Patent application number | Description | Published |
20090069094 | Open architecture communications in a gaming network - Open architecture communication systems and methods are provided that allow flexible data transmission between gaming machines and other devices and nodes within a gaming machine network. The gaming machine and other devices employ a communication interface that sends and receives data via a common communication protocol and via common communication hardware. The communication interface and common communication protocol allow data transfer between gaming machines and other network nodes such as gaming service servers, despite the presence of different proprietary gaming machine functions and proprietary communication protocols and despite the presence of various proprietary hardware and proprietary communication protocols relied on by the servers. | 03-12-2009 |
20090282489 | PROCESS VERIFICATION - A disclosed gaming machine provides methods and apparatus of verifying the authenticity of gaming software stored in and executed from RAM on the gaming machine. When presenting a game on the gaming machine, a master gaming controller may dynamically load gaming software applications into RAM and dynamically unload gaming software applications from RAM. The authenticity of the gaming software applications temporarily stored in RAM may be verified by using methods to compare it with certified gaming software stored on one or more local or remote file storage devices accessible to the master gaming controller on the gaming machine. The verification process may be used to satisfy gaming regulatory entities within various gaming jurisdictions that require certified gaming software to be operating on the gaming machine at all times as well as to prevent tampering with the gaming machine. | 11-12-2009 |
20120184354 | OPEN ARCHITECTURE COMMUNICATIONS IN A GAMING NETWORK - Open architecture communication systems and methods are provided that allow flexible data transmission between gaming machines and other devices and nodes within a gaming machine network. The gaming machine and other devices employ a communication interface that sends and receives data via a common communication protocol and via common communication hardware. The communication interface and common communication protocol allow data transfer between gaming machines and other network nodes such as gaming service servers, despite the presence of different proprietary gaming machine functions and proprietary communication protocols and despite the presence of various proprietary hardware and proprietary communication protocols relied on by the servers. | 07-19-2012 |
20130102381 | GAMING SYSTEM, GAMING DEVICE AND METHOD FOR DISPLAYING MULTIPLE CONCURRENT GAMES USING DYNAMIC FOCAL POINTS - The gaming system disclosed herein changes the focal point of a display device at different points in time to assist the player in focusing on different simultaneously or concurrently played games at different points in time. Specifically, the gaming system displays a plurality of simultaneously or concurrently played games on a display device. In response to a designated event occurring in association with a specific one of the plurality of simultaneously or concurrently played games, the gaming system changes the focal point of the display device to draw the player's focus or attention to that specific one of the simultaneously or concurrently played games. Put differently, the gaming system dynamically allocates and/or indicates different portions of a display device to different simultaneously or concurrently played games at different points in time to account for different events occurring in such simultaneously or concurrently played games. | 04-25-2013 |
Patent application number | Description | Published |
20110165937 | UNIVERSAL OPERATING SYSTEM TO HARDWARE PLATFORM INTERFACE FOR GAMING MACHINES - Gaming machines and systems having a universal interface layer linking a gaming platform to a hardware platform are disclosed. In particular, the universal interface layer is configured such that the gaming platform is hardware platform independent and such that the hardware platform is gaming platform independent. Platform independence can facilitate the interchangeability of one platform without a corresponding need to modify the other platform. The gaming platform can include various gaming modules and an operating system, while the universal interface layer can include firmware, various additional gaming modules, hardware specific drivers and various APIs to facilitate communication between the gaming platform and other universal interface layer components. A safe storage manager can be included to utilize a non-volatile storage component to store data regarding a gaming machine state, with the state being recoverable after a substantial interruption to the machine. | 07-07-2011 |
20120071237 | PREVENTING A MEDIA DISPLAY FROM HIJACKING A GAMING MACHINE - A gaming machine includes a display device and a processor coupled to the display device. The processor is configured to monitor at least one display property of a media display on the display device, detect that the at least one display property is equal or greater than a preselected threshold, and generate an alert in response to the detection. | 03-22-2012 |
20120324211 | UNIVERSAL OPERATING SYSTEM TO HARDWARE PLATFORM INTERFACE FOR GAMING MACHINES - Gaming machines and systems having a universal interface layer linking a gaming platform to a hardware platform are disclosed. In particular, the universal interface layer is configured such that the gaming platform is hardware platform independent and such that the hardware platform is gaming platform independent. Platform independence can facilitate the interchangeability of one platform without a corresponding need to modify the other platform. The gaming platform can include various gaming modules and an operating system, while the universal interface layer can include firmware, various additional gaming modules, hardware specific drivers and various APIs to facilitate communication between the gaming platform and other universal interface layer components. A safe storage manager can be included to utilize a non-volatile storage component to store data regarding a gaming machine state, with the state being recoverable after a substantial interruption to the machine. | 12-20-2012 |
20130053137 | AUTHENTICATING GAMING MACHINE CONTENT - A gaming machine may include a memory area including at least one bootup memory device, and at least one data storage device including at least one operating system and a plurality of gaming packages. The gaming machine also may include a display device configured to display at least one game selected from the plurality of gaming packages to a player, and a processor coupled to the memory area and to the display device. The processor may be configured to authenticate the at least one bootup memory device, and authenticate the at least one operating system. The processor may also be configured to determine an authentication sequence for the plurality of gaming packages, and authenticate the plurality of gaming packages in a sequence different from the determined authentication sequence. | 02-28-2013 |
20130237315 | PREVENTING A MEDIA DISPLAY FROM HIJACKING A GAMING MACHINE - A gaming machine includes a display device and a processor coupled to the display device. The processor is configured to monitor at least one display property of a media display on the display device, detect that the at least one display property is equal or greater than a preselected threshold, and generate an alert in response to the detection. | 09-12-2013 |
20140038727 | GAME REMOVAL WITH GAME HISTORY - Systems and methods for replaying a prior game play cycle of a game on a gaming terminal, wherein the game has been deactivated from the gaming terminal, are disclosed. The method includes deactivating the game from the gaming terminal, wherein the game includes a game logic component and an accumulative data component, the accumulative data component including minimal state information required to recreate a prior game play cycle of the game on the gaming terminal. Deactivating the game includes removing the game logic component from the gaming terminal and preserving the accumulative data component of the game. The method further includes receiving an indication that the prior game play cycle is to be recreated, downloading the game logic component to the gaming terminal, and recreating the prior game play cycle on the gaming terminal with the game logic component and the accumulative data component. | 02-06-2014 |
20140038730 | EXECUTING MULTIPLE APPLICATIONS AND THEIR VARIATIONS IN COMPUTING ENVIRONMENTS - Techniques for execution of multiple application programs and their variations are disclosed. One or more individual application program components that are determined to be already stored and/or loaded into memory are not loaded into memory again, thereby allowing the associated application program to be executed without unnecessarily reloading the one or more individual application program components into memory. Generally, by keeping track and/or predicting of the application components loaded into memory, it can be determined whether to load or unload a particular application program component. In addition, data that can readily identify the application components that are not already into memory can be provided as differential application data for loading various application programs and their variations to facilitate switching between and/or concurrently running multiple application programs and their variations. | 02-06-2014 |