IP Library Granted Patent US 8,944,899
Granted Patent B2
US 8,944,899 · App. 14/339,142 · Granted Feb 3, 2015

Electromechanical hybrid game with skill-based entertainment game in combination with a gambling game

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Quick Facts
Patent No.
US 8,944,899
App. No.
14/339,142
Granted
Feb 3, 2015
Kind
B2
Abstract

Systems and methods in accordance with embodiments of the invention operate an electromechanical hybrid game. One embodiment includes an electromechanical hybrid game, including: a gambling game including a real world engine configured to provide a randomly generated payout for the gambling game; and an entertainment game including: an electromechanical game system including an actuator that physically affects an element of the electromechanical game, where outcomes of the electromechanical game are based upon mechanical actions performed within the electromechanical game; and a game world engine that manages the entertainment game; where the entertainment game is configured to provide outcomes upon a player's skillful execution of the electromechanical game; and where gameplay gambling event occurrences trigger the randomly generated payout for the gambling game; and where the electromechanical game system is configured to operate the actuator based on an outcome of the randomly generated payout for the gambling game.

Claims (27)

1. An electromechanical hybrid game, comprising:

a gambling game comprising a real world engine configured to provide a randomly generated outcome for the gambling game; and

an entertainment game comprising:

an electromechanical game system configured to manage an electromechanical table game including an actuator that affects a goal of the electromechanical table game, wherein outcomes of the electromechanical table game are based upon actions performed by the player during skillful execution of the electromechanical table game when scoring using the goal by directing a physical game object into the goal, wherein the electromechanical game system is configured to operate the actuator based on the randomly generated outcome for the gambling game to increase a game difficulty level upon a loss outcome of the randomly generated outcome for the gambling game and to decrease a game difficulty level upon a win outcome of the randomly generated outcome for the gambling game; and

an entertainment game user interface configured to sense an action by the player during skillful execution of the electromechanical table game by directing the physical game object into the goal; and

a game world engine configured to manage the entertainment game and communicate, to the gambling game, gameplay gambling event occurrences based upon the sensed action by the player during the player's skillful execution of the electromechanical table game, wherein the gameplay gambling event occurrences communicated by the game world engine to the real world engine trigger the randomly generated outcome for the gambling game.

2. The electromechanical hybrid game of claim 1 , wherein the entertainment game user interface is configured to display the outcomes of the entertainment game.

3. The electromechanical hybrid game of claim 1 , wherein the outcomes of the electromechanical table game are based upon a consumption of at least one element used to further game play and the action by the player is a choice made by the player that affects the consumption of the at least one element.

4. The electromechanical hybrid game of claim 1 , wherein the actuator is configured to operate differently dependent upon a setting for an entertainment game difficulty level.

5. The electromechanical hybrid game of claim 1 , wherein operating the actuator based on an the randomly generated outcome for the gambling game to increase a game difficulty level upon the loss outcome of the randomly generated outcome for the gambling game includes decreasing a size of the goal.

6. The electromechanical hybrid game of claim 1 , wherein operating the actuator based on an the randomly generated outcome for the gambling game to decrease a game difficulty level upon the win outcome of the randomly generated outcome for the gambling game includes increasing a size of the goal.

7. The electromechanical hybrid game of claim 1 , wherein operating the actuator based on an the randomly generated outcome for the gambling game to increase a game difficulty level upon the loss outcome of the randomly generated outcome for the gambling game and to decrease a game difficulty level upon the win outcome of the randomly generated outcome for the gambling game includes affecting electromechanical table game play via a rate at which the goal moves to alter a difficulty of scoring.

8. The electromechanical hybrid game of claim 1 , wherein the game world engine is configured to award game world credit based upon the player's skillful execution of the electromechanical table game.

9. The electromechanical hybrid game of claim 1 , wherein the electromechanical hybrid game is network connected to communicate with remote servers.

10. The electromechanical hybrid game of claim 9 , wherein the electromechanical hybrid game is network connected to communicate with a server selected from the group consisting of: a real world engine server, a game world patron management server, a game world engine server and an electromechanical game system server.

11. The electromechanical hybrid game of claim 10 , wherein the real world engine server is configured to provide a randomly generated payout for the gambling game in communication with a hybrid game's real world engine.

12. The electromechanical hybrid game of claim 10 , wherein the game world engine server is configured to communicate with the electromechanical hybrid game's game world engine and manage the entertainment game and communicate gameplay gambling event occurrences based upon a player's skillful execution to the gambling game.

13. A method of operating an electromechanical hybrid game including a gambling game and an electromechanical table game, the method comprising:

sensing, by an entertainment game user interface of the electromechanical table game, an action by a player of the electromechanical table game during skillful execution of the electromechanical table game by the player to direct a physical game object into a goal of the electromechanical table game;

triggering, by a game world engine of the gambling game, a randomly generated outcome for the gambling game on the basis of the sensed action by the player; and

operating an actuator of the electromechanical table game that affects the goal of the electromechanical table game based on the randomly generated outcome of the gambling game, the actuator operated to increase a game difficulty level upon a loss outcome of the randomly generated outcome for the gambling game and to decrease a game difficulty level upon a win outcome of the randomly generated outcome for the gambling game, wherein outcomes of the electromechanical table game are based upon the player's skillful execution of the electromechanical table game when scoring using the goal by the directing of the physical game object into the goal of the electromechanical table game.

14. The method of claim 13 , further comprising displaying the outcomes of the electromechanical game via the entertainment game user interface.

15. The method of claim 13 , wherein the outcomes of the electromechanical table game are based upon a consumption of at least one element used to further game play and the action by the player is a choice made that affects the consumption of the at least one element.

16. The method of claim 13 , further comprising awarding game world credit based upon the player's skillful execution of the electromechanical game using the game world engine.

17. The method of claim 13 , wherein operating the actuator based on the randomly generated outcome for the gambling game to increase a game difficulty level upon the loss outcome of the randomly generated outcome for the gambling game includes decreasing a size of the goal.

18. The method of claim 13 , wherein operating the actuator based on the randomly generated outcome for the gambling game to decrease a game difficulty level upon the win outcome of the randomly generated outcome for the gambling game includes increasing a size of the goal.

19. The method of claim 13 , wherein operating the actuator based on the randomly generated outcome for the gambling game to increase a game difficulty level upon the loss outcome of the randomly generated outcome for the gambling and to decrease a game difficulty level upon the win outcome of the randomly generated outcome for the gambling game includes affecting electromechanical table game play via a rate at which the goal moves to alter a difficulty of scoring.

Assignments (6)
SECURITY INTEREST Recorded Jul 2, 2020
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 053122/0001 →
SECURITY INTEREST Recorded Feb 19, 2020
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 051973/0476 →
SECURITY INTEREST Recorded Apr 10, 2018
From: GAMBLIT GAMING, LLC
To: SPV 47, LLC
Reel/Frame 045888/0454 →
TRANSFER OF SECURITY INTEREST Recorded May 23, 2017
From: ACAS, LLC (F/K/A AMERICAN CAPITAL, LTD.)
To: SPV 47, LLC
Reel/Frame 042554/0313 →
CONVERSION OF HOLDER OF SECURITY INTEREST Recorded May 11, 2017
From: AMERICAN CAPITAL, LTD
To: ACAS, LLC
Reel/Frame 042447/0187 →
SECURITY INTEREST Recorded Dec 30, 2016
From: GAMBLIT GAMING, LLC
To: AMERICAN CAPITAL, LTD.
Reel/Frame 041226/0652 →