ELECTRONIC GAMING MACHINE HAVING A TRANSMISSIVE DISPLAY DEVICE AND REELS THAT INCLUDE SYMBOLS WITH FILLABLE SUB-SYMBOLS

A gaming system including a housing and a reel assembly including a rotatable reel having a reel strip including a symbol and an associated fillable sub-symbol, and a transmissive display device defining a see-through window aligned with the rotatable reel and configured to display an image in the window of an initial size and initial position and display the image shrinking and moving into a final size and final position in alignment with and filling the fillable sub-symbol.

BACKGROUND

The present disclosure relates to gaming machines, and more particularly electronic gaming machines having a transmissive display device and reels that include symbols with fillable sub-symbols.

Gaming machines may include transmissive reel assemblies that include mechanical reels and a transmissive display device positioned in front of the reels. The transmissive display device may display images in front of the reels.

BRIEF SUMMARY

Various embodiments of the present disclosure are directed to an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly including a rotatable reel including a reel strip, the reel strip including a symbol and an associated fillable sub-symbol; a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel; a processor; and a memory device. The memory device stores a plurality of instructions, which when executed by the processor cause the processor to: cause the reel to rotate, cause the reel to stop at a position at which the symbol and the fillable sub-symbol of the reel strip are viewable through the see-through window, and communicate data to the transmissive display device to cause the transmissive display device to display in the window: (i) a multiplier image in a first position and of a first size in the window, partially overlapping the reel, partially overlapping the symbol, but not overlapping the fillable sub-symbol, (ii) the multiplier image in a second position and of a smaller second size in the window, partially overlapping the reel, partially overlapping the symbol, but not overlapping the fillable sub-symbol, (iii) the multiplier image in a third position and of a smaller third size in the window, partially overlapping the reel, partially overlapping the symbol, and partially overlapping the fillable sub-symbol, (iv) the multiplier image in a fourth position and of a smaller fourth size in the window, partially overlapping the reel, partially overlapping the symbol, and substantially overlapping the fillable sub-symbol, and (iv) the multiplier image in a final position and of a smaller final size in the window, partially overlapping the reel, not overlapping the symbol, and aligned with and substantially overlapping the fillable sub-symbol.

Various other embodiments of the present disclosure are directed to an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly including a rotatable reel including a reel strip, the reel strip including a symbol and an associated fillable sub-symbol; a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel; a processor; and a memory device. The memory device stores a plurality of instructions, which when executed by the processor cause the processor to: cause the reel to rotate; while the reel is rotating, communicate data to the transmissive display device to cause the transmissive display device to display in the window: (i) a multiplier image in a first position and of a first size in the window partially and overlapping the reel, (ii) thereafter, the multiplier image in a second position and of a smaller second size in the window and partially overlapping the reel, (iii) thereafter, the multiplier image in a third position and of a smaller third size in the window and partially overlapping the reel, (iv) thereafter, the multiplier image in a fourth position and of a smaller fourth size in the window and partially overlapping the reel, and (v) thereafter, the multiplier image in a final position and of a smaller final size in the window and partially overlapping the reel; and cause the reel to stop at a position at which the symbol and the fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the multiplier image in the final position does not overlap the symbol, and at which the multiplier image in the final position substantially overlaps the fillable sub-symbol.

Various other embodiments of the present disclosure are directed to an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly including a rotatable reel including a reel strip, the reel strip including a first symbol and an associated first fillable sub-symbol and including a second symbol and an associated second fillable sub-symbol; a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel; a processor; and a memory device. The memory device stores a plurality of instructions, which when executed by the processor cause the processor to: cause the reel to rotate; while the reel is rotating, communicate data to the transmissive display device to cause the transmissive display device to display in the window: (a) a first multiplier image in a first position and of a first size in the window and partially overlapping the reel, (b) a second multiplier image in a second position and of a second size in the window and partially overlapping the reel, thereafter, (c) the first multiplier image in a first intermediate position and of a first intermediate size in the window and partially overlapping the reel, the first intermediate size being smaller than the first size, and (d) the second multiplier image in a second intermediate position and of a second intermediate size in the window and partially overlapping the reel, the second intermediate size being smaller than the second size, thereafter, (e) the first multiplier image in a first final position and of a first final size in the window and partially overlapping the reel, the final size being smaller than the first intermediate size, and (f) the second multiplier image in a second final position and of a second final size in the window and partially overlapping the reel, the second final size being smaller than the second intermediate size, cause the reel to stop at a position in which: (i) the first symbol and associated first fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the first multiplier image does not overlap the first symbol, and at which the first multiplier image substantially overlaps the first fillable sub-symbol, and (ii) the second symbol and associated second fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the second multiplier image does not overlap the second symbol, and at which the second multiplier image substantially overlaps the second fillable sub-symbol.

DETAILED DESCRIPTION

Various embodiments of the present disclosure are directed to gaming systems (such as electronic gaming machines (“EGMs”)) and methods of operating such gaming systems. For brevity and clarity, and unless specifically stated otherwise, the term “EGM” is used herein to refer to an electronic gaming machine (such as but not limited to an electronic slot machine). In various embodiments, the EGM includes a transmissive display device positioned in front of physical reels that include reel strips that have one or more symbols each with associated a fillable sub-symbol. The transmissive display device is configured to display images in front of such physical reels wherein the images start at one size and one position and then sequentially shrink down to a smaller size and move into a position in alignment with the fillable sub-symbol of displayed on one of the reels and thus appears in a position and of a size that fills the fillable sub-symbol. In various embodiments, the image is a multiplier image selected from a plurality of different multiplier images.

Referring now to FIGS. 1, 2, 3, and 4A to 4J, one example embodiment of an EGM of the present disclosure is illustrated and generally indicated by numeral 10. This example EGM 10 includes a housing 12 that supports numerous components of the EGM 10 such as various input devices and display devices. It should be appreciated that only certain of the components of the EGM are illustrated and described herein, and that one of ordinary skill in the art would understand the various components not illustrated or described herein. It should also be appreciated that the quantity of input devices and display devices of the EGM can vary in accordance with the present disclosure. It should further be appreciated that the relative positions of the input devices and display devices of the EGM can vary in accordance with the present disclosure. In this illustrated example embodiment, the EGM 10 includes a processor (such as the processor shown in FIG. 6), and a memory device (such as the memory device shown in FIG. 6) that stores a plurality of instructions, which when executed by the processor, causes the processor to operate with the input and display devices of the EGM 10 to provide the various functions of the EGM 10 such as but not limited to the functions described herein. The processor can be any of the processors described below, and the memory device can be any of the memory devices described below.

In this illustrated example embodiment, one of the display devices include a physical reel assembly 20 supported by the housing 12. In this illustrated example embodiment, the physical reel assembly 20 includes: (1) a suitable frame assembly (not shown); (2) a plurality of rotatable physical reels such as reels 120, 220, and 320 suitably supported by the frame assembly; and (3) a plurality of reel actuators (not shown) suitably supported by the frame assembly and respectively suitably coupled to the rotatable physical reels 120, 220, and 330. In this illustrated example embodiment, each of the rotatable physical reels 120, 220, and 320 includes a cylindrical basket and a reel strip circumferentially attached to and around the cylindrical basket. For example, as shown in FIG. 2, the reel 320 includes a cylindrical basket 322 and a reel strip 330 suitably attached to the basket 322.

In this example embodiment, another one of the display devices includes a transmissive display device 400 supported by the housing 12 in a position in front of the physical reel assembly 20 as best shown in FIG. 1. The transmissive display device 400 defines three see-through windows 410, 420, and 430 that respectively correspond with and are respectively aligned with the three rotatable physical reels 120, 220, and 320. The three see-through windows 410, 420, and 430 respectively enable a player to look through the transmissive display device 400 to see the physical reels 120, 220, and 320 and the symbols (not labeled) and associated fillable sub-symbols (not labeled) on those physical reels 120, 220, and 320. The transmissive display device 400 also includes various image display areas (not labeled) adjacent to and around the three see-through windows 410, 420, and 430 that are generally not see-through so that a player cannot see through such adjacent areas. It should be appreciated that FIG. 1 generally shows the transmissive display device 400 and the windows 410, 420, and 430 thereof that enable the three rotatable physical reels 120, 220, and 320 to be seen by a player. The transmissive display device 400, under the control of the processor, is configured to display various images in the various image display areas adjacent to and around the three see-through windows 410, 420, and 430. The transmissive display device 400, under the control of the processor, is also configured to display various images via (and thus at the positions) of the windows 410, 420, and 430 (sometimes referred to herein as “in the window(s)”). The images displayed by the transmissive display device can be static images and can be changing images (such as images that change size and position as further described below). The transmissive display device 400 can be any suitable transmissive display device such as but not limited to an LED or LCD transmissive display device.

The present disclosure provides various configurations for the reel strips as further described below that the enable changing images displayed by the transmissive display device 400 in the respective areas of the see-through windows 410, 420, and 430 to be aligned with fillable sub-symbols (such as sub-symbol 352 of symbol 350) of the underlying reel strips and to fill those sub-symbols.

In various embodiments, one or more of the reel strips includes one or more fillable sub-symbols that are each on one of the reel strips and thus visible at certain times during operation of the EGM 10. The transmissive display device 400 is configured to display images in one or more of the windows 410, 420, and 430 and to display the one or more images shrinking and moving to be respectively aligned with the one or more fillable sub-symbols at certain times during operation of the EGM 10. In various embodiments, the images are multiplier images.

The example transmissive display device and reel strips described below can be employed for an EGM or other gaming systems. It should be appreciated that EGMs with three physical reels are used as an example herein, but that the quantity of reels, quantity of associated transmissive display windows, quantity of symbols with sub-symbols, and quantity images (such as multiplier images) can vary in accordance with the present disclosure. It should also be appreciated that the reel assembly and the transmissive display device can be otherwise suitably sized and shaped in accordance with the present disclosure. It should further be appreciated that the reel assembly and the transmissive display device can operate as part of a primary game, as part of a secondary game, as part of an attract mode, or in any other suitable manner in accordance with the present disclosure.

In various embodiments, the transmissive display device supported by the housing is in a position in front of the reel assembly and the transmissive display device defines a separate see-through window aligned with each rotatable reel. The processor and the memory device of the EGM operate to, for each of one or more of the reels, cause the rotatable reel to rotate, cause the rotatable reel to stop at a position in which a symbol with a fillable sub-symbol of that reel strip is viewable through the see-through window, and communicate data to the transmissive display device to cause the transmissive display device to display an image of a relatively larger size in the window in front of the reel strip and then display the image shrinking to a smaller size and moving into a position in alignment with the fillable sub-symbol of the symbol of the reel strip. This alignment of the image in the window and with the fillable sub-symbol enables the player of the EGM to first clearly see the image in a larger state and in a more prominent position and then to subsequently see the image in a smaller and less prominent position in alignment with the fillable sub-symbol and filling that sub-symbol.

In various embodiments, the sub-symbol is: (1) within the graphic area of the associated symbol; (2) adjacent to the graphic area of the associated symbol; (3) connected to the graphic area of the associated symbol; (4) dis-connected from the graphic area of the associated symbol; (5) off-set from the graphic area of the associated symbol; (6) adjacent to another sub-symbol of the associated symbol; (7) connected to another sub-symbol of the associated symbol; (8) dis-connected from another sub-symbol of the associated symbol; or (9) off-set from another sub-symbol of the associated symbol.

In various embodiments, the sub-symbol includes an outer border, the processor communicates data to the transmissive display device to cause the transmissive display device to display the image outside of the outer border of the sub-symbol and then inside of the outer border of the sub-symbol. In various different embodiments, the sub-symbol is one color and the image is a different color. The different colors facilitate better player visibility of the image displayed by the transmissive display device relative to the sub-symbol.

A first example reel strip 330 and example images displayed by the transmissive display device in accordance with one example embodiment of the present disclosure are shown in FIGS. 2, 3, and 4A to 4J.

In this example, the reel strip 330 includes a plastic elongated substrate 335 (such as a polyester 7 millimeter roll) having a front side (shown but not labeled) and a back side (not shown). It should be appreciated that the present disclosure contemplates that the elongated substrate in this example embodiment (and the other example embodiments disclosed herein) can be partially made of plastic and can be a laminate or laminated material. The example symbols 340, 350, and 360, are printed on or otherwise suitably formed on the substrate 335. It should be appreciated that FIGS. 2, 3, and 4A to 4J show only a portion of this example reel strip 330. This reel strip 330 includes a plurality of example symbols including one symbol with an associated fillable sub-symbol. More specifically, this reel strip 330 include the example CLOVER symbol 340, the example SEVEN symbol 350 and associated CLOVER sub-symbol 352, and the example APPLE symbol 360. This reel strip 330 includes a plurality of other symbols that are not shown and that can or do not need to include fillable sub-symbols. For example, these symbols can include the ONE-BAR symbol (not labeled) with the CLOVER sub-symbol (not labeled) shown in FIGS. 4A to 4J. It should be appreciated that the reels can thus have one or more symbols with fillable sub-symbols, and that two or more of the sub-symbols can be the same or can be different in accordance with the present disclosure.

In the first example reel strip 330, for the example SEVEN symbol 350, the associated fillable sub-symbol 352 is a clover without any indicators thereon and the example image is a 5× indicated by numeral 450. It should be appreciated that sub-symbols and/or images can be otherwise suitably shaped, sized, and otherwise configured.

FIG. 4A shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 not displaying any multiplier image associated with the third reel 320 or in third window 430. In this example, the reel 320 has spun and stopped for the respective example play of a game.

FIG. 4B shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a first position and of a first size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, but not overlapping the sub-symbol 352.

FIG. 4C shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a second position (closer to a center of the sub-symbol 352) and of a smaller second size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, but not overlapping the sub-symbol 352.

FIG. 4D shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a third position (closer to the center of the sub-symbol 352) and of a smaller third size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, but not overlapping the sub-symbol 352.

FIG. 4E shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a fourth position (closer to the center of the sub-symbol 352) and of a smaller fourth size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, and partially overlapping the sub-symbol 352.

FIG. 4F shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a fifth position (closer to the center of the sub-symbol 352) and of a smaller fifth size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, and partially overlapping the sub-symbol 352.

FIG. 4G shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a sixth position (closer to the center of the sub-symbol 352) and of a smaller sixth size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, and partially overlapping the sub-symbol 352.

FIG. 4H shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a seventh position (closer to the center of the sub-symbol 352) and of a smaller seventh size in the third window 430, partially overlapping the reel 320, partially overlapping the symbol 350, and substantially overlapping the sub-symbol 352.

FIG. 4I shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in an eighth position (in a position close to the center of the sub-symbol 352) and of a smaller eighth size in the third window 430, partially overlapping the reel 320, not overlapping the symbol 350, and substantially overlapping the sub-symbol 352.

FIG. 4J shows an example display of the example symbol 350 and associated fillable sub-symbol 352 on the reel 320 and also shows the transmissive display device 400 displaying the 5× image 450 in a ninth and final position (at the center of the sub-symbol 352) and of a smaller ninth and final size in the third window 430, partially overlapping the reel 320, not overlapping the symbol 350, and aligned substantially overlapping the sub-symbol 352. In this position, the 5× image is displayed in a position that when viewed from the front of the electronic gaming machine by a player appear to fill the sub-symbol 352.

It should be appreciated from this example that: (1) the sub-symbol is at first fillable (such as empty) and then filled by the aligned multiplier image; (2) the quantity of changes to the multiplier image from the first multiplier image to the last multiplier image can vary; (3) the quantity of different sizes of the multiplier image from the first multiplier image to the last multiplier image can vary; (4) the quantity of different positions of the multiplier image from the first multiplier image to the last multiplier image can vary; (5) the multiplier image can be displayed by the transmissive display device after the reel stops moving and the symbol and sub-symbol are displayed; and (6) the multiplier image can be split into multiple multiplier images and then displayed by the transmissive display device moving to be aligned with separate sub-symbols.

It should be appreciated that in this example embodiment, the EGM has already likewise displayed respective 5× images filling sub-symbols on the first and second reels 120 and 220.

It should also be appreciated that in this example embodiment, the EGM can determine one or more awards based on the displayed symbols and the respective 5× images that fill the sub-symbols of the symbols that form any winning symbol combinations.

A second example embodiment of the present disclosure is shown in FIGS. 5A, 5B, 5C, 5D, 5E and 5F.

FIG. 5A shows three physical reels 120, 220, and 320 at a point during a play of a game where the reel 120 has stopped spinning, the reel 220 is still spinning, and the reel 230 is still spinning. In this example, the reel 120 displays the seven symbol 150 with a fillable sub-symbol 152 that can be part of a winning symbol combination (with sub-symbols). In this example, the occurrence of that symbol 150 on reel 120 functions as a triggering event for the image generation by the transmissive display device 400 as described below in this example embodiment.

FIG. 5A shows the transmissive display device 400 displaying two overlapping 5× images associated with the second reel 220 and in the second window 420 in a first position and of a first size. Alternatively, FIG. 5A shows the transmissive display device 40 displaying one 5× image 450 (that is subsequently split as described below) associated with the second reel 220 and in the second window 420 in a first position and of a first size. In this example, since reel 220 is still spinning, the 5× image 450 is displayed prominently in a large size and at a central position in and by the window 420 and partially overlapping the reel 220. This display of the 5× image 450 indicates to the player that a 5× multiplier is possible for this play of the game.

FIG. 5B shows a subsequent point during the play of the game where reel 220 is still spinning and reel 230 is still spinning. FIG. 5B shows the transmissive display device 400 displaying the 5× images 450a and 450b (not split or slightly separated) in respective second positions and of smaller second sizes in the second window 420, partially overlapping the reel 220. FIG. 5B also shows the transmissive display device 400 displaying the 5× images 450a and 450b separating and moving in different (opposite directions).

FIG. 5C shows a subsequent point during the play of the game where reel 220 is still spinning and reel 230 is still spinning. FIG. 5C shows the transmissive display device 400 displaying the 5× images 450a and 450b in respective third positions and of smaller third sizes in the second window 420, partially overlapping the reel 220. FIG. 5C also shows the transmissive display device 400 displaying the 5× images 450a and 450b further separating and moving in different (opposite directions).

FIG. 5D shows a subsequent point during the play of the game where reel 220 is still spinning and reel 230 is still spinning. FIG. 5D shows the transmissive display device 400 displaying the 5× images 450a and 450b in respective fourth positions and of smaller fourth sizes in the second window 420, partially overlapping the reel 220. FIG. 5D also shows the transmissive display device 400 displaying the 5× images 450a and 450b further separated and moving in different (opposite directions).

FIG. 5E shows a subsequent point during the play of the game where reel 220 has stopped spinning and reel 230 is still spinning. FIG. 5E shows the transmissive display device 400 displaying the 5× images 450a and 450b in respective fifth positions and of smaller fifth sizes in the second window 420, partially overlapping the reel 220. FIG. 5E also shows the transmissive display device 400 displaying the 5× images 450a and 450b fully separated and now respectively aligned with the respective sub-symbols 252 and 256 associated with the SEVEN symbols 250 and 254.

FIG. 5F shows a subsequent point during the play of the game where reel 220 has stopped spinning and reel 230 has also stop spinning. FIG. 5F shows the transmissive display device 400 displaying the 5× images 450a and 450b in respective fifth positions and of fifth sizes in the second window 420, partially overlapping the reel 220. FIG. 5F also shows the transmissive display device 400 displaying the 5× images 450a and 450b fully separated and respectively aligned with and filling the respective sub-symbols 252 and 256 associated with the SEVEN symbols 250 and 254.

It should be appreciated from this example that: (1) the image movements can be before the symbols and fillable sub-symbol are displayed; (2) the quantity of changes to the multiplier image from the first multiplier image to the last multiplier image can vary; (3) the quantity of different sizes of the multiplier image from the first multiplier image to the last multiplier image can vary; (4) the quantity of different positions of the multiplier image from the first multiplier image to the last multiplier image can vary; (5) the multiplier image can be displayed by the transmissive display device before the reel stops moving and before the symbol and sub-symbol are displayed; and (6) the multiplier image can be split into multiple multiplier images and then displayed by the transmissive display device moving to be aligned with separate sub-symbols.

The present disclosure contemplates that the EGM can be configured to cause the transmissive display device to display the images in prominent positions and then moving into alignment with the fillable sub-symbols responsive to a triggering event. The triggering event can be any suitable triggering event such as but not limited to the following triggering events: (1) a randomly determined event; (2) a predetermined event such as on a regular basis (e.g., every 10th play of a game); (3) when the symbol with the associated fillable sub-symbol is randomly generated and displayed by the respective reel; (4) when the symbol with the associated fillable sub-symbol is randomly generated and displayed by the respective reel as part of a winning symbol combination; (5) when the symbol with the associated fillable sub-symbol is randomly generated and displayed by the respective reel as part of a winning symbol combination on a payline; (6) when the symbol with the associated fillable sub-symbol is randomly generated and displayed by the respective reel as part of a winning symbol combination of a ways-to-win symbol evaluation (explained below); (7) when the symbol with the associated fillable sub-symbol can be randomly generated and displayed by the respective reel as part of a winning symbol combination on a payline (based on one or more previously displayed symbols for the play of the game); and (8) when the symbol with the associated fillable sub-symbol can be randomly generated and displayed by the respective reel as part of a winning symbol combination of a ways-to-win symbol evaluation (based on one or more previously displayed symbols for the play of the game).

It should be appreciated from these example embodiments, that the fillable sub-symbols can be any suitable sub-symbols and that the corresponding images displayed by the transmissive display device in alignment with the sub-symbols can be any suitable images.

It should be appreciated from the above that various embodiments of the present disclosure provide an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly comprising a rotatable reel comprising a reel strip, the reel strip comprising a symbol and an associated fillable sub-symbol; and a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel. The electronic gaming machine is configured to: cause the reel to rotate, cause the reel to stop at a position at which the symbol and the fillable sub-symbol of the reel strip are viewable through the see-through window, and communicate data to the transmissive display device to cause the transmissive display device to display in the window: (1) a multiplier image in a first position and of a first size in the window, partially overlapping the reel, partially overlapping the symbol, but not overlapping the fillable sub-symbol, (2) the multiplier image in a second position and of a smaller second size in the window, partially overlapping the reel, partially overlapping the symbol, but not overlapping the fillable sub-symbol, (3) the multiplier image in a third position and of a smaller third size in the window, partially overlapping the reel, partially overlapping the symbol, and partially overlapping the fillable sub-symbol, (4) the multiplier image in a fourth position and of a smaller fourth size in the window, partially overlapping the reel, partially overlapping the symbol, and substantially overlapping the fillable sub-symbol, and (5) the multiplier image in a final position and of a smaller final size in the window, partially overlapping the reel, not overlapping the symbol, and aligned with and substantially overlapping the fillable sub-symbol. In various such embodiments, the fillable sub-symbol comprises an outer border, and wherein the multiplier image in the final position is aligned with the fillable sub-symbol and in a manner that is within the outer border. In various such embodiments, the fillable sub-symbol comprises an outer border, and wherein the multiplier image in the first position is outside of the outer border. In various such embodiments, the multiplier image in the final position is centered with respect to the fillable sub-symbol. In various such embodiments, the electronic gaming machine is configured to cause the display of the multiplier image in the window in the first, second, third, fourth, and final positions as part of one of a play of a primary game and a play of a secondary game. In various such embodiments, the multiplier image is randomly selected from one of a plurality of different multiplier images. In various such embodiments, the electronic gaming machine is configured to cause the transmissive display device to display the multiple image in response to the symbol being part of a winning symbol combination. In various such embodiments, the electronic gaming machine is configured to cause the transmissive display device to display the multiple image in response to the symbol being part of a possible winning symbol combination in a play of a game.

It should further be appreciated from the above that various embodiments of the present disclosure provide an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly comprising a rotatable reel comprising a reel strip, the reel strip comprising a symbol and an associated fillable sub-symbol; and a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel. The electronic gaming machine is configured to: cause the reel to rotate; while the reel is rotating, communicate data to the transmissive display device to cause the transmissive display device to display in the window: (1) a multiplier image in a first position and of a first size in the window partially and overlapping the reel, (2) thereafter, the multiplier image in a second position and of a smaller second size in the window and partially overlapping the reel, (3) thereafter, the multiplier image in a third position and of a smaller third size in the window and partially overlapping the reel, (4) thereafter, the multiplier image in a fourth position and of a smaller fourth size in the window and partially overlapping the reel, and (5) thereafter, the multiplier image in a final position and of a smaller final size in the window and partially overlapping the reel; and (6) cause the reel to stop at a position at which the symbol and the fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the multiplier image in the final position does not overlap the symbol, and at which the multiplier image in the final position substantially overlaps the fillable sub-symbol. In various such embodiments, the fillable sub-symbol comprises an outer border, and the multiplier image in the final position is within the outer border after the reel stops rotating. In various such embodiments, the multiplier image in the final position is centered with respect to the fillable sub-symbol after the reel stops rotating. In various such embodiments, the electronic gaming machine is configured to cause the display of the multiplier image in the window in the first, second, third, fourth, and final positions as part of one of a play of a primary game and a play of a secondary game.

It should further be appreciated from the above that various embodiments of the present disclosure provide an electronic gaming machine including: a housing; a reel assembly supported by the housing, the reel assembly comprising a rotatable reel comprising a reel strip, the reel strip comprising a first symbol and an associated first fillable sub-symbol and comprising a second symbol and an associated second fillable sub-symbol; and a transmissive display device supported by the housing in a position in front of the reel assembly, the transmissive display device defining a see-through window aligned with the reel. The electronic gaming machine is configured to: (1) cause the reel to rotate; (2) while the reel is rotating, communicate data to the transmissive display device to cause the transmissive display device to display in the window: (a) a first multiplier image in a first position and of a first size in the window and partially overlapping the reel, (b) a second multiplier image in a second position and of a second size in the window and partially overlapping the reel, thereafter, (c) the first multiplier image in a first intermediate position and of a first intermediate size in the window and partially overlapping the reel, the first intermediate size being smaller than the first size, and (d) the second multiplier image in a second intermediate position and of a second intermediate size in the window and partially overlapping the reel, the second intermediate size being smaller than the second size, thereafter, (e) the first multiplier image in a first final position and of a first final size in the window and partially overlapping the reel, the final size being smaller than the first intermediate size, and (f) the second multiplier image in a second final position and of a second final size in the window and partially overlapping the reel, the second final size being smaller than the second intermediate size, (3) cause the reel to stop at a position in which: (i) the first symbol and associated first fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the first multiplier image does not overlap the first symbol, and at which the first multiplier image substantially overlaps the first fillable sub-symbol, and (ii) the second symbol and associated second fillable sub-symbol of the reel strip are viewable through the see-through window, and at which the second multiplier image does not overlap the second symbol, and at which the second multiplier image substantially overlaps the second fillable sub-symbol. In various such embodiments, the first position and the second position are a same position. In various such embodiments, the first size and the second size are a same size. In various such embodiments, the first intermediate position and second intermediate position are spaced-apart. In various such embodiments, the first fillable sub-symbol and the second fillable sub-symbol are the same. In various such embodiments, the electronic gaming machine is configured cause the display of the first multiplier image and the second multiplier image originating together and moving away from each other. In various such embodiments, the electronic gaming machine is configured to cause the display of the first multiplier image and the second multiplier image originating together and moving in opposite directions.

It should further be appreciated that various embodiments of the present disclosure contemplate that the EGM displays the image more readily perceivable by the player by first showing the image in a larger more prominent position and then progressively moving the image into alignment with the fillable sub-symbol on the underlying physical reel and in a smaller less prominent position.

It should also be appreciated that the various embodiments of the present disclosure each provide specific enhancements and technical improvements to EGMs, specifically including but not limited to improved reels and reel strips, improved displays by transmissive display devices, and improved and enhanced displays that can be part of primary games, secondary games, attract modes, or otherwise.

Gaming Systems

The present disclosure contemplates a variety of different gaming systems each having one or more of a plurality of different features, attributes, or characteristics. A “gaming system” as used herein refers to various configurations of: (a) one or more central servers, central controllers, or remote hosts configured to operate with one or more EGMs; and/or (b) one or more stand-alone EGMs. In other words, in various embodiments, the gaming system of the present disclosure includes: (a) one or more electronic gaming machines in combination with one or more central servers, central controllers, or remote hosts; (b) a single electronic gaming machine; or (c) a plurality of electronic gaming machines in combination with one another.

As noted above, in various embodiments, the gaming system includes an EGM in combination with a central server, central controller, or remote host. In such embodiments, the EGM is configured to communicate with the central server, central controller, or remote host through a data network or remote communication link. In certain such embodiments, the EGM is configured to communicate with another EGM through the same data network or remote communication link or through a different data network or remote communication link. For example, the gaming system includes a plurality of EGMs that are each configured to communicate with a central server, central controller, or remote host through a data network.

In certain embodiments in which the gaming system includes an EGM in combination with a central server, central controller, or remote host, the central server, central controller, or remote host is any suitable computing device (such as a server) that includes at least one processor and at least one memory device or data storage device. As further described herein, the EGM includes at least one EGM processor configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the EGM and the central server, central controller, or remote host. The at least one processor of that EGM is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the EGM. Moreover, the at least one processor of the central server, central controller, or remote host is configured to transmit and receive data or signals representing events, messages, commands, or any other suitable information between the central server, central controller, or remote host and the EGM. The at least one processor of the central server, central controller, or remote host is configured to execute the events, messages, or commands represented by such data or signals in conjunction with the operation of the central server, central controller, or remote host. one, more than one, or each of the functions of the central server, central controller, or remote host may be performed by the at least one processor of the EGM. Further, one, more than one, or each of the functions of the at least one processor of the EGM may be performed by the at least one processor of the central server, central controller, or remote host.

In certain such embodiments, computerized instructions for controlling any games (such as any primary or base games and/or any secondary or bonus games) displayed by the EGM are executed by the central server, central controller, or remote host. In such “thin client” embodiments, the central server, central controller, or remote host remotely controls any games (or other suitable interfaces) displayed by the EGM, and the EGM is utilized to display such games (or suitable interfaces) and to receive one or more inputs or commands. In other such embodiments, computerized instructions for controlling any games displayed by the EGM, are communicated from the central server, central controller, or remote host to the EGM and are stored in at least one memory device of the EGM. In such “thick client” embodiments, the at least one processor of the EGM executes the computerized instructions to control any games (or other suitable interfaces) displayed by the EGM.

In various embodiments in which the gaming system includes a plurality of EGMs, one or more of the EGMs are thin client EGMs and one or more of the EGMs are thick client). In other embodiments in which the gaming system includes one or more EGMs, certain functions of one or more of the EGMs are implemented in a thin client environment, and certain other functions of one or more of the EGMs are implemented in a thick client environment. In one such embodiment in which the gaming system includes an EGM and a central server, central controller, or remote host, computerized instructions for controlling any primary or base games displayed by the EGM are communicated from the central server, central controller, or remote host to the EGM in a thick client configuration, and computerized instructions for controlling any secondary or bonus games or other functions displayed by the EGM are executed by the central server, central controller, or remote host in a thin client configuration.

In certain embodiments in which the gaming system includes: (a) an EGM configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs configured to communicate with one another through a data network, the data network is a local area network (LAN) in which the EGMs are located substantially proximate to one another and/or the central server, central controller, or remote host. In one example, the EGMs and the central server, central controller, or remote host are located in a gaming establishment or a portion of a gaming establishment.

In other embodiments in which the gaming system includes: (a) an EGM configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs configured to communicate with one another through a data network, the data network is a wide area network (WAN) in which one or more of the EGMs are not necessarily located substantially proximate to another one of the EGMs and/or the central server, central controller, or remote host. For example, one or more of the EGMs are located: (a) in an area of a gaming establishment different from an area of the gaming establishment in which the central server, central controller, or remote host is located; or (b) in a gaming establishment different from the gaming establishment in which the central server, central controller, or remote host is located. In another example, the central server, central controller, or remote host is not located within a gaming establishment in which the EGMs are located. In certain embodiments in which the data network is a WAN, the gaming system includes a central server, central controller, or remote host and an EGM, each located in a different gaming establishment in a same geographic area, such as a same city or a same state. Gaming systems in which the data network is a WAN are substantially identical to gaming systems in which the data network is a LAN, though the quantity of EGMs in such gaming systems may vary relative to one another.

In further embodiments in which the gaming system includes: (a) an EGM configured to communicate with a central server, central controller, or remote host through a data network; and/or (b) a plurality of EGMs configured to communicate with one another through a data network, the data network is an internet (such as the Internet) or an intranet. In certain such embodiments, an Internet browser of the EGM is usable to access an Internet game page from any location where an Internet connection is available. In one such embodiment, after the EGM accesses the Internet game page, the central server, central controller, or remote host identifies a player before enabling that player to place any wagers on any plays of any wagering games. In one example, the central server, central controller, or remote host identifies the player by requiring a player account of the player to be logged into via an input of a unique username and password combination assigned to the player. The central server, central controller, or remote host may, however, identify the player in any other suitable manner, such as by validating a player tracking identification number associated with the player; by reading a player tracking card or other smart card inserted into a card reader (as described below); by validating a unique player identification number associated with the player by the central server, central controller, or remote host; or by identifying the EGM, such as by identifying the MAC address or the IP address of the Internet facilitator. In various embodiments, once the central server, central controller, or remote host identifies the player, the central server, central controller, or remote host enables placement of one or more wagers on one or more plays of one or more primary or base games and/or one or more secondary or bonus games, and displays those plays via the Internet browser of the EGM. Examples of implementations of Internet-based gaming are further described in U.S. Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S. Pat. No. 8,147,334, entitled “Universal Game Server.”

EGM Components

It should be appreciated that FIGS. 1 and 6 include example EGMs 10 and 1000, and different EGMs may be implemented using different combinations of the components described below but not shown.

In these embodiments, the EGM includes a master gaming controller configured to communicate with and to operate with a plurality of peripheral devices.

The master gaming controller includes at least one processor. The at least one processor is any suitable processing device or set of processing devices, such as a microprocessor, a microcontroller-based platform, a suitable integrated circuit, or one or more application-specific integrated circuits (ASICs), configured to execute software enabling various configuration and reconfiguration tasks, such as: (1) communicating with a remote source (such as a server that stores authentication information or game information) via a communication interface of the master gaming controller; (2) converting signals read by an interface to a format corresponding to that used by software or memory of the EGM; (3) accessing memory to configure or reconfigure game parameters in the memory according to indicia read from the EGM; (4) communicating with interfaces and the peripheral devices (such as input/output devices); and/or (5) controlling the peripheral devices. In certain embodiments, one or more components of the master gaming controller (such as the at least one processor) reside within a housing of the EGM (described below), while in other embodiments at least one component of the master gaming controller resides outside of the housing of the EGM.

The master gaming controller also includes at least one memory device, which includes: (1) volatile memory (e.g., RAM, which can include non-volatile RAM, magnetic RAM, ferroelectric RAM, and any other suitable forms); (2) non-volatile memory (e.g., disk memory, FLASH memory, EPROMs, EEPROMs, memristor-based non-volatile solid-state memory, etc.); (3) unalterable memory (e.g., EPROMs); (4) read-only memory; and/or (5) a secondary memory storage device, such as a non-volatile memory device, configured to store gaming software related information (the gaming software related information and the memory may be used to store various audio files and games not currently being used and invoked in a configuration or reconfiguration). Any other suitable magnetic, optical, and/or semiconductor memory may operate in conjunction with the EGM disclosed herein. In certain embodiments, the at least one memory device resides within the housing of the EGM (described below), while in other embodiments at least one component of the at least one memory device resides outside of the housing of the EGM.

The at least one memory device is configured to store, for example: (1) configuration software, such as all the parameters and settings for a game playable on the EGM; (2) associations between configuration indicia read from an EGM with one or more parameters and settings; (3) communication protocols configured to enable the at least one processor to communicate with the peripheral devices; and/or (4) communication transport protocols (such as TCP/IP, USB, Firewire, IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards), hiperlan/2, HomeRF, etc.) configured to enable the EGM to communicate with local and non-local devices using such protocols. In one implementation, the master gaming controller communicates with other devices using a serial communication protocol. A few non-limiting examples of serial communication protocols that other devices, such as peripherals (e.g., a bill validator or a ticket printer), may use to communicate with the master game controller include USB, RS-232, and Netplex (a proprietary protocol developed by IGT).

In certain embodiments, the at least one memory device is configured to store program code and instructions executable by the at least one processor of the EGM to control the EGM. The at least one memory device of the EGM also stores other operating data, such as image data, event data, input data, random number generators (RNGs) or pseudo-RNGs, paytable data or information, and/or applicable game rules that relate to the play of one or more games on the EGM. In various embodiments, part or all of the program code and/or the operating data described above is stored in at least one detachable or removable memory device including, but not limited to, a cartridge, a disk, a CD ROM, a DVD, a USB memory device, or any other suitable non-transitory computer readable medium. In certain such embodiments, an operator (such as a gaming establishment operator) and/or a player uses such a removable memory device in an EGM to implement at least part of the present disclosure. In other embodiments, part or all of the program code and/or the operating data is downloaded to the at least one memory device of the EGM through any suitable data network described above (such as an Internet or intranet).

The at least one memory device also stores a plurality of device drivers. Examples of different types of device drivers include device drivers for EGM components and device drivers for the peripheral components. Typically, the device drivers utilize various communication protocols that enable communication with a particular physical device. The device driver abstracts the hardware implementation of that device. For example, a device driver may be written for each type of card reader that could potentially be connected to the EGM. Non-limiting examples of communication protocols used to implement the device drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/O debouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™, near-field communications (e.g., using near-field magnetics), 802.11 (WiFi), etc. In one embodiment, when one type of a particular device is exchanged for another type of the particular device, the at least one processor of the EGM loads the new device driver from the at least one memory device to enable communication with the new device. For instance, one type of card reader in the EGM can be replaced with a second different type of card reader when device drivers for both card readers are stored in the at least one memory device.

In certain embodiments, the software units stored in the at least one memory device can be upgraded as needed. For instance, when the at least one memory device is a hard drive, new games, new game options, new parameters, new settings for existing parameters, new settings for new parameters, new device drivers, and new communication protocols can be uploaded to the at least one memory device from the master game controller or from some other external device. As another example, when the at least one memory device includes a CD/DVD drive including a CD/DVD configured to store game options, parameters, and settings, the software stored in the at least one memory device can be upgraded by replacing a first CD/DVD with a second CD/DVD. In yet another example, when the at least one memory device uses flash memory or EPROM units configured to store games, game options, parameters, and settings, the software stored in the flash and/or EPROM memory units can be upgraded by replacing one or more memory units with new memory units that include the upgraded software. In another embodiment, one or more of the memory devices, such as the hard drive, may be employed in a game software download process from a remote software server.

In some embodiments, the at least one memory device also stores authentication and/or validation components configured to authenticate/validate specified EGM components and/or information, such as hardware components, software components, firmware components, peripheral device components, user input device components, information received from one or more user input devices, information stored in the at least one memory device, etc. Examples of various authentication and/or validation components are described in U.S. Pat. No. 6,620,047, entitled “Electronic Gaming Apparatus Having Authentication Data Sets.”

In certain embodiments, the peripheral devices include several device interfaces, such as: (1) at least one output device including at least one display device; (2) at least one input device (which may include contact and/or non-contact interfaces); (3) at least one transponder; (4) at least one wireless communication component; (5) at least one wired/wireless power distribution component; (6) at least one sensor; (7) at least one data preservation component; (8) at least one motion/gesture analysis and interpretation component; (9) at least one motion detection component; (10) at least one portable power source; (11) at least one geolocation module; (12) at least one user identification module; (13) at least one player/device tracking module; and (14) at least one information filtering module.

The at least one output device includes at least one display device configured to display any game(s) displayed by the EGM and any suitable information associated with such game(s). In certain embodiments, the display devices are connected to or mounted on a housing of the EGM (described below). In various embodiments, the display devices serve as digital glass configured to advertise certain games or other aspects of the gaming establishment in which the EGM is located. In various embodiments, the EGM includes one or more of the following display devices: (a) a central display device; (b) a player tracking display configured to display various information regarding a player's player tracking status (as described below); (c) a secondary or upper display device in addition to the central display device and the player tracking display; (d) a credit display configured to display a current quantity of credits, amount of cash, account balance, or the equivalent; and (e) a bet display configured to display an amount wagered for one or more plays of one or more games. The example EGM 10 illustrated in FIG. 1 includes a central display device, a player tracking display, a credit display, and a bet display.

In various embodiments, the at least one output device includes a payout device. In these embodiments, after the EGM receives an actuation of a cashout device (described below), the EGM causes the payout device to provide a payment to the player. In one embodiment, the payout device is one or more of: (a) a ticket printer and dispenser configured to print and dispense a ticket or credit slip associated with a monetary value, wherein the ticket or credit slip may be redeemed for its monetary value via a cashier, a kiosk, or other suitable redemption system; (b) a bill dispenser configured to dispense paper currency; (c) a coin dispenser configured to dispense coins or tokens (such as into a coin payout tray); and (d) any suitable combination thereof. Examples of ticket-in ticket-out (TITO) technology are described in U.S. Pat. No. 5,429,361, entitled “Gaming Machine Information, Communication and Display System”; U.S. Pat. No. 5,470,079, entitled “Gaming Machine Accounting and Monitoring System”; U.S. Pat. No. 5,265,874, entitled “Cashless Gaming Apparatus and Method”; U.S. Pat. No. 6,729,957, entitled “Gaming Method and Host Computer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,729,958, entitled “Gaming System with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,736,725, entitled “Gaming Method and Host Computer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 7,275,991, entitled “Slot Machine with Ticket-In/Ticket-Out Capability”; and U.S. Pat. No. 6,048,269, entitled “Coinless Slot Machine System and Method”.

In certain embodiments, rather than dispensing bills, coins, or a physical ticket having a monetary value to the player following receipt of an actuation of the cashout device, the payout device is configured to cause a payment to be provided to the player in the form of an electronic funds transfer, such as via a direct deposit into a bank account, a casino account, or a prepaid account of the player; via a transfer of funds onto an electronically recordable identification card or smart card of the player; or via sending a virtual ticket having a monetary value to an electronic device of the player. Examples of providing payment using virtual tickets are described in U.S. Pat. No. 8,613,659, entitled “Virtual Ticket-In and Ticket-Out on a Gaming Machine.”

While any credit balances, any wagers, any values, and any awards are described herein as amounts of monetary credits or currency, one or more of such credit balances, such wagers, such values, and such awards may be for non-monetary credits, promotional credits, of player tracking points or credits.

In certain embodiments, the at least one output device is a sound generating device controlled by one or more sound cards. In one such embodiment, the sound generating device includes one or more speakers or other sound generating hardware and/or software configured to generate sounds, such as by playing music for any games or by playing music for other modes of the EGM, such as an attract mode. The example EGM 10 illustrated in FIG. 1 includes a plurality of speakers. In another such embodiment, the EGM provides dynamic sounds coupled with attractive multimedia images displayed on one or more of the display devices to provide an audio-visual representation or to otherwise display full-motion video with sound to attract players to the EGM. In certain embodiments, the EGM displays a sequence of audio and/or visual attraction messages during idle periods to attract potential players to the EGM. The videos may be customized to provide any appropriate information.

The at least one input device may include any suitable device that enables an input signal to be produced and received by the at least one processor of the EGM.

In one embodiment, the at least one input device includes a payment device configured to communicate with the at least one processor of the EGM to fund the EGM. In certain embodiments, the payment device includes one or more of: (a) a bill acceptor into which paper money is inserted to fund the EGM; (b) a ticket acceptor into which a ticket or a voucher is inserted to fund the EGM; (c) a coin slot into which coins or tokens are inserted to fund the EGM; (d) a reader or a validator for credit cards, debit cards, or credit slips into which a credit card, debit card, or credit slip is inserted to fund the EGM; (e) a player identification card reader into which a player identification card is inserted to fund the EGM; or (f) any suitable combination thereof.

In one embodiment, the at least one input device includes a payment device configured to enable the EGM to be funded via an electronic funds transfer, such as a transfer of funds from a bank account. In another embodiment, the EGM includes a payment device configured to communicate with a mobile device of a player, such as a mobile phone, a radio frequency identification tag, or any other suitable wired or wireless device, to retrieve relevant information associated with that player to fund the EGM. Examples of funding an EGM via communication between the EGM and a mobile device (such as a mobile phone) of a player are described in U.S. Patent Application Publication No. 2013/0344942, entitled “Avatar as Security Measure for Mobile Device Use with Electronic Gaming Machine.” When the EGM is funded, the at least one processor determines the amount of funds entered and displays the corresponding amount on a credit display or any other suitable display as described below.

In certain embodiments, the at least one input device includes at least one wagering or betting device. In various embodiments, the one or more wagering or betting devices are each: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). one such wagering or betting device is as a maximum wager or bet device that, when actuated, causes the EGM to place a maximum wager on a play of a game. Another such wagering or betting device is a repeat bet device that, when actuated, causes the EGM to place a wager that is equal to the previously-placed wager on a play of a game. A further such wagering or betting device is a bet one device that, when actuated, causes the EGM to increase the wager by one credit. Generally, upon actuation of one of the wagering or betting devices, the quantity of credits displayed in a credit meter (described below) decreases by the amount of credits wagered, while the quantity of credits displayed in a bet display (described below) increases by the amount of credits wagered.

In various embodiments, the at least one input device includes at least one game play activation device. In various embodiments, the one or more game play initiation devices are each: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). After a player appropriately funds the EGM and places a wager, the EGM activates the game play activation device to enable the player to actuate the game play activation device to initiate a play of a game on the EGM (or another suitable sequence of events associated with the EGM). After the EGM receives an actuation of the game play activation device, the EGM initiates the play of the game. In other embodiments, the EGM begins game play automatically upon appropriate funding rather than upon utilization of the game play activation device.

In other embodiments, the at least one input device includes a cashout device. In various embodiments, the cashout device is: (1) a mechanical button supported by the housing of the EGM (such as a hard key or a programmable soft key), or (2) an icon displayed on a display device of the EGM (described below) that is actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick). When the EGM receives an actuation of the cashout device from a player and the player has a positive (i.e., greater-than-zero) credit balance, the EGM initiates a payout associated with the player's credit balance.

In various embodiments, the at least one input device includes a plurality of buttons that are programmable by the EGM operator to, when actuated, cause the EGM to perform particular functions. For instance, such buttons may be hard keys, programmable soft keys, or icons icon displayed on a display device of the EGM (described below) that are actuatable via a touch screen of the EGM (described below) or via use of a suitable input device of the EGM (such as a mouse or a joystick).

In embodiments including a player tracking system, as further described below, the at least one input device includes a card reader in communication with the at least one processor of the EGM. The card reader is configured to read a player identification card inserted into the card reader.

The at least one wireless communication component includes one or more communication interfaces having different architectures and utilizing a variety of protocols, such as (but not limited to) 802.11 (WiFi); 802.15 (including Bluetooth™); 802.16 (WiMax); 802.22; cellular standards such as CDMA, CDMA2000, and WCDMA; Radio Frequency (e.g., RFID); infrared; and Near Field Magnetic communication protocols. The at least one wireless communication component 1056 transmits electrical, electromagnetic, or optical signals that carry digital data streams or analog signals representing various types of information.

The at least one wired/wireless power distribution component includes components or devices that are configured to provide power to other devices. For example, in one embodiment, the at least one power distribution component includes a magnetic induction system that is configured to provide wireless power to one or more user input devices near the EGM. In one embodiment, a user input device docking region is provided, and includes a power distribution component that is configured to recharge a user input device without requiring metal-to-metal contact. In one embodiment, the at least one power distribution component is configured to distribute power to one or more internal components of the EGM, such as one or more rechargeable power sources (e.g., rechargeable batteries) located at the EGM.

In certain embodiments, the at least one sensor includes at least one of: optical sensors, pressure sensors, RF sensors, infrared sensors, image sensors, thermal sensors, and biometric sensors. The at least one sensor may be used for a variety of functions, such as: detecting movements and/or gestures of various objects within a predetermined proximity to the EGM; detecting the presence and/or identity of various persons (e.g., players, casino employees, etc.), devices (e.g., user input devices), and/or systems within a predetermined proximity to the EGM.

The at least one data preservation component is configured to detect or sense one or more events and/or conditions that, for example, may result in damage to the EGM and/or that may result in loss of information associated with the EGM. Additionally, the data preservation system may be operable to initiate one or more appropriate action(s) in response to the detection of such events/conditions.

The at least one motion/gesture analysis and interpretation component is configured to analyze and/or interpret information relating to detected player movements and/or gestures to determine appropriate player input information relating to the detected player movements and/or gestures. For example, in one embodiment, the at least one motion/gesture analysis and interpretation component is configured to perform one or more of the following functions: analyze the detected gross motion or gestures of a player; interpret the player's motion or gestures (e.g., in the context of a casino game being played) to identify instructions or input from the player; utilize the interpreted instructions/input to advance the game state; etc. In other embodiments, at least a portion of these additional functions may be implemented at a remote system or device.

The at least one portable power source enables the EGM to operate in a mobile environment. For example, in one embodiment, the EGM includes one or more rechargeable batteries.

The at least one geolocation module is configured to acquire geolocation information from one or more remote sources and use the acquired geolocation information to determine information relating to a relative and/or absolute position of the EGM. For example, in one implementation, the at least one geolocation module is configured to receive GPS signal information for use in determining the position or location of the EGM. In another implementation, the at least one geolocation module is configured to receive multiple wireless signals from multiple remote devices (e.g., EGMs, servers, wireless access points, etc.) and use the signal information to compute position/location information relating to the position or location of the EGM.

The at least one user identification module is configured to determine the identity of the current user or current owner of the EGM. For example, in one embodiment, the current user is required to perform a login process at the EGM in order to access one or more features. Alternatively, the EGM is configured to automatically determine the identity of the current user based on one or more external signals, such as an RFID tag or badge worn by the current user and that provides a wireless signal to the EGM that is used to determine the identity of the current user. In at least one embodiment, various security features are incorporated into the EGM to prevent unauthorized users from accessing confidential or sensitive information.

The at least one information filtering module is configured to perform filtering (e.g., based on specified criteria) of selected information to be displayed at one or more displays of the EGM.

In various embodiments, the EGM includes a plurality of communication ports configured to enable the at least one processor of the EGM to communicate with and to operate with external peripherals, such as: accelerometers, arcade sticks, bar code readers, bill validators, biometric input devices, bonus devices, button panels, card readers, coin dispensers, coin hoppers, display screens or other displays or video sources, expansion buses, information panels, keypads, lights, mass storage devices, microphones, motion sensors, motors, printers, reels, SCSI ports, solenoids, speakers, thumbsticks, ticket readers, touch screens, trackballs, touchpads, wheels, and wireless communication devices. U.S. Pat. No. 7,290,072 describes a variety of EGMs including one or more communication ports that enable the EGMs to communicate and operate with one or more external peripherals.

As generally described above, in certain embodiments, such as the example EGM 10 illustrated in FIG. 1, the EGM has a housing that provides support for a plurality of the input devices and the output devices of the EGM. Further, the EGM is configured such that a player may operate it while standing or sitting.

In various embodiments, the EGM is positioned on a base or stand, or is configured as a pub-style tabletop game (not shown) that a player may operate typically while sitting. Different example EGMs may have varying housing and display configurations.

In certain embodiments, the EGM is a device that has obtained approval from a regulatory gaming commission, and in other embodiments, the EGM is a device that has not obtained approval from a regulatory gaming commission.

The EGMs described above are merely three examples of different types of EGMs. Certain of these example EGMs may include one or more elements that may not be included in all gaming systems, and these example EGMs may not include one or more elements that are included in other gaming systems. For example, certain EGMs include a coin acceptor while others do not.

Operation of Primary or Base Games and/or Secondary or Bonus Games

In certain embodiments, the gaming system maintains one or more predetermined pools or sets of predetermined game outcomes and/or awards. In certain such embodiments, upon generation or receipt of a game outcome and/or award request, the gaming system independently selects one of the predetermined game outcomes and/or awards from the one or more pools or sets. The gaming system flags or marks the selected game outcome and/or award as used. Once a game outcome or an award is flagged as used, it is prevented from further selection from its respective pool or set; that is, the gaming system does not select that game outcome or award upon another game outcome and/or award request. The gaming system provides the selected game outcome and/or award. Examples of this type of award evaluation are described in U.S. Pat. No. 7,470,183, entitled “Finite Pool Gaming Method and Apparatus”; U.S. Pat. No. 7,563,163, entitled “Gaming Device Including Outcome Pools for Providing Game Outcomes”; U.S. Pat. No. 7,833,092, entitled “Method and System for Compensating for Player Choice in a Game of Chance”; U.S. Pat. No. 8,070,579, entitled “Bingo System with Downloadable Common Patterns”; and U.S. Pat. No. 8,398,472, entitled “Central Determination Poker Game.”

In certain embodiments, the gaming system determines a predetermined game outcome and/or award based on the results of a bingo, keno, or lottery game. In certain such embodiments, the gaming system utilizes one or more bingo, keno, or lottery games to determine the predetermined game outcome and/or award provided for a primary game and/or a secondary game. The gaming system is provided or associated with a bingo card. Each bingo card consists of a matrix or array of elements, wherein each element is designated with separate indicia. After a bingo card is provided, the gaming system randomly selects or draws a plurality of the elements. As each element is selected, a determination is made as to whether the selected element is present on the bingo card. If the selected element is present on the bingo card, that selected element on the provided bingo card is marked or flagged. This process of selecting elements and marking any selected elements on the provided bingo cards continues until one or more predetermined patterns are marked on one or more of the provided bingo cards. After one or more predetermined patterns are marked on one or more of the provided bingo cards, game outcome and/or award is determined based, at least in part, on the selected elements on the provided bingo cards. Examples of this type of award determination are described in U.S. Pat. No. 7,753,774, entitled “Using Multiple Bingo Cards to Represent Multiple Slot Paylines and Other Class III Game Options”; U.S. Pat. No. 7,731,581, entitled “Multi-Player Bingo Game with Multiple Alternative Outcome Displays”; U.S. Pat. No. 7,955,170, entitled “Providing Non-Bingo Outcomes for a Bingo Game”; U.S. Pat. No. 8,070,579, entitled “Bingo System with Downloadable Common Patterns”; and U.S. Pat. No. 8,500,538, entitled “Bingo Gaming System and Method for Providing Multiple Outcomes from Single Bingo Pattern.”

In certain embodiments in which the gaming system includes a central server, central controller, or remote host and an EGM, the EGM is configured to communicate with the central server, central controller, or remote host for monitoring purposes only. In such embodiments, the EGM determines the game outcome(s) and/or award(s) to be provided in any of the manners described above, and the central server, central controller, or remote host monitors the activities and events occurring on the EGM. In one such embodiment, the gaming system includes a real-time or online accounting and gaming information system configured to communicate with the central server, central controller, or remote host. In this embodiment, the accounting and gaming information system includes: (a) a player database configured to store player profiles, (b) a player tracking module configured to track players (as described below), and (c) a credit system configured to provide automated transactions. Examples of such accounting systems are described in U.S. Pat. No. 6,913,534, entitled “Gaming Machine Having a Lottery Game and Capability for Integration with Gaming Device Accounting System and Player Tracking System,” and U.S. Pat. No. 8,597,116, entitled “Virtual Player Tracking and Related Services.”

In certain embodiments in which the primary game is a keno-type game, the gaming system includes one or more keno boards in either an electromechanical form or in a video form. Each keno board displays a plurality of indicia or symbols, such as numbers, letters, or other images that typically correspond to a theme associated with the gaming system.

In various embodiments, one or more of the paylines is horizontal, vertical, circular, diagonal, angled, or any suitable combination thereof. In other embodiments, each of one or more of the paylines is associated with a plurality of adjacent symbol display areas on a requisite number of adjacent reels. In one such embodiment, one or more paylines are formed between at least two symbol display areas that are adjacent to each other by either sharing a common side or sharing a common corner (i.e., such paylines are connected paylines). The gaming system enables a wager to be placed on one or more of such paylines to activate such paylines. In other embodiments in which one or more paylines are formed between at least two adjacent symbol display areas, the gaming system enables a wager to be placed on a plurality of symbol display areas, which activates those symbol display areas.

In certain embodiments, the gaming system employs a ways to win award determination. In these embodiments, any outcome to be provided is determined based on a number of associated symbols that are generated in active symbol display areas on the requisite number of adjacent reels (i.e., not on paylines passing through any displayed winning symbol combinations). If a winning symbol combination is generated on the reels, one award for that occurrence of the generated winning symbol combination is provided. Examples of ways to win award determinations are described in U.S. Pat. No. 8,012,011, entitled “Gaming Device and Method Having Independent Reels and Multiple Ways of Winning”; U.S. Pat. No. 8,241,104, entitled “Gaming Device and Method Having Designated Rules for Determining Ways To Win”; and U.S. Pat. No. 8,430,739, entitled “Gaming System and Method Having Wager Dependent Different Symbol Evaluations.”

In various embodiments, the gaming system includes a progressive award. Typically, a progressive award includes an initial amount and an additional amount funded through a portion of each wager placed to initiate a play of a primary game. When one or more triggering events occurs, the gaming system provides at least a portion of the progressive award. After the gaming system provides the progressive award, an amount of the progressive award is reset to the initial amount and a portion of each subsequent wager is allocated to the next progressive award. Examples of progressive gaming systems are described in U.S. Pat. No. 7,585,223, entitled “Server Based Gaming System Having Multiple Progressive Awards”; U.S. Pat. No. 7,651,392, entitled “Gaming Device System Having Partial Progressive Payout”; U.S. Pat. No. 7,666,093, entitled “Gaming Method and Device Involving Progressive Wagers”; U.S. Pat. No. 7,780,523, entitled “Server Based Gaming System Having Multiple Progressive Awards”; and U.S. Pat. No. 8,337,298, entitled “Gaming Device Having Multiple Different Types of Progressive Awards.”

As generally noted above, in addition to providing winning credits or other awards for one or more plays of the primary game(s), in various embodiments the gaming system provides credits or other awards for one or more plays of one or more secondary games. The secondary game typically enables an award to be obtained in addition to any award obtained through play of the primary game(s). The secondary game(s) typically produces a higher level of player excitement than the primary game(s) because the secondary game(s) provides a greater expectation of winning than the primary game(s) and is accompanied with more attractive or unusual features than the primary game(s). The secondary game(s) may be any type of suitable game, either similar to or completely different from the primary game.

In various embodiments in which the gaming system includes a plurality of EGMs, the EGMs are configured to communicate with one another to provide a group gaming environment. In certain such embodiments, the EGMs enable players of those EGMs to work in conjunction with one another, such as by enabling the players to play together as a team or group, to win one or more awards. In other such embodiments, the EGMs enable players of those EGMs to compete against one another for one or more awards. In one such embodiment, the EGMs enable the players of those EGMs to participate in one or more gaming tournaments for one or more awards. Examples of group gaming systems are described in U.S. Pat. No. 8,070,583, entitled “Server Based Gaming System and Method for Selectively Providing One or More Different Tournaments”; U.S. Pat. No. 8,500,548, entitled “Gaming System and Method for Providing Team Progressive Awards”; and U.S. Pat. No. 8,562,423, entitled “Method and Apparatus for Rewarding Multiple Game Players for a Single Win.”

In such embodiments, during one or more gaming sessions, the gaming system tracks any suitable information or data, such as any amounts wagered, average wager amounts, and/or the time at which these wagers are placed. In different embodiments, for one or more players, the player tracking system includes the player's account number, the player's card number, the player's first name, the player's surname, the player's preferred name, the player's player tracking ranking, any promotion status associated with the player's player tracking card, the player's address, the player's birthday, the player's anniversary, the player's recent gaming sessions, or any other suitable data. In various embodiments, such tracked information and/or any suitable feature associated with the player tracking system is displayed on a player tracking display. In various embodiments, such tracked information and/or any suitable feature associated with the player tracking system is displayed via one or more service windows that are displayed on the central display device and/or the upper display device. Examples of player tracking systems are described in U.S. Pat. No. 6,722,985, entitled “Universal Player Tracking System”; U.S. Pat. No. 6,908,387, entitled “Player Tracking Communication Mechanisms in a Gaming Machine”; U.S. Pat. No. 7,311,605, entitled “Player Tracking Assembly for Complete Patron Tracking for Both Gaming and Non-Gaming Casino Activity”; U.S. Pat. No. 7,611,411, entitled “Player Tracking Instruments Having Multiple Communication Modes”; U.S. Pat. No. 7,617,151, entitled “Alternative Player Tracking Techniques”; and U.S. Pat. No. 8,057,298, entitled “Virtual Player Tracking and Related Services.”

In various embodiments, the gaming system includes an EGM configured to communicate with a personal gaming device—such as a smartphone, a tablet computer, a desktop computer, or a laptop computer—to enable tethered mobile game play using the personal gaming device. Generally, in these embodiments, the EGM establishes communication with the personal gaming device and enables the player to play games on the EGM remotely via the personal gaming device. In certain embodiments, the gaming system includes a geo-fence system that enables tethered game play within a particular geographic area but not outside of that geographic area. Examples of tethering an EGM to a personal gaming device and geo-fencing are described in U.S. Patent Appl. Pub. No. 2013/0267324, entitled “Remote Gaming Method Allowing Temporary Inactivation Without Terminating Playing Session Due to Game Inactivity.”

Social Network Integration

In certain embodiments, the gaming system is configured to communicate with a social network server that hosts or partially hosts a social networking website via a data network (such as the Internet) to integrate a player's gaming experience with the player's social networking account. This enables the gaming system to send certain information to the social network server that the social network server can use to create content (such as text, an image, and/or a video) and post it to the player's wall, newsfeed, or similar area of the social networking website accessible by the player's connections (and in certain cases the public) such that the player's connections can view that information. This also enables the gaming system to receive certain information from the social network server, such as the player's likes or dislikes or the player's list of connections. In certain embodiments, the gaming system enables the player to link the player's player account to the player's social networking account(s). This enables the gaming system to, once it identifies the player and initiates a gaming session (such as via the player logging in to a website (or an application) on the player's personal gaming device or via the player inserting the player's player tracking card into an EGM), link that gaming session to the player's social networking account(s). In other embodiments, the gaming system enables the player to link the player's social networking account(s) to individual gaming sessions when desired by providing the required login information.

For instance, in one embodiment, if a player wins a particular award (e.g., a progressive award or a jackpot award) or an award that exceeds a certain threshold (e.g., an award exceeding $1,000), the gaming system sends information about the award to the social network server to enable the server to create associated content (such as a screenshot of the outcome and associated award) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see (and to entice them to play). In another embodiment, if a player joins a multiplayer game and there is another seat available, the gaming system sends that information to the social network server to enable the server to create associated content (such as text indicating a vacancy for that particular game) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see (and to entice them to fill the vacancy). In another embodiment, if the player consents, the gaming system sends advertisement information or offer information to the social network server to enable the social network server to create associated content (such as text or an image reflecting an advertisement and/or an offer) and to post that content to the player's wall (or other suitable area) of the social networking website for the player's connections to see. In another embodiment, the gaming system enables the player to recommend a game to the player's connections by posting a recommendation to the player's wall (or other suitable area) of the social networking website.

Differentiating Certain Gaming Systems from General Purpose Computing Devices

Certain of the gaming systems described herein, such as EGMs located in a casino or another gaming establishment, include certain components and/or are configured to operate in certain manners that differentiate these systems from general purpose computing devices, i.e., certain personal gaming devices such as desktop computers and laptop computers.

For instance, EGMs are highly regulated to ensure fairness and, in many cases, EGMs are configured to award monetary awards up to multiple millions of dollars. To satisfy security and regulatory requirements in a gaming environment, hardware and/or software architectures are implemented in EGMs that differ significantly from those of general purpose computing devices. For purposes of illustration, a description of EGMs relative to general purpose computing devices and some examples of these additional (or different) hardware and/or software architectures found in EGMs are described below.

At first glance, one might think that adapting general purpose computing device technologies to the gaming industry and EGMs would be a simple proposition because both general purpose computing devices and EGMs employ processors that control a variety of devices. However, due to at least: (1) the regulatory requirements placed on EGMs, (2) the harsh environment in which EGMs operate, (3) security requirements, and (4) fault tolerance requirements, adapting general purpose computing device technologies to EGMs can be quite difficult. Further, techniques and methods for solving a problem in the general purpose computing device industry, such as device compatibility and connectivity issues, might not be adequate in the gaming industry. For instance, a fault or a weakness tolerated in a general purpose computing device, such as security holes in software or frequent crashes, is not tolerated in an EGM because in an EGM these faults can lead to a direct loss of funds from the EGM, such as stolen cash or loss of revenue when the EGM is not operating properly or when the random outcome determination is manipulated.

Certain differences between general purpose computing devices and EGMs are described below. A first difference between EGMs and general purpose computing devices is that EGMs are state-based systems. A state-based system stores and maintains its current state in a non-volatile memory such that, in the event of a power failure or other malfunction, the state-based system can return to that state when the power is restored or the malfunction is remedied. For instance, for a state-based EGM, if the EGM displays an award for a game of chance but the power to the EGM fails before the EGM provides the award to the player, the EGM stores the pre-power failure state in a non-volatile memory, returns to that state upon restoration of power, and provides the award to the player. This requirement affects the software and hardware design on EGMs. General purpose computing devices are not state-based machines, and a majority of data is usually lost when a malfunction occurs on a general purpose computing device.

A second difference between EGMs and general purpose computing devices is that, for regulatory purposes, the software on the EGM utilized to operate the EGM has been designed to be static and monolithic to prevent cheating by the operator of the EGM. For instance, one solution that has been employed in the gaming industry to prevent cheating and to satisfy regulatory requirements has been to manufacture an EGM that can use a proprietary processor running instructions to provide the game of chance from an EPROM or other form of non-volatile memory. The coding instructions on the EPROM are static (non-changeable) and must be approved by a gaming regulators in a particular jurisdiction and installed in the presence of a person representing the gaming jurisdiction. Any changes to any part of the software required to generate the game of chance, such as adding a new device driver used to operate a device during generation of the game of chance, can require burning a new EPROM approved by the gaming jurisdiction and reinstalling the new EPROM on the EGM in the presence of a gaming regulator. Regardless of whether the EPROM solution is used, to gain approval in most gaming jurisdictions, an EGM must demonstrate sufficient safeguards that prevent an operator or a player of an EGM from manipulating the EGM hardware and software in a manner that gives him an unfair, and in some cases illegal, advantage.

A third difference between EGMs and general purpose computing devices is authentication—EGMs storing code are configured to authenticate the code to determine if the code is unaltered before executing the code. If the code has been altered, the EGM prevents the code from being executed. The code authentication requirements in the gaming industry affect both hardware and software designs on EGMs. Certain EGMs use hash functions to authenticate code. For instance, one EGM stores game program code, a hash function, and an authentication hash (which may be encrypted). Before executing the game program code, the EGM hashes the game program code using the hash function to obtain a result hash and compares the result hash to the authentication hash. If the result hash matches the authentication hash, the EGM determines that the game program code is valid and executes the game program code. If the result hash does not match the authentication hash, the EGM determines that the game program code has been altered (i.e., may have been tampered with) and prevents execution of the game program code. Examples of EGM code authentication are described in U.S. Pat. No. 6,962,530, entitled “Authentication in a Secure Computerized Gaming System”; U.S. Pat. No. 7,043,641, entitled “Encryption in a Secure Computerized Gaming System”; U.S. Pat. No. 7,201,662, entitled “Method and Apparatus for Software Authentication”; and U.S. Pat. No. 8,627,097, entitled “System and Method Enabling Parallel Processing of Hash Functions Using Authentication Checkpoint Hashes.”

A fourth difference between EGMs and general purpose computing devices is that EGMs have unique peripheral device requirements that differ from those of a general purpose computing device, such as peripheral device security requirements not usually addressed by general purpose computing devices. For instance, monetary devices, such as coin dispensers, bill validators, and ticket printers and computing devices that are used to govern the input and output of cash or other items having monetary value (such as tickets) to and from an EGM have security requirements that are not typically addressed in general purpose computing devices. Therefore, many general purpose computing device techniques and methods developed to facilitate device connectivity and device compatibility do not address the emphasis placed on security in the gaming industry.

As described above, certain EGMs are state-based machines. Different functions of the game provided by the EGM (e.g., bet, play, result, points in the graphical presentation, etc.) may be defined as a state. When the EGM moves a game from one state to another, the EGM stores critical data regarding the game software in a custom non-volatile memory subsystem. This ensures that the player's wager and credits are preserved and to minimize potential disputes in the event of a malfunction on the EGM. In general, the EGM does not advance from a first state to a second state until critical information that enables the first state to be reconstructed has been stored. This feature enables the EGM to recover operation to the current state of play in the event of a malfunction, loss of power, etc. that occurred just before the malfunction. In at least one embodiment, the EGM is configured to store such critical information using atomic transactions.

Generally, an atomic operation in computer science refers to a set of operations that can be combined so that they appear to the rest of the system to be a single operation with only two possible outcomes: success or failure. As related to data storage, an atomic transaction may be characterized as series of database operations which either all occur, or all do not occur. A guarantee of atomicity prevents updates to the database occurring only partially, which can result in data corruption.

To ensure the success of atomic transactions relating to critical information to be stored in the EGM memory before a failure event (e.g., malfunction, loss of power, etc.), memory that includes one or more of the following criteria be used: direct memory access capability; data read/write capability which meets or exceeds minimum read/write access characteristics (such as at least 5.08 Mbytes/sec (Read) and/or at least 38.0 Mbytes/sec (Write)). Memory devices that meet or exceed the above criteria may be referred to as “fault-tolerant” memory devices.

Typically, battery-backed RAM devices may be configured to function as fault-tolerant devices according to the above criteria, whereas flash RAM and/or disk drive memory are typically not configurable to function as fault-tolerant devices according to the above criteria. Accordingly, battery-backed RAM devices are typically used to preserve EGM critical data, although other types of non-volatile memory devices may be employed. These memory devices are typically not used in typical general purpose computing devices.

Thus, in at least one embodiment, the EGM is configured to store critical information in fault-tolerant memory (e.g., battery-backed RAM devices) using atomic transactions. Further, in at least one embodiment, the fault-tolerant memory is able to successfully complete all desired atomic transactions (e.g., relating to the storage of EGM critical information) within a time period of 200 milliseconds or less. In at least one embodiment, the time period of 200 milliseconds represents a maximum amount of time for which sufficient power may be available to the various EGM components after a power outage event has occurred at the EGM.

As described previously, the EGM may not advance from a first state to a second state until critical information that enables the first state to be reconstructed has been atomically stored. After the state of the EGM is restored during the play of a game of chance, game play may resume and the game may be completed in a manner that is no different than if the malfunction had not occurred. Thus, for example, when a malfunction occurs during a game of chance, the EGM may be restored to a state in the game of chance just before when the malfunction occurred. The restored state may include metering information and graphical information that was displayed on the EGM in the state before the malfunction. For example, when the malfunction occurs during the play of a card game after the cards have been dealt, the EGM may be restored with the cards that were previously displayed as part of the card game. As another example, a bonus game may be triggered during the play of a game of chance in which a player is required to make a number of selections on a video display screen. When a malfunction has occurred after the player has made one or more selections, the EGM may be restored to a state that shows the graphical presentation just before the malfunction including an indication of selections that have already been made by the player. In general, the EGM may be restored to any state in a plurality of states that occur in the game of chance that occurs while the game of chance is played or to states that occur between the play of a game of chance.

Game history information regarding previous games played such as an amount wagered, the outcome of the game, and the like may also be stored in a non-volatile memory device. The information stored in the non-volatile memory may be detailed enough to reconstruct a portion of the graphical presentation that was previously presented on the EGM and the state of the EGM (e.g., credits) at the time the game of chance was played. The game history information may be utilized in the event of a dispute. For example, a player may decide that in a previous game of chance that they did not receive credit for an award that they believed they won. The game history information may be used to reconstruct the state of the EGM before, during, and/or after the disputed game to demonstrate whether the player was correct or not in the player's assertion. Examples of a state-based EGM, recovery from malfunctions, and game history are described in U.S. Pat. No. 6,804,763, entitled “High Performance Battery Backed RAM Interface”; U.S. Pat. No. 6,863,608, entitled “Frame Capture of Actual Game Play”; U.S. Pat. No. 7,111,141, entitled “Dynamic NV-RAM”; and U.S. Pat. No. 7,384,339, entitled, “Frame Capture of Actual Game Play.”

Another feature of EGMs is that they often include unique interfaces, including serial interfaces, to connect to specific subsystems internal and external to the EGM. The serial devices may have electrical interface requirements that differ from the “standard” EIA serial interfaces provided by general purpose computing devices. These interfaces may include, for example, Fiber Optic Serial, optically coupled serial interfaces, current loop style serial interfaces, etc. In addition, to conserve serial interfaces internally in the EGM, serial devices may be connected in a shared, daisy-chain fashion in which multiple peripheral devices are connected to a single serial channel.

The serial interfaces may be used to transmit information using communication protocols that are unique to the gaming industry. For example, IGT's Netplex is a proprietary communication protocol used for serial communication between EGMs. As another example, SAS is a communication protocol used to transmit information, such as metering information, from an EGM to a remote device. Often SAS is used in conjunction with a player tracking system.

Certain EGMs may alternatively be treated as peripheral devices to a casino communication controller and connected in a shared daisy chain fashion to a single serial interface. In both cases, the peripheral devices are assigned device addresses. If so, the serial controller circuitry must implement a method to generate or detect unique device addresses. General purpose computing device serial ports are not able to do this.

Security monitoring circuits detect intrusion into an EGM by monitoring security switches attached to access doors in the EGM cabinet. Access violations result in suspension of game play and can trigger additional security operations to preserve the current state of game play. These circuits also function when power is off by use of a battery backup. In power-off operation, these circuits continue to monitor the access doors of the EGM. When power is restored, the EGM can determine whether any security violations occurred while power was off, e.g., via software for reading status registers. This can trigger event log entries and further data authentication operations by the EGM software.

Trusted memory devices and/or trusted memory sources are included in an EGM to ensure the authenticity of the software that may be stored on less secure memory subsystems, such as mass storage devices. Trusted memory devices and controlling circuitry are typically designed to not enable modification of the code and data stored in the memory device while the memory device is installed in the EGM. The code and data stored in these devices may include authentication algorithms, random number generators, authentication keys, operating system kernels, etc. The purpose of these trusted memory devices is to provide gaming regulatory authorities a root trusted authority within the computing environment of the EGM that can be tracked and verified as original. This may be accomplished via removal of the trusted memory device from the EGM computer and verification of the secure memory device contents in a separate third party verification device. Once the trusted memory device is verified as authentic, and based on the approval of the verification algorithms included in the trusted device, the EGM is enabled to verify the authenticity of additional code and data that may be located in the gaming computer assembly, such as code and data stored on hard disk drives. Examples of trusted memory devices are described in U.S. Pat. No. 6,685,567, entitled “Process Verification.”

In at least one embodiment, at least a portion of the trusted memory devices/sources may correspond to memory that cannot easily be altered (e.g., “unalterable memory”) such as EPROMS, PROMS, Bios, Extended Bios, and/or other memory sources that are able to be configured, verified, and/or authenticated (e.g., for authenticity) in a secure and controlled manner.

According to one embodiment, when a trusted information source is in communication with a remote device via a network, the remote device may employ a verification scheme to verify the identity of the trusted information source. For example, the trusted information source and the remote device may exchange information using public and private encryption keys to verify each other's identities. In another embodiment, the remote device and the trusted information source may engage in methods using zero knowledge proofs to authenticate each of their respective identities.

EGMs storing trusted information may utilize apparatuses or methods to detect and prevent tampering. For instance, trusted information stored in a trusted memory device may be encrypted to prevent its misuse. In addition, the trusted memory device may be secured behind a locked door. Further, one or more sensors may be coupled to the memory device to detect tampering with the memory device and provide some record of the tampering. In yet another example, the memory device storing trusted information might be designed to detect tampering attempts and clear or erase itself when an attempt at tampering has been detected. Examples of trusted memory devices/sources are described in U.S. Pat. No. 7,515,718, entitled “Secured Virtual Network in a Gaming Environment.”