U.S. patent application number 10/791317 was filed with the patent office on 2004-10-07 for method and apparatus for determining and presenting outcomes at a gaming device.
Invention is credited to Gelman, Geoffrey M., Jorasch, James A., Tedesco, Daniel E., Tulley, Stephen C., Walker, Jay S..
Application Number | 20040198486 10/791317 |
Document ID | / |
Family ID | 33102161 |
Filed Date | 2004-10-07 |
United States Patent
Application |
20040198486 |
Kind Code |
A1 |
Walker, Jay S. ; et
al. |
October 7, 2004 |
Method and apparatus for determining and presenting outcomes at a
gaming device
Abstract
An outcome of a gaming device is randomly determined and a
random position at which to display the outcome in a display matrix
is determined. For example, a game with a popcorn-theme is
contemplated. A popcorn icon is communicated to the player (e.g.,
displayed via a display device). An outcome is randomly determined
in a known manner, and a determination is made as to whether the
outcome qualifies the player for a payout. The popcorn icon
incorporates a symbol representing the outcome, (e.g., a cherry
symbol), or is visually replaced by or transformed into a symbol
(e.g., a cherry symbol). The gaming device and/or controller then
randomly determines where in a display matrix to place the symbol.
Once a position is determined for the symbol, the symbol may be
visually transferred to the determined position in the display
matrix.
Inventors: |
Walker, Jay S.; (Ridgefield,
CT) ; Jorasch, James A.; (Stamford, CT) ;
Gelman, Geoffrey M.; (Stamford, CT) ; Tulley, Stephen
C.; (Fairfield, CT) ; Tedesco, Daniel E.;
(Huntington, CT) |
Correspondence
Address: |
WALKER DIGITAL
FIVE HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
33102161 |
Appl. No.: |
10/791317 |
Filed: |
March 2, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60452166 |
Mar 4, 2003 |
|
|
|
60451973 |
Mar 4, 2003 |
|
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A method comprising: generating an outcome for a slot machine,
the outcome representing a plurality of reel symbols; displaying an
icon of a popcorn for each symbol; determining, for each symbol, a
respective position on a matrix, in which the matrix is defined by
a plurality of rows and a plurality of columns, and in which each
respective position is defined by one of the rows and one of the
columns, displaying, for each popcorn icon, a respective image of
the popcorn icon transforming into the corresponding symbol;
displaying, for each symbol, an image which moves from a starting
position to the respective determined position; displaying the
symbols on a display device based on the determined positions; and
determining a payout based on rows and columns of the determined
positions.
2. A method comprising: generating an outcome for a gaming device;
determining a position on a matrix; displaying the outcome on a
display device based on the determined position; and determining a
payout based on the determined position.
3. The method of claim 2, further comprising: displaying an image
which moves from a starting position to the determined
position.
4. The method of claim 2, in which generating an outcome comprises
generating a plurality of outcomes, in which determining a position
on a matrix comprises determining a plurality of positions on the
matrix, and further comprising: generating a payout based on the
plurality of determined positions.
5. The method of claim 4, in which generating the payout based on
the plurality of determined positions comprises: generating the
payout based on outcomes having respective positions which define a
row.
6. The method of claim 4, in which generating an outcome based on
the plurality of determined positions comprises: generating the
payout based on outcomes having respective positions which define a
column.
7. The method of claim 2, in which determining a position on a
matrix comprises randomly determining the position.
8. The method of claim 2, in which determining a position on a
matrix comprises determining the position based on at least one
rule.
9. The method of claim 8, in which determining a position on a
matrix comprises determining the position based on at least one
rule and a determined position of another outcome.
10. The method of claim 9, in which determining a position on a
matrix comprises determining the position based on a determined
position of a second outcome, in which a symbol of the outcome and
a symbol of the second outcome are identical.
11. The method of claim 2, further comprising: dividing the outcome
into a plurality of components; and displaying an image that
depicts the components forming the outcome.
12. A method comprising: generating an outcome for a slot machine,
the outcome representing a plurality of reel symbols; determining,
for each symbol, a respective position on a matrix, in which the
matrix is defined by a plurality of rows and a plurality of
columns, and in which each respective position is defined by one of
the rows and one of the columns, displaying the symbols on a
display device based on the determined positions; and determining a
payout based on the determined positions.
13. The method of claim 12, in which determining, for each symbol,
a respective position comprises determining, for each symbol, a
respective position based on at least one rule.
14. The method of claim 13, in which determining, for each symbol,
a respective position determining, for each symbol, a respective
position based on at least one rule and a determined position of
another symbol.
15. The method of claim 14, in which determining, for each symbol,
a respective position comprises determining, for each symbol, a
respective position based on a determined position of another
symbol identical to the symbol.
16. The method of claim 12, further comprising: displaying, for
each symbol, an image which moves from a starting position to the
respective determined position.
17. The method of claim 12, in which determining a payout based on
the determined positions comprises: determining the payout based on
symbols having respective determined positions which define a
row.
18. The method of claim 17, in which determining a payout based on
the determined positions comprises: determining the payout based on
identical symbols having respective determined positions which
define a row.
19. The method of claim 12, in which determining a payout based on
the determined positions comprises: determining the payout based on
symbols having respective determined positions which define a
column.
20. The method of claim 19, in which determining a payout based on
the determined positions comprises: determining the payout based on
identical symbols having respective determined positions which
define a column.
Description
[0001] The present utility patent application claims the benefit of
priority of the following U.S. Provisional Patent Applications:
[0002] Serial Number 60/451,973, entitled METHOD AND APPARATUS FOR
MANAGING GAME CONFIRMATIONS, filed Mar. 4, 2003; and
[0003] Serial Number 60/452,166, entitled SYSTEM AND METHOD FOR
DETERMINING AND PRESENTING OUTCOMES AT A GAMING DEVICE, filed Mar.
4, 2003.
[0004] Each of the above applications are incorporated by reference
herein.
BACKGROUND INFORMATION
[0005] Gaming devices (e.g., reeled slot machines or video poker
machines) generate more than $15 billion per year in revenue for
casinos in the United States alone. This figure accounts for more
than half of the gaming revenue for a typical United States casino.
The situation is similar in other countries in which gaming devices
are popular, such as Europe and Australia. Accordingly, casino
operators are interested in increasing the enjoyment of playing a
slot machine in order to maintain or increase this level of
revenue.
[0006] Thus, it would be advantageous to encourage play at gaming
devices.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a block diagram of a network according to an
embodiment of the invention.
[0008] FIG. 2 is a block diagram of a gaming device according to an
embodiment of the invention.
[0009] FIG. 3 is a block diagram of reels of a slot machine
according to an embodiment of the invention.
DETAILED DESCRIPTION
[0010] Numerous embodiments are described in this application, and
are presented for illustrative purposes only. The described
embodiments are not intended to be limiting in any sense. The
invention is widely applicable to numerous embodiments, as is
readily apparent from the disclosure herein.
[0011] While the methods and apparatus of the present invention are
described herein by way of particular embodiments, those skilled in
the art will recognize that the present invention may be practiced
with modification and alteration without departing from the
teachings disclosed herein. Although particular features of the
present invention may be described with reference to one or more
particular embodiments or figures, it should be understood that
such features are not limited to usage in the one or more
particular embodiments or figures with reference to which they are
described.
[0012] The terms "an embodiment", "embodiment", "embodiments", "the
embodiment", "the embodiments" "one or more embodiments", "some
embodiments", and "one embodiment" mean "one or more embodiments"
unless expressly specified otherwise.
[0013] Further, although process steps, method steps, algorithms or
the like may be described in a sequential order, such processes,
methods and algorithms may be configured to work in alternate
orders. In other words, any sequence or order of steps that may be
described does not necessarily indicate a requirement that the
steps be performed in that order.
[0014] It will be readily apparent that the various methods and
algorithms described herein may be implemented by, e.g.,
appropriately programmed general purpose computers and computing
devices. Further, programs which implement such methods and
algorithms may be stored and transmitted in a variety of known
media.
[0015] The steps of processes described herein may be performed in
any order practical. Further, some steps may be performed
simultaneously.
[0016] The following definitions are used herein unless otherwise
indicated.
[0017] Basic Game: A game associated with a handle pull. Cf.
meta-game.
[0018] Bonus Payout: A payout awarded in a meta-game. Cf.
payout.
[0019] Controller: An electronic device (e.g., a computer) that
communicates with one or more gaming devices. In a manner well
known in the art, the controller may function as a computer server
and may control the actions of gaming devices. The controller may
also contain databases to record statistics such as coin-in,
coin-out, jackpot information, theoretical wins, etc.
[0020] Display Matrix: A visual display area of an output device
operatively connected to a gaming device that is designated to
represent the accumulation of at least two game elements such as
symbols, icons, and/or outcomes. In some embodiments, a display
matrix includes at least two sub-areas, "cells", slots, or other
subdivisions that can be populated by accumulated game elements.
Further, in some embodiments, the relative position of accumulated
game elements within a display matrix may qualify a player for a
payout or bonus payout.
[0021] Game: A wagering activity whereby a player posts
consideration, usually monetary in form, in exchange for a chance
at winning a payout. The definition includes basic games and
meta-games.
[0022] Game Device, Gaming Device: Any electrical, mechanical, or
electromechanical device that, in a manner well known in the art,
accepts wagers, steps through a process to determine an outcome,
and pays winnings based on the outcome. The outcome may be randomly
generated, as with a slot machine; may be generated through a
combination of randomness and player skill, as with video poker; or
may be generated entirely through player skill. Gaming devices may
include slot machines (both video and mechanical reels), video
poker machines, video blackjack machines, video roulette machines,
video keno machines, video bingo machines, pachinko machines, video
lottery terminals, handheld gaming devices, and the like.
[0023] Game Session, Gaming Session, Session: A gambling event with
a beginning and end that may encompass a number of spins or span of
time. The end of the game may be determined voluntarily (in which
the player elects to stop play) or involuntarily (in which the
gaming device terminates play). A game session is typically
correlated with a meta-game, such that a meta-game is resolved upon
completion of a game session.
[0024] Handle Pull, Pull, Spin, Discrete Game Play: A single play
at a gaming device that generates a single outcome, whether or not
a handle is involved in the play and whether or not a handle is
even included in the gaming device. The definition is intended to
be flexible in that a single play might constitute a single
complete game, or a single wager. Handle pulls are generally
associated with discrete outcomes that may yield individual
payouts.
[0025] Meta-Game: A game associated with a game session, as opposed
to a specific, isolated handle pull. Meta-games typically involve
the aggregation of collected symbols. Cf. basic game.
[0026] Outcomes: The results of gaming events that may be used in
determining payout or bonus payout eligibility. Outcomes may be
associated with (i) individual symbols that independently can be
used to determine payout eligibility (e.g. a single cherry symbol
outcome yields a payout), and/or (ii) a combination of individual
symbols that are used to determine payout or bonus payout
eligibility (e.g. a cherry-cherry-cherry outcome in a basic slot
machine game, or the aggregation of 3 cherries in a meta-game).
Other example outcomes include a push in blackjack and a flush in
video poker. Different types of gaming devices may have widely
varying types of outcomes. Several are described in detail herein
and still others will be apparent to those of skill in the art
based on the present disclosure.
[0027] Payout: The prize, reward or winnings associated with a
certain outcome in a basic game. Cf. bonus payout.
[0028] Player Tracking Card: Most casinos issue plastic or paper
cards (resembling frequent shopper cards) to players as a way of
identifying the player at a slot machine or table game. As is well
known in the art, such cards typically have encoded thereon (in
machine-readable and/or human readable form) a player identifier
(e.g., a six digit number) which uniquely identifies the player
(e.g., because the number is associated with a record in a database
that includes corresponding player information). At a slot machine,
the player inserts the card into a reader device and the player
identifier is read from the card, most often magnetically. From the
player identifier which the reader device reads, the corresponding
player information may in turn be read from the database, typically
via a network connection between the reader device and a device
hosting the database.
[0029] Prepaid Session: Time or handle pulls that are paid for in
advance. Once a session is prepaid, the player does not need to
supply any additional funds until the session has been completed. A
prepaid session may allow the player to complete many games during
the session.
[0030] The disclosed embodiments can make games more entertaining
for players and even prolong game play.
[0031] In one embodiment, an outcome is randomly determined and a
random position at which to display the outcome in a display matrix
is determined as well. For example, a game with a popcorn-theme is
contemplated. A popcorn icon is communicated to the player (e.g.,
displayed via a display device). An outcome is randomly determined
in a known manner, and a determination is made as to whether the
outcome qualifies the player for a payout. The popcorn icon
incorporates a symbol representing the outcome, (e.g., a cherry
symbol), or is visually replaced by or transformed into a symbol
(e.g., a cherry symbol). The gaming device and/or controller then
randomly determines where in a display matrix to place the symbol.
Once a position is determined for the symbol, the symbol may be
visually transferred to the determined position in the display
matrix (e.g., along a path from a starting position to the
determined position). For example, if a popcorn icon is transformed
into a cherry symbol, the cherry symbol may then be moved visually
to the determined area on a game display. Thus, as subsequent
outcomes are similarly determined and placed, the combination of
the accumulated outcomes may be used to determine a player's
eligibility for a bonus payout. For example, if three cherries are
collected in the same row of a display matrix, a bonus payout may
result.
[0032] In one embodiment, an outcome is determined randomly, and a
determination is made based on stored rules as to where to display
the outcome in a display matrix with reference to a previously
displayed outcome. In an example of such an embodiment, a
popcorn-themed game is contemplated in which a popcorn icon is
communicated to a player via a display device. An outcome is
randomly determined and a determination is made as to whether the
outcome qualifies the player for a payout. The popcorn icon
incorporates a symbol representing the outcome, such as a cherry
symbol, or is visually replaced by or transformed into a symbol.
The gaming device and/or controller then determines where in a
display matrix to place the symbol based on stored rules that
consider the position of at least one previously placed symbol in
the display matrix. For example, stored rules may dictate that: (1)
subsequently generated symbols cannot replace previously generated
symbols in a display matrix, and (2) unless occupied by other
previously generated symbols, symbols should be placed in the row
position closest to similar, previously-generated symbols in the
display matrix (e.g. cherry symbols should be placed as close as
possible to other cherry symbols, and in the same row of the
matrix). Once a visual position is determined for the symbol, the
symbol is visually transferred to the determined position in the
display matrix. For example, once a popcorn icon is transformed
into a cherry symbol, the cherry symbol is then visually moved to
the determined area on a game display. Thus, the combined effect of
the accumulated outcomes may be used to determine a player's
eligibility for a bonus payout. For example, if three cherries are
collected in the same row of a display matrix, a bonus payout may
result.
[0033] In one embodiment, an outcome is determined randomly. Prior
to the presentation of the outcome to the player, the outcome is
divided into components. The components are, in turn, presented to
the player in a display process that shows the formation of the
components into the outcome. Thus, in such an embodiment, the
relative position of certain game symbols may be resolved by one
determination, rather than by discrete positioning determinations
for each symbol.
[0034] In an example of such an embodiment, an outcome such as
"cherry-bar-plum" is determined from the results of a random number
generator. The outcome may then be divided into components
comprising one cherry symbol, one bar symbol and one plum symbol.
The three symbols may then be communicated to the player in a
manner that conceals the previously-determined relative positions
of the individual component outcomes. For example, a first popcorn
icon may be communicated to the player via a display device (e.g.,
a second display device separate from a display device where, e.g.,
reel symbols are typically generated). The first popcorn icon may
then be visually replaced by, transformed into or otherwise
communicated along with a symbol representing one of the three
components of the outcome, such as the bar symbol. The bar symbol
would then visually move to an area on the game display which
represents the middle (or second) position in the three part
outcome. Then, a second popcorn icon may be communicated to the
player via a game screen. The second popcorn icon may then be
visually replaced by, transformed into or otherwise communicated
along with a symbol representing one of the two remaining outcomes
(i.e. cherry or plum). A resulting cherry symbol would then
visually move to an area on the game display that represents the
first position in the three-part outcome. A third popcorn icon
would then reveal or accompany the remaining plum symbol and be
placed in the third position in the three-part outcome. Thus, in
the third embodiment, although an outcome comprised of several
symbols is determined initially, the outcome is slowly made
apparent to the player as it is visually revealed from the
individual components. Such an embodiment would, among other
things, function to increase the anticipation felt by players as
they await the resolution of an outcome.
[0035] Referring to FIG. 1, various embodiments of the invention
may be configured to work in a network environment 100 which
includes a computer 110 (e.g., a slot server of a casino) that is
in communication, via a communications network 120, with one or
more gaming devices 130 (e.g., slot machines, video poker machines)
in a manner known in the art. The computer may communicate with the
gaming devices directly or indirectly, via a wired or wireless
medium such as the Internet, LAN, WAN or Ethernet, Token Ring, or
via any appropriate communications means or combination of
communications means. Each of the gaming devices may comprise
computers, such as those based on the Intel.RTM. Pentium.RTM.
processor, that are adapted to communicate with the computer. Any
number and type of devices may be in communication with the
computer.
[0036] Communication between the devices and the computer, and
among the devices, may be direct or indirect, such as over the
Internet through a Web site maintained by computer on a remote
server or over an on-line data network including commercial on-line
service providers, bulletin board systems and the like. In yet
other embodiments, the devices may communicate with one another
and/or the computer over RF, cable TV, satellite links and the
like.
[0037] Some, but not all, possible communication networks that may
comprise the network or be otherwise part of the system include: a
local area network (LAN), a wide area network (WAN), the Internet,
a telephone line, a cable line, a radio channel, an optical
communications line, and a satellite communications link. Possible
communications protocols that may be part of the system include:
Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth.TM., and TCP/IP.
Communication may be encrypted to ensure privacy and prevent fraud
in any of a variety of ways well known in the art.
[0038] Those skilled in the art will understand that devices in
communication with each other need not be continually transmitting
to each other. On the contrary, such devices need only transmit to
each other as necessary, and may actually refrain from exchanging
data most of the time. For example, a device in communication with
another device via the Internet may not transmit data to the other
device for weeks at a time.
[0039] In an embodiment, a server computer may not be necessary
and/or preferred. For example, the present invention may, in one or
more embodiments, be practiced on a stand-alone gaming device
and/or a gaming device in communication only with one or more other
gaming devices. In such an embodiment, any functions described as
performed by the computer or data described as stored on the
computer may instead be performed by or stored on one or more
gaming devices.
[0040] As is known in the art, a gaming device may be implemented
as a system controller, a dedicated hardware circuit, an
appropriately programmed general-purpose computer, or any other
equivalent electronic, mechanical or electro-mechanical device. The
gaming device may comprise, for example, a slot machine, a video
poker machine, a video blackjack machine, a video keno machine, a
video lottery machine, a pachinko machine or a table-top game. In
various embodiments, a gaming device may comprise, for example, a
personal computer (e.g., which communicates with an online casino
Web site), a telephone (e.g., to communicate with an automated
sports book that provides gaming services), or a portable handheld
gaming device (e.g., a PDA or Nintendo GameBoy). The gaming device
may comprise any or all of the gaming devices of the aforementioned
systems. In some embodiments, a user device such as a PDA or cell
phone may be used in place of, or in addition to, some or all of
the gaming device components. Further, a gaming device may comprise
a personal computer or other device operable to communicate with an
online casino and facilitate game play at the online casino. In one
or more embodiments, the gaming device may comprise a computing
device operable to execute software that simulates play of a reeled
slot machine game, video poker game, video blackjack game, video
keno game, video roulette game, or lottery game.
[0041] Referring to FIG. 2, a gaming device 200 comprises a
processor 210, such as one or more Intel.RTM. Pentium.RTM.
processors. The processor is operable to communicate with a random
number generator, which may be a component of the gaming device.
The processor may instead include a random number generator (e.g.,
hardware or software). The random number generator, in accordance
with at least one embodiment of the present invention, may generate
data representing random or pseudo-random values (referred to as
"random numbers" herein). The random number generator may generate
a random number, for example, every predetermined unit of time
(e.g., every thousandth of a second) or in response to an
initiation of a game on the gaming device. In the former
embodiment, the generated random numbers may be used as they are
generated (e.g., the random number generated at substantially the
time of game initiation is used for that game) and/or stored for
future use. A random number generated by the random number
generator may be used by the processor to determine, for example,
at least one of an outcome and payout. A random number generator,
as used herein, may be embodied as a processor separate from but
working in cooperation with the processor. Alternatively, the
random number generator may be embodied as an algorithm, program
component, or software stored in the memory of the gaming device
and used to generate a random number.
[0042] Although the generation or obtainment of a random number may
in some embodiments be described as involving a random number
generator of a gaming device, other methods of determining a random
number may be employed. For example, a gaming device owner or
operator may obtain sets of random numbers that have been generated
by another entity. HotBitS.TM., for example, is a service that
provides random numbers that have been generated by timing
successive pairs of radioactive decays detected by a Geiger-Muller
tube interfaced to a computer. A blower mechanism that uses
physical balls with numbers thereon may be used to determine a
random number by randomly selecting one of the balls and
determining the number thereof.
[0043] The processor may also be operable to communicate with a
benefit output device, which may be a component of the gaming
device. The benefit output device may comprise one or more devices
for outputting a benefit to a player of the gaming device. For
example, in one embodiment the gaming device may provide coins
and/or tokens as a benefit. In such an embodiment the benefit
output device may comprise a hopper 220 and hopper controller, for
dispensing coins and/or tokens into a coin tray of the gaming
device in a known manner. In another example, the gaming device may
provide a receipt or other document on which there is printed an
indication of a benefit (e.g., a cashless gaming receipt that has
printed thereon a monetary value, which is redeemable for cash in
the amount of the monetary value). In such an embodiment the
benefit output device may comprise a printing and document
dispensing mechanism, as is known in the art. In yet another
example, the gaming device may provide electronic credits as a
benefit (which, e.g., may be subsequently converted to coins and/or
tokens and dispensed from a hopper into a coin tray). In such an
embodiment the benefit output device may comprise a credit meter
balance and/or a processor that manages the amount of electronic
credits that is indicated on a display of a credit meter balance.
In yet another example, the gaming device may credit a monetary
amount to a financial account associated with a player as a benefit
provided to a player. The financial account may be, for example, a
credit card account, a debit account, a charge account, a checking
account, or a casino account. In such an embodiment the benefit
output device may comprise a device for communicating with a server
on which the financial account is maintained and/or a card reader
230.
[0044] The gaming device may include more than one benefit output
device. For example, the gaming device may include both a hopper
and hopper controller combination and a credit meter balance
display. Such a gaming device may be operable to provide more than
one type of benefit to a player of the gaming device. A single
benefit output device may be operable to output more than one type
of benefit. For example, a benefit output device may be operable to
increase the balance of credits in a credit meter and communicate
with a remote device in order to increase the balance of a
financial account associated with a player.
[0045] The processor is also operable to communicate with a display
device 240, which may be a component of gaming device. The display
device may comprise, for example, one or more display screens or
areas for outputting information related to game play on the gaming
device, such as a cathode ray tube (CRT) monitor, liquid crystal
display (LCD) screen, or light emitting diode (LED) screen. In one
or more embodiments, a gaming device may comprise more than one
display device. For example, a gaming device may comprise an LCD
display for displaying electronic reels and a display area that
displays rotating mechanical reels.
[0046] The processor may also be in communication with one or more
other devices besides the display device, for outputting
information (e.g., to a player or another device). Such other one
or more output devices may also be components of a gaming device.
Such other one or more output devices may comprise, for example, an
audio speaker (e.g., for outputting an outcome or information
related thereto, in addition to or in lieu of such information
being output via a display device), an infra-red transmitter, a
radio transmitter, an electric motor, a printer (e.g., such as for
printing cashless gaming vouchers), a coupon or product dispenser,
an infra-red port (e.g., for communicating with a second gaming
device or a portable device of a player), a Braille computer
monitor, and a coin or bill dispenser. For gaming devices, common
output devices include a cathode ray tube (CRT) monitor on a video
poker machine, a bell on a gaming device (e.g., rings when a player
wins), an LED display of a player's credit balance on a gaming
device, an LCD display of a personal digital assistant (PDA) for
displaying keno numbers.
[0047] The display device may comprise, for example, one or more
display areas. For example, one of the display areas (e.g. a
primary game screen) may display outcomes of games played on the
gaming device (e.g., electronic reels of a gaming device). Another
of the display areas (e.g. a secondary game screen) may display
rules for playing a game of the gaming device. Yet another of the
display areas may display the benefits obtainable by playing a game
of the gaming device (e.g., in the form of a payout table). In one
or more embodiments, the gaming device may include more than one
display device, one or more other output devices, or a combination
thereof (e.g., two display devices and two audio speakers).
[0048] The processor may also be in communication with an input
device 250, which is a device that is capable of receiving an input
(e.g., from a player or another device) and which may be a
component of gaming device. An input device may communicate with or
be part of another device (e.g. a server, a gaming device, etc.).
Some examples of input devices include: a bar-code scanner, a
magnetic stripe reader, a computer keyboard or keypad, a button, a
handle, a keypad, a touch-screen, a microphone, an infrared sensor,
a voice recognition module, a coin or bill acceptor, a sonic
ranger, a computer port, a video camera, a motion detector, a
digital camera, a network card, a universal serial bus (USB) port,
a GPS receiver, a radio frequency identification (RFID) receiver,
an RF receiver, a thermometer, a pressure sensor, an infrared port
(e.g., for receiving communications from a second gaming device or
from a another device such as a smart card or PDA of a player), and
a weight scale. For gaming devices, common input devices include a
button or touch screen on a video poker machine, a lever or handle
connected to the gaming device, a magnetic stripe reader to read a
player tracking card inserted into a gaming device, a touch screen
for input of player selections during game play, and a coin and
bill acceptor 260.
[0049] The processor may also be in communication with a payment
system, which may be a component of the gaming device. The payment
system is a device capable of accepting payment from a player
(e.g., a bet or initiation of a balance) and/or providing payment
to a player (e.g., a payout). Payment is not limited to money, but
may also include other types of consideration, including products,
services, and alternate currencies. Exemplary methods of accepting
payment by the payment system include (i) receiving hard currency
(i.e., coins or bills), and accordingly the payment system may
comprise a coin or bill acceptor; (ii) receiving an alternate
currency (e.g., a paper cashless gaming voucher, a coupon, a
non-negotiable token), and accordingly the payment system may
comprise a bar code reader or other sensing means; (iii) receiving
a payment identifier (e.g., a credit card number, a debit card
number, a player tracking card number) and debiting the account
identified by the payment identifier; and (iv) determining that a
player has performed a value-added activity (e.g., participating in
surveys, monitoring remote images for security purposes, referring
friends to the casino).
[0050] The processor is in communication with a memory 270 and a
communications port (e.g., for communicating with one or more other
devices). The memory may comprise an appropriate combination of
magnetic, optical and/or semiconductor memory, and may include, for
example, Random Access Memory (RAM), Read-Only Memory (ROM), a
compact disc and/or a hard disk. The memory may comprise or include
any type of computer-readable medium. The processor and the memory
may each be, for example: (i) located entirely within a single
computer or other device; or (ii) connected to each other by a
remote communication medium, such as a serial port cable, telephone
line or radio frequency transceiver. In one embodiment, the gaming
device may comprise one or more devices that are connected to a
remote server computer for maintaining databases.
[0051] The memory stores a program275 for controlling the
processor. The processor performs instructions of the program, and
thereby operates as disclosed herein, and particularly in
accordance with the methods described in detail herein. The program
may be stored in a compressed, uncompiled and/or encrypted format.
The program furthermore includes program elements that may be
necessary, such as an operating system, a database management
system and "device drivers" for allowing the processor to interface
with computer peripheral devices. Appropriate program elements are
known to those skilled in the art, and need not be described in
detail herein.
[0052] The term "computer-readable medium" as used herein refers to
any medium that participates in providing instructions to the
processor of the gaming device (or any other processor of a device
described herein) for execution. Such a medium may take many forms,
including but not limited to, non-volatile media, volatile media,
and transmission media. Non-volatile media include, for example,
optical or magnetic disks, such as memory. Volatile media include
dynamic random access memory (DRAM), which typically constitutes
the main memory. Transmission media include coaxial cables, copper
wire and fiber optics, including the wires that comprise a system
bus coupled to the processor. Transmission media may carry acoustic
or light waves, such as those generated during radio frequency (RF)
and infrared (IR) data communications. Common forms of
computer-readable media include, for example, a floppy disk, a
flexible disk, hard disk, magnetic tape, any other magnetic medium,
a CD-ROM, DVD, any other optical medium, punch cards, paper tape,
any other physical medium with patterns of holes, a RAM, a PROM, an
EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a
carrier wave as described hereinafter, or any other medium from
which a computer can read.
[0053] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to the
processor (or any other processor of a device described herein) for
execution. For example, the instructions may initially be borne on
a magnetic disk of a remote computer. The remote computer can load
the instructions into its dynamic memory and send the instructions
over a telephone line using a modem. A modem local to a gaming
device (or, e.g., a server) can receive the data on the telephone
line and use an infrared transmitter to convert the data to an
infrared signal. An infrared detector can receive the data carried
in the infrared signal and place the data on a system bus for the
processor. The system bus carries the data to main memory, from
which the processor retrieves and executes the instructions. The
instructions received by main memory may optionally be stored in
memory either before or after execution by the processor. In
addition, instructions may be received via a communication port as
electrical, electromagnetic or optical signals, which are exemplary
forms of carrier waves that carry data streams representing various
types of information. Thus, the gaming device may obtain
instructions in the form of a carrier wave.
[0054] According to an embodiment of the present invention, the
instructions of the program may be read into a main memory from
another computer-readable medium, such from a ROM. Execution of
sequences of the instructions in program causes processor perform
the process steps described herein. In alternate embodiments,
hard-wired circuitry may be used in place of, or in combination
with, software instructions for implementation of the processes
described herein. Thus, embodiments of the present invention are
not limited to any specific combination of hardware and software.
As discussed with respect to aforementioned systems, execution of
sequences of the instructions in a program of a peripheral device
in communication with the gaming device may also cause the
processor to perform some of the process steps described
herein.
[0055] The memory may store one or more databases as would be
apparent to one of skill in the art, including, for example, a
probability database 280, a payout database 285. Some or all of the
data stored in each database is described herein with reference to
various embodiments. The data provides functionality to the
processor when the data is processed according to various methods
described herein.
[0056] The described entries of the databases represent exemplary
information only; those skilled in the art will understand that the
number and content of the entries can be different from those
illustrated herein. Further, despite any description of the
databases as tables, an object-based model could be used to store
and manipulate the data types described herein and likewise, object
methods or behaviors can be used to implement the processes
described herein.
[0057] Where appropriate, a prior art probability database may be
utilized in the performance of the inventive processes described
herein. A probability database may be stored in the data storage
device in tabular form, or any other appropriate database form, as
is well known in the art. The data stored therein may include a
number of exemplary records or entries, each defining a random
number. Those skilled in the art will understand that the
probability database may include any number of entries. The tabular
representation may also define fields for each of the entries or
records. The fields may specify: (i) a random number (or range of
random numbers) that may be generated by the random number
generator; and (ii) an outcome that indicates the one or more
indicia comprising the outcome that corresponds to the random
number of a particular record. A gaming device may utilize a
probability database to determine, for example, what outcome
corresponds to a random number generated by a random number
generator and to display the determined outcome. The outcomes may
comprise the three symbols to be displayed along the payline of a
three-reel slot machine. Other arrangements of probability
databases are possible. For example, the book "Winning At Slot
Machines" by Jim Regan (Carol Publishing Group Edition, 1997)
illustrates many examples of payout and probability tables and how
they may be derived. The entirety of this book is incorporated by
reference herein.
[0058] Further, where appropriate, a prior art payout database may
be utilized in the performance of the inventive processes described
herein. A payout database may be stored in the data storage device
in tabular form, or any other appropriate database form, as is well
known in the art. The data stored therein includes a number of
example records or entries, each defining an outcome that may be
obtained on a gaming device that corresponds to a payout. Those
skilled in the art will understand that the payout database may
include any number of entries. The tabular representation also
defines fields for each of the entries or records. The fields
specify: (i) an outcome, which indicates the one or more indicia
comprising a given outcome; and (ii) a payout that corresponds to
each respective outcome. The outcomes may be those obtained on a
three reel slot machine.
[0059] A gaming device may utilize the payout database to determine
whether a payout should be output to a player as a result of an
outcome obtained for a game. For example, after determining the
outcome to output on the gaming device, the gaming device may
access the payout database to determine whether the outcome for
output is one of the outcomes stored as corresponding to a payout.
If it is, the gaming device may provide the corresponding payout to
the player.
[0060] Other arrangements of payout databases are possible. For
example, the book "Winning At Slot Machines" by Jim Regan (Carol
Publishing Group Edition, 1997) illustrates many examples of payout
and probability tables and how they may be derived.
[0061] Additionally, where appropriate, a player tracking database
may be utilized to store historical data associated with specific
players. A player tracking database may be used, for example, to
store player wager data so that players wagering over a given
threshold in a given amount of time may be rewarded for their
patronage. The player tracking database may also contain other
information that may be useful in, for example, promoting and
managing player behaviors (e.g., information about the player's
outstanding debts, lodging arrangements, and the like). Further,
the player tracking database may store data regarding a given
player's standing in a game session or meta game, so that the
player can continue the game session or meta game at a plurality of
game machines that have common access to the player tracking
database. Such player tracking data may be stored in a relational
database and retrieved or otherwise accessed by the processor after
receiving a "key" data point from the player, such as a unique
identifier read from the player's player tracking card.
[0062] Note that, although these databases may be described as
being stored in a gaming device, in other embodiments some or all
of these databases may be partially or wholly stored in another
device, such as one or more of the peripheral devices, the
peripheral device server and/or the server computer. Further, some
or all of the data described as being stored in the databases may
be partially or wholly stored (in addition to or in lieu of being
stored in the memory of the gaming device) in a memory of one or
more other devices, such as one or more of the peripheral devices,
another gaming device, the peripheral device server and/or the
computer.
[0063] As discussed herein, in one or more embodiments the game
device may take the form of a slot machine configured to operate in
conjunction as described herein. A more specific description of a
suitable slot machine follows.
[0064] A slot machine may comprise, for example, a three-reel or
five-reel slot machine as is known in the art. The slot machine
comprises a display area in which an outcome for a game of the slot
machine is displayed to the player. The display area may, for
example, be a video display that displays graphical representations
of reels. The display area may, in another example, be glass behind
which are located mechanical reels. Within the display area is a
payline.
[0065] In accordance with one or more embodiments of the present
invention, an outcome of a game is a set of symbols displayed along
a payline of a reeled slot machine. Referring to FIG. 3, three
reels 350, 360 and 370 each include a plurality of symbols. One
payline intersects one symbol on each reel. Thus, a payline in such
an embodiment yields three symbols 300, which can constitute an
outcome according to various embodiments of the invention.
[0066] The slot machine may further comprise a handle. A player may
initiate the movement of the reels in the display area by pulling
on the handle. Alternatively, a player may initiate the movement of
the reels in the display area by actuating a start button. Either
or both of the handle and start button are exemplary embodiments of
the input device, described herein.
[0067] Where appropriate or desirable, the slot machine may also
include an alternate, secondary game screen, for outputting
information to a player. The secondary game screen may be utilized,
for example, to inform a player of the player's standing in a
meta-game.
[0068] The slot machine may also include a payment system, which is
comprised of a bill acceptor, a credit card reader, and a coin
acceptor. A player may utilize payment system to provide a wager
for playing a game and or for providing payment for provision of an
outcome.
[0069] The slot machine may further comprise a credit meter
balance, which is an exemplary embodiment of a benefit output
device that was described herein. The credit meter balance reflects
the amount of electronic credits currently available to a player.
The electronic credits may be used by a player, for example, as
wagers for games played on the gaming device. The electronic
credits may also be "cashed out" as coins, bills, tokens, a
cashless gaming receipt, and/or credits to another financial
account associated with the player.
[0070] Finally, the slot machine may comprise a coin tray. Payment
to the player may be rendered by dispensing coins into the coin
tray. Such coins may be dispensed based on, for example, a player's
indication that the player would like to cash out his credit meter
balance and/or a payout obtained by a player as a result of playing
a game on the slot machine. The coin tray is an exemplary
embodiment of the benefit output device, described herein. Note
that, where appropriate, the slot machine may include different
and/or additional components besides those discussed in this
section.
[0071] Following is a description of process steps to be performed
by (i) a gaming device, (ii) a controller, (iii) devices
operatively connected to gaming devices and/or controllers (e.g.
retrofitted hardware devices), and (iv) any combination thereof.
Thus, although the following description discusses the steps as
performed by a gaming device, it contemplated that the steps may be
performed by any combination of the devices and computers (e.g., a
central server) described herein.
[0072] Step 1: Initiate Game
[0073] A game device first receives a request to initiate a game by
receiving a signal via an input device, such as a touch screen
button. Alternatively, such a request may be received via a payment
accepting apparatus, for example upon the deposit of currency, a
credit card, or the like. Further, such a request may be received
via a device configured to accept and read player tracking cards,
as is known in the art.
[0074] A game that may be initiated may constitute a basic game
and/or a meta-game. Further, a player may purchase a single handle
pull or a prepaid session. Thus, a player may initiate play of a
basic game and a meta-game through the purchase of a single handle
pull, in which case additional symbols for use in the meta-game
could be collected through the purchase of additional handle pulls.
Or, a player may initiate play of both a basic game and a meta-game
through the purchase of a prepaid session, in which case individual
outcomes may yield payouts, and aggregated symbols may be collected
(through placement of such symbols in a display matrix) throughout
the session and be used to determine bonus payout eligibility.
Further, a player may initiate play of a meta-game through the
purchase of a prepaid session, in which case a basic game may not
be simultaneously initiated (i.e. only a bonus payout can be
awarded through a combination of aggregated symbols).
[0075] A subroutine may optionally be employed at this juncture for
confirming the player's desire to play a game or meta-game. For
example, a confirmation screen may be shown to the player via a
display device which prompts the player to (i) view or listen to
instructional material, (ii) acknowledge the rules of a game or
meta-game, (iii) accept the terms of a contractual offer, or (iv)
any combination thereof. Such a confirmation subroutine may be
particularly desirable in meta-game embodiments employing prepaid
session functionality. A more detailed description of systems and
methods for providing a confirmation screen to a player are
disclosed in Applicant's U.S. Patent Application Serial Number
60/451,973, entitled METHOD AND APPARATUS FOR MANAGING GAME
CONFIRMATIONS, filed Mar. 4, 2003, the entirety of which is
incorporated by reference herein.
[0076] Step 2: Determine Outcome(s)
[0077] Once a game is initiated, the game device randomly
determines an outcome or plurality of outcomes, as described
herein. For example, a single outcome may result from a handle
pull, or a plurality of outcomes may result upon the initiation of
a prepaid session, such as, for example, in an embodiment where a
prepaid session initiates a popcom-themed meta-game whereby a
plurality of outcomes are determined.
[0078] In some embodiments, determination of an outcome or outcomes
at this step can be accompanied by a determination of payout
eligibility. For example, in an embodiment where a prepaid session
initiates a popcom-themed meta-game comprising a plurality of
outcomes, each individual outcome may potentially yield a payout,
or in a basic game a handle pull may result in a payout.
[0079] Step 3: Determine Symbol(s) Corresponding to Outcome(s)
[0080] Symbols corresponding to the outcomes are determined. As
described herein, outcomes may be associated with (i) individual
symbols that independently can be used to determine payout
eligibility (e.g. a single cherry symbol outcome yields a payout),
and/or (ii) a plurality of individual symbols that are used to
determine payout or bonus payout eligibility (e.g. a
cherry-cherry-cherry outcome in a basic slot machine game, or the
aggregation of 3 cherries in a meta-game).
[0081] For example, in various embodiments described herein, a
single outcome may correspond to a single symbol. In another
embodiment, a single outcome may correspond to multiple
symbols.
[0082] Various steps may be combined. For example, in some
embodiments Steps 2 and 3 may be combined so that determination of
a random outcome directly determines a symbol. For example, rather
than utilizing a random number generator to determine a random
number which is in turn used to determine a corresponding symbol in
a relational database, the randomization may simply yield a
selection of one (or more) of several symbols.
[0083] Step 4: Determine Position(s) on Display Matrix
Corresponding to Symbol(s)
[0084] Once symbols are determined, a determination is made as to
where to position such symbols in a display matrix. In one
embodiment, this determination is made randomly.
[0085] In another embodiment, this determination is made based on
rules that consider the position of previously-accumulated symbols.
For example, stored rules (e.g., which are retrievable by the
processor from a data storage device) may dictate that: (1)
subsequently generated symbols cannot replace previously generated
symbols in a display matrix; (2) unless occupied by other
previously generated symbols, symbols should be placed in the row
position closest to similar, previously-generated symbols in the
display matrix (e.g. cherry symbols should be placed as close as
possible to other cherry symbols, and in the same row of the
matrix); and/or (3) symbols should be situated in the matrix so as
to provide the player with the maximum payout (i.e. symbols should
be combined according to stored rules in a way that maximizes
payouts).
[0086] In the third embodiment, this determination is made based on
a previous determination of a multi-symbol outcome. In this
embodiment, a multi-symbol outcome (e.g. "cherry-bar-plum") is
initially determined in Steps 2 and/or 3. Then, in this step of the
process (Step 4), the originally determined multi-symbol outcome
configuration is retrieved from memory so that the system can
determine where in the display matrix to visually place the
individual components of the multi-symbol outcome.
[0087] Step 5: Output Symbol(s) to Player Via Display Device
[0088] The determined symbols are then output to the player via the
display device. In the first and second embodiments, the outcomes
appear along with popcorn icons. That is, a popcorn icon may be
replaced by or transformed into an outcome, as represented on the
game display. Or, a symbol may be superimposed over or otherwise
accompany a popcorn icon.
[0089] In the third embodiment, the individual components of the
multi-symbol outcome are each displayed to the player so that the
player cannot initially determine the ultimate relative position of
the individual component outcome symbols. For example, the
individual symbols may be serially revealed to the player. Or, they
may be simultaneously displayed in a scrambled fashion. Here too,
popcorn icons may be communicated to the player via a display
device, and such popcorn icons may be replaced by or transformed
into an outcome. Or, a symbol may be superimposed over or otherwise
accompany a popcorn icon.
[0090] It should be noted that, alternatively, the determination of
a symbol's position on a display matrix (Step 4) may follow the
step of outputting a symbol or symbols to the player (Step 5).
[0091] Step 6: Transfer Symbol(s) Representing First Outcome to
Determined Position on Display Matrix
[0092] In a manner known in the art, the symbols may be transferred
to the determined position on the display matrix. Various methods
for communicating the movement of icons on a display device are
well known and need not be described in detail herein.
[0093] Step 7: Determine Bonus Payout Eligibility Based on Relative
Position of at Least Two Symbols
[0094] Once at least two symbols are placed in the display matrix,
a determination is made as to bonus payout eligibility. To
determine bonus payout eligibility, a stored set of rules may be
retrieved from a database or otherwise referenced from a memory.
Such stored rules may indicate the various payouts that are to be
awarded to the player for the various combinations of the various
symbols that were placed in the display matrix previously. For
example, stored rules may indicate that: (1) three pear symbols
occurring in a single row of a display matrix yields two points,
(2) three cherry symbols occurring on a single row of a display
matrix yields three points, (3) a diagonal line of three cherry
symbols occurring anywhere on the display matrix yields five
points, and (4) a total of 50 points in a game session qualifies
the player for a $200 bonus payout. Alternatively, individual
combinations of symbols may directly yield bonus payouts. For
example, three cherry symbols occurring on a single row may yield a
bonus payout of $5.
[0095] Once payout eligibility is determined, a payout may be
actuated at the gaming device in a manner known in the art. For
example, an appropriate amount of coins may be dispensed into a
coin tray.
[0096] In some embodiments, a scrolling matrix may be employed, and
may optionally be communicated to the player as a "conveyor belt".
A scrolling matrix would function to institute a time limit
associated with accumulated outcomes, such that if a given row of a
matrix is not filled by the necessary complementary symbols by the
time the row disappears from the screen, the player would lose any
accumulated symbols in that row. The expiration of aggregated
symbols in a meta-game is explained in detail in Applicant's (I)
U.S. patent application Ser. No. [NOT YET ASSIGNED] (Attorney
Docket No. 03-008), entitled "Electronic Amusement Device and
Method for Enhanced Slot Machine Play", filed Feb. 5, 2004, (II)
U.S. patent application Ser. No. [NOT YET ASSIGNED] (Attorney
Docket No. 03-008A), entitled "METHOD AND APPARATUS FOR ENHANCED
PLAY OF A GAMING DEVICE", filed Feb. 13, 2004, and (III) co-pending
U.S. patent application Ser. No. 09/716,918, entitled "Electronic
Amusement Device and Method for Enhanced Slot Machine Play", filed
Nov. 20, 2000, which is a continuation in part of U.S. patent
application Ser. No. 09/164473, entitled "Electronic Amusement
Device and Method for Enhancing Slot Machine Play", filed Oct. 1,
1998, and issued on Mar. 20, 2001 as U.S. Pat. No. 6,203,430. The
entirety of each of the above applications and patents is
incorporated herein by reference.
[0097] In some embodiments, two game screens may be employed so
that a first game screen is used to initially display symbols and
icons, and the second game screen is used for a display matrix. For
example, after popcorn icons and/or game symbols are revealed on a
first game screen, the icons and/or symbols may migrate to a
separate game screen for placement in the display matrix.
[0098] In some embodiments, a peripheral device may be operatively
connected to a gaming device that is configured to assist in the
operation of functions related to basic games and/or meta-games. A
peripheral device may include a processor that can communicate with
a processor of a gaming device. Further, a peripheral device may
have one or more output deices, such as display screens, and one or
more input devices, such as buttons. Examples of peripheral devices
include (1) electronic apparatuses "retrofitted" to conventional
gaming devices so that inventive processes disclosed herein may be
realized through game play at such gaming devices, (2) Personal
Digital Assistants (PDAs) such as those manufactured by Palm, Inc.,
(3) lap top computers, (4) cellular telephones, (5) pagers, or (6)
any combination thereof.
* * * * *