1. Field of the Invention
The present invention relates generally to the field of regulated pay computer-controlled video games, either pay-for-play (e.g. entertainment arcades, amusement arcades) or pay-for-wager (e.g. casino, video lottery, Fixed Odds Betting terminals or FOBT).
2. Description of the Prior Art and Related Information
The primary gaming screens of conventional regulated pay computer-controlled video games are often quite cluttered, as they typically display a large number of buttons and meters. For instance, most slot machines have meters to display a player's credits, total bet, win, and the amount paid on their last game and buttons to allow players to cash out, access the game's menu, access the game's pay table, get help, select how many paylines to play, select the total amount wagered on each payline, to make a max bet, and to spin the reels. In addition to all of these buttons and meters, games must also feature their credit denomination prominently.
Players wagering on games of the prior art have no flexibility and are not afforded any functionality that would enable them to reduce the clutter of the gaming screen. Because these games rely on archaic technologies and designs, the placement of their buttons and meters is static and does not allow for player customization. As a result, players who are used to innovative and efficient product designs of the 21st st century may be frustrated by their electronic casino game experience. As a result, casinos may fail to attract and retain the patronage of the younger demographic, if such young patrons come to believe that the games offered have no relevance to them.
As electronic casino games continue to evolve, further problems with the current game display and menu navigation strategies will arise. Games of the modern era are giving players increasingly more flexibility and options. If games must feature a button for each and every player option, their already cluttered screens will grow wholly unmanageable.
Regulated pay computer-controlled video games featuring the present Universal Player Control allow players to customize the appearance of their games using a method that is efficient, intuitive and visually appealing. By employing a simple, innovative design and jog wheel technology, the present Universal Player Controls allow players to quickly access and navigate menus and information at the touch of a finger, move and resize buttons and meters, and hide onscreen game assets that are not useful to them.
One of the distinguishing features of embodiments of the present Universal Player Control is its simplicity. Players may activate the Universal Player Control within each menu by pressing the “customize button” or a predetermined customize area on the display touch-screen. Then, a “flower-like” Universal Player Control popup may open on the display. By simply pressing the button at the center of the Universal Player Control, the player may move the Universal Player Control out of its parent (i.e., associated) window to any location on the gaming screen. Players may move the window associated with each Universal Player Control by pressing directional arrows on the Universal Player Control. In a multi-display gaming machine, players may move the window from a display panel to another display panel. Players may access a series of game menus by touching menu tabs located on the Universal Player Control. Once a game menu is opened, players may use the jog wheel within the Universal Player Control to navigate and the button at the center of the Universal Player Control to make selections. A “resize” function may be activated by pressing a tab menu and the resizing (larger or smaller) of the parent window may be controlled by the jog wheel. A “skin” function may be activated by pressing a tab menu and a series of predetermined style appearances (or skin, from a library of skins prepared by graphic artists for example) of the parent window may successively be rendered by whirling around the jog wheel, and then when the player find a pleasant skin, he or she may press the central button to retain that configuration.
Other effects may be selected such as diming, animation, temporary hiding or overlapping, either via appropriate design tools interactively controlled using the invention or via selection of pre-constructed effects from a library of effects developed by graphic or animation artists.
The configurations selected via the Universal Player Control may advantageously be stored in a player profile for later retrieval. Player profile storage and retrieval may use any means of storing player profile, including central server, peer-to-peer and personal physical removable storage instrument.
Accordingly, an embodiment of the present inventions is a universal player control rendered on a video display of a pay-for-play or of a pay-for-wager video game to enable a player to interactively control predetermined game parameters or game actions via player activation using a pointer (e.g., the player's finger or other device). The universal player control may include and/or be configured with a ring area delimited by an outer circular perimeter and an inner circular perimeter, a first continuously variable signal being generated as a function of an arc or circular motion activation within the ring area; a central area within the inner circular perimeter, a second continuously variable signal being generated as a function of the activation time of the central area, and predetermined first selection areas within the ring area, each of the predetermined first selection areas generating a third continuously variable signal as a function of an activation time thereof.
The central area may be further configured to generate a fourth continuously variable signal as a function of a motion activation thereof. The universal player control may be configured to be displaced by the fourth continuously variable signal to track the motion activation of the central area, the central area following the pointer. Predetermined second areas may be provided outside the outer circular perimeter, and a fifth continuously variable signal may be generated as a function of an activation time of any one of the predetermined second areas. The predetermined second areas may be disposed radially outside the outer circular perimeter. Predetermined graphic assets may be disposed outside the outer circular perimeter, and a continuously variable graphic asset signal may be generated as a function of the activation time of each activated graphic asset. The predetermined graphic assets may be disposed radially outside the outer circular perimeter. The graphics assets may include one or more of a directional symbol, a menu selection symbol, a color selection symbol, a volume control symbol, a resize symbol, a hide symbol, an un-hide symbol, and an immediate action symbol, to identify but a few of the limitless possibilities. The universal player control may be further configured to control one nor more of a plurality of graphic assets rendered on the video display, to (for example) selectively resize, move, hide or reveal the at least one of the plurality of graphic assets, to select a skin for the at least one of the plurality of graphic assets and to select an action from a menu of actions to operate on the at least one of the plurality of graphic assets. Each of the plurality of predetermined graphic assets rendered on the video display may be controlled by a separate universal player control. The universal player control may be further configured to present the menu of actions in, for example, a vertical plane format, a list format, a fan format, a grid format and a tabular, to list but a few possibilities. The menu of actions may include, for example, resize a graphics asset, minimize a graphics asset, view a paytable of the game, adjust properties of the universal player control, change skin of the game, cash out, volume control, and help. Subsequent to activating a list menu of the menu of actions presented in the list format, the first continuously variable signal may control the cursor up or down the menu list. The volume control symbol may be rendered at a predetermined location on the video display and may be configured such that, subsequent to being activated by the player, volume of sound delivered from speakers coupled to the video game is controlled by the first continuously variable signal.
One or more of the first, second and third continuously variable signals may be configured to control, for example, one or more of an amplitude, a magnification, a displacement direction of at least one of a plurality of graphic assets disposed outside of the outer circular perimeter, a scanning or a lookup through a list rendered outside of the outer circular perimeter, for example. The first continuously variable signal, the second continuously variable signal and/or the third continuously variable may be configured to trigger different actions depending upon an actuation motion of the pointer by the player.
According to another embodiment thereof, the present invention is a gaming machine, comprising a video display; a universal player control rendered on the video display, the universal player control being configured to enable a player to interactively control predetermined game parameters or game actions via player activation, the universal player control comprising: a ring area delimited by an outer circular perimeter and an inner circular perimeter, a first continuously variable signal being generated as a function of an arc or circular motion activation within the ring area; a central area within the inner circular perimeter, a second continuously variable signal being generated as a function of the activation time of the central area, and predetermined first selection areas within the ring area, each of the predetermined first selection areas generating a third continuously variable signal as a function of an activation time thereof.
According to further embodiments, the central area may further generate a fourth continuously variable signal as a function of a motion activation thereof. The universal player control may be configured to be displaced by the fourth continuously variable signal to track the motion activation of the central area, the central area following the pointer. The universal player control may further include predetermined second areas outside the outer circular perimeter, a fifth continuously variable signal being generated as a function of an activation time of any one of the predetermined second areas. The predetermined second areas may be disposed radially outside the outer circular perimeter. Predetermined graphic assets may be rendered on the video display and may be disposed outside the outer circular perimeter, a continuously variable graphic asset signal being generated as a function of the activation time of each activated graphic asset. The predetermined graphic assets may be disposed radially outside the outer circular perimeter. The graphics assets may include one or more of a directional symbol, a menu selection symbol, a color selection symbol, a volume control symbol, a resize symbol, a hide symbol, an un-hide symbol (e.g., reveal a previously hidden symbol), and an immediate action symbol, for example. The universal player control may be further configured, for example, to control a plurality of graphic assets rendered on the video display, to selectively resize, move, hide or reveal the at least one of the plurality of graphic assets, to select a skin for the at least one of the plurality of graphic assets and to select an action from a menu of actions to operate on the graphic assets. Each of a plurality of predetermined graphic assets rendered on the video display may be controlled by a separate universal player control. The universal player control may be further configured to present the menu of actions in, for example, a vertical plane format, a list format, a fan format, a grid format and a tabular. The menu of actions may include, for example, a resize a graphics asset, minimize a graphics asset, view a paytable of the game, adjust properties of the universal player control, change skin of the game, cash out, volume control, and help. Subsequent to activating a list menu of the menu of actions presented in the list format, the first continuously variable signal may control the cursor up or down the menu list. A volume control symbol may be rendered at a predetermined location on the video display, the volume control symbol being configured such that, subsequent to being activated by the player, volume of sound delivered from speakers coupled to the video game may be controlled by the first continuously variable signal. At least one of the first continuously variable signal, the second continuously variable signal and the third continuously variable signal may be configured to control one or more of, for example, an amplitude, a magnification, a displacement direction of at least one of a plurality of graphic assets disposed outside of the outer circular perimeter, and a scanning or a lookup through a list rendered outside of the outer circular perimeter. The first, second and/or third continuously variable signal may be configured to trigger different actions depending upon an actuation motion by the player.
In the following detailed description of exemplary embodiments of the invention, reference is made to the accompanying drawings, which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, and it is to be understood that other embodiments may be utilized and that logical, mechanical, electrical and other changes may be made without departing from the spirit or scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims.
Each zone on the universal player control may be configured to generate three continually variable signals when activated by the player via a pointer or pointing device (e.g. a mouse click or drag, a finger press or drag a touch screen). A 2-axis XY continuously variable signal is produced as a function of the activation displacement (or drag) and a one-axis T continuously variable signal is produced as a function of the activation (click, press or drag) duration. The signals produced by a motion activation (a finger drag for example) of a predetermined zone may be configured to control the universal player control to be displaced such as to track the activation location (track the finger drag). The signals produced by an arc or a circular motion activation of the ring area (a finger drag over the ring area for example) may be configured to control an increasing signal or a decreasing signal, or alternatively a look-up up or down into a list of items as a function of the arc of circular motion. For example, dragging the ring in one direction may increase the sound volume, and dragging in the reverse direction may decrease the sound volume. For example again, dragging the ring in one direction may allows to scroll up a long list of items, and scroll down the list when dragging in the opposite direction. The signals produced by a non-motion activation (a finger press for example) of a predetermined zone may be configured to control the universal player control to induce a continuous action, for example moving a predetermined graphics asset in the upward direction when pressing the up directional triangle. Similarly, the signals produced by a temporary non-motion activation (a short finger press for example) of a predetermined zone may be configured to control the universal player control to induce an immediate selection action (e.g. selecting a menu).It should be cautioned that the present Universal player Control is not to be construed to be limited to the specific embodiments shown in the drawings, as the appearance and layout thereof may be freely chosen based on functionality, ease of use, design and/or artistic considerations, as those of skill in this art may appreciate. Accordingly, terms such as “upper”, “lower”, “inner”, “outer”, “top”, “side”, “bottom” “inwardly”, “outwardly”, “around”, “perimeter”, “center”, “ring”, “annular” and like qualifiers used herein refer to the positions of the respective elements shown on the accompanying drawing figures and the present inventions are not necessarily limited to such positions. Moreover, when a specific number of elements is mentioned relative to the drawings, the present inventions are not to be limited thereby. For example, the Universal player Control of
After the customize button 208 has been pressed, players may select which window 204, 214, 216 or 218 they wish to manipulate. Players may touch a selected Universal Player Control 208, 210, 212 or 206 and drag it to a desired location within the gaming screen. Players may hide the Universal Player Controls 208, 210, 212, 206 by pressing the customize button 208 when the Universal Player Controls 208, 210, 212, 206 are visible on the gaming screen or may cause any one of the Universal Player Controls 208, 210, 212, 206 to become hidden (or to assume a selective degree of transparency) or otherwise de-emphasized by double-clicking the center button thereof, for example.
In some embodiments of the invention, the “customize” button 208 may also function as a “hide” button, such that the button 208 reads “customize” when Universal Player Controls 208, 210, 212, 206 are displayed and reads “hide” when they are not.
In a multi-display gaming machine, the Universal player Controls (or selected ones thereof) may be configured so as to enable players to move the parent window or predetermined aggregate of graphic assets from a first display panel to a second display panel.
A “resize” function may be activated by pressing a tab menu (denoted by reference numeral 108 in
Possible player options included within game menus may include (but are not limited to): resizing windows, minimizing windows, seeing the game's paytable, adjusting game properties, adjusting the control's properties, changing a game's skin, cashing out, and seeking help.
The configurations selected via the universal player control may advantageously be stored in a player profile then retrieved later. Player profile storage and retrieval may use any means of storing player profile, including central server, peer-to-peer and personal physical removable storage instrument. A player-selected Universal Player Control may then be stored in the player's profile and be recalled when the player next plays on the same or a different gaming machine that supports the use of such Universal Player Controls. While the foregoing detailed description has described several embodiments of this invention, it is to be understood that the above description is illustrative only and not limiting of the disclosed invention. For example, while sun and flower shaped Universal Player Controls were described, controls might be shaped like stars, ringed planets, rainbows, or crosses. Indeed, a number of modifications will no doubt occur to persons of skill in this art. All such modifications, however, should be deemed to fall within the scope of the present invention.
This application claims the benefit under 35 U.S.C. §119(e) of Provisional Application No. 60/889,260, filed Feb. 9, 2007, which application is hereby incorporated herein by reference in its entirety.
Number | Date | Country | |
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60889260 | Feb 2007 | US |