U.S. patent application number 10/934682 was filed with the patent office on 2005-03-17 for gaming device having a segment elimination game.
Invention is credited to Kaminkow, Joseph E..
Application Number | 20050059446 10/934682 |
Document ID | / |
Family ID | 34278903 |
Filed Date | 2005-03-17 |
United States Patent
Application |
20050059446 |
Kind Code |
A1 |
Kaminkow, Joseph E. |
March 17, 2005 |
Gaming device having a segment elimination game
Abstract
A wagering gaming device having a game including a set of
segments displayed by a display device and a segment activator.
Engagement of the segment activator with the segments removes the
segment from the display device in one embodiment. In one
embodiment, the player receives an award value for each removed
segment. In this embodiment, the object of the game is to remove a
maximum number of segments from the display device. A positionable
blocking member is provided to direct or redirect the movement of
the segment activator. Multiple apparatuses and methods are also
taught, that provide a perceived skill segment elimination
game.
Inventors: |
Kaminkow, Joseph E.; (Reno,
NV) |
Correspondence
Address: |
Bell, Boyd & Lloyd LLC
P.O. Box 1135
Chicago
IL
60690-1135
US
|
Family ID: |
34278903 |
Appl. No.: |
10/934682 |
Filed: |
September 2, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60503021 |
Sep 15, 2003 |
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Current U.S.
Class: |
463/7 ;
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3295 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/007 ;
463/016 |
International
Class: |
A63F 009/24 |
Claims
1. A gaming device controlled by a processor; the gaming device
comprising: a primary game controlled by the processor activated
upon a wager by a player, a display device controlled by the
processor; a secondary game triggered upon an occurrence of a
triggering event in the primary game, said secondary game including
a plurality of segments displayed by the display device within a
confined space; a projectile displayed moving within the confined
space and visually engaging at least one of the segments; a
blocking member manipulable by the player to move in front of the
projectile as the projectile travels away from the segments; and an
award value provided to the player due to the at least one visual
engagement of the projectile and one of the segments, wherein the
award value is determined independently from the player's ability
to manipulate the blocking member in front of the projectile
2. The gaming device of claim 1, wherein the confined space is
designated by a border displayed by the display device.
3. The gaming device of claim 1, wherein at least one of the
segments yields a terminator, and wherein the processor enables the
player to move the blocking member to direct the projectile towards
the segments until the projectile engages the segment yielding the
terminator.
4. The gaming device of claim 3, wherein the terminator is
generated when the player has achieved the award value.
5. The gaming device of claim 1, wherein the award value includes
multiple constituent award values provided to the player upon
multiple engagements of the projectile and the segments.
6. The gaming device of claim 1, wherein each engaged segment is
removed from the display device.
7. The gaming device of claim 6, wherein the segments are arranged
in rows and wherein a removed segment exposes an adjacent segment
of a different row.
8. The gaming device of claim 7, wherein the different row is a
first different row and the adjacent segment is a first adjacent
segment, which includes a second different row, and wherein the
adjacent segment is removed from the display device upon being
engaged by the projectile to expose a second adjacent segment
located in the second different row.
9. The gaming device of claim 7, wherein award values associated
with the segments of the different row are on average higher than
the award values associated with the segments of the row containing
the removed segment.
10. The gaming device of claim 7, wherein the projectile engages
and departs from the engaged segments, and wherein a speed at which
the projectile departs from the adjacent segment is different than
the speed at which the projectile departs from the removed
segment.
11. The gaming device of claim 7, wherein the rows of segments have
at least one characteristic selected from the group consisting of:
having same size segments, having differently sized segments,
having aligned segments, having staggered segments, being spatially
engaged, being spaced apart from one another, having segments that
are spatially engaged, having spaced apart segments.
12. The gaming device of claim 1, wherein at least one of either
the segment engaged by the projectile or the award value yielded by
the engaged segment is determined randomly.
13. The gaming device of claim 12, wherein segment engaged by the
projectile is determined randomly and the angle at which the
projectile departs from the blocking member is selected so that the
projectile engages the randomly generated segment.
14. The gaming device of claim 1, wherein the projectile contacts
at least one wall defining the confined space before engaging one
of the segments.
15. The gaming device of claim 1, wherein (i) the projectile is
sized and (ii) two adjacent segments are positioned so that the two
segments are engaged by the projectile at least substantially
simultaneously.
16. The gaming device of claim 1, wherein an angle at which the
projectile departs from the blocking member is substantially equal
and opposite to an angle at which the projectile hits the blocking
member.
17. The gaming device of claim 1, wherein a speed at which the
projectile departs from the blocking member is different than a
speed at which the projectile engages the blocking member.
18. The gaming device of claim 1, wherein the projectile engages
and departs from the engaged segments, and wherein a speed at which
the projectile departs from an engaged segment is different than a
speed at which the projectile engages the engaged segment.
19. The gaming device of claim 1, wherein the projectile changes
speeds (i) randomly, (ii) after the player accumulates a particular
portion of the award value, (iii) after a particular period of
time, (iv) after engaging each of a particular subset of segments,
(v) upon engaging a first one of a particular subset of segments,
(vi) or any combination thereof.
20. The gaming device of claim 1, wherein the confined space
includes a game termination area, and wherein at least a portion of
the secondary game is terminated when the projectile engages the
secondary game termination area.
21. The gaming device of claim 20, wherein the secondary game
termination area is configured to move along a boundary defining
the confined space, the termination area moving to (i) enable the
player to achieve the award value and (ii) terminate the game
thereafter.
22. The gaming device of claim 20, wherein the secondary game
includes multiple stages and introduces a new stage when the
projectile engages the game termination area before the player
achieves the award value.
23. The gaming device of claim 20, wherein the secondary game
includes multiple stages and no longer presents a new stage when
the projectile engages the game termination area after the player
achieves the award value.
24. The gaming device of claim 20, wherein the game termination
area is a portion of a boundary defining the confined space, and
wherein the blocking member is capable of screening the projectile
from the game termination portion.
25. The gaming device of claim 20, which includes a plurality of
the secondary game termination areas, the areas activated
selectively to (i) enable the player to achieve the award value and
(ii) terminate the game thereafter.
26. The gaming device of claim 1, wherein the confined space is
defined by a boundary and the segments are positioned between a
portion of the boundary and the blocking member, and wherein the
game enables the projectile to travel between the boundary portion
and the segments to engage multiple segments.
27. The gaming device of claim 1, wherein the confined space is
defined by a boundary, and wherein the game enables the projectile
to travel between the boundary and the segments to engage multiple
segments without engaging the blocking member.
28. The gaming device of claim 1, wherein the blocking member is a
terminator when the projectile engages the blocking member after
the player achieves the award value.
29. The gaming device of claim 1, wherein the blocking member is
configured to have a blocking dimension variable based on at least
one of: (i) an amount of the player's wager, (ii) an amount of a
component of the player's wager, (iii) a random outcome, (iv) an
occurrence of an engagement of the projectile and the blocking
member, or (v) how many times the projectile has engaged the
blocking member.
30. The gaming device of claim 1, wherein the confined space has at
least one characteristic selected from the group consisting of: (i)
being totally enclosed and (ii) including at least one opening
through which the projectile may travel outside the confined
space.
31. The gaming device of claim 1, wherein the game is a bonus game
of a base game selected from the group consisting of: slot, poker,
blackjack, craps, keno, checkers, bunco and any combination
thereof.
32. A gaming device controlled by a processor, the gaming device
comprising: a primary game activated upon a wager by a player; a
display device controlled by the processor; a secondary game
triggered upon occurrence of a triggering event in the primary
game, said secondary game including a plurality of segments
displayed by the display device within a confined space; a
projectile displayed moving within the confined space and visually
engaging at least one of the segments; a blocking member
manipulated by the player to move in front of the projectile as the
projectile travels away from the segments; a randomly determined
total award value provided to the player due to the at least one
visual engagement of the projectile and one of the segments; and a
mechanism that ensures that the player achieves the randomly
determined total award value regardless of the skill level of the
player.
33. The gaming device of claim 32, wherein the mechanism includes a
terminator, wherein at least one of the segments yields the
terminator and the game enables the player to move the blocking
member to direct the projectile towards the segments until the
projectile engages the segment yielding the terminator.
34. The gaming device of claim 32, wherein the mechanism includes a
game termination area, wherein at least a portion of the game is
terminated when the projectile engages the game termination area,
and wherein the game termination area is configured to move along a
boundary defining the confined space, the termination area moving
to (i) enable the player to achieve the total determined award
value and (ii) terminate the game thereafter.
35. The gaming device of claim 32, wherein the mechanism includes a
game termination area and multiple stages, and wherein the game no
longer presents a new stage when the projectile engages the game
termination area after the player achieves the total determined
award value.
36. The gaming device of claim 32, wherein the mechanism includes a
plurality of game termination areas, the areas activated
selectively to (i) enable the player to achieve the total randomly
determined award value and (ii) terminate the game thereafter.
37. A method of operating a gaming device comprising the steps of:
(a) displaying a plurality of segments within a confined space; (b)
displaying a projectile moving within the confined space and
visually engaging at least one of the segments; (c) determining a
total award value for the player due to the at least one visual
engagement of the projectile and one of the segments; and (d)
enabling the player to move a blocking member to direct the
projectile towards the segments until the player achieves the total
award value after which (i) the projectile engages a segment
yielding a terminator or (ii) a segment causing the player to
achieve the total award value also yields a terminator.
38. The method of claim 37, wherein the terminator is a final
terminator, and wherein enabling the player to move the blocking
member to direct the projectile towards the segments includes
multiple additional game stages each initiated when the projectile
engages a segment yielding an intermediate terminator in a previous
game stage.
39. The method of claim 37, which includes varying a blocking
dimension of the blocking member based on at least one of: (i) an
amount of the player's wager, (ii) an amount of a component of the
player's wager, (iii) a random outcome, (iv) an occurrence of an
engagement of the projectile and the blocking member, or (v) how
many times the projectile has engaged the blocking member.
40. A method of operating a gaming device comprising: (a)
displaying a plurality of segments within a confined space; (b)
displaying a projectile moving within the confined space and
visually engaging at least one of the segments; (c) determining a
total award value for the player due to the at least one visual
engagement of the projectile and one of the segments; (d) enabling
the player to move a blocking member to direct the projectile
towards the segments; and (e) displaying a game termination area,
wherein the player is enabled to move the blocking member until the
projectile engages the game termination area, and wherein the game
termination area is configured to change along a boundary defining
the confined space, the game termination area moving to: (i) enable
the player to achieve the randomly determined total award value,
and (ii) terminate the game thereafter.
41. A method of operating a gaming device comprising: (a)
displaying a plurality of segments within a confined space; (b)
displaying a projectile moving within the confined space and
visually engaging at least one of the segments; (c) determining a
total award value for the player due to the at least one visual
engagement of the projectile and one of the segments; (d) enabling
the player to move a blocking member to direct the projectile
towards the segments; and (e) displaying a game termination area,
wherein the player is enabled to move the blocking member until the
projectile engages the game termination area, and providing
multiple additional game stages each initiated when the projectile
engages the game termination area in a previous game stage, wherein
the game no longer presents a new stage when the projectile engages
the game termination area after the player achieves the randomly
determined total award value.
Description
PRIORITY CLAIM
[0001] This application claims the benefit of U.S. Provisional
Patent Application No. 60/503,021, filed Sep. 15, 2003, the entire
contents of which are hereby incorporated and relied upon.
BACKGROUND OF THE INVENTION
[0002] Wagering gaming machines are generally games of chance, not
skill. Slot machines owe certain of their popularity to the fact
that a player can play a slot machine at the player's own pace with
no required skills. Most slot machines are set to pay off on
average between 80 and 99 percent of the amounts wagered by the
players. Nevertheless, players constantly try to inject skill or
know-how into gaming devices with the hope of turning the odds in
their favor.
[0003] For example, there is a consensus as to good and bad slot
machine locations. Some players believe that the worst slot
machines for the player are the machines near the gaming tables,
such as the blackjack, baccarat, and roulette tables, because the
players of these games do not want to be distracted by the noise
and commotion created by large slot machine wins. Some players
similarly believe that machines near patrons betting on sporting
events and horse races are not good. Some players believe that the
best machines are those that are the most visible to others so that
other players, or potential players, can see large payouts. Some
players believe that the machines near cafes or coffee shops
provide large payouts to encourage patrons to finish quicker and
return to gaming. Some players believe that machines near change
booths have higher instances of large payouts to entice people in
line purchasing tokens to buy more.
[0004] Another widely held belief is that slot machines go through
a pay cycle, wherein the machines will payout a number of coins to
meet the programmed percentage payout after a predetermined period.
Certain players that believe a pay cycle exists may also believe
that a non-payout cycle exists, wherein the machine does not payout
after a larger payout or a pay cycle. The object of players
subscribing to the these cycle theories is to play the machines at
the right time.
[0005] However, it should be appreciated that most gaming machines
or slot machines in the United States are programmed or set to
randomly pay back a certain average percentage. There are certain
known methods to maximizing gaming device payouts. One such method,
for instance, is betting the maximum amount which increases the
average expected payout.
[0006] Having a gaming machine solely based on skill would open the
door to players becoming professionals at such games. Gaming
devices of skill would also prejudice unskilled players, and
unskilled players would be reluctant to play such games. Even
though certain gaming machines such as video poker or blackjack
involve certain skill and decision-making, their average outcomes
ultimately turn upon mathematics and probabilities.
[0007] Accordingly, to increase player enjoyment and excitement, it
is desirable to provide players with new gaming machines and games
for gaming machines that are different, challenging and appealing.
In particular, it is desirable to provide players with gaming
machines and games for gaming machines wherein it appears to the
player as if the player's skill at a particular game determines the
player's success in the game, while the outcomes are still randomly
determined or determined in another suitable manner.
SUMMARY OF THE INVENTION
[0008] The present invention provides a gaming device having a
primary game operable upon a wager and including a display device
operable to display a plurality of or a set of segments. In one
embodiment, the segments are part of a secondary game initiated
upon an occurrence of a triggering event in the primary game. In
one embodiment, the segments are positioned adjacent to each other.
In other embodiments two or more of the segments are spaced apart.
The display device also displays a segment activator. The gaming
device causes the segment activator, which in one embodiment is in
the form of a projectile, to move towards one or more of the
segments. If the segment activator or projectile engages by
contacting or coming within a predetermined range of a segment or
otherwise indicating the segment, the segment is activated. In one
embodiment of the present invention, when a segment is activated,
the segment is removed from the display device. In other
embodiments, the segment is moved or otherwise altered after it is
activated.
[0009] In one embodiment, the player receives an award based on the
number of segments which are activated prior to the end of the
game. In another embodiment, the player receives the award, if any,
associated with each activated segment prior to the end of the
game. One embodiment includes a combination of both such award
schemes. Other suitable award schemes are contemplated by the
present invention. It should also be appreciated that one or more
segments may not have any awards associated with those segments.
For instance, in another embodiment, the player receives the award,
if any, associated with each remaining segment at the end of the
game or a round of the game. In another embodiment, the segments
activated and the segments remaining determine the award. In a
further embodiment, the award or other outcome is based at least in
part on the time it took one, a plurality, or all of the segments
to be activated.
[0010] The segments can have any suitable shape, size, format and
spacing. The segments can also have different suitable shapes,
sizes, formats and spacing. In one embodiment, the segments are
rectangular, are adjacent or in contact with each other, and
displayed at a first portion of the display device such as the
upper portion. In this embodiment, the projectile is displayed
within or movable within part or all of the area of the display
device not occupied by the segments such as a segment movement
area. The projectile may have any suitable shape, size and format.
The processor of the gaming device determines the speed of the
movement of the segment activator or projectile and causes the
segment activator or projectile to move to different positions of
the display device.
[0011] While in motion, the projectile may contact none, one or
more segments. When the segment activator or projectile engages a
segment, the segment is removed from the display device in one
embodiment. In one embodiment, the remaining segments retain their
position. In one embodiment, after the segment activator or
projectile engages a segment or a designated number of segments,
the segment activator or projectile moves away from the area of the
segment or the area of the engaged segment. In another embodiment,
the segment activator could continue to engage one or more further
segments.
[0012] In one embodiment, the display device defines and/or
displays one or more boundaries. In one embodiment, when the
segment activator or projectile engages (by contacting or coming
within a range of the boundary) the segment activator or projectile
moves away from the boundary. In one embodiment, the display device
displays three boundaries opposite the segments. The boundaries are
displayed along an inside perimeter of the display device and the
segment activator or projectile appears to bounce off of the
boundary after contacting the boundary in one embodiment.
[0013] In one embodiment, the game includes a blocking member
positioned near the bottom portion of the display device. The
blocking member randomly moves, moves in a predetermined manner,
moves in a controlled manner or is alternatively player controlled.
In one embodiment, the blocking member moves in a horizontal
direction to prevent the projectile from entering a projectile or
game termination area lower than or on an opposite side of the
blocking member. When the segment activator or projectile contacts
the blocking member, the segment activator or projectile moves away
from the member in another direction such as an upward direction
toward one or more of the segments. The blocking member in one
embodiment includes blocking dimensions that varies (either from
game to game or within a game) based on at least one of: (i) an
amount of the player's wager, (ii) an amount of a component of the
player's wager, (iii) a random outcome, (iv) the occurrence of the
projectile engaging the blocking member, (v) how many times the
projectile has engaged the blocking member or another suitable game
element.
[0014] Similarly, alternative embodiments, the size, shape, format,
awards associated with the segments and segment activators, like
the blocking members, can change. The variations can be based on
various different factors such as one or more random events or
determinations in another game, a triggering event, or the amount
of a wager by the player in a game. Thus, the present invention
provides numerous different displayable elements that can all
together or each independently be changed depending on one or more
factors. This, in part enables this game to be suitable for a
primary game or a secondary game of a wagering gaming machine.
[0015] In one embodiment, the object of the game is to engage and
eliminate as many segments displayed by the display device as
possible using the segment activator or projectile, thus collecting
a maximum award. A further object of the game is to prevent the
segment activator or projectile from entering a projectile or game
segment activator or termination area. In one embodiment, if the
segment activator or projectile enters the projectile or game or
termination area and the game ends, the segment activator or
projectile is removed from the display device and the game ends. In
another embodiment, a second segment activator or projectile is set
into motion. The number of segment activators could vary as desired
by the game implementor. In this embodiment, the game continues
until there are no more segment activator projectiles. The number
of segment activators, the awards associates with the segments, and
other variables in the game can as mentioned above be based on the
wager made by the player in the games or in a primary game which
triggers the game or other factors. It should also be appreciated
that awards can be associated with the segment activator. For
instance, each segment activator used can reduce a modifier such as
a multiplier.
[0016] In other alternative embodiments, the object of the game is
to engage and eliminate as many segments as possible because the
awards provided to the player are based on the remaining segments
(i.e., the lower the number, the greater the award). In other
alternative embodiments, the object of the game is to engage and
eliminate as few segments as possible because the awards are based
on values associated with the remaining segments.
[0017] In various embodiments, the processor randomly controls the
movements of the segment activator or projectile, the movement is
predetermined or the movement is controlled to provide a determined
outcome. In another embodiment, the player completely or partially
controls the movement. In another embodiment, the player controls
the movements of the segment activator in part based on being able
to control the direction member.
[0018] In one embodiment, the present invention provides a gaming
device with a bonus round that includes an action or event that
requires or appears to require skill, wherein the skill element of
the round appears to or partially does determine whether the player
is successful and achieves one or more award. In certain such
embodiments, the awards provided to the player can be
predetermined, randomly determined or otherwise determined and
displayed based in part on the skill. The present invention thus
offers multiple ways of changing the display of the ultimate award
because many different displayed variables can change (i.e., the
segments, the award or outcomes associated with the segments, the
segment activator, the boundaries, and the blocking member and the
size, shape, number, format and placement of each of these elements
or features).
[0019] The present invention includes various apparatuses and
methods for providing a perceived skill game, where the player's
outcome is determined randomly, but the game appears to be based on
skill, e.g., the ability of the player to block and redirect the
moving projectile. For example, after playing the game and
accumulating a randomly predetermined award, the next segment (or
the segment that yields the award) results in a terminator that
ends the game. In another example, a game termination area appears
to move randomly about the game boundary but actually is configured
to move into the path of the projectile after the player has played
the game and accumulated the random award.
[0020] Other objects, features and advantages of the invention will
be apparent from the following detailed disclosure, taken in
conjunction with the accompanying sheets of drawings, wherein like
numerals refer to like parts, elements, components, steps and
processes.
DESCRIPTION OF THE FIGURES
[0021] FIGS. 1A and 1B are front perspective views of alternative
cabinet structures for the gaming device of the present
invention.
[0022] FIG. 2 is a schematic block diagram of the electronic
configuration of one embodiment of the gaming device of the present
invention.
[0023] FIG. 3 is a front plan view of a display device displaying
one embodiment of the present invention.
[0024] FIGS. 4A, 4B and 4C are front plan views of the display
device before, during and after a segment activator contacts a
boundary.
[0025] FIGS. 5A, 5B and 5C are front plan views of the display
device before, during and after the segment activator contacts a
segment.
[0026] FIGS. 6A, 6B and 6C are front plan views of the display
device before, during and after the segment activator contacts a
direction member.
[0027] FIG. 7 is a front plan view of a display device displaying a
set of segments.
[0028] FIGS. 8A to 8E illustrate one embodiment of the segment
elimination game of the present invention using perceived
skill.
[0029] FIGS. 9A to 9E illustrate another embodiment of the segment
elimination game of the present invention using perceived
skill.
[0030] FIGS. 10A to 10E illustrate a further embodiment of the
segment elimination game of the present invention using perceived
skill.
[0031] FIGS. 11A to 11F illustrate yet another embodiment of the
segment elimination game of the present invention using perceived
skill.
[0032] FIGS. 12A to 12F illustrate still another embodiment of the
segment elimination game of the present invention using perceived
skill.
DETAILED DESCRIPTION OF THE INVENTION
Gaming Device and Electronics
[0033] Referring now to the drawings, and in particular to FIGS. 1A
and 1B, gaming device 10a and gaming device 10b illustrate two
possible cabinet styles and display arrangements and are
collectively referred to herein as gaming device 10. The present
invention includes the game (described below) being a primary or
base game or a bonus or secondary game. Gaming device 10 can be a
slot machine having the controls, displays and features of a
conventional slot machine, or another game such as a video card
game such as poker. The player can operate the gaming device while
standing or sitting. Gaming device 10 also includes being a
pub-style or table-top game (not shown), which a player operates
while sitting. The symbols and indicia used for any of the base and
progressive games include mechanical, electrical or video symbols
and indicia.
[0034] In a stand alone or a bonus embodiment, the gaming device 10
includes monetary input devices. FIGS. 1A and 1B illustrate a coin
slot 12 for coins or tokens and/or a payment acceptor 14 for cash
money. The payment acceptor 14 also includes other devices for
accepting payment, such as readers or validators for credit cards,
debit cards or smart cards, tickets, notes, etc. When a player
inserts money in gaming device 10, a number of credits
corresponding to the amount deposited is shown in a credit display
16. After depositing the appropriate amount of money, a player can
begin the game by pulling arm 18 or pushing play button 20. Play
button 20 can be any play activator used by the player which starts
any game or sequence of events in the gaming device.
[0035] As shown in FIGS. 1A and 1B, gaming device 10 also includes
a bet display 22 and a bet one button 24. The player places a bet
by pushing the bet one button 24. The player can increase the bet
by one credit each time the player pushes the bet one button 24.
When the player pushes the bet one button 24, the number of credits
shown in the credit display 16 decreases by one, and the number of
credits shown in the bet display 22 increases by one. A player may
cash out by pushing a cash out button 26 to receive coins or tokens
in the coin payout tray 28 or other forms of payment, such as an
amount printed on a ticket or credited to a credit card, debit card
or smart card.
[0036] Gaming device 10 also includes one or more display devices.
The embodiment shown in FIG. 1A includes a central display device
30, and the alternative embodiment shown in FIG. 1B includes a
central display device 30 as well as an upper display device 32.
The display devices display any visual representation or
exhibition, including but not limited to movement of physical
objects such as mechanical reels and wheels, dynamic lighting and
video images. The display device includes any viewing surface such
as glass, a video monitor or screen, a liquid crystal display or
any other static or dynamic display mechanism. In a video poker,
blackjack or other card gaming machine embodiment, the display
device includes displaying one or more cards. The display device
also displays the indicia associated with any suitable additional
base game, such as craps, keno, checkers, bunco and any combination
of the above-listed games.
[0037] The slot machine base game of gaming device 10 displays a
plurality of reels 34, such as three to five reels 34, in
mechanical or video form on one or more of the display devices.
Each reel 34 displays a plurality of indicia such as bells, hearts,
fruits, numbers, letters, bars or other images which preferably
correspond to a theme associated with the gaming device 10. If the
reels 34 are in video form, the display device displaying the video
reels 34 is preferably a video monitor. Each base game, especially
in the slot machine base game of the gaming device 10, includes
speakers 36 for making sounds or playing music.
[0038] Referring now to FIG. 2, a general electronic configuration
of the gaming device 10 for the stand alone and bonus embodiments
described above preferably includes: a processor 38; a memory
device 40 for storing program code or other data; a central display
device 30; an upper display device 32; a sound card 42; a plurality
of speakers 36; and one or more input devices 44. The processor 38
is preferably a microprocessor or microcontroller-based platform
which is capable of displaying images, symbols and other indicia
such as images of people, characters, places, things and faces of
cards. The memory device 40 includes random access memory (RAM) 46
for storing event data or other data generated or used during a
particular game. The memory device 40 also includes read only
memory (ROM) 48 for storing program code, which controls the gaming
device 10 so that it plays a particular game in accordance with
applicable game rules and pay tables.
[0039] As seen in FIG. 2, the player preferably uses the input
devices 44 to input signals into gaming device 10. In the slot
machine base game, the input devices 44 include the pull arm 18,
play button 20, the bet one button 24 and the cash out button 26. A
touch screen 50 and touch screen controller 52 are connected to a
video controller 54 and processor 38. The terms "computer" or
"controller" are used herein to refer collectively to the processor
38, the memory device 40, the sound card 42, the touch screen
controller and the video controller 54.
[0040] In certain instances, it is preferable to use a touch screen
50 and an associated touch screen controller 52 instead of a
conventional video monitor display device. The touch screen enables
a player to input decisions into the gaming device 10 by sending a
discrete signal based on the area of the touch screen 50 that the
player touches or presses. As further seen in FIG. 2, the processor
38 connects to the coin slot 12 or payment acceptor 14, whereby the
processor 38 requires a player to deposit a certain amount of money
in to start the game.
[0041] It should be appreciated that although a processor 38 and
memory device 40 are preferable implementations of the present
invention, the present invention also includes being implemented
via one or more application-specific integrated circuits (ASIC's),
one or more hard-wired devices, or one or more mechanical devices
(collectively or alternatively referred to herein as a
"processor"). Furthermore, although the processor 38 and memory
device 40 preferably reside in each gaming device 10 unit, the
present invention includes providing some or all of their functions
at a central location such as a network server for communication to
a playing station such as over a local area network (LAN), wide
area network (WAN), Internet connection, microwave link, and the
like.
[0042] With reference to the slot machine base game of FIGS. 1A and
1B, to operate the gaming device 10, the player inserts the
appropriate amount of tokens or money in the coin slot 12 or the
payment acceptor 14 and then pulls the arm 18 or pushes the play
button 20. The reels 34 then begin to spin. Eventually, the reels
34 come to a stop. As long as the player has credits remaining, the
player can spin the reels 34 again. Depending upon where the reels
34 stop, the player may or may not win additional credits.
[0043] In addition to winning base game credits, the gaming device
10, including any of the base games disclosed above, includes a
bonus game that gives players the opportunity to win credits. The
bonus game includes a program that automatically begins when the
player achieves a qualifying condition in the base game.
[0044] In the slot machine embodiment, the qualifying condition
includes a particular symbol or symbol combination generated on a
display device. As seen in the five reel slot game shown in FIGS.
1A and 1B, the qualifying condition includes the number seven
appearing on three adjacent reels 34 along a payline 56. It should
be appreciated that the present invention includes one or more
paylines, such as payline 56, wherein the paylines can be
horizontal, diagonal or any combination thereof.
[0045] In another embodiment, the qualifying condition includes a
particular card combination in a video poker or blackjack game.
Segment Elimination Game
[0046] Referring now to FIG. 3, a display device 32 displays a set
of segments 60a to 60z in one embodiment of the present invention.
The segments can vary in shape, size, number, format and other
factors. In one embodiment, the segments are rectangular and are
displayed in a variety of colors (not shown).
[0047] In one embodiment, the segments are positioned in one or
more portions of the display such as an upper portion 62 of the
display device and may be positioned spaced apart or adjacent to
each other as illustrated in FIG. 3. In the illustrated embodiment,
the segments are in contact with each other. The segments are
displayed within a plurality of boundaries such as boundaries 64a,
64b and 64c. In the illustrated embodiment, the boundaries extend
along the inside perimeter of the display device. These illustrated
boundaries consist of a left wall, a top wall and a right wall in
the illustrated embodiment. In an alternative embodiment, the
boundaries can reside in any suitable position. A bottom boundary
may also be provided in this embodiment. The confined space defined
by boundaries 64 (referring collectively to boundaries 64a to 64c)
may therefore be completely closed or have one or more openings to
an area located outside of the confined space.
[0048] A segment activator or projectile 66 is also displayed by
the display device 32. The segment activator can vary in shape and
size. The segment activator or projectile 66 can also be a symbol
or based on a symbol used in the base game or other gaming device.
In the illustrated embodiment, the segment activator 66 is a
circular.
[0049] In one embodiment, the segment activator or projectile 66 is
set into motion in or from a game initiation area 68 of the display
device. The game initiation area can be along any suitable portion
of the display device. In the illustrated embodiment, the game
initiation area is along the left boundary. After the segment
activator or projectile 66 is set into motion, it is capable of
contacting one or more of the boundaries such as boundaries 64a,
64b or 64c, one or more of the segments 60a to 60z, or a
directional member 70. If the segment activator 66 contacts a
boundary, in one embodiment the segment activator or projectile 66
is propelled or moves away from the boundary (in a bouncing-type
motion in one embodiment), as illustrated in FIGS. 4A, 4B and 4C.
The segment activator or projectile 66 may then come into contact
with or engage another boundary, a segment, a directional member or
another element of the game. It should be appreciated that the
movement of the segment activator before, during and after
engagement with a boundary can be randomly determined,
predetermined or base on a suitable factor or pattern.
[0050] If the segment projectile engages a segment such as segment
60k as illustrated in FIGS. 5A, 5B and 5C, the segment 60k will be
removed from the display device 32, leaving a void 71. In one
embodiment, the segment 60k disappears from the display device 32
as illustrated in FIG. 5C. The other segments displayed on the
display device maintain their position within the display device in
one embodiment. In another embodiment, one or more of the segments
are rearranged. The segment activator 66, after coming in contact
with the segment 60k, moves away from the segment area in the same
bouncing-like motion illustrated. It should be appreciated that
because the game of the present invention can in one embodiment be
randomly based, other factors or variations may be employed such
that exact laws of physics do not have to be strictly followed.
[0051] In one embodiment, when the segment activator 66 engages a
segment, the player is awarded a value associated with that
segment. The values or awards associated with the segment may be
predetermined, randomly determined or otherwise suitably
determined. In one embodiment, the segment transforms momentarily
into a value or award before disappearing. In this embodiment, the
object of the game is to remove as many segments from the screen or
display as possible, thus earning the award associated with each
removed segment. In an alternative embodiment, the player only
receives a bonus award when a designated number such as a designed
plurality or all of the segments are removed. The other award
schemes mentioned above may also be employed in conjunction with
this award scheme or instead of this award scheme.
[0052] In one embodiment, the display device also displays a game
termination area 72. In an embodiment, the game termination area is
represented by an area positioned near the bottom of the display
device. If the segment activator enters this area (which can
function to terminate the segment activator or as a game
termination area), the segment activator is removed from the
display device.
[0053] In one embodiment, the game enables the player to use at
least one direction or blocking member 70 to try to prevent the
segment activator from entering the game termination area 72. The
blocking member 70 may have any size and shape which in one
embodiment may be based on other factors such as the wager made by
a player in a primary game. In the illustrated embodiment, the
blocking member 70 is rectangular and positioned near the bottom of
the screen, above the game termination area 72. The direction or
blocking member 70 has a horizontal length that is greater than its
vertical length in the illustrated embodiment.
[0054] In one embodiment, the player positions the direction or
blocking member 70 by using one or more control features or input
devices (not shown). The control feature may for instance include a
plurality of buttons such as three buttons corresponding to
movement to the left or right, as well as stoppage of movement. In
one embodiment, the player moves the direction member by pressing
the touch screen at the location the player desires the direction
member to move to. In one embodiment, the member is moveable in a
one direction, however the direction member may be moveable in a
plurality of directions. Gaming device 10 in various embodiments
provides one or more dials, knobs, joysticks, trackballs or other
suitable type of player input device 44 for moving blocking member
70.
[0055] In alternative embodiments, the player can only partially
control the movement of the direction member, or the direction
member is completely controlled by the processor. For instance, in
alternative embodiments, the processor causes the direction member
to continuously move or intermittently move. This enables the
processor to control the outcome. The movement of the blocking
member may also be random, be in a predetermined pattern or be made
in a non-player controlled manner. A suitable input device 40 and
prompt can also be provided to initiate the introduction of
projectile 66 into the confined space defined by boundaries 64.
[0056] Referring now to FIGS. 6A, 6B and 6C, the blocking member 70
may be positioned underneath a segment activator 66 when the
segment activator is travelling in a downward direction. If the
segment activator comes in contact with the direction member 70,
the segment activator will move or propel away from the blocking
member 70 in an upward manner as illustrated in FIGS. 6A, 6B and
6C. The segment activator may then engage or come in contact with a
segment or boundary. If during the downward motion of the segment
activator, the direction member 70 does not make contact with the
segment activator 66, the segment activator 66 can enter the game
termination area 72 or engage an additional boundary 64d as
illustrated in FIGS. 6A, 6B and 6C. In one embodiment, the blocking
member is divided into a plurality of sections. For example, if the
direction member is rectangular, it is divided into two smaller
rectangles which are spaced apart. The smaller rectangles move in a
synchronized manner. In an alternative embodiment, each rectangle
is controlled separately.
[0057] If a segment activator enters a termination area, and
additional segment activators are available, the next segment
activator is then set into motion. In various embodiments, the
number of segment activators may be predetermined, randomly
determined, based on an event in a game, based on the player's
wager, skill or otherwise suitably determined.
[0058] In an alternative embodiment, the segments are not in
contact with each other, but are in proximity, as illustrated in
FIG. 7. Thus, a segment activator travelling in the direction of
the segments may not necessarily engage or contact a segment. In
one embodiment, the segments are in the form of symbols, such as
hearts, cherries, etc., and are spaced apart and the combination of
symbols which are engaged determines the award.
[0059] In one embodiment, the processor controls the segment
activator and member and simulates a game. The game is played until
the player receives an award amount that the processor
predetermines. In another embodiment, the processor controls the
segment activator and member, but the award amount is randomly
determined.
[0060] In one alternative embodiment, the player is able to control
the direction blocking; however, the award amount a player receives
is predetermined. For example, during a game, a player controls the
blocking member and accumulates awards as the segment activator
engages or contacts the segments. The processor predetermines the
total award amount the player receives. Accordingly, as a player
approaches the predetermined award amount, the processor reduces
the amount of control a player has on the member. For example, a
player may require the blocking member to move horizontally to the
left to prevent a segment activator from entering the termination
area. The processor increases or decreases the speed of the
blocking member to increase the difficulty of achieving an award.
As a result, the player may attempt to move the blocking member
with proper timing; however, the processor can prevent contact
between the direction member and the segment activator. Likewise,
the processor can decrease or increase the speed of the blocking
member to help the player contact a segment activator and achieve
the predetermined amount. Thus, in this embodiment, there is a
perception of skill on the part of the player; however, the
player's skill only determines how quickly the player attains the
predetermined award amount.
[0061] In one embodiment, the processor controls the speed of the
segment activator. The processor increases or decreases the speed
of the segment activator to raise or lower the difficulty of
attaining an award. It is appreciated that the processor can
increase or decrease the speed of the segment activator, direction
member, or both in a particular game.
[0062] In one embodiment, the processor varies the award values
assigned to one or more particular segments based on the awards the
player attains. For example, the processor predetermines the total
award amount a player receives. If the player has already earned a
portion of the total award amount, the processor varies the values
for each segment based on the amount the player has already
attained in order for the player to eventually achieve the
predetermined award amount.
[0063] It should also be appreciated that various outcomes can be
associated with the segments besides values. For instance, award
modifiers such multiplier, additional segment activators, triggers
of one or more free games, spins or activations, activation of one
or more bonus games, additional segments, and additional blocking
members may be associated with one or more segments. It should also
be appreciated that each level of segments can have different type
or value awards or outcomes.
[0064] In one embodiment, the game of the present invention is a
bonus game of a gaming device. In such case, the player usually
receives at least some type of award. The game may be played so
that success is not judged upon whether the player wins an award
but on how much of an award the respectively wins.
[0065] The bonus game payout fits within the overall mathematics or
payout percentage of the gaming device. That is, the gaming device
pays back to the player a portion of each dollar wagered. Part of
that payout percentage is dedicated to the bonus game. To that end,
the payout on average is known to and controlled by the gaming
device.
[0066] Providing a bonus game based on or controlled by skill would
add an element of unpredictability to the payout scheme of the
gaming device, which is not desirable in many gaming devices.
Moreover, many if not most gaming jurisdictions do not allow
wagering games based on skill. The game or bonus game of the
present invention, therefore, in one embodiment provides random but
predictable or controllable payouts that appear to be determined at
least in part based upon player skill but in reality are generated
regardless of the player's skill in playing the bonus game. As
discussed below, the present invention includes various features
for providing such a game.
[0067] Assume for purposes of illustration that gaming device 10
generates randomly but within the payout mathematics of the game an
award of one hundred credits for the player. One way to ensure that
the player obtains one hundred credits, regardless of the player's
skill level, is to not provide termination area 72 and to make the
next or (current) segment 60 (referring collectively to segments
60a to 60z) hit by projectile 66 after the player reaches (or upon
the player reaching) one hundred credits yield a terminator or
pooper. Gaming device 10 provides a suitable audio, visual or
audiovisual message informing the player that the game includes
terminators or poopers and to try to hit as many credit yielding
segments 60 before hitting a terminating segment.
[0068] The segment elimination game is played in one embodiment in
multiple stages. For example, the game could be structured to
provide or randomly determine to provide twenty of the one hundred
credits in a first stage, thirty credits in a second stage and
fifty credits in a final stage. The stages are separated by
terminators. In one embodiment, the termination is provided upon
hitting a particular segment. In another embodiment, the
termination occurs when projectile 66 engages or runs into
termination area 72. Still further, a terminator can occur when
projectile 66 hits or engages blocking member 70. In other
embodiments, termination can occur after a certain amount of time
or upon any suitable random event.
[0069] In any of the embodiments described herein, the player's
ultimate award value can be dependent upon the player's wager,
e.g., number of paylines wagered, wager per payline, total bet,
etc. The following discussion illustrates just a few of the
possible embodiments for implementing the segment elimination game
of the present invention in a perceived skill format.
[0070] Referring now to FIGS. 8A to 12F, one embodiment for
implementing the segment elimination game of the present invention
in a perceived skill format is illustrated. FIGS. 8A to 12F include
many of the elements and features discussed above. Those features
have like reference numbers. Additionally, FIGS. 8A to 12F include
a total award value display 74 that shows the player how many total
credits or other types of award values have been currently
accumulated during game play.
[0071] The examples shown in FIGS. 8A to 12F follow the above
assumption that gaming device 10 has randomly generated an award of
one hundred for the player. Each of the embodiments shown in FIGS.
8A to 12F illustrate a way to make the game appear as if the player
is controlling the overall award value, but in reality the player's
level of skill in playing the game is not a factor in determining
the award.
[0072] FIGS. 8A to 8F illustrate one feature for each of the
embodiments of the present invention. That is, the angle at which
projectile 66 contacts or engages an item, such as a segment, a
boundary, or the blocking member, is approximately equal and
opposite to the angle at which projectile 66 departs from the item
engaged. In this manner, the game appears to follow the laws of
physics and appears less contrived than in a game in which the
projectile exits or returns from an item engaged at an
unnatural-looking angle. In FIG. 8A, for example, projectile 66
engages or hits segment 60w at an angle alpha and exits or bounces
away from segment 60w at an approximately equal but opposite angle
negative alpha. Likewise, projectile 66 engages and bounces away
from boundary 64c at substantially equal and opposite angles beta
and negative beta, respectively. Further, projectile 66 engages and
moves away from blocking member 70 at substantially equal and
opposite angles gamma and negative gamma, respectively.
[0073] In FIG. 8A, projectile 66 engages segment 60w, which yields
an award value of ten. Projectile 66 proceeds to engage and move
away from boundary 64c, boundary 64d, blocking member 70 and move
again towards boundary 64d. In the embodiment of FIGS. 8A to 8E, no
termination area 72 is provided. As illustrated below, projectile
66 in essence moves and contacts segments 60 (referring
collectively to segments 60a to 60z) until engaging a segment that
yields a terminator. In this manner, the player's ability to move
blocking member 70 in front of projectile 66 is
indeterminative.
[0074] FIG. 8B illustrates the path of projectile 66 from the end
of the path illustrated in FIG. 8A. FIG. 8B illustrates another
feature of the present invention, namely, that projectile 66 can
engage and obtain an award value from two adjacent segments 60
simultaneously. As illustrated, projectile 66 bounces away from
segment 64d, engages and exits boundary 64a and engages or contacts
segments 60o and 60p simultaneously. Gaming device 10 therefore
provides the player with the award value associated with each
segment 60o and 60p, namely, the values 20 and 15, respectively.
The player's total award value increases to forty-five as seen in
award value display 74.
[0075] FIGS. 8C and 8D illustrate another feature of the segment
elimination game of the present invention. A path of projectile 66
is shown beginning from the end of the path shown in FIG. 8B.
Projectile 66 contacts and rebounds from boundary 64c. Without
hitting a segment, the projectile moves upwards and contacts or
engages boundary 64b. The angle at which projectile 66 exits
initial contact with boundary 64b dictates that projectile 66 will
make contact with a plurality of segments 60a to 60f along the
upper row of segments 60. FIG. 8C illustrates that projectile 66
contacts segment 60f. Segment 60f is revealed to show that the
player obtains an award value of thirty. The player's total award
value increases to seventy-five accordingly as shown in display
74.
[0076] FIG. 8D illustrates that projectile 66 rebounds from segment
60f and again contacts boundary 64b after which projectile 66
rebounds from boundary 64b and contacts segment 60e. Segment 60e is
revealed to show that the player obtains an additional award value
of twenty-five. The player's overall award value increases to one
hundred as illustrated by display 74. As discussed above, for
purposes of illustration, gaming device 10 is assumed to have
generated randomly an award value of one hundred for the player.
The total award value in FIG. 8D reaches that total payout.
Accordingly, the base or bonus game must end before the projectile
66 contacts an additional award value yielding segment 60.
[0077] FIG. 8E shows one embodiment for ending the game. As
illustrated, the next segment 60 engaged after accumulating the
randomly determined total award value yields a terminator or
pooper. In FIG. 8E, projectile 66 engages segment 60d, which
displays a bust or termination indicia. Gaming device 10 also
generates an audio, visual or audiovisual message 76 indicating to
the player that the base or bonus game has terminated and that the
player has achieved the award of one hundred credits.
[0078] In a alternative embodiment, the segment 60 that increases
the player's accumulated award value to the randomly determined
award value also results in a game terminator or pooper for the
player. In the example above, the segment 60e in FIG. 8D that
provides twenty-five credits to the player (bringing the player's
total to the randomly predetermined total award value) also results
in a terminator or bust. In such case, projectile 66 does not
continue to move and hit segment 60d as shown in FIG. 8E. In either
case, the player's award is randomly determined and controllable
even though the game appears to involve player skill.
[0079] In FIGS. 8A to 8E, the award termination area 72 was not
employed. In such case, the blocking member 70 could be varied
based on any one or more factors, discussed herein, such as (i) the
player's overall wager, (ii) an amount of a wager component, (iii)
a random outcome, (iv) upon the occurrences of the projectile 66
engaging blocking member 70, (v) after projectile 66 has engaged
blocking member 70 a certain number times, (vi) based on a bonus
game outcome, or (vii) any combination thereof. The game could
appear to become progressively harder as a blocking dimension of
blocking member 70 incrementally diminishes. In reality, because no
termination area is provided, the player does not have to
successfully block projectile 66 to win the randomly determined
award value.
[0080] Referring now to FIGS. 9A to 9E, termination area 72 is
employed. In FIGS. 9A to 9E, however, the termination area 72 moves
about the borders 64 (referring collectively to borders 64a to
64d), so that the player achieves the randomly determined total
award value and no more. FIGS. 9A to 9E show the same path taken by
projectile 66 that is shown in FIGS. 8A to 8E. In FIGS. 9A to 9E,
however, the termination area 72 is displayed at different times
and at different locations.
[0081] In FIG. 9A, termination area 72 is displayed along boundary
64c. Projectile 66 narrowly misses termination area 72 by hitting
boundary 64c just below the outer range of area 72. Area 72 can be
displayed along one of the borders 64 for multiple contacts of
projectile 66 with either a border 64, segment 60 or blocking
member 70. Alternatively, termination area 72 moves or changes
after each such contact.
[0082] FIG. 9B illustrates that termination area 64 has moved to
border 64d. The player accumulates an award value in total of
forty-five. FIG. 9C illustrates that as projectile 66 contacts
segment 60f, bringing the player's total award to seventy-five,
termination area 72 has moved to boundary 64a. In FIG. 9D, as
projectile 66 contacts and moves away from segment 60e, bringing
the player's total award value to one hundred, termination area 72
changes or moves back to boundary 64c, albeit at a different
location than that shown in FIG. 9A.
[0083] Because the player has accumulated the randomly determined
total award value of one hundred in FIG. 9D, the game must end
before the player accumulates any additional credits. FIG. 9E
illustrates that at this point, termination area 72 appears to move
randomly in front of the path of projectile 66, which terminates at
boundary 64b. The projectile 66 enters the termination area 72,
prompting the bust or termination indicia displayed by display
device 32. In this embodiment, the blocking dimension of blocking
member 70 could again vary, (e.g., diminish) as long as termination
area 72 is controlled to terminate the game at the appropriate
time. As before, gaming device 10 provides message 76 indicating to
the player that the game has ended and that the player has won one
hundred credits.
[0084] FIGS. 10A to 10D illustrate an embodiment similar to that of
FIGS. 9A to 9E. In FIGS. 10A to 10E, however, the termination area
does not move, but instead includes multiple segments, one or more
of which are active at various times. Termination area 72
(referring collectively to portions 72a to 72e) is divided into
five portions. The portions cover all of the boundary 64, except
for the game initiation area 68.
[0085] In FIG. 10A, as projectile 66 bounces away from segment 60w
and underneath blocking member 70, termination area 72e is active,
while termination areas 72a to 72d are inactive. As above, the
active areas of termination areas 72 can change upon each impact of
projectile 66 or after a number of such impacts. Further, while a
single termination area 72 is illustrated in each case being
active, gaming device 10 alternatively activates a plurality of
termination areas simultaneously. In FIG. 10B, termination area 72b
is active, while areas 72a and 72c through 72e are inactive. In
FIG. 10C, as the player accumulates a total award value of
seventy-five, termination area 72c is active, while termination
areas 72a, 72b, 72d and 72e are inactive. In FIG. 10D, when the
player achieves the randomly determined total of one hundred,
termination area 72d is active, while termination area 72e and
areas 72a to 72c are inactive.
[0086] In FIG. 10E, because the player has already achieved the
randomly determined total award value, the game must end. Gaming
device 10 therefore makes termination area 72a active when
projectile 66 contacts that area. The bust or termination indicia
is displayed accordingly. In this embodiment, the blocking
dimension of blocking member 70 could again vary (e.g., diminish)
as long as termination area 72 is controlled to terminate the game
at the appropriate time. Further, gaming device 10 provides message
76 indicating that the game is over and that the player has won a
total award value of one hundred.
[0087] FIGS. 11A to 12F illustrate alternative embodiments, wherein
gaming device 10 provides a plurality of game stages. It should be
appreciated that in the previous embodiments, gaming device 10
controls when the player busts for the first time. In that manner,
gaming device 10 causes the player to bust for the first time
directly after the player achieves the randomly determined total
award value. FIGS. 11A to 12F enable the player to bust a number of
intermediate times before accumulating the total award value. FIG.
11A, for example, illustrates that after the player has achieved
the total award value of forty-five, the projectile 66 contacts
segment 60f, which yields a bust. Because the player has not
accumulated the randomly determined total award value, the game
continues.
[0088] FIG. 11B illustrates that a new projectile is launched or
initiated from initiation area 68. A suitable audio, visual or
audiovisual message 78 is provided informing the player that the
game is continuing. As discussed above, in one embodiment a
suitable input device is provided that enables the player to
initiate the introduction of a new projectile 66 from area 68. In
FIGS. 11B and 11C, game play continues and the player increases the
total award value to fifty-five. In FIG. 11B, the player moves
blocking number 70 back and forth, while projectile 66 engages
segment 60.times.. In FIG. 10D projectile 66 engages or contacts
segment 60v, which also yields a bust. Again, because the total
award value has not reached the randomly determined value of one
hundred, game play continues.
[0089] FIG. 11D illustrates that a third projectile 66 is launched
from initiation area 68 and is deflected by blocking member 70 up
into the second and third rows of segments 60. Here, projectile 66
bounces, contacts multiple segments, and obtains multiple award
values, culminating in the randomly determined total value of one
hundred as seen in display 74. Accordingly, the game must end
before the player achieves any additional award value.
[0090] FIG. 11E illustrates that projectile 66 engages or contacts
segment 60i, which is revealed as a bust or termination for the
player. Gaming device 10 accordingly displays message 76 indicating
that the game is finished and the player has achieved an award of
one hundred credits.
[0091] FIGS. 12A to 12F illustrate an alternative multi-stage
embodiment. In FIGS. 12A to 12F, the termination area 72 is
provided in a stationary position along border 64d. Blocking member
70 is able to block projectile 66 from contacting termination area
72 based on the player's skill. It should be appreciated that
termination area 72 can cover any portion of boundary 64d and
alternatively portions of boundaries 64a and 64c. The player can
therefore play the entire game without an intermediate bust. In
such a case the game initially busts or terminates upon the player
achieving the randomly determined total award value. FIG. 12A
illustrates however that it is possible for the projectile to enter
termination area 72 prior to the player achieving the randomly
determined total award value of one hundred. Gaming device 10 then
introduces another projectile 66 from initiation area 68 along with
the message 78 indicating that a new projectile 66 has been
provided as illustrated in FIG. 12B.
[0092] FIG. 12C illustrates that the player narrowly misses
blocking projectile 66 which careens off border 64c and enters
termination area 72 along border 64d. A termination or bust
therefore occurs. Because the player has only accrued fifty-five
credits in FIG. 12C, FIG. 12D illustrates that gaming device 10
introduces a third projectile 66 from initiation area 68.
Projectile 66 proceeds to hit and rebound off of segments 60h, 60n
and 60u, which provide awards bringing the player's total to the
randomly determined total value of one hundred.
[0093] In this embodiment as well as any other embodiment described
herein, projectile 66 can contact and rebound from any apparatus at
a different speed than the speed at which the projectile engages
the apparatus. Speed changes can be speed increases or decreases
and can also occur with or without impact (i) randomly, (ii) after
a predetermined time or (iii) after a particular credit
accumulation or accumulation of a percentage of the player's total
determined award value; (iv) after engaging each of a particular
subset of segments; (v) upon engaging a first one of a particular
subset of segments; or, (vi) any combination thereof.
[0094] FIGS. 12E and 12F illustrate various embodiments for
terminating the game of FIGS. 12A to 12F upon the player achieving
the randomly determined total value in the present embodiment. FIG.
12E illustrates the same termination technique illustrated in FIG.
11E, namely, segment 60i engaged directly after the player achieves
the award of one hundred yields a bust or terminator, prompting
message 76 as before. FIG. 12F illustrates two other possibilities.
In both cases, 60i does not yield either an award or a bust, but
instead acts merely as a rebounding member. In any of the
embodiments disclosed herein one or more segments can be provided
that does not yield either an award or a termination but instead
merely deflects projectile 66. In one embodiment, projectile 66
follows path 80 into termination area 72, which ends the game. It
should be noted that the rebounding angle is different than the
engaging angle for segment 60i. The present invention expressly
contemplates the angles being skewed as needed to achieve the
desired result (e.g., to hit a desired termination area, segment,
boundary, etc.).
[0095] Path 82 illustrates an alternative embodiment. Here,
projectile 66 busts upon contacting blocking member 70. In such a
case as illustrated, projectile 66 can be a bomb which is lit
throughout game play and makes an audio, visual or audiovisual
ticking indicia or sound. Thus it can appear to the player that the
bomb has finally exploded once the bomb reaches blocking member 70.
In any case, the player does not achieve any additional credits
after the total reaches the randomly determined total. To that end,
blocking member 70 may vary as described above until one of the
termination conditions occur. The gaming device accordingly
provides a suitable message 76 indicating that the base or bonus
game has ended and indicating the player's total win.
[0096] While the present invention is described in connection with
what is presently considered to be the most practical and preferred
embodiments, it should be appreciated that the invention is not
limited to the disclosed embodiments, and is intended to cover
various modifications and equivalent arrangements included within
the spirit and scope of the claims. Modifications and variations in
the present invention may be made without departing from the novel
aspects of the invention as defined in the claims, and this
application is limited only by the scope of the claims.
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