U.S. patent application number 10/142104 was filed with the patent office on 2003-11-13 for gaming machine with hidden jackpot.
Invention is credited to Gauselmann, Michael.
Application Number | 20030211884 10/142104 |
Document ID | / |
Family ID | 29399803 |
Filed Date | 2003-11-13 |
United States Patent
Application |
20030211884 |
Kind Code |
A1 |
Gauselmann, Michael |
November 13, 2003 |
Gaming machine with hidden jackpot
Abstract
A gaming method and system are described where a visible jackpot
and an invisible jackpot are accumulated for a plurality of gaming
machines connected in a network. The visible jackpot is paid when
one of the gaming machines in the plurality achieves certain
criteria. The visible jackpot is at least partially replenished
from the invisible jackpot. The amount in the visible jackpot may
be displayed, either on a display common to multiple gaming
machines in the network, or on each gaming machine in the network.
The visible and invisible jackpots may be accumulated by increasing
the amount in each of the visible jackpot and the invisible jackpot
by a percentage of each amount bet on the gaming machines in the
network. In some embodiments, the invisible jackpot accumulates
faster than the visible jackpot.
Inventors: |
Gauselmann, Michael;
(Espelkamp, DE) |
Correspondence
Address: |
Rachel V. Leiterman
Patent Law Group LLP
Suite 223
2635 North First Street
San Jose
CA
95134-2049
US
|
Family ID: |
29399803 |
Appl. No.: |
10/142104 |
Filed: |
May 8, 2002 |
Current U.S.
Class: |
463/26 |
Current CPC
Class: |
G07F 17/3258 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/26 |
International
Class: |
A63F 009/24 |
Claims
What is being claimed is:
1. A gaming method performed in a system of a plurality of gaming
machines connected in a network comprising: accumulating a visible
jackpot, visible to players, common to the plurality of gaming
machines; accumulating an invisible jackpot, not visible to
players, common to the plurality of gaming machines; paying the
visible jackpot to one of the plurality of gaming machines meeting
certain criteria; and at least partially replenishing the visible
jackpot using at least a portion of the invisible jackpot.
2. The gaming method of claim 1 wherein an amount of the invisible
jackpot used to replenish the visible jackpot is calculated based
on an amount in the invisible jackpot.
3. The gaming method of claim 1 wherein the certain criteria
comprise an amount of the visible jackpot, the method further
comprising: calculating the certain criteria amount based on the
amount used to at least partially replenish the visible
jackpot.
4. The gaming method of claim 1 wherein the certain criteria
comprise an amount of the visible jackpot.
5. The gaming method of claim 1 wherein the certain criteria
comprise an amount of the invisible jackpot.
6. The gaming method of claim 1 wherein the certain criteria
comprise a number of plays of the plurality of gaming machines.
7. The gaming method of claim 1 wherein the certain criteria
comprise a certain symbol combination obtained by one of the
plurality of gaming machines.
8. The gaming method of claim 1 further comprising: displaying the
visible jackpot on a display device.
9. The gaming method of claim 8 wherein the display device is
common to more than one gaming machine in the plurality of gaming
machines.
10. The gaming method of claim 8 wherein the display device is
incorporated into each of said gaming machines.
11. The gaming method of claim 1 wherein accumulating a visible
jackpot comprises increasing an amount of the visible jackpot by a
first percentage of each bet placed on the plurality of gaming
machines.
12. The gaming method of claim 11 wherein accumulating an invisible
jackpot comprises increasing an amount of the invisible jackpot by
a second percentage of each bet placed on the plurality of gaming
machines.
13. The gaming method of claim 12 wherein the second percentage is
greater than the first percentage.
14. The gaming method of claim 12 wherein the second percentage is
about twice the first percentage.
15. A gaming system comprising: a plurality of gaming machines
connected within a network; a computer connected to the network,
the computer comprising instructions for: accumulating a visible
jackpot common to the plurality of gaming machines; accumulating an
invisible jackpot common to the plurality of gaming machines;
paying the visible jackpot to one of the plurality of gaming
machines meeting a certain criteria; and after paying the visible
jackpot, at least partially replenishing the visible jackpot using
at least a portion of the invisible jackpot; and a display device
connected to the network that displays the visible jackpot.
16. The gaming system of claim 15 wherein the certain criteria
comprise an amount of the visible jackpot.
17. The gaming system of claim 15 wherein the computer further
comprises instructions for calculating an amount of the invisible
jackpot used to replenish the visible jackpot based on a total
amount in the invisible jackpot.
18. The gaming system of claim 15 wherein the computer further
comprises instructions for determining a new certain criteria based
on an amount used to replenish the visible jackpot.
19. The gaming system of claim 15 wherein accumulating a visible
jackpot comprises increasing an amount of the visible jackpot by a
first percentage of each bet placed on the plurality of gaming
machines.
20. The gaming system of claim 19 wherein accumulating an invisible
jackpot comprises increasing an amount of the invisible jackpot by
a second percentage of each bet placed on the plurality of gaming
machines.
21. The gaming system of claim 20 wherein the second percentage is
greater than the first percentage.
22. The gaming system of claim 15 further comprising a diplay for
displaying the visible jackpot to one or more players.
23. A gaming method performed in a system of a plurality of gaming
machines connected in a network comprising: accumulating a first
visible jackpot, visible to players, common to the plurality of
gaming machines; accumulating a first invisible jackpot, not
visible to players, common to the plurality of gaming machines;
accumulating a second jackpot common to the plurality of gaming
machines; paying the first visible jackpot to one of the plurality
of gaming machines meeting first certain criteria; and at least
partially replenishing the first visible jackpot using at least a
portion of the first invisible jackpot.
24. The gaming method of claim 23 wherein the second jackpot is a
visible jackpot, visible to players, the method further comprising
paying the second jackpot to one of the plurality of gaming
machines meeting second certain criteria.
25. The gaming method of claim 24 wherein the first certain
criteria and the second certain criteria are the same.
26. The gaming method of claim 24 wherein the first certain
criteria and the second certain criteria are different.
27. The gaming method of claim 23 wherein the second jackpot is an
invisible jackpot, not visible to players, the method further
comprising at least partly replenishing the first visible jackpot
using at least a portion of the second jackpot.
Description
BACKGROUND
[0001] 1. Field of Invention
[0002] This invention relates generally to gaming machines and
particularly to jackpot awards for a network of gaming
machines.
[0003] 2. Description of Related Art
[0004] 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.
[0005] It is known to provide a system of interconnected gaming
machines where a percentage of the wagers are accumulated in a
single jackpot. A central display or a display on each machine is
provided so as to display a potentially very large jackpot in an
attempt to motivate players to play the gaming machines within the
network. A percentage of each bet placed at each of the
interconnected machines is added to the jackpot.
[0006] Once a jackpot is awarded, the jackpot amount becomes small
and must be built up again over time by players playing the
interconnected gaming machines. During the time when the jackpot is
small, the gaming machines are not as appealing to players.
Accordingly, a new gaming network is desirable where the jackpot
fills quickly so as to hold players' interest.
SUMMARY
[0007] A gaming method and system are described where a visible
jackpot and an invisible jackpot are accumulated for a plurality of
gaming machines connected in a network. The visible jackpot is paid
when one of the gaming machines in the plurality meets certain
criteria. The certain criteria may be, for example, when an amount
in the visible jackpot reaches a certain level, when an amount in
the invisible jackpot reaches a certain level, a number of plays of
the gaming machines in the network, or a predetermined combination
of symbols obtained by one of the gaming machines. After the
visible jackpot is paid, the visible jackpot is partially
replenished from the invisible jackpot. The amount in the visible
jackpot may be displayed either on a display common to multiple
gaming machines in the network or on each gaming machine in the
network. The visible and invisible jackpots may be accumulated by
increasing the amount in each of the visible jackpot and the
invisible jackpot by a percentage of each amount wagered on the
gaming machines in the network. In some embodiments, the invisible
jackpot accumulates faster than the visible jackpot.
[0008] Since the visible jackpot is replenished by the invisible
jackpot, the visible jackpot may be filled more quickly than a
conventional jackpot that is increased only by players playing the
gaming machines in the network. Multiple visible jackpots may be
paid over a short period of time, increasing the appeal of the
gaming machines in the network.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 illustrates a network of gaming machines
incorporating the present invention.
[0010] FIG. 2 illustrates an example of a gaming machine that may
be used in the present invention.
[0011] FIG. 3 is a block diagram of the pertinent components inside
the gaming machine of FIG. 2.
DETAILED DESCRIPTION
[0012] FIG. 1 is a block diagram of a network of interconnected
gaming machines. The network illustrated in FIG. 1 may be located
in a single location or spread over multiple locations, and may be
connected to other networks. The network of FIG. 1 includes a
number of gaming machines 10A, 10B, and 10C of any type. Gaming
machines 10A-10C are connected to a conventional
multiplexer/demultiplexer (MUX) 55 that serves to communicate with
all the gaming machines in the network. In one embodiment, the
communication link between the gaming machines, MUX 55, and jackpot
display 53 is a serial RS422 communication link, and gaming
machines 10A-10C are connected in a star pattern. A central server
computer 51 runs a computer program that controls the network,
including a jackpot display 53. A suitable computer program for
controlling the network would be understood by those skilled in the
art.
[0013] Jackpot display 53 may be viewable by all players in the
same location playing gaming machines connected to the network.
Multiple jackpot displays may be used, such as when parts of the
network are in different physical locations. All jackpot displays
connected to the network have the same information displayed.
[0014] FIG. 2 is a perspective view of an example of a gaming
machine 10 that may be used in the network illustrated in FIG. 1.
Machine 10 includes a display 12 that may be a thin film transistor
(TFT) display, a liquid crystal display (LCD), a cathode ray tube
(CRT), or any other type of display. One type of game that may be
displayed on display 12 is a simulated rotating reel type game
where certain symbol combinations are winning combinations. A
second display 14 provides game data or other information in
addition to display 12. Display 14 may provide static information,
such as an advertisement for the game, the rules of the game, pay
tables, paylines, or other information, or may even display the
game itself along with display 12. Alternatively, the area for
display 14 may be a display glass for conveying information about
the game. Display 14 may be used to display the jackpot amount
shown on jackpot display 53 of FIG. 1.
[0015] Stereo speakers 15A and 15B are mounted below a top glass 16
to provide sound. Top lights 18 are illuminated in various colors
or patterns to convey information, such as to convey the winning of
a jackpot, to call for an attendant, or to identify an action to be
taken by an attendant.
[0016] Border lights 20A, 20B, and 20C are dynamically controlled
to display various colors and light patterns to provide feedback to
the player or convey other information to the player, as well as to
provide a pleasing appearance.
[0017] A coin slot 22 accepts coins or tokens in one or more
denominations to generate credits within machine 10 for playing
games. An input slot 24 for an optical reader and printer receives
machine readable printed tickets and outputs printed tickets for
use in cashless gaming. A bill acceptor 26 accepts various
denominations of banknotes.
[0018] A display 28 (for example, an LCD) may be used for conveying
any type of information, such as the monetary denominations
accepted and any information that the casino wishes to convey to
the players, such as advertisements for specials and shows. Buttons
30 interact with information on display 28 and may be used to
accept offers conveyed by display 28 or may be used to obtain
information via display 28.
[0019] A coin tray 32 receives coins or tokens from a hopper upon a
win or upon the player cashing out.
[0020] A card reader slot 34 accepts any of various types of cards,
such as smart cards, magnetic strip cards, or other types of cards
conveying machine readable information. The card reader reads the
inserted card for player and credit information for cashless
gaming. The card reader may also include an optical reader and
printer for reading and printing coded barcodes and other
information on a paper ticket.
[0021] A keypad 36 accepts player input, such as a personal
identification number (PIN) or any other player information. A
display 38 above keypad 36 displays a menu for instructions and
other information and provides visual feedback of the keys
pressed.
[0022] Player control buttons 40 include any buttons needed for the
play of the particular game or games offered by machine 10
including, for example, a bet button, a repeat bet button, a play
two-ways button, a spin reels button, a deal button, hold cards
buttons, a draw button, a maximum bet button, a cash-out button, a
display paylines button, a display payout tables button, and any
other suitable button. Buttons 40 may be replaced by a touch screen
with virtual buttons.
[0023] A button 42 on the side of display portion 43 is offered for
raising the motor-driven display portion 43, upon being pressed, to
an optimum eye level. A button (not shown) on the other side of
display portion 43 is pressed to lower display portion 43.
[0024] A lock 44 accepts a key to unlock the front door of machine
10. A lock 46 accepts a key to unlock coin tray 32 from its present
position to gain access to only the lower part of machine 10
containing money.
[0025] Electrical switches 48, activated using a key, are provided
for resetting the machine, such as after a jackpot payout by the
attendant or after maintenance. Switches 48 can also be used for
placing the machine in a reconfiguration mode, where a menu is
displayed to allow the operator to change the parameters of the
machine.
[0026] FIG. 3 illustrates basic circuit blocks in a suitable gaming
device. A control unit (CPU 60) runs a gaming program stored in a
program ROM 63. A coin/credit detector 61 enables the CPU 60 to
initiate a next game. A pay table ROM 64 detects the outcome of the
game and identifies awards to be paid to the player. A payout
device 62 pays out an award to the player in the form of coins upon
termination of the game or upon the player cashing out. A payout
may also be in the form of a coded paper ticket, credits on a smart
card or magnetic strip card, or in any other form. A display
controller 65 receives commands from the CPU 60 and generates
signals for the various displays 66. If a display 66 is a touch
screen, player commands may be input through the display screen
into the CPU 60.
[0027] Returning to FIG. 1, a jackpot game played on the network
can operate in a variety of ways. The conventional way is for the
jackpot amount to be displayed to all players along with the
combination of symbols that will win the jackpot. Each time a
player plays one of the networked gaming machines, the jackpot
amount is increased by a percentage of the player's bet. When a
player achieves the displayed combination of symbols, the displayed
jackpot amount is paid to that player. Such a conventional method
has a number of drawbacks. For example, a typical jackpot does not
sufficiently motivate players to continue playing the gaming
machines in the network, since obtaining the jackpot symbol is so
unlikely that the jackpot is rarely awarded. Additionally, when a
jackpot is awarded, the jackpot amount is reduced to a smaller
amount or to nothing, which is then increased by players playing
the gaming machines in the network. During the time the jackpot is
small, the gaming machines are not as appealing to players.
[0028] In some embodiments of the invention, all or a portion of
every credit played by players playing the gaming machines in the
network is split between multiple jackpots, at least one visible to
the players and at least one invisible to the players. For example,
a network of gaming machines may have two visible jackpots and two
invisible jackpots, or one visible jackpot and four invisible
jackpots. The fraction of each credit given to the visible and
invisible jackpots may, but need not, be the same. Similarly, if a
network has multiple visible or invisible jackpots, the fraction of
each credit given to each of the same type of jackpot may, but need
not, be the same. The case of a single visible jackpot and a single
invisible jackpot is considered in detail. Usually, a larger
fraction, for example double the fraction given to the visible
jackpot, is given to the invisible jackpot, such that the invisible
jackpot fills faster. For example, if 10% total of each credit is
used to fill the jackpots, 3% may be directed to the visible
jackpot and 7% may be directed to the invisible jackpot. The
visible jackpot is displayed on display 53 of FIG. 1 and may also
be displayed on some portion of screens 12 and 14 of the gaming
machine shown in FIG. 2.
[0029] The visible jackpot is paid when a predetermined condition
for paying the jackpot has been met, such as when a randomly
selected number of plays on the networked gaming machines are made,
when a predetermined symbol combination is achieved in display 12
(FIG. 2), or when a certain value is achieved in the visible and/or
invisible jackpots. For example, when the visible jackpot reaches a
certain value, the visible jackpot may be paid to the player whose
bet on a networked machine causes the visible jackpot to exceed
that value. If the network has multiple visible jackpots, the
condition for awarding each of the visible jackpots may be the same
or different.
[0030] Rather than returning to a small or zero starting value, the
visible jackpot is funded from the invisible jackpot. The amount
transferred from the invisible to the visible jackpot may depend on
how many credits have accumulated in the invisible jackpot. Each
time the visible jackpot is funded from the invisible jackpot, the
condition for paying the visible jackpot may be changed. For
example, if the visible jackpot is paid when a certain value is
reached in the visible jackpot, the trigger value may be
recalculated by the central server 51 each time the visible jackpot
is replenished from the invisible jackpot so that the value cannot
be predicted by a player. If the network has multiple visible and
invisible jackpots, each visible jackpot may be assigned an
invisible jackpot. Or, multiple invisible jackpots may be available
to replenish a single visible jackpot. The particular invisible
jackpot used to replenish the visible jackpot may be chosen
randomly, or may follow a predetermined order.
[0031] Since the visible jackpot is funded by an invisible jackpot,
which usually fills faster than the visible jackpot, it does not
take a lot of play for the visible jackpot to be replenished, such
that multiple visible jackpots may be awarded in a small amount of
time. Awarding multiple jackpots in a short amount of time
increases the appeal of the gaming machines in the network.
[0032] When the invisible jackpot reaches a predetermined value, a
series of visible jackpot awards may be paid, meaning that after a
visible jackpot has been paid, the next visible jackpot is paid
immediately after the next game has ended. The visible jackpots in
the series may be paid to a single player or different players. The
number of visible jackpots paid in the series may be randomly
selected or may depend on how many credits are in the invisible
jackpot.
EXAMPLES
[0033] The visible jackpot is funded with 3% of each credit bet on
the networked gaming machines, and the invisible jackpot is funded
with 7% of each credit bet. The starting value of the visible
jackpot is set to 200 credits. The initial visible jackpot is paid
to the player whose bet causes the visible jackpot to exceed 1000
credits. The amount transferred from the invisible jackpot to the
visible jackpot is selected, then a new trigger value in the
visible jackpot is calculated.
[0034] The amount transferred from the invisible jackpot to the
visible jackpot by the central server 51 may be calculated as
follows. If there are more than 1000 credits in the invisible
jackpot, a randomly selected amount between 200 and 900 credits is
transferred to the visible jackpot. If there are between 200 and
400 credits in the invisible jackpot, a randomly selected amount
between 200 and the value of the invisible jackpot is transferred
to the visible jackpot. If there are between 400 and 1000 credits
in the invisible jackpot, a randomly selected value between half
the value of the invisible jackpot and the full value of the
invisible jackpot is transferred to the visible jackpot.
[0035] The new visible jackpot trigger value may be calculated as
follows. If the new visible jackpot exceeds 950 credits, the new
trigger value is 1000 credits. If the new visible jackpot is less
than 950 credits, one of two values is randomly selected, each
having a 50% probability of being selected. The first value is a
randomly selected number between the visible jackpot amount and
((950-visible jackpot amount)/3)+visible jackpot amount. The second
value is a randomly selected number between the visible jackpot
amount and 950.
[0036] In one embodiment, regardless of the trigger value, the
visible jackpot is awarded when the trigger value is reached only
if the invisible jackpot contains at least 200 credits. Also
regardless of the trigger value, the visible jackpot may be awarded
when the visible jackpot reaches a maximum value (such as 1000
credits), or when the invisible jackpot reaches a maximum value
(such as 6000 credits).
[0037] A series of jackpot wins is triggered when the invisible
jackpot exceeds 3000 credits. The number of visible jackpots to be
paid in the series is randomly selected based on the following
probabilities:
1 10% Pay no additional jackpots 54% Pay 1 additional jackpot 18%
Pay 2 additional jackpots 12% Pay 3 additional jackpots 6% Pay 4
additional jackpots
[0038] Having described the invention in detail, those skilled in
the art will appreciate that, given the present disclosure,
modifications may be made to the invention without departing from
the spirit of the inventive concept described herein. Therefore, it
is not intended that the scope of the invention be limited to the
specific embodiments illustrated and described.
* * * * *