U.S. patent application number 12/618970 was filed with the patent office on 2011-05-19 for games, gaming machines, systems and method having an accumulation bonus.
This patent application is currently assigned to BALLY GAMING, INC.. Invention is credited to Joseph Kisenwether, Loren T. Nelson.
Application Number | 20110117992 12/618970 |
Document ID | / |
Family ID | 44011703 |
Filed Date | 2011-05-19 |
United States Patent
Application |
20110117992 |
Kind Code |
A1 |
Nelson; Loren T. ; et
al. |
May 19, 2011 |
GAMES, GAMING MACHINES, SYSTEMS AND METHOD HAVING AN ACCUMULATION
BONUS
Abstract
Disclosed are games, gaming machines, gaming systems and methods
having an accumulation bonus feature game including randomly
generated icons which may pay an award each time an accumulation
threshold is reached, at which time as associated accumulator is
reset to allow further accumulation and awards. In some
embodiments, termination icons gradually end the feature.
Inventors: |
Nelson; Loren T.; (Reno,
NV) ; Kisenwether; Joseph; (Sparks, NV) |
Assignee: |
BALLY GAMING, INC.
Las Vegas
NV
|
Family ID: |
44011703 |
Appl. No.: |
12/618970 |
Filed: |
November 16, 2009 |
Current U.S.
Class: |
463/20 ;
463/25 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3267 20130101 |
Class at
Publication: |
463/20 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of operating a game controlled by a gaming machine
comprising the steps of: accepting a wager from a player;
presenting a primary game; awarding any primary game awards to the
player; upon a triggering event, presenting display of a feature
game, the feature game comprising one or more reels further
comprising displayable icons; incrementing an accumulator for each
of the displayable icons until an icon accumulation threshold is
reached for at least one of the icons; adding an award associated
with the at least one of the icons to a feature award; allowing
further accumulation of the at least one of the icons by resetting
its accumulator; and awarding the feature award to the player upon
conclusion of the feature game play.
2. A method of operating a game controlled by a gaming machine
comprising the steps of: accepting a wager from a player;
presenting a primary game; awarding any primary game awards to the
player; upon a triggering event, presenting display of a feature
game, the feature game comprising one or more reels further
comprising displayable icons; incrementing an accumulator for each
of the displayable icons until an icon accumulation threshold is
reached for at least one of the icons; adding an award associated
with the at least one of the icons to a feature award; allowing
further accumulation of the at least one of the icons by resetting
its accumulator; disabling one of the one or more reels upon one of
the displayable icons matching a termination icon; and awarding the
feature award to the player when all of the one or more reels have
been disabled.
Description
COPYRIGHT NOTICE
[0001] A portion of the disclosure of this patent document contains
material that is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction by anyone of
the patent document or the patent disclosure, as it appears in the
Patent and Trademark Office patent files or records, but otherwise
reserves all copyright rights whatsoever.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention is directed to wagering games, gaming
machines, networked gaming systems and methods, in particular to
wagering games, gaming machines, networked gaming systems and
methods having accumulation bonus feature games.
[0004] 2. Description of the Related Art
[0005] In the prior art, various types of gaming machines have been
developed with different features to captivate and maintain player
interest. In general, a gaming machine allows a player to play a
game in exchange for a wager. Depending on the outcome of the game,
the player may be entitled to an award which is paid to the player
by the gaming machine, normally in the form of currency or game
credits. Gaming machines may include flashing displays, lighted
displays, or sound effects to capture a player's interest in a
gaming device.
[0006] Another important feature of maintaining player interest in
a gaming machine includes providing the player with many
opportunities to win awards, such as cash or prizes. For example,
in some slot machines, the display windows show more than one
adjacent symbol on each reel, thereby allowing for multiple-line
betting.
[0007] Some gaming machine games today include one or more
progressive prize awards. In some configurations, the progressive
prize may have a small probability of a player winning it; thus
making it possible to have a larger progressive prize. In other
game configurations, the progressive prize may be a small amount;
thus allowing the player to win the progressive prize more
frequently. In most typical game configurations, the player wins
the progressive prize as a result of a specific game outcome within
the primary or main game.
[0008] Feature games of various types have been employed to reward
players above the amounts normally awarded on a standard game pay
schedule. Generally, such feature games are triggered by
predetermined events such as one or more appearances of certain
combinations of indicia in a primary game. In order to stimulate
interest, feature games are typically set to occur at a gaming
machine on a statistical cycle based upon the number of primary
game plays.
[0009] While gaming machines including feature games have been
successful, there remains a need for feature games that provide
players with enhanced excitement and an increased opportunity of
winning.
SUMMARY OF THE INVENTION
[0010] In accordance with one or more embodiments of the invention,
a method of operating a game controlled by a gaming machine
includes the steps of accepting a wager from a player, presenting a
primary game and awarding any primary game awards to the player.
The method further includes the steps of, upon a triggering event,
presenting display of a feature game, the feature game including
one or more reels further including displayable icons, incrementing
an accumulator for each of the displayable icons until an icon
accumulation threshold is reached for at least one of the icons,
adding an award associated with the at least one of the icons to a
feature award, allowing further accumulation of the at least one of
the icons by resetting its accumulator, disabling one of the one or
more reels upon one of the displayable icons matching a termination
icon, and awarding the feature award to the player when all of the
one or more reels have been disabled.
[0011] Other features and advantages will become apparent from the
following detailed description, taken in conjunction with the
accompanying drawings, which illustrate by way of example, the
features of the various embodiments.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 provides an overview of a primary game of one
embodiment of the invention.
[0013] FIG. 2 illustrates an example help screen in accordance with
one or more embodiments of the invention.
[0014] FIGS. 3 and 3A illustrate an example feature game display in
accordance with one or more embodiments of the invention.
[0015] FIG. 4 is a perspective view of a gaming machine in
accordance with one or more embodiments.
[0016] FIG. 5 is a block diagram of the physical and logical
components of the gaming machine of FIG. 4.
[0017] FIG. 6 is a block diagram of the logical components of a
gaming kernel in accordance with one or more embodiments of the
invention.
[0018] FIG. 7 is a functional block diagram depicting the steps
associated with carrying out an example method in accordance with
one or more embodiments.
[0019] FIG. 8 is a schematic block diagram showing the hardware
elements of a networked gaming system in accordance with one or
more embodiments.
DETAILED DESCRIPTION OF THE INVENTION
[0020] Various embodiments are directed to a game, gaming machine,
gaming networks and method for playing a game, wherein the game
includes an accumulation bonus feature game. The embodiments are
illustrated and described herein, by way of example only, and not
by way of limitation. Referring now to the drawings, and more
particularly to FIGS. 1-8, there are shown illustrative examples of
games, gaming machines, gaming networks and methods for playing a
game in accordance with various aspects of the invention.
[0021] An example game in accordance with one or more aspects of
the invention is shown in FIGS. 1-3. Referring to FIG. 1, game 100
is implemented using five spinning reels 101-105. Each of 20 pay
line patterns (all not shown) passes through one indicium on each
of the five reels. The number of pay lines and their patterns are
by way of example only and may vary. The player selects the number
of played pay lines and the number of credits or coins wagered on
each line using touch screen controls or gaming device control
buttons. CREDITS meter 150 provide the player with information
about the amount paid by the last game played and the total number
of credits available for play. BET meter 170 displays the size of
the currently selected wager. The player may collect the balance of
his credits by pressing a COLLECT button (not shown).
[0022] The player initiates game play by pressing a SPIN button
(not shown). In some embodiments, the player may simultaneously
select all pay lines at the maximum number of coins or credits
allowed per line by pressing a MAX BET button (not shown). Various
controls/buttons (see FIG. 4, 460) on gaming machine 400 (FIG. 4)
or touch screen buttons may be used to perform the actions
described here without deviating from the scope of the invention.
Reels 101-105 are made to spin and stop in predetermined stop
positions. A determination is made whether the stop positions of
the reels represents a winning game outcome.
[0023] Referring to FIG. 2, in accordance with one or more
embodiments, the player may view various pay table displays 200 on
the primary game display by way of a GAME INFO 180 (FIG. 1) or
similar button. In alternate embodiments, pay table display 200 may
be presented on a second video or printed display attached to the
gaming device (i.e. display 453 or "pay glass" 452, FIG. 4). A
winning combination, for example, could be three or more symbols
scattered one per reel from left to right. For each winning
combination, the game device awards the player the award in the pay
table, adjusted as necessary based on the number of credits wagered
on the pay line on which the win occurred.
[0024] In some embodiments, various primary game outcomes may be
utilized to trigger the play of a feature game, including, but not
limited to, awarding feature play when certain symbols appear on a
pay line, when certain symbols are scattered, when no symbols of a
certain type appear, when a certain winning combination occurs or,
regardless of the visible symbols, at random or fixed intervals.
For example, four "Fortunes of the Deep Bonus" symbols 210
scattered from left-to-right on reels 101-104 might pay 12 times
the player's wager and trigger play of a feature game. The
availability of the feature game may be restricted based on the
size of the wager or a percentage of each wager may be explicitly
allocated to the funding of the feature games.
[0025] In accordance with one or more embodiments, FIG. 3
illustrates a feature game having an accumulation bonus bonus. The
game screen contains a scoring 310 area where two or more (in this
example, five) icons are shown. Corresponding to each of these
icons is an award value 320 (400, 800, 1600, 2000, 4000) that will
be given to the player should three of the said icons be
accumulated. The left area of the game screen has a mechanism, in
this example, a 3-reel slot game 330, for randomly generating the
icons shown in the scoring area. Each time the 3-reel slot game
plays, the icons visible on the reels 331-333 are scored in the
scoring area 310. Once three of the same icons are accumulated, the
player is awarded the corresponding value for that icon, and the
accumulations for that icon are then cleared so more of these icons
can be accumulated. In the illustration of FIG. 3, a ring 340
appears on reel 333 and has been added to two previously
accumulated rings 341 to produce a winning outcome 342.
[0026] The 3-reel slot game 330 also has a termination icon on each
reel 331-333. When the termination icon is visible on a reel, that
reel is disabled for the remainder of the feature game. In the
illustration of FIG. 3, reels 331 and 332 have been disabled. Once
all three reels 331-333 are disabled, the feature game ends and the
player is awarded all the prizes accumulated during the feature
game.
[0027] FIG. 3A illustrates a second example of the feature game in
play. The left side of the screen includes three-reel slot game 330
where there are 5 icons 320 for the player to accumulate: diamonds,
gold bars, rings, nuggets, and coins. There is a sixth icon of a
shark 350 which acts as the feature game terminator. The right side
of the screen shows the scoring area 310. In the example of FIG.
3A, three accumulated diamonds are worth 4000, three accumulated
gold bars are worth 2000, three accumulated rings are worth 1600,
three accumulated nuggets are worth 800, and three accumulated
coins are worth 400. Based on the totals 380 to the right of each
accumulation area, the current state of the feature as shown in
FIG. 3A represents the following accumulation of icons. One diamond
has been accumulated so far. Three gold bars have been accumulated,
awarding the player 2000, and the three bars have been cleared to
allow for more gold bars to be accumulated. Three rings have been
accumulated two times, awarding the player 3200 total, and one
additional ring has been accumulated. Three nuggets have been
accumulated two times, awarding the player 1600 total, and two
additional nuggets have been accumulated. Three coins have been
accumulated three times, awarding the player 1200 total, and one
additional coin has been accumulated. For this spin of the reels
331-333, the first icon to be scored was a coin 360 from the top
position of the first reel. The middle position if the first reel
shows a shark 350. This will disable the first reel and keep it
from playing for the remainder of the feature game. The bottom
position of the first reel shows a nugget 370 in the process of
being accumulated in the scoring area 310. In similar fashion, the
second reel will be evaluated next, accumulating a nugget (which
will be a third nugget awarding the player with another 800), a
coin, and a gold bar. The third reel will be evaluated accumulating
a nugget, a diamond, and a coin (which will be a third coin
awarding the player with another 400). After the third reel is
evaluated, the shark in the first reel will cause that reel to go
to a disabled state, as illustrated in FIG. 3, and play will
continue with the second and third reel spinning to a new outcome.
Once shark icons have disabled the remaining reels, the feature
game ends, and the player receives all of the accumulated prizes.
In other embodiments, all reels remain active and a different
feature game termination scheme is used. For example, the game may
terminate after a certain number of spins of the reels, when a
maximum prize has been awarded, etc.
[0028] In accordance with one or more embodiments, FIG. 4
illustrates a gaming machine 400 including cabinet housing 420,
primary game display 440 upon which a primary game and feature game
may be displayed, top box 450 which may display multiple
progressives that may be won during play of the primary or feature
game, player-activated buttons 460, player tracking panel 436,
bill/voucher acceptor 480 and one or more speakers 490. Cabinet
housing 420 is a self-standing unit that is generally rectangular
in shape and may be manufactured with reinforced steel or other
rigid materials which are resistant to tampering and vandalism.
Cabinet housing 420 houses a processor, circuitry, and software
(not shown) for receiving signals from the player-activated buttons
460, operating the games, and transmitting signals to the
respective displays and speakers. Any shaped cabinet may be
implemented with any embodiment of gaming machine 400 so long as it
provides access to a player for playing a game. For example,
cabinet 420 may comprise a slant-top, bar-top, or table-top style
cabinet. The operation of gaming machine 400 is described more
fully below.
[0029] The plurality of player-activated buttons 460 may be used
for various functions such as, but not limited to, selecting a
wager denomination, selecting a game to be played, selecting a
wager amount per game, initiating a game, or cashing out money from
gaming machine 400. Buttons 460 function as input mechanisms and
may include mechanical buttons, electromechanical buttons or touch
screen buttons. Optionally, a handle 485 may be rotated by a player
to initiate a game.
[0030] In other embodiments, buttons 460 may be replaced with
various other input mechanisms known in the art such as, but not
limited to, a touch screen system, touch pad, track ball, mouse,
switches, toggle switches, or other input means used to accept
player input. For example, one input means is a universal button
module as disclosed in U.S. application Ser. No. 11/106,212,
entitled "Universal Button Module," filed on Apr. 14, 2005, which
is hereby incorporated in its entirety by reference. Generally, the
universal button module provides a dynamic button system adaptable
for use with various games and capable of adjusting to gaming
systems having frequent game changes. More particularly, the
universal button module may be used in connection with playing a
game on a gaming machine and may be used for such functions as
selecting the number of credits to bet per hand. In other
embodiments, a virtual button deck may be used to provide similar
capabilities. An example of a virtual button deck is disclosed in
U.S. application Ser. No. 11/938,203, entitled, "Game Related
Systems, Methods, and Articles That Combine Virtual and Physical
Elements," filed on Nov. 9, 2007, hereby incorporated in its
entirety by reference.
[0031] Cabinet housing 420 may optionally include top box 450 which
contains "top glass" 452 comprising advertising or payout
information related to the game or games available on gaming
machine 400. Player tracking panel 436 includes player tracking
card reader 434 and player tracking display 432. Voucher printer
430 may be integrated into player tracking panel 436 or installed
elsewhere in cabinet housing 420 or top box 450.
[0032] Game display 440 presents a game of chance wherein a player
receives one or more outcomes from a set of potential outcomes. For
example, one such game of chance is a video slot machine game. In
other aspects of the invention, gaming machine 400 may present a
video or mechanical reel slot machine, a video keno game, a lottery
game, a bingo game, a Class II bingo game, a roulette game, a craps
game, a blackjack game, a mechanical or video representation of a
wheel game or the like.
[0033] Mechanical or video/mechanical embodiments may include game
displays such as mechanical reels, wheels, or dice as required to
present the game to the player. In video/mechanical or pure video
embodiments, game display 440 is, typically, a CRT or a flat-panel
display in the form of, but not limited to, liquid crystal, plasma,
electroluminescent, vacuum fluorescent, field emission, or any
other type of panel display known or developed in the art. Game
display 440 may be mounted in either a "portrait" or "landscape"
orientation and be of standard or "widescreen" dimensions (i.e., a
ratio of one dimension to another of at least 16.times.9). For
example, a widescreen display may be 32 inches wide by 18 inches
tall. A widescreen display in a "portrait" orientation may be 32
inches tall by 18 inches wide. Additionally, game display 440
preferably includes a touch screen or touch glass system (not
shown) and presents player interfaces such as, but not limited to,
credit meter (not shown), win meter (not shown) and touch screen
buttons (not shown). An example of a touch glass system is
disclosed in U.S. Pat. No. 6,942,571, entitled "Gaming Device with
Direction and Speed Control of Mechanical Reels Using Touch
Screen," which is hereby incorporated by reference.
[0034] Game display 440 may also present information such as, but
not limited to, player information, advertisements and casino
promotions, graphic displays, news and sports updates, or even
offer an alternate game. This information may be generated through
a host computer networked with gaming machine 400 on its own
initiative or it may be obtained by request of the player using
either one or more of the plurality of player-activated buttons
460; the game display itself, if game display 440 comprises a touch
screen or similar technology; buttons (not shown) mounted about
game display 440 which may permit selections such as those found on
an ATM machine, where legends on the screen are associated with
respective selecting buttons; or any player input device that
offers the required functionality.
[0035] Cabinet housing 420 incorporates a single game display 440.
However, in alternate embodiments, cabinet housing 420 or top box
450 may house one or more additional displays 453 or components
used for various purposes including additional game play screens,
animated "top glass," progressive meters or mechanical or
electromechanical devices (not shown) such as, but not limited to,
wheels, pointers or reels. The additional displays may or may not
include a touch screen or touch glass system.
[0036] Referring to FIG. 5, electronic gaming machine 501 is shown
in accordance with one or more embodiments. Electronic gaming
machine 501 includes base game integrated circuit board 503 (EGM
Processor Board) connected through serial bus line 505 to game
monitoring unit (GMU) 507 (such as a Bally MC300 or ACSC NT), and
player interface integrated circuit board (PIB) 509 connected to
player interface devices 511 over bus lines 513, 515, 517, 519,
521, 523. Printer 525 is connected to PIB 509 and GMU 507 over bus
lines 527, 529. EGM Processor Board 503, PIB 509, and GMU 507
connect to Ethernet switch 531 over bus lines 533, 535, 537.
Ethernet switch 531 connects to a slot management system (SMS) and
a casino management system (CMS) network over bus line 539. GMU 507
also may connect to the SMS and CMS network over bus line 541.
Speakers 543 connect through audio mixer 545 and bus lines 547, 549
to EGM Processor Board 503 and PIB 509. The proximity and biometric
devices and circuitry may be installed by upgrading a commercially
available PIB 509, such as a Bally iView unit. Coding executed on
EGM Processor Board 503, PID 509, and/or GMU 507 may be upgraded to
integrate a game having an accumulation bonus feature game as is
more fully described herein.
[0037] Peripherals 551 connect through bus 553 to EGM Processor
Board 503. For example, a bill/ticket acceptor is typically
connected to a game input-output board 553 which is, in turn,
connected to a conventional central processing unit ("CPU") board
503, such as an Intel Pentium microprocessor mounted on a gaming
motherboard. I/O board 553 may be connected to CPU processor board
503 by a serial connection such as RS-232 or USB or may be attached
to the processor by a bus such as, but not limited to, an ISA bus.
The gaming motherboard may be mounted with other conventional
components, such as are found on conventional personal computer
motherboards, and loaded with a game program which may include a
gaming machine operating system (OS), such as a Bally Alpha OS.
Processor board 503 executes a game program that causes processor
board 503 to play a game. In one embodiment, the game program
provides a slot machine game having an accumulation bonus feature
game. The various components and included devices may be installed
with conventionally and/or commercially available components,
devices, and circuitry into a conventional and/or commercially
available gaming machine cabinet, examples of which are described
above.
[0038] When a player has inserted a form of currency such as, for
example and without limitation, paper currency, coins or tokens,
cashless tickets or vouchers, electronic funds transfers or the
like into the currency acceptor, a signal is sent by way of I/O
board 553 to processor board 503 which, in turn, assigns an
appropriate number of credits for play in accordance with the game
program. The player may further control the operation of the gaming
machine by way of other peripherals 551, for example, to select the
amount to wager via electromechanical or touch screen buttons. The
game starts in response to the player operating a start mechanism
such as a handle or touch screen icon. The game program includes a
random number generator to provide a display of randomly selected
indicia on one or more displays. In some embodiments, the random
generator may be physically separate from gaming machine 400; for
example, it may be part of a central determination host system
which provides random game outcomes to the game program.
Thereafter, the player may or may not interact with the game
through electromechanical or touch screen buttons to change the
displayed indicia. Finally, processor board 503 under control of
the game program and OS compares the final display of indicia to a
pay table. The set of possible game outcomes may include a subset
of outcomes related to the triggering of a feature game. In the
event the displayed outcome is a member of this subset, processor
board 503, under control of the game program and by way of I/O
Board 553, may cause feature game play to be presented on a feature
display.
[0039] Predetermined payout amounts for certain outcomes, including
feature game outcomes, are stored as part of the game program. Such
payout amounts are, in response to instructions from processor
board 503, provided to the player in the form of coins, credits or
currency via I/O board 553 and a pay mechanism, which may be one or
more of a credit meter, a coin hopper, a voucher printer, an
electronic funds transfer protocol or any other payout means known
or developed in the art.
[0040] In various embodiments, the game program is stored in a
memory device (not shown) connected to or mounted on the gaming
motherboard. By way of example, but not by limitation, such memory
devices include external memory devices, hard drives, CD-ROMs,
DVDs, and flash memory cards. In an alternative embodiment, the
game programs are stored in a remote storage device. In one
embodiment, the remote storage device is housed in a remote server.
The gaming machine may access the remote storage device via a
network connection, including but not limited to, a local area
network connection, a TCP/IP connection, a wireless connection, or
any other means for operatively networking components together.
Optionally, other data including graphics, sound files and other
media data for use with the EGM are stored in the same or a
separate memory device (not shown). Some or all of the game program
and its associated data may be loaded from one memory device into
another, for example, from flash memory to random access memory
(RAM).
[0041] In one or more embodiments, peripherals may be connected to
the system over Ethernet connections directly to the appropriate
server or tied to the system controller inside the EGM using USB,
serial or Ethernet connections. Each of the respective devices may
have upgrades to their firmware utilizing these connections.
[0042] GMU 507 includes an integrated circuit board and GMU
processor and memory including coding for network communications,
such as the G2S (game-to-system) protocol from the Gaming Standards
Association, Las Vegas, Nev., used for system communications over
the network. As shown, GMU 507 may connect to card reader 555
through bus 557 and may thereby obtain player card information and
transmit the information over the network through bus 541. Gaming
activity information may be transferred by the EGM Processor Board
503 to GMU 507 where the information may be translated into a
network protocol, such as S2S, for transmission to a server, such
as a player tracking server, where information about a player's
playing activity may be stored in a designated server database.
[0043] PID 509 includes an integrated circuit board, PID processor,
and memory which includes an operating system, such as Windows CE,
a player interface program which may be executable by the PID
processor together with various input/output (I/O) drivers for
respective devices which connect to PID 509, such as player
interface devices 511, and which may further include various games
or game components playable on PID 509 or playable on a connected
network server and PID 509 is operable as the player interface. PID
509 connects to card reader 555 through bus 523, display 559
through video decoder 561 and bus 521, such as an LVDS or VGA
bus.
[0044] As part of its programming, the PID processor executes
coding to drive display 559 and provide messages and information to
a player. Touch screen circuitry interactively connects display 559
and video decoder 561 to PID 509, such that a player may input
information and cause the information to be transmitted to PID 509
either on the player's initiative or responsive to a query by PID
509. Additionally soft keys 565 connect through bus 517 to PID 509
and operate together with display 559 to provide information or
queries to a player and receive responses or queries from the
player. PID 509, in turn, communicates over the CMS/SMS network
through Ethernet switch 531 and busses 535, 539 and with respective
servers, such as a player tracking server.
[0045] Player interface devices 511 are linked into the virtual
private network of the system components in gaming machine 501. The
system components include the iVIEW processing board and game
monitoring unit (GMU) processing board. These system components may
connect over a network to the slot management system (such as a
commercially available Bally SDS/SMS) and/or casino management
system (such as a commercially available Bally CMP/CMS).
[0046] The GMU system component has a connection to the base game
through a serial SAS connection and is connected to various servers
using, for example, HTTPs over Ethernet. Through this connection,
firmware, media, operating system software, gaming machine
configurations can be downloaded to the system components from the
servers. This data is authenticated prior to install on the system
components.
[0047] The system components include the iVIEW processing board and
game monitoring unit (GMU) processing board. The GMU and iVIEW can
combined into one like the commercially available Bally GTM iVIEW
device. This device may have a video mixing technology to mix the
EGM processor's video signals with the iVIEW display onto the top
box monitor or any monitor on the gaming device.
[0048] In accordance with one or more embodiments, FIG. 6 is a
functional block diagram of a gaming kernel 600 of a game program
under control of processor board 503, uses gaming kernel 600 by
calling into application programming interface (API) 602, which is
part of game manager 603. The components of game kernel 600 as
shown in FIG. 6 are only illustrative, and should not be considered
limiting. For example, the number of managers may be changed,
additional managers may be added or some managers may be removed
without deviating from the scope and spirit of the invention.
[0049] As shown in the example, there are three layers: a hardware
layer 605; an operating system layer 610, such as, but not limited
to, Linux; and a game kernel layer 600 having game manager 603
therein. In one or more embodiments, the use of a standard
operating system 610, such a UNIX-based or Windows-based operating
system, allows game developers interfacing to the gaming kernel to
use any of a number of standard development tools and environments
available for the operating systems. This is in contrast to the use
of proprietary, low level interfaces which may require significant
time and engineering investments for each game upgrade, hardware
upgrade, or feature upgrade. The game kernel layer 600 executes at
the user level of the operating system 610, and itself contains a
major component called the I/O Board Server 615. To properly set
the bounds of game application software (making integrity checking
easier), all game applications interact with gaming kernel 600
using a single API 602 in game manager 603. This enables game
applications to make use of a well-defined, consistent interface,
as well as making access points to gaming kernel 600 controlled,
where overall access is controlled using separate processes.
[0050] For example, game manager 603 parses an incoming command
stream and, when a command dealing with I/O comes in (arrow 604),
the command is sent to an applicable library routine 612. Library
routine 612 decides what it needs from a device, and sends commands
to I/O Board Server 615 (see arrow 608). A few specific drivers
remain in operating system 610's kernel, shown as those below line
606. These are built-in, primitive, or privileged drivers that are
(i) general (ii) kept to a minimum and (iii) are easier to leave
than extract. In such cases, the low-level communications is
handled within operating system 610 and the contents passed to
library routines 612.
[0051] Thus, in a few cases library routines may interact with
drivers inside operating system 610, which is why arrow 608 is
shown as having three directions (between library utilities 612 and
I/O Board Server 615, or between library utilities 612 and certain
drivers in operating system 610). No matter which path is taken,
the logic needed to work with each device is coded into modules in
the user layer of the diagram. Operating system 610 is kept as
simple, stripped down, and common across as many hardware platforms
as possible. The library utilities and user-level drivers change as
dictated by the game cabinet or game machine in which it will run.
Thus, each game cabinet or game machine may have an industry
standard processor board 505 connected to a unique, relatively
dumb, and as inexpensive as possible I/O adapter board 540, plus a
gaming kernel 600 which will have the game-machine-unique library
routines and I/O Board Server 615 components needed to enable game
applications to interact with the gaming machine cabinet. Note that
these differences are invisible to the game application software
with the exception of certain functional differences (i.e., if a
gaming cabinet has stereo sound, the game application will be able
make use of API 602 to use the capability over that of a cabinet
having traditional monaural sound).
[0052] Game manager 603 provides an interface into game kernel 600,
providing consistent, predictable, and backwards compatible calling
methods, syntax, and capabilities by way of game application API
602. This enables the game developer to be free of dealing directly
with the hardware, including the freedom to not have to deal with
low-level drivers as well as the freedom to not have to program
lower level managers 630, although lower level managers 630 may be
accessible through game manager 603's interface 602 if a programmer
has the need. In addition to the freedom derived from not having to
deal with the hardware level drivers and the freedom of having
consistent, callable, object-oriented interfaces to software
managers of those components (drivers), game manager 603 provides
access to a set of upper level managers 620 also having the
advantages of consistent callable, object-oriented interfaces, and
further providing the types and kinds of base functionality
required in casino-type games. Game manager 603, providing all the
advantages of its consistent and richly functional interface 602 as
supported by the rest of game kernel 600, thus provides a game
developer with a multitude of advantages.
[0053] Game manager 603 may have several objects within itself,
including an initialization object (not shown). The initialization
object performs the initialization of the entire game machine,
including other objects, after game manager 603 has started its
internal objects and servers in appropriate order. In order to
carry out this function, the kernel's configuration manager 621 is
among the first objects to be started; configuration manager 621
has data needed to initialize and correctly configure other objects
or servers.
[0054] The upper level managers 620 of game kernel 600 may include
game event log manager 622 which provides, at the least, a logging
or logger base class, enabling other logging objects to be derived
from this base object. The logger object is a generic logger; that
is, it is not aware of the contents of logged messages and events.
The log manager's (622) job is to log events in non-volatile event
log space. The size of the space may be fixed, although the size of
the logged event is typically not. When the event space or log
space fills up, one embodiment will delete the oldest logged event
(each logged event will have a time/date stamp, as well as other
needed information such as length), providing space to record the
new event. In this embodiment, the most recent events will thus be
found in the log space, regardless of their relative importance.
Further provided is the capability to read the stored logs for
event review.
[0055] In accordance with one embodiment, meter manager 623 manages
the various meters embodied in the game kernel 600. This includes
the accounting information for the game machine and game play.
There are hard meters (counters) and soft meters; the soft meters
may be stored in non-volatile storage such as non-volatile
battery-backed RAM to prevent loss. Further, a backup copy of the
soft meters may be stored in a separate non-volatile storage such
as EEPROM. In one embodiment, meter manager 623 receives its
initialization data for the meters, during startup, from
configuration manager 621. While running, the cash in (624) and
cash out (625) managers call the meter manager's (623) update
functions to update the meters. Meter manager 623 will, on
occasion, create backup copies of the soft meters by storing the
soft meters' readings in EEPROM. This is accomplished by calling
and using EEPROM manager 631.
[0056] In accordance with still other embodiments, progressive
manager 626 manages progressive games playable from the game
machine. Event manager 627 is generic, like log manager 622, and is
used to manage various gaming machine events. Focus manager 628
correlates which process has control of various focus items. Tilt
manager 632 is an object that receives a list of errors (if any)
from configuration manager 621 at initialization, and during game
play from processes, managers, drivers, etc. that may generate
errors. Random number generator manager 629 is provided to allow
easy programming access to a random number generator (RNG), as a
RNG is required in virtually all casino-style (gambling) games. RNG
manager 629 includes the capability of using multiple seeds.
[0057] In accordance with one or more embodiments, a credit manager
object (not shown) manages the current state of credits (cash value
or cash equivalent) in the game machine, including any available
winnings, and further provides denomination conversion services.
Cash out manager 625 has the responsibility of configuring and
managing monetary output devices. During initialization, cash out
manager 625, using data from configuration manager 621, sets the
cash out devices correctly and selects any selectable cash out
denominations. During play, a game application may post a cash out
event through the event manager 627 (the same way all events are
handled), and using a callback posted by cash out manager 625, cash
out manager 625 is informed of the event. Cash out manager 625
updates the credit object, updates its state in non-volatile
memory, and sends an appropriate control message to the device
manager that corresponds to the dispensing device. As the device
dispenses dispensable media, there will typically be event messages
being sent back and forth between the device and cash out manager
625 until the dispensing finishes, after which cash out manager
625, having updated the credit manager and any other game state
(such as some associated with meter manager 623) that needs to be
updated for this set of actions, sends a cash out completion event
to event manager 627 and to the game application thereby. Cash in
manager 624 functions similarly to cash out manager 625, only
controlling, interfacing with, and taking care of actions
associated with cashing in events, cash in devices, and associated
meters and crediting.
[0058] In a further example, in accordance with one or more
embodiments, I/O server 615 may write data to the gaming machine
EEPROM memory, which is located in the gaming machine cabinet and
holds meter storage that must be kept even in the event of power
failure. Game manager 603 calls the I/O library functions to write
data to the EEPROM. The I/O server 615 receives the request and
starts a low priority EEPROM thread 616 within I/O server 615 to
write the data. This thread uses a sequence of 8 bit command and
data writes to the EEPROM device to write the appropriate data in
the proper location within the device. Any errors detected will be
sent as IPC messages to game manager 603. All of this processing is
asynchronous.
[0059] In accordance with one embodiment, button module 617 within
I/O server 615, polls (or is sent) the state of buttons every two
milliseconds. These inputs are debounced by keeping a history of
input samples. Certain sequences of samples are required to detect
a button was pressed, in which case the I/O server 615 sends an
inter-process communication event to game manager 603 that a button
was pressed or released. In some embodiments, the gaming machine
may have intelligent distributed I/O which debounces the buttons,
in which case button module 617 may be able to communicate with the
remote intelligent button processor to get the button events and
simply relay them to game manager 603 via IPC messages. In still
another embodiment, the I/O library may be used for pay out
requests from the game application. For example, hopper module 618
must start the hopper motor, constantly monitor the coin sensing
lines of the hopper, debounce them, and send an IPC message to the
game manager 603 when each coin is paid.
[0060] Further details, including disclosure of lower level fault
handling and/or processing, are included in U.S. Pat. No. 7,351,151
entitled "Gaming Board Set and Gaming Kernal for Game Cabinets" and
provisional U.S. patent application No. 60/313,743, entitled "Form
Fitting Upgrade Board Set For Existing Game Cabinets," filed Aug.
20, 2001; said patent and provisional are both fully incorporated
herein by explicit reference.
[0061] A logical flow diagram generally depicting the steps
associated with a method 700 for carrying out a game having an
accumulation bonus, in accordance with one aspect of the invention,
is presented in FIG. 7. The order of actions as shown in FIG. 7 is
only illustrative, and should not be considered limiting. For
example, the order of the actions may be changed, additional steps
may be added or some steps may be removed without deviating from
the scope and spirit of the invention.
[0062] First at block 710, a primary game play is played by a
player as described above. In one embodiment, the player places a
wager and starts the game, whereby a representation of a slot
machine reel spin is displayed before stopping with particular
indicia displayed to the player. A win occurs if a series of
indicia (BAR, BAR, BAR, for example) appears on one or more pay
lines or scattered, as described above, and the player may be paid
for any winning symbol combinations at block 720. At block 730, it
is determined whether a feature game has been triggered. If not,
primary game play continued at block 710.
[0063] In the case where a feature game has been triggered as the
result of a triggering event, a feature game screen as described
above with respect to FIGS. 3 and 3A is displayed and the feature
reels are displayed and spun at block 740.
[0064] The symbols on each reel are evaluated and the icons
appearing on the reels scored (i.e., added to their respective
tallies) at block 750. Block 760 determines if any accumulated
icons have reached the level at which an award is to be paid, (for
example, three of a particular icon have been accumulated). If so,
an award associated with that icon is added to a running feature
award and the tally for that icon is reset at block 765. At block
770, if a terminator symbol appears on a particular reel, that reel
is removed from play for the remainder of the feature at block 775.
At block 780, if any reels remain active, the feature cycle repeats
starting at block 740. Otherwise, the total feature award is paid
to the player at block 790 and the game continues at box 710 with
the start of a new primary game.
[0065] Referring to FIG. 8, enterprise gaming system 801 is shown
in accordance with one or more embodiments. Enterprise gaming
system 801 may include one casino or multiple locations and
generally includes a network of gaming machines 803, floor
management system (SMS) 805, and casino management system (CMS)
807. SMS 805 may include load balancer 811, network services
servers 813, player interface (iVIEW) content servers 815,
certificate services server 817, floor radio dispatch
receiver/transmitters (RDC) 819, floor transaction servers 821 and
game engines 823, each of which may connect over network bus 825 to
gaming machines 803. CMS 807 may include location tracking server
831, WRG RTCEM server 833, data warehouse server 835, player
tracking server 837, biometric server 839, analysis services server
841, third party interface server 843, slot accounting server 845,
floor accounting server 847, progressives server 849, promo control
server 851, bonus game (such as Bally Live Rewards) server 853,
download control server 855, player history database 857,
configuration management server 859, browser manager 861,
tournament engine server 863 connecting through bus 865 to server
host 867 and gaming machines 803. The various servers and gaming
machines 803 may connect to the network with various conventional
network connections (such as, for example, USB, serial, parallel,
RS485, Ethernet). Additional servers which may be incorporated with
CMS 807 include a responsible gaming limit server (not shown),
advertisement server (not shown), and a control station server (not
shown) where an operator or authorized personnel may select options
and input new programming to adjust each of the respective servers
and gaming machines 803. SMS 805 may also have additional servers
including a control station (not shown) through which authorized
personnel may select options, modify programming, and obtain
reports of the connected servers and devices, and obtain reports.
The various CMS and SMS servers are descriptively entitled to
reflect the functional executable programming stored thereon and
the nature of databases maintained and utilized in performing their
respective functions.
[0066] Gaming machines 803 include various peripheral components
that may be connected with USB, serial, parallel, RS-485 or
Ethernet devices/architectures to the system components within the
respective gaming machine. The GMU has a connection to the base
game through a serial SAS connection. The system components in the
gaming cabinet may be connected to the servers using HTTPs or G2S
over Ethernet. Using CMS 807 and/or SMS 305 servers and devices,
firmware, media, operating systems, and configurations may be
downloaded to the system components of respective gaming machines
for upgrading or managing floor content and offerings in accordance
with operator selections or automatically depending upon CMS 807
and SMS 805 master programming. The data and programming updates to
gaming machines 803 are authenticated using conventional techniques
prior to install on the system components.
[0067] In various embodiments, any of the gaming machines 803 may
be a mechanical reel spinning slot machine, video slot machine,
video poker machine, video bingo machine, keno machine, or a gaming
machine offering one or more of the above described games including
an accumulation bonus game. Alternately, gaming machines 803 may
provide a game with an accumulation bonus feature game as one of a
set of multiple primary games selected for play by a random number
generator, as described above. A gaming system of the type
described above also allows a plurality of games in accordance with
the various embodiments of the invention to be linked under the
control of a group game server (not shown) for cooperative or
competitive play in a particular area, carousel, casino or between
casinos located in geographically separate areas. For example, one
or more examples of group games under control of a group game
server are disclosed in U.S. application Ser. No. 11/938,079,
entitled "Networked System and Method for Group Gaming," filed on
Nov. 9, 2007, which is hereby incorporated by reference in its
entirety for all purposes.
[0068] Those skilled in the art will readily recognize various
modifications and changes that may be made to the claimed invention
without following the example embodiments and applications
illustrated and described herein, and without departing from the
true spirit and scope of the claimed invention, which is set forth
in the following claims.
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