U.S. patent application number 11/428726 was filed with the patent office on 2006-11-09 for method and apparatus for play of a game with negative outcomes.
Invention is credited to Geoffrey M. Gelman, James A. Jorasch, Andrew D. Rogers, Daniel E. Tedesco, Stephen C. Tulley, Jay S. WALKER, David F. Zucker.
Application Number | 20060252517 11/428726 |
Document ID | / |
Family ID | 32930286 |
Filed Date | 2006-11-09 |
United States Patent
Application |
20060252517 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
November 9, 2006 |
METHOD AND APPARATUS FOR PLAY OF A GAME WITH NEGATIVE OUTCOMES
Abstract
Method and apparatus are described for conducting a secondary
game at a gaming device. In various embodiments, a player may
acquire equity in the secondary game in such forms as a location of
a game character, a number of symbols aggregated, a degree of
completion of a puzzle, or a defensive provision. Certain symbols
or outcomes in a primary game, however, may cause the player to
lose equity in the secondary game.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Tulley; Stephen C.; (Fairfield, CT) ; Zucker; David
F.; (Winnetka, IL) ; Rogers; Andrew D.; (Menlo
Park, CA) ; Gelman; Geoffrey M.; (Stamford, CT)
; Tedesco; Daniel E.; (Huntington, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
32930286 |
Appl. No.: |
11/428726 |
Filed: |
July 5, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10787356 |
Feb 26, 2004 |
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11428726 |
Jul 5, 2006 |
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10420981 |
Apr 22, 2003 |
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10787356 |
Feb 26, 2004 |
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60450466 |
Feb 26, 2003 |
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Current U.S.
Class: |
463/25 ;
463/20 |
Current CPC
Class: |
G07F 17/3269 20130101;
G07F 17/3244 20130101; G07F 17/3267 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/025 ;
463/020 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method comprising: initiating a secondary game at a gaming
device, in which the course of the secondary game depends on
outcomes of two or more handle pulls; determining at a first time a
first situation of the secondary game, in which the first situation
includes a first amount of time available for completing the
secondary game; determining a first outcome; and determining, at a
second time, based on the first game situation and the first
outcome, a second game situation, in which the second game
situation includes a second amount of time available for completing
the secondary game; in which the difference between the first
amount of time and the second amount of time is greater than the
elapsed time between the first time and the second time.
2-20. (canceled)
Description
This application claims the benefit of priority of:
[0001] (1) U.S. Provisional Patent Application Ser. No. 60/450,466,
filed Feb. 26, 2003, entitled Method and Apparatus for Reducing
Equity in a Gaming Device; and [0002] (2) U.S. patent application
Ser. No. 10/420,981, filed Apr. 22, 2003, entitled Gaming Device
Method and Apparatus Employing Alternate Payout Features; the
entirety of each of which is incorporated by reference herein for
all purposes.
BACKGROUND
[0003] Gaming devices are very popular in the U.S. and abroad.
Gaming devices, such as slot machines, video poker machines, video
blackjack machines, video roulette machines, video kenos, and video
bingo machines, provide many casinos and other entities with the
majority of their profits.
[0004] Players naturally find winning outcomes at gaming devices
more appealing because winning outcomes add excitement to a gaming
session. Although winning outcomes provide excitement to players,
casinos often consider balancing those benefits with the costs in
paying players for winning outcomes. Accordingly, casinos have
often limited the average frequency of winning outcomes at a gaming
device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0005] FIG. 1 is a block diagram of a system consistent with some
embodiments of the present invention.
[0006] FIG. 2 is a block diagram of some embodiments of a casino
server.
[0007] FIG. 3 is a block diagram of some embodiments of a gaming
device.
[0008] FIG. 4 is a table illustrating an exemplary data structure
of a player database for use in some embodiments of the present
invention.
[0009] FIG. 5 is a table illustrating an exemplary data structure
of a gaming device database for use in some embodiments of the
present invention.
[0010] FIG. 6 is a front planar view of an illustrative gaming
device, according to some embodiments.
[0011] FIGS. 7 and 8 depict a table that illustrates an exemplary
data structure of a session database for use in some embodiments of
the present invention.
[0012] FIG. 9 is a flow chart illustrating an exemplary process
according to some embodiments of the present invention.
[0013] FIG. 10 is a table illustrating an exemplary data structure
of a game situation database for use in some embodiments of the
present invention.
[0014] FIG. 11 is a table illustrating an exemplary data structure
of a database describing the effects of various symbols on
parameters of a secondary game, for use in some embodiments of the
present invention.
[0015] FIG. 12 is a front planar view of an illustrative gaming
device, according to some embodiments.
TERMS AND DEFINITIONS
[0016] As used herein, the term "bank" is a verb meaning to lock in
a benefit corresponding to a certain credit balance. For example, a
player might engage in contract play, where he begins with forty
credits, agrees to make five hundred handle pulls, and keeps any
credits remaining after the five hundred handle pulls. After pull
number two hundred fifty, the player might have a credit balance of
ninety-five, and wish he could quit night there and take the
ninety-five credits. Otherwise, he would risk having his credit
balance go lower and ending up with fewer than ninety-five credits.
If the player is allowed to bank, then he can bank the
ninety-five-credit benefit he would receive were the contract to
end immediately after pull two hundred fifty. The player is thereby
assured of receiving at least ninety-five credits at the end of the
contract. However, if the player has a credit balance of more than
ninety-five credits at the conclusion of the contract (i.e., after
the full five hundred pulls), then the player can receive a benefit
of more than ninety-five credits.
[0017] As used herein, the term "chute" refers to a type of
shortcut on an exemplary game described herein called the "Up and
Down Game". The chute is a shortcut that transfers a game character
from a relatively more advanced position on a game board to a
relatively less advanced position on the game board.
[0018] As used herein, the term "equity" refers to any promise of
value or potential value that the player has stored within the
gaming device. For example, equity may include an amount of money
that the player has inserted into the gaming device and which is
now displayed in the form of credits. Equity may also include a
balance of winnings that will be paid to the player if the player
completes a predetermined number of handle pulls. Equity may
include features of a gaming device or of a game played on the
gaming device that contribute to a player's expected winnings. For
example, equity may take the form of position of a game character
on a game board. The advanced position of the game character may
provide the expectation of the player achieving a favorable result
in the game, and thereby of receiving winnings.
[0019] As used herein, the term "gaming device" refers to any
electrical, mechanical, or electromechanical device that accepts
wagers, steps through a process to determine an outcome, and pays
winnings based on the outcome. The outcome may be randomly
generated, as with a slot machine; may be generated through a
combination of randomness and player skill, as with video poker; or
may be generated entirely through player skill. Gaming devices may
include slot machines, video poker machines, video blackjack
machines, video roulette machines, video keno machines, video bingo
machines, and the like.
[0020] As used herein, the term "gross winnings" refers to the
total of a player's winnings during the execution of a contract
without regard to wagers made by the player. For example, if, after
five pulls of a contract, a player has attained one winning outcome
with a payout of four coins, and one winning outcome with a payout
of twenty coins, then the player's gross winnings thus far are
twenty-four coins. Since gross winnings does not account for wagers
a player makes, gross winnings will always be larger than or equal
to net winnings.
[0021] As used herein, the term "handle pull" refers to a complete
primary game at a gaming device, involving the placement of a
wager, the determination of an at least partially random or
pseudo-random outcome, the determination of a payment amount, and
the providing or crediting of a player with the payment amount.
[0022] As used herein, the term "ladder" refers to a type of
shortcut on an exemplary game described herein called the "Up and
Down Game". The ladder is a shortcut that transfers a game
character from a relatively less advanced position on a game board
to a relatively more advanced position on the game board.
[0023] As used herein, the term "negative outcome" refers to an
outcome that deducts credits from a player's credit balance. In
particular, a negative outcome may deduct more than the amount
wagered on a handle pull, more than the typical amount wagered, or
more than the maximum possible wager. One example of a negative
outcome is an outcome that takes away ten credits from a player's
credit balance. Another example is an outcome that takes away 50%
of a player's credit balance.
[0024] As used herein, the term "net winnings" refers to the total
of a player's winnings during the execution of a contract less the
amount spent by the player on wagers. In the example cited under
the definition of "gross winnings," the net winnings are nineteen
coins since the player has won twenty-four coins but used one coin
as a wager on each of the five pulls.
[0025] As used herein, the terms "payout" and "payment" may be used
interchangeably to indicate an amount of cash, credits, or other
currency or tokens of value that are provided, or are to be
provided to a player at a gaming device.
[0026] As used herein, the term "secondary game" refers to a game
which spans at least two handle pulls at a slot machine, whose
actions are based on at least one outcome of the handle pulls, and
from which a separate payout can be won (the separate payout being
in addition to any payout won from the handle pulls themselves) As
used herein, the term "supplementary process" refers to a secondary
or parallel means by which a player may derive benefit at a gaming
device. In one example, a player receives the benefit of an extra
payline at a gaming device without having to increase his wager. In
another example, a player receives the benefit of an extra game
character on a secondary or bonus game. In a third example, a
player may obtain "egg" symbols, giving the player eggs that cook
while the player plays, and which provide a benefit to the player
at the conclusion of a block of handle pulls.
DETAILED DESCRIPTION
[0027] Applicants have recognized that gaming sessions can be more
exciting when a player can win greater average amounts, can win
more frequently and/or can lose greater average amounts.
[0028] Applicants have recognized that gaming sessions can be more
exciting when a gaming session includes a game that encompasses
more than one handle pull.
[0029] Applicants have recognized that gaming sessions can be more
exciting when a player can accumulate value other than cash or
coins.
[0030] Applicants have recognized that gaming sessions can be more
exciting when a player can accumulate large amounts of value, but
can also lose value already accumulated.
[0031] Some embodiments of the present invention allow a player at
a gaming device to participate in a secondary game in addition to a
primary game. Primary games may include standard slot machine video
poker, and other games that are well known to those skilled in the
art. For example, a primary game played on a gaming device may
include the placement of a wager by a player, the pressing of a
"spin" button by the player, the generation of an outcome by the
gaming device, and the payment of the player by the gaming device
based on the outcome. The secondary game may last two or more
handle pulls, and may depend in part on the results of primary
games. For example, a secondary game may involve the accumulation
of symbols that are obtained in two or more primary games. A
secondary game may also involve the traversal of a game board by a
game character, in which the movements of the game character are
dictated by results of the primary game. The play of secondary
games may create a more interesting and diverse experience for
players. Rather than being resolved within seconds after a single
handle pull, as many primary games are, secondary games may last
for minutes or even hours, and may unfold in many different and
exciting ways.
[0032] During the play of secondary games, players may accumulate
value, or "equity" which may take the form of cash or credits, but
which may also take other forms. For example, one form equity may
include the position of a game character on a game board in a
secondary game. A character that is further advanced may be more
valuable to a player, as the character may have a greater chance of
reaching some target location corresponding to a payout in the
secondary game. Another form of equity may include a number of
symbols that have been aggregated in a secondary game. A player may
receive a payout in a secondary game for aggregating a
predetermined number of symbols obtained through the primary game.
Accordingly, a player is more likely to receive a payout the more
symbols he has already aggregated. Therefore, the number of symbols
already aggregated in a secondary game may constitute value, or
equity for the player. Various other forms of equity will described
further in the various embodiments below.
[0033] Some embodiments of the present invention provide for ways
in which a player may lose equity in a secondary game. For example,
a player's game character may be set back from a more advanced
location on a game board, to a less advanced location on the game
board. In another example, a player who has accumulated a number of
symbols in a secondary game may have some of the symbols taken away
upon the occurrence of a particular symbol or outcome in a primary
game.
[0034] According to these and other embodiments, players may build
up equity rapidly in a secondary game, allowing for greater player
excitement. However, the potential of a player to lose equity may
limit the number of large payouts that an operator of a gaming
device must make. Therefore, the profitability of gaming devices of
the present invention may be maintained, while also allowing for
greater excitement.
[0035] Referring now to FIG. 1, an apparatus 100 according to
embodiments of the present invention includes a casino server 120
that is in communication with one or more gaming devices 110. Each
of the gaming devices may comprise computers, such as those based
on the Intel.RTM. Pentium.RTM. processor, that are adapted to
communicate with the casino server 120; portable types of
computers, such as a laptop computer; a palm-top computer; a
hand-held computer; or a Personal Digital Assistant (PDA). Other
equivalent devices capable of performing the methods specified
herein would be apparent to one of skill in the art.
[0036] Any number of gaming devices may be in communication with
the casino server 120. The number of each depicted in FIG. 1 is
solely for purposes of illustration.
[0037] The casino server 120 may communicate with the gaming
devices directly or via a network, including without limitation the
Internet, a wireless network protocol, a local area network (or any
combination thereof, through a Web site maintained by casino server
120 on a remote server or over an on-line data network including
commercial on-line service providers, and bulletin board systems.
The casino server may communicate with the gaming devices, the
player devices and the insurer devices directly or indirectly. In
yet other embodiments, the devices may communicate with casino
server 120 over radio frequency (RF), cable TV, satellite links and
the like.
[0038] Those skilled in the art will readily understand that
devices in communication with each other need not be continually
transmitting to each other. On the contrary, such devices need only
transmit to each other as necessary, and may actually refrain from
exchanging data most of the time. For example, a device in
communication with another device via the Internet may not transmit
data to the other device for weeks at a time.
[0039] The casino server 120 may function as a "Web server" that
generates Web pages (documents on the Web that typically include an
HTML file and associated graphics and script files) that may be
accessed via the Web and allows communication with the casino
server 120 in a manner known in the art.
[0040] In various embodiments, the casino server may perform any
functions described herein as being performed by a gaming device,
and vice versa.
[0041] FIG. 1 depicts only an embodiment of the invention. Other
arrangements of devices to perform various methods specified herein
will be readily appreciated by those of skill in the art.
[0042] FIG. 2 illustrates an embodiment 200 of the casino server
120 (FIG. 1). The casino server 120 may be implemented as a system
controller, a dedicated hardware circuit, an appropriately
programmed general-purpose computer, or any other appropriate
device including without limitation electronic, mechanical or
electro-mechanical devices.
[0043] The server of the illustrated embodiment comprises a
processor 210, such as one or more Intel.RTM. Pentium.RTM.
microprocessors. The processor 210 is in communication with a
communications port 220 and a data storage device 230. The
communications port 220 allows the processor 210 to communicate
with other devices, such as a gaming device. The data storage
device 230 comprises magnetic memory, optical memory, semiconductor
memory or any combination thereof. The data storage device 230 may
include, for example, Random Access Memory (RAM), Read-Only Memory
(ROM), a compact disc, digital video disc and/or a hard disk. The
processor 210 and the storage device 230 may each be, for example:
(i) located entirely within a single computer or computing device;
or (ii) connected to each other by a remote communication medium,
including without limitation a serial port cable, a telephone line,
a network connection or a radio frequency transceiver. In some
embodiments, the casino server 120 may comprise one or more
computers that are connected to a remote server computer for
maintaining databases.
[0044] The data storage device 230 stores a program 240 for
controlling the processor 210. The processor 210 performs
instructions of the program 240, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 240 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 240
furthermore includes program elements that may be necessary,
including without limitation an operating system, a database
management system and "device drivers" for allowing the processor
210 to interface with peripheral devices. Appropriate program
elements are well known to those skilled in the art, and need not
be described in detail herein.
[0045] According to an embodiment of the present invention, the
instructions of the program 240 may be read into a main memory from
another computer-readable medium, such as into RAM from hard drive
or ROM. Execution of sequences of the instructions in program 240
causes processor 210 to perform process steps described herein. In
alternative embodiments, hard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the processes of the present invention, as would
be understood by those of skill in the art. Thus, embodiments of
the present invention are not limited to hardware, software or any
specific combination of hardware and software.
[0046] The storage device 230 also stores a player database 250 and
a gaming device database 260. The databases are described in detail
below and depicted with exemplary entries in the accompanying
figures. As will be understood by those skilled in the art, the
schematic illustrations and accompanying descriptions of the
databases presented herein are exemplary arrangements for stored
representations of information. A number of other arrangements may
be employed besides those suggested by the tables shown. Similarly,
the illustrated entries of the databases represent exemplary
information only; those skilled in the art will understand that the
number and content of the entries can be different from those
illustrated herein. Based on the present disclosure many other
arrangements of data will be readily understood by those of skill
in the art.
[0047] FIG. 3 illustrates an embodiment 300 of a gaming device.
Well-known examples of gaming devices include video poker, video
blackjack, pachinko, mechanical slot machines and video slot
machines. The gaming device may be implemented as a dedicated
hardware circuit, an appropriately programmed general-purpose
computer, or any other appropriate device including without
limitation electronic, mechanical or electromechanical devices.
Accordingly, the gaming device need not include the various
components depicted in FIG. 3.
[0048] The gaming device of the illustrated embodiment comprises a
processor 310, such as one or more Intel.RTM. Pentium.RTM.
microprocessors. The processor 310 is in communication with a
communications port 320 and a data storage device 350. The data
storage device 350 comprises magnetic memory, optical memory,
semiconductor memory or any combination thereof. The data storage
device 350 may include, for example, Random Access Memory (RAM),
Read-Only Memory (ROM), a compact disc and/or a hard disk. The
processor 310 and the storage device 350 may each be, for example:
(i) located entirely within a single computer or computing device;
or (ii) connected to each other by a remote communication medium,
including without limitation a serial port cable, a telephone line,
a network connection or a radio frequency transceiver. In some
embodiments, the gaming device may comprise one or more computers
that are connected to a remote server computer for maintaining
databases.
[0049] The data storage device 350 stores a program 360 for
controlling the processor 310. The processor 310 performs
instructions of the program 360, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 360 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 360
furthermore includes program elements that may be necessary,
including without limitation an operating system, a database
management system and "device drivers" for allowing the processor
310 to interface with peripheral devices. Appropriate program
elements are well known to those skilled in the art, and need not
be described in detail herein.
[0050] According to an embodiment of the present invention, the
instructions of the program 360 may be read into a main memory from
another computer-readable medium, such as into RAM from hard drive
or ROM. Execution of sequences of the instructions in program 360
causes processor 310 to perform process steps described herein. In
alternative embodiments, bard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the processes of the present invention, as would
be understood by those of skill in the art. Thus, embodiments of
the present invention are not limited to hardware, software or any
specific combination of hardware and software.
[0051] The processor 310 may also be in communication with one or
more input devices 340 and one or more output devices 330.
[0052] Examples of input devices include: a button; a touch screen;
a handle; a player tracking card device, which performs functions
related to player tracking cards, such as reading player tracking
cards and communicating information read from such cards to the
processor 310 (Typically, information read from such cards includes
unique player identifiers, such as a sequence of digits or a
sequence of alphanumeric characters); a ticket reader, which is
capable of reading tickets and particularly indicia registered on
tickets and like material; a credit card reader which generally
allow a card such as a credit card or debit card to be inserted
therewithin and information to be read therefrom.
[0053] Examples of output devices include: a cash dispenser, which
dispenses coins and/or bills to players that have requested to have
funds be dispensed; a ticket printer, which may be commanded to
print onto a substrate, such as paper or other material; a display
screen, such as a liquid crystal display, a plasma display and a
video display monitor.
[0054] Player Database
[0055] FIG. 4 is a tabular representation 400 of the player
database. The tabular representation 400 of the player database
includes a number of example records or entries 405 and 410 each
defining a player. Those skilled in the art will understand that
the player database may include any number of entries. The tabular
representation 400 also defines fields for each of the entries or
records. The fields specify: (i) a player identifier 420 that
uniquely identifies the player; (ii) a name 430 of the player;
(iii) an address 440 of the player; (iv) a financial account
identifier 450 of the player, which may be, e.g., a credit card,
debit card or checking account number; (v) demographic data 460
about the player, such as the age, gender, income level of the
player; (vi) credits 470 which the player has accumulated in one or
more previous and current plays at one or more gaming devices; and
(vii) an indication of the aggregate amount 480 that the player has
ever wagered, or that the player has ever deposited in a gaming
device or made available for wagering at a gaming device.
[0056] Not all of the fields depicted in FIG. 4 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art.
[0057] Gaming Device Database
[0058] FIG. 5 is a tabular representation 500 of the gaming device
database. The tabular representation 500 of the gaming device
database includes a number of example records or entries 505 and
510, each defining a gaming device. Those skilled in the art will
understand that the gaming device database may include any number
of entries. The tabular representation 500 also defines fields for
each of the entries or records. The fields specify: (i) a gaming
device identifier 520 that uniquely identifies the gaming device;
(ii) a name 530 of the gaming device, which may additionally or
alternatively specify the type of game(s) playable at the gaming
device; and (iii) a manufacturer 540 of the gaming device.
[0059] Not all of the fields depicted in FIG. 5 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art.
[0060] Referring to FIG. 6, an illustrative gaming device 600
includes an information area 610, which displays a message to the
user that a commitment of 20 outcomes makes most outcomes winning
outcomes. Gaming device 600 also includes a card reader 620 for
reading, e.g., player tracking cards. A handle 630 is used for
initiating plays, in a manner known in the art. A display area 650
provides information, such as a credit balance and a number of
spins (i.e. plays or outcomes) remaining (e.g., for play according
to the terms of a contract as described herein).
[0061] Reels 640 display the outcome of a play in the form of a
reel symbol on each reel, as is known in the art. Buttons 660 allow
the player to indicate wager amounts for an outcome.
[0062] Session Database
[0063] FIGS. 7 and 8 depict tables 700 and 800 representing the
session database. The tables 700 and 800 include a number of
example records or entries 710, each defining an outcome of a
player's gaming session. Those skilled in the art will understand
that the session database may include any number of entries. The
tables 700 and 800 also define fields for each of the entries or
records. The fields specify: (i) a spin number (720 and 820) that
uniquely identifies the outcome; (ii) an outcome (730 and 830)
description, which describes the particular reel symbols; (iii) a
starting balance (740 and 840) before any adjustment in the balance
due to the outcome; (iv) a payout or loss (750 and 850) due to the
outcome; (vi) an ending balance (760 and 860) after any adjustment
in the balance due to the outcome, and which is the sum of the
starting balance and the payout or loss due to the outcome; and
(vii) a number of outcomes remaining (770 and 870) which must be
completed per the terms of an agreement as described in further
detail herein.
[0064] Not all of the fields depicted in FIGS. 7 and 8 are
required, and various substitutions, deletions and other changes to
the tabular representation will be readily apparent to those of
ordinary skill in the art.
Method Steps for Various Embodiments
[0065] The following discussion describes method steps for various
embodiments. The gaming device may initiate a secondary game at a
gaming device, in which the course of the secondary game depends on
outcomes of two or more handle pulls. The gaming device may
initiate a secondary game upon signal from a player. For example, a
player may press a designated button (e.g., a button labeled "play
game") on the gaming device. The player may also place a separate
wager on the secondary game. For example, in addition to any wagers
made in one or more primary games, the player may place a wager on
the secondary game. Any payout or payment made to the player as a
result of the secondary game may then depend on his wager. In some
embodiments, the player may not be required to place a separate
wager to initiate the secondary game. In some embodiments, the
player need not specifically indicate a desire to participate in a
secondary game. Rather, the player's participation may be automatic
once he begins play of a primary game.
[0066] Once a secondary game has been initiated, the gaming device
may determine a first situation of the secondary game. As used
herein, a situation of a secondary game may include a particular
group of settings for one or more of the parameters governing play
of the secondary game game. For example, one parameter is the
location on which a game character resides. A setting for such a
parameter may be e.g., "the fifth square from the beginning,"
square "b7," the "blue square," etc. Another parameter may be the
number of handle pulls remaining in which to complete the secondary
game. Such a parameter may include a setting of e.g., "10 pulls,"
"39 pulls," or "0 pulls." Other exemplary parameters may include
parameters describing the layout of a game board, the number of a
particular type of symbol aggregated, the percent completion of a
puzzle, and so on. Each of these parameters may have particular
settings in a particular situation of a game. In various
embodiments, a situation of a game is a particular group of
settings in which every parameter governing the play of the
secondary game has a particular setting.
[0067] FIG. 10 depicts an exemplary table 1000 representing a
database for storing the situation of a secondary game. The game
depicted in FIG. 10 is a game in which a player aggregates "cherry"
symbols. Five exemplary parameters 1002 are depicted. Each
parameter has a corresponding setting 1004. One parameter is the
"spins remaining" parameter. The setting for the parameter is
currently "9", indicating that the player currently has nine spins
remaining in which to complete the secondary game. Another
parameter is the "cherries aggregated" parameter, having a
corresponding setting of "8." Thus, the player has currently
aggregated eight cherries in the game. Another parameter is the
"payout for aggregating at least ten cherries" parameter, which
currently has a payout of "40." Thus, if the player aggregates at
least ten cherries by the time he completes the secondary game, the
player will receive a payout of forty coins. Similarly, if the
player aggregates at least twenty cherries by the end of the game,
the player will receive five hundred coins, based on the setting
for the "payout for aggregating at least twenty cherries"
parameter. It should be noted that the setting of the "payout for
aggregating at least ten cherries" parameter may change during the
course of the secondary game, just as the setting of any other
parameter may change. For example, the setting of the parameter may
change from forty to thirty during the course of the secondary
game. If the setting of the "payout for aggregating at least ten
cherries" is thirty at the end of the secondary game, and the
player has aggregated eleven cherries (e.g., the setting of the
"cherries aggregated" parameter is "11"), then the player may
receive a payout of thirty coins. Another parameter listed in table
1000 is the "cherry lock boxes possessed" parameter. According to
some embodiments, for each cherry lock box possessed, a player may
ensure that five cherries cannot be taken away from him. That is,
each lock box may hold five cherries, which are then protected from
loss. Thus, it may be beneficial to a player to obtain lock boxes,
even though the number of lock boxes obtained does not directly
impact a payout for the game. Like the settings of other
parameters, the setting of the "cherry lock boxes possessed"
parameter may change. During the course of a game, a player may
obtain more lock boxes, or he may lose lock boxes already
possessed.
[0068] Discussion now continues with the method steps of some
embodiments of the present invention. Once the first situation of
the secondary game has been determined, a second situation of the
secondary game may be determined. Like the first situation, the
second situation may include a group of settings for the parameters
governing play of the secondary game. In the second situation, some
of such settings may be different from the settings of the first
situation. For example, in the first situation, the parameter
describing the number of pulls remaining in the game may have the
setting of "10 pulls." In the second situation, the same parameter
may have the setting of "5 pulls." The second situation of the game
may be determined in various ways. In some embodiments, a set of
rules govern how a second situation is determined from a first. One
exemplary rule indicates that the parameter describing the number
of pulls remaining in a secondary game is decremented by one every
time a handle pull is made at the gaming device. Some rules
describe how a particular situation, such as the second situation,
is determined based on the symbols or outcomes that occur in a
primary game. For example, a symbol in a primary game may include
an "advance three spaces" symbol. Accordingly, the parameter
describing the location occupied by a game character may be updated
to include a indicate a location that is three locations forward of
the previous location indicated by the same parameter.
[0069] FIG. 11 depicts a an exemplary table 1100 representing a
database storing rules for how the settings of parameters 1104 of a
secondary game may change based on the occurrence of symbols 1102
in a primary game. As depicted, the occurrence of a "lose two
spins" symbol in a primary game may cause the subtraction of two
from the setting of the "spins remaining" parameter of the
secondary game. The occurrence of a "cherry" symbol may cause the
addition of one to the setting of the "cherries aggregated"
parameter. The effects, or the "adjustment to [a corresponding]
parameter" 1106 resulting from the occurrence of other symbols
listed in FIG. 11 will be apparent from the figure. By changing the
setting of a parameter governing play of a game, the occurrence of
a symbol in a primary game may change the situation of a game from
a first situation to a second situation. It should be appreciated
that a situation of a game may also change based on an outcome
(e.g., several symbols occurring along the same payline of the
gaming device in a primary game), based on the setting of a
parameter reaching a certain value (e.g., if the setting of a "game
character location" parameter ever reaches "27" then the setting is
automatically changed to "12", representing a game character
falling back on a game board), based on a time of day, based on the
weather, and so on.
[0070] In some embodiments, the second situation of the game is
less favor to a player than is the first situation. One example of
a second situation that is less favorable than a first situation
arises in a secondary game involving the aggregation of symbols. In
such a game, a player may aggregate "cherry" symbols obtained in a
primary game. The player may receive a payout in the secondary game
if he aggregates at least ten cherry symbols. Accordingly, it is
generally move advantageous for the player to have more cherry
symbols aggregated. Thus, an example of a second situation that is
less favorable than a first situation is a second situation in
which a player has fewer cherry symbols aggregated than he had in
the first situation, with the settings of all other parameters of
the game remaining approximately the same. (Alternatively, other
settings may also be less favorable in the second situation than in
the first--e.g., the setting of a pulls remaining parameter is
lower in the second situation than in the first, giving the player
less opportunity to aggregate ten cherry symbols). A player in the
second situation would be further from his goal of aggregating ten
cherries, and would therefore be less likely to achieve a payout or
payment in the secondary game.
[0071] In various embodiments, a given situation may be associated
with an expected payment. That is, a player finding himself in the
given situation would receive, on average, the expected payment.
Suppose, in one example, that a player has one spin remaining in a
secondary game involving the aggregation of symbols. The player has
nine cherries aggregated already, but needs a tenth cherry symbol
in order to receive a payout of twenty coins. Further, suppose the
probability of obtaining a cherry on the tenth spin, without also
obtaining any symbols that takes away cherries, is 0.2. The player
will therefore receive a payout of twenty coins with probability
0.2, and no payout with probability 0.8. The player's expected
payment is therefore 0.2.times.20+0.8.times.0=4 coins.
[0072] In various embodiments, any situation of game may be
associated with an expected payment. A second situation may be said
to be less favorable than a first situation if the expected payment
corresponding to the second situation is less than the expected
payment corresponding to the first situation. In some embodiments,
however, the cost of completing a game may be included in a
determination of an expected payment associated with a secondary
game. For example, if an expected payment associated with a
secondary game is eleven coins, but the cost of completing the
secondary game (e.g., the cost of making wagers in the primary game
that dictates the course of the secondary game) is five coins, then
the secondary game may be associated with an expected payment minus
cost of six coins. Further, the expected payment from one or more
primary games may also factor into the determination of whether a
second situation is more or less favorable than a first situation.
For example, a given situation may be associated with a total
expected payment from both the secondary game and all primary games
required to complete the secondary game, less the cost of
completing all the primary games. For example, suppose the expected
payment from a secondary game is eleven coins. However, completion
of the secondary game will cost five coins, since it will take five
wagers in order to complete the five handle pulls of the primary
game necessary to complete the secondary game. Suppose further,
however, that the expected payment from each of the primary games
(the payout percentage multiplied by the wager amount) is 0.95
coins. Thus, the expected payment from the five primary games is
5.times.0.95=4.75 coins. Thus, the secondary game may be associated
with a value equal to eleven coins (the expected payment of the
secondary game) minus five coins (the cost of completing the five
primary games necessary to complete the secondary game) plus 4.75
coins (the expected payment from the five primary games). The value
associated with the secondary game may accordingly be 10.75 coins.
A second situation may be said to be less favorable than a first
situation if a value (e.g., in coins) associated with the second
situation is less than the value associated with the first
situation. As has been illustrated, this value may be an expected
payment in a secondary game or a more complicated value derived
using costs of the primary game and expected payments associated
with each primary game required for completion of the secondary
game. As will be appreciated, there are many other metrics by which
a second situation of secondary game may be said to be less
favorable to a player than a first situation of a secondary
game.
[0073] Various factors within a game that contribute to a higher
expected payment (or a higher value associated with a game
situation) may be referred to herein as "equity". That is, a player
has equity in a game if the settings of various parameters are such
as to give the player a positive expected payment in the game. For
example, a setting of "8" for a number of "cherry" symbols
aggregated may constitute player equity in a game. The player may
have a positive expected payment for the game because the setting
of the parameter describing the number of "cherry" symbols
aggregated is so close to a target setting of "10".
[0074] Continuing with a discussion of the method steps of various
embodiments, a gaming device may generate a first outcome. For
example, the gaming device may receive a signal from a player,
whereby the player presses a "spin" button, pulls a handle of the
gaming device, or otherwise expresses a desire for the gaming
device to generate an outcome. The outcome may comprise a set of
one or more symbols, such as a set of symbols forming a complete
pay line of the gaming device. In generating the outcome, the
gaming device may first determine a random or pseudo-random number
and match the number to an outcome using a predefined table. In
this way, the gaming device may arrive at a random or pseudo random
outcome. The gaming device may then cause the outcome to be
displayed in an entertaining way, by first spinning the reels of
the gaming device, and by then causing the reels to stop in such a
way that the symbols of the outcome are visible to a player. Based
on the outcome, the gaming device may alter the setting of one or
more parameters of the secondary game such that the secondary game
transitions from the first situation to the second situation. For
example, for each symbol in the outcome, the gaming device may
determine a related parameter, and an adjustment to be made to the
parameter by reference to a database such as that illustrated in
FIG. 11. In some embodiments, a database may associate entire
outcomes with related parameters and with adjustments to be made to
the parameters, rather than associating individual symbols with
parameters.
[0075] FIG. 12 depicts an exemplary illustration of a gaming device
according to some embodiments. Depicted are both a primary game,
involving reels 1232, 1234, and 1236; and a secondary game
involving game board 1210. As depicted, the current game situation
in the secondary game includes a game character 1220 located at the
third location on game board 1210 from the "START." The number of
pulls remaining 1250 is "10". In other words, the player has ten
handle pulls in which to achieve an objective in the secondary
game. As depicted, one objective is for the game character to reach
locations of the game board 1210 marked "$" or near the "END." In
FIG. 12, reel 1234 illustrates an exemplary symbol from a primary
game that may have an effect on a secondary game. The symbol, "Go
Back Three Spaces," has the effect of moving game character 1220
three spaces back (e.g., three spaces towards the "START" side of
the game board). The "Go Back Three Spaces" symbol may be
considered part of a negative outcome since the outcome containing
the symbol (i.e. the outcome "lemon-Go Back Three Spaces-Bar") sets
the game character 1220 further back from its objective.
Accordingly, the payment a player may expect to receive from the
game may be reduced by the occurrence of the illustrated
outcome.
[0076] Thus, in some embodiments, a gaming device may initiate a
secondary game; determine a first situation of the secondary game;
determine a second situation of the secondary game, in which the
second situation is less favorable to a player than is the first
situation; determine a first outcome; and set the situation of the
secondary game from the first situation to the second situation,
based on the outcome.
[0077] In various embodiments, a given situation of a secondary
game may be associated with a guaranteed payment. A guaranteed
payment is a payment that a player is assured of receiving should
he complete a secondary game. For example, in one secondary game
situation, a player may have already aggregated ten cherry symbols.
The secondary game may provide that a player is to receive twenty
coins for completing the game with at least ten cherry symbols
aggregated. If, from the situation, there is no way for any
cherries to be taken away, and there is no way for the payment
associated with aggregating ten cherries to be reduced, then the
player is guaranteed a payment of twenty coins. Thus, in some
embodiments, a guaranteed payment is a payment that will be
received by a player regardless of any future events or actions
that occur in a game. A player may, in fact, receive more than the
guaranteed payment. However, by definition, he cannot receive
less.
[0078] In some embodiments, a secondary game may be associated with
a conditional guaranteed payment. The conditional guaranteed
payment may be a payment that a player is assured of receiving
provided a particular condition in the secondary game is not met.
For instance, a player may be guaranteed a payment of twenty coins,
provided a "lose 10" symbol does not occur on the payline of the
gaming device in a primary game. A conditional guaranteed payment
may be a payment that a player will receive provided one of a set
of predetermined outcomes does not occur (e.g., in a primary
game).
[0079] As part of conducting a secondary game, a gaming device may
display to a player a balance that indicates a number of credits
that constitute a guaranteed payment, or a conditional guaranteed
payment. For example, a display of a balance of "20" may indicate
that a player is guaranteed to receive at least twenty coins upon
the completion of the secondary game. Alternatively, the display of
a balance of "20" may indicate that the player is to receive twenty
coins upon the completion of the secondary game, provided one of a
set of symbols or outcomes does not occur, and/or provided one of a
set of other events does not occur. For example, a balance of "20"
may indicate that a player is to receive a payment of twenty coins
upon the conclusion of a game provided no "whammy" symbols occur in
outcomes during the primary game. A credit balance displayed to a
player may be adjusted and readjusted to reflect amounts that a
player is guaranteed to receive, or conditional amounts that a
player is guaranteed to receive upon completion of the secondary
game.
[0080] In various embodiments, an outcome may be considered an
unfavorable outcome, or a "negative outcome" if the expected
payment associated with a second situation, immediately after the
generation of an outcome, is less than an expected payment
associated with a first situation of the game, the first situation
occurring immediately prior to the generation of the outcome. In
various embodiments, if an outcome leads to a second situation
(e.g,. by resulting in adjustments of one or more parameters
governing play of a game), that is less favorable than a first
situation, which occurred prior to the generation of the outcome,
then the outcome may be considered an unfavorable, or "negative
outcome", Examples of negative outcomes include outcomes that
reduce the number of symbols aggregated by a player (e.g., reduce
the setting of a parameter indicating a number of symbols
aggregated) in a game in which a player must have a certain number
of symbols aggregated in order to receive a payout. Other examples
of negative outcomes include outcomes that set a game character
back on a game board (e.g., that decrement the setting of a
parameter indicating the location of a game character).
[0081] However, it should be noted that in some embodiments, a
second situation may be less favorable than a first situation not
because of the occurrence of a particular outcome, but because of
some other event. In one example, a player participating in a
secondary game transitions from a first situation to a second
situation by making a handle pull of his gaming device. The player
obtains an outcome of no particular moment, such as the outcome
"blank-bar-cherry." Suppose that the outcome does not cause the
setting of any game parameter to change. However, since a handle
pull will have been completed, the setting of the "spins remaining"
parameter of the secondary game will have been reduced by one.
Accordingly, the second situation of the secondary game may be less
favorable than the first, even though the outcome has had no
particular effect. Therefore, to isolate the effects of a
particular outcome on a secondary game, a first situation of a game
may be compared to a second situation of a game with certain
settings held constant. For example, a second situation of a game
may be compared with a first situation of a game except that the
setting of the "spins remaining" parameter in the second situation
may be assumed be the same as the "spins remaining" parameter in
the first situation of the game. The second situation can then be
compared in terms of e.g., expected payment, with the first
situation to determine whether the outcome has had a negative
effect on the game situation. If the second situation (with certain
settings assumed be the same as in the first situation) is
determined to be worse than the first situation, then the worsening
of the game situation can be attributed to the outcome, and not
simply to the use of an additional handle pull, to the passing of
time, or to some other factor. To be more precise, it is not the
second situation that is compared to the first, but rather a third
situation that is compare to the first, in which the third
situation is identical to the second situation with the exception
that a setting of a parameter of the third situation is the same as
the setting for the parameter in the first situation, rather than
in the second situation. Two typical settings for which parameters
in the third situation are assumed to be the same as for parameters
in the first situation are a "time remaining" parameter, and a
"spins remaining" parameter.
[0082] Having described in general the meaning of a negative
outcome in a secondary game, some specific effects of negative
outcomes will now be described. In other words, negative outcomes
will be described in terms of the specific parameters to whose
settings the outcomes cause adjustments.
[0083] In various embodiments, an outcome, or a symbol in an
outcome, may result in an adjustment to the setting of a parameter
describing the amount of time available to complete a game. For
example, an outcome may reduce the amount of time available to
complete a secondary game from one minute to thirty seconds. The
effect of an outcome may be to reduce the setting of a "time
remaining" parameter by a certain amount of time, such as by thirty
seconds. In some embodiments, the setting of a "time remaining"
parameter may be reduced by an amount corresponding to an outcome,
and also by an amount of time used to generate the outcome. For
example, suppose a first situation of a secondary game includes a
setting of a "time remaining" parameter of five minutes. A player
then initiates a handle pulls, and an outcome appears six seconds
later. Further, suppose the outcome has the effect of reducing the
setting of a "time remaining" parameter by thirty seconds. Then,
following the generation of the outcome, a second situation of the
game will have occurred in which the "time remaining" parameter is
set to four minutes and twenty-four seconds, with time having been
deducted due to an elapsed time and due to the effect of the
outcome. A gaming device may determine a reduction of time
associated with a symbol, or with an outcome, by reference to a
database, such as the database of FIG. 11.
[0084] In various embodiments, an outcome may be said to be a
negative outcome if the setting of a "time remaining" parameter of
a secondary game is reduced by an amount of time that is greater
than the elapsed time required to generate the outcome. In this
way, it may be clear that the outcome has contributed to a loss of
time remaining, not that time has simply elapsed during the
generation of the outcome. Put another way, a negative outcome may
cause a change in a game situation such that the difference between
a first and second setting of a "time remaining" parameter may be
greater than an elapsed time between the occurrence of the first
and second game situations. Thus, upon the occurrence of a negative
outcome, a gaming device may reduce the setting of a "time
remaining" parameter by an amount associated with the outcome. In
some embodiments, if the amount associated with the outcome is
greater than the current setting of the "time remaining" parameter,
then the setting of the "time remaining" parameter may be made to
zero. The secondary game may thereupon have reached a state of
completion.
[0085] In various embodiments, a time remaining in a game may
indicate a time in which the player must, or has the ability to
perform one or more actions. Such actions may include making handle
pulls, making game decisions, or taking any other type of action.
For example, a setting of a "time remaining" parameter of thirty
seconds may allow a player to reap the benefits of the outcomes of
any handle pull made in the next thirty seconds. In other words, a
player may have thirty seconds in order to make handle pulls that
help him reach an objective in the secondary game (although the
handle pulls may turn out to hurt the player if they result in
negative outcomes). Thus, for instance, a player may attempt to
make as many handle pulls as possible in the next thirty seconds in
order to obtain outcomes that advance a game character along a game
board. In various embodiments, a "time remaining" constitutes a
time available for a player to make up to a certain number of
handle pulls, e.g., up to twenty handle pulls. The secondary game
will then have reached a state of completion when either the player
has made twenty handle pulls, or when the time remaining has fully
elapsed. As mentioned, a time remaining may also require a player
to make decisions within the time available. For example, the
player must choose discards in a primary game of video poker, or
must choose a particular path along a game board in a secondary
game, each prior to the expiration of the time remaining.
[0086] Suppose that in a first situation of a secondary game, a
player has a first amount of time remaining (e.g., thirty seconds
remaining) in which to make ten handle pulls. The player may make a
handle pull and may thereby reach a second situation of the game in
which a certain amount of time has elapsed since the first
situation, and in which a handle pull has been used. If certain
outcomes have occurred during the handle pull, then additional time
may be deducted from the setting of the "time remaining" parameter.
The player may thus reach a second situation in which there is now
a second amount of time remaining (e.g., twenty-eight seconds) and
in which there are now nine handle pulls to make.
[0087] In various embodiments, a time remaining is a time available
for a player to achieve a game situation in which a game character
has reached a particular location on a game board (e.g., for the
setting of a "game character location" parameter to reach a certain
value). In various embodiments, a time remaining is a time
available for a player to aggregate a certain number of game
symbols or indicia. For example, the player may make as many handle
pulls as he can in the time remaining in an attempt to aggregate
ten cherry symbols.
[0088] In various embodiments, an outcome or other event may cause
the number of handle pulls (i.e., spins) remaining in a secondary
game to be reduced. For example, an outcome may include a symbol
that reads "lose three spins". Accordingly, the "spins remaining"
parameter may be decremented by three. An outcome may be considered
to be a negative outcome, in particular, if a second game situation
following a handle pulls has fewer than one fewer handle pulls than
a first situation occurring prior to the handle pull. In other
words, the second situation not only has fewer "spins remaining"
because a spin has been used up, but also because the outcome has
caused the number of "spins remaining" to be reduced.
[0089] In one or more embodiments, a game situation may include a
"defensive measure" or "defensive provision". As used herein, a
defensive measure may include a parameter which negates,
ameliorates, or otherwise reduces the negative effects of a symbol,
outcome, or other event. As described conjunction with FIG. 11, a
"cherry lock box" is one example of a defensive measure, as a
"cherry lock box" may protect cherry symbols already accumulated by
a player from being taken away by a negative outcome, such as an
outcome containing a "lose two cherries" symbol. The setting of a
parameter describing a defensive measure may be a number, such as
"0", "1", "2", etc., which indicates the number of such defensive
measures possessed by a player. A defensive measure may be used up
in counteracting the effects of a negative outcome. For example, in
a game involving the traversal of a game board with chutes (which
can set a game character further back on the game board), a
defensive measure may be a bridge. When a game character lands on
the entrance to a chute, the bridge may be placed over the chute,
preventing the game character from falling in. However, the player
may no longer have the ability to use the bridge. When a defensive
measure is used up, the setting of the parameter describing the
defensive measure may be used up. However, in some embodiments, a
defensive measure may not be used up, but may remain even when it
is used to counteract the effects of a negative outcome.
[0090] In particular, a defensive measure may function such that a
player would be in a less favorable situation without having had
the defensive measure than he would be with the defensive measure.
For example, given a first game situation and the occurrence of a
negative outcome, two possible additional situations may be
considered. A second situation may occur based only on the effects
of the negative outcome. That is, the settings of various
parameters may be adjusted solely on the basis of the negative
outcome. However, a third situation may occur based on the effects
of both the negative outcome and a defensive provision. For
example, the settings of the parameters in the first game situation
may be adjusted based on both the negative outcome and the
defensive provision. In the latter case, settings may be adjusted
in a less unfavorable manner. For example, a negative outcome
considered alone might reduce the number of cherry symbols
aggregated by five. However, if the negative outcome is considered
in conjunction with the defensive provision, then the number of
cherry symbols may be reduced by only one. Thus, the defensive
provision may have ameliorated the effects of the negative
outcome.
[0091] Equivalently, suppose two similar situations (situations 1A
and 1B) occur at a gaming device at different points in time (e.g.,
during different games). Situations 1A and 1B are identical except
that in 1A a player has a defensive provision, and in 1B he does
not. Suppose further that the same negative outcome occurs in both
situations. The game starting in situation 1A then reaches
situation 2A, and the game starting in situation 1B then reaches
situation 2B. Because of the defensive provision of 1A, situation
2A will turn out to be more favorable than situation 2B, even
though situations 1A and 1B were otherwise identical, and even
though identical outcomes occurred for the two games.
[0092] In some embodiments, a defensive provision is so effective
that a negative outcome has no effect on the game situation other
than, in some cases, to eliminate the defensive provision. Thus, in
some embodiments, upon the occurrence of a negative outcome, a game
situation does not change except that the setting of a parameter
describing a defensive provision is reduced by one.
[0093] In various embodiments, the layout of a game board may be
changed based upon the occurrence of a symbol, outcome, or other
event. A game board may include a number of locations (also
referred to herein as "squares" or "spaces") at which a game
character may reside. As used herein, a game character may
equivalently "visit" a location, "occupy" a location, or "reside"
at a location. Further, the secondary game may include rules about
how a game character can transition from one location to another.
For example, from a first location, a game character may be allowed
to visit only a second, third, or fourth locations. The actual
location the game character does visit may depend on a random event
(such as on an outcome of a primary game). One example of a rule
describing possible transitions is a "chute" in a game involving
chutes and ladders. A game character that lands on a location
associated with a chute may automatically transition to another
location. Thus, a chute constitutes part of a layout of a game
board. In general, a layout of a game board may include a set of
locations (e.g., a set of possible settings of a parameter
describing a location) and, for each of the locations in the set of
locations, a set of rules describing which other locations may be
visited by a game character from the given location. Upon the
occurrence of an outcome, such as a negative outcome, the set of
locations may change. Additionally or alternatively, the set of
rules describing the possible transitions may change. A layout of a
game board may additionally include rules for how a game situation
might change based on a game character's landing at a particular
location. For example, a location may be associated with a
defensive measure. If a game character lands at that location, then
the situation of the game may change to include a defensive
measure.
[0094] It will be evident that a layout can change in such a way as
to make a second game situation less favorable than was a first
game situation prior to the change. For example, a layout may
include many more chutes, or may include fewer possible transitions
from one set of locations to another set of locations associated
with e.g., payouts. For example, a game board may include a
depiction of an island with only one bridge reaching the island.
The island may constitute a favorable location, as a game character
may retrieve treasure from the island. An unfavorable change in the
layout of the game board may include the disappearance of the
bridge, so that there is now no way for a game character to reach
the island. In other words, the set of transitions between
locations will have changed so that there is now no transition
leading from any location to the island.
[0095] A layout may also change in that certain locations disappear
from a game board, or become unavailable for visiting by a game
character. To speak in terms of parameters, particular settings for
a location parameter may become unavailable. It may be
disadvantageous to a player if a particular location becomes
unavailable, because such a location may confer an advantage upon a
player. For example, a player may acquire a defensive measure if
his game character visits the location.
[0096] In some embodiments, a transition associated with two
locations (e.g., a transition from the first location to the second
location) may have an associated probability. The probability may
represent the probability with which a game character visiting the
first location will transition to the second location. For example,
a game board may contain a "fork in the road" from which a game
character may take either a first path or a second path. Each path
may have an associated probability. A random event may then
determine which of the two paths a game character takes. For
example, does the game character proceed from location one to
location two (on the first path) or from location one to location
three (on the second path)? In various embodiments, an outcome may
alter probabilities associated with various transitions. For
example, an outcome may include a "halve transition from square ten
to eleven" symbol. Accordingly the probability of a game character
who visits square ten also visiting square eleven (or proceeding in
the direction of square eleven), may be cut in half.
[0097] In some embodiments, a secondary game involves obtaining
puzzle pieces from the outcomes of primary games. As used herein
"components" may also be used to refer to puzzle pieces or other
pairs of a whole that must be assembled. For example, various
symbols may take the form of different shapes. When the symbols
occur on the reels of the gaming device in the primary game, the
symbols may be used to build a puzzle in the secondary game. In
various embodiments, an outcome may alter the probability with
which symbol arises on the reels in a primary game. For example, if
a symbol comprising the bottom left-hand corner of a puzzle
ordinarily occurs with probability 0.05, the probability may be
reduced so that the same symbol now occurs with probability 0.02.
Accordingly, it will be more difficult for a player to obtain this
puzzle piece in the primary game, and it will therefore be more
difficult for the player to complete the puzzle in the secondary
game. Thus, an outcome that reduces the chances of a player
obtaining a puzzle piece or other symbol needed or useful in a
secondary game may constitute a negative outcome. It will be noted
that there are many ways of reducing the chance of occurrence of a
particular symbol. In one method, fewer such symbols are placed on
the reels of a reeled slot machine. In another method, fewer random
numbers are assigned to such a symbol, or an outcome containing
such a symbol, in an algorithm for generating random or
pseudo-random outcomes.
[0098] In various embodiments, a secondary game may include
"resources". As used herein, resources may include parameters that
may aid a player during the future course of a secondary game. In
particular, a resource may be a parameter that increases the
expected payment from a game by giving a player potential to
receive more credits or other value in the future. Examples of
resources include: a shovel, that may allow a player to dig up more
gold in a game; a boat, that may allow a player to cross an
otherwise un-crossable gulf in on a game board (e.g., to make a
transition between locations that would otherwise be impossible);
and a pick, that may allow a player to crack open a rock to reveal
diamonds. A resource does not necessarily provide value directly to
a player, but may aid the player in the future pursuit of value.
For example, a shovel may never come in use unless a player reaches
a location of a game board where there is buried treasure. However,
since resources do aid in the obtainment of value, they are
themselves of some value to a player. Accordingly, a negative
outcome may include an outcome that causes a player to lose
resources, such as shovels, picks, etc. A player may thereby
transition from a first situation that includes a resource to a
second situation that does not include the resource, in which the
second situation is therefore less favorable than the first
situation.
[0099] Various secondary games may include a grid of locations, the
locations consisting of opaque symbols (such as squares) that
conceal other symbols hidden underneath. A secondary game may
involve various player selections of grid locations in order to
reveal the symbols hidden underneath. A player may win payments by
selecting grid locations that reveal particular symbols, or by
picking combinations of grid locations that reveal particular
combinations of symbols. For example, a player may pick three
locations to reveal the symbols "bell," "bell," and "bell." The
player may, accordingly, win a payout associated with the outcome
"bell-bell-bell". In some embodiments, the player does not choose
grid locations. Rather grid locations are chosen at random based on
the outcomes of primary games. For example, a primary game may
reveal text symbols of "b2," "c7," and "d4." The hidden symbols in
grid locations "b2" (column "b", row "2"), "c7," and "d4" may then
be revealed.
[0100] In various embodiments, a situation in a secondary game
involving a grid of symbols may include parameters describing the
number of a particular symbol hidden in the grid, and/or parameters
describing the correspondence between hidden symbols and grid
locations. For example, a "cherry" parameter may have the settings
of "0," "1," "2," etc, indicating, respectively, that there are
zero, one, two, etc. "cherry" symbols hidden in the grid, depending
on what the setting actually is. A parameter might also describe a
particular location. For example, there may be a "b2" parameter. A
parameter describing a particular location may have settings that
indicate the symbol hidden in that location. Thus, settings may
include "cherry," "bar" "bell," etc. Thus, in some embodiments, a
situation may change when a number of particular type of symbol
changes (e.g., the setting of the parameter describing the number
of "cherry" symbols changes from ten to eight), and/or when the
setting of a parameter describing a particular location changes
(e.g., from "lemon" to "bell"). It will be appreciated that there
are other types of parameters that may also or alternatively define
the situation of a secondary game involving symbols hidden behind
grid locations. For example, there may be a parameter for each of a
group of symbols, with each parameter having a setting such as "a2"
or "b7" indicating the particular grid location behind which the
symbol is hidden. Since particular symbols may be hidden behind
particular grid locations, there may be said to be a
"correspondence" between symbols and grid locations. A
correspondence may describe all the relationships between symbols
and grid locations. Thus, a correspondence may change when the
symbol hidden behind one grid location changes.
[0101] As with other types of secondary games, the situation of a
secondary game involving symbols hidden behind grid locations may
change when the settings of any one of the parameters describing
the game change. Thus, whenever the correspondence changes such
that a different symbol is behind a particular location, the
situation of the game changes. The situation may also change when
the total number of a given symbol hidden in the grid changes. It
will also be appreciated that some such changes may be unfavorable
to a player. For example, if the number of a symbol that can form a
valuable outcome decreases, then the player may be less likely to
select the symbols necessary to achieve the valuable outcome.
Accordingly, the grid will provide the player with a lower expected
payment, and will thus be less favorable.
[0102] An additional element of a secondary game involving grid
locations and hidden symbols is that a player may be given hints or
knowledge as to what locations correspond to what symbols. A player
with such knowledge may have a better chance of choosing more
favorable combinations of symbols. For example, a player who knows
where a "bell" symbol is hidden can first look for other symbols,
and then choose the "bell" location only if he knows the "bell"
will combine favorably with the other symbols to form a valuable
outcome. In embodiments where a player has knowledge of the grid,
an unfavorable outcome may be an outcome that causes the
correspondence between hidden symbols and grid locations to change.
When this correspondence changes, a player may lose his knowledge
of where particular symbols are hidden.
[0103] In various embodiments, a secondary game may include a prize
or payment value that is associated with reaching a particular
objective. For example, if a character in a game reaches the final
square of a game board, the player may receive a payout of one
thousand coins. However, the payout associated with a particular
objective may be a parameter of game play, like any other. Thus,
the payout associated with reaching an objective may change based
on the occurrence of symbols or outcomes in the primary game, or
based upon the occurrence of other events. For example, if the
player receives a particular outcome in the primary game, the
payout associated with reaching the final square in a board game
may be reduced to five hundred. Even though the player has not
actually realized the payout (e.g., the player has not reached the
objective yet) and even though the player may be unlikely to reach
the objective, the change in a payout associated with an objective
may constitute an unfavorable change in a game situation. This is
because an expected payment to a player may now be lower, assuming
the probability with which the player will reach the objective
remains the same. Accordingly, a negative outcome may be an outcome
that reduces the payout or prize associated with reaching a
particular objective. A negative outcome may also reduce or
eliminate some other value associated with a particular objective.
For example, suppose that a player may obtain a defensive measure
if his game character lands on the tenth square of a game board. A
negative outcome may take away the possibility of achieving the
defensive measure by eliminating the association between the tenth
square and the defensive measure. Thus, even though the player has
not even landed on the tenth square, the game situation may be less
favorable because now the potential for achieving the defensive
measure is reduced and, therefore, the expected payment from the
game as a whole is reduced.
[0104] In various embodiments, a probability with which a player
might reach an objective may also be a parameter of a game. For
example, as mentioned, a situation of a game may include a
probability with which a game character takes one fork of a
junction over another. The altered probability may, in turn,
influence the probability with which a game character will reach a
destination square, such as the last square on a game board. If the
probability has been reduced, and obtaining the objective confers a
payout upon the player, then the reduction in probability
constitutes an unfavorable turn of events. Thus, a negative outcome
may reduce a probability of a player obtaining a favorable
objective.
[0105] In various embodiments, an objective itself might change.
For example, in a game involving the aggregation of symbols, the
objective might change from aggregating ten symbols to aggregating
twenty symbols. If it is less probable that a player will be able
to meet the objective, then the change may be considered
unfavorable for a player. Thus, a negative outcome may alter an
objective of a game in a manner that is unfavorable to a
player.
[0106] Various embodiments described above, among others, will be
described in additional detail below. The present discussion
generally follows broad method steps that may be performed by a
gaming device in one or more embodiments of the present
invention.
Establish Player Equity in a Gaming Device.
[0107] Many embodiments of the present invention provide a gaming
device where winning outcomes occur with a high frequency and/or
winning outcomes pay, on average, much more (e.g., more currency)
than is typical. For example, on a typical gaming device, a player
might achieve a winning outcome on only 20% of handle pulls.
However, in many embodiments of the present invention, a player
might achieve a winning outcome on 60% or more of his handle pulls.
As another example, on a typical gaming device, a player might win
an average of three times his wager whenever he achieves a winning
outcome, whereas, in the present invention, a player might win an
average of ten times his wager whenever he achieves a winning
outcome. To maintain the profitability of a gaming device that pays
much more frequently than normal, or in much higher amounts then
normal, many embodiments of this invention also provide for the
occurrence of negative outcomes. Negative outcomes will be
described at greater length below. However, one feature of negative
outcomes is that they may cause a player to lose more than the
typical amount of the player's wager. Thus, for example, a player
might wager one coin, initiate a handle pull, and receive a
negative outcome. As a result of receiving the negative outcome,
the player might lose ten coins, even though the amount of his
wager was only one coin. Typically, a player cannot lose more than
his wager amount, because, for example, a gaming device cannot
require a player to put in more money than he has wagered after the
player already knows that he has lost. A player would simply walk
away from the gaming device rather than put in more money that he
knows the gaming device would certainly keep.
[0108] Therefore, in order that a gaming device may take from a
player more than his original wager amount, the player must, in
some embodiments, establish equity in the gaming device. Equity may
be defined as any promise of value or potential value that the
player has stored within the gaming device. Equity may include
features of a gaming device or of a game played on the gaming
device that contribute to a player's expected winnings.
[0109] In various embodiments, equity may include an amount of
money the player has inserted into the gaming device. The amount of
money the player has inserted may be indicated as a credit balance.
Note that prior to each handle pull, the player may insert a
certain minimum required amount of money into a gaming device. In
this sense, the act of inserting money may be similar to wagering.
However, in some embodiments, only a first portion of the amount
inserted pays for initiating a handle pull, and, upon the
occurrence of a negative outcome, a second portion of the amount
inserted is lost. In a conventional gaming device, only the wager
used for initiating the handle pull is ever lost, and there is no
second portion of an original wager that is lost. Therefore, in
contrast to a conventional gaming device, a gaming device of
various embodiments of the present invention may require a player
to have established sufficient equity to not only pay for the
initiation of a handle pull, but also to pay should a negative
outcome occur.
[0110] In various embodiments, equity may include an amount of
money the player has won during play at the gaming device, but has
not yet been paid to the player. This amount may also be indicated
as part of a credit balance, or may be indicated as a separate
"winnings balance."
[0111] In various embodiments, equity may include a bonus amount
that the player is guaranteed to receive at some future point in
time. The bonus amount may be conditioned upon some player
activity, such as a minimum amount of play at the gaming
device.
[0112] In various embodiments, equity may include a bonus prize
that the player is guaranteed to receive at some future point in
time. The bonus prize may be conditioned upon some player activity,
such as a minimum amount of play at the gaming device.
[0113] In various embodiments, equity may include a number of
credits with which the player has begun, or which the player has
won during the course of a contracted period of play, but which the
player cannot retrieve until the end of the contract period. For
example, a player might enter into an agreement with the gaming
device in which the player begins with one hundred credits, makes
one hundred handle pulls, and then keeps the number of credits
remaining after adding winnings and deducting wager amounts from
the initial credit balance. In this agreement, the player's credit
balance is a form of equity, even though the player has not
necessarily paid $100 for his initial balance, and cannot cash out
the credit balance until after the one hundred handle pulls have
been completed.
[0114] In various embodiments, equity may include an amount of
money the player has inserted into a gaming device in return for
some consideration, where the player has not yet received the
consideration. For example, the player has inserted $20 into the
gaming device, and in returned received a promise of a $50 meal at
the casino's restaurant. However, the player has not yet had the
meal.
[0115] In various embodiments, equity may include the credit line
of a player's credit card. The player may, for example, enter his
credit card number into the gaming device using a keypad or other
input device. The gaming device would then be authorized to charge
the player's credit card upon the occurrence of a negative
outcome.
[0116] In various embodiments, equity may include the amount of the
player's friend's credit balance, or the amount of a credit balance
held jointly between the player and his friend. For example, a
player may enter the name of a friend into his gaming device. The
player's gaming device may transmit the name to the casino server,
and the casino server may then poll the gaming devices to which it
is connected, in search of the friend's name. The friend's gaming
device may read the friend's tracking card, and communicate to the
casino server that the friend is present. The casino server may
then direct the friend's gaming device to ask the friend whether he
agrees to allow his credit balance to be used as equity by the
player. If the friend agrees, then any negative outcomes achieved
by the player may cause the player's friend to lose credits from
his credit balance. In another example, a player and one or more
friends share a common credit balance. Each may deduct the cost of
initiating handle pulls from the common credit balance, and the
winnings of each may be added back to the credit balance. Whenever
the player or one of his friends receives a negative outcome, a
corresponding amount of credits may be deducted from the commonly
held credit balance. Of course, this embodiment applies to
relatives, acquaintances, spouses, etc. of the player, not just to
friends.
[0117] In various embodiments, equity may include a line of credit
to be put onto the player's hotel bill. For example, when a player
achieves a negative outcome, the amount of the negative outcome may
be added to the player's hotel bill.
[0118] In various embodiments, equity may include the player's comp
points. For example, negative outcomes may cause a player to lose
comp points from an existing balance of comp points.
[0119] In various embodiments, equity may include conditional
agreements by a player to accept marketing offers. For example, a
player agrees that if a negative outcome occurs, the player will
switch his long-distance carrier. In this embodiment, the player's
equity is his value as a customer. The player is willing to confer
his value as a customer upon a merchant, by agreeing to do business
with that merchant if the negative outcome occurs. A merchant
would, in turn, pay the casino for the ability to acquire new
customers. The casino, therefore, may receive its payment from a
merchant, rather than from the player, when the player attains a
negative outcome.
[0120] In various embodiments, equity may include conditional
agreements by the player to perform work. For example, the player
agrees that if a negative outcome occurs, the player will answer
survey questions for the casino or for third party merchants who
are paying the casino. Here, the player's equity is the value of
his feedback and opinions to the casino and to third-party
merchants.
[0121] In various embodiments, equity may include an agreement by
the player to pay for any negative balances. For example, the
player may sign an electronic signature pad of the gaming device so
as to signify his agreement to pay the gaming device for any losses
he incurs due to negative outcomes. If the player does incur
losses, then his signature may constitute proof of his obligation
to cover his losses.
[0122] Equity may include a player's level of progression towards
an objective. Several examples of player objectives and related
equity are described below.
[0123] In various embodiments, a bonus game or other secondary game
may involve the traversal of a game board by a game character. The
game character may move within the game board based on one or more
of: the game character's current position; the outcome of a random
or pseudo-random process; the nature of the game board, and player
input. For example, the reels of a gaming device may reveal a
number telling the game character to advance a certain number of
spaces on the game board from its current position. Alternatively,
a player may be given a choice, from which he might select to e.g.,
advance three spaces or advance five spaces. As described in the
"Up and Down Game" example, the nature of the game board may also
influence the game character's moves in that, for example, a chute
or ladder may carry the game character far away from its current
position. The objective of a game under consideration may include:
[0124] reaching a certain location on the game board (e.g.,
reaching one of the last several spaces in the "Up and Down Game"
described above) [0125] visiting each of a set of locations (e.g.,
visiting and buying three related properties in a Monopoly.RTM.
type game) [0126] remaining on a game board (e.g., not falling
through a trap door) [0127] traversing more spaces than are
traversed by an opposing game character (e.g., in a racing game,
traveling more spaces around a track than are traveled by an
opposing game character representing the house")
[0128] In a game involving the traversal of a game board, one form
of equity may be the position of a game character on the board. For
example, if the objective of a game is to reach the later spaces on
a game board, then a game character closer to the later game spaces
will generally have a better chance of reaching such spaces than a
game character which is further way. In the "Up and Down Game"
example, a game character on the 85.sup.th space likely has a
better chance of reaching the 100.sup.th space than does a
character on the 20.sup.th space. In a game where a game character
representing the player is racing against a game character
representing the house, the position of the player's game character
relative to that of the house's game character represents a form of
equity in that the player is more likely to win the race the
further ahead is his character. Thus, not only is the position of a
player's game character a form of equity, but so is the position of
an opposing game character. The opposing character might represent
the house, or it might represent another player.
[0129] It should be noted that the position of a game character may
represent equity even though the player would not be paid if the
game were to end with the game character at its present position.
For example, if a game character finishes on the 85.sup.th space in
the "Up and Down Game", the player would not receive a payout.
However, with a game character on the 85.sup.th square and several
pulls remaining in a block of pulls purchased by the player, the
game character has a good chance of reaching a square that will
result in the player winning a payout. Therefore, the position of
the game character constitutes equity in that it contributes to the
player's expected winnings.
[0130] It should also be noted that a comparison of the equity
present with a game character at two possible locations may assume
that other factors are equal. For example, it may be said that
there is a greater amount of equity in a game character occupying
the 85.sup.st square than in a game character occupying the
12.sup.th square of a game board. However, such comparison may
assume that in both cases, there are the same number of pulls
remaining in the bonus game. The number of pulls remaining is a
different form of equity, which will be discussed further
herein.
[0131] In games where equity may take the form of a game
character's position on a game board, a negative outcome may alter
the game character's position in some deleterious fashion. For
example, in the "Up and Down Game", a negative outcome may be a
number on the reels such as "-2" or "-3" that causes the game
character to move backwards on the game board rather than forwards.
Deleterious effects may also derive from features built into the
game board. For example, chutes create deleterious effects in that
they cause a game character to fall further away from its
destination.
[0132] The interaction of features built into a game board with
symbols generated on the reels of a gaming device creates a
situation where the same reel symbols might, under various
circumstances, result in favorable or unfavorable alterations in a
situation of a game. For example, a "+3" might have a favorable
effect if it simply advances a player three squares on a game
board. However, if the "+3" advances a player to the entrance of a
chute, then the "+3" symbol may have an unfavorable effect.
Similarly, a "-2" symbol might actually be favorable if it places a
game character at the foot of a ladder.
[0133] In a game involving the traversal of a game board by a game
character, another form of equity may be the layout or topology of
the game board itself For example, the presence of shortcuts
between one part of the game board and another may aid the player's
game character in reaching a desired part of the board more
quickly. In the "Up and Down Game" described herein, ladders
provide a shortcut by which a character may advance rapidly up the
game board. A chute is another type of shortcut that may work
against a player, setting the player's game character farther back
on the game board. Thus, a negative outcome may be an outcome that
removes a ladder from a game board, or that adds a chute. A
negative outcome may also, for example, move the bottom or the top
of a ladder to a less advantageous space on the game board, may
move the top or bottom of a chute to a less advantageous space, or
may widen the entrance of a shoot to encompass more than one space.
With a wider entrance to a chute, a game character may have more
opportunities to fall into the chute and to thereby be set further
back on the game board.
[0134] In one or more types of games, a game character may reach a
junction in a game board. From the junction, the game character may
potentially proceed in two or more different directions.
Additionally, it may be more advantageous for a player if his game
character proceeds in a first direction rather than in a second
direction. For example, one direction may take a game character
along a path that goes for many spaces before reaching a desired
destination. The other direction may take the game character along
a path that goes for only a few spaces before reaching a desired
destination. Thus, it may be preferable for the game character to
take the second path rather than for it to take the first path.
[0135] If, when a game character reaches a junction, the player can
improve the game character's chances of going down the more
advantageous direction, then the player will have benefited. Thus,
if a barrier is erected blocking off the less advantageous
direction, thus forcing the game character down the more
advantageous direction, then the player will have benefited.
Additionally, if the path constituting the less advantageous
direction became disconnected from the rest of the game path, then
the player will have benefited. For example, a game board may
comprise a network of interconnected sets of railroad tracks. A
junction may constitute an area where a first set of railroad
tracks and a second set of railroad tracks diverge in different
directions. If the first set of tracks becomes disconnected from
the set of tracks leading into the junction, then the game
character is thereby forced to travel down the second set of
railroad tracks. Alternatively, if a switch is set directing the
player down the second set of railroad tracks, then the game
character is also forced down the second set of railroad
tracks.
[0136] In embodiments where a game board may have junctions, a
negative outcome may introduce junctions onto a game board whereby
the game character is given an opportunity to go down a less
advantageous path than it would otherwise traverse. It may be
assumed, in this embodiment, that a player would have no choice in
the matter of which path a game character would follow. Instead,
whether or not the game character does follow a less advantageous
path may be determined by some random event, such as the spinning
of the reels. The mere potential that a game character might have
to traverse a secondary path that is less advantageous than a
primary path may reduce a player's expected winnings. Another type
of negative outcome may increase a game character's chances of
traversing a less advantageous game path, possibly increasing such
chances to 100%. For example, a negative outcome may throw a switch
at a junction of railroad tracks, forcing a game character down a
less advantageous path.
[0137] Another example of a junction may appear in the "Up and Down
Game". In the "Up and Down Game", a ladder may contain a junction.
For example, the ladder may have one bottom, but two different
branches fanning out of the same bottom, with each branch having
its top at a different space on the game path. If a game character
lands on the space at the bottom of the ladder, then a further
random process may be required in order to determine the branch of
the ladder the game character will traverse. A negative outcome,
obtained before the game character lands on the space at the bottom
of the ladder, may influence the aforementioned random process in
order to increase the game character's chances of taking the less
favorable branch of the ladder, should the game character later
land at the bottom of the ladder. Similarly, a chute may have two
or more branches, and various negative outcomes may influence which
branch would be taken by a game character should the game character
ever land at the entrance of the chute.
[0138] In one or more embodiments, certain spaces or paths may be
added or taken away from a game board. For example, a certain area
on a game board may constitute an island in which treasure is
buried. The only route to the island may be over a bridge. One or
more outcomes may then result in the bridge being destroyed. The
island would then be inaccessible to the player's game character,
to the detriment of the player. On the other hand, one or more
outcomes might result in one or more new bridges being built to the
island. The player's game character might thereby be given better
chances at obtaining the treasure.
[0139] It may be seen from the embodiments described herein, that
one form of equity may lie in the layout and topology of a game
board. A negative outcome may change the layout of a game board to
the player's disadvantage. Such a negative outcome may work, for
example, by adding shortcuts that work against the player, by
removing shortcuts that work in the player's favor, by adding
disadvantageous paths to a game board, and by removing certain
advantageous paths. Of course, beneficial outcomes are also
possible. A beneficial outcome may, for example, add a beneficial
shortcut, remove a disadvantageous shortcut, add a beneficial path,
or remove a disadvantageous path.
[0140] In various embodiments, an objective in a game, such as a
bonus game or secondary game, may be for a puzzle to advance
towards completion. Exemplary puzzles are those involving
components that can be moved relative to one another. Such puzzles
may include a Rubik's cube where, for example, twenty-seven smaller
cubes are moved relative to one another. The puzzle reaches
completion when each side of the larger cube is monochromatic.
[0141] Such puzzles may include a sliding tile game, where each
tile has an associated number, and where tiles must be slid within
a confined playing area. The puzzle reaches completion when the
tiles are in numerical order. Such puzzles may also include a
puzzle consisting of two types of game tokens, where all tokens are
arranged on a linear playing area. Each token of a first type is
allowed to move one space towards one end of the playing area,
while each token of the second type is allowed to move one space
towards the opposite end of the playing area. In addition, a token
may jump over a single token of the opposite type. The puzzle
reaches completion when the two types of tokens each reach their
respective sides of the playing area without any tokens being
stranded within the playing area.
[0142] In various embodiments involving puzzle games, a player may
achieve a payout when a puzzle has reached completion, or when a
puzzle has reached some other designated state (e.g., one side of
the Rubik's cube has been completed). Therefore, the player's
equity in such games may consist of the current state of the
puzzle, and thus in the number of remaining moves required for the
completion of the puzzle. For example, a player has greater equity
in a Rubik's cube game where only one further move is required for
completion than in a game where 10 further moves are required for
completion. The equity is present even if a player would not be
paid for the current state of the puzzle, since the current state
of the puzzle still influences the player's ultimate expected
payment. In puzzle games, a negative outcome may consist of an
outcome that moves the puzzle further from completion. For example,
a negative outcome may scramble a Rubik's cube that had been only
two moves away from completion.
[0143] Note that puzzle games may include crossword puzzle games,
jigsaw puzzle games, mazes, and any other type of puzzle game,
particularly those in which there is a definite progression from
any given state to a completed state.
[0144] In various embodiments, an objective of a game, such as a
bonus game or secondary game, may involve the aggregation of
symbols, tools, ingredients, properties, or other objects. Several
exemplary games are described.
[0145] In a Pac-Man.TM.-themed bonus game, a player's objective may
be to gobble one thousand pellets.
[0146] In various games, certain symbols obtained on the reels in
one or more primary games (e.g., spins of the reels) may be tracked
and aggregated. Within one hundred spins, a player may have the
objective of aggregating one hundred cherry symbols.
[0147] In a Monopoly.TM.-themed bonus game, a player's objective
may be to acquire all properties of a particular color grouping,
thus forming a monopoly.
[0148] In a bonus game with a cooking theme, a player's objective
may be to gather all the necessary ingredients with which to bake a
cake (e.g., sugar, flour, eggs, water, oil, butter).
[0149] In a jigsaw puzzle-themed bonus game, a player's objective
may be to gather all the puzzle pieces required to form a complete
puzzle. For example, puzzle pieces that occur as symbols on the
reels of the gaming device may be placed into appropriate places on
the bonus screen, until the entire puzzle has been completed.
[0150] One form of a player's equity may therefore include the
number of objects that the player has aggregated towards completing
his objective. For example, in the Pac-Man.TM.-themed bonus game, a
player who has gobbled eight hundred pellets will have generally
have more equity than a player who has gobbled two hundred. In a
game with a cooking theme, a player who has gathered the
ingredients of sugar and flour generally has more equity than has a
player with only sugar.
[0151] In games where a player aggregates objects, a negative
outcome may cause the player to lose one or more aggregated
objects. For example, in the cooking game, a "child" symbol might
appear on the reels. An animation of the child may then start
playing with the egg. The animated child may then drop the egg on
the ground, breaking it. The "child" has thus served as a negative
outcome in removing player equity that took the form of an egg.
[0152] Note that in games where a player must aggregate objects,
certain objects may be more difficult to obtain than others. For
example, in a cooking game, it may be much easier to obtain a
"flour" symbol on the reels of a gaming device than it is to obtain
a "cinnamon" symbol. Thus, a player who has obtained only a
"cinnamon" symbol may be said to have more valuable equity than a
player who has obtained only a "flour" symbol. Accordingly, a
negative outcome that causes a player to lose one type of object
may be more severe than a negative outcome that causes the player
to lose another type of object, though the quantity of objects lost
may be the same.
[0153] Once again it should be noted that a player may be said to
have equity after having acquired certain objects, even if the
player does not yet have enough objects to meet an objective (and
to thereby receive a payout). The player may have equity simply
because of the possibility of obtaining the remaining objects
required to meet an objective, and to thereby receive winnings.
[0154] In various embodiments, a related objective to that of
acquiring and aggregating objects, is to acquire objects that will
potentially have a future use. In this case, a player's objective
is not only to acquire objects, but also to realize a situation in
which the objects can be put to use. Several examples are described
below.
[0155] In a Monopoly.TM.-themed bonus game, a player tries to
acquire a complete color group. However, the player is then paid
only if an opposing game character lands on the acquired color
group. Therefore, the player's objective is not only to obtain the
right number and type of properties, but also to have an opposing
character land on them.
[0156] In a basic game (in which the player spins the reels of a
gaming device), the player attempts to gather tools, such as a
pick, a shovel, a bucket, and a treasure map. The player then hopes
to achieve a bonus symbol so as to enter a bonus round. In the
bonus round, the player will be on an island where he will have the
opportunity to use his tools in order to find and dig for treasure.
Therefore, the player's objective is not only to find tools, but
also to obtain entry into the bonus round in order to use them.
[0157] In these examples, even though objects alone do not bring
the player a payout, the objects a player has acquired may
constitute equity. This is because the objects the player has may
amplify the benefit a player receives should a particular situation
occur in the future. Therefore, the objects do confer a positive
expected payment upon the player. Accordingly, a negative outcome
may serve to take from the player objects that have a potential
future use.
[0158] In various embodiments, a game, such as a bonus game or
other secondary game, may provide the player with one or more
handle pulls in which to accomplish some objective. For example, in
the "Up and Down Game" described herein, the player's game
character has the objective of advancing along a game path. In the
"Cops and Robbers" game described herein, the player's game
character has the objective of robbing as many banks as possible,
and of stashing money in a hideout before it is taken by cops.
Evidently, the number of handle pulls allowed the player may be an
important factor in the player achieving an objective. For
instance, if typical symbols related to the "Up and Down Game" are
"+1", "+2", and "+3", then a player's game character is unlikely to
advance to the 100.sup.th space of a game path on only a single
handle pull. The player will typically require multiple handle
pulls. Similarly, in the game of "Cops and Robbers", a player's
game character will generally gather more money the more handle
pulls the player has. In a game involving aggregation, a player
will generally be able to aggregate more objects the more handle
pulls he has.
[0159] Therefore, one form of equity a player may possess is a
number of handle pulls remaining in which to achieve an objective.
In many situations, more handle pulls constitutes greater equity. A
negative outcome may accordingly take away handle pulls from a
player. For example, a negative outcome may subtract three from a
tally of "pulls remaining" for a player in a bonus or secondary
game. Another type of negative outcome may negate the potential of
handle pulls allowed the player. For example, in the "Cops and
Robbers" game described above, a negative outcome is a "jail"
symbol. Although the "jail" symbol does not explicitly take away
handle pulls form a player, the "jail" symbol takes away most of
the benefit of a handle pull, since the only payout allowed the
player when in jail is the jackpot payout.
[0160] It may be noted however, that more handle pulls is not
always better. For example, in the "Cops and Robbers" game, the
robber may be in possession of a lot of money. Each handle pull
allowed the player has the potential to bring up a "badge" symbol,
after which a cop will take the money from the robber. Thus, more
handle pulls may increase the chances of the player obtaining
negative outcomes, and may therefore not always be beneficial.
[0161] In various embodiments, rather than receiving a set number
of handle pulls in which to accomplish an objective, a player may
receive a set amount of time. The player may then be allowed to
make as many handle pulls as possible in the allotted time.
Therefore, more time may also give the player more opportunities to
accomplish an objective. Equity may thus take the form of a time
remaining in a bonus game or other secondary game. Note that in one
or more embodiments, a player with a lot of time remaining may
nevertheless choose not to make any further handle pulls (e.g.,
because he fears a negative outcome). Thus, time remaining is not
necessarily a liability for a player in situations where handle
pulls remaining would be.
[0162] In various embodiments, a game at a gaming device may
involve a grid with symbols or outcomes corresponding to one or
more grid locations. A player may, for example, choose three grid
locations corresponding to hidden symbols. The symbols behind the
chosen locations may then be revealed and may form an outcome. The
player may be paid based on the outcome. Alternatively, symbols in
the grid may not be hidden. When symbols are not hidden, symbols
may be chosen by a random process, so that a player is not able to
simply pick the best possible symbols. Once chosen, symbols may be
removed from the grid. Alternatively, especially if the player
chooses grid locations, the symbols may remain but may be placed in
different locations on the grid. The player may not be informed of
such locations so as to prevent him from repeatedly choosing the
same grid symbols.
[0163] One feature of a gaming device with a grid of symbols is
that the same grid may be used for multiple handle pulls. As the
player makes one or more handle pulls involving the same grid, he
may learn more information about the grid. For example, in an
embodiment where symbols are removed from a grid, a number of
symbols may be chosen for the player that are unfavorable. However,
once these unfavorable symbols are removed from the grid, the
overall composition of the grid may become favorable for the
player. Thus, the player may have an incentive to use the grid for
future handle pulls. In embodiments where symbols are hidden and
are not removed from a grid, a number of favorable symbols may
initially be chosen for the player. The player may thereby infer
that the overall composition of the grid is favorable. The player
may therefore be encouraged to continue playing using the grid. In
embodiments where a player may add symbols to a grid, such as by
adding symbols obtained on the reels, the grid may become favorable
when one or more favorable symbols are added (e.g., jackpot
symbols).
[0164] In games that employ a grid of symbols, equity may take the
form of a composition of the grid. For example, a grid that began
with a random composition (e.g., a random mix of symbols), and from
which a number of unfavorable symbols have been removed (e.g.,
blank symbols), may constitute valuable equity. The favorable
composition of the grid may confer positive expected winnings upon
the player in future games in which he uses the grid. Therefore, a
negative outcome may include an outcome that alters the composition
of a grid of symbols. The negative outcome may, for example, add
unfavorable symbols, remove favorable symbols, replace all symbols
with a random mix of symbols, and so on.
[0165] Note that equity may also take the form of player
familiarity with a grid. For example, in an embodiment where all
grid symbols are hidden, and where the player selects grid
locations, the gaming device may occasionally provide hints to a
player as to where one or more symbols are located. For instance,
"There is a jackpot symbol in the upper right quadrant of the
grid." A negative outcome may then scramble the locations of hidden
grid symbols, thus obviating any knowledge the player had
accumulated from hints.
[0166] In various embodiments involving games with negative
outcomes, a player may obtain equity in the form of defenses to
possible negative outcomes. For example, suppose a player has
wagered ten credits in return for the opportunity to make twenty
handle pulls at a gaming device. Over the course of the ten handle
pulls, the player will try to build up a "win balance" while
avoiding a "thief" symbol, which takes away half of the player's
win balance. Prior to getting the "thief" symbol, a player may
obtain a "security camera" symbol. The player may then be said to
possess a security camera, and his possession of the security
camera may be indicated by the presence of a "security camera" icon
at the bottom of a display screen of the gaming device. Then, the
next time a "thief" symbol appears, the security camera may provide
a defense for the player. For example, the security camera may
allow the player to keep his win balance in tact. Presumably, the
security camera has allowed the thief to be detected before the
thief could take half of the player's win balance. Of course, many
other types of symbols may serve defensive purposes. For instance,
a "safe" symbol might protect the player's win balance by
presumably allowing the player to store his win balance in the
protected area of a safe. A "security guard" symbol may also
provide protection against a "thief" symbol.
[0167] Defensive measures may apply to many other games as well. In
the "Up and Down Game", a player may obtain a "cover" symbol. Then,
when the player's game character lands on the entrance to a chute,
the player may presumably place the cover over the entrance to the
chute so that the game character does not fall in. In the "Cops and
Robbers" game, the player may obtain a "bail bond" symbol. Then, if
the player's game character is ever placed in jail, the player may
use his bail bond to get out of jail immediately.
[0168] Defensive measures need not be complete. For example, when a
"safe" is used protect a player's win balance, a thief may perhaps
drill a hole in the safe and extract a small portion of the
player's win balance. Therefore, in the event of the occurrence of
a "thief" symbol, a safe may result in the player losing only a
quarter of his win balance rather than one half of his win balance.
Defensive symbols may thereby reduce the severity of a negative
outcome without completely eliminating its effects.
[0169] In one or more embodiments, a defense measure may work on a
probabilistic basis. For example, suppose a player has obtained a
"security camera" symbol. If a "thief" symbol later appears, then
either of two scenarios may occur. In the first scenario, the
security camera detects the thief and the player's win balance
remains in tact. In the second scenario, the security camera does
not detect the thief, and the player loses half his win balance,
the amount he would have lost even without the camera. The gaming
device may choose randomly among the first and second scenarios,
according to a predetermined probability mass function. For
example, the first scenario has a 2/3 chance of occurring while the
second has a 1/3 chance of occurring. Such a determination may be
indicated by a further spinning of the reels, by the rolling of
simulated dice, by the flipping of a simulated coin, etc.
[0170] In one or more embodiments, a defensive measure may work or
not work according to a predefined schedule. For example, a
security camera may work the first, third, fifth, etc., times a
thief appears, but it may not work the second, fourth, sixth, etc.,
times.
[0171] As may be seen, defensive measures, including symbols that
have been obtained by a player that may later be used to nullify
the effects of a negative outcome, may be a form of equity. By
reducing the chances of future loss, a defensive measure increases
the expected winnings of a player. Accordingly, one or more
negative outcomes may eliminate or nullify defensive measures that
have been obtained by the player. For example, suppose a player has
obtained a security camera to protect his win balance. A "hammer"
symbol may later appear on the reels, and may cause the camera to
be smashed. Additionally, negative outcomes against which the
defensive measures were designed to protect may also eliminate the
defensive measures. For example, a security camera retained by the
player may disappear once a "thief" symbol appears. The security
camera may therefore serve its defensive function, but may be "used
up" in the process. Of course, a security camera may last through
the occurrence of more than one "thief" symbol. For example, a
security camera may last through the occurrence of three "thief"
symbols before disappearing.
[0172] Defensive measures may also disappear after a predetermined
amount of time, or after a predetermined number of handle pulls,
whether or not they are used. For example, the batteries for a
security camera may run out after three handle pulls, after which
the security camera will no longer serve as protection against a
thief. Additionally, the effectiveness of a defensive measure may
wane over the course of time, or over the course of one or more
handle pulls. For example, one pull after a player receives a
"safe" symbol, a "thief" symbol may be unable to take any of a
player's win balance. However, two pulls after a player receives a
"safe" symbol, a "thief" symbol may be able to take a quarter of a
player's win balance.
[0173] In one or more embodiments, a player may have the option of
using or not using a defensive measure. For example, in the "Cops
and Robbers" game described herein, a player may not wish to have
his game character get out of jail. Being out of jail might make
the game character vulnerable to being caught by a cop again, when
the cop might take money from the character that had not been taken
previously. In one or more embodiments, the gaming device might
choose, on behalf of the player, whether or not to use a defensive
measure based, for example, on what would be most beneficial for
the player.
[0174] In one or more embodiments, a defensive measure may take the
form of a decoy. For example, in the "Cops and Robbers" game
described herein, a player may obtain a "look-a-like" symbol. A
decoy game character may then appear. If a cop later appears, the
cop may end up arresting the decoy rather than the real robber. In
a game where a "thief" symbol may steal the player's win balance,
the player may have one or more decoy safe deposit boxes for in
which his win balance is apparently concealed. In various types of
games, a player may have the opportunity to spawn one or more
supplementary processes. In general, a supplementary process may be
defined as a secondary or parallel means by which a player may
derive benefit at a gaming device. A supplementary process occurs
at the same time as does one or more primary processes, such as the
generation of reel outcomes across a single pay-line, or the
conduct of a bonus game. A supplementary process thereby differs
from a bonus game found on a typical gaming device in that the
bonus game at a typical gaming device is the only process that is
occurring at a given time. An analogy for a supplementary process
may be found in the game of pinball. In pinball, a player may
occasionally receive extra balls in addition to the primary ball.
These extra balls bounce around and contribute to the player's
core. Another analogy may be found in the video game of Galaga.TM..
In Galaga.TM., a player used a single game character to shoot down
invading entities. However, occasionally the player may earn a
supplementary game character. The supplementary character would
then sit alongside the first game character, and the player would
then have two guns pointed at the invading entities.
[0175] In various embodiments of the present inveniton,
supplementary processes may take a number of forms. In an exemplary
version of the "Up and Down Game", a player may obtain
supplementary game character. For example, a "game character"
symbol may appear on the reels of the gaming device. The
supplementary game character may then be placed on the game board
at a different space than that of the primary game character.
Throughout the rest of the game, any symbols or outcomes that apply
to the primary game character may then also apply to the
supplementary game character. For example, if the player obtains a
"+3" symbol, than both the primary game character and the
supplementary game character may advance by three spaces on the
game board. Advantageously for the player, the player may now
receive a payout if either game character finishes the game on one
of the spaces marked with a payout. The player's chances for
receiving a payout are therefore significantly better.
[0176] In the exemplary game of "Cops and Robbers", a player may
also obtain a supplementary game character. Then, when a player
receives a "bank" symbol, both characters may rob different banks,
increasing the amount of money obtained for the player.
Additionally, if a cop appears, the cop may only confiscate money
from one of the game characters. Furthermore, if a "jail" symbol
appears, then perhaps only one of the game characters will be
arrested. Therefore, the presence of a supplementary game character
may provide a number of benefits for the player.
[0177] In various embodiments, a player may win the right to
benefit from an extra payline at a gaming device for a specified
period of time. For example, for the next twenty pulls, a player
may benefit from outcomes on two paylines for the price of playing
one payline. Therefore, the enabling of the of the second payline
serves as a supplementary process. As another example, in a game
where a player prepays for twenty pulls in which one pay line will
be used, a supplementary process may entail enabling a second
payline for the remainder of the twenty pulls, with no further
payment required of the player.
[0178] In various embodiments involving a game of video poker, a
player may win the right to benefit from an extra hand of cards for
a specified period of time. For example, for the next twenty pulls,
for the price of playing three hands of poker, a player may also
receive a fourth hand. The player may then win based on any of the
four hands.
[0179] In some exemplary games, a player prepays for a specified
number of handle pulls. During the handle pulls, the player may
obtain one or more "egg" symbols on the reels. Upon the occurrence
of an "egg" symbol, an egg will appear in a boiling pot illustrated
on a screen of the gaming device. At the conclusion of the
specified number of handle pulls, the player is paid for each egg,
based on the number of handle pulls for which the egg has been
boiling. Therefore, each egg the player obtains constitutes a new
supplementary process, because each egg is boiling in parallel with
the conduct of the primary game, and is earning a benefit for the
player.
[0180] In some exemplary games, a player prepays for a specified
number of handle pulls. Prior to making the handle pulls, the
player may make an initialization handle pull in which he may
obtain symbols representing one or more carrots. The carrots may
then be placed in a garden. The carrots may then grow over the
course of the handle pulls, and the player may later earn a payout
based on the number of carrots he has at the end of the series of
handle pulls. The player's task is complicated, however, by the
possible appearance of "rabbit" symbols on the reels. The "rabbit"
symbols may result in animated rabbits eating the player's carrots.
In this exemplary game, each carrot may represent a supplementary
process, in that the carrot earns a benefit for the player by
lasting until the end of the game.
[0181] In various embodiments involving games with supplementary
processes, the supplementary processes may be considered as a form
of equity, since the supplementary processes may contribute to the
player's expected winnings. For example, a supplementary game
character may have the potential to generate extra winnings for a
player. The ability to win payouts using an extra payline or an
extra hand of cards also allows the player to generate extra
winnings. The presence of eggs or carrots also gives a player the
possibility of achieving greater winnings at the conclusion of a
game.
[0182] Accordingly, in a game involving a supplementary process, a
negative outcome may eliminate the supplementary process. For
example, a negative outcome may cause a supplementary game
character to be removed from a game board. In fact, once a
supplementary game character is present on a game board, no
distinction may he made between the first game character and the
supplementary game character. Therefore, a negative outcome may
remove any game character from a game board. However, in one or
more embodiments, a negative outcome may not eliminate the last
game character from a game board. A negative outcome may cause a
player to lose the benefit of an extra payline or of an extra hand
of cards. A negative outcome may also cause a player to lose one or
more eggs, or to lose one or more carrots.
[0183] In various embodiments, a player may obtain equity in the
form of any altered value of a variable that governs play at a
gaming device. Such variables may include the payout for the
outcome "bell-bell-bell", the probability of the outcome
"cherry-cherry-cherry", the wager amount required to initiate a
handle pull, the number of jackpot symbols present on the reels,
and so on. For example, a player may obtain a symbol on the reels
of the gaming device that doubles the payout for "bell-bell-bell"
for the next ten handle pulls. The elevated payout for
"bell-bell-bell" may constitute equity, because the elevated payout
has increased the player's expected winnings on each handle pull.
Similarly, if the probability of the outcome "cherry-cherry-cherry"
is increased from its typical value to twice its typical value, the
player will be more likely to win a payout corresponding to the
outcome "cherry-cherry-cherry". Therefore, the increase in the
probability will have added to the player's expected winnings. A
decrease in the amount of a wager required to play a game at a
gaming device may also constitute equity, since, with reduced
expenses, a player's expected profits for a handle pull are
increased (or his expected losses are decreased).
[0184] In various embodiments, negative outcomes may reduce equity
that takes the form of altered values of variables governing play
at a gaming device. For example, if a payout for a given outcome
has been increased from a first value to a second value for the
next ten handle pulls, a negative outcome may reduce the payout for
the outcome back to its first value. A negative outcome might also
reduce the payout for the outcome to a third value, which is
greater than the first value but less than the second value. A
negative outcome might also reduce the time over which an altered
value for a variable is in effect. For example, if a payout for a
given outcome is to be elevated for the next 10 handle pulls, the
negative outcome may reduce the duration to only five handle pulls.
Then, after five handle pulls, the payout may return to its typical
value.
[0185] Note that a negative outcome may alter the values of one or
more variables governing game play even when the values of such
variables had not previously been altered in the player's favor.
For example, suppose a player plays a game in which he purchases a
block of ten handle pulls. He is then allowed to make ten handle
pulls without making any further payment. The player may also
receive any payouts corresponding to winning outcomes generated
during the ten handle pulls. On his first handle pull, the player
may receive a negative outcome that reduces the payout of the
outcome "plum-plum-plum" to zero for the next handle pull. Thus,
the player's expected winnings per handle pull from the gaming
device are now lower than when he started play.
[0186] Once the player has established equity in the gaming device,
equity may be taken from the player upon the occurrence of a
negative outcome. In this way, the player can lose more than the
original amount of his wager. If the player's equity in a gaming
device ever goes below a predetermined threshold, then the player
may be required to establish more equity in the gaming device so
that negative outcomes can continue to be effective in maintaining
the profitability of the gaming device for the casino. For example,
a player's equity might consist of his credit balance. The player's
gaming device may further have the potential of generating negative
outcomes that take away ten credits from the player's credit
balance. If the player's credit balance falls below ten credits,
the negative outcome would not cause the player to lose 10 credits.
Therefore, the player may be required to insert more coins into the
gaming device so as to get his credit balance over 10 credits.
[0187] A player who does not have sufficient equity in a gaming
device so as to allow for the occurrence of negative outcomes, may
still be allowed to play the gaming device in a mode that does not
employ negative outcomes. For example, the gaming device may act as
a standard gaming device, where the player makes a wager, and
cannot lose more than the amount of his wager. The pay table for
the gaming device where negative outcomes are not being used may be
quite different from the pay table when negative outcomes are being
used. Thus, a gaming device may employ two distinct pay tables, one
involving one or more negative outcomes, and one involving no
negative outcomes. When a player who is playing a gaming device in
"standard mode" (i.e. where there are not negative outcomes) builds
up sufficient equity, the gaming device may offer to allow the
player to play in "negative outcome mode". If the player accepts,
then the pay table for standard mode, which had been backlit, may
be darkened, while the pay table for negative outcome mode may
become newly backlit. For example, a player might begin a session
by inserting only enough coins on every handle pull to pay for that
handle pull. However, in order to play using negative outcomes, the
player must have a credit balance of at least twenty credits.
Suppose that the player wins a payout of thirty coins. The payout
is added to the player's credit balance. The gaming device may now
offer to allow the player to play using negative outcomes. The
offer may be made via text, audio, or any other mode of
communication. In some embodiments, when the player has built up
sufficient equity, the player's gaming device may automatically
switch to negative outcome mode. Similarly, when a player who had
been playing in negative outcome mode becomes low on equity, his
gaming device may offer to allow him to play in standard mode. If
the player does not accept, then the gaming device may require him
to insert more credits.
[0188] In some embodiments, the gaming device may facilitate the
building up of equity by withholding a portion of a player's
payouts. For example, the gaming device may withhold: [0189] one
coin from every payout of five coins or more [0190] 5% of any
payout [0191] any payout that occurs immediately after a prior
payout [0192] any payout that is not the largest payout in a
consecutive sequence of winning outcomes [0193] any payout from a
pay line that is not the highest-paying pay line on a given handle
pull The total amount of any withholdings may be tracked by the
gaming device, and may be displayed to the player as a separate
balance. The separate balance may be labeled, for example, an
"equity balance." Any negative outcome may then take away from the
player's equity balance. At the end of a playing session, if the
player still has any equity balance remaining, then the player may
be able to cash out the equity balance. The gaming device may also
require the player to insert coins or to allow the deduction of
credits on a regular basis so as to build up an equity balance. For
example, the player may be required to insert an extra coin every
three handle pulls in order to build up an equity balance.
[0194] Note that one of the forms of equity mentioned above need
not serve as equity in all embodiments. For example, a player may
have a credit balance of twenty coins. However, the rules of
operation of a gaming device dictate that the gaming device may
never take coins from a player's credit balance unless the player
specifically deducts such credits in order to make a wager.
Therefore the player's credit balance does not serve as equity, but
simply as a convenient form of cash for the player. However, the
same player may be promised a bonus of fifty coins in one hour,
should he maintain his rate of play at the gaming device. The
promised bonus may serve as equity in that the gaming device may
add or subtract from the amount of the promised bonus depending on
the outcomes the player achieves.
Generate an Outcome.
[0195] In one embodiment, the gaming device receives a wager from
the player, receives a signal from the player to initiate a handle
pull, and generates an outcome for the player in a manner similar
to that of a conventional gaming device. For example, once the
player has made a wager and pulled the handle of the gaming device,
the processor of the gaming device provides instructions to spin
the reels, generates a random number, matches the random number to
a corresponding outcome (a set of symbols), and causes the reels to
stop in such positions so that the generated outcome is displayed
to the player.
Adjust the Player Equity in the Gaming Device Based on the
Outcome.
[0196] If the outcome is a winning outcome, such as
cherry-cherry-cherry, or a full house, then the gaming device may
add to the player's equity in the gaming device. For example, the
gaming device may add five credits to the player's credit balance.
However, a winning outcome need not result in a player's equity
increasing. For example, the gaming device may pay a winning
outcome in the form of coins dropped into the coin tray. In this
case, the player's equity in the gaming device has not
increased.
[0197] If the outcome is a negative outcome, then the player's
equity may be reduced accordingly. In one embodiment, negative
outcomes cause a player to lose a fixed percentage of his equity,
such as his credit balance. For example, a negative outcome may
take away 50% of a player's credit balance. A player with a balance
of forty, upon attaining such a negative outcome, would end up with
a balance of twenty. Negative outcomes may take away other
percentages, such as 10%, 33.3%, 66.7%, 75%, or 1100 of a credit
balance. A negative outcome might even take away more than 100% of
a credit balance. The player might then be responsible for any
amount taken in excess of his credit balance. For example, in some
embodiments, if 150% of the player's credit balance is taken, then
the player loses his credit balance and must additionally insert a
number of credits equal to half of what his credit balance had
been. Alternatively, the player might pay the amount in excess of
the amount of his credit balance using other equity. If a negative
outcome would take away a fractional credit, then the number of
credits to be taken may be rounded either in favor of the casino or
in favor of the player. For example, if a player has a balance of
eleven, and he receives a negative outcome that takes away 50%,
then the player may end up with either five or six credits,
depending on the rules of rounding that are applied. Alternatively,
the casino may keep track of fractional amounts of credits that
were not taken from the player, and may only take a full credit
when the fractional amounts add up to a full credit. In another
variation, the casino first takes a full credit for any fractional
amount owed by the player, but allows the player to keep subsequent
fractional amounts until they add up to the full credit already
taken. One benefit of negative outcomes that take away a percentage
of a player's credit balance, is that, so long as a player is not
using up a credit to initiate each handle pull, the player's credit
balance cannot go negative. For example, a player's credit balance
may be cut in half 10 times in a row, but dividing a positive
number by 2 will never make the number go negative. In some
embodiments, however, a player's credit balance is allowed to go to
zero. For example, a player with a single credit may go to zero if
he gets a negative outcome that takes away 50% of a balance, even
though fractional credits would normally be rounded in favor of the
player.
[0198] The magnitude of a negative outcome may have a more
complicated functional dependence upon a player's credit balance.
For example, if the player's credit balance is one hundred or less,
then a negative outcome takes away 50% of the balance. However, if
the player's credit balance is more than one hundred, the negative
outcome takes away only 33% of the player's credit balance. The
magnitude of a negative outcome may be dependent on other factors
as well. These factors may include:
[0199] The time of day
[0200] The day of the week
[0201] The identity of the player
[0202] The player's status as a customer of the casino
[0203] The weather
[0204] For example, a player who has visited the casino more than
five times in the past year may be considered a good customer of
the casino, and may therefore receive the benefit of negative
outcomes which take away a relatively smaller proportion of his
credit balance. As another example, if it is between 3:00 am and
7:00 am, then the casino may want to encourage play, and therefore
negative outcomes may be of a smaller magnitude than usual.
[0205] Negative outcomes may be depicted with the addition of new
symbols to existing gaming devices. For example, "thief" symbols
could be added to the reels of a gaming device. Then, a negative
outcome would be indicated by the appearance of at least two thief
symbols across a pay line. Alternatively, existing symbols of a
gaming device could be used to indicate negative outcomes. For
example an ordinarily meaningless symbol combination, such as
orange-bell-bar, might represent a negative outcome. In some cases,
one or more blanks may represent a negative outcome.
[0206] The following example illustrates how the use of negative
outcomes can allow a player to win more frequently, without
changing the payouts of outcomes, and without altering the payback
percentage of the gaming device. The payout structure of a typical
slot machine, taken from Jim Regan's Winning At Slot Machines, is
reproduced below: TABLE-US-00001 Outcome 0 2 2 5 5 5 20 10 10 20 14
14 20 18 18 20 50 100 Hits 8570 680 680 200 200 68 20 42 6 42 20 5
50 4 20 20 20 1
The win frequency of a slot machine may be defined as the
percentage of handle pulls in which the player can expect to
achieve a winning outcome. The win frequency may be derived by
summing the number of hits for a winning outcome that are contained
within a cycle, by the total length of the cycle. In the case of
the above payout structure, the win frequency is: (#Hits for first
outcome paying 2+#Hits for second outcome paying 2+ . . . +#Hits
for outcome paying 100)/(Length of cycle)=(680+680+ . . .
1)10648.apprxeq.19.5%
[0207] Now, the above payout structure will be modified to include
the addition of a negative outcome. The new payout structure is as
follows, TABLE-US-00002 Outcome 0 -10 2 2 5 5 5 20 10 10 20 14 14
20 18 18 20 50 100 Hits 3386 864 5000 680 200 200 68 20 42 6 42 20
5 50 4 20 20 20 1
The new payout structure includes a negative outcome that causes a
player to lose ten coins from his credit balance. Note also that
the new payout structure allows the first outcome paying two to
occur much more often than it had. The outcome now occurs on five
thousand hits of the cycle, whereas previously it had occurred on
just six hundred eighty hits of the cycle. The total length of the
cycle has not changed, remaining at ten thousand six hundred
forty-eight. The win frequency can be shown to have increased to
approximately 60.1%. Meanwhile, the payback percentage of the
gaming device has not changed. A payout structure such as the one
above may prove to be more exciting to a player, since he now wins
more often than he had with the original payout structure.
[0208] Note that the negative outcome could also have been made,
for example, a "lose 50% of your balance" outcome. Then, the above
payout structure would be accurate only when the player had a
balance of twenty coins. Otherwise, for example, if the player had
a balance of thirty, the negative outcome in the above payout
structure would read--15, and the gaming device would have a
different payback percentage than 94.5%.
[0209] One advantage of having a negative outcome whose magnitude
is dependent on the player's balance, is that a player may be given
a large number of handle pulls for a fixed price, without the large
number of handle pulls necessarily being a liability for the
casino. This is because, over the long run, a player's balance
might tend towards an equilibrium balance, and not increase
unboundedly. To illustrate, suppose a negative outcome takes away
50% of a player's credit balance, while all of the winning outcomes
are fixed at a particular number of coins. When the player has a
high credit balance, the negative outcome will have a relatively
more significant impact, and the player's expected return from any
spin will be negative. Therefore, the player's credit balance will
tend downwards. However, when the player has a low credit balance,
the impact of the negative outcome will be relatively minor. The
effects of the winning outcomes will outweigh the effects of the
negative balance, and so the player will have a positive expected
return on every handle pull, and his balance will tend upwards. For
some balance, termed an equilibrium balance, the effects of the
negative outcome and the winning outcome will cancel each other
out, and the player will have an approximately zero expected
payback on every spin. Over the long run, the player's credit
balance will tend to fluctuate about the equilibrium balance.
Therefore, a casino may provide the player with a relatively large
number of pulls, for a relatively small upfront price, knowing that
the player's credit balance will tend to remain in the vicinity of
the equilibrium balance, and not grow continually. A player may
even receive a large number of pulls that are then executed very
rapidly by the gaming device. For example, the player may receive
five thousand pulls, all of which are executed by the gaming device
in the span of two minutes. The gaming device might then pay the
player the amount of any remaining credit balance after five
thousand pulls.
[0210] The following is an exemplary calculation of the equilibrium
balance, B.sub.eq, when a negative outcome takes away 50% of a
player's balance, B. The payout structure with the negative outcome
is reproduced below, only now the negative outcome is -0.5B.
TABLE-US-00003 Outcome 0 -.5B 2 2 5 5 5 20 10 10 20 14 14 20 18 18
20 50 100 Hits 3386 864 5000 680 200 200 68 20 42 6 42 20 5 50 4 20
20 20 1
[0211] The equilibrium balance B.sub.eq occurs when a player does
not make a wager to initiate a handle pull, and when the expected
payout on a handle pull is zero. Therefore, the following equation
sets the expected payout equal to zero: EV=(prob of 1.sup.st
outcome).times.(payout of 1.sup.st outcome)+(prob of 2.sup.nd
outcome).times.(payout of 2.sup.nd outcome)+ . . . +(prob of last
outcome).times.(payout of last outcome)=3386/10648.times.0+(prob of
negative outcome).times.-0.5B.sub.eq+5000/10648.times.2+ . . .
+1/10648.times.100=0 Rearranging the equation above, to isolate
B.sub.eq gives: (prob of negative
outcome).times.0.5B.sub.eq=3386/10648.times.0+5000/10648.times.2+ .
. . +1/10648.times.100 B.sub.eq=(1/0.5)/(prob of negative
outcome).times.(3386/10648.times.0+5000/10648.times.2+ . . .
+1/10648.times.100)
B.sub.eq=2/(864/10648).times.(3386/10648.times.0+5000/10648.times.2+
. . . +1/10648.times.100) B.sub.eq.apprxeq.43.3 The following is a
list of some other exemplary effects of a negative outcome: [0212]
The amount of a guaranteed bonus is reduced. For example, if a
player was guaranteed to receive $50 at the end of an hour of play,
the player might now be guaranteed to receive only $40. [0213] A
lower valued prize is substituted for a prize that had originally
been guaranteed to a player. For example, rather than being
guaranteed a one-night stay in a suite of the casino, the player is
guaranteed only a one-night stay in a regular room. [0214] The
player's winnings balance is reduced. [0215] The amount of money a
player had inserted into a gaming device prior to initiating a
handle pull is reduced or taken completely. [0216] The amount of
consideration due to a player is reduced. For example, if the
player has inserted $20 to receive a promise of a $50 meal, the $50
meal may become only a $40 meal. [0217] The quality of a player's
comp is reduced. For example, the player may have a comp for a meal
at a gourmet restaurant. However, as the player receives negative
outcomes, the player's comp may become a dinner at the steakhouse,
then a meal at the coffee shop, then a buffet, then a free item at
the snack bar, and then nothing. Determine Whether the Player May
Retrieve his Remaining Equity.
[0218] A player may be restricted as to when he can retrieve the
equity in his gaming device. For example, the player might be
engaged in contract play, where he may only cash out his credit
balance after having made a predetermined number of handle pulls,
or after having played for a required period of time. A player may
be guaranteed a bonus payout, but only after having completed a
required amount of play, such as five hundred handle pulls, or one
hour of play. A player's equity might be a prize (e.g. a free $50
dinner) that he can only retrieve at a particular time (e.g. at
dinner time).
[0219] Therefore, in this step, the gaming device may determine
whether the player may retrieve his remaining equity. For example,
the gaming device determines whether the player has completed the
number of handle pulls required for a contract, or whether the
player has completed the required amount of play to receive a
guaranteed bonus.
[0220] In one embodiment, a player may not yet be eligible to
retrieve his remaining equity. For example, the player has made
only eighty of the one hundred pulls required in an agreement.
However, the player may still be allowed to retrieve a portion of
his equity. For example, if the player has a credit balance of
fifty credits eighty pulls into a one hundred-pull contract, the
player may be allowed to retrieve forty credits. By retrieving
equity early, the player may forfeit any remaining amount of
equity.
[0221] In some embodiments, the gaming device may even provide the
player with extra equity if he retrieves his equity early. In this
way, the gaming device may free itself up for other players.
Provide the Player with his Equity.
[0222] If the player may retrieve his remaining equity, the gaming
device may provide the equity to the player. In some embodiments,
the gaming device only provides the equity upon the request of the
player. The player may, optionally, continue playing even if he has
the capability of retrieving his equity.
Alternate Methods and Uses
[0223] Various embodiments of the present invention have been
described at length with respect to the functions of the gaming
device. However, the central server may perform any one or more
functions of the gaming device, including tracking or storing
player equity. The central server may allow a player to move from
one gaming device to another, without the player having to retrieve
his equity from the gaming device. Rather, the central server can
facilitate the transfer of equity from one gaming device to
another, e.g. by communicating to the first gaming device that it
no longer may provide equity to a player, and by communicating to a
second gaming device that it now may provide equity to a
player.
[0224] In various embodiments, at any given time, a player may have
the option of banking the full or a partial amount of equity he has
established in a gaming device.
[0225] In various embodiments, a player need not make a wager prior
to initiating a handle pull. The player may simply establish equity
in the machine, and then have a portion of such equity deducted
upon the occurrence of a negative outcome.
[0226] In various embodiments, the magnitude of a negative outcome
depends on the number of times the negative outcome has occurred in
the past. For example, the first time a negative outcome occurs, it
might cause the player to lose ten credits. The next time it
occurs, the player loses twenty credits. The third time the
negative outcome occurs, the player loses forty credits.
[0227] The magnitude of a negative outcome may increase by a fixed
amount each time the negative outcome occurs. For example, each
time the negative outcome occurs, the player loses five more
credits than he had lost the last time the negative outcome
occurred.
[0228] The magnitude of a negative outcome may increase by a fixed
percentage. For example, the magnitude of the negative outcome
increases by 50% each time it occurs.
[0229] The magnitude of a negative outcome may decrease by a fixed
amount each time the negative outcome occurs. For example, the
player may lose ten credits the first time a negative outcome
occurs, lose nine credits the second time, eight credits the third
time, and so on.
[0230] The magnitude of a negative outcome may decrease by a fixed
percentage each time the negative outcome occurs. For example, the
magnitude of the negative outcome goes decreases by 10% of its
previous value each time the negative outcome occurs.
[0231] The magnitude of a negative outcome may increase by a random
amount each time the negative outcome occurs.
[0232] The magnitude of a negative outcome may decrease by a random
amount each time the negative outcome occurs.
[0233] In various embodiments, there are many other ways in which
the magnitude of a negative outcome may vary. The magnitude of a
negative outcome may depend not only on the number of times with
which it has occurred in a player session, but also based on when
it has occurred. For example, suppose a first negative outcome
occurs on pull number one, and causes the player to lose ten
credits. If the next negative outcome occurs on pull number two,
then the player might lose eight credits. However, if the next
negative outcome occurs on pull number three, then the player might
lose six credits. The magnitude of a negative outcome may both
increase and decrease within the same session. For example, the
magnitude of a negative outcome may alternate between -10 and -20.
In some embodiments, the negative outcome may occasionally be a
winning outcome for the player. For example, nine out of ten times,
a negative outcome takes away twenty credits from a player.
However, one out of ten times, the negative outcome gives the
player more credits.
[0234] In some embodiments, a player's equity may expire over time.
For example, every minute, a player may lose a credit from his
credit balance. In another example, starting thirty seconds after
the resolution of his last handle pull, the player loses a credit
from his balance for every ten seconds in which he does not
initiate the next handle pull. This embodiment may be useful where
a player has paid a fixed amount of money upfront in order to play
for a fixed amount of time, begun with a certain number of credits,
and where after the fixed amount of time the player gets to keep
any remaining credits. If the player has a high credit balance
towards the end of the time period, the player may be inclined to
slow down his rate of play so as to avoid negative outcomes. By
allowing player equity to expire, especially when the player is not
initiating handle pulls, the player is discouraged from avoiding
play.
[0235] In some embodiments, a player's equity may expire as a
function of the number of handle pulls. For example, the player
loses one credit every five handle pulls. In some embodiments, the
player's equity may grow as a function of time, or handle pulls.
The pay table of the gaming device may counterbalance the effects
of expiring or growing equity. For example, if player equity
expires, the player may have a relatively more favorable pay table.
If equity grows, the player may have a relatively less favorable
pay table. In some embodiments, equity grows as a function of time
in order to reward the player for his play. Thus, a player who has
played for many hours may have a large equity balance. A player may
also carry over an equity balance from one session to another.
[0236] When a gaming device has the potential to generate negative
outcomes, such potential may be clearly displayed, e.g. with a lit
sign on top of the gaming device.
[0237] In some embodiments, negative outcomes do not have an effect
until a threshold number of them have occurred. For example, a
negative outcome occurs when any `thief` symbol appears on the pay
line of a gaming device. When a player first achieves a thief
symbol, a symbol of the thief appears in the lower right hand
corner of the display screen of the gaming device. When the player
next achieves a thief symbol, a second thief symbol appears in the
bottom of right hand corner of the display screen of the gaming
device. Finally, when the third thief symbol appears, the player
loses 30 credits. However, now the thief symbols in the bottom
right hand corner of the display screen disappear, and the player
needn't worry until he achieves another three symbols.
[0238] In a some embodiments, the effects of a first negative
outcome are conditional upon the occurrence of a second negative
outcome. For example, a player may accumulate any number of thief
symbols in the lower right hand corner of his gaming device.
However the thief symbols have no effect until the player obtains a
"super-thief" symbol. When the super-thief symbol occurs, the
player loses 10 credits for every thief symbol he had previously
accumulated.
[0239] In various embodiments, a player may have a separate equity
account, or balance, as mentioned above. The player may add or
subtract from this equity balance at will. For example, the player
may add credits to his equity balance, or cash out credits from his
equity balance. The player may have a separate credit balance for
placing wagers. The player may also add or subtract from his credit
balance at will.
[0240] In various embodiments, a negative outcome may have a
variable impact depending on the time or on the handle pull during
which it is obtained. For example, suppose a player purchases a
block of twenty handle pulls. The player will have a running win
balance that will change based on the outcomes achieved using the
handle pulls. If, in the present example, a player obtains a
negative outcome (e.g., a "thief" symbol), in the first ten pulls
of the block, then the player may lose 50% of his current win
balance. However, if the player obtains the same negative outcome
during the last ten pulls of the block, then the player may lose
75% of his win balance. In embodiments where the impact of a
negative outcome varies over time, the impact of the negative
outcome may be displayed to the player. For example, prior to
making a handle pull, a displayed pay table may change to show that
a "thief" symbol, if obtained in the current handle pull, will take
away 60% of the player's win balance. Then, prior to the subsequent
handle pull, the displayed pay table may change to show the thief
taking away 70% of the player's win balance. In one or more
embodiments, a player may only discover the impact of a negative
outcome after it occurs. For example, a "thief" symbol may occur,
and then the gaming device may display a message, "Sorry, you lose
50% of your win balance."
[0241] In one or more embodiments, a negative outcome may have a
different impact depending on the player's speed of play. For
example, a "thief" symbol may take away 50% of the player's win
balance if his rate of play over the last three minutes has
averaged more than ten handle pulls per minute. However, the
"thief" symbol may take away 70% of a player's win balance if the
player has averaged less than ten handle pulls per minute. The
gaming device may display to the player the current potential
impact of any negative outcome that might occur. The gaming device
may further display to the player the player's current rate of
play. In this manner, the player may see the correlation between
his rate of play and the potential impact of a negative outcome,
and may be encouraged to play more quickly. Also, the gaming device
may explicitly inform the player of the relationship between his
rate of play and the potential impact of a negative outcome. The
operator of a gaming device may benefit from the player's increased
rate of play since an operator's profits are typically proportional
to the number of handle pulls made on a gaming device. Therefore,
in return for an increased rate of play on the part of a player, a
casino operator may be willing to provide the player a benefit in
the form of the reduction in impact of a negative outcome.
[0242] In various embodiments, a supplementary process may be a
business that is set up by a game character. The business may be
legitimate or otherwise. For example, in the "Cops and Robbers"
game described herein, the robber may set up an illegal speakeasy
(e.g., upon the occurrence of a "speakeasy" symbol). The robber may
then earn money for every handle pull in which the gambling joint
is operating. A negative outcome may then result, for example, in a
cop raiding the gambling joint and shutting it down.
[0243] In one or more embodiments, a player may pay for equity. For
example, in a game involving the traversal of a game board, a
player may pay to have his game character's location altered. In
the "Up and Down Game" described herein, the player may pay, for
instance, to have his game character begin on space fifty of the
game path rather than on space one. In a game where a player has a
limited amount of time, or a limited number of handle pulls, a
player may pay for more time or for more handle pulls. In a game
involving the advancement of a puzzle towards completion, the
player may pay for the puzzle to advance towards completion by one
or more moves. In a game involving the assembly of a jigsaw puzzle,
the player may pay to obtain one or more pieces of the puzzle. In a
game involving the aggregation of objects, the player may pay for
one or more such objects.
[0244] In various embodiments, a player may pay for defensive
measures. In one or more embodiments, a player may pay for a
defensive measure after having received a negative outcome. For
example, in the "Cops and Robbers" game described herein, the
player may pay for a "bail bond" symbol after his game character
has been arrested and thrown in jail. The player may then be able
to get his character out of jail. However, defensive measures that
are purchased after a player has received a negative outcome (and
e.g., which can be used to defend against the negative outcome) may
be more expensive than the same defensive measures purchased prior
to the player's receiving a negative outcome.
[0245] In one or more embodiments, it may be desirable to determine
a value associated with a particular game situation. The value may
correspond, for example, to the expected winnings of a player who
finds himself in the particular game situation. For example, a
player of the "Up and Down" game may have nine handle pulls
remaining and may have a game character occupying square forty-four
of the game path. It may be desirable for an operator of the gaming
device to determine, for example, the player's expected winnings in
the current "Up and Down" game given the player's current game
situation. As another example, a player may have twelve handle
pulls remaining in a game that involves the aggregation of "cherry"
symbols. The player may have thirty-five "cherry" symbols
aggregated so far, where a minimum of forty such symbols are
required in order to win a payout at the end of the game. It may be
desirable for an operator of a game to determine the player's
expected winnings from his current situation in the aggregation
game.
[0246] One reason for determining the player's expected winnings
might be that a player may be given the opportunity to quit the
game early and to receive a payment based on his expected winnings.
For example, if a player's expected winnings given his current game
situation are twenty credits, he may be allowed to quit the game
without making any remaining handle pulls, and may receive an
immediate payment of nineteen credits. Another reason for
determining the expected winnings of a player in a particular game
situation is that a player may be given the opportunity to pay to
start a game at the particular game situation in question. For
example, the player may be allowed to start the "Up and Down" game
in a situation where the player has nine handle pulls remaining and
where the player's game character occupies square forty-four of the
game board. The player's payment may then be based on what the
player's expected winnings for the particular game situation would
be. For example, if the player would be expected to win 20 credits
with 9 pulls remaining and starting on square forty-four, then the
price for starting the game in such a situation might be twenty-one
credits.
[0247] To determine a value, such as an amount of expected winnings
for a player, associated with a particular gaming situation, a
gaming device or operator of the gaming device may perform a
simulation. Simulations may include simulations performed by a
general-purpose computer, simulations performed by a gaming device
(e.g., the gaming device enabling play of the game being
simulated), or simulations performed by a human in conjunction with
a gaming device.
[0248] To perform a simulation using a general-purpose computer, an
operator may program the game rules, structure, and other game
parameters into the computer. Game parameters may include, for
example, the amount of winnings a player will obtain for any ending
game situation. For example, a player receives thirty credits if
his game character finishes on square eight-two of the game path.
In addition, game parameters may include a pay table used for each
individual handle pull remaining. In other words, a player may win
payouts that are paid prior to the ending of the game. The
potential for such payouts might factor into a determination of the
player's expected winnings for the remainder of the game. The
operator may also program the current game situation into the
general-purpose computer.
[0249] The operator may then instruct the general-purpose computer
to simulate the playing of the game from the current game situation
for a given number of iterations. For example, if the
general-purpose computer is to simulate the playing of the game for
one hundred iterations, then the computer may begin one hundred
times at the current game situation, and for each of the one
hundred times may randomly generate outcomes corresponding to the
nine handle pulls remaining in the game. Then, for each of the one
hundred iterations, the general-purpose computer may determine
player winnings obtained in the last nine handle pulls of the game.
Player winnings may result both from the final position of the
player's game character, and from any winnings derived from the
outcomes obtained on the reels of the gaming device. The
general-purpose computer may then average together the one hundred
amounts generated for player winnings. The average may then be
assumed to represent the player's expected winnings for the game
from the current game situation. Of course, any number of
iterations may be used in the simulation. In general more
simulations will tend to produce a more accurate estimation of a
player's expected winnings.
[0250] Simulations may similarly be performed on a gaming device.
Advantageously, the gaming device enabling the current game may
already have the game rules, the game structure, and other game
parameters programmed within an internal memory. The gaming device
may then be instructed to automatically generate outcomes
corresponding to a given number of iterations, with e.g., nine
handle pulls being generated per iteration. In one embodiment, the
gaming device does not display to the player the outcomes generated
as part of the simulation. Rather, the outcomes may be generated
internally without a corresponding movement of the reels.
Similarly, the outcomes may have no effect on the player. Instead,
the gaming device may track the effects the outcomes would have on
the player were they to actually count. As with the embodiment
using the general-purpose computer, the gaming device may determine
an amount of player winnings for each iteration of the game. The
gaming device may then average all such player winnings to
determine an approximation to a player's expected winnings for the
current game.
[0251] In one or more embodiments, a gaming device does not perform
simulations automatically. Instead, an operator of the gaming
device may manually play the gaming device over a number of
iterations. The operator may thus insert coins, and physically
initiate handle pulls. The operator may be able to configure the
gaming device always to begin from the game situation being
simulated (i.e., the player's current game situation).
Alternatively, the operator may only attach significance to those
iterations in which the game situation matches the player's current
game situation. Having performed a desired number of iterations, an
operator may average the amounts won from each significant
iteration, and may thereby determine an approximation for a
player's expected winnings from his current game situation.
[0252] It should be noted that the simulations described herein may
be characterized as Monte Carlo simulations.
[0253] In one or more embodiments, a negative outcome may also
correspond to some positive benefit for a player. When a negative
outcome also carries a positive benefit, a player may not be as
disappointed at receiving the negative outcome as if he would have
been without the positive benefit. The positive benefit may be
particularly effective in boosting the player's morale if the
benefit confers upon the player a different type of equity or other
benefit than is taken away by the negative outcome. A player who
receives an outcome that takes away one type of equity while
providing more of another type may tend to underestimate the
negative impact of the lost equity while overestimating the
positive impact of the equity provided. The player may therefore
not feel so bad at having lost one type of equity. To provide an
example, a player may be paid three credits every time his game
character falls down a chute in the "Up and Down Game". Thus, the
player will have lost positional equity, but will have gained
credits. The player may then not be so frustrated at having been
moved further back on the game board. In another example suppose a
player's goal in a secondary game is to aggregate bricks so as, for
example, to build a house. Suppose further that the player has a
limited number of handle pulls in which to aggregate such bricks.
The player may receive an outcome that provides him with three
bricks, but which reduces the number of handle pulls remaining by
five. Therefore, the player has gained one type of equity in the
number of symbols aggregated, but has lost another type of equity
in the number of pulls remaining in which to aggregate such
symbols. In a third example, a game character in the "Up and Down
Game" may reach a ladder. The game character may then climb that
ladder, but will use up several handle pulls doing so. Thus, the
player will have again lost equity in the amount of handle pulls
remaining in which to reach the end of the game board. However, the
player will have gained positional equity in that the ladder will
advance the player's game character further up the game path.
Exemplary Embodiments
[0254] The following vignettes describe examples of player
interactions and participation in various embodiments of the
present invention.
[0255] Example one of an embodiment: John sat down at a dollar
denomination gaming device. The device was called Billy Goat Gruff.
On the belly glass, John read the instructions which said, "Buy a
block of pulls, start with a balance of ten credits, and win lots
more when ever you see a goat symbol across an active pay line. But
beware of the troll. When a troll symbol appears on an active pay
line you lose half your balance." John could also see the prices
for different blocks of pulls. He decided to buy the block of
twenty pulls for $10.
[0256] John inserted a ten-dollar bill into the gaming device and
pressed a button labeled "20 pull block". John saw that a portion
of his display labeled "pulls remaining" now showed the number
twenty. His credit balance showed the number ten. John made his
first five handle pulls On each pull, he saw many symbols of happy
goats, each munching on fresh green grass. He won credits on every
pull, and his credit balance quickly rose to thirty. But then, on
his sixth pull, a troll symbol came up. John's credit balance went
from thirty down to fifteen. In the next few pulls, John built his
balance back up, but then saw another troll and once again lost
half of his balance. Just before pull twenty, John had managed to
build his balance back up to thirty-two coins. If only he could
avoid the troll on this one last pull. Nervously, John pulled the
handle one last time. Three happy goat symbols! John finished with
a balance of thirty-five coins. He cashed out and received $35,
making a profit of $25.
[0257] Example two of an embodiment: John was happy after winning
$25, but that last pull had made him nervous. He wanted to be able
to quit when he was ahead, and not have to make more pulls that
could bring up the troll. So John found another Billy Goat Gruff
machine that did not require him to buy a block of pulls. John only
had to keep a minimum of a twenty-credit balance in the machine.
John would have to wager one credit to initiate a handle pull.
Additionally, any troll that came up would take away ten credits
from John's balance. John began by inserting a $50 bill, giving him
fifty credits. John then began play. Soon, he was up to sixty-five
credits. He sensed that a troll was about to come up. So he cashed
out right away, and kept his $15 profit.
[0258] Example three of an embodiment: Susan sat down at a
quarter-denomination gaming device. The gaming device was called
"Cops and Robbers". It had two display screens. The lower screen
displayed three video reels. The upper screen displayed an aerial
map of a small town. The map had several buildings clearly marked.
Some buildings were banks, one was a sheriff's station, one was a
jail, and one was a hideout. Since she had never played "Cops and
Robbers" before, she touched an area of the lower screen labeled,
"How to Play." The following description appeared:
[0259] "To play this game, you must purchase a block of 40 pulls by
inserting $10. Each pull will spin the reels and generate symbols
that will allow you to win payouts. Winning combinations are shown
on the pay table displayed on the belly glass below. In addition,
certain symbols will control the action in the bonus game on the
top screen. In the bonus game, you are a robber, and your object is
to rob banks. After you rob a bank, you want to deposit the stolen
credits in your hideout, where it is safe. Otherwise, the cops
might catch you and take away any credits in your possession. In
addition, a cop can put you in jail. When you are put in jail, you
will not be able to win any payouts, nor leave jail, on your next
three handle pulls. The one exception is the jackpot, which you can
win at any time. At the end of your forty pulls, you get to keep
any money stashed in your hideout, plus any money in your
possession."
[0260] Susan thought this sounded like an interesting game, so she
inserted $10 into the "Cops and Robbers" gaming device. She noticed
a separate LED screen labeled "pulls remaining" that now showed the
number "40". Her first pull yielded the outcome "horse-tavern-gun".
This outcome did not result in any payout, nor did it result in any
action in the bonus game. Her "pulls remaining" now read "39".
Susan's next pull resulted in the outcome "whisky-bank-stage
coach". Since she had obtained a "bank" symbol, action now ensued
in the bonus game. She watched an animated robber dash around the
streets of the town before disappearing into one of the banks.
Frantic people were then seen streaming out of the bank. Later, the
robber appeared again, this time carrying a bag. The bag was
labeled "10". So the robber had stolen ten credits! Susan was
excited. The robber remained still with his bag in front of the
bank, as Susan proceeded with her next handle pull. Her next
outcome was "stage coach-stage coach-stage coach". Five quarters
immediately dropped into her tray, though there was no action in
the bonus game.
[0261] Susan's next outcome was "hideout-rope-clock tower". Again,
action in the bonus game ensued. The robber scurried around down
before finally stopping in front of the hideout building. The
robber disappeared inside. When he came out, his bag was labeled
"0", but now the hideout building was labeled "10". So the robber
had deposited the ten credits stolen from the bank into his
hideout. Susan was happy because now those ten credits could not be
taken away by a cop. A few handle pulls later, Susan achieved
another bank symbol, and this time netted twenty credits from the
bank. However, three pulls after that, she got the outcome
"horse-well-badge". The "badge" symbol represented a cop. Soon the
bonus screen came alive with an animated cop chasing the robber all
over town. Eventually, the robber managed to get away but dropped
the bag with the twenty credits in the process. "Too bad," Susan
thought. She would not be receiving those twenty credits.
[0262] Several pulls later, Susan obtained another bank symbol, and
this time netted fifteen coins. When she had only twelve pulls
left, the robber was still in possession of the fifteen credits.
Then, Susan obtained the outcome "cow-tavern-jail". The "jail"
symbol looked like the bars of a jail cell. Once again, the robber
was chased all over town by a cop. The cop caught up to the robber.
This time, the cop dragged the robber over to the town jail. The
robber could then be seen overlaid on the jail building.
Fortunately, the fifteen credits had not been taken from the
robber. Susan noticed another LED screen labeled "pulls in jail".
The LED screen read "3". Susan's next pull was "well-well-well".
The pull would have won her ten crdits, but unfortunately the
robber was stuck in jail. Her "pulls in jail" display now read "2".
Susan's third pull since the robber entered jail was also
disappointing. She got a bank symbol, but to no avail, since the
robber was still stuck in jail. However, after Susan made this
third pull, her robber was seen walking out of jail and stretching
his arms. He was now free.
[0263] In her next few pulls, Susan obtained a few more bank
symbols. The robber's bag had swollen to fifty credits. Susan had
only two pulls remaining of her original forty pulls. If only she
could deposit the money in her hideout, or at least avoid another
cop! With much apprehension, Susan made her second to last pull.
The outcome paid nothing, but also did not bring the dreaded cop!
Susan made her final pull. Once again, no cop! Susan was quite
relieved. The gaming device now paid out sixty-five credits: ten
credits from the hideout, and fifty credits from the robber's bag.
Susan had received a total of seventy credits, after having paid
forty to play. Her profit was thirty credits, or $7.50.
Example Four of an Embodiment:
[0264] Henry sat down at a gaming device labeled "Treasure Hunter".
The gaming device had an upper display screen and a lower display
screen. The upper display screen showed a map of several islands,
including several islands each containing a treasure chest, a
"Pirate Island", and a "Safe Harbor" island. The upper display
screen also showed a depiction of a ship belonging to the player.
The player's ship would sail among the islands, gathering treasure
and attempting to deposit the treasure at the "Safe Harbor" island.
The player's ship would attempt to avoid pirate ships, which would
steal any treasure contained aboard the player's ship. The player's
ship would also attempt to avoid any hurricanes, which would also
take away the player's treasure by sinking the player's ship. The
lower display screen contained depictions of three slot machine
reels, replete with treasure-themed symbols.
[0265] The object was to spin the reels on the lower screen until a
"Treasure" symbol appeared. The player's ship would then sail to an
island containing treasure and would pick up a treasure chest.
Having obtained the treasure, the object was now to spin the reels
again in order to bring the treasure to the "Safe Harbor" island.
The player could get the treasure to the "Safe Harbor" island by
obtaining a "Safe Harbor" symbol on the reels displayed on the
lower display screen. Then, on the upper display screen, the
player's ship would be shown sailing to the "Safe Harbor" island.
Once the treasure was brought to the "Safe Harbor" island, the
player would be guaranteed a certain payout corresponding to the
acquired treasure. However, before getting to the safe harbor, the
player risked obtaining a "Pirate Attack" symbol. If the player
obtained a "Pirate Attack" symbol, then a pirate ship would be
shown attacking the player's ship, and the player would lose any
treasure on board. If the player obtained a "Hurricane" symbol,
then the player's ship would be shown being sunk by a hurricane.
The player would again lose any treasure on board. The player
would, however, get a new ship.
[0266] For an initial payment of twenty credits, a player would be
allowed to keep making handle pulls without further payment. Each
handle pull would be part of the same game. The game would finally
end when the player has treasure taken from him for the third time.
At the end of the game, the player would be allowed to keep all the
credits corresponding to the treasure he had deposited in the "Safe
Harbor" island. Prior to starting the game, the player would also
be given the option to pay forty credits, or some other multiple of
twenty credits. The value of any treasure obtained by the player
would then be increased proportionally.
[0267] Henry inserted sixty credits. He then pressed a button
labeled "Begin Play: 60", indicating that he wished to play a game
in which the initial payment was sixty credits. On his first spin,
he obtained the symbols "Dry Land-Dry Land-Dry Land". There was no
effect, even though three like symbols were lined up. Henry would
only be paid by obtaining a "Treasure" symbol followed by a "Safe
Harbor" symbol. On his second spin, Henry obtained the outcome "Dry
Land-Treasure-Dry Land". The upper display screen then showed
Henry's ship sailing to an island with treasure on it. When the
ship reached the island, the upper display screen showed a message.
"Ahoy mate! You discovered treasure! Now get it to Safe Harbor!"
Additionally, the upper display screen showed a close-up depiction
of the island reached by Henry's ship. A treasure chest was shown
sitting on the island with an "18 credits" label in close
proximity. Henry then made another spin. The outcome was now "Dry
Land-Anchor-Sail". The outcome had no effect on the game. The upper
display screen once again showed the original depiction of the map
of the multiple islands. Henry made another handle pull. The
outcome was now "Safe Harbor-Anchor-Dry Land". The upper display
screen then showed Henry's ship sailing to an island labeled "Safe
Harbor". Henry had now deposited a treasure worth 18 credits at the
"Safe Harbor" island. He was now guaranteed at least 18 credits at
the end of the game. However, Henry would not be paid until the end
of the game.
[0268] Henry's next spin brought another "Treasure" symbol. Once
again, his ship sailed to an island with treasure on it. Henry's
following outcome was "Dry Land-Hurricane-Sail". The top screen
then showed an animation of a storm cloud blowing at the player's
ship. The screen displayed the message, "Hurricane, ship sunk!
Sorry, treasure on ship is lost." Although Henry had lost his
treasure and his ship, he was granted a new ship.
[0269] Henry later achieved another "Treasure" symbol, He was again
able to deposit the treasure, now worth twenty-four credits, at the
"Safe Harbor" island. Henry then obtained still another "Treasure"
symbol, this one worth fifteen credits. However, soon thereafter,
Henry obtained the outcome "Sail-Pirate-Attack-Sail". The upper
display screen now showed a depiction of a pirate boarding the
player's ship. The following message was displayed on the upper
display screen, "Pirate Attack! Treasure Stolen!"
[0270] Henry had now had treasure taken from him twice. He had one
more chance to acquire more treasure and to bring it to Safe
Harbor. Unfortunately, the next time Henry acquired treasure, it
was taken away by another "Pirate Attack" symbol. The upper display
screen showed how Henry had lost treasure three times. The message
"3 treasures lost" was displayed. Underneath the message were
displayed, "hurricane sunk ship", "pirate stole treasure", and
"pirate stole treasure". Additionally, the screen displayed, "Game
Over. Do you want to play again?" Finally, a large depiction of the
"Safe Harbor" island was displayed on the upper display screen. It
showed the two treasure chests gathered by the player. The total of
Henry's winnings, "42 credits" was also displayed next to the
treasure. The gaming device then added forty-two credits to Henry's
credit meter.
Example Five of an Embodiment (Up and Down Game):
[0271] Tim sat down at a nickel-denomination gaming device labeled
"Up and Down Game". The gaming device had two screens. On top was a
bonus screen with a game board displayed. On the bottom was a
screen with five reels displayed. Tim was quite familiar with the
game, having played several times before. To begin play, Tim
inserted a five-dollar bill. He would now get twenty handle pulls
without having to pay further. For each pull, five pay lines would
be enabled. Each pay line would give Tim the chance to win a
payout. In addition, each pull might yield symbols to control the
action in the game on the bonus screen.
[0272] The game board displayed in the bonus screen consisted of a
winding path, with one hundred spaces. Some of the later spaces on
the path were marked with numbers, such as five, ten, fifteen,
eighty, and one hundred. The last space on the path was marked with
the number ten thousand. A game character started at the beginning
of the path. The object of the bonus game was for the game
character to finish on one of the later spaces on the path, which
would result in a payout corresponding to the marking on the space.
If the character reached the last space, the payout would be ten
thousand credits.
[0273] Certain symbols on the reels would cause the game character
to advance along the path in the bonus game. For example, a "+3"
symbol would cause the game character to advance three spaces along
the game path. If a given handle pull yielded several symbols
related to the bonus game, then the game character would advance by
a number of spaces equal to the total of the reel symbols. For
example, if a handle pull yielded reel symbols of "+2", "+1", and
"+4", then the game character would advance by 7 spaces. The reels
also had the possibility of making the game character move
backwards, with such symbols as "-1" or "-3".
[0274] An additional feature of the bonus game was that there were
certain shortcuts connecting otherwise separated spaces on the game
path. For example, a "ladder" shortcut connected the third space on
the game path to the 20.sup.th space. Therefore, if the game
character were to land exactly on the third space, he would
automatically advance to the 20.sup.th space on the game path,
thereby coming closer to reaching some of the final spaces on the
game path. However, a game character might also land on a "chute",
which would cause the game character to fall from a more advanced
space on the game path to a space further back. For example, a
chute connected the 99.sup.th space to the 50.sup.th space on the
game path. Therefore, a player who landed on the 99.sup.th space
would automatically fall back to the 50.sup.th space.
[0275] Tim began play. Virtually every handle pull, he won a few
coins in payouts. In addition, there was usually at least one
symbol on the reels that caused the game character in the bonus
game to advance. On Tim's 6.sup.th pull, his game character began
on the 21.sup.th space. He obtained the symbols "+3", and "+2". Tim
was relieved. The "+3" symbol alone would have put his character on
the 24.sup.th space, which was the entrance to a chute.
Fortunately, Tim's character could now land on the 26.sup.th space,
which was a ladder. The character advanced to the 60.sup.th space.
By his 12.sup.th pull, Tim was on space 85, very close to some of
the spaces where he would obtain payouts. Unfortunately, Tim
obtained a "+4" which put him at the entrance of a chute on space
eight-nine. Tim's character fell back to space fifty-eight. In his
next few pulls, Tim's game character advanced and even reached a
ladder. On his last pull, Tim was on the 92.sup.nd space. If he
could only remain there, he would receive twenty credits. If his
character could advance 8 more spaces, Tim would win ten thousand
credits. Tim's last spin gave him a "+2" and a "+2". His character
advanced four spaces to the 96.sup.th space, Fortunately, his
character had just dodged chutes on the 94.sup.th, 95.sup.th, and
97.sup.th spaces. He achieved a payout of eighty credits for
finishing on the 96.sup.th space. His other payouts had totaled
forty-five credits. Tim had therefore won one hundred twenty five
credits after paying one hundred credits to play. His profits were
$1.25.
[0276] Although the present invention has been described with
respect to particular embodiments thereof, those skilled in the art
will note that various substitutions may be made to those
embodiments described herein without departing from the spirit and
scope of the present invention.
* * * * *