U.S. patent application number 11/081433 was filed with the patent office on 2006-09-21 for wagering game with temporally independent outcomes.
This patent application is currently assigned to WMS Gaming Inc.. Invention is credited to Jeremy M. Hornik, Matthew J. Ward.
Application Number | 20060211466 11/081433 |
Document ID | / |
Family ID | 37011049 |
Filed Date | 2006-09-21 |
United States Patent
Application |
20060211466 |
Kind Code |
A1 |
Ward; Matthew J. ; et
al. |
September 21, 2006 |
Wagering game with temporally independent outcomes
Abstract
A method for playing a wagering game includes receiving a first
wager input and a second wager input from a player for playing a
single game cycle of a wagering game. A first randomly selected
outcome is selected from a plurality of outcomes in response to the
first wager input, and a second randomly selected outcome of the
plurality of outcomes is selected in response to the second wager
input. The first randomly selected outcome is indicated temporally
independent of indicating the second randomly selected outcome.
Inventors: |
Ward; Matthew J.;
(Northbrook, IL) ; Hornik; Jeremy M.; (Chicago,
IL) |
Correspondence
Address: |
JENKENS & GILCHRIST, P.C.
225 WEST WASHINGTON
SUITE 2600
CHICAGO
IL
60606
US
|
Assignee: |
WMS Gaming Inc.
|
Family ID: |
37011049 |
Appl. No.: |
11/081433 |
Filed: |
March 16, 2005 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3262 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of conducting a wagering game, comprising: receiving a
first wager input and a second wager input from a player for
playing a single game cycle of a wagering game; selecting a first
randomly selected outcome from a plurality of outcomes in response
to said first wager input and a second randomly selected outcome of
said plurality of outcomes in response to said second wager input;
and indicating said first randomly selected outcome temporally
independent of indicating said second randomly selected
outcome.
2. The method of claim 1, wherein said indicating includes
displaying at least one of said first randomly selected outcome and
said second randomly selected outcome on a display.
3. The method of claim 1, further comprising inputting a player
choice to trigger a gaming sequence of said wagering game for each
one of said first randomly selected outcome and said second
randomly selected outcome.
4. The method of claim 3, wherein said inputting step includes
contacting a location of a touch-screen display.
5. The method of claim 1, wherein said first wager input is
received before said second wager input and said first randomly
selected outcome is indicated after said second randomly selected
outcome.
6. The method of claim 1, wherein said wagering game is selected
from a group consisting of a basic game, a bonus game, and a
progressive game.
7. The method of claim 1, wherein at least one of said first
randomly selected outcome and said second randomly selected outcome
is a bonus-triggering outcome that triggers a bonus game.
8. The method of claim 1, further comprising awarding an award for
each one of said first randomly selected outcome and said second
randomly selected outcome.
9. A computer readable storage medium encoded with instructions for
directing a gaming terminal to perform the method of claim 1.
10. A method of conducting a wagering game, comprising: receiving a
plurality of wager inputs from a player for playing a single game
cycle of a wagering game; selecting a plurality of outcomes
corresponding to said plurality of wager inputs in response to said
receiving step, each one of said corresponding outcomes being
randomly selected from a plurality of outcomes; and indicating each
one of said corresponding outcomes temporally independent of each
other.
11. The method of claim 10, further comprising determining the size
of an award based on a location on a touch-screen chosen by the
player.
12. The method of claim 11, wherein said location is chosen by
contacting a touch-screen of a video display to trigger an
award-determining gaming sequence.
13. The method of claim 12, wherein said determining step is based
at least in part on the length of time of said gaming sequence.
14. A computer readable storage medium encoded with instructions
for directing a gaming terminal to perform the method of claim
10.
15. A gaming system for playing a wagering game on a gaming
terminal, comprising: a display on said gaming terminal for
displaying at least two outcomes of a plurality of outcomes, said
at least two outcomes being randomly selected in response to each
of said at least two outcomes receiving a corresponding wager input
from a player playing a single game cycle of said wagering game;
and a controller coupled to said display and programmed to indicate
on said display said at least two outcomes temporally independent
of each other.
16. The gaming system of claim 15, wherein said display is a
touch-screen display.
17. The gaming system of claim 15, wherein said controller is
further programmed to present on said display a gaming sequence of
said wagering game for each one of said at least two outcomes, said
gaming sequence being triggered by a player input.
18. The gaming system of claim 15, wherein said controller is
further programmed to indicate a second one of said at least two
outcomes before a first one of said at least two outcomes, said
second one of said at least two outcomes having a corresponding
wager input that is received after a corresponding wager input of
said first one of said at least two outcomes.
19. The gaming system of claim 15, wherein said wagering game is
selected from a group consisting of a basic game, a bonus game, and
a progressive game.
20. The gaming system of claim 15, wherein at least one of said at
least two outcomes is a bonus-triggering outcome.
21. The gaming system of claim 15, wherein said controller is
further programmed to provide an award for at least one of said at
least two outcomes, said award being dependent on a choice inputted
by the player.
22. The gaming system of claim 15, further comprising a wager input
device coupled to said processor, said wager input device having a
wager-amount adjustability feature and a wager-number adjustability
feature.
23. The gaming system of claim 15, wherein said wagering game has a
fish-feeding theme.
Description
FIELD OF THE INVENTION
[0001] The present invention relates generally to gaming terminals
for playing a wagering game and, more particularly, to a gaming
terminal having a plurality of temporally independent outcomes.
BACKGROUND OF THE INVENTION
[0002] Gaming machines, such as slot machines, video poker
machines, and the like, have been a cornerstone of the gaming
industry for several years. Generally, the popularity of such
machines with players is dependent on the likelihood (or perceived
likelihood) of winning money at the machine and the intrinsic
entertainment value of the machine relative to other available
gaming options. Where the available gaming options include a number
of competing machines and the expectation of winning each machine
is roughly the same (or believed to be the same), players are most
likely to be attracted to the most entertaining and exciting of the
machines.
[0003] Consequently, shrewd operators strive to employ the most
entertaining and exciting machines available because such machines
attract frequent play and, hence, increase profitability to the
operator. In the competitive gaming machine industry, there is a
continuing need for gaming machine manufacturers to produce new
types of games, or enhancements to existing games, which will
attract frequent play by enhancing the entertainment value and
excitement associated with the game.
[0004] One concept that has been successfully employed to enhance
the entertainment value of a game is that of a "secondary" or
"bonus" game which may be played in conjunction with a "basic"
game. The bonus game, which is entered upon the occurrence of a
selected event such as a start-bonus outcome of the basic game, may
comprise any type of game, either similar to or completely
different from the basic game. Such a bonus game produces a
significantly higher level of player excitement than the basic game
because it provides a greater expectation of winning than the basic
game.
[0005] Some current wagering games provide the player with the
choice of selecting multiple wagers, each wager having a
corresponding randomly selected outcome. For example, a wagering
game receives a plurality of wager inputs from the player and,
then, the corresponding plurality of outcomes is indicated. One
problem associated with this type of wagering games is that the
outcomes are indicated in the received order of their corresponding
wager inputs. For example, a first outcome, which corresponds to a
first wager input, is indicated before a second outcome, which
corresponds to a second wager input, if the first wager input is
received before the second wager input. Thus, the outcomes are
temporally dependent on their respective wager input. Using a
first-received first-indicated pattern tends to decrease the
entertainment and value of the wagering game because the player may
get bored of such a repetitive and predictable pattern.
[0006] Thus, there is a need to provide a wagering game that
indicates game outcomes temporally independent of each other,
irrespective of the time that their corresponding wager inputs were
received. The present invention fulfills this and other needs.
SUMMARY OF THE INVENTION
[0007] A method for playing a wagering game includes receiving a
first wager input and a second wager input from a player for
playing a single game cycle of a wagering game. A first randomly
selected outcome is selected from a plurality of outcomes in
response to the first wager input, and a second randomly selected
outcome of the plurality of outcomes is selected in response to the
second wager input. The first randomly selected outcome is
indicated temporally independent of indicating the second randomly
selected outcome.
[0008] In another aspect of the present invention, a method for
conducting a wagering game includes receiving a plurality of wager
inputs from a player for playing a single game cycle of a wagering
game. A plurality of outcomes corresponding to the plurality of
wager inputs is selected in response to the receiving step, each
one of the corresponding outcomes being randomly selected from a
plurality of outcomes. The corresponding outcomes are each
indicated temporally independent of each other.
[0009] In an alternative aspect of the present invention, a gaming
system for playing a wagering game on a gaming terminal includes a
display on the gaming terminal for displaying at least two outcomes
of a plurality of outcomes. The at least two outcomes are randomly
selected in response to each outcome receiving a corresponding
wager input from a player playing a single game cycle of the
wagering game. The gaming system further includes a controller
coupled to the display. The controller is programmed to indicate on
the display the at least two outcomes temporally independent of
each other.
[0010] The above summary of the present invention is not intended
to represent each embodiment, or every aspect, of the present
invention. Additional features and benefits of the present
invention are apparent from the detailed description, figures, and
claims set forth below.
BRIEF DESCRIPTION OF THE FIGURES
[0011] FIG. 1 is a perspective view of a video gaming terminal
according to an embodiment of the present invention.
[0012] FIG. 2 is a block diagram of the gaming terminal of FIG.
1.
[0013] FIG. 3 is an illustration representing the timeline of
multiple wagers and their respective outcomes, according to an
embodiment of the present invention.
[0014] FIG. 4 is an illustration of a game screen having a
low-paying paytable, according to the present invention.
[0015] FIG. 5 is an illustration of the game screen of FIG. 4
having a high-paying paytable.
[0016] FIG. 6 is an illustration of the game screen of FIG. 4
having a higher bet.
[0017] FIG. 7 is an illustration of the game screen of FIG. 4
having a fish pellet shown in an initial location.
[0018] FIG. 8 is an illustration of the game screen of FIG. 7
having the fish pellet shown in an intermediate location.
[0019] FIG. 9 is an illustration of the game screen of FIG. 7
having the fish pellet shown as being swallowed by a fish.
[0020] FIG. 10 is an illustration of the game screen of FIG. 7
having the fish pellet shown in a final location.
[0021] FIG. 11 is an illustration of the game screen of FIG. 7
having a bonus game awarded.
[0022] FIG. 12 is an illustration of the game screen FIG. 4 having
a plurality of fish pellets, according to another embodiment of the
present invention.
[0023] While the invention is susceptible to various modifications
and alternative forms, specific embodiments are shown by way of
example in the drawings and are described in detail herein. It
should be understood, however, that the invention is not intended
to be limited to the particular forms disclosed. Rather, the
invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DETAILED DESCRIPTION OF THE ILLUSTRATED EMBODIMENTS
[0024] Referring to FIG. 1, a gaming terminal 10 is used in gaming
establishments such as casinos. With regard to the present
invention, the gaming terminal 10 may be any type of gaming
terminal and may have varying structures and methods of operation.
For example, the gaming terminal 10 may be a mechanical gaming
terminal configured to play mechanical slots, or it may be an
electromechanical or electrical gaming terminal configured to play
a video casino game, such as blackjack, slots, keno, poker,
etc.
[0025] The gaming terminal 10 includes input devices, such as a
wager acceptor 16, a touch screen 21, a push-button panel 22, and a
player-identification card reader 24. For output the gaming
terminal 10 includes a payout mechanism 23 and a main display 26.
The main display 26 displays information about the basic wagering
game and, optionally, displays information about a bonus wagering
game and a progressive wagering game. The gaming terminal 10 may
optionally include a secondary game display 27 for displaying the
bonus wagering game, or for displaying award amounts of a
progressive game. While these typical components found in the
gaming terminal 10 are described below, it should be understood
that numerous other elements may exist and may be used in any
number of combinations to create various forms of a gaming
terminal.
[0026] The wager acceptor 16 may be provided in many forms,
individually or in combination. The wager acceptor 16 may include a
note acceptor 16a or coin slot acceptor 16b to input value to the
gaming terminal 10. Or, the wager acceptor 16 may include a
card-reading device for reading a card that has a recorded monetary
value with which it is associated. The card may also authorize
access to a central account, which can transfer money to the gaming
terminal 10.
[0027] The push button panel 22 is typically offered, in addition
to the touch screen 21, to provide players with an option on how to
make their game selections. Alternatively, the push button panel 22
provides inputs for one aspect of operating the game, while the
touch screen 21 allows for inputs needed for another aspect of
operating the game.
[0028] The operation of the basic wagering game is displayed to the
player on the main display 26, which can also display the bonus
game associated with the basic wagering game. The main display 26
may take the form of a cathode ray tube (CRT), a high resolution
LCD, a plasma display, a LED, or any other type of video display
suitable for use in the gaming terminal 10. As shown, the main
display 26 includes the touch screen 21 overlaying the entire
monitor (or a portion thereof) to allow players to make
game-related selections. Alternatively, the gaming terminal 10 may
have a number of mechanical reels to display the game outcome.
[0029] The player-identification card reader 24 allows for the
identification of a player by reading a card with information
indicating his or her true identity. Currently, casinos use the
identification provided to reward certain players with
complimentary services or special offers. For example, a player may
be enrolled in the gaming establishment's players' club and may be
awarded certain complimentary services as that player collects
points in his or her player-tracking account. The player inserts
his or her card into the player-identification card reader 24,
which allows the casino's computers to register that player's
wagering at the gaming terminal 10.
[0030] A player begins play of the basic wagering game by inserting
a wager input into the wager input accepter 16 of the gaming
terminal 10. In direct response to the wager, the gaming machine
provides the player with one or more cycles of the game. For each
"game cycle," the gaming machine generates at least one random
event using a random number generator at the beginning of the cycle
and provides an award to the player for a winning outcome of the
random event. A player can select play by either using the touch
screen 21 or the push-button panel 22. One or more outcomes of a
plurality of outcomes are randomly selected in response to the
wagering input by the player. One of the pluralities of randomly
selected outcomes is a start-bonus outcome, which can include any
variations of symbols or symbol combinations triggering a bonus
game.
[0031] As shown in FIG. 2, the various components of the gaming
terminal 10 are controlled by a central processing unit (CPU) 30,
also referred to as a processor (such as a microprocessor or
microcontroller). To provide the gaming functions, the CPU 30
executes one or more game programs. The CPU 30 performs the random
selection of an outcome from the plurality of outcomes of the
wagering game. The CPU 30 is also coupled to or includes a system
memory 32. The system memory 32 may comprise a volatile memory 33
(e.g., a random-access memory (RAM)) and a non-volatile memory 34
(e.g., an EEPROM). It should be appreciated that the CPU 30 may
include one or more microprocessors. Similarly, the memory 32 may
include multiple RAM and multiple program memories.
[0032] Communications between the peripheral components of the
gaming terminal 10 and the CPU 30 occur through input/output (I/O)
circuits 35a. As such, the CPU 30 also controls and receives inputs
from the peripheral components of the gaming terminal 10. Further,
the CPU 30 communicates with external systems via the I/O circuits
35b. Although the I/O circuits 35 may be shown as a single block,
it should be appreciated that the I/O circuits 35 may include a
number of different types of I/O circuits.
[0033] The gaming terminal 10 is typically operated as part of a
game control network 50 having control circuitry and one or more
memory devices 52. The gaming terminal 10 often has multiple serial
ports, each port dedicated to providing data to a specific host
computer system that performs a specific function (e.g., accounting
system, player-tracking system, progressive game control system,
etc). To set up a typical serial communication hardware link to the
host system, the typical RS-232 point-to-point communication
protocol that is often present in the gaming terminal 10 is
converted to an RS-485 (or RS-485-type) master-slave protocol so as
to take advantage of some of the advantages of the RS-485
capability (e.g., multi-drop capability that allows many gaming
terminals 10 to communicate with the game control network 50). To
perform this function, a custom interface board may be used by the
gaming terminal 10 for each communication port in the gaming
terminal 10. It should be noted that the gaming terminal 10 can
initially be designed to be configured for a typical RS-485
protocol, instead of the typical RS-232 protocol. Further, the
gaming terminal 10 may simply be designed for an Ethernet
connection to the game control network 50.
[0034] The gaming terminal 10 and associated gaming control system
is capable of executing wagering games on or through a controller
60. Controller 60, as used herein, comprises any combination of
hardware, software, and/or firmware that may be disposed or
resident inside and/or outside of a gaming terminal 10 or like
machine which may communicate with and/or control the transfer of
data between the gaming terminal and a bus, another computer,
processor, or device, and/or a service and/or a network. The
network may include, but is not limited to a peer-to-peer,
client/server, master/slave, star network, ring network, bus
network, or other network architecture wherein at least one
processing device (e.g., computer) is linked to at least one other
processing device. The controller 60 may comprise the I/O circuits
35a, 35b and the CPU 30. In other embodiments, the CPU 30 may be
housed outside of the controller 60, and a different processor may
be housed within the controller 60. The controller 60, as used
herein, may comprise one or more controllers. In one
implementation, each gaming terminal 10 comprises, or is connected
to, a controller 60 enabling each gaming terminal 10 to transmit
and/or receive signals, preferably both, in a peer-to-peer
arrangement. In another example, the controller 60 may be adapted
to facilitate communication and/or data transfer for one or more
gaming terminals 10 in a client/server or centralized arrangement.
In one aspect, shown in FIG. 2, the controller 60 may connect the
gaming terminal 10 via a conventional I/O port and communication
path (e.g., serial, parallel, IR, RC, 10bT, etc.) to a game network
50, which may include, for example, other gaming terminals
connected together in the network 50.
[0035] Referring now to FIG. 3, a plurality of timelines is shown
to illustrate the time sequence of four exemplary events that are
associated with a wagering game. The four events include the
following: A) receive first wager, B) receive second wager, C)
indicate first outcome, and D) indicate second outcome. The first
outcome is associated with the first wager and the second outcome
is associated with the second wager. Thus, in response to the
wagering game receiving the first wager from the player, the
wagering game indicates the first outcome from a plurality of
randomly selected outcomes. Similarly, in response to the wagering
game receiving the second wager from the player, the wagering game
indicates the second outcome from the plurality of outcomes.
[0036] The first wager and the second wager are made during the
same game cycle of the wagering game. In addition, the receipt of
the wager includes any steps required to initiate a game-play
sequence, such as, e.g., touching a screen to make a fish-food
pellet appear as described below in reference to FIGS. 4-12.
[0037] A first timeline 100 shows the first wager A being received
before the second wager B, and the first outcome C being indicated
before the second outcome D. The first timeline 100 follows a
first-received first-indicated pattern, in which each outcome is
temporally dependent on the corresponding wager. This type of
pattern generally, but not necessarily, implies that an outcome
associated with an earlier received wager should be indicated
before an outcome associated with a later received wager. Thus, the
first outcome C may be referred to as being dependent, as a
function of time, on the first wager A, and the second outcome D
may be referred to as being dependent, as a function of time, on
the second wager B. Another way of describing the relationship
between the outcomes C, D and the corresponding wagers A, B is to
say that the outcomes C, D are temporally dependent on the
corresponding wagers A, B. Further, it can be implied that the
second outcome D is temporally dependent on the first outcome C
because the second outcome D will not be indicated until the first
outcome C has been indicated.
[0038] A second timeline 102 shows the first wager A being received
before the second wager B, and the second outcome D being indicated
before the first outcome C. The pattern exemplified in the second
timeline 102 is generally unexpected by the player because it does
not follow the first received first-indicated pattern of the first
timeline 100. In this example, the player observes the outcome
associated with a later wager before the player observes the
outcome associated with an earlier wager.
[0039] A third timeline 104 shows the first wager A being received
before the second wager B, and the first outcome C being indicated
generally simultaneously with the second outcome D. Although the
two wager inputs A, B were received at different points in time,
the corresponding outcomes C, D are indicated generally
simultaneously.
[0040] A fourth timeline 106 shows the first wager A being received
generally simultaneously with the first wager B, and the first
outcome C being indicated before the second outcome D. Although the
two wager inputs A, B were received generally simultaneously, the
corresponding outcomes C, D are indicated at different points in
time, i.e., the first outcome C before the second outcome D.
[0041] A fifth timeline 108 shows the first wager A being received
generally simultaneously with the first wager B, and the second
outcome D being indicated before the first outcome C. Although the
two wager inputs A, B were received generally simultaneously, the
corresponding outcomes C, D are indicated at different points in
time, i.e., the second outcome D before the first outcome C.
[0042] A sixth timeline 110 shows the first wager A being received
generally simultaneously with the first wager B, and the first
outcome C being indicated generally simultaneously with the second
outcome D. In this example, the outcomes C, D are indicated
generally at the same point in time.
[0043] Referring to FIG. 4, the main display 26 includes a game
screen 112 and a paytable 114, according to one embodiment that
provides the ability to have the various time sequences illustrated
in FIG. 3. The game screen 112 includes a main screen 112a and a
secondary screen 112b. A paytable 114 illustrates the awards that
may be awarded to a player based on predetermined criteria, e.g.,
the smallest fish awards one credit and the biggest fish awards
five credits.
[0044] A total bet indicator 116, which indicates the total amount
of credits wagered by the player during a game cycle of the
wagering game, is located at the bottom of the main screen 112a and
adjacent to the secondary screen 112b. The total bet indicator 116
is surrounded by four selection keys: a bet-amount decrease key
118, a bet-amount increase key 120, a bet-number increase key 122,
and a bet-number decrease key 124. Further, a cost indicator 126
and a bet indicator 128 are located below the paytable 114. In
addition, a plurality of swimming fish 130, which are used to
indicate the outcome of the player's wager, are displayed in the
main screen 112a.
[0045] The player can choose different kinds of food for feeding
the fish 130. Wagering the lowest type of food costs one credit per
pellet and has a low paytable 114. After making at least one wager,
the players is directed to touch the main display 26 anywhere
within the screen 112 to initiate the time sequence for indicating
the corresponding randomly selected outcome. Some exemplary
outcomes are described in more detail below.
[0046] Referring to FIG. 5, the player has optionally selected a
higher-pay fish-food pellet. Using the bet-amount increase key 120,
the player has increased the cost per wager (or bet) to five
credits. The cost per wager is shown by the cost indicator 126.
Optionally, the paytable 114 has now changed to a high paytable
that awards higher awards than the low paytable, e.g., the smallest
fish awards two credits and the biggest fish awards one hundred
credits.
[0047] Referring to FIG. 6, the player has optionally selected
multiple wagers. Using the bet-number increase key 122, the player
has increased the number of wagers per game cycle. As shown by the
bet indicator 128, the player has selected to make five wagers.
Because each wager cost five credits, the total bet, as indicated
by the total bet indicator 116, is now twenty-five credits.
[0048] Referring to FIG. 7, the player touches the screen 112 to
make a pellet 132 appear. The pellet 132 has cost the player five
credits and it is the sole wager that has been received by the
wagering game. In general, the player can touch the screen 112
anywhere to provide an initial location for the pellet 132.
[0049] Referring to FIG. 8, the pellet 132 drifts down slowly
towards the secondary screen 112b. As the pellet 132 drifts down,
the fish 130 swim near the pellet. Optionally, the length of time
that it takes the pellet to drift downwards can vary from game
cycle to game cycle and can be nonlinear. For example, the pellet
132 can drift slower in the upper half of the main screen 112a than
in the lower half of the main screen 112a. Alternatively, the
pellet 132 can travel horizontally if bumped by a fish 130 or if it
is pushed by a water current.
[0050] Referring to FIG. 9, the pellet 132 has been shown eaten by
a fish 130. The award paid for this type of fish is five credits.
Thus, the randomly selected outcome corresponding to the five
credit wager received from the player is a five credit award. The
length of time that has occurred between the time that the player
has initiated the pellet 132 (i.e., the player touched the screen)
and the time that the fish 130 has eaten the pellet 132 can be
random and/or nonlinear. For example, assuming everything else is
the same, the length of time between the touching of the screen 112
and the eating of the pellet 132 can be longer or shorter when the
wagering game receives a second wager from the player.
[0051] FIG. 10 illustrates an outcome for the pellet 132 that is
different from the outcome in FIG. 9. In FIG. 10, the pellet 132
has been alternatively shown as falling to the bottom of the screen
112, in the secondary screen 112a. If none of the fish 130 eat the
pellet 132, it disappears. Consequently, the player has not won any
awards.
[0052] Referring to FIG. 11, another alternative outcome to the
wager input can be a bonus outcome. The pellet 132 has dropped to
the secondary screen 112a. Although none of the fish 130 has eaten
the pellet 132, a crab 132 comes onto the secondary screen 112a and
snatches the pellet 132 to award the player a bonus. The bonus can
be, for example, a bonus game, a progressive game, a bonus award,
etc.
[0053] Referring to FIG. 12, a further alternative can be shown as
the player has made multiple wager inputs, which results in a
situation that is generally similar to the first second timeline
102 and third timeline 104 in FIG. 3. Specifically, the player has
made four wagers (shown by the bet indicator 128) for five credits
each (shown by the cost indicator 126) for a total bet of twenty
credits (shown by the total bet indicator 116). The player has
touched the screen 112 to initiate pellets 232a-232d, wherein the
suffixes "a," "b," "c," and "d" indicate the sequential ordering of
the placement of the wagers. Specifically the first pellet 232a is
located in the right-most part of the screen 112, the second pellet
232b is located in the right-central part of the screen 112, the
third pellet 232c is located in the left-central part of the screen
112, and the fourth pellet 232d is located in the left-most part of
the screen 112.
[0054] The first pellet 232a, which is the first wager of the
player, has drifted less than half way down the screen 112. The
second pellet 232b, which is the second wager of the player that is
initiated after the first pellet 232a, has already been eaten by a
fish 130 for a two credit award. Thus the outcome corresponding to
the second pellet 232b, i.e., the two credit award for the second
wager, has been indicated before the outcome corresponding to the
first pellet 232a, wherein the first pellet 232a is still drifting
downwards.
[0055] The third pellet 232c, which is the third wager of the
player that is initiated after the first pellet 232a and the second
pellet 232b, has already reached the bottom of the screen 112 and
has been snatched by a crab 234 for a bonus award. Thus, the
outcome corresponding to the third pellet 232c, i.e., the bonus
award for the third wager, has been indicated before the outcome
corresponding to the first pellet 232a and generally simultaneously
with the outcome corresponding to the second pellet 232b.
[0056] The outcome corresponding to the fourth pellet 232d, which
is the fourth wager of the player that is initiated after the first
three pellets 232a-232c, has not been indicated yet. Potentially,
the outcome corresponding to the fourth pellet 232d can occur
after, before, or generally simultaneously with the outcome
corresponding to the first pellet 232a.
[0057] In the examples described above, the random selection of an
outcome is indicated at least in part by the location on the
touch-screen that the player has chosen. In an alternative aspect
of the invention, the award associated with a corresponding
location on the touch-screen can change as a function of time. For
example, it is assumed that the player can choose a location to
drop a pellet from up to fifty discrete locations (#1-#50). In each
one of the fifty locations, there is a corresponding award. The CPU
continuously updates and changes the awards every 2 seconds. The
player makes a first wager in location #33 at time zero, resulting
in a zero credit award. Then, the player makes a second wager in
location #33 two seconds later, resulting in a maximum credit
award. Alternatively, in another example the selection of an
outcome can be based on a random number that is drawn instantly on
the player's touch. Thus, the award can be provided entirely as a
function of time.
[0058] Optionally, for each time interval in each one of the
discrete locations, the CPU could assign the time between "wager
input" and "indicated outcome" from an nearly infinite list of
times. For example, for each two-second interval in each one of the
fifty discrete locations the CPU could assign a time of one second,
for a pellet being eaten at the top, and a time of five seconds,
for a pellet being eaten at the bottom.
[0059] In addition, because casinos like high coin-input rate, the
pace of play can be changed to increase the rate of wagers
received. For example, if the machine is being played slow, such as
when the player takes a long time between wagers, the fish can
speed up to show more aggression--i.e., the fish are hungry--to
increase the speed of the game independent of the time the player
takes between wagers. Thus, instead of indicating that a pellet has
reached the bottom in five seconds, the game may indicate that the
pellet has reached the bottom in three seconds.
[0060] In the examples described above in reference to FIGS. 4-12,
the player's selection of a desired wager, using any of the four
selection keys 118-124, and the initiation of the pellets 132, 232
is to be understood as being one step, i.e., receiving a wager
input. Thus, the temporal independence of the outcomes to each
other can occur regardless of the number of intermediate steps,
which may be required from the player after selecting a desired
wager and before indicating a corresponding outcome.
[0061] While the temporal independence of the outcomes has been
described with regard to a fish-feeding theme, many other themes
can be employed to achieve a similar effect on a wagering game. For
example, the player may place the wager in the form of floating
balloons and the outcomes, which correspond to the height or
distance of each balloon's trajectory, can be indicated at
different times. Another theme can be related to a game where the
player chooses the location of butterfly nets in a field, wherein
the outcomes correspond to whether the butterflies fly into the
nets. Yet another theme can be related to a game where the player
coordinates a small army, wherein the outcomes correspond to
whether the army wins a battle.
[0062] In an alternative aspect of the invention, multiple outcomes
are indicated in response to the player selecting a single location
on the touch-screen. For example, in response to a first wager
input and a second wager input, the player touches the touch-screen
in a single location to initiate, generally simultaneously,
corresponding pellets. The outcomes corresponding to each of two
pellets are temporally independent of each other.
[0063] Alternatively, some of the multiple outcomes can be
indicated at a time later than the time that the player has
selected the single location on the touch-screen. For example,
referring to the above example, a first pellet is initiated after
the player has touched the touch-screen. After the first pellet has
traveled a predetermined distance, the first pellet spawns a second
pellet. Thus, the excitement level of playing the game may increase
because the player may root for the second pellet to spawn before
the first pellet is eaten by a fish.
[0064] Optionally, the amount of the wager input is offered to the
player at a discount based on the number of pellets that are
purchased. For example, assuming that the normal cost per single
pellet is one credit, the player can buy three pellets for two
credits, five pellets for three credits, etc.
[0065] While the invention is susceptible to various modifications
and alternative forms, specific embodiments thereof have been shown
by way of example in the drawings and herein described in detail.
For example, the temporal independence of the selected outcomes can
occur in any wagering game, including a basic game, a bonus game,
and a progressive game. The basic game, for example, can be slots,
poker, keno, bingo, blackjack, or roulette. Optionally, the
temporal independence of the selected outcomes can occur in a bonus
game that is triggered by a start-bonus outcome (e.g., an outcome
in slots that includes a predetermined reel symbol or symbol
combination). It should be understood, however, that it is not
intended to limit the invention to the particular forms disclosed,
but on the contrary, the intention is to cover all modifications,
equivalents, and alternatives falling within the spirit and scope
of the invention as defined by the appended claims.
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