WO1997020605A1 - Gaming apparatus and method with proximiy switch - Google Patents

Gaming apparatus and method with proximiy switch Download PDF

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Publication number
WO1997020605A1
WO1997020605A1 PCT/US1996/018767 US9618767W WO9720605A1 WO 1997020605 A1 WO1997020605 A1 WO 1997020605A1 US 9618767 W US9618767 W US 9618767W WO 9720605 A1 WO9720605 A1 WO 9720605A1
Authority
WO
WIPO (PCT)
Prior art keywords
gaming
player
game
dealer
proximity sensor
Prior art date
Application number
PCT/US1996/018767
Other languages
French (fr)
Inventor
John G. Breeding
James P. Helgesen
Original Assignee
Shuffle Master, Inc.
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 Shuffle Master, Inc. filed Critical Shuffle Master, Inc.
Priority to AU11221/97A priority Critical patent/AU726571B2/en
Publication of WO1997020605A1 publication Critical patent/WO1997020605A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00003Types of board games
    • A63F3/00157Casino or betting games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00662Electric board games; Electric features of board games with an electric sensor for playing pieces

Definitions

  • the present invention generally relates to cardroom or video gaming involving multi-tiered wagering. More particularly, it relates to a gaming apparatus with a sensing device which includes a proximity sensor for sensing the wagering or placement of a gaming token, thereby determining and automatically registering
  • Cardroom and video gaming involve many games, including multi-tiered wagering games. Such games provide a player with the opportunity to place a side bet on an additional game played in conjunction with a basic or underlying game. These cardroom games and video games may be located at a plurality of remote locations and be connected to each other to provide a large number of players an opportunity to play for a large common cash prize.
  • Prior art apparatus for automatically sensing the presence of gaming tokens used in cardroom and video gaming has several problems: (1) the indication of false positives; (2) a lack of provision for conveniently verifying that the bets have been properly registered by a computer to which the sensing apparatus is attached; and (3) the elimination of chips from circulation. First, registering an unplaced bet costs the proprietor of the cardroom or
  • some apparatus uses light sensors to detect the presence of a gaming token.
  • the apparatus When light sensors are used to detect the presence of a gaming token, the apparatus often falsely registers an unplaced bet as a placed bet because lint from the felt on the gaming table is sensed by the light sensors creating a false positive. Also, ambient light from the light sources in the facility may influence the light sensor and cause a
  • cardroom and video gaming facilities need to verify that all wagers are properly registered by the computer.
  • a camera has been traditionally used.
  • current apparatus does not provide a camera with a visual indication of whether the bet was registered. Consequently, an apparatus which allows a casino or proprietor of a cardroom and video gaming facility to be able to visually verify the registration of a properly placed bet is highly desirable.
  • some current apparatus has a slot with a light sensor to detect the presence of a gaming token as it passes through the slot.
  • a light sensor to detect the presence of a gaming token as it passes through the slot.
  • such apparatus takes the gaming token out of circulation. The gaming token disappears in the slot and is
  • the present invention is for an apparatus for detecting and registering the
  • the apparatus comprises a gaming structure such as a table having at least one predetermined location or zone for receiving a gaming token per player. At each such
  • a proximity sensor is mounted beneath the gaming table such that each sensor is aligned or in registration with and in sensing proximity to each predetermined location. Wagers are placed by a player placing a gaming token at the predetermined location or zone for the player.
  • a decoder is
  • each proximity sensor electrically connected to each proximity sensor for determining whether a gaming token has been detected or sensed at each predetermined location.
  • the player's bet is registered.
  • the present invention has a set of lighting devices which surround each predetermined location or zone. These lighting devices are turned on when the sensor detects the presence of a gaming token and registers each player's wager to (1) provide the dealer visual confirmation that the bet was registered; and (2) allow security cameras monitoring the gaming table to record the visual indication for additional recordation and verification.
  • One object of the present invention is to provide an apparatus which can reliably detect the presence of a gaming token placed in a predetermined location or
  • Another object of the present invention is to provide an apparatus that can be easily maintained.
  • a further object of the present invention is to provide an apparatus that provides for conveniently verifying that the bets have been registered by a computer 4
  • Another object of the present invention is to provide an apparatus with the above automatic detection and registration features that does not take gaming tokens out of circulation.
  • Figure 1 depicts the table layout and apparatus used in playing a wagering
  • Figure 2 is a block diagram representing the flow of play in the wagering game.
  • Figure 3 is a schematic diagram of the player selection inputs and dealer control panel.
  • Figure 4 shows gaming tables connected to a facility computer by a network.
  • Figure 5 shows a plurality of facility computers linked to the central
  • Figure 6 is a schematic diagram of the display board.
  • Figure 7 is an exploded perspective view which shows the parts of a suitable
  • Figure 8 is a schematic perspective view of an assembled proximity sensor device.
  • Figure 9 is a circuit diagram of a proximity sensor device suitable for use in
  • the apparatus of the present invention includes a gaming structure which may be a typical casino gambling or gaming table 10.
  • the table 10 has a curved side 12 for accommodating up to seven players and a straight side 14 for accommodating the dealer.
  • the table 10 has a flat surface 16 having a top and a bottom.
  • the top of surface 16 is covered with felt or other appropriate material.
  • seven playing positions or locations 18a-g for individual players are provided, it is not essential to the game that exactly seven persons play and as many as sixteen players or as few as one may participate.
  • a field of seven players provides for a game that is easily manageable by the dealer and house, and one in which the individual players feel more involved.
  • a house dealer position 20, including an area suitable for displaying the dealer's common cards 21, is provided.
  • Each table 10 has pre-determined locations or zones for receiving gaming tokens for wagering on the basic game and predetermined locations for zones for receiving gaming tokens for wagering on the additional games at each player station.
  • each of the playing positions or stations 18a-g includes a wagering zone 22, comprising three separate and distinct wagering or betting areas
  • Each position 18a-g also includes a card area 19a-g for receiving and displaying cards dealt to the player occupying the position.
  • the wagering areas 22a, b, c and 23a-g receive appropriate wagering indicators or settling means such as gaming tokens or chips (not shown).
  • the apparatus for playing the multi-tiered game may include a microprocessor or computer controlled shuffling machine 32 supported by a table extension 34.
  • the shuffling machine 32 may be of the type disclosed in U.S. Patent 4,807,884, the disclosure of which patent is incorporated herein by reference.
  • the shuffling machine 32 may include a dealing module for automatically and sequentially dealing cards and also may include a display means
  • game LET IT RIDE® is preparing or shuffling a deck of cards, represented at block 40, by activating the shuffling machine 32 or by hand-shuffling a deck to provide a shuffled deck.
  • the players place a three-part initial wager, block 42, by putting equal amounts in each of the three betting areas 22a, b, c. Two of the parts of this initial wager, the parts placed in wagering area 22a and 22b, are retrievable at the option of the player.
  • the third portion placed in area 22c is a nonwithdrawable bet.
  • Players may also place an optional additional wager or extra fee, block 42, to participate in an additional game.
  • the cards are dealt, block 44, three cards being dealt down to each player and two cards are dealt down in front of the dealer.
  • the players inspect or "sweat" their cards in preparation for reaching decision block 46.
  • decision block 46 the players are queried by the dealer about whether the first part of the initial wager, the part placed in wagering area 22a, should be left
  • Each player makes the decision at decision block 46 on the basis of the three cards forming the player's incomplete hand at this point.
  • the dealer shows one of the down common cards, as represented at block 48. Now, each player has four cards to consider, the three cards dealt to that player originally and the single common card showing on the table 10. Each player must then decide whether to let the second part of the initial wager ride or whether to withdraw it from the game.
  • the dealer After each player is queried and decides what to do with regard to the second part of the bet, and those bets to be withdrawn are physically removed from area 22b and returned to the player, the dealer reveals the second common down card, as represented at block 52. Each player now has a five card hand comprised of the three cards each player was originally dealt plus the two revealed common cards.
  • the third bet, the bet placed at wagering area 22c, is a nonretrievable portion of the initial bet and the flow of the basic game proceeds to block 54 wherein the players show or reveal their three cards to the dealer.
  • the dealer resolves each player's initial wager (which includes all three parts, the second and third parts or only the third part, depending on the player's choices during play of the hand) based on the five card hand at block 56 and determines what payout, if any, the player is entitled to receive according to the payout schedule at the particular gaming table or casino. Bets on non-winning hands are collected by the dealer or house. The hand is then over, and the flow of the basic game returns to block 40, preparing and shuffling the deck for a new hand.
  • a typical pay table would be as follows:
  • the players may place an additional wager or entry fee, thereby placing an optional side bet of a fixed, predetermined amount to become eligible to win a bonus pay-off and to participate in a tournament to become eligible to win a super jackpot (the basic game and the additional wagering game are collectively referred to as the "multi- tiered wagering game"). It is this wager that is sensed and registered by the proximity switch apparatus of the present invention, although the invention could be utilized to register other wagers as well. The game flow then proceeds as represented in blocks 44-56.
  • the dealer also resolves the second wager or side bet which includes eligibility to continue in a playoff or tournament game to win a super jackpot.
  • the second wager is resolved by the dealer immediately paying out a bonus payout to participating players according to a table.
  • a typical bonus pay table would be as follows:
  • the basic wagering game and additional game may be a lottery type game, any suitable wagering game or any suitable random process through which eligible finalists are selected and through which one of the eligible finalists is identified as the super jackpot winner.
  • the basic game and the additional game which
  • the super prize or jackpot is a fixed amount set at least prior to the commencement of the second game and may be comprised of the optional second game wagers or entry fees, or a portion thereof, accumulated for a selected period. Where the super jackpot is comprised of accumulated entry fees or side bets, or a portion thereof, the jackpot total may increase until the occurrence of a selected event such as the jackpot reaching a predetermined amount, a predetermined period of time has elapsed, or a predetermined number of finalists has been identified. After the occurrence of the selected event, but prior to the commencement of the second game, the jackpot amount is made known to the players. Where a fixed amount of money is allocated to fund the super jackpot prior to the commencement of the additional game, the jackpot amount can be made known to the players prior to the commencement of the basic game.
  • the selected period for funding a super jackpot must insure that a substantial number of players qualify for winning the super jackpot, and that a substantial jackpot, for example, a million or multi-million dollar jackpot, accumulates. Ideally, the selected period is at least one month, but a typical period would be three months, particularly if the funding program or schedule set forth below is followed.
  • Eligible finalists in the second game i.e., all the eligible basic game players having a final hand comprising the highest one hundred hands, are accumulated during a qualification period equal to the jackpot accumulation period. If no royal flush has been achieved during the selected accumulation period, the next highest winning hands are used to determine eligibility for the second game.
  • Another method that could be used to determine eligible finalists in the second game would be to have each player registering a royal flush over a given time period to become eligible.
  • the jackpot or prize pool is established and the super jackpot amount is fixed.
  • a typical funding program for a super jackpot when it is comprised of accumulated fixed side bets or entry fees may be outlined as follows. A one dollar ($1.00) fixed side bet or entry fee could be required to participate in the bonus pay-off and the second game. Of this amount, forty-five cents ($.45) could be used to fund
  • the multi-tiered wagering game and method is not limited to being played with five card stud poker games, but may be applied or used with other appropriate
  • the method for the multi-tiered wagering game does not require a shuffling machine 32, dealing
  • the multi-tiered wagering game when played with a card game, these features facilitate and expedite the play of the game as well as add security (game protection), efficiency, and interest.
  • the fee for participation in the additional wagering game may be in an amount other than one
  • the accumulation period may also be varied, as long as a jackpot sufficient to interest players accumulates.
  • the accumulation period may be a selected time period
  • the following instructions set forth the conceptual design and procedures for a tournament in a casino environment, wherein the jackpot is funded by a portion of the accumulated entry fees:
  • payout numbers are for illustration purposes only and in actual practice could be higher or lower.
  • the hit frequency shows that 45tf of the $1 entry fee will be required to finance the bonus payment schedule.
  • the remaining 55 ⁇ t will be put into the super jackpot pool.
  • the first round of the tournament will last for a predetermined length of time (e.g., three months). At the end of that period, the players with the one
  • the balance is the balance of the super jackpot pool after all other prizes have been deducted. While this balance is not fixed at the beginning of play of the basic game, it is fixed prior to the beginning of round two of tournament play.
  • the payout numbers are for illustration purposes only and in actual practice could be higher or lower. Irregularities in The Tournament:
  • next round e.g., if only forty players have chips remaining after round two, then only those forty players may advance to round three. 2. If, during the final round, several players lose all of their chips before the
  • the dealer ensures that the red entry fee lamp, or other suitable display means, on the gaming table is on for each player who has placed an optional
  • the dealer verifies the accuracy of each player's bet by confirming that an equal amount is placed on each of the three wagers. 4. The dealer now touches a "no more fees” switch or the "Begin Game” switch on the table control panel. Once this is done, players may not change their wagers or entry fees in any way.
  • the dealer collects the optional wager and entry fees and places them in the
  • the dealer takes the deck from the discard rack and places it in the shuffling area of the automatic shuffler. (Once the cards are placed in the shuffling area, the shuffler automatically counts the first three cards into the forward position.)
  • the dealer takes the three cards from the front of the shuffler and places them face down on the table in front of the first player on his left, spreading the cards to verify that exactly three cards were dealt.
  • the dealer now takes the next three cards from the front of the shuffler and places them face down in front of the second player from his left, spreading them out to verify the number of cards. The dealer follows this procedure clockwise around the table until each player who has made a wager receives a three card hand.
  • the dealer places the next three cards from the shuffler face down in front of himself. (Although only two cards are used, the automatic shuffler is programmed to dispense three cards).
  • the dealer touches the "card count” switch on the shuffler.
  • the shuffler counts the remaining cards while moving them to the forward position. Before the dealer picks up the cards, he must determine whether or not the count is accurate. If the card count light glows green, the count is accurate. If the card count light flashes red, there is a miscount.
  • the dealer calls a floor supervisor for instructions before proceeding, (see “irregularities" below.) 12. If the card count light glows green, the dealer may remove the balance of the cards from the shuffler and place them in the discard rack.
  • the dealer While waiting for the card count light, the dealer begins the round with the first player on his left. The dealer allows each player in turn the option to reclaim his first bet or to let it ride. The dealer must not allow players to reach out and retrieve their own bets. If a player does this, the dealer should politely ask him not to do so in the future. Only the dealer can return bets to a player.
  • the dealer takes the top card from the stack in front of him and places it on top of the cards in the discard rack. Then he turns over the second card, placing it face up covering the bottom card.
  • bottom card should not be visible.
  • the dealer gives each player in turn the option to reclaim his second bet or to let it ride.
  • the dealer asks the players to place their hands face down either near, against, or under their chips until the
  • the dealer turns over that player's hand and determines if it is a winning hand according to the payout schedule for
  • the dealer collects the remainder of the player's wager and places it in the chip tray. If the player does have a winning hand according to the LET IT
  • the dealer touches the key on the control panel which indicates the player's position (the light will begin to flash).
  • dealer touches the key representing the player's hand. The dealer touches the enter key. The dealer then looks at the instruction window for the next step
  • the dealer collects that player's cards and places them face down in the discard rack. The dealer touches the enter key again. The dealer then moves on to the next player from his right (counter-clockwise) and follows the same procedures outlined in steps 18 through 21.
  • the dealer calls a floor supervisor for instructions. The supervisor then closes that position for play.
  • the dealer calls a floor supervisor.
  • the floor supervisor removes the cards from the discard rack and does a hand count on the table (adding in the cards that have been dealt to the players) to determine whether the card count is accurate. If the count results in fewer or more than 52 cards, the round is declared a misdeal and all of the cards are collected.
  • the floor supervisor removes the deck from the game and seals it to be held for further examination, if necessary. The supervisor then installs a new deck of the same color following the new deck dealing procedures.
  • the round will be declared a misdeal.
  • the cards will be collected and new hands will be dealt from a new deck. Bonus Payments and How To Pay Them
  • the dealer pays the bonus from the chip tray upon verbal approval of the floor supervisor.
  • Optional Wager and Entry Fee Amount $1 per hand paid prior to receiving cards.
  • Token $1 value metal gaming token provided by the casino. Since the object of round one of the tournament is to get one of the hundred highest hands dealt during the posted time period, players may enter every time
  • tournament organizer The remaining 45c is retained by the casino. Each casino is responsible for paying any bonuses the entrants may qualify for during round one. If the bonus awards paid by a casino are less than the amount collected, the casino is entitled to keep the money as its own. If the bonus awards paid out exceed the money collected by the casino, the casino must make up the difference.
  • the 55 ⁇ _ remitted to the tournament organizer is deposited into a holding account. This money constitutes the prize money available to be paid to players as they advance to rounds two through five.
  • a qualifying hand may not be used in any tournament other than the one in
  • each player must be photographed with a polaroid camera. The player must sign the back of the photo. The photo is submitted to the tournament
  • the pit boss or shift boss Upon completion of the paperwork, the pit boss or shift boss must notify the tournament organizer by phone with the following information:
  • the tournament organizer must receive an original or facsimile of the form and photo within 48 hours.
  • the multi-tiered wagering game of the present invention including the LET
  • IT RIDE ® game aspects thereof might be played live with a dealer at one or more
  • a playing table 10 has seven player positions 18a-g.
  • Each of the playing positions 18a-g includes a wagering zone 22, comprising three separate and distinct wagering or betting areas 22a, b, c, for receiving or indicating a wager in the basic game.
  • each position 18a-g includes a card area 19a-g for receiving and displaying cards dealt to the player occupying the position.
  • receiving or indicating a wager and entry fee in the multi-tiered wagering game is represented at area 23a-g.
  • the wagering areas 22a, b, c, and 23a-g may be designed to receive appropriate wagering indicators or settling means such as gaming tokens or chips
  • the pparatus for practicing the method of the multi-tiered wagering game may include a microprocessor or computer controlled shuffling machine 32 supported by a table extension 34. The shuffling
  • the shuffling machine 32 may be of the type disclosed in U.S. Patent 4,807,884, the disclosure of which patent is incorporated herein by reference.
  • the shuffling machine 32 may include a dealing module for automatically and sequentially dealing cards and also may include a display means for displaying wager amounts, the identity of winning players, or other game related information, including the jackpot amount.
  • Fig. 1 shows a dealer control panel 70.
  • the dealer control panel 70 includes four sets of inputs: the game status inputs 72; the keypad 74; the player position inputs 76; and the winning hand inputs 78.
  • the game status inputs 72 allow the dealer to enter information on the status of the multi-tiered game.
  • the dealer depresses the "Begin Game” button 80 when all players at the table have made their betting selections prior to the start of each game,. At this time, the player betting information is sent to the facility computer 86 (see Fig. 4). When the game is over, the dealer depresses either the "Game Over" button
  • Selection of the "Game Over” button 84 resets a proximity sensor devices 118 (which will be described later) where one proximity sensor device 118 is aligned with and in sensing proximity to a wagering area 23a-g, and betting for a new game is initiated.
  • the dealer selects the "Winner” button 84
  • the two different security codes are four-digit codes distributed daily.
  • the dealer inputs the player position 18a-g of the winning hand by selecting the corresponding player position input 76 for the winning player. Finally, the dealer inputs the winning hand by selecting the appropriate winning hand input 78.
  • the keypad 74 is also used to activate or disable the multi-tiered gaming inputs 23a-g, 72, 76, 78 at a table 10.
  • Fig. 3 shows the player input and dealer control panel circuitry.
  • proximity sensor device 118 (which will be described later in this specification), one such device is located under each of the wagering areas 23a-g, is connected through an input device 88 to a microcontroller 90.
  • input device 88 is an Inverting Octal Tri-state Buffer, available from National Semiconductor, Santa Clara, California 95051.
  • the microcontroller 90 may be selected from a variety of commercially available microcontrollers such as the 80C32 microcontroller, available from Intel Corporation, Santa Clara, California.
  • the microcontroller 90 turns on the LEDs 146 through the output device 92.
  • the LEDs 146 which surround the proximity sensor light up, the LEDs 146 signal to the player and the dealer that the bet placed by the player for entry into the second game has been registered by the microcontroller 90.
  • An example of output device 92 is a Darlington Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615. When all of the players at a table 10 have made their betting selection with
  • the dealer depresses "Begin Game” button 80 on the dealer control panel 70.
  • the encoded betting information is sent from the microcontroller 90 to an RS422 transceiver 94 and, referring to Fig. 4, the encoded betting information is sent over network 96 to the facility computer 86.
  • the facility computer 86 can be one of numerous commercially available personal computers generally having a monitor, microprocessor, information storage, and
  • I/O ports for example, an IBM PS/1, available from IBM, Armonk, New York.
  • the facility computer 86 receives betting and winning
  • a facility having more than thirty-two gaming tables 10 equipped for multi-tiered gaming will have more than one facility computer 86.
  • the facility computers 86 are electronically linked to a
  • the central computer 98 by telephone lines or other circuitry well known to one of ordinary skill in the art.
  • the central computer 98 may be located at a site separate from all of the facility computers 86 or co-located at one of the gaming facilities.
  • the central computer 98 may also be one of the generally available personal computers such as the IBM PS/1 available from IBM.
  • one of the facility computers 86 acts as both the facility computer 86 for a gaming facility and as the central computer 98.
  • the central computer 98 receives all of the betting and winning hand information from the facility computers 86 and computes the multi-tiered jackpot amount.
  • the central computer 98 receives the number of bets and number and type of winners from each gaming table 10.
  • a unique address identifies each table 10 at each gaming facility.
  • the central computer 98 includes a data base and associated accounting software.
  • the data base allows the central computer 98 to compare the number of actual payoffs to the anticipated number of payoffs to detect any cheating or other irregularities at any of the tables or facilities.
  • the central computer 98 can
  • the facility computer 86 is also connected by the RS422 network to a display center 100.
  • the display center 100 includes an RS422 transceiver 102 connected to a microcontroller 104 which is the same type as used in the dealer control panel shown in Fig. 2.
  • the facility computer 86 sends the jackpot amount over the network 96 to the display board microcontroller 104.
  • the display board microcontroller 104 drives row drivers 106 and column drivers 108 to display the jackpot amount on a typical alphanumeric LED display 110.
  • Column drivers 108 can be the same device as output devices 92, e.g., a Darlington Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615.
  • Row drivers 106 can be a Quad High-Current High- Voltage Source Driver, available from Allegro Microsystems Inc., Worcester, Massac usetts 01615.
  • each of the game status inputs 72, player position inputs 76, and winning hand inputs 78 has a pressure-sensitive actuating switch 112 multiplexed through an input device 88 to microcontroller 90.
  • Microcontroller 90 turns on input light 114 through output device 92 to show that the input has been selected.
  • the dealer determines whether there are any game winners in the additional game of the multi-tiered
  • the dealer For each winner the dealer selects the "Winner" button 84 on the dealer control panel 70. If the winning hand is one of the high payout hands, e.g., royal flush or straight flush, the dealer notifies either the pit boss or shift manager who
  • Keypad 74 is selected from commercially available 3 x 4 keypads and is connected to microcontroller 90 by keypad encoder 116, e.g., Model 8279, available from Intel Corporation, Santa Clara, California.
  • keypad encoder 116 e.g., Model 8279, available from Intel Corporation, Santa Clara, California.
  • the dealer then depresses the player position input 76 corresponding to the player having a winning hand.
  • the dealer depresses the particular winning hand input 78, e.g. royal flush, straight flush, four of a kind, or full house. After all winning hand entries have been made, or if there were no winners for the hand, the dealer selects the "Game Over" button 82 and the next game can be initiated.
  • the "Game Over" button 82 the next game can be initiated.
  • the gaming table 10 has wagering areas 23a-g, where players place a gaming token to enter the additional game of the multi-tiered wagering game.
  • a proximity sensor device 118 having a sensor 144 (as will be described with reference to Figs. 7 and 8) is mounted to a gaming table 10 or in a video gaming machine such that the sensor 144 is aligned with and in sensing proximity to a wagering area 23a-g.
  • Each sensor 144 is within sensing proximity of a wagering area 23a-g, which is between .8 mm to 50 mm (i.e., within 2 inches of the wagering area 23a-g). This distance can vary depending on the particular sensor 144 that is used.
  • a proximity sensor device 118 is mounted is below a wagering area 23a-g and is mounted adjacent the bottom of the table surface 16.
  • each of the proximity sensor devices 118 are connected to the micocontroller 90 through inputs 88.
  • a lighting device 146 which is in the proximity sensor device 118, is connected to the microcontroller 90 through the output 92, so that when the proximity sensor device 118 detects the presence of a gaming token in the wagering area 23a-g it monitors, the microcontroller 90 causes the corresponding lighting device 146 to light up.
  • the proximity sensor device 118 comprises a housing 136, a cover plate 138, a holder 140, a first board 142, a sensor 144, at least one lighting device 146, a first set of supports 148, a second board 150, a decoder connector 152, a second set of supports 154, a closing plate 156, fasteners 158, and a securing ring 160.
  • the housing 136 is constructed of aluminum and provides a casing for the
  • the housing 136 has a top 162 and a bottom 164.
  • the body 166 of the housing 136 is cylindrical.
  • the cylindrical body 166 has a circular cross section which has an inner diameter 165 and an outer diameter 167.
  • the lip 168 located at the top 162 of the housing 136 extends into the cylindrical body.
  • the body 166 has an outer surface 170 and an inner surface 172.
  • the outer surface 170 of the cylinder 166 has grooves (not shown) for receiving the securing ring 160.
  • the cover plate 138 is a plastic lens.
  • the cover plate 138 is inserted into the housing such that it abuts the lip 168. This cover plate 138 protects the surface of the sensor 144 and abuts the bottom of the table surface 16 directly beneath a wagering
  • the holder 140 which is inserted into the housing 136, receives the sensor 144.
  • the holder 140 has an outer edge 176 and an inner edge 178.
  • the opening 180 forms an opening 180 which receives the sensor 144.
  • the opening 180 is circular because the sensor 144 depicted in Fig. 2 is circular.
  • this opening 180 may have any shape as along as the opening 180 can receive the sensor 144.
  • the holder 140 is made of material that allows light from the lighting devices 146 to be visible through the cover plate 138.
  • the sensor 144 and the lighting devices 146 are fastened to the first board 142.
  • the first board can be made of any material which has the rigidity to support the
  • This first board 142 must have a shape which will allow the board 142 to be inserted into the housing 136. In the embodiment shown in Figs. 7 and 8, the first board 142 is circular and has a diameter
  • the sensor 144 may be a type of proximity sensor.
  • Several types of proximity sensors may be used in the present invention including, but not limited to, inductive proximity sensors, capacitive proximity sensors, and ultrasonic proximity
  • Proximity sensors are used as the sensor 144 (1) because a gaming token or the like may have to be sensed through non-metallic barriers such as glass, plastic, or felt; (2) because of the repetitive nature of the application in having to repeatedly detect the presence of a gaming token at the beginning of each game, a reliable sensor with a long life is required; and (3) because, particularly in video gaming, a sensor which can respond rapidly and switch quickly may be required since the gaming token or coin may only be present in the area sensed by the sensor for a very
  • Inductive sensors may be used to detect metallic objects. Since gaming tokens used in casinos contain metal, inductive proximity sensors may be used. An
  • inductive proximity sensor creates a high frequency field in front of the sensor 144.
  • the amplitude of the oscillation creating the field is reduced.
  • the sensor recognizes this change in amplitude and outputs a signal accordingly.
  • capacitive and ultrasonic proximity sensors may be used. With capacitive proximity sensors, the change in capacitance is measured. When an object (metallic or non-metallic) is present, the capacitance increases, thereby allowing the detector to signal, accordingly.
  • An ultrasonic sensor may also be used to detect any object because it emits an ultrasonic pulse which is reflected back by any object entering the zone in which such a pulse is emitted.
  • the sensor's output is dependent on the amount of time taken for the reflected wave to return.
  • an inductive proximity sensor is used.
  • the inductive proximity sensor provides the additional security of only detecting metal, thereby preventing people from trying to fool the detector with objects other than metal.
  • these sensors 144 are mounted in sensing proximity to a wagering area
  • a sensor 144 will be within 2 inches of the wagering area 23a-g the
  • the actual distance between the sensor 144 and the wagering area 23a-g varies based on the selection of a proximity sensor 144.
  • the lighting device 146 may be any type of light producing element. In the preferred embodiment, a light emitting diode ("LED") is used. In fact, as shown in Figs. 7 and 8, six LEDs are used in the present invention. This lighting device 146 is not necessary for detecting the presence of a gaming token. However, they provide
  • the sensor 144 is secured to the first board by a bolt 82 (shown in the inset to Fig. 8).
  • the LEDs may be secured to the first board 142 by simply placing them in the openings created in the first board 142 for receiving such devices 146.
  • a second board 150 is attached to the first board 142 by the first set of supports
  • the supports are aluminum supports which are secured to the first plate 142 by screws 186.
  • the second board 150 has a first side 188 and a second side 190.
  • a decode connector 152 is connected to the second side 190 of the second board 150.
  • the sensor 144 and the lighting devices 146 are electrically connected to the decode
  • a closing plate 156 having a shape which will conform to the shape of the housing 136 is secured to a second set of supports 154.
  • This closing plate 156 will have an opening 194 so that the electrical connection from a decoder can be connected to the decoder connector 152.
  • This electrical connection will allow a decoder such as a microcontroller 90 to read the sensor 144 and transmit the information to the facility computer 86, which may tie several gaming tables and video gaming machines together or which may tie several gaming facilities which may have table gaming and /or video gaming together.
  • the decoder connector 152 is a modular connector which allows an electrical connector to be plugged into the connector 152.
  • the securing ring 160 secures the sensor device 118 to the table 10 so that the sensor 144 is aligned with a wagering areas 23a-g corresponding to a player position 18a-g. In the preferred embodiment, the sensing apparatus will be located below each one of the wagering areas 23a-g and
  • One advantage of this modular construction of the apparatus for sensing the presence of a gaming token is that the apparatus can be easily maintained.
  • the apparatus is mounted to the gaming table 10 such that it is easily accessible, thereby, allowing for easy removal and replacement of the module.
  • Fig. 9 shows the electrical connections between the sensor 144 and the decoder connector 152. There are five lines providing electrical connection from the decoder connector 152. One line 199 is connected to ground. Electrical lines 200, 202, 204, and 206 are connected to the proximity sensor 144 and the LEDs 146. As shown, the items on the first board 142 include the proximity sensor 144, the LEDs 146, and a Zener diode 196. The LEDs 146 and the proximity sensor 144 are connected to a
  • the Zener diode 196 allows electrical line 200 to have a constant voltage.
  • the proximity switch signal line 202 is at twelve volts. Once there is an object being sensed by the sensor 144, the proximity switch signal 202 is driven to zero volts. This drop in voltage is transmitted via the decoder connector 152 to the microcontroller 90, where the microcontroller 90 determines that a gaming token has been sensed.
  • the microcontroller 90 may be able to detect when an LED is defective based on the voltage reading on line 206. In operation, a player may choose to place a bet in area 23a-g, thereby entering the additional game of the multi-tiered wagering game. When the dealer locks in all the bets at the dealer control panel 70 using the "Begin Game" button 80, the microcontroller 90 reads the outputs at the various proximity sensor devices 118 at
  • the proximity switching line 202 for the proximity sensor device 118 corresponding to the particular player position 18a-g is at twelve volts.
  • the microcontroller 90 reads a twelve volt signal on this line
  • the microcontroller 90 will determine that there is no gaming token at this betting area 23. However, if there is a gaming token placed in a betting area 23a-g, then the corresponding proximity switch signal 202 will be zero volts and the microcontroller 90 will determine the presence of a gaming token and register the
  • the microcontroller 90 Upon detecting the presence of a gaming token, the microcontroller 90 will enable the LEDs 146 to be lit. Also, this betting information will be sent to the facility computer 86 and the central computer 98.
  • the keypad 74 After the game is played, if a player entered the additional game of the multi- tiered game, the keypad 74 will instruct the dealer to pay the player if he has a configuration of cards which requires a payout.
  • the apparatus of the present invention allows the gaming token to be kept in circulation by the casino. Also, this apparatus accurately and reliably allows the detection of the presence of a gaming token in a particular betting area.

Abstract

The present invention is an apparatus for detecting the presence of a gaming token. This apparatus comprises a gaming structure (10) having at least one predetermined location (23a-23g) for receiving a gaming token. In a casino, this gaming structure may be a gaming table (10). At each predetermined location for receiving a gaming token designated on the gaming table, a proximity sensor (144) is mounted on the gaming table such that each sensor is aligned with one predetermined location. A decoder (152) is electrically connected to each proximity sensor for determining whether a gaming token is present at each predetermined location. When the presence of a gaming token is sensed by the decoder, the player's bet is registered.

Description

GAMING APPARATUS AND METHOD WITH PROXIMITY SWITCH
This application is a continuation-in-part of the following co-pending applications: (1) Serial No. 08/041,850 filed April 2, 1993; and (2) Serial No.
08/388,292 filed Feb 14, 1995, which is a continuation-in-part of application Serial No. 08/043,413, filed April 6, 1993, which is a continuation in part of application Serial No. 08/023,196, filed February 25, 1993, now U.S. Patent No. 5,288,081.
Technical Field
The present invention generally relates to cardroom or video gaming involving multi-tiered wagering. More particularly, it relates to a gaming apparatus with a sensing device which includes a proximity sensor for sensing the wagering or placement of a gaming token, thereby determining and automatically registering
player wagers in the multi-tiered game.
Background of the Invention Cardroom and video gaming involve many games, including multi-tiered wagering games. Such games provide a player with the opportunity to place a side bet on an additional game played in conjunction with a basic or underlying game. These cardroom games and video games may be located at a plurality of remote locations and be connected to each other to provide a large number of players an opportunity to play for a large common cash prize.
Prior art apparatus for automatically sensing the presence of gaming tokens used in cardroom and video gaming has several problems: (1) the indication of false positives; (2) a lack of provision for conveniently verifying that the bets have been properly registered by a computer to which the sensing apparatus is attached; and (3) the elimination of chips from circulation. First, registering an unplaced bet costs the proprietor of the cardroom or
video gaming facility money. Currently, in the cardroom and video gaming
industry, some apparatus uses light sensors to detect the presence of a gaming token.
When light sensors are used to detect the presence of a gaming token, the apparatus often falsely registers an unplaced bet as a placed bet because lint from the felt on the gaming table is sensed by the light sensors creating a false positive. Also, ambient light from the light sources in the facility may influence the light sensor and cause a
false negative or lack of registration due to a marginal signal. Thus, an apparatus which will eliminate both false positive registrations and false negative registration failures would be very helpful in the cardroom and video gaming industry.
Second, cardroom and video gaming facilities need to verify that all wagers are properly registered by the computer. In order to have a secondary verification, a camera has been traditionally used. However, current apparatus does not provide a camera with a visual indication of whether the bet was registered. Consequently, an apparatus which allows a casino or proprietor of a cardroom and video gaming facility to be able to visually verify the registration of a properly placed bet is highly desirable.
Third, some current apparatus has a slot with a light sensor to detect the presence of a gaming token as it passes through the slot. In addition to the problems associated with the use of a light sensor described above, such apparatus takes the gaming token out of circulation. The gaming token disappears in the slot and is
collected and accumulates beneath the table. This accumulation of tokens causes inefficiencies in the operation of a gaming facility because the apparatus prevents the gaming facility from immediately recirculating the gaming tokens after each bet. An apparatus that keeps gaming tokens in circulation is desirable. Summary of the Invention The present invention is for an apparatus for detecting and registering the
presence of a gaming token in a predetermined location or zone. The apparatus comprises a gaming structure such as a table having at least one predetermined location or zone for receiving a gaming token per player. At each such
predetermined location or zone, a proximity sensor is mounted beneath the gaming table such that each sensor is aligned or in registration with and in sensing proximity to each predetermined location. Wagers are placed by a player placing a gaming token at the predetermined location or zone for the player. A decoder is
electrically connected to each proximity sensor for determining whether a gaming token has been detected or sensed at each predetermined location. When the presence of a gaming token is sensed by the decoder, the player's bet is registered.
The present invention has a set of lighting devices which surround each predetermined location or zone. These lighting devices are turned on when the sensor detects the presence of a gaming token and registers each player's wager to (1) provide the dealer visual confirmation that the bet was registered; and (2) allow security cameras monitoring the gaming table to record the visual indication for additional recordation and verification.
One object of the present invention is to provide an apparatus which can reliably detect the presence of a gaming token placed in a predetermined location or
zone.
Another object of the present invention is to provide an apparatus that can be easily maintained.
A further object of the present invention is to provide an apparatus that provides for conveniently verifying that the bets have been registered by a computer 4
to which the sensing apparatus is attached for each gaming token that has been placed or wagered.
Another object of the present invention is to provide an apparatus with the above automatic detection and registration features that does not take gaming tokens out of circulation.
Brief Description of the Drawings
Figure 1 depicts the table layout and apparatus used in playing a wagering
game.
Figure 2 is a block diagram representing the flow of play in the wagering game.
Figure 3 is a schematic diagram of the player selection inputs and dealer control panel.
Figure 4 shows gaming tables connected to a facility computer by a network. Figure 5 shows a plurality of facility computers linked to the central
computer.
Figure 6 is a schematic diagram of the display board.
Figure 7 is an exploded perspective view which shows the parts of a suitable
proximity sensor device.
Figure 8 is a schematic perspective view of an assembled proximity sensor device.
Figure 9 is a circuit diagram of a proximity sensor device suitable for use in
the present invention. Detailed Description For this description of the preferred embodiment, the gaming token sensing
apparatus of the present invention will be described in the context of the multi- tiered gaming apparatus used in conjunction with a table card game known as "LET
IT RIDE®," as disclosed in U.S. Patent Application Serial No. 08/023,196, filed
February 21, 1993, U.S. Patent No. 5,288,081, assigned to the assignee of the present invention and incorporated by reference herein. However, the gaming token sensing apparatus and the multi-tiered gaming apparatus disclosed herein can be used with other games, and the present invention is not limited to use with the game disclosed in this description of the preferred embodiment.
Referring to Fig. 1, the apparatus of the present invention includes a gaming structure which may be a typical casino gambling or gaming table 10. The table 10 has a curved side 12 for accommodating up to seven players and a straight side 14 for accommodating the dealer. The table 10 has a flat surface 16 having a top and a bottom. The top of surface 16 is covered with felt or other appropriate material. Although seven playing positions or locations 18a-g for individual players are provided, it is not essential to the game that exactly seven persons play and as many as sixteen players or as few as one may participate. For casino play, a field of seven players provides for a game that is easily manageable by the dealer and house, and one in which the individual players feel more involved. A house dealer position 20, including an area suitable for displaying the dealer's common cards 21, is provided.
Each table 10 has pre-determined locations or zones for receiving gaming tokens for wagering on the basic game and predetermined locations for zones for receiving gaming tokens for wagering on the additional games at each player station. As shown in Fig. 1, each of the playing positions or stations 18a-g includes a wagering zone 22, comprising three separate and distinct wagering or betting areas
22a, b, c, for receiving or placing a wager in the basic game. Each position 18a-g also includes a card area 19a-g for receiving and displaying cards dealt to the player occupying the position. A suitable wagering area or apparatus for receiving or indicating a wager in the additional game, playoff or tournament, is represented at area 23a-g. The wagering areas 22a, b, c and 23a-g receive appropriate wagering indicators or settling means such as gaming tokens or chips (not shown).
At one side of the dealer station 20, the apparatus for playing the multi-tiered game may include a microprocessor or computer controlled shuffling machine 32 supported by a table extension 34. The shuffling machine 32 may be of the type disclosed in U.S. Patent 4,807,884, the disclosure of which patent is incorporated herein by reference. The shuffling machine 32 may include a dealing module for automatically and sequentially dealing cards and also may include a display means
for displaying wagered amounts, the identity of winning players, or other game related information, including the jackpot amount.
Referring to the flow diagram of Fig. 2, the initial step in playing the basic
game LET IT RIDE® is preparing or shuffling a deck of cards, represented at block 40, by activating the shuffling machine 32 or by hand-shuffling a deck to provide a shuffled deck. Next, the players place a three-part initial wager, block 42, by putting equal amounts in each of the three betting areas 22a, b, c. Two of the parts of this initial wager, the parts placed in wagering area 22a and 22b, are retrievable at the option of the player. The third portion placed in area 22c is a nonwithdrawable bet. Players may also place an optional additional wager or extra fee, block 42, to participate in an additional game. After the placing of the wagers by each player, the cards are dealt, block 44, three cards being dealt down to each player and two cards are dealt down in front of the dealer.
The players inspect or "sweat" their cards in preparation for reaching decision block 46. At decision block 46, the players are queried by the dealer about whether the first part of the initial wager, the part placed in wagering area 22a, should be left
or whether the player wishes to withdraw that portion of the wager. Each player makes the decision at decision block 46 on the basis of the three cards forming the player's incomplete hand at this point. Once each player has been queried and has decided whether or not to let the first portion of the bet ride, and those bets the player chooses to retrieve or remove are physically removed from area 22a and returned to the player, the dealer shows one of the down common cards, as represented at block 48. Now, each player has four cards to consider, the three cards dealt to that player originally and the single common card showing on the table 10. Each player must then decide whether to let the second part of the initial wager ride or whether to withdraw it from the game. After each player is queried and decides what to do with regard to the second part of the bet, and those bets to be withdrawn are physically removed from area 22b and returned to the player, the dealer reveals the second common down card, as represented at block 52. Each player now has a five card hand comprised of the three cards each player was originally dealt plus the two revealed common cards. The third bet, the bet placed at wagering area 22c, is a nonretrievable portion of the initial bet and the flow of the basic game proceeds to block 54 wherein the players show or reveal their three cards to the dealer.
The dealer resolves each player's initial wager (which includes all three parts, the second and third parts or only the third part, depending on the player's choices during play of the hand) based on the five card hand at block 56 and determines what payout, if any, the player is entitled to receive according to the payout schedule at the particular gaming table or casino. Bets on non-winning hands are collected by the dealer or house. The hand is then over, and the flow of the basic game returns to block 40, preparing and shuffling the deck for a new hand.
The award or payoff is given for each part of the initial or basic game bet that was allowed to ride to the end of the hand and for the nonwithdrawable part of the bet. A typical pay table would be as follows:
Pair, Tens or Better 1-1 (even money)
Two Pairs 2-1
Three of a Kind 3-1
Straight 5-1 Flush 8-1
Full House 11-1
Four of a Kind 50-1
Straight Flush 200-1 Royal Flush 1,000-1
With regard to the additional wagering game and method, along with placing an initial game wager, block 42, the players may place an additional wager or entry fee, thereby placing an optional side bet of a fixed, predetermined amount to become eligible to win a bonus pay-off and to participate in a tournament to become eligible to win a super jackpot (the basic game and the additional wagering game are collectively referred to as the "multi- tiered wagering game"). It is this wager that is sensed and registered by the proximity switch apparatus of the present invention, although the invention could be utilized to register other wagers as well. The game flow then proceeds as represented in blocks 44-56. At block 56, along with resolving each player's basic game bet, the dealer also resolves the second wager or side bet which includes eligibility to continue in a playoff or tournament game to win a super jackpot. The second wager is resolved by the dealer immediately paying out a bonus payout to participating players according to a table. A typical bonus pay table would be as follows:
Straight $25.00
Flush $50.00 Full House $100.00
Four of a Kind $200.00
Straight Flush $2,000.00
Royal Flush $20,000.00 Each player participating in the additional wagering game and having a final hand comprising, in the preferred embodiment, the highest one hundred winning hands registered by participating players over a given period, becomes eligible to continue tournament play to win a super jackpot, represented at block 58.
The basic wagering game and additional game may be a lottery type game, any suitable wagering game or any suitable random process through which eligible finalists are selected and through which one of the eligible finalists is identified as the super jackpot winner. The basic game and the additional game which
culminates in a winner of the super jackpot may be different games, and the second game may be played at a different place than the basic game. The super prize or jackpot is a fixed amount set at least prior to the commencement of the second game and may be comprised of the optional second game wagers or entry fees, or a portion thereof, accumulated for a selected period. Where the super jackpot is comprised of accumulated entry fees or side bets, or a portion thereof, the jackpot total may increase until the occurrence of a selected event such as the jackpot reaching a predetermined amount, a predetermined period of time has elapsed, or a predetermined number of finalists has been identified. After the occurrence of the selected event, but prior to the commencement of the second game, the jackpot amount is made known to the players. Where a fixed amount of money is allocated to fund the super jackpot prior to the commencement of the additional game, the jackpot amount can be made known to the players prior to the commencement of the basic game.
The selected period for funding a super jackpot must insure that a substantial number of players qualify for winning the super jackpot, and that a substantial jackpot, for example, a million or multi-million dollar jackpot, accumulates. Ideally, the selected period is at least one month, but a typical period would be three months, particularly if the funding program or schedule set forth below is followed. Eligible finalists in the second game, i.e., all the eligible basic game players having a final hand comprising the highest one hundred hands, are accumulated during a qualification period equal to the jackpot accumulation period. If no royal flush has been achieved during the selected accumulation period, the next highest winning hands are used to determine eligibility for the second game. Another method that could be used to determine eligible finalists in the second game would be to have each player registering a royal flush over a given time period to become eligible.
Once the selected event has occurred the jackpot or prize pool is established and the super jackpot amount is fixed.
A typical funding program for a super jackpot when it is comprised of accumulated fixed side bets or entry fees may be outlined as follows. A one dollar ($1.00) fixed side bet or entry fee could be required to participate in the bonus pay-off and the second game. Of this amount, forty-five cents ($.45) could be used to fund
immediate bonus payouts to players, the bonus payouts being based on a random outcome or certain poker rankings as set forth above. Fifty-five cents ($.55) could be used to fund the super jackpot. The multi-tiered wagering game and method is not limited to being played with five card stud poker games, but may be applied or used with other appropriate
wagering games such as other poker games or games of chance. The method for the multi-tiered wagering game does not require a shuffling machine 32, dealing
module 33 or a display means 36. However, when the multi-tiered wagering game is played with a card game, these features facilitate and expedite the play of the game as well as add security (game protection), efficiency, and interest. The fee for participation in the additional wagering game may be in an amount other than one
dollar, and the funding schedule set forth above may be varied. Where the super jackpot is funded by accumulated fixed side bets or entry fees, the accumulation period may also be varied, as long as a jackpot sufficient to interest players accumulates. For example, the accumulation period may be a selected time period,
may be based on the accumulation of a particular amount of money, or may be based on the accumulation of a certain number of finalists. The following instructions set forth the conceptual design and procedures for a tournament in a casino environment, wherein the jackpot is funded by a portion of the accumulated entry fees:
Before the basic LET IT RIDE® game is played, players may elect to pay a $1
entry fee per hand to participate in the LET IT RIDE® Tournament. If they pay the
entry fee and get a straight or higher, they will be eligible for bonus payments as follows:
Royal Flush $20,000
Straight Flush $2,000
Four of a Kind $200
Full House $100 Flush $50
Straight $25
The payout numbers are for illustration purposes only and in actual practice could be higher or lower.
Example: If a player makes three $5 bets on LET IT RIDE® and hits four of a
kind, he will receive $750 for that bet (50 to 1). If he had also paid the $1 tournament entry fee for that hand, he would receive a $200 bonus for a total payout of $950.
If a player hits a royal flush, he will be paid 1,000 to 1 for his basic bet. Again, using three $5 bets as an example, the player would win $15,000 for his basic bet and, if he had paid the $1 tournament entry fee for that hand, he would receive a $20,000 bonus for a total payout of $35,000.
The hit frequency shows that 45tf of the $1 entry fee will be required to finance the bonus payment schedule. The remaining 55<t will be put into the super jackpot pool. The first round of the tournament will last for a predetermined length of time (e.g., three months). At the end of that period, the players with the one
hundred highest hands (plus ties) will qualify for round two of the tournament. Rounds two through five (the final round) would take place over a two day period at a host casino. All of the qualifiers that return and participate in round two of the tournament will receive a bonus (i.e., $5,000) regardless whether they win or lose.
Two Day Playoff:
• Day One/Round Two - Each player will be given an equal amount of non- redeemable chips in various denominations. At the end of 50 hands, the 50 players (plus ties) with the highest winnings will advance to round three and will receive another bonus (i.e., $10,000). 13
• Day One/Round Three - The 50 remaining players will reassemble at the
tables and again be issued an equal amount of non-redeemable chips. The winnings from the previous round will not be carried forward. After 50 hands have been played, the 25 players (plus ties) with the highest winnings will advance to round four and receive another bonus (i.e., $15,000).
• Day Two/Round Four - The 25 remaining players will return to the tables and will be issued an equal amount of chips. After 50 hands, the five players with the most money will advance to round five (the final round). Since the
final round cannot have more than five players, a ten hand tie-breaker round will be played between players trying for the fifth seat.
• Day Two/Round Five (Final Round) - The five finalists will receive an equal number of chips and play at the same table. At the end of 50 hands, the players are ranked according to the total value of the chips they have accumulated. The payouts will be distributed as follows:
5th Place $1,000,000
4th Place $1,500,000
3rd Place $2,000,000
2nd Place $2,500,000
1st Place Fixed amount larger than second place or balance of super jackpot pool
The balance is the balance of the super jackpot pool after all other prizes have been deducted. While this balance is not fixed at the beginning of play of the basic game, it is fixed prior to the beginning of round two of tournament play. The payout numbers are for illustration purposes only and in actual practice could be higher or lower. Irregularities in The Tournament:
1. At the end of each round, only players with chips remaining are eligible for
the next round, e.g., if only forty players have chips remaining after round two, then only those forty players may advance to round three. 2. If, during the final round, several players lose all of their chips before the
round is over, they will be ranked in the order they lost their chips, e.g., the first player to lose all his chips will take seventh place, the second player to lose his chips will be in sixth place, etc.
3. If two or more players lose their chips on the same hand, those players will tie and the prize money will be divided equally, e.g., if the first two players to lose all of their chips do so on the same hand, they would tie for fourth place. The prize money for the 4th and 5th places would be added together and divided equally among the two players.
Dealing Procedures 1. Before proceeding with each hand, the dealer asks "any tournament entries?" and allows each player time to place his entry fee in the designated area. The player may place either his basic game wager or his optional wager and tournament entry fee on the table first - the order does not matter.
2. The dealer ensures that the red entry fee lamp, or other suitable display means, on the gaming table is on for each player who has placed an optional
wager and an entry fee.
3. The dealer then verifies the accuracy of each player's bet by confirming that an equal amount is placed on each of the three wagers. 4. The dealer now touches a "no more fees" switch or the "Begin Game" switch on the table control panel. Once this is done, players may not change their wagers or entry fees in any way.
5. The dealer collects the optional wager and entry fees and places them in the
chip rack. (Without the dealer having to take any action, once the last coin from the optional wagers and entry fees is collected, a signal is sent to the shuffler and it automatically moves the freshly shuffled deck forward to the pre-count counting position.)
6. The dealer takes the deck from the discard rack and places it in the shuffling area of the automatic shuffler. (Once the cards are placed in the shuffling area, the shuffler automatically counts the first three cards into the forward position.)
7. The dealer takes the three cards from the front of the shuffler and places them face down on the table in front of the first player on his left, spreading the cards to verify that exactly three cards were dealt.
8. The dealer now takes the next three cards from the front of the shuffler and places them face down in front of the second player from his left, spreading them out to verify the number of cards. The dealer follows this procedure clockwise around the table until each player who has made a wager receives a three card hand.
9. After each player has received three cards, the dealer places the next three cards from the shuffler face down in front of himself. (Although only two cards are used, the automatic shuffler is programmed to dispense three cards).
These cards remain in a stack so that the two bottom cards are hidden by the top card. The stack is placed in the left hand rectangle of the two rectangles on the layout in front of the dealer.
10. The dealer touches the "card count" switch on the shuffler. The shuffler counts the remaining cards while moving them to the forward position. Before the dealer picks up the cards, he must determine whether or not the count is accurate. If the card count light glows green, the count is accurate. If the card count light flashes red, there is a miscount.
11. In case of a flashing red light, the dealer calls a floor supervisor for instructions before proceeding, (see "irregularities" below.) 12. If the card count light glows green, the dealer may remove the balance of the cards from the shuffler and place them in the discard rack.
13. While waiting for the card count light, the dealer begins the round with the first player on his left. The dealer allows each player in turn the option to reclaim his first bet or to let it ride. The dealer must not allow players to reach out and retrieve their own bets. If a player does this, the dealer should politely ask him not to do so in the future. Only the dealer can return bets to a player.
14. After the first round of options, the dealer takes the top card from the stack in front of him and places it on top of the cards in the discard rack. Then he turns over the second card, placing it face up covering the bottom card. The
bottom card should not be visible.
15. Again, starting on his left, the dealer gives each player in turn the option to reclaim his second bet or to let it ride. The dealer asks the players to place their hands face down either near, against, or under their chips until the
hand is over. 16. The dealer moves his up card to the right hand rectangle on the layout in front of him. The dealer then turns over his bottom card. There should now be two up cards in front of the dealer representing the community cards for
the players.
17. Starting with the player on his right, the dealer turns over that player's hand and determines if it is a winning hand according to the payout schedule for
the basic LET IT RIDE® game. If the player does not have a winning hand,
the dealer collects the remainder of the player's wager and places it in the chip tray. If the player does have a winning hand according to the LET IT
RIDE® payout schedule, the dealer pays the player the amount indicated on
the schedule.
18. To determine the bonus payment, the dealer touches the key on the control panel which indicates the player's position (the light will begin to flash). The
dealer touches the key representing the player's hand. The dealer touches the enter key. The dealer then looks at the instruction window for the next step
(i.e., whether to pay the player or notify a floor supervisor, what amount to pay, etc.).
19. Once a bonus has been paid to a player and approved by the appropriate casino authorities, the dealer collects that player's cards and places them face down in the discard rack. The dealer touches the enter key again. The dealer then moves on to the next player from his right (counter-clockwise) and follows the same procedures outlined in steps 18 through 21.
20. When the dealer finishes with the last player (the first player on his left), he collects those cards and the two community cards in front of the dealer and places them face down in the discard rack. The dealer then touches the "Game Over" switch on the control panel.
Irregularities in Dealing Procedures:
1. Entry Fee Light:
If a player puts up his $1 wager (in the form of a metal gaming token
provided by the casino) for his entry fee and his entry fee light does not activate, the dealer calls a floor supervisor for instructions. The supervisor then closes that position for play.
2. Too Many or Too Few Cards in Deck:
If the automatic card count light on the shuffler is flashing red after it has counted out the cards, the dealer calls a floor supervisor. The floor supervisor removes the cards from the discard rack and does a hand count on the table (adding in the cards that have been dealt to the players) to determine whether the card count is accurate. If the count results in fewer or more than 52 cards, the round is declared a misdeal and all of the cards are collected. The floor supervisor removes the deck from the game and seals it to be held for further examination, if necessary. The supervisor then installs a new deck of the same color following the new deck dealing procedures.
3. Auto Shuffler Miscount:
Even if the automatic shuffler shows an accurate count, if any player has
more or less than three cards, it is still considered a misdeal and a dead hand. The deck is removed and a floor supervisor is called. 4. Player Has Too Many or Too Few Cards In His Hand:
If any player has too many or too few cards (more or less than three) in
his/her hand, the round will be declared a misdeal. The cards will be collected and new hands will be dealt from a new deck. Bonus Payments and How To Pay Them
As stated previously, if a player has paid the $1 optional wager and entry fee and his hand consists of a straight or higher, he is eligible for the following cash
bonus payments:
Royal Flush $20,000.00
Straight Flush $2,000.00
Four of a Kind $200.00
Full House $100.00
Flush $50.00
Straight $25.00
If a player has a straight ($25) or a flush ($50), the dealer pays the bonus from the chip tray upon verbal approval of the floor supervisor.
If a player has a full house ($100) or four of a kind ($200), payment is made upon approval of the pit boss. If a player has a straight flush ($2,000) or a royal flush ($20,000), approval of the pit boss and the shift supervisor or casino manager is required before making payment.
Optional Wager and Entry Fee Amount: $1 per hand paid prior to receiving cards. Token: $1 value metal gaming token provided by the casino. Since the object of round one of the tournament is to get one of the hundred highest hands dealt during the posted time period, players may enter every time
they play the basic LET LT RIDE® game.
Fifty-five cents of each $1 entry fee collected by the casino is remitted to the
tournament organizer. The remaining 45c is retained by the casino. Each casino is responsible for paying any bonuses the entrants may qualify for during round one. If the bonus awards paid by a casino are less than the amount collected, the casino is entitled to keep the money as its own. If the bonus awards paid out exceed the money collected by the casino, the casino must make up the difference. The 55<_ remitted to the tournament organizer is deposited into a holding account. This money constitutes the prize money available to be paid to players as they advance to rounds two through five.
Qualifying Hands Only the player who receives a qualifying hand is allowed to advance to
rounds two through five. Qualifiers for any round may not sell, donate, or in any way transfer their rights to continue in the tournament.
If a qualifier is unable to continue in the tournament for any reason whatsoever — including death — no one will be allowed to substitute for that person and continue in his place. (This rule is intended for the protection of the tournament qualifiers as well as th integrity of the tournament.)
If a player has more than one qualifying hand, only his or her highest hand will be allowed to advance to round two.
A qualifying hand may not be used in any tournament other than the one in
which it is received. Registering Qualifying Hands
In addition to the normal IRS paperwork, all straight flush and royal flush bonus
winners must complete the "LET IT RIDE Bonus Winner Form". If a player does
not complete this form, then he will not be considered a qualifier for round two. If a player who gets four of a kind and has paid the entry fee wants to register
as a potential qualifier for round two, then he must complete the "LET IT RIDE®
Bonus Winner Form" in full.
In addition, each player must be photographed with a polaroid camera. The player must sign the back of the photo. The photo is submitted to the tournament
organizer along with the "LET IT RIDE® Bonus Winner Form".
Upon completion of the paperwork, the pit boss or shift boss must notify the tournament organizer by phone with the following information:
Person Calling
Casino Name • City
Time
Date
Player's Name
Type of Hand • Form Number
The tournament organizer must receive an original or facsimile of the form and photo within 48 hours.
The multi-tiered wagering game of the present invention, including the LET
IT RIDE® game aspects thereof, might be played live with a dealer at one or more
gaming tables in one or more casinos, or in casinos, homes, and other locations in interactive electronic or video form with automatic coin or betting means symbols, receptacles and payout capability, wherein appropriate symbols for cards, wagers, or score keeping would be displayed electronically. With reference to the Figs. 1 and 2-9, a more detailed description of the apparatus for playing the multi-tiered wagering game in conjunction with the LET
IT RIDE® game follows. The apparatus of the present invention which is for
detecting the presence of a gaming token will be described later as part of the
apparatus for playing the multi-tiered wagering game. As shown in Fig. 1, a playing table 10 has seven player positions 18a-g. Each of the playing positions 18a-g includes a wagering zone 22, comprising three separate and distinct wagering or betting areas 22a, b, c, for receiving or indicating a wager in the basic game. Also, each position 18a-g includes a card area 19a-g for receiving and displaying cards dealt to the player occupying the position. A suitable wagering area or apparatus for
receiving or indicating a wager and entry fee in the multi-tiered wagering game (i.e., the bonus pay-off and the second game, playoff or tournament) is represented at area 23a-g. The wagering areas 22a, b, c, and 23a-g may be designed to receive appropriate wagering indicators or settling means such as gaming tokens or chips
(not shown). Prior to each hand of the LET-IT-RIDE® game, or related table game,
each player at the table 10 must decide whether to enter the multi-tiered wagering game by placing a gaming token in wagering area 23a-g. Placing a gaming token in wagering area 23a-g indicates that the player has entered the additional game which is part of the multi-tiered wagering game. At one side of the dealer station 20, the pparatus for practicing the method of the multi-tiered wagering game may include a microprocessor or computer controlled shuffling machine 32 supported by a table extension 34. The shuffling
machine 32 may be of the type disclosed in U.S. Patent 4,807,884, the disclosure of which patent is incorporated herein by reference. The shuffling machine 32 may include a dealing module for automatically and sequentially dealing cards and also may include a display means for displaying wager amounts, the identity of winning players, or other game related information, including the jackpot amount.
Also, Fig. 1 shows a dealer control panel 70. The dealer control panel 70 includes four sets of inputs: the game status inputs 72; the keypad 74; the player position inputs 76; and the winning hand inputs 78. The game status inputs 72 allow the dealer to enter information on the status of the multi-tiered game. The dealer depresses the "Begin Game" button 80 when all players at the table have made their betting selections prior to the start of each game,. At this time, the player betting information is sent to the facility computer 86 (see Fig. 4). When the game is over, the dealer depresses either the "Game Over" button
82 or the "Winner" button 84. Selection of the "Game Over" button 84 resets a proximity sensor devices 118 (which will be described later) where one proximity sensor device 118 is aligned with and in sensing proximity to a wagering area 23a-g, and betting for a new game is initiated. The dealer selects the "Winner" button 84
when one or more players participating in the additional game of the multi-tiered game have one of the winning hands. Next, a security code is entered on the keypad 74. For lower payout winners, the dealer will have a unique security code to enter. For the highest payout hands, the pit boss or shift manager will have a different unique security code. Therefore, one of these supervisory managers confirms the high payout hand before the information is entered and the payout is made. For example, the two different security codes are four-digit codes distributed daily.
Next, the dealer inputs the player position 18a-g of the winning hand by selecting the corresponding player position input 76 for the winning player. Finally, the dealer inputs the winning hand by selecting the appropriate winning hand input 78.
In an alternative embodiment, the keypad 74 is also used to activate or disable the multi-tiered gaming inputs 23a-g, 72, 76, 78 at a table 10. A specific four-digit
code disables all of the multi-tiered game inputs 23a-g, 72, 76, 78 at the gaming table 10 and another four-digit code activates the multi-tiered gaming inputs 23a-g, 72, 76, 78 at a table 10.
Fig. 3 shows the player input and dealer control panel circuitry. Each
proximity sensor device 118 (which will be described later in this specification), one such device is located under each of the wagering areas 23a-g, is connected through an input device 88 to a microcontroller 90. An example of input device 88 is an Inverting Octal Tri-state Buffer, available from National Semiconductor, Santa Clara, California 95051. The microcontroller 90 may be selected from a variety of commercially available microcontrollers such as the 80C32 microcontroller, available from Intel Corporation, Santa Clara, California. When the presence of a gaming token is detected by the proximity sensor device 118, the microcontroller 90 turns on the LEDs 146 through the output device 92. When the LEDs 146 which surround the proximity sensor light up, the LEDs 146 signal to the player and the dealer that the bet placed by the player for entry into the second game has been registered by the microcontroller 90. An example of output device 92 is a Darlington Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615. When all of the players at a table 10 have made their betting selection with
regard to the additional game of the multi-tiered game, the dealer depresses "Begin Game" button 80 on the dealer control panel 70. The encoded betting information is sent from the microcontroller 90 to an RS422 transceiver 94 and, referring to Fig. 4, the encoded betting information is sent over network 96 to the facility computer 86. The facility computer 86 can be one of numerous commercially available personal computers generally having a monitor, microprocessor, information storage, and
I/O ports, for example, an IBM PS/1, available from IBM, Armonk, New York. As shown in Fig. 4, the facility computer 86 receives betting and winning
hand information from all of the tables 10 connected to the network 96. Generally, a maximum of thirty-two devices can be connected to the facility computer 86 via the
RS422 interface network. Therefore, a facility having more than thirty-two gaming tables 10 equipped for multi-tiered gaming will have more than one facility computer 86.
As shown in Fig. 5, the facility computers 86 are electronically linked to a
central computer 98 by telephone lines or other circuitry well known to one of ordinary skill in the art. The central computer 98 may be located at a site separate from all of the facility computers 86 or co-located at one of the gaming facilities. The central computer 98 may also be one of the generally available personal computers such as the IBM PS/1 available from IBM. In an alternative embodiment of the invention, one of the facility computers 86 acts as both the facility computer 86 for a gaming facility and as the central computer 98.
The central computer 98 receives all of the betting and winning hand information from the facility computers 86 and computes the multi-tiered jackpot amount. The central computer 98 receives the number of bets and number and type of winners from each gaming table 10. A unique address identifies each table 10 at each gaming facility. The central computer 98 includes a data base and associated accounting software. The data base allows the central computer 98 to compare the number of actual payoffs to the anticipated number of payoffs to detect any cheating or other irregularities at any of the tables or facilities. The central computer 98 can
generate a variety of accounting reports on each table or gaming facility on a daily basis. If the new jackpot amount is computed each time new betting or winning hand information is received by the central computer 98, then the new jackpot
amount is sent to the facility computers 86 as soon as practicable. However, this new jackpot amount should be sent to the facility computers 86 at least every five minutes. It should be noted that the jackpot is preset for a minimum amount. Only when the betting exceeds a certain amount will this calculation affect the amount of the jackpot. As shown in Fig. 4, the facility computer 86 is also connected by the RS422 network to a display center 100. As shown in Fig. 6, the display center 100 includes an RS422 transceiver 102 connected to a microcontroller 104 which is the same type as used in the dealer control panel shown in Fig. 2. The facility computer 86 sends the jackpot amount over the network 96 to the display board microcontroller 104.
The display board microcontroller 104 drives row drivers 106 and column drivers 108 to display the jackpot amount on a typical alphanumeric LED display 110. Column drivers 108 can be the same device as output devices 92, e.g., a Darlington Array, available from Allegro Microsystems Inc., Worcester, Massachusetts 01615. Row drivers 106 can be a Quad High-Current High- Voltage Source Driver, available from Allegro Microsystems Inc., Worcester, Massac usetts 01615.
As shown in Fig. 3, each of the game status inputs 72, player position inputs 76, and winning hand inputs 78 has a pressure-sensitive actuating switch 112 multiplexed through an input device 88 to microcontroller 90. Microcontroller 90 turns on input light 114 through output device 92 to show that the input has been selected. At the end of the table game, e.g., "LET IT RIDE®," the dealer determines whether there are any game winners in the additional game of the multi-tiered
game. For each winner the dealer selects the "Winner" button 84 on the dealer control panel 70. If the winning hand is one of the high payout hands, e.g., royal flush or straight flush, the dealer notifies either the pit boss or shift manager who
confirms the winning hand and enters a security code on the keypad 74. Keypad 74 is selected from commercially available 3 x 4 keypads and is connected to microcontroller 90 by keypad encoder 116, e.g., Model 8279, available from Intel Corporation, Santa Clara, California. The dealer then depresses the player position input 76 corresponding to the player having a winning hand. Next, the dealer depresses the particular winning hand input 78, e.g. royal flush, straight flush, four of a kind, or full house. After all winning hand entries have been made, or if there were no winners for the hand, the dealer selects the "Game Over" button 82 and the next game can be initiated. With reference to the Figs. 1, 3, and 7-9, a more detailed description of the apparatus of the present invention follows. As shown in Fig. 1, the gaming table 10 has wagering areas 23a-g, where players place a gaming token to enter the additional game of the multi-tiered wagering game. A proximity sensor device 118, having a sensor 144 (as will be described with reference to Figs. 7 and 8) is mounted to a gaming table 10 or in a video gaming machine such that the sensor 144 is aligned with and in sensing proximity to a wagering area 23a-g. Each sensor 144 is within sensing proximity of a wagering area 23a-g, which is between .8 mm to 50 mm (i.e., within 2 inches of the wagering area 23a-g). This distance can vary depending on the particular sensor 144 that is used. In the preferred embodiment, a proximity sensor device 118 is mounted is below a wagering area 23a-g and is mounted adjacent the bottom of the table surface 16.
As shown in Fig. 3, each of the proximity sensor devices 118 are connected to the micocontroller 90 through inputs 88. Moreover, a lighting device 146, which is in the proximity sensor device 118, is connected to the microcontroller 90 through the output 92, so that when the proximity sensor device 118 detects the presence of a gaming token in the wagering area 23a-g it monitors, the microcontroller 90 causes the corresponding lighting device 146 to light up.
With reference to Figs. 7 and 8, the proximity sensor device 118 will be described. The proximity sensor device 118 comprises a housing 136, a cover plate 138, a holder 140, a first board 142, a sensor 144, at least one lighting device 146, a first set of supports 148, a second board 150, a decoder connector 152, a second set of supports 154, a closing plate 156, fasteners 158, and a securing ring 160.
The housing 136 is constructed of aluminum and provides a casing for the
sensor 144. The housing 136 has a top 162 and a bottom 164. In the embodiment shown in Figs. 7 and 8, the body 166 of the housing 136 is cylindrical. The cylindrical body 166 has a circular cross section which has an inner diameter 165 and an outer diameter 167. The lip 168 located at the top 162 of the housing 136 extends into the cylindrical body. Moreover, the body 166 has an outer surface 170 and an inner surface 172. The outer surface 170 of the cylinder 166 has grooves (not shown) for receiving the securing ring 160.
The cover plate 138 is a plastic lens. The cover plate 138 is inserted into the housing such that it abuts the lip 168. This cover plate 138 protects the surface of the sensor 144 and abuts the bottom of the table surface 16 directly beneath a wagering
area 23a-g. The holder 140, which is inserted into the housing 136, receives the sensor 144. The holder 140 has an outer edge 176 and an inner edge 178. The inner edge
178 forms an opening 180 which receives the sensor 144. As shown in Fig. 7, the opening 180 is circular because the sensor 144 depicted in Fig. 2 is circular. However, this opening 180 may have any shape as along as the opening 180 can receive the sensor 144. Also, the holder 140 is made of material that allows light from the lighting devices 146 to be visible through the cover plate 138.
The sensor 144 and the lighting devices 146 are fastened to the first board 142. The first board can be made of any material which has the rigidity to support the
sensor 144 and the lighting devices 146. This first board 142 must have a shape which will allow the board 142 to be inserted into the housing 136. In the embodiment shown in Figs. 7 and 8, the first board 142 is circular and has a diameter
182 which is less than or equal to the inner diameter 165 of the housing 136.
The sensor 144 may be a type of proximity sensor. Several types of proximity sensors may be used in the present invention including, but not limited to, inductive proximity sensors, capacitive proximity sensors, and ultrasonic proximity
sensors.
Proximity sensors are used as the sensor 144 (1) because a gaming token or the like may have to be sensed through non-metallic barriers such as glass, plastic, or felt; (2) because of the repetitive nature of the application in having to repeatedly detect the presence of a gaming token at the beginning of each game, a reliable sensor with a long life is required; and (3) because, particularly in video gaming, a sensor which can respond rapidly and switch quickly may be required since the gaming token or coin may only be present in the area sensed by the sensor for a very
short period of time. Inductive sensors may be used to detect metallic objects. Since gaming tokens used in casinos contain metal, inductive proximity sensors may be used. An
inductive proximity sensor creates a high frequency field in front of the sensor 144. When a metal object enters this high-frequency field, the amplitude of the oscillation creating the field is reduced. The sensor recognizes this change in amplitude and outputs a signal accordingly.
However, if gaming tokens which contain no metal is used, then capacitive and ultrasonic proximity sensors may be used. With capacitive proximity sensors, the change in capacitance is measured. When an object (metallic or non-metallic) is present, the capacitance increases, thereby allowing the detector to signal, accordingly.
An ultrasonic sensor may also be used to detect any object because it emits an ultrasonic pulse which is reflected back by any object entering the zone in which such a pulse is emitted. The sensor's output is dependent on the amount of time taken for the reflected wave to return.
In the preferred embodiment, because gaming tokens generally have a metallic content, an inductive proximity sensor is used. The inductive proximity sensor provides the additional security of only detecting metal, thereby preventing people from trying to fool the detector with objects other than metal. Also, these sensors 144 are mounted in sensing proximity to a wagering area
23a-g. Generally, a sensor 144 will be within 2 inches of the wagering area 23a-g the
sensor 144 is monitoring. The actual distance between the sensor 144 and the wagering area 23a-g varies based on the selection of a proximity sensor 144.
The lighting device 146 may be any type of light producing element. In the preferred embodiment, a light emitting diode ("LED") is used. In fact, as shown in Figs. 7 and 8, six LEDs are used in the present invention. This lighting device 146 is not necessary for detecting the presence of a gaming token. However, they provide
(1) a visual indication to the dealer and the player that a bet has been registered; and
(2) an easy target for the cameras monitoring a table 10 so that the computer's registration of a bet can be visually verified by the camera.
The sensor 144 is secured to the first board by a bolt 82 (shown in the inset to Fig. 8). The LEDs may be secured to the first board 142 by simply placing them in the openings created in the first board 142 for receiving such devices 146.
A second board 150 is attached to the first board 142 by the first set of supports
148. The supports are aluminum supports which are secured to the first plate 142 by screws 186. The second board 150 has a first side 188 and a second side 190. A decode connector 152 is connected to the second side 190 of the second board 150. The sensor 144 and the lighting devices 146 are electrically connected to the decode
connector 152 via the connector 192. A closing plate 156 having a shape which will conform to the shape of the housing 136 is secured to a second set of supports 154. This closing plate 156 will have an opening 194 so that the electrical connection from a decoder can be connected to the decoder connector 152. This electrical connection will allow a decoder such as a microcontroller 90 to read the sensor 144 and transmit the information to the facility computer 86, which may tie several gaming tables and video gaming machines together or which may tie several gaming facilities which may have table gaming and /or video gaming together.
The decoder connector 152 is a modular connector which allows an electrical connector to be plugged into the connector 152. The securing ring 160 secures the sensor device 118 to the table 10 so that the sensor 144 is aligned with a wagering areas 23a-g corresponding to a player position 18a-g. In the preferred embodiment, the sensing apparatus will be located below each one of the wagering areas 23a-g and
located adjacent to the bottom of the table surface 16, such that the sensor device 118 is aligned with a wagering area 23a-g.
One advantage of this modular construction of the apparatus for sensing the presence of a gaming token is that the apparatus can be easily maintained. The apparatus is mounted to the gaming table 10 such that it is easily accessible, thereby, allowing for easy removal and replacement of the module.
Fig. 9 shows the electrical connections between the sensor 144 and the decoder connector 152. There are five lines providing electrical connection from the decoder connector 152. One line 199 is connected to ground. Electrical lines 200, 202, 204, and 206 are connected to the proximity sensor 144 and the LEDs 146. As shown, the items on the first board 142 include the proximity sensor 144, the LEDs 146, and a Zener diode 196. The LEDs 146 and the proximity sensor 144 are connected to a
twelve volt power supply 198. The Zener diode 196 allows electrical line 200 to have a constant voltage. When there is no object being sensed, the proximity switch signal line 202 is at twelve volts. Once there is an object being sensed by the sensor 144, the proximity switch signal 202 is driven to zero volts. This drop in voltage is transmitted via the decoder connector 152 to the microcontroller 90, where the microcontroller 90 determines that a gaming token has been sensed.
Electrical lines 204, 206 from the decoder connector ι52 are connected to the two sets of three LEDs 146. This configuration will only prevent one set of three LEDs to not function if any one LED becomes defective. The microcontroller 90 may be able to detect when an LED is defective based on the voltage reading on line 206. In operation, a player may choose to place a bet in area 23a-g, thereby entering the additional game of the multi-tiered wagering game. When the dealer locks in all the bets at the dealer control panel 70 using the "Begin Game" button 80, the microcontroller 90 reads the outputs at the various proximity sensor devices 118 at
each table 10. If there is no gaming token at a betting area 23a-g corresponding to a particular player position 18a-g, then the proximity switching line 202 for the proximity sensor device 118 corresponding to the particular player position 18a-g is at twelve volts. When the microcontroller 90 reads a twelve volt signal on this line
202, the microcontroller 90 will determine that there is no gaming token at this betting area 23. However, if there is a gaming token placed in a betting area 23a-g, then the corresponding proximity switch signal 202 will be zero volts and the microcontroller 90 will determine the presence of a gaming token and register the
bet. Upon detecting the presence of a gaming token, the microcontroller 90 will enable the LEDs 146 to be lit. Also, this betting information will be sent to the facility computer 86 and the central computer 98.
After the game is played, if a player entered the additional game of the multi- tiered game, the keypad 74 will instruct the dealer to pay the player if he has a configuration of cards which requires a payout. The apparatus of the present invention allows the gaming token to be kept in circulation by the casino. Also, this apparatus accurately and reliably allows the detection of the presence of a gaming token in a particular betting area.
The present invention may be embodied in other specific forms without departing from the essential attributes thereof. It is desired that the embodiments described above be considered in all respects as illustrative, not restrictive, reference being made to the appended claims to indicate the scope of the invention.

Claims

Claims What is claimed is:
1. An apparatus for detecting the presence of a gaming token, comprising:
(a) a gaming structure with at least one predetermined location for receiving a gaming token;
(b) a proximity sensor for each of the at least one predetermined location, each proximity sensor mounted to the gaming structure such that each sensor is aligned with and in sensing proximity to one of the at least one predetermined location; and (c) a decoder electrically connected to each proximity sensor for determining whether a gaming token is present at the at least one predetermined location.
2. The apparatus of claim 1, where the gaming structure is a gaming table with a gaming surface having at least one predetermined location for receiving a gaming token.
3. The apparatus of claim 1, further comprising a housing for receiving the
proximity sensor.
4. The apparatus of claim 3, wherein the housing comprises a first board having a outer edge and at least one continuous inner edge, said inner edge forming a proximity sensor holder, the proximity sensor holder having dimensions such that the proximity sensor can be received by the proximity sensor holder.
5. The apparatus of claim 4, wherein the first board comprises a plurality of continuous inner edges forming a plurality of holders, wherein a plurality of lighting devices may be received by the holders.
6. The apparatus of claim 5, wherein the lighting devices are connected to the decoder.
7. The apparatus of claim 1, wherein the decoder is a microcontroller.
8. The apparatus of claim 1, wherein the decoder is a hard wired circuit.
9. The apparatus of claim 1, wherein the gaming structure is a video gaming machine having a predetermined location for receiving a gaming token.
10. A method for playing a series of casino card games between a casino and a plurality of players, with a super jackpot, comprising:
(a) each player placing a first wager to become a participant in the casino card game;
(b) each player placing an entry fee to become eligible to win the super jackpot;
(c) determining whether a player has placed the entry fee to become eligible to win the super jackpot by using a proximity sensor device; (d) dealing a hand of cards to each player;
(e) resolving each player's first wager based on said hand, wherein if a player's hand comprises a predetermined arrangement of cards, that player wins a preselected amount from the casino;
(f) resolving each player's entry fee, wherein if a player's hand comprises a narrower subset of the predetermined arrangement of cards, that player becomes a finalist eligible to win the super jackpot; and
(g) playing a second game to select a winner of the super jackpot.
11. An apparatus for playing a multi-tiered jackpot game, comprising:
(a) a plurality of gaming tables, each table having a plurality of player positions; (b) wagering areas on the table, with at least one wagering area corresponding to each of the plurality of player positions;
(c) sensor means mounted to the plurality of gaming tables, wherein each sensor means comprises a proximity sensor, with one of the proximity sensors being aligned with and in sensing proximity to a wagering area;
(d) dealer control means at each table, connected to the sensor means, for determining whether a gaming token is present in each of the plurality of wagering areas, accumulating the betting information from each plurality of sensor means, and entering data on winning outcomes in the multi-tiered jackpot game, wherein the dealer control means includes means for entering a security code prior to entering data on winning outcomes, a plurality of inputs, each input designating one of a plurality of winning outcomes and one of the plurality of player positions at a gaming table of the multi-tiered jackpot game; and
(e) computer means operably connected to each dealer control means for continuously accumulating the betting information and winning outcome data for the multi-tiered jackpot game, calculating a jackpot prize amount for the multi- tiered jackpot game, and controlling a display means operably connected to the computer means for displaying the jackpot amount for the multi-tiered game.
10. The apparatus of claim 9, wherein the plurality of gaming tables is located at different gaming facilities.
11. The apparatus of claim 10, wherein the computer means includes a plurality of facility computers, each facility computer operably connected to a plurality of gaming tables, and a central computer operably connected to the plurality of facility
computers.
12. The apparatus of claim 9, wherein the dealer control means, computer means, and display means are operably connected to each other by a local network.
13. The apparatus of claim 11, wherein the display means includes an alphanumeric LED display.
PCT/US1996/018767 1995-12-04 1996-11-21 Gaming apparatus and method with proximiy switch WO1997020605A1 (en)

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WO1999042186A1 (en) * 1998-02-18 1999-08-26 John Huxley Limited Casino games and gaming apparatus
WO2000043087A1 (en) * 1999-01-22 2000-07-27 John Huxley Limited Casino games and gaming apparatus
WO2010058208A1 (en) * 2008-11-18 2010-05-27 Gamesman Limited Amusement machine and push button assembly
WO2017174970A1 (en) * 2016-04-04 2017-10-12 Tcs John Huxley Europe Limited Gaming apparatus
US10846980B2 (en) 2016-04-04 2020-11-24 Tcs John Huxley Europe Limited Automatic jackpot detection
US11170605B2 (en) 2017-02-27 2021-11-09 Revolutionary Technology Systems Ag Method for detecting at least one gambling chip object

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AU726571B2 (en) 2000-11-09
PA8422901A1 (en) 2000-05-24
AU1122197A (en) 1997-06-27
UY24382A1 (en) 1997-05-23
PE47898A1 (en) 1998-08-30
CO4650086A1 (en) 1998-09-03
ZA969886B (en) 1997-08-27
CA2243594A1 (en) 1997-06-12

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