U.S. patent application number 11/456714 was filed with the patent office on 2006-12-21 for method and apparatus for collecting indicia for a secondary game from a primary wagering game.
Invention is credited to James A. Jorasch, Robert C. Tedesco, Jay S. Walker.
Application Number | 20060287035 11/456714 |
Document ID | / |
Family ID | 38218789 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287035 |
Kind Code |
A1 |
Walker; Jay S. ; et
al. |
December 21, 2006 |
METHOD AND APPARATUS FOR COLLECTING INDICIA FOR A SECONDARY GAME
FROM A PRIMARY WAGERING GAME
Abstract
A method and apparatus for a wagering game is described that
allows a player to collect indicia from a series of individual
primary games to form a winning game outcome in a single secondary
game. In one embodiment, the secondary game is won through the
collection of a specified number and/or type of indicia. The
primary game may have its own pay table with, for example,
traditional winning game outcomes for card type games. The number
of primary games available to contribute toward a winning secondary
game outcome may be limited to a predetermined number of primary
game outcomes or a period of time during which game outcomes may be
obtained. Alternatively, or in addition, collected indicia obtained
from a series of primary game outcomes may expire after a
predetermined duration.
Inventors: |
Walker; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (New York, NY) ;
Tedesco; Robert C.; (Fairfield, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
38218789 |
Appl. No.: |
11/456714 |
Filed: |
July 11, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11311505 |
Dec 19, 2005 |
|
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|
11456714 |
Jul 11, 2006 |
|
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60637376 |
Dec 17, 2004 |
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60637249 |
Dec 17, 2004 |
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Current U.S.
Class: |
463/13 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3267 20130101; G07F 17/3234 20130101; G07F 17/3239
20130101 |
Class at
Publication: |
463/013 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of playing a wagering game, comprising; recognizing a
wager; forming a plurality of primary games, wherein forming each
primary game of the plurality of primary games comprises; receiving
a first set of indicia; discarding a subset of the first set of
indicia to create a held set of indicia receiving a randomly
selected replacement set of indicia; and forming a primary game
outcome comprising the replacement set of indicia and the held set
of indicia; counting each occurrence of a predetermined indicium in
the plurality of primary games to determine a secondary game
outcome; providing a first award for a winning primary game
outcome; and providing a second award for a winning secondary game
outcome if a total count of each occurrence of the predetermined
indicium satisfies a predetermined threshold.
2-16. (canceled)
Description
[0001] This application claims the benefit of priority of:
[0002] U.S. Provisional Patent Application Ser. No. 60/373,376,
filed on Dec. 17, 2004, and entitled METHOD AND SYSTEM OF VIDEO
POKER, the contents of which is hereby incorporated by reference in
its entirety herein for all purposes; and
[0003] U.S. Provisional Patent Application Ser. No. 60/637,249
filed on Dec. 17, 2004, and entitled METHOD AND APPARATUS FOR
FACILITATING ACCUMULATION OF GAME INDICIA, the contents of which is
hereby incorporated by reference in its entirety herein for all
purposes.
FIELD
[0004] The present invention relates generally to gaming devices,
and more particularly, to systems and methods for playing card
games such as video poker.
BACKGROUND
[0005] Gaming has become an increasingly important industry in the
United States and around the world. In games of chance, a player
typically places a wager on one or more games, and either receives
a payout or loses the wager based on the game outcome. Examples of
gaming devices include, without limitation, video poker gaming
devices, mechanical reel slot machines, and video slot
machines.
[0006] Slot machines are highly profitable for casinos in the
United States. Slot machines often account for well over one-half
of the overall profits of most casinos. If past performance is any
indication, interest in slot machines is growing. This can be
attributed in large part to the development of electronic-type slot
machines, such as those simulating various video poker games. Many
players find video poker machines to be a more interesting
alternative to traditional slot machines because they allow the
player to implement a strategy that may potentially increase the
probability of obtaining a winning game outcome.
[0007] The earliest devised draw poker video gaming machines
provided a draw poker game that allowed the player the opportunity
to determine a strategy and discard and draw replacement cards in
an attempt to obtain a winning game outcome. After placing a wager
on a hand (i.e., inserting a predetermined number of coins) early
video poker machines dealt playing cards from a standard fifty-two
(52) card poker deck and displayed a single five (5) card hand to
the player on a display screen. Thereafter, the player selected
which of the five (5) playing cards he wanted to hold. Replacement
cards were then dealt and displayed. Finally, the machine
determined the player's winnings for the resulting five-card hand
based on a poker hand ranking scheme.
[0008] Applicants have recognized that some gaming establishment
operators would find it appealing to be able to offer systems and
methods that encourage players to play longer sessions, while at
the same time maintaining acceptable payback percentages for the
operators, as provided in accordance with one or more embodiments
of the present invention.
SUMMARY
[0009] To increase player interest in video poker, and maintain
acceptable payback percentages, a secondary game (such as a bonus
game) is described in several embodiments that can be played in
conjunction with a video poker game.
[0010] According to one or more embodiments, the game can generally
be described as a series of individual primary games (e.g., video
poker games) that can be won or lost while playing a continuous
secondary game that may benefit from each of the individual primary
games. The player builds toward a potentially winning secondary
game outcome as each primary game is played. Consequently,
regardless of a loss in an individual primary game, the player may
still make progress toward a winning game outcome in the secondary
game.
[0011] The secondary game can be played simultaneously in some
embodiments with the video poker game, allowing a player to shift
strategies between winning the primary game (e.g., video poker
game) or winning the secondary game. In various embodiments, these
strategies may be conflicting, and in other embodiments, the
strategies may be mutually beneficial for both the primary game and
the secondary game.
[0012] The complexity of the strategies that may be implemented
generally appeal to video poker players who want the opportunity to
evaluate different courses of action and determine the optimum
course of action to maximize their potential return. Secondary
games allow for additional and alternative strategies not common to
traditional card play, thereby increasing excitement and interest
of game play. Various embodiments of these secondary games provide
novel and unique methods for playing card games such as video
poker, and serve to prolong gaming sessions with their increased
entertainment value.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] Various embodiments are described herein with reference to
the accompanying drawings. In the drawings, like reference numerals
indicate identical or functionally similar elements. The leftmost
digit(s) of a reference numeral typically identifies the figure in
which the reference numeral first appears. As will be understood by
those skilled in the art, the drawings and accompanying
descriptions presented herein indicate some exemplary arrangements.
Similarly, the illustrated figures represent exemplary information,
but those skilled in the art will understand that the number and
content of the figures can be different from those illustrated
herein. A brief description of the drawings follows.
[0014] FIG. 1 is an overall schematic view of one embodiment of a
gaming network.
[0015] FIG. 2 is a schematic view of one embodiment of the gaming
device shown in FIG. 1.
[0016] FIG. 3 is an orthographic view of one embodiment of the
gaming device shown in FIG. 1 and FIG. 2.
[0017] FIG. 4 is an example of a player database that may be
associated with a player-tracking program.
[0018] FIG. 5 is an example of a primary game pay table.
[0019] FIG. 6A is an example of an intermediate game outcome using
discarded indicium in a secondary game.
[0020] FIG. 6B is an example of a final game outcome for the
intermediate game outcome shown in FIG. 6A.
[0021] FIG. 6C is an example of a continuation of the gaming
session of FIG. 6A and FIG. 6B showing an intermediate game outcome
in a second individual primary game in the gaming session using
drawn indicium in a secondary game.
[0022] FIG. 6D is an example of a final game outcome for the
intermediate game outcome shown in FIG. 6C.
[0023] FIG. 7A is an example of an intermediate game outcome using
held indicium in a secondary game.
[0024] FIG. 7B is an example of a final game outcome for the
intermediate game outcome shown in FIG. 7A.
[0025] FIG. 7C is an example of a continuation of the gaming
session of FIG. 7A and FIG. 7B showing an intermediate game outcome
in a second individual primary game in the gaming session using
drawn indicium in a secondary game.
[0026] FIG. 7D is an example of a final game outcome for the
intermediate game outcome shown in FIG. 7C.
[0027] FIG. 8A is an example of an intermediate game outcome using
drawn indicium in a secondary game.
[0028] FIG. 8B is an example of a final game outcome for the
intermediate game outcome shown in FIG. 8A.
[0029] FIG. 8C is an example of a continuation of the gaming
session of FIG. 8A and FIG. 8B showing an intermediate game outcome
in a second individual primary game in the gaming session using
drawn indicium in a secondary game.
[0030] FIG. 8D is an example of a final game outcome for the
intermediate game outcome shown in FIG. 8C.
[0031] FIG. 9 is a flow chart illustrating, in one embodiment, the
process of using a finite series of primary games to populate a
secondary game with discarded indicia from the primary games.
[0032] FIG. 10 is a flow chart illustrating, in one embodiment, the
process of using a finite series of primary games to populate a
secondary game with held indicia from the primary games.
[0033] FIG. 11 is a flow chart illustrating, in one embodiment, the
process of using a finite series of primary games to populate a
secondary game with drawn indicia from the primary games.
[0034] FIG. 12 is a flow chart illustrating, in one embodiment, the
process of using an indefinite series of primary games to populate
a secondary game with discarded indicia from the primary individual
games.
[0035] FIG. 13 is a flow chart illustrating, in one embodiment, the
process of using an indefinite series of primary individual games
to populate a secondary game with held indicia from the primary
individual games.
[0036] FIG. 14 is a flow chart illustrating, in one embodiment, the
process of using an indefinite series of primary individual games
to populate a secondary game with drawn indicia from the primary
individual games.
[0037] FIG. 15 is an example of one embodiment of an intermediate
primary game outcome with a randomly selected collectible
indicium.
[0038] FIG. 16 is a continuation of the game play of the example
embodiment of FIG. 15.
[0039] FIG. 17 is an example of one embodiment of a decisions
database.
DETAILED DESCRIPTION OF EMBODIMENTS
[0040] Numerous embodiments are described in this patent
application, and are presented for illustrative purposes only. The
described embodiments are not intended to be limiting in any sense.
The invention is widely applicable to numerous embodiments, as is
readily apparent from the disclosure herein. These embodiments are
described in sufficient detail to enable those skilled in the art
to practice the invention, and it is to be understood that other
embodiments may be used and that structural, logical, software,
electrical and other changes may be made without departing from the
scope of the present invention. Accordingly, those skilled in the
art will recognize that the present invention may be practiced with
various modifications and alterations.
[0041] Although particular features may be described with reference
to one or more particular embodiments or figures that form a part
of the present disclosure, and in which are shown, by way of
illustration, specific embodiments of the invention, it should be
understood that such features are not limited to usage in the one
or more particular embodiments or figures with reference to which
they are described. The present disclosure is thus neither a
literal description of all embodiments of the invention nor a
listing of features of the invention that must be present in all
embodiments.
[0042] Certain embodiments will now be described in detail with
reference to the drawings. Although the embodiments discussed
herein are directed to video gaming devices (e.g., video poker
machines, video blackjack machines, video roulette, video keno, and
the like), it should be understood that the embodiments are equally
applicable to slot type gaming devices with mechanical reels.
[0043] Gaming Network Description
[0044] Referring now to FIG. 1, illustrated therein is an example
embodiment of a gaming network 100 that may be used to implement
one or more embodiments described herein. The gaming network 100 of
FIG. 1 includes a plurality of network devices 101 that are
directly or indirectly in communication with the gaming network 100
to accept wagers, determine game outcomes, and provide payouts for
winning game outcomes. Among these network devices 101 is a gaming
server 106 that is in communication with one or more other network
devices; such as gaming devices 102 (e.g., video slot machines,
video poker machines, and mechanical reel slot machines); kiosks
110, casino personnel devices (not shown); merchant point-of-sale
(POS) terminals (not shown); a peripheral device server 112;
component devices (e.g., display screens) (not shown); peripheral
devices 114 (e.g., card readers); handheld gaming devices 120
(e.g., a PDA or cell phone); and an internet linked personal
computer 121. These devices and their functions are described in
detail below.
[0045] Each gaming device 102, and every other network device 101
in the gaming network 100 that communicates with another network
device in the gaming network, is uniquely identified by device
identification (ID) number, to allow communication with the gaming
server 106 via the gaming network 100. The gaming network 100 may
communicate with devices directly or indirectly, via a wired or
wireless medium to a communication network 104 such as the
Internet, LAN, WAN or Ethernet, Token Ring, or via any appropriate
communications means or combination of communications means. It is
to be understood, however, that other arrangements in which the
gaming devices 102 communicate with the server 106 are also
possible.
[0046] A variety of communications protocols may be part of the
system, including but not limited to: Ethernet (or IEEE 802.3),
SAP, SAS, SUPERSAS, ATP, BLUETOOTH, and TCP/IP. Further, in some
embodiments, various communications protocols endorsed by the
Gaming Standards Association of Fremont, Calif., may be utilized,
such as (i) the Gaming Device Standard (GDS), which may facilitate
communication between a gaming device 102 and various component
devices and/or peripheral devices 114 (e.g., printers, bill
acceptors, etc.), (ii) the Best of Breed (BOB) standard, which may
facilitate communication between a gaming device 102 and various
servers 106 related to play of one or more gaming devices (e.g.,
servers that assist in providing accounting, player-tracking,
content management, ticket-in/ticket-out and progressive jackpot
functionality), and/or (iii) the System-to-System (S2S) standard,
which may facilitate communication between game-related servers 106
and/or casino property management servers (e.g., a hotel server
comprising one or more databases that store information about
booking and reservations). Communication may be encrypted to ensure
privacy and prevent fraud in any of a variety of ways well known in
the art.
[0047] The gaming device 102 may be implemented as a system server,
a dedicated hardware circuit, an appropriately programmed
general-purpose computer, or any other equivalent electronic,
mechanical or electro-mechanical device. The gaming device 102 may
comprise any or all of the gaming devices of the aforementioned
systems.
[0048] In some embodiments, a gaming device 102 may comprise a
handheld gaming device 120--for example, a portable handheld gaming
device (e.g., a device similar to a PDA) or a cell phone that may
be used in place of, or in addition to, some or all of the gaming
device components. The handheld gaming device 120 may be used to
view "walk away" game outcomes from a gaming device 102.
[0049] In this situation, the handheld gaming device 120 is in
communication with the gaming device 102 in the gaming network 100.
In some embodiments, game outcomes may be automatically generated
by a device (e.g., a gaming device 102) and communicated to the
player via the handheld gaming device 120 or downloaded onto the
handheld gaming device. This allows the player the convenience of
walking anywhere in the gaming establishment (or, in some
embodiments, being outside of the gaming establishment) and still
receiving and/or viewing game outcomes from the player's gaming
device 102. The gaming server 106, in one embodiment, may
communicate game outcomes from a gaming device 102 to the player's
handheld gaming device 120 (such as a PDA or cell phone) to enable
a player to remotely view game outcomes received from the gaming
device.
[0050] Further, a gaming device 102 may comprise an Internet linked
personal computer 121 that may be operable to communicate with an
online casino and facilitate game play at the online casino or on
the gaming network 100. In one embodiment, the Internet capable
personal computer 121 may receive game outcomes produced by a
gaming device 102 in the gaming establishment similar to the
portable gaming device 120 described above. In one embodiment, the
gaming server 106 communicates the game outcomes received from a
player's gaming device 102 to the player's personal computer 121.
In some embodiments, the player's personal computer 121 may store a
program for viewing such game outcomes.
[0051] The peripheral device server 112 may be available to provide
additional communication capabilities between peripheral devices
114 in the gaming network 100. These peripheral devices 114 may
include player-tracking devices, additional screen displays, ticket
readers and printers, etc.
[0052] In some embodiments, a kiosk 110 may be configured to
execute or assist in the execution of various processes of the
gaming network 100. In some embodiments, a kiosk 110 may comprise a
processor and a memory. A kiosk 110 may also comprise various input
devices (e.g., a keypad, a keyboard, a mouse, buttons, etc.) A
kiosk may communicate with any or all of (i) a gaming server 106,
and/or (ii) a gaming device 102. A number of kiosks 110 may be
stationed within casino premises (e.g., at various locations on a
slot floor). The kiosk 110 may allow a player to customize the
gaming experience or cash out game winnings. The kiosk 110 may also
be available to the player for purchasing flat-rate gaming
sessions, purchasing goods and services with player loyalty points,
registering for a player loyalty program, etc.
[0053] The gaming devices 102, the kiosk 110, and the peripheral
device server 112 as well as all other network devices 101 are in
communication with the gaming server 106. The gaming server 106
will now be described in detail with reference to FIG. 1. Like the
gaming device 102, the gaming server 106 has a central processing
unit CPU 115. The server executes the instructions of a game
program 117 stored in Read Only Memory (ROM) 116 from Random-Access
Memory (RAM) 118. Additionally, the CPU 115 is coupled to a data
storage device 124, having a plurality of databases.
[0054] In order to communicate with gaming devices 102 and/or other
network devices 101, the gaming server 106 also includes a
communications port 113. The communication port 113 connects the
server CPU 115 to the gaming device 102. Thus, the CPU 115 of the
gaming server 106 can control the communication port 113 to receive
and transmit information from the communications network 104 to the
network devices 101 in the gaming network 100.
[0055] The player database 144 may serve as one example of the
communication capability of the communication network 104 to
exchange data between the gaming server 106 and the gaming devices
102. The player database 144 may be used to store data associated
with specific players that are members of a gaming establishment's
player loyalty program. These programs reward players with
complementary points as players wager on the gaming establishment's
gaming devices. These loyalty points are generally redeemable for
gifts and other discounts on goods and services (e.g., those
offered by the gaming establishment).
[0056] The player database 144 may store player wagering data that
can be converted into loyalty points and accumulated in the
player's account. As will be described in detail below, in one
embodiment, the gaming device 102 communicates player identifying
information to the gaming server 106. The gaming server 106, in
turn, verifies the player identifying information. This
identification then allows the server to collect statistical data
regarding the player's game play (e.g., wagering activity).
[0057] The player database 144 may alternately or additionally
store various other data associated with a player, such as the type
of game or gaming device a player is currently playing or has
played, the length of time a player has played a certain game or
gaming device, information regarding wins and losses (e.g., total
amount won/lost for a given period of time, consecutive
wins/losses, percentage of all plays that are wins/losses,
etc.).
[0058] The player database 144 may also contain other information
that may be useful for satisfying player needs (e.g., outstanding
debts, lodging arrangements, and the like). For example, the player
database 144 may store data regarding a given player's standing in
a game session, so that the player can continue the game session at
one of a plurality of gaming devices that have common access to the
player database 144. The player database may also track and record
the player's progress in games that extend over a series of game
plays, similar to tracking player loyalty points.
[0059] Player data may be stored in a relational database and
retrieved or otherwise accessed by the CPU 115 after receiving a
"key" data point from the player, such as a unique identifier read
from the player's player-tracking card or cashless gaming voucher,
PIN or code entered by a player using an input device of the gaming
device 102, etc. It is contemplated that players may also identify
themselves in a variety of other manners, such as by providing
biometric identifiers, RFID identity devices, etc.
[0060] The player database 144 of the present embodiment may
include multiple records having multiple fields of information. For
example, turning to FIG. 4, an example of a player database 144
(FIG. 1) is illustrated. The player database 400 comprises multiple
records, each record being associated with a particular player, as
identified by a player identification (ID) number 410. The fields
within each record include player identification (ID) number 410,
Social Security number 412, name 414, address 416, telephone number
418, credit card number 420, credit balance 422, accumulated
loyalty points 424, whether the player is a hotel guest 426, and
player status rating 428. Having information related to one field,
such as player ID 410, allows the gaming server 106 to retrieve all
information stored in corresponding fields of that player's
record.
[0061] Turning back to FIG. 1, the gaming network 100 may have a
data storage device 124 for storing the player database 144 as well
as storing other types of data in a number of databases. Examples
of such databases include, but are not limited to, the
player-tracking database 144 and a games database 146. It is to be
understood that because the gaming devices 102 are in communication
with the gaming server 106, information stored in a gaming device
102 may be stored in the gaming server 106 and vice versa. Thus,
for example, in an alternate embodiment, the gaming device 102,
rather than the data storage device 124 may store one or more of
these databases. In other embodiments, some or all of these
databases may be partially or wholly stored in another device, such
as in a peripheral device server 112, kiosk 110, the gaming server
106, other gaming devices 102, etc.
[0062] It will be understood by one of ordinary skill in the art
that (i) alternative database structures to those described herein
may be readily employed; and (ii) other memory structures besides
databases may be readily employed. Any schematic illustrations and
accompanying descriptions of any sample databases presented herein
are illustrative arrangements for stored representations of
information. Any number of other arrangements may be employed
besides those suggested by the tables shown.
[0063] Similarly, any illustrated entries of the databases
represent exemplary information only; those skilled in the art will
understand that the number and content of the entries can be
different from those illustrated herein. Further, despite any
depiction of the databases as tables, other formats (including
relational databases, object-based models and/or distributed
databases) could be used to store and manipulate the data types
described herein. Likewise, object methods or behaviors of a
database can be used to implement the processes described herein.
In addition, the databases may, in a known manner, be stored
locally or remotely from a device that accesses data in such a
database.
[0064] With the communication network 104 and access to data from
the data storage device 124, the gaming server 106 may be operable
to configure (or reconfigure) a gaming device 102 remotely, update
software stored on a gaming device 102 and/or download software or
software components to a gaming device 102. For example, a database
(e.g., a payout or probability database) stored in the memory of
gaming device 102 may be altered, modified, or updated remotely,
hot fixes may be applied to software stored by the gaming device
102, and/or new versions of software may be downloaded to the
gaming device. Similarly, the gaming device 102 may be programmed
to retrieve any or all such updates from another device.
[0065] Gaming server 106 may be programmed (e.g., with program 117)
to perform any or all of the above functions based on, for example,
an occurrence of an event (e.g., a scheduled event), satisfying a
condition, receiving an indication from a qualified casino employee
and/or other person (e.g., a regulator) and/or receiving a request
from a player.
[0066] The capability of the gaming server 106 to control the
gaming device 102 can be extended to providing game outcomes to a
gaming device 102 in some embodiments. In this embodiment, the
gaming device 102 essentially comprises a thin client device
controlled by the gaming server 106. The gaming server 106 may
determine game outcomes for each of the gaming devices 102 and
download those game outcomes (including associated graphics and
audio data in some embodiments) to the gaming device 102. Multiple
instances of the same game may be downloaded to different players
on different gaming devices (i.e., the same game on server 106 may
be producing different game outcomes for different players playing
at the same time at different gaming devices 102).
[0067] Gaming Device Block Diagram
[0068] Referring now to FIG. 2, illustrated therein is one
embodiment of a gaming device 200. The gaming device 200 may be an
embodiment of a gaming device 102 shown in FIG. 1. The gaming
device 200 has a CPU 210, which is communication with the
communication network 104 of FIG. 1 through a network interface
board 250. The network interface board 250 provides a communication
path from the gaming device 200 to gaming server 106 through the
gaming network 100. Thus, as discussed in detail below, information
can be communicated between the gaming device 200 through its CPU
210 to the gaming server 106. In addition, the player-tracking
device 260 and its associated player interface 264 (e.g., keypad)
which is also in communication with the gaming device's CPU 210,
may provide a communications link between the player and the gaming
device 200--and even to the gaming server 106 through the gaming
device's CPU 210.
[0069] It should be noted that although the gaming device 200
communicates with the server 106, such communication is not
necessary to reconfigure the gaming device in response to
satisfying a predetermined condition. However, such communications
may be useful for augmenting standard gaming device data processing
functions such as accounting and player-tracking.
[0070] With respect to gaming operations, the gaming device 200
operates in a conventional manner. The player starts the gaming
device 200, for example, by inserting a coin into the coin acceptor
248 or a bill into the bill validator 249. A starting controller
222 may initiate operation of the gaming device 102 to produce a
random game outcome.
[0071] The gaming device 200 contains a Central Processing Unit
(CPU) 210 that executes instructions of a game program 214 stored
in Read Only Memory (ROM) 216 for playing the gaming device 200.
The CPU 210 performs instructions of the game program 214 and
thereby operates to perform in accordance with the methods
described in detail herein. The game program may also have a
register 212 that acts to record predetermined aspects of game play
as dictated by the game program 214. In this embodiment the
register 212 is a part of the software code, but in other
embodiment the register may be hard wired, a part of physical
memory, or firmware. The game program 214 may be stored in a
compressed, uncompiled, and/or encrypted format. The game program
214 furthermore includes program elements that may be necessary,
such as an operating system, a database management system and
"device drivers" for allowing the processor to interface with
computer peripheral devices.
[0072] In some embodiments, a games database 227 is provided that
includes a plurality of games that may be selectively implemented
by the gaming device 200 to provide a player with a plurality of
game choices offering different types of game play. The games
provided may be at the player's request through the gaming device
(e.g., through the pushbutton panel) or at the request of the
gaming establishment (e.g., electronically through communication
with the gaming serve 106 illustrated in FIG. 1 or through the
appropriate manual configuration of the gaming device 102). For
example, a player or gaming establishment may be able to choose
between different types of video poker games (e.g., stud poker,
draw poker) or from different types of card games (e.g., black
jack) or even different types of wagering games (e.g., Keno).
[0073] According to one embodiment, the instructions of the game
program 214 may be read into a main memory (e.g., Random Access
Memory (RAM) 218) from another computer-readable medium such as
from a ROM 216. The system bus carries the data to main memory,
from which the CPU 210 retrieves and executes the instructions. The
instructions received by main memory may optionally be stored in
memory either before or after execution by the CPU 210. RAM 218 may
also temporarily store information communicated to it by the CPU
210 during game play.
[0074] Execution of sequences of the instructions in game program
214 causes CPU 210 to perform the process steps described herein.
In alternate embodiments, hard-wired circuitry may be used in place
of, or in combination with, software instructions for
implementation of the reconfiguration process. Thus, the various
embodiments are not limited to any specific combination of hardware
and software.
[0075] The CPU 210 and the memory 216 and 218 may each be, for
example: (i) located entirely within a single computer or other
device; or (ii) connected to each other by a remote communication
medium, such as a serial port cable, telephone line, or radio
frequency transceiver. In one embodiment, the gaming device 200 may
comprise one or more devices that are connected to a remote server
for maintaining databases.
[0076] Under control of a program stored, for example ROM 216, the
CPU 210 initiates the RNG 220 to generate a random number. The
random number generator 220, in accordance with at least one
embodiment, may generate data representing random or pseudo-random
values (referred to as "random numbers" herein).
[0077] The random number generator 220 may generate a random
number, for example, every predetermined unit of time (e.g., every
thousandth of a second) or in response to an initiation of a game
on the gaming device 102. In the former embodiment, the generated
random numbers may be used as they are generated (e.g., the random
number generated at substantially the time of game initiation is
used for that game) and/or stored for future use. A random number
generated by the random number generator 220 may be used by the CPU
210 to determine, for example, at least one of an outcome and
payout.
[0078] A random number generator 220, as used herein, may be
embodied as a secondary processor, separate from but working in
cooperation with the CPU 210. Alternatively, the random number
generator 220 may be embodied as an algorithm, program component,
or a software program stored in the memory of the gaming device 200
and used to generate a random number. Note that, although the
generation or obtainment of a random number is described herein as
involving a random number generator 220 of a gaming device 200,
other methods of determining a random number may be employed.
[0079] For example, a gaming establishment may obtain sets of
random numbers that have been generated by another entity. For
example, there are services that provide random numbers that have
been generated by timing successive pairs of radioactive decays
detected by a Geiger-Muller tube interfaced to a computer.
[0080] As would be understood by one of ordinary skill in the art,
a random number generator 220 may be stored in a device other than
a gaming device 200. For example, in some embodiments, a gaming
device 200 may receive random numbers and/or any other data related
to the random or pseudo-random determination of an outcome from a
separate device, such as the gaming server 106 shown in FIG. 1. In
fact, the gaming server 106 (and/or the data storage device 124)
may contain, in some embodiments, not only the random number
generator 220, but also the probability and pay table databases
necessary to determine a winning game outcome, and the payout award
for such a winning game outcome. This arrangement might be
implemented in a specialized gaming device 102 such as a
thin-client type gaming device (i.e., a dumb terminal or
smart-enough terminal).
[0081] It should be noted that such embodiments may be advantageous
in environments or jurisdictions wherein the "central
determination" of outcomes is required by regulation or otherwise
preferred. Thus, for example, outcomes may be determined centrally
by a game server, and then propagated (e.g., electronically) such
that indications of the outcomes may be viewed using one or more
gaming devices (e.g., "Class II" gaming devices, "thin-client"
gaming devices in a server-based "Class III" gaming architecture,
Video Lottery Terminals, and so on).
[0082] The CPU 210 as shown in FIG. 2 looks up the generated random
number in a stored probability database 226, which contains a list
that matches random numbers to corresponding game outcomes to
determine a game outcome based on the generated random number.
[0083] A probability database 226 may be stored in the gaming
device's 200 ROM 216 or in any other data storage device. The data
stored therein may include a number of exemplary records or
entries, each defining a random number. Those skilled in the art
will understand that the probability database may include any
number of entries. The tabular representation may also define
fields for each of the entries or records. The fields may specify:
(i) a random number (or range of random numbers) that may be
generated by the random number generator 220; and (ii) an outcome
that indicates the one or more indicia comprising the outcome that
corresponds to the random number of a particular record. These
indicia comprise the game outcome that is then displayed to the
player in the primary video display 234.
[0084] The indicia representing the game outcome may comprise cards
from a card deck displayed on the video display on a video poker
gaming device. The book "Winning at Slot Machines" by Jim Regan
(Carol Publishing Group Edition, 1997) illustrates examples of
payout and probability tables and how they may be derived. The
entirety of this book is hereby incorporated by reference herein
for all purposes.
[0085] Based on the identified game outcome, the CPU 210 locates
the appropriate payout in a stored payout database 228. The payout
database 228 may be stored in the gaming device's RAM 218
(alternatively, the payout database may also be stored in any other
data storage device).
[0086] A payout database 228 may store a number of entries
associated with each possible game outcome represented by the
indicia determined by the probability database. Turning to FIG. 5,
an exemplary tabular representation of a payout database 500 is
shown, defining fields for each of the entries or records. This
payout database 500 may be one embodiment of the payout database
228 shown in FIG. 2. The fields in FIG. 5 specify: (i) an outcome
510, which indicates the one or more indicia comprising a given
outcome, and (ii) a payout 520 that corresponds to each respective
outcome. The outcomes 510 may be those obtained from winning game
outcomes typically obtainable on a video poker gaming device (e.g.,
royal flush, straight flush, straight, four-of-a-kind, full house,
two pair, three-of-a-kind, and pair). The size of the payout
depends on the number of coins wagered as is currently implemented
in existing video poker games. With the payout database 500, the
payout amount of any winning game outcome can be determined.
[0087] The described entries of the player tracking database 400
and the payout database 500 represent exemplary information only;
those skilled in the art will understand that the number and
content of the entries can be different from those illustrated
herein. Further, despite any description of the databases as
tables, an object-based model could be used to store and manipulate
the data types and likewise, object methods or behaviors can be
used to implement the processes described herein.
[0088] Returning to FIG. 2, in addition to determining a game
outcome, the CPU 210 controls a variety of peripheral devices
associated with the gaming device 200 that may be used to assist
the player in making wagers and receiving payouts. The CPU 210 is
operable to communicate (e.g., via a protocol such as GDS) with
these various peripheral devices associated with the gaming device
102.
[0089] The following is a description of some of these peripheral
devices that are available in gaming devices 200. These peripheral
devices may be classified as either input devices (e.g., player to
gaming device), output devices (e.g., gaming device to player), or
interface devices that have both input and output type
characteristics. It should be understood that not all of the
peripheral devices are necessary, and further, that the peripheral
devices may be used in any combination, including using a plurality
of the same peripheral device in a single gaming device 200.
[0090] Some examples of input devices include wager acceptors for
initiating game play on the gaming device 200, such as the coin
acceptor 248. A coin acceptor 248 is coupled to the CPU 210. Each
coin received by the coin acceptor 248 is registered by the CPU
210. A hopper controller 240 is connected to a hopper 242 for
dispensing the collected coins when a winning game outcome occurs.
In addition, when the player requests to cash out by pushing a cash
out button (not shown) on the gaming device 200, the CPU 210 checks
the RAM 218 to see if the player has any credit and, if so, signals
the hopper controller 240 to release an appropriate number of coins
into a payout tray (not shown).
[0091] Another type of wager acceptor is the bill/ticket validator
249. The bill/ticket validator 249 accepts either paper currency or
ticket vouchers. This ticket voucher operates similarly to cash and
is generally accepted by most gaming devices 200 in the gaming
establishment with a bill/ticket validator 249.
[0092] The voucher is printed by a ticket printer 232 located in
the gaming device 200. For example, when a player cashes out,
instead of accepting payment in coin, the player may request a
ticket voucher. The credit balance last shown on the credit balance
meter of the gaming device 200 is transferred to the ticket
voucher. The ticket voucher generally contains a barcode and other
legible indicia that indicates the gaming establishment and the
monetary value of the voucher.
[0093] The barcode on the voucher is machine-readable by the
bill/ticket validator 249. The player inserts the voucher (as the
player would for paper currency) into the bill/ticket validator 249
and the value of the voucher is determined. The gaming device 200
communicates with a gaming server 106 (shown in FIG. 1) that
manages the accounting associated with such ticket-in/ticket-out
transactions (e.g., to track the issuance, redemption and
expiration of such vouchers). An example of such
ticket-in/ticket-out technology, the EZ PAY system, is manufactured
by International Gaming Technology, headquartered in Reno, Nev. The
monetary value of the voucher when inserted into the bill/ticket
voucher reader is displayed on the gaming device's credit meter and
is available for wagering. Other forms of payment may be available
including the use of credit cards, debit cards, etc. to make
wagers.
[0094] Also in communication with the CPU 210 is a player-tracking
device 260. The CPU 210 is in turn in communication with a server
106 (shown in FIG. 1) that contains the player database 144. The
player-tracking device 260 has a card reader 266 as shown in FIG.
2, which accepts a player-tracking card for reading
player-identifying information stored on a player-tracking card
(e.g., a player identification (ID) number). Although not so
limited, the player-tracking card of the present embodiment stores
the player ID on a magnetic strip located thereon. Alternatively,
any player identifying indicia may be used, including biometric
indicia--and not require a separate player tracking card for player
identification.
[0095] The player-tracking device 260 has a player-tracking display
262 and a player interface 264 that allows the gaming device 200
and/or server 106 to communicate with the player. The player
interface 264 may include a keypad and/or a touch screen display.
The player-tracking device 260 may be used to not only track player
wagering, but also used as a communication device to specify
conditions and instructions for the reconfiguration of gaming
device 200.
[0096] Other examples of input devices that facilitate game play
include the pushbutton panel 275. The pushbutton panel 275 allows
the player to make various choices including wager amounts and
games selections. For example, a player may register a bet by
pressing the bet button 272 to wager a credit on a game. The
pushbutton panel 275 may also include buttons to control game play,
including a hold button 274 to indicate indicia a player may desire
to hold rather than discard, and a draw button 276 to draw
additional indicia to replace discarded indicia. The pushbuttons
272, 274, 276 are coupled to the CPU 210. Pressing a pushbutton
transmits a signal to the CPU 210, allowing a CPU to process the
signal and perform the requested function.
[0097] Other examples of input devices include microphones, video
cameras, etc. (not shown) which also may be in communication with
the CPU 210 or with the player-tracking device 260. These devices
may be used to collect information regarding the player or the
game, which may then be processed to customize or otherwise alter
game play.
[0098] The CPU 210 may also be operable to communicate with various
output devices. In some embodiments, an output device comprises a
game display. The primary video display 234 and secondary video
display 238 may comprise, for example, one or more display screens
or areas for outputting information related to game play on the
gaming device 200, such as a cathode ray tube (CRT) monitor, liquid
crystal display (LCD) screen, and/or light-emitting diode (LED)
screen.
[0099] In one or more embodiments, a gaming device 200 may comprise
more than one game display. For example, a gaming device 200 may
comprise an LCD display for displaying electronic reels (or card
hands in the case of a video poker gaming device) (e.g., a primary
video display 234) and a display area that displays rotating
mechanical reels.
[0100] Alternately, a gaming device 200 may have, in some
embodiments, a video display 234 for displaying the outcome of a
primary game and a secondary video display 238 on the gaming device
for other uses (e.g., display rules for playing a game of the
gaming device, the outcome of secondary games played in conjunction
with the primary game, pay table for awarding game outcomes in the
primary game, etc.).
[0101] The CPU 210 may also be in communication with one or more
other output devices. Such devices may comprise, for example, a
primary video display 234 through a video controller 230, an audio
speaker 282 through an audio processor 280; headphones; an infrared
transmitter; a radio transmitter; an electric motor, etc. The CPU
210 may also be in communication with a wireless handheld gaming
device 120 (shown in FIG. 1) that may receive, in some embodiments,
game outcomes from gaming device 200.
[0102] Another type of output device may be included in gaming
device 200 to pay off winning game outcomes. For example, the coin
hopper 242 may pay out coins from the gaming device and/or a ticket
voucher may be provided for a winning game outcome. In yet another
example, the gaming device 200 may credit a monetary amount to a
financial account (not shown) associated with a player as a payout
provided to a player. The financial account may be, for example, a
credit card account, a debit account, a charge account, a checking
account, or a casino account (e.g., an account from which the
player may access cashable and/or non-cashable funds using a player
tracking card or smart card).
[0103] A gaming device 200 may also include a touch screen 235 and
a touch screen processor 236 associated with a primary video
display 234. In one embodiment, the primary video display 234
comprises a touch screen 235. The touch screen 235 and touch screen
processor 236 may be operable to communicate with a video
controller 230 of the primary video display 234 and a CPU 210.
Thus, a player may be enabled to indicate decisions or choices by
touching the touch screen 235 in the appropriate locations.
[0104] The primary video display 234 may operate in conjunction
with the video controller 230 in the CPU 210 to produce multiple
separate images on the gaming device 200. Each of these separate
images may originate from a separate and independent video signal.
This provides significant flexibility in using a single primary
video display 234 to display a plurality of separately and
independently acquired images.
[0105] Plan View of a Gaming Device
[0106] Turning to FIG. 3, an orthographic view of a gaming device
300 is presented, in accordance with one example embodiment. The
gaming device 300 may comprise, in one embodiment, for example,
gaming device 200 (FIG. 2) and/or a gaming device 102 (FIG. 1). The
gaming device 300 more specifically illustrates a video gaming
machine or video poker gaming machine. However, in other
embodiments the gaming device 300 may comprise one of various other
programmable game apparatus, including a video lottery terminal. A
number of peripheral components are visible on the gaming device
300 and are explained below from the view of a wagering player.
[0107] A gaming device 300 may comprise a display area in which a
game outcome is displayed to the player. The display area may, for
example, be a primary video display 334 that displays graphical
representations of cards, reels or other indicia used to indicate a
game outcome. In other gaming device 300 embodiments, the primary
video display 334 may be a set of mechanical reels to display a
game outcome.
[0108] The video poker gaming device 300, with the primary video
display 334, may show a card hand through the various stages of a
card game. For example, the video display 334 may include the
initial intermediate game outcome, the held cards in the
intermediate game outcome, and the final game outcome as drawn.
[0109] A secondary video display 338 of the gaming device 300 may
display the contents of a payout database 339 in tabular form, a
bonus game, etc. A payout database 339 in tabular form shown in
FIG. 3 illustrates one embodiment of the payout database 228 of
FIG. 2 or the payout database 500 of FIG.5.
[0110] Player tracking device 360 may also be included in the
gaming device 300 to allow a player to register with the gaming
establishment and collect player loyalty points. The
player-tracking device 360 is an example of one embodiment of the
player-tracking device 260 illustrated in FIG. 2. Turning again to
FIG. 3, the card reader 366 for the player-tracking device 360 may
be used to identify the player with a player-tracking card,
although any player identification means may be used in conjunction
with player-tracking. The player may also be able to communicate
with the player-tracking device 360 through a player interface 364,
such as a keypad. Furthermore, the player may be able to use the
player-tracking display 362 to obtain information from the player
database 144 shown in FIG. 1.
[0111] Once the player has registered with the player loyalty
program, a wager needs to be made in order to commence game play.
It should be noted that a player need not register with a player
loyalty program in order to make use of embodiments of the present
invention. The gaming device 300 has a wager acceptor 347 to accept
a wager to initiate game play more specifically, a coin acceptor
348 and a bill/ticket acceptor 349. The funds available for
wagering are registered on the credit meter 388.
[0112] The player controls for controlling the game play are
typically found on the pushbutton panel 375 and include a start
button 322, a bet button 372 and 373, a hold button 374, a draw
button 376. Each pushbutton control is accessible to a player
during game participation for furthering game play or altering game
strategies.
[0113] In order to place a bet and begin game play, the player may
use the bet button 372 to bet a single credit, or bet button 373 to
wager a maximum bet allowed by the gaming device 300. Once a wager
has been placed, the player can start the gaming device 300 with
start button 322. The game outcome is shown on the primary video
display 334.
[0114] The hold button 374 and the draw button 376 are used during
game play to determine indicia that are held or discarded and allow
a player to implement a game play strategy. Although five
individual primary card hold buttons 374 are shown, the gaming
device may include more or fewer of each control type pushbutton.
These buttons may be operative to play, in one embodiment, a draw
type poker game.
[0115] Draw type poker games provide the player an opportunity to
receive an initial set of randomly selected indicia to form an
intermediate game outcome. As is conventional in the art of
five-card draw poker, the player determines which cards are to be
held and, thereby, which are to be discarded. This decision is
conveyed to the gaming device by the player pressing the hold
control buttons 374 that are associated with each card that is to
be held in the primary game. In one embodiment, the intermediate
game outcome reflects a first set of indicia from which the player
may discard selected indicia and receive a set of replacement
indicia in the hope of improving the player's game outcome. In one
embodiment of draw poker, the held set of indicia from the
intermediate game outcome and the replacement set of indicia form a
final game outcome. The final game outcome is then evaluated to
determine if a winning game outcome has resulted. If a winning game
outcome has resulted, the award corresponding to the winning game
outcome is provided to the player.
[0116] The game play control buttons may be used to implement
player strategies revolving around the indicia to hold and the type
of winning game outcome the player may decide to attempt to create.
Initially, the primary game indicia positions 301 through 305 are
void of playing cards, ready for playing the primary game 312. The
player presses draw control button 376 signaling the gaming device
300 to deal a hand of cards to card positions 301 through 305 to
create a intermediate game outcome for a primary game. After
pressing draw control button 376, an intermediate primary game
outcome is dealt populating all five (5) card positions of the
primary game 312.
[0117] A secondary game 306 may be played based on the primary game
312. Indicia from the primary game 312 may be collected from the
indicia positions 301-305, in some embodiments, and positioned in
collectible indicia area 307. In some embodiments, multiple primary
game outcomes may be used to potentially complete the secondary
game 306 based on the collectible indicia obtained in the primary
game 312 and recorded in the collectible indicia area 307.
[0118] Finally, the gaming device 300 may comprise a coin tray 342.
Payment to the player may be rendered by dispensing coins into the
coin tray. The player may cash out of the gaming device 300 by
hitting the cash out button 371 on the pushbutton panel 375. Coins
available to be cashed out are displayed on the credit meter 388
and dispensed on demand on actuation of the cash out button.
[0119] Example Description of Game Play
[0120] An example of a game play session follows to better
illustrate a method of playing, in one or more embodiments, a
series of individual primary games that each potentially
contributes to a winning game outcome in a secondary game (such as
a bonus game). This example is not meant to limit the way in which
this game is played, but only to exemplify some of the basic
concepts of some embodiments of the invention. As will become
apparent to one skilled in the art, there are multitudes of
variations that can be made from the basic concepts described and
claimed herein.
[0121] Types of primary games that may be played include the common
five-card draw poker game, such as "Jacks or Better" or "Double
Double Bonus Poker." It is the above game play mechanic for draw
poker that will be used to exemplify the process of collecting
indicia for a secondary game in the embodiments to follow.
[0122] It should be understood that although the following
embodiments are exemplified in the context of a draw poker game,
almost any type of card game may be used in conjunction with
forming a secondary game as described herein. Consequently, the
game is described more generally as an individual primary game (or
a series of primary games) from which specified indicia occurring
in the individual primary game may be used to form a winning game
outcome in a secondary game.
[0123] In the examples that follow, the term indicia is used to
more generally describe symbols (e.g., cards) that in predetermined
sets may form winning game outcomes. A plurality of indicia form a
set of indicia. For example, a set of indicia may include in one
embodiment a "standard deck of playing cards" refers to a
collection of fifty-two (52) cards comprising four (4) sets of
cards identified by the characters 2 through 10, Jack ("J"), Queen
("Q"), King ("K"), and Ace ("A"). Each of the four (4) sets of
cards is differentiated by one of four (4) suits, namely, a spade
("s"), club ("c"), heart ("h"), or diamond ("d"). One or more
Jokers may also be included for use as the highest card or as a
wild card. A set of indicia may include, in one embodiment, the
card deck described above; however, the present invention is not
limited to the above-described card deck--any set of indicia may be
used.
[0124] One or more decks can also be used in a single primary game.
An "infinite" deck of playing cards refers to a deck wherein any
single playing card can be dealt a repeated number of times. It
should be noted that, in some embodiments of a collection-based
game described herein, cards may be dealt to a primary poker hand
from any number of virtual "decks" (e.g., from a virtual six-deck
"shoe"). Further, an indication of a number of decks used may be
output to a player.
[0125] Sets of indicia (e.g., a card deck) may be randomly selected
to form subsets that determine intermediate game outcomes. These
intermediate game outcomes may be further modified by discarding
selected indicia from the subset. The indicia that are "discarded"
may be referred to as discarded indicia. The indicia that are
"held" (e.g., selected by the player as held) may be referred to as
held indicia. Indicia to replace the discarded indicia may be
referred to as replacement indicia. Drawn indicia may include any
of the indicia in the intermediate game outcome and any of the
replacement indicia. Each of these types of indicia are the basis
for distinguishing various embodiments of a collection (or
occurrence) based secondary game. The collectible indicia that may
be used toward a winning secondary game outcome are described as
follows.
[0126] In one embodiment, a series of individual primary games
provides collectible indicia to a secondary game. More
specifically, the secondary game, in one embodiment, involves the
counting or collecting of predetermined indicia occurring in the
individual primary games. The secondary game may persist or run in
parallel to a primary card game such as poker type game. The number
of individual primary games in the series may be predetermined or
the primary individual games may be ongoing until the player
decides to cash out.
[0127] Various methods of displaying collected indicia and/or
totals of collected indicia (e.g., a counter) are contemplated. In
some embodiments, a "collected card area" or "indicia collection
area" of a display screen may display graphic images or text
indicating one or more collected cards. In other embodiments, an
LED meter may depict a "collection total" associated with one or
more cards (e.g., a meter adjacent to text reading "Collected
Hearts Total" reads "27").
[0128] A secondary game pay table provides, in one embodiment, an
award based on the number of collectible indicia that occurred in
the primary games that are collected in the secondary game. This
secondary game pay table may be stored as a secondary game pay
table database in the payout database 228 shown in FIG. 2.
Additionally, payouts may be awarded in "tiers" for achieving
various goals (or thresholds) of a predetermined number of primary
games. For example, a player may be awarded a jackpot of 10,000
coins for collecting 12 discarded Aces in six hands, or smaller
payouts of 200 coins for collecting eleven Aces, and 25 coins for
collecting ten Aces in twelve consecutive primary games.
[0129] The indicia that may be collected for the secondary game may
be controlled, or restricted, to selected subsets of the indicia
that are present in the primary game. The discussion that follows
describes potential restrictions on collectible indicia that may be
incorporated into game play in some embodiments.
[0130] Collectible Indicia
[0131] As described above, in various embodiments, the secondary
game may act as a bonus feature and may be occurrence-based. For
example, the goal of the game may be to collect certain indicia or
groups of indicia for use toward a winning game outcome in the
secondary game. Several embodiments are contemplated in this
regard.
[0132] For example, the goal of the game may be to collect as many
"Hearts" as possible during a course of a session, and a secondary
payout at the end of the session may be based on the number of
Hearts collected (e.g., a player collecting a number of Hearts
within a first range may receive a first payout amount, a player
collecting a number of Hearts within a second range may receive a
second payout amount, i.e., a player is paid 10 coins after
collecting 50 Hearts, 20 coins after collecting 200 Hearts). Any
type, group or designation of cards may be collected in this regard
(e.g., players collect "Hearts", "face cards", "Aces",
"odd-numbered-cards", "Queen of Diamonds" and so on). The total
count of the collectible indicium determines, in some embodiments,
if any award is won--and the award amount or type of award if the
total count meets a predetermined threshold.
[0133] In some embodiments, players collect a predetermined
threshold number of cards to receive a secondary payout, and this
may occur repeatedly (e.g., each time a player collects 50 Spades,
the player is awarded a payout, and a collection total is reset to
0). In other embodiments, players collect various combinations of
cards in order to receive a payout (e.g., players may collect all
four Ace cards, collect every diamond card, etc.). In one example,
players collect one of every card in a standard 52-card deck. In
another example, players collect ten cards of each suit. In yet
another example, players collect 11 Aces, ten Kings, ten Queens,
ten Jacks, ten 10s, nine 9s, and so on.
[0134] Counted Collectible Indicia
[0135] The collectible indicia that are counted in individual
primary games differ dependent upon the embodiment of the
invention. Various methods of "collecting" occurrences of
collectible indicia from primary games for a secondary game are
contemplated. For example, the indicia that are counted in the
individual primary games may depend on the method of acquisition or
disposition of the indicia.
[0136] Distinguishing a number of embodiments are restraints that
may be placed on the sets and subsets of indicia from which
collectible indicia may be collected. In the exemplary primary game
illustrated by the 5-card draw poker game described above, there
are several sets of indicia that may be individually categorized.
For example, there is a subset of indicia that includes all held
indicia, another all discarded indicia. Furthermore, there is a
group of cards that includes all the drawn cards (i.e., all the
indicia forming the intermediate game outcome and all the indicia
drawn to replace any discarded indicium from the intermediate game
outcome). Each of these restraints on collectible indicia are
described as follows.
[0137] Discarded Indicia as Collectible Indicia
[0138] For example, in certain embodiments, only discarded cards
may be considered collectible (e.g., in order to have a dealt Ace
"collected", the player must decide to discard the card). This
method of collecting indicia is illustrated in FIG. 6. Turning to
FIG. 6A, an example intermediate primary game outcome 610 is shown
to exemplify one embodiment of the secondary game operation in
conjunction with a card game. FIG. 6 illustrates a primary video
game display 600 having a primary game 610 and a secondary game
620. For the purposes of this example, it will be assumed that any
Ace is a collectible indicium.
[0139] FIG. 6A illustrates one embodiment of an exemplary
intermediate game outcome 612 in the first individual primary game
in a series of two. In this embodiment, only discarded collectible
indicia may be collected in the secondary game 620. In this
example, the collectible indicia (Aces) are not held in the primary
game 610 and consequently, no collectible indicia are collected in
the secondary game 620. FIG. 6B is a continuation of the game play
of FIG. 6A, illustrating an exemplary final game outcome for the
first primary game 610. The player has a winning game outcome in
the primary game 610 (four Aces) for which a corresponding award is
paid.
[0140] FIG. 6C illustrates one embodiment of an exemplary second
primary game in the series of two primary games in a continuation
of the game play from FIGS. 6A and 6B. In the second primary game
610, the player has selected to hold an Ace, a King, and Queen to
form a partial straight in accordance with the pay table, and
discard the Ace of Spades. Through the discard of the Ace of
Spades, the Ace of Spades becomes collectible and is shown in the
secondary game 620 as a collectible indicium 622.
[0141] The final game outcome and the secondary game outcome are
shown in FIG. 6D. As can be seen from the secondary game 620, the
player has not collected sufficient Aces to become eligible for a
secondary award. The player has received a pair of Aces in the
primary game and is paid the corresponding award for the winning
game outcome in the primary game 610.
[0142] Held Indicia as Collectible Indicia
[0143] In still further embodiments, only held cards may be
considered collectible (e.g., in order to have a dealt Ace
"collected", the player must decide to hold the card). This method
of collecting indicia is illustrated in FIG. 7. FIG. 7 illustrates
one embodiment of an exemplary game display 700 having a primary
game 710 and a secondary game 720 wherein Aces are collectible
indicia.
[0144] FIG. 7A illustrates one embodiment of an exemplary
intermediate game outcome 712 in the first individual primary game
in a series of two. In this embodiment, only held collectible
indicia may be collected in the secondary game 720. In this
example, the collectible indicia (Aces) are held in the primary
game 710 as the pair of Aces provides at least a pair for a winning
primary game outcome with the potential for building a three of a
kind game outcome. Consequently, the Ace of Diamonds and the Ace of
Spades are collectible indicia and are shown in the secondary game
display 720.
[0145] FIG. 7B is a continuation of the game play of FIG. 7A
illustrating an exemplary final game outcome wherein the player has
acquired two more Aces (Ace of Clubs and the Ace of Hearts).
Consequently, the player has obtained a four of a kind in the
primary game 710 and is paid accordingly for the corresponding
winning game outcome. The additional two Aces are obtained as
replacement indicia in the final game outcome are not considered,
in this embodiment, as held collectible indicia. Consequently, the
secondary game display 720 has collected only two Aces in the
display.
[0146] FIG. 7C illustrates one embodiment of an exemplary second
primary game in the series of two primary games in a continuation
of the game play from FIG. 7A and 78. FIG. 7C illustrates a new
randomly selected subset of indicia from the set of indicia in an
intermediate game outcome. In this case, in the second primary game
710, the player has selected to hold an Ace, a King, and Queen to
form a partial straight in accordance with the pay table, and
discard the Ace of Spades. The player is only entitled to collect
the Ace of Diamonds, as it is the only Ace that is held in the
primary game 710. The Ace of Spades, because it is discarded and
not held, is not eligible to be recorded as a collectible indicium
in the secondary game register. Consequently, only the Ace of
Diamonds appears in the secondary game display 720.
[0147] The final game outcome and the secondary game outcome are
shown in FIG. 7D. As can be seen from the secondary game 720, the
player has not collected sufficient Aces to become eligible for a
secondary award. The player has received a pair of Aces in the
primary game and is paid the corresponding award for the winning
game outcome in the primary game 710.
[0148] Drawn Indicia as Collectible Indicia
[0149] In still further embodiments, any drawn cards may be
considered collectible (e.g., if the indicium is dealt into the
intermediate game outcome or the final game outcome, the indicia
are collectible). For example, in one or more embodiments, each
card dealt to a player may be considered "collectible" (e.g., if
the goal of a collection-based bonus feature is to collect Hearts,
each Heart card dealt to a player may be duplicated and displayed
as a collected card or otherwise added to a collection total).
[0150] This method of collecting indicia is illustrated in FIG. 8.
FIG. 8 illustrates one embodiment of an exemplary game display 800
having a primary game 810 and a secondary game 820 wherein Aces are
collectible indicia.
[0151] FIG. 8A illustrates one embodiment of an exemplary
intermediate game outcome 812 in the first individual primary game
in a series of two primary games. In this embodiment, any drawn
collectible indicia may be collected in the secondary game 820. In
this example, the collectible indicia are the Aces in the
intermediate game outcome. Consequently, the Ace of Diamonds and
the Ace of Spades are collectible indicia and are shown in the
secondary game display 820.
[0152] FIG. 8B is a continuation of the game play of FIG. 8A,
illustrating one embodiment of an exemplary final game outcome
wherein the player has acquired two more Aces (Ace of Clubs and the
Ace of Hearts) as replacement indicia. Consequently, the player has
obtained a four of a kind in the primary game 810 and is paid per
the pay table according to this corresponding winning game outcome.
The additional two Aces obtained as replacement indicia in the
final game outcome are also collectible indicia as they were drawn
as replacement indicia for the discarded indicia in the
intermediate game outcome. Consequently, the secondary game display
820 has collected four Aces in the display as shown.
[0153] FIG. 8C illustrates one embodiment of an exemplary second
primary game in the series of two primary games in a continuation
of the game play from FIG. 8A and 8B. FIG. 8C illustrates one
embodiment of an exemplary randomly selected set of indicia to form
an intermediate game outcome. In this case, in the second primary
game 810, the player has selected to hold an Ace, a King, and Queen
to form a partial straight in accordance with the pay table, and
discard the Ace of Spades. The player is entitled to collect the
Ace of Diamonds and the Ace of Spades. Each of these Aces is shown
recorded in the secondary game display 820.
[0154] An exemplary final game outcome and secondary game outcome
as a continuation of the game play of FIG. 8C is shown in FIG. 8D.
The player has received as a replacement card the Ace of Hearts and
the two of Spades. As a result, the primary game outcome is a pair
of Aces providing a winning game outcome of a single pair and the
corresponding award from the payout table. Because the Ace of
Hearts was drawn as a replacement indicium for the intermediate
game outcome, the Ace of Hearts is a collectible indicia and added
to the secondary game display. As can be seen from the secondary
game 820, the player has obtained sufficient collectible indicia
(Aces) to become eligible for a secondary award--a ten credit
bonus.
[0155] Limiting Potential Accumulation of Collectible Indicia
[0156] In addition to determining collectible indicia that may be
counted, the number of primary games that may contribute
collectible indicia to the secondary game may also be predetermined
in some embodiments, or alternatively, methods developed for
limiting the total accumulated collectible indicia in ongoing
primary games.
[0157] In order to more closely control the payback percentage of
the game, and yet still provide enticing awards, it may be
advisable to limit the potential awards paid out in the secondary
game. Without these limitations, the player could continuously
collect indicia that could be redeemed for a secondary award. Two
methods are described below that take two distinct approaches to
controlling the payback percentage of the game.
[0158] Flat Rate Gaming Session
[0159] In one or more embodiments, play of a video poker game may
be session-based (e.g., such that players pay a flat price and in
exchange are allowed to execute repeated game plays without
providing additional funds). For example, a video poker game may be
offered as a flat rate session with an additional bonus feature to
players who make such a purchase. Apparatus and methods which,
among other things, permit and enable prepaid or flat-rate play
sessions, and which are appropriate for use in some embodiments of
the present invention are disclosed in U.S. Pat. No. 6,077,163,
filed Jun. 23, 1997, entitled "GAMING DEVICE FOR A FLAT RATE PLAY
SESSION AND A METHOD OF OPERATING SAME"; U.S. patent application
Ser. No. 10/001,089, filed Nov. 2, 2001, entitled "GAME MACHINE FOR
A FLAT RATE PLAY SESSION AND METHOD OF OPERATING SAME"; and U.S.
patent application Ser. No. 10/842,066, filed Apr. 21, 2003,
entitled "METHOD AND APPARATUS FOR EMPLOYING FLAT RATE PLAY"; the
entirety of each are incorporated herein by reference for all
purposes.
[0160] Consequently, in addition to specifying the collectible
indicia that may be counted in the individual primary game, at
least some embodiments also require that the number of individual
primary games during which collectible indicia may be accumulated
is finite. The actual number of individual primary games may be
predetermined by a flat rate gaming session that specifies duration
of game play. The player may purchase a flat rate gaming session
with a duration measured by a predetermined time (e.g., all the
individual primary games that the player may play in 10 minutes).
Alternately, the player may purchase a gaming session with a
duration measured by a predetermined number of game outcomes (e.g.,
the player purchases 10 individual primary games). In either case
of the flat rate gaming sessions, the number of individual primary
games is finite, and limits the accumulation of collectible indicia
to the duration of the gaming session.
[0161] Collectible Indicia from Discarded Indicia in a Flat Rate
Gaming Session
[0162] In one embodiment of a flat rate gaming session, discarded
indicia are the only collectible indicia that may be recorded to
the register for determining a secondary winning game outcome. FIG.
9 illustrates this process in a finite gaming session as an
exemplary embodiment of this game play mechanic. The process of
FIG. 9 may be applied, in one embodiment, to the gaming device 200
of FIG. 2 or of the gaming device 300 in FIG. 3 as follows.
[0163] The gaming device recognizes a wager to purchase a flat rate
gaming session in step 905. The flat rate gaming session may have
either a predetermined number of game plays or a predetermined time
duration. The game program may have a predetermined designated
collectible indicium, or in some embodiments, the player may
designate a collectible indicium in step 910. In step 915, a
register for recording each collectible indicium as it occurs is
set to zero. If desired, in some embodiments, a multiple indicia
may be designated as collectible. The gaming device then randomly
selects indicia to form an intermediate primary game outcome in
step 920. The player may then designate indicia to be held (or
discarded) from the intermediate game outcome in step 925. At this
juncture, the gaming device determines whether any of the discarded
indicia contain collectible indicia in step 930. If collectible
indicia are discarded in step 930, these collectible indicia are
recorded to the register of collectible indicia from each of the
previous games in the flat rate gaming session in step 935. After
the register is incremented appropriately in step 935, or if no
discarded indicia contain collectible indicia, additional indicia
are randomly drawn to complete the intermediate game outcome to
form a final game outcome in step 940. If the game outcome is a
winning game outcome as determined in step 945, an award is
provided in step 950 for that winning game outcome in the primary
game. If there is no winning game outcome in step 945, or if an
award has been provided in step 950, the gaming device determines
if the gaming session is over based on the predetermined flat rate
session's predetermined game plays or game duration in step 955. If
the flat rate session is over, the collectible indicia recorded in
the register are reviewed to determine if the collectible indicia
form a winning secondary game award (e.g., a winning bonus game
outcome) in step 960. If sufficient collectible indicia are
recorded in the register, a secondary award (e.g., a bonus award)
is provided in step 965. If the flat rate gaming session is not
over, a new individual primary game is starting by randomly
selecting indicia to form an intermediate game outcome in step 920.
Game play continues as described above until the flat rate gaming
session is terminated at step 970 when the predetermined duration
of the gaming session is completed.
[0164] Collectible Indicia from Held Indicia in a Flat Rate Gaming
Session
[0165] In another embodiment of a flat rate gaming session,
discarded indicia are the only collectible indicia that may be
recorded to the register for determining a secondary winning game
outcome. FIG. 10 illustrates this process in a finite gaming
session as an exemplary embodiment of this game play mechanic. The
process of FIG. 10 may be applied, in some embodiments, to the
gaming device 200 of FIG. 2 or of the gaming device 300 in FIG. 3
as follows.
[0166] The gaming device recognizes a wager to purchase a flat rate
gaming session in step 1005. The flat rate gaming session either
may have a predetermined number of game plays or predetermined time
duration. The game program may have a predetermined designated
collectible indicium, or in some embodiments, the player may
designate a collectible indicium in step 1010. In step 1015, a
register for recording each collectible indicium as it occurs is
set to zero. If desired, in some embodiments, a multiple indicia
may be designated as collectible. The gaming device then randomly
selects indicia to form an intermediate game outcome in step 1020.
The player may then designate indicia to be held (or discarded)
from the intermediate game outcome in step 1025. Now, the gaming
device determines whether any of the held indicia contain
collectible indicia in step 1030. If collectible indicia are held
in step 1030, these collectible indicia are recorded to the
register of collectible indicia from each of the previous games in
the flat rate gaming session in step 1035. After the register
appropriately records any collectible indicia in step 1035, or if
no held indicia contain collectible indicia, additional indicia are
randomly drawn to complete the intermediate game outcome to form a
game outcome in step 1040. If the game outcome is a winning game
outcome as determined in step 1045, an award is provided in step
1050 for that winning game outcome in the primary game. If there is
no winning game outcome in step 1045, or if an award has been
provided in step 1050, the gaming device determines if the gaming
session is over based on the predetermined flat rate session's
predetermined game plays or game duration in step 1055. If the flat
rate session is over, the collectible indicia recorded in the
register are reviewed to determine if the collected collectible
indicia form a winning secondary game award (e.g., a winning bonus
game outcome) in step 1060. If sufficient collectible indicia are
recorded in the register, a secondary award (e.g., a bonus award)
is provided in step 1065. If the flat rate gaming session is not
over, a new individual primary game is started by randomly
selecting indicia to form an intermediate game outcome in step
1020. Game play continues as described above until the flat rate
gaming session is terminated at step 1070 when the predetermined
duration of the gaming session is completed.
[0167] Collectible Indicia from Drawn Indicia in a Flat Rate Gaming
Session
[0168] In another embodiment of a flat rate gaming session,
collectible indicia may be collected from all drawn indicia used to
form the intermediate game outcome. In another embodiment, the
indicia drawn for both the intermediate game outcome and the
replacement indicia to complete the final game outcome may be used
as collectible indicia. These occurrences of collectible indicia
are recorded to the register for determining a secondary winning
game outcome. FIG. 11 illustrates this process in a finite gaming
session as an exemplary embodiment of this game play mechanic. The
process of FIG. 11 may be applied, in some embodiments, to the
gaming device 200 of FIG. 2 or of the gaming device 300 in FIG. 3
as follows.
[0169] The gaming device recognizes a wager to purchase a flat rate
gaming session in step 1105. The flat rate gaming session may have
either a predetermined number of game plays or a predetermined time
duration. The game program may have a predetermined designated
collectible indicium, or in some embodiments, the player may
designate a collectible indicium in step 1110. In step 1115, a
register for recording each collectible indicium as it occurs is
set to zero. If desired, in some embodiments, a multiple indicia
may be designated as collectible. The gaming device then randomly
selects indicia to form an intermediate game outcome in step 1120.
The player may then designate indicia to be held from the
intermediate game outcome in step 1125. The gaming device next
determines whether any of the indicia drawn into the intermediate
game outcome contain collectible indicia in step 1130. If
collectible indicia are held in step 1130, these collectible
indicia are recorded to the register of collectible indicia from
each of the previous games in the flat rate gaming session in step
1135. After the register is incremented appropriately in step 1135,
or if no held indicia contain collectible indicia, additional
indicia are randomly drawn to complete the intermediate game
outcome to form a final game outcome in step 1140. The gaming
device next determines whether any of the indicia drawn into the
intermediate game outcome contain collectible indicia in step 1145.
If collectible indicia are drawn in step 1140, these collectible
indicia are recorded to the register of collectible indicia in step
1150. The gaming device then determines if the primary game outcome
is a winning game outcome as determined in step 1155, an award is
provided in step 1160 for a winning game outcome in the primary
game. If there is no winning game outcome in the primary game or if
an award has been provided in step 1160, the gaming device
determines if the gaming session is over based on the flat rate
session's predetermined game plays or game duration in step 1165.
If the flat rate session is over, the collectible indicia recorded
in the register are reviewed to determine if the collectible
indicia form a winning secondary game award (e.g., a winning bonus
game outcome) in step 1170. If sufficient collectible indicia are
recorded in the register, a secondary award (e.g., a bonus award)
is provided in step 1175. If the flat rate gaming session is not
over, a new individual primary game is starting by randomly
selecting indicia to form an intermediate game outcome in step
1120. Game play continues as described above until the flat rate
gaming session is terminated at step 1180 when the predetermined
duration of the gaming session is completed.
[0170] As discussed above, it should be understood that the game
play could be modified to designate, in some embodiments, that the
drawn indicia to complete the final game outcome can also be
collectible indicia.
[0171] Expiration of Collectible Indicia in an Indeterminate Series
of Primary Games
[0172] In some embodiments, collected cards may have a limited
effective duration during a session before they "expire" or are
otherwise removed from an indicia collection area and/or
decremented from a collection total (e.g., each discarded Ace is
sent to a collection area, where it remains for only six hands
after it has been discarded, at which time it "expires" and is
removed from the collection area).
[0173] The expiration of collectible indicia is a particularly
important concept in one embodiment in which an undefined number,
or series, of primary games may be played before a player cashes
out of the gaming device. In such embodiments, the player could
potentially play for such extended periods of time that a winning
secondary game outcome would be assured. Although this is one
potential embodiment, other embodiments can increase the excitement
of game play--as well as making the secondary pay table more
rewarding--by allowing collectible indicia to expire after a
predetermined duration.
[0174] In such a game with expiring collectible indicia, a player
may be awarded a relatively substantial payout for achieving a goal
of collecting a specified number of indicia, for several reasons.
First, because collected indicia expire after a specified duration
(e.g., this duration may be fixed or variable, it may become
challenging to amass sufficient indicia to earn a payout, as
collected indicia will frequently be expiring.
[0175] Secondly, a gaming device may fund a lucrative bonus payout
and still maintain a desired house edge and primary game payout
structure, because players choose whether to pursue the primary
game or the secondary game in order to obtain a winning game
outcome--potentially sacrificing one game for the other. In other
words, the existence of the bonus feature may serve to substitute
for payouts from the primary game, as players may discard indicia
that otherwise may have been held to produce winning outcomes.
[0176] Methods of tracking collected game symbols (such as playing
cards) and associating expiration conditions therewith are
described in commonly-owned U.S. patent application Ser. No.
10/772,837, filed Feb. 10, 2004, entitled "ELECTRONIC AMUSEMENT
DEVICE AND METHOD FOR ENHANCED SLOT MACHINE PLAY"; and
commonly-owned U.S. Pat. No. 6,203,430, filed Oct. 1, 1998,
entitled "ELECTRONIC AMUSEMENT DEVICE AND METHOD FOR ENHANCED SLOT
MACHINE PLAY"; the entirety of each are incorporated herein by
reference for all purposes.
[0177] Collectible Indicia from Discarded Indicia in an
Indeterminate Series of Primary Games
[0178] In another embodiment, only collectible indicia in discarded
indicia are considered collectable and may be recorded to the
register for determining a secondary winning game outcome--until
the collected indicia expire. FIG. 12 illustrates this process in
an ongoing (i.e., no limitation on the number of primary games the
player may play to win the secondary game) gaming session as an
exemplary embodiment of this game play mechanic. The process of
FIG. 12 may be applied, in some embodiments, to the gaming device
200 of FIG. 2 or of the gaming device 300 in FIG. 3 as follows.
[0179] The gaming device recognizes a wager to purchase an
individual primary game in step 1205. In step 1210, collectible
indicia are determined. The game program may have a predetermined
designated collectible indicium, or in some embodiments, the player
may designate a collectible indicium. If desired, in some
embodiments, a multiple indicia may be designated as collectible.
In step 1215, a register for recording each collectible indicium as
it occurs is set to zero. The gaming device then randomly selects
indicia to form an intermediate game outcome in step 1220. The
player may then designate indicia to be held from the intermediate
game outcome in step 1225. Now, the gaming device determines
whether any of the discarded indicia contain collectible indicia in
step 1230. If collectible indicia are held in step 1230, these
collectible indicia are recorded to the register of collectible
indicia in step 1235. After the register is incremented
appropriately in step 1235, or if no held indicia contain
collectible indicia, additional indicia are randomly drawn to
complete the intermediate game outcome to form a game outcome in
step 1240. If the game outcome is a winning game outcome as
determined in step 1245, an award is provided in step 1250 for that
winning game outcome. If there is no winning primary game outcome
in step 1245, or if an award has been provided in step 1250, the
gaming device then determines if there is a winning secondary game
outcome (e.g., a winning bonus game) in step 1255. If a winning
secondary game outcome is obtained as determined in step 1255, a
secondary award (e.g., a bonus award) for the winning game outcome
is provided in step 1260. If there are any expired collectible
indicia identified in step 1265, the expired collectible indicia in
the register are deleted in step 1270. The player then has the
option in step 1275 to either continue game play at step 1220 (and
possibly benefit from any collectible indicia that may still be
active in the register to potentially create further winning
secondary game outcomes) or end the game at step 1280.
[0180] Collectible Indicia from Held Indicia in an Indeterminate
Series of Primary Games
[0181] In another embodiment, collectible indicia may be collected
only from held indicia in the individual primary game, and may be
recorded to the register for determining a secondary winning game
outcome until expiring. FIG. 13 illustrates this process in an
ongoing gaming session (i.e., no limitation on the number of
primary games the player may play to win the secondary game) as an
exemplary embodiment of this game play mechanic. The process of
FIG. 13 may be applied, in some embodiments, to the gaming device
200 of FIG. 2 or of the gaming device 300 in FIG. 3 as follows.
[0182] The gaming device recognizes a wager to purchase an
individual primary game in step 1305. In step 1310, collectible
indicia are determined. The game program may have a predetermined
designated collectible indicium, or in some embodiments, the player
may designate a collectible indicium. If desired, in some
embodiments, a multiple indicia may be designated as collectible.
In step 1315, a register for recording each collectible indicium as
it occurs is set to zero. The gaming device then randomly selects
indicia to form an intermediate game outcome in step 1320. The
player may then designate indicia to be held from the intermediate
game outcome in step 1325. Now, the gaming device determines
whether any of the discarded indicia contain collectible indicia in
step 1330. If collectible indicia are held in step 1330, these
collectible indicia are recorded to the register of collectible
indicia in step 1335. After the register is incremented
appropriately in step 1335, or if no held indicia contain
collectible indicia, additional indicia are randomly drawn to
complete the intermediate game outcome to form a game outcome in
step 1340. If the game outcome is a winning game outcome as
determined in step 1345, an award is provided in step 1350 for that
winning game outcome. If there is no winning game outcome in step
1345, or if an award has been provided in step 1350, the gaming
device then determines if there is a winning secondary game outcome
(e.g., a winning bonus game outcome) in step 1355. If a winning
secondary game outcome is obtained as determined in step 1355, a
secondary award (e.g., a bonus award) for the winning game outcome
is provided in step 1360. If there are any expired collectible
indicia identified in step 1365, the expired collectible indicia in
the register are deleted in step 1370. The player then has the
option in step 1375 to either continue game play at step 1320 (and
possibly benefit from any collectible indicia that may still be
active in the register to potentially create further winning
secondary game outcomes) or end the game at step 1380.
[0183] Collectible Indicia from Drawn Indicia in an Indeterminate
Series of Primary Games
[0184] In another embodiment, collectible indicia may be recorded
to the register from any drawn indicia for determining a secondary
winning game outcome until expiring. FIG. 14 illustrates this
process in an ongoing gaming session (i.e., no limitation on the
number of primary games the player may play to win the secondary
game) as an exemplary embodiment of this game play mechanic. The
process of FIG. 14 may be applied, in some embodiments, to the
gaming device 200 of FIG. 2 or of the gaming device 300 in FIG. 3
as follows.
[0185] The gaming device recognizes a wager to purchase an
individual primary game in step 1405. In step 1410, collectible
indicia are determined. The game program may have a predetermined
designated collectible indicium, or in some embodiments, the player
may designate a collectible indicium in step 1410. If desired, in
some embodiments, a multiple indicia may be designated as
collectible. In step 1415, a register for recording each
collectible indicium as it occurs is set to zero. The gaming device
then randomly selects indicia to form an intermediate game outcome
in step 1420. The player may then designate indicia to be held from
the intermediate game outcome in step 1425. Now, the gaming device
determines whether any of the drawn indicia in the intermediate
game outcome contain collectible indicia in step 1430. If
collectible indicia are held in step 1430, these collectible
indicia are recorded to the register of collectible indicia in step
1435. After the register is incremented appropriately in step 1435,
or if no held indicia contain collectible indicia, additional
indicia are randomly drawn to complete the intermediate game
outcome to form a final game outcome in step 1440. If any of the
randomly drawn replacement indicia to complete the final game
outcome contain any additional collectible indicia in step 1445,
these collectible indicia are recorded to the collectible indicia
register in step 1450. After the register is incremented
appropriately in step 1450, or if no held indicia contain
collectible indicia, the primary game is examined for a winning
game outcome in step 1455. If there is a winning primary game
outcome, an award is provided in step 1460. If there is no winning
primary game outcome in step 1455 of if the award is paid for a
winning primary game outcome in step 1460, the collectible indicia
register is evaluated for a winning secondary game outcome (e.g., a
winning bonus game outcome) in step 1465. If there is a winning
secondary game outcome, the player is provided a secondary award
(e.g., a bonus award) corresponding to the collectible indicia in
the register in step 1470. If there is no winning secondary game
outcome in step 1465, or if a secondary award has been provided in
step 1470, the gaming device then determines if there are any
expired collectible indicia in step 1475, and if so, eliminates
expired collectible indicia from the register in step 1480. The
player then has the option in step 1485 to either continue game
play at step 1420 (and possibly benefit from the collectible
indicium in the register to potentially create further winning
secondary game outcomes) or end the game at step 1490.
[0186] Position Determined Collectible Indicia
[0187] As discussed above, collectible indicia may be limited to
those subsets of intermediate game outcomes and/or game outcomes
limited to held, discarded, or may be all drawn indicia. In further
embodiments, only cards dealt or drawn to a certain position or in
a certain order may be considered collectible (e.g., in order to be
collected, a particular card must be dealt or drawn to the fourth
of five card positions). For example, collectible indicia may be
limited to the position that an indicium occupies on the video
display. For example, only indicia occurring in a designated card
position may be considered collectible.
[0188] In an alternate embodiment, only indicia in a position
randomly designated by the gaming device may be considered
collectible. For example, as shown in FIG. 15, an indicator (e.g.,
mechanical or electronic) 1550 may be used to designate one of the
five indicia positions (e.g., 1501, 1502, 1503, 1504, and 1505)
from which collectible indicia 1522 may be collected. The indicator
1550 may randomly determine the selected position of a collectible
indicium 1522.
[0189] For example, in FIG. 15, an embodiment is shown that
collects indicia occupying the selected position determined by the
indicator 1550. Consequently, the register has recorded the five of
Diamonds as shown in the secondary game display area 1530 of FIG.
15. This selection may occur before or after cards are indicated as
held or discarded. The primary game 1510 has two held cards 1514
from the drawn cards 1515. The intermediate primary game outcome is
depicted as 1512. In this embodiment, indicia are collected in the
secondary game 1520 until a winning game outcome may be formed as
long as primary games 1510 are played. The object of this
embodiment in the secondary games 1520 is to collect collectible
indicia 1522 in the collection area 1530 that will produce a
winning poker hand.
[0190] Turning to FIG. 16, a second individual primary game 1612 is
depicted with a new random position located by the indicator 1650
that collects the Ace of Hearts into the collection area 1630 of
the secondary game 1620. The player now has an intermediate
secondary game outcome that includes the five of Diamonds and the
Queen of Hearts. Additional individual primary games may be played
to collect sufficient additional indicia to form a secondary game
outcome.
[0191] If a winning poker hand is not formed in the secondary game,
the secondary collection area 1530 may be emptied. Alternatively,
the collectible indicia may have a finite life and expire as
primary game play continues. For example, the number of selected
indicia may be limited by the number of indicia positions, with
each subsequent collected indicium removing the oldest or randomly
selected indicia from the register.
[0192] Auto-Play
[0193] In one or more embodiments, a gaming device may be
configured to analyze and/or store player decisions with respect to
holding and discarding cards. For example, if on one or more
instances a player is dealt a single Ace along with a number of
other suited cards (e.g., the player is dealt Ah-7h-Jh-5c-10d),
such that the player has "three cards to a flush", and the player
chooses to hold the suited cards (rather than discard the Ace), a
gaming device may be configured to store an indication of the
player's choice given the particular hand (or type of hand). A
historic decisions database, shown in FIG. 17, in communication
with the gaming device may be used to store such historic
hold/discard decisions in association with a player.
[0194] For example, a decisions database 1700 may indicate possible
combinations of cards that a player may initially be dealt (e.g.,
Ah-7h-Jh-5c-10d is one combination). The database may also indicate
possible "hold choices" along with each initial hand dealt to a
player (e.g., in association with Ah-7h-Jh-5c-10d, the player may
choose to hold Ah-7h-Jh, etc.). Further, such a database may
indicate a number of instances which a player elected to pursue a
particular strategy (e.g., when dealt Ah-7h-Jh-5c-2d, the player
held Ah-7h-Jh 12 times and Ah three times, as indicated by an
"actual held cards" field 1710 of such a database). An exemplary
data structure of such a database follows.
[0195] It should of course be understood that rather than various
"initial/dealt hands" may be considered substantially similar in
their nature, such that it may be assumed that if a player made a
strategic hold/discard decision in association with a first hand
(e.g., Ah-7h-Jh-5c-4d), the same decision may apply to a second
hand (e.g., Ah-7h-Jh-5c-3d). In some embodiments, a database may
store indications of such "like hands".
[0196] In this manner, historic play decisions may be stored in
association with a particular player. In some embodiments,
automated play may then be based on such historic play decisions.
For example, if a player executes a "cruise control" feature as
described, a gaming device may be configured to (i) deal an initial
hand, (ii) determine whether or not historic play decision data
exists in association with the hand (or one or more similar hands),
and if so (iii) execute hold/discard decisions automatically based
on the data. In some embodiments, if no data exists in association
with the hand (or one or more similar hands), the gaming device may
execute hold/discard decisions automatically based on stored
default "perfect strategy" rules.
[0197] In further embodiments, a variety of other parameters may be
measured and/or stored when a play decision is stored, including
but not limited to (i) a number of collected cards, (ii) an
expiration value associated with one or more collected cards, (iii)
a current credit balance, (iv) an interval remaining in association
with a session, and so on. For example, when a player is dealt an
initial hand of Ah-As-Ad-5c-4d, and the player has collected eight
out of twelve Aces necessary to receive a substantial secondary
payout, the player may discard the three dealt Aces. However, if
the player is dealt an initial hand of Ah-As-Ad-5c-4d (or a
comparable hand) and the player has only seven Aces collected, the
player may decide to hold the Aces. Additionally, a player may be
more or less likely to discard such Aces depending on an expiration
value associated with one or more cards already collected by the
player (e.g., if three of the player's Aces expire on the next
hand, and the player isn't "close" to getting a secondary payout,
the player may choose not to discard the cards). In another
example, if the player has a sufficiently negative credit balance,
and little time remaining in a session, the player may be more
likely to make an aggressive play for a larger payout amount (e.g.,
discarding three Aces). Thus, in some embodiments, historic play
decision data may consider the hold/discard decisions a player has
made with respect to certain game conditions, including (i) an
initial hand dealt to a player, (ii) a number of collected cards,
(iii) an expiration value associated with one or more collected
cards, (iv) a current credit balance, (v) an interval remaining in
association with a session, and so on.
[0198] Additionally, a gaming device may be configured to detect a
player's tendency to play toward payouts from the primary game
(e.g., the player usually holds Aces) or payouts from the bonus
feature (e.g., the player frequently discards Aces, even when dealt
three or more). In one embodiment, in response to detecting that a
player seems to be disregarding the bonus feature, a gaming device
may be configured to output a message to the player promoting the
bonus feature. Along with the promotional message, an additional
benefit may be offered to entice the player to interact with the
bonus feature by discarding cards (e.g., "Discard this Ace and get
two instead of one", "Discard these Aces and they'll last for eight
hands instead of six", etc.).
[0199] A gaming device may measure whether or not a player is
utilizing such a bonus feature in a variety of manners. In one
example, a gaming device and/or server may monitor a "discard
percentage" in association with a player, which may be determined
by the following example: Aces Discarded Percentage=Total Aces
Discarded/Total Aces Dealt
[0200] In some embodiments, it may then be determined to output a
message based on the discard percentage (e.g., if the discard
percentage is less than 40%, output a message). In some
embodiments, the determination of whether or not to output a
message may also be based on the number of total Aces dealt. For
example, if the player has been dealt more than 20 Aces, and this
discard percentage is less than 50%, then a message may be output
to a player.
[0201] As stated, a discard percentage may be associated with a
player. Players may be identified in a variety of manners. In one
example, it may be assumed that a single player is associated with
each flat-rate play session (e.g., a discard percentage is
associated with each session, and thereby with an individual
player). In non-session embodiments, a player might be identified
by player tracking means as known in the art, or, for example, by
detecting a sustained break between consistent game plays (e.g.,
such that it can be assumed a new player has engaged with a gaming
device if the device had been idle for a period of time).
CONCLUSION
[0202] Although the foregoing described only a few of the most
popular wagering games (in particular video poker) to which the
secondary game may be applied, it should be appreciated that any
type of wagering game (e.g., Black Jack, Baccarat, or any other
card game) could also be used as the primary game from which
indicia may be collected. Further, the game is not limited to the
embodiments of the gaming devices described (i.e., video gaming
devices, such as video slot machines and video poker machines), but
can also be applied to other types of gaming devices, such as
electro-mechanical gaming machines with mechanical reels for
displaying game outcomes.
[0203] Thus, while the present invention has been described in
terms of certain embodiments, other embodiments that are apparent
to those of skill in the art are also intended to be within the
scope of the present invention. Accordingly, the scope of the
present invention is intended to be limited only by the claims
appended hereto.
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