Abstract:
Disclosed are methods, apparatus, and systems, including computer program products, implementing and using techniques for a method for providing a game on demand over a data network, in a gaming machine. The gaming machine sends a request message for a game application over the data network. In a network mode, the gaming machine receives outputted results from an executed game application over a streaming channel of the data network for network-based game play. During the network-based game play, the game application is downloaded over a download channel of the data network. In a local mode, the gaming machine executes the downloaded game application independent of the network-based game play. The gaming machine switches instantaneously from the network mode to the local mode for machine-based game play, including maintaining a status of the network-based game play.
Abstract:
A method of operating a gaming system comprising a plurality of gaming apparatuses may include receiving position data relating to a position of a player from a wireless device carried by the player. The method may include retrieving stored player data that relates to the player. The method may also include displaying a first video image relating to a video game and determining a payout based on an outcome of the video game, the first video image and the payout not being based on the player data. Additionally, the method may include providing according to the player position data a personalized operation based on the player data. The personalized operation may be selected from the group of personalized operations consisting of displaying a second video images relating to a video game, displaying a third video image unrelated to a video game, and providing a payout independent of the outcome of a video game. A system including a gaming apparatus and a computer is programmed to operate the gaming apparatus according to the method may be provided, as may a gaming apparatus having a controller that is programmed to operate the gaming apparatus according to the method.
Abstract:
In a gaming method for facilitating game play via a gaming apparatus, the gaming apparatus comprising a controller and a first display unit, the controller communicatively coupled to the first display unit, a game software application may be executed, and value input data may be received. The first display unit may be caused to display a game image representative of one of the following games: poker, blackjack, slots, keno, or bingo. A secondary software application may be executed, and an icon associated with the secondary software application may be displayed simultaneous with the display of the game image, wherein a foreground of the game image is substantially unobstructed by the icon, and wherein the icon is substantially unobstructed by the foreground of the game image. Information may be conveyed using the secondary software application upon detecting an event, and a value payout associated with an outcome of the game may be determined.
Abstract:
Gaming machines and networks capable of providing universal mediation between multiple disparate gaming systems are disclosed. In particular, multiple disparate gaming systems providing different services and features can be accessed by a player throughout a gaming session at a gaming device as a result of a single player transaction using a universal indicia of identification by the player. Such an indicia can include a card, token, PIN, biometric identifier and/or other identification source. A player identification device at the gaming device can accept such indicia, and can also facilitate protocol mediation and hardware mediation between the gaming device and each of the multiple disparate gaming systems. Enhanced DCUs may also be used to facilitate such mediations, and also to provide redundant communication paths between a LAN containing the gaming device and a WAN including the multiple disparate gaming systems.
Abstract:
According to some implementations, when a patron requests unavailable goods and/or services, at least one alternative option may be offered to that patron. The alternative option(s) may be determined in a variety of ways. For example, the patron's preferences may be compared to a database of available options. However, casino preferences and/or third party preferences may also be considered when determining an alternative option. In some instances, casino preferences and/or third party preferences may be accorded more weight than the preferences of at least some patrons. In some such implementations, however, third party preferences will be accorded less weight than the preferences of certain patrons, e.g., those patrons having a relatively high expected economic value to the gaming establishment.
Abstract:
Methods and systems for creating, producing, and submitting new wager game packages for approval from regulatory bodies are described. With the increasing need for game providers/publishers to create more games due to factors in the gaming industry, such as the advent of server-based gaming, game publishers are finding ways to leverage the creative pool of independent game developers. A game development system consists of a creative environment, a production environment, and a submission environment. In the creative workspace, new wager game code is developed using pre-approved game components and other components provided by the game provider/publisher. In the production environment, the game code is tested, converted to operate in multiple platforms, to meet the requirements of various jurisdictions, and the like. Once the game code is ready for submission to regulatory bodies, in the submission environment, certain required and some voluntary documents are produced, such as a differences report, game description report, and a compliance certificate, all intended to facilitate the game approval process by the regulatory body. In this manner, a greater number of new games may be created and the approval process of new games is made more efficient.
Abstract:
A wager manipulation feature for a wagering game is provided. The feature may be implemented after the player's wager is set but before game play takes place, after game play takes place or both simultaneously. If before game play, the feature enables the player to undo or nullify the wager, for example, if the player changes his or her mind or enters a wager incorrectly. If after game play, the feature provides a bonus to the player in which the player may nullify a bet after an unsuccessful outcome or increase the bet to enhance a favorable outcome. In any case, the redo feature can be accumulated in one embodiment and stored and/or restored on a gaming device ticket, player tracking card or promotion.
Abstract:
Techniques are disclosed for facilitating game state tracking of gaming activity conducted at a gaming system including a first live casino gaming table. In at least one embodiment, the system may be operable to: control a wager-based game played at the first gaming table; enable a first active game session to be conducted at the first gaming table; automatically detect a first table game state change event for triggering a change of state of the first active game session; and automatically update the state of the first game session using at least a portion of information relating to the first table game state change event. According to specific embodiments, the first table game state change event may include (or may correspond to) at least of the following events: an event relating to a first player's physical gestures or movements; an event relating to a first casino employee's physical gestures or movements; an event relating to the first player's verbal instructions; an event relating to a casino employee's verbal instructions; and/or an event relating to wagering activity which occurs outside of officially designated wagering zones at the gaming table. In at least one embodiment, the first table game state change event may be analyzed and/or interpreted with respect to selected criteria, and the state of the first game session may be automatically advanced (and/or updated) in response to the analysis and/or interpretation of the first table game state change event.
Abstract:
A disclosed gaming communication network provides an enhanced DCU that provides redundant mediation between gaming machines on the gaming communication network and a host server. The enhanced DCU provides a first, primary transmission path and a second, redundant transmission path between the gaming machines and the host server. In the event one transmission path is disrupted, the other provides continuing transmissions between the gaming communication network and the host server. In the event both transmission paths are disrupted, the enhanced DCU functions as a local interim server and stores data received from the gaming machines on the gaming communication network until such time as the data can be transmitted to the host server. In some embodiments, the enhanced DCU acts as a local interim server to the gaming machines using data mirrored from the host server prior to transmission disruption. In some embodiments, the enhanced DCU functions as a download server and stores data received from the host server and asynchronously transmits the data to the gaming machines, so as to mitigate disruption of game play. In some embodiments, the enhanced DCU may also function as a local cache of information that is repeatedly accessed by the gaming machines on the gaming communication network so as to reduce the transmission load on the first and/or second transmission path. In some embodiments, the enhanced DCU provides different network input connection ports to enable utilization of the enhanced DCU with different network formats, such as fiber optic cable, twisted pair cable, or wireless transmission media.
Abstract:
Apparatus and methods for improving security and preventing tampering in a gaming system are described. In particular, the gaming system may comprise an authorization device that is configured to control a download of gaming data, such as an executable image for generating a game of chance, from a first gaming device to a second gaming device. For each download between two different devices, the authorization device may be operable to generate a unique encryption key pair utilized in the download and determine whether the downloaded data is authentic. The gaming device receiving the download of game data may be configured such that it doesn't utilize the game data until an approval is received from the authorization device.