U.S. patent application number 13/177776 was filed with the patent office on 2013-01-10 for hidden universal player attraction game and method of play for idle gaming machines.
Invention is credited to Robert C. Dorr.
Application Number | 20130012301 13/177776 |
Document ID | / |
Family ID | 47388213 |
Filed Date | 2013-01-10 |
United States Patent
Application |
20130012301 |
Kind Code |
A1 |
Dorr; Robert C. |
January 10, 2013 |
HIDDEN UNIVERSAL PLAYER ATTRACTION GAME AND METHOD OF PLAY FOR IDLE
GAMING MACHINES
Abstract
A hidden attraction game commences play for a number of
successive wagers after a gaming machine is idle for a time
followed by a wager-in. For each successive wager, the attraction
game provides an attraction game outcome with a low value award.
Each attraction game outcome corresponds to a base game outcome
having a low value base game award. If a base game outcome for a
successive wager results in a higher win, the base game controls
and the attraction game ends. The player, not aware of the hidden
attraction game, believes the attraction game wins are base game
wins.
Inventors: |
Dorr; Robert C.; (Colorado
City, CO) |
Family ID: |
47388213 |
Appl. No.: |
13/177776 |
Filed: |
July 7, 2011 |
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3255
20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Claims
1. A method of playing a hidden attraction game in a gaming
machine, the gaming machine having a base game with a base game pay
table, the method comprising: determining, in a processor in the
gaming machine, an idle time period since last game play of the
gaming machine; detecting a wager, in a wager detector in the
gaming machine, to play the base game; playing the hidden
attraction game, in a display of the gaming machine under control
of the processor, for a set number of successive wagers only when
detecting the wager occurs after the determined period of idle
time; for each successive wager in the set number in playing the
hidden attraction game, the method further comprising: 1.)
providing an attraction game outcome with an attraction award from
an attraction pay table in a memory of the gaming machine, the
attraction game outcome with the attraction award corresponding to
a base game outcome in the base game pay table having a base game
award; 2.) displaying on, the display of the gaming machine, the
corresponding base game outcome and base game award for the
provided attraction game outcome and the provided attraction award;
and ending play of the hidden attraction game in the gaming machine
after the set number of successive wagers occurs, at the end of
play of the hidden attraction game a value corresponding to the sum
of the attraction awards awarded during the set number of
successive wagers mostly equals a value corresponding to the sum of
the set number of successive wagers made, wherein the aforesaid
mostly equals a value is equivalent to: equals to the value, or
equals the value plus or minus one wager, or equals the value plus
or minus one unit of the wager; and wherein playing the hidden
attraction game in the gaming machine results in displaying only
base game outcomes and awards on the display corresponding to
hidden attraction game outcomes and awards during the set number of
successive wagers without any visible indication on the display
that the hidden attraction game is being played.
2. The method of claim 1 wherein determining an idle time period
comprises: detecting a cash out signal in the processor of the
gaming machine; and starting the determination of the period of
idle time, in the gaming machine, in response to detecting the cash
out signal.
3. The method of claim 1 wherein the time duration of the idle time
period is randomly selected from a range of duration times by the
processor using a random number generator.
4. The method of claim 1 further comprising: randomly selecting, by
the processor using a random number generator in the gaming
machine, the set number of successive wagers from a range of
numbers.
5. The method of claim 1 further comprising: selecting, by the
processor in the gaming machine, the set number of successive
wagers based on the determined period of idle time.
6. The method of claim 1 for each successive wager in the set
number in the play of the attraction game further comprising:
providing, in the processor, a random base game outcome with a base
game award from the base game pay table; comparing, in the
processor, the provided attraction game award to the randomly
provided base game award, displaying the base game outcome
corresponding to the provided attraction game outcome on the
display of the gaming machine when the value of the provided
attraction award differs by a relative value relationship over the
value of the randomly provided base game award, otherwise
displaying the randomly provided base game outcome on the display;
awarding the base game award corresponding to the provided
attraction award in the gaming machine in response to displaying
the corresponding base game outcome; awarding the randomly provided
base game award in the gaming machine in response to displaying the
randomly provided base game outcome; and ending play of the
attraction game in response to displaying the randomly provided
base game outcome.
7. The method of claim 6 wherein the relative value relationship is
greater than, so that the base game award corresponding to the
provided attraction award is displayed when the value of the
provided attraction award is greater than the value of the randomly
provided base game award.
8. The method of claim 6 wherein the relative value relationship is
greater than or equal to, so that the base game award corresponding
to the provided attraction award is displayed when the value of the
provided attraction award is greater than or equal to the value of
the randomly provided base game award.
9. (canceled)
10. The method of claim 1 wherein the step of providing an
attraction game outcome further comprises: providing a static
attraction outcome schedule having a predetermined attraction
outcome with a corresponding attraction award for each of the set
number of successive wagers; wherein the value of the attraction
awards awarded during the set number of successive wagers equals
the value of the set number of successive wagers made.
11. The method of claim 10 further comprises: randomly selecting
the static attraction outcome schedule from a plurality of
different static attraction outcome schedules.
12. The method of claim 1 wherein providing an attraction game
outcome further comprises: selecting an attraction game outcome, in
the gaming machine, from the attraction pay table for at least the
last wager in the set number of successive wagers to cause the
value of the attraction awards awarded during the set number of
successive wagers to equal the value of the set number of
successive wagers made.
13. The method of claim 1 wherein providing an attraction game
outcome further comprises: randomly selecting, in the gaming
machine, the attraction game outcome from a plurality of attraction
outcomes in the attraction pay table.
14. (canceled)
15. (canceled)
16. A method of playing a hidden attraction game in a gaming
machine, the gaming machine having a base game with a base game pay
table, the method comprising: determining, in a processor of the
gaming machine, a period of idle time since last game play of the
gaming machine; detecting a wager in a wager detector of the gaming
machine; playing the hidden attraction game in the gaming machine,
only when detecting the wager occurs after the determined period of
idle time, for a set number of successive wagers; for each
successive wager in the set number, the method further comprising:
1.) providing an attraction game outcome with an attraction award
from an attraction pay table, the attraction pay table in a memory
of the gaming machine; the attraction game outcome with the
attraction award corresponding to a base game outcome in the base
game pay table outcome having a base game award; 2.) providing a
random base game outcome with a base game award from the base game
pay table under control of the processor using a random number
generator in the gaming machine, the base game pay table in the
memory; 3.) comparing the provided attraction game award to the
randomly provided base game award in the processor of the gaming
machine; and 4.) displaying the corresponding base game outcome and
base game award for the provided attraction game outcome and the
provided attraction award in the display of the gaming machine when
the value of the provided attraction game award differs by a
relative value relationship over the value of the randomly provided
base game award in response to the comparison; otherwise awarding
the randomly provided base game award on the display of the gaming
machine; ending play of the hidden attraction game in response to
awarding the randomly provided base game award; wherein play of the
hidden attraction game results in a player receiving a higher
winning base game outcome and base game award; and ending play of
the hidden attraction game after the set number of successive
wagers occurs; at the end of play of the hidden attraction game a
value corresponding to the sum of the attraction awards awarded
during the set number of successive wagers mostly equals a value
corresponding to the sum of the set number of successive wagers
made, wherein the aforesaid mostly equals a value is equivalent to:
equals to the value, or equals the value plus or minus one wager,
or equals the value plus or minus one unit of the wager; and
wherein playing the hidden attraction game in the gaming machine
results in displaying of only base game outcomes and awards on the
display corresponding to hidden attraction game outcomes and awards
during the set number of successive wagers without any visible
indication on the display that the hidden attraction game is being
played.
17. The method of claim 16 wherein determining an idle time period
comprises: detecting a cash out signal in the processor of the
gaming machine; and starting the determination of the period of
idle time, in the gaming machine, in response to detecting the cash
out signal.
18. The method of claim 16 wherein the relative value relationship
is greater than, so that the base game award corresponding to the
provided attraction award is displayed when the value of the
provided attraction award is greater than the value of the randomly
provided base game award.
19. The method of claim 16 wherein the relative value relationship
is greater than or equal to, so that the base game award
corresponding to the provided attraction award is displayed when
the value of the provided attraction award is greater than or equal
to the value of the randomly provided base game award.
20. A gaming machine comprising: a memory, said memory having a
base game with a base game pay table, said base game pay table
containing base game outcomes and base game base game awards, said
memory further having a hidden attraction game with an attraction
game pay table, said attraction game pay table containing
attraction game outcomes and attraction game awards, each
attraction game outcome and attraction game award corresponding to
a base game outcome and base game award; a display; a wager
detector; a processor, said processor connected to said wager
detector for determining whether a wager occurred after a
determined period of gaming machine idle time; said processor
connected to said memory playing internally in said gaming machine
both said hidden attraction game and said base game, when said
wager occurred after said determined period of idle time, for a set
number of successive wagers; said processor connected to said
display for displaying said base game outcomes and base game awards
corresponding to said attraction outcomes and attraction awards on
said display when said attraction award differs by a relative value
relationship over the value of the base game award during said
internal play for each of said set number of successive wagers
otherwise displaying a first base game outcome and base game award
on the display; and said processor ending play of the hidden
attraction game when the set number of successive wagers has been
made or when the first base game outcome with base game award is
displayed wherein playing the hidden attraction game in the gaming
machine results in displaying of only base game outcomes and awards
on the display corresponding to hidden attraction game outcomes and
awards during the set number of successive wagers without any
visible indication on the display that the hidden attraction game
is being played.
Description
RELATED APPLICATIONS
[0001] This application is related to "PLAYER ATTRACTION GAME AND
METHOD OF PLAY FOR LEASED GAMING MACHINES" filed concurrently
herewith having the same inventor.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
or may contain material subject to copyright protection. The
copyright owner has no objection to the reproduction of the patent
document or the patent disclosure in exactly the form it appears in
the Patent and Trademark Office patent file or records, but
otherwise reserves all copyright rights.
FIELD OF THE INVENTION
[0003] The invention relates to casino gaming machines and methods
and, more particularly, to player operated gaming machines and
methods having player attraction features.
BACKGROUND OF THE INVENTION
[0004] Casino operators have been long concerned with losing
revenue when gaming machines sit idle. Each gaming machine occupies
a footprint on the casino floor and casino operators desire that
each gaming machine achieve a certain level of revenue return. One
traditional factor used by casino operators to measure revenue
return is the win per unit (WPU) per day. Gaming machines having a
WPU above a certain amount may cause a casino to acquire more of
these gaming machines whereas having a WPU below may cause the
casino to remove them.
[0005] Attraction features have been used by casinos to encourage
players to play idle gaming machines. One feature is to incorporate
advertising or promotions into the audio and visual components of a
gaming machine to attract potential players to sit and play the
gaming machine so as to increase revenue to the casino. From the
casino's viewpoint such advertising and promotions also provides an
additional source of revenue for the idle gaming machine. Some
players, however, upon seeing such advertising may shy away from
playing these idle gaming machines believing them to be "cold"
(i.e., not winning). A continuing need exists for new attraction
games to encourage play of idle gaming machines especially those
gaming machines that have remained idle for some period of
time.
[0006] Casino operators using a network are also able to access an
individual gaming machine to download multi-themed base games,
change the payback percentages and change other game criteria based
on time of day, seasons, holidays, new games, new themes, etc. In
some states, payback percentages may be changed if the gaming
machine is idle for a time (such as 4 minutes) and then the machine
must remain idle after the change for another period of time (such
as 4 minutes). Further, the screen of the gaming machine should
inform players of the change in configuration. A need exists to
provide an attraction game that plays in parallel with any
conventional downloadable themed base game and that does not
interfere with the play of or the payback percentages for such a
multi-themed base game.
[0007] Manufacturers may lease gaming machines to casinos and some
manufacturers base the lease on a share of the wagers made on the
gaming machine. From the viewpoint of such manufacturers, a
continuing need also exists for new attraction games to encourage
play of leased idle gaming machines.
[0008] From the viewpoint of players, most simply want to sit at a
gaming machine and win. Some players may ask casino personnel which
gaming machines are "hot." Or, some players may drift from idle
gaming machine to idle gaming machine and insert a wager to see if
the gaming machine is "hot" or "cold". Often, such drifting players
do not even sit at the idle gaming machine and may remain standing
to place a few wagers and see what happens. After a few plays of
not winning, the player may decide that the gaming machine is cold
and drift to another gaming machine. But, after a few plays of
winning, even small amounts, the player may sit at the gaming
machine believing that the gaming machine is "hot" or at least
"warm." Gaming machines use random number generators and so the
player's feeling that a machine is hot, warm or cold may be more
psychological than based in fact. A further need exists to provide
an attraction game that is hidden, without providing any audible or
visible indications, so that the drifting player becomes convinced
that the base game of the idle gaming machine is "warm" or
"hot."
[0009] A final need exists for an attraction game that is universal
with most conventional gaming machines, that does not change base
game play and the odds associated with such play, any aesthetic
feature of the conventional gaming machine or that the existence of
the attraction game cannot be easily determined by the player.
SUMMARY OF THE INVENTION
[0010] The invention addresses the aforesaid needs by providing a
hidden universal player attraction game and method of play in the
gaming machine. The attraction game of the invention is universal
in that it can be retrofitted into existing gaming machines or
installed into new or restored gaming machines. The attraction game
of the invention is hidden in that the player is not made aware of
the existence of the attraction game and it is difficult for a
player to determine its existence. The attraction game provides
attraction game outcomes corresponding to base game outcomes so the
player believes that only the base game is being played.
[0011] From the viewpoint of the casino and/or the manufacturer,
and when the attraction game of the invention is activated, the
gaming machine does not primarily generate revenue so the gaming
machine is still considered idle with respect to revenue
generation. The attraction game of the invention uses the initial
wagers to generally fund immediate winning outcomes with payback to
the player. This immediate payback may convince the player that the
base game of the gaming machine is warm or hot and to remain seated
and continue to wager even though the attraction game is over.
[0012] From the viewpoint of a player who decides to play an idle
machine, the player receives immediate wins and may decide to sit
and play the base game after the attraction game is over. An idle
gaming machine must be idle for a determined time period before the
attraction game is activated for play. As play of the base game
occurs in parallel with play of the attraction game (within the
game machine and not apparent to players), when any base game
outcome with a higher win occurs, the player receives the higher
base game win and play of the attraction game is over. To
accomplish this, both the attraction game and the base game are
simultaneously run with their outcomes compared internally in the
gaming machine during the time the attraction game plays. In other
words, play of the base game with its payback percentages are
unaffected and the player receives any higher base game awards.
[0013] The method of the invention provides a hidden attraction
game unknowingly played by a player in a gaming machine
conventionally having a base game with a base game pay table. The
player believes he/she is playing the conventional base game as the
attraction game is hidden. An idle time commences when the last
game play of the gaming machine occurred such as when a cash out
signal was activated by a player. Whenever a new wager is detected
and after a determined period of idle time has elapsed, the
attraction game, unknown to the player, commences play in the
gaming machine for a set number of successive wagers with a goal to
immediately award the player with wins so the player believes the
gaming machine is warm or hot. For each successive wager in the
play of the attraction game, an attraction game outcome is shown in
the display resulting in an attraction award from a hidden
attraction pay table. However, each attraction game outcome with
its attraction award corresponds to a base game outcome in the
conventional base game pay table having a low value base game
award. End of play for the hidden attraction game occurs upon
completion of the set number of successive wagers. At the end of
play of the attraction game, a value corresponding to the sum of
the attraction awards awarded as wins during the set number of
successive wagers mostly equals a value corresponding to the sum of
the set number of successive wagers made which achieves the
intended result of the invention: i.e., play of the hidden
attraction game appears to the player to be play of the base game
with base game outcomes and base game wins and the player is not
aware of playing the separate attraction game.
[0014] The method of the invention may also provide, for each
successive wager in play of the attraction game, the conventional
random base game outcome with a base game award from the base game
pay table with each attraction play outcome. The processor compares
internally in the gaming machine the provided attraction game award
to the randomly provided base game award and displays to the player
the provided attraction game outcome as a win and makes the
attraction award to the player when the amount of the provided
attraction award differs by a relative value relationship (e.g., is
equal to or greater than) to the randomly provided base game award.
If not, then the base game award is awarded (e.g., when the base
game award is greater than the attraction award). Play of the
attraction game in response to displaying the randomly provided
base game outcome then ends. The simultaneous play of the
attraction game and the base game (unknown to the player), provides
game fairness in that, in the event the conventional base game
provides a higher win, the player receives it.
[0015] The gaming machine of the invention provides in a memory a
conventional base game and its pay table. The memory also contains
the hidden attraction game with its pay table. The hidden game pay
table contains only hidden attraction game outcomes/awards that
correspond to base game pay table outcomes having low value awards.
The processor in the gaming machine is operatively connected to at
least a display, a wager detector, a random number generator and
the memory. The processor determines whether a wager has occurred
after a determined period of idle time since last game play of the
gaming machine. If so, the processor plays, internally in the
gaming machine, both the hidden attraction game and the
conventional base game for each of a set number of successive
wagers. The processor displays the attraction game outcomes with
their attraction awards when each attraction award differs by a
relative value relationship over the value of the base game award
for each of the set number of successive wagers. Otherwise, the
processor displays the first base game outcome and base game award
that is higher, based on the relative value relationship to the
attraction award. The processor ends play of the hidden attraction
game when the set number of successive wagers has been made or when
the first base game outcome with base game award is displayed.
[0016] The summary set forth above does not limit the teachings of
the invention especially as to variations and other embodiments of
the invention as more fully set out in the following description
taken in connection with the accompanying drawings, which
illustrate by way of example, the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 is an illustration showing an electronic gaming
machine of the invention and its various input/output devices.
[0018] FIG. 2 is a block diagram of the system of the invention
showing the components and the interconnection of the
components.
[0019] FIG. 3 is a functional flow chart showing the method of play
for one embodiment of the attraction game of the invention.
[0020] FIG. 4A is an illustration showing an idle gaming machine
receiving a wager after a determined period of idle time has
occurred thereby allowing play of the attraction game of the
invention.
[0021] FIG. 4B is an illustration showing that the determined
period of idle time of FIG. 4A is randomly selected from a range of
times.
[0022] FIG. 5 is an example of selected portions of a base game pay
table.
[0023] FIG. 6 is the example of an attraction game pay table of the
invention having outcomes and payoffs corresponding to some of the
base game outcomes with lower awards shown in FIG. 5.
[0024] FIG. 7 is an illustration showing attraction game play in a
first static outcome embodiment of the invention.
[0025] FIG. 8 is an illustration showing attraction game play in a
second random outcome embodiment of the invention.
[0026] FIG. 9 is an illustration showing attraction game play in a
third mapped outcome embodiment of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0027] The gaming machine 10 of the invention is shown in FIG. 1
having a cabinet 20, a touch display 30 on the cabinet 20, a
cashless ticket input 40 (T/I), a cashless ticket output 42 (T/O),
a currency input 44 (MONEY), and a player card input 46. The
machine 10 also has a "max bet" button 50; individual bet buttons
such the "bet 2" and "bet 1" buttons 52 and 54; and a cash out
button 60. A speaker(s) 70 is provided in the cabinet 20. Credit,
bet, and paid displays 80, 82, and 84 are also provided separately
as shown or may be incorporated into display 30. An optional bonus
game 90 with a display 92 may also be provided. In FIG. 1, the
cabinet 20 can be upright or slanted so that a player can be seated
to play the game (not shown). All of the above components are
conventional to casino gaming machines and the use and operation of
each component individually and together are well known. The
various components shown are just one embodiment and many
conventional design variations are available except for the display
of the hidden attraction outcomes 110 of the invention. The casino
gaming machine 10 provides conventional base game 222 play with
outcomes 100 in display 30 or the hidden universal player
attraction game 230 play with outcomes 110 of the invention.
[0028] The system components 200 are more functionally shown in the
block diagram of FIG. 2. A processor 210 is shown which provides
operational control. The processor 210 is conventional and may also
be termed a micro-processor, a central processing unit (CPU), a
controller, etc. The processor 210 has an internal clock 202 (shown
separately for convenience) and is connected to a system memory 220
(which contains the base game software 222 and the attraction game
software 230 of the invention) and to a random number generator
(RNG) 240. The system memory 220 stores the operating software for
the gaming machine 10 such as control instructions; any necessary
data, inputs and outputs necessary for implementing game play of
the base game 222 and the software for the hidden universal player
attraction game 230. The system memory 220 is conventional and may
use random access memory (RAM) and read only memory (ROM). The RNG
240 may be a separate component as shown and/or may be software
within the memory 220. The processor 210 under control of the
attraction game software 230 of the invention provides attraction
game outcomes 110 in display 30 which may, for example, be a
winning outcome (or in another embodiment at least one losing
outcome with a no value award) according to an attraction pay table
600 in memory 220. The processor 210 may also interface through a
conventional network card 250 to a conventional network 252 which
can be a progressive gaming controller, a casino management
computer, etc. With respect to FIG. 1, the processor 210 connects
with the touch screen display 30; the optional bonus game 90; a
wager detection device 270 (e.g., ticket in 40, currency in 44, bet
buttons 50, 52, and 54, credit display 80, bet display 82, etc.);
play input device 280 (e.g., the max bet button 50, a play touch
input on the screen 30, etc.); audio/visual (A/V) outputs 260 (such
as speakers 70, lights, etc.); and a payoff mechanism 290 (e.g.,
credit display 80; ticket out 42, cash out 60, paid display 84,
etc.). The processor 210 is shown to have two-way communication
with all system components, but this depends on the system 200
actually used. All of the system components 200 (except the hidden
universal player attraction game software 230 of the invention) are
conventionally available either individually or together from a
number of different sources. Again, the various components shown
are just one functional embodiment and many conventional design
variations for gaming platforms are available to implement the
attraction game of the invention and its various embodiments and
variations. For example, U.S. Pat. No. 7,908,169 B2 in FIG. 12
shows a block diagram of the electronic components of a gaming
machine using an input/output circuit 158 connected to the
microprocessor 154 and various other components (control panel 66,
display 70, etc.).
[0029] The hidden universal player attraction game 230 of the
invention is universal in that it can be used in most gaming
machines as set forth above. The term "attraction game" is used
herein as a name for the hidden universal player attraction game
described herein and any name for the invention herein may be used.
The term "base game play" is used in its conventional sense
referring to play of a base game 222 in the gaming machine in
response to a wager made by a player. As mentioned in the
Background section, some players may drift from gaming machine to
gaming machine looking for a warm or hot gaming machine. Drifters
usually wager and if no win occurs may move on to a next gaming
machine.
[0030] The attraction game 230 works in conjunction with base game
only when a gaming machine 10 has sat idle for some time. The term
"idle" means the state of a gaming machine when it is not being
played. In FIG. 3, the method used in one embodiment of the
invention is set forth. A player makes a wager at gaming machine 10
which is sensed in step 300 in the wager detector 270 by the
processor 210. With this event, the gaming machine 10 is no longer
idle. In step 310, the processor determines whether the gaming
machine was idle long enough (a determined period of idle time) in
order to activate the attraction game software 230 in memory
220.
[0031] In FIG. 4A, the processor 210 using internal clock 202 in
step 310 determines how long gaming machine 10 has been idle based
on the time of detecting the wager, Tw. If time Tw is greater than
or equal to a determined period of idle activation time, Td, the
attraction game is activated. If time Tw is less than the
determined time, Td, then the attraction game 110 is not activated
in step 310 as the gaming machine 10 has not been idle long enough.
The activation time, Td, can be any suitable idle time duration as
determined by the casino operator (and/or the manufacturer) for a
particular gaming machine 10. For example, Td can be 4 hours. The
determined time, Td, can also be changed over the network 252 at
any time by the operator. As shown in FIG. 4B, a further variation
provides the processor 210 to first randomly choose a determined
period of time, Td, from a range of times between T1 and Tk. For
example, Td can be randomly selected by the processor 210 using the
RNG 240 from a set of hours such as {3, 4, 5, 6}. This helps
minimize predictability of the existence of the attraction game 230
as the determined time Td randomly varies. A gaming machine 10
becomes initially idle, Ti, which can be based on a time when an
event occurs such as when the cash out button 60 is pushed, when a
cashless ticket is printed by T/O 42, the end of the last game
played, etc. Any suitable event in the gaming machine 10, can be
used to establish a start time when the machine becomes initially
idle, Ti. The determined time, Td, can be actually determined at
any suitable event by the processor 210 using internal clock 202
such as when time T1 occurs, when time Tw occurs, etc. The
attraction game 230 is played only when the detection of the wager
occurs after the determined period of time, Td. The term "after`
means herein either "at the time Td" or "after the time Td."
[0032] In FIG. 3, the processor 210 determines that a wager has
been inputted in step 300. In step 310, the processor 210
determines whether the time of the wager, Tw, is greater than (or
equal to) the determined period time, Td. If Tw is less than Td,
then step 320 is entered and normal play of the base game 222 in
the gaming machine 10 occurs as the gaming machine 10 has not been
idle long enough. Hence, if the player sits and wagers each new
base game 222, the steps 300, 310, and 320 just cycle and the
player plays the conventional base game in the gaming machine 10.
Base game 222 playing in step 320 will reset Ti as the gaming
machine is no longer idle. If the gaming machine 10 has sat idle
long enough that the time of wager, Tw, is greater than or equal to
the determined period of time, Td, then step 330 is entered and the
attraction game 230 activates.
[0033] In step 330, the processor 210 determines which wager of a
set number, n, of attraction game successive wagers has occurred.
When the first wager made (Tw) by a player occurs in step 300, and
the attraction game becomes activated in step 310, then the first
wager is number "one" of the successive wagers. The set number, n,
can be a fixed number, a variable number based on idle time or a
random number picked in a range or any combination. The set number,
n, can be a fixed number for all play such as 5 in which case the
attraction game can only exist for five successive wagers causing
the attraction game to end 335 (after the sixth wager is placed)
and base game 222 play to resume in step 320. The set number, n,
can be a variable number based on a variable such as when Tw occurs
such as 3 successive wagers for a gaming machine idle for 2 hours,
4 successive wagers for a machine idle for 6 hours, and 5
successive wagers for a machine idle for greater than 8 hours. Any
variable relationship between a number, n, and idle time (i.e.,
when Tw is placed) can be used herein. The set number, n, can be a
random number selected by the processor in step 330 in a range of
numbers such as randomly selecting a number from a set (e.g., {3,
4, 5}). Selecting a number, n, from a set adds further
unpredictability to the attraction game 230. Or, any combination of
the above could be used such as: randomly picking the number, n,
from the following sets: idle time of 2 hours {2, 3, 4}; idle time
of 6 hours {3, 4, 5, 6} and idle time greater than 8 hours {3, 4,
5, 6, 7}. Any variation of the above could be utilized in the
teachings of the present invention. Whenever, step 330 determines
that n plus 1 successive wagers in the attraction game have
occurred, then attraction game play ends 335 and the base game 222
is played 320. Otherwise, the attraction game 230 continues in step
340.
[0034] The hidden attraction game 230 has a separate pay table 600
of awards which is used for the set number of successive wagers
discussed above. The purpose of the hidden attraction game 230 is
to convince the player to sit and play the idle gaming machine 10
by providing winning outcomes 110 in display 30 for each of the set
number n of successive wagers.
[0035] The attraction game software 230 will not interfere with
normal play of the base game in the gaming machine 10 during the
set number of successive wagers. In operation of one embodiment of
the invention, both the attraction game 230 and the base game 222
are played internally (unknown to the player) in response to each
of the set number of successive wagers. In step 340, the processor
210 internally in the gaming machine provides both a conventional
random base game 222 outcome with a game award GA for base game 222
play (but not displayed) and a random attraction game outcome with
an attraction award AA for the attraction game 230 (but not
displayed) in response to the wager in.
[0036] The processor 210 compares in step 350, the outcomes/awards
from the base game 222 and from the attraction game 230. If the
base game outcome provides an award, GA, greater than (or in a
variation greater than or equal to) the attraction game outcome
provided award, AA, then step 335 is entered and the attraction
game ends. The player receives the base game outcome 100 in display
30 in step 320 and the base game award GA. Assume the following as
an extreme example in step 350 in response to the second successive
wager in 390: normal base game 222 play internally to the gaming
machine results in a winning outcome of 777 with a game award, GA,
of $10,000 which is much greater than any attraction outcome with
an attraction award, AA. In this extreme example, step 335
(attraction game play ends) is entered from step 350 and the player
receives 320 the $10,000 GA in the display 30. Steps 340 and 350
assure that the player receives fair play in playing the gaming
machine. When the internal parallel the base game play provides a
base game award GA greater than (or in a variation greater than or
equal to) the attraction award AA in the internal attraction game
outcome, the player receives it. When this occurs the gaming
machine 10 is no longer idle and the attraction game 230 ends in
step 335. In the extreme example above, the next wager 300 by the
player follows steps 300, 310 and 320 without the attraction game
230 being activated.
[0037] As mentioned, in step 350, the processor 210 internally
compares the random base game outcome award GA to the random
attraction game outcome award AA for each of the set number n of
successive wagers. Another illustration of this is shown in FIGS. 5
and 6 for a 3 coin-in wager. This illustration is not meant to
limit the teachings of the invention. FIG. 5 is an example of a
conventional base game pay table 500 in memory 220. This is also
visually shown to the player of the gaming machine 10. In base game
222 play, the processor 210 conventionally uses a random number
from RNG 240 to provide a base game outcome. In FIG. 5, a losing
base game outcome results in a zero or null award whereas a
specific winning outcome results in a base game award GA (e.g., a
"2 cherry" outcome results in a 2 coin payoff for a 3 coin wager).
The base game pay table 500 is conventional and has predetermined
hit probabilities for each outcome (not shown). For example, the
pay table 500 of FIG. 5 may have the lowest hit probability for
"7771$10,000" of 0.000001 and may have the highest hit frequency of
"all lose outcomes/0 coins" of 0.825. The design of pay tables and
hit probabilities is well known and varies from base game 222 to
base game 222. FIG. 5 is only an illustration.
[0038] The attraction game pay table 600 for this illustration is
shown in FIG. 6 and uses certain of the lower award winning
outcomes (and in a variation at least one losing outcome) from the
base game pay table 500 of FIG. 5. FIG. 6 uses the base game
outcomes corresponding to low value awards of 6 coins or less of
FIG. 5. The attraction game software 230 uses certain outcomes of
the base game so the player is not aware that the attraction game
230 exists or is being played. The attraction pay table 600
comprises a subset of the base game pay table outcomes
corresponding to the lower awards of the base table pay table. The
attraction pay table 600 of FIG. 6 while using the low award
outcomes of FIG. 5 does not use the base game probabilities as the
intended purpose of the invention is to convince the player that
he/she is receiving low value base game outcome awards during
successive wagering.
[0039] In the illustration of FIGS. 5 and 6 and in step 340, the
processor 210 conventionally provides internally both a random base
game outcome with a base game award GA and also an attraction game
outcome with an attraction award AA. The player does not see this
in the display 30 and does not know about this occurrence. In a
first example, assume the base game outcome is a "losing outcome"
(GA=0 coins) and the attraction game outcome is "3 blanks" (AA=3
coins). In step 350, the processor 210 compares and determines GA
is less than AA and step 360 is entered. In step 360, the
attraction game outcome 110 is displayed by the processor 210 in
display 30 and the player receives the attraction award AA of 3
coins. This may encourage the player to sit and play.
[0040] In FIG. 3, after the attraction award AA is made 360, the
player has the option to cash out in step 370 and end 380 play of
the gaming machine. While this is possible, it is expected that a
player generally winning at the gaming machine 10 during the
attraction game 230 will continue play with the player making the
next successive wager 390 in the attraction game until the next
wager 390 exceeds the set number n in step 330 causing the
attraction game to end 335. Any further wagering and play only
occurs in the base game 320.
[0041] The method of the invention in one embodiment (without
comparison 350 to an internal base game outcome) is summarized as
follows. The attraction game 230 of the invention is played in a
gaming machine 10 having a conventional base game 222 with a base
game pay table 500. An idle time period is determined Td from when
the last game play Ti of the gaming machine 10 occurred by
processor 210 such as, in one variation, when a cash out signal was
issued by the cash out button 60. When a wager is detected 300 in
device 270 at time Tw by the processor 210 and after a determined
period of idle time (Td) 310, the attraction game 230 commences
play 340 in display 30 for a set number n of successive wagers 330.
The detected wager 300 is the first of the successive number of
wagers. For each other successive wager 300 in the play of the
attraction game, the method under control of the processor 210 (1)
provides an attraction game outcome 110 in the display 30 with an
attraction award AA from an attraction pay table 600 (each
attraction game outcome with the attraction award AA corresponding
to an outcome in the base game pay table 500 having a low value
base game award) and (2) awards the provided attraction award AA to
the player in the display 30. End of play 335 for the attraction
game occurs upon completion of the set number of successive wagers.
At the end of play of the attraction game 230 based upon the n
successive wagers, a value corresponding to the sum of the
attraction awards awarded AA during the set number n of successive
wagers mostly equals a value corresponding to the sum of the set
number of successive wagers made which achieves the intended result
of the invention: i.e., play of the attraction game 230 appears to
a player of the gaming machine to be successive winning play of the
base game and obtaining base game outcomes with base game awards
and not the separate play of an attraction game. The invention uses
attraction outcomes/awards identically corresponding to base game
outcomes/awards having lower values.
[0042] The method of the invention in a second embodiment (with
comparison 350 to the internal base game outcome) is as above for
the first embodiment, but further providing a random base game
outcome with a base game award from the base game pay table 500
with each attraction play outcome internally and under control of
the processor 210 using the random number generator 240. The
processor 210 compares 350 the provided attraction game award AA to
the randomly provided base game award GA and displays the provided
attraction game outcome 110 in display 30 and then makes the
attraction award AA to the player when the amount of the provided
attraction award AA differs by a relative value relationship over
the randomly provided base game award GA. The term "relative value
relationship" (RVR) herein means a relative value of "greater than"
or "greater than and equal to" depending on the design of the
attraction game.
[0043] Otherwise, when the amount of the provided attraction award
AA does not differ by the relative value relationship over the
randomly provided base game award GA, the processor 210 displays
the randomly provided base game outcome 100 in display 30 and then
makes the base game award GA to the player. For example, if RVR is
"greater than", then the base game award GA is only awarded when
the attraction game award AA is "less than or equal" to the base
award GA. For example, if the RVR is "greater than or equal to",
then the base game award GA is only awarded when the attraction
game award AA is "less than" the base award GA. Play of the
attraction game in response to displaying the randomly provided
base game outcome then ends.
[0044] The following works through several examples of the play of
the attraction game 230 using the illustrated pay tables of FIGS. 5
and 6.
[0045] FIG. 7 sets forth the random selection 730 by the processor
210 of one static attraction game outcome/award schedule 740 from a
set {1, 2, . . . j} of different outcome/award pay schedules 720
designed for one set of n successive wagers randomly selected 710
from a range of values 700. Each static outcome schedule in the set
720 is designed to return the value of all n successive wagers back
to the player when n wagers have been made. In the example of FIG.
7 assume the processor has randomly selected 710 using RNG 240 the
value of n=4 from a range 700 of values {n=3, n=4, n=5, n=6} in
step 330. This illustration in FIG. 7 is based on the set number of
successive wagers being 4 with a wager of 3 coins. The RVR is
"greater than or equal to." The processor 210 in step 340 randomly
selects 730 static schedule f (pay table 740) from the set 720 of
different schedules all designed for n=4. Different sets of
schedules exist for each different number n in the plurality of
values 700. Schedule 740 provides static attraction game outcomes
based on the pay table awards of FIG. 5 for each of the four
successive wagers in the attraction game 110. In step 350, the
processor 210 compares 350 the outcomes/awards from schedule 740 to
each of the random base game outcomes 750 produced in response to
each wager. For wager n=1, the comparison is step 350 results in
the attraction game outcome "3 blanks" being selected and displayed
in display 30 paying the player an award AA of 3 coins. For wager
2, the comparison results in an attraction game outcome "1 cherry"
being displayed and paying the player 1 coin. At this stage, the
player has wagered a total of 6 coins in and has been paid back 4
coins. The "delta" column shows a difference of 2 coins (6 coins
wagered minus 4 coins paid). For wager 3, the comparison results in
the attraction game outcome "2 cherries" and an award AA of 2
coins, the "delta" is now 3 coins (9 coins wagered minus 6 coins
paid). For the final wager of the attraction game (n=4), the
current 3 coin wager plus the "delta" coin amount must be paid so
the outcome "3 bars" is displayed with an AA award of 6. This
brings the delta coins down to zero (12 coins wagered minus 12
coins paid). In this example, all of the random base game outcomes
and awards GA were "less than" (all are null or zero values) than
the static attraction game awards AA. That is, each attraction
award AA differed by the relative value relationship (RVR is
"greater than or equal to") over the randomly provided base game
award GA.
[0046] In a first static embodiment of FIG. 7, the attraction game
230 is required to pay back all coins wagered during the set number
n of successive wagers to the player based on a static outcome
schedule randomly selected from a group of static outcome schedules
720. Each static outcome schedule is pre-designed to be different,
but each contains a subset of base game outcomes/awards. All wagers
made by the player during the attraction game are paid back for
each schedule in set 720. From the viewpoint of the casino, the
gaming machine during the attraction game play is still idle as to
revenue. From the viewpoint of the player, the machine is getting
warm or hot as the player is receiving low value awards. Although
each static schedule 740 is pre-designed, it's selection 730 is
random as is the random selection 710 of the set number n. This
makes it difficult for a player to ascertain the existence of a
static attraction pay table used to play the attraction game 110.
In variations, each random selection 710, 730 may or may not be
used or only one schedule may be provided.
[0047] In a variation, the casino (manufacturer) may want to pay
more coins back to the player over the n successive wagers to
heighten player interest (e.g., 12 coins wagered, 18 coins paid) so
each static outcome schedule 740 in a set can be so designed. In
another variation, the casino (manufacturer) may want to be paid
(e.g., 12 coins wagered, 11 coins paid to player and 1 coin to
casino). And, the player may seek a cash out in step 370 at a point
where the "delta" has coins. For example, the player decides to
cash out after the third wager where the "delta" has 3 coins. The
player can receive a surprise bonus payout of 3 credits with
celebration upon cash out. Or, the delta coins can be retained by
the casino in the gaming machine 10 with no player benefit. A
number of different variations can be designed into the random
static schedules for this embodiment of the attraction game
110.
[0048] In FIG. 7, whenever the attraction award does not differ by
the relative value relationship, the comparison in step 350 results
in the base game outcome 100 displayed in display 30 with an award
GA. The attraction game is over and the next wager-in plays 320 the
base game. Should "delta" coins exist at this event, these coins in
different variations can be paid as a surprise bonus or retained by
the gaming machine, etc.
[0049] In a second random example relating to the embodiment of
FIG. 8, each attraction game outcome/award AA is randomly selected
by the processor 210 using the RNG 240 in step 340 from attraction
pay table 600 of FIG. 6 in response to each wager-in of the n
successive limited wagers. In the example of FIG. 8, n=5 and the
wager is 3 coins. The RVR is "greater than or equal." In response
to wager 1, the randomly selected attraction outcome is "2
cherries" having an AA of 2 coins which is compared 350 to the
randomly selected base game "lose" outcome with a GA of 0 coins.
The attraction outcome 110 is higher and displayed in display 30
with an award AA of 2 coins (delta is 1 coin). In response to wager
2, the randomly selected attraction outcome is "3 blanks" having an
AA of 3 coins which is internally compared 350 to the randomly
selected base game outcome of "2 cherries" with a GA of 2 coins.
The attraction outcome 110 is higher and displayed in display 30
with an award AA of 3 coins (delta is 1 coin). In response to wager
3, the randomly selected attraction outcome is "1 cherry" having an
AA of 1 coin which is compared 350 to the randomly selected base
game outcome of "lose" with a GA of 0 coins. The attraction outcome
110 is higher and displayed in display 30 with an award AA of 1
coin (delta is 3 coins). In response to wager 4, the randomly
selected attraction outcome is "3 bars" having an AA of 6 coins
which is compared 350 to the randomly selected base game outcome "3
blanks" with a GA of 3 coins. The attraction outcome 110 is higher
and displayed in display 30 with an award AA of 6 coins (delta is 0
coins). In response to wager 5, the randomly selected attraction
outcome is "3 blanks" having an AA of 3 coins which is compared 350
to the randomly selected base game outcome of "lose" with a GA of 0
coins. The attraction outcome 110 is higher and displayed in
display 30 with an award AA of 6 coins (delta is 0 coins). That is,
each attraction award AA differed by the relative value
relationship (RVR is "greater than or equal to") over the randomly
provided base game award GA. The example of FIG. 8 randomly results
in a delta difference of zero when n wagers have been played. If a
delta difference greater than zero remains at wager n, it can be
treated as a bonus pay out to the player or retained by the
machine. If the delta difference is negative, the lose is absorbed
by the gaming machine. The attraction outcomes above are randomly
selected and any hit probability such as 0.25 for each attraction
outcome in pay table 600 can be used. Any suitable probability can
be used and each outcome can have a different probability. While
FIG. 6 does not show a "lose" outcome, the attraction pay table 600
could be designed with at least one.
[0050] In a third mapping embodiment, the processor 210 using the
RNG 240 can randomly select at least attraction outcome/awards AA
for n=1 through n=n-1 wagers as done above in FIG. 8. However, to
provide a full return of the value of all successive wagers so that
"delta" is zero at the nth successive wager, the processor 210 can
map the last attraction outcome/award AA for at least the nth wager
so that a delta difference of zero is obtained. As shown in FIG. 9,
at wager n-2, the delta difference is 1 coin. The processor
randomly selects the attraction outcomes from n=1 through n=n-2.
The player wagers, at wager n-1, 3 coins and receives a random
attraction outcome "1 cherry" and an award AA of 1 coin. This
causes the delta difference to increase by 2 coins to a value of 3.
For the n wager of 3 coins, the processor 210 does not randomly
select the attraction outcome, but looks up 900 in the attraction
pay table 600 for an attraction outcome that provides the delta
difference of 3 coins: (e.g., "3 blanks"). This looked-up outcome
is then displayed 910 in display 30 and the player receives the "3
blanks" outcome and 3 coins in pay out. The delta difference
becomes zero. The player has been paid back all coins wagered
during the n wagers through this mapping process. The mapping
process can also start at n-2, etc. Through game design, the pay
table 500 values in the base game 222 can be designed with low
value payout combinations to accomplish this mapping process to
result in a delta of zero in response to the wager n. For example,
providing base game outcomes having GAs of: 1, 2, 3, 4, 5, 6 coins
which would provide attraction outcomes having awards AA of: 1, 2,
3, 4, 5, 6 coins. In a variation of mapping, whenever a random
attraction outcome results in a "delta" value greater than the
largest AA in the attraction pay table, then that attraction
outcome is not used and an attraction outcome is selected by the
processor that brings the "delta" value down to at least the
largest AA.
[0051] Three embodiments have been discussed above for FIGS. 7
(static), 8 (random), and 9 (mapping) and variations thereof to
provide pay back that mostly equals the wagers made during play of
the attraction game. This results in a drifting, or any player,
playing a clearly idle machine and then being attracted to it
through a series of successive winning outcomes and associated
awards Ms. The player is not made aware that an attraction game is
being played as all play outcomes displayed correspond to outcomes
and awards for the base game pay table. Based on the randomness
built into the attraction game 230 of selecting the idle time
before playing the attraction game, the number of successive wagers
n and displaying the attraction outcomes, the player would find it
difficult to ascertain play of the attraction game 230 from play of
the base game 222. As a result, the player may think the base game
222 is warm or hot and continue playing the actual base game.
[0052] The term "mostly equals" is defined herein to at least mean,
but ins not limited to: (1) equal (the value of all attraction
awards awarded equals the value of all successive wagers made); (2)
within plus or minus the value of one wager (the value of all
attraction awards awarded equals within a range of plus or minus
one wager of the value of all successive wagers made); or (3)
within plus or minus one unit of the wager. For example, if the
wager is 3 coins and the set number n is 5 successive wagers, then
the total value wagered is the sum of the set number of wagers made
or 15 coins, the term "mostly equal" would be for the above mean:
(1) the sum of all attraction awards awarded for the 5 successive
wagers equals a value of 15 coins awarded; (2) the sum of all
attraction awards awarded for the 5 successive wagers would be a
value in a range of 12 coins to 18 coins (15 coins plus or minus
one wager); or (3) as the wager is 3 coins, a unit is 1 coin, the
sum of all attraction awards awarded for the 5 successive wagers
would be a value in a range of 14 to 16 coins (15 coins plus or
minus one coin).
[0053] In summary, the gaming machine 10 of the invention provides
in a memory 220 a conventional base game 222 and its pay table 500.
The memory 220 also contains the hidden attraction game 230 with
its pay table 600. The hidden game pay table 600 contains only
hidden attraction game outcomes/awards that correspond to base game
pay table 500 outcomes having low value awards. The processor 210
in the gaming machine 10 is operatively connected to at least a
display 30, a wager detector 270, a random number generator 240 and
the memory 220. The processor 10 detects a wager 300 and determines
310 whether the wager has occurred Tw after a determined period of
idle time Td since the time last game play Ti of the gaming
machine. If so, the processor 210 plays 340 both the hidden
attraction game 230 and the conventional base game 222 for each of
a set number of successive wagers. The processor 210 displays the
attraction game outcomes 100 with their attraction awards AA when
each said attraction award AA differs by a relative value
relationship, RVR, over the value of the base game award GA for
each of the set number of successive wagers. Otherwise, the
processor 210 displays the first base game outcome and base game
award that is higher, based on the relative value relationship to
the attraction award. The processor 210 ends play 335 of the hidden
attraction game 230 when the set number of successive wagers has
been made 330 or when the first base game outcome with base game
award is displayed 350.
[0054] The above disclosure sets forth several basic embodiments of
the invention described in detail with respect to the accompanying
drawings with a number of variations discussed. While the above
disclosure uses a three reel, single pay line base game outcome for
illustration purposes, the invention applies to multi-reel,
multi-pay line base games where a player may play one or more pay
lines with one or more bets per pay line. A max bet would wager the
largest bet for all pay lines. Generally, wagering on multiple pay
lines in one base game play is comparable to wagering on a series
of single pay lines in successive multiple base game plays.
[0055] Certain precise values have been utilized in the
specification to illustrate and provide examples for the invention.
However, these values do not limit the scope of the claimed
invention and thus variations can occur.
[0056] It is noted that the terms "preferable" and "preferably,"
are given their common definitions and are not utilized herein to
limit the scope of the claimed disclosure. Rather, these terms are
intended to highlight alternative or additional features that may
or may not be utilized in a particular embodiment of the present
disclosure.
[0057] For the purposes of describing and defining the present
disclosure it is noted that the term "substantially" and "mostly"
are given their common definition and it is utilized herein to
represent the inherent degree of uncertainty that may be attributed
to any other representation. The term "whereby" is used herein to
only express the intended purpose or result of the claimed
invention and is not used to limit the claims herein.
[0058] Those skilled in this art will appreciate that various
changes, modifications, and other embodiments could be practiced
under the teachings of the invention without departing from the
scope of this invention as set forth in the following claims or in
claims in applications claiming priority to this application.
* * * * *