U.S. patent application number 13/211235 was filed with the patent office on 2011-12-08 for multi-stage multi-bet game, gaming device, and method.
This patent application is currently assigned to CASE VENTURE MANAGEMENT, LLC. Invention is credited to Duncan F. Brown, Lawrence E. DeMar, Scott D. Slomiany.
Application Number | 20110300920 13/211235 |
Document ID | / |
Family ID | 24851847 |
Filed Date | 2011-12-08 |
United States Patent
Application |
20110300920 |
Kind Code |
A1 |
Slomiany; Scott D. ; et
al. |
December 8, 2011 |
Multi-Stage Multi-Bet Game, Gaming Device, and Method
Abstract
A game is comprised of a plurality of stages. Each operation of
the game begins with the operation of a first stage. Depending on
the outcome of the first stage the game may be over, or there may
be an operation of a second stage. Depending on the outcome of the
second stage, the game may be over or there may be an operation of
another stage. This sequence continues until the game ends or until
the final (n.sup.th) stage has been operated, at which time the
game ends. Wagers are made on successive stages of the multi-stage
game. Each stage of the game may typically have its own paytable or
payout scheme, and its own expected return. A bet made on a stage
of the game which is not played is lost in the preferred form of
the invention. One embodiment is a three stage, multi-line,
multi-coin video slot machine. The same game format (slots) with
the same paytable is operated on three stages, with increasing
payout multipliers at each stage providing an increasing amount to
win at the higher stages. The "spin" at each stage is independent
of the previous stages. The second embodiment is a multi-stage
Five-Card Stud poker game. Each stage is again independent of the
previous stage. A variation of this game is also shown which uses
the same paytable on each stage, but combined with a mechanism to
increase the "hit" rate. A third embodiment is a Draw poker game
that combines the concepts of the Stud poker embodiment with the
decisions and optimal play analysis that are integral to Draw
poker. The fourth embodiment is a dice game which has been adapted
to provide a high dependency between the first stage and the next
stages.
Inventors: |
Slomiany; Scott D.;
(Streamwood, IL) ; DeMar; Lawrence E.; (Winnetka,
IL) ; Brown; Duncan F.; (Grayslake, IL) |
Assignee: |
CASE VENTURE MANAGEMENT,
LLC
Northbrook
IL
|
Family ID: |
24851847 |
Appl. No.: |
13/211235 |
Filed: |
August 16, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12875037 |
Sep 2, 2010 |
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13211235 |
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11182407 |
Jul 15, 2005 |
7811165 |
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12875037 |
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10435650 |
May 9, 2003 |
6926607 |
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11182407 |
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09709922 |
Nov 10, 2000 |
6612927 |
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10435650 |
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3244 20130101; G07F 17/3262 20130101; G07F 17/3293
20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of playing a video dice game having a plurality of
stages to be wagered against, each stage representing a roll of the
dice, comprising: the video dice game receiving a wager input at
the outset of the game according to a number of stages desired to
be played, wherein a wager on a stage creates an eligibility for
playing that stage; the video dice game initiating play of a first
stage of the game by rolling plural dice, wherein each different
number appearing on each of the die becomes a respective
point-to-match that is stored and displayed, wherein if all die
numbers match, a win is experienced and a payout is earned, and
wherein play advances to a second stage if the video dice game
received a second stage wager input at the outset of the game,
independent of whether a win was experienced; the video dice game
initiating play of a second stage by rolling the dice; the video
dice game determining whether any of the numbers appearing on a die
from the second roll match the point(s)-to-match, wherein at least
one match is considered a win and play advances to a third stage if
the video dice game received a third stage wager input at the
outset of the game, but the game is over and any remaining wagers
are lost if there is no match, and further wherein for a point
matched, a payout is earned, each point-to-match that matches at
least one of the dice for the second stage remaining for a third
stage, if the video dice game received a third stage wager input at
the outset of the game; the video dice game initiating play of a
third stage by rolling the dice; the video dice game determining
whether any numbers appearing on a die from the third roll match
the point(s)-to-match left from the second stage, wherein at least
one match is considered a win and play advances to a fourth stage
if the video dice game received a fourth stage wager input at the
outset of the game, but the game is over and any remaining wagers
are lost if there is no match, and further wherein for a point
matched, another payout is earned, each point-to-match that matches
at least one of the dice for the third stage remaining for a fourth
stage if the video dice game received a fourth stage wager input at
the outset of the game; the video dice game initiating play of a
fourth through nth stage by rolling the dice in each respective
stage; and the video dice game making an identical determination
for each respective fourth through nth stage as performed for the
second and third stages in order to continue play up to the nth
stage, or to end the game when no point(s)-to-match remaining from
a preceding stage can be matched to the numbers appearing on the
dice of a current stage.
Description
[0001] This application is a continuation of application Ser. No.
12/875,037, filed Sep. 2, 2010, which is a continuation of
application Ser. No. 11/182,407, filed Jul. 15, 2005, which is a
divisional application of application Ser. No. 10/435,650, filed
May 9, 2003, which is a divisional application of application Ser.
No. 09/709,922, filed Nov. 10, 2000. The entire contents of
application Ser. No. 12/875,037 are incorporated by reference.
FIELD OF THE INVENTION
[0002] This invention relates to games in general, and particularly
to gaming machines allowing wagers to be placed on a game, and more
particularly to an innovative casino-type gaming machine which
allows wagers on a plurality of game levels.
DISCUSSION OF THE PRIOR ART
[0003] There are many ways in which multiple wagers may be placed
on different gaming machines. In one of the simplest forms, a
player may make a variable wager on a specific bet. On a single
line slot machine for example, as the player inputs additional
coins into the machine (per play) the payouts for the single
payline is multiplied by the number of coins bet. Often the higher
awards increase beyond the given multiple, offering a bonus for
betting more coins on this single payline. The same type of
multiple coin bet is also well known in video poker, where a
typical bet is one to five coins on each hand played. In such a
video poker game, the paytable is multiplied by the number of coins
bet with a substantial bonus being given for a Royal Flush when
five coins are bet.
[0004] In other gaming machines, there are multiple bets that can
be made on different outcomes. In a multiline slot machine for
example, a wager can be made on each of a plurality of paylines.
Typically, each payline is paid according to a paytable (also
referred to as a "payout table") that is similar for each payline.
A single spin of the reels yields a result on each payline which is
paid if it matches a winning combination on the paytable.
[0005] The above two techniques have been combined, providing
multiple paylines and multiple coins per payline. The pay for each
payline is multiplied by the number of coins bet on that payline
with certain bonuses available when a higher number of coins per
payline are wagered.
[0006] Additionally, there have been games such as Double-Down Stud
poker which allow a player to place an additional bet on a game
that is already in progress. There have been games such as
Play-It-Again poker which allow a player to make a new bet on a
re-play of a starting hand.
[0007] Thus, it can be appreciated that there have been poker
games, for instance, which allow a player to bet on multiple hands
where each of the plurality of hands is generated from a single
initial deal, followed by independent draws or re-deals for each
hand that received a bet. In each case, the bets that are made are
considered to be made on a game of chance, and paid if there is a
winning result.
SUMMARY OF THE INVENTION
[0008] In broad overview, the present invention in one aspect
allows the placing of multiple bets on different stages of a game.
The game is comprised of a plurality of stages. Each operation of
the game begins with the operation of a first stage. Depending on
the outcome of the first stage the game may be over, or there may
be an operation of a second stage. The second stage operation may
be totally independent of the first stage, or may have dependencies
on first stage events or data, e.g., the achievement of a "winning"
first stage. As will be understood throughout this invention
disclosure, "winning" is just one form of possible advancement to
the next level. For example, one aspect of the invention includes a
"special card" (Free Ride) which permits advancement even if a
"losing" condition is presented at a level.
[0009] Depending on the outcome of the second stage, the game may
be over or there may be an operation of a third stage. This
sequence continues until the game ends or until the final
(n.sup.th) stage has been operated, at which time the game
ends.
[0010] It should be appreciated that not every stage will operate
in each game, and that the lowest stages will operate the most
often while the highest stages will operate the least often.
[0011] As noted above, the present invention furthermore allows the
player to place wagers on different stages of the multi-stage game.
Each stage of the game may typically have its own paytable or
payout scheme, and its own expected return. A bet made on a stage
of the game which is not played is lost in one contemplated form of
the invention. Thus, at the highest stages the bets made are lost
very often, without even playing that stage of the game, because
most games will end before getting to the highest stage bet. Due to
this architecture, there is much greater opportunity for large wins
in games which get to the highest stages. This makes for a more
exciting gaming experience, because as the players watch the game
successfully continue through the various stages, the expectation
of what may be won at each stage usually increases.
[0012] Embodiments shown herein are generally constructed such that
the player specifies at the outset of the game the number of stages
or levels to bet on. For instance, bets are made on a first level,
a second level, and up to the number of levels specified by the
player. While this is one preferred embodiment which gives the
player action at all levels up to the highest level bet, it is
envisioned that the player could be allowed to arbitrarily choose
which levels to bet without departing from the invention. So too,
it is contemplated that the game could allow for a new bet as
stages are achieved.
[0013] Certain contemplated embodiments also have a structure that
any "Win" on a given stage advances the game to the next stage.
Other contemplated embodiments have different game rules for
continuing from stage to stage, and operate under those rules for a
given stage.
[0014] In one aspect of the invention, it is a principal objective
to provide a method of playing a game, where a player is initially
provided with a first stage game of chance upon which a first wager
is placed by the player, and a second stage game of chance upon
which a second wager is placeable. As previously noted, the game
stages can be the same type of game (e.g., slots), or different
games (e.g., slots, cards, dice, roulette, etc.).
[0015] Each stage has a "winning" condition and a "losing"
condition. That is, there is an established criterion or criteria
whereby the player may advance from one stage to the next, or may
not. As used throughout this disclosure, and in the claims,
"winning" and "losing" are to be considered synonymous with
advancing or terminating, unless otherwise stated.
[0016] The first stage game is played, with a determination of
whether a winning/advancement or losing/terminating condition is
presented. If a winning condition is presented by the first stage
game as played, then the player advances to the second stage game,
assuming a bet has been previously placed for that stage. If a
losing condition is presented by the first stage game as played,
however, the game is over and any second wager (or higher) is lost.
It will be understood that in some embodiments a loss condition
could be presented by simply achieving a condition where only part
of a wager placed on a given level may be returned, i.e., a player
wagered 5 on a level but only achieved a return of 3. So too, all
of the bet need not be lost as a terminating/losing condition.
[0017] In the event that the first stage presents a winning
condition and there is a wager for the second stage, then the
second stage game is played. There follows a determination as to
which of the winning and losing conditions is presented by the
second stage game as played. These steps are repeated for as many
stages as are provided by the game if all have been bet upon, or as
many stages as have actually been bet upon if fewer than all, again
assuming a winning/advancement condition has been met for each
preceding stage.
[0018] In a preferred form the foregoing method of playing a game
includes the step of providing a payout for a winning condition at
the second stage, or more preferably providing a payout for a
winning condition at each stage. The payout can be based upon the
amount of a respective wager at a respective stage, and
advantageously includes an increase by a multiplier for a payout at
a respective stage, with the multiplier increasing for each
successive stage.
[0019] In another aspect of the invention, the foregoing method is
adapted for operating a processor-controlled gaming machine. In
this application of the invention, gameplay elements are provided
in a manner that can be visualized by a player, such as on a video
display screen, or in some three dimensional format where the
gameplay elements can be tracked (such as on a board with an
electronic interface), just to name two ways of such visualization.
In this form of the invention, a mechanism for a wager input from
the player is also provided, along with a mechanism for game
operational input from the player, such as to start play.
[0020] There is a first stage game of chance upon which a first
wager is placed by the player, and at least a second stage game of
chance upon which a second wager is placeable. Each stage has a
winning/advancement condition and a losing/terminating condition.
In the preferred form of the invention, all wagers are placed
before play begins at the first stage level.
[0021] This gaming machine displays at least the first stage game
using at least some of the gameplay elements. For instance, using a
video monitor as an example, a first slot machine may be displayed
(or first display of cards, or dice, etc.). More than one stage may
be displayed at a time (e.g., a plurality of slot machine
representations stacked one on top of another on the display). The
first stage game is then played, with the previously described
determination of which of the winning and losing conditions is
presented by the first stage game as played. Again, if a winning
condition is presented, the player advances to the second stage
game, but if a losing condition is presented by the first stage
game as played, the game is over and at least some (and most
preferably all) of the second (and any subsequent) wager is
lost.
[0022] If not already displayed, and assuming there has been an
advancing condition met at the first stage and a bet placed on the
second stage, the second stage game of chance is displayed (or, for
instance, activated if already displayed). This second stage is
played, with a determination of which of the winning and losing
conditions is presented by the second stage game as played. If
there is a winning condition, this form of the invention provides a
payout for the second stage, as well as for any subsequent
consecutive stage for which there is a winning condition, and a
wager placed thereon.
[0023] One embodiment of this method as applied to a gaming machine
provides a set of differing gameplay element indicia, such as
facets of a die. A subset of at least one match indicia against
which a set of dice are to be matched in the course of play is
established, such as a random selection of die faces (e.g., three
die numbers against which tossed dice are to be matched. In a
preferred form of this dice gaming machine, first, second, third
and successive stages up to said nth stages are displayed together
as discrete arrays on a visual display.
[0024] The dice are initially tossed in one embodiment, and
beginning with at least the second stage game, a determination is
made as to whether any match is made between the match indicia and
the dice tossed. At least one match comprises a winning condition
for a stage being played, in this embodiment. If a match is not
made, then the unmatched indicium is removed from further play. The
game ends when no matches are made at a given level, again assuming
that a wager has been made up to and including that level.
[0025] Yet another aspect of the invention is providing a feature
which is subject to random allocation to a stage in the course of
play, with the feature if allocated enabling a next stage to be
played regardless of whether a winning condition has otherwise been
presented. The feature, referred to herein as a "Free Ride,"
therefore constitutes or comprises a so-called winning/advancement
condition. Of course, a wager still needs to have been placed on
the next stage which is subject to being so enabled for play by the
Free Ride feature.
[0026] A video card game comprises yet another form of the
invention. Here, a video display device is driven by a cpu having a
program. A wager input mechanism registers a wager placed by a
player, with the wager including an ability to register bets upon
successive stages of the game. A first deck of playing cards
comprised of cards of suit and rank is generated by the program,
with the program establishing a first array for display of a subset
of the deck (i.e., a hand) of cards randomly selected from the
deck.
[0027] A first stage hand of cards is dealt. The card game could be
one in which the hand as so dealt is not subject to a draw, or the
player can select cards to discard, with a new card taking the
place of any discarded. In either event, the hand ultimately
becomes set, and a determination is made as to whether the hand of
cards presents a winning/advancement condition based upon a preset
hierarchical ranking of card arrangements relating to suit and
rank. As in the situations noted above, subsequent hands of cards
are dealt if a winning condition is presented by the previous hand,
provided a bet has been registered for each successive stage. If a
losing condition is presented by a stage, or a stage is reached
upon which no wager has been made, the game is over. Bets on any
higher stage are lost if a losing condition is presented, as is the
bet on the stage for which the losing condition is registered. A
payout output based upon the wager and predetermined values for a
stage is preferably provided according to a preset hierarchical
ranking of card arrangements relating to suit and rank. The payout
output can include payout tables which are different for at least
some of the stages, and may further include a multiplier for at
least some of the stages, with the multiplier increasing for
successively higher stages.
[0028] In a video slot machine version of the invention, a
plurality of rotatable reels is generated by the computer program,
each of the reels being comprised of a plurality of different
indicia. Each of the reels is caused by the program to appear to
rotate and then randomly stop to thereby yield a display of certain
indicia as a spin. If an advancement condition is presented on the
first stage spin, a second stage spin occurs if a bet has been
registered for that second stage spin, and so forth. The first
stage spin can be visually displayed as a first set of reels in a
first array, with the second stage spin likewise visually displayed
as a second set of reels in a second array, and successive stage
spins each so displayed as further sets of reels in successive
respective arrays, with a plurality of arrays being displayed
together on the visual display. Alternatively, one set of reels
could be repeatedly spun for each stage. Payouts and multipliers
can be provided in like manner to that described above for the card
game embodiment, or as otherwise may be desired. One variant of the
slot machine version of the invention has the multiplier for the
games nth stage spin (the last possible level) randomly selected by
the program from a predetermined table of multipliers, where at
least most of the multipliers are greater than a multiplier for any
previous stage. This random multiplier can advantageously be
displayed, or physically embodied, as a wheel having segments with
the multipliers displayed in respective segments of the wheel. The
wheel is caused to rotate and come to a stop with the random
multiplier at a designated stop point.
[0029] Of course, the foregoing invention as described in a video
slot machine embodiment could be readily embodied in a standard
mechanical slot machine. Likewise, the video dice game is readily
adapted to a table-type game format, as is the video card game
contemplated above.
[0030] In the same vein, a gaming machine coming within the scope
of one aspect of the invention broadly comprises a gaming unit
having at least first and second stages of play, each stage having
an advancement condition and a non-advancement condition. Some kind
of interface mechanism with the gaming unit allows gameplay input
for a player, with the gameplay input including wagering input
allowing the player to register a bet upon one or more stages of
play.
[0031] An operational device operates the gaming unit, upon player
input including an operational command. The operational device
determines which of the conditions is presented by a first stage as
played, and if an advancement condition is presented, then
advancing the gaming unit to the second stage, but if a
non-advancement condition is presented, the game is over and at
least a portion, and preferably all, of any second stage bet
registered is lost. Play continues for a successive stage up to a
predetermined nth stage if an advancement condition is determined
for that next stage to be reached, and a bet has been previously
registered for that successive stage. Again, the stages of play can
be games which are of the same type of game, or different types of
games. These can also be games that have not yet been invented.
[0032] These aspects of the invention, along with other aspects,
advantages, objectives and accomplishments of the invention, will
be further understood and appreciated upon consideration of the
following detailed description of certain present embodiments of
the invention, taken in conjunction with the accompanying drawings,
in which:
BRIEF DESCRIPTION OF THE DRAWINGS
[0033] FIG. 1 is a video screen representation highlighting three
paylines of a stage of a video slot machine embodiment of the
present invention;
[0034] FIG. 2 is a video screen representation similar to FIG. 1
highlighting five paylines;
[0035] FIG. 3 is a video screen representation of a three stage
slot machine embodiment of the present invention;
[0036] FIG. 4 is a representation of a paytable of winning
combinations for the slot machine presented in FIG. 3;
[0037] FIG. 5 is a representation of a continuation of the paytable
of FIG. 4;
[0038] FIG. 6 is another video screen representation of the slot
machine embodiment of FIG. 3 of the present invention;
[0039] FIG. 7 is another video screen representation of the slot
machine embodiment of FIG. 3;
[0040] FIG. 8 is another video screen representation of the slot
machine embodiment of FIG. 3;
[0041] FIG. 9 is another video screen representation of the slot
machine embodiment of FIG. 3;
[0042] FIGS. 10a-10e present a flow chart of a method of operating
a three stage video slot machine gaming machine of the type of
embodiment of FIG. 3;
[0043] FIG. 11 is a representation highlighting a bonus multiplier
wheel for use in a video slot machine embodiment of the present
invention;
[0044] FIGS. 12a-12c present flow charts of a method of operating a
video slot machine gaming machine embodiment of the present
invention using the bonus multiplier wheel of FIG. 11;
[0045] FIG. 13 is a video screen representation highlighting a
multi-stage poker gaming machine embodiment of the present
invention;
[0046] FIG. 14 is a video screen representation highlighting a
first stage result on the poker machine embodiment of FIG. 13;
[0047] FIG. 15 is a video screen representation highlighting a
second stage of the poker machine embodiment shown in FIG. 13;
[0048] FIG. 16 is a video screen representation highlighting a
third stage of the poker machine embodiment of FIG. 13;
[0049] FIG. 17 is a video screen representation highlighting
another multi-stage poker gaming machine embodiment of the present
invention;
[0050] FIG. 18 is a representation of a paytable of winning
combinations of the poker gaming machine embodiment of FIG. 17;
[0051] FIG. 19 is another video screen representation of the poker
gaming machine embodiment of FIG. 17;
[0052] FIG. 20 is another video screen representation of the poker
gaming machine embodiment of FIG. 17;
[0053] FIG. 21 is another video screen representation of the poker
gaming machine embodiment of FIG. 17;
[0054] FIG. 22 is another video screen representation of the poker
gaming machine embodiment of FIG. 17;
[0055] FIG. 23 is another video screen representation of the poker
gaming machine embodiment of FIG. 17;
[0056] FIG. 24 is a video screen representation of the poker gaming
machine embodiment of FIG. 17, but with a different opening hand
shown using a "Free Ride" card;
[0057] FIG. 25 is another video screen representation of the poker
gaming machine embodiment of FIG. 24;
[0058] FIG. 26 is another video screen representation of the poker
gaming machine embodiment of FIG. 24;
[0059] FIGS. 27a-27f present a flow chart of a method of operating
a draw poker video gaming machine of the present invention;
[0060] FIG. 28 is a video screen representation of a multi-stage
video dice gaming machine embodiment of the present invention;
[0061] FIG. 29 is a video screen representation highlighting a
first stage or roll of the dice of the dice gaming machine
embodiment of FIG. 28;
[0062] FIG. 30 is a video screen representation of a second stage
of the play of the dice gaming machine embodiments of FIG. 28;
[0063] FIG. 31 is a video screen representation of a third stage of
the play of the dice gaming machine embodiment of FIG. 28;
[0064] FIG. 32 is a video screen representation of a fourth stage
of the play of the dice gaming machine embodiment of FIG. 28;
[0065] FIG. 33 is another video screen representation of the dice
gaming machine embodiment of FIG. 28; and
[0066] FIGS. 34a-34d present flow charts for a method of operating
a video dice gaming machine of the present invention.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
[0067] Four different embodiments of the present invention are
described herein, with some noted variations in certain cases. The
first embodiment is a three stage, multi-line, multi-coin video
slot machine. The same game format (slots) with the same paytable
is operated on three stages, with increasing payout multipliers at
each stage providing an increasing amount to win at the higher
stages. The "spin" at each stage is independent of the previous
stages.
[0068] The second embodiment is a multi-stage Five-Card Stud poker
game. Each stage is again independent of the previous stage.
However, a separate paytable is used for each stage in this
embodiment. A variation of this game is also shown which uses the
same paytable on each stage, but combined with a mechanism to
increase the "hit" rate.
[0069] The third embodiment is a Draw poker game that combines the
concepts shown in the Stud poker game with the decisions and
optimal play analysis that are integral to Draw poker. The final
embodiment is a dice game which has been adapted to provide a high
dependency between the first stage and the next stages.
[0070] While each of these embodiments uses a single game format,
or type, to play from stage to stage, as noted above, it is clearly
anticipated that the invention may be used with a first game type
as a first stage, with a subsequent stage or stages being of a
different game type, e.g., a single line slot stage, then a
multi-line slot stage, then a Stud poker stage, etc. Thus, it
should be appreciated that similar or different games of chance may
be staged together, and the invention is not limited to the types
of games shown here, and would encompass any conceivable other
game, such as roulette, craps, baccarat, keno, and so on. It will
also be apparent to one of skill in the art how to use the
invention in live games with dealers (i.e., table games),
notwithstanding the particular embodiments described herein
relating to gaming machines.
Triple-Strike Slots
[0071] A first embodiment of this invention takes the form of a
multi-stage slot machine. This may be done on a video screen with
the presentation of a video slot machine, or may be accomplished
with mechanical spinning reels, for instance. In a mechanical
embodiment, the stages may be played sequentially on the same
reels, or on physically separate reels. It is also adaptable for
combinations of video slots and mechanical spinning reel slots,
where some stages are played on the video slots and some stages are
played on mechanical spinning reels.
[0072] In this first embodiment, there are three video slot
machines (stages) vertically disposed on a video screen (although
it will be apparent how to adapt this technique to any number of
desired stages). In this embodiment, each machine has the same
symbols, symbol frequency, hit rate and payout percentage. Of
course, other embodiments may use different hit rates and
frequencies, if not entirely different symbols and game themes from
stage to stage.
[0073] In this first embodiment, the criterion for advancing from
one stage to the next is any win on the current stage. It is
envisioned that other criteria may be used in other embodiments,
such as a special symbol, which while only paying in certain
configurations, would advance a player to the next level anytime it
appeared in the game.
[0074] Turning now to FIG. 1, the first embodiment has each stage
as a five-reel, five-line video slot machine. This is of a type of
slot machine often called "Australian style." This machine allows
the player to make a wager on one to five paylines, and allows a
bet from one to nine coins bet on each payline for a maximum of
forty-five coins bet per game. FIG. 1 shows the first three
paylines, with payline 1 drawn horizontally across the center
symbols, payline two drawn across the upper symbols and payline
three drawn across the lower symbols.
[0075] FIG. 2 is the same as FIG. 1, with fourth and fifth paylines
added. The fourth payline is in the shape of the letter "V" while
the fifth payline is an inverted "V". It is well known by those
skilled in the art how to design such a machine with more or fewer
paylines, and more or fewer coins per line. It is also well known
in the art, and envisioned for this type of game, to include
special bonuses or bonus rounds for certain symbol combinations.
Certain combinations have been included for this purpose in the
present description, but the special bonuses and bonus rounds have
been replaced by fixed awards for clarity of presentation.
[0076] FIG. 3 shows a screen with three stages displayed. For each
game played, the player selects from one to fifteen paylines (i.e.,
five paylines times three stages) to play or "activate". The player
operates the machine by pressing (actuating) buttons through the
use of a touchscreen display, some pointing device, or through the
use of corresponding mechanical pushbutton switches. The player may
repeatedly press the "Select Lines" button 12 in FIG. 3 to select
one to fifteen lines. One may also press the "Select 5 Lines",
"Select 10 Lines" or "Select 15 Lines" buttons (14, 15 and 16,
respectively) to select all lines of the first, first and second or
all three machines respectively. As used herein, "machine" refers
to each separate slot display 18, 19, 20 (which will variously be
referred to as machine, stage and level). Selecting from one to
five lines will activate the lines on the lower machine 18 and
allow a "spin" (play) on the lower machine 18. Selecting from six
to ten lines will activate the five lines on the lower machine and
one to five lines on the second machine 19. This will then allow a
spin on the first machine 18; if there is any winner on the first
machine 18, a spin on the second machine will then follow. All
amounts won on the second machine 19 are multiplied by two
(2.times.) in this version (see window 22).
[0077] Selecting from eleven to fifteen lines will activate the
five lines on the first machine 18, the five lines on the second
machine 19 and from one to five lines on the third machine 20. This
will then allow a spin on the first machine 18, and if there is a
winner on the first machine, then a spin on the second machine 19
(with 2.times. payout following). If there is any winner on the
second machine 19, that will allow a spin on the third machine 20.
All amounts won on the third machine 20 are multiplied by four
(4.times.) in this version (see window 23).
[0078] In this particular embodiment, the "hit rate" (percentage of
games that have any win) is carefully set just over 50%. This
allows each stage (18, 19 and 20) to have a multiplier that is
twice that of the previous stage, and result in a reasonable
expected payout for the player and reasonable expected return for
the operator (e.g., gaming establishment). More stages could be
added in a manner described without departing from the invention.
Also, vastly different hit rates and multipliers could be used,
separate paytables for each stage that do not scale evenly may be
used, and other variations thereon will be readily apparent to
those of skill in this art.
[0079] It should be noted that bets on the second machine 19 (lines
six through ten) and the third machine 20 (lines eleven through
fifteen) will be lost if a machine at a stage (level) below it does
not result in a win, in this embodiment. This is considered offset
in the mind of the player by game multipliers (2.times. and
4.times. respectively) when these machines do get a chance to spin.
This increased opportunity for winnings when these upper stage
machines get to spin adds a great deal of excitement and
anticipation for the player.
[0080] Once the player has selected the number of lines, he or she
specifies how many coins are to be wagered for each of the selected
lines. As is well known in the art, all payouts are multiplied by
the number of coins bet per payline. The player may repeatedly
press the "Coins Per Line" button 25 (FIG. 3) to select one to nine
coins-per-line. The total bet is the product of the number of lines
selected (button 12) and the number of coins-per-line, and is shown
in the "Total Bet" meter 26.
[0081] FIG. 4 and FIG. 5 show the paytables indicating the
available winning combinations and rules governing those
combinations. These paytables may be displayed at any time by
pressing the "Pays" button 28 (shown, e.g., in FIG. 3). The "Help"
button 29 may be pressed at any time for an overall description of
the rules of the game and its operation. Again, these buttons,
their operation and related programming, are well known.
[0082] Once the specifics of the bet are selected as described
above, the player presses the "Spin Reels" button 30, which will
initially spin the reels on the first slot machine 18. If there is
no winning combination on any active (bet) payline then the game is
over and the entire bet is lost, including any amount bet on the
other machines 19, 20. If there is any winning combination on an
active payline of the first machine 18, then the machine display
will first show all winning paylines followed by a pattern of
cycling through the individual winning combinations.
[0083] FIGS. 6 and 7 show how the game cycles through multiple
winning combinations of the first machine 18. In FIG. 6, the single
"WILD" symbol is shown as a winner on payline 1. The machine draws
boxes, for instance, around the winning symbols on the payline. In
the payout information window 21 to the right of the first machine
18, the top line calls out "Line 1: 2 Coins". This indicates the
two coins awarded for one "WILD" symbol on payline 1, as confirmed
by the paytable in FIG. 4. After showing the display of FIG. 6 for
a few seconds, the machine shows the display of FIG. 7, which calls
out the next winning combination. FIG. 7 shows three cow symbols on
payline 5 (in boxes). The top line of the payout information window
21 now calls out "Line 5: 5 Coins" in recognition of the five coins
won for the three cows on the fifth payline (confirmed by the
paytable in FIG. 5).
[0084] For both FIG. 6 and FIG. 7, the second line of the payout
information window 21 shows the total number of coins from all pays
of the first machine (in this case "SubTotal: 7" consisting of the
two coins from the first payline and the five coins from the fifth
payline). The lower half of the payout information window 21 then
shows the total pay of the machine, times the machine multiplier,
which for the first machine is one (1.times.).
[0085] This results in a "Total" of seven coins for the lower
machine. The "Total Won" meter 36 on the right edge of the screen
shows this seven coin figure in FIG. 7. FIG. 6 and FIG. 7 show the
second machine 19 "lit up" and ready to spin as a result of the win
on the first machine 18.
[0086] As a result of winning on machine 18, the player is now
allowed to spin the reels of the second machine 19, provided that a
bet was placed on at least one of lines six through ten. The reels
on the second machine 19 are spun by again pressing the "Spin
Reels" button 30. If there is no winning combination on the reels
of the second machine 19, then the game is over. In that case, any
bet made on the third machine 20 (lines eleven through fifteen) is
lost, and the winnings from the first machine 18 are paid to the
player. The game pays the awarded credits from first machine 18
then restarts, becoming ready to take another bet.
[0087] In the case of a winning combination on the second machine
19, then it may have an overall display similar to FIG. 8. With
only a single winning combination on the second machine, the
machine boxes the "7's" symbol on its first payline, and shows in
the second stage, payout information window 22 that one coin was
won for a "SubTotal" of one coin on the second machine 19. Since
all pays on the second machine are multiplied by two in this
version (multiplier 2.times.), this results in a total pay of two
coins on the second machine 19. The "Total Won" meter 36 is now
updated to nine coins, which comprises the seven coins won from the
first machine 18, plus the two coins won from the second machine.
Since the player bet five coins on the second machine 19 (one each
on lines six through ten), this second machine result is actually a
net loss of three coins. However, because it was not a total loser
(zero coins won), the player is now entitled to spin the third
machine 20 if a bet was placed on any of lines eleven through
fifteen. FIG. 8 shows the third machine 20 lit up and ready to spin
as a result of the two coin win on the second machine.
[0088] Once again, the reels on the third machine are spun by
pressing the "Spin Reels" button 30. If there is no winning
combination on the reels of the third machine 20, then the game is
over. In that case, the winnings from the two other machines are
paid to the player, and the game recycles for a new bet.
[0089] A winning combination is shown on the third machine 20 in
FIG. 9. With only a single winning combination on the third machine
20, the machine boxes the three "7's" symbols on its first payline,
and shows in the third stage payout information window 23 that
twenty-five coins were won, for a "SubTotal" of twenty-five coins
on the third machine 20. Since all "pays" on the third machine are
multiplied by four (multiplier 4.times. for this version), this
results in a total pay of one hundred coins on the third machine
20. The "Total Won" meter 36 is now updated to 109 coins, to
include the 100 coins won from the third machine. With the third
and final machine having been played, the total winnings of 109
coins are now added to the total credits meter 37, and the game is
ready to restart and receive another bet.
[0090] The "Max Bet Spin" button 39 (shown in FIGS. 3 through 9)
provides a one touch solution which will cause all fifteen lines to
be selected with nine coins bet per line and spin the reels on the
first machine 18, assuming enough credits are available. It is the
same as pressing the "Select Lines" button 12 until "15" is
selected, then pressing the "Coins Per Line" button 25 until "9" is
selected, then "Spin Reels" button 30.
[0091] The above-described embodiment of a gaming slot machine is
operationally summarized in the flow charts of FIGS. 10A-E. FIG.
10A generally describes the start-up of the Triple-Strike Slots
game. First, an assessment of whether credit(s) are present is
undertaken beginning at step 150. If none is present, then a check
is made as to whether the player has inserted the relevant coin,
credit card, etc., for the necessary credit(s) at step 151. If so,
then at step 152 the credit(s) are registered and displayed at the
"Total Credits" meter 37 (e.g., FIG. 3). All available player
buttons are then activated for initiation of play at 155.
[0092] At this stage, the player enters a set-up loop where the
player may choose to add more credits or proceed with play at step
156. If credits are added, these are registered (on the meter
display 37) at step 158, and the program loops back to step 156
(via 155).
[0093] The "Coins Per Line" button 25 can alternatively be engaged
from step 156, causing the coins-per-line setting to be modified
(as indicated at meter 40, FIG. 3), as well as updating the value
of the "Total Bet" window 26, as indicated at step 159. Once again,
the program loops back to step 156.
[0094] Back at step 156, the player then can choose the lines upon
which to bet through operation of general "Select Lines" button 12.
This causes the graphics program to highlight the lines being
designated at step 160. Alternatively, the special "Select Lines"
buttons 14 through 16 could be used out of step 156, also resulting
in a registration of the line group selected (at step 161), then an
update of the graphics at step 160.
[0095] From step 160, the number of lines bet is registered on
lines-bet meter 41 (e.g., FIG. 3), and updated if the lines bet has
been modified up or down, as indicated at step 162. The "Total Bet"
window 26 is also updated in view of the lines being bet. The
player is then returned to step 156.
[0096] Once the player has input the parameters of the wager, then
the "Spin Reels" button 30 is engaged. It should be noted that the
foregoing selection sequence as to coins and lines to bet need not
follow the order indicated.
[0097] The player has the option of skipping all of the line and
coins-per-line selections, through resort to the "Max Bet Spin"
button 39. A subroutine will then execute at step 165 to assess the
total credits the player has provided, and determine the maximum
number of coins per line and the maximum number of lines (per an
embedded look-up table) which can be played for the credit quantity
shown in total credits meter 37, up to a fixed maximum for the
game. The graphics are updated accordingly at step 166 to show the
lines being bet (as at step 160), with a similar update of the
coins-per-line meter 40, lines-bet meter 41 and "Total Bet" meter
26, all as indicated at step 167.
[0098] From either the actuation of the "Spin Reels" button 30 or
the "Max Bet Spin" button 39, the selection buttons for player
input are then deactivated and the amount bet is subtracted at step
168, with the remaining credits updated on the "Total Credits"
meter 37. The display graphics then shows the reels spinning at the
first stage/level/machine 18 (step 169). The reel stop positions
are selected in a random manner (step 170), with the graphics
displaying the final symbols coming into view for each reel in
sequence (steps 171a through 171e).
[0099] Turning now to FIG. 10B, the program then assesses whether
there is any winning combination presented by the reels in their
stop positions, taken in view of the paytable (FIGS. 4 and 5) and
the lines bet, as indicated at step 175. If there is no winner, the
game goes to a "Game Over" sequence (step 176a), described
hereafter. If there is a winner, then the winning line(s) are
graphically highlighted on the display (step 177), the amount won
is totaled and shown in the "SubTotal" area of the first stage
payout information window 21 (step 178), and the "SubTotal" amount
is increased by the applicable multiplier (step 179), which in this
first embodiment is 1.times. for stage one. This total for machine
one is displayed in payout information window 21. The "Total Won"
meter 36 is accordingly updated (step 180).
[0100] An assessment is then made as to whether the player has bet
on any lines of the second stage/level/machine 19, as noted at step
182. If not, then the game goes to the "Game Over" sequence (step
176b). If a stage-two bet has been registered, then the player
"Spin Reels" button 30 is reactivated at step 183. Machine two 19
is graphically highlighted on the display (e.g., see FIG. 6), which
may include flashing the button 30 or the like to alert the player
to continue play (step 184).
[0101] While waiting for the player to spin the second stage
(machine two 19), like all other points that the program waits for
input, a check is made at 187 to see if additional credits have
been purchased by the player. If more credits are input, they are
registered on the "Total Credits" meter 37 (step 188), and the
player is looped back to step 187. Ultimately, the "Spin Reels"
button 30 is actuated by the player at step 187, and play on the
second machine 19 commences.
[0102] The button 30 is then deactivated (step 189), the second
machine reels are graphically shown spinning (step 190), and the
sequence of steps 170 and 171a through 171e described with respect
to the first machine 18 is repeated, except now as related to the
second machine 19, as shown in steps 191 and 192a through 192e.
[0103] As shown in FIG. 10C, steps 195 and 197 through 200 then
repeat the process for the second machine described in steps 175
and 177 through 180, respectively, with regard to the first
machine. Note that step 199 increases the "Sub-Total" by 2.times.
in this version, and the payout information window 22 is
utilized.
[0104] If a bet has been registered for lines on the third machine
20 (step 202), the "Spin Reels" button 30 is again activated (step
203), machine 20 is graphically highlighted on the display (e.g.,
see FIG. 8), which may include flashing the button 30 or the like
to alert the player to continue play (step 204), and the player is
again given the option of adding more credits, or alternatively
simply advancing to play the third stage (step 207). If more
credits are input, they are registered on the "Total Credits" meter
37 (step 208), and the player is looped back to step 207.
Ultimately, the "Spin Reels" button 30 is actuated by the player at
step 207, and play on the third machine 20 commences.
[0105] The "Spin Reels" button is once more deactivated (step 209),
and steps 210, 211 and 212a through 212e repeat steps 169, 170 and
171a through 171e, respectively, this time for the third machine
20.
[0106] As shown in FIG. 10D, steps 215 and 217 through 220 then
repeat the process for the third machine 20 described in steps 175
and 177 through 180, respectively, with regard to the first machine
18. Note that step 219 increases the "Sub-Total" by 4.times. in
this version, and the payout information window 23 is utilized
(e.g., see FIG. 9).
[0107] FIG. 10E depicts the "Game Over" sequence out of either step
176a or 176b. If out of step 176a, the program "dims" the game
display with a "GAME OVER" message (step 222). An assessment is
made as to whether there are any credits in the "Total Won" meter
36 at step 223. If not, the player is returned to the start up
sequence step 150 from step 224.
[0108] If there are credits won, then the "Total Won" credits are
added to the "Total Credits" meter 37, accompanied by a bang,
knocker or other exciting sound, as indicated at step 225. If the
"Game Over" sequence is engaged out of step 176b, then the program
cycles through step 225 then 224, and returns to step 150.
Analysis of Certain Architecture of the Triple-Strike Slots
Game
[0109] The multi-stage slot machine gaming machine embodiment being
described has, as a base component, a single slot machine which is
then adapted for a plurality of stages. The first step in the
construction of the single machine of the game is to select the
paying combinations for the stage, and then to lay out the symbols
on the five reels in a manner to achieve the desired hit rate. The
"hit rate" (percentage of games with at least one winning
combination) in this embodiment is of importance, because getting a
hit (or any win) is the criterion used to advance to the subsequent
stage. In this first embodiment, it was decided to use the same
machine at each stage with a doubling of the rewards for each
successive level. If the "hit rate" for such a configuration was
set at exactly 50%, then the expected return percentage would be
the same for each level. If the "hit rate" was less than 50%, then
the player would get a lower expected return at each successive
level, which is not desirable in general. Moreover, certain gaming
jurisdictions require that each additional coin bet on a game have
the same or greater expected return than the previous coin.
[0110] If the "hit rate" is set at just over 50%, then each
successive stage will have a slightly greater return than the
previous stage, which is desirable to provide the player with an
incentive to play more coins per game. While it is easy to
mathematically determine that the "hit rate" of any payline will be
18.64% in the described first embodiment, a more thorough analysis
is needed to determine the "hit rate" when five lines are played.
This is due to multiple winners on different lines on certain
spins. While the single line "hit rate" may be mathematically
determined using the quantities of each symbol on each reel, the
five-line "hit rate" requires knowledge of the actual layout of
each reel strip to take into account which pays will occur.
[0111] The first embodiment described above uses reel strips with
thirty stop positions laid out as shown in Table 1.
TABLE-US-00001 TABLE 1 Reel Stop # Reel 1 Reel 2 Reel 3 Reel 4 Reel
5 1 Scatter (Dice) Pumpkin Pumpkin Cow Dart Board 2 Dart Board Cow
Pineapple Pineapple Cow 3 Wild Wild Wild Wild Wild 4 Cow Dart Board
Banana Dart Board Banana 5 Banana Bonus (Drum) Cow Pumpkin Dart
Board 6 7's Cow Pineapple Apple Pineapple 7 Pumpkin 7's 7's Dart
Board Bonus (Drum) 8 Apple Bonus (Drum) Apple Bonus (Drum) Apple 9
Scatter (Dice) Dart Board Banana Banana Cow 10 Cow Banana Pineapple
Pumpkin Banana 11 Banana Cow Cow Cow Pumpkin 12 Bonus (Drum) 7's
Apple Dart Board Cow 13 7's Dart Board Dart Board Pineapple 7's 14
Pineapple Pineapple Banana Pumpkin Scatter (Dice) 15 Scatter (Dice)
Bonus (Drum) Scatter (Dice) Bonus (Drum) Pineapple 16 Apple 7's
Pumpkin Banana Cow 17 Dart Board Cow 7's Dart Board 7's 18 Bonus
(Drum) Pumpkin Scatter (Dice) Apple Pumpkin 19 Banana Dart Board
Pineapple Cow Dart Board 20 Pumpkin Apple Apple Banana Pineapple 21
Scatter (Dice) Bonus (Drum) Bonus (Drum) Dart Board Bonus (Drum) 22
Banana Pumpkin Banana Pineapple Banana 23 Cow Cow Apple Bonus
(Drum) Dart Board 24 Bonus (Drum) 7's Bonus (Drum) 7's Pumpkin 25
Pineapple Dart Board Pineapple Dart Board Apple 26 Banana Pumpkin
Banana Pumpkin Dart Board 27 Scatter (Dice) Bonus (Drum) Bonus
(Drum) Pineapple Pineapple 28 7's Cow Apple Cow Scatter (Dice) 29
Cow Pineapple Pineapple Banana Banana 30 Pineapple Dart Board Bonus
(Drum) Pumpkin Pumpkin
[0112] With thirty stops on each of five reels, there are a total
of 30.sup.5 or 24,300,000 possible combinations. To determine the
"hit rate" for this set of reel strips, a computer analysis well
known to the art is used to evaluate each of the 24,300,000
combinations of the five reels. For each combination, the symbols
are analyzed across each of the five paylines in comparison with
the paytables and rules shown in FIG. 4 and FIG. 5. For each of the
24,300,000 combinations, if one or more of the paylines has a
winning combination or if a scatter pay is present, then a hit
counter is incremented. The analysis shows that for the reel strips
of Table 1 with the paytable information provided in FIG. 4 and
FIG. 5, 12,569,760 of the 24,300,000 combinations of the five reels
result in a win, providing a 51.73% "hit rate."
[0113] Table 2 shows the number of times each symbol appears on
each of the five reels. This frequency data is used in combination
with Table 3 to determine the payout percentage.
TABLE-US-00002 TABLE 2 Symbol Reel 1 Reel 2 Reel 3 Reel 4 Reel 5
WILD 1 1 1 1 1 7's 3 4 2 1 2 Apple 2 1 5 2 2 Banana 5 1 5 4 4
Pineapple 3 2 6 4 4 Pumpkin 2 4 2 5 4 Dart Board 2 6 1 6 5 Cow 4 6
2 4 4 Bonus (Drum) 3 5 4 3 2 Scatter (Dice) 5 0 2 0 2 30 30 30 30
30
[0114] Table 3 shows a table of the available "pays" along with the
necessary information to determine the payout percentage of the
game. To provide the correct analysis, it should be clear that all
"pays," except the "Scatter" pay of three "Scattered Dice" symbols,
will only pay left to right. That is, the indicated combination
must be shown on successive reels starting with Reel 1 (see FIG.
1). The "WILD" symbol may substitute for any symbol except the
"Bonus (Drum)" symbol and the "Scatter (Dice)" symbol. The
"Scatter" pay will pay for three dice symbols anywhere in the
fifteen symbol visible display area. The "Scatter" pay will pay all
paylines in addition to the highest pay on each line. On each
payline, only the highest combination is paid. For the purposes of
the math table of Table 3, if there are two ways to make the same
highest pay value, then the combination using more symbols is used
(e.g. "WILD-WILD-WILD-Banana-Any" is counted as four bananas
instead of three "WILDs", both of which pay 50 coins).
[0115] The "Occurrences" column of Table 3 is created using the
Table 2 frequency data and enumerating each way to create that
combination. Some examples are shown for clarity:
5 "WILD" 1.times.1.times.1.times.1.times.1=1
[0116] One "Wild" symbol on each reel results in one Occurrence of
five "WILD."
4 "WILD" 1.times.1.times.1.times.1.times.(2+2)=4
[0117] One "WILD" symbol on each of the first four reels and either
a Drum or a Dice symbol on the fifth reel (any other symbol will
result in five of that symbol instead of four wild).
3 "WILD" 1.times.1.times.1.times.3.times.30=90
[0118] One "WILD" symbol on each of the first three reels and a
Drum on the fourth reel and any symbol on the fifth reel (any other
symbol but a Drum on the fourth reel results in four or five of
that symbol).
5 "7's"
((1+3).times.(1+4).times.(1+2).times.(1+1).times.(1+2))-1=359
[0119] Either a "WILD" or "7" on each reel, not counting the number
of ways (one) to have five "WILDs."
4 "7's"
((1+3).times.(1+4).times.(1+2).times.(1+1).times.(30-1-2))-(1.tim-
es.1.times.1.times.1.times.(30-1-2))=3213
[0120] The first component is the number of combinations with
either a "WILD" or a "7" on each of the first four reels with any
symbol except "WILD" or "7" on the fifth reel. This component
includes combinations that have four "WILDs" which either pay as
four "WILDs" or five of some other symbol, which need to be
subtracted off. The second component is the number of combinations
that have four "WILDs" on the first four reels that were part of
the first component.
3 Bananas
((1+5).times.(1+1).times.(1+5).times.(30-1-4).times.30)-((.times-
.1.times.1.times.(30-1-4).times.30)=53250
[0121] The first component is the number of combinations with
either a "WILD" or banana on each of the first three reels, with
any symbol except a "WILD" or banana on the fourth reel and any
symbol on the fifth reel. This component includes combinations that
begin with three "WILDs," which will pay as three "WILDs" or, four
of some other symbol or five of some other symbol. The combinations
with three "WILDs" are subtracted off in the second component which
includes the number of combinations that contain "WILD" on the
first three reels, any symbol but "WILD" or Banana on the fourth
reel, and any symbol on the fifth reel.
3 Scattered Dice
(5.times.3).times.30.times.(2.times.3).times.30.times.(2.times.3)=486,000
[0122] Each of the five Dice on the first reel qualifies for the
"Scatter" pay in any of three positions (upper position, center
position and lower position). This is multiplied by the thirty
stops representing any position on the second reel, multiplied by
the two Dice times three positions on the third reel, multiplied by
the thirty stops of the fourth reel, multiplied by the two Dice
times three positions on the fifth reel.
[0123] All other counts in the "Occurrences" column are calculated
in a similar manner.
[0124] The "Probability" column for each row of Table 3 is computed
by dividing the "Occurrences" in that row by the total number of
combinations which is 24,300,000.
[0125] The EV or "Expected Value" for each row is computed by
multiplying the "Pay" amount times the "Probability" for that row.
The return from a single stage of this machine is computed by
taking the sum of all EV entries, which is 0.906239712, or a 90.62%
return. The payout percentage can be modified by modifying the
Column 2 "Pay" values and the corresponding paytable, as is well
known in the art. The payout percentage may also be modified by
changing the symbol frequencies shown in Table 2, and corresponding
reel strips of Table 1. Care must be taken to keep the "hit rate"
at the desired level while changing the payout percentage. This is
also well known in the art, and is often the preferred method used
to alter payout percentage, because when this method is used, the
player cannot tell from the paytable which machine has a higher
return, or for that matter know for sure that machines are set at
different payout percentages.
TABLE-US-00003 TABLE 3 Pay Symbols Pay Occurrences Probability EV 5
WILD 7500 1 4.11523E-08 0.000308642 4 WILD 200 4 1.64609E-07
3.29218E-05 3 WILD 50 90 3.7037E-06 0.000185185 2 WILD 5 5,400
0.000222222 0.001111111 1 WILD 2 529,200 0.021777778 0.043555556 5
7's 1000 359 1.47737E-05 0.014773663 4 7's 100 3,213 0.000132222
0.013222222 3 7's 25 49,560 0.002039506 0.050987654 2 7's 2 461,700
0.019 0.038 1 7's 1 2,025,000 0.083333333 0.083333333 5 Apples 500
323 1.32922E-05 0.006646091 4 Apples 75 2,889 0.000118889
0.008916667 3 Apples 15 28,350 0.001166667 0.0175 2 Apples 2
108,000 0.004444444 0.008888889 5 Bananas 300 1,799 7.40329E-05
0.022209877 4 Bananas 50 8,975 0.000369342 0.018467078 3 Bananas 10
53,250 0.002191358 0.02191358 2 Bananas 2 237,600 0.009777778
0.019555556 5 Pineapples 250 2,099 8.63786E-05 0.02159465 4
Pineapples 50 10,475 0.00043107 0.021553498 3 Pineapples 10 62,250
0.002561728 0.025617284 2 Pineapples 2 227,700 0.00937037
0.018740741 5 Pumpkins 200 1,349 5.55144E-05 0.011102881 4 Pumpkins
50 6,725 0.000276749 0.013837449 3 Pumpkins 10 31,680 0.001303704
0.013037037 5 Dart Boards 200 1,763 7.25514E-05 0.014510288 4 Dart
Boards 50 7,032 0.000289383 0.014469136 3 Dart Boards 10 28,290
0.001164198 0.011641975 5 Cows 200 2,624 0.000107984 0.021596708 4
Cows 50 13,100 0.000539095 0.026954733 3 Cows 5 78,000 0.003209877
0.016049383 5 Bonus (Drum) 1000 360 1.48148E-05 0.014814815 4 Bonus
(Drum) 150 5,040 0.000207407 0.031111111 3 Bonus (Drum) 50 48,600
0.002 0.1 3 Scatter (Dice) 8 486,000 0.02 0.16 Losing Spin
19,771,200 0.81362963 24,300,000 1 0.906239712
[0126] Building now upon the single stage machine so described,
Table 4 shows how the return for the multi-stage version of the
game is computed. The first column shows the "Stage" for which the
return is being computed. The second column shows the probability
of a hit on the specified stage. In this first embodiment, this is
the "hit rate" of a single stage of the machine, which is the
criterion for moving up to the next stage. The third column shows
the probability of playing the specified stage (as opposed to
losing all bets on that stage without play). This is "1" for the
first stage (the first stage is always played), and for the other
stages is computed by multiplying the probability of playing the
previous stage (third column, one line above) times the probability
of a hit on the previous stage (second column, one line above). For
Stage 2, this is 1.times.0.51727=0.51727. For the third stage this
is 0.51727.times.0.51727=0.26757.
[0127] The fourth column shows the multiplier for all "pays" on the
specified stage. This multiplier provides a reward that more than
offsets the losses for the times that the stage is not played. The
fifth column shows the EV for the machine on the specified stage,
which is the same for each identical machine in this embodiment.
The sixth column shows the overall EV of the specified stage, and
is computed by multiplying the third through fifth columns
together. This is because the EV of a stage (fifth column) has to
be scaled up by the payoff multiplier (fourth column) and reduced
by taking into account the probability of playing that stage (third
column). The seventh column shows the cumulative EV when one, two
or three stages are played. This is the average of the sixth column
of the specified level and all levels above it. When only one stage
is played the cumulative EV is the same as the EV of that stage.
When two stages are played, the cumulative EV is the average of the
EV of the first stage and the second stage. When all three stages
are played, the cumulative EV is the average of the EV of the first
stage, second stage and third stage. This results in an overall
expected return of 93.79% when all three stages (fifteen lines) are
played.
TABLE-US-00004 TABLE 4 Multiplier Cumulative Probability
Probability For Pays EV of All of hit on this of Playing on this EV
of EV of This Stages up to Stage stage This Stage Stage Machine
Stage this Level 1 0.517274074 1 1 0.906239712 0.906239712 0.90624
2 0.517274074 0.517274074 2 0.906239712 0.937548616 0.921894 3
0.517274074 0.267572468 4 0.906239712 0.969939184 0.937909
A Variation on Triple-Strike Slots
[0128] In a modification to the first embodiment above, a fourth
stage is added allowing the player to wager on one to twenty lines.
Instead of offering a fixed 8.times. multiplier on the fourth
stage, however, after any win on the fourth stage the multiplier is
randomly selected from a range of 4.times. to 50.times., with
weighted frequencies selected such that the overall value of the
multiplier is about 8.times.. Each time that a spin on the fourth
stage results in any win, the game goes through a selection process
that presents a multiplier of 4.times. to 50.times. to the player.
One method of presentation is to select the multiplier and show it
on the screen to the player. Table 5 shows a table of weighted
entries that are used for this purpose. After a win on the fourth
stage of this game, the machine uses its RNG (random number
generator) to select an integer from 1 to 29. This number is
"looked up" in the second column of Table 5 (titled "Values"), and
the corresponding value in the first column (titled "Multiplier")
is used as the stage multiplier for that spin. The third through
fifth columns of Table 5 are used to determine the EV of the fourth
stage multiplier in the same manner used in Table 3.
TABLE-US-00005 TABLE 5 Multiplier Values Occurrences Probability EV
50 1 1 0.03448276 1.724138 25 2 1 0.03448276 0.862069 10 3-5 3
0.10344828 1.034483 8 6-7 2 0.06896552 0.551724 6 8-12 5 0.17241379
1.034483 5 13-25 13 0.44827586 2.241379 4 26-29 4 0.13793103
0.551724 29 1 8
[0129] Table 6 is a modified version of Table 4, with the fourth
stage added showing the overall payout percentage of this modified
game is 95.43% with all twenty lines played. Also note that the
payout percentage on the fourth stage is 100.34%. A bet on this
particular stage has a positive expectation for the player. This
bet (on lines sixteen through twenty) is only allowed in
conjunction with the negative-expectation bets (i.e., less than
100%) on the first fifteen lines, thus resulting in an overall
negative expectation of a 95.43% return.
TABLE-US-00006 TABLE 6 Multiplier Probability Probability For Pays
EV of All of hit on this of Playing on this EV of EV of This Stages
up to Stage stage This Stage Stage Machine Stage this Level 1
0.517274074 1 1 0.906239712 0.906239712 0.906239712 2 0.517274074
0.517274074 2 0.906239712 0.937548616 0.921894164 3 0.517274074
0.267572468 4 0.906239712 0.969939184 0.937909171 4 0.517274074
0.1384083 8 0.906239712 1.003448787 0.954294075
[0130] To add even more excitement to the presentation of the
foregoing fourth stage, another variation of this four stage game
adds a mechanical wheel for selection of the multiplier for wins on
the fourth stage. Adams, U.S. Pat. Nos. 5,823,874 and No.
5,848,932, and Telnaes, U.S. Pat. No. 4,448,419, may be referred to
for detail on such bonus sequences and indicia. The wheel 42 shown
in FIG. 11 has sixteen sections, although any number of visible
sections may be used. Table 7 uses the same multiplier values as
shown in Table 5, but allocates these values to the sixteen
sections of the mechanical wheel of FIG. 11.
[0131] The above-described embodiment of a gaming slot machine
having four stages and a random number multiplier on the fourth
stage is operationally summarized in the flow charts of FIGS.
12A-12C. The program for this Multi-Strike Slots variation
embodiment is substantially the same as that previously described
with respect to FIGS. 10A through 10E. Accordingly, and keeping
with the same convention used throughout this application, like
numbers are used to describe like steps. The changes made to the
previously-described program will therefore only be discussed as to
this version.
[0132] Turning first to FIG. 12A, Multi-Strike Slots follows the
same programming as set forth in the flow charts of FIGS. 10A
through 10C for Triple-Strike Slots, and up through step 220. Step
232 begins a sequence for a fourth stage/level/machine, with steps
233, 234, 237 and 238 corresponding to steps 183, 184, 187 and 188,
respectively, except as now related to a fourth machine. Note that
in the event of no bet on the fourth machine (step 232), a "Game
Over" sequence is then engaged at step 176c.
[0133] As in the other levels, the "Spin Reels" button is once more
deactivated (step 239), and steps 240, 241 and 242a through 242e
repeat steps 169, 170 and 171a through 171e, respectively, this
time for the fourth machine. Turning to FIG. 12B, steps 245, 247
and 248 then repeat the process for the fourth machine described in
steps 175, 177 and 178, respectively, with regard to the first
machine 18.
[0134] Step 249 will now initiate a sequence for a multiplier to be
applied to the fourth level in this version. First, a number is
randomly selected from a table provided for the fourth level
multiplier at step 249. The bonus wheel 42 (FIG. 11) may then be
graphically "spun" at step 250, and stopped on the previously
selected number from step 249, as indicated at step 253. A
mechanical wheel of the type disclosed in U.S. Pat. Nos. 5,823,874
and 5,848,932 can likewise be advantageously employed. This
multiplier factor is then displayed (step 254), and the "Sub-Total"
amount for the fourth level is then increased by this factor and
displayed as a "Total" for the fourth machine (step 255), with the
latter sum then added to the "Total Won" meter 36 amount for
display, as shown in step 256. The game then proceeds from step 256
to "Game Over" sequence 176c. The "Game Over" sequence shown at
FIG. 12C for this version is the same as that previously described,
except for reflecting the path from point 11 (rather than from
point 9 in the previous version).
TABLE-US-00007 TABLE 7 Wheel Stop Multiplier Values Occurrences
Probability EV 1 8 1 1 0.034482759 0.275862069 2 5 2-3 2
0.068965517 0.344827586 3 6 4-6 3 0.103448276 0.620689655 4 5 7-9 3
0.103448276 0.517241379 5 10 10-11 2 0.068965517 0.689655172 6 4
12-13 2 0.068965517 0.275862069 7 50 14 1 0.034482759 1.724137931 8
5 15-17 3 0.103448276 0.517241379 9 25 18 1 0.034482759 0.862068966
10 4 19 1 0.034482759 0.137931034 11 10 20 1 0.034482759
0.344827586 12 5 21-23 3 0.103448276 0.517241379 13 8 24 1
0.034482759 0.275862069 14 4 25 1 0.034482759 0.137931034 15 6
26-27 2 0.068965517 0.413793103 16 5 28-29 2 0.068965517
0.344827586 29 1 8
Triple-Strike Stud Poker
[0135] Another embodiment uses this multi-stage game technique for
the play of video poker. This second embodiment adapts a Five-Card
Stud game with hit rates under 50% and over 50%. The invention may
also be used to adapt many other poker games, including Five-Card
Draw poker, Double Down Stud poker (see e.g., U.S. Pat. Nos.
5,100,137 and 5,167,413) and Big Split poker (disclosed by the
inventors herein in a pending U.S. patent application) among
others.
[0136] In this second embodiment, there are three stages of
Five-Card Stud poker. This game pays on any hand that is one pair
or better. It will be seen that about 49.88% of hands in Five-Card
Stud poker rank as one pair or higher. For this game with a "hit
rate" under 50%, it would be undesirable to use 2.times. and
4.times. multipliers on the second and third stages respectively,
since this would make the return of these stages lower than the
first stage. This means that a player wagering more money would get
a lower expected return, which is undesirable to the proprietor of
the game who wants to encourage as high a wager as possible, but
may also run afoul of regulations in certain gaming jurisdictions,
which require equal or higher return for each coin wagered on a
single game. There are many ways that the game may be modified to
cause the higher stages to have a higher payout, of which two will
be shown here.
[0137] In the first version of this poker embodiment, a separate
paytable is used for each stage of the game, as shown in FIG. 13.
In FIG. 13, it is clear that the Hand #2 (51) paytable has all pays
from the Hand #1 (50) paytable multiplied by 2.times., except for
the "4 of a Kind" which goes from 50 to 200, thus providing
additional return that will more than offset the "hit rate" being
under 50%. Likewise, the Hand #3 (52) paytable has all pays from
the Hand #2 paytable multiplied by 2.times. except for the "Full
House", which goes from 50 to 150, which again more than offsets
the "hit rate" being under 50%. This will become clear in the
analysis shown below, if not already evident.
[0138] Referring still to FIG. 13, the player uses the "Select
Number of Hands" button 54 to select a bet on one to three hands
(stages) 50, 51 and 52. The game may be configured with more or
less stages (number of hands) without departing from the invention.
The "Coins per Hand" button 55 is then used to wager from one to
five coins per hand. This range of coins may be modified to any
acceptable range, as is well known in the art. The "Deal Hand"
button 56 will cause the game to deal out Hand #1 (50) from a
standard fifty-two card deck of playing cards. While this game uses
a standard deck of cards of rank and suit, other embodiments may
use one or more "Jokers." Still other embodiments may use certain
cards, such as Deuces, as wild cards. Even more broadly, while this
second embodiment is a poker game, other card games or different
games of chance will be readily adaptable to use with the overall
inventive concept, as previously noted.
[0139] FIG. 14 shows the game screen after one coin was bet on
three hands, and a first stage hand has been dealt. The hand shown
contains a pair of 5's, which pays one coin for a "Low Pair"
(highlighted on the Hand #1 (50) paytable). The one coin won is
shown in the "Total Won" meter 58. As a result of achieving any win
on Hand #1, Hand #2 (51) may now be played. If Hand #1 (50) was a
loser (less than one pair), then the game would be over and the
wagers on Hand #2 (51) and Hand #3 (52) would be lost without
playing those stages.
[0140] Having won Hand #1 (50), however, the player presses the
"Deal Hand" button 56 and a second hand is dealt as is shown in
FIG. 15. In this hand 51, the player has received another pair of
5's, which now pays two coins as called out in the Hand #2 (51)
paytable. The "Total Won" meter 58 is updated to three (one coin
from Hand #1 plus two coins from Hand #2). As a result of a win on
Hand #2, Hand #3 (52) may now be played. If Hand #2 (51) had been a
loser (less than one pair), then the game would be over and the
wager on Hand #3 lost.
[0141] The player once again presses the "Deal Hand" button 56
after success at stage two, and a third hand (52) is dealt as is
shown in FIG. 16. This hand has a pair of tens and a pair of deuces
for "Two Pair." The paytable shows that two pair pays twelve coins
when achieved on Hand #3 (as opposed to six coins on hand #2 or
three coins on hand #1). The "Total Won" meter 58 is updated to
"15," and the game is over since all hands wagered on have been
played. The total win of fifteen credits is added to the "Credits"
meter 59, advancing the meter from "177" to "192" (from an
arbitrary start of "180").
Analysis of Triple-Strike Stud Poker Game
[0142] Table 8 shows how the calculation of certain architecture of
the payout percentage (expected return) of the first stage of this
second embodiment is computed. This table is for a one coin bet. It
is well known in the art how to expand this for a higher number of
coins bet per hand, and for the inclusion of bonuses for a higher
number of coins. The number of possible five card poker hands from
a fifty-two card deck is known as "52 choose 5" and is computed
with the following formula:
52 ! 5 ! * ( 52 - 5 ) ! = 2 , 598 , 960 ##EQU00001##
[0143] The first column of Table 8 shows the rank of all hands in
this Five-Card Stud game. The second column shows the pay value for
this ranking on Hand #1 (each hand 50, 51 and 52 having a separate
paytable). The third column ("Occurrences") is the number of times
a particular hand occurs in the 2,598,960 possible five card poker
hands dealt from a standard deck. This "Occurrence" tabulation is
well known to those skilled in the art, and may be derived by
analyzing each of the 2,598,960 hands with a computer program, also
well known. The fourth column shows the probability of playing Hand
#1 when a bet is placed on this hand. For Hand #1 this probability
is 1.0, since the first hand will always be played when it is bet
on. The fifth column shows the probability of receiving the hand
called out in the first column. This is computed by dividing the
"Occurrences" (third column) by the 2,598,960 total number of
possible hands.
[0144] The sixth column is the product of the fourth and fifth
columns, which is the probability of getting a particular hand on
this stage (for the first stage it is the same as the fifth column
since the first stage is always played). The seventh column is the
expected value contribution EV, which is the product of the second
column pay and the sixth column probability of achieving the given
hand on the current stage. The sum of all EV contributions provides
the expected return of 0.916288 or 91.63%. This expected return may
be modified by making modifications to the "Pay" values in the
second column of Table 8, as is well known in the art.
TABLE-US-00008 TABLE 8 Probability of Probability Probability of
Playing This of This Hand on Pay Occurrences Stage This Hand This
Stage EV ROYAL FLUSH 2000 4 1 1.5391E-06 1.53908E-06 0.003078
STRAIGHT FLUSH 250 36 1 1.3852E-05 1.38517E-05 0.003463 FOUR OF A
KIND 50 624 1 0.0002401 0.000240096 0.012005 FULL HOUSE 25 3,744 1
0.00144058 0.001440576 0.036014 FLUSH 15 5,108 1 0.0019654
0.001965402 0.029481 STRAIGHT 8 10,200 1 0.00392465 0.003924647
0.031397 THREE OF A KIND 5 54,912 1 0.02112845 0.021128451 0.105642
TWO PAIR 3 123,552 1 0.04753902 0.047539016 0.142617 JACKS OR
BETTER 2 337,920 1 0.13002124 0.130021239 0.260042 LOW PAIR 1
760,320 1 0.29254779 0.292547788 0.292548 BUST 1,302,540 1
0.50117739 0.501177394 0 2,598,960 1 0.916288
[0145] Table 9 shows a similar analysis for Hand #2 (51) (the
second stage of this game). The second column now has the Hand #2
paytable showing all values doubled from the Hand #1 paytable with
the Four of a Kind going from 50 to 200. The fourth column,
"Probability of Playing This Stage" is the probability of getting
any "hit" (one pair or higher) on the first stage. This is computed
by adding up all of the fifth column values from Table 8 except for
"Bust," or by subtracting the probability of a "Bust" (0.50117739)
from 1.0, resulting in a first stage hit rate of 0.498822606 or
49.88%. The sum of the EV components on the second stage is
0.9261078, indicating a 92.61% expected return. This higher
expected return than the first stage is a result of the 200 coin
Four of a Kind value more than offsetting the "hit rate" which is
slightly under 50%. This expected return may, again, be modified by
making modifications to the "Pay" values.
TABLE-US-00009 TABLE 9 Probability of Probability Probability of
Playing This of This Hand on Pay Occurrences Stage This Hand This
Stage EV ROYAL FLUSH 4000 4 0.498822606 1.5391E-06 7.67726E-07
0.003071 STRAIGHT FLUSH 500 36 0.498822606 1.3852E-05 6.90954E-06
0.003455 FOUR OF A KIND 200 624 0.498822606 0.0002401 0.000119765
0.023953 FULL HOUSE 50 3,744 0.498822606 0.00144058 0.000718592
0.03593 FLUSH 30 5,108 0.498822606 0.0019654 0.000980387 0.029412
STRAIGHT 16 10,200 0.498822606 0.00392465 0.001957703 0.031323
THREE OF A KIND 10 54,912 0.498822606 0.02112845 0.010539349
0.105393 TWO PAIR 6 123,552 0.498822606 0.04753902 0.023713536
0.142281 JACKS OR BETTER 4 337,920 0.498822606 0.13002124
0.064857533 0.25943 LOW PAIR 2 760,320 0.498822606 0.29254779
0.14592945 0.291859 BUST 1,302,540 0.498822606 0.50117739
0.249998614 0 2,598,960 1 0.926107
[0146] Table 10 shows a similar analysis for Hand #3 (52) (the
third stage of this game). The second column now has the Hand #3
paytable showing all values doubled from the Hand #2 paytable with
the Full House going from 50 to 150. The "Probability of Playing
This Stage" is the probability of getting any "hit" (one pair or
higher) on the first and second stages. This is the square of the
0.498822606 "hit rate" of the first stage since a "hit" is required
on both the first and second stages in order to play the third
stage. The fourth column value may also be computed by subtracting
the probability of getting a "Bust" on the first stage (0.50117739)
and the probability of getting a "Bust" on the second stage
(0.249998614) from 1.0 (i.e.,
1-0.50117739-0.249998614=0.248823992). The sum of the EV components
on the third stage is 0.941849, indicating a 94.18% expected
return. This higher expected return than the second stage likewise
is a result of the 150 coin Full House value more than offsetting
the second stage "hit rate" which is slightly under 50%. Once
again, the expected return may be modified by making modifications
to the "Pay" values.
TABLE-US-00010 TABLE 10 Probability of Probability Probability of
Playing This of This Hand on Pay Occurrences Stage This Hand This
Stage EV ROYAL FLUSH 8000 4 0.248823992 1.5391E-06 3.82959E-07
0.003064 STRAIGHT FLUSH 1000 36 0.248823992 1.3852E-05 3.44663E-06
0.003447 FOUR OF A KIND 400 624 0.248823992 0.0002401 5.97417E-05
0.023897 FULL HOUSE 150 3,744 0.248823992 0.00144058 0.00035845
0.053767 FLUSH 60 5,108 0.248823992 0.0019654 0.000489039 0.029342
STRAIGHT 32 10,200 0.248823992 0.00392465 0.000976546 0.031249
THREE OF A KIND 20 54,912 0.248823992 0.02112845 0.005257266
0.105145 TWO PAIR 12 123,552 0.248823992 0.04753902 0.011828848
0.141946 JACKS OR BETTER 8 337,920 0.248823992 0.13002124
0.032352404 0.258819 LOW PAIR 4 760,320 0.248823992 0.29254779
0.072792909 0.291172 BUST 1,302,540 0.248823992 0.50117739
0.12470496 0 2,598,960 1 0.941849
[0147] Table 11 shows the return of betting on one, two or three
stages in this poker game of the second embodiment. For the "Stage"
called out in the first column, the second column shows the EV for
that stage taken from Tables 8, 9, and 10. The third column is the
EV of an entire multi-stage game with a bet on the number of stages
in the first column. This is the average of the selected second
column level and all levels above (i.e., the average EV of all
those stages in the multi-stage game). The expected return of the
entire game when a player plays all three stages is 0.928081203 or
92.81%.
TABLE-US-00011 TABLE 11 EV of Game Total EV Playing this many Stage
For Stage stages 1 0.91628805 0.916288054 2 0.92610692 0.921197488
3 0.94184863 0.928081203
A Variation on Triple-Strike Stud Poker
[0148] This modification of the Triple-Strike Stud poker game
introduces a "Free Ride" feature. This feature is used to increase
the "hit rate" of the basic game without making any other
modifications to the game (such as which hands pay). This feature
provides a greater flexibility in setting the "hit rate" than is
available by simply setting which rank is the lowest pay. Using
normal poker game construction techniques, one would typically have
to include more paying hands to increase the "hit rate." In the
game of the above second embodiment, the highest nonpaying hand to
add would be "Ace High," which would add almost 20% to the hit rate
as shown in Table 12. Paying on all hands that have an Ace
(referred to as "Ace High") would bring the hit rate up from 49.88%
to 69.23%, which is far beyond the goal of just over 50%. Another
variance could require "Ace-King" high as the minimum hand, which
would bring the hit rate to 56.32%, which is still a very large
increase.
TABLE-US-00012 TABLE 12 Sum of Hit Rate at Occurrences Occurrences
this rank ROYAL FLUSH 4 4 0.00% STRAIGHT FLUSH 36 40 0.00% FOUR OF
A KIND 624 664 0.03% FULL HOUSE 3744 4408 0.17% FLUSH 5108 9516
0.37% STRAIGHT 10200 19716 0.76% THREE OF A KIND 54912 74628 2.87%
TWO PAIR 123552 198180 7.63% JACKS OR BETTER 337920 536100 20.63%
LOW PAIR 760320 1296420 49.88% ACE-KING 167280 1463700 56.32% ACE
HIGH 335580 1799280 69.23% BUST 799680 2598960 100.00%
2,598,960
[0149] In this modified embodiment, a "Free Ride" feature is added
to the game wherein in some of the hands, on a random basis, a
"Free Ride" indicia will be displayed, advantageously with an
accompanying sound. When the "Free Ride" is indicated, the hand
will be dealt as usual and paid according to the paytable, but the
game will automatically advance to the next hand that was wagered
on, whether or not the player wins the current hand.
[0150] Using this feature, multiple stages of this game can be
constructed with a natural hit rate under 50%, yet use the same
paytable for all stages with multipliers for each stage.
[0151] Another advantage of the "Free Ride" feature is that it is
not necessary to modify paytable values to increase the "hit rate."
It is well known in the art that as additional "pays" are allowed
to increase the "hit rate," other pay values or frequencies will
need to be decreased to offset the amount paid out on the new
values. The "Free Ride" introduces a method of raising the "hit
rate" of a game without any other modification to the payout of the
game through the use of "hits" that award no coins/credits. This is
important for the purpose of adapting games with paytables that are
already familiar to the players. It is also a valuable tool that
gives the game designer more flexibility in the creation of a
game.
[0152] Table 8 is still representative of the first stage of this
"Free Ride" version. In this modified embodiment, the "Free Ride"
is offered on sixteen of every one thousand hands (based on a
random number for each hand), or 1.6% of the hands played. This
will increase the "hit rate" of the stage. Using more than 1.6%
"Free Rides" will provide a greater increase, while using less than
1.6% will provide a smaller increase in the "hit rate." Because the
"Free Ride" offers no benefit when playing on the highest hand that
has been wagered on (there being no "next hand" to advance to) it
is not offered on the final hand.
[0153] Table 13 shows how the "hit rate" is determined for the
first stage of Table 8 that includes a 1.6% "Free Ride." The first
line shows the "hit rate" that is achieved for first stage hands,
0.4988. The second line shows the sixteen in one thousand
probability of the "Free Ride" being offered. The third line shows
the probability of losing on the first stage. This is the "Bust"
probability taken from Table 8. The fourth line is the product of
the second and third lines, showing the probability of getting a
"Free Ride" on a "Busted" hand. This is the additional "hit rate"
component, since winning hands that receive the Free Ride are
already figured into the first line. The fifth line is the sum of
the first and fourth lines and is the resulting "hit rate" for the
first stage including the "Free Ride" feature which is 0.506841 or
50.68%.
TABLE-US-00013 TABLE 13 Hit Rate for Hands of First Stage 0.498823
Free Ride Prob. 0.016 First Stage Busts 0.501177 Free Ride Hits
0.008019 First Stage Hit Rate w/ Free Ride 0.506841
[0154] The second stage of the "Free Ride" variation is now
represented by Table 14, which is similar to Table 9. The
differences are in the "Pay" values, which are now exactly twice
(2.times. multiplier) the "Pay" values from Table 8, and the fourth
column "Probability of Playing This Stage", which is now the
0.506841 value, computed in Table 13.
TABLE-US-00014 TABLE 14 Probability of Probability Probability of
Playing This of This Hand on Pay Occurrences Stage This Hand This
Stage EV ROYAL FLUSH 4000 4 0.506841444 1.5391E-06 7.80068E-07
0.00312 STRAIGHT FLUSH 500 36 0.506841444 1.3852E-05 7.02061E-06
0.00351 FOUR OF A KIND 100 624 0.506841444 0.0002401 0.000121691
0.012169 FULL HOUSE 50 3,744 0.506841444 0.00144058 0.000730144
0.036507 FLUSH 30 5,108 0.506841444 0.0019654 0.000996147 0.029884
STRAIGHT 16 10,200 0.506841444 0.00392465 0.001989174 0.031827
THREE OF A KIND 10 54,912 0.506841444 0.02112845 0.010708775
0.107088 TWO PAIR 6 123,552 0.506841444 0.04753902 0.024094743
0.144568 JACKS OR BETTER 4 337,920 0.506841444 0.13002124
0.065900153 0.263601 LOW PAIR 2 760,320 0.506841444 0.29254779
0.148275344 0.296551 BUST 1,302,540 0.506841444 0.50117739
0.254017474 0 2,598,960 1 0.928826
[0155] The third stage for the "Free Ride" variation is represented
by Table 15, which is similar to Table 10. Again, the differences
are in the "Pay" values, which are now exactly twice (2.times.
multiplier), the "Pay" values from Table 14, and the fourth column
"Probability of Playing This Stage", which is now 0.25688825, which
is the square of the 0.506841 "hit rate" of the first stage.
TABLE-US-00015 TABLE 15 Probability of Probability Probability of
Playing This of This Hand on Pay Occurrences Stage This Hand This
Stage EV ROYAL FLUSH 8000 4 0.25688825 1.5391E-06 3.95371E-07
0.003163 STRAIGHT FLUSH 1000 36 0.25688825 1.3852E-05 3.55834E-06
0.003558 FOUR OF A KIND 200 624 0.25688825 0.0002401 6.16779E-05
0.012336 FULL HOUSE 100 3,744 0.25688825 0.00144058 0.000370067
0.037007 FLUSH 60 5,108 0.25688825 0.0019654 0.000504889 0.030293
STRAIGHT 32 10,200 0.25688825 0.00392465 0.001008196 0.032262 THREE
OF A KIND 20 54,912 0.25688825 0.02112845 0.005427651 0.108553 TWO
PAIR 12 123,552 0.25688825 0.04753902 0.012212215 0.146547 JACKS OR
BETTER 8 337,920 0.25688825 0.13002124 0.033400929 0.267207 LOW
PAIR 4 760,320 0.25688825 0.29254779 0.075152089 0.300608 BUST
1,302,540 0.25688825 0.50117739 0.128746584 0 2,598,960 1
0.941535
[0156] Finally, Table 16 is a similar table to Table 11, showing
the overall payout percentage of the one, two and three stage
versions of this "Free Ride" game. The increase in overall payout
is a little over 1.2% when going from one to three stages. This
range may be increased using a higher "Free Ride" percentage, or
decreased using a lower "Free Ride" percentage. One skilled in the
art will appreciate that changing the payout range using this
independent "Free Ride" percentage provides much better precision
and flexibility for setting this range than the paytable
modification method used in the unmodified second embodiment.
TABLE-US-00016 TABLE 16 EV of Game Total EV Playing this Stage For
Stage many stages 1 0.91628805 0.916288054 2 0.92882552 0.922556787
3 0.94153454 0.928882704
Multi-Strike Five-Card Draw Poker
[0157] Five-Card Draw poker is a very popular casino game and is
offered in many variations including Jacks or Better, Joker Poker,
Deuces Wild and various "bonus" type Jacks or Better versions,
among others. While it is within the scope of the invention to use
any poker game with paytables and/or multipliers that provide the
increased reward on the higher stages, or to use different
variations of poker or even other games of chance on different
levels, this third embodiment will use a well known game with its
well known paytables. It will also use multipliers to increase the
reward on the higher levels.
[0158] Many of the popular Five-Card Draw poker games have hit
rates in the 40% to 50% range, including Jacks or Better, Deuces
Wild and the many "bonus" poker variations that are popular today
in the marketplace. Since most gaming jurisdictions require that
video poker be played from a "fair" deck of cards, it has become
widely known that a player can determine the payout percentage of a
video poker machine by looking at its paytable. This has resulted
in a growing popularity of this type of game. In this embodiment of
the invention, a multiple stage Five-Card Draw poker game is
constructed, also using the "Free Ride" feature previously
discussed to maintain the familiar paytable. It will be shown that
the frequency of the "Free Ride" feature can be used to achieve a
similar payout percentage in the multi-stage game as the player may
expect from the familiar paytable.
[0159] FIG. 17 shows the current (third) embodiment four-stage 9-6
Jacks or Better game. The game uses the familiar paytable shown in
FIG. 18, which may be displayed by pressing the "Pay Table" button
65 shown in FIG. 17. The player presses the "Select Number of
Hands" button 66 to designate a bet on one to four hands (stages)
of this game. This third embodiment of course may be constructed
with a lesser or greater number of stages than four, without
departing from the invention.
[0160] The player presses the "Coins per Hand" button 67 to select
a bet ranging from one to five coins per hand. Those skilled in the
art understand how to allow the range of coins bet to be broader or
narrower or how to add bonuses for higher bets.
[0161] The "Total Bet" is the product of the "Select Number of
Hands" and "Coins per Hand" values, and is displayed in the "Total
Bet" window 68. The player then presses the "Deal/Draw" button 70
to deal out a hand on the first stage 71. The buttons shown in FIG.
17 are video buttons for use with a touchscreen display. A pointing
device such as a mouse or trackball, physical pushbutton switches
and the like may be used in addition to or instead of the video
buttons shown. If the player wishes to bet the maximum twenty coins
on a game, he or she may press the "Max Bet Deal" button 76 which
has the same result as pressing the "Select Number of Hands" button
66 until "4" is shown, followed by pressing the "Coins per Hand"
button 67 until "5" is shown, followed by pressing the "Deal/Draw"
button 70.
[0162] After receiving the initial hand, the player may hold one or
more cards by using the touchscreen to indicate which cards are to
be discarded. FIG. 19 shows the display after the player elects to
hold only the Jack of Spades 80 from the hand dealt in FIG. 17.
FIG. 19 shows the word "Held" above the Jack of Spades 80 that was
selected to be held. The player then presses the "Deal/Draw" button
70 to replace the other four cards.
[0163] FIG. 20 shows a possible result of the draw. The draw
results in a Three of a Kind. The Three of a Kind awards three
coins as shown in the FIG. 18 paytable. The three coin award
multiplied by the Hand #1 (71) multiplier of 1.times. is shown to
total three coins in the first stage payout information window 84
to the right of Hand #1 in FIG. 20. This three coin sub-total is
shown in the "Total Won" meter 85 of FIG. 20. If Hand #1 was a
loser instead of getting "Jacks or Better" (as was accomplished
with a hand of Three of a Kind), the game would be over and the
bets on Hand #2 (72), Hand #3 (73) and Hand #4 (74) would be lost
without playing those hands.
[0164] However, as a result of obtaining a winning hand, the bet
made on Hand #2 (72) will now be played. Five cards are dealt
randomly from a separate (new) deck of fifty-two cards in the Hand
#2 position. FIG. 20 shows that the cards dealt to Hand #2 (72)
include a pair of Queens 81, which already ranks above the "Jacks
or Better" level required to win. A skilled player would hold the
pair of Queens, and press the "Deal/Draw" button 70.
[0165] FIG. 21 shows one possible result of this second draw. In
FIG. 21, a third Queen was drawn to Hand #2 resulting in Three of a
Kind, which as seen on Hand #1, awards three coins. FIG. 21 shows
that this three coin award is multiplied by the 2.times. multiplier
for Hand #2, which results in a six coin total win from Hand #2.
The coins awarded are shown in the second stage payout information
window 87 to the right of Hand #2 (72). The "Total Won" meter 85 is
now updated to show nine coins won, which is the sum of the three
coins won on Hand #1 and the six coins won on Hand #2. If Hand #2
was a loser instead of getting "Jacks or Better" (as was
accomplished with a hand of Three of a Kind), the game would be
over and the bets on higher level hands would be lost.
[0166] Since a winning hand was achieved on Hand #2, the bet made
on Hand #3 (73) will now be played. Five cards are again dealt
randomly from a new deck in the Hand #3 position (73). FIG. 21
shows that the cards dealt to Hand #3 include two pair, which
already is above the "Jacks or Better" level required to win. A
skilled player would hold the two pair and press the "Deal/Draw"
button 70.
[0167] FIG. 22 shows one possible result of this third draw. In
FIG. 22, Hand #3 was not improved, resulting in two pair which
awards two coins. FIG. 22 shows that this two coin award is
multiplied by the 4.times. multiplier for Hand #3, which results in
an eight coin total win from Hand #3. These numbers are shown in
the third stage payout information window 88 to the right of Hand
#3 (73). The "Total Won" meter 85 is now updated to show seventeen
coins won, which is the sum of the three coins won on Hand #1, the
six coins won on Hand #2 and the eight coins won on Hand #3.
[0168] As a result of obtaining a winning hand on Hand #3, the bet
made on Hand #4 (74) will now be played. Five cards are again dealt
randomly from a new deck in the Hand #4 (74) position. FIG. 22
shows that the cards dealt to Hand #4 include three Jacks, which
already is above the "Jacks or Better" level required to win. The
three Jacks are held by the player and the "Deal/Draw" button 70 is
again pressed.
[0169] FIG. 23 shows one possible result of this fourth draw. In
FIG. 23, Hand #4 (74) becomes a Full House as a result of drawing a
pair of fours. A Full House awards nine coins as seen in FIG. 18.
FIG. 23 shows that this nine coin award is multiplied by the
8.times. multiplier for Hand #4, which results in a seventy-two
coin total win from Hand #4. These numbers are shown to the right
of Hand #4 (74) in the fourth stage payout information window 89.
The "Total Won" meter is now updated to show eighty-nine coins won
which is the sum of coins won on all levels. The game is over as a
result of playing all hands on which bets were placed. The credits
shown in the "Total Won" meter 85 are added to the "Total Credits"
window 77 taking this value to "285."
Multi-Strike Five-Card Draw Poker with "Free Ride"
[0170] In another example of the foregoing embodiment of Five-Card
Draw poker, the same "Free Ride" feature that was described for
Five-Card Stud poker is used to increase the hit rate without
having to modify the popularly known paytable. FIG. 24 shows that
the "Free Ride" card 90 was dealt to the player in Hand #1 (71).
The game makes an exciting sound when the card is dealt to alert
the player that Hand #2 (72) will be available whether or not a win
is achieved on Hand #1. After showing the FIG. 24 display for a few
seconds to allow the special sound to complete, the "Free Ride"
card 90 is replaced by another randomly selected card and the
remainder of the hand is dealt to the player in usual fashion.
[0171] FIG. 25 shows this completed hand along with a "Free Ride"
indicator 91 on the left edge of the screen. As in the previous
example, the player will hold desired cards and draw replacements
for those cards not held. A skilled player would hold the 7, 10 and
Jack of Diamonds, and then press the "Deal/Draw" button 70.
[0172] FIG. 26 shows that the cards drawn did not result in a win.
The first stage payout information window 84 now shows a zero coin
win with "Free Ride" being indicated as the reason for advance. As
a result of the "Free Ride" on Hand #1 (71), five cards are now
dealt for Hand #2 (72). Play would continue from level to level as
long as there is a winning hand, or "Free Ride" on each level, as
previously described.
Analysis of Certain Architecture of the Multi-Strike Five-Card Draw
Poker Game
[0173] Part I--Review of "Standard Video Poker"
[0174] This analysis is of a "standard video Draw poker" game,
which will then be related to Multi-Strike Five-Card Draw poker for
a one coin wager per hand. It is well known by those skilled in the
art how to expand this to more coins bet, and how to add bonuses
for higher bets.
[0175] Those skilled in the art of video poker development know
that a Five Card Draw poker game with the paytable shown in Table
17 has an expected return of 99.54398%. This payout percentage is
what the game will return in the long run with "Optimal Play". This
game is usually referred to as 9-6 Jacks or Better. This is because
most Jacks or Better games (without Four-of-a-Kind bonuses) use the
same paytable except for the Full House and Flush awards which are
modified to change the payout percentage. It is well known that a
9-6 Jacks or Better (awarding nine coins for Full House and six
coins for Flush) provides a 99.54% return.
TABLE-US-00017 TABLE 17 Hand Rank Pay Occurrences Probability EV
Royal Flush 800 64.3457483 2.47583E-05 0.019806614 Straight Flush
50 284.1410173 0.000109329 0.005466437 Four of a Kind 25
6140.161736 0.002362546 0.059063642 Full House 9 29919.76638
0.011512207 0.103609866 Flush 6 28626.22236 0.011014491 0.066086948
Straight 4 29184.62522 0.011229348 0.04491739 Three of a 3
193489.1896 0.074448699 0.223346096 Kind Two Pair 2 335990.6964
0.129278902 0.258557805 Jacks or Better 1 557697.9125 0.214585031
0.214585031 Bust 0 1417562.939 0.545434689 0 2598960 1
0.99543983
[0176] Unlike the previous embodiments, Draw poker has a skill
element that requires decisions by the player on each hand. The
game is designed such that the payout percentage will be reached
over the long run when the game is played optimally. Each
non-optimal play lowers the expected return (although it could
result in a higher short term result). Each of the 2,598,960
possible hands may be played thirty-two ways by holding none, or
any combination of the five initial cards dealt. Using expected
value analysis of the thirty-two combinations can determine the
best play for any given hand. One skilled in the art is readily
able to construct the table in Table 17 by writing a computer
program that performs this analysis on each of the 2,598,960
hands.
[0177] To further clarify this method, one of the possible
2,598,960 hands is examined, and in particular, the hand shown in
FIG. 19: Jack of Spades, 10 of Hearts, 9 of Diamonds, 8 of Clubs
and 4 of Hearts. To find the best way to play a hand, one computes
the expected value of each of the thirty-two ways to play the hand.
Here, two of the thirty-two ways to hold the hand of FIG. 19 are
analyzed. In one case, the Jack-10-9-8 four card straight is held.
The second case will be holding just the Jack of Spades.
[0178] Table 18 shows the expected return for holding the
Jack-10-9-8 four card straight. The first two columns show all
possible rankings and their pay value. The third column shows the
number of occurrences of each of these possible ranks when drawing
to this exact situation (i.e., given the initial five cards, the
cards that were held and the suits and rank of the remaining
forty-seven cards). The computation of this third column may be
exhaustively determined by analyzing each possible resulting hand,
but is usually done by an analysis of the combinations of the held
and remaining cards, which may be computed more quickly. In this
example of drawing one card, it is easy to see that any of the four
outstanding Queens or 7's result in eight possible straights, and
the three outstanding Jacks would result in a pair of Jacks. All
other draw cards would result in a "Bust". The fourth column shows
the "Probability" of drawing to the specified rank, which is
computed by dividing the third column "Occurrences" count by the
forty-seven total ways to draw this hold combination. The fifth
column "EV" is the product of the "Pay" value of second column and
the "Probability" value of fourth column. The sum of EV components
results in a 0.744681 expected return for this play. That is, on
average, this hold will yield 74.47% of the amount bet in the long
run.
TABLE-US-00018 TABLE 18 (Expected Value of Holding Jack-10-9-8 from
the FIG. 19 Hand) Hand Rank Pay Occurrences Probability EV Royal
Flush 800 0 0 0 Straight Flush 50 0 0 0 Four of a Kind 25 0 0 0
Full House 9 0 0 0 Flush 6 0 0 0 Straight 4 8 0.17021277 0.680851
Three of a Kind 3 0 0 0 Two Pair 2 0 0 0 Jacks or Better 1 3
0.06382979 0.06383 Bust 0 36 0.76595745 0 47 1 0.744681
[0179] Table 19 shows a similar analysis for the case where just
the Jack is held from the same hand shown in FIG. 19. The
"Occurrences" column now, involves 178,365 different resulting
hands when only 1 card is held. This number of combinations is "47
choose 4" which is stated by the formula:
47 ! 4 ! * ( 47 - 4 ) ! = 178 , 365 ##EQU00002##
[0180] This specifies the number of combinations of forty-seven
cards taken four cards at a time. As stated above, these
"Occurrences" are found by a well known/readily obtained computer
program that either exhaustively analyzes each of the 178,365 draw
combinations in conjunction with the Jack of Spades, or by an
analysis of the combinations of the held and remaining cards. The
expected return of holding the Jack of Spades is computed in Table
19 in a manner similar to that used in Table 18, resulting in a
47.93% expected return in the long run. Analyzing the other thirty
ways to play this hand results in an even lower expected return
than the "Jack Hold" of Table 19. Therefore, the best play for this
particular hand is to hold the four card Straight analyzed in Table
18.
TABLE-US-00019 TABLE 19 (Expected Value of Holding Only the Jack in
FIG. 19 Hand) Hand Rank Pay Occurrences Probability EV Royal Flush
800 1 5.60648E-06 0.004485 Straight Flush 50 3 1.68194E-05 0.000841
Four of a Kind 25 52 0.000291537 0.007288 Full House 9 288
0.001614667 0.014532 Flush 6 491 0.002752782 0.016517 Straight 4
548 0.003072352 0.012289 Three of a Kind 3 4102 0.022997785
0.068993 Two Pair 2 8874 0.049751913 0.099504 Jacks or Better 1
45456 0.254848205 0.254848 Bust 0 118550 0.664648333 0 178365 1
0.479298
[0181] The analysis program that iterates over each of the
2,598,960 hands finds the best of the thirty-two possible holds,
and keeps a running sum of the expected return for these optimal
holds (for the sample hand of FIG. 19, 0.744681 would be added to
this sum). The sum of all optimal hold expected returns is then
divided by 2,598,960 to determine the expected return for the game.
The fifth column of Table 17 shows this result of 0.99543983 along
with the contribution from each type of hand.
[0182] Part II--Modification of Analysis for Multi-Strike Game
[0183] In playing a multi-stage Draw Poker game of the present
invention, the optimal hold is no longer necessarily the hold that
will provide the highest expected return for the current hand, but
is rather the hold that will provide the highest expected return on
the remainder of the multi-stage game (including the current hand).
As with standard Draw poker, the expected return of thirty-two hold
combinations must be examined. The expected return of any hold
combination now has two components. The first component is the
expected return of the current hand (which is the expected return
as calculated in Table 18, times the current stage multiplier). The
second component is the expected return of the remainder of the
game given that hold combination. The second component is the
product of the "Probability" of any win on the current stage (for
the current hold combination) and the expected return of remaining
stages. This sum may be represented as:
EV.sub.ch=(EV.sub.std*MULT.sub.stage)+(HR.sub.ch*EV.sub.remain);
EQUATION 1
where [0184] EV.sub.ch=Expected Value of current hold; [0185]
EV.sub.std=Expected Value using standard analysis such as done in
Table 18; [0186] MULT.sub.stage=Stage Multiplier, which is a
constant for each stage; [0187] HR.sub.ch="Hit rate" (probability
of any win) of current hold combination; and [0188]
EV.sub.remain=Combined expected return of all stages above the
current level that have received a bet, which is a constant for
each stage.
[0189] Simply stated, the second component is the value of "staying
alive" by getting any win. For certain hands at certain stages, it
will be advantageous to hold a combination with a lower EV.sub.std
due to its higher HR.sub.th.
[0190] The EV.sub.remain component drives an analysis of the game
from the "top down." That is, for games with four stages bet, the
analysis is done for the fourth stage, then using the result from
the fourth stage to set the EV.sub.remain value, the analysis may
be done for the third stage and so on. For each stage,
EV.sub.remain is a constant value determined from the analysis of
the stage above it.
[0191] For the fourth stage, the second component of the Equation 1
sum drops out, because EV.sub.remain is zero since there are no
subsequent stages. This means that the EV.sub.ch for any given hold
is eight times EV.sub.std, which means that standard 9-6 strategy
is optimal, and will provide a return of
0.99543983*8=7.96351864.
[0192] Before looking at the third stage analysis, it is important
to understand the effect of the "Free Ride" feature. For the
examples given here, a "Free Ride" rate of seventy-three per one
thousand hands is used, or 7.3%. This value was carefully selected
to arrive at a total "hit rate" (natural plus "Free Ride") of
slightly over 50%, as will be shown later. Those skilled in the art
will see that this rate may be increased or decreased as desired to
affect the "hit rate" and expected return. The "Free Ride" is
randomly selected for 7.3% of the hands when there is a bet on a
higher hand. On hands that receive a "Free Ride" card, the second
component of the Equation 1 sum becomes a constant, since HR.sub.ch
is 1.0 for all holds (i.e., one will "hit" or advance to the next
level 100% of the time regardless of the hold combination). This
means that the best hold combination for hands that have been given
a "Free Ride" will match the standard strategy.
[0193] To analyze the first three stages, one looks at each of the
2,598,960 possible initial five card hands. For each hand, the
thirty-two possible hold combinations will need to be analyzed to
determine the best EV.sub.ch hold using Equation 1 and the best
standard play hold using the method of Table 18 (EV.sub.std). For
many hands, the same hold will yield the highest EV.sub.ch and the
highest EV.sub.std. The expected return for a given initial hand is
now given by Equation 2:
EV.sub.123=(FR.sub.off*EV.sub.chbest)+(FR.sub.on*((EV.sub.stdbest*MULT.s-
ub.stage)+(1.0*EV.sub.remain))); EQUATION 2
where [0194] EV.sub.123=Expected return for a given initial hand on
Levels 1, 2 or 3; [0195] FR.sub.off=Probability of not receiving
"Free Ride" (0.927 for this example); [0196]
EV.sub.chbest=EV.sub.ch from hold that yields highest value in
Equation 1; [0197] FR.sub.on=Probability of receiving "Free Ride"
(0.073 for this example); [0198] EV.sub.stdbest=EV of best hold
combination using standard (Table 18) analysis; [0199]
MULT.sub.stage=Stage Multiplier, which is a constant for each
stage; and [0200] EV.sub.remain=Combined expected return of all
stages above the current level that have received a bet, which is a
constant for each stage.
[0201] The first component of Equation 2 represents the hands that
do not receive a "Free Ride." The "No Free Ride" probability of
0.927 is used to weight the expected return that is computed using
the formula of Equation 1. The second component represents the
hands that receive a "Free Ride. The "Free Ride" probability of
0.073 is used to weight the return that will result by using the
standard 9-6 strategy when a "Free Ride" is awarded on this
hand.
[0202] For Levels one through three, the expected return is
computed by adding the EV.sub.123 values for each of the 2,598,960
possible starting hands and dividing by 2,598,960. This expected
return has the return of levels above it embedded within its
value.
[0203] It is helpful to look at how EV.sub.chbest is found for a
particular hand. For the hand shown in FIG. 19, we now use the data
from Table 18 and Table 19 to compare the Ev.sub.ch for the hold of
the four card Straight vs. holding the Jack on the third stage. To
do this we use Equation 1:
EV.sub.ch=(EV.sub.std*MULT.sub.stage)+(HR.sub.ch*EV.sub.remain)
[EQUATION 1]
[0204] Taking the Hit Rate (HR.sub.ch) for holding
Jack-10-9-8=1-(36/47)=0.234043 (from Table 18):
Hold Jack-10-9-8:
EV.sub.ch=(0.744681*4)+(0.234043*7.96351864)=4.84253.
[0205] The Hit Rate (HR.sub.ch) for Holding
Jack=1-(118550/178365)=0.335352 (from Table 19).
Hold Jack:
EV.sub.ch=(0.479298*4)+(0.335352*7.96351864)=4.58777.
[0206] The EV.sub.ch for the other thirty hold combinations is
lower than for holding just the Jack, therefore,
EV.sub.chbest=4.84253 resulting from holding the four card
Straight. From Table 18 and Table 19 it can be seen that
EV.sub.stdbest=0.744681 for this hand (also hold the straight).
Therefore, the expected return on the third stage of this initial
five-card hand is:
EV.sub.123=(FR.sub.off*EV.sub.chbest)+(FR.sub.on*((EV.sub.stdbest*MULT.s-
ub.stage)+(1.0*EV.sub.remain))) [using EQUATION 2]
EV.sub.123=(0.927*4.84253)+(0.073*((0.744681*4)+(1.0*7.96351864)))=5.287-
809
[0207] The sum of all of the EV.sub.123 values divided by 2,598,960
for the third stage results in an expected return of 7.95080267.
This is the number of coins expected to be won in the remainder of
any game that reaches the third stage (i.e. return of third and
fourth stages combined).
[0208] The second stage is analyzed identically as the third stage,
however EV.sub.remain is now 7.95080267 and MULT.sub.stage is now
2. Looking at the hand of FIG. 19, one now has the following
calculations:
Hold Jack-10-9-8:
EV.sub.th=(0.744681*2)+(0.234043*7.95080267)=3.3501917
Hold Jack:
EV.sub.ch=(0.479298*2)+(0.335352*7.95080267)=3.6249136
[0209] When the hand of FIG. 19 is analyzed on the second stage, it
is now better to hold just the Jack rather than Jack-10-9-8,
therefore EV.sub.chbest is 3.6249136. The EV.sub.stdbest is still
0.744681 as Jack-10-9-8 is the best standard play on any stage of
the game. The expected return of this hand on the second level
(including the expected return of levels three and four) EV.sub.123
for this hand is computed as:
EV.sub.123=(0.927*3.624914)+(0.073*((0.744681*2)+(1.0*7.95080267)))=4.04-
9427
[0210] A computer program known to those of skill in the art is
used to find that the sum of all of the EV.sub.123 values divided
by 2,598,960 for the second stage results in an expected return of
5.96916633. This is the number of coins a player is expected to win
in the remainder of any game that reaches the second stage (i.e.
return of second, third and fourth stages combined).
[0211] The first stage is analyzed identically as the second and
third stages, however EV.sub.remain is now 5.96916633 and
MULT.sub.stage is now 1. Looking at the hand of FIG. 19, we now
have the following calculations:
Hold Jack-10-9-8:
EV.sub.ch=(0.744681*1)+(0.234043*5.96916633)=2.141723
Hold Jack:
EV.sub.ch=(0.479298*1)+(0.335352*5.96916633)=2.481070
[0212] When the hand of FIG. 19 is analyzed on the first stage, it
is again better to hold just the Jack rather than Jack-10-9-8,
therefore EV.sub.chbest is 2.481070. The EV.sub.stdbest is still
0.744681 as Jack-10-9-8 is the best standard play on any stage of
the game. The expected return of this hand on the first level
(including the expected return of levels two, three and four)
EV.sub.123 for this hand is computed as:
EV.sub.123=(0.927*2.481070)+(0.073*((0.744681*1)+(1.0*5.96916633)))=2.79-
0063
[0213] The sum of all of the EV.sub.123 values divided by 2,598,960
for the first stage results in an expected return of 3.995391. This
is the number of coins a player is expected to win in a four stage
game for which a four coin bet is made. Dividing this value by the
four coin bet results in an expected return of 0.998848 or 99.88%.
By setting the "Free Ride" percentage at 7.3% for the four stage
game, the expected return of 99.54% of this standard game was
increased to 99.88% to give a player an incentive to learn the
modified optimal play strategy dictated by the EV.sub.ch
analysis.
[0214] In order to determine the actual amount paid out on each
level as well as the independent return of coins bet on that level,
it is useful to maintain several running sums while working through
each of the 2,598,960 possible hands. The following equation is
calculated for each hand, and a sum of these values is
maintained:
EV.sub.playedhand=(FR.sub.off*EVSTD.sub.chbest)+(FR.sub.on*EV.sub.stdbes-
t) EQUATION 3 [0215] EV.sub.stdbest=EV of best hold combination
using standard (Table 18) analysis [0216] EVSTD.sub.chbest=Standard
(Table 18) analysis EV of best hold for maximizing Equation 1.
[0217] For each hand, if there is no "Free Ride", it will be held
to maximize EV.sub.ch using Equation 1. The FR.sub.off value is
used to weight the standard (Table 18 method) EV of this best hold
(called EVSTD.sub.chbest)). If there is a "Free Ride", then the
optimal play is to hold the combination that gives the highest
standard EV. The FR.sub.on is used to weight this value. For the
example hand of FIG. 19, on the first stage or second stage, this
would give the following equation:
EV.sub.playedhand=(FR.sub.off*EVSTD.sub.chbest)+(FR.sub.on*EV.sub.stdbes-
t) [using EQUATION 3]
EV.sub.playedhand=(0.927*0.479298)+(0.073*0.744681)=0.498671
[0218] The EVSTD.sub.chbest and EV.sub.stdbest values come from
Table 19 and Table 18, respectively.
[0219] For each stage, for each of the 2,598,960 hands, these
EV.sub.playedhand components are added together and the sum is
divided by 2,598,960. This indicates the payout of hands played on
that level. These values are shown in the second column of Table
20.
[0220] In a manner similar to Equation 3, the HR.sub.ch hit rate
components are weighted and added to result in the hit rate shown
in the third column of Table 20. The fourth column of Table 20
shows the probability of playing a hand on a given level, which is
1.0 on the first level, and for the other levels, is the product of
the third and fourth columns of the level below. The fifth column
shows the stage multiplier for the given level. The sixth column is
the actual return for a particular level, which is the product of
the second, fourth and fifth columns. The seventh column is
expected return for the rest of a game that has reached the current
stage. For the fourth stage, this is the product of the second
column (return) and fifth column (multiplier). For the lower
levels, it is the product of the second and fifth columns (which
represents the Expected Pay for playing the current level) plus the
third column (hit rate on current level) times the seventh column
of the next higher level. This seventh column value is the same as
the sum of the EV.sub.123 values previously discussed.
TABLE-US-00020 TABLE 20 Payout of Hands played Return for on this
Hit Rate Probability of Bets on this Level Level of Level Playing
Level Multiplier Level EV.sub.remain 4 0.99543983 0.45456531
0.128598042 8 1.024092903 7.96351864 3 0.99142626 0.5004192
0.256980631 4 1.019109383 7.950802667 2 0.97183568 0.50630045
0.50756548 2 0.986540487 5.969166328 1 0.96564822 0.50756548 1 1
0.96564822 3.995390993 0.998847748
[0221] It is easily seen in Table 20 that on lower levels some of
the column 2 return is sacrificed to increase the column 3 hit rate
to allow more frequent play of the lucrative upper levels as seen
in column 6.
[0222] Finally, when only two or three stages are bet, the analysis
must be done again from the beginning, starting with the top stage
and working down. The results for two or three stages are not
inferable from the Table 20 data, but need to be developed
independently.
[0223] It should be clear that a single stage game (i.e., a bet on
only the first level) is no different than the standard 9-6 Jacks
or Better game.
[0224] This third embodiment of a multi-stage draw poker gaming
machine is operationally summarized in the flow charts of FIGS.
27A-27F. FIG. 27A generally describes the start-up of the
Multi-Strike Five-Card Draw Poker game embodiment, which is
initially quite similar to that of the first (slots) embodiment.
First, an assessment of whether credit(s) are present is undertaken
beginning at step 270. If none is present, then a check is made as
to whether the player has inserted the relevant coin, credit card,
etc., for the necessary credit(s) at step 271. If so, then at step
272 the credit(s) are registered and displayed at the "Total
Credits" meter 77 (e.g., FIG. 17). All available player buttons are
then activated for initiation of play at 275.
[0225] At this stage, the player enters a set-up loop where the
player may choose to add more credits or proceed with play at step
276. If credits are added, these are registered on the meter
display 77 at step 277. The cards displayed from a previous hand,
along with any stage total(s) and subtotal(s) reflected in the
payout information window(s), and "Total Won" meter 85 are all
cleared for the new game (step 278). The program loops back to step
276.
[0226] The "Coins per Hand" button 67 can alternatively be engaged
from step 276, causing the coins-per-hand setting to be modified
(as indicated at meter 64, FIG. 17), as well as updating the value
of the "Total Bet" window 68, as indicated at step 279. Once again,
the program loops back to step 276 through steps 278 and 275.
[0227] Back at step 276, the player then can choose the "Select
Number of Hands" button 66 to input this aspect of his or her
wager. This likewise causes the "Total Bet" to be so modified, as
well as displaying the number of hands bet at meter 63, all as
indicated at step 280. Graphics are also updated at step 281 to
highlight the hands which are now "active" (i.e., potentially
playable). Steps 278 and 275 then follow in the loop back to step
276.
[0228] Once the player has input the parameters of the wager, then
the "Deal Draw" button 70 is engaged. It should be noted that the
foregoing selection sequence as to coins and hands to bet need not
follow the order indicated.
[0229] The player has the option of skipping all of the hands and
coins per hand selections, through resort to the "Max Bet Deal"
button 76. A subroutine will then execute at step 285 to assess the
total credits the player has provided, and then determine the
maximum number of coins per hand and the maximum number of hands
(per an embedded look-up table) which can be played for that credit
quantity, up to a fixed maximum for the game. The graphics are
updated accordingly at steps 286 and 287 to show the hands being
bet, coins-per-hand and total bet (as at steps 279 and 280). Steps
288 and 289 then follow, and are the same as steps 281 and 278,
respectively.
[0230] From either the actuation of the "Deal Draw" button 70 or
the "Max Bet Deal button 76, the selection buttons for player input
are then deactivated and the amount bet is subtracted at step 291,
with the remaining credits updated on the "Total Credits" meter 77.
The main game play sequence is then begun (step 292).
[0231] The program randomly "shuffles" the deck to establish a
playing order for the fifty-two regular playing cards (used in this
version) at step 293 (FIG. 27B). A determination is made as to
whether the second stage/level/hand is "active" (bet upon) at step
295. If it is not, the program proceeds to step 300 described
below. If it is, then a subroutine is engaged for a "Free Ride"
card (this version including this added feature). Beginning at step
296, a random selection process (discussed above) determines
whether the "Free Ride" is available or not. If it is, then the
"Free Ride" card is caused to be registered in one of the first
five positions representing the order of the cards in the shuffled
deck for the cards of the first hand (step 297), and the "Free
Ride" feature will be available (as described hereafter). If it is
not, then no "Free Ride" card is displayed, and the "Free Ride"
feature is not available.
[0232] From either step 296 or 297, the program then "deals" (step
300) the cards for the hand, displaying the cards graphically in
the five spaces allotted in the first hand 71. A check is made in
the course of the foregoing deal to determine if one of the dealt
cards is a "Free Ride" card at step 301. If it is (i.e., the "Free
Ride" feature is available), then the "Free Ride" card is caused to
be displayed in the space corresponding to its placement in the
order, as indicated at step 302. Whereupon there is an audio cue
also provided, and much rejoicing is heard throughout the land
(step 303). After a suitable interval, the "Free Ride" card is
caused to be replaced by the next regular playing card in the deck
order (step 304), and a "Free Ride" icon is displayed next to the
level (as seen at 91 in FIG. 25).
[0233] From step 304, or step 301 if no "Free Ride" is detected,
the program then performs an evaluation of the dealt hand (step
308) to determine if a winning hand is presented, using the
paytable hierarchy discussed with regard to FIG. 18, or more
simply, is a pair of "Jacks or Better" presented (step 309)? If a
winning hand is presented, then from step 309 a message is
graphically displayed indicating the hand "rank" along with an
audio sound acknowledging to the player that a winner is already in
hand (with or without rejoicing, as desired, rejoicing being player
dependent), as set forth in step 310. From either step 309 or 310,
the program then advances to step 315.
[0234] Step 315 provides multiple options to the player at this
juncture. The player may choose to add more credits, for example,
which if elected results in an update to the "Total Credits" meter
77 at step 314, then looping back to step 315.
[0235] The player can also choose which cards to hold/discard at
this point. A card that is to be held is selected (step 316) and
then tagged as "held" (step 317) (e.g., see FIG. 19 and related
discussion). Cards previously selected for being held can likewise
be de-selected (step 318). From either step 317 or 318, the process
loops back to step 315.
[0236] When the player has exercised whatever of the foregoing
options are desired, if any, from step 315, the "Deal/Draw" button
70 is again actuated. This results in the removal from the graphic
display of any card not designated as "held" (step 320). Each card
removed is replaced with the next card in the deck order, as
indicated at step 321. A re-evaluation of the hand now presented
takes place at steps 322 and 325, similar to that of steps 308 and
309. If a winning hand is presented (again with reference to the
paytable of FIG. 18), the type of winner is identified (e.g.,
"Three Of A Kind,") graphically for the player in the payout
information window 84, along with the number of coins/credits won
as a sub-total, all as indicated in step 326. That sub-total is
increased by the stage multiplier (which in the case of the first
level, is 1.times.) and displayed as a "total" for the first hand,
at step 327. From here, the first hand total is added to the "Total
Won" meter amount at 85 (e.g., FIG. 20) (step 328).
[0237] If a winning hand is not presented at step 325, then a check
is made as to whether the "Free Ride" icon is registered for the
level at step 329. If it is, a message is displayed in payout
information window 84 that the "Free Ride" feature is being
employed to advance to the next stage/level/hand (step 330). If the
"Free Ride" is not registered, then the game is over, and
progresses to a "Game Over" sequence 331.
[0238] Out of steps 328 or 330, the program determines if the
second stage/level/hand is "active," i.e., bet upon (step 332). If
it is not, the player is sent to the "Game Over" sequence (step
331). If it is active, however, then it is on to the next
level.
[0239] Referring to FIG. 27C, play and operation continue
substantially similar to that described with respect to that of the
first level. A "new" deck is "shuffled," (step 333). As in the
first level, a determination is then made as to whether the third
stage/level/hand is "active" (bet upon) at step 335. Steps 335
through 337, 340 through 344 and 348 through 350 are the same as
their respective counterpart steps (295 et seq.) discussed with
regard to the play of the first hand, albeit now in view of second
level play.
[0240] From step 349 or step 350, a "draw" sequence is again
executed as described with respect to the first hand, beginning at
step 355. This includes the option of adding more credits (update
of credit meter at step 354), and the selection of cards to be
"held" via steps 356 through 358 (corresponding to steps 316
through 318, respectively, described above). Once card selection is
completed at step 355, previously described steps 320 through 322,
and 325 through 332 are repeated, but for this second
stage/level/hand, through respective steps 360 through 362, and 365
through 372. At this point, either the game is over, and the player
is routed to the "Game Over" sequence (step 371), or the player
advances to another hand that has been bet upon, and play advances
to the third stage/level/hand out of step 372, shown in FIG.
27D.
[0241] Referring now to FIG. 27D (and, e.g., FIG. 21), play
continues for the third hand in the same manner as that described
for the first and second hands, albeit now in view of third level
play. Accordingly, and for ease of description, steps described as
to the first level are related to their corresponding steps in the
third level by grouping the respective steps as follows: 293/373,
295-297/375-377, 300-304/380-384, 308-310/388-390, 314-318/394-398,
320-322/400-402, 325-332/405-412. At this point, either the game is
over, and the player is routed to the "Game Over" sequence (step
411), or the player advances to another hand that has been bet
upon, and play advances to the fourth stage/level/hand out of step
412, shown in FIG. 27E.
[0242] Play of the fourth hand is similar to that described above,
except that no "Free Ride" is available (this being the last hand
in this particular embodiment of the game). Accordingly (and using
the same convention for grouping like steps of the first and fourth
levels for ease of description), cards are "shuffled" at step
413/293, dealt at step 420/300, and the hand is evaluated at step
428/308. If a winning hand is present (step 429/309), then a
message is displayed at step 430/310.
[0243] Beginning with step 435, a "draw" sequence is again executed
as described with respect to the first hand. In this fourth level,
steps described for the first level draw sequence correspond to
their fourth level counterparts as follows: 314-318/434-438,
320-322/440-442, and 325-328/445-448. Since there is no fifth
level, the game proceeds to the "Game Over" sequence out of step
448 or step 445 at step 451.
[0244] The "Game Over" sequence is set forth in FIG. 27F. A "GAME
OVER" message is displayed by the graphics (step 452). The "Total
Won" amount (meter 85 in FIG. 20) is checked, and if greater than
zero (step 453), the credit(s) amassed as represented on the meter
85 are added to the "Total Credits" meter 87 at step 454. The
player, and the game, are both returned to the game start up
sequence out of step 453 (if nothing won) or step 454.
Bunco
[0245] Bunco, sometimes called Bunko, Bonko or Bonco, is a dice
game that dates back to the mid 1800's in the United States. While
there are many variations that are currently played, what follows
is what appear to be very popular rules of the game.
[0246] Bunco is typically played in groups of eight to twenty
players, usually women and occasionally couples as a social event.
A group typically meets once a month, and plays at multiple tables
of four players. Players seated across from each other are partners
although it is typical to change partners for each game played.
Each table has three dice that are passed around from player to
player.
[0247] The game is played in "rounds". The first round starts with
all tables rolling for a "point" of one. The dice move clockwise to
each person at the table who gets to roll the dice. A team scores
one point for each die that matches the current point (one in this
case). Each time one or more dice match the current point, the
player's team scores and the player continues to roll. If the
player gets all three dice to match on a number other than the
current point then that team scores five points and the player
continues to roll. If the player gets all three dice to match the
current point they yell out "Bunco" and the team is awarded
twenty-one points.
[0248] Once a player rolls the dice showing no points, the turn
ends. Each round continues with the dice going from player to
player around the table. The game ends when a player at the first
or head table reaches twenty-one points, which is usually indicated
by ringing a hand-bell to signal all the tables that the round is
over. At this point the players change partners and rotate through
the tables based on the winners and losers, and the next game would
play with a "point" of two.
[0249] This fourth embodiment of the current invention consists of
a dice game that is loosely based on an individual player's turn
during a round of Bunco. While this game may be played in a casino
with live dealers (as is done with the casino game of Craps) or on
a gaming machine that propels real physical dice, the preferred
embodiment is on a video gaming machine.
[0250] Unlike the version of Bunco described above, in this fourth
embodiment there may be up to three points which the player is
trying to roll. Instead of being a single number, any number that
has been rolled on every stage of the current game is an active
point. On the first roll, each number that appears on a die becomes
a point, for a possible total of three points if all three dice are
different (that is, all six possible numbers are points for the
first roll). On the second roll, the player must roll one or more
points matching the first roll to keep the game going. Any numbers
that were rolled on both the first and second rolls remain points
for the third roll. The player continues to roll until no dice
match a number found in all previous rolls, or until the highest
stage upon which a bet has been placed is rolled.
[0251] FIG. 28 shows a display of this fourth embodiment. A maximum
of seven stages or rolls of the dice per game is provided. The game
may allow more or fewer stages without departing from the
invention. Each stage (level) of the game represents a roll of the
dice as described above. The player may place a bet on from one to
seven stages or lines. The player may bet from one to five coins
per stage in this version. Of course, it is anticipated that
different numbers of coins per stage could be allowed. Also, the
player could be allowed to place bets on different stages at
random, rather than from the bottom up. For that matter, the player
could be allowed to make different size wagers on different stages
at will, without departing from the invention.
[0252] Referring to FIG. 28, the "Select Lines" button 100 is
pressed to select from one to seven stages to bet on. The "Coins
per Line" button 101 is pressed to indicate the number of coins to
bet on each line. The player then presses the "Roll Dice" button
102 to roll the dice for the first stage.
[0253] FIG. 29 shows a game in progress after the first roll. This
roll of 3-4-6 is placed in the first stage area 105 next to the
applicable line of the paytable 106 for that stage (0,0,0,32). For
each stage there are four paytable values. These values are for
rolling one, two or three points or for rolling "Bunco," which is
achieved when all three dice match one number which is an active
point. Only the highest value is paid at each stage, so a "Bunco"
does not also pay for three points matched. For the first roll
(with all six numbers active) any combination of three matching
dice is a "Bunco." Scoring a "Bunco" is the only way to win the
first level bet, although in this game the player automatically
advances to the second stage. It is envisioned that other
embodiments could set the active points in advance of the first
roll which would then require a match on the first roll to
continue. A first stage "Bunco" awards thirty-two coins. The
machine highlights the appropriate paytable value in the "3 points
matched" column for this roll and shows the remaining points under
the first stage line (107).
[0254] The player presses the "Roll Dice" button 102 for the second
stage, and a possible result is shown in FIG. 30. The roll of 1-4-6
matches two of the three points that were established in the first
roll. Thus, the points "4" and "6" remain "alive," i.e., in play
(107). The point of "3" from the first roll is no longer alive
because it does not appear in the second roll. The three dice are
placed on the second stage line 108 next to the applicable paytable
106 values for that stage. The game highlights the "2 points
matched" value in the paytable indicating that one coin is awarded
for matching two points on the second stage. The "Total So Far"
meter 110 is updated to show the total of one coin won at this
point (zero coins on the first stage and one coin on the second
stage). The window 107 under the first stage now shows that only
the "4" and the "6" remain as active points.
[0255] The player presses the "Roll Dice" button 102 for the third
stage and a possible result is shown in FIG. 31. The roll of 1-1-6
matches one of the two points that were alive after the second
roll. Thus, only the point "6" remains alive (107). The point of
"4" from the first two rolls is no longer alive because it does not
appear in the third roll. The three dice are placed on the third
stage line 112 next to the paytable values for that stage. The game
highlights the "1 point matched" value in the paytable indicating
that two coins are awarded for matching one point on the third
stage. The "Total So Far" meter 110 is updated to show the total of
three coins won at this point (zero coins on the first stage, one
coin on the second stage and two coins on the third stage). The
window 107 under the first stage now shows that only the "6"
remains as an active point.
[0256] The player presses the "Roll Dice" button 102 for the fourth
stage and a possible result is shown in FIG. 32. The roll of 1-4-5
does not match the point of "6," which was the only point left
alive. While "4" was an active point after the first two rolls, the
absence of a "4" on the third roll took it out of play as a point,
and thus was of no value in the fourth roll. As a result of
matching no points the game is over. The "Total So Far" meter 110
value of three coins is copied to the "Paid" window 114, and this
is added to the credits counter 115 taking it from an
arbitrary"865" to "868" credits.
[0257] It should be noted that in the example shown, the bets for
levels above the fourth level were lost without those levels being
played. As is intuitive and will be shown in the following
analysis, the higher the level, the less often it will be played.
This is offset by offering the player very large awards for very
modest events on these higher levels when they are played.
[0258] It should also be noted that while the slot machine and
poker embodiments previously discussed have stages that are
independent games that allow advancing to the next stage upon
winning, this fourth Bunco embodiment is an ongoing game with
stages that, as a result of the nature of the game, also involve
multi-stage betting working with an evolving game. This game is not
limited to advancing to the next stage only with a win, since the
game will always play the second stage if two or more stages have
been bet upon, even though, except for a first stage "Bunco", the
player will not win on the first stage.
[0259] FIG. 33 shows another Bunco game at its conclusion. The
first roll of 1-5-5 established only two points as a result of the
duplicate 5's. The second roll of 1-3-3 kept only the point of "1"
alive. The third roll of 1-1-1 is "Bunco" scoring fourteen coins.
The fourth roll of 3-4-6 does not match the point of "1", and thus
ends the game. A total of fifteen coins were won on this game (one
for matching one point on the second stage and fourteen for "Bunco"
on the third stage).
[0260] Looking at FIG. 33, the "Max Bet/Roll Dice" button 116 is
also seen. This button 116 establishes the maximum bet, which in
this embodiment is thirty-five coins, (seven stages times five
coins per stage) and then rolls the dice for the first stage.
Pressing this button 116 is the same as pressing the "Select Lines"
button 100 until seven lines are selected, and then pressing the
"Coins per Line" button 101 until five coins per line are selected,
and then finally pressing the "Roll Dice" button 102 to roll the
dice for the first stage.
[0261] Shown in the upper right section of FIG. 33 are the bonuses
for games that achieve two "Buncos" and three "Buncos": "75" coins
and "2500" coins respectively. These bonuses add excitement to the
game, as well as the opportunity to win a more sizable award than
is available from the seven stages of the game. The foregoing Bunco
gaming machine is operationally summarized in the flow charts of
FIGS. 34A through 34D. FIG. 34A generally describes the start-up of
the Multi-Strike BUNCO game embodiment, which is initially quite
similar to that of the first (slots) embodiment. First, an
assessment of whether credit(s) are present is undertaken beginning
at step 460. If none is present, then a check is made as to whether
the player has inserted the relevant coin, credit card, etc., for
the necessary credit(s) at step 461. If so, then at step 462 the
credit(s) are registered and displayed at the "Credits" meter 115
(e.g., FIG. 28). All available player buttons are then activated
for initiation of play at 465.
[0262] At this stage, the player enters a set-up loop where the
player may choose to add more credits or proceed with play at step
466. If credits are added, these are registered on the meter
display (115) at step 468. The program loops back to step 466.
[0263] The "Coins per Line" button 101 can alternatively be engaged
from step 466, causing the coins-per-line setting to be modified
(as indicated at meter 103, FIG. 28), as well as updating the value
of the "Total Bet" window 104, and the paytable information window
106, all as indicated at step 469. Once again, the program loops
back to step 466.
[0264] Back at step 466, the player can choose the "Select Lines"
button 100 to input this aspect of his or her wager. Graphics are
updated at step 470 to highlight the lines which are now "active"
(i.e., potentially playable). This likewise causes the lines bet
meter 111 and "Total Bet" 104 to be so modified, all as indicated
at step 472. The program once again loops back to step 466.
[0265] Once the player has input the parameters of the wager, then
the "Roll Dice" button 102 is engaged. It should be noted that the
foregoing selection sequence as to coins and lines to bet need not
follow the order indicated.
[0266] The player has the option of skipping all of the lines and
coins-per-line selections, through resort to the "Max Bet Roll
Dice" button 116 (FIG. 33). A subroutine will then execute at step
475 to assess the total credits the player has provided, and
determine the maximum number of coins per line and the maximum
number of lines (per an embedded look-up table) which can be played
for that credit quantity, up to a fixed maximum for the game. The
graphics are updated accordingly at steps 476 and 477 to show the
lines being bet, coins-per-lines and total bet (as at steps 469,
470 and 472). Either out of step 477 or after actuation of the
"Roll Dice" button 102, the player selection buttons are
deactivated (step 478), the sum of the wager is subtracted from the
"Credits" meter 115 and the new amount is displayed. The game then
progresses to a main play sequence (step 479).
[0267] The dice are rolled at step 480, as shown in FIG. 34B. The
program assesses whether this is the first roll of the game (step
482). If it is the first roll, then "Match these POINTS" window 107
(e.g., see FIG. 29) is activated at step 483, and a determination
is made as to how many different numbers are presented by the
rolled dice (step 484). The different "Points" are then displayed
in the window 107, depending on whether there are one, two or three
different numbers (steps 485a through 485c). The graphics of the
program generates copies of the dice rolled, with a color hue to
indicate a "Point Made" at step 488, and the dice are displayed in
the current stage/level/roll (step 489), which here is the first
level 105.
[0268] If this is not the first roll of the game (step 482), then
copies of the dice just rolled are generated at step 490. The
program executes a comparison of the numbers (dice) in the window
107 (which are the Points to match), with the dice just rolled at
step 491. If there is a match, the graphics of the program colors a
copy (or copies) of the matching die rolled with a hue to indicate
a "Point Made" at step 492. For each match not made, the die (dice)
is colored with a hue to indicate that no match/Point was made
(step 493), and the dice are displayed as so hued in the current
stage/level/roll (step 489).
[0269] From step 489, another comparison is then made at step 495
between the current roll and the Point(s) to be matched/made. Each
Point in the window 107 is assessed as to a match on a die (number)
of the current roll at step 496. If at step 496 there is no match
for a Point, it is removed from the game and the graphics of window
107 are updated accordingly, at step 498. The program then assesses
whether there is any Point remaining (step 497), and the game
proceeds to a "Bunco" determination if the answer to the foregoing
is positive. If there are no Points remaining (window 107), the
player is passed to a "Game Over" sequence at step 500.
[0270] The "Bunco" assessment is set forth in FIG. 34C. The program
first assesses whether a "Bunco" has been rolled at step 501. If
the evaluation is positive, then the graphics highlight the "BUNCO"
pay (see, e.g., 113 in FIG. 33) for the current level (step 502).
That "BUNCO" pay amount is added to the "Total So Far" meter 110 at
step 503.
[0271] The program then determines whether two "Bunco's" had
previously been rolled in the same game at step 506. If "yes," then
the "Triple BUNCO BONUS" is highlighted on the screen (step 507),
and the predetermined amount for that bonus is added to the "Total
So Far" meter 110 at step 508.
[0272] If two "Bunco's" have not been registered at step 506, the
program makes a determination as to whether one "Bunco" had
previously been scored at step 510. If "yes," then the "Double
BUNCO BONUS" is highlighted on the screen (step 512), and the
predetermined amount for that bonus is added to the "Total So Far"
meter 110 at step 513.
[0273] Back at step 501, if a "Bunco" has not been rolled, then a
count is made of the number of rolled dice that match any of the
remaining Points in the window 107 (step 515). That count is used
to highlight the appropriate pay for that level for that number of
points in the paytable information window as indicated at step 516.
That amount is added to the meter 110 at step 517.
[0274] Out of either step 508, 513 or 517, the player then advances
to step 520, which is a program assessment as to whether all lines
that have been bet on have been played. If all have been played,
then the game is over and the "Game Over" sequence is engaged out
of step 521.
[0275] If all possible lines have not been played, then the player
is given the option of adding more credits and/or continuing
through actuation of the "Roll Dice" button 102 at step 525. If the
choice is to add credits, then the "Credits" meter is so updated at
step 526, and the player is looped back to step 525. If the choice
is to roll, then another round is started (step 527) upon actuation
of the button 102, whereupon the sequence of events beginning at
step 480 recommences.
[0276] Once all lines have been played or there are no Points left
in the window 107 (i.e., no match at a level), then the "Game Over"
sequence of FIG. 34D is engaged. A "GAME OVER" message is displayed
at step 530, and a determination is made as to whether the "Total
So Far" meter 110 shows any credits (i.e., any winnings for the
game) at step 531. Any winnings as shown in meter 110 are then
added to the total "Credits" meter 115 (step 532), and the player
and the program are returned to the game start sequence at step
460.
Analysis of Certain Architecture of the Bunco Embodiment
[0277] The mathematical payout percentage of this fourth embodiment
is determined by breaking down the different possible combinations
for each of the seven stages. This will be done for one coin per
line only, as it is well known by those skilled in the art how to
expand this result for multiple coins per line, as well as the
inclusion of bonus values, if desired. The first stage is fairly
easy to analyze. There are three possible types of outcome of the
first roll: "Bunco" (equivalent to one point established), two
points established or three points established. There are two
hundred and sixteen possible combinations of three dice computed by
multiplying the possible combinations of each die:
6.times.6.times.6=216. The number of occurrences of "Bunco" or
three dice that match are six. This is computed as
6.times.1.times.1 because the first die can take any of the six
numbers, then the second die must match that number and the third
die must also match that number. Three points are established when
all three of the dice have a different number showing, and is
computed by 6.times.5.times.4=120 because the first die can take on
any value while the second die can take on any of the five
remaining values that don't match the first die, and the third die
can then take on any of the remaining values that don't match the
first two dice.
[0278] This leaves ninety occurrences of a combination that results
in two points (216-6-120=90). The ninety occurrences of two points
can also be computed directly as follows: There are three forms
that a roll resulting in two points may take: XYX, XXY or YXX. The
combinations for these are as follows: [0279]
XYX=6.times.5.times.1=30 First can be any, second must not match
first, third must match first. [0280] XXY=6.times.1.times.5=30
First can be any, second must match first, third must not match
first. [0281] YXX=5.times.6.times.1=30 First can be any but X,
second can be any, third must match second.
[0282] Table 21 organizes the data described above. The first
column indicates the number of points established by the first
roll. The second column shows the value paid for that result. The
third column shows the "Occurrences" of that result which was
determined above. The fourth column is the probability of that
result, which is the occurrence count divided by 216, the number of
possible outcomes. The fifth column is the Expected Value component
from each pay, which is the product of the paytable value times the
probability of receiving that value. The sum of all EV components
is the expected return of the stage, which is 88.89%. If only stage
one was played, then the expected return to the player would be
88.89%. The payout percentage may be modified by making a change to
the second column "Pay" value, which would also change in the
paytable. For example, changing the pay for "Bunco" (one point
established) from "32" to "33" would result in a 91.67% expected
return. Unlike the slot machine example, the "Occurrence" data is
locked into the rules of the game, and any change to the payout
will be apparent to the player. It must be done by modifying the
paytable as described above, or by changing the rules of the
game.
TABLE-US-00021 TABLE 21 Number of Points Pay Occurrences
Probability EV 1 32 6 0.027777778 0.888889 2 0 90 0.416666667 0 3 0
120 0.555555556 0 216 1 0.888889
[0283] The second stage of the game has three separate analyses
based on the number of points established in the first stage of the
game. The "Occurrences" for each row in Table 22 (the fourth
column) are calculated in the same manner as shown for the first
stage and will not be elaborated on further. The first column of
Table 22 states the number of points alive at the start of the
second stage. This table has three separate analyses based on
whether one, two or three points were alive at the start of the
second stage.
[0284] The second column shows the combination being enumerated.
The three possible points are called "A", "B" and "C". "x"
indicates a die that matches no point. The "Comb. Column" shows the
makeup of the dice for that line of the table. For example, AAA is
three dice matching point "A". The BBA is two dice matching point
"B" and one die matching point "A", and this can occur in any
order. The third column indicates the amount paid for the specified
combination. This is based on the second stage paytable line of
1,1,2,6 (e.g., FIG. 30) awarding one coin for matching one or two
points, two coins for matching three points in a non-"Bunco"
combination and six coins for all three dice matching the same
point ("Bunco"). The fourth column indicates the number of
occurrences of the specified combination out of the possible two
hundred and sixteen combinations. The fifth column is the
probability of that occurrence and is the quotient of the
occurrences and the two hundred and sixteen possible combinations.
The sixth column is called "Probability of Start Condition". This
is the probability of starting the second stage with the number of
points shown in the first column. This number is taken directly
from Table 21.
[0285] The seventh column is the probability of the specified
"Result" occurring, which is the product of the fifth and sixth
columns. This result is due to the need for the probability of the
sixth column to start the stage with the number of points specified
in the first column, as well as the need for the probability of the
combination, which is given in the fifth column.
[0286] The eighth column is the expected value contribution from
this combination which is computed as the product of the "Pay"
value times the seventh column "Probability of this Result". The
sum of all values in the eighth column provides the expected return
which is 92.28%.
[0287] The ninth column is the number of points still alive after
the roll. This is represented by the number of unique capitalized
letters in the second column combination.
[0288] The last four columns are used to determine the probability
of the number of points alive at the end of the stage. The seventh
column "Probability of This Result" value is copied to the column
that corresponds to the ninth column "Points Alive" number. For
example, for AAA there is one point alive which results in the
0.00013 value to be copied from the seventh column to the eleventh
column, which is the column that calculates the "Probability that
Points Left=1".
[0289] The bolded numbers at the bottom of the last four columns of
Table 22 tally the probability of ending the second round with the
number of Points specified at the head of the column. For example,
of the games that play a second stage (which is all games in this
embodiment), 24.31% will finish the second stage with two points
active.
TABLE-US-00022 TABLE 22 Points Alive Points Prob. Prob. Prob. Prob.
at Probability Prob. Of Alive That That That That Round Probability
of of Start This After Points Points Points Points Start Comb. Pay
Occur. Occurrence Condition Result EV Roll Left = 0 Left = 1 Left =
2 Left = 3 1 AAA 6 1 0.00462963 0.02777778 0.000129 0.000772 1
0.00013 1 AAx 1 15 0.06944444 0.02777778 0.001929 0.001929 1
0.00193 1 Axx 1 75 0.34722222 0.02777778 0.009645 0.009645 1
0.00965 1 xxx 0 125 0.5787037 0.02777778 0.016075 0 0 0.01608 216 1
2 AAA 6 1 0.00462963 0.41666667 0.001929 0.011574 1 0.00193 2 BBB 6
1 0.00462963 0.41666667 0.001929 0.011574 1 0.00193 2 AAB 2 3
0.01388889 0.41666667 0.005787 0.011574 2 0.00579 2 BBA 2 3
0.01388889 0.41666667 0.005787 0.011574 2 0.00579 2 AAx 1 12
0.05555556 0.41666667 0.023148 0.023148 1 0.02315 2 BBx 1 12
0.05555556 0.41666667 0.023148 0.023148 1 0.02315 2 ABx 1 24
0.11111111 0.41666667 0.046296 0.046296 2 0.0463 2 Axx 1 48
0.22222222 0.41666667 0.092593 0.092593 1 0.09259 2 Bxx 1 48
0.22222222 0.41666667 0.092593 0.092593 1 0.09259 2 xxx 0 64
0.2962963 0.41666667 0.123457 0 0 0.12346 216 1 3 AAA 6 1
0.00462963 0.55555556 0.002572 0.015432 1 0.00257 3 BBB 6 1
0.00462963 0.55555556 0.002572 0.015432 1 0.00257 3 CCC 6 1
0.00462963 0.55555556 0.002572 0.015432 1 0.00257 3 AAB 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 AAC 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 BBA 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 BBC 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 CCA 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 CCB 2 3
0.01388889 0.55555556 0.007716 0.015432 2 0.00772 3 ABC 2 6
0.02777778 0.55555556 0.015432 0.030864 3 0.01543 3 ABx 1 18
0.08333333 0.55555556 0.046296 0.046296 2 0.0463 3 ACx 1 18
0.08333333 0.55555556 0.046296 0.046296 2 0.0463 3 BCx 1 18
0.08333333 0.55555556 0.046296 0.046296 2 0.0463 3 AAx 1 9
0.04166667 0.55555556 0.023148 0.023148 1 0.02315 3 BBx 1 9
0.04166667 0.55555556 0.023148 0.023148 1 0.02315 3 CCx 1 9
0.04166667 0.55555556 0.023148 0.023148 1 0.02315 3 Axx 1 27 0.125
0.55555556 0.069444 0.069444 1 0.06944 3 Bxx 1 27 0.125 0.55555556
0.069444 0.069444 1 0.06944 3 Cxx 1 27 0.125 0.55555556 0.069444
0.069444 1 0.06944 3 xxx 0 27 0.125 0.55555556 0.069444 0 0 0.06944
216 1 EV of second Stage: 0.92284 Prob. Of Start Cond. For Next
Stage 0.20898 0.53254 0.24306 0.01543 Total of 4 probability values
above 1
[0290] Table 23 provides a similar analysis for the third stage of
the game. The first two columns are the same. The third column has
been modified to reflect the 2-2-5-14 (e.g., FIG. 31) paytable
values for the third stage. The fourth column is the same as Table
22.
[0291] The fifth column uses the "Probability of Start Condition"
for the specified number of points taken from the bottom of Table
22. Those numbers at the bottom of Table 22 show the probability of
ending the second stage with zero, one, two or three points. The
values in the rest of the columns are calculated in the same manner
as was described for Table 22.
[0292] Looking at the sum of the "EV" column, it is clear that the
expected return for the third stage of the game is 90.24%. The
right four columns are used to compute the probability of zero,
one, two or three points remain alive after the third stage. Note
that the sum of these probability values does not total 1.0, but
rather 0.79102. The additional component is the 0.20898 found at
the bottom of Table 22 under "Probability that Points Left=0". This
represents games that ended after two stages and thus are not
reflected in the stage three ending breakdown. In the same manner,
the 0.3821 probability of ending the game in the third stage will
not be included in the stage four ending breakdown.
[0293] The analysis for stages four through seven is done in a
manner identical to stage three. The comparable tables for these
stages are therefore not shown.
TABLE-US-00023 TABLE 23 Points Alive Points Prob. Prob. Prob. Prob.
at Probability Probability Prob. Of Alive That That That That Round
of of Start This After Points Points Points Points Start Comb. Pay
Occur. Occurrence Condition Result EV Roll Left = 0 Left = 1 Left =
2 Left = 3 1 AAA 14 1 0.00462963 0.532536 0.0024654 0.0345162 1
0.0025 1 AAx 2 15 0.06944444 0.532536 0.0369817 0.0739633 1 0.037 1
Axx 2 75 0.34722222 0.532536 0.1849083 0.3698167 1 0.1849 1 xxx 0
125 0.5787037 0.532536 0.3081806 0 0 0.3082 216 1 2 AAA 14 1
0.00462963 0.2430556 0.0011253 0.0157536 1 0.0011 2 BBB 14 1
0.00462963 0.2430556 0.0011253 0.0157536 1 0.0011 2 AAB 5 3
0.01388889 0.2430556 0.0033758 0.0168789 2 0.0034 2 BBA 5 3
0.01388889 0.2430556 0.0033758 0.0168789 2 0.0034 2 AAx 2 12
0.05555556 0.2430556 0.0135031 0.0270062 1 0.0135 2 BBx 2 12
0.05555556 0.2430556 0.0135031 0.0270062 1 0.0135 2 ABx 2 24
0.11111111 0.2430556 0.0270062 0.0540123 2 0.027 2 Axx 2 48
0.22222222 0.2430556 0.0540123 0.1080247 1 0.054 2 Bxx 2 48
0.22222222 0.2430556 0.0540123 0.1080247 1 0.054 2 xxx 0 64
0.2962963 0.2430556 0.0720165 0 0 0.072 216 1 3 AAA 14 1 0.00462963
0.0154321 7.144E-05 0.0010002 1 7E-05 3 BBB 14 1 0.00462963
0.0154321 7.144E-05 0.0010002 1 7E-05 3 CCC 14 1 0.00462963
0.0154321 7.144E-05 0.0010002 1 7E-05 3 AAB 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 AAC 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 BBA 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 BBC 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 CCA 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 CCB 5 3 0.01388889
0.0154321 0.0002143 0.0010717 2 0.0002 3 ABC 5 6 0.02777778
0.0154321 0.0004287 0.0021433 3 0.00043 3 ABx 2 18 0.08333333
0.0154321 0.001286 0.002572 2 0.0013 3 ACx 2 18 0.08333333
0.0154321 0.001286 0.002572 2 0.0013 3 BCx 2 18 0.08333333
0.0154321 0.001286 0.002572 2 0.0013 3 AAx 2 9 0.04166667 0.0154321
0.000643 0.001286 1 0.0006 3 BBx 2 9 0.04166667 0.0154321 0.000643
0.001286 1 0.0006 3 CCx 2 9 0.04166667 0.0154321 0.000643 0.001286
1 0.0006 3 Axx 2 27 0.125 0.0154321 0.001929 0.003858 1 0.0019 3
Bxx 2 27 0.125 0.0154321 0.001929 0.003858 1 0.0019 3 Cxx 2 27
0.125 0.0154321 0.001929 0.003858 1 0.0019 3 xxx 0 27 0.125
0.0154321 0.001929 0 0 0.0019 216 1 EV of third Stage: 0.9023574
Prob. Of Start Cond. For Next Stage 0.3821 0.3696 0.0389 0.00043
Total of 4 probability values above 0.79102
[0294] The analysis provided thus far does not include the bonuses
for two "Buncos" and three "Buncos" occurring in the same game. The
probability of getting a second or third "Bunco" in a game must be
analyzed on a stage by stage basis, with the expected value of such
awards added to the EV of the stage in which the bonus occurs.
[0295] A double "Bunco" award is given on a particular stage when
the second "Bunco" in a game is achieved in that stage. It is not
possible to get a double "Bunco" in the first stage. In the second
stage, the only way to achieve a double "Bunco" bonus is to roll a
"Bunco" on each of the first two stages. On the third stage, one
could get "Bunco" on the first and third stage, or the second and
third stage (the first and second stage is the case noted above of
getting a double "Bunco" on the second stage). The shorthand xBB is
used to indicate no "Bunco" on the first stage followed by "Bunco"
on the second and third stages, while similarly BxB indicates
"Bunco" on the first and third stages with no "Bunco" on the second
stage.
[0296] Table 24 shows the combinations that will result in a double
"Bunco" on the seventh stage. Note that all combinations must have
the second "Bunco" occur as the seventh stage because if the second
"Bunco" occurred earlier then it would be attributed to the earlier
stage.
TABLE-US-00024 TABLE 24 BxxxxxB xBxxxxB xxBxxxB xxxBxxB xxxxBxB
xxxxxBB
[0297] Working through the cases in Table 24, it is found that as a
result of symmetry, the probability of each of these components to
a seventh level double "Bunco" is identical. Likewise, there are
five ways of identical probability to achieve a sixth level double
"Bunco" bonus and the two ways mentioned above to achieve a third
level double "Bunco" bonus have identical probability.
[0298] In order to compute the probability of the required
components, there is a need to use three values that were computed
earlier. In Table 21, the probability of a "Bunco" on the first
roll is shown to be 0.027777778. The "x" components in the first
line of Table 24 is the probability of staying alive in a game that
has established one point, by rolling anything but a "Bunco". This
is found by taking the second and third lines of Table 22 (AAx and
Axx) and adding the probability of those rolls (fourth column),
which results in a total of 0.416666667. Finally, there is the
probability of rolling a "Bunco" while one point is alive. This is
shown in the first line of Table 22 (AAA) as 0.00462963. Using
these values, one may construct the double "Bunco" probability
table of Table 25.
[0299] The first column of Table 25 shows the game "Stage" for
which the probability of double "Bunco" is being computed. The
second column is the "Number of Forms" a double "Bunco" may take on
that stage (such as the six forms shown for the seventh stage in
Table 24). The third column shows the "Sample Form" being computed
for the stage. The fourth through tenth columns are the probability
components matching the respective letters in the third column
forms. The eleventh column is the "Probability" of getting a double
"Bunco" on that level which is the product of the second column
form count and all probability components ("Comp." 1 through
7).
TABLE-US-00025 TABLE 25 Number Double of Sample Bunco Stage Forms
Form Comp. 1 Comp. 2 Comp. 3 Comp. 4 Comp. 5 Comp. 6 Comp. 7
Probability 1 0 0 2 1 BB 0.027778 0.00463 0.000128601 3 2 BxB
0.027778 0.416667 0.00463 0.000107167 4 3 BxxB 0.027778 0.416667
0.416667 0.00463 6.69796E-05 5 4 BxxxB 0.027778 0.416667 0.416667
0.416667 0.00463 3.72109E-05 6 5 BxxxxB 0.027778 0.416667 0.416667
0.416667 0.416667 0.00463 1.93807E-05 7 6 BxxxxxB 0.027778 0.416667
0.416667 0.416667 0.416667 0.416667 0.00463 9.69033E-06
[0300] The analysis for the "Triple Bunco Bonus" is similar to the
"Double Bunco Bonus." Table 26 shows all of the possible forms of a
seventh level "Triple Bunco Bonus."
TABLE-US-00026 TABLE 26 BBxxxxB BxBxxxB BxxBxxB BxxxBxB BxxxxBB
xBBxxxB xBxBxxB xBxxBxB xBxxxBB xxBBxxB xxBxBxB xxBxxBB xxxBBxB
xxxBxBB xxxxBBB
[0301] Using the same symmetry that was used for the double "Bunco"
calculation, one arrives at Table 27.
TABLE-US-00027 TABLE 27 Number Triple of Sample Bunco Stage Forms
Form Comp. 1 Comp. 2 Comp. 3 Comp. 4 Comp. 5 Comp. 6 Comp. 7
Probability 1 0 0 2 0 0 3 1 BBB 0.027778 0.00463 0.00463
5.95374E-07 4 3 BBxB 0.027778 0.00463 0.416667 0.00463 7.44218E-07
5 6 BBxxB 0.027778 0.00463 0.416667 0.416667 0.00463 6.20181E-07 6
10 BBxxxB 0.027778 0.00463 0.416667 0.416667 0.416667 0.00463
4.30682E-07 7 15 BBxxxxB 0.027778 0.00463 0.416667 0.416667
0.416667 0.416667 0.00463 2.69176E-07
[0302] Table 28 shows the expected return from the double "Bunco"
and triple "Bunco" awards. The first column shows the game "Stage".
The second column shows the "75" coin pay for the "Double Bunco
Bonus". The third column shows the "Double Bunco Probability"
computed in Table 25 for each stage. The fourth column computes the
expected return" (EV) for double "Buncos" on the given stage by
multiplying the "Pay" (second column) times the "Probability"
(third column). The fifth through seventh columns compute the
triple "Bunco" expected return in the same manner as was used for
"Double Bunco" in the second through fourth columns.
TABLE-US-00028 TABLE 28 Double Double Double Triple Triple Triple
Bunco Bunco Bunco Bunco Bunco Bunco Stage Pay Prob. EV Pay Prob. EV
1 75 0 0 2500 0 0 2 75 0.000129 0.009645 2500 0 0 3 75 0.000107
0.008038 2500 5.95E-07 0.001488 4 75 6.7E-05 0.005023 2500 7.44E-07
0.001861 5 75 3.72E-05 0.002791 2500 6.2E-07 0.00155 6 75 1.94E-05
0.001454 2500 4.31E-07 0.001077 7 75 9.69E-06 0.000727 2500
2.69E-07 0.000673
[0303] Finally, the overall EV of each stage and the overall EV of
multi-stage games is shown in Table 29. The first column indicates
the "Stage" number. The second column shows the expected return for
the base game stage which was generated for the first three stages
in Table 21, Table 22, and Table 23. The third and fourth column
show the "Double" and "Triple Bunco" bonus EV components generated
in Table 28. The fifth column is the total EV for the stage, which
is created by adding the EV components in the second, third and
fourth columns. The sixth column is the EV of an entire multi-stage
game that bet on the number of stages in the first column. This is
the average of the fifth column in the current row and all rows
above (i.e., the average EV of all stages in the multi-stage game).
The expected return of the entire game when a player plays all
seven stages is 0.927423292 or 92.74%.
TABLE-US-00029 TABLE 29 Base Double Triple EV of Game Game Bunco
Bunco Total EV Playing this Stage EV EV EV For Stage many stages 1
0.888889 0 0 0.888889 0.888888889 2 0.92284 0.009645 0 0.932485
0.910686728 3 0.902357 0.008038 0.001488 0.911883 0.911085629 4
0.921469 0.005023 0.001861 0.928353 0.915402545 5 0.953178 0.002791
0.00155 0.957519 0.923825811 6 0.937292 0.001454 0.001077 0.939822
0.92649184 7 0.931612 0.000727 0.000673 0.933012 0.927423292
[0304] It will additionally be noted that the invention further
contemplates a training program for players of these games,
particularly in the video game versions. Such training programs are
designed to teach players not only the fundamentals of game play,
but to optimize game playing strategy, as with visual and aural
cues for the player, replay options, and the like. Representative
training programs are disclosed in applicants' co-pending patent
application Ser. No. 09/539,286, filed Mar. 30, 2000, and that
disclosure is hereby incorporated by reference.
[0305] Thus, while the invention has been disclosed and described
with respect to certain embodiments, those of skill in the art will
recognize modifications, changes, other applications and the like
which will nonetheless fall within the spirit and ambit of the
invention, and the following claims are intended to capture such
variations.
* * * * *