U.S. patent application number 12/160560 was filed with the patent office on 2009-01-08 for bonus with increasing proximity of occurrence.
This patent application is currently assigned to ACRES-FIORE, INC.. Invention is credited to John F. Acres.
Application Number | 20090011826 12/160560 |
Document ID | / |
Family ID | 40221871 |
Filed Date | 2009-01-08 |
United States Patent
Application |
20090011826 |
Kind Code |
A1 |
Acres; John F. |
January 8, 2009 |
Bonus with Increasing Proximity of Occurrence
Abstract
Method of conducting a game of chance having a randomly enabled
bonus game with controllable frequency of occurrence, including the
steps of: making a wager to initiate play on a base game;
initiating a random bonus enablement determination which is
separate from base game outcome; and allowing bonus game play only
if the bonus is enabled.
Inventors: |
Acres; John F.; (Corvallis,
OR) |
Correspondence
Address: |
MARGER JOHNSON & MCCOLLOM, P.C.
210 SW MORRISON STREET, SUITE 400
PORTLAND
OR
97204
US
|
Assignee: |
ACRES-FIORE, INC.
Las Vegas
NV
|
Family ID: |
40221871 |
Appl. No.: |
12/160560 |
Filed: |
January 4, 2007 |
PCT Filed: |
January 4, 2007 |
PCT NO: |
PCT/US07/00417 |
371 Date: |
July 10, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11331716 |
Jan 13, 2006 |
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12160560 |
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Current U.S.
Class: |
463/27 ;
463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3244 20130101 |
Class at
Publication: |
463/27 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1-24. (canceled)
25. A gaming device comprising: a base game; a base game pay table;
a number generator configured to select at least one trigger
threshold; at least one bonus award mechanism configured to award a
bonus award; and at least one counter configured to generate a
count related to the occurrence of at least one base game event,
the counter being operatively connected to the bonus award
mechanism, which is configured to award a bonus award when the
count bears a predetermined relationship to the trigger
threshold.
26. The gaming device of claim 25 wherein the gaming device further
includes a secondary game and wherein the bonus award comprises the
opportunity to play the secondary game.
27. The gaming device of claim 26 wherein the at least one counter
is associated with an outcome of the secondary game.
28. The gaming device of claim 25 wherein the at least one base
game event comprises a wager made.
29. The gaming device of claim 25 wherein the at least one base
game event comprises at least one credit wagered.
30. The gaming device of claim 25 wherein the at least one base
game event comprises at least one predetermined base game
outcome.
31. The gaming device of claim 25 wherein the at least one base
game event comprises at least one game played.
32. The gaming device of claim 25 wherein the trigger threshold is
substantially equal to a predetermined number.
33. The gaming device of claim 25 wherein the bonus award comprises
a fixed award.
34. The gaming device of claim 25 wherein the bonus award comprises
a progressive award.
35. A gaming device comprising: a base game; at least one number
generator configured to select a trigger threshold; a secondary
game; at least one counter configured to count the occurrence of at
least one base game event, the counter being operatively connected
to the secondary game, which is configured to be enabled when the
count bears a predetermined relationship to the trigger
threshold.
36. The gaming device of claim 35 wherein the at least one base
game event comprises a wager made.
37. The gaming device of claim 35 wherein the at least one base
game event comprises at least one credit wagered.
38. The gaming device of claim 35 wherein the at least one base
game event comprises at least one predetermined base game
outcome.
39. The gaming device of claim 35 wherein the at least one base
game event comprises at least one game played.
40. The gaming device of claim 35 wherein the trigger threshold is
substantially equal to a predetermined number.
41. The gaming device of claim 35 wherein the at least one counter
is associated with a secondary game outcome.
42. The gaming device of claim 35 wherein the secondary game is
configured to pay a fixed award.
43. The gaming device of claim 35 wherein the secondary game is
configured to pay a progressive award.
44. A method of operating a gaming device comprising: selecting at
least one trigger threshold; generating at least one count related
to the occurrence of at least one gaming device event; and enabling
a secondary game when the count substantially equals the trigger
threshold.
45. The method of claim 44 wherein the at least one gaming device
event comprises a wager made.
46. The method of claim 44 wherein the at least one gaming device
event comprises at least one credit wagered.
47. The gaming device of claim 44 wherein the at least one gaming
device event comprises at least one predetermined base game
outcome.
48. The gaming device of claim 44 wherein the at least one gaming
device event comprises at least one game played.
49. The method of claim 44 wherein the trigger threshold is
substantially equal to a predetermined number.
50. The method of claim 44 wherein the at least one count is
associated with an outcome of the secondary game.
51. The gaming device of claim 44 wherein the secondary game has a
plurality of outcomes and wherein at least one of the secondary
game outcomes comprises a fixed award.
52. The gaming device of claim 44 wherein the secondary game has a
plurality of outcomes and wherein at least one of the secondary
game outcomes comprises a progressive award.
53. A method of operating a gaming device having a base game and a
secondary game associated with it comprising: enabling play of the
base game; monitoring the occurrence of at least one base game
event each time the base game is enabled; incrementing at least one
count for each occurrence of the monitored event; comparing the
count with a trigger threshold; and enabling a secondary game when
the count bears a predefined relationship to the trigger
threshold.
54. The method of claim 53 wherein the monitored base game event
comprises a wager made.
55. The method of claim 53 wherein the monitored base game event
comprises at least one credit wagered.
56. The method of claim 53 wherein the monitored base game event
comprises at least one base game outcome.
57. The gaming device of claim 53 wherein the monitored base game
event comprises at least one predetermined base game outcome.
58. The gaming device of claim 53 wherein the monitored base game
event comprises at least one game played.
59. The method of claim 53 wherein the trigger threshold is
substantially equal to a predetermined number.
60. The method of claim 53 wherein the at least one count is
associated with an outcome of the secondary game.
61. The gaming device of claim 53 wherein the secondary game has a
plurality of outcomes and wherein at least one of the secondary
game outcomes comprises a fixed award.
62. The gaming device of claim 53 wherein the secondary game has a
plurality of outcomes and wherein at least one of the secondary
game outcomes comprises a progressive award.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] This invention relates to novel methods of providing games
of chance having a bonus game. More specifically, it relates to
methods of providing games of chance having randomly enabled bonus
games with precisely adjustable frequencies of occurrence.
[0003] 2. Description of the Related Art
[0004] Games of chance such as slot machines, poker and blackjack
are well known. In commercial environments these and other games of
chance are operated by the "House" for play by customers known as
"players". The operator or House side of the business may be a
casino, government lottery, internet gaming site or other
enterprise. Players risk a wager value in return for a chance to
win an award. Wagers and awards usually have monetary value but
wagers may be provided free of charge as inducement to begin play
or in a sweepstakes. Games of chance may be implemented with a live
person such as a blackjack dealer or through an automated mechanism
such as a slot machine or video poker machine. To succeed as a
commercial enterprise, the House must entice players to play
without paying out more in prizes than is taken in as wagers. The
term "payout percentage" describes the ratio of total prizes paid
divided by total wagers. A game that pays 850 units for every 1,000
units wagered is said to have a payout percentage of 850/1,000 or
85%. The 150 units not paid in prizes represent gross profit to the
operator and the ratio of what is kept by the game divided by the
total amount wagered is the "hold percentage". In this case the
hold percentage is 150/1,000=15%. The sum of hold percentage plus
payout percentage always equals 100%.
[0005] A game of chance with 100% payout will return exactly as
much in awards as it takes in from wagers. The House cannot
commercially survive with a payout percentage of 100% or more as
there is nothing left to cover expenses such as rent, electricity
and labor and certainly there is no opportunity for profit.
Correspondingly, the House cannot profit from a 0% payout, even
though it keeps all wagers in that case, because players will not
play long if there is no reasonable chance to win. For maximum
profit, the House must set overall payout percentages to something
under 100%, while still keeping it high enough to maintain player
enthusiasm. Table 1 illustrates a day's performance of a
hypothetical game of chance set to payback percentage to 80%, 90%,
95% and 99%.
TABLE-US-00001 TABLE 1 Payout % $ Wagered $ Held 80% 400 80 90%
1,000 100 95% 3,000 150 99% 10,000 100
[0006] At 80% payback, players are discouraged by the high rate of
loss and only $400 is wagered. The House keeps 20% of that amount
or $80. When the payback percentage is increased to 90%, wagers
grow to $1,000 because players are more enthused by the increased
awards. Even though the House keeps only 10% of all money wagered,
the take has grown to $100. When payback is increased to 95%,
wagers again grow dramatically and the House holds $150. Raising
the payback percentage even further brings diminishing returns. At
99%, total wagers grow to $10,000 but the House only keeps $100--a
loss of income when compared to the 95% payout. Modern casinos
often operate thousands of games of chance on their gaming floor
and even a tiny change in payback percentage can profoundly
influence profits. In a casino with 3,000 gaming machines, for
example, even a 0.1% change in overall payback percentage could
increase, or decrease, profits by millions of dollars annually.
Therefore it is highly desirable that games of chance offer the
maximum possible flexibility in setting payout percentages.
[0007] Although players of games of chance often say they play to
win, monetary reward is not the sole reason people gamble. In fact,
if most players won more than they lost, casinos, lotteries and
other operators of games of chance would soon go out of business.
Most players simply think of gambling as a form of entertainment
and the chance to win awards that exceed wagers is simply part of
the fun. One highly successful method of raising entertainment
value on games of chance is the "combination game" which consists
of a "base game" that is played on every wager and a "bonus game"
that is made playable when the base game results in specific
predefined outcomes. One example of a combination game is the
International Game Technology "Wheel of Fortune.RTM." game that
places a mechanical spinning wheel bonus game atop a slot machine
base game. Upon each wager, the base game is played and, if a
specific outcome is achieved on the base game, the bonus game is
enabled.
[0008] During the bonus game, the player is allowed to spin the
bonus wheel, which is divided into segments with an award value
assigned to each. An award pointer sits atop the wheel and serves
as the award indicator. When the bonus wheel comes to a stop, the
player is awarded the value assigned to the segment indicated by
the award pointer.
[0009] Other games of chance may be substituted in place of the
bonus wheel, such as slot machines, video poker and games emulating
pinball, pachinko, roulette, race cars, race horses, and the
like.
[0010] Combination games preferably utilize sounds and lights to
alert surrounding patrons that the bonus game is underway. The
player enjoys the attention of being watched by others, especially
when the outcome is a winning one. Most bonus games are configured
to have no losing outcomes, although it is possible to assign a
zero value to one or more specific outcomes. Bonus games generally
employ a random generator to determine bonus game outcome. The
random generator is usually "weighted" to make some outcomes far
more or less likely than others. In this way, bonus games may be
implemented with a large award portrayed as one of only a few
possible outcomes. For example, a bonus wheel may be divided into
ten segments, with one segment assigned a value of $100,000.
Without weighting, there would be a one in ten chance of striking
the $100,000 award each time the bonus game is played, costing an
average of $10,000 per game before considering the cost of the
other nine outcomes.
[0011] Such a large cost per game is impracticable in commercial
gaming environments. If the bonus wheel outcome is weighted so the
wheel segment worth $100,000 only occurs every 100,000 plays
instead of every ten plays, the average cost for this prize is
lowered to $1 and the House can still offer the excitement of a
large bonus award value, even though that award will rarely occur.
It is well known that players enjoy the excitement created by the
possibility of a large win, even if the chance of winning the large
award is quite remote.
[0012] The process of merchandising games by offering the
possibility of large bonus awards accompanied by the drama of
anticipation accompanied by effective sound and light displays
heightens the perceived value of game play, thereby providing a
more entertaining game for the player and a more profitable game
for the House.
[0013] The frequency with which a bonus game is enabled in
traditional combination games is difficult to precisely adjust
because bonus game enablement is caused directly by specific
outcomes on the base game. For example, consider a three reel slot
machine with sixty-four outcomes available on each reel. In this
example, the bonus game is enabled when a specific symbol occurs on
the third reel, as is common practice in combination game design.
If bonus game enablement is assigned to just one of the possible
sixty-four outcomes of the third reel, the bonus game occurrence
frequency is 1164 or 1.5625%.
[0014] To increase frequency, bonus game enablement may be assigned
to a second third reel outcome. Now the frequency of occurrence is
doubled to 2/64 or 3.125%. Each time a bonus enablement is added to
another outcome position, frequency increases again by 1.5625%.
[0015] Such changes in the frequency of bonus game occurrence bring
significant change to the total payback percentage of a combination
game. Given that even a 0.1% difference in payback percentage can
be important, there is needed a method for more precisely
controlling the frequency of bonus game occurrence.
[0016] Another disadvantage of traditional combination games is
that bonus game play can ensue only after the outcome of the base
game is known, thereby diminishing opportunities for surprise and
entertainment.
[0017] In sum, a need remains for a method of providing bonus games
which allows the House to precisely control the frequency of bonus
game enablement and that allows bonus game play before, during or
after base game play. Accordingly, an object of my invention is to
provide such methods.
SUMMARY OF THE INVENTION
[0018] The present invention provides a method of conducting a game
of chance having a bonus game with controllable frequency of
occurrence, including the steps of: making a wager to initiate play
on a base game; initiating a random bonus enablement which is
separate from base game outcome; and allowing bonus game play only
if the bonus is enabled.
[0019] In an alternative embodiment, the present invention provides
a method of conducting a game of chance having a bonus game with
controllable frequency of occurrence, including the steps of:
making a wager to initiate play on a base game, wherein the base
game is selected from the group of games consisting of slot
machines, video slot machines and video poker machines; initiating
a random bonus enablement which is separate from base game outcome
wherein random bonus enablement is triggered by the occurrence of a
predetermined event; allowing bonus game play only if the bonus is
enabled; playing the enabled bonus game by human or time
activation; and randomly determining whether a bonus award is to be
paid when the bonus game is played.
[0020] In an another preferred embodiment, the present invention
provides a method of conducting a game of chance having a randomly
enabled bonus game with precise, controllable frequency of
occurrence wherein the game includes a spinning wheel bonus game
having multiple award segments and an award pointer, the method
including the steps of: making a wager to initiate play on a
three-reel slot machine; initiating a random bonus enablement which
is separate from base game outcome wherein the bonus enablement is
triggered by the start the base game play cycle; enabling bonus
game play only if the bonus is enabled; playing the spinning wheel
bonus game by human activation; randomly determining whether a
bonus award is to be paid when the spinning wheel bonus game
played; and indicating a bonus award wherein the spinning wheel
comes to rest and the award pointer stops at an award segment
corresponding to the randomly determined bonus award.
[0021] The foregoing and other objects, features, and advantages of
the invention will become more readily apparent from the following
detailed description of preferred embodiments which proceeds with
reference to the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG. 1 illustrates a prior art combined base game and bonus
game.
[0023] FIG. 2 is a flow chart illustrating the operation of the
prior art combined game depicted in FIG. 1.
[0024] FIG. 3 is a flow chart illustrating the operation of a
combined base game and bonus game according to my invention.
[0025] FIG. 4 illustrates a preferred embodiment of a base game to
be combined according to my invention.
[0026] FIG. 5 is a flow chart illustrating bonus game play prior to
base game play according to my invention.
[0027] FIG. 6 illustrates an alternative embodiment of a bonus game
according to my invention.
[0028] FIG. 7 is an alternative embodiment of my invention
illustrating a combined base game and bonus game.
[0029] FIGS. 8 and 8A depict a diagram illustrating a preferred
hardware and software combination according to my invention.
DETAILED DESCRIPTION OF THE INVENTION
[0030] My invention provides a method for precisely controlling the
frequency of bonus game occurrence by using a random generator that
is separate from base game outcome to determine when the bonus game
is enabled for play. This additional random generator is herein
referred to as the Bonus Enablement Random Generator (BERG) and is
triggered by any one, or any combination of triggers, including,
but not limited to: credit deposit occurrence, credit deposit
magnitude, credit exhaustion occurrence, wager occurrence, wager
magnitude, occurrence of base game play cycle, base game symbol
outcome, occurrence of base game win, base game win magnitude,
occurrence of a specific time or date, occurrence of a window of
time, rate of game play, level of House activity, House evaluation
of strength of competing gaming houses, player historical wagering
activity, desirability of player, and criteria of performance which
have been met by the player.
[0031] Each time BERG is triggered, its result determines whether
or not a bonus game will be enabled. BERG may be configured to have
any desired likelihood of enabling the bonus game. In a preferred
embodiment the outcome is expressed as a percentage of between 0%
and 100%. BERG can be set with great precision, such as 0.001%
Increments, although random generators of greater or lesser
precision may also be utilized.
Prior Art Bonus Games:
[0032] Referring now to FIGS. 1 and 2, I first describe a prior art
combined game 100 consisting of base game 110 with three spinning
reels 130, each with symbols marked around its circumference.
Wagering panel 135 is used to insert funds, make wagers, initiate
game play and collect funds. Bonus game 120 sits atop base game 110
and displays nine separate award values 140, each of which is
backlit with a light source that can be turned on or off.
[0033] Game play begins after a player adds credits to the game and
places a wager using wagering panel 135. The base game 110 then
causes all three of its reels to spin. One by one, each reel 130
comes to a stop. A base game award may be paid depending on what
symbol combinations are displayed on the three reels 130 as the
outcome of the base game. Certain base game outcome combinations
are predetermined to enable bonus game 120, causing the lights
behind each award value 140 to turn on and then off in a sequential
pattern. Initially the speed with which the lighting sequence
proceeds is very fast. Over a period of several seconds, the
sequence slows and finally stops with a single award value 140
remaining lit, representing the amount won on the bonus game. The
combined awards of base game and bonus game are added to the
player's credit account as the game comes to an end. The player may
play additional game cycles for so long as his funding allows or he
decides to cash out and leave the game.
[0034] Referring now specifically to FIG. 2, I depict a flowchart
showing the sequence of play 200 in a prior art combined game.
Player makes a wager 210 and initiates game play 220. A first
random generator determines Base Game Outcome (BGO) 230. That base
game is displayed (slot reels are shown to spin, for example) to
the player at 240 and ends with the display of the predetermined
BGO outcome (slot reels come to a stop) 250. The BGO is next
compared to one or more Predetermined Bonus Enablements (PBE) 260.
If there is no match, the bonus game is not enabled. Any awards won
because of the BGO are paid 295 and the game ends.
[0035] If step 260 determines that BGO equals one of the PBE
values, the bonus game is enabled and a second random generator
determines boNus Game Outcome NGO 270. The bonus game is displayed
to the player 280 and is caused to end with the predetermined NGO
outcome 290. Any awards due from either the base or bonus games are
paid 295 and the game ends.
[0036] Although BGO and NGO execution are represented as occurring
after base game play begins, either or both could be implemented
prior to the start of base game play or at any other time desired,
so long as the result of each is known at the time it is
needed.
Bonus Games with Controllable Frequency of Occurrence:
[0037] As a first example of my invention, consider the above
described prior art combination game of FIGS. 1 and 2, now equipped
with the additional random generator of my invention. In this
example BERG operation is triggered only by the initiation of the
base game play cycle, by which I mean each time the player begins a
new game. If an enablement results from BERG execution, a bonus
game ensues.
[0038] Game play begins after a player adds credits to the game and
places a wager using wagering panel 135, which initiates the start
of base game play and triggers BERG operation. The base game 110
then causes all three of its reels to spin. One by one, each reel
130 comes to a stop. A base game award may be paid depending on
what symbol combinations are displayed on the three reels 130 as
the outcome of the base game. If BERG execution results in a bonus
enablement, bonus game play ensues, causing the lights behind each
award value 140 to light in a sequential pattern. Initially the
speed with which the lighting sequence proceeds is very fast. Over
a period of several seconds, the sequence slows and finally stops
with a single award value 140 remaining lit, representing the
amount won on the bonus game. The combined awards of base game and
bonus game are added to the player's credit account as the game
comes to an end. The player may play additional game cycles for so
long as his funding allows or he decides to cash in and leave the
game.
[0039] In this example, game play of my invention is identical to
that of the prior art combination game play, except that bonus game
enablement is determined separately from base game outcome,
allowing an enablement frequency selection that is different from
the frequency of any base game outcomes. Importantly, changes in
bonus game enablement frequency require absolutely no change to the
base game outcome determination.
[0040] Referring now to FIG. 3, I depict a flowchart showing the
sequence of play 300 in a combined game that implements my
Invention. Player makes a wager 310 and initiates game play 320. A
first random generator determines Base Game Outcome (BGO) 330 and a
second random generator determines Bonus Enablement BE as TRUE
(bonus game enabled) or FALSE (bonus game not enabled) 335. Base
game play is displayed (slot reels are shown to spin, for example)
to the player at 340 and ends with the display of the predetermined
BGO outcome (slot reels come to a stop) 350.
[0041] BE is tested 360 and if BE=FALSE, the bonus game is not
enabled. Any awards won because of BGO are paid 395 and the game
ends.
[0042] If step 360 determines that BE=TRUE, the bonus game is
enabled and a third random generator determines boNus Game Outcome
NGO 370. The bonus game is displayed to the player 380 and is
caused to end with the predetermined NGO outcome 390. Any awards
due from either the base or bonus games are paid 395 and the game
ends.
[0043] Although BGO and NGO determination are represented as
occurring after base game play begins, either or both could be
implemented prior to the start of base game play or at any other
time desired, so long as the result of each is known at the time it
is needed.
Bonus Enablement:
[0044] In a preferred embodiment, the random generator used to
determine Bonus Enablement (BE) is of high precision. For example,
a Bonus Index (BI) is randomly chosen with equally weighted
distribution from the set of Integers ranging from 1 to 100,000 and
compared against a Threshold Value (TV). If BI is greater than or
equal to TV, then BE=TRUE, which thereby enables bonus game play.
Otherwise B is less than TV and BE=FALSE and bonus game play is
disabled. Now suppose the desired frequency of bonus game
enablement is 13.546%. In other words, for every 100,000 times the
combination game is played, the bonus game will be enabled 13,546
times.
[0045] To achieve this precise enablement frequency, TV is set to a
value of 13,546. Since a new BI is randomly chosen with equally
weighted distribution from range 1 to 100,000 for each game, the
odds of BI<=13,456 are exactly 13.546% for that game. To achieve
a bonus game frequency of 4.003%, as another example, TV is set to
4,003. Using this method I can achieve any bonus game frequency
between 0 and 100% with a precision of one thousandth of one
percent or 0.001%. I can achieve even more precision by expanding
the permissible BI range to, for example, 1 to 1,000,000 as
representative of 0.0001% to 100.0000%. This scheme of randomly
determining bonus enablement, and the precision of frequency with
which bonus enablement occurs is only one example.
[0046] An alternative preferred embodiment uses a modified BERG
that has an ever-increasing likelihood of enabling the bonus game.
This technique is well known in the industry when used with mystery
jackpots which are implemented on multiple gaming machines
simultaneously. I described a method of using this technique for
bonus games across multiple machines in my U.S. Pat. No. 6,375,567.
With modification, the concept can also be adapted to single
machine bonus games to great advantage and is especially useful
because it provides the house a predetermined overall bonus payback
percentage, while offering the player an increasing likelihood of
playing the bonus game.
[0047] This variable BERG may be implemented by various means and
as a function of one or more different game occurrences. For
example, suppose the house wishes to enable the bonus game, on
average, once every N games played. A value, V, between 1 and
2.times.N is randomly selected at the beginning of the bonus cycle.
A separate counter, K, is initialized to zero and then incremented
upon the start of every game play. When K grows equal to V, the
bonus game is enabled.
[0048] As further illustration, suppose the house wanted to enabled
the bonus game once every 50 game plays. V is then randomly
selected from the range of 1 to 100, in this case let V=62. K is
set to zero and incremented at the start of each game play. Upon
the first game play, K=1. After the 10.sup.th game play, K=10. Upon
the 62.sup.nd game play K=62, which is also the preselected value
of V. This match then enables the bonus game. After the bonus game
is played, a new V is chosen, K is reset to zero, and the process
begins again. While the value of V can range from 1 to 2.times.N,
the average value is N, which, over a large number of games played
gives the house a very precise occurrence of the bonus game.
[0049] One of ordinary skill can see there are many algorithms by
which an escalating likelihood of bonus enablement may be achieved
and the above algorithm is offered as but one illustration. All
such methods of escalating likelihood are useful in my
invention.
[0050] The technique of an increasing likelihood of bonus
enablement may be stimulated by other functions besides, or in
addition to, games played. For example, by using each credit
wagered as the cause of increment of K, players wagering larger
numbers of credits per game have a greater chance of playing the
bonus game than players wagering smaller numbers of credits per
game. Thus, players are given incentive to wager larger amounts
which is advantageous for the house. Other possible stimuli may
include, but are not limited to, credits won, winning occurrences,
player tracking point accumulation and occurrences of predetermined
base game outcomes.
[0051] Other schemes may be used, including schemes utilizing
non-integer numbers, and adapted to achieve greater or lesser
precision as circumstances require. One skilled in the art of
designing games of chance will recognize there are many schemes
which may be utilized to randomly determine bonus game enablement
at any desired frequency with any desired precision.
[0052] My invention is particularly useful with games of a fixed
outcome schedule such as video draw poker in which a deck of a
fixed number of cards are used and it is not possible to increase
or decrease the set of outcome possibilities. With a separately
generated random bonus enablement signal, the bonus game occurrence
frequency may still be set to any desired frequency without
alteration to the base game's card set.
Bonus Game Play Prior to Base Game Play:
[0053] With my Invention, bonus enablement is determinable prior to
base game completion and therefore bonus game play can occur before
or during base game play as well as after base game play is
finished. Referring to FIG. 4, game play begins after a player adds
credits to the game and places a wager using wagering panel 435,
after which BERG is executed. If bonus enablement occurs, the bonus
game is immediately played before base game play is undertaken.
Once bonus game play finishes, base game play may ensue. After both
bonus and base games are completed, prizes won on either game are
paid and the game ends.
[0054] There are distinct benefits to bonus game play prior to base
game play. One is the element of surprise: Players have come to
expect bonus game play to occur only after base game play is
completed and play that falls out of this expected sequence can
enhance entertainment value. Importantly, the bonus game outcome
can be used to enhance and dramatize awards later won on the base
game.
[0055] Referring now to FIG. 4, I describe a preferred embodiment
of my invention. Wagering panel 435 is used to insert funds, make
wagers, initiate game play and collect funds. Bonus game 420 sits
atop base game 410 and displays nine separate segments 440. Two of
the bonus award segments 440 are multipliers--shown in FIG. 4 as
2.times. and 5.times.--instead of award values as depicted in FIG.
1, previously described, each of which is backlit with a light
source that can be turned on or off.
[0056] Game play begins after a player adds credits to the game and
places a wager using wagering panel 435. The base game 410 then
causes all three of its reels to spin. One by one, each reel 430
comes to a stop. A base game award may be paid depending on what
symbol combinations are displayed on the three reels 430 as the
outcome of the base game.
[0057] When bonus game play results in winning either of the
multiplier values (2.times. or 5.times.), the value of any winnings
that later occur on the base game play are multiplied by the given
amount. For example, bonus game play precedes base game play and
results in a 5.times. win. Base game play is then completed and
ends in an award of 100 credits. Because of the bonus game
multiplier, the player is paid 5.times. that amount or 500 credits.
Of course, the base game might result in a non-winning outcome, in
which case the 5.times. multiplier won on the bonus game is of no
value. The combined awards of base game and bonus game are added to
the player's credit account as the game comes to an end. The player
may play additional game cycles for so long as his funding allows
or until he decides to cash out and leave the game. Players are
entertained by the enhanced drama of learning the base game outcome
after knowing that a multiplier award has already been won and that
any winnings on the base game will be paid with a larger award.
[0058] Referring now to FIG. 5, I describe an alternative
embodiment of my invention. Flowchart 500 illustrates bonus game
play prior to base game play. Player makes a wager 510 and
initiates game play 520. A first random generator determines Base
Game Outcome (BGO) 530 and a second random generator determines
Bonus Enablement BE as TRUE (bonus game enabled) or FALSE (bonus
game not enabled) 535. BE is tested 540 and if BE=TRUE, a third
random generator determines Bonus Game Outcome (NGO) 550, after
which the bonus game play is displayed 560 followed by display of
the NGO 570. Next, base game play is displayed 580 followed by a
display of BGO. Any awards due from either the base or bonus games
are paid 595 and the game ends.
[0059] If at step 540, BE=FALSE, no bonus game play is executed and
control passes to 580 where the base game play is displayed
followed by presentation of BGO 590 and award payment 595.
[0060] With my invention it is possible to play the bonus game even
while base game play is underway. For example, all three reels of
the base game begin to spin after base game play begins. If a bonus
game enablement has occurred, the base game reels could continue to
spin without stopping while bonus game play ensues. As another
example, if a video draw poker machine is used as the base game,
bonus game play could ensue after the "deal" hand appears and
before the "draw" function is completed. A wide variety of such
variations are possible on video slots, mechanical reel slots,
video draw poker, live tables games and other games of chance
because in my invention, bonus game enablement is determined before
base game play is completed.
Types of Bonus Games and Base Games:
[0061] Any type of game of chance may be used as the base game and
any type of game of chance may be used as the bonus game. For
example, the base game can be selected from the group of consisting
of slot machines, video poker machines, video slot machines, live
table games and other games of chance. Although any game of chance
can be used, I prefer to use a video slot machine,
three-spinning-reel slot machine, or video poker machine as the
base game for my invention.
[0062] In one embodiment of my invention, I use a first instance of
a specific type of game of chance as the base game and an identical
but separate instance of that specific type of game of chance as
the bonus game. For example, I can use a spinning three reel slot
machine as the base game and use another identical spinning three
reel slot machine as the bonus game. In a preferred embodiment of
my invention, I use one specific type of game of chance as the base
game and an entirely different type of game of chance as the bonus
game. For example, I can use a video slot game, such as the M9000
model manufactured by Bally Gaming of Las Vegas Nev., as the base
game and a mechanical spinning wheel such as that used in the IGT
Game King "Wheel of Fortune.RTM. Special Edition.TM. Video Slots
Money Spin.TM." as the bonus game.
[0063] In a preferred embodiment, the bonus game outcome display is
implemented as a physical entity completely separate from the base
game outcome display, with both displays mounted in a common
cabinet as depicted in FIG. 4.
[0064] When a changeable display, such as a video screen is used to
display the base game outcome, that same display may also be used
to present the bonus game either by utilizing a reserved area of
the display for bonus game presentation or by allowing the bonus
game to appear in place of the base game while the bonus game is
enabled. One skilled in the art of designing games of chance will
recognize there are many other methods of sharing a common display
to present both the base and bonus games are possible.
[0065] Bonus games may be live games that utilize a human dealer or
attendant or machine based games such as slot machines or video
poker games. In a preferred embodiment, the bonus game is a simpler
game with fewer outcomes than the base game. An example of a simple
bonus game is the nine outcome bonus game 420 illustrated in FIG.
4.
[0066] Referring now to FIG. 6, I describe another preferred
embodiment of my invention: a bonus game, which is a mechanical
spinning wheel 600 divided into eight award segments 620. Each
segment 620 is assigned an award value. During bonus game play, the
wheel spins or rotates and then slows and stops. The bonus award is
indicated on the segment that comes to rest directly beneath award
pointer 630; for example an award value of 75 as shown in FIG.
6.
[0067] Alternately, I can implement the bonus wheel as a video
representation of a spinning wheel. Or I may implement the bonus
wheel as a fixed wheel with backlit segments, wherein the lighting
of each segment is turned on and off in sequence around the wheel
so as to indicate the selection process as a simulation of a
rotating mechanical wheel.
[0068] Other bonus wheel implementations that can be used with my
invention utilize a moving pointer that rotates about a fixed wheel
or a rotating pointer that rotates about a rotating wheel. Still
other bonus wheels utilize multiple pointers which are alternately
selected during bonus game play with one pointer arbitrarily left
active at the end of the game. In other multiple pointer
implementations, two or more pointers remain active at the end of a
bonus game and the player wins the higher of the awards indicated
or even the sum of all the awards indicated.
[0069] Simple bonus game indicators may be implemented as award
values placed along a single horizontal or vertical line or
arranged about the circumference of a geometric shape.
Alternatively, bonus award indicators may be arranged in any
pattern or placed randomly within a sign or other container. Bonus
indicators may contain numbers that indicate award amounts, numbers
that indicate a multiplier value or both. Also, the bonus
indicators may contain any combination of symbols that indicate a
prize, such as a car, or that require reference to another schedule
to determine the actual award. For example, a money bag symbol
could be used to represent a progressive jackpot of an
ever-changing value which is indicated elsewhere, or a star or
other symbol could represent a different kind of prize such as a
coupon for a free meal.
[0070] The bonus game may be represented by standard casino games
such as blackjack, roulette, craps, slot machines, and the like.
Many non-traditional casino games have been used as bonus games
that are activated by the outcome of the base game and are equally
useful with my invention. These non-traditional games include race
cars where the winning car dictates the award, race horse games,
pachinko machines, pinball machines and board games such as
Monopoly.RTM., Battleship.RTM., Yahtzee.RTM. and the like.
Depictions of game show games may also be used. In sum, any sort of
game which begins with at least two possible outcomes and ends with
the indication of a prize which consists of less than all possible
outcomes can be used beneficially with my invention.
[0071] Those of ordinary skill in the art of designing games of
chance will recognize that a wide variety of bonus games, bonus
selection indicators and bonus displays are desirable according to
the goals of the House operating the game and all are applicable to
this invention.
[0072] Referring now to FIG. 7, I describe another preferred
embodiment of my invention. The base game is a video slot machine
710 offering a five reel game with three pay lines. An eight
segment bonus wheel 720 is mounted atop the base game.
Bonus Game Activation:
[0073] When the bonus game is enabled, it may automatically play,
either immediately, or after a player action, or after a time
delay. For example, a randomly enabled bonus wheel game is placed
above a video poker machine. If the bonus game is enabled by the
BERG, bonus game play automatically ensues immediately after the
base game reaches the point in play sequence at which the bonus
game is to be played. Alternately, a time delay may be built in
after the base game reaches the point in play sequence at which the
bonus game is to be played in order to allow the player, and the
audience around, to recognize that a bonus game play is about to
occur. Sound and lighting may be used to enhance the drama of the
approaching bonus game play.
[0074] In a preferred embodiment, an enabled bonus game does not
begin play until an action occurs such as the player, or a casino
employee, pressing a button to consummate bonus game play. When
player action is required to initiate bonus game play, it can
impart a feeling of control as the player determines exactly when
the bonus game is played. A timer may be utilized to automatically
consummate bonus game play, or simply cancel bonus game play, if
the required human action does not occur within a reasonable time.
One of ordinary skill in the art of designing games of chance will
recognize there are many actions that can be utilized to consummate
play on an enabled bonus game.
Adding Credits and Placing Wagers:
[0075] Players may obtain play credits for the base game by a
variety of methods. For example, if the base game is a table game,
the player may buy chips from a dealer. If the base game is a
machine, the player may insert coins, tokens or paper currency, in
any combination allowed by the House, to add credits to the
machine. If the House allows it, the player may also use an account
instrument such as a credit card or debit card, biometric
identifier or other such device to transfer amounts from an account
outside the casino to the game to be played. If allowed by the
House, the player may also transfer funds from a casino account by
using a coupon, player card biometric identifier or other device.
If the House is running a sweepstakes, the player may add credit to
the machine by entering a code or using a coupon or other such
instrument.
[0076] Once credit is obtained, the player may utilize a variety of
means to apply those credits to a specific wager. If the game is a
live table game, for example, the player may place one or more
chips in each of one or more specific play areas on the game's play
field to represent his wager. In roulette, for example, the player
may place a stack of five $10 chips on the number 12 to specify a
wager of $50 on that number 12.
[0077] When the base game is a machine, it is standard practice to
equip the machine with a variety of betting buttons such as "bet
one" and "bet maximum". Each time the player presses the bet one
button, another unit of credit is transferred to the wager. A
single press of the maximum bet button transfers the maximum
allowed number of credits to the wager. Many gaming machines offer
multiple wagering opportunities, such as multiple betting lines
that increase the chances of winning in return for bigger wagers.
Buttons or other mechanisms are provided on such machines to allow
player selection of the specific wager placements desired. One of
ordinary skill in the art of designing games of chance will
recognize there are a wide variety of methods by which to add
credits to a game and place wagers and that all such methods are
compatible with my invention.
Additional Bonus Game Award amounts for Additional Wager
Amounts
[0078] Players like to have a range of choices regarding wage size.
When the budget is running low or the player feels unlucky, they
often like to wager small amounts, even though smaller prizes
result. Conversely, players like to increase wager size in the
hopes of winning larger prizes when their budget is ample or the
player feels lucky. A preferred embodiment of my invention allows
players to wager additional credits to increase the award schedule
on the bonus game.
[0079] If the bonus game is a wheel, the award value of each
segment could be 1.times. if playing a standard wager and 2.times.
if playing an additional credit and 3.times. if playing two
additional credits. These additional credits may only increase some
or all of the bonus game awards or they may also increase some or
all of the base game awards.
[0080] One example is a combination gaming machine in which the
base game accepts one or two credits and the bonus game accepts up
to additional three credits. In one example, wagering of a single
credit enables base game play but does not allow any chance for
playing the bonus game. If two credits are wagered, the base game
award is doubled but there is again no possibility of playing the
bonus game. A three credit wager pays the same base game awards as
a two credit wager but also allows the possibility of bonus game
play at 1.times. the bonus award schedule. A four credit wager pays
the same awards on the base game as a two credit wager but allows
the possibility of playing the bonus game with bonus game awards of
2.times. (twice) the bonus award values of a three credit wager. A
five credit wager pays the same awards on the base game as a two
credit wager but allows the possibility of playing the bonus game
with a bonus award schedule of 3.times. (three times) the bonus
award values of a three credit wager.
[0081] As will be apparent to one of ordinary skill, there are a
wide range of ways in which this aspect of my invention may be used
with some credits of a given wager event increasing the some or all
elements of the base game award and/or making it possible to play
the bonus game and other credits of that same wager event
increasing some or all elements of the bonus game award
schedule.
Bonus Game Award Payment:
[0082] Bonus awards are preferably paid in addition to any awards
won on the base game. In some instances it may be desirable to pay
the bonus game award and cancel the base game and its award or to
cancel the bonus game award and pay only the base game award. Bonus
game awards are preferably paid through the same payment mechanism
utilized by the base game. A typical method adds credits won on
either the base or bonus game to the machine's credit balance. To
cash out the credit balance, a player generally will press a
"Collect" button to transfer the credit balance to coins, currency,
coupons or electronic account. One of ordinary skill in the art of
designing games of chance will recognize there are a wide variety
of methods by which to award payments and cash out credits and that
all such methods are compatible with my invention.
Implementing the Invention:
[0083] The current best means of implementing my invention is
through an electronic system with a software controlled computer.
Such systems are commonly used and well known to those of ordinary
skill in the art of designing games of chance. In my invention, it
may be desirable, for cost and packaging considerations, to
implement the base game and the bonus game on a single computer
platform. The hardware and software used to implement this
invention is unimportant so long as the base game outcome and the
bonus game enablement are separately determined.
[0084] Referring now to FIGS. 8 and 8A, I describe a hardware and
software combination that I prefer to use to Implement my
invention. A video slot machine 810 is the base game and a
mechanical wheel indicator 890 is the bonus game. The base game
Central Processing Unit (CPU) 812 executes program code which was
copied into Random Access Memory (RAM) 884 at startup from
NonVolatile Random Access Memory (NVRAM) 886. NVRAM 886 may be
constructed of rotating disk media, Read Only Memory, Flash memory,
battery backed RAM or other technologies. RAM 884 is also used to
hold data and program variables during CPU operations.
[0085] The base game is presented to players on display screen 880.
Images are rendered by graphics processor 882, which operates under
control of CPU 812. Players add gaming credits through either the
currency and coupon acceptor 820 or coin acceptor 822. The currency
and coupon acceptor communicates with the CPU through serial port
821. Coin acceptor 822 communicates with the CPU via Input/Output
Interface 823.
[0086] Players specify wager amounts through the Bet One Credit
switch button 824 and Bet Maximum Credit switch button 826. Base
game play is initiated by pressing Play switch button 828. Bonus
game play is initiated through switch button 830. Sounds for both
the base and bonus games are created under CPU 812 control and
output via Audio processor 850 and Audio speaker 855. Lights 860,
to emphasize both base and bonus game play, are also controlled by
CPU 812 via Input/Output Interface 823.
[0087] Before game play commences, the player inserts currency or
coupons through Currency and Coupon Acceptor 820 or through coin
acceptor 822. The CPU executes program steps to convert these
inputs to credits which are stored in RAM and displayed to the
player on Display 880. To begin game play, the player makes a wager
by pressing the Bet 1 credit switch button 824 one or more times.
The player may choose to make a maximum wager by pressing the
Maximum Bet switch button 826 one time. Credits wagered on the
upcoming game are decremented from the player's credit balance and
added to the game wager value. After the desired wager is placed,
the player presses Play switch button 828.
[0088] Program steps executed by CPU 812 randomly determines base
game outcome and separately randomly determines bonus game
enablement through BERG execution. If the bonus game is not
enabled, the base game plays without interruption and results in
the randomly determined base game outcome. If that outcome is a
winning one, an appropriate number of credits are added to the
player account and displayed on Display 880, and the game ends.
[0089] If the bonus game is enabled, CPU 812 will interrupt base
game play and notify the player that the bonus game is active. The
player activates play on the bonus game in this example by pressing
the Bonus Spin switch button 830. CPU 812 executes program steps
which randomly determine the bonus game outcome and sends that
Information, along with a bonus game activation signal, to the
bonus game controller 891 via serial port 888. The bonus controller
is implemented with a separate microcomputer such as the Renesas
H8/332, a single chip computer that includes RAM, Nonvolatile
memory and Input/Output Interface circuitry (not shown).
[0090] Upon receipt of a bonus game activation signal, the Bonus
Game Controller 891 causes bonus wheel 896 to spin by applying
electrical power through interface circuitry (not shown) to direct
current electric motor 892 which is mechanically coupled to bonus
wheel 896. The bonus game controller 892 senses the position of
bonus wheel 896 through a position sensing encoder 894. After bonus
wheel 896 has spun for several rotations, the Bonus Game Controller
891 causes the wheel to slow its rotational speed by gradually
reducing and then completely removing electrical power applied to
motor 892. This is done in order to simulate a mechanical wheel
which, due to friction, slows and then ultimately stops.
[0091] When the bonus game controller 891 senses the specific bonus
wheel segment 897 which represents the randomly determined bonus
game outcome is aligned with indicator 898, the bonus game
controller turns off the motor and thereby stops the bonus wheel at
the desired position, bonus game controller 891 signals CPU 812 via
serial port 888 that the wheel has stopped. CPU 812 executes
program steps to complete base game play (If it has not already
been completed) and then add the number of credits won on the base
game and the number of credits won on the bonus game to the credit
balance and displays the updated total to the player. The
combination game is then ready for a new wager and a new game.
[0092] As will be obvious to one skilled in the art of designing
games of chance, the bonus game outcome could be determined by
bonus game controller 891 instead of CPU 812. In this instance CPU
812 would signal the bonus game controller 891 that the bonus game
is enabled and the bonus game controller 891 would determine the
bonus game outcome, spin the bonus wheel 896 and stop it in the
position representing the randomly determined outcome. Bonus game
controller 891 would then signal CPU 812 that the bonus game is
completed and provide information about the amount won, which the
CPU would add to the player's credit totals.
[0093] It is also possible for bonus game controller 891 to
determine both bonus game enablement and bonus game outcome. In the
embodiment, CPU 812 signals bonus game controller 891 that a new
game is underway. Bonus game controller 891 then executes software
logic to determine if the bonus game is enabled and signals CPU 812
so the base game can be paused if the bonus game is to be played
prior to completion of base game play.
[0094] It is also possible to eliminate the Bonus Game controller
891 by driving Motor 492 directly from CPU 812 through additional
interface circuitry (not shown). Such an arrangement would reduce
cost by eliminating the components needed to implement a Bonus Game
Controller but would place an additional burden on CPU 812, which
may already be busy implementing base game functions. A person of
ordinary skill in the art of designing games of chance will
recognize that the examples just given are only a few of many
possible implementations of this invention. The specific method of
implementation is unimportant to this invention, so long as bonus
game enablement is determined by a random generator that is
separate from the base game outcome.
[0095] Returning to FIG. 8, CPU 812 may enable the bonus game at
any time after the wager is made, including before, during or after
base game play.
[0096] While I believe electronic computers are the current best
means of implementing my invention, other means may be used,
including but not limited to; optical computers, gated logic,
analog computers, and other such mechanisms. Live games may be
adapted as either the base game, bonus game, or both, so long as
the bonus game initiation is controlled by events independent of
the base game outcome.
Implementation on Table Games
[0097] Table games such as blackjack, poker and roulette can
benefit from the addition of a bonus game. In these cases, BERG
could be triggered by each normal table game player wager, the
"rake" (house fee) per game of poker or a separate side bet made by
players. Also, specific game outcomes could be used as a trigger.
For example, every poker hand with two pair could trigger a BERG.
If, for example, the BERG had a 5% probability of enabling the
bonus game, every twentieth hand with two pair, on average would
allow play on the bonus game. This description outlines only a few
ways my invention could be used with table games. One of skill in
the art will understand there are many other possibilities.
Additional Bonus Enablement Triggers:
[0098] In all above discussed examples and explanations, BERG
(Bonus Enablement Random Generator) execution has generally been
triggered by the start of a new game play cycle. It is possible to
trigger BERG by a variety of other occurrences as well, including
but not limited to: credit deposit occurrence, credit deposit
magnitude, credit exhaustion occurrence, credit cash out, wager
occurrence, wager magnitude, occurrence of base game play cycle,
base game symbol outcome, occurrence of base game win, occurrence
of base game loss, base game win magnitude, occurrence of a
specific time or date, occurrence of a window of time, rate of game
play, level of House activity, House evaluation of strength of
competing gaming houses, player historical wagering activity,
evaluated desirability of player, and performance criteria which
have been met by the player.
[0099] The credit deposit occurrence and/or credit deposit
magnitude provide incentives to place register credits on a game.
For example, a BERG with a 50.00% chance of enabling the bonus game
could be triggered each time a new deposit of $20 or more was
placed into a game, as a way to encourage larger wager amounts.
Using light and sound and any available video display, the game
could inform the player that a bonus game is available. The player
can receive the bonus game immediately or the player can be
required to wager on a base game before the bonus game becomes
available.
[0100] Credit exhaustion occurs when the player has spent all funds
that have been deposited into a game or has only a predefined
number of credits remaining on the game: for example 5 credits
remaining. When this event is used as a BERG trigger, it provides
an incentive for the player to insert additional funds. For
example, a player that has just spent her last credit receives a
message that a bonus game is available. She has only to insert new
credits into the game and make a wager to play the bonus game and
collect its award. Alternatively, the player can be given the
additional bonus game without requirement of making a new wager. In
this case, the bonus game is a kind of thank you for playing and is
useful to end a losing wagering session on a note of good-will.
[0101] Credit cash out occurs when a player chooses to remove all
remaining credits from the game. This often occurs because a player
perceives the machine as "cold" or not paying awards at a
sufficient frequency. Randomly offering a bonus game enablement
upon credit cash out is useful to provide incentive for players to
again play the machine.
[0102] Wager occurrence and wager magnitude may be used as BERG
triggers to randomly award bonus games based upon wagers made and
size of wagers made. For example, a BERG may be triggered only when
a maximum credit wager is made.
[0103] Occurrence of base game play cycle is useful when providing
a random chance of bonus enablement on each game played. This is
the trigger utilized in the preceding discussion of BERG operation
as exemplified by FIG. 5.
[0104] Base game symbol outcome may be used to trigger a random
bonus enablement selection is especially useful on games which
utilize a fixed set of outcomes, such as a deck of cards. In five
card video draw poker with 53 cards (a 52 card deck and one joker),
for example, the odds of being dealt a "two pair" hand are one in
19.7 hands or 4.83%. In this example, a combination game is used
which offers an average award of 50 units for each bonus game
played so the average bonus game cost per game played (regardless
of game outcome) is 50 units.times.4.83%=2.4 units. However, the
overall House budget allows only a 2 credit per game bonus game
cost. By using each occurrence of a dealt "two pair" hand, as a
stimulus for a BERG with an 83.333% probability of bonus
enablement, the 2 unit cost per game is achieved (2.4
units.times.83.333%=2 units). This is but one example of my
invention's usefulness to scale award values on fixed outcome
possibility games (such as video draw poker) to fit House defined
award budgets.
[0105] Those skilled in the art of designing games of chance will
find the following trigger stimuli also useful, whether used alone
or in combination, to achieve specific game marketing goals while
achieving a desired overall payout percentage budget:
[0106] Occurrence of base game win event. A win of a specific size
occurs: 25 units for example.
[0107] Occurrence of base game win of a comparative magnitude: A
win occurs that is greater than, or less than a particular amount:
A win of 25 units or greater, or a win of 10 units or less, for
example.
[0108] Occurrence of a sequence of base game wins: Three winning
base game outcomes in a row, for example.
[0109] Occurrence of a sequence of base game wins with a total of a
comparative magnitude: A series of wins within a specified number
of games that cumulatively total at least a specified threshold.
For example, winning at least 200 units within a seven game period.
This requirement is met with successive game wins of 0, 20, 0, 100,
50, 0, 50 because the total win over the seven games is 220 units,
which is greater than 200. The requirement is also met with a
sequence of 250, 0, 0, 0, 0, 0, 0 because the first award of 250
units surpasses the total. Any combination of awards that meets
threshold criteria over any specified number of games may be used,
including a trigger stimuli that occurs when a sequence of wins
totals less than a predetermined threshold.
[0110] Occurrence of base game loss: A trigger stimulus could be
generated after each base game loss outcome.
[0111] Occurrence of a sequential number of base game losses:
Having five game in a row of losses, for example.
[0112] Count of base games played since occurrence of an event: At
least twenty games played since the last time a bonus game
occurred, for example,
[0113] Occurrence of a specific time or date and occurrence of a
window of time: Times or dates can be used alone--a BERG with a 10%
likelihood of enablement is triggered once at the top of each
hour--or in combination with other trigger stimuli. For example,
weekday mornings are traditionally slow times at many casinos.
During this time a BERG offering a 12% likelihood of bonus game
enablement for every 50 credits wagered
[0114] Rate of game play: completion of at least thirty games
within a five minute period, for example.
[0115] Level of House activity. If play within the gaming venue,
such as a casino, is slow, new BERGs that are stimulated by any
combination of triggers could be enabled in order to stimulate
play. Conversely, when play levels climb above a specific
threshold, other BERGs could be disabled to lower overall payments
during times when play demand is at maximum.
[0116] House evaluation of competing gaming houses: If a particular
gaming venue perceives they are at a competitive disadvantage to
competing venues, BERGs can be enabled to raise payout percentages
and thereby stimulate play. Conversely, if a particular gaming
venue perceives that it is in an advantageous position, it could
lower the number of triggers that stimulate BERGs and/or lower the
probability that a particular BERG would enable a bonus game
event.
[0117] Player historical wagering activity. Many gaming venues
maintain a history of player actions. If a player's past activity
warrants, BERG's may be enabled or disabled and/or altered in
probability of bonus game enablement.
[0118] Evaluated desirability of a player: A gaming venue may want
to provide more, or fewer bonus enablement opportunities--by
altering the number of BERGs in use, the triggers used to stimulate
them and the probability that any given BERG would result in a
bonus enablement-based upon a player's reputation, even if the
player has no prior wagering history with the gaming venue.
[0119] Performance criteria which have been met by a player. Gaming
venues often keep detailed records of player activity. Any such
activity may be used to directly trigger a BERG and/or enable BERGs
that are triggered by other stimuli and/or alter the likelihood
that any BERG action will result in a bonus game enablement.
[0120] Each event stimuli can be assigned its own BERG and the
player receives the sum of all. For example, a game could offer a
randomly occurring bonus game enablement of 35% triggered by each
base game play cycle, a randomly occurring bonus game enablement of
80% triggered by a specific base game symbol outcome, and a
randomly occurring bonus game enablement of 27.52% after each five
minutes of continuous play in which total wagers by the player
exceed $100.
[0121] It is desirable to use a BERG to randomly determine bonus
game enablement after a repetitive event such as credit exhaustion
to prevent the event from being entirely predictable as it would be
if a bonus game were awarded after each credit exhaustion event. It
is also sometimes useful to use one trigger occurrence to modify
the BERG probability of another event. For example, a casino wishes
to provide a 75% chance of a free bonus game each time a player
exhausts her credits. However, if she does not wager on at least 20
base game occurrences prior to credit exhaustion, the probability
drops to zero. This prevents players from purposely depositing only
small amounts of credits into a game in order to acquire more bonus
games for frequent credit exhaustion. One skilled in the art of
designing games of chance will recognize there are many useful ways
to utilize various stimuli such as those just described to in
combination and alone to serve as triggers for BERG activation and
to modify the likelihood that any given BERG activation will result
in an enablement outcome.
[0122] As will be readily apparent to those of ordinary skill in
the art of designing games of chance, my invention is useful with
games of chance operated in casinos or in networked game of chance
environments such as internet casinos or lottery games. My
invention is also beneficial when used in games implemented for
sweepstakes or home entertainment purposes, whether or not monetary
wagers are made.
[0123] Having illustrated and described the principles of my
invention in preferred embodiments thereof, it should be readily
apparent to those skilled in the art that my invention can be
modified in arrangement and detail without departing from such
principles. I claim all modifications coming within the spirit and
scope of the accompanying claims.
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