U.S. patent application number 12/118700 was filed with the patent office on 2009-11-12 for regulated multi-phase gaming.
This patent application is currently assigned to CYBERVIEW TECHNOLOGY, INC.. Invention is credited to Thierry Brunet De Courssou, Cameron Anthony Filipour, Alexander Popovich, Adam Singer, David Wayne Steyer.
Application Number | 20090280891 12/118700 |
Document ID | / |
Family ID | 41267304 |
Filed Date | 2009-11-12 |
United States Patent
Application |
20090280891 |
Kind Code |
A1 |
Filipour; Cameron Anthony ;
et al. |
November 12, 2009 |
Regulated multi-phase gaming
Abstract
Multi-phase games solve a key challenge in next generation
casino gaming by allowing players to engage in new brand of casino
game that rewards skills like manual dexterity and rapid decision
making while guaranteeing game operators the consistent, reliable
profits earned by legacy gaming models. Multi-phase games meet the
evolving needs of both next generation players and game operators
by separating play into two or more phases: 1) a skill-based phase,
2) a random phase, and 3) an optional progressive jackpot phase.
Players who exhibit more skill in the skill-based phase of play
earn more favorable terms in the random phase of play than players
who exhibit less skill. The optional progressive jackpot feature
fosters play and competition by awarding a progressive jackpot to
the player or players with the highest score or scores over a
predetermined period of time.
Inventors: |
Filipour; Cameron Anthony;
(Las Vegas, NV) ; Brunet De Courssou; Thierry;
(Henderson, NV) ; Steyer; David Wayne; (Las Vegas,
NV) ; Popovich; Alexander; (Henderson, NV) ;
Singer; Adam; (Henderson, NV) |
Correspondence
Address: |
Young Law Firm, P.C.
4370 Alpine Road, Suite 106
Portola Valley
CA
94028
US
|
Assignee: |
CYBERVIEW TECHNOLOGY, INC.
Palo Alto
CA
|
Family ID: |
41267304 |
Appl. No.: |
12/118700 |
Filed: |
May 10, 2008 |
Current U.S.
Class: |
463/22 |
Current CPC
Class: |
G07F 17/3258 20130101;
G07F 17/3295 20130101; G07F 17/3232 20130101; G07F 17/32
20130101 |
Class at
Publication: |
463/22 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of determining a reward due to a player of a regulated
electronic game of chance, comprising the steps of: accepting from
the player a selection of a game play contract for a predetermined
duration of game play for a predetermined amount of funds;
providing the player with a skill-based first game that is
configured such that, on average, players exhibiting greater skill
earn higher scores than do players exhibiting comparatively lower
skill and enabling game play thereon, and during the predetermined
duration: determining a score of the player in playing the
skill-based first game; after the predetermined duration: providing
a chance-based second game to the player, the chance-based second
game being configured to include a number of winning opportunities
that is determined at least in part by the player's score; randomly
determining the reward due to the player for each of the number of
winning opportunities.
2. The method of claim 1, further comprising providing a
skill-level table that includes a plurality of score ranges and an
associated number of winning opportunities for each of the
plurality of score ranges, the skill-level table being configured
such that higher scores are associated with greater numbers of
winning opportunities than are associated with comparatively lower
scores and wherein the chance-based game providing step is carried
out with the number of winning opportunities being determined by
calling the skill-level table using the player's score.
3. The method of claim 1, wherein the chance-based second game
providing step is carried out with an average reward to the player
of at least some of the winning opportunities of the chance-based
second game increasing as the number of winning opportunities
increases.
4. The method of claim 1, wherein the skill-based first game
providing step is carried out with the skill-based first game
including one of a pinball game, a console style video game, a
trivia game, and an electronic puzzle game.
5. The method of claim 1, wherein he chance-based second game
includes at least one of a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and a number on a keno number selection screen.
6. The method of claim 1, wherein the measuring step includes a
step of providing the determined score to the player.
7. The method of claim 1, wherein a likelihood of at least one of
the winning opportunities leading to the player earning a reward is
higher with a higher determined score than with a comparatively
lower determined score.
8. A method of determining rewards due to a player of a regulated
electronic game of chance, comprising the steps of: accepting funds
from a player and using a first portion of the funds to fund a
progressive jackpot to be awarded at a predetermined point in time
and using a second portion of the funds to purchase a game play
contract for a predetermined duration of game play on the regulated
electronic game of chance; providing the player with a skill-based
first game that is configured such that, on average, players
exhibiting greater skill earn higher scores than do players
exhibiting comparatively lower skill and enabling game play
thereon, and during the predetermined duration: determining a score
of the player in playing the skill-based first game; and after the
predetermined duration: providing a chance-based second game to the
player, the chance-based second game being configured to include a
number of winning opportunities that is determined at least in part
by the player's score; randomly determining the reward due to the
player for each of the winning opportunities; if the player's score
matches or exceeds a current high score, establishing the player's
score as the current high score, and awarding at least a portion of
the progressive jackpot to the player if the player's score is
established as the current high score and has not been exceeded by
the predetermined point in time.
9. The method of claim 8, further comprising providing a
skill-level table that includes a plurality of score ranges and an
associated number of winning opportunities for each of the
plurality of score ranges, the skill-level table being configured
such that higher scores are associated with greater numbers of
winning opportunities than are associated with comparatively lower
scores and wherein the chance-based game providing step is carried
out with the number of winning opportunities being determined by
calling the skill-level table using the player's score.
10. The method of claim 8, wherein the chance-based second game
providing step is carried out with an average reward to the player
of at least some of the winning opportunities of the chance-based
second game increasing as the number of winning opportunities
increases.
11. The method of claim 8, wherein the skill-based first game
providing step is carried out with the skill-based first game
including one of a pinball game, a console style video game, a
trivia game, and an electronic puzzle game.
12. The method of claim 8, wherein he chance-based second game
includes at least one of a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and a number on a keno number selection screen.
13. The method of claim 8, wherein the establishing step includes
issuing a jackpot claim ticket to the player.
14. The method of claim 13, further comprising a jackpot claim
ticket redemption step enabling players who hold a jackpot claim
ticket for a score that has not been exceeded by the predetermined
period of time to redeem the ticket for at least a portion of the
progressive jackpot.
15. The method of claim 8, wherein the score determining step
includes providing the determined score to the player.
16. A method of determining a reward due to a player on a regulated
electronic game of chance, comprising the steps of: accepting funds
from the player; setting a maximum terminating events parameter;
initializing a terminating events counter to zero; providing the
player with a skill-based first game that is configured such that,
on average, players exhibiting greater skill earn higher scores
than do players exhibiting comparatively lower skill and enabling
game play of the skill-based first game; determining a score of the
player in playing the skill-based first game; incrementing the
terminating events counter each time the player triggers a
terminating event during game play of the skill-based first game;
concluding the skill-based first game when the terminating events
counter equals the maximum terminating events parameter, and after
the skill-based first game is concluded: providing a chance-based
second game to the player, the chance-based second game including a
number of winning opportunities that is determined at least in part
by the player's determined score, and randomly determining the
reward due to the player for each of the number of winning
opportunities.
17. The method of claim 16, wherein the chance-based second game
providing step is carried out with a higher determined score being
associated with a greater number of winning opportunities than is
associated with a comparatively lower determined score.
18. The method of claim 16, wherein the chance-based second game
providing step is carried out with an average reward to the player
of at least some of the winning opportunities of the chance-based
second game increasing as the number of winning opportunities
increases.
19. The method of claim 16, wherein the skill-based first game
providing step is carried out with the skill-based first game
including one of a pinball game, a console style video game, a
trivia game, and an electronic puzzle game.
20. The method of claim 16, wherein the chance-based second game
includes at least one of a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and a number on a keno number selection screen.
21. A method of determining rewards due to a player on a regulated
electronic game of chance, comprising the steps of: accepting funds
from a player and using a first portion of the funds to fund a
progressive jackpot to be awarded after a predetermined point in
time and using a second portion of the funds to enable game play;
setting a maximum terminating events parameter; initializing a
terminating events counter to zero; providing the player with a
skill-based first game that is configured such that, on average,
players exhibiting greater skill earn higher scores than do players
exhibiting comparatively lower skill and enabling the game play
thereon; determining a score of the player in playing the
skill-based first game; incrementing the terminating events counter
each time the player triggers a terminating event during game play
of the skill-based first game; concluding the skill-based first
game when the terminating events counter equals the maximum
terminating events parameter, and after the skill-based first game
is concluded: providing a chance-based second game to the player,
the chance-based second game including a number of winning
opportunities that is determined at least in part on the player's
determined score; randomly determining the reward due to the player
for each of the number of winning opportunities; if the player's
determined score matches or exceeds a current high score for the
skill-based game: establishing the player's score as a current high
score for the skill-based first game, and awarding at least a
portion of the progressive jackpot to the player if the player's
score was established as the current high score and has not been
exceeded by the predetermined point in time.
22. The method of claim 21, wherein the chance-based second game
providing step is carried out with a higher determined score being
associated with a greater number of winning opportunities than is
associated with a comparatively lower determined score.
23. The method of claim 21, wherein the chance-based second game
providing step is carried out with an average reward to the player
of at least some of the winning opportunities of the chance-based
second game increasing as the number of winning opportunities
increases.
24. The method of claim 21, wherein the skill-based first game
providing step is carried out with the skill-based first game
including one of a pinball game, a console style video game, a
trivia game, and an electronic puzzle game.
25. The method of claim 21, wherein he chance-based second game
includes at least one of a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and a number on a keno number selection screen.
26. The method of claim 21, wherein the establishing step includes
issuing a jackpot claim ticket to the player.
27. The method of claim 21, further comprising a jackpot claim
ticket redemption step enabling players who hold a jackpot claim
ticket for a score that has not been exceeded by the predetermined
period of time to redeem the ticket for at least a portion of the
progressive jackpot.
28. The method of claim 21, wherein the skill level measuring step
includes providing the measured skill level to the player.
29. The method of claim 21, wherein the score determining step
includes providing the measured score to the player.
30. A method of determining rewards due to a player on a regulated
electronic game of chance, comprising the sequential steps of:
accepting funds from the player; randomly determining a theoretical
maximum reward that the player could win; providing a skill-based
game that is configured such that, on average, players exhibiting
greater skill earn higher scores than do players exhibiting
comparatively lower skill and enabling game play on the skill-based
game of chance, the provided skill-based game being further
configured to include a plurality of reward generating assets, at
least one of a number of the reward generating assets and a value
of a reward for successfully interacting with any of the plurality
of reward generating assets being dependent upon the randomly
determined theoretical maximum reward; determining the score of the
player in playing the skill-based game, and based upon the
determined score, determining how much of the randomly determined
theoretical maximum reward the player actually wins.
31. The method of claim 30, further comprising a step of providing
a maximum reward table and wherein the randomly determining step is
carried out by calling the maximum reward table.
32. The method of claim 30, wherein the accepting step includes
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play.
33. The method of claim 30, wherein the accepting step includes
accepting from the player a selection of a game play contract for a
predetermined duration of game play of the skill-based game for a
predetermined amount of funds.
34. The method of claim 30, wherein the score determining step is
carried out with the score being determined according to a number
of the plurality of reward generating assets with which the player
successfully interacts during the game play of the skill-based
game.
35. The method of claim 30, wherein the score determining step
includes increasing the score with each successful interaction with
any of the plurality of reward generating assets.
36. The method of claim 32, further including a step of determining
whether the determined score matches or exceeds a pre-stored high
score, and, if so, establishing the score as a new high score, and
awarding at least a portion of the progressive jackpot to the
player if the player's score was established as the high score and
has not been exceeded as of a time when the progressive jackpot is
awarded.
37. The method of claim 30, wherein the accepting step includes
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play and wherein the method
further includes awarding at least a portion of the progressive
jackpot to the player if the player has earned a score that has not
been exceeded by the predetermined point in time.
38. The method of claim 30, wherein the providing step is carried
out with the skill-based game including at least one penalty
inducing asset that is configured such that each time the player
interacts therewith, the determining step decreases the player's
score by a predetermined penalty amount.
39. The method of claim 38, further including a step of
initializing the score to 100 and wherein the score determining
step decreases the score by the penalty amount each time the player
interacts with the at least one penalty inducing asset during the
game play.
40. The method of claim 30, wherein the skill-based game providing
step is carried out with the skill-based game including one of a
virtual pinball game, a console style video game, a trivia game,
and an electronic puzzle game.
41. A method of determining a reward due to a player of a regulated
electronic game of chance, comprising the steps of: accepting from
the player a selection of a game play contract for a predetermined
duration of video game play for a predetermined amount of funds;
providing the player with a skill-based first game that is
configured such that, on average, players exhibiting greater manual
dexterity earn higher scores than do players exhibiting
comparatively less manual dexterity and enabling game play thereon,
and during the predetermined duration: determining a score of the
player in playing the skill-based first game; after the
predetermined duration: providing a chance-based second game to the
player, the chance-based second game being configured to include a
number of winning opportunities that is determined at least in part
by the player's score; randomly determining the reward due to the
player for each of the number of winning opportunities.
42. The method of claim 41, further comprising providing a
skill-level table that includes a plurality of score ranges and an
associated number of winning opportunities for each of the
plurality of score ranges, the skill level table being configured
such that higher scores are associated with greater numbers of
winning opportunities than are associated with comparatively lower
scores and wherein the chance-based game providing step is carried
out with the number of winning opportunities being determined by
calling the skill-level table using the player's score.
43. The method of claim 41, wherein the chance-based second game
providing step is carried out with an average reward to the player
of at least some of the winning opportunities of the chance-based
second game increasing as the number of winning opportunities
increases.
44. The method of claim 41, wherein he chance-based second game
includes at least one of a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and a number on a keno number selection screen.
45. The method of claim 41, wherein the measuring step includes a
step of providing the determined score to the player.
46. The method of claim 42, wherein a likelihood of at least one of
the winning opportunities leading to the player earning a reward is
higher with a higher determined score than with a comparatively
lower determined score.
47. A method of determining rewards due to a player on a regulated
electronic game of chance, comprising the sequential steps of:
accepting funds from the player; randomly determining a theoretical
maximum reward that the player could win; providing a skill based
video game that is configured such that, on average, players
exhibiting greater manual dexterity earn higher scores than do
players exhibiting comparatively less manual dexterity and enabling
game play on the skill based video game; determining the score of
the player in playing the skill-based video game, and based upon
the determined score, determining how much of the randomly
determined theoretical maximum reward the player actually wins.
48. The method of claim 47, further comprising a step of providing
a maximum reward table and wherein the randomly determining step is
carried out by calling the maximum reward table.
49. The method of claim 47, wherein the accepting step includes
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play.
50. The method of claim 47, wherein the skill-based game providing
step is carried out: with the skill-based game including a
plurality of reward generating assets, and with at least one of a
number of the reward generating assets and a value of a reward for
successfully interacting with any of the reward generating assets
being dependent upon the determined theoretical maximum reward.
51. The method of claim 47, wherein the accepting step includes
accepting from the player a selection of a game play contract for a
predetermined duration of game play of the skill-based game for a
predetermined amount of funds.
52. The method of claim 47, wherein the score determining step
being carried out with the score being determined according to an
ability of the player to successfully interact with as many reward
generating assets as possible during the game play of the
skill-based game.
53. The method of claim 47, wherein the score determining step
includes increasing the score with each successful interaction with
any of the plurality of reward generating assets.
54. The method of claim 49, further including a step of determining
whether the determined score matches or exceeds a pre-stored high
score, and, if so, establishing the score as a new high score, and
awarding at least a portion of the progressive jackpot to the
player if the player's score was established as the high score and
has not been exceeded as of a time when the progressive jackpot is
awarded.
55. The method of claim 47, wherein the accepting step includes
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play and wherein the method
further includes awarding at least a portion of the progressive
jackpot to the player if the player has earned a score that has not
been exceeded by the predetermined point in time.
56. The method of claim 47, wherein the skill-based providing step
is carried out with the skill-based game including a plurality of
penalty inducing assets and wherein the randomly determining step
is carried out with at least one of a number of the penalty
inducing assets and a value of a penalty amount for interacting
with any of the penalty inducing assets being dependent upon the
determined theoretical maximum win.
57. The method of claim 56, wherein the score is initialized at 100
and wherein the score determining step successively decreases the
score by the penalty amount each time the player interacts with one
of the penalty inducing assets during the game play.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] The present application is related in subject matter to
commonly assigned application Ser. No. 10/167,052, filed Jun. 10,
2002, now U.S. Pat. No. 6,645,075, which is hereby incorporated
herein by reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] Embodiments of the present inventions relate generally to
the field of regulated electronic games of chance.
SUMMARY
[0003] Regulated multi-phase skill games allow for the creation of
a new class of electronic casino games in which player skill plays
a larger role in determining the player's financial outcome
without, however, compromising the inherent "house edge" built into
each game. To accomplish this aim, multi-phase games according to
embodiments of the present invention may include two segments of
play: 1) skill-based play and 2) a random award. Players who are
more successful in the skill-based portion of each game earn more
favorable terms (i.e. higher average returns) in the random portion
of play than do players who are less successful during the
skill-based portion of play. This structure allows for games that
further incentivize skilled play but that remain just as
consistently profitable for game operators as traditional
games.
[0004] The "skills" that are rewarded within multi-phase games
according to embodiments of the present invention may include, for
example, manual dexterity (such as may be useful in arcade style
games), puzzle solving ability (such as may be used in puzzle
games), general knowledge (useful in trivia games), or virtually
any skill that the game designer may wish to measure.
[0005] An optional third segment of multi-phase game play according
to embodiments of the present invention may utilize a percentage of
each player's wager to fund a progressive jackpot awarded to the
player or players having the highest skill-based play score over a
predetermined period of time. This feature represents a
breakthrough in house-banked casino play, allowing for the creation
of games in which the most skilled players may play at a financial
advantage without reducing the game's overall profitability for the
house.
[0006] Accordingly, an embodiment of the present invention is a
method of determining a reward due to a player of a regulated
electronic game of chance. The method may include steps of
accepting from the player a selection of a game play contract for a
predetermined duration of game play for a predetermined amount of
funds; providing the player with a skill-based first game that may
be configured such that, on average, players exhibiting greater
skill earn higher scores than do players exhibiting comparatively
lower skill and enabling game play thereon, and during the
predetermined duration: determining a score of the player in
playing the skill-based first game; after the predetermined
duration: providing a chance-based second game to the player, the
chance-based second game being configured to include a number of
winning opportunities that may be determined at least in part by
the player's score; randomly determining the reward due to the
player for each of the number of winning opportunities.
[0007] According to further embodiments, the method may further
include providing a skill-level table that may include a plurality
of score ranges and an associated number of winning opportunities
for each of the plurality of score ranges, the skill-level table
being configured such that higher scores are associated with
greater numbers of winning opportunities than are associated with
comparatively lower scores and the chance-based game providing step
may be carried out with the number of winning opportunities being
determined by calling the skill-level table using the player's
score. The chance-based second game providing step may be carried
out with an average reward to the player of at least some of the
winning opportunities of the chance-based second game increasing as
the number of winning opportunities increases. The skill-based
first game providing step may be carried out with the skill-based
first game including, for example, a pinball game, a console style
video game, a trivia game, or an electronic puzzle game, to name
but a few of the possibilities. For example, the chance-based
second game may include a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout, and/or a number on a keno number selection screen, to name
but a few of the limitless possibilities. The measuring step may
include a step of providing the determined score to the player. The
likelihood of one or more of the winning opportunities leading to
the player earning a reward may be higher with a higher determined
score than with a comparatively lower determined score.
[0008] According to another embodiment, the present invention is a
method of determining rewards due to a player of a regulated
electronic game of chance that includes steps of accepting funds
from a player and using a first portion of the funds to fund a
progressive jackpot to be awarded at a predetermined point in time
and using a second portion of the funds to purchase a game play
contract for a predetermined duration of game play on the regulated
electronic game of chance; providing the player with a skill-based
first game that is configured such that, on average, players
exhibiting greater skill earn higher scores than do players
exhibiting comparatively lower skill and enabling game play
thereon, and during the predetermined duration: determining a score
of the player in playing the skill-based first game; and after the
predetermined duration: providing a chance-based second game to the
player, the chance-based second game being configured to include a
number of winning opportunities that may be determined at least in
part by the player's score; randomly determining the reward due to
the player for each of the winning opportunities; if the player's
score matches or exceeds a current high score, establishing the
player's score as the current high score, and awarding at least a
portion of the progressive jackpot to the player if the player's
score may be established as the current high score and has not been
exceeded by the predetermined point in time.
[0009] The method may further include providing a skill-level table
that includes a plurality of score ranges and an associated number
of winning opportunities for each of the plurality of score ranges,
the skill-level table being configured such that higher scores are
associated with greater numbers of winning opportunities than are
associated with comparatively lower scores and the chance-based
game providing step may be carried out with the number of winning
opportunities being determined by calling the skill-level table
using the player's score. The chance-based second game providing
step may be carried out with an average reward to the player of at
least some of the winning opportunities of the chance-based second
game increasing as the number of winning opportunities increases.
The skill-based first game providing step may be carried out with
the skill-based first game including, for example, a pinball game,
a console style video game, a trivia game or an electronic puzzle
game, to name but a few of the possibilities. The chance-based
second game may include, for example, a virtual scratch off lottery
ticket, a number in a lottery number selection screen, a number on
a roulette layout, and/or a number on a keno number selection
screen, to name but a few of the virtually limitless possibilities.
The establishing step may include issuing a jackpot claim ticket to
the player. The method may further include a jackpot claim ticket
redemption step enabling players who hold a jackpot claim ticket
for a score that has not been exceeded by the predetermined period
of time to redeem the ticket for at least a portion of the
progressive jackpot. The score determining step may include
providing the determined score to the player.
[0010] According to still another embodiment thereof, the present
invention is a method of determining a reward due to a player on a
regulated electronic game of chance. Such a method may include
steps of accepting funds from the player; setting a maximum
terminating events parameter; initializing a terminating events
counter to zero; providing the player with a skill-based first game
that may be configured such that, on average, players exhibiting
greater skill earn higher scores than do players exhibiting
comparatively lower skill and enabling game play of the skill-based
first game; determining a score of the player in playing the
skill-based first game; incrementing the terminating events counter
each time the player triggers a terminating event during game play
of the skill-based first game; concluding the skill-based first
game when the terminating events counter equals the maximum
terminating events parameter, and after the skill-based first game
is concluded: providing a chance-based second game to the player,
the chance-based second game including a number of winning
opportunities that may be determined at least in part by the
player's determined score, and randomly determining the reward due
to the player for each of the number of winning opportunities.
[0011] The chance-based second game providing step may be carried
out with a higher determined score being associated with a greater
number of winning opportunities than is associated with a
comparatively lower determined score. The chance-based second game
providing step may be carried out with an average reward to the
player of at least some of the winning opportunities of the
chance-based second game increasing as the number of winning
opportunities increases. The skill-based first game providing step
may be carried out with the skill-based first game including, for
example, a pinball game, a console style video game, a trivia game
or an electronic puzzle game. The chance-based second game may
include a virtual scratch off lottery ticket, a number in a lottery
number selection screen, a number on a roulette layout and/or a
number on a keno number selection screen, for example.
[0012] A still further embodiment of the present invention is a
method of determining rewards due to a player on a regulated
electronic game of chance that includes steps of accepting funds
from a player and using a first portion of the funds to fund a
progressive jackpot to be awarded after a predetermined point in
time and using a second portion of the funds to enable game play;
setting a maximum terminating events parameter; initializing a
terminating events counter to zero; providing the player with a
skill-based first game that may be configured such that, on
average, players exhibiting greater skill earn higher scores than
do players exhibiting comparatively lower skill and enabling the
game play thereon; determining a score of the player in playing the
skill-based first game; incrementing the terminating events counter
each time the player triggers a terminating event during game play
of the skill-based first game; concluding the skill-based first
game when the terminating events counter equals the maximum
terminating events parameter, and after the skill-based first game
is concluded (i.e., over) providing a chance-based second game to
the player, the chance-based second game including a number of
winning opportunities that may be determined at least in part on
the player's determined score; randomly determining the reward due
to the player for each of the number of winning opportunities; if
the player's determined score matches or exceeds a current high
score for the skill-based game: establishing the player's score as
a current high score for the skill-based first game, and awarding
at least a portion of the progressive jackpot to the player if the
player's score was established as the current high score and has
not been exceeded by the predetermined point in time.
[0013] The chance-based second game providing step may be carried
out with a higher determined score being associated with a greater
number of winning opportunities than is associated with a
comparatively lower determined score. The chance-based second game
providing step may be carried out with an average reward to the
player of at least some of the winning opportunities of the
chance-based second game increasing as the number of winning
opportunities increases. The skill-based first game providing step
may be carried out with the skill-based first game including, for
example, a pinball game, a console style video game, a trivia game,
or an electronic puzzle game. The chance-based second game may
include, for example, a virtual scratch off lottery ticket, a
number in a lottery number selection screen, a number on a roulette
layout and/or a number on a keno number selection screen. The
establishing step may include issuing a jackpot claim ticket to the
player. The method may also include a jackpot claim ticket
redemption step enabling players who hold a jackpot claim ticket
for a score that has not been exceeded by the predetermined period
of time to redeem the ticket for at least a portion of the
progressive jackpot. The skill level measuring step may include
providing the measured skill level to the player. The score
determining step may include providing the measured score to the
player.
[0014] A still further embodiment of the present invention is a
method of determining rewards due to a player on a regulated
electronic game of chance, comprising the sequential steps of
accepting funds from the player; randomly determining a theoretical
maximum reward that the player could win; providing a skill-based
game that may be configured such that, on average, players
exhibiting greater skill earn higher scores than do players
exhibiting comparatively lower skill and enabling game play on the
skill-based game of chance, the provided skill-based game being
further configured to include a plurality of reward generating
assets, at least one of a number of the reward generating assets
and a value of a reward for successfully interacting with any of
the plurality of reward generating assets being dependent upon the
randomly determined theoretical maximum reward; determining the
score of the player in playing the skill-based game, and based upon
the determined score, determining how much of the randomly
determined theoretical maximum reward the player actually wins.
[0015] The method may further include a step of providing a maximum
reward table and the randomly determining step may be carried out
by calling the maximum reward table. The accepting step may include
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play. The accepting step may
include accepting from the player a selection of a game play
contract for a predetermined duration of game play of the
skill-based game for a predetermined amount of funds. The score
determining step may be carried out with the score being determined
according to a number of the plurality of reward generating assets
with which the player successfully interacts during the game play
of the skill-based game. The score determining step may include
increasing the score with each successful interaction with any of
the plurality of reward generating assets. The method may also
include a step of determining whether the determined score matches
or exceeds a pre-stored high score, and, if so, establishing the
score as a new high score, and awarding at least a portion of the
progressive jackpot to the player if the player's score was
established as the high score and has not been exceeded as of a
time when the progressive jackpot may be awarded. The accepting
step may include using a first portion of the funds to fund a
progressive jackpot to be awarded after a predetermined point in
time and using a second portion of the funds to enable game play
and the method further may include awarding at least a portion of
the progressive jackpot to the player if the player has earned a
score that has not been exceeded by the predetermined point in
time. The providing step may be carried out with the skill-based
game including one or more penalty inducing assets that may be
configured such that each time the player interacts therewith, the
determining step decreases the player's score by a predetermined
penalty amount. The method may also include a step of initializing
the score to 100 (or any predetermined initial value) and the score
determining step decreases the score by the penalty amount each
time the player interacts with the at least one penalty inducing
asset during the game play. The skill-based game providing step may
be carried out with the skill-based game including, for example, a
virtual pinball game, a console style video game, a trivia game
and/or an electronic puzzle game.
[0016] Yet another embodiment of the present invention is a method
of determining a reward due to a player of a regulated electronic
game of chance, comprising the steps of: accepting from the player
a selection of a game play contract for a predetermined duration of
video game play for a predetermined amount of funds; providing the
player with a skill-based first game that is configured such that,
on average, players exhibiting greater manual dexterity earn higher
scores than do players exhibiting comparatively less manual
dexterity and enabling game play thereon, and during the
predetermined duration: determining a score of the player in
playing the skill-based first game; after the predetermined
duration: providing a chance-based second game to the player, the
chance-based second game being configured to include a number of
winning opportunities that may be determined at least in part by
the player's score; randomly determining the reward due to the
player for each of the number of winning opportunities.
[0017] The method may further include providing a skill-level table
that includes a plurality of score ranges and an associated number
of winning opportunities for each of the plurality of score ranges,
the skill level table being configured such that higher scores are
associated with greater numbers of winning opportunities than are
associated with comparatively lower scores and the chance-based
game providing step may be carried out with the number of winning
opportunities being determined by calling the skill-level table
using the player's score. The chance-based second game providing
step may be carried out with an average reward to the player of at
least some of the winning opportunities of the chance-based second
game increasing as the number of winning opportunities increases.
The chance-based second game may include, for example, a virtual
scratch off lottery ticket, a number in a lottery number selection
screen, a number on a roulette layout and/or a number on a keno
number selection screen. The measuring step may include a step of
providing the determined score to the player. The likelihood of at
least one of the winning opportunities leading to the player
earning a reward may be higher with a higher determined score than
with a comparatively lower determined score.
[0018] A still further embodiment of the present invention is a
method of determining rewards due to a player on a regulated
electronic game of chance, comprising the sequential steps of:
accepting funds from the player; randomly determining a theoretical
maximum reward that the player could win; providing a skill based
video game that may be configured such that, on average, players
exhibiting greater manual dexterity earn higher scores than do
players exhibiting comparatively less manual dexterity and enabling
game play on the skill based video game; determining the score of
the player in playing the skill-based video game, and based upon
the determined score, determining how much of the randomly
determined theoretical maximum reward the player actually wins.
[0019] The method may also include a step of providing a maximum
reward table and the randomly determining step may be carried out
by calling the maximum reward table. The accepting step may include
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play. The skill-based game
providing step may be carried out with the skill-based game
including a plurality of reward generating assets, and with at
least one of a number of the reward generating assets and a value
of a reward for successfully interacting with any of the reward
generating assets being dependent upon the determined theoretical
maximum reward. The accepting step may include accepting from the
player a selection of a game play contract for a predetermined
duration of game play of the skill-based game for a predetermined
amount of funds. The score determining step being carried out with
the score being determined according to an ability of the player to
successfully interact with as many reward generating assets as
possible during the game play of the skill-based game. The score
determining step may include increasing the score with each
successful interaction with any of the plurality of reward
generating assets. The method may further include a step of
determining whether the determined score matches or exceeds a
pre-stored high score, and, if so, establishing the score as a new
high score, and awarding at least a portion of the progressive
jackpot to the player if the player's score was established as the
high score and has not been exceeded as of a time when the
progressive jackpot may be awarded. The accepting step may include
using a first portion of the funds to fund a progressive jackpot to
be awarded after a predetermined point in time and using a second
portion of the funds to enable game play and the method further may
include awarding at least a portion of the progressive jackpot to
the player if the player has earned a score that has not been
exceeded by the predetermined point in time. The skill-based
providing step may be carried out with the skill-based game
including a plurality of penalty inducing assets and the randomly
determining step may be carried out with at least one of a number
of the penalty inducing assets and a value of a penalty amount for
interacting with any of the penalty inducing assets being dependent
upon the determined theoretical maximum win. The score may be
initialized at 100 (or to some other predetermined value) and the
score determining step may successively decrease the score by the
penalty amount each time the player interacts with one of the
penalty inducing assets during the game play.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 depicts a dual screen gaming machine offering a
multi-phase electronic game of chance, according to embodiments of
the present invention.
[0021] FIG. 2 depicts one possible user interface for a multi-phase
Casino Video Game with an outer space theme, according to
embodiments of the present invention.
[0022] FIG. 3 depicts one possible user interface for a multi-phase
Sudoku Game, according to embodiments of the present invention.
[0023] FIG. 4 depicts one possible display for a virtual scratch
ticket random award draw within the multi-phase gaming model,
according to embodiments of the present invention.
[0024] FIG. 5 depicts one possible lucky number selection screen
for a lottery style random award draw within the multi-phase gaming
model, according to embodiments of the present invention.
[0025] FIG. 6 depicts one possible lucky number drawing screen for
a lottery style random award draw within the multi-phase gaming
model, according to embodiments of the present invention.
[0026] FIG. 7 depicts one possible lucky number drawing screen for
a roulette style random award draw within the multi-phase gaming
model, according to embodiments of the present invention.
[0027] FIG. 8 depicts a system in which winning opportunities are
assigned to buckets based on their expected value to the player,
according to embodiments of the present invention.
[0028] FIG. 9 shows an exemplary flow of time-based game play on a
regulated gaming machine configured with multi-phase gaming,
according to an embodiment of the present invention.
[0029] FIG. 10 shows an exemplary flow of terminating event based
game play on a regulated gaming machine configured with multi-phase
gaming, according to an embodiment of the present invention.
[0030] FIG. 11 shows a gaming flow for a Reverse multi-phase gaming
model, according to embodiments of the present invention.
[0031] FIG. 12 depicts one possible high score progressive jackpot
claim ticket redemption model for multi-phase games, according to
embodiments of the present invention.
[0032] FIG. 13 depicts additional examples of skill-based first
games that may be used and/or adapted for use with multi-phase
gaming, according to further embodiments of the present
invention.
DETAILED DESCRIPTION
[0033] In the following detailed description of exemplary
embodiments of the invention, reference is made to the accompanying
drawings, which form a part hereof, and in which is shown by way of
illustration specific exemplary embodiments in which the invention
may be practiced. These embodiments are described in sufficient
detail to enable those skilled in the art to practice the
invention, and it is to be understood that other embodiments may be
utilized and that logical, mechanical, electrical and other changes
may be made without departing from the spirit or scope of the
present invention. The following detailed description is,
therefore, not to be taken in a limiting sense, and the scope of
the present invention is defined only by the appended claims.
[0034] FIG. 1 depicts an exemplary dual-screen gaming machine
offering a multi-phase electronic game of chance, according to
embodiments of the present invention. The depicted gaming machine
102 features traditional peripherals including a bill acceptor 104
and player card acceptor 106 as well as a dual screen layout in
which the gaming machine's bottom screen 108 displays a primary
game 110 (such as, for example, the Space Invaders.RTM. originally
manufactured by Taito and licensed for production in the U.S. by
the Midway division of Bally) and the gaming machine's top screen
112 displays a bonus game 114. Because multi-phase games according
to embodiments of the present invention do not require custom
peripherals or custom gaming cabinets, they may be advantageously
offered alongside more traditional games within, e.g., a
server-based, distributed gaming network.
[0035] Multi-phase games depart from their traditional counterparts
in that their primary game play is either predominantly skill-based
or completely skill-based. Traditional slot machines operate in a
purely random fashion and, therefore, do not reward skilled play.
Traditional video poker games operate in a predominantly random
fashion, rewarding skilled play only to a small degree. Electronic
versions of other popular casino games like video blackjack operate
in a predominantly random fashion, and allow skilled players to
achieve only marginally better returns than unskilled players over
time.
[0036] It is believed that the predominantly random to purely
random nature of traditional electronic casino games are of little
interest to a significant segment of the gaming industry's
potential customer base. Many potential customers, particularly
those who have grown up playing popular home video games, prefer a
gaming experience in which there is a greater correlation between
the skill they have exhibited and their ultimate results. Many of
these players are disdainful of games over which they exert little
to no control, finding them to be generally mindless and
unentertaining. It stands to reason that, were casino games to
become successful in incentivizing skilled play (particularly
manual dexterity skills), they would likely gain increased appeal
within a key demographic that currently does not widely patronize
them.
[0037] One important reason that predominantly skill-based games
have not made inroads into the regulated casino environment relates
to the difficulty in ensuring their profitability. Existing house
banked games all have a built in mathematical edge that ensures
they will generate a profit. In these games, the player's skill
merely determines the magnitude of this house mathematical edge,
with skilled players facing a smaller disadvantage than unskilled
players.
[0038] As electronic casino gaming evolves to encompass more
complex game classes such as fully interactive, fully skill-based
console style games, new methods must be developed to create a
satisfying play experience while ensuring each game's
profitability. An ideal model of next generation gaming would
achieve the following goals: a) incentivize skill-based play by
awarding skilled players significantly greater average returns than
non-skilled players, and b) employ a structure through which
unskilled players may randomly achieve winnings, so unskilled
players are not discouraged from playing, c) offer the promise
that, with enough skill, a player could realize a financial
advantage over the game and d) accomplish all of these aims while
earning a consistent profit for the game operator by maintaining a
reliable house edge that is not jeopardized by even the most
skilled players.
[0039] Multi-phase gaming, according to embodiments of the present
invention, constitutes the first gaming model that is able to
successfully achieve each of the above-listed goals. This gaming
model accomplishes these goals by employing a multi-phase structure
that separates the skill-based element of each game from the random
element of the game. In the first phase, the player engages in
skill-based play and receives a score based on the strength of his
or her performance. This score is then input into a second, random
phase of play in which players with higher skill scores
(corresponding to the measured level of skill) from the previous
phase of game play earn more favorable terms (i.e., higher average
returns) than players who were less successful during skill-based
play. For example, a multi-phase game according to an embodiment of
the present invention may offer the player the opportunity to
scratch off virtual lottery tickets and win instant rewards in its
random phase. Players who earned high skill scores in the first
phase of play may then be given the opportunity to scratch off a
greater number of virtual lottery tickets than players who earned
comparatively lower scores. An optional third phase of play,
according to embodiments of the present invention, may use a
percentage of each wager made on a multi-phase game to fund a
progressive jackpot awarded to the player or players earning the
highest skill score or scores over a predetermined period of
time.
[0040] Because the first phase of game play is predominately
skill-based or even fully skill-based, each player action will take
on increased meaning and significance, which should lead to greater
player engagement, suspense and entertainment. The random nature of
the second phase of play ensures that even the least skilled
players will sometimes achieve wins, which should keep players of
all skill levels invested in the game. The progressive phase of
play will appeal to the competitive nature of players, causing
players to keep playing in hopes of winning funds by setting the
game's "high score." Perhaps most importantly, this multi-phase
structure grants casino operators the ability to offer players a
game with a purely skill-based feel (in the first phase) that still
maintains a consistent casino advantage.
[0041] FIG. 2 depicts one possible user interface for a multi-phase
Casino Video Game with an outer space theme, according to
embodiments of the present invention. The depicted exemplary user
interface portrays the primary screen 202 of the gaming machine,
which may be configured for the skill-based phase of play. The
gaming screen features traditional gaming buttons including a
HELP/COLLECT button 204 used to view help screens or cash out
funds, a GAMES MENU button 206 used to view other gaming choices
available on the gaming machine, and a START button 208 used to
start a game not yet in progress. The gaming screen may also
include, according to embodiments of the present invention,
additional meters such as a TIME meter 210, which may be configured
to alert the player of the amount of amount of time remaining in
his or her game. Multi-phase casino video games according to
embodiments of the present invention may be structured by time as
shown in FIG. 2, in that the game is over when the TIME meter
indicates that the player's game play time is over. Alternatively,
multi-phase casino video games according to embodiments of the
present invention may be structured such that game play ends upon
the occurrence of one or more predetermined events. For example,
the depicted outer Space Invaders.RTM. video game may be
alternatively offered in a clock-less format in which the player's
game is ended by the occurrence of terminating events (i.e., a
predetermined number of alien missiles have hit the player's
spaceship or a predetermined number of player lives have been
exhausted).
[0042] Popular skill-based games may be offered for play in the
multi-phase model, in many cases in an unaltered format (that is,
configured no differently than when they were originally offered on
home consoles, in video game arcades or on home computers). Because
players may play games with which they are already familiar (and
with which they may have formed some attachment or affinity),
multi-phase casino games have a minimized learning curve. This ease
of play is of tremendous value to game operators, as they earn
revenue when players play, but not when players look through help
menus or engage in other activities trying to orient themselves
within a new game.
[0043] As noted above, in the center of the depicted exemplary user
interface, a player is engaged in the popular outer space-themed
console style Space Invaders.RTM. video game. In Space
Invaders.RTM. the player earns a score 212 by using a cannon 214 to
shoot aliens 216 that advance towards him. At the end of the
player's gaming session, the player's final score, according to
embodiments of the present invention, is referenced against a
skill-level table 218 to determine how many winning opportunities
the score 212 has earned for the player in the random phase of game
play. In the exemplary case depicted in FIG. 2, the player has
earned 4,250 points, which makes him eligible, according to the
exemplary skill-level table 218, for 3 winning opportunities, as
the score 212 falls between the stated score range of 3,000 to
4,999, which score range corresponds to 3 winning opportunities, as
shown. Similarly, should the player's score increase to 5000
points, he or she would be awarded 4 winning opportunities, and
should the player's score increase to 7000 points or more, 6
winning opportunities would be awarded, according to the exemplary
skill-level table 218 of FIG. 2.
[0044] It should be noted that this skill-based phase of
play--i.e., the Space Invaders.RTM. video game--has been offered to
the player in a largely unaltered format such that players already
familiar with the arcade version of the game would be able to play
with confidence and minimal orientation, reliving the video arcade
exploits of their youth. It is understood that the skill-based
phase of game play may be readily configured to cater to specific
demographics, as the primary skill-based game need not be limited
to pixilated early 80's arcade favorites.
[0045] As also shown in FIG. 2, meters in the top right portion of
the depicted user interface may display the current size of the
progressive jackpot 220 and the current high scores 222.
Multi-phase regulated games according to embodiments of the present
invention may feature an optional progressive jackpot phase in
which a portion (which may be operator-selectable, subject to
regulations) of each wager made on a multi-phase game is used to
fund a progressive jackpot. After a predetermined period that may
be set by the game operator (i.e., every day, every week, every
month, etc) the jackpot will be awarded to the player or players
with the highest score or scores. The casino operator may configure
the progressive jackpot to pay out only for the high score, the
highest two scores, the highest three scores, or any number of
players selected according to predetermined criteria. When a player
of a multi-phase game according to an embodiment of the present
invention earns a score that currently qualifies him for a jackpot
award (in the event that the score is not exceeded before the
jackpot deadline), the player becomes eligible to win all or a
portion of the progressive jackpot and may be issued a jackpot
redemption ticket.
[0046] In the depicted user interface, the current progressive
jackpot 220 is set at $2,457.36. As shown at 222, the current high
scores are owned by Johnny Q (5,260 points) and Laars W (5,100
points). For purposes of illustration, we will assume that this
exemplary game is set to pay the entire progressive jackpot to the
owner of the highest score every night at midnight. In this
scenario, if the current player achieves a score of 6,700 points,
he or she would be issued a jackpot redemption ticket (or another
functionally equivalent device may be given to the player or a
previously issued player device may be suitably updated) displaying
information including but not limited to: the score, the time the
score was earned, and, if the operator wished to make such a
service available, a code used to check the status of the reward
claim over the Internet or by phone. If the player's score is not
exceeded before the midnight jackpot deadline, then he or she would
be able to collect the jackpot by inserting or presenting the
ticket or other player device into or to a participating gaming
machine or redemption kiosk or by presenting the ticket at the
casino's cashier cage, or, if available, entering a code printed on
the ticket into a dedicated website. Further details regarding the
above progressive jackpot claim ticket issuance and redemption
model is provided hereunder relative to FIG. 11.
[0047] FIG. 3 depicts one possible user interface for a multi-phase
Sudoku Game, according to embodiments of the present invention. The
depicted user interface portrays the primary screen 302 of the
gaming machine, which may be used for the skill-based phase of
play. The gaming screen may include traditional gaming buttons,
including a HELP/COLLECT button 304 used to view help screens or
cash out funds, a GAMES MENU button 306 used to view other gaming
choices available on the gaming machine, and a START button 308
used to start a game not yet in progress. The gaming screen may
also include, according to embodiments of the present invention,
TIME meter 310, which alerts the player of the remaining time in
his or her game. As noted above, multi-phase casino video games
according to embodiments of the present invention may be structured
according to a clock (i.e., by time), in that the game is over when
the TIME meter indicates that the player's game play time is over.
Alternatively, multi-phase casino video games according to
embodiments of the present invention may be structured such that
game play ends upon the occurrence of one or more predetermined
events. For example, the depicted Sudoku game may be alternatively
offered in a clock-less format in which the player's game ends upon
the occurrence of one or more predetermined terminating events
(e.g., the player makes a predetermined number of mistakes when
trying to solve a puzzle or puzzles).
[0048] The multi-phase gaming model according to embodiments of the
present invention may facilitate the creation of several different
classes of casino games, including casino puzzle games. Indeed,
popular puzzle games such as Sudoku may be converted for casino
play without significant changes to their traditional rules and
structure. The depicted user interface, for example, may feature a
version of Sudoku in which the player 312 tries to complete as many
puzzles as he or she can in a predetermined period of time by
dragging and dropping numbers from a palate 314 into the empty
squares of an onscreen puzzle 316. In the depicted version of the
game, the player must touch an onscreen button 318 to determine if
a puzzle has been correctly completed, although alternate version
of the game may be offered in which the game automatically checks
each puzzle for successful completion after every change the player
makes. Onscreen meters provide the player with information about
game play, including but not limited to: how many puzzles the
player has completed as shown at 320 and the average time taken to
complete each puzzle has taken, as shown at 322. Those of skill in
this art will readily recognize that many variations are possible,
which embodiments may include, for example, different meters,
different layouts, and/or different criteria for determining
whether the player has successfully completed a puzzle (completing
puzzles within successively diminishing time periods, for example),
and all such variations are deemed to fall within the scope of the
present inventions.
[0049] Like the console style game of FIG. 2, multi-phase puzzle
games according to embodiments of the present invention may feature
a session skill-level table 324 that equates the player's
performance in the skill portion of the game (in this exemplary
case, the number of puzzles completed) with the number of instant
reward chances the player is to be awarded. Multi-phase puzzle
games may also include a high score progressive jackpot. In this
case, the gaming machine may display the size of the current
progressive jackpot at 326, as well as the current highest scores
achieved, as shown at reference numeral 328.
[0050] FIG. 4 shows one possible display for a virtual scratch
ticket random award draw within the multi-phase gaming model
according to embodiments of the present invention. The random award
draw phase of game play may take on a plurality of formats,
including the virtual scratch ticket model depicted in FIG. 4 at
402. In this model, the player is presented with one or more
virtual scratch lottery tickets 404, 410, 416. Players who have
performed more skillfully in the skill-based portion of game play
may be awarded a greater number of virtual tickets to scratch off
than players who have performed comparatively less skillfully.
[0051] Each virtual ticket in this model may be branded to promote,
for example, the casino, the game supplier, a third party, or
multi-phase gaming in general. As may be seen on virtual ticket
404, the present assignee Cyberview Technology's "CVT" logo is
featured in the top left corner along with the marketing slogan
"Instant Riches", as shown at 406. The prize window of this
particular ticket 408 has already been scratched by the player,
revealing a non-winning outcome.
[0052] Touch screen technology may be used to allow the player to
redeem each virtual lottery ticket through a simulated scratching
motion, optionally with accompanying scratching sound effects. As
is depicted on virtual ticket 410, the player 412 may simply move
his or her finger (or some kind of pointer if touch screen
technology is not used) across the prize window 414 to virtually
scratch away the virtual dark ink and reveal the prize stored
underneath. In this case, the player has won a financial award, the
size of which is still partially obscured. The player will continue
the virtual scratching motion on the touch screen to reveal the
full prize amount.
[0053] Virtual ticket 416 has yet to be touched by the player. The
prize window 418 on unscratched tickets remains solid, obscuring
the potential prize from the player until it is scratched.
[0054] FIG. 5 depicts one possible lucky number selection screen
for a lottery style random award draw within the multi-phase gaming
model, according to embodiments of the present invention. In
addition to virtual scratch-off ticket schemes, regulated
multi-phase games may make use of lottery drawing games for their
random award phase. The depicted random award model 502 includes a
selection menu of 42 numbers 504, a graphic 506 listing the size of
the award the player is trying to win, a graphic 508 listing how
many winning opportunities the player has used (the player's total
number of chances is based on his or her performance in the
skill-based phase of play), and a graphic 510 listing how many
winning opportunities the player has remaining.
[0055] The size of the player's potential reward may be fixed for a
given game or it may be determined randomly. The amount of numbers
the player may pick from--in this case 42--may be increased or
decreased by the operator to alter the volatility of the game.
[0056] Upon reaching the random phase of play in this model, the
player may simply touch one of the numbers onscreen 512 to use one
of his or her winning opportunities. Numbers that remain unselected
take on a different onscreen appearance than numbers that have been
selected. For example, in the depicted interface, selected numbers
are shown in white text 516 and a black background while unselected
numbers 514 are shown in black text with a white background.
[0057] The player, in this random award model, may continue to
select lucky numbers from the number selection menu 504 until he
has exhausted all of the winning opportunities he has earned. At
that point, the game will consult a random number generator to
select the winning lucky number. This random draw process is
illustrated in detail in FIG. 6.
[0058] FIG. 6 depicts one possible lucky number drawing screen for
a lottery style random award draw within the multi-phase gaming
model, according to embodiments of the present invention. As in the
previous figure, the gaming screen 602 for this lottery style
random award features a number selection menu 604 includes both
unselected numbers 606 (such as 1) and selected numbers 608 (such
as like 7), as well as a graphic 610 showing the size of the award
the player is trying to win, a graphic 612 listing how many winning
opportunities the player has used, and a graphic showing the
winning number that has been randomly selected by a random number
generator (the gaming machine's own or a random number obtained
over a network from a central system), in this case "41" as shown
at reference numeral 614.
[0059] Within this random award model, a number of strategies may
be used to dramatize the random number selection. For example,
onscreen effects may be used where different numbers are emphasized
in a quick succession such that it appears as if the winning number
is dancing back and forth between the many potential numbers. A
skill stop button maybe added to such systems allowing the player
to stop the random draw. In these instances, the player may feel as
if the point at which he presses the skill stop button will improve
his chances at gaining a random reward but, in actuality, the
results will purely random, just as they would have been with a
random stop. Once a winning number has been selected, it is
emphasized on the number selection menu 616, the emphasis
occurring, in this exemplary case, by surrounding the winning
number with a bold square. As shown at 618, a message may be
displayed onscreen to console the player for losing outcomes or to
congratulate the player for winning outcomes.
[0060] To make the random award phase of game play more enjoyable
and intuitive to the player, popular casino games may be emulated.
FIG. 7 depicts one possible lucky number drawing screen for a
roulette style random award draw within the multi-phase gaming
model, according to embodiments of the present invention. The
depicted random award model 702 includes a roulette number layout
704, a roulette wheel 706, a graphic 708 listing the size of the
award the player is attempting to win, a graphic 710 listing how
many winning opportunities the player has used (the player's total
number of chances being based on his or her performance in the
skill-based phase of play), and a graphic listing how many winning
opportunities the player has remaining, as shown at 712.
[0061] The size of the player's potential reward may be fixed for a
given game or it may be determined randomly. Upon reaching the
random phase of play, players may choose which numbers they wish to
play by touching numbers as shown at 714 on the onscreen layout
704. Game operators may wish to make more volatile versions of the
game available, where the player may be given the opportunity to
double his potential reward by using two chances on the same
number, or triple his reward by using three chances on the same
number, or quadruple his reward by using four chances on the same
number, etc. In addition, operators may also elect to make a
version of the game available where players can touch the border
between two numbers to select them both (but only win half as much
if the roulette ball ends up in either number's bucket on the
wheel) or they may make a version available where players can touch
the corner between four numbers to select all four of them (at one
quarter the depicted bet size). Once the player has used up all of
his winning opportunities by selecting numbers, the onscreen
roulette wheel will spin, revealing to the player a win (if the
ball ends up in a bucket the player has chosen) or a loss (if the
ball ends up in a bucket the player has not chosen).
[0062] FIG. 8 depicts an embodiment of the present inventions in
which winning opportunities are assigned to buckets based on their
expected value to the player. This bucketing system takes the
player's performance (as evidenced by their score) in the skill
phase of game play 802 as its input. For illustration purposes, let
us consider an example in which the player has played a Sudoku
puzzle game. The player, in this illustrative example, has
purchased a time-based game play contract to play for 5 minutes for
$5 and completed 3 puzzles during that time. After completion of
the skill-based phase of play, the multi-phase game would then
reference its posted skill-level table 804 to determine how many
winning opportunities the player has earned.
[0063] By referencing a skill-level table, multi-phase games assign
each player's performance to one of various skill buckets. Players
having exhibited a low level of skill (as evidenced by the score
they have achieved) during the skill-based phase of the regulated
multi-phase game may be assigned to a low skill bucket 806 in which
they receive fewer winning opportunities 808 (in this case, only
one) and a lower overall average Return To Player (RTP) percentage
return 810 (in this case only 82%). From a mathematical standpoint,
a player being assigned to the depicted Low Skill Bucket 1, would
expect a theoretical average return of $4.10 on his $5.00 wager
(assuming none of the original wager was used to fund a progressive
jackpot).
[0064] Players exhibiting an average level of skill (i.e., they
have achieved an average score) may be assigned to an average skill
bucket 812 in which they receive a greater number of winning
opportunities 814 (in this case, two chances) than the players in
the low skill bucket, but a lesser number of winning opportunities
than players in the high skill bucket 818. Players assigned to the
average skill bucket 812 will earn, on average, a higher overall
return 816 (in this case, an average RTP percentage of 90%) than
will players in the low skill bucket but a lower overall return
than players in the high skill bucket. From a mathematical
standpoint, a player assigned to the Average Skill Bucket 812, may
expect a theoretical average return of $4.50 on his $5.00 wager
(assuming none of the original wager was used to fund a progressive
jackpot).
[0065] Players exhibiting high skill (i.e., those that have
achieved a high score) may be assigned to a high skill bucket 818
in which they receive a greater number (in this case, three
chances) of winning opportunities 820 than are received by players
having exhibited an average or low level of skill, and a higher
overall average return 822 (in this case, an average RTP percentage
of 98%) than players of low or average skill. From a mathematical
standpoint, a player being assigned to the depicted High Skill
Bucket 318 may expect a theoretical average return of $4.90 on his
$5.00 wager (assuming again that none of the original wager was
used to fund a progressive jackpot). In addition, if the
progressive high score jackpot feature is in place and the player's
skill level is high enough to win the jackpot, the player may
actually play the game at a financial advantage.
[0066] It should be noted that while the included illustration
depicts a multi-phase wagering model with three buckets, models
with a greater number of buckets may be readily implemented. For
example, the Sudoku skill-level table detailed in FIG. 3, shows
five different buckets.
[0067] One significant advantage of this bucketing feature used
within the present regulated multi-phase games is the manner in
which it allows game designers to regulate the relationship between
winning opportunities awarded to the player and the value of those
chances. Game designers would like to be able to reward the skilled
player with a large amount of extra instant win opportunities (thus
increasing the player's enjoyment of the game) while having the
flexibility to tightly control the value of each added chance. A
further advantage of this feature is that these changes can be made
by altering a game's pay table only, as changes to the games core
elements are not necessary.
[0068] For example, if each instant win ticket had a set cash value
(which they need not have, according to embodiments of the present
invention), then the game designer would not be able to award a
second or third instant win ticket to the player without doubling
or tripling his theoretical return from the game. Advantageously,
the bucketing feature allows the game designer to exert greater
control over the reward process. Low skill players, for example,
may receive only one instant win opportunity with a theoretical
value of $3. In the same game, average skill players may receive
two instant win opportunities each with a theoretical value of $2.
The combined value of the two $2 opportunities would be $4, which
is greater than the $3 earned by the less skilled player. So, while
the financial return the average skill player has earned is 33%
greater than that of the low skill player, the average skill player
has been awarded twice as many winning opportunities which, for
many players, equates to double the fun. So long as the game
designer fairly rewards players (by ensuring that more skilled
players earn greater rewards), the game designer has the
flexibility, using the present bucketing system, to create
countless reward schemes to maximize player enjoyment and
excitement.
[0069] FIG. 9 shows an exemplary flow of time-based game play on a
regulated gaming machine configured with multi-phase gaming,
according to an embodiment of the present invention. Players fund a
time based multi-phase game by, for example, inserting funds (any
form of money or value) as shown at 902 or by allocating funds from
a credit balance already available on the gaming machine or the
network to which the gaming machine is coupled. Players wishing to
play a multi-phase game may then select a game play contract type
as shown at 904 and purchase it at an agreed price for a set
duration. For example, the player may purchase a 5 minute game play
contract to play a multi-phase for $5. Both the duration of the
game play contract and its cost advantageously may be
predetermined, packaged together, and presented to the player as a
menu offering of game play contract types. According to embodiments
of the inventions described herein, the menu of offerings provided
to gaming operators may be customizable, to enable the operators of
gaming establishments to select and/or set the game play contract
duration and price combinations that they believe will best meet
the demands of their customers.
[0070] Because this brand of multi-phase game is time-based,
players must press a start button to start the game play contract
session, as shown at 906. At 908, the session credit meter is
initialized to zero and the timer begins with the duration
associated with the selected game play contract. It is to be noted
that the session credit meter may be initialized to an amount other
than zero. The timer is incremented (or decremented) by a clock set
to a small periodicity, every millisecond for example, and may be
continually monitored to determined if the timer has expired, as
shown at 910.
[0071] As long as the game's timer has not expired, the player may
continue playing the skill-based gaming phase 912 in an attempt to
accrue points. Every time the player has a successful in game
interaction 914 (for example, destroying an alien spacecraft in
Space Invaders.RTM. or solving a puzzle or a portion thereof in
Sudoku), the player's score is increased, as shown at 916. This
dynamic (i.e., steps 910, 912, 914 and 916) occurs until the
player's timer has expired, indicating the end of the skill phase
of his or her gaming session.
[0072] Upon termination of the skill phase of gaming, the player's
score is compared to a table of the highest scores earned within a
predetermined period of time, as shown at 918. If the player has
earned a top score (i.e. a score high enough to currently qualify
him for an award) then he is issued a jackpot redemption ticket (or
some other functionally similar device) 920 which he will be able
to redeem for all or a portion of the jackpot if his high score is
not exceeded before the jackpot period expires.
[0073] After the player's jackpot eligibility has been determined,
the skill-level table is then consulted at 922 to determine the
number of winning opportunities associated with his skill-level
score. As noted above, the better the player's skill-level score,
the more winning opportunities the player earns. For example, in a
Sudoku themed puzzle regulated multi-phase game according to
embodiments of the present invention, players solving 2 or 3
puzzles during the course of their game play contract may qualify
for 2 winning opportunities while players solving 4 or 5 puzzles
may qualify for 3 winning opportunities. Winning opportunities may
take the form of virtual scratch off lottery tickets, lottery or
keno style draws, or any other random award method.
[0074] After the game has determined how many winning opportunities
to award the player, the game enters its random draw phase, as
shown at 924. Each winning opportunities references a pay table and
a random number generator to determine if the player has won any
funds, as shown at 926. If the player has won funds, they are
credited to his or her account at 928. If the player has not won
funds then his or her game is over, as shown at 930.
[0075] FIG. 10 shows an exemplary flow of terminating event based
game play on a regulated gaming machine configured with multi-phase
gaming, according to an embodiment of the present invention. As
shown therein, players fund a terminating event based multi-phase
game by, for example, inserting funds as shown at 1002 or by
allocating funds from a credit balance already available on the
gaming machine or from the network to which the gaming machine is
coupled. Players wishing to play a multi-phase game may then select
a contract type as shown at 1004 and purchase it at an agreed
price.
[0076] The duration of multi-phase game may be determined by the
player reaching a predetermined number of terminating events
instead of a timer expiring. When the player presses the start
button at 1006, both the session credit meter and a terminating
event counter are initialized to zero at 1008. During game play,
this counter is monitored continually, every millisecond for
example, to determine if the player has exceeded his predetermined
limit (that is, to determine whether the maximum number of
terminating events has been exceeded), as shown at 1010.
[0077] As long as the player has not triggered a predetermined
number of terminating events, the player may continue play of the
skill-based gaming phase of the regulated multi-phase game
according to an embodiment of the present invention, in an attempt
to accrue points, as shown at 1012. Each time the player has a
successful in game interaction 1014 (for example, destroying an
alien spacecraft in Space Invaders.RTM. or solving a puzzle or a
portion thereof in Sudoku), the player's score is increased at
1016.
[0078] Any event occurring in the game that is not a successful
game interaction may be a terminating event (such as, for example,
making an error in Sudoku). The game will evaluate each event that
occurs at 1018. Events that are classified as terminating events
will cause the terminating event counter to be incremented, as
shown at 1020.
[0079] The described game play dynamic (i.e., steps 1010, 1012,
1014, 1016, 1018 and 1020) occurs until the player has reached the
predetermined number of terminating events, indicating the end of
the skill phase of his or her regulated multi-phase gaming
session.
[0080] Upon termination of the skill phase of gaming, the player's
score is compared to a table of the highest scores earned within a
predetermined period of time 1022. If the player has earned a top
score (i.e. a score high enough to currently qualify him for an
award) then he is issued a jackpot redemption ticket (or other
functionally equivalent device) at 1024 which he will be able to
redeem for all or a portion of the jackpot if his score is not
exceeded before the jackpot period expires.
[0081] After the player's jackpot eligibility has been determined,
his score is then compared to a pay table at 1026 to determine the
number of winning opportunities for which his score has qualified
him. The better the player's score, the greater the number of
winning opportunities the player earns. For example, in a Sudoku
themed puzzle game, players solving 2 or 3 puzzles in their game
play contract duration may qualify for 2 winning opportunities
while players solving 4 or 5 puzzles may qualify for 3 winning
opportunities. Winning opportunities may take the form of virtual
scratch off lottery tickets, lottery or keno style draws, or any
other random award method.
[0082] After the game has determined how many winning opportunities
to award the player, the present regulated multi-phase game enters
its random draw phase at 1028. Each winning opportunity references
a pay table and a random number generator to determine if the
player has won any funds, as shown at 1030. If the player has won
funds, they are credited to his or her account at 1032. If the
player has not won funds then his or her game is over, as shown at
1034.
[0083] FIG. 11 shows a gaming flow for a regulated reverse
multi-phase gaming model, according to further embodiments of the
present invention. Regulated reverse multi-phase games follow the
reverse sequence of the regulated multi-phase games described
above, with the random or chance phase of game play preceding the
skill-based phase of play. In the regulated reverse multi-phase
model, the player's theoretical maximum reward is determined
randomly first, whereupon the player then the player uses his or
her skill (in the skill-based phase of play) to determine how much
of that theoretical maximum reward he or she will actually
receive.
[0084] While regulated multi-phase games according to embodiments
of the present invention add drama to the gaming experience by
featuring an interactive random phase of game play, the regulated
reverse multi-phase game embodiments allow game operators to
perform the random phase of game play "behind the scenes" or hidden
from the player's view. This structure allows for a game with a
more integrated feel since the primary (i.e. interactive) portion
of game play has a single phase instead of two distinct phases.
[0085] The skill-based phase in a regulated reverse multi-phase
game may be structured differently than the skill-based phase of a
regulated multi-phase game, as described above. The skill-based
phase within standard multi-phase games may, for example, be
comprised of an existing console style video game with very little
or no adaptation being necessary. This simple conversion is
possible because the skill phase in these games is static; every
player experiences a game with the same opportunities to score
points.
[0086] In contrast, the skill-based phase in a regulated reverse
multi-phase game according to embodiments of the present invention
changes in accordance with the random phase that has preceded it.
Players who have randomly achieved a high maximum win will play a
skill-based game with more opportunities to score points than
players who have randomly achieved a lower maximum win. To make
this dynamic work, the reverse multi-phase game may store multiple
version of the skill-based game internally (or dynamically adjust
the difficulty thereof) and then cue an appropriate version of the
game based on each player's previously calculated maximum win. The
logical flow of a full time-based reverse multi-phase game with a
high score progressive jackpot is listed in greater detail below.
It should be noted that regulated reverse multi-phase games
according to embodiments of the present invention may also be
offered to players in a terminating-event format as opposed to a
time-based format. In addition, regulated reverse multi-phase games
may be offered to the player without a high score progressive
jackpot.
[0087] Players fund a regulated reverse multi-phase game by, for
example, inserting funds as shown at 1102 or by allocating funds
from a credit balance already available on the gaming machine, or
retrieved from a network to which the gaming machine is coupled.
Players wishing to play a regulated reverse multi-phase game may
then select a game play contract type as shown at 1104 and purchase
it at an agreed price for a set duration. For example, the player
may purchase a 5 minute game play contract to play a multi-phase
for $5. Both the duration of the game play contract and its cost
advantageously may be predetermined, packaged together, and
presented to the player as a menu offering of game play contract
types. According to embodiments of the inventions described herein,
the menu of offerings provided to gaming operators may be
customizable, to enable the operators of gaming establishments to
select and/or set the game play contract duration and price
combinations that they believe will best meet the demands of their
customers.
[0088] The depicted regulated reverse multi-phase game is
time-based, meaning that players must press a start button to start
the game play contract session, as shown at 1106. At the point a
game is initiated, the game may randomly reference a maximum reward
table to determine the player's maximum win at 1108. This figure
may be greater than the player's wager (meaning that the player
will have the opportunity to win funds), may be equal to the
player's wager (meaning the best the player can do is break even),
or may be less than the player's wager (meaning that the player
will be playing to minimize his or her losses). According to an
embodiment of the present invention, this draw occurs behind the
scene; the resulting maximum win information is not shared with the
player. In another embodiment, the theoretical maximum reward
information is indeed shared with and provided to the player.
[0089] At 1110, the session credit meter is initialized to zero and
the timer begins with the duration associated with the selected
game play contract. It is to be noted that the session credit meter
may be initialized to an amount other than zero. The timer is
incremented (or decremented) by a clock set to a small periodicity,
every millisecond for example, and may be continually monitored to
determined if the timer has expired, as shown at 1112.
[0090] As long as the game's timer has not expired, the player may
continue play of the skill-based gaming phase in an attempt to
accrue points, as shown at 1114. Every time the player has a
successful in game interaction 1116 with a reward generating asset
(for example, destroying an alien spacecraft in Space Invaders.RTM.
or solving a puzzle (or a portion thereof) in Sudoku), the player's
score is increased, as shown at 1118. The amount of points each
player's score is increased may be dynamically altered based on,
for example, the result of the earlier maximum win random draw.
Alternatively, the amount of points the player gets for each
successful interaction with a reward generating asset may be fixed,
but the number of possible interactions may be dynamically adjusted
based on the result of the earlier maximum win random draw. This
game play dynamic occurs until the player's timer has expired,
indicating the end of the skill phase of his or her gaming
session.
[0091] Upon termination of the skill phase of gaming, the player's
score may be compared to a table of the highest scores earned
within a predetermined period of time, as shown at 1120. If the
player has earned a top score (i.e. a score high enough to
currently qualify him for an award if the jackpot deadline expired
at the end of the player's game) then the player is issued a
jackpot redemption ticket (or other functionally similar device) at
1122, which the player will be able to redeem for all or a portion
of the jackpot at the if his score is not exceeded before the
jackpot period expires.
[0092] After the player's jackpot eligibility has been determined,
his score is then compared to a pay table 1124 to determine if the
he or she has won any funds. Greater wins are awarded to players
with higher skill-level scores. For example, in a Sudoku themed
puzzle game, players solving 2 or 3 puzzles in their game play
contract duration may qualify for a win of $10, while players
solving 4 or 5 puzzles may qualify for a $25 win. The skill-level
table that lists this skill-level or performance-to-win conversion
is predetermined and may be posted on, e.g., the gaming screen.
After game play has concluded, players who have qualified for a
reward are issued funds 1126, whereas players who have not
qualified for a reward are not issued any funds. At this point, the
game terminates as shown at 1128.
[0093] FIG. 12 shows a high score progressive jackpot claim ticket
redemption model for multi-phase games, according to embodiments of
the present invention. When the progressive high score jackpot
feature is enabled, multi-phase games are configured to issue
Jackpot Redemption tickets 1202 to players who have earned the
highest score on the jackpot for which they are competing. FIG. 12
demonstrates how gaming machines at multiple locations such as the
Starburst Casino in Henderson, Nev. 1204 and The Desert Palm Casino
in Las Vegas, Nev. 1206 could be networked together to establish a
common jackpot pool. The physical games at both locations may be
configured to both issue and check the status of jackpot redemption
tickets 1208. Players checking a winning ticket may be issued cash,
a ticket representing the cash value of the jackpot, or some other
form of money.
[0094] In addition, if the game operators wish to make such a
feature available, the status of jackpot redemption tickets may be
checked at a player's home using a personal computer 1210 and an
Internet connection. In this scenario, players wishing to check the
status of a ticket may enter a code printed on the ticket 1202 into
a web site dedicated for that purpose, as suggested at 1212.
According to some embodiments of the invention described herein,
the players holding winning tickets would return to the casino and
enter their ticket into a participating machine to receive their
award. In other embodiments, players may have the funds mailed to
their home in the form of a check or transferred to an account in
their name electronically.
[0095] In the redemption model depicted in FIG. 12, information
about the status of each daily jackpot may be stored within a
central server 1214. Gaming machines on each floor may be coupled
to the central server 1214 wirelessly as suggested at 1216 or
through a wired connection 1218, optionally via a participating
casino's casino management system 1220. The central server 1214 may
include or be coupled to a jackpot redemption database 1222 in
which critical information 1224 about each jackpot is organized and
stored. This information may include, for example, the size of the
jackpot, the high score, and all of the scores, codes, game info,
and timestamps associated to jackpot redemption tickets issued on
each particular day.
[0096] FIG. 13 depicts additional examples of skill-based games
that may be used and/or adapted for use with multi-phase gaming,
according to further embodiments of the present invention. As
shown, virtually any classic or modern PC, console or arcade games
may be used, with permission from the owners thereof, within
multi-phase gaming machines according to embodiments of the present
invention. For example, a video pinball game may be used as the
skill-based game, as shown at 1302. Alternatively, a Pac Man.RTM.
game may be the skill-based game, as shown at 1304. Younger players
may prefer a scripted first person shooter game, as suggested at
1306. For example, a game belonging to Microsoft's Halo.RTM.
franchise may form the basis of the skill-based portion of a
multi-phase gaming machine according to embodiments of the present
invention. First person point of view games (e.g., Id Software's
Wolfenstein 3-D and its progeny) are particularly well suited for
incorporation into multi-phase games, as these games have already
earned a wide and enthusiastic following. Moreover, the fan base of
such games constitutes a prized demographic for casino operators.
Other examples of skill-based games include, for example, car
racing games, as suggested at 1308. Each of these games, although
only as shown in the racing game 1308, may include a skill-level
table relating the player score and the player's winning
opportunities, a progressive jackpot counter, a listing of the
current leaders and the above-described timer, help collect, games
menu and start buttons. Virtually any game that includes an element
of skill or knowledge (where more skilled or more knowledgeable
players will, on average, earn higher scores than comparatively
less-skilled or knowledgeable players) is suitable for
implementation within a multi-phase game according to an embodiment
of the present invention. Within the rubric of "skill", embodiments
of the present invention explicitly include other attributes such
as specialized knowledge, manual dexterity, proficiency in any
task, mental acuity, memory and even other attributes such as
singing ability, strength, flexibility and/or other acts of mental
or physical prowess. Therefore, the skill-based game, according to
embodiments of the present invention, is not limited to classic or
contemporary video games, but may include games that are yet to be
developed where one player can distinguish him or herself from
other players on grounds other than random chance.
[0097] While the foregoing detailed description has described
several embodiments of this invention, it is to be understood that
the above description is illustrative only and not limiting of the
disclosed invention. Indeed, a number of other modifications will
no doubt occur to persons of skill in this art. All such
modifications, however, should be deemed to fall within the scope
of the present invention.
* * * * *