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MXPA99003873A - Personal computer lottery game - Google Patents

Personal computer lottery game

Info

Publication number
MXPA99003873A
MXPA99003873A MXPA/A/1999/003873A MX9903873A MXPA99003873A MX PA99003873 A MXPA99003873 A MX PA99003873A MX 9903873 A MX9903873 A MX 9903873A MX PA99003873 A MXPA99003873 A MX PA99003873A
Authority
MX
Mexico
Prior art keywords
game
player
code
entertainment
lottery
Prior art date
Application number
MXPA/A/1999/003873A
Other languages
Spanish (es)
Inventor
Kaye Perry
Original Assignee
Kaye Perry
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kaye Perry filed Critical Kaye Perry
Publication of MXPA99003873A publication Critical patent/MXPA99003873A/en

Links

Abstract

A method and system for playing a lottery type game include a gaming piece (340) which includes a predetermined code (steps 11, 17) having data indicating whether a player wins or loses the game (steps 19, 26, 54), the data being unrecognizable to the player such that the player does not know the outcome of the game prior to play of the game. The code is stored on the gaming piece (340) in a memory device (342). The gaming piece is reusable with different codes. The code is read by a processor (360). The processor presents an amusement game (366, 368, 370) on a display for play by the player, and the player controls game play by inputting game parameters to the processor. The processor controls the outcome of the amusement game played by the player based upon the code (steps 19, 54, 372). A display provides an indication to the player of a game win or loss based on the code.

Description

LOTTERY GAME FOR PERSONAL COMPUTER RELATED REQUEST The present application is a continuation application in part of United States Patent Serial No. 08 / 418,011, filed April 6, 1995, entitled "Lottery Game for Personal Computer," and now United States Patent No. 5,569,082 .
TECHNICAL FIELD OF THE INVENTION The present invention relates to personal computers, and more particularly to a casino / lottery type game that allows the player to acquire the game pieces which includes a means for storing the data that will be used to play the game.
AN ECEDENTS OF THE INVENTION The present invention relates to a method and system for administering, operating and playing a game in which a player has the opportunity to win and the result of that opportunity is shown in an interesting, fun and exciting way. An important application of the invention is found in the operation of opportunity games in which a person has a chance to win and then knows the results in an interesting and fun way. Some of these games are usually known as lotteries or raffles. The operation and development of these games includes having a chance to win and then at some point a simple and usually quick action shows the outcome of the game. As an example, the game of what is called a scratched lottery game is as follows. A player acquires a chance to win in the form of a card that has symbols and a covered area that hides the outcome of the game. In this type of game the chances of winning are controlled by the number and type of cards that were created. The player scrapes the covering that covers the hidden area, which reveals the result of the game by means of the symbols or words that are under the coating. This activity gives the player moments of excitement.
There are inherent problems in the current game systems which arise from: (a) the low level of emotion that is generated when the result of the game is shown; (b) the fact that it only takes a few minutes to play the game; (c) insufficient interaction of the player with the game except for the boring scraping of the coating; (d) the need for excessive storage space to store the different sets of all available printed game cards; (e) monitoring and control of game cards; (f) simple games that do not involve challenge; (g) garbage caused by scraping the coating; (h) the limited number of games since the only variations of the games are the use of different symbols, colors or locations of the symbols; (and) fraud caused by the theft and / or cheating of the game cards; (j) waste caused by the need to print and store many different game cards to keep players interested; () restricted access to minors; and (1) permission for monitoring and control of the global and regional system. There are many ways in which these problems are solved by means of the present invention and there are many other ways of applying this invention to create new and exciting games. Players want a game that has variety, excitement, a multisensory game display, that provides players with choices and choices. The game operators want a game that has controllable possibilities, is easy to operate and manage, to increase their sales, help eliminate fraud and control their inventory. In support of these facts, it is considered that any improved design of said game should incorporate the principle of allowing a player to have at least one chance to win, in a game of opportunity, and then provide an exciting and interesting display for the result of that opportunity The deployment method would be even more interesting if the player could choose it and if many companies could participate in the creation of the games that display the result. A need has arisen for a system for managing and operating a game that solves some problems associated with known systems.
BRIEF DESCRIPTION OF THE INVENTION In accordance with the present invention, a method and system for playing a lottery type game is provided. The player acquires a game piece which includes a predetermined code that has information indicating whether the player wins or loses the game, the information being unrecognizable to the player, so that the player does not know the result of the game prior to the game. Playing. The predetermined code is stored in the game piece in a memory device. The game piece can be reused with different codes. The code is read by means of a processor. The processor presents the player with an entertaining game introducing the game parameters to the processor. The processor controls the outcome of the game played by the player based on the predetermined code. A display gives the player an indication of a game won or lost based on the predetermined code.
\ BRIEF DESCRIPTION OF THE DRAWINGS For a more complete understanding of the present invention and for further advantages thereof reference is made to the following description of the preferred embodiments together with the accompanying drawings in which: Figure 1 is a block diagram of the basic components of the present game; Figure 2 is a block diagram of the basic steps of the self-contained mode of the present game; Figure 3 is a computer flow chart illustrating the operation of the self-contained mode of the present game; Figure 4 illustrates a sales device used to acquire game media for the self-contained mode of the present game; Figure 5 illustrates a deployment device for the self-contained mode of the present game; Figure 6 illustrates a block diagram of the online mode of the present game; * Figure 7 illustrates a block diagram of a compatible system for use with the present game; Figures 8-13 are computer flow diagrams illustrating the present software; Figure 14 is a block diagram of the basic steps for the use of the present game means; . Fig. 15 is an enlarged plan view of a game piece for use with the present invention; Figure 16 is a block diagram of the multiple game mode of the present invention; Figure 17 is a block diagram of the network system of the present invention; Figure 18 is a block diagram of the fund raising mode of the present invention; and Figure 19 is an illustration of an additional game piece for use with the present invention.
DESCRIPTION OF THE PREFERRED MODALITIES Figure 1 is a block diagram of the basic components of the present system. Block 10 shows that the beginning of the system needs a secure system to generate, control and track the secret symbolic codes that signify the result of the particular opportunity game played by the player. These codes are called Destination Codes since their primary function is to store the result of the opportunity game. In addition, the codes can store other information that helps to play the game, track the game, security of the game and other information that can improve the game. If the player knows the procedure to decode the destination code, the player would be able to determine whether the destination code contained a chance to win or an opportunity to lose. The total and actual result of the game is encoded in the destination code. When decoding the destination code it is revealed if the game was a winner or loser, and if it was a winning game, the prize won. The system to generate the destination codes stores the codes in a secure medium called Game Media. The process for storing the destination codes in the game medium is identified in block 11, and the game means is represented in block 12. The process of storing the destination codes in the game medium depends on the type of medium of used game. Yes, for example, the game medium is paper, then the storage of the destination codes is by means of printing. If the game medium is a computer, then the storage of the destination codes includes magnetic or laser techniques. The game medium allows storage of several destination codes. Security can be added to provide an obstacle to theft and fraud. As used herein, the terms Game Medium, Game Media and game piece include, but are not limited to, a paper ticket, or a token or casino chip that simulates a coin. The characteristics of all the game pieces used with the present invention are that the piece includes the destination codes stored therein, whether by means of printing, or an integrated memory circuit device. Once the destination code is generated and stored, a player can acquire that destination code and use the code in when playing the game. Since the destination code stores the actual result of the game, the code must be processed to discover how I should play the game. Block 13 indicates the step of deciphering and. decoficia a destination code. By using the code, the player is now allowed to play an entertainment game represented by block 14. The game can be a completely random game if the player achieves points or prizes. The game is purely for the fun of the player, and is used to give the feeling of a completely random opportunity game. An example of the game is a horse race in which the player is given a predetermined number of dollars to bet. At some point, either at the discretion of the player or because of the need for the game (whether all races have been run or the player has run out of money), the entertainment game comes to an end. Now the system starts to play the real game that is shown in block 15. The purpose of the real game is to unfold, in a nice way, the real prize that is stored in the target code and display the results of the game as if there were a completely random element. An example of how the real game interferes with the horse racing game is as follows. In this example, the real game is a lottery. The player could use the winners of the horse race game to acquire fictional lottery tickets. The player can let the computer select the tickets or he can select them. If the player no longer has money the system will give a prize to a lottery ticket for the player. At this moment the * update game determines the outcome of this game using the destination code. If the destination code indicates that the player is going to win $ 25.00, then the system will select and display numbers that match the player's fictional lottery ticket in a combination that the person wins $ 25.00. If the destination code indicates that the player is going to lose, then the system will select and display numbers that do not match those of the player's fictional lottery ticket so that the player will see a lost game. For example, assume that the real game needs to match three numbers to win $ 25.00, and the player has two lottery tickets. The first ticket contains the numbers 1, 2, 3, 4, 5, 6 and the second number contains the numbers 20, 21, 22, 23, 24, 25. If the destination code states that the player must win $ 25.00, the Update game will select a set of numbers that makes the player win the actual prize of $ 25.00. The update game displays, in a pleasant and apparently random way, the numbers that have been chosen. The winning lottery numbers 21, 30, 6, 23, 24, 4 three of these match the second lottery ticket (21, 23, 24) and there are not enough numbers to make the first ticket win. If the destination code indicates that the player should not win, then the update game will select a set of numbers that do not create a winning combination for any lottery ticket, for example, the numbers 1, 2, 20, 21, 50, 60 or 51, 52, 53, 54, 55, 0. The games of block 14 and block 15 can function as a system, such as a poker game. The entertainment / update game receives the destination code which then establishes a game won or lost. The system displays a deck of cards and a deployment key that shows the cards placed and the rules of the game. The key can illustrate 1 pair = $ 10, 3 of the same suit = $ 15, 2 pairs = $ 20, one run = $ 50 and an imperial flower = $ 100. The system shows the player five cards, for example, a 10, a jack, 4,6 and a 8. The player discards the 4, 6, 8 and the system, depending on the target code, will display cards that provide a winning hand or loser. If the code indicates that the player is going to win $ 10, cards 10, 2 and 4 must be dealt, so that the player has 10, 10, joto, 2, 4. Two tens, 1 pair, wins $ 10.00. The rules of the game will be sent in this way so that the destination code can have full control and freedom to display the actual game outcome. If the previous example is meant to be a loser then cards such as 2, 3, 4 would have been dealt. Block 16 indicates the exchange of winners. A player gives the game medium a system of exchange and verification in order to verify the validity of the game medium and the destination code and receive payment of the winning games, if the player has won or shows that the player has lost the game. Figure 2 is a block diagram of the basic components of the self-contained entertainment / update mode of the present game. This system allows the player to acquire a game medium with at least one destination code in order for the player to play an exciting game and discover the outcome of the game without human intervention. Block 17 represents the acquisition of a game medium. The acquisition may be in any form, for example, from a vendor or an automatic destination code machine shown in Figure 4. The game means includes one or more stored destination codes. A player who wishes to acquire destination codes reads the instructions on the instructions 33 press screen of a sales device (figure 4) and answers questions such as how many tickets do you want to buy? . Money is introduced into a bill validator 34. A game media reader / writer 35 creates a new game medium or adds new destination codes to an existing game medium. The sales device may have predetermined destination codes stored in it or it may connect online and act as a destination code terminal similar to an ATM bank. This allows many sales devices to give destination codes under the control of a single organization and through a single computer or network. - The players give the game medium, in block 18 (figure 2), a self-contained entertainment + update device shown in figure 5 and allow the player / writer of the game medium 36 to read the destination codes from the medium of game. The self-contained entertainment + update device then reads the destination codes in any order or sequentially. If a destination code has not been used, the device will allow the person to play the game to discover the hidden result in the destination code. Figure 5 illustrates a slotted type machine. In block 19 (figure 2) the player pulls the handle 38 (figure 5), and the reels on the screen 37 rotate and stop in an order that shows the result indicated by the destination code. Figure 5 illustrates the display 37 showing a losing combination, 1.00, 2.00, 2.00 dollars on the payment line 40. The key showing which combinations are valid winners is displayed on the game instruction screen 39. Screen 39 is a programmable screen that allows you to play with any possible winning combinations of destination codes. Figure 5 illustrates screen 39 for a game in which the maximum real prize is $ 10 as it controls the destination code. If the destination code indicated that the actual prize can be up to $ 1, 000, the game instructions screen will dynamically display this information. Now that the game has been played and a destination code has been decoded and decoded, the game medium is marked by means of reader / writer of the game medium 36 (Figure 5) to show that a particular destination code has been played. . If the player won in block 20, the entertainment + update device can pay the prize through the payment slot 41 (figure 5) or the device will give the player the result or trade instructions on the game instructions screen 39. The reader / writer of the game medium 36 marks the game medium to show that the card contains a winner or a loser and that the destination code has been used. The swap can also be achieved in the automatic destination code machine, Figure 4. A player allows the automatic destination code device (Figure 4) to read the game medium in the reader / writer of the game medium 35. The Instruction screen 33 will display instructions and information about the game medium and stored destination codes. The payment can be received through the payment slot 42. Referring to Figure 3, the program of the entertainment device + self-contained update operates in the following manner. The system reads the game medium and checks to see if the game medium has been used in block 21. If the medium has been used, the entertainment + update device displays an error in display 24 and exits. If the game medium has not been used, the program checks to see if the destination code is valid in block 22. If the code is not valid, that is, there is evidence of cheating or fraud, the entertainment device + update it will notify security in block 23, it will display an error in deployment 24 and then it will exit. If the destination code is valid in block 22 then the entertainment + update device will decrypt the destination code and decode the destination code in block 25. This operation renders the destination code readable. A determination is made in block 26 to see if the destination code indicates winning or losing. If the destination code is a loser, then the system establishes game variables so that the game will display a losing result in 'block 27. If the destination code is a winner, then the system sets game variables so that the game will display a winning result in block 28. The player starts playing in block 29 and then the result of the destination code is shown in the entertainment + update screen 37 (figure 5). The game medium is marked in block 30 to show that the particular destination code has been used. If there is a real prize to be exchanged in block 31, the system in block 32 pays the prize or instructs the player to take the game medium to a trade place. Figure 6 illustrates the online mode of the present game. The player acquires at least one destination code in a game medium in block 43. The player brings the game medium to a home computer or an interactive television system or some type of online service device 44 called the terminal of the player A connection is made in block 45 between the player terminal 44 and the online system block 46. The online system 46 controls a game as shown in Figures 8-13. Block 46 indicates the basic components necessary for the implementation of online use. The online system will require the player's destination code in block 47 and then check the destination code to see its validity. If the destination code is valid and has not been played, the online service will decrypt and decode the destination code in block 48. The online service now plays an entertainment game interactively with the player in block 49. The player is rewarded with fictitious prizes and plays until the player wishes to play the update game or until the rules of the game allow it. The online service now interactively plays an update game with the player in block 50. The update game uses the fictitious prizes to give the appearance that the prizes have a value in the update game. The update game then unfolds in an interesting and exciting way the result of the game that was hidden in the destination code. The online system can store destination codes and does not allow codes to be played twice. The player will now take the game medium to a redemption center and ask for the actual prize, if there is one, in block 51.. Referring to Figure 7, a block diagram of a further embodiment of the present system is illustrated. The player acquires at least one destination code that is compatible with the present software, and is stored in the game medium in block 52. The player now acquires a compatible game in block 53. Any compatible game will be able to determine the result of any compatible destination code. Since only the outcome of the game is stored in the destination code, and not the way in which the game or its rules are to be played, many different types of compatible games will be developed to attract many different tastes and interests.
Playing the compatible game allows the player to discover the result of the compatible target code in block 54. Then the compatible game will instruct the player on how to claim the actual prize, if any is won, in block 55. Referring to 'the Figures 8-13, the software flow diagrams are illustrated for the present game. The program starts in the start block 110 where the player turns on the program. The program will run as a stepped computer program. The program is loaded into memory, and will set the program variables and display a welcome screen. The system will request at least one player destination code in block 112. In order for the player to have access to this program, the player will need to enter a destination code. This destination code is stored in a separate location. For example, this destination code can be located on a piece of plastic that is attached to the floppy disk or CD ROM which stores the program. The piece of plastic, for the disc to be used, must be detached. Once the piece of plastic is broken, the piece can be opened like a book to reveal the destination code. The destination code includes coded control information for security purposes, such as, for example, manufacturer code, lot number, game type, game version number and information. ' Program information includes whether the program is a winner or a loser, how much money the program earns; the minimum prize for this game; the maximum prize for this game; and details related to the game. This destination code will be the real number that can be entered in a redemption place to indicate whether or not the game medium contains a winning game, regardless of whether the game is played or not. The destination code is the control number that is kept separately and physically off the disk. In block 112 the destination code is needed. There will be a revision in block 114 to see if that destination code is valid. If there is a missing number, or if the number is not within the valid number scale, then the program will be returned and will request a number again. This sequence can be extended by adding the feature that after a certain number of destination code entries the disquette is cleaned so that if a player is only trying to discover which destination codes they win and lose they will be blocked. If the destination code is valid, the program will read a history file in block 116. In this history file there will be information such as the number of times the game medium was played, information on how many times this particular player has played, information different habits that this player has when playing and general information about what happened during the game. The BIO serial numbers of the computer of different computers in which the game medium has been used will be stored so that when a winner comes to claim a prize, the game authorities can process that disk and see how many different computers are used. has played the disc and then verify the fraud. The history file will be used to review security. The history file can also be used to show the player how many times he has won and lost, so that the player can keep a record for tax purposes. Block 118 is a decision block identified as a secret game because a lottery has been played. To increase sales, a lottery operator may wish to have the development of the game only once. If this is the case, after the lottery game has been played the game medium is declared unusable by means of a secret key. At this moment the game state is verified. If the game is a winner, it will be displayed on a screen that is a winner, if the game is a loser, the final results will be displayed and the player can not play that game again. This is a security measure. If the game has been given a secret key, then an error will be displayed on the path in block 120 along with the final state of the game. The game can not be played anymore and the program comes out in block 122. If the game has not been given a secret key, this means that this is the first time the game has been played or the game has not been finished. Block 124 displays the Address Entry, Video Music and Screen Credits. This will be the main welcome screen. At this time, the program will display information, which includes, for example, a video that describes the different games that are available. The video may include scenes from the Old West or a space theme. If the game is a riddle, the elements of the riddle must be described. The program will wait for a key or button to be pressed in block 126. As soon as the key is pressed, the program proceeds to block 128 to display the main menu of the game and allow selection of the game. The menu can be in the form of a street painting, a horse or people racing track, a casino, and a lottery exchange center. The games that include horses, block 130; game 21, block 134; and lottery, block 132, are given for purposes of illustration and are only examples of some types of games that may be used with the present invention. • At this moment in the game, the player can get into the game. The displays can illustrate a city with a road map or real visions in which the player can click to reach different places. The player can play the game as an interactive adventure game. The last end allows the player to really play the game and get involved in it. If the game is a murder mystery of some kind; the player can find keys and then play Sherlock Holmes, once the player solves the crime, the player will win fictitious prizes that allow him to win additional fictitious opportunities for the lottery icon at the end of this game. Referring to Figure 9, if the player selects game 21, block 134 (Figure 8), the program will check block 138 to see if the player has money. If the player has more than zero dollars, then he can continue with the game. If the player does not have money, the program will show a non-money message in blog 140 and the player will return to the game menu, in 128 (figure 8). If the player has more than zero dollars, game 21 is shown on block 142. Game 21 can display a carver on the screen, along with a person watching as in a casino in the year of 1995, or the game is based on an old west casino theme, it can include ambient music, and girls dancing on stage with a dirty old cowboy handing out the cards.
After game 21 is shown on the screen, the program requests a bet in block 144. The player places a bet. In block 146 a decision is made; if the bet is greater than the money the player has, an error is displayed in block 148 and another bet is requested. If the bet is less than the money the player has, the bet is accepted in block 150 and an operation is performed to subtract the amount of the bet from the money variable (the money the player has) and to increase the variable of bet with the amount of the bet. For example, if the player has $ 10 in his money variable, and he makes a $ 5 bet, the bet variable will increase by $ 5 and the money will decrease from $ 10 to $ 5. • In block 152 the system and the player's history files are updated. The history file is a detailed security file. The player's history file will have information about game statistics; for example, how many hands the player has won or how many hands the player has lost. The game history file will have more detailed information, for example, if the program was terminated through a cheat program or modified by some unconventional means, and these incidents will be followed up to help stop the fraud. In block 154, a decision is made to determine whether the main menu button was pressed. The player can start a hand and can decide that before the hand is dealt he wants to return to the main menu. If the player reaches that point and places the bet, the player can click on the Go to Main Menu button at the bottom of the screen. At this time the program will return your block bet 156, for example, remove $ 5 from the bet variable and add them to the money variable. This will return the program to block 128 (figure 8). If the player does not press the Go to Main Menu button, block 154, then he will play a hand of 21 in block 158. The program can flow as follows. The program deals the cards. In this game the house will be the computer. The player will play against the computer. If the result of block 160 is that the player won, then the winnings are added to the money variable in block 162, so that if the player's hand is a 10 and a jack, and the dealer has a 10 and a 7 the player wins. The $ 10 gain would be added to the variable money and the bet variable would be zero. If the player loses in block 164, then the bet variable stays at zero and the house winnings increase by $ 5.00. If the hand results in a push in block 166, ie the player or the house had the same hand and the carved can not take another card, for example, both have a 10 and an 8, then the bet is add again to the player's money account and there is no gain or loss. In block 168 the history file is updated. The player can then decide to continue the game again in block 170 or return to the main menu, block 128 (figure 8). Referring to Figure 10, the program for block 130 (Figure 8) of horse game is illustrated. In block 174, the system checks to see if the player has more than zero dollars. If the money variable is not greater than zero, block 176 shows a message and the player goes to block 128 (figure 8) of the game menu. If the player's money variable is greater than zero, the horse race screen is displayed in block 178 and a bet is requested in block 180. If the bet is greater than the money available, determined in block 182, an error is shown in block 184 and another bet is requested. If the bet is not greater than the available money, the bet will be accepted in block 186 and then subtracted from the money variable and added to the bet variable. If the player has $ 100 and bets $ 10 on horse No. 2, the amount of bet on horse No. 2 is increased by $ 10. In block 188 the history file and the history file of the player are updated. In block 190, the status of the Go to Main Menu button is reviewed. If the button is pressed, the bet will be returned in block 192 and the player will return to the game menu in block 128 (figure 8). If the main menu button is not pressed, in block 194 the horse race is run and the result is shown in block 196. The display of the race in block 194 can show actual horse videos or a screen animated by computer. The player could even be a jockey and run the race. If the player loses, the bet will be subtracted in block 198 and the history file and player history file are updated in block 200. If the player wins, the winnings are calculated in block 202. In block 204 , the player can continue or return to block 128 (figure 8) of game menu. Simultaneously referring to Figures 11, 12 and 13 a third game, lottery, block 132 (Figure 8) is illustrated, for use with the present invention. A welcome screen is displayed in block 208. The system checks to see if the player's money variable has more than zero dollars in block 210. If the money variable does not contain more than the price of a lottery ticket, The system will give the player the price of a single lottery ticket or any predetermined amount in block 212. In block 214, the system checks to determine if the money variable is greater than zero to determine if the acquisition of more lottery tickets. There are methods in which lottery tickets can be purchased. In the decision block 216, the player selects either a random choice ticket, in which the computer selects in block 218 all the lottery numbers for the player or the player can select the numbers in block 220. In the block 222, a review is conducted to determine if this ticket is a duplicate. If the ticket is a duplicate, a duplicate ticket error is displayed in block 224 and the program returns to block 214. For the random ticket, if a duplicate ticket is determined, the computer selects a number again until it is not selected a duplicate. If this ticket is made by decreasing the money variable of the cost of the ticket. Referring to Figure 12, the system will then display the purchased ticket in block 230. A decision is made in block 232 to determine whether the money variable contains more than zero dollars. If the money variable has them, the program returns to block 214 (figure 11) and the program continues to acquire tickets until the player has used all the dollars in the money variable. The program calculates the predetermined result in block 234 using the destination code that has already been decrypted and decoded in block 112 (FIG. 8). The result can be determined, for example, by comparing the destination code with a table to determine if the number is a loser or a winner and the size of the prize, if any. For example, if the series of digits in the destination code indicates that the game is a $ 75 winner, then the system will place a winning lottery icon. The decision is made in block 236. If the card is not a winner, then the computer will randomly select a set of losing numbers in block 238. The computer will randomly select a set of numbers and then check to see if any of the The cards match that set of numbers in a winning manner. If none of the cards match in a winning manner, that number set will be displayed in block 240 in an exciting and interesting lottery-like display. The set of numbers could be displayed by turning a wheel or choosing a ball from a box full of air. This will give the appearance of randomness although the result was predetermined at the time the destination code was created. if this card is a winner, then the system will select at least one of the lottery tickets that will be the winner in block 242. In block 244, the system will take into consideration the payment methods when selecting the winning number. For example, if the destination code contains a winner of $ 75.00, the computer can let a ticket win $ 75 or 3 tickets win $ 25 each, if the player has three lottery tickets. This is the main reason for not allowing tickets to be duplicated. If a player had $ 11 and selected 11 of the same tickets and this card was winning, there could not be a nice way to give a $ 75 prize to 11 different tickets that had the same sequence of numbers. The reason a player is given a ticket is because if the card is a winner, the program must have at least one lottery ticket to show the result of the destination code. Now block 240 displays the numbers one at a time as if they will be randomly selected. Referring to Figure 13, in block 246, the program stores the statistical and historical information of the player in a location selected by the player so that the player can keep track of their games. In block 24'8, this file is copied to the game medium so that the organization that operates the game can also track the player's habits. You can use a conventional format, for example, on the player's computer a PC file can follow the history of each game played. This file can be copied to the game medium to develop a complete history of the different things that this player has been doing and his information can be used for marketing and security purposes. Block 250 allows the player to print the game results and other statistics. If an impression is desired, a ticket with secret key control information is printed in block 252. In block 254 an investigation is made to ensure the ticket has been properly printed. If the game is designed to run only once, the game medium has a secret key in block 256. In block 258, the player makes a decision to end the game or return to the game menu, bloquyel28 (Figure 8 ). If the player decides to finish the game, a screen will be displayed that tells the player how to redeem his prize, if he has won any. The game medium is taken to the exchange center. The exchange center processes the destination code and gives any prizes that are due. Referring now to Figure 14, the present method will now be described with respect to the use of game pieces in the form of casino tokens or tokens containing destination codes to enable a player to simulate betting games with cash. In step 300 a series of destination codes are generated based on a specification set by 'an operator. These destination codes can be created at the same time and then stored in an inventory of destination codes, or the codes can be created on the fly. If the destination codes are general at the same time, the operator has control over the possibilities of the lottery game and would be able to determine the profit of a complete game in case all the game pieces were sold. If an operator generates the destination codes at the same time, the operator can adjust the chances of winning the lottery by setting certain parameters or by allowing the present system to operate randomly. Both systems have advantages. The system that uses parameters will leave a set of winners numbers or set a number or value of the prizes. Before the actual destination codes are established, the system can check to determine if one of the maximum rewards to be given has been exceeded. If the maximum prize has been exceeded, the system will generate non-winning destination codes. If the maximum prize has not yet been awarded, the system will randomly generate winning or non-winning destination codes. The operator of the game would control the value of the prizes that are going to be given, but he would not know which winning piece contains the winning destination codes. The system requires reinitialization so that all prizes will not be rewarded. Alternatively, the system could make new prizes available based on some external factors, for example, the passage of a certain number of days, or having reached a certain level of ticket sales of game pieces. An additional way to achieve the control of the prizes is to establish the possibilities of winning specific prizes and then allow the system to randomly generate destination codes, each with the same set of possibilities. For example, if the chances of winning a jackpot are 1 in 25,000, and to win the jackpot you need to match a specific number, such as 15,000, the computer could randomly select a number between 1 and 25,000, and if the number selected is equal to 15.00, a destination code would be generated with a grand prize. Ester system has the advantage that the player can win, and there is no limit to the target codes that can be created. Referring again to Figure 14, once created, in step 302 the destination codes are chosen, stored and copied into tickets / tokens of write one or write many. This storage is done in a way that excludes players and game staff from knowing what piece of play has value. One method for storing the destination codes is by using an integrated circuit memory which will subsequently be described with respect to Figure 15. The game pieces are distributed and the players acquire them in step 304. In step 306, the present system Entertainment + update accepts the game pieces of a player. This acceptance may be in the manner of inserting a game piece into a receptacle, such as in a conventional slot machine. In step 306, the entertainment + update game system reads the destination code contained in the game piece. The reading operation is carried out by means of a processor that reads the destination code stored in the memory device contained in the game piece. In step 308, once the destination code has been read and verified, the system recognizes the reading of a valid destination code by displaying a credit for a player to play. In step 310, the system can either change the destination code of the game media, or maintain the destination code as it is read by the system. The system can also hold the game piece to randomly disperse at a later time or disperse the game piece. In step 312, the game player plays the entertainment game to discover the real value of the game piece. The player has the option of selecting the entertainment game that he is going to play, or the game piece or system can determine the type of entertainment game that is to be played. The system may randomly select a game of entertainment to be played, or each piece of game card may include a code that allows the game piece to be played with a unique type of entertainment game. For example, a game piece can act as a coin as the player selects a game to play, for example, video poker, keno or bingo. This selection aspect of the present invention will be described subsequently with respect to Figure 16. The game piece may also act as an admission token to allow the player to play a single game such as bingo. Once the target code of the game piece has been read by means of the entertainment + update game processor in step 310, the system copies the target codes of the game piece and can replace the copied target codes by new destination codes, or simply placing the game piece in a feeder so that the game piece can be randomly distributed at a later time. The entertainment + update game now shows a credit equal to the denomination value of the game piece. For example, as illustrated in Figure 15, if a game piece is a $ 5 chip with a denomination value of $ 1, the system will display five credits. If the $ 5 chip has a denomination value of $ 0.25, the system will show twenty credits. During the game of the entertainment game in step 312, the system functions as a conventional coin-operated video or entertainment game. The player's credits are controlled by the destination code that controls the outcome of the entertainment game. As previously described with respect to Figures 1-13, the player does not realize that the outcome of the game is controlled by the destination code and not by the player's actions. However, the player will believe that the game pieces operate as cash or coins since the system accepts said game pieces in a manner analogous to the coins. The player will play each credit and can win or lose more credits. The credits are symbols and represent the number of destination codes that the player of the game owns or controls. In step 314, a decision is made in the conclusion of playing the entertainment game if the player is a winner or a loser. If the player is a winner, in step 316, the system will increase the player's credits by the amount won, and discard the new destination codes for the player. If the player is not a winner, in step 318, the system will place the destination code in a prize receptacle of the destination code, stored within the system or written directly into the game pieces if the chips are designated written many times. . If the destination code is a non-winning code, in step 318, a credit will be deducted from the player's credits and the destination code will be moved to the destination code inventory and / or the game piece will be dropped into a feeder for random distribution at least once. It is preferred that the value of the game piece or target code be changed so that the players can not subsequently identify the losing game pieces. In step 320, the player determines whether the player wishes to play the entertainment game again with the credits increased or decreased and the system returns to step 306. If the player decides not to play again, the player may not have money and may game pieces having the same number of destination codes are credits at the time of running out of money in step 322. The player can now select a new game in step 324 and return to step 306 or alternatively, the The player can exchange the game pieces for cash in step 326. Figure 15 illustrates one embodiment of a game piece of the present invention, usually identified with the number 340 in the form of a casino chip. The game piece 340 includes indicia indicating a chip value, such as, for example, $ 5. Included in the game piece 340 is an integrated circuit memory device 342 that stores the destination codes. The integrated circuit memory device 342 can be selectively programmed to store multiple destination codes, and can be electronically erased to store new destination codes and can include, for example, a random access memory device. The integrated circuit 342 includes a processor 344 for accessing and being able to read the destination codes stored in the memory 342. The terminals 346 and 348 interconnect the memory 342 with the present system to read and program the destination codes in the memory 342. Therefore, it can be seen that the game piece 340 simulates the game of a casino-type slot machine that uses chips or coins. Referring now to figure 16, a mode of the present invention is described in which the player has an option to play one or several different entertainment games. In step 360, the entertainment + update game system reads a work piece. In step 362, the system decodes the destination code of the game piece to know the value of the game piece.
Now the system knows if the player is going to win or lose the lottery-type game, as well as if the player is going to win or lose the entertainment game that he is going to play. The player now has the ability to select the type of entertainment game he will play in order to know the value of the game piece, controlled by the destination code. - In step 364, a player is given the option of selecting the game or entertainment games that he is going to play. The player can select from one or more games such as, for example, keno in step 366, bingo in step 368 or poker in step 370. Less or more entertainment games can be provided as an option for the player . Once you have finished playing the selected game, a player will know the result of the destination code of the ticket in code 372. The system can write on the game piece a code that will indicate which destination code has been played or the entertainment system + update can store the destination code for a while and does not allow the destination code to be played again for a period. This action will stop the players from trying to play a destination code more than once. In step 374, the player can redeem the game piece to collect winnings. Referring now to Figure 17, a game system network used to simulate cash with many game pieces * written many times is illustrated. A main computer 380 maintains * the destination codes in an inventory. A 382 network allows multiple 384 entertainment + update systems. which receive multiplayer game pieces, to interact with the main computer 380. Each entertainment system + 384 update has a destination code 386 storage device, The network allows each entertainment system + update to operate on time real, close to real time or allows the system to maintain an inventory of the destination code intermittently. Each entertainment + update system receives destination codes by means of a game piece in the form of a chip or piece as described with respect to FIG. 15. In the res system illustrated in FIG. system will use game pieces that can be written at least once, and the system will follow the times the player has won or lost by writing in the memory of a game piece new destination codes, each symbolizing a credit or deleting the Destination codes from the memory of a game piece in which case the destination code can be stored in an inventory for later use. Referring now to Figure 18, the present game is illustrated for use in a fund raising system. Many organizations want to increase money through charity games. Said game has been an accepted method to increase the money; however, such a system can be expensive. Using the present system, a charity may introduce parameters in step 400, including, for example, the amount of money to be increased, and the number of game pieces to be sold. Using these initial parameters, the system will generate a series of destination codes that match the requirements of, the input parameters in step 402. For example, if the organization wants to increase $ 10,000, and wants to sell game pieces to a dollar each, the parameters would generate a race of, for example, 20,000 destination codes. The destination codes would award prizes for $ 10,000, leaving the charity $ 10,000. The destination codes are scrambled randomly in step 404 and printed on paper game pieces or encoded electronically or magnetically in the game pieces. Alternatively, the game operator can purchase 20,000 pre-printed game pieces, and the system would assign winning or losing values to the previously printed destination codes. Once the winning and non-winning destination codes are calculated by the system in step 406, disks are created that are compatible with the destination codes printed previously or to be printed. In step 408, the game pieces are sold to game players. The game pieces can be sold with the disc or without the disc. In step 410, the buyers of the game pieces can play the game of entertainment in their own home using a personal computer or in organized charity facilities. Players redeem the game pieces to collect their winnings in step 412. The present system allows the game pieces to be validated so that players can not fake * a game piece. This integrity of the system can be done by keeping a series of security numbers together with destination codes, and then entering both the destination code and the security number in a host computer that created the destination codes in step 402. Using codes of destination in the game pieces instead of cash makes the present system safer against theft and fraud. Since the game pieces must be redeemed at a specific location, all cash is handled in those specific places. Establishments that allow cash and coins to be accepted on a machine that supplies game pieces must spend time collecting cash and coins from these machines and / or adding money and coins to these machines. The present system provides the movement of the destination codes, but the cash is kept in a safe place. Since the present system is based on destination codes, and since the destination codes can be generated in many different patterns, the system can be used to create lottery games in contrast to casino game. Lottery games require that each player play other players and not against the house or the operator of the lottery game. Lottery games that use the present game pieces can give players more exciting games. As the player's earnings will return in the form of game pieces, a player will have a feeling of excitement when he wins, since the entertainment + update system can pay for the game pieces in an exciting way. A player could buy ten pieces of play and if the player earns one hundred pieces of play, he will be able to see, feel and hear as he is paid for • the additional game pieces simulating the operation of a conventional slot machine. This payment will give an exciting and real opportunity to handle the additional game pieces. Referring now to Figure 19, to increase the interest of the present lottery-type and raffle-type games, the game piece may be linked with an external circumstance. Not only must a player have a winning game piece, the player must also select the winner of an external event, such as, for example, the winner of a football game. Figure 19 illustrates the game pieces 420 and 422. If a player buys the game piece 420, in order to win the player he needs the winning destination code as well as the blue team winning the football game. If the red team beat game piece 420, game piece 420 would be a lost game even if the destination code was a winning number. When the player buys a game piece from a vendor, the player must inform the vendor which team he expects to win. If the player expects the blue team to win, the number to be played in the lottery or raffle type game will be printed in the area 424 of the portion corresponding to the blue team of the game piece 420. Alternatively, the number can be erased from the area 426 of the portion corresponding to the red team of the game piece 420. Once the player acquires the game piece 420 0 422, the player can only win by receiving the correct winning destination code and selecting the correct result of the external event. The external event can be any type of sporting event, the selection of the best actor or the best film in a prize or an event such as predicting the average temperature for a geographical area. The type of event is irrelevant to be used with the present lottery-type game; the union of the external event with the density code creates an exciting feature of the present invention.

Claims (17)

NOVELTY OF THE INVENTION CLAIMS
1. - A method for playing a lottery-type game comprising the steps of: a player acquires a game piece, including the game piece a code that includes information indicating whether the player wins or loses the lottery-type game and an entertainment game , the information being unrecognizable to the player, so that the player does not know if the player will win or lose before playing the game of entertainment; read the code by means of a processor; the processor can control whether the player will win or lose the entertainment game based on the code; and providing in the display an indication of won or lost game for the entertainment game player based on the code.
2. - The method according to claim 1, wherein the game piece includes a programmable memory for storing the code.
3. - The method according to claim 1 further comprising the step of the player inserting the game piece in an information reader to read the code.
4. The method according to claim 1 further comprising the step of rewarding the game pieces for the player when the player wins the game of entertainment, the number of winning game pieces is based on the code.
5. A method for playing a lottery-type game comprising the steps of: a player who acquires a game piece, including the game piece a code that includes information indicating whether the player wins or loses the lottery-type game and a game of entertainment, the information being unrecognizable to the player, so that the player can not know if the player wins or loses the games before playing the game of entertainment; insert the game piece into an information reader to read the code; enter the code in a processor; the processor generating a plurality of entertainment games in a display for players to play, the player selecting to play at least one of the plurality of games; and providing on display an indication to the player of the selected entertainment game won or lost to the player based on the code.
6. The method according to claim 5, wherein the game piece includes a programmable memory for storing the code.
7. A lottery-type game comprising: a game piece, said game piece including a programmable memory for storing a code that includes information indicating whether a player wins or loses the lottery-type game and an entertainment game, said game being information unrecognizable to the player, so that the player does not know if he will win or lose the games before playing the game of entertainment; a processor for reading said code from said memory before playing the entertainment game; said processor generating the entertainment game in a display for the player to play; determining said processor if the player will win or lose the entertainment game based on said code; and providing in the display an indication of won or lost game for the entertainment game player based on the code.
8. The lottery type game according to claim 7, wherein said processor generates a plurality of entertainment games.
9. A lottery-type game comprising: a plurality of game pieces, each of said game pieces including a programmable memory for storing a code that includes information indicating whether the player wins or loses the lottery-type game and a game of entertainment, said information being unrecognizable to the player, so that the player does not know if he will win or lose the games before playing the entertainment game; input means for entering codes into said programmable memory of said plurality of game pieces; a processor for reading said codes from said memory; said processor generating the entertainment game in a deployment for the player to play; determining said processor if the player will win or lose the entertainment game based on said code; and providing in the display an indication of won or lost game for the entertainment game player based on the code.
10. The lottery type game according to claim 9 and further including means for controlling the number of winning codes stored in said programmable memory of said plurality of game pieces.
11. A lottery-type game comprising: a plurality of game pieces, each of said game pieces including a programmable memory for storing a code that includes information indicating whether the player wins or loses the lottery-type game and a game of entertainment, said information being unrecognizable to the player, so that the player does not know if he will win or lose the games before playing the entertainment game; a plurality of gaming terminals, each of said terminals including means for receiving game pieces and a deployment; a processor in each of said terminals for reading said code from said memory of the game pieces played in said terminals; each of said processors generating the entertainment game in said terminal deployment for the player to play; each of said processors determining whether the player will win or lose the entertainment game based on said code; and each of said displays providing an indication of game won or lost for the player of the entertainment game based on said code.
12. The system according to claim 11 and further comprising means for storing codes in each of said terminals.
13. The system according to claim 11 and further comprising means for interconnecting said plurality of terminals and for transferring codes between said plurality of terminals.
14. A lottery-type game comprising: a game piece, said game piece including a predetermined code that includes information indicating whether the player wins or loses; and a processor to read said code, the player wins or loses the lottery-type game based on said code and the occurrence of an external event for the operation of the lottery-type game, so that the player does not know if he is going to win or lose the lottery-type game until after the external event occurs.
15. The lottery type game according to claim 14, wherein the player does not control said event.
16. The lottery type game according to claim 14, wherein the player does not control said event.
17. The lottery type game according to claim .14, wherein said code indicates whether the player wins or loses an entertainment game and said processor controls whether the player will win or lose the entertainment game based on said code. .
MXPA/A/1999/003873A 1996-10-25 1999-04-26 Personal computer lottery game MXPA99003873A (en)

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US08738317 1996-10-25

Publications (1)

Publication Number Publication Date
MXPA99003873A true MXPA99003873A (en) 2000-05-01

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