WO2009070127A1 - An entertainment machine - Google Patents

An entertainment machine Download PDF

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Publication number
WO2009070127A1
WO2009070127A1 PCT/SG2008/000455 SG2008000455W WO2009070127A1 WO 2009070127 A1 WO2009070127 A1 WO 2009070127A1 SG 2008000455 W SG2008000455 W SG 2008000455W WO 2009070127 A1 WO2009070127 A1 WO 2009070127A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
entertainment
points
database
credits
Prior art date
Application number
PCT/SG2008/000455
Other languages
French (fr)
Inventor
Po Lian Poh
Lay Ngee Tay
Original Assignee
Weike (S) Pte Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Weike (S) Pte Ltd filed Critical Weike (S) Pte Ltd
Priority to CN200880116568.2A priority Critical patent/CN101861190B/en
Publication of WO2009070127A1 publication Critical patent/WO2009070127A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/322Casino tables, e.g. tables having integrated screens, chip detection means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3293Card games, e.g. poker, canasta, black jack

Definitions

  • the invention relates broadly to an entertainment machine, to a method of implementing an entertainment game on an entertainment machine and to a computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game.
  • a player is allowed to play entertainment games by using credits which are bought using cash or by using game points awarded by the entertainment games. Further, for typical entertainment machines, game award rates are less than 100%.
  • the player may not be attracted to play such entertainment machines since the game points awarded are typically lower than the credits used, based on the game award rates. As play time increases, the player may use up the credits in due course, necessitating buying of more credits. Thus, typical entertainment machines cannot provide prolonged entertainment of the player without frequent buying of credits.
  • an entertainment machine comprising a game credits database for storing available game credits purchased by a player; a game points database for storing game points awarded based on a game award rate by an entertainment game executed on the entertainment machine; and a switch for implementing a switchable entry system; wherein the switch is configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
  • the game award rate may be programmable.
  • the game award rate may be more than 100%.
  • the game award rate may be between 0% to 100%.
  • the entertainment machine may further comprise a loyalty points module for awarding loyalty points based on the game points awarded.
  • the loyalty points may be redeemable for prizes.
  • the game points from the game points database may be redeemable for prizes.
  • the entertainment machine may be further configurable into an operational state in which the game- credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
  • the entertainment machine may be further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to play the entertainment game if no game points are available.
  • the entertainment machine may further comprise a display capable of displaying a game credits balance of the game credits database and a game points balance of the game points database.
  • the switch may be implemented using a touch screen to accept user input from the player.
  • a method for implementing an entertainment game on an entertainment machine comprising storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
  • the game award rate may be programmable.
  • the game award rate may be more than 100%.
  • the game award rate may be between 0% to 100%.
  • the method may further comprise providing a loyalty points module for awarding loyalty points based on the game points awarded.
  • the loyalty points may be redeemable for prizes.
  • the game points from the game points database may be redeemable for prizes.
  • the entertainment machine may be further configurable into an operational state in which the game credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
  • the entertainment machine may be further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to play the entertainment game if no game points are available.
  • the method may further comprise displaying a game credits balance of the game credits database and a game points balance of the game points database.
  • the switch may be implemented using a touch screen to accept user input from the player.
  • a computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game, the method comprising storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
  • a computer server adapted to be responsive to receive database commands from one or more entertainment machines, each machine as defined in the first aspect.
  • Figure 1 is a schematic flowchart illustrating a gaming process of an example embodiment.
  • Figure 2 is a schematic isometric view of an entertainment machine in the example embodiment.
  • Figure 3 is a schematic top view diagram of the entertainment machine.
  • Figure 4(a) is a sample screenshot of a player-to-player (P2P) game display shown on a main liquid crystal display (LCD) screen.
  • P2P player-to-player
  • LCD liquid crystal display
  • Figure 4(b) is a sample screenshot of a P2P game display shown on one player LCD screen.
  • Figure 5 is a schematic diagram illustrating a computer network controlled using a game server in another example embodiment.
  • Figure 6 shows a schematic front view of a LCD screen panel of an entertainment machine in yet another example embodiment.
  • Figure 7 is a schematic drawing of a computer controlled entertainment machine for implementing the example embodiment.
  • Figure 8 shows a schematic drawing of an entertainment machine according to an example embodiment.
  • Figure 9 is a flowchart illustrating a method of implementing an entertainment game on an entertainment machine.
  • the present specification also discloses apparatus for performing the operations of the methods.
  • Such apparatus may be specially constructed for the required purposes, or may comprise a general purpose computer or other device selectively activated or reconfigured by a computer program stored in the computer.
  • the algorithms and displays presented herein are not inherently related to any particular computer or other apparatus.
  • Various general purpose machines may be used with programs in accordance with the teachings herein.
  • the construction of more specialized apparatus to perform the required method steps may be appropriate.
  • the structure of a conventional general purpose computer will appear from the description below.
  • the present specification also implicitly discloses a computer program, in that it would be apparent to the person skilled in the art that the individual steps of the method described herein may be put into effect by computer code.
  • the computer program is not intended to be limited to any particular programming language and implementation thereof. It will be appreciated that a variety of programming languages and coding thereof may be used to implement the teachings of the disclosure contained herein.
  • the computer program is not intended to be limited to any particular control flow. There are many other variants of the computer program, which can use different control flows without departing from the spirit or scope of the invention.
  • Such a computer program may be stored on any computer readable medium.
  • the computer readable medium may include storage devices such as magnetic or optical disks, memory chips, or other storage devices suitable for interfacing with a general purpose computer.
  • the computer readable medium may also include a hard-wired medium such as exemplified in the Internet system, or wireless medium such as exemplified in the GSM mobile telephone system.
  • the computer program when loaded and executed on such a general-purpose computer effectively results in an apparatus that implements the steps of the preferred method.
  • the invention may also be implemented as hardware modules. More particular, in the hardware sense, a module is a functional hardware unit designed for use with other components or modules. For example, a module may be implemented using discrete electronic components, or it can form a portion of an entire electronic circuit such as an Application Specific Integrated Circuit (ASIC). Numerous other possibilities exist. Those skilled in the art will appreciate that the system can also be implemented as a combination of hardware and software modules.
  • an entertainment game is implemented on an entertainment machine by a processor. It will be appreciated that the entertainment game may take different forms in different embodiments. For example, the entertainment game can be a player-to-player (P2P) game or a stand-alone entertainment game on a dedicated gaming machine.
  • P2P player-to-player
  • a player buys game credits using cash, e.g. via inputting notes into a note slot unit.
  • the game credits are stored in a game credits database in the entertainment machine.
  • game points are awarded by the processor to the player based on a game award rate.
  • the game points are stored in a game points database in the entertainment machine.
  • the player can use a switch in a switchable game entry system to switch between using the game credits database and the game points database to select game credits, game points or both to play the entertainment game.
  • the switch is based on the player input received via touch sensing units of a touch screen display of the entertainment machine.
  • the remaining game credits are transferable to an issued magnetic game card as a receipt such that the remaining game credits can be used subsequently.
  • the game credits are usable for transactions such as purchase of merchandise.
  • the player can use some or all of the game points to redeem for prizes and can choose to transfer any remaining game points to the issued game card.
  • the game points can be used for prize redemption.
  • the game award rate of the entertainment game is variable and can be programmed to be between 0% to 100% and also more than 100%. For example, if the player game credits worth one dollar to play the entertainment game, the game award rate can be programmed such that the entertainment game awards the player with game points worth two dollars (ie. equal to an award rate of about 200%).
  • the entertainment machine can give rise to a number of scenarios.
  • the game award rate is less than or equal to 100%.
  • the game award rate is preset to be less than or equal to 100% and in addition, a separate "X%" component (e.g. in the form of free items) is awarded to the player such that a game award rate of more than 100% can be achieved.
  • the game award rate is directly implemented as more than 100%. In scenarios where the game award rate is more than 100%, the shortfall for the entertainment machine operator can be recouped using other marketing strategies.
  • the switchable game entry system can allow the player to continue playing the entertainment game by using a switch to select awarded game points, game credits or both.
  • the entertainment game can have a high game award rate which may attract players to the entertainment machine.
  • the awarded game points can be used to play the entertainment game, thus prolonging playing time.
  • the awarded game points can also be redeemed for prizes.
  • a loyalty points module is implemented in the gaming machine using the processor.
  • the loyalty points module awards the player with loyalty points based on the amount of game points awarded to the player by the entertainment game.
  • the loyalty points are not redeemable for games.
  • the loyalty points are transferable to and are stored in the issued game card.
  • the loyalty points may be used in different redemption schemes. For example, one redemption scheme may be to use loyalty points for exchange of a discount for a meal.
  • the loyalty points module can allow the player to earn loyalty points based on awarded game points instead of based on amount of game credits/game points used for playing the entertainment game. This can increase the amount of loyalty points that the player can earn. For example, if the player is awarded a large amount of game points during play of the entertainment game for a given game credits amount purchased, the player can earn an amount of loyalty points exceeding the game points awarded. In stark contrast, in existing machines where the loyalty points are awarded based on the amount of game credits used for playing the entertainment game, the player would need to repeatedly buy credit points to earn a similar amount of loyalty points, compared to the example embodiment. In the above described example embodiment, the player buys game credits using cash.
  • the entertainment machine can be modified to accommodate a card reader for reading a player game card.
  • the entertainment machine can be linked to a central server that stores game credits balances, game points balances and loyalty points balances of players in respective databases.
  • a player can play at the entertainment machine by inserting the game card into the card reader.
  • the game card contains an identification ID of the player to allow access to the relevant game credits balance, game points balance and loyalty points balance of the player, for use at the entertainment machine.
  • the player may be required to input an alpha-numeric personal identification number to access the central server.
  • FIG. 1 is a schematic flowchart 100 illustrating a gaming process of another example embodiment.
  • a player activates an entertainment machine by inserting a game card into a card reader at the entertainment machine.
  • the entertainment machine is linked to a central server.
  • the card reader reads the game card and transmits a player identification ID stored on the game card to the central server.
  • the entertainment machine transfers game points, if any, stored in a player account in a central database of the central server to a game points database of the entertainment machine.
  • the player account is identified using the player identification ID.
  • the player is given an additional option to buy game credits using cash, e.g. via using a note slot unit.
  • the entertainment machine transfers game credits, if any, stored in the player account at the central server and the game credits, if bought at step 106, to a game credits database of the entertainment machine.
  • the player uses a switch via touch-screen input to select using game credits, game points or both to play an entertainment game.
  • the player physically touches the touch screen to provide user input to manipulate a balance of game credits, game points or both to wager for the entertainment game.
  • the game credits and game points selected for use to play the entertainment game are deducted from the respective game credits database and game points database accordingly.
  • the player plays the entertainment game.
  • the entertainment machine determines whether the player has won the entertainment game.
  • step 114 If the player has not won the entertainment game at step 114, the player is returned to step 1 10. If the player has won the entertainment game at step 114, the entertainment machine proceeds to step 1 16. At step 116, game points are awarded to the player based on a game award rate. At step 118, loyalty points are awarded to the player based on the amount of game points awarded at step 116. If the player does not terminate play at the entertainment machine after step 1 18, the game points awarded at step 1 16 are stored in the game points database at step 104.
  • step 120 the player can choose to redeem some or all of the game points stored in the game points database into prizes. Any remaining game credits, game points and the loyalty points are transferable to the player account in the central databaseupon the player retrieving the game card from the card reader.
  • P2P piayer-to-player
  • FIG. 2 is a schematic isometric view of an entertainment machine 200 in the example embodiment.
  • the entertainment machine 200 is connected to a central server (not shown).
  • the central server comprises a central database for storing player accounts that in turn store game credits, game points and/or loyalty points of respective players.
  • the entertainment machine 200 comprises a main liquid crystal display (LCD) screen 202 and four individual player LCD screens 204,206.208,210.
  • the player LCD screens 204.206,208,210 are incorporated with touch screen technology to allow each player to piay the games contained in the entertainment machine 200. Each player can physically touch the respective player LCD screen e.g.
  • the entertainment machine 200 further comprises respective game card slots e.g. 211 for receiving game cards from each respective player to facilitate transferring any game credits and/or game points from the relevant player account stored in the central server for use at the entertainment machine 200.
  • the game card slots e.g. 21 1 function as card readers for reading information from player game cards.
  • Each game card slot can also facilitate transferring any game credits and/or game points to the central server after a player terminates playing the P2P game.
  • the entertainment machine 200 also comprises respective prize redemption touch screen buttons allowing each respective player to request for prize redemption using his/her available game points.
  • the entertainment machine may be configured to comprise a coin acceptor or a bill validator for accepting cash for buying game credits at the entertainment machine.
  • the gaming machine may be configured to accept electronic cash payment for buying game credits by accessing a bank/central payment gateway authorised by the player.
  • Figure 3 is a schematic top view diagram of the entertainment machine 200.
  • each player can access the P2P game by inserting a game card into a respective game card slot/reader of the entertainment machine 200 to transfer any game credits and/or game points from the central server respectively to a game credits database and a game points database of the player in the entertainment machine 200.
  • the players play against each other utilising the main LCD screen 202 for player-to-player interaction and the respective LCD screens 204,206.208,210 for making game-related decisions etc.
  • the players can win game points from each other.
  • Figure 4(a) is a sample screenshot 402 of a P2P game display shown on the main LCD screen 202.
  • Figure 4(b) is a sample screenshot 404 of a P2P game display shown on one of the player LCD screens 204.206,208,210.
  • a game credits display 406 shows a game credits balance of the game credits database of the player.
  • a game points display 408 shows a game points balance of the game points database of the player. The game credits balance and the game points balance are retrieved from the central server based on the player game card.
  • a token entry display 410 shows the amount of game credits, game points or both deducted from the game credits database and/or the game points database, for playing the P2P game.
  • Opponent displays 412, 414 show respective game statuses of opponent players next to the player.
  • Touch screen buttons e.g. 416, 418, 420 can appear for the player to operate or initiate the entertainment machine.
  • the touch screen in the form of the touch screen buttons e.g. 416, 418, 420 act as a switch to enable the player to select the game credits database and/or the game points database to wager game credits, game points or both for playing the P2P game.
  • the touch screen buttons e.g. 416, 418, 420 can allow the player to make other game-related decisions such as skipping the current game turn etc.
  • the current status of the P2P game is displayed in a game status display 422.
  • the entertainment machine 200 can be configured into any one of three states. The configuration between the states is carried out by a processor of the entertainment machine 200.
  • a first state is a switchable game entry system whereby the player can use the touch screen to manually switch between the game credits database and/or the game points database to select game credits, game points or both to wager/deduct for playing the P2P game.
  • a second state is the entertainment machine 200 being configured such that the switch is disenabled and to automatically deduct game credits from the player to play the P2P game until the game credits (display 406) become zero. The entertainment machine 200 then proceeds to deduct game points from the player to play the P2P game.
  • a third state is the entertainment machine 200 being configured such that the switch is disenabled and to automatically deduct game points from the player to play the P2P game until the game points (display 408) become zero. The entertainment machine 200 then proceeds to deduct game credits from the player to play the P2P game.
  • the amount for game credits and/or game points deduction can be pre-determined or selectable, depending on the type of game being played.
  • the player is allowed to use the switch (in the form of the touch screen in this example embodiment) in the switchable game entry system to select using game credits, game points or both to deduct for playing the P2P game.
  • the touch screen buttons e.g. 416, 418, 420 appear for the player to switch between the game credits database and/or the game points database to make the relevant selection decisions.
  • the game credits display 406 and/or game points display 408 linked to the corresponding game credits database and the game points database are decreased accordingly.
  • the amounts of deducted game credits, game points or both are then graphically updated in the token entry display 410, for playing the P2P game.
  • the switch in the form of the touch screen in this example embodiment
  • the relevant balance in the game credits display 406 and/or game points display 408 linked to the corresponding game credits database and the game points database are automatically decreased accordingly.
  • the token entry display 410 is automatically graphically updated for playing the P2P game.
  • the player If the player loses a round of the P2P game, the player is immediately “brought” to the beginning of the next round. On the other hand, if the player wins a round of the P2P game, the entertainment machine 200 awards game points based on a game award rate to the player. The game points database is incremented and the game points display 408 is updated accordingly. The player is then "brought" to the beginning of the next round.
  • the player can terminate playing the P2P game by selecting the relevant option using the touch screen buttons e.g. 416, 418, 420.
  • the player can also activate the respective prize redemption button of the entertainment machine to request for prize redemption using available game points. Examples of prizes include vouchers, physical prizes etc.
  • the prize redemption can be at the entertainment machine or can be at a location away from the entertainment machine.
  • the game points to prize redemption ratio can be displayed at the entertainment machine.
  • Remaining game credits and/or game points are then transferred from the game credits database and game points database respectively to the player account in the central server.
  • a P2P game is implemented over a computer network controlled using a game server.
  • the computer network can be in the form of a Local Area Network (LAN) or the World Wide Web (ie. the internet).
  • the network can be in a form of a floor management system.
  • FIG. 5 is a schematic diagram illustrating the computer network 502 controlled using the game server 504 in another example embodiment.
  • the network iinks a plurality of player terminals e.g. 506, 508 to the game server 504 such that players operating the respective player terminals e.g. 506, 508 can play the P2P game against each other (contrast against the entertainment machine 200).
  • the player terminals e.g. 506, 508 can be in the form of personal computers or dedicated gaming machines.
  • the players can buy and/or use game credits in a number of ways. For example, each player can buy game credits using cash or electronic payment and deposit the game credits in a player account in a central database of the game server. The game credits can then be accessed electronically by the player for playing the P2P game. Game points awarded by the P2P game can also be transferred to and from the central database.
  • a player can insert a game card into a card reader e.g. 510 of the gaming machine e.g. 506, 508 to commence playing the P2P game.
  • the card reader e.g. 510 communicates with the game server using authentication and encryption/decryption techniques so that the player can access the player account to retrieve any game credits/game points stored in the central database.
  • Each screen of the player terminals e.g. 506, 508 is substantially the same as the screenshot 404 of Figure 4(b).
  • Each screen of the player terminals e.g. 506, 508 can display a game credits balance, a game points balance and an amount of game credits, game points or both deducted for playing the P2P game.
  • each player can use a switch to switch between a game credits database and/or a game points database of the player to select game credits, game points or both for wager/deduction to play the P2P game.
  • the switch can be implemented as, but is not limited to, a touch screen input or mechanical buttons actuated by the player.
  • the game server 504 comprises a processing module that can implement a variable game award rate of the P2P game and the game award rate can be programmed to be more than 100%. It will be appreciated that in P2P games, although winnings for the player is from other players, it is possible to implement a game award rate of more than 100% by awarding separate "X%" components (e.g. in the form of free items) to the winning player.
  • the P2P game awards game points via using the processing module based on the game award rate.
  • the game points can be used to play subsequent rounds of the P2P game.
  • Each player can terminate play of the P2P game by selecting the relevant option available at the respective player terminals e.g. 506, 508. Each player can also select a prize redemption option available at the respective player terminals e.g. 506, 508 to redeem prizes using some or all of the game points available. Remaining game credits and/or game points can be transferred to the central database of the game server 504 for future use.
  • the game points to prizes redemption ratio can be displayed on a website at the player terminals e.g. 506, 508.
  • the prizes can be delivered to the players at a later stage or can be printed/produced at the player terminals e.g. 506, 508, if applicable.
  • the game server 504 is described as linking the player terminals e.g. 506, 508 for playing a P2P game, the game server 504 is not limited as such.
  • the game server 504 can be used to connect to individual player terminals e.g. 506, 508, each player terminal e.g. 506, 508 implementing a stand-alone entertainment game. In such a scenario, the game server 504 provides a function of maintaining player accounts that in turn store game credits, game points and/or loyalty points of respective players.
  • a slot game is implemented using a single player entertainment machine.
  • the entertainment machine is connected to a central server, the central server maintaining player accounts that in turn store game credits, game points and/or loyalty points of respective players.
  • Players can access the player accounts by using a game card at the entertainment machine.
  • Figure 6 shows a schematic front view of a LCD screen panel 600 of the entertainment machine in the example embodiment.
  • a sample screenshot 602 shows the slot game of the entertainment machine.
  • the entertainment machine incorporates touch screen technology to enable a player to play the slot game via a touch screen.
  • the touch screen also functions as a switch to allow the player to switch between a game credits database and/or a game points database of the player to select game credits, game points or both to wager for the slot game.
  • the screenshot 602 shows a game credits display 604, a game points display 606, a touch screen switch 607 (in the form of an animated arrow in the example embodiment), an awarded game points display 608, a game credits token entry display 610, a game points token entry display 612 and touch screen buttons e.g. 614, 616.
  • the touch screen buttons e.g. 614, 616 allow the player to make game-related decisions.
  • An awarded loyalty points display 618 is also provided, which displays the loyalty points awarded.
  • the loyalty points awarded are based on the awarded game points from the entertainment game. This can increase the amount of loyalty points that the player can earn. For example if a single large amount of game points are awarded, the awarded loyalty points can be higher than the game credits bought by the player.
  • the player has the opportunity to be awarded a large amount of loyalty points if a large amount of game points are awarded during play for a given credit point balance bought.
  • the entertainment machine further comprises a game card slot 617 for receiving a game card from the player to facilitate (by reading the player identification ID stored on the game card) transferring any game credits and/or game points from the player account at the central server for use at the entertainment machine.
  • the game card slot can also facilitate (by reading the player identification ID stored on the game card) transferring any game credits and/or game points to the player account after the player terminates playing the slot game.
  • the entertainment machine also comprises a prize redemption button (not shown) allowing the player to request for prize redemption using his/her available game points.
  • the entertainment machine may be additionally configured to comprise a coin acceptor or a bill validator for accepting cash for buying game credits at the entertainment machine.
  • the gaming machine may be configured to accept electronic cash payment for buying game credits by accessing a bank/central payment gateway authorised by the player.
  • the player can access the slot game by inserting a game card into the game card slot 617 of the entertainment machine to transfer any game credits and/or game points from the player account at the central server to a game credits database and a game points database respectively in the entertainment machine.
  • the player uses the switch 607 to switch between the game credits database and the game points database by selecting (in the form of the switch 607 pointing at) the game credits display 604 or the game points display 606. The player can then select game credits, game points or both for wager/deduction to play the siot game.
  • the game credits amount deducted for playing the slot game and the game points amount deducted for playing the slot game are displayed in the game credits token entry display 610 and the game points token entry display 612 respectively.
  • a processing module of the entertainment machine can implement a variable game award rate of the slot game and a game award rate can be programmed to be more than 100%. Accordingly, it will be appreciated that the example embodiment, in awarding loyalty points based on game credits awarded from the entertainment game, the player has the chance of being awarded loyalty points in excess of the credit points bought at any one playing session. This advantageously increases the attractiveness of the entertainment machine of the example embodiment for players compared to existing machines, in which loyalty points are only be awarded based on game credits bought. It will be appreciated that in different embodiments, the entertainment machine may further be programmed to also award loyalty points based on credit points bought in any one session, in addition to awarding loyalty points based on game points awarded from the entertainment game.
  • the slot game awards via the processing module game points based on the game award rate.
  • the game points can be used to play the slot game.
  • the player can terminate play of the siot game by selecting a touch screen option (not shown).
  • the player can also activate the prize redemption button of the entertainment machine to redeem prizes using some or all of the game points available. Remaining game credits and/or game points can be transferred to the central server for future use.
  • the game points to prizes redemption ratio can be displayed on e.g. on topbox of the entertainment machine.
  • the prizes can be redeemed straight at the entertainment machine or delivered to the player at a later stage. It will be appreciated that although the entertainment game ie. the slot game is described above with respect to an entertainment machine, the entertainment game can be played over a computer network using a player terminal connected to the computer network.
  • the entertainment machine of the example embodiments may comprise a computer module 702, schematically shown in Figure 7.
  • the computer module 702 includes a processor 718, a Random Access Memory (RAM) 720 and a Read Only Memory (ROM) 722.
  • the computer module 702 also includes a number of input/Output (I/O) interfaces, for example I/O interface 724 to a display 708.
  • I/O input/Output
  • the components of the computer module 702 typically communicate via an interconnected bus 728 and in a manner known to the person skilled in the relevant art.
  • the application program is typically supplied to the operator of the gaming machine encoded on a data storage medium such as a CD-ROM or a flash memory module such as a memory card/stick and read utilising a corresponding data storage medium drive of a data storage device 730.
  • the application program is read and controlled in its execution by the processor 718.
  • Intermediate storage of program data may be accomplished using RAM 720.
  • FIG 8 shows a schematic drawing of an entertainment machine 800 according to an example embodiment.
  • the entertainment machine 800 comprises a game credits database 802 for storing available game credits purchased by a player.
  • the entertainment machine 800 further comprises a game points database 804 for storing game points awarded based on a game award rate by an entertainment game 808 executed on the entertainment machine 800.
  • the game credits database 802 and the game points database 804 are coupled to a switch 806.
  • the switch 806 implements a switchabie entry system wherein the switch is configured to enable player selection of the game credits from the game credits database 802, the game points from the game points database 804 or both for deduction to play the entertainment game 808.
  • Figure 9 is a schematic flowchart 900 for illustrating a method for implementing an entertainment game on an entertainment machine.
  • step 902 available game credits purchased by a player are stored in a game credits database.
  • game points awarded based on a game award rate by the entertainment game are stored in a game points database.
  • step 906 a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game is provided.
  • the game is played by three players with one deck of fifty-four cards (including two joker cards).
  • the landlord plays against the other two players (ie. tenants).
  • the two tenants team up to "Fight The Landlord”.
  • the players bid counterclockwise. Each player can bid only once. Players can bid one, two or three points or pass (ie. do not bid). This can be in terms of game credits, game points or both. Players must bid higher points than the previous player's bid. The player that bids the highest points will be the landlord. The three extra cards which must be shown to the other two players are dealt to the landlord. If no player bids, a re-deal and re-bid is carried out.
  • the game system selects the player who joins the game first to bid first. For the next hand, the next player counterclockwise bids first.
  • the landlord plays first. And then players play in turn counterclockwise.
  • the players may pass (ie. do not play) or play cards with higher rankings than those of preceding cards played by other players. If the cards are not played first in a round, except (if) they are Rocket or Bomb, they must be the same kind of combination and have the same number of cards as the preceding cards played
  • One round ends when cards played by one player are passed by the two other players
  • Card combinations include Rocket ( ⁇ e two jokers), Bomb ( ⁇ e four cards with the same rank)
  • Other general combinations include Single ( ⁇ e a single card), Pair ( ⁇ e a pair of cards), Triple ( ⁇ e three cards with the same rank), T ⁇ ple-pius-one ( ⁇ e T ⁇ ple plus a Single or a Pair (Kicker)), Straight ( ⁇ e at least 5 cards with number two and jokers not being allowed to be part of Straight), Double Straight ( ⁇ e straight of Pairs, at least 6 cards of three Pairs with number two and jokers not being allowed to be part of Straight), T ⁇ ple Straight ( ⁇ e straight of Triples, at least 6 cards of two Triples with number two and jokers not being allowed to be part of Straight), Plane with wings ( ⁇ e Triple straight plus the same number of triples of Singles (Kicker) or T ⁇ ple straight plus the same number of triples of Pairs (Kicker)), Four with Two ( ⁇ e Four same-rank cards plus two Singles (Kicker) or Four same-rank cards plus
  • the cards are ranked according to combinations or other rules Game points are calculated when each hand ends
  • the Base Point is the Bidding point ( ⁇ e one, two or three)
  • the Multiplication Factor is 1 initially The Multiplication Factor is doubled for each Rocket or Bomb played by players For example, when one Rocket and two Bombs are played, the Multiplication Factor becomes eight ( ⁇ e 1 X 2 X 2 X 2) It the landlord wins and no card is played by the other two players, the Multiplication Factor is doubled If the landlord loses and the landlord plays cards only once, the Multiplication Factor is doubled The landlord gains or loses (2 X Base Point X Multiplication Factor) points Each of the other two players gains or loses (Base Point X Multiplication Factor) points
  • the penalties include three points if a player exits the game after cards are dealt and before bidding (3 X Base Point X Multiplication Factor) points if the player exits the game after bidding
  • 3 X Base Point X Multiplication Factor 3 X Base Point X Multiplication Factor
  • the switch for implementing a switchable entry system is described as a touch screen receiving user input or mechanical buttons.
  • the switch may take the form of a voice recognition unit whereby a microphone is provided to receive user input to activate a switching between relevant databases based on speech control.
  • a game card is described as containing a player identification ID for retrieving game credits, game points etc from a central server.
  • the game card is not limited as such.
  • the game card may be in the form of a smartcard whereby the smartcard contains all the relevant databases such as the game credits database and the game points database of the player.
  • a card reader of an entertainment machine can interact with the smartcard to retrieve and/or manipulate the contents of the databases of the smartcard.

Abstract

An entertainment machine, a method for implementing an entertainment game on an entertainment machine and a computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game are provided. The entertainment machine comprises a game credits database for storing available game credits purchased by a player; a game points database for storing game points awarded based on a game award rate by an entertainment game executed on the entertainment machine; and a switch for implementing a switchable entry system; wherein the switch is configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.

Description

An Entertainment Machine
FIELD OF INVENTION
The invention relates broadly to an entertainment machine, to a method of implementing an entertainment game on an entertainment machine and to a computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game.
BACKGROUND
For typical entertainment machines, a player is allowed to play entertainment games by using credits which are bought using cash or by using game points awarded by the entertainment games. Further, for typical entertainment machines, game award rates are less than 100%.
The player may not be attracted to play such entertainment machines since the game points awarded are typically lower than the credits used, based on the game award rates. As play time increases, the player may use up the credits in due course, necessitating buying of more credits. Thus, typical entertainment machines cannot provide prolonged entertainment of the player without frequent buying of credits.
To increase player entertainment, some entertainment machines have been implemented with computer modules to compute and award loyalty points that can be exchanged for prizes. The loyalty points are typically awarded based on the amount of game credits bought for playing the entertainment games. However, to gain a significant amount of loyalty points, a player typically needs to buy a significant amount of game credits. Hence, there exists a need to provide an improved entertainment machine and method of implementing an entertainment game on an entertainment machine which seek to address at least one of the above problems.
SUMMARY
In accordance with an aspect of the present invention, there is provided an entertainment machine, the entertainment machine comprising a game credits database for storing available game credits purchased by a player; a game points database for storing game points awarded based on a game award rate by an entertainment game executed on the entertainment machine; and a switch for implementing a switchable entry system; wherein the switch is configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
The game award rate may be programmable.
The game award rate may be more than 100%.
The game award rate may be between 0% to 100%.
The entertainment machine may further comprise a loyalty points module for awarding loyalty points based on the game points awarded.
The loyalty points may be redeemable for prizes.
The game points from the game points database may be redeemable for prizes.
The entertainment machine may be further configurable into an operational state in which the game- credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
The entertainment machine may be further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to play the entertainment game if no game points are available.
The entertainment machine may further comprise a display capable of displaying a game credits balance of the game credits database and a game points balance of the game points database.
The switch may be implemented using a touch screen to accept user input from the player.
In accordance with another aspect of the present invention, there is provided a method for implementing an entertainment game on an entertainment machine, the method comprising storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
The game award rate may be programmable.
The game award rate may be more than 100%.
The game award rate may be between 0% to 100%.
The method may further comprise providing a loyalty points module for awarding loyalty points based on the game points awarded. The loyalty points may be redeemable for prizes.
The game points from the game points database may be redeemable for prizes.
The entertainment machine may be further configurable into an operational state in which the game credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
The entertainment machine may be further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to play the entertainment game if no game points are available.
The method may further comprise displaying a game credits balance of the game credits database and a game points balance of the game points database.
The switch may be implemented using a touch screen to accept user input from the player.
In accordance with yet another aspect of the present invention, there is provided a computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game, the method comprising storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game. In accordance with yet another aspect of the present invention, there is provided a computer server adapted to be responsive to receive database commands from one or more entertainment machines, each machine as defined in the first aspect.
BRIEF DESCRIPTION OF THE DRAWINGS
Embodiments of the invention will be better understood and readily apparent to one of ordinary skill in the art from the following written description, by way of example only, and in conjunction with the drawings, in which:
Figure 1 is a schematic flowchart illustrating a gaming process of an example embodiment.
Figure 2 is a schematic isometric view of an entertainment machine in the example embodiment.
Figure 3 is a schematic top view diagram of the entertainment machine.
Figure 4(a) is a sample screenshot of a player-to-player (P2P) game display shown on a main liquid crystal display (LCD) screen.
Figure 4(b) is a sample screenshot of a P2P game display shown on one player LCD screen.
Figure 5 is a schematic diagram illustrating a computer network controlled using a game server in another example embodiment.
Figure 6 shows a schematic front view of a LCD screen panel of an entertainment machine in yet another example embodiment.
Figure 7 is a schematic drawing of a computer controlled entertainment machine for implementing the example embodiment. Figure 8 shows a schematic drawing of an entertainment machine according to an example embodiment.
Figure 9 is a flowchart illustrating a method of implementing an entertainment game on an entertainment machine.
DETAILED DESCRIPTION
Some portions of the description which follows are explicitly or implicitly presented in terms of algorithms and functional or symbolic representations of operations on data within a computer memory. These algorithmic descriptions and functional or symbolic representations are the means used by those skilled in the data processing arts to convey most effectively the substance of their work to others skilled in the art. An algorithm is here, and generally, conceived to be a self-consistent sequence of steps leading to a desired result. The steps are those requiring physical manipulations of physical quantities, such as electrical, magnetic or optical signals capable of being stored, transferred, combined, compared, and otherwise manipulated.
Unless specifically stated otherwise, and as apparent from the following, it will be appreciated that throughout the present specification, discussions utilizing terms such as "scanning", "calculating", "determining", "replacing", "generating", "initializing", "outputting", or the like, refer to the action and processes of a computer system, or similar electronic device, that manipulates and transforms data represented as physical quantities within the the computer system into other data similarly represented as physical quantities within the computer system or other information storage, transmission or display devices.
The present specification also discloses apparatus for performing the operations of the methods. Such apparatus may be specially constructed for the required purposes, or may comprise a general purpose computer or other device selectively activated or reconfigured by a computer program stored in the computer. The algorithms and displays presented herein are not inherently related to any particular computer or other apparatus. Various general purpose machines may be used with programs in accordance with the teachings herein. Alternatively, the construction of more specialized apparatus to perform the required method steps may be appropriate. The structure of a conventional general purpose computer will appear from the description below.
In addition, the present specification also implicitly discloses a computer program, in that it would be apparent to the person skilled in the art that the individual steps of the method described herein may be put into effect by computer code. The computer program is not intended to be limited to any particular programming language and implementation thereof. It will be appreciated that a variety of programming languages and coding thereof may be used to implement the teachings of the disclosure contained herein. Moreover, the computer program is not intended to be limited to any particular control flow. There are many other variants of the computer program, which can use different control flows without departing from the spirit or scope of the invention.
Furthermore, one or more of the steps of the computer program may be performed in parallel rather than sequentially. Such a computer program may be stored on any computer readable medium. The computer readable medium may include storage devices such as magnetic or optical disks, memory chips, or other storage devices suitable for interfacing with a general purpose computer. The computer readable medium may also include a hard-wired medium such as exemplified in the Internet system, or wireless medium such as exemplified in the GSM mobile telephone system. The computer program when loaded and executed on such a general-purpose computer effectively results in an apparatus that implements the steps of the preferred method.
The invention may also be implemented as hardware modules. More particular, in the hardware sense, a module is a functional hardware unit designed for use with other components or modules. For example, a module may be implemented using discrete electronic components, or it can form a portion of an entire electronic circuit such as an Application Specific Integrated Circuit (ASIC). Numerous other possibilities exist. Those skilled in the art will appreciate that the system can also be implemented as a combination of hardware and software modules. In an example embodiment, an entertainment game is implemented on an entertainment machine by a processor. It will be appreciated that the entertainment game may take different forms in different embodiments. For example, the entertainment game can be a player-to-player (P2P) game or a stand-alone entertainment game on a dedicated gaming machine. To access the entertainment game initially, a player buys game credits using cash, e.g. via inputting notes into a note slot unit. The game credits are stored in a game credits database in the entertainment machine. During play of the entertainment game, if the player wins, game points are awarded by the processor to the player based on a game award rate. The game points are stored in a game points database in the entertainment machine. In one operational state of the entertainment machine, the player can use a switch in a switchable game entry system to switch between using the game credits database and the game points database to select game credits, game points or both to play the entertainment game. In this example embodiment, the switch is based on the player input received via touch sensing units of a touch screen display of the entertainment machine.
Upon terminating play of the entertainment machine, the remaining game credits are transferable to an issued magnetic game card as a receipt such that the remaining game credits can be used subsequently. The game credits are usable for transactions such as purchase of merchandise. For the remaining game points, the player can use some or all of the game points to redeem for prizes and can choose to transfer any remaining game points to the issued game card. The game points can be used for prize redemption.
In the example embodiment, the game award rate of the entertainment game is variable and can be programmed to be between 0% to 100% and also more than 100%. For example, if the player game credits worth one dollar to play the entertainment game, the game award rate can be programmed such that the entertainment game awards the player with game points worth two dollars (ie. equal to an award rate of about 200%).
Thus, the entertainment machine can give rise to a number of scenarios. In one scenario, the game award rate is less than or equal to 100%. In another scenario, the game award rate is preset to be less than or equal to 100% and in addition, a separate "X%" component (e.g. in the form of free items) is awarded to the player such that a game award rate of more than 100% can be achieved. In yet another scenario, the game award rate is directly implemented as more than 100%. In scenarios where the game award rate is more than 100%, the shortfall for the entertainment machine operator can be recouped using other marketing strategies.
Thus, the switchable game entry system can allow the player to continue playing the entertainment game by using a switch to select awarded game points, game credits or both. Advantageously, the entertainment game can have a high game award rate which may attract players to the entertainment machine. Further, the awarded game points can be used to play the entertainment game, thus prolonging playing time. The awarded game points can also be redeemed for prizes.
In addition, in the example embodiment, a loyalty points module is implemented in the gaming machine using the processor. The loyalty points module awards the player with loyalty points based on the amount of game points awarded to the player by the entertainment game. The loyalty points are not redeemable for games. The loyalty points are transferable to and are stored in the issued game card. The loyalty points may be used in different redemption schemes. For example, one redemption scheme may be to use loyalty points for exchange of a discount for a meal.
Thus, the loyalty points module can allow the player to earn loyalty points based on awarded game points instead of based on amount of game credits/game points used for playing the entertainment game. This can increase the amount of loyalty points that the player can earn. For example, if the player is awarded a large amount of game points during play of the entertainment game for a given game credits amount purchased, the player can earn an amount of loyalty points exceeding the game points awarded. In stark contrast, in existing machines where the loyalty points are awarded based on the amount of game credits used for playing the entertainment game, the player would need to repeatedly buy credit points to earn a similar amount of loyalty points, compared to the example embodiment. In the above described example embodiment, the player buys game credits using cash. However, it will be appreciated that the entertainment machine can be modified to accommodate a card reader for reading a player game card. The entertainment machine can be linked to a central server that stores game credits balances, game points balances and loyalty points balances of players in respective databases. A player can play at the entertainment machine by inserting the game card into the card reader. The game card contains an identification ID of the player to allow access to the relevant game credits balance, game points balance and loyalty points balance of the player, for use at the entertainment machine. In addition, the player may be required to input an alpha-numeric personal identification number to access the central server.
Figure 1 is a schematic flowchart 100 illustrating a gaming process of another example embodiment. At step 102, a player activates an entertainment machine by inserting a game card into a card reader at the entertainment machine. The entertainment machine is linked to a central server. The card reader reads the game card and transmits a player identification ID stored on the game card to the central server. At step 104, the entertainment machine transfers game points, if any, stored in a player account in a central database of the central server to a game points database of the entertainment machine. The player account is identified using the player identification ID. At step 106, the player is given an additional option to buy game credits using cash, e.g. via using a note slot unit. At step 108, the entertainment machine transfers game credits, if any, stored in the player account at the central server and the game credits, if bought at step 106, to a game credits database of the entertainment machine. At step 110, the player uses a switch via touch-screen input to select using game credits, game points or both to play an entertainment game. Thus, the player physically touches the touch screen to provide user input to manipulate a balance of game credits, game points or both to wager for the entertainment game. The game credits and game points selected for use to play the entertainment game are deducted from the respective game credits database and game points database accordingly. At step 1 12, the player plays the entertainment game. At step 114, the entertainment machine determines whether the player has won the entertainment game. If the player has not won the entertainment game at step 114, the player is returned to step 1 10. If the player has won the entertainment game at step 114, the entertainment machine proceeds to step 1 16. At step 116, game points are awarded to the player based on a game award rate. At step 118, loyalty points are awarded to the player based on the amount of game points awarded at step 116. If the player does not terminate play at the entertainment machine after step 1 18, the game points awarded at step 1 16 are stored in the game points database at step 104.
If the player terminates play at the entertainment machine after step 118, at step 120, the player can choose to redeem some or all of the game points stored in the game points database into prizes. Any remaining game credits, game points and the loyalty points are transferable to the player account in the central databaseupon the player retrieving the game card from the card reader.
An example embodiment is described in more detail below based on an entertainment machine implementing a piayer-to-player (P2P) game as the entertainment game.
Figure 2 is a schematic isometric view of an entertainment machine 200 in the example embodiment. The entertainment machine 200 is connected to a central server (not shown). The central server comprises a central database for storing player accounts that in turn store game credits, game points and/or loyalty points of respective players. The entertainment machine 200 comprises a main liquid crystal display (LCD) screen 202 and four individual player LCD screens 204,206.208,210. The player LCD screens 204.206,208,210 are incorporated with touch screen technology to allow each player to piay the games contained in the entertainment machine 200. Each player can physically touch the respective player LCD screen e.g. 204,206,208,210 as a switch to switch between a game credits database or a game points database of the player to select game credits, game points or both to wager on the entertainment game. The entertainment machine 200 further comprises respective game card slots e.g. 211 for receiving game cards from each respective player to facilitate transferring any game credits and/or game points from the relevant player account stored in the central server for use at the entertainment machine 200. The game card slots e.g. 21 1 function as card readers for reading information from player game cards. Each game card slot can also facilitate transferring any game credits and/or game points to the central server after a player terminates playing the P2P game. The entertainment machine 200 also comprises respective prize redemption touch screen buttons allowing each respective player to request for prize redemption using his/her available game points.
It will be appreciated by a person skilled in the art that although game card slots have been described above for facilitating transfer of any game credits and/or game points from a central server, the entertainment machine may be configured to comprise a coin acceptor or a bill validator for accepting cash for buying game credits at the entertainment machine. Furthermore, the gaming machine may be configured to accept electronic cash payment for buying game credits by accessing a bank/central payment gateway authorised by the player.
Figure 3 is a schematic top view diagram of the entertainment machine 200.
In the example embodiment, each player can access the P2P game by inserting a game card into a respective game card slot/reader of the entertainment machine 200 to transfer any game credits and/or game points from the central server respectively to a game credits database and a game points database of the player in the entertainment machine 200.
In the example embodiment, the players play against each other utilising the main LCD screen 202 for player-to-player interaction and the respective LCD screens 204,206.208,210 for making game-related decisions etc. In such P2P games, the players can win game points from each other.
Figure 4(a) is a sample screenshot 402 of a P2P game display shown on the main LCD screen 202. Figure 4(b) is a sample screenshot 404 of a P2P game display shown on one of the player LCD screens 204.206,208,210. For each player, a game credits display 406 shows a game credits balance of the game credits database of the player. A game points display 408 shows a game points balance of the game points database of the player. The game credits balance and the game points balance are retrieved from the central server based on the player game card. A token entry display 410 shows the amount of game credits, game points or both deducted from the game credits database and/or the game points database, for playing the P2P game. Opponent displays 412, 414 show respective game statuses of opponent players next to the player. Touch screen buttons e.g. 416, 418, 420 can appear for the player to operate or initiate the entertainment machine. In the example embodiment, the touch screen in the form of the touch screen buttons e.g. 416, 418, 420 act as a switch to enable the player to select the game credits database and/or the game points database to wager game credits, game points or both for playing the P2P game. Furthermore, the touch screen buttons e.g. 416, 418, 420 can allow the player to make other game-related decisions such as skipping the current game turn etc. The current status of the P2P game is displayed in a game status display 422.
The entertainment machine 200 can be configured into any one of three states. The configuration between the states is carried out by a processor of the entertainment machine 200. A first state is a switchable game entry system whereby the player can use the touch screen to manually switch between the game credits database and/or the game points database to select game credits, game points or both to wager/deduct for playing the P2P game. A second state is the entertainment machine 200 being configured such that the switch is disenabled and to automatically deduct game credits from the player to play the P2P game until the game credits (display 406) become zero. The entertainment machine 200 then proceeds to deduct game points from the player to play the P2P game. A third state is the entertainment machine 200 being configured such that the switch is disenabled and to automatically deduct game points from the player to play the P2P game until the game points (display 408) become zero. The entertainment machine 200 then proceeds to deduct game credits from the player to play the P2P game.
It will be appreciated that the amount for game credits and/or game points deduction can be pre-determined or selectable, depending on the type of game being played. At the start of each round of the P2P game, if the first state is active, the player is allowed to use the switch (in the form of the touch screen in this example embodiment) in the switchable game entry system to select using game credits, game points or both to deduct for playing the P2P game. In this scenario, the touch screen buttons e.g. 416, 418, 420 appear for the player to switch between the game credits database and/or the game points database to make the relevant selection decisions. For deduction, the game credits display 406 and/or game points display 408 linked to the corresponding game credits database and the game points database are decreased accordingly. The amounts of deducted game credits, game points or both are then graphically updated in the token entry display 410, for playing the P2P game.
On the other hand, if the second state or third state is active instead, there is no player selection (ie. of game credits, game points or both to deduct) provided for playing the P2P game. In these scenarios, the switch (in the form of the touch screen in this example embodiment) is disenabled. Rather, the relevant balance in the game credits display 406 and/or game points display 408 linked to the corresponding game credits database and the game points database are automatically decreased accordingly. The token entry display 410 is automatically graphically updated for playing the P2P game.
If the player loses a round of the P2P game, the player is immediately "brought" to the beginning of the next round. On the other hand, if the player wins a round of the P2P game, the entertainment machine 200 awards game points based on a game award rate to the player. The game points database is incremented and the game points display 408 is updated accordingly. The player is then "brought" to the beginning of the next round.
The player can terminate playing the P2P game by selecting the relevant option using the touch screen buttons e.g. 416, 418, 420. The player can also activate the respective prize redemption button of the entertainment machine to request for prize redemption using available game points. Examples of prizes include vouchers, physical prizes etc. The prize redemption can be at the entertainment machine or can be at a location away from the entertainment machine. The game points to prize redemption ratio can be displayed at the entertainment machine.
Remaining game credits and/or game points are then transferred from the game credits database and game points database respectively to the player account in the central server.
In another example embodiment, a P2P game is implemented over a computer network controlled using a game server. The computer network can be in the form of a Local Area Network (LAN) or the World Wide Web (ie. the internet). The network can be in a form of a floor management system.
Figure 5 is a schematic diagram illustrating the computer network 502 controlled using the game server 504 in another example embodiment. The network iinks a plurality of player terminals e.g. 506, 508 to the game server 504 such that players operating the respective player terminals e.g. 506, 508 can play the P2P game against each other (contrast against the entertainment machine 200). The player terminals e.g. 506, 508 can be in the form of personal computers or dedicated gaming machines.
The players can buy and/or use game credits in a number of ways. For example, each player can buy game credits using cash or electronic payment and deposit the game credits in a player account in a central database of the game server. The game credits can then be accessed electronically by the player for playing the P2P game. Game points awarded by the P2P game can also be transferred to and from the central database.
At a gaming machine e.g. 506, 508, a player can insert a game card into a card reader e.g. 510 of the gaming machine e.g. 506, 508 to commence playing the P2P game. The card reader e.g. 510 communicates with the game server using authentication and encryption/decryption techniques so that the player can access the player account to retrieve any game credits/game points stored in the central database. Each screen of the player terminals e.g. 506, 508 is substantially the same as the screenshot 404 of Figure 4(b). Each screen of the player terminals e.g. 506, 508 can display a game credits balance, a game points balance and an amount of game credits, game points or both deducted for playing the P2P game.
In the example embodiment, each player can use a switch to switch between a game credits database and/or a game points database of the player to select game credits, game points or both for wager/deduction to play the P2P game. The switch can be implemented as, but is not limited to, a touch screen input or mechanical buttons actuated by the player.
The game server 504 comprises a processing module that can implement a variable game award rate of the P2P game and the game award rate can be programmed to be more than 100%. It will be appreciated that in P2P games, although winnings for the player is from other players, it is possible to implement a game award rate of more than 100% by awarding separate "X%" components (e.g. in the form of free items) to the winning player.
If a player wins a round of the P2P game, the P2P game awards game points via using the processing module based on the game award rate. The game points can be used to play subsequent rounds of the P2P game.
Each player can terminate play of the P2P game by selecting the relevant option available at the respective player terminals e.g. 506, 508. Each player can also select a prize redemption option available at the respective player terminals e.g. 506, 508 to redeem prizes using some or all of the game points available. Remaining game credits and/or game points can be transferred to the central database of the game server 504 for future use.
The game points to prizes redemption ratio can be displayed on a website at the player terminals e.g. 506, 508. The prizes can be delivered to the players at a later stage or can be printed/produced at the player terminals e.g. 506, 508, if applicable. In the above described example embodiment, although the game server 504 is described as linking the player terminals e.g. 506, 508 for playing a P2P game, the game server 504 is not limited as such. The game server 504 can be used to connect to individual player terminals e.g. 506, 508, each player terminal e.g. 506, 508 implementing a stand-alone entertainment game. In such a scenario, the game server 504 provides a function of maintaining player accounts that in turn store game credits, game points and/or loyalty points of respective players.
In yet another example embodiment, a slot game is implemented using a single player entertainment machine. The entertainment machine is connected to a central server, the central server maintaining player accounts that in turn store game credits, game points and/or loyalty points of respective players. Players can access the player accounts by using a game card at the entertainment machine.
Figure 6 shows a schematic front view of a LCD screen panel 600 of the entertainment machine in the example embodiment. A sample screenshot 602 shows the slot game of the entertainment machine. The entertainment machine incorporates touch screen technology to enable a player to play the slot game via a touch screen. The touch screen also functions as a switch to allow the player to switch between a game credits database and/or a game points database of the player to select game credits, game points or both to wager for the slot game.
The screenshot 602 shows a game credits display 604, a game points display 606, a touch screen switch 607 (in the form of an animated arrow in the example embodiment), an awarded game points display 608, a game credits token entry display 610, a game points token entry display 612 and touch screen buttons e.g. 614, 616. The touch screen buttons e.g. 614, 616 allow the player to make game-related decisions.
An awarded loyalty points display 618 is also provided, which displays the loyalty points awarded. In the example embodiment, the loyalty points awarded are based on the awarded game points from the entertainment game. This can increase the amount of loyalty points that the player can earn. For example if a single large amount of game points are awarded, the awarded loyalty points can be higher than the game credits bought by the player. Compared to existing machines where the loyalty points are awarded based on the amount of game credits used for playing the entertainment game, in the example embodiment the player has the opportunity to be awarded a large amount of loyalty points if a large amount of game points are awarded during play for a given credit point balance bought.
The entertainment machine further comprises a game card slot 617 for receiving a game card from the player to facilitate (by reading the player identification ID stored on the game card) transferring any game credits and/or game points from the player account at the central server for use at the entertainment machine. The game card slot can also facilitate (by reading the player identification ID stored on the game card) transferring any game credits and/or game points to the player account after the player terminates playing the slot game. The entertainment machine also comprises a prize redemption button (not shown) allowing the player to request for prize redemption using his/her available game points.
It will be appreciated by a person skilled in the art that although the game card slot has been described above for facilitating transfer of any game credits and/or game points from the central server, the entertainment machine may be additionally configured to comprise a coin acceptor or a bill validator for accepting cash for buying game credits at the entertainment machine. Furthermore, the gaming machine may be configured to accept electronic cash payment for buying game credits by accessing a bank/central payment gateway authorised by the player.
In the example embodiment, the player can access the slot game by inserting a game card into the game card slot 617 of the entertainment machine to transfer any game credits and/or game points from the player account at the central server to a game credits database and a game points database respectively in the entertainment machine.
In the example embodiment, the player uses the switch 607 to switch between the game credits database and the game points database by selecting (in the form of the switch 607 pointing at) the game credits display 604 or the game points display 606. The player can then select game credits, game points or both for wager/deduction to play the siot game.
The game credits amount deducted for playing the slot game and the game points amount deducted for playing the slot game are displayed in the game credits token entry display 610 and the game points token entry display 612 respectively.
A processing module of the entertainment machine can implement a variable game award rate of the slot game and a game award rate can be programmed to be more than 100%. Accordingly, it will be appreciated that the example embodiment, in awarding loyalty points based on game credits awarded from the entertainment game, the player has the chance of being awarded loyalty points in excess of the credit points bought at any one playing session. This advantageously increases the attractiveness of the entertainment machine of the example embodiment for players compared to existing machines, in which loyalty points are only be awarded based on game credits bought. It will be appreciated that in different embodiments, the entertainment machine may further be programmed to also award loyalty points based on credit points bought in any one session, in addition to awarding loyalty points based on game points awarded from the entertainment game.
If a player wins the slot game, the slot game awards via the processing module game points based on the game award rate. The game points can be used to play the slot game.
The player can terminate play of the siot game by selecting a touch screen option (not shown). The player can also activate the prize redemption button of the entertainment machine to redeem prizes using some or all of the game points available. Remaining game credits and/or game points can be transferred to the central server for future use.
The game points to prizes redemption ratio can be displayed on e.g. on topbox of the entertainment machine. The prizes can be redeemed straight at the entertainment machine or delivered to the player at a later stage. It will be appreciated that although the entertainment game ie. the slot game is described above with respect to an entertainment machine, the entertainment game can be played over a computer network using a player terminal connected to the computer network.
The entertainment machine of the example embodiments may comprise a computer module 702, schematically shown in Figure 7. The computer module 702 includes a processor 718, a Random Access Memory (RAM) 720 and a Read Only Memory (ROM) 722. The computer module 702 also includes a number of input/Output (I/O) interfaces, for example I/O interface 724 to a display 708.
The components of the computer module 702 typically communicate via an interconnected bus 728 and in a manner known to the person skilled in the relevant art.
The application program is typically supplied to the operator of the gaming machine encoded on a data storage medium such as a CD-ROM or a flash memory module such as a memory card/stick and read utilising a corresponding data storage medium drive of a data storage device 730. The application program is read and controlled in its execution by the processor 718. Intermediate storage of program data may be accomplished using RAM 720.
Figure 8 shows a schematic drawing of an entertainment machine 800 according to an example embodiment. The entertainment machine 800 comprises a game credits database 802 for storing available game credits purchased by a player. The entertainment machine 800 further comprises a game points database 804 for storing game points awarded based on a game award rate by an entertainment game 808 executed on the entertainment machine 800. The game credits database 802 and the game points database 804 are coupled to a switch 806. The switch 806 implements a switchabie entry system wherein the switch is configured to enable player selection of the game credits from the game credits database 802, the game points from the game points database 804 or both for deduction to play the entertainment game 808. Figure 9 is a schematic flowchart 900 for illustrating a method for implementing an entertainment game on an entertainment machine. At step 902, available game credits purchased by a player are stored in a game credits database. At step 904, game points awarded based on a game award rate by the entertainment game are stored in a game points database. At step 906, a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game is provided.
Below is a brief description of a P2P game "Fight The Landlord" that can be implemented using the described example embodiments.
The game is played by three players with one deck of fifty-four cards (including two joker cards). The landlord plays against the other two players (ie. tenants). The two tenants team up to "Fight The Landlord".
Seventeen cards are dealt to each player. Three extra cards are kept face down on the table until the landlord is chosen by bidding.
During bidding, the players bid counterclockwise. Each player can bid only once. Players can bid one, two or three points or pass (ie. do not bid). This can be in terms of game credits, game points or both. Players must bid higher points than the previous player's bid. The player that bids the highest points will be the landlord. The three extra cards which must be shown to the other two players are dealt to the landlord. If no player bids, a re-deal and re-bid is carried out.
For the first hand, the game system selects the player who joins the game first to bid first. For the next hand, the next player counterclockwise bids first.
During play of the P2P game, the landlord plays first. And then players play in turn counterclockwise. The players may pass (ie. do not play) or play cards with higher rankings than those of preceding cards played by other players. If the cards are not played first in a round, except (if) they are Rocket or Bomb, they must be the same kind of combination and have the same number of cards as the preceding cards played One round ends when cards played by one player are passed by the two other players The player who played the cards wins the round and plays first for the next round The hand ends and one party wins once one of the players in the party runs out of cards
Card combinations include Rocket (ιe two jokers), Bomb (ιe four cards with the same rank) Other general combinations include Single (ιe a single card), Pair (ιe a pair of cards), Triple (ιe three cards with the same rank), Tπple-pius-one (ιe Tπple plus a Single or a Pair (Kicker)), Straight (ιe at least 5 cards with number two and jokers not being allowed to be part of Straight), Double Straight (ιe straight of Pairs, at least 6 cards of three Pairs with number two and jokers not being allowed to be part of Straight), Tπple Straight (ιe straight of Triples, at least 6 cards of two Triples with number two and jokers not being allowed to be part of Straight), Plane with wings (ιe Triple straight plus the same number of triples of Singles (Kicker) or Tπple straight plus the same number of triples of Pairs (Kicker)), Four with Two (ιe Four same-rank cards plus two Singles (Kicker) or Four same-rank cards plus two Pairs (Kicker))
The cards are ranked according to combinations or other rules Game points are calculated when each hand ends The Base Point is the Bidding point (ιe one, two or three)
The Multiplication Factor is 1 initially The Multiplication Factor is doubled for each Rocket or Bomb played by players For example, when one Rocket and two Bombs are played, the Multiplication Factor becomes eight (ιe 1 X 2 X 2 X 2) It the landlord wins and no card is played by the other two players, the Multiplication Factor is doubled If the landlord loses and the landlord plays cards only once, the Multiplication Factor is doubled The landlord gains or loses (2 X Base Point X Multiplication Factor) points Each of the other two players gains or loses (Base Point X Multiplication Factor) points
For exiting the game, the penalties include three points if a player exits the game after cards are dealt and before bidding (3 X Base Point X Multiplication Factor) points if the player exits the game after bidding Each of the other two players gains half of the points of the penalty It will be appreciated by a person skilled in the art that numerous variations and/or modifications may be made to the present invention as shown in the specific embodiments without departing from the spirit or scope of the invention as broadly described. The present embodiments are, therefore, to be considered in all respects to be illustrative and not restrictive.
In the above example embodiments, the switch for implementing a switchable entry system is described as a touch screen receiving user input or mechanical buttons. However, it will be appreciated that other structural members or devices may be used as the switch. For example, the switch may take the form of a voice recognition unit whereby a microphone is provided to receive user input to activate a switching between relevant databases based on speech control.
In the above example embodiments, a game card is described as containing a player identification ID for retrieving game credits, game points etc from a central server. However, it will be appreciated that the game card is not limited as such. For example, the game card may be in the form of a smartcard whereby the smartcard contains all the relevant databases such as the game credits database and the game points database of the player. In such a scenario, a card reader of an entertainment machine can interact with the smartcard to retrieve and/or manipulate the contents of the databases of the smartcard.

Claims

1. An entertainment machine, the entertainment machine comprising a game credits database for storing available game credits purchased by a player; a game points database for storing game points awarded based on a game award rate by an entertainment game executed on the entertainment machine; and a switch for implementing a switchable entry system; wherein the switch is configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
2. The entertainment machine as claimed in claim 1 , wherein the game award rate is programmable.
3. The entertainment machine as claimed in claim 2, wherein the game award rate is more than 100%.
4. The entertainment machine as claimed in claim 2, wherein the game award rate is between 0% to 100%.
5. The entertainment machine as claimed in any one of the preceding claims, further comprising a loyalty points module for awarding loyalty points based on the game points awarded.
6. The entertainment machine as claimed in claim 5, wherein the loyalty points are redeemable for prizes.
7. The entertainment machine as claimed in any one of the preceding claims, wherein the game points from the game points database are redeemable for prizes.
8. The entertainment machine as claimed in any one of the preceding claims, wherein the entertainment machine is further configurable into an operational state in which the game credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
9. The entertainment machine as claimed in any one of the preceding claims, wherein the entertainment machine is further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to play the entertainment game if no game points are available.
10. The entertainment machine as claimed in any one of the preceding claims, further comprising a display capable of displaying a game credits balance of the game credits database and a game points balance of the game points database.
11. The entertainment machine as claimed in any one of the preceding claims, wherein the switch is implemented using a touch screen to accept user input from the player.
12. A method for implementing an entertainment game on an entertainment machine, the method comprising storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of the game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
13. The method as claimed in claim 12, wherein the game award rate is programmable.
14. The method as claimed in claim 13, wherein the game award rate is more than 100%.
15. The method as claimed in claim 13, wherein the game award rate is between 0% to 100%.
16. The method as claimed in any one of claims 12 to 15, further comprising providing a loyalty points module for awarding loyalty points based on the game points awarded.
17. The method as claimed in claim 16, wherein the loyalty points are redeemable for prizes.
18. The method as claimed in any one of claims 12 to 17, wherein the game points from the game points database are redeemable for prizes.
19. The method as claimed in any one of claims 12 to 18, wherein the entertainment machine is further configurable into an operational state in which the game credits from the game credits database are automatically designated for deduction to play the entertainment game first before automatically designating the game points, if any, from the game points database for deduction to play the entertainment game if no game credits are available.
20. The method as claimed in any one of claims 12 to 19, wherein the entertainment machine is further configurable into an operational state in which the game points, if any, from the game points database are automatically designated for deduction to play the entertainment game first before automatically deducting the game credits from the game credits database to piay the entertainment game if no game points are available.
21. The method as claimed in any one of claims 12 to 20, further comprising displaying a game credits balance of the game credits database and a game points balance of the game points database.
22. The method as claimed in any one of claims 12 to 21 , wherein the switch is provided as a touch screen to accept user input from the player.
22. A computer readable data storage medium having stored thereon computer code means for instructing a computer processor of an entertainment machine to execute a method of implementing an entertainment game, the method comprising: storing available game credits purchased by a player in a game credits database; storing game points awarded based on a game award rate by the entertainment game in a game points database; providing a switch configured to enable player selection of game credits from the game credits database, the game points from the game points database or both for deduction to play the entertainment game.
23. A computer server adapted to be responsive to receive database commands from one or more entertainment machines, each machine as claimed in any one of claims 1 to 11.
PCT/SG2008/000455 2007-11-29 2008-11-28 An entertainment machine WO2009070127A1 (en)

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