Source: http://www.google.com/patents/US8192281?dq=5179747
Timestamp: 2015-01-26 20:44:59
Document Index: 275257712

Matched Legal Cases: ['Application No. 60', 'Application No. 2005207309', 'Application No. 05', 'Application No. 2005', 'Application No. 2005', 'Application No. 2005']

Patent US8192281 - Simulated reel imperfections - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsDescribed herein is a gaming machine configured to output video data that simulates mechanical reels in a traditional mechanical slot machine. Embodiments described herein contribute to the emulation of a mechanical machine by simulating one or more visible mechanical imperfections commonly found in...http://www.google.com/patents/US8192281?utm_source=gb-gplus-sharePatent US8192281 - Simulated reel imperfectionsAdvanced Patent SearchPublication numberUS8192281 B2Publication typeGrantApplication numberUS 11/858,793Publication dateJun 5, 2012Filing dateSep 20, 2007Priority dateNov 13, 2006Also published asCA2668656A1, EP2092493A1, US20080113748, WO2008063908A1Publication number11858793, 858793, US 8192281 B2, US 8192281B2, US-B2-8192281, US8192281 B2, US8192281B2InventorsDavid C. Williams, Joseph R. Hedrick, Kurt LarsenOriginal AssigneeIgtExport CitationBiBTeX, EndNote, RefManPatent Citations (110), Non-Patent Citations (244), Referenced by (4), Classifications (8), Legal Events (1) External Links: USPTO, USPTO Assignment, EspacenetSimulated reel imperfectionsUS 8192281 B2Abstract Described herein is a gaming machine configured to output video data that simulates mechanical reels in a traditional mechanical slot machine. Embodiments described herein contribute to the emulation of a mechanical machine by simulating one or more visible mechanical imperfections commonly found in a mechanical reel machine.
a display device, disposed within or about the interior region, configured to output a visual image in response to a control signal; and
a) permit game play, on the gaming machine and using the display device, of a game of chance with multiple video reels displayed by the display device, and
b) display video data, on the display device, that includes one or more simulated visible mechanical imperfections of a mechanical reel in a gaming machine, the one or more simulated visible mechanical imperfections including a dynamic imperfection and the output video data including simulated motion of a video reel.
2. The gaming machine of claim 1 wherein the visible mechanical imperfection includes jitter in a direction orthogonal to a direction of spin for the mechanical reel and the output video data includes simulated jitter of the video reel, or a portion thereof, in a direction orthogonal to a direction of spin for the video reel.
3. The gaming machine of claim 2 wherein the simulated jitter includes periodic jitter corresponding to a rotational speed for the video reel.
4. The gaming machine of claim 1 wherein the visible mechanical imperfection includes reel kick-back in a direction opposite to a direction of spin for the mechanical reel and the output video data includes simulated kick-back of the video reel in a direction opposite to a direction of spin for the video reel.
5. The gaming machine of claim 4 wherein the simulated kick-back occurs after the video reel stops spinning in the direction of spin.
6. The gaming machine of claim 4 wherein the simulated kick-back occurs before the video reel starts spinning in the direction of spin.
7. The gaming machine of claim 1 wherein the visible mechanical imperfection includes dynamic randomness and the output video data includes random motion of the video reel.
8. The gaming machine of claim 1 further including a second display device arranged relative to the first display device such that a common line of sight passes through a portion of the first display device to a portion of the second display device.
9. The gaming machine of claim 8 wherein the second display device is arranged distal to the person relative to the first display device.
a first display device, disposed within or about the interior region, configured to output a visual image in response to a control signal and including one or more controllably transparent portions;
a second display device, arranged relative to the first display device such that a common line of sight passes through a portion of the first display device to a portion of the second display device; and
a) permit game play, on the gaming machine and using the second display device, of a game of chance with multiple video reels displayed by the second display device, and
b) display video data, on the second display device, that includes one or more simulated visible mechanical imperfections of a mechanical reel in a gaming machine wherein the one or more simulated visible mechanical imperfections include a dynamic imperfection and the output video data includes simulated motion of a video reel.
11. The gaming machine of claim 10 wherein the visible mechanical imperfection includes jitter in a direction orthogonal to a direction of spin for the mechanical reel and the output video data includes simulated jitter of the video reel, or a portion thereof, in a direction orthogonal to a direction of spin for the video reel.
12. The gaming machine of claim 10 wherein the visible mechanical imperfection includes reel kick-back in a direction opposite to a direction of spin for the mechanical reel and the output video data includes simulated kick-back of the video reel in a direction opposite to a direction of spin for the video reel.
13. A method of providing a game of chance on a gaming machine, the method comprising:
displaying the game of chance on a video display device included in the gaming machine, wherein the game of chance includes a set of video reels;
during the game, simulating the movement of symbols on each video reel in the set of video reels on the display device; and
for one or more of the video reels in the set of video reels, displaying video data, on the display device, that simulates one or more visible mechanical imperfections of a mechanical reel in a gaming machine wherein the one or more simulated visible mechanical imperfections include a dynamic imperfection and the output video data includes simulated motion of a video reel.
14. The method of claim 13 wherein the visible mechanical imperfection includes jitter in a direction orthogonal to a direction of spin for the mechanical reel and the output video data includes simulated jitter of the video reel, or a portion thereof, in a direction orthogonal to a direction of spin for the video reel.
15. The method of claim 14 wherein the simulated jitter includes periodic jitter corresponding to a rotational speed for the video reel.
16. The method of claim 13 wherein the visible mechanical imperfection includes reel kick-back in a direction opposite to a direction of spin for the mechanical reel and the output video data includes simulated kick-back of the video reel in a direction opposite to a direction of spin for the video reel.
17. The method of claim 16 wherein the simulated kick-back occurs after the video reel stops spinning in the direction of spin.
18. The method of claim 13 wherein the visible mechanical imperfection includes dynamic randomness and the output video data includes random motion of the video reel.
19. The method of claim 13 further including a second display device arranged relative to the first display device such that a common line of sight passes through a portion of the first display device to a portion of the second display device.
20. Logic encoded which is stored in a non-transitory computer readable medium, which when executed by a computer to provide a game of chance on a gaming machine, comprises:
instructions for displaying the game of chance on a video display device included in the gaming machine, wherein the game of chance includes a set of video reels;
instructions for displaying the simulation the movement of symbols on each video reel in the set of video reels on the display device; and
instructions for displaying video data, for one or more of the video reels in the set of video reels, on the display device, that simulates one or more visible mechanical imperfections of a mechanical reel in a gaming machine wherein the one or more simulated visible mechanical imperfections include a dynamic imperfection and the output video data includes simulated motion of a video reel. Description
CROSS REFERENCE TO RELATED APPLICATIONS This application claims priority under 35 U.S.C. �119(e) to U.S. Provisional Patent Application No. 60/858,741 filed on Nov. 13, 2006, which is incorporated herein by reference in its entirety for all purposes.
FIELD OF THE INVENTION This invention relates to gaming machines. In particular, embodiments described herein relate to video data, for output on a gaming machine, that simulates visible imperfections commonly seen in a mechanically driven reel slot machine.
BACKGROUND As technology in the gaming industry progresses, the traditional mechanically driven reel slot machines are being replaced by electronic machines having LCD video displays or the like. Processor-based gaming machines are becoming the norm. Part of the reason for their increased popularity is the nearly endless variety of games that can be implemented using processor-based technology. These gaming advancements enable the operation of more complex graphics and games, including video clips from movies and bonus games with custom animation, which would not possible on mechanical-driven gaming machines. The increasing cost of designing, manufacturing, and maintaining complex mechanical gaming machines has also motivated the casinos and gaming industry toward video-based replacements.
OVERVIEW The present invention provides a gaming machine configured to output video data that simulates mechanical reels in a traditional mechanical slot machine. Embodiments described herein contribute to the emulation of a mechanical machine by simulating one or more visible mechanical imperfections commonly found in a mechanical reel machine.
In one aspect, the present invention relates to a gaming machine. The gaming machine includes a display device and a cabinet defining an interior region of the gaming machine. The cabinet is adapted to house a plurality of gaming machine components within or about the interior region. The display device is disposed within or about the interior region and configured to output a visual image in response to a control signal. The gaming machine includes at least one processor configured to execute instructions, from memory, that: a) permit game play, on the gaming machine and using the display device, of a game of chance with multiple video reels displayed by the display device; and b) display video data, on the display device, that includes one or more simulated visible mechanical imperfections of a mechanical reel in a gaming machine.
In another aspect, the present invention relates to a gaming machine with layered displays. The gaming machine includes a first display device, disposed within or about the interior region, that is configured to output a visual image in response to a control signal and includes one or more controllably transparent portions. The gaming machine also includes a second display device, arranged relative to the first display device such that a common line of sight passes through a portion of the first display device to a portion of the second display device, and arranged inside the first display device. The gaming machine further includes at least one processor configured to execute instructions, from memory, that: a) permit game play, on the gaming machine and using the second display device, of a game of chance with multiple video reels displayed by the second display device, and b) display video data, on the second display device, that includes one or more simulated visible mechanical imperfections of a mechanical reel in a gaming machine.
In yet another aspect, the present invention relates to a method of providing a game of chance on a gaming machine, the method includes displaying the game of chance on a video display device included in the gaming machine, wherein the game of chance includes a set of video reels. The method also includes, during the game, simulating the movement of symbols on each video reel in the set of video reels on the display device. The method further includes, for one or more of the video reels in the set of video reels, displaying video data, on the display device, that simulates one or more visible mechanical imperfections of a mechanical reel in a gaming machine.
In another embodiment, the present invention relates to logic encoded in one or more tangible media for execution and, when executed, operable to provide a game of chance on a gaming machine.
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 shows simulated jitter of a video reel in accordance with one embodiment.
FIG. 2 shows simulated reel kick-back of a video reel in accordance with another embodiment.
FIG. 3 shows video for five reels with different speeds in accordance with another embodiment.
FIGS. 6A and 6B illustrate a gaming machine in accordance with a specific embodiment.
FIG. 7 illustrates a control configuration for use in a gaming machine in accordance with another specific embodiment.
Customer preference information belonging to the assignee shows that players trust the old mechanical machines. Some players feel that a lack of mechanically driven reels causes a slot game to be cheapened�and somehow less random. Many players believe that it is impossible to externally tamper with or (to player detriment) control outcomes for a mechanically driven machine. These people also commonly believe that manipulating outcomes portrayed on a video screen is both easily accomplished and undetectable to a player. A loyal base of players still favors the traditional mechanical stepper machines, even today.
The gradual disappearance of mechanical gaming machines, however, has left admirers of mechanical steppers scrambling to find their preferred machines.
Described herein are processor-based gaming machines that realistically emulate a mechanical reel machine. The gaming machine includes a number of adaptations, such as audio, video and/or physical adaptations, where each contributes to the perception of a mechanically driven reel slot machine. Specific embodiments described herein provide video data, for output on a video display device, that simulates visible mechanical imperfections of a mechanical reel in a gaming machine. Several of these visible mechanical imperfections and simulations are described in further detail below with respect to FIGS. 1-3.
Before describing these embodiments, it is useful to differentiate between three types of reels in a gaming machine: mechanical reels, two-dimensional (2-D) video reels, and realistic video simulation of mechanical reels as described herein.
Mechanical reels refer to the traditional hardware reels, with their associated latches and various mechanical parts. A mechanical reel usually has a set number of symbols disposed about a circumference of a reel strip attached to a wheel. A motor, spring, or other mechanical system physically spins the wheel until it stops at a rotational position and a particular symbol rests in view of a player to indicate an outcome for the reel game. In many older machines, the reels and symbols were spun by potential energy first stored in a spring-loaded mechanism wound and then actuated by the pull of a traditional pull-arm handle. Each reel was stopped at a random position by a mechanical device. The gaming machine senses an outcome, along a central payline, by sensing the position of each reel.
2-D video reels refer to the use of cartoonish animations that caricature reels in a single 2-D video device. The cartoonish animations do not intend to realistically portray actual mechanical reels, nor do they.
Realistic video simulation of mechanical reels, using embodiments described herein, refers to 2-D and/or 3-D hardware and/or software attempts to emulate actual mechanical reels. Their goal is to have a player perceive a real mechanical reel, at least partially. In particular, embodiments described herein contribute to the perception of a mechanically driven reel slot machine by simulating visible mechanical imperfections in a mechanical machine. Other video adaptations that emulate actual mechanical reels are also suitable for use. Briefly, these other video adaptations may include: outward bowing of video reel edges to simulate the curvature of an actual circular mechanical reel, variable fore-lighting of video reel displays to simulate real reel curvature and out of plane perception, backlight blinking of video reel symbols to simulate lighting used in mechanical systems, etc. Other video adaptations are also suitable for use.
The embodiments described herein use video to simulate one theme of real mechanical reels in a gaming machine: their imperfections. Old mechanical reel-based gaming machines have numerous mechanical imperfections, and many of these imperfections are visibly perceivable. As the inventor discovered, these imperfections can be leveraged by a digital-based machine to add to the realism perceived by a person who is near a processor-based machine.
Traditional mechanical reels move imperfectly. Rather than diminishing user experience, however, the quirky and imperfect nature of these machines quickly became one of their most desirable and endearing characteristics. The perceived mechanical imperfections often differed between machines; frequent players would often associate a personality with each machine based on its imperfections. Given each machine's unique personality, frequent players felt they could �pick winning machines� because they could intuitively sense differences between the machines. The players would often select a machine that �felt lucky� to them�or a machine that was �hot�. Also, the perceivable mechanical imperfections and visible variations in physical performance reinforced a notion in the minds of players that the gaming outcomes were truly random events�derived from an imperfect machine that could not be controlled or manipulated to their detriment. Many people trusted the old mechanical slot machines more. The resultant player loyalty has helped the mechanical machines persist in the gaming industry, despite their cost disadvantages relative to processor-based machines.
FIGS. 1-3, 5A and 5B describe embodiments that include video data configured to simulate visible mechanical imperfections of a mechanical reel in a gaming machine.
In addition to video adaptations, a gaming machine as described herein attempting to emulate a mechanically driven reel slot machine may also include contributions from other sources. The gaming machine may include a combination of audio, video and/or physical adaptations.
Physical adaptations may include the use of layered video displays with a set distance between the displays. Traditional mechanical reel gaming machines arranged the mechanical reels behind a glass layer. The glass layer was arranged proximate to a player standing in front of the machine and included screen printing or printed decals attached to the glass. The printing indicated rules for the game, pay tables, and various game graphics. In this multiple video display embodiment, a proximate display device, such as an LCD, includes video data that mimics the glass layer and information typically printed on the glass layer. To increase realism, the video information may also include glare lines and other depictions of interaction of the stickers with an environment around a gaming machine. Video data for stickers may also include video fraying and video discoloration (e.g., dirt that simulates age) to add the realistic simulation of aged and actual stickers. A second display device, behind the first, which may also be an LCD, then includes video data that simulates the mechanical reels. Physical separation of the two video displays mimics the same separation seen between the glass and reels in a tradition mechanical gaming machines, and significantly adds to the illusion of a real mechanical system. FIGS. 4-5 describe the use of layered video displays to simulate this mechanical arrangement. Other physical adaptations may be used.
Individually, each of these audio, video and physical adaptations may not create a full illusion of a mechanical reel machine. Cumulatively, however, when multiple of these adaptations are provided in a processor-based gaming machine, senses for a person near the gaming machine process numerous indications of a real mechanical reel machine, and the person may be at least partially or temporarily fooled into perceiving a real mechanical reel machine.
While digital simulation as described herein is not an exact replacement for a truly mechanical machine, it is believed to be a reasonable match that preserves some or most of the �look and feel� of mechanical reel-based machines. These digital machines may satisfy many players looking for a mechanical reel-based machine, while avoiding the associated costs and complexities of old mechanical machines, and permitting the benefits of digital machines. For example, processor-based display devices permit easy reconfiguration of video output, including remote reconfiguration. The digital nature of the video display devices permits the reel game on a gaming machine to be changed using digital techniques. This allows symbols on the video reels to be changed to present a different reel game, if desired. Or this also allows the number of reels output by the video display devices to change. Wireless or wired connection to the gaming machine also permits remote changes to games by downloading instructions for the changes to the gaming machine.
As the term is used herein, a visible mechanical imperfection of a mechanical reel refers to visible actions, attributes or behavior of a mechanical reel or one or more parts in a mechanical reel or gaming machine. In one embodiment, the visible mechanical imperfection is dynamic, meaning that the mechanical reel is moving when it displays the visible imperfection. Genesis of visible imperfections often stems from peculiarities, realities or imperfections in the mechanical device or system, such as loose machining tolerances, random variation of real systems, etc. Causes and consequences of some of these visible mechanical imperfections are described in further detail below for each embodiment before the corresponding video simulation is shown and described. In a specific embodiment, a gaming machine uses as many of the mechanical imperfections provided below as possible. This improves the perception of realism for a user.
For example, while manufacturers over the years attempted to perfect the rotational motion of the reels, limitations of the mechanical apparatus always resulted in some degree of visual imperfection. Spinning reels would �wobble� or �jitter� slightly due to minute variations in the circularity of the reels, non-perfect alignment of the reel strips around the entire circumference of adjacent reels, uneven distribution of mass about the axis of rotation, or combinations of these and other imperfections. Slightly uneven application of the symbol strip to the reel framework often caused edges of a strip and the symbols printed thereon to appear to oscillate from side to side as the reel spun.
FIG. 1 shows a simulated visible mechanical imperfection in accordance with one embodiment. Specifically, FIG. 1 shows jitter 120 of a video reel 125. While the present invention will now be shown as graphics for display on a video device, those of skill in the art will appreciate that the following discussion and Figures also refer to methods and systems for providing a game of chance and providing video data on a gaming machine.
Simulated jitter 120, or wobble, of reel 125 refers to the simulation of shaking and other small movements a real mechanical reel as it spins. As described above, in a real mechanical reel, jitter is attributable to mechanical imperfections in the reel-based mechanism or slightly uneven application of the symbol strip to the reel framework. Realistic reel jitter typically moves a reel apart from the direction of rotation, e.g., horizontally if the direction is vertical. Simulated jitter 120 may be produced in video by slightly displacing an image of a simulated video symbol-laden reel 125, or a portion thereof. As shown, simulated video reel 125 rotates slightly clockwise to simulate this effect, as shown by the outline 120. In general, the displacement may include a translation, rotation, or combinations thereof. Arrows 127 in FIG. 1 show permissible translations of simulated jitter. In a specific embodiment, the jitter includes a lateral translation of the entire reel 125. In another specific embodiment, a portion of reel 125 jitters. The portion may include a reel strip 124 and its symbols 126, for example, when the video simulation does not include video simulation of the mechanical wheel 128 and other parts such as the internal bore 129 (or in a direction substantially normal to its spinning direction).
The degree of simulated jitter 120 approximates that of a real reel. As one with skill in the art will appreciate, the amount of jitter 120 may vary with size and resolution of the video device displaying the video, size of reel 125, the degree to which a designer wants to show it, etc. In a specific embodiment, simulated jitter 120 includes pixel displacements of pixels in reel 125, or a portion thereof, from 1 pixel to about 10 pixels on a display device with medium to high resolution (e.g., above 1024 by 768 resolution). In a specific embodiment, the lateral displacement is about 2 pixels or less. In another specific embodiment, the simulated video reel 125 shakes horizontally in a video display by one pixel left and right.
A variety of features may be used in modeling and simulating visible mechanical imperfections of a mechanical reel. One noteworthy mechanical dynamic that often affects the mechanical imperfections and corresponding simulation is the speed of reel rotation. In many old mechanical reel gaming machines, the energy to spin the reels came entirely from a player pull on a handle. This energy, usually stored in a spring of some design as potential energy, was then imparted to the reels, causing them to spin. In general, the larger the reel, the slower it would spin for a given input energy. Large reel simulations spinning too quickly or small reels spinning too slowly may detract from accurately simulating a reel. Thus, a larger simulated reel may be spun more slowly than a smaller reel. Visually, appearance of the reel symbols primarily conveys rotational velocity for a spinning reel. On a mechanical machine, the reel symbols are typically perceived as a blur. In a specific embodiment to convey rotational motion of the symbols, the simulated symbols are rapidly swept across a video display device. This may use a video refresh rate above 24 frames per second to prevent perception of video artifacts based on human visual perception refresh rates.
In another specific embodiment, the simulated video of reels replaces discrete symbols on a reel with an animation of a pre-blurred image. This pre-distortion of the symbols 126 makes it more difficult for a person to detect static attributes of each symbol 126 as they spin by, thereby reducing a reliance on display device refresh rate. The degree of blurring largely controls the perception of rotational velocity. Less blurring of symbols 126 in the direction of rotation portrays a slower reel, while increased blurring of symbols 126 conveys a greater velocity. Complete obscuration of symbols 126 conveys a much greater velocity. The blurring may be accomplished either by replacing the symbols with an animation of blurred images spinning, or by individual blurred images actually moving across the display device. Blurring may also extend to spaces between adjacent symbols to reduce the size of white space between moving symbols, which can result in flashing and reduce the perception of true rotation.
In practice, a designer assigns a speed to reel 125 and simulated symbols 126. The speed refers to a simulated reel velocity for the symbols on a mechanical reel. The speed may be altered based on the simulated reel size, along with other factors.
Simulated reel speed may also affect jitter 120. For example, output video jitter 120 may be related to the simulated speed of rotation of reel 125. In a specific embodiment, lateral displacement jitter 120 is implemented relative to simulated reel speed of rotation of reel 125 on a periodic basis. In this case, cyclic displacement is linked to periodic rotation of reel 125 so that specific reel locations are displaced similarly or identically upon each rotation of reel 125. This effect simulates a real mechanical reel where the reel strip is unevenly installed and/or a reel that is geometrically or materially imperfect. In another specific embodiment, lateral displacement jitter 120 is implemented relative to simulated reel speed of rotation of reel 125 on a random basis. This simulates a mechanical reel that wobbles slightly as it rotates upon its axis, perhaps due to a mismatch between an axis for the reel and the reel bearings. This random displacement often becomes increasingly noticeable on a mechanical machine as component wear increases.
Another mechanical modeling technique may include translating performance of a handle, associated with a gaming machine, to the simulated video reels. In many old mechanical reel gaming machines, a longer handle provided greater mechanical advantage to wind a spring that spun the reels. Players would also pull a handle variably to perceivably affect reel outcome (regardless of whether it actually did). In one embodiment, handle feedback is used in part to determine rotational speed of a simulated mechanical reel 125. This may then affect video output of jitter 120. In a specific embodiment, a handle, provided with a gaming machine, includes a force sensor that is configured to output an indication of force that a person used when pulling the handle. Rotational speed for simulated mechanical reel 125 then relates to the detected force.
Another simulated visible mechanical imperfection is �reel kickback�. Reel kickback refers to the dynamic bounce or motion of a reel that is produced when stopped. Theoretically, a wheel stopping mechanism halts wheel motion instantaneously at a specific position. Realistically, this instantaneous stoppage does not occur. Reels on old gaming machines were often stopped by a latching mechanism. As each reel latched into its final resting position, the latching mechanism absorbed the rotational kinetic energy in the reel, and stored a portion of this energy as the reel stopped. The stored potential energy would cause �kick-back�: in the instant just before a reel completely stops, a small amount of reverse rotation (in a direction opposite to reel spinning) can be observed during the stopping and settling process.
FIG. 2 shows simulated reel kick-back 130 of a video reel 125 in accordance with another embodiment.
Kick-back 130 includes a small amount of counter-rotation 132, which includes motion from an initially intended stopping position 136 for reel 125 to a final stopping position 138. Kick-back 130 is thus added to the graphical animation of spinning reel 125 after the reel ceases its spinning in a primary direction 134 of spin. Counter-rotation 132 includes motion in a direction opposite to the primary direction 134 of spin for reel 125. Thus, if a video reel 125 is spinning downward 134, kick-back 130 includes a small amount of upward 132 simulated wheel rotation.
Reference lines for stopping position 136 and final stopping position 138 indicates reel kick-back 130 and the amount of counter-rotation 132. Stopping position 136 refers to a wheel position where rotation in the primary direction stops, and turns into counter-rotation 132; final stopping position 138 refers to a wheel position in which counter-rotation 132 stops and reel 125 finally stops moving.
In general, the amount of counter-rotation 132 may include any video motion that induces a perceived sense of realism by a player. Kickback 130 may vary with the size of a video display area, a size for reel 125, an amount of motion the designer wants, combinations thereof, etc. Different gaming machines and reel mechanisms will exhibit varied performance, so the amount of counter-rotation 132 may be determined empirically by comparison to a specific gaming machine or mechanism. Larger machines and reels will typically exhibit greater counter-rotation. Kick-back 130 and counter-rotation 132 may be measured as a percentage of reel 125 size. In a specific embodiment, counter-rotation 132 from reference line 136 was less than about 5% of the visible height of reel 125. Kick-back 130 may also be measured in pixels. A counter-rotation 132 from about 1 pixel to about 10 pixels is suitable for many display devices. Kick-back 130 may also be implemented as a percentage size of a video screen that displays reels 125. In a more specific embodiment, the symbols 126 on reel 125 bounce back from reference line 136 less than 0.5% of the screen height for a display device. For a display device with a 1080 vertical resolution, a kickback between about 0.3% and about 0.5% of the screen height is suitable. This allows the kick-back 130 to vary with the dimensions of a display device. This screen height scaling may result in a non-whole number of pixels for kick-back 130. Fractions may be rounded up or down or ignored as desired.
This kick-back phenomenon also often appears in a real mechanical reel just before rotation begins. In particular, reels in older mechanical reel machines often displayed a slight amount of reverse rotation, typically seen just before they started spinning. Mechanically, this was often caused by a spring actuator being wound by a handle pull that engaged the mechanical reels.
FIG. 2 can also be used to show simulated pre-spinning kick-back 130 of a video reel 125 before simulated spinning begins in accordance with another specific embodiment. Again, counter-rotation 132 for pre-spinning kick-back 130 includes motion in a direction 132 opposite to the primary direction 134 of spin for reel 125.
The amount of pre-spinning counter-rotation 132 may include any motion that induces a sense of realism in perception by a player. Similarly, pre-spinning kickback 130 may vary with the size of a video display area, a size for reel 125, an amount of motion the designer wants, etc. It may also be determined empirically. In a specific embodiment, pre-spinning counter-rotation 132 from reference line 136 was less than about 0.5 percent of the visible height of reel 125. A range of pre-spinning counter-rotation 132 displacements from about 1 pixel to about 5 pixels is suitable for many display devices. In a more specific embodiment, the symbols 126 on reel 125 pull back from reference line 136 less than 0.5% of the screen height for a display device.
Another visible mechanical imperfection in real reel gaming machines is varying rotational speed between adjacent reels. This slight speed variation may be due to minor machining tolerances in actuators for the reels, for example.
FIG. 3 shows video for five reels 125 a-125 e with different speeds 140 a-140 e in accordance with another embodiment. The magnitude of arrows 140 a-e indicates the respective speed of each reel 125.
The speed difference between reels 125 a-125 e is typically minor. In a specific embodiment, the speed varies between reels by less than about 15 percent of the maximum speed for a video reel in a set of reels.
Another difference between video animations and real mechanical systems is randomness. Video animations display exactly as they are programmed, which usually means displaying the same each time they are called. For a gaming machine where a player can play dozens or hundreds of times, this repeatability can be readily seen. Most mechanical reel systems, however, are subject to some degree of variation between successive spins. In a specific embodiment, realistic simulation applies randomness to video output to further add to simulated imperfection. Indeed, all of the above-mentioned mechanical imperfections and embodiments may exhibit and add a degree of randomness in the short term. For example, in reality, the degree of kick-back depends in part upon rotational speed of a reel and how closely the reel latch was to the centered resting position upon actuation. Thus, a random factor may be added to kickback 130 of FIG. 2. The random factor varies the amount of counter-rotation 132 by a small amount that resembles random disturbances. In a specific embodiment, the counter-rotation 132 by about 10 percent to about 25 percent of counter-rotation 132. Other random factors are also suitable for use. Over the longer term (e.g., years), normal wear of moving parts within the machine also often increases the magnitude and randomness of these unintended mechanical imperfections and effects. For example, the amount of jitter 120 may vary between processor-based gaming machines to let players perceive there are visible differences between the machines.
In one embodiment, the video reels and one or more simulated mechanical imperfections are output on a gaming machine having a single display device that outputs video information for a game. As the term is used herein, a display device refers to any device configured to output a visual image in response to a control signal. In one embodiment, the display device includes a screen of a finite thickness, also referred to herein as a display screen. For example, LCD display devices often include a flat panel that includes a series of layers, one of which includes a layer of pixilated light transmission elements for selectively filtering red, green and blue data from a white light source. Each display device is adapted to receive signals from a processor, video processor or controller included in the gaming machine and to generate and display graphics and images to a person near the gaming machine. The format of the signal will depend on the device. In one embodiment, all the display devices in a layered arrangement respond to digital signals. For example, the red, green and blue pixilated light transmission elements for an LCD device typically respond to digital control signals to generate colored light, as desired.
In another embodiment, the gaming machine includes multiple display devices arranged in a common line of sight relative to a person near the gaming machine. Multiple display devices disposed along a common line of sight are referred to herein as �layered� displays. In one embodiment, the gaming machine includes two display devices, including a first, foremost or exterior display device and a second, underlying or interior display device. For example, the exterior display device may include a transparent LCD panel while the interior display device includes a second LCD panel.
Referring primarily now to FIGS. 4A and 4B, a gaming machine 10 of a specific embodiment with layered displays includes a cabinet or housing 12 that houses exterior display device 18 a, intermediate display device 18 b (FIG. 4B only), interior display device 18 c and a touchscreen 16.
Layered display devices may be described according to their position along a common line of sight relative to a viewer. As the terms are used herein, �proximate� refers to a display device that is closer to a person, along a common line of sight (such as 20 in FIG. 4A), than another display device. Conversely, �distal� refers to a display device that is farther from a person, along the common line of sight, than another. While the layered displays of FIGS. 4A and 4B are shown set back from touchscreen 16; this is for illustrative purposes and the exterior display device 18 a may be closer to touchscreen 16.
These layered display devices are well suited to output video data that simulates a mechanical reel game. FIG. 5A shows video output on layered displays and configured to realistically simulate mechanical reels in accordance with one embodiment. FIG. 5B shows the video output of FIG. 5A separated into front and back video output, and for provision to front and back layered displays, in accordance with one embodiment.
As shown in FIG. 5A, the layered displays are configured to resemble a traditional mechanical slot machine�both a) spatially and b) using video provided to each display device 18 a and 18 c. In this case, as shown in FIG. 5B, front display device 18 a outputs silkscreen video data that resembles a silk-screened glass, while rear display device 18 c includes five reels 125 that simulate and resemble traditional mechanical reels. Reels 125 �spin� during game play on gaming machine 10.
Exterior display device 18 a includes central portions that are transparent to permit viewing of the virtual slot reels that are shown on the distal display device 18 c. Other peripheral portions of the exterior display device 18 a show a pay table, credit information, and other game relevant information, such as whether a bonus game or progressive game is available. Unlike a traditional mechanical machine where the silkscreened information is relatively permanent, this game relevant information may be changed by simply changing the video data provided to display device 18 c. FIGS. 4A and 4B illustrate the spatial distance between display devices 18. In one embodiment, a predetermined distance �D� separates the display screens for the multiple display devices. As shown in FIG. 4A or 4B, the predetermined distance, D, represents the distance from the display surface of display device 18 a to display surface of display device 18 b (FIG. 4B) or display device 18 c (FIG. 4A). This distance may be adapted as desired by a gaming machine manufacturer. In one embodiment, the display screens are positioned adjacent to each other such that only a thickness of the display screens separates the display surfaces. In this case, the distance D depends on the thickness of the exterior display screen. In a specific embodiment, distance �D� is selected to minimize spatial perception of interference patterns between the screens.
This improves perception of a three-dimensional device. Spatially separating the devices 18 a and 18 c allows a person to perceive actual depth between video output on display device 18 a and video output on display device 18 c. The output of FIG. 5A shows a silkscreen that is physically separated from the reels, which emulates a real mechanical reel machine. This depth perception is as real for video devices 18 as it is for a traditional mechanically driven reel slot machine.
Bars 17 (FIG. 5B) add to the depth perception. More specifically, the bars 17 permit a person 21 to vary what portions of display device 18 c that they see behind the bars on display device 18 c-based on their current position and viewing angle. Thus, when a person moves relative to bars 17 and gaming machine 10, the lines of sight 20 though portions window change, which changes the portions of display device 18 c (FIG. 18 c) that are visible. This grants true three-dimensional depth perception, where objects in a background change in visibility based on position and perspective. Again, this helps gaming machine 10 emulate a traditional mechanically driven reel slot machine.
The video displays, however, permit digital output and all its benefits. For example, the digital domain permits external loading and changing of simulated reel games. This permits a casino or gaming establishment to change video on each of the layered display devices, and their transparency, without physically altering the gaming machine or requiring maintenance. Thus, the number of virtual slot reels 125 may be changed from 3 to 5 to 9, or some other number. In this case, the intermediate and exterior display devices change the position of their transparent window portions 15 for viewing of the different number of virtual slot reels. Symbols on each virtual slot reel 125 may also be changed. Also, a pay table shown on display device 18 a may be changed at will, in addition to changing whether a bonus or progressive game is shown on the intermediate display device. This permits the same gaming machine to play new games simply by downloading a data onto the machine. For a mechanical machine, this game change traditionally required manual and mechanical reconfiguration of a gaming machine, e.g., to change the number of reels for new reel game that requires five reels instead of three.
Referring to FIGS. 4A, 4B and 7, layered displays and their operation will be further described. Processor 332 controls the operation of components in gaming machine 10 to present one or more games, receive player inputs using the touchscreen 16, and control other gaming interactions between the gaming machine and a person 21. Under the control of processor 332, display devices 18 generate visual information for game play by a person 21. As shown in FIG. 4A, there are two layered display devices 18: a first, exterior or frontmost display device 18 a, and a backmost display screen 18 c. As shown in FIG. 4B, there are three layered display devices 18: frontmost display device 18 a, a second or intermediate display device 18 b, and a backmost display screen 18 c. The display devices 18 a, 18 b and 18 c are mounted and oriented within the cabinet 12 in such a manner that a straight and common line of sight 20 intersects the display screens of all three display devices 18 a, 18 b and 18 c. In addition, display devices 18 a, 18 b and 18 c are all relatively flat and aligned about in parallel to provide a plurality of common lines of sight that intersect screens for all three.
The gaming machine may also include one or more light sources. In one embodiment, display devices 18 include LCD panels and at least one light source that provides light, such as white light, to the pixilated filter elements on each LCD panel. For example, a back lighting source (not shown) may be positioned behind display device 18 c. The pixilated panel for each parallel display device 18 a, 18 b and 18 c then filters white light from the backmost backlight to controllably output color images on each screen.
Other light sources may be used to illuminate a reflective or transmissive light filter. For example, each display device 18 may be individually illuminated using a white light source attached near the sides (top, bottom, left, and/or right) of each pixelating panel; the side light source may include a mini-fluorescence source and light guide that transmits light from the side light source, down the flat panel, and to all the pixilated filter elements in the planar LCD panel for pixilated image production. Other suitable light sources may include cold cathode fluorescent light sources (CCFLs) and/or light emitting diodes, for example.
In another embodiment, a distal and emissive display device is arranged behind a proximate and non-emissive display device, and provides light to the proximate display device, which then filters the light to create an image. For example, a flat OLED or plasma display device 18 c may be used to a) produce an image and b) to emit light that is filtered by LCD panels 18 a and 18 b. In this case, the distal and emissive display device emits at least some white light. For example, video output of one or more reels may include significant white light that is also used to illuminate one or more LCD panels for pixilated filtering. In another embodiment, the proximate LCD panels use reflective light where the light comes from in front of the gaming machine, e.g., from the ambient room.
The proximate display devices 18 a and 18 b each have the capacity to be partially or completely transparent or translucent. In a specific embodiment, the relatively flat and thin display devices 18 a and 18 b are liquid crystal display devices (LCDs). Other display technologies are also suitable for use. Various companies have developed relatively flat display devices that have the capacity to be transparent or translucent. One such company is Uni-Pixel Displays, Inc., Inc. of Houston Tex., which sells display screens that employ time multiplex optical shutter (TMOS) technology. This TMOS display technology includes: (a) selectively controlled pixels that shutter light out of a light guidance substrate by violating the light guidance conditions of the substrate and (b) a system for repeatedly causing such violation in a time multiplex fashion. The display screens that embody TMOS technology are inherently transparent and they can be switched to display colors in any pixel area. A transparent OLED may also be used. An electroluminescent display is also suitable for use with proximate display devices 18 a and 18 b. Also, Planar Systems Inc. of Beaverton OR and Samsung of Korea, both produce several display devices that are suitable for use herein and that can be translucent or transparent. Kent Displays Inc. of Kent OH also produces Cholesteric LCD display devices that operate as a light valve and/or a monochrome LCD panel.
FIG. 4C shows another layered video display device arrangement in accordance with a specific embodiment. In this arrangement, a touchscreen 16 is arranged in front of an exterior LCD panel 18 a, an intermediate light valve 18 e and a curved display device 18 d. A common line of sight 20 passes through all four layered devices. As the term is used herein, a common line of sight refers to a straight line that intersects a portion of each display device. The line of sight is a geometric construct used herein for describing a spatial arrangement of display devices. If all the proximate display devices are transparent along the line of sight, then a person should be able see through all the display devices along the line of sight. Multiple lines of sight may also be present in many instances.
Rear display device 18 d includes a digital display device with a curved surface. A digital display device refers to a display device that is configured to receive and respond to a digital communication, e.g., from a processor or video card. Thus, OLED, LCD and projection type (LCD or DMD) devices are all examples of suitable digital display devices. E Ink Corporation of Cambridge Mass. produces electronic ink displays that are suitable for use in rear display device 18 d. Microscale container display devices, such as those produced SiPix of Fremont Calif., are also suitable for use in rear display device 18 d. Several other suitable digital display devices are provided below.
Referring to FIGS. 5A and 5B, portions 15 of proximate display device 18 a are significantly transparent or translucent. Pixilated element panels on many non-emissive displays such as LCD panels are largely invisible to a viewer. More specifically, many display technologies, such as electroluminescent displays and LCD panels, include portions that are transparent when no video images are displayed thereon. For example, an electroluminescent display may utilize non-organic phosphors that are both transparent and emissive (such as a tOLED), and addressed through transparent row and column drivers. Pixilated element panels on LCD panels are also available in significantly transparent or translucent designs that permit a person to see through the pixilated panels when not locally displaying an image.
If used, corresponding portions of touchscreen 16 and light valve 18 e along the lines of sight for portions 15 are also translucent or transparent, or alternatively have the capacity to be translucent or transparent in response to control signals from a processor included in the gaming machine. When portions (or all) of the screens for touchscreen 16, display devices 18 a and 18 b, and light valve 18 e are transparent or translucent, a player can simultaneously see images displayed on the display screen 18 a (and/or 18 b)�as well as the images displayed on the interior display devices 18 c�by looking through the transparent portions 15 of proximate display devices.
The layered display devices 18 may be used in a variety of manners to output games on a gaming machine. In some cases, video data and images displayed on the display devices 18 a and 18 c are positioned such that the images do not overlap (that is, the images are not superimposed). In other instances, the images overlap. It should also be appreciated that the images displayed on the display screen can fade-in fade out, pulsate, move between screens, and perform other inter-screen graphics to create additional affects, if desired.
In a specific embodiment, display devices 18 display co-acting or overlapping images to a person. For example, front display device 18 a (or 18 b) may display paylines in transparent portions 15 that illuminate winning combinations of reels 125 disposed on display devices 18 c. In another specific embodiment, layered display devices 18 provide 3D effects. A gaming machine may use a combination of virtual 3D graphics on any one of the display devices�in addition to 3D graphics obtained using the different depths of the layered display devices. Virtual 3D graphics on a single screen typically involve shading, highlighting and perspective techniques that selectively position graphics in an image to create the perception of depth. These virtual 3D image techniques cause the human eye to perceive depth in an image even though there is no real depth (the images are physically displayed on a single display screen, which is relatively thin). Also, the predetermined distance, D (between display screens for the layered display devices) facilitates the creation of 3D effects having a real depth between the layered display devices. 3D presentation of graphic components may then use a combination of: a) virtual 3D graphics techniques on one or more of the multiple screens; b) the depths between the layered display devices; and c) combinations thereof. The multiple display devices may each display their own graphics and images, or cooperate to provide coordinated visual output. Objects and graphics in a game may then appear on any one or multiple of the display devices, where reels and other graphics on the proximate screen(s) block the view objects on the distal screen(s), depending on the position of the viewer relative to the screens. This provides actual perspective between the graphics objects, which represents a real-life component of 3D visualization (and not just perspective virtually created on a single screen).
In another specific embodiment, the multiple display devices output video for different games or purposes. For example, the interior display device may output a reel game, while the intermediate display device outputs a bonus game or pay table associated with the interior display, while the exterior and foremost display device provides a progressive game or is reserved for player interaction and video output with the touchscreen. Other combinations may be used.
Controlling transparency of the outer one or two display devices also provides game presentation versatility on a single gaming machine. In one embodiment, an outer or intermediate display device acts as a light valve that controls whether the interior display device is visible, or what portions of the interior display device are visible. For example, window portions of the intermediate display device may be left transparent to permit viewing of a select number video reels arranged behind the light valve.
In another embodiment, the outer display device completely blocks out the interior display device, where the outermost display device is now solely visible and used for game presentation. The gaming machine now resembles a conventional gaming machine that only includes a single LCD panel. The gaming machine may then respond to digital controls to switch between a reel game, a multi-layer/multi-display game, and a simple one-panel LCD game. Other uses of the layered displays are possible and contemplated.
Gaming machine 10 uses the layered display devices 18 to show visual information on the different screens that a player can simultaneously see. Additional sample game presentations and uses of the layered display devices will now be discussed.
In another specific example, the gaming machine generates a game image on an interior display device and a flashing translucent image on a proximate display device. The game could for example, be reels or one or more wheels, and a flashing image on the proximate display could be a translucent line that indicates the payline(s) on the reels. Since some games permit multiple paylines based on the person's wager, this permits the game to show multiple paylines responsive to the person's actions. Alternatively, the proximate display may show a symbol or message that provides a player with helpful information such as a hint for playing the game. Notably, each of these examples allows the person to play the game while viewing the flashing image without having to change his or her line of sight or having to independently find such information from another portion of the gaming machine.
In one embodiment, the gaming machine presents different game types on the layered display devices. For example, the interior and backmost display device may output a main game with reels 125 while a proximate display device shows a bonus game or progressive game. The bonus game or progressive game may result from playing the main game. Again, this permits the player to play the game while viewing a flashing bonus image without having to change his or her line of sight or having to independently find such information from another portion of the gaming machine.
Similarly, visual information displayed on distal transmissive-type screens may obscure overlapping visual information on a proximate screen. When illumination for the layered displays is provided from behind the rear-most display panel, light transmitting from behind layered displays to a proximate display screen can be blocked by an overlapping low transmissive area on a distal screen. Any displayed graphics will result in local attenuation and lower transmissivity through the graphics than would a corresponding �white,� or maximally transmissive, window. If illumination from a rearmost backlight is sufficiently attenuated by image information before reaching a proximate screen, an observer may perceive indistinct shapes at lower illumination. Because an image on any level of the layered display may adversely affect an observer's ability to discern the desired visual information, it is usually beneficial to coordinate visual information among and between the various layers such that graphics on proximate displays receive adequate light.
In one embodiment, the layered display devices are all-digital and permit reconfiguration in real time. This permits new or different games to be downloaded onto a gaming machine, and reconfiguration of the three display devices to present a new or different game using any combination of the display devices. For a casino, or other gaming establishment, this permits a single gaming machine to offer multiple games without the need for gaming machine maintenance or replacement when a new game is desired by casino management or customer demand. On one day, the gaming machine may offer games using all the layered display devices. The next day, the same gaming machine may offer a game that only uses an outer LCD panel and touchscreen, where a shutter (or other technology on front display) blocks out the back display devices. Some other subset of the layered displays may also be used. This permits dual-dynamic display device reconfiguration and/or game reconfiguration, at will, by downloading commands to the gaming machine that determine a) what game(s) is played, and b) what display device(s) is used. For example, this allows the same gaming machine to run a reel game one day and a video poker game another day that uses some subset of the display devices.
One of the display devices in a layered arrangement may also output live video such as television or a movie (or parts of either). For example, the television or movie video may be output on a rear display while a game is played on a proximate display. This permits a person to watch television or a movie while playing a game at a gaming machine, without changing position or line of sight to switch between the game and live video. The live video may also be related to the game being played to enhance enjoyment of that game, e.g., a science fiction movie related to a science fiction game being played or a 1960's television show related to a 1960's television game. The video may also play commercials for the gaming establishment, such as advertisements and infomercials for businesses related to a casino or businesses that pay for the advertising opportunity. Advertisements may include those for a local restaurant, local shows, -house offers and promotions currently offered, menus for food, etc.
Embodiments described herein may be implemented on a wide variety of gaming machines. For example, the video reels may be output by a gaming machine as provided by IGT of Reno, Nev. Gaming machines from other manufacturers may also employ embodiments described herein. FIGS. 6A and 6B illustrate a sample gaming machine 10 in accordance with a specific embodiment. Gaming machine 10 is suitable for providing a game of chance and displaying video data that includes one or more simulated mechanical imperfections of a mechanical reel.
With reference to FIG. 6B, the gaming machine of FIG. 6A is illustrated in perspective view with its main door opened. In additional to the various exterior items described above, such as top box 11, main cabinet 12 and primary video displays 18, gaming machine 10 also comprises a variety of internal components. As will be readily understood by those skilled in the art, gaming machine 10 contains a variety of locks and mechanisms, such as main door lock 36 and latch 37. Internal portions of coin acceptor 22 and bill or ticket scanner 23 can also be seen, along with the physical meters associated with these peripheral devices. Processing system 50 includes computer architecture, as will be discussed in further detail below.
A gaming machine includes one or more processors and memory that cooperate to output games and gaming interaction functions from stored memory. FIG. 7 illustrates a control configuration for use in a gaming machine in accordance with another specific embodiment.
Processor 332 is a microprocessor or microcontroller-based platform that is capable of causing a display system 18 to output video data such as symbols, cards, images of people, characters, places, and objects which function in the gaming device. Processor 332 may include a commercially available microprocessor provided by a variety of vendors known to those of skill in the art. Gaming machine 10 may also include one or more application-specific integrated circuits (ASICs) or other hardwired devices. Furthermore, although the processor 332 and memory device 334 reside on each gaming machine, it is possible to provide some or all of their functions at a central location such as a network server for communication to a playing station such as over a local area network (LAN), wide area network (WAN), Internet connection, microwave link, and the like.
Although the processing system shown in FIG. 7 is one specific processing system, it is by no means the only processing system architecture on which embodiments described herein can be implemented. Regardless of the processing system configuration, it may employ one or more memories or memory modules configured to store program instructions for gaming machine network operations and operations associated with layered display systems described herein. Such memory or memories may also be configured to store player interactions, player interaction information, and other instructions related to steps described herein, instructions for one or more games played on the gaming machine, etc.
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