U.S. patent application number 13/195037 was filed with the patent office on 2012-02-09 for wagering game, gaming machine, gaming system, and method with a player-determinable feature game aspect.
This patent application is currently assigned to Multimedia Games, Inc.. Invention is credited to JP Cody, Steven E. Meyer, Clint Alan Owen, Brian Alexander Watkins.
Application Number | 20120034968 13/195037 |
Document ID | / |
Family ID | 45556527 |
Filed Date | 2012-02-09 |
United States Patent
Application |
20120034968 |
Kind Code |
A1 |
Watkins; Brian Alexander ;
et al. |
February 9, 2012 |
WAGERING GAME, GAMING MACHINE, GAMING SYSTEM, AND METHOD WITH A
PLAYER-DETERMINABLE FEATURE GAME ASPECT
Abstract
A wagering game, gaming machine, networked gaming system, and
associated methods are disclosed including a bank of gaming
machines connected to an overhead display enabling players at the
respective gaming machines to qualify to play a player-interactive
community feature game displayed on the overhead display wherein
each qualified player may sequentially launch one or more virtual
objects or projectiles and accumulate awards as the objects
traverse a virtual surface shown on the overhead display. A
stand-alone wagering game with a player-interactive feature game is
also disclosed. Additionally disclosed is a web-based community
game system wherein players may login, accumulate points, and
redeem awards either online or at networked casino site.
Inventors: |
Watkins; Brian Alexander;
(Austin, TX) ; Meyer; Steven E.; (Austin, TX)
; Owen; Clint Alan; (Rockdale, TX) ; Cody; JP;
(Austin, TX) |
Assignee: |
Multimedia Games, Inc.
Austin
TX
|
Family ID: |
45556527 |
Appl. No.: |
13/195037 |
Filed: |
August 1, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61371532 |
Aug 6, 2010 |
|
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/34 20130101;
G07F 17/3211 20130101; G07F 17/3258 20130101; G07F 17/3276
20130101; A63F 13/44 20140902; A63F 13/04 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing a player-interactive feature game, the
method including: receiving one or more primary game inputs through
a gaming machine to initiate one or more plays of a primary game;
after the one or more plays of the primary game, initiating a
feature game in which a respective outcome is defined by a function
of at least two independent variables and in which each respective
outcome is associated with a respective probability of obtaining
that outcome such that the feature game provides a spectrum of
feature game outcome probabilities; setting a respective value for
each of the at least two independent variables, wherein the value
set for at least one of the at least two independent variables is
dictated by a player selection received through the gaming machine,
and wherein the value set for at least one of the at least two
independent variables is determined randomly or pseudo-randomly;
and determining the outcome of the feature game based on the values
set for the at least two independent variables.
2. The method of claim 1 wherein the respective outcomes of the
feature game are defined by a function of two independent
variables.
3. The method of claim 1 wherein the respective outcomes of the
feature game are defined by a function of three independent
variables and wherein the respective value of two of the
independent variables is determined randomly or
pseudo-randomly.
4. The method of claim 1 wherein the respective outcomes of the
feature game are defined by a function of at least three
independent variables and wherein the respective value of two of
the independent variables is dictated by a respective player
selection through the gaming machine.
5. The method of claim 1 including presenting a graphic
representation of the feature game in accordance with the outcome
of the feature game determined based on the values set for the at
least two independent variables.
6. The method of claim 5 including providing an award associated
with the outcome of the feature game determined based on the values
set for the at least two independent variables.
7. The method of claim 5, further including: using a factor to
modify a base award associated with the outcome of the feature game
determined based on the values set for the at least two independent
variables, the factor generated based on the player's play of the
primary game; providing the modified base award to the player for
that outcome of the feature game.
8. The method of claim 7 wherein the factor is a multiplier by
which the base award is modified to determine the modified base
award.
9. A gaming system including: at least one display device; a player
input system; at least one processor; and at least one memory
device storing instructions executable by the at least one
processor to: receive one or more primary game inputs through the
player input system to initiate one or more plays of a primary
game; after the one or more plays of the primary game, initiate a
feature game in which a respective outcome is defined by a function
of at least two independent variables and in which each respective
outcome is associated with a respective probability of obtaining
that outcome such that the feature game provides a spectrum of
feature game outcome probabilities; set a respective value for each
of the at least two independent variables, wherein the value set
for at least one of the at least two independent variables is
dictated by a player selection received through the player input
system, and wherein the value set for at least one of the at least
two independent variables is determined randomly or
pseudo-randomly; and determine the outcome of the feature game
based on the values set for the at least two independent
variables.
10. The gaming system of claim 9 wherein the respective outcomes of
the feature game are defined by a function of two independent
variables.
11. The gaming system of claim 9 wherein the respective outcomes of
the feature game are defined by a function of three independent
variables and wherein the respective value of two of the
independent variables is determined randomly or
pseudo-randomly.
12. The gaming system of claim 9 wherein the respective outcomes of
the feature game are defined by a function of at least three
independent variables and wherein the respective value for each of
two of the independent variables is dictated by a respective player
selection through the player input system.
13. The gaming system of claim 9 wherein the at least one memory
device also stores instructions executable by the at least one
processor to cause the at least one display device to present a
graphic representation of the feature game in accordance with the
outcome of the feature game determined based on the values set for
the at least two independent variables.
14. The gaming system of claim 13 wherein the at least one memory
device also stores instructions executable by the at least one
processor to cause the gaming system to pay an award to a player of
the gaming system for the outcome of the feature game determined
based on the values set for the at least two independent
variables.
15. The gaming system of claim 5, wherein the at least one memory
device also stores instructions executable by the at least one
processor to: apply a factor to modify a base award associated with
the outcome of the feature game determined based on the values set
for the at least two independent variables, the factor generated
based on the player's play of the primary game; and provide the
modified base award to a player of the gaming system for that
outcome of the feature game.
16. The gaming system of claim 15 wherein the factor is a
multiplier by which the base award is modified to determine the
modified base award.
17. A program product stored on one or more data storage devices,
the program code including: player input program code executable to
receive one or more primary game inputs through a gaming machine to
initiate one or more plays of a primary game, and to receive one or
more feature game selections through the gaming machine; and
feature game program code executable to: (i) initiate a feature
game after the one or more plays of the primary game, wherein a
respective outcome of the feature game is defined by a function of
at least two independent variables and wherein each respective
outcome is associated with a respective probability of obtaining
that outcome such that the feature game provides a spectrum of
feature game outcome probabilities; (ii) set a respective value for
each of the at least two independent variables, wherein the value
set for at least one of the at least two independent variables is
dictated by a respective player selection received through the
gaming machine, and wherein the value set for at least one of the
at least two independent variables is determined randomly or
pseudo-randomly; and (iii) determine the outcome of the feature
game based on the values set for the at least two independent
variables.
18. The program product of claim 17 wherein the respective outcomes
of the feature game are defined by a function of two independent
variables.
19. The program product of claim 17 wherein the respective outcomes
of the feature game are defined by a function of three independent
variables and wherein the respective value of two of the
independent variables is determined randomly or
pseudo-randomly.
20. The program product of claim 17 wherein the respective outcomes
of the feature game are defined by a function of at least three
independent variables and wherein the respective value for each of
two of the independent variables is dictated by a respective player
selection through the gaming machine.
Description
COPYRIGHT NOTICE
[0001] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright
owner has no objection to the facsimile reproduction of the patent
document or the patent disclosure, as it appears in the Patent and
Trademark Office patent files or records, but otherwise reserves
all rights of copyright whatsoever.
CROSS-REFERENCE TO RELATED APPLICATION
[0002] The Applicants claim the benefit, under 35 U.S.C.
.sctn.119(e), of U.S. Provisional Patent Application No. 61/371,532
filed Aug. 6, 2010, and entitled "Wagering Game, Gaming Machine,
Gaming System and Method With A Player-Determinable Feature Game
Aspect." The entire content of this provisional application is
incorporated herein by this reference.
BACKGROUND OF THE INVENTION
[0003] 1. Field of the Invention
[0004] This invention relates to wagering games, gaming machines,
gaming systems, and associated methods. More particularly, the
invention relates to gaming machines and related methods presenting
wagering games together with either, a community or stand-alone
feature game with a player-determinable aspect.
[0005] 2. Description of the Related Art
[0006] Various gaming systems have been developed to provide
wagering games and community or stand-alone feature games. These
"feature" games comprise secondary or bonus games that are offered
in addition to a primary or base game offered at the given gaming
machine.
[0007] Wagering games, both primary and feature games, are commonly
designed so that the outcome of a given play of the game is
randomly or pseudo-randomly determined over a range of potential
outcomes. A wide variety of techniques have been developed to
provide random or pseudo-random outcomes in wagering games,
including techniques employing a random number generator directly,
and techniques employing some underlying game such as a lottery
game or bingo game.
[0008] Even though it is desirable or necessary to ensure that the
outcome of each play in a wagering game is randomly or
pseudo-randomly determined, it is desirable to provide the player
with various choices in the course of game play, or preparatory to
game play, and require various player inputs representing the
player's selections in response to these choices. These choices and
the inputs they require help maintain the player's interest and in
some cases may give the player the impression that they are able to
influence the outcomes generated in the game. There continues to be
a need for innovative methods and gaming systems particularly
community or stand-alone games and feature games which capture a
player's interest and generate excitement by allowing certain
player inputs in the course of game play or preparatory to game
play.
SUMMARY OF THE INVENTION
[0009] An embodiment of the present invention includes a bank of
gaming machines connected to an overhead display, that is, a
display having a display surface that is visible from a player
position at each of the gaming machines in the bank of gaming
machines. The gaming system enables players at the respective
gaming machines to qualify to play a community feature game
displayed on the overhead display. In the community feature game,
each qualified player may sequentially launch one or more virtual
objects or projectiles and accumulate awards as the objects
traverse a graphic shown on the overhead display. The ability to
launch virtual objects in the feature game provides the player an
opportunity to make one or more selections or inputs and thus makes
the feature game interactive for the qualifying players. Yet the
outcomes produced for the feature game are randomly or
pseudo-randomly generated despite the player inputs which provide
the player with a certain degree of control over the presentation
of the feature game.
[0010] The feature game outcomes according to one or more
embodiments of the present invention are each defined by a function
of at least two independent variables. Each potential outcome is
associated with a respective probability of obtaining that outcome
such that the feature game provides a spectrum of feature game
outcome probabilities. Generating a respective outcome for a given
play in the feature game in these embodiments involves setting a
respective value for each of the at least two independent
variables. In order to provide the player-interactivity in the
feature game while ensuring that the feature game outcomes remain
random, at least one of the at least two independent variables is
dictated by a player selection, while the value set for at least
one of the at least two independent variables is determined
randomly or pseudo-randomly.
[0011] In addition to methods of providing a player-interactive
feature game, the present invention also encompasses gaming
systems. A gaming system according to the present invention may
include at least one display device, a player input system, at
least one processor and at least one memory device storing
instructions executable by the at least one processor. In this
embodiment, these instructions are executable to perform or
facilitate several different operations. The instructions are
executable to receive one or more primary game inputs through
player input system to initiate one or more plays of a primary
game. The instructions are also executable to, after the one or
more plays of the primary game, initiate the feature game in which
a respective outcome is defined by a function of at least two
independent variables and providing a spectrum of feature game
outcome probabilities. The instructions in this embodiment are
further executable to set a respective value for each of the at
least two independent variables, wherein the value set for at least
one of the at least two independent variables is dictated by a
player selection received through the player input system, and
wherein the value set for at least one of the at least two
independent variables is determined randomly or pseudo-randomly.
Instructions in this embodiment are then executable to determine
the outcome of the feature game based on the values set for the at
least two independent variables.
[0012] Considering that the functions performed by a gaming system
implementing embodiments of the present invention may be performed
under the control of suitable program code, the present invention
also encompasses a program product stored on one or more data
storage devices. A program product embodying one or more
implementations of the invention may include player input program
code and feature game program code. The player input program code
is executable to receive one or more primary game inputs through a
gaming machine to initiate one or more plays of a primary game, and
to receive one or more feature game selections through the gaming
machine. The feature game program code is executable to initiate a
feature game as described herein after the one or more plays of the
primary game, and to set a respective value for each of the at
least two independent variables, at least one of the values being
dictated by a respective player selection received through the
gaming machine, and at least one of the values being determined
randomly or pseudo-randomly. The feature game program code in these
embodiments is also executable to determine the outcome of the
feature game based on the values set for the at least two
independent variables.
[0013] These and other advantages and features of the invention
will be apparent from the following description of illustrative
embodiments, considered along with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1A illustrates an example gaming system providing a
community feature game with ball launching as shown on an overhead
display connected to a bank of gaming machines in accordance with
one or more embodiments.
[0015] FIG. 1B illustrates an example community feature game with a
previously launched ball deflecting from a small bumper impact as
shown on an overhead display in accordance with one or more
embodiments.
[0016] FIG. 1C illustrates an example community feature game with
several balls deflecting along respective paths down to an exit as
shown on an overhead display in accordance with one or more
embodiments.
[0017] FIG. 2 illustrates an example flowchart for the conduct of a
community feature game in accordance with one or more
embodiments.
[0018] FIG. 3 illustrates an example display arrangement on the
front of a gaming machine whereby a qualified player may launch a
virtual object or projectile on an overhead display to accumulate
community feature game awards in accordance with one or more
embodiments.
[0019] FIG. 4 illustrates a front perspective view of an example
gaming machine connectable with a bank of gaming machines and an
overhead display to participate in a community feature game in
accordance with one or more embodiments.
[0020] FIG. 5 illustrates an example logic diagram of an example
gaming machine in accordance with one or more embodiments.
[0021] FIG. 6 illustrates an example block diagram of an example
gaming network in accordance with one or more embodiments.
[0022] FIG. 7 illustrates an example flowchart for the conduct of a
web-based community feature game.
DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
[0023] Referring to FIG. 1A, example gaming system 100 is shown
with overhead display 101 connected to a bank of networked gaming
machines 103. The operative connection between overhead display 101
and the gaming machines 103 allows a community feature game (that
is, the graphics for a community feature game) to be presented on
the overhead display. As will be described below, the community
feature game progresses responsive to one or more respective player
inputs made through the respective gaming machines 103. Individual
and/or group awards may be provided through gaming machines 103
based on one or more player inputs and corresponding community
feature game events in accordance with one or more embodiments.
[0024] Overhead display 101 includes launcher 105 which may launch
a projectile, such as ball 107. Overhead display 101 also includes
a community score display 109 which may accumulate a score achieved
by one or more launched balls 107 as they acquire targets along
their respective paths. Various targets or obstacles may be shown
in the game graphic area of overhead display 101 and may include
pins 111 (which may have an associated award, such as 5 credits,
for every pin 111 struck by ball 107), bumpers 113 (which may have
an associated award, such as 5 credits, for every bumper 113 struck
by ball 107). Other obstacles include ball catcher 115 (which when
struck by ball 107 may temporarily capture ball 107, launch a
mini-game, such as by opening a window with a spinning wheel or
mini-set of spinning reels resulting in an outcome, have an
associated award, such as 25 credits, based on the mini-game
outcome, and then release ball 107), multi-ball launcher 117 (which
when struck by ball 107 may cause one or more additional balls 107
to launch and each of balls 107 may strike targets and accumulate
awards), and a chute (not shown) (which when entered by ball 107
may launch the ball upward). The illustrated community feature game
graphic shown in FIG. 1A also includes buckets (bubbles) 119, 121,
123 (over which balls 107 may roll or pass through) and have
respective associated awards, such as 100 credits for bucket 119,
50 credits for bucket 121, and 25 credits for bucket 123.
[0025] In one or more embodiments, each of the players on the bank
of gaming machines 103 may qualify to play the community game based
upon one or more criteria, such as by playing the primary game at
the gaming machine and achieving one or more milestones, such as a
predetermined primary game triggering event, or, an amount of
wagers or awards. Each gaming machine 103 on the bank may connect
to a master community feature game controller to receive community
game status information and transmit player status information, and
may include a display (e.g. display 307 of FIG. 3) which may
provide player status information and community game status
information. For example, display 307 shown in FIG. 3 may show an
eligibility timer 309, such as a horizontal countdown bar with a
tick indicator (e.g. ticking down a timer to zero) or a vertical
bar with a color code indicator (e.g. green, amber, red). These
indicators may be initiated following the end of each game play to
advise a player of continuing eligibility for the community feature
game, and, eligibility may be based on initiating each game play
within a pre-specified period (e.g. eight seconds) and playing a
pre-specified minimum number of lines (e.g. thirty or maximum
lines) with at least one credit wagered per line plus a community
game side bet (e.g. twenty credits). Additionally, display 307 may
show multiplier meter 311 to indicate the player's achieved
multiplier level associated with the community feature game which
may be determined as a function of the player's cumulative play
and/or credits wagered per line. For example, a player wagering
maximum credits (e.g. five credits) per line and meeting any
additional wagering requirements (such as wagering on a maximum
number of lines plus side bet) may have a minimum multiplier of
5.times., and, based on the player's cumulative amount of play, may
increase the multiplier to a pre-specified maximum multiplier (e.g.
50.times.). As another example, a player betting less credits per
line, (e.g. one credit per line) may have a minimum multiplier of
1.times. which may be increased to a pre-specified maximum
multiplier (e.g. 10.times.) based on the player's cumulative amount
of play.
[0026] In one or more embodiments, the community feature game may
be triggered by an event at one or more of the gaming machines 103
shown in FIG. 1A, or by any other event within the network, such as
through a processor periodically determining whether to initiate
the community feature game. Such a periodic determination may, for
example, include use of a random number generator (RNG), a timer,
or a counter by a processor to trigger the community feature game.
In an example embodiment, a controller (not shown in FIG. 1A) for
overhead display 101 may include coding to periodically, such as
each tenth of a second, initiate a selection using an RNG and
determine whether the selection triggers a community feature game.
Alternatively to using the overhead display controller, one of
gaming machines 103 may be designated as the community feature game
host and perform the controller operation described above to
determine triggering the community feature game. In yet another
alternative, the community feature game triggering determination
may be conducted by a remote server connected to the bank and
overhead display through a network (such as depicted in FIG. 3).
Once the triggering event occurs and just prior to initiating the
community feature game, a signal may be sent by the community
feature game controller to each of gaming machines 103. This signal
may cause a game processor at each respective gaming machine to: i)
store a snapshot of its associated registers indicating the
respective player's eligibility and multiplier, and ii) transmit
eligibility information to the community feature game
controller.
[0027] In one or more embodiments, upon the determination to
initiate the community feature game, an announcement may be
transmitted to each of gaming machines 103 on the bank to advise
the players of the impending beginning of the community feature
game and possibly to encourage the players to engage in additional
play to become eligible or to increase eligibility to play the
community feature game. A visual and/or audible countdown may also
be presented at each of the gaming machines in the bank, such as
through display 307 (FIG. 3) and speakers on each gaming machine
103 and/or overhead display 101 (which may include speakers similar
to those currently available with flat screen TVs), to further
alert the players of the timing for the community feature game to
begin. For example, the community feature game may be triggered and
delayed by a period of time, such as fifteen minutes, and players
at gaming machines 103 on the community game bank may be advised of
the countdown before the beginning of the community feature game so
that they may be encouraged to continue to play in order to
maintain eligibility for the community feature game or to increase
their award potential (e.g. the player's multiplier).
[0028] In one or more embodiments, the community feature game may
be displayed as a virtual pinball game table or other game surface
over which an object may traverse, interacting with various
obstacles or features shown on the game surface. During play of the
game, each eligible player may have the opportunity to launch a
virtual ball, shuttle, projectile, or article (referred to
generally herein as a ball, and shown in the drawings by reference
number 107) by activating a device such as a button, a track-ball,
or joystick on the player's gaming machine console or a virtual
button or key on a touch screen. Activating the device may cause a
signal to be transmitted to the controller for the overhead display
101 causing the overhead display to show the launch of ball 107.
The activating device or some other device at the player's gaming
machine 103 may also provide the player the opportunity to select a
direction in which ball 107 is to be launched. As the ball proceeds
through its course along the display, one or more players may
accrue points, credits, and/or awards.
[0029] Various processes embodying principles of the present
invention may now be described with reference to the flow chart of
FIG. 2 and to the gaming system of FIG. 1A and example community
feature game displays shown in FIGS. 1A-1C. The community feature
game may be triggered as shown at process block 203 in FIG. 2. This
triggering step may be performed through a network connected server
which may instruct a local community game controller (described
below in connection with FIG. 6) to poll the bank of gaming
machines 103 to identify qualified players. This polling step is
shown at process block 205 in FIG. 2. The local community game
controller or another device in the community gaming system may
then randomly select a qualified player as shown at process block
207 to launch a ball 107. The selected player may watch the
launcher 105 on overhead display 101 as the launcher rotates
through an arc, and may activate a button (or other user interface
device) when the launcher is pointed in a launch direction in which
the player would like the ball to travel. This is but one example
of an arrangement by which the player may determine or set the
angle of the ball launch as according to the step shown at process
block 209 in FIG. 2. It should be noted that in the event the
selected player does not initiate a launch within a pre-selected
amount of time (e.g. five seconds), then the community game
controller may initiate the launch and thereby determine the launch
direction. Once the angle of launch has been determined as shown at
process block 209 or otherwise, the community game controller may,
in one embodiment, search a set of tables for a sub-table
corresponding to the launch angle, where the sub-table includes a
set of potential ball launch velocities, each velocity has an
associated award and probability of occurrence. This step of
looking up the velocity distribution corresponding the selected
launch angle is shown at process block 211 in FIG. 2. The community
game controller in this embodiment then randomly selects a velocity
from the distribution, such as with an RNG that may use or apply
the likelihoods of occurrence in order to determine a velocity as
indicated at process block 213. This random selection of a velocity
from the sub-table effectively determines the award for the given
launch because the starting conditions of launch angle and launch
velocity dictates the path through the displayed field of objects
according to a physics engine model. The community game controller
then causes overhead display 101 to show the launch of the ball 107
at the specified launch angle and velocity as shown at process
block 215. The launched ball 107 then traverses the displayed
field, striking one or more targets and reacting according to the
physics engine model given the specified launch angle and velocity
and achieving the award associated with the specified launch angle
and velocity as indicated at process block 217.
[0030] If the community game allows for other players to launch one
or more balls 107, and if the immediately preceding ball was not
the final ball as indicated by the inquiry at decision block 219,
the illustrated example process loops back to block 207 to select
another qualified player to launch the next ball. The process of
selecting a player to launch a ball continues until there are no
additional balls to launch. For example, if there are four balls to
be launched in the game and four players, then each of the players
may have an opportunity to launch a ball; however, if there are
only three players and four balls, then one randomly selected
player may have the opportunity to launch a second ball.
[0031] In one or more embodiments, the awards obtained by each ball
107 may be accumulated as a community award as indicated at process
block 221. After all the balls have been played, each qualified
player may be paid the accumulated community award as indicated at
process block 223, multiplied by the respective player's multiplier
level as may be shown on display 307 (as shown in the example
gaming machine display of FIG. 3). Setting the total bonus prize
value as shown at process block 221, and awarding the prizes to the
various players in the community game as shown at process block 223
may be performed under the control of the community game controller
described below in connection with FIG. 6.
[0032] As indicated at process block 217 in FIG. 2, the prize
generated for a given ball launch may be determined at least in
part by the manner in which the launched ball interacts with
obstacles or features in the displayed game surface, field, or
area. For example, there may be a credit award for each small pin
111 (FIGS. 1A-1C) the ball 107 strikes and bounces off, and a
larger credit award for bouncing off a larger "bumper" object 113.
When the ball strikes "ball-lock" object 115, the overhead display
101 may show the spin of a wheel or a set of reels (neither shown
in the community game display illustrations of FIGS. 1A-1C) to
determine a prize value to be added to the overall prize for that
ball. When ball 107 strikes multi-ball launcher 117, that object
may release at randomly generated directions and velocities,
several additional balls 107 which then interact with displayed
features to generate additional credits to be added for the
originally launched ball 107. Ultimately, the ball or balls 107 may
strike and be trapped in the various buckets 119, 121, and 123 at
the bottom of the displayed playing field area, and a credit value
associated with the given bucket may be added to the total for that
particular launched ball 107.
[0033] Various techniques may be implemented to establish a
deterministic spectrum of awards for each ball 107 launched in the
example community feature game. In one or more embodiments, various
variable features governing the path of the ball may be connected
(such as by defining the variables or setting values (e.g. mass,
angle of launch, velocity, gravity, targets, obstacles) with a
mathematical function incorporating or representing the one or more
variable features). For example, the overhead display may have a
ball launcher (e.g. launcher 105) positioned (a set value: launch
location) at the top of the community game display shown on
overhead display 101 from which each identical or substantially
identical ball 107 (another set value) may be launched. However
each ball may be launched with a different initial trajectory (a
first variable). Two parameters which may be varied to specify the
initial trajectory of the ball are angle and velocity. A
deterministic physics engine may be used to govern the path of the
ball based on the ball's initial trajectory by modifying the speed,
so that the initial trajectory (angle and velocity) may specify the
path that the ball will take through the field of the display
interacting with the various obstacles or features. Thus the
corresponding total prize award value (the sum of the individual
prize awards associated with each of the objects that the ball
meets in its path) associated with each of the balls played in the
game may be obtained in accordance with a determined game
outcome.
[0034] In one or more example embodiments, the initial trajectory
of each ball 107 shown in FIGS. 1A-1C may be determined as follows.
One of the eligible players on one of the gaming machines 103 may
be selected to sequentially launch each of the player's balls. A
launcher (such as a gun, cannon, catapult, etc.) may be virtually
depicted at the launch location on the display, and may move back
and forth at a constant angular velocity in real-time over a one
hundred eighty degree range of downward-pointing angles (varying
from pointing straight left, to pointing straight down, to pointing
straight right, and then back). The player may press a launch
button to time the release of the ball at a selected launch
angle.
[0035] Once the player's button press has determined an initial
launch angle, the game processor (or community game controller) may
access in an associated memory device a table of data generated
from the physics engine, identify a sub-table associated with the
launch angle and comprising a set of velocities (with associated
prize and probability values). The game processor may then use a
random number generator to select one of the velocities (and
thereby determine the prize) from the sub-table, and, initiate
launch of the ball at the player selected launch angle and the
randomly determined launch velocity in order to achieve the
associated prize outcome.
[0036] The table of data may be generated with the physics engine
by identifying the range of angles, such as from zero degrees
through one hundred eighty degrees, and then selecting the number
of possible velocities, such as a finite set of static values (e.g.
a set of ten velocity values: 450, 460, 470, . . . , 540
millimeters/sec). For each angle, the set of velocities may be
associated with a probability of occurrence and an award value. For
example:
Launch Angle of 18.5 Degrees
TABLE-US-00001 [0037] Velocity Award Probability 450 1150 0.05 460
355 0.17 470 1070 0.05 480 390 0 490 310 0 500 360 0.29 510 285
0.24 520 175 0 530 605 0.15 540 1300 0.05
[0038] With reference to the example sub-table, the probability of
one of the velocities occurring may be seen as one, while the
expected prize value may be 499.9 (sum of the products of the
associated award and probability at each velocity). For each of the
other sub-tables of respective launch angles in the table, each
associated sub-table may have its own probability distribution and
prize values; however, the sum of the probabilities should be the
same in each sub-table. Also, the expected prize value should be
the same for each sub-table, if it is desired to have a random and
non-skill based game and outcome. In cases where a percentage of an
award may be determined by skill, such as by five or ten percent,
then the expected prize values and/or probabilities in individual
sub-tables may be varied to reflect the percent of allowed
variability (for example in such cases, a player may select an
optimum or better launch angle to improve the potential award).
[0039] It should be noted from the above example sub-table that the
spectrum of awards available for a given player-selected variable,
launch angle in this case, need not be an even distribution across
the available values for the randomly selected variable or
variables. Some of the values for the randomly selected variable in
the example table are even associated with a zero probability.
[0040] In order to construct the velocity probability distributions
for each angle according to one example, the physics engine may be
programmed with each result (including the sequence of bounces and
corresponding prize) associated with each angle-velocity
combination. In the event that there are undesirable combinations
(e.g. trajectories that result in the ball getting stuck somewhere
on the board, or trajectories that have fewer than some minimum
number of object-collisions), it may be desirable to discard
certain angle-velocity combinations. Once the discarded
combinations are determined (throwaways), then the velocity/award
probability distribution for each sub-table associated with a
respective angle may be generated such that every angle has the
same expected prize value (EV, e.g. 499.9) (sum of the
award*probability of each velocity) associated with its
corresponding sub-table. This may be accomplished by (after
throwaways) identifying each sub-table that results in a
lower-than-EV prize value or a higher-than-EV prize value, and then
weighting each set of sub-table outcomes to obtain the desired
EV.
[0041] The community feature game process shown generally in FIG. 2
is subject to a wide array of variations within the scope of the
present invention. Alternative embodiments of the community game
may provide both a community award paid or apportioned to each
player plus an individual award. For example, each player may play
at least one ball that accumulates an individual award for that
player. There may be one or more additional community game balls
that are launched to accumulate a community award that may be paid
to each player, divided equally amongst the players, or apportioned
according to some relative factor of the players, such as by using
the multiplier level of the respective players. Additionally or
alternatively, the awards attributed or distributed to each player
from the community game may be multiplied by the multiplier
level.
[0042] In one or more alternative embodiments of the community
game, individual and/or community awards may be associated with at
least one ball played by each player. For example, the sub-table
associated with each launch angle may include both individual and
community awards corresponding to each velocity whereby a player
and the community of players may accumulate potentially different
award values based on the path of each ball.
[0043] In some embodiments, each player may be identified by an
indicator (such as gaming machine one, two, three, etc., or, red,
white, blue, gold, etc.) which may be displayed along with the
accrued individual award for that player on or about display 101,
such as player score display 131. In embodiments where the player
award is simply a multiple of the community award, player score
display 131 may display the associated multiple, whereas in cases
where players may obtain individual scores which are not simply
multiples of the community score, the score displayed in player
score display 131 may be the player's respective individual score
and the applicable multiplier or the individual score to which the
applicable multiplier has already been applied. Any community
awards may be an amount that may be apportioned to respective
players based on some factor (such as the players' multipliers) or
multiplied with the respective player's multiplier level and then
added to the respective players' credit meter as accrued (or at the
end of the community game), in addition to the player awards, if
applicable. With respect to player indicators, a player may be able
to select an indicator, such as blue, if available. Another
indicator that may be applied may be the player's name or initials
which may be obtained from an inserted player card. Other types of
indicators may be used as well, such as avatars.
[0044] In one or more embodiments, the content displayed on display
101 of FIG. 1A-1C may also be displayed on a participating player's
gaming machine display (such as display 305 or 301 as will be
described below in connection with FIG. 3). Once the community game
has concluded, the community game content may be removed and the
player's primary game may be re-displayed, returned, or made
visible (such as in the case where an overlaying screen content of
the community game has covered or blocked the visibility of an
underlying screen displaying the primary game).
[0045] In another example alternative embodiment, the community
game may provide an opportunity for each player to initiate launch
of a respective ball 107, however the launch vector and velocity
may both be randomly determined, either collectively or
separately.
[0046] In one or more embodiments, the community game as described
above may be implemented with progressive as opposed to fixed
awards wherein each of the sub-tables may be modified to associate
each launch velocity with an award factor. For example, the
above-identified sub-table associated with launch angle 18.5
degrees may be modified as follows:
Launch Angle of 18.5 Degrees
TABLE-US-00002 [0047] Velocity Award Probability 450 1150/1300 0.05
460 355/1300 0.17 470 1070/1300 0.05 480 390/1300 0 490 310/1300 0
500 360/1300 0.29 510 285/1300 0.24 520 175/1300 0 530 605/1300
0.15 540 1300/1300 0.05
[0048] In this example, the award associated with a given velocity
may be multiplied by a base amount in a progressive pool. The
progressive pool may be generated in various ways including an
initial seed value applied by the casino operator, plus an
accumulation of any required side bets during a selected period
associated with the community feature game, or, a percentage of the
total wagers or hold amount during a selected period from the
respective gaming machines in a bank associated with the community
feature game, or a combination thereof. The selected period, for
example, may be the period between a previous and a current play of
the community feature game. The base amount in the progressive pool
may be defined algorithmically, such as by using probability tables
based on the number of opportunities (for example, ball launches)
in a given play of the community game, by dividing the number of
opportunities into the total amount in the progressive pool or a
percentage thereof, or by simply using the total amount in the
progressive pool. In the latter case, the casino operator may need
to replenish the pool during play of the community feature game if
the total amount in the progressive pool is expended. A percentage,
which may be the entire amount, of any remainder in the progressive
pool following play of the community feature game may be
rolled-over to a subsequent community feature game pool. In the
event that a fixed award is implemented as provided in the
initially described sub-table, then a threshold requirement may be
implemented with respect to the community feature game so that the
community feature game may not trigger until a threshold of wagers,
hold, or side bets have occurred.
[0049] In one or more embodiments, the player selectable or
determinable variable may be launch velocity as opposed to launch
angle. In such a case, a sub-table for each velocity over a range
of selectable velocities may be generated in which each sub-table
includes a range of potential launch angles (for example, zero to
one hundred eighty degrees), each angle with an associated
probability of occurrence (which may be zero) and award, and the
feature game controller may use an RNG to determine the launch
angle.
[0050] In one or more embodiments, the active element of the
community feature game may comprise a wide variety of objects
associable with a field, space, or surface (game surface) to
achieve a predictable outcome by ascertaining a value for each of
the variables required to model the association of the object with
the game surface. For example, in the case specifically described
herein, the active element comprises a ball or defined object
launched onto a surface or course and awards are acquired based on
the path traversed which is predictable by generating a
mathematical model, fixing or specifically defining each of the
elements of the game surface and defining the launch angle and
velocity of a ball of known mass, circumference, gravity, and
having known collision properties. Another example active element
may include a rocket or projectile launched from a defined location
at a selected launch angle and velocity where the path may be into
space with a variety of celestial objects, obstacles, and/or
targets which may garner awards for the player based on performance
of the rocket. In another example, a rocket may be launched from
one location to reach another location whereby the player may gain
an award based on the proximity of the launched rocket to the
target location at impact. Other objects that may be modeled on
various fields include cars, planes, and boats in which cases a
trajectory may be determined based on a launch velocity and
direction similar to the community game described herein.
[0051] The community feature game described above in connection
with FIGS. 1A-1C provides but one example of a game in which the
game outcomes may be defined by a function of at least one player
selectable variable and at least one variable that is randomly or
pseudo-randomly determined. More generically, the present invention
applies to any feature game in which the feature game outcomes are
defined by a function f(x,y), where the player may select a value
for "x" within a range of possible values, and the value for "y" is
randomly or pseudo-randomly determined. In one or more embodiments,
for each possible value for "x," a sub-table (set) may be generated
of possible "y" values, each possible "y" value having an
associated probability of occurrence and an associated award. The
present invention also applies where the game outcomes are defined
as a function of more than two independent variables f(x, y, z, . .
. ). In these forms of the invention, the player may be provided an
opportunity to select a value for one or more variables but not all
of them, and the remaining un-selected one or more variables may be
determined randomly or pseudo-randomly, such as from a sub-table
generated with the player-selected values for the selected
variables where the sub-table includes a set of possible values for
the unselected variables along with an associated probability of
occurrence and award for each possible combination of values. As
shown above in the example tables, the range of values may be
limited to a range or fixed and various undesirable value
combinations may be eliminated.
[0052] FIG. 3 illustrates an example display arrangement 300 on the
front of a gaming machine, such as one of the gaming machines 103
shown in FIG. 1A, through which a qualified player may launch a
virtual object or projectile shown on an overhead display (101 in
FIGS. 1A-1C) to accumulate community feature game awards in
accordance with one or more embodiments. This example display
arrangement 300 shown in FIG. 3 includes a top glass display 301,
middle display 303, primary display 305, and lower display 307.
FIG. 3 also shows a user interface 310 of gaming machine in
accordance with one or more embodiments of the invention. This
example display arrangement 300 includes a set of video or
mechanical reels 306 in primary display 305 which are spun to
present a random or pseudo-random primary game outcome in response
to a play of the primary game entered by a player at the gaming
machine. Typically, the player initiates a play in the primary game
by placing a wager and then activating a "Play" button for the
primary game. Awards for primary game outcomes are paid in
accordance with a paytable. It will be appreciated that games other
than a primary game and the community feature game described herein
may be offered through a gaming machine having a display
arrangement such as 300 shown in FIG. 3. For example, the primary
game may be associated with one or more secondary or bonus games
displayed through the various display devices in display
arrangement 300.
[0053] Top glass display 301 may comprise a portion of a larger
display device, or a separate display (such as an LCD, LED, TFT,
etc. display), or a static display. In any case, top glass display
301 presents information related to the primary game or theme, such
as a display of the paytable associated with the primary game and
indicating the awards payable on the various winning primary game
outcomes. Display 303 (which may be an LCD, LED, TFT, etc. display)
may be used to display alternative games (such as a bingo, lottery
or other wagering game) or other feeds (such as advertisements)
presented through a gaming network in which the gaming machine may
be included. Any alternate or additional games offered through
display 303 may or may not require separate wagers or
consideration, such as player points accumulated in a player
account by a player. Primary display 305 may display a primary
game, such as the displayed "Triples" reel-type game, and further
display additional information such as lines wagered upon
("Lines"), bet per line ("Bet per Line"), total bet ("Total Bet"),
credits on the gaming machine ("Credits"), and any winnings paid
following a game play (which may include primary, feature, and
community game play) ("Paid"). It will be appreciated that primary
display 305 may either comprise a display device such as an LCD,
LED, TFT display, to display a video representation of reels 306,
or may include mechanical elements such as mechanical reels.
Display 307 may comprise a portion of a larger display, or may
comprise a separate display (such as an LCD, LED, TFT, etc.
display) and display eligibility timer 309 and multiplier meter
311. As described above, timer 309 and multiplier meter 311
indicate the player's status with respect to a community feature
game, such as the player's eligibility to participate in the
community feature game and the player's achieved multiplier which
may be used to multiply any award obtained by the player from the
community feature game. User interface 310 represents part of a
user interface system and generally includes a button deck for
entering the selected number of lines the player wishes to wager
upon, the number of credits per line plus a side bet, and to
initiate play of the primary game. User interface 310 may also
include a card receiver for receiving a player card and
transmitting player information over a network, and, may include a
bill acceptor for receiving currency including tickets and a
printer for printing tickets when a player desires to cash out from
the gaming machine.
[0054] Referring to FIG. 4, gaming machine 400, such as a
Multimedia Games M11m_Triples.sub.--30L150C gaming machine, may be
employed as one or more of the gaming machines 103 shown in FIG.
1A. Gaming machine 400 has a set of mechanical reels 401 in reel
display area 407 with display windows 403 oriented to enable
viewing portions of reels 401. Gaming machine 400 also includes a
player interface 410 including button deck 411. Gaming machine 400
may be controlled by a game processor with associated memory for
primary and feature game program code and community feature game
program code executable by the game processor. The game processor,
associated memory, and associated printed circuit boards are housed
in or about gaming machine cabinet 402 along with ports connecting
to various sub-assemblies. While gaming machine 400 is shown as an
upright gaming machine cabinet style, various cabinet styles may be
utilized including a slant top cabinet style and a bar top cabinet
style (where the cabinet may be part of a bar/table top and/or
housed therein).
[0055] Each reel 401 includes a series of symbols (as shown by
example in FIG. 3) viewable on or through display panel or windows
403. With the reels 401 in a stationary position, the symbols
visible through windows 403 may be viewed as an array of symbols
(for example, a 5.times.3 array of symbols as shown in the example
of FIG. 3). During a primary wagering game, such as may be
initiated by a player, the reels 401 may be spun about an axle or
simulated to spin under the control of a game processor which may
randomly or pseudo-randomly determine the game outcome and cause
the reels to stop in accordance with the determined game outcome,
or may use any suitable technique to cause the reels to stop to
display an outcome.
[0056] One or more paylines, combinations, or patterns of the
symbols including those visible in reel display area 407 may be
correlated to a game result payable such as the paytable shown on
display 301 in FIG. 3. Reel display area 407 may thereby be used to
display the game result to one or more patrons standing in front of
gaming machine 400. While example gaming machine 400 includes a set
of five reels 401, various numbers of reels may be selected or
utilized in an implementation of one or more embodiments, such as
one, two, three, four, five, six, seven reels, and so forth.
Display windows 403 may comprise an area of reel display area 407
or may comprise a separate layer. Panel dividers or frames may be
painted, etched, etc. onto reel display area 407 to provide a
separate viewable area or window 403 for each reel 401. The windows
403 serve to focus attention to the visible portion of the reels
401 and to overlay reel dividers 404 and the space between reels
401.
[0057] Alternatively to painting, etching, or otherwise forming
windows 403 onto reel display area 407, reel display area 407 may
comprise a display panel, such as a flat panel LCD or LED display,
which may be programmed to display an opaque frame image except
over the display area of reels 401 which may be transparent or
translucent during game play of the primary wagering game. In such
case, display surface area 407 may be programmed to display a bonus
or feature game that may be triggered as discussed above by the
appearance of one or more special symbols, and, a touch sensitive
panel (such as an overlay of reel display area 407) may be
implemented to enable player interactivity, such as to select a
displayed button or item, in order to cause the game to perform
additional steps and provide one or more bonus or feature game
outcomes and awards to the player.
[0058] Additionally, while gaming machine 400 is described using
mechanical reels with fixed symbols, reels 401 may be implemented
using FOLED (flexible organic LED) reel strips wherein one or more
symbols may be programmed dynamically to vary the symbol and/or its
appearance. Additionally, one or more display panels may be
implemented to present each reel 401 virtually, that is, via a
video animation. In the case of virtual displays of the reels, the
symbols may be fixed or animated on each of reels 401. Also,
overlapping display panels may be implemented to generate video or
display effects over mechanical reels 401. For example, display
windows 403 may be implemented as a light-transmissive or
transparent display configured to display visual effects together
with reels 401 under the control of the game processor during the
operation of a wagering game. In the case of virtual reels, the
virtual reels may be recessed a distance from the front surface of
reel display area 407 and segregated by dividers similar to
dividers separating mechanical reels, which may provide a spatial
characteristic for the video-generated reels.
[0059] In one or more embodiments, the game processor operating the
wagering game and controlling game lighting and effects in many
instances is implemented as a microprocessor on a printed circuit
board including one or more memory devices positioned within gaming
machine 400. In alternative implementations, the game processor may
be remote from gaming machine 400, such as on a server network
connected to gaming machine 400 (e.g. network 600, FIG. 6). In the
case where the game processor for gaming machine 400 is remote from
the gaming machine, game operation as described herein may be
accomplished through network communications to control the display
of the game on gaming machine 400 including the audio, visual and
game effects. It should be noted here that any terms indicating
relative position used in this disclosure and the accompanying
claims such as "front," "rear," "lateral," "back," and "top," for
example, are used with reference to the operating position of
gaming machine 400 shown in FIG. 4.
[0060] Referring to FIG. 5, an example control structure 500 of
gaming machine 400 is shown in accordance with one or more
embodiments of the present invention. Game processor (CPU) 501 may
comprise a conventional microprocessor, such as an Intel.RTM.
Pentium.RTM. or Core.RTM. microprocessor, mounted on a printed
circuit board with supporting ports, drivers, memory, and coding to
control gaming machine operations, such as through the execution of
coding (program code) stored in memory 503 including one or more
wagering games 504 and community game 505. Game processor 501
connects to user interface (a user interface system) 507 such that
a player may enter input information and game processor 501 may
respond according to its programming, such as to apply a wager and
initiate a play of a game. Game processor 501 also may connect to a
network, such as casino server network 600 (FIG. 6), through
network controller 509 to enable network monitoring and sharing of
data and information between the respective servers in the network
and gaming machine 400. Game processor 501 may also connect to
various devices within and about the gaming machine including A/V
system 511, reel assembly 513, and reel lighting assembly 515
through respective controllers, such as one or more video
controllers 521, audio controllers 523, motor drive circuit
controller 525, and light controller 527. In the case where the
reels are implemented using a video display, reel assembly 513 and
reel lighting assembly 515 may be modified or eliminated depending
upon the desired configuration. For example, in one or more
embodiments, it may be desirable to use reel lighting assembly 515
to amplify or provide various light effects in conjunction with a
video reel display during game play, alternatively this
functionality may be absorbed into the video display coding and
presentation.
[0061] Generally, activity at gaming machine 400 (and gaming
machine 103 in FIG. 1A) may be initiated by a player inserting
currency and/or a player card into a bill acceptor and card reader,
respectively. Upon insertion, a signal is sent to game processor
501. In the case of the insertion of a player card, the card reader
transmits card information which is directed through network
controller 509 to a player tracking server connected to the
network. Player data is transmitted to gaming machine control
structure 500, and responsive to the data, game processor 501 may
execute coding causing player data and a display (and possibly an
audio) command to be transmitted to one of the video and/or audio
controllers instructing the controllers to cause the player
information to be displayed on a respective display and possibly to
cause an audio greeting to be generated through one or more
respective speakers. Concurrently, the bill acceptor sends a signal
to game processor 501 which may include an identification of the
currency that has been read, and game processor 501 in accordance
with its coding may convert the currency amount to credits and
transmit a store and display signal to a credit meter and its
associated display (for example the "Credits" display window in
FIG. 3). Once credits have been associated with the credit meter,
the player may select the number of paylines and credits per line
that the player wishes to wager, whereupon game processor 501, in
accordance with its coding, receives the wager information from
user interface 507, transmits accounting and display information to
the payline ("Lines", FIG. 3), credits per payline ("Bet per Line",
FIG. 3), and total bet ("Total Bet", FIG. 3) meters and displays,
transmits an update to the credit meter and display ("Credits",
FIG. 3) deducting the amount of the total bet, and initiates a play
in the wagering game.
[0062] In the case of Class III gaming devices, when a game is
initiated, a random number generator (RNG) may be operated by game
processor 501 to determine the game outcome. Commonly, game
processor 501 is positioned within gaming machine 400 (FIG. 4) and
configured to manage the operation of the gaming machine
components, such as shown in FIG. 5; however, the game processor
may be either onboard or external to a gaming device such as an
electronic tablet computer (e.g. Apple.RTM. iPad.RTM. or gaming
specific tablet), personal data assistant (PDA), cellular telephone
(e.g. a smartphone), surface table (e.g. Microsoft.RTM./IGT.RTM.
touch sensitive gaming surface table) played by a player.
Therefore, when the player places a wager and initiates play of the
game through user interface 507 of the gaming device, the game
processor may be onboard or remotely located such as within a
network gaming server. In the latter case, an onboard
microprocessor, controller, or digital signal processor of the
gaming device or machine may execute coding to transmit the wager
and game request information through the network and the remote
game processor may operate an RNG to determine the game outcome. In
one or more embodiments, coding may be stored in memory 503, and
may be executable by game processor 501 to control the primary and
feature game execution and to control associated electro-mechanical
devices, such as reel lighting, speakers, and reels through
respective video, audio, reel drive motor controllers, and lighting
controllers 521, 523, 525, 527.
[0063] In addition, coding may be stored to execute and/or
integrate gaming device operation with a community feature game,
such as described herein, where gaming machine 400 may be
designated as the community feature game controller or one of the
client gaming machines 103 on the bank illustrated in FIG. 1C. For
example, each gaming machine 103 (such as gaming machine 400, FIG.
4) of a bank may include coding executable by the respective game
processor to initiate and operate the community game and also
coding to respond as a client gaming machine on the bank responsive
to a primary game controller. One of the gaming machines 103 may be
designated as the primary community game controller responsible for
operating the community game and overhead display 101 shown in FIG.
1C. In the case that the primary community game controller becomes
unavailable, a second gaming machine 103 may be designated as the
backup primary community game controller and a rule of succession
may be coded into each of gaming machines 103 of a respective bank.
Each of the gaming machines 103 may include monitoring coding
executable on an ongoing periodic basis to ascertain which gaming
device is the active primary community game controller during a
given time period. Alternatively, the primary community game
controller may be responsible to execute periodic polling of each
of gaming machines 103 of the respective bank. In the event that
the backup primary community game controller does not receive a
poll within a designated period, the backup primary community game
controller may commence operation as primary community game
controller, commence polling operations, and commence execution of
coding to randomly determine when to initiate the associated
community game.
[0064] In one or more alternate embodiments, gaming machine 400 may
operate a primary game and a feature game as stand-alone games,
wherein the feature game may be operable substantially as described
herein except that both the primary game and feature games are
operated without participation by other players. For example, the
feature game may be triggered by the same or similar types of
mechanisms as described with respect to the community feature game
(such as through an RNG operable by game processor 501 or by use of
a threshold based on the accumulated amount of side bets or wagers
on respective gaming machine 400, or any combination thereof, or,
by the appearance of a predetermined number of special symbols on
or off an active payline).
[0065] Once triggered, the feature game may be displayed on one of
the displays operable by gaming machine 400, such as display 421 or
reel display area 407 (where this area includes a video display) or
even one of the smaller displays where a video representation of
the feature game may be presented by either replacing or overlaying
primary game display content for that display. For example, if reel
display area 407 includes mechanical reels 401, reel display area
407 may include an overlaying video display (such as a flat panel
display) which may be changed from a transparent mode to a feature
game display mode by game processor 501 to mask the mechanical reel
display window. In the case where reel display area 407 comprises
two or more displays with or without mechanical reels, one or both
displays may be used separately or together to display video
content for the primary game and the feature game (for example,
special effects or symbols may be rendered through an overlaying
display while the underlying display displays the reels of the
primary game or the field (or surface) of the feature game,
depending upon which game is being shown or played).
[0066] In the stand-alone feature game, as in the community feature
game, the player may be provided one or more balls (such as balls
107 in FIGS. 1A-1C) to launch. For example, the number of balls may
be predetermined (such as four balls) for each instance of the
feature game, or there may be a predetermined range of the number
of balls and the number of balls for a particular feature game may
be determined with an RNG by game processor 501, or, there may be a
minimum number of balls (such as two balls) for a lowest level
which may be increased depending upon an achieved playing level at
the time that the feature game is triggered.
[0067] As with the community feature game, various multiplier
levels may be achieved as the result of primary game play of the
player. For example, a player playing one credit per line may
achieve an initial multiplier level of one, while a five credit per
line player may achieve an initial multiplier level of five.
Depending upon the speed of play or amount of wagers over
predetermined periods, such as each minute, the multiplier level of
respective players may increase and be shown on multiplier level
display 311. Additionally, to be eligible for the feature game, the
player may be required to wager on a minimum number of lines and
may or may not also be required to wager a side bet. Once a player
has played the minimum required for eligibility for the feature
game, the player my participate in the next feature game if the
feature game is triggered by the primary game play (such as by the
appearance of special symbols) or triggered by an alternate trigger
mechanism (such as through a random selection performed
periodically, for example every second by game processor 501 using
an RNG) within a predetermined period (such as eight seconds)
following the end of a prior qualified play. For a player to
maintain continuous eligibility for the feature game in this
eligibility scheme, the player must initiate each successive play
of the primary game within the predetermined period following the
completion of the prior game play. A countdown of the eligibility
time after a given play of the primary game may be presented in a
graphic display for the player such as through the timeline 309 on
display 307 in FIG. 3.
[0068] Referring to FIG. 6, a block diagram of example gaming
network 600 associated with one or more gaming facilities is shown
including community game overhead display 601 operably connected to
a designated bank of gaming machines 603, such as a bank of four
gaming machines 603, to provide a community feature game (as
described herein) in accordance with one or more embodiments.
[0069] As shown in FIG. 6, a selected bank of gaming machines 603
(Egm 1-Egm N) and overhead display 601 may be network connected
through Floor Server 605 to Host Server 607 which in turn connects
to various back-end servers, such as player account server 608,
accounting server 609, progressive server 610, web server 611, game
server 621, and central determination server 623 (the latter being
used in the case of some Class II gaming operations).
[0070] In one or more embodiments, game server 621 may provide
server-based games and/or game services to network connected gaming
devices, such as gaming machines 603 (which may be connected by
network cable or wirelessly). Progressive server 610 may accumulate
progressive awards by receiving defined amounts (such as a
percentage of the wagers from eligible gaming devices or by
receiving funding from marketing or casino funds) and provide
progressive awards to winning gaming devices upon a progressive
event, such as a progressive jackpot game outcome or other
triggering event such as a random or pseudo-random win
determination at a networked gaming device or server. Progressive
awards may be implemented so as to provide a large potential award
to players playing the community feature game. Accounting server
609 may receive gaming data from each of the networked gaming
devices and perform audit functions. Player account server 608 may
maintain player account records and persistent data such as
accumulated player points. With reference to FIG. 6, while a few
servers have been shown separately, they may be combined or split
into additional servers having additional capabilities.
[0071] In one or more embodiments gaming network 600 may include
web server 611 connected to a public web network, such as worldwide
web (WWW) network 613. Community Game Website 615 may externally
connect through network 613 to web server 611 through a firewall in
order to provide access by gaming network 600 to player
information, such as a player's community game or associated points
obtained from non-wagering gaming activity. Such a service, for
example, may be offered to a casino operator on a fee basis or
through a subscription service with the community game website
provider, whereby a casino operator may access a player's records,
view a player's activity at community game website 615, and choose,
based on the player's activity, to offer or provide promotional
credits or incentives to the player at the casino operator's
facilities.
[0072] Community gaming website 615 may offer players a variety of
games to play including the community feature game as substantially
disclosed herein. A player may have an opportunity to sign-up to
establish an account and be provided free playing credits of no
remunerative value. By playing one or more of the games, the player
may accumulate player points to establish a playing record which
may later be accessed by a subscribing casino operator as described
above. In one or more embodiments, the accumulated player points
may have a remunerative value, such as for obtaining rewards. An
example reward may be an all expenses paid trip to a particular
resort and casino. Another example may be promotional credits for
use at a designated gaming facility. Each of these rewards may be
sponsored by the respective casino operator, or the community game
website provider may offer such rewards as part of its player
incentive program.
[0073] In one or more embodiments, a casino operator may be able to
program player rewards through a user console (not shown, similar
to a cash/ticket voucher kiosk or ATM) connected to host server 607
whereby a player may enter the player's community game website
account information onto the user console and request promotional
credits or some other award made available by the casino operator.
In such case, such rewards may automatically be applied to a
player's account associated with the casino operator or may be
obtained at a player window located at the operator's facility.
[0074] FIG. 7 shows an example flowchart of web-based community
game process 700 which may be employed through the network 600
shown in FIG. 6. In the following description it will be
appreciated that references to process steps are references to the
various process blocks shown in FIG. 7, while references to
physical devices and systems will be references to the devices and
systems shown in FIG. 6.
[0075] A player may log into community game website 615 through
personal computer (PC) 631 or web-enabled wireless device 633 (such
as an Apple.RTM. iPhone.RTM. or iPad.RTM.). This login step is
shown at process block 701 in FIG. 7. Once logged on the player may
select to play a game as shown at process block 702. In response to
this selection, community game website 615 initiates the requested
primary game for the player and adds playing credits for the play
of the game as shown at process block 703. These credits may be in
the form of points or virtual dollars to play the primary game. The
player may then use the provided credits to make wagers in the
primary game and accumulates additional credits or points as shown
at process block 704. These credits or points may qualify the
player for a web-based occurrence of the community feature game. If
the player is not qualified for the community feature game as
indicated by a negative result at decision block 705, and if the
player desires to continue play of the primary game as indicated by
a positive outcome at decision block 706, the process loops back
for further play of the primary game according to process block
704. If the player is qualified for play of the web-based community
feature game as indicated by a positive outcome at decision block
705, and if an instance of the community feature game has been
triggered the process continues with the conduct of the community
feature game. Otherwise, if the player is qualified for the
instance of the web-based community feature game but the game is
not triggered, the player may continue play of the web-based
primary game to accumulate additional points to increase player
level, such as to earn additional community feature game player or
launch opportunities, or, to increase a multiplier level from one
and higher (which may be used to multiply a community feature game
award).
[0076] As shown at process block 708 in FIG. 7, the conduct of the
web-based community feature game includes polling for player
activity to identify qualified players for the community feature
game, and to identify the player level for the play of the game.
The illustrated example process then includes initiating the
web-based community feature game as shown at process block 709,
displaying the game field (such as the example game field shown in
FIGS. 1A-1C) on each participating player's display, and providing
a user interface as necessary (such as virtual buttons on a touch
screen of the device through which the player is playing). Each
qualified player may take the actions in the community feature game
as described above for the casino-implemented community feature
game. However, rather than accumulating wagering credits as in the
casino implementation, the players of the web-based community
feature game accumulate points as shown at process block 710 for
further play of the primary game or future instances of the
web-based community feature game. When the web-based community
feature game ends as shown at process block 711, the player may opt
for continuing play of the primary game to accumulate additional
points, may log out of gaming website 615, or may make a request
for conversion of points to awards, prizes, or promotional credits.
For example, the player may redeem their web-based game points for
promotional credits applied to their casino player account.
[0077] It will be noted that website 615 collects player
information including accumulated points from both the web-based
primary game and web-based community feature game, and causes this
information to be stored at appropriate locations in the network
shown in FIG. 6. as shown at process block 715 in FIG. 7 (at
storage associated with web server 611 for example). This
information collected through website 615 may be accessed by the
networked casino site when the player identifies themself at an
appropriate manned or automated player interface included at the
casino site. Promotional credits for the player's web-based playing
points may then be applied to the player's casino player account as
indicated at process block 716 in FIG. 7. Also, in some
implementations, the casino operator may access the
website-collected information without the player's knowledge in
order offer the player various types of promotional value based on
the stored information. The access to the stored information by the
casino operator is shown at process block 717 in FIG. 7.
[0078] Referring generally to the forgoing description, as used
herein the terms "comprising," "including," "carrying," "having,"
"containing," "involving," and the like are to be understood to be
open-ended, that is, to mean including but not limited to. Any use
of ordinal terms such as "first," "second," "third," etc., in the
claims to modify a claim element does not by itself connote any
priority, precedence, or order of one claim element over another,
or the temporal order in which acts of a method are performed.
Rather, unless specifically stated otherwise, such ordinal terms
are used merely as labels to distinguish one claim element having a
certain name from another element having a same name (but for use
of the ordinal term).
[0079] The above described example embodiments are intended to
illustrate the principles of the invention, but not to limit the
scope of the invention. Various other embodiments and modifications
to these preferred embodiments may be made by those skilled in the
art without departing from the scope of the present invention.
[0080] For example, gaming machines 103 as contemplated herein may
be configured as Class II gaming machines. In the case of Class II
gaming devices, the overall structure of the various devices as
discussed above is essentially the same with the major difference
being the method of determining the game outcome. Commonly, Class
II gaming devices utilize the game of bingo as the basis for
determining a winning outcome where the ball draw is performed
remotely by a network or central determination server (alternative
games may be used for determining game outcomes, such as through a
lottery drawing of a finite set of numbers, if permitted by the
licensing authority in the given jurisdiction). Class II gaming
systems are commonly referred to as central determination systems
wherein pools and sub-pools of game outcomes are determined by a
central server (or gaming device) and distributed amongst a set of
networked gaming devices. The distribution step may be on demand,
such as when a gaming device receives a game request, or sets of
game outcomes may be distributed to the various networked gaming
devices in which case the game processor of the requesting gaming
device may select a game outcome from the set of game outcomes,
such as by using an RNG or other selection process.
[0081] Class II gaming devices, such as a bingo-based gaming device
may have multiple display devices to display one or more electronic
bingo cards and one or more ball drawings after a game has been
initiated in accordance with the game outcome that has been
provided to the gaming machine by a central determination server.
Where the primary display comprises a set of reels (such as display
301 in FIG. 3), the game processor for the gaming machine (such as
CPU 501 in FIG. 5) may convert the centrally-determined game
outcome to a corresponding value outcome of the reel-based game as
shown in FIG. 3 and operates the reel-based game as described above
and with respect to those figures. In another embodiment, the
central determination server may perform the conversion and send
the corresponding reel-based game outcome and bingo outcome.
Similarly, as described above, the player may wager a side bet to
qualify for the community game. Once the community game is
initiated, play may commence in the same manner as described above
with respect to the figures, particularly FIG. 2, except that the
RNG operation of determining a launch velocity at a player-selected
launch angle may be performed by a central determination server in
which case the central determination server may randomly obtain a
velocity from a finite pool of velocities, and/or with associated
prizes.
[0082] In another example alternative embodiment, the primary
wagering game presented to the player and displayed, such as on
display 305 in FIG. 3, may be a video poker, blackjack, roulette or
other video table, card, or wagering game.
* * * * *