U.S. patent application number 10/860288 was filed with the patent office on 2004-11-04 for methods of temporal knowledge-based gaming.
Invention is credited to Vancura, Olaf.
Application Number | 20040219963 10/860288 |
Document ID | / |
Family ID | 26796678 |
Filed Date | 2004-11-04 |
United States Patent
Application |
20040219963 |
Kind Code |
A1 |
Vancura, Olaf |
November 4, 2004 |
Methods of temporal knowledge-based gaming
Abstract
A method for playing a bonus game requiring knowledge has steps
of presenting a query; limiting the time for response; awarding
more if the player is correct, less if wrong, and keeping a house
advantage in a range. A method has the steps of receiving a wager;
playing a base game; playing a time-limited bonus game, and keeping
a house advantage in a range. A method has the steps of presenting
a query; limiting the time for response; awarding more if correct,
less if wrong; randomly choosing a response if the time limit be
exceeded, and keeping a house advantage in a range. A method has
the steps of presenting a query; limiting the time for response;
awarding more if correct, less if wrong or if the time limit is
exceeded, and keeping a house advantage in a range. A method has
the steps of presenting a query; limiting the time for response;
awarding the player who responds correctly inversely to the time
elapsed, and keeping a house advantage in a range. A method has
steps of presenting a query and at least two answers; limiting the
time for response; eliminating at least one answer after time has
elapsed; awarding the player who responds correctly inversely to
the time elapsed, and keeping a house advantage in a range. A
method has the steps of presenting a query; limiting the time for
player response; awarding more if the player is correct, and
answers in the time limit and less if wrong and/or answers after
the time limit, and keeping a house advantage in a range. The step
of presenting a query has limiting the award based on time to
answer, presenting multiple choice answers, removing wrong answers
and decreasing the award or beginning the timer when the question
is presented, after a signal from the player that the question has
been read or at any arbitrary point.
Inventors: |
Vancura, Olaf; (Las Vegas,
NV) |
Correspondence
Address: |
Robert C. Dorr, Esq.
Dorr, Carson, Sloan, Birney & Kramer, P.C.
3010 East 6th Avenue
Denver
CO
80206
US
|
Family ID: |
26796678 |
Appl. No.: |
10/860288 |
Filed: |
June 3, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10860288 |
Jun 3, 2004 |
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10155597 |
May 24, 2002 |
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6752717 |
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10155597 |
May 24, 2002 |
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09616724 |
Jul 14, 2000 |
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6413160 |
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09616724 |
Jul 14, 2000 |
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09372560 |
Aug 11, 1999 |
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60099959 |
Sep 11, 1998 |
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Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 9/183 20130101;
G07F 17/3244 20130101; A63F 2003/0017 20130101; A63F 2009/2433
20130101 |
Class at
Publication: |
463/009 |
International
Class: |
A63F 009/24 |
Claims
What is claimed:
1) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: a) presenting
the player with a query; b) limiting the time in which the player
may respond to the query; c) awarding the player a greater award if
the player is correct, and a lesser award if the player is
incorrect, and d) limiting the amount of the awarding for the
combined knowledge-based bonus game with the underlying game of
chance so a house advantage remains within a predetermined
range.
2) A method for playing a casino game comprising the steps of: a)
receiving a wager; b) playing an underlying game of chance; c)
playing a time-limited knowledge-based bonus game in combination
with the underlying game, and d) limiting the amount of the
awarding for the combined knowledge-based bonus game with the
underlying game of chance so a house advantage remains within a
predetermined range.
3) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: a) presenting
the player with a query; b) limiting the time in which the player
may respond to the query; c) awarding the player a greater award if
the player is correct, and a lesser award if the player is
incorrect; d) randomly choosing a response for the player should
the time limit be exceeded, and e) limiting the amount of the
awarding for the combined knowledge-based bonus game with the
underlying game of chance so a house advantage remains within a
predetermined range.
4) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: a) presenting
the player with a query; b) limiting the time in which the player
may respond to the query; c) awarding the player a greater award if
the player is correct, and a lesser award if the player is
incorrect or if the time limit is exceeded, and d) limiting the
amount of the awarding for the combined knowledge-based bonus game
with the underlying game of chance so a house advantage remains
within a predetermined range.
5) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: a) presenting
the player with a query; b) limiting the time in which the player
may respond to the query; c) awarding the player who responds
correctly in a manner generally inverse to the time elapsed, and d)
limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
6) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: a) presenting
the player with a query and at least two possible answers; b)
limiting the time in which the player may respond to the query; c)
eliminating at least one answer after a portion of time has
elapsed; d) awarding the player who responds correctly in a manner
generally inverse to the time elapsed, and e) limiting the amount
of the awarding for the combined knowledge-based bonus game with
the underlying game of chance so a house advantage remains within a
predetermined range.
7) The method of claim 2 with the step of playing a time-limited
knowledge-based bonus game including the steps of presenting the
player with a query and limiting the award based on time taken to
answer.
8) The method of claim 7 wherein the limiting step includes
presenting multiple choice answers.
9) The method of claim 8 wherein the step of presenting is further
limited by removing wrong answers and decreasing the award
accordingly.
10) The method of claim 1 wherein the step of limiting the time to
answer with the step of beginning the bonus timer when the question
is presented.
11) The method of claim 1 wherein the step of limiting the time to
answer with the step of beginning the bonus timer after signaling
from the player that the question has been read.
12) The method of claim 1 wherein the step of limiting the time to
answer with the step of beginning the bonus timer at any arbitrary
point.
13) A method for playing a knowledge-based bonus game on an
underlying game of chance comprising the steps of: e) presenting
the player with a query; f) limiting the time in which the player
may respond to the query; g) awarding the player a greater award if
the player is correct, and answers within the time limit lesser
award if the player is incorrect and/or answers after the time
limit, and h) limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to casino games and, in
particular, to improvements in the methods of playing timed bonus
games on an underlying game.
[0003] 2. Background & Statement of the Problem
[0004] This application claims priority to "KNOWLEDGE-BASED CASINO
GAME AND METHOD THEREFOR" filed Aug. 11, 1999, that is incorporated
by reference herein.
[0005] The casino-playing public is demanding more sophisticated
forms of gambling, especially from slot machines. Slot machines
with bonusing are becoming more popular, and a continual need
exists to provide new, challenging, and exciting bonuses.
[0006] Furthermore, the public's fascination with trivia continues
unabashed as television trivia quiz shows continue to be very
popular. Some of these shows (e.g., Who Wants to Be a Millionaire?)
do not employ timers of any sort, while others (e.g., Jeopardy!)
do. Still others utilize elapsed time in determining a contestant's
point-total and eliminate answers as a function of time, to
encourage contestants to answer early but keep contestants with
inferior knowledge in the game.
[0007] There exists a continual need to add more challenge, risk
and excitement to a casino players experience. There exists a need
to combine casino gaming and quiz trivia in the form of
knowledge-based bonus games for an underlying casino gaming
device.
[0008] Furthermore, there exists a continual desire to limit the
temporal length of the bonus game, so as to maximize the house
advantage and to minimize moneymaking "down time" of the underlying
casino gaming device.
[0009] Furthermore, there exists a desire to offer knowledge-based
games in which the player who "knows" the answer is rewarded with a
greater prize than the player who "guesses" the answer.
BRIEF DESCRIPTION OF THE DRAWING
[0010] FIG. 1 is a flow chart showing the preferred embodiment
method for two responses of playing a temporal knowledge-based
game.
SOLUTION TO THE PROBLEM AND DETAILED DESCRIPTION
[0011] The solution, as presented herein, comprises a
knowledge-based bonus game and method having a temporal component.
The temporal component assumes the form of one or more bonus
timers. It is a feature of the present invention that bonus timers
may be used in several different ways.
[0012] A knowledge-based casino game with bonus timer, under the
teachings hereof, works well as a bonus game to a conventional
underlying casino game of chance. The bonus timer is best placed as
a part of the game computer that includes the rules of play and the
questions and answers for playing a knowledge-based casino game.
The bonus timer is a typical clock function easily included in the
bonus game computer and set to perform the functions described
herein for the various iterations of executing the methods of
playing the knowledge-based temporal games. The computer can be
typically a microprocessor included as part of the underlying or
separate for the bonus game. Such microprocessors are common and
can be obtained from Sigma Game Inc. of Las Vegas, Nev. set up for
the particular functions desired. In this specific instance the
microprocessor is capable of and arranged to time responses to
queries as set forth through out the disclosure; see FIG. 1 for
example.
[0013] Consider the following knowledge-based bonus game on an
underlying conventional slot machine. The slot machine can be a
standard stepper-reel or video-reel, with one or more pay lines,
that has a bonus feature. Without loss of generality, assume that
with X units wagered in the underlying game, the player is eligible
for the bonus game with frequency, f. The frequency, "f", may
periodically occur (e.g., every 20 games) or may be entirely random
with a statistical frequency over time (e.g., also on average every
twenty games, but randomly occurring). The bonus game frequency may
in addition be a function of the wager and/or the number of pay
lines wagered upon.
[0014] Assume the expected rates of return are "R" units for the
underlying casino game of chance without the bonus, and the
knowledge-based bonus timer bonus participation, on average,
garners "B" units. The house advantage may be written as:
House Advantage=-[R+fB-X]/X FORMULA 1
[0015] Where:
[0016] R=Player's Expected Return for Underlying Game in Units
[0017] f=Frequency
[0018] B=Player's Expected Return for Bonus Game in Units
[0019] X=Units Wagered
[0020] Of course, the following is true:
Player's Expectation=-House Advantage FORMULA 2
[0021] When used as a bonus or as a part of a game, the means of
initiating the bonus or entering the part of the game is not
material to this invention. Any condition occurring in the
underlying game of chance can be utilized. There are a large number
of bonus game initiation mechanisms that are variously triggered
upon the occurrence of an event in the underlying game. For
example, in the case of reel slot machines, a special bonus pay
symbol (or combination of existing symbols) could align on the
payout line (or elsewhere in the window) of the slot machine. Or,
any other suitable game event could be utilized such as the
occurrence of a random event such as selecting a random number for
coin-ins and signaling the condition when the random-numbered
coin-in occurs. Any condition occurring, but unrelated to the game
play can also be utilized such as a randomly set timer. While the
condition preferably causes the underlying game of chance to stop
so that the knowledge-based bonus game can be played, certain
embodiments of the present continue play of the underlying game of
chance while the player plays the knowledge-based bonus game.
[0022] In addition, the play of the knowledge-based bonus game
could also require an extra wager. For example, when the condition
occurs in the underlying game of chance, the player would have a
choice to wager an additional amount to play the knowledge-based
bonus game or to continue play of the underlying game of chance.
The teachings of the present invention are not limited by the
condition in which the underlying game of chance triggers, causes,
initiates, or trips the play of the knowledge-based bonus game.
[0023] The knowledge-based bonus game has a bonus timer and the use
of the formulas described above (or something similar) determines
the limiting cases of perfect knowledge and no knowledge on the
part of the player invention shown in flow chart of the preferred
embodiment method for two responses in FIG. 1. As a practical
matter the house advantage must be maintained in a predetermined
range, as will be described, to make this a casino game.
EXAMPLE
[0024] For example, consider a slot machine in which the player
(with a line bet, X, of arbitrary units) is eligible for a
knowledge-based bonus game of the present invention with frequency,
"f", of 0.005 (i.e., 1 in every 200 spins). Furthermore, the
expected return R on the conventional underlying casino game is
0.7.times. units (70%). A player may have perfect knowledge or a
player may simply guess the answers to the knowledge-based bonus
game with the bonus timer. For the player simply guessing, assume a
desired House Advantage of roughly 12% (i.e., Player's
Expectation=-12%). Solving Formula 1, the desired
B.sub.MIN=36.times. the line bet, or 36.times.. B.sub.MIN is a
first value for a player's expected return from pure guessing. For
the player with perfect knowledge, a desired "worst case" scenario
is no House Advantage or 0%. Setting the House Advantage equal to
0% yields in Formula 1, a B.sub.MAX=60.times. the line bet,
60.times.. B.sub.MAX is a second value for a player's expected
return for always being correct.
[0025] Further assume the following algorithmic game model for the
knowledge-based bonus casino game with its bonus timer of this
example:
[0026] The player in the bonus game is asked a timed
knowledge-based question and given 2 possible responses. The player
is given 12 seconds. If the player responds within 12 seconds and
is correct, the player is awarded 60.times. the line bet, in units.
If the player responds within 12 seconds and is incorrect, the
player is awarded 12.times. the line bet, in units. If the bonus
timer expires, a response is randomly selected for the player, who
is awarded the appropriate award based on the response being
correct or incorrect.
[0027] The following considerations are possible for this example.
A player with perfect knowledge will always answer correctly and
will have an expected win, B.sub.MAX, for the bonus game=60.times.
units. This player's expectation (and the House Advantage) will be
0% for the entire game. On the other hand, a player that knows none
of the answers will either guess or let the bonus timer expire. If
the player guesses, he/she will guess correctly one-half the time,
and incorrectly one-half the time. This player's expected win,
B.sub.MIN, for the bonus game is
1/2(60.times.)+1/2(12.times.)=36.times. units, leading to a
player's expectation of -12% (house advantage of +12%), as desired,
for the entire game. If the player lets the bonus timer expire,
then the player has a one-half chance of randomly being assigned
the correct response, and a one-half chance of randomly being
assigned the incorrect response, so again the player's expectation
is -12% as desired. Therefore, even with the use of an associated
bonus timer, the casino is assured of a statistical House Advantage
in a range having a predetermined upper limit and a predetermined
lower limit.
[0028] Note that these two types of players represent the two
extremes in terms of the knowledge-based casino game play of the
design and method of the present invention. All other players, with
perhaps knowledge of some of the answers, or some knowledge of the
answers, will have player expectations that fall, in this example,
between the two extremes of 0% and -12% House Advantage. Or, house
advantages in the range of 0% (for perfect knowledge players) to
12% (for players who simply guess or let the bonus timer
expire).
[0029] The actual values of 0% and -12% in this example are mere
illustrations based on the two types of players: a player with
perfect knowledge and a player with no knowledge (i.e., a player
simply guessing or "leaving it up to chance"). All other players
will fall somewhere in the middle of the range. The "average" house
advantage for the combined underlying game of chance and
knowledge-based bonus game will fall somewhere in the middle of the
range dependent upon the knowledge of that player.
[0030] In the first embodiment just described, the bonus timer may
be used simply to limit the length of time a player has to answer
the knowledge-based question. For example, after a question and the
possible answers have been presented, an on-screen clock device or
illustrative bonus timer may be depicted and counted down, after
which the response-time is over. In lieu of, or in addition to, a
pictorial depiction of the time remaining, an accompanying musical
selection of appropriate duration may be used which, upon ending,
concludes the response-time. It is to be expressly understood that
the use of the bonus timer need not imply a physical timepiece or
other visual or audio metric apparent to the player. Although, the
preferred embodiment has the bonus timer begins after the query has
been presented. It is also possible to have the bonus timer begin
at other arbitrary points, for example before the query has been
presented, or after the player has signaled that he/she has read
the query, and so forth.
[0031] In this embodiment, provided that the player answers within
the allotted time, the award is subject only to the accuracy of the
response. Thus, the player may answer immediately, or wait until
the bonus timer has almost expired, and still be awarded an amount
commensurate with the response and not the elapsed time.
[0032] If the bonus timer does expire, then there exists a design
and method step choice of the player as to how the gaming is to
proceed. In a preferred embodiment described above, the player is
simply provided with a random response, and is awarded based on the
accuracy of the randomly selected response. This affords players
who run out of time the opportunity to still get the correct
answer, if they are fortunate enough to have the random response be
a correct answer.
[0033] In another embodiment, the player is awarded an amount equal
to having answered incorrectly. This forces the astute player to
guess before the bonus timer expires, since otherwise the result is
equivalent to an incorrect response. Thus, the expectations for
perfect-knowledge players and those that merely guess remain as
before, equal to 0% and -12% respectively.
[0034] While it is assumed that players will try to maximize their
expected return, B, in the play of the bonus games. It is to be
expressly understood that it is possible for a player having
perfect-knowledge to purposely attempt to miss every
knowledge-based question. It is also possible for such a player to
purposely let the bonus timer expire, i.e. equivalent to always
getting the response incorrect. In that case, the player's
expectation for this example would be -24%.
[0035] Alternatively, the player may be awarded an amount equal to
expected value from guessing the answer. In particular, in the
first preceding example, a player who guesses has a 1/2 chance of
being correct and a 1/2 chance of being incorrect. Hence, the
expected value EV from guessing is 1/2.times.60.times.
units+1/2.times.12 units=36.times. units, where again, X is the
line bet. In this case as well, the expectations for
perfect-knowledge and no-knowledge remain equal to 0% and -12%,
respectively.
[0036] The use of a bonus timer in this fashion has several
benefits, among them added, challenge and suspense due to a sense
of urgency in the bonus round. If the underlying gaming device were
a slot machine, it also would most likely lead to increased
wagering due to the limited length of the bonus round. Typical
bonus rounds are considered "down time" in that no additional
wagering takes place. Hence, accelerating bonus round play (in
which players do not wager) potentially leads to more rapid
resumption of play for the base or underlying game (in which
players do wager).
[0037] In each of the examples given, from a game design point of
view, the use of the bonus timer would not change the expected
value of the bonus game for either a player with perfect knowledge
or a player with no knowledge. As a result, the player's
expectation and house advantage, too, remain unchanged.
[0038] In a second preferred form of the timed bonus round, the
bonus timer is used not only to limit the length of bonus play
(time to answer the query), but also to determine the actual award
the player receives. As an illustrative example, consider the
following query:
[0039] By area, what is the largest state in the USA?
[0040] (a) Alaska
[0041] (b) Montana
[0042] (c) California
[0043] A bonus timer is initiated at 15 seconds. A correct answer
is worth 50 credits plus the number of seconds remaining (rounded
up to the nearest second) multiplied by 10. An incorrect answer is
worth 50 credits. In this manner, a player who knows the answer,
and responds almost instantly, will be awarded 50 credits+15
seconds.times.10 seconds=200 credits. A player who answers
correctly, but after some time has elapsed (i.e., between 1 second
and 15 seconds), will win a lesser award between 60 credits and 190
credits. A player who guesses incorrectly (or runs out of time)
will be awarded only 50 credits, regardless of how much time was
taken.
[0044] In this manner, the bonus timer adds additional challenge,
risk and suspense in that there is an incentive for the player to
respond quickly to the query. The award for answering correctly is
thus related, generally inversely, to the time elapsed when
responding. That is, the shorter the player requires to respond,
the greater the potential award, and the longer the player takes to
respond, the less the potential award.
[0045] From a game developing point of view, the use of this type
of bonus timer influences the limiting cases of perfect and no
knowledge in the following fashion. The calculation must include an
assumption that the player will answer instantly as in the case of
perfect knowledge. Hence, a player with perfect knowledge has a
bonus-game expected value B.sub.MAX=200 units. For optimal play a
player with no knowledge, it would be financially best to respond
instantly, so that if correct, the maximum award is obtained. Hence
the no-knowledge associated bonus-game expected value
B.sub.MIN=1/3.times.200 units+2/3.times.50 units=100 units.
Additionally, a worst-case player, who simply lets time run out,
has an associated B=50 units.
[0046] The foregoing is meant as an illustrative example, not only
in the form of the query, but in the numerical values thereby
assigned. Clearly, a player who does not answer (and hence, runs
out of time) could be handled in a different manner, such as by the
teachings presented earlier. Too, the nature of the relationship
between time elapsed and award is a design choice. In particular,
as an alternative form of this bonus, the player could receive a
higher award for responding quickly, whether correct or
incorrect.
[0047] As yet another alternative, in conjunction with the player
receiving less of a potential award as time ticks away, incorrect
responses may be automatically removed. In this fashion, an unsure
player may wait (albeit with less of a potential award) because the
incorrect responses are eliminated, say, one by one, in accord with
the elapsing time.
[0048] As an example, consider the following query:
[0049] How tall was the world's tallest man?
[0050] 6' 11"
[0051] 7' 11"
[0052] 8' 11"
[0053] 9' 11"
[0054] The following serves to illustrate the embodiment. The
player is given the query and possible responses. A 20 seconds
bonus timer is implemented. If, at any time, the player responds
incorrectly, the bonus is over and the player is awarded 50
credits. If the player responds correctly within 5 seconds, he/she
is awarded 250 credits. If no response has occurred by 5 seconds,
then one of the incorrect responses is eliminated. If the player
responds correctly between 5 and 10 seconds, he/she is awarded 200
credits. If no response has occurred by 10 seconds, a second
incorrect response is eliminated. If the player responds correctly
between 10 and 20 seconds, he/she is awarded 150 credits. If time
runs out, the player is given a random response from among the two
remaining responses.
[0055] The perfect-knowledge player has B.sub.MAX=250. The
no-knowledge player has the following expected values, as a
function of time elapsed prior to responding:
T<5 seconds 1/4.times.250+3/4.times.50 =100
5<=T<10 1/3.times.200+2/3.times.50=100
10<=T<20 1/2.times.150+1/2.times.50=100
20<=T 1/2.times.150+1/2.times.50=100
[0056] Thus, regardless of strategy used as to time elapsed, the
no-knowledge player has B.sub.MIN=100 units.
[0057] Note however, that this is a design choice. If instead, the
potential award for responding correctly between 5 and 10 seconds
were 175 units or credits (instead of 200 credits), then the
associated expected value in that time interval would be
1/3.times.175+2/3.times.50=- 91.67. A no-knowledge player, then,
would be better served answering in the first 5 seconds or after 10
seconds, with an associated B.sub.MIN=100. The worst-case expected
value of B, which may be utilized for calculating a worst-case
player's expectation, is equal to 91.67 in this case.
[0058] While the foregoing has been illustrated by eliminating
incorrect answers, several such representations are equally valid
and will be appreciated by those skilled in the art. For example,
the illumination of one of the incorrect responses may be dimmed
(or erased or crossed-out or otherwise shown to be incorrect). For
multiple-choice queries, multiple incorrect answers may thus be
made known to the player, either concurrently or sequentially as a
function of time elapsed.
[0059] In the most preferred embodiment for multiple-choice
queries, multiple bonus timers are employed and the player is
allowed to respond either until correct or until only one answer
remains.
[0060] Consider the following query:
[0061] What is the smallest planet in our solar system?
[0062] Mercury
[0063] Earth
[0064] Neptune
[0065] Pluto
[0066] The following illustrates the logical flow of the bonus
game. The player is given a bonus timer of 12 seconds and awarded
200 credits if correct on the first guess (regardless of elapsed
time). If time expires, a response is randomly chosen. If
incorrect, the bonus timer resets to 12 seconds, and the player is
given 150 credits if correct on the second guess (regardless of
elapsed time). If time expires, a response is randomly chosen. If
incorrect a second time, the bonus timer resets to 12 seconds, and
the player is given 100 credits if correct on the third guess
(regardless of elapsed time). If time expires, a response is
randomly chosen. If not answered or answered incorrectly a third
and final time, the player is awarded 50 credits since the only
unselected response was the correct answer.
[0067] From a design point of view, the foregoing example results
in a perfect-knowledge B.sub.MAX=200 credits, and a no-knowledge
B.sub.MIN=1/4.times.(200 credits+150 credits+100 credits+50
credits)=125 credits.
[0068] As before, the foregoing is meant to be illustrative, and is
not intended to limit the teachings of the invention. But as can be
appreciated, the use of multiple bonus timers ensures that progress
is made in the bonus game, even if the player is afforded multiple
responses in the case of incorrect responses. Multiple bonus timers
may also be utilized in a manner in which the award is a function
of the time elapsed.
[0069] A method for playing a knowledge-based bonus game on an
underlying game of chance has steps of presenting the player with a
query; limiting the time in which the player may respond to the
query; awarding the player a greater award if the player is
correct, and a lesser award if the player is incorrect, and
limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
[0070] Another method has the steps of receiving a wager; playing
an underlying game of chance; playing a time-limited
knowledge-based bonus game in combination with the underlying game,
and limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
[0071] A further method has the steps of presenting the player with
a query; limiting the time in which the player may respond to the
query; awarding the player a greater award if the player is
correct, and a lesser award if the player is incorrect; randomly
choosing a response for the player should the time limit be
exceeded, and limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
[0072] Still another method has the steps of presenting the player
with a query; limiting the time in which the player may respond to
the query; awarding the player a greater award if the player is
correct, and a lesser award if the player is incorrect or if the
time limit is exceeded, and limiting the amount of the awarding for
the combined knowledge-based bonus game with the underlying game of
chance so a house advantage remains within a predetermined
range.
[0073] Yet another method has the steps of presenting the player
with a query; limiting the time in which the player may respond to
the query; awarding the player who responds correctly in a manner
generally inverse to the time elapsed, and limiting the amount of
the awarding for the combined knowledge-based bonus game with the
underlying game of chance so a house advantage remains within a
predetermined range.
[0074] One other method for playing a knowledge-based bonus game on
an underlying game of chance comprising the steps of presenting the
player with a query and at least two possible answers; limiting the
time in which the player may respond to the query; eliminating at
least one answer after a portion of time has elapsed; awarding the
player who responds correctly in a manner generally inverse to the
time elapsed, and limiting the amount of the awarding for the
combined knowledge-based bonus game with the underlying game of
chance so a house advantage remains within a predetermined
range.
[0075] Then one more method has the steps of presenting the player
with a query; limiting the time in which the player may respond to
the query; awarding the player a greater award if the player is
correct, and answers within the time limit lesser award if the
player is incorrect and/or answers after the time limit, and
limiting the amount of the awarding for the combined
knowledge-based bonus game with the underlying game of chance so a
house advantage remains within a predetermined range.
[0076] The step of presenting the player with a query includes
limiting the award based on time taken to answer. The limiting step
includes presenting multiple choice answers. The step of presenting
is further limited by removing wrong answers and decreasing the
award accordingly. The step of limiting the time to answer has the
step of beginning the bonus timer when the question is presented,
beginning the bonus timer after a signal from the player that the
question has been read or at any arbitrary point.
[0077] The foregoing is meant to illustrate the teachings and is
not meant to limit the scope of the invention disclosed herein.
Those skilled in the art will appreciate variations to the methods
and embodiments. The method includes the step of limiting the
amount of the awarding for the combined knowledge-based bonus game
with the underlying game of chance so a house advantage remains
within a predetermined range or its equivalent. Thus, the scope of
the invention should be considered in conjunction with the appended
claims.
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