Gaming system having multiple gaming machines which provide bonus awards
US-9224266-B2 · Dec 29, 2015 · US
US10235840B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10235840-B2 |
| Application number | US-201715439499-A |
| Country | US |
| Kind code | B2 |
| Filing date | Feb 22, 2017 |
| Priority date | Jan 19, 2012 |
| Publication date | Mar 19, 2019 |
| Grant date | Mar 19, 2019 |
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Official abstract text for this publication.
Systems and methods in accordance with embodiments of the invention operate a time enabled hybrid game. A time enabled hybrid game includes a real world engine constructed to provide a randomly generated payout of real world credits from at least one wager in a gambling game, an entertainment software engine constructed to execute an entertainment game providing outcomes based upon a player's skillful play of the entertainment game and a game world engine constructed to monitor the output of a clock during the player's skillful play of the entertainment game detect a unit of time based on the monitored output of the clock; and trigger the at least one wager in the gambling game based on the detection of the unit of time.
Opening claim text (preview).
What is claimed is: 1. A distributed gaming system, comprising: an electromechanical gaming machine constructed to receive real credits from a user connected to a real world server by a communication link; the real world server connected to a game world server by a communication link, wherein the real world server is constructed to: receive from the game world server via the communication link, a trigger of a wager; execute the wager to determine a randomly generated payout of real credits using a random number generator; and distribute to the game world server via the communication link, the randomly generated payout of real credits; an entertainment software server connected to the game world server by a network, wherein the entertainment software server is constructed to: execute an entertainment game having a game world clock in a game world environment, and an entertainment game element that is consumed by an action of a player in the game world environment; distribute to the game world server via the network, an output of the game world clock and the player action; receive from the game world server via the network, control information including an amount of the entertainment game element in the game world environment; make available to the player the amount of the entertainment game element during the player's skillful play of the entertainment game; and provide outcomes based upon the player's skillful play of the entertainment game and use of the amount of the entertainment game element; generate a visual display of the entertainment game; and the game world server connected by the communication link to the real world server and connected to entertainment software server by the network, wherein the game world server is constructed to: interface the entertainment software server to the real world server over the network by: receiving from the entertainment software server via the network, the output of the game world clock and the player action; monitoring the output of the game world clock during the player's skillful play of the entertainment game; detecting passage of a unit of game world time in the game world environment based on the monitored output of the game world clock; distributing to the real world server via the communication link, the trigger of the wager in based on both the detection of the passage of the unit of game world time in the game world environment, and on the entertainment game element being consumed by the action of the player in the game world environment; receiving from the real world server via the communication link, the randomly generated payout; and controlling the entertainment software server by: determining, based on the randomly generated payout, the control information including the amount of the entertainment game element available in the game world environment to the player while playing the entertainment game; distributing to the entertainment software server via the network, the control information; and accreting, based on the randomly generated payout, an amount of game world time in the game world environment for use by the player while playing the entertainment game. 2. The distributed gaming system of claim 1 , wherein triggering the wager in the gambling game further includes determining the amount of real credit committed to the wager. 3. The distributed gaming system of claim 2 , wherein the amount of real credit committed to the wager is determined on the basis of the unit of game world time. 4. The distributed gaming system of claim 1 , wherein the game world server and the real world server are implemented on a same processing apparatus. 5. The distributed gaming system of claim 1 , wherein the communication link connecting the game world server and the real world server utilizes the network.
Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements · CPC title
Games involving skill, e.g. dexterity, memory, thinking · CPC title
wherein the player is informed, e.g. advertisements, odds, instructions · CPC title
Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine · CPC title
Betting, e.g. on live events, bookmaking · CPC title
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