[0001] This invention relates to entertainment machines and in particular, but not exclusively
to entertainment machines, which are coin, token, credit, etc. freed for play.
[0002] The field of coin, token, or credit operated entertainment machines which are released
for play by the introduction of one or more credits is well developed. The outcome
of a game can typically result in a win awarding a prize of greater value than the
initial credit staked by the player.
[0003] According to a first aspect of the invention there is provided an entertainment machine
comprising;
a game means for providing a game for which a player, in use, is awarded qualifying
points according to his/her performance;
prize selection means for providing the player with a selection of non-monetary prizes
each having a predetermined value associated therewith; and
qualifying point conversion means for allowing the player, in use, to convert points
that they have been awarded into a prize of their choice.
[0004] The game provided by the game means may be a game of chance, skill, or of skill and
chance combined.
[0005] An advantage of such a machine is that it may be more appealing to a player than
a machine that simply awards the player with a cash prize. It is not uncommon for
prizes to be given in place of cash as they may be perceived to be of greater value.
Indeed, under current legislation it is possible to provide a higher value prize from
certain classes of machine if it is paid as a non-monetary prize. As such, players
may be more willing to play the machine than other similar machines. Indeed, it is
known for machines to pay out tokens, which can be accumulated to exchange for prizes.
[0006] The player may be awarded qualifying points in relation to only part of his/her game.
As will be appreciated a game will generally award some form of points so that a player
has a measure of his/her level of achievement in that particular game. In some embodiments
the game may award a form of points to a player and award qualifying points after
a player has exceeded and/or equalled a pre-determined level of achievement. Such
an arrangement may be desirable because it means that a player can only obtain non-monetary
prizes for levels of performance above a certain, pre-determined, level. Thus, the
value of the non-monetary prizes may be increased in a player's mind because they
have achieved higher levels of performance before obtaining qualifying points and
thus the qualifying points are harder to obtain.
[0007] A storage memory means may be associated with the machine allowing the qualifying
points awarded to the player to be recorded. The storage memory means may be within
the machine, or may be remote from the machine. Such a storage memory means is advantageous
because it allows the awarded qualifying points to accumulate and be stored for use
at a later time or date. The storage memory means may be a memory or may be a disc
drive, DVD RAM, etc. (It may comprise both a memory and tape drive, disc drive, etc).
[0008] The game means may include a processing means adapted, in use, to run code associated
with the game being played. Indeed, the code running on the processing means may provide,
in use, the game itself. The processing means may be part of a computer, which may
comprise a computer having the architecture referred to as a PC. Of course, the skilled
person will appreciate that any other architecture is suitable, but the PC architecture
may be advantageous because of its standard nature and wide availability.
[0009] A display means may be provided adapted, in use, to display information in relation
to the game. Indeed, the display means may be adapted, in use, to display the game
itself, much like games consuls, or arcade games. Code running on the processing means
may be adapted, in use, to cause information to be displayed on the display means.
[0010] A networking means may be provided allowing the machine to be connected to remote
devices. The networking means may allow the processing means of the machine to communicate
with remote processing means. Further, the networking means may allow the processing
means to access storage memory means that are remote from the machine.
[0011] The machine may further include an identification input means allowing, in use, a
player to identify themselves to the machine. The identification input means may provide
an input to the processing means. Such an input means is advantageous because it allows
the identity of the player to be stored and may allow the qualifying points awarded
to the player to be recorded against that players identity. In use, the processing
means may be adapted to store the identity of the player in the storage memory means.
Further, the processing means may be adapted to store in the storage memory means
the number of qualifying points awarded to that particular player.
[0012] The identification input means may comprise a keyboard (which may be virtual e.g.
a display on the display means), a joystick, a card reader, a finger print scanner,
a retinal scanner, other buttons, or indeed any other input device that may prove
suitable for inputting an identity.
[0013] Preferably the code running on the processing means is adapted, in use, to require
a player to input his/her identity via the identification input means before a game
can be played. As such the points awarded in a particular game can be associated with
that particular player. In alternative embodiments the player may be required to enter
his/her identity after a game has been played, or perhaps during a game.
[0014] Conveniently, the qualifying points awarded to a player having a particular identification
are a stored in the storage memory means such that a cumulative total of the qualifying
points that that player has accrued is available. Storing the points in this manner
allows a player to accumulate points over a period of time, perhaps over a number
of separate games, which may occur over a number of visits to the a particular machine.
In some embodiments the code running on the processing means is adapted, in use, to
hold an account within the storage means for a particular player.
[0015] The code running on the processing means may be adapted to associate each of the
available prizes with a predetermined number of qualifying points. The code running
on the processing means may be adapted to allow the player to convert qualifying points
into a prize of the player's choice. Further, the code running on the processing means
may allow qualifying points to be stored against a particular identification to be
converted into a prize selected from a selection. The code running on the processing
means may be adapted to decrement the qualifying points stored against the particular
identification by the value of the selected prize. Such an arrangement is advantageous
because it effectively allows the player to save qualifying points in an account so
that they can obtain prizes of a greater value, perhaps at a later date. The code
may ensure that there are sufficient qualifying points available before allowing a
prize to be selected.
[0016] The prize selection means may comprise an access means to a remote computer. The
remote computer may be part of the internet or world wide web. Alternatively, or additionally,
the remote computer may be part of a closed, wide area network WAN (that is a network
that has restricted access). The closed WAN may comprise a network of entertainment
machines.
[0017] In most embodiments a credit-input means is provided allowing credit to be input
to the machine. By credit it is meant at least any of the following: coins, tokens,
bank notes, credit from an account, make a payment from a credit card, a voucher,
deductions from credits or a prepaid card (which may be a smart card), or from any
other form of credit. The machine may be adapted to prevent a game being played on
the machine until sufficient credit has been input to the credit input means. Indeed,
the code running on the processing means may be adapted to prevent the processing
means from running a game until sufficient credit has been input to the credit input
means.
[0018] The credit input means may be adapted to allow the player to purchase qualifying
points for storing against a particular identification. An advantage of such an arrangement
is that a player may be able to pay to obtain prizes for which they have not quite
accumulated enough qualifying points. The code running on the processing means may
allow prizes to be purchased without any requirement to play a game on the machine.
The purchase of points may be achieved via credit input via the credit input means
or may cause an invoice to be sent.
[0019] Prior art systems are known in which a player can purchase goods over a network,
for instance the World Wide Web. However, such systems generally require the user
to enter credit card details, or send payment in advance before a purchase can be
made. An advantage of the present system arises due to the fact that the machine on
which the user makes a purchase may well have credit input facilities (which may include
the ability to enter coins and/or notes into the machine). Allowing the user to use
coins or notes may be appealing since there will be no chance of his/her credit card
details, or other important information being fraudulently intercepted during, or
after, transmission. Such a machine may therefore, be perceived to provide greater
security for purchases involving payment, whether in full, or to make up for a shortfall
in qualifying points.
[0020] The prize selection means may be provided by a code running on the processing means
and may be provided by a prize selection mode causing a display to be made on the
display means. As described hereinbefore, the player may require a sufficient number
of qualifying points to allow them to obtain certain prizes.
[0021] Conveniently, there is provided a prize memory means, which is adapted to hold the
identity of the prizes from which the player may make a selection. The prize memory
means may be provided by the storage memory means or may be in addition to the storage
memory means.
[0022] The prize selection means may further comprise a prize selection input means adapted,
in use, to allow the player to make an input and select a prize. The prize selection
input means may be the same as the identification input means or may be different
from the identification input means.
[0023] The machine may further comprise (or have associated therewith) a delivery means
adapted, in use, to cause a prize to be delivered once the prize has been selected
by the player. The prize delivery means may comprise a mechanical means to produce
the prize.
[0024] Alternatively, or additionally, the prize delivery means may comprise a means to
cause the prize to be delivered from a site remote from the machine. For instance,
the prize delivery means may be provided by code running on the processing means causing
communications to occur via the networking means. It is advantageous to have the prize
delivered from a site remote from the machine since it removes the need for prizes
to be held within the machine. This not only makes the machine simpler but also reduces
the overheads of the owners of the machines since they do not need to maintain stock.
Further, removing valuable stock from the machine will make the machine less of a
target for breaking into, vandalism, etc.
[0025] The prize delivery means may allow a player to collect a prize from the premises
in which the machine is situated.
[0026] The machine may comprise a printer adapted to print a voucher or the like. The voucher
may be a prize, or indeed may allow a player to collect their prize from the premises
in which the machine is situated (for instance by presentation at the correct point/person).
[0027] In one embodiment the voucher may be redeemed by the player for food and/or drink
served at the premises.
[0028] It may be possible for a player to obtain a credit payment from the machine rather
than be awarded qualifying points. The credit may take any of the forms previously
described.
[0029] When a game is not being played on the machine the machine may be adapted to display
pictures of the prizes that can be obtained through the machine, perhaps through play
of the machine. It will be appreciated that the prizes do not have to be objects and
could be services, holidays, tickets to events, bets, food, drink, etc. Alternatively,
or additionally, the display means may be adapted, in use, to display advertising
when the machine is not playing a game. Indeed, advertisements may be displayed when
a player is selecting a prize (i.e. when the machine is in the prize selection mode).
Displays of possible games may also be displayed when a machine is not playing a game
(perhaps alternatively with displays of the prizes and/or advertisements).
[0030] The prize selection means may be adapted, in use, to allow a player a predetermined
time in which to select a prize. This is advantageous because as the skilled person
will appreciate the machine is provided to make money by allowing players to play
games. If the machine is tied up for too long with players selecting prizes the profitability
of the machine may be affected.
[0031] The machine may include a card reader, which may allow the qualifying points that
a player wins to be stored on the card.
[0032] Conveniently the machine may be adapted to play any game found on such entertainment
machines, perhaps on an SWP machine (skill with prizes).
Possibly the machine has reels associated therewith, and/or possibly pseudo reels.
[0033] The entertainment machine may be an SWP machine, may be a gaming or amusement machine
covered by section 34, or section 52 of the 1968 gaming act.
[0034] According to a second aspect of the invention there is provided a network of machines
according to the first aspect of the invention.
[0035] The machines of the network may be connected to a central server, or may be provided
in a peer to peer network. Indeed, the network may be provided in a combination of
server based and peer to peer networks.
[0036] The storage memory means may be provided in a networked location accessed by one
or more machines on the network, or each machine may be provided with its own storage
memory means. In another embodiment some of the machines may be provided with their
own memory and other machines may access a memory at a networked location.
[0037] In a preferred embodiment each machine has its own storage memory means and also
has access to storage memory means in a networked location (networked memory). Such
an arrangement is preferable because storage memory means is thereby provided for
any processing means provided within the machine and data can be stored on the networked
memory, which it is desirable for all of the machines on the network to access.
[0038] Conveniently, there is provided a prize memory means in a networked location, which
is adapted to hold the identity of the prizes from which the player may make a selection.
The prize memory means may be provided by the storage memory means or may be in addition
to the storage memory means.
[0039] The network may be adapted to allow a player to access the prize memory means from
anywhere on the network. Such an arrangement is advantageous because it provides a
more flexible system in which a player can visit any of the machines on the network
and view the prizes that can be obtained. Indeed, the prize selection means may allow
a player to select a prize from any of the machines on the network.
[0040] The prize delivery means may be provided by code running across the network. That
is code running on one of the networked machines may cause a prize to be delivered.
The skilled person will appreciate that code running on a processing means may communicate
across the network and cause an action elsewhere on the network.
[0041] If any of the machines are provided with access means the access means may provide
access to another machine on the network.
[0042] Preferably, the machines provided in the network are arranged such that a player
can access and/or service his/her account from any of the machines that make up the
network. Such an arrangement is convenient because it allows a player to access his/her
account from a number of different locations, assuming that the different machines
are provided in different locations.
[0043] A particular network of machines may be associated with a particular party, e.g.
a company. The prizes from which a player can make a selection may be selected by
that particular party. For instance it is known for chains of public houses to have
entertainment machines within their premises. The prizes from which a player can make
a selection may be selected by the chain. Those prizes may then only be accessed from
machines within the premises of that particular chain.
[0044] According to a third aspect of the invention there is provided a method of awarding
prizes based on a players achievements comprising allowing a player to play a game
on an entertainment machine, accumulate qualifying points by playing the game and
then convert the accumulated qualifying points into a non-monetary prize of his/her
choice based upon the points accumulated.
[0045] Such a method is advantageous because it allows non-monetary prizes to be awarded
for the playing of a game. Non monetary prizes may be given in place of cash, as they
may be perceived to be of greater value. The non-monetary prizes may be objects such
as watches, etc., or services, holidays, tickets, food, etc.
[0046] The method may cause the prize to be delivered to an address specified by the player.
Having the prize delivered in this manner is advantageous because it allows an apparatus
to be provided that does not carry any stock. This is itself advantageous because
it reduces the value of stock that the supplier of the machine must hold.
[0047] The prize may be delivered to the premises in which the machine is situated, having
an identifier associated therewith so that it can be collected.
[0048] Preferably the prize is ordered from a third party. This may further reduce the value
of the stock that the owner of the machine must hold.
[0049] The prize may be ordered from a web site that is enabled to allow the player to convert
the points that they have accumulated into a prize. Such an arrangement is convenient
because it uses well known technology that will be familiar to players of the machine.
[0050] Players of the game may be provided with a personal account to which qualifying points
that they win can be added. This is advantageous because it allows the player to accumulate
qualifying points. The players can effectively "save" for prizes of higher value by
adding the qualifying points to his/her account. In this regard the qualifying points
may be thought of as a currency that can be saved, or spent as a player sees fit through
management of the points in his/her account.
[0051] An account may be opened at the machine (e.g. electronically), or may be by the post,
or in person at the premises where the machine is situated. A player may require some
form of identification to allow them to open an account.
[0052] Preferably the accounts are secure and require a security measure to be entered before
access to the account is granted. The security measure may take the form of a PIN,
a password, a finger print scan, a retinal scan, a card (perhaps a smart card) or
any combination of these, or indeed, any other suitable means. It will be appreciated
that any form of identification that can help to validate the identity of the player
may be used. Such a security means is of course desirable to help prevent fraud.
[0053] In some embodiments the method may make it hard for account details to be changed
once the account has been set up. In one example the address of the account may be
hard to change (or may be not changeable) once the account has been set up. For instance
the account may not be changeable without authorisation. Again, this may help to reduce
fraud. It is desirable to make the address hard to change in a system where prizes
are sent in the post to that address; if prizes are sent to the original address even
if the account is being fraudulently used it may soon become apparent to the account
holder that something is amiss. There is no benefit to the party committing the fraud
because they will not receive the prize.
[0054] The method may provide a network of games machines each of which allows the player
to accumulate points. Preferably the player can add the qualifying points to his/her
account from any of the machines on the network. This is advantageous because it may
broaden the appeal of the method since a player can participate anywhere there is
a compatible machine and not have to visit a specified venue.
[0055] Preferably qualifying points can be converted into prizes from any machine on the
network. As such, qualifying points, which may be stored in a player's account, are
being used as a currency.
[0056] Conveniently the method allows a player to purchase qualifying points which can be
added to his/her account. This is advantageous because it may allow players to obtain
prizes of a higher value than the qualifying points in his/her account. Such a method
may prove advantageous due to the perceived greater security that it may offer, as
discussed above.
[0057] Each point may have a monetary worth. The amount of points that can be won in a single
game may be limited, thus keeping the machines providing the games within the statutory
limits.
[0058] In some embodiments the method may allow the player to purchase prizes directly.
Prizes may have a value in points and may also have a monetary value associated with
them.
[0059] According to a fourth aspect of the invention there is provided an entertainment
machine comprising;
a game means for providing a game for which a player, in use, is awarded qualifying
points according to his/her performance;
prize delivery means adapted to cause a prize to be delivered from a remote site to
a player based upon the qualifying points awarded to the player during a game.
[0060] Such a machine is advantageous because as described hereinbefore non-monetary prizes
can be seen to be more of a reward than monetary prizes because it is often hard to
accurately value a monetary prize. However, machines that produce a non-monetary prize
are disadvantageous because they require an amount of stock to be held within the
machine thus increasing overheads, etc. A machine according to this aspect of the
invention is therefore advantageous because of the reduces stock that must be provided.
Further, the machine itself can be made much simpler since there is no need of a mechanism
to actually produce a prize.
[0061] The entertainment machine may be an SWP machine, may be a gaming or amusement machine
covered by section 34, or section 52 of the 1968 gaming act.
[0062] According to a fifth aspect of the invention there is provided a method of reducing
the stock inventory of a prize delivery network, the method comprising providing one
or machines according to a first aspect of the invention.
[0063] The method is advantageous because it allows the party running the network to hold
less stock (of prizes) and may therefore allow that party to rent/own less storage
space.
[0064] There now follows by way of example only a detailed description of the invention
with reference to the accompanying drawings of which:
Figure 1 is a schematic view of an entertainment machine according to the present invention;
Figure 2 is a schematic view of a network of entertainment machines according to the present
invention; and
Figure 3 shows a flow diagram for the basic running of the entertainment machine according
to the invention.
[0065] The entertainment machine 2 shown in Figure 1 comprises a housing 4, a display means
6 (in this case a cathode ray tube display), and a pay-out slot 8, connected to a
pay out apparatus. Within the housing 4 there is provided a computer 10 (itself providing
a game means) having the architecture known as a PC. The skilled person will however,
appreciate that any type of computer could be provided.
[0066] The computer 10 has a processing means, which is used to provide, in use, the game
on the display means 6. The display means 6 is touch sensitive so that a player makes
inputs to the processing means when touching the screen thus providing an input means.
The display means 6 also allows inputs to be made to the game. Further, the computer
10 has a storage memory means, comprising a permanent memory in the form of a hard
disc drive, and a volatile memory, which is used by the processor to run the game.
The computer 10 provides a control means, which controls the machine.
[0067] In addition to the touch sensitive display means 6 buttons 14 are provided which
can provide inputs to the processing means of the computer 10. Further, the machine
2 includes a door 16 providing access to the inside of the machine. A modem 20 is
provided allowing the machine to be networked as described hereinafter.
[0068] When not displaying a game the processing means may be in an options mode wherein
it causes the display means 6 to generate a display allowing a player to select the
game that they wish to play. This options mode display makes use of the touch sensitive
screen to allow icon to be selected by a user. Selecting the game may include actually
selecting the game to be played from a selection of possible games as well as two
player options, difficulty level, etc. Also included in the options mode display is
a prize selection icon, which if pressed allows the player to select his/her chosen
prize by causing a prize selection mode to be entered.
[0069] A player can play a game on the machine 2 in the usual manner, e.g. by entering sufficient
credit into a credit input means 12 to the machine 2 they will be allowed a predetermined
level of play. According to the level of success during his/her game the player will
receive a predetermined number of points. If the player obtains greater than a pre-determined
number of points they start to be awarded qualifying points which can be converted
into a prize of his/her selection.
[0070] The qualifying points received by the player may have an equivalent monetary value
and the number of qualifying points that a player can win in a single game may be
limited allowing the machine to meet certain statutory requirements. As an example
the number of qualifying points that a player can win in a single game is limited
to 1000 and each qualifying point has a value of 0.008 pence. Therefore, the total
prize that a player can win in a single game is limited to £8, which allows the machine
to be placed in more locations than if the prize were higher. The player may not be
aware of the exact monetary value of a qualifying point.
[0071] Once the game has terminated the qualifying points won by the player are held in
the storage memory means and associated with. a personal account. The use of a personal
account allows the player to save points so that they can obtain prizes of greater
value.
[0072] To access the account the player must enter an identification via an identification
input means which in this case is provided by the touch sensitive display means. Once
the player has identified themselves they must enter a PIN number as a security measure.
Any other security-measure rather than a PIN could be used (for instance a password,
a finger print scan, a retinal scan, ID card (including a smart card), etc.).
[0073] The account has associated with it an address to which mail can be sent. In this
particular embodiment once an account has been set up it is made difficult to change
details of the account for the reasons explained hereinafter.
[0074] The machine is provided with a prize memory means that maintains details of the prizes
that are available to a player together with their worth in qualifying points. The
prize memory means in this embodiment associates with each prize a cash value so that
a player can make payments to buy a prize.
[0075] In this embodiment, to obtain a prize a player causes the processing means to enter
the prize selection mode wherein the prizes available to the player and their monetary/points
equivalent are displayed. Images of the prizes that can be selected are displayed
on the display means allowing the player to readily be able to select the prize in
which they are interested.
[0076] The player then uses the prize selection input means to page through the prizes and
select his/her desired prize. Prizes which the player can select are highlighted to
make his/her selection easier. In this embodiment the prize selection input means
again comprises the touch sensitive display means wherein the player touches the correct
icon to select his/her desired prize. Once selected the player must enter his/her
preferred method of payment. This includes using qualifying points saved in a particular
account, payment in money, or any combination of these. (If payment in money is required
the player may enter this (i.e. coins or notes) into the credit input means 12, have
to enter credit card details perhaps via the input means, be billed later, etc.).
[0077] Once the prize has been selected the processing means causes a prize delivery means
to cause the selected prize to be mailed to the address associated with the personal
account from which the qualifying points originated. Thus, the player receives his/her
prize shortly (a number of days) after they have selected the prize. (An option may
be provided to pay extra (or deduct extra qualifying points) for next day delivery,
etc.).
[0078] An option is provided wherein a player can view the number of qualifying points that
are held within his/her personal account. This is advantageous for obvious reasons.
[0079] Further, as shown in Figure 2 it is possible to network a number of machines 10,
12, 14, 16 together using a networking means provided on each of the machines. This
networking may be to a central computing means 18 as shown in Figure 2 or may connect
machines directly together (not shown).
[0080] The networking may be by any known networking technique but in this embodiment is
via a telephone connection (which of course may be permanently enabled or the computer
10 may dial a connection as and when required).
[0081] Within the embodiment shown in Figure 2 the central computing means 18 provides a
centralised storage memory, or networked memory which can be accessed by all of the
machines 10,12,14,16 to which it is connected. The machines 10,12,14,16 transmit details
of the players who have won points and also details of the accounts to which the player
wishes to add his/her points (assuming he/she wishes to access an account). Because
the points details are stored in the networked memory a player can access his/her
points from any of the machines 10,12,14,16 on the network. Of course, the networked
memory also maintains a record of the security measure wish is required to gain access
to the particular account e.g. the PIN, etc.).
[0082] The networked memory may also comprise a prize memory means, which maintains details
of the prizes that are available and the worth in qualifying points/money. When a
player causes a machine 10,12,14,16 on the network to enter the prize selection mode
that machine communicates across the network with the prize memory means and displays
the information on the display means 6. The player can then select prizes as he/she
could if the prize memory means were provided within a particular machine.
[0083] The prize selection means is also provided within the central computing means 18
and causes a prize to be sent to the address, which it is provided with. As with the
address provision on a free standing machine this is associated with an account.
[0084] According to a method of allowing a player to select a prize the prize selection
means may cause a third party (i.e. not the company providing the machine) to provide
the prize and deliver it to the player. The third party may be a company such as a
catalogue company, etc.
[0085] Indeed, the prize selection means may comprise a web site adapted to allow the player
to select a prize. However, in perhaps the preferred embodiment the prize selection
means is provided by access to the prize memory means (not via the Internet), but
it is possible for this to make use of browser technology. The network could also
comprise Internet connections, or could of course be a dedicated WAN, or dial up access
may make a direct connection.
[0086] When a user sets up an account, there will be associated with that account an address
and prizes which the player has selected are sent to this address. Therefore, to improve
the security of the method it may be made difficult for the address of the account
to be changed. It will be apparent that if a third party fraudulently acquires the
security measure (e.g. PIN) that they will be able to access the points within that
account. However, if prizes that are fraudulently ordered by that third party are
still sent to the correct address then it will make fraudulent use of the machines
harder. In one embodiment address changes can only be perfected on the central computing
means 18 once the address change has been confirmed in writing.
[0087] A summary of the operation of the machine will be described in relation to Figure
3.
[0088] When the machine is not, in use, the display means displays a screen 30 allowing
a player to determine whether they wish to play a game or to spend qualifying points.
(This screen may also allow a specific game to be selected).
[0089] If the player decides to play a game they are then allowed to select the particular
game that they wish to play, 32. The game is then played and if the player achieves
higher than a pre-determined level of success qualifying points are awarded, 34. Once
the game terminates the player is asked to specify an account to which their qualifying
points should be added, 36. If no account exists then the player sets up an account
by entering his/her address and is given a PIN to access the account in the future,
38.
[0090] Once the account has been correctly specified the player is asked whether they wish
to spend the points within the account, 40. If the player does not wish to spend the
points the display means is caused to display the game/prize selection screen 30.
[0091] If the player wishes to spend his/her qualifying points they are taken to a display
showing the prizes held within the prize memory means, 42. This is also the screen
the player is taken to if they decide to select a prize rather then play a game (after
the player has specified the account from which qualifying points should be taken)
43. The player can manipulate the display to view the different prizes allowing them
to select a particular prize, 44. Once the prize is selected it is sent to the address
associated with the particular account from which the points were spent, 46.
[0092] After the prize has been selected the player is given the opportunity to spend more
points 48 or to return to the game/prize start screen 30.
1. An entertainment machine comprising;
a game means for providing a game for which a player, in use, is awarded qualifying
points according to his/her performances;
prize selection means for providing the player with a selection of non-monetary prizes
each having a predetermined value associated therewith; and
qualifying point conversion means for allowing the player, in use, to convert points
that they have been awarded into a prize of his/her choice.
2. A machine as claimed in claim 1 characterised in that the game means is arrange to
award qualifying points once a player has attained a predetermined level of achievement.
3. A machine as claimed in claim 1 or 2 comprising processing means to run code associated
with the game being played, and networking means, characterised in that the processing
means is arranged to communicate via the networking means with one or more memory
means that are remote from the machine.
4. A machine as claimed in any preceding claim characterised in that the game means is
adapted to associate each of the prizes with a predetermined number of qualifying
points.
5. A machine as claimed in any one of the preceding claims characterised in that, the
game means is adapted to allow a player to convert qualifying points into a prize
of a player's choice.
6. A machine as claimed in any one of the preceding claims characterised in that, the
game means is adapted to decrement qualifying points associated with a player by the
qualifying points value of a prize selected by a player when a player converts his/her
qualifying points into a prize.
7. A machine as claimed in any one of the preceding claims characterised in that the
game means is adapted to cause a prize selection mode to be displayed on a display
means of the machine to enable a player to select a prize.
8. A machine as claimed in any preceding claim characterised in that the machine has
associated with it a prize delivery means adapted to cause a prize to be delivered
to a player once said prize has been selected by the player.
9. A machine according to any one of the preceding claims characterised in that, a credit
input means is provided and adapted to allow a player to purchase qualifying points
for storing against said player's identity.
10. A network comprising machines according to any preceding claim.
11. A network as claimed in claim 10 characterised in that a player can, in use, select
a prize from any of the machines on the network.
12. A method of awarding prizes based on a players achievements comprising allowing a
player to play a game on an entertainment machine, accumulate qualifying points by
playing the game and then converting the accumulated qualifying points into a non-monetary
prize of his/her choice based upon the points accumulated.
13. A method according to claim 13 characterised in that, the prize is delivered to an
address specified by the player.
14. A method according to claim 12 or 13 characterised in that, the prize is ordered from
a third party.
15. A method according to any of claims 12 to 14 characterised in that it further comprises
providing a player with a personal account and adding qualifying points which a player
has won to said personal account.
16. A method according to any one of claims 12 to 15 characterised in that a network of
machines are provided and the player being able to accumulate qualifying points from
any machine on the network.
17. A method according to claim 16 characterised in that, the player can convert qualifying
points into prizes from any machine on the network.
18. A method according to any one of claims 12 to 17 characterised in that a player may
purchase qualifying points.
19. A method according to any one of claims 12 to 18 characterised in that a player may
purchase prizes.