Abstract:
A gaming machine (10) may be activated by an individual player for subsequent play by displaying to the gaming machine (10), without physical contact with the gaming machine, a card (16) carried by the player. The card (16) carries indicia which may include suitable electronic memory, to be sensed by apparatus (20) associated with the gaming machine (10), to cause the wireless transfer of individualized data concerning the player from the card (16) to the gaming machine (10) or to a computer network (12) that is associated with the gaming machine (10). The data is evaluated against a stored database, which database may include identification of the card holder. The data is then evaluated against the stored database, and the gaming machine (10) is activated for subsequent play upon favorable evaluation of the data.
Abstract:
An electronic game enhancement system includes an electronic game (31) stored in game memory (15), an electronic game device (11) for accessing and playing the electronic game, an electronic component (30) stored in the memory of a memory device (32) for enhancing the electronic game, a consumer instrument (20) associated with the memory device, and a data transfer system (33) associated with the electronic game device and the memory device for facilitating a transfer of the electronic component from the memory of the memory device to the game memory for enhancing the functionality of the electronic game.
Abstract:
An authentication device (80) has electrical connections (100, 110) to a device indicator (120). The device indicator (120) is formed from an electrochromic material which is caused to change colour and/or to reveal an underlying image in dependence upon communication with software that the device (80) is to authenticate. In use, a device reader/writer (70) is connected to a computer (20) into the memory of which is loaded a video game or the like. Before the video game is startable, a user is required to authenticate that game by inserting a valid authentication device (80) into the device reader/writer. Once authenticated, the game may start. Completion of various levels of the video game may allow the device reader/writer to cause, in turn, signals to be sent to the electrochromic material so as to alter its state.
Abstract:
An electronic game enhancement system includes an electronic game stored in game memory, an electronic game device for accessing and playing the electronic game, an electronic component stored in the memory of a memory device for enhancing the electronic game, a consumer instrument associated with the memory device, and a data transfer system associated with the electronic game device and the memory device for facilitating a transfer of the electronic component from the memory of the memory device to the game memory for enhancing the functionality of the electronic game.
Abstract:
A system for authenticating software is disclosed. In one embodiment, the invention is utilized in conjunction with a gaming machine to authenticate the software utilized by the gaming machine or loaded onto the gaming machine. To achieve authentication, one exemplary mode of operation is used to authenticate the contents of a removable media (224), the removable media being used to per form any desired operation on the gaming machine. Use of a removable media (224) provides means to store large amounts of software on a single media to thereby access and perform numerous tasks including software install, software update, diagnosis, authentication, or configure.
Abstract:
A system for authenticating software is disclosed. In one embodiment, the invention is utilized in conjunction with a gaming machine to authenticate the software utilized by the gaming machine or loaded onto the gaming machine. To achieve authentication, one exemplary mode of operation is used to authenticate the contents of a removable media, the removable media being used to perform any desired operation on the gaming machine. Use of a removable media provides means to store large amounts of software on a single media to thereby access and perform numerous tasks including software install, software update, diagnosis, authentication, or configure. Prior to use of the removable media in the gaming machine, an authentication file is created. The authentication file contains a listing of each file on the removable media and an associated hash value calculated with a known hash function. These hash values are calculated and stored in an authentication file when the files on the removable media are known to be trusted. Encryption of the one or more hash values may occur. At a later date when the removable media is used in the gaming machine, a hash value re-calculation is performed on each file to determine the hash value at the time of use. The re-calculated hash values are compared to the decrypted hash values stored in the authentication file on the removable media on a file-by-file basis. If the values match, the removable media authenticates. If the values do not match, the removable media does not authenticate.
Abstract:
Verification of software to be run in a secure environment is performed by comparing a critical portion of the executable boot program code in an EPROM with code stored in a logic circuit. The comparison may be performed before the code to be verified is run or while it is running. In the event that the validation fails certain critical functions of the platform are inhibited to prevent fraudulent operation of the platform. The system is particularly applicable to gaming machines to avoid cheating.
Abstract:
A system for controlling operation of an automatic game, comprising: an automatic game comprising virtual game pieces which are manipulated during playing of the game, and control hardware and software for displaying and controlling the virtual game pieces, an administration terminal for inputting and storing parameters relating to game play, and a network for downloading the parameters from the administration terminal to the game, whereby operation of the game having its control hardware and software programs stored at a location different from the administration terminal is controlled by said parameters.
Abstract:
A portable terminal machine which controls the execution of a downloaded program depending on a usage time limit when a sub program downloaded from a video game machine is stored in the storage device, the time of communication with the video game machine obtained from the clock is recorded in the sub program as a time stamp. At the time of the startup of the sub program, the portable terminal machine calculates the usage time limit based on the time of communication and compares this usage time limit against the current time obtained from the clock and stops the startup of the sub program if the usage time limit has been exceeded.
Abstract:
A game score advantageous for a player is prevented from being exclusively transmitted to a host by the intention of the player. A game starting number (Ns) and a normally game ending number (Ne) are compared (S5). In case of coincidence failure of the two or in case the difference between the two exceeds "3", an anomaly signal is generated. On the basis of this anomaly signal, a game apparatus outputs an error screen or an alarm sound to notify (S6) that an unfair conduct has been did. This error notice stimulates the shame of the player so that it can be expected to lead to a prevention of a subsequent unfair conduct. On the basis of the anomaly signal generated, it is also possible to give a penalty to the score of a game to be subsequently played.