U.S. patent application number 11/668563 was filed with the patent office on 2007-05-31 for slot machine bonus initiated by plural qualifications.
This patent application is currently assigned to PROGRESSIVE GAMING INTERNATIONAL CORPORATION. Invention is credited to Olaf Vancura.
Application Number | 20070123340 11/668563 |
Document ID | / |
Family ID | 29710776 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123340 |
Kind Code |
A1 |
Vancura; Olaf |
May 31, 2007 |
SLOT MACHINE BONUS INITIATED BY PLURAL QUALIFICATIONS
Abstract
A multi-stage method qualifies a player for a bonus game. If two
stages are used, the first has the player aligning a combination
including at least one trigger symbol. The second stage uses the
trigger symbols, reel symbols, other secondary mathematically
related elements, or elements associated therewith, to qualify the
player for the bonus game. The player interacts during the
qualification process by providing input to the second stage.
Inventors: |
Vancura; Olaf; (Las Vegas,
NV) |
Correspondence
Address: |
DORR, CARSON & BIRNEY, P.C.;ONE CHERRY CENTER
501 SOUTH CHERRY STREET
SUITE 800
DENVER
CO
80246
US
|
Assignee: |
PROGRESSIVE GAMING INTERNATIONAL
CORPORATION
PO Box 480
Las Vegas
NV
89193-8686
|
Family ID: |
29710776 |
Appl. No.: |
11/668563 |
Filed: |
January 30, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
10166976 |
Jun 10, 2002 |
7172505 |
|
|
11668563 |
Jan 30, 2007 |
|
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Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of qualifying a player for a bonus game on a reel slot
machine comprising a base game and a bonus game, the method of
qualifying comprising the steps of: a. aligning in a first stage
one or more trigger symbols in a predetermined arrangement on the
reels; b. selecting by the player at least one of the trigger
symbols in a second stage, and c. qualifying the player for the
bonus game with at least one but not all of the trigger symbols
when the at least one trigger symbol chosen by the player is a
qualifying trigger symbol.
2. A method of qualifying the player for a bonus game on a slot
machine having a base game and a bonus game, the method of
qualifying comprising the steps of: a. aligning one or more trigger
symbols of the base game in a predetermined manner; b. revealing
one or more elements of a symbol; c. qualifying the player if the
at least one element corresponds to the predetermined scheme.
3. The method of claim 2 with the step of the player choosing the
at least one symbol to reveal the bonus element.
4. The method of claim 2 with the step of the player revealing two
symbols with the bonus elements.
5. The method of claim 2 with the step of revealing all trigger
symbols one or more with one bonus element.
6. The method of claim 2 with the step of having bonus elements
that include a numerical value.
7. The method of claim 2 with the step of the qualified player
selecting one or more bonus elements from a group consisting of;
suspect weapon, room.
8. The method of claim 2 with the step of depicting the trigger
symbols as cards.
9. The method of claim 2 with the step of matching a group as the
predetermined scheme.
10. The method of claim 2 with the step of matching numbers as the
predetermined scheme.
11. A method of qualifying the player for a bonus game on a slot
machine comprising a base game and a bonus game, the method of
qualifying comprising the steps of: a. aligning one or more trigger
symbols of the base game in a predetermined manner; b. randomly
assigning to each symbol either qualification or non-qualification,
and c. qualifying the player if the player chooses a symbol to
which has been assigned qualification.
12. A method of qualifying a player for a bonus game on a slot
machine comprising a base game and a bonus game, the method of
qualifying comprising the steps of: a. aligning one or more trigger
symbols of the base game in a predetermined manner; b. displaying a
plurality of symbols to the player; c. allowing the player to
choose at least one symbol; d. revealing at least one bonus element
associated with the at least one chosen symbol, and e. qualifying
the player if the at least one bonus element corresponds to a
predetermined scheme.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] Not Applicable
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002] Not Applicable
REFERENCE TO A "MICROFICHE APPENDIX"
[0003] Not Applicable
BACKGROUND OF THE INVENTION
[0004] 1. Field of the Invention
[0005] Slot players continue to demand more interaction. Dwindling
are the days in which players are captivated upon inserting one to
three coins, pulling the handle, and waiting to see the outcome of
the spin. Today's slot players want more to do in the form of
player choices as part of the game play. These choices are now
designed into the play of state-of-the-art slot machines.
[0006] Too, today's slot players have shown an affinity for
so-called bonus games, or games within a game. A typical bonus game
provides a break from the traditional reel-spinning base-game
portion of the wagering experience. Once in the bonus game, the
player is treated to an experience in which no additional wager is
required, and yet the player is generally assured of winning an
award. Too, the bonus game typically "plays" quite differently than
the base game. For example, it may involve the player choosing from
among several objects (WMS Filthy Rich, Atronic Sphinx, IGT Little
Green Men, etc.), a game of strategy (Mikohn Yahtzee, Mikohn
Battleship), spinning a physical wheel located in the top-box
(Anchor Wheel of Gold, IGT Wheel of Fortune), dropping a ball
through a Pachinko forest (Mikohn Boingo), or other possibilities
(Anchor Pinball, Barcrest Run for the Money, etc.).
[0007] A bonus game is generally initiated via a special
combination of so-called trigger symbols within the base game. To
date, initiation within the base game has been done in one of two
ways: via line combination or scattered combination.
[0008] A line consists of multiple symbols appearing on the same
payline. The symbols may appear left-to-right, right-to-left, or
anywhere on the line. Consider a 5 reel game with 3 reel positions
shown on each of the reels, and 9 paylines. An example of a line
combination triggering the bonus game is that three trigger symbols
may be required to appear left-to-right and adjacent starting with
the leftmost reel. Once the three triggers are aligned in such a
fashion on an active payline, the bonus game is initiated. An
example is shown in FIG. 1.
[0009] On the other hand, a scattered combination is also called an
"appearing anywhere" combination. Generally, three or more symbols
appearing anywhere are utilized. An example of this is shown in
FIG. 2.
[0010] The prior equipment does not deviate from the above in terms
of qualifying the player to play a bonus game. Some games, after
the player has qualified, make use of the trigger symbols. For
example, in IGT's Catch a Wave slot machine, aligning three trigger
symbols in a scatter formation qualifies the player for the bonus.
The bonus consists of allowing the player to select one of the
trigger symbols, which in turn randomly reveals a numerical award.
As another example, in WMS's Monopoly Money Grab, aligning three
trigger symbols on an active payline qualifies the player for the
bonus. The player is prompted to choose one of the trigger symbols,
which in turn randomly reveals the type of bonus that will occur.
The screen then changes, and the type of bonus chosen is played.
Alternately, (e.g., Silicon Gaming game show type of game) there
exists a format in which once the player has qualified for the
bonus game (via one or more trigger symbols in the proper
locations), an intermediate screen randomly selects the type of
bonus that will occur. The screen then changes, and the type of
bonus randomly selected is played.
[0011] What is in common with all of the above approaches is that
the player qualifies for the bonus game in one step from the base
game. While at first thought this might appear appealing, it has
several difficulties.
[0012] A first difficulty is that, given the frequency of many
bonus games (occurring perhaps every 80-120 spins on average), many
players will suffer through long drought periods in between bonus
games. Because a major goal of most players is to achieve the bonus
game, a long period of wagering between bonus games serves to
discourage the player. Too, since the typical base game is simply a
"Wager and wait" affair, the player missing out on the bonus game
is also missing out on player interaction and missing out leads to
additional discouragement.
[0013] The second difficulty is that it is desirable to have the
player occasionally (with more trigger symbols) play a bonus game
of more value. For example, a bonus game in which the player
qualified with 4 trigger symbols might be worth 3 times as much as
a bonus game in which the player qualified with 3 trigger symbols,
and so forth. Having the same bonus worth potentially different
amounts (for example, depending on the number of initiating trigger
symbols) helps hold a player's interest. However, practically
speaking (because the trigger symbols also occupy space on the
reels), the relative probability of the player entering the bonus
game with 4 (or 5) triggers drops exponentially from that of 3
triggers.
[0014] The method and apparatus described herein solves these
problems by using a two step or two stage method of bonus
qualification. The first step or first stage occurs at a much
greater frequency than a one step or one stage bonus qualification.
Therefore he does not suffer through the long period of wagers
before potentially qualifying, and this keeps the players interest
in the game high. The second stage provides the player with the
opportunity to provide player input, and possibly enter into a
bonus event. Through appropriate selection of frequencies of each
stage, a game may be designed with a much higher payoff potential,
for a given number of trigger symbols, than can be achieved in a
one step or one stage bonus event.
[0015] It is an advantage of the instant method and apparatus that
players enjoy more interaction.
[0016] It is a further advantage of the instant method and
apparatus that players are less likely to perceive long periods of
drought between visits to a bonus game.
[0017] It is a further advantage of the instant method and
apparatus that the desired frequencies of visits to the bonus game
may be precisely controlled without having to clutter the reels
with many of a bonus triggering symbol.
[0018] It is a further advantage of the instant method and
apparatus that the desired relative frequencies of relative values
of the bonus game may be precisely controlled.
[0019] It is a further advantage of the instant method and
apparatus that different types of bonus games can be initiated from
a common set of triggering symbols; hence the reels need not be
cluttered with many different types of bonus triggering
symbols.
[0020] 2. Description of Related Art Including Information
Disclosed Under 37 CFR 1.97 and 1.98
[0021] None
BRIEF SUMMARY OF THE INVENTION
[0022] The instant method and apparatus utilizes a multi-stage
method to qualify the player for a bonus game. Preferably, two
stages are used. The first comprises the player aligning a
combination including at least one trigger symbol. The second
utilizes the trigger symbols, or other secondary mathematical
means, to qualify the player for the bonus game. Preferably, the
player interacts (that is, provides input to) the second stage of
this method.
BRIEF DESCRIPTION OF THE DRAWING
[0023] FIG. 1 is a diagram of a slot machine wherein three trigger
symbols appear on a payline.
[0024] FIG. 2 is a diagram of a slot machine wherein three trigger
symbols appear in a scatter pattern.
[0025] FIG. 3 is a flow diagram of a multi-stage bonus event.
[0026] FIG. 4 is a flow diagram of another multi-stage bonus
event.
DETAILED DESCRIPTION OF THE INVENTION
[0027] The examples disclose how to use the instant two-stage
method as a multiplier for frequency to get into the bonus game.
The instant method and apparatus use at least a two-step or
multi-stage method to qualify the player for a bonus game. In the
preferred embodiment, two stages are used. The first stage
comprises the player aligning a combination having at least one
trigger symbol. The trigger symbols could, in principle, take a
variety of forms thematic to the game in which they are used. The
second stage utilizes an associated attribute of the trigger
symbols, or other secondary mathematics, to qualify the player for
the bonus game. Preferably, the player interacts (that is, provides
input to) the second stage of this method. In the examples below
the steps are numbered and are keyed to the corresponding
figures.
[0028] In operation and referring to FIG. 3, there is an example
300 of qualifying a player for a bonus game using two steps or
stages on a slot machine. The slot machine is configured with a
base game with a bonus game. The player begins the game of chance
by placing a wager 302 on the results of the random out come of the
spin of the reels on the base game. The first stage of player
qualification for the bonus game is the successfully aligning of
one or more trigger symbols 304 in a predetermined arrangement on
the reels of the base game. Then the second stage of the player
qualification is initialed by displaying the trigger symbols 306 to
the player. The player then progresses by selecting 308 one or more
of the displayed trigger symbols 306. Selecting a symbol causes it
to display whether or not it is a qualifying symbol. Successful
qualifying of the player for the bonus game is achieved when the
player selects at least one trigger symbol 304 that is a qualifying
trigger symbol 310. The player is then awarded the Bonus Qualifying
win credits 314 and proceeds to play the bonus round.
Alternatively, no Bonus Qualifying win credits 314 need be awarded,
and instead the player may proceed directly to a bonus game. If the
player has not qualified for the bonus round, awarded non-qualifier
credits may be awarded 312. Note that in a preferred embodiment the
player is choosing from among the trigger symbols themselves.
However, in principle, the player may choose from any of the
symbols, with each symbol having associated with it either
qualification or non-qualification for the bonus game.
[0029] In operation and referring to FIG. 4, another example 400 is
based on a Mikohn Gaming Corporation of Las Vegas, Nevada game,
Clue.RTM. 2 game. In this example, a two-stage method wins play of
a "Mystery Trivia Bonus" game. Play begins with the player placing
a wager 402 on the outcome of the random spinning of the reels in
the base game. The trigger symbols 404 are preferably card backs
that appear only on reels 2 and 4 of the base game. The player
achieves the first stage if successful aligning a scatter-pay
arrangement of trigger symbols on reels 2 and 4 of the base game
402. The scatter-pay arrangement is then displayed at 406 to the
player. Thereafter, on the reels, the cards turn from their backs
to the player to reveal their faces 408. A standard deck of
Clue.RTM. cards is used (6 Suspects, 6 Weapons, 9 Rooms).
[0030] The types of cards as revealed on the faces are the bonus
elements revealed in this example. In particular, if the two cards
match 410 in type, that is, both are Suspect cards, both are Weapon
cards, or both are Room cards, then the player qualifies for a
bonus game. The player then progress into the bonus game 414. The
bonus game could be any type of game including a game of
trivia.
[0031] If the player has not qualified for the bonus game he may be
awarded 412 the Non-Qualifying credits. In the preferred embodiment
the non-Qualifying credits are based upon the relative probability
of not matching card fronts and multiplier values for wagers are
assigned accordingly. Revealed card fronts have different
multipliers. Because there are more Room cards than Suspect or
Weapon cards, the room cards have lower multiplier than Suspect or
Weapon cards. In this embodiment a Suspect card is assigned a
multiplier of 3 times the wager, the Weapon card is assigned a
multiplier of 2 times the wager and the Room card is assigned a
multiplier of 1 times the wager. That is to say, if the player does
not qualify for the bonus game (the two cards do not match), the
player is awarded the sum of the assigned multipliers. E.g., if the
two cards turned to reveal a Suspect and a Room, the player would
not qualify for the bonus game but would instead receive 4 times
the total wager.
[0032] Given combination of 6 Suspect cards, 6 Weapon cards and 9
Room cards, the preferred embodiment of this example uses a
conditional probability of match of a Suspect card and a Weapon
card of 0.1633. The conditional probability of Suspect card and a
Room card is 0.2449. The conditional probability of a Weapon card
and a Room card is 0.2449. The conditional probability of Any
Non-Qualified Triggers is 0.6531. The average expected value of the
award multiplier (if not qualifying) is 2.53 times the amount of
the wager. The conditional probability of Any Qualified Triggers is
therefore 1 -0.6531=0.3469. Thus, for example, if the reels were
designed to have the cards appear on reels 2 and 4 with probability
0.05, then the overall probability of advancing to the bonus game
is therefore 0.05.times.0.3469=0.0173, or roughly 1 in every 58
spins. That is, roughly 1 in every 20 spins, the player will align
the two cards and the player will at least have gotten "close" to
getting to the bonus game, and of these, roughly 1 in every 3 will
result in actual qualification.
[0033] Alternatives to this example include revealing one or more
bonus elements such as a symbol, a value either multiple or number,
index, or null, associated with at least one or more of the trigger
symbols.
[0034] The player selecting two symbols to reveal the bonus element
instead of the automatic revelation of the bonus element associated
with the symbols.
[0035] The player revealing all the trigger symbols with trigger
symbols where each contains one or more bonus elements.
[0036] The trigger symbols may have bonus elements that include a
numerical value.
[0037] The player may select one or more bonus elements from a
group consisting of, suspect, weapon, room.
[0038] The base game may depict the trigger symbols as cards.
[0039] The player may select the bonus element to attempt to match
a group for a predetermined scheme.
[0040] The player may select bonus elements as matching numbers of
a predetermined scheme.
[0041] Yet another example of qualifying a player for a bonus game
uses two steps or stages on a slot machine configured with both a
base game and bonus game. The player begins the event placing a
wager on the random out come of spinning the base game reels. The
first stage of player qualification for the bonus game is the
successfully aligning of one or more trigger symbols in a
predetermined arrangement on the reels of the base game. Then the
second stage of the player qualification is initialed by displaying
the trigger symbols to the player. The player then progresses by
selecting a trigger symbol. Associated with each trigger symbol is
either qualification or non-qualification. Whether a symbol reveals
"qualify" or "non-qualify" is done via random process. For example,
if it is desired that each symbol have X% chance of qualification,
then a random integer number may be generated for each symbol in
the range between 1 and 100. If the generated random integer is
between 1 and X, then the attribute associated with the symbol is
"qualify"; otherwise the attribute is "non-qualify". The player
selects one of the symbols, which in turn reveals its attribute.
Successful qualifying of the player for the bonus game is achieved
when the player selects at least one mystery bonus elements symbol
that is a qualifying mystery bonus element.
[0042] Another example of qualifying a player using a multistage
bonus, preferably on video slot reels, uses two mystery dice
symbols. These two symbols reveal themselves as a result of a
random spin in the base game operation. After the two mystery dice
symbols appear they each turn to reveal a random value of pips
between 1 and 6 inclusive. If they match the bonus initiates (with
1/6 conditional probability). If they match and are both sixes,
then a higher bonus initiates (with 1/36 conditional probability).
A non-match can either award nothing or a pay.
[0043] Yet another example of qualifying a player using a
multistage bonus is the use of two cards as symbols. As before
these card symbols appear as the successful result of a random spin
in the base game operation. After the card symbols appear they turn
over to reveal their values. If their suits match then the bonus
initiates (with 12/52 conditional probability). If they are both
red and their suits match, then the player is awarded a higher
bonus (with 6/52 conditional probability).
[0044] While the examples illustrating the method and apparatus and
different options for embodiments of thereof are explained
throughout the preceding disclosure, skilled artisans will
appreciate that many variations of the execution will be possible.
These card symbols could appear on a secondary screen instead of
the video for the base game. The symbols can appear in place of
those on base screen, e.g. that the symbols turn into something
else. The specific examples should not be considered limiting and
they are merely for depiction of some possible embodiments.
* * * * *