AU2006281916A1 - A method of controlling a gaming machine - Google Patents

A method of controlling a gaming machine Download PDF

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Publication number
AU2006281916A1
AU2006281916A1 AU2006281916A AU2006281916A AU2006281916A1 AU 2006281916 A1 AU2006281916 A1 AU 2006281916A1 AU 2006281916 A AU2006281916 A AU 2006281916A AU 2006281916 A AU2006281916 A AU 2006281916A AU 2006281916 A1 AU2006281916 A1 AU 2006281916A1
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AU
Australia
Prior art keywords
gaming machine
user
credit
gaming
inoperative state
Prior art date
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Abandoned
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AU2006281916A
Inventor
David Jack
Tony Toohey
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Ebet Systems Pty Ltd
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Ebet Systems Pty Ltd
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Filing date
Publication date
Priority claimed from AU2005904519A external-priority patent/AU2005904519A0/en
Application filed by Ebet Systems Pty Ltd filed Critical Ebet Systems Pty Ltd
Priority to AU2006281916A priority Critical patent/AU2006281916A1/en
Publication of AU2006281916A1 publication Critical patent/AU2006281916A1/en
Assigned to EBET SYSTEMS PTY LTD reassignment EBET SYSTEMS PTY LTD Request for Assignment Assignors: EBET LIMITED
Abandoned legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3269Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Pinball Game Machines (AREA)

Description

WO 2007/019650 PCT/AU2006/001200 A METHOD OF CONTROLLING A GAMING MACHINE FIELD OF THE INVENTION The present invention relates to a method of controlling a gaming machine. The 5 invention has been developed in particular in relation to providing a method of controlling a gaming machine so that it is selectively reservable by a user, for example when they wish to take a break from using the gainng machine, and it will be described below with reference to this field of use. However, it will be apparent that the invention is not limited to this field. 10 . Any discussion of the prior art throughout the specification should in no way be considered as an admission that such prior art is widely known or forms part of the common general knowledge in the field. When using gaming machines, it is common for users to wish to leave a machine for a short period, for example to take a comfort break. In some establishments, it is 15 customary simply to leave a machine with credit available on the credit meter. Observing the available credit, other users assume that the machine is in use and unavailable to them. This practice has obvious disadvantages in that the credit may be played or collected by unscrupulous users. Gaming machines are known which have a button which may be pressed to 20 cause an indication to appear on the machine that it is presently in use. Subsequent operation of the button cancels the indication. This may reduce the likelihood of another user assuming that the gaming machine had been abandoned. However, it remains open for unscrupulous users to misappropriate credit left on the credit meter. SUMMARY OF THE INVENTION 25 It is an object of the present invention to overcome or ameliorate at least one of the disadvantages of the prior art, or to provide a useful alternative. Accordingly, a first aspect of the invention provides a method of controlling a gaming machine, including the steps of: receiving an indication from a user; 30 being responsive to the indication for putting the gaming machine in an inoperative state; WO 2007/019650 PCT/AU2006/001200 -2 after a predetermined interval in the inoperative state, putting the gaming machine in an operative state; and setting the value of a credit meter of the gaming machine to zero. Preferably, the step of setting the value of the credit meter to zero is performed 5 when putting the gaming machine in the operative state. The method preferably includes the step of, when putting the gaming machine in the operative state, storing a previous value of the credit meter in local memory. The method preferably includes the step of, when putting the gaming machine in the operative state, communicating a previous value of the credit meter to a remote 10 device. The remote device is preferably a gaming machine network controller. The step of setting the valae of the credit meter to zero is preferably performed when putting the gaming machine in the inoperative state. The method preferably includes the step of, when putting the gaming machine in the inoperative state, modifying data stored on a cashless account card to effect 15 transfer of credit from the credit meter to a cashless account associated with the cashless gaming card. The method preferably includes the step of, when putting the gaming machine in the inoperative state, communicating a previous value of the credit meter to a remote device. The remote device is preferably a gaming machine network controller. 20 A second aspect of the invention provides a gaming machine including: memory for storing data indicative of a credit meter; a processor; and a user input device for receiving a user indication; the processor being adapted to put the gaming machine in an inoperative state 25 for a predetermined time interval in response to a user indication, and thereafter to put the gaming machine in an operative state; the processor further being adapted to set the value of the credit meter to zero. The processor is preferably adapted to set the value of the credit meter to zero when putting the gaming machine in the operative state. 30 The processor is preferably adapted, when putting the gaming machine in the operative state, to store a previous value of the credit meter in memory.
WO 2007/019650 PCT/AU2006/001200 -3 The processor is preferably adapted, when putting the gaming machine in the operative state, to communicate a previous value of the credit meter to a remote device, preferably a gaming machine network controller. The processor is preferably adapted to set the value of the credit meter to zero 5 when putting the gaming machine in the inoperative state. The gaming machine preferably includes a card reader for reading a cashless account card, and wherein the processor is adapted, when putting the gaming machine in the inoperative state, to modify data stored on a cashless account card to effect transfer of credit from the credit meter to a cashless account associated with the 10 cashless gaming card. The processor is preferably adapted, when putting the gaming machine in the inoperative state, to communicate a previous value of the credit meter to a remote device, preferably a gaming machine network controller. A third aspect of the invention provides a method of controlling a gaming 15 machine, the method including the steps of: receiving an indication from a user; being responsive to the indication for putting the gaming machine in an inoperative state; storing a first identifier relating to the user; 20 receiving a second identifier; comparing the first and second identifiers and, in the event of a correlation, putting the machine in an operative state. The method preferably includes the step of, when putting the gaming machine in the inoperative state, providing the user with a token bearing information correlating 25 said user with said gaming machine, Additionally or alternatively, the method preferably further includes the step of, when putting the gaming machine into the inoperative state, transferring unplayed credit from a gaming machine credit meter into a credit account. In such cases, the method preferably further includes the step of, when putting 30 the gaming machine in the operative state, returning the unplayed credit to the credit meter.
WO 2007/019650 PCT/AU2006/001200 -4 A fourth aspect of the invention provides a control module for controlling a gaining machine, the control module including: a user input device for outputting a user indication message in response to a user indication; 5 a locking message output device responsive to the user indication message for outputting a locking message for causing the gaming machine to enter an inoperative state; memory for storing a first identifier relating to the user; an identifier input device for receiving a second identifier; 10 a processor for comparing the first and second identifiers and outputting an identifier correlation message; and an unlocking message output device, responsive to the identifier correlation message, for outputting an unlock message for causing the gaming machine to enter un operative state. 15 A fifth aspect of the invention provides a gaming machine operable by a user to play a game, wherein the gaming machine may be selectively rendered inoperative so that it is inoperable by another user. More particularly, this aspect provides a gaming machine including: memory for storing data indicative of identification information relating to a 20 user; a user input device for allowing the user to indicate a desire to lock the gaming machine; a locking device responsive to the user input device for putting the gaming machine in an inoperative state; and 25 an information receiving device for receiving identification information relating to a user desiring to put the gaming machine in an operative state; when the gaming machine is in the inoperative state, the locking device being responsive to the information receiving device, upon receiving information which correlates with the stored user information, for putting the machine in an operative 30 state. Preferably, the information receiving device includes a token reader, for example a card reader, for reading a token provided by a user. In one embodiment, WO 2007/019650 PCT/AU2006/001200 -5 the token reader includes a card reader for reading a card having a magnetic strip and/or a chip. Tn another embodiment, it includes a barcode reader. In yet another embodiment, it includes a device for establishing an identity biometrically, for example by scanning a fingerprint. 5 Alternatively, the information receiving device may include a passcode input device for allowing a user to input a passcode. In such cases, the passcode input device is preferably responsive to the user input device for allowing the user to input a passoode, said passoode being stored in the memory. 10 Alternatively, the gaining machine may further include a passcode generating device for generating a passcode when the user input device is operated by a user, and a passeode communicating device responsive to the passoode generating device for communicating the passeode to the user. The passoode communicating device may, for example, include a printer or a display screen. 15 Preferably, the duration of time that a gaming machine spends in the inoperative state is limited. For example, the gaming machine may further include a timing device, the locking device being responsive to the timing device for putting the machine in the operative state after a predetermined duration in the inoperative state. 20 The predetermined duration may be determined in dependence upon information input into the gaming apparatus by management personnel or stored information indicative of a gaming history of the user, or it may be set by the user. Preferably, the gaming machine further includes a communication device for communicating at least one of elapsed time in the inoperative state and time remaining 25 in the inoperative state directly or indirectly to the user. The communication device is preferably adapted to communicate with a network of gaming machines and/or with the user using wireless communication. The gaming machine preferably further includes a processor adapted to transfer unplayed credit from a gaming machine credit meter into a credit account. 30 In one alternative, the processor transfers the unplayed credit when the locking device puts the gaining machine into the inoperative state. The unplayed credit is WO 2007/019650 PCT/AU2006/001200 -6 preferably returned to the credit meter when the locking device puts the gaining machine in the operative state in response to the identification receiving device. In another alternative, the unplayed credit is transferred when the locking device puts the gaming machine into the operative state in response to the timing device. 5 The gaming machine is preferably adapted to receive a message indicating that a user who had put the machine into the inoperative state had commenced using another gaming machine and the processor is adapted to respond to this message by transferring the unplayed credit and by causing the locking device to put thegamning machine in the operative state, 10 Another embodiment of a gaining machine operable by a user to play a game, wherein the gaming machine may be selectively rendered inoperative so that it is inoperable by another user preferably includes a control message receiver for receiving control messages from a control module, the gaming machine including a locking device adapted to move the gaming machine into an inoperative state in 15 response to a locking message, and to move the gaming machine into an operative state in response to an unlocking message. Such a gaming machine preferably further includes a processor adapted to move unplayed credit from a gaming machine credit meter into a credit account. For example, the processor may be adapted to move the unplayed credit from the gaming 20 machine credit meter into the credit account in response to a looking message received from the control module. The processor is preferably further adapted to return the unplayed credit from the credit account to the gaming machine credit meter in response to a user-returned unlocking message received from the control module. The gaming machine preferably further includes a timing device for generating a 25 time-out unlocking message after the gaming machine has spent a predetermined duration in the inoperative state, the locking device being responsive to the time-out unlocking message for putting the gaming machine in the operative state. Alternatively, the locking device may be adapted to move the gaming machine into the operative state in response to a time-out unlocking message received from the 30 control module.
WO 2007/019650 PCT/AU2006/001200 -7 In either case, the processor is preferably adapted to move the unplayed credit from the gaming machine credit meter into the credit account in response to a time-out unlocking message, A further aspect of the invention provides a control module for controlling a 5 gaming machine, the control module including: a user input device for allowing a user to indicate a desire to lock the gaming machine; a locking message output device responsive to the user input device for outputting a message to a gaming machine for causing the gaming machine to enter an 10 inoperative state; and an unlocking message output device for outputting a message to the gaming machine for causing the gaming machine to enter an operative state. Preferably, the control module further includes a timing device for monitoring time the gaming machine spends in the inoperative state and for causing the unlocking 15 message output device to output the unlocking message when the gaming machine has spend a predetermined duration in the inoperative state. In one embodiment, the control module is adapted to be associated with a single gaming machine and including an information receiving device for receiving identification information relating to a user desiring to put the gaming machine in an 20 operative state. In another embodiment, the control module is adapted to control a plurality of gaming machines. A further aspect of the invention provides a gaming machine network including a plurality of gaming machines and/or a plurality of control modules as set out above 25 each control module controlling a respective gaming machine. The gaming machine network preferably includes a plurality of gaming machines a control module as set out above located centrally and controlling a plurality of gaming machines. A further aspect of the invention provides a method of controlling a gaming 30 machine including the steps of: receiving an indication from a user that they wish the gaming machine to be rendered inoperable by another user; and WO 2007/019650 PCT/AU2006/001200 -8g putting the gaming machine in an inoperative state. The method preferably includes the further steps of: storing data indicative of identification information relating to a user; receiving identification information relating to a user desiring to put the gaming 5 machine in an operative state; comparing the received identification with the stored data and, in the event of a correlation, putting the machine in an operative state. Preferably, the method includes punting the machine in the operative state after a predetermined duration in the inoperative state. 10 The method preferably further includes communicating at least one of elapsed time in the inoperative state and time remaining in the inoperative state directly or indirectly to the user. This communication may be effected via a network of gaming machines and/or using wireless communication. 15 Preferably the method includes transferring unplayed credit from a gaming machine credit meter into a credit account. For example, the unplayed credit may preferably be transferred when the gaming machine is put into the inoperative state. The unplayed credit may preferably then be retnumed to the credit meter when the gaming machine is put into the operative state. 20 Alternatively, the unplayed credit may be transferred when the gaming machine is put into the operative state after a predetermined maximum time in the inoperative state. Yet a further aspect of the invention provides gaming apparatus including a gaming machine having an inoperative state into which it may be selectively put for a 25 predetennined time interval after which it returns to an operative states and communications apparatus for communicating remotely to a user at least one of the time spent in the inoperative state and the time until it will retum to the operative state. Preferably, the communications apparatus includes a paging device. it may 30 additionally or alternatively include a GSM device for communicating with a user's mobile telephone.
WO 2007/019650 PCT/AU2006/001200 Preferably, the communications apparatus includes a display screen controlled by a central controller to display the time the gaming machine has spent in the inoperative state and/or the time until the gaming machine enters the operative state. The display screen is preferably further controlled to display information indicative of 5 the identity of the user. The gaming apparatus preferably includes a plurality of gaming machines, and the display screen is controlled to display respective information for each gaming machine presently in the inoperative state, and the display screen is preferably controlled to display respective information for each gaming machine. 10 Further aspects of the invention relate to a computer program for causing a computer to effect a method substantially as herein described, and a data carrier or a signal carrying data representative of such a computer. BRIEF DESCRIPTION OF THE DRAWINGS Preferred embodiments of the invention will now be described, by way of example 15 only, with reference to the accompanying drawings, in which: Figure 1 is a flowchart of a preferred method; Figure 2 is a schematic representation of a first embodiment of a gaming machine; Figure 3 is a schematic representation of a second embodiment of a gaming 20 machine for control by an external control module; Figure 4 is a schematic representation of a plurality of the gaming machines shown in Figure 3 controlled by a central control module; Figure 5 is a schematic representation of a central control module; Figure 6 is a schematic representation of a local control module; and 25 Figure 7 is a schematic representation of a network of gaming machines, including some machines controlled by local control modules, and the network being controlled by a central control module. DETAILED DESCRIPTION Accordingly, a first aspect of the invention provides a method of controlling a 30 gaming machine, including the steps of: receiving an indication from a user; WO 2007/019650 PCT/AU2006/001200 - 10 being responsive to the indication for putting the gaming machine in an inoperative state; after a predetermined interval in the inoperative state, putting the gaming machine in an operative state; and 5 setting the value of a credit meter of the gaming machine to zero. Preferably, the step of setting the value of the credit meter to zero is performed when putting the gaming machine in the operative state. The method preferably includes the step of, when putting the gaming machine in the operative state, storing a previous value of the credit meter in local memory. 10 The method preferably includes the step of, when putting the gaming machine in the operative state, communicating a previous value of the credit meter to a remote device. The remote device is preferably a gaming machine network controller. The step of setting the value of the credit meter to zero is preferably performed when putting the gaming machine in the inoperative state. 15 The method preferably includes the step of, when putting the gaming machine in the inoperative state, modifying data stored on a cashless account card to effect transfer of credit from the credit meter to a cashless account associated with the cashless gaming card. The method preferably includes the step of, when putting the gaming machine in 20 the inoperative state, communicating a previous value of the credit meter to a remote device. The remote device is preferably a gaming machine network controller. A second aspect of the invention provides a gaming machine including: memory for storing data indicative of a credit meter; a processor; and 25 a user input device for receiving a user indication; the processor being adapted to put the gaming machine in an inoperative state for a predetermined time interval in response to a user indication, and thereafter to put the gaming machine in ati operative state; the processor further being adapted to set the value of the credit meter to zero. 30 The processor is preferably adapted to set the value of the credit meter to zero when putting the gaming machine in the operative state.
WO 2007/019650 PCT/AU2006/001200 The processor is preferably adapted, when putting the gaming machine in the operative state, to store a previous value of the credit meter in memory. The processor is preferably adapted, when putting the gaming machine in the operative state, to communicate a previous value of the credit meter to a remote 5 device, preferably a gaming machine network controller. The processor is preferably adapted to set the value of the credit meter to zero when putting the gaming machine in the inoperative state. The gaming machine preferably includes a card reader for reading a cashless account card, and wherein the processor is adapted, when putting the gaming machine 10 in the inoperative state, to modify data stored on a cashless account card to effect transfer of credit from the credit meter to a cashless account associated with the cashless gaming card. The processor is preferably adapted, when putting the gaming machine in the inoperative state, to communicate a previous value of the credit meter to a remote 15 device, preferably a gaming machine network controller. Method ofconfrolling a gaming machine A method of controlling a gaming machine will first be described in broad overview with reference to Figure 1 Method steps and embodiments of appropriate gaining machines and other systems for implementing the method will then be described in 20 greater detail with reference to Figures 2 to 7. Figure 1 is a flowchart showing a method of controlling a gaming machine. A user of a gaming machine desiring to leave the machine for a period provides an indication that he wishes the machine to be rendered inoperable by another user. Ways in which this indication may be communicated are discussed in detail below. 25 This indication is received by a system embodying the invention at stop Si. At step S2, a user identifier is stored, In some embodiments, the user identifier is data indicative of identification information relating to the user, such as a user number which correlates with stored specific identification data relating to the user. In other embodiments, the user identifier is merely an identifier uniquely assigned to a 30 gaming machine locking session, In this latter case, the user is provided with a copy of the identifier for later use in unlocking the gaming machine. At step S4, the gaming machine is put in an inoperative state.
WO 2007/019650 PCT/AU2006/001200 When the player wishes to return to the gaming machine, he provides an indication, at step 36, that he wishes the gaming machine to be put in an operative state. At the same time, the user provides a second identifier for comparison with the stored first identifier. In some embodiments, the second identifier is, again, a user 5- number or other information specific and proprietary to a particular user, such as his name or user number. In other embodiments, the identifier is a copy of a first identifier provided to the user when requesting looking of a gaming machine. Ways in which this indication and information may be communicated are also discussed in detail below. 10 The second identifier is received at step S7 and, at step S8, is compared with the stored identifier. If the second identifier correlates with the stored first identifier, i.e. the user wishing to use the gaming machine is the same user who locked the machine, the gaming machine is put in an operative state at step S10. In one embodiment, when the gaming machine is put into the inoperative state, 15 any unplayed credit from a gaming machine credit meter is moved, at step S3, into a credit account, and the value of the credit meter is set to zero. Then, when the appropriate user requests that the gaining machine be unlocked, the unplayed credit is returned to the credit meter at step S9. To prevent a user from monopolising a particular gaining machine for an 20 excessive period, the method also includes, at step $5, determining whether the gaming machine has been in the inoperative state for greater than a predetermined duration. In the event that the predetermined duration has been reached, the method proceeds directly to step S10, where the gaming machine is unlocked without the user's unplayed credit being returned to the credit meter. 25 In a preferred embodiment, at step S2 when storing data indicative of identification information relating to the user, the user is provided with a passcode, paging device or other token bearing information correlating the user with the gaming machine. When wishing to unlock the gaming machine, the user provides the token or the information it bears to identify him as the user who locked the gaming machine. 30 In the case of a paging device, the method may also include paging the user to indicate that the gaming machine has been in the inoperative state for a period approaching the predetermined duration.
WO 2007/019650 PCT/AU2006/001200 -13 First ype of gaming machine Figure 2 shows a gaming machine 1 operable by a user to play a game. In overview, the gaming machine may be selectively rendered inoperative so that it is inoperable by another user. The gaming machine 1 includes memory 2 for storing data indicative of 5 identification information relating to a user. A user input device, in the form of a user operable button 3, allows the user to indicate a desire to look the gaming machine. A locking device 4 is responsive to the user input device for putting the gaming machine in an inoperative state. An information receiving device in the form of a card reader 5 receives identification information relating to a user desiring to return the gaming 10 machine 1 to an operative state. When the gaming machine is in the inoperative state, the looking device 4 is responsive to the information receiving device, such that when it receives information which correlates with the identification information stored in the memory 2, the locking device 4 puts the gaming machine 1 in an operative state. In the inoperative state, an appropriate display is provided on a display screen of 15 the gaming machine indicating that the machine is reserved. In one embodiment, this display includes infonnation identifying the user who put the gaming machine in the inoperative state. The embodiment shown in Pigure 2 is suitable for use in an establishment in which users of the gaming machines have a card which they insert into gaming 20 machines before playing. The card may simply be a loyalty card for the accruing of points which may be redeemed as prizes or other benefits. Alternatively the card may be associated with a user's cashless credit account which enables him to use a gaming machine without inserting cash. The credit for a game comes instead from an account, the details of which are stored centrally. 25 The gaming machine includes an I/O interface 6 by which the user operable button 3 and the card reader 5 communicate with other components of the gaming machine. A screen 7, a keypad 8 and a printer 9 also communicate with other components of the gaming machine via the I/O interface. The gaming machine also includes gaming logic 10 for providing the game, a processor II and a network 30 interface card 12 for allowing the gaming machine to communicate with a network. Communication among the memory 2, the I/O interface 6, the gaming logic 10, the WO 2007/019650 PCT/AU2006/001200 -14 processor 11 and the network interface card 12 is effected via a communications bus 13. The gaming logic 10 is operable upon receipt of an appropriate control message to enter an inoperative state in which it does not provide the game. While in this state, 5 it is operable upon receipt of another appropriate control niessage to re-enter the operative state in which it does provide the game. The locking device 4, under the control of the processor 11, is operable to provide the appropriate messages for causing the gaming logic 10 to change state in this way. In the preferred embodiment, a user using the gaming machine while having his 10 card inserted in the card reader 5 may decide that he wishes to leave the machine for a short time, To ensure that the machine is not used in his absence and that any credit remaining on the local credit meter is not used or withdrawn, he presses the user operable button 3. In response to this, the processor 11 obtains user identification information from the user's card via the card reader 5 and stores this information in 15 the memory 2. The locking device 4 sends a control message to the gaming logic 10 causing the gaming machine to enter the inoperative state. The user then removes his card from the card reader 5. To return the gaming machine to an operative state, a user inserts his card into the card reader 5. The card reader reads the card and the processor compares 20 identification information from the inserted card with the information stored in memory 2. In the event that the information matches, that is to say that the user attempting to use the gaming machine is the user who locked it, the locking device 4 sends a control message to the gaming logic causing the gaming machine to re-enter the operative state. In the event that the information does not match, the gaming 25 machine remains inoperative. In such an event, the processor may cause an explanatory message to appear on the display screen 7. The gaming machine 1 further includes a timing device 14. The locking device 4 is responsive to the timing device for retuming the machine to the operative state after a predetermined duration in the inoperative state. Tn various examples, the 30 predetennined duration is determined: in dependence upon information input into the gaming apparatus by management personnel, for example a range of acceptable durations; WO 2007/019650 PCT/AU2006/001200 -15 = a duration or range of durations specific to a particular user or group of users; and/or = a duration or range of durations specific to a particular time of day, and so on, 5 Additionally or alternatively, in some embodiments, the predetermined duration is determined in dependence upon stored information indicative of a gaming history of the user. For example, a user who makes use of the locking device particularly frequently may be allowed to lock the gaming machine for shorter durations than other users to prevent him froi unduly monopolising a gaining machine. 10 Additionally or alternatively, in some embodiments, the predetermined duration is set by the user. While the gaming machine remains in the inoperative state, the processor 11 communicates to the user, directly and indirectly, at least one of: * the elapsed time in the inoperative state; 15 a and the time remaining in the inoperative state. The indirect communication is effected via the network interface card 12 and a network of gaming machines as shown in Figure 7. The methods by which communication via the network is effected are set out in detail below. The direct communication is effected by use of the screen 7, which is operated to display the 20 time elapsed since the gaming machine entered the inoperative state and/or the time until the gaming machine will automatically return to the operative state. The gaming machine 1 further includes a processor 11 for transferring unplayed credit from a gaming machine credit meter, stored in local meter memory 2, into a credit account, stored centrally, via the network interface card 12. 25 In one embodiment, the transfer occurs when the locking device 4 puts the gaming machine into the inoperative state. In this embodiment, the processor 11 returns the unplayed credit to the local credit meter when the locking device 4 puts the gaming machine in the operative state in response to the card reader 5. That is to say that when the user who locked the 30 gaming machine re-inserts his card into the card reader 5, the processor obtains the value of the unplayed credit from the centrally-stored credit account. The processor WO 2007/019650 PCT/AU2006/001200 -16 then adds the unplayed credit to the credit meter stored locally in memory 2. The centrally-stored credit account is then cancelled. In an alternative embodiment, the processor 11 transfers the unplayed credit to the centrally-stored credit account when the locking device 4 puts the gaming 5 machine 1 into the operative state in response to the timing device. That is to say that the unplayed credit remains on the locally-stored credit meter awaiting the return of the user until the predetermined duration in the inoperative state is reached. When this happens, the gaming machine I is returned to the operative state automatically. The unplayed credit is therefore then transferred to the centrally-stored account. 10 Where the user holds a cashless credit account, the centrally-stored account may, in fact, be his cashless account. However, where the user does not hold a cashless account, the central account is simply a centrally-stored record of the unplayed credit which is associated with his user card. The user may retrieve unplayed credit for example by means of the venue's hand pay mechanism, by identifying himself to 15 appropriate venue personnel. In a preferred embodiment where machines of the type which includes a card reader are used in a network of gaming machines, when a user inserts his card into a machine which is not in the inoperative state, that is a machine which has not been locked, the machine is adapted to send a message to a central controller of the network 20 including information identifying the user. This embodiment has so far been described in connection with its operation by a player having a card bearing identification information, for example a cashless account card or a loyalty card. A number of alternative modes of operation exist to enable users not having such a card to lock a gaming machine. 25 In the first further mode, a user wishing to lock a gaming machine 1 presses the user operable button 3. As before, the processor attempts to obtain user identification information from the card reader 5. However, since there is no card in the card reader, the processor operates the screen 7 to display a prompt for a user to input a passcode into the keypad 8. In the preferred embodiment, the user is prompted to repeat the 30 passcode to reduce the likelihood of error. Once the passcode has been entered, it is stored in memory 2, and the gaming machine is rendered inoperative as described above. Upon returning to the gaming machine 1, the user inputs the passcode using WO 2007/019650 PCT/AU2006/001200 - 17 the keypad 8, and the gaming machine is returned to the operative state as described above. In an alternative embodiment, when the user-operable button 3 is pressed, the processor randomly generates a passcode which is displayed on the screen 7 and/or 5 printed by the printer 9 on a slip of paper which the user may take away. In a further alternative embodiment, the user identification information may be biometric information obtained by a biometric sensor at the gaming machine. Second type of gaming machine A further embodiment suitable for use by users not having a card is shown in Figure 3, 10 in which features corresponding to features of the embodiment shown in Figure 2 are denoted using like reference numerals. The gaming machine 1' shown in Figure 3 is particularly suited for use in a network of such gaming machines controlled by a central control module 14 as shown in Figures 4 and 5. However, it is not limited to such use. For example, in another 15 embodiment, the gaming machine l' is controlled by a dedicated local control module 15 an example of which is illustrated in Figure 6. The central control module 14 and the local control module 15 are described in further detail below. The gaming machine 1' includes a control message receiver in the form of the network interface card 12, for receiving control messages from a central control 20 module 14 or a local control module 15. The gaming machine includes a locking device 4 adapted to move the gaming machine l into an inoperative state in response to a locking control message from the control module 14, 15. The locking device is also adapted to return the gaming machine to an operative state in response to an unlocking message from the control module 14, 15. The processor is adapted to 25 transfer unplayed credit from and to the machine credit meter as described above, In one embodiment, the processor is adapted to extract from the unlocking control message information indicating that the control message was sent in consequence of the predetermined time limit being reached. In this embodiment, the processor is adapted to respond by not returning the unplayed credit to the machine credit meter.
WO 2007/019650 PCT/AU2006/001200 - 18 Central control module Figure 5 shows a first embodiment of a control module 14 for controlling a gaming machine, The control module 14 includes a user input device in the form of a keyboard and/or a mouse 16 for allowing a user to indicate a desire to look the gaming 5 machine 1'. A locking message output device in the form of a module network interface card 17 responsive to the user input device outputs a message to a gaming machine ' for causing the gaming machine to enter an inoperative state. The module network interface card also serves as an unlocking message output device for outputting a 10 message to the gaming machine 1' for causing it to enter an operative state. The module network interface card is a card of a known type for allowing the module to communicate with a number of gaming machines 1'. The module also includes a screen 18 for showing a user information relating to the status of gaming machines ' controlled by it, and memory 19 for storing the 15 status information and holding account information. In the case of a gaming machine which has been locked by the control module, the status information includes a first identifier relating to the player who requested that the gaming machine be locked. A module processor 20 is also provided having a timer 21 for monitoring the time that gaming machines 1' spend in their inoperative state, Communication within the 20 module is effected via a module communications bus 22. The user input device is also operable to input a second identifier relating to a player desiring to put a gaming machine in its operative state. In response to such operation, the module processor 20 compares the second identifier with the stored first identifier. In the event that there is a correlation between the identifiers, i.e. that the 25 player desiring to unlock the gaming machine is the same player who locked the gaming machine, the locking message output device outputs a message to the gaming machine for causing the gaming machine to enter the operative state. In the case of a network of gaming machines 1 controlled by a central control module 14, the user of the central control module referred to above will likely be a 30 member of staff at a venue in which the control module is installed. A user or player wishing to lock a gaming machine communicates this wish to the user or operator of the central control module, identifying the machine they wish WO 2007/019650 PCT/AU2006/001200 -19 to lock, The operator instructs the control module to lock the machine by means of the user input device. The module processor 20 generates a locking control message including addressing information for the machine identified by the player. The message is output by the module network interfac card 17 and it is delivered to the 5 machine 1' identified in the message via the network, The gaming machine I' receives the control message by means of the machine network interface card 12. As with the system discussed above, it is necessary to be able to identify the player who looked the gaming machine. For this reason, the central control module stores a first identifier relating to the user. For example, the player's name or other 10 personal information may be stored. Alternatively, informAtion relating to the locking of the gaming machine may be stored in correlation with a system-generated first identifier. This system generated identifier is then provided to the user on a token such as a printed slip or an electronically readable device which the user may present to identify himself as the user who locked the gaming machine. 15 To ensure that the machine may not be used or credit appropriated during the time taken for the player to walk to the operator of the control module and to have him lock the gaming machine, in an alternative embodiment, the player initially presses a lock or reserve button on the gaming machine which causes the gaming machine to lock for a predetermined interval selected to allow time for the player to approach the 20 control module and for the operator to operate the control module as set out above. When the player wishes to return to the machine, he again communicates this to the operator of the central control module, for example by presenting the token bearing the system-generated first identifier, who operates the central control module to cause an unlocking message to be sent to the appropriate machine. 25 The time that a gaming machine 1' spends in the inoperative state may be limited as with the embodiments described with reference to Figure 2. The time limit is determined as described above. When a gaming machine 1' has been in the inoperative state for the permitted duration, the module processor 20 generates an unlocking control message for output to the gaming machine l'. In one embodiment, 30 this unlocking control message includes data indicative of the fact that the unlocking message was generated at the end of the predetermined time limit so that the gaming WO 2007/019650 PCT/AU2006/001200 -20 machine may ensure that the unplayed credit is not returned to or left in the gaming machine credit meter, In another embodiment of a network shown in Figure 4, the operator of the central control module provides players who look gaming machines with a pager 5 device. The central control module 14 has associated with it a wireless paging device transmitter 23. Under the control of the control module processor 20, the transmitter 23 is caused to send to the paging devices messages indicating to the respective players how long their respective gaming machines will remain in the inoperative state. For example, in one embodiment, messages are sent when a 10 machine has two minutes, one minutes, and 30 seconds remaining before it becomes operative. The messages serve as an indication to the user of how soon they should return to the gaming machine to ensure that the machine may not be used by another player. In such an embodiment, the paging device may equally be programmed with the system-generated first identifier discussed above, and the user may identify 15 himself as the user who locked a particular gaming machine, before the predetermined duration is reached, by presenting the pager to the operator of the central control module. In the preferred embodiment, when the gaming machine is put in the inoperative state, unplayed credit is moved from the gaining machine credit meter to a centrally 20 stored account, as described elsewhere. In some such embodiments, the unplayed credit is not returned to the gaming machine credit meter or is not returned unless the player requests that it be returned. When it is not returned to the credit meter, the unplayed credit may be paid to the player manually. While the system has been described above as having a single, central location at 25 which users may request the locking and unlocking of gaming machines, it will be appreciated that, particularly in larger venues, a single such location may not be sufficient or desirable. In such cases, the central controller may include, or devolve functionality to, a plurality of kiosks situated throughout the venue for allowing the users to lock and unlock gaming machines. Additionally or alternatively, venue 30 personnel may be provided with portable devices, such as PDAs, in communication with the system via a communications network via a wireless Ethernet network, a WO 2007/019650 PCT/AU2006/001200 -21 Bluetooth network, or other appropriate communications medium, Such kiosks and portable devices are included within the scope of the term "central control module". Local control module A further embodiment of a control module 15 is shown in Figure 6. This control 5 module 15 is adapted to be associated with a single gaming machine I' and to be mounted on or against the gaming machine. The module includes memory 2', a user operable button 3', a card reader 5', a screen 7% a keypad 8', and a printer 9' which operate in an analogous manner to the corresponding features of the gaming machine described with reference to Figure 2. 10 The method by which'the local control module operates to lock and unlock the associated gaming machine is also largely analogous with the method employed by the gaming machine described with reference to Figure 2. When the user operable button is operated, indicating that a user wishes to lock the gaming machine 1', a module processor 24 generates a locking message which is 15 output to the gaming machine by a locking message output device, in the form of a module interface card 25. The processor 24 is responsive to the card reader 5', or the keypad 8' for outputting an unlocking control message via the module interface card 25 in the event that identification information is received which matches user identification information stored in the module memory 2'. 20 The local control module 15 also includes a timer device 14' for providing for the time-limiting of the inoperative state, as described above. Network of gaming machines Figure 7 shows a network having a central controller 14, a plurality of gaming machines I and a plurality of gaming machines 1'. Some of the gaming machines 1' 25 have associated local control modules 15. The central controller 14 is in communication with a pager transmitter 23, a GSM module 26, a user information database 27 and a plurality of large display screens 28 which are located around a gaming venue such that they may be seen from many areas of the venue. In particular, screens are located in areas where players typically take time away from gaming 30 machines, for example in smoking areas.
WO 2007/019650 PCT/AU2006/001200 -22 Users of the gaming machines operate the machines in a known manner. In the event that a user wishes to leave his machine temporarily, he reserves the machine as set out above, depending upon whether the machine is as described with reference to Figure 2 and, if not, whether it has a dedicated local control module 15. When 5 incorporated in a network, machines 1 as described with reference to Figure 2 and local control modules 15 are adapted to send a status message to the central controller 14 indicating that they have been put in the inoperative state and specifying the predetermined time limit. In this way, the central controller 14 is aware, for each machine, whether the machine is in the operative state or the inoperative state. In the 10 preferred embodiments, the status messages also include user identification information identifying the user who put the machine in the inoperative state. The central control module stores this status information in memory 19. The database 27 includes various fields containing information about players having cashless account cards or loyalty cards. For example, the database includes 15 name, mobile phone/page number and username or nickname information. The central controller combines the user identification information received from the gaming machines and user identification information collected at the central control module in relation to gaming machines not having an internal or local locking device to create for each machine in the inoperative state with the information stored in the 20 database. For each machine in the inoperative state, the central controller provides alerts to the users who locked the respective gaming machines of the time remaining before the gaming machine returns to the operative state because of expiry of the predetermined time limit. The alerts are provided by means of: u SMS messages to users' mobile telephones transmitted via the GSM 25 module 26; a pager -messages to venues' pager devices transmitted via the pager transmitter 23; R displays on the display screens 28; - * audible announcements for example from a public address system; and 30 M verbally by members of venue personnel direct to users. The displays on the display screens 28 include for each gaming machine presently in the inoperative state: WO 2007/019650 PCT/AU2006/001200 23 e a user's name or nickname/username; and 0 at least one of: o the time spent in the inoperative state; and o the time remaining before the gaming machine returns to the 5 operative state. In the preferred embodiment, the central controller 'causes the displays to be updated periodically, and for the lines of the display to be colour-coded and/or to flash to draw attention to lines which relate to gaming machines which will very soon revert to the operative state. 10 In a fAther preferred embodiment, the alerts provided to the users are offset, such that the user is advised that his gaming machine will revert to the operative state shortly before it will in fact do so. As indicated earlier, preferred embodiments of gaming machines of the type described with reference to Figure 2 and local control modules 15 transmit to a central 15 controller a message identifying a user who inserts a card into a gaming machine which is in the operative state, that is a machine which has not been locked. The central controller is adapted to check for each such message whether the user has presently locked a gaming machine. If it is observed a user has looked one machine and commenced using another, the central controller sends an unlocking control 20 message to the locked gaming machine. In a preferred embodiment, where the locked gaming machine had a non-zero credit meter when it was locked, the central controller also sends a credit adjustment message to the gaming machine that the user has commenced using for causing the credit to be added to that gaming machine's credit meter. 25 In the foregoing, an "inoperative state" of a gaming machine is a state in which the gaming machine is inoperable for unauthorised use. That is to say that unauthorised use of the gaming machine is prevented. The skilled man will recognise that prevention ofunauthorised use will commonly be more effective than mere prohibition, which will not in fact prevent illicit unauthorised use. In one class of 30 embodiment, unauthorised use is use by a user other than the user by whose action the gaming machine was put in the inoperative state. Additionally or alternatively, venue staff may be authorised to use the gaming machine while in the inoperative state. In WO 2007/019650 PCT/AU2006/001200 -24 the case of a gaming machine forming part of a network of gaming machines, remote use by venue staff via the network may be authorised. An "operative state" of a gaming machine is a state in which its operation is not restricted in the way in which it is restricted in the inoperative state. 5 Although the invention has been described with reference to specific examples, it will be appreciated by those skilled in that art that it may be embodied in many other forms. In particular, features of any one of the various described examples may be provided in any combination in any of the other described examples. Furthermore, the functionality of the various components of the gaming 10 machines and controllers have been described as being performed by distinct devices, such as dedicated integrated circuits. However, in preferred embodiments, all or any combination of their functionality may.instead be performed by multi-purpose integrated circuits or implemented in software executed by suitable processors of a known type. Particularly in such cases, the invention may additionally be embodied 15 in a computer program or in a computer program in a data signal or stored on a data carrier.

Claims (58)

  1. 2. A method according to claim 1, wherein the step of setting the value of the credit 10 meter to zero is performed when putting the gaming machine in the operative state.
  2. 3. A method according to claim 2, including the step of, when putting the gaming machine in the operative state, storing a previous value of the credit meter in local memory,
  3. 4. A method according to claim 2, including the step of, when putting the gaming 15 machine in the operative state, communicating a previous value of the credit meter to a remote device.
  4. 5. A method according to claim 4, wherein the remote device is a gaming machine network controller.
  5. 6. A method according to claim 1, wherein the step of setting the value of the credit 20 meter to zero is performed when putting the gaming machine in the inoperative state.
  6. 7. A method according to claim 6, including the step of, when putting the gaming machine in the inoperative state, modifying data stored on a cashless account card to effect transfer of credit from the credit meter to a cashless account associated with the cashless gaining card. 25 8. A method according to claim 6, including the step of, when putting the gaming machine in the inoperative state, communicating a previous value of the credit meter to a remote device, WO 2007/019650 PCT/AU2006/001200 -26
  7. 9. A method according to claim 8, wherein the remote device is a gaming machine network controller,
  8. 10. A gaming machine including: memory for storing data indicative of a credit meter; 5 a processor; and a user input device for receiving a user indication; the processor being adapted to put the gaming machine in an inoperative state for a predetermined time interval in response to a user indication, and thereafter to put the gaming machine in an operative state; 10 the processor further being adapted to set the value of the credit meter to zero.
  9. 11. A gaming machine according to claim 10, wherein the processor is adapted to set the value of the credit meter to zero when putting the gaming machine in the operative state.
  10. 12. A gaming machine according to claim 11, wherein the processor is adapted, 15 when putting the gaming machine in the operative state, to store a previous value of the credit meter in memory.
  11. 13. A gaming machine according to claim 11, wherein the processor is adapted, when putting the gaming machine in the operative state, to communicate a previous value of the credit meter to a remote device. 20 14. A gaming machine according to claim 13, wherein the remote device is a gaming machine network controller,
  12. 15. A gaming machine according to claim 10, wherein the processor is adapted to set the value of the credit meter to zero when putting the gaming machine in the inoperative state. 25 16. A gaming machine according to claim 15, including a card reader for reading a cashless account card, and wherein the processor is adapted, when putting the gaming machine in the inoperative state, to modify data stored on a cashless account card to WO 2007/019650 PCT/AU2006/001200 -27 effect transfer of credit from the credit meter to a cashless account associated with the cashless gaming card.
  13. 17. A gaming machine according to claim 15, wherein the processor is adapted, when putting the gaming machine in the inoperative state, to communicate a previous 5 value of the credit meter to a remote device,
  14. 18. A gaming machine according to claim 17, wherein the remote device is a gaming machine network controller.
  15. 19. A method of controlling a gaming machine, the method including the steps of: receiving an indication from a user; .10 being responsive to the indication for putting the gaming machine in an inoperative state; storing a first identifier relating to the user; receiving a second identifier; comparing the first and second identifiers and, in the event of a correlation, 15 putting the machine in an operative state.
  16. 20. A method according to claim 19, including the step of, when putting the gaming machine in the inoperative state, providing the user with a token bearing information correlating said user with said gaming machine.
  17. 21. A method according to claim 19 or claim 20, including the step of, when putting 20 the gaming machine into the inoperative state, transferring unplayed credit from a gaining machine credit meter into a credit account,
  18. 22. A method according to claim 21, preferably further including the step of, when putting the gaming machine in the operative state, returning the unplayed credit to the credit meter. 25 23. A control module for controlling a gaming machine, the control module including: a user input device for outputting a user indication message in response to a user indication; WO 2007/019650 PCT/AU2006/001200 -28 a locking message output device responsive to the user indication message for outputting a locking message for causing the gaming machine to enter an inoperative state; memory for storing a first identifier relating to the user; 5 an identifier input device for receiving a second identifier; a processor for comparing the first and second identifiers and outputting an identifier correlation message; and an unlocking message output device, responsive to the identifier correlation message, for outputting an unlock message for causing the gaming machine to enter 10 an operative state. 24, A gaming machine operable by a user to play a game, wherein the gaming machine may be selectively rendered inoperative so that it is inoperable by another user.
  19. 25. A gaming machine according to claim 24, including: 15 memory for storing data indicative of identification information relating to a user; a user input device for allowing the user to indicate a desire to lock the gaming machine; a looking device responsive to the user input device for putting the gaming 20 machine in an inoperative state; and an information receiving device for receiving identification information relating to a user desiring to put the gaming machine in an operative state; when the gaming machine is in the inoperative state, the locking device being responsive to the information receiving device, upon receiving information which 25 correlates with the stored user information, for putting the machine in an operative state.
  20. 26. A gaming machine according to claim 25, wherein the information receiving device includes a token reader, for example a card reader, for reading a token provided by a user. WO 2007/019650 PCT/AU2006/001200 -29
  21. 27. A gaming machine according to claim 26, wherein the token reader includes a card reader for reading a card having a magnetic strip and/or a chip.
  22. 28. A gaming machine according to claim 26, wherein the token reader includes a barcode reader. 5 29, A gaming machine according to claim 26, wherein the token reader includes a device for establishing an identity biometrically, for example by scanning a fingerprint.
  23. 30. A gaming machine according to claim 25, wherein the information receiving device includes a passcode input device for allowing a user to input a passcode. 10 31. A gaming machine according to claim 30, wherein the passeode input device is responsive to the user input device for allowing the user to input a passcode, said passcode being stored in the memory.
  24. 32. A gaming machine according to claim 30, further including a passoode generating device for generating a passcode when the user input device is operated by 15 a user, and a passcode communicating device responsive to the passcode generating device for communicating the passcode to the user.
  25. 33. A gaming machine according to claim 32, wherein the passoode communicating device includes a printer or a display screen.
  26. 34. A gaming machine according to any of claims 25 to 33, Wherein the duration of 20 time that a gaming machine spends in the inoperative state is limited.
  27. 35. A gaming machine according to claim 34, further including a timing device, the locking device being responsive to the timing device for putting the machine in the operative state after a predetermined duration in the inoperative state.
  28. 36. A gaming machine according to claim 35, wherein the predetermined duration is 25 determined in dependence upon at least one of: information input into the gaming apparatus by management personnel; or stored information indicative of a gaming history of the user. WO 2007/019650 PCT/AU2006/001200 -30
  29. 37. A gaming machine according to claim 35, or it may be set by the user.
  30. 38. A gaming machine according to any one of claims 25 to 37, including a communication device for communicating at least one of elapsed time in the inoperative state and time remaining in the inoperative state directly or indirectly to 5 the user.
  31. 39. A gaming machine according to claim 38, wherein the communication device is adapted to communicate with a network of gaming machines and/or with the user using wireless communication.
  32. 40. A gaming machine according to any one of claims 25 to 39, including a 10 processor adapted to transfer inplayed credit from a gaming machine credit meter into a credit account.
  33. 41. A gaming machine according to claim 40, wherein the processor is adapted to transfer the unplayed credit when the locking device puts the gaming machine into the inoperative state. 15 42. A gaming machine according to claim 41, wherein the processor is adapted to return unplayed credit to the credit meter when the locking device puts the gaining machine in the operative state in response to the identification receiving device.
  34. 43. A gaming machine according to claim 40, wherein the processor is adapted to transfer the unplayed credit when the locking device puts the gaming machine into the 20 operative state in response to the timing device.
  35. 44. A gaining machine according to any one of claims 25 to 43, adapted to receive a message indicating that a user who had put the machine into the inoperative state had commenced using another gaining machine, the processor being adapted to respond to this message by transferring the unplayed credit, and by causing the locking device to 25 put the gaming machine in the operative state.
  36. 45. A gaming machine according to claim 24, including a control message receiver for receiving control messages from a control module, the gaming machine including a locking device adapted to move the gaming machine into an inoperative state in WO 2007/019650 PCT/AU2006/001200 -31 response to a looking message, and to move the gaining machine into an operative state in response to an unlocking message.
  37. 46. A gaming machine according to claim 45, including a processor adapted to move unplayed credit from a gaming machine credit meter into a credit account. 5 47. A gaming machine according to claim 46, wherein the processor is adapted to move the unplayed credit from the gaming machine credit meter into the credit account in response to a locking message received from the control module.
  38. 48. A gaming machine according to claim 47, wherein the processor is adapted to return the unplayed credit from the credit account to the gaming machine credit meter 10 in response to a user-returned unlocking message received from the control module.
  39. 49. A gaming machine according to any one of claims 45 to 48, further including a timing device for generating a time-out unlocking message after the gaming machine has spent a predetermined duration in the inoperative state, the locking device being responsive to the time-out unlocking message for putting the gaming machine in the 15 operative state. 50, A gaming machine according to any one of claims 45 to 48, wherein the locking device is adapted to move the gaming machine into the operative state in response to a time-out unlocking message received from the control module.
  40. 51. A gaming machine according to claim 49 or claim 50, wherein the processor is 20 adapted to move the unplayed credit from the gaining machine credit meter into the credit account in response to a time-out unlocking message.
  41. 52. A control module for controlling a gaming machine, the control module including: a user input device for allowing a user to indicate a desire to lock the gaming 25 machine; a locking message output device responsive to the user input device for outputting a message to a gaming machine for causing the gaming machine to enter an inoperative state; and WO 2007/019650 PCT/AU2006/001200 -32 an unlocking message output device for outputting a message to the gaming machine for causing the gaming machine to enter an operative state.
  42. 53. A control module according to claim 52, further including a timing device for monitoring time the gaming machine spends in the inoperative state and for causing 5 the unlocking message output device to output the unlocking message when the gaming machine has spend a predetermined duration in the inoperative state.
  43. 54. A control module according to claim 52 or claim 53, the control module being adapted to be associated with a single gaming machine and including an information receiving device for receiving identification information relating to a user desiring to 10 put the gaming machine in an operative state.
  44. 55. A control module according to claim 52 or claim 53, the control module being adapted to control a plurality of gaming machines.
  45. 56. A gaming machine network including a plurality of gaming machines and/or a plurality of control modules as set out above, each control module controlling a 15 respective gaming machine.
  46. 57. A gaming machine network according to claim 56, including a plurality of gaming machines and a control module as set out above located centrally and controlling said plurality of gaming machines,
  47. 58. A method of controlling a gaming machine including the steps of: 20 receiving an indication from a user that they wish the gaming machine to be rendered inoperable by another user; and putting the gaming machine in an inoperative state. The method preferably includes the further steps of: storing data indicative of identification information relating to a user; 25 receiving identification information relating to a user desiring to put the gaming machine in an operative state; comparing the received identification with the stored data and, in the event of a correlation, putting the machine in an operative state. WO 2007/019650 PCT/AU2006/001200 -33
  48. 59. A method according to claim 58, including the step of putting the machine in the operative state after a predetermined duration in the inoperative state.
  49. 60. A method according to claim 58 or claim 59, including the step of communicating at least one of elapsed time in the inoperative state and time remaining 5 in the inoperative state directly or indirectly to the user.
  50. 61. A method according to claim 60, wherein said communication step is effected via a network of gaming machines and/or using wireless communication.
  51. 62. A method according to any one of claims 58 to 61, including the steps of transferring unplayed credit from a gaming machine credit meter into a credit account. 10 63. A method according to claim 62, wherein the unplayed credit is transferred when the gaming machine is put into the inoperative state.
  52. 64. A method according to claim 63, wherein the unplayed credit is then returned to the credit meter when the gaming machine is put into the operative state.
  53. 65. A method according to claim 62, wherein the unplayed credit is transferred when 15 the gaming machine is put into the operative state after a predetermined maximum time in the inoperative state.
  54. 66. Gaming apparatus including a gaming machine having an inoperative state into which it may be selectively put for a predetermined time interval after which it returns to an operative state, and communications apparatus for communicating remotely to a 20 user at least one of the time spent in the inoperative state and the time until it will return to the operative state.
  55. 67. Gaming apparatus according to claim 66, wherein the communications apparatus includes a paging device.
  56. 68. Gaming apparatus according to claim 66 or claim 67, wherein the 25 communications apparatus includes a GSM device for communicating with a user's mobile telephone, WO 2007/019650 PCT/AU2006/001200 -34
  57. 69. Gaming apparatus according to any one of claims 66 to 68, wherein the communications apparatus includes a display screen controlled by a central controller to display the time the gaming machine has spent in the inoperative state and/or the time until the gaming machine enters the operative state, 5 70. Gaming apparatus according to claim 69, wherein the display screen is further controlled to display information indicative of the identity of the user.
  58. 71. Gaming apparatus according to claim 69 or 70, including a plurality of gaming machines, and wherein the display screen is controlled to display respective information for each gaming machine presently in the inoperative state. 10 72, Gaming apparatus according to claim 71 wherein the display screen is controlled to display respective information for each gaming machine.
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