Language selection

Search

Patent 2270062 Summary

Third-party information liability

Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.

Claims and Abstract availability

Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:

  • At the time the application is open to public inspection;
  • At the time of issue of the patent (grant).
(12) Patent: (11) CA 2270062
(54) English Title: METHOD AND APPARATUS FOR IMPLEMENTING IN VIDEO A SECONDARY GAME RESPONSIVE TO PLAYER INTERACTION WITH A PRIMARY GAME
(54) French Title: METHODE ET APPAREIL POUR LA MISE EN OEUVRE, EN FORMAT VIDEO, D'UN JEU SECONDAIRE QUI REAGIT L'INTERACTION ENTRE UN JOUEUR ET UN JEU PRIMAIRE
Status: Expired
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 5/04 (2006.01)
  • A63F 9/24 (2006.01)
  • G07C 15/00 (2006.01)
  • G06F 19/00 (2006.01)
(72) Inventors :
  • ACRES, JOHN F. (United States of America)
(73) Owners :
  • IGT (United States of America)
(71) Applicants :
  • ACRES GAMING, INC. (United States of America)
(74) Agent: OYEN WIGGS GREEN & MUTALA LLP
(74) Associate agent:
(45) Issued: 2003-06-17
(22) Filed Date: 1999-04-27
(41) Open to Public Inspection: 1999-10-28
Examination requested: 2000-05-19
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
60/083,299 United States of America 1998-04-28
09/104,145 United States of America 1998-06-23
60/095,168 United States of America 1998-08-03

Abstracts

English Abstract

A method for operating a group of gaming machines interconnected by a network to play both primary and secondary games from the machines. Each of the gaming machines has a primary game associated with it. Play is allowed to occur on the gaming machines while a triggering event is detected. In a preferred embodiment, the triggering event is detected by monitoring an operating parameter of the gaming machines over the network, such as total coins played. A predetermined criterion or threshold is set for the operating parameter and, if the operating parameter meets the predetermined criterion, a triggering event signal is sent through the network. Upon the occurrence of the triggering event, a secondary game is initiated from a selected one of the gaming machines whereby the secondary game is common to the group of gaming machines. The secondary game is most preferably a wheel-of fortune-type game and is displayed in common to all of the machines and local spectators on a plasma- based display monitor of the type marketed by Fujitsu under their Plasmatron TM brand. Driving the plasma-based monitor is an animation computer that contains software coded animation programs for displaying the wheel-of fortune and related audio/video events responsive to a stand-alone bonus server (SBS).


French Abstract

Méthode pour le fonctionnement d'un groupe d'appareils de jeux de hasard interconnectés via un réseau pour jouer à la fois à des jeux primaires et à des jeux secondaires sur les appareils. Chacun des appareils de jeux de hasard a un jeu primaire qui lui est associé. Le jeu peut se dérouler sur les appareils de jeux de hasard alors qu'un événement déclencheur est détecté. Dans une conception préférée, l'événement déclencheur est détecté par le paramètre de surveillance et de fonctionnement des appareils de jeux de hasard sur le réseau, comme le total des pièces jouées. Un critère ou seuil prédéterminé est défini pour le paramètre de fonctionnement et, si le paramètre de fonctionnement correspond au critère prédéterminé, un signal d'événement déclencheur est envoyé sur le réseau. Lorsque l'événement déclencheur survient, un jeu secondaire est lancé à partir d'un quelconque des appareils de jeux de hasard de sorte que le jeu secondaire est commun au groupe d'appareils de jeux de hasard sélectionné. Le jeu secondaire est de préférence un jeu de type roue de la Fortune et s'affiche en commun sur tous les appareils et pour le public sur un écran plasma du type de celui commercialisé par Fujitsu sous la marque PlasmatronMC. L'écran plasma est piloté par un ordinateur responsable de l'animation qui contient des programmes d'animation par code logiciel pour afficher la roue de la Fortune et les événements audio/vidéo connexes qui répondent à un serveur de bonus autonome (SBS).

Claims

Note: Claims are shown in the official language in which they were submitted.





CLAIMS

1. A method for operating a group of gaming machines interconnected by a
network comprising the steps of:
allowing play to occur on the gaming machines, each of said gaming machines
having a
primary game associated therewith;
detecting a triggering event; and
initiating a single secondary game from one of the gaming machines upon the
occurrence of the triggering event, said single secondary game being common to
the group of
gaming machines.

2. The method of claim 1, wherein the step of detecting a triggering event
comprises:
monitoring an operating parameter of the gaming machines over the network;
establishing a predetermined criterion for the operating parameter; and
sending a triggering event signal through the network when the operating
parameter
meets the predetermined criterion.

3. The method of claim 2 further including:
selecting one of the machines when the operating parameter meets the
predetermined
criterion; and
initiating the secondary game from the selected machine.

4. The method of claim 3 further including paying a first bonus to the
selected
machine responsive to an outcome of the secondary game.

5. The method of claim 3 further including:
providing an actuator at each of the gaming machines for initiating the
primary game;
sending a deactivation signal to the selected gaming machine;
disabling the actuator of the selected gaming machine, responsive to the
deactivation
signal, so that the actuator does not initiate the primary game; and
using the actuator to initiate the secondary game.



PAGE 18




6. The method of claim 3 wherein the secondary game comprises a multisegmented
wheel, each segment of the wheel having a predetermined bonus amount
associated therewith,
said method further including:
displaying a multisegmented wheel on a video display device;
initiating a control signal for the secondary game from the selected gaming
machine,
said control signal determining a bonus payment displayed on one of the
segments of the wheel;
and
paying out a bonus to the selected gaming machine responsive to said initiated
control
signal.

7. The method of claim 3 further including displaying a status message on the
selected gaming machine responsive to the secondary game.

8. The method of claim 2 wherein the operating parameter is the total amount
of
coins played on the group of gaming machines, and the criterion is a
predetermined number of
corns.

9. The method of claim 2 wherein the operating parameter is the total amount
of
money played on the gaming machines, and the criterion is a predetermined
amount of money.

10. The method of claim 2 further including zeroing the monitored operating
parameter after the operating parameter meets the predetermined criterion.

11. The method of claim 2, further including:
initiating a tertiary game responsive to a second triggering event; and
paying out a second bonus responsive to an outcome of the tertiary game.

12. The method of claim 11 further including:
monitoring a second operating parameter of the selected gaming machine over
the
network;
establishing a second predetermined criterion; and
sending a second triggering event signal through the network when the second
operating
parameter meets the second predetermined criterion.


PAGE 19




13. The method of claim 1 further including displaying the secondary game on a
plasma-based flat panel video display device in common with the group of
gaming machines.
14. An apparatus for selectively operating a plurality of machines over a
network,
said apparatus comprising:
a plurality of gaming machines for playing a primary game thereon;
an actuator coupled to each of the gaming machines for selective activation of
the
primary game by a player at a respective gaming machine;
a secondary game controller;
a network coupled to the gaming devices and the controller for exchanging data
between
the secondary game controller and the gaming devices; and
a secondary game coupled to the secondary game controller for displaying the
secondary
game responsive to signals from the secondary game controller;
wherein the secondary game controller monitors the activity of the gaming
devices over
the network and causes the secondary game to initiate when an operating
parameter meets a
predetermined criterion.
15. The apparatus according to claim 14 further including:
a plasma display monitor coupled to the secondary game controller for
displaying the
secondary game responsive to signals from the secondary game controller.
16. The apparatus according to claim 15 further including an animation
computer
coupled to the plasma display monitor for driving the video display responsive
to the secondary
game controller.
17. The apparatus according to claim 14 further including:
means for selecting one of the plurality of game machines when the operating
parameter
meets the criterion; and
means on said selected machine for initiating said secondary game, wherein
said
secondary game controller applies a first bonus to the selected machine
responsive to an
outcome of the secondary game.
PAGE 20




18. The apparatus according to claim 14 further including a configuration
workstation remotely coupled to the secondary game controller over the network
for remotely
changing the predetermined criterion.
19. The apparatus according to claim 14 further including a wireless data port
coupled to the network for transmitting audit data to a remote wireless
receiver.
20. The apparatus according to claim 14 further including:
a play counter for counting the total number of coins played across the
plurality of
gaming machines, wherein the criterion is a predetermined number of coins.
21. The apparatus according to claim 14 further including:
a play counter for counting the total amount of money played across the
plurality of
gaming machines, wherein the criterion is a predetermined amount of money.
22. A method for operating a gaming machine comprising the steps of:
allowing play to occur on the gaming machine;
detecting a triggering event based on a first criteria;
measuring a rate of play at the gaming machine; and
awarding a bonus after a second occurrence of the triggering event if the
measured rate
of play at the gaming machine meets a predetermined criteria.
23. The method of claim 22 further comprising:
allowing play to occur at a plurality of other gaming machines; and
initiating a secondary game from a selected one of the gaming machines
responsive to
the triggering event.
24. The method of claim 23 further comprising:
placing the selected gaming machine in a queue to play the secondary game
responsive
to the triggering event, wherein the second game can be initiated from the
selected gaming
machine only if the selected machine is at the front of the queue; and
awarding a secondary game bonus to the selected machine responsive to an
outcome of
the secondary game.
PAGE 21



25. The method of claim 23 further comprising:
initiating a tertiary game responsive to the secondary occurrence of the
triggering event;
and
awarding the bonus to the selected gaming machine based on an outcome of the
tertiary
game.
26. A method for operating a gaming device configured to play a primary game
comprising the steps of:
providing a plurality of gaming machines having a primary game associated
therewith;
coupling the gaming machines to a common video display device;
displaying a bonus amount on the video display device;
permitting players to play the primary game at the gaming machines;
monitoring at least one variable related to user-controlled play on the gaming
machines;
establishing a predetermined criterion for one of said variables;
selecting one of the machines when said one variable meets the criterion; and
awarding the bonus amount to said selected machine.
27. The method of claim 26, wherein the criterion includes the total coins
played, the
method further including the steps of:
monitoring the number of coins played from each of the machines;
incrementing a common counter by the number of coins played from each of the
machines; and
selecting the machine at which the coins were played that caused the common
counter to
match the criterion established.
28. The method of claim 26 wherein the common display device is a plasma-based
flat panel display.
29. The method of claim 26 further including the step of displaying a status
message
on the selected gaming machine responsive to the bonus.
30. The apparatus according to claim 14 further including a video display
device
coupled to the secondary game controller for displaying the secondary game
responsive to
signals form the secondary game controller.
PAGE 22




31. The apparatus according to claim 14 further including a liquid crystal
display
(LCD) device coupled to the secondary game controller for displaying the
secondary game
responsive to signals form the secondary game controller.
32. The method of claim 1 in which the triggering event is an occurrence of a
predetermined reel combination on one of the group of gaming machines.
33. A method for operating a group of gaming machines interconnected by a
network comprising the steps of:
allowing play to occur on the gaming machines, each of said gaming machines
having a
primary game and a secondary game associated therewith;
detecting a first triggering event responsive to play on the primary game of
one of the
gaming machines;
initiating the secondary game on the one gaming machine responsive to the
detected first
triggering event;
detecting a second triggering event responsive to play on the secondary game;
said one gaming machine initiating a single tertiary game common to the group
of
gaming machines; and
awarding a bonus to the one gaming machine responsive to an outcome of the
single
tertiary game.
34. The method of claim 33, further including the steps of:
determining eligible gaming machines different from the one gaming machine;
and
awarding a bonus to the eligible gaming machines responsive to an outcome of
the
single tertiary game.
PAGE 23

Description

Note: Descriptions are shown in the official language in which they were submitted.



CA 02270062 1999-04-27
METHOD AND APPARATUS FOR IMPLEMENTING IN VIDEO A SECONDARY
GAME RESPONSIVE TO PLAYER INTERACTION WITH A PRIMARY GAME
BACKGROUND OF THE INVENTION
This invention relates generally to electronic gaming machines interconnected
by a
computer network and more particularly to a method and apparatus for
integrating a primary
and secondary game within a computer network.
Casinos typically include electronic gaming machines (EGMs) such as slot
machines
and video poker machines. These games are referred to herein as the "primary
game" associated
1 o with the particular gaming machine. Slot machines, for example, usually
include three reels that
each have a plurality of symbols printed thereon. After the player applies a
wager to the
machine, he or she starts play by triggering a switch that starts the reels
spinning. Each reel
stops at a random position and thereby presents three symbols -- one from each
reel. Some
combinations of symbols do not pay any jackpot. Others pay varying amounts
according to
predetermined combinations that appear in a pay table displayed on the machine
and stored in
the gaming machine's programmable read-on memory (PROM).
More recently, multiple gaming machines have been linked together into groups
of
machines that share the same bonus pool. A simple example of such a system is
progressive
video poker in which players play the primary poker game on one of a plurality
of gaming
2o machines grouped together on the casino floor. A coin-in counter, linked to
all machines
sharing the progressive pool, counts the total amount of money played in the
group of machines
and advances the progressive bonus pool accordingly. For instance, the casino
can choose to set
aside 5% of all money played on the group of video poker machines to the bonus
pool. The
amount of the pool is displayed on a large LED display and is incremented as
money is played.
This amount is awarded automatically as a bonus should a player on one of the
video poker
machines receive a designated winning hand such as a royal flush. After the
bonus is awarded,
the bonus pool is seeded with a nominal amount that is further incremented as
described above.
The advantage of the progressive system is that the bonus pools from
individual
machines can be pooled to form larger awards, which in turn attracts more
players. When taken
3o to the extreme, progressive bonuses can be pooled together not only from
machines in different
areas of the casino, but also from different casinos in different states. More
complex examples
for bonusing are implemented using bonus servers over a network, such as
disclosed in co-
pending application no. 08/843,41 l, filed April 15, 1997 and assigned to the
Assignee of the
present application (the '411 application), which is incorporated herein by
reference for all
PAGE 1


CA 02270062 1999-04-27
purposes. Also incorporated herein by reference for all purposes is U.S.
Patent No. 5,655,961,
assigned to the Assignee of the present application (the '961 patent), which
also discloses
bonuses that can be implemented by bonus servers over a network.
One drawback of the aforementioned progressive system is the preestablished
nature of
the bonus award whereby a triggering event (e.g. a royal flush) causes a set
result (e.g. payment
of the progressive j ackpot). There is no further element of chance once the
triggering event
occurs, i.e. no secondary game is initiated by the triggering event.
Furthermore, there is very
little incentive for the player to continue to play the gaming machine once
the triggering event
occurs since his or her bonus is assured.
1 o Some EGMs include a secondary game to supplement the primary game. The
assignee
of the present invention markets a gaming machine that integrates a mechanical
wheel of fortune
game with a single slot machine. A player of these machines would play the
primary slot
machine game until the symbols from the reel pull results in a particular
combination that
initiates the secondary game. Accordingly, the secondary game acts as a
variable bonus on top
15 of the j ackpot resulting from the particular symbol combination obtained,
wherein the j ackpot is
fixed according to the paytable stored in the gaming machine's PROM.
The coupling of mechanical elements has the disadvantage of being bulky and
relatively
unconfigurable. The type of secondary game and the payouts available cannot
easily be
changed. Additionally, such secondary games are not shared with adj oining
machines so that
2o the element of competition among players is removed and the enjoyment for
spectators is
limited.
Accordingly, a need remains for a better system for integrating a secondary
game with a
primary game over a gaming network.
25 SUMMARY OF THE INVENTION
It is, therefore, an object of the invention to implement a method for playing
a
networked secondary game from a selected one of a group of gaming machines
running an
individual primary game.
Another object of the invention is to integrate a large flat-panel display
such as a
3o PlasmatronTM monitor into a computer gaming network for display of the
networked secondary
game to primary game players and spectators.
A further object of the invention is to trigger the networked secondary game
from the
individual primary game machine, preferably using the same actuator as for the
primary game.
PAGE2


CA 02270062 1999-04-27
Still another object of the invention is to facilitate the transfer of audit
data from a
networked bank of machines to a central accounting computer.
Yet another object of the invention is to encourage continued play on the
gaming
machines.
One aspect of the invention teaches a method for operating a group of gaming
machines
interconnected by a network to play both primary and secondary games from the
machines.
Each of the gaming machines has a primary game associated with it, e.g. Double
Double
Diamond slots manufactured by IGT of Reno, Nevada. Play is allowed to occur on
the gaming
machines while a triggering event is detected. In a preferred embodiment, the
triggering event is
to detected by monitoring an operating parameter of the gaming machines over
the network, such
as total coins played. A predetermined criterion or threshold is set for the
operating parameter
and, if the operating parameter meets the predetermined criterion, a
triggering event signal is
sent through the network. Upon the occurrence of the triggering event, a
secondary game is
initiated from a selected one of the gaming machines whereby the secondary
game is common
15 to the group of gaming machines. The secondary game is most preferably a
wheel-of fortune-
type game and is displayed in common to all of the machines and local
spectators on a plasma-
based display monitor of the type marketed by Fuj itsu under their
PlasmatronTM brand. Such a
monitor has a display size that measures 42" across a diagonal but is only 6"
deep. Driving the
plasma-based monitor is an animation computer that contains software coded
animation
2o programs for displaying the wheel-of fortune and related audio/video events
responsive to a
stand-alone bonus server (SBS).
Use of the plasma-based display monitor confers several advantages over prior
LED-
based displays, Vacuum Fluorescent Displays (VFD), or even projection screen
televisions.
First, plasma-base displays take up a minimal amount of room on the casino
floor where every
25 square foot of space counts toward a casino's bottom line. Video monitors
based on Liquid
Crystal Display (LCD) technology also confer this advantage but are as yet not
available in the
desired size for casino play. Second, the number and vibrancy of colors
available on plasma-
based monitors, and the clarity of the picture, is unmatched in prior display
technologies.
Finally, the large size and uniqueness of the plasma-display, as well as the
combination of a
3o high-speed animation computer to drive the monitor, offer a great
attraction to both players and
spectators. It is possible, then, to visually see from each linked primary
game machine the
outcome of the secondary game.
PAGE 3


CA 02270062 1999-04-27
An embodiment of this aspect of the invention consists of two or more slot
machines
(primary games), each having a CRT on which a Bonus Wheel (secondary game) is
displayed.
The Bonus wheel is spun upon the occurrence of a certain even such as a player
obtaining a
certain spin combination (triggering event) from one of the slot machines. In
this embodiment
of the invention, the tertiary game is the one common to the group of games.
The Bonus Wheel
includes a space which, when obtained (second triggering event), allows that
player to spin a
"Big Wheel" (tertiary game) shown on a plasma display panel where the prize
amounts are
much larger. The game can also include a Celebration Wheel that contains
prizes awarded to
qualified persons on the gaming network when the Big Wheel is spun.
1 o In another aspect of the invention, a secondary game controller is coupled
via a network
to the plurality of gaming computers and plasma-based display. The secondary
game controller
is adapted to monitor the activity of the gaming devices over the network and
causes the
secondary game to initiate when the monitored operating parameter meets a
predetermined
criterion. An animation computer, coupled to the plasma-based monitor, is
driven in response to
control signals received from the secondary controller. Preferably included is
an actuator on the
gaming machines that can be configured by another control signal from the
secondary game
controller to alternately activate either the primary game on the gaming
machine or the common
secondary game. Also taught is a tertiary game that is initiated upon the
second occurrence of
the triggering event. Bonus amounts are awarded to selected machines depending
upon the
outcome of the secondary and tertiary games.
In yet anther aspect of the invention, a method for encouraging continued play
on a
gaming machine is taught whereby play is allowed to occur on the gaming
machine. A
triggering event based on a first criterion is detected. This triggering event
can take the form of
either a predetermined total number of coins played since the last triggering
event, a certain reel
symbol or combination, or any other player-controlled or random occurrence.
After the
triggering event, the rate of play at the gaming machine is measured. If the
rate of play meets a
predetermined criterion (e.g. one coin played on average every 20 seconds),
then a bonus is
awarded depending upon the outcome of a tertiary game. Otherwise, if the rate
of play drops
below a certain threshold, then the player becomes ineligible to win the
tertiary game award.
3o The advantage of this later aspect of the invention over the prior art is
that the award of
the second bonus is deferred depending upon the play speed of the player. It
is in the casino's
interest in the long term to get as many people to play such gaming machines
as long as
possible. A player who continues to play once he is guaranteed a deferred
random bonus
PAGE4


CA 02270062 1999-04-27
payment stands a high probability of losing some of that award back to into
the bonus pool as
play continues on the primary game.
The foregoing and other obj ects, features and advantages of the invention
will become
more readily apparent from the following detailed description of a preferred
embodiment of the
invention that proceeds with reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a schematic diagram of a slot machine and associated hardware
implemented in
accordance with the present invention.
1 o FIG. 2 is a schematic diagram of a plurality of the electronic gaming
machines shown in
FIG. 1 interconnected by a computer network to a secondary game in accordance
with a
preferred embodiment of the present invention.
FIG. 3 is a flow chart that depicts the operation of the FIG. 2 network in
accordance with
the present invention.
15 FIGS. 4A and 4B are flow diagrams depicting in more detail the
implementation of the
secondary game over the network of FIG. 2.
FIG. 5 is a schematic diagram of the spin button controller implemented
according to a
preferred embodiment of the slot machine of FIG. 1.
FIG. 6 illustrates a preferred embodiment of a secondary and tertiary game as
displayed
20 on a video monitor.
FIG. 7 is a schematic diagram showing the networked gaming system constructed
according to an alternate embodiment of the invention incorporating the "Big
Wheel" concept.
DETAILED DESCRIPTION
25 FIG. 1 is a highly schematic representation of an electronic slot machine
10, which is
typical of each of the primary electronic game machines (EGM) linked to the
gaming network
of the present invention (see FIG. 2). Each of the EGMs incorporate network
communications
hardware as described hereinafter. This hardware is described in the '961
patent, and is referred
to therein as a data communications node (DCN). Preferably the network
communications
30 hardware is like that disclosed in the '411 application, which is referred
to therein as a machine
communication interface.
The EGM as shown in FIG. 1 includes a primary slot game that is configured to
operate
as described below. Included in EGM 10 are three reels, indicated generally at
12. Each reel
includes a plurality of different symbols thereon. The reels spin
independently in response to
PAGE 5


CA 02270062 1999-04-27
player input, such as by depressing button 14 after a wager is made, and stop
spinning to present
a randomly determined combination of symbols. Payouts are made automatically
in accordance
with a paytable stored in memory in the slot machine 10.
The network communications hardware preferably comprises a machine
communication
interface or data communications node (DCN) 16 as set forth in the '411
application. DCN 16
facilitates communication between the network, via connection 18, and
microprocessor 20,
which controls the operation of EGM 10. This communication occurs via a serial
port 22 on the
microprocessor to which DCN 16 is connected. Microprocessor 20 is also
connected to a
memory, such as programmable read only memory (PROM) 24, which includes a
preset
1o paytable for the primary game.
Each electronic gaming machine in the network preferably includes a player
tracking
module 26. The player tracker module can include a card reader (not shown)
that reads a
player-tracking card issued by the casino to individual players who choose to
have such a card.
The card reader and player-tracking card are known in the art, as are player-
tracking systems,
examples being disclosed in the '961 patent and '411 application. Briefly
summarizing such a
system, a player registers with the casino prior to commencing gaming. The
casino issues a
unique player-tracking card to the player and opens a corresponding player
account that is stored
on auditing database 48 (in FIG. 2) in an accounting system. The account
includes the player's
name and mailing address and perhaps other information of interest to the
casino in connection
2o with marketing efforts. Prior to playing one of the EGMs in FIG. 1, the
player inserts his
casino-issued card into the reader thus permitting the accounting system to
track player activity,
such as amounts wagered and won and rate of play. This information can then be
used to offer
complementary items or services to the player according to the total amount
wagered in order to
encourage the player to continue playing at the casino. Such a player tracker
system is not
required for the practice of the present invention since, as shown below,
bonus amounts from the
secondary and tertiary games are awarded to the machines themselves rather
than the individuals
playing the machines. However, it is understood that such player tracking can
be included to
award the bonus directly to the individual's account at the casino during
cashless play.
Also included in the slot machine 10 are audiovisual outputs, such as a
display 28,
3o speaker 30 and flasher 32. The slot machine also includes an input device,
such as player
actuated button 14. Button 14 is configured to initiate the primary game, and
can be configured
(through spin control button 34) to initiate the secondary game as described
in more detail below
with reference to FIG. 5. In the alternative, a discrete second button (not
shown) can be used to
PAGE 6


CA 02270062 1999-04-27
initiate the secondary game. The DCN 16 facilitates communication between the
network and
these elements to provide an interactive experience for the player.
The player display 28 is preferably a vacuum fluorescent display (VFD) known
in the art
which operates to display to a player on a respective gaming machine a
preestablished message
responsive to the state of secondary and tertiary games controlled by a
bonusing computer 38
(FIG. 2). Examples of the status messages displayed on the VFD are shown below
in the
following table:
TABLEI


VFD
Display
Messages


1. "Get ready to WIN!" (default)


2. "Get Ready to SPIN! ! !"


3. Hard Coded Error Message


4. "Spin the Wheel!" (Reverse Flashing)


5. Bonus Amount awarded from Secondary
Game


6. "More $$$ coming soon!"


7. Bonus Amount awarded from Tertiary
Game


1o Each of these messages correspond to a "player state" communicated to the
EGM by the
bonusing computer. The messages are synchronized with signals sent to varying
components of
the EGM to enable the gaming machine to interact with the secondary and
tertiary games
according to the invention. The type of message displayed is dependent upon
the state in which
the gaming machine, the secondary game and the tertiary game is in as
described below.
15 FIG. 2 shows one embodiment of the present invention implemented in a stand-
alone
network 36. Such a network is capable of existing by itself on a casino floor
and need not be
hardwired to other types of gaming machines throughout the casino. It is
understood, however,
that the system described below can implemented into a networked system as
described in the
'961 patent and the '411 application. The stand-alone system includes a
plurality of gaming
2o machines 10 coupled to a secondary game controller or stand-alone bonusing
computer (SBS)
38 which controls the operation of the secondary and tertiary games. Included
in the network 36
is a dedicated animation computer 40 which drives a large video display 42
according to
animation states communicated to it via SBS 38, speakers 44 synchronized with
the animation
PAGE 7


CA 02270062 1999-04-27
state, and a wireless data port 46 for communicating accounting data to an
auditing database 48
as described further below.
The animation computer 40 can be any medium-powered computer such as one
having
an Intel Pentium II 266 processor, 256MB SDRAM, a Matrox Millenium II 4MB
graphics card,
CD ROM drive, 4GB hard drive, and sound card. Gaming regulations typically
require that
modifiable media (e.g., hard-drive, flash BIOS, etc.) should have no impact on
the outcome of
the game. As the animation computer has these elements, the animation computer
is configured
to display a state as defined by the bonusing computer 38. It is understood,
however, that as
processing speed increases and computers become more powerful, it is foreseen
that
1 o responsibilities for such animation can be accomplished by the processor
in the bonusing
computer or other devices on the network.
The video display device 42 can be any of the type of devices drivable by the
animation
computer to display the animation sequences described below. Examples include
cathode ray
tubes (CRTs), liquid crystal displays, plasma display panels (PDPs) or any
other known or
anticipated video monitor.
The preferred type of display 42 is the plasma-based display monitor such as
the type
marketed by Fujitsu under their PlasmatronTM brand. Such a monitor has a
display size that
measures 42" across a diagonal but is only 6" deep. Use of the plasma-based
display monitor
confers several advantages over prior LED-based displays, Vacuum Fluorescent
Displays
(VFD), or even projection screen televisions. First, plasma-base displays take
up a minimal
amount of room on the casino floor where every square foot of space counts
toward a casino's
bottom line. Video monitors based on Liquid Crystal Display (LCD) technology
also confer
this advantage but are as yet not available in the desired size for casino
play. Second, the
number and vibrancy of colors available on plasma-based monitors, and the
clarity of the
picture, is unmatched in prior display technologies. Finally, the large size
and uniqueness of the
plasma-display, as well as the combination of a high-speed animation computer
to drive the
monitor, offer a great attraction to both players and spectators. It is
possible, then, to visually
see from each linked primary game machine the outcome of the secondary game.
The bonusing computer 38 provides the central control mechanism for the stand-
alone
3o system. Communication with the various components of the stand-alone system
36 is described
below.
PAGE 8


CA 02270062 1999-04-27
Communication Between the SBS and the Gaming Machines
Play on each of the gaming machines determines the operating parameters of the
machines. Exemplary parameters include: the rate of play on the machine, the
total coins
played, whether a maximum bet has been made, etc. These operating parameters
are collected
and sent through the network to the SBS 38 via each gaming machine's data
control node 16.
The SBS 38 collects this data and compares them to preestablished criteria to
determine whether
a triggering event occurs. Examples of preestablished criteria are the total
number of coins
played across all machines from the last triggering event and the minimum rate
of play.
FIG. 3 broadly illustrates the preferred method in which the primary and
secondary (and
optionally the tertiary) games operate across the network. In step 50,
triggering event criteria
are programmed into a memory on the bonusing computer 38 and play is allowed
to occur on
the primary game of the gaming machines (step 52). During this normal state,
message #1
(shown in Table 1 above) is displayed on the VFD 28 (FIG. 1 ) as the player
plays the primary
game.
During play, the operating parameters of the gaming machines are monitored
over the
network in step 54. One preferred example of this is the monitoring of the
number of coins or
credits played from the group of gaming machines as a whole. After each coin
or credit is
played at a particular gaming machine of the group, a signal is sent to the
bonusing computer
communicating the coin drop event and the gaming machine identification.
Alternately, the coin
or credit played signal can be sent to the bonusing computer after all coins
have been played and
the spin button 14 (FIG. 1 ) is depressed. Each coin drop or credit played and
communicated to
the bonusing computer advances a counter (not shown) common to the group of
gaming
machines. Whenever a monitored operating parameter of the gaming machines
meets the
predetermined criterion (step 56 inquiry), a "triggering event" occurs and a
triggering event
signal is sent through the network to the selected gaming machine which caused
the triggering
event (e.g., on which the 200th coin was played). The triggering event causes
the secondary
game to start (step 58) according to the methods outlined below.
In another aspect of the invention, the triggering event occurs when a player
obtains a
certain reel symbol or combination. In one example, the player obtains a
combination that
3o includes a special bonus initiator symbol linked to play on the secondary
or tertiary game.
In the preferred embodiment, the apparatus for implementing the invention
comprises
five wide body, "chop top" IGT Double Double Diamond S+ slow machines, with
the
international bill acceptor. The top cabinet of the game will vary in size
depending on the player
tracking system of the installation site. In areas where the casino's player
tracking system
PAGE 9


CA 02270062 1999-04-27
requires a 2 inch mounting bracket, the top box will be 11 inches tall. In
casinos where the
player tracking bracket is 3 inches, the top box will be 12 inches tall. The
pay table for the
primary games will be contained in both the top glass and belly glass. Behind
both sets of glass
will be fluorescent flashers.
The Spin Reel button located on the control panel beneath the reel glass will
be a larger
version button and will flash notifying the player that it is time to spin the
wheel. A logo for this
button will be designed signifying that the button serves as both the reel
spin and wheel spin
button. The flashing of the spin wheel button will be configurable.
The DCN+ used in the preferred embodiment of the invention is based on the
automatic
1 o bonusing system (ABS) DCN+ manufactured by Acres Gaming or Corvallis,
Oregon with the
addition of the following specific items needed to support the game:
A new family of messages is introduced by the SBS: the "standalone bonus
server to
DCN passthrough". These messages provide a transport and container mechanism
for messages
to be sent from the Bonusing Computer 38 to the DCN 16 without any other piece
of the system
15 (concentrator, bank controller, . . .) having any knowledge of their
meaning. All GameX
specific messages will belong to that family messages.
The DCN will support a "GameX session" mode, triggered by a message containing
the
following information:
Table
II


Data
Sent


1. BonusId identifies the bonus server to the DCN


2. HitNumberidentifies the bonus instance to the DCN


3. CSId "Control String" ID to display (i.e. message
to display)


4. Timeout timeout before sending "spin" event automatically


S. FlashRateRate at which the spin button and fluorescent
flasher flashes


6. BeepRate Rate of enunciator beep


7. Lock Flagindicates whether to lock the game or
not for the bonus pay


This message can be sent several times with different parameters. For example
when it
is time for the player to press the SPIN button, the message is sent with
flashrate on and a CSId
requesting the "press SPIN now" string. Once the SBS has received the "button
pressed" event
PAGE lO


CA 02270062 1999-04-27
and the wheel is spinning, it then sends a message with flashrate sent to
"don't flash" and a CSId
requesting the "get ready to win" message.
In addition, when the system is not integrated within an ABS, all player
tracking an
carded bonuses will be removed from the DCN because they're not needed and the
code space
is needed to make room for the SAS 3.x port replicator.
Communication Between the SBS and Animation Computer
The communication protocol between the SBS 30 and animation computer 40 is
comparative with the Local OL protocol, allowing overhead displays, card
readers and
1 o animation computers to co-habitate on the same link. Animation computers
use a protocol ID of
0x85. The protocol is polled, allowing the animation computer 40 to send a
feedback message
to the SBS 38, such as "animation sequence finished", rather than relying on
timing to
synchronize the SBS actions with the animation. The protocol is "state based",
i.e. the SBS
continuously informs the display of the state is should be in. This allows the
system to
15 occasionally miss a message without any impact on the animation. The
animation computer can
have an address that will be used when the system is integrated with any
network-wide bonusing
scheme. There can be several animation computers on one link, so the messages
include an
"animation computer ID" byte. The messages will carry a "pay table ID", to
make sure that the
animation computer's art and program match the information stored on the SBS.
The SBS
2o message can also carry a "volume control" byte allowing one to select
overall playback volume.
In case of code mismatch, the Animation Computer will go in an error mode.
When the counter reaches a predetermined criterion based on the inquiry of
step 56 (e.g.
the 200t" coin played), a signal is sent from the SBS 38 to the animation
computer 40 to begin
the spin up animation sequence. Such an occurrence is called the "triggering
event". The
25 triggered animation sequence has the following features, each implemented
in software-coded
programs stored on the animation computer:
Table
III


Animation
Sequence


1. Wheel at Rest


2. Icon of Selected Game Drops into
Queue


3. Animated Gears Turning -- Wheel
Ready to Spin


4. Large Wheel Spinning


PAGE 11


CA 02270062 1999-04-27
5. Large Wheel Spun


6. Coins Fall Indicating First Bonus
Awarded


7. Small Wheel Spun


8. Coins Fall Indicating Second Bonus
Awarded


A signal is sent to the gaming machine responsible for the triggering event
(e.g. the machine at
which the 200th coin is played) which changes the VFD 28 to display message #2
(shown in
Table 1 ). Such a signal can be directed using methods known in the art such
as by assigning an
IP address to the gaming machine DCN 16.
A description of the animation sequences as described above will now be
explained with
reference to FIG. 6. FIG. 6 illustrates the secondary and tertiary game as
displayed on the large
video display monitor 42 coupled to the networked gaming machines 10. The
secondary game
includes a secondary game line-up area 60, a conveyer 62, a large
multisegmented wheel 64, a
1 o tertiary game line-up area 66, and a second (smaller) multisegmented wheel
68. The preferred
format of the secondary game is the "wheel-of fortune" type of game as shown
in FIG. 6 in
which the secondary game wheel has a plurality of segments which each
correspond to a bonus
award. It is understood, however, that the secondary game can take a variety
of configurable
forms and should not be limited to the type of game shown in FIG. 6 and
described below. For
15 instance, the multisegmented wheel could be fixed and the pointed could
travel around the
periphery much like a ball travels around the periphery of a roulette wheel.
Prior to the triggering event, the SBS 38 communicates a "wheel at rest" state
(#1 in
Table 3) to the animation computer 40 which in turn runs the animation
subprogram associated
with that state until a state change. In such an animation, coins can be seen
to fall from slots on
2o the sides of the large wheel 64 while gears in the far background turn in
slow, incremental steps.
Low industrial sounds can be heard coming from speakers 44 (FIG. 2).
If a player at a particular gaming machine on the network causes a triggering
event by,
for instance, inserting the 200th coin, then a triggering signal is sent
through the network to
change the message shown on VFD 38 of the selected machine as well as instruct
the animation
25 computer to begin a new animation sequence. In one example of this
animation sequence (#2 in
Table 3), a player icon representative of the one gaming machine selected
rolls onto the screen
from the left of the display screen 42 and down a ramp into the secondary game
line-up area 60.
FIG. 6 illustrates this icon as circle 70 that could include within it the
number of the selected
machine. For instance, if the player at gaming machine #3 (out of the five
total gaming
PAGE I2


CA 02270062 1999-04-27
machines 10 on the stand-alone network 36) inserted the 200th coin, then the
icon 70 would
have displayed a ' 3' within it. Once the icon 70 is in the secondary game
line-up area 60, the
icon waits in a queue (shown by two adj acent icons lined up adj acent the
ramp 62). The front
icon in the queue (such as icon 72) moves up the conveyer 62 until it is
positioned over the
wheel 64 in a spin position.
Once the front icon 72 has moved to the spin position at the top of wheel 64,
the
"waiting to spin" animation sequence begins. In this sequence (#3 in Table 3),
animated gears
coupled to the wheel 64 begin to accelerate, a spin light on the selected
gaming machine begins
to flash red to indicate that the button should be pressed to initiate the
secondary game.
1 o Accompanying sounds are played to build up the suspense of starting the
secondary game.
When the button is pressed or after a predetermined amount of time, yet
another
animation sequence (#4 in Table 3) is started in which the secondary game
wheel itself starts to
spin. The secondary game wheel spins for different durations depending on the
time period at
which the button was activated and comes to rest with one of the bonus amount
segments having
been selected. The smaller wheel 68 also starts to spin during this time.
After the large wheel comes to rest, the bonus indicated by the outcome of the
secondary
game is paid out to the selected machine. The payoff animation sequence (#6 in
Table 3)
shows, for instance, many coins falling from a slot on the left side of the
wheel accompanied by
a variety of different sounds indicative of the size of the award. The volume
level can be
2o increased for larger awards. The amount of the award and the chance of
receiving it can be
configured by the casino operators using methods described in more detail
below. Payoff is
completed by sending a bonus signal to the selected gaming machine's DCN 16
(FIG. 1) which
increases the credit account on that machine by the amount indicated by the
award. Such
signaling techniques are described in detail in the '961 patent and '411
application.
After the bonus for the secondary game is allocated, the player icon 72 of the
selected
machine is forcibly ejected from its position over the wheel 64 so that it
rolls down a ramp into
the tertiary game line-up area 66. The tertiary game occurs during the very
next occurrence of
the triggering event (e.g. the 400th coin-in). The SBS 38 monitors a second
operating parameter
(step 74 in FIG. 3) of the gaming machine 10 whose icon is located in the
tertiary game line-up
3o area and compares this second operating parameter to a second
preestablished criterion (step 76
in FIG. 3). In a preferred embodiment of the invention, the rate of play of
the selected machine
is monitored by the SBS. If the rate of play falls below the preestablished
criterion (e.g. greater
than twenty second delay between coin-in events), then the player is deemed
ineligible to win
the bonus award from the outcome of the tertiary game. When the player becomes
ineligible,
PAGE 13


CA 02270062 1999-04-27
the player's icon is forcible ej ected from the tertiary game line-up area and
appears to fall off of
the video display monitor 42. If the player remains eligible until the second
occurrence of the
triggering event, then the player is allowed to play the tertiary game (step
78). The tertiary game
operates much like the secondary game whereby the smaller wheel 68 spins up
and down
similar to the larger wheel 64. A bonus is then awarded based on an outcome of
the tertiary
game.
FIGS. 4A and 4B show a flow chart illustrating this sequence in more detail.
In step 80,
criterion of play is determined such as the total number of coins played
before a triggering event
occurs. This can either be a fixed criterion (e.g. the 200th coin played) or a
semi-random
1o criterion (the xth coin played where x is a randomly generated number
between 200 and 800).
A coin-in counter is zeroed in step 82 and play of the primary game on the
plurality of gaming
machines commences. The operating parameters of the gaming machines are
monitored to
detect a coin play (step 84). If a coin is played (step 86), then a counter at
the SBS is
incremented by the number of coins played (step 88). A comparison is made in
step 90 between
the counter and the criterion established. If the criterion is satisfied, then
the player responsible
for the triggering event is sent into a queue for the secondary game (step
92).
Once in the secondary game queue, the player is put into a wait state (step
94) until the
player's icon is moved to the front of the cue (step 96). While in this wait
state, the player can
still continue to play the primary game on the gaming machine. Once the
secondary game is
2o ready to begin for the selected player, the secondary game is initiated
(step 98) as by actuating
button 14 and the animation sequence for the game is displayed on the video
monitor (step 100).
A bonus amount is determined from the outcome of the game (step 102) based on
a semi-
randomly determined amount stored in memory in a lookup table and the amount
is paid to the
selected machine (step 104). Eligibility for the tertiary game is determined
by monitoring a rate
of play operating parameter of the selected machine (step 106). If the rate of
play meets or
exceeds the predetermined rate of play criterion, then the player is allowed
to initiate the tertiary
game (step 108) and gain the bonus award. Otherwise, the gaming sequence ends
and the player
keeps playing the primary game.
3o Gaming Machine Snin Button Configuration
Refernng now to FIG. 5, the actuator used to initiate the primary slot machine
game in
the preferred embodiment is a "spin" button 14 located on the front console of
the gaming
machine. Spin button 14 is preferably the same button used to initiate the
primary game (e.g.
the slot machine). This arrangement is preferred because conventional gaming
machines can be
PAGE 14


CA 02270062 1999-04-27
used without changing the exterior buttons; only the DCN 16 and a spin button
control 34 as
described below need to be added. However, it is understood that a discrete
second button on
the gaming machine can be used to initiate the secondary game without
departing from the spirit
of the invention.
Under normal operation, pressing the button sends a signal to the primary game
board
microprocessor 20 to start the gaming sequence, e.g. start and then stop after
a random time the
spinning of the reels of the primary game. When the secondary game is called
for by events
described above, the DCN sends a deactivation signal such as a "pause" command
to the
primary game (shown by dashed line 110). The pause command causes the primary
game
1 o microprocessor 20 to turn the gaming machine's spin light 112 off, and to
ignore the activation
of its own spin button to initiate the primary game. When prompted by the
Bonusing Computer
38, the DCN sends a signal along signal line OUTl through an OR logic gate 114
to flash the
machine's SPIN light, and sense the SPIN switch. When it senses the switch has
been pressed,
it sends an event to the Bonusing Computer 3 8 (FIG. 2) via connection 18
(FIG. 1 ) which
15 initiates the secondary game.
The debouncing of the switch 14 is preferably configured to ensure that the
"button
pressed" signal lasts several milliseconds so that the DCN 16 has time to
detect it through the
MACHINE POWER input line. the signal is then routed to the Bonusing Computer
38 which
then initiates the secondary game. Other control outputs from the DCN 16 are
made along
2o signal lines OUT4 and OUT2 which control the flasher 116 and enunciator
118, respectively.
The enunciator control is configured to make a sound in response to a signal
from DCN 16 to
grab the player's attention when it is time to initiate the secondary game by
pressing the spin
button 14.
25 Configuration Workstation
The configuration workstation allows the game operator to pick a pay table in
a list of
predefined pay tables. The predefined pay tables are stored in a file on the
configuration
workstation such as on a floppy disk or PC Card on a small portable computer
such as the
LibrettoTM manufactured by Toshiba. Examples of parameters that can be
adjusted are: the
3o number of segments of the big wheel, the bonus amount associated with each
segment of the big
wheel, the percentage chance of hitting each segment of the big wheel, the
number of segments
of the small wheel, the amount written on each segment, and the percentage
chance of hitting
PAGE 15


CA 02270062 1999-04-27
each of the segments. This list is not intended to be complete as it is
understood that many other
gaming parameters can be adjusted using the configuration workstation.
The configuration workstation can be connected over an Ethernet link to the
bonusing
computer. Preferably, however, the configuration computer and bonusing
computer are
outfitted with complementary IrDA ports for transmitting and receiving
wireless signals.
Access to configuration parameters should be password protected for security
reasons.
The bonusing computer is preferably configured to continuously broadcast the
data
needed for reports over its IrDA. These signals can include audit data (if the
Bonusing
computer is not hardwired to an accounting computer) detailing the pool name,
meter readings
to for each of the machines and the machines cumulatively, the number of hits
on each segment of
the wheel, etc.
The Big Wheel
In the "Big Wheel" game (hereinafter "BW game") according to the present
invention, two or more IGT vision games are linked together with the "Bonus
Wheel" game
developed by Acres Gaming, Inc. of Corvallis, Oregon, and adapt the existing
bonus wheel
by substituting (or adding) a symbol (a slice of pie in the wheel) to say "The
Big Wheel." If
the player qualifies for the regular bonus wheel, and the player's spin lands
on this new
symbol "The Big Wheel," the player will get to spin an additional wheel,
located on a plasma
2o display, where the prize amounts are much larger.
The BW game will also have the capability of awarding celebration prizes to
all
players that are eligible at the time a player on the link qualifies for "The
Big Wheel." The
celebration prize will be located on a second, smaller wheel ("Celebration
Wheel") that will
spin after (or during) the "Big Wheel" spin. Eligible players will be awarded
the amount the
Celebration Wheel lands on. There could be any number of criteria used to
determine if a
player is eligible for the bonus. Examples are listed below:
1. A player tracking card must be inserted in gaming machine 12.
2. Maximum coin bet must be played.
3. Specified play rate in coins/minute.
4. A particular reel sequence is obtained.
5. The "rating" of the player currently at the machine (e.g. whether he or she
is a valued
patron of the casino).
A schematic diagram of the BW game is shown in FIG. 7. The BW game includes
two or more slot machines (primary games), each having a CRT on which a Bonus
Wheel
PAGE 1 C)


CA 02270062 1999-04-27
(secondary game) is displayed. The Bonus Wheel is spun upon the occurrence of
a certain
event such as a player obtaining a certain spin combination (triggering event)
from one of the
slot machines. The Bonus Wheel includes a space which, when obtained (second
triggering
event), allows that player to spin a Big Wheel (tertiary game) shown on a
plasma display
panel where the prize amounts are much larger. The game can also include a
group game
(Celebration Wheel) that contains prizes awarded to qualified persons on the
gaming network
when the Big Wheel is spun.
In the alternative, the IGT vision game with the Bonus Wheel can be
interpreted as
being equivalent to a combined primary game. A player obtaining the special
symbol on the
1o Bonus Wheel would be a triggering event sufficient to initiate the
"secondary" game, e.g. the
Big Wheel. Under this interpretation, the Celebration Wheel could be
considered a "tertiary"
game that awards a second bonus to all qualified players responsive to its
outcome.
In summary, it appears that the basic elements of The Big Wheel comprises the
following elements: multiple primary games, a common secondary game playable
upon a
triggering event (which could include obtaining a certain combination), and a
tertiary game
playable upon a second triggering event.
Having described and illustrated the principles of the invention in a
preferred
embodiment thereof, it should be apparent that the invention can be modified
in arrangement
and detail without departing from such principles. I claim all modifications
and variation
2o coming within the spirit and scope of the following claims.
PAGE 17

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date 2003-06-17
(22) Filed 1999-04-27
(41) Open to Public Inspection 1999-10-28
Examination Requested 2000-05-19
(45) Issued 2003-06-17
Expired 2019-04-29

Abandonment History

There is no abandonment history.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Registration of a document - section 124 $100.00 1999-04-27
Application Fee $150.00 1999-04-27
Back Payment of Fees $150.00 1999-06-18
Request for Examination $400.00 2000-05-19
Maintenance Fee - Application - New Act 2 2001-04-27 $100.00 2001-04-11
Maintenance Fee - Application - New Act 3 2002-04-29 $100.00 2002-03-28
Final Fee $300.00 2003-02-14
Maintenance Fee - Application - New Act 4 2003-04-28 $100.00 2003-03-28
Maintenance Fee - Patent - New Act 5 2004-04-27 $200.00 2004-04-07
Maintenance Fee - Patent - New Act 6 2005-04-27 $200.00 2005-04-07
Maintenance Fee - Patent - New Act 7 2006-04-27 $200.00 2006-03-30
Registration of a document - section 124 $100.00 2006-06-28
Expired 2019 - Corrective payment/Section 78.6 $150.00 2006-08-18
Maintenance Fee - Patent - New Act 8 2007-04-27 $200.00 2007-04-02
Maintenance Fee - Patent - New Act 9 2008-04-28 $200.00 2008-03-25
Maintenance Fee - Patent - New Act 10 2009-04-27 $250.00 2009-03-30
Maintenance Fee - Patent - New Act 11 2010-04-27 $250.00 2010-03-30
Maintenance Fee - Patent - New Act 12 2011-04-27 $250.00 2011-03-30
Maintenance Fee - Patent - New Act 13 2012-04-27 $250.00 2012-03-30
Maintenance Fee - Patent - New Act 14 2013-04-29 $250.00 2013-04-01
Maintenance Fee - Patent - New Act 15 2014-04-28 $450.00 2014-04-21
Maintenance Fee - Patent - New Act 16 2015-04-27 $450.00 2015-03-23
Maintenance Fee - Patent - New Act 17 2016-04-27 $450.00 2016-03-22
Maintenance Fee - Patent - New Act 18 2017-04-27 $450.00 2017-03-21
Maintenance Fee - Patent - New Act 19 2018-04-27 $450.00 2018-03-20
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
IGT
Past Owners on Record
ACRES GAMING, INC.
ACRES, JOHN F.
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

To view selected files, please enter reCAPTCHA code :



To view images, click a link in the Document Description column. To download the documents, select one or more checkboxes in the first column and then click the "Download Selected in PDF format (Zip Archive)" or the "Download Selected as Single PDF" button.

List of published and non-published patent-specific documents on the CPD .

If you have any difficulty accessing content, you can call the Client Service Centre at 1-866-997-1936 or send them an e-mail at CIPO Client Service Centre.


Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 1999-04-27 1 37
Cover Page 2003-05-13 2 54
Description 1999-04-27 17 1,044
Representative Drawing 1999-10-13 1 7
Claims 1999-04-27 6 246
Drawings 1999-04-27 6 116
Cover Page 1999-10-13 1 51
Representative Drawing 2002-10-17 1 7
Correspondence 2003-02-14 1 38
Prosecution-Amendment 2002-06-10 1 37
Prosecution-Amendment 2002-06-07 5 286
Prosecution-Amendment 2002-07-25 2 71
Prosecution-Amendment 2002-04-23 3 104
Prosecution-Amendment 2002-08-26 2 81
Prosecution-Amendment 2000-05-19 1 38
Assignment 1999-04-27 5 180
Correspondence 1999-06-18 1 38
Prosecution-Amendment 2006-08-18 1 44
Assignment 2006-06-28 2 69
Correspondence 2006-09-11 1 15