| Patent application number | Description | Published |
| 20080214310 | Methods and systems for anonymous player profile storage and retrieval - A method and personal instrument for players to store and retrieve their game and player preference profile without registering for a named personal player account therefore retaining their anonymity. When playing multilevel games, the described embodiments allow storing and retrieving the game level and/or other player or game information such that the game may be subsequently resumed at the same or a different gaming machine. Gaming machines may be configured to offer Anonymous Player Profile Storage and Retrieval using personal readable storage instruments such as machine readable Player Profile Tickets, personal memory devices, PIN-based keypad or modalities. Active anonymous players may be monitored while retaining their anonymity and consequently may earn loyalty bonuses and be prompted with promotional offers. Monitored active anonymous players may even be invited to join a conventional named player tracking scheme for additional benefits, if they wish to reveal their identity. | 09-04-2008 |
| 20090061991 | Return-driven casino game outcome generator - The Return Driven Casino Game Outcome Generator (RDOG) makes the first true class of casino video game possible by creating games that measure and reward skills like fast reflexes and manual dexterity while earning consistent and reliable profits for game operators. In RDOG, a method of determining a reward due to a player of a regulated game may include steps of enabling the player to interact with one or more reward generating assets within the regulated game; measuring a level of skill of the player in interacting with the reward generating assets, and determining the reward due to the player for each successful interaction with the reward generating assets, the reward being determined according to the measured skill level, a random number and the time elapsed since a last successful interaction with any one of the reward generating assets. | 03-05-2009 |
| 20090061997 | Return-driven casino game outcome generator - The Return Driven Casino Game Outcome Generator makes the first true class of casino video game possible by creating games that measure and reward skills like fast reflexes and manual dexterity while earning consistent and reliable profits for game operators. In RDOG, a method of determining a reward due to a player of a regulated game may include steps of enabling the player to interact with one or more reward generating assets within the regulated game; measuring a level of skill of the player in interacting with reward generating assets, and determining the reward due to the player for each successful interaction with a reward generating asset, the reward being determined according to the measured skill level, a random number and a time elapsed since a last successful interaction with any one of the reward generating asset. | 03-05-2009 |
| 20090061998 | Return-driven casino game outcome generator - The Return Driven Casino Game Outcome Generator makes the first true class of casino video game possible by creating games that measure and reward skills like fast reflexes and manual dexterity while earning consistent and reliable profits for game operators. An RDOG gaming machine may include a game that includes a reward generating assets and a graphic shown on a display. The graphic is at least partially controlled by the player and configured to interact with the reward generating asset. A reward table is associated with the reward generating assets and is configured such that when the graphic successfully interacts therewith on the display, a random number is obtained and used as an index into the reward table to derive a reward multiplier. The reward due the player for successfully interacting with the reward generating asset may then be determined by a product of the reward multiplier and a collision wager that is dependent upon a time interval since a last successful interaction with the reward generating asset. | 03-05-2009 |
| 20090061999 | Return-driven casino game outcome generator - The Return Driven Casino Game Outcome Generator makes the first true class of casino video game possible by creating games that measure and reward skills like fast reflexes and manual dexterity while earning consistent and reliable profits for game operators. An embodiment of a method incorporating RDOG may include steps of requiring a player to purchase a predetermined amount of playing time for a predetermined amount of money; inputting an initial average Return-To-Player (RTP) percentage of the regulated game; initiating the regulated game, and during the purchased predetermined amount of playing time: providing a plurality of reward generating assets and enabling the player to interact therewith, a successful interaction with a reward generating asset generating a reward for the player, and providing a plurality of time penalty inducing assets, interaction with one of which imposes a predetermined time penalty during which the player is prevented from interacting with any of the plurality of reward generating assets whereby, after interaction with one of the plurality of penalty inducing assets, the initial average RTP percentage is reduced by an amount proportional to a length of the predetermined time penalty. | 03-05-2009 |
| 20090117962 | TIME-BASED CASINO GAMING USING CUMULATIVE PAYTABLES - Tournament-Style casino games bring players all of the advantages of gaming tournaments such as rapid play, building excitement, and player vs. player competition in a manner that addresses limitations of existing games by: a) generating revenue for tire casino in all featured embodiments; b) being available on-demand; c) paying winners instantaneously; and d) featuring a casino hold that is stable enough to meet regulator requirements. In one embodiment of tournament style gaming, a high score progressive jackpot is provided such that players are playing against both the game's built in pay table and against the daily performances of other players. Inefficient game play results in increasing the progressive jackpot by a value of the time wasted by such inefficient game play. | 05-07-2009 |
| 20090131158 | Method and system for time gaming with skill wagering opportunities - A regulated skill-based game includes a plurality of reward generating assets configured such that successful player interactions therewith increase the player's score and give rise to wagers whose outcomes are randomly determined. The amount of the wager may be a function of a time elapsed since the last wager was placed. The regulated game may be configured such that a predetermined duration of game play time thereon is purchased for a predetermined amount of money. A first portion of the predetermined amount of money funds the wagers and a second portion thereof funds a progressive jackpot to be awarded to a player having earned the highest score that is not been exceeded after a predetermined point in time. The regulated game is further configured to award credits when the randomly determined outcome is a reward generating outcome. Both the score of the skill-based game and awarded credits may be shown onscreen. | 05-21-2009 |
| 20090221363 | Regulated Gaming Trusted Energy Saving - Trusted Energy Saving (TES) methods applied to server based distributed downloadable gaming for allowing casino operators to significantly reduce their energy bills by placing the main controller of selected unused gaining machines into low-power mode while retaining total control and trust. Trusted Energy Saving is accomplished by: (1) establishing a secure “out-of-band” communication (or equivalent) between gaming machines and the casino's management system such that full network security is maintained while the main controller is in low power standby mode, (2) employing intelligent strategies to wake-up and turn-off the main controller of selected gaming machines by anticipating player use, (3) waiving the lengthy security verification required by regulation upon every gaming machine start-up and optionally (4) by displaying video promotional content on each turned-off gaming machine to continue to attract prospective players and to use the timing of each player approach to intelligently structure game menus based on the promotional content that has successfully attracted the player. The mapping of the TES gaming machines that are turned-on and in low-power mode may be periodically forwarded to the air-conditioning management system and/or to the lighting management system for energy optimization. | 09-03-2009 |
| 20090280891 | Regulated multi-phase gaming - Multi-phase games solve a key challenge in next generation casino gaming by allowing players to engage in new brand of casino game that rewards skills like manual dexterity and rapid decision making while guaranteeing game operators the consistent, reliable profits earned by legacy gaming models. Multi-phase games meet the evolving needs of both next generation players and game operators by separating play into two or more phases: 1) a skill-based phase, 2) a random phase, and 3) an optional progressive jackpot phase. Players who exhibit more skill in the skill-based phase of play earn more favorable terms in the random phase of play than players who exhibit less skill. The optional progressive jackpot feature fosters play and competition by awarding a progressive jackpot to the player or players with the highest score or scores over a predetermined period of time. | 11-12-2009 |
| 20100004060 | Methods and Systems for Intelligent Dispute Resolution Within Next Generation Casino Games - A dispute resolution model for next generation action/skill casino games comprising a variety of friendly onscreen methods to demonstrate the fairness of a disputed game or simply to allow the player to eliminate confusion created by fast action wagering. Such methods may include running on-demand instant replays of segments of wagered games to allow both players and operators to verify those games' fairness and providing the player with historical information regarding the operation of the casino game and/or the gaming machine. The historical information includes historical win information to demonstrate the distribution of previous wins; Skill vs. luck historical information to demonstrate the exact role both luck and skill played in a player's game outcome; and peer comparison historical information to enable the player to compare the recent payback history of a given game to identical games on the casino floor, and to show the player which machines have been the luckiest over a given period of time. | 01-07-2010 |
| 20100009742 | Time Based Casino Wagering With Optional Reinvestment - Time Based Wagering with Optional Reinvestment allows casino players to play their favorite casino games in a mixed time-based and credit-based fashion. The player purchases a contract for a window of time on the gaming machine at a set price that guarantees him or her the ability to play at a pace of his choosing over the entire duration of his contract. As the player accumulates winnings dining the execution of the time contract, the player may elect to protect his or her accrued winnings by cashing them out at the end of his contract or may elect to re-invest pall or all of his accrued winnings for the opportunity to achieve even larger wins as the time contract progresses. The player may activate this optional feature by placing additional wagers via a dynamic wager selection menu. | 01-14-2010 |
| 20100227686 | METHODS AND REGULATED GAMING MACHINES INCLUDING SERVICE ORIENTED BLADES CONFIGURED TO ENABLE PLAYER INTERACTION VIA A TOUCH-SCREEN DISPLAY - In a regulated gaming system including a plurality of computer nodes communicating over a network, a gaming machine includes a game controller and interactivity apparatus that accepts wagers from a player and provides random outcomes while playing a game. The interactivity apparatus may include a touch-screen display. A service oriented blade provider may execute in the gaming machine and is configured to provide services to a service oriented blade subscriber executing in one of the computer nodes. The service oriented blade subscriber may consume the services provided by the service oriented blade provider. A service oriented blade, controlled by the service oriented blade provider, is configured to interact with the player via a predetermined portion of the first touch-screen display. The service oriented blade is further configured to enable the player and the service oriented blade subscriber to interact with one another. | 09-09-2010 |
| 20100227689 | METHODS AND REGULATED GAMING MACHINES INCLUDING GAME GADGETS CONFIGURED FOR PLAYER INTERACTION USING SERVICE ORIENTED SUBSCRIBERS AND PROVIDERS - A regulated gaining machine including a touch-screen display is provided in a gaining system that includes a plurality of distributed computer nodes communicating over a network using a service oriented communication protocol. A plurality of game gadgets are provided, each enabling player interaction via respective predetermined interaction zones of the touch-screen display, and at least one of which is associated with a game that is selectable and playable on the gaming machine. A service oriented subscriber executes in a predetermined one of the plurality of computer nodes and a service oriented provider is associated with each of the plurality of game gadgets, each being configured to control its associated game gadget. Each of the provided game gadgets is configured to allow interaction between the player and the service oriented subscriber. At least some of the game gadgets are displayed on the touch-screen display, and a player selection of one of the game gadgets is detected on the touch-screen. Responsive to detecting the player selection, a selected interaction is carried out between the player and the service oriented subscriber with respect to the selected game gadget. | 09-09-2010 |
| 20100227690 | METHODS AND REGULATED GAMING MACHINES CONFIGURED FOR SERVICE ORIENTED SMART DISPLAY BUTTONS - A regulated gaming system includes a plurality of computer nodes communicating over a network. At least one of the computer nodes includes a gaming machine, which may include a game controller and an interactivity apparatus to accept wagers from a player and to provide random outcomes while playing a game. The interactivity apparatus may include one or more video displays; a menu of available player-selectable games and one or more option buttons, the function of which changes depending upon which of the player-selectable games is selected by the player. A non-video display is associated with each option button, and is configured to indicate the status and/or the function thereof. The gaming machine includes a non-video services subscriber configured to receive, over the network, selected non-video display services to which the non-video services subscriber has subscribed from a non-video display services provider executing in one or more of the computer nodes. | 09-09-2010 |
| 20110070944 | PLAYER REWARD PROGRAM WITH LOYALTY-BASED REALLOCATION - A gaming machine coupled to at least one server via a network includes a display device configured to display a game to a player playing on the gaming machine, and a controller coupled to the display device. The controller detects an award trigger during play of the game, and awards a token upon detection of the award trigger, wherein the token includes an activation date, an expiration date, and a value that is unknown to the player at the time of being awarded. In response to a redemption request by the player, the controller determines a redemption status of the token and, based on the redemption status, awards the token value to the player or notifies the player that the token is expired. | 03-24-2011 |
| 20110109134 | SERVER-BASED GAMING CHAIR - A gaming chair includes a plurality of speakers, at least one electronic display device, a network interface configured to couple to a network, and a processor coupled to the speakers, the electronic display device, and the network interface. The processor is configured to receive game data from a remote server via the network interface, wherein the game data includes audio signals and video signals, and to cause the speakers to output audio based on the audio signals. The processor is also configured to cause the display device to display at least one image based on the video signals. | 05-12-2011 |
| 20110117991 | TIME-BASED AWARD SYSTEM WITH DYNAMIC VALUE ASSIGNMENT - A coupled to at least one server via a network includes a display device configured to display a base game to a player playing at the gaming machine, and a controller coupled to the display device. The controller is configured to determine an outcome during play of the base game, and award at least one token based on the outcome of the base game, wherein a value of the token based on as additional play of the base game by the player. | 05-19-2011 |