Note: Descriptions are shown in the official language in which they were submitted.
CA 02415036 2002-12-23
ARWZ 2 00187
CONCURRENT, COMBINATIONAL, INTERACTIVE GAMES
PLAYED ON ELECTRONIC GAMING DEVICES
Background of the Disclosure
This applicationbases its priority on Provisional Application Serial No.
60/344,140
dated December 28, 2001.
With the advent of programmable electronic gaming devices, many traditional
games played with cards, play boards, and paper have been converted for play
on electronic
gaming devices incorporating a programmable computer and video display.
Electronic gaming
devices are capable, as disclosed in Itkis patent 4,856,787, of multiple,
independent games
simultaneously executed with their respective video images independently
displayed on a single
video display. Electronic gaming devices can be computer based devices
dedicated solely to the
purpose of game play or standard computers that are used for a plurality of
functions, one of
which is game play.
Because of the flexible nature of the video display, multiple and independent
colored images can be overlaid onto virtual layers or viewing planes with
various degrees of
transparency to create a compound image that appears to have depth. Expanding
further on that
concept, video images contained within a given game can be overlaid onto video
images from a
second independent game that is being played concurrently. The resulting
compound video
images would most likely be very difi"tcult or not practical for the player to
view and also
understand the play action of two or more independent games with the first
game's video images
mixed, misaligned, and partially or fully covered by video images of a second
game.
Multiple such devices have been networked together to allow multiple users to
participate in the same game. Each remote device shows the user his or her
status within the
game, and possibly other features such as the status of competitors. Such
remote devices have
been attached to a host by a hard link, or- by RF communication means. As in
the Itkis patent,
multiple games can be displayed on a single remote device so a user may
concurrently participate
in multiple games. However, the games are independent of one another, and the
outcome of one
does not af~'ect the outcome of another. Such networked systems are used in
social environments
such as trivia in restaurants, charitable environments such as bingo fund-
raisers, and in
CA 02415036 2002-12-23
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competitive gambling such as in casinos.
The present invention provides a new and improved method and apparatus that
overcomes the above referenced problems and others.
Brief description of the Invention
According to one aspect of the present 111ventloll, a distributed gaming
system is
provided. At least one peripheral device is in communication with a host
device, the peripheral
device executing at least two games simultaneously. The outcome of at least
one of the at least
two games is dependent upon aspects of another oh the at least two games.
According to another aspect of the present invention, a method of distributed
gaming is provided. A host device and at least one peripheral device are
provided. A combined
game session is initiated with the host device, the session comprising at
least two games being
played simultaneously. At least one of the games has aspects that are
dependent on at least
another of the at least two games. Data is received from the host device With
the peripheral
device, the peripheral device having an input means and a human readable
display. The at least
two games are displayed concurrently on the screen.
According to another aspect ofthe present invention, a gaming system is
provided.
A computer has an output device and a storage means. A first game is held in
the storage means.
A second game is also held in the storage means. A random indicium generator
is in
communication with the computer. A game grid displays both first and second
games on the
output device, revising each time the random indiciurn generator transmits
another indicium to
the computer.
According to another aspect ofthe present invention, an interactive gaming
system
is provided. The system includes a stand alone or network dependent gaming
device. A display
area in communication with the electronic gaming device displays first and
second image elements
concurrently, the first image element relating to a first game, and the second
image element
relating to a second game. The second image element is overlaid on the first
image element,
combining to find a meaningful composite image. The second game has unidue
rules of game play
that are different from those of the first game. The two games have common
random factors.
The two games are played concurrently.
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Brief Description of the Drawings
The invention may take form in various components and arrangements of
components, and in various steps and arrangements of steps. The drawings are
only for purposes
of illustrating preferred embodiments and are not to be construed as limiting
the invention.
S FIGURE 1 is an illustration of a Bingo face having a "T" winning pattern, in
accordance with the present invention;
FIGURE 2 is an illustration of preferred dauber shapes for representing an E-
Tabs
portion of the present invention;
FIGURE 3 depicts the Bingo face after several Bingo numbers have been called,
the numbers appearing on the face being daubed with one of the shapes of
FIGURE 2, FIGURE
3 also depicts a winning E-Tab game in accordance with the present invention;
FIGURE 4 depicts the Bingo game of FIGURE 3 that has progressed to include
a Bingo win as well as the E-Tab win;
FIGURE S is an illustration of an interactive Black JackBingo embodiment
1 S depicting a game where the player's entire Black Jack hand appears within
the Bingo win pattern;
FIGURE 6 is an illustration ofthe Black Jack/Bingo game where the player's
hand
includes a card removed from the Bingo w-in pattern.
FIGURE 7 is an illustration of a host system connected to a plurality of
peripheral
systems.
FIGURE 8 is an illustration of a wireless connection between a host
transceiver
and a peripheral device.
Detailed Descr~tion of the Preferred Embodiment
According to a preferred embodiment, at least two games are logically
programmed to be interactive with each other in play, while leaving the
fundamental concept of
2S each game intact. The content of the compound video images contained within
the interactive
game is simple to understand and has meaning to the play of both games,
offering a plurality of
new, interactive games that otherwise could not exist in the realm of fixed,
pre-printed paper.
Typical games that can be made interactive are Bingo, card games such as Poker
or Black Jack, electronic Pull Tabs (E-'tabs), and many others. Two specific
examples of
interdependent interactive games will be discussed to illustrate fundamental
principles involved.
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The first example is an interactive game of Bingo and E-'Tabs and the second
example is an
interactive game of Bingo and Black Jack. 'fhe first example does not require
player input during
the interactive game to bring either game to a conclusion and the payouts are
generally
pre-determined for use in charitable gaming. The second example illustrates
the action of an
interactive game in which dynamic player input may alter the outcome of an
interactive game, and
the payouts are more random in nature for use in a casino environment. It is
to be understood
that many new interactive game combinations are possible and the present
invention should not
be limited to any one of such combinations.
Bingo electronic gaming devices normally display the image of one or more
Bingo
faces on a video display. Typically, a video Bingo face image is a 5 x 5
square matrix containing
24 unique numbers, pre-selected, from a set of numbers ranging from I to 75
and also contains
a FREE or wild number space in the center of the matrix to complete the set of
25 possible
squares. As the game progresses, periodically a new random number is selected
from a set of
numbers ranging from 1 to 75 by a ranclc»n number generator or by a mechanical
means of
selecting a random, plastic numbered ball such as an air driven ball scrambler
commonly found
in Bingo equipment and lottery systems The randomly selected number, if
appearing on a
displayed Bingo face image, is then marked or daubed on the Bingo face image
to differentiate
it from other, non selected numbers displayed on the Bingo face. The marking
means can be of
many varieties such as changing the displayed number to a different color,
placing a different color
behind the displayed number in the square containing the number, or overlaying
an icon image on
the displayed number to mention just a few ofpossible indicium to
electronically daub the number.
Some electronic gaming devices currently in the marketplace offer a palette of
e-daubing images
that are of different colors and shapes for the player to select and use for
playing the Bingo game.
Paper Pull Tabs are an instant wir>/lose type of game. Generally, a given Pull
Tab
contains three or more imprinted images arranged in a straight line Those
images are selected
from a palette of images and adjacently printed on the card and then covered
such that they are
not visible to the player when the card is purchased. The selection of the
images prior to printing
is done in a manner such that the total number of wining cards from a group of
printed cards is
pre-determined. A winning card is defined by the relative positions of the
images to one another
and the similarities of the printed images. Generally, three identical images
in a row would yield
the highest payout amount and three un-like images in a row results in no pay
out for the card.
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In between those extremes, graduated payouts can be awarded based on the
similarity of the
images and their relative positions to one another. An E-Tab game is
essentially an electronic
video representation of the paper game, in that the player cannot see the
associative video images
prior to purchase of the E-Tab.
With reference to FIGURE: I, a game grid, and more specifically, a Bingo face
10
that is in play in a preferred embodiment is illustrated. A winning pattern 12
of "T" shape shown
by the shaded area has been defined to win a Bingo game prize of $100. It is
to be understood
that the Bingo prize may be more or less, as decided by a proprietor of the
Bingo facility. The
shading is optionally displayed or not displayed by the player during game
play to change the
difFculty factor of the game. Prior to the start of the Bingo game, the player
has the option of
purchasing an E-Tab to be played interactively with the Bingo game, creating a
new interactive
game experience. From a large palette of e-dauber images, the player or
computer can select the
images that would be in play during the interactive game. Normally for a Bingo
game, only one
image would be selected. However, the E-'Tab game reduires multiple images to
be selected. In
1 _S a preferred embodiment, five e-daubing base images., a circle 14, square
16, rectangle 18, diamond
20, and triangle 22 are selected as shown in F IGCIRE 2. 'The E-Tab winners of
the preferred
embodiment are defined as follows: Three adjacent circles 14 in a row on the
winning Bingo
pattern is awarded $100, and three adjacent circles 14 anywhere on the face is
awarded $25, and
two adjacent diamonds 20 anywhere on the face is awarded $5. It is to be
understood that as with
the Bingo awards, the E-Tab awards may vary at the discretion of the house
proprietor.
Presently, the interactive game has been defined as incorporating a dauber
image
14, 16, 18, 20, 22 that is dynamically active during game play and shared by
both concurrent
games, yet has different meaning to each game. The award amount outcome of the
E-Tab game
is dependent on the defined E-Tab winning images falling within the winning
Bingo pattern 12,
and also defined as independent of the Bingo game winning pattern 12. Many
additional
variations of interactive game definitions are possible.
In an example for purposes of illustrating a preferred embodiment, the game
starts
with the selection of a random Bingo number or other indicium by a random
indicium generator.
Each individual participating in the game has a gaming computer with a screen
or other output
device and a storage means. The selected number is daubed with what appears to
the player as
a randomly selected image from the five base images shown in FIGURE 2. In
reality, the daubing
CA 02415036 2002-12-23
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images or other indicia need not be selected on a purely random basis because
winning
combinations and the resultant payouts would be unknown to game operations,
which is of
concern in the charitable gaming industry. The Bingo numbers, however', are
necessarily
generated randomly.
The Bingo winning "T" pattern 12 of the present example requires that in
addition
to the FREE space, at least eight random numbers be called to win. With
reference to FIGURE
3, a Bingo card face 10 is illustrated, particularly as it looks ai~er the
numbers 4, 5, 24, 67, 34,
I I, 47, 75, 9, 26, 7, 55, 40, 72, and 43 were called. Note that all random
numbers called do not
appear on the illustrated face 10 and that a Bingo win has not occurred on
this face 10, but an
E-Tab win pattern 28 of three adjacent circles 14 in a row within the Bingo
win pattern 12 has
occurred. It is to be noted that completion of the second game of the
interactive game can be
achieved independently ofthe completion ofthe first game. Other sequences
ofgame completions
can be achieved by a combination of program logic and natures of the two
interactive games. The
Bingo game continues with additional numbers or other indicia being called or
generated and
FIGURE 4 illustrates Bingo game completion with all elements of~ the "'t"
winning pattern 12
being daubed or otherwise marked on the output device. The player of this face
10 is awarded
the Bingo game payout of $100 and the maximum payout of $100 for the winning E-
Tab because
it was interactively imaged on the winning Bingo pattern 12.
To accomplish pre-determined payouts, as in a charitable gambling
establishment,
the Bingo faces in play during a game are pre-selected by the use of defining
serial numbers and
permutations within a set of Bingo faces such that, typically, only a single
person will have a
winning card for a given game. Likewise for E-Tabs, the frequency of winning
combinations and
the payout amounts for each combination are pre-determined within a set of E-
Tabs. The
percentage of payouts, the payout amount, and the winning image combinations
for the E-Tabs
can be dynamically determined based on the total number of E-Tabs purchased by
all players and
then stored in a database. When the player purchases Bingo faces and E-Tabs,
the pre-determined
faces and E-Tab combinations are selected from their respective databases and
loaded into the
particular peripheral gaming device, via any conventional means of wired,
networked wired or
wireless connectivity. In a preferred embodiment, the winning distribution
function is generated
prior to the start of any gaming session for stand alone gaming devices, and
is generated in real
time just before the start of a given game for networked gaming devices.
CA 02415036 2002-12-23
In a preferred embodiment, the number of E-Tabs purchased does not exceed the
number of Bingo faces purchased for any given game. In an embodiment where
multiple sets of
e-daub images are available, a player or the computer selects an e-daub image
from a palette of
images, the program simply substitutes each of the pre-defined E-Tab images
with one of the new
images, leaving the probability ofwinning unchanged. The program alerts the
player what images
are related to what payout combination prior to the start ofthe game. In
effect, each E-Tab game
is customized and has variety to maintain player's interest levels. For gaming
regulatory security,
a printout or record of the E-Tab database can be provided and archived to
verify the odds and
payouts used for the game and a printout or record of which E-'Tabs from the
database went into
each player's unit can also be provided. In addition, the computer can sort
and display for the
player the Bingo faces with the highest probability of winning the Bingo game,
or the E-Tab
game, or display the best ofboth games. Optionally, the player is enabled to
select how the faces
are sorted and displayed. 'the preferred embodiment of the Bingo and E-tabs
interactive game
includes two games, each having its own unique rules and win conditions, but
both sharing
I 5 common random factors.
In Black Jack, one or more standard card decks each containing 52 cards is
used.
The purpose of the game is to accumulate cards whose sum is equal to or less
than 21. Each card
has a numeric value associated with it to allow a numerical total to be
generated. The player
places a bet on the outcome of the game. The dealer deals a single card face
down to the player
and a single card face down for the dealer. The dealer then deals a card face
up to the player and
a card face up to the dealer. The player can then indicate if he would like
another face up card
"hit" from the dealer or "stay" with the current cards dealt. The dealer then
makes the same
decision concerning hit/stay for his hand. The dealer typically must hit if
the total is less than 16.
When no more hits are requested, all cards are turned face up and the sum of
the player's cards
are compared to the sum of the dealer's cards to determine a win, lose, or
draw outcome of the
game.
FIGURES 5 and 6 show an illustrative example of an interactive Bingo and Black
Jack game. In this embodiment, like components are identified by like numerals
with a primed
suffix (') and new components are identified by new numerals. A Bingo winning
"T" pattern 12'
is identical to the previously discussed Lnteractive Bingo and E-Tabs game. A
touch screen is
used on the gaming device display. It is to be noted that in lieu of the touch
screen, a keypad or
CA 02415036 2002-12-23
_g_
other input means can be used with no detriment to game play. For this
particular example of the
interactive game, two or more decks of cards will be used.
This embodiment has a game grid 50 including a Bingo face 10' and a
predetermined palette of fifty-two daubing images 30 functionally the same as
that found in a
deck of cards, a face down image 32, and an image unrelated to the Black Jack
game play, such
as a square 34. First, the player selects one Bingo face 10' from the many
Bingo faces that are
in play. In this embodiment of the game, only that face will be used to
interactively play Black
Jack. The game is started by the computer placing a face down image 32 in the
FREE space,
which represents a face down card dealt to the player, and, within an extended
area 36 of the
game grid 50, a second face down image 32 is placed representing the face down
card dealt to
the dealer. The computer also selects a random card image from the mufti-deck
for each of the
face down cards 32, but does not display either card. At any time during the
game play, the
player can touch the FREE space to reveal his face down card causing the
computer to substitute
the actual card image for the face down card image within the FREE space. The
FREE space is
I S thereafter inactive to player input. When a random number is called during
the Bingo game, a
random card image 30 is selected from the remaining cards within the mufti-
deck to daub the
number. If the number does not appear on the Bingo face, the card image is
placed within an
extended area 38 of the game grid 50 designated for the player. The very nekrt
random number
that is called will result in the random selection of a card image 30 from the
deck and displaying
of that image next to the dealer face down image 32.
FIGURE 5 illustrates a Bingo face 10' in which two face down cards 32 were
dealt, and the player has activated the FREE space button revealing his card.
The first random
Bingo number called was 47 and it was daubed with an ace of spades for the
player's hand. The
second number called was 71 resulting in 71 being daubed with a square 34 and
the eight of clubs
was placed in the dealer area. The player chooses to hit or stay. In the case
of FIGURE 5, the
player stays with 21. At that point, the dealer can hit or stay until the rule
set is satisfied, that is,
the dealer hits until it is over 16, and then the facie down card 32 for the
dealer is revealed to
display the outcome of the game. If the dealer has lost, the player has a two
curd Black Jack win
and would receive additional awards above the normal Black Jack payout since
the two cards are
located within the Bingo win pattern. If the player then proceeds to win the
Bingo game, the
awarded jackpot would escalate further because of the combinational wins.
CA 02415036 2002-12-23
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Note that FIGURE 5 also illustrates the player's name 40, in this case,
Monica.
The player's name is displayed if player tracking information is downloaded
into the electronic
gaming device. If the player wishes to hit, he would activate a "hit" button
42 on the touch
screen. If the player wishes to stay, he activates the "stay" button 44. If a
hit is selected, the card
selection from the deck repeats itself as described above. The computer also
determines to hit
or stay the dealer's hand based on the given rule set. The computer finishes
the dealer's hand and
reveals the dealer's face down card and the win, lose, draw outcome of the
game is determined
by the given rule set. The "Monica" 40 and "Dealer" 46 displays can be
alternately blinked or
colored by the computer to clearly illustrate which person is the active
player at any given
moment.
FIGURE 6 illustrates a game that has progressed further than the game shown in
FLGIIRE 5. Two face down cards 32 are dealt and the player activates the FREE
space, revealing
the five of hearts. The first player number called, 75, is daubed with the
four of spades. The first
dealer number, 10, does not appear on the face and the two of diamonds is
displayed in the dealer
area. The player with a total of 9, hits. The second player number, 49, does
not appear on the
face so the jack of hearts is displayed in the player area 38. Assuming the
dealer hits, the second
dealer number, 24, is daubed with a square and the seven of spades is
displayed in the dealer area
36. The player with a total of 19, stays. Assuming the dealer stays, the
dealer face down card
32 is revealed to display the outcome of the game. In this instance, if the
player wins, the player
is awarded the standard Black Jack payout since the player's cards are not all
within the Bingo win
pattern 12'.
In an instance in which the Bingo game is completed prior to the completion of
the Black Jack game, the computer has knowledge of this event, alerts the
player, and continues
play of the Black Jack game at a much faster pace since there is no wait time
associated with the
delay between Bingo number calls. This game example illustrates an interactive
game with player
input and the possibility of the first game being completed first, at the same
time, or after the
completion of the second game. In addition, the outcome (payout) of the Black
Jack game is
dependent on the Bingo game.
In an alternate embodiment a Bingo game and a card game similar to Black Jack
are played. In this game, Bingo numbers (I-75) are each assigned a card value.
The numbers 1-
52 correspond to one full deck of cards. The additional numbers (53-75) are
cards from a second
CA 02415036 2002-12-23
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deck chosen in such a way that the odds of a player winning are not altered.
When a bingo
number is called, every player playing the card game in addition to the Bingo
game receives the
same card, namely, the one that corresponds to the called number. The card
corresponding to the
FREE space on the Bingo face is dealt randomly so the results of a card game
are not uniform for
every person playing.
In the preferred embodiment, with reference to FIGURE 7, a host device 100
controls the interactive game experience. The host 100 is in communication
with multiple
peripheral devices 102 that receive game information from the host 100, such
as the last generated
bingo number, or which E-tab dauber to use, etc. via an information pathway
104. The pathway
i04 can be an array of hard wire connections as shown in F1GURE 7, an RF
communication
means as shown in FIGURE 8, or other known communication means. Each player of
the
interactive game controls one of the peripheral devices 102. Each peripheral
device includes a
display 106 that displays to the player their status in the game, available
input options, and the
like. Each peripheral device also includes input means such as a keypad 108 ar
touch screen that
the user can use to send information back to the host. Such information may
include, but is not
limited to, requests to join a game, announcements of leaving a game, answers
to host queries,
and the like.
In another preferred embodiment, an RF system is illustrated. In this
embodiment,
like components are identified by like numerals with a primed suffx (') and
new components are
identified by new numerals. In a wireless embodiment, as shown in FIGURE 8, a
hard wire 104'
from a host 100' is connected to a plurality of transceivers 120 that
communicate information to
and from the host 100'. The transceivers 120 are in wireless communication
with the peripheral
devices, such as portable hand held devices 122. The hand held device 122
includes a display 124
and an input means 126. Each peripheral device includes a peripheral
transceiver 128 that
communicates information to and from the peripheral device 122. Naturally, a
wireless
embodiment is more versatile than the desktop devices illustrated in FIGURE 7,
as a player can
take his or her peripheral device 122 from place to place within its range,
and still play the
interactive games.
In an alternate embodiment, the interactive gaming device is not in
communication
with a gaming network. A stand-alone computer includes a display and a storage
means. A
random indicium generator generates random indicia that pertain to first and
second games. The
CA 02415036 2002-12-23
games are displayed concurrently, and meaningfully to the player on a game
grid.
The two interactive game examples that have been described above, clearly
illustrate the feasibility, diversity, and excitement of such interactive
games that have unique rules
of play from each other and common random factors between each other, and that
a plethora of
interactive games and variations of those games can be generated.
It is further contemplated that a trivia side game could also be played on the
peripheral device. In such a game, the host device would send questions to the
peripheral devices.
The game players would supply answers by using the keyboards on their
peripheral devices. The
trivia questions may be divided by category, and each category associated with
a bingo column,
for instance. A question from one category might be asked every time a "B"
number is called.
Another category of questions would be asked every time an "I" number is
called, and so on. At
the end of the evening of play, the hall operator could give an award to the
player who supplied
the most correct answers to the trivia game, to the player with the most
correct answers in a
single category, and so forth.
As detailed above, this invention pertains to interactive games played on an
electronic gaming device, the device being stand alone or networked, that uses
a first displayed
image element relating to the first game and then as a result of game
execution, uses a second
image element overlaid on the fast image element to change its optical
appearance to a meaningful
composite image that is easily interpreted and is associative and
deterministic with the play of the
first game. The second image element is also associative and deterministic
with the play of a
second, concurrent game. The second game is different in nature from the first
game. The
interactive game is comprised of the first and second games.
The invention has been described with reference to several preferred
embodiments.
Modifications and alterations will occur to others upon a reading and
understanding of the
preceding detailed description. It is intended that the invention be construed
as including all such
modifications and alterations insofar as they come within the scope of the
appended claims or the
equivalents thereof.