U.S. patent application number 09/878592 was filed with the patent office on 2002-12-12 for bonus games for gaming machine with game show theme.
Invention is credited to Blankstein, Michael J..
Application Number | 20020187827 09/878592 |
Document ID | / |
Family ID | 25372351 |
Filed Date | 2002-12-12 |
United States Patent
Application |
20020187827 |
Kind Code |
A1 |
Blankstein, Michael J. |
December 12, 2002 |
Bonus games for gaming machine with game show theme
Abstract
A game of chance for a gaming machine is controlled by a
processor in response to a wager. The game of chance includes a
basic game and one or more bonus games. The basic game randomly
selects one of a plurality of possibly outcomes. The plurality of
possible outcomes includes one or more start-bonus outcomes for
triggering respective ones of the bonus games. The bonus games have
a game show theme and preferably include randomly selected pricing
indicia representing the price of one or more fictional or
non-fictional objects.
Inventors: |
Blankstein, Michael J.;
(Madison, WI) |
Correspondence
Address: |
Michael J. Blankstein
WMS Gaming Inc.
800 South Northpoint Boulevard
Waukegan
IL
60085
US
|
Family ID: |
25372351 |
Appl. No.: |
09/878592 |
Filed: |
June 11, 2001 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
A63F 7/02 20130101; G07F
17/3244 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A game of chance for a gaming machine controlled by a processor
in response to a wager, comprising: a basic game randomly selecting
one of a plurality of possibly outcomes, the plurality of possible
outcomes including at least one start-bonus outcome; and a bonus
game triggered by the start-bonus outcome, the bonus game having a
game show theme and including randomly selected pricing indicia
representing the price of one or more objects.
2. A method of conducting a game of chance on a gaming machine
controlled by a processor, comprising: receiving a wager; providing
a basic game that randomly selects one of a plurality of possibly
outcomes, the plurality of possible outcomes including at least one
start-bonus outcome; and in response to the start-bonus outcome,
providing a bonus game having a game show theme and including
randomly selected pricing indicia representing the price of one or
more objects.
Description
FIELD OF THE INVENTION
[0001] This invention is directed generally to gaming machines and,
more particularly, to bonus games for a gaming machine having a
game show theme.
BACKGROUND OF THE INVENTION
[0002] Gaming machines, such as slot machines, video poker machines
and the like, have been a cornerstone of the gaming industry for
several years. Generally, the popularity of such machines with
players is dependent on the likelihood (or perceived likelihood) of
winning money at the machine and the intrinsic entertainment value
of the machine relative to other available gaming options. Where
the available gaming options include a number of competing machines
and the expectation of winning each machine is roughly the same (or
believed to be the same), players are most likely to be attracted
to the most entertaining and exciting of the machines. Shrewd
operators consequently strive to employ the most entertaining and
exciting machines available because such machines attract frequent
play and hence increase profitability to the operator. Accordingly,
in the competitive gaming machine industry, there is a continuing
need for gaming machine manufacturers to produce new types of
games, or enhancements to existing games, which will attract
frequent play by enhancing the entertainment value and excitement
associated with the game.
[0003] One concept that has been successfully employed to enhance
the entertainment value of a game is the concept of a "secondary"
or "bonus" game that may be played in conjunction with a "basic"
game. The bonus game may comprise any type of game, either similar
to or completely different from the basic game, which is entered
upon the occurrence of a selected event or outcome of the basic
game. Because the bonus game concept offers tremendous advantages
in player appeal and excitement relative to other known games, and
because such games are attractive to both players and operators,
there is a continuing need to develop new features for bonus games
to satisfy the demands of players and operators. Preferably, such
new bonus game features will maintain, or even further enhance, the
level of player excitement offered by bonus games heretofore known
in the art. The present invention is directed to satisfying these
needs.
SUMMARY OF THE INVENTION
[0004] Briefly, in accordance with the foregoing, a game of chance
for a gaming machine is controlled by a processor in response to a
wager. The game of chance includes a basic game and one or more
bonus games. The basic game randomly selects one of a plurality of
possibly outcomes. The plurality of possible outcomes includes one
or more start-bonus outcomes for triggering respective ones of the
bonus games. The bonus games have a game show theme and preferably
include randomly selected pricing indicia representing the price of
one or more fictional or non-fictional objects.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] In the drawings:
[0006] FIG. 1 is an isometric view of a gaming machine embodying
the present invention;
[0007] FIG. 2 is a block diagram of a control system suitable for
operating the gaming machine;
[0008] FIG. 3 is a display screen capture associated with a basic
slot game played on the gaming machine; and
[0009] FIGS. 4 through 66 are schematic diagrams of various bonus
games that may be triggered by the basic slot game.
DETAILED DESCRIPTION OF THE ILLUSTRATED EMBODIMENT
[0010] Referring now to the drawings, and initially to FIG. 1,
there is depicted a gaming machine 10 executing a game of chance
according to the present invention. The game of chance includes a
basic game, such as slots, poker, blackjack, keno, or bingo, and
one or more bonus games triggered by respective start-bonus
outcomes in the basic game. The bonus games have a game show theme
and preferably include randomly selected pricing indicia
representing the price of one or more objects. The gaming machine
10 includes a visual display 12 preferably in the form of a dot
matrix, CRT, LED, LCD, electro-luminescent, or other type of video
display known in the art. The display 12 preferably includes a
touch screen overlaying the monitor. In the illustrated embodiment,
the gaming machine 10 is an "upright" version in which the display
12 is oriented vertically relative to the player. Alternatively,
the gaming machine may be a "slant-top" version in which the
display 12 is slanted at about a thirty-degree angle toward the
player of the gaming machine 10.
[0011] FIG. 2 is a block diagram of a control system suitable for
operating the gaming machine 10. Coin/credit detector 14 signals a
central processing unit ("CPU") 16 when a player has inserted a
number of coins or played a number of credits. Then, the CPU 16
operates to execute a game program that causes the display 12 to
display the basic game that, in one embodiment, includes simulated
symbol-bearing reels. The player may select the number of pay lines
to play and the amount to wager via touch screen input keys 17. The
basic game commences in response to the player activating a switch
18 (e.g., by pulling a lever or pushing a button), causing the CPU
16 to set the reels in motion, randomly select one of a plurality
of possible basic game outcomes, and then stop the reels to display
symbols corresponding to the pre-selected game outcome. The
plurality of possible basic game outcomes include one or more of
the start-bonus outcomes that cause the CPU 16 to enter a bonus
mode whereby the display 12 shows respective bonus games. The bonus
games have a game show theme and preferably include randomly
selected pricing indicia representing the price of one or more
fictional objects.
[0012] A system memory 20 stores control software, operational
instructions and data associated with the gaming machine 10. In one
embodiment, the memory 20 comprises a separate read-only memory
(ROM) and battery-backed random-access memory (RAM). However, it
will be appreciated that the system memory 20 may be implemented on
any of several alternative types of memory structures or may be
implemented on a single memory structure. A payoff mechanism 22 is
operable in response to instructions from the CPU 16 to award a
payoff of coins or credits to the player in response to certain
winning outcomes which might occur in the basic game or bonus
games. The payoff amounts corresponding to certain combinations of
symbols in the basic game is predetermined according to a pay table
stored in system memory 20. The payoff amounts corresponding to
certain outcomes of the bonus games are also stored in system
memory 20.
[0013] As shown in FIG. 3, the basic game is implemented on the
display 12 on five video simulated spinning reels 30-34 with nine
pay lines 40-48. Each of the pay lines 40-48 extends through one
symbol on each of the five reels 30-34. Generally, game play is
initiated by inserting a number of coins or playing a number of
credits, causing the CPU 16 (FIG. 2) to activate a number of pay
lines corresponding to the number of coins or credits played. In
one embodiment, the player selects the number of pay lines (between
one and nine) to play by pressing a "Select Lines" key 50 on the
video display 12. The player then chooses the number of coins or
credits to bet on the selected pay lines by pressing the "Bet Per
Line" key 52.
[0014] After activation of the pay lines, the reels 30-34 may be
set in motion by touching the "Spin Reels" key 54 or, if the player
wishes to bet the maximum amount per line, by using the "Max Bet
Spin" key 56 on the video display 12. Alternatively, other
mechanisms such as, for example, a lever or push button may be used
to set the reels in motion. The CPU 16 uses a random number
generator to select a game outcome (e.g., "basic" game outcome)
corresponding to a particular set of reel "stop positions." The CPU
16 then causes each of the video reels 30-34 to stop at the
appropriate stop position. Video symbols are displayed on the reels
30-34 to graphically illustrate the reel stop positions and
indicate whether the stop positions of the reels represent a
winning game outcome.
[0015] Winning basic game outcomes (e.g., symbol combinations
resulting in payment of coins or credits) are identifiable to the
player by a pay table. In one embodiment, the pay table is affixed
to the machine 10 and/or displayed by the video display 12 in
response to a command by the player (e.g., by pressing the "Pay
Table" button 58). A winning basic game outcome occurs when the
symbols appearing on the reels 30-34 along an active pay line
correspond to one of the winning combinations on the pay table. A
winning combination, for example, could be three or more matching
symbols along an active pay line, where the award is greater as the
number of matching symbols along the active pay line increases. If
the displayed symbols stop in a winning combination, the game
credits the player an amount corresponding to the award in the pay
table for that combination multiplied by the amount of credits bet
on the winning pay line. The player may collect the amount of
accumulated credits by pressing the "Collect" button 59. In one
implementation, the winning combinations start from the first reel
30 (left to right) and span adjacent reels. In an alternative
implementation, the winning combinations start from either the
first reel 30 (left to right) or the fifth reel 34 (right to left)
and span adjacent reels.
[0016] Included among the plurality of basic game outcomes are one
or more start-bonus outcomes for triggering play of respective
bonus games. A start-bonus outcome may be defined in any number of
ways. For example, a start-bonus outcome occurs when a special
start-bonus symbol or a special combination of symbols appears on
one or more of the reels 30-34. The start-bonus outcome may require
the combination of symbols to appear along an active pay line, or
may alternatively require that the combination of symbols appear
anywhere on the display regardless of whether the symbols are along
an active pay line. The appearance of a start-bonus outcome causes
the CPU to shift operation from the basic game to the appropriate
bonus game.
[0017] The bonus games have a game show theme and preferably
include randomly selected pricing indicia representing the price of
one or more fictional or non-fictional objects. The bonus games are
depicted on the visual display 12 or a secondary video display. Any
payout awarded to the player in a bonus game is preferably based on
one or more of the prices in the bonus game. A price may represent
a number of credits or a multiplier applied to the total bet or
line bet. Alternatively, the price may be broken down into
individual digits that are added to each other or multiplied by
each other to yield a number of credits or a multiplier applied to
the total bet or line bet. Examples of such bonus games are
described below.
[0018] Bonus Game #1: Referring to FIG. 4, the numbers in the price
100 of a fictional object such as a car are placed into a depicted
bag 102, along with a predetermined number of strikes (e.g., three
strikes). Using the touch screen or button panel, the player
proceeds to successively draw numbers and/or strikes from the bag.
If the player draws a number, the drawn number is placed in its
correct position among the digits representing the price of the
object. Alternatively, the CPU may randomly place the drawn number
in one of the positions among the digits representing the price of
the object. If the drawn number is placed in the incorrect
position, the number is placed back into the bag. The player can
keep drawing from the bag until all of the strikes have been drawn.
The number of drawn strikes is shown on a strike meter 104. If the
player draws all of the numbers in the price of the object before
drawing all of the strikes, the player is awarded a payout. If the
player draws the predetermined number of strikes before drawing all
of the numbers in the price of the object, the player may be
awarded no payout or a consolation payout. To modify the payback
percentage of the bonus game, the number of strikes initially
placed in the bag may be varied and a drawn strike may be placed
back into the bag.
[0019] Bonus Game #2: Referring to FIG. 5, the display depicts a
predetermined number (e.g., three) of strings 110 of visible
digits. The strings may have different lengths (e.g., different
numbers of digits). Each string of digits may also represent the
price of an associated fictional object. In one embodiment, none of
the digits in one string are among the digits in the other strings.
Alternatively, the strings may have one or more digits in common.
The display also depicts a plurality of cards 112. Each of the
cards is associated with one of the digits 0-9. The digit
associated with a card is initially concealed from view but is
revealed upon selection of the card by the player. The player
selects the cards one at a time to reveal their associated digits.
Any matching digits in the strings are highlighted. The game ends
when all of the digits in one of the strings are highlighted. The
player is awarded a payout based on the completed string. In one
embodiment, one or more digits in one or more of the strings may be
highlighted prior to any of the cards being selected by the
player.
[0020] In an alternative embodiment, the digits in the strings 110
are initially concealed, and the digits associated with the cards
112 are initially visible. In response to one of the numbered cards
being selected by the player, any matching digits in the strings
are revealed.
[0021] Bonus Game #3: Referring to FIG. 6, the display depicts a
predetermined number of indicia 120 and multipliers 122 ranging
from one to ten. The indicia may, for example, be blank cards or
fictional objects. Each indicia initially conceals a respective
price from view. The player selects one of the indicia and any one
of the multipliers to be applied to the selected indicia. The
selected indicia 120a then reveals its associated price and a
product of that price and the selected multiplier 122a. If the
product is within a predetermined range (e.g., between 120 and 150)
set at the commencement of the bonus game, the player hits the
bullseye 124 and is awarded a payout based on the product or the
price associated with the selected indicia. If the product is not
within the predetermined range, the player is outside the bullseye
124 and is given two more opportunities to select an indicia
(different from any previously selected indicia) and any one of the
multipliers to yield a product within the predetermined range. If
after three opportunities the product is not within the
predetermined range, the player may nonetheless be awarded a
consolation payout if (1) any of the three selected indicia is
associated with a bonus resource such as a hidden WIN symbol and
(2) the sum of the prices associated with the respective selected
indicia is under a predetermined threshold (e.g., 75). The
consolation payout may be based on the sum of the prices or the
price associated with the selected indicia that hid the WIN
symbol.
[0022] Bonus Game #4: Referring to FIG. 7, the display depicts a
standard deck 130 of 52 playing cards and the price 132 of a
fictional object 134 in terms of a credit amount. The credit values
of the cards are as follows: number cards (2 through 10) are worth
10 times face value (e.g., 2 is worth 20 credits, 3 is worth 30
credits, and so on); face cards (Jack, Queen, and King) are worth
100 credits; and Aces are worth 10 credits or 110 credits. The
player initially selects a card 136 from the deck 130 to determine
how close the player must come to the price 132 to be awarded a
payout. Using the same deck 130 or a new deck, the player then
selects cards from the deck 130, one at a time, adding the credit
values of the selected cards 130a, 130b, 130c, and 130d. If after
any selection the sum of the credit values is within the range
established by the first selected card 136 without exceeding the
price 132, the player is awarded a payout based on the price 132.
If the sum of the credit values exceeds the price 132, the player
may be awarded a consolation payout based, for example, on the
credit value of the last selected card.
[0023] In one embodiment, Aces are wild and result in an immediate
payout. In another embodiment, the standard deck of playing cards
is replaced with a plurality of indicia that initially conceal
respective credit values that are revealed upon selection. In a
further embodiment, the price of the fictional object is initially
concealed from view but the player is informed that the price is a
credit amount randomly selected to be within a certain range. As
the player selects cards from the deck, one at a time, adding the
credit values of the selected cards, the player must decide after
each selection whether the player wishes to stop or select another
card. In response to stopping, the price of the object is revealed
and it is determined whether or not the sum of the credit values of
the selected cards is within the range established by the first
selected card without exceeding the revealed price.
[0024] Bonus Game #5: Referring to FIG. 8, the display depicts a
one-minute timer 140, first and second prices 142, 144 of fictional
objects 146, 148, a plurality of first indicia 150, and a plurality
of second indicia 152. The plurality of first indicia 150 initially
conceal respective prices that are revealed upon selection. At
least one of the prices associated with the first indicia matches
the first price. Likewise, the plurality of second indicia 152
initially conceal respective prices that are revealed upon
selection. At least one of the prices associated with the second
indicia matches the second price. The player is prompted to select
the first indicia 150, one at a time, until revealing a price that
matches the first price 142. Each selection removes a predetermined
number of seconds (e.g., 5 seconds) from the timer 140, which
starts at one minute. If time still remains on the timer, the
player is prompted to select the second indicia 152, one at a time,
until revealing a price that matches the second price 144. Once
again, each selection removes the predetermined number of seconds
from the timer 140. The game ends when either the timer 140 reaches
zero or the second match has been achieved, whichever occurs first.
The player is awarded a base payout based on any matched prices and
optionally a supplemental payout based on the amount of time
elapsed on the timer 140. The less time elapsed on the timer 140,
the greater the supplemental payout.
[0025] The plurality of first indicia 150 and the plurality of
second indicia 152 may each be modified to include a high/low
feature. For example, the plurality of first indicia 150 may be
arranged in a ladder where the concealed prices associated with the
first indicia progressively increase from the bottom to the top of
the ladder. In response to selecting one of the first indicia in
the ladder, the selected indicia may reveal its respective price
and, if not a match, the player may be prompted to select another
first indicia higher or lower on the ladder, depending upon whether
the price associated with the previously selected indicia was lower
or higher than the first price.
[0026] Bonus Game #6: Referring to FIG. 9, the display depicts a
plurality of indicia 160 and a "danger" price 162. The plurality of
indicia 160 initially conceal respective prices that are revealed
upon selection. One of the concealed prices matches the "danger"
price 162. The player is prompted to select a predetermined number
of the indicia, one at a time. If none of the selected indicia
160a, 160b, and 160c reveal the price matching the "danger" price
162, the player is awarded a payout based on the prices associated
with the selected indicia and/or the "danger" price. In one
embodiment, the plurality of indicia 160 include four indicia, and
the predetermined number of indicia to be selected is three.
[0027] Bonus Game #7: Referring to FIG. 10, the display depicts a
string 170 of concealed digits representing the price of a
fictional object. The player then executes multiple rolls of a die
172 depicted on the display. Each roll is associated with a
respective concealed digit in the string. For example, if the
series 170 includes four digits, then the die 172 is rolled four
times with the first roll being associated with the first digit,
the second roll being associated with the second digit, the third
roll being associated with the third digit, and the fourth roll
being associated with the fourth digit. If the rolled die 172 lands
on a number matching the respective concealed digit, the concealed
digit is revealed. If the rolled die 172 lands on a number that
does not match the respective concealed digit, the player selects
whether the concealed digit is higher or lower than the number on
the rolled die. For example, the number on the rolled die 172 may
be represented on a die number display 174, and the player may
touch the display either above or below the die number display 174
to indicate the player's selection as to whether the concealed
digit is higher or lower than the number on the rolled die.
[0028] The game ends if (1) the rolled die 172 lands on a number
that does not match the respective concealed digit and (2) the
player incorrectly selects that the concealed digit is higher or
lower than the number on the rolled die 172. In one embodiment, the
player is only awarded a payout if the player successively unveils
each digit in the string without making an incorrect high/low
selection. In another embodiment, the player is awarded a payout
based on each "correct" digit in the string that is revealed by
matching or making a correct high/low selection.
[0029] The numbers on the die and the concealed digits preferably
fall within the same range of numbers. For example, the die may be
a standard six-sided die with numbers on the die and the concealed
digits ranging from 1 to 6.
[0030] Bonus Game #8: Referring to FIG. 11, the display depicts a
price 180 of a fictional object 182, as well as a plurality of
indicia 184 initially concealing respective prices that are
revealed upon selection. One of the concealed prices matches the
price 180 of the object 182. Based on the outcome of a preliminary
game, the player earns a number of selections of the indicia and is
prompted to make such selections, one at a time. If any of the
selected indicia 184a, 184b reveal a price matching the price 180
of the object 182, the player is awarded a payout based on the
prices associated with the selected indicia and/or the price of the
object. In one embodiment, the plurality of indicia 184 include
five indicia, and the player can earn up to four selections of the
five indicia.
[0031] The preliminary game for earning a number of selections of
the indicia may take on various forms. First, the preliminary game
may include four spins of simulated slot reel having alternating
first and second symbols. If the slot reel lands on a first symbol
a selection is awarded, but if the slot reel lands on a second
symbol a selection is not awarded. Second, the preliminary game may
include multiple pairs of indicia where each pair of indicia
initially conceals respective first and second symbols that are
revealed upon selection. The player is prompted to select one
indicia in each pair and is awarded a selection for each revealed
first symbol. Third, the preliminary game may include a plurality
of indicia initially concealing a respective number that is
revealed upon selection. The player is prompted to select one of
the plurality of indicia and is awarded a number of selections
equal to the revealed number. Fourth, the preliminary game may be a
high/low game including a plurality of target prices and an indicia
associated with each price. The indicia conceals a price that is
higher or lower than the associated target price. For each of the
plurality of target prices, the player is prompted to select
whether the concealed price of the associated indicia is higher or
lower than the associated target price. The player earns one
selection for each correct choice of higher or lower.
[0032] Bonus Game #9: Referring to FIG. 12, the display depicts a
string 190 of two digits, a string 192 of three digits, and a
string 194 of four digits. The digits in the two-digit string 190
are initially visible, while one of the digits in each of the
three- and four-digit strings 192 and 194 is initially concealed.
The concealed digit in the three-digit string 192 matches one of
the two digits in the two-digit string 190, and, similarly, the
concealed digit in the four-digit string 194 matches one of the
three digits in the three-digit string 192.
[0033] The player is prompted to select one of the two digits in
the two-digit string 190. If the selected digit 190a does not match
the concealed digit in the three-digit string 192, the player may
be awarded no payout or a consolation payout. If, however, the
selected digit 190a matches the concealed digit in the three-digit
string 192, the player can either (1) stop and accept a payout
based on the three-digit string 192 and optionally the two-digit
string 190 or (2) risk the payout and select one of the three
digits in the three-digit string 192. If the selected digit in the
three-digit string 192 does not match the concealed digit in the
four-digit string 194, the player may be awarded no payout or a
consolation payout. If, however, the selected digit matches the
concealed digit in the four-digit string 194, the player may be
awarded a payout based on four-digit string 194 and optionally the
two- and three-digit strings 190 and 192. When the player is
awarded a payout based on a string of digits, the payout may, for
example, be a credit value represented by the string of digits or a
multiplier equal to the sum or product of the string of digits and
then applied to the player's initial wager.
[0034] Bonus Game #10: Referring to FIG. 13, the display depicts a
plurality of indicia 200 initially concealing respective prices
that are revealed upon selection. The prices range from a lowest
price to a highest price, but the prices are randomly distributed
among the indicia 200 so it is not known which indicia 200 are
associated with which prices. The player is prompted to select a
predetermined number of the indicia. If the revealed prices
associated with the selected indicia 200a, 200b, and 200c are
higher than each of the prices associated with the unselected
indicia, the player is awarded a payout based, for example, on the
revealed prices. In one embodiment, the plurality of indicia 200
include six indicia and the predetermined number of indicia
selected is three.
[0035] Bonus Game #11: Referring to FIG. 14, the display depicts a
plurality of indicia 210 initially concealing respective prices
that are revealed upon selection. The prices range from a lowest
price to a highest price, but the prices are randomly distributed
among the indicia 210 so it is not known which indicia 210 are
associated with which prices. The player is prompted to
successively select the indicia 210 until revealing a price that is
not higher than the price associated with the immediately preceding
selection. In other words, the player is permitted to continue
selecting indicia 210 until a lowest-to-highest sequence of
revealed prices is broken. Alternatively, the player may be
permitted to continue selecting indicia until some other sequence,
such as a highest-to-lowest sequence, is broken.
[0036] The display also depicts a miniature golf hole 212 with a
plurality of locations 214 from which a putt may be attempted. The
number of locations 214 is equal to the number of indicia in the
plurality of indicia, and the locations progressively range from
farthest to closest to the hole 216. In response to selecting an
indicia 210a revealing a price that breaks a desired sequence
(e.g., lowest-to-highest sequence), the player attempts a putt from
one of the locations by pressing an on-screen "putt" key or the
"spin reels" push-button. The location 214 from which the putt is
attempted is determined by the number of prices in the correct
sequence. For each price in the correct sequence, the putt is
attempted one location closer to the hole. For example, if the
number of prices in the correct sequence is three as illustrated,
the putt is attempted from the third farthest location. The outcome
of the putt is randomly determined by the CPU but weighted such
that the putt is more likely to be successful as it is attempted
from locations closer to the hole 216.
[0037] The player may be awarded a base payout based on the
revealed prices in the correct sequence and a supplemental payout
for making the putt.
[0038] Bonus Game #12: Referring to FIG. 15, the display depicts a
series of hurdles 220, a pair of indicia 222 associated with each
hurdle 220, and a price 224 attached to a hurdler 226. The hurdler
begins at a starting line 228. The pair of indicia 222 conceal
respective prices, one of which is greater than the price 224
attached to the hurdler 226 and one of which is less than the price
224 attached to the hurdler 226. The player is prompted to select
one indicia in each pair 222. The selected indicia 222a, 222b, 222c
is identified but does not yet reveal its associated price. In
response to pressing an onscreen "start" key or the "spin reels"
push-button, the hurdler 226 attempts to jump each hurdle 220. The
price associated with the selected indicia 222a, 222b, 222c for a
hurdle 220 is revealed as the hurdler 226 attempts to jump that
hurdle 220. The hurdler 226 knocks over the hurdle 220 if the price
associated with the selected indicia for that hurdle is greater
than the price 224 attached to the hurdler 226. The hurdler 226
successfully clears the hurdle 220 if the price associated with the
selected indicia is less than the price 224 attached to the hurdler
226. The game ends when the hurdler 226 knocks over any of the
hurdles 220.
[0039] The player is awarded a payout for each cleared hurdle. This
payout may, for example, be based on the price attached to the
hurdler, the price associated with the indicia selected by the
player for the cleared hurdle, and/or the price associated with the
pair of indicia associated with the cleared hurdle. A supplemental
payout may be awarded for successfully clearing all of the
hurdles.
[0040] Bonus Game #13: Referring to FIG. 16, the display depicts a
string 230 of digits representing the price of a fictional object.
A group of indicia 232 are associated with each digit and initially
conceal respective digits. In the illustrated embodiment, each
group 232 contains five indicia. The player is prompted to
successively select one indicia from each group 232. The selected
indicia 232a, 232b in each group reveals its associated digit upon
selection. The difference (subtraction) between the digit in the
string and the corresponding revealed digit is subtracted from a
bank or meter 234 that initially contains a predetermined number
(e.g., 10). If the bank still contains a positive number after
subtracting the differences between the digits in the string and
the corresponding revealed digits, the player is awarded a payout
based on the string of digits, the revealed digits associated with
the selected indicia, and/or the number remaining in the bank. If,
however, the bank falls to zero or below zero, the player may
nonetheless be awarded a consolation payout based, for example, on
the digits in the string and/or the revealed digits up to the point
that the bank remained above zero.
[0041] Bonus Game #14: Referring to FIG. 17, the display depicts a
plurality of indicia 240 initially concealing respective symbols
that are revealed upon selection. One of the indicia conceals a
picture of the front half of a fictional object (e.g., a car),
another is indicia 240a conceals a picture of the back half of the
object, and the remaining indicia 240b, 240c conceal a "$" symbol
and preferably a small credit amount or multiplier with the "$"
symbol. The player is prompted to successively select the indicia,
one at a time, until revealing either a predetermined number (e.g.,
4) of "$" symbols or both halves of the object, whichever occurs
first. If the predetermined number of "$" symbols are revealed
before revealing both halves of the object, the player is awarded a
small payout based, for example, on a sum of the credit amounts or
multipliers associated with the revealed "$" symbols. If, however,
both halves of the object are revealed before revealing the
predetermined number of "$" symbols, the player is awarded a larger
payout that, for example, may be a flat credit amount or may be
based on the sum of the credit amounts or multipliers associated
with the "$" symbols of both the selected and unselected
indicia.
[0042] Bonus Game #15: Referring to FIG. 18, the display depicts a
plurality of indicia 250 such as three indicia. The indicia
initially conceal respective prices that are revealed upon
selection. The player is prompted to select one of the indicia. If
the revealed price associated with the selected indicia 250a is
greater than the prices associated with the unselected indicia, the
player is awarded a payout based on all the prices. Otherwise, the
player may be awarded a consolation payout based on only the
revealed price associated with the selected indicia.
[0043] Bonus Game #16: Referring to FIG. 19, the display depicts a
plurality of indicia such as a pair of indicia 260, one of which
conceals a price matching a price 262 depicted on the display. The
player is prompted to select one of the indicia. If the selected
indicia 260a reveals a price matching the depicted price 262, the
player is awarded a payout based on the price associated with all
of the indicia. If, however, the selected indicia reveals a price
that does not match the depicted price, the player is awarded
either no payout or a consolation payout based, for example, on
only the revealed price.
[0044] Bonus Game #17: Referring to FIG. 20, the display depicts a
pair of prices 270 and 272 and a plurality of indicia such as four
indicia 274 for each price. Each indicia initially conceals a
respective price that is revealed upon selection. At least one of
the concealed prices in each plurality of indicia 274 matches the
corresponding price in the pair of prices 270 and 272. The player
is prompted to successively select the indicia in the plurality of
indicia 274 for the first price 270 until revealing a price 274a
matching the first price 270. For each selection that does not
produce a match, a "coin" is deducted from an onscreen meter 276
that may, for example, initially contain four coins. If the meter
276 still contains at least one coin when a match is produced, the
player is prompted to successively select the indicia in the
plurality of indicia 274 for the second price 272 until either
revealing a price matching the second price 272 or reducing the
meter to no coins, whichever occurs first. The player is awarded a
payout based, for example, on each matched price and the number of
coins remaining in the meter. For example, producing two matches
before running out of coins in the meter may generate a payout
equal to the sum of the two matched prices multiplied by the number
of coins remaining in the meter.
[0045] Bonus Game #18: Referring to FIG. 21, the display depicts
four strings 280 of concealed digits representing prices of
respective fictional objects. Each string includes three concealed
digits. The player is prompted to select two of the strings, which
reveal their respective digits upon selection. Five of the six
revealed digits of the selected strings 280a, 280b are used to form
the highest ranking poker hand 282 possible, where 9's are high,
0's are low, and straights and flushes do not count. The player is
then prompted to decide whether to keep the poker hand or exchange
it for the house's poker hand, which is comprised of the concealed
digits in the two unselected strings 280c, 280d. After this
decision is made, the concealed digits in the two unselected
strings are revealed and, similarly, five of the six revealed
digits are used to form the highest ranking poker hand possible.
The player is awarded a payout based on all four digit strings if
the hand the player decided to keep ranks the same as or higher
than the house's hand. In an alternative embodiment, the digits are
modified to be standard playing cards ranging from 2 to Ace where
straights and flushes do count.
[0046] Bonus Game #19: Referring to FIG. 22, the display depicts a
punchboard or array 290 of indicia initially concealing respective
credit amounts that are revealed upon selection. The credit amounts
may, for example, range from 50 credits to 10,000 credits. If there
are forty-nine indicia, the distribution of credit amounts may be
as follows: 10 indicia hiding 50 credits, 10 indicia hiding 100
credits, 10 indicia hiding 250 credits, 10 indicia hiding 500
credits, 4 indicia hiding 1000 credits, 3 indicia hiding 5000
credits, and 2 indicia hiding 10,000 credits. The player may be
notified of this distribution prior to playing the game. Based on
the outcome of a preliminary game, the player earns a number of
selections of the indicia and is prompted to make such selections,
one at a time. The number of selections remaining is shown on a
selections meter 292. After each selection, the player is given the
option to keep the credit amount associated with the selected
indicia or return the credit amount in hopes of selecting an
indicia with a higher credit amount. If the player elects to keep
the credit amount, the game ends and no more selections are made.
If the player elects to return the credit amount, the player makes
another selection. The player cannot return the credit amount if
the player has used up all of his or her earned selections.
[0047] A predetermined number (e.g., 4) of the fifty indicia may
automatically award a free selection. If the player selects an
indicia that awards a free selection, the player is prompted to
select an additional indicia. The credit amount associated with the
additional selected indicia is added on to the credit amount
associated with the selected indicia that awarded the free
selection to yield a total credit amount that the player can keep
or return.
[0048] The preliminary game for earning a number of selections of
the indicia may take on various forms. First, the preliminary game
may include four spins of simulated slot reel having alternating
first and second symbols. If the slot reel lands on a first symbol
a selection is awarded, but if the slot reel lands on a second
symbol a selection is not awarded. Second, the preliminary game may
include multiple pairs of indicia where each pair of indicia
initially conceals respective first and second symbols that are
revealed upon selection. The player is prompted to select one
indicia in each pair and is awarded a selection for each revealed
first symbol. Third, the preliminary game may include a plurality
of indicia initially concealing a respective number that is
revealed upon selection. The player is prompted to select one of
the plurality of indicia and is awarded a number of selections
equal to the revealed number. Fourth, the preliminary game may be a
high/low game including a plurality of target prices and an indicia
associated with each price. The indicia conceals a price that is
higher or lower than the associated target price. For each of the
plurality of target prices, the player is prompted to select
whether the concealed price of the associated indicia is higher or
lower than the associated target price. The concealed price is
revealed in response to the player's high/low selection. The player
earns one selection on the punchboard for each correct choice of
higher or lower.
[0049] Bonus Game #20: Referring to FIG. 23, the display depicts a
predetermined number (e.g., 4) of indicia (fictional objects) 300,
the same number of "price tags" 302, and a 45-second timer 304.
Each indicia 300 conceals a respective price that matches one of
the four displayed price tags 302. The player is prompted to make
successive attempts to associate the price tags 302 with the
respective indicia 300. Each attempt removes a predetermined number
of seconds (e.g., 9 seconds) from the timer 304, which starts at 45
seconds. After each attempt, the display indicates how many matches
exist between the price tags 302 and the indicia 300 with which
they have been associated by the player. The game ends when either
the timer 304 reaches zero or all of the price tags 302 have been
correctly associated with the respective indicia 300. The indicia
300 do not reveal their respective prices until the end of the
game. Alternatively, any matched prices may be revealed as they
occur so that subsequent attempts to associate the price tags 302
with the respective indicia only focus on the unmatched prices and
price tags. Due to the relative ease of achieving matches in this
alternative embodiment, the length of the timer 304 may be reduced
and/or the number of indicia 300 and price tags 302 may be
increased. The player is awarded a base payout based on any matched
prices and optionally a supplemental payout based on the amount of
time elapsed on the timer 304. The less time elapsed on the timer
304, the greater the supplemental payout.
[0050] Bonus Game #21: Referring to FIG. 24, the display depicts a
single indicia 310 and a vertical price scale 312 ranging from a
lowest price to a highest price. The single indicia 310 conceals a
price randomly selected to be somewhere between the lowest price
and the highest price on the price scale. In response to pressing
an onscreen "start" key 314 or the "spin reels" push-button, a
"range finder" 316 having a price range less than the scale's price
range is slowly moved from a bottom end toward a top end of the
scale 312. The range finder 316 is stopped in response to an
onscreen "stop" key 318 being pressed by the player. When the range
finder 316 is stopped, the price associated with the single indicia
310 is revealed. If the revealed price falls within the price range
covered by the stopped range finder 316, the player is awarded a
payout based on the revealed price. In one example, the range
finder 316 covers approximately one-fourth of the price scale
312.
[0051] In an alternative embodiment, instead of employing the
single indicia, the player initially places a marker somewhere on
the price scale, and the range finder is randomly stopped by the
CPU along the price scale. If the stopped range finder covers the
marker placed by the player, the player is awarded a payout based,
for example, on the price identified by the marker. In order that
the player does not always place the marker near the top end of the
scale, the game may notify the player that the range finder is
weighted to more likely stop near the bottom end of the scale than
the top end. Also, the payout need not based on the price
identified by the marker.
[0052] Bonus Game #22: Referring to FIG. 25, the display depicts a
combination safe 320 including a plurality of number dials 322.
Each dial includes a set of numbers that may be the same or
different from the sets of numbers associated with the other dials.
In one embodiment, the safe 320 includes three dials 322 and each
dial includes the same set of three numbers. The player is prompted
to "guess" the combination of the safe 320 by rotating each dial
322 to a desired number and then to attempt opening the safe 320.
If the safe 320 opens, the player is awarded a payout based, for
example, on the numbers making up the combination. In one
embodiment, the player is given multiple opportunities to guess the
combination and is awarded a payout that is reduced for each
additional attempt required to open the safe.
[0053] Bonus Game #23: Referring to FIG. 26, the display depicts a
plurality of shells 330 such as four shells. A ball is randomly
placed under one of the shells 330. Based on the outcome of a
preliminary game, the player earns a number of chips 332 for
controlling the shells 330 and is prompted to place the chips 332
adjacent to the shells 330 of the player's choice. If the ball is
under any of the shells 330 controlled by a chip 332, the player is
awarded a payout. If all of the shells are controlled by respective
chips and the player guesses which of the shells is hiding the
ball, the player is awarded a supplemental payout.
[0054] The preliminary game for earning a number of chips for
controlling the shells may take on various forms. First, the
preliminary game may include four spins of simulated slot reel
having alternating first and second symbols. If the slot reel lands
on a first symbol a chip is awarded, but if the slot reel lands on
a second symbol a chip is not awarded. Second, the preliminary game
may include multiple pairs of indicia where each pair of indicia
initially conceals respective first and second symbols that are
revealed upon selection. The player is prompted to select one
indicia in each pair and is awarded a chip for each revealed first
symbol. Third, the preliminary game may include a plurality of
indicia initially concealing a respective number that is revealed
upon selection. The player is prompted to select one of the
plurality of indicia and is awarded a number of chips equal to the
revealed number. Fourth, the preliminary game may be a high/low
game including a plurality of target prices and an indicia
associated with each price. The indicia conceals a price that is
higher or lower than the associated target price. For each of the
plurality of target prices, the player is prompted to select
whether the concealed price of the associated indicia is higher or
lower than the associated target price. The player earns one chip
for each correct choice of higher or lower.
[0055] Bonus Game #24: Referring to FIG. 27, the display depicts a
string 340 of visible digits, as well as a string 342 of concealed
digits representing the price of a fictional object. The string 340
of visible digits has one more digit than the string 342 of
concealed digits, and the visible string 340 matches the concealed
string 342 except for the one extra digit in the visible string
340. The extra digit in the visible string 340 is one of the middle
digits 340b, 340c, 340d. If the visible string 340 has five digits,
for example, the first and last digits 340a and 340e of the visible
string 340 match the first and last digits of the concealed string
342, and two of the three middle digits 340b, 340c, and 340d of the
visible string 340 match the two middle digits of the concealed
string 342. The player is prompted to select one of the middle
digits 340b, 340c, and 340d of the visible string 340 for removal,
causing the remaining digits to "squeeze" together into a string of
four digits. The concealed string 342 is then revealed. If the two
strings match (i.e., because the player removed the non-matching
digit from the visible string 340), the player is awarded a payout
based, for example, on the four-digit string.
[0056] Bonus Game #25: Referring to FIG. 28, the display depicts
the incomplete prices 350 of a number of fictional objects 352. The
incomplete prices 350 are each missing (or concealing) one digit
such as the tens digit (i.e., second digit to the left of the
decimal point). The display also depicts a number of visible digits
354 (number blocks) for completing the prices 350. The player is
prompted to associate the visible digits 354 with the respective
incomplete prices 350. After being informed how many of the prices
350 are correctly completed, the player is given one or more
additional opportunities to re-associate the visible digits 354
with the prices 350. The missing digits of the incomplete prices
350 are not revealed until the end of the game. Alternatively, any
correctly completed prices may be identified as they occur so that
subsequent attempts to associate the visible digits with the
incomplete prices only focus on the prices that have not yet been
correctly completed. The player is awarded a base payout based on
any correctly completed prices and optionally a supplemental payout
based on the number of attempts to correctly complete the prices.
The lesser the number of attempts, the greater the supplemental
payout.
[0057] Bonus Game #26: Referring to FIG. 29, the display depicts a
primary string 360 of concealed digits representing the price of a
fictional object. The display also depicts a plurality of secondary
strings 362 of visible digits associated with the respective
concealed digits. The number of secondary strings 362 of visible
digits equals the number of concealed digits in the primary string
360. The player is prompted to select one visible digit from each
of the secondary strings 362. The concealed digits in the primary
string 360 are then successively revealed. The player is awarded a
payout for each revealed digit in the primary string 360 that
matches the selected visible digit in the corresponding secondary
string 362. The player may be awarded a supplemental payout for
matching all of the revealed digits in the primary string 360 with
all of the selected visible digits in the corresponding secondary
strings 362. The supplemental payout may, for example, be a large
credit amount defined by the primary string 360 of digits.
[0058] In an alternative embodiment, failure to match any one of
the revealed digits in the primary string with the selected visible
digit in the corresponding secondary string results in no payout.
However, prior to revealing the concealed digits in the primary
string, the player is given the option of accepting a smaller
payout based on only the secondary strings of visible digits and
forfeiting the possibility of obtaining a significantly larger
payout based on the primary string of digits.
[0059] Bonus Game #27: Referring to FIG. 30, the display depicts a
number of primary strings 370 of concealed digits and a
corresponding number of secondary strings 372 of visible digits. In
one embodiment, there are three primary strings 370 and three
corresponding secondary strings 372, and each secondary string 372
includes the same digits as the corresponding primary string 370,
albeit possibly scrambled, plus one extra digit. Also, the primary
strings 370 progressively increase in length such that the first
primary string may include one digit, the second primary string may
include two digits, and the third primary string may include three
digits. The player is prompted to make successive attempts at
reconfiguring each secondary string 372 (e.g., by eliminating one
digit and reordering the remaining digits if desired), starting
with the first secondary string, until the secondary string matches
the corresponding primary string. The display may depict a
plurality of possible configurations 374 for each secondary string
372 and, for each attempt, prompt the player to select one of the
possible configurations 374. After each attempt, the game may
generate a buzzer sound for failing to achieve a match, or generate
a confirmation tone and reveal the concealed digits in the primary
string 370 upon achieving a match. The player only proceeds to the
next secondary string upon correctly reconfiguring the preceding
secondary string so that it matches its corresponding primary
string. In order that the player does not waste any of his or her
attempts, the game only allows each configuration 374 of a
secondary string 372 to be attempted once.
[0060] The player is awarded a payout based on each match and
possibly based on the number of attempts required to obtain each
match. For example, the lesser the number of attempts to achieve a
match, the greater the payout. The game may limit the total number
of attempts for achieving all three matches to a predetermined
number such as ten. The number of attempts remaining may be shown
on an attempts meter 376.
[0061] Bonus Game #28: Referring to FIG. 31, the display depicts a
string 380 of concealed digits representing the price of a
fictional object. The player is prompted to select one of a pair of
selectable digits 382 associated with each of the concealed digits.
If the selected digits match the associated concealed digits, which
are revealed following the player's selections, the player is
awarded a payout based, for example, on the price represented by
the digit string. In one embodiment, one of the digits 380a in the
string 380 is given free, i.e., revealed without requiring the
player to match it with a selected digit.
[0062] Bonus Game #29: Referring to FIG. 32, the display depicts a
plurality of fictional objects 390 associated with concealed
prices. The player is prompted to select the objects 390 one at a
time and place them on one side or the other of a price scale 392.
The concealed prices of the objects 390 are then revealed. If the
sum of the prices on one side of the scale 392 is within a
predetermined amount of the sum of the prices on the other side of
the scale 392, the player is awarded a payout based, for example,
on the prices associated with all of the fictional objects 390.
Alternatively, the player may be awarded a payout based on only the
higher of the two aforementioned sums, regardless of whether or not
the sums are within the predetermined amount.
[0063] Bonus Game #30: Referring to FIG. 33, the display depicts a
pair of strings 400 of concealed digits representing the "actual
prices" of a pair of fictional objects 402. The display also
depicts a pair of strings 404 of visible digits representing the
"bargain prices" of the pair of objects 402. The player is prompted
to select one of the strings 404 of visible digits. If the selected
string represents a bigger bargain, i.e., the difference between
the selected bargain price and its corresponding actual price is
greater than the difference between the unselected bargain price
and its corresponding actual price, the player is awarded a payout
based on both of the actual prices.
[0064] Bonus Game #31: Referring to FIG. 34, the display depicts a
plurality of primary strings 410 of concealed digits representing
the "actual prices" of respective fictional objects. For each
primary string of concealed digits, the display depicts a group of
secondary strings 412 of visible digits, such as five secondary
strings, representing possible "estimated prices" of the associated
object. The player is prompted to select one secondary string 412
in each group of secondary strings 412 of visible digits. The
concealed digits in the primary strings 410 are then revealed. If
the sum of the selected estimated prices (selected secondary
strings) is within a predetermined amount of the sum of the actual
prices (primary strings), the player is awarded a payout based, for
example, on the actual prices.
[0065] Bonus Game #32: Referring to FIG. 35, the display depicts a
"target price" and a plurality of fictional objects 420 such as six
fictional objects, which reveal an associated price upon selection.
The prices associated with four of the six objects 420 are below
the target price. The player commences the game with an initial
payout such as one credit. The player is prompted to successively
select the objects 420 one at a time. For each selected object that
reveals a price less than the target price, the payout accumulated
to that point in the game is multiplied by ten. The game ends
either when all four objects below the target price are selected
(resulting in an accumulated payout equal to the initial payout
multiplied by 10,000) or an object above the target price is
selected, whichever occurs first. If an object above the target
price is selected, the player is awarded the payout accumulated to
that point in the game unless the player was attempting to select
the fourth object below the target price, in which case the player
loses all of the accumulated payout. After selecting the third
object below the target price, the player is offered an opportunity
to quit the game and thereby settle for an accumulated payout equal
to the initial payout multiplied by 1000.
[0066] Bonus Game #33: Referring to FIG. 36, the display depicts a
plurality of payout "locks" 430 which, if unlocked, reveal
respective payouts awarded to the player. Based on the outcome of a
preliminary game, the player selects a number of keys 432 for
unlocking one or more of the locks 430. For example, there may be
three locks 430 and five keys 432. One of the five keys 432 may be
a master key capable of unlocking all three locks 430; three of the
five keys 432 may each be capable of unlocking only one respective
lock 430; and the remaining key 432 may be incapable of unlocking
any of the locks 430. The preliminary game may allow the player to
select up to two keys 432 from the five keys 432 shown on the
display.
[0067] Referring to FIG. 37, the preliminary game for earning a
number of keys for unlocking the locks may be played as follows.
The display depicts a pair of two-digit strings 434 with concealed
digits representing respective prices of fictional objects. A
three-digit string 436 with visible digits is associated with each
two-digit string 434. The player is prompted to select either the
first two or the last two digits in each three-digit string 436.
The concealed digits in the two-digit strings 434 are then
revealed. If the selected pair of digits in a three-digit string
436 match the revealed digits in the corresponding two-digit string
434, the player is prompted to select one of the keys. The
preliminary game may also be of the type discussed above in
connection with bonus game #8.
[0068] Bonus Game #34. Referring to FIG. 38, the display depicts a
price 440 of a fictional object and a plurality of indicia 442
initially concealing respective prices that are revealed upon
selection. One of the concealed prices 442 matches the displayed
price 440. The player is prompted to select one of the concealed
prices 442. Based on the proximity of the selected price 442a and
the displayed price 440, a character on the display engages in a
number of attempts of an athletic feat. For example, a match
between the selected price 442a and the displayed price 440 as
shown may be worth four attempts, the next closest selected price
may be worth three attempts, and so on. The athletic feat may, for
example, be a high jump, a baseball pitch, a football throw, a
basketball lay-in, a dart throw, etc. The CPU randomly determines
whether or not the character successfully accomplishes the athletic
feat.
[0069] Bonus Game #35: Referring to FIG. 39, the display depicts a
string 450 of concealed digits representing the correct price of a
fictional object. The display also depicts a string 452 of visible
digits representing the incorrect price of the fictional object.
The number of digits in the two strings 450 and 452 is the same.
Each visible digit is one away (either one higher or one lower)
than the corresponding concealed digit. Using the onscreen "higher"
and "lower" keys 454 and 456, the player is prompted to select
whether each concealed digit is higher or lower than the
corresponding visible digit. After entering the selections, the
player is informed how many of his or her selections are correct
without revealing the concealed digits. The player may then be
provided with one or more opportunities to change his or her
selections. After completing the selection process, the concealed
digits are revealed and the player is awarded a payout based on any
selections that are correct.
[0070] Bonus Game #36: Referring to FIG. 40, the display depicts a
5.times.5 grid 460 of 25 digits and a string 462 of concealed
digits representing the price of a fictional object. Starting at
the center square 460a of the grid 460, the player is prompted to
successively select digits on adjacent squares in an attempt to
match successive ones of the concealed digits 462 starting from the
leftmost concealed digit. If a selected digit matches the concealed
digit under comparison, the player remains on the square containing
the selected digit. If, however, the selected digit does not match
the concealed digit under comparison, the player returns to the
previously occupied square and may be permitted to select a digit
on a different adjacent square. Based on the outcome of a
preliminary game of the type discussed above in connection with
bonus game #8, the player may earn up to three corrective
selections. A corrective selection permits a player to select a
digit on a different adjacent square in response to selecting a
digit that does not match the concealed digit under comparison. The
game ends when either all of the concealed digits 462 have been
successively matched by the digits selected on the grid 460, or the
player has exhausted his or her supply of corrective selections
without matching all of the concealed digits 462.
[0071] Bonus Game #37: Referring to FIG. 41, the display depicts a
plurality of fictional objects such as six objects 470. The objects
initially conceal respective prices that are revealed upon
selection. The objects are priced such that there are three pairs
of objects and the objects in each pair are associated with the
same price. The player is given two opportunities to select two
objects associated with the same price. If the player successfully
selects the two objects associated with the same price, the player
is awarded a payout based on that price.
[0072] Bonus Game #38: Referring to FIG. 42, the display depicts a
plurality of fictional objects 480 such as four objects. Each
object is associated with a visible two-digit "incorrect" price
482. The player is prompted to select whether the first digit or
the last digit of each two-digit price 482 is correct (e.g.,
matches a corresponding digit of a concealed two-digit "correct"
price 484 that is revealed upon selection of either the first digit
or the last digit of the corresponding incorrect price 482). Each
correct selection earns a chip 486 to be dropped down a
pachinko-type peg board 488. In addition, the player is awarded a
free chip at the commencement of the game. The pachinko-type board
488 has a plurality of pegs 490 for randomly directing the chip
down the board 488 until it lands in one of a plurality of payout
slots 492 at the bottom of the board 488. The payout slots may, for
example, include zero, $100, $500, $1000, and $5000.
[0073] Bonus Game #39: Referring to FIG. 43, the display depicts a
plurality of fictional objects 500 such as four objects. Each
object 500 is associated with a pair of prices 502--one correct and
one incorrect. The player is prompted to select which of the pair
of prices 502 for each object is correct (e.g., matches a concealed
"correct" price that is revealed upon selection of one of the
corresponding pair of prices 502). Each correct selection earns a
skeeball 504 to be rolled down a skeeball ramp 506 and randomly
directed into one of three circles 508, such as 50 credits, 100
credits, and "WIN". The "WIN" circle may be associated with either
a random payout or an assigned payout determined by the skeeball
504. In addition to possibly assigning a payout to the "WIN"
circle, each skeeball 504 may be tied to a specific payout
enhancement such as a multiplier or a wild. For example, a first
skeeball 504a may be tied to a multiplier of two and may assign a
payout of 500 credits to the "WIN" circle such that it generates a
payout of 100 credits for landing in the 50 credit circle, 200
credits for landing in the 100 credit circle, and 500 credits for
landing in the "WIN" circle. A second skeeball 504b may be "wild"
such that when the skeeball lands in either the 50 credit circle or
the 100 credit circle, these circles are treated like the "WIN"
circle.
[0074] Bonus Game #40: Referring to FIG. 44, the display depicts an
array 510 of numbered cards. The array may, for example, include 30
cards with 11 cards initially concealing the letter "W", 11 cards
concealing the letter "I", 6 cards concealing the letter "N", and 2
cards concealing the word "WIN". The player starts with two free
card selections and, based on the outcome of a preliminary game of
the type discussed above in connection with bonus game #8, the
player can earn up to three more card selections. The player is
then prompted to select cards from the array one at a time to
reveal their associated letter or word. The player is awarded a
large payout for either revealing the letters "W", "I", and "N" (in
any sequence) or revealing the word "WIN". Prior to each selection,
the player is given the option to prematurely end the game and
collect a smaller payout for each unused selection. For example, if
the player is allotted five selections and thus far selected only
two cards 510a and 510b that have both revealed the letter "W", the
player may elect to "cash in" the remaining three unused selections
for smaller payouts instead of going for a larger payout that can
only be obtained by revealing the word "WIN" or the letters "I" and
"N" with the remaining three unused selections.
[0075] Bonus Game #41: Referring to FIG. 45, the display depicts a
plurality of fictional objects 520 and an incorrect price 522 for
each object 520. For example, if there are six fictional objects
520, five of the incorrect prices 522 are lower than the correct
price and one of the incorrect prices is higher than the correct
price. The player is prompted to select four of the six fictional
objects 520, which reveal their associated correct prices upon
selection as shown. For each selected object 520a, 520b, 520c, and
520d, the incorrect price is subtracted from the associated correct
price to yield a positive or negative difference 524. If the
differences add up to at least a predetermined threshold
("savings"), the player is awarded a payout.
[0076] Bonus Game #42: Referring to FIG. 46, the display depicts an
initial fictional object 530 and three pairs 532, 534, and 536 of
additional fictional objects. Each fictional object is associated
with a concealed price. The three pairs of fictional objects
include a first pair 532, a second pair 534, and a third pair 536.
The price of the initial fictional object 530 is greater than the
price of one of the fictional objects in the first pair 532 and
less than the price of the other fictional object in the first pair
532. Similarly, the price of the higher priced fictional object in
the first pair 532 is greater than the price of one of the
fictional objects in the second pair 534 and less than the price of
the other fictional object in the second pair 534. Finally, the
price of the higher priced fictional object in the second pair 534
is greater than the price of one of the fictional objects in the
third pair 536 and less than the price of the other fictional
object in the third pair 536. The player is prompted to "trade" the
initial fictional object 530 for one of the fictional objects in
the first pair 532, trade the acquired fictional object in the
first pair 532 for one of the fictional objects in the second pair
534, and trade the acquired fictional object in the second pair 534
for one of the fictional objects in the third pair 536. After each
trade or after completing all three trades, the concealed prices of
the traded objects are revealed. The player is awarded a payout if
the player acquired a higher priced object in each of the three
trades. Alternatively, the player may be awarded a payout for each
trade in which the player acquired a higher priced object.
[0077] Bonus Game #43: Referring to FIG. 47, the display depicts
three fictional objects 540 and four prices 542. Three of the four
prices 542 match respective concealed prices associated with the
fictional objects 540. One of the four prices 542 is extraneous.
The player is provided with a predetermined payout at the start of
the game and is prompted to select three of the four prices 542
(e.g., selected prices 542a, 542b, and 542c), after which two of
the matching concealed prices 540a and 540b are revealed as shown.
The player is then given the option to change his or her third
selected price 542c and return the predetermined payout, or leave
his or her selection intact. If the player leaves his or her
selection intact and it does not match the remaining concealed
price 540c, the player forfeits the predetermined payout.
[0078] Bonus Game #44: Referring to FIG. 48, the display depicts a
concealed "correct" price 550 and a revealed "incorrect" price 552
for a fictional object. None of the digits in the incorrect price
552 match corresponding digits in the correct price 550. Starting
with the first (leftmost) digit in the incorrect price 552, the
player is prompted to build a new price from the incorrect price
552 with two selections for the first digit, three selections for
the second digit, four selections for the third digit, and five
selections for the last digit assuming a four-digit price. For each
digit in the incorrect price 552, the player can make up to the
allotted number of selections for that digit to select the digit
that matches the corresponding digit in the correct price 550.
Also, for each digit in the incorrect price 552, the display may
depict a plurality of possible digits 554 from which the player
must make his or her selections. Every time a selection results in
one more matching digit, the player is awarded an additional
selection for the next incorrect digit to be changed.
[0079] Bonus Game #45: Referring to FIG. 49, the display depicts a
"credit limit" 560 and a plurality of fictional objects 562. The
player is prompted to select a predetermined number of the objects
562 whose prices, when added to each other, do not exceed the
credit limit. The prices of the objects 562 are revealed either as
each object is selected or after all of the objects are selected.
In one embodiment, there are five fictional objects 562 and the
player is prompted to select three of the five objects. The objects
may be priced such that the player must select the three lowest
priced objects to win. In the illustrated example, the player has
selected the objects 562a, 562b, and 562c, which have revealed
respective prices that, when added, are less than the credit
limit.
[0080] Bonus Game #46: Referring to FIG. 50, the player is prompted
to place three numbered blocks 570 in front of three fictional
objects 572, attempting to correctly number them in order of value
to win. In one embodiment, the player may be given a second
opportunity to place the three numbered blocks 570 if unsuccessful
on the first attempt and may be informed after the unsuccessful
first attempt as to how many of the numbered blocks 570 were
correctly placed.
[0081] Bonus Game #47: Referring to FIG. 51, the display depicts a
wheel 580 bearing eight sets of two-digit numbers near the
periphery of the wheel 580. The player is prompted to spin the
wheel by pressing an onscreen "spin" key 582 or the "spin reels"
push-button. When the spinning wheel 580 comes to a stop, the
player wins if the two sets of two-digit numbers at the top of the
stopped wheel 580 match (when viewed in their displayed order) a
concealed price 584 of a fictional object.
[0082] Bonus Game #48: Referring to FIG. 52, the display depicts a
number of fictional objects 590 and the same number of shopping
bags 592. Each shopping bag is associated with a visible price and
contains a duplicate of one of the fictional objects 590. The
player is prompted to successively match the fictional objects 590
to the shopping bags 592 containing the respective duplicates. The
player is awarded a payout for each correct match. In one
embodiment, the game is played as a double-or-nothing game in which
the each successive match doubles the payout but a single mismatch
causes the player to lose the entire payout. When the game is
played as a double-or-nothing game, the player is given the option
of stopping after each match and keeping the payout awarded to that
point in the game.
[0083] Bonus Game #49: Referring to FIG. 53, the display depicts a
row of five face-down playing cards 600, one of which conceals a
joker. Based on the outcome of a preliminary game of the type
discussed above in connection with bonus game #8, the player can
earn up to four card selections. The player is then prompted to
select cards from the five cards shown until the player's
selections have been exhausted. The selected cards are "turned
over" as shown to reveal their respective indicia. The player is
awarded a payout if one of the turned-over cards reveals the
joker.
[0084] As an alternative to the preliminary games discussed above
in connection with bonus game #8, the preliminary game may include
four fictional objects. Each object is associated with one of a
pair of prices. The player is prompted to select one of the pair of
prices. If the selected price is correct (e.g., matches a concealed
price for the object), the player earns a card selection.
[0085] Bonus Game #50: Referring to FIG. 54, the display depicts
five dice 610 at the start of the game. The player is given one
free roll of the five dice 610 and can earn up to two more rolls
based on the outcome of a preliminary game of the type discussed
above in connection with bonus game #8. Alternatively, the
preliminary game may involve three fictional objects depicted on
the display. The price of the first fictional object is shown and
the player is prompted to select whether the price of the second
fictional object is higher or lower than the displayed price of the
first fictional object. After revealing the price of the second
fictional object, the player is prompted to select whether the
price of the third fictional object is higher or lower than the
displayed price of the second fictional object. For each correct
selection, the player earns another dice roll for a maximum
possibility of three rolls of the dice.
[0086] The five dice 610 are identical. Each die includes a picture
of a major jackpot (or "JACKPOT") on three sides, a small payout
(e.g., 25 credits) on the fourth side, a medium payout (e.g., 50
credits) on the fifth side, and a large payout (e.g. 75 credits) on
the sixth side. The major jackpot is significantly greater than the
large payout. The player is prompted to roll the dice by pressing
an onscreen "roll dice" key 612 or the "spin reels" push-button. To
win the major jackpot, the player must roll the major jackpot on
all five dice 610. If, however, at least one of the rolled dice 610
does not show the major jackpot, the player is given the option of
(1) keeping the payouts shown on the die/dice and end the game or
(2) "freezing" any die/dice showing the major jackpot using an
associated "freeze" key 614 and rolling the remaining dice if the
player still has one or more rolls remaining. If the player obtains
the major jackpot on all five dice 610 after exhausting his or her
rolls, the player is awarded the major jackpot. Otherwise, the
player is awarded the payouts shown on the five dice 610 after
exhausting his or her rolls.
[0087] Bonus Game #51: Referring to FIG. 55, the display depicts a
game board 620 include a first digit 622 at the top, a last digit
630 at the bottom, and a plurality of horizontal strings 624, 626,
628 of digits between the first and last digits 620 and 630. In one
embodiment, the plurality of horizontal strings of digits includes
three strings--one string 624 with two digits and a pair of strings
626 and 628 with three digits apiece. The last digit 630 is aligned
vertically with the first digit 622. The display also depicts a
fictional object 632 associated with a concealed price 634. The
concealed price 634 is comprised of the aforementioned first and
last digits 622 and 630, as well as one digit from each of the
plurality of strings 624, 626, 628 of digits. The player is
prompted to select one digit in each string 624, 626, 628 to be
vertically aligned with the first and last digits 622 and 630. To
facilitate the selections, the horizontal strings 624, 626, 628 of
digits are preferably slidable in a horizontal direction. If the
first digit 622, the last digit 630, and the digits from the
horizontal strings 624, 626, 628 aligned vertically the first and
last digits 622 and 630 form a price matching the concealed price
634 of the fictional object 632, the player is awarded a payout
based, for example, on the price 634 of the fictional object and
the horizontal strings 624, 626, 628 of digits. If any selected
digit from the horizontal strings 624, 626, 628 is incorrect, the
player is shown how many digits are correct (e.g., 1, 2, or 3 in
the case of three horizontal strings 624, 626, 628) and is offered
one more opportunity to select the digits from the horizontal
strings 624, 626, 628. In one embodiment, when the player is shown
how many digits are correct, the player is also shown which of the
digits are correct to increase the probability of winning.
[0088] Bonus Game #52: Referring to FIG. 56, the display depicts
three fictional objects 640 and a string of nine digits 642. The
three fictional objects 640 are associated with respective
concealed two-digit, three-digit, and four-digit prices 644. The
player is prompted to divide the string of nine digits 642 into
three non-overlapping sub-strings in an effort to match the
respective two-digit, three-digit, and four-digit prices 644 of the
fictional objects 640. The player may be afforded multiple attempts
to divide the string of nine digits 642 into three sub-strings and
may be informed as to the number of matches achieved by each
attempt. The player is awarded a payout for each match achieved by
the player's final attempt.
[0089] Bonus Game #53: Referring to FIG. 57, the display depicts a
plurality of fictional objects 650, such as three fictional
objects, and a visible price 652 for each object 650. One of the
visible prices 652 is incorrect (e.g., does not match a concealed
price 654). The player is prompted to select which visible price
652 is incorrect and is awarded a payout for selecting the
incorrect price.
[0090] Bonus Game #54: Referring to FIG. 58, the display depicts a
fictional object 660 and a price 662 with one digit 662a missing.
The player is prompted to fill in the missing digit by selecting
one of three choices 664. The player is awarded a payout for
selecting the digit that correctly completes the price 662 (e.g.,
the completed price matches a concealed price for the fictional
object).
[0091] Bonus Game #5: Referring to FIG. 59, the display depicts a
plurality of fictional objects 670, such as four objects,
associated with concealed prices 672 that are revealed upon
selection as shown. The player is prompted to select three of the
four objects 670 as shown and is awarded a payout if the sum 676 of
the revealed prices 672 associated with the selected objects 670a,
670b, 670c exceeds a predetermined threshold 674.
[0092] Bonus Game #56: Referring to FIG. 60, the display depicts a
fictional object 680 and a pair of two-digit strings 682a-b. The
player is prompted to place the pair of two-digit strings 682a-b in
a desired order to create a four-digit price (e.g., "53" and "46"
could be arranged as "5346" or "4653"). If the four-digit price
matches a concealed price 684 associated with the fictional object
680, the player is awarded a payout.
[0093] Bonus Game #57: Referring to FIG. 61, the display depicts a
primary fictional object 690 and a plurality of secondary fictional
objects 692 such as three secondary objects. The player is prompted
to select one of the three secondary objects 692, which reveals its
price 694 upon selection as shown. If the price 694a of the
selected object 692a matches the price 696 of the primary fictional
object 690, the player is awarded a payout. In the illustrated
example, the price 694a of the selected object 692a did not match
the price 696 of the primary object 690.
[0094] Bonus Game #58: Referring to FIG. 62, the display depicts a
pair of fictional objects 700 and a pair of prices 702 associated
with the respective objects. The player is prompted to either
switch the prices 702 or keep them intact. After the player makes
his or her decision, if the prices 702 are correct (e.g., match
concealed prices 704 associated with the fictional objects 700),
the player is awarded a payout.
[0095] Bonus Game #59: Referring to FIG. 63, the display depicts
four digits in the price 710 of a fictional object 712. The four
digits are displayed in two groups of two 710a and 710b; however,
the initial setting of the digits is incorrect (e.g., does not
match the price of the fictional object). The player is prompted to
either (1) reverse the order of the two digits in the first group
710a (e.g., "58" would become "85"), (2) reverse the order of the
two digits in the second group 710b, or (3) reverse the order of
the two digits in each group 710a and 710b. If the re-ordered
digits are correct (e.g., match the concealed price 714 of the
fictional object 712), the player is awarded a payout.
[0096] Bonus Game #60: Referring to FIG. 64, the display depicts a
plurality of fictional objects 720a-c such as three fictional
objects. For the first fictional object 720a, the display depicts
two prices 722a-b. The player is prompted to select which of the
two displayed prices 722 is closest to the actual price 724 of the
first fictional object 720a without exceeding the actual price 724.
Both of the displayed prices 722 may be under the actual price 724,
or one of the displayed prices 722 may be over the actual price
724. If the player makes the correct selection, the player moves on
to the second fictional object 720b, for which the display depicts
three prices 726. The player is prompted to select which of the
three displayed prices 726 is closest to the actual price 728 of
the second fictional object 720b without exceeding the actual price
728. If the player makes the correct selection, the player moves on
to the third fictional object 720c, for which the display depicts
four prices 730. The player is prompted to select which of the four
displayed prices 730 is closest to the actual price 732 of the
third fictional object 720c without exceeding the actual price.
[0097] The game is preferably all or nothing such that any
incorrect selection along the way loses the game. In one
alternative embodiment, the player is awarded a payout for each
correct selection and is given the option of either (1) risking any
payouts to make another selection or (2) quitting and keeping any
payouts awarded to that point in the game. In another alternative
embodiment, the player is awarded a payout for each correct
selection, and an incorrect selection merely ends the game without
costing the player any payouts awarded to that point in the
game.
[0098] Bonus Game #61: Referring to FIG. 65, the display depicts a
fictional object 740 and a plurality of animated characters 742,
744, 746, 748 representing contestants. The contestants are
depicted at respective podiums and successively make respective
"bids" or guesses 750, 752, 754, 756 as to the price 758 of the
fictional object. The player is awarded a payout based on the
contestant that bids the closest to the price 758 of the fictional
object without going over that price. If all the contestants bid
over the price 758, the contestants bid again. If the bid of any
contestant exactly matches the price 758 of the fictional object
740, the player is awarded a supplemental payout. In one
embodiment, prior to revealing which contestant bid the closest to
the price, the player is prompted to select one of the contestants
and is awarded a payout for selecting the winning contestant (e.g.,
the contestant that bid closest to the price 758 without going
over). In another embodiment, one of the contestants represents the
player, and the player determines the bid of that contestant by
selecting one of a plurality of possible bids 750, 752, 754, 756
depicted on the display. At least one of the bids is a winning bid.
The player is awarded a payout for selecting the winning bid.
[0099] Bonus game #61 may serve as a trigger or precursor to one of
the other bonus games.
[0100] Bonus Game #62: Referring to FIG. 66, the display depicts a
pair of animated characters 760 and 762 representing contestants at
respective podiums. The display successively depicts a pair of
fictional "showcases" 764a-b each including one or more fictional
objects 766. After displaying the first showcase, the first
contestant 760 either chooses to make a bid 770 on the first
showcase 764a, or pass it to the second contestant 762 to make a
bid 772 on the first showcase 764a and instead make a bid 770 on
the second showcase 764b. After both contestants 760 and 762 have
bid on their respective showcases 764a-b, the actual prices 768a-b
of the showcases 764a-b are revealed. The player is awarded a
payout based on the contestant that bids the closest to the price
of his or her showcase without going over. If both contestants
overbid, the player wins nothing. If the bids of both contestants
are exactly the same amount less than the prices of their
respective showcases, the player is awarded a payout based on both
showcases. If the bid of the winning contestant is within a
predetermined amount (e.g., 100 credits) of the price of his or her
showcase, the player is again awarded a payout based on both
showcases.
[0101] In one embodiment, prior to revealing which contestant bid
the closest to the price of his or her showcase, the player is
prompted to select one of the contestants and is awarded a payout
for selecting the winning contestant (e.g., the contestant that bid
closest to the price without going over). In another embodiment,
one of the contestants represents the player, and the player
determines the bid of that contestant by selecting one of a
plurality of possible bids depicted on the display. At least one of
the bids is a winning bid. Another of the bids may also be a
winning bid, but within the predetermined amount of the price of
the showcase. The player is awarded a payout for selecting either
winning bid. The payout is, of course, greater if the winning bid
is within the predetermined amount of the price of the
showcase.
[0102] Bonus game #62 may be triggered by a major winning outcome,
such as an outcome that generates a larger payout, in one of the
other bonus games.
[0103] While particular embodiments and applications of the present
invention have been illustrated and described, it is to be
understood that the invention is not limited to the precise
construction and compositions disclosed herein and that various
modifications, changes, and variations may be apparent from the
foregoing descriptions without departing from the spirit and scope
of the invention as defined in the appended claims. For example,
instead of simulating the reels on a video display, the reels may
be mechanical and driven by respective stepper motors. If the reels
are mechanical, the bonus game is animated on a separate video
display. Furthermore, rare outcomes in one or more of the bonus
games may allow the player to win a real prize, such as a new car.
As is common in larger casinos, the real prize may be located near
the gaming machine to encourage players to play the machine.
* * * * *