WO2002005229A2 - Communication of data in a game system - Google Patents
Communication of data in a game system Download PDFInfo
- Publication number
- WO2002005229A2 WO2002005229A2 PCT/US2001/021260 US0121260W WO0205229A2 WO 2002005229 A2 WO2002005229 A2 WO 2002005229A2 US 0121260 W US0121260 W US 0121260W WO 0205229 A2 WO0205229 A2 WO 0205229A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- server
- console
- games
- player
- Prior art date
Links
Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/323—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions
Definitions
- Computer game software is often distributed to a user on a fixed media, such as readonly memory (ROM) cartridge, a CD-ROM, or other fixed memory media.
- Game software used for home gaming systems typically has a high purchase cost, but may be used on an unlimited use basis. This purchase model is advantageous where a consumer anticipates playing a game frequently. However, where the consumer has less interest in a particular game, or anticipates infrequent use, the consumer may forego the purchase of the game. As a result, the game manufacturer receives no revenue and the consumer may obtain less use of his or her game console.
- game consoles may have a fixed software program that cannot easily be changed. As a gaming console ages, and its game software falls out of favor, revenue from that game console may decline. Enabling the game console software to be easily changed would be advantageous. Consequently new means of distributing game software are desired
- the invention features a computer-implemented method of communicating gaming data.
- the method includes receiving game software at a game console from a server, executing the game software at the game console to enable game play, and generating billing information at the game console in response to game play.
- Received game software can be stored (permanently or temporarily) in a memory at the game console.
- the game software received from the server can include code that configures the game console to perform processing such as receiving player input and rendering output images, or can include a digital certificate or other "key" code to enable software resident at the game console to be executed.
- Billing information can be generated at the start of a game, as game features (e.g., skill levels) are accessed during game play, and at other times.
- a game console may offer multiple different games that are user-selectable, and the available games may be determined based on a usage pattern tracked at the server. Usage patterns, as well as other data, can be maintained in a player profile that is stored at the server and updated in l *
- the player profiles can be accessed from one or more game consoles that are com ected to the game server.
- the video game console may include a coin or bill collector, a credit or debit card reader, or other device to receive a monetary payment (e.g., a token, a coin, a monetary note, debit account information, or credit account).
- a video game architecture may provide automated downloading of game software from a central software repository, thereby facilitating purchase and distribution of game software.
- the downloaded game software may be received at a game server on a trial-bases (i.e., with particular features disabled or accessible for a limited number of plays), a player may thereafter make a payment to receive a fully or permanently enabled version of the game software.
- Improvements in game software licensing can be achieved by allowing a manufacturer to implement per-use charges and to vary licensing charges.
- Fig. 1 is a block diagram of a networked game system.
- Fig. 2 is a block diagram of a game console.
- Fig. 3 is a block diagram of a game server.
- Figs. 4A and 4B are flowcharts showing exemplary game console and game server operations.
- Fig. 5 is an information flow diagram.
- Figs. 6A and 6B are flowcharts of game unit purchase and resale operations.
- Fig. 1 shows a networked game system 100 that includes video game consoles 111- 113 and game server 130.
- the game consoles and game server each include a data network interface that lets the game consoles and game server exchange data over a network 150.
- game software can be downloaded from the game server to the game consoles to update features of the game consoles and to configure the game consoles to play new games.
- the game consoles and game server can exchange billing, game usage, player statistical data, and other types of data. Data sent from the game consoles to the game server can be used to bill for game usage, to track player skill levels and achievements, to record statistics, and for other purposes.
- the game consoles also may directly exchange data with each other through the network 150 or may indirectly exchange data using data relay services provided by the game server 130 or other network equipment. Data exchanged between the game consoles may be used, among other things, to play and synchronize multi-player games.
- Fig. 2 shows a block diagram of a game console 200.
- the game console 200 may be a consumer video game consoles (such as a Sony Playstation®, Nintendo 64® or a Sega Dreamcast® video game consoles), a personal computers, a coin-operated game (such as amusement center video game machine), or other software-controlled gaming devices.
- the game console includes a joystick, keyboard, mouse and/or other input device 210 coupled to a processing unit 200.
- the processing unit 200 includes a software controlled processor and its associated support circuitry (such as RAM memory, hard disk data storage, and/or ROM memory) 201, a video display controller 202, and a network interface 203.
- the network interface 203 may be a modem, digital subscriber line interface, wireless network interface, local area network interface, or other device allowing data to be transmitted and received on the network 150
- Fig. 3 shows a block diagram of a game server 130.
- the game server 130 includes a network interface 301, a processing server 302, a database 303.
- Components 301-304 may be implemented using industry-standard computer hardware and software and may be implemented as components of a single computer or may be distributed among one or more servers.
- the processing server 302 may be a computer executing a Microsoft Windows NT®, SUN Solaris®, LINUX, or other UNIX-based operating system
- the database 303 may consist of files stored on that server's hard disk drive. All or part of the database 303 also can be distributed on separate database servers and systems.
- the database 303 may reside at a server executing relational database management software and/or at a web server that returns data in response to hypertext transfer protocol (HTTP) requests.
- Database 303 can store data and software programs that can be sent (downloaded) to the game consoles 111-113, and can also store statistical data, game, and player information received from the game consoles.
- Implementations of the system 100 can provide, among other things, on-demand and/or periodic distribution of game software to game consoles, game usage billing, game access control, and player information storage and distribution.
- Fig. 4A is a flow chart showing operation of an implementation of a game console and
- Fig. 4B is a flow chart showing operation of an implementation of a game server.
- the operations shown in Figs. 4A and 4B include player identification, game access control, distribution, of software, management of billing information, and storing player statistics.
- Fig. 5 is a data flow diagram showing exchange of data between a game console and a game server during the operation shown in Figs. 4A and 4B. It is noted that in different implementations of the system 100, the operations shown in Figs.
- operation of a game console and game server can include initialization stages 401, 460-462 in which the game console and server exchange data needed for the operation of the game console.
- Initialization may begin with an initialization request message 501 sent from the game console to the game server (step 401).
- the initialization request message may include game console identification (ID) information that describes capabilities of the game console.
- the game console ID can include one or more codes that identify the game console manufacturer, model, processing capabilities, available controller types 210, resident software versions, and other capabilities.
- the game server receives the initialization message (step 451) and may processes the message using an initialization routine 460-462 that includes querying database 303 to retrieve console initialization data (step 460), performing initial processing on that data (step 461) and returning response data (step 462) in a message 502 to the game console.
- the data in the message 502 can include a listing of games available for download from the server, game console configuration parameters, software, and/or other data.
- the game console may execute a customization routine 402-404 whereby the operation of the game console is customized for a particular player.
- This player-specific customization may include customizing game operation, controlling access to different games, storing and retrieving data and statistics, retrieving list of frequently or recently played games, enabling resumption of an interrupted game, and/or other personalized operations.
- the customization routine begins with the entry of a player identifier (ID) using an input device 210 (step 402).
- the player identifier 402 may be a login name and password, a set of initials, an account code, or other data identifying a particular player.
- the player ID may be stored on a bar coded, magnetic stripe, or other data storage card and entered into the console using a card reader. For example, an arcade could distribute "frequent customer" cards storing player IDs to its customers.
- the game console After receiving the player ID, the game console sends a player data request message 503 containing a player ID to the game server (step 403).
- the game server uses parameters in the request message (e.g., the player ID) to query the database 303 and retrieve player- specific configuration information (step 480).
- the player-specific configuration information may include player statistics, a list of games available to the player, a list of restricted games, game status information, permission levels, and game software.
- the server returns the player- specific configuration information in a response message 504 sent to the game console (steps 481).
- the response message 504 is then processed at the game console (step 404) to configure the game console for the player.
- Configuration may include, e.g., determining and displaying games available to the player, customizing game options, and allowing game play to continue from a previous point.
- Some game consoles can be used to play different types of games.
- a listing of the available games may be presented to the player, and the desired game selected using an input device 210 (step 405).
- the available games may be determined from the console initialization data 502, from player-specific configuration information 504 received by the game console, and/or from a list of game identifies stored at the console.
- the player-specific information 504 may enumerate the available games and/or may contain data used to determine a subset of available games that the particular player is permitted to access.
- the information 504 may include access control data that modifies a list of games returned in the console initialization data 502. Modification of the list of games may include blocking categories of games, such as violent games.
- the game console may perform a software download process (step 406) to obtain needed software from the game server.
- the download process (step 406) includes sending a request message 507 to the game server to request the needed software.
- the server retrieves the software from its database 303 and sends it in a message 508 to the game console (steps 451, 475- 476).
- Software downloaded to the game console may be stored in persistent memory (e.g., on a hard disk drive) for future access. In such cases, the game console may perform a check of its local storage space prior to downloading.
- available game software may have been previously stored at the game console (e.g., at game console manufacturing time) and, rather than actual software code being sent in the message 508, the "software code” may be an authorization code (e.g., a digital certificate) that enables access to the previously stored software.
- an authorization code e.g., a digital certificate
- the game console can then begin game play (step 408).
- a payment may be collected and/or payment information processed (step 407) prior to game play (step 408).
- Payment processing (406) may be required where, for example, a charge is associated with downloading of software (step 406). Payment processing (406) may also be required where a payment must be made each time a game is played (a game play payment). The amount of the payment may be variable and may depend on the software downloaded, the game selected, or other factors. Payments can be made by depositing coins or bills into a money collection device at the game console (e.g., an arcade machine's coin slot or bill collector), or by deducting a payment from an account managed by the game server (a "player's account").
- a money collection device e.g., an arcade machine's coin slot or bill collector
- the player's account can be implemented using data stored in the database 303 to track payment credits ("game units") earned or purchased by the player.
- game units can represent a fixed sum of money (e.g., "25 cents"), a fixed or variable period of game play (e.g., five minutes of play or three levels of game play), or may be an arbitrary value (e.g., "thirty units").
- the player may establish the player's account by inputting information such as the player's name and a credit card number at an input screen displayed by the game console, using a separate web- based interface to the game server 130, using a phone call to an operator or manager of the system 100, using a card swipe machine (i.e., a smartcard or magnetic stripe card reader), or by other means.
- the game server 130 can exchange data with a credit processing system 114 in order to process credit card information or other financial information used in establishing the player's account.
- Billing message 505 may be a message requesting payment prior to a software download (406) and billing message 509 may be a message requesting payment prior to beginning game play (408).
- a billing message may identify a requested payment (e.g., a number of game units) and a player ID, account ID or other data that can be used to identify the player's account.
- the requested payment may differ depending on the software being downloaded or the game selected for play. For example, popular games may require a higher number of game units to play.
- the game server processes a billing message by querying database 303 to access the player's account information (step 470), determining whether the requested payment can be made (step 471), deducting the requested payment from the player's account (step 472), and sending a payment approval or denial message (504 or 508) to the game console (step 473).
- the payment approval message may indicate the number of game units that have been approved.
- the player's account can be automatically established in the course of playing a game. For example, during game play, a player can accumulate game units by playing a certain number of games, by earning a high score, or by completing certain tasks or demonstrating skill in a game.
- a message can be sent to the game server 511 containing a player ID and the number of game units earned.
- the game server may then automatically check to determine if an account is associated with the player ID and credit that account if one exists, or, if such an account does not exist, the game server can establish a new player's account and credit it with the earned game units. Thereafter, the stored game units can be accessed by the player to play additional games.
- Payment processing 409 may include periodic messages to deduct game units from the player's account. Iin a game billed on a duration-of-play basis, payment processing 409 can automatically send messages to deduct additional game units from a player's account after pre-set periods of game play. Payment processing 409 also can occur when special features of a game are accessed. For example, game units may be deducted from a player's account to obtain game hints, to access advanced game levels, to access special game features, or to play a multi-player game with other players (game consoles) connected to the network 150.
- the game console can send game result data 511 to the game server (step 410).
- the game result data can include the player's score, time to complete the game, the point at which the game was stopped, the player's rating of the game, and other information.
- the game result data can be stored (step 485) by the game server and used to customize subsequent operation of the game console, to track the player's skill level, to identify a point at which to resume a game, and/or to track usage patterns.
- the game server may use usage pattern data to determine new games that a player might be interested in. The player may be advised of such games in the response message 504 sent to the game console as part of the player customization process.
- game consoles 111-113 can exchange data with each other as well as with the game server 130 to allow for multi-player games or for games played against an automated opponent.
- Players may be able to select partners for multi-player games based on the skill levels of the potential partners (which may be determined by result data
- the system 100 can be used to invoice a commercial establishment for use of arcade game machines.
- an arcade owner may purchase a fixed number of game units from a game console manufacturer or software provider using payment processing features implemented in game consoles 111-113 and the game server 130. These units may be purchases as-needed (i.e., immediately before a game is played) or pre-purchased in bulk The owner may then re-sell the purchased game units to patrons.
- Figs. 6A and 6B show processes that can be implemented to allowing game unit purchase and reselling.
- Fig. 6 A shows a process whereby game units can be purchased by an establishment and
- Fig. 6B shows the treatment of those game units when a game is played.
- game units can be purchased by initiating (step 601) a game unit loading and purchasing process.
- the process (601) may be initiated by entering a code at an input device 210, by depressing a hidden switch to initiate the loading and purchasing process, or by other means.
- the game console can then collect purchasing account information, such as a credit card number or other account identifier (step 602).
- the purchasing account information is then sent to the game server (step 603).
- the purchasing account information can be sent in a billing message similar to billing messages 505 and 509.
- the game server allocates game units and sends a response message to the game console indicating the number of game units allocated.
- the response message can be sent and processed similar to a response messages 506 and 510.
- Data in the response message can be encrypted and/or digitally signed to prevent forgery or alteration of the response message and the allocated game units value.
- the game console After receiving the response message (and, if necessary, decrypting it or verifying its digital signature), the game console adds the allocated game units indicated in the response message to any previously allocated, unused game units.
- the resultant available game units value may be stored in an encrypted form at the game console and the available game units can be re-sold to players.
- Game units can also be stored at a server. The game server may subsequently send a bill to the owner or may exchange data with a credit processing system 114 to automatically bill the owner.
- game unit re-sale may be initiated when a player deposits money (step 610) in a game console's com or bill collector and depresses "start" button on the game console (step 611). After the "start" button is pressed, the game console determines if there are any available (unused) game units remaining and, if so, deducts from the available game units a number of game units required for play (step 612). The game may then be played by the player (step 613).
- the game console may display a message indicating that the owner should perform the unit loading and purchasing operation (Fig. 6A).
- both consumer-type game consoles and commercial-type game consoles may operate on the same network 150 and may communicate with the same game server 130.
- Such a system could provide a roaming configuration and payment capability allowing the player customization data, player statistics, and billing information to be used at a variety of machine types and locations.
- the data exchanges through network 150 may be transmitted over data exchange systems that include circuit-switched and/or packet-switched technologies.
- Circuit-switched connection technologies include the use of modems and/or digital subscriber line interfaces to communicate over analog or digital phone connections.
- Packet-switched connection technologies include the use of packet switching through the Internet, a local area network, or other type of network 150.
- a circuit-switched connection may be used to connect to a modem bank which provides an interface to a packet switching network.
- Other types of network configurations and data exchange technologies also may be used.
- the invention may be implemented in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of them.
- Apparatus of the invention may be implemented in a computer program product tangibly embodied in a machine-readable storage device for execution by a programmable processor; and method steps of the invention may be performed by a programmable processor executing a program of instructions to perform functions of the invention by operating on input data and generating output.
- the invention may advantageously be implemented in one or more computer programs that are executable on a programmable system including at least one programmable processor coupled to receive data and instructions from, and to transmit data and instructions to, a data storage system, at least one input device, and at least one output device.
- Each computer program may be implemented in a high-level procedural or object-oriented programming language, or in assembly or machine language if desired; and in any case, the language may be a compiled or interpreted language.
- Suitable processors include, by way of example, both general and special purpose microprocessors. Generally, a processor will receive instructions and data from a read-only memory and/or a random access memory.
- Storage devices suitable for tangibly embodying computer program instructions and data include all forms of non- volatile memory, including by way of example semiconductor memory devices, such as EPROM, EEPROM, and flash memory devices; magnetic disks such as internal hard disks and removable disks; magneto-optical disks; DVD-RW, DVD-ROM, CD-RW and CD-ROM disks.
- Any of the foregoing may be supplemented by, or incorporated in, specially-designed ASICs (application-specific integrated circuits).
- Messages exchanged between the game console and game server may use a variety of different protocols. For example, proprietary protocols, TCP/IP, FTP, HTTP, NFS, SMTP and other data transfer protocols may be used in different implementations.
- gaming devices can include non- video devices.
- Exemplary non- video gaming devices can include a pinball machine in which a software controlled processor controls the action of bumpers, flippers, targets, and scoring.
- a pinball machine in which a software controlled processor controls the action of bumpers, flippers, targets, and scoring.
- software can be downloaded from server 130 to make the pinball game more challenging by changing the score for various targets, or to make the game easier by increasing points awarded for hitting various targets with the pinball.
- the data messages shown in Fig. 5 may be sent in a different order. Accordingly, other embodiments are within the scope of the following claims.
Abstract
Description
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU2001275866A AU2001275866A1 (en) | 2000-07-12 | 2001-07-05 | Communication of data in a game system |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US61484600A | 2000-07-12 | 2000-07-12 | |
US09/614,846 | 2000-07-12 |
Publications (2)
Publication Number | Publication Date |
---|---|
WO2002005229A2 true WO2002005229A2 (en) | 2002-01-17 |
WO2002005229A3 WO2002005229A3 (en) | 2002-10-03 |
Family
ID=24462949
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2001/021260 WO2002005229A2 (en) | 2000-07-12 | 2001-07-05 | Communication of data in a game system |
Country Status (2)
Country | Link |
---|---|
AU (1) | AU2001275866A1 (en) |
WO (1) | WO2002005229A2 (en) |
Cited By (15)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2003085613A1 (en) * | 2002-04-03 | 2003-10-16 | Igt | Secured virtual network in a gaming environment |
EP1477212A1 (en) * | 2002-02-01 | 2004-11-17 | Aruze Corporation | Game execution system and game execution method |
EP1546915A1 (en) * | 2002-09-10 | 2005-06-29 | Igt | Method and apparatus for managing gaming machine code downloads |
WO2005071631A1 (en) * | 2004-01-14 | 2005-08-04 | Igt | Methods and apparatus for gaming data downloading |
EP1632913A1 (en) * | 2004-08-24 | 2006-03-08 | Aruze Corp. | Game system |
US7127069B2 (en) | 2000-12-07 | 2006-10-24 | Igt | Secured virtual network in a gaming environment |
US7316616B2 (en) | 2002-01-16 | 2008-01-08 | Igt | Gaming system license management |
US7515718B2 (en) | 2000-12-07 | 2009-04-07 | Igt | Secured virtual network in a gaming environment |
US20090209314A1 (en) * | 2008-02-15 | 2009-08-20 | Gtech Rhode Island Corporation, A Rhode Island Corporation | Methods and systems for license sharing among gaming terminals |
US7775886B2 (en) | 2005-06-30 | 2010-08-17 | Microsoft Corporation | Targeted merchandising on a user console |
US8959154B2 (en) | 1994-12-19 | 2015-02-17 | Zynga Inc. | System and method for connecting gaming devices to a network for remote play |
US10235832B2 (en) | 2008-10-17 | 2019-03-19 | Igt | Post certification metering for diverse game machines |
US10434410B2 (en) | 2005-09-12 | 2019-10-08 | Igt | Distributed game services |
US10546459B2 (en) | 2005-09-12 | 2020-01-28 | Igt | Method and system for instant-on game download |
US20220223009A1 (en) * | 2018-11-28 | 2022-07-14 | Igt | Dynamic game flow modification in electronic wagering games |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
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US20130260879A1 (en) | 2002-10-09 | 2013-10-03 | Michael W. Saunders | System and Method for Connecting Gaming Devices to a Network for Remote Play |
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- 2001-07-05 AU AU2001275866A patent/AU2001275866A1/en not_active Abandoned
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Cited By (24)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US8959154B2 (en) | 1994-12-19 | 2015-02-17 | Zynga Inc. | System and method for connecting gaming devices to a network for remote play |
US9092932B2 (en) | 1994-12-19 | 2015-07-28 | Zynga Inc. | System and method for connecting gaming devices to a network for remote play |
US7127069B2 (en) | 2000-12-07 | 2006-10-24 | Igt | Secured virtual network in a gaming environment |
US7168089B2 (en) | 2000-12-07 | 2007-01-23 | Igt | Secured virtual network in a gaming environment |
US7515718B2 (en) | 2000-12-07 | 2009-04-07 | Igt | Secured virtual network in a gaming environment |
US7841942B2 (en) | 2002-01-16 | 2010-11-30 | Igt | Gaming system license management |
US7316616B2 (en) | 2002-01-16 | 2008-01-08 | Igt | Gaming system license management |
EP1477212A4 (en) * | 2002-02-01 | 2005-03-30 | Aruze Corp | Game execution system and game execution method |
EP1477212A1 (en) * | 2002-02-01 | 2004-11-17 | Aruze Corporation | Game execution system and game execution method |
WO2003085613A1 (en) * | 2002-04-03 | 2003-10-16 | Igt | Secured virtual network in a gaming environment |
US8079909B2 (en) | 2002-09-10 | 2011-12-20 | Igt | Method and apparatus for managing gaming machine code downloads |
EP1546915A4 (en) * | 2002-09-10 | 2008-02-06 | Igt Reno Nev | Method and apparatus for managing gaming machine code downloads |
EP1546915A1 (en) * | 2002-09-10 | 2005-06-29 | Igt | Method and apparatus for managing gaming machine code downloads |
US7399229B2 (en) | 2002-09-10 | 2008-07-15 | Igt | Method and apparatus for managing gaming machine code downloads |
AU2003262957B2 (en) * | 2002-09-10 | 2010-03-04 | Igt | Method and apparatus for managing gaming machine code downloads |
WO2005071631A1 (en) * | 2004-01-14 | 2005-08-04 | Igt | Methods and apparatus for gaming data downloading |
EP1632913A1 (en) * | 2004-08-24 | 2006-03-08 | Aruze Corp. | Game system |
US8177629B2 (en) | 2004-08-24 | 2012-05-15 | Universal Entertainment Corporation | Game system |
US7775886B2 (en) | 2005-06-30 | 2010-08-17 | Microsoft Corporation | Targeted merchandising on a user console |
US10546459B2 (en) | 2005-09-12 | 2020-01-28 | Igt | Method and system for instant-on game download |
US10434410B2 (en) | 2005-09-12 | 2019-10-08 | Igt | Distributed game services |
US20090209314A1 (en) * | 2008-02-15 | 2009-08-20 | Gtech Rhode Island Corporation, A Rhode Island Corporation | Methods and systems for license sharing among gaming terminals |
US10235832B2 (en) | 2008-10-17 | 2019-03-19 | Igt | Post certification metering for diverse game machines |
US20220223009A1 (en) * | 2018-11-28 | 2022-07-14 | Igt | Dynamic game flow modification in electronic wagering games |
Also Published As
Publication number | Publication date |
---|---|
AU2001275866A1 (en) | 2002-01-21 |
WO2002005229A3 (en) | 2002-10-03 |
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