U.S. patent application number 10/202924 was filed with the patent office on 2003-02-06 for gaming device with a skill based bonus game.
Invention is credited to Nicastro, John P. SR..
Application Number | 20030027619 10/202924 |
Document ID | / |
Family ID | 26898135 |
Filed Date | 2003-02-06 |
United States Patent
Application |
20030027619 |
Kind Code |
A1 |
Nicastro, John P. SR. |
February 6, 2003 |
Gaming device with a skill based bonus game
Abstract
The present invention provides a gaming machine with a basic
game and a bonus game. The basic game can be any game where a bonus
game entry combination can occur to move play to the bonus game. In
one embodiment, the bonus game provides increased player
participation by requiring the player to make key decisions, which
will determine the amount won in the bonus game. The player is
given data that they can use to assess opportunities and risks. By
using the data, the player can use deductive reasoning to make an
informed decision as to whether they should accept or decline a
prize, value or an indicia as revealed or offered, whether they
should pursue a particular path or strategy, or whether they should
pursue additional bonus games. In another embodiment, the bonus
game provides increased player participation by allowing the player
to use their physical skills.
Inventors: |
Nicastro, John P. SR.;
(Chicago, IL) |
Correspondence
Address: |
Frank C. Nicholas
CARDINAL LAW GROUP
Suite 2000
1603 Orrington Avenue
Evanston
IL
60201
US
|
Family ID: |
26898135 |
Appl. No.: |
10/202924 |
Filed: |
July 25, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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60307757 |
Jul 25, 2001 |
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/32 20130101; G07F 17/3244 20130101 |
Class at
Publication: |
463/16 |
International
Class: |
A63F 009/24 |
Claims
We claim:
1. A gaming machine for use by a player having player skills
comprising: a data storage device storing a program for a bonus
game; a processor operably connected to the data storage device,
the processor executing the program for the bonus game on the
occurrence of a bonus game entry combination; a display operably
connected to the processor; and a player input device operably
connected to the processor, wherein the bonus game requires the
player to use the player skills.
2. The gaming machine of claim 1 wherein the player skills are
selected from the group consisting of decision making skills and
physical skills.
3. The gaming machine of claim 1 wherein the display provides data
allowing the player to assess risks and rewards of a plurality of
play opportunities during the bonus game and the player input
device is used by the player to select at least one of the
plurality of play opportunities.
4. The gaming machine of claim 3 wherein the bonus game is selected
from the group consisting of tile games, predator-prey games, cat
and mouse games, matching games, trail games, word puzzle games,
trivia games, mazes, logic based decision making games, and
combinations thereof.
5. The gaming machine of claim 1 wherein the bonus game requires a
physical skill and the player uses the player input device to apply
the physical skill.
6. The gaming machine of claim 5 wherein the bonus game is selected
from the group consisting of driving games, race games, basketball,
handball, toss games, golf, tennis, baseball, racquetball, ping
pong, target shooting, marksmanship games, first person shooter
games, Space Invader-like video games, carnival-type shooting
games, physical skill based games, and combinations thereof.
7. The gaming machine of claim 5 wherein the player input device is
selected from the group consisting of steering wheels, pedals,
balls, targets, basketball hoops, mallets, rackets, bats, golf
clubs, baseball bats, paddles, firearms, video game consoles, and
combinations thereof.
8. The gaming machine of claim 1 wherein the data storage device is
remote from the processor.
9. A gaming machine for use by a player having player skills
comprising: means for playing a basic game having a bonus game
entry combination; and means for playing a bonus game on the
occurrence of the bonus game entry combination, wherein the bonus
game requires the player to use the player skills.
10. The gaming machine of claim 9 wherein the player skills are
selected from the group consisting of decision making skills and
physical skills.
11. The gaming machine of claim 9 wherein the basic game is
selected from the group consisting of slot machine games, poker,
blackjack, and keno.
12. The gaming machine of claim 9 wherein the bonus game provides
data allowing the player to assess risks and rewards.
13. The gaming machine of claim 12 wherein the bonus game is
selected from the group consisting of tile games, predator-prey
games, cat and mouse games, matching games, trail games, word
puzzle games, trivia games, mazes, logic based decision making
games, and combinations thereof.
14. The gaming machine of claim 9 wherein the bonus game is
responsive to physical skills of the player.
15. The gaming machine of claim 14 wherein the bonus game is
selected from the group consisting of driving games, race games,
basketball, handball, toss games, golf, tennis, baseball,
racquetball, ping pong, target shooting, marksmanship games, first
person shooter games, Space Invader-like video games, carnival-type
shooting games, physical skill based games, and combinations
thereof.
16. The gaming machine of claim 9 further comprising means for
displaying a multiplier for the bonus game during the basic
game.
17. The gaming machine of claim 9 further comprising means for
playing an additional bonus game when the bonus game ends.
18. The gaming machine of claim 17 wherein the additional bonus
game is selected from the group consisting of tile games,
predator-prey games, cat and mouse games, matching games, trail
games, word puzzle games, trivia games, mazes, logic based decision
making games, driving games, race games, basketball, handball, toss
games, golf, tennis, baseball, racquetball, ping pong, target
shooting, marksmanship games, first person shooter games, Space
Invader-like video games, carnival-type shooting games, physical
skill based games, and combinations thereof.
19. The gaming machine of claim 17 further comprising means for
offering the player an option of playing the additional bonus game
or returning to the basic game
20. The gaming machine of claim 9 further comprising means for
providing a transition screen between the basic game and the bonus
game.
21. A method for operating a game machine for use by a player
having player skills comprising: providing a basic game to the
player on the game machine, the basic game having a bonus game
entry combination; and switching the game machine to a bonus game
on occurrence of the bonus game entry combination; providing the
bonus game to the player on the game machine, the bonus game
requiring use of the player skills.
22. The method of claim 21 wherein the player skills are selected
from the group consisting of decision making skills and physical
skills.
23. The method of claim 21 further comprising: offering the player
a plurality of play opportunities during the bonus game; and
displaying data allowing the player to assess risks and rewards of
the plurality of play opportunities.
24. The method of claim 23 wherein the bonus game is selected from
the group consisting of tile games, predator-prey games, cat and
mouse games, matching games, trail games, word puzzle games, trivia
games, mazes, logic based decision making games, and combinations
thereof.
25. The method of claim 21 wherein providing the bonus game
requires the player to use physical skills.
26. The method of claim 25 wherein the bonus game is selected from
the group consisting of driving games, race games, basketball,
handball, toss games, golf, tennis, baseball, racquetball, ping
pong, target shooting, marksmanship games, first person shooter
games, Space Invader-like video games, carnival-type shooting
games, physical skill based games, and combinations thereof.
27. The method of claim 21 further comprising providing an
additional bonus game to the player when the bonus game ends.
28. The method of claim 27 further comprising offering the player
an option of playing the additional bonus game or returning to the
basic game.
29. The method of claim 21 wherein the basic game is selected from
the group consisting of slot machine games, poker, blackjack, and
keno.
30. A system for use by a player having player skills comprising:
means for providing a basic game to the player, the basic game
having a bonus game entry combination; means for switching to a
bonus game on occurrence of the bonus game entry combination; and
means for providing the bonus game to the player, the bonus game
requiring use of the player skills.
31. The system of claim 30 wherein the player skills are selected
from the group consisting of decision making skills and physical
skills.
32. The system of claim 30 further comprising: means for offering
the player a plurality of play opportunities during the bonus game;
and means for displaying data allowing the player to assess risks
and rewards of the plurality of play opportunities.
33. The system of claim 30 wherein the means for providing the
bonus game to the player comprises means for providing the bonus
game to the player for the player to use physical skills.
34. The system of claim 30 further comprising means for providing
an additional bonus game to the player when the bonus game
ends.
35. The system of claim 34 further comprising means for offering
the player an option of playing the additional bonus game or
returning to the basic game.
36. A computer readable medium storing a computer program for
operating a game machine for use by a player having player skills,
the computer program comprising: computer readable code for
providing a basic game to the player on the game machine, the basic
game having a bonus game entry combination; computer readable code
for switching to a bonus game on occurrence of the bonus game entry
combination; and computer readable code for providing the bonus
game to the player on the game machine, the bonus game requiring
use of the player skills.
37. The computer readable medium of claim 36 wherein the player
skills are selected from the group consisting of decision making
skills and physical skills.
38. The computer readable medium of claim 36 wherein the bonus game
offers the player a plurality of play opportunities and further
comprising displaying data allowing the player to assess risks and
rewards of the plurality of play opportunities.
39. The computer readable medium of claim 36 wherein the computer
readable code for providing the bonus game to the player on the
game machine comprises computer readable code for providing the
bonus game to the player on the game machine for the player to use
physical skills.
40. The computer readable medium of claim 36 further comprising
computer readable code for providing an additional bonus game to
the player when the bonus game ends.
41. The computer readable medium of claim 40 further comprising
computer readable code for offering the player an option of playing
the additional bonus game or returning to the basic game.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This non-provisional patent application claims priority to
U.S. provisional patent application Ser. No. 60/307,757, filed Jul.
25, 2001.
TECHNICAL FIELD
[0002] The technical field of this disclosure is amusement devices,
particularly, gaming machines having a basic game and a bonus
game.
BACKGROUND OF THE INVENTION
[0003] Gaming machines, such as slot machines, video poker machines
and the like, depend on the gaming machine's popularity to attract
frequent play and increase profitability to the operator.
Popularity depends on the expectation of winning at a particular
game and the entertainment and excitement provided while playing a
particular game. Increasing the entertainment value increases the
profitability.
[0004] One concept that has been successfully employed to enhance
the entertainment value of a game is the concept of a 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. A bonus game
produces a significantly higher level of player excitement than the
basic game because of a greater expectation of winning than the
basic game and of more attractive or unusual video displays and/or
audio.
[0005] U.S. Pat. No. 6,190,255 to Thomas, et al., discloses a bonus
game, in which a player selects, one at a time, from an array of
windows each associated with a bonus game outcome. Credits are
awarded based upon the windows selected and the bonus game ends
upon selection of a window associated with an end-bonus outcome,
unless the player has a bonus game resource obtained in the basic
game.
[0006] While most gaming machines offer the player some
participation, such as starting and stopping the wheels in a video
slot machine or turning cards in a video poker machine, they do not
offer the player data and allow them to evaluate the opportunities
and risks and play accordingly. The player may be frustrated by
thinking that the gaming machine is not acting at random and may be
predetermining the outcome. In addition, gaming machines do not
offer the player games that allow the player to take advantage of
their physical skills. Players are denied the opportunity to
increase their winnings based on their abilities. The gaming
machine owners lose revenue because the players don't try to
improve their skills through repeated play and practice. Player
frustration can reduce the incentive to play, reducing the
profitability of the gaming machine. Lack of player participation
reduces the entertainment value and incentive to play.
[0007] Unlike basic gaming machines such as video poker machines,
which remain popular with players for years, gaming machines with
bonus games can have a rather short earning life due do the games
inability to hold a players interest. The gaming machines with
bonus games may go unused once the novelty wears off, requiring the
casino or operator to replace the machines more often, thereby
increasing their cost of doing business.
[0008] It would be desirable to have a gaming machine that would
overcome the above disadvantages.
SUMMARY OF THE INVENTION
[0009] One aspect of the present invention provides a gaming
machine with a basic game and a bonus game.
[0010] Another aspect of the present invention provides a gaming
machine with a basic game and a bonus game with increased
entertainment value.
[0011] Another aspect of the present invention provides a gaming
machine with a bonus game providing increased player participation
to make key decisions.
[0012] Another aspect of the present invention provides a gaming
machine with a bonus game providing data to the player so they can
use deductive reasoning to make an informed decision regarding
opportunities and risks.
[0013] Another aspect of the present invention provides a gaming
machine with a bonus game providing increased player participation
by allowing the player to use their physical skills.
[0014] The foregoing and other features and advantages of the
invention will become further apparent from the following detailed
description of the presently preferred embodiments, read in
conjunction with the accompanying drawings. The detailed
description and drawings are merely illustrative of the invention,
rather than limiting the scope of the invention being defined by
the appended claims and equivalents thereof.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1 shows a block diagram of a control system suitable
for implementing a gaming machine according to the present
invention;
[0016] FIG. 2 shows a game screen of a basic game for a gaming
machine made in accordance with the present invention;
[0017] FIG. 3 shows a game screen of a basic game for a gaming
machine made in accordance with the present invention having a
plurality of pay lines;
[0018] FIG. 4 shows a transition screen between the basic game and
the bonus game for a gaming machine made in accordance with the
present invention;
[0019] FIG. 5 shows a game screen of a bonus game for a gaming
machine made in accordance with the present invention on entering
the bonus game;
[0020] FIG. 6 shows a game screen of a bonus game for a gaming
machine made in accordance with the present invention in the middle
of the bonus game;
[0021] FIGS. 7A & 7B show a flow chart of a game having a basic
game and a bonus game in accordance with the present invention;
[0022] FIG. 8 shows a game screen of another basic game for a
gaming machine made in accordance with the present invention;
[0023] FIG. 9 shows a transition screen between another basic game
and another bonus game for a gaming machine made in accordance with
the present invention;
[0024] FIG. 10 shows a game screen of another bonus game for a
gaming machine made in accordance with the present invention on
entering the bonus game;
[0025] FIG. 11 shows a game screen of another bonus game for a
gaming machine made in accordance with the present invention in the
middle of the bonus game;
[0026] FIGS. 12-14 show end game screens of another bonus game for
a gaming machine made in accordance with the present invention;
[0027] FIGS. 15A & 15B show a flow chart of another game having
a basic game and a bonus game in accordance with the present
invention;
[0028] FIG. 16 shows a perspective view of a gaming machine made in
accordance with the present invention;
[0029] FIG. 17 shows a transition screen between yet another basic
game and yet another bonus game for a gaming machine made in
accordance with the present invention;
[0030] FIGS. 18 & 19 show game screens of yet another bonus
game for a gaming machine made in accordance with the present
invention; and
[0031] FIG. 20 shows a game screen of yet another bonus game for a
gaming machine made in accordance with the present invention.
BRIEF DESCRIPTION OF THE PRESENTLY PREFERRED EMBODIMENTS
[0032] The present invention provides a gaming machine with a basic
game and a bonus game. The basic game can be any game where a bonus
game entry combination can occur to move the play to the bonus
game. In one embodiment, the bonus game provides increased player
participation by requiring the player to make key decisions and
demonstrate mental dexterity, which will determine the amount won
in the bonus game. The player is given data that they can use to
assess opportunities and risks. In one embodiment, the probability
decisions involve the player making maximum use of a set number of
accept or decline opportunities given the player at the beginning
of the bonus game. By using the data, the player can use deductive
reasoning to make an informed decision as to whether they should
accept or decline a prize, value or an indicia as revealed or
offered, whether they should pursue a particular path or strategy,
or whether they should pursue additional bonus games. In another
embodiment, the bonus game provides increased player participation
by allowing the player to use their physical skills. Physical
skills can include such skills as eye-hand coordination, manual
dexterity, quick reflexes, timing, marksmanship, visual acuity, and
the like. Bonus games requiring physical skills may also require
mental dexterity.
[0033] FIG. 1 shows a block diagram of a control system suitable
for implementing a gaming machine. A gaming device 10 comprises a
processor 12, a data storage device 14, a display 16, and player
input devices 17, a coin/credit detector 18, and a payoff mechanism
19. The processor 12 can be one or more conventional
microprocessors. The data storage device 14 can be a combination of
magnetic, optical and/or semiconductor memory. In one embodiment,
the processor 12 and the data storage device 14 can be located
entirely within a single computer or other computing device. In
other embodiments, the processor 12 and the data storage device 14
can be at separate locations and connected to each other by a
remote communication link, such as a serial port cable, telephone
line or radio frequency transceiver; or a combination of different
communication links. The data storage device 14 can store a program
for controlling the processor 12 so that the gaming machine is
operable to play a game having a basic game and a bonus game.
[0034] The display 16 is a graphical display device, such as a
video monitor of a type used in conventional electronic gaming
devices, for displaying images generated by the processor 12 during
a game. The display 16 can be a dot matrix, CRT, LED, or
electro-luminescent display, or the like as known to those skilled
in the art. The player input devices 17 include input devices well
known in the art, such as a touch screen for generating a signal
indicative of a location on the touch screen that is touched or
pressed by a player, and/or buttons which indicate player commands
and selections when actuated. For bonus games involving physical
skill, the player input devices 17 can include an input device as
used in the actual activity, such as steering wheels and pedals for
driving or race games; balls and targets for basketball, handball,
and toss games; balls and striking implements (mallets, rackets,
bats) for golf, tennis, baseball, racquetball, ping pong games; and
firearms and targets for target shooting, marksmanship, first
person shooter games, Space Invader-like video games, and
carnival-type shooting games. Those skilled in the art will
appreciate that a number of arrangements of player input devices
with appropriate sensors are possible to simulate a particular game
requiring physical skill.
[0035] The coin/credit detector 18 and the payoff mechanism 19
provide a mechanism for transferring coins or credits to and from
the player. In one embodiment, the coin/credit detector 18 can be a
coin acceptor and the payoff mechanism 19 can be a coin payout
hopper. In another embodiment, the coin/credit detector 18 can be a
magnetic card reader and the payoff mechanism 19 can be a magnetic
card writer. In yet another embodiment, the coin/credit detector 18
and the payoff mechanism 19 can be remote devices or connected to
remote devices that allow the player to access credit sources and
deposit to their accounts.
[0036] In one embodiment, the gaming device 10 can be a stand alone
electronic or electromechanical device similar to those installed
in casinos. In another embodiment, the gaming device 10 may be
implemented as software that directs one or more computers, such as
conventional personal computers based on Intel microprocessors
often found in businesses or homes. Furthermore, software
implementations of the gaming device 10 may be operative to
implement gaming over networks, such as the Internet, virtual
private networks, or private dial-up networks.
[0037] FIG. 2 shows a game screen of a basic game for a gaming
machine. The game screen 20 comprises a title area 22, a message
area 24, a reel area 26, a reel spin status bar 28, and a dashboard
30. The basic game screen is the main interface between the player
and the basic game. In one embodiment, the basic game is a video
slot machine game. In other embodiments, the basic game can be
another video game, such as video poker, video blackjack, video
keno, or the like.
[0038] The title area 22 provides an area for a game title and
other graphic information. The message area 24 can display
different messages as the game progresses, such as "GOOD LUCK"
after the player presses the reel spin button, instructions on how
many bonus symbols pay a bonus if the player does not win, or the
number of credits won on the reel spin if the player wins.
[0039] The reel area 26 comprises a left line bet icon area 32, a
right line bet icon area 34, and a plurality of reels 36. Each of
the plurality of reels 36 has a plurality of reel symbols 38
showing on the reel 36, such as Red 7, White 7, Blue 7, Triple Bar,
Double Bar, Bar, Watermelon, Plum, Cherry, and Pineapple. Such
symbols are traditional in the field of slot machine gaming devices
and will be well recognized by those skilled in the art. The reel
symbols 38 on each reel 36 appear in a set order such that the reel
strips are the same during a given game. Certain symbols can be
layered, such as a Red 7 over a Double Bar, for example, so that
either symbol will pay when adjacent to the corresponding like
symbols, i.e., either a series of Red 7s or a series of Double Bars
will pay with a Red 7 over a Double Bar in the series. In addition,
the reel symbols can be bonus symbols 40 such that a predetermined
number of adjacent bonus symbols 40 pay a bonus and switch the
gaming machine from the basic game to the bonus game. Certain
symbols can be wild cards, matching any adjacent symbol. In one
embodiment, the reel area can display five reels, with each reel
showing three reel symbols at a time.
[0040] The left line bet icon area 32 and the right line bet icon
area 34 each have an equal number of a plurality of line bet icons
42. Each of the plurality of line bet icons 42 in one line bet icon
area corresponds to a pay line 44 that crosses the reel area 26 and
terminates in the opposite line bet icon area. The pay line 44 can
cross the reel area 26 horizontally or can zigzag across the reel
area 26. There can be a plurality of pay lines as discussed for
FIG. 3 below. A predetermined number of adjacent reel symbols
occurring on a pay line 44 determines a winning reel spin or bonus.
Each line bet icon 42 in the left line bet icon area 32 can be
color coded to match its corresponding line bet icon 42 in the
right line bet icon area 34. The player can select the number of
play lines to bet and the amount bet on each play line. The line
bet icon 42 can indicate the number of credits per pay line bet,
with the line bet icon 42 deactivated by turning its color to black
or a dark gray if a pay line is not bet.
[0041] FIG. 3, in which like elements have like reference numbers
with FIG. 2, shows a game screen having a plurality of pay lines
44. The gaming machine can control the order in which the player
selects the pay lines to bet or can leave it to the player to
select any play lines desired. In one embodiment, the pay lines
horizontally across the reel area 26 must be selected before any
diagonal pay lines are allowed. The more pay lines selected, the
greater the chance of three of the same reel symbols appearing
consecutively along a pay line.
[0042] Referring to FIG. 2, The reel spin status bar 28 provides
space for messages indicating the number of credits won for each
pay line or "GAME OVER" at the completion of each game. The color
of the "number of credits won" message can correspond with the
color of the winning pay line.
[0043] The dashboard 30 comprises a window area 45 and a button
area 46. The window area 45 provides information to the player,
while the button area 46 takes input from the player.
[0044] The window area 45 contains a player credit window 48, a
number of lines bet window 50, a bet per line window 52, a total
bet window 54, and a paid credit window 56. The player credit
window 48 shows the credits available to the player. The number of
lines bet window 50 displays the number of pay lines the player is
betting on the next spin. The bet per line window 52 displays the
number of credits per line the player is betting on the next spin.
The total bet window 54 displays total bet, i.e., the number of pay
lines bet times the number of credits per line. The total bet must
be less than the credits available to the player. The paid credit
window 56 displays the amount won by the player on the last spin.
Numerical limits can be set for number of pay lines bet, number of
credits bet per line, or total bet, if desired.
[0045] The button area 46 contains a collect winnings button 58, a
display help button 60, a show pay tables button 62, a select pay
lines button 64, a indicate bet per line button 66, a bet maximum
button 68, and a spin reels button 70. The collect winnings button
58 dispenses the credits available to the player. The display help
button 60 provides help information to the player to assist them in
playing the game. The show pay tables button 62 displays the pay
table for the game. The select pay lines button 64 increases the
number of pay lines selected by a value of one each time the select
pay lines button 64 is pressed. If the value reaches a numerical
maximum, the number resets to the minimum. The indicate bet per
line button 66 increases the number of credits bet per line by a
value of one each time the indicate bet per line button 66 is
pressed. If the value reaches a numerical maximum, the number
resets to the minimum. The bet maximum bet button 68 automatically
bets the maximum bet (the total number of play lines available at
the maximum bet per play line) and initiates a reel spin. The spin
reels button 70 initiates a reel spin and can also stop the reel
spin to speed up play.
[0046] The player initiates a reel spin by depressing the spin
reels button 70 or the bet maximum bet button 68. When the reels
stop spinning after a reel spin, each pay line is evaluated to
determine if it is a winner. If a pay line is a winner, the entire
pay line is highlighted and flashes. For layered symbols involved
in a win, the non-winning layer can gray out during the flash. In
addition, the reel spin status bar 28 displays the number of
credits won for each pay line. If more than one pay line wins, each
winning pay line with the number of credits won is shown
sequentially in a continuing loop to communicate to the player
which pay lines hit and the number of credits won for each.
[0047] FIG. 4 shows a transition screen between the basic game and
the bonus game for a gaming machine. Various transition screens can
be used to build the player's anticipation and excitement on
reaching the bonus game and to increase the entertainment value.
The transition screens can include animation and sound. In one
embodiment, when a player gets three or more bonus symbols on
adjacent reels along a pay line while in the basic game (a bonus
game entry combination), the player is taken to a transition screen
80. The transition screen 80 can consist of a cartoon type MC
character 82 standing in front of the bonus game screen 84. The
bonus game screen 84 can first be shown with the bonus values and
stopper values (ZONKs) of all tiles 86 exposed. The MC character 82
can make an announcement, such as "It's time to play Take It or
Leave It, where you choose what prizes you want to keep. It's all
up to you. Okay, let's scramble the prizes and let's get ready to
play and Goooooood Luck." The bonus game screen 84 can then be
animated to reverse the tiles 86 so that the bonus values and
stopper values of all tiles 86 are covered, then to scramble the
tiles 86. FIG. 4 shows the tiles 86 being scrambled. Once the
animated transition screen has finished, the gaming machine can
proceed to the bonus game. In another embodiment, the transition
screen between the basic game and the bonus game can be omitted to
speed play, so that the gaming machine proceeds directly to the
bonus game when a player gets three or more bonus symbols on
adjacent reels along a pay line while in the basic game (a bonus
game entry combination).
[0048] FIG. 5 shows a game screen of a bonus game for a gaming
machine on entering the bonus game. The game screen 100 comprises a
title area 102, a status area 104, a tile area 106, a Leave It
button 108, a Leave It window 110, a Take It button 112, a Take It
window 114, a total window 116, a points won window 118, and a paid
window 120. The bonus game screen is the main interface between the
player and the bonus game. In one embodiment, the bonus game is a
tile game. In other embodiments, the bonus game can be another
video game offering the player increased participation and logic
based decision making. Examples of such games are games that
require matching like objects, trail games requiring directional
decisions to reach a target area, word puzzle or trivia type games,
mazes, or any game that allows or requires a decision due to a
plurality of multiple possible outcomes, especially when the player
is provided with a status area showing possible outcomes or
choices. Combinations of the example games can also be used.
[0049] The title area 102 provides an area for a game title and
other graphic information. The total window 116 shows the total
credits the player holds on entering the bonus game, the points won
window 118 shows the credits won during the bonus game, and the
paid window 120 shows the credits paid to the player when the bonus
game ends.
[0050] The tile area 106 comprises a plurality of tiles 122. In one
embodiment, the tiles 122 can be arranged in a rectangular grid,
such as a four by six grid. Other patterns of tiles, such as
circular segments, portions of an illustration in the manner of a
mosaic, or the like, can be used as desired to integrate the design
with the graphical elements and the gaming machine theme. Each tile
122 has an associated tile value or stopper value. The tile value
is the number of credits the player receives if they select and
take the tile. In other embodiments, the tile value can be a
picture of a good, such as a television or a refrigerator, or other
indicia of value representing a prize associated with the tile. The
stopper value ends the bonus game if the player selects it and
cannot leave it. The status area 104 comprises a plurality of tile
value indicators 124 and stopper indicators 126. One indicator
corresponding to the tile value or stopper value of the tile is
provided for each tile 122. The tile 122 can be animated so that
the tile 122 appears to rotate or slide to the side to reveal the
tile value or stopper value when the player selects the tile 122.
The player can select the tile using a video cursor, touching a
tile on a video touch screen, or other method of human-computer
interface.
[0051] The Take It window 114 displays the number of opportunities
remaining in the bonus game for the player to choose tiles 122. The
Leave It window 110 displays the number of opportunities the player
has to leave tiles 122 after choosing a tile and learning its value
or learning that it is a stopper. The value in the Take It window
114 decreases by one each time the player chooses a tile and does
not leave it. The Leave It window 110 decreases by one each time
the player chooses to leave a tile they have selected. The player
uses the Take It button 112 to accept a tile they have chosen and
uses the Leave It button 108 to leave a tile they have chosen. The
initial values for the Take It window 114 and the Leave It window
110 on entering the bonus game can be selected based on the desired
payout and regulatory constraints. In one embodiment, the initial
value for the Take It window 114 is two for each pay line bet at
the time the bonus entry event occurs. The initial value for the
Leave It window 110 can be based on the number of adjacent bonus
symbols occurring along a pay line in the basic game, e.g., three
adjacent bonus symbols provide an initial value of one, four
adjacent bonus symbols provide an initial value of two, and five
adjacent bonus symbols provide an initial value of three. In
another embodiment, random number multipliers can be determined and
applied to the initial values for the Take It window 114 and the
Leave It window 110.
[0052] FIG. 6, in which like elements have like reference numbers
with FIG. 5, shows a game screen of a bonus game for a gaming
machine in the middle of the bonus game. The player has selected
and taken first tile 130 having a tile value of 225 and second tile
132 having a tile value of 450. The player selected third tile 134
having a tile value of 90, but left it in hopes of selecting a tile
having a larger tile value, as indicated by the LEAVE IT legend on
the tile. The player also selected fourth tile 136 having a stopper
value, but left it so that they could continue with the bonus game,
as indicated by the LEAVE IT legend on the tile. The status area
104 shows the values for the first tile 130, second tile 132, third
tile 134, and fourth tile 136 of 225, 450, 90, and stopper (ZONK),
respectively, grayed out to indicate that those tiles have been
selected and are no longer available. The Take It window 114 value
of ten shows that the player can take ten more tiles. The Leave It
window 110 value of one shows that the player can leave one more
selected tile with a numerical value or a stopper value. In this
example, the bonus game can continue until the player selects and
takes ten tiles, leaves one tile and selects and takes tiles until
selecting a tile with a stopper value, or selects a tile with a
stopper value and mistakenly takes it. The total window 116 shows
the total credits of 365 the player holds on entering the bonus
game, the points won window 118 shows the credits of 675 won during
the bonus game (225+450), and the paid window 120 shows the credits
paid to the player of zero because the bonus game has not reached
the end.
[0053] FIGS. 7A & 7B show a flow chart of a game having a basic
game and a bonus game. The game comprises a basic game 200 and a
bonus game 300. The basic game 200 can be any game of chance or
skill where a predetermined result or combination can be used to
trigger entry to the bonus game 300. The bonus game 300 can be any
game of chance or player skill adding excitement to the game and
providing additional opportunities for the player to continue play.
The player skills can be decision making skills or physical skills.
In one embodiment, the game in the basic game 200 is a video slot
machine game. In other embodiments, the game in the basic game 200
can be another video game, such as video poker, video blackjack,
video keno, and the like. In one embodiment, the game in the bonus
game 300 is a tile game. In other embodiments, the game in the
bonus game 300 can be another video game offering the player
increased participation and logic based decision making. Examples
of such games are games that require matching like objects, trail
games requiring directional decisions to reach a target area, word
puzzle or trivia type games, mazes, or any game that allows or
requires a decision due to a plurality of multiple possible
outcomes, especially when the player is provided with a status area
showing possible outcomes or choices. In yet other embodiments, the
game in the bonus game 300 can be another game offering the player
increased participation and requiring physical skills. Examples of
such games are driving games, race games, basketball, handball,
toss games, golf, tennis, baseball, racquetball, ping pong, target
shooting, marksmanship games, first person shooter games, Space
Invader-like video games, carnival-type shooting games, physical
skill based games, and the like. Bonus games requiring physical
skills may also require mental dexterity. Combinations of the
example games can also be used.
[0054] At block 202, the player establishes credit, by inserting
coins or tokens in a coin acceptor, by inserting a magnetic card or
other machine-readable medium into a magnetic card reader, by
drawing from an Internet credit account, or the like. The credit
amount can be indicated in the player credit window. The player
establishes the total bet and the combinations they are betting on
at block 204. In a video slot machine embodiment, the player
selects the number of pay lines to bet and the bet per pay line.
The player initiates play at block 206 by pushing a software button
simulated on the display or an electromechanical button, and play
continues until the gaming machine stops at block 208. The total
bet can be deducted from the player credit on initiation of play.
In a video slot machine embodiment, random numbers are generated
for each of the reels and the reel spinning is simulated
graphically. The reels stop with the reel symbols corresponding to
the random numbers at the center location of each reel and the
adjacent reel symbols determined from a predetermined reel strip
layout immediately above and below the randomly selected center
position symbol.
[0055] At block 210, the play results are evaluated to determine if
a winning combination has occurred. Typically, the play results are
evaluated against a win combinations payout table, which shows the
amount won for a given combination. For example, the win
combinations payout table for a video slot machine embodiment can
show the credits won for a given number of adjacent reel symbols
along a pay line for the various reel symbols. If a winning
combination has not occurred, the basic game ends at block 212. If
a winning combination has occurred, the credits won can be added to
the player credit at block 214 and the play results can be
evaluated at block 216 to determine if a bonus combination has
occurred, i.e., if a bonus game entry combination has occurred. If
no bonus combination has occurred, the basic game ends at block
218. In a video slot machine embodiment, the bonus combination can
be three or more adjacent bonus symbols along a play line. If a
bonus combination has occurred, the game enters the bonus game. In
one embodiment, the game can provide a multimedia transition screen
between the basic game and the bonus game to increase player
anticipation and excitement. In another embodiment, the game can go
directly from the basic game and the bonus game to speed play.
[0056] At block 302, the game enters the bonus game and sets the
bonus game initial values. The bonus game initial values can be
generated randomly or can depend on values from the basic game,
such as bets made, credits won, time of play, or the like. In a
basic game video slot machine embodiment with a bonus game tile
game embodiment, the bonus game initial values can be the number of
Take Its (opportunities to select a tile) and Leave Its
(opportunities to leave a selected tile). In one embodiment, the
initial number of Take Its can be two for each pay line bet at the
time the bonus game entry occurs. The initial number of Leave Its
can be based on the number of adjacent bonus symbols occurring
along a pay line in the basic game, e.g., three adjacent bonus
symbols provide an initial number of one, four adjacent bonus
symbols provide an initial number of two, and five adjacent bonus
symbols provide an initial number of three. In another embodiment,
the player can be allowed to purchase more Take Its or Leave Its
opportunities as the game enters the bonus game.
[0057] At block 304, the player begins play in the bonus game. In a
tile game embodiment, the player selects a tile to reveal the
hidden tile value or stopper value. If the tile has a stopper value
(ZONK) at block 306 and the number of Leave Its (LI) is zero at
block 308, the bonus game ends at block 310. If the player likes
the tile value, they can take it at block 312, and, if the tile
doesn't have a stopper value at block 314, the points won value is
increased by the tile value at block 316, the number of Take Its
(TI) is reduced by one at block 318, and the number of Take Its
(TI) is checked at block 320 to determine if the bonus game should
be over at block 310 or if the bonus game should continue with
selection of another tile at block 304. If the player takes a tile
at block 312 and its determined to have a stopper value at block
314, the bonus game ends at block 310. If the player uses a Leave
It (LI) to leave a selected tile at block 312 to avoid a stopper
value or in hopes of gaining a larger tile value on a later pick,
the number of Leave Its is checked at block 322 to verify that
there are Leave Its remaining, then the number of Leave Its is
reduced by one at block 324 and the player returns to the step of
picking a tile at block 304. If the number of Leave Its is zero
when checked at block 322, the play returns to block 312 so the
player can take the selected tile. The bonus game continues until
the Take Its are gone, or a stopper value is or must be taken. In
another embodiment, the player can be allowed to purchase more Take
Its or Leave Its opportunities to continue play, rather than
exiting the bonus game. On exiting the bonus game, the points won
value is added to the player's credits and the game returns to the
basic game.
[0058] The various graphical elements of the gaming machine display
can be updated as the game proceeds. In the basic game, for
example, the player credit window can be updated with the amount of
credit established at block 202, the reels can be spun on
initiating play at block 206, and the paid credit window can be
updated with the amount of winnings at block 214. In the bonus
game, for example, the tile value indicators and stopper indicators
of the status area can be lined or grayed out as the selected tile
is taken or left at block 312, the LEAVE IT legend can be applied
to the selected tile as the selected tile is left at block 312, the
Leave It window can be updated when decrementing the number of
Leave Its at block 324, the Take It window can be updated when
decrementing the number of Take Its at block 318, and the points
won window can be updated when increasing the points won value at
block 316.
[0059] FIG. 8, in which like elements have like reference numbers
with FIG. 2, shows a game screen of another basic game for a gaming
machine. The plurality of reel symbols 38 in this embodiment is a
variety of comical characters, such as cats and mice, and
traditional symbols, such as fruit. In addition, the reel symbols
can be bonus symbols 40 such that a predetermined number of
adjacent bonus symbols 40 pay a bonus and switch the gaming machine
from the basic game to the bonus game. The gaming machine can also
provide a plurality of pay lines (not shown) to allow a variety of
betting and winning combinations.
[0060] The title area 22 includes a multiplier display 23 to show
the multiplier by which the bonus points won in the bonus game will
be multiplied on successfully completing the bonus game. The
multiplier display 23 increases the entertainment value of the
gaming machine by displaying the potential reward multiplier
available to increase winnings in the bonus game. The value of the
multiplier can be based on player controlled factors to encourage
increased bets, such as the credits bet per line or the number of
pay lines selected, or factors to encourage increased play, such as
player time on the particular gaming machine.
[0061] FIG. 9 shows a transition screen between another basic game
and another bonus game for a gaming machine. Various transition
screens can be used to build the player's anticipation and
excitement on reaching the bonus game and to increase the
entertainment value. The transition screens can include animation
and sound. In one embodiment, when a player gets three or more
bonus symbols on adjacent reels along a pay line while in the basic
game (a bonus game entry combination), the player is taken to a
transition screen 480. The transition screen 480 provides
instructions on how to play the bonus game. In another embodiment,
the transition screen between the basic game and the bonus game can
be omitted to speed play and if the bonus game is
self-explanatory.
[0062] FIG. 10 shows another game screen of a bonus game for a
gaming machine on entering the bonus game. The game screen 500
comprises a title area 502, a cat token window 504, a mouse token
window 506, a game field 508, a bonus window 510, and a paid window
512. The bonus game screen is the main interface between the player
and the bonus game. The player can make game choices through
selection buttons (not shown) on the game screen 500 or through
buttons on the gaming machine console. In one embodiment, the
player can touch the game field 508 on the game screen 500 to
direct the mouse to the next mouse hole.
[0063] The title area 502 provides an area for a game title and
other graphic information. The bonus window 510 shows the credits
won during the bonus game, and the paid window 512 shows the
credits paid to the player when the bonus game ends. The game field
508 comprises a starting position 514, a plurality of mouse holes
516, bridges 518, and an ending position 520, wherein the bridges
518 provide at least one path from the starting position 514 to the
ending position 520 through the plurality of mouse holes 516. The
ending position 520 also includes a multiplier display 522, which
shows the multiplier by which the bonus points won in the bonus
game will be multiplied on successfully completing the bonus game.
The multiplier display could appear elsewhere on the game screen
500 if desired.
[0064] The pattern of the mouse holes 516 can be arranged as
desired to integrate the design with the graphical elements and the
gaming machine theme. The pattern, number, and connection of the
mouse holes 516 can be set to determine the difficulty of the game.
For example, bridges can be omitted so bridges do not connect a
particular mouse hole with every adjacent mouse hole. The
particular bridges omitted can change from game to game or from
level to level. In another embodiment, the bridges can be dynamic,
coming and going as the round of the bonus game proceeds. Those
skilled in the art will appreciate that a number of combinations of
the game field are possible to enhance entertainment value.
[0065] The object of this bonus game is to cross the game field 508
from the starting position 514 to the ending position 520 through
the plurality of mouse holes 516. In one embodiment, each bridge
can disappear after the player crosses the bridge from one mouse
hole to the next, so that if the player moves without strategy the
player risks being trapped and unable to reach the ending position
520. The player is allotted a predetermined number of lives
represented by the number of mouse tokens 524 and risks
encountering a predetermined number of cats represented by the
number of cat tokens 526.
[0066] Play begins with one of the mouse tokens 524 leaving the
mouse token window 506 and traveling to the starting position 514.
The mouse holes 516 accessible from the starting position 514
display a question mark to indicate the mouse holes 516 are
accessible to the active mouse token 524 at the starting position
514. The embodiment shown in FIG. 10 has only one mouse hole 516
accessible from the starting position 514, but the starting
position could be connected to more than one mouse hole. Mouse
holes 516 which have been visited previously may also be
accessible, although no bonus points will be awarded since they
have already been uncovered. The player selects the mouse hole 516
to which they wish to move, and the active mouse token 524 travels
to the selected mouse hole 516, the bridge 518 collapsing behind
the active mouse token 524 so that no return to the starting
position 514 by that route is possible.
[0067] The selected mouse hole 516 conceals an associated cheese or
cat, which is uncovered when the mouse token 524 reaches the
selected mouse hole 516. If a cheese is uncovered, bonus points are
awarded and added to the bonus point total in bonus window 510. The
number of bonus points awarded can be the amount bet on entering
the bonus game, or can be a different amount, such as a randomly
generated amount. The player can then continue play by selecting
another accessible mouse hole 516. If a cat is uncovered, no bonus
points are awarded, and one of the cat tokens 526 in the cat token
window 504 is crossed off to indicate the number of cats that have
been found out of the total number of cats. This provides
information to the player to allow them to make strategic decisions
about the risk of going to more mouse holes 516 to collect more
bonus points versus the risk of going toward the ending position
520 to collect the bonus points earned times the multiplier. If the
player has lives remaining, a mouse token 524 leaves the mouse
token window 506 and travels to the most recently selected mouse
hole 524, where the player can continue by selecting another
accessible mouse hole 516. Play ends when the mouse is trapped,
when no lives remain, or when the mouse reaches the ending position
520.
[0068] FIG. 11, in which like elements have like reference numbers
with FIG. 10, shows a game screen of another bonus game for a
gaming machine in the middle of the bonus game. The cat tokens 526
in the cat token window 504 indicate two cats have been uncovered
and two remain. The mouse token window 506 is empty indicating no
lives remain. The bonus window 510 indicates that 225 credits have
been won in the bonus game thus far. Seven mouse holes 516
indicated by the mouse holes with triangles have been uncovered and
ten remain. The current position is indicated by the mouse hole 516
occupied by the mouse token 524. To maximize the amount won in the
bonus game, the player must make decisions on how to proceed based
on the data to assess the opportunities and risks.
[0069] The player has a number of play opportunities. The player
can uncover more mouse holes 516 to increase the bonus points won,
but risks uncovering one of the two remaining cats and ending the
game without reaching the ending position 520 to earn the
multiplier. The player can head directly toward the ending position
520 to reduce the risk of uncovering one of the two remaining cats
and to earn the multiplier, but then forgoes the chance of
collecting more bonus points and still risks uncovering a cat en
route. If the player mistakenly selects the mouse hole 516
connected to the occupied mouse hole 516 (identified by the mouse
token 524) by a single bridge and not connected to any other mouse
hole 516, the bridge 518 will disappear after the player crosses
and the player will be trapped with no further movement
possible.
[0070] FIGS. 12-14 show end game screens of another bonus game for
a gaming machine. FIG. 12 shows an end game screen for a game
ending when the mouse is trapped and no further moves are possible.
The reward panel 530 displays the outcome and the bonus points
awarded. FIG. 13 shows an end game screen for a game ending when
the mouse has run out of lives and encountered a cat. The reward
panel 530 displays the outcome and the bonus points awarded. FIG.
14 shows an end game screen for a game ending when the mouse
reaches the ending position, earning the multiplier. The reward
panel 530 displays the outcome, the bonus points earned, the
multiplier value, and the bonus points awarded (the bonus points
earned times the multiplier value). In one embodiment, a final game
screen revealing the cats' position in the mouse holes can be
displayed, so the player can evaluate their strategy and apply what
they learn to future games.
[0071] In one embodiment, the player can return to the basic game
and continue play. In another embodiment, the player can be
presented with the option of returning to the basic game and
continuing play, or wagering some or all of the bonus points earned
in the bonus game and continuing with a next level of the bonus
game. In one embodiment, the player could have the option of adding
to the wager. The next level could be the same bonus game with the
same level of difficulty, the same bonus game with a greater level
of difficulty (for example--more cats, fewer lives, fewer bridges)
and a greater reward (for example--more points per mouse hole,
larger multiplier), or can be a different bonus game selected by
the player or chosen by the gaming machine at random. Different
bonus games can be any video game offering the player increased
participation and logic based decision making, such as any game
that allows or requires a decision due to a plurality of multiple
possible outcomes, especially when the player is provided with a
status area showing possible outcomes or choices. The player can
continue through levels of the additional levels of the bonus games
until losing or reaching a predetermined limit, when the bonus
games end and the player returns to the basic game and continues
play.
[0072] FIGS. 15A & 15B show a flow chart of another game having
a basic game and a bonus game in accordance with the present
invention. The game comprises a basic game 600 and a bonus game
700. The basic game 600 can be any game of chance or player skill
where a predetermined result or combination can be used to trigger
entry to the bonus game 700. The player skills can be decision
making skills or physical skills. The bonus game 700 can be any
game of chance or skill adding excitement to the game and providing
additional opportunities for the player to continue play. In one
embodiment, the game in the basic game 600 is a video slot machine
game. In other embodiments, the game in the basic game 600 can be
another video game, such as video poker, video blackjack, video
keno, and the like. In one embodiment, the game in the bonus game
700 is a predator-prey game such as cat and mouse. In other
embodiments, the game in the bonus game 700 can be another video
game offering the player increased participation and logic based
decision making. Examples of such games are tile games, games that
require matching like objects, trail games requiring directional
decisions to reach a target area, word puzzle or trivia type games,
mazes, or any game that allows or requires a decision due to a
plurality of multiple possible outcomes, especially when the player
is provided with a status area showing possible outcomes or
choices. In yet other embodiments, the game in the bonus game 700
can be another game offering the player increased participation and
requiring physical skills. Examples of such games are driving
games, race games, basketball, handball, toss games, golf, tennis,
baseball, racquetball, ping pong, target shooting, marksmanship
games, first person shooter games, Space Invader-like video games,
carnival-type shooting games, physical skill based games, and the
like. Bonus games requiring physical skills may also require mental
dexterity. Combinations of the example games can also be used.
[0073] At block 602, the player establishes credit, by inserting
coins or tokens in a coin acceptor, by inserting a magnetic card or
other machine-readable medium into a magnetic card reader, by
drawing from an Internet credit account, or the like. The credit
amount can be indicated in the player credit window. The player
establishes the total bet and the combinations being betting on at
block 604. In a video slot machine embodiment, the player selects
the number of pay lines to bet and the bet per pay line. The player
initiates play at block 606 by pushing a software button simulated
on the display or an electromechanical button, and play continues
until the gaming machine stops at block 608. The total bet can be
deducted from the player credit on initiation of play. In a video
slot machine embodiment, random numbers are generated for each of
the reels and the reel spinning is simulated graphically. The reels
stop with the reel symbols corresponding to the random numbers at
the center location of each reel and the adjacent reel symbols
determined from a predetermined reel strip layout immediately above
and below the randomly selected center position symbol.
[0074] At block 610, the play results are evaluated to determine if
a winning combination has occurred. Typically, the play results are
evaluated against a win combinations payout table, which shows the
amount won for a given combination. For example, the win
combinations payout table for a video slot machine embodiment can
show the credits won for a given number of adjacent reel symbols
along a pay line for the various reel symbols. If a winning
combination has not occurred, the basic game ends at block 612. If
a winning combination has occurred, the credits won can be added to
the player credit at block 614 and the play results can be
evaluated at block 616 to determine if a bonus combination has
occurred. If no bonus combination has occurred, the basic game ends
at block 618. In a video slot machine embodiment, the bonus
combination can be three or more adjacent bonus symbols along a
play line. If a bonus game entry combination has occurred, the game
enters the bonus game. In one embodiment, the game can provide a
transition screen between the basic game and the bonus game to
provide instructions for the bonus game and to increase player
anticipation and excitement. In another embodiment, the game can go
directly from the basic game and the bonus game to speed play.
[0075] At block 702, the game enters the bonus game and sets the
bonus game initial values. The bonus game initial values can be
generated randomly or can depend on values from the basic game,
such as bets made, credits won, time of play, or the like. In a
basic game video slot machine embodiment with a bonus game
predator-prey embodiment, such as cat and mouse, the bonus game
initial values can include the game field arrangement and
parameters (number of mouse holes, bridge to mouse hole ratio and
arrangement, stationary bridges or dynamic bridges), the number of
cats hidden in the mouse holes represented by the number of cat
tokens, the number of lives represented by the number of mouse
tokens, the multiplier value, and the number of bonus points
awarded for each mouse hole. In one embodiment, the multiplier
value can be based on player controlled factors such as the credits
bet per line or the number of pay lines selected. Alternatively,
the multiplier value can be based on factors to encourage increased
play, such as player time on the particular gaming machine. In one
embodiment, the number of bonus points awarded can be the amount
bet on entering the bonus game. Alternatively, the number of bonus
points awarded can be a randomly generated amount or a different
number of bonus points for different mouse holes.
[0076] At block 704, the player begins play in the bonus game by
selecting a mouse hole. If the mouse hole is the ending position at
706 such that the mouse has traversed the game field, the bonus
points won are multiplied by the multiplier value to calculate the
bonus points awarded at 708. Reaching the ending position is
unlikely for a first player move. The bonus points awarded are
added to the bonus window at 710 and the bonus game ends at
712.
[0077] If the mouse hole is not the ending position at 706, the
mouse position is checked at 714 to see if the mouse is trapped,
i.e., the mouse is no longer able to move to another mouse hole. If
the mouse is trapped, the bonus points from the last mouse hole are
added to the bonus window at 710 and the bonus game ends at 712. If
the mouse is not trapped, the mouse hole is checked at 716 to see
if it contains a cat. If the mouse hole contains a cat, the
remaining number of lives is checked at 718. If no lives remain,
the bonus game ends at 712. If lives remain, the number of lives is
decremented at 720 and the play continues with selection of another
mouse hole at 704. If the mouse hole did not contain a cat at 716,
the bonus points are added to the bonus window at 722 and the play
continues with selection of another mouse hole at 704.
[0078] Play in the bonus game continues until the mouse reaches the
ending position, is trapped, or encounters a cat and has run out of
lives. When the bonus game ends at 712, the play returns to the
basic game. In another embodiment, the player can have the option
of continuing to additional levels of bonus games or collecting
their winnings and returning to the basic game.
[0079] FIG. 16 shows a perspective view of a gaming machine made in
accordance with the present invention. In this embodiment, the
gaming machine theme can be a miniature golf game. The gaming
machine 800 includes a display 802, input buttons 804, putter 806,
and ball 808. The putter 806 and ball 808 can be conventional
objects as used in playing golf, with wired or wireless sensors
attached to provide motion of the putter 806 and ball 808 to the
gaming machine 800. In another embodiment, the ball 808 can be a
projected image rather than a physical object. The player can play
the basic game, such as a slot machine game, using the input
buttons 804. On the occurrence of a bonus entry combination and
entry into the bonus game, the player can use the putter 806 and
ball 808 as player input devices to the gaming machine 800. In
another embodiment, the player can choose to play the bonus game
using the input buttons 804 as player input devices, rather than
using the putter 806 and ball 808.
[0080] FIG. 17 shows a transition screen between yet another basic
game and yet another bonus game for a gaming machine made in
accordance with the present invention. In this embodiment, the
gaming machine theme can be a miniature golf game, with the
transition screen 810 showing a windmill obstacle 812 and a gate
obstacle 814. The obstacles shown are exemplary only and variety of
additional obstacles can be provided. In another embodiment, the
transition screen between the basic game and the bonus game can be
omitted to speed play, so that the gaming machine proceeds directly
to the bonus game when a bonus game entry combination occurs.
[0081] FIGS. 18 & 19 show game screens of a windmill obstacle
and a gate obstacle, respectively, for yet another bonus game for a
gaming machine made in accordance with the present invention. FIG.
18 shows a windmill obstacle 812 having rotating blades 816 with
blade holes 818, and target holes 820. The rotating blades 816 and
the target holes 818 have various point values. The player scores a
combination of points for the blade hole and the particular target
hole by propelling the ball 822 in the right direction at the right
time, so that the ball 822 passes through the particular blade hole
and the particular target hole. FIG. 19 shows a gate obstacle 814
having a door 824 and a sliding gate 826. The sliding gate 826
moves back and forth to periodically or randomly block the door
824. The player scores points by propelling the ball 822 in the
right direction at the right time, so that the ball 822 misses the
sliding gate 826 and passes through the door 824.
[0082] The player uses the skills of eye-hand coordination, manual
dexterity, quick reflexes, timing, and visual acuity in playing the
ball 822. In one embodiment, the player can use input buttons to
select the proper time and direction to propel the ball. In another
embodiment, the player can use an actual putter and ball.
[0083] FIG. 20 shows a game screen for yet another bonus game for a
gaming machine made in accordance with the present invention. In
this bonus game, the player plays a ball 830 against a wall 832
comprising a plurality of bricks 834. In one embodiment, the player
can elect to play in an auto mode in which the gaming machine plays
for the player. Alternatively, the player can play the game in a
manual mode, controlling the game themself. Initially, the ball 830
is fired at the wall 832 and each of the plurality of bricks 834
that the ball 832 strikes explode, revealing one or more values 836
for the exploded bricks 834, and the values are awarded to the
player. The ball 830 ricochets off the wall 832 and the player must
position his paddle 838 to intercept and return the ball 830 to the
wall 832. Each time the ball 830 strikes the wall 832, more bricks
834 explode revealing more values 836, and the player accumulates
more credits. Play continues with the ball bouncing between the
paddle 838 and the wall 832, until the player has broken all the
bricks 834 to reveal and earn all the values 836, or until the
player fails to return the ball 830. The player can be allowed a
predetermined number of return failures ("Lives") before the bonus
game ends and the play returns to the basic game.
[0084] The player uses the skills of eye-hand coordination, manual
dexterity, quick reflexes, timing, and visual acuity in playing the
ball 830. The player must propelling the ball 830 in the right
direction at the right time, so that the paddle 838 intercepts the
ball 830 and returns it to the wall 832. The play can also
incorporate spin on the ball 830, if the paddle 838 is moved at the
time of contact with the ball 830. In one embodiment, the player
can use input buttons as the player input device to select the
proper time and direction to propel the ball. In another
embodiment, the player can use an actual paddle and a real or
simulated ball as the player input device.
[0085] Those skilled in the art will appreciate that many
variations on the basic game and bonus game describe herein are
possible in keeping with the spirit and scope of the present
invention. The particular graphical elements can be arranged
differently or have a different appearance. The overall game theme
can be a different, such as hound and hare rather than cat and
mouse. The basic game can be any video game offering a winning
combination that earns a bonus game entry combination, such as a
video slot machine game, video poker, video blackjack, video keno,
or the like. The bonus game can be any video game offering the
player increased participation and logic based decision making,
such as tile games, predator-prey games, games that require
matching like objects, trail games requiring directional decisions
to reach a target area, word puzzle or trivia type games, mazes, or
any game that allows or requires a decision due to a plurality of
multiple possible outcomes, especially when the player is provided
with a status area showing possible outcomes or choices, or the
like. The bonus game can also be any game or video game offering
the player increased participation and requiring physical skill,
such as driving or race games; basketball, handball, and toss
games; golf, tennis, baseball, racquetball, ping pong games; and
target shooting, marksmanship, first person shooter games, Space
Invader-like video games, and carnival-type shooting games. Bonus
games requiring physical skills may also require mental dexterity.
Combinations of the example games can also be used.
[0086] While the embodiments of the invention disclosed herein are
presently considered to be preferred, various changes and
modifications can be made without departing from the spirit and
scope of the invention. The scope of the invention is indicated in
the appended claims, and all changes that come within the meaning
and range of equivalents are intended to be embraced therein.
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