U.S. patent application number 09/878619 was filed with the patent office on 2003-01-02 for object drop feature for a gaming machine.
Invention is credited to Estes, Brandon C., Mastropietro, Michael W., Pryzby, Eric M..
Application Number | 20030003987 09/878619 |
Document ID | / |
Family ID | 25372417 |
Filed Date | 2003-01-02 |
United States Patent
Application |
20030003987 |
Kind Code |
A1 |
Estes, Brandon C. ; et
al. |
January 2, 2003 |
Object drop feature for a gaming machine
Abstract
A chance game feature for a gaming machine is controlled by a
processor in response to a wager. The feature comprises a matrix, a
plurality of moving targets, and an object. The matrix defines an
entrance end, an exit end, and a plurality of paths extending
between the entrance end and the exit end. The moving targets are
proximate the exit end. The object traverses one of the paths and
is received by one of the targets. The receiving target is randomly
selected from among the plurality of targets prior to the object
traversing the one of the paths. A position of the receiving target
when the object reaches the exit end is calculated, and one of the
paths that lead to the position of the receiving target is randomly
selected. A payout is awarded based on the receiving target.
Inventors: |
Estes, Brandon C.; (Chicago,
IL) ; Mastropietro, Michael W.; (Chicago, IL)
; Pryzby, Eric M.; (Skokie, IL) |
Correspondence
Address: |
Michael J. Blankstein
WMS Gaming Inc.
800 South Northpoint Blvd.
Waukegan
IL
60085
US
|
Family ID: |
25372417 |
Appl. No.: |
09/878619 |
Filed: |
June 11, 2001 |
Current U.S.
Class: |
463/20 ; 463/16;
463/21; 463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3211 20130101 |
Class at
Publication: |
463/20 ; 463/16;
463/21; 463/25 |
International
Class: |
A63F 009/24 |
Claims
1. A chance game feature for a gaming machine controlled by a
processor in response to a wager, comprising: a matrix defining an
entrance end, an exit end, and a plurality of paths extending
between the entrance end and the exit end; a plurality of targets
proximate the exit end; an object traversing one of the plurality
of paths and being received by one of the plurality of targets;
target selection means for randomly selecting the receiving one of
the plurality of targets from among the plurality of targets prior
to the object traversing the one of the plurality of paths; and
payout means for awarding a payout based on the receiving one of
the plurality of targets.
2. The game feature of claim 1, further including path selection
means for randomly selecting one of any of the plurality of paths
that lead to the receiving one of the plurality of targets.
3. The game feature of claim 2, wherein the plurality of targets
are moving, and further including means for calculating a position
of the receiving one of the plurality of moving targets when the
object reaches the exit end.
4. The game feature of claim 1, wherein the plurality of targets
are moving, and further including means for calculating a position
of the receiving one of the plurality of moving targets when the
object reaches the exit end.
5. The game feature of claim 4, further including path selection
means for randomly selecting one of any of the plurality of paths
that lead to the position of the receiving one of the plurality of
moving targets.
6. The game feature of claim 1, wherein the matrix is shaped as a
pyramid with only one entrance at the entrance end.
7. A method of operating a chance game feature for a gaming machine
controlled by a processor in response to a wager, the method
comprising: providing a matrix defining an entrance end, an exit
end, and a plurality of paths extending between the entrance end
and the exit end; providing a plurality of targets proximate the
exit end; randomly selecting one of the plurality of targets from
among the plurality of targets; after randomly selecting the one of
the plurality of targets, depicting an object traversing one of the
plurality of paths and being received by the selected one of the
plurality of targets; and awarding a payout based on the selected
one of the plurality of targets.
8. The method of claim 7, further including randomly selecting one
of any of the plurality of paths that lead to the selected one of
the plurality of targets.
9. The method of claim 8, wherein the plurality of targets are
moving, and further including calculating a position of the
selected one of the plurality of moving targets when the object
reaches the exit end.
10. The method of claim 7, wherein the plurality of targets are
moving, and further including calculating a position of the
selected one of the plurality of moving targets when the object
reaches the exit end.
11. The method of claim 10, further including randomly selecting
one of any of the plurality of paths that lead to the position of
the selected one of the plurality of moving targets.
12. The method of claim 7, wherein the matrix is shaped as a
pyramid with only one entrance at the entrance end.
13. A chance game feature for a gaming machine controlled by a
processor in response to a wager, comprising: a matrix defining an
entrance end, an exit end, and a plurality of paths extending
between the entrance end and the exit end; a plurality of moving
targets proximate the exit end; an object traversing one of the
plurality of paths and being received by one of the plurality of
moving targets; and payout means for awarding a payout based on the
receiving one of the plurality of moving targets.
14. The game feature of claim 13, further including target
selection means for randomly selecting the receiving one of the
plurality of moving targets from among the plurality of moving
targets.
15. The game feature of claim 14, wherein the target selection
means randomly selects the receiving one of the plurality of moving
targets prior to the object traversing the one of the plurality of
paths.
16. The game feature of claim 15, further including means for
calculating a position of the receiving one of the plurality of
moving targets when the object reaches the exit end.
17. The game feature of claim 16, further including path selection
means for randomly selecting one of any of the plurality of paths
that lead to the position of the receiving one of the plurality of
moving targets.
18. The game feature of claim 13, wherein the matrix is shaped as a
pyramid with only one entrance at the entrance end.
19. A method of operating a chance game feature for a gaming
machine controlled by a processor in response to a wager,
comprising: providing a matrix defining an entrance end, an exit
end, and a plurality of paths extending between the entrance end
and the exit end; providing a plurality of moving targets proximate
the exit end; depicting an object traversing one of the plurality
of paths and being received by one of the plurality of moving
targets; and awarding a payout based on the receiving one of the
plurality of moving targets.
20. The method of claim 19, further including randomly selecting
the receiving one of the plurality of moving targets from among the
plurality of moving targets.
21. The method of claim 20, wherein randomly selecting the
receiving one of the plurality of moving targets occurs prior to
the object traversing the one of the plurality of paths.
22. The method of claim 21, further including calculating a
position of the receiving one of the plurality of moving targets
when the object reaches the exit end.
23. The method of claim 22, further including randomly selecting
one of any of the plurality of paths that lead to the position of
the receiving one of the plurality of moving targets.
24. The method of claim 19, wherein the matrix is shaped as a
pyramid with only one entrance at the entrance end.
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to gaming machines
for playing games of chance and, more particularly, to an object
drop feature for a gaming machine.
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] A chance game feature for a gaming machine is controlled by
a processor in response to a wager. The feature comprises a matrix,
a plurality of moving targets, and an object. The matrix defines an
entrance end, an exit end, and a plurality of paths extending
between the entrance end and the exit end. The moving targets are
proximate the exit end. The object traverses one of the paths and
is received by one of the targets. The receiving target is randomly
selected from among the plurality of targets prior to the object
traversing the one of the paths. A position of the receiving target
when the object reaches the exit end is calculated, and one of the
paths that lead to the position of the receiving target is randomly
selected. A payout is awarded based on the receiving target.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] The foregoing and other advantages of the invention will
become apparent upon reading the following detailed description and
upon reference to the drawings in which:
[0006] FIG. 1 is a perspective 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 showing a start-bonus
symbol combination in a basic slot game for triggering a cherry
drop bonus feature;
[0009] FIG. 4 is a display screen capture feature, responsive to a
player's selection of one of the symbols in the start-bonus
combination, showing a number of cherry drops to be exercised in
the cherry drop bonus feature;
[0010] FIGS. 5 through 9 are display screen captures showing the
cherry drop bonus feature.
[0011] While the invention is susceptible to various modifications
and alternative forms, specific embodiments have been shown by way
of example in the drawings and will be described in detail herein.
However, it should be understood that the invention is not intended
to be limited to the particular forms disclosed. Rather, the
invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DESCRIPTION OF SPECIFIC EMBODIMENTS
[0012] Turning now to the drawings and referring initially to FIG.
1, there is depicted a gaming machine 10 executing a game of chance
including an cherry drop bonus feature according to the present
invention. 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.
[0013] In one embodiment, the gaming machine 10 is operable to play
a game of chance entitled HOT TOPPINGS having an ice cream parlor
theme. The HOT TOPPINGS game features a basic slot game with five
simulated spinning reels and one or more bonus games triggered by
respective start-bonus outcomes in the basic game. It will be
appreciated, however, that the gaming machine 10 may be implemented
with themes other than an ice cream parlor.
[0014] 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 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 a game outcome, and then stop
the reels to display symbols corresponding to the pre-selected game
outcome. In one embodiment, one of the basic game outcomes causes
the CPU 16 to enter a bonus mode whereby the display 12 shows a
bonus game with animation of a cherry dropped down a sundae dish
matrix.
[0015] 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 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 game are also stored in system memory 20.
[0016] As shown in FIG. 3, the HOT TOPPINGS 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.
[0017] 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.
[0018] 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 CHOCOLATE
CONE symbols along an active pay line, where the award is greater
as the number of CHOCOLATE CONE 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.
[0019] Included among the plurality of basic game outcomes is a
start-bonus outcome for triggering play of a bonus game. 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 bonus
game.
[0020] Three or more CHERRY symbols anywhere on the display trigger
a cherry drop bonus feature. In FIG. 3, three CHERRY symbols are
depicted on the display. In response to triggering the cherry drop
bonus feature, the CHERRY symbols begin to animate and swing back
and forth. The player is prompted to touch one of the CHERRY
symbols. As shown in FIG. 4, the touched CHERRY symbol reveals a
number of cherries (e.g., 4 cherry drops) to be dropped down a
sundae dish matrix in the cherry drop bonus feature. The
non-selected CHERRY symbols reveal what the player would have
received had the player selected those symbols.
[0021] Referring to FIG. 5, the video display then depicts a matrix
60 and a plurality of moving targets 62. The matrix 60 is
preferably in the form of a pyramid of stacked sundae glasses have
a single glass 64 at its top and five glasses 66 at its base. The
top glass 64 defines an entrance end to the pyramid 60, while the
base glasses 66 lead to an exit end 68 of the pyramid 60. A
plurality of paths extend between the top glass 64 and the exit end
68.
[0022] The moving targets 62 are proximate the exit end 68 of the
pyramid 60. The moving targets 62 are preferably in the form of
eight desserts and four Misses 62a (blank/empty areas) on a
revolving carousel. The eight desserts include two Cakes 62b, two
Gelatins 62c, two Malts 62d, and two Sundaes 62e. The desserts are
arranged so that at any given time one of each type of dessert 62b,
62c, 62d, and 62e and two Misses 62a are located in front of the
pyramid 60 and visible to the player, while the remaining four
desserts and two Misses are behind the pyramid 60.
[0023] To the right of the pyramid 60 is Stan the Ice Cream Man
adjacent to his cherry drop machine controls, and above Stan is a
"Drop" cherry touch key. In response to the "Drop" key being
pressed by the player, Stan animates to operate his controls and
drop a cherry out of the machine onto the top glass 64 of the
pyramid 60. As shown in FIGS. 6, 7, 8, and 9, the dropped cherry 70
bounces down the pyramid 60 toward the exit end 68. If the cherry
70 lands on a dessert 62b, 62c, 62d, or 62e (as opposed to a Miss
62a), the CPU awards a multiplier based on which dessert the cherry
70 landed. In FIG. 9, for example, the CPU awards a multiplier of 2
for a cherry landing on the Cake 62b in FIG. 8. The above process a
dropping a cherry 70 down the pyramid 60 and onto either a dessert
or a Miss is repeated until the player uses up all of the awarded
number of drops. The final multiplier for the bonus feature is
equal to the sum of the individual multipliers awarded for each
cherry drop, plus a "gratuity" multiplier equal to the number of
drops the player received. This final multiplier is multiplied by
the player's original wager for playing the basic slot game to
generate a bonus credit amount.
[0024] The CPU executes the cherry drop bonus feature as follows.
First, to associate a number of drops with each CHERRY symbol in
FIGS. 3 and 4, the CPU randomly selects an entry from the following
drop table for each CHERRY symbol:
1 3 3 3 4 4 5
[0025] In the table, each entry represents a number of cherry
drops. Because three drops appears in three out of six entries in
the drop table, the probability that a CHERRY symbol will be
associated with three drops is 50 percent. Because four drops
appears in two out of six entries in the drop table, the
probability that a CHERRY symbol will be associated with four drops
is approximately 33.33 percent. Finally, because five drops appears
in one out of six entries in the drop table, the probability that a
CHERRY symbol will be associated with one drop is approximately
16.67 percent.
[0026] Second, in response to the "Drop" cherry key being pressed
by the player in FIG. 5 but prior to the cherry 70 dropping through
the pyramid 60, the CPU randomly selects an entry from the
following dessert table to determine on which of the moving targets
62 the cherry 70 will land:
2 Miss.sub.1 Sundae Cake Gelatin Malt Miss.sub.2 Sundae Cake
Gelatin Malt
[0027] Because each type of target appears in two out of ten
entries in the dessert table, the probability that the cherry 70
will land on each type of target is 20 percent. In the dessert
table, each possible moving target 62 is associated with a
multiplier that varies depending upon the number of CHERRY symbols
that triggered the bonus feature. These multipliers are shown in
the following multiplier table:
3 3 CHERRY 4 CHERRY 5 CHERRY Miss 0 0 0 Cake 2 4 10 Gelatin 2 4 10
Malt 3 5 20 Sundae 4 10 40
[0028] For example, if three CHERRY symbols triggered the cherry
drop bonus feature as in FIGS. 3 and 4, the Miss 62a is associated
with a multiplier of 0, the Cake 62b is associated with a
multiplier of 2, the Gelatin 62c is associated with a multiplier of
2, the Malt 62d is associated with a multiplier of 3, and the
Sundae 62e is associated with a multiplier of 4. The greater the
number of triggering CHERRY symbols, the greater the multiplier for
each dessert.
[0029] At any given time, each type of moving target 62 and its
associated multiplier is always available because of the manner in
which the targets 62 are arranged. The targets 62 are arranged in
the following sequence: Gelatin, Miss.sub.1, Cake, Malt,
Miss.sub.2, Sundae, Gelatin, Miss.sub.1, Cake, Malt, Miss.sub.2,
and Sundae. At the exit end 68 of the pyramid 60, there are six
target positions on which the cherry 70 can land. Based on the
foregoing sequence, it can be seen that, at any given time, these
six target positions are occupied by two Misses 62a (i.e.
Miss.sub.1 and Miss.sub.2) and one of each type of dessert 62b,
62c, 62d, and 62e. The two Misses 62a are treated separately in the
dessert table and the target sequence as Miss.sub.1 and Miss.sub.2
so that if either Miss.sub.1 or Miss.sub.2 is selected by the CPU
from the dessert table, the dropped cherry 70 will be directed to
the selected one of Miss.sub.1 and Miss.sub.2.
[0030] Third, after the CPU randomly selects one of the moving
targets 62 on which the cherry 70 will land, the CPU calculates the
position in front of the pyramid 60 of the selected target 62 at
the time the cherry 70 reaches the exit end 68. This calculation
may be illustrated with an example in which the selected target 62
is the Cake 62b. Referring to FIG. 6, the cherry 70 may, for
example, require 50 frames of animation to travel from the top
glass 64 of the pyramid 60 to any of the six target positions at
the exit end 68 of the pyramid 60. In 50 frames of animation, each
target 62 may traverse just over five target positions at the exit
end 68 of the pyramid 60. Therefore, if the Cake 62b is the
selected target and is about to be located at the first (leftmost)
target position when the cherry 70 begins its descent from the top
glass 64 (note the Cake 62b trailing the Malt 62d), the Cake 62b
will be located at the fifth (second from rightmost) target
position when the cherry 70 reaches the exit end 68 of the pyramid
60. Therefore, in the illustrated example, the calculated position
when the cherry 70 reaches the exit end 68 is just over five target
positions ahead of the position of the selected target 62 at the
time the cherry 70 begins its descent down the pyramid 60. Of
course, if the selected target 62 will no longer be visible after
it travels five target positions, the CPU instead calculates the
position of the selected target's matching counterpart (there are
pair of each type of target 62 and one of each pair is visible at
any given time) at the time the cherry 70 reaches the exit end 68
of the pyramid 60.
[0031] Fourth, after the CPU calculates the target position of the
selected target 62 at the time the cherry 70 reaches the exit end
68, the cherry 70 animates down the pyramid 60 to this target
position via a path chosen at random from all paths leading to this
target position. In the illustrated example, the CPU randomly
selects one of five paths (shown in dotted lines in FIG. 8) leading
to the fifth target position.
[0032] While the present invention has been described with
reference to one or more particular embodiments, those skilled in
the art will recognize that many changes may be made thereto
without departing from the spirit and scope of the present
invention. 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. Each of these embodiments and
obvious variations thereof is contemplated as falling within the
spirit and scope of the claimed invention, which is set forth in
the following claims.
* * * * *