U.S. patent application number 12/265639 was filed with the patent office on 2009-03-19 for proximity meter manipulation on a gaming event.
This patent application is currently assigned to ACRES-FIORE, INC.. Invention is credited to John F. Acres.
Application Number | 20090075728 12/265639 |
Document ID | / |
Family ID | 40455075 |
Filed Date | 2009-03-19 |
United States Patent
Application |
20090075728 |
Kind Code |
A1 |
Acres; John F. |
March 19, 2009 |
PROXIMITY METER MANIPULATION ON A GAMING EVENT
Abstract
Each play of a base game increases the likelihood of winning a
bonus award. A cue is provided to give an indication of the change
in likelihood of winning the bonus award. In one embodiment, the
cue is a graphical indication that takes the form of a proximity
indicator such as a bar with defined minimum and maximum points
showing the boundaries of possible win thresholds. The game
includes an eligibility engine that is configured to track play on
the base game and trigger display of the proximity indicator only
when play bears a defined relationship to a first determined play
value. Display of the proximity indicator may thus be an incentive
for a player to meet certain play value, whether tied to rate of
play, play of a max coin bet, etc. In one aspect, the bonus award
comprises the opportunity to play a secondary game.
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: |
40455075 |
Appl. No.: |
12/265639 |
Filed: |
November 5, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12037295 |
Feb 26, 2008 |
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12265639 |
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PCT/US2007/000417 |
Jan 4, 2007 |
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12037295 |
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11331716 |
Jan 13, 2006 |
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PCT/US2007/000417 |
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3227 20130101; G07F 17/3258 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming device comprising: a base game; a base game pay table;
at least one bonus award mechanism configured to award a bonus
award in addition to any award resulting from the base game pay
table; a first win proximity indicator configured to provide an
indication of the change in likelihood of awarding the bonus award;
and an eligibility engine configured to track play on the base game
and trigger the first win proximity indicator only when play bears
a defined relationship to a first determined play value.
2. The gaming device of claim 1, wherein the play tracked on the
base game is a player wager on the base game.
3. The gaming device of claim 2, wherein the first determined play
value comprises a maximum credit that can be wagered so that the
first win proximity indicator is provided only when the maximum
credit is wagered on the base game.
4. The gaming device of claim 1, wherein play tracked on the base
game is credits remaining on the gaming device.
5. The gaming device of claim 4, wherein the first determined play
value is greater than zero so that the first win proximity
indicator is provided only when the credits remaining on the gaming
device is greater than zero.
6. The gaming device of claim 1, wherein the play tracked on the
base game is an elapsed time between wagers.
7. The gaming device of claim 6, wherein the first determined play
value is a predefined time so that the first win proximity
indicator is provided so long as the elapsed time between wagers on
the gaming device is less than the predefined time and thereafter
removed from the display.
8. The gaming device of claim 1, wherein the play tracked on the
game is an acquired status of a player wagering on the gaming
device.
9. The gaming device of claim 8, wherein the first determined play
value is a minimum status so that the first win proximity indicator
is provided so long as the status of the player wagering on the
gaming device meets a certain status threshold.
10. The gaming device of claim 1, further including a second win
proximity indicator displaying a graphical indication on a display
of the change in likelihood of awarding the bonus award.
11. The gaming device of claim 1, further including: a number
generator configured to select at least one trigger threshold; and
at least one counter configured to generate a count related to the
occurrence of wagers that bear a defined relationship to a
determined value, the counter being operatively connected to the
bonus award mechanism and configured to award a bonus award when
the count bears a predetermined relationship to the trigger
threshold.
12. The gaming device of claim 11, wherein the trigger threshold is
less than or equal to a predetermined number and wherein the
display comprises an indication of the proximity of the count to
the predetermined number.
13. The gaming device of claim 11, wherein the first proximity
indicator comprises light that changes condition in proportion to
the change in likelihood of awarding the bonus award.
14. The gaming device of claim 11, wherein the change of condition
comprises a change in color.
15. The gaming device of claim 11, wherein the counter is advanced
only when play bears a defined relationship with a second
determined play value.
16. The gaming device of claim 15, wherein the first determined
play value is the same as the second determined play value.
17. The gaming device of claim 1, wherein the first win proximity
indicator is adapted to provide a cue taken from the group
consisting of a visual cue, an audible cue, a motion cue, an
olfactory cue, and a themed cue.
18. The gaming device of claim 17, further including a second win
proximity indicator having a different cue than the first win
proximity indicator.
19. The gaming device of claim 17, further including a second win
proximity indicator configured to provide an indication of the
change in likelihood of awarding a second bonus award.
20. A method of operating a gaming device comprising: selecting at
least one trigger threshold; generating at least one count related
to the occurrence of wagers; comparing the count and the trigger
threshold; indicating the proximity of the count to the trigger
threshold if a player meets a determined eligibility criterion,
otherwise concealing the proximity of the count to the trigger
threshold; and awarding a bonus award when the count substantially
equals the trigger threshold.
21. The method of claim 20, wherein awarding the bonus award
comprises providing the opportunity to play a secondary game.
22. The method of claim 20, wherein indicating the proximity of the
count to the trigger threshold comprises changing a condition of
light displayed at the gaming device in proportion to the change in
proximity of the count to the trigger threshold.
23. The method of claim 22, wherein changing the condition of light
comprises changing the color of light.
24. The gaming device of claim 20, wherein the determined
eligibility criterion is play of the maximum credit that can be
wagered on the gaming device.
25. The method of claim 20 wherein the method further comprises:
selecting a second trigger threshold; generating a second count
related to the occurrence of wagers that bear a second defined
relationship to a second determined value; comparing the second
count and the second trigger threshold; and awarding a second bonus
award when the second count substantially equals the second trigger
threshold.
26. The method of claim 20, wherein indicating the proximity of the
count to the trigger threshold comprises changing a condition of
sound produced at the gaming device in proportion to the change in
proximity of the count to the trigger threshold.
27. The method of claim 26, wherein changing the condition of sound
comprises changing the pitch, timbre, volume or content of
sound.
28. The method of claim 20, wherein the step of indicating the
count to the trigger threshold includes providing a cue taken from
the group consisting of a visual cue, an audible cue, a motion cue,
an olfactory cue, and a themed cue.
29. The method of claim 20, wherein the trigger threshold is
selected within a range defined by low and high numbers, the method
further including: comparing the count and the high number;
displaying a graphical representation of the proximity of the count
and the high number if a player meets the determined eligibility
criterion, otherwise concealing the proximity of the count to the
high number.
30. The method of claim 20, wherein the method further comprises
updating the proximity of the count to the trigger threshold after
each wager.
31. The method of claim 20, further comprising: setting odds for
awarding a bonus award; changing the odds of winning the bonus
award after at least one wager; and displaying the change in
likelihood of paying the bonus award if a player meets the
determined eligibility criterion, otherwise concealing the change
in likelihood of paying the bonus award.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation-in-part of U.S. patent
application Ser. No. 12/037,295, filed Feb. 26, 2007, which itself
is a continuation-in-part of prior applications U.S. patent
application Ser. No. 11/331,716, filed Jan. 13, 2006, and
International Application No. PCT/US2007/000417, filed Jan. 4,
2007. The contents of all the foregoing applications are hereby
incorporated herein for all purposes.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] This invention relates to novel methods of presenting
multi-level mystery bonus awards on games of chance.
[0004] 2. Description of the Prior Art
[0005] Playing games of chance is a popular recreational activity.
There are many types of games of chance including table games where
players wager against a live dealer such as blackjack, Pai Gow,
roulette, Baccarat. Other types of games of chance are offered as
automated machines. Examples include slots, poker, bingo, etc.
Still other types of games of chance allow players to wager against
one another, such as a poker table. In return for a wager, games of
chance generate randomly determined outcomes, some of which result
in a winning event. Games of chance are often played with wagers
having financial value but some games of chance are played with
points or other freely available currency having no fiscal
worth.
[0006] Games of chance may be played in casinos, or at home using
electronic devices or mechanical equipment. Gambling via Internet,
whether for fun or for money, is also a popular activity.
[0007] Games of chance typically associate a winning event with a
specific game outcome. For example, achievement of BAR BAR BAR on
the payline of a three reel slot machine might pay 20 credits on a
1 credit wager. To increase player interest, bonus awards which are
won independently of any single game outcome are sometimes offered.
The "mystery" bonus is a popular bonus award that is so named
because players cannot easily discern why the award occurred, as it
is completely independent of the game's normal schedule of
payments.
[0008] Games may be made more attractive by giving players a sense
of anticipation that a win is close at hand. Players might be more
willing to play if they believe their odds of winning such an award
increase with every play. In the case of a mystery bonus, credits
played are tracked across a single machine or bank of machines and
a bonus given to the player that causes the cumulative credits
played to exceed a pre-established threshold. Once won, a new
threshold is established, typically between a high and low value,
and the accumulation of play credits is started again.
[0009] Since the threshold is pre-established at the start of play,
the gaming machine and/or network has foreknowledge about the
proximity of the player or players to winning the mystery bonus. As
a result, it is possible for the gaming machine to provide visual
and/or audible cues to the player to indicate their proximity to
the threshold and, thus, to winning the bonus. Such cues are
described in co-pending U.S. patent application Ser. No.
12/037,295, the contents of which are incorporated herein in their
entirety.
[0010] A casino gains the most benefit by encouraging players to
play and keep playing. Problems exist, however, with opportunistic
players that canvas the casino floor so that they can identify a
game or bank of games that are close to winning the bonus award.
Once a gaming machine with close proximity to a mystery bonus is
identified, the player plays for a short time at the machine until
the award is won and then stops playing. This may reduce the
enjoyment of the other players, and defeat the purpose of keeping
players at the machines for long periods of time.
[0011] Accordingly, the need exists for manipulating the gaming
machine to address problems associated with these types of
opportunistic players.
SUMMARY OF THE INVENTION
[0012] The invention is a device and method which improves the
player appeal of mystery bonus awards. Each play of a base game
increases the likelihood of winning a bonus award. A display or
other device provides a graphical indication, or more generally a
cue, indicating the change in likelihood of winning the bonus
award--i.e. a win proximity indicator. The win proximity indicator
is adapted to provide a cue taken from the group consisting of a
visual cue, an audible cue, a motion cue, an olfactory cue, and a
themed cue.
[0013] In one embodiment, the graphical indication takes the form
of a proximity indicator such as a bar with defined minimum and
maximum points showing the boundaries of possible win thresholds.
The game includes an eligibility engine that is configured to track
play on the base game and trigger display of the proximity
indicator only when play bears a defined relationship to a first
determined play value. Display of the proximity indicator may thus
be an incentive for a player to meet certain play value, whether
tied to rate of play, play of a max coin bet, elapsed time between
wagers, player status, time of day/date, etc. Failure to meet these
standards would cause the proximity indicator to be deactivated and
thus unhelpful to a player in determining proximity to a win. In
one aspect, the bonus award comprises the opportunity to play a
secondary game.
[0014] The foregoing and other objects, features and advantages of
the invention will become more readily apparent from the following
detailed description of a preferred embodiment of the invention
that proceeds with reference to the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG. 1a is a prior art flow chart for initializing a
progressive mystery bonus award.
[0016] FIG. 1b is a flow chart for implementing a progressive
mystery bonus award.
[0017] FIG. 2 illustrates a prior art four-level progressive
mystery award display.
[0018] FIG. 3 is a flow chart of a preferred implementation of the
progressive mystery award.
[0019] FIG. 4 illustrates a four-level progressive mystery award
using a video-based wheel indicator.
[0020] FIG. 5 illustrates an eight-level fixed-award mystery award
using a video based wheel indicator, winner identifier and win
indicator.
[0021] FIG. 6 illustrates a 22-level fixed award mystery award
using a mechanical wheel indicator with illuminated indications of
proximity to the next mystery award win, and illuminated indicator
of wager size.
[0022] FIG. 7 illustrates a 16-level fixed-award mystery award with
an additional progressive mystery award which includes illuminators
to indicate proximity to next award occurrence.
[0023] FIG. 8 is a schematic diagram of gaming machines and display
device connected to a mystery award controller.
[0024] FIG. 9 is a schematic diagram of a video subsystem used as a
display device according to the invention.
[0025] FIG. 10 is a schematic diagram of a motorized wheel, mystery
award proximity indicator and wager size indicator used as a
display device according to the invention.
[0026] FIG. 11 is a front view of game similar to the one depicted
in FIG. 6.
[0027] FIG. 12 is an enlarged view of a screen in the view of FIG.
11.
[0028] FIGS. 13-16 are views of the screen of FIG. 12 in different
stages of game play with FIG. 16 implementing an embodiment of the
invention to deactivate the win proximity indicator.
[0029] FIG. 17 is a highly schematic diagram of selected components
of the game of FIG. 11.
[0030] FIGS. 18-19 are schematic diagrams of a portion of the
circuitry for controlling lights and displays on the game of FIG.
11.
[0031] FIGS. 20-22 are flow charts that depict the behavior of
lights on the game of FIG. 11 during different modes of operation
according to features of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0032] Though the invention is equally useful with table games and
gaming machines, the following discussion describes its use with
gaming machines only. I do this solely for clarity of explanation
as the manner of operation on any game of chance--table game or
gaming machine--is very similar and the claims regarding this
invention should in no way be limited by this clarification. The
invention is also useful in Internet gambling and computer games
that simulate wagering.
[0033] "Mystery bonus" is defined herein as a system that selects
awards as a function of game play events, excluding specific
individual game outcomes. The definition of a mystery bonus does
not include an award that is paid simply because a single gaming
machine outcome resulted in a specific result, such as BAR BAR BAR
on a three reel slot machine, as that is a normal jackpot
occurrence. A mystery bonus could be, however, paid on the
11.sup.th occurrence of BAR BAR BAR. It will be appreciated by one
of skill in the art that there are many methods and techniques for
determining when a mystery award occurs. Although I may choose to
describe a particular embodiment while teaching how the invention
functions, I do not limit the claims of the invention to only that
embodiment.
[0034] In addition, the winner does not have to be the person whose
game play caused the winning condition to be met. The award could
be paid to the tenth person that makes a wager after the win
occurs, the person that placed the wager prior to the wager that
met the winning condition, etc. One of ordinary skill will
recognize that many such variations are possible and may be used
with the invention.
[0035] Mystery bonuses are awarded as a function of game play and
are increasingly likely to be won with each game played. FIG. 1a,
FIG. 1b, and FIG. 2 are indicative of prior art mystery bonus award
operation. Here the mystery award is a progressive amount because
it grows in value as a function of each wager made until it is won.
Once won, the award is initialized to a starting value and the
process begins again. FIG. 1a depicts the initialization procedure
which is executed once upon inception of the mystery award and
executed again after each winning occurrence of the mystery
award.
[0036] A mystery progressive award is defined by a starting and
ending (maximum) value. The award must be won before the award
grows larger than the maximum value. A winning number W is randomly
selected from within the range of all numbers between the starting
and ending award values. For example, a mystery progressive starts
at $1,000.00 and ends at $5,000.00. A winning value W is chosen, at
110 of FIG. 1a, from the range numbers between $1,000.00 and
$5,000.00. In this example, W=$2,431.56. The progressive award
value is set to the starting value of the award range 120--which is
$1,000.00--and the bonus is ready for play as depicted in FIG.
1b.
[0037] The current award value--$1,000.00--is displayed to players
130 and then a new wager is awaited 140. When a wager occurs, the
award value is increased as a function of the wager size 150. A
commonly used embodiment adds a percentage of each wager amount to
AWARD. For example, AWARD=$1,000.00, a wager of $3.00 is made, and
FUNCTION is 3% of wager size. AWARD now grows to $1,000.09, as 3%
of $3 is 9 cents ($0.09). AWARD is then tested against W at step
160. Since $1,000.09 is less than $2,431.56, the test fails and the
flow chart returns to step 130.
[0038] This process continues until cumulative play brings
AWARD=$2,431.56, making comparison 160 true and the flow chart
passes to step 170 where the winner is identified. The winner in
this case is the person whose wager caused AWARD to grow equal to
W. The winner is then paid the amount won, $2,431.56 at step 180,
after which the mystery award is again initialized 190, which
simply executes the steps of FIG. 1a again, and the process
repeats.
[0039] A fixed award mystery bonus works exactly like the
progressive mystery bonus award just described, except at step 180,
the winner is paid the fixed amount--100 credits for
example--instead of the incremented AWARD amount.
[0040] FIG. 2 is a prior art four-level progressive mystery bonus
display. Enclosure 200 houses the displays and may be configured as
an overhead sign, built into the gaming machine, or both. Each
display, 210, 220, 230 and 240, represents one progressive mystery
bonus award and each grows as a function of wagers made in any
gaming machine linked to these awards. Each of the four award
values has a winning number W chosen for it during initialization
and each award is won independently of the others.
[0041] The range for each progressive award 250, 260, 270, and 280
are made known to players so they may understand that, as each
progressive award grows, it is more likely to be won.
[0042] When one of the mystery awards is won, the winning display
immediately begins to alternate every few seconds between the
progressive bonus amount won and the winning machine identifier.
After the award amount is paid to the winner, either automatically
as credits placed on the winning machine or as a manual payment of
cash or check directly to the player, the won mystery progressive
award is reset to its starting value and again grows as wagers are
made in the associated games of chance.
[0043] In another embodiment of the prior art, a light or other
indicator is placed on, or near each machine in the link. When a
win occurs, the winning machine indicator is activated, and remains
active, until the award is paid. Because there are so many numbers,
multi-level mystery progressives are confusing to many players and
this limits their appeal. While the growing award amount, and the
corresponding increased likelihood that a win will occur, creates
drama and therefore enhances entertainment value to the player, the
win occurrence itself is anticlimactic to everyone but the winner
because the amount won is known the instant the win occurs.
[0044] Effectiveness of multi-level mystery bonus awards is limited
by the confusion of displaying multiple bonus award values and
player enjoyment would increase if such displays are simplified.
Players would enjoy a heightened sense of entertainment if they
know that an award is won before the winner identity and bonus
amount won are revealed. Also, in mystery bonus awards that are a
function of wagers made, it would be useful to illustrate that
larger wagers have a greater likelihood of winning. Furthermore, it
would heighten player enjoyment to have an indication of how close
the next mystery award is to being won.
[0045] FIG. 3 is a flow chart representing a process for a
four-level mystery jackpot award. As one of skill in the art will
readily understand, each of the four mystery awards must be
processed independently. FIG. 3 shows the logical flow of the award
process so as to emphasize the unique attributes of the invention.
Moreover, while the process shown describes a progressive mystery
bonus award; the concepts of the invention apply equally to fixed
value mystery awards.
[0046] Each of the four AWARD values are displayed 310 and then a
new wager is awaited 320. When a wager occurs, the amount of each
of the four jackpot award amounts are increased as a function of
wager amount 330, after which each AWARD amount is tested against
the value W already chosen for that AWARD level 340. If no AWARD
amount has grown to at least equal its associated value of W, the
process returns to step 310 and displays updated AWARD values.
[0047] After one of the AWARD values has grown sufficiently,
players are made aware of the win occurrence 350. Next an
indication process 360 is executed in which at least two of the
four award values are indicated to players in a sequence. In a
preferred embodiment of the invention, less than all of the award
values are indicated at any one time. When the indication process
ends 370, the award value that was won remains indicated, letting
players know the amount won. The indicated award is then paid to
the winning player 380, after which the award won is re-initialized
390 and the process repeated.
Multi-Segmented Bonus Wheels
[0048] FIG. 4 represents a display which is useful for implementing
the steps just described. A video display 400 displays a wheel 410.
Each wheel segment 420 holds one of the four progressive bonus
award values 430. During normal play, the wheel is stationary.
After a win occurs at 350 of FIG. 3, win indicator 450 illuminates
to inform players of the win occurrence. Next, wheel 410 begins to
spin. Each award amount is indicated in turn as it rotates into
alignment beneath pointer 440. The wheel then slows and finally
stops, indicating the award won by stopping with that amount
directly beneath pointer 440. In a preferred embodiment,
corresponding sound effects accompany the win occurrence, wheel
spin and celebration sequence after the wheel stops.
[0049] In a preferred embodiment, the winner identity is not
disclosed until a time period after the amount won is made known.
Referring again to FIG. 4, winner identifier 460 delays disclosure
of the winner identity until several seconds after wheel 420 comes
to rest and the amount won is known.
[0050] In an alternative embodiment, the winner is identified
before the winning amount is made known. In yet another embodiment,
the winner identity and bonus amount won are identified
simultaneously.
Win Proximity Indicator
[0051] FIG. 5 is a video display of a wheel 510 which is divided
into 8 segments 520, each containing a fixed award amount 530. Win
proximity indicator 550--which in this embodiment is shaped like a
thermometer--informs players of the proximity of the next mystery
bonus award, as well as announcing each winning event. Upon
initiation, the thermometer is set very low, indicating a winning
event is not imminent. As wagers are made, the thermometer rises,
indicating a winning event is growing closer. When a winning event
occurs on any of the eight mystery bonus awards, the thermometer
rises fully to the top and begins to flash, alerting players that a
win occurred. After a period of time wheel 510 spins and stops,
positioning the winning value beneath pointer 540. Winner
identifier 560 identifies the winner and award payment is
completed.
[0052] The purpose of win proximity indicator 550 is to show, in a
non-numeric way, that a mystery win is growing closer with each
wager. In one embodiment, the thermometer is lit in proportion to
how much progress has been made toward the next winning event.
Suppose a winning number W is selected from a range of 1 to 1,000
and a counter C, is increased by one count for each unit of wager
made. That is, the counter is increased by 3 for each 3 credit
wager made, 2 for each 2 credit wager made, etc. Now presume that,
upon initialization C=0 and W=400, causing win proximity indicator
550 to indicate its lowest value because the win is far from
occurring.
[0053] As wagers are made, C grows and win proximity indicator 550
rises in proportion to the percentage of progress C has made from
its starting point to reaching the value of W. For example, after
100 credits are wagered, C=100 and is 25% of the way to a win. At
this point the win proximity indicator has risen about 25% of the
way to the top. Win proximity indicator height is recalculated
after each wager, thereby providing players with a real sense of
how quickly the next mystery bonus award will next occur.
[0054] FIG. 5 indicates 8 different fixed-value mystery awards. In
a preferred embodiment, win proximity indicator 550 represents
progress toward the nearest winning occurrence. When that award is
accomplished, the win proximity indicator is reset to indicate the
next nearest win occurrence. Therefore win proximity indicator 550
will rarely indicate its lowest value because when one win occurs,
another win has also grown towards its winning value. This
technique gives powerful incentive for players to continue to play
and chase the next available mystery bonus award.
[0055] In another embodiment win proximity indicator 550 indicates
progress toward the maximum theoretical value of W. In the above
example, the largest value W could be is 1,000. When C=100 win
proximity indicator 550 displays as 10% toward the top since
100/1000=10%.
[0056] Those of skill in the art will recognize these as just two
algorithms for using a win indicator to represent progress toward a
mystery win and that many other algorithms are possible.
[0057] Audio signals may be used to augment or replace the function
of the win proximity indicator, the winner identifier, or both. For
example, winner identity is announced using a live or recorded
voice, and win proximity indicator functions are performed as a
changing pitch, timbre, volume or content of sound. One of skill in
the art recognizes there are many other mechanisms by which to
electronically, mechanically or electromechanically indicate the
functions of the win amount, win proximity, win occurrence
indicator and winner identity. All such methods are useful with the
invention.
Mechanical Bonus Displays & Alternative Win Proximity
Indicator
[0058] FIG. 6 depicts a mechanical wheel embodiment of the
invention implemented using a Bally CineVision gaming machine 600.
Mechanical wheel 630 includes 22 segments, each containing a fixed
mystery bonus award. Pointer 610 indicates the winning amount. Win
proximity indicator 620 is a crown of crystals. Each crystal of the
crown is equipped with a multi-color illumination source. When the
game is initialized, the crown is colored an icy-blue, indicating
an award is not imminent. The crown illumination turns from
icy-blue to reddish to bright red as a mystery win grows closer and
closer. When a win is struck, the crown turns red and flashes,
indicating a win occurred. Those of skill in the art will recognize
that other color and brightness patterns may be utilized to
represent the nearness of a mystery win and that win proximity
indicator 620, though different in visual appearance, performs the
same function as thermometer shaped win proximity indicator 550 of
FIG. 5 and is adaptable to the same functional embodiments.
[0059] Once a win occurs, wheel activation button 640 illuminates.
When the player presses the button, wheel 630 spins, slows and
ultimately stops in such a position that the won mystery bonus
amount is positioned directly beneath pointer 610.
[0060] Although the wheel depicted in FIG. 6 contains only fixed
value mystery awards, one of skill in the art readily understands
that some, or all, of the fixed award values could be replaced with
progressive award amounts. One skilled in the art will further
understand that wheel activation button 640 could be eliminated and
wheel 630 automatically spun, either immediately upon a win being
struck or after a time delay. In an alternative embodiment, wheel
630 could spin after a win occurs and wheel activation button 640
is pressed or a predefined period of time has passed, whichever
occurs first.
[0061] While the examples of the invention that I presented above
describe a wheel rotating beneath a fixed pointer, one of skill in
the art will readily understand that other methods of indicating a
winning amount on a wheel are possible. For example, the wheel
could remain stationary while the pointer revolves around it, much
like a roulette ball rotates around a roulette table. The amount
indicated on the wheel segment that is aligned with the pointer
when it comes to rest is the amount won.
[0062] Alternately, the wheel and the pointer could simultaneously
rotate, either in the same direction or opposite directions. The
amount indicated on the wheel segment that is aligned with the
pointer when both wheel and pointer come to rest is the amount
won.
[0063] When a fixed pointer is used, it need not be at the top of
the wheel but could be located anywhere around the circumference of
the wheel. In another embodiment, a player is allowed to choose one
pointer from a plurality of pointers. After pointer selection is
made, the wheel is spun. The award amount that is aligned with the
chosen pointer when the wheel stops is the amount won.
[0064] One of ordinary skill will readily see that the invention is
useful with any of the above mentioned methods of displaying award
amounts on a wheel. For example multiple pointers can be active
simultaneously and the award indicated when the wheel and pointers
come to rest are the amounts won. The player may win the highest
value indicated by the plurality of pointers, or the player is paid
the sum of all values indicated by all active pointers.
[0065] As an alternative to mechanical wheels or video depictions
of wheels, the image of a segmented wheel can be backlit with one
illuminator for each wheel segment. Such implementations are known
in the art as light wheels. The illuminators are lit, one at a
time, in sequence, to simulate rotation. Whichever segment is lit
when the sequence comes to a halt is the amount won. These are but
two of many other methods of illumination which can be utilized
with the invention.
Wager Size Indicator
[0066] Turning again to FIG. 6, wager size indicator 650 is
constructed of a number of illuminators arranged in the shape of an
arrow on the right and left sides of wheel activation button 640.
Each time a wager is made, these illuminators flash from the base
of the arrow towards button 640. The brightness and duration of the
flash is proportional to wager size. Gaming machine 600 is a three
credit game, that is, players may wager one, two or three credits
per game played. If three credits are wagered, illuminators 650
flash brighter and remain lit longer than if two credits are
wagered. And a two credit wager causes an illumination flash that
is brighter and longer-lasting that a single credit wager.
[0067] One of skill in the art understands that the shape in which
the illuminators are arranged, the quantity of illuminators used
and the color and brightness with which they indicate wager size
and nearness to a mystery win can be varied according to need, so
long as it is demonstrated to players that larger wagers are more
likely to win a mystery bonus award than smaller wagers.
Alternatively, in FIG. 6, audio cues (not shown) may be used to
supplement or replace visual indicators.
Alternative Bonus Displays
[0068] FIG. 7 depicts an alternate display configuration embodiment
of the invention. Overhead display 700 contains sixteen separate
fixed mystery award indicators 710 and one mystery progressive
award indicator 720 which surround progressive award display 730.
Each of the sixteen fixed mystery award indicators 710 and the one
mystery progressive indicator 720 is backlit by an illuminator and
each is associated with its own randomly selected winning number W
and counter which is incremented as a function of credits wagered.
Until one of the seventeen mystery awards is won, all of the
illuminators behind the seventeen award indicators are turned
off.
[0069] The set of award displays is surrounded by a win proximity
indicator implemented as individual illuminators 740. At
initiation, all illuminators 740 are off. As play ensues and a win
on any of the seventeen awards grows closer, illuminators 740 are
lit one at a time, starting at the first illuminator located
clockwise of the 12 o'clock position. In the embodiment depicted in
FIG. 7, the first three illuminators 750 are lit. Because each
counter and each associated lucky number W is known within the
system, it is straightforward to calculate how many wagers remain
before a win occurs.
[0070] As any win grows closer, a proportionate number of
illuminators 740 are lit in clockwise sequence. The illumination
sequence is conducted so that the very last illuminator 740, which
is at the 12 O'clock position, is lit when a win occurs. At this
time all illuminators 740 are lit, completely encircling the array
of seventeen award displays. When this happens, the illuminators
behind each award display 710 and 720 are lit, one at a time. After
one of the award displays is lit for a brief time, it extinguishes,
and another of the award illuminators 710 or 720 is lit. Each
illuminator is lit in a pattern so that all illuminators are lit
once in each sequence which then repeats. Over the period of a few
seconds, the sequencing speed slows until only the award display
that was won remains illuminated and that amount is awarded to the
winning player.
Means of Implementation
[0071] Referring now to FIGS. 8-10, I now describe various means of
configuring the invention. FIG. 8 depicts a schematic
representation of a linked implementation of the invention.
Controller 830 is configured by means of configuration computer 840
with the number of mystery awards, the size of each, the rate of
increment for each wager, and the range from which winning numbers
are to be randomly selected, amongst other parameters. One of skill
in the art will recognize that configuration techniques for mystery
award controllers are well known and all such configuration means
may be used with this invention.
[0072] Controller 830 may also be configured to implement an
eligibility engine which communicates with each of the gaming
machines 820 to track play. Minimum criteria for eligibility are
configured within the configuration computer 840. Eligibility in
this case refers to minimum thresholds of play or status on the
gaming machine or machines 820 to allow a player or players to view
or otherwise receive cues from the win proximity indicator such as
shown in FIGS. 5-7 as win proximity indicators 550, 620, and 750.
Accordingly, triggering of the win proximity indicator on the
display occurs only when play bears a defined relationship to a
determined play value.
[0073] Examples of eligibility tracked by the eligibility engine
are, for example, attaining a certain minimum rate of play (e.g.
credits played per minute), a minimum elapsed time between wagers,
whether a max (e.g. 3.sup.rd) credit has been played for that or
the previous x number of games, whether a minimum number of credits
(e.g. >0) remain on the machine, the attainment of a certain
player (e.g. gold) status, the time of day, or a combination of two
or more of the above.
[0074] If eligibility is determined by the eligibility engine, then
the proximity indicator is operated as by displaying the level of
the thermometer 550 in FIG. 5, the color of the lights in FIG. 6,
or the lighting of the peripheral lights 750 in FIG. 7. Other
indicators, whether visual cues, audible cues, smell, or touch may
also be possible. If the eligibility indicator determines that
eligibility is not met, then the proximity indicator is deactivated
such as indicated further below with reference to FIG. 16.
[0075] In FIG. 8, three gaming machines 820 are shown, though any
number may be used, including a single machine. Each is connected
to controller 830 through connection 825. In a preferred
embodiment, this connection is a two-way serial protocol capable of
allowing the controller 830 to receive information about game play,
including wagers made from each gaming machine and also to send
payout messages to each gaming machine for payment when a mystery
award is won on that gaming machine. Examples of such two-way
protocols include the well-known existing industry standard SAS
protocol and the industry standard protocol in development by the
Gaming Standards Association.
[0076] In yet another embodiment, connection 825 is a one-way
transfer of information from each gaming machine 820 to controller
830. Such connections are less preferable because automated award
payments are not supported. Eligibility may therefore be tracked
within the gaming machines 820 themselves.
[0077] Gaming machine designs sometimes utilize Ethernet, USB or
other such high-speed network connections which offer the advantage
of high-bandwidth and are useful for carrying information for many
purposes from gaming machines to many kinds of controllers and
database systems. These connections are being adapted for other
casino functions such as player tracking, casino accounting and
security. One of skill in the art will appreciate that such
high-bandwidth connections are useful with the invention whether
they are used exclusively for the purpose of transferring mystery
award information or if the connection serves a variety of other
purposes as well.
[0078] Connection 825 may also be implemented via wireless protocol
such as Bluetooth, Zigbee, wireless Ethernet or other protocol
whether based on radio frequency (RF), infrared or other
technologies.
[0079] Connection 835 transfers information between controller 830
and display 810. This connection may be of a wide range of
electrical protocols such as RS-232 or it may utilize more recent
protocols that specify electrical, connector, cabling and
information communication structure such as Ethernet or USB. One of
skill in the art will appreciate that a wide variety of standard
and proprietary connector, cable, electrical and information
structure protocols may be used with this invention, including
wireless protocols.
[0080] The transfer protocol for connection 835 may be one-way from
controller 830 to display 810, or more preferably, two-way, with
information flowing from controller 830 to display 810 and from
display 810 to controller 830.
[0081] Although a single display is shown, multiple displays may be
used and the displays may be mounted over or near a bank of gaming
machines, on individual gaming machines or as remote displays away
from the gaming machines to which they are associated.
[0082] Once controller 830 is configured and connected, wagering
information from each gaming machine 820 is transmitted to the
controller via connection 825 where it is used to increment the
counter(s) which are then compared against the list of Winning
values W. If the configuration includes progressive mystery awards,
the updated award values are transmitted to the display 810 via
connection 835 for presentation to players. Information for winner
identification, win proximity, wager size and win occurrence are
also sent from controller 830 to display 810.
[0083] When connection 835 allows two-way communication, display
810 returns information back to controller 830, including
acknowledgement that each message sent from the controller was
received, diagnostic information that the display is functioning
properly and other such housekeeping and award information.
[0084] Display 810 may be a video display and preferably includes a
processor for rendering the required images and updating the image
with information received from controller 830. Any type of video
display is useful including LCD, Plasma, rear-projection DLP, CRT,
LED, VFD or any other technology capable of rendering the desired
image for presenting information to players about award values, win
occurrences, wager sizes, win proximity, etc.
[0085] FIG. 9 illustrates video display 910 connected to computer
subsystem 920 via connection 915. The video display 910 is
preferably a flat panel display using LCD or plasma technology as
such displays are economical, widely available, long-lived and
require little physical space. Of course, any other video display
technology may be used.
[0086] The computer subsystem 920 is preferably a personal computer
running Microsoft Windows, Linux, or Apple's OS X, though other
operating systems may be desirable in certain situations. The
computer subsystem may render the image using Macromedia's FLASH
programming methodology or it may use alternative application
software for rendering. As virtually all computers do, computer
subsystem 820 includes a case, power supply, main processor such as
an Intel Pentium, a graphics coprocessor, or separate processing
card such as an ASUS EN7600GT video interface for driving the video
display, standard memory such as DRAM, non-volatile memory such as
a hard disk and/or CD_ROM, DVD player, flash memory, battery backed
RAM or some combination therein. The operating system, applications
programs and data are stored in non-volatile memory and loaded into
processor memory, usually DRAM, as needed. All such computer
components, and other associated components that may be optionally
used, are well known to those of skill in the art and will not be
further described here.
[0087] The connection 915 between computer subsystem 920 and video
display 910 may be, but not limited to, VGA, DVI, HDMI, component
video, or less-preferably S-video or composite video.
[0088] Another benefit of using a personal computer for video
rendering is that most such computers include powerful capabilities
for creating and storing audio waveforms. Connection 925 takes the
output from computer subsystem 820 audio output to an audio
amplifier 930. Connection 925 may be analog or digital audio
signals such as optical TOSLINK or coaxial SPDIF, or other such
cable for carrying monophonic, stereo, or surround sound
information.
[0089] Audio amplifier 930 may be analog amplification sufficient
to drive the chosen speaker or speakers 950. For example, the audio
amplifier could be a two channel 50 watts RMS per channel amplifier
as is readily available from many well-known sources. Alternately,
the audio amplifier 930 could contain an audio processor for
processing surround sound information from either the analog inputs
or from digital inputs.
[0090] Speaker 950 may be a single speaker or a pair of speakers
for stereo sound. Alternately, speaker 950 could be a set of
speakers to implement surround sound in 5 or 7 channels, or other
configuration. Each speaker channel may include a simple single
cone speaker or an array of speakers for desired sound dispersion
and/or improved frequency response. Subwoofers could be included
for enhanced low frequency response.
[0091] Computer subsystem 920 connects to controller 830 via
connection 835. Personal computers today typically include RS232,
Ethernet and USB ports with a range of optional wired or wireless
ports on specially configured computers or by adding an interface
card to the standard personal computer.
[0092] FIG. 10 depicts a schematic representation of circuitry to
enable a mechanical wheel display for use with controller 830 of
FIG. 8. The video display of FIG. 9 is interchangeable in function
with the mechanical wheel display of FIG. 10. One of skill in the
art will recognize that these types of displays may be used
together or separately and that many other types of displays are
useful with the invention.
[0093] In FIG. 10, microcontroller 1070 transmits and receives
commands and information to and from controller 830 via
communication interface 835. The microcomputer is connected to win
indicator 1010, win proximity indicator 1020, winner identifier
1030, winner size indicator 1040, motor encoder 1050 and motor
driver 1055 through peripheral interface 1060.
[0094] Win indicator 1010, win proximity indicator 1020, and wager
size indicator 1030 are typically arrangements of illuminators such
as LEDs or light bulbs. These illuminators may be changed in
brightness, color, pattern or a combination thereof as required to
indicate the particular function and create excitement in a given
environment. For example, the win proximity indicator could be
shaped as thermometer 550 of FIG. 5 a crown of lights 620
surrounding wheel 630 as depicted in FIG. 6 or individual
illuminators arranged as 740 in FIG. 7. Proximity indicator 1020
may be disabled responsive to instructions from controller 830
operating under the eligibility engine.
[0095] Motor 1080 has the wheel indicator connected to its shaft
and may be a DC motor, an AC motor, a stepper motor or other type
of motor as fits the size and weight of the wheel and the desired
control in positioning and stopping the wheel. Motor driver 1055 is
used to convert signals received from microcontroller 1070, via
peripheral interface 1060 into a format and capacity for driving
the motor. Motor encoder 1050 provides feedback on the motor
position, allowing microcontroller 1070 to sense exactly when to
stop motor 1080 so as to indicate the correct award on the
wheel.
[0096] Motor controls and wheels are well-known to those of skill
in the art. The same technology that is useful in controlling the
wheels used in International Game Technology's "Wheel of
Fortune.RTM." and Bally Gaming's "Monte Carlo.RTM..RTM." may be
used in the invention.
[0097] The schematic depicted in FIG. 10 is readily adaptable to
controlling a reel, which is simply a wheel turned on its side and
with award values disposed on its circumference, much like a slot
machine reel. A payline on the front of the reel housing indicates
the winning mystery bonus amount, much like a payline on a slot
machine indicates the paying symbols.
[0098] Controller 830 may also be implemented using a personal
computer or other suitable electronic control mechanism, a wide
variety of which are well-known to those of skill in the art.
Gaming Device with Proximity Indicator
[0099] Turning now to FIG. 11, indicated generally at 10 is a
gaming device constructed in accordance with the present invention.
The gaming device includes a base game 12 and a secondary game 14.
As with the embodiment of FIG. 6, gaming device 10 incorporates a
Bally CineVision gaming machine. In gaming device 10, the Bally
game comprises the base game.
[0100] The Bally game includes a display 16 that comprises an LCD
screen. Display 16 displays information about the outcome of the
video slot game played by base game 12 in the form of three video
reel symbols 18, 20, 22. It also displays, on either side and above
the reel symbols, information related to the secondary game, which
will shortly be described more fully.
[0101] In the present embodiment, the base game accepts wagers of
one, two, or three credits. These are placed by pressing a
corresponding one of buttons 24, 26, 28, respectively.
Alternatively, or in addition, touch screen symbols 30, 32, 34,
respectively, may be used to place a bet. Display 16 further
includes a Your Credits display 36 for showing total credits on the
machine, including credits applied by a player as well as credits
won as a result of play. A Bet display 37 shows the amount bet on
the current game. A cash-out button 38 permits a player to receive
all of his or her credits on the machine at the conclusion of play.
A corresponding Collect image 40 can be provided to facilitate the
same function, either alternatively or in addition to button
38.
[0102] Secondary game 14 includes a rotatable mechanical wheel 42,
although it should be appreciated that other types of indicators,
including lighted simulations of wheels and other indications,
could be equally well used. When the secondary game is enabled and
played, wheel 42 rotates about an axis in the center of the wheel.
A pointer 44 points to one of the awards in the segments of wheel
42 when it comes to a stop, thus indicating the amount awarded in
the secondary game. As with the other embodiments, the opportunity
to play the secondary game is a mystery award that is not tied to
the outcome of the base game.
[0103] Gaming device 10 indicates in several ways how close the
player is to being eligible to play the secondary game, i.e., how
close the mystery bonus is. First, illuminated polymer rods, like
rods 46, 48, span the top of the gaming device above the wheel and
form a semicircular lighting bank 49. In this view, rod 46 is
colored red as are all other rods that are similarly designated
with upper-left to lower-right cross hatching. Rod 48 is colored
blue as are all other rods that are similarly designated with
lower-left to upper-right cross hatching. As will be described in
more detail, as the likelihood of playing the secondary game, i.e.,
the mystery bonus, becomes higher, the color of the rods
progressively changes so that more become red as fewer remain
blue.
[0104] The second way in which the player is informed about the
proximity to the mystery bonus is a meter 50, which comprises an
image on display 16 above the image of reel symbols 18, 20, 22. As
will also be described in more detail, a left portion of the meter
is red and a right is blue with the left portion progressively
moving to the right thus making the meter more red and less blue as
the mystery approaches.
[0105] The third way that the player is informed about progress
toward the mystery bonus is by images of rods 52, 54, which flank
either side of the reel images and which mirror the progression in
color of the polymer rods on the top of gaming device 10. Rod
images 52, 54 are also hatched in the same fashion as rods 46, 48
to indicate color.
[0106] Consideration will now be given to play of the game from a
player's perspective before description of the hardware and
software to implement the game. Turning now to FIG. 12, display 16
is shown after a play of the bonus game. As a result, the meter 50
is illustrated as being all blue, indicating that the player may be
far from obtaining a mystery bonus (e.g. "cool/blue" as opposed to
"hot/red"). It should be appreciated, however, that a mystery round
is typically started at a low end of a range defined by low and
high numbers so that even after the secondary game has just been
played, the red portion of the meter will indicate a starting point
at zero, although the initial starting point could be above zero as
well.
[0107] Meter 50 further includes pointer images 56, 58. Pointer 56
is aligned with the dividing line between the red and blue portions
of the meter, thus indicating progress toward another secondary
game. Pointer 58 points to the location on the meter when the last
mystery was triggered. Additional pointers (not shown), similar to
pointer 58, could be added to indicate the location on the meter
when the mystery was triggered for the last two, three, or more
secondary games.
[0108] Continuing to FIG. 13, multiple plays on base game 11 have
occurred so that pointer 56, as well as the red and blue images,
indicate further progression toward the mystery bonus, i.e., play
of the secondary game. As will be explained more fully in
connection with a description of how the game is implemented, the
progression of pointer 56 as play continues may provide an
indication of how close the machine is to providing the mystery
award or it may indicate how close the machine is to the upper end
of a range that contains a randomly selected trigger of the mystery
award, preferably the latter.
[0109] In FIG. 14, the pointer 56 has further progressed, and in
this illustration, the machine has triggered play of the secondary
game at the location of pointer 56 in FIG. 14. When this happens,
pointer 56 and the corresponding dividing line between the red and
blue images move rapidly all the way to the right, thus filling the
meter with all red, as shown in FIG. 15. The player is then
instructed, via display 16, to hit button 28 to play the secondary
game. This initiates rotation of wheel 42, which spins and stops on
a number indicating the amount of credit that then goes to the Your
Credits display 36. The game is reset, as will be described, and
progress begins toward the opportunity to play another secondary
game.
[0110] In still another approach to displaying win proximity, the
rightmost position of the meter is not tied to either the top value
in the range from which the random trigger is selected or to the
value of the random trigger. Rather, the rightmost meter value
starts at the top value in the range from which the trigger is
selected and changes toward the value of the random trigger as the
count progresses. This results in meter movement proportional to
more than one count at a time as the rightmost value of the meter
decreases toward the random trigger value. Of course, the counter
continues to count one count at time, and all of the counts between
the lower end of the range and the random trigger must occur before
the secondary game is triggered.
[0111] In a preferred embodiment, only a maximum credit bet (3
credits in the game depicted here), qualifies the player to play
the secondary game. A bet of one or two credits will result in the
player not being eligible to play the secondary game according to
rules set forth in the eligibility engine operating at controller
830 (FIG. 8) or within the machine 10. When deactivation of the win
proximity occurs due to non-qualification, all of the displays that
indicate progress toward play of the secondary game may be shown in
gray, as can be seen in FIG. 16. And the rods, like rods 46, 48
(FIG. 11), also become a gray or neutral light. A symbol (a circle
with a slash) 60 also appears over meter 50 to indicate that there
is no eligibility nor will the progress toward the game be
displayed. Alternatively, one or more of these win proximity
indicators may be shown even when the wager is less than the
maximum possible wager. In still another implementation, only
wagers that are less than a predetermined value are counted, e.g.,
only wagers of one credit or of one or two credits.
[0112] The term "graphical" as used herein means a pictorial
representation. This could include changes in images on a display,
changes in light intensity, changes in color, or a combination of
the foregoing, whether or not combined with numeric, alphabetical
or alphanumeric displays.
[0113] In an alternative embodiment, audio indications could be
used in lieu of or in addition to graphical indications of win
proximity. Substantially the same controls used that are used to
create graphical indications of win proximity could be used to
create audio indications. In other words, signals generated by the
controls are applied to an audio system that provides an audio
indication of the change in likelihood of awarding a bonus
award.
[0114] Sometimes casinos are plagued by undesirable players, some
of whom operate in teams, looking to play games only when a mystery
award appears to be near. Because prior art systems, as described
above, show the current value of an award and because the high end
of the award is known, players may begin playing minimum credits
only until the award is near. This reduces revenue from the games
and potentially awards these undesirable players at the expense of
patrons who generate more revenue for the casino. These undesirable
players are discouraged by requiring maximum credits to be eligible
for the mystery award and by preventing display of the mystery
proximity when less than maximum credits are played. Other rules
may be implemented within the eligibility engine to activate or
deactivate one or more win proximity meters, e.g. time between
wagers, credits remaining, player status (e.g. automatically for a
newly incoming player for the first 15 minutes of their wagering,
and thereafter only if they reach gold status), time and date (e.g.
the proximity meter may be available only during special
occasions), etc., and any combination of the above.
[0115] With reference to FIG. 17, consideration will now be given
to the implementation of gaming device 10. Indicated generally at
62 is a highly schematic diagram of some of the components of
gaming device 10. Components that have been previously identified
retain the same numeral in FIG. 17. Base game 12 includes a pay
table 64 that controls the odds of producing various combinations
of reel symbols 18, 20, 22 (in FIG. 11), some of which provide
associated base-game awards. Control of video slot machines that
implement such pay tables is well known. Although display 16 is
built into the base game, inputs into the base game permit images
related to the secondary game, as described above, to appear on the
display along with the base-game reel symbols.
[0116] A bus 66 communicates with base game 12 and display 16. Also
in communication with the bus are a processor 68, a random number
generator (RNG) 70, a counter 72, a wheel controller 74, and a
light display controller 76. Processor 68 is programmed, as will be
soon described, to selectively activate wheel controller 74, which
in turn causes wheel 42 to spin and stop at a preselected
number.
[0117] In the present embodiment, processor 68 is part of the base
game. In addition to controlling the base game, additional
programming, as will be explained, is implemented to control the
secondary game. For example, processor 68 is programmed to trigger
RNG 70, which in the present embodiment is implemented in software,
upon completion of a secondary game to select a new trigger
threshold for the next secondary game. Counter 72, also implemented
in software in this embodiment, counts each base game played with
maximum (in this case 3) credits, and when the trigger threshold is
reached, processor 68 triggers the start of the next secondary
game. Additional counters could be implemented to count toward
their associated trigger thresholds to provide additional awards
via additional bonus award mechanisms. This could be an
implementation in which each of the segments in wheel 42 has its
own associated counter, trigger threshold and award as described
above in connection with a different embodiment. The bonus award
mechanism in the present embodiment of the invention comprises the
software and associated hardware that delivers the bonus to a
player.
[0118] The processor also indicates which light displays, both on
display 16 and on lighting bank 49, are presented depending upon
the state of game play.
[0119] In another approach, the odds of playing the secondary game
may be improved by changing the odds for a random number generator
(RNG) to trigger the secondary game after each play of the base
game. For example, an RNG could be programmed to have a 1/200
chance to trigger the secondary game after the first play of the
base game and thereafter reduce the odds after each successive game
in the following sequence: 1/199, 1/198, 1/197 . . . 1/1 until the
secondary game is triggered. In a variation on this aspect, the
odds might only reduce after each game to a certain level and then
hold at that level for additional base games.
[0120] In another variation, the odds of winning decrease with each
successive play. For example, on the first play odds of 1/10 are
provided for winning the secondary bonus. On the second play, odds
of 1/11, etc. Odds of winning the secondary bonus could continually
increase or decrease, increase or decrease until a limit was
reached or increase for a period of time and then decrease and then
increase again. In addition, odds could change after one or more
wagers and not change after another one or more wagers. Any such
sequence of successively changing odds is useful with the
invention. One of ordinary skill in the art could readily implement
this variation.
[0121] FIG. 18 comprises a schematic diagram of light display
controller 76 in FIG. 17. Light display controller 76 includes a
Programmable Intelligent Computer (PIC) microprocessor 78 and an
RS232 interface 80. Interface 80 communicates with processor 68 via
a transmit line 82 and a receive line 84. Interface 80 in turn
communicates with PIC microprocessor 78 via lines 86, 88.
[0122] The PIC microprocessor includes a serial data out (SDO) line
90 and a clock (CLK) line 92 that are connected to a light module
94, which is the first in a chain of light modules, including the
next light module 59 and the last light module 96. There are a
total of 27 light modules, one for each of the rods, like rods 42,
42, in light bank 49. As will soon be seen, each light module
controls the light in a particular one of the rods to create a
variety of lighting effects.
[0123] For a more detailed schematic of each of the light modules,
attention is directed to FIG. 19, which depicts light module 94.
Light module 94 is substantially identical to each of the other
light modules. Included therein is a tri-color LED chip 98. Chip 98
includes a blue LED 100, a red LED 102, and a green LED 104. Each
LED has its anode tied to +5 volts, and each cathode is driven with
a separate dedicated LED driver 106, 108, 110, respectively. Each
driver includes an enable line 112, 114, 116, respectively. The
enable lines are driven by a chip 118 in response to data provided
to the chip via data-in (DAI) terminal 120 and clock (CLK) terminal
122. The data in chip 118 may be shifted out to the next light
module 95 in FIG. 18 via data-out (DAO) terminal 122 and clock
(CLK) terminal 126.
[0124] The data that is transferred into each light module, like
light module 94, via DAI and CLK terminals, like DAI terminal 120
and CLK terminal 122 comprises 24 bits of data, 8 bits associated
with each color. Each 8 bits modulates a pulse with signal on their
associated enable line, like the blue enable line 112. As a result,
each color can be selected with an intensity of between 0 and 255,
with 0 being off and 255 being the most intense illumination
possible.
[0125] Each of tri-color LED chips is positioned at the base of a
corresponding one of the rods, like rods 46, 48, in light bank 49.
In the present embodiment, the rods are made from Plexiglas
polymer, which conducts light into a light channel surrounded with
a frosted edge. The result is a rod that glows with selected colors
and intensities.
[0126] In operation, a number of pre-programmed lighting modes are
stored in a memory associated with PIC microprocessor 78. These
include: [0127] PURE_SWEEP--sets all 27 rods to the same color.
[0128] GRAY--fills all rods with gray that starts at the center rod
and sweeps toward the outer rods on each side in a little over a
second. [0129] REDFILL--fills all rods with blue starting at the
outer rods and sweeping toward the center in a little over a
second. [0130] RANBOW_ANIM--starts with the rods set to different
colors and rotates the colors from left to right. [0131]
BLUETORED--processor 68 provides a single byte with a value of
0-255 to PIC microprocessor 78, which determines the percentage of
rods starting from the outside and moving toward the center) that
are red. The rest of the rods are blue except for the one between
the transition from red to blue, which is a combination of blue and
red.
[0132] The value of the byte provided in the BLUETORED mode is
related to the likelihood of initiating the secondary game. As
described above this could be an indication of the how close the
count is to the random trigger value, to the upper end of the range
from which the random trigger value is chosen, or to a combination
of the two. In addition to driving the rods, signals from light
display controller 76 also control the display of meter 50 and the
display of rod images 52. As a result, coordinated graphical
representations of win proximity are provided in a variety of
ways.
[0133] Turning now to FIGS. 20-22, consideration will be given to
examples of various lighting modes during game play. In FIG. 20,
when the credit meter first goes to zero, either as a result of the
player cashing out or wagering his or her last credit, the lighting
mode is set to Available mode for 30 seconds. In this example,
available mode comprises RANBOW_ANIM, described above.
[0134] In the event that no further credits are wagered during
Available mode, the lighting mode is set to Attract mode
(PURE_SWEEP) until additional credits are wagered.
[0135] FIG. 21, describes lighting behavior during normal game
play, i.e., when there are credits on the credit meter. For every
wager less than 3 credits, or when dictated by rules set within the
eligibility engine, the proximity meter is hidden or deactivated as
by setting the lighting mode to GRAY and setting meter 50 and rod
images 52 as shown in FIG. 16. When 3 credits, maximum in this
example, are wagered, and/or when dictated by the eligibility
engine, the lighting mode is set to BLUETORED, and win proximity is
displayed, e.g., as shown in FIGS. 12-15. As previously mentioned,
the game could be implemented to always show win proximity, even in
the presence of a 2 or 3 credit bet, i.e., less than the maximum.
Examplary eligibility set forth in the eligibility engine may
conform to Table 1, shown below.
TABLE-US-00001 TABLE 1 Win Proximity Meter Manipulation Tracked
Value Determined Play Defined Play Tracked (TV) Value (DPV)
Relationship Result Max credits 1-2 3 (max) TV = DPV Relationship
fails. Win proximity played? indicator deactivated as per FIG. 16.
Max credits 3 '' '' Relationship satisfied. Win proximity played?
indicator activated per FIGS. 12-15. Credits 0 1 TV .gtoreq. DPV
Relationship fails. Win proximity remaining indicator deactivated
as per FIG. 16. Player Status Diamond Gold TV .gtoreq. DPV
Relationship satisfied. Win proximity indicator activated per FIGS.
12-15. Special Plays machine Dec. 23-26, Early TV = DPV
Relationship fails. Win proximity Promotion: on Dec. 23, bird times
8 am- indicator deactivated as per FIG. 16. Time/Date 10 pm 2 pm
Minimum Play 10 credits per 8 credits per TV .gtoreq. DPV
Relationship satisfied. Win proximity rate minute minute indicator
activated per FIGS. 12-15. Elapsed time 90 seconds 60 seconds TV
.ltoreq. DPV Relationship fails. Win proximity between wagers
indicator deactivated as per FIG. 16.
[0136] As noted above, the game includes an eligibility engine that
is configured to track play on the base game and trigger display of
the proximity indicator only when play bears a defined relationship
to a first determined play value. Display of the proximity
indicator may thus be an incentive for a player to meet certain
play value, whether tied to rate of play, play of a max coin bet,
etc. Display of the win proximity meter may be tied to satisfaction
of any one of particular relationships. For instance, if max
credit, credits remaining, and player status are all in OR
relationship within the eligibility engine, then a Diamond player
may be allowed to see the proximity meter even though he or she did
not play max credits. Similarly, the eligibility engine can be
based on an AND relationship between multiple eligibilities so that
all must be satisfied in order for the proximity meter(s) to be
displayed.
[0137] Returning back to FIG. 21 concerning the max bet criterion
as being the sole eligibility relationship tracked, after each
maximum bet, the process depicted in FIG. 21 checks to see if the
count equals the random trigger. If so, the player is given the
opportunity to play the secondary game, and the process depicted in
FIG. 22 is implemented.
[0138] In celebration mode, the game is programmed with celebratory
audio and lighting effects. It waits for the player to press the
maximum credit button, which initiates the wheel spin in this mode.
Alternatively, the game could be programmed to wait a predetermined
length of time for the player to press the button and then
automatically enter wheel spin mode if the button has not been
pressed by when the predetermined time lapsed.
[0139] Either way, wheel spin mode is entered when processor 68
instructs wheel controller 74 to spin the wheel. When the wheel
spin is complete, the credits won by the player, which are
indicated on the wheel segment aligned with pointer 44, are applied
to the credit meter, and the process of FIG. 22 transfers control
back to the process of FIG. 21. Once all the credits are off the
credit meter, the process of FIG. 21 transfers control to the
process of FIG. 20.
[0140] I have described above specific implementations of the
invention only as examples of how implementation may be
accomplished. It will be clear to one of skill in the art that the
invention may be embodied in the manner described or in a range of
other expressions.
* * * * *