Adaptive Mobile Device Gaming System
US-2017148261-A1 · May 25, 2017 · US
US10140816B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10140816-B2 |
| Application number | US-201615293751-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 14, 2016 |
| Priority date | Oct 17, 2009 |
| Publication date | Nov 27, 2018 |
| Grant date | Nov 27, 2018 |
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A system, apparatus, and method for preserving game state data for an asynchronous persistent group bonus game may have a plurality of gaming machines associated with the asynchronous persistent group bonus game and at least one network server having at least one processor and at least one non-volatile memory. The processor may be configured to determine whether a bonus game session is triggered on any of the plurality of gaming machines; and if the bonus game session is triggered, display live game monitor activities, and periodically save the persistent bonus game state and other data on the at least one non-volatile memory.
Opening claim text (preview).
What is claimed is: 1. A non-transitory program storage device readable by a machine tangibly embodying a program of instructions executable by a processor of the machine to perform a method for preserving persistent bonus game state data for an asynchronous persistent group bonus game on at least one network server configured to communicate with a plurality of gaming machines, the non-transitory program storage device comprising: instructions for receiving an indication that a primary game of chance is being played on at least one of the plurality of gaming machines by a player; instructions for obtaining wager information for the primary game of chance on the at least one of the plurality of gaming machines; instructions for interacting with the asynchronous persistent group bonus game via the at least one network server, the asynchronous persistent group bonus game having persistent bonus game state data; instructions for initiating a session of a local bonus game that operates in conjunction with the asynchronous persistent group bonus game, the local bonus game having local bonus game state data; and instructions for updating the asynchronous persistent group bonus game to include at least a portion of the local bonus game state data, wherein other players can play the asynchronous persistent group bonus game using at least a portion of the local bonus game state data when playing another session of a local bonus game that operates in conjunction with the asynchronous persistent group bonus game, wherein the asynchronous persistent group bonus game remains active after the session of the local bonus game ends to permit a plurality of players to concurrently play the asynchronous persistent group bonus game. 2. A non-transitory program storage device as recited in claim 1 , further comprising: instructions for transmitting, by the at least one network server, the persistent bonus game state data associated to the at least one of the plurality of gaming machines. 3. A non-transitory program storage device as recited in claim 1 , further comprising: instructions for displaying the persistent bonus game state data on a community display as well as on multiple displays associated with the plurality of gaming machines. 4. A non-transitory program storage device readable by a machine tangibly embodying a program of instructions executable by a processor of the machine to perform a method for preserving persistent game state data for an asynchronous persistent group game on at least one network server configured to communicate with a plurality of gaming machines, the non-transitory program storage device comprising: instructions for receiving an indication that a primary game of chance is being played on at least one of the plurality of gaming machines by a player; instructions for obtaining wager information for the primary game of chance on the at least one of the plurality of gaming machines; instructions for operating the asynchronous persistent group game via at least one network server, the asynchronous persistent group game having persistent game state data; instructions for initiating a session of a local game that operates in conjunction with the asynchronous persistent group game, the local game having local game state data; and instructions for updating the asynchronous persistent group game to include at least a portion of the local game state data, wherein other players can play the asynchronous persistent group game when playing another session of a local game that operates in conjunction with the asynchronous persistent group game, and wherein the asynchronous persistent group game remains active after the session of the local game ends to permit a plurality of players to concurrently play the asynchronous persistent group game. 5. A non-transitory program storage device as recited in claim 4 , further comprising: instructions for transmitting player data for the player to the at least one network server, and instructions for transmitting, by the at least one network server, persistent game state data associated with the player data to at least one of the plurality of gaming machines. 6. A non-transitory program storage device as recited in claim 4 , further comprising: instructions for determining if the player is a new player to the asynchronous persistent group game, and instructions for obtaining previously saved persistent player data obtained from a game database, if it is determined that the player is not a new player to the asynchronous persistent group game, wherein the previously saved persistent player data allows the player to play the session of the local game that operates in conjunction with the asynchronous persistent group game using game play assets obtained from the player's previous play of the asynchronous persistent group game. 7. A non-transitory program storage device as recited in claim 4 , further comprising: instructions for receiving an input to use at least one of the game play assets to play the asynchronous persistent group game. 8. A non-transitory program storage device as recited in claim 4 , wherein the updating further comprises: instructions for determining whether a game state saving event occurs, and instructions for saving persistent player data on at least one non-volatile memory when it is determined that the game state saving event occurred. 9. A method for preserving persistent game state data for an asynchronous persistent group game on at least one network server configured to communicate with a plurality of gaming machines, the method comprising: receiving an indication that a primary game of chance is being played on at least one of the plurality of gaming machines by a player; interacting with the asynchronous persistent group game via the at least one network server; initiating a session of a local game that operates in conjunction with the asynchronous persistent group game, the local game having local game state data, the session of the local game being for the player; and updating the asynchronous persistent group game to include at least a portion of the local game state data, wherein other players can play the asynchronous persistent group game when playing another session of a local game that operates in conjunction with the asynchronous persistent group game, and wherein the asynchronous persistent group game remains active after the session of the local game ends to permit a plurality of players to concurrently play the asynchronous persistent group game. 10. The method of claim 9 , wherein the method comprises: determining if a subsequent game session is triggered for the player; and recalling previously saved persistent player data from at least one non-volatile memory if it is determined that a subsequent game session is triggered, wherein the previously saved persistent player data allows the player to play the subsequent game session using at least one game play asset obtained from the player's previous play of an earlier game session. 11. The method of claim 9 , wherein the method further comprises: receiving an input to use the at least one game play asset to play the asynchronous persistent group game. 12. The method of claim 11 , wherein the input is a request to buy, sell or trade a game play asset with another player. 13. The method of claim 9 , wherein the method comprises: obtaining wager information for the primary game of chance on the at least one of the plurality of gaming machines. 14. The method of claim 9 , wherein the asynchronous persistent group game is in use as at least part of a tournament.
Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes · CPC title
Video games, i.e. games using an electronically generated display having two or more dimensions · CPC title
depending on the stopping of moving members {in a mechanical slot machine}, e.g. "fruit" machines · CPC title
Display means · CPC title
Betting, e.g. on live events, bookmaking · CPC title
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