U.S. patent application number 14/103247 was filed with the patent office on 2014-04-03 for gaming system, gaming device and method providing competitive wagering games.
This patent application is currently assigned to IGT. The applicant listed for this patent is IGT. Invention is credited to Dwayne A. Davis, Palmer A. Dzurella.
Application Number | 20140094267 14/103247 |
Document ID | / |
Family ID | 43220843 |
Filed Date | 2014-04-03 |
United States Patent
Application |
20140094267 |
Kind Code |
A1 |
Davis; Dwayne A. ; et
al. |
April 3, 2014 |
GAMING SYSTEM, GAMING DEVICE AND METHOD PROVIDING COMPETITIVE
WAGERING GAMES
Abstract
The gaming system and method disclosed herein provides a player
with an opportunity to compete against an opponent (either a
virtual opponent or a human opponent). In one embodiment, the
gaming system and method provide a competition game that operates
concurrently with a wagering game. In one embodiment, the
competition game includes a turn-based video game which enables a
player to compete against an opponent. Different generated symbol
combinations for the wagering game represent different game actions
or sequences for the competition game. That is, the symbols or
symbol combinations generated in the wager game determine which
game actions or sequences the gaming system causes to occur for the
competition game. Based on such displayed game actions and
sequences, the disclosed gaming system and method determines
whether the player or the opponent wins that competition for the
competition game.
Inventors: |
Davis; Dwayne A.; (Reno,
NV) ; Dzurella; Palmer A.; (Lenexa, KS) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Assignee: |
IGT
Las Vegas
NV
|
Family ID: |
43220843 |
Appl. No.: |
14/103247 |
Filed: |
December 11, 2013 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
13630501 |
Sep 28, 2012 |
8608542 |
|
|
14103247 |
|
|
|
|
12475084 |
May 29, 2009 |
8292720 |
|
|
13630501 |
|
|
|
|
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/32 20130101; G07F 17/34 20130101; G07F 17/3279
20130101 |
Class at
Publication: |
463/20 |
International
Class: |
G07F 17/34 20060101
G07F017/34 |
Claims
1. A gaming system comprising: at least one display device; at
least one input device; at least one processor; and at least one
memory device which stores a plurality of instructions which when
executed by the at least one processor, cause the at least one
processor to operate with the at least one display device and the
at least one input device to: (a) for each of a first quantity of
at least one play of a first game: (i) determine a first game
symbol combination for a player, and (ii) display any award
associated with the determined first game symbol combination, (b)
for each of the first quantity of at least one play of a second
game: (i) determine a second game symbol combination for an
opponent, wherein said generation occurs independent of any
generated first game symbol combination, and (ii) display any award
associated with the determined second game symbol combination, (c)
display a first competition game action based on at least one of
the generated first game symbol combinations for the player, (d)
display a second competition game action based on at least one of
the generated second game symbol combinations for the opponent, (e)
determine a competition outcome based on the first competition game
action and the second competition game action, and (f) provide the
player any award associated with the determined competition
outcome.
2. The gaming system of claim 1, wherein when executed by the at
least one processor, the plurality of instructions cause the at
least one processor to cause the display of the first competition
game action before the display of the second competition game
action.
3. The gaming system of claim 1, wherein the first quantity of at
least one play of the first game and the first quantity of at least
one play of the second game are included in a first round and an
award associated with the determined competition outcome includes
an advance to a second round.
4. The gaming system of claim 3, wherein the first round and the
second round are associated with different opponents.
5. The gaming system of claim 1, wherein the first quantity of at
least one play includes a plurality of plays.
6. The gaming system of claim 1, wherein at least one of any award
associated with any determined first game symbol combinations, any
award associated with any determined second game symbol
combinations and any award associated with the determined
competition outcome includes at least one of: a progressive award,
a quantity of monetary credits, a quantity of non-monetary credits,
a quantity of promotional credits, and a quantity of player
tracking points.
7. A method of operating a gaming system, said method comprising:
(a) for each of a first quantity of at least one play of a first
game: (i) causing at least one processor to execute a plurality of
instructions to determine a first game symbol combination for a
player, and (ii) causing at least one display device to display any
award associated with the determined first game symbol combination,
(b) for each of the first quantity of at least one play of a second
game: (i) causing the at least one processor to execute the
plurality of instructions to determine a second game symbol
combination for an opponent, wherein said generation occurs
independent of any generated first game symbol combination, and
(ii) causing the at least one display device to display any award
associated with the determined second game symbol combination, (c)
causing the at least one display device to display a first
competition game action based on at least one of the generated
first game symbol combinations for the player, (d) causing the at
least one display device to display a second competition game
action based on at least one of the generated second game symbol
combinations for the opponent, (e) causing the at least one
processor to execute the plurality of instructions to determine a
competition outcome based on the first competition game action and
the second competition game action, and (f) providing the player
any award associated with the determined competition outcome.
8. The method of claim 7, which includes causing the at least one
display device to display of the first competition game action
before the display of the second competition game action.
9. The method of claim 7, wherein the first quantity of at least
one play of the first game and the first quantity of at least one
play of the second game are included in a first round and an award
associated with the determined competition outcome includes an
advance to a second round.
10. The method of claim 9, wherein the first round and the second
round are associated with different opponents.
11. The method of claim 7, wherein the first quantity of at least
one play includes a plurality of plays.
12. The method of claim 7, wherein at least one of any award
associated with any determined first game symbol combinations, any
award associated with any determined second game symbol
combinations and any award associated with the determined
competition outcome includes at least one of: a progressive award,
a quantity of monetary credits, a quantity of non-monetary credits,
a quantity of promotional credits, and a quantity of player
tracking points.
13. The method of claim 7, which is provided through a data
network.
14. The method of claim 13, wherein the data network is an
internet.
15. A gaming system server comprising: at least one processor; and
at least one memory device which stores a plurality of instructions
which when executed by the at least one processor, cause the at
least one processor to: (a) for each of a first quantity of at
least one play of a first game: (i) determine a first game symbol
combination for a player, and (ii) cause at least one display
device to display any award associated with the determined first
game symbol combination, (b) for each of the first quantity of at
least one play of a second game: (i) determine a second game symbol
combination for an opponent, wherein said generation occurs
independent of any generated first game symbol combination, and
(ii) cause the at least one display device to display any award
associated with the determined second game symbol combination, (c)
cause the at least one display device to display a first
competition game action based on at least one of the generated
first game symbol combinations for the player, (d) cause the at
least one display device to display a second competition game
action based on at least one of the generated second game symbol
combinations for the opponent, (e) determine a competition outcome
based on the first competition game action and the second
competition game action, and (f) cause any award associated with
the determined competition outcome to be provided to the
player.
16. The gaming system server of claim 15, wherein when executed by
the at least one processor, the plurality of instructions cause the
at least one processor to cause the at least one display device to
display of the first competition game action before the display of
the second competition game action.
17. The gaming system server of claim 15, wherein the first
quantity of at least one play of the first game and the first
quantity of at least one play of the second game are included in a
first round and an award associated with the determined competition
outcome includes an advance to a second round.
18. The gaming system server of claim 17, wherein the first round
and the second round are associated with different opponents.
19. The gaming system server of claim 15, wherein the first
quantity of at least one play includes a plurality of plays.
20. The gaming system server of claim 15, wherein at least one of
any award associated with any determined first game symbol
combinations, any award associated with any determined second game
symbol combinations and any award associated with the determined
competition outcome includes at least one of: a progressive award,
a quantity of monetary credits, a quantity of non-monetary credits,
a quantity of promotional credits, and a quantity of player
tracking points.
Description
PRIORITY CLAIM
[0001] This application is a continuation of, claims priority to
and the benefit of U.S. patent application Ser. No. 13/630,501,
filed on Sep. 28, 2012, which is a continuation of, claims priority
to and the benefit of U.S. patent application Ser. No. 12/475,084,
filed on May 29, 2009, the entire contents of which are
incorporated by reference herein.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
or may contain material which is subject to copyright protection.
The copyright owner has no objection to the photocopy reproduction
by anyone 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
whatsoever.
BACKGROUND
[0003] Gaming machines which provide players awards in primary or
base games are well known. Gaming machines generally require the
player to place or make a wager to activate the primary or base
game. In many of these gaming machines, the award is based on the
player obtaining a winning symbol or symbol combination and based
on the amount of the wager (e.g., the higher the wager, the higher
the award). Symbols or symbol combinations which are less likely to
occur usually provide higher awards.
[0004] In such known gaming machines, the amount of the wager made
on the base game by the player varies. For instance, the gaming
machine enables the player to wager a minimum number of credits,
such as one credit (e.g., one cent, nickel, dime, quarter or
dollar) up to a maximum number of credits, such as five credits.
The player makes this wager a single time or multiple times in a
single play of a primary game. For instance, a slot game having one
or more paylines enables the player to make a wager on each payline
in a single play of the primary game. Slot games with one, three,
five, nine, fifteen, and twenty-five lines are widely commercially
available. Thus, it is known that a gaming machine, such as a slot
game, enables players to make wagers of substantially different
amounts on each play of the primary or base game ranging, for
example, from one credit up to one-hundred twenty-five credits
(e.g., five credits on each of twenty-five separate paylines).
[0005] Secondary or bonus games are also known in gaming machines.
The secondary or bonus games usually provide an additional award to
the player. Secondary or bonus games usually do not require an
additional wager by the player to be activated. Secondary or bonus
games are generally activated or triggered upon an occurrence of a
designated triggering symbol or triggering symbol combination in
the primary or base game. For instance, a bonus symbol occurring on
the payline on the third reel of a three reel slot machine triggers
the secondary bonus game. When a secondary or bonus game is
triggered, the gaming machines generally indicates this to the
player through one or more visual and/or audio output devices, such
as the reels, lights, speakers, video screens, etc. Part of the
enjoyment and excitement of playing certain gaming machines is the
occurrence of the secondary or bonus game (even before the player
knows how much the bonus award will be).
[0006] Known non-wagering video games include a plurality of
rounds. That is, for each round in such non-wagering video games,
each of a plurality of players takes a turn (i.e., commits a game
action). Such non-wagering video games are commonly referred to as
turn-based games. One type of turn-based game, such as a waiting
turn-based game, alternates individual game actions between the
players (e.g., human or virtual) in a sequential, rather than a
simultaneous, manner for each round. In such turn-based games, the
round ends once each of the players has taken their respective
turn. Another type of turn-based game, such as a real-time
turn-based game (or an action turn-based game), enables each player
to independently make individual game actions for each round and
processes the results of each player's actions for that round in
real-time. In such real-time turn-based games, the round ends once
each of the players has taken their respective turn (which could
include one or more player actions based on the speed of those
actions). For example, in a real-time turn-based game, a first
player makes two individual game actions and a second, faster
player makes four individual game actions for their respective turn
in the round. In this example, each individual game action is
processed and/or displayed in real-time. Other known games, such as
comparison games, enable each player to independently make
individual game actions for each round and compare the results of
each player's action for that round. Based on the results of one or
more of the individual rounds, known turn-based games determine
which player wins (or which players win) the turn-based game.
[0007] There is a continuing need to provide new and different
gaming machines and gaming systems as well as new and different
ways to enable players to play for and win awards, such as bonus
awards. There is also a continuing need to provide new and
different linked or related gaming machines.
SUMMARY
[0008] In one embodiment, the disclosed gaming system and method
provide a competition game that operates concurrently with a
wagering game, such as a primary game. In one embodiment, the
competition game includes a turn-based video game which enables a
player to compete against an opponent. Each play of the wagering
game includes a random symbol generation for the player and a
random symbol generation for the opponent, wherein a series of such
random symbol generations form a round of the competition game.
Symbol combinations generated for the player and the opponent in
the wagering game represent different game events, actions or
sequences for the player and the opponent in the competition game.
That is, the symbols or symbol combinations generated in the
wagering game determine which game events, actions or sequences the
gaming system causes to occur for the competition game. Based on
such game events, actions and sequences, the disclosed gaming
system and method determines whether the player or the opponent
wins the competition game. In one embodiment, the gaming system
determines whether to provide the player an award based on the
player's wager for the wagering game and the randomly generated
symbol combination for the player in the wagering game. That is,
the symbol combination randomly generated for the player in the
wagering game serves two functions: (i) to determine an action or
sequence in the competition game, and (ii) to determine if the
player receives an award for the play of the wagering game.
[0009] In one embodiment, the competition game includes one or more
rounds, wherein each one of the rounds includes a series of
competitions between the player and the opponent. For each one of
the series of competitions of one round of the competition game,
the gaming system randomly generates a symbol combination for the
player in the wagering game and randomly generates a symbol
combination for the player's opponent in the wagering game. For
example, for a slot wagering game, a first plurality of reels
displays a randomly generated symbol combination for the player and
a second plurality of reels displays a randomly generated symbol
combination for the opponent. In one embodiment, each random symbol
generation for the player in the wagering game constitutes one turn
or one competition game action for the player and each random
symbol generation for the player's opponent in the wagering game
constitutes one turn or one competition game action for the
player's opponent.
[0010] After randomly generating separate symbol combinations for
the player and the opponent for the wagering game, in one
embodiment, the gaming system compares the randomly generated
symbol combination for the player to the randomly generated symbol
combination for the opponent to determine the result or outcome of
the competition game. Based on one or more of such comparisons
(i.e., the series of competitions), the gaming system determines a
result or outcome of the competition game between the player and
the player's opponent. After comparing the randomly generated
symbol for the player with the randomly generated symbol for the
player's opponent, the gaming system determines whether to
increase, decrease or not change: (i) a player eligibility meter,
(ii) an opponent eligibility meter, (iii) a credit meter, or (iv)
any combination of the player eligibility meter, the opponent
eligibility meter, and the credit meter in the competition game.
Additionally, the gaming system compares the randomly generated
symbol for the player with the randomly generated symbol for the
player's opponent to determine the amount to increase or decrease:
(i) a player eligibility meter, (ii) an opponent eligibility meter,
(iii) a credit meter, or (iv) any combination of the player
eligibility meter, the opponent eligibility meter, and the credit
meter.
[0011] In one embodiment, the player eligibility meter graphically
indicates the player's eligibility remaining for the competition
game. The gaming system sets the player eligibility meter to an
initial value. In different embodiments, the initial value of the
player eligibility meter is predetermined or based on the player's
amount of coin-in and/or the placed wager amount. For example, if
the player inserts a first designated amount of coin-in (or places
a first wager), such as $100, the gaming system sets the player
eligibility meter to a first value (e.g., 200 life-units). That is,
for the first designated amount of coin-in or wager placed), the
gaming system equates the player eligibility meter to the first
value (e.g., 200 life-units). In this example, if the player
inserts a second designated amount of coin-in (or places a second
wager), such as $500, the gaming system sets the player eligibility
meter to a second value (e.g., 1000 life units). That is, for the
second designated amount of coin-in or wager placed), the gaming
system equates or converts the player eligibility meter to the
second value (e.g., 1000 life units). In this embodiment, the
gaming system equates or converts the amount of coin-in and/or the
amount wagered by the player into an amount of life units that is
graphically represented by the player eligibility meter. In one
such embodiment, the player eligibility meter graphically
represents the amount of life units as a percentage (e.g.,
100%).
[0012] In one embodiment, the opponent eligibility meter
graphically indicates the opponent's eligibility remaining for the
competition game. If the opponent is controlled by the gaming
system, the gaming system sets the opponent eligibility meter to a
predetermined initial value (e.g., a predetermined number of life
units). For example, the gaming system sets the opponent
eligibility meter for the opponent to a predetermined value (e.g.,
50 life units). In one such embodiment, the opponent eligibility
meter graphically represents the predetermined number of life units
as a percentage (e.g., 100%). If the opponent is another player
playing at one of the gaming devices in the gaming system, the
gaming device sets the player eligibility meter for that player to
an initial value as described above.
[0013] In one embodiment, to determine the affect of the randomly
generated symbol combinations of the wagering game on the
competition game, the gaming system compares the results of the
random symbol generations using a lookup table or some other
ranking or hierarchy. For example, a first symbol combination
generated for the player is associated with an action (e.g.,
whether the gaming system decreases the opponent's eligibility
meter) and an amount of change (e.g., decrease by 15 life units or
by 15%). In this example, a second symbol combination generated for
the player's opponent is associated with an action (e.g., whether
the gaming system decreases the player's eligibility meter) and an
amount of change (e.g., decrease by 8 life units or by 8%). The
gaming system compares these random generations to determine the
effective result of the wagering game on the competition game. For
the competition game, based on the above example, the gaming system
decreases the opponent's eligibility meter by fifteen life units
and the player's eligibility meter by eight life units based on the
comparison between the generated symbol combinations for the player
and the opponent.
[0014] In one embodiment, to determine the affect of the randomly
generated symbol combinations of the wagering game on the
competition game, the gaming system individually processes the
results of the random symbol generations (e.g., using a lookup
table). In one such embodiment, the competition game is turn-based
such that a first symbol combination is generated for the player
and any competition game action resulting from the first symbol
combination is displayed for the player before a second symbol
combination is generated for the player's opponent and any
competition game action resulting from the second symbol
combination is displayed for the opponent. For example, a first
symbol combination of the wagering game is associated with an
action (e.g., whether the gaming system decreases the opponent's
eligibility meter) and an amount of change (e.g., decrease by 15
life units or by 15%) for the competition game. In this example, a
second symbol combination of the wagering game is associated with
an action whether the gaming system decreases the player's
eligibility meter) and an amount of change decrease by 8 life units
or by 8%) for the competition game. The gaming system individually
processes the results of the wagering game and displays the results
of the wagering game on the competition game. For the competition
game in the above example, the gaming system decreases the
opponent's eligibility meter by fifteen life units based on the
generated symbol combination for the player and graphically
displays such decrease to the opponent's eligibility meter (e.g.,
with an animated game event). Subsequently, the gaming system
decreases the player's eligibility meter decreases by eight life
units based on the generated symbol combinations for the opponent
and graphically displays such decrease to the player's eligibility
meter (e.g., with an animated game event). If the player's opponent
were provided the first tuna in the competition game, the gaming
system decreases the player's eligibility meter by eight life units
and subsequently decreases the opponent's eligibility meter by
fifteen life units based on the generated symbol combinations for
the opponent and the player.
[0015] As mentioned above in one embodiment, the competition game
includes a plurality of rounds. In one such embodiment, each round
is associated with one opponent, wherein the player engages in a
series of competitions against that opponent for that round (e.g.,
a series of random symbol generations for the player and a series
of random symbol generations for the opponent). In one embodiment,
the player competes against an opponent in a first round and the
player only advances to a subsequent round if that player wins the
competition game against that opponent. In one embodiment, the
series of rounds are finite such that the gaming system includes a
final round associated with a final opponent. If the player wins
the final round, the gaming system causes an award to be provided
to the player and the competition game ends. If the competition
game ends, the gaming system provides the player an opportunity to
play another competition game, such as the same competition game
(e.g., against the same opponent or opponents) or a different
competition game (e.g., against a different opponent or
opponents).
[0016] In one embodiment, a player eligibility meter represents the
number of chances that the player has to obtain a bonus award
triggering event. A player bonus triggering event progress meter
tracks and graphically indicates the player's progress toward the
bonus award triggering event. In one embodiment, the player's
progress toward the bonus award triggering event generally
increases as the player's eligibility remaining for the competition
game decreases. This relationship between the bonus award
triggering event progress meter and the player eligibility meter
enables the gaming system to provide a benefit to the player for
each turn of the competition game.
[0017] In one embodiment, the bonus triggering event provides the
player with an additional opportunity to decrease the opponent's
eligibility meter without risk of the player's eligibility meter
decreasing. In one such embodiment, the gaming system provides the
player with one or more enhanced symbol generations for the
wagering game. Such enhanced symbol generations improve the
player's chance to obtain a beneficial outcome for the competition
game. In one embodiment, the gaming system provides the player with
at least one enhanced symbol generation through implementation of
at least one additional symbol generator, at least one additional
symbol and/or at least one additional payline for the wagering
game.
[0018] Accordingly, the gaming system and method disclosed herein
provides the player with an opportunity to participate in a
competition game while concurrently playing a wagering game. In the
gaming system disclosed herein, symbol combinations randomly
generated in the wagering game determines any game events, actions
or sequences in the competition game in addition to determining
whether the player wins any beneficial outcomes, such as awards,
bonus awards, additional themes or scenes for the competition game,
additional features for the wagering game and/or the competition
game, or additional rounds for the competition game. In one
embodiment, the bonus triggering event progress meter disclosed
herein enables the gaming system to increase the player's chance of
receiving a beneficial outcome for the competition game regardless
of whether the random symbol combination resulting from the
wagering game positively or negatively changes the player
eligibility meter. Additionally, the gaming system and method
disclosed herein provides new and different ways to equate video
game functions to gaming machines. Additional features and
advantages are described herein, and will be apparent from the
following Detailed Description and the figures.
BRIEF DESCRIPTION OF THE FIGURES
[0019] FIGS. 1A and 1B are perspective views of alternative
embodiments of the gaming devices in the gaming system of the
present disclosure.
[0020] FIG. 2A is a schematic block diagram of one embodiment of an
electronic configuration for one of the gaming devices disclosed
herein.
[0021] FIG. 2B is a schematic block diagram of one embodiment of a
gaming system network configuration including a plurality of gaming
devices disclosed herein.
[0022] FIG. 3 is a process flow diagram showing one possible flow
sequence of one embodiment of the disclosed gaming system.
[0023] FIG. 4 is a timeline showing one embodiment of the
competition game having a plurality of rounds including a final
round.
[0024] FIG. 5 is a timeline showing one embodiment of the
competition game and the wagering game.
[0025] FIG. 6 is a front plan view of one gaming device in
accordance with one embodiment of the disclosed gaming system.
[0026] FIG. 7 is a process flow diagram showing one possible flow
sequence of one embodiment of the disclosed competition game and
wagering game.
[0027] FIG. 8 is one example of a chart in accordance with one
embodiment of the disclosed gaming system which shows a plurality
of life unit values associated with the player eligibility meter
based on different values of coin-in.
[0028] FIG. 9 is one example of a chart in accordance with one
embodiment of the disclosed gaming system which shows a plurality
of life unit values associated with the opponent eligibility meter
for different opponents.
[0029] FIGS. 10A and 10B are examples charts in accordance with one
embodiment of the disclosed gaming system which show a plurality of
competition game events.
[0030] FIG. 11 is a timeline showing one round of a competition
game and a plurality of plays of a wagering game being sequentially
played by a player at one of the gaming devices in accordance with
one embodiment of the disclosed gaming system.
[0031] FIGS. 12A, 12B, 12C, 12D and 12E are front plan views of one
gaming device in accordance with one embodiment of the disclosed
gaming system.
DETAILED DESCRIPTION
[0032] The present disclosure may be implemented in various
configurations for gaming machines, gaming devices, or gaming
systems, including but not limited to: (1) a dedicated gaming
machine, gaming device, or gaming system wherein the computerized
instructions for controlling any games (which are provided by the
gaming machine or gaming device) are provided with the gaming
machine or gaming device prior to delivery to a gaming
establishment; and (2) a changeable gaming machine, gaming device,
or gaming system wherein the computerized instructions for
controlling any games (which are provided by the gaming machine or
gaming device) are downloadable to the gaming machine or gaming
device through a data network after the gaming machine or gaming
device is in a gaming establishment. In one embodiment, the
computerized instructions for controlling any games are executed by
at least one central server, central controller, or remote host. In
such a "thin client" embodiment, the central server remotely
controls any games (or other suitable interfaces) and the gaming
device is utilized to display such games (or suitable interfaces)
and receive one or more inputs or commands from a player. In
another embodiment, the computerized instructions for controlling
any games are communicated from the central server, central
controller, or remote host to a gaming device local processor and
memory devices. In such a "thick client" embodiment, the gaming
device local processor executes the communicated computerized
instructions to control any games (or other suitable interfaces)
provided to a player.
[0033] In one embodiment, one or more gaming devices in a gaming
system may be thin client gaming devices and one or more gaming
devices in the gaming system may be thick client gaming devices. In
another embodiment, certain functions of the gaming device are
implemented in a thin client environment and certain other
functions of the gaming device are implemented in a thick client
environment. In one such embodiment, computerized instructions for
controlling any primary games are communicated from the central
server to the gaming device in a thick client configuration and
computerized instructions for controlling any secondary games or
bonus functions are executed by a central server in a thin client
configuration.
[0034] Referring now to the drawing, two example alternative
embodiments of a gaming device disclosed herein are illustrated in
FIGS. 1A and 1B as gaming device 10a and gaming device 10b,
respectively. Gaining device 10a and/or gaming device 10b are
generally referred to herein as gaming device 10.
[0035] In the embodiments illustrated in FIGS. 1A and 1B, gaming
device 10 has a support structure, housing, or cabinet which
provides support for a plurality of displays, inputs, controls, and
other features of a conventional gaming machine. It is configured
no that a player can operate it while standing or sitting. The
gaming device can be positioned on a base or stand or can be
configured as a pub-style table-top game (not shown) which a player
can operate preferably while sitting. As illustrated by the
different configurations shown in FIGS. 1A and 1B, the gaming
device may have varying cabinet and display configurations.
[0036] In one embodiment, as illustrated in FIG. 2A, the gaming
device preferably includes at least one processor 12, such as a
microprocessor, a microcontroller-based platform, a suitable
integrated circuit or one or more application-specific integrated
circuits (ASIC's). The processor is in communication with or
operable to access or to exchange signals with at least one data
storage or memory device 14. In one embodiment, the processor and
the memory device reside within the cabinet of the gaming device.
The memory device stores program code and instructions, executable
by the processor, to control the gaming device. The memory device
also stores other data such as image data, event data, player input
data, random or pseudo-random number generators, pay-table data or
information, and applicable game rules that relate to the play of
the gaming device. In one embodiment, the memory device includes
random access memory (RAM), which can include non-volatile RAM
(NVRRAM), magnetic RAM (MRAM), ferroelectric RAM (FeRAM), and other
forms as commonly understood in the gaming industry. In one
embodiment, the memory device includes read only memory (ROM). In
one embodiment, the memory device includes flash memory and/or
EEPROM (electrically erasable programmable read only memory). Any
other suitable magnetic, optical, and/or semiconductor memory may
operate in conjunction with the gaming device disclosed herein.
[0037] In one embodiment, part or all of the program code and/or
operating data described above can be stored in a detachable or
removable memory device, including, but not limited to, a suitable
cartridge, disk, CD ROM, DVD, or USB memory device. In other
embodiments, part or all of the program code and/or operating data
described above can be downloaded to the memory device through a
suitable network.
[0038] In one embodiment, an operator or a player can use such a
removable memory device in a desktop computer, a laptop computer, a
personal digital assistant (PDA), a portable computing device, or
another computerized platform to implement the present disclosure.
In one embodiment, the gaming device or gaming machine disclosed
herein is operable over a wireless network, for example part of a
wireless gaming system. In this embodiment, the gaming machine may
be a hand-held device, a mobile device, or any other suitable
wireless device that enables a player to play any suitable game at
a variety of different locations. It should be appreciated that a
gaming device or gaming machine as disclosed herein may be a device
that has obtained approval from a regulatory gaming commission or a
device that has not obtained approval from a regulatory gaming
commission. It should be appreciated that the processor and memory
device may be collectively referred to herein as a "computer" or
"controller."
[0039] In one embodiment, as discussed in more detail below, the
gaming device randomly generates awards and/or other game outcomes
based on probability data. In one such embodiment, this random
determination is provided through utilization of a random number
generator (RNG), such as a true random number generator, a pseudo
random number generator, or other suitable randomization process.
In one embodiment, each award or other game outcome is associated
with a probability and the gaming device generates the award or
other game outcome to be provided to the player based on the
associated probabilities. In this embodiment, since the gaming
device generates outcomes randomly or based upon one or more
probability calculations, there is no certainty that the gaming
device will ever provide the player with any specific award or
other game outcome.
[0040] In another embodiment, as discussed in more detail below,
the gaming device employs a predetermined or finite set or pool of
awards or other game outcomes. In this embodiment, as each award or
other game outcome is provided to the player, the gaming device
flags or removes the provided award or other game outcome from the
predetermined set or pool. Once flagged or removed from the set or
pool, the specific provided award or other game outcome from that
specific pool cannot be provided to the player again. This type of
gaming device provides players with all of the available awards or
other game outcomes over the course of the play cycle and
guarantees the amount of actual wins and losses.
[0041] In another embodiment, as discussed below, upon a player
initiating game play at the gaming device, the gaming device
enrolls in a bingo game. In this embodiment, a bingo server calls
the bingo balls that result in a specific bingo game outcome. The
resultant game outcome is communicated to the individual gaming
device to be provided to a player. In one embodiment, this bingo
outcome is displayed to the player as a bingo game and/or in any
form in accordance with the present disclosure.
[0042] In one embodiment, as illustrated in FIG. 2A, the gaming
device includes one or more display devices controlled by the
processor. The display devices are preferably connected to or
mounted on the cabinet of the gaming device. The embodiment shown
in FIG. 1A includes a central display device 16 which displays a
primary game. This display device may also display any suitable
secondary game associated with the primary game as well as
information relating to the primary or secondary game. The
alternative embodiment shown in FIG. 1B includes a central display
device 16 and an upper display device 18. The upper display device
may display the primary game, any suitable secondary game
associated or not associated with the primary game and/or
information relating to the primary or secondary game. These
display devices may also serve as digital glass operable to
advertise games or other aspects of the gaming establishment. As
seen in FIGS. 1A and 1B, in one embodiment, the gaming device
includes a credit display 20 which displays a player's current
number of credits, cash, account balance, or the equivalent. In one
embodiment, the gaming device includes a bet display 22 which
displays a player's amount wagered. In one embodiment, as
described, in more detail below, the gaming device includes a
player tracking display 40 which displays information regarding a
player's play tracking status.
[0043] In another embodiment, at least one display device may be a
mobile display device, such as a FDA or tablet PC, that enables
play of at least a portion of the primary or secondary game at a
location remote from the gaming device.
[0044] The display devices may include, without limitation, a
monitor, a television display, a plasma display, a liquid crystal
display (LCD) a display based on light emitting diodes (LEDs), a
display based on a plurality of organic light-emitting diodes
(OLEDs), a display based on polymer light-emitting diodes (PLEDs),
a display based on a plurality of surface-conduction
electron-emitters (SEDs), a display including a projected and/or
reflected image, or any other suitable electronic device or display
mechanism. In one embodiment, as described in more detail below,
the display device includes a touch-screen with an associated
touch-screen controller. The display devices may be of any suitable
size and configuration, such as a square, a rectangle or an
elongated rectangle.
[0045] The display devices of the gaming device are configured to
display at least one and preferably a plurality of game or other
suitable images, symbols and indicia such as any visual
representation or exhibition of the movement of objects such as
mechanical, virtual, or video reels and wheels, dynamic lighting,
video images, images of people, characters, places, things, faces
of cards, and the like. In one embodiment, the symbols, images and
indicia displayed on or of the display device form one or more
symbol combinations.
[0046] In one alternative embodiment, the symbols, images and
indicia displayed on or of the display device may be in mechanical
form. That is, the display device may include any electromechanical
device, such as one or more mechanical objects, such as one or more
rotatable wheels, reels, or dice, configured to display at least
one or a plurality of game or other suitable images, symbols or
indicia.
[0047] As illustrated in FIG. 2A, in one embodiment, the gaming
device includes at least one payment device 24 in communication
with the processor. As seen in FIGS. 1A and 1B, a payment device
such as a payment acceptor includes a note, ticket or bill acceptor
28 wherein the player inserts paper money, a ticket, or voucher and
a coin slot 26 where the player inserts money, coins, or tokens. In
other embodiments, payment devices such as readers or validators
for credit cards, debit cards or credit slips may accept payment.
In one embodiment, a player may insert an identification card into
a card reader of the gaming device. In one embodiment, the
identification card is a smart card having a programmed microchip,
a coded magnetic strip or coded rewritable magnetic strip, wherein
the programmed microchip or magnetic strips are coded with a
player's identification, credit totals (or related data), and/or
other relevant information. In another embodiment, a player may
carry a portable device, such as a cell phone, a radio frequency
identification tag, or any other suitable wireless device, which
communicates a player's identification, credit totals (or related
data), and other relevant information to the gaming device. In one
embodiment, money may be transferred to a gaming device through
electronic funds transfer. When a player funds the gaming device,
the processor determines the amount of funds entered and displays
the corresponding amount on the credit or other suitable display as
described above.
[0048] As seen in FIGS. 1A, 1B, and 2A, in one embodiment the
gaming device includes at least one and preferably a plurality of
input devices 30 in communication with the processor. The input
devices can include any suitable device which enables the player to
produce an input signal which is received by the processor. In one
embodiment, after appropriate funding of the gaming device, the
input device is a game activation device, such as a play button 32
or a pull arm (not shown) which is used by the player to start any
primary game or sequence of events in the gaming device. The play
button can be any suitable play activator such as a bet one button,
a max bet button, or a repeat the bet button. In one embodiment,
upon appropriate funding, the gaming device begins the game play
automatically. In another embodiment, upon the player engaging one
of the play buttons, the gaming device automatically activates game
play.
[0049] In one embodiment, one input device is a bet one button. The
player places a bet by pushing the bet one button. The player can
increase the bet by one credit each time the player pushes the bet
one button. When the player pushes the bet one button, the number
of credits shown in the credit display preferably decreases by one,
and the number of credits shown in the bet display preferably
increases by one. In another embodiment, one input device is a bet
max button (not shown) which enables the player to bet the maximum
wager permitted for a game of the gaming device.
[0050] In one embodiment, one input device is a cash out button 34.
The player may push the cash out button and cash out to receive a
cash payment or other suitable form of payment corresponding to the
number of remaining credits. In one embodiment, when the player
cashes out, a payment device, such as a ticket, payment, or note
generator 36 prints or otherwise generates a ticket or credit slip
to provide to the player. The player receives the ticket or credit
slip and may redeem the value associated with the ticket or credit
slip via a cashier (or other suitable redemption system). In
another embodiment, when the player cashes out, the player receives
the coins or tokens in a coin payout tray. It should be appreciated
that any suitable payout mechanisms, such as funding to the
player's electronically recordable identification card or smart
card, may be implemented in accordance with the gaming device
disclosed herein.
[0051] In one embodiment, as mentioned above and as seen in FIG.
2A, one input device is a touch-screen 42 coupled with a
touch-screen controller 44 or some other touch-sensitive display
overlay to allow for player interaction with the images on the
display. The touch-screen and the touch-screen controller are
connected to a video controller 46. A player can make decisions and
input signals into the gamin device by touching the touch-screen at
the appropriate locations. One such input device is a conventional
touch-screen button panel.
[0052] The gaming device may further include a plurality of
communication ports for enabling communication of the processor
with external peripherals, such as external video sources,
expansion buses, game or other displays, a SCSI port, or a
keypad.
[0053] In one embodiment, as seen in FIG. 2A, the gaming device
includes a sound generating device controlled by one or more sounds
cards 48 which function in conjunction with the processor. In one
embodiment, the sound generating device includes at least one and
preferably a plurality of speakers 50 or other sound generating
hardware and/or software for generating sounds, such as by playing
music for the primary and/or secondary game or by playing music for
other modes of the gaming device, such as an attract mode. In one
embodiment, the gaming device provides dynamic sounds coupled with
attractive multimedia images displayed on one or more of the
display devices to provide an audio-visual representation or to
otherwise display full-motion video with sound to attract players
to the gaming device. During idle periods, the gaming device may
display a sequence of audio and/or visual attraction messages to
attract potential players to the gaming device. The videos may also
be customized to provide any appropriate information.
[0054] In one embodiment, the gaming machine may include a sensor,
such as a camera, in communication with the processor (and possibly
controlled by the processor), that is selectively positioned to
acquire an image of a player actively using the gaming device
and/or the surrounding area of the gaming device. In one
embodiment, the camera may be configured to selectively acquire
still or moving video) images and may be configured to acquire the
images in an analog, digital, or other suitable format. The display
devices may be configured to display the image acquired by the
camera as well as to display the visible manifestation of the game
in split screen or picture-in-picture fashion. For example, the
camera may acquire an image of the player and the processor may
incorporate that image into the primary and/or secondary game as a
game image, symbol or indicia. In one embodiment, the camera
acquires an image of the player and the processor incorporates that
image into the competition game as a game image or avatar when the
player competes against an opponent.
[0055] Gaming device 10 can incorporate any suitable wagering game
as the primary or base game. The gaming machine or device may
include some or all of the features of conventional gaming machines
or devices. The primary or base game may comprise any suitable
reel-type game, card game, cascading or falling symbol game, number
game, or other game of chance susceptible to representation in an
electronic or electromechanical form, which in one embodiment
produces a random outcome based on probability data at the time of
or after placement of a wager. That is, different primary wagering
games, such as video poker games, video blackjack games, video
keno, video bingo or any other suitable primary or base game may be
implemented.
[0056] In one embodiment, as illustrated in FIGS. 1A and 1B, a base
or primary game may be a slot game with one or more paylines 52.
The paylines may be horizontal, vertical, circular, diagonal,
angled or any combination thereof. In this embodiment, the gaming
device includes at least one and preferably a plurality of reels
54, such as three to five reels 54, in either electromechanical
form with mechanical rotating reels or video form with simulated
reels and movement thereof. In one embodiment, an electromechanical
slot machine includes a plurality of adjacent, rotatable reels
which may be combined and operably coupled with an electronic
display of any suitable type. In another embodiment, if the reels
54 are in video form, one or more of the display devices, as
described above, displays the plurality of simulated video reels
54. Each reel 54 displays a plurality of indicia or symbols, such
as bells, hearts, fruits, numbers, letters, bars, or other images
which preferably correspond to a theme associated with the gaming
device. In one embodiment, the indicia or symbols displayed by a
plurality of the reels 54 form a symbol combination. In another
embodiment, one or more of the reels are independent reels or
unisymbol reels. In this embodiment, each independent or unisymbol
reel generates and displays one symbol to the player. In one
embodiment, the gaming device awards prizes after the reels of the
primary game stop spinning if specified types and/or configurations
of indicia or symbols occur on an active payline or otherwise occur
in a winning pattern, occur on the requisite number of adjacent
reels and/or occur in a scatter pay arrangement.
[0057] In an alternative embodiment, rather than determining any
outcome to provide to the player by analyzing the symbols generated
on any wagered upon paylines as described above, the gaming device
determines any outcome to provide to the player based on the number
of associated symbols which are generated in active symbol
positions on the requisite number of adjacent reels (i.e., not on
paylines passing through any displayed winning symbol
combinations). In this embodiment, if a winning symbol combination
is generated on the reels, the gaming device provides the player
one award for that occurrence of the generated winning symbol
combination. For example, if one winning symbol combination is
generated on the reels, the gaming device will provide a single
award to the player for that winning symbol combination (i.e., not
based on the number of paylines that would have passed through that
winning symbol combination). It should be appreciated that because
a gaming device that enables wagering on ways to win provides the
player one award for a single occurrence of a winning symbol
combination and a gaming device with paylines may provide the
player more than one award for the same occurrence of a single
winning symbol combination (i.e., if a plurality of paylines each
pass through the same winning symbol combination), it is possible
to provide a player at a ways to win gaming device with more was to
win for an equivalent bet or wager on a traditional slot gaming
device with paylines.
[0058] In one embodiment, the total number of ways to win is
determined by multiplying the number of symbols generated in active
symbol positions on a first reel by the number of symbols generated
in active symbol positions on a second reel by the number of
symbols generated in active symbol positions on a third reel and so
on for each reel of the gaming device with at least one symbol
generated in an active symbol position. For example, a three reel
gaming device with three symbols generated in active symbol
positions on each reel includes 27 ways to win (i.e., 3 symbols on
the first reel.times.3 symbols on the second reel.times.3 symbols
on the third reel). A four reel gaming device with three symbols
generated in active symbol positions on each reel includes 81 ways
to win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.3 symbols on
the fourth reel). A five reel gaming device with three symbols
generated in active symbol positions on each reel includes 243 ways
to win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.3 symbols on
the fourth reel.times.3 symbols on the fifth reel). It should be
appreciated that modifying the number of generated symbols by
either modifying the number of reels or modifying the number of
symbols generated in active symbol positions by one or more of the
reels modifies the number of ways to win.
[0059] In another embodiment, the gaming device enables a player to
wager on and thus activate symbol positions. In one such
embodiment, the symbol positions are on the reels. In this
embodiment, if based on the player's wager, a reel is activated,
then each of the symbol positions of that reel will be activated
and each of the active symbol positions will be part of one or more
of the ways to win. In one embodiment, if based on the player's
wager, a reel is not activated, then a designated number of default
symbol positions, such as a single symbol position of the middle
row of the reel, will be activated and the default symbol
position(s) will be part of one or more of the ways to win. This
type of gaming machine enables a player to wager on one, more than
one or all of the reels and the processor of the gaming device uses
the number of wagered on reels to determine the active symbol
positions and the number of possible ways to win. In alternative
embodiments, (1) no symbols are displayed as generated at any of
the inactive symbol positions, or (2) any symbols generated at any
inactive symbol positions may be displayed to the player but
suitably shaded or otherwise designated as inactive.
[0060] In one embodiment wherein a player wagers on one or more
reels, a player's wager of one credit may activate each of the
three symbol positions on a first reel, wherein one default symbol
position is activated on each of the remaining four reels. In this
example, as described above, the gaming device provides the player
three ways to win (i.e., 3 symbols on the first reel.times.1 symbol
on the second reel.times.1 symbol on the third reel.times.1 symbol
on the fourth reel.times.1 symbol on the fifth reel). In another
example, a player's wager of nine credits may activate each of the
three symbol positions on a first reel, each of the three symbol
positions on a second reel and each of the three symbol positions
on a third reel wherein one default symbol position is activated,
on each of the remaining two reels. In this example, as described,
above, the gaming device provides the player twenty-seven ways to
win (i.e., 3 symbols on the first reel.times.3 symbols on the
second reel.times.3 symbols on the third reel.times.1 symbol on the
fourth reel.times.1 symbol on the fifth reel).
[0061] In one embodiment, to determine any award(s) to provide to
the player based on the generated symbols, the gaming device
individually determines if a symbol generated in an active symbol
position on a first reel forms part of a winning symbol combination
with or is otherwise suitably related to a symbol generated in an
active symbol position on a second reel. In this embodiment, the
gaming device classifies each pair of symbols which form part of a
winning symbol combination (i.e., each pair of related symbols) as
a string of related symbols. For example, if active symbol
positions include a first cherry symbol generated in the top row of
a first reel and a second cherry symbol generated in the bottom row
of a second reel, the gaming device classifies the two cherry
symbols as a string of related symbols because the two cherry
symbols form part of a winning symbol combination.
[0062] After determining if any strings of related symbols are
formed between the symbols on the first reel and the symbols on the
second reel, the gaming device determines if any of the symbols
from the next adjacent reel should be added to any of the formed
strings of related symbols. In this embodiment, for a first of the
classified strings of related symbols, the gaming device determines
if any of the symbols generated by the next adjacent reel form part
of a winning symbol combination or are otherwise related to the
symbols of the first string of related symbols. If the gaming
device determines that a symbol generated on the next adjacent reel
is related to the symbols of the first string of related symbols,
that symbol is subsequently added to the first string of related
symbols. For example, if the first string of related symbols is the
string of related cherry symbols and a related cherry symbol is
generated in the middle row of the third reel, the gaming device
adds the related cherry symbol generated on the third reel to the
previously classified string of cherry symbols.
[0063] On the other hand, if the gaming device determines that no
symbols generated on the next adjacent reel are related to the
symbols of the first string of related symbols, the gaming device
marks or flags such string of related symbols as complete. For
example, if the first string of related symbols is the string of
related cherry symbols and none of the symbols of the third reel
are related to the cherry symbols of the previously classified
string of cherry symbols, the gaming device marks or flags the
string of two cherry symbols as complete.
[0064] After either adding a related symbol to the first string of
related symbols or marking the first string of related symbols as
complete, the gaming device proceeds as described above for each of
the remaining classified strings of related symbols which were
previously classified or formed from related symbols on the first
and second reels.
[0065] After analyzing each of the remaining strings of related
symbols, the gaming device determines, for each remaining pending
or incomplete string of related symbols, if any of the symbols from
the next adjacent reel, if any, should be added to any of the
previously classified strings of related symbols. This process
continues until either each string of related symbols is complete
or there are no more adjacent reels of symbols to analyze. In this
embodiment, where there are no more adjacent reels of symbols to
analyze, the gaming device marks each of the remaining pending
strings of related symbols as complete.
[0066] When each of the strings of related symbols is marked
complete, the gaming device compares each of the strings of related
symbols to an appropriate paytable and provides the player any
award associated with each of the completed strings of symbols. It
should be appreciated that the player is provided one award, if
any, for each string of related symbols generated in active symbol
positions (i.e., as opposed to a quantity of awards being based on
how many paylines that would have passed through each of the
strings of related symbols in active symbol positions).
[0067] In one embodiment, a base or primary game may be a poker
game wherein the gaming device enables the player to play a
conventional game of video draw poker and initially deals five
cards all face up from a virtual deck of fifty-two cards. Cards may
be dealt as in a traditional game of cards or in the case of the
gaming device, the cards may be randomly selected from a
predetermined number of cards. If the player wishes to draw, the
player selects the cards to hold via one or more input devices,
such as by pressing related hold buttons or via the touch screen.
The player then presses the deal button and the unwanted or
discarded cards are removed from the display and the gaming machine
deals the replacement cards from the remaining cards in the deck.
This results in a final five-card hand, which is sometimes referred
to as a symbol combination. The gaming device compares the final
five-card hand to a payout table which utilizes conventional poker
hand rankings to determine the winning hands. The gaming device
provides the player with an award based on a winning hand and the
number of credits the player wagered.
[0068] In another embodiment, the base or primary game may be a
multi-hand version of video poker. In this embodiment, the gaming
device deals the player at least two hands of cards. In one such
embodiment, the cards are the same cards. In one embodiment each
hand of cards is associated with its own deck of cards. The player
chooses the cards to hold in a primary hand. The held cards in the
primary hand are also held in the other hands of cards. The
remaining non-held cards are removed from each hand displayed and
for each hand replacement cards are randomly dealt into that hand.
Since the replacement cards are randomly dealt independently for
each hand, the replacement cards for each hand will usually be
different. The poker hand rankings are then determined hand by hand
against a payout table and awards are provided to the player.
[0069] In one embodiment, a base or primary game may be a keno game
wherein the gaming device displays a plurality of selectable
indicia or numbers on at least one of the display devices. In this
embodiment, the player selects at least one but potentially a
plurality of the selectable indicia or numbers via an input device
such as a touch screen. The gaming device then displays a series of
drawn numbers (e.g., which form a symbol combination) and determine
an amount of matches, if any, between the player's selected numbers
and the gaming device's drawn numbers. The player is provided an
award based on the amount of matches, if any, based on the amount
of determined matches and the number of numbers drawn.
[0070] In one embodiment, in addition to winning credits or other
awards in a base or primary game, the gaming device may also give
players the opportunity to win credits in a bonus or secondary game
or in a bonus or secondary round. The bonus or secondary game
enables the player to obtain a prize or payout in addition to the
prize or payout, if any, obtained from the base or primary game. In
general, a bonus or secondary game produces a significantly higher
level of player excitement than the base or primary game because it
provides a greater expectation of winning than the base or primary
game, and is accompanied with more attractive or unusual features
than the base or primary game. In one embodiment, the bonus or
secondary game may be any type of suitable game, either similar to
or completely different from the base or primary game.
[0071] In one embodiment, the triggering event or qualifying
condition may be a selected outcome in the primary game or a
particular arrangement of one or more indicia on a display device
in the primary game, such as the number seven appearing on three
adjacent reels along a payline in the primary slot game embodiment
seen in FIGS. 1A and 1B. In other embodiments, the triggering event
or qualifying condition occurs based on exceeding a certain amount
of game play (such as number of games, number of credits, amount of
time), or reaching a specified number of points earned during game
play.
[0072] In another embodiment, the gaming device processor 12 or
central controller 56 randomly provides the player one or more
plays of one or more secondary games. In one such embodiment, the
gaming device does not provide any apparent reason to the player
for qualifying to play a secondary or bonus game. In this
embodiment, qualifying for a bonus game is not triggered by an
event in or based specifically on any of the plays of any primary
game. That is, the gaming device may simply qualify a player to
play a secondary game without any explanation or alternatively with
simple explanations. In another embodiment, the gaming device (or
central server) qualifies a player for a secondary game at least
partially based on a game triggered or symbol triggered event, such
as at least partially based on the play of a primary game.
[0073] In one embodiment, the gaming device includes a program
which will automatically begin a bonus round after the player has
achieved a triggering event or qualifying condition in the base or
primary game. In another embodiment, after a player has qualified
for a bonus game, the player may subsequently enhance his/her bonus
game participation through continued play on the base or primary
game. Thus, for each bonus qualifying event, such as a bonus
symbol, that the player obtains, a given number of bonus game
wagering points or credits may be accumulated in a "bonus meter"
programmed to accrue the bonus wagering credits or entries toward
eventual participation in a bonus game. The occurrence of multiple
such bonus qualifying events in the primary game may result in an
arithmetic or exponential increase in the number of bonus wagering
credits awarded. In one embodiment, the player may redeem extra
bonus wagering credits during the bonus game to extend play of the
bonus game.
[0074] In one embodiment, no separate entry fee or buy-in for a
bonus game is needed. That is, a player may not purchase entry into
a bonus game; rather they must win or earn entry through play of
the primary game, thus encouraging play of the primary game. In
another embodiment, qualification of the bonus or secondary game is
accomplished through a simple "buy-in" by the player for example,
if the player has been unsuccessful at qualifying through other
specified activities. In another embodiment, the player must make a
separate side-wager on the bonus game or wager a designated amount
in the primary game to qualify for the secondary game. In this
embodiment, the secondary game triggering event must occur and the
side-wager (or designated primary game wager amount) must have been
placed to trigger the secondary game.
[0075] In one embodiment, as illustrated in FIG. 2B, one or more of
the gaming devices 10 are in communication with each other and/or
at least one central controller 56 through a data network or remote
communication link 58. In this embodiment, the central server,
central controller or remote host is any suitable server or
computing device which includes at least one processor and at least
one memory or storage device. In different such embodiments, the
central server is a progressive controller or a processor of one of
the gaming devices in the gaming system. In these embodiments, the
processor of each gaming device is designed to transmit and receive
events, messages, commands, or any other suitable data or signal
between the individual gaming device and the central server. The
gaming device processor is operable to execute such communicated
events, messages, or commands in conjunction with the operation of
the gaming device. Moreover, the processor of the central server is
designed to transmit and receive events, messages, commands, or any
other suitable data or signal between the central server and each
of the individual gaming devices. The central server processor is
operable to execute such communicated events, messages, or commands
in conjunction with the operation of the central server. It should
be appreciated that one, more or each of the functions of the
central controller, central server or remote host as disclosed
herein may be performed by one or more gaming device processors, it
should be further appreciated that one, more or each of the
functions of one or more gaming device processors as disclosed
herein may be performed by the central controller, central server
or remote host.
[0076] In one embodiment, the game outcome provided to the player
is determined by a central server or controller and provided to the
player at the gaming device. In this embodiment, each of a
plurality of such gaming devices are in communication with the
central server or controller. Upon a player initiating game play at
one of the gaming devices, the initiated gaming device communicates
a game outcome request to the central server or controller.
[0077] In one embodiment, the central server or controller receives
the game outcome request and randomly generates a game outcome for
the primary game based on probability data. In another embodiment,
the central server or controller randomly generates a game outcome
for the secondary game based on probability data. In another
embodiment, the central server or controller randomly generates a
game outcome for both the primary game and the secondary game based
on probability data. In this embodiment, the central server or
controller is capable of storing and utilizing program code or
other data similar to the processor and memory device of the gaming
device.
[0078] in an alternative embodiment, the central server or
controller maintains one or more predetermined pools or sets of
predetermined game outcomes. In this embodiment, the central server
or controller receives the game outcome request and independently
selects a predetermined game outcome from a set or pool of game
outcomes. The central server or controller flags or marks the
selected game outcome as used. Once a game outcome is flagged as
used, it is prevented from further selection from the set or pool
and cannot be selected by the central controller or server upon
another wager. The provided game outcome can include a primary game
outcome, a secondary game outcome, primary and secondary game
outcomes, or a series of game outcomes such as free games.
[0079] The central server or controller communicates the generated
or selected game outcome to the initiated gaming device. The gaming
device receives the generated or selected game outcome and provides
the game outcome to the player. In an alternative embodiment, how
the generated or selected game outcome is to be presented or
displayed to the player, such as a reel symbol combination of a
slot machine or a hand of cards dealt a symbol combination) in a
card game, is also determined by the central server or controller
and communicated to the initiated gaming device to be presented or
displayed to the player. Central production or control can assist a
gaming establishment or other entity in maintaining appropriate
records, controlling gaming, reducing and preventing cheating or
electronic or other errors, reducing or eliminating win-loss
volatility, and the like.
[0080] In another embodiment, a predetermined game outcome value is
determined for each of a plurality of linked or networked gaming
devices based on the results of a bingo, keno, or lottery game. In
this embodiment, each individual gaming device utilizes one or more
bingo, keno, or lottery games to determine the predetermined game
outcome value provided to the player for the interactive game
played at that gaming device. In one embodiment, the bingo, keno,
or lottery game is displayed to the player. In another embodiment,
the bingo, keno or lottery game is not displayed to the player, but
the results of the bingo, keno, or lottery game determine the
predetermined game outcome value for the primary or secondary
game.
[0081] in the various bingo embodiments, as each gaming device is
enrolled in the bingo game, such as upon an appropriate wager or
engaging an input device, the enrolled gaming device is provided or
associated with a different bingo card. Each bingo card consists of
a matrix or array of elements, wherein each element is designated
with a separate indicia, such as a number. It should be appreciated
that each different bingo card includes a different combination of
elements. For example, if four bingo cards are provided to four
enrolled gaming devices, the same element may be present on all
four of the bingo cards while another element may solely be present
on one of the bingo cards.
[0082] In operation of these embodiments, upon providing or
associating a different bingo card with each of a plurality of
enrolled gaming devices, the central controller randomly selects or
draws, one at a time, a plurality of the elements. As each element
is selected, a determination is made for each gaming device as to
whether the selected element is present on the bingo card provided,
to that enrolled gaming device. This determination can be made by
the central controller, the gaming device, a combination of the
two, or in any other suitable manner. If the selected element is
present on the bingo card provided to that enrolled gaming device,
that selected element on the provided bingo card is marked or
flagged. This process of selecting elements and marking any
selected elements on the provided bingo cards continues until one
or more predetermined patterns are marked on one or more of the
provided bingo cards. It should be appreciated that in one
embodiment, the gaming device requires the player to engage a daub
button (not shown) to initiate the process of the gaming device
marking or flagging any selected elements.
[0083] After one or more predetermined patterns are marked on one
or more of the provided bingo cards, a game outcome is determined
for each of the enrolled gaming devices based, at least in part, on
the selected elements on the provided bingo cards. As described
above, the game outcome determined for each gaming device enrolled
in the bingo game is utilized by that gaming device to determine
the predetermined game outcome provided to the player. For example,
a first gaming device to have selected elements marked in a
predetermined pattern is provided a first outcome of win $10 which
will be provided to a first player regardless of how the first
player plays in a first game, and a second gaming device to have
selected elements marked in a different predetermined pattern is
provided a second outcome of win $2 which will be provided to a
second player regardless of how the second player plays a second
game. It should be appreciated that as the process of marking
selected elements continues until one or more predetermined
patterns are marked, this embodiment ensures that at least one
bingo card will win the bingo game and thus at least one enrolled
gaming device will provide a predetermined winning game outcome to
a player. It should be appreciated that other suitable methods for
selecting or determining one or more predetermined game outcomes
may be employed.
[0084] In one example of the above-described embodiment, the
predetermined game outcome may be based on a supplemental award in
addition to any award provided for winning the bingo game as
described above. In this embodiment, if one or more elements are
marked in supplemental patterns within a designated number of drawn
elements, a supplemental or intermittent award or value associated
with the marked supplemental pattern is provided to the player as
part of the predetermined game outcome. For example, if the four
corners of a bingo card are marked within the first twenty selected
elements, a supplemental award of $10 is provided to the player as
part of the predetermined game outcome. It should be appreciated
that in this embodiment, the player of a gaming device may be
provided a supplemental or intermittent award regardless of whether
the enrolled gaming device's provided bingo card wins or does not
win the bingo game as described above.
[0085] In another embodiment, one or more of the gaming devices are
in communication with a central server or controller for monitoring
purposes only. That is, each individual gaming device randomly
generates the game outcomes to be provided to the player and the
central server or controller monitors the activities and events
occurring on the plurality of gaming devices. In one embodiment,
the gaming network includes a real-time or on-line accounting and
gaming information system operably coupled to the central server or
controller. The accounting and gaming information system of this
embodiment includes a player database for storing player profiles,
a player tracking module for tracking players and a credit system
for providing automated casino transactions.
[0086] In one embodiment, the gaming device disclosed herein is
associated with or otherwise integrated with one or more player
tracking systems. Player tracking systems enable gaming
establishments to recognize the value of customer loyalty through
identifying frequent customers and rewarding them for their
patronage. In one embodiment, the gaming device and/or player
tracking system tracks any player's gaming activity at the gaming
device. In one such embodiment, the gaming device includes at least
one card reader 38 in communication with the processor. In this
embodiment, a player is issued a player identification card which
has an encoded player identification number that uniquely
identifies the player. When a player inserts their playing tracking
card into the card reader to begin a gaming session, the card
reader reads the player identification number off the player
tracking card to identify the player. The gaming device and/or
associated player tracking system timely tracks any suitable
information or data relating to the identified player's gaming
session. Directly or via the central controller, the gaming device
processor communicates such information to the player tracking
system. The gaming device and/or associated player tracking system
also timely tracks when a player removes their player tracking card
when concluding play for that gaming session. In another
embodiment, rather than requiring a player to insert a player
tracking card, the gaming device utilizes one or more portable
devices carried by a player, such as a cell phone, a radio
frequency identification tag or any other suitable wireless device
to track when a player begins and ends a gaming session. In another
embodiment, the gaming device utilizes any suitable biometric
technology or ticket technology to track when a player begins and
ends a gaming session.
[0087] During one or more gaming sessions, the gaming device and/or
player tracking system tracks any suitable information or data,
such as any amounts wagered, average wager amounts, and/or the time
at which these wagers are placed. In different embodiments, for one
or more players, the player tracking system includes the player's
account number, the player's card number, the player's first name,
the player's surname, the player's preferred name, the player's
player tracking ranking, any promotion status associated with the
player's player tracking card, the player's address, the player's
birthday, the player's anniversary, the player's recent gaming
sessions, or any other suitable data. In one embodiment, such
tracked information and/or any suitable feature associated with the
player tracking system is displayed on a player tracking display
40. In another embodiment, such tracked information and/or any
suitable feature associated with the player tracking system is
displayed via one or more service windows (not shown) which are
displayed on the central display device and/or the upper display
device.
[0088] In one embodiment, a plurality of the gaming devices are
capable of being connected together through a data network. In one
embodiment, the data network is a local area network (LAN), in
which one or more of the gaming devices are substantially proximate
to each other and an on-site central server or controller as in,
for example, a gaming establishment or a portion of a gaming
establishment. In another embodiment, the data network is a wide
area network (WAN) in which one or more of the gaming devices are
in communication with at least one off-site central server or
controller. In this embodiment, the plurality of gaming devices may
be located in a different part of the gaming establishment or
within a different gaming establishment than the off-site central
server or controller. Thus, the WAN may include an off-site central
server or controller and an off-site gaming device located within
gaming establishments in the same geographic area, such as a city
or state. The WAN gaming system may be substantially identical to
the LAN gaming system described above, although the number of
gaming devices in each system may vary relative to one another.
[0089] In another embodiment, the data network is an internet or
intranet. In this embodiment, the operation of the gaming device
can be viewed at the gaming device with at least one internet
browser. In this embodiment, operation of the gaming device and
accumulation of credits may be accomplished with only a connection
to the central server or controller (the internet/intranet server)
through a conventional phone or other data transmission line,
digital subscriber line (DSL), T-1 line, coaxial cable, fiber optic
cable, or other suitable connection. In this embodiment, players
may access an internet game page from any location where an
internet connection and computer or other interact facilitator is
available. The expansion in the number of computers and number and
speed of internet connections in recent years increases
opportunities for players to play from an ever-increasing number of
remote sites. It should be appreciated that the enhanced bandwidth
of digital wireless communications may render such technology
suitable for some or all communications, particularly if such
communications are encrypted. Higher data transmission speeds may
be useful for enhancing the sophistication and response of the
display and interaction with the player.
[0090] As mentioned above, in one embodiment, the present
disclosure may be employed in a server-based gaming system. In one
such embodiment, as described above, one or more gaming devices are
in communication with a central server or controller. The central
server or controller may be any suitable server or computing device
which includes at least one processor and a memory or storage
device. In alternative embodiments, the central server is a
progressive controller or another gaming machine in the gaming
system. In one embodiment, the memory device of the central server
stores different game programs and instructions, executable by a
gaming device processor, to control the gaming device. Each
executable game program represents a different game or type of game
which may be played on one or more of the gaming devices in the
gaming system. Such different games may include the same or
substantially the same game play with different pay tables. In
different embodiments, the executable game program is for a primary
game, a secondary game or both. In another embodiment, the game
program may be executable as a secondary game to be played
simultaneous with the play of a primary game (which may be
downloaded to or fixed on the gaming device) or vice versa.
[0091] In this embodiment, each gaming device at least includes one
or more display devices and/or one or more input devices for
interaction with player. A local processor, such as the
above-described gaming device processor or a processor of a local
server, is operable with the display device(s) and/or the input
device(s) of one or more of the gaming devices.
[0092] In operation, the central controller is operable to
communicate one or more of the stored game programs to at least one
local processor. In different embodiments, the stored game programs
are communicated or delivered by embedding the communicated game
program in a device or a component (e.g., a microchip to be
inserted in a gaming device), writing the game program on a disc or
other media, or downloading or streaming the game program over a
dedicated data network, internet, or a telephone line. After the
stored game programs are communicated from the central server, the
local processor executes the communicated program to facilitate
play of the communicated program by a player through the display
device(s) and/or input device(s) of the gaming device. That is,
when a game program is communicated to a local processor, the local
processor changes the game or type of game played at the gaming
device.
[0093] In another embodiment, a plurality of gaming devices at one
or more gaming sites may be networked to the central server in a
progressive configuration, as known in the art, wherein a portion
of each wager to initiate a base or primary game may be allocated
to one or more progressive awards. In one embodiment, a progressive
gaming system host site computer is coupled to a plurality of the
central servers at a variety of mutually remote gaming sites for
providing a multi-site linked progressive automated gaming system.
In one embodiment, a progressive gaming system host site computer
may serve gaming devices distributed throughout a number of
properties at different geographical locations including, for
example, different locations within a city or different cities
within a state.
[0094] In one embodiment, the progressive gaming system host site
computer is maintained for the overall operation and control of the
progressive gaming system. In this embodiment, a progressive gaming
system host site computer oversees the entire progressive gaming
system and is the master for computing all progressive jackpots.
All participating gaming sites report to, and receive information
from, the progressive gaming system host site computer. Each
central server computer is responsible for all data communication
between the gaming device hardware and software and the progressive
gaming system host site computer. In one embodiment, an individual
gaming machine may trigger a progressive award win. In another
embodiment, a central server (or the progressive gaming system host
site computer) determines when a progressive award win is
triggered. In another embodiment, an individual gaming machine and
a central controller (or progressive gaming system host site
computer) work in conjunction with each other to determine when a
progressive win is triggered, for example through an individual
gaming machine meeting a predetermined requirement established by
the central controller.
[0095] In one embodiment, a progressive award win is triggered
based on one or more game play events, such as a symbol-driven
trigger. In other embodiments, the progressive award triggering
event, or qualifying condition may be achieved by exceeding a
certain amount of game play (such as number of games, number of
credits, or amount of time), or reaching a specified number of
points earned during game play. In another embodiment, a gaming
device is randomly or apparently randomly selected to provide a
player of that gaming device one or more progressive awards. In one
such embodiment, the gaming device does not provide any apparent
reasons to the player for winning a progressive award, wherein
winning the progressive award is not triggered by an event in or
based specifically on any of the plays of any primary game. That
is, a player is provided a progressive award without any
explanation or alternatively with simple explanations. In another
embodiment, a player is provided a progressive award at least
partially based on a game triggered or symbol triggered event, such
as at least partially based on the play of a primary game.
[0096] In one embodiment, one or more of the progressive awards are
each funded via a side bet or side wager. In this embodiment, a
player must place or wager a side bet to be eligible to win the
progressive award associated with the side bet. In one embodiment,
the player must place the maximum bet and the side bet to be
eligible to win one of the progressive awards. In another
embodiment, if the player places or wagers the required side bet,
the player may wager at any credit amount during the primary game
(i.e., the player need not place the maximum bet and the side bet
to be eligible to win one of the progressive awards). In one such
embodiment, the greater the player's wager (in addition to the
placed side bet), the greater the odds or probability that the
player will win one of the progressive awards. It should be
appreciated that one or more of the progressive awards may each be
funded, at least in part, based on the wagers placed on the primary
games of the gaming machines in the gaming system, via a gaming
establishment or via any suitable manner.
[0097] In another embodiment, one or more of the progressive awards
are partially funded via a side-bet or side-wager which the player
may make (and which may be tracked via a side-bet meter). In one
embodiment, one or more of the progressive awards are funded with
only side-bets or side-wagers placed. In another embodiment, one or
more of the progressive awards are funded based on player's wagers
as described above as well as any side-bets or side-wagers
placed.
[0098] In one alternative embodiment, a minimum wager level is
required for a gaming device to qualify to be selected to obtain
one of the progressive awards. In one embodiment, this minimum
wager level is the maximum wager level for the primary game in the
gaming machine. In another embodiment, no minimum wager level is
required for a gaming machine to qualify to be selected to obtain
one of the progressive awards.
[0099] In another embodiment, a plurality of players at a plurality
of linked gaming devices in a gaming system participate in a group
gaming environment. In one embodiment, a plurality of players at a
plurality of linked gaming devices work in conjunction with one
another, such as by playing together as a team or group, to win one
or more awards. In one such embodiment, any award won by the group
is shared, either equally or based on any suitable criteria,
amongst the different players of the group. In another embodiment,
a plurality of players at a plurality of linked gaming devices
compete against one another for one or more awards. In one such
embodiment, a plurality of players at a plurality of linked gaming
devices participate in a gaming tournament for one or more awards.
In another embodiment, a plurality of players at a plurality of
linked gaming devices play for one or more awards wherein an
outcome generated by one gaming device affects the outcomes
generated by one or more linked gaming devices.
Competition and Wagering Game
[0100] In one embodiment, the disclosed gaming system and method
provide a competition game that operates concurrently with a
wagering game. In one embodiment, the competition game includes a
turn-based video game which enables a player to compete against an
opponent, such as any suitable computer opponent, gaming system
controlled opponent, or another one of the players playing at one
of the gaming devices in the gaming system. Different generated
symbol combinations for the wagering game represent different game
events, actions or sequences for the competition game. The symbols
or symbol combinations generated in the wager game determine which
game events, actions or sequences the gaming system displays for
the competition game.
[0101] In one embodiment, the gaming system determines the game
events, actions or sequences and the result of the competition game
based on the concurrent operated wagering game. That is, for the
wagering game, the gaming system randomly generates one symbol
combination for the player and randomly generates one symbol
combination for the opponent. Based on the randomly generated
symbol combinations, the gaming system determines one of the
plurality of game events, actions or sequences for the competition
game. The gaming system determines a result or outcome of the
competition game between the player and the opponent based on such
game events, actions or sequences.
[0102] In one embodiment, the disclosed gaming system and method
sequentially displays: (i) at least one game event associated with
the randomly generated symbol combination for the player, and (ii)
at least one game event associated with the randomly generated
symbol combination for the opponent. That is, the gaming system
displays the competition game event resulting from the player's
turn before displaying the competition game event resulting from
the opponent's turn, or vice versa.
[0103] In another embodiment, the disclosed gaming system and
method randomly generates one symbol combination for each wager
placed by the player for each play of the wagering game. In this
embodiment, the gaming system enables the player to place at least
one or more wagers within a designated period of time. The gaming
system generates one or more symbol combinations within the
designated period of time. The gaming system also generates one or
more symbol combinations for the opponent within the designated
period of time. Once the period of time expires, the gaming system
processes the results of each of the randomly generated symbol
combinations for the player and the results of each of the randomly
generated symbol combinations for the opponent. In one embodiment,
the gaming system displays the competition game events resulting
from the player's turn before displaying the competition game
events resulting from the opponent's turn, or vice versa.
[0104] In one embodiment, the gaming system generates one or more
symbol combinations for the player and one or more symbol
combinations for the opponent within a designated period of time.
In one such embodiment, the player and the opponent race to cause
as many symbol combinations to be randomly generated as possible in
the designated period of time. The gaming system processes and
displays the results of each of the randomly generated symbol
combinations for the player and/or the opponent in real-time or
substantially real-time (e.g., as such symbol combinations occur or
are randomly generated).
[0105] Referring now to FIG. 3, a flowchart of an example process
100 for a gaming system or a gaming device to concurrently operate
a competition game and a wagering game is illustrated. In one
embodiment, the process 100 is embodied in one or more software
programs stored in one or more memories and executed by one or more
processors or controllers. Although the process 100 is described
with reference to the flowchart illustrated in FIG. 3, it should be
appreciated that many other methods of performing the acts
associated with process 100 may be used. For example, the order of
certain of the blocks described may be changed, or certain of the
blocks described may be optional.
[0106] As indicated by block 102 of FIG. 3, one of the gaming
devices in the gaming system displays a competition game on the
display device. In one embodiment, the competition game is a
turn-based video game which includes a plurality of possible rounds
for the player. As described below, the player advances from one
round to another round by winning a series of competitions against
a designated opponent, wherein each competition includes a play of
the wagering game that results in a randomly determined symbol
combination for the player and a randomly determined symbol
combination for the opponent.
[0107] As indicated by block 104, the gaming system causes the
display device to display a player eligibility meter which
graphically indicates the player's eligibility remaining for the
competition game. As indicated by block 106, the gaming system
causes the display device to display an opponent eligibility meter
which graphically indicates the opponent's eligibility remaining
for the competition game. In one embodiment, the gaming system
displays the player eligibility meter and/or the opponent
eligibility meter as a graphical representation of numerical values
(e.g., life units) which indicate the player's eligibility and/or
the opponent's eligibility remaining for the competition game. As
described below, the player eligibility meter determines how long
the player has until losing an opportunity to win an award. The
opponent eligibility meter determines how long the player has until
winning the award.
[0108] As described below, different game events for the
competition game cause increases or decreases to the player
eligibility meter, the opponent eligibility meter, or both. If the
player eligibility meter decreases to zero, the player becomes
ineligible for the competition game and the competition game ends
for the player. However, if the opponent eligibility meter
decreases to zero, the player defeats that round and the gaming
system enables the player to advance to a subsequent round.
[0109] As indicated by block 108, the gaming system causes the
display device to display a wagering game for the player and the
opponent. The gaming system enables the player to place a wager, as
indicated by block 110, for the wagering game. In one embodiment,
the wager is funded from the credit display or credit meter
associated with the gaming device being played by the player as
described above. In one embodiment, the wager is funded from a
paytable of an associated primary or base game (e.g., as a bonus
game). In another embodiment, the wager is funded separate from the
credit display or credit meter, such as via a side wager. In one
embodiment, the player eligibility meter is linked to but not
directly associated with the player's wager. For example, the
player eligibility meter is based on coin-in while the player's
wager for the wagering game is funded from the credit meter. In one
embodiment, the player eligibility meter is linked to and directly
associated with the player's wager for the wagering game. For
example, the player eligibility meter funds the player's wager such
that for each wager in the wagering game placed by the player, the
gaming system decreases the player eligibility meter based on the
wager placed by the player. In this example, the amount or size of
the decrease is linked to, or directly associated with, the amount
or size of the wager.
[0110] After receiving the wager, the gaming system randomly
generates at least one symbol or symbol combination for the player,
as indicated by block 112. The gaming system also randomly
generates at least one symbol or symbol combination for the
opponent, as indicated by block 114. For example, in a poker game,
the gaming system enables the player to wager a designated number
of credits on each of a number of poker hands and generates at
least one symbol or symbol combination for each poker hand wagered
on by the player. In another example, for a slot game, the gaming
system enables the player to wager a designated number of credits
on each of a number of paylines and generates at least one symbol
or symbol combination for each payline wagered on by the player. In
one embodiment, the gaming system generates the same number of
symbols or symbol combinations for the player and the opponent. In
another embodiment, the gaming system generates a first number of
symbols or symbol combinations for the player and generates a
second, different number of symbols or symbol combinations thr the
opponent.
[0111] Based on the randomly generated symbol combination for the
player, the gaming system determines whether to provide the player
an award, such as a credit value, a progressive award or any other
suitable award. If the randomly generated symbol combination
corresponds to a designated winning symbol combination, the gaming
system determines to provide the player the award. Accordingly, a
first function of the randomly generated symbol combination is to
determine whether or not the player has won an award.
[0112] As indicated by block 116, the gaming system determines
whether to increase, decrease or maintain the player eligibility
meter, the opponent eligibility meter or both. This determination
is based on at least one of the randomly generated symbol
combination for the player and the randomly generated symbol
combination for the opponent. In one embodiment, the gaming system
associates at least one game event, action or sequence with each of
a plurality of symbol combinations. If a designated one of the
symbol combinations is randomly generated in the wagering game, the
gaming system displays the associated game event, action or
sequence for the competition game. Accordingly, a second function
of the randomly generated symbol combination(s) is to determine a
game event, action or sequence for the competition game.
[0113] In one embodiment, the gaming system determines whether to
increase, decrease or maintain either the player eligibility meter
or the opponent eligibility meter and subsequently determines
whether to increase, decrease or maintain the player eligibility
meter and the opponent eligibility meter. For example, the gaming
system can randomly generate a symbol combination for the player
(to determine whether to increase, decrease or maintain the
opponent eligibility meter) without randomly generating a symbol
combination for the opponent (e.g., if the opponent eligibility
meter decreases to zero as a result of the randomly generated
symbol combination for the player). By providing separate
determinations for the player eligibility meter and the opponent
eligibility meter, the gaming system implementer can increase the
flexibility and game play of the competition game.
[0114] As indicated by block 118, the gaming system displays at
least one game event for the competition game. The displayed game
event either increases, decreases or maintains the player
eligibility meter and/or the opponent eligibility meter depending
on the symbols or symbol combinations randomly generated for the
player and/or for the opponent. For example, if the gaming system
randomly generates a first symbol combination in the wagering game
for the player, the gaming system displays a first game event
(e.g., an opponent eligibility meter decrease event) for the player
in the competition game. An opponent eligibility meter decrease
event (e.g., a hit) decreases the opponent eligibility meter, which
is a positive outcome for the player. However, if the gaming system
randomly generates a second, different symbol combination in the
wagering game for the opponent, the gaming system displays a
second, different game event (e.g., a player eligibility meter
decrease event) for the opponent in the competition game. A player
eligibility meter decrease event (e.g., a hit event) decreases the
player eligibility meter, which is a negative outcome for the
player. Other possible events include, but are not limited to: (i)
a neutral event which does not change the player eligibility, (ii)
a neutral event which does not change the opponent eligibility
meter, (iii) player eligibility meter decrease modifier event
(e.g., a defend event) which modifies the amount the player
eligibility meter decreases if the opponent obtains a player
eligibility meter decrease event (e.g., a hit event) to decrease
the player eligibility meter, (iv) a player eligibility meter
increase event (e.g., a heal event) which increases the player
eligibility meter, and (v) an opponent eligibility meter increase
event (e.g., a heal event) which increases the opponent eligibility
meter.
[0115] The randomly generated symbols or symbol combinations for
the player and the randomly generated symbols or symbol
combinations for the opponent determine which type of competition
game event will occur, and the amount at which that event occurs.
For example, if the gaming system randomly generates a first
designated symbol combination in the wagering game for the player,
the gaming system displays an opponent eligibility meter decrease
event which decreases the opponent eligibility meter by a first
amount or quantity. Continuing with this example, if the gaming
system randomly generates a second designated symbol combination in
the wagering game for the opponent, the gaming system displays a
player eligibility meter decrease event which decreases the player
eligibility meter by a second, different amount or quantity.
[0116] It should be appreciated that the gaming system can
associate any number of the symbols or symbol combinations in the
wagering game with any number of the above-described game events.
For example, one symbol combination is associated with a player
eligibility meter decrease event modifier (e.g., a defend event)
while a plurality of symbol combinations are associated with an
opponent eligibility meter decrease event (e.g., a hit event). By
adjusting or varying the number of symbols or symbol combinations
associated with each particular type of competition game event, the
gaming system implementer can control the probabilities of such
competition game events. It should be appreciated that for
different rounds, or at different points in time during the
competition game, the gaming system can adjust or change the
probabilities of generating such competition game events, the
symbols or symbol combinations associated with such competition
game events, the generation of such symbols or symbol combinations,
and any paytable associated with such symbols or symbol
combinations for the wagering game and/or the competition game.
[0117] In one embodiment, the gaming system implementer can
increase the difficulty of one or more of the rounds by adjusting
or changing the probabilities of generating such competition game
events, the symbols or symbol combinations associated with such
competition game events and the generation of such symbols or
symbol combinations. For example, a first round is associated with
a first difficulty level while a second, subsequent round is
associated with a second, higher difficulty level.
[0118] It should also be appreciated that certain designated
symbols or symbol combinations in the wagering game and/or that
certain designated game events in the competition game can be
available for the player while not being available for the
opponent, or vice versa. For example, a player eligibility meter
decrease modifier event (e.g., a defend event) is highly
advantageous to the player because this event modifies the amount
by which the player eligibility meter decreases if the opponent
obtains a player eligibility meter decrease event. Due to this
advantage, in one embodiment, the player eligibility meter decrease
modifier event is only available to the player and a similar
competition game event is not available to the player's
opponent.
[0119] The gaming system monitors the player eligibility meter and
the opponent eligibility meter throughout the competition game. If
either eligibility meter decreases to zero, the competition between
the player and the opponent ends. The gaming system determines
whether the player or the opponent wins the competition game based
on any changes to the player eligibility meter and/or the opponent
eligibility meter. Such changes occur through one or more
iterations of the process indicated by blocks 104 to 118. That is,
for each wager placed by the player, the gaming system displays the
player eligibility meter, displays the opponent eligibility meter,
generates a symbol or symbol combination for the player, generates
a symbol or symbol combination for the opponent, and displays one
or more game events resulting in an increase, a decrease or no
change to the player eligibility meter and/or the opponent
eligibility meter.
[0120] As indicated by block 120 of FIG. 3, the gaming system
determines if the opponent wins the competition. The opponent wins
the competition if the player eligibility meter decreases to zero.
If the player eligibility meter decreases to zero, the player
becomes ineligible for the competition game. In this instance, the
gaming system ends the competition game, as indicated by block 122.
If the opponent does not win the competition, the gaming system
determines if the player wins the competition, as indicated, by
block 124. The player wins the competition game if the opponent
eligibility meter decreases to zero. If the player wins the
competition game, as indicated by block 126, the gaming system
provides an award to the player. In one embodiment, the award
includes, but is not limited to, a credit value, a progressive
award, a physical award (e.g., a car), a theme, a different
paytable (e.g., one with a higher payback percentage), a bonus
game, a bonus triggering event, a quantity of points (to determine
a player's ranking), adjusted probabilities of generating
designated symbols or symbol combinations (e.g., higher), a set of
graphics, a sound, a set of sounds, a video, a set of videos, any
combination of these awards, or any other suitable award.
[0121] In one embodiment, the award includes an upgraded
competition game feature. In one such embodiment, the upgraded
competition game feature includes any suitable modification of one
or more characteristics related to any one of the game events which
result from the symbol or symbol combinations randomly generated
for the player in future plays of the wagering game. For example,
one upgraded competition game feature includes a multiplier or
modifier which increases the amount by which the opponent
eligibility meter decreases for certain competition game events
(e.g., hit events) resulting from the symbol or symbol combinations
randomly generated for the player in future plays of the wagering
game. In this example, a first competition game event is associated
with a first range of values (e.g., from five to twenty life units)
and a modified first competition game event is associated with a
modified first range of values (e.g., ten to thirty life units).
Another upgraded competition game includes a multiplier or modifier
which decreases the amount by which the player eligibility meter
decreases (e.g., defend events) for certain competition game events
resulting from the symbol or symbol combinations randomly generated
for the player's opponent in future plays of the wagering game.
[0122] In one embodiment, if the player wins the competition game
(or wins a designated round of the competition game, such as a
final round), the gaming system enables the player to access
certain awards or other suitable features or benefits previously
unavailable to the player. In different embodiments, the features
or benefits includes, but are not limited to, a theme, a different
paytable (e.g., a different payback percentage, different award
probabilities and/or different awards), a graphic, a sound, a
video, a set of graphics, sounds and/or videos (e.g., animations),
a designated opponent, or any suitable combination of these
elements. For example, the gaming system enables (or otherwise
activates) a first theme in association with a first play (e.g., a
first round) of the competition game and disables or otherwise
deactivates) a second theme and a third theme for the first play of
the competition game. In this example, if the player wins the first
play (or round) of the competition game, the gaming system enables
the second theme (which was previously unavailable to the player)
for a second or subsequent play of the competition game.
[0123] In one embodiment, the gaming system associates a plurality
of awards, features or benefits with the competition game. In one
such embodiment, at a first point in time, a first one of the
awards, features or benefits is available to the player and a
second one of the awards, features or benefits is unavailable to
the player. At a second point in time, such as after a designated
event (e.g., the player winning around, such as the final round),
the gaming system causes the first and second features or benefits
to be available to the player in a subsequent play of the
competition game.
[0124] In one embodiment, the gaming system determines which award,
feature or benefit to make available to the player based on player
input or selection. For example, the gaming system displays a list
of awards, features or benefits which were previously unavailable
to the player and enables the player to select one or more of the
features or benefits from the displayed list to make available to
the player. In different embodiments, the determination of which
feature or benefit is made available to the player is randomly
determined, predetermined, determined based on the player's player
tracking status (as determined through a suitable player tracking
system), determined based on a wager, determined based on time, or
determined based on another suitable method.
[0125] In one embodiment, the gaming system stores or otherwise
accounts for which features or benefits are available to each
player playing at one or more gaming devices in the gaming system.
In one such embodiment, the gaming system cooperates with a
suitable player tracking system to store or otherwise account for
which features or benefits are available to each player in
association with a player tracking card or player tracking account.
In one embodiment, the features or benefits available to each
player expire after a designated amount of time (e.g., one day, one
week, or one month) or after a designated amount of inactivity by
the player (e.g., not playing at one of the gaming devices in the
gaming system for a designated period of time, such as one day, one
month or one year).
[0126] After the gaming system provides the player the award, the
gaming system prompts the player to continue the competition game,
as indicated by block 128. If the player does not want to continue,
the gaming system enables the player to cash out and ends the
competition game, as indicated by block 134. However, if the player
chooses to continue the competition game, the gaming system enables
the player to compete against another opponent. As indicated by
block 130, the gaming system selects a new opponent for the player
to compete against in a subsequent round of the competition
game.
[0127] If neither the player nor the opponent wins the competition,
the gaming system prompts the player to continue the competition
game, as indicated by block 132. If the player chooses to continue
the competition game, the gaming system displays the player
eligibility meter and the opponent eligibility meter and enables
the player to place another wager for another play of the wagering
game. If the player does not want to continue, the gaming system
enables the player to cash out and ends the competition game, as
indicated by block 134.
[0128] In one embodiment, after the gaming system determines
whether to increase, decrease or maintain the player eligibility
meter, the gaming system determines whether to increase a bonus
triggering event progress meter based on the randomly generated
symbol combinations for the player and the opponent. In one
embodiment, if the gaming system decreases the player eligibility
meter, the gaming system increases the bonus triggering event
progress meter, as indicated by block 136. In this embodiment, the
gaming system modifies the bonus triggering event progress relative
to the player eligibility meter. For example, when the gaming
system decreases the player eligibility meter, the gaming system
increases the bonus triggering event progress meter. In one
embodiment, the bonus triggering event progress meter increases
until the bonus triggering event occurs (regardless of whether one
or more players play at the gaming device to cause the bonus event
to occur). In an alternative embodiment, the gaming system modifies
the bonus triggering event progress meter in an inversely
proportional relationship to the player eligibility meter. In one
such embodiment, the gaming system increases the bonus triggering
event progress meter when the gaming system decreases the player
eligibility meter, and the gaming system decreases the bonus
triggering event progress meter when the gaming system increases
the player eligibility meter.
[0129] After the gaming system determines to increase the bonus
triggering event progress meter, the gaming system determines an
amount of the increase. In one embodiment, the amount that the
gaming system increases the bonus triggering event progress meter
is based on the amount that the player eligibility meter decreases.
For example, if the player eligibility meter decreases by five
units or percentage points, the bonus triggering event progress
meter increases by five units or percentage points. That is,
regardless of whether the player wins or loses for any particular
competition (e.g., a play of the wagering game), each play of the
wagering game benefits the player because the gaming system enables
the player to progress toward the bonus event in the competition
game.
[0130] In another embodiment, the bonus triggering event progress
meter increases based on the amount that the player eligibility
meter is decreased and based on the amount that the opponent
eligibility meter is decreased. For example, if the player
eligibility meter decreases by five percent, and the opponent
eligibility meter decreases by five percent, the bonus triggering
event progress meter increases by ten percent.
[0131] As indicated by block 138, the gaming system determines
whether the player qualifies for a bonus event. The gaming system
enables the player to qualify for a bonus event if the bonus
triggering event progress meter in the competition game reaches a
designated value or threshold. When the bonus triggering event
progress meter reaches the designated value or threshold, the bonus
triggering event occurs and the gaming system provides a bonus
award to the player, as indicated by block 140.
[0132] In one embodiment, if the bonus triggering event progress
meter reaches the designated value or threshold, the bonus event
provides the player with at least one additional randomly generated
symbol combination which results in at least one additional
competition game event for the player. In one embodiment, the bonus
event provides the player a free play of the wagering game (or a
modified version of the wagering game) which results in a free turn
for the competition game. In this embodiment, when the player
qualifies for the bonus event, the gaming system does not randomly
generate a symbol or symbol combination for the opponent, and thus,
does not display a competition game event for the opponent. Because
the gaming system provides the player with an extra or free turn in
the competition game, the bonus event provides the player an
advantage over the opponent.
[0133] In one embodiment, if the bonus triggering event progress
meter increases to the designated value, the bonus triggering event
occurs. In another embodiment, once the bonus triggering event
progress meter increases to the designated value, the gaming device
enables the player to selectively activate or trigger the
occurrence of the bonus triggering event. Upon the occurrence of
the bonus triggering event, the gaming system displays the bonus
event to the player. In one embodiment, the bonus event provides
the player with at least one additional symbol generator,
additional symbol and/or additional paylines for the wagering game.
In one such embodiment, the bonus event includes a modified
wagering game that randomly generates at least one additional
symbol combination for the player. In this embodiment, the modified
wagering game includes at least one symbol combination which was
not previously available for the wagering game. For example, if the
wagering game is a slot game, the gaming system displays three
reels and nine paylines (e.g. 3.times.3) which randomly generate
symbol combinations for the player and the opponent. In this
example, the gaming system displays the bonus event as a modified
slot game having additional reels and paylines (e.g., 3.times.5).
The additional reels and paylines increase the player's chance to
decrease the opponent eligibility meter (which, in turn, increases
the player's chance of winning the competition against the
opponent). In another example, for a poker game, if the wagering
game includes a plurality of five card poker hands, the bonus event
includes a plurality of seven or eight card poker hands to increase
the player's chances of obtaining a symbol combination that will
result in a positive competition game event.
[0134] In one embodiment, at least one symbol combination
associated with the wagering game has a higher probability of
occurring during the bonus event. This higher probability increases
the player's chance of winning the competition game against the
opponent.
[0135] In another embodiment, at least one symbol combination
generated during the bonus event results in a modified competition
game event. For example, in the bonus event, a designated symbol
combination results in an opponent eligibility meter decrease event
(e.g., a hit event) that decreases the opponent eligibility meter
to zero. In this example, regardless of whether the opponent has
100 life units or 500 life units remaining in the opponent
eligibility meter, the bonus event enables the player to defeat the
opponent in one turn of the competition game.
[0136] Referring now to FIG. 4, a timeline 150 of an example
competition game is illustrated. In this example, the competition
game includes a designated number of rounds (e.g., four) including
a final round. Each round of the competition game is associated
with a different opponent. For each round, the player and the
opponent engage in a series of competitions (e.g., plays of the
wagering game). For each competition, the gaming system randomly
generates any symbol combination for the player, randomly generates
one symbol combination for the opponent, and displays a competition
game event resulting from a comparison of the generated symbol
combination for the player and the generated symbol combination for
the opponent.
[0137] At a first point in time 152, the gaming system starts a
first round. The first round is associated with a first opponent.
The first opponent is associated with a first opponent eligibility
meter having a first value (e.g., a first number of life units).
The player is associated with a player eligibility meter having an
initial value (e.g., a designated number of life units). In one
embodiment, the player eligibility meter resets to the initial
value after each successful round. That is, if the player advances
to a second round, the player eligibility meter resets to the
initial value for the second round. In another embodiment, the
gaming system does not reset the player eligibility meter for
successful completion of each round. At a first period of time 154,
the gaming system conducts a series of competitions. The series
includes one or more competitions. Each competition includes one
play of the wagering game and its corresponding result in the
competition game.
[0138] Referring now to FIG. 5, a timeline 160 showing a series of
competitions for one round of the competition game. Timeline 160
begins at the same point in time 152 as timeline 150 illustrated in
FIG. 4. For timeline 160 illustrated in FIG. 5, points in time 162,
164 and 166 correspond to the series of competitions illustrated at
the first period of time 154 of timeline 150. Points in time 162
and 164 represent example competitions in the series. That is, for
each competition, the gaming system randomly generates one symbol
combination for the player and one symbol combination for the
opponent. The gaming system also displays a competition game event
resulting from the randomly generated symbol combination for the
player and a competition game event resulting from the randomly
generated symbol combination for the opponent. In this embodiment,
each randomly generated symbol combination (for either the player
or the opponent) is associated with an action (e.g., whether the
gaming system decreases the opponent eligibility meter) and an
amount of change resulting from that action. For example, if the
player obtains an opponent eligibility meter decrease event (e.g.,
a hit event) which decreases the first opponent eligibility meter
by a designated amount of life units (e.g., by 8 life units or by
8%), the gaming system displays the hit event to decrease the first
opponent eligibility meter by 8 life units or 8%.
[0139] In one embodiment, the gaming system compares the symbol
combination randomly generated for the player with the symbol
combination randomly generated for the opponent. Based on the
comparison, in this embodiment, the gaming system determines a
competition game event resulting from the randomly generated symbol
combinations. For example, one competition results in the player
obtaining a player eligibility meter decrease modifier event (e.g.,
a defend event) which modifies the amount the player eligibility
meter decreases if the opponent obtains a player eligibility meter
decrease event (e.g., a hit event). In this example, the
competition also results in the opponent obtaining a player
eligibility meter decrease event (e.g., a hit event) which
decreases the player eligibility meter by twenty life units. Based
on the comparison, the gaming system modifies the amount the player
eligibility meter decreases because the player's player eligibility
meter decrease modifier event mitigates the opponent's player
eligibility meter decrease event (e.g., a hit event). For example,
instead of decreasing the player eligibility meter by twenty life
units, the gaming system decreases the player eligibility meter by
one life unit because the player obtained the player eligibility
meter decrease modifier event.
[0140] At the end of each competition, the gaming system determines
whether any changes occurred to the player eligibility meter and/or
the opponent eligibility meter. The gaming system graphically
indicates these changes on the display device, such as, through one
or more animated game events, actions or sequences. For example,
the gaming system displays an animation event, action or sequence
which shows the opponent striking the player and the player
defending the hit or strike. Such animation results in the player
eligibility meter being reduced from the initial value to the
initial value minus one life unit to account for the player's
defend event (which in this example reduced the effect of the
opponent's hit event). In this example, the animation results in
the display of the opponent eligibility meter with the initial
value because the defend event did not modify the opponent
eligibility meter.
[0141] For each competition, as illustrated at point in time 166,
the gaming system determines whether the player qualifies for a
bonus event. As described above with respect to block 138 of FIG.
3, the gaming system enables the player to qualify for a bonus
event if the bonus triggering event progress meter in the
competition game reaches a designated value or threshold. If the
bonus triggering event progress meter reaches the designated value
or threshold, the bonus triggering event occurs, as described above
with respect to block 140 of FIG. 3. In one embodiment, the gaming
system provides a bonus award to the player. In another embodiment,
the gaming system enables the player to selectively cause the
gaming system to provide the bonus award.
[0142] At point in time 168 illustrated in FIGS. 4 and 5, the
series of competitions ends. The series of competitions ends when:
(i) the player quits the competition game and cashes out, (ii) the
player eligibility meter decreases to zero life units remaining
from the initial value, or (iii) the opponent eligibility meter
decreases to zero life units. If the opponent eligibility meter
decreases to zero, the player advances to a subsequent round.
[0143] At the point in time 168, the player defeated the first
opponent and advanced to a second round. For defeating the first
opponent, the gaming system causes a first upgraded competition
game feature to be provided to the player. After providing the
player the first upgraded competition game feature, the gaming
system starts the second round. The second round is associated with
a second opponent. In one embodiment, the second opponent is
different from the first opponent and is associated with an
opponent eligibility meter having a different value (e.g., a
second, different number of life units) than the opponent
eligibility meter associated with the first opponent. In one
embodiment, the player eligibility meter is reset to the initial
value for each round. In one embodiment, the player eligibility
meter is reset to the initial value after a plurality of rounds. In
one embodiment, the player eligibility meter is reset to the
initial value for each round except a final round. In another
embodiment, the player eligibility meter is not reset to its
initial value for one or more rounds.
[0144] At point in time 164, the gaming system conducts a series of
competitions. The series includes one or more competitions and
continues until: (i) the player quits the competition game and
cashes out, (ii) the player eligibility meter decreases to zero
life units remaining from the initial value, or (iii) the opponent
eligibility meter decreases to zero life units remaining from the
second value. If the opponent eligibility meter decreases to zero,
the player advances to a subsequent round.
[0145] The competition game operates substantially the same at
fifth, sixth, seventh, and eighth points in time 152, 168, 172 and
176 as described above with respect to points in time 162 and 164.
It should be appreciated that at the points in time 174 and 176,
the player defeated a third opponent to advance to a final round.
The final round operates in substantially the same manner as the
first, second, and third rounds. For the final round, the gaming
system conducts a series of competitions. The series includes one
or more competitions and continues until: (i) the player quits the
competition game and cashes out, (ii) the player eligibility meter
decreases to zero life units remaining from the initial value, or
(iii) the opponent eligibility meter decreases to zero life units.
If the opponent eligibility meter decreases to zero, the player has
defeated the competition game and the competition game ends.
[0146] In one embodiment, the gaming system provides an award to
the player. In this embodiment, the award differs from the upgraded
competition game features won by the player for defeating earlier
rounds. Unlike the upgraded competition game features of earlier
rounds, the award is a credit value, a progressive award, a
physical prize, such as a car or motorcycle, or any other suitable
prize. It should be appreciated that the gaming system can provide
the player an award in addition to, or in lieu of, the upgraded
competition game features for defeating any one or more of the
rounds of the competition game.
[0147] If the player defeats the competition game, in one
embodiment, the gaming system causes the display device of the
gaming device being played by the player to display any suitable
statistics achieved by the player throughout the competition game.
For example, the gaming system displays player statistics, such as
a number of upgraded competition game features achieved, a number
of rounds cleared or advanced, or a number of life units remaining.
In another embodiment, the gaming system displays such statistics
when the player cashes out, or after the player eligibility meter
reduces to zero.
[0148] In one embodiment, the gaming system converts the player
statistics into a score which can be compared amongst other
players. For example, the gaming system scores each player who
plays the competition game based on the statistics achieved during
the competition game. In this embodiment, the gaming system ranks a
plurality of players relative to one another based on the scores
achieved by those players in the competition game. In one
embodiment, the gaming system displays a ranking list and/or scores
at one of the gaming devices or on a common display device
associated with a plurality of gaming devices.
[0149] In one embodiment, the gaming system associates at least one
different characteristic with each one of the different opponents.
For example, the opponent in the first round has a lower amount of
eligibility than the opponent in the second round. Accordingly, the
opponent in the first round is affected more by opponent
eligibility meter decrease events from the player than the opponent
in the second round. In another example, the opponent in the third
round is associated with higher probabilities for designated game
events than the opponent in the first round. That is, the opponent
in the third round has an increased probability to obtain certain
designated game events, such as player eligibility meter decrease
events. Accordingly, the opponent in the third round would obtain
hit events to decrease the player eligibility meter more often than
the opponent in the first round. In another example, the opponent
in the final round is associated with higher amounts for designated
game events than any other of the other opponents in the other
rounds. That is, the player eligibility meter decrease events
result in a larger decrease of the player eligibility meter.
[0150] Referring now to FIG. 6, at least one display device 16 or
18 of one gaming device is illustrated in accordance with one
embodiment of the disclosed gaming system. As described above, the
gaming device includes at least one display device 16 or 18 and a
credit display or credit meter 20. It should be appreciated that
the display device 16 or 18 illustrates one example of a game play
screen for one embodiment of the concurrent competitive and
wagering games described herein. For ease of illustration, the
relevant game information for the games is shown on one display
device 16 or 18 of one of the gaming machines 10. In alternative
embodiments, the relevant game information for the game is divided
between different areas of the gamin machine 10 or the display
devices 16 and 18.
[0151] In one embodiment, after appropriate funding of the gaming
device, the display device 16 displays a competition game 200
concurrently with a wagering game 216. The competition game 200
enables the player to compete against one opponent in each of a
plurality of rounds. The display device 16 displays a player
eligibility meter 202 associated with the player for the
competition game. The player eligibility meter 202 includes a
plurality of units 204. The display device 16 also displays an
opponent eligibility meter 206 associated with the opponent for the
competition game. The opponent eligibility meter 206 includes a
plurality of life units 208.
[0152] In the embodiment illustrated in FIG. 6, the player
eligibility meter 202 and the opponent eligibility meter 206 both
indicate values of one-hundred percent. In this embodiment, the
player eligibility meter 202 includes one-hundred life units and
the opponent eligibility meter 206 includes ten life units. This
embodiment is representative of the beginning of a first round of
the competition game 200 where the credit meter 20 shows that the
player has inserted two-hundred credits into the gaming device. In
another embodiment (not shown), the player eligibility meter 202
indicates a value of fifty-percent and the opponent eligibility
meter 206 indicates a value of one-hundred percent. In this
embodiment, the player eligibility meter 202 includes fifty life
units and the opponent eligibility meter 206 includes one-hundred
life units. This embodiment is representative of the beginning of a
final round of the competition game 200, where the player
eligibility meter is not reset at the beginning of each round and
the player eligibility meter 202 has decreased after competing
against a number of opponents.
[0153] The display device 16 also displays a competition game
action sequence area 210 where a graphical representation of the
player 212 competes against a graphical representation of the
opponent 214. For example, a computer-generated character
representing the player competes against a computer-generated
character representing the opponent. The competition game action
sequence area 210 indicates at least one game event, action or
sequence between the graphical representation of the player 212 and
the graphical representation of the opponent 214. It should be
appreciated that the display device 16 displays the game events,
actions, sequences or animations for the competition game in the
competition game action sequence area 210.
[0154] The display device 16 displays a wagering or primary game
for the player 216. The wagering or primary game 216 randomly
generates at least one symbol or symbol combination 218 for the
player. The display device 16 also displays a wagering or primary
game for the opponent 220. The wagering or primary game 220
randomly generates at least one symbol or symbol combination 222
for the opponent. As illustrated in FIG. 6, the wagering or primary
games 216 and 220 randomly generate one or more suitable primary
game symbols 224 and 226 (e.g., reel symbols, cards, or bingo
elements) which form the randomly generated symbol combinations 218
and 222 (e.g., reel symbol combinations, poker hands or bingo
outcomes).
[0155] The display device 16 also displays a player bonus
triggering event progress meter 228 which indicates the player's
progress toward triggering a bonus event. As illustrated in FIG. 6,
the bonus triggering event occurs if the player bonus triggering
event progress meter 228 increments from an initial value, such as
zero percent, to a designated value, such as one-hundred percent.
In this embodiment, the bonus triggering event progress meter 228
increments relative to any decrements of the player eligibility
meter 202. In one embodiment, the bonus triggering event progress
meter 228 continues to increment for each round until the bonus
triggering event occurs.
[0156] Referring now to FIG. 7, a flowchart of an example process
250 for a gaming system or a gaming device to concurrently operate
a competition game and a wagering game is illustrated. In one
embodiment, the process 250 is embodied in one or more software
programs stored in one or more memories and executed by one or more
processors or controllers. Although the process 250 is described
with reference to the flowchart illustrated in FIG. 7, it should be
appreciated that many other methods of performing the acts
associated with process 200 may be used. For example, the order of
certain of the blocks described may be changed, or certain of the
blocks described may be optional.
[0157] The process 250 starts at block 252. As indicated by block
252, the gaming system receives a designated wager from one of the
players at one of the gaming devices in the gaming system. The
credit meter of the gaming device displays the amount of credits
available to be wagered by the player. As indicated by blocks 254
and 256, the gaming device displays a player eligibility meter and
an opponent eligibility meter associated with the competition game.
As described above, these eligibility meters graphically represent
the player's eligibility and the opponent's eligibility for the
competition game. In one embodiment, each of the player eligibility
meter and the opponent eligibility meter initially start at
one-hundred percent.
[0158] In one embodiment, the gaming device associates a designated
number of life units with the player eligibility meter and/or the
opponent eligibility meter. In one such embodiment, the number of
life units associated with the player eligibility meter and/or the
opponent eligibility meter is graphically indicated as a
percentage. In one example, the player eligibility meter indicates
one-hundred percent, and each life unit equals one-half percent of
the player eligibility meter. In this example, if the opponent
obtains a hit event that decreases the player eligibility meter by
ten life points (based on the randomly generated symbol in the
wagering game for the opponent), the gaming device indicates the
player eligibility meter decreased by five percent (e.g., 1 life
points per 1/2 percent).
[0159] In one embodiment, the number of life units associated with
the player eligibility meter and/or the opponent eligibility meter
is based on the round of the competition game. For example, for a
first round, the gaming device associates a first number of life
units with the opponent eligibility meter and for a second,
subsequent round, the gaming device associates a second, higher
number of life units with the opponent eligibility meter. Referring
now to the embodiment illustrated in FIG. 9, look-up table 310
illustrates that different opponents are associated with different
predetermined amounts of life units. As illustrated in FIG. 8, a
first one of the opponents (e.g., Boss #1) is associated with ten
life units while a second one of the opponent (e.g., Boss #10) is
associated with 100 life units.
[0160] In another embodiment, the number of life units associated
with the player eligibility meter and/or the opponent eligibility
meter is randomly determined. For example, the gaming device
randomly picks the number of life points associated with the player
eligibility meter from a designated range. One example range is
one-hundred life points to five-hundred life points. Based on this
example range, the gaming device randomly selects one life point
value between one-hundred and five-hundred from the range to
associate with the player eligibility meter. In one embodiment,
certain groups (e.g., 100 to 200 or 450 to 500) or specific values
(e.g., 340 or 407) of life points are weighted more heavily than
others so that those groups or values are selected more often.
[0161] In one embodiment, the gaming device determines the number
of life units associated with the player eligibility meter based on
the player's coin-in or amount wagered (e.g., a placed wager). In
this embodiment, the look-up table 300 illustrated in FIG. 8
associates a designated percentage of the player eligibility meter
with each individual life unit. In one embodiment, the gaming
system converts the coin-in inserted by the player (or the amount
wagered by the player) into life units based on look-up table 300.
Table 300 is based on a conversion factor of one dollar of coin-in
for one life unit. For example, based on table 300, the gaming
device displays a player eligibility meter having 500 life units if
the player of that gaming device inserts $500 of coin-in. It should
be appreciated that the gaming system implementer could set the
conversion factor to be greater or less than one dollar of coin-in
for one life unit. For example, based on a different conversion
factor (e.g., one penny of coin-in for one life unit), the gaming
device provides a player who inserts $10 of coin-in with 100 life
units. In this example, the percent of the player eligibility meter
represented by each life unit is one percent.
[0162] In different embodiments, the conversion factor and/or the
number of life units associated with the player eligibility meter
is randomly determined, predetermined, determined based on the
player's player tracking status (as determined through a suitable
player tracking system), determined based on a wager, determined
based on time, or determined based on another suitable method.
[0163] In one embodiment, the gaming device converts any credits
stored in the credit meter 20 into life units based on table 300
(with the same or a different conversion factor). In this
embodiment, wagers placed by the player for the wagering game
decrease the player eligibility meter by a designated amount of
life units. Any awards obtained by the player increase the player
eligibility meter by a designated amount (in addition to heal
events). In this embodiment, if a player wishes to cash out, the
gaming device converts any remaining life units into credits. For
example, if the conversion rate is one dollar for each life unit
and the player has fifty life units remaining, the gaming device
enables the player to cash out fifty dollars.
[0164] Referring now to FIGS. 7 and 10A, the gaming device
generates a symbol combination for the player, as indicated by
block 258. Chart 320 illustrated in FIG. 10A shows a plurality of
competition game events in accordance with one embodiment of the
disclosed gaming device. Each competition game event is associated
with a range of values (e.g., percentages or life units), which
represent an amount of change for the player eligibility meter.
Referencing chart 320, if a neutral event results from the symbol
combination randomly generated for the player in the wagering game,
the opponent eligibility meter reflects no change. If an opponent
eligibility meter decrease event (e.g., a hit event) results from
the symbol combination randomly generated for the player in the
wagering game, the opponent eligibility meter reflects a change
between 1% and 100%. That is, the opponent eligibility meter
decreases by 1% (e.g., at a minimum hit value) to 100% (e.g., at a
maximum hit value). As described above, in one embodiment, the
gaming device converts each percentage of the opponent eligibility
meter into a number of life units. Based on a conversion rate of
one life unit per one percent of the opponent eligibility meter,
the opponent eligibility meter decreases between 1 life unit and
100 life units.
[0165] Referring now to FIG. 10B, chart 340 is illustrated which
includes a plurality of competition game events in accordance with
one embodiment of the disclosed gaming device. Each competition
game event is associated with a symbol combination generated from
the wagering game. Chart 340 illustrates a plurality of
interactions between randomly generated symbol combinations of the
player and the opponent for the wagering game and the affect these
generated symbol combinations have on the competition game.
[0166] In one embodiment, the competition game is associated with
one or more paytables which associate a plurality of competition
game events with an amount of change for the player eligibility
meter (or the opponent eligibility meter). In one such embodiment,
a first paytable associates a first competition game event (e.g., a
hit event) with a first amount of change for the player eligibility
meter (e.g., 5 life units or 5%) and a second, different paytable
associates the first competition game event (e.g., the hit event)
with a second, different amount of change for the player
eligibility meter (e.g., 6 life units or 6%). In one such
embodiment, the first paytable and the second paytable have
different conversion rates between the life units and the
percentages of the player eligibility meter (or the opponent
eligibility meter).
[0167] In one embodiment, the gaming system determines a ranking
hierarchy between the competition game events and determines the
results of the competition game based on such ranking hierarchy.
For example, an opponent eligibility meter decrease event (e.g., a
hit event) ranks higher relative to a player eligibility meter
decrease event (e.g., a hit event). The player eligibility meter
decrease event (e.g., a hit event) ranks higher relative to a
player eligibility meter increase event (e.g., a heal event). The
player eligibility meter increase event (e.g., a heal event) is
ranked higher relative to a player eligibility meter decrease
modifier event (e.g., a defend event). The player eligibility meter
decrease modifier event (e.g., a defend event) is ranked higher
than a neutral event or non-winning symbol combination.
[0168] In one embodiment, as illustrated by chart 340 of FIG. 10B,
if a non-winning symbol combination results from the generated
symbol combination for the opponent and a hit event (e.g., an
opponent eligibility meter decrease event) results from the
generated symbol combination for the player, the gaming system
decreases the opponent eligibility meter. As further illustrated by
chart 340, if a non-winning symbol combination results from the
generated symbol combination for the opponent and a heal event
(e.g., a player eligibility meter increase event) results from the
generated symbol combination for the player, the gaming system
increases the player eligibility meter.
[0169] In one embodiment, the gaming system independently and
individually determines: (i) a wagering game outcome (e.g., an
award) based on each generated symbol combination for the player
(or for the opponent) in the wagering game, and (ii) a competition
game outcome (e.g., an animated sequence such as a hit event, heal
event or defend event) based on each generated symbol combination
for the player (or for the opponent) in the wagering game. In
another embodiment, the gaming system determines a net result of
the symbol combination randomly generated for the player in the
wagering game and the symbol combination randomly generated for the
opponent in the wagering game. For example, if the symbol
combination randomly generated for the player in the wagering game
decreases the opponent eligibility meter by seven percent and if
the symbol combination randomly generated for the opponent in the
wagering game decreases the player eligibility meter by twelve
percent, the gaming system causes the player eligibility meter to
decrease by five percent (e.g., twelve percent minus seven
percent).
[0170] As indicated by block 26U, if the generated symbol
combination corresponds to a player eligibility meter decrease
modifier event (e.g., a defend event), the gaming device generates
a symbol combination for the opponent as indicated by block
278.
[0171] As indicated by block 262, if the generated symbol
combination corresponds to a player eligibility meter increase
event (e.g., a heal event), the gaming device causes an award to be
provided to the player based on the generated symbol combination,
as indicated, by block 264. After causing the award to be provided,
the gaming device generates a symbol combination for the opponent
as indicated by block 278.
[0172] As indicated by block 266, if the generated symbol
combination corresponds to an opponent eligibility meter decrease
event (e.g., a hit event), the gaming device causes an award to be
provided to the player based on the generated symbol combination,
as indicated by block 265. After causing the award to be provided,
the gaming device determines whether the player defeated the
opponent as indicated by block 268. If the player has defeated the
opponent, the gaming device provides a bonus award to the player.
In one embodiment, the bonus award including a bonus game, a credit
award, a progressive award, an upgrade for the competition game or
any other suitable award.
[0173] After providing the player the bonus award, the gaming
device prompts the player to continue the competition game, as
indicated by block 272. If the player does not want to continue,
the gaming device enables the player to cash out and ends the
competition game, as indicated by block 274. If the player chooses
to continue the competition game, the gaming device enables the
player to compete against another opponent. As indicated by block
276, the gaming device selects a new opponent for the player to
compete against in a subsequent round of the competition game.
[0174] Referring back to block 268 in FIG. 7 and FIG. 10A, if the
player did not defeat the opponent, the gaming device generates a
symbol combination for the opponent, as indicated by block 278.
Chart 330 illustrated in FIG. 10A includes a plurality of
competition game events in accordance with one embodiment of the
disclosed gaming device. Each competition game event is associated
with a range of values (e.g., percentages or life units), which
represent an amount of change for the player eligibility meter
and/or the opponent eligibility meter. Referencing chart 330, if a
neutral event results from the symbol combination randomly
generated for the opponent in the wagering game, the player
eligibility meter reflects no change. As indicated by chart 330 of
FIG. 10A and block 280 of FIG. 7, if a player eligibility meter
decrease event (e.g., a hit event) results from the symbol
combination randomly generated for the opponent in the wagering
game, the player eligibility meter reflects a change between 1% and
100%. That is, the player eligibility meter decreases by 1% (e.g.,
at a minimum hit value) to 100% (e.g., at a maximum hit value). As
described above, in one embodiment, the gaming device converts each
percentage of the player eligibility meter into a number of life
units. Based on a conversion rate of one life unit per one percent
of the player eligibility meter, the player eligibility meter
decreases between 1 life unit and 100 life units.
[0175] After decreasing the player eligibility meter, the gaming
device determines whether the opponent defeated the player, as
indicated by block 284. If the opponent did not defeat the player
(i.e., the player eligibility meter is not zero), the gaming device
prompts the player to continue the competition game, as indicated
by block 272. If the player does not want to continue, the gaming
device enables the player to cash out and ends the competition
game, as indicated by block 274. If the player chooses to continue
the competition game, the process 250 continues to block 254
without selecting a new opponent as indicated by block 276.
[0176] As indicated by block 282, if an opponent eligibility meter
increase event (e.g., a heal event) results from the symbol
combination randomly generated for the player in the wagering game,
the opponent eligibility meter increases between 10% and 100%.
[0177] As indicated by block 286, the gaming device increases the
bonus triggering event progress meter based on the generated symbol
combinations as indicated by block 258 for the player and by block
278 for the opponent. In one embodiment, an decrease to the player
eligibility meter resulting from the generated symbol combinations
as indicated by block 258 for the player and by block 278 for the
opponent will increase the bonus triggering event progress meter.
After increasing the bonus triggering event progress meter, the
gaming device determines whether the bonus triggering event
progress meter is full as indicated by block 288. If the bonus
triggering event progress meter is not full, the gaming device
determines whether the opponent defeated the player, as indicated
by block 284.
[0178] If the bonus triggering event progress meter is full (i.e.,
reached a designated value), as indicated by block 290, the bonus
triggering event occurs, and the gaming device triggers a bonus
event. In one embodiment, the bonus event generates a bonus symbol
combination for the player with at least one additional symbol
generator, at least one additional symbol and/or at least one
additional paylines. In one embodiment, the gaming device enables
the player to selectively activate the bonus triggering event so
that the player can selectively utilize the bonus event at the
player's discretion. In one embodiment, if the player defeats the
opponent with the bonus symbol combination, the gaming device
enables the player to refill the bonus triggering event progress
meter as a result of the generated bonus symbol combination (i.e.,
to re-trigger the bonus event).
[0179] In one embodiment, the gaming system individually determines
each of the competition game events and individually displays the
results of such competition game events (e.g., as such events
occur). For example, if the player obtains an opponent eligibility
meter decrease event (e.g., a hit event) that is associated with a
designated amount of life points (e.g., 5 life points or 5%), the
gaming system displays the hit event (e.g., through an animated
event or sequence) and the opponent eligibility meter decreases by
the designated amount associated with that hit event (e.g., 5 life
units or 5%). In this embodiment, this ends the player's turn. If
the opponent eligibility meter equals zero, the opponent forfeits
his turn. If the opponent eligibility meter is greater than zero,
the opponent takes his turn. For the opponent's turn, if the
opponent obtains a player eligibility meter decrease event a hit
event) that is associated with a designated amount of life points
(e.g., 10 life points or 10%), the gaming system displays the hit
event (e.g., through an animated event or sequence) and the player
eligibility meter decreases by the designated amount (e.g., 10 life
units or 1.0%).
[0180] In one embodiment, the gaming system processes the randomly
generated symbol or symbol combination for the player independent
of the randomly generated symbol or symbol combination for the
opponent. As described above, if the gaming system randomly
generates the first symbol combination in the wagering game for the
player and randomly generates the second symbol combination in the
wagering game for the opponent, the gaming system displays the
first game event for the player and the second game event for the
opponent. In this embodiment, the gaming system displays the first
game event which decreases the opponent eligibility meter and
subsequently displays the second game event which decreases the
player eligibility meter. That is, the gaming system independently
processes the game events for the player and the opponent which
result from the randomly generated symbol combinations from the
wagering game.
[0181] In another embodiment, the gaming system processes the
randomly generated symbol or symbol combination for the player
together with the randomly generated symbol or symbol combination
for the opponent. That is, if the gaming system randomly generates
the first symbol combination in the wagering game for the player
and randomly generates the second symbol combination in the
wagering game for the opponent, the gaming system compares the
randomly generated first symbol combination with the randomly
generated second symbol combination to determine the game event for
the player and/or the game event for the opponent in the
competition game. For example, in this embodiment, the gaming
system displays the first game event which decreases the opponent
eligibility meter and subsequently displays the second game event
which decreases the player eligibility meter. That is, the gaming
system independently processes the game events for the player and
the opponent which result from the randomly generated symbol
combinations from the wagering game.
[0182] In one embodiment, the gaming system sequentially displays:
(i) at least one game event associated with the randomly generated
symbol combination for the player, and (ii) at least one game event
associated with the randomly generated symbol combination for the
opponent. That is, the gaming system displays the competition game
event resulting from the player's turn before displaying the
competition game event resulting from the opponent's turn, or vice
versa.
[0183] Referring now to FIGS. 11 and 12A to 12E, one round of the
competition game is described in accordance with one embodiment of
the disclosed gaming system. FIG. 11 illustrates a timeline 350
showing a plurality of events which occur during the competition
game in accordance with one embodiment of the disclosed gaming
system. FIGS. 12A to 12E illustrate front plan views of one gaming
device in accordance with the plurality of events of timeline 350
of FIG. 11. As seen in FIGS. 12A to 12E, the display device 16 or
18 displays an informational area 230 and a message area 232 to
indicate the results of the wagering game and/or the competition
game to the player for illustrative and informational purposes. In
one embodiment, the display device 16 or 18 does not display the
informational area 230 and/or the message area 232 to the
player.
[0184] Timeline 350 indicates that the competition game starts at
an initial point of time 352. At this point in time, as illustrated
in FIG. 12A, the player eligibility meter 202 and the opponent
eligibility meter indicate one-hundred percent. The player bonus
triggering event progress meter indicates zero percent. The credit
meter 20 indicates that the player has two-hundred credits.
[0185] In one embodiment, the competition game starts after the
player places a wager, such as a side-wager or a wager of a
designated minimum amount. In another embodiment, the competition
game starts concurrently with a wagering game, wherein the gaming
device enables the player to place a wager for each play of the
wagering game. In one embodiment, the competition game is funded
from a paytable associated with a primary or base game. In another
embodiment, the competition game starts as a bonus game after a
designated triggering event. In one embodiment, the designated
triggering event may be a selected outcome in a primary game or a
particular arrangement of one or more indicia on a display device
in the primary game, such as the number seven appearing on three
adjacent reels along a payline in the primary game embodiment seen
in FIGS. 1A and 1B. In other embodiments, the designated triggering
event occurs based on exceeding a certain amount of game play (such
as number of games, number of credits, amount of time), or reaching
a specified number of points earned during game play.
[0186] In one embodiment, the gaming system determines which
players can participate in the competition game. In one such
embodiment, the central controller of the gaming system tracks all
active gaming devices and the wagers placed at those gaming
devices. Each gaming device defines its state as either active or
inactive and also defines the wagers or wager amounts placed at
that gaming device. In one embodiment, active status means that the
gaming device is being actively played by a player and
enrolled/inactive status means that the gaming device is not being
actively played by a player. The active status requirements can be
based on any suitable number of satisfied criteria or defined in
any suitable manner by the implementer of the gaming system. In one
such embodiment, upon the occurrences of the designated triggering
event, the gaming system causes the wagering game and/or the
competition game to be displayed at the active gaming devices.
[0187] At a second point in time 354 along timeline 350 of FIG. 11,
the gaming device displays a first competition between the player
and the opponent. For the first competition, the gaming device
randomly generates at least one symbol combination for the player
in the wagering game and randomly generates at least one symbol
combination for the opponent in the wagering game. It should be
appreciated that the player can wager on one or more paylines and
that the gaming device evaluates the symbol combination indicated
by each payline wagered on by the player in the wagering game. For
example, if the player wagers on nine paylines, the gaming system
randomly generates a plurality of symbol combinations for the
player in the wagering game and evaluates each symbol combination
(e.g., nine symbol combinations) indicated by each payline wagered
on by the player.
[0188] In one embodiment, the gaming device evaluates the same
number of symbol combinations for the player and for the opponent.
For example, if the player wagers on three paylines, the gaming
system evaluates three symbol combinations for the player and three
symbol combinations for the opponent in the wagering game. In
another embodiment, the gaming system evaluates different numbers
of symbol combinations for the player and for the opponent to
adjust the difficulty of the competition game. In one such
embodiment, to provide the player with an advantage over the
opponent (e.g., to decrease the round difficulty for that
opponent), the gaming system evaluates three symbol combinations
for the player and one symbol combination for the opponent.
[0189] In one embodiment, the symbol evaluation for the wagering
game occurs for each wagered on payline. For example, if the player
wagers on three paylines, the gaming system evaluates three
separate symbol combinations to generate an outcome for each
competition. In one embodiment, the gaming system causes the game
action sequence area 210 to display the graphical representation of
the player (or opponent) performing the game action associated with
each randomly generated symbol combination indicated by each
payline wagered on by the player. In the above example, if the
player wagered on three paylines and obtained symbol combinations
associated with a first hit event, a heal event and a second hit
event for the competition game, the gaming system causes the game
action sequence area 210 to display the graphical representation of
the player performing these game actions before the opponent's
turn. In another embodiment, the gaming system causes the game
action sequence area 210 to display the graphical representation of
the player performing a first one of the game actions associated
with one of the randomly generated symbol combinations (e.g., a
player's turn) and the graphical representation of the opponent
performing a first one of the game actions associated with one of
the randomly generated symbol combinations (e.g., the opponent's
turn) before displaying the graphical representations of the player
and opponent performing a second one of the game actions.
[0190] For illustrative purposes, the embodiment illustrated in
FIGS. 12A to 12E shows the player wagering on one payline the
middle payline). For the wagered on payline, the gaming system
randomly generates a symbol combination for the player in the
wagering game and evaluates the symbol combination indicated by the
payline wagered on by the player. The gaming system also randomly
generates a plurality of symbol combinations for the opponent in
the wagering game and evaluates one of the symbol combinations
(e.g., the symbol combination indicated by the middle payline).
[0191] As illustrated in FIG. 12A, the gaming device generated a
symbol combination 218. The generated symbol combination 218
results in anon-winning combination for the wagering game 216 and
corresponds to a neutral event for the competition game 200. Based
on the generated symbol combination 218, the gaming device displays
no change to the player eligibility meter 202 or the bonus
triggering event progress meter 228. The display device displays an
event, action or sequence corresponding to the neutral event in the
game action sequence area 210. For example, the game action
sequence area 210 displays the graphical representation of the
player attempting to strike the graphical representation of the
opponent, but missing. This ends the player's turn for the
competition game.
[0192] In the first competition, the gaming device also generated a
symbol combination 222. The generated symbol combination 222
results in a non-winning combination for the opponent and
corresponds to a neutral event for the competition game 200. Based
on the generated symbol combination 222, the gaming device displays
no change to the opponent eligibility meter 206 or the bonus
triggering event progress meter 228. This ends the opponent's turn
for the competition game 200. In the embodiment illustrated in FIG.
12A, the message area 232 displays an audio, a visual or an
audio/visual message indicating a message or instructions to the
player. An example of such message or instruction includes any
suitable message or instruction, such as "GOOD LUCK!" or "PLACE A
WAGER TO BEGIN PLAYING!"
[0193] At a third point in time 356 along timeline 350 of FIG. 11,
the gaming device displays a second competition between the player
and the opponent. For the second competition, the gaming device
randomly generates a symbol combination for the player in the
wagering game and randomly generates a symbol combination for the
opponent in the wagering game. As illustrated in FIG. 12B, the
player wagered one credit (e.g., one credit for one payline) for
the second competition. The credit meter 20 indicates that the
player has one-hundred-ninety-nine credits. In the second
competition, the gaming device generated a symbol combination 218.
The generated symbol combination 218 results in a non-winning
combination for the wagering game 216 and corresponds to a neutral
event for the competition game 200. Based on the generated symbol
combination 218, the gaming device displays no change to either the
player eligibility meter 202 or the opponent eligibility meter 206.
The display device displays an event, action or sequence
corresponding to the neutral event in the game action sequence area
210. This ends the player's turn for the competition game 200.
[0194] In the second competition, the gaming device also generated
a symbol combination 222. The generated symbol combination 222
results in a designated symbol combination (e.g., A-A-A) for the
opponent and corresponds to a player eligibility meter decrease
event (e.g., a hit event) for the competition game 200. Based on
the generated symbol combination 222, the gaming device displays
the player eligibility meter 202 decreased by five percent. The
display device displays an event, action or sequence corresponding
to the player eligibility meter decrease event (e.g., a hit event)
in the game action sequence area 210. This ends the opponent's turn
for the competition game 200. The player eligibility meter
indicates ninety-five percent after being decreased during the
opponent's turn by the opponent's player eligibility meter decrease
event. The opponent eligibility meter indicates one-hundred percent
and did not change. The player bonus triggering event progress
meter 228 increased, to five percent based on the player
eligibility meter 202 decreasing by five percent. In this
embodiment, the player bonus triggering event progress meter 228
changes relative to any decreases to the player eligibility meter
202. In the embodiment illustrated in FIG. 12B, the message area
232 displays an audio, a visual or an audio/visual message
indicating a message or instructions to the player. An example of
such message or instruction includes any suitable message or
instruction, such as "YOU ATTACKED YOUR OPPONENT BUT MISSED! YOUR
OPPONENT HIT YOU FOR A LOSS OF 5%. YOUR BONUS TRIGGERING EVENT
PROGRESS METER HAS INCREASED TO 5%!"
[0195] At a fourth point in time 358 along timeline 350 of FIG. 11,
the gaming device displays a third competition between the player
and the opponent. For the third competition, the gaming device
randomly generates a symbol combination for the player in the
wagering game and randomly generates a symbol combination for the
opponent in the wagering game. As illustrated in FIG. 12C, the
player wagered one credit (e.g., one credit for one payline) for
the third competition. The credit meter 20 indicates that the
player has one-hundred-ninety-eight credits. For the third
competition, the gaming device generated a symbol combination 218.
The symbol combination 218 results in a designated symbol
combination (e.g., B-B-B) for the wagering game 216 and corresponds
to a player eligibility meter decrease modifier event (e.g., a
defend event) for the competition game 200. In one embodiment, the
gaming device causes an award to be provided to the player for the
player eligibility meter decrease modifier event (e.g., a defend
event). Based on the generated symbol combination 218, the gaming
device displays no change to either the player eligibility meter
202 or the opponent eligibility meter 206. The display device
displays an event, action or sequence corresponding to the player
eligibility meter decrease modifier event (e.g., a defend event) in
the game action sequence area 210. In one embodiment, since the
player's turn is before the opponent's turn, the gaming device
treats the player eligibility meter decrease modifier event (e.g.,
a defend event) as a neutral event because the opponent has yet to
take a turn. In another embodiment, the gaming device enables the
player to use the player eligibility meter decrease modifier event
(e.g., a defend event) to lessen the effect of the opponent's next
turn. This ends the player's turn for the competition game 200.
[0196] In the third competition, the gaming device also generated a
symbol combination 222. The generated symbol combination 222
results in a designated symbol combination (e.g., C-C-C) for the
opponent and corresponds to a player eligibility meter decrease
event (e.g., a hit event) for the competition game 200. Based on a
comparison of the generated symbol combination 218 and the
generated symbol combination 222, the player eligibility meter 202
decreases by one percent. As illustrated in FIG. 12C, the player
eligibility meter decrease modifier event (e.g., a defend event)
lessens the effect of the player eligibility meter decrease event
(e.g., a hit event) has on the player eligibility meter 202. In
this instance, the player eligibility meter decrease modifier event
a defend event) trumps the player eligibility meter decrease event
(e.g., a hit event) and the player eligibility meter 202 decreases
by one percent instead of forty-five percent. The display device
displays an event, action or sequence corresponding to the player
eligibility meter decrease modifier event (e.g., a defend event)
and the player eligibility meter decrease event (e.g., a hit event)
player eligibility meter decrease event (e.g., a hit event) in the
game action sequence area 210. For example, the game action
sequence area 210 displays the graphical representation of the
opponent striking the graphical representation of the player while
attempting to block or shield, the strike. This ends the opponent's
turn for the competition game 200. The player eligibility meter
indicates ninety-four percent after being decreased during the
opponent's turn by the opponent's player eligibility meter decrease
event (with lessened effect). The opponent eligibility meter
indicates one-hundred percent and did not change. The player bonus
triggering event progress meter 228 increased from five percent to
forty-five percent. As illustrated, the bonus triggering event
progress meter 228 increased by forty percent due to the amount of
the player eligibility meter decrease event (e.g., a hit event)
obtained during the opponent's turn for the competition game 200.
In the embodiment illustrated in FIG. 12C, the message area 232
displays an audio, a visual or an audio/visual message indicating a
message or instructions to the player. An example of such message
or instruction includes any suitable message or instruction, such
as "YOUR OPPONENT HIT YOU FOR A LOSS OF 40%. HOWEVER, YOU PARTIALLY
DEFENDED YOUR OPPONENT'S HIT! YOUR HAVE LOST 1%. YOUR BONUS
TRIGGERING EVENT PROGRESS METER HAS INCREASED 45%!"
[0197] At a fifth point in time 360 along timeline 350 of FIG. 11,
the gaming device displays a fourth competition between the player
and the opponent. For the fourth competition, the gaming device
randomly generates a symbol combination for the player in the
wagering game and randomly generates a symbol combination for the
opponent in the wagering game. As illustrated in FIG. 12D, the
player wagered one credit (e.g., one credit for one payline) for
the fourth competition. The credit meter 20 indicates that the
player has two-hundred-twenty-two credits (e.g.,
one-hundred-ninety-eight credits minus one credit and plus
twenty-five credits). In the fourth competition, the gaming device
generated a symbol combination 218. The symbol combination 218
results in a designated symbol combination (e.g., D-D-D) for the
wagering game 216 and corresponds to an opponent eligibility meter
decrease event (e.g., a hit event) for the competition game 200. As
illustrated, the gaming device causes an award of twenty-five
credits to be provided to the player for the opponent eligibility
meter decrease event (e.g., a hit event). Based on the generated
symbol combination 218, the gaming device displays the opponent
eligibility meter 206 decreased by ten percent to ninety percent.
The display device displays an event, action or sequence
corresponding to the opponent eligibility meter decrease event
(e.g., a hit event) in the game action sequence area 210. For
example, the game action sequence area 210 displays the graphical
representation of the player striking the graphical representation
of the opponent. This ends the player's turn for the competition
game 200.
[0198] In the fourth competition, the gaming device also generated
a symbol combination 222. The generated symbol combination 222
results in a designated symbol combination (e.g., E-E-E) for the
opponent and corresponds to a player eligibility meter decrease
event (e.g., a hit event) for the competition game 200. Based on
the generated symbol combination 222, the gaming device decreases
the player eligibility meter 202 by seven percent. The display
device displays an event, action or sequence corresponding to the
player eligibility meter decrease event (e.g., a hit event) in the
game action sequence area 210. For example, the game action
sequence area 210 displays the graphical representation of the
opponent striking the graphical representation of the player. This
ends the opponent's turn for the competition game 200. The gaming
device decreased the player eligibility meter by seven percent to
eighty-seven percent and decreased the opponent eligibility meter
by ten percent to ninety percent. The gaming device increased the
player bonus triggering event progress meter 228 by seventeen
percent to sixty-two percent. As illustrated, the bonus triggering
event progress meter 228 increased by seventeen percent by summing
the amounts (e.g., numerical values) of the opponent eligibility
meter decrease event (e.g., a hit event) obtained during the
player's turn for the competition game 200 and the player
eligibility meter decrease event (e.g., a hit event) obtained
during the opponent's turn for the competition game 200. In the
embodiment illustrated in FIG. 12D, the message area 232 displays
an audio, a visual or an audio/visual message indicating a message
or instructions to the player. An example of such message or
instruction includes any suitable message or instruction, such as
"YOU HIT YOUR OPPONENT FOR A LOSS OF 10%. YOU HAVE WON 25 CREDITS!
YOUR OPPONENT HIT YOU FOR A LOSS OF 7%. YOUR BONUS TRIGGERING EVENT
PROGRESS METER HAS INCREASED TO 62%!"
[0199] At a sixth point in time 362 along timeline 350 of FIG. 11,
the gaming device displays a fifth competition between the player
and the opponent. For the fifth competition, the gaming device
randomly generates a symbol combination for the player in the
wagering game and randomly generates a symbol combination for the
opponent in the wagering game. As illustrated in FIG. 12E, the
player wagered one credit (e.g., one credit for one payline) for
the fifth competition. The credit meter 20 indicates that the
player has two-hundred-sixty-six credits two-hundred-twenty-two
credits minus one credit and plus forty-five credits). For the
fifth competition, the gaming device generated a symbol combination
218. The symbol combination 218 results in a designated symbol
combination (e.g., F-F-F) for the wagering game 216 and corresponds
to a player eligibility meter increase event (e.g., a heal event)
for the competition game 200. As illustrated, the gaming device
causes an award of forty-one credits to be provided to the player
for the player eligibility meter increase event (e.g., a heal
event). Based on the generated symbol combination 218, the gaming
device displays the opponent eligibility meter 206 decreased by ten
percent to ninety percent. The display device displays an event,
action or sequence corresponding to the player eligibility meter
increase event (e.g., a heal event) in the game action sequence
area 210. For example, the game action sequence area 210 displays
the graphical representation of the player drinking potion to
restore a portion or all of the player eligibility meter. This ends
the player's turn for the competition game 200.
[0200] In one embodiment, the gaming device limits any restoration
of health or eligibility to one-hundred percent. For example, if
the player eligibility meter indicates ninety percent and the
player obtains a heal event that increases the player eligibility
by fifteen percent, the gaming device limits or caps the player
eligibility meter at one-hundred percent. In another embodiment,
the gaming device accounts for any restoration of health or
eligibility exceeding one-hundred percent by saving or banking such
health or eligibility for a subsequent competition game and/or a
competition game event. For example, if the player eligibility
meter indicates ninety percent and the player obtains a heal event
that increases the player eligibility by fifteen percent, the
gaming device displays the player eligibility meter at one-hundred
percent while banking or saving the remaining five percent. In this
example, the gaming device and/or the gaming system treats the
player eligibility meter as being equal to one-hundred-five percent
for the competition game though the gaming device only displays the
player eligibility meter at one-hundred percent.
[0201] For the fifth competition, the gaming device also generated
a symbol combination 222. The generated symbol combination 222
results in a designated symbol combination (e.g., (G-G-G) for the
opponent and corresponds to a player eligibility meter decrease
event (e.g., a hit event) for the competition game 200. Based on
the generated symbol combination 222, the player eligibility meter
202 decreases by fifteen percent. The display device displays an
event, action or sequence corresponding to the player eligibility
meter decrease event (e.g., a hit event) in the game action
sequence area 210. For example, the game action sequence area 210
displays the graphical representation of the opponent striking the
graphical representation of the player. This ends the opponent's
turn for the competition game 200. The player eligibility meter
increased by five percent to ninety-two percent and the opponent
eligibility meter remains at ninety percent. The player bonus
triggering event progress meter 228 increased by thirty-five
percent to ninety-seven percent.
[0202] As illustrated in the embodiment of FIG. 12E, the bonus
triggering event progress meter 228 increased by thirty-five
percent by summing the amounts (e.g., numerical values) of the
player eligibility meter increase event a heal event) obtained
during the player's turn for the competition game 200 and the
player eligibility meter decrease event (e.g., a hit event)
obtained during the opponent's turn for the competition game 200.
The message area 232 displays an audio, a visual or an audio/visual
message indicating a message or instructions to the player. An
example of such message or instruction includes any suitable
message or instruction, such as "YOUR OPPONENT HIT YOU FOR A LOSS
OF 15%. HOWEVER, YOU HEALED YOURSELF FOR 20%. YOU HAVE GAINED 5%.
YOU HAVE ALSO WON 45 CREDITS! YOUR BONUS TRIGGERING EVENT PROGRESS
METER HAS INCREASED TO 97%!"
[0203] At a seventh point in time 361 along timeline 350 of FIG.
11, the gaming device ends the round of the competition game 200.
As described above, the gaming device ends the round of the
competition game 200 if the opponent eligibility meter decreases to
zero percent (e.g., zero life units). In this instance, the gaming
device causes an award to be provided to the player, such as a
bonus award, or an upgrade, such as upgraded competition game
feature for a subsequent round. The round of the competition game
ends if the player eligibility meter decreases to zero (e.g., zero
life units) or if the player chooses to quit the competition game
and cash out. In such instances, the gaming device enables the
player to start another round of the competition game as
illustrated at point in time 352 of FIG. 11.
[0204] In one embodiment, if the competition game ends, the gaming
system provides the player an opportunity to play another
competition game. For example, if the player eligibility meter
decreases to zero, the gaming system enables the player to add
funds to increase or replenish the player eligibility meter as
described above. In one embodiment, if the eligibility meter
decreases to zero, the gaming system enables the player to repeat
the same competition game (or the same round for the competition
game). For example, the gaming system enables the player to
continue the same competition game from the same or different point
in that competition game. In this example, in the repeated
competition game (or the repeated round), the player eligibility
meter and/or the opponent eligibility meter are reset to their
initial values and the bonus triggering event progress meter resets
to zero. In another example, if the player advances to and beats
the final round of the competition game, the gaming system enables
the player to repeat the same competition game. In another
embodiment, when the competition game ends, the gaming system
enables the player to play a different competition game, such as a
competition game having a different theme, a different number of
rounds, a different number of opponents, a different player
eligibility meter (e.g., a different number of life units per
round), a different paytable or an other suitable
characteristic.
[0205] In one embodiment, the values of the bonus triggering event
progress meter and/or the player eligibility meter carry over from
round to round of the competition game until the player eligibility
meter reaches zero (or until the bonus triggering event occurs). In
another embodiment, the value of the bonus triggering event
progress meter carries over from round to round of the competition
game until the player eligibility meter reaches zero and the value
of the player eligibility meter is reset for each round. In one
embodiment, the value of the bonus triggering event progress meter
is reset for each round and/or when the player eligibility meter
reaches zero.
[0206] In one embodiment, the gaming system enables the player to
save any progress achieved in the competition game. For example,
the gaming system enables the player to save at least one of the
following: (i) the round of the competition game, (ii) the status
of the player eligibility meter, (iii) the status of the opponent
eligibility meter, (iv) the status of the player bonus triggering
event progress meter, and (v) the status of the opponent
eligibility meter.
[0207] In one embodiment, the gaming system enables the player to
save the player's progress in association with a player tracking
card or smart card. Storing the player's progress in association
with a player tracking card or a smart card enables the player to
restore the player's progress at a different time. Alternatively,
in another embodiment, the gaming system saves the player progress
to a player account associated with the gaming system and
accessible to the player via a personal identification number,
biometric identification, or any other suitable identification.
[0208] In one embodiment, the gaming system enables each one of the
gaming devices to save any progress achieved in the competition
game. For example, the gaming system enables each one of the gaming
devices to save at least one of the following: (i) the round of the
competition game, (ii) the status of the player eligibility meter,
(iii) the status of the opponent eligibility meter, (iv) the status
of the player bonus triggering event progress meter, and (v) the
status of the opponent eligibility meter. In this embodiment, the
gaming system enables a gaming device to save the progress achieved
by a first player, so that if a second player begins to play at the
gaming device, the second player can resume the competition game
from point (or round) where the first player left off. In another
embodiment, the gaming system causes the gaming device to display a
countdown timer which limits the second player to a designated
period of time in which to resume the competition game from the
point (or round) where the first player left off.
[0209] In one embodiment, the gaming system enables the player to
play the competition game for a fee or buy-in. For example, the
gaming system displays the competition game after the player pays a
fee to the gaming establishment. In this example, the player buys
into the competition game. In one embodiment, the fee is
predetermined or otherwise determined by the gaming system
implementer. In another embodiment, the player must make a separate
side-wager on the wagering game other than the wager placed for
each play of the wagering game) to qualify for the competition
game.
[0210] In one embodiment, the gaming system enables the player to
compete against a different opponent in each round of the
competition game. For example, the competition game includes a
plurality of rounds, wherein each round is associated with a
different virtual or computer-controlled opponent. That is, in this
embodiment, the gaming system enables one player to compete against
one or more virtual or computer-controlled opponents in the
competition game. Each virtual or computer-controlled opponent is
associated with at least one different characteristic. Such
characteristics include, but are not limited to, the quantity of
symbols available for the wagering game, probability data
associated with the competition game (e.g., how often a heal event,
a defend event and/or a hit event occur), the quantity or amount of
life units per competition game event (e.g., a hit event for a
first opponent decreases the player eligibility meter by an amount
selected from a first range, such as 1 to 10 life units, while a
hit event for a second opponent decreases the player eligibility
meter by an amount selected from a second range, such as 5 to 25
life units), the quantity of life units associated with the
competition game, or any other suitable characteristic. In one
embodiment, a first virtual opponent is associated with an opponent
eligibility meter having a first designated amount of life units
(e.g., 50 life units) while a second, different virtual opponent is
associated with an opponent eligibility meter having a second,
different designated amount of life units (e.g., 200 life units).
Thus, the difficulty level of the competition game changes for
different rounds (e.g., increases as the competition game
progresses round to round).
[0211] In one embodiment, the gaming system enables the player to
compete against another player playing at one of the gaming devices
in the gaming system. In this embodiment, the gaming system enables
two independent players to compete against one another in the
competition game. In one embodiment, the gaming establishment or
the gaming system operator charges a rake or fee to each of the
players to host or conduct the competition game. That is, each
player pays a designated fee to participate in the competition
game. In this embodiment, the fee includes, but is not limited to,
a predetermined amount, a predetermined percentage of one of the
player's wagers, a predetermined percentage of both players'
wagers, or any amount or percentage deemed suitable by the gaming
establishment and/or the gaming system operator.
[0212] In one embodiment, the gaming system enables the player to
compete against another player playing at one of the gaming devices
in the gaming system. In one such embodiment, the gaming system
enables two independent players to compete against one another in
the competition game, while competing against the house for the
individual rounds in the competition game. In one embodiment, the
gaming establishment or the gaming system operator charges a fee
for each competition within the competition game. That is, the
players play against the house for any winnings they might accrue
during the competition. In this embodiment, the winner of the
competition is awarded a total prize (e.g., the full prize winnings
from both players) or a predetermined percentage of any amounts won
by the losing players.
[0213] In one embodiment, where the competition game is a
turn-based game, the gaming system suitably determines which player
takes their turn first. In different embodiments, the determination
of which player takes their turn first is randomly determined,
predetermined, determined based on the player's player tracking
status (as determined through a suitable player tracking system),
determined based on each player's wager, determined based on each
player's player eligibility meter, determined based on time, or
determined based on another suitable method. In another embodiment,
the gaming system enables both players to take one or more turns
simultaneously or substantially simultaneously.
[0214] In another embodiment, the gaming system enables a plurality
of players to compete against a common opponent as a group or team.
In this embodiment, two or more players play against a common
opponent. In one such embodiment, the gaming system enables both
players to take their turn simultaneously or substantially
simultaneously against the common opponent. In one embodiment, the
common opponent has increased eligibility to equalize the
competition. For example, if a player competes against a designated
opponent, the gaming device enables the player to request (i) to
join a team competing against the same designated opponent, or (ii)
to field requests from players seeking a teammate to compete
against the same designated opponent. In one embodiment, one of the
gaming devices in the gaming system sends the request to the
central controller of the gaming system and the central controller
polls other gaming devices in the gaming system to fulfill such
requests. If another player at another gaming device in the gaming
system wishes to fulfill a request, the central controller
facilitates the connection between the gaming devices over a data
network as described above.
[0215] In one embodiment, the gaming system enables a sponsor,
advertiser or third party to pay the fee for one or both of the
players to play the competition game in exchange for the
opportunity to advertise a product, good or service to one or both
of the players during their play of the competition game. That is,
one or both of the players play a free or sponsored competition
game in exchange for receiving advertisements displayed at the
gaming device (e.g., on the display device or a service window). In
this embodiment, the sponsor, advertiser or third party pays the
fee charged by the gaming establishment and/or the gaming system
instead of the player(s).
[0216] In one embodiment, the gaming system provides the wagering
game and/or the competition game to one or more players for a
designated amount of time in exchange for a designated wager. For
example, the gaming system enables a player to play a designated
minimum number of rounds (e.g., two rounds) in exchange for a
designated minimum wager (e.g., $5). In one embodiment, the gaming
system provides the player with a designated minimum number of life
units (e.g., 100 life units) in exchange for a designated wager
(e.g., $5). In another embodiment, the gaming system enables a
player to play a designated minimum number of rounds (e.g., two
rounds) in exchange for a designated wager (e.g., $5), wherein the
gaming system enables the player to start each round with at least
a designated minimum number of life units (e.g., 80 life
units).
[0217] In one embodiment, the gaming system automatically wagers
one of a plurality of wager components funded by the player after
designated wagering events occur in association with the wagering
game and/or the competition game. For example, the gaming system
enables the player to fund the competition game with coin-in. The
credit meter displays the amount of funds available to the player.
The gaming system determines the number of life units or the
percentage associated with the player eligibility meter based on
the funds available to the player. In one embodiment, during the
wagering game, if a designated wagering event occurs (e.g.,
randomly generating a symbol combination along one of a plurality
of paylines), the gaming system automatically wagers one of a
plurality of wager components on behalf of the player. In another
embodiment, during the competition game, if a designated wagering
event occurs (e.g., a hit event, a heal event, a defend event or a
neutral event), the gaming system automatically wagers one of a
plurality of wager components on behalf of the player. In such
embodiments, for each designated wagering event that occurs, the
gaming system determines a wagering event outcome. In one
embodiment, the wagering event outcome results in an increase to
the player eligibility meter and/or the opponent eligibility meter
by a designated number of life units (or a percentage), a decrease
to the player eligibility meter and/or the opponent eligibility
meter by a designated number of life units (or a percentage) or no
change to the player eligibility meter and/or the opponent
eligibility meter. The gaming system then determines whether to
provide the player an award based on the determined wagering event
outcome for the wagering game and/or the competition game.
[0218] In one embodiment, additional game information for the
competition game (which is provided by the gaming device) is
downloadable to the gaming device through a data network as
described above. Such additional game information includes, but is
not limited to, additional opponents to compete against the player,
additional upgraded competition game features, additional or
different awards, additional or different themes, graphics, sounds,
and/or videos (e.g., animations), and additional or different
probability data. It should be appreciated that the gaming system
enables additional game information for the competition game and/or
the wagering game to be downloaded to the gaming device through a
data network after the gaming device is in a gaming establishment.
Additionally, it should be appreciated that such downloaded game
information may change one or more aspects or functions of the
competition game and/or the wagering game. For example, downloading
additional opponents to at least one of the gaming devices to
compete against the player lengthens the competition game from a
first designated amount of rounds to a second, different designated
amount of rounds. In another example, downloading an additional
theme to at least one of the gaming devices changes the game events
displayed for the competition game and/or the available symbols or
symbol combinations for the wagering game. Such downloadable game
information varies the look, function, or appeal of the competition
game and/or the wagering game. It should be appreciated that in one
embodiment, the gaming system provides such downloadable game
information as an award or benefit to the player for winning
certain rounds, or winning the final round, of the competition
game.
[0219] It should be understood that various changes and
modifications to the presently preferred embodiments described
herein will be apparent to those skilled in the art. Such changes
and modifications can be made without departing from the spirit and
scope of the present subject matter and without diminishing its
intended advantages. It is therefore intended that such changes and
modifications be covered by the appended claims.
* * * * *