 5A-H

which illustrate an exemplary game play of the present invention.





FIG. 5A

shows an enlarged view of the display area


500


of FIG.


4


. This area is electronically displayed to the player and changes during the course of the game as described in more detail below. Game element signal request generator


510


labeled “DEAL A CARD” (“deal button”) is used by the player to request another card, and is associated with the payment of one or more credits. Players touch the screen at this location, providing a signal to CPU


102


that another card has been requested. Location


520


is the area of display


500


(“screen”) that displays cards which have been requested via deal button


510


. The requested game element


525


(“card”) in this embodiment is an electronic representation of a conventional playing card, and has a corresponding attribute


530


which identifies the rank and suit of the card. In the example shown in

FIG. 5A

, the attribute


530


value is a rank of ace and a suit of hearts.




Players may choose to discard a dealt card by touching the discard button


535


labeled “DISCARD A CARD,” transmitting a signal to CPU


102


to initiate further processing of the card as described more fully in

FIG. 10

below. Cards that are not discarded are placed within either game set


540


or game set


550


. Game set


540


incorporates five card locations


560


through


568


, each capable of displaying a particular game element


525


. Game set


550


contains five card locations


570


through


578


, with similar display capabilities. Players request to “cash-out” a particular game set


540


or


550


by pressing an evaluation signal generator


580


or


590


(“cash-out button”), respectively. Such a cash-out process is performed after the player has accumulated one or more cards


525


within a particular game set


540


or


550


, with the cards


525


qualifying for a payout as indicated by payout field


220


of payout database


200


.




In the example illustrated in

FIG. 5A

, the player is dealt an ace of hearts as card


525


, and must decide what to do with the card.

FIG. 5B

illustrates the changes to display


500


which reflect the decision to place card


525


in location


560


of game set


540


. The electronic representation of the ace of hearts is deleted from location


520


and then appears at location


560


, responsive to the player indicating the location by touching the screen at location


560


thereby initiating a placement signal. At this point, the player is ready to request another card be dealt by touching deal button


510


. In an alternative embodiment, some cards


525


may be restricted to certain game sets


540


or


550


. For example, royal cards might be restricted to game set


540


. Cards


525


could also be restricted to an individual location, with the ace of spades restricted to location


560


, for example.





FIG. 5C

shows a later stage of the game in which the player has placed cards


525


in game set


540


, specifically locations


560


(ace of hearts),


562


(jack of spades),


564


(king of spades), and


566


(queen of diamonds). Location


568


shows no card


525


and is thus available to the player for future card placement. With four cards to the straight, the player may request cards


525


to be dealt in an effort to complete the straight with a ten of some suit. Such a hand, if cashed-out via cash-out button


580


, would receive a payout of two coins as shown for record


242


of payout database


200


. Game set


550


has been populated with only two cards


525


—location


570


(five of hearts) and


572


(five of clubs). The remaining three locations are available for additional cards. In this case, the player might be hoping for two more fives to complete a four of a kind, or for one more five to complete a three of a kind.





FIG. 5D

illustrates the time element of one embodiment of the present invention in that one of the cards


525


is indicating that it is about to change. Location


560


is highlighted as a warning to the player that the card is about to change to another rank or suit. The highlighting effect might take the form of a border that flashes, a color change, or a resizing of the card. Any mechanism sufficient to attract the attention of the player is sufficient. In one embodiment, location


560


remains the same visually but is accompanied by an audible warning.

FIG. 5E

shows display


500


after the card


525


in location


560


has changed rank. In this example, the ace of hearts has been replaced with the nine of hearts. Various protocols may be used in determining the value of the replacement card. The changed value could be determined in advance, assigned randomly, increased in sequence (e.g. cards always increase in rank and change from clubs to hearts to diamonds to spades and back again), decreased in sequence, etc. Some cards could increase while others decreased. Instead of changing value, the card could simply change location, moving from one game set to another.




After requesting another card by touching deal button


510


, the player receives a ten of clubs as shown in FIG.


5


F. Although this card could be discarded or placed within game set


550


, the player has noticed that the four existing cards


525


of game set


540


are missing only a ten in order to complete a straight, so the player selects this location by touching location


568


of game set


540


. The ten of clubs is then deleted from location


520


and placed into location


568


, with the result shown in FIG.


5


G. Having achieved a straight in game set


540


, the player decides to receive payment by touching the cash-out button


580


, which transmits a signal to CPU


102


to initiate the payment process as described in more detail with reference to

FIG. 13

below. Note that the player is encouraged to act quickly as the remaining cards


525


in locations


562


through


568


may change to other ranks or suits, either eliminating the straight or reducing the hand to a lower payout outcome such as a pair of kings. In rare cases, correct strategy might in fact be to wait for cards to change. A player with a game set including the ace, king, queen, and jack of spades along with a ten of clubs would have a straight and could cash-out for the value of a straight. If the ten of clubs were the next card to change, however, the player might wait in the hopes that the card changed suit to spades—completing the royal flush.




After receiving appropriate credit, all of the locations in game set


540


are cleared so that new cards


525


can be placed into them, as illustrated in FIG.


5


H. The player has requested another card


525


and has received the three of hearts as shown in location


520


. Once again, the player faces the choice of discarding this card or placing it into one of the two game sets.




Referring now to

FIG. 6

, there are shown several alternate embodiments of a card


525


in location


520


, with a rank


610


of ace and a suit


615


of hearts. In one embodiment, the card has a lock button


620


and an unlock button


630


. Lock button


620


is engaged by a touch from the player and serves to prevent the card from changing values. Such a lock might apply to either the rank


610


or the suit


615


, or to a combination of both. A limit of one locked card per game set could be imposed, or the player could be charged one or more credits for the privilege of locking the card. In another embodiment, the locking process only serves to extend the duration of the card, or merely prevents the card from disappearing entirely. In embodiments where the number of locked cards is limited, unlock button


630


would allow players to switch the selection of which card is to be locked. In an alternative embodiment, the player is able to lock a series of one or more cards at the same time, such as by specifying a column of cards (e.g. the third location of each game set).




Card display


640


enables players to view the rank and suit that the card is scheduled to change into. In the example illustrated, the ace of hearts will turn into the king of clubs, the queen of hearts, the three of clubs, and finally into the four of spades. Such advance warning would allow players to more appropriately place their cards, although it would require relatively skillful play to coordinate the timing of the changes. In order to improve the player's timing efforts, a countdown display


650


could be located on each card


525


to show the number of seconds before the next scheduled card change.




Although the embodiment described above receives player input via touch screen capability, those of ordinary skill will appreciate that such player requests may be made via physical buttons as well. In particular, each location


560


through


568


and


570


through


578


could be identified with the numerals 1 through 5 and 6 through 10, corresponding to ten like numbered buttons of gaming device


100


. A player who wanted to place a card


525


in location


576


would thus depress the physical button labeled nine. Such buttons could also be associated with a particular row, such as by labeling the button “FIRST ROW SECOND POSITION,” for example. Similar physical representations could be made for deal button


510


, discard button


535


, cash-out button


580


, and cash-out button


590


.




Description of the Operation




Having thus described the architecture of the gaming apparatus and components of the present embodiment, the operation of the apparatus will now be described in greater detail with reference to

FIGS. 7-13

and continuing reference to

FIGS. 1-6

. It is to be understood that the software instructions necessary to provide the functionality described herein are preferably stored in storage device


104


of gaming device


100


.




Referring now to

FIG. 7

, a flowchart is depicted illustrating the major routines or processes executed by gaming device


100


during a typical game. At the beginning of a game, CPU


102


processes a deck initialization routine


800


. Deck initialization routine


800


randomly arranges the cards of a standard deck of fifty-two playing cards. This process simulates the shuffling of a standard deck of fifty-two playing cards.




CPU


102


processes routines


900


,


1000


,


1100


,


1200


and


1300


in an iterative fashion throughout the game. Deal card routine


900


deals a new card to the player upon request. Place card routine


1000


allows a player to place a dealt card in a location within display area


500


. Place card routine


1000


also processes a player request to discard a card. Monitor/update card status routine


1100


instructs CPU


102


to maintain the cards that have been placed by or dealt to the player. The instructions of monitor/update card status routine


1100


determine when and how to alter the cards on the playing field.




Shuffle discards routine


1200


instructs CPU


102


when and how to shuffle the cards that have been discarded either explicitly by the player or automatically through the alteration of placed cards. Calculate payout routine


1300


instructs CPU


102


how to evaluate a hand upon the player's request. Calculate payout routine


1300


includes instructions for evaluating an identified hand, determining a corresponding payout amount and delivering the payout amount to the player.




Referring now to

FIG. 8

, a flowchart is presented depicting the process steps of deck initialization routine


800


. Deck initialization routine


800


initializes the records of card database


300


to simulate the shuffling of a standard deck of fifty-two playing cards. At step


810


, CPU


102


is instructed to assign a unique card rank and suit combination to each record. This is accomplished by initializing card rank field


312


and suit field


314


of every record so that every record is defined to represent a different card in a standard fifty-two card deck. At step


812


, CPU


102


is instructed to populate status field


316


of every record with data indicating that every card is “IN DECK.” At step


814


, CPU


102


is instructed to populate card identifier field


310


of each record with a randomly generated, unique card identifier. Preferably, card identifiers are numbers between 1 and 52. At step


816


, deck initialization process


800


instructs CPU


102


to populate each location field


318


with the contents of the corresponding card identifier field


310


. This indicates each card's relative location within the shuffled deck of cards.




Referring now to

FIG. 9

, a flowchart is presented depicting the process steps of deal card routine


900


. Generally, deal card routine


900


determines when to deal a card to the player, selects a record from card database


300


representing the card to be dealt, and displays the card to the player. At step


910


, CPU


102


is instructed to check for a card request signal from the player. The card request signal is generated by a player touching deal button


510


on video display


500


, and may be checked by polling for an input or receiving a hardware interrupt. At decision step


912


, CPU


102


is instructed to end the routine if a card request signal is not received. In the event a card request signal is received, CPU


102


processes step


914


and identifies the record representing the next card to be dealt. Step


914


may be accomplished by maintaining a pointer to the next card to be dealt. Alternatively, step


914


may be accomplished by searching location field


318


of card database


300


for the record having the lowest value and a status of “IN DECK.” At steps


916


and


918


, CPU


102


is instructed to update the identified card record to indicate that it has been dealt. This is accomplished by updating the contents of status field


316


to “DEALT,” and populating time dealt field


320


and duration field


322


with data representing the current system time and a display duration, respectively. The display duration may be a fixed value, such as 120 seconds, or it may be randomly assigned within a range of values, depending on the implementation. At step


920


, the card is displayed on the video display by CPU


102


.




Referring now to

FIG. 10

, a flowchart is presented depicting the process steps of card placement routine


1000


. Generally, card placement routine


1000


processes a user request to place or discard a dealt card. At step


1010


, CPU


102


is instructed to determine whether a card discard signal has been received indicating that the player has requested the dealt card to be discarded. If a card discard signal is received, decision step


1012


directs CPU


102


to process steps


1014


and


1016


. At step


1014


, CPU


102


updates status field


316


of the record representing the most recently dealt card. The status field is changed to reflect a status of “DISCARDED.” At step


1016


, CPU


102


removes the card from video display


500


.




If a card discard signal is not received, CPU


102


determines whether a card placement signal has been received at step


1018


. If a card placement signal has not been received, decision block


1020


directs CPU


102


to end card placement process


1000


. Otherwise, CPU


102


processes step


1022


,


1024


and


1026


to complete a card placement At step


1022


, CPU


102


receives the location selection of the player identifying the location to which the dealt card is to be placed. At step


1024


, the contents of location field


318


of the record representing the dealt card is updated to reflect the placement of the card. Card placement routine concludes with step


1026


which instructs CPU


102


to display the card at the selected location. Although step


1026


may simply entail erasing the card from the dealt location and redisplaying it at the selected location, step


1026


may be performed using animation.




The card status monitor/update routine


1100


will now be described with reference to

FIGS. 11A and 11B

. Routine


1100


is performed for every record representing a displayed card and begins with step


1110


, wherein CPU


102


is instructed to determine whether to display a warning indicia. Typically, a warning indicia will be displayed for a short time prior to the time that a card changes or expires. The determination of step


1112


can be accomplished by comparing the system time to the contents of time dealt field


320


plus the contents of duration field


322


less some pre-determined constant representing a warning duration. If a warning is required, decision step


1112


directs CPU


102


to process steps


1114


and


1116


. Step


1114


directs CPU


102


to update status field


316


of the record corresponding to the card that is about to change or expire. Depending on the contents of status field


316


, step


1114


causes the status to change from “DEALT” to “FIRST ALTERATION WARNING,” from “FIRST ALTERATION” to “FINAL ALTERATION WARNING,” or from “FINAL ALTERATION” to “EXPIRATION WARNING.” The appropriate warning indicia, such as a flashing border or highlighted card, is displayed on video display


500


at step


1116


.




If no warning is required, step


1112


directs CPU


102


to determine whether the display duration of the card has elapsed, as shown by step


1118


. If the display duration has not elapsed, decision block


1120


terminates routine


1100


. Otherwise, it determines whether the card is expiring or changing its value at step


1122


. If the card is not changing its value, decision step


1124


instructs CPU


102


to continue processing at step


1130


. If the card is expiring, CPU


102


processes step


1126


and updates status field


316


of the record with data indicating that the card is “DISCARDED.” At step


1128


, CPU


102


removes the card from the field of play on video display


500


.




Process steps


1130


-


1138


describe the steps required to change the attributes of a card. At step


1130


, CPU


102


identifies a replacement record in card database


300


. The replacement record may be selected in any number of manners including randomly selecting the replacement record from all records representing the cards in the deck or selecting the record representing the next available card from the deck. At step


1132


, CPU


102


updates status field


316


, location field


318


, time dealt field


320


and duration field


322


of the replacement card record. Step


1132


initializes the replacement record to take the place of the displayed record. Status field


316


of the replacement record is changed to “DEALT.” Location field


318


of the replacement record is set equal to location field


318


of the displayed record. Time dealt field


320


is populated with the system time. Duration field


322


may be populated with a fixed time or a randomly generated time from within a range of possible durations.




At step


1134


, CPU


102


updates status field


316


of the record representing the displayed card to indicate that the card has been “DISCARDED.” At step


1136


, CPU


102


removes the displayed card from the field of play on video display


500


. At step


1138


, CPU


102


displays the card represented by the replacement record.




Referring now to

FIG. 12

, a flowchart is presented depicting the process steps of shuffle discard routine


1200


. Generally, shuffle discard routine


1200


simulates the shuffling of the discarded cards. At step


1210


, CPU


102


determines whether the discarded cards should be shuffled. Such a determination may be based on the number of records representing cards in the deck, or the number of records representing discarded cards. If the discarded cards should be shuffled, decision step


1212


directs CPU


102


to continue processing at step


1214


. Otherwise, CPU


102


is directed to terminate the routine.




At step


1214


, CPU


102


randomly reassigns all of the card identifiers to the records having a status of “DISCARDED.” Step


1214


essentially shuffles the card identifiers of the records representing discarded cards. At step


1216


, CPU


102


changes the contents of status field


316


to “IN DECK” for all records having status field


316


containing “DISCARDED.” At step


1218


, CPU


102


populates location field


318


of the shuffled records with the corresponding card identifier to indicate the position within the deck. Although the preferred embodiment envisions placing the shuffled cards at the end of the deck, other variations are possible. Note that for embodiments in which an infinite deck is used, there is no need to shuffle the discards as there is an inexhaustible supply of new cards to be dealt.




Referring now to

FIG. 13

, a flowchart is presented depicting the process steps of payout calculation routine


1300


. At step


1310


, CPU


102


determines whether a payout request signal has been received from the player. At decision step


1312


, if no payout request signal has been received, the routine terminates. Otherwise, CPU


102


identifies the hand that the player has requested to cash out at step


1314


. At step


1316


, CPU


102


determines the outcome of the hand based on the records corresponding to the displayed cards of the identified hand. Determining the outcome of step


1316


is essentially determining the strength of the hand (e.g. three of a kind or a straight). For those hands in which fewer than five cards are required (e.g. three of a kind) the remaining cards may have an assigned class of a null game element so as to allow analysis of hands without five cards placed. At step


1318


, CPU


102


retrieves a payout corresponding to the determined outcome, and awards the payout at step


1320


. Awarding the payout may include activating hopper


130


to dispense the awarded payout or updating credit data (not shown) stored by data storage device


104


. Payout levels may depend on the number of coins wagered per card dealt.




Referring now to

FIG. 14

, there is shown a plan view of gaming device


1400


, a slot machine for conducting a game of chance in accordance with an alternate embodiment of the present invention. Gaming device


1400


not only includes conventional components of a traditional three reel slot machine, but also many of the components of gaming device


100


described with respect to the video poker embodiment illustrated by

FIGS. 1-13

.




As shown, gaming device


1400


includes a conventional three reel slot machine mechanism on the lower portion of the device. After placing a wager, a player begins a slot machine game by pulling the traditional slot handle or by pressing start button


1420


. Beginning a game initiates the rotation of the three slot reels, reel


1432


, reel


1434


and reel


1436


. At least one slot reel includes a reel stop


1430


bearing a new card symbol representing a new card.




Unlike gaming device


100


, a player may not simply purchase a new card to play the video poker game displayed on the upper portion of gaming device


1400


. A new card is provided to a player only upon spinning the slot reels and achieving a result including new card symbol


1430


. Upon achieving a result including new card symbol


1430


, a game element request signal is generated based on the slot result and the player is provided a new card for the video poker game, the player proceeding with the video poker game as previously described with reference to

FIGS. 1-13

.




Gaming device


1400


allows a player to participate in two games simultaneously, thereby enhancing the gaming experience. Gaming device


1400


further encourages a player to initiate more plays per hour in order to achieve as many new card symbols


1430


as possible to complete or improve poker hand


1440


or


1410


, displayed in the upper display area of the device.




While the best mode for carrying out the invention has been described in detail, those familiar with the art to which the invention relates will recognize various alternative designs and embodiments for practicing the invention. These alternative embodiments are within the scope of the present invention. Accordingly, the scope of the present invention embodies the scope of the claims appended hereto.



Claims
  • 1. A method for directing a computing device to conduct a game of chance, the method comprising the steps of:generating a representation of a card having a first class; displaying the representation of the card, thereby displaying an indicia of the first class; and displaying an indicia representing forthcoming expiration of the first class corresponding to the representation of the card.
  • 2. The method of claim 1, wherein the step of displaying an indicia representing forthcoming expiration of the first class includes displaying a countdown display.
  • 3. An apparatus, comprising:a storage device; and a processor in communication with the storage device, the storage device storing a program for controlling the processor; and the processor operative with the program to: perform the method of claim 1.
  • 4. A medium encoded with a program for implementing a method, said program for directing a device to perform the steps of:the method of claim 1.
  • 5. A method comprising:receiving a first request for a card; generating a first representation of a card having a first rank and a first suit; displaying the first representation at a location for new cards, thereby displaying an indicia of the first rank and an indicia of the first suit; receiving a placement signal, the placement signal indicating a card location of a game set that comprises a plurality of card locations; displaying the first representation at the card location of the game set; in response to expiration of a period of time, assigning to the first representation at least one of a second rank and a second suit; displaying the first representation, thereby displaying at least one of an indicia of the second rank and an indicia of the second suit; receiving a second request for a card; generating a second representation having a third rank and a third suit; and before the expiration of the period of time, displaying the second representation at the location for new cards, thereby displaying an indicia of the third rank and an indicia of the third suit.
  • 6. A method comprising:generating a first subject game element having a first class; displaying the first subject game element at a first location, thereby displaying an indicia of the first class; in response to expiration of a period of time, assigning a second class to the first subject game element; displaying the first subject game element at a second location, thereby displaying an indicia of the second class; generating a second subject game element having a third class; before the expiration of the period of time, displaying the second subject game element at the first location, thereby displaying an indicia of the third class.
  • 7. The method of claim 6, further comprising:receiving a placement signal; in which displaying the first subject game element at the second location comprises: displaying the first subject game element at the second location based on the placement signal.
  • 8. The method of claim 7, in which displaying the first subject game element at the second location comprises:displaying the first subject game element at the second location before the expiration of the period of time.
  • 9. A method comprising:displaying a first representation of a card at a first location, the first representation including an indicia of a first class; determining expiration of a period of time; receiving a placement signal from a player, the placement signal indicating a second location; before the expiration of the period of time, displaying the first representation at the second location; before the expiration of the period of time, displaying a second representation of a card at the first location, the second representation including an indicia of a second class; in response to the expiration of the period of time, assigning a third class to the first representation; and displaying the first representation, the first representation including an indicia of the third class.
  • 10. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; displaying an indicia representing forthcoming expiration of the subject game element; and receiving a signal via a lock button, the signal effective to prevent the subject game element from expiring.
  • 11. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; displaying an indicia representing forthcoming expiration of the first class; and receiving a signal via a lock button, the signal effective to prevent the first class from expiring.
  • 12. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; displaying an indicia representing forthcoming change of the subject game element; and receiving a signal via a lock button, the signal effective to prevent the subject game element from changing.
  • 13. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; and displaying an indicia representing forthcoming expiration of the first class.
  • 14. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; and displaying an indicia representing forthcoming expiration of the subject game element.
  • 15. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; in response to expiration of a period of time, assigning a second class to the subject game element; receiving from a player a placement signal that indicates a second location; and displaying the subject game element at the second location, thereby displaying an indicia of the second class.
  • 16. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location, thereby displaying the indicia of the first class; in response to expiration of a period of time, assigning a second class to the subject game element; and displaying the subject game element at the second location, thereby displaying an indicia of the second class.
  • 17. A method comprising:generating a subject game element having a first class; displaying the subject game element at a first location, thereby displaying an indicia of the first class; receiving from a player a placement signal that indicates a second location; displaying the subject game element at the second location; displaying an indicia representing forthcoming expiration of the subject game element; and in response to expiration of a period of time, erasing the subject game element.
Parent Case Info

This application is a continuation of U.S. patent application Ser. No. 09/004,885, filed Jan. 9, 1998 now U.S. Pat. No. 6,176,781 for “ELECTRONIC AMUSEMENT DEVICE AND METHOD FOR OPERATING SAME.”

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Number Name Date Kind
3733075 Hooker et al. May 1973 A
3735982 Gerfin May 1973 A
3961473 Hung Jun 1976 A
4560161 Hamano Dec 1985 A
5531440 Dabrowski et al. Jul 1996 A
5816915 Kadlic Oct 1998 A
5833537 Barrie Nov 1998 A
5868618 Netley et al. Feb 1999 A
5908353 Andrews Jun 1999 A
5971849 Falciglia Oct 1999 A
5980384 Barrie Nov 1999 A
6120031 Adams Sep 2000 A
6176781 Walker et al. Jan 2001 B1
Continuations (1)
Number Date Country
Parent 09/004885 Jan 1998 US
Child 09/706431 US