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Illusion of skill game machine for a gaming system    
United States Patent4582324   
Link to this pagehttp://www.wikipatents.com/4582324.html
Inventor(s)Koza; John R. (Atlanta, GA); La Marre; Norman T. (Norcross, GA); Keane; Martin A. (Arlington Heights, IL)
AbstractA video amusement game terminal for a gaming system for playing a game providing the illusion of skill. A game processor provides a video game presentation in response to player control wherein a prize award is disclosed through presentation of achievement by the player of a designated objective. The presentation provides to the player the illusion that the prize award is determined by player skill in achievement of the designated objective.
   














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Drawing from US Patent 4582324
Illusion of skill game machine for a gaming system - US Patent 4582324 Drawing
Illusion of skill game machine for a gaming system
Inventor     Koza; John R. (Atlanta, GA); La Marre; Norman T. (Norcross, GA); Keane; Martin A. (Arlington Heights, IL)
Owner/Assignee     Bally Manufacturing Corporation (Chicago, IL)
Patent assignment
All assignments
Publication Date     April 15, 1986
Application Number     06/567,910
PAIR File History     Application Data   Transaction History
Image File Wrapper   Patent Term   Fees
Litigation
Filing Date     January 4, 1984
US Classification     463/16 902/23
Int'l Classification     A63F 009/22
Examiner     Pinkham; Richard C.
Assistant Examiner     Mosconi; Vincent A.
Attorney/Law Firm     Jenner & Block
Address
Parent Case    
Priority Data    
USPTO Field of Search     273/1 E 273/85 G 273/138 A 273/143 R 273/118 A 273/121 A
Patent Tags     illusion skill game gaming
   
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 U.S. References
 
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ReferenceRelevancyCommentsReferenceRelevancyComments
4494197
Troy
463/18
Jan,1985

[0 after 0 votes]
4367876
Kotoyori
273/121A
Jan,1983

[0 after 0 votes]
4335809
Wain
463/20
Jun,1982

[0 after 0 votes]
4157829
Goldman
463/17
Jun,1979

[0 after 0 votes]
3735982
Gerfin
463/22
May,1973

[0 after 0 votes]
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Market Size
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> $10B
$5B - $10B
$2B - $5B
$500M - $2B
$100M - $500M
$10M - $100M
$1M - $10M
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< $100K
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Market Share
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75% - 100%
50% - 74.99%
25% - 49.99%
10 - 24.99%
5 - 9.99%
2 - 4.99%
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Reasonable Royalty
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75% - 100%
50% - 74.99%
25% - 49.99%
10 - 24.99%
5 - 9.99%
2 - 4.99%
1 - 1.99%
< 1%
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 Technical Review Submit all comments and votes
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What is claimed is:

1. In a gaming system the object of which is to win a prize by chance, a video game apparatus which provides an illusion that skill is required to win a prize comprising:

means for displaying a plurality of symbols on a screen;

input means operable by a player for initiating a game and for controlling one of the symbols on the screen to interact with at least one of the other displayed symbols;

means responsive to the initiation of a game for randomly determining whether the player is to win a prize; and

video game control means responsive to the input means for controlling the non-player controlled symbols to provide a video game presentation wherein the object of the video games is for the player controlled symbol to interact with at least one of the other symbols in a predetermined manner, said video game control means being responsive to a win determination by said random determining means for manipulating at least one non-player controlled symbol on the screen to provide an indication of a win on the display.

2. In a gaming system the object of which is to win a prize by chance, a video game apparatus which provides an illusion that skill is required to win a prize comprising:

means for displaying a plurality of symbols on a screen;

input means operable by a player for controlling one of the symbols on the screen to interact with at least one of the other displayed symbols;

video game control means responsive to the input means for providing a video game presentation wherein the object of the video game is for the player controlled symbol in a predetermined manner; and

means for randomly determining a winner of a prize, said random means being coupled to the display means to cause one or more symbols to be displayed which represent a win wherein the display of said winning symbol or symbols appears to relate to the skill of the player in controlling the player controlled symbol wherein said random determining means is responsive to the video game control means to cause the display of the winning symbol or symbols after the player controlled symbol interacts with another symbol in said predetermined manner so that the display of the winning symbols appear to relate to the skill of the player.

3. The system of claim 2 wherein said video game control means includes means for controlling at least one of the non-player controlled symbols to interact with the player controlled symbol in said predetermined manner.

4. In a gaming system the object of which is to win a prize by chance, a video game apparatus which provides an illusion to a player that skill is required to win a prize comprising:

means for displaying a plurality of symbols on a screen to provide a video presentation of a game;

input means operable by a player to control one of the symbols on the screen to interact with at least one of the other displayed symbols;

control means responsive to the input means for determining the occurrence of a predetermined type of interaction between the player controlled symbol and another symbol, said control means being coupled to the display means to cause a prize value to be displayed on the screen in response to a determination of said occurrence;

means for randomly determining whether a player is to win the prize value displayed on the screen; and

means responsive to a win determination by the random determining means for manipulating one or more symbols displayed on the screen to cause the player to win the prize value.

5. The gaming system of claim 4 wherein the magnitude of the prize value is independent of the player's skill in controlling the one symbol to interact with the other symbols in said predetermined manner.

6. The gaming system of claim 4 wherein said manipulating means is responsive to said random determining means to cause the control means to display a matching prize value upon a subsequent occurrence of the predetermined type of interaction, a player winning the prize value in response to obtaining matching prize values.
 Description Submit all comments and votes
 


This invention relates generally to electronic gaming systems and more particularly to a video amusement game terminal for playing a game providing the illusion of skill.

Prior art lottery gaming systems have typically involved a drawings or instant "rub-off" games. The current lotteries involving drawing, incorporate computerized systems using electronic terminals operated by licensed retail lottery vendors to dispense printed tickets having the players own selection of lottery numbers printed thereon. These systems are limited in that they require a clerk to operate the lottery terminal. Further, lotteries have been criticized for their appeal to lower income consumers. However, in recent times, there has been explosive growth in the coin-operated video amusement game market which involves an entirely new group of consumers in a market different from any existing lottery. A synthesis of these two fields presents an opportunity to permit consumer operated terminals offering the opportunity to win a prize and to appeal to a new market. However, such a lottery system would preferably utilize a microprocessor based game system which can be customized for different types of games. Since most lottery systems do not allow skill games, a need exists in a video amusement game lottery for a game which provides the illusion of skill in order to attract the largest possible market.

It is accordingly an object of this invention to provide a video amusement gaming machine having video amusement games which provide the illusion of skill.

Briefly, according to one embodiment of the invention, a video amusement game machine for use in a gaming system is provided, having game features controllable by a game player. The machine comprises player control means for providing player input signals for player manipulation of at least a portion of the game features to achieve a designated objective and means for providing an opportunity to win a prize in response to activation by the player and for determining a prize win independent of player input signals. Game processor means provide a presentation of game features according to a predetermined set of game operational conditions, the presentation of game features disclosing a prize award through presentation of achievement of the designated objective and provides to the player the illusion that the prize award is determined by player skill in manipulating game features.

BRIEF DESCRIPTION OF THE DRAWINGS

The features of the present invention which are believed to be novel are set forth below with particularity in the appended claims. The invention, together with further objects and advantages thereof, may be understood by reference to the following description and taken in conjunction with the accompanying drawings.

FIG. 1 is a generalized functional block diagram of a specific embodiment of a secure lottery video game with secure remote communications.

FIG. 2 is a perspective view of a specific embodiment of a secure lottery video game remote terminal.

FIG. 3A is a detailed block diagram of a specific embodiment of a secure lottery video game remote terminal.

FIG. 3B is a detailed functional block diagram of a specific embodiment of the control logic shown in FIG. 3A.

FIG. 3C is a detailed functional block diagram of a specific embodiment of the game logic shown in FIG. 3A.

FIG. 4 is a detailed block diagram of the specific embodiment of the terminal controller shown in FIG. 3.

FIG. 5 is a diagram of a specific message block format utilized in the illustrated embodiment.

FIG. 6 is a detailed block diagram of the specific embodiment of the central controller shown in FIG. 1.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

FIG. 1 illustrates in functional block diagram form a specific embodiment of a secure video amusement gaming system with remote secure communications. The system is a lottery system which includes a number of player operated remote secure video amusement game lottery terminals 20 (hereinafter referred to as remote terminals). In a preferred embodiment, thousands of such remote terminals 20 may be installed at remote sites such as bars, clubs, retail outlets, etc. It should be noted that this system of terminals may also be used in applications not involving a payed lottery, for example, in retail outlets where play and an opportunity to win a prize is provided to patrons as a promotion (e.g. using a token).

Each remote terminal 20 has the general appearance and functions of a video amusement game including, for example, video display screen, color graphics, sound, laser disc technology, digital video technology, and other video technology. A player activates the remote terminal 20 by placing his money or other form of payment in the terminal and then plays a video amusement game. The player is provided with the amusement and entertainment of a video game while at the same time playing the lottery thus having the opportunity to win a lottery prize. This permits a lottery system with consumer operated terminals and avoids the need for a trained terminal operation clerk. Thus, the remote terminals 20 are not bet collection devices but rather player operated lottery game machines offering the player an opportunity to instantly win while interacting with the game machine. Each remote terminal 20, in the preferred embodiment, permits the player to have a choice of one of a plurality of different video games. The choice of games may include games using only computer generated video, games using only prerecorded video, such as on a video disk, or a game utilizing a combination of both.

Each remote terminal 20 is coupled, as shown, by a communications medium 22 to a central controller 24, which is primarily comprised of a computer. In the preferred embodiment, the communications medium 22 is a telephone link whereby central controller 24 can maintain two-way communications with the remote terminals. Clearly, other communications media will be obvious to those skilled in the art, for example, a two-way dedicated cable, a radio frequency channel, etc. The two-way communications between the remote terminals is conducted using encrypted information so as to prevent unauthorized access to the communicated data.

The central controller 24 maintains supervision over the entire network of remote terminals 20 handling, for example, accounting, validation, security, and seeding of pools, among other tasks. The central controller 24 is coupled, as shown, to a number of peripheral devices 26 such as magnetic disks for storage of data, terminals for operator supervision, and line printers, etc.

Referring now to FIG. 2, a perspective view of a specific embodiment of the remote terminal 20 embodying various aspects of the present invention is shown. Remote terminal 20 is comprised of the cabinet housing 32, having an appearance similar to an arcade video game which contains all necessary electronics. A display screen 34, which may be tilted at an angle as shown, is provided for convenient player viewing. In the illustrated embodiment, display 34 is a raster scan display which permits display of video images, instructions, game rules, odds of winning, and other information. The housing 32 also contains two speakers at the level of the player's ear (not shown) so as to be easily heard and to provide for stereo sound. Player control means are provided as a source of player provided stimuli for transfer to the system electronics. The player control means are mounted below the video display screen 34 and include two joysticks with triggers 35, 36 and two pushbuttons 38, 39, such as are commonly used in the video game art. In the illustrated embodiment, the joysticks 35, 36 provide signals responsive to user movement of the joysticks in a 360.degree. radius about the center pivot point of the joystick to control interaction of the player with the game play and logic. Typically, the joysticks control movement of some "control spot" on the screen such as a dot, cursor, star, arrow, or game character to a desired horizontal and vertical position. The two joysticks allow for dual play while the trigger allows for easy control during fast game play action. The two pushbuttons 38, 39 provide for selection of options such as one or two player game operation and other control functions. Clearly, other player control configurations known in the art may be utilized, such as, touch screens, light pens, mice, audio speech recognition units, keyboards, etc.

Each remote terminal 20 is also provided with a conventional electromechanical or electronic coin mechanism 40 on the front of the housing 32 to accept user coins or tokens to actuate the terminal 20. An optional bill accepter or second coin mechanism may be provided for the convenience of the player and minimize machine down time by providing a second means for payment. Other payment mechanisms may also be used, for example, tokens, debit cards, credit cards, etc. An escrow function is provided such that a player may decide not to play after inserting the money and may then receive cash or a credit receipt in return. Additionally, fewer or greater number of joysticks and pushbuttons, or other player control devices, can be provided according to the requirements of the video games desired.

A printer mechanism is provided at the front of the housing 32 mounted inside the housing. A recessed box 42, mounted behind the front panel of the housing 32 and opening to the front, keeps the printer beyond the player's reach and is used as a receptacle for tickets dispensed from the printer. The printer permits the issuance of lottery tickets as a receipt indicating a lottery win or loss, and permits printing of agent invoices, etc. The terminal housing 32 also includes an access door (not shown) to permit access by authorized personnel to the interior of the housing 32.

The operation of the remote terminal 20 may be understood by reference to FIG. 3A which shows a functional block diagram of the remote terminal electronic system. A primary subsystem of the remote terminal 20 is the game controller 50 which includes game logic 51, which performs all functions necessary to control the game according to stored operational conditions. The game controller 50 also includes control logic 52 which controls a video disc player 53 (e.g. an Hitachi 9500SG laser disc player) for playback of high resolution video signals prerecorded on a video disc. Other video recording devices may also be used for storage of prerecorded video signals, for example, digital video systems, videotape, etc. In addition, the control logic 52 couples audio signals to a set of speakers 56 through an amplifier 55, and couples video signals to the monitor 58 under control of the game logic 51. The game logic 51 is coupled, as shown, to a terminal controller 70, and in conjunction with the terminal controller 70, executes all necessary lottery functions. The game controller 50 is further comprised of a NTSC to RGB converter 54 which converts NTSC video signals from the video disc player 53 to RGB signals for application to the video monitor 58.

Player stimulus signals are output from player control devices 57 responsive to player activation of the player control devices, such as the joysticks 35, 36 or pushbuttons 38 or 39 of FIG. 2. The player stimulus signals are coupled to the game logic 51, as shown. In addition, activation control signals are coupled from the coin/bill accepters 59 to the game logic 51 to initiate game play responsive to player insertion of the proper amount. In the illustrated embodiment, a commercially available high speed electro-sensitive rotary (e.g. SCI Systems, Inc., Model 1080-2A) printer 60 is coupled to the game logic 51 to permit printing of lottery tickets under control of the game logic 51. The metallic coated paper used by this type of printer minimizes the risk of alteration and counterfeiting. In the case of high tier winners, the printing of a winning ticket is controlled by a valididation signal from the central controller. A number of output devices 61, such as lights and solenoids, are coupled to the game logic 51, as shown.

The game controller 50 has multiple game selection capability. In the preferred embodiment, one of four games may be selected by the player through the player control devices 57 after activation of the remote terminal by payment of the required fee through the coin/bill acceptors 59. The game controller 50 can operate any of a wide variety of games including real time computer generated video graphics games, games utilizing only prerecorded video signals recorded on a video disc, and games combining real time computer graphics with prerecorded video.

Game programs for such computer graphics games and video disc games are known in the art. The computer control programs involved are stored in program memory and can be downloaded from the central controller 24, through the terminal controller 70 to the game controller 50 to permit changes in the games. There are a wide variety of games which can be utilized.

Computer graphics games which are suitable for the lottery remote terminals include such well-known skill based games as TRON. In a lottery system wherein prize awards are not to be based on skill, these games may be used, for example, by matching a random number to the score generated by the game play. As an alternative, a win or loss determined at the time of activation may be disclosed at some point in the game.

Another highly suitable game is a non-skill game such as Lady and the Tiger which is disclosed in detail in a copending application, filed Aug. 11, 1983, by Martin A. Keane, et al., entitled "Video Gaming Machine and Method Based Upon A Dramatic Narration." In this game the player positions a character before a particular door and once he chooses a door, certain events result, such as appearance of a Lady signifying a win, a Tiger signifying a loss, or an open doorway which leads to the next scene. False clues are sometimes used to enhance play characteristics, for example, the Lady's handkerchief appears in front of a door but may or may not indicate the presence of the Lady. In the preferred embodiment, the win or loss is determined when the remote terminal is activated based upon a pool (to be described in detail hereinafter) for that game.

A novel game approach particularly suitable for the instant lottery system creates the illusion of skill while still determining the outcome at the time the game is started. In a specific embodiment, the player of the game is flying in a spaceship with a cockpit point of view having a selected number of missiles available. The view shows many space objects in the background, occasionally one of the space objects starts becoming larger and moves toward the player becoming a spaceship which is moving rapidly. The player, using the joystick, aims and fires a missile at the spaceship. A "hit" will result in an explosion with a prize value displayed, and shown on a panel on the screen. The process is repeated with a miss merely using up a missile while a hit produces another prize value display. Each missile could follow a curved path which adds realism and the spaceships fly by at varied speed. The player must aim correctly to hit a spaceship, however, as the game proceeds the tolerance for a hit is widened and the explosion of the missile gets stronger to increase the chance of getting a hit. In addition, the number of spaceships increase until it becomes hard to miss. Thus, the level of skill diminishes as the game progresses, as opposed to the conventional practice of increasing difficulty as the game progresses. This gives the player the illusion that a win or loss is dependent upon his skill. In actuality, the game controller completely controls the outcome, such that three identical prize values produce a win of that value. The result, in the preferred embodiment, is determined at the time the game is started based on a pool.

Another type of game that is highly suitable for the instant lottery system is an interactive video disc based game using video image signals and audio signals prerecorded on a video disc. This type of game provides elevated levels of sophistication, quality and realism. Such games, using prerecorded video combined with real time computer graphics, utilizing game control circuitry as shown in FIG. 3A, are known in the art.

A novel game utilizing only prerecorded video signals is particularly suited for the lottery system. In this game, 2 to 5 second sequences (i.e. 60-150 coherent action frames) of "live" game action are filmed and recorded on a video disc. Some computer generated graphics may also be recorded on the disc as well. Appropriate audio sounds are also recorded on the disc in conjunction with the video signals. The prerecorded sequences and audio are manipulated to form game sequences. The computer graphics, either real time or prerecorded, are occasionally inserted between the sequences to fill the video disc player search time.

In a specific embodiment, the game shows a motorcycle ridden through the the hilly streets of San Francisco, with the player controlling the motorcycle by moving the joystick right or left to turn it. The object of the game is to catch a limousine and obtain a prize value indicator from the passenger. This is done several times, and a win results when three identical prize values have been obtained. False clues are used to enhance play features, for example, the limousine may be shown ahead of the motorcycle turning a certain direction, thus giving the impression that turning the motorcycle in that direction will improve the chances of catching the limousine. In addition, while the game is played, the audio provides the sounds of a motorcycle and distinctive San Francisco street sounds. The player thus can experience some of the sensations of a high speed motorcycle ride through the streets of San Francisco while playing a lottery.

The terminal controller 70, shown in FIG. 3A, is a separate, secure unit within the remote terminal housing 32 which controls all communications in a secure manner to and from the central controller 24 (see FIG. 1), and handles non-secure communications with the game controller 50. The terminal controller 70 also controls all security functions for the remote terminal 20, directs the printing of tickets, and stores terminal play history and financial data for transmission to the central controller 24, and permits downloading of program code and other critical data from the central controller 74.

In addition, the terminal controller 70 makes the determination for the low tier prize awards and controls the awarding of all prizes. The win values are kept in the terminal controller 70 and are sent to the game controller 51 whenever a game starts. If the terminal controller 70 determines a high tier winner is to occur, it initiates a call to the central controller 24 for validation.

Detailed records of play information are kept by the terminal controller 70 as well as records of exact prize payouts and play frequency data on an hourly basis (i.e. hourly meters). This data is battery backed to safely preserve it and is occasionally transmitted to the central controller 24. The terminal controller 70 includes a central processor for control and processing, a modem for telephone line communications, battery back-up and protection circuitry to deter unauthorized access to its stored information. As shown in FIG. 3, alarm sensor signals are coupled to the terminal controller 70 from alarm sensors 64, located in the remote terminal housing and the premises at which the remote terminal is installed to detect attempts at unauthorized access. In addition, alarm signals generated by the terminal controller are coupled to an alarm 66 as well as to the central controller 24 via the communications medium 22. A cash box lock control solenoid 67 is also provided, as shown, to permit control of the cash box. The terminal controller 70 can partially shut down to a power-down, or sleep, condition to save power, and is powered-up either by a call from the central controller 24 or an internal wake-up signal. The communications medium 22, which in the preferred embodiment is a telephone network, links the remote terminal 20 to the central controller 24 to permit, inter alia, a detailed accounting of terminal activity upon request from the central controller 24. In addition, the terminal controller 70 can initiate and transmit exception messages to the central controller 24 for exceptional conditions, such as unauthorized entry, power outage, etc. Communications between the terminal controller 70 and the game controller 50 is performed via the cable 68 coupled as shown.

Referring now to FIG. 3B there is shown a detailed block diagram of the control logic 52 of FIG. 3A. The control logic 52 in communication with the game logic 51, controls the video disc player 53, and switches audio output between audio from the video disc player 53 and audio from the game logic 51. The control logic 52 interrogates the video disk player to determine the current frame location and provides instructions to step the player to the next required location. In addition, the control logic 52 switches between the video signals from the game logic 51 and video signals from the video disc player 53 coupling the selected video to the monitor 58.

During play of a game, player control signals (e.g. representative of joystick position) generated by player manipulation of the player control devices 57 are coupled to the programmed game processor 100 of the game logic 51. The game processor 100 generates appropriate graphics, audio and control signals determined by the game operational conditions. These signals are coupled to the control logic 52 where the programmed processor 71 processes the signals and couples them to the monitor 58 and speakers 56 through the video switch 88 and audio switch 90.

For a video disc game the signals from the game logic 51 are primarily control signals which are based upon the game operational conditions. The processor 71, responsive to the current video frame location on the video disc and to the control signals, generates addressing signals to direct the disk player 53 to the next required video frame location for playback of the appropriate video and/or audio signals. The addressing signals are determined using a table or algorithm which relates the player control inputs to the vidoe image addresses consistent with the game operational conditions. The video and/or audio signals from the video disc player 53 are coupled, under control of the processor 81, to the monitor 58 and the speakers 56 through the video switch 88 and audio switch 90.

The control logic 52 comprises a central processor 71 (e.g. a Zilog Z-80) which is coupled to other circuits, as shown, via a universal bus 72. A memory 74 is provided for program and data storage, comprising read only memory (e.g. Intel 2764) and random access memory (e.g. Hitachi HM6264P). A conventional clock generator 76 is provided to generate required system clock signals, and a counter-timer chip 78 (e.g. a Zilog 8430) provides timing, interrupt, and control signals, with each coupled, as shown, to the bus 72. A serial input-output (SI0) circuit 80 (e.g. Zilog 8440) is coupled, as shown, to the bus 72 to provide serial to parallel, and parallel to serial conversion to interface with the I/O circuits 82, 84. The I/O circuit 82 is an RS232 Driver and Receiver (e.g. Motorola 1488, 1489) which couples output signals to the game logic 51. The I/O circuit 84 is also on RS232 Driver and Receiver for coupling control signals and address signals to the standard control input of the video disc player 53. An Input/Output Decoder circuit 86, comprising a conventional decoder (e.g. 74LS138) and a latch (e.g. 74LS273), couples to the bus 72, as shown, primarily to provide decoded control signals from the CPU 71 to a video switch 88 and an audio switch 90.

The video switch 88 (e.g. Motorola 4066's), based on control signals generated by the CPU 71, switches video signals from either the game logic 51, or the video disc player 53 to the monitor 58. Thus, when computer generated graphics are to be displayed, the switch 88 couples the signals from the game logic 51 to the monitor 58, and when prerecorded video is to be displayed, signals from the RGB converter 54 are coupled to the monitor 58. Similarly, the audio switch 90 (e.g. Motorola 4016) switches audio signals from either the game logic 51, or the video disc player 53 to the audio amplifiers 55 and thus to the speakers 56, under control of the CPU 71. The audio switch 90 is capable of controlling each channel of stereo sound separately, thus, one channnel from each source may be simultaneously coupled to the audio amplifiers 55.

In FIG. 3C, there is illustrated a detailed block diagram of the game logic 51. A central processing unit 100 (e.g. Zilog Z-80) is coupled, as shown, to a bus 92 through a conventional address and data buffer 94 (e.g. Motorola 74LS245, 74LS244) The CPU 100 is also coupled to a counter-timer circuit 96 (e.g. Zilog 8430) which generates interrupt signals and to a memory circuit 98, as shown. The memory circuit 98 provides storage for program code and data, and is comprised of read only memory (e.g. Intel 2764, 27132) and random access memory (e.g. Hitachi HM6264) which is protected by a battery backup circuit 102. Part of the random access memory is safe RAM, which is protected by a security program, for safe storage of important machine meter data. In addition, part of the RAM is accessable, as shown, to downline load control circuitry 104 to permit downline loading of new program code and data. The safe RAM is controlled by the CPU from the bus 92 through a safe RAM control circuit 106. The bus 92 couples, as shown, to video generation circuitry composed of a background memory 108, vertical and horizontal counters 110, a color RAM 114, a video selector and driver circuit 112 and a foreground generator 116. The video generation circuitry creates video signals based upon control signals from the CPU 100 which specifies the images to be displayed and their locations on the screen. The monitor 58 ultimately converts the signals to visible game and diagnostic images. A detailed description of the video generation circuitry is disclosed in a co-pending application filed Aug. 8, 1983 by John J. Pasierb, et al., Ser. No. 520,762, and assigned to the instant assignee. A video output 117 from the video driver circuits 112, couples video signals to the video switch 88 of the control logic 52 (see FIG. 3A).

A conventional Serial Input-Output (SIO) 120 circuit is coupled, as shown, to the bus 92 to provide serial to parallel and parallel to serial conversion for interfacing to the I/O circuits 122. The I/O circuits 122 comprise conventional RS232 Driver and Receiver circuits for communications with the terminal controller 70 on cable 68. A baud rate clock 118 provides clock signals to the SIO circuit 120. A conventional Input/Output address decoder circuit 124 (utilizing, e.g. 74LS138, 74LS139) is also coupled to the bus 92 to provide address decoding for the SIO 120, and for input buffers 126 and output drivers 128. The input buffers 126 couple signals from the player control devices 57 through the bus 92 to the CPU 100, and signals from the printer 60 and the coin/bill acceptor 59. The output drivers couple signals from the CPU 100 through the bus 92 to control the output devices 61 and other outputs, such as printer 60, lights, solenoids, etc.

In addition, a sound generator system 130 is coupled to the bus 92 through an interface RAM 129, as shown. The sound generator system 130 primarily comprises a central processing unit 132 (e.g. Zilog Z-80), coupled to a bus 139, with conventional program memory 134 (containing ROM and RAM) and address decoding 136 also provided, as shown. The CPU 132 controls two programmable sound generators 138 (e.g. General Instruments AY-3-8912) to produce highly complex sounds upon requests from the CPU 100, which are coupled to the audio switch 90 of the control logic 52 (see FIG. 3A).

Referring now to FIG. 4, there is illustrated a detailed block diagram of the terminal controller 70 shown in FIG. 3. A two-way communications line 22, is coupled from the central controller 24 through a conventional input protection circuit 140 to a modem 142 (in the preferred embodiment a 300 baud, auto-answer, auto-dial modem chosen for cost effectiveness), as shown, to permit reception or transmission of encrypted data. A ring detection circuit 141 detects an incoming call and couples a detection signal to a wake-up circuit 178, as shown, thereby activating the wake-up circuitry in the event that the terminal controller 70 is in a power-down state. The wake-up circuitry generates an actuation signal which is coupled, as shown, to a battery backed sleeper power supply 170 providing power to a terminal controller processor 150.

The modem 142 is coupled through a conventional serial communicator 144 to the terminal controller processor 150, as shown. In addition, the cable 68 is coupled from the game controller 50 (see FIG. 3) through conventional input protection circuitry 146 to a standard RS232 interface 148 to permit communications between the terminal controller 70 and the game controller 50. The interface 148 couples signals through the serial communicator 144 (in the preferred embodiment, comprising Zilog 8440 SIO's) to the terminal controller processor 150, as shown. The processor 150 is preferably a low power processor, such as a Zilog Z-80, and is coupled directly to a program memory 152, as shown. The memory 152 includes ROM and battery backed up, down-loadable RAM which permits alteration of program code from the central controller. In addition, a battery powered RAM 154 is provided to permit safe data storage. A battery powered encryption and decryption key RAM 156 permits storage of an encryption or decryption key used for encrypting or decrypting data for secure communications between the terminal controller 70 and the central controller 24. The encryption key stored in encryption key RAM 156 is utilized by the processor 150 to encrypt any information which is to be transferred from the terminal controller 70 to the central controller 24 and the decryption key is used for decrypting received data from the central controller 24. The encryption and decryption key RAM 156 and RAM 154 is also coupled to a memory battery 162 through a "key killer" circuit 158 which cuts off power to the RAM 156 and 154 in response to an attempt at unauthorized access to the terminal controller 70, thereby erasing the encryption and decryption key and all other RAM data. The unauthorized access is detected by sensors 163 coupled to a terminal controller internal alarm 164 which generates an alarm signal which is coupled as shown to the key killer 158.

The power line, constituting the primary power source, is coupled as shown to a battery charger 166. The battery charger 166, is coupled to a battery 168, and thus continuously charges this battery to provide for battery back-up during power line failures. The sleeper power supply 170 is coupled to the battery 168 to provide short-term back-up power for the terminal controller processor 150. The memory battery 162 is coupled, as shown, to the battery 168, and to the sleeper power supply 170, both of which charge the memory battery 162. The battery 168 also provides power to the alarm circuit 172, which generates an alarm signal in response to the detection of unauthorized access to the remote terminal housing 32 by any of a number of sensors 64. The alarm signal is coupled to the terminal controller internal alarm circuit 164, the terminal controller processor 150, and to a protection circuit 174 which drives an alarm transducer 66 (e.g. bell, light, etc.). The alarm sensor signals are coupled through a conventional protection circuit 176 and through a sleeper circuit 178 to the alarm circuit 172. An alarm sensor signal causes the sleeper wake-up circuit 178 to activate the sleeper power supply 170, if the system is in the power-down mode. Normally, the processor 150 determines if the alarm 66 should be activated and inhibits the alarm 66, if it should not be activated. If the processor 150 fails to activate, the alarm 66 will not be inhibited. The processor 150 also determines if a call to the central controller is required and initiates the call when appropriate.

The terminal controller circuitry described hereinabove, incorporates numerous novel security features to provide for secure functioning of the remote terminal. In addition to battery back-up and protection circuitry to permit erasing the encryption keys, the terminal controller 70 is enclosed in its own tamper resistant enclosure with sensors 163 attached to detect tampering. Other sensors 64 are positioned within the remote terminal housing 32 and at all doors to detect penetration of the housing 32. The terminal controller 70 includes door sensors, AC power sensors, and phone line connection sensors. In addition, the terminal controller 70 allows for connection to the burglar alarm of the premises. The terminal controller 70 can also relay a message indicating detection of tampering or power failure to the central controller as well as to react locally with alarm 66, shut-down of the remote terminal 20, or erasure of secure information. All communication between the terminal controller 70 and the central controller 24 are sent in encrypted form.

A public key encryption method known as RSA public key encryption can be utilized as a high security method of encryption. This scheme involves the use of a secret key by each controller for decryption. The encryption key is made common knowledge but the decryption key is not available and is kept secure in the decryption key memory 116 of the terminal controller 70. This RSA method is known to be computationally intractable. This method may be used only for highly sensitive data such as transmission of medium security encryption keys or high tier winners because it is computationally complex and time consuming.

A second encryption method which may be used is the widely known DES (Date Encryption Standard) method developed by the National Bureau of Standards. This method is used for higher speed encryption of medium security data, such as low security encryption or decryption keys or seed data. To improve security, multiple levels of DES encryption may be used. Simpler, but less secure encryption methods which are known in the art are options for low security, high speed data transmissions, such as meter data, or program code.

A standard message format is utilized for transmissions between the terminal controller 70 and the central controller 24, as illustrated in FIG. 5. A block with a maximum message length of 256 bytes of eight bits each is used. As shown, the first two bytes are synchronization codes, followed by a message number, then the message length. The message number is an eight bit number which is incremented after each message is sent, and is used for determining error recovery on missing blocks as well as for security to detect unauthorized communications. The message length is the number of bytes used for the text segment of the block with a maximum of 247 bytes per block. This text segment is encrypted for all transmissions. Following the message length is a message type code, with four types used in the illustrated embodiment. They are (1) STX-data to follow, (2) ACK-previous message correctly received, (3) NAK-previous message not correctly received, and (4) XOF-retransmit previous message after ten seconds. After the text bytes, an end of text or end of block code is inserted followed by two bytes of cyclic redundancy code and a guard end byte. If a message is more than 247 bytes, multiple blocks are used for the message.

Among the secured functions performed by the terminal controller processor 150 is the determination of prize pools to insure accurate prize payouts guaranteeing a predetermined total prize value within a preselected group of plays, referred to as a "pool." In a preferred embodiment, each pool contains a million plays and each pool is further divided into a thousand mini-pools of a thousand plays each. This multi-level pool system may be expanded to three or more levels as needed. For example, a major pool for high tier winners, secondary pool for intermediate winners and a mini-pool for low end winners.

The mini-pool is used to implement a fixed low-end prize structure such that within a small number of plays (i.e. 1000) there is a preselected amount of low-end prize value (for example, low-end winners could include all prizes of $25 or less). Thus, there is a known amount of low-end prize value in each mini-pool. This ensures that each terminal will have its share of winning value and may be accomplished by using a predetermined number of each win value or by a distribution of different wins having equal total prize values. The central controller 24 assigns a mini-pool for each particular game to each remote terminal 20 from its larger supply of 1000 mini-pools. Since each remote terminal 20 has a number of different games, each terminal controller maintains an equal number of separate mini-pools. Each time a mini-pool is completely used, the terminal controller 70 initiates a telephone call to the central controller 24, reports on the completion of the mini-pool, and a new mini-pool is assigned by the central controller 24. When all 1000 mini-pools of a given pool have been assigned, the central controller 24 then creates a new pool.

Intermediate and large or grand prize winners are generally not sufficient in number to permit even one of them in each mini-pool. Thus, there is a selected set of these high tier winners in each pool, and some mini-pools will contain such a large prize while some may contain none.

The pools and mini-pools are determined based on random seed numbers. In the preferred embodiment, pool seeds, and minipool seeds are used which determine the outcome of every play. The digits for the pool seeds are created at the instant when the central controller needs to start a new pool. These digits are generated using a pseudo-random number generator, such as are known in the art, using an input from the computer's clock. As a result, there is no way to predict in advance the randomization of a given pool.

When a mini-pool seed is requested by the terminal controller 70, a value from the