U.S. patent application number 11/936626 was filed with the patent office on 2008-05-15 for gaming system and a method of gaming.
Invention is credited to Martin Kenneth Leach, Christopher Michael Stevens.
Application Number | 20080113699 11/936626 |
Document ID | / |
Family ID | 39369810 |
Filed Date | 2008-05-15 |
United States Patent
Application |
20080113699 |
Kind Code |
A1 |
Stevens; Christopher Michael ;
et al. |
May 15, 2008 |
GAMING SYSTEM AND A METHOD OF GAMING
Abstract
A gaming system comprising a clue entitlement mechanism arranged
to determine based at least partly on a player's game play activity
in respect of at least one primary game whether the player is
entitled to a clue intended to assist the player in playing of a
game, and a clue issuer arranged to issue a clue to a player
entitled to a clue.
Inventors: |
Stevens; Christopher Michael;
(Lane Cove NSW, AU) ; Leach; Martin Kenneth;
(Vaucluse NSW, AU) |
Correspondence
Address: |
MCANDREWS HELD & MALLOY, LTD
500 WEST MADISON STREET, SUITE 3400
CHICAGO
IL
60661
US
|
Family ID: |
39369810 |
Appl. No.: |
11/936626 |
Filed: |
November 7, 2007 |
Current U.S.
Class: |
463/9 ;
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3237 20130101; G07F 17/3234 20130101 |
Class at
Publication: |
463/9 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 13, 2006 |
AU |
2006906331 |
Claims
1. A gaming system comprising: a clue entitlement mechanism
arranged to determine based at least partly on a player's game play
activity in respect of at least one primary game whether the player
is entitled to a clue intended to assist the player in playing of a
game; and a clue issuer arranged to issue a clue to a player
entitled to a clue.
2. A gaming system as claimed in claim 1, wherein the clue is
intended to assist the player in further play of the primary
game.
3. A gaming system as claimed in claim 1, the clue is intended to
assist the player in playing the secondary game.
4. A gaming system as claimed in claim 1, wherein a gaming machine
operable by the player to play the at least one primary game
constitutes the clue issuer.
5. A gaming system as claimed in claim 1, wherein a gaming machine
operable by the player to play the at least one primary game is
arranged to issue a clue entitlement to the player to enable a
player to obtain a clue from the clue issuer.
6. A gaming system as claimed in claim 3, wherein the clue issuer
is arranged to issue the clue during play of the secondary
game.
7. A gaming system as claimed in claim 6, wherein a gaming machine
operable by the player to play the at least one secondary game
constitutes the clue issuer and is arranged to issue a clue in
response to a clue entitlement being provided by the player.
8. A gaming system as claimed in claim 1, a network and a plurality
of gaming machines configured for play of the at least one primary
game and each gaming machine provides a clue entitlement
mechanism.
9. A gaming system as claimed in claim 8, wherein the clue
entitlement mechanism is a component in the network configured to
process data obtained by a player tracking component of the
network.
10. joh A gaming system as claimed in claim 8, wherein the clue
issuer is one or more of a gaming machine in the gaming network,
another component in the network or independent of the network.
11. A method of gaming comprising: determining based at least
partly on a player's game play activity in respect of at least one
primary game whether the player is entitled to a clue intended to
assist the player in playing of a game; and issuing a clue to a
player entitled to a clue.
12. A method of gaming as claimed in claim 11, wherein the clue is
intended to assist the player in further play of the primary
game.
13. A method of gaming as claimed in claim 11, wherein the clue is
intended to assist the player in playing the secondary game.
14. A method as claimed in claim 13 comprising issuing the clue
during play of the secondary game.
15. A method as claimed in claim 11 comprising issuing different
clues based on one or more of: the primary game the player plays,
the gaming machine the player plays, or the player's game play
activity.
16. A method as claimed in claim 11, wherein the game play activity
used as the basis for issuing a clue is one or more of: a game
outcome, turnover, an amount bet, an amount of games played, time,
or a gaming machine related event.
17. A method as claimed in claim 16, wherein clues are divided into
categories based on the extent to which they are intended to assist
a player, and clues are provided from a category based on the
player's game play activity.
18. Computer program code which when executed causes a computer to
implement the method of claim 11.
19. A gaming system comprising: a piece entitlement mechanism
arranged to determine based at least partly on a player's game play
activity in respect of at least one primary game whether the player
is entitled to a piece of a set of pieces intended to be redeemed
for a prize; and a prize issuer arranged to issue the prize when a
player establishes their entitlement to the complete set of
pieces.
20. A gaming system as claimed in claim 19 comprising a piece
issuer arranged to issue a piece to a player entitled to a piece,
wherein the prize issuer is arranged to issue the prize in response
to receipt of the pieces.
21. A gaming system as claimed in claim 19, arranged to issue the
piece entitlement in the form of data provided to the player in
material form.
22. A gaming system as in claim 33, arranged to issue the piece
entitlement in the form of data provided to the player by
associating data with a player record on a player tracking device
or in a database.
23. A method of gaming comprising: determining based at least
partly on a player's game play activity in respect of at least one
primary game whether the player is entitled to a piece of a set of
pieces intended to be redeemed for a prize; and issuing the prize
when a player establishes their entitlement to the complete set of
pieces.
24. A method as claimed in claim 23 comprising issuing a piece to a
player entitled to a piece and issuing the prize in response to
receipt of the pieces.
25. Computer program code which when executed causes a computer to
implement the method of claim 23.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] The present application relates to, and claims priority
from, Australian Patent Application No. 2006906331, filed on Nov.
13, 2006, entitled "Gaming System and a Method of Gaming,", which
is herein incorporated by reference in its entirety.
FIELD
[0002] The present invention relates to a gaming system and to a
method of gaming.
BACKGROUND TO THE INVENTION
[0003] It is known that a player who plays a game may qualify for
play of another game. In one known arrangement, one or more winning
outcomes obtained by a player playing an electronic gaming machine
entitles the player to enter a bonus or feature game played on the
same gaming machine. It is also known from AU 2002318160 that a
player playing a game on an electronic gaming machine can win the
opportunity to wager on another game.
[0004] While these existing games provide some enjoyment, there is
a need for an alternative gaming system.
SUMMARY OF THE INVENTION
[0005] In a first aspect, the invention provides a gaming system
comprising: [0006] a clue entitlement mechanism arranged to
determine based at least partly on a player's game play activity in
respect of at least one primary game whether the player is entitled
to a clue intended to assist the player in playing of a game; and
[0007] a clue issuer arranged to issue a clue to a player entitled
to a clue.
[0008] In an embodiment, the clue is intended to assist the player
in further play of the primary game.
[0009] In an embodiment, the clue is intended to assist the player
in playing the secondary game.
[0010] In an embodiment, a gaming machine operable by the player to
play the at least one primary game constitutes the clue issuer.
[0011] In an embodiment, a gaming machine operable by the player to
play the at least one primary game is arranged to issue a clue
entitlement to the player to enable a player to obtain a clue from
the clue issuer.
[0012] In an embodiment, the gaming system is arranged to issue the
clue and/or the clue entitlement in the form of data provided to
the player as a message.
[0013] In an embodiment, the gaming system is arranged to issue the
clue and/or the clue entitlement in the form of data provided to
the player in material form.
[0014] In an embodiment, the gaming system is arranged to issue the
clue and/or the clue entitlement in the form of data provided to
the player by associating data with a player record on a player
tracking device or in a database.
[0015] In an embodiment, the clue issuer is arranged to issue a
clue in response to receipt of a clue entitlement.
[0016] In an embodiment, the clue issuer is arranged to issue the
clue during play of the secondary game.
[0017] In an embodiment, a gaming machine operable by the player to
play the at least one secondary game constitutes the clue issuer
and is arranged to issue a clue in response to a clue entitlement
being provided by the player.
[0018] In an embodiment the gaming system comprises a network and a
plurality of gaming machines configured for play of the at least
one primary game.
[0019] In an embodiment, each gaming machine provides a clue
entitlement mechanism.
[0020] In an embodiment, the clue entitlement mechanism is a
component in the network configured to process data obtained by a
player tracking component of the network.
[0021] In an embodiment the gaming system is arranged to issue
different clues based on one or more of: the primary game the
player plays, the gaming machine the player plays, or the player's
game play activity.
[0022] In an embodiment, the game play activity used as the basis
for issuing a clue is one or more of: a game outcome, turnover, an
amount bet, an amount of games played, time, or a gaming machine
related event.
[0023] In an embodiment, clues are divided into categories based on
the extent to which they are intended to assist a player.
[0024] In an embodiment, the clue issuer is one or more of a gaming
machine in the gaming network, another component in the network or
independent of the network.
[0025] In a second aspect, the invention provides a method of
gaming comprising: [0026] determining based at least partly on a
player's game play activity in respect of at least one primary game
whether the player is entitled to a clue intended to assist the
player in playing of a game; and [0027] issuing a clue to a player
entitled to a clue.
[0028] In an embodiment, the clue is intended to assist the player
in further play of the primary game.
[0029] In an embodiment, the clue is intended to assist the player
in playing the secondary game.
[0030] In an embodiment, the method comprises issuing the clue
and/or the clue entitlement in the form of data provided to the
player as a message.
[0031] In an embodiment, the method comprises issuing the clue
and/or the clue entitlement in the form of data provided to the
player in material form.
[0032] In an embodiment, the method comprises issuing the clue
and/or the clue entitlement by associating data with a player
record on a player tracking device or in a database.
[0033] In an embodiment, the method comprises issuing the clue
during play of the secondary game.
[0034] In an embodiment, the method comprises processing data
obtained by a player tracking component of the network to determine
a clue entitlement.
[0035] In an embodiment, the method comprises issuing different
clues based on one or more of: the primary game the player plays,
the gaming machine the player plays, or the player's game play
activity.
[0036] In an embodiment, the game play activity used as the basis
for issuing a clue is one or more of: a game outcome, turnover, an
amount bet, an amount of games played, time, or a gaming machine
related event.
[0037] In an embodiment, clues are divided into categories based on
the extent to which they are intended to assist a player, and clues
are provided from a category based on the player's game play
activity.
[0038] In a third aspect, the invention provides computer program
code which when executed causes a computer to implement the above
method.
[0039] In a fourth aspect, the invention provides a computer
readable medium comprising the above program code.
[0040] In a fifth aspect, the invention provides a data signal
comprising the above program code.
[0041] In a sixth aspect, the invention provides a gaming system
comprising: [0042] a piece entitlement mechanism arranged to
determine based at least partly on a player's game play activity in
respect of at least one primary game whether the player is entitled
to a piece of a set of pieces intended to be redeemed for a prize;
and [0043] a prize issuer arranged to issue the prize when a player
establishes their entitlement to the complete set of pieces.
[0044] In an embodiment, the gaming system comprises a piece issuer
arranged to issue a piece to a player entitled to a piece, wherein
the prize issuer is arranged to issue the prize in response to
receipt of the pieces.
[0045] In an embodiment, the gaming system is arranged to issue the
piece entitlement in the form of data provided to the player in
material form.
[0046] In an embodiment, the gaming system is arranged to issue the
piece entitlement in the form of data provided to the player by
associating data with a player record on a player tracking device
or in a database.
[0047] In a seventh aspect, the invention provides a method of
gaming comprising: [0048] determining based at least partly on a
player's game play activity in respect of at least one primary game
whether the player is entitled to a piece of a set of pieces
intended to be redeemed for a prize; and [0049] issuing the prize
when a player establishes their entitlement to the complete set of
pieces.
[0050] In an embodiment, the method comprises issuing a piece to a
player entitled to a piece and issuing the prize in response to
receipt of the pieces.
[0051] In an eighth aspect, the invention provides computer program
code which when executed causes a computer to implement the above
method.
[0052] In a ninth aspect, the invention provides a computer
readable medium comprising the above computer program code.
[0053] In a tenth aspect, the invention provides a data signal
comprising the above computer program code.
BRIEF DESCRIPTION OF THE DRAWINGS
[0054] FIG. 1 is a schematic diagram of a gaming system;
[0055] FIG. 2 is a perspective view of a gaming system in the form
of a stand alone gaming machine;
[0056] FIG. 3 is a schematic diagram of a gaming system;
[0057] FIG. 4 is a schematic diagram illustrating the memory of
FIG. 3;
[0058] FIG. 5 is a schematic diagram of a gaming system having
networked gaming machines;
[0059] FIG. 6 is a schematic diagram of a first clue issuing
arrangement;
[0060] FIG. 7 is a schematic diagram of a second clue issuing
arrangement;
[0061] FIG. 8 is a schematic diagram of a networked clue issuing
arrangement;
[0062] FIG. 9 is a schematic diagram of a clue issuing arrangement
where clue entitlements are issued on a first electronic gaming
machine and redeemed during play of a secondary game on a second
electronic gaming machine;
[0063] FIG. 10 shows an alternative embodiment where pieces are
issued instead of clues;
[0064] FIG. 11 is a flow chart of a method according to the
embodiments of FIG. 6 to 9; and
[0065] FIG. 12 is a flow chart of a method according to the
embodiment of FIG. 10.
[0066] The foregoing summary, as well as the following detailed
description of certain embodiments of the present invention, will
be better understood when read in conjunction with the appended
drawings. For the purpose of illustrating the invention, certain
embodiments are shown in the drawings. It should be understood,
however, that the present invention is not limited to the
arrangements and instrumentality shown in the attached
drawings.
DETAILED DESCRIPTION
[0067] Referring to the drawings, there is shown a gaming system
where clues are issued to a player based on a player's game play
activity in at least one primary game. The clues are intended to
assist the player in playing of a secondary game. In an alternative
embodiment, pieces of a set of pieces intended to be redeemed for a
prize are issued to a player instead of clues. The gaming system
can take a number of different forms.
[0068] In a first form, a stand alone gaming machine is provided
wherein all or most components required for implementing the game
are present in a player operable gaming machine.
[0069] In a second form, a distributed architecture is provided
wherein some of the components required for implementing the game
are present in a player operable gaming machine and some of the
components required for implementing the game are located remotely
relative to the gaming machine. For example, a "thick client"
architecture may be used wherein part of the game is executed on a
player operable gaming machine and part of the game is executed
remotely, such as by a gaming server; or a "thin client"
architecture may be used wherein most of the game is executed
remotely such as by a gaming server and a player operable gaming
machine is used only to display audible and/or visible gaming
information to the player and receive gaming inputs from the
player.
[0070] However, it will be understood that other arrangements are
envisaged. For example, an architecture may be provided wherein a
gaming machine is networked to a gaming server and the respective
functions of the gaming machine and the gaming server are
selectively modifiable. For example, the gaming system may operate
in stand alone gaming machine mode, "thick client" mode or "thin
client" mode depending on the game being played, operating
conditions, and so on. Other variations will be apparent to persons
skilled in the art.
[0071] Irrespective of the form, the gaming system comprises
several core components. At the broadest level, the core components
are a player interface 50 and a game controller 60 as illustrated
in FIG. 1. The player interface is arranged to enable interaction
between a player and the gaming system and for this purpose
includes the input/output components required for the player to
enter instructions and play the game.
[0072] Components of the player interface may vary from embodiment
to embodiment but will typically include a credit mechanism 52 to
enable a player to input credits and receive payouts, one or more
displays 54 and a game play mechanism 56 that enables a player to
input game play instructions.
[0073] The game controller 60 is in data communication with the
player interface and typically includes a processor 62 that
processes the game play instructions in accordance with game play
rules and outputs game play outcomes to the display. Typically, the
game play instructions are stored as program code in a memory 64
but can also be hardwired. Herein the term "processor" is used to
refer generically to any device that can process game play
instructions in accordance with game play rules and may include: a
microprocessor, microcontroller, programmable logic device or other
computational device, a general purpose computer (e.g. a PC) or a
server.
[0074] The gaming system of the embodiment includes a clue
entitlement mechanism for determining whether a player is entitled
to be issued a clue based on the player's game play activity in
relation to at least one primary game and a clue issuer for issuing
the clue to the player. Persons skilled in the art will appreciate
that in some embodiments there may be a plurality of different
primary games from which a player may obtain clues. Indeed, in some
embodiments different clues for the same secondary game may be
available from different games. Persons skilled in the art will
also appreciate that the clue entitlement mechanism and clue issuer
can take a number of different forms; the two main forms are
illustrated in FIGS. 6 and 7.
[0075] In FIG. 6, the clue issuer 66 is a component of the game
controller 60 and incorporates the clue entitlement mechanism 67.
The clue entitlement mechanism 67 monitors game play activity and
determines whether a player has become entitled to a clue based on
their game play activity. When the clue entitlement mechanism 67
determines that a player has become entitled to a clue, the clue
issuer 66 sends a clue to the clue output mechanism 58. The clue
output mechanism 58 may take a number of forms, for example, a
display for displaying a message, a ticket issuer, or a write
mechanism for writing data to a player tracking device.
[0076] The other main form of a gaming system including a clue
issuer 70 is illustrated in FIG. 7. In this form, the clue issuer
70 is provided as a separate component to the clue entitlement
mechanism 67. In this embodiment, clue entitlement mechanism 67
determines whether a player is entitled to a clue and, if it does,
it controls clue entitlement output 59 to output a clue entitlement
to the player in the form of a message, a ticket, data to a player
tracking device, etc. The player then subsequently retrieves the
clue by providing the clue entitlement to a clue entitlement input
72 of a clue issuer 70. The clue issuer 70 incorporates a clue
output mechanism 74 for outputting the clue to a player as
described in relation to FIG. 6, the clue output mechanism 74 may
be a display, a printer or configured to output data sent to the
player's player tracking device. In an embodiment, as described in
further detail below, the clue issuer 70 may form part of a gaming
machine arranged to play the secondary game and it may issue clues
during play of the secondary game.
[0077] The game play activity used as the basis of determining the
entitlement can be, for example, turnover on the gaming machine,
the outcome of a game or a feature game, time, a machine related
event, or an event related to a system to which the machine is
connected. Persons skilled in the art will appreciate that the clue
entitlement mechanism will be configured to respond to the relevant
game play activity. For example, in the case of turnover, the clue
entitlement mechanism 67 may incorporate a meter for monitoring
turnover and issuing of a clue entitlement based on a threshold
being passed. Similarly, if time is measured, the clue entitlement
mechanism 67 may incorporate a timer for monitoring expired
time.
[0078] As described above, a clue can be delivered to a player by
one of many methods, including but not limited to a ticket printed
by the gaming machine, a message on the machine, a message on a
piece of auxiliary equipment, a ticket issued by an attendant or
issued onto a player card and redeemed at a player information
terminal, or issued on a player tracking device, or redeemed during
playing of another game.
[0079] The delivery method may be adapted to suit the needs of the
player, the regulators and the market in which the gaming system is
deployed.
[0080] As in the example given in FIG. 7, the clue entitlement can
be issued separately. For example, in the form of a message to
"Call Mr Cashman on *** and use your PIN number ### to redeem your
clue" or "Log into our website and use your PIN number ### to
redeem your clue.". Clues can also be delivered in other ways, for
example by mail or messenger.
[0081] In any embodiment where there is an interim step between
determining that the player is entitled to a clue and redeeming of
a clue, this is referred to as a clue entitlement. A clue
entitlement can be issued by a machine that is then subsequently
redeemed by a clue issuer. The clues obtained from the clue issuer
will typically be downloaded to the clue issuing machine over a
network. For example a PIN number can be correlated to a specific
clue held in the database.
[0082] Alternatively, the clues are programmed into the game code
software run on the gaming machine and released at times to suit
play of the secondary game. For example, a primary game can be
designed to generate a set of different clue entitlements
corresponding to different clues that may be released by a
secondary game. A plurality of clue entitlements can be stored on a
player tracking device. The player supplies the player tracking
device to a gaming machine when playing the secondary game and
clues are supplied to the player at appropriate times during play
of secondary game on the electronic gaming machine based on the
entitlements stored in the player tracking device. Persons skilled
in the art will appreciate that the primary and secondary games
could be played on the same gaming machine. That is, in some gaming
systems, gaming machines are configured to allow a player to select
which game they play on a particular gaming machine. Alternatively,
the secondary game could be a bonus or feature game.
[0083] The clue will be of the nature to enable the player to use
the clue in the play of the secondary game. Preferably the chance
of winning the secondary game is enhanced by having large numbers
of different clues. Once the secondary game is concluded, the
previously issued clues will be redundant and a new set of clues
that are required will become available.
[0084] In some embodiments, the clues can be categorised into
different classes of clues. Different classes of clues can be
found, for example in different types of machines or can be
available from different games. For example, clues can be in the
categories of time, place or person and the time clues are found on
$1 machines, place clues are found on 10 c machines and person
clues are found on 1 c machines.
[0085] In the embodiment, clues can only be used to play the
secondary game. Ideally the secondary game is a game which requires
the player to use the clues acquired from the play of the primary
game. Preferably, the clues are designed such that the player with
the most clues will have a better chance of solving the special
game and winning. Alternatively, some clues will have more "value"
than others and the player with the more favourable clues will have
more chance of solving the second game.
[0086] In another embodiment, the clues can provide a key or
information to a player which enables the player to enter a special
feature or play a special game which has an enhanced player
return.
[0087] In another embodiment, the player receives clues from a
gaming machine or preferably many gaming machines which, with all
clues in hand, can lead the player to some destination. At this
destination, a "hidden treasure" can be retrieved which can
subsequently be redeemed. By way of example, clues may direct the
player to a location, provide an instruction or a limit.
[0088] A gaming system in the form of a stand alone gaming machine
10 is illustrated in FIG. 2. The gaming machine 10 includes a
console 12 having a display 14 on which are displayed
representations of a game 16 that can be played by a player.
Depending on the embodiment, display 14 may also be used to output
clues or clue entitlements. A mid-trim 20 of the gaming machine 10
houses a bank of buttons 22 for enabling a player to interact with
the gaming machine, in particular during game play and thus provide
a game play mechanism. The mid-trim 20 also houses a credit input
mechanism 24 which in this example includes a coin input chute 24A
and a bill collector 24B. Other credit input mechanisms may also be
employed, for example, a card reader for reading a smart card,
debit card or credit card. A read/write device (not shown) may also
be provided for the purpose of reading and writing a player
tracking device, for example as part of a loyalty program or if
clues or clue entitlements are to be issued to the player tracking
device. The player tracking device may be in the form of a card,
flash drive or any other portable storage medium capable of being
read by the reading device. The player tracking device reader may
be provided in player marketing module connected to the gaming
machine and adapted to communicate with the gaming machine.
[0089] A top box 26 may carry artwork 28, including for example pay
tables and details of bonus awards and other information or images
relating to the game. Further artwork and/or information may be
provided on a front panel 29 of the console 12. A coin tray 30 is
mounted beneath the front panel 29 for dispensing cash payouts from
the gaming machine 10.
[0090] The display 14 shown in FIG. 2 is in the form of a video
display unit, particularly a cathode ray tube screen device.
Alternatively, the display 14 may be a liquid crystal display,
plasma screen, any other suitable video display unit, or the
visible portion of an electromechanical device. The top box 26 may
also include a display, for example a video display unit, which may
be of the same type as the display 14, or of a different type. In
some embodiments, clues or clue entitlements may be displayed on a
top box video display.
[0091] FIG. 3 shows a block diagram of operative components of a
typical gaming machine which may be the same as or different to the
gaming machine of FIG. 2.
[0092] The gaming machine 100 includes a game controller 101 having
a processor 102. Instructions and data to control operation of the
processor 102 are stored in a memory 103, which is in data
communication with the processor 102. A subset of the instructions
and data will relate to implementation of the game. The clue
entitlement mechanism and clue issuer may be implemented as another
subset of the instructions implemented by the processor.
Alternatively, separate hardware may be provided for issue clues
and/or clue entitlements. For example, a circuit that monitors
meters 104. Typically, the gaming machine 100 will include both
volatile and non-volatile memory and more than one of each type of
memory, with such memories being collectively represented by the
memory 103.
[0093] The gaming machine has hardware meters 104 for purposes
including ensuring regulatory compliance and monitoring player
credit, an input/output (I/O) interface 105 for communicating with
peripheral devices of the gaming machine 100. The input/output
interface 105 and/or the peripheral devices may be intelligent
devices with their own memory for storing associated instructions
and data for use with the input/output interface or the peripheral
devices. A random number generator module 113 generates random
numbers for use by the processor 102. Persons skilled in the art
will appreciate that the reference to random numbers includes
pseudo-random numbers.
[0094] In the example shown in FIG. 3, a player interface 120
includes peripheral devices that communicate with the game
controller 101 comprise one or more displays 106, a touch screen
and/or buttons 107, a card and/or ticket reader 108, a printer 109,
a bill acceptor and/or coin input mechanism 110 and a coin output
mechanism 111. In some embodiments, ticket reader 108 may read clue
entitlement tickets and printer 109 may print clues or clue
entitlements. Additional hardware may be included as part of the
gaming machine 100, or hardware may be omitted as required for the
specific implementation.
[0095] In addition, the gaming machine 100 may include a
communications interface, for example a network card 112. The
network card may, for example, send status information, accounting
information or other information to a central controller, server or
database and receive data or commands from the central controller,
server or database.
[0096] FIG. 4 shows a block diagram of the main components of an
exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B
and a mass storage device 103C. The RAM 103A typically temporarily
holds program files for execution by the processor 102 and related
data. The EPROM 103B may be a boot ROM device and/or may contain
some system or game related code. The mass storage device 103C is
typically used to store game programs, the integrity of which may
be verified and/or authenticated by the processor 102 using
protected code from the EPROM 103B or elsewhere.
[0097] It is also possible for the operative components of the
gaming machine 100 to be distributed, for example input/output
devices 106,107,108,109,110,111 to be provided remotely from the
game controller 101.
[0098] FIGS. 8 and 9 show two possible implementations of a clue
issuer and clue entitlement mechanism in a networked gaming
environment. In FIG. 8, an electronic gaming machine 810 is used by
a player to play a primary game, noting that there may be a
plurality of eligible primary games from which clues are
distributed. In order to obtain clues, the player enters a player
ID using player ID input 812 of the electronic gaming machine 810.
It is envisaged that the player ID input would typically be a
player tracking device reader of the gaming machine (or connected
to the gaming machine) so that the player ID would be provided by
supplying a player tracking device to the tracking device reader
but it could also be a keypad, touch screen or the like. The gaming
machine 810 includes a clue entitlement mechanism 814 that
determines that the player is entitled to a clue in the general
manner described above. When the player is entitled to a clue the
clue entitlement mechanism communicates the clue entitlement to a
player database where it is a stored in a player record 822 of a
player database 820 containing a series of player records. A player
may at some later time provide their player ID to clue issuer, for
example in the form of a kiosk specially designed to issue clues.
The clue issuer 830, examines the player record 822 for the player
corresponding to the player ID input using the player ID input 832,
determines what clues the player is entitled to based on the clue
entitlements stored in the player record and outputs the clues
using clue output mechanism 834. The clue output mechanism 834 can
be in any of the forms described above including a ticket
printer.
[0099] In the alternative arrangement of FIG. 9, the player uses a
first electronic gaming machine 910 to play a primary game. Before
playing the primary game, the player inputs their player ID using
player ID input 912 in the manner described above. During play of
the primary game, the electronic gaming machine 910 determines
whether the player is entitled to a clue entitlement 914 and sends
entitlement data to the player database which updates the player
record 922.
[0100] In this embodiment, clues are issued to a player during play
of a secondary game on a second electronic gaming machine 940
arranged for play of the secondary game. Prior to playing the game,
the player enters their ID using ID input 942, and clue issuer 944
determines based on the ID whether their associated player record
922 contains any clue entitlements required for the secondary game.
The clue issuer 914 issues clues on the basis of the player's clue
entitlement during appropriate parts of play of the secondary
game.
[0101] It will be appreciated that in such networked embodiments,
the player database may be implemented as part of an existing
loyalty program. At least in this embodiment, the clue entitlement
may be combined with the player reward program. For example, if a
player obtains a series of rewards based on turnover, these rewards
may be redeemable for clues for use in the secondary game. In this
embodiment, the clue issuer is typically configured to allow the
player to selectively redeem rewards for clues. In at least this
embodiment, things other than game play that contribute to reward
entitlements may thus contribute to clue entitlements, for example
other purchases made at a gaming venue.
[0102] FIG. 5 shows more detail of a gaming system 200 that
includes a network 201, which for example may be an Ethernet
network. Gaming machines 202, shown arranged in three banks 203 of
two gaming machines 202 in FIG. 5, are connected to the network
201. The gaming machines 202 provide a player operable interface
and may be the same as the gaming machines 10,100 shown in FIGS. 2
and 3, or may have simplified functionality depending on the
requirements for implementing game play. While banks 203 of two
gaming machines are illustrated in FIG. 5, banks of one, three or
more gaming machines are also envisaged.
[0103] One or more displays 204 may also be connected to the
network 201. The displays 204 may, for example, be associated with
one or more banks 203 of gaming machines. The displays 204 may be
used to display representations associated with game play on the
gaming machines 202, and/or used to display other representations,
for example promotional or informational material.
[0104] In a thick client embodiment, game server 205 implements
part of the game played by a player using a gaming machine 202 and
the gaming machine 202 implements part of the game. With this
embodiment, as both the game server and the gaming machine
implement part of the game, they collectively provide a game
controller. Thus, depending on the embodiment, the clue issuer or
clue entitlement mechanism could be provided on the gaming machine
or the game server or a combination thereof. A database management
server 206 may manage storage of game programs and associated data
for downloading or access by the gaming devices 202 in a database
206A. Typically, if the gaming system 200 enables players to
participate in a Jackpot game, a Jackpot server 207 will be
provided to monitor and carry out accounting functions for the
Jackpot game.
[0105] In a thin client embodiment, game server 205 implements most
or all of the game played by a player using a gaming machine 202
and the gaming machine 202 essentially provides only the player
interface. With this embodiment, the game server 205 provides the
game controller. Hence, the clue entitlement mechanism and/or clue
issuer would typically be provided by the server with the gaming
machine merely acting to output the clue or clue entitlements. The
gaming machine will receive player instructions, pass these to the
game server which will process them and return game play outcomes
to the gaming machine for display. In a thin client embodiment, the
gaming machines could be computer terminals, e.g. PCs running
software that provides a player interface operable using standard
computer input and output components.
[0106] Servers are also typically provided to assist in the
administration of the gaming system 200, including for example a
gaming floor management server 208, and a licensing server 209 to
monitor the use of licenses relating to particular games. An
administrator terminal 210 is provided to allow an administrator to
run the network 201 and the devices connected to the network.
Server 212 may implement a player rewards program where reward data
is collected against a record identifying the player. As described
above, clue entitlements may be stored in, and retrieved from, the
player's player record.
[0107] The gaming network 200 may communicate with other gaming
systems, other local networks, for example a corporate network,
and/or a wide area network such as the Internet, for example
through a firewall 211.
[0108] Persons skilled in the art will appreciate that in
accordance with known techniques, functionality at the server side
of the network may be distributed over a plurality of different
computers. For example, elements may be run as a single "engine" on
one server or a separate server may be provided. For example, the
game server 205 could run a random generator engine. Alternatively,
a separate random number generator server could be provided.
Further, persons skilled in the art will appreciate that a
plurality of games servers could be provided to run different games
or a single game server may run a plurality of different games as
required by the terminals.
[0109] FIG. 10 shows a variation on the above embodiments. In this
embodiment, rather than clues being issued, a series of "pieces"
are issued. Thus, instead of a clue issuer, the system includes a
piece issuer and a piece entitlement mechanism 66A, 67A and a piece
output mechanism 58A. The technique for deciding when to issue a
piece operates substantially as described above in relation to
clues. In this alternative, a player attempts to collect all pieces
of a set and when they do so they can redeem the set for a prize.
In some embodiments, this will form a secondary game, for example
where the secondary game is to be the first person to redeem the
set. In some embodiment, the player's establishment of an
entitlement to all the pieces will be sufficient and accordingly,
depending on the embodiment, the input 1020 to prize issuer 1010
may be a piece and/or entitlement--i.e. the player will not have to
provide the pieces in some embodiments.
[0110] The method of the first embodiment is summarised in FIG. 11.
The method 1100 involves establishing that a player is entitled to
a clue in a primary game 1110, issuing a clue entitlement 1120,
receiving the clue entitlement 1130 and issuing a clue 1140 which
then can be employed in the secondary game 150.
[0111] The method of the alternative embodiment is summarised in
FIG. 12. The method 1200 involves establishing that a player is
entitled to a piece 1210, issuing a piece entitlement 1220,
receiving a piece entitlement 1230, issuing the piece 1240,
determining whether all pieces have been received and if so
awarding the prize and if not returning to step 1210.
[0112] Persons skilled in the art will appreciate that the above
functions, such as the clue issue entitlement mechanism and the
clue issuer can be embodied, for example, in part, by program code
executed by processor 60. Persons skilled in the art will
appreciate that such program code can be supplied in a number of
forms, for example, on a computer readable medium such as a disk or
a memory or as a data signal which can be downloaded.
[0113] In an alternative embodiment, the clues or clue entitlement
are issued in response to play in the primary game for subsequent
use during later play of the primary game.
EXAMPLE 1
Great American Treasure Hunt (GATH)
[0114] This is a version of the game, where the clues are used to
solve a puzzle in a special secondary game.
[0115] The special games are played at regular intervals--in this
example one per week.
[0116] A special game features a treasure hunt, where the players
with a predetermined number of clues are required to find the
treasure using the information provided in the clues.
[0117] Players acquire the clues by playing clearly identified GATH
machines in the week preceding the special game. The clues are
downloaded each week to equipment attached to the GATH
machines.
[0118] In the course of playing the GATH machines, tickets are
issued to players which include a printed image or message of a
clue and a date on which the ticket was issued.
[0119] A Master of Ceremonies will conduct the special game.
Players prove their entitlement to play the special game by showing
sufficient of their tickets to the master of ceremonies to prove
their entitlement. When the master of ceremonies announces the
commencement of the game, the entitled players play the treasure
hunt game and use their clues to try to find the treasure.
[0120] After a period of time, the master of ceremonies declares
the treasure hunt completed and players are awarded prizes
according to the treasure which they have found.
[0121] There can be a number of variations, for example:
[0122] Small time event--players play machines, get clues, use the
clues to solve a problem (e.g. a treasure hunt) win a prize. All
this can happen in one night. This can happen at a different
machine or at a Board and this can be run by a Master of
Ceremonies.
[0123] Bigger event--players play machines, get clues, at a special
time--e.g. once per week, they use their clues to solve a problem.
A Master of Ceremonies can oversight this. The problem can be
solved at a machine or independent of a machine.
[0124] Bigger event--same as above, but players who reach a certain
standard in round one, once per week are invited to participate in
a bigger event once per month. Once again, a Master of Ceremonies
can oversight.
[0125] Biggest event--same as above, but played say once per year.
Entry to the event comes from success in the prior rounds (so you
are earning your way up the success ladder or we can market it as a
platinum level player). All players gather at a location and use
their clues to hunt the grounds with their spades etc. to find the
treasure. This event is run by a Master of Ceremonies
EXAMPLE 2
Matilda
[0126] In this implementation of the game, players aim to solve a
puzzle on an electronic gaming machine.
[0127] Players play machines and are awarded tickets. The tickets
can only be used in a Matilda machine. When players play the
Matilda machine, the machine will reveal clues as to the location
of treasure. The Matilda machine will have a series of feature
games where the player is required to make selections. The correct
selections can be made by using the clues. The ultimate prize is
awarded by making all the correct selections. Prizes can be awarded
for making some correct selections.
EXAMPLE 3
Aristocrat Web Game
[0128] In this implementation, the players aim to solve a puzzle
over the internet.
[0129] Players play machines and are awarded clues. These clues can
be used in a game accessible via the internet. In the internet
game, the player is asked to solve a number of puzzles which are
correctly solved using the clues.
EXAMPLE 4
Happy Families
[0130] In this implementation of the game, players aim to collect a
complete set of information.
[0131] Players play machines which are clearly identified as Happy
Family machines and in the course of play, they are issued with
tickets which indicate a member of a family such as Mr Baker or
Miss Nurse. When a player has collected a complete set of a family
such as Mr Baker, Mrs Baker, Master Baker and Miss Baker, the
player can redeem the set for a prize. The prize can be the right
to enter a special game or a non-cash prize or a cash prize.
[0132] The chance of issuing a ticket with a particular character
on it is determined by a probability table to ensure that a range
of prizes is available with different probabilities.
[0133] In this case, it is not necessary to hold a special event to
play for a prize. Neither is it necessary to change the tickets
being issued to coincide with the special event.
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