U.S. patent application number 10/794338 was filed with the patent office on 2005-01-20 for multiplayer gaming device and methods.
Invention is credited to Jorasch, James A., Packes, John M. JR., Santisi, Steven M., Walker, Jay S..
Application Number | 20050014554 10/794338 |
Document ID | / |
Family ID | 32962694 |
Filed Date | 2005-01-20 |
United States Patent
Application |
20050014554 |
Kind Code |
A1 |
Walker, Jay S. ; et
al. |
January 20, 2005 |
Multiplayer gaming device and methods
Abstract
A multiplayer gaming device allows two players to
collaboratively play, for example, a Monopoly.RTM.-style game
against the "house." Each player may have his own game controls,
coin dispenser/acceptor, and display screen. A larger display
screen may display the game board and player game characters,
shared by the two players and operated by the machine. The players
may wager a flat fee per game, and are given an amount of game
money to use for the duration of the game. Throughout the game,
players take turns spinning dice represented on the display of the
gaming device, and move around a Monopoly.RTM.-style board. As the
players move around the board, game money is deducted as they land
on properties owned by house players. A player's turn may result in
his game piece landing on a game board spot owned by a house
player, and cost the player $100 in game money. The game lasts
until both players go bankrupt. The total number of game board
spaces each player has moved without going bankrupt determines each
player's payout.
Inventors: |
Walker, Jay S.; (Ridgefield,
CT) ; Jorasch, James A.; (Stamford, CT) ;
Packes, John M. JR.; (Hawthorne, NY) ; Santisi,
Steven M.; (Ridgefield, CT) |
Correspondence
Address: |
WALKER DIGITAL
FIVE HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
32962694 |
Appl. No.: |
10/794338 |
Filed: |
March 4, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60452163 |
Mar 4, 2003 |
|
|
|
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3232 20130101; G07F 17/3274 20130101; G07F 17/3286
20130101; G07F 17/3276 20130101; G07F 17/3211 20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A method comprising: generating a first spin result for a first
player; generating a second spin result for a second player;
determining whether the first and second spin results are
complementary; and modifying a cumulative outcome based upon a
result of determining whether the first and second spin results are
complementary.
2. The method of claim 1 wherein the first and second spin results
are complementary when both spin results include matching
symbols.
3. The method of claim 1 wherein the first and second spin results
are complementary when both spin results include compatible
symbols.
4. A method comprising: generating a first plurality of spin
results for a first player during a first time period; generating a
second plurality spin results for a second player during the first
time period; and modifying a cumulative outcome based upon whether
the first and second spin results are complementary.
5. The method of claim 4 wherein the first and second plurality of
spin results are complementary when individual spin results of the
first plurality include first game pieces that occur within a
predefined second time period after compatible game pieces occur in
individual spin results of the second plurality.
6. The method of claim 4 wherein the first and second plurality of
spin results are complementary when individual spin results in the
first plurality include symbols representative of secondary game
pieces that occur synchronously with individual spin results in the
second plurality that include symbols representative of secondary
game pieces that are compatible with the secondary game pieces of
the first plurality.
7. The method of claim 4 wherein the first and second plurality of
spin results are complementary when individual spin results in the
first plurality include first game pieces that occur synchronously
with individual spin results in the second plurality that include
second game pieces that are compatible with the first game pieces
of the first plurality.
8. The method of claim 4 wherein the first and second plurality of
spin results are complementary when individual spin results in the
first plurality include first game pieces that occur within a
predefined second time period after an occurrence of individual
spin results in the second plurality that include second game
pieces that are compatible with the first game pieces of the first
plurality.
9. A method comprising: generating a first plurality of spin
results for a first player during a first time period; generating a
second plurality spin results for a second player during the first
time period; and modifying a cumulative outcome based upon whether
individual spin results in the first plurality include first game
pieces that occur within a predefined second time period after
compatible game pieces occur in the second plurality.
10. A method comprising: generating a first plurality of spin
results for a first player during a first time period; generating a
second plurality spin results for a second player during the first
time period; and continuously modifying a cumulative outcome during
the first time period based upon whether individual spin results in
the first plurality include first game pieces that occur
synchronously with compatible game pieces occurring in the second
plurality.
11. A method comprising: generating a first plurality of spin
results for a first player during a first time period wherein
individual spin results include outcomes with symbols and at least
one of the symbols is representative of at least one first player
game piece; generating a second plurality spin results for a second
player during the first time period wherein individual spin results
include outcomes with symbols and at least one of the symbols is
representative of at least one second player game piece; and
continuously modifying a cumulative outcome during the first time
period based upon whether first player game pieces occur
synchronously with second player game pieces.
12. A method comprising: generating a plurality of spin results for
a first player wherein individual spin results include outcomes
with symbols and at least one of the symbols is representative of a
first player game piece; generating, concurrently with the
plurality of spin results for the first player, a plurality of spin
results for a second player wherein individual spin results include
outcomes with symbols and at least one of the symbols is
representative of a second player game piece; and continuously
modifying a cumulative outcome during the first time period based
upon whether the first player game pieces occur synchronously with
the second player game pieces.
13. A method comprising: generating first spin results that each
include a subset of symbols selected from among a set that includes
at least one symbol that is a first game piece; generating second
spin results while the first spin results are being generated
wherein the second spin results each include a subset of symbols
selected from a set that includes at least one symbol that is a
second game piece; continuously modifying a cumulative outcome
while the spin results are being generated based upon whether
outcomes that include the first game piece happen synchronously
with outcomes that include the second game piece.
14. A method comprising: generating first spin results that each
include a subset of symbols selected from among a set that includes
at least one symbol that is a first game piece; generating second
spin results while the first spin results are being generated
wherein the second spin results each include a subset of symbols
selected from a set that includes at least one symbol that is a
second game piece; continuously modifying a cumulative outcome
while the spin results are being generated based upon whether an
outcome that includes the first game piece occurs within a
predefined time period after an outcome that includes the second
game piece.
15. A method comprising: generating first spin results that each
include a subset of symbols selected from among a set that includes
at least one symbol that is a first game piece; generating second
spin results while the first spin results are being generated
wherein the second spin results each include a subset of symbols
selected from a set that includes at least one symbol that is a
second game piece; continuously modifying a cumulative outcome
while the spin results are being generated based upon whether an
outcomes that include the first game piece and outcomes that
include the second game piece occur in a predefined sequence.
16. A method comprising: generating first spin results that each
include a subset of symbols selected from among a set that includes
at least one symbol that is a first game piece; generating second
spin results while the first spin results are being generated
wherein the second spin results each include a subset of symbols
selected from a set that includes at least one symbol that is a
second game piece; continuously modifying a cumulative outcome
while the spin results are being generated based upon occurrence of
a sequence of outcomes that include the first game piece and
outcomes that include the second game piece occur.
17. A method comprising: generating a first plurality of spin
results for a first player; generating a second plurality spin
results for a second player while the first plurality of spin
results are being generated; and continually modifying a cumulative
outcome while the spin results are being generated based upon
whether the first and second pluralities of spin results together
include a complementary sequence of symbols.
Description
RELATED APPLICATIONS
[0001] This application claims priority to commonly-owned,
co-pending U.S. Provisional Patent Application Ser. No. 60/452,163,
filed Mar. 4, 2003, entitled "MULTIPLAYER GAMING DEVICE AND
METHODS," the entire content of which is incorporated herein by
reference for all purposes.
FIELD OF THE INVENTION
[0002] The present invention relates to gaming and gaming devices.
More specifically, the present invention relates to games and
gaming devices involving multiple players.
BACKGROUND OF THE INVENTION
[0003] 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.
[0004] Since casino profits are directly proportional to the amount
wagered by patrons, casinos are highly motivated to expand and
retain share within their given market. Increased playing duration,
average wager, and rates of play are key factors contributing to
the profitability of the slot floor of a casino.
[0005] One way in which casinos have sought to boost profitability
associated with these factors is to make the machines as
entertaining as possible. Many techniques are currently used to
entertain players at a slot machine, such as attractive colors and
graphics, sound effects associated with winning payouts, and
jackpots or bonus rounds that offer players the chance to win a
large amount of money for only a small wager. While such efforts
have made modem slot machines more entertaining than the previous
generation of machines, entertainment options open to consumers
have expanded as well. Casinos now compete not only with the casino
across the street, but with alternative player entertainment
options such as home theater systems, handheld video game devices,
greatly expanded television and movie offerings, and the like.
[0006] Many players are attracted to table games such as blackjack,
which are more expensive to operate and generate far less revenue
for the casino. One reason some players prefer table games over
slot machines is that there is a social element to table games.
Psychologically, players may feel as though they are playing as a
group--teaming up against the house.
[0007] Accordingly, a need exists for means by which casinos can
provide increased entertainment for their players using gaming
devices.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a block diagram illustrating an example system
according to some embodiments of the present invention.
[0009] FIG. 2 is a block diagram illustrating an example
alternative system according to some embodiments of the present
invention.
[0010] FIG. 3 is a block diagram illustrating an example gaming
device according to some embodiments of the present invention.
[0011] FIG. 4 is a block diagram illustrating an example
multiplayer gaming device according to some embodiments of the
present invention.
[0012] FIGS. 5A through 5C are plan views of a multiplayer gaming
device according to some embodiments of the present invention.
[0013] FIG. 6 is a table illustrating an example data structure of
a player database for use in some embodiments of the present
invention.
[0014] FIG. 7 is a table illustrating an example data structure of
a session database for use in some embodiments of the present
invention.
[0015] FIG. 8 is a table illustrating an example data structure of
a asset database for use in some embodiments of the present
invention.
[0016] FIGS. 9A and 9B are flow charts illustrating an example
process according to some embodiments of the present invention.
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0017] The invention overcomes the above and other drawbacks of the
prior art by providing a gaming device for multiple players. In
some embodiments, a multiplayer gaming device allows two players to
collaboratively play, for example, a Monopoly.RTM.-style game
against the "house." Each player has his/her own game controls,
coin dispenser/acceptor, and display screen. A larger display
screen displays the game board and player game characters, shared
by the two players and operated by the machine. The players wager a
flat fee per game, and are given an amount of game money to use for
the duration of the game. Throughout the game, players take turns
spinning dice represented on the display of the gaming device, and
move around a Monopoly.RTM.-style board. As the players move around
the board, game money is deducted as they land on properties owned
by house players. For example, a player's turn may result in his
game piece landing on a game board spot owned by a house player,
and cause the player to lose $100 in game money. The game lasts
until both players go bankrupt. After the game concludes, the total
number of game board spaces each player has moved without going
bankrupt determines each player's payout.
[0018] In the following description, reference is made to the
accompanying drawings that form a part hereof, and in which is
shown, by way of illustration, specific embodiments in which the
invention may be practiced. These embodiments are described in
sufficient detail to enable those skilled in the art to practice
the invention, and it is to be understood that other embodiments
may be utilized and that structural, logical, software, hardware,
and electrical changes may be made without departing from the scope
of the present invention. The following description is, therefore,
not to be taken in a limited sense, and the scope of the present
invention is defined by the appended claims. Referring to the
drawings, note that the left most digit(s) of a reference numeral
identifies the figure in which the reference numeral first appears.
Also note that in block diagrams and tables, blocks and cells with
identical labels but different reference numerals are intended to
represent identical (or very similar) components in different
contexts, environments, configurations, locations, networks,
databases, and/or positions.
A. TERMS
[0019] Throughout the description that follows and unless otherwise
specified, the following terms may include and/or encompass the
example meanings provided in this section. These terms and
illustrative example meanings are provided to clarify the language
selected to describe embodiments of the invention both in the
specification and in the appended claims.
[0020] The term "controller" may refer to an electronic device
(e.g., a computer) that communicates with one or more gaming
devices. In a manner known in the art, the controller may be
embodied as a computer server and may (i) control the actions of
gaming devices and/or (ii) receive and store information associated
with the gaming devices. For example, the controller may employ one
or more databases to record gaming device statistics such as e.g.,
coin-in, coin-out, jackpot information, theoretical wins, etc.
[0021] The term "game" may refer to a gambling event with a
beginning and end that may encompass a number of outcomes (such as
reel spins or hands of video poker) 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).
[0022] The term "primary game" may refer to a gambling event (i.e.,
one or more chance-based event(s) executed in exchange for player
consideration and yielding a potential prize) yielding a spin
result. In accordance with the present invention, a primary game
may be embodied as a reel-based slot machine game. Termination of
the game may be established voluntarily (e.g., where a player
elects to stop play) or involuntarily (e.g., where the gaming
device terminates play based on the occurrence of a termination
event).
[0023] The term "secondary game" may refer to a game employed by a
gaming device characterized by an objective that is dependent on
results achieved in a primary game. For example, a secondary game
in accordance with the present invention may require a player to
acquire game pieces throughout the course of playing a primary game
or primary game session. The object of a secondary game may be
referred to as a secondary game objective or overall game
objective.
[0024] The term "game character" may refer to a character, which
may be a cartoon and/or digitally generated, which is involved in
the game playing experience. The character may entertain the
player, explain payouts, try to steal objects from the player, try
to defend objects held by the player, and the like. The character
could be a life-like animation of a television character, or even
just the audio associated with a well-known character.
[0025] The term "game money" may refer to non-cash value game
currency for use during a gaming session. In some embodiments, an
amount of game money may translate to a payout.
[0026] The term "outcome" may generally refer to the result of
game, such as cherry-cherry-cherry in a slot machine game, a push
in blackjack, a flush in video poker, the completion of a puzzle,
the attainment of a goal, etc. 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] The term "spin result" may refer to an outcome that is the
result of a player executing a given spin or handle pull. In
accordance with the present invention, the spin result may be
expressed in a number of ways. More specifically, the spin result
may be expressed as a value (e.g., $5.00), as a factor based on
which a value may be determined (e.g., 2.times. wager amount), or
in any other suitable manner. In accordance with some embodiments
of the invention, the spin result may be communicated graphically,
as a series of discreet symbols appearing on a first game area of
the gaming device. Further, as mentioned above, the spin result and
any corresponding prize or payout may be generated or determined
randomly or through a combination of randomness and player skill. A
spin result may include a subset of symbols selected from among a
larger set of symbols. For example, the spin result
"BAR-CHERRY-LEMON" may be a spin result determined from the symbol
set "ORANGE, CHERRY, 7, BAR, LEMON, APPLE, PLUM, GRAPE, and
PEAR."
[0028] The term "symbol" may refer to any graphic or other indicia
that appears on the reels of a gaming device, or in any game area
of a gaming device, or on the display of another device that may
represent an outcome or a portion thereof. Symbols may include for
example an image of a piece of fruit and may be represented herein
using text as in, for example, "CHERRY." Typically the value of a
symbol or a group of symbols is defined by a pay table. In some
embodiments, symbols may include game pieces.
[0029] The term "game piece" may refer to an element of a secondary
game that may occur in a primary game and then may be applied to
achieving an overall game objective. For example, in a three-legged
race secondary game, a "RIGHT STEP" game piece that appears as a
symbol on a primary game reel may be used help players advance
their racer along a track. In some embodiments however, the
occurrence of a particular game piece may detract from achieving an
objective. For example, if in the three-legged race secondary game
a "RIGHT STEP" game piece appears repeatedly in the primary game
(i.e., without a partner getting a "LEFT STEP" game piece), the
player's racer may waste time turning in circles instead of
advancing down the track.
[0030] The terms "secondary game result" and "cumulative outcome"
shall be synonymous and may refer to an indication of a players'
progress toward completing a defined objective. In accordance with
the present invention, a game result may be expressed in a number
of ways including e.g., a percentage of completion (e.g., 80%
complete), a completion ratio (e.g., 15 of 28 steps completed), a
collection of game pieces combined together to complete an
objective, etc. In some embodiments, a cumulative outcome may be
determined and displayed as play progresses and be modified as
players advance toward (or regress from) completing their
objective. Thus, during play, a cumulative outcome may be
continually changing.
[0031] The term "gaming device" may refer to any electrical,
mechanical, or electromechanical device operative to: accept
wagers; execute a process to determine a spin result; based on the
spin result, determine progress toward a game result; determine an
game result, and provide entitlement to a prize based on (i) the
spin result, (ii) the game result, or (iii) both (i) and (ii). The
spin result may be generated or determined randomly (e.g., as with
a slot machine) or through a combination of randomness and player
skill (e.g., as with video poker). In accordance with the present
invention, gaming devices may include slot machines (both video
reel and mechanical reel), video poker machines, video blackjack
machines, video roulette machines, video keno machines, video bingo
machines, pachinko machines, video lottery terminals, hand held
gaming devices, and the like. Gaming devices also include
multiplayer gaming devices, two-player cabinet machines, and slot
machines built for two (or more).
[0032] The term "multiplayer gaming device" may refer to a gaming
device comprising two or more player controls, seats, primary
and/or secondary display screens, credit input/output devices, as
well as one or more shared primary and/or secondary display
screens, controls, etc. In some embodiments, a multiplayer gaming
device may comprise one or more single player gaming devices
operatively connected to another single-player gaming device or to
a controller.
[0033] The terms "spin" and "handle pull" shall be synonymous and
may refer to an occurrence of the determination of a spin result.
In accordance with the present invention, a spin yields a spin
result that may be communicated to a player via a first game area
of the gaming device. One or more spin result(s) may then be used
to determine a secondary game result (i.e., an indication of
progress toward an objective), which may be indicated to a player
via a second game area of the gaming device. A player may initiate
a spin by depositing currency or establishing credit with the
gaming device and subsequently actuating a lever or designated
button.
[0034] The term "payout" may refer to the actual prize, reward,
winnings, or funds associated with a particular spin result and/or
game result. Typically, the payout may be embodied as cash and/or
credit dispensed or otherwise made available to the gaming device
player. Alternatively, a payout may be embodied as goods or
services to which the player may be entitled.
[0035] The term "peripheral device" may refer to a device
operatively in communication with a gaming device and that is
configured to assist in the operation of game-related
functions.
[0036] The term "player tracking card" may refer to a means by
which a casino owner or operator may identify an individual gaming
device player and monitor and record certain information associated
with the player. Typically, a player tracking card may be embodied
as a plastic card bearing identifying indicia or encoded
information via which the controller and/or gaming device may
identify the player. Generally, the identifying information is used
as an index to one or more database record(s), which store
information associated with e.g., the demographics of the player
and historical information associated with past play (if any).
[0037] The term "prepaid session" may refer to a duration of time
or number of spins that are paid for in advance and subsequently
utilized by the player. In accordance with some embodiments of the
invention, the player may purchase (i.e., wager upon) a plurality
of spins, following execution of which a game result may be
determined and any resultant payout conferred to the player.
[0038] The terms "primary game area," "first game area," "main game
area," and "lower game area" shall be synonymous and may refer to
an area of the gaming machine's facade via which a player may be
informed of a spin result. The first game area may include any
number of appropriate output devices and/or display devices
including a screen, audio output, mechanical reels and/or
electronic representations of reels, etc.
[0039] The term "primary game screen" may refer to a screen used as
the primary game area.
[0040] The terms "secondary game area," "second game area," "upper
game area," and "alternate game area" shall be synonymous and may
refer to an area of the gaming machine's facade via which a player
may be informed of a game result and/or a level of progress toward
achieving an overall or secondary game objective. In accordance
with some embodiments, the second game area may include one or more
dedicated output devices and/or display devices for displaying or
otherwise indicating progress toward a game result or game
objective.
[0041] The term "secondary game screen" may refer to a screen used
as the secondary game area.
[0042] The term "termination event" may refer to one or more
criteria that when satisfied instruct a gaming device and/or
controller to evaluate a level of progress toward a secondary game
objective having been achieved at a gaming device. For example, a
termination event in accordance with the present invention may
comprise the completion of a given number of spins, an elapsed
duration of time (e.g., the end of a prepaid gaming session),
and/or a particular spin result. In some embodiments, a termination
event may comprise the completion of the secondary game objective.
In some embodiments with team competitions, a competing team
achieving a secondary game objective could result in a termination
event for other competing teams.
B. SYSTEM
[0043] Turning to FIG. 1, the present invention can be configured
to function as a system 100 in a network environment including a
controller 102 (e.g., a slot server of a casino) that is in
communication, via a communications network, with one or more
gaming devices 104, 106, 108 (e.g., slot machines, video poker
machines, multiplayer gaming devices).
[0044] The controller 102 may communicate with the gaming device(s)
104, 106, 108 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.
[0045] Each of the gaming devices 104, 106, 108 may comprise
computers, such as those based on the Intel.RTM. Pentium.RTM.
processor, that are adapted to communicate with the controller 102.
Any number and type of devices may be in communication with the
controller 102.
[0046] Communication between the devices (including the gaming
devices 104, 106, 108) and the controller 102, and among the
devices, may be direct or indirect, such as over the Internet
through a web site maintained by controller 102 (e.g., where the
controller hosts an on-line or virtual casino), on a remote server
and/or over an on-line data network. Such data networks may include
commercial on-line service providers, bulletin board systems and
the like. In accordance with yet other embodiments, the devices may
communicate with one another and/or the controller 102 via radio
frequency (RF), cable TV, satellite links and the like.
[0047] 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 known in the art (e.g., using hash
functions or public/private key systems).
[0048] 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 periodically or 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.
[0049] In accordance with some embodiments, a controller 102 (e.g.,
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 104 and/or a gaming device
104 in communication only with one or more other gaming devices
106, 108 and/or a controller 102. In such an embodiment, any
function(s) described as being performed by the controller 102 or
data described as stored at the controller 102 may instead be
performed by or stored at one or more gaming devices 104.
[0050] Turning to FIG. 2, an alternative system 200 according to at
least one embodiment of the present invention may include a
controller 202 (e.g., a slot server of a casino) that is in
communication, via a communications network, with one or more
gaming devices 204, 206, 208 (e.g., slot machines, video poker
machines). A differentiating characteristic between the
aforementioned system 100 and the alternative system 200 being that
in the present system 200 at least one gaming device 204 is also in
communication with one or more peripheral devices 210, 212,
214.
[0051] A peripheral device 210, 212, 214 may, in turn, be in
communication with a peripheral device server 216 and, in some
embodiments, with the controller 202. In one or more embodiments
the peripheral device server 216 may be in communication with one
or more gaming devices 208 and/or the controller 202.
[0052] The controller 202 may communicate with the devices
(including the gaming devices 204, 206, 208) and peripherals 210,
212, 214, 216 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. For example, the controller 202 may
communicate directly with one of the gaming devices 204 (e.g., via
a LAN) and indirectly (e.g., via a gaming device 204) with a
peripheral device 210. In accordance with another example
embodiment, the controller 202 may communicate with one of the
gaming devices 206 via a LAN and with another of the gaming devices
208 via the Internet (e.g., if the particular gaming device 208
comprises a personal computer in communication with an online
casino).
[0053] Each of the devices (including the gaming devices 204, 206,
208 and peripherals 210, 212, 214, 216) may comprise one or more
computer(s), such as those based on the Intel.RTM. Pentium.RTM.
processor, that are adapted to communicate with the controller 202.
Further, each of the devices may comprise a gaming device such as
an electronic, mechanical or electromechanical slot machine, video
poker machine, video blackjack machine, video keno machine,
pachinko machine, video roulette machine, and/or a lottery
terminal. Further yet, each of the devices may comprise an external
or internal module associated with one or more of the gaming
devices 204, 206, 208 that is capable of communicating with one or
more of the gaming devices 204, 206, 208 and of directing one or
more gaming devices 204, 206, 208 to perform one or more functions.
Any number of devices may be in communication with the controller
202. Any number and type of peripheral devices 210, 212, 214 may be
in communication with a gaming device 204, peripheral device server
216 and/or the controller 202.
[0054] Communication between the devices and the controller 202,
between the devices themselves, between the peripheral device
server 216 and the devices, and between the peripheral device
server 216 and the controller 202, may be direct or indirect. Such
communications may include those such as over the Internet through
a web site maintained by the controller 202, on a remote server or
over an on-line data network. Such data networks may include
commercial on-line service providers, bulletin board systems and
the like. In yet other embodiments, any and all of the devices of
the system 200 (i.e., the devices (including the gaming devices
204, 206, 208 and peripherals 210, 212, 214), the controller 202,
and the peripheral device server 216) may communicate with one
another over RF, cable TV, satellite links and the like.
[0055] Some, but not all, possible communication networks that may
comprise the network or otherwise be 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, a satellite communications link.
[0056] Possible communications protocols that may be employed by
the system include: Ethernet (or IEEE 802.3), SAP, ATP,
Bluetooth.TM., and TCP/IP among others. Such communications may be
encrypted or otherwise encoded to ensure privacy and prevent fraud
in any of a variety of ways known in the art (e.g., using hash
functions and/or public/private key systems).
[0057] In some embodiments, the controller 202 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 204,
on one or more gaming devices 204 in communication with one or more
peripheral devices 210, on one or more gaming devices 208 in
communication with a peripheral device server 216, on one or more
peripheral devices 214 in communication with a peripheral device
server 216, and/or on a gaming device 206 in communication only
with one or more other gaming devices 208. In such embodiments, any
functions described as performed by the controller 202 or data
described as stored in the memory of the controller 202 may instead
be performed by or stored on one or more gaming device(s) 204, 206,
208, one or more peripheral device(s) 210, 212, 214, and/or
peripheral device server(s) 216.
[0058] Similarly, a peripheral device server 216 may not be desired
and/or needed in some embodiments of the present invention. In such
embodiments that do not involve a peripheral device server 216, any
or all of the functions described herein as being performed by a
peripheral device server 216 may instead be performed by the
controller 202, one or more gaming devices 204, 206, 208, one or
more peripheral devices 210, 212, 214, or a combination
thereof.
[0059] Similarly, in embodiments that do not involve a peripheral
device server 216 any data described herein as being stored in a
memory of a peripheral device server 216 may instead be stored in a
memory of another server computer (e.g., the controller 202), one
or more gaming devices 204, 206, 208, one or more peripheral
devices 210, 212, 214, or a combination thereof.
[0060] Any or all of the gaming devices 204, 206, 208 may,
respectively, include or be in communication with a peripheral
device 210, 212, 214. A peripheral device 210 may be a device that
receives information from (and/or transmits information to) one or
more gaming devices 204, 206, 208. For example, a peripheral device
210 may be operable to receive information about games being played
on a gaming device 204, such as the initiation of a game, a random
number that has been generated for a game, the result or outcome of
a handle pull, spin or gaming session at the gaming device,
etc.
[0061] In one or more embodiments, one or more such peripheral
devices 210 may be in communication with a peripheral device server
216. This enables the peripheral device server 216 to receive
information regarding a plurality of games being played on a
plurality of gaming devices 204, 206, 208. The peripheral device
server 216, in turn, may be in communication with the controller
202. It should be understood that any functions described herein as
performed by a peripheral device 210 may also or instead be
performed by the peripheral device server 216.
[0062] Similarly, any data described herein as being stored on or
accessed by a peripheral device 210 may also or instead be stored
on or accessed by the peripheral device server 216. A peripheral
device 210 may be operable to access a database (e.g., of a
peripheral device server 216) to provide benefits (e.g., cashless
gaming receipts) based on, for example, an outcome of a game and or
a gaming session at the gaming device 204.
[0063] The peripheral device server 216 may also monitor player
gambling history over time by associating gambling behavior with
player identifiers, such as player tracking card numbers. For
example, information about the player obtained or accessed by a
peripheral device server 216 may be analyzed, e.g., to identify
those players that a particular gaming machine owner, operator, or
manufacturer finds most desirable. Based upon desired objectives,
the peripheral device server 216 may direct the appropriate
peripheral device 210 to issue customized messages, images, offers,
and games to specific players.
[0064] Information received by a peripheral device 210 from a
gaming device 204 may include gambling data such as number of games
initiated per unit of time, outcomes displayed for games initiated,
payouts corresponding to outcomes displayed, a credit meter balance
of the gaming device, and/or data associated with the player
currently playing the gaming device.
[0065] The functions described herein as being performed by a
peripheral device server 216 and/or a peripheral device 210 may, in
one or more embodiments, be performed by the controller 202 (e.g.,
in lieu of (or in conjunction with) being performed by a peripheral
device server 216 and/or a peripheral device 210).
[0066] In one or more embodiments, a peripheral device 210 may be
useful for implementing the embodiments of the present invention
into the operation of a gaming device 204. For example, in order to
avoid or minimize the necessity of modifying or replacing a program
already stored in a memory of a conventional gaming device 204, an
external or internal module that comprises a peripheral device 210
may be added to, coupled to, or otherwise associated with the
gaming device 204.
[0067] Thus, for example, a peripheral device 210 may be utilized
to monitor play of the gaming device 204 and display or output
messages, images, image portions and/or an overall outcome of a
game. In such embodiments the gaming device 204 with which the
peripheral device 210 is in communication may continue to operate.
In such embodiments the gaming device 204 may output an outcome for
each spin or handle pull and overall game progress (e.g., the
completion of a puzzle) may be indicated or output by the
peripheral device 210. The peripheral device 210 may further output
a secondary game outcome or secondary game payout when
appropriate.
[0068] The peripheral device 210 may also output messages to the
player. For example, the peripheral device 210 may be embodied as a
player tracking system including a screen for outputting messages
and/or game status information to the player.
[0069] The peripheral device may also provide benefits to a player
(e.g., coins, tokens, electronic credits, paper receipts
exchangeable for cash, services, and/or merchandise).
[0070] Accordingly, a peripheral device 210 may include (i) a
communications port (e.g., for communicating with one or more
gaming devices 204, peripheral device server 216, another
peripheral device 212, and/or a computer); (ii) a display (e.g.,
for displaying messages and/or outcomes and payouts), (iii) another
output means (e.g., a speaker, light, or other device for
communicating with a player), and/or (iv) a benefit providing means
(e.g., a printer and paper dispensing means, a credit meter, and/or
a hopper and hopper controller).
[0071] In one or more embodiments, the peripheral device 210 may
not output outcomes and/or messages to a player but may instead
direct the processor of a gaming device 204 to perform such
functions. For example, a program stored in a memory of peripheral
device 210 may cause a processor of a gaming device 204 to perform
certain functions. More specifically, a program stored in a memory
of peripheral device 210 may cause a processor of a gaming device
204 to output an outcome, determine an outcome, output a message,
access a database, provide a benefit, refrain from providing a
benefit (e.g., by not sending a signal to a hopper controller of
the gaming device 204 not to dispense tokens when it otherwise
normally would), and/or communicate with another device.
[0072] Examples of peripheral devices 210 include e.g., (i)
electronic apparatuses "retrofitted" to conventional gaming devices
204 so that inventive processes disclosed herein may be realized
through game play at the gaming device 204, (ii) Personal Digital
Assistants (PDAs) such as those manufactured by Palm, Inc., (iii)
lap top computers, (iv) cellular telephones, (v) pagers, and/or
(vi) any appropriate combination thereof.
C. DEVICES
[0073] Turning to FIG. 3, in accordance with the present invention,
a gaming device 104/204 may be implemented as a system controller,
a dedicated hardware circuit, an appropriately programmed
general-purpose computer, or any other equivalent electronic,
mechanical or electromechanical device. (Note that from this point
forward, each reference to a "gaming device" followed by the
reference numeral 104 is intended to be equivalent to a reference
to any of the gaming devices from either system 100 or system
200.)
[0074] The gaming device 104 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
tabletop game.
[0075] In various embodiments, a gaming device 104 may comprise,
for example, a personal computer (e.g., which communicates with an
online casino via a Web site), a telephone (e.g., to communicate
with one or more remote gaming services), or a portable handheld
gaming device (e.g., a PDA). The gaming device 104 may comprise any
or all of the gaming devices of the aforementioned systems.
[0076] In some embodiments, a user device such as a PDA or cell
phone may be used in place of, in combination with, or in addition
to, some or all of the gaming device components. In one or more
embodiments, the gaming device 104 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, and/or lottery game.
[0077] The gaming device 104 disclosed herein comprises a processor
300, such as one or more Intel.RTM. Pentium.RTM. processors. The
processor 300 is in operative communication with at least one
random (or pseudo-random) number generator 302, which may be a
component of the gaming device 104.
[0078] The random number generator 302, 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 302 may generate a
random number 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 104. 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.
[0079] A random number generated by the random number generator 302
may be used by the processor 300 to determine, for example, at
least one of an outcome, a reel position, an arrangement of symbols
and a payout. A random number generator 302, as used herein, may be
embodied as a secondary (e.g., tamper-evident) processor separate
from but working in cooperation with a primary gaming device
processor 300.
[0080] Alternatively, the random number generator 302 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.
[0081] Note that, although the generation or obtainment of a random
number is described herein as involving a random number generator
302 of a gaming device 104, 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. For example, HotBits.TM. 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. Various methods and devices for
generating and using random numbers for gambling purposes will be
apparent to one of skill in the art.
[0082] The processor 300 may further be operable to communicate
with a benefit output device 304, which may be a component of
gaming device 104. For example, the benefit output device 304 may
comprise one or more devices for outputting a benefit to a player
of the gaming device 104. In accordance with some embodiments, the
gaming device 104 may provide coins and/or tokens as a benefit
(e.g., a spin payout or a game payout). In accordance with such an
embodiment the benefit output device 304 may comprise a hopper 306
coupled to a hopper controller 306, for dispensing e.g., coins
and/or tokens into a coin tray of the gaming device.
[0083] In another example, the gaming device 104 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 an indication of a monetary value, which is redeemable for
cash in the amount of the monetary value). In accordance with such
an embodiment, the benefit output device 304 may comprise a
printing and document dispensing mechanism or ticket-in/ticket-out
device (not pictured).
[0084] According to yet another embodiment, 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 304 may comprise or include 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.
[0085] In accordance with another embodiment, the gaming device 104
may credit a monetary amount to a financial account associated with
a player. The financial account may be, for example, a credit card
account, a debit account, a charge account, a checking account,
and/or a casino account. In such an embodiment the benefit output
device 304 may comprise a device for communicating with a server on
which the financial account is maintained.
[0086] Note that, in one or more embodiments, the gaming device 104
may include more than one benefit output device 304. For example,
the gaming device may include both a hopper 306 and hopper
controller 308 combination and a credit meter balance (not
pictured). Accordingly, the gaming device 104 of the present
invention may be operable to provide more than one type of benefit
to a player of the gaming device 104.
[0087] Alternatively, a single benefit output device 304 may be
operable to output more than one type of benefit. For example, a
benefit output device 304 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.
[0088] The processor is also operable to communicate with a display
device 310, which may be a component of the gaming device 104. The
display device 310 may comprise, for example, one or more display
screens or areas for outputting information related to game play on
the gaming device. For example, the display device 310 may comprise
or include 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 104 may comprise more than one display
device 310. For example, a gaming device 104 may comprise a first
game area having an LCD display for displaying electronic
representations of reels and a second game area comprising a second
LCD for displaying broader game objective information (e.g.,
various image portions having been secured by the player).
[0089] A display device 310 may comprise, for example, one or more
display areas. For example, one of the display areas may display
outcomes of spins or handle pulls played on the gaming device
(e.g., on electronic reels of a gaming device). A second display
area may display information associated with a player's progress
toward a broader game objective. A third display area may display
e.g., 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 104 may include more than one
display device 310, one or more other output devices 312, or a
combination thereof (e.g., an upper game area, a lower game area, a
credit meter, and left and right audio speakers).
[0090] As suggested above, the processor 300 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 output devices 312 may also be components of
the gaming device 104 of the present invention. Such devices 312
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 310), 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 106 or a portable device
of a player), a Braille computer monitor, and a coin or bill
dispenser.
[0091] For gaming devices 104, common output devices 312 include a
cathode ray tube (CRT) monitor on a video poker machine, a bell on
a gaming device 104 (e.g., rings when a player wins), an LED
display of a player's credit balance on a gaming device 104, an LCD
display of a personal digital assistant (PDA) for displaying keno
numbers, etc.
[0092] The processor 300 may also be in communication with an input
device 314, 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 104. An input device 314 may communicate
with or be part of another device (e.g., a server, a gaming device,
etc.).
[0093] Exemplary input devices 314 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, and 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).
[0094] With respect to the gaming device 104 of the present
invention, additional or alternative input devices 314 may include
one or more button(s) or touch-screen(s) (e.g., on a slot machine),
a lever or handle connected to the gaming device, a magnetic stripe
reader (e.g., 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.
[0095] The processor 300 may also be in communication with a
payment system 316, which may be a component of the gaming device
104. The payment system 316 may be a device capable of accepting
payment from a player (e.g., a bet or establishment of a balance)
and/or providing payment to a player (e.g., a spin payout and/or a
game payout). Payment may not be 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 316 include (i) receiving currency (i.e., coins,
tokens or bills). Accordingly, the payment system 316 may comprise
a coin or bill acceptor.
[0096] In accordance with other embodiments of the invention, the
payment system 316 may receive payment via an alternate currency
(e.g., a paper cashless gaming voucher, a coupon, a non-negotiable
token). Accordingly the payment system 316 may comprise a bar code
reader or other sensing means. In some embodiments, a payment
system 316 may operate to receive a payment identifier (e.g., a
credit card number, a debit card number, player tracking card
number, etc.) and to debit an account identified by the payment
identifier.
[0097] The processor is additionally in communication with a memory
and a communications port 324 (e.g., for communicating with one or
more other devices). The memory may comprise any appropriate
combination of magnetic, optical and/or semiconductor memory, and
may include, for example, Random Access Memory (RAM) 320, Read-Only
Memory (ROM) 322, a compact disc and/or a hard disk 318. That is,
the memory may comprise or include any type of computer-readable
medium. The processor 300 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 104 may comprise
one or more devices that are connected to a remote server computer
for maintaining databases.
[0098] The memory stores a program 326 for controlling the
processor 300. The processor 300 performs instructions of the
program 326, and thereby operates in accordance with the present
invention, and particularly in accordance with the methods
described in detail herein.
[0099] The program 326 may be stored in a compressed, uncompiled
and/or encrypted format. The program 326 furthermore includes
program elements that may be necessary, such as an operating
system, a database management system and "device drivers" for
allowing the processor 300 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.
[0100] The terms "computer-readable medium" and "computer-readable
media" as used herein are synonymous and may refer to any medium
that stores and/or participates in providing instructions to the
processor 300 of the gaming device 104 (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. Exemplary non-volatile media include
e.g., optical or magnetic disks, such as compact discs (CDs),
Digital Versatile Discs (DVDs), etc. Exemplary volatile media may
include dynamic random access memory (DRAM), which typically
constitutes the main memory. Transmission media include coaxial
cables, copper wire and fiber optics, including wires comprising 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.
[0101] Exemplary forms of computer-readable media include, for
example, a floppy disk, a flexible disk, hard disk, magnetic tape,
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 data.
[0102] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to
processor 300 (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 104 (or, e.g., a server) can receive the data via
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 300. The system bus may transmit the data to main
memory, from which the processor 300 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 300. In addition, instructions may be received via a
communication port 324 as electrical, electromagnetic or optical
signal(s), which are exemplary forms of carrier waves that carry
data streams representing various types of information.
[0103] According to some embodiments of the present invention, the
instructions of the program 326 may be read into a main memory
(e.g., RAM 320) from another computer-readable medium, such as from
a ROM 322. Execution of sequences of the instructions in the
program 326 may cause the processor 300 to perform the process
steps described herein.
[0104] In accordance with alternate embodiments of the present
invention, hard-wired circuitry may be used in place of (or in
combination with) software instructions for implementation of the
processes of the present invention. Thus, embodiments of the
present invention are not limited to any specific combination of
hardware and software.
[0105] As discussed with respect to aforementioned systems 100,
200, execution of sequences of the instructions in a program of a
peripheral device 210 in communication with the gaming device 204
may also cause the processor 300 to perform some of the process
steps described herein.
[0106] The gaming device 104 and/or controller 102 memory also
stores a plurality of databases including (i) a probability
database 328, (ii) at least one payout database 330, (iii) a player
database 332, (iv) a session database 334, and (v) an asset
database 336. Each of the aforementioned databases will be
described in detail herein below. Some or all of the data stored in
each database is additionally described in conjunction with the
description of the process steps also described herein below.
[0107] The described or illustrated 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 of the present
invention and likewise, object methods or behaviors can be used to
implement the processes of the present invention.
[0108] Note that, although these databases may be described as
being stored in a gaming device, in other embodiments of the
present invention 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
controller.
[0109] 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 controller.
[0110] As discussed herein, in one or more embodiments the gaming
device 104 may take the form of a slot machine configured to
operate in conjunction with the present invention. Generally, a
slot machine for use in the present invention comprises (i) a first
game area, operative to display or conduct a reel-based slot
machine game (e.g., a three reel or five reel slot machine game)
and (ii) a second game area operative to display or conduct a
secondary game based on results of the reel-based game. For
example, a secondary game may compel a player to attempt to
assemble (to the extent possible) a complete image from a plurality
of image portions occurring within the context of the reel-based
game, as described above.
[0111] In some embodiments the gaming device may take the form of a
slot machine configured to operate in conjunction with the present
invention, in which two or more players may operate the gaming
device via one or more sets of controls, displays, credit
acceptors/dispensers, etc. A more specific description of such a
multiplayer slot machine suitable for use with the present
invention is provided below.
[0112] The gaming device's first game area may include a display
area in which an outcome for a game of the reel-based slot machine
game is displayed to the player. The first game area may be
embodied, for example, as a video display that displays graphical
representations of reels. The first game area may, in another
example, be glass behind which mechanical reels are located.
[0113] The first game area may further include a payline. In
accordance with one or more embodiments of the present invention, a
spin result is a set of symbols displayed along a payline of a
reeled slot machine (i.e., the first game area).
[0114] The slot machine may further comprise means for initiating a
reel-based game, such as a handle or dedicated button. A player may
initiate the movement of the reels in the first game area by
pulling the handle or actuating the button. Either or both of the
handle and start button are exemplary embodiments of an input
device 314, described herein above.
[0115] The gaming device 104 of the present invention may further
comprise a second game area, for outputting information to a
player. The second game area may be utilized, for example, to
inform a player of his or her level of progress toward a game
objective, such as assembling a completed image from a plurality of
image portions. For example, the secondary game area may display
information including image portions having been secured by the
player as they relate to the completed image. In addition, the
secondary game area may be utilized to inform a player of a level
of completion of the game objective upon completion of a
terminating event. Such an event may comprise an amount of elapsed
time (e.g., 3 minutes) and/or a given number of spins or handle
pulls (e.g., 100 pulls). As mentioned above, the player's progress
may be indicated in any number of ways including but not limited to
e.g., a percentage (e.g., 80% complete) and/or a ratio (e.g., 15 of
24 images secured).
[0116] The slot machine may also include a payment system 316,
which may be comprised of a bill acceptor, a credit card reader,
and/or a coin acceptor. A player may utilize the gaming device
payment system 316 to establish a credit balance with the machine
104, to provide a wager as consideration for a given spin or handle
pull and/or to receive payment for achieving a favorable result in
the primary and/or secondary game(s).
[0117] The slot machine may further comprise a credit meter
balance. The gaming device credit meter balance may operate to
indicate an amount of electronic credits currently available to a
player, as described above. The player may use the credits, for
example, as wagers or consideration for primary or secondary games
played on the gaming device. When appropriate, the electronic
credits may be "cashed out" as coins, bills, tokens, a cashless
gaming receipt, and/or credits to another financial account
associated with the player.
[0118] Finally, the slot machine may comprise a hopper 306, hopper
controller 308, and coin tray (not pictured). Dispensing coins or
tokens into the coin tray may render payment to the player. 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
primary or secondary game on the slot machine. Note that, where
appropriate, the slot machine may comprise alternative and/or
additional components besides (or in addition to) those discussed
herein.
[0119] Turning to FIG. 4, in accordance with the present invention,
a multiplayer gaming device 106/206 may be implemented as a system
controller, a dedicated hardware circuit, an appropriately
programmed general-purpose computer, or any other equivalent
electronic, mechanical or electromechanical device. (Note that from
this point forward, each reference to a "multiplayer gaming device"
followed by the reference numeral 106 is intended to be equivalent
to a reference to any of the gaming devices from either system 100
or system 200.)
[0120] A multiplayer gaming device 106 may be manufactured to
accommodate two or more players at a single cabinet. It may include
multiple player positions that provide different players with their
own sets of controls and displays. Such an arrangement may be used
to facilitate cooperative or head-to-head competitive play. Other
benefits of multiplayer gaming devices 106 include reduced floor
space requirements, reduced cost per player in terms of hardware
savings, and facilitating couples playing in close proximity.
[0121] A multiplayer gaming device 106 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 tabletop game.
[0122] In various embodiments, a multiplayer gaming device 106 may
comprise, for example, a personal computer (e.g., which
communicates with an online casino via a Web site). The multiplayer
gaming device 106 may comprise any or all of the gaming devices of
the aforementioned systems.
[0123] In one or more embodiments, the multiplayer gaming device
106 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,
and/or lottery game.
[0124] The multiplayer gaming device 106 disclosed herein comprises
a processor 400, such as one or more Intel.RTM. Pentium.RTM.
processors. The processor 400 is in operative communication with at
least one random (or pseudo-random) number generator 402, which may
be a component of the multiplayer gaming device 106.
[0125] The random number generator 402, 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 402 may generate a
random number every predetermined unit of time (e.g., every
thousandth of a second) or in response to an initiation of a game
on the multiplayer gaming device 106. 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.
[0126] A random number generated by the random number generator 402
may be used by the processor 400 to determine, for example, at
least one of an outcome, a reel position, an arrangement of symbols
and a payout. A random number generator 402, as used herein, may be
embodied as a secondary (e.g., tamper-evident) processor separate
from but working in cooperation with a primary gaming device
processor 400.
[0127] Alternatively, the random number generator 402 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.
[0128] Note that, although the generation or obtainment of a random
number is described herein as involving a random number generator
402 of a multiplayer gaming device 106, 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. For example, HotBits.TM. 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. Various methods and
devices for generating and using random numbers for gambling
purposes will be apparent to one of skill in the art.
[0129] The processor 400 may further be operable to communicate
with a benefit output device 404, which may be a component of
multiplayer gaming device 106. For example, the benefit output
device 404 may comprise one or more devices for outputting a
benefit to a player of the multiplayer gaming device 106. In
accordance with some embodiments, the multiplayer gaming device 106
may provide coins and/or tokens as a benefit (e.g., a spin payout
or a game payout). In accordance with such an embodiment the
benefit output device 404 may comprise a hopper 406 coupled to a
hopper controller 408, for dispensing e.g., coins and/or tokens
into a coin tray of the gaming device.
[0130] In another example, the multiplayer gaming device 106 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 an indication of a monetary value, which is
redeemable for cash in the amount of the monetary value). In
accordance with such an embodiment, the benefit output device 404
may comprise a printing and document dispensing mechanism or
ticket-in/ticket-out device (not pictured).
[0131] According to yet another embodiment, 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 404 may comprise or include 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.
[0132] In accordance with another embodiment, the multiplayer
gaming device 106 may credit a monetary amount to a financial
account associated with a player. The financial account may be, for
example, a credit card account, a debit account, a charge account,
a checking account, and/or a casino account. In such an embodiment
the benefit output device 404 may comprise a device for
communicating with a server on which the financial account is
maintained.
[0133] Note that, in one or more embodiments, the multiplayer
gaming device 106 may include more than one benefit output device
404. For example, the gaming device may include both a hopper 406
and hopper controller 408 combination and two separate credit meter
balances 470A, 470B. Accordingly, the multiplayer gaming device 106
of the present invention may be operable to provide more than one
type of benefit to the player(s) of the multiplayer gaming device
106.
[0134] The processor is also operable to communicate with a display
device 410, which may be a component of the multiplayer gaming
device 106. The display device 410 may comprise, for example, one
or more display screens or areas for outputting information related
to game play on the gaming device. For example, the display device
410 may comprise or include a cathode ray tube (CRT) monitor,
liquid crystal display (LCD) screen, or light emitting diode (LED)
screen. In one or more embodiments, a multiplayer gaming device 106
may comprise more than one display device 410. For example, a
multiplayer gaming device 106 may comprise a first game area having
an LCD display for displaying the results of a first player and a
second game area comprising a second LCD for displaying game
results of a second player.
[0135] A display device 410 may comprise, for example, one or more
display areas. For example, one of the display areas may display
outcomes of spins or handle pulls played on the gaming device
(e.g., on electronic reels of a gaming device). A second display
area may display information associated with the progress of two
players toward a broader game objective. A third display area may
display e.g., 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 multiplayer gaming device 106 may include more
than one display device 410, one or more other output devices 412,
or a combination thereof (e.g., an upper game area, a lower game
area, a credit meter, and left and right audio speakers).
[0136] As suggested above, the processor 400 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 output devices 412 may also be components of
the multiplayer gaming device 106 of the present invention. Such
devices 412 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
410), 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 multiplayer gaming device 106 or a
portable device of a player), a Braille computer monitor, and a
coin or bill dispenser.
[0137] For multiplayer gaming devices 106, common output devices
412 include a cathode ray tube (CRT) monitor on a video poker
machine, a bell on a multiplayer gaming device 106 (e.g., rings
when a player wins), an LED display of a player's credit balance on
a multiplayer gaming device 106, an LCD display of a personal
digital assistant (PDA) for displaying keno numbers, etc.
[0138] An output device may also include reel controllers 450A,
450B for controlling reels 452A, 454A, 456A; 452B 454B, 456B
respectively for displaying spin results at each player
station.
[0139] The processor 400 may also be in communication with an input
device 414, 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 multiplayer gaming device 106. An input device 414 may
communicate with or be part of another device (e.g., a server, a
gaming device, etc.).
[0140] Exemplary input devices 414 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, and 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).
[0141] With respect to the multiplayer gaming device 106 of the
present invention, additional or alternative input devices 414A,
414B may include one or more button(s) or touch-screen(s) (e.g., on
a slot machine), a lever or handle connected to the gaming device,
a magnetic stripe reader (e.g., 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. In some
embodiments, the multiplayer gaming device 106 may include player
tracking card devices 460A, 460B. These devices may include, e.g.,
card readers 462A, 462B; keypads 464A, 464B; and displays
466A,466B, respectively.
[0142] The processor 400 may also be in communication with a
payment systems 416A, 416B, which may be components of the
multiplayer gaming device 106. The payment systems 416A, 416B may
be devices capable of accepting payment from a player (e.g., a bet
or establishment of a balance) and/or providing payment to a player
(e.g., a spin payout and/or a game payout). Payment may not be
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
systems 416A, 416B include (i) receiving currency (i.e., coins,
tokens or bills). Accordingly, the payment systems 416A, 416B may
comprise coin or bill acceptors.
[0143] In accordance with other embodiments of the invention, the
payment systems 416A, 416B may receive payment via an alternate
currency (e.g., a paper cashless gaming voucher, a coupon, a
non-negotiable token). Accordingly the payment systems 416A, 416B
may comprise bar code readers or other sensing means. In some
embodiments, payment systems 416A, 416B may operate to receive
payment identifiers (e.g., a credit card number, a debit card
number, player tracking card number, etc.) and to debit accounts
identified by the payment identifiers.
[0144] The processor is additionally in communication with a memory
and a communications port 424 (e.g., for communicating with one or
more other devices). The memory may comprise any appropriate
combination of magnetic, optical and/or semiconductor memory, and
may include, for example, Random Access Memory (RAM) 420, Read-Only
Memory (ROM) 422, a compact disc and/or a hard disk 418. That is,
the memory may comprise or include any type of computer-readable
medium. The processor 400 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 multiplayer gaming device 106
may comprise one or more devices that are connected to a remote
server computer for maintaining databases.
[0145] The memory stores a program 426 for controlling the
processor 400. The processor 400 performs instructions of the
program 426, and thereby operates in accordance with the present
invention, and particularly in accordance with the methods
described in detail herein.
[0146] The program 426 may be stored in a compressed, uncompiled
and/or encrypted format. The program 426 furthermore includes
program elements that may be necessary, such as an operating
system, a database management system and "device drivers" for
allowing the processor 400 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.
[0147] The terms "computer-readable medium" and "computer-readable
media" as used herein are synonymous and may refer to any medium
that stores and/or participates in providing instructions to the
processor 400 of the multiplayer gaming device 106 (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.
Exemplary non-volatile media include e.g., optical or magnetic
disks, such as compact discs (CDs), Digital Versatile Discs (DVDs),
etc. Exemplary volatile media may include dynamic random access
memory (DRAM), which typically constitutes the main memory.
Transmission media include coaxial cables, copper wire and fiber
optics, including wires comprising 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.
[0148] Exemplary forms of computer-readable media include, for
example, a floppy disk, a flexible disk, hard disk, magnetic tape,
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 data.
[0149] Various forms of computer readable media may be involved in
carrying one or more sequences of one or more instructions to
processor 400 (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 multiplayer gaming device 106 (or, e.g., a server) can receive
the data via 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 400. The system bus may transmit
the data to main memory, from which the processor 400 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 400. In addition, instructions may be received via
a communication port 424 as electrical, electromagnetic or optical
signal(s), which are exemplary forms of carrier waves that carry
data streams representing various types of information.
[0150] According to some embodiments of the present invention, the
instructions of the program 426 may be read into a main memory
(e.g., RAM 420) from another computer-readable medium, such as from
a ROM 422. Execution of sequences of the instructions in the
program 426 may cause the processor 400 to perform the process
steps described herein.
[0151] In accordance with alternate embodiments of the present
invention, hard-wired circuitry may be used in place of (or in
combination with) software instructions for implementation of the
processes of the present invention. Thus, embodiments of the
present invention are not limited to any specific combination of
hardware and software.
[0152] As discussed with respect to aforementioned systems 100,
200, execution of sequences of the instructions in a program of a
peripheral device 210 in communication with the gaming device 204
may also cause the processor 400 to perform some of the process
steps described herein.
[0153] The multiplayer gaming device 106 and/or controller 102
memory also stores a plurality of databases including (i) a
probability database 428, (ii) at least one payout database 430,
(iii) a player database 432, (iv) a session database 434, and (v)
an asset database 436. Each of the aforementioned databases will be
described in detail herein below. Some or all of the data stored in
each database is additionally described in conjunction with the
description of the process steps also described herein below.
[0154] The described or illustrated 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 of the present
invention and likewise, object methods or behaviors can be used to
implement the processes of the present invention.
[0155] Note that, although these databases may be described as
being stored in a gaming device, in other embodiments of the
present invention 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
controller.
[0156] 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 controller.
[0157] As discussed herein, in one or more embodiments the
multiplayer gaming device 106 may take the form of a slot machine
configured to operate in conjunction with the present invention.
Generally, a slot machine for use in the present invention
comprises (i) a first game area, operative to display or conduct a
reel-based slot machine game (e.g., a three reel or five reel slot
machine game) and (ii) a second game area operative to display or
conduct a secondary game based on results of the reel-based game.
For example, a secondary game may involve the cooperation of two
players toward achieving a common goal.
[0158] In some embodiments the gaming device may take the form of a
slot machine configured to operate in conjunction with the present
invention, in which two or more players may operate the gaming
device via one or more sets of controls, displays, credit
acceptors/dispensers, etc. A more specific description of such a
multiplayer slot machine suitable for use with the present
invention is provided below.
[0159] The gaming device's first game area may include a display
area in which an outcome for a game of the reel-based slot machine
game is displayed to the player. The first game area may be
embodied, for example, as a video display that displays graphical
representations of reels. The first game area may, in another
example, be glass behind which mechanical reels are located.
[0160] The first game area may further include a payline. In
accordance with one or more embodiments of the present invention, a
spin result is a set of symbols displayed along a payline of a
reeled slot machine (i.e., the first game area).
[0161] The slot machine may further comprise means for initiating a
reel-based game, such as a handle or dedicated button. A player may
initiate the movement of the reels in the first game area by
pulling the handle or actuating the button. Either or both of the
handle and start button are exemplary embodiments of an input
device 414, described herein above.
[0162] The multiplayer gaming device 106 of the present invention
may further comprise a second game area, for outputting information
to a player. The second game area may be utilized, for example, to
inform a player of his or her level of progress toward a game
objective, such as his position in a racing game. For example, the
secondary game area may display information including images
indicating where a canoe controlled by the actions of two players
is positioned relative to a competing canoe controlled by a
computer opponent. In addition, the secondary game area may be
utilized to inform a player of a level of completion of the game
objective upon completion of a terminating event. Such an event may
comprise an amount of elapsed time (e.g., 4 minutes) and/or a given
number of spins or handle pulls (e.g., 100 pulls). As mentioned
above, the player's progress may be indicated in any number of ways
including but not limited to e.g., a percentage (e.g., 80%
complete) and/or a ratio (e.g., 15 of 24 images secured).
[0163] The slot machine may also include payment systems 416A,
416B, which may be comprised of a bill acceptors, a credit card
readers, and/or a coin acceptors. Player may utilize the
multiplayer gaming device payment systems 416A, 416B to establish
credit balances with the machine 104, to provide wagers as
consideration for a given spin or handle pull and/or to receive
payments for achieving favorable result in the primary and/or
secondary game(s).
[0164] The slot machine may further comprise one or more credit
meter balances 470A, 470B. The gaming device credit meter balance
may operate to indicate an amount of electronic credits currently
available to a player, as described above. The player may use the
credits, for example, as wagers or consideration for primary or
secondary games played on the gaming device. When appropriate, the
electronic credits may be "cashed out" as coins, bills, tokens, a
cashless gaming receipt, and/or credits to another financial
account associated with the player.
[0165] Finally, the slot machine may comprise a hopper 406, hopper
controller 408, and coin tray (not pictured). Dispensing coins or
tokens into the coin tray may render payment to the player. 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
primary or secondary game on the slot machine. Note that, where
appropriate, the slot machine may comprise alternative and/or
additional components besides (or in addition to) those discussed
herein.
[0166] Turning to FIGS. 5A through 5C, illustrations of example
multiplayer gaming devices 106A, 106B, 106C are provided. Device
106A includes a single shared central display 500A that may be
useful for displaying cumulative outcome information and other
secondary game information to players. The device 106A also
provides both of the players with their own set of main display
areas 506A and 508A, respectively, as well as their own payment
systems 510A and 512A, respectively, and handles 504A and 502A,
respectively. Separate payment systems 510A and 512A facilitate
making different payouts to each player and accepting payments for
each player individually. However, separate payment systems 510A
and 512A are not absolutely necessary as illustrated in example
device 106B of FIG. 5B. In the multiplayer gaming devices 106B,
players may receive payouts and pay for credit balances separately
through the use of player tracking card accounts and cashless
gaming receipts in a single, shared payment system 508B.
Alternatively, the gaming device 106B may only accept a single
payment for both players, for example, in the case of a husband and
wife players. The device 106B still allows both players to control
the actual play by providing separate handles 502B and 504B.
Turning to FIG. 5C, illustrates that in some embodiments players
may share the main play area 506C while still allowing both players
to control the actual play by providing separate handles 502C and
504C. In such an embodiment, players may alternate making handle
pulls or only cause one or two reels to spin each. In some
embodiments, the secondary game area may instructed the players
when to make a handle pull.
D. DATABASES
[0167] As indicated above, it should be noted that although the
example embodiments depicted in FIG. 3 and FIG. 4 include five
particular databases 328, 330, 332, 334, 336 stored on a hard disk
memory 318, other database arrangements may be used which would
still be in keeping with the spirit and scope of the present
invention. In other words, the present invention could be
implemented using any number of different database files or data
structures, as opposed to the five depicted in FIG. 3 and FIG. 4.
Further, the individual database files could be stored on different
devices (e.g., located on different storage devices in different
geographic locations, such as on a third-party server). Likewise,
the program 326 could also be located remotely from the hard disk
memory 318 and/or on another server. As indicated above, the
program 326 may include instructions for retrieving, manipulating,
and storing data in the databases 328, 330, 332, 334, 336 as may be
useful in performing the methods of the invention as will be
further described below.
[0168] 1. Probability Database
[0169] Where appropriate, a probability database may be utilized in
the performance of the inventive processes described herein. More
specifically, a probability database may be stored in a data
storage device (e.g., of the gaming device and/or controller) in
tabular form, or any other appropriate database form, as is known
in the art.
[0170] 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.
[0171] A gaming device may utilize a probability database to
determine, for example, which outcome corresponds to a random
number generated by a random number generator and to display the
determined outcome in accordance with a reel-based game (e.g., a
three-reeled game). For example, the outcome may comprise the three
symbols to be displayed along the payline of a three-reel slot
machine.
[0172] Other arrangements of probability databases or probability
tables are possible. For example, the book "Winning At Slot
Machines" by Jim Regan (Carol Publishing Group Edition,
.COPYRGT.1997), the entirety of which is incorporated by reference
herein for all purposes, illustrates examples of probability tables
and how they may be derived.
[0173] 2. Payout Database
[0174] Where appropriate, one or more payout database(s) 330 may be
utilized in the performance of the inventive processes described
herein. More specifically, a first payout database may be employed
for purposes of conducting a reel-based slot machine game at the
gaming device. Further, a second payout database may be employed
for purposes of conducting a secondary game at the gaming device.
More specifically, the first payout database may be used to
determine payouts to be awarded to players for achieving favorable
outcomes during a reel-based slot machine game (e.g., three
matching symbols on the machine's payline). The second payout
database may be used to determine an appropriate award for
achieving a level of completion associated with a secondary game
objective. In accordance with the invention, the secondary game
objective may compel the player to attempt to assemble a completed
image from a plurality of image portions occurring within the
context of a reel-type slot machine game. In another embodiment, a
single payout database is shared between two or more players. Each
player contributes outcomes to a combined game, with payouts
determined by a common payout table.
[0175] In accordance with various embodiments of the present
invention, the one or more payout database(s) may be stored at the
gaming device and/or controller in tabular form, or any other
appropriate database form, as is well known in the art.
[0176] 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. For purposes of the
reel based game, the first payout table may comprise a field
defining various symbol combinations stored in correlative relation
to information defining an award that may be conferred to a player
for having achieved the symbol combination.
[0177] For purposes of the secondary game, the second payout table
may comprise a field indicating levels or amounts of progress
toward an overall game objective, such as the progress of a game
character in a three legged race. The individual indications of
progress may be stored in correlative relation to an amount of
payout or award to be conferred or entitled to the player in
exchange for achieving the corresponding level of progress.
[0178] Those skilled in the art will understand that the payout
database(s) may include any number of entries. Other arrangements
of payout databases are possible. For example, the book "Winning at
Slot Machines" by Jim Regan incorporated above, illustrates
examples of payout tables and probability tables (described above)
and how they may be derived.
[0179] 3. Player Database
[0180] Turning to FIG. 6, in accordance with the present invention,
a data storage device or hard disk memory 318 of the gaming device
104 and/or the controller 102 may operate to store a player
database 332. Generally, the gaming device 104 and/or the
controller 102 may utilize the player database 332 to store data
relating to the player such as a name, address, or indication of
partners linked to his gaming device 104. Specific uses for player
information will be described in detail below.
[0181] According to some embodiments of the invention, the player
database 332 may be stored in tabular form at either (or both) the
gaming device 104 and/or controller 102. In accordance with other
embodiments of the invention, the player database 332 may be stored
at any location and in any form that is practicable.
[0182] The player database 332 may include any number of records or
entries. The database may define fields for each of the entries
including (i) a player identifier field 602, (ii) a player name
field 604, (iii) an address field 606, (iv) a "How Linked?" filed
608, (v) a partner identifier field 610, (vi) a linked machine
identifier field 612, and (vii) a preferred game related identity
field 614.
[0183] For each record or entry in the player database 332, a
player identifier field 602 stores a unique numeric, alphanumeric
or other type of code that uniquely identifies the corresponding
player. The player identifier 602 may be generated and assigned
e.g., by an administrator of the system of the present
invention.
[0184] For each record or entry, a name field 604 and address field
606 stores information that may be used by the gaming device 104
and/or the controller 102 for purposes of identifying or contacting
the particular player.
[0185] For each record or entry in the player database 332, a "How
Linked?" field 608 stores an indication of whether or not the
identified player is linked with another player on the gaming
floor. For example, in the context of the game described above
wherein two players engage in a cooperative slot game at a two
person cabinet, field 608 may store an indication of"TWO PLAYER
CABINET" to indicate that the identified player is participating in
a two player game at a single game cabinet. In an embodiment in
which two machines are linked together via a network, field 608 may
indicate "VIA NETWORK" for those players currently linked via the
network.
[0186] For each record or entry of the player database 332, partner
identifier fields 610 store information representing the identity
of the player who is currently playing a game with the identified
player. For example, filed 610 indicates that "P 222 222" is the
partner of player "P 111 111". As previously indicated with
reference to field 608, these players are both playing at "TWO
PLAYER CABINET". Note that for those players not playing linked
sessions, field 610 indicates "N/A".
[0187] For each record or entry of the player database 332, a
linked machine identifier 612 field stores information identifying
the gaming device which a particular player is linked to via the
network. For example, players "P 333 333" and "P 444 444" are
currently linked via the network using machines "M 4567" and "M
7612".
[0188] For each record or entry of the player database 332, a
preferred game related identity filed 614 stores information
identifying game tokens/avatars that are preferred by that
particular player. For example, player "P 111 111" prefers the game
symbols "HAT, DOG", so that when a gaming session is initiated that
uses such symbols (such as a Monopoly.RTM. game) the player may
automatically be assigned his preferred game token when the game
begins.
[0189] 4. Session Database
[0190] Turning to FIG. 7, in accordance with the present invention,
the data storage device or hard disk memory 318 of the gaming
device 104 and/or the controller 102 may operate to store a session
database 334. Generally, the gaming device 104 and/or the
controller 102 may utilize the session database 334 to store
information relating to a gaming session associated with one or
more players. For example, a player may establish a gaming session
with another player in which Monopoly(& game properties are
collected during the game session. These assets are held by the
players during the session and may result in coin payouts during or
at the conclusion of the session.
[0191] The session database 334 may comprise a plurality of records
or entries. The database itself may be stored in tabular form or
any other form that is practicable (e.g., object-based). The
database defines fields for each of the entries, including (i) a
player identifier field 702, (ii) a first asset field 704, (iii) a
second asset field 706, (iv) a third asset field 708, and (v) a
fifth asset field 710. The information stored in the session
database 334 may be generated by controller 102 and/or gaming
device 104
[0192] For each record or entry, a player identifier field 702 may
store a unique numeric, alphanumeric or other type of code that
uniquely identifies the player of the gaming session.
[0193] For each player identifier 702 stored in the previously
described field, an entry may be stored in one of the four asset
fields 704, 706, 708, and 710 of the corresponding record or entry,
e.g., "P 111 111" is associated with a first asset 704 of "A 1234",
a second asset 706 of "A 1237", a third asset 708 of "A 1239" and a
fourth asset 710 of "A 1225". These assets may provide benefits to
the player throughout the duration of his gaming session, as will
be described more fully below with respect to the asset database of
FIG. 8.
[0194] 5. Asset Database
[0195] Turning to FIG. 8, in accordance with the present invention,
the data storage device or hard disk memory 318 of the gaming
device 104 and/or the controller 102 may operate to store an asset
database 336. Generally, the gaming device 104 and/or the
controller 102 may utilize the asset database 336 to store
information pertaining to assets that may be accumulated by players
in gaming sessions at gaming device 104.
[0196] The asset database 336 may comprise a plurality of records
or entries. The database itself may be stored in tabular form or
any other form that is practicable (e.g., object-based). The
database defines fields for each of the entries, including (i) an
asset identifier field 802, (ii) an asset name field 804, and (iii)
an asset description field 806.
[0197] For each record or entry in the asset database 336, an asset
identifier 802 may store data that uniquely identifies an asset
that has been obtained by a player, either alone or in cooperation
with one or more other players.
[0198] For each asset identifier 802 stored in a record of the
asset database 336, an asset name field 804 stores data describing
the name of the asset. For example, asset identifier "A 3490" is
associated with asset name 804 of "GOLD TREASURE CHEST".
[0199] For each asset identifier 802 stored in a record of the
asset database 336, an asset description field 806 stores a
description of the particular asset which may include monetary
awards associated with the asset or rules governing the duration of
the asset. For example, asset identifier 802 of A 4678" corresponds
to an asset description 806 of"WILDCARD WHICH CAN ONLY BE USED TO
COMPLETE A FLUSH. EXPIRES AFTER 30 SPINS."
E. METHODS
[0200] The system discussed above, including the hardware
components and the databases, are useful to perform the methods of
the invention. However, it should be understood that not all of the
above described components and databases are necessary to perform
any of the present invention's methods. In fact, in some
embodiments, none of the above described system is required to
practice the present invention's methods. The system described
above is an example of a system that would be useful in practicing
the invention's methods. For example, the spin results database
described below may be useful for tracking and analyzing
information about a players' outcomes, but it is not absolutely
necessary to have such a database in order to perform the methods
of the invention. In other words, the methods described below may
be practiced, for example, by directly passing spin results to the
process that analyzes outcomes using a processor's registers.
[0201] Referring to FIGS. 9A and 9B, flow charts are depicted that
represent some embodiments of the present invention that may be
performed by the controller 102, gaming devices 104,106,108, and/or
the casino. It must be understood that the particular arrangement
of elements in the flow charts of FIGS. 9A and 9B, as well as the
number and order of example steps of various methods discussed
herein, is not meant to imply a fixed order, sequence, quantity,
and/or timing to the steps; embodiments of the present invention
can be practiced in any order, sequence, and/or timing that is
practicable. Likewise, the labels used to reference the individual
steps of the methods are not meant to imply a fixed order,
sequence, quantity, and/or timing to the steps. In other words, for
example, Step SC2 may be followed by Step SC4 in some situations
and Step S3 in others.
[0202] Turning to FIGS. 9A and 9B, flow charts are provided
depicting an example method embodiment of the present invention in
which three processes 900, 902, 904 run concurrently. In general,
process 900 involves generating a spin result in Step SA1,
recording the spin result in Step SA2, determining if a termination
event has occurred in Step SA3 and if not, repeating the process
900. This process 900 may be performed for a first player of a
gaming device or for a first one of the players of a multiplayer
gaming device 106. Likewise, process 902, which may run while
process 900 runs, involves the same three steps as process 900.
Process 902 may be performed for a second player by a gaming device
linked to the first player's gaming device or for a second one of
the players of a multiplayer gaming device. Clearly, processes 900,
902 may be replicated on any number of gaming devices or at any
number of stations of a multiplayer gaming device.
[0203] Process 904 depicted in FIG. 9B includes Step SC1,
retrieving the spin results stored by the linked gaming devices (or
multiplayer gaming device) operating the processes 900, 902
described above, determining if the spin results collectively
include a complementary sequence of symbols in Step SC2, advancing
a cumulative outcome if they do in Step SC3, and returning to Step
SC1 to retrieve additional spin results if no termination has
occurred in Step SC6. If the retrieved results do not include a
complementary sequence of symbols as determined in Step SC2, in
some embodiments a determination is made if the retrieved results
include a conflicting sequence of symbols in Step SC4. If so, the
cumulative outcome may be regressed in Step SC5. In either case,
flow returns to Step SC1 to retrieve additional spin results if no
termination has occurred in Step SC6.
[0204] Details and variations of the above general steps will now
be discussed. Processes 900, 902 may include the linked gaming
devices (or multiplayer device) making payouts for individual spin
results as winning outcomes of the primary games occur. The players
effectively contribute their spin results to the secondary game
when the system stores the results for the process 904. Note that
in some embodiments, all the spin results are stored for process
904 but in other embodiments, only spin results that include a game
piece relevant to a secondary game may be stored for process 904.
Note that in some embodiments, spin results are not stored but
merely passed to process 904 which receives them as they become
available.
[0205] Process 904 is provided as an example embodiment of the
present invention. Many variations within the scope of the
invention are possible. As indicated above, retrieving spin results
may involve merely receiving results as opposed to retrieving them
from, for example a database or a first-in-first-out memory stack.
In different embodiments, the spin results may be gathered for
consideration as they are generated, at a regular frequency, and/or
only after a set number accumulate in memory.
[0206] The determination of whether the spin results include "a
complementary sequence of symbols" as described in Step SC2 may
actually include many different alternative and/or additional
determinations. In some embodiments, for example, the system may
simply compare on a one-for-one basis a spin result (or symbol, or
game piece) from each player and decide if they match, correspond,
fit together, and/or otherwise relate to each other. In some
embodiments the relative or absolute timing of the different
player's contributions may be considered. For example, a sequence
of game pieces from two players may include the following:
1 Piece# Player Piece Time Stamp 961 Player 2 RIGHT OAR 10:03:09 AM
962 Player 1 LEFT OAR 10:03:25 AM 963 Player 2 RIGHT OAR 10:03:30
AM 964 Player 1 LEFT OAR 10:03:45 AM 965 Player 2 RIGHT OAR
10:06:09 AM 966 Player 1 RIGHT OAR 10:06:11 AM 967 Player 1 RIGHT
OAR 10:06:15 AM 968 Player 1 RIGHT OAR 10:06:20 AM
[0207] In some embodiments, the determination of whether the spin
results include "a complementary sequence of symbols" may require,
for example, that player's contribute a pair of compatible (or
balanced) game pieces in an alternating sequence every thirty
seconds to be considered a "complementary sequence." Thus, in the
above example sequence of game pieces, pieces 961 through 964 meet
the criteria of this example to be considered a complementary
sequence. However, the remaining game pieces do not. Piece 965
arrived (occurred) too late after the thirty second deadline, and
966 through 968 do not form balanced pairs (nor do they alternate).
Thus, in any particular embodiment, any type of criteria may be
chosen as a gate to whether the individual player contributions
include a complementary sequence.
[0208] Likewise, in Step SC4, in any particular embodiment, any
type of criteria may be chosen as a gate to whether the individual
player contributions include a conflicting sequence of symbols,
game pieces, and/or spin results. Referring again to the example
sequence above, the sequence of game pieces 965 through 968 may be
deemed conflicting if the criteria of a particular embodiment
specifies that, for example, more than two unbalanced (or
incompatible) game pieces in a row is a conflict.
[0209] In some embodiments, advancing a cumulative outcome in Step
SC3 means moving players closer to achieving a secondary or overall
objective. For example, in a secondary game that is based on a
virtual boat race, advancing a cumulative outcome may involve
moving the players' boat icon along a virtual regatta course.
Likewise, regressing a cumulative outcome in Step SC5, may involve
steering the players' boat off course, moving it in the wrong
direction, stalling it in place, or otherwise not advancing it.
[0210] In some embodiments, play of the secondary game continues
until a termination event is detected in Step SC6. A termination
event may comprise the completion of a given number of spins, an
elapsed duration of time (e.g., the end of a prepaid gaming
session), and/or a particular spin result. In some embodiments, a
termination event may comprise the completion of the secondary game
objective. In some embodiments with team competitions, a competing
team achieving a secondary game objective could result in a
termination event for other competing teams.
[0211] In embodiments where two or more players play a
collaborative secondary game that is dependent on separate primary
games hosted by two or more gaming devices (or a multiplayer
device), the collaborative secondary game may be based on popular
games such as the "Monopoly.RTM." and/or the "Sorry!.RTM." board
games by Milton Bradley.RTM.. For example, players may register to
play such collaborative secondary games at a dedicated terminal
(e.g., a kiosk) or at the gaming devices themselves. Players may
select or be assigned separate "game related identities" (e.g.,
"game piece" icons, such as a hat, an iron, a race car) for use in
the collaborative secondary game. At separate (but perhaps
physically adjacent) gaming devices (or on multiplayer gaming
devices), the players then commence play of the primary games
(e.g., standard slot machine games), which affect their common
standing in the collaborative secondary game. For example, a first
player might receive a certain property symbol on the reels of a
first gaming device through a primary game, and a second player
might independently receive a second, similar property symbol on
the reels of a second gaming device through a second primary game.
The acquired property symbols ("assets") may together form a
"monopoly" in the collaborative secondary game, and both players
may be provided with a bonus payout accordingly. For example, if a
first player acquires "Pennsylvania Avenue" and "North Carolina
Avenue" and a second player acquires "Pacific Avenue," a "green"
monopoly is formed.
[0212] The steps of such an embodiment follow. Although the below
embodiment may be described as being performed by a central server,
such an embodiment may be facilitated by one or more gaming devices
communicating directly with each other or a stand alone multiplayer
device.
[0213] At a first step, the central server receives a request from
two or more players to register for a collaborative secondary game.
In one embodiment, two or more players may "pre-register" to play a
collaborative secondary game at a dedicated device (e.g., a
"registration" kiosk) that is operatively connected to the central
server. In various embodiments, such players may be required to (a)
enter player tracking cards into the dedicated device, (b) select
separate game related identities, and/or (c) pay a fee to
pre-register for the collaborative secondary game. In another
embodiment, players may register for collaborative secondary games
from one or more gaming devices. For example, prior to or during
play of a primary game, a player may be provided with an offer
(through the gaming device's screen) to "team up" with the player
sitting next to her by pressing a button. A player at an adjacent
gaming device may similarly be provided with such an offer.
Alternately, a first player of a first gaming device may indicate
to "team up" with a second player of a second gaming device by
inputting a second device identifier, which may be visible to
players by way of device signage (e.g., "Machine #1407"). Each
player may be assigned, or may select, game related identities and
may be required to provide additional payment.
[0214] It should be noted that game related identity preferences
might be stored for each player in a database (e.g., FIG. 6). Such
stored game related identities may be recalled by the gaming server
and/or gaming device(s) upon presentation of player tracking cards.
In this way, players may have their favorite game pieces (e.g., in
the case of a Monopoly.RTM. embodiment, hats, thimbles, race cars,
dogs, etc.) stored in association with their player tracking
cards.
[0215] Next, the server initiates a primary game at a first gaming
device. For example, a player may commence slot machine play in a
conventional manner by depositing a wager amount and initiating a
handle pull. Then, the server initiates a primary game second
gaming device.
[0216] The server then initiates a secondary game and outputs a
secondary game status. After both registered players have commenced
play of separate primary games at separate gaming devices, the
server may begin to output status regarding the collaborative
secondary game to the players. For example, secondary game screens
may show the players' initial standing in the collaborative
secondary game by showing the players' game related identities at a
starting position on a representation of a Monopoly.RTM. style game
board.
[0217] Next, the server determines an outcome of the primary game
at the first gaming device. That is, in a conventional manner, an
outcome is determined at a first gaming device. Such an outcome may
yield a payout for a first player without affecting the
collaborative secondary game. Then, the server determines an
outcome of a primary game at the second gaming device.
[0218] Thereafter, the server adjusts a secondary game status based
on at least one of the determined outcomes. In other words, based
on at least one outcome determined at one of the gaming devices,
the server determines whether to adjust the status of the
collaborative secondary game. For example, if one player receives a
certain property symbol on the reels of her slot machine, both
players may receive the property symbol in the collaborative
secondary game.
[0219] Next, the server determines whether to provide a payout to
the players based on the adjusted secondary game status. For
example, based on the players' shared status in the collaborative
secondary game, the server may determine that the players should be
awarded a bonus payout (e.g., $2 each), which may be provided
directly through the separate gaming devices.
[0220] In some embodiments, a player may initiate a primary game
without indicating to "team up" with another player pursuant to a
collaborative secondary game. In one such embodiment, a secondary
display screen may be used to output a message encouraging the
player to engage in collaborative play (e.g., a display screen
reads, "Did you know you can team up with other players to build
valuable Monopolies? Press the "Team Play" button to learn
how.").
[0221] Another exemplary method according to some embodiments of
the present invention may be described as follows. In Step 1,
payment is received for a gaming session. The gaming device
receives payment from players wishing to begin a gaming session. In
one embodiment, players each pay a flat price for a specific length
of gameplay. For example, a game may cost $5, in exchange for which
each player receives 25 `spins` such as rolls of virtual dice, or
reel spins. Players may be able to increase payment for longer
gaming sessions, or wager more per gaming session. Either or both
players may submit payment via a common device, or each may be
provided with separate devices through which the players can submit
payment.
[0222] In Step 2, the gaming session begins. After payment for the
gaming session is received and players are ready, the gaming
session begins. Game parameters are determined by the controller or
the gaming device, including: number of `virtual` or house players
(in competition with human players); assets assigned to each of the
players (for example, in a monopoly-type game, properties and
railroads may be assigned to players, or players may be able to
pick the properties they wish to own for the duration of the gaming
session); and/or starting game money balance of each player (for
example, players may receive a flat amount of game money per gaming
session) Game money may represent non-cash value game currency for
use during a gaming session. For example, players may receive
$1,500 in game money for a $5 wager. Additionally, players may be
able to raise their wager for higher amounts of game money, and/or
exchange assets for game money.
[0223] In Step 3, game play begins. Game play commences after game
play parameters are determined. In some embodiments, game play
consists of each player taking turns rolling `virtual` dice, and
moving a character representative of the player around a digital
board. Based on the outcome of the dice, the character of the
player moves, landing on a space on the board. If the space on the
board corresponds to an asset of another player (see databases
herein), the player landing on the space may pay a penalty out of
his/her gaming money account, or receive a bonus, based on the game
parameters. In one embodiment, gameplay continues until a
predetermined number of player turns is reached. For example,
gameplay may conclude when each player has taken 25 turns. Many
configurations of gameplay parameters are possible.
[0224] In Step 4, game play ends. In some embodiments, game play
continues until a predetermined number of player turns is reached.
For example, gameplay may conclude when each player has taken 25
turns. There are many other ways in which the conclusion of
gameplay may be determined, such as concluding gameplay if a
player's game account reaches a specific low or high balance (e.g.,
$0 or $2,000), a player quits the game, a player reaches a
threshold above all other players (e.g., player's gaming account is
twice all other players combined), or based on other
parameters.
[0225] In Step 5, payouts are provided based on the game money of
each player. Using a payout database for example, the players are
issued payouts based on at least one gaming parameter, such as the
player's game money balance at the end of the game. In some
embodiments, the amount of game money the player has at the end of
a game or gaming session is used as an index into the payout
database, and a corresponding amount of actual money or credits is
paid out to the player(s). Players may be paid via one or more
benefit output devices, such as one or more coin trays, cashless
gaming receipt printers, etc. Players may need a threshold amount
of game money to receive payouts.
[0226] Yet another exemplary method according to some embodiments
of the present invention may be described as follows. In the first
step, a gaming session begins. Players begin a gaming session. In
this exemplary game, two players play a multiplayer device, each
position having traditional three reels, individual payment and
control mechanisms. Each player's reels, however, have a special
symbol. Together the two players must collect the special symbols
in order to win payouts. Each player pays for the gaming session
via individual payment mechanisms, and is able to view their
progress via a display screen which displays information regarding
the progress of the two players.
[0227] In the second step, at least one outcome of a first player
is received. The two players begin gameplay and receive outcomes.
The multiplayer gaming device tracks the player's outcomes and
displays them via the display screen common to both players. In
some embodiments, the two players are playing a three-legged race
game in which the two players must alternatively receive special
symbols enabling their character (displayed via the display screen)
to walk toward a finish line. The gaming device detects outcomes
including the special symbols, and adjusts the display and other
game data accordingly.
[0228] In the third step, at least one outcome of a second player
is received. As with the first player, the gaming device detects
the outcome of special symbols and adjusts game data and displays
accordingly. In some embodiments, the first player must receive the
special symbol first, and the players must alternate receiving the
special symbols for their character to advance. For example,
special symbols received by the second player may not count until
the first player receives a special symbol.
[0229] In the fourth step, based on at least two of the outcomes,
at least one payout is determined. The game may conclude when a
predetermined number of turns, or a time limit is reached. Upon
game conclusion, players may receive individual or common payouts
based on the success of their character, determined by the number
of and order in which special symbols are received. For example, if
the players moved their character fifty feet of a possible
one-hundred feet, the two players may receive a payout equal to
half of the top payout. A number of payout scenarios are possible
based on the type of game and casino preferences.
[0230] In the fifth step, based on the determined payout(s),
payouts, if any, are provided to players via each player's
respective payment system or via a shared payment system. In one
embodiment, players receive payouts throughout the game, in
addition to or instead of one or more payouts at the conclusion of
the game.
F. EXAMPLE ILLUSTRATIVE EMBODIMENTS OF THE INVENTION
[0231] The following very specific additional examples are provided
to illustrate particular embodiments of the present invention,
particularly from the perspective of potential users of the
invention, including players and casinos.
Example 1
[0232] Two players play a `Million Dollar Monopoly` game. Player
sit at the gaming device, which features separate controls and
displays for each player, and a common display screen showing the
game board and each player's game piece. Players pay for the game,
and each receives an amount of gaming money and properties. Players
can cooperate and trade properties in order to form monopolies. For
each monopoly made, each player gets a bonus. The game lasts until
both players are bankrupt, the players losing money when they land
on board spaces that neither of them own. Payouts are made based on
the number of successful turns each player takes before becoming
bankrupt. At the end of the game, the machine pays each player via
his/her respective coin tray.
Example 2
[0233] Two casino players play a multiplayer Monopoly.RTM.-style
game. The machine features two seats and controls for each player,
as well as a single large Monopoly.RTM.-style board display.
Players compete against virtual house players for prizes. Beginning
their game, the two players pre-pay $5 for the game, and receive
$1500 in Monopoly.RTM. money and two monopolies each. Beginning the
game, each player (including the virtual house players) takes turns
rolling virtual dice, via the machine controls. If a player lands
on a property owned by another player, the player must pay any fees
associated with the property, which are deducted from the player's
Monopoly.RTM. money account. The game ends when each player has
rolled the dice 25 times. At the end of the game, the players are
paid by the machine based on the amount of cash and/or monopolies
they have left.
Example 3
[0234] Two players sit at a multiplayer `three legged race` slot
machine. The object of the game is for the players to enable their
avatars, displayed as two people with each of their right and left
legs respectively adjoined, to cross a finish line. When they begin
playing, the race starts. The players have three minutes to get
their avatar across the finish line, and then the game ends and a
new game begins. In addition to traditional reel symbols and
payouts, the player on the left has reels including a `left leg`
reel symbol, and the player on the right has reels including `right
leg` reel symbol. Not only must the players receive a certain
number of the symbols in order to get their avatar across the
finish line, but they also must receive the symbols in `stride` so
the avatar doesn't veer off course. As the game begins, player 2
receives three right leg symbols in a row, moving the avatar
slightly forward, but turning the avatar left at the same time.
Then player 1, playing even faster in an effort to straighten out
the path of the avatar, receives four left leg symbols, correcting
the avatar's course and turning it slightly right. As the game
progresses the players receive traditional bar and seven
combinations and payouts. At the end of the three-minute game the
players fell short of the finish line and did not receive bonus
payouts. The avatar is returned to the starting line and the
players are able to restart the race.
G. ADDITIONAL EMBODIMENTS
[0235] In some embodiments, players or teams of players can compete
against each other, either directly (e.g., team v. team) or as
groups (e.g., one team out of ten wins a race). In a team v. team
embodiment, two pairs of players may compete in a monopoly-type
game (described above). In a group embodiment, multiple teams may
compete to, for example, win a race. For example, two players may
compete against other pairs of players in a multiplayer canoe race
game. Each team of players sit at team machines (e.g., machines
that are on the same `team`) and together compete with other teams
to get their canoe up the river first, by receiving the most canoe
reel symbols within an allotted timeframe. The teams of players
play the machines as they usually would, and receive common
outcomes. Once every twenty minutes, the machines participating in
the canoe race announce via an audio message, "its time to race!".
Players are allowed to opt-in to the race by placing a bonus bet.
For the following 100 reel spins, the team of players that receives
the most canoe reel symbols and thus pushes their canoe up the
river the farthest wins the bonus payout. In addition to the bonus
game entry, players can bet on which canoe they think will win the
race, lose the race, place second, etc.
[0236] In some embodiments, players may be able to retain certain
parameters of the previous game for use in the next game. For
example, a player may like the assets he/she was assigned for the
previous game, and may choose to keep the same configuration and/or
pay to keep the current configuration. Players can begin a new game
by inserting credits, or directing the gaming device to debit an
account of credits of the player(s).
[0237] In some embodiments, two or more existing slot machines may
be operatively connected to provide multiplayer functionality. For
example, two existing slot machines may be combined with a common
display screen on which data representative of a game played by
players operating both slot machines, and/or generated or received
from both slot machines may be displayed.
[0238] The following very specific additional examples are provided
to illustrate particular alternate embodiments of the present
invention.
Example 4
[0239] Two casino patrons sit together at a new `multiplayer` slot
machine. The machine has three reels with common symbols, and
special `helium balloon` symbols. As the two players play the slot
machine, the special helium balloon symbols appear every few reels
spins. When a special symbol is received on the pay line for either
player, it lifts a random number of coins from a virtual treasure
chest, and drops the coin(s) into either a joint account of the
players (e.g., the two players split the prize), or into an account
of one or the other player randomly.
Example 5
[0240] Two casino patrons decide to play a new multiplayer slot
machine. Sitting at the machine they learn that the machine offers
standard payouts, and a special payout that allows the players to
combine each of their three reel outcomes to form a six reel
outcome, providing they insert an extra coin per pull to play the
`bonus` game. Both playing the bonus game, on their 4.sup.th spin
they each receive three bars, combining to form a six bar payout in
addition to their individual three bars each payout. The payout for
the six bar outcome is evenly distributed to the two players.
[0241] A few spins later, they again each receive three bars.
Player 1, however, neglected to insert the coin to play the bonus
round. Instead of receiving half each of the bonus payout in
addition to the standard payout for three bars, the bonus payout is
negated and the players each receive the standard three-bar
payout.
[0242] Player 2, frustrated with Player 1 for not paying for the
bonus round, decides to pay for the bonus spin for both players,
doubling her bonus round bet (e.g., plays one coin for herself and
one coin for her partner). A few spins later the two players each
receive three sevens. Player 1, neglecting to play the bonus round,
receives the standard payout for three sevens. Player 2, playing
the bonus bet for both players, receives the standard payout for
three sevens as well as double the bonus payout (i.e., the bonus
prize that would have been awarded to player 1 is instead paid to
player 2.)
H. CONCLUSION
[0243] It should be noted that the embodiments described with
reference to the following figures are presented for illustrative
purposes only and are not meant to be limiting in any sense. It
should also be noted that, as used herein, the terms "first
embodiment", "second embodiment", "third embodiment", "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. Further, 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.
[0244] Further, it should be noted that 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.
[0245] It is clear from the foregoing discussion that the disclosed
systems and methods to provide multi-player type games represents
an improvement in the art of gaming. While the method and apparatus
of the present invention has been described in terms of its
presently preferred and alternate embodiments, those skilled in the
art will recognize that the present invention may be practiced with
modification and alteration within the spirit and scope of the
appended claims. The specifications and drawings are, accordingly,
to be regarded in an illustrative rather than a restrictive
sense.
[0246] Further, even though only certain embodiments have been
described in detail, those having ordinary skill in the art will
certainly appreciate and understand that many modifications,
changes, and enhancements are possible without departing from the
teachings thereof. All such modifications are intended to be
encompassed within the following claims.
* * * * *