Patent Publication Number: US-8118696-B2

Title: Virtual shuffleboard

Description:
RELATED APPLICATIONS 
     This application is a continuation-in-part of U.S. application Ser. No. 12/563,370, filed on Sep. 21, 2009, which claims the benefit of U.S. Provisional Application No. 61/111,399, filed Nov. 5, 2008, both of which are incorporated herein by reference in their entirety. 
    
    
     BACKGROUND OF THE INVENTION 
     Embodiments of the present invention relate to amusement devices in which a player propels a puck along a partial horizontal playing field surface towards a virtual scoring zone that is demarcated into areas of differing score value. 
     Traditional shuffleboards typically require a lengthy playing field, which is often demarcated on a floor, paved surface, or similar surfaces, such as, for example, the decks of ships. Elongated tables on which shuffleboard is also played have been developed for use in game arcades or other indoor locations, such as bars and pubs. 
     When playing table shuffleboard, players slide pucks along a playing field surface towards a scoring zone at the opposing far end of the table. The scoring zone of the table is typically demarcated into areas of different score value. A player&#39;s score is determined by the sum of the score values of areas where the player&#39;s puck(s) comes to rest. As a matter of strategy, competing players may endeavor to dislodge an opponent&#39;s puck from scoring areas through contact with their own puck. However, in conventional table shuffleboards, the speed of travel of the puck is gradually slowed by friction as the puck slides along the table. Players must therefore anticipate the rate at which the puck will slow when sliding the puck along the surface of the playing field so that the puck may come to rest in an area of highest score value. 
     Prior table shuffleboard games have several characteristics that tend to restrict their use or which have detracted from players&#39; enjoyment of the game. For example, in commercial game arcades, a shuffleboard table competes for available space with a variety of other games. Moreover, it is customary for table shuffleboard games have lengthy playing fields, typically at least 12 to 24 feet long, so as to make the game sufficiently challenging. Shuffleboard tables also require frequent leveling and climate calibration to ensure consistent and true puck travel. 
     Additionally, sufficient lighting may not always be present at locations where it is desired to situate a table shuffleboard game. Therefore, the table shuffleboard playing field may typically be illuminated so that the field boundaries and demarcations on the field are clearly visible to players. Some prior shuffleboard game tables attempt to resolve this problem by including lighting fixtures as a component of the table itself. For example, the fixtures may be mounted on posts that extend upward at a side of the playing field. However, the inclusion of such fixtures further contributes to the bulk of the table shuffleboard game. 
     Shuffleboard tables also typically have a scoreboard in the form of a display screen which indicates each player&#39;s current score. However, the players have the burden of both calculating scores and scorekeeping. For example, the players must remember to manually operate the electrical switch buttons that operate the scoreboard. Such scoreboards are typically mounted on posts that extend upward from a side of the table, and thereby further contribute to the bulk of the table shuffleboard game. 
     Another disadvantage of table shuffleboard games in commercial establishments is the ability of players to play or practice the game without paying for game play. Such activities are possible as payment for game play simply activates the electronic scoreboard display. Since scoring is already manually performed by players, the scoreboard is not a necessity for playing or practicing the game. Prior attempts to address this problem have included upwardly extending a row of pins at the middle of the playing field which are retracted upon the deposit of sufficient money or credits for a game play session. 
     Pucks used in conventional table shuffleboard games are relatively heavy so as to allow the player to impart sufficient momentum to the puck to have the puck travel along the full length of the playing field. These heavy pucks often abrade the surface of the playing field, which eventually interferes with smooth sliding of the pucks, and thereby detracts from the quality of the game. Such abrading of the surface of the playing field also complicates maintenance of these tables, as frequent resurfacing of the playing field may become necessary. Some table shuffleboard games have a protective plastic on top of the game playing field to eliminate the need for such maintenance, but however typically require the application of silicone beads to the playing field to reduce friction between the playing field and puck. Further, such silicone beads are typically spread on the game playing field by players as needed throughout each game, which necessitates that these silicone beads be readily available for use by the players. Such maintenance and supply of silicone beads increases the costs of operating table shuffleboards. 
     Traditional table shuffleboard games are also limited to a single form or play and a single scoring protocol. Specifically, the demarcations at the end regions of the playing field that are used for scoring are permanently imprinted on the playing field surface. Accordingly, the inability to change or modify these permanently imprinted demarcations limits the shuffleboard game to a single form or play and a single scoring protocol. 
     Shuffleboard-like video games often incorporate a multi-dimensional ball control transducer, known as a track ball, to enable a player to specify travel and velocity parameters. However, these games break from the tradition of table shuffle board by removing the kinesthetic link of propelling actual pucks along the surface of a playing field. Additionally, profitability of a gaming apparatus in commercial game arcades or the like is highly dependent on the ability of the game to attract the interest of potential players and to provide an exciting ambiance during playing of the game. However, prior shuffleboard tables and shuffleboard-like video games have been lacking in this respect. 
     BRIEF SUMMARY OF THE INVENTION 
     One aspect of the present invention is a gaming apparatus that includes a housing having a playing field. The playing field may have a proximate end and a distal end. A display may be operably connected to the housing. The gaming apparatus may also include a puck return that is operably connected to the distal end of the playing field. The puck return may be configured to return a puck propelled down the playing field back to approximately the proximate end of the playing field. According to an embodiment of the invention, the playing field may have a resilient elastic material placed above the playing field. The gaming apparatus may also include a first transmitter and a first sensor. The first transmitter and the first sensor may be positioned on opposite sides of the playing field. The first transmitter is configured to transmit a first beam to the first sensor, and the first sensor configured to read the first beam. The gaming apparatus may also include a second transmitter and a second sensor, the second transmitter and second being positioned on opposite sides of the playing surface. The second transmitter is configured to transmit a second beam to the second sensor, and the second sensor configured to read the second beam. According to an embodiment of the present invention, the first beam and the second beam are oriented to intersect at approximately the center of the width of the playing field. 
     Another aspect of the present invention is a gaming apparatus having a housing, a first and second transmitter operably connected to the housing, and a first and second sensor operably connected to the housing. The first transmitter is configured to transmit a first beam to the first sensor, and the second transmitter configured to transmit a second beam to the second sensor. Further, the first and second beams may have an intersection point at approximately the center of the width of the playing field. The gaming apparatus also includes a game acquisition circuit having a game controller. The game acquisition circuit is operably connected to the first and second sensors. The first sensor is configured to provide signals to the game acquisition circuit indicating changes in a first beam status, and the second sensor is configured to provide signals to the game acquisition circuit indicating changes in a second beam status. Further, the game acquisition circuit is adapted to set times indicating when the changes in the first and second beam statuses occur. The game controller is also adapted to use the times equated to the changes in the first and second beam statuses to calculate at least one of the following: the angle of travel, velocity, or location of a puck propelled across the first and second beams. The game acquisition circuit may use the calculated angle of travel, velocity, and/or location of the puck to determine the travel path of a virtual puck along a virtual playing field, and display the virtual puck on a display. 
     Another aspect of the present invention is a gaming apparatus including a housing having a first side rail, a second side rail, and a playing field. The playing field may have a proximate end and a distal end. A puck return is operably connected to the housing and includes an elastic resilient elastic material placed above a portion of the distal end of the playing field. A first transmitter is operably connected to the first side rail, while a second transmitter operably connected to the second side rail. The first transmitter is configured to transmit a first laser beam, and the second transmitter configured to transmit a second laser beam. The first laser beam is oriented to intersect the second laser beam at approximately the center of the width of the playing field. A first sensor, which is oriented to read the first laser beam, is operably connected to the second side rail. A second sensor, oriented to read the second laser beam, is operably connected to the first side rail. The gaming apparatus also includes a game acquisition circuit that is adapted to receive at least two interrupt signals from both the first and second sensors. At least one of interrupt signals received by the game acquisition circuit for the sensors indicates the first sensor or second sensor is unable to read the first or second laser beam. Additionally, at least one of the interrupt signals received by the game acquisition circuit indicates when the first or second sensors have resumed being able to read the first or second laser beam. The game acquisition circuit is also adapted to record a time associated with each of the interrupt signals received by the game acquisition circuit. 
    
    
     
       BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS 
         FIG. 1  illustrates a perspective view of a gaming apparatus according to an embodiment of the present invention. 
         FIG. 2  is a front view of a gaming apparatus according to an embodiment of the present invention. 
         FIG. 3(   a ) illustrates a perspective view of the playing field and housing of a gaming apparatus having a puck return according to an embodiment of the present invention. 
         FIG. 3(   b ) illustrates a perspective view of the playing field and housing of a gaming apparatus having a puck catcher according to an embodiment of the present invention. 
         FIG. 4  illustrates a block diagram of a game acquisition circuit that is operably connected to sensors according to an embodiment of the present invention. 
         FIG. 5   a  illustrates a perspective view of a puck for use with the gaming apparatus according to an embodiment of the present invention. 
         FIG. 5   b  illustrates a partial exploded cross-sectional view of a puck for use with the gaming apparatus according to an embodiment of the present invention. 
         FIG. 5   c  illustrates a partial exploded cross-sectional view of a puck for use with the gaming apparatus according to an embodiment of the present invention. 
         FIG. 6  illustrates a representation of a puck traveling along a playing field according to an embodiment of the present invention. 
         FIG. 7  illustrates a flow chart of an input/output board time diagram according to an embodiment of the present invention. 
         FIG. 8  illustrates a flow chart of calculations performed by the game controller. 
         FIG. 9  illustrates a flow chart of a method of correcting potential inaccuracies in the calculated value for the angle of travel of the puck. 
     
    
    
     The foregoing summary, as well as the following detailed description of certain embodiments of the present invention, will be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, there is shown in the drawings, certain embodiments. It should be understood, however, that the present invention is not limited to the arrangements and instrumentalities shown in the attached drawings. 
     DETAILED DESCRIPTION OF THE INVENTION 
       FIGS. 1 and 2  illustrate a perspective view and a front view, respectively, of a gaming apparatus  100  according to an embodiment of the present invention. The gaming apparatus  100  includes a playing field  102  and a display  104 , such as a video monitor. The playing field  102  includes a proximate end  106  and a distal end  108 . According to an embodiment of the present invention, the playing field  102  may be a portion of the playing field of a conventional table shuffleboard, such as, for example, a portion of the playing field of a table shuffleboard that is in proximity to where a player typically releases a puck onto the playing field. For example, the playing field  102  may have a construction similar to conventional 12 to 24 foot long wooden shuffleboard table but have a length of approximately 50 inches. However, the present invention may be used with a variety of different lengths for the playing field  102 . 
     The display  104  may be mounted to the housing  110 , such as, for example, through mounting brackets or posts, among others. Alternatively, the display  104  may be mounted on a wall or other nearby vertical surface or suspended from a ceiling or overhanging structure. The housing  110  may also include, or be supported by, legs  112 , as shown in  FIGS. 1 and 2 . 
       FIG. 3(   a ) illustrates a perspective view of the playing field  102  and housing  110  of a gaming apparatus  100  according to an embodiment of the present invention. The playing field  102  may be set in or on the housing  110 . According to an embodiment of the present invention, the housing  110  may include a first side rail  114 , a second side rail  116 , a first end rail  118 , and a second end rail  120 . The first and second side rails  114 ,  116  may be generally parallel to at least a portion of the sides of the playing field  102 , as illustrated in  FIG. 3(   a ). Additionally, at least a portion of the side rails  114 ,  116  may abut against, or, alternatively, be offset by gutters from the sides of the playing field  102 . According to an embodiment of the present invention, at least a portion of the first end rail  118  may be recessed so as to not interfere with a player&#39;s movement when the player releases, or prepares to release, a puck onto the playing field  102 . According to another embodiment, the housing may not have side rails  114 ,  116  and/or end rails  118 ,  120 . Instead, the sides of the playing field may abut against gutters or nets that may catch a puck that may fall over the edge of the playing field  102 . 
     The housing  110  may also include player activated buttons  128 . The player activated buttons  128  may allow the player to make menu and game play selections, including, for example, selecting the number of players for game play and the type of game to be played, such as, for example, Knock Off, Crazy Eights, Horse Collar, Target, Baseball, bowling, and skee ball, among others. For example, according to an embodiment of the invention, the type of game to be played may include selecting scoring zones and values, and the player may select the length of the virtual playing field  408 . According to another embodiment, a player activated button  128  may allow a player to add “English,” or a spin factor, on the movement of the puck  200 . For example, the gaming apparatus  100  may be programmed so that the length of time the player holds down a player activated button  128  may translate to the amount of spin factor added to the movement of the virtual puck  406 . 
     The first and second side rails  114 ,  116  may include one or more transmitters  124   a ,  124   b  and one or more sensors  126   a ,  126   b , as shown in  FIG. 6 . Alternatively, the transmitters  124   a ,  124   b  and/or sensors  126   a ,  126   b  may be located on posts or be operably attached to the playing field  102  or housing  110 , such as, for example, being mechanically mounted or fastened to the sides, edges, and/or the horizontal playing surface of the playing field  102 , among others. Each transmitter  124   a ,  124   b  may be oriented toward the associated sensor  126   a ,  126   b , and vice versa. Further, different types of transmitters  124   a ,  124   b  and the associated sensors  126   a ,  126   b  may be used for the transmission of a beam  128   a ,  128   b  from the transmitters  124   a ,  124   b  to the sensors  126   a ,  126   b , including, for example, but not limited to, an optical, LED, infrared, or laser beam, among others. The sensors  126   a ,  126   b  may be solar sensors or analog sensors that read the intensity of the transmitted beam  128   a ,  128   b  and/or digital sensors that read whether the transmitted beam  128   a ,  128   b  is obstructed by a passing puck or unobstructed. According to an embodiment, two or more transmitters  124  may be mounted on the first or second side rails  114 ,  116 , while the sensors are located on the opposite side rail  114 ,  116 . Alternatively, each side rail  114 ,  116  may include at least one transmitter  124   a ,  124   b  and at least one sensor  126   a ,  126   b . According to an embodiment, each side rail  114 ,  116  includes one sensor, with the sensors  126   a ,  126   b  being located closer than the transmitters  124   a ,  124   b  to the player playing the game. While the sensors and transmitters  124 ,  126  may be positioned anywhere along the first and second rails  114 ,  116 , according to an embodiment, the sensors  126   a ,  126   b  and transmitters  124   a ,  124   b  may be positioned in general proximity to the distal end  108  of the playing field  102 . Moreover, the sensors  126   a ,  126   b  and transmitters  124   a ,  124   b  may be positioned along the first and second side rails  114 ,  116  so that the movement of the player while propelling the puck towards the distal end  108  does not interfere with the ability of the transmitter  124   a ,  124   b  and/or sensor  126   a ,  126   b  to detect the movement of the puck and/or so as to not detect any movement of the player. Determination of the location of the sensors  126   a ,  126   b  and transmitters  124   a ,  124   b  may also be based on an at least the attempt to minimize any potential misalignment due to the movement of the housing  110  and/or playing field  102 , such as movement caused by player contact with the housing  110  or playing field  102 . 
     According to an embodiment of the present invention, the puck return  122  may be a resilient elastic material, such as, for example, urethane, at least a portion of which is stretched above and across to the playing field  102 . For example, the puck return  122  may be located at the end of the playing field  102 , and may be mechanically connected to the housing  110  or playing field  102 , such as, for example, through the use of hooks, posts, or slots, among others. The puck return  122  may stop, and even reverse, the movement of a puck that has been propelled to the distal end  108  of the playing field  102 . Specifically, as the momentum of the puck  200  and its associated force comes into contact with the elastic material of the puck return  122 , the elastic material of the puck return  122  may move from a rest position to a deformed position. The elastic material of the puck return  122  may reach the deformed position when the resistance of the elastic material of the puck return  122  overcomes the force being imparted by the propelled puck. The puck return  122  may then begin to move back towards the rest position. The movement of the puck return  122  from the deformed position towards the rest position may impart a force on the puck to sling, or propel, the puck back towards the proximate end  106  of the playing field  102 . 
       FIG. 3(   b ) illustrates a perspective view of the playing field  102  and housing  110  of a gaming apparatus  101  having a puck catcher  140  according to an embodiment of the present invention. According to an embodiment of the present invention, the housing  110  illustrated in  FIG. 3(   b ) may not include side rails  114 ,  116  and/or end rails  118 ,  120 . However, the puck catcher  140  may also be used in embodiments in which the housing  110  includes side rails  114 ,  116  and/or end rails  118 ,  120 . 
     The puck catcher  140  may be part of the housing  110 , or operably connected to the housing  110 , such as by mechanical fasteners, hooks, or brackets, among others. According to certain embodiments of the invention, the puck catcher  140  may be a gutter or net that is generally located beneath or along at least a portion of the outer perimeter of the playing field  102 , such as around at least a portion of the distal end  108  and/or at least a portion of the proximate end  106  of the playing field  102 . According to an embodiment of the present invention, the puck catcher  140  may be located below the horizontal playing surface of the playing field  102  so that the puck catcher  140  does not interfere with pucks travelling along the edge of the playing field  102 . A puck(s) that goes or falls off the edge of the playing field  102  may go into the puck catch  140 , and may be later retrieved by a player(s). 
     Additionally, the use of a puck catcher  140  may allow for players to play from each end of the playing field  102 . Specifically, during a first round of play, players may propel pucks from the proximate end  106  toward the distal end  108  of the playing field  102 . At that end of that round, the player(s) may retrieve pucks that are located at the distal end of the playing field  102  or in the puck catcher  140 . Rather than returning to the proximate end  106  of the playing field  102 , the players may remain at the distal end  108 , and may continue game play by propelling the puck(s) from the distal end  108  of the playing field  102  toward the proximate end  106 . According to such an embodiment, the display  104  may be located at a position so that the display  104  does not interfere with the players&#39; ability to play a game from both the proximate end  106  and the distal end  108  of the playing field  102 , such as, for example, being located to the side of the housing  110 , among others. 
     The housing  110  may also include payment collection devices, such as, for example a bill collector  116  and/or a coin collector  118 , and may also include a coin return  120 , as shown in  FIG. 3(   a ). However, the gaming apparatus may be configured to accept other forms of money or credits, including for example, credit cards or cards on which information regarding credits available to the player for game play may be stored. 
       FIG. 3(   a ) also illustrates a cavity  300  beneath the playing field  102 . According to an embodiment of the present invention, the cavity  300  may be used for the placement of a game acquisition circuit and other hardware used in the operation of the gaming apparatus  100 . The cavity  300  may be covered by one or more cover plates, at least a portion of the cover plate being part of the playing field  102 . However, the game controller may be located at a variety of other locations, including, for example, beneath the housing  110 , on or inside the side of the housing  110 , in or on the rear of the housing  110 , among others. 
       FIG. 4  illustrates a block diagram of a game acquisition circuit  400  that is operably connected to sensors  126   a ,  126   b  according to an embodiment of the present invention. The game acquisition circuit  400  may include an input/output board  402  and a game controller  404 . The sensors  126   a ,  126   b  may provide signals indicating whether the beams  128   a ,  128   b  are detected by the corresponding sensor  126   a ,  126   b . The signals from the sensors  126   a ,  126   b  may be filtered or processed before being received by the input/output board (IOB)  402 . Additionally, the signals from the sensors  126   a ,  126   b  may undergo modulation so as to overcome noise effects from ambient light. Signals from the sensors  126   a ,  126   b  may be stored by the input/output board  402  until a predetermined number of events occur, as discussed below in more detail. Further, while at the input/output board  402 , the signals from each of the sensors  126   a ,  126   b  may be combined before being sent to the game controller  404 . The game controller  404  may include a processor that operates software or game code to perform calculations using the information received from the input/output board  402 . For example, information received from the input/output board  402  may indicate when a beam  128   a ,  128   b  was crossed by a puck propelled down the playing field  102 . This information may allow the game controller to calculate travel information for the propelled puck, including, for example, the velocity, angle of travel, and location of the puck, among others, as the puck crossed the beams  128   a ,  128   b . The game controller  404  may then use this information to calculate a travel path for a virtual puck  406  along a virtual playing field  408  that corresponds to the travel path and ending point the actual puck may have taken had the playing field  102  been longer. The game controller  404  may also control the display of the virtual playing field  408  and virtual puck  406  on the display  104 , as shown in  FIG. 2 . Additionally, the game controller  404  may also operate automatic scoring for the game session. Further, the game controller  404  may be used for operation of the game menu and player options that may be selected through the use of the player activated button(s)  128 , including the spin factor added to the virtual puck  406 . 
       FIG. 5   a  illustrates a perspective view of a puck  200  for use with the gaming apparatus  100  according to an embodiment of the present invention. The puck  200  may include an upper surface  202 , a lower surface  204 , and one or more ball bearings  206  that are configured to reduce the friction between a puck  200  and the surface of the playing field  102  as the puck  200  is propelled along the playing field  102 . The bearings  206  may be operably secured into the puck  200 , such as, for example, by a press fit, retaining rings, or cap, or can be integrated into the body of the puck  200 , such as, for example, by the semi-spherical race portions of the bearing unit(s) being integrated into the body of the puck  200 . According to an embodiment of the present invention, one steel omni-directional ball bearing  206  is centrally mounted on the puck  200  and protrudes slightly beyond the lower surface  204  of the puck  200 , thereby reducing the portion of the bottom surface  204  of the puck  200  that comes into contact with the playing field  102  as the puck  200  moves along the playing field  102 . According to other embodiments, the puck  200  may be operably connected to multiple ball bearings  206 , such as, for example, three ball bearings  206 , that are arranged to prevent the bottom surface  204  of the puck  200  from contacting the playing field  102  as the puck  200  is propelled during game play towards the distal end  108  of the playing field  110 . 
     Additionally, the puck  200  may be constructed from material that has a low friction coefficient respective to the playing field  102 . According to one embodiment, the puck  200  is constructed from a plastic material, such as, for example, Delrin, among others. According to another embodiment, at least a portion of the puck  200  that comes into contact with the playing field  102  during game play may be constructed from material having a lower coefficient of friction relative to the surface of the playing field  102  than material(s) used to construct other portions of the puck  200 . For example, according to an embodiment, the lower surface  204  may be constructed from a material having a lower coefficient of friction than the material used to construct other portions of the puck  200 , such as the upper surface  202  and/or outer perimeter of the puck  200 . Alternatively, the outer surface of the lower surface  204 , also referred to as the lower surface outer perimeter, that comes into contact with the playing field  102  may be constructed of a material having a lower coefficient of friction than other portions of the puck  200 , such as the upper surface  202 , outer perimeter, and/or other portions of the lower surface  204 . Alternatively, a material having a low coefficient of friction may be attached or adhered to surfaces of the puck  200  that may come into contact with the playing field  102  during game play. According to an embodiment of the present invention, the puck  200  may have an approximately 3 inch diameter and a width of approximately 15/16 inch. However, traditional pucks and silicone beads can also be used with the gaming apparatus  100  of the present invention. Further, as the present invention may be used for a number of different games, including bowling and skee ball, as previously mentioned, according to other embodiments of the present invention, the puck may take other shapes than that shown in  FIG. 5 , including, for example, being round or ball-shaped. 
       FIG. 5   b  illustrates a partial exploded cross-sectional view of a puck  250  for use with the gaming apparatus  100  according to an embodiment of the present invention. The puck  250  has an upper surface  252 , a lower surface  254 , and at least one load ball  256 . The puck  250  may also include at least one aperture  258  configured to house at least a portion of the load ball  256 . According to the embodiment illustrated in  FIG. 5   b , the aperture  258  may be in a generally central location along the length of the puck  250 . However, in other embodiments, the aperture  258  may be located at other positions about the puck  250 , such as, for example, closer to an outer perimeter  260  of the puck  250 . Further, the puck  250  may include a plurality of apertures  258 , each configured to house at least a portion of at least one load ball  256 . For example, according to an embodiment of the invention, at least two load balls  256  may be at least partially housed in separate apertures  258  in the puck  250 . Further, the load balls  256  may, for example, be equally spaced from each other or from neighboring load balls  256  and from the center of the puck  250 . 
     According to an embodiment, the load ball  256  may be part of a bearing  261  that also includes a plurality of secondary balls  264  and a ball retainer  266 . For example, the load ball  256  may be part of an inversely mounted transfer bearing that is inserted into the puck  250  through an orifice  262  in the lower surface  254 , as illustrated in  FIG. 5   b . The load ball  256  may be freely coupled to the puck  250  and rotate along the plurality of smaller secondary balls  264 , such as, for example, recirculating ball bearings, so that the puck  250  travels along the surface of the playing field  102  in a non-skewed trajectory. According to one embodiment, at least a portion of the body of the puck  250  may be configured to provide a bearing raceway for the secondary balls  264 . At least a portion of the load ball  256  and secondary balls  264  may be secured within the puck  250  by the ball retainer  266 . As illustrated by the embodiment in  FIG. 5   b , the ball retainer  266  may include an opening  263  through which at least a portion of the load ball  256  may protrude through the ball retainer  266  and beyond the lower surface  254  of the puck  250 . Further, the ball retainer  266  may be operably secured to the puck  250 , such as, for example, through the use of press fit, retaining ring, or mechanical fasteners, including, for example, a screw, bolt, or pin, among others. The ball retainer  266  may also include a rib  255  that fits into a channel  257  in the aperture  258  to assist with securing the ball retainer  266 , and thus load ball  256  and secondary balls  264 , in the puck  250 . 
     The upper surface  252  of the puck  250  may include an outer groove  270  and an inner groove  272 . The inner groove  272  may also be configured to receive the insertion of a disc  274 , such as a generally round shaped disc  274  that may include or be attached to graphic material, such as printed information, advertisement, or logo, among others. The outer groove  270  may be configured to receive the insertion of a cover  276 . According to an embodiment, the cover  276  may be removably secured to the puck  250 , such as by a snap fit into inner grove  272  or through the use of mechanical fasteners, including adhesives, screws, pins, or bolts, among others. The cover  276  may be made from the same or different material than the lower surface  254  of the puck  250 . Further, according to an embodiment, the cover  276  may be at least semi-transparent so as to allow at least a portion of the top of the disc  274  to be viewable when the cover  276  and disc  274  are inserted in the outer and inner grooves  270 ,  272 , respectively. Additionally, the puck  250  may include at least one access hole  278  that may allow for the insertion of tool or other object to remove the cover  276  and/or disc  274 . 
     According to an embodiment, the outer diameter of the puck  250  may be made approximately 3 times larger than the diameter of the load ball  256 . For example, according to an embodiment, the puck  250  may have an outer diameter of approximately 3 inches and a thickness of approximately 15/16 inches, while the load ball  256  and secondary balls  264  may have diameters of approximately ¾ inches and 1/16 inches, respectively. The load ball  256  and secondary balls  264  may be constructed from a variety of relatively hard materials, including, for example, steel, plastic, and rubber. Further, the load ball  256  may be constructed from a material harder than the material of the secondary balls  264 . 
     The load ball  256  may protrude far enough away from the puck  250  so that the puck  250  is relatively stable as it travels down the surface of the playing field  102 . According to some embodiments, a portion of the load ball  256  protruding through the orifice  262  may extend about 0.015 inches beyond or away from the lower surface  254 . By protruding slightly out of the puck  250 , the load ball  256  may minimize and/or eliminate the amount of the lower surface  254  of the puck  250  that contacts the surface of the playing field  102 , and thereby reduce the amount of friction between the puck  250  and the surface of the playing field  102 . For example, if the puck  250  includes a plurality of load balls  256 , such as, for example, three load balls  256  that are equally spaced from the center of the puck  250 , the lower surface  254  may not come into contact with the surface of the playing field  102  as the puck  250  travels down the playing field  102 . 
       FIG. 5   c  illustrates a partial exploded cross-sectional view of a puck  282  for use with the gaming apparatus  100  according to an embodiment of the present invention. The puck  282  includes an upper surface  283  and a lower surface  284 . The upper surface  283  may include outer and inner grooves  285 ,  286  that may be sized to allow for the insertion of a ball retainer  287  and/or the insertion of a bearing into the aperture  288 . As shown by  FIG. 5   c , according to an embodiment, the ball retainer  287  may be, or include, a bearing raceway. The ball retainer  287  may be secured to the puck  282  through the use of at least one mechanical fastener  290 , such as a screw, bolt, snap ring or pin, among others. 
     The aperture  288  may include a flange, protrusion, or shoulder  289  upon which at least a portion of the ball retainer  287  may generally abut. The removable cover  276  and disc  274  may allow for adjustments to be made to the puck  250 . For example, one or more shims or spacers (not shown) may be placed, or removed from, between the shoulder  289  in the aperture  288  and the ball retainer  287 , thereby raising or lowering the load ball  256  into or out of the puck  250  so as allow for an adjustment in the distance that at least a portion of the load ball  256  protrudes out of an orifice in the lower surface  284  of the puck  282 . 
     Additionally, an identifier  280  may be removably placed in or on, or molded into, the puck  250 ,  282 . For example, the identifier  280  may be placed inside the puck  250 , such as, for example, between the disc  274  and the body of the puck  250 . According to another embodiment, the identifier may be positioned between the disc  274  and the ball retainer  287 . According to another embodiment, the identifier  280  may be placed on or attached to the cover  276  or the disc  274 . Further, according to some embodiments, the identifier  280  may be removable so that an identifier  280  may correspond to a specific player or team. The identifier  280  may allow for the automatic detection of game play information associated with the puck  250 ,  282 , player, and/or team. For example, the identifier  280  may be used to detect whether game play credits are available for that puck  250 ,  282  or player to allow game play to commence, or whether game play is commencing so that the credits are to be deducted from the appropriate account. Further, the identifier  280  may be used for allocating scoring, such as identifying a scoring play with a particular player or team and keeping track of game score during play. 
     The identifier  280  may be detected by a sensor or may record game play information and later communicate that information to the gaming machine  100  or a game system. Examples of identifiers  280  include, but are not limited to, a microchip, radio frequency identification (RFID) chip, magnet, or ultrasonic emitter. Additionally, the puck  250 ,  282 , including the cover  276  or disc  274 , may have an optical identifier, such as, for example, a bar code, number, or color, among others, that is detected by an optical sensor. 
       FIG. 6  illustrates a representation of a puck  200  traveling along a playing field  102  according to an embodiment of the present invention. The embodiment in  FIG. 6  illustrates the transmitters  124   a ,  124   b  and corresponding sensors  126   a ,  126   b  being angled towards each other. Further, the beam  128   a ,  128   b  transmitted from each transmitter  124   a ,  124   b  may intersect each other at the horizontal center point of the playing field  102  and at half the distance between a transmitter  124   b  and the sensor  126   a  on the same side rail  116 . The intersection of the beams may have an angle of 45 degrees, 22.5 degrees, 11.25 degrees, or 6.125 degrees, although almost any angle is usable. According to an embodiment of the present invention, if a beam  128   a ,  128   b  is blocked or is not read by the sensor  126   a ,  126   b  for a predetermined period of time, a warning message may be displayed for the players to see that game play has been interrupted. For example, if a player places his hand on the housing  110  for a period of time so as to interfere with a beam  128   a ,  128   b  being received or sensed by the corresponding sensor  126   a ,  126   b , or the transmitter  124   a ,  124   b  is misaligned with the corresponding sensor  126   a ,  126   b , the warning may indicate that a corrective action is necessary before game play may resume. 
     Additionally, the game controller  404  may provide the option for angle correction. Angle correction may be used to calibrate the angle of beam intersection, for example during the initial set-up of the gaming apparatus  100  so as to allow for more precise calculation of the angle of travel, velocity, and location of a puck  200  that crosses the beams, as discussed below in more detail. For example, a card may be provided that is placed at the distal end  108  of the playing field  102  that has markings as to where a beam should been seen if, for example, the beams are to intersect at 11.25 degrees. The card may include other indicia to provide information for each beam as to the degree of offset or variance of the beam from the intended angle of intersection that may then be inputted into the game controller  404 . For example, according to embodiments of the invention, if the beams are to intended to, and in fact do, intersect at an 11.25 angle, the card will indicate an angle offset of “0”. However, if the angle of the transmitted beam is offset, the card may provide offset values, for example ranging from −5 to +5, that may used to indicate to the game controller  404  the offset of the angle of the beam. 
       FIG. 7  illustrates a flow chart of an input/output board  402  time diagram according to an embodiment of the present invention. At  700 , an input/output board  402  receives an interrupt signal from a sensor  126   a ,  126   b  indicating that a beam  128   a ,  128   b  being transmitted to that sensor  124   a ,  124   b  has been obstructed by a puck  200  that the player has propelled along the playing field  102  of the gaming apparatus  100 . Before the puck  200  reaches any of the beams  128   a ,  128   b , the beams  128   a ,  128   b  are unobstructed by the puck so that the beams  128   a ,  128   b  transmitted by the transmitters  124   a ,  124   b  are received or sensed by the associated sensors  126   a ,  126   b . Which beam  128   a ,  128   b  is first obstructed, or whether both beams  128   a ,  128   b  are simultaneously broken, and when each beam  128   a ,  128   b  is not obstructed, depends at least on the location and orientation of the transmitters  124   a ,  124   b  and the location and angle of travel of the propelled puck  200  on the playing field  102 . When a beam  128   a ,  128   b  ceases to be interrupted so that the beam status returns to unobstructed, a signal from the sensor at  700  will indicate, or provide, an uninterrupted signal. 
     At  702 , the input/output board  402  sets the first beam event status and time. An event occurs when there is a change in beam status, namely a change in a beam status of a beam  128   a ,  128   b  from unobstructed to obstructed. For example, if the first beam  128   a  is obstructed by the puck  200  before the second beam is obstructed by the puck  200 , the first event has the first beam status for the first beam  128   a  as obstructed, while the second beam status for the second beam  128   b  is unobstructed. Upon the occurrence of the first event, the first event may be equated to a time, which, for the first event may be set at zero. 
     At  704 , the input/output board  402  may inquire as to whether 4 events have been received. The number of events may vary depending on the number of transmitter/sensor combinations used to detect puck  200  movement. For example, in an embodiment of the present invention in which two transmitter/sensor combinations are utilized, there may be four events, namely when the first beam  128   a  is obstructed, when the first beam  128   a  is unobstructed, when the second beam  128   b  is obstructed, and when the second beam  128   b  is unobstructed. Each event is equated to a time, indicating when that event occurred. The time for each event may be the actual time the event occurred, or may be a lapse in time after the first event occurred or after the preceding event occurred. The first beam  128   a ,  128   b  to be broken may indicate what side of the playing field  102  that the propelled puck  200  is located. 
     If the predetermined number of events has not yet occurred, then at  706  the input/output board  402  may wait for a change in a beam status for either beam  128   a ,  128   b , or for the expiration of a predetermined period of time or timeout. If a timeout occurs, any events stored in the input/output board may be removed or erased. At  708 , the input/output board  402  may store the beam statuses and time for the event and increment the counter, which reflects the number of events that have occurred. This same process may repeat itself until all four events have occurred. For example, the second event may have the first and second statuses for the first and second beams  128   a ,  128   b  as obstructed and may have an event time of 54000 μs after the first event; the third event may have the first beam status as unobstructed while the second beam status is obstructed and an event time of 80000 μs after the first event; and the fourth event has the first and second beam statuses as unobstructed and may be recorded as having an event time of 120 ms after the first event. 
     After the four events have been received by the input/output board  402 , then at  710  the input/output board  402  may attempt to send an event packet, represented by the four events, to the game controller  404 . The game controller  404  may not initially accept the event packet, at which point the event packet may be stored, for example, in a buffer, until the game controller  404  is ready to receive the event package. For example, the game controller  404  may be busy multitasking or running other applications or game code when the input/output board  402  initially attempts to send the event package to the game controller  404 , and thus the event package may be stored until the game controller  404  is ready to receive the event package. 
     According to an embodiment of the invention, at  712 , the input/output board  402  may inquire as to whether as to whether 8 events have occurred. The eight events may consist of the four events discussed above plus an additional four events that may occur when the puck  200  passes again through the beams  128   a ,  128   b  as it the puck  200  is propelled by the puck return  122  toward the proximate end  106  of the playing surface  102 . Accordingly, there may be two additional events for both the first and second beams  128   a ,  128   b  as their beam status changes to obstructed and unobstructed as the puck  200  is returned to the proximate end  106  of the playing field  102 . Again, however, the number of events may be predetermined, and may be adjusted based on a number of factors, including the number of transmitter  124   a ,  124   b  and sensor  126   a ,  126   b  combinations. 
     At  714 , if the predetermined number of events has not occurred, the input/output board  402  may wait for a change in beam status or the expiration of a time-out period. If a change in beam status occurs before the time-out period, then at  716  the event may be thrown out, and the counter for the number of events that have occurred may be incremented. Once all eight events have occurred, then at  718  the counter may be cleared and the input/output board  402  may wait for the sensor inputs to stabilize for a predetermined time period before the process may begin again for another puck  200  that is propelled toward the distal end  108  of the playing field  102 . 
       FIG. 8  illustrates a flow chart of calculations performed by the game controller  404 . At  800 , the game controller  404  receives the events from the input/output board  402  discussed above with respect to  710  in  FIG. 7 . At  810 , these event times may be shortened to account for anticipated puck  200  deceleration between events. More specifically, the puck  200  is anticipated to deceleration due to at least friction between the playing field  102  and the puck  200 . Accordingly, the velocity at which the puck  200  crosses the first beam  128   a  may be higher than the velocity at which the puck  200  subsequently crosses the second beam  128   b . Accordingly, because of this potential difference in velocity, at  810  the game controller  404  may compensate for, or, alternatively, ignore this change in velocity. For example, the game controller  404  may adjust one or more event the times, such as, for example, by compressing or reducing the lapse time between events or between the first event and each subsequent event, to account for an anticipated deceleration in the velocity of the puck  200  so that a declaration in puck velocity may be negated. Moreover, the velocity of the puck  200  as it crosses both beams  128   a ,  128   b  may be treated as constant. Such adjustments in event times may improve the accuracy of the calculations for angle of travel and location of the puck  200 . 
     At  820 , the time associated with each event is converted to a restore time and a break time for each beam. The restore time is the time when the beam status of a beam  128 ,  128   b  is changed to obstructed. The break time is when the beam status of a beam  128   a ,  128   b  is changed to unobstructed. 
     At  830 , the difference in the duration of time that a beam  128   a ,  128   b  was obstructed or unobstructed is determined. Therefore, for example, the beam blockage time (beam 1 time) for the first beam  128   a  is the difference in time between the restore time and the break time for the first beam  128   a . Likewise, the beam blockage time (beam 2 time) for the second beam  128   b  is the difference in time between the restore time and the break time for the second beam  128   b . The difference between the beam 1 time and beam 2 time may be used to determine the difference in beam blockage duration (ΔT). 
     At  840 , the time calculations from  830  may be used to determine the angle of travel for the puck  200 . According to an embodiment of the invention, the angle of travel (θ) for the puck  200  may be calculated by the game controller  404  using at least the following formulas: 
             r   =         beam   1     ⁢   time         beam   2     ⁢   time                   θ   =     atan   (         r   -   1         -   r     -   1         tan   ⁡     (   beamAngle   )         )           
where the beamAngle is the angle of the intersection of the beams  128   a ,  128   b  in radians.
 
     At  850 , the time information from  830  and angle of travel from  840  may be used by the game controller  404  to calculate a puck velocity. According to an embodiment of the present invention, the velocity of the puck  200  may be calculated using at least the following equations: 
     
       
         
           
             
               n 
               1 
             
             = 
             
               abs 
               ⁡ 
               
                 ( 
                 
                   1 
                   
                     cos 
                     ⁡ 
                     
                       ( 
                       
                         θ 
                         + 
                         beamAngle 
                       
                       ) 
                     
                   
                 
                 ) 
               
             
           
         
       
       
         
           
             
               n 
               2 
             
             = 
             
               abs 
               ⁡ 
               
                 ( 
                 
                   1 
                   
                     cos 
                     ⁡ 
                     
                       ( 
                       
                         θ 
                         - 
                         beamAngle 
                       
                       ) 
                     
                   
                 
                 ) 
               
             
           
         
       
       
         
           
             velocity 
             = 
             
               
                 
                   
                     n 
                     1 
                   
                   + 
                   
                     n 
                     2 
                   
                 
                 
                   
                     
                       beam 
                       1 
                     
                     ⁢ 
                     time 
                   
                   + 
                   
                     
                       beam 
                       2 
                     
                     ⁢ 
                     time 
                   
                 
               
               * 
               
                 ϕ 
                 puck 
               
             
           
         
       
     
     where φ puck , is the diameter of the puck  200 . 
     At  860 , the time information and velocity and angle of travel calculations may be used by the game controller  404  to calculate the location (X) the puck  200  travels through the beams  128   a ,  128   b . According to an embodiment of the present invention, the location (X) may be based on, and represent, the distance the puck  200  is offset from the center of the playing field  102  and/or the intersection of the beams  128   a ,  128   b . For example, according to an embodiment of the invention, the center of the playing field  102  may be designated by a zero location, and a puck  200  located to the right of the center may have a positive location value, while pucks to the left of center may be assigned a negative location value. Specifically, according to an embodiment of the present invention, the playing field  102  may have a width of approximately 20.25 inches, and therefore the right side of the playing field  102  may extend to a location value of 10.125 inches, while the left side of the playing field  102  may extend to a location value of −10.125 inches. According to an embodiment of the present invention, the location of the puck  200  may be calculated using at least the following equations: 
     
       
         
           
             α 
             = 
             
               
                 ( 
                 
                   
                     
                       
                         beam 
                         1 
                       
                       ⁢ 
                       time 
                     
                     2 
                   
                   - 
                   
                     ( 
                     
                       
                         Δ 
                         ⁢ 
                         
                             
                         
                         ⁢ 
                         T 
                       
                       + 
                       
                         
                           
                             beam 
                             2 
                           
                           ⁢ 
                           time 
                         
                         2 
                       
                     
                     ) 
                   
                 
                 ) 
               
               * 
               velocity 
             
           
         
       
       
         
           
             X 
             = 
             
               
                 α 
                 2 
               
               
                 tan 
                 ⁡ 
                 
                   ( 
                   beamAngle 
                   ) 
                 
               
             
           
         
       
     
     At  870 , the velocity, angle or travel, and location (travel path information) may be stored, such as, for example, in a 1-puck buffer, until the game controller  404  is ready for this information. For example, the game controller  404  may not be ready to use the travel path information as the game controller  404  may be in the process of multitasking or processing other game program code, such as, for example, performing physics calculations or refreshing contents on the display  104 , among others. The game controller  404  may also be in a mode where it is ignoring any pucks  200  thrown, such as, for example, when the player is making menu selections through operation of the player activated buttons  128  or when the camera view of the virtual playing field  408  displayed on the display  104  is not at a starting position. Additionally, if the travel path information for a subsequently thrown puck  200  is received for storage at  860 , the stored travel path infatuation for an earlier thrown puck  200  may be overwritten before that travel path information for the earlier thrown puck  200  has been used by the game controller  404 . However, if the game controller  404  is immediately ready to receive the travel path information, step  870  may be skipped. 
       FIG. 9  illustrates a flow chart of a method of correcting potential inaccuracies in the calculated value for the angle of travel of the puck  200  discussed above with respect to  FIG. 8 . The calculations discussed with respect to  FIG. 8  and  FIG. 9  may be performed by the same or different sections of the game code or software. Further, angle correction, which is performed by the game controller  404 , may be necessary for some types games, and particularly when relatively high angles of travel occur at relatively high locations, such as when the puck  200  is propelled along the side of the playing field  102  so that at least a portion of the puck is close to, or extends over, a gutter located along a side of the playing field  102 . Accordingly, for those games in which angle correction is performed, then at  900 , the calculated angle of travel and the location of the puck  200 , as discussed above in  FIG. 8  at  840  and  860 , is retrieved from, for example, a storage buffer. At  910 , a corrected angle of travel (θ′) may be calculated for each puck  200  propelled along the playing field. According to one embodiment of the present invention, the corrected angle of travel may be calculated using the following equation: 
     
       
         
           
             
               θ 
               ′ 
             
             = 
             
               θ 
               
                 
                   1 
                   
                     
                       10 
                       - 
                       
                         abs 
                         ⁡ 
                         
                           ( 
                           X 
                           ) 
                         
                       
                     
                     20 
                   
                 
                 - 
                 1 
               
             
           
         
       
     
     However, according another embodiment of the present invention, a corrected angle of travel at  910  may be calculated using an adjustment factor (adjustmentFactor). The adjustment factor may be utilized in an attempt to offset the potential effect deceleration of the puck  200  as the puck  200  crosses different beams  128   a ,  128   b  may have on the accuracy of the calculations. For example, the calculations for a puck  200  that is traveling along the edge of the playing field  102  may be less accurate than calculations for a puck  200  traveling along the center of the playing field  102 . Specifically, the puck  200  that travels at the edge of the playing field  102  has a longer distance to travel before both beams  128   a ,  128   b  have been broken than a puck  200  traveling at the center of the playing field, and thus the puck  200  at the edge of the playing field  102  may experience more deceleration before both beams  128   a ,  128   b  have been broken. This declaration may adversely impact the accuracy of the calculations for the angle of travel of the puck  200 , and other related calculations. Accordingly, a corrected angle of travel may also be calculated using an adjustment factor, such as, for example, an adjustment factor of 13.0, as in the following equation to attempt to offset the effect of puck  200  deceleration: 
     
       
         
           
             
               θ 
               ′ 
             
             = 
             
               θ 
               
                 1 
                 
                   
                     adjustFactor 
                     - 
                     
                       abs 
                       ⁡ 
                       
                         ( 
                         X 
                         ) 
                       
                     
                   
                   adjustFactor 
                 
               
             
           
         
       
     
     Further, in instances when the puck  200  is traveling at relatively higher velocities, the impact of deceleration of the velocity of the puck  200  on the accuracy of calculated speeds and location may be minimized. In such events, the corrected angle (θ′) at  910  may be calculated using at least the following equation: 
     
       
         
           
             
               θ 
               ′ 
             
             = 
             
               θ 
               * 
               
                 
                   100 
                   - 
                   
                     min 
                     
                       ( 
                       
                         velocity 
                         , 
                         100 
                       
                       ) 
                     
                   
                 
                 75 
               
             
           
         
       
     
     At  920 , an inquiry is made by the game controller  404  as to whether the location (X) places any part of the puck over the side of the playing field  102 . If the answer is no, then at  960  the corrected angle of travel may be used by the game controller for the virtual puck  406 . If the answer is yes, then at  930 , the inquiry is whether the corrected calculated angle of travel is less than 0.025 radians. If the answer is no, then at  960  the corrected angle of travel may be used by the game controller  404  for the virtual puck  406 . If the answer is yes, then at  940 , the game controller  404  determines whether the travel angle is pointing outwards from the playing field  102  so that the puck  200 , or the virtual puck  406 , may fall off of the playing field  102  and into the gutter. If the answer is no, then at  960  the angle of travel may be used. However, if the answer is yes, then at  950  the corrected angle of travel may be assigned a value of “0” radians so that the virtual puck  406  may remain on the virtual playing field  408 . 
     The gaming controller then may utilize the results of the angle of travel (or corrected angle of travel where applicable), velocity, and location to determine a travel path for the virtual puck  406  along the virtual playing field  408 , which may be displayed on the display  104 . Further, using the calculated location, angle or corrected angle of travel, and velocity of the puck  200 , the game controller  404  may determine the location at which the virtual puck  406  will come to rest, or stopping location, on the virtual playing field  408 , and whether that resting place is in the virtual scoring zone. During subsequent throws of pucks  200 , the game controller  404  may determine if another virtual puck  406   a  is in the path of a later virtual puck  406   b , and thus whether the virtual pucks  406   a ,  406   b  will collide, the path of each virtual puck  406   a ,  406   b  after the collision, the place at which each virtual puck  406   a ,  406   b  will come to rest on the virtual playing field  408  after the collision, and whether either puck  406   a ,  406   b  has been removed from or placed on a virtual scoring zone. The game controller  404  will also tabulate a score for those pucks  406   a ,  406   b  that are at rest in or on the virtual scoring zone. 
     The game controller  404  may also be programmed to add effects or variances to the travel path of the virtual puck  406 . For example, the virtual portion of the gaming apparatus  100  may simulate the presence and effect on the virtual puck  406  of a silicone bead pattern on the virtual playing field  408 . Accordingly, after each puck is propelled, any simulated silicone bead pattern on the virtual playing field  408  may be altered by the calculated path of the virtual puck  406  to mimic the change of the silicone bead pattern that would occur on a traditional shuffle board table. 
     While the invention has been described with reference to certain embodiments, it will be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the scope of the invention. In addition, many modifications may be made to adapt a particular situation or material to the teachings of the invention without departing from its scope. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed, but that the invention will include all embodiments falling within the scope of the appended claims.