U.S. patent application number 13/289550 was filed with the patent office on 2012-05-10 for wagering game with player-directed pursuit of award outcomes.
This patent application is currently assigned to WMS Gaming Inc.. Invention is credited to Jeremy M. Hornik, Pamela S. Smith.
Application Number | 20120115580 13/289550 |
Document ID | / |
Family ID | 46020127 |
Filed Date | 2012-05-10 |
United States Patent
Application |
20120115580 |
Kind Code |
A1 |
Hornik; Jeremy M. ; et
al. |
May 10, 2012 |
WAGERING GAME WITH PLAYER-DIRECTED PURSUIT OF AWARD OUTCOMES
Abstract
A method and system for conducting a wagering game includes
receiving a wager. A standard game of the wagering game is
initiated via a processor. The standard game has an expected value
associated therewith. A player-directed secondary game that is
associated with the standard game is initiated via a processor. The
player-directed secondary game includes a plurality of
player-selectable and player-directed game sequences. Each of the
game sequences has a predetermined completion threshold capable of
being achieved during play of the standard game. A player selection
of one of the game sequences of the player-directed secondary game
is received. In response to receiving the player selection of one
of the game sequences and achieving the predetermined completion
threshold for that game sequence during play of the standard game,
a secondary award is awarded that is independent of the expected
value of the standard game.
Inventors: |
Hornik; Jeremy M.; (Chicago,
IL) ; Smith; Pamela S.; (Chicago, IL) |
Assignee: |
WMS Gaming Inc.
Waukegan
IL
|
Family ID: |
46020127 |
Appl. No.: |
13/289550 |
Filed: |
November 4, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61410824 |
Nov 5, 2010 |
|
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61410850 |
Nov 5, 2010 |
|
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61413307 |
Nov 12, 2010 |
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Current U.S.
Class: |
463/25 ;
463/43 |
Current CPC
Class: |
G07F 17/3258 20130101;
G07F 17/34 20130101 |
Class at
Publication: |
463/25 ;
463/43 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of conducting a wagering game including a standard game
in which a player input is received and a wagering game outcome is
determined, the method comprising the acts of: receiving a player
input via a first user interface device; transforming the player
input to electronic data signals at least partially indicative of a
wager to play the wagering game; interpreting, via at least one of
one or more processors, the wager from the data signals; initiating
a recording of a digital representation of the wager in one or more
storage devices; initiating, via at least one of the one or more
processors, the standard game of the wagering game, the standard
game having an expected value associated therewith; initiating, via
at least one of the one or more processors, a player-directed
secondary game that is associated with the standard game, the
player-directed secondary game including a plurality of
player-selectable and player-directed game sequences, each of the
game sequences having a predetermined completion threshold capable
of being achieved during play of the standard game; receiving a
player selection of one of the game sequences of the
player-directed secondary game; and in response to receiving the
player selection of one of the game sequences and achieving the
predetermined completion threshold for that game sequence during
play of the standard game, awarding a secondary award that is
independent of the expected value of the standard game.
2. The method of claim 1, wherein the standard game includes a
basic game and at least one bonus game.
3. The method of claim 1, wherein the player-directed game
sequences are player directed virtual missions.
4. The method of claim 1, wherein the predetermined completion
thresholds are transmitted, prior to receiving a player selection
of one of the game sequences, in a configuration allowing display
of the predetermined completion thresholds on a user interface.
5. The method of claim 1, wherein at least one of the
player-selectable and player-directed games sequences has multiple
difficulty levels and each difficultly level has an associated
predetermined completion threshold, wherein the higher the
difficulty level, the less likely the associated threshold is to be
achieved.
6. The method of claim 5, wherein the difficulty levels are
transmitted, prior to receiving a player selection of one of the
game sequences, in a configuration allowing display of the
difficulty levels on a user interface.
7. The method of claim 1, wherein the player-directed secondary
game includes a virtual character.
8. The method of claim 7, further comprising transmitting during
play of the standard game, in a configuration allowing display on a
user interface, the player-directed virtual character interacting
with another virtual character.
9. The method of claim 8, wherein the interactions increase prior
achieving the predetermined completion threshold.
10. A method of conducting a wagering game on a gaming system, the
method comprising the acts of: receiving a first player input via a
first user interface device, the first player input indicative of a
wager to play the wagering game; after receiving the player input,
initiating a standard game of the wagering game via at least one of
one or more processors, the standard game having an expected value
associated therewith; initiating, via at least one of the one or
more processors, a player-directed secondary game that is
associated with the standard game, the player-directed secondary
game including a plurality of player-selectable and player-directed
game sequences, each of the game sequences having a predetermined
completion threshold achievable during play of the standard game;
receiving a second player input indicative of a player selection of
one of the game sequences of the player-directed secondary game;
during play of the standard game, achieving the predetermined
completion threshold associated with the received player selection
of one of the game sequences; and in response to receiving the
player selection of one of the game sequences and achieving the
predetermined completion threshold associated with the selected
bonus game, awarding a non-monetary secondary award.
11. The method of claim 10, wherein after the achieving of the
predetermined completion threshold, the player-directed game
sequence is saved in a memory in a configuration allowing
subsequent display of the game sequence.
12. The method of claim 10, wherein the non-monetary secondary
award includes accruing points redeemable for unlocking features
during subsequent play of a player-directed sequence.
13. The method of claim 10, wherein the non-monetary secondary
award includes unlocking a bonus variation associated with the
standard game.
14. The method of claim 10, wherein the non-monetary secondary
award includes unlocking a bonus game associated with the standard
game, the unlocked bonus game being associated with monetary
awards.
15. The method of claim 10, wherein the player-directed secondary
game includes a player-directed virtual character.
16. The method of claim 15, wherein the non-monetary secondary
award includes unlocking modifications to the player-directed
virtual character.
17. The method of claim 16, wherein the unlocked modifications
include virtual gear for use by the player-directed virtual
character.
18. The method of claim 10, wherein the non-monetary secondary
award includes unlocking new virtual characters.
19. The method of claim 10, wherein the non-monetary secondary
award includes unlocking new player-directed game sequences.
20. The method of claim 10, wherein the non-monetary secondary
award outcome includes unlocking different basic game wagering
thresholds for triggering bonus or progressive game features.
21. A gaming system comprising: a credit detector configured to
detect a wager to play a wagering game having a standard game and a
secondary game; one or more displays configured to display a
randomly selected outcome for the standard game and to display the
secondary game; a controller operative to implement the following
acts, including: initiating the standard game, the standard game
having an expected monetary value associated with achieving a
winning outcome in the standard game; initiating the secondary
game, the secondary game including a plurality of player-directed
and player-selectable game sequences, each of the plurality of game
sequences having an associated predetermined completion threshold
capable of occurring during play of the standard game; displaying
an indicia of at least one of the plurality of game sequences on
the one or more displays, the indicia including information on the
associated predetermined completion threshold; after the act of
displaying, detecting a player selection of one of the game
sequences; after the act of detecting the player selection,
detecting a player achievement of the predetermined completion
threshold for the selected one of the game sequences; and in
response to the act of detecting the player achievement, awarding a
secondary award that is not associated with the expected monetary
value of the standard game.
22. A computer program product comprising a non-transitory computer
readable medium having an instruction set borne thereby, the
instruction set being configured to cause, upon execution by a
controller, the acts of: receiving a wager via a user interface
device, the wager associate with a wagering game; initiating, via
at least one of one or more processors, the standard game of the
wagering game; initiating, via at least one of the one or more
processors, a player-directed secondary game that is associated
with the standard game, the player-directed secondary game
including a plurality of player-selectable and player-directed game
sequences, each of the game sequences having a predetermined
completion threshold that is configured to be achievable during
play of the standard game; receiving a player selection of one of
the game sequences of the player-directed secondary game; and in
response to receiving the player selection of one of the game
sequences and achieving the predetermined completion threshold for
that game sequence during play of the standard game, awarding a
non-monetary secondary award that is independent of an expected
value of the standard game.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is related to and claims the benefits of
U.S. Provisional Application No. 61/410,824, filed Nov. 5, 2010,
U.S. Provisional Application No. 61/410,850, filed Nov. 5, 2010,
and U.S. Provisional Application No. 61/413,307, filed Nov. 12,
2010, all of which are hereby incorporated by reference herein in
their entireties.
COPYRIGHT
[0002] 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 by anyone of
the patent disclosure, as it appears in the Patent and Trademark
Office patent files or records, but otherwise reserves all
copyright rights whatsoever.
FIELD OF THE INVENTION
[0003] The present invention relates generally to a gaming system,
and methods for playing wagering games, and more particularly, to
secondary games including player-directed game sequences.
BACKGROUND OF THE INVENTION
[0004] Gaming terminals, such as slot machines, video poker
machines and the like, have been a cornerstone of the gaming
industry for several years. Generally, the popularity of such
machines with players is dependent on the likelihood (or perceived
likelihood) of winning money at the machine and the intrinsic
entertainment value of the machine relative to other available
gaming options.
[0005] To maintain a player's interest in the game, some player can
be motivated by being awarded a random bonus award. Other types of
wagering games include episodic wagering games in which game play
progresses through a plurality of game episodes.
SUMMARY OF THE INVENTION
[0006] According to one aspect of the present disclosure, a method
of conducting a wagering game includes a standard game in which a
player input is received and a wagering game outcome is determined.
The method further includes the act of receiving a player input via
a first user interface device. The player input is transformed to
electronic data signals at least partially indicative of a wager to
play the wagering game. The wager from the data signals is
interpreted via at least one of one or more processors. The
recording of a digital representation of the wager is initiated in
one or more storage devices. The standard game of the wagering game
is initiated via at least one of the one or more processors. The
standard game has an expected value associated therewith. A
player-directed secondary game that is associated with the standard
game is initiated via at least one of the one or more processors.
The player-directed secondary game includes a plurality of
player-selectable and player-directed game sequences. Each of the
game sequences has a predetermined completion threshold capable of
being achieved during play of the standard game. A player selection
of one of the game sequences of the player-directed secondary game
is received. In response to receiving the player selection of one
of the game sequences and achieving the predetermined completion
threshold for that game sequence during play of the standard game,
a secondary award is awarded that is independent of the expected
value of the standard game.
[0007] According to another aspect of the present disclosure, a
method of conducting a wagering game on a gaming system includes
the acts of receiving a first player input via a first user
interface device. The first player input is indicative of a wager
to play the wagering game. After receiving the player input, a
standard game of the wagering game is initiated via at least one of
one or more processors. The standard game has an expected value
associated therewith. A player-directed secondary game that is
associated with the standard game is initiated via at least one of
the one or more processors. The player-directed secondary game
includes a plurality of player-selectable and player-directed game
sequences. Each of the game sequences has a predetermined
completion threshold achievable during play of the standard game. A
second player input indicative of a player selection of one of the
game sequences of the player-directed secondary game is received.
During play of the standard game, the predetermined completion
threshold associated with the received player selection of one of
the game sequences is achieved. In response to receiving the player
selection of one of the game sequences and achieving the
predetermined completion threshold associated with the selected
bonus game, a non-monetary secondary award is awarded.
[0008] According to yet another aspect of the present disclosure, a
gaming system includes a credit detector configured to detect a
wager to play a wagering game having a standard game and a
secondary game. One or more displays are configured to display a
randomly selected outcome for the standard game and to display the
secondary game. A controller is operative to implement the
following acts including initiating the standard game having an
expected monetary value associated with achieving a winning outcome
in the standard game. The controller further initiates the
secondary game. The secondary game includes a plurality of
player-directed and player-selectable game sequences. Each of the
plurality of game sequences has an associated predetermined
completion threshold capable of occurring during play of the
standard game. The controller is also operative to display indicia
of at least one of the plurality of game sequences on the one or
more displays. The indicia include information on the associated
predetermined completion threshold. After the act of displaying,
the controller is further operative to detect a player selection of
one of the game sequences. After the act of detecting the player
selection, the controller is also operative to detect a player
achievement of the predetermined completion threshold for the
selected one of the game sequences. In response to the act of
detecting the player achievement, the controller is operative to
award a secondary award that is not associated with the expected
monetary value of the standard game.
[0009] According to another aspect of the present disclosure, a
method of conducting a wagering game includes receiving a wager via
a user interface device, the wager being associated with a wagering
game. The standard game of the wagering game is initiated via at
least one of one or more processors. A player-directed secondary
game that is associated with the standard game is initiated via at
least one of the one or more processors. The player-directed
secondary game includes a plurality of player-selectable and
player-directed game sequences. Each of the game sequences has a
predetermined completion threshold that is configured to be
achievable during play of the standard game. A player selection of
one of the game sequences of the player-directed secondary game is
received. In response to receiving the player selection of one of
the game sequences and achieving the predetermined completion
threshold for that game sequence during play of the standard game,
a non-monetary secondary award that is independent of an expected
value of the standard game is awarded.
[0010] According to a further aspect of the present disclosure, one
or more non-transitory computer readable storage media are encoded
with instructions, which when executed by at least one processor or
controller associated with a gaming system, causes the at least one
processor or controller to perform the above methods.
[0011] Additional aspects of the invention will be apparent to
those of ordinary skill in the art in view of the detailed
description of various aspects of the present disclosure, which is
made with reference to the drawings, a brief description of which
is provided below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 is a perspective view of a free-standing gaming
terminal, according to an exemplary aspect of the present
disclosure.
[0013] FIG. 2 is a schematic view of a gaming system, according to
an exemplary aspect of the present disclosure.
[0014] FIG. 3 is an image of a basic-game screen of a wagering game
displayed on a gaming terminal, according to an exemplary aspect of
the present disclosure.
[0015] FIG. 4 is an image of a bonus-game screen of a wagering game
displayed on a gaming terminal, according to an exemplary aspect of
the present disclosure.
[0016] FIG. 5 illustrates a display including a top secondary game
related screen and a base game screen for a wagering game displayed
on a gaming terminal, according to an exemplary aspect of the
present disclosure.
[0017] FIG. 6 is an image of a virtual character screen displayed
on a gaming terminal, according to an exemplary aspect of the
present disclosure.
[0018] FIG. 7 is an image of a selection screen for a
player-directed secondary game displayed on a gaming terminal,
according to an exemplary aspect of the present disclosure.
[0019] FIG. 8 is an image of a base game screen including
interactions between virtual characters for a wagering game
displayed on a gaming terminal, according to an exemplary aspect of
the present disclosure.
[0020] FIG. 9 is an image of a player-directed game sequence for a
player-directed secondary game displayed on a gaming terminal,
according to an exemplary aspect of the present disclosure.
[0021] FIG. 10 is a flowchart of an exemplary algorithm that
corresponds to instructions executed by a controller in accordance
with at least some aspects of the present disclosure.
[0022] While the invention is susceptible to various modifications
and alternative forms, specific embodiments have been shown by way
of example in the drawings and will be described in detail herein.
It should be understood, however, that the invention is not
intended to be limited to the particular forms disclosed. Rather,
the invention is to cover all modifications, equivalents, and
alternatives falling within the spirit and scope of the invention
as defined by the appended claims.
DETAILED DESCRIPTION
[0023] While this invention is susceptible of embodiment in many
different forms, there is shown in the drawings and will herein be
described in detail preferred embodiments of the invention with the
understanding that the present disclosure is to be considered as an
exemplification of the principles of the invention and is not
intended to limit the broad aspect of the invention to the
embodiments illustrated.
[0024] Referring to FIG. 1, there is shown a gaming terminal 10
similar to those used in gaming establishments, such as casinos.
With regard to the present disclosure, the gaming terminal 10 may
be any type of gaming terminal and may have varying structures and
methods of operation. For example, in some aspects, the gaming
terminal 10 is be an electromechanical gaming terminal configured
to play mechanical slots, whereas in other aspects, the gaming
terminal is an electronic gaming terminal configured to play a
video casino game, such as slots, keno, poker, blackjack, roulette,
craps, etc. It should be understood that although the gaming
terminal 10 is shown as a free-standing terminal of the upright
type, the gaming terminal is readily amenable to implementation in
a wide variety of other forms such as a free-standing terminal of
the slant-top type, a portable or handheld device primarily used
for gaming, such as is disclosed by way of example in PCT Patent
Application No. PCT/US2007/000792 filed Jan. 11, 2007, titled
"Handheld Device for Wagering Games," which is incorporated herein
by reference in its entirety, a mobile telecommunications device
such as a mobile telephone or personal digital assistant (PDA), a
counter-top or bar-top gaming terminal, or other personal
electronic device, such as a portable television, MP3 player,
entertainment device, etcetera.
[0025] The gaming terminal 10 illustrated in FIG. 1 comprises a
cabinet or housing 12. For output devices, this embodiment of the
gaming terminal 10 includes a primary display area 14, a secondary
display area 16, and one or more audio speakers 18. The primary
display area 14 and/or secondary display area 16 variously displays
information associated with wagering games, non-wagering games,
community games, progressives, advertisements, services, premium
entertainment, text messaging, emails, alerts or announcements,
broadcast information, subscription information, etc. appropriate
to the particular mode(s) of operation of the gaming terminal. For
input devices, the gaming terminal 10 illustrated in FIG. 1
includes a bill validator 20, a coin acceptor 22, one or more
information readers 24, one or more player-input devices 26, and
one or more player-accessible ports 28 (e.g., an audio output jack
for headphones, a video headset jack, a wireless
transmitter/receiver, etc.). While these typical components found
in the gaming terminal 10 are described below, it should be
understood that numerous other peripheral devices and other
elements exist and are readily utilizable in any number of
combinations to create various forms of a gaming terminal in accord
with the present concepts.
[0026] The primary display area 14 include, in various aspects of
the present concepts, a mechanical-reel display, a video display,
or a combination thereof in which a transmissive video display is
disposed in front of the mechanical-reel display to portray a video
image in superposition over the mechanical-reel display. Further
information concerning the latter construction is disclosed in U.S.
Pat. No. 6,517,433 to Loose et al. entitled "Reel Spinning Slot
Machine With Superimposed Video Image," which is incorporated
herein by reference in its entirety. The video display is, in
various embodiments, a cathode ray tube (CRT), a high-resolution
liquid crystal display (LCD), a plasma display, a light emitting
diode (LED), a DLP projection display, an electroluminescent (EL)
panel, or any other type of display suitable for use in the gaming
terminal 10, or other form factor, such as is shown by way of
example in FIG. 1. The primary display area 14 includes, in
relation to many aspects of wagering games conducted on the gaming
terminal 10, one or more paylines 30 (see FIG. 3) extending along a
portion of the primary display area. In the illustrated embodiment
of FIG. 1, the primary display area 14 comprises a plurality of
mechanical reels 32 and a video display 34, such as a transmissive
display (or a reflected image arrangement in other embodiments), in
front of the mechanical reels 32. If the wagering game conducted
via the gaming terminal 10 relies upon the video display 34 only
and not the mechanical reels 32, the mechanical reels 32 are
optionally removed from the interior of the terminal and the video
display 34 is advantageously of a non-transmissive type. Similarly,
if the wagering game conducted via the gaming terminal 10 relies
only upon the mechanical reels 32, but not the video display 34,
the video display 34 depicted in FIG. 1 is replaced with a
conventional glass panel. Further, in still other embodiments, the
video display 34 is disposed to overlay another video display,
rather than a mechanical-reel display, such that the primary
display area 14 includes layered or superimposed video displays. In
yet other embodiments, the mechanical-reel display of the
above-noted embodiments is replaced with another mechanical or
physical member or members such as, but not limited to, a
mechanical wheel (e.g., a roulette game), dice, a pachinko board,
or a diorama presenting a three-dimensional model of a game
environment.
[0027] Video images in the primary display area 14 and/or the
secondary display area 16 are rendered in two-dimensional (e.g.,
using Flash Macromedia.TM.) or three-dimensional graphics (e.g.,
using Renderware.TM.). In various aspects, the video images are
played back (e.g., from a recording stored on the gaming terminal
10), streamed (e.g., from a gaming network), or received as a TV
signal (e.g., either broadcast or via cable) and such images can
take different forms, such as animated images, computer-generated
images, or "real-life" images, either prerecorded (e.g., in the
case of marketing/promotional material) or as live footage. The
format of the video images can include any format including, but
not limited to, an analog format, a standard digital format, or a
high-definition (HD) digital format.
[0028] The player-input or user-input device(s) 26 include, by way
of example, a plurality of buttons 36 on a button panel, as shown
in FIG. 1, a mouse, a joy stick, a switch, a microphone, and/or a
touch screen 38 mounted over the primary display area 14 and/or the
secondary display area 16 and having one or more soft touch keys
40, as is also shown in FIG. 1. In still other aspects, the
player-input devices 26 comprise technologies that do not rely upon
physical contact between the player and the gaming terminal, such
as speech-recognition technology, gesture-sensing technology,
eye-tracking technology, etc. The player-input or user-input
device(s) 26 thus accept(s) player input(s) and transforms the
player input(s) to electronic data signals indicative of a player
input or inputs corresponding to an enabled feature for such
input(s) at a time of activation (e.g., pressing a "Max Bet" button
or soft key to indicate a player's desire to place a maximum wager
to play the wagering game). The input(s), once transformed into
electronic data signals, are output to a CPU or controller 42 (see
FIG. 2) for processing. The electronic data signals are selected
from a group consisting essentially of an electrical current, an
electrical voltage, an electrical charge, an optical signal, an
optical element, a magnetic signal, and a magnetic element.
[0029] The information reader 24 (or information reader/writer) is
preferably located on the front of the housing 12 and comprises, in
at least some forms, a ticket reader, card reader, bar code
scanner, wireless transceiver (e.g., RFID, Bluetooth, etc.),
biometric reader, or computer-readable-storage-medium interface. As
noted, the information reader may comprise a physical and/or
electronic writing element to permit writing to a ticket, a card,
or computer-readable-storage-medium. The information reader 24
permits information to be transmitted from a portable medium (e.g.,
ticket, voucher, coupon, casino card, smart card, debit card,
credit card, etc.) to the information reader 24 to enable the
gaming terminal 10 or associated external system to access an
account associated with cashless gaming, to facilitate player
tracking or game customization, to retrieve a saved-game state, to
store a current-game state, to cause data transfer, and/or to
facilitate access to casino services, such as is more fully
disclosed, by way of example, in U.S. Patent Publication No.
2003/0045354, published on Mar. 6, 2003, entitled "Portable Data
Unit for Communicating With Gaming Machine Over Wireless Link,"
which is incorporated herein by reference in its entirety. The
noted account associated with cashless gaming is, in some aspects
of the present concepts, stored at an external system 46 (see FIG.
2) as more fully disclosed in U.S. Pat. No. 6,280,328 to Holch et
al. entitled "Cashless Computerized Video Game System and Method,"
which is incorporated herein by reference in its entirety, or is
alternatively stored directly on the portable storage medium.
Various security protocols or features can be used to enhance
security of the portable storage medium. For example, in some
aspects, the individual carrying the portable storage medium is
required to enter a secondary independent authenticator (e.g.,
password, PIN number, biometric, etc.) to access the account stored
on the portable storage medium.
[0030] Turning now to FIG. 2, the various components of the gaming
terminal 10 are controlled by one or more processors (e.g., CPU,
distributed processors, etc.) 42, also referred to herein generally
as a controller (e.g., microcontroller, microprocessor, etc.). The
controller 42 can include any suitable processor(s), such as an
Intel.RTM. Pentium processor, Intel.RTM. Core 2 Duo processor, AMD
Opteron.TM. processor, or UltraSPARC.RTM. processor. By way of
example, the controller 42 includes a plurality of microprocessors
including a master processor, a slave processor, and a secondary or
parallel processor. Controller 42, as used herein, comprises any
combination of hardware, software, and/or firmware disposed in
and/or disposed outside of the gaming terminal 10 that is
configured to communicate with and/or control the transfer of data
between the gaming terminal 10 and a bus, another computer,
processor, or device and/or a service and/or a network. The
controller 42 comprises one or more controllers or processors and
such one or more controllers or processors need not be disposed
proximal to one another and may be located in different devices
and/or in different locations. For example, a first processor is
disposed proximate a user interface device (e.g., a push button
panel, a touch screen display, etc.) and a second processor is
disposed remotely from the first processor, the first and second
processors being electrically connected through a network. As
another example, the first processor is disposed in a first
enclosure (e.g., a gaming machine) and a second processor is
disposed in a second enclosure (e.g., a server) separate from the
first enclosure, the first and second processors being
communicatively connected through a network. The controller 42 is
operable to execute all of the various gaming methods and other
processes disclosed herein.
[0031] To provide gaming functions, the controller 42 executes one
or more game programs comprising machine-executable instructions
stored in local and/or remote computer-readable data storage media
(e.g., memory 44 or other suitable storage device). The term
computer-readable data storage media, or "computer-readable
medium," as used herein refers to any media/medium that
participates in providing instructions to controller 42 for
execution. The computer-readable medium comprises, in at least some
exemplary forms, non-volatile media (e.g., optical disks, magnetic
disks, etc.), volatile media (e.g., dynamic memory, RAM), and
transmission media (e.g., coaxial cables, copper wire, fiber
optics, radio frequency (RF) data communication, infrared (IR) data
communication, etc). Common forms of computer-readable media
include, for example, a hard disk, magnetic tape (or other magnetic
medium), a 2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.),
RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or solid state
digital data storage device, a carrier wave, or any other medium
from which a computer can read. By way of example, a plurality of
storage media or devices are provided, a first storage device being
disposed proximate the user interface device and a second storage
device being disposed remotely from the first storage device,
wherein a network is connected intermediate the first one and
second one of the storage devices.
[0032] Various forms of computer-readable media may be involved in
carrying one or more sequences of one or more instructions to
controller 42 for execution. By way of example, the instructions
may initially be borne on a data storage device of a remote device
(e.g., a remote computer, server, or system). The remote device can
load the instructions into its dynamic memory and send the
instructions over a telephone line or other communication path
using a modem or other communication device appropriate to the
communication path. A modem or other communication device local to
the gaming machine 10 or to an external system 46 associated with
the gaming machine can receive the data on the telephone line or
conveyed through the communication path (e.g., via external systems
interface 58) and output the data to a bus, which transmits the
data to the system memory 44 associated with the processor 42, from
which system memory the processor retrieves and executes the
instructions.
[0033] Thus, the controller 42 is able to send and receive data,
via carrier signals, through the network(s), network link, and
communication interface. The data includes, in various examples,
instructions, commands, program code, player data, and game data.
As to the game data, in at least some aspects of the present
concepts, the controller 42 uses a local random number generator
(RNG) to randomly generate a wagering game outcome from a plurality
of possible outcomes. Alternatively, the outcome is centrally
determined using either an RNG or pooling scheme at a remote
controller included, for example, within the external system
46.
[0034] As shown in the example of FIG. 2, the controller 42 is
coupled to the system memory 44. The system memory 44 is shown to
comprise a volatile memory (e.g., a random-access memory (RAM)) and
a non-volatile memory (e.g., an EEPROM), but optionally includes
multiple RAM and multiple program memories.
[0035] As shown in the example of FIG. 2, the controller 42 is also
coupled to a money/credit detector 48. The money/credit detector 48
is configured to output a signal the controller 42 that money
and/or credits have been input via one or more value-input devices,
such as the bill validator 20, coin acceptor 22, or via other
sources, such as a cashless gaming account, etc. The value-input
device(s) is integrated with the housing 12 of the gaming terminal
10 and is connected to the remainder of the components of the
gaming terminal 10, as appropriate, via a wired connection, such as
I/O 56, or wireless connection. The money/credit detector 48
detects the input of valid funds into the gaming terminal 10 (e.g.,
via currency, electronic funds, ticket, card, etc.) via the
value-input device(s) and outputs a signal to the controller 42
carrying data regarding the input value of the valid funds. The
controller 42 extracts the data from these signals from the
money/credit detector 48, analyzes the associated data, and
transforms the data corresponding to the input value into an
equivalent credit balance that is available to the player for
subsequent wagers on the gaming terminal 10, such transforming of
the data being effected by software, hardware, and/or firmware
configured to associate the input value to an equivalent credit
value. Where the input value is already in a credit value form,
such as in a cashless gaming account having stored therein a credit
value, the wager is simply deducted from the available credit
balance.
[0036] As seen in FIG. 2, the controller 42 is also connected to,
and controls, the primary display area 14, the player-input
device(s) 26, and a payoff mechanism 50. The payoff mechanism 50 is
operable in response to instructions from the controller 42 to
award a payoff to the player in response to certain winning
outcomes that occur in the base game, the bonus game(s), or via an
external game or event. The payoff is provided in the form of
money, credits, redeemable points, advancement within a game,
access to special features within a game, services, another
exchangeable media, or any combination thereof. Although payoffs
may be paid out in coins and/or currency bills, payoffs are
alternatively associated with a coded ticket (from a ticket printer
52), a portable storage medium or device (e.g., a card magnetic
strip), or are transferred to or transmitted to a designated player
account. The payoff amounts distributed by the payoff mechanism 50
are determined by one or more pay tables stored in the system
memory 44.
[0037] Communications between the controller 42 and both the
peripheral components of the gaming terminal 10 and the external
system 46 occur through input/output (I/O) circuit 56, which can
include any suitable bus technologies, such as an AGTL+ frontside
bus and a PCI backside bus. Although the I/O circuit 56 is shown as
a single block, it should be appreciated that the I/O circuit 56
alternatively includes a number of different types of I/O circuits.
Furthermore, in some embodiments, the components of the gaming
terminal 10 can be interconnected according to any suitable
interconnection architecture (e.g., directly connected, hypercube,
etc.).
[0038] The I/O circuit 56 is connected to an external system
interface or communication device 58, which is connected to the
external system 46. The controller 42 communicates with the
external system 46 via the external system interface 58 and a
communication path (e.g., serial, parallel, IR, RC, 10bT, near
field, etc.). The external system 46 includes, in various aspects,
a gaming network, other gaming terminals, a gaming server, a remote
controller, communications hardware, or a variety of other
interfaced systems or components, in any combination. In yet other
aspects, the external system 46 may comprise a player's portable
electronic device (e.g., cellular phone, electronic wallet, etc.)
and the external system interface 58 is configured to facilitate
wireless communication and data transfer between the portable
electronic device and the controller 42, such as by a near field
communication path operating via magnetic field induction or a
frequency-hopping spread spectrum RF signals (e.g., Bluetooth,
etc.).
[0039] The gaming terminal 10 optionally communicates with external
system 46 (in a wired or wireless manner) such that each terminal
operates as a "thin client" having relatively less functionality, a
"thick client" having relatively more functionality, or with any
range of functionality therebetween (e.g., an "intermediate
client"). In general, a wagering game includes an RNG for
generating a random number, game logic for determining the outcome
based on the randomly generated number, and game assets (e.g., art,
sound, etc.) for presenting the determined outcome to a player in
an audio-visual manner. The RNG, game logic, and game assets are
contained within the gaming terminal 10 ("thick client" gaming
terminal), the external systems 46 ("thin client" gaming terminal),
or are distributed therebetween in any suitable manner
("intermediate client" gaming terminal).
[0040] Referring now to FIG. 3, an image of a basic-game screen 60
adapted to be displayed on the primary display area 14 is
illustrated, according to one embodiment of the present disclosure.
A player begins play of a basic wagering game by providing a wager.
A player can operate or interact with the wagering game using the
one or more player-input devices 26. The controller 42, the
external system 46, or both, in alternative embodiments, operate(s)
to execute a wagering game program causing the primary display area
14 to display the wagering game that includes a plurality of visual
elements.
[0041] In accord with various methods of conducting a wagering game
on a gaming system in accord with the present concepts, the
wagering game includes a game sequence in which a player makes a
wager, such as through the money/credit detector 48, touch screen
38 soft key, button panel, or the like, and a wagering game outcome
is associated with the wager. The wagering game outcome is then
revealed to the player in due course following initiation of the
wagering game. The method comprises the acts of conducting the
wagering game using a gaming apparatus, such as the gaming terminal
10 depicted in FIG. 1, following receipt of an input from the
player to initiate the wagering game. The gaming terminal 10 then
communicates the wagering game outcome to the player via one or
more output devices (e.g., primary display 14) through the display
of information such as, but not limited to, text, graphics, text
and graphics, static images, moving images, etc., or any
combination thereof. In accord with the method of conducting the
wagering game, the controller 42, which comprises one or more
processors, transforms a physical player input, such as a player's
pressing of a "Spin Reels" soft key 84 (see FIG. 3), into an
electronic data signal indicative of an instruction relating to the
wagering game (e.g., an electronic data signal bearing data on a
wager amount).
[0042] In the aforementioned method, for each data signal, the
controller 42 is configured to processes the electronic data
signal, to interpret the data signal (e.g., data signals
corresponding to a wager input), and to cause further actions
associated with the interpretation of the signal in accord with
computer instructions relating to such further actions executed by
the controller. As one example, the controller 42 causes the
recording of a digital representation of the wager in one or more
storage devices (e.g., system memory 44 or a memory associated with
an external system 46), the controller, in accord with associated
computer instructions, causing the changing of a state of the data
storage device from a first state to a second state. This change in
state is, for example, effected by changing a magnetization pattern
on a magnetically coated surface of a magnetic storage device or
changing a magnetic state of a ferromagnetic surface of a
magneto-optical disc storage device, a change in state of
transistors or capacitors in a volatile or a non-volatile
semiconductor memory (e.g., DRAM), etc.). The noted second state of
the data storage device comprises storage in the storage device of
data representing the electronic data signal from the controller
(e.g., the wager in the present example). As another example, the
controller 42 further, in accord with the execution of the
instructions relating to the wagering game, causes the primary
display 14 or other display device and/or other output device
(e.g., speakers, lights, communication device, etc.), to change
from a first state to at least a second state, wherein the second
state of the primary display comprises a visual representation of
the physical player input (e.g., an acknowledgement to a player),
information relating to the physical player input (e.g., an
indication of the wager amount), a game sequence, an outcome of the
game sequence, or any combination thereof, wherein the game
sequence in accord with the present concepts comprises acts
described herein. The aforementioned executing of computer
instructions relating to the wagering game is further conducted in
accord with a random outcome (e.g., determined by the RNG) that is
used by the controller 42 to determine the outcome of the game
sequence, using a game logic for determining the outcome based on
the randomly generated number. In at least some aspects, the
controller 42 is configured to determine an outcome of the game
sequence at least partially in response to the random
parameter.
[0043] The basic-game screen 60 is displayed on the primary display
area 14 or a portion thereof. In FIG. 3, the basic-game screen 60
portrays a plurality of simulated movable reels 62a-e.
Alternatively or additionally, the basic-game screen 60 portrays a
plurality of mechanical reels or other video or mechanical
presentation consistent with the game format and theme. The
basic-game screen 60 also advantageously displays one or more
game-session meters and various buttons adapted to be actuated by a
player.
[0044] In the illustrated embodiment of FIG. 3, the game-session
meters include a "credit" meter 64 for displaying a number of
credits available for play on the terminal; a "lines" meter 66 for
displaying a number of paylines to be played by a player on the
terminal; a "line bet" meter 68 for displaying a number of credits
wagered (e.g., from 1 to 5 or more credits) for each of the number
of paylines played; a "total bet" meter 70 for displaying a total
number of credits wagered for the particular round of wagering; and
a "paid" meter 72 for displaying an amount to be awarded based on
the results of the particular round's wager. The depicted
user-selectable buttons include a "collect" button 74 to collect
the credits remaining in the credits meter 64; a "help" button 76
for viewing instructions on how to play the wagering game; a "pay
table" button 78 for viewing a pay table associated with the basic
wagering game; a "select lines" button 80 for changing the number
of paylines (displayed in the lines meter 66) a player wishes to
play; a "bet per line" button 82 for changing the amount of the
wager which is displayed in the line-bet meter 68; a "spin reels"
button 84 for moving the reels 62a-e; and a "max bet spin" button
86 for wagering a maximum number of credits and moving the reels
62a-e of the basic wagering game. While the gaming terminal 10
allows for these types of player inputs, the present disclosure
does not require them and can be used on gaming terminals having
more, less, or different player inputs.
[0045] As shown in the example of FIG. 3, paylines 30 extend from
one of the payline indicators 88a-i on the left side of the
basic-game screen 60 to a corresponding one of the payline
indicators 88a-i on the right side of the screen 60. A plurality of
symbols 90 is displayed on the plurality of reels 62a-e to indicate
possible outcomes of the basic wagering game. A winning combination
occurs when the displayed symbols 90 correspond to one of the
winning symbol combinations listed in a pay table stored in the
memory 44 of the terminal 10 or in the external system 46. The
symbols 90 may include any appropriate graphical representation or
animation, and may further include a "blank" symbol.
[0046] Symbol combinations are evaluated in accord with various
schemes such as, but not limited to, "line pays" or "scatter pays."
Line pays are evaluated left to right, right to left, top to
bottom, bottom to top, or any combination thereof by evaluating the
number, type, or order of symbols 90 appearing along an activated
payline 30. Scatter pays are evaluated without regard to position
or paylines and only require that such combination appears anywhere
on the reels 62a-e. While an embodiment with nine paylines is
shown, a wagering game with no paylines, a single payline, or any
plurality of paylines will also work with the present disclosure.
Additionally, though an embodiment with five reels is shown in FIG.
3, different embodiments of the gaming terminal 10 comprise a
greater or lesser number of reels in accordance with the present
disclosure.
[0047] Turning now to FIG. 4, an example of a bonus game to a basic
wagering game is illustrated. A bonus-game screen 92 includes an
array of markers 94 located in a plurality of columns and rows. The
bonus game is entered upon the occurrence of a triggering event,
such as the occurrence of a start-bonus game outcome (e.g., symbol
trigger, mystery trigger, time-based trigger, etc.) in or during
the basic wagering game. Alternatively, any bonus game described
herein is able to be deployed as a stand-alone wagering game
independent of a basic wagering game.
[0048] In the illustrated bonus game of FIG. 4, a player selects,
one at a time, from the array of markers 94 to reveal an associated
bonus-game outcome. According to one embodiment of this bonus game,
each marker 94 in the array is associated with an award outcome 96
(e.g., credits or other non-negative outcomes) or an end-game
outcome 98. In the illustrated example, a player has selected an
award outcome 96 with the player's first two selections (25 credits
and 100 credits, respectively). When one or more end-game outcome
98 is selected (as illustrated by the player's third pick), the
bonus game is terminated and the accumulated award outcomes 96 are
provided to the player.
[0049] The excitement and interest of a player of a wagering game
can be enhanced through certain player-directed secondary games
associated with the primary (e.g., base) wagering games or through
player-directed secondary games associated with bonus games. In
certain exemplary aspects of the present disclosure it may be
desirable to allow players of a wagering game to select a secondary
game in which the achievement of a goal or mission in the secondary
game is player-directed and the award outcome of the secondary game
is not a monetary award. The secondary game can include allowing
the player to choose a type of player-directed adventure that can
be later triggered through the occurrence of event(s) associated
with the wagering game.
[0050] The secondary game, as used herein, refers to a series of
achievements or goals (for example, missions) that are accomplished
through events occurring during the standard game play. The
standard game play including basic games, bonus games, or other
games triggered by or during play of the basic and bonus games. The
standard game play is determined largely or entirely based on a
random number generator, whereas the outcomes for the secondary
game may be player controlled as can the course of progression
through the secondary game. In general, the secondary game is
independent from the mathematical model of the standard game play
and the secondary awards do not affect the player's expected value
or volatility arising from the standard game play, though the
thresholds for achieving the secondary awards may be met through
outcomes available during play of the standard game. Generally, the
"awards" associated with the standard game play are credits,
additional free game play, or other monetary or pseudo-monetary
awards, whereas the "awards" associated with the secondary game
play are nonmonetary awards such as player's points, additional
avatars, additional features or content, promotional dollars,
coupons, etc. However, in some embodiments, the "awards" associated
with the secondary game may also provide the player with an
additional feature that improves the player's expected value
associated with the standard game play.
[0051] It is contemplated that the secondary game is
player-directed such that a player can control the outcome of a
selected mission or the achievement of a selected goal associated
with the completion of the secondary game. It is further
contemplated that in certain aspects of the present disclosure the
player chooses and customizes one or more virtual characters who
participate and move through the game under the control of the
player (e.g., player-directed), through the assistance of a gaming
system controller. It is also contemplated that a virtual character
can be controlled directly by the wagering game with little or no
input from the player. In yet another exemplary aspect, a player
may have some or no control over how the mission or goal is
achieved in the secondary game. For example, a player may or may
not have some control over the virtual character(s), and the
secondary game may determine if and how a goal or mission is
attained.
[0052] If a player, via the virtual character(s), completes a
mission or goal associated with the player-directed secondary game,
the player receives a predetermined award. In certain aspects of
the present disclosure, the award is a non-monetary award. For
example, the award for completing a mission or goal can include
unlocking player access to new bonuses and/or bonus variations in
the base wagering game or in subsequent secondary games. It is also
contemplated that the predetermined award can include providing
modifications for the player's virtual character(s), such as
modified bodily features, new outfits or clothing, special powers,
special weapons, accumulation of player life points, and/or an
accumulation of points that can be saved and later traded for
different awards, such as those described herein. An award can also
include unlocking access to additional virtual characters that
assist the player-directed virtual character during a mission, or
new villains for the player-directed virtual character to target.
Other predetermined awards for completing a mission or goal
associated with a player-directed secondary game can include
unlocking (e.g., providing the player access she otherwise would
not have) alternate layouts for the secondary game, such as
allowing access to new mazes or opening up secret passages. It is
further contemplated that secondary game awards can include
providing lower betting thresholds for accessing progressive games
associated with the base or bonus wagering game (e.g., indirect
monetary awards that allow a player to play a game with a higher
expected value than in previous play). In certain aspects of the
present disclosure, such indirect monetary awards can be considered
the result of a non-monetary award of the secondary game, because
no direct monetary award is received as part of the secondary
game.
[0053] To further enhance the player's gaming experience, the
player-directed secondary games allow the player to select from
different levels of difficulty (e.g., easy, moderate, tough) for
completing the goal or mission of the secondary game. This can be
particularly effective in attracting novice players to a gaming
machine and for retaining expert players.
[0054] It is also contemplated that when a player successfully
completes a mission by achieving a predetermined goal associated
with the game, various attributes of the completed mission or goal
are stored by the gaming system for later viewing. This feature may
be in the form of a virtual trophy room which the player can access
via selectable indicia displayed on a display of the gaming system.
In certain aspects of the present disclosure, the virtual trophy
room may be periodically displayed by the wagering game without
direct player input. Attributes of a completed mission or goal that
are stored in the virtual trophy room can include all or part of
successfully completed missions of the player-directed secondary
game(s).
[0055] Referring now to FIG. 5, an exemplary aspect of a wagering
game is illustrated that includes a display 100 having a top screen
110 (e.g., secondary display area) for displaying features
associated with secondary games and a base game screen 150 for
displaying a base wagering game. The base game screen can include a
primary display area 160, which in this particular non-limiting
example, include reels and symbols associated with a slots-type
wagering game. Other types of wagering games are contemplated such
as card games and keno.
[0056] The top screen 110 includes multiple avatars 120 (e.g.,
personal heroes) for virtual characters associated with
player-directed secondary game(s) associated with the wagering
game. The avatars 120 are shown to be floating or flying on the top
screen 110 during the play of a base game on screen 150. The
display of the avatars 120 on the top screen 110 can be used to
attract players to the wagering game and/or to increase player
excitement during play of the wagering game. For example, the
avatars 120 can engage in certain activities on the top screen that
attract attention during game play. It is also contemplated that
the avatars 120 may be displayed shortly before the base game
transitions to an upcoming secondary game (e.g., Robot Fight
Bonus), such as a player-directed secondary game. Among the
displayed avatars 120 may be virtual characters for other players
actively playing elsewhere on the gaming system and/or virtual
characters that a player may select should the player choose to
play the wagering game including an avatar or virtual character
previously developed by the player.
[0057] A wagering game can include progressive games and awards,
such as standalone or group progressives. A progressive bonus can
include one or more bonus levels. For example, if a player bets the
maximum bet, a player can be eligible to win both a bonus island
award 130 and the base sidekick award 140. If a player bets less
than the maximum bet, the player is only eligible for a lower base
sidekick award 140. However, it is also contemplated that certain
predetermined awards for a player-directed secondary game unlock
eligibility for a player to have a chance at the higher progressive
award (e.g., bonus island award 130), without placing a maximum
bet. Such predetermined awards can be received by a player
achieving certain goals associated with missions of player-directed
secondary game(s), such as those described above and elsewhere
herein. It is further contemplated that eligibility for higher
progressive awards may be gradually unlocked, such that the betting
threshold is gradually decreased as the player continues to achieve
goals following multiple missions of the player-directed secondary
game(s).
[0058] Turning now to FIG. 6, an exemplary virtual character screen
200 on a gaming terminal is illustrated. As part of a
player-directed secondary game, a player is given an opportunity to
select or build a virtual character 210 before playing the
secondary game. The virtual character may also be referred to as
the player's avatar or personal hero. For example, the virtual
character 210 may be selected from among different types of living
creatures, including human-like personas, and may also be selected
to be either male or female. The virtual character screen 200 may
include various attributes of the virtual character, such as the
character's name (e.g., BonusLady 777) or various game-play
achievements (e.g., bonus unlocked, accolades).
[0059] The virtual character screen 200 illustrates and allows the
player to continue developing their virtual character. For example,
as the player, via their virtual character, progresses through
missions and achieves the mission goals, the player may win an
award outcome that awarding the player a modification to their
virtual character. In certain aspects of the present disclosure,
award outcomes can also include achieving and/or accruing life
points that can be exchanged for modifications for the virtual
character.
[0060] In FIG. 7, the virtual character screen 200 illustrates a
virtual character 210 (e.g., BonusLady 777) that has achieved
several modification features 220a-220g to the base character. FIG.
7 further illustrates several additional modification features that
may be selected based on either the accrued life points or the
achievement of another mission goal. For example, the virtual
character 210 has already unlocked additional modification
features, 230a-230c, of which the player has selected highlighted
modification feature 230c to enhance her virtual character 210. To
further enhance the player's experience, it may also be desirable
to allow a player to select different colors or patterns for the
selected modification feature(s). In certain aspects of the present
disclosure, color or pattern modifications may occur if exchanged
for life points or in response to achieving a mission and being
awarded a predetermined award outcome. The exemplary modification
features displayed in FIG. 6 also include several locked features
240a-240d, which are shown to the player, but can be achieved by
accruing more life points and/or by achieving a goal associated
with a mission for a player-directed secondary game.
[0061] In certain aspects of the present disclosure, it may be
desirable to allow a player's virtual character to be associated
with several aspects of a gaming session. For example, after a
player has developed a personal hero, the character can be
displayed on the base screen and/or top screen for portions of a
wagering game session, other than the player-directed secondary
game. In some instances, it may be desirable for some or
substantially all of the wagering game session to include the
display of a player's virtual character. As another example, during
play of the base game, the character may be displayed in a small
secondary window in the primary display area or the character may
be displayed in the secondary display area. Such displays of the
virtual character can be in addition to the virtual character being
displayed during the player-directed secondary game.
[0062] Turning now to FIG. 7, an exemplary selection screen 300 is
illustrated for a player-directed secondary game displayed on a
gaming terminal. After a player has selected and/or developed a
virtual character (e.g., avatar, personal hero), a player is
prompted during a gaming session to select one of a plurality of
player-directed secondary game sequences to play as part of a
secondary game. The prompt to select the secondary game sequence
can occur at several different occasions. If a player has not yet
developed a virtual character, the prompt can occur after the
player selects and/or develops a virtual character. If a player
already has a virtual character, the prompt can occur as part of
the player initiating a wagering session. The prompt can also occur
in response to direct player input into a gaming system input
interface or in response to stored player preferences. In certain
aspects of the present disclosure, it may be desirable for the
prompt to occur at the beginning of a wagering session before play
begins of the base wagering game. This allows the gaming session to
be customized based on the player's virtual character, and further
allows the implementation of the player-selected secondary game at
various strategic triggering points of a base/bonus game that may
increase the player's excitement and interest in the gaming
session.
[0063] Selection screen 300 prompts a player to choose one of a
plurality of exemplary player-directed secondary game sequences
(e.g., player-directed missions), such as the Training Bonus 320,
Robot Fight Bonus 330, or the Slotropolis Bonus 340. Selection
screen 300 may be displayed on the base screen upon a player
logging in or inserting a player card into a gaming terminal.
Selection screen 300 is generally displayed once a player has an
existing virtual character. After the gaming system has determined
the virtual character that is associated with a player, the virtual
character 310 may be displayed within information window 305 of the
selection screen 300. The information window 305 can also include
the previous, current, or next mission that will be played in
response to a triggering event for the player-directed secondary
game. Information window 305 can also be displayed during the base
wagering game or as part of other screens displayed during the
gaming session.
[0064] Selection screen 300, or similar devices, can be useful
because it allows a player to customize their mission experience
and direct how the secondary game sequence will progress. Prior to
selecting a game sequence, the display presents a player with a
selection menu that includes the available missions from which the
player may choose, the task(s) for completing the mission, the
difficulty level of the mission, and the predetermined award
outcome for completing the mission. For example, if the player
selects the Training Bonus secondary game sequence 320, the mission
or goal of the secondary game sequence will be to collect two flags
while moving through a training maze. As illustrated by element
322a, the mission "Find two flags during training bonus" is
displayed to the player prior to the player selecting a secondary
game sequence. Additional information, such as, a predetermined
award outcome 322b (e.g., unlocks new mask) for completing the
mission and the difficultly level 322c (e.g., supereasy) of the
game sequence can also be displayed to the player.
[0065] If the player selects the Robot Fight Bonus secondary game
sequence 330, the player further has the option of selecting from a
plurality of missions. For example, one mission involves a long
robot fight and the other mission involves finishing off the robot.
As illustrated by element 332a, the mission or goal, "Get at least
8 bonus spins", is displayed prior to the player selecting the game
sequence. As illustrated by element 336a, the mission or goal,
"Destroy the robot by the end of the bonus game", is also displayed
to the player prior to the player selecting the game sequence.
Additional information, such as, a predetermined award outcomes
332b (e.g., unlock new cape) and 336b (e.g., unlocks new bonus
helpers) for completing the mission are further displayed prior to
the selection of a secondary game sequence. To further assist the
player's selection of a secondary game sequence, the difficulty
levels of each goal, 332c (e.g., not so easy) and 336c (tough), are
also displayed on the screen for each of the respective secondary
game sequences.
[0066] If the player selects the exemplary Slotropolis bonus
secondary game sequence 340, the mission or goal of the game
sequence is to capture big cats that are released by a villain,
Madam Cougar. As illustrated by element 342a, the mission "Play
Slotropolis Bonus" is displayed on the screen prior to the player
selecting the game sequence. Additional information, such as, a
predetermined award outcome 342b (e.g., unlocks lower progressive
bet) for completing the mission and the difficultly level 342c
(e.g., supereasy) of the game sequence can be displayed on the
screen, as well.
[0067] It is further contemplated that in certain aspects of the
present disclosure the availability of different difficulty levels
for the player-directed secondary game sequences increases with a
player's continued play of a particular wagering game. For example,
after tracking approximately 50 spins by a player on a particular
wagering game, the difficulty levels may be limited to "Supereasy"
and "Not So Easy". Then, after a player has accumulated over
approximately 2000 spins, the availability of more difficulty
levels may expand to include "Supertough". The upper and lower
threshold for determining the variety of difficulty levels can be
higher or lower than the non-limiting and exemplary number of spins
discussed herein.
[0068] In another exemplary aspect of the present disclosure, the
completion of a mission or reaching a goal associated with a
player-directed secondary game sequence can unlock previously
unavailable, or locked, missions or game sequences. The difficulty
level of the mission or goal associated with the second game
sequence may or may not determine the difficulty of the unlocked
mission or game sequence. For example, hard mission may unlock a
plurality of easy missions, or an easy mission may unlock one or
more hard missions.
[0069] It is also contemplated that in certain aspects of the
present disclosure, a game sequence may include more than one goal
for achieving predetermined award outcomes. For example, achieving
a mission may include a gold level award and a silver level award
so that a player that completes something less than a selected gold
level mission still obtains a predetermined award outcome, but at a
reduced level (e.g., fewer player life points, simpler clothing for
virtual character).
[0070] The selection screen 300 illustrated in FIG. 7 also includes
a replay icon 350 (e.g., Trophy Room) that may be selected by a
player to review and replay a player's previous successful
missions. The replayable missions can include those missions where
the player achieved a certain predetermined goal and received an
award outcome. In certain aspects of the present disclosure, a
player can replay a mission and try to attain higher award
outcomes. The replay icon 350 can also be displayed on other
display screens of a gaming session. In certain aspects, selection
of the replay icon 350 may pause other activities associated with
the gaming session and take the player directly to a selection
screen (not shown) that allows the player to select earlier saved
missions and replay all or a portion of the saved mission.
Following the replay of the saved mission, the activity that was in
session prior to the selection of replay icon 350 resumes.
[0071] Following a player's selection, a secondary game sequence
may be implemented in response to any predetermined triggering
event associated with the play of the wagering-aspects of the base
game (or bonus game). For example, the mission may be implemented
upon the display of certain symbol(s) following the spin of the
reels of a slots game. It is also contemplated that the mission may
be implemented upon the occurrence of any other triggering events
that are known in the art.
[0072] It is contemplated that in certain aspects of the present
disclosure, a player selection of a mission or game sequence may
not be received by the gaming system; or a selection may be
received, but no subsequent player input is received indicating the
player is engaged in playing the selected mission. In response, it
is contemplated that the gaming system may resume the base game or
another game rather than initiate the player-directed secondary
game sequence. It is also contemplated that the gaming system may
instead take over control of the secondary game sequence in place
of the player. Should such a take over occur, it may be desirable
for the player to be able to override the gaming system, if the
player so chooses, so that the player can resume control of the
secondary game sequence from the gaming system and finish the
sequence at the player's direction. Should the player again cease
to play, it is contemplated that the gaming system may again resume
control of the secondary game sequence.
[0073] One of the benefits of the features associated with the
player-direct secondary game sequences and the ability to select
from a plurality of sequences is that it allows players flexibility
in their gaming experience including having customized virtual
character(s), choosing the desired game sequence, and choosing the
level of difficulty for achieving a certain skill-based goal. This
flexibility can increase the player's excitement and interest with
a wagering game and/or a particular gaming session.
[0074] FIG. 8 illustrates an exemplary base game screen 400 that
includes interactions between virtual characters 410, 420 of a
player-directed secondary game displayed on a gaming terminal. In
certain aspects of the present disclosure, it may desirable to
display a cut-scene panel 405 on the base screen just above a
display 460 of the base wagering game. For example, after a player
has set up their virtual character (see, for example, FIG. 6) and
selected a mission (see, for example, FIG. 7), play of a base
wagering game can be initiated. To provide a customized feel to the
player's wagering experience, the player's virtual character 410
may interact with another virtual character 420. The interactions
in the cut-scene panel 405 can occur at various phases of the base
game. For example for a slots game, the cut-scene interactions can
occur during the betting phase, prior to a reel spin, during a reel
spin, or after a reel spin. As illustrated in FIG. 8, the
interactions or story associated with the cut-scene panel 405 may
advance via simple animations and dialogue balloons. In certain
aspects of the present disclosure, each reel spin can lead to the
display of a new cut-scene panel. It is also contemplated that
between different cut-scenes, informational text may fill the space
occupied by cut-scene panel 405.
[0075] FIG. 9 illustrates an exemplary game sequence for a
player-directed secondary game displayed on a gaming terminal. The
game sequence illustrated in FIG. 9 is a pick bonus game with the
player having a set number of picks as a virtual character 510
moves through a training maze define by the boundaries of a pipe
505. The game sequence is player-directed, which means the player
chooses his picks by steering his virtual character 510 up or down.
The virtual character 510 is navigating the maze based on direct
input received from the player via a gaming system input interface.
While navigating through the pipe 505, the virtual character 510
crosses different water cannon stations 520, 530, which define at
least some of the picks. For example, as the virtual character 510
crossed the first water cannon station 520, he passed over the
fourth water cannon from the top 524, which resulted in the player
receiving a higher number of award points than if the player had
picked any of the remaining four water cannons. The player will
have at least one more opportunity in the illustrated embodiment to
select another water cannon at the second water cannon station
530.
[0076] In certain aspects of the present disclosure, one or more
helper virtual characters (e.g., Helper Heroes) may enter the pipe
505 and improve a player's chances of completing the goal or
mission associated with the player-directed secondary game
sequence. The helper virtual character may, for example, have
certain unique powers to assist the player's virtual character with
meeting certain obligations for achieving an award-based goal. It
is also contemplated that in certain aspects of the present
disclosure picks may provide mini-bonuses or open up secret
passages that lead to additional maze(s). Furthermore, another
bonus or rewards may be given for a player moving his virtual
character 510 through the maze without touching the boundaries of
the pipe 505. For example, the player may receive additional Player
Life points or point that can be exchanged for different virtual
items.
[0077] In certain exemplary aspects of the present disclosure, a
mission or goal of the secondary game sequence, such as the
sequence illustrated in FIG. 9, is skill based. For example, the
skill may be for the virtual character to not touch the walls of a
pipe or maze that the virtual character is moving through under
player-direction (or with the assist of the gaming system). While
the completion of the skill-based game sequence may not affect the
number of credits a player wins, the use of skill by the player can
determine whether or not the mission or goal of the game sequence
is achieved.
[0078] As generally discussed above, such as in FIG. 7, a virtual
character in a player-directed secondary game sequence is
attempting to achieve a goal that is selected by the player from a
plurality of available goals. As illustrated in element 322a, an
exemplary goal was established for the Training Bonus game sequence
of finding two flags. Thus, upon virtual character 510 finding two
flags in the training bonus game illustrated in FIG. 9, a player
completes the goal associated with the training bonus game
sequence. Completion of the goal can unlock or provide the player
access to any of several predetermined award outcomes, such as
unlocking a new mask, as described at element 322c. In certain
aspects of the present disclosure, completing a goal can unlock new
mazes or new maze layouts, provide access to different bonuses or
mini-bonuses, provide access to new virtual characters (e.g.,
Helper Heroes), unlock new bonuses, or unlock various modifications
for the virtual character such as new attire (e.g., cape, mask) or
special powers (special weapons, increased strength). The unlocked
features may otherwise be unavailable to the player if the goal is
not completed.
[0079] In certain aspects of the present disclosure, it may be
desirable to include cut-scene panels, similar to the exemplary
cut-scene panel 405 in FIG. 8, on the display screen during play of
the exemplary player-directed game sequence, such as the sequence
illustrated in FIG. 9. For example, the cut-scene panel can display
the mission or goal for the secondary game sequence selected by the
player from a selection screen, such as the exemplary selection
screen 300 illustrated in FIG. 7. It is also contemplated that an
information panel, similar to the exemplary information panel 305
in FIG. 7, may be displayed during play of the player directed
secondary game sequence. The information panel can include
information such as a display of the player's virtual character,
the virtual character name, and/or the selected game sequence.
[0080] Another exemplary player-directed secondary game sequence is
the Robot Fight Bonus (not shown), which was introduced above in
the discussion for FIG. 7. In this player-directed secondary game
sequence, a primary display area of a gaming system is set to allow
free spins of a slot game. The top or secondary display area can
include a player's virtual character, and optionally, one or more
additional virtual characters (e.g., Helper Heroes) that fight a
villain, the evil robot. Both the virtual characters and the robot
can have life meters. A spin of the slots game that results in a
winning spin allows the player's virtual character to shoot at the
robot, which decreases the robot's life meter. In certain aspects
of the present disclosure, one or more of the Helper Heroes may fly
down to the primary display area and improve the chances for a
winning outcome for subsequent reel spins. After a losing spin, the
robot can blast the virtual characters, and thus, decrease their
life meter. Once a robot's life meter is fully depleted, a
predetermined award outcome may be awarded to the player. In
certain aspects of the present disclosure, a new robot may come out
that the player needs to defeat before receiving any awards. Once
the life meter for the player's virtual character is depleted, the
player-directed game sequence is over. Achieving the
player-selected goal in the Robot Fight Bonus can unlock certain
predetermined award outcomes that would otherwise not be available
to a player. For example, access can be provided to different
bonuses or mini-bonuses. Access can also be provided to new virtual
characters (e.g., Helper Heroes). Various modifications for the
virtual character can be unlocked such as new attire (e.g., gloves,
boots) or special powers (special blasters). Lower betting
thresholds for participating in progressive games associated with
the base game can also be unlocked. Furthermore, new villains
(e.g., new robots) can be unlocked, as well.
[0081] A further exemplary player-directed secondary game sequence
is the Slotropolis Zoo Bonus (not shown), which was also introduced
above in the discussion of FIG. 7. In this player-directed
secondary game sequence, a primary display area of a gaming system
is set to allow free spins of a slots game. The symbols on the slot
reels may be altered to include cat symbols and blank symbols. The
game sequence begins on the top or secondary display area with the
display of a villain (e.g., Madame Cougar) releasing big cats from
their cages at the zoo. The player's virtual character must capture
the released cats within a predetermined number of free spins. When
a cat appears on a reel as a result of a free spin, the player's
virtual character plays a skill-based game to catch the cat. It is
also contemplated that additional virtual characters (e.g., Helper
Heroes) may assist with catching the cats or improving the chances
of the reels displaying a cat symbol, and thus, triggering the
skill-based game. After catching a certain number of cats or after
catching all the released cats under a certain threshold of
attempts, the player may receive a predetermined award outcome for
achieving the goal associated with the game sequence. By completing
the player-selected goal, the player may receive an award such as
the unlocking or receiving access to certain predetermined award
outcomes that would otherwise not be available to a player.
[0082] FIG. 10 is a flowchart for an exemplary algorithm that
corresponds to instructions executed by a controller in accord with
at least some aspects of the present disclosure. An exemplary
method 600 is illustrated for conducting a wagering game including
a standard game in which a player input is received and a wagering
game outcome is determined. The standard game may have a base game,
bonus game, or other games associated therewith. At step 610, a
wager is received. The receiving of a wager can include receiving a
player input via a first user interface device, transforming the
player input to electronic data signals at least partially
indicative of a wager to play the wagering game, and interpreting,
via one or more processors, the wager from the data signals.
Receiving of the wager can also include initiating the recording of
a digital representation of the wager in one or more storage
devices. At step 620, a determination is made whether a player
selection of a game sequence associated with a player-directed
secondary game has been received. If not, at step 630, a
player-directed secondary game can be initiated that includes
player-selectable and player-directed game sequences. In certain
aspects of the present disclosure, the player-directed secondary
game can be associated with the standard game. In other aspects,
each of the game sequences has a predetermined completion threshold
or goal. In certain aspects, the threshold or goal may be capable
of being achieved during play of the standard game. If the
determination at step 620 is positive, at step 640, the standard
game of the wagering can be initiated via at least one of the
processors. The standard game may have an expected value associated
therewith.
[0083] Next, at step 650, a determination is made of whether a
triggering event has occurred in the standard game. If no
triggering event has occurred, then a base game or bonus game in
the standard game may continue, or the gaming system may continue
querying for a trigger. If a triggering event does occur, then at
step 660, the game sequence associated with the received player
selection is implemented. At step 670, a determination is made
whether a predetermined completion threshold is achieved that is
associated with the received player selection of one of the game
sequences. If the predetermined completion threshold is achieved,
at step 680, a predetermined award is awarded to the player. In
certain aspects, the award may be non-monetary or it may also have
indirect monetary implications.
[0084] FIG. 10, which is described by way of example above,
represents an exemplary algorithm that corresponds to at least some
instructions executed by the controller 42 and/or external systems
46 in FIG. 2 to perform the above described functions associated
with the disclosed aspects of the present disclosure.
[0085] It is contemplated that in certain aspects of the present
disclosure, a method of conducting a wagering game includes a
standard game in which a player input is received and a wagering
game outcome is determined. The method further includes the act of
receiving a player input via a first user interface device. The
player input is transformed to electronic data signals at least
partially indicative of a wager to play the wagering game. The
wager from the data signals is interpreted via one or more
processors. The recording of a digital representation of the wager
is initiated in one or more storage devices. The standard game of
the wagering game is initiated via at least one of the processors.
The standard game has an expected value associated therewith. A
player-directed secondary game that is associated with the standard
game is initiated via at least one of the processors. The
player-directed secondary game includes a plurality of
player-selectable and player-directed game sequences. Each of the
game sequences has a predetermined completion threshold capable of
being achieved during play of the standard game. A player selection
of one of the game sequences of the player-directed secondary game
is received. In response to receiving the player selection of one
of the game sequences and achieving the predetermined completion
threshold for that game sequence during play of the standard game,
a secondary award is awarded that is independent of the expected
value of the standard game.
[0086] It is further contemplated that in certain aspects, the
standard game of the above method includes a basic game and at
least one bonus game. In certain aspects, the player-directed game
sequences are player directed virtual missions. It is also
contemplated that in certain aspects, the predetermined completion
thresholds of the above method are transmitted, prior to receiving
a player selection of one of the game sequences, in a configuration
allowing display of the predetermined completion thresholds on a
user interface. In further aspects, at least one of the
player-selectable and player-directed games sequences has multiple
difficulty levels and each difficultly level has an associated
predetermined completion threshold, wherein the higher the
difficulty level, the less likely the associated threshold is to be
achieved. It is also contemplated that in certain aspects the
difficulty levels are transmitted, prior to receiving a player
selection of one of the game sequences, in a configuration allowing
display of the difficulty levels on a user interface. It is further
contemplated that in certain aspects of the above method, the
player-directed secondary game includes a virtual character. It is
additionally contemplated that in certain aspects, the method may
also include transmitting during play of the standard game, in a
configuration allowing display on a user interface, the
player-directed virtual character interacting with another virtual
character. The interactions may increase prior achieving the
predetermined completion threshold.
[0087] It is contemplated that in certain aspects of the present
disclosure, a method of conducting a wagering game includes the
acts of receiving a first player input via a first user interface
device. The first player input is indicative of a wager to play the
wagering game. After receiving the player input, a standard game of
the wagering game is initiated via one or more processors. The
standard game has an expected value associated therewith. A
player-directed secondary game that is associated with the standard
game is initiated via at least one of the processors. The
player-directed secondary game includes a plurality of
player-selectable and player-directed game sequences. Each of the
game sequences has a predetermined completion threshold achievable
during play of the standard game. A second player input indicative
of a player selection of one of the game sequences of the
player-directed secondary game is received. During play of the
standard game, the predetermined completion threshold associated
with the received player selection of one of the game sequences is
achieved. In response to receiving the player selection of one of
the game sequences and achieving the predetermined completion
threshold associated with the selected bonus game, a non-monetary
secondary award is awarded.
[0088] It is further contemplated that in certain aspects, the
above method includes that after the achieving of the predetermined
completion threshold, the player-directed game sequence is saved in
a memory in a configuration allowing subsequent display of the game
sequence. It is also contemplated that in certain aspects, the
non-monetary secondary award includes accruing points redeemable
for unlocking features during subsequent play of a player-directed
sequence. It is additional contemplated that in certain aspects,
the non-monetary secondary award includes unlocking a bonus
variation associated with the standard game. A non-monetary
secondary award is also contemplated in certain aspects that
include unlocking a bonus game associated with the standard game,
the unlocked bonus game being associated with monetary awards. The
player-directed secondary game may also include a player-directed
virtual character, and the non-monetary secondary award can also
include unlocking modifications to the player-directed virtual
character. The unlocked modifications may include virtual gear for
use by the player-directed virtual character. The non-monetary
secondary award can also include unlocking new virtual characters,
or unlocking new player-directed game sequences. It is further
contemplated that in certain aspects of the above method, the
non-monetary secondary award outcome includes unlocking different
basic game wagering thresholds for triggering bonus or progressive
game features.
[0089] It is contemplated that in certain aspects of the present
disclosure, a gaming system includes a credit detector configured
to detect a wager to play a wagering game having a standard game
and a secondary game. One or more displays are configured to
display a randomly selected outcome for the standard game and to
display the secondary game. A controller is operative to implement
the following acts, including initiating the standard game. The
standard game has an expected monetary value associated with
achieving a winning outcome in the standard game. The controller
further initiates the secondary game. The secondary game includes a
plurality of player-directed and player-selectable game sequences.
Each of the plurality of game sequences has an associated
predetermined completion threshold capable of occurring during play
of the standard game. The controller is also operative to display
indicia of at least one of the plurality of game sequences on the
one or more displays. The indicia include information on the
associated predetermined completion threshold. After the act of
displaying, the controller is further operative to detect a player
selection of one of the game sequences. After the act of detecting
the player selection, the controller is also operative to detect a
player achievement of the predetermined completion threshold for
the selected one of the game sequences. In response to the act of
detecting the player achievement, the controller is operative to
award a secondary award that is not associated with the expected
monetary value of the standard game.
[0090] It is contemplated that in certain aspects of the present
disclosure, a computer program product comprising a non-transitory
computer readable medium has an instruction set borne thereby. The
instruction set is configured to cause, upon execution by a
controller, the acts of: (i) receiving a wager via a user interface
device, the wager associate with a wagering game; (ii) initiating,
via one or more processors, the standard game of the wagering game;
(iii) initiating, via at least one of the processors, a
player-directed secondary game that is associated with the standard
game, the player-directed secondary game including a plurality of
player-selectable and player-directed game sequences, each of the
game sequences having a predetermined completion threshold that is
configured to be achievable during play of the standard game; (iv)
receiving a player selection of one of the game sequences of the
player-directed secondary game; and (v) in response to receiving
the player selection of one of the game sequences and achieving the
predetermined completion threshold for that game sequence during
play of the standard game, awarding a non-monetary secondary award
that is independent of an expected value of the standard game.
[0091] According to another aspect of the present disclosure, a
method of conducting a wagering game includes receiving a wager via
a user interface device, the wager being associated with a wagering
game. The standard game of the wagering game is initiated via one
or more processors. A player-directed secondary game that is
associated with the standard game is initiated via at least one of
the processors. The player-directed secondary game includes a
plurality of player-selectable and player-directed game sequences.
Each of the game sequences has a predetermined completion threshold
that is configured to be achievable during play of the standard
game. A player selection of one of the game sequences of the
player-directed secondary game is received. In response to
receiving the player selection of one of the game sequences and
achieving the predetermined completion threshold for that game
sequence during play of the standard game, a non-monetary secondary
award that is independent of an expected value of the standard game
is awarded.
[0092] According to a further aspect of the present disclosure, one
or more non-transitory computer readable storage media are encoded
with instructions, which when executed by at least one processor or
controller associated with a gaming system, causes the at least one
processor or controller to perform the above methods.
[0093] Each of these embodiments and obvious variations thereof is
contemplated as falling within the spirit and scope of the claimed
invention, which is set forth in the following claims.
* * * * *