Patent Abstract:
A gaming apparatus is disclosed that bridges the entertainment gap that currently exists between skill-based video game entertainment and the traditional formats of video games of chance. The present invention as described herein, provides a three dimensional software “world” as the gaming environment, and, through the incorporation of human interface devices, provides the player with the feeling of control experienced when playing a skill-based video game, while maintaining the random outcome requirements of standard video games of chance. In certain circumstances, the present invention may actually provide an element of control over the game outcome, but it is the feeling of control—not necessarily actual control—that provides the unique entertainment value. The present invention also provides a two-way video gaming apparatus for accommodating a plurality of players.

Full Description:
BACKGROUND 
     1. Field of Invention 
     This invention relates generally to video games and video games of chance. More specifically, the present invention relates to gaining devices that generate random combinations of symbols and provide a win indication if the random combination generated corresponds to one of a plurality of predetermined winning combinations, and also to video game devices wherein players may input control commands and interact directly with the game images. Further, the present invention also pertains to video entertainment and gaming systems that utilize a plurality of video terminals at remote player locations capable of interacting with each other through a central location. 
     2. Description of Prior Art 
     Games of chance are widely known in prior art. These devices include video and mechanical slot machines, video poker, video blackjack, and many other games of chance that use randomly generated images as the entertainment component of a game of chance. 
     Generally, slot gaming devices, whether mechanical or video style, are configured to present to a player three or more rotatable reels arranged side by side in a two dimensional plane. The outer peripheral surfaces of the reels have disposed thereon a series of symbols, such as a lemon, a plum, a bell, a melon, a star, a cherry, a bar, or the like. Video poker, and other card gaming devices, present a line of card images in a two-dimensional plane to the player in response to one or more button presses. 
     In both the mechanical and video type gaming devices, the player inserts a form of currency into the machine and activates the reels or the video display by pressing a button or pulling a handle located on the side of the machine. After the reels have stopped or after the video display has stabilized, a determination is made as to whether the combination of displayed symbols matches one of several predetermined combinations. If a match is sensed, the machine will produce a particular combination or payout of a number of tokens in relation to the odds that that particular combination will occur. 
     While these machines provide a good deal of excitement to the player in attempting to obtain a winning combination, the images cannot be interacted with by the player in any manner other than choosing a “deal” or “draw” option, or, in rare cases, a player is allowed to choose a preset image in a second level game that may provide a extra chance to win credits or currency. 
     Video game systems—as opposed to video gaming (games of chance) systems—provide skill-based entertainment, wherein the player is rewarded with points or credits following successful interaction with the game elements. First person shooting games are also well known in prior art in the video game industry. In these types of games, as in most current video games, the player is operating within a virtual three-dimensional world that adds tremendous realism to the experience. Games of chance have not previously incorporated virtual interactive three-dimensional game environment technology. The present invention incorporates and applies this level of realism to games of chance. 
     As disclosed in the following patents, herein incorporated by reference in their entirety, the basic premises of chance games, combined chance and skill, and multiple player chance games are disclosed. In U.S. Pat. No. 4,695,053, as issued to Vazquez, Jr., et al, a combination skill and chance based gaming device is disclosed that provides certain machine predetermined winning combinations of symbols in combination with others that are player selectable. In U.S. Pat. No. 5,342,049, as issued to Wichinsky, et al., A gaming machine is disclosed that combines a random selection feature with a skill feature to allow the player to utilize his ability to manipulate the skill feature to improve his chances of winning on the gaming machine. In U.S. Pat. No. 4,593,904, as issued to Graves, a multiple player interactive gaming system is disclosed that allows players at remote gaming terminals to interact with an identical series of choices. 
     Since it is a requirement in most regulatory jurisdictions that games of chance not incorporate skill as a factor in determining the win or lose outcome of a game of chance, the degree of image targeting mechanical input command controls and the three dimensional game play characteristics incorporated in skill based video games have never been integrated into video games of chance. 
     The present invention combines key entertainment and interactive elements of skill based video games with the random image generation characteristics of games of chance, in a unique and novel way, to satisfy regulatory requirements, and simultaneously provide an enhanced game of chance entertainment experience. Further, The present invention provides a means to allow multi-player slot gaming. 
     OBJECTIVES AND SUMMARY OF THE PRESENT INVENTION 
     The objective of the present invention is to provide a gaming apparatus that incorporates the feeling of control that a player experiences when using the three dimensional environment and targeting features of a skill based video game, yet have the capability to maintain the random outcome requirements of standard video games of chance. In certain circumstances, the present invention may actually provide an element of control over the outcome, but it is the feeling of control—not necessarily actual control—that provides the unique entertainment value. The intent of the invention is to bridge the entertainment gap that currently exists between skill based video game entertainment and the traditional formats of video games of chance—resulting in a much broader demographic appeal for video games of chance. 
     The present invention as further described herein, may use a three dimensional software generated “world” as the gaming environment. At the start of each game, an array of randomly or fixedly spaced images may be created which could appear to the player as either fixed or moving “targets” that can be selected with a targeting control input device such as a touch screen, trackball, joystick, or other human interface device. When the player locks onto a target with said human interface device, and presses a button, or touches the screen to confirm said locked-on condition, a virtual projectile may be launched to impact the target, eliminating it from view and redisplaying said target to the player as one of a series of randomly generated images that may stop as a fixed image after a set period of time. The game play may then continue until a predetermined image, or sets of images are displayed. The layouts of said images may determine the win or loss outcome of the game. Further, if the player does not react to the targets in a predetermined time frame, the game software may automatically complete the game. 
     Another objective of the present invention is to provide a two-way video gaming apparatus for accommodating a plurality of players. Said gaming apparatus may include a central data processing station and a plurality of remote display gaming units. A two-way data link may be provided for connecting the central data processing station to the remote display gaming units. Each of the remote display gaming units may be capable of receiving image generation and position data from the data link and displaying a plurality of images in response to said data. A control means may be provided on each remote display gaming unit to allow a player to interact with the displayed images, and the results of said interactions may then be transmitted through the data link to the central data processing station. All these interactions may then be compared and a winner, or set of winners, may be selected based on the interactions and an established algorithm for winner selection. For example, the player who successfully fires virtual projectiles at the highest number of targets associated with his remote display unit may win the jackpot. 
     The above described objectives and many other features of the present invention will become better understood by reference to the following detailed description when taken in conjunction with the drawings. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a logical block diagram of the software functions of the gaming apparatus according to the invention. 
     FIG. 2 is an isometric exterior view of the virtual gaming area  12 , image actions, and human interface device effects according to the invention; 
     FIG. 3 is an exterior view of a hardware configuration of a gaming apparatus according to the invention. 
     FIG. 4 is a logical block diagram of an alternative gaming apparatus according to the invention providing multiple player capability. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     The preferred embodiment of the present invention is a gaming apparatus that provides improved levels of player interaction utilizing the software logic and hardware component flow chart as shown in FIG.  1 . The invention utilizes the software program  5 , configured to operate on a standard microprocessor based computer  8 , well known in prior art, to generate a random combination of symbols used to define a plurality of winning combinations of symbols. Said computer  8  must be powerful enough to generate and calculate the required positions of images  6  within gaming area  12 , as well as render gaining area  12 . Any computer with at least a 500 mhz Celeron microprocessor  9  and one hundred and twenty eight megabytes of ram will do the job. It is also preferred that said computer utilize a PCI or an AGP graphics card  7  with at least thirty-two megabytes of ram to provide the optimum visual experience. This is not required for the software element of the invention to operate, but it is preferred. 
     “3D” engine  10  is utilized as an integral part of software program  5  to generate a three dimensional virtual world referred to herein as gaming area  12 . There are numerous three-dimensional engines of this type capable of rendering gaming area  12 , such as, Truevision, Quake, etc. that are well known in prior art, so there is no need to go into great detail herein. Software program  5  runs on microprocessor  9  within computer  8 . Said software program  5  is configured to create computer graphic surfaces forming either a spherical or other three-dimensional gaming area  12  to define an enclosed virtual space. Computer  8  may also generate and display variable sized virtual three-dimensional worlds as said virtual three-dimensional world gaming area  12 . Gaming area  12  is presented to a player on display means  18 . Display means  18  may be a video monitor, a television, or any other electronic or mechanical means capable of displaying graphic images. 
     FIG. 2 is an isometric view of a software generated virtual world according to the present invention. All of the applicable element indication numbers used in FIG. 1 are also used in FIGS. 2,  3 , and  4  for clarification. As appropriate, additional numbers are used in each figure to further describe elements of the invention. Gaming area  12  is indicated in FIG. 2 as a six-surfaced cube within which images  6  are generated from image bank  11 . Image  6 -trajectory indication line  36  shows a typical path of any image  6  through gaming area  12  as determined the random target trajectory line features of software program  5 . It is an attribute of the invention that any image  6  may be given any random motion path within the gaming area  12 . 
     Referring now to FIGS. 1,  2 , and  3 , an image bank  11  is provided within said software program  5  that acts as a library from which a random number generator  14  draws images  6  to present within gaming area  12  on display means  18 . Said random number generator(s)  14  are common in prior art, and established by gaming regulation agencies to comply with a given rate of payback. It is an aspect of the present invention that its software program  5  is configured to accept any allowable random number generator database as the mathematical rule set for the incorporated random number generator(s)  14  and pay table(s)  26 . Multiple random number generators and pay tables may be incorporated into the present invention. The trajectory initiation, direction, and termination functions of images  6  along any trajectory indication line  36  are software configurable as either fixed or random positions within and throughout gaming area  12 . Software program  5  is configured with an algorithm to provide virtual Target slider  23 , the position of which along a sliding scale, determines the total number of available image  6  targets from 1 or more. Realistically, a player can only react to an image  6 -target array incorporating between twenty-five and two hundred fifty image  6  targets. 
     Referring to FIGS. 2 and 3, as a player inputs command signals through human interface device  15  to the software program  5  operating within computer  8 , player point of view  38  through cursor  13  is altered with respect to any image  6  within gaming area  12 , thus providing said player the experience of immersion in the gaming environment. Human interface device  15  may be a joystick, trackball, touch screen, button, or other human interface means as the player control means integrated within any gaming device chassis  40  well known in prior art. 
     The player may then position cursor  13 , generated by the game software  5 , over an image  16 , and input a command signal using a trigger  16  incorporated into human interface device  15 . During this time, various sound effects may be generated by the sound generator  24  component of software program  5 , and applied to the loudspeaker  27  from a typical sound feature incorporated into computer  8 . Additionally, various lights  29  on the gaming apparatus may be flashed to provide more player interest. 
     When a player interacts with an image  6  by aligning cursor  13  over said image  6 , and pressing trigger  16 , collision detection path  37  algorithms within software program  5  may then use said image  6  to activate a second random number generator  14  action that draws on the same image bank  12  to create a second image  17 . Image  6  may then disappear, and reappear as a secondary image  17 . This secondary image  17  may then be displayed as a series of cycled images in a manner representative of a typical slot machine image display as shown in grid  19  and virtual slot reel  20  in FIGS. 2 and 3. In a chance based gaming apparatus, an image  16  may or may not reappear as the same image in its new position as defined by an image  17 . 
     The primary to secondary image transition line  39  indicates this shift of image positions from one point to another within gaming area  12 . For example, a secondary image  17  or series of images  17  may first be displayed in the upper left corner of a grid  19 . As each new image  17  is rendered, it may be placed within said grid  19  until grid  19  is completely filled with the appropriate number of images  17  required to complete a win or loss condition as defined by pay table  26 —as applied to the win or loss functions of the game by software program  5 . Further, the trajectory initiation, direction, and termination functions of any secondary image(s)  17  are software configurable within the invention software program  5  as either fixed or random positions within and throughout gaming area  12 , and, as such, may be presented in another layout than that herein described as grid  19 . 
     The primary image  6  and secondary image  17  may be playing card images, slot reel images, gemstone images, stellar body images, traffic sign or symbol images, numerical images, or any other image or symbol. Further, in the application and use of the present invention, it may be desirable that more than one primary image  6 , or more than one secondary image  17  is displayed at any given time. Software program  5  may also be configured such that if a player does not react to an image  6 , or an image  17 , within a predetermined time frame, the software program  5  may be configured with algorithms to automatically complete the game for the player. 
     After all the image(s)  17  are lined up in grid  19 , software program  5  may compare the image  17  position information with winning image combinations stored in pay table  26 . These winning combinations may include fixed winning image layout combinations corresponding to typical symbols on any typical gaming machine virtual slot reel in prior art such as a bell, plum, melon, star, etc., as well as any additional image options generated by a random number generator  14  from an image bank  11 . The grid  19  may also include any one or more images  17  to represent a virtual slot reel  20 . Although three-symbol bearing reels are shown in FIGS. 2 and 3, it should be understood that more or fewer reels could be used. If an image match occurs, the value of that match, previously stored in memory, is looked up in pay table  26  and the appropriate amount of currency or credits are applied to the winner&#39;s currency or credit balance. Said pay table  26  is common in prior art, and established by gaming regulation agencies to comply with a given rate of payback. It is an aspect of the present invention that its software program  5  be configurable to accept any allowable pay table database as the mathematical rule set for the incorporated random number generator(s)  14 . 
     The invention, as described herein, and further detailed in FIGS. 1,  2 ,  3 , and  4 , may also be used to provide a combination skill and chance based experience. A player may initiate a game as detailed in the foregoing descriptions for FIGS. 1,  2 , and,  3 . However, in the skill based game configuration, when a player interacts with an image  6  through human interface device  15 , said image  6  may be rendered in grid  19  without the cycling effect of random number generator  14  applied to image library  12 . For example, if the player aims at an image  6  representation of a lemon with the cursor  13  with human interface device  15 , said lemon image  6  may disappear from the gaming are  12  and reappear in a new position in grid  19 . The present invention provides a skill slider  25  function as a subcomponent of software program  5  to selectively apply the effect of a player&#39;s skill to the win or loss outcome of a game of chance by varying the effect of random number generator  14  on the image  6  and image  17  display, and, thereby selectively determining the effect of a player&#39;s skill on the win or loss outcome of a game of chance. The variable skill versus chance characteristics of the present invention are ideal for online, internet, LAN, and other multi-player applications of the invention, as well as the incorporation of the invention into an existing game of chance as a second level or second chance game in a typical prior art video game of chance. 
     Referring now to FIG. 3, there is shown a gaming apparatus according to the invention. To operate the device, a player may insert one or more coins or tokens into coin slot  30 . The microprocessor  9  stores the number of tokens detected by the coin sensor  31  for later use in calculating a payout that may result from the game. When the game apparatus is actuated by insertion of credits or currency, the microprocessor  9  in computer  8  may sense the deposit of a coin via a coin sensor  31  and enable the game software program  5  and human interface device(s)  15  in response thereto. The player may then pull a handle  21 , or press a button  22 . Pulling the handle  21  or pressing a button  22  may cause the random number generator  14  to generate one or more target images  6  along trajectory indication line  36 . The player may interact with image(s)  6  with human interface device  15  and trigger  16 , causing the software program  5  to generate secondary image(s)  17 . Secondary images  17  may begin filling up grid  19  to emulate a virtual slot reel  20 . After said image(s)  17  stop cycling, a random combination of static image  17  symbols may appear within grid  19 . If the combinations of symbols match one of the pay table  26  defined combinations, a win may occur and the machine may dispense a predetermined number of tokens from payout chute  28 . 
     Another embodiment of the present invention as described in FIG. 4 provides multiple player gaming capabilities within a local or extended environment. A video gaming system may include a central data processing server  41  that is connected to a plurality of remote gaming computer(s)  48  and associated display(s)  49  through a data link  47 . Said central data processing server  41  may be a computer identically configured as computer  8  is described in FIG. 1, or any other computer compatible with, and powerful enough to run server software  50 . Said remote gaming computer(s)  48  may be computers identically configured as computer  8  is described in FIG. 1, or any other computer compatible with, and powerful enough to run client software program  42 . Said data link  47  may be the Internet, a LAN, or any other telecommunications ready electronic network. 
     Each of the remote gaming computer(s)  48  may have a display  49 , a coin slot  30  for receiving currency to activate the system and a payout chute  28  to provide a reward to the player. However, it is not required that the remote gaming computer(s)  48  be outfitted with these currency elements. In typical online gaming scenarios, credits and currency transactions are often handled through electronic means. The invention as described herein is intended for application in said online gaming scenarios. A player at each of the remote gaming computer(s)  48  may be presented with an identical randomly generated image  6  or series of images  6  within gaming area  12  on display  49  means. 
     All of the players may then individually interact with images  6  through human interface means  15  coupled to remote gaming unit  4 . The timing of each player&#39;s interaction with, as well as the position of image  6  at said time of interaction, may then be transmitted to the central data processing station  41  by client software program  42  on remote gaming computer(s)  48 . These interactions may then be analyzed by server software  50  on central data processing server  41 , and the proper winning interaction or interactions determined by an algorithm that compares all said player interactions, or set of interactions. All of the remote gaming computer(s)  48  may then be provided with win/loss information with respect to each set of interactions from the central data processing station  41  through data link  47 . Each individual remote gaming computer(s)  48  may then responds to said win/loss information and provide the player a gain or reduction in credits or currency. 
     All of the image generation capabilities and game characteristics embodied within software program  5  are actually incorporated within server software  50  on central data processing station  41  and the client software program  42  on remote gaming computer(s)  48 —but said image generation capabilities and game characteristics are divided between the two systems. In a multi-player environment, certain tasks that are normally handled by one software program are necessarily split up between several software programs, and several pieces of hardware. For example, in a multi-player configuration, server software  50  may house the random number generator  14 , target slider  23 , skill slider  25 , and pay table  26 , which may transmit image generation data over data link  47  to client software program  42 . Client software program  42  would then use 3D engine  10  to render images  6  from image bank  11  on remote gaming computer  48  to display  49 . Human interface device  15  and trigger  16  in the multi-player configuration described in FIG. 4, would be used in the same way as the embodiment of the invention as described in the specification for FIGS. 1,  2 , and  3 , but it would be coupled to remote gaming computer  48 , and through client software program  42 , would provide target image  6  interaction data to central dat processing server  41  over data link 47 . The pay table  26 , incorporated into server software  50 , would activate the payout functions on client software program  42  to enable payout chute  28  functions as controlled by remote gaming computer  48 . 
     Having thus described exemplary embodiments of the present invention, it should be noted by those skilled in the art that the within disclosures are exemplary only and that various other alternatives, adaptations, and modifications may be made within the scope of the present invention. Although the present invention has been described in connection with details of the preferred embodiment, many alterations and modifications may be made without departing from the invention. Accordingly, it is intended that all such alterations and modifications may be considered as within the spirit and scope of the invention as defined in the appended claims.

Technology Classification (CPC): 6