Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”
“Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay-table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded.
Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.
To initiate games on gaming machines, a game machine actuator may be actuated (e.g., be pressed, pivoted, pulled, etc.) to operate or otherwise activate functions of the gaming machine, typically, from a non-operating state within a game. An actuator is actuated to generate, process, and/or transmit an electrical signal. The electrical signal is generated, processed and/or transmitted to a gaming machine controller, for example, to which the game machine actuator is connected. The gaming machine controller, in turn, activates function(s) of a game, at least in part, based on the electrical signal the gaming machine receives from the game machine actuator.
Current game machines employ handle assemblies that provide simple pull-actuation functionality. That is, such handle assemblies have a home or a position and a spin detection position to actuate a game action (e.g., pulling a machine handle to spin all of the reels). These handle assemblies are configured to prevent forcible reversal of the movement of the handle assembly back to the home position before the end of the lever's stroke. When the handle assembly receives sufficient force to drive reversal of the handle assembly to the home position, such pulling or pushing forces on these handle assemblies may result in various components in the handle assembly and/or the gaming machine itself being damaged, which may lead to inoperability of the handle assemblies and gaming machine.
When these handle assemblies malfunction and become inoperable, increasing costs are imposed on the operator and on a player who may be unable to control or play any games on gaming machines—all of which may lead to a loss of revenues. The malfunctioning handle assemblies typically must be entirely replaced, which involves time and effort for the replacement by field technicians.
Further limitations and disadvantages of conventional and traditional approaches will become apparent to one of skill in the art, through comparison of such systems and devices with some aspects of the present disclosure as set forth in the remainder of the present application with reference to the drawings.
In an implementation, a gaming system or gaming device comprises an assembly for protecting internal components from damage when a respective handle is loaded in reverse or being pulled or pushed back to a home position. The handle assembly comprises a pair of tuned counter-opposing springs arranged with a ratchet plate and a specially configured tooth angle that allows a normally locking ratchet and pawl to slip past each other in a reverse loading condition toward a home position, while preserving functionalities of handle assembly.
In some examples, the instant disclosure provides a reverse drive protection assembly for a gaming handle on a gaming machine. The back-driving handle assembly includes a face plate operable to be fixed to the gaming machine, and ratchet plate on the face plate, the ratchet plate comprising a plurality of angled teeth, each of the plurality of angled teeth having a first side and a second side. The back-driving handle assembly also includes a hub attached to the face plate, the hub comprising a torsion spring, a return spring, and a reaction pin, defining at least one reaction hole, and being rotatable in a first direction from a first position with respect to the face plate, and rotatable from a second position in a second direction opposite the first direction to the first position, the reaction pin engaging the torsion spring that is attached to the at least one reaction hole, and the torsion spring counteracting the return spring thereby initiating a return bias for the hub to return to the first position. The reaction pin is operable to move over the first side of at least one of the plurality of angled teeth responsive to a first external torque being applied to move the hub in the first direction, and to move over the second side of at least one of the plurality of angled teeth responsive to a second external torque exceeding the return bias being applied to move the hub in the second direction.
In some aspects, the face plate further includes a dowel abutting against the return spring to counteract the torsion spring to rotatably return the hub back to the first position.
In some aspects, the return spring is tuned to balance the torsion spring.
In some aspects, the first side has a first slope determined from an angle of contact with the reaction pin, and the second side has a second slope that is different from the first slope.
In some aspects, the first slope is larger than the second slope.
In some aspects, the back-driving handle further includes a plurality of sensors operable to contact the reaction pin when the hub is rotated to determine whether the hub is at the first position or away from the first position.
In some aspects, the reaction pin is operable to glide past the second side of at least one of the plurality of angled teeth when the second external torque in the second direction is greater than the return bias, and to be restrained by the second side when the second external torque in the second direction is less than the return bias.
In some examples, the instant disclosure provides a gaming machine that includes a cabinet, and a face plate fixed to the cabinet, having a ratchet plate, the ratchet plate including a plurality of angled teeth, each of the plurality of angled teeth having a first side and a second side. The gaming machine also includes a lever assembly coupled to the face plate, having a return spring, and being rotatable between a first direction with respect to a first position, and a second direction opposite the first direction, responsive to an external torque in a respective direction. The gaming machine also includes a pawl rotatably fixed to the lever assembly, and having a reaction pin attached to a torsion spring, the torsion spring counteracting the return spring to initiate a return bias to return the lever assembly to the first position, and the reaction pin being biased with the torsion spring to slide over the first side of at least one of the plurality of angled teeth responsive to the external torque moving in the first direction, and to slip past the second side of at least one of the plurality of angled teeth responsive to the external torque exceeding the return bias in the second direction.
In some aspects, the face plate further includes a dowel abutting against the return spring to counteract the torsion spring to move the lever assembly towards the first position.
In some aspects, the return spring is tuned to balance the torsion spring.
In some aspects, the first side has a first slope with respect to from an angle of contact with the reaction pin, and the second side has a second slope that is different from the first slope.
In some aspects, the first slope is larger than the second slope.
In some aspects, the gaming machine further includes a plurality of sensors operable to contact the reaction pin when the lever assembly is rotated to determine whether the lever assembly is at the first position or away from the first position.
In some aspects, the reaction pin is operable to slip past the second side of at least one of the plurality of angled teeth when the external torque in the second direction is greater than the return bias, and to be restrained by the second side when the external torque in the second direction is less than the return bias.
In some examples, the instant disclosure provides method of assembling a gaming machine having a cabinet. The method includes securing a ratchet plate having a plurality of angled teeth to a face plate, the face plate defining a first position, each of the plurality of angled teeth having a first side and a second side, and biasing a reaction pin against a torsion spring in a hub such that the reaction pin is biased outwardly, the hub being movable between a first direction from the first position, and a second direction opposite the first direction, responsive to an external torque in a respective direction. The method also includes counteracting the torsion spring with a return spring generating a return bias to rotatably return the hub to the first position, rotatably coupling the hub to the face plate, the reaction pin being biased against one of the plurality of angled teeth, such that the reaction pin is operable to slide over the first side of at least one of the plurality of angled teeth responsive to the external torque moving in the first direction, and to slip past the second side of at least one of the plurality of angled teeth responsive to the external torque exceeding the return bias in the second direction, and securing the face plate to the cabinet.
In some aspects, the method further includes abutting the return spring against a dowel on the face plate to counteract the torsion spring to move the hub towards the first position.
In some aspects, the method further includes tuning the return spring to balance the torsion spring.
In some aspects, the first side has a first slope determined from an angle of contact with the reaction pin, and the second side has a second slope that is different from the first slope, and wherein the first slope is larger than the second slope.
In some aspects, the method further includes determining with a plurality of sensors whether the hub is at the first position or displaced from the first position.
In some aspects, the reaction pin is operable to slip past the second side of at least one of the plurality of angled teeth when the external torque in the second direction is greater than the return bias, and to be restrained by the second side when the external torque in the second direction is less than the return bias.
Implementations of the present disclosure represent a technical improvement in the art of gaming technology. Specifically, the implementations illustrated address the technical problem of current handle assemblies of gaming machines that limit or prevent reverse handle assembly loading, which, when so loaded in reverse with excessive force or torque, leads to damage or malfunction.
Implementations of the present disclosure employ a back-driving handle assembly for protecting an electronic gaming machine and the handle assembly from damage when the back-driving handle assembly is reverse loaded. The back-driving handle assembly comprises one or more pairs of tuned counter-opposing springs within a hub, and a ratchet plate with a plurality of angled teeth fixed to a face plate. The back-driving handle assembly is removably connected to the gaming machine at the face plate, and allows normally locking ratchet and pawl to slip past angled teeth in a reversed, overload condition, thus preserving functionalities of the back-driving handle assembly.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X and the server computers 102 can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices 104A-104X to communicate with one another and/or the server computers 102 using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.
In some implementations, server computers 102 may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device 104A, gaming device 104B or any of the other gaming devices 104C-104X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers 102 described herein.
The server computers 102 may include a central determination gaming system server 106, a ticket-in-ticket-out (TITO) system server 108, a player tracking system server 110, a progressive system server 112, and/or a casino management system server 114. Gaming devices 104A-104X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server 106 and then transmitted over the network to any of a group of remote terminals or remote gaming devices 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A typically includes a button area or button deck 120 accessible by a player that is configured with input switches or buttons 122, an access channel for a bill validator 124, and/or an access channel for a ticket-out printer 126.
In
In many configurations, the gaming device 104A may have a main display 128 (e.g., video display monitor) mounted to, or above, the gaming display area 118. The main display 128 can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.
In some implementations, the bill validator 124 may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A may also include a “ticket-out” printer 126 for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer 126 on the gaming device 104A. The gaming device 104A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad 146, and/or an illuminated display 148 for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A may also include a bonus topper wheel 134. When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel 134 is operative to spin and stop with indicator arrow 136 indicating the outcome of the bonus game. Bonus topper wheel 134 is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game.
A candle 138 may be mounted on the top of gaming device 104A and may be activated by a player (e.g., using a switch or one of buttons 122) to indicate to operations staff that gaming device 104A has experienced a malfunction or the player requires service. The candle 138 is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed.
There may also be one or more information panels 152 which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s) 152 may be implemented as an additional video display.
Gaming devices 104A have traditionally also included a handle 132 typically mounted to the side of main cabinet 116 which may be used to initiate game play.
Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet 116 of the gaming device 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. The main or service door is typically used by service personnel to refill the ticket-out printer 126 and collect bills and tickets inserted into the bill validator 124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.
Another example gaming device 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device 104C may also include speakers 142 to output various audio such as game sound, background music, etc.
Many different types of games, including mechanical slot games, video slot games, video poker, video black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class 2 or Class 3, etc.
The games available for play on the gaming device 200 are controlled by a game controller 202 that includes one or more processors 204. Processor 204 represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor 204 can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor 204 can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor 204 is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although
Memory 208 can store one or more game programs 206 that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program 206 represents an executable program stored in any portion or component of memory 208. In one or more implementations, game program 206 is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor 204 in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory 208 and run by processor 204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory 208 and executed by processor 204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory 208 to be executed by processor 204.
Alternatively, game programs 206 can be set up to generate one or more game instances based on instructions and/or data that gaming device 200 exchanges with one or more remote gaming devices, such as a central determination gaming system server 106 (not shown in
Gaming devices, such as gaming device 200, are highly regulated to ensure fairness and, in many cases, gaming device 200 is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices 200 that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices 200 is not simple or straightforward because of: (1) the regulatory requirements for gaming devices 200, (2) the harsh environment in which gaming devices 200 operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software.
One regulatory requirement for games running on gaming device 200 generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices 200 satisfy a minimum level of randomness without specifying how a gaming device 200 should achieve this level of randomness. To comply,
In
Another regulatory requirement for running games on gaming device 200 includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device 200 provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility.
When a player wishes to play the gaming device 200, he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator 234 to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader 230. During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display 240 and secondary game display 242. Other game and prize information may also be displayed.
For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons 236, the primary game display 240 which may be a touch screen, or using some other device which enables a player to input information into the gaming device 200.
During certain game events, the gaming device 200 may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers 220. Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device 200 or from lights behind the information panel 152 (
When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer 222). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play.
Additionally, or alternatively, gaming devices 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
According to some examples, the mobile gaming devices 256 may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices 256 may be configured to receive game outcomes from another device, such as the central determination gaming system server 106, one of the EGMs 104, etc.
Some mobile gaming devices 256 may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices 256 may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices 256 may include a ticket reader and/or a ticket printer whereas some mobile gaming devices 256 may not, depending on the particular implementation.
In some implementations, the casino 251 may include one or more kiosks 260 that are configured to facilitate monetary transactions involving the mobile gaming devices 256, which may include cash out and/or cash in transactions. The kiosks 260 may be configured for wired and/or wireless communication with the mobile gaming devices 256. The kiosks 260 may be configured to accept monetary credits from casino patrons 262 and/or to dispense monetary credits to casino patrons 262 via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks 260 may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device 256 for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron 262 is ready to cash out, the casino patron 262 may select a cash out option provided by a mobile gaming device 256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device 256 may send a “cash out” signal to a kiosk 260 via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk 260 may provide monetary credits to the casino patron 262 corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.
In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server 108. For example, the TITO system server 108 may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device 256 and/or a kiosk 260.
Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices 256 may be configured for wireless communication with the player tracking system server 110. Some mobile gaming devices 256 may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.
According to some implementations, a mobile gaming device 256 may be configured to provide safeguards that prevent the mobile gaming device 256 from being used by an unauthorized person. For example, some mobile gaming devices 256 may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices 256 may be configured to function only within a predetermined or configurable area, such as a casino gaming area.
In this example, a gaming data center 276 includes various devices that are configured to provide online wagering games via the networks 290. The gaming data center 276 is capable of communication with the networks 290 via the gateway 272. In this example, switches 278 and routers 280 are configured to provide network connectivity for devices of the gaming data center 276, including storage devices 282a, servers 284a and one or more workstations 286a. The servers 284a may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 290. The server 284a onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers 284a. Although only one gaming data center 276 is shown in
In this example, a financial institution data center 270 is also configured for communication via the networks 290. Here, the financial institution data center 270 includes servers 284b, storage devices 282b, and one or more workstations 286b. According to this example, the financial institution data center 270 is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users 274a-274c may maintain at least one financial account with the financial institution that is serviced via the financial institution data center 270.
According to some implementations, the gaming data center 276 may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers 284a may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center 270. The server(s) 284a may, in some examples, be configured to maintain an audit record of such transactions.
In some alternative implementations, the gaming data center 276 may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center 270 and the gaming data center 276 include their own servers and storage devices in this example, in some examples the financial institution data center 270 and/or the gaming data center 276 may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center 270 and/or the gaming data center 276 may rely entirely on cloud-based servers.
One or more types of devices in the gaming data center 276 (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs 264 and/or other information regarding authorized users of EUDs 264 (including but not limited to the authorized users 274a-274c), may be stored on storage devices 282 and/or servers 284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices 282 and/or servers 284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center 276) by authorized users.
In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center 276. One or more other devices (such EUDs 264 or devices of the gaming data center 276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.
The UI system 302 includes one or more UIs that a player can interact with. The UI system 302 could include one or more game play UIs 304, one or more bonus game play UIs 308, and one or more multiplayer UIs 312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI 304, bonus game play UI 308, and the multiplayer UI 312 may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using
The game play UI 304 represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
Based on the player inputs, the UI system 302 could generate RNG calls to a game processing backend system 314. As an example, the UI system 302 could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine 316 could utilize gaming RNG 318 and/or non-gaming RNGs 319A-319N. Gaming RNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in
The RNG conversion engine 320 processes each RNG outcome from RNG engine 316 and converts the RNG outcome to a UI outcome that is feedback to the UI system 302. With reference to
After generating the UI outcome, the game processing backend system 314 sends the UI outcome to the UI system 302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system 302 updates one or more game play UI elements 306A-306N, such as symbols, for the game play UI 304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements 310A-310N (e.g., symbols) for the bonus game play UI 308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.
As shown, the input device 404 includes a knob 416 connected to a handle shaft 420. The handle shaft 420 is attached to a back-driving handle assembly 424. The back-driving handle assembly 424 may include various physical connections that interconnect to electronic and mechanical systems or components of the gaming device or EGMs 104A-X. The back-driving handle assembly 424 may house, or connect to, components (detailed hereinafter), such as one or more decoders, USB translators, power sources, sensors, actuators, output devices and other mechanical or electrical systems or components, some of which are identified below, while others are omitted for clarity purposes.
In traditional arrangements, EGMs 104A-X may not detect slight movements or intermediate pull positions of the slot machine handle; rather, it only detects when the handle reaches a trigger position to initiate the game session (e.g., to spin the reels). That is, the traditional arrangement for a handle is to provide a home position and a second position away from the home position to initiate the game so as to prevent accidental game initiations at intermediate positions, e.g., when a partial pull of the handle is made.
The back-driving handle assembly 424 may be configured to detect intermediate positions or partial pulls, or may permit the forced return by the player or the input device 404 to the home position after a player initiated a gaming session. In some instances, the input device 404 may be released at a game initiation trigger point by the player of the input device 404, and allowed to make a controlled return to a start or home position without imparting additional force against the back-driving handle assembly 424, a face-plate 428, and/or a hub 432.
The input device 404 may also provide tactile or haptic feedback to the player. Such feedback may include, for example, physical sensations during gaming device operations. For example, the input device 404 may vibrate in response to game operations or a game element being positioned or reaching certain intermediate positions. The tactile or haptic feedback is contemplated to be natural and realistic in relation to that which may be experienced by the game play feature or element or in performing in a game machine activity. In certain implementations, additional motors or other actuators in the input device 404 may be included to communicate or convey physical sensations to the player in conjunction with other visual and auditory game play feedback that may be implemented.
Referring back to
Under normal operations, when a force applied to the knob 416 or the shaft or handle 420 is released, the balancing force of a return torsion spring or a return spring 444 returns the input device 404 to the home position in a second direction 412 that is opposite to the first direction 408. However, under other circumstances, some players may desire to forcibly return the input device 404 to the home position in the second direction 412 with excessive external torques. Such external torques exceed the initial bias of the handle to return to the home position.
The input device 404 may be electrically connected to one or more game controllers 202 housed in the EGMs 104A-X or other device by an input/output component 438 to transmit, communicate or generate signals or data to transmit or send data indicative of, e.g., the position, direction and/or velocity information of the handle shaft 420. In some examples, the component 438 may include a plurality of serial connectors. A non-transitory signal may be communicated or transmitted to the game controller 202 or other device via the component 438 in communication with one or more other components of the input device 404. The non-transitory signal may be absolute, relative, or incremental.
Although not shown, the component 438 may be connected to one or more sensors or encoders housed in the back-driving handle assembly 424 that may provide the signal to EGM 104X or gaming device via the output component 438. In some examples, component 438 may be connected to a pair of sensors. The sensors employed may be mechanical, magnetic (e.g., on-axis or off-axis), optical, or laser, for example, depending on the gaming environment used. Employing sensors having an absolute output signal may provide information to the game controller 202 to communicate or transmit data indicative of the position of the input device 404, e.g., the position of the handle shaft 420 rotated between the second position, or other intermediate position, and the home position. Such sensors may also be referred to as angle transducers. Depending on the gaming environment, an absolute sensor or encoder may have a benefit of maintaining position information even with a power outage at the gaming establishment (e.g., a casino or bar).
Similarly, employing a sensor that has a relative output signal may provide information to the game controller 202 to transmit or communicate data indicative of the position of the input device 404, e.g., the position of the handle shaft 420 rotated between the input device 404 and the home position. Employing sensors having an incremental output signal may provide precise information to the game controller 202 concerning position, velocity, and direction of the input device 404, which may provide real-time information and higher degree of measurement resolution for the movement of the input device 404. However, if the absolute position is to be tracked with an incremental sensor, a bidirectional electronic counter or similar device can be used. Regardless of the sensor type deployed, sensors provide enhanced monitoring and/or control of game features, elements and/or operations by the player or players throughout the movement or positions of the input device 404.
Additionally, the input device 404 may have multiple states being monitored along a movement path. For example, some of those states may include position, direction, and velocity of the input device 404. The states may, for example, include: the first position; the second position; various intermediate positions in between the first position and the second position; various movements; actuated trigger positions; and/or a game initiation or spin positions. One or more of these states may change as the input device 404 moves from one position to another position, at a first velocity to a second velocity along a movement direction, or from a first direction to a second direction, for example. The input device 404 may be dynamically reconfigured to change from and to one or more states and/or one or more triggers. The input device 404 may be coupled to a main cabinet or gaming cabinet 116. The input device 404 may be positioned in a number of locations depending on the features employed. The input device 404 may be to player's right side or left side when facing the gaming device(s) 104A-X as is typical with some gaming device handles.
As shown in
As illustrated in
In still other examples, the first side 522 and the second side 524 may have convex and concave sides. Additionally, the relative length of the sides 522, 524 and the space between the sides 522, 524, which create the valleys 518, may be varied depending on the expected loading conditions and desired audible clicks.
By providing suitable slopes and lengths of the sides 522, 524 of the angle teeth 520, the balancing of forces, including friction forces and counteracting spring forces, allow the pin 442 to move, in either forward or reverse operation, over sides 522, 524 for example, and into the valley 518. Additionally, the slopes of the sides 522, 524 of the angled teeth 520 are configured to facilitate a normal, clicking sound during operation, which provides feedback to the user. The lack of or a diminished clicking sound also serves to confirm that the ratchet plate 508 has a degree of damage, even if it remains operational.
Although the exemplary ratchet plate 508 is shown to include four angled teeth, more or less angled teeth may be configured for the ratchet plate 508. Further, although the plurality of angled teeth 520 are generally shown to be uniform, each of the plurality of angled teeth 520 may be individually sized and shaped to specific design requirements. In some examples, the ratchet plate 508 is formed from 17-4 PH stainless steel powdered metal that is heat treated to 30-38 HRC. In other examples, the ratchet plate 508 may consist of other alloy or materials providing suitable material properties for the loadings on the ratchet plate and related parts or components.
As illustrated in
The pawl 612 also includes a protrusion in the form of a pawl pin 616. The pawl spring 604, as illustrated in
In some examples, the ratchet plate 508 functions to provide friction and moments via the plurality of angled teeth 520, and counteracts movements of the pawl 440 and the pin 442 (of
The hub assembly 600 also includes a bumper plate 610, as illustrated in
The handle shaft 420, illustrated in
Turning to
The torsion or pawl spring 604 and return spring 628 are selected to counteract each other such that the return spring 628 is biased to return the hub assembly 600 to the home position. The return spring 628 in some examples is selected to have a weaker return force when the handle shaft 420 is near the home position and a stronger return force when the handle shaft 420 is at the largest displacement angle contemplated from the home position. The torsion spring 604 is biased to force the pawl 612 to contact the sides 522 and 524 of the angled teeth 520, which is a force opposed to the friction forces between the pin 616 and the sides 522 and 524 of the angled teeth 520 and to the spring forces having a return bias or an initial bias toward returning the input device or handle assembly 404 to the home position.
In some examples, the return spring 628 and the torsion spring 604 are selected based on at least one of several different factors such as torques, angles of pawl, locations of pawl, materials used, number of turns, and wire diameters. The radial distance of the torsion spring 604 from the center of the handle or hub assembly 424 may also factor into the choice of the return spring 628 and the torsion spring 604, which may influence the force tuning response for handle protection from reverse loadings. Other devices and arrangements that can store energy similar to a spring or coils in response to rotational forces are contemplated for the torsion spring 604 and the return spring 628. Counteracting magnets and similar arrangements are contemplated.
As shown in
As illustrated in
As illustrated in
While repeated reverse loading over time may ultimately result in the failure of the pawl or the reaction pin, the handle assembly 424, even where that repetitive reverse loading condition occurs, will retain a degree of operational capacity unlike conventional design handle assemblies for gaming machines 104X that lock up or result in broken parts or components. Nonetheless, examples disclosed herein reduce the need for costly onsite handle assembly replacement by field technicians due to reverse loading of handle assemblies, and minimize game machine 104X downtime for the gaming operator.
In step 1104, a pawl, ratchet plate, torsion spring and return spring are configured and selected based on back-drive loadings and home position return bias of the back-driving handle assembly. In some examples, ratchet components including the pawl, ratchet plate, the angled teeth, the shoulder screw, the torsion spring and return spring, are assembled together to be tuned for the back-drive loadings and to generate the home position return bias of the handle. For example, the hub assembly is configured so that a handle shaft moves in a first direction (a forward torque, a downward torque, or a downward direction) responsive to a force exerted at the handle shaft, the reaction pin is configured to escape, glide, move, slip, roll, rotate, or slide over a first side of one of the angled teeth, as discussed with respect to
However, when the handle shaft moves in a second direction (a reverse torque, an upward torque, or an upward direction) responsive to a force pushing the handle shaft 420 upward, and when the upward torque is less than a threshold of torque, the reaction pin will be restrained by a second side of an angled tooth. On the other hand, when the upward torque is greater than a threshold, the reaction pin will escape, glide, move, slip, roll, rotate, or slide over or past one or more of the angled teeth.
In step 1106, the ratchet plate (similar to the ratchet plate 436 of
In step 1108, the hub assembly (similar to the hub assembly 600 of
In step 1110, the hub assembly may be rotatably coupled to the face plate such that the back-driving handle assembly is tuned for forward and reverse handle movements. At step 1112, the handle is installed to the hub assembly.
In step 1114, one or more pairs of sensors are tuned to detect at least a rotational position of the hub assembly or the handle shaft. When the sensors have been secured to the face plate or the hub assembly, at step 1116, the back-drive handle assembly is secured the gaming cabinet and connected to the game cabinet gaming components.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.