METHOD AND SYSTEM FOR USING SKILL BASED GAMING STRATEGIES WITH BOWLING

A variation of the traditional game of bowling combining skill-based gaming methods and systems for maximizing interest and strategy within the traditional bowling scoring and playing environment to enable the bowler to compete for prizes. In one embodiment, the bowler is rewarded for exactly bowling a predetermined score. Such score may be chosen by the bowler, by a third party, or randomly generated. Such score may be chosen prior to the first frame or at another designated time. Prizes are awarded based on how close the bowler comes to bowling the exact score required. Games may be played at an individual level, as a competition among bowlers at a given bowling alley, or between a plurality of bowling alleys.

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Description
RELATED APPLICATION

This application is a divisional application of U.S. patent application Ser. No. 11/355,317, entitled “Method And System For Using Skill-Based Gaming Strategies With Bowling,” filed in the United States Patent and Trademark Office on Feb. 15, 2006, which claims the benefit of priority to International application No. PCT/US2004/026593, entitled “Method And System For Using Skill-Based Gaming Strategies With Bowling,” filed in the United States on Aug. 16, 2004, which claims the benefit of U.S. provisional patent application Ser. No. 60/495,494, entitled “Method And System For Using Skill-Based Gaming Strategies With Bowling,” filed in the United States Patent and Trademark Office on Aug. 15, 2003, all of which are incorporated by reference herein in their entirety.

TECHNICAL FIELD

The invention is generally related to bowling and more specifically to a method and system for using skill-based gaming strategies with bowling.

BACKGROUND OF THE INVENTION

Bowling has always been skillful; however, there has been any substantial need for a diverse strategy. Each frame you bowl, you bowl for a strike, if you miss the strike, then you attempt to hit a spare. The strategy remains consistent each throw, knock down all ten pins in one or two throws.

SUMMARY OF THE INVENTION

A variation of the traditional game of bowling combines skill-based gaming methods and systems for maximizing interest and strategy within a traditional bowling scoring and playing environment to enable the bowler to compete for prizes. In one embodiment, the bowler is rewarded for exactly bowling a predetermined score. Such score is chosen by the bowler, by a third party, or randomly generated. Such score is chosen prior to the first frame or at another designated time. Prizes are awarded based on how close the bowler comes to bowling the exact score required. Games may be played at an individual level, as a competition among bowlers at a given bowling alley, or between a plurality of bowling alleys.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a matrix showing an exemplary overview of the various functions that X-Bowling roles are able to access in accordance with exemplary embodiments of the invention.

FIG. 2 shows an exemplary network architecture of an X-Bowling network in accordance with exemplary embodiments of the invention.

FIG. 3 shows an exemplary network architecture of an X-Bowling network with respect to X-Bowling applications/services in accordance with exemplary embodiments of the invention.

FIG. 4 shows an example of a data model that can be applied to exemplary embodiments of the invention.

FIG. 5 shows a block diagram of exemplary hardware, software, and networking components of a fully integrated X-Bowling challenge system in accordance with exemplary embodiments of the invention.

FIG. 6 shows a block diagram of an exemplary physical layout of X-Bowling challenge system hardware components in accordance with exemplary embodiments of the invention.

FIG. 7 shows a block diagram of an exemplary game flow and system integration of the primary challenge processes in accordance with exemplary embodiments of the invention.

FIG. 8 shows a block diagram of an exemplary user functional process from registration through challenge play in accordance with exemplary embodiments of the invention.

FIG. 9 shows a block diagram of exemplary POS (point of sale) hardware components and transactions processes in accordance with exemplary embodiments of the invention.

FIG. 10 shows an exemplary screen view of an X Bowling initial home page and navigation screen available over the World Wide Web in accordance with exemplary embodiments of the invention.

FIG. 11 shows an exemplary screen view of the process by which players can select registered players on the scoring system to activate an X-Bowling challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 12 shows an exemplary screen view of a challenge selection interface that can be located at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 13 shows an exemplary screen view of summary information for a player starting a challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 14 shows an exemplary screen view of a game interface and navigation for the player interface located at a bowling lane in accordance with exemplary embodiments of the invention.

FIG. 15 shows an exemplary screen view of a game interface and navigation for the player interface, including an Exacta challenge, located at a bowling lane in accordance with exemplary embodiments of the invention.

FIGS. 16A-16K shows a table illustrating exemplary correlation of unit functionality in accordance with exemplary embodiments of the invention.

DETAILED DESCRIPTION OF THE INVENTION

The following discussions relate to illustrative, exemplary embodiments of the invention. In that regard, exemplary embodiments of the invention may be referred to interchangeably with the term “X-Bowling” or similar terminology throughout this document. X Bowling introduces a substantial strategy to bowling. This new innovation will dynamically increase the interest in the already very popular game of bowling by providing prizes for specific scores and achievements, including monetary “JackPot” prizes. The ultimate “JackPot” prize can be a progressive number that starts at a substantial dollar value such as one million dollars. X Bowling capitalizes on two of the largest cash businesses in the world, bowling and skill-based gaming. X Bowling was created to provide an innovative addition to the standard game of bowling. It is intended to challenge a bowler's skill through a hardware and software solution called the Skill Challenge Network (SCN). In addition to challenging the bowler's skill, it will also introduce the need to employ strategy to the skill game of bowling with several of our challenges.

X-Bowling is designed around shifting the focus in bowling from greatest possible score to one of trying to more accurately gauge the predictability of your own performance and even to throw in a little chance with bonuses. This offers much to the average bowler where winnings can go to someone other than one with the highest score.

Systems

The systems and applications required to operate the X-Bowling network are described below. The following is a discussion of exemplary embodiments of the invention. According to an exemplary embodiment of the invention a bowling center is a facility where classic bowling can occur (a collection of bowling lanes where classic bowling games and X-bowling can be played). Bowling Center Administrators (also referred to as BC personnel or BC Admin) may be responsible for X-Bowling card distribution, financial transactions, winnings distribution, etc. A central datacenter, (referred to throughout as X-Bowling Central or “XC”) is where X-Bowling data and operations may be ultimately managed. Financial and data transactions may be consolidated and managed here. An X-Bowling user interface for the BC admin (known throughout as a Register POS or “RPOS”) is located at a cashier desk. This interface may be used by BC admins to perform all X-Bowling administrative functions. This device is typically locally networked to the BC server.

An X-Bowling user interface located at the bowling lane (known throughout as a Lane POS or “LPOS”) may be the primary interface for X-Bowling. X-Bowlers may interact with their challenges through this interface. This device is typically locally networked to the Bowling Center (BC) server. A processing unit that controls the bowling game at each lane may be referred to as a lane controller (LC). This device also collects raw lane information such as pin-indication and other scoring details such as foul tripped, etc. Lane controller functionality and connectivity may vary from BC to BC, for example, due to different ages and manufacturers. A Bowling Center Scoring System (BCSS) typically networks all of the lane controllers and collects overall scoring information for tracking and charging purposes. Overall functionality may vary from manufacturer-to-manufacturer.

X-Bowling Terms

The following terms and/or their abbreviations may be used throughout this discussion to describe exemplary embodiments of X-Bowling. A “ball” is a classic single roll of a bowling ball and the associated pins knocked down. A “frame” is a classic bowling combination of 2 or 3 ball rolls, depending upon stage of classic bowling game. A “game” is a classic bowling game of 10 frames plus 2 balls. A “credit” is, for example, a logical unit of value equivalent to $1.00. They may be purchased for dollars either through cash or a credit card. They are typically the only mechanism for funding a challenge and are not redeemable for cash.

A customer reward/loyalty concept utilizes “points.” Points have no dollar value and are awarded for such things as frequent X-Bowling. They typically may only be used to redeem for physical prizes of low value such as X-Bowling t-shirts, hats, mugs, free game, etc. Points are typically not used for the initial rollout. Cash equivalents solely created by winning challenges may be referred to as “winnings.” Typically, they are initially only convertible to cash at the lane or mailed in the form of a check. Winnings may eventually be convertible to Credits.

The core X-Bowling activity may be referred to as a “challenge.” A challenge is made against a classic bowling game ranging from one ball to spanning multiple games. X-Bowlers can choose from a small library of challenges, making a wager and identifying themselves with their X-Bowling card. A “wager” is a bet of credits against a chosen challenge. A wager may cause credits to be debited immediately from an X-Bowling player card. An X-Bowling player card is a card that holds player credits. As an X-Bowler wagers credits toward challenges, the player card may be debited. If an X-Bowler wins a challenge, the associated number of points or winnings may be credited to the player card.

An X-Bowling player account may provide additional benefits and options for funding the player card and redeeming winnings. Accounts may be set-up either through the BC admin POS or over the internet at the X-Bowling Portal. The conversion of winnings to (e.g., U.S.) currency may be referred to as “redemption.” Redemption might be, for example, either cash paid directly by the center to the X-Bowler or a check sent by mail. A check by mail may be preferred for large amounts (e.g., over $500). Constraints may be required such as maximum redemption per BC per day, maximum redemption per X-Bowler per month, etc. for fraud prevention. Redemption requests may be made at the bowling center or from the X-Bowler portal.

Functionality

The functionality described below is in accordance with exemplary X-Bowling roles and location-based systems. FIG. 1 is an “access matrix” showing an exemplary overview of the various functions that X-Bowling roles are able to access. Functions are grouped by “subsystem” within the X-Bowling network. Process-based functionality will be described below in the section entitled “Architecture.”

X-Bowling “Roles” (or users) are any persons that come into contact with the X-Bowling Challenges, websites or network systems. An X-Bowler may be any person that purchases an X-Bowling player card and wagers credits against an X-Bowling Challenge. An X-Bowling Member may be anyone that signs up for a “permanent” X-Bowling account. Members may obtain and track multiple X-Bowling player cards.

Administration functions are typically necessary at the Bowling Center. The Bowling Center Admin can perform card distribution, credits, purchasing, and other BC operational tasks. X-Bowling Admin/Customer Service, X-Bowling Tech Support, and X-Bowling Development may be end users that typically have access to the system. They may have the same access as the “PUBLIC.” The general public may be considered potential X-Bowlers that do not have an account on the X-Bowling website, but are investigating the program. Web visitors are anyone of the general public that visit the X-Bowling website, but do not have an account.

As shown in FIG. 1, exemplary functions associated with the Lane POS may include “View X-Bowling Overview”, “View Advertising”, “Player Card Swipe”, “Wager”, and “Play Challenges BC Admin POS Functions.” The View X-Bowling Overview briefly describes the X-Bowling program, benefits, challenges, etc. Targets “classic” bowlers at the lanes. View Advertising includes sponsor or paid advertising banners along with database driven rotating banner functions. The Player Card Swipe provides tracking for X-Bowler challenges. All tracking is typically related to a unique Player Card identification. Player card IDs may be associated to X-Bowler accounts. The wager function is where an X-Bowler committing credits toward X-Bowling Challenge play. Credits are removed from Player Card at the point of wager. Finally, the play challenges function is the X-Bowler play, which is described in more detail in corresponding sections below.

Also shown in FIG. 1 is a list of exemplary BC Admin POS functions. Those functions include “Sign In/Card Swipe”, where the admin POS may be located in close proximity to the register, but for security purposes should require a PIN or Card Swipe login. Card Swipe in this environment is typically more secure. Sign in can be required for all BC Admin functions. Another function is “Add Credits to Player Card,” where BC admins may “fund” player cards by signing in, swiping the target player card and then either entering an amount for cash transactions or swiping a credit card for funding source. In the case of cash additions, the XC can log and track accumulated cash that the BC has taken in.

Another function listed as an exemplary BC Admin POS function is “Issue Player Cards,” where BC Admins can be responsible for player card distribution at the BC. It is recommended, but not required, that all X-Bowlers initially purchase generic player cards. Yet, another function is “Request/Fulfill Redemption,” where BC Admins may “redeem” winnings from player cards at the BC by swiping the target player card and paying a limited amount of cash to the X-Bowler. The amount can be subtracted from the available winnings on the card immediately.

Also shown in FIG. 1 is a list of exemplary BC/XC server functions and user groups. The functions include “Sign In.” where BC and XC servers may have a limited number of “NT Authentication” users which can be configured to provide maintenance and troubleshooting capability. Some accounts can provide local access only and others may be able to be used remotely. “VPN/Terminal Services” may be used for secure remote access. Access in “Read Only View of System is granted to a user group in the systems that typically do not have the ability to make changes to system functions, but can be helpful in level 3 troubleshooting. Access in “Administrator View of System” is granted to a user group in the systems that typically have complete administration rights. This typically small group may have the ability to monitor and change anything within the server.

Also shown in FIG. 1 is a list of exemplary portal functions. These functions include “View Challenge Library,” where the available and upcoming challenges may be “marketed” on the external portal pages to attract and educate the public. Over time the library of X-Bowling challenges may grow. Another function is “View Frequently Asked Questions,” where questions about the program, challenge functionality, winnings payout, or whatever else are appropriate to be discussed with the public. Yet another function is “Join X-Bowling,” where the general public may have the ability to create an account on the fly. They may have to fund the account at that time or later. Is typically easier when the player card-account association is single-direction.

Another function listed as an exemplary portal function is “View Advertising,” which allows for general public view of current promotional advertising and uses database-driven rotating banner ads. Another function is the “Sign in,” where users sign in (or log in), or are redirected based on a user class. Yet another function is “View/Modify Profile,” which is a group of functions that may allow users to manage account information such as name, address, email, preferences, etc. Another function is “View/Modify Other's Profile,” which is actually a group of functions that allow an appropriately authorized user class to manage other users' account information such as name, address, email, preferences, etc. There may be password reset functions available. Yet another function is “Associate Player Card w/acct.” This function provides the ability for an X-Bowler with a portal account to collect and track player card information over time. Also, it may provide an X-Bowler with the ability to fund the card online using credit card or bank draft information. Another function is “Associate Other's Player Cards w/acct,” which is actually a group of functions that allow an appropriately authorized user class to associate any player card with any X-Bowler.

Yet another function listed as an exemplary portal function is “View Own Transaction History,” which is actually a group of functions that provide a window into transactions associated with player cards and ultimately an X-Bowler's account. Another function is the “View Other's Transaction History,” which is actually a group of functions that provide an appropriately authorized user class a window into transactions associated with any player card and/or X-Bowler accounts. Yet another function is “View Own X-Bowl Archive.” This function allows a user to review past X-Bowling challenges, results, winnings, points, etc. Another function is the “View Other's X-Bowl Archive.” This function allows an appropriately authorized user class to review past X-Bowling challenges, results, winnings, points, etc. for any account.

Another function listed as an exemplary portal function is “Redeem Winnings,” where X-Bowlers may redeem winnings onto their credit card or depending, for example, upon volume, request a check to be mailed. Yet another function is “Redeem Other's Winnings,” which allows customer service personnel to manage winnings redemption for X-Bowlers calling in. Another function is “redeem points,” where an online points “shopping” experience may be provided. Yet another function is “Redeem Other's Points,” which allows customer service personnel to manage points redemption for X-Bowlers calling in.

Yet another set of functions listed as an exemplary portal function is “View BC Transaction Summary.” This set of functions/reports is typically provided only for BC Admin/Mgmt and X-Bowling Mgmt review. The transaction summary may assemble all MTD and YTD information on Challenges, $$, etc. by the Bowling Center. Another set of functions is “View XC Transaction Summary.” This set of functions/reports is typically provided only for X-Bowling management, tech support, and development. The transaction summary may assemble all MTD and YTD information on Challenges, $$, logins, etc. by Bowling Center, by X-Bowler, Region, etc.

Another function listed as an exemplary portal function is “Perform BC Financial Transactions,” where there may be financial transactions performed for the Bowling Centers regarding player card funding cash receipts and/or winnings payouts. This reporting can be used to determine periodic distribution or receipt of funds to/from the Bowling Center. Yet another function is “View Login Archive/Security Reports.” This reporting is typically predominately for the developers and operations technical team to maintain the X-Bowling systems securely.

FIGS. 16A-16K shows a table illustrating exemplary correlation of unit functionality in accordance with exemplary embodiments of the invention.

Architecture

FIG. 2 shows an exemplary network architecture of an X-Bowling network and the general physical relationship between the various X-Bowling Network subsystems. The network can be defined as all systems and subsystems required to operate the X-Bowling program. This can include connections to third party and external networks such as financial systems. The XC subsystem is the heart of the operation, brokering all financial and gaming transactions. Each will be discussed in more detail below.

With regard to the Bowling Center (BC), the BC subsystem integrates the Lane POS (thin client X-Bowler interface), the BC Admin POS (thin client secure admin functions), the BC scoring system/Lane Controller Network and/or the X-Bowling Central Interface (X-Bowling Network)

The Lane and Admin POS's may be interfaced to the BC Server via a secure wireless LAN. The BC Server may be interfaced to the Scoring System Network or the Lane Controller Network depending upon the scoring system used. The POS's can run, for example, MS Windows CE .NET with a browser-based, thin client interface.

The BC server may run, for example, MS Windows 2003 Server, IIS 6 for hosting the X-Bowling application and MSDE (Microsoft Data Engine) for data storage. The data storage requirements from a transaction throughput are also a consideration. If the X-Bowling traffic increases beyond the MDSE capabilities, there is a transition/upgrade path to SQL Server. The BC server application functionality will be discussed in more detail below in the Application Architecture sections of this discussion.

With regard to the X-Bowling Central (XC), the XC subsystem integrates redundant Load-Balanced Web Servers (X-Bowling Portal Server), database Servers (X-Bowling Transaction Server+Hot Spare) and/or dedicated 3-Tier Firewall Servers (Active+Hot Spare).

Typically, all XC subsystem servers may run, for example, Windows Server 2003 OS. The Web server can be IIS 6, the database server can be SQL Server 2000, and the firewall can be ISA Server 2004. Typically, all disk arrays can be RAID 5 configurations. The XC subsystem servers can be collocated in a secure datacenter with appropriate physical security, internet connectivity redundancy and power redundancy, etc. The XC subsystem can support VPN interfaces to the Bowling Centers and to the financial institution used for transaction processing. Internet client functionality can be based around wired devices. Sub-PC web client technology can be reviewed frequently over time as wireless devices become more prevalent.

Applications/Services

FIG. 3 shows an exemplary network architecture of an X-Bowling network with respect to X-Bowling applications/services. At the Bowling Center (BC), the BC subsystem provides application functionality such as X-Bowler Gaming (Lane POS Client), X-Bowler Transactions (Lane & Admin POS Client), BCSS (scoring system) Interface (TBD), X-Bowling Challenge Server, XC Communications (VPN), and/or Remote Support Communications (VPN/Term Srv.).

With regard to the lane POS, the Lane POS Client can support two primary functions: player card “funding” via credit card purchases of credits and X-Bowler gaming. Player card funding can be limited to credit cards at the Lane POS since debit card processing typically requires additional hardened equipment for entering PIN information. The gaming process and descriptions of exemplary games will be discussed in the sections below. The games may actually be server side processed so that there really is not much functionality running on the Lane POS other than thin client GUI functions.

The Admin POS may be operated securely by the Bowling Center operator/cashier. It may support player card funding via any financial means supported by the BC. Transactions can be tracked keyed by BC and player card ID. Player card redemptions may also be executed through the Admin POS. Transactions can be tracked keyed by BC and player card ID. Redemption rules may be queried before every transaction to ensure up-to-date player account handling.

The BCSS is typically a node on the scoring system/lane controller network depending upon BCSS vendor. Communication protocols are typically proprietary and ideally both sides of the link may be provided by the BCSS vendor. Cost to implement and performance risk may increase substantially if an X-Bowling embodiment implements one side of the link since it can be difficult to assign responsibility to any given troubleshooting/problem event.

The BCSS interface is typically a data consolidator providing a standard data structure and interface for the X-Bowling challenge application. The interface may write the bowling game data (ball rolls, pins, and lane information) into a holding table of standard structure. All game data may be stored for lanes equipped with X-Bowling since some challenges may calculate winnings from prior bowled balls, frames, or games.

The BC Challenge Server is the core of the X-Bowling “gaming.” This application essentially serves the gaming function to the Lane POS and integrates the challenge functionality with the ongoing classic bowling operation via the BCSS Interface. The nature and structure of the challenge algorithms will be discussed in the sections below, however the structure of the data used to store challenge data can be important to wider database functionality. The current high-level database design is provided in the corresponding section below.

The XC communications may be via VPN to the BC server. This link may have a “heartbeat” running 3-5 second updates, ensuring the connection is alive. Remote support communications may be conducted by Terminal Services Administration mode over VPN. There can be varying levels of access depending upon login class, for example, admin (developers), tech support, and BC admin.

With regard to X-Bowling Central (XC), the XC subsystem may provide application functionality such as a Portal Site (Multi-Tier Access), X-Bowling Database Server (Accts, Transactions, Gaming Data, and Archive), Financial Transaction Brokering/Processing, X-Bowling Operations Accounting, BC Communications (VPN), Financial Institution Communications (VPN), and/or Remote Support Communications (VPN/Term Srv.).

With regard to the portal site, the exemplary portal site may be divided into three main access classes: X-Bowler, X-Admin, and X-Mgmt with varying access to pages, reports, and transaction functions. System administrators may have access to all levels and system functions. The portal can support all industry standard functions including new user registration, member profile updates, forgotten password auto-mailback (address on file), and/or member Support (online). Additionally, the portal can support the functions provided in the “Role-Function Matrix” provided in the preceding Functionality section.

All credit card transactions can be accomplished via SSL secure server connections and any sensitive data can be stored in encrypted tables within the X-Bowling Database Server. The portal can be developed, for example, in ASP.NET architecture, taking advantage of the latest security and performance standards.

With regard to the database servers, the database servers may be behind a secondary firewall, which may be only accessible via internal NT authenticated processes. This approach, in addition to data encryption, may provide the high security needed to handle financial information storage necessary to operate X-Bowling. Typically, the database server may provide at least five major storage/transaction functions such as X-Bowler and BC Accounts, X-Bowling Challenge/Content Library, X-Bowling Game/Challenge Archive, X-Bowling Transaction Archive (Financial), and General Accounting.

With regard to financial transaction broker/processing all financial transactions can be cleared through the XC subsystem. An Internet transaction gateway can be set up to process all financial transactions associated with the player cards, X-Bowler, and BC accounts.

External player card services have been considered, but typically proved to be cost prohibitive considering several factors including high non-financial transaction costs, high initial setup fees, and/or overlapping account storage functionality. One example, Cratos Hospitality, is provided in the corresponding section below.

Implementing an internet gateway transaction server component on the XC subsystem may provide a direct connection to the financial institution processor thereby saving on gateway transaction fees, which are typically a base fee of $0.15-$0.30 per transaction, depending upon services chosen. This also may provide a lower XC subsystem development cost as the integration is local to the subsystem and may inherently be more secure and seamless.

With regard to operations accounting, the operations accounting system may be integrated with the transaction server on the XC subsystem. A software module may be determined in this regard. Further, the BC communications may be via VPN to the XC server. This link can have a heartbeat running 3-5 second updates, ensuring the connection is alive.

With regard to financial institution communications, the XC communications can likely be encrypted communications via VPN to the financial institution depending upon protocols supported. This link can have a heartbeat running 3-5 second updates, ensuring the connection is alive. With regard to support communications, remote support may be conducted by Terminal Services Administration mode over VPN. There may be varying levels of access depending upon login class, for example, admin (developers), tech support, and BC admin.

With regard to Systems Architecture of an exemplary embodiment of the invention, the Bowling Center Server—MSDE may be sufficient for transaction load of most Bowling Centers. If at some point the load becomes too great, a clear migration path may be available in SQL Server 2000. Further, installation of POS equipment in BCS will be wireless, eliminating the need for wiring contractor coordination on install, and providing a modular installation/de-installation path for greater flexibility in operation.

With regard to X-Bowling applications of an exemplary embodiment of the invention, X-Bowling Challenge and classic bowling game data should be designed around the “ball information” as opposed to “games” or “frames” thus preserving the greatest resolution data. Regarding the scoring system interface, the resulting available data may be slightly different from BC to BC. The data structure used by the X-Bowling Challenge Server can be standardized. Also, when at all possible, the BC Server side communication driver should be written by the Scoring System company. Otherwise, the costs may be substantially higher in development, troubleshooting, etc. since more than one company may be responsible for the successful operation of a single link.

A significant financial impact on X-Bowling operations may be transaction cost management. With almost all transactions being in the $1-5 range, standard Internet financial transaction base fees can be cost prohibitive. Becoming your own Internet Transaction Gateway provides a direct path to the banking processors, eliminating this fee. Additionally, by integrating the solution locally, innovations around BC payment queues may be accomplished providing greater profitability from cash transactions. Two exemplary products in this regard are: MainStreet Softworks' Monetra (www.mainstreetsoftworks.com) and Go Software's Rita Server (www.gooftware.com). Rather than providing means for bowlers to “Register” at the BC when first using an X-Bowling player card, all cards should be issued initially as generic player cards, requiring new users to go to the portal to create an account and associate one or more player cards with their account. This can streamline the process of acquiring new X-Bowlers. With regard monitoring & fraud prevention, a strong ally in preventing fraudulent winnings is data storage and analysis. For this reason, it is recommended that as much information be stored as is feasible around games, challenges, etc. Of particular concern can be the date/time information of game, challenge, BC, in order to track winnings trends across many variables.

Challenges can be based and coded around conventional 10-Pin bowling. In alternative embodiments, new games and new scoring techniques may be utilized. Games are likely to be distributed across multiple facilities and time frames. The data model also should support a collection of bowling information outside the context of a challenge. Such information can be mined to derive new games and detect fraud. This situation may present a trade off. For example, it may be expensive to change data models that are in production and it may not be possible to specify future games. In such case, it can be essential to focus on what is fundamental and what is an artifact of the current games. The identified fundamentals include:

    • 1. A ball roll. A ball roll knocks down pins. Game scores and challenge win are derivable and the direct results from bowling pins being knocked down by a roll. (Since individual pins have no properties other than standing or not standing, the state of each individual pin can be incorporated into a property of a ball roll.)
    • 2. Bowlers roll the bowling balls and the pins knocked down are associated with the bowler.
    • 3. Bowlers initiate challenge and reap the wins and losses. Challenge wins and losses are based in whole on pin knock downs.
    • 4. Pin configuration and number will not change

These identified fundamentals equate to 3 fundamental objects: Bowlers, ball rolls, and challenges. Challenges may have many subtypes for each type of challenge. Games, frames, etc are typical objects composed of the above fundamentals. Thus, even though data can be normalized to a higher level using the 10-Pin abstractions of Game and Frame, it may be advantageous to push as much information as possible to the player, ball, and challenge objects. When this happens, games and frames can become attributes of the ball roll.

Another consideration is the variability in nature, key structure, and data type that various Lane Scoring Systems (LSS) may provide. Thus, LSS data typically should not be used as keys in X-Bowling tables. X-Bowling should generate the keys and guarantee that they are globally unique. It is common database practice to use table prefixes to group tables. Two recommended, but not required, table prefixes are “xb” (xbowling data and configuration tables) and “LSS” (tables that primarily hold LSS information).

FIG. 4 shows an example of a data model (a Cratos Hospitality Data Model) that can be applied to exemplary embodiments of the invention. The data support for card accounts within the Cratos system is fairly basic. A customer may expand the data stored, however there would be development charges. But the most costly is likely the costs for non-financial data transactions.

With regard to system architecture, the X-Bowling system utilizes distributed three tiered web/browser based application architecture. The three tiers include a Lane Client, Bowling Center Server, and Corporate Servers. With regard to the lane client, the Lane Client is the primary user interface for challenges/gaming, account management, credits purchase and redemption. The lane client interface may be an all-in-one LCD touch-screen computer at each bowling lane. With regard to the Bowling Center Server, the Bowling Center Server may include a secured database, web and application server installed at the bowling center, and may be networked to each Lane Client and to an X-Bowling WAN. The Bowling Center Server is integrated to the centers scoring system providing real-time access to actual bowling scores and results. Additionally, this server performs all challenge/gaming logic, data collection and communication to X-Bowling's corporate servers. Corporate Servers may include a secured database and web and application servers located at a third party hosting facility. Corporate Servers are networked with the Bowling Center Servers through X-Bowling's secure WAN. These servers provide central functions including but not limited to: Credit Card Processing, Player Credit Purchasing, Player Account Management, Networked Multi-Player Challenges/Gaming, Redemption Management, Partner Accounting and Reporting, Challenge Accounting/Pay Tables, Odds Management, Audit, Corporate Accounting, Fraud Detection and others.

With regard to the integration of the Scoring System, there are numerous third-party bowling scoring systems installed throughout the US and worldwide. X-Bowling's must be prepared to integrate with a verity of bowling scoring systems. The largest installed include: AMF Boss (I, II), Qubica, and Brunswick. Additionally, Steltronic, Classic, Purrfect Desk, AK Microsystems LCS, XIIX Twelve Strike, and VanTech scoring systems must eventually be considered. It is critical that the software development and maintenance necessary to support a wide verity of scoring systems be minimal. The X-Bowling software architecture integrates with a scoring system through a single rule based module. X-Bowling software components are core to challenges/gaming. Many of the supporting technologies such as Player Card Systems and Credit Card processing are readily adaptable for X-Bowling's needs. Wherever possible, it is recommended, but not required, that independent software vendors and systems integrators are used to provide systems and functionality that are not core to the gaming, challenge and scoring system integration applications of X-Bowling.

Exemplary Block Diagrams

The following are exemplary block diagrams of various architectures and process flows in accordance with exemplary embodiments of the invention. FIG. 5 shows a block diagram of exemplary hardware, software, and networking components of a fully integrated X-Bowling challenge system in accordance with exemplary embodiments of the invention. FIG. 6 shows a block diagram of an exemplary physical layout of X-Bowling challenge system hardware components in accordance with exemplary embodiments of the invention. FIG. 7 shows a block diagram of an exemplary game flow and system integration of the primary challenge processes in accordance with exemplary embodiments of the invention. FIG. 8 shows a block diagram of an exemplary user functional process from registration through challenge play in accordance with exemplary embodiments of the invention. FIG. 9 shows a block diagram of exemplary POS (point of sale) hardware components and transactions processes in accordance with exemplary embodiments of the invention.

Exemplary Screen Views

The following are exemplary screen views in accordance with exemplary embodiments of the invention. FIG. 10 shows an exemplary screen view of an X Bowling initial home page and navigation screen available over the World Wide Web in accordance with exemplary embodiments of the invention. FIG. 11 shows an exemplary screen view of the process by which players can select registered players on the scoring system to activate an X-Bowling challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 12 shows an exemplary screen view of a challenge selection interface that can be located at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 13 shows an exemplary screen view of summary information for a player starting a challenge on the player interface at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 14 shows an exemplary screen view of a game interface and navigation for the player interface located at a bowling lane in accordance with exemplary embodiments of the invention. FIG. 15 shows an exemplary screen view of a game interface and navigation for the player interface, including an Exacta challenge, located at a bowling lane in accordance with exemplary embodiments of the invention.

Exemplary X-Bowling Challenges

Challenge 1: JackPot Bowl. Bowlers are rewarded prizes for exactly bowling a score that our system has generated. All generated scores by our system shall be intended to be within the skill level of each bowler (the only circumstance in which it would not be is if the player misrepresents their skill level).

At the system, the player shall have the option to choose to play this game. Once selected, the system shall ask the bowler their average bowling score (or a score the bowler feels comfortable bowling), to allow for the player to pick their skill range (note: There is no great advantage for a low score or a high score in this game, therefore, a great player picking a low skill level will not benefit. This feature is to avoid a bowler from getting a score that is unattainable for their skill level). The system shall then generate a desired game score that the Bowler must bowl to win the JackPot prize. This score is generated at the start of each game and fixed for the duration of the game. This score can be any number between 20 and 300 (depending on skill level), however, the system shall not allow certain scores to be selected; the scores unavailable to be selected shall be displayed on the system. As an example of this game: if the system generates the score of 103, in order to win the JackPot Prize (the Grand Prize), the bowler must bowl, using the normal rules of bowling and the rules for this game, and end with a score of precisely 103 on the last ball. Reduced prizes shall be awarded to bowlers who get within ten pins of the generated score. In the event the bowler has missed a pin or thrown a gutter ball, the bowler shall be penalized and only be eligible for reduced prizes as well.

The cost structure to play this game is anticipated to be where the Bowler can choose to play for one dollar up to ten dollars, depending on which prize category the Bowler would like to play for. Each dollar value, $1-$10, shall have a corresponding redemption “store” in which the bowler can redeem prizes within that “store” for their achievements. It is our intention to have both cash and non-cash prizes.

Challenge 2: Pick-a-Score JackPot. The inventive concept is based upon a player picking a score they will bowl in a given game between 20 and 300 (the system is shall not allow certain scores to be selected; the scores unavailable to be selected shall be displayed on the system). For example, after the player selects to play Pick-a-Score JackPot, they will enter a score they believe they will bowl, for example 125, into the system and then must bowl that score exactly, using both the normal rules of bowling and our rules, and end with a score of precisely 125 on the last ball. Reduced prizes shall be award for bowlers who get within ten pins of the generated score. In the event the bowler has missed a pin or thrown a gutter ball, the bowler shall be penalized and only be eligible for reduced prizes as well.

The cost structure to play this game is anticipated to be where the Bowler can choose to play for one dollar up to ten dollars, depending on which prize category the Bowler would like to play for. Each dollar value, $1-$10, shall have a corresponding redemption “store” in which the bowler can redeem prizes within that “store” for their achievements. It is our intention to have both cash and non-cash prizes. The redemption “stores” for this game shall be different than the game above.

Exemplary Game Rules: to be eligible to win a jackpot prize:

    • 1. You must bowl all ten frames.
    • 2. You must knock down at least 1 pin with each ball (a bowler may still be eligible for reduced prizes (not the jackpot or grand prize) if they miss a pin (equivalent to a gutter ball), however, penalties shall apply for each miss or gutter ball).
    • 3. The same player must bowl all 20 balls.
    • 4. You must end with the last ball precisely on the score selected by the bowler or by our system.
    • 5. You must be of legal age to redeem a prize, 18 years or older in most states and 19 years and older in other states.

Challenge 3: Break the Bank. This innovative concept challenges each bowler to strike in predetermined frames over three consecutive games. The skill level of the bowler shall determine the number of strikes the bowler will need to get over the three consecutive games, as well as, which frames the strikes will need to be bowled.

Spot prizes may be offered to players who come close to a wining jackpot number. Examples are cash prizes, T-Shirts, gift certificates, or they can visit our on-line store for redemptions. Spot prizes maintain excitement in the game. Those people who do not win the jackpot still have the possibility of winning spot prizes. The game computer can generate the spot prizes.

It should be understood that the foregoing discussions merely relate to illustrative, exemplary embodiments of the invention. Therefore, it should be further understood that various modifications may be made therein without departing from the spirit and scope of the invention as defined by the following claims.

Claims

1. A system for monitoring game activity at a bowling lane comprising

a plurality of bowling lane point of service devices, wherein each bowling lane point of service device includes a bowling lane user interface configured to accept wagers; and
a processor associated with each bowling lane point of service device, wherein the computer contains programmed logic executing software instructions for associating the wager with a predetermined score, monitoring a current score of each ball roll in a game, updating the current score on a display after each ball roll in the game, determining a total score associated with the game, comparing the total score with the predetermined score, and crediting winnings when the total score is within a particular range of the predetermined score.

2. The system of claim 1, further comprising, at least one database in communication with at least one of the bowling lane point of service devices, wherein the database is configured for storage of a plurality of data associated with a particular bowling lane point of service device.

3. The system of claim 1, further comprising, a bowling center server in communication with the plurality of bowling lane point of service devices.

4. The system of claim 2, further comprising, at least one database in communication with the bowling center server, wherein the database is configured for storage of a plurality of data associated with a particular bowling lane point of service device.

5. The system of claim 1, wherein the plurality of data associated with particular bowling lane point of service device includes wagers and scores associated with a particular bowler associated with the particular bowling lane point of service device.

6. The system of claim 1, further comprising, a card reader disposed at a bowling lane for accepting a card associated with a player account.

7. The system of claim 1, wherein each of the plurality of bowling lane point of service devices is associated with a plurality of bowling lanes.

Patent History
Publication number: 20080171607
Type: Application
Filed: Mar 7, 2008
Publication Date: Jul 17, 2008
Inventors: Timothy J. Minard (Dacula, GA), Geoff Williams (Auburn, GA)
Application Number: 12/044,084
Classifications
Current U.S. Class: Bowling (473/54)
International Classification: A63B 67/00 (20060101);