U.S. patent application number 11/428129 was filed with the patent office on 2006-12-21 for method and apparatus for offering a guaranteed win.
Invention is credited to Michael D. Downs, Scott T. Friesen, Geoffrey M. Gelman, Norman C. Gilman, James A. Jorasch, Daniel E. Tedesco, Stephen C. Tulley, Jay S. WALKER.
Application Number | 20060287041 11/428129 |
Document ID | / |
Family ID | 26900309 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287041 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
December 21, 2006 |
METHOD AND APPARATUS FOR OFFERING A GUARANTEED WIN
Abstract
A method in accordance with one embodiment of the present
invention is provided, the method comprising the steps of
generating a first outcome of a game of chance, determining a
target outcome, receiving a first wager, generating a second
outcome based on the first outcome, and repeating the step of
generating the second outcome until the second outcome matches the
target outcome, before receiving any second wager.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Gelman; Geoffrey M.; (Stamford, CT) ; Friesen; Scott
T.; (Stamford, CT) ; Tulley; Stephen C.;
(Fairfield, CT) ; Gilman; Norman C.; (Stamford,
CT) ; Tedesco; Daniel E.; (Huntington, CT) ;
Downs; Michael D.; (Stamford, CT) |
Correspondence
Address: |
WALKER DIGITAL
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
26900309 |
Appl. No.: |
11/428129 |
Filed: |
June 30, 2006 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10205305 |
Jul 24, 2002 |
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11428129 |
Jun 30, 2006 |
|
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60307441 |
Jul 24, 2001 |
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Current U.S.
Class: |
463/16 ;
463/25 |
Current CPC
Class: |
G07F 17/3244
20130101 |
Class at
Publication: |
463/016 ;
463/025 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: determining a primary outcome; determining
a target outcome; generating a payout table based on the primary
outcome and the target outcome; receiving a wager from a player;
generating a first secondary outcome; determining a total number of
secondary outcomes generated; determining whether the first
secondary outcome matches the target outcome; providing a payout
based on the total number of secondary outcomes generated if the
first secondary outcome matches the target outcome; and generating
a second secondary outcome if the first secondary outcome does not
match the target outcome.
2-34. (canceled)
Description
[0001] This application claims the benefit of priority of U.S.
Provisional Patent Application Ser. No. 60/307,441, filed Jul. 24,
2001, the contents of which are incorporated by reference herein
for all purposes.
CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application is related to the following co-pending
applications: [0003] (i) U.S. patent application Ser. No.
09/481,204, filed Jan. 11, 2000, and issued on Sep. 25, 2001 as
U.S. Pat. No. 6,293,866 B1; which is a continuation of U.S. patent
application Ser. No. 08/775,388, filed Dec. 30, 1996, and issued on
Aug. 29, 2000 as U.S. Pat. No. 6,110,041; and also [0004] (ii) U.S.
patent application Ser. No. 09/568,484, filed May 10, 2000; which
is a continuation of U.S. patent application Ser. No. 09/052,295,
filed Mar. 31, 1998, and issued on Jul. 11, 2000 as U.S. Pat. No.
6,086,477; and also [0005] (iii) U.S. patent application Ser. No.
09/879,299, filed Jun. 12, 2001; which is a continuation-in-part of
U.S. patent application Ser. No. 09/437,204, filed Nov. 9, 1999,
and issued on Jun. 12, 2001 as U.S. Pat. No. 6,244,957; which is a
continuation of U.S. patent application Ser. No. 08/774,487, filed
Dec. 30, 1996, and issued on Jan. 11, 2000 as U.S. Pat. No.
6,012,983; the contents of each of which are incorporated by
reference herein for all purposes.
FIELD OF THE INVENTION
[0006] The present invention relates to game playing apparatus and
methods.
BACKGROUND OF THE INVENTION
[0007] Game playing may be based on skill and/or based on chance.
In games of chance, a player places a wager on one or more games,
and may receive a payout based on the outcome of the game and/or
the wager. Games of chance may occur via various devices or may be
conducted without a device. Examples of devices for games of chance
include, without limitation, video poker machines, video blackjack
machines, mechanical slot machines, and video slot machines.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a block diagram of one embodiment of the present
invention.
[0009] FIG. 2 is a block diagram of a server of one embodiment.
[0010] FIG. 3 is a block diagram of a gaming device of one
embodiment.
[0011] FIG. 4 is a tabular representation of one embodiment of a
player database.
[0012] FIG. 5 is a tabular representation of one embodiment of an
offer tracking database.
[0013] FIG. 6 is a flow chart representing one embodiment of a
process that may be performed by a gaming device.
[0014] FIG. 7 is a flow chart representing one embodiment of a
process that may be performed by a gaming device.
[0015] FIG. 8 is a flow chart representing one embodiment of a
process that may be performed by a gaming device.
[0016] FIG. 9 is a flow chart representing one embodiment of a
process that may be performed by a gaming device.
[0017] FIG. 10 is a flow chart representing one embodiment of a
process that may be performed by a gaming device.
[0018] FIG. 11 is a display according to one embodiment.
[0019] FIG. 12 is a display according to another embodiment.
[0020] FIG. 13 is a tabular representation of a payout table
according to one embodiment.
DETAILED DESCRIPTION OF THE INVENTION
[0021] Applicants have recognized that many different types of
players would find it appealing to ensure they will enjoy one or
more aspects of a winning experience. For example, many types of
players would find it appealing to be guaranteed a win at a game of
chance, to be guaranteed to achieve a winning outcome, to be
guaranteed to achieve one or more game elements, or to be
guaranteed a positive payout amount.
[0022] Some types of players would find it appealing to be ensured
they will receive a particular outcome. For example, a player may
find it appealing to have play of a game continue until a
particular outcome is achieved. Some players may find it appealing
to be able to receive a payout amount that corresponds to a number
of iterations required to achieve a particular outcome. Many
different types of players would find it appealing to be able to
designate a particular outcome as an outcome that, if achieved,
will end a game and/or will result in a positive payout amount
being provided to the player.
[0023] Some types of players would find it appealing to be
guaranteed the occurrence of one or more aspects of a winning
experience in exchange for a payment. For example, some players
would find it appealing to provide a payment and in return be
permitted to have play of a game continue until he wins. Some
players would also find it appealing to be able to break a "cold
streak" at a game of chance by guaranteeing the occurrence of one
or more aspects of a winning experience.
[0024] Applicants have also recognized that many different types of
parties would benefit in various ways from participating in a
payout to a player. Also, many different types of parties,
including without limitation merchants and casinos, may benefit
from the use by players of gaming devices that offer opportunities
to players to enjoy aspects of a winning experience.
1. System
[0025] Referring now to FIG. 1, a system 100 according to one or
more embodiments of the present invention includes server 102 that
is in communication with gaming devices 108, 110 and 112. Each of
the gaming devices may comprise one or more computing devices, such
as those based on the Intel.RTM. Pentium.RTM. processor, adapted to
communicate with the server 102, and/or may comprise a personal
computer; a portable type of computer, such as a laptop computer, a
palm-top computer, a wearable computer, or a hand-held computer;
and/or a Personal Digital Assistant (PDA). Other equivalent devices
capable of performing the methods specified herein are well known
in the art.
[0026] Any number of gaming devices may be in communication with
the server 102. The number of each depicted in FIG. 1 is solely for
purposes of illustration
[0027] The server 102 may communicate with the gaming devices
directly or via a network, including, without limitation, the
Internet, wireless network protocol, local area network or a
combination thereof; through a Web site maintained by the server
102 on a remote server; or over an on-line data network including,
without limitation, commercial on-line service providers and
bulletin board systems. The server 102 may communicate with the
gaming devices directly or indirectly. In some embodiments, the
devices may communicate with the server 102 over RF, cable TV,
satellite links and the like.
[0028] Those skilled in the art will understand that devices in
communication with each other need not be continually transmitting
to each other. On the contrary, such devices need only transmit to
each other as necessary, and may actually refrain from exchanging
data most of the time. For example, a device in communication with
another device via the Internet may not transmit data to the other
device for weeks at a time.
[0029] The server 102 may function as a "Web server" that generates
Web pages (documents on the Web that typically include an HTML file
and associated graphics and script files) that may be accessed via
the Web and allows communication with the server 102 in a manner
known in the art.
[0030] FIG. 1 depicts only an embodiment of the invention. Other
arrangements of devices to perform various methods specified herein
will be readily appreciated by those of skill in the art.
2. Devices
[0031] FIG. 2 illustrates an embodiment of the server 102. The
server 200 may be implemented as a system controller, a dedicated
hardware circuit, an appropriately programmed general-purpose
computer, or any other appropriate device including, without
limitation, electronic, mechanical or electro-mechanical
devices.
[0032] The server 200 of the illustrated embodiment comprises a
processor 201, such as one or more Intel.RTM. Pentium.RTM.
microprocessors. The processor 201 is in communication with a data
storage device 202. The data storage device 202 comprises magnetic
memory, optical memory, semiconductor memory or any combination
thereof. The data storage device 202 may include, for example,
Random Access Memory (RAM), Read-Only Memory (ROM), a compact disc
and/or a hard disk. The processor 201 and the storage device 202
may each be, for example: (i) located entirely within a single
computer or computing device; or (ii) connected to each other by a
remote communication medium including, without limitation, a serial
port cable, a telephone line, a network connection or a radio
frequency transceiver. In some embodiments, the server 102 may
comprise one or more computers that are connected to a remote
server computer for maintaining databases.
[0033] The data storage device 202 stores a program 203 for
controlling the processor 201. The processor 201 performs
instructions of the program 203, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 203 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 203
furthermore includes program elements that may be necessary,
including, without limitation, an operating system, a database
management system and "device drivers" for allowing the processor
201 to interface with one or more peripheral devices. Appropriate
program elements are well known to those skilled in the art, and
need not be described in detail herein.
[0034] According to an embodiment of the present invention, the
instructions of the program 203 may be read into a main memory from
another computer-readable medium, such as into RAM from a hard
drive or ROM. Execution of sequences of the instructions in program
203 causes processor 201 to perform process steps described herein.
In alternative embodiments, hard-wired circuitry may be used in
place of, or in combination with, software instructions for
implementation of one or more processes of the present invention,
as would be understood by those of skill in the art. Thus,
embodiments of the present invention are not limited to hardware,
software or any specific combination of hardware and software.
[0035] The storage device 202 also stores a player database 210,
described in detail below.
[0036] FIG. 3 illustrates an embodiment of a gaming device.
Well-known examples of gaming devices include, without limitation,
slot machines. Well-known examples of slot machines include,
without limitation, video poker machines, video blackjack machines,
mechanical slot machines, video slot machines, video keno machines,
video bingo machines, pachinko machines, and video lottery
terminals. The gaming device may be implemented as a dedicated
hardware circuit, an appropriately programmed general-purpose
computer, or any other appropriate device including, without
limitation, electronic, mechanical or electro-mechanical devices.
Accordingly, the gaming device need not include the various
exemplary components depicted in FIG. 3.
[0037] The gaming device 300 of the illustrated embodiment
comprises a processor 301, such as one or more Intel.RTM.
Pentium.RTM. microprocessors. The processor 301 is in communication
with a data storage device 302. The data storage device 302
comprises magnetic memory, optical memory, semiconductor memory or
any combination thereof. The data storage device 302 may include,
for example, Random Access Memory (RAM), Read-Only Memory (ROM), a
compact disc and/or a hard disk. The processor 301 and the storage
device 302 may each be, for example: (i) located entirely within a
single computer or computing device; or (ii) connected to each
other by a remote communication medium, including, without
limitation, a serial port cable, a telephone line, a network
connection or a radio frequency transceiver. In some embodiments,
the gaming device may comprise one or more computers that are
connected to a remote server computer for maintaining
databases.
[0038] The data storage device 302 stores a program 303 for
controlling the processor 301. The processor 301 performs
instructions of the program 303, and thereby operates in accordance
with the present invention, and particularly in accordance with the
methods described in detail herein. The program 303 may be stored
in a compressed, uncompiled and/or encrypted format, as well as in
a variety of other forms known in the art. The program 303
furthermore includes program elements that may be necessary,
including, without limitation, an operating system, a database
management system and "device drivers" for allowing the processor
301 to interface with one or more peripheral devices. Appropriate
program elements are well known to those skilled in the art, and
need not be described in detail herein.
[0039] According to an embodiment of the present invention, the
instructions of the program 303 may be read into a main memory from
another computer-readable medium, such as into RAM from a hard
drive or ROM. Execution of sequences of the instructions in program
303 causes processor 301 to perform process steps described herein.
In alternative embodiments, hard-wired circuitry may be used in
place of, or in combination with, software instructions for
implementation of the processes of the present invention, as would
be understood by those of skill in the art. Thus, embodiments of
the present invention are not limited to hardware, software or any
specific combination of hardware and software.
[0040] The storage device 302 also stores an offer tracking
database 318, described in detail below.
[0041] The processor 301 may also be in communication with a cash
dispenser 304, which dispenses coins and/or bills to players that
have requested to have funds be dispensed. In another example, the
cash dispenser 304 may dispense bills and/or tokens without a
request by a player to have funds be dispensed (e.g., may dispense
automatically in response to a signal from the processor 301).
[0042] The processor 301 may also be in communication with a player
tracking card device 306, which preferably performs functions
related to player tracking cards, such as reading player tracking
cards and communicating information read from such cards to the
processor 301. Typically, information read from such cards includes
unique player identifiers, such as a sequence of digits or a
sequence of alphanumeric characters.
[0043] The processor 301 may also be in communication with a player
input device 308, which receives input from the player. Input
device 308 may comprise a variety of devices, including, without
limitation, one or more buttons, touch screens, handles, keypads,
pointer devices (e.g., a mouse, a trackball), microphones or any
combination of the above.
[0044] The processor 301 may also be in communication with a
printer 310, which may be commanded to print onto a substrate, such
as paper or other material. Printing may be via ink jet, laser
printing or other methodology for registering indicia on a
substrate. Alternatively, the substrate may be registered with
indicia by deforming the substrate in a variety of ways known in
the art, including, without limitation, punching holes in the
substrate and raising and/or lowering portions of the substrate
relative to other portions. The printer 310 may be used for
printing, e.g., receipts, coupons, or tickets.
[0045] The processor 301 may also be in communication with a ticket
reader 312, which is capable of reading, for example, receipts,
coupons and/or tickets, and particularly indicia registered on any
such substrates. The ticket reader 312 may use optical sensing of
printed indicia, for example, and optical character recognition to
read indicia from a ticket inserted in the ticket reader 312.
[0046] The processor 301 may also be in communication with a credit
card reader 314. Such devices are known in the art, and generally
allow a card such as a credit card or debit card to be inserted
therewithin. The card may include a magnetic stripe or other form
of data storage, which the credit card reader 314 is capable of
sensing and interpreting. Typically, the credit card reader allows
a credit card transaction to be processed by communication with a
credit card clearinghouse in a manner known in the art.
[0047] The processor 301 may also be in communication with a
display screen 316, which displays images in a manner known in the
art. Typical display screens include, without limitation, liquid
crystal displays, plasma displays and video display monitors.
3. Databases
[0048] Any databases noted above are described in detail below and
depicted with exemplary entries in the accompanying figures. As
will be understood by those skilled in the art, the schematic
illustrations and accompanying descriptions of the databases
presented herein are exemplary arrangements for stored
representations of information. A number of other arrangements may
be employed besides those suggested by the tables shown. For
example, those skilled in the art will understand that the number
and/or content of the databases can be different from those
illustrated herein. The exemplary information of two or more
described databases alternatively may be included in one database.
Further, the exemplary information of one described database
alternatively may be included in more than one database. Similarly,
the illustrated entries of the databases represent exemplary
information only; those skilled in the art will understand that the
number and/or content of the entries can be different from those
illustrated herein. Based on the present disclosure many other
arrangements of data will be readily understood by those of skill
in the art.
[0049] 3.1. Player Database
[0050] FIG. 4 is a tabular representation 400 of the player
database 210 of FIG. 2. The tabular representation 400 of the
player database 210 includes a number of example records or
entries, each indicating a player. Those skilled in the art will
understand that the player database 210 may include any number of
entries. The tabular representation 400 also defines fields for
each of the entries or records. The fields specify: (i) a player
identifier 402 that uniquely identifies the player, such as a
player tracking card number; (ii) a player name 404; (iii) a
financial account identifier 406 of the player, which may
represent, for example, a credit card account, a debit card account
and other financial accounts; (iv) a home address 408 of the
player; (v) an email address 410 of the player; (vi) a demographic
412 of the player, which may indicate, for example, the gender,
age, residence, income and/or occupation of the player; (vii) a
preferred primary outcome 414 of the player, which provides an
indication of one or more initial outcomes from which, or based on
which, the player prefers to pursue one or more target outcomes;
(viii) a preferred target outcome 416 of the player, which provides
an indication of one or more outcomes that the player prefers to
achieve; and (ix) a historical theoretical win 418 of the player,
based on, for example, the number and types of games the player has
played.
[0051] Not all of the fields depicted in FIG. 4 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art. For example, the preferred primary outcome is not
needed in many embodiments. The depicted fields, for example the
demographic information, are for illustration only. Various other
forms of demographic information are described herein and still
others will be readily apparent to those of skill in the art.
[0052] 3.2. Offer Tracking Database
[0053] FIG. 5 is a tabular representation 500 of the offer tracking
database 318 of FIG. 3. The tabular representation 500 of the offer
tracking database 318 includes an example record or entry
indicating information about an exemplary offer. Those skilled in
the art will understand that the offer tracking database 318 may
include any number of entries. The tabular representation 500 also
defines fields for the entries or records. The fields specify: (i)
a player identifier 502 that uniquely identifies a player; (ii) a
primary outcome 504 that includes a representation of a primary
outcome associated with an offer, such as a primary hand or a
primary-set of game symbols; (iii) a target outcome 506 that
includes a representation of a target outcome associated with the
offer, such as a target hand or target set of symbols that the
player desires to achieve; (iv) a current outcome 508 that includes
a representation of a current outcome, such as a current hand or
current set of game symbols; (v) a number of iterations 510
determined thus far in association with the offer; (vi) a maximum
number of iterations 512 allowed the player, if applicable to the
offer; and (vii) an offer end time 514 that corresponds a maximum
amount of time allowed to achieve the target outcome, if applicable
to the offer.
[0054] The tabular representation 500 of the offer tracking
database 318 also defines a field specifying an expected payout 516
that the player would be provided by accepting an offer that
guaranteed the target outcome. The tabular representation 500 of
the offer tracking database 318 also defines a representation of a
payout table associated with the offer being tracked. The
representation of the payout table also defines fields, which
specify: (i) an iteration 518 that indicates a particular iteration
corresponding to an attempt to achieve the target outcome 506, such
as the generation of a hand of cards or one or more game symbols;
(ii) a probability of achieving the target outcome 520 on the
particular iteration; and (iii) a payout amount 522 that indicates
an amount to be provided to the player if the target outcome is
achieved on the particular iteration.
[0055] Not all of the fields depicted in FIG. 5 are required, and
various substitutions, deletions and other changes to the tabular
representation will be readily apparent to those of ordinary skill
in the art. For example, the maximum number of iterations 512 is
not needed in many embodiments. As another example, neither the
player identifier 502, the maximum amount of time allowed 514, nor
the probability of achieving the target outcome 520 is needed in
many embodiments. The depicted fields, for example the primary,
target, and current outcomes, are for illustration only. Various
other types and/or representations of outcomes are described herein
and still others will be readily apparent to those of skill in the
art.
[0056] The representation of the values for payout amounts 522 are
depicted in FIG. 5 in terms of a number of coins. Payout amounts
may alternatively be represented as a variable `X`. In other words,
the ratio of values for any two payout amounts may be a constant.
Many other representations are possible. For example, the payout
amount 522 may include for each respective iteration a dollar
amount (or credit amount, etc.).
4. Processes
[0057] Referring to FIG. 6, a flow chart 600 represents an
embodiment of the present invention that may be performed by a
gaming device, including, without limitation, a slot machine or
video poker machine. The particular arrangement of elements in the
flow chart of FIG. 6, as well as the other flow charts discussed
herein, is not meant to imply a fixed order to the steps; the steps
can be practiced in any order that is practicable for various
embodiments of the present invention.
[0058] A gaming device determines a primary outcome (step 610) and
determines a target outcome (step 620). The target outcome is
usually but not always determined by receiving an indication of a
designation of the target outcome by a player. The target outcome
is typically, but not always, based on the primary outcome. The
gaming device also determines a payout table (step 630). The payout
table is preferably, but not necessarily, based on the target
outcome. The gaming device also receives an indication of a wager
by a player (step 640). The gaming device generates a secondary
outcome without requiring any additional wager (step 650) and then
determines whether the secondary outcome matches the target outcome
(step 660). In some embodiments, the secondary outcome is generated
based on the primary outcome. For example, the secondary outcome
may include at least one game symbol or element included in the
primary outcome. If the secondary outcome matches the target
outcome, a payout is provided to the player (step 670) in a manner
known in the art, for example, by adjusting a credit balance. If
the secondary outcome does not match the target outcome, another
secondary outcome is generated without requiring any additional
wager (step 650) and the process continues.
[0059] In some embodiments of the present invention, outcomes,
including primary outcomes, target outcomes, and/or secondary
outcomes may be generated based on a random or pseudo-random
process (e.g., based on a random number generator of the gaming
device). In some embodiments, outcomes may be determined in
accordance with one or more payout tables, in a manner well known
in the art. In some embodiments, outcomes may be based at least
partly on the skill of the player.
[0060] In one or more embodiments of the present invention,
outcomes may be based at least in part by a selection by a player.
For example, the player may indicate a preference for a target
outcome or primary outcome. Some embodiments provide for
determining an outcome in response to a signal from a player.
Players, for example, may request the generation of an outcome, or
alternatively may indicate a preference for an outcome, by using a
player input device of gaming device. For example, the gaming
device may receive a signal via a button, a handle, or a touch
screen.
[0061] Some embodiments provide for determining an outcome after or
in response to receiving an indication of a wager by a player. In
some alternative embodiments, a primary or target outcome is
determined (e.g., generated by a gaming device) before receiving a
wager from a player. In some embodiments, outcomes may be
determined by the gaming device or by a server automatically.
[0062] In some embodiments of the present invention, outcomes
(e.g., generated outcomes, indications of preferred outcomes) may
be received by a gaming device from a player and/or a server. For
example, a gaming device may display a representation of one or
more outcomes to a player (e.g., via a menu), and receive an
indication of at least one outcome selected by the player.
[0063] In some embodiments, outcomes or indications of outcomes may
be received by a gaming device via a signal, a computer-readable
medium, and/or a computer-readable memory. For example, a player
may use a wireless PDA to beam a selection of a target outcome to
an appropriately configured gaming device. In another example, an
indication of an outcome may be stored on a memory of a player
tracking card or other portable memory. In some embodiments,
indications of outcomes may be received via a receipt or ticket.
For example, a player may have started a session at a first gaming
device and established a primary outcome and a target outcome, and
received one or more secondary outcomes. An indication of such
outcomes may be output to a player tracking card, or,
alternatively, indicated on printed substrate, such as a gaming
receipt. Then, the player may continue a guaranteed outcome session
at a second gaming device by having the second gaming device read
the gaming receipt or the player tracking card.
[0064] In some embodiments, outcomes of games of chance may
comprise, without limitation, a slot reel, a slot reel symbol, a
card, and/or a hand of cards. Other types of game elements or
symbols and configurations of such elements are well known in the
art. In some embodiments, the primary outcome is a losing outcome
according to a standard payout table associated with the game of
chance. In some embodiments, the primary outcome and/or target
outcome are predetermined; the player is not given a choice.
[0065] In some embodiments, the target outcome is determined based
on the primary outcome. For example, the target outcome has a
higher associated rank than the primary outcome. In another
example, the target outcome includes at least one game element or
symbol that is included in the primary outcome.
[0066] A primary outcome may be any random or non-random set of
information, including, without limitation, a configuration of
symbols along the pay line of a slot machine, a set of cards that
appear face-up on a video poker machine, a set of numbers appearing
on a video keno machine, and so on. Some exemplary primary outcomes
are: [0067] Lemon-lemon-bar (e.g., appearing on a three reel slot
machine) [0068] A(h), A(s), A(d), J(h), 4(h) (e.g., appearing on a
video poker machine) [0069] Dealer: K(s), unknown; Player: 10(d),
2(h) (e.g., appearing on a video blackjack machine)
[0070] In some embodiments, a primary outcome is generated
automatically, without initiation by the player. In one embodiment,
the primary outcome is always the same outcome; the player does not
get to designate a desired primary outcome or have a primary
outcome generated. For example, the primary outcome in a video
poker game might always be: K(s), Q(s), J(s), 10(s), 2(d). This
primary outcome would, advantageously, always allow a player to
draw to a royal flush, the most exciting outcome in video
poker.
[0071] In other embodiments, the player chooses the primary
outcome. The player may, for example, choose to have two reels of a
three-reel slot machine read: bar-bar. The player then gets to spin
the third reel in order to achieve a bar-bar-bar outcome.
[0072] In some embodiments, the target outcome will typically be an
improvement over the primary outcome. For example, if the primary
outcome is a poker hand, then the target outcome will typically be
a poker hand of higher rank. In another example, if the primary
outcome is a losing symbol configuration at a slot machine, then
the target outcome will typically be a winning one. In yet another
example, if the primary outcome at a slot machine is a winning
symbol configuration, then the target outcome may be an outcome
with an even higher value.
[0073] A target outcome will typically, but not always, bear some
resemblance to the primary outcome. For example, if a primary
outcome in video draw poker is: A(d), A(h), 6(c), 6(s), 2(d), then
the target outcome may be either a hand with three aces and two
sixes, or two aces and three sixes, i.e., a full house. Although a
target outcome might be a straight (e.g., A(d), K(h), Q(s), J(s),
10(h)), a straight would bear little resemblance to the primary
outcome and would therefore be reasonably improbable given the
primary outcome. Of course, the target outcome could be the
described straight, or any desired outcome in accordance with some
embodiments. Similarly, in a three-reel slot game, a target outcome
of bar-bar-bar would be typical given a primary outcome of
bar-bar-orange.
[0074] The following are exemplary pairs of primary (shown first)
and target outcomes (shown second): [0075]
cherry-cherry-orange.fwdarw.cherry-cherry-cherry (on a three-reel
slot machine) [0076]
teapot-teapot-mug-donut-saucer.fwdarw.teapot-teapot-teapot-any-any
(on a five-reel slot machine) [0077] A(h), J(h), 9(h), 6(h),
2(s).fwdarw.A(h), J(h), 9(g), 6(h), any(h) (on a video poker
machine) [0078] A.fwdarw.A, J (in video blackjack)
[0079] In many embodiments, the gaming device anticipates the
target outcome based on the primary outcome. For example, if the
primary outcome differs by only one card or one symbol from a
winning outcome (e.g., in a standard payout table), then the gaming
device may anticipate that the winning outcome will be the target
outcome. The gaming device may then have the anticipated target
outcome as a default target outcome, subject to change if the
player so desires.
[0080] For example, if the primary outcome is "bell-bell-lemon,"
then the gaming device may execute a program to compare the primary
outcome to all winning outcomes stored in a winning outcome
database (not shown). The gaming device may determine that the
"bell-bell-lemon" outcome differs from the winning outcome of
"bell-bell-bell," in only the third symbol. Therefore, the gaming
device may display "bell-bell-bell" as the target outcome. If the
player then wishes, he may still select a differing target outcome
using menus or using some other method. However, in some
embodiments, the player has no choice as to the target outcome.
Rather, the target outcome is set automatically by the gaming
device.
[0081] In some embodiments, there are multiple target outcomes. For
example, a player holding a hand of J(s), 10(s), 9(s), 8(s), 5(h),
in video draw poker, may have target outcomes of any straight, or
any flush. Thus, if the player discards the 5(h) and draws any 7 or
any Q, he achieves a target outcome of a straight. If the player
draws any spade, then be achieves a target outcome of a flush. If
the player draws a seven of spades or a queen of spades, then he
achieves a straight flush, which may have a higher payout than
either a simple straight or a simple flush.
[0082] Once again, the gaming device may automatically set the
multiple target outcomes. In one embodiment, target outcomes are
set automatically to be any outcomes of higher rank or higher value
than the primary outcome. In video poker, target outcomes might be
any hands with higher poker rankings than that of the primary hand.
In a slot machine embodiment, target outcomes may be any outcomes
with typical payouts higher than that of the primary outcome.
[0083] In some embodiments, target outcomes are any outcomes of
higher rank or value that can be achieved by changing only a
particular subset of the cards or symbols associated with the
primary outcome. For example, to generate a secondary outcome, a
player may only be able to spin one reel of a three-reel slot
machine. Then, if a primary outcome was "bar-bar-seven", the player
would be able to achieve a target outcome of "bar-bar-bar", but not
of "seven-seven-seven", since the latter would require the spin of
more than one reel from the primary outcome.
[0084] In a reel slot machine embodiment, the player begins by
selecting the symbol for the first reel in the target outcome. He
highlights the "bar" in a menu containing a 7, bell, cherry, plum,
bar, and orange. He repeats the process for the second and third
reels. FIG. 11 shows an exemplary display 1100 from which a player
selects target outcomes. In FIG. 11, the player has already
selected the first two symbols 1102, 1104 of a target outcome, both
of these being "bar". The player is in the process of choosing the
third symbol 1106 of the target outcome by selecting the third
symbol from a menu of possible symbols.
[0085] In a related embodiment, a player does not select a target
outcome symbol by symbol or card by card. Rather, the player
selects a complete outcome from a list of outcomes. For example,
the player selects "bar-bar-bar" from a menu of outcomes rather
than selecting "bar" from a menu for the first reel, "bar" from the
menu of the second reel, and then "bar" from the menu for the third
reel. In either embodiment, the player may touch areas on the
screen of the device in order to indicate menu choices. For
example, the player touches the area on a screen where an "orange"
symbol is displayed so as to select "orange" as a target outcome
for the first reel of the slot machine. The player might also press
plastic buttons on the gaming device, each button corresponding to
a symbol, card, or outcome to be selected. In another embodiment,
the player scrolls through menus using arrow buttons. An "enter"
button may be used to confirm a highlighted choice. Many other
input mechanisms are possible, including those that use keyboards,
computer mice, or voice inputs.
[0086] Once the player or the gaming device has determined a target
outcome, the target outcome may be stored, for example, in the
offer tracking database 318.
[0087] According to various embodiments, the gaming device may
determine a payout table based on the primary and target outcomes.
In many embodiments, the payout table describes how much money the
player receives as a function of the number of secondary outcomes
that must be generated before a secondary outcome matches the
target outcome.
[0088] In one example, a video poker player holds: 10, 10, 3, 3, 6.
The target outcome is any full house, i.e.: 10, 10, 3, 3, 10 or 10,
10, 3, 3, 3. The player is to keep drawing and discarding the fifth
card until he draws another 10 or a 3. The payout table indicates
that, for a wager of 5 coins the player will win 15 coins if he
achieves a full house the first time he draws, 10 coins if he
achieves a full house the second time he draws, 8 coins if he
achieves the full house the third time he draws, and so on.
[0089] A payout table may individually list a particular payout for
each possible number of iterations. In the previous example, with a
standard fifty-two card deck, the player is guaranteed to draw
either a 10 or a 3 within 44 tries, so long as discarded cards are
not reinserted into the deck. Thus, a corresponding payout table
may have a total of 44 entries. The first line gives the payout for
achieving the full house on the first draw, the second line gives
the payout for achieving the full house on the second draw, and so
on. In another embodiment, the payout table describes a single
payout in association with achieving the target outcome(s) in a
range of tries. For example, the payout table has a single line
that gives the payout for achieving the target outcome in thirteen
or more tries. Other configurations of information about payouts
and iterations will be understood by those of skill in the art.
[0090] In one embodiment, the payout table is structured to provide
the player with an expected payout that is less than the amount of
the player's wager. For example, the payout table may be structured
such that the player receives, on average, 95 cents for every
dollar wagered on the target outcome. In some embodiments, however,
the payout table may provide the player with an expected payout
that is greater than the amount of his wager. This may occur, for
example, if the primary outcome is itself a special outcome. For
example, a primary outcome of a straight in video poker is
typically a winning outcome. The player may therefore be given a
payout table with a positive expected return if the player draws to
the straight flush. A player might also be granted a payout table
with a positive expected payout if, for example, the player agrees
to do business with a particular merchant. For example, the player
might agree to switch his long distance service provider. The long
distance service provider might then sponsor a payout table with a
positive expected return. In embodiments where the payout table
provides the player with an expected payout greater than the amount
of his wager, the player may be limited in the amount of his
wager.
[0091] In another embodiment, the player is involved in a standard
game of video poker before deciding to switch to a version of the
game described by one or more embodiments herein. For example, the
player has been dealt a first five card hand. The player now has
one opportunity to discard and draw additional cards before the
game is decided. However, after being dealt the initial five-card
hand, the player may switch to the game where he continues to draw
new cards until he achieves one of a set of target outcomes. In
this case, the payout table may be structured so that the expected
winnings for the player in the new version of the game are related
to what the player's expected winnings would be in the old version
of the game. For example, the expected winnings from both versions
of the game might be identical.
[0092] To illustrate an example, a 6/9 Jacks or Better.TM. video
draw poker player holds: A(d), K(d), Q(d), J(d), 4(h). With proper
play, the player will discard the 4(h) and draw a new card. The new
card can give the player a number of favorable outcomes. Any ace,
king, queen, or jack (a total of 12 possibilities in a diminishing
deck) will give the player a pair. The payout for a pair, jacks or
better, is 1 token. A 10(s), 10(h), or 10(c), a total of three
possibilities, will give the player a simple straight, with a
payout of 4 tokens. A 9 through 2 of diamonds (8 possibilities),
will give the player a simple flush, with a payout of 6 tokens.
Finally, a 10(d), or one possibility, will give the player a royal
straight flush, with a payout of 800 tokens. Thus, the expected
payout to a player with the above hand is: EV .times. .times. pair
+ EV .times. .times. straight + EV .times. .times. flush + EV
.times. .times. royal .times. .times. .times. straight .times.
.times. .times. flush = 12 / 47 1 .times. .times. .times. token + 3
/ 47 4 .times. .times. tokens + 8 / 47 6 .times. .times. tokens + 1
/ 47 800 .times. .times. tokens = 18.55 .times. .times. tokens
##EQU1##
[0093] Therefore, if the player decides to play the version of the
game where he keeps drawing until he gets the royal straight flush,
he may be given a payout table with an expected payout of 18.55
tokens, or nearly so. For example, the player may receive 400
tokens for achieving the royal straight flush on the first draw, 50
tokens on the second, then 40, 30, 25, 22, 20, 18, 15, 12, 10, 10,
10, 10, 10, and 6 tokens thereafter. The expected winnings for the
player can be derived by multiplying the winnings paid for
achieving the target outcome on a given iteration times the
probability of achieving the target outcome on that iteration. In
this example, the player is equally likely to achieve the target
outcome on each of 47 possible iterations. The probability in each
case is 1/47, as there are 47 cards remaining in the 52-card deck,
and only one of them, the 10(d), provides the player with the
target outcome. The individual products are then added up. The
expected winnings for the player are then: 1/47.times.400 tokens+
1/47.times.50 tokens+ 1/47.times.40 tokens+ 1/47.times.30 tokens+
1/47.times.25 tokens+ . . . + 1/47.times.6 tokens=18.51 tokens
[0094] The expected winnings for the player in the second version
is 18.51 tokens, comparable to the player's expected winnings in
the first version. Advantageously, in the second version, the
player is guaranteed at least 6 tokens. In the first version, the
player might have won nothing, and may have been very
disappointed.
[0095] For a particular combination of primary outcome and target
outcome, the gaming device may have a pre-stored payout table.
Alternatively, the gaming device may generate the payout table only
after a primary outcome has been achieved and a target outcome has
been specified. Then, based on the particulars of the game, the
gaming device may determine the probability of achieving the target
outcome in each of one, two, three, etc., iterations. The gaming
device may then assign payouts for achieving the target outcomes in
each of one, two, three, etc., iterations so as to keep the
expected winnings for the player below that of the player's
wager.
[0096] A gaming device may be constrained to assign payouts
corresponding to one, two, three, etc. iterations in such a way as
to result in a required expected payout. However, there may remain
significant leeway in how the payouts are assigned. For example, at
one extreme, all payouts are the same, regardless of the iteration
on which the player achieves the target outcome. In this case, each
payout would be equal to the expected payout. Typically, but not
always, the payout for achieving the target outcome on the first
iteration will be larger than the payout for achieving the target
outcome on the second iteration, and the payout for the second
iteration larger than that for the third, and so on.
[0097] Accordingly, the gaming device may work under the additional
constraints of setting the payout for the first iteration at some
multiple of the payout for the second iteration, and the payout for
the second iteration at some multiple of the payout for the third
iteration, and so on. For example, for a target outcome that must
be achieved in, at most, five iterations, a gaming device may be
required to set the payout table such that the expected payout is
24 coins, and the payouts are in the proportion 11:8:6:4:1. If a
player is equally likely to achieve the target outcome on each of
the five iterations, then the payout table must be: 44, 32, 24, 16,
4, with each number corresponding to its respective iteration.
Aside from a required expected payout, and a required proportion
between the sizes of the prizes for the different iterations, there
are many other constraints that might be placed on a payout
table.
[0098] A payout table may display payouts in absolute terms or as a
function of bet size. For example, a payout may be listed as "10
coins" or it may be listed as "10x", which would be ten times the
player's bet. For instance, if the player were to bet 3 coins and
win a "10x" payout, he would win 30 coins.
[0099] In one embodiment, a payout table may take the form of a two
dimensional grid. Along one axis, the numbers of iterations
required to hit the target outcome may be provided. Along another
axis, the possible target outcomes may be indicated. Thus, each
entry would specify a payout for hitting a specific target outcome
in a specific number of iterations. FIG. 13 depicts an exemplary
representation 1300 of such a generalized payout table. By viewing
a generalized payout table, a player can see how much he will win
for achieving a straight in 4 iterations, or how much he will win
for achieving a flush in 6 iterations.
[0100] A player who is not satisfied with a particular payout table
may select a different target outcome, allow the gaming device to
generate a new payout table, and determine whether to accept the
new table.
[0101] FIG. 12 is an exemplary representation of a display 1200 of
a payout table on a screen. Having just selected a target outcome,
a player might view the resultant payout table shown in FIG. 12,
and might then determine whether to accept the payout table or to
select a new target outcome with a payout table potentially more
suited to the player's taste. Display 1200 represents the target
outcome 1202 and indicates a number of tries 1204 corresponding to
a number of iterations that will be required to achieve the target
outcome, in association with a payout 1206 for achieving the target
outcome on that try. Representative display 1200 always includes a
"Continue" button 1208 and a "Select New Target Outcome" button
1210. According to some embodiments, the player is able to request
a different target outcome if he does not want to accept the
displayed target outcome. For instance, the player may not feel the
payout table is favorable.
[0102] In another embodiment, the player may specify all or part of
a payout table. For example, the player may select the payout for
achieving the target outcome in one iteration. The gaming device
may then set remaining payouts so as to maintain a certain expected
payout. If a player tries setting too many payouts, with a
resultant guaranteed advantage to the player, then the gaming
device may prevent the player from doing so. For example, the
player is prevented from selecting a payout amount over 300 for
achieving his target outcome in one iteration. This is because,
with a payout of 300 for the first iteration, the gaming device
would not be able to select any combination of payouts for other
iterations that would offset the expected value given the player by
his selection.
[0103] Once a payout table has been generated for a particular
combination of primary and target outcome(s), the payout table may
be stored, for example, in the offer tracking database 318.
[0104] Once a target outcome has been chosen or designated and the
player has accepted the target outcome, the player may place a
wager. To place the wager, the player may insert coins or bills
into the gaming device, in a manner well known in the art. The
player may press buttons or areas on the touch screen indicating
how many coins or credits are to be wagered from a credit balance
on the machine.
[0105] In some embodiments, the player places a wager prior to the
generation of the primary outcome. In such cases, the player need
not necessarily place an additional wager after the primary outcome
has been generated.
[0106] In some embodiments, once the player has placed a wager, the
gaming device generates a secondary outcome. In a video poker,
video blackjack, or other card game embodiment, for example, a
secondary outcome may be generated by sequentially selecting one or
more cards from an electronic deck of cards stored in memory. For
example, if the primary outcome is: A(d), K(d), Q(d), 6(s), 5(s),
and the target outcome is A(d), K(d), Q(d), J(d), 10(d), then the
secondary outcome is generated by replacing the 6(s) and 5(s) with
two cards from the top of an electronic deck of cards stored in the
memory of the gaming device. Of course, the cards need not come
from the top of the deck, but may be drawn from the bottom, drawn
from some other consistent location, or drawn randomly.
[0107] In an example of a reel slot machine embodiment, a gaming
device may use a random number generator to select a symbol for one
or more of the reels being re-spun. Although a reel may have twenty
symbols, each symbol need not occur with equal probability. For
example, 10 outputs of the random number generator may correspond
to a first symbol on a reel, whereas only 5 outputs of the random
number generator correspond to the second symbol on the reel.
[0108] In some embodiments, it is desirable for a gaming device to
be able to generate a target outcome without significantly altering
its operations. For example, many three-reel slot machines are
currently programmed to generate an outcome involving symbols on
all three reels. To generate an outcome involving the re-spin of
only a single reel might require significant modification of the
hardware or software of the slot machine. Therefore, in one
embodiment of this invention, a secondary outcome may be generated
by 1) continuously generating potential secondary outcomes 2)
determining whether the potential secondary outcomes match
characteristics of the primary outcome and 3) designating the
current outcome as a secondary outcome only if the current outcome
has characteristics matching those of the primary outcome. As an
example, suppose the primary outcome on a three-reel slot machine
is "lemon-lemon-bell". A player designates the target outcome as
"lemon-lemon-lemon", and wishes to re-spin only the third reel of
the slot machine. Unfortunately, the slot machine is not programmed
simply to re-spin the third reel. So the slot machine spins all
three reels and gets "orange-cherry-bar". However,
"orange-cherry-bar" is not a proper secondary outcome, since
obviously, it would not occur if only the third reel were spun from
the primary outcome. So the slot machine spins again and gets
"bar-cherry-bar". Once again, this is not a proper secondary
outcome. The slot machine spins again and gets
"lemon-lemon-orange". "Lemon-lemon-orange" is a proper secondary
outcome, since it could conceivably occur from the primary outcome
by spinning only the third reel of the slot machine. So
"lemon-lemon-orange" becomes the first secondary outcome. The
process then repeats itself until the player achieves the target
outcome.
[0109] In some embodiments, each secondary outcome may be generated
from a primary outcome or from a prior secondary outcome. For
example, a primary outcome in video poker is: A(h), K(h), Q(h),
6(s), 2(s). From the primary outcome, the player chooses to discard
the 6(s) and 2(s) and to draw two more cards, in an attempt at a
royal straight flush. The first secondary outcome comes up as:
A(h), K(h), Q(h), J(h), 8(d). Since the first secondary outcome is
not a royal straight flush, the player must draw again. In some
embodiments, the player would have to draw again from the primary
outcome. That is, the player's hand would revert to: A(h), K(h),
Q(h), 6(s), 2(s), and the player would once again discard the 6(s)
and 2(s) and draw two more cards.
[0110] In other embodiments, the player would keep the most recent
secondary outcome as his current hand, in this case, A(h), K(h),
Q(h), J(h), 8(d). Then, the player would have to draw only a single
card, discarding the 8(d). In still other embodiments, the player
would have the opportunity to choose the outcome from which to
generate a new secondary outcome. So the player might choose to
draw from the A(h), K(h), Q(h), 6(s), 2(s), or from the A(h), K(h),
Q(h), J(h), 8(d). Had there been other secondary outcomes, the
player might have chosen to draw from these too. The payout tables
may or may not adjust based on the outcomes from which the player
chooses to draw. Now, if the player does repeatedly draw from the
same outcome, e.g., the primary outcome, then, in many embodiments,
the cards remaining in the virtual deck of cards are reshuffled.
Otherwise, the player would always get the same secondary outcome.
The above applies to slot machines and other gaming devices as well
as to video poker. For example, given a primary outcome of
"bar-bar-lemon" and a secondary outcome of "bar-bar-bell", a player
might have the third reel re-spun from the "lemon" position, or
from the "bell" position.
[0111] In a video poker embodiment, secondary outcomes may be
generated from an infinite deck, from a constant deck, or from a
diminishing deck. In an infinite deck embodiment, the likelihood of
drawing any card (with the possible exception of cards currently in
the player's hand) is the same. In a constant deck embodiment, any
cards that are discarded are put back into the virtual deck, though
possibly only after the next secondary outcome is generated. With
an infinite deck or a constant deck embodiment, a player may
conceivably draw indefinitely without achieving the target outcome.
In a diminishing deck embodiment, cards drawn from the deck are
discarded and not reinserted into the deck. Eventually, the player
will then obtain the card or cards he needs.
[0112] Once again, the above may apply to a slot machine
embodiment. When a player re-spins a reel of a slot machine, the
player may or may not be able to obtain the same symbol. For
example, once the player obtains a symbol, that symbol may be
removed from the set of possible symbols to be achieved on the
third reel. Thus, by ultimately eliminating all unwanted symbols, a
player is guaranteed to achieve his target outcome.
[0113] In various embodiments of the present invention, the gaming
device maintains an iteration count, which begins at zero and
increments by one every time a secondary outcome is generated. For
example, after the first secondary outcome is generated, the
iteration count reads "1". After the 5.sup.th secondary outcome is
generated, the iteration count reads "5". The iteration count
allows the gaming device to determine how much to pay to the player
when the player finally does achieve the target outcome. There are
many other algorithms for changing the iteration count. For
example, the iteration count may begin at "1" and only increment if
the secondary outcome does not match the target outcome. The
iteration count may be displayed to the player using an LCD display
or other display means attached to the gaming device. In some
embodiments, the iteration count may include a count of a number of
primary outcomes generated prior to starting to generate secondary
outcomes. The iteration count may be stored in a database such as
offer tracking database 318.
[0114] In one or more embodiments, the gaming device executes a
program (e.g., program 303) to compare the secondary outcome to the
target outcome. If, for example, a symbol by symbol correspondence
is necessary, the gaming device may compare each symbol in the
secondary outcome with each symbol in the target outcome. Order may
or may not matter, as appropriate to the terms of the offer and/or
the rules of the game. Typically, but not always, if all symbols in
accordance, then there is a match.
[0115] In some cases, the target outcome is really a set of
outcomes. For example, a target outcome of "straight flush" in
video poker may be achieved with numerous individual outcomes, such
as: J(d), 10(d), 9(d), 8(d), 7(d). In this case, the video poker
machine may do other tests on the secondary outcome to determine
whether it meets the criteria of a target outcome. For example, to
determine whether a secondary outcome is a straight flush, the
video poker machine may check to see that all cards are of the same
suit and that all cards are of consecutive denominations.
[0116] If the secondary outcome matches the target outcome, then
the processor of the gaming device may execute instructions to look
up the iteration count, such as may be stored in offer tracking
database 318. The gaming device then matches the iteration count to
the payout table for the appropriate payout, as indicated in the
offer tracking database 318. The gaming device then pays the player
accordingly, by, for example, incrementing the player's credit
balance, by depositing coins into the player's tray, or by
providing the player with some other benefit.
[0117] In one example, a player is playing video poker, and drawing
to a target outcome of a full house. It takes the player 11 tries
to achieve the full house. Once the player achieves the full house,
the gaming device looks up the iteration count, and finds it to be
11. The gaming device then consults the payout table for the
current offer (e.g., by accessing offer tracking database 318) and
finds that 11 iterations warrants a payout of two coins. Therefore,
the gaming device drops two coins into the player's tray.
[0118] If the secondary outcome does not match the target outcome,
then the steps of generating a secondary outcome and determining
whether the secondary outcome matches the target outcome are
repeated.
[0119] Referring to FIG. 7, a flow chart 700 represents an
embodiment of the present invention that may be performed by a
gaming device, including, without limitation, a slot machine or
video poker machine. The particular arrangement of elements in the
flow chart of FIG. 7, as well as the other flow charts discussed
herein, is not meant to imply a fixed order to the steps; the steps
can be practiced in any order that is practicable for various
embodiments of the present invention.
[0120] The gaming device generates a primary outcome in a manner
well known in the art (step 710). Using an example of a player
playing at a slot machine the player initiates play of a slot
machine game (e.g., by pulling a handle or pressing a button). In
another example, the gaming device generates the primary outcome
without the player initiating play (e.g., by generating the primary
outcome automatically, such as in response to a signal from server
102). In another example, referring to tabular representation 500
of offer tracking database 318, the gaming device generates a
primary hand of A(hearts), K(hearts), Q(hearts), J(hearts),
6(clubs).
[0121] The gaming device receives a designation of a target outcome
(step 720). For example, the player selects a target outcome to be
achieved (e.g., by selecting the target outcome from a displayed
menu).
[0122] In another example, the gaming device accesses player
database 210 based on a received player identifier (e.g., a player
tracking card number read by the gaming device) and determines a
target outcome preferred by the player. In one example, referring
to tabular representation 500 of offer tracking database 318, the
player selects a hand of A(h), K(h), Q(h), J(h), 10(h) as a target
outcome.
[0123] The gaming device determines an appropriate payout table
based on the target outcome (step 730). For example, the payout
table may associate a particular outcome iteration with a
respective payout amount. In some embodiments, the payout table is
also determined based on the primary outcome. For example, the
payout amounts may correspond to how easy it will be to achieve the
target outcome based on the primary outcome.
[0124] The gaming device receives a wager (step 740). The player
typically inserts a monetary amount (e.g., coins, bills, tokens,
chips, credit card, cashless gaming ticket) or otherwise has an
amount of funds available to wager, and indicates a wager amount
(e.g., by pressing buttons). The wager may be received prior to or
after the generation of the primary outcome (step 710).
[0125] The gaming device generates a secondary outcome based on the
primary outcome (step 750). In one example, if the primary outcome
comprises a first game element (e.g., a "cherry" reel symbol) and a
second game element, the secondary outcome will contain the first
game element but may generate a third game element to replace the
second game element. The gaming device then determines whether the
generated secondary outcome matches the target outcome (step 760).
For example, if the target outcome is a particular hand or type of
hand in a poker game (e.g., a straight flush, or four aces), the
gaming device compares the secondary hand with the designated
target outcome to determine whether the target outcome has been
achieved on this iteration.
[0126] If the secondary outcome does not match the target outcome
(i.e., if the target outcome has not yet been achieved), the gaming
device increments an iteration counter (step 770), for example, the
number of iterations 508 field depicted in tabular representation
500 of offer tracking database 318. In this way, the gaming device
can track how many secondary outcomes were generated before
achieving the target outcome. The process then proceeds with the
generation of another secondary outcome based on the primary
outcome (step 750).
[0127] If, however, the secondary outcome does match the target
outcome, the player is provided with a payout based on the
determined payout table and the number of iterations (e.g., the
number of secondary outcomes) required to achieve the target
outcome (step 780). Preferably, the payout provided on achieving
the target outcome corresponds to an amount that is greater than
zero (e.g., a positive payout amount). For example, referring to
tabular representation 500 of offer tracking database 318, if the
third secondary outcome to be generated (e.g., the secondary
outcome that is generated on the third iteration according to the
iteration counter) matches the target outcome (e.g., A(h), K(h),
Q(h), J(h), 10(h)), a credit balance of the player is increased in
the amount of forty credits.
[0128] For example, an appropriate entry of the player database may
include a field that stores a financial account identifier,
indicating a bank account, a credit card account or account with
the casino. The financial account may be updated (e.g., an amount
of funds transferred to the account in accordance with the player
winnings). The appropriate entry of the player database may
alternatively or additionally include a field that stores the
balance, or updates an amount of aggregate balances the player has
won.
[0129] In one example embodiment of the present invention, a player
approaches a video poker machine and places a wager for a game in a
manner well known in the art. In a manner well known in the art,
after placing the wager the player receives a hand of five cards,
selects any number of the five cards in the hand to discard,
receives replacements for any discarded cards, and then receives a
payout based on the final hand. For example, if the final hand is a
predetermined winning hand, the player will receive a payout.
[0130] The player places several such wagers and receives several
corresponding initial hands, but he is not having much success at
achieving winning final hands from the initial hands. Then, the
player is dealt an initial hand of: A(spades), K(spades),
Q(spades), J(spades), 3(hearts). The player thus has an opportunity
to hit a royal straight flush, the best possible outcome, by
discarding the 3(hearts) and drawing a new card for a final hand.
With a standard deck, the player has a 1 in 47, or 0.02128
probability of drawing the 10(spades) in the final hand for the
royal straight flush in spades (e.g., there are forty-seven cards
remaining in the deck in the initial hand is dealt, of which only
one card, 10(spades), can achieve the desired outcome). As the
player really wants to hit the royal straight flush, rather than
simply discarding the 3(hearts) and drawing a new card for a final
hand, thereby ending the game, he decides to select a "Guaranteed
to Win" option from the touch screen of the video poker
machine.
[0131] In response, the video poker machine asks the player what
his desired target outcome is. It suggests the royal straight flush
in spades: A(spades), K(spades), Q(spades), J(spades), 10(spades),
and the player agrees by selecting a "Continue" option on the touch
screen. Then the display screen of the video poker machine displays
a payout table associated with the guaranteed outcome. The payout
table indicates that if the player draws the 10(spades) in one try,
he will receive 400 tokens. If he draws the 10(spades) on the
second try, he will receive only 50 tokens. If he draws the
10(spades) on the third try, he will receive only 40 tokens, and so
on.
[0132] The player presses a "Continue" button, indicating that he
is satisfied with the payout table corresponding to his selected
target outcome and accepts the offer for the guaranteed outcome.
Because the player placed a wager at the start of the game, before
receiving the initial hand, he does not have to place a new wager.
The player presses a "Draw" button on the video poker machine, and
the gaming device displays a new hand: A(s), K(s), Q(s), J(s),
8(d). The player has not made his royal straight flush; however,
because the player was guaranteed to achieve the target outcome,
this is not a final hand; the player may continue playing. He
presses the "Draw" button again, and the video poker machine
replaces the 8(d) with another card. The player continues receiving
hands without placing any additional wager after the initial hand,
until the player draws the 10(s) to achieve the royal straight
flush. For hitting the royal straight flush on the fifth iteration
after the initial hand the player receives twenty-five tokens and
enjoys the winning experience.
[0133] Referring to FIG. 8, a flow chart 800 represents an
embodiment of the present invention that may be performed by a
gaming device, including, without limitation, a video poker machine
and a video slot machine. The particular arrangement of elements in
the flow chart of FIG. 8, as well as the other flow charts
discussed herein, is not meant to imply a fixed order to the steps;
the steps can be practiced in any order that is practicable for
various embodiments of the present invention.
[0134] A video poker machine receives a wager from a player (step
802). The gaming device deals an initial hand of five cards after
receiving the wager (step 804). The video poker machine receives an
indication of a request by the player for a guaranteed hand (step
806). For example, the player may indicate his desire for a
guaranteed hand by pressing an appropriate button of the video
poker machine or otherwise selecting an option to achieve a target
hand. The video poker machine then determines a guaranteed hand of
five cards to offer to the player (step 808). For example, the
video poker machine determines a unique five-card hand (e.g., royal
straight flush in spades) or a poker hand grouping (e.g., royal
straight flush, four-of-a-kind) to offer to the player as a target
hand. In some cases, the video poker machine may determine the
guaranteed hand from the request (e.g., the request may indicate a
target outcome desired by the player). In one embodiment, the
guaranteed hand includes at least one card from the initial
hand.
[0135] The video poker machine then displays at least a portion of
a payout table based on the guaranteed hand (step 810). In one
example, the payout table indicates one or more payout amounts, in
which each potential payout amount corresponds to a total number of
hands dealt before the guaranteed target outcome is achieved (e.g.,
corresponds to an iteration count). FIG. 12 is an exemplary
representation of a display 1200 of a payout table and is described
in detail above.
[0136] Referring again to FIG. 8, the video poker machine then
receives an indication that the player accepts the offer for the
guaranteed hand (step 812). The gaming device then deals cards to
complete a second hand of five cards before receiving any wager
subsequent to the first wager (step 814), and determines whether
the second hand matches the guaranteed hand (step 816). For
example, based on the guaranteed hand to be achieved, either the
player or the gaming device holds and/or discards cards of the
first hand as appropriate. The gaming device then replaces any
discarded cards to generate a second hand, and determines whether
the second hand includes each of the five cards of the guaranteed
hand. The video poker machine provides a payout if the second hand
includes five cards that match the guaranteed hand (step 818). If
the target hand is not achieved, the gaming device then deals a
third hand of cards (step 814) and the process continues until the
guaranteed hand is achieved.
[0137] In another example embodiment, a player sits down at a
three-reel video slot machine. She reads the following instructions
on the display screen of the machine: [0138] Keep spinning until
you get three starting symbols you like. [0139] Then, select one
reel you want to individually re-spin, and select the symbol you
want it to hit. [0140] We will show you a payout table that tells
you how much money you'll get if you hit your symbol on the first
re-spin, how much money you'll get if you hit your symbol on the
second re-spin, and so on. [0141] Then, select the number of coins
you would like to bet. [0142] Begin re-spinning!
[0143] After reading the instructions, the player begins making
handle pulls at the slot machine. She is not satisfied with her
first few results, but eventually receives an outcome of
"lemon-cherry-lemon". She decides she would like to achieve an
outcome of "lemon-lemon-lemon". Accordingly, she selects the second
reel by touching the second reel on the video slot machine. A menu
is displayed by the video slot machine, showing nine different
symbols from which she can choose. From the menu of symbols, she
selects "lemon". The gaming device then displays a payout table
indicating that, for a wager of two coins, the player would win six
coins by hitting the third "lemon" on the first re-spin of the
second reel, four coins for achieving "lemon-lemon-lemon" on the
second re-spin, two coins on the third, and one coin for any
re-spin thereafter. The player decides to accept the offer for the
guaranteed outcome of "lemon-lemon-lemon" and wagers two coins. On
her fourth re-spin of the second reel, the third "lemon" appears.
The player receives one coin back for the wager of two coins.
[0144] Referring to FIG. 9, a flow chart 900 represents an
embodiment of the present invention that may be performed by a
gaming device, including, without limitation, a video poker machine
and a video slot machine. The particular arrangement of elements in
the flow chart of FIG. 9, as well as the other flow charts
discussed herein, is not meant to imply a fixed order to the steps;
the steps can be practiced in any order that is practicable for
various embodiments of the present invention.
[0145] A video slot machine displays a primary outcome to a player
(e.g., "lemon-cherry-lemon") (step 902). For example, the player
may initiate a series of handle pulls before finding an outcome he
likes. The gaming device then receives a request by a player for
one or more guaranteed slot outcomes (e.g., "lemon-lemon-lemon")
(step 904). Alternatively, the gaming device receives a request by
a player for one or more guaranteed game symbols. It will be
understood that by requesting a particular outcome (e.g.,
comprising a plurality of symbols), the player may implicitly or
explicitly be requesting a guarantee that one or more particular
symbols will be achieved. In one example, the request may indicate
a particular reel at which the player desires a reel symbol to
appear. In another example, the player may wish to guarantee the
occurrence of a particular symbol at a particular reel of a slot
machine game, or at a particular position in a hand of cards. In
some additional embodiments, the player requests a target outcome
that encompasses more than one payline of a slot machine. In one
embodiment, a guaranteed slot outcome (e.g., "lemon-lemon-lemon")
includes at least one reel symbol from a primary outcome (e.g.,
"lemon-cherry-lemon").
[0146] After receiving the request, the gaming device preferably
displays a plurality of game symbols (e.g., slot reel symbols) to
the player (step 906) from which the player may select one or more
game symbols in accordance with the slot outcome he wants to
guarantee will be achieved.
[0147] In one embodiment, the player selects from a menu each card
or each symbol in the target outcome. For example, the player
begins by selecting the first card in the target outcome. He
highlights "Ace" in a denomination menu, and highlights "hearts" in
a suit menu. The player has thereby selected the ace of hearts. He
then repeats the process for the second through fifth cards. FIG.
11 shows an exemplary display 1100 from which a player selects
target outcomes and is described above.
[0148] Referring again to FIG. 9, the video slot machine receives
an indication of a selection by the player of at least one game
symbol (e.g., "cherry") from the plurality of game symbols (step
908). As discussed above, in some embodiments the slot machine may
also receive an indication of a selection by the player of a
particular position (e.g., slot reel) at which the player wants to
guarantee the symbol will occur.
[0149] The video slot machine then displays at least a portion of a
payout table based on the guaranteed slot outcome (step 910), in a
manner described above with respect to FIG. 8. In one example, the
payout table indicates one or more payout amounts, in which each
potential payout amount corresponds to a total number of re-spins
of one or more reels before the guaranteed target outcome is
achieved (e.g., corresponds to an iteration count).
[0150] The video slot machine then receives a wager from the player
(step 912). In some embodiments, the wager indicates an acceptance
by the player of an offer for the guaranteed slot outcome. The
video slot machine then determines a secondary outcome based, for
example, on a re-spin of one or more reels (step 914). In various
embodiments, the gaming device re-spins the appropriate reels
(e.g., any that do not match the target outcome) before receiving
any wager subsequent to the wager already received. The video slot
machine then determines whether the secondary slot outcome matches
the guaranteed slot outcome (step 916). The video slot machine
provides a payout if the secondary slot outcome includes reel
symbols that match the guaranteed slot outcome (step 918). In some
embodiments, the payout is based on the number of re-spins after
receiving the wager (e.g., the number of iterations). If the target
outcome is not achieved, the gaming device then re-spins any reels
that do not match (step 914), and the process continues until the
guaranteed slot outcome is achieved.
[0151] Although flow chart 900 is described primarily with respect
to a slot machine, it will be understood by those having ordinary
skill in the art that various processes described herein with
respect to slot machines may be configured appropriately to other
types of games of chance, including without limitation video poker,
and vice versa. For example, rather than guaranteeing a slot
outcome, a player at a video poker or video blackjack machine may
guarantee a target hand by selecting one or more card symbols.
[0152] In another example embodiment, a player playing games at a
three-reel video slot machine has lost $50 within the last twenty
minutes. The player is tempted to leave the machine, but also
considers that the video slot machine might just need to be put off
its "losing streak." The player notices an area of the touch screen
of the video slot machine that says, "Play until you win!" The
player presses the button and saw the following instructions appear
on the screen: "Play 6 coins and you can keep on spinning until you
win! Your prize will correspond to a one-coin wager." The screen
also provides a "Continue" button to accept the offer to play until
he wins and a "Cancel" button to decline the offer.
[0153] The player presses the "Continue" button to accept the offer
and play until he wins. The video slot machine accepts a wager of
six coins from the player. Then the player begins initiating a
series of spins. The first five spins do not result in a winning
outcome for the player. On the sixth spin, however, the player
receives an outcome including one "cherry" reel symbol, which pays
out three coins (e.g., the amount the player would have won if he
had received the outcome on a standard one-coin wager). Although
the player had lost a total of three coins on his original six-coin
wager, he had gotten his guaranteed win, after five losing spins,
without having to place any additional wagers. If the player is
confident that the machine is now over its losing streak, the
player may decide to return to playing one wager per pull.
[0154] Referring to FIG. 10, a flow chart 1000 represents an
embodiment of the present invention that may be performed by a
gaming device, including, without limitation, a video poker machine
and a video slot machine. The particular arrangement of elements in
the flow chart of FIG. 10, as well as the other flow charts
discussed herein, is not meant to imply a fixed order to the steps;
the steps can be practiced in any order that is practicable for
various embodiments of the present invention.
[0155] The gaming device provides an offer to a player, the offer
including a guarantee of providing a winning experience in a game
of chance, in exchange for a payment (step 1010). The gaming device
receives a payment from the player (1020). The gaming device also
provides the guaranteed winning experience to the player (1030) in
accordance with the offer.
[0156] In some embodiments, the player may be offered a winning
experience comprising a guaranteed benefit. For example, the
guaranteed benefit may comprise allowing the player to spin at
least one reel of a slot machine as many times as necessary to
achieve an outcome that corresponds to a payout amount that is
greater than zero. Similarly, the guaranteed benefit may comprise
allowing the player to receive as many hands of cards (or other
sets of game symbols) as is necessary to achieve an outcome that
corresponds to a payout amount that is greater than zero.
[0157] In some embodiments, the guaranteed benefit comprises
allowing the player to spin at least one reel of a slot machine as
many times as is necessary to achieve a payout amount that is
greater than a predetermined threshold. For example, in exchange
for providing a payment (e.g., $12), the player may be allowed to
re-spin, without providing any additional payment, as many times as
is necessary to accumulate a number of credits above a particular
threshold (e.g., $10). For instance, one spin may correspond to a
$2 payout, and another spin may correspond to a $4 payout, and so
on. The player may re-spin without additional wagering until the
accumulated payout amount reaches or exceeds the threshold.
[0158] In some embodiments, the guaranteed benefit comprises
allowing the player to spin at least one reel of a slot machine as
many times as is necessary to achieve a predetermined outcome. For
example, as described variously herein, in exchange for a payment,
the player may be guaranteed the ability to play a game of chance
through any number of iterations (e.g., generation of outcomes)
until the occurrence of a particular outcome (e.g., a target
outcome).
[0159] In some embodiments, the guaranteed benefit comprises a
positive payout that is based on the number of iterations that were
necessary to achieve a target outcome.
5. Additional Embodiments
[0160] The following are several examples which illustrate
additional embodiments of the present invention. These examples do
not constitute a definition of all possible embodiments, and those
skilled in the art will understand that the present invention is
applicable to many other embodiments. Further, although the
following examples are briefly described for clarity, those skilled
in the art will understand how to make any changes, if necessary,
to the above-described apparatus and methods to accommodate these
and other embodiments and applications.
[0161] The gaming device may perform some or all of the described
functions of the server. Similarly, the server may perform some or
all of the described functions of the gaming device.
[0162] In some embodiments of the present invention, a player is
always allowed to achieve a winning outcome in a game of chance.
Thus, in some embodiments, a player can avoid being disappointed by
missing a winning outcome. Furthermore, the player can always force
a "cold" machine to win, thereby breaking a cold streak.
[0163] In an additional embodiment, a player playing a video poker
game at a gaming device has an initial hand: J(d), 10(c), 8(h),
7(h), 6(h). He chooses to discard the J(d) and 10(c) and to go for
a straight flush in hearts. The straight flush would be achieved by
drawing any of the following combinations of cards: 10(h) 9(h);
9(h) 5(h); or 5(h) 4(h). After four iterations of drawing two
cards, the player draws the K(s) and 9(h). The player holds onto
the 9(h) and discards the K(s). Play of the game then continues
with the video poker machine drawing only one card at a time on
each successive iteration, holding 9(h), 8(h), 7(h), 6(h). After
another four iterations, the player finally draws the 5(h) to
achieve the target straight flush. Thus, some embodiments of the
present invention provide for a process in which game elements or
symbols that match elements of a target outcome may be accumulated
over more than one iteration. For instance, in the example above,
each iteration of secondary outcome generation need not be based on
the primary outcome of J(d), 10(c), 8(h), 7(h), 6(h). Instead, game
elements, such as the 9(h), may be retained (either in response to
input from a player or automatically by the gaming device) from one
iteration if they match elements of the target outcome. A
subsequent secondary outcome (e.g., 9(h), 8(h), 7(h), 6(h), 5(h))
may thus be generated based on a prior secondary outcome (e.g.,
K(s), 9(h), 8(h), 7(h), 6(h)).
[0164] In some embodiments the number of iterations on which the
payout is based may include the generation of the primary outcome.
For example, the iteration counter may count the generation of the
primary outcome.
[0165] In various embodiments, the gaming device receives a player
tracking card from a player and reads information from the player
tracking card in a manner known in the art. Typically, the player
tracking card stores a unique player identifier, which in turn may
be used to access information (e.g., from a record of a database
indexed by the player identifier) from the server. The information
may be, for example, an entry of the player database. The gaming
device may thus access information such as a preferred target
outcome or a preferred primary outcome of the player.
[0166] As mentioned previously, a generalized payout table, such as
the exemplary payout table depicted in FIG. 13, may contain two
dimensions: the number of iterations required to hit a particular
outcome; and the various outcomes themselves. Payout tables in
common use today are a special case, where the payout is zero for
any number of iterations greater than 1 (i.e., the player loses if
he does not achieve a target outcome on the first pull).
[0167] Another special case of the generalized payout table is
where the payout is independent of time. That is, where a person
will receive the same payout for hitting "orange-orange-orange"
after three pulls as after 100 pulls. A payout table that is
independent of time may provide important psychological advantages
to a player. For example, with such a payout table, the player is
guaranteed to win, and furthermore, it does not matter to the
player how long it takes to win. Therefore, the player need not
worry about "cold streaks". In fact, a player might prefer a
time-independent payout table so as to weather a machine's "cold
streak" without losing significant amounts of money.
[0168] A time-independent payout table will, in many embodiments,
require a different wager than many payout tables currently in
common use. This is because, with a time independent payout table,
the player always wins a payout. Therefore, the wager may be set so
as to be larger than some of the smaller prizes, so that the casino
still has an expected profit for each wager the player makes.
[0169] For example, imagine that there are three possible winning
outcomes at a slot machine: "cherry-cherry-cherry",
"lemon-lemon-lemon" and "bar-bar-bar". The first pays 3 coins and
occurs with probability 1/10 on every spin. The second pays 10
coins and occurs with probability 1/50 on every spin. The third
outcome, "bar-bar-bar" pays 1000 coins, and occurs with probability
1/10,000 on every spin. The game ends after the player achieves one
of the winning outcomes. Since the player is ultimately guaranteed
to achieve one of the three winning outcomes, one need only compute
the probability that a player will get "cherry-cherry-cherry"
before getting "lemon-lemon-lemon" or "bar-bar-bar". Similarly, one
can compute the probability that the player will get
"lemon-lemon-lemon" first, or "bar-bar-bar" first.
[0170] The probability of the player getting "cherry-cherry-cherry"
first is the probability of getting "cherry-cherry-cherry" on any
given spin, divided by the probabilities of getting
"cherry-cherry-cherry", "lemon-lemon-lemon" or "bar-bar-bar" on any
given spin. This is equal to ( 1/10)/( 1/10+ 1/50+ 1/10,000)=
1000/1201. The probability of the player getting
"lemon-lemon-lemon" first is equal to ( 1/50)/( 1/10+ 1/50+
1/10,000)= 200/1201. The probability of the player getting
"bar-bar-bar" first is equal to ( 1/10,000)/( 1/10+ 1/50+
1/10,000)= 1/1201.
[0171] Knowing, for each outcome, the payout and the probability
that the outcome will occur first, one can compute the expected
payout for the player: 3 coins.times. 1000/1201+10 coins.times.
200/1201+1000 coins.times. 1/1201= 6000/1201. The expected payout,
6000/1201, is just a little less than 5. Therefore, in the current
example, a player might make a wager of five coins and be
guaranteed a winning outcome. Most of the time the player would win
three coins, with "cherry-cherry-cherry". Sometimes the player
would win 10 coins, and occasionally, the player would win 1000
coins. Advantageously, the player would always win something, and
yet the casino would expect to make a small profit from the player
on each handle pull.
[0172] In some cases, a player might put in 50 coins for a
guarantee of achieving an outcome paying only 30 coins. The player
would be certain to lose money, but would end a gaming device's
losing streak. In some cases, a player might put in 50 coins, and
be guaranteed to achieve any target outcome paying at least 30
coins.
[0173] Although a target outcome is typically a standard winning
outcome, such as straight flush in video poker, or three like
symbols in a three-reel slot game, the target outcome need not be
so. For example, a target outcome in video poker might be K(s),
10(h), 8(h), 6(c), 2(d), or any typically non-winning outcome. The
payout table might simply correspond to the difficulty of achieving
the target outcome from the primary outcome. For example, if the
target outcome differs greatly from the primary outcome, the payout
for hitting the target outcome within only a few iterations would
be large.
[0174] In some embodiments, a player's goal may be to hit each of
several target outcomes. For example, the player holds four cards
to a royal straight flush in video poker. One target outcome might
be a straight, another target outcome might be a flush, and another
might be a straight flush. The player might draw cards until he
achieves a straight, then draw cards until he achieves a flush, and
then draw cards until he achieves a straight flush. The player may
be required to achieve a simple straight or a simple flush before
achieving the straight flush. The player may or may not have to
proceed in order (e.g., from straight to flush to straight flush).
The player's payout may be based on the total number of outcomes
generated before achieving all target outcomes. Alternatively, the
payout may be some function of the number of outcomes generated
between the primary outcome and the first target outcome, and/or
between each target outcome and the next target outcome.
[0175] Secondary outcomes may be generated automatically by the
gaming device. For example, the player may press a button that
initiates the rapid drawing of cards until the player achieves his
target outcome.
[0176] In one or more embodiments, the player is allowed only a
certain number of chances to achieve a target outcome. For example,
if the player needs one card to complete a royal straight flush,
then the player may be allowed to draw five cards in attempting to
complete the royal straight flush. However, if none of the five
cards complete the royal straight flush, then the player may lose,
or may have to make additional wagers so as to draw more cards.
[0177] In one embodiment, the player may select the number of
chances he would like at achieving the target outcome. For example,
a menu might allow the player to select 4 chances, 16 chances, or
20 chances. The player may be required to make varying wagers
depending on the number of chances he would like. For example, the
player might have to make only a small wager to get 2 chances, but
a large wager to get 20 chances, since with 20 chances, the player
is more likely to achieve the target outcome. Alternatively, or in
addition, the payout tables may change depending on how many
additional chances the player has to achieve the target outcome.
For example, if the player has many chances to achieve the target
outcome, the payout tables may have lower prizes than they would if
the player had only a few chances.
[0178] In one embodiment, the player wins a prize if he fails to
achieve a target outcome after a certain number of secondary
outcomes have been generated. For example, if the player holds four
cards to a flush in video poker, and can draw 20 additional cards
without achieving a flush, then the player might get a large
payout. In another embodiment, if the player is given 20 chances to
achieve a target outcome, and fails on all 20 chances, the player
may be given another 20 chances, possibly with the same payout
table. For example, a player might win 100 coins for achieving the
target outcome on the first secondary outcome, 50 coins on the
second secondary outcome, and so on. If the player does not achieve
the target outcome after 20 secondary outcomes, then the player
might again receive 100 coins for achieving the target outcome on
the 21.sup.st secondary outcome.
[0179] According to one embodiment, a player benefits from all
outcomes achieved prior to achieving a target outcome. For example,
a player might be drawing to a straight flush in video poker. The
player is allowed repeatedly to begin from his primary hand, to
discard one card, and to draw another. If the drawn card does not
give the player a straight flush, then the player tries again from
the same primary hand. If the drawn card gives the player another
winning outcome, then the player may receive a corresponding
payout, and may still begin anew from the primary hand to draw
towards the target outcome. Thus, by the time the player gets his
straight flush, the player might have played fifty different hands,
each starting with four cards to a straight flush. The player might
have achieved five straights, six flushes, and three hands with
high pairs, and may have been paid for each.
[0180] A player may have multiple target outcomes. After a player
achieves a first target outcome, the player may choose to disregard
the target outcome and try for a second target outcomes, e.g., by
discarding a card from a poker hand and drawing another card. The
player might want to disregard a first target outcome if there is a
second target outcome that pays more. The player may or may not be
forced to accept the first target outcome he achieves.
[0181] In one embodiment, a player attempts to achieve certain
target outcomes, but loses if he achieves other "poison" outcomes
first. For example, the player might win by achieving
"lemon-lemon-lemon" at a slot machine. However, the player might
lose by achieving "cherry-cherry-cherry". On any other outcome, the
player re-spins. As in a prior embodiment, the probability of
achieving "lemon-lemon-lemon" before achieving
"cherry-cherry-cherry" can be computed. This probability can then
be used in determining an appropriate payout for achieving
"lemon-lemon-lemon". For example, if there is a 1/11 probability of
achieving "lemon-lemon-lemon" before "cherry-cherry-cherry", then
the player may receive 10 coins when he achieves
"lemon-lemon-lemon".
[0182] Instead of poison outcomes, there may be poison symbols. For
example, for a single wager, a player might continually re-spin
until he achieves a winning outcome, such as "bar-bar-bar" or
"7-7-7". However, if a "lemon" appears on any reel, the game might
end as a loss for the player. In some embodiments, the player may
select the outcomes or the symbols that are the poison symbols. The
gaming device may then set the payout tables according to how
likely the poison symbols are to occur on each spin, how likely the
target outcomes are to occur on each spin, and how much the target
outcomes pay. Alternatively, the gaming device may adjust the
probability of the occurrence of a poison symbol or of a target
outcome so as to maintain a statistical advantage for the
casino.
[0183] In one embodiment, when a player generates a primary
outcome, the primary outcome may become the target outcome. The
player must then regenerate the primary outcome in order to win. In
some embodiments, certain primary outcomes may win automatically
for the player, without the need for the player to regenerate the
primary outcome. In other embodiments, once a player has generated
a primary outcome, the player must regenerate the same primary
outcome before generating one or more poison outcomes. In some
additional embodiments, the poison outcomes may be the same as the
outcomes that would win automatically for a player were he to
generate one of them as the primary outcome.
[0184] According to some embodiments, a player may be allowed as
many secondary outcomes as he can generate in a given time period
in an attempt to achieve a target outcome. If the player does not
achieve the target outcome, he may lose. For example, so as to
re-spin the third reel of a slot machine, the player is allowed to
press the "re-spin" button on a slot machine as many times as he
can in a ten-second period. If the player achieves the target
outcome within the ten-second period, he wins. Otherwise, he loses.
To make the player's task more difficult, a probable card to be
discarded from a video poker hand may appear in a different
location on the screen for each secondary outcome. The player must
then spend time determining where the unwanted card is, before
designating it to be discarded.
[0185] The amount of time a player is given in which to generate
secondary outcomes may depend on the player's primary outcome. If
the primary outcome is similar to the target outcome (e.g., only a
one-card difference in video poker), then the player may be given
only a little time. However, if the primary outcome is dissimilar
to the target outcome (e.g., a three-card difference in video
poker), then the player may be given more time. The amounts of time
may be given in such a manner that a player is equally likely to
achieve the target outcome starting from any primary outcome.
[0186] In some embodiments, a player might play multiple poker
hands simultaneously. Each might be independent of the other. That
is, each might comprise cards from different virtual decks of
cards. Alternatively, each hand might come from the same deck. With
each hand, the player might proceed through the steps of this
invention. For example, the player is dealt, say, three primary
hands, designates three target outcomes (one for each hand), and
continually receives secondary outcomes on each band. When each
hand has reached its target outcome, the game ends. In some
embodiments, the game ends when only a subset of the hands have
reached their target outcomes. In some embodiments, one or more
hands must reach target outcomes simultaneously. For example, when
the fifth secondary outcome generated for hand two is the target
outcome for hand two, then the fifth secondary outcome generated
for hand three must be the target outcome for hand three.
Otherwise, each hand might need generate an additional secondary
outcome. Or the game might end as a loss for the player. Similar
embodiments apply for a player playing other games, such as three
or five-reel slots, video keno, and so on.
[0187] In various embodiments, a player might be guaranteed to get
into the bonus round of a game at a slot machine. Bonus rounds
often consist of simple games or scenarios in which a player has
the opportunity to win large prizes, but little or no opportunity
to lose money. In an exemplary bonus round, several make-believe
characters bid in a make-believe auction. The player receives as a
prize the high bid in the auction.
[0188] Accordingly, for a given wager, the player would be allowed
to spin repeatedly without making further wagers, until the player
entered the bonus round. Alternatively, the player might simply
begin play in a bonus round. In one embodiment, the size of the
player's wager might be related to his expected winnings from a
bonus round. Thus, if the player could expect to win 48 coins in a
bonus round, his required wager might be 50 coins.
[0189] The set of target outcomes may consist of all target
outcomes with a payout that is greater than or equal to a threshold
amount. Accordingly, if the payout table is time independent, the
player is guaranteed a payout of at least the threshold amount.
[0190] In some embodiments, all target outcomes associated with a
standard payout that is greater than a threshold amount may have
their payouts adjusted to be equal to or less than the threshold
amount. For example, suppose the threshold amount is 30 tokens. The
player is to be paid 30 tokens upon the occurrence of any outcome
with a standard payout greater than or equal to 30 tokens. Thus,
even if the player achieves an outcome of orange-orange-orange,
with a standard payout of 50 tokens, the player would only receive
30 tokens. However, if the player achieves an outcome of
bar-bar-cherry, with a standard payout of 3 tokens, then the player
gets to spin again. Essentially, the player is guaranteed a payout
of exactly the threshold amount. In some embodiments, the player
might have to place an initial wager in an amount greater than the
threshold amount.
[0191] In one embodiment, a player might be guaranteed to win a
certain cumulative payout before needing to place a new wager. For
example, a player might place an initial wager of 150 coins. The
player is then allowed to keep spinning the reels of a slot machine
until accumulating at least 100 coins in payouts. So the player
might achieve an outcome that pays 40 coins, then achieve three
losing outcomes, then achieve an outcome paying 50 coins, then
achieve 6 losing outcomes, and finally achieve an outcome that pays
30 coins. The player has now accumulated 120 coins. He receives
these as a payout, and the game ends.
[0192] In some embodiments, rather than wagering and playing until
achieving a winning outcome, a player may play until achieving a
winning outcome without wagering. Alternatively, the player provide
a payment in exchange for being able to play without making a
further payment until achieving a winning outcome. For example,
some players might find it beneficial or entertaining to achieve a
particular outcome, even if no payout is provided. For instance,
although the player does not win a prize, he does end the losing
streak of the gaming device.
[0193] In some embodiments the player plays, without wagering,
until the gaming device generates a certain number of losing
outcomes in a row. Then, the presumption is that the gaming device
is due for a win, and the player may place a wager if he so wishes.
In fact, the player may wait until the gaming device has achieved
any desired sequence of outcomes before jumping in and placing a
wager.
[0194] In some embodiments, the player must pay in order for the
machine to make a number or spins in the absence of a wager, even
though the player cannot win anything. However, the player may
benefit psychologically from the belief that the gaming device is
purging itself of losing outcomes, or is getting over a losing
streak, and may avoid being frustrated or disappointed. For
example, the player pays five coins, and then the gaming device
spins 100 times.
[0195] In other embodiments, the player earns the right to have a
gaming device generate outcomes in the absence of wagers. For
example, the player must play an hour in order to have the machine
make ten spins in the absence of a wager.
[0196] In some embodiments, if the player has the gaming device
making a number of free spins, then the gaming device may display
some indicator of the gaming device's performance over those 100
spins. For example, an indicator glows red when the gaming device
is generating winning outcomes more frequently than normal, and
glows blue when the gaming device is generating winning outcomes
less frequently than normal. By watching the indicator, the player
may choose when to place a wager, or when to allow the gaming
device to continue generating outcomes in the absence of a
wager.
[0197] In one embodiment, a player may continue generating
secondary outcomes, but the set of target outcomes may diminish as
the player goes through more iterations. For example, within the
first three secondary outcomes in video poker, the player may win
on any pair. However, after the first three outcomes, the player
needs at least two pair to win. After the first six outcomes, the
player may need at least three of a kind to win.
[0198] In an exemplary video blackjack embodiment, a player may
begin with a single card, such as, without limitation, an ace,
king, queen, jack, or ten. The player may generate secondary
outcomes by drawing a second card. If the second card makes a
blackjack (i.e., an ace and a face card or a ten) for the player,
then the player wins. Otherwise, the player draws a new second
card, and the iteration counter increments by one.
[0199] In another embodiment, the player begins with a two-card
hand and keeps hitting until he reaches a point total of 21. If the
player goes over 21, then his last drawn card may be discarded so
that the player has the chance of reaching 21 on the next
iteration. The iteration counter may increment with every card the
player draws, or only with every card that the player must discard
to stay under 21.
[0200] In another blackjack embodiment, the player keeps forcing
the dealer to draw additional cards until the dealer busts (i.e.,
his card point total exceeds 21). The iteration counter may
increment with every card the dealer draws.
[0201] In a typical keno game, a player chooses anywhere from 1 to
15 numbers, each between 1 and 80, inclusively. Twenty numbers are
drawn, and the player is paid based on how many of his chosen
number match the drawn numbers. In one embodiment of this
invention, a player might choose 6 numbers and, as a target
outcome, strive to match at least 4 of them. Twenty numbers might
then be drawn. If the player has matched 4 or more numbers, then
the player is paid. Otherwise, the twenty numbers are withdrawn and
twenty new numbers are drawn. The player must now match at least 4
of his numbers with 4 of this new set of twenty numbers. The
process of withdrawing the latest numbers and drawing a new set of
twenty numbers continues until the player matches at least 4
numbers. Then the player is paid based on the number of times
twenty new numbers had to be drawn.
[0202] In another embodiment, the player has chosen six numbers in
keno and twenty numbers are drawn. If the player cannot match at
least four of his numbers, then additional numbers are drawn
without withdrawing the original twenty numbers. That is, if the
player has matched three of his numbers with the original twenty
numbers drawn, and a twenty-first number matches another of the
player's chosen numbers, then the player has now matched four of
his numbers and has therefore won. In this embodiment, once the
original twenty numbers have been drawn, additional numbers may be
drawn in groups of two or more. This way, if a player has matched
three numbers already, the player has the chance to match five or
more numbers rather than always matching exactly four, as would
happen if additional numbers were drawn one at a time.
[0203] For example, suppose a player purchases a "Guaranteed to
Win" keno ticket and chooses six numbers: 3, 9, 18, 22, 30, 41. The
player wins by matching four or more numbers. Furthermore, on a
given iteration, the player is better off matching five numbers,
and even better off matching all six numbers. Once the player has
purchased the ticket, 20 numbers are drawn. Among them are: 9, 22,
and 41. Since the player has not yet matched four numbers, a
21.sup.st and a 22.sup.nd number are drawn. These, however, do not
give the player any additional matches. So a 23.sup.rd and a
24.sup.th number are drawn. These numbers are: 3 and 18. Now the
player has matched five numbers, and receives a generous
payout.
[0204] According to some embodiments, a player might quit a game in
exchange for the return of part of his wager or in exchange for a
payment of a portion of an expected prize. For example, the player
may begin with the primary outcome of "bar-bar-bell" at a
three-reel slot game. The player might then place a wager of six
coins and re-spin the third reel. After five re-spins of the third
reel, the player finds that he still has not achieved the target
outcome of "bar-bar-bar". The player may then decide to quit. Based
on an examination of the payout table, the gaming device may find
that, given that the player has not won after five re-spins, the
player's expected winnings are just two coins. Accordingly, the
gaming device pays two coins to the player, and the game ends.
[0205] In some additional embodiments, the player always has the
option to quit for a fixed amount of money. In such embodiments,
the payout table may be such that the player's expected winnings
from continuing are always greater than or equal to the fixed
amount of money the player would get for quitting. In other
embodiments, the player is only better off quitting after a large
number of unsuccessful iterations.
[0206] In one embodiment, a player repeatedly generates secondary
outcomes. From time to time, the most recent secondary outcome will
match a target outcome. When there is a match, the player has the
opportunity to stop the game and receive the prize associated with
the current secondary outcome. However, the player may also
continue the game in the hopes of generating a secondary outcome to
match an even higher paying target outcome. In some embodiments, if
the player continues the game, then he may lose the opportunity to
obtain the prize associated with the current secondary prize. In
some alternative embodiments, after a set period of time in which
the player has not himself ended the game, the game ends on its
own. If the current secondary outcome is not one of the possible
target outcomes, then the player wins nothing. This embodiment
creates an exciting dilemma for the player. When he achieves a
target outcome early on, does he stop the game and take his prize,
or does he continue with the game in the hopes of obtaining an even
larger prize?
[0207] As an example, a player is playing a three-reel slot game.
The player's target outcomes are any of the standard winning
outcomes (e.g., bar-bar-bar, lemon-lemon-lemon, any-any-cherry,
etc.). The player places a wager of 40 coins. The player may then
spin the reels up to 100 times. After each spin, the player has the
opportunity to quit and to take the payout associated with the most
recent spin. However, if the player elects to continue spinning,
the player forfeits the opportunity to collect the payout. In this
example, the player makes five losing spins before achieving
lemon-lemon-lemon, an outcome with a payout of 35 coins. The player
is tempted to take the 35 coins and quit. However, the player still
has 94 spins remaining, each giving him the possibility of winning
more than 35 coins. So the player elects to continue spinning.
After another 50 or so spins with small or nonexistent payouts, the
player achieves an outcome of "bell-bell-bell," with a payout of 20
coins. Once again, however, the player elects to continue spinning.
On his 90.sup.th spin, the player again achieves
"lemon-lemon-lemon." Now with only ten spins to go, the player
figures that he is better off taking the 35-coin payout than
risking winning less on the next ten spins. So the player accepts
the 35 coins, and the game ends. The player has lost 5 coins on his
original wager.
[0208] In the above embodiment, a casino might wish to determine
beforehand a player's expected winnings. Knowing the player's
expected winnings, a casino could require a wager that would assure
the casino an expected profit. That is, the casino would require
the player to make a wager slightly larger than the player's
expected winnings. To begin with, imagine that a player is allowed
to make N spins. The player may quit after any spin and take the
most recent payout. However, if the player does not quit earlier,
then the player must quit after N spins. Now imagine that, on any
spin, the player may achieve any one of a set of outcomes, denoted
x.sub.--1, x.sub.--2, . . . , x_k. Associated with each outcome is
a probability of the outcome's occurrence on a given spin. The
probability of outcome x_m occurring is denoted p(x_m). Each
outcome x_m represents a payout. So, for example, x.sub.--2 may
represent a six-token payout. The outcome x.sub.--2 does not
necessarily correspond to one particular set of symbols, such as
lemon-orange-cherry. Rather, x.sub.--2 may correspond to multiple
symbol sets, so long as each pays six tokens.
[0209] If the player has made N-1 spins already and has decided to
continue with his last spin, the player's expected winnings are
exactly his expected winnings from making a single spin. Thus, the
player's expected winnings are given by: EV_N=.SIGMA..sub.m=1 . . .
kx_m*p(x_m). Here, the symbol EV_N denotes the player's expected
winnings going into the N.sup.th spin. Similarly, EV_(N-1) denotes
the player's expected winnings going into the N-1.sup.st spin,
EV.sub.--1 denotes the player's expected winnings going into the
first spin, and so on.
[0210] A player who is not making his last spin will face a choice.
If the outcome he achieves on the current spin is greater than his
expected winnings for all the remaining spins, then the player will
quit. Otherwise, he will continue. Therefore, if the player is on
spin t, then
EV.sub.--t=.SIGMA..sub.{m|x.sub.--.sub.m<EV.sub.--.sub.(t+1)}EV_(t+1)*-
p(x.sub.--m)+.SIGMA..sub.{m|x.sub.--.sub.m>=EV.sub.--.sub.(t+1)}x.sub.--
-m*p(x.sub.--m)
[0211] Using this formula, a player's expected winnings when he is
allowed up to N spins may be determined iteratively by determining
his expected winnings given that he is on his last spin, then his
expected winnings given that he is on his second to last spin, and
so on down to his first spin. For example, one exemplary slot
machine has the following payout structure: TABLE-US-00001 Outcome
0 2 2 5 5 5 20 10 10 20 14 14 20 18 18 20 50 100 Hits 8570 680 680
200 200 68 20 42 6 42 20 5 50 4 20 20 20 1
In the table, "Outcome" represents the number of tokens paid, and
"Hits" represents the number of times the corresponding outcome
would be expected to occur in 10,648 spins, or a complete cycle of
the slot machine. The probability of each outcome occurring on a
single spin can be found be dividing the "Hits" entry by 10,648.
For example, the probability of the outcome that pays 100 tokens
appearing on a single spin is 1/10,648=9.39*10.sup.-5,
approximately.
[0212] If the player is allowed up to 10 spins on the above slot
machine, and the player is on his tenth spin, then his expected
winnings are given by: EV_ .times. 10 = .times. 0 * 8570 / 10
.times. , .times. 648 + 2 * 680 / 10 .times. , .times. 648 +
.times. 2 * 680 / 10 .times. , .times. 648 + 5 * 200 / 10 .times. ,
.times. 648 + + 100 * 1 / 10 .times. , .times. 648 = .times. .945
##EQU2##
[0213] If the player is on his ninth spin, then his expected
winnings are given by: EV_ .times. 9 = .times. EV_ .times. 10 *
8570 / 10 .times. , .times. 648 + 2 * 680 / 10 .times. , .times.
648 + .times. 2 * 680 / 10 .times. , .times. 648 + + 100 * 1 / 10
.times. , .times. 648 = .times. 1.71 ##EQU3##
[0214] The procedure continues in the same fashion until EV.sub.--1
has been determined. Note that all units are in tokens. The table
below shows a player's expected winnings given that he is on each
of the ten possible spins. Again, units are in tokens.
TABLE-US-00002 Spin 1 2 3 4 5 6 7 8 9 10 EV 5.38 5.02 4.65 4.24
3.81 3.35 2.85 2.32 1.71 0.945
[0215] From the above table, it can be seen that a player who is
allowed up to ten spins at the slot machine with the aforementioned
payout table, can expect to win 5.38 tokens. The player must,
however, play a perfect strategy. The player should decide to quit
only if the current outcome pays more tokens than the player can
expect to win by continuing. So if the player achieves an outcome
paying five tokens on the first spin, he should elect to continue,
since he can expect to win 5.02 tokens in the remaining nine spins.
However, if the player achieves an outcome paying five tokens on
his fifth spin, he should quit and take the five tokens. This is
because he can only expect to win 3.35 tokens on his remaining five
spins.
[0216] A casino might use the above table to determine a wager that
the player must make in order to receive ten spins with the option
of quitting any time. Since the player would have expected winnings
of 5.38 tokens, the casino might require a wager of 6 tokens so as
to assure itself an expected profit.
[0217] In some embodiments involving mechanical reel slot machines,
primary or secondary outcomes may be generated based simply on the
physics of where the reels stop once set in motion. The slot
machines need not use random number generators.
[0218] The disclosed invention may also apply to table games, such
as roulette or blackjack. In a roulette embodiment, a player begins
by placing chips on an area of the playing surface representing a
particular outcome. The chips represent the player's wager. For
example, the player makes a five-dollar wager on the number 33 by
placing five one-dollar chips on an area marked "33". A casino
representative then repeatedly spins the roulette wheel. For each
spin, the casino representative places an iteration marker beside
the player's wager. An iteration marker may be a specially shaped
or colored token that represents the occurrence of one or more
secondary outcomes. When, on a spin of the roulette wheel, the
number 33 finally occurs, then the player has achieved his target
outcome. The casino representative counts the number of iteration
markers beside the player's wager. Then, the casino representative
pays the player based on the player's wager and the number of
secondary outcomes that have occurred since the player placed his
wager. The payout is made in accordance with a predetermined payout
table, which may be printed and laminated for easy reference by the
player and the casino representative.
[0219] In a related embodiment, once a player places his wager, the
casino representative places chips representing the maximum
possible payout beside the player's wager. For each spin during
which the player does not achieve his target outcome, the casino
representative removes some of the chips he had placed beside the
player's wager. Once the casino representative has removed all the
chips he had placed, the casino representative begins removing
chips that the player had placed as the wager. In this way, the
chips remaining represent the maximum payout the player can expect
for his original wager. When the player's target outcome does
occur, the player receives the remaining chips on the area of the
playing surface representing the target outcome.
[0220] In another embodiment, the casino representative does not
track iterations with iteration markers or by removing chips from
the playing surface. Instead, the casino representative keeps
written, mechanical, or electronic record of the number of
iterations. For example, every time a secondary outcome is
generated, the casino representative presses a button which
increments an electronic iteration counter attached to the playing
surface. The iteration count may then be displayed with an LCD
screen or other display device.
[0221] In a blackjack table game embodiment, a player might begin
by placing a wager on a designated area of the playing surface. The
player's target outcome might be to achieve a point total of 21, to
beat the dealer, etc. The dealer may then track the number of
iterations required for the player to achieve his target outcome.
Once again, tracking may be accomplished with iteration markers, by
placing and removing chips, or by otherwise recording the number of
iterations. Various embodiments of the present invention may apply
to other table games as well, including poker, war, pai gow, and so
on.
[0222] According to some embodiments, information stored in a
player database (e.g. player database 210) may be accessible to any
gaming device at which a player plays, provided the player
identifies himself by, for example, inserting a player tracking
card. When a gaming device receives a player identifier, the gaming
device may transmit the identifier to the casino server and receive
player information from the server. Access to player information
may allow a gaming device to simplify or to speed up steps of this
invention. For example, if a player has a preferred primary or
target outcome, then the gaming device need not ask a player to
select a primary or a target outcome. A player may also be given
special treatment based on his playing history. For example, a
player with a high historical theoretical win may be allowed to
begin with certain special primary outcomes, or may be allowed
extra flexibility in choosing a payout table. However, the system
of the present invention need not include a casino server. Instead,
in some embodiments, the system may consist solely of a gaming
device.
[0223] Although the present invention has been described with
respect to a preferred embodiment thereof, those skilled in the art
will note that various substitutions may be made to those
embodiments described herein without departing from the spirit and
scope of the present invention.
* * * * *