Abstract:
A gaming system is described which enables parimutuel wagering with instant payoffs on actual past events. The system, in one embodiment, includes a plurality of wager terminals coupled to a game server through a wide area network, such as the internet. The game server is a computer system configured to manage the entire game system. For example, the server maintains databases, controls and accounts for the transactions with the wagering terminals, controls the flow of data from the video server to the terminals, collates pools from all sources and computes winnings, and provides detailed statistics for the disbursement of fends. The gaming system also includes a video server for providing delivery of selected video images from a historical database. Generally, and in operation, a player attempts to choose the winners of an unknown past event. Although the player does not know which event will be presented, some skill data may be shown on the video display, such as the relative past performance of competitors. After the player makes a selection of winners, the identity of the event is revealed, a video segment of the event is displayed, and the actual winners are presented. If the player correctly picked the winners, the player qualifies for an instant payoff determined in accordance with parimutuel methods. Winning multiple games in a session or selecting the maximum wager amount may qualify the player to win a larger payoff as well.

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation in part of U.S. patent application Ser. No. 09/411,609 filed Oct. 1, 1999 which claims the benefit of U.S. Provisional Application No. 60/106,161, filed Oct. 29, 1998. 
    
    
     BACKGROUND OF THE INVENTION 
     The present invention is generally related to gaming devices, and more specifically, to a gaming device which enables parimutuel betting on races such as horse and dog races. 
     Parimutuel racetrack systems, known as “totalisators” or “tote systems”, commonly offer pools such as the Pick-6 and the Twin-Trifecta, which are more difficult to win than the simpler win, place or show pools. An increased difficulty of winning results in a decreased frequency of payoff, and consequently, higher payoff. In the Pick-6, if no player exactly matches the winners of all 6 races, a portion of the pool may be paid as a consolation to lesser winners, and the remainder of the pool may be carried forward, progressively increasing from day to day until a player exactly matches the winners. In the Twin-Trifecta, the winners of one Trifecta (selecting the first three winners of a race in exact order) may be paid a portion of the pool. A second Trifecta is then offered to those winners only. Until one or more players win both pools consecutively, the remainder of the pool may be carried forward, progressively increasing. 
     Although the above described and other types of wagers commonly available at racetracks are extremely enjoyable and entertaining, over the years, the racing industry has seen a great increase in competition from lotteries and casinos. At least some patrons prefer a more immediate reward and higher frequency wagering than customarily offered at race tracks. For example, a typical racetrack offers one race every half hour. A casino having slot machines, however, offers a patron the opportunity to place a wager that can be won or lost every few seconds. In order to remain competitive, the racing industry is in need of a gaming system that satisfies the preferences of many different types of patrons. 
     It would be preferable, of course, to provide patrons with an opportunity to place wagers on a game which supports the racetrack sport. For example, some racetrack operators offer “simulcasting” which enables patrons to wager on races televised from other sites rather than watching a live race. Simulcasting allows racetrack owners to offer more variety to their patrons in addition to the local live racing, and also facilitates maintaining operations even when the local racing season is over. Although simulcasting does enhance patron loyalty, the number of wagers a patron can place is still limited, particularly in comparison to a slot machine. 
     Most known video and mechanical racing games have fixed odds. Such fixed odds typically are required in order to comply with the applicable regulations of lotteries and casinos. However, for at least some patrons, fixed odds games typically are less enjoyable than parimutuel wagers. In addition, known racing games normally only simulate a real event, and tend to provide competition with, rather than support for, the actual underlying sport. Also, parimutuel gambling on racing is allowed in many more jurisdictions than casino games and even lotteries. 
     It would be desirable to provide a wagering mechanism which incorporates aspects of traditional racetrack wagers, e.g., parimutuel methods, progressively increasing carry-over pool for a large payoff, a more frequent consolation payoff to keep interest from waning, and possibly a series of related pools, yet which also can be played quickly, with a possible instant payoff. It also would be desirable to provide the racing industry with added value, or “shelf life”, for reruns of live events. 
     BRIEF SUMMARY OF THE INVENTION 
     In one aspect, the present invention is a gaming system which enables parimutuel wagering with instant payoffs on actual past events. In parimutuel wagering, the players are playing against each other, and the “house” or the establishment conducting the game receives a commission on all wagers placed. Parimutuel wagering games are distinguishable from slot games or non-parimutuel wagering games where the players are playing against the “house” or establishment conducting the game. The gaining system, in one embodiment, includes a plurality of terminals coupled to a game server through, for example, a wide area network such as the internet. The terminals are computers configured to communicably connect to a wide area network and include a user interface such as a keyboard and a video monitor. The terminals enable a player to establish an account, to enter a wager, to receive a video/audio play-back, and to review the player&#39;s account balance. The game server is a computer system configured to manage the entire game system. For example, the server maintains databases, maintains player accounts, controls and accounts for the transactions with the terminals, controls the flow of data from a video server to the terminals, collates pools from all sources and computes winnings, and provides detailed statistics for the disbursement of funds. The gaming system also includes a video server interface for providing delivery of selected video images from a historical database. 
     Generally, and in operation, a player attempts to choose the winners of an unknown past event. Although the player does not know which event will be presented, some skill data may be shown on the video display, such as the relative past performance of competitors. After the player makes a selection of winners, the identity of the event is revealed, a video image and/or images of the event is displayed, and the actual winners are presented. If the player correctly picked the winners, the player qualifies for an instant payoff determined in accordance with parimutuel methods. Winning multiple games in a session or selecting the maximum wager amount may qualify the player to win a larger payoff as well. 
     As explained above, one aspect of the present invention is to enable parimutuel wagering to offer instant payoffs. No gaming device known to be in actual use provides such wagering with instant payoffs. In the paradigm of live parimutuel wagering, a number of players place bets on the outcome of a single event. The players then wait for the results of the event, and then the winning players share the profits from their combined pool of wagers. Pools such as the Pick-6 and Twin-Trifecta add the elements of multi-tiered payoffs and a progressively increasing carry-over pool created by withholding a portion of the profits. 
     The present invention emphasizes the role of the progressive carry-over pools, so that all tiers of winning payoffs are made from progressive pools, Each player is presented with a unique event, so there is no pooling of other players&#39; wagers on that event. Each wager forms a trivial pool of one, and either loses and is apportioned among the tiers of progressive pools, or wins and is awarded one of the progressive pools. Since the event is served up on demand from the historical library, not on a schedule, a winning payoff may be made instantly. 
     The above described gaming system can be utilized in connection with many different types of races such as horse and dog races. In addition, the system could be utilized in connection with other types of events. Importantly, the system supports and rewards the racing industry which produced the original wagering performances, which adds continuing “shelf life” and revenues to the original event. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a block diagram of a game system in accordance with an embodiment of the present invention. 
     FIG. 2 is an exemplary game selection menu screen. 
     FIG. 3 is an exemplary winner selection screen during selection. 
     FIG. 4 is an exemplary winner selection screen with selections complete. 
     FIG. 5 is an exemplary video play screen. 
     FIG. 6 is an exemplary result screen after a play. 
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     Set forth below is a detailed description of an exemplary embodiment of the gaming system. Many variations of such system are possible. For example, the present invention is not limited to being practiced in connection with the system architecture described below and many other system architectures could be utilized. 
     FIG. 1 is a block diagram of a game system  10  that includes a game server  12 , a video server  14 , a gateway  16  to game server  12 , and terminals  18 , coupled by a wide area network  20 . Administrative terminals  22  are connected to game server  12  through a wide area network  24 . Gateway  16  also connects to game server  12  through wide area network  24 . Wide area networks  20  and  24 , for example, may include in one embodiment at least two local area networks, and in another embodiment, wide area network  20  is the Internet, and may include leased and dial-up telephone lines, and/or satellites. Gateway  16 , for example, may be a “router” from Cisco Systems, Inc., San Jose, Calif. 95134. Game server  12 , for example, may be composed of business file servers commercially available from Compaq Computer Corporation, Houston, Tex., 77269-2000, or from Dell Computer Corporation, Round Rock, Tex., 78682, or fault-tolerant systems commercially available from Stratus Computer, Inc., Marlboro, Mass., 01752. Video server  14  may, for example, be a server commercially available from Compaq Computer Corporation, or from N-Cube, Foster City, Calif., 94404-1184. An exemplary configuration of servers  12  and  14  is described below in more detail. 
     Components of system  10  may be distributed geographically over a number of sites. For example, game server  12  can be located at a central operations center, connected over wide area network  24  to administrative terminals  22 . If a high communication band width is required to transmit video images, video server  14  can be connected to the same component of wide area network  20  as are terminals  18 . Transactions communicated between game server  12  and terminals  18 , or game server  12  and administrative terminals  22  are small relative to video images, and so require a smaller share of the capacity of wide area networks  20  and  24 . 
     Game server  12  manages system  10 . Specifically, game server  12  maintains databases, controls and accounts for the transactions with terminals  18 , controls the flow of data from video server  14  to terminals  18 , manages the games by collating pools from all sources and computing the winnings, and provides detailed statistics for the disbursement of funds. 
     Game server  12  includes multiple databases including a game profile and control database, a liability database, a video access database, a skill database, a player account database, and a network profile and control database. With respect to game profile and control database, such database contains data relating to which games are currently in use, and the current status of the games. The hierarchy of game definitions is as follows. 
     Game Rule Tables 
     Game Definition 
     Game Group 
     Game rules tables define attributes of games, including such fixed attributes as the number of selections in a bet, the number of winning positions to consider, and the method of matching winning positions to bet selections. Game rule tables also contain data relating to variations in the rules for each game which the operator may alter. These options include, for example, the percentages of sales which are allotted to the tiers of major and minor progressive pools and to commissions (take-outs), denomination of a basic wager, minimum payment levels, pattern of repeated wins needed to qualify for the major progressive pool, which subset of the video library is the subject of the wager, and which type of skill data to present to the player before his wager. An exemplary set of rules for one possible game, referred to herein as “Quick Trifecta”, is set forth in Appendix A, and an exemplary set of rules for another possible game, referred to herein as “Thoroughbred Mania.™”, is set forth in Appendix B. 
     In the game definition database, data is stored to define each instance of a game upon which wagers can be placed. Attributes include, for example, the game rule table selection, current status such as “betting open”, “open time”, and “final close time”, and amounts in the minor and major progressive pools. Players using terminals  18  and allowed to wager on this game compete against each other for the progressive pools. The group of terminals  18  involved in such a progressive pool may also be referred to herein as a “carrousel”. 
     The game group database defines a group of carrousels in a geographic or demographic region in which a collection of games combine their major progressive pools into one combined progressive pool. Players using terminals  18  in such a group compete for the combined progressive pool. There may be a network of regional game systems collating major progressive pools into one master system, e.g., a master game server. 
     The liability database contains tables required for reporting money liabilities. The tables contain the information set forth below. 
     Commissions 
     Cooperating Industry Entitlements 
     Player Payment 
     Breakage 
     Minimum Payments 
     Carry-Over Accounts 
     Commissions are taxes and other fixed percentages of sales which are removed before determination of the progressive pool allotments. Cooperating industry entitlements are distributions to the racing industry or other such interest groups, such as racetracks, horse/dog owners, jockeys, and horseman&#39;s groups. Player payments are total amounts paid to winning players and a history of such payments. Breakage refers to the price round-off not returned to the pools, including separation of the regulated round-off and any higher actual round-off. Minimum payments refer to minimum payment levels including separation of the regulated minimum and any higher actual minimum. Carry-over accounts refer to amounts which are carried-over from one period to another for the progressive pools of each game. 
     The video access database is a catalog in game server  12  of the video image library stored in video server  14 . The catalog is organized into “video groups”, each sorted to meet the access requirements of specific games. For example, consider the Quick Trifecta game, described in Appendix A. When the player commits to a wager, then game server  12  will select at random a combination of three contestants, as yet unknown to the player. A race with those first three finishers is then selected as the object of the wager. After the player enters his selections, the identity of the race is revealed while the video image is downloaded and then played on the video display. A video group for the Quick Trifecta game would be sorted so that all videos with a selected combination of the first three finishers may be located, then one of them may be chosen. 
     The skill database is closely related to the video access database. When a game requires that the player exercise an element of skill, data such as past performance of the contestants will be presented on the video display before the player enters selections. Data may be presented as a bar chart, a pie chart, numerically, or in another understandable form. Associated with each video image is a list of several kinds of skill data, along with information on how each kind of data may be presented. 
     The player account database includes data unique to each player that has established an account with the game system operator. Before a player can place a bet using game system  10 , the player establishes an account and establishes a credit balance in the account. The player account is created in any conventional manner, for example, with a credit card and the use of the terminal, or by mail. When establishing the account by mail, the credit balance can be established by a credit card, check, money order, bank draft, letter of credit, and the like. The database contains player information such as name, address, and social security number. The database is organized by account numbers assigned to individual players. Each player is also assigned a personal identification number (PIN) to secure the account, or other personal identification method such as a biometric measurement, such as, for example, finger or thumb prints, and eye scans. The player account database also stores the account balance, all wager transaction history, and all deposit and withdrawal transaction history. 
     The network profile and control database contains tables which define the communication network. The network is a hierarchy of nodes, as set forth below. 
     Game Server 
     Communication Concentrators 
     Game Terminals 
     Administrative Terminals 
     Video Server 
     The communication concentrators are intermediate communication nodes for line multiplexing and protocol conversions. Examples of these communication nodes are internet proxy servers, Ethernet routers, switches, and hubs. Gateway  16  to game server  12 , for example, can be a communication concentrator to convert between the internet protocol on wide area network  20  and another protocol on wide area network  24 . Configuration of the game terminal population is under the direct control of the system operators from game server  12 . All system control and reporting functions are performed using a network of administrative terminals  22  coupled to game server  12 . Game server  12  supplies information enabling video server  14  to route video images directly to game terminals  18 . 
     Game server  12  may also be utilized to upgrade and configure terminals  18 . Game server  12  maintains a list of available configurations for terminals  18 , and provides commands to modify and report the configuration tables. Server  12  also maintains the current version of the terminal software, and the ability to select different versions for subsequent download, for example, in one embodiment, as a set of Java applets executable by a web browser in terminal  18 . 
     Game server  12  also gathers statistics during the game play cycle concerning the actual use of video images. These statistics may be used for reporting of game usage, for control of online game play, for computation of payments, and for regulatory certification of the game terminal. Game usage statistics may be used to determine future variations in game control parameters such as locations, time-of-day, and types of events to offer. The statistics may also dynamically vary online game play patterns. For example, parameters may assure that the video selection process does not repeat a pattern of video image displays within a controlled time period. Thus, a player would be unable to predict a selection pattern. 
     Video play statistics may be used to determine entitlements due to the racing (or other) industry which produced the original wagering performances. A variety of attributes of the video may be used, such as the racetrack, winning jockeys, and horse owners. In addition, play statistics can be used to certify that the payment rate to players conforms to any requirement. 
     Video server  14  provides high capacity storage of video images for system  10 . Video server  14  may include, for example, a “Raid-5” disk array which combines high speed, reliability, and capacity. If dictated by high throughput requirements, video server  14  may be composed of several computer or disk storage modules. 
     In one embodiment of system  10 , video server  14  would not contain any of the catalog data needed by the game server  12  to identify the video images. This separation of catalog data from video data has two benefits. First, little specialized software is required in the video server, since it can operate much like a file server. Second, video server  14  may be located separate from game server  12 , in an area not under the direct supervision of the computer operation staff. Then security is enhanced in that illicit access to the video server reveals only videos, not a database revealing which videos are in actual use and correlating skill data with winning finishers. The process of creating the video images and the corresponding catalogs would be accomplished in a separate computer system located in a secure facility. 
     Game terminals  18  are any computer having a user interface, such as, for example, a keyboard and a pointing device, such as a mouse, and a video monitor and software that permits terminal  18  to communicably connect to a wide area network, such as, for example, the Internet. The software used to connect a computer to the internet is typically a web browser. Web browsers are commercially available from, for example, Microsoft Corporation. 
     FIGS. 2-6 are exemplary screens displayed to a player by terminal  18 . More specifically, FIG. 2 is a game selection menu screen. A player may select, for example, to play one of the instant racing games, for example, “Thoroughbred Mania™” or “Thundering Hounds™” (latter choice not shown), or to obtain help directions. 
     FIG. 3 is a winner selection screen, depicted after the player has pressed the “Bet” button to commit a 25 cent wager, and has selected a horse to finish first. The “Current Pools” show the constantly changing amounts for the various ways that this bet could win. This typically is the first screen shown to a player upon selecting one of the instant racing games. The player is provided with historical racing data, e.g., past-performance racing data in the form of a bar graph showing the relative merits of the horses. While selecting horses to finish first, second, and third, additional prompts may be displayed depending upon the type of game, e.g, Quick Trifecta. The player may have the system select the remaining winners by touching the “Quick Pick” button. If the player does not like his or the system pick, the selections can be deleted by touching the “Clear Selections” button. 
     FIG. 4 is the winner selection screen, depicted after the player has selected all three horses. After making the required selections, the player then starts the race by touching the “Start Race” button. FIG. 5 is the video play screen, depicted while watching the race. The results are not yet revealed, and horse numbers are rolling past their display boxes. The “Current Pools” display is frozen showing the exact amounts that could be won by this bet. 
     FIG. 6 is the result screen after a play, The specific race video has finished playing, and the actual race results are shown. The players picks are displayed adjacent to the race results so that the player can quickly evaluate whether he won. The display also provides an indication as to whether the player won, e.g., “Any Pick Wins” is highlighted since the player&#39;s third selection won the race, and the amount won is shown below as “Win $0.25”. Simply showing “Game Over” would indicate a loss. The player may also select to play again with new selections by pressing “Bet” or “Quick Pick” (back to FIG.  3 - 4 ), or to play again with the same selections by pressing “Start” (back to FIG.  5 ). The player may also return to the “Main Menu” (e.g., FIG.  2 ). The updated credit balance also is displayed to the player, e.g. as “Credit $5.50”. 
     With respect to FIGS. 2-6, the following describes a typical interaction between terminal  18  and a player. Specifically, a player activates terminal  18  by connecting to game server  12  over the internet and other network components. A secure connection is established using, for example, the Secure Socket Layer protocol commonly used for internet financial transactions. The player chooses the type of game, if more than one is offered. The player selects “Bet” or “Quick Pick” to commit a wager. Terminal  18  displays the available selections and may also display skill data to assist the player. 
     The player makes a selection using the numbered buttons or “Quick Pick”, then selects “Start”. Terminal  18  reveals the identity of the event and plays a video segment, and finally displays the actual winning results. The amount of winnings, if any, and the new credit balance are displayed. The player either commences betting again, or chooses to stop playing. The player can redeem any remaining credit balance in his account by any conventional method, for example, by choosing to have the credit balance credited to his credit card or sent to the player by mail. 
     The invention has been described in an on demand mode where revealing the identity of the historical gaming event and the playing of a video image of the event is performed immediately after the player makes his selections. However, the gaming system can be configured to use a periodic mode where the historical gaming event is identified and the video played periodically. For example every 30 seconds, every minute, every 5 minutes, or every 10 minutes. In the periodic mode, the players must make their selections before the end of a period. 
     Game server  12  and terminal  18  may communicate often during the operation of the game terminal. The following describes the various types of transactions between game server  12  and terminal  18 . These transaction descriptions are exemplary, and some transactions may not be necessary or more transactions may be required, depending on whether certain logic functions are performed by terminal  18  or game server  12 . 
     Specifically, a select game/mode transaction occurs when the player selects a type of game from a list of available game types. 
     An “Enter-bet” transaction occurs when the player presses “Bet” or “Quick Pick”. The past-performance chart is returned from game server  12  to terminal  18  for display. 
     A “More-skill” transaction occurs when the player presses “More” while viewing a past-performance chart, and another chart is returned from game server  12  to terminal  18  for display. Within this one game play, the player is limited to fewer than the total number of available charts. 
     A “Start” transaction initiates the transfer of the amount wagered, and the runners selected to game server  12 . Server  12  responds to terminal  18  with data relating to which video to play, the winner/loser status, and the amount won if any. The response may also contain information for terminal  18  to alert the player in the case of a major progressive winner, or any other special payoff situations. After this transaction between game server  12  and terminal  18 , the actual video image is transferred from video server  14  to terminal  18 . The winner/loser status and amount won are revealed on terminal  18  at the end of the video image play back. 
     A terminal download transaction causes terminal  18  to enter a download state, in which it will be downloaded with the most recent version of the terminal software. A terminal statistics transaction causes terminal  18  to send its local statistics to server  12 . 
     The above described gaming system can be utilized in connection with many different types of races such as horse and dog races. In addition, the system could be utilized in connection with other types of events. Importantly, the system supports and rewards the racing industry which produced the original wagering performances, which adds continuing “shelf life” and revenues for the original event. 
     While the invention has been described in terms of various specific embodiments, those skilled in the art will recognize that the invention can be practiced with modification within the spirit and scope of the claims. 
     APPENDIX A 
     EXEMPLARY GAME PROTOCOL FOR QUICK TRIFECTA (QT) 
     © Copyright 1999 RaceTech L.L.C. 
     Summary: The QT bet requires selection of the first three finishers, in their exact order, for a single contest selected from the historical library. The contest from the historical library is selected at random before the player enters any selection. After the selections are registered, the identity of the contest is revealed, a video segment of the contest finish is shown, and the actual official results are displayed. If a player matches the first three finishers in order, he wins the Trifecta QT pool. If he matches only the first finisher, he wins the Win QT pool Any winnings may be collected instantly. If a player wins the Trifecta QT three times in a row, then he wins the Carry Over QT pool. 
     Wager Amount: Only one dollar ($1) wagers are accepted for the QT. 
     Pool Split: After commissions have been deducted from the wager, the remaining amount is apportioned among four separate pools which have been carried over from previous contests played by all players: the Carry Over QT pool (A%), the Trifecta QT pool (B%), the Win QT pool (C%), and the Bonus/Minimum QT pool (D%). 
     A. The Carry Over QT pool has a minimum guaranteed amount of $AA,AAA. When the increasing Carry Over QT pool is won, it reverts to this guaranteed amount for the next winner. 
     B. The Trifecta QT pool has a minimum guaranteed amount of $BBB. When the increasing Trifecta QT pool is won, it reverts to this guaranteed amount for the next winner. 
     C. The Win QT pool has a minimum guaranteed amount of $C. When the increasing Win QT pool is won, it reverts to this guaranteed amount for the next winner. 
     D. The Bonus/Minimum QT pool is accumulated from the designated percentage of wagers and from the pricing round-off, as described below. 
     Trifecta QT Winner: If a player correctly selects the first three finishers in exact order, he wins the entire Trifecta QT pool, less pricing round-off. If two players win within a short time, the first winner is paid the current Trifecta QT pool, and the second is paid the new Trifecta QT pool, which begins with the guaranteed amount. 
     Carry Over QT Winner: If a player wins the Trifecta QT pool three times in a row, then he wins the entire Carry Over QT pool, less pricing round-off, instead of the Trifecta QT pool. If two players win the Carry Over QT pool within a short time, the first winner is paid the current Carry Over QT pool, less pricing round-off, and the second is paid the new Carry Over QT pool, which begins with the guaranteed amount. 
     Win QT Winner: If a player correctly selects the first finisher for first, but not the first three, he wins the entire Win QT pool, less pricing round-off. If two players win within a short time, the first winner is paid the current Win QT pool, less pricing round-off, and the second is paid the new Win QT pool, which begins with the guaranteed amount. 
     Dead Heat: If there is a dead heat for first, second, or third, the player has a chance to win for each winning combination. 
     Coupled Entries, Mutuel Fields: In a contest involving coupled entries and mutuel fields, only the highest placed member of the coupling is included in the order of finish. For example, if the order of finish is 1/1A/2/3, then the QT uses 1/2/3. 
     Bonus/Minimum QT Pool: To cover the cases when one of the guaranteed minimum amounts is paid, a Bonus/Minimum QT pool is accumulated from the designated percent of wagers, and from the pricing round-off. Each time one of the guaranteed minimum amounts is paid in excess of the actual amount available, the shortfall is deducted from the Bonus/Minimum QT pool. Whenever the Bonus/Minimum QT pool exceeds a designated maximum amount, the Win QT guaranteed amount is quadrupled. 
     Mandatory Distribution: Should the QT pool be designated for mandatory distribution on a specified date and performance, then after a scheduled time of day, the next Trifecta QT winner is paid the sum of the actual amount in the Win, Trifecta and Carry Over QT pools, plus any positive amount in the Bonus/Minimum QT pool, and no more bets will be accepted. 
     APPENDIX B 
     EXEMPLARY GAME PROTOCOL FOR THOROUGHBRED MANIA™ 
     © Copyright 1999 RaceTech L.L.C. 
     Summary: The Thoroughbred Mania game requires selection of the first three finishers for a single race selected from the historical library. The race from the historical library is selected at random before the player enters any selection. The player may examine one or more charts showing the relative merits of the horses as they actually were on the day of the race. After the selections are registered, the identity of the race is revealed, a video segment of the race finish is shown, and the actual official results are displayed. A player wins by matching some or all of the first three finishers in one of seven different ways. Any winnings may be collected instantly. A player must risk a second unit bet in the wager to qualify for the highest value pool. 
     Wager Amount: At machines marked “$1 Per Play” one dollar ($1) unit bets are accepted. At machines marked “25¢ Per Play” twenty-five cent ($0.25) unit bets are accepted. The player may enter only one or two unit bets per play. 
     Pool Split: After commissions have been deducted from the wager, the remaining amount is apportioned among several separate pools which have been carried over from previous races played by all players. The remaining amount of the first unit bet is apportioned among seven pools, including one pool for each of six ways to win, plus the Minimum Fund pool. The remaining amount of the second unit bet is apportioned between the highest value (3 Exact Order) pool and the Minimum Fund pool. The percentages for apportioning the wager among commissions and the various pools will be posted. 
     Ways to Win: Wagers may qualify to win in up to seven different ways, including: 
     A. 3 Exact Order: The player&#39;s selections correctly match the first three finishers in exact order, only for players who risked two unit bets in the wager. 
     B. 3 Any Order: The player&#39;s selections correctly match the first three finishers in any order. 
     C. Top 2 Exact Order: The player&#39;s top two selections correctly match the first two finishers in exact order. 
     D. 3 to get Top 2: Any of the player&#39;s three selections correctly match the first two finishers in any order. 
     E. Top Pick Wins: The player&#39;s top selection correctly matches the first (winning) finisher. 
     F. Any 2 of 3: The player&#39;s selections correctly match any two of the three finishers in any order. 
     G. Any Pick Wins: Any one of the player&#39;s selections correctly matches the first (winning) finisher. 
     Payment Calculation: The winning price is the entire amount in the pool for which the wager qualifies, less the price round-off. When the wager qualifies to win more than one pool, the largest single amount is paid. Each pool has a minimum guaranteed amount, which will be posted. If two players qualify to win the same pool within a short time, the first winner is paid the current pool and the second is paid the new pool, which begins with the minimum guaranteed amount. 
     Dead Heat: If there is a dead heat for first, second, or third, the player has a chance to win for each winning combination. 
     Coupled Entries, Mutuel Fields: In a race involving coupled entries and mutuel fields, only the highest placed member of the coupling is included in the order of finish. For example, if the order of finish is 1/1A/2/3, then the Thoroughbred Mania game uses 1/2/3. 
     Minimum Fund pool: To cover the cases when one of the minimum guaranteed amounts is paid, the Minimum Fund pool is accumulated from a designated percent of wagers. 
     A. Each time the 3 Exact Order or the 3 Any Order pool is paid out, it is seeded to its minimum guaranteed amount from the Minimum Fund pool. 
     B. For the other five pools, each time its minimum guaranteed amount is paid in excess of the actual amount available in the pool, the shortfall is deducted from the Minimum Fund pool. 
     C. Whenever the Minimum Fund pool exceeds a designated maximum amount, a designated portion of the Minimum Fund is added to the 3 Exact Order pool as a bonus. 
     Mandatory Distribution: Should the Thoroughbred Mania game be designated for mandatory distribution on a specified date and performance, then after a scheduled time of day, the next 3 Any Order winner is paid the sum of the actual amount in the all of the pools, including any positive amount in the Minimum Fund pool, and no more bets will be accepted.