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Results for US_CLASSIFICATION: 463/42
Showing 1 - 10 of 1045
A game playing system for business use includes a plurality of independent game machines and transmission lines for connecting the game machines together, each of the game machines including player input device through which a player can input a game start command signal, a communication interface for performing the reception and transmission of data between the one player's game machine and the other game machines through the transmission lines, a group setting device for grouping the game mach...
A gaming machine is provided with a time device permitting various data of previous games to be set into time relation and a display device for displaying the time-related data.
Electronic game apparatus which is interconnectable with other like game apparatus to enable two or more players to participate with their own apparatus, includes a keyboard section and a memory for storing a game program. Processing circuitry operates continuously to decode and implement the game program, according to data entered by the keyboard section. The processing circuitry also controls operations in the other like electronic game apparatus, when the apparatus is linked with such other a...
A video gaming device includes a game computer which is connected to a central computer and a plurality of player stations connected to the game computer. Connection of the player stations may be effected using an interface device which includes at least one serial port which has a transmit line for transmitting data to a player station and a receive line for receiving data from a player station, input ports and output ports for communication with the game computer, and a processor for routing d...
A solution for network latency inherent in a multiplayer online game involving more than two players. The solution is a dynamic re-sequencing and synchronization mechanism that enables seamless and simultaneous participation by remote users, such that an event can have an immediate and consequential effect on a related event without the unwanted effects resulting from network latency.
Remote-player virtual gaming is provided, off-site or on-site casino premises, using randomly selected entertaining multimedia gaming episodes, with randomly generated gaming outcomes. The randomly selected gaming episodes could be from a database or from randomly selected ongoing games. The database could be preprocessed casino surveillance audio-video or recordings depicting a hired cast of entertainers playing a broad variety of games of chance and skill. Relevant functionality includes autho...
A game of skill or chance playable by several participants remote from each other in conjunction with a common event, such as a computer game, provides the basic format or template of the game on a floppy disk suitable for use with the remote users' personal computers. Then by connection to a mass communications one way channel, such as an FM SCA channel, variations in the game parameters and characteristics are broadcast at the same time to all of the individual remote players. These characteri...
A system for maintaining continuous and progressive game play in a computer network. The system includes at least one server and at least one game-playing client, in communication with each other through a computer network. Each server includes a memory storing game data which includes initial game data specifying an initial game state and which includes accumulated game data specifying updates to the initial game state. Either the server or the client includes memory storing knowledge base rule...
An interactive apparatus and method allows participants to compete in an interactive game based on an event which is occurring in real time or in a simulated rotisserie type game. In one embodiment, selection and trading of players are used to optimize performance of a team. Team performance is used to place each participant into a league with at least one of national, regional, state, local and city/town competition in real time. A ticker tape or other visual display or audio broadcast or the l...
The distributed game system disclosed herein provides for interacting play between multiple users, even though the users are interconnected with a host computer through a data communication network having appreciable latency. The host computer supports a program for tracking and coordinating the definitive state of the game. The computers employed by each of the users support at least two types of program components, a display component and an interaction component. The interaction component is ...
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