U.S. patent application number 13/223085 was filed with the patent office on 2013-02-28 for game of skill with wagering components.
This patent application is currently assigned to MULTIMEDIA GAMES, INC.. The applicant listed for this patent is James Michael Dominello, Darren Michael Schueller, Rodney Lynn Willyard. Invention is credited to James Michael Dominello, Darren Michael Schueller, Rodney Lynn Willyard.
Application Number | 20130053118 13/223085 |
Document ID | / |
Family ID | 47744477 |
Filed Date | 2013-02-28 |
United States Patent
Application |
20130053118 |
Kind Code |
A1 |
Schueller; Darren Michael ;
et al. |
February 28, 2013 |
Game of Skill with Wagering Components
Abstract
An article of manufacture includes a computer readable medium
and computer-executable instructions carried on the computer
readable medium. The instructions are readable by a processor. The
instructions, when read and executed, cause the processor to
present a game of skill including at least one goal associated with
a portion of the game, accept a wager for a randomized prize,
conduct a randomized selection process to determine the randomized
prize, provide interactive control of the game of skill to a user
in response to the wager, and determine whether the goals has been
successfully accomplished by the user.
Inventors: |
Schueller; Darren Michael;
(Austin, TX) ; Willyard; Rodney Lynn; (Austin,
TX) ; Dominello; James Michael; (Austin, TX) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Schueller; Darren Michael
Willyard; Rodney Lynn
Dominello; James Michael |
Austin
Austin
Austin |
TX
TX
TX |
US
US
US |
|
|
Assignee: |
MULTIMEDIA GAMES, INC.
Austin
TX
|
Family ID: |
47744477 |
Appl. No.: |
13/223085 |
Filed: |
August 31, 2011 |
Current U.S.
Class: |
463/17 ; 463/19;
463/25; 463/27 |
Current CPC
Class: |
G07F 17/3237 20130101;
G07F 17/3218 20130101; G07F 17/3223 20130101; G07F 17/3295
20130101; G07F 17/3258 20130101 |
Class at
Publication: |
463/17 ; 463/25;
463/19; 463/27 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An article of manufacture, comprising: a computer readable
medium; and computer-executable instructions carried on the
computer readable medium, the instructions readable by a processor,
the instructions, when read and executed, for causing the processor
to: present a game of skill in response to accepting a wager, the
game of skill including at least one goal associated with a portion
of the game; provide interactive control of the game of skill to a
user in response to the wager; determine whether the goal has been
successfully accomplished by the user; determine a randomized prize
in response to the wager; provide the randomized prize to a user of
the game if the goal has been successfully accomplished; not
provide some or all of the randomized prize to the user if the goal
has not been successfully accomplished; and deposit some or all of
the portion of the randomized prize not provided to the user in an
accumulator.
2. The article of claim 1, wherein the accumulator includes a
progressive payout.
3. The article of claim 1, further comprising instructions for
causing the processor to load a user profile of a user of the game
of skill.
4. The article of claim 3, further comprising instructions for
causing the processor to award non-monetary rewards to the user
profile, based on the play of the game of skill.
5. The article of claim 4, further comprising instructions for
causing the processor to provide redemption options for
non-monetary rewards.
6. The article of claim 3, further comprising instructions for
causing the processor to add the results of playing the game to the
user profile.
7. The article of claim 1, further comprising instructions for
causing the processor to unlock additional portions of the game if
the goal has been successfully accomplished.
8. The article of claim 1, wherein the determining a randomized
prize includes a bingo game.
9. The article of claim 1, wherein determining a randomized prize
includes a lottery drawing.
10. The article of claim 1, wherein determining a randomized prize
includes looking up the randomized prize from a prize table.
11. The article of claim 1, wherein: determining a randomized prize
includes looking up the randomized prize from a prize table; and
the prize table includes accumulated randomized prizes from
previous wagers in the accumulator.
12. The article of claim 11, wherein: the wager is made on an
electronic gaming machine; and the accumulated randomized prizes in
the accumulator are associated with previous wagers from the same
electronic gaming machine.
13. The article of claim 11, wherein: the wager is made on a first
electronic gaming machine; the accumulated randomized prizes in the
accumulator are associated with one or more second electronic
gaming machines; and the first electronic gaming machine and the
second electronic gaming machines reside within the same gaming
network.
14. The article of claim 11, wherein: the processor is configured
to accept wagers associated with a set of games including the game
of skill; and the accumulated randomized prizes in the accumulator
are associated with previous wagers from the same game of
skill.
15. The article of claim 11, wherein: the processor is configured
to accept wagers associated with a set of portions of the game; and
the accumulated randomized prizes in the accumulator are associated
with previous wagers from the same portion of the game.
16. An electronic device, comprising: a computer-readable medium; a
processor coupled to the computer-readable medium; a display; one
or more input/output controls; an accumulator stored in the
computer-readable medium; instructions readable by the processor
and stored on the computer-readable medium, the instructions, when
read and executed, causing the processor to: accept a wager through
the input/output controls; present a game of skill on the display
in response to the wager, the game including a goal associated with
a portion of the game; in response to the wager, provide
interactive control of the game to a user through the display and
input/output controls; determine whether the goal has been
successfully accomplished; conduct a randomized selection process
to determine a randomized prize; provide the randomized prize to
the user if the goal has been successfully accomplished; not
provide some or all of the randomized prize to the user if the goal
has not been successfully accomplished; and add some or all of the
portions of the randomized prize not awarded to the user to the
accumulator.
17. The electronic device of claim 16, wherein the accumulator
includes a progressive payout.
18. The electronic device of claim 16, further comprising
instructions for causing the processor to load a user profile of a
user of the game of skill based on input received through the
input/output controls.
19. The electronic device of claim 18, further comprising
instructions for causing the processor to award non-monetary
rewards to the user profile, based on the play of the game of
skill.
20. The electronic device of claim 19, further comprising
instructions for causing the processor to provide redemption
options for non-monetary rewards.
21. The electronic device of claim 18, further comprising
instructions for causing the processor to add the results of
playing the game to the user profile.
22. The electronic device of claim 16, further comprising
instructions for causing the processor to unlock additional
portions of the game if the goal has been successfully
accomplished.
23. The electronic device of claim 16, wherein the randomized
selection process includes a bingo game.
24. The electronic device of claim 16, wherein the randomized
selection process includes a lottery drawing.
25. The electronic device of claim 16, wherein the randomized
selection process includes looking up the randomized prize from a
prize table.
26. The electronic device of claim 16, wherein: the randomized
selection process includes looking up the randomized prize from a
prize table; and the prize table includes accumulated randomized
prizes from previous wagers in the accumulator.
27. The electronic device of claim 26, wherein: the wager is made
on an electronic gaming machine; and the accumulated randomized
prizes in the accumulator are associated with previous wagers from
the same electronic gaming machine.
28. The electronic device of claim 26, wherein: the wager is made
on a first electronic gaming machine; the accumulated randomized
prizes in the accumulator are associated with one or more second
electronic gaming machines; and the first electronic gaming machine
and the second electronic gaming machines reside within the same
gaming network.
29. The electronic device of claim 26, wherein: the processor is
configured to accept wagers associated with a set of games
including the game of skill; and the accumulated randomized prizes
in the accumulator are associated with previous wagers from the
same game of skill.
30. The electronic device of claim 26, wherein: the processor is
configured to accept wagers associated with a set of portions of
the game; and the accumulated randomized prizes in the accumulator
are associated with previous wagers from the same portion of the
game.
31. A method for providing skill game play with wagering
components, comprising: accepting a wager; presenting a game of
skill on a display in response to the wager, the game including a
goal associated with a portion of the game; in response to the
wager, providing interactive control of the game to a user through
the display and input/output controls; determining whether the goal
has been successfully accomplished. conducting a randomized
selection process to determine a randomized prize; providing the
randomized prize to the user if the goal has been successfully
accomplished; not awarding some or all of the randomized prize to
the user if the goal has not been successfully accomplished; and
adding some or all of the parts of the randomized prize not awarded
to the user to an accumulator.
32. The method of claim 31, wherein the accumulator includes a
progressive payout.
33. The method of claim 31, further comprising loading a user
profile of the user of the game of skill based on input received
through the input/output controls.
34. The method of claim 33, further comprising awarding one or more
non-monetary rewards to the user profile, based on the play of the
game of skill.
35. The method of claim 34, further comprising providing redemption
options for the non-monetary rewards.
36. The method of claim 33, further comprising adding the results
of playing the game to the user profile.
37. The method of claim 31, further comprising unlocking additional
portions of the game if the goal has been successfully
accomplished.
38. The method of claim 31, wherein the randomized selection
process includes a bingo game.
39. The method of claim 31, wherein the randomized selection
process includes a lottery drawing.
40. The method of claim 31, wherein the randomized selection
process includes looking up the randomized prize from a prize
table.
41. The electronic device of claim 31, wherein: the randomized
selection process includes looking up the randomized prize from a
prize table; and the prize table includes accumulated randomized
prizes from previous wagers in the accumulator.
42. The electronic device of claim 41, wherein: the wager is made
on an electronic gaming machine; and the accumulated randomized
prizes in the accumulator are associated with previous wagers from
the same electronic gaming machine.
43. The electronic device of claim 41, wherein: the wager is made
on a first electronic gaming machine; the accumulated randomized
prizes in the accumulator are associated with one or more second
electronic gaming machines; and the first electronic gaming machine
and the second electronic gaming machines reside within the same
gaming network.
44. The electronic device of claim 41, further comprising accepting
wagers associated with a set of games including the game of skill,
wherein the accumulated randomized prizes in the accumulator are
associated with previous wagers from the same game of skill.
45. The electronic device of claim 41, further comprising accepting
wagers associated with a set of portions of the game, and wherein
the accumulated randomized prizes in the accumulator are associated
with previous wagers from the same portion of the game.
Description
TECHNICAL FIELD OF THE INVENTION
[0001] The present invention relates generally to gaming systems,
machines, and methods used to provide wagering games, and, more
particularly, to a game of skill with wagering components.
BACKGROUND
[0002] Gaming systems, machines, and methods used to provide
wagering games may be electronically implemented by mechanisms akin
to traditional slot machines. These may be referred to as "slot
machines" because they commonly show the result of a wager by
displaying reels of symbols or empty spaces, and indicating a
payout based on particular alignments or combinations of the
symbols or empty spaces. In an electronic slot machine, the results
may be determined by generating a random number to select a payout
from a set or range of possible payouts.
[0003] Gaming systems, machines, and methods used to provide
wagering games may be electronically implemented by instant lottery
systems. These may be referred to as "video lottery" systems
because they commonly show the result of a play in the lottery game
on a video display device at the player terminal. In an electronic
lottery gaming system, the results may be identified by a set of
electronic lottery records. The set of electronic lottery records
may be analogous to a set of printed paper lottery game tickets.
Individual lottery game play records may be assigned from the set
of electronic lottery game play records in some random order in
response to requests for plays in the lottery game. The result
defined by an assigned electronic lottery game play record may be
displayed at an electronic lottery player station rather than on a
printed lottery ticket. As in traditional paper lotteries, the
rules by which the set of lottery records is created for an
electronic lottery game determines the overall prize distribution
for the game. For example, an electronic lottery game set may
include one million records, with one record associated with the
top prize, ten records associated with a next highest prize, and so
forth throughout all of the potential results available in the
lottery game set.
[0004] Gaming systems, machines, and methods used to provide
wagering games may be electronically implemented by predetermined
cards or displays and include a number of designations randomly
arranged in a grid, matrix, or other layout of locations. The may
be referred to as "bingo" systems. The game board or display may be
represented by a data structure which defines a representation
having various card or display locations and designations
associated with the locations. For example, in a traditional bingo
game sequence, a number of the predetermined bingo cards are first
sold for a particular bingo game. After the sale of bingo cards is
closed for a given game, designations are randomly selected from a
pool of available designations and matched to the designations on
each bingo card that is in play in the bingo game. This matching of
bingo designations randomly selected for a game and bingo
designations associated with a bingo card in play in the game may
be referred to as daubing the card.
SUMMARY
[0005] In one embodiment, an article of manufacture includes a
computer readable medium and computer-executable instructions
carried on the computer readable medium. The instructions are
readable by a processor. The instructions, when read and executed,
cause the processor to present a game of skill including at least
one goal associated with a portion of the game, accept a wager for
a randomized prize, conduct a randomized selection process to
determine the randomized prize, provide interactive control of the
game of skill to a user in response to the wager, and determine
whether the goals has been successfully accomplished by the
user.
[0006] In another embodiment, an electronic device includes a
computer-readable medium, a processor coupled to the
computer-readable medium, a display, one or more input/output
controls, and instructions readable by the processor and stored on
the computer-readable medium. The instructions, when read and
executed, cause the processor to present a game of skill on the
display, the game including a goal associated with a portion of the
game, accept a wager through the input/output controls, the wager
for a randomized prize, conduct a randomized selection process to
determine the randomized prize, in response to the wager provide
interactive control of the game to a user through the display and
input/output controls, and determine whether the goals have been
successfully accomplished.
[0007] In yet another embodiment, a method for providing skill game
play with wagering components includes presenting a game of skill
on a display, accepting a wager for a randomized prize, conducting
a randomized selection process to determine the randomized prize,
in response to the wager providing interactive control of the game
to a user through the display and input/output controls, and
determining whether the a goal have been successfully accomplished.
The game includes the goal and it is associated with a portion of
the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] For a more complete understanding of the present invention
and its features and advantages, reference is now made to the
following description, taken in conjunction with the accompanying
drawings, in which:
[0009] FIG. 1 is an example embodiment of a system for a game of
skill with wagering components;
[0010] FIG. 2 is a more detailed illustration of an example system
for a game of skill with wagering components, illustrating
generation of randomized prize;
[0011] FIGS. 3A-3E are an example screens of a display of an
electronic gaming machine during operation of a system for a game
of skill with wagering components;
[0012] FIG. 4 is an example embodiment of a method of interfacing
with a user to provide a game of skill with wagering components;
and
[0013] FIG. 5 is an example embodiment of a method of determining a
prize to a user to playing a game of skill with wagering
components.
DETAILED DESCRIPTION
[0014] FIG. 1 is an example embodiment of a system 100 for a game
of skill with wagering components. System 100 may include an
electronic gaming machine ("EGM") 102 communicatively coupled to a
gaming server 104 and/or an affinity server 106. EGM 102 may be
configured for providing a skill game 110 to a user, who may play
the skill game 110 in combination with placing a wager through a
wager application 112. In one embodiment, system 100 may be
configured to provide a randomized prize associated with the wager
made through wager application 112 based upon whether or not a
portion of skill game 110 is successfully completed. In another
embodiment, system 100 may be configured to provide a randomized
prize associated with the wager without regard to whether a portion
of skill game 110 is successfully completed.
[0015] EGM 102 may be implemented in any suitable manner according
to the teachings of this disclosure. EGM 102 may be implemented,
for example, in an electronic device such as a portable device,
tablet device, mobile device, traditional wagering game cabinet, or
arcade gaming cabinet. EGM 102 may include a processor 118 coupled
to a memory 120. Processor 118 may be configured to execute
different logic or instructions stored in memory 120. Processor 118
may be coupled to one or more displays 116 and input/output ("I/O")
114. EGM 102 may include any suitable display 116 and I/O 114. For
example, display 116 may include a display of a portable device,
tablet device, mobile device, or game cabinet. I/O 114 may include
one or more buttons, switches, a touch screen panel, joysticks,
levers, trackballs, or any other suitable I/O mechanisms. Although
system 100 is illustrated having a single EGM 102, system 100 may
include more EGMs networked together through gaming server 104.
Such EGMs may make up a bank of gaming devices in, for example, a
casino or part of a casino. In one embodiment, one or more EGMs of
system 100 may include portable or similar devices that may be
checked out from a kiosk in a casino. In another embodiment, one or
more EGMs of system 100 may include player-owned mobile devices
which may install gaming applications and be usable within the
premises of a casino. In yet another embodiment, gaming application
108 may be executed on a remote memory of a machine other than EGM
102, such as gaming server 104, and EGM 102 may be configured to
act as a thin client for displaying gaming application 108 while
offloading some or all of the processing required, for example, for
skill game 110 or wager application 112.
[0016] Although system 100 is illustrated having an EGM 102
communicatively coupled to a gaming server 104, wherein the gaming
server 104 contains several mechanisms for conducting game play
such as network wager application 124, accumulator 128, or skill
game server application 126, in various embodiments one or more of
the components of gaming server 104 as described may be implemented
by or on EGM 102. In one embodiment, all wagering computation,
payouts, or determinations may be conducted on EGM 102. In another
embodiment, all skill game computations, awards, or determinations
may be conducted on EGM 102. In such embodiments, EGM 102 may be
configured to function as a stand-alone machine. In such
embodiments, EGM 102 may be configured to connect to a server such
as gaming server 104 for activities such as reporting, but not in
order to conduct individual skill games and/or wagers.
[0017] Processors 118, 130, 138 may comprise, for example a
microprocessor, microcontroller, digital signal processor (DSP),
application specific integrated circuit (ASIC), or any other
digital or analog circuitry configured to interpret and/or execute
program instructions and/or process data. In some embodiments,
processors 118, 130, 138 may interpret and/or execute program
instructions and/or process data stored in memories 120, 132, 140.
Memories 120, 132, 140 may be configured in part or whole as
application memory, system memory, or both. Memories 120, 132, 140
may include any system, device, or apparatus configured to hold
and/or house one or more memory modules. Each memory module may
include any system, device or apparatus configured to retain
program instructions and/or data for a period of time (e.g.,
computer-readable media).
[0018] EGM 102 may include a gaming application 108 including skill
and wagering components. Such a gaming application 108 may include
a skill game 110 and a wager application 112. Skill game 110 and
applications 108, 112 may be implemented in any suitable mechanism,
such as an application, script, module, shared library, function,
or routine. Skill game 110 and wager application 112 may be
implemented in the same or separate applications. For example,
skill game 110 may include a stand-alone skill game capable of
being used outside a wagering application, and may be augmented by
wager application 112 to be used for wagering purposes. In another
example, skill game 110 may include built-in wagering components.
Some portions or functions of skill game 110 may be implemented by
wager application 112, or vice-versa.
[0019] Skill game 110 may be configured to present one or more
games of skill to a user of EGM 102. Such a skill game 110 may
include any one of a host of games wherein successful play is
primarily accorded to the mental, reflex, physical, or other
ability of the player. Such successful play may be contrasted with
games in which successful play is primarily accorded to random
chance, such as many traditional casino games such as bingo, slot
machines, Blackjack, craps, roulette, etc. Such games may primarily
depend on chance even when optimally played by a user. Skill game
110 may include, for example, sports-simulation games, racing
games, trivia games, action games, shooter games, physics games,
word games, puzzle games, adventure or role-playing games, pinball,
arcade games, strategy games, simulation games, board games, or
rhythm games. Skill game 110 may include games known outside of a
wagering context. Skill game 110 may include one or more randomized
aspects of the game, such as the movement of an enemy within the
game. However, a player of skill game 110 may be able to adapt to
the random aspects of the game, depending upon the skill of the
player.
[0020] Skill game 110 may be divided into one or more levels,
objectives, or other subdivisions. Skill game 110 may be episodic
in nature. As such, skill game 110 may be configured to unlock such
levels, objections, or other subdivisions of game play depending
upon prior successful completion of previous subdivisions. The game
play of skill game 110 may progress towards the completion of a
storyline or overall game accomplishment. The subdivisions of game
play within skill game 110 may be designed according to a desired
combination of wagering and length of skill game 110 play. The
subdivision of game play of skill game 110 may depend upon the
specific skill game 110. For example, a subdivision of game play
may include completing a single level within the game, defeating a
certain opponent, reaching the end of a time period with or without
a certain core, answering questions successfully, or solving a
puzzle. In one embodiment, a skill game 110 may include games in
which a given subdivision of skill game 110 may be completed with
perfect play by the player.
[0021] Skill game 110 may be configured to award points,
progression levels, achievements, or other recognition for
successful activities within skill game 110. Such skill game 110
points may be awarded, tracked, accrued, or redeemed separately
from wagers placed upon game play of EGM 102.
[0022] EGM 102 may include features for traditional casino gaming
actions, such as adding money for wagering, picking a certain
number of credits or money to wager, cashing out deposited credits
or money, or calling an attendant. EGM 102 may include more than
one skill game 110. Skill game 110 may be preloaded into EGM 102 or
may be downloaded or streamed from a server. EGM 102 may display a
choice of skill games 110. Each skill game 110 may have a
demonstration mode by which a user may preview the game play,
goals, or possible prize levels of the game. Within a skill game
110, a user may be able to select from one or more levels to
play.
[0023] EGM 102 may include a login function to login to a user
account. Such a user account may include tracking of wagering
and/or game play within skill game 110.
[0024] Wager application 112 may be configured to enable a user of
EGM 102 to place a wager. Wager application 112 may be configured
to require a wager before skill game 110 proceeds with game play.
Skill game 110 may be configured to allow a user to attempt or play
a defined set or number of subdivisions of skill game 110 for a
given wager. Wager application 112 may be configured to determine a
randomized prize for a given wager. Wager application 112 may be
configured to determine such a randomized prize by accessing gaming
server 104. Such a randomized prize may be implemented by any
suitable mechanism of casino wagering and randomized prizes, for
example, those used in slot machines, bingo games, Class II or
Class III devices. In one embodiment, wager application 112 may be
configured to only pay the randomized prize to the user upon the
successful completion of a subdivision of game play of skill game
110. In such an embodiment, wager application 112 may determine
whether the player has successfully accomplished a subdivision of
skill game 110 before awarding the randomized prize to the user. In
another embodiment, wager application 112 may be configured to pay
the randomized prize to the user upon the successful or
unsuccessful completion of a subdivision of game play of skill game
110. After termination of a finite amount of play in skill game
110, wager application 112 may be configured to require an
additional wager before skill game 110 allows a user to make
additional plays in skill game 110.
[0025] Wager application 112, alone or in combination with other
applications for evaluating wagers, may be configured to accept
payment from a user, keep track of the available funds or credits
with which to play, and provide indications to the user of prizes
or payouts received as a result of wagering. Wager application 112
may be configured to cash out a balance of a user's available
funds. The funds used to wager may be represented in currency,
credits, or any other suitable unit.
[0026] Gaming server 104 may be configured to communicate with
gaming application 108 to facilitate skill game 110 play or
wagering through wager application 112. Gaming server 104 may
include a processor 130 coupled to a memory 132. Processor 130 may
be configured to execute logic for components of gaming server 104
such as network wager application 124, skill game server
application 126, and accumulator 128.
[0027] Network wager application 124 may be communicatively coupled
to various EGMs such as EGM 102, and configured to monitor wagering
occurring at each such EGM 102. In one embodiment, network wager
application 124 may be configured to conduct randomized prize
determinations on behalf of wager application 112. For example,
network wager application 124 may be configured to conduct a bingo
game to determine potential prizes to a given EGM 102. In another
embodiment, such prize determinations may be made in wager
application 112 itself. Network wager application 124 may be
configured to determine whether or not to award prizes resulting
from wagers on the basis of, for example, success in skill game
110. Unawarded prizes, or portions thereof, may be added by network
wager application 124 to accumulator 128. Accumulator 128 may be
organized by unawarded prizes based on source machine, source
network, source game, or source game subdivision. Network wager
application 124 may be configured to award prizes based on a
randomized event, such as a bingo game or random number generator
and payout table, in combination with a randomized amount of funds
accumulated in accumulator 128. Thus, network wager application 124
may be configured to provide a progressive gaming scheme.
[0028] Skill game server application 126 may be communicatively
coupled to various EGMs such as EGM 102 and configured to monitor
or facilitate skill game play occurring at each such EGM 102. For
example, skill games 110 requiring head-to-head competition between
EGMs may be coordinated by skill game server application 126. Skill
game server application 126 may be configured to determine winners,
placings, and skill game points among multiple players. Some games,
such as a trivia game, may be played among many players in a given
location, and thus skill game server application 126 may award
skill game points based on the total number of competitors. Skill
game server application 126 may be communicatively coupled to
accumulator 128 and may be configured to determine for a given
skill game 110 an available accumulator value to be displayed to a
user of EGM 102. Skill game server application 126 may be
configured to display a leaderboard or rankings of players at a
given location, within a specified group, or from a larger
geographic area. Skill game server application 126 may identify
players according to user names or handles picked by the players
when setting up a login account for the skill game 110.
[0029] Accumulator 128 may include an application, record,
database, or other mechanism for storing unawarded prizes. Prizes
may be unawarded because, for example, a player failed to complete
a specified goal on a subdivision of skill game 110, and thus was
not awarded a prize based on an associated wager. Thus, accumulator
128 may include, a randomized prize such as money or credits that
were previously unawarded due to a failure to complete a given
subdivision of skill game 110 play. Accumulator 128 may include
wagers that failed to yield a prize due to a randomized process
that determined that no prize would be awarded. Such unsuccessful
wagers may be included as part of a progressive gaming scheme.
Network wager application 124 may be configured to add value to
accumulator 124 when a randomized prize is less than a wager placed
by a user of EGM 102, or upon a failure of the user to complete a
given subdivision of skill game 110 play. Network wager application
124 may be configured to generate a randomized prize for a wager
based upon the wager and upon a value of accumulator 128.
Accumulator 128 may include accumulated values associated with
skill games for an entire casino, an individual skill game 110,
individual subdivisions of play within the skill game 110, an
individual EGM 102, or an entire network of EGMs within a casino or
larger geographic area. A skill game 110 may be configured to
display the value of accumulator 128 for a given game or game play
subdivision as an incentive for players to attempt the game or game
play subdivision.
[0030] In various embodiments, some portions or functionality of
gaming server 104 may be implemented within an individual EGM 102,
or vice-versa. For example, in embodiments, where an accumulator is
based on individual EGMs, portions of network wager application 124
for determining randomized prizes, accumulator 128, and portions of
skill game server application 126 for accessing accumulator 128 may
be implemented within EGM 102.
[0031] Affinity server 106 may be communicatively coupled to gaming
server 104 and/or EGM 102. Affinity server 106 may include a
processor 138 coupled to a memory 140. Processor 138 may be
configured to execute logic for components of affinity server 106
such as affinity server application 136. Although a single affinity
server 106 is shown, the functionality of affinity server 106 may
be implemented in or more servers maintained by various entities.
For example, a skill game entity may maintain a skill game affinity
server, and a casino entity may maintain a wagering affinity
server.
[0032] Affinity server 106 may be configured to store and retrieve
information about skill game 110 play itself, wagering associated
with skill game 110 play, and the user of EGM 102. Affinity server
application 136 may be configured to communicate with gaming
application 108, network wager application 124, and skill game
server application 126 to determine such information. For example,
EGM 102 may be configured to facilitate a user logging in. In one
embodiment, such a log-in may be associated with a casino hosting
EGM 102 and may be facilitated by, for example, swiping a magnetic
card provided by the casino to the player for affinity wagering
purposes. The amount, time, or results of wagering may be logged by
wager application 112 and sent to affinity server application 136,
whereupon the information is stored in a wagering database 144.
Based on the accumulated wagering of the player as stored in
wagering database 144, an entity may, for example, market to the
player, offer the player incentives, discounts, free plays, or
complimentary goods or services.
[0033] In another embodiment, login information may be associated
with a skill game 110, network of skill games 110, or a source of
skill games 110. In such an embodiment, use of skill game 110 may
be tracked by skill game 110 reporting usage to affinity server
106, wherein the information may be stored in skill game database
142. Such login information may be associated with a user account,
wherein a user's success within one or more skill games themselves
may be tracked. For example, a user's scores, accomplished levels,
achievements, or other indications of game play within skill game
110 may be recorded and be accessible at a later time when a player
returns to play a skill game 110 again. The progression of a user
within a given skill game 110, or across more than one skill game,
may be defined by defined structures or achievement levels. A user
may be awarded virtual goods based upon successful game play,
scores, or accomplishments. Based upon information about the game
play within skill game 110, an entity operating system 100 may
market to the player or otherwise offer the player incentives,
discounts, free plays, or complimentary goods or services. For
example, accumulated points or virtual goods from game play in
skill game 110 may be redeemed for real goods and services, or for
other affinity points or virtual goods. For a given casino, region,
or wider area, users may be ranked and such rankings may be
displayed by EGM 102 or associated machinery. Skill game 110
tracking of a given user may be made independent of the location at
which the user plays; thus, a user may, for example, enter another
casino and play the same skill game 110 and continue to add to the
player's scores and achievements.
[0034] In yet another embodiment, information about a user's
wagering on an EGM and associated skill game play may be linked by
affinity server 106. Reward points, promotions, and other
incentives or awards may be exchanged between wagering and skill
game affinity schemes. For example, complimentary goods or services
may be earned by a player by a combination of wagering history and
by achieving a rank within skill game 110 play at a given casino
location.
[0035] Affinity server 106, gaming server 104, and EGM 102 may be
communicatively coupled by one or more networks such as network
122. Network 122 may include any suitable type or kind of networks
for communicating between affinity server 106, gaming server 104,
and EGM 102, such as: the Internet, an intranet,
wide-area-networks, local-area-networks, back-haul-networks,
peer-to-peer-networks, or any combination thereof.
[0036] FIG. 2 is a more detailed illustration of an example system
for a game of skill with wagering components, illustrating
generation of randomized prizes. Wager application 112 may be
configured to accept a wager 202 to enable play of skill game 110
and to enable generation of randomized prizes by network wager
application 124. Skill game 110 may be configured to not commence
game play until a wager 202 is received by wager application 112.
Network wager application 124 may be configured to not commence
generation of a prize until a wager 202 is received by wager
application 112. Wager application 112 may be configured to send
wagering information to affinity server 106.
[0037] Skill game 110 may be configured to execute a subdivision of
game play and determine whether the player successfully completed
the subdivision of game play. Skill game 110 may be configured to
communicate the results to network wager application 124 and
affinity server 106.
[0038] In one embodiment, a randomized prize is awarded to a player
of skill game 110 is made regardless of whether a subdivision of
game play of skill game 110 is accomplished. In such an embodiment,
network wager application 124 may calculate a randomized prize and
award the prize regardless of the results of skill game 110. In
another embodiment, awarding a randomized prize to a player of
skill game 110 is only made if a subdivision of game play of skill
game 110 is accomplished. In such an embodiment, network wager
application 124 may calculate a randomized prize independently of
whether the subdivision of skill game 110 is completed. If skill
game 110 is not successfully completed, some or all of the
calculated prize may not be paid to the player. Some or all of the
unawarded prize, due to a failure in skill game 110, may be
deposited into accumulator 128.
[0039] Network wager application 124 may be configured to determine
a randomized prize such as a number of credits of money in any
suitable way. For example, network wager application 124 may
include a random number generator 204 to randomly select values
from a pay table. In such an example, EGM 102 may be configured to
operate in a similar fashion to traditional slot machines in terms
of picking a prize to awarded to a player. Network wager
application 124 and other functions of gaming server 104 may be
configured to be executed within EGM 102. In another example,
network wager application 124 may include a random number generator
204 as part of a lottery-style prize scheme. In yet another
example, network wager application 124 may assign bingo cards to
various EGMs, conduct a real or virtual ball drop, the various EGMs
may daub their bingo cards, and network wager application 124 may
determine a winner among the EGMs and assign a prize to the winner.
The random number created by random number generator 204 may be
used to look up a prize in pay table 206. Pay table 206 may include
one or more tables, records, or any other suitable structure for
determining a randomized prize. The pay table 206 selected may
depend upon the wager 202 selected by the user. For example, pay
tables 206 with higher payouts may be selected if a larger wager
202 is selected by the end user.
[0040] Pay table 206 may include one or more entries associated
with accumulated, unawarded prizes for a specific machine, group of
machines, skill game, skill game subdivision, location, or
combination thereof. Players may be incentivized to play particular
skill games 110 or particular subdivisions of skill games 110 in
order to win a larger accumulated value. Pay table 206 may be
configured to access accumulator 128 to determine accumulated
unawarded prizes available for any such combination of machine,
game, or subdivision. Accumulator 128 may include, for example,
values of accumulated unawarded prizes for wagers associated with
multiple skill games 110, within a single skill game 110, or with
individual subdivisions of game play within skill game 110.
Accumulator 128 may represent accumulated pots within a given
location such as a casino, within a larger casino chain or
geographic area, or on a given machine. In one embodiment, to
implement awarding prizes from accumulator 128, a single random
number may be generated to look up a prize value within payout
table 206, wherein the payout table 206 includes possible values of
prizes from within accumulator 128. In another embodiment, a random
number may be generated for a first pay table for prizes based upon
wager 202, and a second random number may be generated for a second
pay table for prizes based upon values within accumulator 128.
[0041] After accessing pay table 206, network wager application 124
may determine the prize that may be won by a player of skill game
110. In one embodiment, the prize may be paid to the player of
skill game 110 regardless of the success of the player in a given
subdivision of skill game 110. In such an embodiment, skill game
110 may function as an attractive display for the player without
impact upon the amount that is won or lost through wagering. The
amount won or lost due to wagering is in an added feature to the
skill game 110, but is not dependent upon the outcome of skill game
110. Each subdivision or finite set of subdivisions of game play
110 thus requires a wager, and the player is awarded a prize
determined by network wager application 124.
[0042] In another embodiment, the randomized prize that may be won
by a player of skill game 110 may require successful completion of
a subdivision of skill game 110. Network wager application 124 may
include a payout module 208 configured to determine whether or not
the subdivision of skill game 110 has been successfully completed.
If so, then the randomized prize is awarded to the player. Such an
award of the prize may be made through wager application 112, which
may be configured to keep track of funds, credits and wagers. If
the subdivision of skill game 110 has not been successfully
completed, then payout module 208 may be configured to deposit some
or all of the unawarded prize into accumulator 128.
[0043] The amount of a wager and/or unawarded randomized prize
placed into accumulator 128 may be determined by any suitable
mechanism. In one embodiment, the amount placed into accumulator
128 may be determined by referencing minimum threshold payout
levels. Such payout levels may be set by statute, casino policy, or
other suitable mechanism. Such threshold payout levels dictate
that, over time, a certain amount of the wagers of system 100 must
be paid back to players. Deposit of a certain percentage of the
unawarded prizes--such as unwon credits--from unsuccessful skill
game 110 players into the accumulator may raise the payout level of
system 100 by paying some or all of such unawarded prizes to
subsequent successful skill game 110 players.
[0044] Accumulated values in accumulator 128 may be accumulated and
paid out on a basis of the machines used in wagering. In one
embodiment, accumulated values in accumulator 128 may be based upon
an individual EGM 102. For example, within a given level within a
skill game 110, the accumulated previously unawarded prizes from
previous players of the given level may be stored within
accumulator 128 and associated with the EGM 102. The next player to
successfully complete the given level or other subdivision of skill
game 110 is awarded some or all of the previously unawarded prizes
from unsuccessful players of the given level on the given EGM 102.
The accumulated amount of prizes may or may not be displayed to
attract additional players. In other embodiments, the accumulated
values in accumulator 128 may be based on a group, network, or
region of EGMs 102. In such an embodiment, the next player to
successfully complete a given level or other subdivision of skill
game 110 is awarded some or all of the previously unawarded prizes
from unsuccessfully players of the given level from the group of
EGMs 102. For example, the unawarded prizes for a given level of
skill game 110 within a given casino may be pooled together in
accumulator 128. In another example, the unawarded prizes for a
given level of skill game 110 across a series of casinos within a
country or state may be pooled together in accumulator 128. In such
examples, accumulated pools of unpaid awards may incentivize
competition within the skill game 110.
[0045] Accumulated values in accumulator 128 may be paid out in
varying amounts. In one embodiment, an accumulated value may be
awarded to the next player who, for example, successfully completes
a subdivision of game play of skill game 110. In another
embodiment, accumulated values in accumulator 128 may be paid out
in percentages as part of randomized prizes to various subsequent
successful players. The percentage of payout of an accumulator may
be set by making an adjustment in pay table 206. The total payout
percentage of an EGM 102 or set of EGMs may be adjusted by
adjusting the percentage of payout of an accumulator. For example,
an accumulated payout for a given level of skill game 110 may be a
randomized percentage of the accumulator 128 for the given
level.
[0046] Providing a game of skill with wagering components may
incentivize a player to conduct more wagers by providing an
enjoyable user experience. A player may prefer payout of a wager
conditioned upon the game of skill. A player may prefer the
presentation of a game of skill over a mere game of chance. A
player may be incentivized to play the game of skill with wagering
components in order to unlock additional portions of the game of
skill in order to play the additional portions. A player may be
incentivized to play the game of skill with wager components by
leaderboards, in-game rewards or other recognition. A player may
wish to make attempts in the game of skill wherein an accumulator
includes unsuccessful attempts to accomplish goals in the game of
skill or portions thereof. The player may continue to make attempts
until the prizes accumulated therein are won by defeating the game
of skill. Increased levels of difficulty in the game of skill may
provide challenges to users to aspire to claim higher accumulated
prizes.
[0047] Games of skill may be used as a bonus round to a game of
chance. However, such games may not accomplish one or more benefits
of various embodiments. Such games of chance might be played only
occasionally in association with the game of chance, thus
eliminating benefits and incentives. Further, in many electronic
gaming machines bonus rounds only present an illusion of additional
opportunities to earn additional credits or winnings, wherein the
choices made in the bonus round do not actually determine bonuses
won. Instead, the total amount to be won is determined in
association with the original wager and prize determination. A game
of skill in a bonus round wherein successful completion of a goal
provides no or nominal additional winnings compared to a failure
may fail to provide one or more of the benefits of the various
embodiments. A game of skill functioning only as a bonus to a
wagering game may fail to implement unlocking of additional
portions of the game of skill. In such a case, incentives to
continue playing the game of skill may be decreased because the
game play may be repetitive.
[0048] FIGS. 3A-3E illustrate example screens of display 116 of EGM
102 during operation of system 100. The screens shown in FIGS.
3A-3E are mere examples of possible configuration and content.
Implementation of display 116 during operation of system 100 may
depend upon skill games used, configuration of gaming machines and
payout systems, or any other suitable factor. Display 116 may be
configured to include wagering information from wager application
112, network wager application 124, or affinity server 106, and
skill game information from skill game 110, skill game server
application 126, or affinity server 106.
[0049] FIG. 3A is an example illustration of display 116 at an
example start screen. A user may deposit funds in or otherwise
access funds for the machine. A balance 302 of available funds may
be shown. Display 116 may be configured to provide a login option
304. Login option 304 may be configured to provide subsequent login
capabilities for logging in to a wagering, skill game, or other
profile or account such as those available on affinity sever 106.
If a player is not logged in, game play may still be available, but
performance of the user may not be tracked, and player achievements
or unlocked levels may not be tracked. Display 116 may be
configured to present one or more skill games to be played by the
user through skill game selection buttons 306. Each skill game may
be described by name, image, accumulator values, or any other
suitable information. Each game selection button 306 may be
configured to launch a full or demonstration version of a selected
skill game. As described above, many different skill games may be
included within an EGM 102. For example purposes, display 116 may
be showing options for a golf, basketball, puzzle, adventure, or
trivia game. Display 116 may include a cash out button 308. EGM 102
may be configured to issue a voucher, ticket, tokens, refund
acknowledgment, coins, or any other suitable mechanism of cashing a
player out of an EGM 102.
[0050] FIG. 3B is an example illustration of a display 116 showing
a player profile. Such a player profile may be accessed after
logging in through login option 304. The player profile of display
116 may be accessible outside of EGM 102, such as through a website
or a kiosk, service desk, or other location within a casino.
Display 116 may include an indicator of the player identity 310.
Display 116 may include any suitable information for providing a
user information about past play of skill game 110. For example,
display 116 may include achievements 312, rankings 314, or scores
316 associated with skill games. Each such piece of information may
be tied to particular skill games, subdivisions of skill games, or
locations. For example, achievements 312 may indicate that the user
has hit a hole-in-one in the golf skill game, achieved a
"Triviamaster" level in the trivia game, and completed Level 16 in
the adventure game. Achievements 312 may include one or more
virtual goods that may be associated with the player profile, and
may be displayed, for example, in group leaderboards or while the
player is playing. Rankings 314 may include rankings of the player
at a given location, or across all EGMs providing a skill game 110.
For example, rankings 314 may indicate that the player is the
third-ranked player, out of seven-hundred fifty-two, at the present
casino. Rankings 314 may indicate that across all gaming sites, the
player is ranked 15,731st. Scores may include scores for specific
games or game subdivisions, or an overall rating of the player. For
example, scores 316 may indicate that in the golf game, the player
has scored 420,000 points, and has a course score of "68" at
"Eastside Memorial Course." Display 116 may include a button 318
for redeeming points accumulated in skill games for various prizes.
EGM 102 may be configured to initiate a session with affinity
server 106 upon detecting the user pressing button 318.
[0051] FIG. 3C is an example illustration of a display 116 showing
a skill game screen before play begins. A user may have selected an
individual skill game such as "Golf" from the display 116 of FIG.
3A. Display 116 may include a skill game indication 310, indicating
the skill game 110 and the subdivision of the skill game which is
to be played. A user of display 116 may have previously selected a
given subdivision to play from a list of available or unlocked
options, or may have successfully completed the previous
subdivision. For example, skill game indication 310 may indicate
that the skill game 110 is the "Golf" game, and the subdivision to
be played is the "Big Tree Course--Hole 8 (Par 4)." Display 116 may
include instructions 312 to the user indicating that a wager is
necessary to play the skill game 110. The instructions 312 may be
tailored to the individual type of skill game 110. For example,
instructions 312 may indicate that a wager is necessary to play the
identified hole of the "Golf" game. An accumulated reward value
314, from accumulator 128, may be shown. For example, Hole 8 on the
"Big Tree Course" has accumulated $15,261 to pay out. Display 116
may include wagering options 316 for wagering a certain amount of
available funds or credits, such as one credit, five credits, or
ten credits. Each wagering option 316 may have different odds or
payout structures, which may be presented to the user. Display 116
may include a goal 318 indicating to the user what must be
accomplished within the skill game 110 in order to win the wager.
Such a goal may also indicate in-game bonuses, points, or other
skill game specific rewards. For example, goal 318 may indicated
that the present subdivision--Hole 8--must be completed in four
strokes or less to win the wager and unlock the next hole.
[0052] FIG. 3D is an example illustration of a display 116 showing
a skill game screen during play. Various status indicators 320 may
be used to show the current status of the skill game. For example,
in the "Golf" game the user may be on the third stroke of the hole.
Display 116 may include a game view 322, illustrating the play of
the interactive game which the user is playing. For example, the
game view 322 may illustrate a simulated golf course hole and
golfer controlled by the user using I/O 114, wherein a putt has
just been made to end the hole and thus the subdivision of the game
play of skill game 110. Bonuses 324, 326 of skill game points or
achievements may be awarded based upon play within skill game 110.
Bonus 324 may illustrate points awarded for specific actions within
play of skill game 110, and bonus 326 may illustrate points awarded
for completion of a level of skill game 110. Such points may be
shown in point total 328. Such points may be tracked by
transferring the information to affinity server 106.
[0053] FIG. 3E is an example illustration of a display 116 showing
the results of playing a subdivision of a skill game screen.
Display 116 may include a indication of the goal 328 and whether it
was achieved. For example, "Hole 8" may have been finished by the
player in three strokes, which is less than the maximum of four
strokes. Thus, EGM 102 may be configured to determine that the
player successfully completed the subdivision of skill game 110.
Display 116 may show results 330, which may indicate whether or not
a randomized prize such as additional credits 334 were won as a
result of the wager. Because the winning of additional credits 334
as a prize as a result of the wager is a random event, display 116
may include a presentation 332 to indicate to the user that EGM 102
is picking a random prize for the user. For example, traditional
slot machine spinning wheels may be simulated. The accumulator
indicator 314 may be incremented or decremented accordingly to the
payout configuration and whether a prize will be awarded to the
player. Subsequently, display 116 may be configured allow a user to
press a button 336 to continue to the next subdivision of the game
in a screen similar to FIG. 3C, or a button 338 return to a menu
such as shown in FIG. 3A or 3B.
[0054] If a player has not successfully completed the subdivision
of game play of FIG. 3D, the display 116 of FIG. 3E may indicate an
option to replay the subdivision. In embodiments that do not
require successful completion of the subdivision in order to win
the wager, the display 116 may still indicate the number of credits
334 won by the randomized prize generation.
[0055] In operation, a gaming application 108 may be executing on
an EGM 102 through the execution of a skill game 110 and a wager
application 112. Applications 108, 110, 112 may reside within
memory 120 for execution by processor 118. A user may access EGM
102 through display 116 and I/O 114 to deposit funds for placing a
wager 202 in combination with playing skill game 110. The user may
access login information for skill game or wager tracking purposes.
Such login information may be transferred to affinity server 106.
The user may access and inspect profile information regarding
wagering or skill game play history, and redeem affinity or skill
game points for real or virtual goods and services.
[0056] The user may be presented with skill game 110 choices,
possible subdivisions of game play, and presented values from
accumulator 128 associated with a given EGM 102, skill game 110, or
subdivision of skill game 110. The user may run a demonstration of
the skill game 110. The user may select a skill game 110 and a
subdivision of skill game 110, based on available or unlocked
subdivisions. The subdivisions available to the user may depend
upon the history of skill game 110 play associated with the user.
Skill game 110 or wager application 112 may access accumulator 128
to determine possible prize values, and present the possible values
to the user.
[0057] The user may select an amount to wager. After detecting a
wager 202, wager application 112 may pass wagering information to
network wager application 124 and affinity server 106. The skill
game 110 may be played by the user.
[0058] Network wager application may access accumulator 128 to
determine possible accumulated values for the user to possibly win.
Partial values of accumulator 128 may be selected. Network wager
application 124 may determine, based upon the wager, the EGM 102,
the skill game 110 and subdivision of skill game 110, and/or the
values from accumulator 128 a pay table 206 from which a randomized
prize will be generated. Network wager application 124 may use
random number generator 204 to generate a random number from which
a prize in pay table 206 will be selected. In one embodiment,
network wager application 124 may conduct a bingo game between EGM
102 and other EGMs to determine a bingo winner who will receive a
selected prize from pay table 206. Network wager application 124
may determine a randomized prize from pay table 206 in the form of
funds or credits that are to be won by the user of EGM 102.
[0059] Skill game 110 may communicate with skill game server
application 126 to facilitate any competitive skill game 110
matches with other users of similarly configured EGMs.
[0060] The user may play skill game 110 to completion of a
subdivision of skill game 110. Skill game 110 may award various
skill game points to user during play of the subdivision. Skill
game 110 may award achievements, unlock levels, or provide other
rewards upon the completion of play. Such skill game rewards may be
communicated to affinity server 106.
[0061] If the user has successfully completed a defined goal of the
subdivision of skill game 110, skill game 110 or skill game server
application 126 may communicate such results to network wager
application 124. In one embodiment, network wager application 124
may provide the randomized prize to be awarded--as determined from
pay table 206--to the user via wager application 112 regardless of
whether the user successfully completed the goal. In another
embodiment, network wager application 124 may provide the
randomized prize to the user only if the user successfully
completed the goal. If the user has not successfully completed the
goal, some or all of the randomized prize to be won is instead
returned to accumulator 128 on the same basis in which they were
withdrawn. In any of these embodiments, network wager application
124 may deposit some or all of wager 202 in accumulator 128 if the
prize determined from pay table is less than the wager 202.
[0062] The user may repeat the attempt at the subdivision of the
skill game 110, or select and play another subdivision. Each such
play may require another wager. User may cash out the balance of
credits or funds.
[0063] FIG. 4 is an example embodiment of a method 400 of
interfacing with a user to provide a game of skill with wagering
components. In step 405, available menu options may be displayed
for the user to choose from. Such menu options may include the
ability to login to a user profile, create a profile, add funds,
cash out funds, or any other suitable option. In step 410, if a
user profile has been accessed or created, an affinity server may
be contacted with user and login information. In step 415, user
profile information may be displayed. Such user profile information
may included rankings, achievements, scores, unlocked levels of
various skill games, affinity point rewards, or any other suitable
user profile information. The user may be able to access more
detailed information on any of these topics, or redeem points for
virtual or real goods and services.
[0064] In step 425, a player may be able to remove any funds
deposited or otherwise made available for wagering. In step 430,
available skill games to be played may be displayed. In step 435, a
selection of one of the skill games may be detected and the skill
game launched. A demonstration of the skill game may be presented
to the user. In step 440, available subdivisions of the skill game
may be presented for selection to the user. The available
subdivisions may represent various starting points within the skill
game from which play may begin. The number of available
subdivisions may depend upon historical skill game play by the
user, wherein subdivisions such as levels are unlocked and progress
is saved with the user's profile. A goal required to complete the
subdivision, and possibly win a wager, may be displayed to the
user.
[0065] In step 445, accumulator values reflecting prizes previously
uncollected may be determined for the chosen skill game,
subdivision, and/or gaming machine. The accumulator values may be
displayed to the user as an incentive to choose a given skill game
or subdivision to play. In step 450, a list of wagering options may
be displayed. Wagering options may specify one or more choices of
wagers that may be placed in order to win a prize, such as a
portion of the value of the accumulator. Odds of winning may be
displayed to the user. A wagering option may be required to be
selected before game play may begin.
[0066] In step 455, it may be determined whether a subdivision of a
skill game and a wager have been selected. If the skill game
subdivision and wager have not been selected, then the method may
continue to display such options as performed in step 440, or such
displays may be augmented to remind the user to make a selection of
skill game subdivision or to place a wager. If a skill game
subdivision and wager have been selected, then in step 460 wager
information may be sent to a wager handler to determine an outcome
of the wager, and to an affinity server for tracking wager
placements for the user.
[0067] In step 465, the skill game may be conducted. To conduct the
skill game, an interactive display may be presented to the user,
who may control actions or decisions within the skill game to reach
or complete an objective, which may comprise a subdivision of the
skill game. In step 470, during or after the skill game, points,
achievements, or other rewards may be awarded based on skill game
play. Depending upon whether the user has successfully completed
the subdivision, additional subdivisions may be subsequently
available for play. In step 475, information concerning the
success, failure, score, new subdivisions, or other information
related to skill game play may be transferred to an affinity server
and/or to a wager handler.
[0068] In step 480, a determined prize, based upon at least the
wager, may be received from the wager handler. In one embodiment,
the determined prize may be based upon the success of failure of
skill game play. In another embodiment, the determined prize may be
based upon the size of the accumulator. The determined prize may
include, for example: nothing; a random amount of the presented
accumulator; or any other value as determined by a pay table. In
step 485, results of the prize determination may be displayed to
the user, and the method may repeat by returning to, for example,
step 425, giving the user the option to cash out or play again.
[0069] FIG. 5 is an example embodiment of a method 500 of
determining a randomized prize to a user to playing a game of skill
with wagering components. In step 505, a selected skill game and an
associated subdivision of game play to be played by a user may be
determined. Such a determination may be made by receiving
selections from the user or a gaming application. In step 510, a
value of accumulated unawarded prizes available to be won for the
selected skill game and subdivision may be determined. The value of
accumulated unawarded prizes may also depend upon the gaming
machine or location on which the user wishes to play. Such a
determination may be made by accessing an accumulator. In step 515,
the determined value of accumulated unawarded prizes may be
provided to a user or a gaming application.
[0070] In step 520, a wager placed in association with playing the
subdivision of the skill game may be determined. Such a
determination may be made by receiving selections from the user or
a gaming application. In step 525, a pay table may be accessed to
determine a possible randomized prize to be awarded, such a credit
or currency payout. The pay table and associated possible prize may
be based upon the unawarded prize values in the accumulator, the
wager, the skill game, and/or the location of the gaming machine.
The possible prize may be selected by, for example, a random number
generator. In step 530, the associated possible prize may be
determined.
[0071] In step 535, it may be determined whether the user was
successful in achieving a specified goal in the subdivision of the
skill game. In step 540, it may be determined whether such success
is necessary to receive the determined possible prize. If not, then
in step 550 the prize may be awarded to the user. If so, then in
step 545 it may be determined whether the user successfully
completed the skill game. If so, then in step 550 the prize may be
awarded to the user. If not, then in step 555, some or all of any
unawarded prizes and/or lost wagers may be added to the
accumulator. The method may return to step 505 for repeated
execution.
[0072] Methods 400 and 500 may be implemented using the system of
FIGS. 1-3, or any other system operable to implement methods 400
and 500. As such, the preferred initialization point for methods
400 and 500 and the order of its steps may depend on the
implementation chosen. In some embodiments, some steps may be
optionally omitted, repeated, or combined. In some embodiments,
some steps of methods 400 and 500 may be executed in parallel with
other steps of methods 400 or 500. In certain embodiments, methods
400 and 500 may be implemented partially or fully in software
embodied in computer-readable media.
[0073] For the purposes of this disclosure, computer-readable media
may include any instrumentality or aggregation of instrumentalities
that may retain data and/or instructions for a period of time.
Computer-readable media may include, without limitation, storage
media such as a direct access storage device (e.g., a hard disk
drive or floppy disk), a sequential access storage device (e.g., a
tape disk drive), compact disk, CD-ROM, DVD, random access memory
(RAM), read-only memory (ROM), electrically erasable programmable
read-only memory (EEPROM), and/or flash memory; as well as
communications media such wires, optical fibers, and other
electromagnetic and/or optical carriers; and/or any combination of
the foregoing.
[0074] Although the present disclosure has been described in
detail, it should be understood that various changes,
substitutions, and alterations can be made hereto without departing
from the spirit and the scope of the disclosure as defined by the
appended claims.
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