Patent Publication Number: US-8123616-B2

Title: Methods and apparatus for limiting access to games using biometric data

Description:
CROSS REFERENCES TO RELATED APPLICATIONS 
     This application is related to commonly owned U.S. patent application Ser. No. 10/395,988, filed Mar. 25, 2003, entitled “Methods and Apparatus for Limiting Access to Games Using Biometric Data,” which is hereby incorporated by reference herein in its entirety for all purposes. 
     BACKGROUND 
     This disclosure is generally related to gaming systems, and more particularly to gaming systems that employ biometric data to limit access to games. 
     U.S. Pat. No. 5,265,864 to Dickinson et al. describes a cashless gaming system suitable for casinos. A player hands over money and an ID card to a clerk at a validation terminal. The clerk stores the ID number and the amount of money in the memory of the validation terminal. Then the clerk returns the ID card to the player for operating any one of a number of game terminals. The player then selects a game terminal which reads the player&#39;s ID card, whereupon the cash amount from the validation terminal is downloaded to the selected game terminal and the game terminal can then be played. When the player wishes to stop play of the game terminal completely, the player actuates a cashout switch of the game terminal. Then, the player presents the ID card to the clerk at the validation terminal and the validation terminal reads the ID card. A ticket showing the card number and the cash amount is printed and the player is paid the cash amount on the spot. The printed ticket may be used for reconciliation. 
     Various network gaming systems have been previously described. For example, U.S. Pat. No. 6,280,325 to Fisk discloses a computer network which manages multiple simultaneous bingo games having a potentially large number of bingo cards. The computers simultaneously and in parallel compare called bingo numbers to bingo cards stored in each respective computer and also double-verify winning cards. Called numbers may be applicable to one, many, or all of the simultaneous bingo games, and the games may have different times or different rules. Bingo cards are distributed in the network in accordance with number of hits needed by the cards: “one-away” computers handle bingo cards needing one more hit; “two-away” computers handle cards needing two hits. The computers in the network also generate statistics on the progress of bingo cards toward winning patterns. The winning pattern for any game can be changed in real-time, as desired to continue interest in the game. 
     U.S. Pat. No. 6,264,560 to Goldberg, et al. discloses a game playing method and apparatus for automating games such as blackjack, poker, craps, roulette, baccarat and pai gow, wherein players may play continuously and asynchronously, and information related to advertised items can be exchanged between players and advertisers. In one embodiment, each instance of a game is likely unique from all other current game instances. The games do not require a manual dealer and in one embodiment, played in a gaming establishment using low cost gaming stations. The system may also be used to play such games on the Internet or an interactive cable television network wherein a game controller communicates with players at network nodes in their homes and at their leisure. 
     U.S. Pat. No. 6,183,366 to Goldberg, et al. discloses an information service and advertising providing system for presenting interactive information services together with interactive advertising on a communications network such as the Internet and LANs. The information service may be a game played interactively on the network while advertising is communicated between users and an advertising network node. Users may also be provided with various games and/or game tournaments via interactive network communications. Users may respond to advertising while being entertained (e.g., via games), or while interacting with another network service. 
     SUMMARY OF THE DISCLOSURE 
     In one embodiment, a gaming apparatus is provided. The gaming apparatus may comprise a display unit, and an input device to allow a player to make an input selection. The gaming apparatus may also comprise a controller operatively coupled to the display unit, the input device, and a biometric device, the controller comprising a processor and a memory operatively coupled to the processor. The controller may be programmed to allow the player to play a game, and to permit the player to make a wager. The controller also may be programmed to receive biometric data associated with a game play selection of the player, and to determine whether to permit the game play selection based on the received biometric data. The controller additionally be programmed to cause a video image relating to the game to be generated on the display unit, and to determine a value payout associated with an outcome of the game. 
     In another embodiment, a method of facilitating the playing of a game via a gaming apparatus is provided. The method may include receiving a wager via a value input device. The method also may include receiving biometric data associated with a game play selection of a game, and determining whether to permit the game play selection based on the received biometric data. The method additionally may include displaying a video image relating to the game on a display unit, and determining a value payout associated with an outcome of the game. 
     In yet another embodiment, a tangible medium storing machine readable instructions is provided. The tangible medium may comprise first code for receiving a wager via a value input device. The tangible medium additionally may comprise second code for receiving biometric data associated with a game play selection of a game, and third code for determining whether to permit the game play selection based on the received biometric data. The tangible medium also may comprise fourth code four displaying a video image relating to the game on a display unit, and fifth code for determining a value payout associated with an outcome of the game. 
     Additional aspects of the invention are defined by the claims at the end of this patent. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       Various embodiments of the invention are described in connection with the drawings, a brief description of which is provided below: 
         FIG. 1  is a block diagram of an example gaming system; 
         FIG. 2  is a flowchart of an example routine for registering a person to play games via the gaming system; 
         FIG. 3  is a flowchart of an example routine for logging on to the gaming system; 
         FIGS. 4A-4D  are block diagrams of example registration units; 
         FIG. 5  is a perspective view of one example of a gaming unit; 
         FIG. 5A  is an illustration of one example of a control panel for the example gaming unit illustrated in  FIG. 5 ; 
         FIG. 6  is a block diagram of an example gaming unit; 
         FIG. 7  is a block diagram of an example authentication server; 
         FIG. 8  is a block diagram of an example website server; 
         FIG. 9  is a block diagram of an example gaming server; 
         FIG. 10  is a block diagram of an example network controller; 
         FIG. 11  is a flowchart of an example routine for obtaining user data for registering with a gaming system; 
         FIG. 12  is an illustration of an example registration display that may be displayed on one of the registration units; 
         FIG. 13  is a flowchart of an example routine for obtaining biometric data for registration; 
         FIG. 14  is a flowchart of an example routine for operating a gaming unit; 
         FIG. 15  is a flowchart of an example routine for obtaining user data for authenticating a user; 
         FIG. 16  is a flowchart of an example routine for obtaining location data; 
         FIG. 17  is a flowchart of an example routine for registering a user with a gaming system; 
         FIG. 18  is a flowchart of an example routine for checking the location of a gaming unit; 
         FIG. 19  is an illustration of an example routine for checking biometric data of a user; 
         FIG. 20  is a flowchart of an example routine for operating a website server; 
         FIG. 21  is an illustration of an example logon display that may be displayed on one of the gaming units; 
         FIG. 22  is an illustration of an example game selection display that may be displayed on one of the gaming units; 
         FIG. 23  is an illustration of an example of a visual display that may be displayed during performance of a poker routine; 
         FIG. 24  is a flowchart of an example poker routine; 
         FIG. 25  is an illustration of an example of a visual display that may be displayed during performance of a blackjack routine; 
         FIG. 26  is a flowchart of an example blackjack routine; 
         FIG. 27  is an illustration of an example of a visual display that may be displayed during performance of a slots routine; 
         FIG. 28  is a flowchart of an example slots routine; 
         FIG. 29  is an illustration of an example of a visual display that may be displayed during performance of a keno routine; 
         FIG. 30  is a flowchart of an example keno routine; 
         FIG. 31  is an illustration of an example of a visual display that may be displayed during performance of a bingo routine; and 
         FIG. 32  is a flowchart of an example bingo routine. 
     
    
    
     DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS 
     Although the following text sets forth a detailed description of numerous different embodiments of the invention, it should be understood that the legal scope of the invention is defined by the words of the claims set forth at the end of this patent. The detailed description is to be construed as exemplary only and does not describe every possible embodiment of the invention since describing every possible embodiment would be impractical, if not impossible. Numerous alternative embodiments could be implemented, using either current technology or technology developed after the filing date of this patent, which would still fall within the scope of the claims defining the invention. 
     It should also be understood that, unless a term is expressly defined in this patent using the sentence “As used herein, the term ‘ —————— ’ is hereby defined to mean . . . ” or a similar sentence, there is no intent to limit the meaning of that term, either expressly or by implication, beyond its plain or ordinary meaning, and such term should not be interpreted to be limited in scope based on any statement made in any section of this patent (other than the language of the claims). To the extent that any term recited in the claims at the end of this patent is referred to in this patent in a manner consistent with a single meaning, that is done for sake of clarity only so as to not confuse the reader, and it is not intended that such claim term by limited, by implication or otherwise, to that single meaning. Finally, it is not intended that the scope of any claim element be interpreted based on the application of 35 U.S.C. §112, sixth paragraph. 
     Gaming System 
       FIG. 1  illustrates one possible embodiment of a gaming system  10  in accordance with the invention. Referring to  FIG. 1 , the gaming system  10  may include a group or network  12  of gaming units  20   a ,  20   b ,  20   c  operatively coupled to a network computer  22  via a network data link or bus  24 . Network  12  may also include a registration unit  26   a  operatively coupled to the network computer  22  and to the gaming units  20   a ,  20   b ,  20   c  via network the data link  24 . Network  12  may be operatively coupled to a network  40  via a network link  42 . The network  12  may comprise, for example, a area network (WAN), a local area network (LAN), a wireless LAN (e.g., the IEEE 802.11x standards), links according to the BLUETOOTH™ standard, cellular links, two-way paging links, etc. The network  40  may comprise, for example, the Internet, a WAN, an intranet, an extranet, a LAN, a wireless LAN (e.g., the IEEE 802.11x standards), links according to the BLUETOOTH™ standard, cellular links, two-way paging links, etc. 
     The gaming system  10  may also include a website server  50  and one or more gaming servers  52  operatively coupled to the network  40  via the data links  54  and  56 , respectively. The gaming system  10  additionally includes an authentication server  58  operatively coupled to the network  40  via the data link  60 . The gaming system  10  may further include gaming units  20   d  and  20   e  operatively coupled to the network  40  via the data links  64  and  66 , and to a registration unit  26   b  via the data link  70 . The network  40  may include a plurality of network computers or server computers (not shown), each of which may be operatively interconnected. Where the network  40  comprises the Internet, data communication may take place over any of the data links  42 ,  54 ,  56 ,  60 ,  64 ,  66 , and  70  via an Internet communication protocol. 
     The network computer  22 , the gaming units  20 , the registration units  26 , the gaming server  52 , the website server  50 , and the authentication server  58  may be located in a same physical location, or in different, remote locations, such as different buildings, cities, or states. For example, network  12  may be located in a casino or hotel, and the website server may be located at a web hosting company. Continuing with this example, the gaming server  52  and the authentication server  58  may be located at a gaming company, and the gaming units  20   d  and  20   e  may be located in different households. Further, the registration unit  26   b  may be located at a notary public&#39;s office. 
     Although  FIG. 1  illustrates that the gaming system  10  comprises particular numbers of gaming units  20 , registration units  26 , gaming servers  52 , etc., for sake of simplicity, it should be understood that different numbers of these components could be used. For instance, although  FIG. 1  illustrates five gaming units  20 , the gaming system  10  may include many more gaming units  20 , such as hundreds or thousands. As another example, although  FIG. 1  illustrates one gaming server  52 , the gaming system  10  may include a plurality of gaming servers. 
     Each of the registration units  26  may include, or be operatively coupled with, a device for obtaining biometric data from a person, where the biometric data may be used to uniquely identify that person. For instance, the registration units  26  may include a finger print scanning device, an eye scanning device, a facial recognition system, a voice analyzer, etc. In some embodiments, the registration units  26  are located in controlled environments such that it can be assured (with some level of certainty) that the persons from whom biometric data are obtained are actually the persons they claim to be. For example, a registration unit  26  or  28  could be located in a casino and be operable only by an employee of the casino. 
     Each of the gaming units  20  may also include, or be operatively coupled with, a device for obtaining biometric data from a person. This device should correspond to the biometric devices used by the registration units  26 . For example, if the registration units  26  include, or are operatively coupled with, finger print scanning devices, at least some of the gaming units  20  should include, or be operatively coupled with, finger print scanning devices. 
     Further, each of the gaming units  20  may also include, or be operatively coupled with, a position sensor for obtaining a geographic position of the gaming unit. For example, the gaming units  20  may include a wide area location system such as a global positioning system (GPS) device, a Loran-C device, etc. The gaming units  20  also may include a local area positioning system such as an in-building location system. 
     The network computer  22  may be a server computer and may be used to accumulate and analyze data relating to the operation of the gaming units  20 . For example, the network computer  22  may continuously receive data from each of the gaming units  20  indicative of the dollar amount and number of wagers being made on each of the gaming units  20 , data indicative of how much each of the gaming units  20  is paying out in winnings, data regarding the identity and gaming habits of players playing each of the gaming units  20 , etc. 
     Although network  12  is shown to include one network computer  22  and four gaming units  20 , it should be understood that different numbers of computers and gaming units may be utilized. For example, the network  12  may include a plurality of network computers  22  and tens or hundreds of gaming units  20 , all of which may be interconnected via the data link  24 . 
     Each of the data links  24 ,  42 ,  54 ,  56 ,  60 ,  64 ,  66 , and  70  may comprise a dedicated hardwired link, a wireless link, intermediate computers (e.g., servers, gateways, network bridges, wireless access points, cellular/pager base stations, etc.), etc. 
     It is to be understood that the gaming system  10  need not include all the components illustrated in  FIG. 1 . Examples of gaming systems  10  that include subsets of the components illustrated in  FIG. 1  are described below. 
     In-Room Gaming 
     In one scenario, the gaming system  10  may include the network  12  (e.g., the network computer  22 , the gaming units  20   a ,  20   b , and  20   c , and the registration unit  26   a , coupled with the network data link  24 ). As an example, the gaming units  20   a ,  20   b , and  20   c  may be located in different hotel rooms of a casino, the registration unit  26   a  located at the hotel&#39;s reception, and the network computer  22  located in a secure location of the hotel. In another scenario, the gaming system  10  may also include the authentication server  58  coupled to the network  12  via the network  40  and the data link  42 . These particular gaming systems can be used for “in-room gaming” in which a user can play wagering games via a gaming unit in the privacy of his or her own hotel room. 
     Internet Gaming In yet another scenario, the gaming system  10  may include the website server  50 , the gaming server  52 , the gaming units  20   d  and  20   e , and the registration unit  26   b , coupled together via the network  40 . As an example, the gaming units  20   d  and  20   e  could be personal computers located in different residences, and the registration unit  26   b  may be located in a casino. Additionally, the website server  50  may be located at a company that operates a website, and the gaming server  52  may be located at a casino. These components may be operatively coupled together via the network  40 , which includes the Internet. In another example, the gaming system may additionally include the authentication server  58  operatively coupled to the network  40 . These particular gaming system can be used for “internet gaming” in which a user can play wagering games via a personal computer in the privacy of his or her own residence. 
     Overall Operation 
     During operation, a user could utilize one of the registration units  26  to register with a gaming service. The gaming service could facilitate playing various wagering games such as poker, blackjack, slots, bingo, keno, etc., via the gaming units  20 .  FIG. 2  is a simplified flow diagram of one possible embodiment of a method of registering with a gaming service. At block  78 , a user may submit personal information such as name, date of birth, etc. At block  80 , at least some of the personal information may be verified. For example, if the registration unit  26  is located in a casino, an employee of the casino could verify the personal information by examining a driver&#39;s license, identity card, passport, etc. of the user. 
     At block  82 , the user may submit biometric data via the registration unit  26 . For example, if the registration unit  26  is coupled with a finger print scanning device, the finger print scanning device may scan the user&#39;s fingerprint and generate digital data representing the fingerprint. At block  84 , the personal information submitted at block  78  and the biometric data submitted at block  82  are stored. This information may be stored, for example, in a smart card, a memory, a database, etc. In gaming systems that include an authentication server  58 , the authentication server  58  may be configured to receive and store personal information and biometric data received from the registration units  26 . 
     Once registered with the gaming service, a user could “log on” via the gaming unit  20  and play a wagering game.  FIG. 3  is a simplified flow diagram of one possible embodiment of a method of logging on to a gaming service operated on the gaming system  10 . At block  86 , the location of the gaming unit  20  to which a user is attempting to “log on” may be determined. For instance, if the gaming unit  20  includes a position sensing device, the location of the gaming unit  20  can be determined by examining position data generated by the position sensing device. At block  87 , it may be determined whether the location of the gaming unit  20  is in a location in which games to be played are permitted. For instance, wagering games are legal in only certain jurisdictions. Thus, if the gaming unit (for example, a lap top computer) is located in a jurisdiction in which wagering games are not legal, the user may not be permitted access to the games. As another example, it may be desired to permit a user to gamble with a mobile gaming unit  20  (e.g., a personal digital assistant with wireless connectivity) only within a building or set of buildings (e.g., a casino and hotel). Thus, if the gaming unit is brought outside the building (e.g., the parking lot), the user may not be permitted access to the games. Blocks  86  and  87  may be omitted if limiting access base on location is not desired. 
     At block  88 , a user may be prompted, by a gaming unit  20 , to submit biometric data. For example, in embodiments in which the gaming unit  20  is coupled with a finger print scanning device, the gaming unit  20  could display a screen or window that prompts the user to have their finger print scanned. At block  90 , the user may submit biometric data using the gaming unit  20 . In embodiments in which the gaming unit  20  is coupled with a finger print scanning device, the user&#39;s finger print may be scanned. 
     Then, at block  92 , the biometric data obtained at block  90  may be compared with biometric data, obtained previously (e.g., via a registration unit  26 ), of registered users of the gaming service. In embodiments in which the gaming unit  20  is coupled with a finger print scanning device, the finger print data obtained at block  90  may be compared with finger print data of registered users. If the biometric data does not match, the user may not be permitted to play a game. If the biometric data does match a registered user, it may be determined, at block  94 , whether the user is permitted to play a game. For example, if the personal data, obtained previously (e.g., via a registration unit  26 ), indicates that the user is too young to play a wagering game, the user may not be permitted to play. Similarly, if the user is on a “black list” of persons not permitted to play games of the gaming service, the user may not be permitted to play. At block  96 , the user may be permitted to play a game via the gaming unit  20 . Block  94  may be omitted if it is not desired to limit access in this way. For example, underage persons could be prevented from registering in the first place. 
     Registration Units 
     Each registration unit  26  may be disposed in a different location, such as a casino, a hotel, a notary public&#39;s office, etc. Typically, the registration units  26  are located in a controlled environment, such that there may be some level of assurance that data obtained via the registration unit  26  is accurate. As one example, a registration unit  26  may be located in a casino, and not operable by the general public. Rather, a casino employee can operate the registration unit  26 . If a person wishes to register with the gaming service, the casino employee can input personal information of the person using the registration unit  26  after verifying the information by, for example, examining a driver&#39;s license, identification card, passport, etc. Further, the casino employee can operate the registration unit  26  to obtain biometric data from the person. For example, if the registration unit includes a finger print scanning device, the casino employee can operate the registration unit  26  and instruct the person so as to obtain data representing the person&#39;s fingerprint. 
     In other embodiments, a user may submit personal information without supervision. The information may be verified by, for example, requesting the user mail a copy of a driver&#39;s license, passport, etc. In some embodiments, the personal information need not be verified. 
     Each registration unit may be either a smart terminal, such as a personal computer, a laptop computer, a personal digital assistant (PDA), etc., or a dumb terminal that does not include a controller.  FIG. 4A  is a block diagram of one possible embodiment of one of the registration units  26 . Although one of the registration units  26  is described below in connection with  FIG. 4A , it should be understood that the structure of the registration units  26  may be different, and each of the registration units  26  may have a different design or structure than other registration units  26 . 
       FIG. 4A  is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a registration unit. The registration unit  100 A may include a controller  101  that may comprise a program memory  102 , a microcontroller or microprocessor (MP)  104 , a random-access memory (RAM)  106  and an input/output (I/O) circuit  108 , all of which may be interconnected via an address/data bus  110 . It should be appreciated that although only one microprocessor  104  is shown, the controller  101  may include multiple microprocessors  104 . Similarly, the memory of the controller  101  may include multiple RAMs  106  and multiple program memories  102 . Although the I/O circuit  108  is shown as a single block, it should be appreciated that the I/O circuit  108  may include a number of different types of I/O circuits. RAM(s)  104  and program memories  102  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  102  may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  110  shown schematically in  FIG. 4A  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  24 ,  70  may be operatively coupled to the I/O circuit  108 . 
     The registration unit  100 A may include a display unit  112 , which may be any type of display unit such as a cathode-ray tube (CRT), a flat panel display, etc. Additionally, the registration unit  100 A may include one or more input devices  114  such as a keyboard, mouse, bar code scanner, smart card reader, a touch sensitive device associated with the display unit  112 , etc. Further, the registration unit  100 A may include a fingerprint scanning device  116  which may be any device capable of detecting the fingerprint of a person and generating digital data representing the fingerprint. The registration unit  100 A and the fingerprint scanning device  116  may be configured so that the fingerprint scanning device  116  may removable couple with the registration unit. Additionally, the fingerprint scanning device  116  may be integrated with the registration unit  100 A. In one specific embodiment, the fingerprint scanning device  116  may be integrated with a touch screen of the registration unit  100 A. Additionally, the registration unit  100 A may include a smart card reader/writer  117 . 
     Components  112 ,  114 ,  116 , and  117  may be operatively coupled to the I/O circuit  108 , and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components  112 ,  114 ,  116 , and  117  may be connected to the I/O circuit  108  via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in  FIG. 4A  may be connected to the I/O circuit  108  via a common bus or other data link that is shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  104  without passing through the I/O circuit  108 . 
       FIG. 4B  is a block diagram of a second possible embodiment  100 B of a registration unit  26  ( FIG. 1 ). Referring to  FIG. 4B , the registration unit  100 B may be identical to the registration unit  100 A described above in connection with  FIG. 4A , except that an eye scanning device  118  may be utilized instead of the fingerprint scanning device  116 . The eye scanner  118  may be any type of device that is capable of detecting a portion of the eye of a person, such as the iris or retina of a person&#39;s eye, and generating digital data representing an image of the eye or digital data representing physical characteristics of the eye. 
       FIG. 4C  is a block diagram of a third possible embodiment  100 C of one of the registration unit  26  ( FIG. 1 ). Referring to  FIG. 4C , the registration unit  100 C may be identical to the registration unit  100 A described above in connection with  FIG. 4A , except that a camera  120  may be utilized instead of the fingerprint scanner  116 . The camera  120 , which may be any type of camera or a combination of a camera and data-processing circuitry, may be used to generate a digital image of a portion of a person, such as a person&#39;s face. 
       FIG. 4D  is a block diagram of a fourth possible embodiment  100 D of one of the registration unit  26  ( FIG. 1 ). Referring to  FIG. 4D , the registration unit  100 D may be identical to the registration unit  100 A described above in connection with  FIG. 4A , except that a voice analyzer  122  and a microphone  124  may be utilized instead of the fingerprint scanner  116 . The microphone  124  may be used to generate a voice signal in response to detecting sound corresponding to one or more words spoken by a person. The voice signal could be provided to the voice analyzer  122 , which could be any type of device or circuit, such as the combination of a sampling and analog-to-digital converter circuit or a portion of a voice-recognition circuit, which may generate a digital voice signature or digital data representing the unique frequency characteristics of a person&#39;s voice. In some embodiments, the voice signal may be provided to an analog-to-digital converter, and the controller  101  may generate the digital voice signature or digital data representing the unique frequency characteristics of the person&#39;s voice. 
     Referring again to  FIG. 1 , it is to be understood that if the gaming system  10  includes a plurality of the registration units  26 , the registration units  26  may all be of the same type, or each registration unit  26  may be of a different type. For example, some registration units  26  may be of a type similar to those described with reference to  FIGS. 4A-4D , while others may be of a different type. 
     Gaming Units 
     Each gaming unit  20  may be disposed in a different location, such as a hotel room, a restaurant, an airport, a person&#39;s home, etc. Each gaming unit  20  may be either a smart terminal, such as casino gaming unit, a video gambling machine, a computer-based kiosk, a personal computer, a laptop computer, a PDA, etc., or a dumb terminal that does not include a controller. 
       FIG. 5  is a perspective view of one possible embodiment of one or more of the gaming units  20 . It should be understood that the design of one or more of the gaming units  20  may be different than the design of other gaming units  20 . Some of the gaming units  20  may be any type of casino gaming unit and may have various different structures and methods of operation. For purposes of setting forth examples, various designs of the gaming units  20  are described below, but it should be understood that numerous other designs may be utilized. 
     Referring to  FIG. 5 , the casino gaming unit  20  may include a housing or cabinet  150  and one or more input devices, which may include a coin slot or acceptor  152 , a paper currency acceptor  154 , a ticket reader/printer  156  and a card reader and/or writer (hereinafter “card reader/writer”)  158 , which may be used to input value to the gaming unit  20 . A value input device may include any device that can accept value from a customer. As used herein, the term “value” may encompass gaming tokens, coins, paper currency, ticket vouchers, credit or debit cards, smart cards, and any other object representative of value. 
     If provided on the gaming unit  20 , the ticket reader/printer  156  may be used to read and/or print or otherwise encode ticket vouchers  160 . The ticket vouchers  160  may be composed of paper or another printable or encodable material and may have one or more of the following informational items printed or encoded thereon: the casino name, the type of ticket voucher, a validation number, a bar code with control and/or security data, the date and time of issuance of the ticket voucher, redemption instructions and restrictions, a description of an award, and any other information that may be necessary or desirable. Different types of ticket vouchers  160  could be used, such as bonus ticket vouchers, cash-redemption ticket vouchers, casino chip ticket vouchers, extra game play ticket vouchers, merchandise ticket vouchers, restaurant ticket vouchers, show ticket vouchers, etc. The ticket vouchers  160  could be printed with an optically readable material such as ink, or data on the ticket vouchers  160  could be magnetically encoded. The ticket reader/printer  156  may be provided with the ability to both read and print ticket vouchers  160 , or it may be provided with the ability to only read or only print or encode ticket vouchers  610 . In the latter case, for example, some of the gaming units  20  may have ticket printers  156  that may be used to print ticket vouchers  160 , which could then be used by a player in other gaming units  20  that have ticket readers  156 . 
     If provided, the card reader/writer  158  may include any type of card reading/writing device, such as a magnetic card reader/writer or an optical card reader/writer, and may be used to read data from and/or write data to a card offered by a player, such as a credit card, a smart card, a player tracking card, etc. If provided for player tracking purposes, the card reader/writer  158  may be used to read data from, and/or write data to, player tracking cards that are capable of storing data representing the identity of a player, the identity of a casino, the player&#39;s gaming habits, etc. 
     The gaming unit  20  may include one or more audio speakers  162 , a coin payout tray  164 , an input control panel  166 , and a color video display unit  170  for displaying images relating to the game or games provided by the gaming unit  20 . The audio speakers  162  may generate audio representing sounds such as the noise of spinning slot machine reels, a dealer&#39;s voice, music, announcements or any other audio related to a casino game. The input control panel  166  may be provided with a plurality of pushbuttons or touch-sensitive areas that may be pressed by a player to select games, make wagers, make gaming decisions, etc. 
       FIG. 5A  illustrates one possible embodiment of the control panel  166 , which may be used where the gaming unit  20  may be a slot machine having a plurality of mechanical or “virtual” reels. Referring to  FIG. 5A , the control panel  166  may include a “See Pays” button  172  that, when activated, causes the display unit  170  to generate one or more display screens showing the odds or payout information for the game or games provided by the gaming unit  20 . As used herein, the term “button” is intended to encompass any device that allows a player to make an input, such as an input device that must be depressed to make an input selection or a display area that a player may simply touch. The control panel  166  may include a “Cash Out” button  174  that may be activated when a player decides to terminate play on the gaming unit  20 , in which case the gaming unit  20  may return value to the player, such as by returning a number of coins to the player via the payout tray  164 . 
     If the gaming unit  20  provides a slots game having a plurality of reels and a plurality of paylines which define winning combinations of reel symbols, the control panel  166  may be provided with a plurality of selection buttons  176 , each of which allows the player to select a different number of paylines prior to spinning the reels. For example, five buttons  176  may be provided, each of which may allow a player to select one, three, five, seven or nine paylines. 
     If the gaming unit  20  provides a slots game having a plurality of reels, the control panel  166  may be provided with a plurality of selection buttons  178  each of which allows a player to specify a wager amount for each payline selected. For example, if the smallest wager accepted by the gaming unit  20  is a quarter ($0.25), the gaming unit  20  may be provided with five selection buttons  178 , each of which may allow a player to select one, two, three, four or five quarters to wager for each payline selected. In that case, if a player were to activate the “5” button  176  (meaning that five paylines were to be played on the next spin of the reels) and then activate the “3” button  178  (meaning that three coins per payline were to be wagered), the total wager would be $3.75 (assuming the minimum bet was $0.25). 
     The control panel  166  may include a “Max Bet” button  180  to allow a player to make the maximum wager allowable for a game. In the above example, where up to nine paylines were provided and up to five quarters could be wagered for each payline selected, the maximum wager would be 45 quarters, or $11.25. The control panel  166  may include a spin button  182  to allow the player to initiate spinning of the reels of a slots game after a wager has been made. 
     In  FIG. 5A , a rectangle is shown around the buttons  172 ,  174 ,  176 ,  178 ,  180 ,  182 . It should be understood that that rectangle simply designates, for ease of reference, an area in which the buttons  172 ,  174 ,  176 ,  178 ,  180 ,  182  may be located. Consequently, the term “control panel” should not be construed to imply that a panel or plate separate from the housing  150  of the gaming unit  20  is required, and the term “control panel” may encompass a plurality or grouping of player activatable buttons. 
     Although one possible control panel  166  is described above, it should be understood that different buttons could be utilized in the control panel  166 , and that the particular buttons used may depend on the game or games that could be played on the gaming unit  20 . Although the control panel  166  is shown to be separate from the display unit  170 , it should be understood that the control panel  166  could be generated by the display unit  170 . In that case, each of the buttons of the control panel  166  could be a colored area generated by the display unit  170 , and some type of mechanism may be associated with the display unit  170  to detect when each of the buttons was touched, such as a touch-sensitive screen. 
     The gaming unit  20  may also include, or be operatively coupled with, a biometric device (not shown in  FIG. 5 ) for submitting biometric data. The biometric device may be, for example, a fingerprint scanning device, an eye scanning device, a facial recognition device, a voice recognition device, etc. The biometric device may include a mechanism for providing feedback to a user. For example, a fingerprint scanning device may include a light that goes on while a scan is taking place. As another example, a fingerprint scanning device may include a speaker that generates a “beep” when a scan is completed. In other embodiments, display unit  170  and/or audio speakers  162  may be used to provide feedback to a user regarding the biometric device. For example, when a fingerprint scan is completed, a message may be displayed on display  170 , or a sound generated by audio speakers  162 , indicating to the user that the scan has been completed. 
     In some embodiments, the gaming unit  20  may include a slot, port, connector, etc., (not shown in  FIG. 5 ) configured to accept a biometric device. In these embodiments, a biometric device can be removably coupled to the gaming unit  20  via the slot, port, connector, etc. For instance, a biometric device configured to removably couple with a gaming unit  20  can be given to, registered to, sold to, rented to, etc., a user. Then, when a user desires to play a game on a gaming unit  20 , the user could “plug in” the biometric device to the gaming unit  20  and submit biometric data to gain access to games. 
     In one embodiment, a smart card may include a biometric device (e.g., a fingerprint scanner) for obtaining biometric data from a person, and the card reader/writer  158  could be configured to accept the smart card with the biometric device. 
     In other embodiments, the biometric device  116  may be integrated with the gaming unit  20 . For example, a fingerprint scanning device may be integrated with a touch screen, a keyboard, a button, a handle, etc., of the gaming unit  20 . In one embodiment, a fingerprint scanning device may be integrated with a button, area of a touch screen, area of a control panel, handle, etc., corresponding to a “spin,” “deal,” “hit,” “play,” etc., selection on the gaming unit  20 . 
     In some embodiments, submission of biometric data may correspond to a player&#39;s choice to play a game. For example, if a fingerprint scanner is integrated with a button, area of a touch screen, area of a control panel, a handle, etc. corresponding to a spin selection for a reel-type game, submission to a fingerprint scan may indicate the user&#39;s choice to spin. 
     Further, the gaming unit  20  may include, or be operatively coupled with, a location device (not shown in  FIG. 5 ) that generates data indicating its location. The location device could be, for example, a GPS device, a Loran-C device, etc. In some embodiments, the gaming unit  20  may include a slot, port, connector, etc., (not shown in  FIG. 5 ) configured to accept a location device. In these embodiments, a location device can be removably coupled to the gaming unit  20  via the slot, port, connector, etc. For instance, a location device configured to removably couple with a gaming unit  20  can be given to, registered to, sold to, rented to, etc., a user. Then, when a user desires to play a game on a gaming unit  20 , the user could “plug in” the location device to the gaming unit  20  to gain access to games. 
     Gaming Unit Electronics 
       FIG. 6  is a block diagram of a number of components that may be incorporated in the gaming unit  20 . Referring to  FIG. 6 , the gaming unit  20  may include a controller  200  that may comprise a program memory  202 , a microcontroller or microprocessor (MP)  204 , a random-access memory (RAM)  206  and an input/output (I/O) circuit  208 , all of which may be interconnected via an address/data bus  210 . It should be appreciated that although only one microprocessor  204  is shown, the controller  200  may include multiple microprocessors  204 . Similarly, the memory of the controller  200  may include multiple RAMs  206  and multiple program memories  202 . Although the I/O circuit  208  is shown as a single block, it should be appreciated that the I/O circuit  208  may include a number of different types of I/O circuits. The RAM(s)  204  and program memories  202  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  202  may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  210  shown schematically in  FIG. 6  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  24 ,  64 ,  66  may be operatively coupled to the I/O circuit  208 . 
       FIG. 6  illustrates that the control panel  166 , the coin acceptor  152 , the bill acceptor  154 , the card reader/writer  158  the ticket reader/printer  156 , and the display device  170  may be operatively coupled to the I/O circuit  208 , each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. The speaker(s)  162  may be operatively coupled to a sound circuit  212 , that may comprise a voice- and sound-synthesis circuit or that may comprise a driver circuit. The sound-generating circuit  212  may be coupled to the I/O circuit  208 . Additionally, a biometric device  214  and a position sensing device  216  each may be operatively coupled to the I/O circuit  208 , each of those components being so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. 
     As shown in  FIG. 6 , the components  152 ,  154 ,  156 ,  158 ,  166 ,  170 ,  212 ,  214 , and  216  may be connected to the I/O circuit  208  via a respective direct line or conductor. Different connection schemes could be used. For example, one or more of the components shown in  FIG. 6  may be connected to the I/O circuit  208  via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  204  without passing through the I/O circuit  208 . 
     Other Types of Gaming Units 
     It is to be understood that the gaming units  20  may be of the same type or each may be of different types. Generally, the location at which the gaming unit  20  may be used may be a factor in selecting the type of gaming unit. For example, a gaming unit  20  of a type similar to that described with reference to  FIG. 5  may be desirable for some locations (e.g., a casino, an airport, an off-track betting facility, etc.) but may not be desirable for others (e.g., a private residence, a hotel room, a restaurant, etc.). Some types may include many components, such as components  152 ,  154 ,  156 ,  158 ,  162 ,  166 ,  170 ,  212 ,  214 , and  216 , while other types may include a lesser number of components. For instance, some gaming units  20  may be designed to be free-standing and include many components, while others may be designed for a desk top or counter top and include only a few components. In one specific example, a gaming unit  20  may be a personal computer. 
     Some gaming units  20  may be of a type similar to the registration units  26  described with reference to  FIGS. 4A-4D . Further, some gaming units  20  may be identical, or substantially identical, to the registration units  26 . Moreover, some gaming units  20  may also serve as registration units  26 . 
     Authentication Server 
       FIG. 7  is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of an authentication server. The authentication server  58  may include a controller  301  that may comprise a program memory  302 , a microcontroller or microprocessor (MP)  304 , a random-access memory (RAM)  306  and an input/output (I/O) circuit  308 , all of which may be interconnected via an address/data bus  310 . It should be appreciated that although only one microprocessor  304  is shown, the controller  301  may include multiple microprocessors  304 . Similarly, the memory of the controller  301  may include multiple RAMs  306  and multiple program memories  302 . Although the I/O circuit  308  is shown as a single block, it should be appreciated that the I/O circuit  308  may include a number of different types of I/O circuits. RAM(s)  304  and program memories  302  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  302  may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  310  shown schematically in  FIG. 7  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  60  may be operatively coupled to the I/O circuit  308 . Although only one network data link  60  is shown, it is to be understood the authentication server  58  may be coupled to multiple network data links. 
     The authentication server  58  may include a display unit  312 , which may be any type of display unit such as a cathode-ray tube (CRT), a flat panel display, etc. Additionally, the authentication server  58  may include one or more input devices  314  such as a keyboard, mouse, etc. Also, the authentication server  58  may include a server operating system. 
     Components  312 ,  314 , may be operatively coupled to the I/O circuit  308 , and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components  312 ,  314 , may be connected to the I/O circuit  308  via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in  FIG. 7  may be connected to the I/O circuit  308  via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  304  without passing through the I/O circuit  308 . 
     Additionally, the authentication server  58  may be operatively coupled to a registration database (not shown) via a data link  316 . Data link  316  may be operatively coupled with the I/O circuit  308  via a dedicated link  316 , or different connection schemes could be used. For example, the data link  316  may be a common bus or other data link that shared by a number of components, and/or shared with data link  60 . Furthermore, the data link  316  may be directly connected to the microprocessor  304  without passing through the I/O circuit  308 . 
     Website Server 
       FIG. 8  is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of an authentication server. The website server  50  may include a controller  351  that may comprise a program memory  352 , a microcontroller or microprocessor (MP)  354 , a random-access memory (RAM)  356  and an input/output (I/O) circuit  358 , all of which may be interconnected via an address/data bus  360 . It should be appreciated that although only one microprocessor  354  is shown, the controller  351  may include multiple microprocessors  354 . Similarly, the memory of the controller  351  may include multiple RAMs  356  and multiple program memories  352 . Although the I/O circuit  358  is shown as a single block, it should be appreciated that the I/O circuit  358  may include a number of different types of I/O circuits. RAM(s)  354  and program memories  352  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  352  may be a ROM, or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  360  shown schematically in  FIG. 8  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  56  is operatively coupled to the I/O circuit  358 . Although only one network data link  56  is shown, it is to be understood the website server  50  may be coupled to multiple network data links. 
     The website server  50  may include a display unit  362 , which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the website server  50  may include one or more input devices  364  such as a keyboard, mouse, etc. Also, the website server  50  may include a server operating system. 
     Components  362 ,  364 , may be operatively coupled to the I/O circuit  358 , and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components  362 ,  364 , may be connected to the I/O circuit  358  via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in  FIG. 8  may be connected to the I/O circuit  358  via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  354  without passing through the I/O circuit  358 . 
     Gaming Servers 
     Although one possible embodiment of one of the gaming server  52  is described below in connection with  FIG. 9 , it should be understood that, if multiple gaming servers  52  are employed, the structure of the gaming servers  52  could be different than that described and that each gaming server  52  could have a different structure. 
       FIG. 9  is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a gaming server. The gaming server  52  may include a controller  401  that may comprise a program memory  402 , a microcontroller or microprocessor (MP)  404 , a random-access memory (RAM)  406  and an input/output (I/O) circuit  408 , all of which may be interconnected via an address/data bus  410 . It should be appreciated that although only one microprocessor  404  is shown, the controller  401  may include multiple microprocessors  404 . Similarly, the memory of the controller  401  may include multiple RAMs  406  and multiple program memories  402 . Although the I/O circuit  408  is shown as a single block, it should be appreciated that the I/O circuit  408  may include a number of different types of I/O circuits. RAM(s)  404  and program memories  402  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  402  may be a read-only memory (ROM), or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  410  shown schematically in  FIG. 9  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  54  may be operatively coupled to the I/O circuit  408 . Although only one network data link  54  is shown, it is to be understood that the gaming server  52  may be coupled to multiple network data links. 
     The gaming server  52  may include a display unit  412 , which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the gaming server  52  may include one or more input devices  414  such as a keyboard, mouse, etc. Also, the gaming server  52  may include a server operating system. 
     Components  412 ,  414 , may be operatively coupled to the I/O circuit  408 , and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components  412 ,  414 , may be connected to the I/O circuit  408  via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in  FIG. 9  may be connected to the I/O circuit  408  via a common bus or other data link that is shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  404  without passing through the I/O circuit  408 . 
     Network Computer 
       FIG. 10  is a simplified block diagram illustrating a number of components that may be incorporated in one embodiment of a network computer. The network computer  22  may include a controller  451  that may comprise a program memory  452 , a microcontroller or microprocessor (MP)  454 , a random-access memory (RAM)  456  and an input/output (I/O) circuit  458 , all of which may be interconnected via an address/data bus  460 . It should be appreciated that although only one microprocessor  454  is shown, the controller  451  may include multiple microprocessors  454 . Similarly, the memory of the controller  451  may include multiple RAMs  456  and multiple program memories  452 . Although the I/O circuit  458  is shown as a single block, it should be appreciated that the I/O circuit  458  may include a number of different types of I/O circuits. RAM(s)  454  and program memories  452  may be implemented as semiconductor memories, magnetically readable memories, and/or optically readable memories, for example. 
     Program memory  452  may be a ROM, or a read/write or alterable memory, such as a hard disk. In the event a hard disk is used as a program memory, the address/data bus  460  shown schematically in  FIG. 10  may comprise multiple address/data buses, which may be of different types, and there may be an I/O circuit disposed between the address/data buses. The network data link  24  may be operatively coupled to the I/O circuit  458 . Although only one network data link  24  is shown, it is to be understood the network computer  22  may be coupled to multiple network data links. 
     The network computer  22  may include a display unit  462 , which may be any type of display unit such as a CRT, a flat panel display, etc. Additionally, the network computer  22  may include one or more input devices  464  such as a keyboard, mouse, etc. 
     Components  462 ,  464 , may be operatively coupled to the I/O circuit  458 , and can be so coupled by either a unidirectional or bidirectional, single-line or multiple-line data link, which may depend on the design of the component that is used. Additionally, components  462 ,  464 , may be connected to the I/O circuit  458  via a respective direct line or conductor, or different connection schemes could be used. For example, one or more of the components shown in  FIG. 10  may be connected to the I/O circuit  458  via a common bus or other data link that may be shared by a number of components. Furthermore, some of the components may be directly connected to the microprocessor  454  without passing through the I/O circuit  458 . 
     Registration Unit Operation 
     One manner in which a registration unit  26  may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories  102 ,  106  of the registration unit  100 A,  100 B,  100 C, or  100 D ( FIGS. 4A-4D ). The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories  102 ,  106  are physically and/or structurally configured in accordance with computer program instructions. Additionally, it is to be understood that the computer program portions or routines may be implemented via display data (e.g., web pages, etc.) supplied to a registration unit  26 , for example, by the network computer  22 , the website server  50 , or the authentication server  58  ( FIG. 1 ). 
       FIG. 11  is a flowchart of one possible embodiment of an operation software routine  500  that may be performed by a registration unit  26 . The flowchart will be described with reference to  FIGS. 1 ,  4 A, and  12 . At block  502 , a user may be prompted to enter personal data. As one example, a registration display could be displayed on display unit  112 . One example of a registration display  520  that could be displayed on display unit  112  is shown in  FIG. 12 . Registration display  520  could include a data entry box  522  for entry of the first name of a person wishing to register, a data entry box  524  for entry of the last name of the person, a data entry box  526  for entry of the date of birth of the person, a data entry box  528  for entry of a credit card number of the person, and a data entry box  530  for entry of the credit card&#39;s expiration date. The registration display  520  could also include a submit button  532  which can be used by the user to submit the data. The registration display  520  could be generated by software running on the registration unit  100 A. Also, the registration display  520  could be received as display data (e.g., as a web page) from, for example, the network computer  22 , the website server  50 , or the authentication server  58  ( FIG. 1 ). 
     Other personal data that may be obtained via a registration display such as registration display  520  could include a desired login id, a password, a mailing address, an email address, a phone number, etc. 
     In other embodiments, some or all of the information asked for in the example registration display  520  could be read from a smart card of the person provided any of this information is stored on the smart card. 
     At block  504 , it may be determined whether the personal data has been received. If no, the routine may branch back to block  502  to await, or prompt the user, for further personal data. At block  508 , the user may be prompted to submit biometric data. For the registration units  26  that include a fingerprint scanner, such as registration unit  100 A of  FIG. 4A , a display could be displayed on display unit  112  that asks user to put a finger on the fingerprint scanner. Such a display could be generated by software running on the registration unit  100 A. Also, the registration display  520  could be received as display data (e.g., as a web page) from, for example, the network computer  22  ( FIG. 1 ), or the website server  50  ( FIG. 1 ). 
     At block  510  it may be determined whether the biometric data has been received. For registration units  26  that include a fingerprint scanner, such as registration unit  100 A of  FIG. 4A , controller  101  could determine whether data representative of a fingerprint had been received from fingerprint scanner  116 . If the biometric has not been received, the routine may branch back to wait for the data. 
     The personal data and/or biometric data can be encrypted, or a digital signature can be applied to the data, at block  512 . This would help to ensure that the data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. The biometric data could be encrypted, or a digital signature could be applied to it, by the controller  101 , the biometric device (e.g., fingerprint scanning device  116  ( FIG. 4A ), eye scanning device  118  ( FIG. 4B ), etc.), or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     At block  514 , the biometric data and the personal data are stored. The data can be stored, for example, in memory (e.g., a hard disk) of the registration unit  26 . In embodiments that include a smart card reader/writer  117 , the data can be stored on a smart card. In embodiments that include a network computer  22 , the data can be transmitted to the network computer  22  for storage. The data may be transmitted, for example, via the network data link  24 . In embodiments that include an authentication server  58 , the data can be transmitted to the authentication server  58  for storage. The data may be transmitted, for example, via the network data links  24  or  70 , the network  40 , and the network data link  60 . It is to be understood that the data need not be stored in one location. For example, in embodiments that include a network computer  22 , the data could be stored at the registration unit  26  and transmitted to the network  22  for storage. Also, the biometric data and some of the personal data could be stored at the registration unit  26 , and some or all of the personal data could be transmitted to the network computer  22  for storage. 
     It is to be understood that the operations represented by the blocks of  FIG. 11  need not be performed at one time, or by one registration unit  26 . For example, a user could submit personal data (blocks  502  and  504 ) at a first time. Then, at a later time, the user could submit the biometric data (blocks  508  and  510 ). In this example, steps  512  and  514  could be performed twice: once for the personal data and once for the biometric data. 
     As another example, a user could submit personal data (blocks  502  and  504 ) from a personal computer (registration unit) at the user&#39;s residence, via a website served by the website server  50  or the authentication server  58  ( FIG. 1 ). Then, the website could instruct the user to go to a specific location (e.g., a casino) to submit biometric data. At a later time, the user could visit the specified location to submit the biometric data. If at a casino, a casino employee could verify the identity of the person, verify the personal data previously submitted by the person, and then operate a registration unit  26  to obtain the person&#39;s biometric data (blocks  508  and  510 ) and transmit it to the authentication server  58  (block  514 ). 
       FIG. 13  is a flowchart of one possible embodiment of an operation software routine  550  that may be performed by a registration unit  100 A ( FIG. 4A ) to obtain a fingerprint scan of a user. The routine  550  may be part of a computer program, which may be stored in the program memory  102  ( FIG. 4A ) of any of the registration units  26  ( FIG. 1 ), that controls the operation of the registration units  26  to generate biometric data related to a person. The routine  550  may be used by the registration units  100 A ( FIG. 4A ) having, or configured to operatively couple with, fingerprint scanning devices  116  described above in connection with  FIG. 4A . Similar routines may be used with the registration units  100 B- 100 D ( FIGS. 4B-4D ). The routine  550  may attempt to generate digital data that uniquely represents the physical characteristics of a person, such as a person&#39;s fingerprint, and thus uniquely identifies the person. 
     At block  552 , the controller  101  of the registration unit  100 A may cause the display unit  112  to display a visual message that prompts the user to place his or her finger on a scanner of fingerprint scanning device  116 , for example. At block  554 , the fingerprint scanning device  116  may scan the person&#39;s fingerprint and generate digital data representing the person&#39;s fingerprint, as described above. At block  556 , the digital data representing the person&#39;s fingerprint may be stored, for example, in the memory  106  of the registration unit  100 A. 
     Blocks  552 - 556  may be repeated a number of times, if desired, to generate digital data representing a composite fingerprint scan, which may be generated by averaging each set of digital fingerprint data, for example. Performing multiple scans may increase the reliability and/or accuracy of the scan data. If multiple scans are not used, the operation represented by blocks  558  and  560  may be omitted. 
     If multiple scans are used to generate data representing a composite scan, at block  558  the controller  101  may determine whether all of the scans have been made. That determination may be made, for example, simply by determining whether a predetermined number of scans has been made, such as five scans. If all of the scans have not been made, the program may branch back to block  552  so that another scan may be performed. If all the scans have been made, the controller  101  may determine a composite scan based on all the scans made, such as by averaging the digital data for each scan. Such an average could be made, for example, by averaging the pixel intensity of each set of scan data on a pixel-by-pixel basis. 
     Although the enrollment routine  550  has been described above in connection with the fingerprint scanning device  116  of  FIG. 4A , it should be understood that the same or a similar routine could be used to “train” the system to recognize other unique physical characteristics of a person, such as a person&#39;s eye, face or voice as described above. 
     For example, if the routine  550  is used in connection with the registration unit  100 A having the voice analyzer  122  and the microphone  124  ( FIG. 4D ), at block  554 , instead of performing a scan of a person&#39;s fingerprint, the person may speak into the microphone  124 , and the voice analyzer  122  may generate a set of digital data represented the spoken word or words. That digital voice data may be treated and processed by the routine  550  in the same (or a similar) manner as the digital fingerprint data as described above. 
     In other embodiments, a person may be prompted to scan multiple fingers, and/or to provide different types of biometric data. For example, a person may be prompted to submit one or more fingerprint scans and a retinal scan. One of ordinary skill in the art will recognize many possible variations. 
     Gaming Unit Operation 
     One manner in which a gaming unit  20  may operate is described below in connection with a number of flowcharts which represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories  202 ,  206  of the gaming unit  20 . The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories  202 ,  206  are physically and/or structurally configured in accordance with computer program instructions. Additionally, it is to be understood that the computer program portions or routines may be implemented via web pages supplied to a gaming unit  20  by, for example, the network computer  22 , the website server  50 , the gaming server  52 , or the authentication server  58  ( FIG. 1 ). 
     Main Routine 
       FIG. 14  is a flowchart of one possible embodiment of an operation software routine  600  that may be performed by a gaming unit  20 , and will be described with reference to  FIG. 1 . At block  602 , data may be obtained including personal data of the user. This data may include, for example, a name, a login id, etc. The data may be obtained, for example, by prompting the user to submit the data via a keyboard or touch screen. In embodiments of gaming units  20  that include a smart card reader/writer, the data may be obtained from a smart card inserted by the user. The data obtained at block  602  may be used, for example, to locate, in a database, the biometric data that the user submitted while registering for the gaming service. Block  602  is optional and may be omitted if desired. 
     At block  604 , data may be obtained from the user including biometric data. Examples of techniques for obtaining biometric data, personal data, and location data will be described below. At block  606 , data related to the location of the gaming unit  20  may be obtained. Block  606  is optional and may be omitted if desired. 
     In embodiments that employ positioning data, at block  608 , it may be determined whether the position data obtained at block  606  indicates that the gaming unit  20  is in a location in which playing games via the gaming system  10  is permitted. If no, the routine may branch back to block  602 . If the location is permitted, the routine may proceed to block  610 ; In some embodiments, block  608  may be implemented at the gaming unit  20 . In other embodiments, block  608  may be implemented in conjunction with the authentication server  58 . For example, the gaming unit  20  may transmit the position data to the authentication server  58 . Then, the authentication server  58  may determine whether the location of the gaming unit is a permitted location. Next, the authentication server  58  may transmit a message to the gaming unit  20  that indicates whether the position is permitted. Similarly, block  608  may be implemented in conjunction with the network computer  22 , the gaming server  52 , the website server  50 , etc. 
     At block  610 , the biometric data obtained at block  604  may be compared with biometric data previously obtained during registration to determine if it matches. In some embodiments, block  610  may be implemented at the gaming unit  20 . For example, the gaming unit  20  could be operatively coupled with a smart card reader/writer. In this example, the user could insert into the smart card reader/writer a smart card that included a registered user&#39;s biometric data. Then, the gaming unit  20  could compare the biometric data obtained at block  604  with the biometric data of the registered user stored on the smart card. 
     Additionally, block  610  could be implemented in conjunction with the authentication server  58 . For example, the gaming unit  20  may transmit the biometric data obtained at block  604  to the authentication server  58 . Then, the authentication server  58  can determine whether the received biometric data matches biometric data of a registered user. Next, the authentication server  58  may transmit a message to the gaming unit  20  that indicates whether the user is permitted to play a game. Similarly, block  610  may be implemented in conjunction with the network computer  22 , the gaming server  52 , the website server  50 , etc. 
     If at block  610  it may be determined that the biometric data obtained at block  604  matches that of a registered user, control may pass to block  612 . Otherwise, control may pass to block  602 . At block  612 , the user may be provided access to play a game on the gaming system  10 . 
     At block  606 , the authentication server  58  may or may not grant the user access to the gaming service in response to the data transmitted at block  604 . If the authentication server  58  does not grant access, the routine may return to block  602  to await new data. 
     Obtain Biometric Data 
       FIG. 15  is a flowchart of one possible embodiment of an operation software routine  620  that may be performed by a gaming unit  20 . The routine  620  can be used to obtain data from a user in order to authenticate the user, and will be described with reference to  FIGS. 1 and 6 . At block  622 , a user may be prompted to enter personal data. As one example, the user could be prompted, via display unit  170 , to enter personal data (e.g., a logon id, a last name, etc.) that can be used to identify a record of a registered user. Such a display could be generated by software running on the gaming unit  20 . Also, the registration display  520  could be received as display data (e.g., as a web page) from, for example, the network computer  22 , the website server  50 , the authentication server  58  ( FIG. 1 ), etc. 
     At block  624 , it may be determined whether the personal data has been received. If no, the routine may branch back to block  622  to await, or prompt the user, for further personal data. At block  626 , the user may be prompted to submit biometric data. For gaming units that include a fingerprint scanner, such as the gaming unit  20  of  FIG. 6 , a display could be displayed on display unit  170  that asks user to put a finger on the fingerprint scanner. Such a display could be generated by software running on the gaming unit  20 . Also, the display could be received as display data (e.g., as a web page) from, for example, the network computer  22 , the website server  50 , the authentication server  58  ( FIG. 1 ), etc. 
     At block  628  it may be determined whether the biometric data has been received. For gaming units that include a fingerprint scanner, such as the gaming unit  20  of  FIG. 6 , controller  200  could determine whether data representative of a fingerprint had been received from the fingerprint scanner. If the biometric data has not been received, the routine may branch back to wait for the data. 
     The personal data and/or biometric data can be encrypted, or a digital signature can be applied to the data, at block  630 . This would help to ensure that the data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. The biometric data could be encrypted, or a digital signature could be applied to it, by the controller  200 , the biometric device  214 , or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     It is to be understood that, in some embodiments, personal data obtained at block  622  may not be needed for authentication. For example, authentication can be accomplished using only biometric data. Thus, blocks  622  and  624  can be omitted, and at block  612 , only biometric data may be transmitted to the authentication server  58 . Also, as will be described below, a user may be required to authenticate him or herself several times while playing a game. In these examples, the personal data obtained at blocks  622  and  624  need only be obtained once. Thus, in operation, blocks  622  and  624  may be performed once during the playing of a game, and omitted in subsequent authentications during the game. 
     Obtain Location Data 
       FIG. 16  is a flowchart of one possible embodiment of an operation software routine  650  that may be performed by a gaming unit  20 . The routine  650  can be used to obtain information regarding the location of the gaming unit  20 , and will be described with reference to  FIGS. 1 and 6 . It is to be understood that, in some embodiments, the routine  650 , or a similar routine, need not be implemented. For instance, in some embodiments, authentication of the location of the gaming unit  20  may not be needed. In other embodiments, location of the gaming unit  20  can be obtained by means that do not employ a location system operatively coupled with the gaming unit  20 , an example of which will be described below. 
     At block  652 , the gaming unit  20  obtains location data from the location sensing device  216 . At block  654 , the location data may be encrypted, or a digital signature may be applied to it. This would help to ensure that the location data came from a reliable source, and thus help to increase the security of the overall system. This block may be omitted if desired. Block  654  can be implemented, for example, by the controller  200 , the location sensing device  216 , or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     Authentication Server Operation 
     One manner in which the authentication server  58  may operate is describe below in connection with flowcharts that represent a number of portions or routines of one or more computer programs, which may be stored in one or more of the memories  302 ,  306  of the authentication server controller  301 . The computer program portions may be written in any high level language such as C, C+, C++ or the like or any low-level, assembly or machine language. By storing the computer program portions therein, various portions of the memories  302 ,  306  are physically and/or structurally configured in accordance with computer program instructions. 
     Register User 
     The manner of operation described below will be described with reference to  FIGS. 1 and 7 .  FIG. 17  is a flowchart of one possible embodiment of an operation software routine  700  that may be performed by the authentication server  58 . The routine  700  can be used to register a user who desires to play games via a gaming system. 
     At block  702 , the authentication server  58  receives the personal data and biometric data transmitted by a registration unit  26 . It is to be understood that the personal data and biometric data need not be received at the same time, or from only one registration unit  26 . Rather, as described previously, the authentication server  58  can receive the data at multiple points in time, and can receive the data from multiple registration units  26 . 
     In embodiments in which the personal data and/or biometric data has been encrypted, and/or a digital signature applied to it, the authentication server  58 , at block  704 , can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block  704  can be implemented, for example, by the controller  301  or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     If at block  704 , it may be determined that the received data is not authentic, the authentication server  58  may, at block  706 , transmit a failure message to the registration unit or units  26  from which the data was received. The failure message may indicate that the authentication server  58  was unable to register the user, and may also indicate that it could not authenticate the data. 
     If, at block  704 , it may be determined that the personal data and/or biometric data is authentic, then the flow may proceed to block  708 . In other embodiments, blocks  704  and  706  can be omitted. For example, blocks  704  and  706  can be omitted if the personal data and biometric data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server  58 . 
     At block  708 , the received personal data and biometric data are stored in the registration database. The registration database can be any type of suitable database such as a commercially available database from Oracle, Sybase, Microsoft, IBM, etc. It is to be understood that the personal data and biometric data need not be received and stored at the same time. For example, the personal data may be received at one time and the biometric data may be received at a later time. In this example, the personal data can be stored first, and the biometric data can be stored later, after it is received. 
     Check Location 
     The manner of operation described below will be described with reference to  FIGS. 1 and 7 .  FIG. 18  is a flowchart of one possible embodiment of an operation software routine  750  that may be performed by the authentication server  58 . The routine  750  can be used to determine whether the location of the gaming unit is a location at which playing games via the gaming system is permitted. 
     At block  752 , the authentication server  58  receives data indicative of the location of a gaming unit. The location data can be, for example, an internet protocol (IP) address, location data from a positioning device coupled with the gaming unit, etc. 
     In embodiments in which location data has been encrypted, and/or a digital signature applied to it, the authentication server  58 , at block  754 , can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block  754  can be implemented, for example, by the controller  301  or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     If at block  754 , it may be determined that the received data is not authentic, the authentication server  58  may, at block  756 , transmit a denial message to the gaming unit. The denial message may indicate, for example, that the authentication server  58  determined that the location data was not authentic. 
     If, at block  754 , it may be determined that the location data is authentic, then control may pass to block  758 . In other embodiments, block  754  can be omitted, if, for example, the location data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server  58 . 
     At block  758 , it may be determined whether the location data indicates the gaming unit is at a permitted location. In embodiments in which the location data includes an IP address of the gaming unit, the gaming unit IP address, for example, can be compared to a list of permitted IP addresses. Also, the IP address, for example, can be mapped to a geographic area, and the geographic area compared with permitted geographic areas. 
     In embodiments in which the location data includes geographic position information, the geographic position information, for example, can be compared with permitted geographic areas. In embodiments in which the location data includes in-building position information, the in-building position information can be compared with permitted in-building areas. For instance, the in-building position information may indicate that the gaming unit is outside the building, whereas playing games may only be permitted within the building. 
     If it is determined that the location data indicates the gaming unit is not in a permitted location, control may pass to block  756 . At block  756 , the authentication server  58  denies the user access to the gaming system. In some embodiments, the authentication server  58  may transmit a denial message to the gaming unit. The denial message may indicate that the authentication server  58  determined that the location data indicated the location of the gaming unit was not permitted. 
     If at block  758  it is determined that the gaming unit is in a permitted location, control may pass to block  760 . At block  760 , the authentication server  58  grants the user further access to the gaming system  10 . For example, in some embodiments, the authentication server  58  may transmit a message to the gaming unit indicating that the gaming unit is at a permitted location. In other embodiments, the authentication server  58  may pass control to the website server  50  or the gaming server  52 , indicating that the gaming unit is at a permitted location. 
     Check Biometric Data 
     The manner of operation described below will be described with reference to  FIGS. 1 and 7 .  FIG. 19  is a flowchart of one possible embodiment of a software routine  770  that may be performed by the authentication server  58 . The routine  770  can be used to determine whether the biometric data submitted by the user matches biometric data submitted during registration. 
     At block  774 , the authentication server  58  receives biometric data. In embodiments in which biometric data has been encrypted, and/or a digital signature applied to it, the authentication server  58 , at block  778 , can decrypt the data and/or examine the digital signature to help determine if the data was received from a reliable source or sources. Block  778  can be implemented, for example, by the controller  301  or some other device, and can be implemented via software, firmware, hardware, or some combination thereof. 
     If at block  778 , it may be determined that the received biometric data is not authentic, the authentication server  58  may, at block  782 , transmit a denial message to the gaming unit  20 . The denial message may indicate that the authentication server  58  determined that the location data was not authentic and/or that the location data indicated the location of the gaming unit  20  was not permitted. 
     If, at block  778 , it is determined that the biometric data is authentic, then control may pass to block  786 . In other embodiments, block  778  can be omitted, if, for example, the biometric data are not encrypted, or a digital signature is not applied to the data, prior to its receipt by the authentication server  58 . 
     At block  786 , it may be determined whether the biometric data matches biometric data previously submitted during registration. For example, the received biometric data may be compared with biometric data stored, for example, in a memory, database, etc., to determine if it matches any of the stored data. Also, if personal data associated with the received biometric data is available, this personal data may be used to retrieve stored biometric data from the memory, database, etc., that corresponds to the personal data. Then, the biometric data received at block  774  can be compared with the biometric data retrieved from the memory, database, etc., that corresponds to the personal data. In another embodiment, the biometric data received at block  774  may be compared with biometric data stored on a smart card. This may include receiving the biometric data from the smart card via, for example, a gaming unit  20 , and authenticating the smart card biometric data. If the smart card biometric data is authentic, the biometric data received at block  774  may be compared with the smart card biometric data. 
     If it is determined that the biometric data received at block  774  does not match biometric data previously obtained during registration, control may pass to block  782 . At block  782 , the authentication server  58  denies the user access to the gaming system. In some embodiments, the authentication server  58  may transmit a denial message to the gaming unit  20 . The denial message may indicate, for example, that the authentication server  58  determined that the biometric data did not match biometric data of any registered users. 
     If at block  786  it is determined that the biometric data received at block  774  does match biometric data obtained during registration, control may pass to block  790 . At block  790 , the authentication server  58  grants the user access to the gaming system  10 . In some embodiments, the authentication server  58  may transmit a message to the gaming unit  20  indicating, for example, that the user&#39;s biometric data matches that of a registered user. In other embodiments, the authentication server  58  may pass control to the website server  50  or the gaming server  52  indicating that, for example, that the user&#39;s biometric data matches that of a registered user. 
     Website Server Operation 
       FIG. 20  is a flowchart of one possible embodiment of an operation software routine  800  that may be performed by the website server  50 . Referring to  FIG. 20 , at block  822  the website server  50  may determine whether a player has indicated a desire to stop playing a particular game that the player has been playing via one of the gaming servers  52 . During play of a particular game, the gaming server  52  which provides the gaming software for that game controls the operation of the game. When the player indicates a desire to stop playing that game, the gaming server  52  may transfer operational control back to the website server  50 , in which case the routine may branch to block  824  at which a game selection display may be generated on the display unit  170  ( FIG. 6 ) of the gaming unit  20  being used by the player. 
     At block  826 , the routine may determine whether a logon request has been received from a player, via one of the gaming units  20 , indicating a desire to initiate a gaming session. The logon request could be, for example, the entry by the player of the Internet address of the website associated with the website server  50 . If a logon request is received, the routine may cause a logon display to be generated on the display unit  44  of the player who transmitted the logon request. To generate the logon display (block  828 ), the website server  50  may cause display data representing a logon display image to be transmitted to the gaming unit  20 . Various image data, including logon image data, may be stored in one of the memories  352 ,  356  of the website server  50 . 
     One example of a logon display  130  that could be generated on the player&#39;s display unit  44  is shown in  FIG. 21 . Referring to  FIG. 21 , the logon display  900  may include a data entry box  902  for entry of the first name of the player. The logon display  900  may also include a button  916  that a user may select to submit the data entered in the data entry box  902  of logon display  900 . 
     Other information could be additionally or alternatively obtained from the user such as a last name, a logon name, a password, a street address, a city, a state, a zip code, a credit card number, an expiration date of the credit card, etc. 
     In some embodiments, some or all of this information may be obtained from a smart card of the player. In these embodiments, a logon display may additionally or alternatively prompt the player to insert his or her smart card into a smart card reader. 
     Referring back to  FIG. 20 , if the website server  50  has received logon data from the player as determined at block  846 , that data may be stored in one of the memories  352 ,  356  of the website server  50  at block  848 . If the website server  50  has received all of the required logon data as determined at block  849 , the routine may branch to block  824 . If not, the routine may branch back to block  846  to await further logon data from the player. 
     At block  824 , the routine may cause a game selection display to be generated on the display unit  170  of the gaming unit  20 . To generate the game selection display, the website server  50  may cause display data representing a game selection display image to be transmitted to the gaming unit  20 . The display data may be stored in one of memories  352 ,  356  of the website server  50 . Block  824  may be performed in response to a player initially logging onto the website (i.e. after the completion of block  849 ) or in response to a player&#39;s desire to end a game that is being provided under the control of one of the gaming servers  52  as described above (i.e. after the completion of block  822 ). 
     One example of a game selection display  920  that could be generated on the player&#39;s display unit  170  is shown in  FIG. 22 . Referring to  FIG. 22 , the game selection display  920  may include a plurality of player-activatable icons, or game images, each of which represents a respective game that the player may play via the website associated with the website server  50 . The icons may include, for example, an icon  922  associated with a draw poker game, an icon  924  associated with a bonus poker game, an icon  926  associated with a triple play poker game, an icon  928  associated with a 10-play poker game, an icon  930  associated with a 50-play poker game, an icon  932  associated with a first slots game, an icon  934  associated with a second slots game, an icon  936  associated with a blackjack game, an icon  938  associated with a bingo game, and an icon  940  associated with a keno game. Where the gaming unit  20  includes a mouse, the icons may be player-activatable via the mouse. Alternatively, each of the game icons may have a unique letter associated therewith and a game could be selected by inputting one of the unique letters via a keyboard. 
     The games that are available to play via the website serviced by the website server  50  may be provided by the gaming servers  52  in various ways. For example, if twenty games were available via the website and if the website server  50  were operatively coupled to four gaming servers  52 , each of those four gaming servers  52  could be programmed to facilitate play of exactly five of the games. 
     As another example, if the ten games represented by the ten icons shown in  FIG. 22  were available for play and if four gaming servers  52  were connected to the website server  50 , a first of the gaming servers  52  could be programmed with gaming software that facilitates play of each of the poker games represented by the icons  922 ,  924 ,  926 ,  928 ,  930 , a second of the gaming servers  52  could be programmed with gaming software that facilitates play of the two slots games represented by the icons  932 ,  934 , a third gaming server  52  could be programmed with gaming software that facilitates play of the blackjack game represented by the icon  936 , and the fourth gaming server  52  could be programmed with gaming software that facilitates play of the bingo and keno games represented by the icons  938 ,  940 . Each game may be available for play via only one of the gaming servers  52 . In other words, only one of the four gaming servers  52  could contain gaming software that facilitates play of the triple play poker game represented by the icon  926 , in which case that particular gaming server  52  would have to be utilized if a player desired to play the triple play poker game. 
     Alternatively, each of the gaming servers  52  may provide a plurality of games that are available only from a respective gaming provider. In that case, each of the gaming servers  52  may be programmed with gaming software that facilitates one or more poker games (and/or other games), but each of the poker games may be different, such as by having different visual displays, different wagering options, different gaming options, etc. 
     Each of the games available for play via the website may have one gaming server  52  on which gaming software that facilitates play of that game is stored. One of the memories  352 ,  356  of the website server  50  could store data that identifies the particular gaming server  52  that provides gaming software that implements each of the games available via the website. One example of such data is set forth below. 
     
       
         
           
               
               
               
             
               
                   
                   
               
               
                   
                 Game 
                 Gaming Server 
               
               
                   
                   
               
             
            
               
                   
                 Draw Poker 
                 #1 
               
               
                   
                 Bonus Poker 
                 #1 
               
               
                   
                 Triple Play Poker 
                 #2 
               
               
                   
                 10-Play Poker 
                 #2 
               
               
                   
                 50-Play Poker 
                 #2 
               
               
                   
                 Slots A 
                 #3 
               
               
                   
                 Slots B 
                 #3 
               
               
                   
                 Blackjack 
                 #4 
               
               
                   
                 Bingo 
                 #5 
               
               
                   
                 Keno 
                 #6 
               
               
                   
                   
               
            
           
         
       
     
     In some embodiments, one gaming server  52  may implement multiple types of games. 
     Referring to  FIG. 20 , at block  874  if a player selected one of the games available via the website as described above, the routine may branch to block  876 . At block  876 , the routine may obtain location data related to the gaming unit  20 . For instance, the website server  50  may prompt the gaming unit  20  to obtain location data and transmit the location data to the website server  50 . The gaming unit  20  may utilize a routine such as routine  650  ( FIG. 16 ) to obtain location data. Also, the website server  50  may obtain location data as the IP address of the gaming unit  20 . 
     At block  878 , the routine may determine whether the location data obtained at block  876  indicates that the gaming unit  20  is at a permitted location. For instance, the website server  50  may transmit the location data obtained at block  876  to the authentication server  58 , and request that the authentication server  58  determine whether the gaming unit  20  is at a permitted location. The authentication server  58  may utilize a routine such as routine  750  ( FIG. 18 ) to determine whether the gaming unit  20  is at a permitted location. In embodiments that do not include an authentication server  58 , the determination of whether the gaming unit  20  is at a permitted location may be carried with another computing system, such as the website server  50 , the network computer  22 , etc. 
     In another embodiment, at blocks  876  and  878 , operational control may pass from the website server  50  to the authentication server  58 , or to whatever computing system that implements blocks  876  and  878 . Then, operational control may pass back to the website server  50  at block  880 . 
     If it determined that the gaming unit  20  is at a permitted location, the routine may branch to block  882 , at which the routine may obtain biometric data of the user to authenticate the user. For instance, the website server  50  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the website server  50 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. 
     At block  884 , the routine may determine whether the biometric data obtained at block  882  matches biometric data obtained previously For instance, the website server  50  may transmit the biometric data obtained at block  882  to the authentication server  58 , and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the website server  50 , the network computer  22 , the gaming unit  20  etc. For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at blocks  882  and  884 , operational control may pass from the website server  50  to the authentication server  58 , or to whatever computing system that implements blocks  882  and  884 . Then, operational control may pass back to the website server  50  at block  886  If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block  888 . At block  888 , operational control may pass to the gaming server  52  that provides gaming software to play that game. For example, if the above table was used and if the player selected Triple Play Poker, the routine would transfer operational control to the gaming server # 2 . 
     If the biometric data does not match that of a registered user permitted to play, or, optionally, the user identified by the -biometric data is not permitted to play, control may pass to block  890 . Similarly, if at block  870  it is determined that the gaming unit  20  is not at a permitted location, control may pass to block  890 . At block  890 , a display may be generated which indicates to the user that he or she has been refused access to play the game. The display may optionally indicate why access was denied. 
     If the player elected to end play at the website, such as by activating the “Sign Off” icon  942  shown in  FIG. 22 , the routine may branch to block  894  at which point a gaming session summary may be displayed on the display unit  170  of the gaming unit  20 . The gaming session summary may provide. the player with summary data, such as how much money was won and what games were played. The player could then print out the summary display shown on the display unit  170  to save a physical record of the gaming session. At block  896 , the routine may terminate the Internet link between the website and the gaming unit  20 . 
     In some embodiments, blocks  876 ,  878 ,  880  and/or blocks  882 ,  884 ,  886 , and block  890  may be omitted if desired. For example, location data and/or biometric data could be checked during game play. 
     Gaming Server Operation 
     As described above, each game available via the website may be played via one of the gaming servers  52  operatively coupled to the website server  50 . Examples of the draw poker, slots A, blackjack, bingo and keno games represented by the game icons  152 ,  162 ,  166 ,  168 ,  170 , respectively, shown in  FIG. 22  are described below. In view of the above description, it should be understood that each of the following game routines may be performed by a different one of the gaming servers  52 , or that one of the gaming servers  52  may perform more than one of the game routines. 
     One of the game routines described below may begin execution upon the transfer of operational control from the website server  50  to one of the gaming servers  52  as described above in connection with block  888  of  FIG. 20 . Upon the completion of one of the game routines (i.e. when a player desired to stop playing a particular game), the website server  50  would make that determination at block  822  of  FIG. 20  as described above and would begin operation at block  824  as described above. 
     Draw Poker 
       FIG. 23  is an exemplary display  950  that may be caused to be displayed on the display unit  170  of one of the gaming units  20  (by a gaming server  52  sending display data to the gaming unit  20 ) during performance of a draw poker routine that may be performed by one of the gaming servers  52 . 
     Referring to  FIG. 23 , the display  950  may include video images  951  of a plurality of playing cards representing the player&#39;s hand, such as five cards. To allow the player to control the play of the poker game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Hold” button  952  disposed directly below each of the playing card images  951 , a “Cash Out” button  954 , a “See Pays” button  955 , a “Bet One Credit” button  956 , a “Bet Max Credits” button  957 , and a “Deal/Draw” button  958 . The display  950  may also include an area  959  in which the number of remaining credits or value may be displayed. The buttons may be activated with the use of a mouse as described above. 
     Upon activation of each of the buttons, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. whether to “deal,” “hold,” etc.), etc. 
     In some embodiments one or more of the buttons  952 ,  954 ,  955 ,  956 ,  957 , and  958  may be integrated with a biometric device. For example, the “Deal/Draw” button may be integrated with a fingerprint scanner. In this example, the “Deal/Draw” button may be activated by providing placing a finger on the fingerprint scanner and submitting one or more fingerprint scans. The fingerprint scanner may be integrated, for example, with a touch screen, keyboard, control panel, lever, etc., such that the area on which a finger should be placed for scanning corresponds to a “Deal/Draw” selection. 
     In other embodiments, the player may be prompted to submit biometric data if he or she desires to make a particular selection, such as “Deal/Draw” selection. In still other embodiments, when, for example, the “Deal/Draw” button is integrated with the biometric device, the gaming unit  20  may determine that the player has made a “Deal/Draw” selection (e.g., by detecting a button press, touch screen press, etc.) and may also retrieve biometric data via the biometric device such that the two appear to occur simultaneously, or nearly simultaneously, to the player. 
     Thus, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Deal/Draw” selection). Or, biometric data may be submitted in conjunction with making the game play selection. When such a selection is made, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains biometric data, etc. The message may also include data corresponding to the selection to which the biometric data submission corresponds (e.g. whether to “deal,” etc.) If the corresponding selection can be determined by the context of the game, this data need not be provided (but may be provided). 
     In other embodiments, location information may be determined in conjunction with the game play selection. In these embodiments, the data message transmitted from the gaming unit  20  to the gaming server  52  may include location information. 
       FIG. 24  is a flowchart of a poker routine  962 . Referring to  FIG. 24 , at block  964 , if the player has requested payout information, such as by activating the “See Pays” button  955 , at block  966  the routine may cause one or more pay tables to be displayed on the display unit  170  of the gaming unit  20  (by transmitting to the gaming unit  20  display data representing the pay tables). 
     At block  968 , the player may make a bet by, for example, selecting the “Bet One Credit” button  956  ( FIG. 23 ). This may be detected by the gaming server  52 , for example, by receiving a “Bet One Credit” message from the gaming unit  20 . If a “Bet One Credit” message is received, control may pass to block  976 . At block  976 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     At block  978 , the routine may determine whether the player has activated the “Bet Max Credits” button  957 . For example, the gaming server  52  may receive a “Bet Max Credits” data message from the gaming unit  20 . If yes, then control may pass to block. At block  980 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     At block  982 , the routine may determine if the player desires a new hand to be dealt, (for example, by receiving a “Deal/Draw” data message from the gaming unit  20  after a wager was made). If yes, then control may pass to block  970 . At block  970 , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server  52  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the gaming server  52 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. Additionally, the gaming server  52  may transmit the obtained biometric data to the authentication server  58 , and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server  52 , the network computer  22 , the gaming unit  20 , etc. For instance, the gaming unit may compare the biometric data obtained from the player and compare it to 20 biometric data stored on a smart card. 
     In another embodiment, at block  970 , operational control may pass from the gaming server  52  to the authentication server  58 , or to whatever computing system that implements block  970   a . Then, operational control may pass back to the gaming server  52  at block  972  or block  984  (if access is granted). 
     If at block  972  it is determined that access has not been granted, then the routine may end. If at block  972  it is determined that access has been granted, control may pass to block  984 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a new hand to be dealt. For example, the player may submit biometric data in order to request, or when requesting, a new hand to be dealt. Thus, blocks  982 ,  970 , and  972  may be integrated, their order rearranged, etc. 
     At block  984 , a video poker hand may be “dealt” by causing the display unit  170  to generate the playing card images  951  (by transmitting one or more messages to the gaming unit  20  with suitable display data). After the hand is dealt, at block  986  the routine may determine if the player selected a “Hold” button  952 . For example, the gaming server  52  may determine whether a “Hold” data message was received from the gaming unit  20 . If yes, data regarding which of the playing card images  951  are to be “held” may be stored in a memory (for example, the memory of the gaming server controller  401 ) at block  388 . 
     If the user selects the “Deal/Draw” button  958  (for example, if the gaming server  52  receives a “Deal/Draw” data message from the gaming unit  20 ) as determined at block  990 , each of the playing card images  951  that was not “held” may be caused to disappear from the video display  950  and to be replaced by a new, randomly selected, playing card image  951  at block  992 . 
     In some embodiments, the user may be required to submit biometric data in conjunction with block  990  in a manner similar that described above with respect to blocks  982 ,  970 , and  972 . For example, if a fingerprint scanner is integrated with the “Deal/Draw” selection “button,” submission of biometric data may be interpreted as a “Draw” request. 
     At block  994 , the routine may determine whether the poker hand represented by the playing card images  951  currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in a memory (for example, the memory of the gaming server controller  401 ). If there is a winning hand, a payout value corresponding to the winning hand may be determined at block  996 . At block  998 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined at block  996 . The cumulative value or number of credits may also be displayed in the display area  959  ( FIG. 23 ). 
     If desired, one or more similar pairs of blocks  970  and  972  may be added in other portions of the routine as well. For example, after blocks  968  and/or  978 , or integrated therewith, biometric data could be accessed and authenticated before passing control to block  976  or block  980 , respectively. 
     Blackjack 
       FIG. 25  is an exemplary display  1000  that may be caused to be displayed on the display unit  170  of one of the gaming units  20  (by a gaming server  52  sending display data to the gaming unit  20 ) during performance of a blackjack routine. Referring to  FIG. 25 , the display  1000  may include video images  1002  of a pair of playing cards representing a dealer&#39;s hand, with one of the cards shown face up and the other card being shown face down, and video images  1004  of a pair of playing cards representing a player&#39;s hand, with both the cards shown face up. The “dealer” may be the gaming server  52 . 
     To allow the player to control the play of the blackjack game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button  1006 , a “See Pays” button  1008 , a “Stay” button  1010 , a “Hit” button  1012 , a “Bet One Credit” button  1014 , and a “Bet Max Credits” button  1016 . The display  1000  may also include an area  1018  in which the number of remaining credits or value is displayed. The buttons may be activated with the use of a mouse as described above. 
     Upon activation of each of the buttons, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. whether to “hit” or “stay”), etc. 
     Similar to the buttons described with reference to  FIG. 23 , in some embodiments one or more of the buttons  1006 ,  1008 ,  1010 ,  1012 ,  1014 , and  1016  may be integrated with a biometric device. For example, the “Hit” button may be integrated with a biometric device. For instance, the “Hit” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of  FIG. 23 . Or, the player may make a “Hit” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Hit” selection). Or, biometric data may be submitted in conjunction with making the game play selection. 
       FIG. 26  is a flowchart of the blackjack routine  1020 . Referring to  FIG. 26 , the blackjack routine  1020  may begin at block  1022  where it may determine whether a bet has been made by the player (e.g. by determining if a “Bet One Credit” data message or a “Bet Max Credits” data message has been received by the gaming server  52  from the gaming unit  20 ). 
     If a bet has been made, control may pass to block  1028 . At block  1028 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller  401 ). At block  1030 , a dealer&#39;s hand and a player&#39;s hand may be “dealt” by making the playing card images  1002 ,  1004  appear on the display unit  170  of the gaming unit  20 . 
     At block  1032 , the player may select to be “hit,” in which case control may pass to block  1024 . At block  1024   a , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server  52  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the gaming server  52 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. 
     Additionally, the gaming server  52  may transmit the obtained biometric data to the authentication server  58 ,. and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server  52 , the network computer  22 , the gaming unit  20  etc. For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at block  1024 , operational control may pass from the gaming server  52  to the authentication server  58 , or to whatever computing system that implements block  1024 . Then, operational control may pass back to the gaming server  52  at block  1026  or at block  1034  (if access is granted). 
     If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block  1034 . At block  1034 , another card will be dealt to the player&#39;s hand by making another playing card image  1004  appear in the display  1000 . If the player is hit, block  1036  may determine if the player has “bust,” or exceeded  21 . If the player has not bust, control may pass to block  1032 . 
     If at block  1026  it is determined that access has not been granted, the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block  1022 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a “Hit.” For example, the player may submit biometric data in order to request, or when requesting, a “Hit.” Thus, blocks  1032 ,  1024 , and  1026  may be integrated, their order rearranged, etc. 
     If the player decides not to hit, at block  1038  the routine may determine is whether the dealer should be hit. Whether the dealer hits may be determined in accordance with predetermined rules, such as the dealer always hit if the dealer&#39;s hand totals 15 or less. If the dealer hits, at block  1040  the dealer&#39;s hand may be dealt another card by making another playing card image  1002  appear in the display  1000 . At block  1042  the routine may determine whether the dealer has bust. If the dealer has not bust, blocks  1038  and  1040  may be performed again to allow the dealer to be hit again. 
     If the dealer does not hit, at block  1044  the outcome of the blackjack game and a corresponding payout may be determined based on, for example, whether the player or the dealer has the higher hand that does not exceed 21. If the player has a winning hand, a payout value corresponding to the winning hand may be determined at block  1046 . At block  1048 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the player won, the payout value determined at block  1046 . The cumulative value or number of credits may also be displayed in the display area  1018  ( FIG. 25 ). 
     If desired, one or more of the pair of blocks  1024  and  1026  may be added in other portions of the routine as well. 
     Slots A 
       FIG. 27  is an exemplary display  1050  that may be caused to be displayed on the display unit  170  of one of the gaming units  20  (by a gaming server  52  sending display data to the gaming unit  20 ) during performance of a slots routine. Referring to  FIG. 27 , the display  1050  may include video images  1052  of a plurality of slot machine reels, each of the reels having a plurality of reel symbols  1054  associated therewith. Although the display  1050  shows five reel images  1052 , each of which may have three reel symbols  1054  that are visible at a time, other reel configurations could be utilized. 
     To allow the player to control the play of the slots game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button  1056 , a “See Pays” button  1058 , a plurality of payline-selection buttons  1060  each of which allows the player to select a different number of paylines prior to “spinning” the reels, a plurality of bet-selection buttons  1062  each of which allows a player to specify a wager amount for each payline selected, a “Spin” button  1064 , and a “Max Bet” button  1066  to allow a player to make the maximum wager allowable. 
     Upon activation of a button, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data (e.g. spin), etc. 
     Similar to the buttons described with reference to  FIG. 23 , in some embodiments one or more of the buttons  1056 ,  1058 ,  1060 ,  1062 ,  1064 , and  1066  may be integrated with a biometric device. For example, the “Spin” button may be integrated with a biometric device. For instance, the “Spin” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of  FIG. 23 . Or, the player may make a “Spin” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Spin” selection). Or, biometric data may be submitted in conjunction with making the game play selection. 
       FIG. 28  is a flowchart of a slots routine  1068 . Referring to  FIG. 28 , at block  1070 , it may be determined whether the player has requested payout information (e.g., detecting receipt by the gaming server  52  of a “See Pays” data message). If yes, at block  1072  the routine may cause one or more pay tables to be displayed on the display unit  170 . At block  1074 , it may be determined whether the player selected a number of paylines (e.g., by selecting one of the payline buttons  1060 ). For example, the routine may determine if a data message is received by the gaming server  52  as a result of the player pressing one of the payline-selection buttons  460 . If yes, at block  1076  data corresponding to the number of paylines selected by the player may be stored in a memory (e.g., the memory  406  of the gaming server controller  401 ). At block  1078 , it may be determined if the player has selected one of the bet-selection buttons  1062 . 
     If yes, control may pass to block  1084 . At block  1084 , data corresponding to the amount bet per payline may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     At block  1086 , it may be determined whether the player selected the “Max Bet” button  1066 . For example, the routine may determine if a “Max Bet” data message has been received by the gaming server  52 . If yes, control may pass to block  1088 . At block  1088 , bet data (which may include both payline data and bet-per-payline data) corresponding to the maximum allowable bet may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     At block  1090 , it is determined whether the user selected the “Spin” button  1064 . For example, the routine may determine whether a “Spin” data message has been received from the gaming unit  20 . If yes, control may pass to block  1080 . At block  1080 , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server  52  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the gaming server  52 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. Additionally, the gaming server  52  may transmit the obtained biometric data to the authentication server  58 , and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server  52 , the network computer  22 , the gaming unit  20  etc. For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at block  1080 , operational control may pass from the gaming server  52  to the authentication server  58 , or to whatever computing system that implements block  1080 . Then, operational control may pass back to the gaming server  52  at block  1082  or at block  1092  (if access is granted). 
     If at block  1082  it is determined that access has not been granted, then the routine may end. If at block  1082  it is determined that access has been granted, control may pass to block  1092 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Spin.” For example, the player may submit biometric data in order to request, or when requesting, to “Spin.” Thus, blocks  1090 ,  1080 , and  1082  may be integrated, their order rearranged, etc. 
     At block  1092 , the routine may cause the slot machine reel images  1052  to begin “spinning” so as to simulate the appearance of a plurality of spinning mechanical slot machine reels. At block  1094 , the routine may determine the positions at which the slot machine reel images will stop, or the particular symbol images  1054  that will be displayed when the reel images  1052  stop spinning. At block  1096 , the routine may stop the reel images  1052  from spinning by displaying stationary reel images  1052  and images of three symbols  1054  for each stopped reel image  1052 . The virtual reels may be stopped from left to right, from the perspective of the player, or in any other manner or sequence. 
     The routine may provide for the possibility of a bonus game or round if certain conditions are met, such as the display in the stopped reel images  1052  of a particular symbol  1054 . If there is such a bonus condition as determined at block  1098 , the routine may proceed to block  1100  where a bonus round may be played. The bonus round may be a different game than slots, and many other types of bonus games could be provided. If the player wins the bonus round, or receives additional credits or points in the bonus round, a bonus value may be determined at block  1102 . A payout value corresponding to outcome of the slots game and/or the bonus round may be determined at block  1104 . At block  1108 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the slot game and/or bonus round was a winner, the payout value determined at block  1104 . 
     If desired, one or more of the pair of blocks  1080  and  1082  may be added in other portions of the routine. 
     Keno 
       FIG. 29  is an exemplary display  1120  that may be caused to be displayed on the display unit  170  of one of the gaming units  20  (by a gaming server  52  sending display data to the gaming unit  20 ) during performance of a keno routine. Referring to  FIG. 29 , the display  1120  may include a video image  1122  of a plurality of numbers that were selected by the player prior to the start of a keno game and a video image  1124  of a plurality of numbers randomly selected during the keno game. The randomly selected numbers may be displayed in a grid pattern. 
     To allow the player to control the play of the keno game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button  1126 , a “See Pays” button  1128 , a “Bet One Credit” button  1130 , a “Bet Max Credits” button  1132 , a “Select Ticket” button  1134 , a “Select Number” button  1136 , and a “Play” button  1138 . The display  1120  may also include an area  1140  in which the number of remaining credits or value is displayed. 
     Upon activation a button, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc. 
     Similar to the buttons described with reference to  FIG. 23 , in some embodiments one or more of the buttons  1126 ,  1128 ,  1132 ,  1134 ,  1136 , and  1138  may be integrated with a biometric device. For example, the “Play” button may be integrated with a biometric device. For instance, the “Play” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of  FIG. 23 . Or, the player may make a “Play” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data may be submitted in conjunction with making the game play selection. 
       FIG. 30  is a flowchart of the keno routine  1150 . The keno routine  1150  maybe utilized in connection with a single gaming unit  20  where a single player is playing a keno game, or the keno routine  1150  may be utilized in connection with multiple gaming units  20  where multiple players are playing a single keno game. 
     Referring to  FIG. 30 , at block  1152 , the routine may determine whether the “See Pays” button  1128  was selected. For example, the routine may determine whether a “See Pays” data message has been received from the gaming unit  20 . If yes, at block  154  the routine may cause one or more pay tables to be displayed on the display unit  170 . At block  1156 , it may be determined whether the player has chosen to bet. For example, the routine may determine whether bet data has been received from the gaming unit  20 , such as by receiving a “Bet One Credit” data message or a “Bet Max Credits” data message. If yes, the routine may proceed to block  1162 . 
     At block  1162 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     After the player has made a wager, at block  1164  the player may select a keno ticket, and at block  1166  the ticket may be displayed on the display  1120 . At block  1168 , the player may select one or more game numbers, which may be within a range set by the casino. After being selected, the player&#39;s game numbers may be stored in a memory (e.g., the memory of the gaming server controller  401 ) at block  1170  and may be included in the image  1122  on the display  1120  at block  1172 . After a certain amount of time, the keno game may be closed to additional players (where a number of players are playing a single keno game using multiple gaming units  20 ). 
     At block  1174 , it may be determined whether play of the keno game is to begin. If yes, control may pass to block  1158 . At block  1158 , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server  52  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the gaming server  52 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. Additionally, the gaming server  52  may transmit the obtained biometric data to the authentication server  58 , and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server  52 , the network computer  22 , the gaming unit  20  etc. For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at block  1158 , operational control may pass from the gaming server  52  to the authentication server  58 , or to whatever computing system that implements block  1158 . Then, operational control may pass back to the gaming server  52  at block  1160   a.    
     If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block  1176 . If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block  1152 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Play.” For example, the player may submit biometric data in order to request, or when requesting, to “Play.” Thus, blocks  1174 ,  1158 , and  1160  may be integrated, their order rearranged, etc. 
     At block  1176  a game number within a range set by the casino may be randomly selected (for example, by the gaming server controller  401 ). At block  1178 , the randomly selected game number may be displayed on the display unit  170  and the display units  170  of other gaming units  20  (if any) which are involved in the same keno game. At block  1180 , a count which keeps track of how many game numbers have been selected may be incremented at block  1180 . For example, the gaming server controller  401  may increment the count. 
     At block  1182 , the routine may determine whether a maximum number of game numbers within the range have been randomly selected. If not, another game number may be randomly selected at block  1176 . If the maximum number of game numbers has been selected, at block  1184  the routine may determine whether there are a sufficient number of matches between the game numbers selected by the player and the game numbers selected at block  1176  to cause the player to win. The number of matches may depend on how many numbers the player selected and the particular keno rules being used. 
     If there are a sufficient number of matches a payout may be determined at block  1186  to compensate the player for winning the game. The payout may depend on the number of matches between the game numbers selected by the player and the game numbers randomly selected at block  1176 . At block  1188 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the keno game was won, the payout value determined at block  1186 . The cumulative value or number of credits may also be displayed in the display area  1140  ( FIG. 29 ). 
     If desired, one or more of the pair of blocks  1158  and  1160  may be added in other portions of the routine as well. For example, a similar pair of blocks may be added between blocks  1156  and  1162 . 
     Bingo 
       FIG. 31  is an exemplary display  1200  that may be caused to be displayed on the display unit  170  of one of the gaming units  20  (for example, by a gaming server  52  sending display data to the gaming unit  20 ) during performance of a bingo routine. Referring to  FIG. 31 , the display  1200  may include one or more video images  1202  of a bingo card and images of the bingo numbers selected during the game. The bingo card images  1202  may have a grid pattern. 
     To allow the player to control the play of the bingo game, a plurality of player-selectable buttons may be displayed. The buttons may include a “Cash Out” button  1204 , a “See Pays” button  1206 , a “Bet One Credit” button  1208 , a “Bet Max Credits” button  1210 , a “Select Card” button  1212 , and a “Play” button  1214 . The display  1200  may also include an area  1216  in which the number of remaining credits or value is displayed. 
     Upon activation a button, a corresponding data message may be transmitted from the gaming unit  20  to the gaming server  52 . The data message may have a source address that identifies the gaming unit  20  sending the message, a destination address that identifies the gaming server  52  to which the message is to be sent, and a data field that contains data corresponding to the button, such as wager data, game instruction data, etc. 
     Similar to the buttons described with reference to  FIG. 23 , in some embodiments one or more of the buttons  1204 ,  1206 ,  1208 ,  1210 ,  1212 , and  1214  may be integrated with a biometric device. For example, the “Play” button may be integrated with a biometric device. For instance, the “Play” button may be integrated with a biometric device in a similar manner as described with respect to the “Deal/Draw” button of  FIG. 23 . Or, the player may make a “Play” selection by submitting biometric data via a biometric device. Thus, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data may be submitted in conjunction with making the game play selection. 
       FIG. 32  is a flowchart of a bingo routine  1220 . The bingo routine  1220  may be utilized in connection with a single gaming unit  20  where a single player is playing a bingo game, or the bingo routine  1220  may be utilized in connection with multiple gaming units  20  where multiple players are playing a single bingo game Referring to  FIG. 32 , at block  1222 , it may be determined whether a player has requested payout information. This may be determined, for example, by detecting receipt of a “See Pays” data message from the gaming unit  20 . If yes, at block  1224  the routine may cause one or more pay tables to be displayed on the display unit  170  of the gaming unit  20 . At block  1226 , it may be determined whether a player has requested a bet. This may be determined, for example, by detecting receipt of a “Bet One Credit” data message or a “Bet Max Credits” data message. If yes, control may pass to block  1232 . 
     At block  1232 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming server controller  401 ). 
     After the player has made a wager, at block  1234  the player may select a bingo card, which may be generated randomly. The player may select more than one bingo card, and there may be a maximum number of bingo cards that a player may select. At block  1236 , the selected card or cards is caused to be displayed on the display unit  170 . 
     At block  1238 , it may be determined whether play of the bingo game is to begin. If yes, control may pass to block  1228 . At block  1228 , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming server  52  may prompt the gaming unit  20  to obtain biometric data from the user and transmit the biometric data to the gaming server  52 . The gaming unit  20  may utilize a routine such as routine  620  ( FIG. 15 ) to obtain biometric data. Additionally, the gaming server  52  may transmit the obtained biometric data to the authentication server  58 , and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the gaming server  52 , the network computer  22 , the gaming unit  20  etc. For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at block  122   a , operational control may pass from the gaming server  52  to the authentication server  58 , or to whatever computing system that implements block  1228 . Then, operational control may pass back to the gaming server  52  at block  1230 . 
     If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block  1240 . If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block  1222 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires to “Play.” For example, the player may submit biometric data in order to request, or when requesting, to “Play.” Thus, blocks  1238 ,  1228 , and  1230  may be integrated, their order rearranged, etc. 
     At block  1240  a bingo number may be randomly generated by the routine. At block  1242 , the bingo number may be displayed on the display unit  170  of the gaming unit  20  and the display units  170  of any other gaming units  20  involved in the bingo game. 
     At block  1244 , the routine may determine whether any player has won the bingo game. If no player has won, another bingo number may be randomly selected at block  1240 . If any player has bingo as determined at block  1244 , the routine may determine at block  1246  whether the player playing that gaming unit  20  was the winner. If so, at block  1248  a payout for the player may be determined. The payout may depend on the number of random numbers that were drawn before there was a winner, the total number of winners (if there was more than one player), and the amount of money that was wagered on the game. At block  1250 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the bingo game was won, the payout value determined at block  1248 . The cumulative value or number of credits may also be displayed in the display area  1216  ( FIG. 31 ). 
     If desired, one or more of the pair of blocks  1228  and  1230  may be added in other portions of the routine as well. For example, a similar pair of blocks may be added between blocks  1226  and  1232 . 
     In the examples described with reference to  FIGS. 23-32 , the location of the gaming unit  20  may optionally be checked, for example using a routine such as routine  750  ( FIG. 18 ), when the biometric data is checked. 
     Game Routines Implemented on Gaming Units 
     Although the routines described above with reference to  FIGS. 23-32  were described in the context of being implemented via one or more gaming servers  52 , each of these routines may also be implemented on a gaming unit  20  without a gaming server. As an illustration, the poker routine  962  of  FIG. 24  will now be described in the context of being implemented on a gaming unit  20 . One skilled in the art will recognize that other gaming routines may be similarly implemented on a gaming unit  20 . 
     Referring now to  FIGS. 23  the player selectable buttons  952 ,  954 ,  955 ,  956 ,  957 , and  958  may be, for example, buttons, buttons displayed on the display unit  170 , etc. Depending on the type of button used, the buttons may be selected by, for example, pressing the button, pressing an area of a touch screen display, selecting with a mouse, or joystick, etc. Additionally, as described above, submitting biometric data may be a mechanism for providing a game play selection (e.g., a “Play” selection). Or, biometric data (and optionally location data) may be submitted in conjunction with making the game play selection. 
     Referring to  FIG. 24 , at block  964 , if the player has requested payout information, such as by activating the “See Pays” button  955 , at block  966  the routine may cause one or more pay tables to be displayed on the display unit  170  of the gaming unit  20 . 
     At block  968 , the player may attempt to make a bet by, for example, selecting the “Bet One Credit” button  956 . At block  976 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming unit controller  200 ). 
     At block  978 , the routine may determine whether the player has activated the “Bet Max Credits” button  957 . If yes, control may pass to block  980 . At block  980 , bet data corresponding to the bet made by the player may be stored in a memory (for example, the memory of the gaming unit controller  200 ). 
     At block  982 , the routine may determine if the player desires a new hand to be dealt, (for example, by detecting a selection of the “Deal/Draw” button  958 ). If yes, then control may pass to blocks  970 . At block  970 , biometric data may be obtained from the player and checked to see whether it matches that of a registered user. For instance, the gaming unit  20  may obtain biometric data from the user and transmit the biometric data to the authentication server  58  and request that the authentication server  58  determine whether that biometric data matches biometric data of a registered user. The authentication server  58  may utilize a routine such as routine  770  ( FIG. 19 ). In embodiments that do not include an authentication server  58 , the determination of whether the biometric data matches biometric data of a registered user may be implemented with another computing device, such as the network computer  22  or the gaming unit  20 . For instance, the gaming unit  20  may compare the biometric data obtained from the player and compare it to biometric data stored on a smart card. 
     In another embodiment, at block  970 , operational control may pass from the gaming unit  20  to the authentication server  58 , or to whatever computing system that implements block  970 . Then, operational control may pass back to the gaming unit  20  at block  972 . 
     If the biometric data does match that of a registered user, and, optionally, the user identified by the biometric data is permitted to play, control may pass to block  984 . If the biometric data does not match that of a registered user permitted to play, then the routine may end. Prior to ending, a display may be generated which indicates to the player that he or she has been refused access to play the game. The display may optionally indicate why access was denied. Additionally, instead of ending, the routine may branch back to block  964 . 
     As discussed previously, submission of biometric data may be integrated with the determination of whether the player desires a new hand to be dealt. For example, the player may submit biometric data in order to request, or when requesting, a new hand to be dealt. Thus, blocks  982 ,  970 , and  972  may be integrated, their order rearranged, etc. 
     At block  984 , a video poker hand may be “dealt” by causing the display unit  170  to generate the playing card images  951 . After the hand is dealt, at block  986  the routine may determine if the player selected a “Hold” button  952 . If yes, data regarding which of the playing card images  951  are to be “held” may be stored in a memory (for example, the memory of the gaming unit controller  200 ) at block  388 . 
     If the user selects the “Deal/Draw” button  958  as determined at block  990 , each of the playing card images  951  -that was not “held” may be caused to disappear from the video display  950  and to be replaced by a new, randomly selected, playing card image  951  at block  992 . 
     At block  994 , the routine may determine whether the poker hand represented by the playing card images  951  currently displayed is a winner. That determination may be made by comparing data representing the currently displayed poker hand with data representing all possible winning hands, which may be stored in a memory (for example, the memory of the gaming unit controller  200 ). If there is a winning hand, a payout value corresponding to the winning hand may be determined at block  996 . At block  998 , the player&#39;s cumulative value or number of credits may be updated by subtracting the bet made by the player and adding, if the hand was a winner, the payout value determined at block  996 . The cumulative value or number of credits may also be displayed in the display area  959  ( FIG. 23 ). 
     In the above description, various methods have been described with reference to flow diagrams. It will be apparent to one of ordinary skill in the art that each of these methods may be implemented, in whole or in part, by software, hardware, and/or firmware. If implemented, in whole or in part, by software, the software may be stored on a tangible medium such as a CD-ROM, a floppy disk, a hard drive, a digital versatile disk (DVD), a read-only memory (ROM), etc. 
     Further, although the examples described above were described with reference to various flow diagrams, one of ordinary skill in the art will appreciate that many other methods may alternatively be used. For instance, various levels of authentication may alternatively be used. As one example, for small wagers may require submission of biometric data corresponding to one fingerprint, whereas large wagers may require submitting finger prints from multiple different fingers, submitting to an eye scan in addition to a finger print scan, etc. Also, the order of execution of the blocks may be changed, and/or some or all of the blocks may be changed, eliminated, or combined.