A wagering system having a central processor and a plurality of playing consoles remote therefrom with said console capable of providing data inputs to the central processor, with such data inputs including identification of the playing console, the player, amount played, and games selected which may be an instantaneous game or a delayed game with said central processor being interconnected to the playing console via a multiplexing preprocessing arrangement, said central processor having a means of determining a winning play based upon the time of transmittal of the data or on a random basis, with the player console having a means capable of providing a printed record of the play to the player along with a verification of a win or a loss.
This however, is not the case. The authorities running the system can never be sure how many tickets will be sold or whether winning tickets are proportionately distributed with losers. Because of this, the player can never be sure exactly what his chances are. Printed tickets are capable of being forged, stolen, lost or even misprinted, which recently occurred on a grand scale in New York State, all of which reveals the frailty of such systems, and ultimately, is mainifested in player discontent.
In addition, the overall administration of such a system is extremely expensive and ever increasing with the cost of services and governmental operation always on the rise. Considerable overhead is alone present in the printing and distribution of the tickets. In order to maintain the lottery as a viable source of revenue, a change from the present form is necessary.
There exists a need for a lottery system that will operate at a minimal cost, eliminating the waste present in existing systems. A system that is novel, accurate and will instill confidence in the players is a system which by the reduction of overhead provides increased revenue, and the option to decrease the odds stimulating more play, whereby both the state and players gain through better odds, more revenues and less money lost in administrative expenses.
SUMMARY OF THE INVENTION
It is an object of this invention to provide an automatic type lottery system, predetermined as to fairness and operating at a relatively low cost.
It is another object to provide a lottery system having a choice of games with an instant readout of the odds for each game.
A still further object is to provide different amounts of wagering and a check of the eligibility of the player to wager.
A yet further object is to provide the player with an instant determination whether the play was a winning one, the verification of a win and the printing of a winning check or a losers receipt.
Another object is to provide for the accurate recording of all wagers made, winnings distributed and other information essential for accounting purposes.
A yet further object is to provide for maximum security as to the playing units and the winning checks received.
All of the above objects and more are realized by the Automatic Lottery System.
The lottery system envisions the use of many player consoles communicating with as many multiplexer preprocessing units as necessary and tied into a central computer. The player consoles would be located at various points about an area and would allow a player to play in a lottery with the central computer determining the winner instantly and accurately by a predetermined winning percentage of the total play to a winning player. In a sense, the players at each player console are at the time of play competing at that instant for a percentage of the amount played with the winner receiving an immediate pay-off.
Various instant pay-off games may be incorporated along with paramutual or other type wagering for winning pay-offs at a later time.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a box diagram of the various components of the player console;
FIG. 2 is a box diagram of the various components of the multiplexer/preprocessor and the central processor;
FIG. 3 is a flow chart for the player identification program and depicted in conjunction with a flow chart of the operational program of the player console;
FIG. 4 is a flow chart for the player identification program and depicted in conjunction with a flow chart for an instant win nonparamutual game program;
FIG. 5 is an example of the flow chart for a paramutual game routine program;
FIG. 6 is a flow chart for the central processor;
FIG. 7 is a schematic of the data entry means for the player console;
FIG. 8 is a schematic of the game selection and lamp display logic of the player console;
FIG. 9 is a perspective view of the player console;
FIG. 10 is an example of a winning check which may be instantaneously printed out by the player console.
DETAILED DESCRIPTION OF THE DRAWINGS
In regard to FIG. 1, the various components of the player console 100 are shown. The player console is equipped with a keyboard and data entry means 102 discussed more fully with regard to FIGS. 7 and 8. However, this may be a push button or a set of rotary thumb-wheel switches or any other means suitable for purpose and would provide a means for the player to identify himself through the input of an identification number of some nature, perhaps a social security number, driver's license or some similar type of identification. It would also allow the player to enter numbers or make selections of his choice when required by the particular game selected.
To further facilitate player identification, the player console may be equipped with a standard type of card reader 104 enabling a player to identify himself by merely placing his encoded card etc., into the machine. Various models and types of card readers are available from many manufacturers, such as the Hickok Electrical Instrument Company. For example, Holorith code readers of the type developed by I.B.M. require the card to be encoded with punched holes, when light passes through a hole; a photo-detector on the other side of the card is activated. The pattern of activated photo-detectors is decoded to retrieve the Alpha-Numeric data encoded on the card. Bar code readers may also be utilized and are of the type used by National Cash Register Company which scan a card, label, envelope, or other printed item, by mechanical or electrical means, with a photo-sensitive device, such as photo-transistor, photo-diode, or photo cell, to decode a series of wide and narrow printed bars, with varying spacing to decode and retrieve the Numeric data encoded thereon. Also, Magnetic Strip readers can be used which scan a strip of iron oxide material, which has been recorded, much like an audio tape recording, with numeric data in a digital form, with a magnetic-head, much like the head on an audio cassette player. Examples of current uses of Magnetic Strip encoded cards are American Express cards, and 24 hour electronic banking customer access cards.
Since this is a wagering system, the player console would also be equipped with a currency reader 106 which would receive, verify, register and accumulate monies in the form of coins, paper currency, or magnetically or bar encoded type credit cards or possibly even tokens. This mechanism could be of any standard type of currency reader presently on the market. While the type of currency readers utilized is not particularly important, a currency reader is necessary since the system envisions the simultaneous operation of multiple game pools based upon the price of play, e.g., 25 cents, 50 cents, 75 cents and one dollar. Each of the amounts represent a particular game pool for each of the nonparamutual games. If an encoded card is used in conjunction with a multiple game option, the appropriate coding switches could be available for the player to select the game pool desired.
If for example the player deposits 25 cents in a player console, the winners would be determined on the basis of all those who had played in that particular game pool, which would be 25 cents. This requires that the currency reader determine the varied amounts played so that the player would be placed in the proper game pool. A means for such determination might be where the first quarter entered enables the player terminal and that each coin thereafter increments one bit on a data byte held as one bit in a quad latch. For example, a 7475 type T.T.L. digital integrated circuit which is an industry standard manufactured by Texas Instruments, Signetics, Motorola Semiconductors, Fairchild Instruments, and National Semiconductors and enables the next latch. This continues until the last coin or digit is entered at which time the send key would be enabled. The player console would be equipped with a console processing unit 108 possibly of the Cromemoco Z-80 type or equivalent which would receive this data and coordinate information ultimately sent on to a multiplexer/preprocessor. This could be a micro-computer, based on the Z-80 microprocessor (Z-80 is manufactured by Zilog Electronics), utilizing the industry standards S-100 data and address bus, manufactured by Cromemco, and marketed by Newman Computer Exchange, 1250 N. Main St., P. O. Box 8610, Ann Arbor, Michigan 48104.
However, it should be noted that the system can be of the design to have just a single lottery pool, for example, 25 cents, then the currency counter and data determination would be of a relatively simple nature, merely enabling play upon the deposit of 25 cents rather than determining the various amounts played so that the player pool could be determined.
The player console would also have an electro mechanical printer 110. The principal function of this printer would be to print checks, paramutual receipts and possibly verifications under the control of the microprocessor, which is later discussed.
This printer may be along the lines of the type that prints characters as full characters, like a typewriter, or as combinations of dots which create the characters. Printing may be accomplished by the use of a type cylinder or ball, such as is found in an I.B.M. "Selectric" typewriter, or solenoid pushed wires to print the individual dots in the dot maxtrix printer, or by electrically controlled ink jets which spray ink onto the paper, or by electrically burning a coating on a specially treated paper.
Electromechanical printers are available from many sources including companies such as C. ITOH Electronics, Inc., Southwest Technical Products, Datel Systems, Inc. Fluke Mfg., Co., N.E.S., Inc. and many others marketed by Newman Computer Exchange, 1250 N. Main St., P. O. Box 8610, Ann Arbor, Michigan 48104.
The printer 110, keyboard and data entry means 102, currency reader 106 and the card reader 104 all may communicate with the console processing unit 108 by way of parallel input/output [I/0]interface 112. This may be for example of the type, Model No. P104-4 by IMSAI Electronics marketed by Newman Computer Exchange, 1250 N. Main St., P. O. Box 8610, Ann Arbor, Michigan 48194 or equivalent. In the case of the P104-4 is a four part, 8 bit parallel input/output interface, which permits a digital electronic device to interface with any computer utilizing the industry standard S-100 data bus by presenting an 8 bit data word on 8 separate lines, one for each bit, so that the entire 8 bit word is presented at one time, with the 8 bits parallel to each other.
Information from the various components of the player console can be translated by a field programmable logic array into coded characters which can be used and interpreted by the console processing unit 108 as later discussed.
The player console would also have a game selection means 114 allowing the player to choose between, for example, bowling, darts, dice or cards etc., (further discussed with regard to FIG. 8). The number of choices would vary according to desire. The game choice is important because it will effect the player's chances of winning. This is due to the fact that each game has within it game pools in the amounts of 25 cents, 50 cents, 75 cents and one dollar from which a winner is determined.
Each of the games would be coordinated by a program contained in the console processing unit 108 as shown by programs 116 through 124 stored in Read Only Memory (ROM) with 124 representing the arbitrary number of game programs which may be provided in the console processing unit. Depending upon the particular game selected, the console processing unit would coordinate a video generator which may be a Cromemco TV dazzler 126 which is a device manufactured by Cromemco, Inc., and marketed by Newman Computer Exchange, P. O. Box 8610, Ann Arbor, Michigan 48104 and others, which generates a composite color video signal from instructions and data received from any computer utilizing the industry standard S-100 data and address bus, or equivalent type, with this signal being utilized by a color video monitor 128 which would perhaps display game animations for the different games as well as other data. This monitor 128 may be merely a color television set, without a radio frequency tuner, which receives a composite color video signal and displays a picture on a color picture tube and are manufactured by Sony, Panasonic, Sanyo, J.V.C., etc.
Also, there may be animation, digital in nature similar to that used in TV games presently on the market.
In addition to the animated games, the console processing unit 108 might maintain a display of statistical data and current game information on a type of split screen means, perhaps with the animated game on the bottom portion and the statistical data on the top. The statistical data would originate in the central processor as later discussed with regard to FIG. 2. The statistical display would include a number and dollar amount of winnings to data, for the particular day or week for each game, paramutual win, place and show for all kinds of paramutual games and every 24 hours or other convenient period this information would be continually updated by the central processor. In addition other information would be displayed such as the current player number which was entered by the keyboard or encoded card, current game being played, current dollar amount being played, or if a paramutual game is being played, a paramutual number being played, and the current amount at that particular price. This latter information may be supplied by a data storage Random Access Memory, RAM 130 in the console processing unit itself and may be of the INSAI type or equivalent. This may be obtained from any manufacturer of small computers e.g., S.W.T.P. etc., which usually manufacturer RAM, which interfaces with an S-100 computer bus, also usually manufacturing S-100 bus computers, previously mentioned. Both can be acquired from Newman Computer Exchange, P. O. Box 8610, Ann Arbor, Michigan 48104.
In addition, a Read Memory, ROM 132 would provide an operational program for the player console 100 and could be of the Cromemco type or equivalent, and would control the overall functioning of the player console. Further, a means for verifying a winning check or paramutual ticket, could be accomplished by a key switch or the like enabling a verifying program 134, which may be of the same type ROM memory 132, and later discussed. Note that all of the memories 116-124, 130-134 are shown interfaced/to the central processing unit 108, which operates on the programs and data contained therein.
All data fed into the console processing unit 108 would be sent to a multiplexer/preprocessor and ultimately to the central processor. To facilitate the communication between the player console and the multiplexer and to allow for the use of telephone lines 136, a series I/O interface 138 of a ISMAI 5102-2 or equivalent type, available from Newman Computer Exchange, and others could be used in connection with a standard Western Electric modem 140 or its equivalent.
If any other means of communication is desired such as a fixed wire connection, radio or microwave systems, laser and optic fiber lines, or any other means of duplex data transmission which may be desirable, then appropriate hardware can be eliminated or added as necessary.
In regard now to FIG. 2, the various components of a multiplexer or multiplexer/preprocessor 142 as used within the system are depicted in conjunction with the central processor 144 and its related apparatus. The multiplexer/preprocessor 142 function would be to funnel data received from the player consoles 100 at a slow rate and retransmit it at a high rate to the central processor 144. In the case of data originating in the central processor 144, such as the winning number etc., the mulitplexer 142 would work in the reverse order and would receive the data from the central processor 144 in the form of a short burst of data and direct it as a slow data stream to the player console. As aforementioned the system envisions the use of low cost audio quality data lines 136 i.e., standard telephone lines to communicate information to and from the player console 100 and the multiplexer 142. To facilitate the transmission to, and receiving of data from the player console, a Western Electric Modem 146 or equivalent would be provided and used in conjunction with a serial I/O D.E.C. interface 148 or any other intermediate or low speed data interface capatible with the modem. This serial interface 148 may be the same as interface 138 or one manufactured by Digital Equipment Corp., Maynard, Mass, and can be used in conjunction with a mini-computer or processor 150 which may be of the P.D.P. -11 seriesmanufactured by same, and having a 16 bit word length.
The number of the multiplexers 142 would depend on the number of the player consoles 100 connected thereto and the hardware actually utilized. Since each player console 100 would be tied into the multiplexer 142 in a similar fashion to the one depicted, the actual number will vary with the capacity of the multiplexer and/or the usage of the player console. In this regard, the "N" serial I/O interface 152 corresponding modem 154 represents the number of possible tie-ins to the multiplexer. It is presently felt that the number of player consoles per multiplexer can vary from 256 to as little as 32 based upon the projected data rates and player console usage, 256 being the maximum in a low usage situation with 32 in a very high usage. Of course, these numbers may vary depending upon the actual hardware used and the potential developments in such hardware.
In addition, the multiplexer 142 would have as part of the minicomputer 148, an operational program 156 contained in a ROM, to maximize security. Also a RAM 158 would be provided with sufficient storage for operation and to store data for retransmissions between the player console 100 and the central processor 144.
To transmit and receive data from the central processor 144, a standard Western Electric modem 160 along with a serial I/O D.E.C. interface 162 or equivalent high speed interface may be used, and allows for the use of standard communication lines 164 i.e., telephone data lines, therebetween. Of course, as aforementioned an alternate means of communication may be utilized with appropriate adjustments in the types of hardware, if so desired, or required.
As shown further in FIG. 2, there is depicted the essential workings of the central processor 144 incorporated in the present system. The key elements of the central processor 144 should be a central computer 166 or sufficient speed and word length to efficiently control and maintain statistics on the entire system. This could be an IBM 370 series or similar computer equipped with perhaps a conventional magnetic tape 168 manufactured by the 3M Company and/or disc storage units 170 capable of maintaining a permanent record of all system statistics. Of course, the size or capacity of the storage must be selected for the particular system since speed and data capacity requirements increase with the size of the system. Therefore, it should be understood that the type of hardware set forth is used merely as an example since it is impossible to define the specific computer or mass data storage until the size of a specific system is determined. Manufacturers of large scale computers can provide mass data storage systems in a variety of speeds and byte capacities, and selection of storage mediums can be made after the selection of a computer, which would be selected after the size of the system is determined.
The central processor 144 can be equipped with a serial dulex I/O data line 172 interfaced to the communication lines 164 to the multiplexer 142 via any capatible standard serial I/O interface 174, with a compatible modem 176 of allowing an eight bit digital code (ASCII) transmittal.
Depending upon the number of multiplexers needed or desired to be tied into the central processor 144, similar communications can be established via serial data I/O interfaces 178 with compatible modem 180 with "N" representing the actual number of multiplexers tied in and having a maximum of 152. Again this maximum is an estimate based on the projected use of the system and may vary according to actual use and/or actual hardware utilized.
To allow access for programming or a display of statistical or diagnostic data requests etc., the central processor 144 would be provided with a keyboard terminal 181 perhaps coupled with a video monitor in a single data terminal such as those manufactured by Teletype Corp., 5555 Touhy Avenue, Skokie, Ill., 60076; Digital Equipment Corp., Maynard, Mass., Itoh Electronics, Inc., 280 Park Avenue, New York, N.Y. 10017. Alternatively, a separate typewriter type keyboard may be used with incorporated electronics to communicate with a computer using an industry standard code, such as A.S.C.I.I. or E.B.D.I.C. and an electromechanical printer and/or a video display unit capable of receiving data in the form of an industry standard code and displaying it on a cathode ray tube (T.V. type picture tube). Such keyboards, printers, and C.R.T. data display units are available from many manufacturer, or may be designed for this particular application using technology which is currently readily available. In addition, the printout of such data may be provided by a teletype or equivalent machine 182, of the kind manufactured by the Teletype Corporation, 5555 Touhy Avenue, Skokie, Ill. 60676, if so desired.
Since the player console 100 performs a number of functions including game selections, currency reading, printing of winning tickets and paramutal receipts, and the verification of such checks and receipts, appropriate flow charts with the various operations are set forth. In this regard FIG. 3 represents an overall operation of the player console and is discussed in conjunction with the previous figures. As shown the player console 100 when not in use will remain in an operational status 183 maintained by ROM 132. The deposit of a coin, currency or encoded credit card 184 will enable the player to select the desired function he wishes the player console 100 to perform. If the player wishes to verify the previously printed winning check or paramutal receipt, he would engage the key switch to enable the verification routine 186, controlled by ROM 134 aforementioned. If it was desired that the player be charged nothing for such verification, then the enabling of the verification routine 186 might also signal a coin return. Alternatively, verification routine 186 may be enabled by a key switch without deposit of a coin.
Once the verification routine 186 is engaged, the video monitor 128 of the player console 110 could display that the machine is verifying and request that the receipt number for the paramutal game or the winning check be entered along with the player's identification number. This may be done by perhaps the keyboard 102 and the player console 100 will now wait for the completion of the entry of the numbers 188. As the numbers are entered, they are placed into the RAM 130 with this operation designated by box 190. When all the numbers are entered 192 the player console 100 transmits the verifying code 194, and, identification number and check or receipt number, to the central processor 144 via the multiplexer 142. The central processor 144 will determine whether the particular player was a winner [See FIG. 6 later discussed] during which the player console 100 waits for a reply 196.
The determination by the central processor 144 is sent to the player console which can then indicate verification 198, by perhaps providing a readout of the data on the video monitor 126.
In the case of a verification of a winning check a readout of the validity merely confirms to the player that he has actually won. In the case of small winnings, for example, ten to twenty dollars where it may be desirable to redeem them locally, the printer 110 of the player console 100 could print out a verification 200 of the winning check immediately. This may be done on tissue paper which would be a duplicate of the check and could be superimposable upon the winning check. Both the check and its verification would enable the player to tender it locally for a quick payment. The local redeemer upon receiving the check and verification would then be assured on its genuineness, confident that it is not a mistake or a forgery.
If, however, the winning was invalid, this could also be shown on the video monitor 128 along with the reason for its invalidity. The reason for the invalidity could be printed out 202 for future reference by the player which could be enabled by appropriate signals to the printer.
It is also within the contemplation of this invention that the verification can also be donw by a machine not incorporated within the player console 100. If it was so desired, an independent verification method might be employed such as a facsimile system, which transmits a photo-duplicate of the ticket to the central computer, in much the same manner as is currently used by the Press Wire services to transmit "WirePhotos", or perhaps an Exxon Corporation product known as QUIP wherein the player or person from whom the redemption is sought would place it on a send unit transmitting it's image to the central processor, via WATS lines, and receive back a tissue duplicate of that image sent if it was authentic. In any case, the tissue may have a pressure sensitive adhesive on one or both ends so that it can be easily superimposed and attached to the original check at the time of redemption.
With regard to the verification of paramutual or other non-instantaneous tickets, since the wager is based upon non-instantaneous determination of the win, the ticket is merely a receipt of the wager made. Once the winners for the particular games are determined then the player can, by entering the receipt number, receive a comparable verification as that of the checks. However, in that the amount of the win is based upon the amount played and is not available instantaneously, the verification is additionally important in that it would provide the player with a readout of the amount won and a check for the amount won.
Similarly, an independent verification means separate from the player console could be employed as in the case of winning checks. Of course, if the paramutual ticket was not a winner, the ticket itself would act as a receipt for the amount lost.
During the time the player console 100 is maintained on an operational status 183, the video display on the monitor 128 could be continually updated, showing various statistical data. Also, after a coin has been deposited, a play routine may be engaged rather than the verification means, by an appropriate key. If this is the case, the currency reader 106 will now determine the amount played by perhaps incrementing a counter 204 and an appropriate game pool could be registered and stored. Incrementing can be done in any standard method. For example, if quarters are used, the first quarter would enable the player console and as each quarter 206 is entered, the data could be stored in a four bit shift register. Then as each digit is entered, it is held in a latch, as BCD data, then the next latch is enabled. This will continue until the last digit is entered. A send key could be enabled as to the deposit of the first coin, so that in any point of entering coins 25 cents, 50 cents, 75 cents and $1.00, the players can send the data to an appropriate game pool depending upon the amount deposited at that time.
If paper currency is used, then incrementing a counter may be unnecessary. In addition, if an encoded type credit card is used, the amount which the player wishes to play can be signaled to the console processing unit 108 by the keyboard 102 or appropriate game pool signal switches on the player console 100.
Once the desired amount has been entered, the player could then select via game select 114, the appropriate game he wishes to play 208 and then enter his identification number 209 by way of the keyboard 102 or by an encoded type identification card. This would enable the particular game routine stored in the ROMs 114-124, of the player console 100. If the game requires the entering of numbers the video monitor 128, in accordance with the appropriate ROM, will instruct the player to do so. If not, then the data entered would be transmitted to the central processor 144 via the multiplexer 142 by engaging the send signal 210. The information sent should include the amount played and the game selected in addition to perhaps a player console code, license code, time of transmission, and player identification number which could be normally sent with each transmission from the player unit.
At this time the central processor 144 will record all information and update the statistics on the game played 212, which would then be displayed on the player console monitor 128 and if it is an instant game, give the status of the play as a win or as a loss 214.
Upon the receipt of a win code from the central processor 144, the player console 100 could activate a visual indicator notifying the player of a win and the amount won 216. It might also be desirable to have a combination audio/visual notification of the win to stimulate additional players. If the player console 100 received a losing code signal, then by way of a visual or audio/visual message, indicate the loss to the player. However, to stimulate further play the central processor 144 could also signal that there has been a winner in the system elsewhere.
In addition, and as an alternative, the player console 100 upon a receipt of a winning code may proceed to print a winning check 218 via printer 180. The printing of the check by the player console 100 could be enabled by a win code transmitted to the player console 100 by the central processor 144. The check would bear all the information involved in the play and could be drawn upon the account, perhaps of the agency of the state operating the system, with the check payable to the person who can identify himself as the person associated with the identification number printed on the check. Deduction might be made from the check for taxes depending upon the applicable law. These deductions could be precomputed for each possible prize value.
Also, rather than printing a negotiable check, the player console 100 might print a winning ticket encoded with the same information but in a non-negotiable form. This ticket could then be redeemed at a prescribed location.
In the case of the play of a paramutual game 220 the central processor 144 could similarly record all the information transmitted and transmit back to the player console 100, a signal to print a paramutual receipt 222 which could be redeemed after a winning ticket was later determined.
When the player console 100 completes its function by the printing of a winning ticket or a paramutual receipt, or the indication of a loss received from the central processor 144, the operational program will reset 224 the game select latches 114, at which time the player console 100 will revert back to an operational status 182.
Turning now to FIG. 4 there is shown an example of a player identification routine depicted in conjunction with an example of an instant win nonparamutual game program which may be ROM's 116-124.
Once the player console 100 is enabled by a coin or other means, the monitor might read "enter numbers" 226. The player might now enter by way of the keyboard, encoded card or other switch as aforementioned, some number which will provide identification of him for the particular play. In this regard a valid number would be an integer and not a function such as a clear or a repeat signal from the keyboard as discussed with regard to FIG. 7. This number may be his social security number, United States Visa number, telephone or other such number which may be determined to be secure to identify the player. If it is found to be undesirable to have a complete identification number of the player, than a partial number could be entered, for example, the five digits of his social security number or passport number, etc.
As the player enters each number, it is displayed 228 on the monitor 128 and also stored in the RAM 130. As each digit is entered, the console processing unit 108 will wait for a clear signal 230 or an additional number until all the necessary digits are entered 232. The amount of numbers necessary for a proper identification of the player may be predetermined and could be changed depending upon usage.
By displaying the numbers as they are entered, it enables the player to be assured of a proper identification. If the player mistakenly enters the wrong number, a clear signal could be provided via a key or switch to clear either the last entered number or the entire number. This procedure is presently employed in many standard keyboard calculators using a "C clear" and a "CE" clear last entry key. When the clear key is activated it would signal the console processing unit to clear the display and the registered numbers 234 as aforementioned.
In addition to the clear key, the player console could be provided with an additional function of allowing for a repeat play 236 without the necessity of entering the identification number. A repeat key or switch would signal the console processing unit 108 to retrieve 238 the immediately prior identification number from the RAM 130.
Once the player has completed the entry of his identification numbers, the numbers would then be held in the RAM 130 for display and repeat purposes 240. Then the monitor 128 via the ROM 132, would instruct him that the data is ready to be sent to the central processor 144 by a send key or switch. When this is activated, the information would then be sent 242 to the central processor 144 and at this point the send key would also enable the preprogrammed game routine ROM's 114-124 here being for example, bowling. The game animation may be digital and the bowling program would be displayed on the video monitor as bowling pins 244.
The player console would then wait 246 for a signal from the central processor 144 of a win or a loss. If a win signal is received 248 along with it could be the amount of the winning. Accordingly, the game program ROM could contain a number of pins to be felled relative to the amount won 250. This would then be displayed on the video monitor as a ball knocking down the predetermined amount of pins 252.
The initial win signal from the central processor 144 would also include all the data necessary for the printing of a winning check. This information upon receipt would be stored 254 in the RAM 130 until the completion of the video display. Even if an instantaneous printing of all tickets was desired, this data should also be stored in the RAM 130 so that data rates of the modem 140 need not be slowed down to drive the printer 110.
Alternatively, if the central processor 144 sends back a losing signal then the game program would provide for a video display of a bowling ball rolling in the gutter of a bowling alley 256.
The statistical information which accompanies the win or loss signal would be stored 258 in the RAM 130 until the video display of the game was completed and then displayed upon the monitor 128 according to the operational main program ROM 132 which is signaled upon completion of the game routine, and returns to main program operation.
In regard now to FIG. 5, an example of a paramutual game routine is depicted. As in each paramutual game, as compared to the instant win game, the player is required to enter a number or numbers, relative to the object of the game and as instructed by the particular game program. ROM 116-124 for the particular selection. A variety of paramutual number games may be incorporated into the system. For example, paramutual racing, wherein win, place and show numbers are chosen on a pseudo-random, or pure random technique on a time schedule [hourly, daily, weekly, etc.]. The win, place and show numbers may be selected as the last three digits of the total number of bets made, or dollars taken in, or by picking numbered ping-pong balls or any other random or pseudo-random manner which may be determined to be desirable. Quinella, perfecta and trifecta wagering may be incorporated by entering multiple numbers with a similar determination of the winning combination.
With each game played the played amount will determine the player pool in which the player in entered. In the different games perhaps a set minimum, i.e., one dollar amount may be required. In addition, the odds would continually change as the wagers are made and would be displayed at the player console 100 on the video monitor 128 similar to the way it is done in present paramutual wagering systems.
Upon selection of the paramutual game, its program (ROMs 116-124) would signal on the display 128 to ask the player to "enter numbers" 260. The player can do this by way of the keyboard, or switch option 102 similar to the entry of the identification number. The player must enter a valid integer and the entry of a function or a zero signal in this game will not register 262. If the player enters a number he wishes to change, this may be done by enabling a clear key or clear last entry key 264 which will clear the number(s) entered 266. Each valid number entered would then be stored 268 in the RAM 130 until all the numbers necessary for the game have been entered 270 pursuant to the game program. This signals the stop of request for numbers 272. The data already entered, i.e., player identification nuber, game selection, etc. along the numbers entered for the particular game would now be sent 274 to the central processor 144. At this time, the player console 100 would be in a wait status 276. This would be shown by the monitor 128 and it would remain in such status until data is received back 278 from the central processor 144. When the data is received from the central processor it is stored 280 in the RAM 130 of the player console 100 for subsequent use in the printing of the receipt for the wager made.
With reference now to FIG. 6, the typical routine of the central processor 144 is shown wherein it remains in an active status, awaiting a signal from a player console 282 and upon receipt of an appropriate coded signal will perform various routines according to the signal including a verification routine, paramutual game routine, and an instant win game routine as depicted 284. When the central processor 144 is signaled to verify that a particular check or receipt was a winner, it will retrieve all the data concerning the play, using perhaps an encoded check number of receipt number as a key, which would be sent along with the verification signal and the player identification number 286. Also, the central processor 144 will compare the identication number of the player recorded for that check or receipt number and the identification number of the person seeking verification. This will ensure that the person seeking verification is in fact the holder of a check or receipt. This would not be necessary if the QUIP or other facsimilie system was used to verify which merely requires the placing of the actual document in the machine to enable verification.
When a check or receipt is redeemed, a record of it having been paid would be recorded with the central processor 144. This is true also for print out verification of checks. Accordingly, the central processor 144 will ascertain if the check or request has already been paid 288. If it has been paid, the central processor 144 will generate a message 290 that a particular check or receipt was paid including possibly the date and location of payment and send this information back to the player console 292.
It is was unpaid the next step would be to determine if a previous verification print out had been performed 294. Of course, in the case of a receipt, this would be unnecessary since its verification merely provides the player with a monitor read out of the amount won. However, a verification print out of a check would provide the player with a tissue duplicate of the check which when superimposed upon a check which may be redeemed locally. To ensure the genuineness of the check only one original verification print out is provided for a check. If no other verifications have been printed out, the central processor 144 will generate a message 290 and send 292 to the player console 100 a signal to print out an original verification tissue along with the appropriate data to be contained thereon.
In the case of a second or subsequent verification, the player console would be signaled not to print a verification or alternatively to print it out the same as the original except mark it as a duplicate so that it may not be used on counterfeit checks. This ensures the local redeemer of the check that it is in fact genuine and not counterfeit and that if the player can identify himself that it had not been stolen, thereby providing maximum security to not only the redeemer but also to the players in the redemption of their winnings. If perhaps the player has lost the check, if he can identify himself then appropriate means might be taken to provide him with a second check by the administrative agency.
Upon receipt of a paramutual play 296, the game code, player console code, money played code, identification number, machine license code are all stored 298 in the memories of the central processor 144, by the game code and the amount bet. Transmission of data to and from the central processor 144 could be encoded from possibly within the parameters of chart No. 1 herebelow, or any other means to ensure the proper communication of signals and data:
CHART 1
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Data to the Central Processor
BEGINNING OF NEW PLAYER CONSOLE
GAME $ PLAYED IN
TRANSMISSION CODE* CODE QUARTERS
__________________________________________________________________________
1 byte 2 bytes 1 byte
2 bytes
ASCII BOT. Code-hex. Code Pure Binary
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I.D. # MACH. PARAMUTUAL END OF
(6 Dig) LIC. # #'s BET TRANSMISSION
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6 bytes 2 bytes
up to 3 bytes 1 byte
ASCII Code-hex.
ASCII ASCII EOT.
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DATA FROM THE CENTRAL PROCESSOR
BEGINNING OF NEW PLAYER CONSOLE
GAME MECH.
TRANSMISSION CODE CODE LIC. #
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1 byte 2 bytes 1 byte 2 bytes
ASCII BOT. 4 dig. hex.
CODE 4 dig. Hex.
WIN/LOSE DISPLAY
PRINTER DATA
STATISTIC
END OF
PARAMUTUAL CODE IF REQUIRED
UPDATE TRANSMISSION
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1 byte
2 bits 6 bits
As Required
As Required
1 byte
CODE ASCII BCD or ASCII
ASCII EOT.
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Where a hex is defined as a number in the base 16 system (0 through E); a byte is defined as 8 bits; 1 bit is 1 binary digit (0 or 1); the (*) Player Console Code can be expanded to 3 bytes if system exceeds 65,356 player consoles; the (**) last character of printer data is an ASCII EOM (end of message); Display Code is interrupted by particular game program 116-124 to determine the animation on the Video monitor; and the Statistical update is numbers only, in pre-programmed sequence and length, will all leading 0's, in binary coded decimal.
To delineate between a paramutual and a nonparamutual game, each game is for example given a different coded signal with appropriate games also codified in accordance with the Chart No. 2 shown below.
CHART 2
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GAME CODE BYTE
BIT
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0, 1, 2 0, 0, 0= Win Bet 0, 0, 1= Place Bet
0, 1, 0= Show Bet
0, 1, 1= Perfecta 1, 0, 0= Quinella
1, 0, 1= Trifecta
1, 1, 1= Nonparamutual
3, 4, 5, 6, 7
0, 0, 0, 0, 0 = "Select-it" (paramutual)
0, 0, 0, 0, 1 = "Horse Race" (paramutual)
0, 0, 0, 1, 0 = "Dog Race" (paramutual)
0, 0, 0, 1, 1 = "Car Race" (paramutual)
0, 0, 1, 0, 0 = Nonparamutual Game #1 = Bowling
0, 1, 0, 0, 0 = Nonparamutual Game #2 = Baseball
0, 1, 1, 0, 0 = Nonparamutual Game #3 = Darts
1, 0, 0, 0, 0 = Nonparamutual Game #4 = Dice
1, 0, 1, 0, 0 = Nonparamutual
Game #5 = Poker Hand
1, 1, 0, 0, 0 = Nonparamutual
Game #6 = Black Jack
1, 1, 1, 0, 0 = Nonparamutual Game #7 = Original
Electric Lottery
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This will ensure that the game selected is properly registered in the central processor 144 so that the proper game pool can be recorded and updated. In the case of the paramutual game upon receipt of the paramutual play appropriate registers are incremented for use in the calculation of paramutual odds similar to race track or off track betting calculations. Paramutual odds will be continually updated 302 and displayed at the local video monitor 128 of the player console. Once stored and updated, a data signal is sent 302 back to the player console enabling the printer 110 to print a receipt for the particular play. The signal to print acts as an acknowledgement to the player console 100 that the wager has been recorded with the central processor 144. In the case of any game being played, paramutual or nonparamutual, appropriate statistics files are maintained to facilitate counting and administrative procedures such as gross receipts for each unit of the system and the overall degree of utilization of each unit and other accounting data.
Upon receipt of a game signal (see chart 2) the central processor 144 will access the statistics files and, increment the memory address programmed for amount played for each particular play unit, by the appropriate amount; increment the memory address programmed as to total systems cash income register, by the appropriate amount; increment the memory address which is programmed as the total system games played, in the game pool played, by 1; increment the memory address programmed for use as a player counter for the pick of the game pool and a play unit played by 1; and increment additional statistical registers as may be required 304. These would be in addition to any filing and updating of data required by the particular game played, nonparamutual or paramutual.
As aforementioned, for each nonparamutual game, there may be actually four or more separate games. One played for 25 cents, 50 cents, 75 cents and one dollar each constituting a separate game pool within each game. The winning numbers and the amount of pay-off may be determined by the numerical order of play. To accomplish this, upon a receipt of a nonparamutual game signal, the central processor 144 will increment a register for each play in the particular game pool being played 306 and comparing the new value to a table of winning counts, which may be predetermined by the percentage of income to be returned to the players and the ratio of various size winning checks to be paid out 308. This table should be contained in a ROM to maximize security.
If the particular play is found to be a winning play, then the central processor will file all the data on the play 310 including all relevant information as to the play, and format a win message 312 to be sent to the player console 100 via the multiplexer. This win message would essentially include the amount of the winnings for the particular play. If the particular play was found to be a loser, then the central processor 144 would generate a losing code 314 to be sent to the player console and in the case of either a win or a loss, the central processor 144 at this time would retrieve all pertinent information concerning the particular play 316. At this time it would send 318 all of this data back to the player unit with either the win or the losing code to appraise the player of the results of this play and to enable appropriate functions of the player console in accordance with the signal generated.
With regard now to FIG. 7 a schematic of the keyboard and data entry means 102 for the player console is depicted. This would allow the player by means of the keyboard or other switching means to enter the various numbers necessary for play. It would also provide a means of requesting various functions of the player console 100 and the system by merely enabling the particular switch. As shown, the various switches 320 would provide impulses to the "look-up table" or a programmable ROM 322 which translates to it an ASCII code character and sends them to the console processing unit. This logic array may be programmed in accordance with Chart 3 shown herebelow:
CHART 3
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OUTPUTS
SWITCH LEGEND
INPUT*
OR FUNCTION
AT Q F1
F2
F3
F4
F5
F6
F7
F8
ASCII
MEANING
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0 0 0 0 0 0 1 1 0 1 0 Numeral 0
1 1 1 0 0 0 1 1 0 1 1 Numeral 1
2 2 0 1 0 0 1 1 0 1 2 Numeral 2
3 3 1 1 0 0 1 1 0 1 3 Numeral 3
4 4 0 0 1 0 1 1 0 1 4 Numeral 4
5 5 1 0 1 0 1 1 0 1 5 Numeral 5
6 6 0 1 1 0 1 1 0 1 6 Numeral 6
7 7 1 1 1 0 1 1 0 1 7 Numeral 7
8 8 0 0 0 1 1 1 0 1 8 Numeral 8
9 9 1 0 0 1 1 1 0 1 9 Numeral 9
Clear 10 1 1 1 1 1 1 1 1 Del Clear Entry
Repeat 11 1 0 0 0 1 0 0 1 DCI Repeat
Previous
Number Played
Send 12 0 1 0 0 1 0 0 1 DC2 Send Data to
Central Pro-
cessor
Verify 13 1 1 0 0 1 0 0 1 DC3 Go to Verify
Lock Switch Program
Coin 14 0 0 1 0 1 0 0 1 DC4 Increment
Coin Regi-
ster
Verify 15 1 1 1 0 0 0 0 1 BEL Increment
Coin Verify
Coin Regi-