Abstract:
A hybrid network system and method is used for incrementally upgrading a gaming system from legacy equipment to broadband equipment while maintaining the capability to support the assets and functionality of both legacy gaming devices and networks and modern gaming devices and networks. The hybrid network system enables new gaming devices and networks to coexist in the same system as existing, legacy gaming devices and networks, and thereby upgrade components as resources and availability allow. The hybrid network system enables the addition of modern devices and networks having new capabilities while continuing to support legacy equipment that is currently in use.

Description:
COPYRIGHT NOTICE 
     A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. 
     FIELD OF THE INVENTION 
     This invention relates generally to a system and method for enabling a hybrid network that facilitates incrementally upgrading slot data networks, systems, and gaming devices, and more particularly, to a system and method for enabling a hybrid network that facilitates the incremental upgrading of an existing slot system and network to one employing faster communication or broader bandwidth communications channels. 
     BACKGROUND OF THE INVENTION 
     Traditionally, gaming networks have been custom designed for gaming purposes only. In this regard, gaming networks have been constructed only to include gaming functionality and have lagged behind the rapid growth of network and communications capability available in the computing, communications and Internet industries.  FIG. 1  illustrates a network gaming system known in the art. Gaming devices  100  are interconnected with cable  120  (e.g., data line) to form a floor-side, serial (narrow band) network  120 . This cable can take the form of multi-wire cable, for example, Belden 8723 cable. Category 5 cable is preferred in many systems due to its guaranteed propagation characteristics and standardization in the cabling industry. 
       FIG. 1  shows three sets of gaming devices for illustration purposes. Each of lines  120  can support up to 250 gaming devices. A game networking bridge  110  provides a connection from the traditional gaming devices  100 , which are interconnected on a serial (narrow band) network  120 , to a server-side, slot data server  140 , which is interconnected over a backend, broadband network  130 . The slot data server  140  has a live backup data server  140 . Between the slot data servers  140  is a common database  160 . Another broadband connection  150  links the slot data servers  140  and database  160  with player and property management servers  180  and their respective databases  170 . 
     Typically, play on the gaming device  100  generates data related to “coin in,” “coin out,” “drop,” “door opens,” jackpots, and other relevant information. Other examples of data generated during game play include “player-card-in” data, and messages from the backend servers  140  and  180  that are directed to a particular player on the slot machine  100 , wherein each slot machine has a player tracking device and display for the player to access information and a keypad for the player to input information. 
     In many older, or “legacy,” slot systems, the data line  120  is constructed for robust and reliable communications in the harsh environment of the casino, wherein in many cases, slot systems remain up 24 hours a day, 365 days year. Certain legacy slot systems, such as SDS® by Bally Gaming, Inc. of Las Vegas, Nev., were developed in the early 1970&#39;s before internet protocol (IP) or packet-based networks, such as the Internet and Ethernet networks, were developed to the current level. The legacy systems were originally designed to provide security and accounting information from the gaming device  100  to the backend server  140  over the cable  120 , which was a serial (narrow band) network. Security information included door opens, machine breakdowns, and tilt conditions. Accounting information was related to profit and loss of the operation and used to detect cheating, skimming, and misreporting for tax purposes. The data transmission needs were modest and sporadic in nature. A data rate of 7,200 bits-per-second (bps) was a more than adequate selection for transmission speed since that data rate provided reliable and robust communication, and was by its unusual data rate, a security measure through obscurity. 
     Player tracking was added to these systems in the late 1980s to provide marketing incentive for the players and casino operators. A player is identified with a magnetic card and the casino operator could thus account for profit and loss due to individual players. Operators could then reward frequent players and entice other players to join their slot club. This provided an incentive for players to patronize one casino operation over another. 
     An important function of a game networking bridge  110  in prior art systems was to poll the gaming devices  110  on the cable  120 .  FIG. 2  illustrates a prior art gaming device bridge  110 . The bridge  110  contains physical connectors that include, for example, RJ45 connectors, 0.1 inch molex, 0.156 inch molex, or screw terminals. A kernel  308  includes an executing process for polling and receiving messages from the slot floor. This kernel  308  recognizes messages, checks them for errors and proper format, and converts them into a form suitable for subsequent processing. In this type of prior art system, the kernel  308  polls and checks for attached gaming devices and polls those found. It also notices when formerly active devices do not appear anymore and the process reports such a change in status to the slot data server  140 . 
     A multiplexer process  330  accepts inputs and outputs from both the gaming devices  100  on the slot floor and the server  140  ( FIG. 1 ). The messages are tagged with appropriate addressing information and forwarded on to the appropriate party. Socket server processes  380  handle broadband connection and communication through a broadband port  340  to the gaming backend server  140 . Typically such communication uses 100 Mbps Ethernet. As such, the socket server processes  380  are required to use TCP/IP protocol, control, and configuration. Thus, the prior art bridge device  110  performs a minimum of intelligent processing on the incoming and outgoing messages. It translates a specific hardware protocol, RS422 used by the kernel  310 , into TCP/IP for the port  340 . In this regard, address information is modified, as are physical transport and data rate aspects. 
     Recently, however, casino owners have become aware that the addition of features to gaming machines and the increasing need for operational efficiency, are driving the current proprietary gaming networks toward much greater capabilities such as full-duplex (two-way) connectivity and higher speed (e.g., 100 Mbps or greater) plus improved analytic features. These improvements are expected to bring the player greater game choices, more rapid renewal of the slot floor entertainment options, and greater operational efficiency for the operator. These translate into increased revenue generation and improved profits. 
     An issue with moving to a new, higher speed gaming network is the business nature of the gaming operation. Typically gaming operations run 24 hours a day, seven days a week, and 365 days a year. Every minute they are operating they are making money. Thus any downtime for maintenance, repair, or upgrade is quite costly in terms of lost time and revenue. 
     Additionally, it is costly to install the wires, due to slot floors typically employing “Walker Duct” in which the communications cables are buried inside the concrete floor. New wiring requires pulling new cables, or in some instances, the cutting of the concrete. Modern networking infrastructure is expensive as well. The routers, hub, switches, and such, consume a great deal of capital expense. Capital expenditure budgets may not allow a complete re-wiring of a slot floor in one year. 
     Further, newer commercial communication technology is unproven in the gaming-specific data transmission application. There is concern about viability, reliability, and operation under stress. Moreover, casinos have thousands of slot machines they would like to continue to use as new networking technology is rolled out, since the casino already has a great deal of slot floor interfacing equipment. 
     Additionally, there are many different ways to communicate to slot machines today and to slot systems. New protocols are being developed. However, for the reasons stated above, it is presently difficult to take advantage of the new protocols. 
     Thus, it would be desirable to be able to migrate, or swap out, gaming devices on the gaming floor to use new communication formats and technology without the need to do so all at once, disrupting operations and game play in a casino. Accordingly, in light of the discussion above, those skilled in the art would recognize the need for a system that is capable migrating, or swapping out, gaming devices on the gaming floor to use new communication formats and technology without the requirement to do so all at once. The preferred embodiments of the system and method described herein clearly addresses this and other needs. 
     SUMMARY OF THE INVENTION 
     Briefly, and in general terms, the claimed invention resolves the above and other problems by providing a system and method for incrementally upgrading a gaming network from a first protocol and first network typology to a second protocol and second network typology over a gradual time period. The system and method also adapts and communicates with both legacy (or older), narrowband, half-duplex gaming devices and broadband, full-duplex enabled gaming devices. 
     In a preferred embodiment, the system maintains at least some of the existing and operating network, wiring, and other equipment, while gradually rolling out new network, wiring and other equipment. Therefore, in the event of failures or deployment issues, the legacy network remains an effective backup system. 
     In another aspect, the system interfaces with legacy slot machines. Most of the older (legacy), or existing slot floor communications equipment is still useable in conjunction with an upgraded, higher speed network. The system converts older protocol to a newer protocol, and new protocol to older protocol. A major advantage of such a conversion is that older backend systems can continue to run in conjunction with newer gaming or network equipment that is added to the slot floor. The system has an added benefit of not requiring re-training of the casino floor personnel in new methods of system operation. 
     In one preferred embodiment, the system includes a gaming network bridge that normalizes messages received in multiple protocols from the floor-side of the hybrid network for use by the server-side of the gaming network. The gaming network bridge includes at least a first floor-side port to connect to a first gaming machine that communicates with the bridge using a first protocol over a serial, narrowband network. For example, and not by way of limitation, the first protocol comprises a relatively low-speed serial polling protocol. The bridge includes at least a second floor-side port to connect to a second gaming machine that communicates with the bridge using a second protocol over a broadband, packet-based network. For example, and not by way of limitation, the second protocol comprises a broadband IP-based protocol. 
     A message converter translates the serial protocol into a normalized packet protocol for use in the gaming network, and if necessary, converts the second message protocol into a normalized packet protocol for the use in the network. The normalized packet protocol includes packets created by the converter from serial frames received from the first port. 
     In another preferred embodiment, a method normalizes a gaming network. A first gaming device is connected to a bridge through a first floor-side port on the bridge using a first protocol. In one embodiment, the first protocol comprises a serial protocol implement across a floor-side, serial network. A second gaming device is connected to the bridge through a second floor-side port on the bridge using a second protocol. In one embodiment, the second protocol comprises a packet-based protocol implement across a floor-side, packet-based network. The method includes converting the serial protocol to a normalized packet protocol for use by the server-side gaming network. If necessary, the second message protocol is converted into a normalized packet protocol for use by the server-side gaming network. In one embodiment, the normalized packet protocol includes packets created by the converter from serial frames received from the first port. 
     In another preferred embodiment, the system enables a hybrid network that includes a floor-side, serial, narrowband network; a floor-side, packet-based, broadband network; and a server-side, packet-based, broadband network that are all connected by a message converter. In this manner, the hybrid network facilitates incrementally upgrading a gaming network from a (1) first protocol implemented across a floor-side, serial, narrowband network to a (2) second protocol implemented across a floor-side, packet-based, broadband network. A bridge includes a first floor-side port for coupling to a first gaming device using a first protocol and first network typology (e.g., a floor-side, serial, narrowband network). The first protocol, for example, and not by way of limitation, comprises a serial protocol. At least a second floor-side port on the bridge couples the bridge to a second gaming device using a second protocol and second network typology (e.g., a floor-side, packet-based, broadband network). A message converter translates the serial protocol to a normalized packet protocol for use by the server-side gaming network. If necessary, the converter translates the second message protocol into a normalized packet protocol for use by the server-side gaming network. In one embodiment, the normalized packet protocol includes packets created by the converter from serial frames received from the first port. 
     Other features and advantages of the claimed invention will become apparent from the following detailed description when taken in conjunction with the accompanying drawings, which illustrate by way of example, the features of the claimed invention. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates a prior art gaming system that connects gaming devices on a casino floor through networking equipment to multiple tiers of servers in the casino backend; 
         FIG. 2  illustrates a prior art communication bridge; 
         FIG. 3  illustrates components of a hybrid gaming system network according to one embodiment of the invention; 
         FIG. 4  illustrates connection interfaces of an advanced communication bridge of one embodiment; 
         FIG. 5  is a diagram that illustrates data flow through functional units of an advanced communications bridge according to one embodiment; 
         FIG. 6  is a diagram showing an implementation of a broadband network connection directly into the main processing unit of a gaming device; 
         FIG. 7  is a diagram showing an implementation of a broadband network connection directly into the main processing unit of a gaming device; 
         FIG. 8  is a diagram showing an implementation of a broadband network connection for a gaming device according to another embodiment; and 
         FIG. 9  is a diagram showing an implementation of another broadband network connection for a gaming device according to yet another embodiment. 
     
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     A preferred embodiment of a hybrid network system, constructed in accordance with the claimed invention, is directed towards incrementally upgrading gaming networks to accommodate new networking technologies, protocols, messaging, and gaming devices in such a way as to keep the currently operating and incompatible networks, protocols, messaging, and gaming devices in operation. In one embodiment, the hybrid network system is implemented using a centrally located apparatus, for example, a game networking bridge. In another embodiment, the hybrid network system is implemented in a distributed format, for example in a game monitoring unit or in an exchange device. In still another embodiment, the hybrid network system is implemented in a combination of a distributed and a centralized form. Referring now again to the drawings, wherein like reference numerals denote like or corresponding parts throughout the drawings, and more particularly to  FIGS. 3-9 , there is shown a preferred embodiment of hybrid network system  10 . 
     A preferred embodiment of a representative hybrid network system  10  is shown in  FIGS. 3-5 . In this preferred embodiment, the legacy gaming devices  100 , which use serialized protocol, are connected over a floor-side, serial, narrowband network  120 . The hybrid network system  10  enables these legacy gaming devices  100  to co-exist with newer broadband gaming devices  200  that are connected over a floor-side, packet-based, broadband network  230 . In this regard, the modern gaming devices  200  are broadband-capable in that the gaming devices  200  (or components inside them) accept and send higher speed, full-duplex, packetized messages. The legacy gaming devices  100  in this embodiment are limited to serial communications, and are therefore not capable of broadband communications. As described in further detail below, the advanced gaming networking bridges  210   a ,  210   b , and  210   c  communicate with the gaming devices  100  and  200 . 
     In one preferred embodiment, as shown in  FIG. 3 , the advanced gaming network bridge  210   a  interconnects the legacy gaming devices  100  via a floor-side, serial, narrowband network  120  to the backend, broadband network  130 , and enables communication therewith. Continuing, in the preferred embodiment shown in  FIG. 3 , the advanced gaming network bridge  210   b  connects to legacy gaming devices  100  over a floor-side, serial, narrowband network  120  using a floor-side serial interface  310  (as shown in  FIGS. 4 and 5 ), and connects to broadband gaming devices  200  over a floor-side, packet-based, broadband network  230  using a floor-side, IP (or other broadband) interface  320  (as shown in  FIGS. 4 and 5 ). Additionally, the advanced gaming network bridge  210   b  also includes server-side, IP (or other broadband) interfaces  330  (as shown in  FIGS. 4 and 5 ) for connecting to a server-side, broadband network  130  as well as backend servers  140 ,  180  and databases  160 ,  170 . In this manner, the advanced gaming network bridge  210   b  enables both legacy gaming devices  100  and broadband gaming devices  200  to coexist on the hybrid network system  10  and communicate with backend servers  140 ,  180  and databases  160 ,  170  via the server-side, broadband network  130 . 
     In another aspect of this one specific, non-limiting embodiment shown in  FIG. 3 , the advanced gaming network bridge  210   c  interconnects the broadband gaming devices  200  via a floor-side, packet-based, broadband network  230  to the backend, broadband network  130 , and enables communication therewith. In a preferred embodiment, backend devices, such as slot data servers  140 ,  180  and databases  160 ,  170  do not require modification as a result of the incremental upgrading to broadband gaming devices  200  and a floor-side, packet-based, broadband network  230 . Even fundamental broadband network  130  and  150  do not require modification due to the implementation of the hybrid network system  10 . Further, software running in backend servers  140 , the common database  160 , and the property management servers  180 , with their respective databases  170 , remain consistent during the incremental upgrading from legacy gaming devices  100  and a floor-side, serial, narrowband network  120  to the new broadband gaming devices  200  and a floor-side, packet-based, broadband network  230 . This saves effort and time by enabling backend devices  140 ,  160 ,  170 , and  180  to continue to be utilized while accommodating new gaming devices  200  and networks  230  on the gaming floor and in the hybrid network system  10 . 
     The legacy gaming devices  100  connected to bridge  210   b  are polled using a serial protocol, while the gaming devices  200  connected to the bridge  210   b , and are polled, for example, using CSMA-CD Ethernet signaling. As shown in the embodiment of  FIG. 3 , the bridge  210   b  has two floor-side, interfaces (legacy interface  310  and IP interface  320  as shown in  FIGS. 4 and 5 ), and a single server-side, interface. Accordingly, the bridge  210   b  converts messages received from the legacy gaming device  100  from a 7200 baud, RS422 protocol to another, non-polled, high-speed, broadband (packetized) communication protocol, such as Ethernet, TCP/IP and XML based GSA BOB. With respect to messages received from the new gaming devices  200 , the conversion is only performed if necessary, as the new gaming devices  200  may already use the same protocol as the rest of the modernized server-side network. In this way, the legacy gaming devices  100  (and floor-side, serial, narrowband network  120 ) and the new gaming devices  200  (and floor-side, packet-based, broadband network  230 ) can exist within the hybrid network system  10  at the same time, such that the legacy gaming devices  100  can be either converted to the new protocol used by the gaming network or swapped out in favor of new gaming devices  200  over time. 
     It should be noted that bridge  210   a , bridge  210   b , and bridge  210   c  all have the same functionality, and the differences described above relate to the differing requests being made upon the bridges by the devices to which they are connected. Furthermore, since incrementally upgrading the gaming floor requires portions of the hybrid network system  10  to be changed from a floor-side, serial, narrowband network  120  to a floor-side, packet-based, broadband network  230 , which requires the swapping out of physical wiring or cable, the capabilities of the advanced network bridge  210  enable such changes to the cabling in the network to be made over time as resources and availability allow. In this manner, just as the legacy gaming devices  100  and the new gaming devices  200  can coexist on the hybrid network system  10  and swapped out piece meal over time, the same incremental upgrading procedure can be utilized with respect to changing a floor-side, serial, narrowband network  120  to a floor-side, packet-based, broadband network  230 . Throughout this procedure, continuity is maintained with communication messaging capabilities to and from the server-side network  130 , as well as with the backend servers  140 ,  180  and databases  160 ,  170 . 
     A preferred embodiment of a hybrid network system  10  is shown in  FIG. 4 . Specifically,  FIG. 4  illustrates a preferred embodiment of a component of the hybrid network system  10 , an advanced gaming device bridge  210 . An advanced gaming device bridge  210  includes two distinct sets of input/output floor-side physical connectors: (1) floor-side, serial, physical connectors  310 ; and (2) IP-based, floor-side, physical connectors  320  (or other broadband, floor-side, connection points). Preferably, the physical connectors  320  are RJ45 connectors for 100Base T Ethernet connections. In an alternative preferred embodiment, the physical connectors  320  are fiber optic connections, token ring, ATM, or equivalent high-speed network communications interfaces. Additionally, the server-side, physical connectors  330  connect to the backend server  140  via a server-side, broadband network  130 . In an alternative preferred embodiment, the server-side, physical connectors  330  accommodate multiple standards such as TCP/IP, Ethernet, USB, RS232, Fire wire, and other networking standards. 
       FIG. 5  illustrates a functional breakdown view of a preferred embodiment of the advanced gaming device bridge  210 , and its component parts. The serial, floor-side, physical connectors  310  are connected to physical layer modules  530  and  532 . There two physical layer modules  530  and  532  in order to accommodate different serial, floor-side, interfaces and thus different hardware physical connectors. Examples of different serial, floor-side, physical connectors include, by way of example only, and not by way of limitation, RS422, RS232, and RS485. These physical connectors are associated with protocols that are generally of a lower speed (e.g., below 100 Kbps nature). 
     Transport layer modules  540  and  542  accept physical layer reception from physical layer modules  530  and  532 . Transport layer modules  540  and  542  handle transport layer issues such as polling, re-polling, CRC verification, and acknowledgements specific to the protocol being accepted. For example, one legacy protocol (e.g., transport layer module  540 ) may use RS422 and poll each device every 20 milliseconds, expecting to receive a message, check CRC, and provide an acknowledgement back to the gaming device. 
     In contrast, the protocol handled by transport layer module  542  may wait for an event at any gaming device with collision detection handled by hardware at physical layer module  532 . Upon reception of a message, transport layer module  542  may be required to echo back to the device a request for additional information specific to the event received. Thus, a preferred embodiment of an advanced gaming device bridge  210  can accommodates a plurality of legacy slot floor hardware interfaces, which are typically referred to as the physical layer. Module  550  in conjunction with physical layer module  530  and in conjunction with transport layer module  540  also accommodate specifics of reception, response, and comprehension aspects of the legacy slot floor messages, which are typically referred to as the transport layer of the protocol. 
     Correspondingly, the IP-based, floor-side, physical connectors  522  are connected to physical layer modules  534  and  536 . These physical layer modules  534  and  536  are generally higher data-rate interfaces, (e.g., 10 Mbps Ethernet in the form of 10Base T, USB, or high speed fiber optics). The physical layer modules  534  and  536  indicate adaptation to varying high speed network transport methods (e.g., Ethernet, token ring, ATM, and the like). Transport layer modules  544  and  546  adapt to the specifics of the protocol. For example, one protocol may employ TCP/IP and transport layer module  544  would then be responsible for IP address management, security and the like. Likewise, transport layer module  546  might handle MQ (message queuing) transport messaging and create and handle queues specific to message receipt and transmission. 
     In a preferred embodiment of an advanced gaming device bridge  210 , the module  550  is responsible for: (1) accepting the messages incoming from the various sources; (2) normalizing the messages both temporally and logically; and (3) creating messages that are comprehendible to the system or device to which the converted messages were sent. Time-based (temporal) logic is implemented in this module  550  since some of the protocols being accepted are “polled at slow data rates” while others of the protocols being accepted are “event-based at fast data rates.” In one embodiment, a data store  555  is accessed by module  550  in order to resolve the temporal messaging logic. 
     Continuing, transport layer modules  560  and  564  then convert the message information processed by module  550  into forms acceptable to various backend server systems  140 . Physical layer modules  570  and  574  are hardware conversion modules to accommodate multiple forms of server-side, physical interfaces (e.g., Ethernet, ATM, wireless, and the like). 
     The embodiment of  FIG. 5  is included inside a single physical housing. However, in other preferred embodiments, of the hybrid network interface  10  this particular configuration is not utilized. Any one or more of the modules or information paths can be contained in separate housings in any combination, or executed on separate processors or compute systems. 
     The following example illustrates a sample use according to one embodiment. Slot floors today typically use a relatively low-speed 7200 bps, RS422, polled protocol employing 80 to 180 byte hexadecimal HEX encoded binary messages. In one embodiment, the polled protocol is Communication Interface Unit (CIU) protocol Available from Bally Gaming, Inc. of Las Vegas, Nev. In CIU protocol, each component of the gaming device  100  to be polled is assigned an address. Messages are transmitted by the gaming device  100  through the floor-side, serial, narrowband network  120  to the bridge device  210  ( FIG. 5 ) where the message enters the bridge  210  through the physical connectors  310  and is received by the hardware module  530 . The bridge  210  accepts a 7200 bps or RS422 message, converting the message to binary signals and passing the message on to hardware module  530 . 
     Preferably, the hardware module  530  polls for the data from one of the legacy gaming devices  100  and receives a message from a legacy gaming device  100 , which in one embodiment, is a 7200 baud or RS422 message. The hardware module  530  verifies the integrity of the message and replies to gaming device  100  with an acknowledgement (ACK) message. Continuing, the data is passed to transport layer module  530  where the HEX coded data is broken into fixed packets and associated with its pre-defined meanings. This information is forwarded to the transport layer module  540  and data store  555  where the message meaning is normalized and analyzed both temporally and logically. 
     In this specific embodiment, the transport layer module  540  then processes decisions regarding the message meaning, which can include, for example, formulating a new message in a protocol preferred by the backend servers (e.g., Ethernet, transmission control protocol/internet protocol (TCP/IP), extensible markup language (XML), Gaming Standards Association (GSA) encoded BOB (Best of Breed) protocol, or the like). The message is then sent through transportation and physical layer modules  560  and  570  or  564  and  574  where the message is prepared and sent to a server (e.g.  140 ,  180 ) through physical ports  330  for action regarding the message. 
     In one embodiment, as part of the process of normalizing, transport layer module  540  converts serial streams into packetized data. For example, when polling of a legacy gaming device  100  indicates that the device  100  has to send a message to the network, a serial interface in the gaming device  100  repeatedly sends groups of bits over the floor-side, serial, narrowband network  120  to a floor-side, serial, physical connector  310  on the bridge  210 . The bridge  20  receives each bit pattern sent through the floor-side, narrowband network  120 , and standard acknowledgement signals are exchanged through the network  120 , along with parity check conformations. This process is performed, according to industry standard serialized protocol, just a few bits at a time in order to form a data frame. 
     As part of the normalization process, as data frames are received, appropriate entries are made into a data packet prepared by module  540  for transmission into the backend (server-side) network  130 . The opposite process is performed by module  540  when a packet is received from the backend (server-side) network  130  for a legacy gaming device  100 . Further, this process is generally applied for conversion from synchronous polled binary serial transmission to asynchronous packetized transmission, wherein for example, the packets created by transport layer module  540  include XML packets. 
     In an alternate preferred embodiment, an older server computer may be connected to backend (server-side) network (in contrast to older gaming devices  100  of the gaming floor) that communicates with the bridge  210  using an older serialized polled protocol. This “legacy server” computer connects to one of the interfaces on the bridge  210  via a network (or other data line) in a similar fashion to the physical connections described above. 
     In another embodiment, the upgraded gaming floor protocol is BOB protocol, and along with serial protocol used by the legacy gaming devices  100 , the bridge  210  converts all received messages to S2S protocol (as defined by the GSA). In another embodiment, the conversion performed by the bridge  210  is from an Acres protocol (a standard provided by Acres Gaming, Inc. of Las Vegas, Nev.) to BOB or SDT standard protocols (SDT is a standard messaging protocol available from Bally Gaming Systems, Inc., of Las Vegas, Nev.). In one aspect of this embodiment, conversion of messages from updated gaming devices  200  through ports  522  that are formatted in these more contemporary protocols occurs at the same time as conversion from serial protocols received from legacy gaming devices  100  through ports  310 . 
     In another embodiment, with reference to  FIG. 6 , an alternate or additional method of protocol manipulation and network adaptation is used. A legacy gaming device  100  has a main processing unit  600 , controlling one or more games on the gaming device  100 , along with all other devices and processes for the gaming device  100 . A cable  625  connects a main processing unit  600  to a progressive game control communications device  630 , and thereby a multi-area progressive system. In one embodiment, the cable  625  may use unique hardware and software protocols to transmit messages. The MAPS (multi area progressive system) system then connects over link  660  to a progressive gaming system backend  670 . In one embodiment, a cable  660  uses any number of transport and messaging protocols for communication with the progressive gaming system. 
     A cable  605  connects the main processing unit  600  of the gaming device  100  to a game monitoring unit (GMU)  610 , which monitors game play in the gaming system such that other processes are triggered if specified events occur, such as a door open or coin-in event. The GMU  610  further provides game and player tracking functions and connects over a cable  650  to a gaming systems backend  110 . A cable  605  may use yet another physical, temporally distinct, and message-based protocol. In one embodiment, the protocol used by cable  605  is point-to-point and low speed, whereas the protocol used across the cable  650  is polled. 
     In one preferred embodiment, a cable  615  uses yet another protocol for sending ticket-related messages from the main processor unit  600  for ticket-based game play applications employing yet another physical interface medium. A ticketing system  620  processes messages for using tickets instead of cash during game play, and converts the messages received over the cable  615  to a format compatible with a cable  640 . In one embodiment, for example, and not by limitation, the cable  640  is fiber optic based. The messages are transmitted to a ticketing backend server  690  over the cable  640 . 
     With reference to  FIG. 7 , the trend of some updated gaming devices  200  provides for simplified broadband communication. All services from a broadband gaming device  200  are routed through a broadband communication pipe  230  (also shown in  FIG. 3 ) to the bridge  210 . 
     According to yet another embodiment, with reference to  FIG. 8 , a method of protocol conversion provides for further simplification of broadband operation. In this embodiment, messages from all services from a relatively up-to-date broadband gaming device  200  are routed through a broadband communication pipe  230  to the systems backend bridge  210 . The broadband gaming device  200  contains both a main processing unit (MPU)  600  for executing games, and a game monitoring unit (GMU)  610  for connection to advanced bridge  210 . A broadband cable  230  connects the GMU  610  to the bridge  210 . In one embodiment, the GMU  820  serves as a router and converter for the new, high-speed broadband connections. Some messages can be retained or filtered by the GMU  610 , and some are passed to the MPU  600 . In one preferred embodiment, the MPU  600  is a modern device capable of TCP/IP and Ethernet communications. In another embodiment, a legacy device  100  ( FIG. 3 ) using a GMU  610  performs conversions from the high-speed, event-based protocol to the slow speed polled protocol expected by a legacy game (older game) executed on the legacy device, such as the bridge  210  described above. The MPU  600  communicates with the GMU  610  through the internal broadband network pipe  810 . 
     While it is desirable for that the whole gaming floor is populated with such up-to-date broadband gaming devices  200  it is difficult to swap out older gaming machines  100  ( FIG. 3 ) in one instance. Replacing all the gaming devices  100 , the networks and necessary servers, all at once, when they are used in a 7-day, 24 hour, 365 day-a-year money making operation, is not practical if even feasible. The system provides for migration in an intelligent, business-like manner. 
       FIG. 9  illustrates movement of data inside the gaming device according to another embodiment. A hub  930  performs as a termination point for broadband communications from the bridge  210  over the network  230 . The hub then passes data to both the GMU  610  and the MPU  600 . In this way, both the MPU  600  and the GMU  610  can be registered with the server  140  and individually addressed by the bridge  210 . 
     In another embodiment, a two-wire exchange system is used through which to address each of the components of the gaming machine  200 . For example, a two-wire exchange system is disclosed that enables a gaming machine having one communication port to function as a gaming machine having a plurality of communication ports. The two-wire exchange system allows a gaming machine having only a single communication port to connect to two or more system hosts simultaneously. The two wire exchange system uses an intelligent multiplexer that communicates with the bridge  210 . In a preferred embodiment, the two-wire exchange system described in U.S. Pat. No. 6,863,611, issued Mar. 8, 2005 to Morrow et al., the entirety of which is herein incorporated by references, is incorporated into the gaming machine to provide individual component addressing and communication with the bridge. 
     Although the invention has been described in language specific to computer structural features, methodological acts, and by computer readable media, it is to be understood that the invention defined in the appended claims is not necessarily limited to the specific structures, acts, or media described. Therefore, the specific structural features, acts and mediums are disclosed as exemplary embodiments implementing the claimed invention. 
     Furthermore, the various embodiments described above are provided by way of illustration only and should not be construed to limit the invention. Those skilled in the art will readily recognize various modifications and changes that may be made to the claimed invention without following the example embodiments and applications illustrated and described herein, and without departing from the true spirit and scope of the claimed invention, which is set forth in the following claims.