U.S. patent application number 10/980003 was filed with the patent office on 2005-05-05 for novel games, and methods and apparatus for game play in games of chance.
Invention is credited to Dawson, Gary, Katz, Randall Mark.
Application Number | 20050096117 10/980003 |
Document ID | / |
Family ID | 25510229 |
Filed Date | 2005-05-05 |
United States Patent
Application |
20050096117 |
Kind Code |
A1 |
Katz, Randall Mark ; et
al. |
May 5, 2005 |
Novel games, and methods and apparatus for game play in games of
chance
Abstract
The inventions herein relate to novel games of chance and
apparatus and methods for their play. In one embodiment, a
multi-level game of chance is played by presenting the player with
multiple options, where there is at least one positive option and
at least one negative option. By way of example, at each level the
player selects one of four boxes, where two have a monetary amount,
and one has a strike. Optionally, the fourth box may comprise a
`mystery box`, which requires a decision within a decision. When
presented with the mystery box, the player may elect to open it or
not. If they do not open it, game play resumes at the existing game
level. If they open it, one of multiple options is presented,
including a positive option and a negative option. In the preferred
embodiment, the positive option could include: a multiplier of the
winnings of the player, e.g., a double of the money in the player's
account, or the updating of the safe level for the player. A
negative result could be an additional strike. Preferably, the
probability of a negative outcome from the opening of the mystery
box should be the same as the probability of a negative event the
general playing of the game. In studio participation, casino based
play, or play over an electronic network, such as the Internet, is
contemplated. In another embodiment, a series of numbers are
randomly drawn for the player and the system, and a win determined
based upon predefined rules, e.g., four of a kind beats three of a
kind. In yet another embodiment, an ancillary game is performed
using the substantially real time determination of the number of
lottery players still remaining in the game.
Inventors: |
Katz, Randall Mark; (Beverly
Hills, CA) ; Dawson, Gary; (Tarzana, CA) |
Correspondence
Address: |
O'MELVENY & MEYERS
114 PACIFICA, SUITE 100
IRVINE
CA
92618
US
|
Family ID: |
25510229 |
Appl. No.: |
10/980003 |
Filed: |
November 2, 2004 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
10980003 |
Nov 2, 2004 |
|
|
|
09965620 |
Sep 26, 2001 |
|
|
|
6811484 |
|
|
|
|
Current U.S.
Class: |
463/17 |
Current CPC
Class: |
A63F 3/081 20130101;
A63F 3/00157 20130101; A63F 3/06 20130101; G07F 17/3262
20130101 |
Class at
Publication: |
463/017 |
International
Class: |
A63F 009/24; G06F
019/00; G06F 017/00 |
Claims
What is claimed:
1. A game of chance comprising the steps of: receiving a buy-in
from a player, randomly selecting multiple indicia from a
predefined set, providing the player with a graphical depiction of
the randomly selected indicia, randomly selecting a second group of
multiple indicia from the predefined set, comparing the first and
second sets under a predefined set of rules to establish a winner,
and providing payment to those winning under the rules.
2. The game of claim 1 wherein the predefined set is from 1 to
10.
3. The game of claim 1 wherein the predefined set includes
non-numeric indicia.
4. The game of claim 1 wherein five indicia are randomly
selected.
5. The game of claim 1 wherein the graphical depiction includes an
image of a number.
6. The game of claim 5 wherein the graphical depiction includes a
number on a ball.
7. The game of claim 1 wherein the amount of the buy-in is
indicated by the player.
8. The game of claim 1 wherein the player communicates with the
system on-line.
9. The game of claim 1 wherein the player communicates with the
system over a telecommunications network.
10. The game of claim 9 wherein at least one player communicates
over a wireless network.
11. The game of claim 9 wherein at least one player communicates
over a wired network.
12. The game of claim 1 wherein a single player plays against the
system.
13. The game of claim 1 wherein multiple players play against each
other.
14. The game of claim 13 wherein the multiple players play in a
peer-to-peer arrangement.
15. The game of claim 1 wherein the game is a game of skill.
16. The game of claim 1 wherein the game requires no skill.
17. The game of claim 1 wherein the game is a probability game.
18. The game of claim 1 wherein the game is a predetermined
game.
19. The game of claim 1 wherein the selected indicia are displayed
on a television.
20. The game of claim 19 wherein the selected indicia are displayed
on an interactive television.
21. The game of claim 1 wherein the game is played over the
internet.
22. The game of claim 1 wherein the game is played on a handheld
device.
23. The game of claim 1 wherein the game is played on a cellular
phone.
24. The game of claim 1 wherein the game is played with simple
messaging service (SMS).
25. The game of claim 1 wherein the game is played on a device
which downloads applications.
Description
RELATED APPLICATION INFORMATION
[0001] This application is a continuation of U.S. application Ser.
No. 09/965,620, filed Sep. 26, 2001, issued as U.S. Pat. No.
6,811,484, entitled "Novel Game, and Methods and Apparatus for Game
Play in Games of Chance", and is related to application Ser. No.
09/672,179, filed Sep. 27, 2000, entitled "Novel Games, and Methods
and Apparatus for Game Play in Games of chance" and to application
Ser. No. 09/585,987, filed Jun. 2, 2000, entitled "Novel Games, and
Methods for Improved Game Play in Games of Chance and Games of
Skill", which are incorporated herein by reference as if fully set
forth herein.
FIELD OF THE INVENTION
[0002] These inventions relate to methods, an apparatus for their
implementation, of unique player participation games, and for
improved methods of play for games of chance. More particularly,
these inventions relate to new and improved games involving player
participation in a broadcast medium, such as television, and in
other communication media, such as over the Internet or other
communications network.
BACKGROUND OF THE INVENTION
[0003] Player participation games fall broadly under the categories
of games of chance and games of skill. One of the main forms of
games of chance is lotteries, which by definition, involve the
three elements of: 1) prize, 2) chance and 3) consideration. If
these three elements are present, then the game is considered to be
a lottery, and is typically then run by a governmental entity. In
the United States, lotteries are typically run by the individual
states, or collectively by a group of states. In other countries,
it is typically the national government that runs the lottery.
Countries and states attempt to strictly limit the game play to
their geographic boundaries. For example, in Austria, while
electronic access to the game may be available over the Internet,
or in order to play, the person must have a bank account in
Austria, and be able to navigate the non-english menu.
[0004] Games have been conducted in any of a number of formats.
Certainly, live, in person games have been performed. Yet other
games have been played and broadcast over a broadcast medium, such
as radio or television. Yet other games have been played through
active communication media, such as the telephone, or over a
communication network such as the Internet.
[0005] Various attempts have been made to provide game play over
the Internet. By way of example, the game show Jeopardy has been
placed on the web at http://www.sony.com.
[0006] Various other attempts have been made to extend the general
concept of gambling to broad communication media, such as the
Internet. For example, U.S. Pat. No. 5,800,268 entitled, "Method of
Participating in a Live Casino Game from a Remote Location" has
been asserted in a litigation in against an off shore corporation.
The '268 patent discloses a system in which a player may
participate in a live casino game from a location remote from the
casino. A player interface station, such as a computer terminal or
other special input device, is connected by a communication line to
the casino. A second communication line is established from the
casino to the player's financial institution. The player is
presented with an image of an actual "live" game. The player then
participates directly as if they were physically present at the
casino. A wager is cleared with the player's financial institution
to insure adequate resources to cover the bet.
[0007] U.S. Pat. No. 4,845,739 to Ronald A. Katz is entitled,
"Telephonic-Interface Statistical Analysis System". The patent
describes various operating formats, including a format to be
performed in association with television media. Specifically, in
one embodiment, a real-time format is provided in which television
viewers participate on a real-time basis in a game show for prizes.
Expanded audience participation is achieved. Various levels of
qualification are provided, such as for a child's television game
format is utilized, parental clearance may be required. The use of
personal identification numbers (pin numbers) is disclosed. In one
implementation, the caller is prompted to identify which of the
actual studio of audience participants the caller will be aligned
with. Additionally, the caller may be instructed to indicate the
extent of a wager. As the game progresses, the individual player's
accounts are credited or debited, thereby providing on-going
accounting data. In yet another implementation, a non real-time
operation is provided. Such a show might involve a quiz for callers
based on their ability to perceive and remember occurrences within
the show. Pre-registration is optionally utilized. In this
implementation, a sequence or time clock would be utilized in order
to limit or control individual interfaces to a specific time or
geographic "window". In this way, the caller questions may be
utilized across various time zones without the caller having
obtained the question earlier than other callers within a given
time zone.
[0008] Berman, U.S. Pat. No. 5,108,115 discloses a game show and
method entitled "Interactive Game Show and Method for Achieving
Interactive Communication Therewith". An interactive communication
system is provided which permits individuals to electronically
select at least one possible outcome of a plurality of outcomes of
a future event. Successful contestants possibly share in a prize
which is associated with the event. A home audience of a televised
game show may electronically communicate a series of random numbers
using their touch tone telephone to participate in the show.
[0009] Recently, various governmental entities and trade
organization have addressed the issue of game play over the
Internet. Congressman Kye has introduced a bill which would
preclude the offering of Internet based gaming, though permitting
states to offer Internet gambling. Consideration has been given to
requiring that the states sponsored gaming be limited to an
intranet, in an effort to limit those participating to persons
physically resident within the states boundaries. Various
international lottery organizations have promoted similar
restrictions, namely, precluding the individuals offering of games
of chance, and reserving that option exclusively to the state.
[0010] Various lottery formats are known to the art. In one classic
format, a pre-determined number of tickets are provided with
certain printed matter, such as numbers or other indicia, where the
information is then obscured by a scratch off layer. By removing
the layer and revealing the underlying information, the ticket
holder may determine whether they have won or not. Various
extensions have been made to a "virtual" scratch off ticket where
no physical product is provided.
[0011] A conventional lottery proceeds as follows. First, a series
of numbers are selected, either by the player or by some automated
selection system, such as by computer. Upon the occurrence of a
pre-determined event, such as on a set date and time, numbers are
randomly chosen. Both mechanical methods, such as selection of
ping-pong balls bearing numeric designations, or electronic means
such as through a random number generator, may be utilized. The
selected numbers are then provided to the participants, such as
through a broadcast medium like newspapers, radio and television.
Finally, the holder or holders of winning the tickets then present
their ticket for payment.
[0012] In yet another aspect of game play, a typical television
presented game show lasts on the order of one half hour. Various
shorter format games or shows have been utilized, for example, a
football based advertisement or game has been presented by IBM
during televised football games under the name "you make the call".
Yet other shorter version games have been presented over web TV or
on the game show network.
[0013] The television game show "Who Wants to be a Millionaire" is
believed to have originated in Britain, and has become extremely
popular in the United States. The game is a trivia game. While
being principally a game of skill, the nature of the questions, or
the contestants knowledge of the potential answers, makes the game
at times a guessing game or game of chance. The format consists of
one contestant and one host. The contestant is presented with a
question and four possible answers. If the contestant answers the
question correctly, they advance to a next level, each level being
associated with a higher monetary prize amount, which is roughly
twice the amount of the preceding level. A contestant is given
three "life lines": a "50/50" where in two incorrect answers are
removed, thereby leaving the correct answer and one incorrect
answer, the "phone a friend", wherein the contestant may call a
friend by telephone and solicit their response to the question,
subject to a 30 second time limit, and an "ask the audience" option
where the audience is polled regarding their view of the correct
answer to the question. Various safe levels are established, such
as at $1,000.00 such that the contestant would be awarded that
amount of money in the even that they fail to correctly answer a
question. Finally, after a question is posed, the contestant may
elect to discontinue play, and to receive that amount of money won
at the preceding level.
[0014] Despite the wide spread participation in various forms of
game play, as well as the suggestions for implementing those games
on a mass communication network, such as through the telephone or
Internet, the possibility for new games, or improved game play
exists. In particular, there is a need for improved games of
chance, which provide excitement for the player, and optionally a
viewer audience.
SUMMARY OF THE INVENTION
[0015] This invention relates to methods and associated apparatus
for novel game play. In the preferred embodiment, the games are
game of chance.
[0016] A first game comprises the steps of randomly selecting a
target number from a first range of numbers having a minimum and a
maximum, e.g., from 20 to 50. The number may be selected by the
house, or by a player, or by an alternate method of number
selection. After presenting the indication of the target number to
the player, the player selects numbers from a second range, having
a minimum and a maximum, where the maximum is equal to or less than
1/2 of the minimum of the first range. For example, the second
range may be from 1 through 10. The player elects whether or not to
draw another number from the second range. The player continues to
draw, and the total number of the various graphical depictions
being summed, until the player declines to draw further. At that
point, the system then draws repeatedly, and randomly, from the
second range. The player wins if the system draws numbers which
total in excess of the target number. The system wins if the drawn
numbers exceed the player's total. Optionally, the system may
provide an indication of the odds that the player would go over the
target with a subsequent draw. This game is arbitrarily termed
Jack-O.
[0017] In yet another game, arbitrarily termed POKO, the system
receives a buy-in from the player. Multiple indicia are randomly
selected from a predefined set, e.g., the numbers from 1 to 10. The
system may select a predefined number of numbers, such as 5
numbers. A graphical depiction of the randomly selected indicia are
displayed to the player. Optionally, the display may consist of a
depiction of a ball, such as the type of ball used in a lottery
drawing. Next, a second group of multiple indicia are randomly
selected from the predefined set. The number of indicia selected is
the same for both the player and the house or system. The first and
second sets of numbers are then compared under predefined sets of
rules to establish a winner. Payment is then provided to those
winning under the rules. By way of example, the system may define a
rule for an automatic winner where the player receives five of a
kind, e.g., five 7's. Other rules may be utilized, including those
from conventional games, such as Poker.
[0018] In yet another game format, a second or ancillary game is
played in parallel with a first or primary game. By way of example,
in association with a first game comprising a lottery number ball
draw, a second game may involve a selected player's guessing
whether the next ball draw will be of a higher or lower number, or
odd or even or the like. For example, during the real time ball
draw for a lottery, the improved game play would involve running a
parallel or ancillary game along with the ball draw. One
implementation would involve a first ball draw, followed then by
game play by a contestant such as predicting whether the next ball
drawn would be of a higher or lower number, or would be odd or
even.
[0019] In one implementation, the master of ceremonies would advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant. Optionally, this
game may be played through a quick pick format, or through an
online or other real time communication network format.
[0020] Yet another game format is arbitrarily termed The Zone. In
this game, a number is randomly selected from a first range of
numbers preferably having a minimum equal to the sum of the lowest
numbers to be drawn and a maximum equal to the sum of the highest
numbers to be drawn. The game proceeds with sequential drawing of
numbers until the player has a total of the draws approaching a
predefined zone away from the target number. For example, the
target zone may be numbers within 10 of the target. Payment amounts
are based upon the player's proximity to the target number,
preferably without going over the target number.
[0021] Yet another game is one played at a multiple number of
levels. At each level, the contestant is presented with multiple
options, such as a depiction of four uniquely labeled boxes,
amongst which the contestant may choose. The options would include
at least one positive outcome and at least one negative outcome. In
the case of four boxes, e.g., one could include a strike, two could
include a monetary amount, which may be either the same or
different and optionally, the fourth box could comprise a mystery
box, described below. The contestant selects, at random, one of the
options. If the option selected is one of the positive options,
such as a monetary amount, they proceed to the next level and the
winnings are added to the prior winnings total. If a negative
option is selected, such as a strike, in the preferred embodiment,
the level is reset and play continues at that level. Preferably,
the player is allowed a predetermined number of negative events,
such as three strikes, prior to discontinuing play.
[0022] The `mystery box` consists of a decision within a decision.
A first decision was to select that option, which then was revealed
as comprising a mystery box. The player is then given the option of
whether to reveal that option. The option within the mystery box
would include at least one positive result and at least one
negative result. In the preferred embodiment, there would be three
results possible with a mystery box, a positive result such as a
multiplier for the money, such as a doubler of the contestant'
prior winnings, an updating of the safe level for the player or an
additional monetary amount. Alternatively, other positive results
such as a free play or a reduction in the number of negative events
is possible. Preferably, the probability of a negative result from
the opening of the mystery box should be equal to the probability
of a negative event if the mystery box were not selected.
[0023] In yet another aspect, game play utilizes the real time data
compiled during a lottery ball draw. Most particularly, the data
regarding the number of potential lottery winners is utilized for
companion game play. The data may be used directly, such as where
the absolute number is guessed or by counting the number of times a
give digit appears, or indirectly, such as where the game
determines if a digit of the next number will be higher or lower
than the last. The data may be used as a secondary random number
generator.
[0024] The prizes at the various levels may be set as desired to
result in a predetermined pay out for the game. Optionally,
guaranteed low end prize structures (GLEPS) may require payment of
predetermined prize amounts, and possibly payment of a minimum
amount of a prize e.g., $500.00. The monetary spacing between
various levels may be set as desired, either as an arithmetic
progression or as a multiplicative progression, e.g., a substantial
doubling of the prize amount at every level. Optionally, when a
maximum game level is reached a jackpot or other proportionally
large prize may be awarded. If the jackpot is not won in a given
game, it may then roll over to a subsequent game. Alternative forms
of progressive play may be utilized.
[0025] In another aspect of this invention, game play in a first
game may require progression through a plurality of levels, leading
to game play on a second game for those who have reached the
maximum level on the first game. In one implementation, the maximum
prize level in the first game may be equal to the minimum prize
level in the second game.
[0026] Various modes of play are contemplated. In studio game play
may be utilized with a broadcast, either live or for taped replay.
Yet another mode of game play involves playing at a gaming venue,
such as where other games of chance, e.g., slot machines, are
played. Yet another venue may consist of game play by the player
from their hotel room in a venue which allows gambling. In yet
another mode of game play, a network, such as the internet, may be
utilized to permit game play, whether for a monetary amount or to
provide other points or indications of score. The game may be
played in any venue where not prohibited, whether on land or in an
airplane or ship, and may be played in any form of wired or
wireless environment, such as via hand-held web enabled
communication devices.
[0027] The game may be played by a single individual, or may be
played with multiple players. The multiple players may play against
one another, for scoring, or may merely play in parallel without
further interaction.
[0028] In yet another aspect, methods and apparatus are provided
for participating in on-line or other electronic access games,
especially lottery games played over a network, such as the
Internet. A player would obtain a lottery product, either
scratch-off or on-line directed to playing an electronic game, such
as a game on the Internet or played through a telecommunication
network, either wired or wireless. By utilizing the conventional
sales and distribution channels, the traditional safeguards
regarding sales of gaming tickets to under aged players can be
maintained. Having obtained the ticket containing a participation
number, the player may then enter that number electronically, which
would enable play for the amount of money purchased. Winnings may
be paid out by presenting the ticket to a retailer, who could
verify the winnings via a conventional on-line system. Optionally,
the ticket may contain variable information regarding the
electronic play, such as the amount to be won, the level of
difficulty of a game or what game could be played.
[0029] In yet another aspect, the games described herein may be
played either as a probability game or as a predetermined outcome
game. In the case of a probability game, the outcome is determined
based upon the actions of the player. In a predetermined outcome
scenario, the system has determined which ticket or tickets are
winners, or at what level the win will be paid, and the action of
the player has no impact on the outcome of the game play. While the
appearance of selection may still appear to be "random" to the
player, the system may select the required number or other indicia
in order to force the predetermined outcome.
[0030] Accordingly, it is an object of this invention to provide an
improved game of chance having a higher level of audience interest
and potential participation.
[0031] It is yet another object of this invention to provide for an
improved Internet game of chance.
[0032] It is yet a further object of this invention to provide for
enhanced modes of game play in association with existing forms of
game play.
BRIEF DESCRIPTION OF THE DRAWINGS
[0033] FIG. 1 shows a screen of the type particularly adapted for a
broadcast type format.
[0034] FIG. 2 is a flow chart showing options for game play.
[0035] FIG. 3 shows a perspective view of a casino type
apparatus.
[0036] FIG. 4 shows a lottery ticket for possible participation in
a feature broadcast game show.
[0037] FIG. 5 shows a perspective view of a scratch off
implementation of the game.
[0038] FIG. 6 shows graphical depictions of a lottery game termed
POKO.
[0039] FIG. 7 shows graphical depictions of a lottery game termed
Jack-O.
[0040] FIG. 8 shows graphical depictions of a lottery game termed
High-Low.
[0041] FIG. 9 shows graphical depictions of a lottery game termed
The Zone.
[0042] FIG. 10 shows graphical depictions of a lottery game in
miniature form.
[0043] FIG. 11 shows graphical depictions of a lottery game termed
On the Nose.
[0044] FIG. 12 shows graphical depiction of a game termed Blank
Check.
[0045] FIG. 13 shows a ticket containing a participation
number.
[0046] FIG. 14 shows a schematic diagram of an electronic system
for implementation of these games.
DETAILED DESCRIPTION OF THE INVENTION
[0047] FIG. 1 is a view of one possible display for use in game
play. For example, the depiction may be of a portion of a broadcast
studio with associated game play, such as for television broadcast.
The display 10 may optionally include a logo or other word mark
region 12. The multiple options presented to the players may be
depicted as uniquely designated boxes 14. While shown as numbers in
FIG. 1, the designators for boxes 14 may be of any form, such as
letters, characters or other visual depictions. The display
preferably will include other functional aspects of the game. A
safe level display 16 displays that amount of money or points which
are guaranteed to the player in the event that they can no longer
continue with the game given that they have reached a predetermined
negative level. The total display 18 shows the total amount of
money, points, prizes (cash or non-cash) or other winnings
accumulated by the player. The strike display 220 shows a depiction
of the number of negative events, here strikes, which have
occurred. As shown, the display 10 contemplates three strikes in
the game. As shown, sub box 24 includes a "X" indicating one
strike.
[0048] Display region 26 shows the possible outcomes from the
selection of the mystery box or other denominated decision within a
decision. As shown in display 10, the outcomes of the mystery box
include a multiplier for the monetary amount previously won by the
player, here shown to be a multiplicative doubler of the monetary
amount (shown at 26a), or a negative result, such as a strike
(shown at 26b) or an updating of the safe level (as shown at
26c).
[0049] FIG. 2 is a flowchart of one implementation of the game
format. The game starts with start box 30. Level box 32 indicates
the multiple levels possible for game play. Game play begins at the
first level. The number of levels ends at the first level. The
number of levels may be chosen consistent with the expected pay out
and desired duration of the game. In a half-hour or full hour
broadcast format, 10 or 15 game levels may be desired. In contrast,
a sixty second or few minute game may only involve three, four or
five levels. Decision box 34 determines whether the maximum level J
has been reached, and if so, indicates that the jackpot 36 is to be
awarded. In the event that the jackpot is not awarded, it may be
rolled over for future games.
[0050] Returning now to the flowchart, the multiple options 40 are
displayed to the contestant. As shown in FIG. 1, the multiple
options could comprise four uniquely numbered boxes or squares. Any
form of display or random selection may be utilized. Thus, while
the term "display" is utilized, it should be construed in a manner
consistent with selecting, such as where an alternative random
selection method is utilized. One possible alternative is the ping
pong ball draw, such as where the balls are distinguishable and are
drawn by the machine. Yet another selection method could include a
computer generated selection, such as through the use of a random
number generator. Thus, the output of selection box 42 is a
determination of one of the various possible outcomes from that
election or selection.
[0051] As shown in FIG. 2, two positive options, positive option 1
44 and positive option 2 46 are shown. The positive options 44, 46
may represent a monetary amount, a point value or other financial
or prize information. In the preferred embodiment, the positive
options are of an equal amount, though they may be of differing
amounts or of differing types of prize.
[0052] The negative result box 50 may be of various types. In the
preferred embodiment, the negative result 50 may comprise a strike.
Preferably, the game is structured as to permit a predetermined
number of strikes, such as 3 strikes, prior to the player losing
the game. In such a system, the system would update the negative
result tally at box 52, and perform a comparison 54 of the totaled
number of negative events to the maximum number of negative events
allowed. If the comparison 54 indicates that the maximum number has
been reached, then program flow proceeds to box 74 where the player
is awarded the last existing safe level amount, or if no such safe
level amount exists, then whatever minimum prize is indicated
according to the rules. That minimum amount may be 0 or some other
guaranteed amount. Certain lottery systems require guaranteed
low-end prize structure (GLEPS) which guarantee a certain prize or
result for certain contestants.
[0053] The fourth option shown in FIG. 2 consists of the mystery
box 60. In the preferred embodiment, the competitor is given the
option at decision stage 62 whether to reveal the content of the
mystery box. If the player elects not to elect the content of the
mystery box, then play resumes at the same level with four boxes.
However, if the player elects to reveal the content at step 64, the
content may consist of a negative option 66, positive result 68 or
safe level update 70. In the event that the negative option 66 is
selected, the negative result is updated at box 52, with the player
indicated comparison step 54 being performed. Program operation is
the same as for the flow leading from the negative result box 50.
In the event that a positive result 68 occurs, the program flows to
box 48 for an update of the positive result. For example, if the
positive option 1 44 is a monetary amount, the monetary amount may
then be added to prior winnings, or alternatively may be the
entirety of the award which may be won.
[0054] If the safe level update box 70 is selected, the safe level
is updated at box 72. In this way, when the player has reached the
maximum number of events at box 54, the safe level amount 72 is
then provided. After the update of the positive result 48, and
optionally, an update of the safe level 72, program flow returns to
the level selection 32, at which time the next higher level is
selected.
[0055] In the preferred embodiment if the number of negative
results is less than the maximum number of negative results (box
54), then the decision flows to path A, which returns the player to
the decision to select among the available options 42. In the
preferred embodiment, when the player has received a strike at a
given level, the level is reset and played again. Alternatively, in
the event of a negative event, the negative event could be tallied
and the player advanced to the next level.
[0056] FIG. 3 shows a perspective view of a device for use at a
gambling or gaming venue. A housing 80 may include a display 82,
such as a CRT or flat panel display, on which is displayed the
multiple options 84. The other information or designations may be
as described in connection with FIG. 1 and FIG. 2. For example, the
display 82 may include a designator 86 for the amount the gamer is
playing for. A display 88 may visually depict the number of strikes
existing. A selection system 90, such as an array of buttons is
utilized for player input of the desired selection. However, any
mode or manner of input may be utilized. For example, a computer
mouse, voice detection system or other input mechanism permitting
the player to interface with the machine may be utilized consistent
with the goals and objects of this invention. The display may
include a depiction of the total amount then won, or comprising a
safe level. Optionally, a slot 94 for pay back of a player's
winnings may be provided. Alternatively, the payment format may be
of any various mode, such as if players based upon the use of
credit card information, the credit card may be provided with a
credit in the event that the player is a winner.
[0057] The displays of FIG. 1 and FIG. 3 may be of various types
and resolution. For example, certain of the displays may be in a
standard resolution format, whereas others may be in a high
resolution format. Certain of the displays may show a graphical
image, whether static or dynamic, and yet other displays may show
textual information. Combinations of any of the preceding, e.g.,
text on certain displays and high resolution dynamic images on
other displays, may be utilized.
[0058] In addition to visual displays, voice prompts may be
provided, such as where the contestant is prompted to enter
information or is otherwise cued to provide a responsive action.
Voice input to the system is also feasible.
[0059] FIG. 4 shows a ticket 100 having a front face and a back
face. The ticket 100 may include textual data such as state lottery
or may include other graphic indicia indicative of the game. In one
implementation, the lottery ticket 100 includes a means or
mechanism for the players to be selected for inclusion in a
broadcast in the underline game. A scratch off layer 106 is
deposited an operative portion of the ticket, which, when removed,
reveals images. As shown in FIG. 4, the scratch off layer has
already been removed from the left and center images, depicting the
television sets. Thus, if the player were to possess a card 100
that had three television sets, that may form the basis for their
participation in the broadcast game show, or to permit them to
participate in the selection process leading to the broadcast game.
By way of example, having a lottery ticket with three similar
images may permit the player to be entered into a drawing or other
selection mechanism for game play.
[0060] The images 104 and game play associated therewith may be in
addition to the game play of a lottery, such as designated by the
numbers 108. Thus, if a player purchases a ticket and receives
numbers 108, they may be additionally entitled to play the game
depicted by the graphics 104 for possible play on a future lottery
game show. In this way, interest in a future lottery game may be
created through game play on an existing lottery.
[0061] As shown, the ticket 100 optionally includes a bar code 112.
As shown, the bar code 112 is disposed on the backside of the
lottery ticket. The bar code 112 may be placed wherever desired. In
operation, the machine readable bar code may be utilized for
tracking or other monitoring purposes.
[0062] FIG. 5 shows a perspective view of a ticket or card 120
representing a scratch off version of the multilevel game. Card
stock or other substrate 120 has printed thereon an indication of
the various levels of the game 122, such as 1, 2, 3 . . . 15. The
player is presented with multiple regions 126 for scratch off. As
shown, the player having scratched off the first box at level 1
revealed a winning prize of $2.00 at level 2, the player selected
the second column, which results in a strike or X. At level 3, the
player revealed the right most scratch off, revealing a winning
number of $3.00. At level 4, an X was revealed in the third column.
At this point, the player has two strikes. The player has then
further elected at level 5 to reveal the scratch off in the first
column. Thus, at this stage, the player has $7.00 of revealed
winnings and two strikes. At this stage, the player could elect to
discontinue play. The ticket may then be brought to a redemption
center and receive the money in exchange for the ticket. In the
event that the player continued to reveal obscure information, and
that the predetermined number of negative events, such as 3
strikes, was reached, the ticket would become void and no
compensation would be provided.
[0063] The games of this invention may be adapted to an on-line
selection format, such as where a potential player purchases a
lottery or lotto ticket at a retail vending location. The player
may be prompted to provide their selection of numbers, such as
where they provide one of four numbers for each level. That
information may then be passed in an on-line manner to the lottery
system. Optionally, game play on the television or other broadcast
media may be used for game play by the viewing audience. For
example, the game play of successful game play at a given level may
be compared to the player's selections previously made through the
on-line process. Improved audience viewing levels of a game of
chance would result.
[0064] The game described herein may be played in any variety of
formats. For example, the game may be played in a 30 minute or 1
hour television broadcast type format. Alternatively, the game is
adaptable to a short, e.g., 60 second, format. Game play may be
done in a broadcast mode, such as through in studio participation,
either live or taped. Alternate modes may be utilized, such as in a
gaming or gambling establishment. Game play may be over a network,
such as the Internet or an Intranet. In an Internet game the player
may provide credit card information or otherwise have an account
with a monetary stake, and that amount may be increased or
decreased as the player wins or loses. Alternatively, instead of
money, the player may play for points.
[0065] Contestant selection may be done by any number of modes or
modalities. For example, as described in connection with FIG. 4, a
scratcher type ticket approach may be utilized. Alternatively, an
online ticket may be utilized wherein during the printing of the
play slip (to reflect the numbers either selected by the customer
or generated by a quick pick). In an alternative implementation,
Internet play, such as the high score may be utilized to select
future contestants. In yet another implementation, a real time
selection may be utilized, such as where a player is on the net and
is selected by the system for future game play.
[0066] FIG. 6 shows various graphical depictions relating to a
lottery game. The game is termed "POKO", but may be variously
named. In a first step, a player "buys in" to the game, either by
affirmatively providing a wager amount, or by accepting a preset
amount as a buy in. The acceptance may either be through an
affirmative act, such as through payment of an amount at an
in-store, on-line location, or through other forms of remote game
play, such as by clicking or otherwise accepting or entering an
amount into a computer or communications device, or merely through
acquiescence and continuing game play (especially where a
preexisting credit account or other ability to determine credit
worthiness is utilized).
[0067] After having received the player's buy-in, the system
randomly selects multiple indicia from a predefined set. In one
embodiment, the predefined set may comprise a set of numbers, such
as 1 through 10, and the number of indicia selected may be 5. As
shown in FIG. 6, the graphical indicia may constitute numbers,
further being depicted on an image of a ball, most preferably a
ping-pong type ball. In addition to, or in lieu of numbers,
graphical images may be utilized, including classic card images
including Ace, King, Queen and Jack. Since a physical card deck is
not utilized to select the multiple indicia, but rather, a random
selection is utilized, it is not possible for the player to "count
cards" in the game.
[0068] After the various indicia, e.g., a set of first numbers, is
selected, they are provided to the player in some graphical
depiction. The mode of presentation of the graphics may vary, and
the mode of presentation may be selected consistent with the
communication bandwidth available. For example, if the game is
played over a wireless device, especially one using a text
messaging service, such as SMS or equivalent service, the graphical
depiction may be merely of the number of other alpha numeric
character supported by the display set of the device. For example,
when playing POKO, the display may show 77777 indicating the
player's numbers, or may optionally also include the display for
the house. Characters may be displayed all at once or over some
period of time. In a relatively higher bandwidth environment, the
graphical depiction may constitute an image of the indicia, such as
a number, on a ball, such as a ping-pong ball. The indicia may be
displayed to the user on a screen, such as when the game is played
over a computer network (wired or wireless), or may be printed on
paper or other support media such as when a player purchases a
ticket from a business establishment utilizing an on-line ticket
dispensing system. Alternatively, the numbers may have been picked
beforehand, printed onto a support medium and obscured, such as
through the use of a scratch off layer.
[0069] The player now having received their numbers or indicia, the
game proceeds to the random selection of a second group of multiple
indicia from the same predefined set. Thus, in one embodiment, the
"house" (also variously referred to as the system or equivalent
terminology) would select an equal number of indicia, such as by
selecting five numbers. Preferably, the mode of display of the
second group of numbers is similar to the first. Thus, as shown in
FIG. 6, the ball indicia are utilized for both the first set of
numbers (the players) and a second set of numbers (the house).
Next, the first set of indicia and the second set are compared in
order to establish a winner under a predefined set of rules. As
shown in FIG. 6, a "POKO" may consist of all indicia being
identical, such as where five 7's are drawn. In relative order,
five of a kind would be four of a kind, which in turn would be a
full house, which in turn would be three of a kind, which in turn
would be two pairs, which in turn would be a single pair, which in
turn would beat a high ball. As shown in the graphic of FIG. 6, if
the player's hand consisted of a 9 4 9 9 9, and the dealer's hand
consisted of an 8 8 8 8 7, each player having four of a kind, the
player would win given that their number is higher.
[0070] Finally based upon the outcome of the winner determination,
payment is provided, as appropriate. In one implementation, any
POKO winner would share the overall jackpot. Other winning hands
may be paid out with a fixed amount. For example, those having five
a of a kind may receive $100, those having four of a kind receiving
a smaller amount, e.g., $50, and so on.
[0071] While the foregoing description utilize the winning hand
determination of poker as the defined set of rules, other existing
game rules may be utilized as desired. By utilizing a truly random
mechanism for selecting the indicia, the game becomes one of
chance, as opposed to having a component based upon skill. Further,
by utilizing a graphical depiction drawn from the conventional
images associated with a random draw in a lottery, the game
achieves more of a look and feel of a lottery, as opposed to a game
of skill.
[0072] While described, above, for one player, the game may be
expanded to an arbitrarily large number of players. When the game
is played in a real time environment, such as over the television
or other communication network (wired or wireless) the game may be
played at predetermined times. For example, the game may be played
every 15 minutes on the hour, once a day, etc. Optionally, a
portion of the collective monies being wagered may go into the pot.
In this way, there is the possibility of a carry-over amount, and
the possibility of a "lottery fever". In yet another aspect, the
game permits multiple purchases of entries. For example, a player
buying tickets at a retail establishment may purchase a first
ticket and only receive a "pair" of matching numbers. The player
may continue to purchase additional tickets until receiving one
that the player believes may be sufficiently valuable to have a
acceptable chance of success. Such an arrangement may be performed
either through a standard quick pick arrangement or via a scratch
off. In contrast to a conventional lottery number selection scheme,
the player must be precluded from selecting their own numbers in
this game.
[0073] In yet another aspect, a push/pull system may be utilized.
In such a system, the main system initiates the contact with the
prospective players, such as by sending an SMS message or email.
The player may then elect to participate, or not. In the event that
the system provides information to the prospective player about
their possible numbers, then the system may require a variable
level of payment, such as where the system charges a first amount
if the player elects to pass, in a second, higher amount, if the
player elects to participate in the game.
[0074] FIG. 7 shows a depiction of a lottery game termed "JACK-O".
As shown in FIG. 7, a target number is randomly selected from a
first range of numbers. The range of numbers includes a minimum
number and a maximum number. For example, a typical range for the
target numbers would be from 20 to 50. The player or the "house"
(the system implementing the game) may select the target number. A
graphical indication of the target number is presented to the
player.
[0075] Next, a number is randomly selected for the player, where
the number is selected from a second range, the range having a
minimum and a maximum number. The maximum of the second range is
equal to or less than 1/2 of the minimum of the first range. By way
of example, if the second range is from 1 to 10, the first range is
at least 20. Game play continues by receiving an indication from
the player as to whether to draw again. If the player elects to do
so, a next randomly selected number from the second range is
presented to the user. The cumulative amount of the draws is
titled. This step is repeated either until the player declines to
draw further or the title exceeds the target number. In the event
that the player declines to draw, the system randomly selects
numbers from the second range, accumulating those numbers and
comparing the total to the player's accumulated total amount. The
winner is the one who has the highest total closest to or equal to,
but not exceeding, the target number.
[0076] In yet another aspect of this invention, the player may be
advised upon the option for a draw that there is a possibility
going over the target number. Further, the system may optionally
provide an indication of the odds of exceeding the target
number.
[0077] In one implementation, this game would be played in an
interactive mode. Computer or other communication access would
permit effective game play. Multiple players may play in parallel
against the house, with the display for the other players being
included upon all player's screens. While the main implementation
contemplated includes a graphical display, yet other forms of
conveying information to a player may be utilized, e.g., by
providing the information audibly to the player, such as via the
telephone or other speaker arrangement on a communications
device.
[0078] Various aspects of enhanced game play and novel game are
disclosed. In a first aspect, the game play method and system
provides for the playing or running of a parallel game or ancillary
game along with a first or primary game. For example, during the
real time ball draw for a lottery, the improved game play would
involve running a parallel or ancillary game along with the ball
draw. One implementation would involve a first ball draw, followed
then by game play by a contestant such as predicting whether the
next ball drawn would be of a higher or lower number, or would be
odd or even.
[0079] In one implementation, the master of ceremonies would advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant.
[0080] FIG. 8 shows a graphical depiction of a game termed "HIGH
LOW". The game is played along with a first lottery selection of a
series of randomly selected numbers. For example, the instant game
would be played in conjunction with a ball draw of six randomly
selected balls bearing unique numbers for purposes of a traditional
lottery game. The instant game then includes the step of receiving
an indication whether the second ball to be randomly drawn in the
base game will be higher or lower than the first draw. The player
may continue through the game so long as there prediction as to
higher or lower is correct.
[0081] In one implementation, the monetary award to the player may
be based upon the number drawn in the base lottery. For example, if
the first ball drawn in the lottery is 17, the potential prize
award amount could be some multiple thereof, such as $17,000.00. If
the next number drawn in the base lottery is 35, and the player as
guessed "higher", then the 35.times.the multiplier, e.g.,
$35,000.00, may be added to the prior total, raising the potential
winnings to $52,000.00.
[0082] The game may be played in real time, that is, simultaneously
with the base game, where the input mode permits essentially real
time input. For example, input via a computer system or other
communication system (wired or wireless) may be utilized.
Alternatively, the selection of high/low may be made prior to the
selection of the base numbers. The selection of the high/low may be
made affirmatively by the player or may be done by a quick pick
method. As shown in FIG. 8, a ticket may include an indication as
to when the base game will be played, e.g., Jun. 27, 2001, at 7:00
p.m. And indicates the series of high/low outcomes. By running this
game in parallel with the base lottery selection, viewer interest
in the base lottery drawing is prolonged. Optionally, yet another
option to win based on the full outcome of the base lottery
selection may be provided. For example, the total number of
"higher" ball draws may be reworded. Alternatively, the final sum
of the various ball draws may be rewarded.
[0083] In addition to monetary awards, the result of the game play
may result in other opportunities or prizes. For example, the
winner of the corollary or ancillary game may be placed in a pool
for a drawing to be on a subsequent television or other broadcast
show, such as a subsequent base ball draw. Systems and software
currently exist, such as those supplied by Gtech, which permit the
real time monitoring of the number of players holding tickets or
participation interests which are still potential winners. In
connection with the high/low game, the system may also monitor in
real time the number of players of the high/low game who remain as
potential winners.
[0084] FIG. 9 shows a graphical depiction of a game entitled "The
Zone". The game is intended to be played in conjunction with a
lottery type ball draw, that is, a drawing involving a random
selection of a series of numbers. Typically, the series of numbers
for the ball draw is in the range from 1 to 49. The maximum total
of the numbers in the ball raw may be determined. Where the numbers
are sequential, summing of the six largest numbers (44 to 49) is
279. The minimum number (summing 1 through 6) is 21. The player
receives a randomly generated number. The number may be provided
through a quick pick scheme, through a scratch off of a preprinted
ticket, or by transmission of the selected number over a
communications network (wired or wireless).
[0085] The random selection of a series of numbers for the base
lottery then proceeds. The numbers for the base lottery are then
tallied. Prizes are assigned or awarded to players based upon a
schedule. For example, if the player's number equals the lottery
total, the maximum prize would be awarded, e.g., $100,000.00. If
the player's number is 1 away from, preferably 1 less than, the
lottery total, a lesser prize is awarded, e.g., $5,000.00. The
prize amounts continue to decrease as the difference between the
player's number and the lottery total increase. Optionally, no
further prizes are awarded once the difference between the player's
number and the lottery total exceeds a certain number, e.g., 10
away. In the preferred mode of play, prizes are awarded only to
those who have a player's number not exceeding the lottery
total.
[0086] FIG. 10 shows a graphic depiction of a game show format,
preferably played in a "miniature" format, namely, less than 10
minutes, more preferably less than 5 minutes and most preferably,
in 3 minutes or less. In order for a person to participate in the
show, home players may qualify to play via a communication path,
such as telephone, internet or other wired or wireless
communication device. Typically, a predetermined number of people
will qualify to play from home on the television show. Preferably,
the on-air participants are selected to ensure quality game play
and programming. The in-studio contestant is then asked a series of
"super match" questions against a clock as a stake setter. The
contestants are paid off for each correct answer they give, the
game optionally limiting pay-off for any 1, 2, 3 answers.
Contestants must answer the same as a contestant in order to remain
in the game. Players are eliminated if they do not provide the same
answer as the contestant. Optionally, at the end of the
predetermined time, the contestant may keep their money or try to
multiply it by a multiplier factor, e.g., 5 times. Out of the
remaining home players who have answered as the in-studio
contestant, a player will be picked, preferably at random. The
remote contestant then must match the player in a head-to-head
match.
[0087] FIG. 11 shows a graphical depiction of a game entitled "On
the Nose". In this game, the house draws a target number from a
universe of numbers, e.g., 20 to 50. One or more players draw
numbers from a universe from 1 to 10. Players attempt to hit the
target number on the nose without going over that number.
Optionally, the player may freeze, that is, decline further draws,
if they are within a predetermined amount from the target number.
For example, the predetermined number may be 1, such that if the
player is 1 away from the target number they may elect to freeze.
The system (house) then draws in an attempt to beat the players. If
the house hits the target exactly, the jackpot rolls over. The
house will continue to draw at least to within the same
predetermined distance from the target number as applies to the
player. While any number of pay-out schemes may be utilizes, one
preferred method is to share the jackpot amongst those hitting the
target number on the nose, and to give those players who were
within the predetermined distance from the target number an
incentive for future game play, such as a free game play or reduced
entry fee play.
[0088] Current lottery systems are often implemented in an
"on-line" environment. That is, the sale of a lottery ticket, and
the numbers corresponding to that ticket are, received by and
stored in the overall system prior to the actual drawing of the
lottery numbers. Thus, prior to the drawing of the lottery numbers,
the system may determine how many tickets have certain combinations
of numbers. That information may then be utilized for ancillary
game play or for another purpose, such as for a secondary, random
number generator. The following table provides exemplary numbers.
For example, if the #1 ball is 28, there may be 22,316,429 people
remaining. After the second ball draw of 15, there may be 6,562,156
remaining. The table then continues on through the sixth ball draw
whereupon only two people remain.
1 Ball Number # of Players with Numbers 1 28 22,316,429 2 15
6,562,156 3 9 171,025 4 25 3,790 5 49 83 6 31 2
[0089] The absolute number of players remaining may be utilized
directly. For example, either the absolute number may be utilized,
for example, is the number higher or lower than a predetermined
number, or some portion of the number may be used. For example, the
last digit may be compared to the prior last digit as to whether it
is higher or lower. For at least the first number of ball draws,
the last digit should be substantially random. In this way, a
secondary random number generator is provided. The data regarding
the number of players remaining may be used indirectly. For
example, the contestants may indicate the number of occurrences of
a given digit, such as the number of occurrences of a given digit,
such as the number of 9's in a given number. Thus, those who had
wagered that there would be one 9 in the number of players with the
given number would be winners as to ball draw #1. In this way, game
play is based upon the numbers of remaining players as determined
in substantially real time. In yet another mode of game play,
players may be awarded a certain amount of money for every
predetermined digit. For example, a player may select a 4 and then
for every 4 being revealed during the game, the contestant wins a
predetermined amount, e.g., $25,000.00 for each occurrence. Thus,
utilizing the data in the table above, the contestant would win
$25,000.00 after the first ball draw because of the occurrence of
one 4, but would not win further in this aspect as no further 4's
arose. Viewer interest in the underlying lottery draw may be
maintained as the players continue to potentially win through to
the end. Thus, even if the viewer has "lost" on the underlying
lottery, they may still be incentivized to watch where each new
ball draw generates an event which may lead to a further win. In
yet another implementation, the numerical data relating to the
number of players remaining may be categorized for the number of
draws which ended up with numbers that were odd or even.
[0090] FIG. 12 shows a graphical depiction of a game entitled
"Blank Check". A player is provided with a series of numbers,
typically five numbers, corresponding to a monetary amount. The
digits are randomly selected from the set from 0 to 9. In the
example of FIG. 9, the player amount is 84,334. The game proceeds
with a sequential random selection of numbers from the same range.
As shown in FIG. 9, the sequence of selected numbers is 84337. For
the first four digits, the player was still in the game.
[0091] In yet another aspect, the game play includes the use of
contestant game play to determine lottery numbers. For example, a
contestant may be blind folded or otherwise be made unable to see
various options. The person then selects from among the various
options as the means by which the random lottery numbers are drawn.
One example could comprise a blind folded contestant selecting
objects.
[0092] In yet another aspect, this invention relates to an
interstitial game show. Main or regular programming, such as is
broadcast on a given evening during prime time on a broadcast
network would additionally include multiple interspersed, typically
short, segments relating to game play. In the preferred embodiment,
the game play would be for a relatively short period of time, for
example, 1 to 2 minutes. For example, at 8:00 an initial round may
be played prior to the beginning of prime time programming. Normal
programming would then resume through the remainder of the 8:00
hour. At 9:00, a second short segment may be played. The play may
continue at later times, such as to culminate at a show at 11:00.
Preferably, the short segments would not necessarily be shown at a
predetermined or predeterminable time as far as the audience was
concerned. In that way, viewers who wish to see the progression of
the game segments would need to continue viewing that channel, or
at least, return to the channel fairly frequently. Optionally, the
game play my be progressive from one interstitial game segment to
another. Players may be presented with the option of stopping play
or continuing.
[0093] In yet another game format, the show would include a display
having an underlying image, with that image being at least
partially obscured by overlying image regions which differ from the
underlying image region. A contestant would be given a time limit
in which they would be presented with information relating to a
suggestion or a clue relating to an overlying image region, which
if the player responded correctly, would be removed so as to reveal
that portion of the underlying image which was below the overlying
image. The suggestion or clues may be related to the underlying
image or may merely be unrelated suggestions or clues with respect
to that particular overlying image region.
[0094] Yet another embodiment of game play provides for the
repurposing of an existing taped game show. The previously recorded
game show would be segmented into subsets of issues, for example,
presentation of questions or answers (as in the case of Jeopardy),
those issues would be presented to one or more players, a response
would be received from those players, and the answer would be
compared to the correct answer. Scoring would then rank players
relative to one another or to indicate the amount of the prize. In
yet another game play implementation, one or more contestants would
be presented with multiple images upon which predetermined data had
been assembled. For example, images of five actresses may be
presented to the player and the associated data would comprise
opinion polling information as to whom the audience thought was the
most attractive. The players would then play against each other to
eliminate the images which they believe do not correspond to the
most popular or number one response. The players would alternate
until one player remained. In a second round, individual play, as
opposed to play between contestants is utilized. Again, the player
attempts to eliminate those answers which were other than the most
popular answer of the audience.
[0095] In yet another aspect of enhanced game play, audience
participation via an interactive video display, such as a computer
connected over the Internet, or via an interactive television
arrangement, may participate in the program.
[0096] The advent of electronic access to games has raised the
serious issue of under-aged player participation. Controlling
access by under-age players accessing a game over the Internet or
other communication device, e.g., pager, cell phone, wireless
application protocol device, SMS device, etc., has proved to be
difficult. The inventive method and apparatus may be understood in
connection with FIG. 13. A ticket comprising cardstock or other
substrate or support media is provided with various printed matter.
For example, the ticket may identify the various game, such as a
lottery, and indicate that it is a lottery electronic access
ticket. The ticket would provide a participation number, such as a
pure numeric indication or alpha-numeric indication. Preferably,
the ticket would have an indication of its value or purchase price.
Optionally, date and time information may be provided. Having
purchased the ticket, the presumably age qualified bearer of the
ticket could then access the game, such as by addressing a website
or by otherwise communicating with the game location. The player
would be prompted or otherwise permitted to enter the participation
number, such as by typing or keying it in. Game play could then
proceed once the system had verified that the participation number
was a valid participation number. Optionally, where the ticket is
obtained from a retailer having an on-line ticket printing system,
the participation number could be activated only upon the actual
generation of the ticket bearing that number. If the participation
number is valid, and a monetary amount remains available to the
player, game play is permitted to proceed. The player is then
provided with an indication of whether they have won, and if so,
the amount. The monetary amount remaining on the card may be
updated, such as by deducting loses or crediting wins. Optionally,
the method includes the step of presenting the ticket bearing the
participation number to a physical retail location, which may then
access the system through its on-line connection, thereby verifying
that the game play associated with the participation number is to
be compensated.
[0097] In one aspect of this invention, the entertainment value of
the retail purchase may be increased. For example, the tickets may
contain variable information, either obscured or not obscured,
regarding the electronic play. In one aspect, the amount of prize
that the player can win could be presented. In the case of on-line
ticket distribution, this amount would not need to be obscured, but
would be obscured such as by a scratch-off strip in the case of a
preprinted ticket. Yet another variable which could be utilized
relates to the level of difficulty of game play. Yet another
variable could be an indication of which of a plurality of games
could be played by the player, e.g., POKO, LOTTO, The Zone,
etc.
[0098] FIG. 14 shows a schematic diagram of an overall system for
use in performance of the games described herein. A processor is
coupled to one or more player participating via an electronic
communication system. For example, a player may participate through
a wireless device, such as a cell phone, personal digital
assistant, pager, messaging system or any portable wireless unit.
Yet an alternative communication path may be through the
conventional wired telephone network. Communication may
alternatively be made through a cable network, such as where a
computer or interactive television is provided. User input would
typically be generated by a key pad, such as through a full sized
key board or through a smaller sized remote input unit. In yet
another mode, the Internet may be used as a communication path,
typically coupling to a computer having a communication device,
e.g., a modem, a microprocessor and associated storage.
[0099] The system also preferably includes a connection to a
physical vending location for providing tickets. Preferably, the
system includes an electronic communication between the system,
e.g., the processor, and a on-line retail vendor. Preferably, the
vendor possesses a ticket printing system which can print the
tickets based upon input from the processor. The processor in turn
potentially communicates with a number of databases. A ticket
database would contain at least information regarding the tickets
sold and the associated information (e.g., the numbers selected for
a lottery game, the amount of value associated with a ticket
purchased, the amount associated with a prize, information
regarding a game to be played or the level of difficulty of the
game). In order to permit real time game play, the system would
have a input path permitting entry of data from a live event, such
as a televised ball draw. Optionally, the system also couples to a
substantially real-time lottery information system, such as the
fast-track system whereby ancillary games based upon the fast-track
data may be played.
[0100] In yet another aspect of this invention, the previously
described games may be played either as probability games (where
the outcome of the game is determined based upon the actions of the
player) or as a predetermined game (where the "winning" status of a
particular game play is determined prior to the player's
participation or other game play). As described previously, the
game JACK-O was a probability game in that the user's election of
whether or not to draw was a factor in determining the outcome of
the game. JACK-O could be implemented as a predetermined win game.
The system would determine whether, and in what amount, the player
would win. The system could then force that outcome, such as by
presenting a certain number to the player based upon the ball draw.
Thus, while game play may appear "random" to the player, the system
would act in a manner so as to cause the predetermined outcome.
Optionally, game play may include steps which aid in achieving the
desired outcome, such as by requiring the player to draw when their
tally is within a predefined number (e.g., less than 5 away) from a
target number.
[0101] Although the foregoing invention has been described in some
detail by way of illustration and example for purposes of clarity
and understanding, it will be readily apparent to those of ordinary
skill in the art in light of the teachings of this invention that
certain changes and modifications may be made thereto without
departing from the spirit or scope of the appended claims.
* * * * *
References