Paper token and complementary coupon dispenser

Information

  • Patent Grant
  • 6623357
  • Patent Number
    6,623,357
  • Date Filed
    Tuesday, June 26, 2001
    23 years ago
  • Date Issued
    Tuesday, September 23, 2003
    21 years ago
Abstract
An electronic gambling unit for allowing a user to play a gambling game, and for dispensing at least one of a plurality of types of value to the user based on user preference information at the conclusion of the gambling game, may generally include a display unit capable of generating color images or other display mechanisms capable of displaying images associated with the gambling game. The electronic gambling unit may further include an input device that allows the user to input information, a value-accepting mechanism capable of allowing the user to deposit a medium of currency, and a value-dispensing mechanism containing a first item representing a first type of value and a second item representing a second type of value, and being capable of dispensing the items to the user. Moreover, the electronic gambling unit may include a controller operatively coupled to the display unit, the input device, the value-accepting mechanism, and the value-dispensing mechanism. The controller may include a processor and a memory operatively coupled to the processor.
Description




TECHNICAL FIELD




This invention relates to casino game playing services for gambling units such as slot machines and video poker machines and, more particularly, to methods of redeeming accumulated credits by dispensing multiple types of awards from a single gambling unit.




BACKGROUND ART




Gaming machines generally dispense a single type of prize in exchange for game credits accumulated by the user during game play. The prizes are typically a single denomination of currency (e.g., nickels, quarters, half dollars, dollar coins, and single denomination of paper currency), a single denomination of coin tokens, or a single denomination of paper tokens such as token bills, lottery tickets, complementary coupons and the like.




One example of a paper dispenser is the HBP-5 unit manufactured and sold by Japanese Coin Mechanisms (JCM) American Corporation of Las Vegas, Nev., for gaming machines to dispense paper tokens, such as token bills or lottery tickets. The unit contains a single paper token cassette, a paper token transport mechanism, electronics to monitor the paper token movement, and the electronics and communication interface to allow the gaming machine to control the unit. The current design of the cassette allows for the unit to dispense only one denomination or type of paper token, e.g., $10 token bills or lottery tickets. The single paper token cassette limits the versatility of the unit where a casino desires to offer a variety of award types to the users.




In addition, dual compartment dispensers capable of dispensing multiple denominations of paper currency or token bills have been developed and demonstrated at trade shows. In particular, one such dual compartment dispenser has been developed and demonstrated by Glory Money Systems of West Caldwell, N.J.




SUMMARY OF THE INVENTION




According to one aspect, the present invention may be embodied in an electronic gambling unit for allowing a user to play a video gambling game, and for dispensing at least one of a plurality of types of value to the user at the conclusion of the video gambling game. Such an electronic gambling unit may include a display unit capable of generating color images or other display mechanisms capable of displaying images associated with the video gambling game. The electronic gambling unit may further include an input device that allows the user to input information, a value-accepting mechanism capable of allowing the user to deposit a medium of currency, and a value-dispensing mechanism containing a first item representing a first type of value and a second item representing a second type of value, and being capable of dispensing the items to the user. Moreover, the electronic gambling unit may include a controller operatively coupled to the display unit, the input device, the value-accepting mechanism, and the value-dispensing mechanism. The controller may include a processor and a memory operatively coupled to the processor.




The controller may be programmed to allow the user to make a wager via the input device, and to cause a video image representing the video gambling game to be generated on the display unit after the user makes a wager. The controller may be further programmed to determine the outcome of the video gambling game and a payout associated with the outcome. The controller may be further programmed to cause the value-dispensing mechanism to dispense at least one of the first and the second items to the user after the payout is determined based on information input by the user at the input device.




The controller may be programmed to cause the display unit to generate a value selection graphic instructing the user to select at least one of the first and the second types of value via the input device, which may be a plurality of buttons or part of a touch-sensitive video display screen. Alternatively, the input device may be an electronic reader capable of reading an object having user identification information or user preference information stored thereon, with the items or combination of items dispensed to the user being determined based on the user preference information stored on the object or retrieved via a player tracking interface from a player tracking system. Additionally, the first and the second items may be combinations of token bills having particular monetary values and complementary coupons for game tokens, gifts, meals, rides, shows, goods and services.




The controller may be further programmed to increment user information indicative of the frequency and volume with which the user plays the electronic gambling unit, and to determine whether the user information exceeds a threshold value. If the user information exceeds the threshold value, the controller may be further programmed to cause the value-dispensing mechanism to dispense one of the first and second items to the user.




According to another aspect, the present invention may be embodied in a method of dispensing at least one of a plurality of items, each representing a type of value to a user at the conclusion of a video gambling game of an electronic gambling unit. Such a method may include executing the video gambling game, determining an outcome of the video gambling game and a payout associated with the outcome of the video gambling game after the execution of the video gambling game, and dispensing at least one of the items to the user via a value-dispensing mechanism based on information input by the user at an input device. The method may further include generating a value selection graphic at a display unit of the electronic gambling unit, allowing the user to select at least one of a plurality of types of value via the input device, which may be a plurality of buttons or a part of a touch-sensitive video display screen, and dispensing at least one item based on the selections made by the user. Still further, the method may include obtaining user information from an object read by an electronic reader and causing the value-dispensing mechanism to dispense at least one item based on the user information stored on the object or obtained from a player tracking system via a player tracking interface. The items dispensed by the value-dispensing mechanism may be a combination of token bills having particular monetary values and complementary coupons for one of game tokens, gifts, meals, rides, shows, goods and services.




These and other features of the present invention will be apparent to those of ordinary skill in the art in view of the description of the preferred embodiments, which is made with reference to the drawings, a brief description of which is provided below.











BRIEF DESCRIPTION OF THE DRAWINGS





FIG. 1

is an exemplary illustration, partially in section, of a side view of an electronic gambling unit designed in accordance with the teachings of the present invention;





FIG. 1A

is a exemplary schematic illustration of dispenser that may be implemented in the gambling unit of

FIG. 1

;





FIG. 2

is an exemplary illustration of an award ticket that may be dispensed by the gambling unit of

FIG. 1

;





FIG. 3

is an exemplary block diagram of the hardware components of the electronic gambling unit of

FIG. 1

;





FIG. 4

is an exemplary flow diagram of a main control routine that may be implemented by the controller of

FIG. 3

;





FIG. 5

is an exemplary flow diagram of a play video poker game routine that may be implemented by the controller of

FIG. 3

;





FIG. 6

is an exemplary illustration of graphics that may be displayed on the display unit when the controller of

FIG. 3

executes the play video poker game routine of

FIG. 5

;





FIG. 7

is an exemplary flow diagram of a play video slot machine routine that may be implemented by the controller of

FIG. 3

;





FIG. 8

is an exemplary illustration of graphics that may be displayed on the display unit when the controller of

FIG. 3

executes the play video slot machine routine of

FIG. 7

;





FIG. 9

is an exemplary flow diagram of a play video blackjack game routine that may be implemented by the controller of

FIG. 3

;





FIG. 10

is an exemplary illustration of graphics that may be displayed on the display unit when the controller of

FIG. 3

executes the play video blackjack game routine of

FIG. 9

;





FIG. 11

is an exemplary flow diagram of an increment casino points routine that may be implemented by the controller of

FIG. 3

; and





FIG. 12

is an exemplary flow diagram of a dispense value to user routine that may be implemented by the controller of FIG.


3


.











DESCRIPTION OF THE EMBODIMENTS




Turning now to the figures, as shown in

FIG. 1

, a casino gambling unit


10


, such as a slot machine or any other like apparatus, may generally include a cabinet


12


which generally surrounds the machine interior (not shown) and is viewable by users. It should be noted at this point that the gambling unit


10


described herein is merely exemplary. Numerous other types of gambling units having various different structures and methods of operation may be utilized to implement the method and apparatus of the present invention.




The gambling unit


10


may further include a display unit


14


disposed on the front of the cabinet


12


for displaying graphics and information associated with the video gambling game or games that the user may play at the gambling unit


10


. For example, the display unit


14


may display graphics for, inter alia, a plurality of reels


16


-


20


on a gambling unit


10


configured for the user to play video slots. The display unit


14


may be a color display unit, a monochrome display or any other suitable display. Further, the display unit


14


may be embodied in a cathode ray tube (CRT) monitor, a plasma display, a liquid crystal display (LCD) or any other suitable display technology. For example, the display unit


14


may be embodied in a Multisync LCD Model 1810 available from NEC Technologies. The gambling unit


10


may also include a number of buttons


22


-


28


that a user may actuate to make bets or wagers, and game-specific selections such as holding or discarding cards, and a handle or arm


30


, a spin button


32


, or any other type of input device.




The configuration of the gambling unit


10


of

FIG. 1

is exemplary, and in no way limiting as to the types of gambling units contemplated for use with the method and apparatus of the present invention. For example, the display unit


14


may display graphics of dealt cards or configurations of numbers for other video gambling games such as video poker, video blackjack, video keno and the like. Still further, the gambling unit


10


may be a traditional slot machine having mechanical reels instead of the display unit


14


and still have application with the method and apparatus of the present invention. Additionally, one or more of the arm


30


and buttons


22


-


28


and


32


on the gambling unit


10


may be replaced by other types of input devices that are known in the art. For example, the display unit


14


described above may have a touch-sensitive device installed thereon. Such a touch screen may be available from MicroTouch or any other suitable vendor. Other combinations and configurations of mechanical and electronic displays, and input and activation devices will be apparent to those skilled in that art and are contemplated for use with the present invention.




Currency accepting mechanism


34


-


38


may be disposed on the front of the gambling unit


10


or in any other suitable location. The currency accepting mechanisms


34


-


38


may be embodied in any device that can accept value from the user. As used herein the term “value” is intended to encompass conventional tokens, coin or bill currency or any other suitable objects that may be representative of some monetary value. Furthermore, as used herein the term value may include cards having value associated therewith (e.g., printed cards, smart cards or the like). For example, slot


34


may accept coins or tokens, bill acceptor


36


may accept and validate bill currency and vouchers, and card reader


38


may accept printed cards, smart cards or any other suitable electronic currency that is accepted by the casino. By way of a particular example, the bill validator


36


may be a validator that is commercially available from Japanese Coin Mechanisms (JCM) under model number WBA-12-SS. As shown in

FIG. 3

, the currency accepting mechanism may be coupled to, and controlled by, a controller


80


. When a user deposits value into the currency accepting mechanisms


34


-


38


, a representation of the value that the user has may be displayed to the user on the display unit


14


or on some other display disposed on the cabinet


12


. Additionally, a currency accepting mechanism such as the card reader


38


, upon receiving a smart card or player tracking card, may interface with a player tracking system to which the gambling unit


10


is connected to acquire user profile, preference and credit information for the user for use by the gambling unit


10


in a manner described more fully below. As the user plays various video gambling games, the value may be incremented as the user wins and may be decremented as the user loses.




The gambling unit


10


may include additional features to enhance the user's game playing experience, such as audio speakers


42


and an aroma dispenser


44


.




The audio speakers


42


, which may be embodied in speakers that are commercially available from Boston Acoustics under model number CX9


3


, or may be embodied in any other suitable speakers, cooperate with a sound generator (not shown) to provide various forms of audio that are relevant to the video gambling game that the user is playing. For example, the sound generator, which may be any suitable and known audio generating circuit, may generate signals representing sounds such as the noise of spinning slot machine reels, a dealers voice, music, announcements or any other suitable audio related to a video gambling game. The aroma dispenser


44


, which may be mounted above the display unit


14


or may be mounted in any other suitable location on the gambling unit


10


, may be manufactured by MicroScent or DigiScents.




A multi-compartment dispenser


46


may also be disposed on the front of the gambling unit


10


or in any other suitable location. The dispenser


46


, which may be responsive to a controller, may be used for dispensing multiple types of ticket vouchers


48


or currency reflecting the winnings accumulated by a user. For example, when a user desires to cash out, the dispenser


46


may dispense one or more ticket voucher


48


having a combined value equal to the number of user credits being redeemed by the user. The user may then redeem the dispensed ticket voucher(s)


48


for cash, a check, credit at a casino facility, or for any other type of value as indicated on the ticket voucher(s)


48


, such as free gaming tokens, gifts, meals, shows, rides, or any other complimentary item of a certain monetary value. Alternatively, if the electronic gambling unit


10


is used for lottery purposes, the dispensed ticket voucher(s)


48


may be redeemed at a lottery facility. The particular ticket voucher(s)


48


dispensed by the multi-compartment dispenser


46


may be based on the user's performance during game play, award elections made by the user, information about the user provided by a smart card or player tracking system, and the like.




One example of a dispenser


46


is illustrated schematically in FIG.


1


A. The dispenser


46


may include a first compartment or area


50


containing ticket vouchers


52


representing a first type of value, and a second compartment or area


54


containing ticket vouchers


56


representing a second type of value. The ticket vouchers


52


may be dispensed from the first compartment


50


through a channel


58


, and the ticket vouchers


56


may be dispensed from the second compartment


54


through a channel


60


. The channels


58


,


60


intersect so that the ticket vouchers


52


,


56


from either compartment


50


,


54


are dispensed from the dispenser


46


and, consequently, from the gambling unit


10


through a single slot


62


. For example, as illustrated in

FIG. 1A

, the ticket voucher


52


, such as paper currency or an award ticket is passing from the compartment


50


, through the channel


58


and out of the slot


62


. Mechanisms for causing the ticket vouchers stored in a given compartment to be dispensed from the compartment are well known to those skilled in the art and are contemplated as having use with the present invention.




An illustration of one possible example of a ticket voucher


48


that may be dispensed by the dispenser


46


is illustrated in FIG.


2


. Referring to

FIG. 2

, the ticket voucher


48


may be composed of paper or another printable material and may have printed information including the casino name


62


, the type of ticket


64


, a validation number


66


and associated bar code


68


with control and security information, the date and time of preparation


70


, redemption instructions


72


and restrictions


74


, a description of an award


76


, and any other information that may be necessary or desirable. Different types of ticket vouchers could be used, such as bonus ticket vouchers, cash-redemption ticket vouchers, casino chip ticket vouchers, extra game play ticket vouchers, merchandise ticket vouchers, restaurant ticket vouchers, show ticket vouchers, etc. The ticket vouchers could be printed with an optically readable material such as ink, or data on the ticket vouchers could be magnetically encoded.




During typical use of the gambling unit


10


, a user inserts into the gambling unit


10


value that the user may bet. For example, a user may deposit tokens or coins via the slot


34


, may insert a card having information representative of value into the card acceptor


38


or may insert a monetary bill into the bill acceptor


36


. The following description refers to value being inserted into and dispensed from the gambling unit


10


. Once the gambling unit


10


recognizes that the user has deposited value, the user may make a wager using the buttons


22


-


28


, which may allow the user to wager various units of value on the outcome of the game. After making a wager, the user begins a game either by pulling the arm


30


or by actuating the spin button


32


, either of which causes the gambling unit to graphically spin the reels


16


-


20


for a period of time.




As the reels


16


-


20


spin, the gambling unit


10


determines random reel stop positions and stops the reels


16


-


20


from spinning according to the determined reel stop positions. As the reels


16


-


20


are stopped, symbols representative of the game outcome, which are disposed on the periphery of the reels


16


-


20


, are displayed to the user and the gambling unit


10


determines the outcome of the game. If the gambling unit


10


determines that the outcome of the game is a “winner,” the gambling unit


10


pays out either by dispensing value to the user or by incrementing the number of credits available to the user to wager on the game. The concept of dispensing value may include dropping tokens into a payout tray


40


, adding value to a card placed in the card acceptor


38


, dispensing a ticket voucher


48


from the dispenser


46


, accumulating value for the user within the gambling unit


10


or any other suitable technique of distributing value to a user. If the outcome of the game is a winner, the game ends after the gambling unit


10


pays out. However, if the outcome of the game is not a winner, the combination of symbols displayed to the user is not a winning combination, the gambling unit


10


does not pay out and the game simply ends with the user losing the wagered value.





FIG. 3

is a block diagram of a number of components that may be incorporated into the gambling unit


10


. Referring to

FIG. 3

, the gambling unit


10


may include a game controller


80


disposed within the cabinet


12


of the electronic gambling unit


10


. The game controller


80


may be coupled to the display unit


14


, the audio speakers


42


, the aroma dispenser


44


, the dispenser


46


, and other components of the gambling unit


10


via a cabling harness (or bus)


82


running through the interior of the cabinet


12


in the manner depicted schematically in FIG.


3


. The game controller


80


may be embodied in hardware that is commercially available in, for example, the International Game Technology “Game King” platform for video gambling machines. The game controller


80


may be embodied in a 16 or 32 bit, 16 megahertz (MHZ) 80C960SA microcontroller, which is commercially available from Intel, or may be embodied in any other suitable microcontroller. As shown in detail in

FIG. 3

, the game controller


80


may include a microcontroller or microprocessor (MP)


84


, a read-only memory (ROM)


86


, a random-access memory (RAM)


88


and an input/output (I/O) circuit


90


, all of which may be interconnected via an address/data bus


92


.




It should be appreciated that although only one microprocessor


84


is shown, the controller


80


could include multiple microprocessors


84


. Similarly, the memory of the controller


80


could include multiple RAMs


88


and multiple ROMs


86


. Although the I/O circuit


90


is shown as a single block, it should be appreciated that the I/O circuit


90


could include a number of different types of I/O circuits. The RAM(s)


88


and ROM(s)


86


could be implemented as semiconductor memories, magnetically readable memories, optically readable memories, and the like. For example, a memory such as any one, or any suitable combination, of an electrically programmable read only memory (EPROM), an electrically erasable programmable read only memory (EEPROM), a one time programmable read only memory (OTP ROM), a static random access memory (SRAM), FLASH or any other suitable memory element may be externally connected to the microprocessor


84


. Furthermore, the memory(ies) may be embodied in other computer-readable media such as optical media, e.g., CDs, rewritable CDs, DVDs and the like, or magnetic media, e.g., floppy disks, hard drives, zip disks and the like.





FIG. 3

also illustrates that the components shown in

FIG. 1

could be connected to the I/O circuit


90


via a respective direct line or conductor. Different connection schemes could be used. For example, one or more of the components shown in

FIG. 9

could be connected to the I/O circuit


90


via a common bus or other data link that is shared by a number of components. Furthermore, some of the components could be directly connected to the microprocessor


84


without passing through the I/O circuit


90


. Further detail regarding the functionality of the game controller


80


is described hereinafter with respect to,

FIGS. 4-11

.




As previously mentioned, the controller


80


may be coupled to the electrical components of the gambling unit


10


as described in relation to

FIG. 1

via bus


82


. In addition, the gambling unit


10


may be connected, along with other gambling units, to a player tracking system via a player tracking interface


94


. The player tracking interface


94


may facilitate the exchange of player tracking information for the user between the controller


80


and a central repository. For example, when a user inserts a smart card or player tracking card in the card acceptor


38


, the controller


80


may issue a request through the player tracking interface


94


for user preference information such as whether the user prefers to be paid in tokens, tracking system credit, token bills, award coupons for cash, credit, free gaming tokens, goods, meals, shows, rides, and the like.




As an example of an application implemented through the player tracking system and player tracking interface


94


, the casino may allow the user to accumulate casino points based on the volume and frequency of the user's game play in the casino. When the user accumulates various threshold levels of casino points, the casino points may be redeemed for game credits, complementary goods and services in the casino and accompanying hotel, and the like. The smart card or player tracking card in the card acceptor


38


exchanges information with the player tracking system relating to the user via the player racking interface


94


as the user plays at the gambling unit


10


. The user's game play generates the casino points which are stored either on the smart card or in the player tracking system. In previously known systems, the user then takes the smart card or player tracking card to a remote cashier or kiosk to redeem the accumulated casino points.




One manner in which the gambling unit


10


may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories of the controller


80


. The computer program(s) or portions thereof may be stored remotely, outside of the gambling unit


10


, and may control the operation of the gambling unit


10


from a remote location. Such remote control may be facilitated with the use of a wireless connection, or by an Internet interface (not shown) that connects the gambling unit


10


with a remote computer (not shown) having a memory in which the computer program portions are stored via the Internet. The computer program portions may be written in any high level language such as C, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories


86


,


88


are physically configured, either magnetically (e.g., in the case of a magnetic memory), electrically (e.g., in the case of a semiconductor memory) or structurally (e.g., in the case of an optical memory), in accordance with computer program instructions.




As shown in

FIG. 4

, a main routine


100


may begin execution at a block


102


at which user attraction graphics may be displayed on the display unit


14


. User attraction graphics may include a scrolling list of games that may be played on the electronic gambling unit


10


, cartoons, videos, etc. While graphics are being displayed, a block


104


intermittently checks to see if a user is detected. Such a function may be carried out by, for example, polling the currency accepting mechanisms


34


-


38


or the touch-sensitive input device. Alternatively, the currency accepting mechanisms


34


-


38


and touch-sensitive devices may be configured to notify the controller


80


when valid currency is inserted or user contact is detected, respectively. As long as no user is detected, control passes from the block


104


back to the block


102


. If, however, the block


104


determines that a user is present, control passes to a block


106


.




The execution of the block


106


causes the display of a game selection graphic to the user. The game selection graphic may include a list of video gambling games that may be played on the electronic gambling unit


10


. Additionally, at the block


106


, the user may be prompted to deposit value into the electronic gambling unit, via the currency accepting mechanisms


34


-


38


. The execution of the routine


100


may not proceed past the block


106


until the user deposits at least the minimum value required for the gambling unit


10


. Any value that the user deposits will be stored as credit.




After the block


106


displays the list of available video gambling games to the user, a block


108


detects which game has been selected and branches control to one of subroutines


110


-


114


, each of which represents a particular video gambling game. It should be noted that although three subroutines are shown in

FIG. 4

, more, fewer or different subroutines representing more, fewer or different video gambling games may be used. For example, a game such as slots with mechanical wheels will forego the game selection block


108


and proceed directly to playing the mechanical slot machine game. Accordingly, more, fewer or different video gambling games may be present on any given electronic gambling unit


10


. The description of the subroutines


110


-


114


is undertaken with respect to

FIGS. 5

,


7


and


9


after the remaining blocks of

FIG. 4

are described.




After one of the subroutines


110


-


114


have been executed, control passes to a block


116


, which queries whether the user has expressed a desire to stop playing the electronic gambling unit


10


. The user may express such a desire by selecting a quit graphic displayed on the display unit


14


or through any other suitable manner that informs the game controller


80


of the user's desire to stop playing the electronic gambling unit


10


. If the user does not desire to quit, control passes from the block


116


back to the block


108


so that the user may select another video gambling game to play. If, however, the user desires to quit, control passes from the block


116


to a block


118


, which cashes out the user by dispensing coins, tokens or currency, dispensing tickets or coupons from the dispenser


46


, adding value to the user's smart card or player tracking profile, or otherwise reward the user for credits and casino points accumulated while playing the gambling unit


10


in a manner discussed more fully hereinafter. After the block


118


has completed execution, control passes back to the block


102


, at which time the electronic gambling unit


10


again displays graphics to attract another user.




When the block


108


determines that the user desires to play a video poker game, control passes to the subroutine


110


, which is illustrated in detail in FIG.


5


. As described hereinafter, the various blocks of the subroutine


110


recite various functions that are carried out by the game controller


80


in conjunction with the display unit


14


to make certain graphics appear on the display unit


14


. Exemplary graphics for a video poker game are shown and described in conjunction with FIG.


6


.




At a block


130


, the subroutine


110


requests the user to make a wager and, after a wager is entered, control passes to a block


132


, at which a virtual hand of cards are dealt to the user. After the virtual hand has been dealt to the user, the user may have an opportunity at the block


134


to increase the initial wager made at the block


130


. After the block


134


executes, control passes to a block


136


, which allows the user to discard and draw cards in an attempt to improve the user's virtual hand.




After the user has had the opportunity to improve his or her hand at the block


136


, control passes to a block


138


, at which the game controller


80


determines the outcome of the game and determines the payout. If the user has won the game (e.g., the user's hand matches one of a predetermined list of winning hands), a block


140


passes control to a block


142


which increments the user's value based on the results determined at the block


138


. If, however, the user has not won the game, the user forfeits the wagers made at the blocks


130


and


134


, and block


140


bypasses the block


142


.




After the user's value has been incremented at the block


142


or control is passed directly from block


140


after a losing hand, a block


300


increments casino points for users for which casino points are being accumulated and redeemed in a manner more fully described hereinafter. After the user's casino points have been incremented at the block


300


, a block


144


queries whether the user desires to continue playing the video poker game. If the user desires to play the video poker game again, control passes from the block


144


back to the block


130


, which requests the user to make a wager. If the user does not desire to continue playing the video poker game, execution returns to the block


116


of the routine


100


of FIG.


4


.




As shown in

FIG. 6

, an exemplary video display


150


, which may be associated with the play video poker game routine


110


, may include video images representative a plurality of cards


154


in a users hand, which may be shown face up. To allow the user to control the play of the video poker game, a plurality of button graphics may be displayed. In particular, button graphics for change


160


, menu/cash/credit


162


and bet one credit


164


may be displayed. Further, button graphics for hold/cancel


166


may be displayed, each of which may pertain to a particular one of the user's cards


154


. Button graphics for play max credits


168


and deal/draw/start


170


may also be displayed. As noted previously, the touch-sensitive input device may be a touch screen that may be disposed over the display unit


14


. Accordingly, each of the button graphics


160


-


170


may be associated with a particular area of the touch-sensitive input device that is located between the display unit


14


and the user. A graphic representing the number of credits


172


may also be displayed to inform the user of the number of credits that he or she has remaining.




When a user desires to play a video slot machine game, a play video slot machine game routine


112


, as shown in

FIG. 7

, is executed. The routine


112


includes a number of blocks that may be embodied in software instructions stored in the memory


86


(FIG.


3


). The execution of the routine


112


may begin at a block


180


, at which a user may make a wager on the outcome of the video slot machine game. After the user has made an appropriate wager, control passes to a block


182


. At the block


182


virtual slot machine reels, which may be embodied in video graphics, begin to spin to simulate the operation of a traditional mechanical slot machine.




While the virtual reels spin, a block


184


may select one or more random numbers that dictate the symbols on which the various virtual reels will stop when the reels cease spinning. After the block


184


completes, control passes to a block


186


, which stops each one of the virtual reels from spinning according to the determined reel stop positions. The virtual reels may be stopped in a left to right manner, from the perspective of the user, or in any other suitable manner or sequence.




After the virtual reels have been stopped by the block


186


, a block


188


evaluates the game outcome and determines the payout to which the user is entitled.




For example, if the virtual reels have stopped on high payout symbols, the user may receive a large payout. If, however, the virtual reels have stopped on symbols having no payout, the user loses the money that was wagered at the block


180


. After the payout has been determined at the block


188


, control passes to a block


189


which controls the incrementing of the users value. If the block


188


determines that the user is entitled to a payout, the block


189


passes control to a block


190


which appropriately increments the value that the user has accumulated within the electronic unit


10


. If the user is not entitled to a payout, the block


189


bypasses the block


190


.




After the user's value has been incremented at the block


190


or control is passed directly from block


189


after a losing spin, a block


300


increments casino points for users for which casino points are being accumulated and redeemed in a manner more fully described hereinafter. After the user's casino points have been incremented at the block


300


, a block


200


determines whether the user desires to continue to playing the video slot machine game. If the user desires to play again, control passes from the block


200


back to the block


180


. If, however, the user does not desire to play again, control passes to the block


116


of the main routine


100


of FIG.


4


.




As shown in

FIG. 8

, an exemplary video display


220


, which may be associated with the play video slot machine game routine


112


, may include video images that represent a plurality of virtual slot machine reels


222


. While three such virtual slot machine reels


222


are shown in

FIG. 8

, it should be understood that any number of virtual reels could be used. To allow the user to control the play of the video slot machine, a plurality of button graphics may be displayed. In particular, button graphics for change


224


, menu/cash/credit


226


and bet one credit


228


may be displayed. Further, button graphics for betting


5


,


10


,


15


,


20


or


25


credits, shown as


230


-


238


in

FIG. 8

may also be provided. Button graphics for play max credits


240


, spin


242


, and selecting particular lines on which to wager


243


may also be displayed.




As noted with respect to

FIG. 6

, the touch-sensitive input device may be a touch screen that may be disposed over the display unit


14


. Accordingly, each of the button graphics


224


-


242


may be associated with a particular area of the touch-sensitive input device that is located between the display unit


14


and the user. A graphic representing the number of credits


244


may also be displayed to inform the user of the number of credits that he or she has remaining.




When a user desires to play a video blackjack game, a play video blackjack game routine


114


, as shown in

FIG. 9

, is executed. The routine


114


includes a number of blocks that may be embodied in software instructions stored in the memory


86


(FIG.


3


). The execution of the routine


114


may begin at a block


260


at which a user makes a wager on the outcome of the blackjack game. After the user has made a wager, a block


262


deals virtual cards to both of the user and the dealer, against which the user is playing.




After the cards are dealt, a block


264


tests whether the dealer has a hand that totals to 21. If the user does not have 21, control passes to a block


266


, at which the user may double down. After the execution of the block


266


, a block


268


determines whether the user wants to be “hit” (i.e., be dealt an additional card). If the user is hit, a block


270


determines if the user has “bust” (i.e., has exceeded 21). If the user has not bust, control passes back to the block


268


, which allows the user to hit again.




If the user decides not to hit, control passes from the block


268


to a block


272


, which determines if the dealer wants to hit. If the dealer hits, control passes to a block


274


, which determines if the dealer has bust. If the dealer has not bust, control passes from the block


274


back to the block


272


to provide the dealer another opportunity to hit. If the dealer decides not to hit, control passes to a block


276


, which determines the outcome of the blackjack game. For example, the block


276


may determine which of the user or the dealer has the higher hand that does not exceed 21. Additionally, if the user busts at the block


270


or the dealer busts at the block


274


or if the block


264


determines that the dealer has


21


, control passes to the block


276


. In sum, the block


276


performs the function of evaluating the traditional rules of blackjack and determining the magnitude of the payout that should be paid to the user.




After the payout has been determined at the block


276


, control passes to a block


277


which controls the incrementing of the users value. If the block


276


determines that the user is entitled to a payout, the block


277


passes control to a block


278


which appropriately increments the value that the user has accumulated within the electronic unit


10


. If the user is not entitled to a payout, the block


277


bypasses the block


278


. After the user's value has been incremented at the block


278


or control is passed directly from block


277


after a losing hand, a block


300


increments casino points for users for which casino points are being accumulated and redeemed in a manner more fully described hereinafter. After the user's casino points have been incremented at the block


300


, a block


280


determines whether the user desires to play another game of blackjack. If the user desires to play blackjack again, control passes to the block


260


. Alternatively, if the user does not desire to play blackjack again, control passes to the block


116


of the main routine


100


of FIG.


4


.




As shown in

FIG. 10

, an exemplary video display


290


, which may be associated with the play video blackjack game routine


114


, may include video images that represent a plurality of cards


292


that form a dealer's hand of cards and a plurality of cards


294


that form the user's hand of cards. To allow the user to control the play of the video blackjack game, a plurality of button graphics may be displayed. In particular, button graphics for change


296


, menu/cash/credit


298


and bet one credit


300


may be displayed. Further, button graphics for hit


302


, stay


304


and play max credits


306


, as shown in

FIG. 10

may also be provided. As noted with respect to

FIGS. 6 and 8

, the touch-sensitive input device may be a touch screen that may be disposed over the display unit


14


. Accordingly, each of the button graphics


296


-


306


may be associated with a particular area of the touch-sensitive input device that is located between the display unit


14


and the user. A graphic representing the number of credits


310


may also be displayed to inform the user of the number of credits that he or she has remaining.




As previously discussed, at the end of each game subroutine


110


-


114


, the user's casino points are incremented at the block


300


, which is illustrated in detail in FIG.


11


. The routine


300


includes a number of blocks that may be embodied in software instructions stored in memory


86


(FIG.


3


). The execution of the routine


300


may begin at a block


302


at which the controller


80


determines whether casino points are tracked for the user. Users depositing coins in slot


34


or paper currency in bill acceptor


36


may not have casino points accumulated, while a user inserting a smart card or player tracking card in the card reader


38


may accumulate casino points on the smart card or in the player tracking system. Additionally, the gambling unit


10


could accumulate casino points for the former users until they quit playing at block


116


(FIG.


4


). If the controller


80


determines that casino points are being tracked, control passes to a block


304


at which the controller


80


increments the user's casino points to reflect the previously completed game and save the updated casino point total in the appropriate location, such as the memory


88


, the user's smart card, or the user information stored at the player tracking system. If the controller


80


determines that casino points are not being tracked, control passes back to the appropriate subroutine


110


-


114


.




After the casino points are incremented at the block


304


, control passes to a block


306


where the controller


80


determines whether complementary tickets are available to be dispensed from the gambling unit


10


. If the gambling unit


10


dispenses only a single type of value, or dispenses multiple types of value, none of which are complementary tickets, then control is returned to the appropriate subroutine


110


-


114


. If multiple types of value are available from a dispenser such as the multi-compartment dispenser


46


, one of which being complementary tickets, control passes to block


308


at which the controller


80


determines whether the user's accumulated casino points exceed a predetermined threshold for awarding complementary tickets to the user. Such threshold may be stored in the gambling unit


10


in memories


86


or


88


, on the user's smart card, or in the player tracking system. If the user is entitled to receive a complementary ticket, control passes to a block


310


at which the controller


80


causes the dispenser


46


to dispense the complementary ticket or tickets to the user. After dispensing the complementary ticket, or if no ticket is to be dispensed, control returns to the appropriate subroutine


110


-


114


.




When the block


116


determines that the user desires to quit the game, control passes to the subroutine


118


, which is illustrated in detail in FIG.


12


. The routine


118


includes a number of blocks that may be embodied in software instructions stored in memory


86


(FIG.


3


). The execution of the routine


118


may begin at a block


320


at which the controller


80


determines whether multiple types of value are available for dispensing to the user. If only a single type of value is available, such as a single denomination of coins, game tokens, award tickets, etc., control passes to block


322


to dispense the single type of value in an amount equal to the credits accumulated by the user during game play.




If multiple types of value are available for dispensing from the gambling unit


10


, control passes to block


324


at which the controller


80


determines whether the gambling unit


10


dispenses the available types of value based on user preference information. If the types of value are not dispensed based on user preference information, control passes to block


326


at which the controller


80


dispenses one or more of the available types of value based on a preset routine stored in the memory


86


. For example, the gambling unit


10


may include a multicompartment dispenser


46


having the first compartment


50


contain $10 award tickets and the second compartment


54


containing $1 award tickets, with the memory


86


having a routine that dispenses a combination of the $10 and $1 award tickets totaling the credit accumulated by the user. If the user accumulates $55 in credit, the controller


80


executes the dispensing routine in the memory


86


and dispenses, for example, five $10 award tickets from the first compartment


50


and five $1 award tickets from the second compartment


52


.




If the types of value are dispensed based on user preference information, the information may be obtained from a user interface, such as the buttons


22


-


28


and


32


, the display unit


14


having a touch-sensitive video display screen, or the card reader


38


, and control passes to block


328


to determine the source of the user preference information. At block


328


, the controller


80


determines whether the user preference information will be obtained via a manual user input device such as the buttons


22


-


28


and


32


, or the display unit


14


having a touch-sensitive video display screen described herein. If the controller


80


determines that the user preference information will be obtained via a user input device, control passes to block


330


at which graphics may be displayed on the display unit


14


prompting the user to input user preference information via the user input device. Prompting graphics may include a list of the types of value that may be dispensed by the gambling unit


10


and the associated user input devices for selecting the types of value. While graphics are being displayed, a block


332


intermittently checks to see if user input is detected. Such a function may be carried out by, for example, polling the buttons


22


-


28


and


32


or the touch-sensitive video display screen. Alternatively, the buttons


22


-


28


and


32


, and touch-sensitive video display screen may be configured to notify the controller


80


when a user selection is detected. As long as no user input is detected, control passes from the block


332


back to the block


330


. If, however, the block


332


determines that a user has made a selection, control passes to a block


334


wherein the controller


80


causes the gambling unit


10


to dispense one or more of the available types of value according to the user preference information.




As an example, the first compartment


50


may contain token bills of a certain denomination, such as $1 token bills, and the second compartment


52


may contain coupons having a monetary value and being redeemable for one or more of free game, tokens, gifts, meals, rides, shows, money, or other goods or services offered by the casino. Alternatively, the first compartment


50


may contain coupons redeemable for one of the aforementioned types of goods or services, and the second compartment


52


may contain coupons redeemable for a different one of the aforementioned types of goods or services. Depending on the awards available to be dispensed from compartments


50


,


52


, the video display


14


may prompt the user via a value selection graphic to make specified selections on the touch-sensitive input device to pay out the accumulated credits in the form of the awards available in the first compartment


50


, the awards available in the second compartment


52


, the coins or tokens available at the payout tray


40


, or a combination of the available types of awards. The users input their selections at the touch-sensitive input device, and the gambling unit


10


dispenses one or more of the available types of value based on the selections made by the users.




If the controller


80


determines that the user preference information is not obtained via a user input device, control passes to block


336


at which the controller


80


determines whether the player tracking card or smart card inserted into the card reader


38


stores user preference information or user identification information that may be used to obtain user preference information from the player tracking system. If the block


336


determines that the user preference information is stored on the card in the card reader


38


, control passes directly to the block


334


wherein the controller


80


causes the gambling unit


10


to dispense one or more of the available types of value according to the user preference information stored on the card. If, however, the block


336


determines that the card stores user identification information, control passes to block


338


at which the controller


80


uses the player identification information store on the card to obtain user preference information from the player tracking system via the player tracking interface


94


. Once the user preference information is obtained, control passes to the block


334


to dispense one or more of the available types of value according to the user preference information from the player tracking system. After the block


334


has completed execution by dispensing value, execution returns to the block


102


of the routine


100


of

FIG. 4

for display of the user attraction graphics.




As a further example of subroutine


118


, user preference information may be obtained from a player tracking system using identification information stored on a card in the card reader


38


. The first compartment


50


may contain coupons redeemable for goods or gifts in the shops of the casino, and the second compartment


52


may contain complementary coupons for meals at restaurants in the casino. When the user desires to redeem the accumulated credits, the processor


80


, using the player identification information stored on a smart card or player tracking card inserted in the card reader


38


, obtains user preference information stored in the player tracking system via the player tracking interface


94


. The processor


80


then determines the type of coupon(s) to be dispensed based on the user preference information and causes the dispenser


46


to dispense the appropriate coupon(s) from the proper compartment


50


or


52


.




Other combinations of types of awards and inputting user preference information are contemplated by the inventor as having use with the present invention. Moreover, although the dispenser


46


is described herein as having two compartments


50


,


52


, it is contemplated that the method and apparatus may be implemented in electronic gambling units


10


with dispensers


46


having more than two compartments or areas within the dispenser


46


for coupons, token bills, paper currency and the like, with each containing a different type of award.




Numerous modifications and alternative embodiments of the invention will be apparent to those skilled in the art in view of the foregoing description. Accordingly, this description is to be construed as illustrative only and not as limiting to the scope of the invention. The details of the structure may be varied substantially without departing from the spirit of the invention, and the exclusive use of all modifications, which are within the scope of the appended claims, is reserved.



Claims
  • 1. An electronic gambling unit for allowing a user to play a video gambling game selected from the group of video gambling games consisting of video poker, video slots and video black jack, and for dispensing at least one of a plurality of types of value to the user at the conclusion of the video gambling game, the electronic gambling unit comprising:a display unit capable of generating color images; an input device that allows the user to input information; a value-accepting mechanism that is capable of allowing the user to deposit a medium of currency; a value-dispensing mechanism having a first area containing a first item representing a first type of value and a second area containing a second item representing a second type of value, the value-dispensing mechanism being capable of dispensing the first and the second items to the user; and a controller operatively coupled to the display unit, the input device, the value-accepting mechanism, and the value-dispensing mechanism, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to allow the user to make a wager, the controller being programmed to cause a video image to be generated on the display unit after the user makes a wager, the video image representing a video gambling game selected from the group of video gambling games consisting of video poker, video slots and video blackjack, the controller being programmed to determine, after the video image has been displayed, an outcome of the video gambling game represented by the video image and to determine a payout associated with the outcome of the video gambling game, and the controller being programmed to cause the value-dispensing mechanism to dispense at least one of the first and the second items to the user after the payout has been determined, wherein the at least one item dispensed is determined based on user preference information corresponding to the information input by the user at the input device.
  • 2. The electronic gambling unit of claim 1, wherein the input device comprises a plurality of buttons, and the controller is programmed to cause the display unit to generate a value selection graphic instructing the user to select at least one of the first and the second types of value after the payout has been determined, to allow the user to select at least one of the first and the second types of value via the plurality of buttons, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the plurality of buttons.
  • 3. The electronic gambling unit of claim 1, wherein the display unit comprises a touch-sensitive video display screen and wherein the input device comprises part of the touch-sensitive video display screen, and the controller is programmed to cause the touch-sensitive video display screen to generate a value selection graphic instructing the user to select at least one of the first and the second types of value after the payout has been determined, to allow the user to select at least one of the first and the second types of value via the part of the touch-sensitive video display screen, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the part of the touch-sensitive video display screen.
  • 4. The electronic gambling unit of claim 1, wherein the input device comprises an electronic reader that is capable of reading an object having user preference stored thereon, and the controller is programmed to cause the electronic reader to transmit user preference stored on the object to the controller, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference.
  • 5. The electronic gambling unit of claim 1, wherein the input device comprises an electronic reader that is capable of reading an object having user identification stored thereon, the electronic gambling unit further comprising a player tracking interface connecting the electronic gambling unit to a player tracking system, and wherein the controller is programmed to transmit user identification stored on the object to the player tracking system via the player tracking interface, to receive user preference related to the user identification from the player tracking system via the player tracking interface, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference.
  • 6. The electronic gambling unit of claim 1, wherein the controller is programmed to increment user information indicative of the volume and frequency with which the user plays the electronic gambling unit, determines after incrementing the user information whether the user information exceeds a threshold value, and causes the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value.
  • 7. An electronic gambling unit for allowing a user to play a video gambling game selected from the group of video gambling games consisting of video poker, video slots and video black jack, and for dispensing at least one of a plurality of types of value to the user at the conclusion of the video gambling game, the electronic gambling unit comprising:a display unit capable of generating color images; an input device that allows the user to make a plurality of input selections; an electronic reader capable of reading an object having data stored thereon; a value-dispensing mechanism having a first item representing a first type of value and a second item representing a second type of value, the value-dispensing mechanism being capable of dispensing the first and the second items to the user; and a controller operatively coupled to the display unit, the input device, the electronic reader, and the value-dispensing mechanism, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to allow the user to make a wager, the controller being programmed to cause a video image to be generated on the display unit after the user makes a wager, the video image representing a video gambling game selected from the group of video gambling games consisting of video poker, video slots and video blackjack, the controller being programmed to determine, after the video image has been displayed, an outcome of the video gambling game represented by the video image and to determine a payout associated with the outcome of the video gambling game, and the controller being programmed to cause the value-dispensing mechanism to dispense at least one of the first and the second items to the user after the payout has been determined, wherein the at least one item dispensed is determined based on the data stored on the object.
  • 8. The electronic gambling unit of claim 7, wherein the data stored on the object is user preference data, and the controller is programmed to cause the electronic reader to transmit the user preference data stored on the object to the controller, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 9. The electronic gambling unit of claim 7, wherein the data stored on the object is user identification data, the electronic gambling unit further comprising a player tracking interface connecting the electronic gambling unit to a player tracking system, and wherein the controller is programmed to transmit the user identification data stored on the object to the player tracking system via the player tracking interface, to receive user preference data related to the user identification data from the player tracking system via the player tracking interface, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 10. The electronic gambling unit of claim 7, wherein the controller is programmed to increment user information indicative of the volume and frequency with which the user plays the electronic gambling unit, determines after incrementing the user information whether the user information exceeds a threshold value, and causes the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value.
  • 11. An electronic gambling unit for allowing a user to play a video gambling game, and for dispensing at least one of a plurality of types of value to the user at the conclusion of the video gambling game, the electronic gambling unit comprising:a display unit capable of generating color images; an input device that allows the user to input information; a value-accepting mechanism that is capable of allowing the user to deposit a medium of currency; a value-dispensing mechanism having a first area containing a first item representing a first type of value and a second area containing a second item representing a second type of value, the value-dispensing mechanism being capable of dispensing the first and the second items to the user; and a controller operatively coupled to the display unit, the input device, the value-accepting mechanism, and the value-dispensing mechanism, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to allow the user to make a wager, the controller being programmed to cause a video image representing the video gambling game to be generated on the display unit after the user makes a wager, the controller being programmed to determine, after the video image has been displayed, an outcome of the video gambling game represented by the video image and to determine a payout associated with the outcome of the video gambling game, and the controller being programmed to cause the value-dispensing mechanism to dispense at least one of the first and the second items to the user after the payout has been determined, wherein the at least one item dispensed is determined based on user preference information corresponding to the information input by the user at the input device.
  • 12. The electronic gambling unit of claim 11, wherein the input device comprises a plurality of buttons, and the controller is programmed to cause the display unit to generate a value selection graphic instructing the user to select at least one of the first and the second type of value after the payout has been determined, to allow the user to select at least one of the first and the second type of value via the plurality of buttons, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the plurality of buttons.
  • 13. The electronic gambling unit of claim 11, wherein the display unit comprises a touch-sensitive video display screen and wherein the input device comprises part of the touch-sensitive video display screen, and the controller is programmed to cause the touch-sensitive video display screen to generate a value selection graphic instructing the user to select at least one of the first and the second type of value after the payout has been determined, to allow the user to select at least one of the first and the second type of value via the part of the touch-sensitive video display screen, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the part of the touch-sensitive video display screen.
  • 14. The electronic gambling unit of claim 11, wherein the input device comprises an electronic reader that is capable of reading an object having user preference data stored thereon, and the controller is programmed to cause the electronic reader to transmit user preference data stored on the object to the controller, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 15. The electronic gambling unit of claim 11, wherein the input device comprises an electronic reader that is capable of reading an object having user identification data stored thereon, the electronic gambling unit further comprising a player tracking interface connecting the electronic gambling unit to a player tracking system, and wherein the controller is programmed to transmit user identification data stored on the object to the player tracking system via the player tracking interface, to receive user preference data related to the user identification data from the player tracking system via the player tracking interface, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 16. The electronic gambling unit of claim 11, wherein the controller is programmed to increment user information indicative of the volume and frequency with which the user plays the electronic gambling unit, determines after incrementing the user information whether the user information exceeds a threshold value, and causes the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value.
  • 17. An electronic gambling unit for allowing a user to play a video gambling game, and for dispensing at least one of a plurality of types of value to the user at the conclusion of the video gambling game, the electronic gambling unit comprising:a display unit capable of generating color images; an input device that allows the user to make a plurality of input selections; an electronic reader capable of reading an object having data stored thereon; a value-dispensing mechanism having a first item representing a first type of value and a second item representing a second type of value, the value-dispensing mechanism being capable of dispensing the first and the second items to the user; and a controller operatively coupled to the display unit, the input device, the electronic reader, and the value-dispensing mechanism, the controller comprising a processor and a memory operatively coupled to the processor, the controller being programmed to allow the user to make a wager, the controller being programmed to cause a video image representing the video gambling game to be generated on the display unit after the user makes a wager, the controller being programmed to determine, after the video image has been displayed, an outcome of the video gambling game represented by the video image and to determine a payout associated with the outcome of the video gambling game, and the controller being programmed to cause the value-dispensing mechanism to dispense at least one of the first and the second items to the user after the payout has been determined, wherein the at least one item dispensed is determined based on data stored on the object.
  • 18. The electronic gambling unit of claim 17, wherein the data stored on the object is user preference data, and the controller is programmed to cause the electronic reader to transmit the user preference data stored on the object to the controller, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 19. The electronic gambling unit of claim 17, wherein the data stored on the object is user identification data, the electronic gambling unit further comprising a player tracking interface connecting the electronic gambling unit to a player tracking system, and wherein the controller is programmed to transmit the user identification data stored on the object to the player tracking system via the player tracking interface, to receive user preference data related to the user identification data from the player tracking system via the player tracking interface, and to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 20. The electronic gambling unit of claim 17, wherein the controller is programmed to increment user information indicative of the volume and frequency with which the user plays the electronic gambling unit, determines after incrementing the user information whether the user information exceeds a threshold value, and causes the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value.
  • 21. A method of dispensing at least one of a plurality of items each representing a type of value to a user at the conclusion of a video gambling game of an electronic gambling unit having a display unit capable of generating color images, an input device that allows the user to input information, a value-accepting mechanism that is capable of allowing the user to deposit a medium of currency, and a value-dispensing mechanism containing a first item representing a first type of value and a second item representing a second type of value and being capable of dispensing the first and the second items to the user, the method comprising:allowing the user make a wager; generating a video image representing the video gambling game on the display unit of the video gambling unit after the user makes a wager; determining, after the video image has been generated, an outcome of the video gambling game represented by the video image; determining a payout associated with the outcome of the video gambling game; and dispensing at least one of the first and the second items to the user after determining the payout via the value-dispensing mechanism and based on information input by the user at the input device.
  • 22. The method of claim 21, wherein the input device comprises a plurality of buttons, the method comprising:generating at the display unit of the video gambling game a value selection graphic instructing the user to select at least one of the first and the second types of value; allowing the user to select at least one of the first and the second types of value via the plurality of buttons; and causing the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the plurality of buttons.
  • 23. The method of claim 21, wherein the electronic gambling game comprises a touch-sensitive video display screen and the input device comprises part of the touch-sensitive video display screen, the method comprising:generating at the touch-sensitive video display screen a value selection graphic instructing the user to select at least one of the first and the second types of value; allowing the user to select at least one of the first and the second types of value via the part of the touch-sensitive video display screen; and causing the value-dispensing mechanism to dispense at least one of the first and the second items based on the selection made by the user via the part of the touch-sensitive video display screen.
  • 24. The method of claim 21, wherein the input device comprises an electronic reader that is capable of reading an object having user preference data stored thereon, the method comprising causing the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data stored on the item.
  • 25. The method of claim 21, wherein the electronic gambling unit comprises a player tracking interface connecting the electronic gambling unit to a player tracking system and the input device comprises an electronic reader that is capable of reading an object having user identification data stored thereon, the method comprising:transferring user identification data stored on the item to the player tracking system via the player tracking interface; receiving user preference data related to the user identification data from the player tracking system via the player tracking interface; and causing the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data.
  • 26. The method of claim 21, comprising:incrementing user information indicative of the volume and frequency with which the user plays the electronic gambling unit; determining after incrementing the user information whether the user information exceeds a threshold value; and causing the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value.
  • 27. A programmed memory that is capable of being used in connection with an electronic gambling unit that allows a user to play a video gambling game, that dispenses at least one of a plurality of items, each item representing a type of value, to the user at the conclusion of the video gambling game, and that comprises a processor, an input device, a value-accepting mechanism, and a value-dispensing mechanism, the programmed memory comprising:a first memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to execute the video gambling game if the programmed memory were incorporated into the electronic gambling unit; a second memory portion physically configured in accordance with computer program instructions that would cause said electronic gambling unit to determine an outcome of the video gambling game if the programmed memory were incorporated into the electronic gambling unit; a third memory portion physically configured in accordance with computer program instructions that would cause said electronic gambling unit to determine a payout associated with the outcome of the video gambling game if the programmed memory were incorporated into the electronic gambling unit; a fourth memory portion physically configured in accordance with computer program instructions that would cause said electronic gambling unit to allow the user to input user information via the input device if the programmed memory were incorporated into the electronic gambling unit; and a fifth memory portion physically configured in accordance with computer program instructions that would cause said electronic gambling unit to cause the value-dispensing mechanism to dispense at least one of the plurality of items to the user after the payout has been determined, the at least one item dispensed being determined based on the user information input via the input device, if the programmed memory were incorporated into the electronic gambling unit.
  • 28. The programmed memory of claim 27, wherein the programmed memory is capable of being used in connection with an electronic gambling unit having a display unit and an input device comprising a plurality of buttons, the programmed memory further comprising:a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to generate at the display unit a value selection graphic instructing the user to select at least one of the first and the second types of value if the programmed memory were incorporated into the electronic gambling unit; a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to allow the user to select at least one of the first and the second types of value via the plurality of buttons if the programmed memory were incorporated into the electronic gambling unit; and an eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to dispense from the value-dispensing mechanism at least one of the first and the second items based on the selection made by the user via the plurality of buttons if the programmed memory were incorporated into the electronic gambling unit.
  • 29. The programmed memory of claim 27, wherein the programmed memory is capable of being used in connection with an electronic gambling unit having a touch-sensitive video display screen and a user interface comprising part of the touch-sensitive video display screen, the programmed memory further comprising:a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to generate at the touch-sensitive video display screen a value selection graphic instructing the user to select at least one of the first and the second types of value if the programmed memory were incorporated into the electronic gambling unit; a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to allow the user to select at least one of the first and the second types of value via the part of the touch-sensitive video display screen if the programmed memory were incorporated into the electronic gambling unit; and an eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to dispense from the value-dispensing mechanism at least one of the first and the second items based on the selection made by the user via the part of the touch-sensitive video display screen if the programmed memory were incorporated into the electronic gambling unit.
  • 30. The programmed memory of claim 27, wherein the programmed memory is capable of being used in connection with an electronic gambling unit having a user interface comprising an electronic reader that is capable of reading an object having user preference data stored thereon, the programmed memory further comprising:a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to transmit user preference data stored on the object from the electronic reader to the controller if the programmed memory were incorporated into the electronic gambling unit; and a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data if the programmed memory were incorporated into the electronic gambling unit.
  • 31. The programmed memory of claim 27, wherein the programmed memory is capable of being used in connection with an electronic gambling unit having a user interface comprising an electronic reader that is capable of reading an object having user identification data stored thereon, and the electronic gambling unit further comprising a player tracking interface connecting the electronic gambling unit to a player tracking system, the programmed memory further comprising:a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to transmit user identification data stored on the object to the player tracking system via the player tracking interface if the programmed memory were incorporated into the electronic gambling unit; a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to receive user preference data related to the user identification data from the player tracking system via the player tracking interface if the programmed memory were incorporated into the electronic gambling unit; and an eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to cause the value-dispensing mechanism to dispense at least one of the first and the second items based on the user preference data if the programmed memory were incorporated into the electronic gambling unit.
  • 32. The programmed memory of claim 27, further comprising:a sixth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to increment user information indicative of the volume and frequency with which the user plays the electronic gambling unit if the programmed memory were incorporated into the electronic gambling unit; a seventh memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to determine after incrementing the user information whether the user information exceeds a threshold value if the programmed memory were incorporated into the electronic gambling unit; and an eighth memory portion physically configured in accordance with computer program instructions that would cause the electronic gambling unit to cause the value-dispensing mechanism to dispense one of the first and the second items to the user if the user information exceeds the threshold value cause if the programmed memory were incorporated into the electronic gambling unit.
  • 33. The programmed memory of claim 27, wherein the programmed memory comprises a semi-conductor memory.
  • 34. The programmed memory of claim 27, wherein the programmed memory comprises an optically-readable memory.
  • 35. The programmed memory of claim 22, wherein the programmed memory comprised a magnetic memory.
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