TW201417862A - A gaming machine and a method of restoring a game - Google Patents
A gaming machine and a method of restoring a game Download PDFInfo
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- TW201417862A TW201417862A TW102135158A TW102135158A TW201417862A TW 201417862 A TW201417862 A TW 201417862A TW 102135158 A TW102135158 A TW 102135158A TW 102135158 A TW102135158 A TW 102135158A TW 201417862 A TW201417862 A TW 201417862A
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- 238000000034 method Methods 0.000 title claims abstract description 42
- 238000012545 processing Methods 0.000 claims abstract description 11
- 238000013500 data storage Methods 0.000 claims abstract description 9
- 238000003860 storage Methods 0.000 claims description 29
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- 238000003780 insertion Methods 0.000 description 11
- 230000037431 insertion Effects 0.000 description 11
- 238000010586 diagram Methods 0.000 description 9
- 238000004891 communication Methods 0.000 description 8
- 238000004590 computer program Methods 0.000 description 7
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/532—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Slot Machines And Peripheral Devices (AREA)
- Pinball Game Machines (AREA)
Abstract
Description
本發明廣言之係關於遊戲機領域及一種恢復一遊戲之方法。 The invention is broadly related to the field of gaming machines and a method of restoring a game.
在一遊戲俱樂部中,玩傢具有多種遊戲機供選擇。然而,已知玩家對特定機器具有一喜愛或一愛好,尤其係在其已玩特定機器一較長時間週期之情形下。舉例而言,一玩家可能相信一特定機器係他/她的「幸運機器」,或該玩家可能相信在該特定機器上之遊戲時間可很快使其獲勝。因此,一玩家可嘗試保留一特定機器,例如,當他或她必須自該機器移步以照料其他事情時。另一實例可係若一玩家想要自一第一遊戲機休息一下則該玩家尋求保留彼特定第一機器,且改為在另一第二機器上玩。然而,該玩家可能仍想要保持或保留該第一機器處之一座位。 In a game club, players have a variety of game consoles to choose from. However, it is known that a player has a favorite or a hobby for a particular machine, especially if it has been playing a particular machine for a longer period of time. For example, a player may believe that a particular machine is his/her "lucky machine" or that the player may believe that the game time on that particular machine can quickly win. Thus, a player may attempt to retain a particular machine, for example, when he or she must move from the machine to take care of other things. Another example may be that if a player wants to take a break from a first gaming machine, the player seeks to retain the particular first machine and instead play on another second machine. However, the player may still want to maintain or retain one of the seats at the first machine.
通常,機器保留可係在機器處留下通知或指示之形式(諸如將一椅子抵靠遊戲機放置),以向其他玩家指示不能使用該遊戲機。 Typically, machine retention may be in the form of a notice or indication left at the machine (such as placing a chair against a gaming machine) to indicate to other players that the gaming machine cannot be used.
可自此等保留產生之一個問題係「被保留」之機器在不被使用時係空閒的。可產生之另一問題係保留通知或指示可能無法充分地阻止另一玩家玩該遊戲機。此係不期望的,此乃因其可導致玩家之間的衝突。 One problem that can arise from such reservations is that the "retained" machine is idle when not in use. Another problem that may arise is that a reservation notice or indication may not adequately prevent another player from playing the game machine. This is not desirable because it can lead to conflicts between players.
可提出,可藉由規則及規章來防止機器保留。然而,當玩家係 實際上的顧客或消費者時,此等事情之處理可係重要的,以確保使顧客滿意。 It can be suggested that the machine can be retained by rules and regulations. However, when the player is In the case of an actual customer or consumer, the handling of such things can be important to ensure customer satisfaction.
又一提議係藉由提供更多機器或甚至個人機器來減小玩家數量與機器數量之比率。然而,此一提議並非係成本高效的。此外,兩個玩家同時被吸引至同一機器之一情形仍可存在。 Yet another proposal is to reduce the ratio of the number of players to the number of machines by providing more machines or even personal machines. However, this proposal is not cost effective. In addition, the situation where two players are simultaneously attracted to the same machine can still exist.
因此,鑒於以上,需要尋求解決以上問題中之至少一者之一遊戲機及將一遊戲恢復至一所儲存之狀態之一方法。 Therefore, in view of the above, there is a need to find a method for solving one of the above problems and a method of restoring a game to a stored state.
根據本發明之一第一態樣,提供一種遊戲機,其包含:一螢幕,其用於顯示實施於該遊戲機上之一或多個遊戲;一遊戲模組,其用於:判定玩家識別以在該遊戲機處使用;及用於基於該玩家識別而擷取所儲存之資訊;及用於基於該所擷取之所儲存資訊而將一遊戲恢復至一所儲存之狀態以使得該遊戲實質上重現至當儲存該資訊時之情形。 According to a first aspect of the present invention, a gaming machine is provided, comprising: a screen for displaying one or more games implemented on the gaming machine; and a game module for: determining player identification For use at the gaming machine; and for capturing the stored information based on the player identification; and for restoring a game to a stored state based on the retrieved stored information to cause the game to be played Substantially reproduces to the situation when the information is stored.
該遊戲模組可擷取一或多個顯示元素作為該所儲存之資訊;且可基於該一或多個顯示元素而形成與當儲存該資訊時該遊戲之一原始顯示實質上相同之一顯示。 The game module may capture one or more display elements as the stored information; and may form one display substantially the same as the original display of one of the games when the information is stored based on the one or more display elements. .
該所儲存之資訊可包含由以下各項組成之一群組中之一或多者:遊戲位置資訊、圖示、遊戲符號、玩家點數資訊、先前玩遊戲歷史資訊。 The stored information may include one or more of a group consisting of: game location information, icons, game symbols, player point information, previous game history information.
該遊戲機可進一步包含一產生器,該產生器用於產生隨機數字,且該所儲存之資訊包含一隨機產生之數字,其中該遊戲模組擷取該所儲存之隨機產生之數字且將該所儲存之隨機產生之數字輸入至該產生器以產生一新隨機數字作為對一結果之一決定因子。 The game machine can further include a generator for generating a random number, and the stored information includes a randomly generated number, wherein the game module retrieves the stored randomly generated number and the The randomly generated number stored is input to the generator to generate a new random number as one of the determinants of the one result.
該遊戲機可進一步包含一玩家交易模組,該玩家交易模組用於接收並處理來自一玩家之一識別符記。 The gaming machine can further include a player transaction module for receiving and processing an identifier from one of the players.
該識別符記可係一識別卡。 The identifier can be an identification card.
該遊戲模組可自該符記擷取所儲存之資訊。 The game module can retrieve the stored information from the token.
該遊戲模組可自網路連線至該遊戲機之一伺服器擷取所儲存之資訊。 The game module can retrieve the stored information from a network connection to a server of the game machine.
該玩家識別可在該遊戲機處或在該伺服器處判定。 The player identification can be determined at the gaming machine or at the server.
該遊戲模組或該伺服器可進一步包含用於鑑認一玩家身份之鑑認構件。 The game module or the server may further include an authentication component for authenticating a player's identity.
該遊戲模組可經組態以提示一恢復輸入,且該遊戲模組可能夠基於該恢復輸入而基於該所儲存之資訊將該遊戲恢復至該所儲存之狀態。 The game module can be configured to prompt a resume input, and the game module can be able to restore the game to the stored state based on the stored information based on the resume input.
該遊戲模組可進一步經組態以儲存在進行中之一遊戲之狀態資訊,該儲存與該玩家識別相關聯。 The game module can be further configured to store status information for one of the games in progress, the store being associated with the player identification.
該遊戲模組可進一步經組態以基於一可選擇儲存輸入之致動而儲存該遊戲之該狀態資訊。 The game module can be further configured to store the status information for the game based on an actuation of a selectable storage input.
該可選擇儲存裝置可與一結束遊戲輸入相關聯。 The selectable storage device can be associated with an end game input.
根據本發明之一第二態樣,提供一種將一遊戲恢復至一所儲存之狀態之方法,該方法包含:判定玩家識別以在一遊戲機處使用;基於該玩家識別而擷取所儲存之資訊;及基於該所擷取之所儲存資訊而將一遊戲恢復至一所儲存之狀態以使得該遊戲實質上重現至當儲存該資訊時之情形。 According to a second aspect of the present invention, there is provided a method of restoring a game to a stored state, the method comprising: determining that the player is recognized for use at a gaming machine; and capturing the stored based on the player identification Information; and returning a game to a stored state based on the stored information retrieved so that the game substantially reproduces to the situation when the information is stored.
基於該玩家識別而擷取所儲存之資訊可包含擷取一或多個顯示元素作為該所儲存之資訊;且該恢復該遊戲可包含基於該一或多個顯示元素而形成與當儲存該資訊時該遊戲之一原始顯示實質上相同之一顯示。 Retrieving the stored information based on the player identification may include capturing one or more display elements as the stored information; and restoring the game may include forming and storing the information based on the one or more display elements One of the original displays of the game is essentially the same as one of the displays.
該所儲存之資訊可包含由以下各項組成之一群組中之一或多者:遊戲位置資訊、遊戲圖示、遊戲符號、玩家點數資訊、先前玩遊 戲歷史資訊。 The stored information may include one or more of the following groups: game location information, game graphics, game symbols, player credit information, previous play Historical information.
該所儲存之資訊可進一步包含使用一產生器產生之一隨機產生之數字;且擷取資訊之該步驟包含擷取該所儲存之隨機產生之數字;且其中恢復一遊戲之該步驟包含將該所儲存之隨機產生之數字輸入至該產生器以產生一新隨機數字作為對一結果之一決定因子。 The stored information may further comprise generating a randomly generated number using a generator; and the step of capturing the information comprises extracting the stored randomly generated number; and wherein the step of restoring a game comprises The stored randomly generated numbers are input to the generator to generate a new random number as one of the determinants of the one result.
該方法可進一步包含接收並處理來自一玩家之一識別符記。 The method can further include receiving and processing an identifier from one of the players.
該識別符記可係一識別卡。 The identifier can be an identification card.
擷取所儲存之資訊之該步驟可包含自該符記擷取所儲存之資訊。 The step of extracting the stored information may include extracting the stored information from the token.
擷取所儲存之資訊之該步驟可包含自網路連線至該遊戲機之一伺服器擷取所儲存之資訊。 The step of extracting the stored information may include extracting the stored information from a network connection to a server of the gaming machine.
可在該遊戲機處或在該伺服器處執行判定玩家識別。 Determining player identification can be performed at the gaming machine or at the server.
該方法可進一步包含使用一鑑認構件來鑑認一玩家身份。 The method can further include using an authentication component to identify a player identity.
該方法可進一步包含提示一恢復輸入;且其中將該遊戲恢復至該所儲存之狀態之該步驟係基於該恢復輸入。 The method can further include prompting a resume input; and wherein the step of restoring the game to the stored state is based on the resume input.
該方法可進一步包含儲存在進行中之一遊戲之狀態資訊,該儲存與該玩家識別相關聯。 The method can further include storing status information of one of the games in progress, the storage being associated with the player identification.
儲存狀態資訊之該步驟可基於一可選擇儲存輸入之致動。 This step of storing status information may be based on an actuation of a selectable storage input.
該可選擇儲存輸入可與一結束遊戲輸入相關聯。 The selectable storage input can be associated with an end game input.
根據本發明之一第三態樣,提供一種上面儲存有電腦程式碼構件之電腦可讀資料儲存媒體,該等電腦程式碼構件用於指示一遊戲機之一處理模組執行用於將一遊戲恢復至一所儲存之狀態之一方法,該方法包含以下步驟:判定玩家識別以在一遊戲機處使用;基於該玩家識別而擷取所儲存之資訊;及基於該所擷取之所儲存資訊而將一遊戲恢復至一所儲存之狀態以使得該遊戲實質上重現至當儲存該資訊時之情形。 According to a third aspect of the present invention, a computer readable data storage medium having a computer code component stored thereon, wherein the computer code component is used to instruct a processing module of a gaming machine to execute a game a method of reverting to a stored state, the method comprising the steps of: determining that the player is recognized for use at a gaming machine; extracting the stored information based on the player identification; and based on the captured information captured The game is restored to a stored state such that the game substantially reproduces to the situation when the information is stored.
100‧‧‧遊戲機 100‧‧‧game machine
101‧‧‧前面板 101‧‧‧ front panel
102‧‧‧頂部螢幕 102‧‧‧ top screen
104‧‧‧主螢幕 104‧‧‧ main screen
106‧‧‧玩家交易面板 106‧‧‧ Player Trading Panel
108‧‧‧玩家互動面板 108‧‧‧ Player interaction panel
112‧‧‧塔燈 112‧‧‧ tower lights
114‧‧‧海報顯示部分 114‧‧‧ Poster display section
116‧‧‧液晶顯示器資訊螢幕 116‧‧‧LCD monitor information screen
118‧‧‧卡插入槽/交易模組 118‧‧‧ card insertion slot/transaction module
120‧‧‧推按按鈕/按鈕 120‧‧‧Push button/button
122‧‧‧遊戲票驗證器 122‧‧‧ Game Ticket Verifier
200‧‧‧遊戲機 200‧‧‧game machine
202‧‧‧電源供應單元 202‧‧‧Power supply unit
204‧‧‧主機板電路罩 204‧‧‧ motherboard circuit cover
206‧‧‧遊戲模組/玩家模組 206‧‧‧ Game Module/Player Module
208‧‧‧媒體模組 208‧‧‧Media Module
210‧‧‧訊息介面模組 210‧‧‧Message Interface Module
212‧‧‧介面電路板 212‧‧‧Interface board
214‧‧‧遊戲票驗證器模組 214‧‧‧ Game Ticket Verifier Module
216‧‧‧印表機 216‧‧‧Printer
300‧‧‧系統 300‧‧‧ system
302a‧‧‧遊戲機 302a‧‧‧Game machine
302b‧‧‧遊戲機 302b‧‧‧Game machine
302c‧‧‧遊戲機 302c‧‧‧Game machine
306‧‧‧遊戲控制伺服器/伺服器 306‧‧‧ Game Control Server/Server
308‧‧‧資訊儲存伺服器 308‧‧‧Information Storage Server
310‧‧‧玩家液晶顯示器觸控螢幕/觸控螢幕/玩家遊戲模組 310‧‧‧ Player LCD touch screen / touch screen / player game module
312‧‧‧介面電路板 312‧‧‧Interface board
314‧‧‧遊戲模組 314‧‧‧ Game Module
316‧‧‧液晶顯示器資訊螢幕 316‧‧‧LCD monitor information screen
318‧‧‧卡插入槽 318‧‧‧ card insertion slot
320‧‧‧玩家卡(或交易)面板/玩家卡面板/樣本螢幕擷取畫面/玩家交易面板 320‧‧‧ Player Card (or Trading) Panel/Player Card Panel/Sample Screen Capture Screen/Player Trading Panel
322‧‧‧輪盤遊戲 322‧‧‧Roulette games
324‧‧‧預定圖形符號序列/符號之獲勝組合/序列 324‧‧‧Winning combinations/sequences of predetermined graphic symbol sequences/symbols
326‧‧‧買進顯示視窗 326‧‧‧Buy display window
328‧‧‧圖示/玩遊戲按鈕圖示 328‧‧‧Illustration/play game button icon
330‧‧‧結束玩遊戲按鈕 330‧‧‧ End game button
332‧‧‧信用/點數顯示視窗 332‧‧‧Credit/point display window
334‧‧‧交易顯示視窗 334‧‧‧Transaction display window
600‧‧‧電腦系統 600‧‧‧ computer system
602‧‧‧電腦單元 602‧‧‧ computer unit
604‧‧‧觸控螢幕鍵盤/鍵盤 604‧‧‧Touch screen keyboard/keyboard
606‧‧‧指向裝置 606‧‧‧ pointing device
608‧‧‧顯示器 608‧‧‧ display
610‧‧‧印表機 610‧‧‧Printer
612‧‧‧電腦網路/網路 612‧‧‧Computer network/network
614‧‧‧收發器裝置 614‧‧‧ transceiver device
618‧‧‧處理器 618‧‧‧ processor
620‧‧‧隨機存取記憶體 620‧‧‧ random access memory
622‧‧‧唯讀記憶體 622‧‧‧Read-only memory
624‧‧‧輸入/輸出介面單元 624‧‧‧Input/Output Interface Unit
626‧‧‧輸入/輸出介面單元 626‧‧‧Input/Output Interface Unit
628‧‧‧經互連系統匯流排/匯流排/系統匯流排 628‧‧‧Interconnected system bus/bus/system bus
630‧‧‧資料儲存裝置 630‧‧‧ data storage device
800‧‧‧遊戲模組 800‧‧‧ Game Module
802‧‧‧通信模組 802‧‧‧Communication Module
804‧‧‧遊戲顯示或媒體模組 804‧‧‧Game display or media module
806‧‧‧遊戲執行模組 806‧‧‧ Game Execution Module
808‧‧‧記憶體模組 808‧‧‧ memory module
810‧‧‧訊息介面 810‧‧‧ message interface
812‧‧‧隨機數字產生器 812‧‧‧ Random Number Generator
熟習此項技術者根據以下所書寫之說明(僅以舉例之方式)且結合圖式將更好地理解及易於明瞭本發明之實例性實施例,該等圖式中: Exemplary embodiments of the present invention will be better understood and readily apparent from the following description of the invention.
圖1係一實例性實施例中之一遊戲機之一前面板之一示意性前視圖。 1 is a schematic front elevational view of one of the front panels of one of the gaming machines of an exemplary embodiment.
圖2係一實例性實施例中之一遊戲機之一示意性前視圖,其中一前面板自該遊戲機部分地打開。 Figure 2 is a schematic front elevational view of one of the gaming machines of an exemplary embodiment with a front panel partially open from the gaming machine.
圖3(a)係圖解說明一實例性實施例中之一網路系統之一示意性網路圖。 Figure 3 (a) is a schematic network diagram illustrating one of the network systems of an exemplary embodiment.
圖3(b)係該實例性實施例中實施於一遊戲機上之一例示性遊戲之一示意性圖解說明。 Figure 3 (b) is a schematic illustration of one of the exemplary games implemented on a gaming machine in the exemplary embodiment.
圖4展示圖解說明一實例性實施例中之一實例性遊戲狀態擷取程序之一示意性流程圖。 4 shows a schematic flow diagram illustrating one example game state capture program in an example embodiment.
圖5展示圖解說明一實例性實施例中之一實例性遊戲狀態儲存程序之一示意性流程圖。 FIG. 5 shows a schematic flow diagram illustrating one example game state storage procedure in an exemplary embodiment.
圖6係適於實施一實例性實施例之一電腦系統之一示意性圖式。 Figure 6 is a schematic diagram of one of the computer systems suitable for implementing an exemplary embodiment.
圖7係用於圖解說明一實例性實施例中之將一遊戲恢復至一所儲存之狀態之一方法之一示意性流程圖。 Figure 7 is a schematic flow diagram for illustrating one of the methods of restoring a game to a stored state in an exemplary embodiment.
圖8係一實例性實施例中之一遊戲模組之一示意性圖式。 Figure 8 is a schematic illustration of one of the game modules of an exemplary embodiment.
本文中所闡述之實例性實施例可提供具有用於將一遊戲狀態恢復至一先前所儲存之狀態之一功能之一遊戲機。在實例性實施例中,一玩家可自一第一遊戲機A退出一第一遊戲,例如,以在另一機器B上玩另一遊戲。當該玩家返回至機器A時,可在機器A處與退出該第一遊戲之狀態實質上相同地或在退出該第一遊戲之處載入且重新開始該第一遊戲。另一選擇係,可在另一機器B處與退出該第一遊戲之狀 態實質上相同地或在退出該第一遊戲之處載入且重新開始該第一遊戲。 The example embodiments set forth herein may provide a gaming machine having one of the functions for restoring a game state to a previously stored state. In an exemplary embodiment, a player may exit a first game from a first gaming machine A, for example, to play another game on another machine B. When the player returns to machine A, the first game may be loaded and restarted at machine A substantially the same as exiting the first game or at the exit of the first game. Another option is to take the other game B and exit the first game. The state loads and resumes the first game substantially the same or at the exit of the first game.
如此說明中所使用之術語「耦合」或「連接」意欲涵蓋直接連接或透過一或多個中間構件連接兩者,除非另外陳述。 The terms "coupled" or "connected", as used in this description, are intended to cover either directly or in connection with one or more intermediate members unless otherwise stated.
本文中之說明在某些部分中可明確地或含蓄地闡述為在一電腦記憶體或一電子電路內對資料進行處理之演算法及/或函式運算。此等演算法描述及/或函式運算通常由彼等熟習資訊/資料處理技術者用於有效說明。一演算法通常與步驟之一自序列相關從而導致一所要結果。演算法步驟可包括能夠被儲存、傳輸、傳送、組合、比較及以其他方式操縱之實體數量(諸如,電信號、磁信號或光學信號)之實體操縱。 The description herein may be explicitly or implicitly described in some portions as algorithms and/or functions that process data in a computer memory or an electronic circuit. Such algorithm descriptions and/or function operations are typically used by those skilled in the art/data processing techniques for effective description. An algorithm is usually associated with a sequence from one of the steps to result in a desired result. Algorithm steps may include physical manipulation of the number of entities (such as electrical, magnetic, or optical signals) that can be stored, transmitted, transmitted, combined, compared, and otherwise manipulated.
此外,除非另外明確陳述,且通常將自下文明瞭,熟習此項技術者將瞭解,貫穿本說明書,利用諸如「掃描」、「計算」、「判定」、「替代」、「產生」、「初始化」、「輸出」等術語之論述係指一指示處理器/電腦系統或類似電子電路/裝置/組件之動作及程序,該指示處理器/電腦系統或類似電子電路/裝置/組件將在所闡述之系統內表示為實體數量之資料操縱/處理及變換成在該系統或者其他資訊儲存、傳輸或顯示裝置等內以類似方式表示為實體數量之其他資料。 In addition, unless explicitly stated otherwise, and generally will be self-cultivating, those skilled in the art will appreciate that throughout this specification, such as "scanning", "calculating", "decision", "alternative", "generating", "initializing" The term "output" and the like refers to an action or program that indicates a processor/computer system or similar electronic circuit/device/component that will be described in the processor/computer system or similar electronic circuit/device/component The data represented within the system as the number of entities is manipulated/processed and transformed into other data that is represented in the system or other information storage, transmission or display device in a similar manner as the number of entities.
該說明亦揭示用於執行所闡述之方法之步驟之相關裝置/設備。此設備可係出於該等方法之目的特定構造,或可包含由儲存於一儲存部件中之一電腦程式選擇性地啟動或重新組態之一通用電腦/處理器或其他裝置。本文中所闡述之演算法及顯示並非與任何特定電腦或其他設備固有地相關。應理解,可根據本文中之教示來使用通用裝置/機器。另一選擇係,可期望構造用以執行該等方法步驟之一專門化裝置/設備。 The description also discloses related apparatus/apparatus for performing the steps of the method as set forth. The device may be specially constructed for the purposes of the methods, or may comprise a general purpose computer/processor or other device selectively activated or reconfigured by a computer program stored in a storage component. The algorithms and displays set forth herein are not inherently related to any particular computer or other device. It should be understood that a general purpose device/machine can be used in accordance with the teachings herein. Alternatively, it may be desirable to construct a specialized device/device to perform one of the method steps.
另外,認為該說明亦含蓄地涵蓋一電腦程式,此乃因將清楚, 本文中所闡述之方法之步驟可由電腦程式碼實施。將瞭解,可使用各種程式化語言及編碼來實施本文中之說明之教示。此外,若適用則電腦程式不限於任何特定控制流且可在不背離本發明之範疇之情形下使用不同控制流。 In addition, it is considered that the description also implicitly covers a computer program, as it will be clear that The steps of the methods set forth herein can be implemented by computer code. It will be appreciated that a variety of stylized languages and encodings can be used to implement the teachings of the description herein. Moreover, if applicable, the computer program is not limited to any particular control flow and different control flows may be used without departing from the scope of the invention.
此外,可並行及/或依序執行電腦程式(若適用)之步驟中之一或多者。此一電腦程式(若適用)可儲存於任何電腦可讀媒體上。該電腦可讀媒體可包括諸如磁性碟或光學碟、記憶體晶片等儲存裝置或適於與一合適讀取器/通用電腦介接之其他儲存裝置。該電腦可讀媒體甚至可包括一有線媒體,諸如在網際網路系統中例示,或可包括無線媒體,諸如在藍芽技術中例示。當在一合適讀取器上載入並執行時,電腦程式有效地產生可實施所闡述之方法之步驟之一設備。 In addition, one or more of the steps of the computer program (if applicable) may be performed in parallel and/or sequentially. This computer program (if applicable) can be stored on any computer readable medium. The computer readable medium can include storage devices such as magnetic or optical disks, memory chips, or other storage devices suitable for interfacing with a suitable reader/general purpose computer. The computer readable medium can even include a wired medium, such as exemplified in an internetworking system, or can include wireless media, such as exemplified in the Bluetooth technology. When loaded and executed on a suitable reader, the computer program effectively generates a device that can perform one of the steps of the method described.
實例性實施例亦可實施為硬體模組。一模組係經設計以與其他組件或模組一同使用之一功能性硬體單元。舉例而言,一模組可使用數位或離散電子組件來實施,或其可形成一整個電子電路(諸如一特殊應用積體電路(ASIC))之一部分。熟習此項技術者將理解,實例性實施例亦可實施為硬體模組與軟體模組之一組合。 The example embodiments may also be implemented as a hardware module. A module is designed to be used with other components or modules as one of the functional hardware units. For example, a module can be implemented using digital or discrete electronic components, or it can form part of an entire electronic circuit, such as an application specific integrated circuit (ASIC). Those skilled in the art will appreciate that the example embodiments can also be implemented as a combination of a hardware module and a software module.
此外,在本文中之說明中,措辭「實質上」無論何時使用皆應理解為包括但不限於「整個地」或「完全地」及諸如此類。另外,諸如「包含(comprising)」、「包含(comprise)」等術語無論何時使用皆意欲作為非限制性描述語言,在於除未明確列舉之其他組件外其廣泛地包括在此等術語後所列舉之元件/組件。此外,諸如「約」、「大約」等術語無論何時使用通常意指一合理變化,舉例而言,所揭示之值之+/- 5%之一變化,或所揭示之值之4%之一差異,或所揭示之值之3%之一差異,所揭示之值之2%之一差異或所揭示之值之1%之一差異。 In addition, in the description herein, the phrase "substantially" shall be understood to include, but is not limited to, "entirely" or "completely" and the like whenever used. In addition, terms such as "comprising" and "comprise" are intended to be used as a non-limiting description language whenever they are used, and are broadly included after the terms are not specifically recited. Components/components. In addition, terms such as "about" and "about" are used whenever they are used to mean a reasonable change, for example, one of +/- 5% of the value disclosed, or one of 4% of the value disclosed. A difference, or a difference of 3% of the value disclosed, is one of 2% of the value disclosed or a difference of 1% of the value disclosed.
在該說明中,狀態不僅係遊戲進度且可包括精確遊戲式樣、外 觀等。此外,在該說明中,術語「狀態(status)」與「狀態(state)」可互換使用。 In this description, the state is not only the progress of the game but may include the exact game style, View and so on. Moreover, in this description, the terms "status" and "state" are used interchangeably.
圖1係一實例性實施例中之一遊戲機之一前面板之一示意性前視圖。遊戲機100包含前面板101,前面板101又包含一頂部螢幕102、一主螢幕104、一玩家交易面板106及一玩家互動面板108。遊戲機100可視情況包含一印表機出口110、一塔燈112及一海報顯示部分114。遊戲機100允許一玩家玩遊戲機100上所安裝或由遊戲機100網路實施之一或多個遊戲。 1 is a schematic front elevational view of one of the front panels of one of the gaming machines of an exemplary embodiment. The gaming machine 100 includes a front panel 101. The front panel 101 further includes a top screen 102, a main screen 104, a player trading panel 106, and a player interaction panel 108. The gaming machine 100 can optionally include a printer exit 110, a tower light 112, and a poster display portion 114. The gaming machine 100 allows a player to play one or more games installed on the gaming machine 100 or implemented by the gaming machine 100 network.
在該實例性實施例中,頂部螢幕102可用以顯示遊戲慶祝、宣傳/廣告資訊或通常與遊戲機之遊戲之一進度根本不相關之其他資訊。主螢幕104用以顯示遊戲機100之遊戲,以引起玩家之注意。通常,主螢幕104係玩家聚焦以玩遊戲之螢幕。 In this exemplary embodiment, the top screen 102 can be used to display game celebrations, promotional/advertising information, or other information that is generally unrelated to the progress of one of the gaming machine's games. The main screen 104 is used to display the game of the gaming machine 100 to draw the attention of the player. Typically, the main screen 104 is a screen in which the player focuses to play the game.
在該實例性實施例中,玩家交易面板106經提供以供玩家與遊戲機100進行交易。利用「交易」來意指玩家(舉例而言)在一磁性識別卡或一射頻識別(RFID)卡或任何儲值卡中所擁有之剩餘點數/信用之提取或玩家所擁有之點數/信用之插入。該術語不應限於貨幣交易。玩家交易面板106包含一液晶顯示器(LCD)資訊螢幕116及一卡插入槽118。卡插入槽118用於在一卡插入槽之情形下接收含有屬於玩家之點數/信用及/或識別之一識別卡。可自卡將點數/信用提取至遊戲機100中用於玩遊戲機100中所安裝之遊戲。在玩家決定結束在遊戲機100處玩遊戲後,玩家交易面板106可將最後/經更新的點數/信用儲存於儲值卡中。 In the exemplary embodiment, player trading panel 106 is provided for the player to trade with gaming machine 100. By "transaction" is meant the player's (for example) withdrawal of credits/credits owned by a magnetic identification card or a radio frequency identification (RFID) card or any stored value card or credits/credits owned by the player Insert. The term should not be limited to currency transactions. The player transaction panel 106 includes a liquid crystal display (LCD) information screen 116 and a card insertion slot 118. The card insertion slot 118 is for receiving a card containing credits/credits and/or identifications belonging to the player in the case of a card insertion slot. The points/credits can be extracted from the card into the gaming machine 100 for playing the game installed in the gaming machine 100. After the player decides to end playing the game at the gaming machine 100, the player trading panel 106 may store the last/updated credits/credit in the stored value card.
對於與使用玩家識別卡相關之實例性實施例,玩家交易面板106可基於玩家識別而自一外部伺服器或資料庫擷取玩家之點數/信用資訊。然後可在遊戲機100處使用所擷取之資訊用於玩遊戲。對於此等實施例,在玩家決定結束在遊戲機100處玩遊戲後,玩家交易面板106 可基於玩家識別而傳輸最後/經更新的點數/信用資訊以儲存於外部伺服器或資料庫上。將瞭解,取決於玩家所使用之識別卡之類型,卡插入槽118可係其他形式。舉例而言,若玩家正使用一RFID卡,則交易模組118可係一RFID讀取器/寫入器。LCD資訊螢幕116用以顯示(例如)卡中所含有之點數/信用資訊。 For an example embodiment associated with the use of a player identification card, the player transaction panel 106 can retrieve the player's credits/credit information from an external server or database based on the player identification. The captured information can then be used at gaming machine 100 for playing the game. For these embodiments, after the player decides to end playing the game at the gaming machine 100, the player transaction panel 106 The last/updated credits/credit information may be transmitted for storage based on player identification for storage on an external server or database. It will be appreciated that the card insertion slot 118 may take other forms depending on the type of identification card used by the player. For example, if the player is using an RFID card, the transaction module 118 can be an RFID reader/writer. The LCD information screen 116 is used to display, for example, the number of credits/credit information contained in the card.
玩家互動面板108包含推按按鈕(例如)120,其經提供以允許玩家致動按鈕(例如)120用於與在遊戲機100上所玩之遊戲互動。舉例而言,玩家可使用按鈕(例如)120來做出顯示於主螢幕104上之玩家選擇。一遊戲票驗證器122可經提供以供一玩家使用紙幣來購買信用用於玩遊戲機100之遊戲。此類似於(舉例而言)在一售賣機處使用紙幣購買飲料/食物。 The player interaction panel 108 includes a push button (for example) 120 that is provided to allow the player to actuate a button (for example) 120 for interacting with the game played on the gaming machine 100. For example, a player may use a button (eg, 120) to make a player selection displayed on the main screen 104. A game ticket validator 122 may be provided for a player to use the banknotes to purchase credit for playing the game of the gaming machine 100. This is similar to, for example, the use of banknotes to purchase beverages/food at a vending machine.
將瞭解,儘管上文已論述一插卡口(使用卡插入槽118)及投遊戲票口(使用遊戲票驗證器122),但遊戲機不限於此且可包含允許投遊戲幣、插鑰匙、投票據等以用於玩遊戲機中之遊戲之機構。 It will be appreciated that although a card slot (using the card insertion slot 118) and a game ticket slot (using the game ticket validator 122) have been discussed above, the gaming machine is not limited thereto and may include allowing the game currency, key insertion, A bill or the like is used for a game for playing a game in a game machine.
將瞭解,主螢幕104可係可補充或替代玩家互動面板108之一觸敏螢幕。該觸敏螢幕可係一電容型感測螢幕、壓力型感測螢幕或諸如此類。亦即,主螢幕104可係允許玩家使用觸控命令與遊戲機100互動之一觸敏螢幕。 It will be appreciated that the main screen 104 can complement or replace one of the touch screens of the player interaction panel 108. The touch sensitive screen can be a capacitive sensing screen, a pressure sensitive sensing screen or the like. That is, the main screen 104 can be a touch sensitive screen that allows the player to interact with the gaming machine 100 using touch commands.
在該實例性實施例中,印表機出口110可經提供供遊戲機100以列印形式輸出資訊至玩家。舉例而言,遊戲機100可為玩家列印一獎勵貼(sticker)或獎賞優惠券(reward voucher)。遊戲機100亦可為玩家列印點數交易之一收據或記錄。塔燈112可經提供以在遊戲慶祝期間點亮。此可吸引旁觀者或玩家之注意。塔燈112亦可用於強調提示技術問題、請求幫助或維修等。海報顯示部分114可經提供用於顯示(例如)遊戲資訊。 In the exemplary embodiment, printer exit 110 may be provided for gaming machine 100 to output information to the player in print form. For example, gaming machine 100 may print a sticker or reward voucher for the player. The gaming machine 100 can also print a receipt or record for the player to print a point transaction. Tower lights 112 may be provided to illuminate during game celebrations. This can attract the attention of bystanders or players. Tower lights 112 can also be used to highlight technical issues, request assistance or repairs, and the like. The poster display portion 114 can be provided for displaying, for example, game information.
在該實例性實施例中,前面板101可自遊戲機100主體整體或部 分地打開或拆卸以允許(舉例而言)對遊戲機100中所含納之電路或組件之維護。 In the exemplary embodiment, the front panel 101 may be from the main body or the main body of the gaming machine 100. The ground is opened or removed to allow, for example, maintenance of the circuitry or components contained in the gaming machine 100.
發明者已認識到,除點數/信用資訊外,玩家識別卡亦可允許擷取其他類型之資訊。 The inventors have recognized that in addition to points/credit information, the player identification card may also allow for other types of information.
在該實例性實施例中,可基於玩家識別而恢復來自一先前遊戲局次之一遊戲狀態。舉例而言,在玩家決定結束在遊戲機100處玩遊戲後,玩家結束玩遊戲之點處之目前遊戲狀態基於玩家識別被傳輸至外部伺服器或資料庫用於儲存。遊戲狀態可包括如在主螢幕104上顯示之遊戲之整個外觀。當玩家下次想要返回至遊戲時,玩家將識別卡插入或提供至交易面板。在識別後,遊戲機然後可自伺服器/資料庫擷取先前所儲存之遊戲狀態。將瞭解,可在一外部伺服器處或在遊戲機本機處基於識別卡而執行對識別之判定。遊戲機100然後可基於所擷取之遊戲狀態而將遊戲恢復或載入至玩家先前結束玩遊戲之處。此可包括顯示與在主螢幕104上所最後顯示實質上相同之遊戲之整個外觀。 In this exemplary embodiment, one of the game states from a previous game session may be resumed based on player recognition. For example, after the player decides to end playing the game at the gaming machine 100, the current game state at the point where the player ends the game playing is transmitted to the external server or database for storage based on the player identification. The game state may include the entire appearance of the game as displayed on the main screen 104. The player inserts or provides the identification card to the trading panel the next time the player wants to return to the game. After recognition, the gaming machine can then retrieve the previously stored game state from the server/database. It will be appreciated that the determination of the identification can be performed based on the identification card at an external server or at the gaming machine local. The gaming machine 100 can then resume or load the game based on the captured game state to where the player previously ended playing the game. This may include displaying the overall appearance of the game that is substantially identical to the last display on the main screen 104.
另一選擇係,在另一實例性實施例中,可自玩家識別卡自身儲存及擷取遊戲狀態。在此實例性實施例中,遊戲機不需要進一步連接至一伺服器或資料庫。遊戲狀態可藉由識別儲存為一組指示參數。 Alternatively, in another exemplary embodiment, the game state may be stored and retrieved from the player identification card itself. In this exemplary embodiment, the gaming machine does not need to be further connected to a server or database. The game state can be stored as a set of indication parameters by identification.
在實例性實施例中,遊戲狀態包含但不限於在玩家結束玩遊戲之點處主螢幕104上之所顯示之元素。所顯示之元素可包含螢幕上之圖示、一輪盤遊戲之(舉例而言)圖形符號之位置、當前信用/點數資訊、在結束玩遊戲之點處在主螢幕104上顯示之先前玩遊戲歷史或其他資訊。遊戲狀態亦可包括可使得遊戲機能夠實質上重現顯示以使得顯示與當玩家退出遊戲時之彼顯示實質上相同之其他顯示資訊。有利地,此可允許將遊戲之感觀或式樣恢復至與玩家退出遊戲時實質上相同,由於其所形成之客製化及個人化,此可為使用者提供一較高位準 之消費者滿意度及遊戲完全係在其先前被結束之處之感覺。 In an exemplary embodiment, the game state includes, but is not limited to, the displayed elements on the main screen 104 at the point where the player ends playing the game. The displayed elements may include icons on the screen, positions of a roulette game, for example, graphical symbols, current credit/point information, previous games displayed on the main screen 104 at the point of ending the game play. History or other information. The game state may also include other display information that may enable the gaming machine to substantially reproduce the display such that the display is substantially identical to the display when the player exits the game. Advantageously, this may allow the game's look or feel to be restored to substantially the same level as when the player exits the game, which may provide a higher level of user due to the customization and personalization that it creates. Consumer satisfaction and the game are all tied to where they were previously ended.
圖2係一實例性實施例中之一遊戲機之一示意性前視圖,其中一前面板自該遊戲機部分地打開。遊戲機200與參考圖1所闡述之遊戲機100實質上相同地發揮功能。使用相似編號來指代已經闡述之實質上相同之組件。如所展示,前面板101自遊戲機200打開,且部分地打開含有主螢幕104及玩家交易面板106以顯露遊戲機200之內部部分。 Figure 2 is a schematic front elevational view of one of the gaming machines of an exemplary embodiment with a front panel partially open from the gaming machine. The gaming machine 200 functions substantially the same as the gaming machine 100 described with reference to FIG. Similar numbers are used to refer to substantially identical components that have been set forth. As shown, the front panel 101 is opened from the gaming machine 200 and partially opens with the main screen 104 and the player transaction panel 106 to reveal the interior portion of the gaming machine 200.
遊戲機200包含用於給遊戲機200之各種組件供電之一電源供應單元202。電源供應單元202耦合至一主機板電路罩204。主機板電路罩204用以容納及保護一遊戲模組206。遊戲模組206在遊戲機200上實施一或多個遊戲且亦實施諸如點數/獎賞計算等遊戲功能。遊戲模組206亦驅動主螢幕104上之視覺內容(舉例而言,遊戲之顯示)及(舉例而言)來自遊戲機200之視訊內容。揚聲器(未展示)經提供以輸出音訊。遊戲模組206以整合方式包含或耦合至一媒體模組208及一訊息介面模組210。遊戲機200進一步包含經由訊息介面模組210耦合至遊戲模組206之一介面電路板212,及耦合至遊戲模組206之一選用遊戲票驗證器模組214。遊戲票驗證器模組214包含用於實施遊戲票驗證及計數之電路。在該實例性實施例中,若提供一印表機出口110,則一印表機216亦包含於遊戲機200中用於執行列印功能。 The gaming machine 200 includes a power supply unit 202 for powering various components of the gaming machine 200. Power supply unit 202 is coupled to a motherboard circuit cover 204. The motherboard circuit cover 204 is used to house and protect a game module 206. The game module 206 implements one or more games on the gaming machine 200 and also implements game functions such as point/reward calculations. The game module 206 also drives visual content (e.g., display of the game) on the main screen 104 and, for example, video content from the gaming machine 200. A speaker (not shown) is provided to output the audio. The game module 206 is integrated or coupled to a media module 208 and a message interface module 210. The gaming machine 200 further includes an interface circuit board 212 coupled to the game module 206 via the message interface module 210 and a game ticket validator module 214 coupled to one of the game modules 206. The game ticket validator module 214 includes circuitry for implementing game ticket verification and counting. In the exemplary embodiment, if a printer exit 110 is provided, a printer 216 is also included in the gaming machine 200 for performing the printing function.
將瞭解,遊戲機200可進一步包含此處為實例性實施例之圖解說明之清晰起見未闡述之其他組件。 It will be appreciated that gaming machine 200 may further include other components not illustrated herein for clarity of illustration of the example embodiments.
介面電路板212經提供以與一遊戲控制伺服器(未展示)通信,該遊戲控制伺服器可(例如)監視遊戲機200之遊戲之結果(舉例而言)用於記錄遊戲機200之主題型基礎遊戲之結果。在某些實例性實施例中,遊戲控制伺服器(未展示)可(例如)控制遊戲機200(舉例而言)用於通知實施於遊戲控制伺服器處之一外部神秘型伺服器/網路遊戲之一獲勝例項。伺服器/網路遊戲通常獨立於在遊戲機200處安裝之基礎遊戲。 與遊戲控制伺服器之通信可經由一有線或無線網路。另外或另一選擇係,遊戲控制伺服器可基於來自玩家模組206之一請求而儲存及/或提供玩家特定資訊至遊戲模組206。 The interface circuit board 212 is provided to communicate with a game control server (not shown) that can, for example, monitor the outcome of the game of the gaming machine 200, for example, for recording the theme of the gaming machine 200. The result of the base game. In some example embodiments, a game control server (not shown) may, for example, control game machine 200, for example, to notify an external mysterious server/network that is implemented at one of the game control servers. One of the games wins the item. The server/network game is typically independent of the base game installed at the gaming machine 200. Communication with the game control server can be via a wired or wireless network. Alternatively or in another selection, the game control server may store and/or provide player specific information to the game module 206 based on a request from one of the player modules 206.
在一實例性實施例中,玩家特定資訊可包括目前遊戲狀態、玩家點數/信用等。 In an exemplary embodiment, the player specific information may include current game status, player points/credit, and the like.
圖3(a)係圖解說明一實例性實施例中之一網路系統之一示意性網路圖。系統300包含:至少一個遊戲機302a、302b、302c;一遊戲控制伺服器306;及一資訊儲存伺服器308。系統300可係連接各種遊戲機及伺服器之一有線或無線網路。在此處之說明中,為易於理解僅闡述一個遊戲機302a。遊戲機以類似方式發揮功能且實質上類似於圖1之遊戲機100。 Figure 3 (a) is a schematic network diagram illustrating one of the network systems of an exemplary embodiment. System 300 includes: at least one gaming machine 302a, 302b, 302c; a game control server 306; and an information storage server 308. System 300 can be connected to one of a variety of gaming machines and servers, wired or wireless. In the description herein, only one gaming machine 302a will be explained for ease of understanding. The gaming machine functions in a similar manner and is substantially similar to the gaming machine 100 of FIG.
遊戲機302a包含用於在遊戲機302a上玩遊戲之一玩家LCD觸控螢幕310(相當於圖1之104)。此外,一玩家卡(或交易)面板320(相當於圖1之106)包含一LCD資訊螢幕316(相當於圖1之116)及一卡插入槽318(相當於圖1之118)。在遊戲機302a內,進一步提供一介面電路板312,介面電路板312耦合至一遊戲模組314用於與遊戲控制伺服器306通信。觸控螢幕310及玩家卡面板320耦合至遊戲模組314。 The gaming machine 302a includes a player LCD touch screen 310 (corresponding to 104 of FIG. 1) for playing a game on the gaming machine 302a. In addition, a player card (or transaction) panel 320 (corresponding to 106 of FIG. 1) includes an LCD information screen 316 (corresponding to 116 of FIG. 1) and a card insertion slot 318 (corresponding to 118 of FIG. 1). Within the gaming machine 302a, an interface circuit board 312 is further provided, the interface circuit board 312 being coupled to a game module 314 for communicating with the game control server 306. Touch screen 310 and player card panel 320 are coupled to game module 314.
圖3(b)係該實例性實施例中實施於遊戲機302a上之一例示性遊戲之一示意性圖解說明。該遊戲可係一輪盤遊戲。然而將瞭解,遊戲機上之遊戲不限於此且可係其他形式,諸如大型電玩型遊戲。舉例而言,該遊戲可係一大型電玩型飛機模擬器遊戲,其需要玩家買進預定量之信用/點數以玩該遊戲一預定時間週期。此外,實施於遊戲機302a上之遊戲(諸如輪盤遊戲)在某些實例性實施例中可不向玩家提供獎賞或獎勵。亦即,此等遊戲可係玩家出於娛樂、出於圖形畫面感等而買進來玩之娛樂遊戲,而不期待任何獎賞或獎勵。 Figure 3 (b) is a schematic illustration of one of the exemplary games implemented on gaming machine 302a in this exemplary embodiment. The game can be a roulette game. However, it will be appreciated that the game on the gaming machine is not limited to this and may be in other forms, such as a large video game. For example, the game can be a large video game simulator game that requires the player to purchase a predetermined amount of credits/points to play the game for a predetermined period of time. Moreover, games (such as roulette games) implemented on gaming machine 302a may not provide prizes or rewards to players in certain example embodiments. That is, such games may be entertainment games that players buy for play for entertainment, graphics, etc., without expecting any rewards or rewards.
在該實例性實施例中,輪盤遊戲顯示於主螢幕上或稱為遊戲機 302a之觸控螢幕310。一樣本螢幕擷取畫面320展示輪盤遊戲322之各種元素之一實例。遊戲機併入有觸控螢幕技術以使得一玩家能夠經由觸控螢幕310玩輪盤遊戲。輪盤遊戲322涉及輪盤上之一預定圖形符號序列(例如,324)之匹配。輪盤展示於一3×3矩陣中且可在觸控螢幕310上以機械方式向後或以圖形方式旋轉。一買進顯示視窗326經提供以向玩家展示玩(舉例而言)每一輪輪盤遊戲所需之點數/信用。表示為一圖示328之一玩遊戲按鈕經提供以允許玩家操作或起始遊戲機302a。一信用/點數顯示視窗332經提供以向玩家展示玩家可用之點數/信用。一交易顯示視窗334展示先前局之結果,例如,自先前局或輪輪盤遊戲產生之信用/點數之一數目之盈餘或虧欠。玩家可觸碰玩遊戲按鈕圖示328以玩(舉例而言)一輪輪盤遊戲。 In this exemplary embodiment, the roulette game is displayed on the main screen or as a gaming machine. The touch screen 310 of 302a. A sample screen capture screen 320 shows an example of one of the various elements of the roulette game 322. The gaming machine incorporates touch screen technology to enable a player to play a roulette game via touch screen 310. Roulette game 322 relates to a match of a predetermined sequence of graphical symbols (e.g., 324) on the roulette. The discs are displayed in a 3 x 3 matrix and can be mechanically rearward or graphically rotated on the touch screen 310. A buy display window 326 is provided to show the player the number of points/credit required to play, for example, each round of the game. A game play button, shown as one of the illustrations 328, is provided to allow the player to operate or initiate the gaming machine 302a. A credit/point display window 332 is provided to show the player the points/credits available to the player. A transaction display window 334 displays the results of the previous game, for example, a surplus or a deficit of one of the credits/points generated from the previous game or the roulette game. The player may touch the play game button icon 328 to play, for example, a round of roulette game.
在該實例性實施例中,一交易模組(相當於圖1之118)自玩家接收一遊戲卡或一儲值信用/點數卡用於傳送信用以玩遊戲機302a中之遊戲。儲值卡亦允許玩家傳送來自一先前遊戲工作階段之未使用信用以玩遊戲機302a中之遊戲。任何現有點數/信用可使用儲值卡傳送至遊戲機302a及自遊戲機302a傳送兩者。 In the exemplary embodiment, a transaction module (equivalent to 118 of FIG. 1) receives a game card or a stored value credit/point card from the player for transmitting credit to play the game in the gaming machine 302a. The stored value card also allows the player to transfer unused credits from a previous game session to play the game in the gaming machine 302a. Any existing credits/credits can be transferred to and from the gaming machine 302a using the stored value card.
另外或另一選擇係,儲值卡可允許玩家在結束遊戲機處之玩遊戲時儲存可允許恢復遊戲狀態之資訊。因此,當玩家在一稍後時間點返回至該遊戲機或返回至另一遊戲機時,玩家可將一遊戲之狀態恢復至所儲存之遊戲工作階段之狀態。 Alternatively or in addition, the stored value card may allow the player to store information that allows for the recovery of the game state when the game is played at the end of the gaming machine. Therefore, when the player returns to the gaming machine at a later time point or returns to another gaming machine, the player can restore the state of one game to the state of the stored game working phase.
一結束玩遊戲按鈕(以圖形方式表示為一圖示)330經提供以在玩家停止玩遊戲機302a時允許玩家請求針對儲值卡之交易處理(例如,將剩餘點數/信用傳送回至儲值卡)及/或保存目前遊戲狀態。 An end game play button (shown graphically as an illustration) 330 is provided to allow the player to request transaction processing for the stored value card when the player stops playing the gaming machine 302a (eg, transfer the remaining points/credit back to the store) Value card) and / or save the current game state.
對於與使用玩家識別卡相關之實例性實施例,交易模組可基於玩家識別而自一外部伺服器或資料庫(例如,遊戲控制伺服器306)擷取玩家之點數/信用資訊及/或先前遊戲狀態。然後可在遊戲機(例如, 302a、302b、302c)處使用所擷取之資訊用於玩遊戲。對於此等實施例,在玩家決定結束在遊戲機302a處玩遊戲後,交易模組可基於玩家識別而傳輸最後/經更新的點數/信用資訊及/或目前遊戲狀態以儲存於外部伺服器或資料庫上。另一選擇係,替代傳輸最後/經更新的點數/信用資訊及/或目前遊戲狀態以儲存於一外部伺服器或資料庫上,交替模組可改為將該資訊儲存於玩家識別卡或玩家識別符記上。 For an example embodiment associated with the use of a player identification card, the transaction module may retrieve player points/credit information and/or from an external server or database (eg, game control server 306) based on player identification. Previous game state. Then available on the gaming machine (for example, The captured information is used at 302a, 302b, 302c) for playing games. For such embodiments, after the player decides to end playing the game at the gaming machine 302a, the transaction module may transmit the last/updated credits/credit information and/or the current game state based on the player identification for storage on the external server. Or on the database. Alternatively, instead of transmitting the last/updated credits/credit information and/or the current game state for storage on an external server or database, the alternate module may instead store the information on the player identification card or The player identifier is recorded.
在一實例性實施例中,可基於一玩家識別卡而在一外部伺服器處或在遊戲機本機處執行對玩家識別之一判定。舉例而言,可提取一卡ID或識別編號且將其發送至外部伺服器並對照一表格進行比較。使用卡ID,可在外部伺服器處擷取玩家識別且亦可擷取基於玩家識別之所儲存資訊。在玩遊戲期間,玩家觸碰玩遊戲按鈕圖示328以使輪盤旋轉一輪。遊戲模組314基於買進顯示器326視窗中所展示之數量而扣除玩家之點數/信用。輪盤遊戲322之不同類型之獲勝可存在符號之獲勝組合/序列(例如,324)之不同排列。舉例而言,一列中之三個相同符號可被歸類為一同花獲勝,而一列中之兩個相同符號可被歸類為一較小獲勝。可基於儲存或程式化於遊戲機302中之一幾率表而支配獲勝。 In an exemplary embodiment, one of the player identification decisions may be performed at an external server or at the gaming machine local based on a player identification card. For example, a card ID or identification number can be extracted and sent to an external server for comparison against a table. Using the card ID, the player identification can be retrieved at the external server and the stored information based on the player identification can also be retrieved. During game play, the player touches the play game button icon 328 to rotate the wheel for one round. The game module 314 deducts the player's points/credit based on the amount displayed in the buy display 326 window. Different types of wins of the roulette game 322 may have different permutations of winning combinations/sequences (eg, 324) of symbols. For example, three identical symbols in a column can be classified as a flush, and two identical symbols in a column can be classified as a smaller win. The win may be dominated based on a probability table stored or programmed in the gaming machine 302.
在一實例性實施例中,當一玩家決定退出一遊戲機且結束玩遊戲時,該玩家可推按或致動遊戲顯示上之一「退出遊戲」按鈕(未展示於圖3中)。另一選擇係,「退出遊戲」按鈕可在交易模組處可用。一旦起始「退出遊戲」選項,可基於玩家識別而將用以恢復遊戲狀態之相關資訊儲存於玩家之卡中或將其傳輸以儲存於一經網路連線之伺服器處。在一實例性實施例中,相關資訊可包括可允許實質上重現遊戲之當前顯示之資訊。此資訊可係位置資訊(諸如映射至顯示上之網格座標)及遊戲圖示及/或符號之參數值、玩家點數資訊及/或先前玩遊戲歷史之形式。另外,相關資訊可包括自一隨機數字產生器獲得之隨 機產生之數字,其可決定一或多個未來遊戲。隨機數字產生之細節提供於以下說明之一後續部分中。 In an exemplary embodiment, when a player decides to exit a gaming machine and finish playing the game, the player may push or actuate one of the "exit game" buttons on the game display (not shown in FIG. 3). Another option is that the "Exit Game" button is available at the trading module. Once the "Exit Game" option is initiated, relevant information to restore the game state may be stored in the player's card or transmitted for storage on a networked server based on player identification. In an exemplary embodiment, the related information may include information that may allow for the actual display of the game to be substantially reproduced. This information may be in the form of location information (such as grid coordinates mapped to the display) and parameter values of the game icon and/or symbol, player point information, and/or previous game history. In addition, the related information may include the following information obtained from a random number generator. The number generated by the machine that determines one or more future games. The details of the random number generation are provided in a subsequent section of one of the following descriptions.
在該實例性實施例中,為將資料儲存於玩家之卡中,可將相關資訊處理(例如,加密、編碼及/或壓縮)成適於資訊被寫入至玩家卡上之一儲存檔案格式。舉例而言,玩家卡可包含一磁條以便藉由修改卡之磁條上之粒子之磁性來將資料寫入至卡上。因此,遊戲機之遊戲模組可控制交易模組以修改磁條玩家卡以儲存經處理之相關資訊。將進一步瞭解,玩家卡或符記不限於此等磁條卡,且可實施為其他類型之資訊儲存裝置或符記。 In the exemplary embodiment, in order to store the data in the player's card, the relevant information may be processed (eg, encrypted, encoded, and/or compressed) into a storage file format suitable for the information to be written to the player card. . For example, the player card can include a magnetic strip to write data onto the card by modifying the magnetic properties of the particles on the magnetic strip of the card. Therefore, the game module of the game machine can control the transaction module to modify the magnetic stripe player card to store the processed related information. It will be further appreciated that the player card or token is not limited to such magnetic stripe cards and can be implemented as other types of information storage devices or tokens.
作為一進一步替代方案,可傳輸經處理之相關資訊並將其儲存於網路連線至遊戲機之一伺服器中。在成功儲存遊戲狀態後,顯示器然後可提示使用者將卡移除。另一選擇係,可自交易模組之卡槽釋放卡。 As a further alternative, the processed related information can be transmitted and stored in the network to one of the gaming machines. After successfully storing the game state, the display can then prompt the user to remove the card. Another option is to release the card from the card slot of the transaction module.
當一玩家返回至一遊戲機時,該玩家可(例如)將玩家卡插入至玩家交易模組中,且被請求鍵入一(例如)口令以判定該玩家之識別。藉由判定該玩家之識別(藉由與一經網路連線伺服器通信或藉由對照儲存於一玩家卡上之識別資訊進行檢查),遊戲機之遊戲模組然後可繼續進行以自(例如)玩家卡或經網路連線之伺服器提取所儲存之資訊,情況可係如此。將瞭解,在所儲存之資訊可由(例如)遊戲模組使用之前可將資訊相應地解密、解碼及/或解壓縮。舉例而言,諸如網格座標等所儲存之位置資訊及所儲存之參數值資訊可由遊戲模組提取並應用於一相關遊戲以指示產生可實質上重現當玩家退出先前遊戲工作階段時之遊戲顯示或遊戲狀態之一顯示。若已儲存一隨機數字,則遊戲機可提取彼所儲存之隨機數字且基於彼所儲存之隨機數字而繼續產生隨機數字。 When a player returns to a gaming machine, the player can, for example, insert the player card into the player trading module and be asked to type in, for example, a password to determine the player's identification. By determining the identity of the player (by communicating with a network connection server or by checking the identification information stored on a player card), the game module of the game machine can then proceed to (eg This can be the case if the player card or the server connected via the network extracts the stored information. It will be appreciated that the information can be decrypted, decoded and/or decompressed accordingly before the stored information can be used by, for example, a gaming module. For example, location information stored, such as grid coordinates, and stored parameter value information may be extracted by the game module and applied to a related game to indicate that the game may be substantially reproduced when the player exits the previous game session. One of the display or game states is displayed. If a random number has been stored, the gaming machine may extract the random numbers stored by the gaming machine and continue to generate random numbers based on the random numbers stored by them.
圖4展示圖解說明一實例性實施例中之一實例性遊戲狀態擷取程 序之一示意性流程圖400。當一玩家開始在一遊戲機處玩遊戲時可啟動該程序。在此實例性實施例中,一遊戲機連接至一伺服器,該伺服器儲存玩家資訊及其他遊戲資訊。在步驟402處,玩家遊戲模組310(圖3(a))偵測已被插入至玩家交易面板320(圖3(a))之卡插入槽318(圖3(a))中之一玩家卡之存在。在步驟404處,遊戲模組嘗試鑑認該玩家。此可藉由(例如)提示使用者提供一鑑認碼或口令(其然後與儲存於卡上之碼或口令進行比較)來達成。另一選擇係,可在伺服器306(圖3(a))處經由介面電路板312(圖3(a))來實施鑑認檢查。可自卡獲得玩家識別資訊,且將其連同所提供之鑑認碼一同發送至一伺服器。該伺服器然後比較該資訊以鑑認該玩家。若鑑認不成功,則該玩家不能使用(例如)遊戲機之恢復或儲存遊戲功能。在步驟406處,一旦已判定玩家識別,則遊戲伺服器進行檢查以判定該玩家先前是否已存取機器,及/或該玩家是否具有任何先前所儲存之遊戲。若判定不存在現有資訊(諸如所儲存之遊戲),則允許該玩家重新開始玩遊戲機。另一選擇係,取決於實施方案,遊戲機可藉助玩家卡在本機處判定以上。 4 shows an exemplary game state capture process in an exemplary embodiment. One of the schematic flow diagrams 400. The program can be launched when a player starts playing a game at a gaming machine. In this exemplary embodiment, a gaming machine is coupled to a server that stores player information and other game information. At step 402, the player game module 310 (Fig. 3(a)) detects one of the players inserted into the card insertion slot 318 (Fig. 3(a)) of the player transaction panel 320 (Fig. 3(a)). The existence of the card. At step 404, the game module attempts to authenticate the player. This can be accomplished, for example, by prompting the user to provide an identification code or password (which is then compared to the code or password stored on the card). Alternatively, an authentication check can be performed at server 306 (Fig. 3(a)) via interface circuit board 312 (Fig. 3(a)). Player identification information can be obtained from the card and sent to a server along with the provided identification code. The server then compares the information to authenticate the player. If the authentication is unsuccessful, the player cannot use, for example, the game machine to resume or store the game function. At step 406, once the player identification has been determined, the game server checks to determine if the player has previously accessed the machine and/or if the player has any previously stored games. If it is determined that there is no existing information (such as a stored game), the player is allowed to resume playing the game machine. Another option is that the gaming machine can determine the above at the local machine by means of the player card, depending on the implementation.
若判定存在至少一個現有所儲存之遊戲,則可經由遊戲模組及觸控面板提示該玩家以判定該玩家是否想要繼續/恢復一先前遊戲。若該玩家同意,則在步驟408處,遊戲模組314(圖3(a))擷取允許遊戲模組314(圖3(a))恢復先前所儲存之遊戲狀態(在步驟410處)之所儲存資訊。取決於實施方案,可自玩家卡或伺服器擷取所儲存之資訊。 If it is determined that there is at least one existing stored game, the player may be prompted via the game module and the touch panel to determine whether the player wants to continue/restore a previous game. If the player agrees, then at step 408, the game module 314 (Fig. 3(a)) retrieves the allowable game module 314 (Fig. 3(a)) to resume the previously stored game state (at step 410). Stored information. Depending on the implementation, the stored information can be retrieved from the player card or server.
如較早所闡述,先前所儲存之遊戲狀態可包含可允許實質上重現先前遊戲顯示之資訊。舉例而言,在一實例性實施例中,該資訊可包括玩家信用/點數平衡、先前交易歷史、先前遊戲圖示位置、先前遊戲字符/符號位置/姿態/外觀、先前輪盤位置等。 As explained earlier, previously stored game states may include information that may allow for substantial reproduction of previous game displays. For example, in an exemplary embodiment, the information may include player credit/point balance, previous transaction history, previous game icon position, previous game character/symbol position/attitude/appearance, previous carousel position, and the like.
在一項實例性實施例中,遊戲模組可包含用於執行以上步驟之子模組。舉例而言,遊戲模組可包含:一識別模組(例如,具有鑑認 功能之一晶片組),其用以判定玩家識別;一擷取模組(例如,連接至(例如)一資料庫或儲存卡/晶片之一晶片組),其用以使用玩家識別來擷取所儲存之資訊;及一輸入載入器(例如,一緩衝器晶片組),其用於經由一處理器或處理模組載入所儲存之資訊以操縱遊戲機之一顯示器以產生所恢復之遊戲及遊戲顯示。 In an exemplary embodiment, the game module can include a sub-module for performing the above steps. For example, the game module can include: an identification module (eg, with identification) a function chipset) for determining player identification; a capture module (eg, connected to, for example, a library or a memory card/chip chipset) for capturing with player identification The stored information; and an input loader (eg, a buffer chipset) for loading the stored information via a processor or processing module to manipulate one of the gaming machines to produce the recovered Game and game display.
圖5展示圖解說明一實例性實施例中之一實例性遊戲狀態儲存程序之一示意性流程圖500。當一玩家結束在一遊戲機處玩遊戲時可啟動該程序。在此實例性實施例中,一遊戲機連接至一伺服器,該伺服器儲存玩家資訊及其他資訊。在步驟502處,該機器(例如)藉由偵測到觸控面板上之一退出遊戲按鈕已由一玩家啟動而偵測到該玩家想要離開該機器。在步驟504處,遊戲模組在接收到該玩家停止玩遊戲之請求後發出提示以詢問該玩家是否儲存遊戲資訊以用於稍後恢復。另一選擇係,取決於實施方案,該儲存可係自動的。在步驟506處,若該玩家想要儲存資訊,則在遊戲模組處獲得用以在一稍後時間點恢復目前遊戲狀態之相關資訊且將其傳輸至伺服器用於儲存(在步驟508處)。 FIG. 5 shows a schematic flow diagram 500 illustrating one example game state storage program in an exemplary embodiment. The program can be launched when a player finishes playing a game at a gaming machine. In this exemplary embodiment, a gaming machine is coupled to a server that stores player information and other information. At step 502, the machine detects that the player wants to leave the machine, for example, by detecting that one of the exiting game buttons on the touch panel has been activated by a player. At step 504, the game module, upon receiving the request that the player stops playing the game, issues a prompt to ask the player whether to store the game information for later recovery. Another option is that the storage can be automated depending on the implementation. At step 506, if the player wants to store information, relevant information for recovering the current game state at a later point in time is obtained at the game module and transmitted to the server for storage (at step 508) ).
如較早所闡述,用以恢復遊戲狀態之資訊可包含可允許實質上重現先前遊戲顯示之資訊。 As explained earlier, the information used to restore the state of the game may include information that may allow for substantially reproducing the previous game display.
本文中所闡述之實例性實施例可允許玩家儲存可在一稍後時間點在相同及/或其他機器中擷取之一遊戲狀態。在一項實例性實施例中,為玩家提供一玩家卡,該玩家卡可用以識別玩家以在一遊戲機處使用且進一步能夠儲存其他資訊。玩家將卡插入於一遊戲機中以玩遊戲。當玩遊戲時,玩家可決定退出遊戲以(例如)照料其他事情。用以恢復遊戲狀態之相關資訊可在玩家自遊戲機移除卡之前儲存於玩家卡或一外部伺服器中。隨後,當玩家返回至該遊戲機或另一遊戲機時,卡之插入可允許自該卡或該外部伺服器擷取先前所儲存之資訊,且玩 家然後可恢復至一實質上重現之狀態且自先前退出點重新開始遊戲。 The example embodiments set forth herein may allow a player to store a game state that may be retrieved from the same and/or other machines at a later point in time. In an exemplary embodiment, the player is provided with a player card that can be used to identify the player for use at a gaming machine and further capable of storing other information. The player inserts the card into a gaming machine to play the game. When playing a game, the player may decide to quit the game to, for example, take care of other things. Information related to restoring the state of the game may be stored in the player card or an external server before the player removes the card from the gaming machine. Then, when the player returns to the gaming machine or another gaming machine, the insertion of the card may allow the previously stored information to be retrieved from the card or the external server, and played The home can then revert to a substantially reproducible state and resume the game from the previous exit point.
該實例性實施例亦可允許玩家在繼續在第一遊戲機處玩遊戲之前在另一遊戲機處玩遊戲。玩家亦可返回至該另一遊戲機,且自先前在彼另一遊戲機處退出遊戲之處重新開始遊戲。舉例而言,一玩家(其被提供一玩家卡)首先在機器A處玩遊戲。該玩家在退出機器A之後然後在機器B處繼續玩遊戲。因此,玩家卡或外部伺服器可能夠儲存來自一或多個遊戲機之一或多個遊戲之遊戲狀態資訊,從而使得使用者能夠在該一或多個遊戲機中之任一者處重新開始該遊戲狀態。 The example embodiment may also allow the player to play the game at another gaming machine before continuing to play the game at the first gaming machine. The player may also return to the other gaming machine and restart the game from where he previously exited the game at another gaming machine. For example, a player (which is provided with a player card) first plays the game at machine A. The player continues to play the game after exiting machine A and then at machine B. Thus, the player card or external server may be capable of storing game status information from one or more of the one or more gaming machines such that the user can resume at any of the one or more gaming machines The state of the game.
在某些實例性實施例中,儲存於玩家卡或外部伺服器上之遊戲狀態資訊不會過期。換言之,一玩家可將遊戲恢復至一先前所儲存之狀態,而不用害怕資訊被刪除。另一選擇係,可在一預定週期之一過期後刪除所儲存之遊戲狀態。舉例而言,玩家可具有來自一第一遊戲機之所儲存遊戲狀態資訊。隨後,若玩家未返回以在同一機器處玩遊戲或在(例如)2天之後在退出遊戲之處繼續玩遊戲,則狀態資訊被自卡或外部伺服器刪除,且不可再恢復遊戲。此可有利地誘使玩家在遊戲狀態被自卡或伺服器刪除之前返回以玩遊戲機或遊戲。將瞭解,玩家可被提供進一步刺激以返回至遊戲機。舉例而言,與一「非恢復」新遊戲相比,可針對一經恢復之遊戲將針對獲勝獎勵之點數調整得較高。 In some example embodiments, game state information stored on a player card or an external server does not expire. In other words, a player can restore the game to a previously stored state without fear that the information is deleted. Alternatively, the stored game state may be deleted after one of the predetermined periods expires. For example, a player may have stored game state information from a first gaming machine. Subsequently, if the player does not return to play the game at the same machine or continues playing the game at the exit game after, for example, 2 days, the status information is deleted from the card or the external server, and the game cannot be resumed. This can advantageously induce the player to return to play the gaming machine or game before the game state is deleted by the card or server. It will be appreciated that the player may be provided with further stimulation to return to the gaming machine. For example, compared to a "non-recovery" new game, the points for winning rewards can be adjusted higher for a resumed game.
本文中所闡述之實例性實施例亦可允許為一不同玩家提供相同遊戲狀態恢復功能。舉例而言,當一玩家X離開一遊戲機時,經由玩家卡C儲存X之遊戲狀態。然後可允許一第二玩家Y藉由玩家卡D在同一空出之遊戲機上玩遊戲。當玩家Y退出遊戲時,亦允許玩家Y經由玩家卡D儲存Y之遊戲狀態。因此,兩個玩家皆可返回至遊戲機以在該等玩家在其各別遊戲中分別停止或退出之處繼續。 The example embodiments set forth herein may also allow for the same game state recovery function for a different player. For example, when a player X leaves a gaming machine, the game state of X is stored via the player card C. A second player Y can then be allowed to play the game on the same vacated game machine by the player card D. When the player Y exits the game, the player Y is also allowed to store the game state of Y via the player card D. Thus, both players can return to the gaming machine to continue where the players respectively stop or exit in their respective games.
將進一步瞭解,本文中所闡述之實例性實施例亦可允許一玩家 儲存及恢復(例如)不同遊戲。在一實例性實施方案中,該玩家可儲存不同遊戲之多個遊戲狀態。舉例而言,可儲存來自一第一遊戲及一第二遊戲之相關資訊,其中來自該第一遊戲之相關資訊可允許一玩家在一(相同或不同)遊戲機處恢復彼第一遊戲之遊戲狀態,且來自該第二遊戲之相關資訊可允許該玩家在一(相同或不同)遊戲機處恢復該第二遊戲之遊戲狀態。 It will be further appreciated that the example embodiments set forth herein may also allow a player Save and restore (for example) different games. In an exemplary embodiment, the player may store multiple game states for different games. For example, related information from a first game and a second game may be stored, wherein related information from the first game may allow a player to resume the game of the first game at a (same or different) gaming machine The status, and related information from the second game, may allow the player to resume the game state of the second game at a (same or different) gaming machine.
在遊戲行業中,可為遊戲機提供一RNG(隨機數字產生器),該RNG提供遊戲之結果所基於之隨機產生之數字。RNG較佳獨立於外部因素。當一玩家致動一玩家按鈕以玩一遊戲(例如,一五輪盤遊戲)時,自RNG依序產生五個隨機數字,其中每一前一隨機數字用作當前隨機數字之一輸入。舉例而言,在如圖3(b)中所展示之一輪盤遊戲中,RNG產生一第一隨機數字(或一種數)用於判定一第一輪盤之結果。該第一隨機數字或種數用作至RNG之一輸入以產生一第二隨機數字用於判定一第二輪盤之結果。以此類推,該第二隨機數字用作至RNG之一輸入以產生一第三隨機數字用於判定一第三輪盤之結果,等等。在一替代基於網路之系統中,其中遊戲機連接至一中心伺服器,RNG可由該中心伺服器提供。 In the gaming industry, a RNG (Random Number Generator) can be provided for the gaming machine, which provides a randomly generated number based on the outcome of the game. RNG is preferably independent of external factors. When a player activates a player button to play a game (eg, a five-round game), five random numbers are sequentially generated from the RNG, with each previous random number being used as one of the current random numbers. For example, in one of the roulette games shown in Figure 3(b), the RNG generates a first random number (or a number) for determining the outcome of a first round. The first random number or species is used as an input to one of the RNGs to generate a second random number for determining the outcome of a second wheel. By analogy, the second random number is used as an input to one of the RNGs to generate a third random number for determining the outcome of a third wheel, and so on. In an alternative network based system in which the gaming machine is connected to a central server, the RNG can be provided by the central server.
在一實例性實施例中,發明者已認識到,當玩家在遊戲機處退出玩遊戲時將來自RNG之最後隨機數字亦儲存為所儲存之遊戲狀態資訊之部分係可能的。舉例而言,對於一五輪盤遊戲,用於判定第五輪盤之結果之第五隨機數字可儲存為所儲存之遊戲狀態資訊之部分。當玩家返回至一遊戲機以自先前退出遊戲之處繼續時,除所擷取之顯示及/或信用資訊等,亦可擷取所儲存之RNG隨機數字。因此,當玩家下次恢復遊戲狀態時可擷取隨機數字以用作至RNG處之下一隨機數字之產生之一輸入。舉例而言,對於一五輪盤遊戲,用於判定第五輪盤之結果之第五隨機數字可儲存為所儲存之遊戲狀態資訊之部分。當玩 家下次恢復遊戲狀態時,在擷取此隨機數字後,RNG可使用此隨機數字作為一輸入以產生一新第一隨機數字用於判定第一輪盤之結果,等等。此可有利地促進遊戲對於玩家之客製化及個人化之概念。亦可為玩家提供當遊戲最後被退出時遊戲已停止之感覺。 In an exemplary embodiment, the inventors have recognized that it is possible to store the last random number from the RNG as part of the stored game state information when the player quits playing the game at the gaming machine. For example, for a five-round game, the fifth random number used to determine the outcome of the fifth round can be stored as part of the stored game state information. When the player returns to a gaming machine to continue from the previous exit of the game, the stored RNG random number can be retrieved in addition to the captured display and/or credit information. Therefore, when the player resumes the game state next time, a random number can be retrieved for use as one of the generations of a random number below the RNG. For example, for a five-round game, the fifth random number used to determine the outcome of the fifth round can be stored as part of the stored game state information. When playing The next time the home resumes the game state, after capturing the random number, the RNG can use the random number as an input to generate a new first random number for determining the outcome of the first round, and so on. This can advantageously promote the concept of customization and personalization of the game to the player. It also gives the player the feeling that the game has stopped when the game was last quit.
在一實例性實施方案中,RNG可係一晶體振盪器之形式,其指示一數產生器處理器週期性地產生新隨機數字且若存在一種數(或前一隨機數字)可用,則數產生器使用彼種數作為一輸入用於數產生。 In an exemplary embodiment, the RNG may be in the form of a crystal oscillator that indicates that the number generator processor periodically generates new random numbers and if a number (or previous random number) is available, the number is generated The device uses the number as an input for number generation.
在實例性實施例中,允許儲存遊戲狀態之功能可為一玩家提供在一稍後時間繼續遊戲之一選項(若該玩家決定停止玩遊戲)。在將遊戲顯示實質上重現至先前所儲存之狀態之條件下,當玩家在同一遊戲機或另一遊戲機處返回至遊戲時,給玩家提供機器對於玩家係個人化之一感覺。在其中玩家可在一不同機器處恢復一遊戲之某些實施例中,玩家可較少關心正在使用之彼不同機器,此乃因實質上重現之顯示可提供遊戲對於玩家係客製化或個人化之一感覺。 In an exemplary embodiment, the function of allowing the game state to be stored may provide one player with one option to continue the game at a later time (if the player decides to stop playing the game). Under the condition that the game display is substantially reproduced to the previously stored state, when the player returns to the game at the same game machine or another game machine, the player is provided with a feeling that the machine personalizes the player system. In some embodiments in which the player can resume a game at a different machine, the player may be less concerned with the different machines being used, as the substantially reproducible display may provide the game for the player to customize or Personalized feeling.
圖7係用於圖解說明一實例性實施例中之將一遊戲恢復至一所儲存之狀態之一方法之一示意性流程圖700。在步驟702處,判定一玩家識別以在一遊戲機處使用。在步驟704處,基於該玩家識別而擷取所儲存之資訊。在步驟706處,基於該所擷取之所儲存資訊而將一遊戲恢復至一所儲存之狀態以使得該遊戲實質上重現至當儲存該資訊時之情形。 FIG. 7 is a schematic flow diagram 700 for illustrating one of the methods of restoring a game to a stored state in an exemplary embodiment. At step 702, a player identification is determined for use at a gaming machine. At step 704, the stored information is retrieved based on the player identification. At step 706, a game is restored to a stored state based on the retrieved stored information to cause the game to substantially reproduce to the situation when the information is stored.
圖8係一實例性實施例中之一遊戲模組800之一示意性圖式。遊戲模組800包含一通信模組802。通信模組802可用作遊戲模組800之一輸入及/或輸出埠,以使得遊戲模組800可與外部伺服器及/或其他模組(諸如一玩家交易面板(相當於106)、一玩家互動面板(相當於108)、一主螢幕(相當於104)等)通信。遊戲模組800進一步包含一遊戲顯示或媒體模組804,其可指示遊戲內容在一螢幕上之顯示且較佳經由揚聲器 輸出音訊。遊戲模組800亦包含一遊戲執行模組806,其可擷取遊戲參數及指令以實施一或多個遊戲。在該實例性實施例中,遊戲執行模組806可促進分別基於當前遊戲參數/資訊或所儲存之遊戲參數/資訊而保存或恢復遊戲狀態。此等遊戲參數/資訊可包括網格座標、當前圖形顯示值等。遊戲模組800亦包含用於容納資料(諸如用於實施遊戲之指令)之一記憶體模組808。遊戲模組800進一步包含一訊息介面810,其可自外部伺服器接收訊息及/或記錄內部錯誤訊息。視情況,可與遊戲模組以整合方式提供一隨機數字產生器812。 FIG. 8 is a schematic illustration of one of the game modules 800 in an exemplary embodiment. The game module 800 includes a communication module 802. The communication module 802 can be used as an input and/or output port of the game module 800, so that the game module 800 can be connected to an external server and/or other modules (such as a player transaction panel (equivalent to 106), a The player interaction panel (equivalent to 108), a main screen (equivalent to 104), etc. communicate. The game module 800 further includes a game display or media module 804 that can indicate the display of the game content on a screen and preferably via a speaker Output audio. The game module 800 also includes a game execution module 806 that retrieves game parameters and instructions to implement one or more games. In the exemplary embodiment, game execution module 806 can facilitate saving or restoring game state based on current game parameters/information or stored game parameters/information, respectively. Such game parameters/information may include grid coordinates, current graphical display values, and the like. Game module 800 also includes a memory module 808 for housing material, such as instructions for implementing a game. The game module 800 further includes a message interface 810 that can receive messages from an external server and/or record internal error messages. Optionally, a random number generator 812 can be provided in an integrated manner with the game module.
在該實例性實施例中,遊戲模組800可經由通信模組802(亦即,在遊戲機本機處自玩家交易面板(相當於106)或一外部伺服器)判定玩家識別以在遊戲機處使用。遊戲模組800亦可(例如)經由通信模組802(亦即,在遊戲機本機處自玩家交易面板(相當於106)自一玩家卡或自一外部伺服器)基於玩家識別而擷取所儲存之資訊。遊戲模組800亦可基於所擷取之所儲存資訊而將一遊戲恢復至一所儲存之狀態以使得該遊戲實質上重現至當儲存該資訊時之情形。此可藉由使用遊戲執行模組806藉助所儲存之資訊且使用遊戲顯示或媒體模組804指示一媒體顯示來完成。遊戲模組800之組件可經由一內部匯流排(未展示)彼此通信。 In the exemplary embodiment, the game module 800 can determine the player identification to be in the gaming machine via the communication module 802 (ie, from the player trading panel (equivalent to 106) or an external server at the gaming machine local). Used at the place. The game module 800 can also be retrieved based on player identification, for example, via the communication module 802 (ie, from the player transaction panel (equivalent to 106) from a player card or from an external server). The information stored. The game module 800 can also restore a game to a stored state based on the retrieved stored information to cause the game to substantially reproduce to the situation when the information is stored. This can be accomplished by using the game execution module 806 with the stored information and using the game display or media module 804 to indicate a media display. The components of game module 800 can communicate with each other via an internal bus (not shown).
可在資料結構、程式模組、一電腦實施之環境中執行之程式及電腦指令之背景下實施不同實例性實施例。本文中簡要揭示一通用計算環境。一或多個實例性實施例可以一電腦系統600(諸如示意性地圖解說明於圖6中)中之一或多個遊戲機來體現。 Different example embodiments may be implemented in the context of a data structure, a program module, a program executed in a computer-implemented environment, and computer instructions. A general computing environment is briefly disclosed in this article. One or more of the example embodiments may be embodied in one or more gaming machines of a computer system 600, such as schematically illustrated in FIG.
一或多個實例性實施例可實施為軟體,諸如在電腦系統600內執行且指示電腦系統600進行一實例性實施例之一方法之一電腦程式。 One or more of the example embodiments can be implemented as a software, such as a computer program executing within computer system 600 and instructing computer system 600 to perform one of the example embodiments.
電腦系統600包含可體現於一遊戲機內之一電腦單元602、輸入模組(諸如一觸控螢幕鍵盤604及指向裝置606)及複數個輸出裝置(諸如 一顯示器608及印表機610)。一使用者可使用以上裝置與電腦單元602互動。一或多個其他輸入裝置(未展示)(諸如一操縱桿、遊戲墊或諸如此類)亦可連接至電腦單元602。顯示器608可包括一陰極射線管(CRT)、液晶顯示器(LCD)、場發射顯示器(FED)、電漿顯示器或產生可由使用者觀看之一影像之任何其他裝置。 The computer system 600 includes a computer unit 602, an input module (such as a touch screen keyboard 604 and a pointing device 606), and a plurality of output devices (such as a touch screen keyboard 604 and a pointing device 606). A display 608 and a printer 610). A user can interact with the computer unit 602 using the above device. One or more other input devices (not shown), such as a joystick, game pad or the like, may also be coupled to computer unit 602. Display 608 can include a cathode ray tube (CRT), liquid crystal display (LCD), field emission display (FED), plasma display, or any other device that produces an image that can be viewed by a user.
電腦單元602可經由一合適收發器裝置614連接至一電腦網路612,以實現對(例如)網際網路或其他網路系統(諸如區域網路(LAN)或廣域網路(WAN)或一個人網路)之存取。網路612可包含一伺服器、一路由器、一網路個人電腦、一同級裝置或其他共同網路節點、一無線電話或無線個人數位助理。網路連線環境可在辦公室、企業範圍電腦網路及家庭電腦系統等。收發器裝置614可係位於電腦單元602內或電腦單元602外部之一數據機/路由器單元,且可係任何類型之數據機/路由器,諸如一纜線數據機或一衛星數據機。 Computer unit 602 can be coupled to a computer network 612 via a suitable transceiver device 614 for implementing, for example, an internet or other network system (such as a local area network (LAN) or a wide area network (WAN) or a personal network. Access). Network 612 can include a server, a router, a network personal computer, a peer device or other common network node, a wireless telephone, or a wireless personal digital assistant. Internet connection environments are available in offices, enterprise-wide computer networks, and home computer systems. The transceiver device 614 can be located within the computer unit 602 or a modem/router unit external to the computer unit 602 and can be any type of modem/router, such as a cable modem or a satellite modem.
將瞭解,所展示之網路連接係例示性的且可使用建立電腦之間的一通信鏈路之其他方式。假定各種協定(諸如TCP/IP、訊框中繼、以太網路、FTP、HTTP及諸如此類)中之任一者之存在,且電腦單元602亦可以一用戶端-伺服器組態操作以准許一使用者自一基於web之伺服器擷取web頁。此外,可使用各種web瀏覽器中之任一者來顯示及操縱web頁上之資料。 It will be appreciated that the network connections shown are exemplary and other ways of establishing a communication link between computers can be used. It is assumed that any of various protocols (such as TCP/IP, Frame Relay, Ethernet, FTP, HTTP, and the like) exist, and computer unit 602 can also operate with a client-server configuration to permit one. The user retrieves a web page from a web-based server. In addition, any of a variety of web browsers can be used to display and manipulate the material on the web page.
該實例中之電腦單元602包含一處理器618、一隨機存取記憶體(RAM)620及一唯讀記憶體(ROM)622。ROM 622可係儲存基本輸入/輸出系統(BIOS)資訊之一系統記憶體。RAM 620可儲存一或多個程式模組,諸如作業系統、應用程式及程式資料。 The computer unit 602 in this example includes a processor 618, a random access memory (RAM) 620, and a read only memory (ROM) 622. ROM 622 can be a system memory that stores basic input/output system (BIOS) information. The RAM 620 can store one or more program modules, such as operating systems, applications, and program materials.
電腦單元602進一步包含若干個輸入/輸出(I/O)介面單元,舉例而言,至顯示器608之I/O介面單元624及至鍵盤604之I/O介面單元626。電腦單元602之組件通常經由一經互連系統匯流排628且以熟習此項技 術者已知之一方式而以連接方式通信及介接/耦合。匯流排628可係數種類型之匯流排結構中之任一者,包括使用各種匯流排架構中之任一者之一記憶體匯流排或記憶體控制器、一周邊匯流排及一區域匯流排。 Computer unit 602 further includes a number of input/output (I/O) interface units, for example, I/O interface unit 624 to display 608 and I/O interface unit 626 to keyboard 604. The components of computer unit 602 are typically connected to bus 628 via an interconnected system and are familiar with the art. One way the operator knows to communicate and interface/couple in a connected manner. The bus bar 628 can be any one of a plurality of types of bus bar structures, including a memory bus or memory controller, a peripheral bus bar, and a regional bus bar using any of the various bus bar architectures.
將瞭解,其他裝置亦可連接至系統匯流排628。舉例而言,一通用串列匯流排(USB)介面可用於將一視訊或數位相機耦合至系統匯流排628。一IEEE 1394介面可用以將額外裝置耦合至電腦單元602。其他製造商介面亦係可能的,諸如由Apple Computer開發之FireWire及由Sony開發之i.Link。裝置至系統匯流排628之耦合亦可經由一並行埠、一遊戲埠、一PCI板或用以將一輸入裝置耦合至一電腦之任何其他介面。亦將瞭解,雖然圖中未展示該等組件,但可藉由一麥克風及一揚聲器來記錄及再現聲音/音訊。一聲卡可用以將一麥克風及一揚聲器耦合至系統匯流排628。將瞭解,數個周邊裝置可經由替代介面同時耦合至系統匯流排628。 It will be appreciated that other devices may also be coupled to system bus 628. For example, a universal serial bus (USB) interface can be used to couple a video or digital camera to system bus 628. An IEEE 1394 interface can be used to couple additional devices to computer unit 602. Other manufacturer interfaces are also possible, such as FireWire developed by Apple Computer and i.Link developed by Sony. The coupling of the device to the system bus 628 can also be via a parallel port, a gaming device, a PCI board or any other interface for coupling an input device to a computer. It will also be appreciated that although such components are not shown in the figures, sound/audio can be recorded and reproduced by a microphone and a speaker. A sound card can be used to couple a microphone and a speaker to the system bus 628. It will be appreciated that several peripheral devices can be simultaneously coupled to the system bus 628 via an alternate interface.
可將一應用程式供應至電腦系統600之使用者,其係編碼/儲存於一資料儲存媒體(諸如一CD-ROM或快閃記憶體載體)上。可使用一資料儲存裝置630之一對應資料儲存媒體磁碟機來讀取該應用程式。資料儲存媒體不限於可攜式且可包括嵌入於電腦單元602中之例項。資料儲存裝置630可包含將一硬碟機及/或一可抽換式記憶體磁碟機分別耦合至系統匯流排628之一硬磁碟介面單元及/或一可抽換式記憶體介面單元(兩者皆未詳細展示)。此可致能資料之讀取/寫入。可抽換式記憶體磁碟機之實例包括磁碟機及光碟機。磁碟機及其相關聯電腦可讀媒體(諸如一軟磁碟)提供電腦可讀指令、資料結構、程式模組及用於電腦單元602之其他資料之非揮發性儲存。將瞭解,電腦單元602可包括此等磁碟機中之數種。此外,電腦單元602可包括用於與其他類型之電腦可讀媒體介接之磁碟機。 An application can be supplied to a user of computer system 600, encoded/storaged on a data storage medium such as a CD-ROM or flash memory carrier. The application can be read using one of the data storage devices 630 corresponding to the data storage media drive. The data storage medium is not limited to being portable and may include an example embedded in the computer unit 602. The data storage device 630 can include a hard disk drive and/or a removable memory drive coupled to one of the hard disk interface units of the system bus 628 and/or a removable memory interface unit. (both are not shown in detail). This enables reading/writing of data. Examples of removable memory drives include disk drives and optical drives. The disk drive and its associated computer readable medium, such as a floppy disk, provide non-volatile storage of computer readable instructions, data structures, program modules, and other data for computer unit 602. It will be appreciated that computer unit 602 can include several of these drives. In addition, computer unit 602 can include a disk drive for interfacing with other types of computer readable media.
由處理器618讀取應用程式且在其執行中對其進行控制。可使用RAM 620實現程式資料之中間儲存。實例性實施例之方法可實施為電腦可讀指令、電腦可執行組件或軟體模組。可替代地使用一或多個軟體模組。此等軟體模組可包括一可執行程式、一資料連結庫、一組態檔案、一資料庫、一圖形影像、一二進制資料檔案、一文字資料檔案、一目的檔案、一源碼檔案或諸如此類。當一或多個電腦處理器執行軟體模組中之一或多者時,軟體模組互動以致使一或多個電腦系統根據本文中之教示執行。 The application is read by processor 618 and controlled during its execution. The intermediate storage of program data can be realized using the RAM 620. The methods of the example embodiments can be implemented as computer readable instructions, computer executable components, or software modules. One or more software modules can alternatively be used. The software modules can include an executable program, a data link library, a configuration file, a database, a graphic image, a binary data file, a text file, a destination file, a source file, or the like. When one or more computer processors execute one or more of the software modules, the software modules interact such that one or more computer systems are executed in accordance with the teachings herein.
電腦單元602之操作可由各種不同程式模組控制。程式模組之實例係執行特定任務或實施特定抽象資料類型之例程、程式、物件、組件、資料結構、庫等。實例性實施例亦可藉由其他電腦系統組態來實行,包括手持式裝置、多處理器系統、基於微處理器之或可程式化消費者電子元件、網路PC、迷你電腦、大型電腦、個人數位助理、行動電話及諸如此類。此外,實例性實施例亦可在散佈式計算環境中實行,其中由透過一無線或有線通信網路連結之遠端處理裝置執行任務。在一散佈式計算環境中,程式模塊可位於本端及遠端記憶體儲存裝置兩者中。 The operation of computer unit 602 can be controlled by a variety of different program modules. An example of a program module is a routine, program, object, component, data structure, library, etc. that performs a particular task or implements a particular abstract data type. The exemplary embodiments can also be implemented by other computer system configurations, including handheld devices, multi-processor systems, microprocessor-based or programmable consumer electronic components, network PCs, mini computers, large computers, Personal digital assistants, mobile phones, and the like. Moreover, the example embodiments can also be practiced in a distributed computing environment where tasks are performed by remote processing devices that are coupled through a wireless or wired communication network. In a distributed computing environment, the program modules can be located in both the local and remote memory storage devices.
熟習此項技術者將瞭解,可在不背離如廣泛闡述之本發明之精神或範疇之情形下對特定實施例做出其他變化及/或修改。本發明實施例因此在各個方面應被視為說明性而非限制性。 Other variations and/or modifications may be made to a particular embodiment without departing from the spirit and scope of the invention as broadly described. The present embodiments are to be considered in all respects
儘管將遊戲機大體闡述為實施一輪盤遊戲,但該遊戲可採取遊戲之不同形式及圖形表示,包括但不限於表格遊戲、卡遊戲、數字遊戲、運動遊戲、勳章遊戲、拯救遊戲、售賣遊戲、視訊遊戲、音樂遊戲、娛樂遊戲等。獲勝組合亦可由不同遊戲規則支配。遊戲可包括(例如)可為玩家提供娛樂之任何運氣遊戲或技能遊戲。 Although the game machine is generally described as implementing a round of game, the game may take different forms and graphical representations of the game, including but not limited to table games, card games, digital games, sports games, medal games, rescue games, sales games, Video games, music games, entertainment games, etc. The winning combination can also be dominated by different game rules. The game may include, for example, any luck or skill game that provides entertainment to the player.
另外,獎勵不限於信用且可包括遊戲點數、忠心點數等。此 外,儘管已闡述可基於一結束遊戲按鈕或圖示之一致動而儲存遊戲狀態,但實例性實施例不限於此且可包括當一遊戲在進行中且在儲存後不退出遊戲時基於一可選擇儲存輸入(例如,一現在保存遊戲按鈕或圖示之致動)而儲存遊戲狀態。 In addition, the reward is not limited to credit and may include game points, loyalty points, and the like. this In addition, although it has been explained that the game state can be stored based on an end game button or a gesture of the illustration, the exemplary embodiment is not limited thereto and may include one based on when a game is in progress and does not exit the game after being stored. Save the game state by selecting Save Input (for example, an action to save the game button or icon now).
遊戲機可實施為實體或虛擬遊戲機,諸如經由網際網路、互動式TV、基於區域網路(LAN)或其他服務網路。虛擬遊戲機可實施於桌上型裝置或可攜式裝置上。對於實施為實體遊戲機之遊戲機,儘管在實例性實施例中已闡述觸控螢幕鍵,但亦可使用其他致動器(諸如機械鑰匙或拉/推把手)來玩遊戲機中所含有之遊戲。 The gaming machine can be implemented as a physical or virtual gaming machine, such as via the Internet, an interactive TV, a local area network (LAN), or other service network. The virtual game machine can be implemented on a desktop device or a portable device. For a gaming machine implemented as a physical gaming machine, although touch screen keys have been described in the exemplary embodiments, other actuators (such as mechanical keys or pull/push handles) may be used to play the game machine. game.
將進一步瞭解,狀態資訊可儲存於(例如)玩家識別卡中、伺服器中或各別遊戲機中。 It will be further appreciated that status information can be stored, for example, in a player identification card, in a server, or in a separate gaming machine.
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PCT/SG2012/000375 WO2014058385A1 (en) | 2012-10-08 | 2012-10-08 | A gaming machine and a method of restoring a game |
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CN113058264A (en) * | 2021-04-26 | 2021-07-02 | 腾讯科技(深圳)有限公司 | Virtual scene display method, virtual scene processing method, device and equipment |
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