Roulette is a casino game in which players may choose to place bets on either a single number or a range of numbers, the colors red or black, or whether the number is odd or even.
Conventional roulette uses a physical wheel that rotates as a ball rolls along the wheel in the opposite direction and drops into a pocket (slot) when the ball loses momentum. The pocket has a specific number or symbol, which is arrived at randomly since the ball is equally likely to land anywhere around a perimeter of the wheel. Electronic versions of roulette animate the wheel as a video image, either on a single-player video display, or on a large communal display for a group of players, or as an animation of the complete roulette wheel, reproduced many times on numerous individual displays for multiple players.
Roulette wheels may have 37 pockets (French/European single-zero style) or 38 pockets (American double-zero style). Each pocket has a unique color, number, or symbol. The double-zero wheel is used in the U.S., Caribbean countries, and South America, while the single zero-wheel is used in most other places.
A virtual roulette game is provided. An example system models virtual roulette wheel operation and generates a repeating sequence of numbers associated with a rotating roulette wheel. Each roulette number is shown, in turn, across multiple individual player displays, effectively turning the collective displays into a view of the rotating virtual roulette wheel. A player may place many types of wagers on where a number or virtual roulette ball will end up. In one implementation, a player may be designated as the virtual roulette ball. The system may allow multiple virtual roulette balls to change odds or enable additional bets. Color-coded roulette balls may also provide rolled die outcome, so that roulette and dice games may be played simultaneously on the same setup. The player stations of multiple electronic game tables and multiple remote video displays may be collectively coupled to become a single virtual roulette wheel.
This summary section is not intended to give a full description of virtual roulette games, or to provide a list of features and elements. A detailed description of example embodiments of the electronic gaming system follows.
Overview
This disclosure describes virtual roulette games. As shown in
A player may place many types of wagers on where a number 108, color, or virtual roulette ball 110 will end up. In one implementation, a player may be designated as the virtual roulette ball. The system also allows multiple virtual roulette balls 110 to be used at once, in order to change the game odds or to enable additional or separate bets on each (e.g., color-coded) virtual roulette ball 110. Color-coded virtual roulette balls 110 may also provide a rolled die outcome, so that roulette and dice games may be selected and played simultaneously on the same setup. The virtual roulette game is not limited to conventional roulette numbers 108 and colors, but may employ other symbols and colors. The player stations 104 of multiple electronic game tables 106 and multiple remote video displays, in different rooms or different locations, may be collectively coupled to participate and become the single virtual roulette wheel 102 for purposes of a game round.
In one implementation, an electronic game table 106 or other game apparatus includes a controller 114 that further includes an example virtual roulette engine 116 to implement the virtual roulette games. In another implementation, a server couples multiple game tables and remote displays to become a view of the virtual roulette wheel 102.
Example Systems
The interfaces 208 can be one or more hardware and software components that drive the visual displays and communicate with the interactive components, e.g., touch screen displays of multiple participant user interfaces 104, 104′, and 104″.
An example virtual roulette system 100, as described herein, generates virtual roulette wheel logic 102 but plays out the action of a virtual roulette wheel 102 by making multiple video displays of one or more electronic game tables 106 act as the roulette wheel. Each video display at a player station 104 may show one roulette wheel “slot” or pocket at a time, i.e., one number 108 from the virtual roulette wheel 102 at any given instant. The multiple video displays become the visual manifestation of a rotating sequence of the numbers on the virtual roulette wheel 102. Thus, in one implementation, the movement of the virtual roulette wheel 102 is shown by numbers 108 on the virtual roulette wheel 102 moving in sequence past each participant's video display.
The example virtual roulette engine 116 has a game selector 302 to allow players to choose between different games and different versions of the virtual roulette games. A player station tracker 304 manages which player stations 104 and remote displays to involve in a virtual roulette game. A modeling engine 306 has a roulette kinematics engine 308 and a numerical sequence controller 310. A display engine 312 has a sequence animator 314 and a game piece graphics engine 316. A wagering engine 318 enables the players to bet on an outcome generated by the virtual roulette wheel 102. A random number generator 320 may be used to generate random outcomes in some games. The virtual roulette engine 116 may include various interfaces 322, such as software interfaces and hardware interfaces.
Example Operation
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In one implementation, only one virtual roulette wheel number 108 (i.e., one pocket) is animated at a given player station 104 at a time. A virtual roulette ball 110 comes to rest at one of the numbers designating the winning number. A number of different wagers may be associated with 1) which roulette number 108 the virtual roulette ball 110 lands on; 2) which player station 104 the virtual roulette ball 110 lands at; and 3) which player station 104 a given roulette number 108 lands on. In other words, in one implementation, there is a virtual roulette number 108 for the virtual ball 110 to land on; a player station 104 for the virtual ball 110 to land on; and a player station 104 for a given roulette number 108 to land on.
As the individual roulette numbers 108 (colors, or symbols) move in sequence past the player stations 104, there is typically a numerical sequence direction of motion 404 and an animated roulette ball direction of motion 406.
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In one implementation, the roulette kinematics engine 308 models roulette from a real, physical automated roulette wheel. For example, real automated roulette wheels may have an electric motor to turn the rotor. These may decelerate the wheel to a stop once the ball has landed, and the virtual roulette wheel 102 and virtual roulette balls 110 may be modeled in real-time on this real physical behavior. The physical roulette wheel, whether automated or not, can be mapped to one or more electronic game tables 106. Since the roulette numbers are already in a particular fixed sequence, only one slot position needs to be known in order to display a correct number and slot position on every designated player station 104. Determining a slot position may be achieved by sensor or image recognition. Conventional roulette wheels may use a camera and/or sensors to find where a roulette ball lands. Electric motors may spin the rotor at various speeds and can be programmed to slow the rotor to a stop, when desired.
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When the virtual roulette ball 110 settles into a given wheel slot according to customary roulette, this does not necessarily have to be visible at any player stations 104, although it can be. A player may see which slot a virtual roulette ball 110 is in on, during the next pass by their screen (or on a community screen 112). Once a virtual roulette ball 110 has dropped, the wheel may start slowing down, eventually coming to a stop. This may allow for some additional roulette bets. A player may bet red or black on the virtual roulette ball 110 landing at their player station 104, in addition to betting red or black on the virtual roulette ball 110 landing at a selected number 108. Or, a player may bet that their favorite number 108 will show up on their player station 104. In one implementation, a player may bet that a specific number 108 will show up one left or one right of their player station 104 (i.e., a neighbor bet). A player may also bet that a selected number will land on one of the six (or other number) player stations 104 at the player's local table 106. As above, the player may also bet that the virtual roulette ball 110 will land on the player's own player station 104. In one implementation, the entire roulette action is paused the instant the virtual roulette ball 110 drops into a slot, and the player bets are paid out on the number 108 and virtual roulette ball 110 positions at that instant (instead of slowing to a stop once the ball settles). In one implementation, the roulette kinematics engine 308 causes at least one virtual roulette ball 110 to always drop onto one of the participating player stations when the virtual roulette wheel 102 comes to rest (rather than having the ball drop onto a slot that is not being displayed).
These roulette actions and wagers also apply to variations of roulette that use symbols instead of numbers on the virtual roulette wheel 102.
In one implementation, players may wager to determine the number of virtual roulette balls 110 to be used, to increase chances of winning. In one implementation, a player may intervene for a particular virtual roulette ball 110 to change rotation direction around the virtual roulette wheel 102. In another implementation, a player may intervene to cause one or more of the virtual roulette balls to collide and reverse momentum, bouncing off each other. In yet another implementation, a player may intervene to give a particular virtual roulette ball 110 a boost, re-accelerating the virtual roulette ball 110 to a higher speed from which to decelerate.
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Likewise, in one implementation, one or more virtual roulette balls 110 are used in a round of play, and one or more players 902 are elected as “extra” roulette balls, for various bets.
When multiple electronic game tables 106 are used, each table can be identified graphically on the wheel as a six-slot section of the virtual roulette wheel 102. A player can select which section to play by sitting at a certain table. For example, a player may prefer table “five” because it correlates to section “5” of the virtual roulette wheel 102 where the player's favorite number always seems to land.
Likewise, in one implementation, each player may choose which view or “ticker” of the virtual roulette wheel 102 to play on their player station 104. This is similar to spin-the-wheel games in which each player has a respective ticker or arrow. Each player may play a different arrow. In one implementation, the virtual roulette wheel 102 can have a ticker or numbered arrow for each slot. The player can select, for example, arrow “26” to be the arrow displayed at the player's station 104.
An electronic game table 106 representing a “section” of the virtual roulette wheel 102 can be identified by a poster, community display 112, table information, etc. This can enable a player to sit at their “lucky section” of the roulette wheel.
Example Method
At block 1202, virtual roulette wheel operation is modeled. Logical instructions suitable for running on a processor simulate the kinematic motion of a roulette wheel and ball(s), and the dynamically repeating numerical sequence characteristic of a rotating roulette wheel. Various physical effects of roulette and the animation of roulette numbers and visual across multiple player station displays may be modeled mathematically for simulation of a roulette wheel and roulette balls in real time.
At block 1204, player stations are designated.
At block 1206, a different part or section of the modeled virtual roulette wheel is displayed at each of the designated player stations.
At block 1208, the different parts or sections of the virtual roulette wheel are animated across the player stations, in a sequence.
This example electronic or computer method 1200 models a virtual roulette wheel operation including generating a dynamically repeating sequence of numbers associated with the virtual roulette wheel. The example method 1200 designates player stations for wagering on the virtual roulette wheel operation, each player station having a respective video display. Player stations may be designated by the player deciding to place a wager. The example method displays, in turn, different parts of the dynamically repeating sequence of numbers of the virtual roulette wheel on each of the designated player stations in turn. That is, the designated displays become different (e.g., adjacent) views of a segment of the virtual roulette wheel, showing the numbers associated with the virtual roulette wheel pass by in sequence. A single number on the virtual roulette wheel may pass by each designated player station in order. Wagers are accepted from the designated player stations, and when the virtual roulette wheel operation triggers a payout, the example method calculates the payout based on the wager.
Conclusion
Although exemplary systems have been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described. Rather, the specific features and acts are disclosed as exemplary forms of implementing the claimed systems, methods, and structures.